Sword World 2.5 - Core Rulebook II

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Introduction .......................... 7 Speeding Up Skill
Checks .............................. 46
Expanding World of
Sword World 2.5 ................ 8 Standard Combat ............ 48
When Reading This Features of Standard
Book ................................... 9 Combat ............................. 48
Part 1 Characters................. 10 Standard Combat
Progression ....................... 51
Additional Data for
Character Creation ............... 11 Character’s Turn and
Additional data for Easy Movement ........................ 53
Creation (Sample Melee and Skirmishes 55
Characters) ........................ 11
Blocking Movement ... 59
Sample Characters Range and Area, Misfire
Features ............................. 11
and Shielding .................... 63
Additional Data for Notes on Major, Minor
Detailed Creation ............. 25
Actions, Combat Feats ..... 65
New Background Tables
Rules for Special Damages
........................................... 29
and Situations ....................... 68
Language Details ........ 31
Fixed Damage............. 68
PC Growth Addition ...... 36
Invisibility .................... 69
Growth to 10 Level ..... 36 Modification for Auditory
Enhanced Racial Abilities Skills .................................. 71
........................................... 37 Underwater Behavior
Part 2 Game Rules .............. 39 and Combat Preparations 72
Supplementary Skill Checks Aerial Action and Fall 78
............................................... 40 Rules for Exceeding
Additional Skill Checks Equipment Limit .............. 81
........................................... 40
Addition and Extension of
Reroll of Skill Check . 43 Classes ................................... 87
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Conjurer Additions: Spellsongs and Finales Data
Golem and Undead.......... 87 ............................................. 188
Priest Additions: God’s Spellsongs Data ........ 188
Powers and Areas of Finales Data .............. 195
Influence ........................... 93
Combat Feats Data ....... 198
Fairy Tamer Class....... 94
Note on Replacement
Enhancer Class .......... 97 Combat Feats .................. 198
Bard Class ................. 100
Selectively Acquired
Reputation and Adventurer Passive Combat Feats ..... 199
Rank .................................... 110 Selectively Acquired
Sword Shards and Active Combat Feats ...... 204
Reputation ...................... 110 Automatically Acquired
Renowned Items ....... 112 Passive Combat Feats ..... 209
Adventurer Rank ...... 114 Item Data ...................... 212
Disgrace .................... 118 Comprehensive List of
Additions to the Fellow Weapons ........................ 212
Action Table ....................... 121 Comprehensive List of
Part 3 Data ........................ 127 Armor ............................. 219
General Equipment and
Additional Magic Data . 128
Supplies .......................... 220
Truespeech Magic Data
......................................... 129 Chemicals/Herbs ...... 221
Class-Specific Items .. 222
Spiritualism Magic Data
......................................... 134 Adventure Tools ...... 224
Divine Magic Data .... 140 Accessories ............... 225
Magitech Data ........... 156 Detailed Data ............... 227
Fairy Magic Data....... 160 Improvements and
Techniques Data........... 182 Enhancements to Weapons and
Armor ................................. 241
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Improvements and Famous People of the
Enhancements to Weapons Western Alfleim Continent
......................................... 241 ........................................ 289
Improvements and Remnants of Magitech
Enhancements to Armor Civilization .......................... 297
......................................... 243 Daily Presence of the
Abyss Enhancement .... 245 Magitech Civilization ..... 297
Abyss Enhancement Part 5 Game Mastery ........ 301
Procedure ...................... 245 Mastering Supplement . 301
Abyss Enhancement
High-level Adventurer
Details ............................ 246 Rewards .......................... 302
Price of Abyss Enhanced
Scenario ........................ 303
Armor ............................. 250
Sample Scenario "
Paying with Abyss Shards Millstones of the Immortal
......................................... 251
Queen" ............................ 303
Abyss Curse .............. 251
Barbarous Faith and the
Part 4 World ..................... 259 Gods of the Second Sword 321
Gods, Race, Geography 260 Basic Divine Spells
Gods Known on the Changes .......................... 321
Continent of Alfleim ...... 260 Barbarous Gods ....... 323
Those Who Live in Raxia Monsters ....................... 329
......................................... 262 Additional Elements. 329
Summary of the Alfleim
Barbarous ................. 333
Continent ........................ 277
Plants ......................... 355
"The Land of No Return"
Keldion ........................... 278 Undead ..................... 364
Burlight Region ......... 279 Constructs ................. 369
Dorden Region ......... 284 Magitech ................... 384

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Mythical Beasts ......... 391 Golem Data .................. 412
Fairies ........................ 397 Golem Enhancing Items
........................................ 412
Daemons ................... 404
Golem Data .............. 416
Humanoids ............... 410

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Introduction

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Expanding World of Sword World 2.5
Are you daring?
This book is a collection of additional rules following Sword World 2.5
Core Rulebook I. In Sword World 2.5 Core Rulebook I" seven races and up
to six levels of data were provided. For avid adventurers, however, reaching the
upper limit of 6 levels may seem like a blink of an eye.

This is where this book, Core Rulebook II comes in.

With Core Rulebook II, characters can grow to 10 levels. To this end, a
new magic list and combat feats have been added, making the game even more
in-depth.

New classes, Fairy Tamer, Enhancer, and Bard, have been introduced to
broaden the scope of play. The Fairy Tamer is the fifth Wizard-Type Class to
use Fairy Magic, which can cast spells of various types. The Enhancer's
techniques are an excellent way for Warrior-type characters to enhance
themselves. And the Bard shines on the battlefield with its music, playing
Spellsong and Finales.

New races include the Lildrakens, a dragon race; the Grassrunners, jovial
wanderers; and the Meria, who has evolved from a plant to a humanoid, giving
players new races for your characters to enjoy. The Lildrakens, with their
muscular body, make them excellent warriors; the Grassrunners are tricksters
with fantastic speed and dexterity and are not affected by magic; the Meria
combine high vitality and aptitude for magic, making them tough magicians.

Now you can also use reputations to earn Adventurer Ranks, which will
help you spread your name worldwide. Many valuable items that can only be
obtained with reputation are now available.

Of course, more than 100 unique and powerful monsters have been added
to the game to counteract these PCs' enhancements. GMs are encouraged to
use the abundance of monsters to torment, terrorize, and amuse the PCs to
their hearts' content.
Standard Combat rules have also been added to enhance further the tactical
experience of fighting these more potent and more unique monsters.
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We also introduce the Dorden region to the north as a new adventure
setting, the Burlight region, and many famous NPCs, which GMs can use for
scenario ideas or as a reference when creating their NPCs.

Now, are you ready to embark on a new adventure?

You have before you more mysteries, more threats, more power, and more
techniques and tools to harness it than ever before. Please read this book
carefully and put it to use in your adventures. Enjoy Sword World 2.5 even
more.

Is it wealth that awaits you? Is it fame? Or will it be a cruel defeat and death?

May the God of Dice bless you all.

When Reading This Book


Some players may see the new classes and combat feats added in this book
and wish to "re-select classes and combat feats" for their characters who have
already experienced several adventures.
In that case, you may do this if the GM allows it.
For example, a character with 5 levels of the Grappler class and 4 levels of
the Sorcerer class can drop the Sorcerer class to 3 levels and use the 1,500
unused experience points to acquire a new Enhancer class at 2 levels.
Regarding combat feats, you can change the [MP Save/Sorcerer] feat you
learned at the 5th level to the combat feat [Tail Swing I], which was added in
this book. [Weapon Proficiency S/Wrestling] might also be a good idea.
These changes should not seriously damage the core of the character that
has been played. In the previous example, it would be unacceptable to leave
out the Sorcerer class and put all its experience points into the Enhancer class.
In particular, losing a class acquired from the background table is
impossible.

See "Core Rulebook I"


You may be instructed to refer to "Sword World 2.5 Core Rulebook I" in
this book. The form (see CR I, p. XXX) is used for such references.

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Part 1 Characters

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Additional Data for Character
Creation
This section introduces the races for PC added in this "Core Rulebook II"
and provides data that enables the creation of characters using these races.
We also provide additional background tables that add the newly added
classes and expand the variety of character creation in "Detailed Creation" (see
CR I, p. 61).

Additional data for Easy Creation (Sample Characters)

Starting on page 13, we have three sample characters that can be used in
"Easy Creation" (see CR I, p. 20). They use the races added in this "Core
Rulebook II" and newly added classes. If the new races and classes appeal to
you, you may want to choose one of these characters.

Sample Characters Features


There are a few points to note when choosing a character with Easy
Creation (see CR I, p. 22, “Balanced Choice”). Considering this, the characters
in this book are classified as follows.

The Balance between Frontline and Rearguard Types


Lildraken Bodybuilder is a Frontline Type, while Grassrunner Minstrel
and Meria Feytouched are Rearguard Types.

Healer
The Meria Feytouched can act as a healer.

Explorer
Grassrunner Minstrel has a Scout class and can act as an explorer.

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Knowledgeable
The Meria Feytouched has a Sage class and can be a knowledgeable party
member.

Sample Character Features


Front/Rear Healer Explorer Knowledgeable
Human Warrior Front - ◯ -
Elf Priest
Front△ ◎ - ◎
Swordmaster
Dwarf Paladin Front ◯ - -
Tabbit Magician Rear - - -
Runefolk Gunner Rear △ - ◯
Nightmare Magic
Front - - -
Warrior
Lykant Boxer Front - ◎ ◯
Lildraken
Front - △ -
Bodybuilder
Grassrunner Minstrel Rear - ◎ △
Meria Feytouched Rear ◯ △ ◎
Front: Frontline Type Rear: Rearguard Type Front△: Can be in the frontline,
but not primarily a melee fighter. ◎: Particularly high aptitude
◯: High aptitude △: Limited aptitude -: No aptitude

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Lildraken Bodybuilder

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Character Description
This is Lildraken heavy warrior armed with a double-handed bludgeoning
weapon and metal armor.
Lildrakens, also known as "Dragon Men," are Humanoids resembling
dragons. They are bipedal but can also fly for short periods using the wings on
their back.
Their primary role is to attack with weapons. For this purpose, the
character is equipped with powerful weapons and armor. When the time
comes, the character can use the technique [Bear Muscle] to gain the strength
of a bear for a short time. They can deal tremendous damage when used in
conjunction with [Power Strike I].
They can fly with the racial ability [Sword's Grace/Wings Of The Wind]
during battle, which makes it easier to avoid enemy melee attacks and easier to
hit with their own attacks. This is also a time-limited effect, so consider how to
use it. [Scaly Hide] is the racial ability to withstand attacks, and [Tail As
Weapon] allows using Tail as a weapon in an emergency.
Show your attack power and durability to the fullest and stand proudly in
front of your enemies!

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Grassrunner Minstrel

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Character Description
This is a Grassrunner minstrel holding a small musical instrument.
Grassrunners are Humanoid, but it is less clear how they came into being
than other races. Many Grassrunners don't care about that and just enjoy their
days.
The Bard class can sing Spellsong, songs with special effects that resonate
over a wide area. Most of the effects are slight, but Bard class affects all
characters around indiscriminate and has no effect on constructs or similar
creatures.
When the Spellsong is sung, the player accumulates the power of singing,
called "Rhythm." When the player has a certain amount, they can play the end
of a song called "Finale," which has a potent effect. The Finale that this
character has acquired is called [Finale: Spring Breeze] and can be used like
an offensive spell.
They also have a high Scout class and can take the lead in exploration and
fighting. Although they cannot attack with weapons and cannot cast spells, they
are no less active than other characters.
Play Spellsongs for each situation and control the battle as you wish!

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Meria Feytouched

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Character Description
Meria is one of the races endemic to the Alfleim continent, close to the
forest and the land, which can be long-lived or short-lived, and although they
look different, they are treated as the same race.
This character is a fairy tamer who does not handle weapons but mainly
uses Fairy Magic. The character can have 4 types of Fairy Magic from 6 types.
The four types can be changed daily, so you can choose the one that best fits
your mood, the composition of your group, and the purpose of your adventure.
It is also possible to use basic spells to temporarily borrow the power of a
fairy, and by using the mako stone, it is possible to summon the desired fairy
for a short time. The fairy tamer will not be able to use Fairy Magic during this
time, so they will have to think about how to use it, but the summoned fairy
will become a reliable friend for the duration of the summon.
Discover the characteristics of the elemental types and aid your friends with
the right spells for the situation!

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Additional Data for Detailed Creation
We will introduce new races for the Detailed Creation of PCs from here.
Additional background tables are also provided for the three classes added
to this book: Fairy Tamer, Enhancer, and Bard.
The procedure for creating a PC itself is the same as described in "Core
Rulebook I," starting on page 61. Just add new background tables and races
while using it.

Determination of Ability Scores

The ability scores of Lildraken, Grassrunner, and Meria are determined by


rolling the dice according to the table below.
Each of these is added to "skill," "body," and "mind" as an ability score. To
avoid creating data that is too inconsistent with the character you wish to make,
it is recommended that you roll three times and select one of a set of ability
scores.

Lildraken Grassrunner Meria


A 1d 2d 1d
B 2d 2d 1d
C 2d 1d 1d
D 2d+6 2d+6 2d+6
E 1d 1d 1d
F 2d 2d+6 1d

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Lildraken

Lildrakens take the appearance of smaller, upright walking dragons.


Despite their seemingly fearsome looks, they count among the humanoid races
because they received the blessing of “The Sword of Harmony," Lumiere. In
fact, despite their ferocious appearances, many tend to be wise merchants and
appreciate their contact with the rest of Raxia.
They are born from eggs and are treated as adults after three molts (about
30 years old), while their lifespan is about 300 years.
Starting Languages: Lildraken can speak, read and write Dragonic and Trade
Common.
Restricted Classes: None

Racial Abilities
[Scaly Hide]: Lildraken receives +1 Defense.
[Tail Whip]: Lildraken possesses the Wrestling weapon Tail.
[Sword's Grace/Wings of the Wind]: A Lildraken may spread its wings and
take flight, flying for one minute (6 rounds) each day. While flying, a Lildraken
receives a +1 bonus for Accuracy and Evasion. Movement speed remains the
same whether moving forward or ascending. However, you cannot perform a
Full Move while flying.
In addition, they may carry additional weight, up to a maximum of 200 kg.
This may be equipment, supplies, or another PC.

Lildraken Background
2d Background Starting Classes Skill/Body/Mind Experience
2–3 Hunter Ranger 6/12/7 2,500
4–5 Brawler Grappler 6/13/6 2,000
6–8 Warrior Fighter 5/14/6 2,000
9 – 10 Merchant Sage 5/11/9 2,500
11 – 12 Cleric Priest 4/13/8 2,000

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Grassrunner

Grassrunners are small humanoids traveling through the steppes, well-


known as cheerful and active wanderers.
For some reason, they have an inherent aptitude that makes them less
responsive to mana (the source of magic). Because of this, they are not very
interested in magic.
Where they come from and how they came to Raxia is a mystery. As they
keep no records, their true origins remain shrouded. Grassrunner remains
have been found near demons in underground labyrinths or in the Shallow
Abyss on rare occasions, which has sparked discussion about whether they
have come from another world.
Even when fully grown, they can easily be mistaken for human children.
Regardless, they reach physical maturity at the age of 15, and their lifespan is
said to be about 200 years.
In many cases, however, curiosity ends their life before reaching old age.

Starting Languages: Grassrunners can speak, read and write Grassrunner and
Trade Common.
Restricted Classes: None

Racial Abilities
[Mana Interference]: Grassrunners do not have and cannot gain MP, even if a
class or ability would otherwise do so. Mako Stones may still be used.
However, if a Grassrunner succeeds on a Willpower check against a spell, they
will be completely unaffected (treating the spell as if it were “Resistance: Neg”).
[Natural Communication]: Grassrunners can understand plants and animals to
a small degree. While this does not mean an entire conversation can be held,
the Grassrunner can pick up on subtle expressions, such as if there is danger
ahead or something wrong in the environment.

Grassrunner Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Thief Scout 13/0/12 2,500
5 – 6 Light Warrior Fencer 14/1/10 2,500
7 Wanderer Ranger 12/1/12 2,500
8–9 Archer Marksman 14/0/11 2,500
10 – 12 Hobbyist Sage or Bard 12/0/13 2,500

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Meria

They look exactly like humans but have one or more flowers blooming
from prominent places such as the head, shoulders, and wrists. These flowers
bloom or wilt depending on their emotional state. Although they are sexually
dimorphic and quite similar to humans in external appearance, their internal
structure is simple, identical to that of plants, which may be why they tend to
be resilient and durable. Meria are a unique species, as they do not need to
sleep or procreate in the form of seeds.
While there is no difference in their ability, there are short-lived and long-
lived sub-species of Meria. Short-lived species take the form of an infant about
a week after the seed has been planted in fertile soil and reach adulthood in
about six months. Long-lived species take the form of an infant in about one
year and reach maturity at 20.
Short-lived species live for about 10 years, while long-lived species live for
nearly 300 years.
Starting Languages: Meria can speak Sylvan, as well as speak, read and write
Trade Common.
Restricted Classes: None

Racial Abilities
[Thriving Life]: Meria do not need to sleep. At the beginning of the day (6:00
a.m.), their HP automatically recovers by 20% of its maximum value (rounded
up to the nearest whole number), and their MP recovers to its maximum value.
They can sleep if they so choose, however they do not recover HP/MP
from it.

Meria Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Wanderer Ranger 9/8/12 2,500
5–6 Cleric Priest 8/8/13 2,000
7 Feytouched Fairy Tamer 8/7/14 2,000
8–9 Magician Sorcerer 8/6/15 2,000
10 – 12 Manipulator Conjurer 7/6/16 2,000

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New Background Tables
Detailed here, you can find additional background tables usable during
character creation. You may use these instead of the ones found along the race
descriptions.

Human
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Archer Marksman 9/5/7 2,500
5 Swordman Fencer 9/6/6 2,500
6 Brawler Grappler 8/8/5 2,000
7 Warrior Fighter 7/9/5 2,000
8 Bodybuilder Enhancer 6/8/7 2,500
9 Poet Bard 5/7/9 2,500
10 – 12 Feytouched Fairy Tamer 5/6/10 2,000

Elf
2d Background Starting Classes Skill/Body/Mind Experience
2 – 4 Bodybuilder Enhancer 11/5/10 2,500
5–6 Spy Scout 12/4/10 2,500
7 Feytouched Fairy Tamer 10/2/14 2,000
8–9 Brawler Grappler 11/4/11 2,000
10 – 12 Minstrel Bard 9/3/14 2,500

Dwarf
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Scholar Sage 3/8/9 2,500
5–6 Wanderer Ranger 6/9/5 2,500
7 Bodybuilder Enhancer 5/9/6 2,500
8–9 Minstrel Bard 4/8/8 2,500
10 – 12 Feytouched Fairy Tamer 5/6/9 2,000

Tabbit
2d Background Starting Classes Skill/Body/Mind Experience
2–5 Magician Sorcerer & Conjurer 5/6/11 1,000
6–7 Feytouched Fairy Tamer 7/5/10 2,000
8–9 Minstrel Bard 6/7/9 2,500
10 – 12 Apothecary Ranger 7/6/9 2,500

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Runefolk
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Spy Scout 12/6/8 2,500
5 – 6 Bodybuilder Enhancer 10/8/8 2,500
7 Agile Warrior Fencer 11/9/6 2,500
8–9 Minstrel Bard 8/9/9 2,500
10 – 12 Conjurer Conjurer 7/9/10 2,000

Nightmare
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Minstrel Bard 8/13/9 2,500
5 – 6 Bodybuilder Enhancer 9/14/7 2,500
7 Archer Marksman 10/10/10 2,500
8–9 Wanderer Ranger 9/12/9 2,500
10 – 12 Manipulator Conjurer 6/11/13 2,000

Additional Note on a Nightmare Race of Origin


Nightmares can be born from Lildraken, although very few are. They are
reproduced as eggs, but when they break out of their shells, they emerge as
babies in the form of nightmares. Nightmares born from Lildraken have the
wind attribute specified in their race ability [Weaknesses].

Lykant
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Minstrel Bard 8/9/8 2,500
5–6 Archer Marksman 11/8/6 2,500
7 Bodybuilder Enhancer 10/8/7 2,500
8–9 Scholar Sage 10/7/8 2,500
10 – 12 Cleric Priest 9/7/9 2,000

Lildraken
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Archer Marksman 7/12/6 2,500
5 – 6 Agile Warrior Fencer 6/11/8 2,500
7 Bodybuilder Enhancer 5/12/8 2,500
Sorcerer or
8–9 Magician 4/12/9 2,000
Conjurer
10 – 12 Feytouched Fairy Tamer 3/12/10 2,000

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Grassrunner
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Scholar Sage 11/1/13 2,500
5–6 Brawler Grappler 14/2/9 2,000
7 Traveler None 11/2/12 3,000
8–9 Spy Fencer & Scout 15/0/10 2,000
10 – 12 Minstrel Bard 12/0/13 2,500

Meria
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Archer Marksman 10/7/12 2,500
5 – 6 Light Warrior Fencer 10/8/11 2,500
Magician Sorcerer &
7 8/5/16 1,000
Conjurer
8–9 Minstrel Bard 7/7/15 2,500
10 – 12 Bodybuilder Enhancer 9/9/11 2,500

Language Details
There are many different languages spoken all across Raxia. Although a
brief description of each language was included in the "Core Rulebook I," this
section provides a more extensive description of each language, including
Draconic, Grassrunner, and Sylvan, which have been added to this Rulebook.

List of Languages
Name Spoken Written Typically Used By
Elven ◯ ◯ Elf, Merman
Sea Animal ◯ X Dolphin, Kelpie
Giantish ◯ ◯ Giant, Troll
Grassrunner ◯ ◯ Grassrunner
Trade Common ◯ ◯ Humanoids in general
Ancient Celestial X ◯ Tabbit (See Race Descr.)
Region-specific (Burlight, for
Regional Dialect (any) ◯ ◯
example)
Draconic ◯ X Dragon, Lildraken
Drakish ◯ ◯ Drake, Ogre, Quepala
Dwarven ◯ ◯ Dwarf
Nosferatu ◯ ◯ Vampire
Basilisk ◯ ◯ Basilisk
Barbaric ◯ ◯ Barbarous in general
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Name Spoken Written Typically Used By
Daemonic ◯ X Daemons in general
Magitech ◯ ◯ Runefolk, Artificer
Arcana ◯ ◯ Sorcerer, Conjurer
Sylvan ◯ X Fairy, Fairy Tamer
Youma ◯ X Goblin, Hoodling, Bolg
Aviary ◯ X Garuda
Lycant ◯ ◯ Lykant
Lizardman ◯ ◯ Lizardman, Hugl
Other ◯ △ Various

Description of Languages

Elvish
Elvish is primarily spoken by elves. The language sounds so flowing that it
is reminiscent of music. Still, it is said to be difficult for other races to learn
because of its detailed grammatical rules and numerous vowels with minor
differences that are difficult to distinguish.

Sea Animal
It is used by some sea-dwelling, intelligent animals and Mythical Beasts.
The language uses high-pitched sounds and can only be communicated
underwater. The vocabulary is not very large, and nor is there a written form.

Giantish
Used by giants and trolls. It is characterized by its concise style of writing
and distinct pronunciation.

Grassrunner Language
Grassrunner is, unsurprisingly, primarily used by Grassrunners. It is a
simple, easy-to-learn language with many straightforward expressions.
Although the grammar is simple, speakers of Grassrunner tend to use a lot of
abbreviations and slang in their conversations, making it difficult to understand
the meaning when you hear it.

Trade Common
After the collapse of the Magitech Civilization, this language became
widespread among the merchants and adventurers who traveled around the

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world. It is based on Magitech but is simpler and easier to remember,
characterized by its straightforward phrases.

Ancient Celestial
This language remains only on stone inscriptions, etc., so it is unknown
how it is spoken.
Tabbit prefers to use it to denote their titles, etc. It is said to have been the
language of the ancient gods.

Regional Dialect
The indigenous dialect of a particular region. Each region has its own
unique vocabulary.

Draconic
Used by dragons and their kin. In addition, Lildrakens know draconic,
despite being humanoids. Dragons never developed a written language because
they considered their own excellent memory absolute and did not think of
keeping records. Because of the roars and the sound of air moving in and out
between the fangs of the speaker, it is difficult for the average humanoid to
pronounce and understand.

Drakish
This is the language used by Drakes, who are reputed to be Barbarous
leaders. It is also called the higher Barbarous language because it is used as a
common language by the ruling class of the Barbarous.
It has very complex grammar, rich expressions, and strong pronunciation.

Dwarven
Dwarven is the language of the dwarves. It is characterized by a tendency
to combine several words to form one long word. Pronunciation is clear, and
when spoken too fast, it can make the speaker angry.

Nosferatu Language
Nosferatu is spoken by vampires, considered one of the ruling classes in
the Barbarous society, and their dependents. Its grammar is elaborate and
strict, all the while featuring a large number of homonyms that are based on
the distinctions made by the grammar, making the language particularly
difficult to learn.

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Basilisk Language
The language used by the Basilisks, who count themselves among the ruling
class of Barbarous society, is characterized by its soft pronunciation. It has
many long vowels and is not suited for fast speech. It avoids direct language
and uses many roundabout phrases, rhetorical questions, antonyms, and
sarcasm. Because of this, it is difficult to grasp the meaning of its idioms when
unfamiliar.

Barbaric
A language designed to be understood by all the various Barbarous ( a
popular theory says that Drake created this language). It is made up of only
concise, direct phrases with a two-word syntax ("kill enemy," "I hungry," etc.).
Language is more like a set of codes than a language. It cannot convey complex
information.

Daemonic
The language used by daemons. The language is characterized by
incantation-like phrases that are extremely difficult to understand. There is no
written documentation of any kind, and no written language has been handed
down.

Magitech
This is a widely used language in the Al Menas period, which fell into ruin
about 300 years ago. It is simple and is also used to activate Magispheres.

Arcana
This is the language of the Ancient Magic Civilization, believed to have
fallen about 3,000 years ago.
It is challenging to pronounce and has been handed down only as
incantations. It is difficult to use in conversation but not impossible.

Sylvan
The language used by fairies is characterized by a bouncy pronunciation. It
does not have an extensive vocabulary and is sometimes difficult to understand,
especially since neither past, present, nor future tenses exist. Fairy Magic can
be cast by speaking to fairies in this language. It has no written form.

Youma
34
This language is used daily by Goblins, Kobolds, Hoodlings, Bolg, and
other Pack Barbarous. It lacks vocabulary and expressions, instead consisting
of direct words. It is often pronounced menacingly and sounds jarring to
humanoids.

Aviary
This is the language used by Garuda, which is also learned by some of the
other winged Barbarous who are often under their command. It is
characterized by intense and forceful language, with syllables clearly separated
so as not to be drowned out by the wind.

Lycant
This language resembles animal cries, such as roars, barks, screeching, and
unusual sounds.
Historically, it has resembled animal sounds so much that it does not sound
like a language being spoken to the uninitiated. It has a particularly rich hunting
and fighting vocabulary and is adept at conveying emotions and feelings. Its
writing is unique, expressed through strings and knots.
There is also a simplified written form.

Lizardman language
It is spoken by the Lizardmen and some other Barbarous with reptilian
heads.
Derived from Draconic, it is pronounced very similarly and has many
words in common. The grammar has been dramatically simplified, and the
vocabulary is much reduced. Since the language is not as memory-dependent
as draconic, they have created and used a scratchy writing system.

Other Tribal Languages


Some intelligent Monsters, such as Barbarous and Mythical Beasts, have
their own language. They may also be learned by other races they interact with
or have dominion over. The presence of characters varies from language to
language.
The following tribal languages are known to exist. Languages with an "X"
appended do not have a script.
Androscorpion, [X]Varg, Ogre, Ganesha, Gilman, Centauri, Vulcan,
[X]Harpia, [X]Formica, Hopper, Merman, Minotaur, Lycanthrope, Raven

35
PC Growth Addition

Growth to 10 Level
Using Core Rulebook II, a character can grow up to 10 levels. The
experience points required to grow a class for each type are as follows.

Table of Experience Points (up to 10 Level)


Level Major Class Minor Class
1 1,000 500
2 1,000(2,000) 1,000(1,500)
3 1,500(3,500) 1,000(2,500)
4 1,500(5,000) 1,500(4,000)
5 2,000(7,000) 1,500(5,500)
6 2,500(9,500) 2,000(7,500)
7 3,000(12,500) 2,500(10,000)
8 4,000(16,500) 3,000(13,000)
9 5,000(21,500) 4,000(17,000)
10 6,000(27,500) 5,000(22,000)
Major Classes
Fighter, Grappler, Sorcerer, Conjurer, Priest, Artificer, Fairy Tamer
Minor Classes
Fencer, Marksman, Scout, Ranger, Sage, Enhancer, Bard
※Number in parentheses () is a cumulative XP needed

36
Enhanced Racial Abilities
When a character reaches Adventurer Level 6 or higher, their racial
Abilities are strengthened.

Race: Human Enhanced Racial Ability: [Sword's Grace/Change Fate]


Description: When using [Sword's Grace/Change Fate], add +1 to the result.
However, only changing double 1’s to double 6’s will result in automatic
success, and double 6’s to double 1’s will still result in an automatic failure.
When using a Power Table, the maximum result is 12.

Race: Elf Enhanced Racial Ability: [Sword's Grace/Gentle Water]


Description: An ally who holds one of your hands is granted some of the
benefits of [Sword's Grace/Gentle Water]. This allows them to move as freely
underwater as on land. Also, while underwater, they can hold their breath for
one hour (outside of water, their breathing rate is the same as other races).
They also gain +2 to Fortitude and Willpower against "poison" and "disease"
type effects. If contact is lost, so is this benefit.

Race: Dwarf Enhanced Racial Ability: [Sword's Grace/Body of Flame]


Description: An ally who holds one of your hands will no longer receive any
damage from fire, physical or magical, and their equipment cannot burn or be
damaged by fire.

Notes on "holding hands"


Elves and Dwarves gain the ability to grant some benefits of their racial
ability to a single companion who is "holding your hand." This means the hand
they are holding can’t be equipped with a weapon, shield, or holding an item
other than a [Stance: 1HW] weapon. In addition, this hand may not be used
to make weapon attacks, etc. If either one lets go of the other, the ally loses the
shared abilities immediately.
Even when using both hands, you cannot share your abilities with more
than one person simultaneously. When holding hands with multiple people,
every 10 seconds (1 round), the player chooses which character they wish to
share abilities with.

Race: Tabbit Enhanced Racial Ability: [Sixth Sense]


Description: [Sixth Sense] allows you to use Adventurer level + Intelligence
Modifier to perform Spot Trap Checks.
37
Race: Runefolk Enhanced Racial Ability: [HP Conversion]
Description: [HP Conversion] now takes a Minor Action to activate and can
be used during Combat Preparation.

Race: Nightmare Enhanced Racial Ability: [Alternate Form]


Description: When in [Alternate Form], all melee attacks, ranged attacks and
spells that directly damage a target deal an additional +1 damage.

Race: Lykant Enhanced Racial Ability: [Beast Form]


Description: Allows you to now use [Beast Form] as a Minor Action or during
Combat Preparation once per day. Returning to human form still requires a
Major Action.

Race: Lildraken Enhanced Racial Ability: [Sword's Grace/Wings of the Wind]


Description: When flying using [Sword's Grace/Wings of the Wind], you can
now move using a Full Move (i.e., 3x Agility).

Race: Grassrunner Enhanced Racial Ability: [Mana Interference]


Description: Once per day, as a Major Action, a Grassrunner can attempt to
dispel a magical effect with a duration. By touching it, they can make a check
using their Adventurer Level + Spirit Modifier, and if it's higher than the caster's
standard value, the effect is dispelled.

Race: Meria Enhanced Racial Ability: [Thriving Life]


Description: You now gain a +4 bonus to Fortitude and Death checks in natural
environments (see CR I, p. 101) and under sunlight.

38
Part 2 Game Rules

39
Supplementary Skill Checks
In this section, we add new skill checks and introduce the rules for retrying
the action checks and reducing the time required.

Additional Skill Checks


Performance
Standard Value: Bardic Power (Bard level + Spirit modifier )
Time Required: Instant
Description: Bard class master performs this check to gain special effects. See
page 100 for details.

Swim
Standard Value: Adventurer level + Agility modifier
Time Required: 1 minute (6 rounds) or 10 seconds (1 round)
Description: This check is used to swim. The character can Swim check across
the water. It also reduces the inconvenience and disadvantages of being in the
water.
For more information on actions underwater, including how this check is
made, see page 74.

Investigation check
Standard Value: Any class + Intelligence modifier
Time Required: 1 hour
Description: This check uses one's social position to contact an unspecified
NPC to obtain a clue to the truth.
Depending on how the PC interacts with the source, the GM should
determine the class used for the check.
The GM should determine the Target Number using the following table as
a guide. You may prepare multiple types or stages of clues and give them to
the PC by selecting the success value according to the table.

40
Investigation Check Target Numbers and Clues Obtained
Success
The 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
12 The knowledge professional should know
The knowledge that is known only by a small number of people who meet
15
limited conditions or by well-informed people
Information known only to information collectors/Information known
20
only to those in a limited and particularly selective position
25 Facts are so crucial that only the parties involved would know about them

GM Guide: How to Use Investigation check


It is vital that the Investigation check does not give a direct result but
rather provides a clue that leads to the result. Note that no matter how high the
success value may be, the truth should not be directly obtained. The clues given
should be only fragments of information. The player's role is to use them to
get to the bottom of the situation and lead to a solution.
Investigation checks are recommended in cases such as "when a player is
feeling stuck, and you want to provide a general source of information" or
"when you want to provide a few hints without giving away the story's core.”
The following section shows a guideline for using the Bard class as an example.
GMs are encouraged to specify a class according to the situation and have the
GM perform the check.

Example of Investigation check by Bard class


PC, that has acquired Bard's class (see p. 100), 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 street performances.
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 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.”

41
“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."

GM Guide: Targets of Investigation check


In principle, the target of the Investigation check is an unspecified NPC.
PCs are supposed to talk to appropriate persons in the area and try to get
information through small talk (or, depending on their position, questioning
from the higher-ups). Even if the information is "Facts that are so important
that only the parties involved would know about them," NPCs will not be
themselves parties. It is something that they learned by a very rare coincidence.
Or they may recall a past gossip that has been treated as a fantasy and does not
believe it to be true.
This Investigation check should not lead to contact with NPCs whose
names, backgrounds, personalities, and roles in the scenario are defined. In
principle, the player should consider the NPC's position, personality,
preferences, etc., make assumptions, and negotiate appropriately to obtain
information. To try to do all these things with a dice check is to spoil the fun
of TRPG, where the conversation is at its core.
However, if the negotiations are not going well and the GM feels that they
have reached a dead end, they may ask for an Investigation check to break out
of the deadlock. Or, if the GM is not sure how far to give a clue from the
conversation alone, they may rely on the success value of the Investigation
check.

42
Retries of Action Checks
Some action checks can be retried after failure. This section describes how
to determine if an action check can be retried and what to do if it can be retried.

Action Checks That Cannot be Retried

The action checks with "Time Required: Instant" cannot be retried, except
in cases where combat feats or items make it possible, so if the Accuracy check
fails, the attacker misses. If the Spellcasting check fails automatically, the player
wastes their MP and the turn.
Also, if the situation changes due to the failure of an action check and the
opportunity to perform the action check itself is lost, you cannot try again. For
example, if a player is seen after failing a Hide check, it is no longer possible
for the player to continue hiding, and the Hide check cannot be performed
again.

Retry that involves Cost or Risk (Time Required Remain the Same)

For action checks other than "Time Required: Instant," the action checks
that involve a cost or a risk can be retried by paying the price or retaking the
risk if the situation permits, even after the failure.
For example, if you perform a Search check in a room where the air quality
is bad, and you suffer, or may suffer, damage if you stay for 10 minutes, you
can do this again after a failure with a time of 10 minutes. Then, the 10 minutes
must pass again to suffer the consequences of the bad air quality.

No Risk Action Check (Time Required Incrementally Increases)

For some action checks, for which the situation does not change (except
for the passage of time). For example, if you search for a hidden object with a
Search check and fail to find it, you will not find anything, but the object will
still be hidden. And, unlike the aforementioned checks with a cost or a risk,
the character who performed the action check will not be affected.
If the same PC retries the check in such a case, the Time Required for the
check will be increased (if another character performs the check, the check
should be performed as usual). Specifically, the Time Required is increased by
43
one level according to the diagram "Time Required for Retry of a Check.” The
retried check can be repeated, but the Time Required will be increased by one
level for each failed attempt. For example, if you retry a check with a Time
Required of 1 minute (6 rounds), you will need to retry for 10 minutes (60
rounds). If you retry the check again, it takes 1 hour.
However, it cannot be higher than "1 week". When "1 week" is reached, all
subsequent retries will be made within the "1 week" time required.
If the time required is long, you must be immersed in the task, except for
the minimum necessary actions to survive.
This check can be retried even if the success or failure is uncertain at the
moment. For example, if you are unsure about the success value of a concealed
check and feel that you will be detected later, you can retry the check in search
of a higher success value. Even if the new dice roll is bad and the success value
is lowered, the rerolled success value must be used on such a check.
If the situation allows, you can
try again even after a complete
interruption (e.g., if you are
investigating a document in the
archives, even if you have been on
an adventure for a while, you will
be able to work on it again once
you return to the original archive).
If the class level, the adventurer
level, or the ability modifier of the
check is increased during the
break, the Time Required of the
check will be restored to the
original value.

44
Retrying Open Lock Check

Among the action checks, the Open Lock check, which attempts to disarm
a trap, can be retried with special rules.
If the Open Lock check fails, the PC can immediately retry at the same
Time Required. However, if this fails, the trap will be activated.
It is also possible to make a normal retry, where Time Required is
increased. In this case, failure will not activate the trap. Then, you can use a
special retry, in which failure activates the trap, but Time Required remains
unchanged. For this special check, the last Time Required should be used. For
example, if you fail once, retry with Time Required extended to 10 minutes,
fail again, and then retry with special rules, the Time Required will be 10
minutes.

Damaged Keyhole
The GM can rule that, similar to the Open Lock check for the trap, when
opening something with a lock, the keyhole has been damaged by successive
failed Open Lock checks when an attempt is made to remove the key and that
the check cannot be attempted because of the damaged keyhole.
In this case, an Open Lock check will be impossible, let alone open it with
a valid key. It can be unlocked only with magic.

GM Guide: Beware of Deadlocks


A broken keyhole means it can no longer be opened unless by magic or
other means. Suppose you have created a scenario in which you need to open
a certain door, but before you can do so, you need to find the key to the door.
Suppose the scenario is structured so that it is almost impossible to unlock the
door except with a proper key. In that case, damaging the keyhole will make
the scenario impossible to proceed.
So, GM should be careful and not make such a keyhole that causes such a
deadlock to damage, and when retrying will be impossible. On the other hand,
if the keyhole is a treasure chest that gives a bonus treasure if opened, breaking
the keyhole is a good opportunity to present a dilemma to the player (“keyhole
looks like it will break after next failed attempt”).

45
Note on Retries

Some of the checks have their specifics when retrying them. Here are notes
on such checks.

Acrobatics check
This check can be retried, but it will take longer to travel the same distance.

Insight check
This check is treated as having "Time Required: 10 seconds (1 round)". So
the first retry will have "Time: 1 minute (6 rounds)".

[Wordbreak]
The use of the Major Action combat feat [Wordbreak] is not subject to this
rule and may be attempted on every Major Action occasion.

Speeding Up Action Checks


This rule allows a time-consuming check to be done in a hurry, regardless
of how messy it may be.
Checks with a Time Required of 1 minute (6 rounds) or more can have
their Time Required reduced from the original value, using the diagram "Time
Required for Retry of a Check" (see p. 44). In this figure, a check can be sped
up, and for every one-step reduction, the success value is modified by a penalty
of -2. In this case, any number of steps can be reduced at a time. However, the
minimum value of Time Required is "10 seconds (1 round)" and cannot be
shorter than this.
For example, a Literature check with a Time Required of 10 minutes can
be performed in 10 seconds, two steps down from 10 minutes (so that the
search can be done quickly by quickly skimming). The penalty to the success
value, in this case, will be -4.
This rule does not shorten the time required for Spellcasting checks, which
are longer than 10 seconds (1 round).

The Danger of Open Lock check


If the Open Lock check is performed on a trap with the shortened time
required, the trap will be triggered immediately upon failure, and if the GM so
rules, the keyhole will be damaged as well.
46
Sped Up Retried Checks
A character may retry an action check with the shortened time required. In
this case, the character must always retry with the original Time Required,
regardless of how shorter it was the first time. In the above example of the
Literature check, the Time Required for the retry will be 10 minutes. In this
case, no modification will be made to the success value.
The time required to perform a retry cannot be shortened.

GM Guide: Search Check with Time Required of 10 seconds


When using this rule, a Search check can be done in the time required
of 10 seconds. This is useful when you want to go around the labyrinth in a
hurry.
However, the PC can perform a Spot Trap check and Notice check. And
the difference between Target Number (+4) (see CR I, p. 109) and the penalty
correction (-4) in the Search check shortened at 10 seconds are exactly
equivalent. The accuracy of a 10-second Search check is almost the same as
these checks, so there is little point in doing it. It can be automatically noticed
at the last minute if something is obvious.
If the "10-second Search check" is declared for each room or hallway of the
labyrinth, the game may be unnecessarily delayed, and the player should not
insist on it. The player should wait for the GM's instruction for the Notice
check or leave it to the GM's concealed check (see CR I, p. 358).
Even if it is a 10-second Search check, the PC has stepped into the room
and is investigating by touching the suspicious place. Please be aware that they
are not just doing a glimpse of the inside of the room from the outside but are
taking a considerable risk if they declare their intention to quickly search.

47
Standard Combat
The Standard Combat rules are a more tactical approach to play than
Simplified Combat (see CR I, p. 118), as they allow for more control over
character positioning, which in Simplified Combat was limited to three areas.
Ranged attacks, the spell’s range, area of effect and character movement all
have greater significance.

Features of Standard Combat

Managing Position and Movement in Meters

While Simplified Combat manages the battlefield in only three areas,


Standard Combat manages the position and movement of each character in
meters.
The battlefield assumes only one straight line that roughly connects
enemies and allies. All characters are managed according to where they are
located on this line. In other words, it is a one-dimensional combat system.

Flexible Skirmishes

In Simplified Combat, there was only one skirmish on the battlefield, and
it was forbidden to move "from there to the other side"; in Standard Combat,
it is permitted to forcibly leave the frontline and cut into the rearguard of the
opponent. Therefore, there can be more than one skirmish at the same time.

Notes on Character Location Management

As already mentioned, Standard Combat defines a virtual straight line and


manages the character's location in one dimension.
The GM sets a reference point on the battlefield and checks the position
of each character in meters.

48
While using Standard Combat units less than 1m are not used to manage
the character's location. Only an integer number of meters should be used.
Individual characters cannot end their movement at a fractional position.
In the Standard Combat Rules, the term "coordinates" is sometimes used
to indicate the location of a character. The term "sharing coordinates" does not
mean that characters exist in a specific location but are indistinguishably close
to each other as the game rules are processed. This is also the proximity at
which these characters can do melee attacks and the spells and effects with
"Range: Touch" to each other.

GM Guide: Relative Distance is What Matters


What is essential in Standard Combat is information such as the relative
distance between the characters, that is, how many meters they are apart from
each other. For that purpose, set a reference point and calculate the distance
in meters from this point.
As characters move in combat, ensure you know the relative distance to the
reference point and make it easy for players to understand. To do this, you can
take multiple reference points or shift them depending on the situation.
It is appropriate to manage each time, such as “A and B are 3m apart, C is
5m from there, so A and C are 8m apart.”

49
Existence of Multiple Characters
Multiple characters can simultaneously exist at the exact coordinates,
enemy or ally.

Coordinate Restrictions
The GM may limit the coordinates where the characters can move, the
starting point of magic, etc., considering the situation on the battlefield. For
example, if you encounter a monster waiting in the back of the room, there are
no coordinates behind the position of the first monster.

50
Standard Combat Progression
The combat procedure in Standard Combat is the same as in Simplified
Combat and follows the combat procedure chart below.

51
1. Combat Start Process

Once the PCs and enemies have met, and it is inevitable combat will break
out, the GM begins setting the stage for combat.
1.1 Confirmation of Fractions
1.2 Combat Preparation
1.3 Monster Knowledge Check
1.4 Initiative Check
These are all the same as Simplified Combat (see CR I, p. 121).

1.5 Initial Placement


In Standard Combat, the GM determines the distance between the two
factions, friend and foe, taking into account the circumstances of the
encounter. Unless there are particular circumstances or the PCs are willing to
take a stand, the minimum distance should be 5 meters and the maximum 30
meters between the two sides. At least one character from each faction should
face each other at this distance. This is the distance between the leaders, so to
speak.
Other characters can be placed at the exact coordinates or further away.
Based on the player's report, the GM should decide how far apart the allies
should be. If they are in formation, the distance between each column should
be 1-2m. Otherwise, a rearguard character who does not wish to be hit by a
melee attack should be ruled to be 3-5 meters behind the leader.
Below are the approximate distances at the start of the battle.

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

2. Winning Initiative Acts – 5. Post Combat Process

Once the initial placement is complete, the first faction to move moves their
characters into position, one by one, in turn. No other characters can move
during the turn, precisely the same as in Simplified Combat.

52
When the first faction finishes its action, it is the turn of the second faction.
After that, if the battle is over, the post-combat process initiated is the same as
in Simplified Combat.

Character’s Turn and Movement


The big difference between Standard Combat and Simplified Combat is
the movement. There is almost no difference between the Major and Minor
Actions.

Turn Basics

A character's turn consists of three parts: Movement, a Major Action, and


a Minor Action. Major Action should be made after the movement, and the
timing of Minor Action is, in principle, arbitrary.
In principle, what can be done with Major Action and Minor Action is the
same as in Simplified Combat. The differences are explained in the notes
starting on page 65.

Movement

As in Simplified Combat, there are three different methods of movement.


In Standard Combat, those same methods vary drastically in relation to the
character's ability. Even still, the Major and Minor Action restrictions spelled
out in the Simplified Combat rules, and the -4 Evasion penalty for Full
Movement is still in effect here.

Normal Movement
For PCs, their Move Speed is equal to their Agility score. More specifically,
if a character were to take a Normal Move, they would be able to move up to
their Agility score in meters. Spells and effects can change a character's Move
Speed, modifying it up and down, independently of the character's Agility. The
difference in movement between characters taking the same Movement this
causes separates Standard Combat from Simplified Combat.

53
Full Movement – (3 x Agility)m
A character can move up to three times a movement's distance (in meters).

Normal Movement – (Agility)m


Characters can move a distance in meters equal to their Agility score (the
full score, not just the bonus!).

Limited Movement – 3m
If characters take a Limited Move, they may move up to 3m. However, if
the character's Move Speed is lowered to below 3m, they may only move that
speed instead.

Blocked Movement by Enemy Character or Skirmish


If a hostile character or skirmish (see p. 55) is present in the middle of a
move, the move may be forcibly stopped regardless of the movement type (see
p. 59).

Cannot Move
As a rule, a character cannot move in a melee state (see p. 55). In addition,
the character may be forbidden to move due to the effects of magic or unique
skills. A character that cannot move can perform Major and Minor actions that
can be performed with Limited Move.

54
Melee and Skirmishes
Characters that are attacking each other are "participating in combat" or "in
a melee," while the particular area said combat is taking place in is "a skirmish."
Under Simplified Combat rules, there was only one such skirmish on the
battlefield, and management was pretty simple. However, Standard Combat
allows for much more subtle movement and positioning, so more intricate
rules for dealing with that are necessary.

Skirmish Outbreaks

If characters hostile to each other are at the exact coordinates, and at least
one of them uses a melee attack, casts a “Range: Touch” spell, or activates a
unique skill. Both characters are considered to be "in melee combat," and a
skirmish breaks out at that point. However, if a melee is already occurring, no
new skirmish will break out. The next time a new skirmish occurs, it will be
handled following "Skirmish and Characters" (see p. 56).

Center of Melee Outbreak


A skirmish is centered where the first conflict occurs and spreads out
depending on the number of participants. When determining the number of
participants in this way, monsters with multiple sections count as that many
participants.

Skirmish Range
The range of the skirmish is determined by the number of people
participating in it. Characters on the outskirts of a skirmish are still considered
to be participating in that skirmish. For example, if a character is 3m from the
center of a skirmish, and the skirmish is only 3m in radius, then that character
is still involved. There can only be 20 characters in any skirmish/melee (as per
the table).

Skirmish Range Table


Number of Participants Skirmish Size
2–5 3m radius
6 – 10 4m radius
11 – 15 5m radius
16 – 20 6m radius

55
Skirmish and Characters

If a melee has already broken out, and a character wishes to get involved
with it, there are several rules, depending upon the specific situation.

New Participant in Melee


A character can join an already existing melee by moving to the center of
the ongoing skirmish and declaring their intent to join in on it. This can cause
a skirmish to increase in size, depending on the number of participants (see
previous page).

Characters in Melee
A character participating in melee combat is said to be "in melee." This allows
the character to make melee attacks and cast spells with "Range: Touch." Their
coordinates are considered to be the center of the skirmish.

Independent Characters
Sometimes a character is in a skirmish but does not wish to join in the
ongoing melee. In this situation, the character, being involved in the skirmish
but not "in melee," is considered independent. Each independent character has
its own coordinates, including the skirmish's center.

Interference from Characters in Melee to Independent Characters


Characters in melee don't worry about the difference in coordinates
concerning independent characters involved in the skirmish. However,
suppose a hostile character in the melee attacks an independent character. In
that case, the independent character is inadvertently added to the melee, and
their coordinates are adjusted to be in the center of the skirmish.

Independent Characters Transition to Melee


Conscious characters will transition from being independent characters to
being in melee in one of two manners:
1. If the character takes their turn and they're still in the skirmish, they
will join the melee at the beginning of the next round.
2. If the character is attacked by another participant of the melee with a
melee attack or “Range: Touch” spell, they will join the melee immediately.
If a character is unconscious (as if they've been reduced to 0 HP), they cannot
join the melee in either of these situations and will remain independent.

56
Characters in Melee Becoming Independent
Characters who cannot act independently, such as those who've fallen
unconscious or been put to sleep, will be removed from melee and become
independent characters. However, their coordinates are still considered to be
in the center of the skirmish.

Leaving Melee
In principle, a character in a melee cannot move (see p. 53). However, a
character that has made preparations to leave the melee on their previous turn
may move in any way they wish.
Suppose the number of characters in the melee state in your faction other
than yourself is more than twice the number of characters in the skirmish of
the enemy camp (whether in melee or independent). In that case, you can
immediately move and leave the skirmish.

Changing Skirmish

Depending on the circumstances of the battle, a skirmish can change in


size, multiple joins in one, or disappear.

Expanding or Reducing the Skirmish Size


The size of the skirmish depends upon the number of participants, as
mentioned above. Only characters actively participating in melee count
towards this; independent characters do not (so long as they remain
independent). If new characters join in the melee, then the size of the skirmish
may expand, as per the above chart. However, as characters are defeated
(whether fleeing, unconscious or dead), the skirmish size can shrink
57
appropriately. In either case, the skirmish size will change only after a
character's action, not during.

Example of Expanding Skirmish Range


Suppose there is a skirmish with 5 participants, and a Botch is 4m away
from the center point of the skirmish. The skirmish with 5 participants is 3m
wide from front to back, so the Botch is outside the skirmish.
Here another character, Dive, has moved to the skirmish center point and
announced their participation in the melee. At this point, no expansion of the
skirmish has occurred yet. The Dive can only target 5 people who have been
in the skirmish from the beginning and cannot interfere with the Botch, which
is still out of range.
Dive made a melee attack targeting a character in the skirmish. This
changes the number of participants in the melee to 6 and expands the melee
area to 4 meters in front and behind. The Botch is now inside the skirmish and
becomes independent. If Dive has mastered the combat feat [Twin Strike],
they can make a second attack against the Botch.
If the Dive falls due to the first melee attack, the number of participants in
the melee will remain the same at 5, and no skirmish expansion will occur. The
Botch will stay out of range.

Combining Skirmishes
In Standard Combat, multiple skirmishes may appear on the battlefield. If
the center point of one skirmish is contained within another skirmish, the two
skirmishes will be combined into one.
The center point of the combined skirmish is the midpoint of the two
center points before merging. If the center point is not an integer meter, the
skirmish is moved by 0.5 m to the larger skirmish. If the number of players is
the same, the GM should decide which center point to move to.
All characters in melee before the merge, regardless of which melee they
were in, are in melee after the merge, and their coordinates will be in the center
point after the merge. The skirmish range after the merge is determined by re-
calculating the number of characters in all melee.
The combining of skirmishes must be preceded by an occurrence or
expansion of skirmishes. The merge is processed immediately after these
occurrences or expansions.

58
Disappearing Skirmishes
A skirmish forming is predicated on two separate factions in conflict. If
through any means, one of these factions becomes unable to continue the
combat, the skirmish disappears.

Blocking Movement
When a character moves, if there is a hostile character or skirmish in the
path, then movement may be blocked.

Blocking Outside Skirmish

A character outside the skirmish can block the enemy's movement within
their Limited Move range. The procedure is as follows.
First, when moving, the active character specifies the type of move and the
destination coordinates. The move will be blocked if any point in the middle
of the move (including the starting coordinates) is within the hostile character's
Limited Move distance. In such a case, the hostile character can declare that it
is blocking the move of the active character. The character blocking the move
chooses a point in the path of the active character's move that is also within its
own Limited Move. The move of the active character ends at that coordinate.
The character that blocks with the move also moves to that coordinate.

Example of Blocking Movement


Wolfe decided to make a sword attack against a Gremlin, which was 10m
ahead, and declared that he would move forward 10m as normal movement
and go to the same coordinates as Gremlin.
However, there was a Goblin between Wolfe and Gremlin, 5 meters from
Wolfe. Goblin blocks Wolfe's movement to protect Gremlin. The range that
the goblin can reach with limited movement is 3m in both directions, 2m to
and 8m from Wolfe. Wolfe's path of travel overlaps with this, and Goblin can
block and stop Wolfe's movement at any point during this time.
The Goblin chooses to move as close as possible, and Wolfe is stopped by
the goblin only 2 meters forward. Both move to this coordinate.

59
Wolfe, stopped from approaching Gremlin, was forced to make a melee
attack at the Goblin in the major action. As a result, there will be a skirmish
with Wolfe and Goblin as participants.

Outside of Skirmish
Characters outside of the skirmish looking to block a character's movement
cannot specify coordinates in a skirmish as a blocking point.

Multi-Section Monsters
A character can block a monster's movement with up to twice as many
sections, but not more. However, multiple characters can succeed, whereas a
single one cannot. If there are enough characters to bring the characters to
sections ratio to 1:2 or better (i.e., if there are at least half as many characters
as sections or more), and all of the impeding characters can reach the
coordinates they wish to stop the multi-section monster at using only a Limited
Movement, then the monster's movement can be blocked.

Formation of Skirmish
When a character’s movement is blocked, the skirmish is usually formed
by the active character performing a melee attack or other action. However,
even if no action, including a melee attack, is taken, skirmish occurs
automatically at the end of the active character's turn, and both the active
character and the character who blocked enter a state of melee.
If a character with invisibility interferes with a move, a skirmish occurs
immediately without waiting for the end of the turn (see p. 55).

60
Blocking in Skirmish

Characters in skirmish can block movement by hostile characters trying to


move through a skirmish. In this case, the moving character is moved to the
center of the skirmish and is considered in melee.

Blocking Possibilities via Faction Comparison


If a character tries to move through a skirmish, determine which faction of
the conflict they are on. If that faction in melee or independent (including the
moving character) is more than double the opposing faction, then the moving
character's movement cannot be blocked. For example, in melee, there are 3
characters from Party A and 2 from Party B. Two more characters from Party
A wish to move through a section of the skirmish, and Party B wants to stop
them. However, in this case, that would mean that Party A would have 5
characters to Faction B's 2, so Party B cannot block those characters'
movement.

Independent Characters
An independent character can assist characters in combat to block
movement. In doing so, they become active in melee, and their coordinates
move to the center of the skirmish.
However, independent characters about to pass through a skirmish aren't
counted on either faction in determining the possibility of blocking movement.

Restrictions
A character outside the skirmish and a character inside the skirmish cannot
jointly block the movement.
A character in a skirmish may not move to block a character who was
preparing to leave the melee in the previous turn. Also, if the number of
blocking characters in the skirmish is less than half of the number of characters
(sections) other than the character attempting to leave, the character may not
block their movement.

Other Notes
If a character has their movement blocked successfully, and there are
effects that key off of the distance traveled, this shortened distance is used for
those effects.
As mentioned above, this does not change the method of movement
chosen. Just because a character moved only 2m does not mean they have
taken a Limited Move.
61
GM Guide: Difference Between Passing Skirmish and Leaving
Skirmish
From inside the skirmish to the outside character can either pass through
or leave. The former is a movement that starts outside the skirmish, enters the
skirmish, and then exits to the opposite faction. The latter is a simple
movement from inside the skirmish to the outside.
In both cases, if the number of moving characters in the skirmish is more
than twice the number of characters (number of sections) inside the skirmish,
then the moving characters cannot be blocked from inside the skirmish.
However, there is a difference in whether or not the number of moving
characters (number of sections) is counted.
This means it is important to get the large monsters with many sections into
the skirmish first to stop them. If such a monster moves in first, it will be
difficult to stop.
It should also be noted that the difference is that only the characters in
melee are counted as the number of people in the faction of the side that wants
to make a move, while in melee and independent characters are counted for
the blocking characters faction.

Number of People Accounted for Blocking in Skirmish


Moving Faction Blocking Faction
Themself In Melee Independent In Melee Independent
Moving ◯ ◯ X ◯ ◯
Leaving X ◯ X ◯ ◯
※Compare, if the moving faction has more than twice as large as the blocking
faction, then the movement cannot be blocked.

62
Range and Area, Misfire and Shielding

Range

In Standard Combat, ranged attacks and ranged distances for spells and
effects are handled in meters. Generally, the range is expressed as "Range: X
(Ym)." In Standard Combat, however, the “Ym” part is referred to.

Wide-Area Effects

Spells and effects that affect a large area are described as "Target: X area
(Ym radius)/-" In Standard Combat, the "Radius: Ym" determines the area of
effect. The part after the "/" ("Space," "All," or the number of targets from "5" to
"20") is applied in the same way as in Simplified Combat.

Characters in Skirmish
If a wide-area effect is used, includes a skirmish
Each character in a melee will be the target if the skirmish center point is
included in the range.
Each independent character is determined by whether or not its unique
coordinates are within range.

Area: Line
The effect of "Area: Line" always affects the targeted character, and at the
same time, all characters in the direction of the shot and within the effect range
(distance) have a 50% probability of being affected. This includes the start and
end points, but the character creating the effect can remove themself from the
target.
Since the starting point is included, there is a risk of getting caught up if the
character casts a spell or uses an effect on the same coordinates as their allies.
To avoid that character should use Limited Move to move forward even one
meter before using a spell or effect.

Misfire

When aiming at a character in a skirmish from outside the skirmish with a


ranged attack or a spell or effect with "Area: Shot," if there is another character
63
at the same coordinates, there will be the possibility of misfiring. The target
must be chosen randomly from among all characters at the same coordinates.

Characters in Combat
As mentioned above, characters in melee with each other share the same
coordinates at the center of the skirmish. Thus, if a shot is taken at one of the
characters, all of the characters in that skirmish are potential targets.

Independent Characters
Independent characters in a skirmish still have unique coordinates. However,
if there are multiple independent characters at the same coordinates, they, too,
are subject to misfires.
Even if a character is independent, if their coordinates are at the center of a
skirmish (i.e., immediately after falling unconscious), they can be hit by
misfires.

Same-Area Shooting
Misfires do not occur when one character in a skirmish is attacking a
character in the same skirmish.

Shielding

The line of sight to the target cannot be blocked to use a ranged attack, spell,
or effect. Skirmishes and hostile characters will shield any targets behind them,
preventing line of sight from being drawn beyond the shielding character(s).

Shielded by a Skirmish
For characters outside of a skirmish, the skirmish will shield any characters
beyond. The Combat Feat [Hawk Eye] is needed to shoot through a skirmish.
However, shooting directly at the skirmish does not require any Combat Feats.
If a character is shooting from inside a skirmish, other characters are not
shielded.

Shielded by Other Characters


Hostile characters will also shield others behind them, and just as with
skirmishes, the Combat Feat [Hawk Eye] is required to shoot beyond them.
However, hostile characters cannot block shots if they share coordinates with
either the shooter or the target.

Characters in the Melee Area do not create Individual Shields


Friendly characters do not shield others from shots under any circumstances.
64
Notes on Major, Minor Actions, Combat Feats
In principle, there is no difference in Major and Minor Actions between
Simplified Combat and Standard Combat, and their effects are the same. Most
of the effects of the combat feat are also applied as they are.
However, there are some differences between Simplified Combat, which
manages only three areas, and Standard Combat, which operates locations with
coordinates in one-meter units.

Timing of Minor Action

In Standard Combat, a Minor Action can be made not only before and
after a move but also in the middle of the move. For example, it is possible to
"advance 10 meters and make a Minor Action when moved only 7 meters in
the middle of movement”.
On the other hand, Major Action cannot be taken in the middle of a move
but must be taken at the coordinates where the move is completed.

Weapon and Hand Off Item in Standard Combat


Based on the rules above, in Standard Combat, the following procedure is
used for handing over weapons and items in hand.
First, since the transfer is made with Major Action, the character should
complete the move and make Major Action "hand off" at its coordinates and
finishes its turn.
The receiver then receives it on their turn. This is done with Minor Action
when a coordinate match before, after, or even during the move.

Example of Hand Over


In this example, the coordinates of the character are given in the form of
[number]. If the coordinates are [1], the position is 1m from the reference
point. If [3], the position is 3 m in the same direction, and the distance between
these coordinates is 2m.
Warrior Wolfe and sorcerer Pete are adventuring together as companions.
And they are in the middle of a battle with Barbarous. When it was their faction
turn, the coordinates were Wolfe [6] and Pete [1]. Wolfe is 5 meters ahead of
Pete.
65
Wolfe was heavily damaged at this point, and his HP was too low. The only
means of recovery they had was Pete's healing potion.
Pete decides to pass the potion to Wolfe while moving forward. Pete
chooses Normal Move and moves forward as far as his movement 7 (oh, Pete
is slow) will allow, and the coordinates are [8]. At this point, Pete drops the
Round Shield in his left hand (Minor Action), as it must be held once in either
hand to hand the potion to the Wolfe (see CR I, p. 140). The magical
implement in the right hand is too necessary to drop, so the left hand becomes
free. Pete then takes out the potion, holds it in his hand (Minor Action), and
ends his turn by declaring that he will hand it over (Major Action).
Next, Wolfe acts. He had been holding the Bastard Sword in both hands,
so he first changed it to one-handed (Minor Action). He leaves one hand free
to receive the potion. Next, the move is made. Wolfe moves forward to
coordinates [12] to ensure Pete's safety. His movement is 13, so a Normal
Move is sufficient to reach it. While moving forward, Wolfe receives the potion
from Pete when he reaches the coordinates [8] (Minor Action). Wolfe
continues on and completes the move at coordinates [12]. He then drinks the
potion (Major Action) and succeeds in recovering some of his HP.

Leaving Skirmish

When leaving a skirmish, Simplified Combat only allows the character in


the skirmish to leave in a backward direction. In Standard Combat, however,
you can choose either forward or backward.
The type of movement is arbitrary, but the distance to be moved must be
far enough to escape from the skirmish. If this is not possible, the move will be
impossible. Even if a character prepares to leave, they will lose this action.

Note on [Cover]

In Standard Combat, the [Cover] effect occurs if the character specified in


the [Cover] declaration is within the range shown below. The positioning at the
time of the [Cover] declaration is irrelevant (and only positioning at the time of
enemy attack matters).

If the User of the Combat Feat is in Skirmish


If the specified character is in the same skirmish, the [Cover] effect occurs.

66
If the declaring [Cover] character is independent, it will become in melee,
and its coordinates will move to the center point of the skirmish. If the
character targeted by [Cover] is independent, the character will also join the
melee, and their coordinates will be moved to the center point of the skirmish.

If the User of the Combat Feat is not a Skirmish


If the specified character is within the Limited Move range of the declaring
[Cover] character and is not in any skirmish on the battlefield, the [Cover]
effect will occur.
When the effect occurs, the [Cover] declarant automatically moves to the
coordinates of the character designated to [Cover].

Cases in Which [Cover] does not Occur


A character inside the skirmish cannot [Cover a character outside the
skirmish. Similarly, a character outside the skirmish cannot [Cover] a character
inside the skirmish. This is true even if the combat feat [Shadow Sneak] (see
p. 210) was acquired.
In the case of a character who has mastered the combat feat [Footwork]
(see p. 199), the character may be able to move across the skirmish with
Limited Move, but the [Cover] effect will not occur past the skirmish.

67
Rules for Special Damages and
Situations
This section adds an additional type of damage that can be dealt to the
character. Also, we will add rules for special situations such as restricted sight
and hearing, underwater or aerial actions and combat, and weapons and armor
that exceed equipment limits.

Fixed Damage
Fixed damage is a type of damage that, when indicated, is immediately given
to the character as applied damage.
Fixed damage has the following properties.

Neither physical nor magical damage


Fixed damage is neither physical nor magical damage.

Cannot be increased or reduced


As a rule, fixed damage is not affected by any effects that increase or
decrease damage, and the indicated value is the applied damage as is.
However, increasing/decreasing can be specified for the effect that
produces it for given fixed damage.

Immunity and Transfer


If fixed damage has a type, a character that has immunity to that type will
not suffer the damage (the effect of increasing or decreasing the damage for
type will not work).
Effects that transfer damage to another character or medium are also
effective for fixed damage.

68
Invisibility
Some spells and monsters' unique skills make characters invisible. Also,
fairy monsters are invisible to Runefolk (see p. 397).
Such invisible characters are handled as follows. Note that this assumes that
the character perceives the external world mainly through vision. If they are
not dependent on sight, invisibility will not affect their perception of the
invisible character. On the other hand, if the vision is inhibited and the
character cannot see, follow this process, as all characters for them will be
invisible.

Can be Targeted or Not

As a general rule, an invisible character cannot be the direct target of an


attack, spell, or effect.
However, a character in a melee can target an invisible character in its
skirmish. In this case, it does not matter whether the invisible target character
is in a melee or independent.

Effects that do not target characters


The above restrictions apply to effects that target a character. For spells or
effects that target a location (coordinates, area), the presence of an invisible
character does not prevent them from being affected.

Area: Line
In "Area: Line," it must not be invisible if you want to target a character.

When Does Penalty Occurs?

Fixed penalty for attacking invisible targets


If an Accuracy check is made against an invisible character (using a melee
attack, ranged attack, or similar unique skills), the character receives a -4
penalty.
This penalty does not occur for abilities that do not make Accuracy checks,
such as spell casts.

69
Penalty when evading invisible character
Melee attacks and ranged attacks from invisible characters incur a -4 penalty
to Evasion checks.
Special effects that are not evaded by the Evasion check also incur a -4
penalty.
Other non-Evasion checks against invisible characters don’t get this penalty.

Other penalties
If the monster's 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 from ranged attacks or Area: Shot,
characters can see beyond the invisible character.

Invisible Characters Cannot be Excluded


When "any target can be excluded," such as the combat feat [Magic Control]
effect 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 an "Area:
Shot" or ranged attack 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 (see p. 59). If an
invisible character is invisible to all enemies in the skirmish, you can leave the
skirmish by moving without preparing to withdraw.
However, if the move removes the invisibility itself, invisibility cancels first.

Invisible Character can Block the Movement


Invisible characters can block other characters' movement (see p. 59).
If this is done, the skirmish will immediately appear without waiting for the
active character to move or for the turn to end.

Blind Characters Treat Everyone as Invisible


A blind character treats all other characters as being invisible to it.
70
Modification for Auditory Skills
PC may be penalized for deafness or conduct checks in very noisy places.
A deaf PC will gain a penalty for poor hearing in the following table for the
First Aid check, Open Lock check, Pickpocket check, Accuracy check, Hide
check, Evasion check, Initiative check, Follow check, Notice check, Listen
check, Danger Sense check, Search check, Meteorology check, Spot Trap
check, and Performance check. For the Listen checks, penalties are harsher
and if PC is deaf in both ears Listen check cannot be made.
The GM may also apply this penalty to other action checks, considering
the circumstances. Alternatively, the GM may not use the penalty to any of the
checks above if they deem that the check does not require a hearing.
On the other hand, if a hearing is impaired, Willpower against Spellsongs
(see p. 102) and Finales (see p. 105) get the bonus specified in the "Resistance
against Spellsongs, Finales" in the table. While deaf in both ears, the character
automatically succeeds against Spellsongs (even against Spellsongs with
"Resistance: Can't"), but against Finales, the character will get a +4 bonus to the
Willpower check.

Modification due to Poor Hearing


Penalty for Resistance against
Situation
Auditory Skills Spellsongs, Finales
Deaf in one ear -1(-2) +1
Deaf in both ears (hearing
-2(Not Allowed) Automatic Success/+4
loss)
Strong winds are blowing -1(-2) +2
Noise makes it hard to
-1(-2) +2
distinguish sounds
Figures in parentheses ( ) are for the Listen check

71
Underwater Behavior and Combat Preparations
The character is greatly limited in mobility and movement when a
significant portion of their body is underwater.
The following rules apply if at least the character is underwater below the
waist. They do not use it if less than that portion of the character is underwater.
In addition, roughly keeping in mind the humanoid race, including PCs,
we have divided the restrictions into three categories: "underwater below the
waist," "submerged underwater below the shoulders," and "whole body
underwater, including the head.” Each category is used in the explanation, so
the GM should decide which category is appropriate, depending on the
situation.
The GM should determine which restrictions apply to non-humanoid
characters on a case-by-case basis. As a rule of thumb, if half of the body is
underwater, it should be considered "underwater below the waist"; if almost the
entire body is underwater but still breathing, "submerged underwater below the
shoulders"; and if the entire body is submerged, "whole body underwater,
including the head" should be used.

Elven Racial Ability [Sword's Grace/Gentle Water]


A character whose race is elf is exempt from all of the restrictions
described here by Sword's Grace, and can move, move, and speak as if on the
ground. Ranged attacks are possible, and Spellsongs and Finales (see p. 100)
are also effective.

Monster’s [◯Underwater Aptitude] [◯Underwater


Specialization] [◯Underwater]
Some monsters are adapted for underwater behavior and have one of these
unique skills. Such monsters are exempt from all the restrictions described
here.
If a character has monster data with a “(Swimming)” in the movement
speed, that movement speed should be used when they are underwater.

72
Effects Underwater
When considering the use of a spell or unique skills underwater,
assuming the character can cast a spell underwater, the spell works the exact
same way as on land, no matter what the effect would be. As a rule, no special
treatment is performed. [Fireball] will cause fire type damage to the same area
and with the same power underwater, and [Lightning] will not cause special
checks or effects just because it is in water (which conducts electricity well).

Underwater Restrictions

If all or most of the body is underwater, the movement speed is significantly


reduced, and the action checks (see CR I, p. 114) receive a hefty penalty. Also,
if the body is submerged underwater below the shoulders, some actions
become impossible, and breathing and speech are impossible if the entire body
is submerged.
In addition, the efficiency of movement blocking is reduced when
underwater, and characters can only assist in movement blocking or withdraw
up to the same number of sections, not up to twice the number of people
(sections).

Reduced Movement Speed


An underwater character below the waist cannot perform a Full Move.
In addition, the Normal Move speed in 10 seconds (1 round) (see p. 53) is
significantly reduced. For a character underwater below the waist, the
movement is reduced by 1/2. For a character who is completely submerged
underwater or submerged below the shoulders, the movement will be 1/4. In
both cases, fractions are rounded up to the nearest whole number.
Limited Move remains the same: 3 meters in 10 seconds (1 round).
However, if the movement is less than 3, the Limited Move distance is capped
at that (see p. 53).
In Simplified Combat, Full Move is not possible while underwater below
the waist, so you cannot move more than two areas at a time.

Penalty to Action Checks


If part or all of a character's body is underwater, penalties are applied to
most actions.
If a character is partially or fully submerged, they receive a penalty modifier
to all action checks (see CR I, p. 114), except the Swim check (see p. 40). If
73
the character is underwater below the waist, the penalty is -2; if the character is
completely submerged underwater or submerged below the shoulders, the
penalty is -4.

Actions not Possible While Submerged Underwater Below the Shoulder


A character cannot perform ranged attacks, Spellsongs, or Finales (see p.
100) if submerged underwater below the shoulders. Of course, the same
applies if the whole body is submerged.

Breathing and Vocalization


A character cannot vocalize if they are unable to breathe. If a general PC is
wholly submerged in water, they cannot breathe or vocalize.
With no vocalization, they cannot cast spells. Also, even if the character
can play Spellsong on the musical instrument by some miraculous means, they
will not be able to sing (see p. 102).
Techniques (see p. 98) cannot be used with no breathing.

Reduced Efficiency of Movement Blocking


Underwater, it is harder to block the opponent's movement. In determining
whether or not a movement blocking is possible and whether or not an
immediate withdraw from the melee is possible (see p. 66), the number of
characters (sections) should exceed the blocking faction number of characters
(sections) rather than twice the number of the blocking faction.

How Swim Check is Made

Swim
Standard Value: Adventurer Level + Agility modifier
Time Required: 1 minute (6 rounds) or 10 seconds (1 round)
Description: The Swim check allows a character to swim across a body of
water. It also reduces the disadvantages of being in the water.

Swimming State
A character who successfully completes a Swim check will enter the
swimming state, regardless of the depth of the water; the swimming state is
almost the same as the "underwater below the waist"; movement is halved, and
Full Move is not possible. The action checks have a -2 penalty but do not
interfere with ranged attacks, singing, breathing, or speaking.

74
The swimming state differs from the "underwater below the waist" in that it
is affected by the presence of a current. If there is a current in the water,
movement in the swimming state will be affected by it. For example, if a
swimmer tries to swim against a current of 1 meter per second, the distance
traveled in 10 seconds (1 round) will be subtracted by 10 meters. In this case,
if the movement is less than 10, the swimmer will be forced to retreat backward
after a futile effort. In this case, if they try to swim right next to the current, their
movement will increase, and they will be swept downstream 10 meters in 10
seconds or 60 meters in 1 minute.
This is also the case if they selected Limited Move as the type of movement.
In the above situation, if a swimmer tries to move 3m upstream by Limited
Move, they will be swept 7m downstream. The current will not change that
swimmer made Limited Move (for restrictions).

Limitations of the Underwater Character


Movement
Underwater Action Ranged Breathing
Movement* Blocking
State Check Attacks Vocalization
Efficiency
Swimming
State
1/2** -2 ◯ ◯ 1/2
Below the
waist
1/2 -2 ◯ ◯ 1/2
Below
Shoulders
1/4 -4 X ◯ 1/2
Whole
1/4 -4 X X 1/2
Body
*Full move is not possible in either case **Affected by the current

Target Number and Bonuses/Penalties for Swim check


When a Swim check is performed, the Target Number is 10 as a basis. On
the other hand, bonus or penalty modifications may be applied depending on
the situation, character equipment, etc.
Swim checks cannot be performed when metal armor is equipped or worn
(see p. 84). The swimmer will always fail Swim check in that case. See CR I, p.
153, for taking off the armor.

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Swim Check Bonuses/Penalties Table
Conditions Bonuses/Penalties
Calm still water ±0
Ocean water +1
More than a modest current (10 to 50 cm/second)* -2
Rapids or torrents (>1m/sec)* -4
High waves -2
Stormy seas -4
Soil, rocks, and driftwood mixed in with the water flow -4
Using swimwear or other clothing suitable for
+2
swimming
Equipping and wearing nonmetallic armor -2
Equipping and wearing metal armor Not Allowed
Carrying a package on the back -2
Has one free arm (not holding or equipped with a
+2
weapon, shield, or item)**
Buoyancy aids such as wooden boards, etc.*** +4
*If there is a current, its speed will change swimming speed
**Arms that are only equipped with a "Stance: 1HW" weapon also provide a
+2 bonus
***In that case, if it is just floating, no Swim check is required for success

Swim Check Made During Non-combat


Swim checks performed during non-combat are used to check whether the
required distance has been swum across.
If the character succeeds in the Swim check, its state becomes swimming,
and it can swim forward at 1/2 the speed of the movement on the ground.
With one successful check, the swimmer can swim for 1 minute (6 rounds).
Therefore, they can swim up to “ground movement speed x 3” meters with
one successful check. If they want to swim more than that, they need to make
the check again.
The Swim check cannot be rerolled (see p. 43). If the character fails, they
will either sink to the bottom of the water or remain on their feet. After 1
minute has elapsed, another Swim check can be performed without changing
the Time Required (1 minute).
A Swim check cannot be made in less than 1 minute.
During non-combat, Swim check carries the risk that if the character fails,
they will not be able to take any action for 1 minute (6 rounds). If they do not
want to do so, they may choose not to perform a Swim check (while keeping
their feet on the bottom of the water).

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- Swim check if “Underwater Below the Waist”
In this state, one can safely move with one's feet on the bottom of the water
and will not float up when attempting to swim. In most cases, there is no point
in trying a Swim check.
The only situations that make sense to make a Swim check are those with
a current and character wanting to move in the direction of the current. In this
case, the character will add the current speed to their movement after a
successful check.
If the Swim check fails under the "Underwater Below the Waist" state, the
character will be on their feet, unable to move, and spend one minute in
idleness (trying to swim).

- Swim check if “Submerged Underwater Below Shoulders”


Even in this state, a Swim check is unnecessary if all the character wants to
do move safely. However, if a Swim check is performed and it succeeds, the
movement can be increased by 1/2 the normal amount, or about twice as much
as it would have been if nothing had been done (because of the rounding up
process, this does not always equal twice as much). The flow affects the
movement precisely the same as in the previous case.
The penalty to action check will also be reduced from -4 to -2 if a Swim
check is made.
If the Swim check fails under the "Submerged Underwater Below
Shoulders" state, the character will be on their feet, unable to move, and will
spend one minute in idleness (trying to swim).

- Swim check if "Whole Body is Submerged Underwater"


In this state, a Swim check must be made for breathing. If successful,
breathing and vocalization are possible. Otherwise, it provides precisely the
same bonuses as the Successful Swim Check "Underwater Below the Waist".
If failed, the character will sink to the bottom of the water. After one
minute, the character can perform another Swim check, or it may give up and
take another action or start walking on the bottom of the water (note that no
movement or action is allowed for one minute immediately after the failure).
The character can only hold its breath for Vitality score x 10 seconds, i.e.,
until the Vitality score number of the round. If this much time passes without
a single breath, the character drowns and immediately falls to 0 HP. While
underwater or floating in the water, a Death Check is required every minute
instead of the usual every 10 minutes (see CR I, p. 185). And will return to
consciousness only after one hour without a failed Death Check.

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Swim check Made During Combat
Swim checks during combat should be made every 10 seconds (1 round),
unlike during non-combat. The timing is at the beginning of the character's turn
and during Combat Preparation. If successful, the character can act as
Swimming State during the next 10 seconds (1 round), i.e., until the character
starts the next turn. If it fails, the original state should be followed (see the table
before). Unlike failure in non-combat, movement and action are possible after
failed Swim Check.
If the “Whole Body is Underwater” and the character continues to fail
Swim checks for consecutive Vitality score number of rounds, the character
will drown.

Movement and Current Notes


Water currents affect movement in the swimming state, as they do in
combat. However, Simplified Combat does not consider the difference in
character movement speeds, so there is no point in bringing in a situation
where there is a current when using these combat rules.
On the other hand, in Standard Combat, the character's movement can
change drastically depending on the flow, which can cause a lot of disruption
on the battlefield. Fascinating is that the character's coordinates can change
drastically with the flow, even with Limited Move. However, it is not
recommended to bring this process into combat unnecessarily. It can slow
down the game and, in some cases, be very dangerous. Unless you are familiar
enough with Standard Combat and want to enjoy special situations, you should
not introduce it.

Aerial Action and Fall


The following is guidance for operating and playing with flying characters
in the game. Please refer to them whenever you think it is necessary.
However, in Sword World 2.5, height differences are not managed in
combat. Even a character with the ability to fly is assumed to have descended
to a height they can cross in combat in close proximity. Therefore, please note
that the rules and guides written here are, in principle, to be handled during
non-combat.

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Actions While Flying

Whether by innate ability or by the effects of spells or items, a character


with the ability to fly can move through the air. As on the ground, they can
select one of the following movement types: Limited Move, Normal Move, or
Full Move, and their movements are restricted accordingly. The movement
distance for each type is also the same as on the ground. However, in most
cases, the movement in the air is defined separately from the movement on the
ground. Also, depending on the effect, the type of movement that can be
selected may be limited. For example, flying with the [Flight] spell (see p. 133)
can only be done with Full Movement.

Falling While Flying

The aerial character may fall in some cases.

Falling Prone
If a character in the air is affected by a falling prone over effect, the
character immediately falls 10 meters. If the height to the ground is less than
that, the character falls to the ground and suffers fall damage (see CR I, p. 143),
as well as a fall on the ground prone.
If the height to the ground is more than 10m, the player can regain their
position and stay in the air after a 10m fall. They do not suffer fall damage, but
he suffers a -2 penalty to action checks (see CR I, p. 114) for the next 10
seconds (1 round) or until the beginning of their next turn.

Becoming Unconscious
A character who becomes unconscious will fall to the ground. A character
who falls unconscious cannot perform a Tumble check (see CR I, p. 104).

Loss of Ability to Fly


A character that loses the ability to fly due to the loss of wings or the removal
of a flying spell will immediately fall to the ground.
In this case, they will suffer falling damage, but a tumble check can still be
made.

Forced Fall Effect


The falling effect can be forced by a spell or other means. If the fall distance
is defined, the character will hit the ground if it is closer to the ground than the
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specified fall distance, resulting in fall damage. In this case, the falling damage
is equal to the “falling distance - 10m” for a flying character.

Actions Related to Fall Damage

The following explains the treatment of special situations regarding falling


damage (see CR I, p. 143).

Conditions When Falling


If the fall occurs in a forest with dense foliage or on a water surface, the fall
damage can be calculated assuming a short fall distance. Conversely, if the fall
is over bedrock or paving stones, the fall damage must be calculated, assuming
a greater fall distance. For such modifications, see the table below under
"Increase/Decrease of Falling Distance Based on Conditions.”
Note that if there are thorns or traps at the fall site, the damage caused by
them should be calculated and applied after applying the fall damage.

Increase/Decrease of Falling Distance Based on Conditions


Increase/Decrease of Falling
Condition When Falling
Distance
Loss of ability to fly -10m
Falling into the forest -10m
Falling into the water -5m
Sliding down a cliff -10m
Falling on the ground that is harder than
+5m
dirt

Catch a Falling Character


When catching a falling character, both the falling character and the
character about to be caught need to make a Tumble check (see CR I, p. 104),
and their success values can be summed to reduce the falling damage.
However, the falling character and the receiving character both receive
falling damage. This damage is not divided between the two but is calculated
and given to each of them as it is.
If the falling character cannot perform a Tumble check, the damage to both
characters is reduced by the success value of the catching character's Tumble
check.

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Falling Monsters

When a character that appears as monster data is subjected to falling


damage, the following process should be used.

Tumble check for Monsters


If the monster falls and the Tumble check is deemed necessary, then the
standard value of the Tumble check should be the monster’s Evasion. A fixed
value may be used.

Conditions for Loss of Flying Unique Skill


A monster character with unique skills such as [◯Flying] will lose the
ability to fly in the air if a condition causes them to lose it.
The GM will decide if this is not the case. In the case of a monster with
multiple sections, it loses its flying ability if the HP of the section considered to
be involved in its unique flying skill falls to 0 or below. In the case of multiple
sections, if more than half of the sections have 0 or less HP, the unique flying
skill will be lost.

Falling Damage of a Character with Multiple Sections


If a character with multiple sections is subject to fall damage, fall damage is
applied to each section individually.
Tumble checks should be made for each section with its own roll. Of
course, a fixed value may be used.

Rules for Exceeding Equipment Limit


Weapons and armor are restricted by minimal strength and rank. There
are also restrictions based on class.
Here are the rules for these restrictions.

Weapon Restrictions

Note on Held Weapons


Weapons can be held rather than equipped. No equipment restrictions
should be taken into account when holding a weapon. However, the weapon

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cannot be used for any attack while it is held. Even if the weapon has a special
effect, it should not be applied.

Class Weapon Restrictions


Some weapons are restricted by class. If a weapon violates a class
restriction, it may be equipped, but it cannot be used to attack with that class.
In such a case, the attack can be attempted with a "straight roll." The
standard value of the Accuracy check will be 0 (bonuses or penalties to the
success value, if any, should be applied separately), and if the attack hits the
target, the Extra Damage will be 0.

- Restrictions for the Grappler Class


Grapplers equipped with weapons of any category other than wrestling
cannot use the Grappler class for attacks (Accuracy checks and Extra Damage
calculations).

- Grappler Only Weapon Restrictions


Contrary to the above, weapons annotated with "Grappler Only" cannot be
used in Warrior-Type Classes other than the Grappler class.

- Marksman Class Restrictions


Marksman class can attack only with thrown weapons, bows, crossbows,
and guns.

- Restrictions on Ranged Weapons


Bows, crossbows, and guns can only be used for attacks by the Marksman
class.

Correspondence between Classes and Weapons


Melee Attacks Ranged Attacks
Wrestling
Non-wrestling Thrown Shooting
Non-Grappler only Grappler only
Fighter/Fencer ◯ ◯ X ◯ X
Grappler X ◯ ◯ X X
Marksman X X X ◯ ◯

Minimal Strength Weapon Restrictions


If the minimal strength of the weapon exceeds the character's strength, the
weapon can be equipped and attacked, but the Accuracy check will gain a
penalty.

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As a general rule, if the minimal strength exceeds the strength of the
character, a penalty of -1 for each point exceeded is applied to the Accuracy
check.
If a hit still occurs, the damage calculation is performed as usual.

Handling of Fencer Class


With the Fencer class, the character's strength is halved (rounded up) to
see if it meets the equipment's minimal strength. If the character's strength is
15 and the weapon's minimal strength is 10, halved minimal strength is 2 below
the character's strength, and the Accuracy check is modified by -2.
If the excess of minimal strength is so great that it exceeds the standard
value, you may choose to attack with a "straight roll" instead of using the Fencer
class. Of course, in this case, the Fencer class cannot be used for Extra Damage
calculation. In this case, the Extra Damage becomes 0. Also, Critical Threshold
modification -1 should not be applied.

Weapon Restrictions by Rank


To equip a rank A weapon, you must have [Weapon Proficiency A/**] for
the corresponding category, and rank S must have [Weapon Proficiency S/**].
If this is not the case and the rank of the weapon deviates from the equipment
restriction, the weapon can never be equipped. It cannot be used for "straight
roll" attacks.

Shield Restrictions

Note on Held Shields


Shields can be held rather than equipped. No equipment restrictions are
taken into account when holding a shield. When held, the shield's Evasion
bonus, penalties, and Defense should be ignored.

Grapplers Cannot Equip


All shields cannot be used with the Grappler class. If you equip Shield, you
will not be able to make attacks (Accuracy check and Extra Damage
calculation) and Evasion checks with the Grappler class until you remove the
equipped shield.
It is possible to attempt an Evasion check with a straight roll. The Shield's
Evasion modifiers (both bonuses and penalties) and Defense are always
applied.

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Minimal Strength Restrictions
If the minimal strength of the shield exceeds the character's strength, the
shield can be equipped, but its bonus to Evasion checks should be ignored
(and the penalty, if any, should be applied). In addition, the missing strength is
applied as a penalty to Evasion checks. Defense still will be added.

- Handling of Fencer Class


It is the same as with weapons, where the strength must be halved. If the
penalty is too big, you can choose to make an Evasion check with a "straight
roll."

Shields Restrictions by Rank


A shield of a higher rank cannot be equipped without the corresponding
[Armor Proficiency */Shield]. It can only be held and does not affect Evasion
or Defense.

Armor Restrictions

Equipping and Wearing


Anyone can "wear" armor, but to receive its full benefits and act without
hindrance, one must meet the requirements for equipment. If the conditions
are met and the armor is worn, it is considered "equipped."
If the armor you are wearing deviates from the equipment restrictions, the
armor is "worn." While "worn," the armor's bonus to Evasion checks should be
ignored (penalty should still be applied). In addition, the character can only
move with Limited Move as the movement type, and the character cannot
perform Major Actions on their turn.
The only advantage of "wearing" is that Defense of Armor still applies.

Grappler Class Restrictions


The Grappler class has the most armor restrictions. Only armor annotated
with either "Grapplers may equip" or "Grappler Only" may be equipped with a
Grappler.
Other armors can only be worn, and neither attacks using the Grappler
class (application of Accuracy check and Extra Damage) nor Evasion check
can be performed in this state.

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- Grappler Only Armor
Armor annotated with "Grappler Only" is considered equip only, with
minimal strength and rank restrictions apply. If they are violated, the armor is
not considered worn and is treated as equipment.
However, only the Grappler class can perform Evasion checks using the
class when Grappler Only armor is equipped. Other Warrior-Type Classes
cannot perform Evasion checks while equipped with such armor.
Even if you have Grappler Only armor, you can use any Warrior-Type
Classes for your attacks.

Minimal Strength Restrictions


If the minimal strength of the armor exceeds the character's strength, it can
only be worn. In addition, the missing strength is applied as a penalty to
Evasion checks.

- Handling of Fencer Class


It is the same as with weapons and shields, where strength must be halved.
If the minimal strength of the armor is more than half of the character's
strength and less than the character's strength, you can choose either "equip" or
"wear."
In the case of "equipped," the Fencer class should not be used, and all
attacks (Accuracy check and Extra Damage application) and Evasion checks
cannot be made with the Fencer class.
“Wearing" enables the use of the Fencer class, but the character can only
move with Limited Move as the movement type, and the character cannot
perform Major Actions on their turn.
The choice of equipment and wearing must be made as soon as it is
needed. The game proceeds according to that choice until the character's next
turn begins. If the choice is still needed at the beginning of the next turn, it
should be made at that time. “Equipped” is the default state when the selection
was skipped.

Armor Restrictions by Rank


Armor of a higher rank cannot be equipped without the corresponding
[Armor Proficiency */Armor". It can only be worn.

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Accessory Restricted Classes

Some accessories (including what are considered Class-Specific Items)


require a specific class and its level to obtain their effect.
These are effective only when equipped by a character who has mastered
the specified class at the specified level or higher.
A character that does not meet the class and level requirements can still
equip them, but they will not have any effect.
In the case of Rangers’ Cloak (see p. 237) or Utility Belt (see p. 239),
neither the original effect of the cloak or belt, nor the effect of the added
accessory, will be active.

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Addition and Extension of Classes

This section introduces additional rules for classes in Sword World 2.5.
Specifically, the Conjurer class now includes rules for creating and using
golems and undead, and the Priest class now has rules for how MP is affected
by the classification of the god one believes in. Three new classes are added to
the game: Fairy Tamer, Enhancer, and Bard.

Conjurer Additions: Golem and Undead


Conjurers can create and use golems and undead. This technology peaked
during the Magic Civilization Period, and various constructs and undead were
developed 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 result from such research, 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 Period. However, the rules for golems and undead handled by the
general conjurers, including the PCs, follow from the next page. But the GM
is free to do what they want to a certain extent for the sake of the scenario.

Spells and Materials Required for Making, MP Cost

The characters whose Conjurer class has reached the 3rd level can create
golems and undead with the [Create Golem] and [Create Undead] spells. The
types of golems and undead created by the PC are limited to a few types. Each
type has its own level (apart from spell mastery) and requires acquiring the
Conjurer class at that level. The MP consumption also differs depending on
the type of monster to be created.
Special materials are required for each of the creation processes.
87
Materials for Making 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 creating golems: normal materials
and advanced materials. Normal materials are consumed at the creation time
and cannot be recovered. On the other hand, advanced materials can be
recovered and used again after the spell's duration has expired or when the
caster's will has been broken. However, materials cannot be retrieved if the
golem's HP falls below 0.
Advanced materials cannot be
recovered when deemed unrecoverable,
such as when a golem is left on the
battlefield and the conjurer retreats or
when the golem has sunk into the sea.
The GM will make the ruling regarding
this situation.

[Create Golem] List

Req. Normal Materials


Monster MP Advanced Materials (Price)
Level (Price)
Enchanted Oak Strongly Enchanted Oak
Oak Golem 3 4
Branch (50) Branch (100)
Enchanted Oak Strongly Enchanted Oak
Oak Hound 3 6
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 Animal
5 10
Animal Bones (300) Bones (500)
Leather Enchanted Leather Strongly Enchanted Leather
5 10
Fish (300) (500)
Flabby Strongly Enchanted Flesh
6 10 Enchanted Flesh (500)
Golem (1,000)
Stone Enchanted Stone Strongly Enchanted Stone
7 12
Servant (1,000) (2,000)
Enchanted Brass Strongly Enchanted Brass
Brasswing 8 14
(1,500) (3,000)
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Scale Enchanted Rock Slag Strongly Enchanted Rock
9 16
Flipper (1,500) Slag (3,000)
Rock Enchanted Rock Strongly Enchanted Rock
10 20
Golem (2,000) (5,000)

Golem Enhancing Items


Each golem can have its basic abilities enhanced or special unique skills
added by using Enhancing Items. For more information on this, see pages 229
and 412.

Material for Making Undead


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

[Create Undead] List


Monster Req. Level MP Materials
Skeleton 3 4 Skeletonized Corpse*
Zombie 4 8 Corpse*
Dry Corpse 5 12 Corpse*
Skeleton Archer 6 16 Skeletonized Corpse*
Skeleton Soldier 7 20 Skeletonized Corpse*
Skeleton Guardian 9 28 Skeletonized Corpse*
*Can be replaced by Magical Bones (500G)

GM Guide: Obtaining a Corpse


Magical Bones can be used to create Skeletons, and two types of claws,
which are required to create Wights, can be obtained through the Magician's
Guild in exchange for money.
However, corpses cannot be obtained similarly, only through some
atrocious means. 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 the undead from coming to city properties.
These societal rules can be a burden for GM. If GM feels this will hinder
the scenario, they may prohibit PCs from using [Create Undead].

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Commanding Golem or Undead

Golems and undead can be given commands when they are created. But
current technology limits the commands they can do. You can find possible
commands below. GM may add what they consider to be of equal complexity.
The [Command] spell (see p. 138), and the Command Stone (see p. 222)
can be used to override another command.

Obey Command
Golems or undead will obey instructions given sequentially by the creator.
Under this command 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
instruction target, and multiple golems or undead cannot be moved
simultaneously.
Instructions must be detailed and specific. If the creator wants a golem or
undead to attack, they must give clear instructions on attacking and targeting
the attack. The command is only valid for one round after receiving the
command. The creator will need to provide new instructions in the next round,
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 a 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.

Defend Command
This command 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 their normal move distance. If the object is moved beyond
its range, this order is automatically discarded, and the golem or undead

90
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
present at the creation time to be expressly 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
simultaneously.
Command Stone must be used to change the location or object to be
guarded, password, or other conditions.

Follow Command
With this command, golem or undead will follow the caster or specified
character. Usually, it's a caster or other golem or undead in an “Obey
Command.” If GM allows it, a golem or under can follow a non-character
creature or an object that is moving for some reason. Golem or undead in this
state will continue to move after the target. If there is an obvious obstacle, it
will go around it. Also, if other characters follow 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 a golem or undead loses sight of the target, it will move to the last point
it can see. 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 following command's
target or the command.

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Commandless State
This command 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 in 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 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 or
major action type. Note that having more than one of these will not allow the
golem to perform them in parallel in a single round. Generally, each of the
Declared and Major Action Unique Skills can only be used once per round.

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.

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Priest Additions: God’s Powers and Areas of Influence

God's Categories and Spheres of Influence

The gods of Raxia are divided into three categories: the Ancient God, the
Major God, and the Minor God (see CR I, p. 324). Generally, the Ancient
Gods are worshipped throughout Raxia, the Major Gods are worshipped on
the continent, and the Minor Gods' followers are concentrated in one region
where they have a connection.
The distribution of these believers affects the power of the deity. It is
difficult for a god to exert power over a place beyond its sphere 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 X”.

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 outside their influence by 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
is built, 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.

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Missions
If God can gain followers equal to 1/200th of the city's population (say, 10
followers for a town 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 a holy shrine or a makeshift
temple and provide a place for believers to worship daily. 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.

Fairy Tamer Class


Fairy Tamer Wizard-Type Major Class
The Fairy Tamer is a class that uses Fairy Magic. Fairies are beings born
from the interference of mana with nature, and they exist everywhere in Raxia.
Fairy Magic is the art of making a contract with these fairies and having them
use their powers in exchange for the caster’s mana.
Once the Fairy Tamer class is mastered, the caster automatically learns to
speak the sylvan language (the sylvan has no letters, and it is impossible to learn
to write sylvan).
Fairy Tamers are proficient in the following:

Spellcasting checks (see CR I, p. 108)

Restricted Races for Fairy Tamers

Runefolk: Cannot acquire


Runefolk cannot see the fairies, the basis of Fairy Magic (see p. 397).
Therefore, they cannot acquire the Fairy Tamer class.

Lykant: Fairy Magic cannot be used during [Beast Form]


Fairy Magic requires using the sylvan to speak; Lykant cannot speak the
sylvan and cannot use Fairy Magic while in the [Beast Form].

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Fairy Magic Conditions of Use

Movement Restriction
If the player casts Fairy Magic, the move on their turn is limited to a Limited
Move.

Vocalization
To cast Fairy Magic, the caster must speak to call out to the fairy. If they
cannot speak, they cannot use Fairy Magic.
Nightmare in [Alternate Form] can cast Fairy Magic without speaking.

Armor Restrictions
When casting Fairy Magic, a Spellcasting check is made with a -4 penalty if
the caster is wearing metal armor. Nonmetallic armor and shields may be worn
or equipped without penalties.
Nightmare in [Alternate Form] does not suffer this penalty.

Fairy Tamer's Gem


A gem called a "Fairy Tamer's Gem" must be equipped as an accessory to
cast Fairy Magic.
Fairy Tamer's Gem needed is more expensive for the higher level of the
Fairy Tamer. The following is a list of prices that must be paid to purchase a
Fairy Tamer's Gem. After the more expensive Gem is purchased, the less
expensive one may be sold for half the price.
To use Fairy Magic to its fullest, the caster must purchase six different Fairy
Tamer's Gems. Therefore, please refer to the price per 6 gems in the table
below.

Fairy Tamer's Gems Price List


Level Price (1 Gem) Price (6 Gems)
1–2 50 300
3–4 100 600
5–6 150 900
7–8 200 1200
9 – 10 250 1500

Fairy Tamer's Gem is treated as an "Accessory: Any" and must be equipped


in 4 sections in total, one in each section.
A Gem Case is an accessory that combines four gems into a single piece of
equipment, which can be worn in any section.
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Ornate Jewelry can be equipped with 6 Gems in one accessory.

Basic Fairy Magic and 6 Types

There are two types of Fairy Magic: Basic Fairy Magic and Typed Magic.
There are six types of Typed Magic: earth, water/ice, fire, wind, light, and dark.

Basic Fairy Magic


Basic magic is magic that all fairy tamers can use, up to the same level as
the Fairy Tamer class.

Typed Fairy Magic


The player needs to choose four of the six Typed Magic systems. The
player may use spells up to the same level as the Fairy Tamer class in that
system. The remaining two systems cannot be used at all.

Terminology: Rank
Term spell rank is used instead of spell level for Typed Fairy Magic. This
is a preparation for future enhancements and can be regarded as the same as
the spell level in this book.

Types Selection and Updating

Each day at 6:00 a.m., the user of Fairy Magic may select four new types of
Typed Fairy Magic.

Point! Types of Fairy Tamer's Gems


The Fairy Tamer's Gem used to cast Fairy Magic is actually required for
each type. The Fairy Tamer's Gem that the PC is equipped with as an accessory
should be one of four selected types to be useful. Caster might have 6 gems for
each type to switch types daily.

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Summoning and Using Fairy

The fairy tamer can summon and use fairies by casting [Summon Fairy Z]
(where Z is a Roman numeral) Basic Fairy Magic. The fairy that can be
summoned by this tamer must match one of the four types selected for the day
by the caster.

Rules for the Use of Fairy


The summoned fairy is handled by the same rules as "Obey Command" on
page 90 when the Conjurer commands golem or undead.
Instructions to fairy may be made only once per round, but they may be
made separately from those to golem or undead.

Enhancer Class
Enhancer Other-type Minor Class
Enhancers are a very physical class who use their body with mana to create
advantages in battle. It is not a class that can use weapons, but it can use
techniques different from magic.
Enhancer class basically cannot make action checks. Also, since it is not
Wizard-Type Class, it doesn’t increase MP.

Term: Technique

The enhancer acquires and uses techniques to strengthen and transform


the body through special breathing and gain special effects.

Acquiring Techniques

Each time a character takes a level in Enhancer, they may choose one
technique from the list of techniques (see p. 182) and learn it.
Some techniques require a minimum Enhancer level to learn and cannot
be learned by those enhancers of the lower level. For example, a 5th-level
Enhancer would know five different techniques and would be able to learn any
Technique that requires a 5th-level or lower Enhancer.

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Techniques Conditions of Use

Movement Restriction
When using the technique, character moves are limited to Limited Move
or Normal Move. Full Move cannot be selected for the turn where the
technique was used.

Breath
Techniques are special breathing effects; they cannot be used if a character
is not breathing.
Vocalization is unnecessary.

Use of Techniques

The technique is used with Minor Action. The success value is treated as
0. It is impossible to use the technique with Major Action to get the success
value.
As a rule, techniques may be used as many times as needed in one round.
The effects of a technique with the same name do not overlap or accumulate.
However, some techniques can only be used once per round, and some have
cumulative effects.

Targets of Techniques
Techniques are trained skills that strengthen and change the body.
Techniques are only able to affect the character performing them.
Even in the case of a character with multiple sections, no other sections can
be used as targets. However, in most cases of a character with multiple sections,
all sections can use techniques individually.

MP Cost
The technique consumes MP when used. Unless stated otherwise, a
Technique costs 3 MP to activate. This may change due to Combat Feats or
may be paid from a mako stone. Of course, only one mako stone may be used
at a time.

Ending a Technique
Techniques with a duration may be ended at the user's discretion, as a
Minor Action.

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The techniques are not magical, so they cannot be removed with the
[Dispel Magic] spell. Combat Feat [Wordbreak] can remove the technique.

Point! Techniques aren’t Magical


Techniques are not magical; therefore, spells like [Sense Magic] or
[Mana Search] will not detect active Techniques.
Combat feats that affect casting spells, such as [Metamagic/**], generally do
not affect techniques. The Enhancer class is not a Wizard-Type Class and
cannot be specified for [MP Save/**].
On the other hand, there is also [Muscle Mystery], a combat feat that only
strengthens the techniques.

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Bard Class
Bard Other-type Minor Class
Bards play musical instruments, sing songs, and produce various supportive
or hindering effects on nearby listeners.
For every level Bard acquired, a character learns to speak, but not read, any
one new language. Choose from the list of languages (see p. 31).
Bards are proficient in the following:

Insight checks (see CR I, p. 106)


Performance checks

Performance Check
Standard Value: Bard Level + Spirit Modifier
Time Required: Instant
Description: Performance checks allow Bards to perform Spellsongs and
Finales.

Terms: Bardic Power, Spellsong, Finale, Rhythm

Bardic Power
This value represents the ability to demonstrate the potency of bardic
effects.
Bardic Power is very similar to Magic Power for Wizard-type classes.

Bardic Power = Bard Level + Spirit Modifier

Spellsongs
Spellsongs are a special type of music and singing used by Bards that has
various psychic effects on those who hear it. There are several types, and Bards
of higher levels can use them differently depending on the situation.
As a rule, Spellsongs are of a psychic type. The effects of Spellsongs
generally support or hinder others.

Finales
Finales are a special performance that is played when certain conditions are
met by Spellsong. It allows the Performer to create a direct attack or recovery
effect that cannot be created by Spellsong.
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There are several types of Finale. Each has different conditions and effects.

Rhythm
Rhythm is generated when performing Spellsongs. Accumulating it to a
specific value creates the conditions for playing the Finale. Also, some
Spellsongs are only effective when there is an accumulation of Rhythm.
There are three types of Rhythm: Uplifting (⮭), Calming (⮯), and
Enchanting (♡), and each Spellsong generates a different amount. The extent
to which each of these will be accumulated and combined, as well as the
conditions required by the Finale and special Spellsongs, are also different for
each.
In the data of Spellsongs, Finales, and items, each type of Rhythm will be
represented by its corresponding icon.

Point! Play Spellsongs, save up Rhythm, then move on to the


Finale!
Characters with Bard Levels participate in the battle with Spellsongs and
Finales. The general flow of the battle is as follows:

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When enough Rhythm is accumulated, it may be expended with a Finale
to directly harm foes or heal friends. This is basically how Bards participate in
combat.
When a Finale is used, Bard's Rhythm is reduced by a specific amount.
Afterward, the Bard should strive to generate more Rhythm via Spellsongs to
save up for another Finale.

Learning Spellsongs and Finales

Each time a character takes a level in Bard, they may choose one Spellsong
or Finale from the following lists and learn it. Some songs require a minimum
Bard level to learn and cannot be learned by those Bards of the lower level.
For example, a 5th Level Bard would know five different songs (Such as 3
Spellsongs and 2 Finales) and would be able to learn any Spellsong or Finale
that requires a 5th-level or lower Bard.

Conditions for using Spellsong and Finale

Movement Restrictions
When using a Spellsong or Finale, a character may only take a Limited
Move.

Instruments and Singing


An Instrument is always required to play Spellsong or Finale. Various
instruments are available, which may be determined at the player's discretion
with the GM's permission. However, Instruments must be treated as "Stance:
2H" Items unless otherwise specified.
A character may replace an Instrument with another one each turn, but
only before their Major Action, similar to changing weapons.
As a rule, the Instrument must be melodic. If the instrument cannot play a
melody (e.g., a simple drum), a -4 penalty is applied when making a
Performance Check. Also, under such circumstances, the Bard must always
sing.
Spellsongs and Finales cannot be used with an Instrument that cannot play
a melody when it is not vocalized.
If an Instrument can play the melody, Singing may not be required for
Spellsong. However, Singing is required for certain Spellsongs. A typical wind

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Instrument does not allow Singing at the same time it is played, and Spellsongs
that require Singing cannot be used while playing such Instruments.
Finales do not require Singing at all.

Summary of Instrument and Sing


An Instrument that cannot play a melody always receives a -4 penalty on
the Performance Check, and the Bard must sing in any Spellsong or Finale.
A Wind Instrument that does not allow singing cannot be used in
performing Spellsongs that require singing, but there is no other penalty.

Performing Spellsongs

Playing Spellsong is done as a Major Action. At this time, a Performance


Check is always made.

Range, Area of Effect, and Target of Spellsong


Spellsong affects a space with a "Bard Level x 10m" radius centered on the
Bard. However, the maximum radius is limited to 50m, even if the Bard has 6
Levels or more. In Standard Combat, the Area of Effect is determined using
this radius as it is.
In Simplified Combat, the Area of Effect for a 1st Level Bard is 2-3
(occupied and adjacent areas). For a 2nd Level or higher Bard, the Area of
Effect is the entire battlefield.
Most Spellsongs target all characters within their range. Resistance is typical
"Can't" or "Neg." Bard's Performance Check and the listener's Willpower Check
will be compared for Success Value in the latter case.
If the listener's hearing is impaired, their Willpower check is given a bonus.
In particular, if the target is completely deaf, Spellsong cannot have any effect,
even with "Resistance: Can't" (see p. 71).

Spellsong Duration
The effects of Spellsong last only for 10 seconds (1 round), with some
exceptions. That is a Spellsong that ends at the beginning of Bard's next turn.
If a Bard performs multiple Major Actions and uses multiple Spellsongs
during a turn, a Performance check is required each time to determine the
result, and the success value is always the most recent one.

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Performance Check Results and Gaining Rhythm
Each time the Bard uses a Spellsong, a Performance check is made to
determine the Success Value. If it is a "Resistance: Can't" Spellsong, Spellsong
will produce an effect unless it is an Automatic Failure. In the case of
"Resistance: Neg" Spellsong, the Success Value is compared with each Target's
Willpower Check. If the Bard is the active target and the Success Value of the
Willpower Check is less than the Success Value of the Performance Check,
the target will be affected by Spellsong.
In both cases, gain Spellsong's "Base Rhythm." If the Performance Check
is an Automatic Success, or if the Success Value is equal to or greater than
Spellsong's "Flourish Value, " the Bard will also gain "Extra Rhythm."
If the result of the Performance Check is an Automatic Failure, no effect is
generated by the Spellsong, and no Rhythm is gained.

Conditional Spellsongs
Some Spellsongs have conditions for their effect to take place. Such
Spellsongs do not take effect unless the necessary amount and type of Rhythm
have been accumulated through previous Spellsongs.
Even if the accumulated Rhythm is insufficient to cause an effect, such
Spellsongs will still generate the listed Rhythm.

Overlapping Area of Effects


When the Area of Effects of multiple Spellsongs overlaps, their Success
Values are compared. Only the Spellsong with the higher Success Value will
be effective within the overlapped range.
If the Success Values are the same, the effect of the Spellsong played first
at that location is given priority.
Rhythm accumulation occurs even if the Success Value is not favorable.

Characteristics of Spellsongs
Spellsongs are not magical and do not react to spells that detect magic
power, such as [Sense Magic]. But it can be removed with combat feat
[Wordbreak].
The effect of Spellsong is the psychic type, with some exceptions. Some of
the effects are psychic (weak).

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Using Finales

When the accumulated Rhythm can cover a Finale's cost, the Bard may use
that Finale. Like Spellsong, the Finale requires an Instrument and is played
with a Major Action. A Performance check is then made.

Range, Area of Effect, and Target of Finale


Finales have the same range as Spellsong's Area of Effect. In Standard
Combat, this distance is used as it is. In "Simplified Combat," the range distance
for a 1st Level Bard is "1" (own and adjacent areas), and "2" (to the entire
battlefield) for a 2nd Level Bard.
Each Finale has its own "maximum number of targets." The Bard can select
any character (section) from the characters in the range up to the maximum
number of targets and make it the target. Misfiring cannot occur.
On the other hand, the Bard must recognize (generally visually) the target.
If the Finale is used in a range where another Spellsong has an effect, it
must first exceed the Success Value relative to that Spellsong in order for the
effect to occur.

Finales’ Duration
All Finales have "Duration: Instant".

Performance Check when Finale is Used


When the Finale is used, the Bard performs a Performance check. The
Success Value is then compared with each Target's Willpower Check. In this
case, the Bard is treated as the active party (for some Finale, "Resistance:
Optional" is used, and the Success Value comparison does not occur).
The Willpower Check for the Finale is given a bonus if the listener's
hearing is impaired. Unlike Spellsong, the Finale can also affect targets that are
entirely deaf (although they are still more likely to Resist) (see p. 71).
The Finale is fully effective if the Success Value is in Bard's favor. If the
Success Values are tied or exceeded by the resistance side, the Finale is halved.
If the Performance check is an Automatic Failure, no effect is generated.

Finale Characteristics
Many Finale attacks cause magic damage. Some Finales may have a wind
or bludgeoning type. These can also damage characters who are immune to
the psychic type.

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Managing Rhythm

As mentioned in p. 100, Bard's basic fighting style is to accumulate Rhythm


by playing Spellsongs and then spend them on a Finale. In addition, some
Spellsongs are effective only when the Rhythm is accumulated to a specific
condition.
Here, we will explain how to handle this important element, "Rhythm."

The Three Types of Rhythm


There are three Rhythms: Uplifting (⮭), Calming (⮯), and Enchanting (♡).
Each must be tracked individually in its own quantity.

Rhythm Management is per-character


When there are multiple characters with Bard Levels on the battlefield,
Rhythm is managed separately and independently for each character.

Initial, Minimum, and Maximum Rhythm


All three Rhythm values are "0" at the beginning of the battle. The minimum
value is also "0" and will never be a negative number. Rhythm has no maximum
value, and it can accumulate as much as it likes.

Generating Rhythm with Spellsong


As already mentioned, if Spellsong is used, Rhythm is generated. As long
as the Performance check is not an Automatic Failure, an accumulation of the
type and amount of "Base Rhythm" set in Spellsong will occur.
If the Success Value of the Performance check is equal to or greater than
the Flourish Value, Extra Rhythm is also accumulated.
If Spellsong is used more than once during a turn, a Performance check is
performed for each of them, and the accumulation of Rhythm occurs as
normal.

Rhythm Attrition
If no Spellsong is being played by the Bard at the beginning of their turn,
all three Rhythms will be reduced by -1. However, if the Bard had used the
Finale in the previous turn, this reduction would not occur.

Finale Cost
When a Bard uses a Finale, Rhythm is immediately reduced by the amount
specified by the Finale's Cost.

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Note that the consumption of Rhythm does not occur even if Spellsong,
with the condition of effect occurrence, is used.

GM Guide: Managing Rhythm During Non-Combat


Some Spellsong and Finale require the accumulation of Rhythm to
produce their effects. And there are some that you want to get their effects even
during non-combat.
When using these items during non-combat, there is often little need to
perform a Performance check and manage the generation and accumulation
of Rhythm in detail. In such a case, the GM will try to determine the time lapse
appropriately and proceed with the game as if it had been done.
If the GM is playing Spellsong in a non-combat situation, and then the game
develops directly into a combat situation, the GM may assume that Rhythm
has accumulated and begin the combat with an initial value other than "0". In
this case, the GM may go back in time and perform a Performance check as
many times as necessary to correctly determine the accumulated Rhythm.
However, this is a highly inauspicious situation. Since you must be in
Limited Move to use Spellsong, this will not happen during an average
adventure moving from place to place.
Playing Spellsong while a fellow player is trying to do a Listen check to see
if something is lurking behind a door is out of the question. If you are realistic
and can honestly imagine the consequences of your actions, playing Spellsong
at every opportunity should be unthinkable.
Except for very few situations, such as resting while playing Spellsong, the
initial value of Rhythm at the start of a battle should be uniformly set at "0".

Pets

Some Bards are skilled enough to charm various animals to follow them,
who can assist in Bard's performances. Rules for these pets are detailed below.

Buying Pets
When a character gains their 3rd level in Bard, they may choose to have a
pet aid them in playing Spellsongs. These pets are selected from small birds,
frogs, and insects. Each of the three types of pet may only perform specific
kinds of Spellsongs.

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While specific species and individual characteristics should be hashed out
between the player and GM, these pets do not have any HP or MP, nor do
they have any in-game features outside of these Spellsong-related abilities.
At the 5th level and 7th level, a Bard may take an additional pet, to a
maximum of 3 pets, at any given time.
The minimum price for a Pet is 100G. You can acquire more expensive
Pets, but they will not have any additional mechanical effects.

Spellsong by Pet
When the Bard begins performing a Spellsong, unless specifically ordered
not to, Bard's pets will start to perform along with them. At this time, the benefit
of a Pet's assistance is not yet visible.
At the start of the next round, the Pet's benefit begins. The Pet will continue
Bard's Spellsong, allowing its effects to continue, even if the Bard ceases to use
any Spellsongs themselves.
However, only one Spellsong at a time may be carried forward by Pets. For
a Pet to start or continue a new Spellsong, any Pets that are currently
performing must first be ordered to stop performing.
A Bard can use a Minor Action to signal one of their pets to stop
performing. This signal can be a simple gesture or word and does not need to
be unique for each pet. If a Bard has multiple pets, they may stop each pet's
performance individually.
Furthermore, a Bard cannot signal another Bard's pets to stop singing, even
if they learn the gestures and words to do so.
Once a pet stops performing a Spellsong, it cannot resume performing
independently. Only when the Bard begins a new Spellsong will any pets be
able to start assisting the Bard again.

Pet's Spellsong Success Value


A Pet's Performance check Success Value for any Spellsong they continue
is 0.
Therefore, if a Bard starts another Spellsong, a Pet's Spellsong is
automatically overridden due to Bard's Performance check Success Value
being higher unless it is an Automatic Failure.
Also, Spellsongs with "Resistance: Neg" is not expected to be effective first.
These disadvantages can be avoided by learning the Combat Feat
[Harmony] (see p. 202).

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Pet's Spellsong Area of Effect
Regardless of the Bard class level, a pet's area of effect will always be 2-3
areas (10m Radius). The pet will sit on the shoulders of the Bard, in their
pockets, or some other out-of-the-way spot, keeping their position with the
player. Like with the Bard, usually, if the pet moves, the area of effect moves
with them.
Pets can continue to perform even if the Bard takes a Normal Move or a
Full Move. However, if the pet leaves the owner, the Spellsong will end
immediately.

Pets and Rhythm


Spellsongs performed by Pets do not generate Rhythm. However, as long
as Pet continues to sing, Rhythm attrition will not occur, even if the Bard
themselves is not performing any Spellsongs.
This prevention of Rhythm attrition by the Pet is beneficial while using
certain special instruments (see p. 223) as weapons or armor, many of which
generate Rhythm.

Pet's Performance Limit


Pets may only accompany one of its owner's Spellsongs 3 times per day,
and even then, the maximum duration that a pet can perform for is 3 minutes
(18 rounds).
If the Bard chooses to not have a pet accompany them when beginning to
perform a Spellsong, then the pet's daily limit in unaffected.

Pets and Finales


Pets cannot perform Finales at all.

Targeting Pets
Typically, pets accompanying a Bard cannot be targeted by any attack and
are not included in any wide-area effects. However, if the Bard uses the pet for
something other than singing Spellsongs (such as if the Bard wanted to use a
pet bird as a carrier pigeon), then this protection goes away. When exposed to
the dangers of dungeons and combat, it will be almost impossible for a pet to
survive.
Ultimately, though, the survival of the pet rests with the GM.

109
Reputation and Adventurer Rank

The PCs earn reputation through their adventures. They then can use their
reputation to earn Adventurer Rank in the Adventurer's Guild. By achieving a
high rank, the PC becomes known and respected worldwide.
Reputation can also be used to obtain equipment with special effects or
equipment exclusive to oneself.

Sword Shards and Reputation


PCs may acquire sword shards through their adventures. They may be
obtained after defeating a powerful enemy, or they may be found as treasures.
In some cases, NPCs will give it to PCs as a reward.
Whatever form the sword shards may have taken, at the end of the session,
the PCs may either give them to the Adventurers' Guild in exchange for the
reputation or sell them for money.
Sword shards cannot be used to strengthen the PC.

How to use Sword Shards

When exchanging for money, the price for each sword shard is 200G.
Sometimes, a patron or someone who really wants the reputation comes along
and offers a higher price, but this is ultimately up to GM. On the other hand,
if a PC wishes to purchase sword shards for money, this is not likely to happen.
Regarding reputation, the sword shards should be given to the Adventurers'
Guild. Sword shards given to the guild prove that PCs have contributed to the
world and survived enough dangers to earn the sword shards.
If the player chooses to give up the sword shards, a representative PC
should roll a 1d for each piece to determine how many reputations they have
earned. For each dice roll, all the characters involved in the adventure are
awarded that number of reputation (reputation is not divided by the number
of people involved).
At the end of each session, players should decide whether to exchange the
sword shards for money or reputation. They may allocate part of it as money

110
and the rest as reputation, but this must be done before the dice are rolled to
determine the repayment. And once they have decided to give up and rolled
the dice, they cannot switch to exchanging money, even if they are dissatisfied
with the result.
In principle, sword shards should be processed within the session in which
it is obtained. However, if there is a guarantee in the campaign (see CR I, p.
378) that the PCs will not be replaced 100 percent of the time, it is possible to
withhold some or all of the sword shards and continue to hold them.

Filling Reputation

The PC which has earned reputation should fill it in the designated column
on the character sheet. If the PC has already gained reputation, it should be
added to the current amount.
Reputation is consumed when renown items (see p. 112) are bought and
when gaining adventurer rank (see p. 114). If there is a such expenditure, it
should be subtracted from the total.

GM Guide: Getting Sword Shards


If an enemy in a scenario is enhanced with sword shards (see CR I, p.
384), the character who defeats it will always be given sword shards.
This is basically how the characters get their sword shards, but the GM can
also give them sword shards in other ways to increase their total number. How
much of this is ultimately up to the GM.
The total number of sword shards obtained in a single session should be
about 1 to 2 times the average of the character's adventurer level. Below that,
there are not as many boss monsters, and the resulting combats will feel weak
and underpowered. Go high enough over, though, and every enemy turns into
a full boss fight, and it becomes significantly more likely that the PCs will end
up getting beaten down repeatedly.
GMs should adjust the number of sword shards with this number in mind.
Still, if the goal is to create an epic fantasy or heroic fantasy that inspires the
PCs to perform legendary feats, it is best to use other means besides monster
enhancements to give the PC more reputation. This will increase the
character's fame and make them a household name.

111
Renowned Items
Using the reputations earned from sword shards, PCs can obtain special
items called renowned items.

Personal Equipment

Personal equipment is specially made for PC. It may be made by an artisan


with whom the PC has become acquainted or by a merchant who wishes to
take advantage of the PC's reputation by taking their order. Such items are
decorated with a special personalized coat of arms, ornamentation, or coloring.
The equipment is then carefully adjusted to make it easy to handle for the PC.
As a result, when using the equipment, one of the corresponding ability scores
will be increased by +2 (the ability score itself, not the ability modifier) or
equivalent special effects. These benefits are meaningful only when the
equipment is used.
For example, a personal music instrument has a +2 effect on the spirit, but
this only affects Bardic Power (see p. 100). Personal music instruments do not
affect MP or willpower.
In addition, these are for personal use only and are tailored to the
individual, so other PCs borrowing and using them will not get the benefits.
Personalized equipment can be obtained through 50-100 reputations. PC
can have new equipment made or their own equipment modified and made
exclusive to them. In the case of a new item, PC must prepare the necessary
fee (in gamels) for the purchase separately from the reputation. Magic weapons
and other items can also be made into personal equipment.

Examples of Personal Equipment


Personal Equipment Effect※1 Reputation
Personal Weapon Dexterity +2 (Accuracy check) 50
Personal Shield Agility +2 (Evasion check) 50
Personal Armor Movement +2 50
Dexterity +2 (Open Lock check, Set Trap
Personal Scout's Tools 50
check)
Personal Accessory※2 Max HP +2 or Max MP +2 50
Intelligence +2 (Truespeech Magic’s and
Personal Implement 100
Spiritualism Magic’s Magic Power)
Personal Holy Symbol Intelligence +2 (Divine Magic’s Magic Power) 100
Personal Magisphere Intelligence +2 (Magitech’s Magic Power) 100

112
Personal Gem Case, Gem
Intelligence +2 (Fairy Magic’s Magic Power) 100
Decorations
Personal Musical
Spirit +2 (Bardic Power) 100
Instrument
※1: If there is an action check name in parentheses (), it affects that action
check only. If Magic Power or Bardic Power is specified, it affects them.
※2: You can choose from any of the available accessories. The same effect
cannot be duplicated (e.g., you cannot equip two personal accessories and have
HP or MP +4, but you can have HP+2 and MP+2).

Specialty Items

There are rare items in the world that cannot be mass-produced. Things
like rare materials used in their creation require skilled artisans with waiting
lists for years, or a special horse is born. Since these items are the target of
collectors, they are not always available on the market, and connections must
be made to acquire them. They are also used to build connections.
PCs can obtain these specialty items by spending reputation. In the list of
items (see p. 212+), the prices are annotated with "+ XX reputation," and the
indicated reputations must be spent along with the money (gamels) when
purchasing the item.
These specialty items are better versions of items available as common
items. Unlike personalized equipment, another PC can borrow and use them.

113
Adventurer Rank
Adventurers can earn Adventurer Rank by spending reputation.
Adventurer Rank is the Adventurer Guild's guarantee of an adventurer's
competence, and a high Adventurer Rank alone is enough to attract the public's
attention.

Types of Adventurer Ranks

Adventurer ranks are categorized in the following Adventurer Rank Chart.


In honor of the world's creation by the Swords of Genesis, each rank is named
after a sword.

Adventurer Rank Chart


Reputation
Rank Free Public’s Opinion Issued By
(Cumulative)
“Hollow”
None 0 (0) - -
No value
"Running Around" Independent
Dagger 20 (20) -
Minimum Career Branch
“Still Growing" Independent
Rapier 30 (50) 5
Still in training Branch
"Fully Fledged" Multi-branch
Broad Sword 50 (100) 10
Career-oriented and Reliable Joint
“Worthy of Attention”
Great Sword 100 (200) 20 Can do more than simple work, Intra-city Joint
something special
"Powerhouse."
Flamberge 100 (300) 30 Exceeds expectations doing the Intra-city Joint
job
“First Class"
Sentinel 200 (500) 50 Unquestionable and spectacular Domestic Joint
skills
“Brave One”
Hyperion 200 (700) 70 Domestic Joint
Nothing but respect for them
Sword of “Hero”
300 (1,000) 100 Regional Joint
Genesis Savior of the World
Sword of
500 (1,500) 150 Same as above Regional Joint
Genesis★
Sword of “Superhero”
500 (2,000) 200 Headquarters
Genesis★2 Living Legend
Sword of
500 (2,500) 250 Same as above Headquarters
Genesis★3
(Hereafter, ★ is added for every 500 points, free: +50)

114
Adventurer Rank - Sword of Genesis
After reaching the Swords of Genesis level, each promotion is indicated by
adding a "★" to the Adventurer's Rank.
Adventurers who have reached the rank of Sword of Genesis may use
instead such as "Lumiere," "Cardia," "Sword of Genesis," or "Genesis" to refer to
their rank, which is also widely accepted as customary. Whether "★" is placed
before or after the rank name is also quite inconsistent (Genesis★ or
★Genesis). This is because the number of adventurers who have reached this
rank is small, and personal style tends to prevail.

Earning Adventurer Ranks

Adventurer Ranks are earned by applying to the Adventurer's Guild and


being recognized as worthy of the rank. In the game, ranks are earned by
spending the prescribed amount of reputations listed in the "Reputation"
column of the Adventurer Rank Chart. This is to be interpreted as an
achievement to pass the examination. The brackets in this column indicate the
needed reputation from the “None” rank.
If current reputation permits, raising two or more ranks simultaneously is
possible.
No money is required to earn Adventurer Rank.

Adventurer Rank Issuer


Adventurer Ranks are recommended to Headquarters after a branch
receives an application for review and are then issued in the name of the Guild
Headquarters. However, only very high ranks are reviewed by Headquarters;
low ranks such as Dagger and Rapier are, in effect, silently issued by a single
branch at its sole discretion.
At the Broad Sword level, an inquiry is made not only to the branch that
received the application but also to a nearby branch or two to see if there are
any ineligible cases, and a decision is made based on these inquiries.
Great Sword and Flamberge ranks are confirmed to a city or equivalent
branch. After that, the scope of confirmation is expanded as one moves up the
ranks.
As part of this process, those with Adventurer Rank will have PC
information shared within the guild to a reasonable extent. As a Great Sword
adventurer, PC will be greeted with “Oh, welcome, …” as soon as they arrive
at any of the guild branches in the city where they applied. If they are a Swords

115
of Genesis★2 rank adventurer, the PC's name is known throughout the
continent.
The Adventurer Rank Certificate issued will bear the name of the branch
that first accepted the application. It is a great honor for branches to produce
highly-ranked adventurers. It is also highly effective in terms of publicity and is
why each branch treats adventurers so generously.

Adventurer Rank Benefits

By attaining a high adventurer rank, the character gains various benefits.

Acquisition of Renowned Items without Reputation


A character who has attained a certain adventurer rank can obtain
renowned items without paying reputation according to their rank. The "Free"
column in the Adventurer Rank Table indicates that renowned items obtained
with reputation costs lower than the “Free” column do not require reputation
consumption. For example, adventurers of Sentinel rank can obtain items with
a reputation cost of 50 points or lower without spending any reputation (for
example, personal equipment obtained with 50 points can be bought in any
quantity). However, only reputation costs can be omitted. Money must be paid
in the prescribed amount.
When the required reputation for previously acquired renowned items is
reduced below the "Free" value due to an increase in Adventurer Rank, all
reputations will be refunded to the PCs. For example, suppose a PC with 4
pieces of Personal Equipment worth 50 points gains the rank of Sentinel
Adventurer Rank. In that case, the PC will receive a refund of 50 x 4 = 200
points, immediately adding to the PC's reputation.
Note that this procedure requires that the Adventurer Rank be earned first.
The reputation to be refunded cannot be calculated first and then offset. In the
previous example, a PC with Flamberge Rank cannot gain Sentinel Rank "for
free," assuming 200 points will be refunded. 200 points must be prepared first,
spent for rank, and then 200 points will be refunded.

Fame and Preferential Treatment


A character with a high adventurer rank is well-known within a reasonable
scope, centered on the branch that issued it (see p. 115). Within that group,
they are automatically treated as the Public Opinion of their rank.

116
If they leave this area, they will be treated as a nobody, but if they present
their rank certificate, they will be treated equally. In return, they will often be
asked to share their adventures.

Adventurer Rank Benefits Chart


Rank Scope Contents
The owner or a customer next to them buys them a drink
Great Sword+ City
at a bar "as a token of friendship."
A crowd of people will form around them. At a feast with
Sentinel+ Nation
many people, they will be forced to refrain from paying.
Preferential seating, priority queues in facilities and stores
Sword of
Region if desired, and payment on the tab in exchange for a
Genesis+
signature.
Sword of A PC is recognized wherever they go and whatever they
Continent do. Unless they say no, they get preferential seating and
Genesis★2+ priority queues on their own.

GM Guide: Preferential Treatment as a Flavor


Adventurer Rank benefits are intended to be a flavor of the game. It
cannot be used to discount or make free the purchase of items that actually
affect the game.

Title
Once a PC has attained the Adventurer Rank, they are publicly allowed to
take on a title. Of course, anyone can take on a title, but whether or not it will
be accepted by the public is another matter. The Adventurer Rank guarantees
that others will call PC by their title and that it is as valid as their real name.
The range in which the title is accepted is the same as in which the PCs receive
the benefits above (outside of that range, the PCs' title and existence are
unknown).
The title may be chosen freely, but if it is obvious that someone else has
already used it, it cannot be used. If a coincidence occurs later, PC may
continue to use it, but those with higher adventurer ranks tend to be treated as
associated with the title.
Once a title is set, it usually remains the same, but some change it for a
fresh start or to escape the situation. If the PCs wish to change it, they can do
so once they have attained a new, higher Adventurer Rank.

117
Payment in Advance
Adventurers may borrow in advance from the Adventurers' Guild from
rewards. This is interest-free, but the adventurer must repay the loan by
deducting the amount from subsequent adventures' rewards. The higher the
Adventurer's Rank, the higher the maximum amount that can be borrowed.
At the "Hollow" stage, when PC has no Adventurer Rank, they can borrow
up to 300G. At the Dagger level, they can borrow up to 500 G. At the Rapier
level, they can borrow up to 1,000 G. Thereafter, they can borrow up to
5,000G at the Flamberge level, 10,000 G at the Hyperion level, and so on.
After that, the amount gradually increases to 5,000G each rank increase
thereafter.

Stripping and Demotion of Adventurer Rank

Suppose PC is found to have committed a serious crime, broken the


unwritten rules of adventuring (see CR I, p. 331), or otherwise acted unethically
as an adventurer. In that case, they may be stripped of their adventurer rank or
demoted.
The PCs may also voluntarily return their Adventurer Rank once they have
earned it. Except in the cases above where it is prompted as part of the
punishment, it is strongly discouraged, but if the PCs are absolutely determined
to do so, the guild will have to grant it.
PCs can regain their lost ranks by spending a new reputation. To do so,
they must pay the same amount of reputation as they would have to gain a new
one.

Disgrace
Disgrace is recorded and added up when a PC commits a dishonorable act;
the more significant the disgrace, the more unwelcome the PC is treated by
society and the more disadvantages the PC will suffer.
The PCs can be reasonably spared from the effects of disgrace by gaining
an Adventurer Rank (see p. 116).

118
Disgrace Acquisition

Loss of Renowned Items


Disgrace is added when a renowned item is lost because of the sale, transfer,
loss, etc. The disgrace added is the same amount as the reputation required to
obtain the item.
Suppose an item is acquired by Adventurer Rank without paying a
reputation but is lost. In that case, it will be credited with a disgrace equal to
the reputation initially required to acquire it.

Stripping, Demotion, or Return of Adventurer Rank


The PCs will immediately be credited with the equivalent disgrace if an
Adventurer Rank is stripped, demoted, or returned.
As a result of demotion or stripping of Rank, if a renowned item that no
longer satisfies the "Free" condition was bought, it must be offset by reputation.
Any item that cannot be offset by its current reputation should be forfeited to
the guild, and its reputation cost will be added as a disgrace.

Impact of Disgrace

Disgrace adds up, and once it reaches a specific value, the PC suffers
various disadvantages from bad publicity. This is limited to services provided
through the Adventurers Guild.
A character with a high Adventurer Rank will not suffer any adverse effects
below a Prevention Rank, but if it exceeds the value that can be covered by the
Adventurer Rank, it must suffer the full adverse effects (i.e., all or nothing).

Disgrace Impact and Prevention Ranks


Prevention
Disgrace Dishonor Mark Adverse Effects
Rank
Goblin Item purchase price and service
1 – 20 Rapier
Nuisance usage price +10%
Item purchase price and service
21 – 50 Bolg Hazard Broad Sword
usage price +20%
Item purchase price and service
51 – 100 Ogre Outcast Great Sword
usage price +50%
101 – Item purchase prices and service
Troll Extreme Evil Sentinel
200 usage prices are multiplied by 2
201 - Drake Enemy of Item purchase prices and service Swords of
500 Humanoids usage prices are multiplied by 5 Genesis
Barbarous King
501+ Suspension None
World Breaker
119
Dishonor Mark
Adventurers who have been disgraced are automatically given a dishonor
mark and are referred to by that title. Dishonor Marks are also a sign of a
person of interest, and all adventurers' guilds on the continent share this
information.
Barbarous names appearing in dishonor marks are sometimes substituted
by other equivalents. For example, Hugl or Hoodling may be substituted for
Goblin, Diablo, Basilisk, or Nosferatu for Drake. The reason may be that the
mark is more appropriate for the adventurer's past conduct or because
someone already has the same dishonor mark, and the guild wants to
distinguish them.

Offsetting Disgrace

The character can offset the disgrace in several ways. It can reduce the
adverse effects or dishonor marks. If the disgrace can be reduced to "0", the
dishonor mark will be removed.

Retrieval of Renowned Item etc.


If the renowned item or another item that caused the disgrace due to loss
can be returned, the disgrace will be automatically restored.

Offset by Reputation
Consuming reputation can offset disgrace by the same number of points.

120
Additions to the Fellow Action Chart

This section will describe how to fill in the Fellow Action Chart with new
elements from Core Rulebook II.
The items to be entered in the table of actions (actions, dialogues, success
values, and effects) and their formats are based on the description in Core
Rulebook I (see CR I, p. 200).

Casting Fairy Magic

Actions that cast Fairy Magic can be entered like other basic spellcasting
(see CR I, p. 206).

Example:
[Fire Bolt], Range 1 (10m), MP3 “Burn!” 12 Power 10+5

Techniques

Since techniques are used with Minor Action, they should be added to the
Melee Attack used with Major Action. Do not forget to enter the MP cost.
Some techniques have a duration, but the Fellow's actions are not
considered, and MP must be consumed for each action. In this sense, [Muscle
Mystery] (see p. 203) loses its value in the description of Fellow's action.

Example:
Declare [Cover I] using “This attack will Defense 9, Magic
-
[Beetleskin], MP3 not pass.” Damage -5

Multiple Techniques
Multiple techniques can be entered in the same column, and the values
with all their effects can be used.
Naturally, the MP cost should be summed. It is not possible to pay the cost
only partially.
Example:
Attack with Zweihander using [Cat’s “I will bring Power 30/Crit
12
Eyes], [Bear Muscle], MP6 you pain!” Value 11 + 7
121
[Dragon Tail]
A Fellow's actions cannot be step-by-step strengthened by stacking. The
only way to do this is to use this technique and immediately use Tail for an
attack. Only if Fellow is of Lildraken race can you enter the value that enhances
Tail as per technique (Accuracy check +1 or Extra Damage +2).

Example:
[Dragon Tail](+1 to hit), [Cat’s Eyes] “Boom! Power 10/Crit
13
with [Tail Swing I], MP6 Boom!” Value 12 + 6

(Assuming that the character's race is Lildraken and the effect of [Dragon
Tail] enhances Tail by one level).

Spellsongs and Finales

When Fellow uses Spellsong or Finale, Rhythm is not controlled. Even if


a Spellsong or Finale has an effect condition, it will take effect immediately
when that condition is specified. However, to enter them, a separate spellsong
must be entered to generate the required Rhythm.
For Spellsong, the effect range must be described, and for Finale, the range
distance must be described.

Spellsongs with “Effect Condition: None"


You are free to enter any spellsong as long as you follow the principle of
"no more than two identical actions placed in different rows." And to enter a
Spellsong and Finale with "Effect Condition," it is necessary to enter spellsong
of this type.

Example:
Play [Early Bird], all areas (30m “Morning, morning, good
13 -
Radius) morning♪”

Spellsongs with Effect Condition


To enter this type of spellsong in the Action Chart, at least one spellsong
with "Effect Condition: None" must be entered in another column of the Action
Chart. And it must be able to generate a combination of Rhythms that can
satisfy the condition for Effect Condition.
For example, to fill in spellsong [Love Song](Effect Condition: ⮭6♡6), it is
necessary to fill in spellsong that produces, ⮭ and ♡ with “Effect Condition:
122
None." This can be either one spellsong that generates each of ⮭ and ♡ or one
spellsong that generates Extra Rhythm when the success value satisfies the
Flourish Value (see p. 100). For this example, [Early Bird] with a success value
of 13 or higher satisfies this condition.

Example:
Play [Love Song], all areas (50m “If we can only
16 -
Radius) meet…♪”

Finales
To enter Finale, you will need to enter a separate Spellsong with “Effect
Condition: None" or Spellsong with Effect Condition (see above) that can
generate the Rhythm Finale consumes.
Bardic Power must be entered in the "Effect" field to add power, damage,
or recovery.

Example:
Attack with [Finale: Spring “Get out of Power 10/Crit
13
Breeze], 2 (30m) here!" Value 10 + 5

Sharing Generated Rhythm


Spellsong with “Effect Condition: None" is only one of the spellsongs that
guarantees the generation of Rhythm for Spellsongs and Finale with the Effect
Condition. For example, if you enter one [Early Bird] that can be played with
a success value of 13 or more, the other three columns are [Love Song] (Effect
Condition: ⮭6♡6), [Finale: Spring Breeze] (Rhythm Cost: ⮭2), [Finale:
Summer Vitality (Rhythm Cost: ⮭1♡1)].

123
Note on Added Combat Feats

As a rule, to enter replaced combat feats [… II] you will need to fill [… I]
combat feat of the same feat in a separate field. For [Tail Swing], please refer
to the [Cleave] description in Core Rulebook I to enter it. [Nerve Strike],
[Critical Cast], etc., can also be written by following the conventional example
of describing active combat feats.
In this section, we describe only the ones needing special annotations. In
addition, we add an explanation of [Trample] (see CR I, p. 253) here.

[Flying Kick]
Kick attacks should have an "x3" tag after them. After the Kick from the
[Flying Kick], the attacking Fellow makes another Kick as a Major Action and
another with [Chain Attack]. It is impossible to enter a Punch or a Throw as
an attack with [Flying Kick].
The Flying Kick range must be written as "1(Xm)", and the "Xm" part should
be the PC's movement. In Simplified Combat, individual character movements
are not taken into account, and the range of movement by Normal Move is up
to the adjacent area, so the "1" part remains always the same.
If this action is chosen, the position (area, coordinates) where Fellow
finished their action in the previous round is assumed to be the one where
Fellow can make a proper Normal Move. If not, all attacks are forcibly
canceled.
It cannot be combined with the active combat feat, which only affects one
attack.

Example:
Equipped with a Hard Kicker, [Flying
“Triple Power
Kick] & Major Action for another Kick
Leg 19 30/Crit Value
& [Chain Attack] for another hit, Range
Flash!" 11 + 12 x 3
1(23m)

[Trample]
The [Trample] master can enter the success value of the Kick attack and
the damage calculation (Power, Critical Threshold, and Extra Damage)
simultaneously as the Throw attack.
If there is no target for the Throw, or if the success value of the Throw itself
is insufficient to cause the Accuracy check to fail, then the effect of the Kick
(damage) will also not occur.

124
As a rule, it cannot be combined with the active combat feat, which only
affects one attack, but it is possible if the character can declare twice by learning
[Ever-Changing I]. If the feat requires the special notation “spend next turn
recovering,” the character must declare "spend two next turns recovering.”

Example:
Throw ([Improved Power 30/Crit
20
Throw II]) “This attack is a... Value 12 + 12
no-brainer." Power 25/Crit
[Trample] 19
Value 11 + 12

[Repeated Strike II]


The declaration of [Repeated Strike II] should be clearly stated. Extra
Damage in the "Effect" column should be increased by +4 for the first hit. If the
opponent does not use the fixed values and performs an Evasion check, and
the second hit is the first one, then the damage should be reduced by -4.

Example:
[Repeated Strike II], attacking with Power 35/Crit
“Repay!" 17
the Great Sword Value 10 + 17

[Confident Performer]
It is recommended to add "(Can't)" in the success value field and "No Crit"
for the damage in the "Effect" field.

Example:
Attack with [Confident Performer] at 15 Power 10/No
“Hit!"
[Finale: Spring Breeze], 2(50m) (Can’t) Crit + 7

[Double Cast]
For each of the two spells to be cast, describe the success value and, if
necessary, the effect.
You can choose "cancel the whole action" or "cancel only the additional
magic cast" when canceling this action. It is not possible to cancel only the main
magic action.
Example:
[Double Cast] of [Energy Javelin] “Take Power 40/Crit
21
Range 2(30m), after MP9, that!" Value 10 + 12
[Energy Bolt] Range 2(30m), “And a Power 10/Crit
11
MP5 bonus!” Value 10 + 2
125
Entries that Cannot be Entered in the Fellow Action Chart

No Entry for Characters, Pets, etc


Fellows should create Fellow-format data assuming only cases in which they
themselves act.
Golems and undead created by [Create Golem] or [Create Undead], fairies
summoned by a [Summon Fairy] spells, and actions that use them cannot be
entered in the Fellow Actions Chart.
No continuation of Spellsong by the pet can be made, and the [Harmony]
cannot affect the Fellow’s action entry.

Those that do not Show Effects


[Mirage Arrow] and [Skillful Play] are not necessarily impossible to fill in,
but they are not expected to be very effective due to their specifications.
The effect of [Cover II] does not affect Fellow Action Chart. When
describing [Cover], only Fellow's own actions can be described, even if they
learn [Cover II].

126
Part 3 Data

127
Additional Magic Data

Supplemental Information on Magic

Same Name Spell with Roman Numeral Addition


Some of the spells added in this book have a Roman numeral appended to
the name in the form [XXX II]. In this case, there is always a separate spell
with the same name, simply [XXX].
They are subject to the principle of Non-overlapping Spells of the Same
Name (see CR I, p. 172). In other words, they cannot affect the same target
simultaneously. For example, if [Protection II] is cast on a character that has
[Protection] applied, it can be accepted to gain +2 Defense, but at the same
time, [Protection] will be removed.

Spells That Provide Multiple Options


Some spells can be cast by selecting from multiple effects. For example,
[Magician] (see p. 131), the target can learn the specific combat feat, a choice
made when the spell is cast.
When such a spell is cast on several targets simultaneously with
[Metamagic/Targets], the effects must be unified. In the example of [Magician],
it is impossible to have different targets acquire different combat feats in a single
cast.

Resistance: Temporary
The spell which has "Resistance: Temporary" will be effective on the target
for 10 seconds (1 round) when the resistance succeeds. Even if you use
[Metamagic/Time] to extend the duration, the duration in the case of successful
resistance is still 10 seconds (1 round).

Curse + Psychic
Spell with this type has two types: curse type and the psychic type, and has
the following rules:
When applying resistance or effects: All effects and immunities corresponding
to curse or psychic types are effective. If a character has immunity to one of
the two types, the spell will not have any effect. All numerical effects that work
for these types (such as damage increase/decrease, bonus/penalty to resistance

128
checks, etc.) are cumulative. However, if an effect that affects both curse type
and psychic type simultaneously is not cumulative. For example, the effect "+2
bonus to Willpower and Fortitude checks against curse type and psychic type"
will only apply +2.
To Remove: Only effects that can remove curses are valid.

Truespeech Magic Data

Analyze Enchantment Cost MP4


1 Object or 1 1(10m)/
Tar. Range/Area Duration Instant Resistance Can’t
Character Target
Sum. See details of magic on target.
This allows the caster to see the name, remaining duration, and Magic Power
Eff. of any spells affecting the target. If used on a magic item, reveal the magic of the
item and how to use it.

Apport Cost MP5


1 2(Infinite)/
Tar. Range/Area Duration Instant Resistance N/A
Object -
Sum. Teleports marked item to the caster
The caster may mark an item in advance and teleport it in hand. Items to be
marked cannot be more than 3m in any dimension and can include items
magically created by the caster (including golems). Each object may only have
one mark.
The caster can draw a number of marks equal to their Sorcerer Level, which
takes one hour per object to draw. The object must be at least one week old
Eff. before it can be a target for this spell.
If the caster tries to draw more than its Sorcerer Level, one of the previous
marks will be removed randomly.
This mark is permanent, though if erased or another mark is attempted to
be drawn on the item, the first mark is disabled.
This spell can be used without the caster having a Magical Implement (see
CR I, p. 176) on hand.

129
Steal Mind Cost MP2
1 1(10m)/
Tar. Range/Area Duration Instant Resistance Neg
Character Target
Sum. Steals MP from target Type Curse
Deals Power 10 + Magic Power damage to the target's MP and restores the
caster's MP equal to the damage dealt, up to a maximum of 1/10th the target's
Eff. total MP (rounded up).
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Tongues Cost MP5


3 minutes
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(18 r)
Sum. Speak and understand any language.
For the spell duration, the caster can speak and understand conversations in
Eff. any language as though they were fluent. Caster also learns the name of the
language they hear.

130
⏩△Blink Cost MP10
3 minutes
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(18 r)
Sum. Creates an afterimage to take an attack instead
The caster automatically succeeds on the next Evasion check they need to
Eff. make. This effect automatically occurs the first time an Evasion check is
requested, and at the same time, this spell is automatically canceled.

Energy Javelin Cost MP9


2(30m)/
Tar. 1 Character Range/Area Duration Instant Resistance Half
Shot
Sum. Deals Power 40 damage Type Energy
Compresses mana into a spear, hurled at a target dealing Power 40 + Magic
Power of magical damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
40 4 5 6 7 9 10 11 11 12 13 ⑩

Create Device Cost MP4


Tar. Touch Range/Area Caster/- Duration Permanent Resistance N/A
Sum. Creates a Magical Implement
Creates a Magical Implement (see CR I, p. 176) in the hand of the caster. It
can take any shape, so long as it's smaller than a two-handed weapon, but it
Eff.
cannot be used as a melee weapon in combat.
This spell can be used without the caster having a Magical Implement.

Magician Cost MP6


3
1 1(10m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Target temporarily learns advanced magical feats
The target learns one of the following combat feats: [Targeting], [Magic
Convergence], [Magic Control], [Hawk Eye], [Violentcast I], or [MP Save/**].
The caster decides which combat feat is acquired. The target must satisfy the
Eff.
prerequisites for learning the feat.
With multiple castings, the caster can emulate multiple feats. If more than
one [Magician] is cast, one target will be given multiple combat feats.

131
Erase Magic Cost MP6
30
1 1(10m)/
Tar. Range/Area Duration seconds Resistance Neg
Character Target
(3 r)
Sum. Blocks casts of 6 level/rank spells or lower
The target is prevented from casting spells of 6 levels/rank or less of a magic
Eff. system specified by the caster. The caster specifies which magic system is
prevented at the time of this casting spell.

Telekinesis Cost MP6


30
1 2(30m)/
Tar. Range/Area Duration seconds (3 Resistance N/A
Object Target
r)
Sum. Lift and move objects
As a Major Action, one object can be moved up to 3m per round (10
seconds). The caster can make the object float in the air but can't make it slip
through obstacles. Even if multiple targets are selected with
Eff. [Metamagic/Targets], only one object can be moved with one Major Action.
This object can be moved regardless of weight but must not be taller than 2m
nor larger around than 1m radius. It cannot affect objects held or equipped by
other characters.

Blade Barrier Cost MP10


30
1 1(10m)/
Tar. Range/Area Duration seconds Resistance Temporary
Character Target
(3 r)
Sum. Creates magic blades around the target Type Slashing
At the end of the target's turn, deals Power 0 + Magic Power damage.
However, the damage from this spell cannot be critical. Also, if the target does
not perform any Major Action or Minor Action on its turn, it does not suffer
Eff. this damage.
Willpower should be rolled only once at the moment of casting.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
0 0 0 0 1 2 2 3 3 4 4 None

Absorb Magic Cost MP5


1
Tar. Caster Range/Area Caster/- Duration Resistance Optional
Day
Sum. Turns magical damage into MP.
After taking magical damage, recover MP equal to the damage received. This
Eff. effect disappears once activated.
This spell can only be cast once per day.

132
See-Through Cost MP6
10
1 area (2m 1(10m)/
Tar. Range/Area Duration seconds Resistance N/A
Radius)/Space Shot
(1 r)
Sum. Allows caster to see through the target area.
The target area is made transparent, allowing the caster to see through to the
other side. However, creatures, characters, equipment, and clothing become
Eff. invisible only to the caster and continue to exist there. Objects viewed through
this area can be targeted by magic, though magic with “Area: Shot” will be
blocked due to obstruction.

Seal Enchantment Cost MP7


1
Tar. Range/Area Touch/- Duration Permanent Resistance N/A
Object
Sum. Hides the magic of an object
The target is no longer can be detected by any spell ([Sense Magic], [Mana
Search], etc.) or ability that detects magic, and its magical effects on it are
hidden.
Eff. This spell has no significance when appraising an item by Appraise check
(now "I," p. 115). However, it is often the case that items with this spell are
disguised as non-magical items, and in such cases, the knowledge-based
appraisal of the treasure will also be harder to do (higher target number).

Flight Cost MP8


1
1
Tar. Character Range/Area Touch/- Duration Resistance Optional
Hour
X
Sum. Target will be able to fly
The target can fly at will. Flying by this spell does not allow complex
maneuvers, and only Full Move can be made. Even if the target's movement is
blocked by a skirmish or other obstacle, it will receive a movement restriction
Eff.
equivalent to Full Move and a penalty to Evasion checks (-4). The speed when
flying due to this effect is 50. In other words, with a Full Move, the player can
move up to 150 meters in 10 seconds (1 round).

Blizzard Cost MP10


1 area (6m 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
Radius)/20 Target
Sum. Deals Power 30 damage Type Water/Ice
Creates a localized snowstorm dealing Power 30 + Magic Power of magical
damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 ⑩
133
Spiritualism Magic Data

Create Undead Cost MP4+


Tar. Touch Range/Area Touch/- Duration 1 Day Resistance N/A
Sum. Animate and command an Undead
The caster creates an undead and gives it a command to act. For more
Eff. information, see “Conjurer Additions: Golem and Undead” (see p. 87).
Casting this spell takes one hour.

Create Golem Cost MP4+


Tar. Touch Range/Area Touch/- Duration 1 Day Resistance N/A
Sum. Build and animate a golem
The caster creates a golem and gives it a command to act. For more
Eff. information, see “Conjurer Additions: Golem and Undead” (see p. 87).
Casting this spell takes one hour.

134
⏩△Double Indicate Cost MP6
10
Tar. Caster Range/Area Caster/- Duration seconds Resistance Optional
(1 r)
Sum. The caster can control two golems or undead at the same time
The caster can give two orders to two golems or undead simultaneously, even
Eff. if they are of different types. Two golems or undead should be given the same
order.

Drain Touch Cost MP7


1
Tar. Range/Area Touch/- Duration Instant Resistance Half
Character
Sum. Drains Power 10 from the target Type Curse
Deals Power 10 + Magic Power damage, and the caster heals HP equal to the
applied damage dealt. The HP recovery effect occurs even if the target succeeds
Eff. in resisting.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Resurrection Cost MP20


1
Tar. Range/Area Caster/- Duration Instant Resistance Optional
Corpse
Sum. Bring back the soul of the dead and make them alive
This can only be cast on a corpse, which will return to life if successful. The
Target Number for this spell equals the days elapsed since death.
Eff. The target corpse for this spell must have its major organs intact; the head
and spine must be intact for humanoid and barbarous.
This spell takes an hour to cast.

135
Icicle Weapon Cost MP5
1 2(30m)/ 3 minutes
Tar. Range/Area Duration Resistance Optional
Character Target (18 r)
Sum. Make an attack dealing water/ice damage with a +3 bonus
The target's weapons become magical, dealing with Water/Ice-type damage.
Eff.
Their damage is increased by +3.

Acid Cloud Cost MP10


1 area (5m 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
Radius)/15 Target
Sum. Deals Power 20 damage Type Poison
Turns air into acid and deals Power 20 + Magic Power of damage.
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

Illusion Cost MP4


Any 2(30m)/ 1
Tar. Range/Area Duration Resistance N/A
Point Target Day
Sum. Create hallucinations
The caster creates hallucinations indistinguishable from natural objects. The
only limitation on these hallucinations is size; they must fit within a 3m radius
area. Hallucinations have no smell, do not make noise, and are intangible. The
Eff. caster must concentrate if they wish to have the hallucinations move freely.
Otherwise, they repeat simple movements up to about a minute long.
It is possible to change the appearance of a character or object, in which case
the hallucinations would move with the character or object.

Cremation Cost MP3


1(10m)/
Tar. 1 Character Range/Area Duration Instant Resistance Half
Shot
Deals Power 20 damage, +5 damage to Undead and
Sum. Type Fire
Construct
Deals Power 20 + Magic Power magic damage. If the target is Undead,
Magitech, or a Construct, increase the damage by +5 points. This addition
Eff. occurs even if the target succeeds in resisting.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

136
Cursed Doll Cost MP6
1 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
Character Target
Sum. Inflicts Power 30 damage through the doll Type Curse
The doll is used as a medium to cast a curse on the target, dealing Power 30
+ Magic Power magic damage. To cast this spell, the caster must thrust with the
implement (the doll may be held in hand or on the ground). Doll used with this
Eff. spell will break and become useless.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 ⑩

Bind Operation Cost MP8


3
1 2(30m)/
Tar. Range/Area Duration minutes Resistance Temporary
Character Target
(18 r)
Sum. Restrict the movement of the target
The target can only select Limited Move as the move, and all action checks
(see CR I, p. 155) are modified by a -2 penalty.
Eff.
A character whose race is runefolk, or construct or magitech monsters,
receives a -2 penalty to Willpower for this spell.

Protection II Cost MP3


3
1 2(30m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Reduces target's damage by -3
The target takes -3 damage from all physical and magical sources. This spell
Eff.
does not affect Poison-, Disease-, or Curse-type damage.

137
Possession Cost MP7
3 minutes
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(18 r)
Sum. Bring dead souls into the caster's body
This spell pulls the soul of someone dead into the caster's body, allowing
them to speak and interact with the living world. The caster can communicate
his wishes to the souls but cannot interfere with their actions. No class or combat
feats (either the caster or those learned by the dead person before death) can
be used.
Characters that can be pulled are limited to humanoids or barbarous. If the
caster holds an item associated with the deceased, the caster can specify a
Eff.
specific soul to be summoned. Otherwise, the most recently deceased
humanoid or barbarous character within a 100-meter radius around the caster
will be summoned.
This magic will not affect whether the specified character has been
reanimated or if their soul has already been reincarnated. The same is true if
the caster doesn't specify a target and there are no dead people within 100m of
the caster.

Command Cost MP10


1
1 Entire 2(30m)/
Tar. Range/Area Duration minute Resistance Neg
Character Target
(6 r)
Sum. Gain control of undead or golem
Caster can give a new order to target. Treat it as it was given "Obey Command"
(see p. 90). The caster can give instructions only from the next turn after this
spell has taken control of the target.
If the original controller of the target monster is known, the original
controller and the caster must compare their success values, and the caster must
win. If not (if undead or golem acting independently), the caster must win versus
the monster’s willpower. In this case, the monster receives a +4 bonus.
Eff.
The targets of this spell are limited to Constructs and Undead whose intellect
is "None," "Animal," or "Low."
After the spell's duration has expired, the monster's control reverts back to
the original controller. If it worked independently, it would again begin to act
according to its behavior and motives.
This spell can also be used to change commands to golems and undead
created by the caster (see p. 90).

138
Scape Doll Cost MP8
Tar. 1 Doll Range/Area Touch/- Duration 1 Day Resistance N/A
Sum. Transfers damage to specially marked dolls
The caster can mark one doll at a time with a unique brand. If the caster
receives any physical, fixed, or magical damage to their HP at any time while
this spell is active, they may transfer that damage to the branded doll, regardless
of the distance between the caster and the doll.
Eff.
The caster can decide whether or not to let the target take the damage when
they suffer damage. Once activated, the brand disappears, the spell's effect ends,
and the doll is broken and unusable.
While this spell is in effect, the caster cannot cast this spell on other targets.

Physical Gimmick Cost MP12


1
Tar. Range/Area Touch/- Duration Permanent Resistance Optional
Character
Sum. Magically repair missing body parts
Creates a replacement organ (eye, ear, etc.) to replace damaged/missing ones.
This replacement will work exactly the same as
the original, but the body needs 1 week to adjust. A -2 penalty applies to all
checks and actions that use the replacement during that time. This replacement
Eff.
organ will detect as magical with “Sense Magic, can be dispelled with “Dispel
Magic,” etc.
Only one organ can be replaced per character (in the case of a multi-section
character, one organ can be replaced per section).

Petri-Cloud Cost MP9


Instant/1
1 area (5m 2(30m)/
Tar. Range/Area Duration minute (6 Resistance Neg
Radius)/15 Target
r)
Sum. Turns victims into stone Type Curse
Those who fail to resist this spell will permanently turn to stone after 1 minute
(6 rounds). If the caster is reduced to 0 HP or lower or spells such as [Remove
Eff. Curse] are successfully cast on it before this happens, the spell ends without
effect.
To restore petrified characters, a [Cure Stone] spell must be successfully cast.

139
Divine Magic Data

Basic Divine Spells

Cure Stone Cost MP4


1 Character
Tar. Range/Area Touch/- Duration Instant Resistance Neg
X
Sum. Removes petrification
Returns the petrified target to its former state. Alternatively, it completely
Eff. removes petrifaction (see p. 329). The effect will not work on natural stones or
fossils.

Quest Cost MP6


1 Entire
Tar. Range/Area Touch/- Duration Special Resistance Optional
Character
Sum. Hand down a divine quest. Type Curse
Assigns a mission to the target. The exact details of the mission are left up to
the caster, but the parameters (success, failure, any restrictions, etc.) must be
clearly defined.
Eff.
If the target consciously delays going on the quest or actively tries to fail, they
will receive 1 fixed point of damage per round (see p. 68).
Once the quest has been fulfilled, this effect ends.

Battle Hymn Cost MP6


1 area (6m
Tar. Range/Area Caster/- Duration Special Resistance Optional
Radius)/Space
Sum. Accuracy +2, damage +2 for any character
Caster offers a battle song to the gods and receives their blessings.
Suppose a character within the area of effect makes a melee or ranged attack.
In that case, the character receives a +2 bonus to its Accuracy check, and all
physical and magical damage dealt is increased by +2 points. However, the
caster can arbitrarily decide whether or not to give this effect at the beginning of
Eff. each affected character's turn.
This spell lasts as long as the caster continues to sing. The caster cannot take
a Major Action on their turn as long as they are still singing.
This spell does not interfere with the effects of Spellsongs. Conversely, it is
not inhibited by Spellsong. Also, the caster's voice does not need to be heard
by the target.

140
Exorcism Cost MP10
1(10m)/
Tar. 1 Character X Range/Area Duration Instant Resistance Neg
Target
Sum. Destroys Undead level 8 and below
Only effective on Undead monsters Level 8 or lower.
Eff. Sets the target's HP and MP to 0. The target will crumble into dust on the
spot.

Fist of God Cost MP8-12


1 1(10m)/
Tar. Range/Area Duration Instant Resistance Half
Character Shot
Sum. Deals Power 20-40 damage Type Bludgeoning
The caster embodies a divine fist and strikes the target, inflicting Power 20-
40 + Magic Power magical damage. Depending on the deity the caster believes
in, this spell has different cost MP, power, and critical value.
MP Crit
Eff. Deity Rank Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Cost Value
Ancient
12 40 4 5 6 7 9 10 11 11 12 13 ⑪
Deity
Major Deity 10 30 2 4 4 6 7 8 9 10 10 10 ⑩
Minor Deity 8 20 1 2 3 4 5 6 7 8 9 10 ⑨

Field Protection II Cost MP7


Instant/3
1 area (5m 2(30m)/
Tar. Range/Area Duration minutes Resistance Can’t
Radius)/15 Target
(18 r)
Sum. Reduce damage to the target by 2 points
It creates a circle of protection and gives a defensive blessing to whatever is
there.
Eff.
The targets take -2 damage from all physical and magical sources. This effect
does not reduce the damage of poison, disease, or curse type.

141
Force Explosion Cost MP6
1 area (6m
Tar. Range/Area Caster/- Duration Instant Resistance Half
Radius)/20
Sum. Deals Power 30 damage Type Bludgeoning
Creates intense shockwaves around the caster dealing Power 30 + Magic
Power magical damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 ⑩

Preservation Cost MP6


1
Tar. Range/Area Touch/- Duration Permanent Resistance N/A
Object
Sum. Protects objects from decomposition
The affected item will not rot or decay in any manner.
Eff. If used on a corpse, freeze the number of days elapsed since death when
checking for Soulscars.

Holy Blessing Cost MP8


3
1 1(10m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Provides protection of 30 HP
A force field is generated that protects the target. This force field has 30 HP
and takes all the physical, magical, and fixed damage that the target suffers on
its HP (hereafter in this description, referred to as "damage").
The damage is first applied to this force field when the target is damaged.
When dealing damage to this extra HP, Defense is treated as 0, and damage
Eff. cannot be reduced. The HP of the force field is never recovered; it disappears
when the HP reaches zero.
If the target receives more damage than the remaining extra HP, the extra
damage will be dealt to the target's actual HP. Defense and other damage
reductions will apply to the remaining damage
A target can only be affected by this spell once per day.

142
Cure Injury Cost MP8
2(30m)/
Tar. 1 Character Range/Area Duration Instant Resistance Half
Target
Sum. Heals target with Power 50
Heals the target for Power 50 + Magic Power HP. No effect on Constructs
and Magitech. If the target is Undead, it deals Power 50 + Magic Power damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
50 4 6 8 10 10 12 12 13 15 15 N/A

Refresh Cost MP6


1
Tar. Range/Area Touch/- Duration Instant Resistance Optional
Character
Sum. Calls upon the divine to heal the target of all ailments
Removes all poisons and disease effects from the target. No comparison of
Eff. success values is necessary. This spell cannot heal the damage that has already
been applied.

Revelation Cost MP10


1 Entire
Tar. Range/Area Touch/- Duration Instant Resistance Optional
Character
Sum. Performs a holy ceremony, marking followers
Brands willing targets with the same holy symbol of the deity the caster
follows. The target can also gain their first level as a Priest by paying 1,000
Experience at this time. The God they follow will be the same as the caster.
Eff.
This spell cannot allow a Priest to advance beyond the first level and does not
affect Tabbit or Runefolk characters.
This spell takes one hour to cast.

143
Specialized Divine Spells of the Divine Ancestor Lyphos

Peace Cost MP8


1 area (6m 2(30m)/ Instant/1
Tar. Range/Area Duration Resistance Neg
Radius)/20 Target Hour
Sum. Calms emotions and suppresses instincts. Type Psychic
Subjects who fail to resist become non-hostile and do not actively participate
in combat. If possible, attempts to stop others from engaging in combat will be
Eff.
made, and new hostilities will be avoided.
This effect ends if another character is overly hostile or is attacked.

Grace Of Lumiere Cost MP10


1 Entire 2(30m)/ 1
Tar. Range/Area Duration Resistance Neg
Character Target Hour
Sum. Calms emotions and suppresses instincts.
Grants the target a fraction of Lumiere's grace.
Choose one of the following: [Sword's Grace/Change Fate], [Sword's
Grace/Gentle Water], [Sword's Grace/Body Of Flame], [Sword's Grace/Wings
Eff.
Of The Wind]. The caster cannot choose an ability the target already has. The
effect of [Sword's Grace] given is equivalent to 1st level, regardless of the level
of the target.

Specialized Divine Spells of Tidan, God of the Sun

Fine Weather Cost MP8


All areas (1km 3
Tar. Range/Area Caster/- Duration Resistance Can’t
Radius)/Space Hours
Sum. Clears the weather in the area.
Instantly clears any bad weather, resulting in a clear sky no matter how bad
the weather conditions are. No matter how bad the weather is, there will be no
Eff. rain, snow, or strong winds for the spell's duration. Clouds above the area of
effect will disappear. Blue and starry skies can be seen, and the sun and moon
may also appear depending on the time of day.

144
Daybreak Cost MP10
3
Tar. Touch Range/Area Touch/- Duration Resistance N/A
Hours
Sum. Creates a light ball and illuminates surroundings in a 30-meter radius.
It produces a fist-sized ball of light. Due to the light it emits, all areas (radius
of 30 meters) are treated as if they were under the sun.
The ball of light floats around the caster and follows it automatically. It can
be controlled to some extent only by the caster's will, without the need for
speech or action (Major Action or Minor Action), but it never leaves the caster
beyond 1 meter.
The caster can use a Major Action to throw the light ball, which will explode
at the target location, dealing “Power 20 + Magic Power” energy magic damage
to the target. If the target is undead, the damage will be “Power 40 + Magic
Power” instead. Even if multiple light balls are prepared, only one light ball can
be thrown by one Major Action.
Eff. Throwing a light ball is handled in the same way as casting spells. The caster
should make a new Spellcasting check to determine the success value and
compares the success value with the target Willpower. Thrown light ball
vanishes and loses its magical effect.

(Data for throwing a Light Ball)


Target: 1 area (5m Radius)/15, Range/Area: 1(10m)/Shot, Duration: Instant,
Resistance: Half, Type: Energy
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩
40 4 5 6 7 9 10 11 11 12 13 ⑩

Specialized Divine Spells of Kilhia, God of Wisdom

Inspiration Cost MP4


1
Tar. Caster Range/Area Caster/- Duration Resistance Optional
Day
Sum. Automatically succeed on any Observation check, Knowledge check
When the caster performs an action check included in the observation check
package or knowledge check package (see CR I, p. 114), the result of the check
can be an automatic success (assuming double 6s are rolled) without rolling any
Eff.
dice.
This effect disappears after one use. Also, this spell can only be cast once per
day.

145
⏩△Precognition Cost MP6
10
Tar. Caster Range/Area Caster/- Duration seconds (1 Resistance Optional
r)
Sum. Roll for any check 8 instead of 2d
Predict the near future.
Eff. During the duration, the caster can choose to use instead 2d rolls 4 and 4 (for
a total of 8) for any check performed by the caster.

Specialized Divine Spells of Sien, Goddess of the Moon

Shatter Symbol Cost MP1


1 area (6m
Tar. Range/Area Caster/- Duration Instant Resistance Neg
Radius)/20
Sum. Destroy holy symbol to recover 30 HP
Destroys the caster's holy symbol to recover HP.
Restores 30 HP to the targets. This spell does not affect Undead, Magitech,
Eff. or Constructs.
Holy Symbol cannot be repaired, and the caster cannot use Divine Magic for
1d days afterward, even if a new holy symbol is acquired.

Crescent Shine Cost MP12


Instant/
All Areas
10
Tar. (100m Range/Area Caster/- Duration Resistance Can’t
seconds
Radius)/Space
(1 r)
Sum. Roll Greatly reducing damage in the area
Soft moonlight envelops the area, reducing damage.
Within the effect range, when a character calculates physical damage or magic
damage using the power table or when a character with a fixed value determines
Eff. the damage, the roll of 2d is fixed to 3. This effect cannot be reversed by
[Sword's Grace/Change Fate]. The effect of rerolling the dice is formally
effective but practically meaningless since the new roll is also fixed at 3.
Effects that modify the rolls, such as [Lethal Strike], are effective.

146
Specialized Divine Spells of Mirtabar, Divine Hand

⏩△Quick Giving Cost MP3


1 1(10m)/
Tar. Range/Area Duration Instant Resistance Optional
Character Target
Sum. Pass items target needs
The items are handed over so quickly that no one notices.
One item the caster is holding or carrying as baggage should be selected and
immediately passed to the target. The item passed is processed as follows. If the
item cannot be held or equipped or is not needed, it will be received in baggage.
- Weapons, shields, and items defined as "Stance: 1H/2H”
If the target has sufficient free hands, it can be held and equipped
Eff. immediately.
- Accessory
Only when this spell is cast with a Major Action the target can be immediately
equipped in the appropriate equipment section, if available.
- Clothing and armor
The caster cannot pass on clothing or armor that they are equipped or
wearing with this spell.

Divine Hand Cost MP6


1 2(30m)/ 1
Tar. Range/Area Duration Resistance Optional
Character Target Hour
Sum. The dexterity-related action check is more likely to be an automatic success
Temporarily, it allows for expert movements reminiscent of God's hand.
Eff. During the duration, an action check that uses the Dexterity modifier
becomes automatic success with 11 or 12 on a 2d roll.

Specialized Divine Spells of Eve, Shield Against the Abyss

Flash Shield Cost MP9


10
1 1(10m)/
Tar. Range/Area Duration seconds Resistance Optional
Character Target
(1 r)
Sum. Damage to target -5
A force field of light surrounds and protects the target, reducing the target's
Eff.
physical and magical damage by -5 points.

147
Sacred Jail Cost MP3
10
1 Character 2(30m)/
Tar. Range/Area Duration seconds Resistance Neg
X Target
(1 r)
Sum. Block daemon's movement and use of spells
This spell will have no effect unless the target is a daemon.
It creates a chain consisting of mana and entangles the target. The target will
be unable to move by special means, spells, abilities, or effects.
This spell’s duration cannot be extended by [Metamagic/Time] (even with
Eff.
[Universal Metamagic]). If a character has succeeded in resisting it will be
immune to this spell for the next day against the same caster.
This spell can be cast as "Resistance: Can't" by consuming 6 MP only once
per day per target.

Specialized Divine Spells of Harula, Guiding Star

Trail Guide Cost MP5


1 minute
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(6 r)
Sum. Shows the path leads to the destination
Determines the path or corridor the caster is standing on leads to the desired
location.
When this spell is cast caster should designate as the destination a place that
the caster has actually visited. That place doesn't need to be visible at the time
of cast. Once the spell has been cast, the entire non-blocked path to the
destination will appear luminous to the caster for the duration of the spell.
Whatever the complexity of the path, if it eventually leads to the destination,
Eff.
the path will glow. It is useful for choosing a fork in the road and determining
which way to go on a single path.
A trail or pathway is also treated as a path, but if there is a place (including a
closed door, etc.) where the caster's body cannot pass, the path or passage is
considered to be cut off there (i.e., shining will not lead there).
This spell will not affect unless the caster is standing on some path or
passageway.

148
Reboot Cost MP20
10
1
Tar. Range/Area Touch/- Duration seconds Resistance Optional
Character
(1 r)
Sum. Increase the target's Major Action by one
The caster entrusts the target with its thoughts.
The target will have the number of Major Actions increased by one on the
Eff.
first turn within the spell’s duration after this spell is cast. This effect is
automatically lost once the effect occurs.

Specialized Divine Spells of Furusil, Goddess of Wind and Rain

Three Storms Cost MP5


1 Character 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
X Target
Deals Power 10 + Magic Power damage. Damage is
Sum. Type Wind
increased if the number of sections is bigger than one
The target is captured by the swirling wind and shaken violently.
The target is dealt "Power 10+Magic Power" wind magic damage. If the target
has more than one section, the damage to all sections is increased by 2 points
Eff. for each section over 1 (for example, +6 points for a 4-section monster). This
additional damage occurs even if the target succeeds in resisting.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Storm Friend Cost MP8


Instant/3
1 area (6m
Tar. Range/Area Caster/- Duration minutes Resistance Can’t
Radius)/20
(18 r)
Sum. Increases/Reduces Water/Ice and Wind type damage
Creates a place blessed by Furusil.
Physical and magic damage of water/ice type and wind type caused by the
Eff.
target is increased by +2 points. On the other hand, if the target receives physical
or magical damage from these types, it will be reduced by -2 points.

149
Specialized Divine Spells of Asteria, Goddess of Fairies

Confusion Cost MP4


10
1 Entire 2(30m)/
Tar. Range/Area Duration seconds Resistance Neg
Character Target
(1 r)
Sum. Distorts the target's eyesight Type Psychic
If the target is performing a check for more than 1 minute (6 rounds) time
required, it will be canceled.
Eff. Also, if the target has learned the combat feat [Targeting] or has a similar
ability, the caster can make it lose its effect. In this case, the combat feat or ability
on which it is based also loses its effect.

Charm Cost MP4


1
2(30m)/ 6
Tar. Character Range/Area Duration Resistance Neg
Target Hours
X
Sum. Entices the target, causing them to be less vigilant Type Psychic
The target will be less wary of the caster, even if initially 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 will not trust any
Eff.
actions or behaviors actively detrimental to their health.
This effect immediately ends if the caster is actively hostile toward the target.
For the next 6 hours, the target gains a +4 bonus to Willpower.

Savage Discord Cost MP7


1 10
Tar. Character Range/Area Touch/- Duration seconds Resistance Neg
X (1 r)
Sum. Confuses the target into attacking allies Type Psychic
The target assumes that a character specified by the caster is an enemy and
viciously attacks them. Only one character can be determined. The target will
use its own turn to attack the specified character with the weapon (e.g., Claws
or Bite for a monster) equipped at that time. In general, this attack should be
Eff. picked by GM as the most efficient attack without penalties to the target with
unique skills to increase its effectiveness if applicable. However, if the equipped
weapon is a ranged weapon, the target must be willing to spend ammunition.
The [Solid Bullet] will be used if the weapon is a gun.
This spell has no effect if the targeted character cannot attack.

150
Jealousy Cost MP10
1
1 Entire
Tar. Range/Area Touch/- Duration minute Resistance Neg
Character
(6 r)
Curse +
Sum. Makes the target jealous of all those around them Type
Psychic
The target becomes jealous of every character around them, especially
family, partners, and close friends, and will explicitly express this newfound
Eff. feeling.
The target will also become willing to take any action to support or aid anyone
nearby (regardless of its own gain or loss, advantage or disadvantage).

Specialized Divine Spells of Grendal, Blazing Emperor

Signature Torch Cost MP2


1 1(10m)/ 1 minute
Tar. Range/Area Duration Resistance Neg
Character Target (6 r)
Sum. Marks the target with a flame, Evasion -2
The bright flame emerges near the target, illuminating them and a 5m radius
around them. In Simplified Combat, only the area where the target is located
Eff.
will be illuminated. This bright light eliminates the penalty for poor visibility and
gives the target a -2 penalty for their Evasion.

⏩△Heat Weapon Cost MP4


3 minutes
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(18 r)
Sum. Heats the caster's weapon to incredible temperatures, +2 damage
If the caster performs a melee attack, their weapon becomes a magical
Eff.
weapon, deals an extra +2 damage, and deals fire-type damage.

Burning Soul Cost MP5


3 minutes
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(18 r)
Sum. Covers the caster in a fiery shield
The caster's body will be covered with fire harmless to the caster.
Eff. Each time the caster is struck with a melee attack, the attacker immediately
takes 5 fire magic damage.

151
Flame Burst Cost MP10
1 area (5m 1(10m)/
Tar. Range/Area Duration Instant Resistance Half
Radius)/15 Target
Sum. Deals Power 30 damage Type Fire
Creates a large conflagration dealing Power 30 + Magic Power magic damage.
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 ⑩

Specialized Divine Spells of Dalion, God of Trees

Forest Path Cost MP1


3
Tar. Caster Range/Area Caster/- Duration Resistance Optional
Hours
Sum. Maximum HP +3 in the natural environment
Spell temporarily gives the vitality of the great earth.
As long as the caster is in the natural environment (see CR I, p. 101) during
the duration of the effect, the maximum HP value is increased by +3 points.
Eff. The current HP value is also increased (recovered) by 3 points.
If the caster leaves the natural environment during the duration of the effect,
the spell is immediately canceled; the current HP value is reduced to the
maximum HP value if otherwise exceeded.

Binding Thorn Cost MP5


1 30
2(30m)/
Tar. Character Range/Area Duration seconds Resistance Temporary
Target
X (3 r)
Sum. Accuracy and Evasion -1
The mana-woven thorn is extended from the earth and tangled around the
target to weaken it.
The target takes a -1 penalty on Accuracy checks and Evasion checks for the
duration of the effect.
Eff. During this casting spell, if the success value of the caster and target are
compared, and the caster has a success value of 5 or more, the duration is
extended to 3 minutes (18 rounds). If the target makes an automatic success,
the effect lasts for 10 seconds (1 round), simply following the "Resistance:
Temporary" rule.

152
Hide in Nature Cost MP5
1
Tar. Caster Range/Area Caster/- Duration Resistance Optional
Hour
Sum. Less visible in the natural environment
In the natural environment (see CR I, p. 101), it makes the caster blend into
the terrain and environment, making them less visible.
If a caster is present in the natural environment, all Accuracy checks and
Spellcasting checks performed with or including the caster as a target will incur
Eff. a penalty of -1 to the success value. This effect occurs even for "Area: Line"
effects. Conversely, if the caster is explicitly excluded from the target by [Magic
Control], this effect will not occur.
Also, if the caster makes a Hide check in a natural environment, they gain a
+4 bonus.

⏩Harvest Field Cost MP10


Instant/10
1 area (6m
Tar. Range/Area Caster/- Duration seconds (1 Resistance Can’t
Radius)/20
r)
Sum. HP recovery doubled
Temporarily imbues the target with the restorative power of a great big tree.
Eff. If the target is affected by an effect that restores HP, the amount of HP restored
will be doubled.

Specialized Divine Spells of Miritsa, Goddess of Love and


Vengeance

⏩△Redirect Wounds Cost MP4


3
1 2(30m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Takes up to 5 points of damage that the target would otherwise take
Redirects damage from the target to the caster. If the target suffers HP
damage, 5 of the applied damage is allocated as fixed damage to the caster's HP.
If the originally applied damage is 5 or fewer points, all of it is given to the caster
as fixed damage, and the target does not suffer any damage. This effect is
automatically triggered for each hit in which the target suffers more than 1 point
Eff.
of applied damage, and the spell ends after that one hit.
This spell cannot be applied simultaneously to more than one target from
the same caster. When a new target is targeted, the previous target will
automatically cancel. It is also impossible to increase the number of targets using
[Metamagic/Targets].
153
⏩△Revenge Force Cost MP6
3 minutes
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(18 r)
Sum. Accuracy Spellcasting +2 when damaged
Suppose the caster makes an Accuracy check or a Spellcasting check against
a character who inflicted 1 or more points of applied damage to the caster's HP
or MP during the duration of the effect. In that case, the caster will gain a +2
bonus. When attacking multiple targets simultaneously or casting spells that
Eff.
target multiple targets simultaneously, this effect is not active unless all of the
targets are characters under this spell.
Once the caster has this effect and completes one Accuracy check or
Spellcasting check, this spell automatically ends.

Distress Reading Cost MP5


1 Entire
Tar. Range/Area Touch/- Duration Instant Resistance Neg
Character
Sum. Know the target's problems and suffering
The caster can find out about the problems, suffering, or difficulties the target
Eff. is currently facing and the circumstances that created the challenges.
If the target is not aware of the difficulty, this spell will not reveal its contents.

Treat Pain Cost MP8


10
1
Tar. Range/Area Touch/- Duration minutes Resistance Optional
Character
(60 r)
Sum. -5 poison, disease, and curse-type damage
Reduces pain from unwanted effects.
Eff. If the target is damaged by poison, disease, or curse-type damage it is reduced
by -5 points.

Specialized Divine Spells of Strasford, God of Railroads

Grease Cost MP2


3
1 Entire 2(30m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Limited Move Distance +2m
Helps smooth movement of wheeled vehicles, magitechs, etc.
If the target's movement method is Wheels, the distance the target can move
Eff.
with Limited Move is +2m during the spell duration.
However, the movement of the target is the upper limit.
154
Drive Away Cost MP4
3
1 2(30m)/
Tar. Range/Area Duration minutes Resistance Temporary
Character Target
(18 r)
Sum. -1 per check to Evasion Willpower in the same round
Allows to wear down the target with multiple troubles.
The target receives a -1 penalty for each Evasive or Willpower check made
in response to a hostile action made with a Major Action. This effect is
cumulative up to -4 for each effect check individually but disappears when the
Eff.
target's turn comes. If the target performs an Evasion check or a Willpower
check within the time limit, the effect of the spell remains. The penalty is
applied and accumulated again each time the target performs an Evasion check
or a Willpower check.

Blast the Wall Cost MP8


1(10m)/
Tar. 1 Object Range/Area Duration Instant Resistance Can’t
Target
Sum. Breaks down the wall
Spell destroys walls up to 50 cm thick, regardless of material. The height and
width to be destroyed are 3 m and 10 m, respectively.
Eff. Magically erected walls (see p. 181) are also removed without comparing
success values.
This spell cannot destroy characters or inflict damage on them.

Go the Way Cost MP30


1
Tar. Caster Range/Area Caster/- Duration Resistance Optional
Hour
Sum. Create a line of light while walking through the air
During the effect, the caster will be able to move in midair. The caster's path
becomes a 1-meter wide track that emits light and can be used by others to
move. Once the caster has created a track, it will not be lost when it returns, and
a new branch will occur if the caster steps out in a different direction.
While moving on the line, the caster's movement is limited to Normal Move,
Eff.
and the caster cannot perform Major Actions. In combat, using a light ray does
not allow the caster to avoid movement blocking or to break away from the
skirmish. The caster can move through the magic wall (see p. 181) as it wasn’t
here.
After the duration has expired, the line of light will also disappear.

155
Magitech Data

⏩Stun Bullet Magisphere: Small Cost MP3


Tar. Bullet Range/Area Caster/- Duration 10 seconds (1 r) Resistance N/A
Sum. Infuses bullet with Power 10 and mild paralysis
This spell creates a bullet that deals Power 10 + Magic Power damage. If this
bullet hits a character, that character makes a Willpower save against the caster's
Spellcasting check. If this save fails, the character cannot use any Minor Action
Eff. or declare Active Combat Feats for an additional 10 seconds (1 round).
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ±0

Telescope Magisphere: Large, Medium, Small Cost MP1


Tar. Caster Range/Area Caster/- Duration 3 minutes (18 r) Resistance Optional
Sum. Creates a telescope to see far distances
Magisphere transforms into a telescope allowing the caster to see up to 100m
Eff.
(with a small magisphere)/300m (medium)/1km (large) away.

Life Sensor Magisphere: Large, Medium, Small Cost MP3


Tar. Caster Range/Area Caster/- Duration 3 minutes (18 r) Resistance Can’t
Sum. Magisphere detects living creatures
Detects living creatures within range. Size, as well as the number of body
sections, is known as well. Also, creatures that are too small to be seen by the
naked eye cannot be detected. This spell doesn’t sense Undead, Magitech, or
Eff.
Construct characters.
The range of detection depends on the size of the magisphere used, and it is
30m (small)/50m (medium)/100m (large).

⏩Glider Cloak Magisphere: Medium Cost MP6


Tar. Caster Range/Area Caster/- Duration 3 minutes (18 r) Resistance Optional
Sum. Fly in the sky with a magical cloak
The caster can transform their magisphere into a glider, allowing the caster to
Eff. fly. By paying an additional 3MP, this spell can also be used while on the ground.
Movement Speed in the air is 20m per round.

156
Airtight Armor Magisphere: Large Cost MP8
1
Tar. Character Range/Area Touch/- Duration 1 Hour Resistance Optional
X
Sum. Allows to withstand harsh environments
The magisphere transforms into a protective suit that covers the target,
Eff. making it utterly immune to the poison-type effects. The target also can breathe,
allowing it to move freely underwater.

Flash Bomb Magisphere: Medium Cost MP5


1 area (6m 2(30m)/ Instant/1 minute
Tar. Range/Area Duration Resistance Neg
Radius)/20 Shot (6 r)
Sum. Creates a non-lethal bomb that emits an intense flash
All those with Five Senses or Mechanical Perception must make a Willpower
Eff.
check or become blinded for 10 seconds (1 round).

Mana Camera Magisphere: Large, Medium, Small Cost MP1


Any 2(Infinite)/
Tar. Range/Area Duration Instant Resistance Can’t
Point Target
Sum. Creates a machine to record video
The magisphere transforms into a video recorder. Everything within the
caster's sight is recorded as a video. The video recording capability depends
upon the size of the magisphere used; small magispheres can hold up to 50
minutes of videos, medium magispheres 200 minutes, and large magispheres
Eff. 1,000 minutes.
To show any recorded videos, this spell must be cast again on the same
magisphere, which takes 3 minutes (18 rounds) to set up. When displaying video
this way, it can be projected onto just about any surface without issue or be
watched directly from the magisphere.

⏩Laser Bullet Magisphere: Cost MP3


Small
Tar. Bullet Range/Area Caster/- Duration 10 seconds (1 r) Resistance N/A
Sum. Creates bullet with a Power 30 and Critical Threshold -1. Type Energy
This spell creates a bullet of light that deals Power 30 + Magic Power magical
damage. In addition, the bullet's Critical Threshold is reduced by -1 (minimum
Eff. 8).
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 -1

157
Mana Dictionary Magisphere: Medium Cost MP3
10 minutes (60
Tar. Caster Range/Area Caster/- Duration Resistance Optional
r)
Sum. A magical dictionary aids in translation
The magisphere becomes a translator that can read and translate languages to
a language that the caster specifies. Magisphere can produce sound as output if
Eff. the language has a spoken variant.
With this spell, the caster will be unable to decipher ciphers or learn the
answers to riddles.

Medical Kit Magisphere: Medium Cost MP3


1
Tar. Range/Area Touch/- Duration Instant Resistance Optional
Character
Sum. Creates equipment from the Magisphere to cure injuries and illnesses
Heals the target for Power 50 + Magic Power HP. This healing can affect
Constructs or Magitech but not Undead. If the target is a Runefolk, increase the
recovery by +5 points.
Additionally, any poisons, diseases, and petrification can be removed. For
Eff. such effects contested check is needed.
This spell takes 10 minutes to cast.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
50 4 6 8 10 10 12 12 13 15 15 None

⏩Treat Bullet Magisphere: Small Cost MP2


Tar. Bullet Range/Area Caster/- Duration 10 seconds (1 r) Resistance N/A
Sum. Makes a healing bullet that heals with Power 30
This spell creates a bullet that heals wounds. The bullet heals Power 30 +
Magic Power damage if it hits. The bullet hits as long as the caster does not
score an automatic failure on the roll. Regardless of the gun used to fire it, no
Eff. critical hits will occur when using the Power Table.
This spell does not affect Undead, Constructs or Magitech.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 None

158
⏩Homing Laser Magisphere: Small Cost MP4
Tar. Bullet Range/Area Caster/- Duration 10 seconds (1 r) Resistance N/A
Sum. Accuracy check +2 for [Laser Bullet]
This spell can only target bullets enhanced with [Laser Bullet], giving the
Eff. [Laser Bullet] the power to bend at will. Grants a +2 bonus to Accuracy when
shooting a [Laser Bullet].

Holography Magisphere: Large Cost MP5


Any 2(Infinite)/
Tar. Range/Area Duration 3 minutes (18 r) Resistance Can’t
Point Target
Sum. Captures motion video and plays back 3d holograms
Magisphere transforms into a video recorder/player. Everything in the caster's
line of sight is recorded as a video, and the caster can record up to 1 hour.
To show any recorded videos, this spell must be cast again on the same
Eff.
magisphere. When displaying video in this way, the caster can freely change the
size and content of the video (so long as it is captured in the field of vision).
The spell can also be used to erase parts of the recording and edit the video.

Mind Bomb Magisphere: Small Cost MP8


1 area (5m 1(10m)/ Instant/30
Tar. Range/Area Duration Resistance Neg
Radius)/15 Shot seconds (3 r)
Sum. Spellcasting and Performance checks -4 Type Psychic
The target receives a -4 penalty on Spellcasting checks and on the success
Eff. value of Performance checks.
If the target cannot hear the spell, it has no effect.

159
Fairy Magic Data

Basic Fairy Magic

Fairy Wish Cost MP1


Tar. Caster Range/Area Caster/- Duration 1 Hour Resistance Optional
Sum. Caster requests the fairies, and they guide their decisions
One of the fairies contracted by the caster will appear and follow them
around. The caster can speak with the 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.
Eff. When the spell's duration ends, or the caster asks the fairy for aid, or the spell
is dispelled, the fairy disappears.
Alternatively, the spell is automatically canceled when the caster enters
combat. Therefore, the caster may not request the fairy during combat.
The spell ends immediately before the Combat Preparation. Therefore,
Initiative checks and Monster Knowledge checks also do not gain bonus
modifiers from this spell.

MP6&Mako
Summon Fairy Cost
Stone 5 pts.
30 seconds
Tar. Touch Range/Area Touch/- Duration Resistance N/A
(3 r)
Sum. Calls and uses a level 3 fairy
Calls fairy of 3rd monster level and made to follow the instructions. Treat it
as it was given "Obey Command" (see p. 90). The fairies that can be summoned
are limited to those whose type is currently selected by the caster.
While this spell is in effect, the caster may not cast any Fairy Magic. If the
caster has cast [Fairy Wish][Fairy Wish II] spells, they are automatically
canceled by this casting spell.
Eff. This casting spell requires paying 5 MP from mako stone. The consumption
of this mako stone is the same as the general use of mako stones to replace MP,
and no other mako stone may be used simultaneously to replace MP. However,
if the mako stone has more than 6 MP, the excess can be used to replace the
MP consumption of this spell. In any case, mako stone will be lost.
When using [Metamagic/Time] or [Metamagic/Accuracy], only the MP is
multiplied, and the number of mako stones and MP required remains the same.

160
Handle Fairy Cost MP3
Tar. Caster Range/Area Caster/- Duration 3 minutes (18 r) Resistance Optional
Sum. Gives +2 bonus to Evasion, Willpower, and Fortitude checks against fairies
For the duration, the caster gains a +2 bonus on Evasion, Willpower, and
Eff.
Fortitude checks when targeted by fairy monster attacks or unique skills.

MP10&Mako
Summon Fairy II Cost
Stone 5 pts.
30 seconds
Tar. Touch Range/Area Touch/- Duration Resistance N/A
(3 r)
Sum. Calls and uses a level 5 fairy
It is the same as [Summon Fairy], except that the monster level of the fairy to
Eff.
be called is 5.

161
Fairy Support Cost MP4
1 Entire 2(30m)/ 3 minutes
Tar. Range/Area Duration Resistance Optional
Character Target (18 r)
Sum. Makes the fairy provide substantial assistance
At any point during the spell's duration, the target may ask a fairy for aid and
receive a +2 bonus on any action check. The use can be made immediately after
the check dice are rolled.
When the target asks the fairy for aid, the spell ends.
Eff.
This spell cannot increase the number of targets with combat feat
[Metamagic/Targets]. Also, while this spell is in effect, the caster cannot cast any
Fairy Magic. If the caster has cast [Fairy Wish] or [Fairy Wish II] spells, they will
be automatically canceled by this casting spell.

MP14&Mako
Summon Fairy III Cost
Stone 5 pts.
30 seconds
Tar. Touch Range/Area Touch/- Duration Resistance N/A
(3 r)
Sum. Calls and uses a level 7 fairy
It is the same as [Summon Fairy], except that the monster level of the fairy to
Eff.
be called is 7.

Fairy Wish II Cost MP2


Tar. Caster Range/Area Caster/- Duration 6 Hours Resistance Optional
Sum. Caster requests the strong fairies, and they guide their decisions
Same as [Fairy Wish], except the bonus granted is increased to +2, and the
Eff.
duration is 6 hours.

MP18&Mako
Summon Fairy IV Cost
Stone 5 pts.
30 seconds
Tar. Touch Range/Area Touch/- Duration Resistance N/A
(3 r)
Sum. Calls and uses a level 9 fairy
It is the same as [Summon Fairy], except that the monster level of the fairy to
Eff.
be called is 9.

162
Mitigate Fairy Cost MP1+
1 Entire 2(30m)/ 3 minutes
Tar. Range/Area Duration Resistance Temporary
Character Target (18 r)
Sum. Weakens the fairy
This spell is only effective against fairy monsters. The affected fairy incurs a -
2 penalty to all its action checks and reduces any physical or magical damage it
causes by -2 points.
Eff.
MP cost of this spell is equal to the monster’s level. When multiple targets
are selected simultaneously with [Metamagic/Targets] combat feat, MP cost is
the sum of MP required for each target.

MP22&Mako
Summon Fairy V Cost
Stone 5 pts.
30 seconds
Tar. Touch Range/Area Touch/- Duration Resistance N/A
(3 r)
Sum. Calls and uses a level 11 fairy
It is the same as [Summon Fairy], except that the monster level of the fairy to
Eff.
be called is 11.

Fairy Magic (Earth)

Snare Cost MP3


1 2(30m)/
Tar. Range/Area Duration Instant Resistance Neg
Character Target
Earth fairies grab the enemy's legs and pull them to the
Sum. Type Earth
ground
The target is rendered prone. However, it cannot affect a character with
Eff. multiple sections or a character that moves in a way other than using two legs
(bipedal).

Stone Guard Cost MP4


1 2(30m)/ 3 minutes (18
Tar. Range/Area Duration Resistance Optional
Character Target r)
Sum. One-time physical damage to target -5
A pebble floats around the target, interrupting and stopping any weapon or
other hazard.
Eff. When the target suffers physical damage, it can be reduced up to -5 points.
The target chooses whether or not to take this effect after actually being hit and
determining the combined damage. Once used once, the spell ends.

163
Earth Hammer Cost MP3
1 1(10m)/
Tar. Range/Area Duration Instant Resistance Can’t
Character Target
Sum. Deals Power 10 physical damage. Critical Threshold 12 Type Earth
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 target character's unique skills reduce or
Eff. increase the damage as if it were a magic bludgeoning weapon.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑫

Pebble Shot Cost MP4


1 1(10m)/
Tar. Range/Area Duration Instant Resistance Half
Character Shot
Sum. Deals Power 10 damage Type Earth
A Launches pebble at high speed, dealing Power 10 + Magic Power magic
damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Entrapment Cost MP5


1 1(10m)/
Tar. Range/Area Duration 3 minutes (18 r) Resistance Neg
Character Target
Sum. Extend earthen arms from the ground to catch the target Type Earth
For spells duration, the target’s movement (see p. 53) becomes 0, and it
suffers a -2 penalty to its Evasion checks.
It cannot affect a character with multiple sections or a character who is moving
without touching the ground. However, if a character is caught by this spell while
on the ground, it cannot fly up even if it has the Flying ability, and it loses
Eff.
[Sword's Grace/Wings Of The Wind] and other abilities similar to [〇Flying].
The target may attempt to escape from this spell with a Major Action on its
turn. Target need to make an action check with its Fortitude, Willpower, or
"Adventurer Level + Strength modifier" (Optional) as its standard value. If the
target obtains a higher success value, the spell ends.

164
Stone Blast Cost MP6
1 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
Character Target
Sum. Deals Power 20 damage Type Earth
The earth itself attacks the chosen target, dealing Power 20 + Magic Power
magic damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

Great Snare Cost MP7


1 Character 2(30m)/
Tar. Range/Area Duration Instant Resistance Neg
X Target
Earth fairies grab the enemy's legs and pull them to the
Sum. Type Earth
ground
The target is rendered prone regardless of the number of sections and the
Eff. method of movement. Characters that move without touching the ground are
unaffected.

Stone Wall Cost MP6


Any 2(30m)/
Tar. Range/Area Duration 3 minutes (18 r) Resistance N/A
Point Target
Sum. Erects a stone wall
See "Note on the Spells That Create Walls" on page 181.
A stone wall is erected with a thickness of 50 cm, a height of 3 m, and a length
of 10 m as its upper limit. The wall completely blocks sight and prevents
creatures, objects, "Area: Shot" and "Area: Line" spells, and unique skills from
Eff.
passing through. It must be built directly perpendicular to the ground and cannot
overlap or penetrate an existing object or creature.
The caster can create a stone wall of any stone. However, the wall cannot be
transparent.

Gold Bridge Cost MP4


2(30m)/ 3 minutes
Tar. Any Point Range/Area Duration Resistance N/A
Target (18 r)
Sum. Builds stone bridge and stairs
Creates a stone bridge, stairs, and ladders that extend straight from the caster's
location to the specified location. They allow to safely travel from the caster’s
Eff. location to the 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.

165
Tunnel Cost MP8
Space up to 3 minutes
Tar. Range/Area Touch/- Duration Resistance N/A
2x2x10m (18 r)
Sum. Builds stone bridge and stairs
Eliminates non-magical earth and rocks, as well as clay, bricks, and other
substances made from these materials, in the target area. As a result, the tunnel
can be dug in the ground, or a hole can be made in stone walls (including [Stone
Eff.
Wall]). The area of effect can be defined by the caster within 2X2X10m, but the
area must be a simple circular or polygonal column and cannot be bent in the
middle.

Fairy Magic (Water/Ice)

Purification Cost MP2


Up to
Tar. 100l of Range/Area Touch/- Duration Instant Resistance Neg
water
Sum. Purges water of impurities and solutes, making it pure and clean.
Up to 100 liters of water the caster is touching become pure water. Liquid,
Eff. poisonous substances and drugs can also be used as targets, in which case a
contested check is needed.

Water Screen Cost MP3


1 1(10m)/ 3 minutes (18
Tar. Range/Area Duration Resistance Optional
Character Target r)
Sum. Purges water of impurities and solutes, making it pure and clean
Spell covers the body with water and protects it from heat and flames.
Eff.
When the target receives fire magic damage, reduce it by -3.

Ice Bolt Cost MP4


1 1(10m)/
Tar. Range/Area Duration Instant Resistance Half
Character Shot
Sum. Deals Power 10 damage Type Water/Ice
Shoots an ice arrow at the target dealing Power 10 + Magic Power of magic
damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

166
Seabed Walk Cost MP4
1
2(30m)/
Tar. Character Range/Area Duration 1 Hour Resistance Optional
Target
X
Sum. The target can breathe underwater
The target can breathe and vocalize underwater. As long as the target is active
at the bottom of the water, it will not suffer any movement reduction, action
limitation, or penalties to the action checks (see CR I, p. 114).
Eff.
Even if the target is under this spell, if they make a Swim check and enter the
Swimming State (see p. 74), they will receive a corresponding movement
reduction and penalty to the action checks (but will be affected by the current).

Hard Water Cost MP5


1 Character 2(30m)/ 1
Tar. Range/Area Duration Resistance Optional
X Target Hour
Sum. The target can walk on water
The target will be able to stand on the surface of the water and move around
Eff.
as if they were standing on the ground.

Mist Hide Cost MP4


1 1(10m)/ 10 seconds (1
Tar. Range/Area Duration Resistance Optional
Character Target r)
Sum. Covers the target in a haze, Evasion +2
A fog covers the target, making it difficult to see.
Eff.
The target gets a +2 bonus for all Evasion checks.

Ice Bolt Cost MP8


1 area (4m 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
Radius)/10 Target
Sum. Deals Power 10 damage Type Water/Ice
Causes a freezing cold rain to fall on the area of effect, dealing Power 10 +
Magic Power magic damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

167
Sink Cost MP6
1
1(10m)/ 3 minutes
Tar. Character Range/Area Duration Resistance Neg
Target (18 r)
X
Sum. Drowns the target Type Water/Ice
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. The target does not suffer any falling damage when it comes
Eff. the bottom of the water. The target can move there on the seabed but cannot
float up. Swim checks will fail automatically while under this spell.
This spell has no effect on characters with racial ability [Sword's
Salvation/Gentle Water].

Ice Wall Cost MP9


Any 2(30m)/ 3 minutes (18
Tar. Range/Area Duration Resistance N/A
Point Target r)
Sum. Covers the target in a haze, Evasion +2
See "Note on the Spells That Create Walls" on page 181.
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
Eff.
spells, unique spells with Area: Shot and Area: Line. An area must be built
vertically, directly from the ground, and cannot pass through a space already
occupied by an object or creature.

Ice Coffin Cost MP8


1
Tar. Range/Area Touch/- Duration Permanent Resistance Neg
Character
Sum. Locks the target in a coffin made of ice. Type Water/Ice
Has no effect unless the target has 20 HP or less.
If the target is encased in ice 1m radius, 2m tall. Encased character is
unconscious but does not age. The Ice Coffin does not melt at room
temperature and will remain indefinitely.
It will not work on a character larger than an ice coffin or a character with
multiple sections.
Eff. If you try to melt this ice coffin with regular fire, it will take 24 hours with a
torch or 12 hours with a bonfire, but with fire-type magic damage can be melted
by dealing 100 damage. It is also possible to directly remove the spell, such as
with the [Dispel Magic] spell. Regardless of the method used, the character
rescued from the coffin will remain stunned for 1 hour.
Any attempt to destroy the coffin by methods other than those mentioned
above will also damage the character trapped inside, preventing their survival.

168
Fairy Magic (Fire)

Tinder Cost MP2


1 Flammable
Tar. Range/Area Touch/- Duration Instant Resistance N/A
Object
Sum. Ignites flammable objects
Ignites combustible materials. This spell can ignite objects that can be ignited
Eff.
with a single match.

Fire Bolt Cost MP3


1(10m)/
Tar. 1 Character Range/Area Duration Instant Resistance Half
Shot
Sum. Deals Power 10 damage Type Fire
Attacks by firing a bolt of flame dealing Power 10 + Magic Power of magic
damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Flare Cost MP4


Instant/10
1 area (3m
Tar. Range/Area Caster/- Duration seconds (1 Resistance Neg
Radius)/All
r)
Sum. Emits a flash of light that blinds everyone. Type Fire
Targets will be blinded for the next 10 seconds (1 round). This spell has no
Eff. effect on characters with magic perception.

Heat Metal Cost MP5


Tar. 1 Character Range/Area Touch/- Duration Instant Resistance Neg
Sum. Deals Power 30 damage Type Fire
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 hand, a Willpower check can
Eff. be made to drop the item, resulting in no damage.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 ⑩

169
Flame Arrow Cost MP6
Tar. 1 Character Range/Area 2(30m)/Shot Duration Instant Resistance Half
Sum. Deals Power 20 damage Type Fire
Fires fire arrow, dealing Power 20 + Magic Power magic damage.
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

Fire Blast Cost MP6


1 area (3m
Tar. Range/Area 1(10m)/Shot Duration Instant Resistance Half
Radius)/5
Sum. Deals Power 10 damage Type Fire
A fireball explodes at the point of impact, dealing Power 10 + Magic Power
magic.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Incineration Cost MP8


2m
Tar. Radius Range/Area 1(10m)/Target Duration Instant Resistance N/A
Space
Sum. Instantly incinerates all combustible materials in a range
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
Eff.
the area of effect and will not spread the fire any further. Therefore, it can make
a single hole in a wooden wall.

Flame Coat Cost MP7


3
1 2(30m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Damage -5, without the negative effects of water/ice type Type Fire
The target is protected from the cold air by a fire cloak and is immune to any
water/ice-type effects (effects that have already been applied cannot be
Eff.
removed), and the target takes -5 damage from all water/ice-type physical and
magic damage.

170
Fire Wall Cost MP10
Any 2(30m)/ 3 minutes
Tar. Range/Area Duration Resistance N/A
Point Target (18 r)
Sum. Put up a wall of fire Type Fire
See "Note on the Spells That Create Walls" on page 181.
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 a space
already occupied by an object or creature.
The character can attempt to pass through this wall. It should make a
Willpower check. If it fails, it cannot pass through and ends its movement at the
previous area (Simplified Combat) or at the last 1-meter coordinates (Standard
Eff. Combat). The character then suffers a “Power 20 + Magic Power” fire magic
damage.
If the Willpower succeeds, the player can pass through the wall after receiving
half damage.
A character attempting to pass through this wall under the effect of being
forced to move also needs to make a Willpower check. In this case, its success
or failure only affects whether or not the damage is halved, and it will pass
through this wall even if it fails the resistance check.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

Firestorm Cost MP13


1 area (5m 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
Radius)/15 Target
Sum. Deals Power 40 damage Type Fire
Creates a storm of fire, dealing Power 40 + Magic Power magic damage.
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
40 4 5 6 7 9 10 11 11 12 13 ⑩

171
Fairy Magic (Wind)

Wind Voice Cost MP2


3
1 area (5m 2(100m)/
Tar. Range/Area Duration minutes Resistance Can’t
Radius)/Space Target
(18 r)
Sum. Allows to hear sounds and be heard in the target range
The caster can listen to sounds and transmit their voice within the spell’s
Eff.
range. The area must be in the line of sight and outdoors.

Wind Guard Cost MP3


1 2(30m)/ 3 minutes
Tar. Range/Area Duration Resistance Optional
Character Target (18 r)
Sum. Reduces wind type damage by -3 Type Wind
Turns aside or stops the wind with a tiny shield of air. The target takes -3
Eff.
damage from all wind-type attacks.

Windcutter Cost MP4


2(30m)/
Tar. 1 Character Range/Area Duration Instant Resistance Half
Target
Sum. Deals Power 10 damage Type Wind
Creates a scythe that slices through the target, dealing Power 10 + Magic
Power magic damage.
Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Hovering Cost MP5


3 minutes
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(18 r)
Sum. Lifts caster slightly above the ground Type Wind
Lifts caster on a wind column, allowing them to float 10cm above the ground.
This allows the caster to move on the ground or water without coming in contact
Eff.
with it. During the duration of the effect, the caster's agility is halved (rounded
up).

172
Silent Move Cost MP6
1
1
Tar. Character Range/Area Touch/- Duration Resistance Optional
Hour
X
Sum. Target moves without making a sound Type Wind
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 quiet. Stepping on a creaking floor would make no sound. This spell does
Eff. 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.

Secret Voice Cost MP2


3
1 Entire 2(100m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Allows to caster and target to speak privately Type Wind
The caster and target can communicate without being noticed by others.
Spell’s target must be outdoors, within sight of the caster.
Eff.
If the number of targets is increased with [Metamagic/Targets], everyone,
including the caster, will hear each other's voices.

Shoot Arrow Cost MP6


2(30m)/
Tar. 1 Character Range/Area Duration Instant Resistance Can’t
Shot
Imbues an arrow with magical power and fires it. Deals Power 20 physical
Sum.
damage
The arrow or quarrel fired from the caster will hit the target, dealing 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
Eff. 10.
If all arrows and quarrels to be used at the same time are stored in an Arrow
Case or other storage device and equipped, the combat feat [Metamagic/Targets]
allows this spell to be used on multiple targets simultaneously.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

173
Missile Protection Cost MP5
3
1 1(10m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Imbues an arrow with magical power and fires it. Deals
Sum. Type Wind
Power 20 physical damage
Creates a gust of wind circling the caster that deflects incoming arrows and
bullets.
When being attacked by ranged weapons or similar attacks, before Evasion is
rolled, roll 1d. On a 1-3, the target must make an Evasion check as normal. On
Eff.
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 (of course, the remaining 50% is
an automatic hit).

Sound Pocket Cost MP6


1 30
2(30m)/
Tar. Character Range/Area Duration seconds Resistance Neg
Target
X (3 r)
Sum. Block sound from the target Type Wind
Makes any sound or voice directly caused 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 is treated as being deaf (see p. 71). On the other hand, if the target
Eff.
is under the effect of a sound or voice-based ability such as Spellsong, it will be
immune to it. For Finales, the target gains a +4 bonus to the resistance check.
This effect cannot interfere with the spell vocalization required for casting
spells.

Air Walking Cost MP5


3
1 Entire 1(10m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Target can move in the air Type Wind
The target can move or run in the air as it is ground. When the target falls
Eff.
prone in the air, it stays in place and does not fall on the ground.

174
Fairy Magic (Light)

Fairy Magic of the light type has no effect on Constructs, Magitech, and
Undead.
Healing Water Cost MP3
Instant/3
Tar. Touch Range/Area Touch/- Duration minutes (18 Resistance N/A
r)
Sum. Create water that heals Power “Magic Power + 4” HP
Creates water that can heal wounds.
Creatures that drink the water are healed of “Magic Power + 4” points of
Eff. damage. The water may be consumed out of hands or containers. To drink
water character need to use a Major action. The water disappears after 3 minutes
(18 rounds).

Whisper Heal Cost MP4


1 area (3m 2(30m)/
Tar. Range/Area Duration Instant Resistance Can’t
Radius)/5 Target
Sum. Restore the target's HP by “Magic Power” points
Eff. Restores the target's HP by Magic Power points.

Basic Healing Cost MP5


1(10m)/
Tar. 1 Character Range/Area Duration Instant Resistance Optional
Target
Sum. Restore the target's HP by “Magic Power + 4” points
Eff. Restores the target's HP by “Magic Power + 4” points.

Virtual Toughness Cost MP4


3
1 1(10m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Temporarily increase the target's HP
For the duration increases current and max HP of the target equal to the
caster’s Magic Power. The current value will remain unchanged unless it exceeds
Eff.
the original maximum value (in which case the current value will become equal
to the new maximum value).

175
Nursing Cost MP6
1 1
Tar. Range/Area Touch/- Duration Resistance Optional
Character Day
Sum. Suppresses the spread of poison and disease
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. The
period will slow three times if poison or disease deals damage over time. Other
effects will appear each third time it should affect the target.
Eff.
However, the duration of the adverse effects will also be tripled. Also, if the
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”.

Advanced Healing Cost MP7


1(10m)/
Tar. 1 Character Range/Area Duration Instant Resistance Optional
Target
Sum. Restore the target's HP by “Magic Power + 8” points
Eff. Restores the target's HP by “Magic Power + 8” points.

Life Support Cost MP6


3
1(10m)/
Tar. 1 Character Range/Area Duration minutes Resistance Optional
Target
(18 r)
Sum. Reduces the risk of fatal injuries
Halves the damage applied to the target's HP (rounded up) for the duration
Eff.
of the effect. Works for targets with HP 0 or less.

Extended Healing Cost MP9


1(10m)/
Tar. 1 Character Range/Area Duration Instant Resistance Optional
Target
Sum. Restore the target's HP by “Magic Power + 12” points
Eff. Restores the target's HP by “Magic Power + 12” points.

176
⏩Vital Force Cost MP4
1 1(10m)/
Tar. Range/Area Duration Instant Resistance Optional
Character Target
Sum. Brings the target back from the brink of death
Eff. If the target's HP is less than 0, it will be healed to 0.

Rich Heal Cost MP8


1 area
2(30m)/
Tar. (3m Range/Area Duration Instant Resistance Can’t
Target
Radius)/5
Sum. Restore the target's HP by “Magic Power + 6” points
Eff. Restores the target's HP by “Magic Power + 6” points.

Fairy Magic (Dark)

Calm Cost MP2


1 Character 1(10m)/
Tar. Range/Area Duration Instant Resistance Neg
X Target
Sum. Return the target's mental state to normal
Removes all psychic-type effects from the target. Contested checks are needed
Eff.
for each such effect.

Distraction Cost MP3


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

177
Stun Cost MP4
10
1 Entire 2(30m)/
Tar. Range/Area Duration seconds Resistance Neg
Character Target
(1 r)
Psychic
Sum. Stuns the target Type
(Weak)
Target automatically fails one Evasion check. As soon as it fails, the spell will
end. Only the first Evasion check will fail for characters with multiple sections,
Eff.
regardless of which section it is.
When casting this spell, the caster gets a +2 bonus to its Spellcasting check.

Panic Run Cost MP4


1 10
1(10m)/
Tar. Character Range/Area Duration seconds Resistance Neg
Target
X (1 r)
Sum. Scares the target and makes them flee the battle Type Psychic
If the target is within the skirmish during the duration, it must do withdrew
from the skirmish on its turn. Otherwise, it must make preparations to leave the
Eff.
melee. If the target is not in the skirmish, this effect does not occur, but it cannot
move into the skirmish with its movement.

Mind Blank Cost MP6


1 Instant/3
2(30m)/
Tar. Character Range/Area Duration minutes Resistance Neg
Target
X (18 r)
Sum. Make the target cannot see the caster Type Psychic
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 let the caster pass, and in combat, the target
can't attack the caster with a direct attack or target with spells “Target: 1
Character” (including Entire Character and Character X). Note that Target
Eff. cannot use [Magic Control] on the caster since it cannot see it. The caster cannot
be blocked by the target, and 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, attack,
targeting with the spell, etc.) will end the spell just before the action is resolved.

Brave Heart Cost MP5


1 30
1(10m)/
Tar. Character Range/Area Duration seconds Resistance Optional
Target
X (3 r)
Sum. Fairy's lift the target's spirits, momentarily strengthening its willpower
The target becomes immune to all psychic spells and effects. This does not
Eff.
affect effects already on the target.

178
Mind Link Cost MP9
1 Entire 1
Tar. Range/Area Touch/- Duration Resistance Optional
Character Hour
Sum. Shares senses and awareness with the target Type Psychic
The caster and target share senses and consciousness; the caster must be
touching the target when casting, but for that duration, senses are shared
regardless of distance.
Eff.
The caster and target can see and hear what each other sees and hears and
communicate messages without words. But the caster and target cannot lie while
speaking this way. They can only omit information.

Shocking Wave Cost MP22


Instant/20
1 area (6m
Tar. Range/Area Caster/- Duration seconds (2 Resistance Neg
Radius)/All
r)
Psychic
Sum. Produces shocking wave Type
(Weak)
Targets cannot perform Minor or Major Actions or declare combat feats for
Eff.
the next 20 seconds (2 rounds).

Insanity Cost MP9


1 Character 2(30m)/ Instant/
Tar. Range/Area Duration Resistance Neg
X Target Various
Sum. Makes the target temporarily insane Type Psychic
The target suffers one of the effects of “Madness Table.” Roll 2d and consult
with the table.
2d
The target goes berserk, gaining a +2 bonus on Accuracy checks and
a -2 penalty on Evasion checks for 30 seconds (3 rounds). During this
2 – 4 time, the target cannot perform rational actions, and even if their
intellect is "Average" or "High," it is treated as "Low," and they cannot
cast spells at all.
Eff.
The target's Intelligence is significantly reduced: for 3 minutes (18
rounds), the Intelligence score is reduced by -12 points (it can only be
5 – 9 reduced to a minimum of 1). In the case of a fixed value character, all
values that the GM determines to be based on Intelligence, such as
Magic Power, are reduced by -2.
The target's will to act is significantly reduced; they may not take any
10 – 12 Major Actions for 30 seconds (3 rounds) (they may move, take Minor
Actions, or declare an active combat feat).

179
Masking Cost MP12
1
1
Tar. Character Range/Area Touch/- Duration Resistance Optional
Hour
X
Sum. Hides target
Hides target from everyone's perception. Other characters are treated as All
other characters are treated as if they are all under [Mind Blank] spell (see p.
178).
When the target encounters a new character, this character needs to make a
Willpower check. On success spell immediately ends. But this spells works
without a Willpower check for characters with adventurer level or monster level
Eff.
is less than or equal to the caster's “Fairy Tamer level – 4”.
The spell doesn’t work on characters immune to psychic type, regardless of
their level. However, the spell will not end in this case.
Any aggressive actions from the caster towards any other character (touch,
attack, targeting with a spell, etc.) will end the spell just before the action is
resolved (the level difference is not taken into account in this case).

180
Note on the Spells That Create Walls

Within Fairy Magic, some spells create walls. When they are used in
combat, they should be resolved as follows.

For Simplified Combat


Walls can be built between areas. They block the vision and the line of fire
of the characters. Moving beyond such walls requires a Full Move. Even
adjacent areas and targets can move only one area with such a Full Move.
Caster cannot use a spell to create a new wall in a space where a wall already
exists. If they want to use a wall as a target for a spell, ability, or effect, it is
considered "Range: 1" from the area adjacent to the wall and "range: 2" from
the area away from the wall.

For Standard Combat


Walls are built at a single coordinate point and block the battlefield. Walls
are always perpendicular to the line representing the battlefield and cannot be
built along it.
Walls and walls, and walls and character, cannot exist at the same
coordinates. A wall cannot be built at coordinates where a wall or character
already exists, and a character cannot end up moving at coordinates where a
wall has already been built.
To move over a wall, the character needs to spend additional +10m of
movement. If it can move that far, it is assumed to be able to move around/over
the wall.
If a wall exists within the skirmish, the skirmish will end.

181
Techniques Data

How to Read Techniques Data

①All techniques can be done with Minor Actions and are always marked with
a ⏩. If the technique can be done during Combat Preparation, it will also be
marked with a △.
②The duration of the technique.
③This is a summary of the effect of the technique.
④Detailed description of the effect of a technique.

182
1st Level Enhancer Required

⏩△Antibody Duration 30 seconds (3 r)


Sum. Willpower and Fortitude +4 against poison, disease
The user of this Technique strengthens their immune system, driving off
poisons and diseases.
Eff.
When rolling a Fortitude or Willpower check for a Poison-type or Disease-
type effect, the user gets a +4 bonus to that check.

⏩Owl Sight Duration 3 minutes (18 r)


Sum. Gains Darkvision
The user's eyes radiate gold, like that of an owl. This allows the user to see
Eff.
through darkness as though it were daylight.

⏩△Gazelle Feet Duration 30 seconds (3 r)


Sum. Evasion +1
The user's leg muscles become much more active, like that of a gazelle
Eff. bouncing away from a predator.
This increased reaction time gives the user a +1 bonus to Evasion checks.

⏩Cat’s Eyes Duration 30 seconds (3 r)


Sum. Accuracy +1
The user's pupils stretch vertically, allowing them to watch an opponent more
Eff. carefully.
This increased observation gives the user a +1 bonus to Accuracy checks.

⏩Scale Leggings Duration 1 Hour


Sum. Free Movement Underwater
Pale scales sprout from the user's body, allowing underwater free movement.
The user is no longer affected by movement penalties in the water, can move
Eff.
freely, and does not receive any penalties for being in the water.
However, this technique does not allow for breathing while underwater.

183
⏩△Strong Blood Duration 30 seconds (3 r)
Sum. Fire, water/ice damage -5
By keeping a consistent body temperature, the user can stay cool in hot
environments and vice versa.
Eff.
When taking any fire or water/ice-type damage, reduce the total damage taken
by -5.

⏩Chic Chick Duration 1 Hour


Sum. Jump checks +5, fall damage -20
A small bird's wings sprout from the user's back, aiding them in aerial
movement.
Eff. When making Jump checks, the user receives a +5 bonus for those checks.
Additionally, reduce any fall damage the user takes by -20.
This technique does not allow the user to fly.

⏩Dragon Tail Duration 3 minutes (18 r)


Sum. Grows a Tail weapon
The user grows a long, thick Tail that can be used as a Wrestling weapon.
If the user already has a tail, then they can use this technique to increase their
Accuracy by +1 or +2 to Extra Damage.
Eff.
This Technique's effects are cumulative, to a total of +2 Accuracy and +4
bonus damage.
This technique can be used once per round.

⏩△Beetleskin Duration 30 seconds (3 r)


Sum. Defense +2
The user's skin becomes hardened like the shell of a beetle, granting a +2
Eff.
bonus to Defense.

⏩Bear Muscle Duration 30 seconds (3 r)


Sum. Strength modifier +2
Revitalizes the user's muscles and reinforces them, giving the user the strength
Eff. of a bear. This increases the user's strength modifier by +2 but does not affect
the user's strength score.

184
⏩△Meditation Duration 30 seconds (3 r)
Sum. Willpower checks against psychic effects +4
The user stabilizes their thoughts and strengthens their ego, making their
mind less susceptible to ill effects.
Eff.
If the user makes a Willpower check against a Psychic-type effect, they receive
a +4 bonus to that check.

⏩Rabbit Ears Duration 3 minutes (18 r)


Sum. Listen, Danger Sense +2
The user can more accurately detect incoming danger by making their ears
Eff. bigger and more flexible.
The user gains a +2 bonus to Listen and Danger Sense checks.

185
5th Level Enhancer Required

⏩△Centaur Legs Duration 10 seconds (1 r)


Sum. Agility +6
The muscles in the user's lower body stiffen and thicken, becoming incredibly
powerful. The agility of the user is increased by +6.
Eff.
Fixed-value characters gain +1 to Initiative and Evasion. GM is free to make
other modifications at its discretion.

⏩Animal Shape Duration 1 Hour


Sum. Transform into common Animals
The user transforms into an animal common in society, such as a horse, pig,
cat, or dog. User cannot transform while wearing weapons, armor, or costumes.
After the transformation, the user’s ability score remains the same. The user
Eff.
can still speak and use skills but cannot hold items or weapons nor wear armor
or clothing. And can only attack with Punch.
This Technique does not allow the user to communicate with animals.

⏩Giant Arms Duration 10 seconds (1 r)


Sum. Strength +12
The user's arms swell immensely, barely able to contain the newfound power
inside. The user increases their Strength score by +12.
Eff.
For fixed-value characters, instead, they gain +2 bonus damage. GM is free to
make other modifications at its discretion.

⏩△Sphinx Knowledge Duration 10 seconds (1 r)


Sum. Intelligence +6
The user becomes as intelligent as a sphinx. The user’s Intelligence is
increased by +6.
Eff.
Instead, fixed-value characters gain +2 to Magic Power or other value that the
GM determines to be based on Intelligence.

⏩Daemonfinger Duration 10 seconds (1 r)


Sum. Dexterity +6
The user's hands become incredibly flexible and supple like a daemon. The
user increases their Dexterity score by +6.
Eff.
For fixed-value characters, instead, their Accuracy increases by +1. GM is free
to make other modifications at its discretion.

186
⏩Fire Breath Duration 30 seconds (3 r)
Sum. Major Action to breathe fire attack
As a Major Action, the user can breathe fire in front of them. Attack Roll:
Enhancer Level + Intelligence Modifier; Target: 1 area (3m Radius)/5;
Range/Area: 1(10m)/Shot; Resist: Half; Type: Fire; Effect: Deals Power 10 +
Enhancer Level + Intelligence Modifier damage.
Eff. If the user has the Combat Feats [Magic Convergence] or [Magic Control],
they can apply it to this technique. However, the Combat Feat [Metamagic/Area]
has no effect.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

⏩Recovery Duration Instant


Sum. Restores HP equal to Enhancer Level
The user can refresh themselves and recover an amount of HP equal to their
Eff. Enhancer Level.
This technique can be used once per round.

⏩Wide Wings Duration 3 minutes (18 r)


Sum. Gains the ability to fly
An extensive set of eagle-like wings sprouts from the user's back, allowing the
user to fly. When flying, the user's movement speed is 10 meters per round.
Eff. If the user can fly, this Technique increases the user's movement speed by
20m. This extra movement speed is accumulated up to a 30m bonus.
This Technique can be used once per round.

187
Spellsongs and Finales Data

Spellsongs Data

How to Read Spellsong Data

①The Spellsong's name.


②Whether or not singing is required for the Spellsong to have an effect.
③Which type of Pet can sing the Spellsong.
④Whether or not Rhythm is necessary for the effect to occur, and if so, the
type and amount of Rhythm.
⑤Resistance. Please follow the resistance to spells. Spellsong is generally
either "Can't" or "Neg."
⑥Type are described. With a few exceptions, the type of Spellsong is psychic
or psychic (weak).
⑦The type and amount of Base Rhythm that is reliably produced when the
Spellsong is performed.
⑧Flourish Value. If the Success Value of the Performance check is higher
than this, Extra Rhythm will be generated.

188
⑨The type and amount of Extra Rhythm when the Flourish Value of the
Performance check is greater than or equal to the Flourish Value.
⑩Summary of the effect.
⑪Detailed explanation of the effect of Spellsong.

1st Level Bard Required

Early Bird
Singing Not required Pet Bird, Frog
Effect
None Resistance Neg Type Psychic
Condition
Base
Rhythm
⮭1 Flourish Value 13 Extra Rhythm ♡1
Summary Awakens subjects
This jaunty melody awakens any sleeping characters. Those asleep
naturally wake up without issue, but if a character was put to sleep by some
other effect, Bard's Performance check Success Value needs to exceed the
effect's Success Value.
Effect
While the Bard is playing this Spellsong, characters in the Area of Effect
cannot naturally fall asleep. Spells, spellsongs, and other abilities that try
to put characters within the Area of Effect to sleep must pass an opposed
check against Bard's Performance check.

Ambience
Singing Not required Pet Frog, Insect
Effect
None Resistance Neg Type Psychic
Condition
Base
⮯1 Flourish Value 13 Extra Rhythm ⮯1
Rhythm
Summary Accuracy -1
This slow, droning melody calms the nerves and makes one unwilling
Effect
to fight. The target takes a -1 penalty on Accuracy checks.

189
Summon Small Animals
Singing Not required Pet Bird, Insect
Effect
None Resistance Can’t Type Psychic
Condition
Base
Rhythm ♡1 Flourish Value 13 Extra Rhythm ♡1
Summary Attracts small animals
This pleasant melody arouses the interest of nearby small animals and
calls them to the Bard. Bard can only call on mammals and birds of a size
that would fit with both hands cupped together. The spellsong begins to
Effect take effect immediately, but the small animals gradually come together,
and the assembly is complete after 3 minutes (18 rounds).
If these small animals are harmed, the effect ends immediately, and all
of the gathered animals flee.

Summon Fish
Singing Not required Pet Bird, Frog
Effect
None Resistance Can’t Type Psychic
Condition
Base
Rhythm ♡1 Flourish Value 13 Extra Rhythm ♡1
Summary Attracts fish
This Spellsong must be used near water. It plays a melody that sounds
like flowing water, attracting and calling harmless fish nearby. The song
begins to take effect immediately, but the fish gradually come together,
Effect
and the assembly is complete after 3 minutes (18 rounds).
If any of these fish are harmed, the effect ends immediately, and all of
the gathered fish flee.

Cacophony
Singing Not required Pet Bird, Frog, Insect
Effect
None Resistance Neg Type Psychic
Condition
Base
⮯1 Flourish Value 13 Extra Rhythm ⮯1
Rhythm
Summary Spellcasting -1
This horrible racket disrupts the concentration of all within it, making
Effect it very difficult to cast any magic. Characters receive a -1 penalty for all
Spellcasting checks.

190
Ballad
Singing Not required Pet Frog, Insect
Effect
None Resistance Neg Type Psychic
Condition
Base
⮯1 Flourish Value 13 Extra Rhythm ⮯1
Rhythm
Summary Evasion -1
This sad, melancholy song brings down the mood of all who hear it.
Effect
Characters receive a -1 penalty for their Evasion.
Morale
Singing Not required Pet Bird, Frog, Insect
Effect
None Resistance Can't Type Psychic
Condition
Base
⮭1 Flourish Value 13 Extra Rhythm ⮭1
Rhythm
Summary Accuracy +1
A heroic tune that inspires courage in all who hear it. Characters
Effect
affected by the Spellsong receive a +1 bonus to their Accuracy.
Requiem
Singing Not required Pet Bird, Frog, Insect
Effect
Condition ⮯2♡1 Resistance Neg Type -
Base
Rhythm
⮯1 Flourish Value 13 Extra Rhythm ♡1
Summary Undead's Actions -2
A mournful melody to remember the dead, this Spellsong only works
Effect on Undead monsters. Affected Undead receives a -2 penalty for all actions
and checks.
Resistance
Singing Not required Pet Bird, Frog
Effect
None Resistance Can't Type Psychic
Condition
Base
⮯1 Flourish Value 13 Extra Rhythm ⮭1
Rhythm
Summary Fortitude & Willpower +1
This repetitive sonata toughens the listener's body and mind, allowing
Effect them to shrug off ill effects. Characters affected by this Spellsong receive
a +1 bonus for their Fortitude and Willpower checks.

191
5th Level Bard Required

Elements
Singing Not required Pet Bird, Frog
Effect
None Resistance Can't Type -
Condition
Base
Rhythm ♡2 Flourish Value 18 Extra Rhythm ♡1
Summary Elemental Damage +2
This irregular rhythm calls on elemental faeries for aid. When playing
this Spellsong, the Bard specifies one of the following types: Fire,
Effect
Water/Ice, Earth, Wind, or Lightning.
All physical and magical damage of the chosen type is increased by +2.

Curiosity
Singing Required Pet -
Effect Psychic
Condition ♡4 Resistance Neg Type
(Weak)
Base
Rhythm ♡2 Flourish Value 18 Extra Rhythm ♡1
Summary Guides listeners to the Bard
Target is mesmerized by Bard's singing and cannot bring themselves to
harm the Bard. If the Bard is not visible to the target, the target cannot
control its desire to see the Bard and tries to move to an arbitrary position
Effect
(area or coordinate) where it can see the Bard. If the target cannot reach a
visible place, the target moves as close as possible. If the Bard is already
visible, this spellsong has no effect.

Charming
Singing Required Required -
Effect Psychic
Condition ♡4 Resistance Neg Type
(Weak)
Base
Rhythm ♡2 Flourish Value 18 Extra Rhythm ♡1
Summary Deter adverse actions against the Bard
Target is mesmerized by Bard's singing and cannot bring themselves to
harm the Bard.
Effect
In Contested Checks, where the Bard is on the passive side, the Bard
automatically gets a favorable result.

192
Trance
Singing Not required Required Bird, Frog, Insect
Effect
None Resistance Can't Type Psychic
Condition
Base
⮭2 Flourish Value 18 Extra Rhythm ⮭1
Rhythm
Summary Spellcasting +1
This is a clear melody that sharpens the mind of the listener. Those
Effect
affected by this Spellsong gain a +1 bonus modifier to Spellcasting Checks.

Nostalgia
Singing Not required Required Bird, Frog, Insect
Effect Psychic
Condition ⮯6♡6 Resistance Neg Type
(Weak)
Base
Rhythm
⮯2 Flourish Value 18 Extra Rhythm ♡1
Summary Causes listeners to wish to return home
A wistful tune, this Spellsong invokes feelings of days long past in the
hearts of its listeners, causing them to wish to go back home. If in combat,
those affected by the Spellsong attempt to retreat from the battlefield and
escape. This Spellsong has no effect if the listener is already at home or is
Effect
unable to escape.
Once affected, listeners will be under the effects of this Spellsong for 1
hour. After 1 hour, or if the listener manages to return home, Spellsong's
effect ends.

Break
Singing Not required Required Frog, Insect
Effect
None Resistance Neg Type Psychic
Condition
Base
⮯2 Flourish Value 18 Extra Rhythm ⮯1
Rhythm
Summary Fortitude & Willpower -1
The melody is jarring and distracts the listener's concentration. The
Effect
target receives a -1 penalty to Fortitude and Willpower Checks.

193
Love Song
Singing Required Required -
Effect Psychic
Condition ⮭6♡6 Resistance Neg Type
(Weak)
Base
Rhythm ♡2 Flourish Value 18 Extra Rhythm ⮭1
Summary Creates strong romantic feelings
This buoyant ballad stimulates romance, causing “love to be in the air.”
Affected listeners will look to be with the closest partner of their choice,
with current lovers/spouses taking precedence over random people. If
current partners are not nearby, the closest available partner for the
listener's orientation will be subject to these magically enhanced feelings,
Effect regardless of race. If no applicable partners are within the area of effect,
Spellsong has no effect.
Those with budding romantic feelings will attempt to see if the partner
reciprocates these feelings, while current partners will attempt to retire to
act on these feelings.
The effects of this Spellsong last 1 hour, even if Bard stops performing.

Lullaby
Singing Required Required -
Effect Psychic
Condition ⮯4♡4 Resistance Neg Type
(Weak)
Base
Rhythm
⮯2 Flourish Value 18 Extra Rhythm ♡1
Summary Produce intense drowsiness in those affected
An inviting melody that gently lulls listeners into a state of drowsiness.
The subjects are dizzy and unable to move or take any active action. If
Effect forced to make an Action Check, the target takes a -4 penalty.
The Duration of this Spellsong is 10 seconds (1 round), as usual. After
that time, the drowsiness automatically disappears.

194
Finales Data

How to Read Finale Data

①The name of the Finale.


②The Rhythm and the amount of Rhythm consumed when using that Finale.
If more than one Finale is listed, both must be consumed.
③Resistance is described. It can be "Optional" or "half" and is the same as
Resistance to magic.
④Type of Finale is described.
⑤Summary of Finale's effect.
⑥A detailed description of the Finale's effect. All Finale effects calculate the
amount of recovery or damage based on the power of the effect, and a power
table is included.

195
1st Level Bard Required

Finale: Spring Breeze


Rhythm
⮭2 Resistance Half Type Wind
Cost
Summary Power 10 to 1 character
Deals “Power 10 + Bardic Power” magic damage to 1 character.
Effect Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Finale: Summer Vitality


Rhythm
Cost ⮭1♡1 Resistance Optional Type -
Summary Recovers 1 target's HP by Power 20
Restores one Target's HP by "Power 20 + Bardic Power" points.
The effect of [Finale: Summer Vitality] can only be received once per
hour per Target. Also, Undead, Magitech, and Constructs cannot be
Effect affected by this Finale.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 None

Finale: Autumn Harvest


Rhythm
Cost ⮯1♡1 Resistance Optional Type -
Summary Restore Power 0 MP to 1 target
Restores one target's MP by "Power 0 + Bardic Power" points.
The effect of [Finale: Autumn Harvest] can only be received once per
target per day. Also, Undead, Magitech, and Constructs cannot be affected
Effect by this Finale.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
0 0 0 0 1 2 2 3 3 4 4 None

Finale: Winter's Chill


Rhythm
⮯2 Resistance Half Type Water/Ice
Cost
Summary Power 10 damage to one target
One Target is dealt "Power 10 + Bardic Power" magic damage.
Effect Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

196
5th Level Bard Required

Finale: Beast's Roar


Rhythm
⮭4 Resistance Half Type Bludgeoning
Cost
Summary Power 20 to 3 characters
Up to 3 targets are dealt "Power 20 + Bardic Power" magic damage.
Effect Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

Finale: Breath of the Meadows


Rhythm
Cost ⮭2♡2 Resistance Optional Type -
Summary Recover 3 target's HP with Power 30
It restores the HP of up to 3 Targets by "Power30 + Bardic Power"
points.
The effect of [Finale: Breath of the Meadows] can only be received once
Effect per hour per target. Also, Undead, Magitech, and Constructs cannot be
affected by this Finale.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 None

Finale: Banquet of Flowers


Rhythm
Cost ⮯2♡2 Resistance Optional Type -
Summary Recover 3 target's MP with Power 10
The MP of up to 3 Targets will be restored by "Power 10 + Bardic
Power" points. The effect of [Finale: Banquet of Flowers] can only be
received once per target per day.
The effect of [Finale: Banquet of Flowers] can be received only once
Effect per target per day. Also, Undead, Magitech, and Constructs cannot be
affected by this Finale.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 None

Finale: Screaming Snake-pit Symphony


Rhythm
⮯4 Resistance Half Type Curse
Cost
Summary Power 20 damage to 3 targets
Up to 3 Targets are dealt "Power20 + Bardic Power" magic damage.
Effect Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
20 1 2 3 4 5 6 7 8 9 10 ⑩
197
Combat Feats Data

Note on Replacement Combat Feats


Some of the combat feat data added in this book are considered
replacement combat feats. These are those with [… II] in the name, replace […
I] of the same name.
The replacement type combat feat has the following characteristics.

Replacing a Lower (lower Roman numeral) Combat Feat of the Same Name
The replacement type combat feats can only be acquired by a character that
has already learned [… I] and then replaced with [… II] combat feat.

No Need for New Learning Slots


The replacement type combat feat does not require new learning slots; on
the character sheet, replace the existing [… I] combat feat with [… II] as is.

Replacement Occurs when New Learning Slots are Acquired


Replacement type combat feats can only be replaced when a character
acquires new combat feat learning slots, i.e. when the adventurer level is raised
to an odd level.

Replacement Occurs Automatically if Conditions are Met


For replacement type combat feats, when a character meets their
prerequisite, they are automatically replaced, for example, in [Cover II].

Prer. [Cover I]/Adventurer Level 7 or higher

This means that if you have mastered [Cover I] and are at the adventurer
level 7 or above, you will replace [Cover I] with [Cover II] when you get new
learning slots. If you learned [Cover I] before level 6, it would be replaced by
[Cover II] as soon as you reach level 7.

198
No Immediate Replacement Occurs
If a new learning slot is used to acquire [… I], it will not be replaced
immediately, even if it meets the prerequisites. Until the following learning slots
are acquired, only [… I] will be acquired. In the above example, if you learned
[Cover I] at adventurer level 7, it will acquire [Cover II] only when you reach
adventurer level 9.

Declaring Lower Combat Feats


Depending on conditions and necessity, it is possible to declare [… I] active
combat feat, even if you’ve replaced it.
For example, suppose a player who has acquired [Evasive Maneuvers II]
does not perform an Evasion with the Fencer class. In that case, the effect of
[Evasive Maneuvers I] will be applied, and the player will gain a +1 bonus on
Evasion checks.
If [Power Strike II] is too strong against an enemy you do not want to kill,
[Power Strike I] can be used instead.

Lower and Higher Combat Feats Are Considered to Have the Same Name
Lower and higher combat feats are considered to have the same name, […
I] and [… II] is considered to have the same name and is subject to the
restriction that they cannot be duplicated (accumulated). A master of [Ever-
Changing I] may not declare both [Power Strike I] and [Power Strike II] in a
single melee attack and accumulate the effects of both.

Selectively Acquired Passive Combat Feats


Footwork
Prer. Adventurer Level 9 or higher Use -
Sum. Can move up to 10m with Limited Move
Can move up to 10m with Limited Move. However, if the character's
Effect movement is less than 10, it is limited to movement.
In Simplified Combat, a character can move one area with Limited Move.
Guardian II
Prer. [Guardian I]/Adventurer Level 9 or higher Use -
Sum. Multiple targets can be [Cover]-ed up to a total of 5 times
The same as in [Guardian II], but the master can declare up to 1 to 5
Effect
targets when declaring [Cover].

199
Evasive Maneuvers II
[Evasive Maneuvers I]/Fencer Level 7 or
Prer. Use Fencer class
higher
Sum. Evasion check +2
The master always gets a +2 bonus to Evasion checks that use the Fencer
Effect
class as the standard value.

Archer's Grace
Prer. Marksman Level 7 or higher Use Marksman class
Sum. Marksman class can be used for Evasion checks
Master may calculate Evasion using your Marksman Class Level + Agility
Effect
Modifier.

Intense Finale
Prer. Bard Level 3 or higher Use Bard class
Sum. Finale Power + 10
Effect The power of damage and recovery effects of the Finale is increased by 10.

Additional Songs I
Prer. Bard Level 1 or higher Use -
Sum. Learn one Spellsong or Finale
The mastery of this Combat Specialty will allow the mastery of +1
Effect Spellsong and Finale. In other words, they can learn up to a total of "Bard Level
+1" Spellsong and Finale in total.

Additional Songs II
Prer. [Additional Songs II]/Bard Level 7 or higher Use -
Sum. Learn one Spellsong or Finale (Two in total)
The number of Spellsong and Finale that can be learned is increased by
Effect
an additional +1 (total +2) from [Additional Songs I]

200
Throwing I
Prer. None Use -
Can use Potions as a thrown weapon and gain +1 to the Accuracy of thrown
Sum. attacks
A potion can be placed in the Potion Ball (see p. 233), which can be used
as a thrown weapon. The range is "1 (10m)," and the target is always hit unless
there is an automatic failure on the Accuracy check.
Effect If the target is hit, the potion's effect is given to the target. In this case, it is
considered "Resistance: Optional" (if the target does not wish to be hit, it will
not be affected). Also, the master always gets a +1 bonus to Accuracy checks
on any thrown attacks.

Throwing II
Prer. [Throwing I]/Adventurer Level 5 or higher Use -
Can use Potions as a thrown weapon, +1 to Accuracy check of thrown attack,
Sum.
range 10m, thrown attack's range extended to 20m
In addition to the effects of [Throwing I], all thrown weapon attacks that
Effect have a "Range: 1 (10m)” (including the thrown weapon of the Potion Ball) will
now have a "Range: 2 (20m)”.

Super Tenacity
Prer. Fighter or Grappler 7 or higher, [Tenacity] Use -
Sum. Maximum HP +15
Master’s Maximum HP increases by +15 (30 points in total with
Effect
[Tenacity]).

Special Instrument Proficiency


Prer. Bard Level 1 or higher Use -
Sum. Special instruments can be equipped and used.
The mastery of this feat allows the master to equip and use items classified
Effect as "Special Instruments." Equipping items that can be used as weapons or
armor does not increase Extra Damage or Defense.

Flying Kick
Prer. Grappler Level 9 or higher Use Grappler class
Sum. Move 10m or more with Normal Move and attack with Kick
The master may attack a target with a Kick only after performing a Normal
Move and moving at least 1 area (Simplified Combat) or 10 meters (Standard
Effect
Combat). This attack does not activate [Chain Attack]. The master may then
perform a normal Major Action.

201
Improved Throw II
[Improved Throw II]/Grappler Level 9 or
Prer. Use Grappler class
higher
The power of Throw is increased by +20. Anyone can throw characters with
Sum.
up to 3 sections.
When the master performs a Throw, the power of the Throw is increased
by +20. Throw can be used against any character with up to 3 sections,
regardless of movement method or the number of legs. When attacking a
character with multiple sections, an Accuracy check is performed only once.
Effect The attacked target may choose any section to complete an Evasion check. If
the Evasion check fails, the target will be thrown (if a melee attack is not
possible in any section due to a [Attack Obstacle] or other reason, the target
cannot be affected with Throw). All sections will be thrown, and at the same
time, the attacker can deal damage to each section.

Harmony
Prer. Bard Level 5 or higher Use Bard class
Sum. Apply the effects of Pet and own Spellsong at the same time
A Bard with the Combat Feat can start another Spellsong while their Pet is
still performing a Spellsong, compounding its effect and causing both to occur
simultaneously. In this case, the Pet's Spellsong is also treated as having the
same effect range as its owner and the same Success Value as its owner's
Performance check. If the Bard does not make a Performance check, or if the
Effect
Performance check is an Automatic Failure, Pet's Spellsong will still continue,
but with a Success Value of 0.
If a Finale is used, Pet's Spellsong will instead copy the same Success Value
of the Finale.
Pet's Spellsong still does not generate any Rhythm.

Block
Prer. Adventurer Level 3 or higher Use -
Master counts themselves as twice the number of characters for blocking
Sum. movement or withdraw
The master treats themself as twice as many characters (number of
sections) in a situation where a movement blocking or a withdrawal from the
skirmish occurs. This affects all of the following cases: when the master moves,
when a friendly character passes through or leaves the skirmish, when they
Effect block the movement of a hostile character, and when a hostile character
attempts to withdraw from the skirmish. In addition, a character initially placed
in the frontline in Simplified Combat is treated as having twice the number of
characters (number of sections) as itself, regardless they go first or second.

202
Mako Stones Master
Prer. Adventurer Level 9 or higher Use -
Sum. Can use up to two mako stones at the same time
Master can use up to two mako stones simultaneously to cast a spell using
their combined MP values. The number of MP consumed from either stone
Effect can be allocated freely, and it is possible to use a combination of both stones
and one's own MP.

Marionette
Prer. Adventurer Level 5 or higher Use -
Sum. Make independent golems, fairies, etc.
If you are controlling/using a golem, fairy, daemon, etc., you can make
them act independently. In the next round, after using [Marionette], those
characters can act before your next turn.
When the master gives "Obey Command" to a golem, undead, or fairy, its
turn is not fixed immediately after the master's turn but can be any turn within
Effect the allies' turn. The limitation of one "Obey Command" per turn for golem and
undead and one for fairy remains unchanged.
For example, if a player orders a fairy to act before their turn and then
summons another fairy, the newly summoned fairy cannot be given a
command and act in the same round.

Powerful Magic I
Prer. 2 Wizard-type Classes Level 6 or higher Use -
Sum. All Magic Power +1
The master gains +1 to the Magic Power of any magic system they have
Effect
mastered.

Pinpoint Attack I
Prer. Adventurer Level 7 or higher Use -
Sum. Accuracy +1
Effect Increase master’s Accuracy checks by +1.

Muscle Mystery
Prer. Enhancer Level 5 or higher Use Enhancer class
Sum. Triple the duration of all Techniques
It triples the duration of all Techniques. This does not work on
Effect Techniques whose duration is “Instant.”

203
Selectively Acquired Active Combat Feats
Infight II
Prer. [Infight I]/Grappler Level 9 or higher Use Grappler class
Appl. Lasts 10 seconds (1 round) Risk Evasion check -2
Sum. Only specific target can be attacked, Accuracy check +2, Damage +4
Same as [Infight I] (see CR I, p. 255), but it not only gains a +2 bonus to
Effect Accuracy checks, but it also gains +4 damage points on a hit.

Decoy Attack II
[Decoy Attack I]/Adventure Level 9 or
Prer. Use -
higher
Appl. 1 melee attack Risk None
Sum. Accuracy check -2, damage +8, enemy Evasion check -2 when evaded
Same as [Decoy Attack I] (see CR I, p. 255), but the damage on a hit is +8.
Effect In addition, the penalty to Evasion check given when the declared attack is
evaded is -2, and it accumulates up to -8.

Rhythm Conversion
Prer. Bard Level 3 or higher Use -
Appl. Instant Risk None
Sum. Change one of the generated Rhythms
This particular move can be declared at any time during the turn.
When declaring this feat, one Rhythm that has already accumulated "1" or
higher is chosen, and its accumulation is reduced by -1. At the same time, it
can also increase the accumulation of any other Rhythm by +1.
Effect Whether or not Spellsong with effect generation conditions generates an
effect depends on the timing of the Performance check. Even if the Rhythm is
changed after the check and the condition is satisfied, the effect will not be
generated. Conversely, if the effect is generated and converted with this
technique and the condition is not met, the effect will not disappear.

204
Mirage Arrow
Prer. Marksman Level 9 or higher Use Marksman class
Appl. 1 ranged attack Risk None
Sum. Make two thrown or bow attacks and take the better result
The attack is declared to be made with a thrown weapon or bow and is
valid for one attack of that category.
The attack declared with this feat will use the same two thrown weapons or
ammunition for shooting at the same time. The weapon is treated as if the two
Effect
can be thrown together without needing to change weapons, except in the case
of a thrown weapon.
Accuracy checks may be made twice, taking the better of the two rolls.
Only one attack will hit the target.

△Cover II
Prer. [Cover I]/Adventurer Level 7 or higher Use -
Appl. Lasts 10 seconds (1 round) Risk None
Defend and receive attacks instead of an ally, and this feat can be activated
Sum. one time per round separately from other active combat feats
The effect of this combat feat is exactly the same as [Cover I] (see CR I, p.
256).
This feat is not a declaration and doesn’t count toward several active
combat feats per turn. In other words, other active combat feat declarations
Effect can be made even if this is used. If a character can have multiple declarations,
it can be declared separately from this feat that number of times.
The feat itself may only be declared once per round. The same is true for
a character with multiple declarations.

Nerve Strike
Prer. Grappler Level 9 and higher Use Grappler class
Appl. 1 melee attack Risk None
Sum. Physical damage of the target decreases by -8
Declared at the time of a melee attack, it is valid for that single attack. It
cannot be declared when attacking multiple targets at the same time. If that
Effect
attack hits, for the next 10 seconds (1 round), the target's physical damage
caused by the enemy (section) will be reduced by -8 damage.

205
Repeated Strike II
[Repeated Strike I]/Fencer or Fighter Fighter class or Fencer
Prer. Use
Level 7 and higher class, 2H weapon
Appl. 1 melee attack Risk None
If an attack is evaded, an additional attack is made; a hit on the first attempt
Sum.
deals +4 damage
Same as [Repeated Strike I] (see CR I, p. 257), except that if the declared
attack hits on the first Accuracy check, the damage is increased by +4 points.
If multiple attacks are made simultaneously, another Accuracy check can
Effect
be performed on all targets that evaded them. The player may choose any one
of the characters hit by the first attack to increase damage by +4 points (the
choice should be made before the damage is determined).

Critical Cast I
Prer. Adventurer Level 7 or higher Use Wizard-Type Class
Appl. 1 spell cast Risk None
Sum. Critical Threshold of the spell -1
Declared when the spell is cast and is valid for one cast.
Effect If the spell uses the Power Table to determine damage, the Critical
Threshold is reduced by -1 (minimum 8).

Aimed Attack II
[Aimed Attack I]/Adventurer Level 7 or
Prer. Use -
higher
Appl. 1 weapon attack Risk None
Sum. Accuracy +2
Same as [Aimed Attack I] (see CR I, p. 257), except the bonus to the
Effect Accuracy check is +2, and there is no increase (or decrease) of the Critical
Threshold.

Confident Performer
Prer. Bard Level 3 or higher Use Bard class
Appl. 1 finale performance Risk None
Change a Finale “Resistance: Half” to “Resistance: Can't,” and it cannot be
Sum. critical
This combat feat can be declared using Finale, which has "Resistance:
Half."
If the declaration is made, the Finale is treated as "Resistance: Can't," but
Effect
at the same time Critical Threshold is changed to "None."
Only a change in the type of resistance and type of immunities can negate
Finale’s effect.

206
Skillful Play
Prer. Bard Level 7 or higher Use Bard class
Appl. 1 spellsong or finale performance Risk None
Sum. Make two Performance checks, and keep one result.
This Combat Feat is declared when using Spellsong or Finale.
In the use of a Spellsong or Finale where the declaration has been made,
Effect the Performance check is made twice, and either result can be used. If a
comparison of Success Values is required, the player performs this process
first, and then the passive side rolls the result only once.

Power Strike II
[Power Strike I]/Fighter or Grappler Level 9 Fighter class or
Prer. or higher Use Grappler class
Appl. 1 melee attack Risk Evasion check -2
Sum. Melee Attack damage +4
Same as [Power Strike I] (see CR I, p. 257), but the damage is increased
Effect by +12 on hit.

Double Cast
Prer. Wizard-type Class Level 9 or higher Use Wizard-type Class
Appl. 1 spell cast Risk None
Sum. Cast additional spell with Magic Power -10
This feat can be declared with a spell cast with Major Action.
After the spell is exercised with the Major Action while declaring this feat,
an additional spell may be cast one more time immediately afterward. The
Effect spell that can be exercised additionally is limited to “I of the level or rank
(rounded up) that can be exercised originally.” Its Magic Power will be reduced
by -10 (minimum 0).

Taunting Strike II
[Taunting Strike I]/Fencer Level 7 or
Prer. Use Fencer class
higher
Appl. 1 weapon attack Risk None
Sum. Taunt an enemy attack
The same as [Taunting Strike I] (see CR I, p. 258), but with limited effect
on characters with the intellect of 18 or more and monsters with "Intellect:
High." They are not forced to attack the character who performed [Taunting
Effect Strike II] but will be given a -2 penalty to their success value in Accuracy
checks, Spellcasting checks, and other unique skill checks.
The effect of [Taunting Strike] is applied for 10 seconds (1 round) after
the attack hits.
207
Tail Swing I
Prer. Adventure Level 3 or higher Use Tail
Appl. 1 melee attack Risk None
Sum. Attack with tail up to 3 targets, Accuracy check -1
This feat can only be declared when a melee attack is made with the
wrestling weapon Tail and works for one attack.
With a Tail attack, the attacker attacks up to 3 characters who share the
Effect
same coordinates or are within the skirmish. The attacker's Accuracy check is
made only once, with a -1 penalty. The damage should be determined
individually if the attacker hits more than one character.

Tail Swing II
[Tail Swing I]/Adventure Level 9 or
Prer. Use Tail
higher
Appl. 1 melee attack Risk None
Sum. Attack with tail up to 5 targets
The same as [Tail Swing I], but up to 5 characters can be attacked with the
Effect
Tail, and there is no penalty to the Accuracy check.

Cleave II
Fighter class, 2H
Prer. [Cleave I]/Fighter Level 9 or higher Use weapon
Appl. 1 melee attack Risk None
Sum. Attack up to 5 targets
Same as [Cleave I] (see CR I, p. 259), but the user can make a melee attack
Effect on up to 5 characters, and there is no reduction in damage.

Lethal Strike II
[Lethal Strike I]/Adventure Level 7 or
Prer. Use -
higher
Appl. 1 melee attack Risk Evasion check -1
Sum. Power table roll for melee attack +1
Same as [Lethal Strike I] (see CR I, p. 259), but with a reduced penalty
Effect
modifier of -1 to the Evasion check risk.

208
Armor Piercer II
[Armor Piercer I]/Grappler Level 9 or
Prer. Use Grappler class
higher
Appl. 1 melee attack Risk None
Treats the attack target's Defense as half or 0 on a critical hit. Critical
Sum.
Threshold +1
Same as [Armor Piercer I] (see CR I, p. 263), when a critical hit occurs in
Effect
the damage decision, the attack target's Defense is treated as "0".

Automatically Acquired Passive Combat Feats


Toughness
Gain Fighter Level 7 Use -
Sum. Maximum HP +15
Effect Master’s maximum HP increases by +15 points.

Counter
Gain Grappler Level 7 Use Grappler class
Sum. Attack with a melee attack instead of evading
When hit by a melee attack, the player can try to avoid the enemy's attack
while attempting to hit with their own attack. The decision to do this can be
made after checking the success value of the enemy's Accuracy check.
In this case, instead of an Evasion check, an Accuracy check is made with
any weapon equipped by the player, and the success values are compared with
each other. In this case, contrary to a normal Evasion check, the side
attempting the [Counter] is the active side, and the side that attempted a melee
attack first is the passive side.
If the active side is favored, the passive side's melee attack is canceled, and
Effect
at the same time, the damage and effects associated with the attack are
processed as if the passive side had been hit by the weapon used by the active
side.
If the passive side is favored, its melee attack will hit. Still, the roll of 2d for
power table reference and damage determination will be considered "12" in
determining the total damage. The second and subsequent rounds should be
handled as normal if a critical hit occurs.
[Counter] may only be attempted once per round, regardless of its success
or failure.

209
Fast Action
Gain Scout Level 7 Use -
Sum. Master has one major action on their first round
In the Initiative check, if the player's success value is greater than the
maximum value of the enemy's success value (or greater than or equal to the
Effect Initiative monster data), the player can take one additional Major Action in the
first round.

Shadow Sneak
Gain Scout Level 9 Use -
Can leave the melee without movement blocking and without the need to
Sum. prepare to withdraw from the melee
The master’s movement cannot be blocked. They may also leave the
Effect
skirmish by moving at will without preparing to withdraw from the melee.

Indomitable
Gain Ranger Level 7 Use -
Sum. Do not fall unconscious even if you fall below 0 HP
If the master succeeds in making a Death Check, even if their HP is 0 or
Effect less, they will not be unconscious and can continue to perform actions; if they
fail the Death Check, they die.

△Potion Master
Gain Ranger Level 9 Use -
Sum. The potion can be used during Combat Preparation and with Minor Action
The master may use an item classified as a Potion during Combat
Preparation or with Minor Action only when used on themself. This feat is
Effect
limited to one potion during Combat Preparation or one Minor Action per
round.

Weakness Exploit
Gain Sage Level 7 Use -
Sum. Doubles the effectiveness of hitting weak points.
If the master performs a Monster Knowledge check with the Sage class and
obtains a success value greater than or equal to the monster's weakness, the
bonus generated by the weak point and the increment of damage is doubled
for the master. For example, if the weak point is "Accuracy +1", the bonus to
Effect
the Accuracy will become +2, and if the weak point is "Fire damage +3 points",
the damage will be increased by +6.
This effect only applies to the master; other allied characters will only
benefit from the normal effect of the weak point.

210
Mana Save
Gain Sage Level 9 Use -
Sum. All MP costs -1
When using MP for any reason, reduce the MP spent by -1. This cannot
reduce an MP cost lower than 1 (at least 1 point is consumed).
Effect When the MP consumption is doubled by [Metamagic/**]", the reduction
is calculated first and then doubled. [Mana Save] has no effects that damage
MP or reduce MP instead of consuming MP as regular spells do.

Note on Combat Feats to be Declared in Conjunction with Major


Action
Some active combat feats, such as [Multi-Action] (see CR I, p. 263) and
[Double Cast] (see p. 207), are said to be "declared with one Major Action."
The declaration of such active combat feats is limited to every Major
Action. They cannot be declared in conjunction with action that makes
increases the number of attacks, such as [Dual Wielding] (see CR I, p. 254) or
[Chain Attack] (see CR I, p. 265). When a character who has mastered [Dual
Wielding] declares [Multi-Action], it is either "declared at the time of the first
melee attack, and only one spell is used after two attacks" or "declared at the
time of spell cast, and two melee attacks are made after one spell is cast. Either
one. Even if characters have mastered [Ever-Changing I] (see CR I, p. 253),
they cannot declare [Dual Wielding] for both of the two attacks.
Suppose the number of Major Actions increases, as in the case of [Fast
Action] (see p. 210). In that case, it is possible to make a declaration for each
Major Action if the character can make multiple declarations.

211
Item Data
Note on Renowned Item
In these lists, items with "+X reputation" are appended to the Price. They
are renowned items (see p. 112) and require reputation to be paid or a higher
adventurer rank to purchase.

Comprehensive List of Weapons

Swords

S-Rank Swords

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

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
Silvered
Mithril Sword
1H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 7,500
Silvered
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

212
Axes

S-Rank Axes

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 2,300


Mithril Axe 1H† 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ -
8,000
Silvered 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 10,500
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

Spears

S-Rank Spears

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

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
Silvered 2H 18 -1 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
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 -

Maces

S-Rank Maces
Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Pallas's Maraca
1H 9 +1 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 1,360
※1
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 -
Silvered

213
Troll Buster 2H 30 +2 50 4 6 8 10 10 12 12 13 15 15 ⑫ -
※1: Details p. 229

Staves

A-Rank Staves

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Name Power ③④⑤⑥⑦⑧⑨⑩⑪⑫

Fistulosum
1H 5 +2 10 1 1 2 3 3 4 5 5 6 7 ⑫ +1 16,100
※1
※1: Details p. 227
S-Rank Staves

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Sorcerer's
2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500
Staff ※1
Black Rod
2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500
※2
※1: Details p. 227 ※2: Details p. 227

Flails

A-Rank Flails
Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Percussion Flail
1H 9 -1 19 1 2 3 4 5 6 7 7 8 9 ⑩ - 1,380
※1
※1: Details p. 229

214
S-Rank Flails

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power
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
Titan Flail 2H 32 -1 52 5 7 8 10 11 12 12 13 15 15 ⑨ - 12,500

Warhammers

S-Rank Warhammers

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Chekan 1H 9 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 2,600
1H† 22 -1 37 3 5 6 7 8 9 10 11 12 12 ⑩ -
Bec-De-
- 10,300
Faucon 2H 22 52 5 7 8 10 11 12 12 13 15 15 ⑩ -
22
Heavy
2H 31 -2 61 5 9 10 11 12 13 14 16 17 18 ⑩ - 12,000
Anchor

Wrestling

B-Rank Wrestling
Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫

Tail ※1 2H# 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ -
※1: Tail Required
A-Rank Wrestling
Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫

Easy Grips
2H 1 +1 10 1 1 2 3 3 4 5 5 6 7 ⑫ - 360
※1, ※2
※1: Grappler Only ※2: Enhances Throw
215
S-Rank Wrestling

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Tonfa ※
1H 5 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 2,600
1, ※2
Mithril
Fingers
1HW 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑪ - 3,120
※1, ※2
Silvered
Accel
Brogue 1H# 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 3,980
※1, ※3
Sharp
Arms ※ 1H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑪ - 4,440
1, ※2
Mithril
Shoes ※
1H# 10 -1 30 2 4 4 6 7 8 9 10 10 10 ⑪ - 7,000
1, ※3
Silvered
Gilded
Sabaton 1H# 15 -1 35 3 4 5 7 8 9 10 10 11 12 ⑪ - 10,600
※1, ※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks

Thrown Weapons

S-Rank Thrown Weapons


Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ - 2,150


Mithril Dirk Silvered 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑩ - 5,000
Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 2,300
Assegai 1H* 13 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 3,800
Francisca 1H* 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ - 5,500
※: Every weapon range is 2(20m)

216
Bows

S-Rank Bows

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power
Name ③④⑤⑥⑦⑧ ⑨⑩⑪⑫

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

Crossbows

A-Rank Crossbows

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③④⑤⑥⑦⑧ ⑨⑩⑪⑫

String Bow ※1, ※2 2H 13 - 33 3 4 5 6 8 8 10 10 10 11 ⑩ +2 1,880


※1: 2 (20m) range, ※2: Details p. 229
S-Rank Crossbows

Add'l Dmg
Crit Value
Min STR
Accuracy

Price
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Goat's Foot 2H 7 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ +1 3,950


Scorpion 2H 13 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ +2 4,970
Despair 2H 19 - 44 4 6 7 8 10 10 11 12 13 14 ⑩ +3 6,260
Ballista 2H 25 -1 50 4 6 8 10 10 12 12 13 15 15 ⑩ +5 9,200
※: Every weapon range is 2(50m)

217
Guns

S-Rank Guns
Min Max Crit Add'l
Name Stance Accuracy Range Price
STR Magazine Value Dmg
Bullet
1H 5 4 +1 ⑩ - 1(10m) 8,000
Shower
Lancaster 2H 10 2 +1 ⑩ +2 2(60m) 14,500
Carnage 2H 15 4 - ⑪ +4 2(40m) 17,000

Ammunition
Name Weapon Price Notes
Elven Bow, Can be shot underwater, always retrievable
920
Arrow/Quarrel Crossbow (Details p. 227)
Magic Bow, Deals magic damage, recoverable on miss
1,400
Arrow/Quarrel Crossbow (Details p. 227)
HP recovery power is increased by +10.
Green Bullet(12) Gun 160
16G for 1 Bullet (Details p. 227)
Gun can shoot these bullets underwater
Underwater Bullet Gun 210
(Details p. 227)

218
Comprehensive List of Armor

Nonmetallic Armor

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

S-Rank Metal Armor


Name Min STR Evasion Defense Price Notes
Mithril Chain 10 - 7 6,000 Silvered
Full-Metal Armor 17 -1 9 11,000
Mithril Plate 24 -2 11 23,000 Silvered

219
Shields

A-Rank Shields
Name Stance Min STR Evasion Defense Price Notes
Mirror Shield 1H 5 +1 0 870 Details p. 228
Cymbal
1H 8 +1 1 1,020 Details p. 229
Shield

S-Rank Shields
Name Stance Min STR Evasion Defense Price Notes
Mithril Shield 1H 8 +1 2 4,700 Silvered
Hoplite Shield 1H 15 - 4 2,900
It can be used as a
Blade Killer 1H 22 - 4/2 7,300
weapon

Shields Usable as Weapons


If a shield that can be used as a weapon is used in an attack, the wearer gets
the second Y Defense value listed (X/Y). In other cases, use the X value. Their
data is as follows.

Add'l Dmg
Crit Value
Min STR
Accuracy
Stance

Power

Name ③ ④⑤⑥⑦⑧ ⑨⑩⑪⑫

Blade Killer 2H 22 +1 42 4 6 7 7 9 10 11 12 13 13 ⑫ -

General Equipment and Supplies


Camping Equipment
Name Stance Price Notes
Easy-to-use 50 + 5
2H Gives +1 for cooking-related action checks
Cooking Set reputation

Lighting Equipment
Name Stance Price Notes
Flammable Tinderbox 2H 20 + 5 reputation Ignites in 5 minutes
Quick-Light Hu Lamp 1H 100 + 20 reputation Starts in 30 seconds
Sturdy Lantern 1H 40 + 10 reputation Can withstand falls of 3m

220
Adventurer's Tools
Name Stance Price Notes
A small hammer that can be used as a
Good Quality 10 + 5 weapon (Mace/thrown weapon), same as a
1H
Small Hammer reputation B-rank weapon Mallet, when the need
arises.
Razor-Sharp 20 + 5 Can be used as a weapon: B-Rank Sword,
1H
Knife reputation Min STR 1, Power 1
50 + 20 A +1 bonus to the wielder’s Disguise check
Flat Hand Mirror 1H
reputation (see CR I, p. 103)

Clothing
Name Stance Price Notes
20 + 10
Swimsuit - Swimming checks +1
reputation
80 + 15
Fluffy Snowsuit - Water/Ice damage -1, Agility -6
reputation

Luxury Goods
Name Stance Price Notes
Iron A sturdy iron smoking pipe that can be used as a
225 + 20
Smoking 1H weapon (Mace/Thrown weapon) in case of
reputation
Pipe emergency, the same as a B-rank weapon (Mallet)

Miscellaneous
Name Stance Price Notes
50 + 10
Light Quill Pen 1H Writing speed +10%
reputation
Light 50 + 10 +1 bonus to the action check when
1H
Paintbrush reputation painting

Chemicals/Herbs

Potions
Name Stance Price Notes
Antidote Removes all effects of poison type with a success value of
- 2,000
Potion II 20 or less
Sprinkling on a petrified character will remove any
Cure Stone
- 500 petrification effects success value of 15 or less. ※Can be
Potion
sprinkled

221
Sprinkling on a petrified character will remove any
Cure Stone
- 2,000 petrification effects success value of 20 or less. ※Can be
Potion II
sprinkled
Dexterity Gains +2 bonus to Accuracy checks for 30 seconds (3
- 2,000
Potion rounds)
Speed Potion - 2,000 Movement is +5 for 6 rounds
Anti-Magic For 6 rounds, all magic damage received is reduced by -3
- 3,000
Potion points

Class-Specific Items

Class-Specific Items
Name Stance Price Notes
Various different golem materials (Details p.
Enchanted… - 50+
229)
Strongly Various reusable golem materials (Details p.
- 100+
Enchanted… 229)
Golem Various items used to strengthen the golems
- 100+
Enhancing Items (Details p. 229)
Magical Bones - 500 Skeletal undead material (Details p. 229)
Command Changes the given command of a Golem or
- 100
Stone undead (Details p. 229)
Allows ignoring the increase of MP cost (see
Purifying Holy
Any 13,800 p. 93) due to different continents and regions
Symbol
(Details p. 229)
Fairy Tamer's
Any 50+ Used to cast Fairy Magic
Gem
The leather case holds up to 4 Fairy Tamer's
Gem Case Any 100+
Gems. Gems sold separately
200 + 20 Requires Level 3 Fairy Tamer. Jewelry made
Ornate Jewelry Any
reputation with 6 Fairy Tamer's Gem.
Musical
2H 100+ Used to play spellsongs and finales
Instrument
Flourish Value -1 with this instrument (Details
Akane's Flute 2H 200
p. 229)
Pet - 100+ Pets can help sing spellsongs. (Details p. 229)

222
Special Instruments

A character who has acquired the combat feat [Special Instrument


Proficiency] can equip and use instruments belonging to this category. If they
are also weapons or armor they can be equipped and used by a character who
also has acquired [Weapon Proficiency X/**] or [Armor Proficiency X/**] of
the corresponding category.
Weapon/Armor
Name Stance Price Notes
Category
Cymbal Generates Rhythm when used as a
1H 1,020 Shield A
Shield shield (Details p. 229).
Pallas's Generates Rhythm when used as a
1H 1,360 Mace A
Maraca weapon (Details p. 229).
Percussion Generates Rhythm when used as a
1H 1,380 Flail A
Flail weapon (Details p. 229).
Generates Rhythm when used as a
String Bow 2H 1,880 Crossbow A
weapon (Details p. 229).
Reduce Rhythm by one from
Fabled
2H 9,200 - Spellsong and Finale consumption
Lute
(Details p. 229).
Increase Spellsong targets when used
Fistulosum 1H 16,100 Staff A
as an instrument (Details p. 229).
Horn of Generates additional Rhythm
2H 16,900 -
the Muse (Details p. 229).

223
Adventure Tools

Adventure Tools
Name Stance Price Notes
Writing disappears. It can be read with Keen-
Mystic Ink - 800
Flash Glasses (Details p. 232).
Reproduce short-duration images with smoke
Smoke Grapher 1H 1,700
(Details p. 232).
Daemon's Crystallized Determines the threat level of the Shallow
1H 3,200
Blood Plate Abyss (Details p. 232).
Fixes in place with a password (Details p.
Immovable Rod 1H 19,000
232).

Adventure Tools (Consumables)


Name Stance Price Notes
Allows throwing potion as a thrown weapon. Requires
Potion Ball 1H 20
[Throwing I] combat feat (Details p. 233).
Jack
- 100 Can grow a sturdy vine (Details p. 233).
Beans
Unicorn Uses x Cures poison, disease, or deals damage to undead on
1H
Horn 6,000 touch (Details p. 233).

224
Accessories

Accessory: Head
Name Price Notes
Headband of 200 + 10 Knowledge check package can be retried in half the
Concentration reputation time. Requires Level 3 Sage (Details p. 234).
Headband Of Allows using [Throwaway Counter] (Details p.
2,000
Goner 234).
When using the power table for healing magic,
Crown of the
10,000 even double 1s will recover the Magic Power of HP
Saint
(Details p. 234).

Accessory: Face
Name Price Notes
Taste
2,000 Sensitize taste buds, +2 to Herbology check (Details p. 235).
Piercing
Mask of the When recovering from 0 HP or less to 1 or more, an
4,520
Fearless additional 10 points of HP are recovered (Details p. 235).

Accessory: Ear
Name Price Notes
Earplugs 20 Block out sounds.
Golden
2,000 Resistance +2 vs. Spellsongs and Finales (Details p. 235).
Earplugs
Tongues Understand a specific spoken language, even if not fluent
5,000+
Earpiece (Details p. p).
Linkpearls 20,000 Talk to another even over long distances (Details p. p).

Accessory: Neck
Name Price Notes
Amulet Of +1 Fortitude, Willpower, and Evasion vs. Undead attacks
3,000
Light (Details p. 236).
Bear Claws 6,000 Increase the effect of [Bear Muscle] by +1 (Details p. 236).

225
Accessory: Back
Name Price Notes
A weapon or shield can be held on the back
Weapon Holder 1,000
(Details p. 237).
1,000 + 20 Requires Level 3 Ranger. Allows one Accessory to
Rangers' Cloak
reputation be equipped in the Back slot (Details p. 237).
Modified It can hold up to two weapons or shields on its
5,000
Weapon Holder back (Details p. 237).
Hero's Mantle 10,000 Breath attacks damage -2 (Details p. 237).

Accessory: Hand
Name Price Notes
Rainbow Emits light of various colors to illuminate surroundings
5,000
Ring (Details p. 238).
Magic damage +1. Counts as Magic Implement (Details p.
Mana Ring 10,000
238).

Accessory: Waist
Name Price Notes
1,000 + 20 Requires Level 3 Scout. Allows one Accessory to be
Utility Belt
reputation equipped in the “Waist” slot (Details p. 239).
Coward Belt 1,500 Blow off the wearer 20m (Details p. 239).
Protects the equipped person from flying attacks as
Missile Trapper 1,660
well as [Missile Protection] (Details p. 239).
Unbending Allows rolling Willpower against Guns (Details p.
12,300
Buckle 239).
True Black 20,000 + 80 Requires Level 3 Grappler. Defense +2 (Details p.
Belt reputation 239).

Accessory: Foot
Name Price Notes
Skanda Boots 2,000 Movement +5 (Details p. 240).
Lucky Feathers 10,080 Makes it easier to dodge the Line effects (Details p. 240).

226
Detailed Data
Staves

Sorcerer's Staff Base Price: 22,500


This 2m long staff has a
Pop. 0 App. large jewel inlaid into Category (Rank) Staff S
one end
Sum. Spellcasting check +2 Era Current
Effect The wielder gains a +2 bonus to Spellcasting checks when casting a spell.

Black Rod Base Price: 22,500


About 2m long, it can
Pop. 0 App. easily be identified by its Category (Rank) Staff S
blackened wood
Sum. MP cost of spells -1 Era Current
The spell cast by the wielder of this rod has their MP cost reduced by -1. The
cost MP will never be less than 0 because of this effect. When the cost MP is
Effect
doubled by [Metamagic/**], the MP is first reduced by this effect and then
doubled.

Ammunition

Elven Arrow/Quarrel Base Price: 920


This arrow/quarrel has
Pop. 0 App. the teeth of a sea serpent Category Ammunition
on its end
Sum. It can be shot underwater Era Current
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, but with a -2 penalty to
Effect
the Accuracy check.
Even if used for shooting, it can be recovered and reused.

227
Magic Arrow/Quarrel Base Price: 1,400
It can be an arrow or
Pop. 0 App. Category Ammunition
quarrel
Deals magic damage can be
Sum. Era Current
retrieved if not hit
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.
Effect The arrow or quarrel loses power if it hits its target. The arrow or quarrel can
be retrieved and reused if it does not hit the target.
This arrow or quarrel damage can be reduced by Bulletproof Armor (see p.
244) and Unbending Buckle (see p. 240).

Green Bullet (12) Base Price: 160


Pop. 8 App. Green Bullets Category Ammunition
Bullet that increases [Healing
Sum. Bullet] efficiency. 16G to buy 1 Era Magitech Civilization
bullet
It is ammunition that can be shot with a Gun. When this bullet is used to fire
Effect [Healing Bullet] or [Treat Bullet], its Power will be increased by 10. It can also
be used as normal ammunition, but it will not affect the Power of the spells.

Underwater Bullet Base Price: 210


Bullets with a piece of a
Pop. 8 App. Category Ammunition
pearl on the top
Sum. It can be shot underwater Era Magitech Civilization
It is ammunition that can be shot with a Gun. This bullet can be used in water
Effect
as well as on the ground.

Shields

Mirror Shield Base Price: 870


Small circular shield
Pop. 0 App. Category (Rank) Shield A
with polished surface
Ancient Magic
Sum. It can be used as a mirror Era
Civilization
The surface of this shield is polished enough to be used as a mirror. If a
Effect character equips or holds this shield, they are considered to be holding a mirror
in their hand during combat.

228
Class-Specific Items

Purifying Holy Symbol Base Price: 13,800


Pop. 11 App. Large holy symbol Item Class Class-Specific Items
Allows ignoring the increase of
Ancient Magic
Sum. MP cost (see p. 93) due to Era
Civilization
different continents and regions
When Divine Magic is cast using this holy symbol, it allows ignoring the
Effect
increase of MP cost due to different continents and regions (see p. 93).

Akane's Flute Base Price: 200


Pop. 0 App. Flute Item Class Instrument
Sum. Flourish Value -1 Era Current
When playing Spellsong with this flute, the generation of Extra Rhythm can
Effect
be checked as if the Flourish Value were 1 lower.

Special Instruments

Cymbal Shield Base Price: 1,020


Special Instrument/
Pop. 0 App. Cymbal, metal disk Category (Rank)
Shield A
Sum. Generates "Rhythm:⮭ or ⮯" when Era Current
used as Shield
This item can be used as a percussion instrument while equipped as a shield.
However, it is unsuitable for playing the melody and takes a -4 penalty on
Performance checks.
Effect If it succeeds on an Evasion Check while equipped, it produces 1 "Rhythm:
⮭. " Also, if the wielder takes any physical damage while equipped with this
(including cases where the applied damage is "0"), they generate 1 "Rhythm:⮯. "

Pallas's Maraca Base Price: 1,360


Short-handled Special Instrument/
Pop. 0 App. Category (Rank)
bludgeoning weapon Mace A
Sum. Generates "Rhythm:⮭ or ⮯" when Era Current
used as a Weapon
This item can be used as a mace weapon or as a body-sounding instrument
that can be shaken to produce sound. However, it is unsuitable for playing
melodies and takes a -4 penalty on Performance checks.
Effect
When used as a weapon, it generates one "Rhythm: ⮭" for each successful
Accuracy Check. On the other hand, it generates 1 "Rhythm:⮯" for each failed
Accuracy Check.
229
Percussion Flail Base Price: 1,380
Two short rods strung Special Instrument/
Pop. 0 App. Category (Rank)
together by a string Flail A
Sum. Generates "Rhythm:⮭ or ⮯" when Era Current
used as a Weapon
This item can be used as a flail weapon or percussion instrument for hitting
sticks together. However, it is unsuitable for playing the melody and takes a -4
penalty on Performance checks.
Effect
When used as a weapon, it generates a "Rhythm: ⮭" point for each successful
Accuracy Check. On the other hand, it generates 1 Rhythm:⮯ for each failed
Accuracy Check.

String Bow Base Price: 1,880


Crossbow with attached
Special Instrument/
Pop. 0 App. "bow (violin)" that plays Category (Rank)
Crossbow A
sound
Sum. Generates "Rhythm: ♡" when Era Current
used as a weapon
This item can be used as a crossbow weapon or as a string instrument. The
bow, which is required to play as an Instrument, can be attached to the
Effect instrument's body when not in use.
When used as a weapon, each time an Accuracy Check is made, a "Rhythm:
♡" is generated regardless of whether the Accuracy Check is successful or not.

Fabled Lute Base Price: 9,200


String instrument
consisting of an almond-
Pop. 10 App. Category (Rank) Special Instrument
shaped resonating body
and a long god
Reduce Rhythm by 1 from
Sum. Spellsong's Conditions or Finale's Era Magitech Civilization
Rhythm Cost
There are three types of this Instrument, each of which can reduce
Spellsong's Effect Condition or Finale's Rhythm Cost by one specific type of
Rhythm.

Effect Lute of Passion: Painted in a red tone. Reduces the ⮭Rhythm Cost by one
Rhythm.
Lute of Peace: Painted in blue. Reduces ⮯.
Lute of Elegance: Painted in yellow. It reduces ♡.

230
For example, if you use Lute of Peace, you can generate the effect of
[Requiem] if "⮯1♡1" is satisfied. The effect can be generated with "⮯2" with Lute
of Elegance.
Similarly, [Finale: Summer Fortitude] can be used with only "❤1" for Lute of
Passion and "⮭1" Rhythm Cost for Lute of Elegance.

Fistulosum Base Price: 16,100


Green wand with a two- Special Instrument/
Pop. 14 App. Category (Rank)
way split at the tip Staff A
Increase Spellsong's Target when
Sum. Era Magitech Civilization
used as an Instrument
This magical short school is a replica of the pneumatic instrument used by a
female bard who was extremely popular during the Magitech Civilization
Period. It can be used as a staff weapon and as a musical instrument with
"Stance: 1H", as it is equipped with a mechanism that captures air and makes a
Effect sound by waving it.
If Spellsong is used with this as an Instrument, it can apply to a magitech
character, even if it is of psychic or psychic (weak) types.
This item cannot be magical implement. But it can be modified for 100G to
become a magical implement like other non-staves weapons.

Horn of the Muse Base Price: 16,900


A brass instrument with
Pop. 12 App. Category (Rank) Special Instrument
a wide open tip
Generate Extra Rhythm on a Ancient Magic
Sum. Era
Flourish. Civilization
It is a large brass instrument that is believed to be aided by sound fairies flying
around when blown. When Spellsong is played using this instrument, and a
Performance check is performed, if the Success Value is greater than or equal
Effect to the Flourish Value, Rhythm is generated in addition to the original Extra
Rhythm.
Only one Rhythm can be selected from the Base Rhythm or Extra Rhythm.
The selected Rhythm will be generated in addition to one extra Rhythm.

231
Adventure Tools

Mystic Ink Base Price: 800


Pop. 12 App. Ink in an inkwell Item Class Adventure Tools
Writing disappears. It can be read
Sum. Era Magitech Civilization
with Keen-Flash Glasses
Letters written with this ink quickly fade away and become invisible. Keen-
Effect
Flash Glasses can read them (see CR I, p. 306).

Smoke Grapher Base Price: 1,700


Pop. 10 App. Thick-skinned pipe Item Class Adventure Tools
Reproduce short-duration images
Sum. Era Magitech Civilization
with smoke
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 evident that it is made of smoke and
Effect
cannot be used to deceive others.
This smoke-induced image will persist indefinitely if nothing disturbs the air,
but it is easily possible if the user wants to intentionally blow it away. It can be
broken by anything more than a gentle breeze.

Daemon's Crystallized Blood Plate Base Price: 3,200


Red and black disks
Pop. 10 App. decorated with magic Item Class Adventure Tools
characters
Determines the threat level of the Ancient Magic
Sum. Era
Shallow Abyss Civilization
It works the same way as Daemon's Blood Plate (see CR I, p. 304), but it is
Effect effective until the threat level of the Shallow Abyss is 13 or less. If the threat
level is 14 or higher, it crumbles away, rendering it unusable.

Immovable Rod Base Price: 19,000


Rod less than one meter
Pop. 14 App. long with a small rune Item Class Adventure Tools
engraved on the end
Ancient Magic
Sum. Fixes in place with a password Era
Civilization
This rod can be fixed in space by holding it in hand and chanting the
password. Before it is fixed, it is just a stick, but after it is fixed, it is
Effect extraordinarily strong, can withstand a weight of nearly one ton, and can be used
as a ladder by attaching a rope or using several of them. Password needed to
remove fixation.
232
Adventure Tools (Consumables)

Potion Ball Base Price: 20


Soft ball the size of a Adventure Tools
Pop. 10 App. Item Class
palm (Consumables)
Allows throwing potion as a
Sum. thrown weapon. Requires Era Current
[Throwing I] combat feat
This is a ball that can have potions inside. To use this item, the user must
have acquired the combat feat [Throwing] (see p. 201).
The ball is fragile, and 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
Effect such 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 potion's
effect inside is treated as "Resistance: Any."
The item will not break only by carrying it. Filling a ball with a potion can be
done with Major Action.

Jack Beans Base Price: 100


Green beans the size of Adventure Tools
Pop. 15 App. Item Class
a fingertip (Consumables)
Ancient Magic
Sum. Can grow a sturdy vine Era
Civilization
This magical seed, no larger than the tip of a pinky finger, can be used with
a Major Action and requires the user to give it 1 MP. When used, it grows a
sturdy vine at the user's will. This vine can grow independently, up to 10cm in
thickness (diameter) and 20m in length.
Effect The vine extending from this bean can support a weight of up to 300 kg, and
it is possible to climb up and down through it.
Vine takes 10 seconds (1 round) to grow 1 meter and withers after 24 hours.
After dying, the vine cannot stand on its own and collapses, but it can still be
used as a simple rope.

Unicorn Horn Base Price: Remaining Uses x 6,000


Conical horn about 50
Pop. 12 App. Item Class Adventure Tools
cm long
Cures poison, disease, or deals
Sum. Era Various
damage to undead on touch
A horn poached from a Unicorn (see p. 391) acts as a panacea for illnesses
and injuries.
It heals the HP of the target touched by this item by 50 points and completely
Effect
cures poison, disease, curse, petrification, etc., effects with a success value of 17
or less. However, this effect does not work on Undead, Constructs, and
Magitech characters.

233
Undead touched by the horn must make a Fortitude check against a value of
17. If it fails, the target is immediately damaged by 50 magic damage.
If sold on the open market, anywhere from 1-8 uses may remain, with no way
to restore uses. After that number of uses, it will shatter and become unusable.
There is no way to recover the number of uses.

Accessory: Head

Headband of Concentration Base Price: 200 + 10 reputation


Elongated white cloth
Pop. 8 App. Item Class Accessory: Head
headband
Knowledge check package can be
Sum. retried in half the time. Requires Era Magitech Civilization
Level 3 Sage
A character equipped with this headband can reroll knowledge check
package (see p. 43) in half the time required for rerolling. The time required
for the first check remains the same; the third and subsequent attempts are also
Effect
halved for their respective times. For example, if the first check takes 10
minutes (60 rounds), the second attempt can be made in 30 minutes, and the
third attempt in 3 hours

Headband Of Goner Base Price: 2,000


Conical horn about 50
Pop. 14 App. Item Class Accessory: Head
cm long
Cures poison, disease, or deals
Sum. Era Various
damage to undead on touch
Those who acquire this feat and wear it can use the combat feat [Throwaway
Counter]. The [Throwaway Counter], like the [Counter] feat (see p. 209), 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. As in the case of a failure of [Counter], the
Effect Power Table result is treated as a roll of 12 (resolve any criticals as normal).
[Throwaway Counter] can be used only once per round and not 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
the Grappler class.
This item will be destroyed once the [Throwaway Counter] was performed.

234
Crown of the Saint Base Price: 10,000
Pop. 14 App. Majestic crown Item Class Accessory: Head
When using the power table for
Ancient Magic
Sum. healing magic, even double 1s will Era
Civilization
recover the Magic Power of HP
The wearer of this crown can recover Magic Power points (plus any
additional modifiers) when they apply an HP recovery spell, even if the roll
Effect
when the power table is used is double 1s’. In this case, no experience points
(50 points) are awarded for automatic failure.

Accessory: Face

Taste Piercing Base Price: 2,000


Round and small tongue
Pop. 11 App. Item Class Accessory: Face
piercing
Sensitize taste buds, +2 to
Sum. Era Magitech Civilization
Herbology check
It sharpens the wearer's sense of taste and allows them to enjoy flavors more
Effect deeply. At the same time, they gain a +2 bonus to Herbology checks that are
made by tasting (licking, sipping).

Mask of the Fearless Base Price: 4,520


Mask of the mythical
Pop. 11 App. beast with a prominent Item Class Accessory: Face
golden mane
When recovering from 0 HP or
Ancient Magic
Sum. less to 1 or more, an additional 10 Era
Civilization
points of HP are recovered
Those equipped with this will recover an additional 10 points of HP as soon
Effect as their HP recovers from 0 or less to 1 or more. This also includes the case of
recovery with the [Awaken] spell (see CR I, p. 232).

Accessory: Ear

Golden Earplugs Base Price: 2,000


Pop. 12 App. Gold earplugs Item Class Accessory: Ear
Resistance +2 vs. Spellsongs and
Sum. Era Magitech Civilization
Finales
The wearer gains a +2 bonus to Willpower against Spellsongs and Finales.
Effect
The wearer can still hear other sounds normally.

235
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
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 languages may have been chosen and can be set by the wearer.
However, once a language is selected, it cannot be unchosen.
Additionally, the magic of these earrings does not allow the wearer to read or
Effect
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.
As a result, they can act even when they are blind, reducing the penalty to -2
when they attack, etc.

Linkpearls Base Price: 20,000


Black drop earrings (2
Pop. 14 App. Item Class Accessory: Ear
pairs)
Sum. Wearers can talk to each other Era Magitech 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.
Effect This magic functions regardless of the 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.

Accessory: Neck

Amulet Of Light Base Price: 3,000


Low-hanging necklace
Pop. 10 App. Item Class Accessory: Neck
with white jewels
+1 Fortitude, Willpower, and
Sum. Era Magitech Civilization
Evasion vs. Undead attacks
When attacked by Undead monsters, the wearer receives a +1 bonus to
Effect
Evasion, Fortitude, and Willpower.

Bear Claws Base Price: 3,000


Bear-claw necklace
Pop. 10 App. Item Class Accessory: Neck
decorated with patterns
Increase the effect of [Bear Ancient Magic
Sum. Era
Muscle] by +1 Civilization
While worn, the effect of the Enhancer Technique [Bear Muscle] (see p.
Effect 184) is increased by +1 (so the user's Strength Bonus is increased by +3 instead
of +2).
236
Accessory: Back

Weapon Holder/Modified Weapon Holder


Base Price: 1,000/5,000
Backpack with hooked
Pop. 6 App. Item Class Accessory: Back
projections
Can hold weapons and shields on
Sum. Era Current
the back
This is a backpack-like accessory to be worn on the back. The backpack has
a hook-shaped protrusion to hold a weapon, shield, hand-held item, or musical
instrument.
Any kind of weapon or shield can be attached to or removed from the back
during Combat Preparation or with Minor Action in combat. However, these
are treated as equipment changes. That is, they must be done before performing
a Major Action (see CR I, p. 151).
Effect
The wearer can attach up to one weapon with Weapon Holder and up to
two weapons with Weapon Holder Modification at the same time.
Weapon Holder and Modified Weapon Holder overlap if the character
equips more than one of them simultaneously. That is, the number of weapons,
shields, and items to which they can be attached should be summed. For
example, if a character equips two Modified Weapon Holders, they can store
up to four weapons, shields, and items in total.

How to Use the Weapon Holder


The significance of equipping a Weapon Holder/Modified Weapon
Holder is that the weapon, shield, or item can be stored in it with Minor Action.
This function is equivalent to a sword scabbard or holster for 1H guns and
makes it easy to change weapons, shields, and items.
In order to store items, the "slot" of the Weapon Holder must be empty. If
all the slots are full, it is impossible to attach a weapon, shield, or item in the
character's hand to a Weapon Holder.

Rangers' Cloak Base Price: 1,000 + 20 reputation


Pop. 0 App. Cloak (various) Item Class Accessory: Back
Requires Level 3 Ranger. Allows
Sum. one Accessory to be equipped in Era Various
the Back slot
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
Effect “Rangers' Thermal Mantle.”
This item requires an extra 1,000G on top of the normal market price of the
cloak to be modified and 20 reputation.
237
Hero's Mantle Base Price: 10,000
Pop. 12 App. Long cloak Item Class Accessory: Back
Sum. Breath attacks damage -2 Era Magitech Civilization
This is a replica of the cloak used by the famous Dragon Slayer, an ancient
hero. It is available in a variety of colors and types.
Effect
The wearer receives reduced by -2 damage from attacks whose name ends
with "[… Breath] (e.g. [►Fire Breath], [►Energy Breath]).

Accessory: Hand

Rainbow Ring Base Price: 5,000


Metal ring with
Pop. 10 App. iridescent reflections on Item Class Accessory: Hand
its surface
Emits light of various colors to
Sum. Era Magitech Civilization
illuminate the surroundings
This ring emits light when the person equipped with the ring chants the
command word with Minor Action, illuminating 2-3 areas (10m radius) around
the ring. By using different words, the ring can emit light of various colors. If it
illuminates with white light, it is considered to be the same as a [Light] spell (see
Effect
CR I, p. 219).
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
Pop. 14 App. Item Class Accessory: Hand
with Arcana words
Magic damage +1. Counts as Ancient Magic
Sum. Era
Magic 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
Effect limited to spells that directly deal damage to the target. For example, the ring
will not increase the damage of [Enchant Weapon] (see CR I, p. 225) or [Solid
Bullet] (see CR I, p. 242).
The ring can also be treated as a Magical Implement.

238
Accessory: Waist

Utility Belt Base Price: 5,000


Pop. 0 App. Belt (Various) Item Class Accessory: Waist
Requires Level 3 Scout. Allows
Sum. one Accessory to be equipped in Era Various
the “Waist” slot
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
Effect Gun Belt.”
This item requires an extra 1,000G on top of the normal market price of the
belt to be modified and 20 reputation.

Coward Belt Base Price: 1,500


Pop. 12 App. White belt with red trim Item Class Accessory: Waist
Sum. Blow off the wearer 20m Era Magitech Civilization
The person equipped with this belt can fly a distance of 20 meters by saying
a password with a Major Action. However, a safe landing is not guaranteed, and
the belt wearer must suffer a 20 points fall damage if they use this function.
The wearer also automatically withdraws from the skirmish when flying with
Effect
this belt.
In Simplified Combat, the wearer can only fly backward, and the destination
is always their own rear area; in Standard Combat, the wearer can fly in any
direction, but the distance is not adjustable.

Missile Trapper Base Price: 1,660


Pop. 10 App. Closed umbrella Item Class Accessory: Waist
Protects the equipped person
Sum. from flying attacks as well as Era Current
[Missile Protection]
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 p. 174).
Effect
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 equipment is destroyed.

239
Unbending Buckle Base Price: 12,300
Pop. 16 App. Stern buckle Item Class Accessory: Waist
Allows rolling Willpower against
Sum. Era Magitech Civilization
Guns
When the wearer of this buckle is attacked by a Gun or with a Magic
Arrow/Quarrel (see p. 218) as ammunition, they may choose to roll Willpower
Effect instead of Evasion to avoid the attack. If Willpower succeeds, they can halve
the calculated damage (if they have [Mana Interference] racial ability, they will
not suffer any damage). If a check fails, it will take the same damage as before.

True Black Belt Base Price: 20,000 + 80 reputation


A black belt worn
Pop. 8 App. Item Class Accessory: Waist
around the waist
Requires Level 3 Grappler.
Sum. Era Magitech Civilization
Defense +2
The wearer of this belt gains +2 to Defense. This item does not stack with
Effect
the Black Belt.

Accessory: Foot

Skanda Boots Base Price: 2,000


Boots made of blue and
Pop. 10 App. Item Class Accessory: Foot
white leather straps
Sum. Movement +5 Era Magitech Civilization
These boots have wind magic woven into them. The wearer will be able to
walk more lightly than usual.
The wearer of this item gains +5 in movement (see p. 53). That is, the
Effect
distance of Full Move is increased by +15m, and that of Normal Move by +5m.
In Simplified Combat, this item will not change the rule for moving between
areas.

Lucky Feathers Base Price: 10,080


Short boots with
Pop. 12 App. Item Class Accessory: Foot
feathered cuffs
Makes it easier to dodge the Line Ancient Magic
Sum. Era
effects Civilization
When deciding whether or not a wearer is involved in an effect with “Area:
Effect
Line,” only on 1-2 wearer will be affected (instead of 1-3).

240
Improvements and Enhancements
to Weapons and Armor
PCs can enhance their weapons and armor with special modifications or
improve them to suit their needs.
In this section, we will describe the special enhancements for weapons and
armor.

Improvements and Enhancements to Weapons

Custom-Forged Weapons

When purchasing weapons, the option exists to have weapons custom-


forged for the wielder in a weapon shop or at the blacksmith. These weapons
have their Minimum Strength requirement adjusted, making it easier to wield
a particular weapon. This custom forging can either be assumed to have taken
place before the weapon was purchased or may be done at any time after
purchase by a qualified weaponsmith.
With these custom-forged weapons, the Minimum Strength requirement
can be raised or lowered by up to 3 points from the listed value, and the Power
is adjusted accordingly using Power Tables (see p. 417). For example, a
custom-forged weapon that requires an extra +3 Minimum Strength also gets
+3 Power. However, Guns cannot be custom-forged, as that would disrupt their
inner workings. Also, Minimal Strength cannot be less than 1 (minimum 1).
The cost is determined by the following formula and is added to the
purchase price. Alternatively, the character can pay this amount to modify a
weapon they already own. The modification requires one week.

B-Rank: +300G for each +1 or -1 modifier


A-Rank: +1,000G for each +1 or -1 modifier
S-Rank: +3,000G for each +1 or -1 modifier

GMs and PCs are free to name their custom-made weapons as they wish.
Alternatively, the name may be prefixed or suffixed with "Custom-Forged" (e.g.
“Custom-Forged Bastard Sword”).

241
Silvered Weapons

Some weapons are silvered, and silvered weapons can deal damage,
ignoring the [◯Normal Weapon Immunity] unique skill of some monsters,
and there are monsters with silvered weapons as their weak points.
Silvered weapons can be purchased by paying the following amount to
regular weapons.

B-Rank: +1,000G
A-Rank: +2,000G
S-Rank: +4,000G

Silvered weapons have more elaborate designs and beautiful ornaments,


such as sheaths than ordinary weapons.
The character cannot have a weapon they already own re-forged into a
silvered weapon. Weapons already annotated with "※Silvered" are already
silvered from the beginning and cannot be silvered again; this quality cannot be
removed from them.
For silvered weapons, you can add “Silvered” to the beginning of the name
(e.g., “Silvered Bastard Sword”).

Magic Weapon +1

The Institute Of Magitechnology has a technology that has been passed


down to the next generation of magicians to enhance the accuracy and damage
of their weapons. The character can purchase a Magic Weapon that gives them
a +1 bonus to Accuracy check and +1 Extra Damage by paying the following
additional amount.

B-Rank: +5,000G
A-Rank: +10,000G
S-Rank: +20,000G

The character can apply this enhancement to a weapon they already have,
but it will require a month.
However, items that are already Magic Weapons cannot be purchased with
this enhancement or enhanced if the character owns them.
Weapons with this enhancement will have "+1" appended to the end of their
name (e.g., “Bastard Sword +1”).
242
Fairy Weapon

The Institute Of Magitechnology offers an enhancement that adds type to


weapons’ damage. Weapons with this enhancement are treated as Magic
Weapons.
Fairy Weapon can be purchased by paying the following amount to the
regular weapons.

B-Rank: +1,500G
A-Rank: +3,000G
S-Rank: +6,000G

Weapons with this enhancement will have the type added to the damage
when the wielder says password with Minor Action. The type given can be
earth, water/ice, fire, wind, or lightning and is determined at the time of
purchase or when requesting the enhancement. This effect lasts until another
password is cast, which is set to be released. Even if the wielder does not specify
the type, it is still a Magic Weapon and can be used to damage a character with
the [◯Normal Weapon Immunity] unique skill.
This enhancement can be applied to the same weapon multiple times,
increasing the number of types given by one. The password is different for each
type, and if the character already has a type and uses a password that gives
another type, it will be changed to the new type (i.e., only one type can be given
at a time).
This enhancement requires a one-month processing time for one
enhancement.
Weapons with this enhancement will have the word "Fairy (given type, if
there is more than one)" added to the beginning of the name. For example,
“Fairy (Fire, Water/Ice) Bastard Sword.”

Improvements and Enhancements to Armor

Magic Armor +1

The Institute Of Magitechnology also offers armor enhancements that


increase Defense by applying spells to the armor. Characters can purchase
armor with Defense +1 for the following additional cost. Note that this armor

243
is only available for nonmetallic armor or metal armor (so shields cannot be
enhanced with this enhancement).
Items already magical cannot be purchased with this enhancement or
enhanced if the character owns them.

B-Rank: +5,000G
A-Rank: +10,000G
S-Rank: +20,000G

To have this enhancement applied to the armor character already has, they
will need to ask the Institute Of Magitechnology and wait for a month.
Armor with this enhancement will have "+1" appended to the end of its
name (e.g., “Chainmail +1”).

Bulletproof Armor

Armor (non-metallic or metal armor) can be enhanced to protect against


Shooting Attacks that deal magic damage (for example, Guns).
Bulletproof Armor can be purchased by paying the following amount to
the regular armor.

B-Rank: +1,500G
A-Rank: +3,000G
S-Rank: +6,000G

If the wearer of this enhanced armor is hit by a Shooting Attack with a Gun
weapon or with a Magic Arrow/Quarrel (see p. 218) as ammunition, the attack
damage will be reduced by the armor's Damage. The damage reduction is
limited to the armor's Defense and does not include any bonus from the
combat feat [Armor Proficiency X/**] or any temporary increase in Defense.
The armor can be used up to 6 times to reduce damage. The owner of the
armor can also ask the Institute Of Magitechnology to repair the armor that
has been used. In this case, the owner must pay 250(B rank)/500(A
rank)/1,000(S rank)G for the number of times they want to recover the armor.
It takes a day to complete the repair for each use. It takes one week for a new
enhancement.
Armor with this enhancement will have "Bulletproofed" prefixed to the
name (e.g., “Bulletproofed Chainmail”).

244
Abyss Enhancement
Weapons, shields, and armor can be enhanced in various ways to improve
their performance. The Abyss Enhancement performed by the Magician's
Guild is one such enhancement, in which the power of the Abyss Shards is
applied to the armor to make it stronger. While considered cheap and useful,
Abyss Shards have an Abyss Curse that can give unwanted effects, and their
overuse is considered dangerous.

Abyss Enhancement Procedure

①Select the Armament to be Strengthened by Abyss

First, select a piece of equipment (weapon or armor) that you own or plan
to purchase.
There is no limit to the number of weapons you can choose from. You can
further enhance your Magic Weapon +1, Fairy Weapon, and Bulletproof
armaments with Abyss Enhancement.
After applying Abyss Enhanced Weapon is treated as Magic Weapon, and
the Abyss Enhanced Armor is treated as Magic Armor.

Abyss Enhancement Limitations


Abyss Enhancement performed on a single armament. The same
enhancement cannot be applied twice to a single armament.
An armor that has already undergone two Abyss Enhancements cannot be
further enhanced, nor can the enhancements be changed. Bat can
"Redetermine Abyss Curse" (see p. 257) as described below.

②Select the Abyss Enhancement

After selecting armaments, choose one type of enhancement for that


armament. The enhancements can be different for each armament.

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③Consume the Necessary Gamel and Abyss Shards to Enhance

Abyss Enhancement requires the use of Abyss Shards as an enhancement


material. In addition, you must pay a processing fee for the enhancement. See
“Abyss Enhancement Details" and "Paying with Abyss Shards" (see p. 251).

④Determine “Abyss Curse”

An armor that has undergone an Abyss Enhancement will simultaneously


suffer an adverse effect called an Abyss Curse at the cost of the enhancement.
The Abyss Curse will be put on the armament. Some curses will be only active
while the item is equipped, while others are affected simply by being in one's
possession without being equipped.
Once an Abyss Enhancement is made, determine the corresponding Abyss
Curse and record it along with the content of the enhancement.
If the Abyss Curse has the same roll as the effect that the PC is already
received from one of their Abyss Enhanced Armaments, it must be re-rolled.

⑤Completion of Abyss Enhancement

Once you have decided what to enhance, paid the cost of the enhancement,
Abyss Shards needed and determined the Abyss Curse, the Abyss
Enhancement is complete.
Abyss Enhancement takes one-day in-game time to be completed.

Abyss Enhancement Details


You can select desired Abyss Enhancement to enhance armament
permanently.
A single armor can have up to two Abyss Enhancements, but they cannot
be the same.
Also, an enhancement fee is required each time the item is enhanced. The
second enhancement does not change the cost but requires more Abyss
Shards.

246
Abyss Enhancement of Weapons

Choose from the following enhancements if you want to do an Abyss


Enhancement on a weapon.

Accuracy +1
The Accuracy check of the weapon is increased by +1.

Extra Damage +1
Extra Damage of the weapon is increased by +1.

Minimal Strength -2
Lowers the weapon's minimal strength by -2 points. This enhancement
does not reduce the minimal strength to less than 1 (minimum 1).

Critical Threshold -1
Lowers the Critical Threshold of the weapon by -1 point. This effect does
not lower the Critical Threshold below 8 (minimum 8).

Extra Damage +2 to a Specific Category of Monsters


Extra Damage is increased by +2 points if the weapon deals physical or
magical damage to a specific class of monsters, such as Humanoid or
Barbarous. The classification should be chosen from the "Classification Table"
(see p. 256), except for the "Any" item.

Extra Damage +1 by a Specific Type


If the weapon deals a specified type of physical or magical damage, the
Extra Damage is increased by +1 point. The type should be selected from the
"Type Determination Table" (see p. 256).
This enhancement does not give the weapon a type (it must deal typed
damage before the enhancement).

Spellcasting check Success Value +1


Suppose the weapon can be used as a magical implement. In that case, it
gains a +1 bonus to the success value of any Truespeech Magic or Spiritualism
Magic Spellcasting checks made with that implement.

247
Spell Damage +1
Suppose the weapon can be used as a magical implement. In that case,
when the implement is used to cast Truespeech Magic or Spiritualism Magic
and deals physical or magical damage, its damage is increased by +1 point.
The increase in damage caused by this effect is only effective for spells with
"Duration: Instant."

Spell Restoration +1
If you cast a spell to recover HP while holding or equipping that weapon,
the amount of HP recovered is increased by +1 point. This enhancement
works for all magic systems.
The increase in restoration caused by this effect is only effective for spells
with "Duration: Instant."

Abyss Enhancement of Armor

When you want to do an Abyss Enhancement on your armor, choose from


the following options. You can do any of these enhancements to nonmetallic
or metal armor.

Defense +1
Armor’s Defense increased by +1.

Minimal Strength -2
Lowers the armor’s minimal strength by -2 points. This enhancement does
not reduce the minimal strength to less than 1 (minimum 1).

Magic Damage -1
If the wearer of this armor is subject to magic damage, it is reduced by -1
point.

Defense +2 against a Specific Category of Monsters


Defense is increased by +2 points against a specific class of monsters, such
as Humanoid or Barbarous. The classification should be chosen from the
"Classification Table" (see p. 256), except for the "Any" item.

248
Physical Damage and Magic Damage from a Specific Type are Reduced by -2
If the wearer suffers physical or magical damage of a specified type, it is
reduced by -2 points. The type should be selected from the "Type
Determination Table" (see p. 256).

Check Package Enhancement


When equipped with armor, the wearer gains a +1 bonus to the success
value of any one action check package (see CR I, p. 114).

Abyss Enhancement of Shields

To use Abyss Enhancement on a shield, choose from the following items.


All shields can be enhanced with these.
A shield treated as a weapon will benefit from the enhancement, whether
handled as a weapon or not.

Defense +1
Shield’s Defense increased by +1. This is also effective for shields with a
Defense of 0.

Evasion +1
When equipped with a shield, the wielder gains a +1 bonus to Evasion
checks.

Minimal Strength -2
Lowers the shield’s minimal strength by -2 points. This enhancement does
not reduce the minimal strength to less than 1 (minimum 1).

Magic Damage -1
If the shield is equipped and the wilder is subjected to magic damage, it is
reduced by -1.

Defense +2 against a Specific Category of Monsters


Defense is increased by +2 points against a specific class of monsters, such
as Humanoid or Barbarous. The classification should be chosen from the
"Classification Table" (see p. 256), except for the "Any" item.

249
Physical Damage and Magic Damage from a Specific Type are Reduced by -2
If the wielder suffers physical damage or magical damage of a specified
type, it is reduced by -2 points. The type should be selected from the "Type
Determination Table" (see p. 256).

Price of Abyss Enhanced Armament


When an Abyss Enhancement is performed, the cost of the enhancement
varies depending on the rank of the armor. If you are doing two Abyss
Enhancements, you must pay separately for the first and the second.

Rank of Armor to be Enhancement Price (Gamel)


B Rank 2,000
A Rank 4,000
S Rank 8,000

Base Price of Abyss Enhanced Armament

The base price of armament with Abyss Enhancement is handled as


follows.

“Original Base Price" + "Abyss Enhancement Cost Paid”

When buying or selling an armament already enhanced with Abyss


Enhancement, use described price as its base price.
In the case of armament that has been enhanced twice, the cost of the two
enhancements should be added to the base price.
The base price of an enhanced armament is not affected by the Abyss
Shards spent to enhance it or to redetermine the Abyss Curse

250
Paying with Abyss Shards
Abyss Shards are required for Abyss Enhancement.
The first time you perform an Abyss Enhancement on an armament, you
will need 3 Abyss Shards. If you have already done an Abyss Enhancement
and are doing an Abyss Enhancement for the second time, you will need 6
Abyss Shards.
Both are paid simultaneously as the enhancement fee when Abyss
Enhancement is performed. Used Abyss Shards will be lost.

Abyss Curse
An Abyss Curse is an effect given to an Abyss Enhancement armament in
exchange for its strength. The effect may appear when the armament is used,
or it may be an effect that is received even if it is carried around.
Whenever an Abyss Enhancement is made, the Abyss Curse Table should
determine the Abyss Curse corresponding to that enhancement.
The Abyss Curse must be selected at random from the Abyss Curse Table.
Once determined, the contents of the Abyss Curse cannot be changed except
by "Redetermine Abyss Curse" (see p. 257).
If the PC has the same Abyss Curse on the armament that they already
have, they must reroll to determine the new result.

How to Use Abyss Curse Table

Roll 1d twice to determine the Abyss Curse, and the corresponding entry
in the Abyss Curse Table should be used.

Abyss Curse Table Item Description


Roll
When determining the contents of Abyss Curse, 1d is rolled twice, with the
first roll corresponding to the left side of the column and the second roll
corresponding to the right side.

251
Abyss Curse Name
This is the name of the effect of the Abyss Curse. Abyss armament will gain
this name as an addition. For example, "Long Sword of Self-Harm" or "Plate
Mail of Lamentation."
Since two types of Abyss Curse can be given to an armor that has undergone
Abyss Enhancement twice, the names should be written together so they can
be connected. The name would be something like "Buckler of Kindness and
Discrimination.”

Effect Condition
It notes when the Abyss Curse takes effect.
If it says "When carried," it is always in effect by carrying it around, even if
you do not have that armament equipped.
If it says "When equipped," the armament must be actually equipped, and
the situation described in the summary must occur for it to have any effect or
influence. If you are holding it or carrying it, you will not be affected at all.

Effect
The effect of the Abyss Curse.

252
Abyss Curse Table
Abyss Curse Effect
Roll Effect
Name Condition
When When a critical hit is made by the wearer while wearing
1 – 1 “Of Self-Harm”
equipped this armament, the wearer's HP is reduced by 5 points.
If there is an enemy nearby or a long period of tension,
“Of When the wearer will start to cry. If in combat, the wearer
1–2
Lamentation” equipped cannot select targets by any effect other than "Range:
Caster" and "Range: Touch."
The wearer feels sorry for the enemy. If the target is a
When hostile character, the wearer suffers a -2 penalty to
1 – 3 “Of Kindness”
equipped Accuracy checks and Spellcasting checks if the target's
HP is already reduced by 1 point or more.
Dealt physical and magical damage to a particular
“Of When monster classification is reduced by -2 points.
1–4
Discrimination” equipped Classification is randomly determined using the
"Classification Table."
When Whenever the wearer receives magic damage, the
1 – 5 “Vulnerable”
equipped damage is increased by +1 point.
When
1 – 6 “Reckless” Defense is reduced by -2 points (minimum 0).
equipped
The minimal strength of the enhanced armament is
When
2 – 1 “Heavy” increased by +2 points. Power, Defense, etc., remain
equipped
unchanged.
When using any power table, the number in column
When ③-④ becomes "0" regardless of the power (not
2 – 2 “Difficult”
equipped automatic failure, and Extra Damage still can be
added).
When
2 – 3 “Wimp” Willpower receives a -1 penalty.
equipped
When
2 – 4 “Weak” Fortitude receives a -1 penalty.
equipped
Physical and magic damage from a specific type is
When
2 – 5 “Sensitive” increased by +2 points. Type should be randomly
equipped
determined by the “Type Determination Table.”
Whenever the Willpower check fails, the wearer can't
When stop laughing. The player receives a -1 penalty to
2 – 6 “Hilarious”
equipped action checks until the end of the next turn. This effect
is cumulative.
The wearer is likelier to choke or mispronounce
When
3 – 1 “Stuttering” words and receives a penalty modifier of -1 on
equipped
Spellcasting checks.
Armament speaks instead of the wearer in arcana. The
When
3 – 2 “Proxy” wearer cannot speak in any language other than
equipped
Arcana and cannot cast Fairy Magic or Magitech.

253
If, during combat, the wearer accepts the effect of
When "Resistance: Optional," they receive a -2 penalty of
3 – 3 “No Charities”
equipped Fortitude, Willpower until the beginning of their next
turn.
When Death Check always receives a penalty modifier equal
3 – 4 “Near Death”
carried to the Adventurer Level.
It is always tempting to decorate the armament
When strikingly. For every income earned, at least 10% of it
3 – 5 “Stylish”
carried must be spent on decorating this armament (the
effects, etc., remain unchanged).
When using effects that consume MP at will, such as
“Mana When
3–6 spells and techniques, all MP consumption is
Draining” carried
increased by +1 point.
When
4 – 1 “Slow” Movement is halved (rounded up).
carried
Roll 1d at the start of his turn in combat, and if the roll
When
4 – 2 “Undefined” is "1", treat him as not having mastered "Targeting" and
carried
the combat feat it assumes.
Roll 1d at the beginning of the owner’s turn in combat.
If the roll is 1, when using the effect on the target of
When “Range: Touch,” including Melee Attack, the target
4 – 3 “Of Confusion”
carried should be selected randomly from all characters
(including enemies and allies) at the same position
(area, coordinates) instead of by the player.
Roll 1d at the beginning of the owner’s turn in combat,
When
4 – 4 “Foot Tangling” and if the roll is 1, they fall prone immediately. The
carried
owner cannot get up during that turn.
Roll 1d at the beginning of the owner’s turn in combat,
When and if the roll is 1, everything equipped or held in their
4 – 5 “Slippery”
carried hand is dropped on the spot (it can be picked up by
Major Action on their turn).
Armament has a pungent stench. Possessing this item
causes discomfort to other characters and gives a -2
When
4 – 6 “Stinking” penalty on Hide checks to an owner. In addition, the
carried
owner’s Adventurer Rank (see p. 114) is treated as
being one rank lower.
The armor looks terrible and unattractive. When sold,
When it sells for a quarter of the base price. In addition, the
5 – 1 “Disgusting”
carried owner’s Adventurer Rank (see p. 114) is treated as
being one rank lower.
The armor constantly emits a buzzing sound like
When
5 – 2 “Buzzing” insects flying about, and the owner suffers a -4 penalty
carried
on Hide checks and Danger Sense checks.
The texture of the armament becomes soggy. Its Extra
When Damage is reduced by -1 (for weapons) and Defense
5 – 3 “Soggy”
carried by -1 (for armor and shields). As Disease type,
Fortitude and Willpower are reduced by -4.
254
“Of Old When If an effect that restores HP (including restoration by
5–4
Wounds” carried rest) is received, recovery is reduced by -1.
When It shines strongly against the light. The owner always
5 – 5 “Dazzling”
carried receives a -1 penalty due to poor visibility.
When automatic success is achieved in an action
When check, it is not treated as an automatic success, but the
5 – 6 “Fameless”
carried 2d roll is resumed, and the subsequent rolls are
followed. This effect can occur only once a day.
Lying and cheating are quickly exposed. If the target is
When
6 – 1 “Honest” a target of a Detect check, the owner gains a -4 penalty
carried
against it.
Become vulnerable to motion. After traveling by
When means other than their own feet for more than 10
6 – 2 “Motion Sick”
carried minutes, the owner gains a -1 penalty to action checks
for 1 hour.
Becomes unsettled in the natural environment. In a
“Hater of When
6–3 natural environment (see CR I, p. 101), the action
Nature” carried
checks receive a -1 penalty.
Each time a day begins during a session, the player
must spend "Adventurer Level x 10” gamels on
When hobbies and personal items. If the environment is such
6 – 4 “Can’t Wait”
carried that hobbies and tastes cannot be sated, the maximum
HP and MP are reduced by Adventurer Level points
until the next day morning.
This armament happens noticeably around the owner.
When The owner takes a -4 penalty to Accuracy checks (for
6 – 5 “Clinging”
carried weapons), Spellcasting checks (for weapons), and
Evasion checks (for armor and shields).
When
6 – 6 “Gullible” The owner always skips Combat Preparation.
carried

255
Classification Table

The following table determines the monsters’ classification for Abyss


Enhancement or Abyss Curse.

Roll Classification
1–1 Barbarous
1–2 Animal
1–3 Plant
1–4 Undead
1–5 Construct
1–6 Any Barbarous, Animal, Plant, Undead, or Construct
2–1 Magitech
2–2 Mythical Beast
2–3 Fairy
2–4 Daemon
2–5 Humanoid
2–6 Any Magitech, Mythical Beast, Fairy, Daemon, or Humanoid

Type Determination Table

The following table determines the specific type of Abyss Enhancement or


Abyss Curse.

Roll Type
1–1 Earth
1–2 Water/Ice
1–3 Fire
1–4 Wind
1–5 Lightning
1–6 Energy
2–1 Slashing
2–2 Bludgeoning
2–3 Poison
2–4 Disease
2–5 Curse
2–6 Psychic

256
Redetermine Abyss Curse

If the Abyss Enhancement is performed and the Abyss Curse is not what
you want, you can re-determine it. It is also possible to purchase a weapon that
has already undergone an Abyss Enhancement and redetermine the Abyss
Curse.
If you want to redetermine the Abyss Curse, you will need to spend 3 Abyss
Shards to redetermine the Abyss Curse for one Abyss Enhanced Armament.
The Abyss Curse Table is used to redetermine the contents of the Abyss Curse.
In the case of an Abyss Enhanced Armament with two types of Abyss
Enhancement, one of the two Abyss Curses can be redetermined, but the
number of Abyss Shards required will be 6 (or 12 to redetermine two at the
same time).
As long as the necessary number of Abyss Shards are available, Abyss
Curse can be redetermined anytime, but this requires one day of work.

The Flexibility of Abyss Shards


Abyss Shards cannot be bought, and there are only a few ways to obtain
them, such as by going into a Shallow Abyss or defeating a monster that drops
them as loot.
If multiple PCs participate in a session, Abyss Shards are treated as shared
property. If you want to enhance your PC's armor, it is better to divide the
number of Abyss Shards by the number of people in the session and determine
the number each PC can use.
Of course, flexibility between PCs is allowed as long as each PC agrees.

Lucky or Unlucky Abyss Curses


Abyss Curse can range from having little to no detrimental effect on a
character's role or even making a character's best part impossible, depending
on the character's role and what the character is good at. Such adverse effects
are inevitable.

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Abyss Enhanced Armament is Already in Circulation
Abyss Enhanced Armaments may be sold on the market with the
enhancements, and Abyss Curse determined. The advantage to the PC is that
they can acquire the Abyss Enhanced Armament without spending Abyss
Shards.
However, suppose the opportunity to obtain Abyss Enhanced Armaments
is unlimited. In that case, the randomness of the contents of the Abyss Curse
will lose its meaning and will no longer function as a detrimental effect. It would
be better to treat already enhanced Abyss Enhanced Armaments as one-time
bargains and limit the opportunities to find them, such as once per session.

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Part 4 World

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Gods, Race, Geography

Gods Known on the Continent of Alfleim

Ancient Gods

Asteria, Goddess of Fairies


She is an ancient goddess who preached living in harmony with nature. She
is said to have gained divinity by being touched by the First Sword, Lumiere.
She has many followers in the eastern part of the Alfleim continent, and as
the goddess who created Elves, she is worshipped mainly by Elves but also by
Lykants, Meria, and others. It is believed that the goddess came to this land
before anyone else during the Divine Civilization Period, making her very
popular.
Known as the goddess of song, art, and beauty, she is also considered the
personification of a lady. On the other hand, she is also said to represent the
duality of the spirit and to be the goddess of jealousy and passion.

Grendal, “Blazing Emperor”


The god of the cycle of destruction and rebirth is often symbolized through
the power of fire. It is said that he became a god by being touched by the first
sword, Lumiere.
As god of blacksmithing is revered as the guardian god of railroads and a
symbol of explorers, especially in the Kingsley Republic of Iron and Steel, a
large country in the northwestern part of the continent that is seeking to restore
its former railroad network.
His doctrine of hard work, ingenuity, and constant discipline is widely
practiced by Dwarves and Humans throughout the continent, especially in the
northwest.
Grendal, much like the fire he represents, has a very aggressive nature, is
also the god of war and warriors, and encourages effort and ingenuity to win.
He also pays tribute to those who work with fire regularly, such as blacksmiths,
bakers, potters, and other artisans.

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Major Gods

Dalion, the God of Trees


In the richly forested Alfleim continent, he is the widely worshipped Major
God of trees and nature.
Dalion is worshipped by hunters, loggers, and herders, and statues of
Dalion are often carved into forest entrances and road signs.
He is the god of nature's bounty and abundance but also the god of
deception and darkness. He does not like conflict, and his dogma is one of
calmness, coolness, and deep thoughtfulness.
There are few believers in him in the cities, and the temples are small and
plain. However, there are many Meria and many Elf and Human believers.

Miritsa, Goddess of Love and Vengeance


She is a Major Goddess of healing and compassion and is considered the
patroness of the weak and women.
Legend has it that she was initially Barbarous, but amid war, she awakened
to compassion while raising her children. Under the guidance of Lyphos, she
attained the status of a deity. Her temples have orphanages and children's
schools dedicated to protecting poor children and women.
Curiously, only women can hear the goddess's voice and become
priestesses, and as a result, the temple of Miritsa is not a place for adult men.
Perhaps, for this reason, she affirms fighting to protect women and
children; moreover, she is a goddess of vengeance. In particular, the paladins
of Miritsa, who have sworn a vow of vengeance, are known for their fearsome
persistence and fighting prowess.

Minor Gods

Strasford, God of Railroads (Dorden Region)


Strasford is a Minor God worshipped in the Dorden region in the
northwestern part of the continent, primarily around the Kingsley Republic of
Iron and Steel. Originally a Dwarf tinkerer who lived during the Magitech
Civilization Period, he is also the creator of the magic trains.
He devoted his life to spreading his revolutionary technology and concept
of magic trains and railroads across the continent and promoted it with
extraordinary zeal, which was elevated to the status of a god by the Blazing
Emperor Grendal, who saw the merit in it.

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Strasford's dogma is about "making a way between the unknown and the
known," and he urges to be ingenious in doing so. For Strasford's followers,
"railroading" is used allegorically as a concept to connect people to people,
people to places, people to things... as well as real railroad tracks.
His name has been heard outside the Dorden region in recent years as the
railroad network has been redeveloped. However, few people outside the
Kingsley area understand the name's true meaning, and it tends to be
understood simply as a god symbolizing the expansion of the railroad network.

Residents of Raxia
Carved into existence by swords, Raxia is home to many different races.
The following section goes into detail about the sentient races, those who have
intelligence, culture, and power.

Humans (Humanoids)

This is the most common race in Raxia, and it is said that all Humanoids
were initially Human.
Humans are of average ability, but there are some differences depending
on their region. As a general trend, people in the northern part of the Alfleim
Continent tend to be fair-skinned, tall, blond-haired and have green or blue
eyes. In the south, people with darker skin, hair, eye pigmentation, and
relatively more minor stature are more common.
Often, human settlements are large, walled settlements with fortified walls.
They actively worship Tidan, the God of the Sun, followed by Divine Ancestor
Lyphos, Sien, the Goddess of the Moon, and Shield Against the Abyss Eve.

Elves (Humanoids)

A race born in the age of mythology by the goddess Asteria, elves lack the
numbers of humans but are still one of the more common races in Raxia. They
are more likely to be seen in the eastern part of the continent than in the
western part.
Compared to humans, elves are tall and willowy, averaging about 180 cm
for males and 170 cm for females. Typical hair colors range from blonde to

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silver to brown, while only those elves who live near the seas have any color to
their ordinarily pale skin.
The Elves live by the riverside or lakeside, where trees are abundant, and
they build elegant wooden houses. Because they prefer to live in harmony with
nature, their settlements are sometimes entirely integrated into the forest
landscape.
Elves dislike seawater very much, but a few build settlements by the sea.
Elves living by the sea, especially in the southern part of the country, tend to
have brownish skin and a cheerful personalities. Because they live by the water,
they are hostile to the aquatic Barbarous. Especially, Tannoz (see p. 344) and
Elves are enemies, and if they are in the same area, a battle is inevitable.
The Elves of the Alfleim Continent are very reclusive, especially during the
Magitech Civilization Period, and they have almost refused to communicate
with Humans. Therefore, they have little interest in magitech, and their
knowledge of Magitech Civilization is not extensive. However, they are eager
to learn, have a long life expectancy, and are generally well-informed. They
also have a high aptitude for the arts, such as music, painting, and
craftsmanship, and have a talent for wizardry.
Elves have a long life span, and perhaps because of this, they tend to be
laid-back and loose with time, but they are also very curious and often travel at
whim. Elves are intelligent and physically capable, making them excellent
hunters, scouts, warriors, and archers. And have enough skills to survive
dangerous journeys.
Mostly they believe in the fairy goddess Asteria, but a few believe in the
God of the Sun, Tidan, the God of Wisdom, Kilhia, and the God of Trees,
Dalion.

Dwarves (Humanoids)

It is believed to be the race that was given Sword's Grace by the Blazing
Emperor Grendal and was born in the age of mythology.
Their height is slightly shorter than that of Humans, averaging 150 cm for
males and 140 cm for females. Their skin tends to be dark shades of brown or
dark brown, and their hair is red, silver, or sometimes green or pink. Although
they are short, but are much more muscular for their frame, giving them
incredible toughness.
Dwarves enjoy forging anything and everything, prefer poverty and choose
harsh environments to build their settlements. They also like to forge weapons

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and other items, so their settlements are often found in mountainous areas with
rich mineral deposits.
Dwarven settlements consist of underground cities made of stone or
abandoned mines, but few people except artisans live in them. Dwarven
warriors are welcomed everywhere on the Wall of the Abyss, and the female
warriors guard in the name Goddess of Love and Vengeance, Miritsa.
For this reason, Dwarves are often seen in Human neighborhoods, often
working as smiths. Dwarven cuisine is also popular among Humans and is
famous for its boldness, using high-fired ovens (they are rivals with the Kobold
chefs (see CR I, p. 395), who use elaborate sauces). They are also known as
heavy drinkers and become cheerful when drunk.
Dwarves are generally loyal, punctual, and not greedy. On the other hand,
they are also known for their stubbornness and unbending opinions and are
sometimes considered challenging to deal with. In fact, given their penchant
for timeliness, Dwarves often run into issues when dealing with the lazy nature
of Elves.
Dwarves are not only warriors but also artificers and priests. However, they
are not interested in other kinds of magic.
They mainly follow the Blazing Emperor Grendal, but there are also many
followers of Shield Against the Abyss, Eve, and, among the women, Miritsa.

Tabbits (Humanoids)

This is a mysterious race whose origins are completely unknown. The


Tabbits often claim to be reincarnated forms of gods who died in battle and
were cursed, but the truth is not yet known. They are not numerous, but many
are found traveling around the Human cities, especially in the academic cities.
Their height is about 1 meter at the top of the head. They are about 120cm
tall, including ears. Their arms and legs are short, and they walk humorously.
Their entire body is covered with fluffy fur, which varies in color from white to
brown or black. They are omnivores, eating anything, but prefer vegetables to
meat.
Tabbits do not settle down much and do not have their own settlements.
They sometimes stay for a long time in a city with a university or a Magician's
Guild, but most leave for the next city when they finish their research.
When children are old enough to make their own decisions (5 to 6 years
old), they are either thrown out of the house or treated as parent assistants.
They have high intellect and deep knowledge but are still somewhat childish
until they die and are self-centered, even though many are weak-willed.
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They have a great talent for magic, but they cannot hear the voice of the
gods and cannot use Divine Magic. On this basis, they believe they are
"descendants of the cursed gods" and that their magic is divine (although many
among the Tabbits themselves dispute this).
They are well aware that they are clumsy, weak, and slow, and they travel
with Humans and Dwarves because of that. Although they are cooperative,
they tend to lose themselves in front of things they are interested in.
Many have a strong interest in Abyss and can be seen walking around the
Alfleim continent, especially in the northern countries, looking for Shallow
Abysses.

Runefolks (Humanoids)

These are artificial humans created during the Magitech Civilization


Period. They once existed in great numbers, but their numbers were
significantly reduced after the battle during the Diabolic Triumph.
Runefolk build settlements around the generators that give birth to them
and set out in search of others to serve. On the continent of Alfleim, many
generators are still working, and there are many cases where Runefolk were
born in Human cities and continue to live together.
Although often misunderstood, they are not hard and cold like magitechs
but have flesh and blood like humans, have a body temperature and eat and
sleep. The only major difference is that they do not physically grow or age and
their corpses do not decompose after death.
They cannot hear the voice of Gods and cannot see fairies. For this reason,
it has long been argued that Runefolk do not have souls. However, there is still
no answer to this question. Most Runefolk do not care much about this
question. However, some pretend to be philosophers.
Runefolk used to be utterly submissive to Humans. Still, after Diabolic
Triumph, many of them have begun to develop independence and a sense of
self-esteem and are more willing to do their own thing. Some of them, though
very rarely, seem to serve Barbarous.
During the Magitech Civilization Period, they were treated as lower beings
than Humans, but now they are treated as equals in the fight against Barbarous.
Because of their origins, they are very loyal and rarely betray their masters.
While many are often quiet or rarely speak to others, that is not always the
case, and there are many different types of runefolk out in the world.

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Nightmares (Humanoids)

It is said that Nightmares are born when the fetus is inhabited by a soulscar
soul and is sometimes avoided as abominable children. They are very few in
number and are rarely seen. However, it is believed that they are so rarely
found because they are abandoned shortly after birth. Also, because they can
seriously injure, if not kill, their mother in childbirth due to their horns, rural
communities with less access to healing treatments and magics will be more
likely to abandon nightmare children after birth.
However, nightmares born from lildraken are more common than any
other because lildraken are born from eggs and not live birth. In this case, the
nightmare horns work exceedingly well to crack the egg from the inside, and
they are far less likely to be abandoned as there is no chance to harm the
mother. Such lildraken nightmares are often seen as strange but are otherwise
welcome in lildraken communities.
Regardless of their parentage, nightmares will all look the same. Slightly
taller than a human, they stand about equal with elves, though their skin, hair,
and eyes are all somewhat pale and will often lack pigment entirely.
Because of their small population, nightmares don't really have settlements
of their own and are often on the outskirts of any settlement willing to take
them in in the first place. As such, there isn’t really a "nightmare culture," as
they will pick up on their environment's cultural norms and mores.
While many are twisted and evil because of their unfortunate upbringing,
some seek salvation in faith. In particular, many become the priests of Eve,
Shield Against the Abyss, and Nightmares are often seen among the guardians
of the Wall of the Abyss.
They also have incredible magical aptitude, and because of their talents,
many nightmares will find not only success but wealth and fame (or infamy) in
the adventuring world's meritocracy.

Lykants (Humanoids)

This race is indigenous to the continent of Alfleim, with large, hairy ears
and a magnificent tail. They can transform their heads into the shape of
carnivorous animals, and in addition to their superior superhuman strength.
The shape of the head of the transformed animal varies from person to
person, and while most are large in size, some are cat-like, such as tigers and
lions. This appearance is usually similar among tribes and siblings, but

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nowadays, as a result of various blood exchanges, it is possible for siblings to
all have different head shapes.
Males tend to be large in stature (average about 180 cm), while females tend
to be smaller (average about 160 cm). In the beast form, the head becomes
beast-like, but the body from the neck down does not change significantly.
Depending on the individual, a part of the body or the whole body may
become hairy.
In the age of mythology, they coexisted with humans and lived peacefully.
Still, after the War of the Gods, during the Magic Civilization Period, they were
treated like slaves because of their lack of magical aptitude. During the early
Magitech Civilization Period, they experienced a tragic history of being driven
out of their homes by settlers from other continents. In the period of confusion
after the Diabolic Triumph, they were confused with the Barbarous and
persecuted.
However, most Lykants are agnostic about the past and do not seem to
harbor deep resentments. Many of them are cheerful by nature, positive and
proactive. Traditionally, clans established their own villages, actively interacting
with other races, and are often seen in humanoid towns. However, they are
sometimes feared by other races because Lycant sounds like a mere roar to
them.
They have been active in the fight against Barbarous since ancient times,
especially hating lycanthropes, which are commonly mistaken for them. They
are also wary of the existence of the Abyss as something unnatural and help
with the battle against it.
They are not good at magic, but some believe in Dalion, the God of Trees,
and learn Fairy Magic. A legend is that they invented techniques and are also
known as excellent warriors.

Lildrakens (Humanoids)

Although dragons existed as forces of nature long before even the human
race, their arms were not designed to hold a sword and thus could not grab
hold of any of the Swords of Genesis.
However, as humans spread throughout Raxia, being a tool-using race, they
could wield the Swords of Genesis and create different tools and cultures.
Eventually, one of the humans found the dragons and uplifted them using the
power of Lumiere into the race they are now.
While small compared to dragons, lildraken will stand at least 2m tall, if
not taller, due to their large tail and long wings. There is little that is obviously
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different between the genders, and other races will often confuse men for
women and vice versa. Their whole body is covered in fine scales, usually cool
colors such as blues and greens, with purples and reds being much rarer. Some
even have scales fine enough to look akin to hair or a mane.
Lildraken have been building their countries and interacting with other
races since the days of Magic Civilization. Led by their smartest and wisest
kings, they travel around the world, keeping trade as one of their highest
priorities.
Contrary to their harsh exterior, lildrakens are happy, cheerful folk,
welcoming of most other races and cultures. Many of them have become
warriors by taking advantage of their superior physiques, and it is common to
see them serving as guards for merchants. Many lildraken cities and towns have
buildings developed and constructed by humans and dwarves decorated with
textiles from elves and others.
Lildrakens are oviparous, laying one egg at a time and several eggs during
their lifetime. Parent-child relationships are tenuous, and eggs are often raised
in specialized incubation facilities. Children born at the same time are raised
as siblings, and those born in the same village or town are considered to be of
the same family.
They are carnivores and can digest raw meat, but eat anything without
particular preference. Although they like to drink, they often fall asleep when
they drink too much.
They believe in Divine Ancestor Lyphos, who honors interaction, and
Guiding Star Harula, who suggests the journey's destination. Some of them
believe in Divine Hand Mirtabar to gain insight, and some of them become
paladins of the Shield Against the Abyss Eve.

Grassrunners (Humanoids)

A race that has recently started to be seen around Raxia, the origins of the
grassrunners is incredibly mysterious, with no records of any was showing up
before the early records of the Ancient Magic Civilization period. Even today,
there are not many of them, but they can be found here and there because of
their wanderlust.
In a short race, grassrunners only stand around 1 m tall and are often
confused for Human children. But you can distinguish them from Human
children by their slightly pointed ears. Most of them have black or brown hair
and dark skin, but some have pale hair and skin.

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Constantly wandering, grassrunners do not have any settlements of their
own and will often wander due to strong instincts to stay on the move, only
stopping for a significant period to have and raise children. Perhaps because of
this, they have a somewhat lax sense of ethics regarding possessions and are
known for taking things they see without permission.
By nature, they are optimistic and rarely worry or regret their past. Since
they do not have the custom of keeping records, they do not know much about
their history (nor do they seem interested in it).
A peculiar quirk of grassrunners is their difficulty in collecting and using
mana. There are very few spellcasters among the grassrunners, though this
quirk allows them to have a significant resilience against magical effects.
They are often seen with daemons in Labyrinths, ancient ruins, and
Shallow Abysses. Some scholars are looking into these coincidences to see if
there is any causal relationship between the two, but nothing has been
confirmed.
They become excellent Scouts and Rangers using their dexterity and
quickness, but very few learn magic.

Meria (Humanoids)

This is a rare case of a plant-turned-humanoid race in Raxia.


It is said to have been born on the Alfleim continent, where plants are
abundant, and is especially common in the east, where there are many forests.
In appearance, Meria looks very much like a Human. They have soft skin
and hair, and their physical characteristics are almost the same as those of
Humans. There is a gender difference between males and females; in most
cases, they are beautiful men and women. They have a regular diet and can eat
anything, including meat and vegetables, although they have individual
preferences.
Their skin color is similar to that of Humans, but some are greenish or
even completely green. The most distinctive feature is that they have one or
several flowers somewhere on their bodies that symbolize themselves.
Flowers (of various kinds) are often located on prominent parts of the body,
such as the head, shoulders, and wrists, and bloom beautifully or wilt,
depending on Meria's mental or physical state. Therefore, it is said that it is
easy to read Meria's moods even when they appear expressionless.
Perhaps because of their plant ancestry, Meria are generally full of vigor
and do not suffer from slight injuries or fatigue. Another major characteristic

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of Meria is that they do not need sleep (they can sleep if they want to, but they
do not recover because of it).
What is most unique is that they produce their offspring in the form of
seeds (one or several at a time), and there are two types of offspring: short-lived
species reminiscent of plants and flowers and long-lived species like trees.
While there is no difference in ability or appearance, there is a large gap in
their lifespan, with the short-lived species emerging from the ground as an
infant about a week after the seed is buried in the soil and becoming an adult
within six months or so. The short-lived species are beautiful throughout their
lives, with a lifespan of about 10 years, and begin to wilt rapidly and die a few
days before the end of their lives.
Conversely, the long-lived species appear as infants about a year after the
seed is buried and take 20 years to reach adulthood; after the age of 200 years,
their skin becomes hard like that of a tree, and they gradually develop deep
wrinkles like a dead tree; at about 300 years, they reach the end of their soul
life, and their remaining body becomes a tree.
Meria also have red blood, skeletons, and internal organs. However,
perhaps because of their plant origin, their blood is viscous, and when they die,
their bones return to the soil as quickly as their flesh and blood (no bones were
found when the long-lived Meria, which had become a very small tree, was
dismembered). The structure of their internal organs is simple; therefore, they
are considered highly resistant to injuries and are thought to be resistant to
diseases.
Both short-lived and long-lived Meria do not raise their children very well
and tend to leave them alone. However, they have a sense of kinship, and if a
young Meria are in trouble, they will do as much as helping and feeding them.
It is not possible for short-lived and long-lived species to have offspring, nor
is it possible for them to mate with other races. However, they often show
affection and love to other races.
Perhaps due to their longevity, the short-lived species are more cheerful,
active, and full of passion, while the long-lived species are more thoughtful,
expressionless, and calm.
Meria also have a soul, and they can become undead. Some of them
become the priests of Dalion, the God of Trees, or Asteria, the Fairy Goddess,
and have a strong aversion to the undead. They are good friends with fairies
and have the potential to become excellent fairy tamers.
Preferring to live in nature, Meria often live alone or with a few others in a
simple house in the woods. However, due to the history of wars since the time
of the Ancient Magic Civilization, there are also Meria states of kings and
nobles for race self-governing and self-defense.
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They are also an intellectually curious race, traveling in search of a mate
and sometimes appearing in the humanoid cities to broaden their horizons.
Many of them have a caring nature and are known for their devotion to those
whom they recognize as their friends. Therefore, they are highly regarded as
adventurers.

Youma (Barbarous)

These are Barbarous whose main language is Youma, such as Kobolds,


Goblins, and Bolgs, and are specifically called Youma.
They are the most numerous and common of the Barbarous. They are
generally low intellect, belligerent and brutal, but many flee as soon as they are
outnumbered.
Left to their own devices, youma are often seen as unruly mobs,
unregulated and rowdy, but pose little threat to strong adventurers. However,
their sheer numbers become a threat when led by a strong leader. Because they
tend to follow the strong, they often work for Drakes, Diablos, or Basilisks.
While they are fairly low power, some unique individuals occasionally will
rise to prominence as dangerous leaders. This is especially true of the Bolgs,
which can threaten even the most seasoned adventurers. Although Youma
have low intellect and are stupid, they are also cunning and shrewd and can
never be underestimated.
Most Youma are short-lived and are treated like adults within five years of
birth; those who live longer than 30 years are rare, and most die in battle at a
much younger age.

Trolls (Barbarous)

One of the most physically striking races among the Barbarous, the Trolls
are incredibly powerful and skilled fighters, always willing to get into a fight.
However, even they are not cruel and dislike insane slaughter for the sake of
it.
Trolls abide by the Barbarous's basic social structures in that the strong rule
over the weak. Because they are incredibly strong, they don't often feel the
desire to go out and flaunt it among the weaker races. Instead, a Troll is far
more likely to be active and engage in combat if they find an opponent they
feel is strong enough to test their mettle. In fact, a troll would rather die in
combat against a powerful foe than grow old while lording over weaker races.

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Most trolls are enthusiastic followers of Dalkhrem and are always looking
for the next strongest opponent to test themselves. There is also an ancient
alliance with the various drakes of the barbarous, and if asked, a troll will go to
their aid.
Unless cut down in combat before its prime, a troll will hit its physical peak
around 200 years old and has been known to live for around 300 years.

Drakes (Barbarous)

Among the Barbarous, Drakes are known to be particularly powerful,


cunning, and dangerous enemies, a Barbarous elite. Their strong charisma is
matched by their sheer power, often with an army to back them up regardless
of their desires. Drakes have a strong ambition to rule the world and often
conspire against the humanoid realms.
Astonishingly intelligent, Drakes often exude a sense of calm fury, as
though they were a snake poised to strike at any moment. Extremely long-lived,
often 1,000 years or more, a Drake will only become stronger and wiser as they
age. There have been stories of young Drakes collaborating with adventurers
for mutual benefit, often resulting in tales of incredible wealth being heaped
upon the adventuring party.
As they attempted to take over the world, many Drakes were killed during
the Diabolic Triumph. Those that remain are sharpening their fangs, patiently
awaiting the next chance to make their move. While drakes are proud and will
not often work with one another, rumors of a "King of Drakes" that can bring
them all to heel persist even now, and the mere thought of such a being is
enough to worry about the future of Raxia.

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Diablos (Barbarous)

At the end of the Ancient Magic Civilization period, a horrifying


experiment was conducted to fuse Barbarous and Daemons, and Diablos were
the results of this experiment.
What Barbarous was used initially is no longer known, and legend has it
that a Humanoid wizard-king created them. He repeatedly experimented with
creating perfect soldiers, eventually losing control as they rebelled.
Their dark-blue skin is smooth and flexible yet tough, and their shoulders,
elbows, and fingertips are sometimes sharply pointed. Their facial features are
similar to those of Humans and Elves, and they have big horns. Black jewels
containing condensed mana are embedded in various parts of the body from
their birth and are the source of Diablo's powerful magic power.
In the merit-based society of Barbarous, Diablos reign as elite alongside
Drakes. Although their magical abilities are inferior to those of Drakes and
Basilisks, they have unique skills comparable to magic and possess remarkable
physical abilities, such as the ability to pull out protrusions from their body and
use them as weapons.
Perhaps powered by black jewels, they can float even without wings and
lead an army of Barbarous that rivals Drake's with their superior intelligence
and charisma. Like Drakes, Diablos also possess the ability to shapeshift and
can transform into a gigantic figure resembling a daemon.
Just as the exceptionally powerful Drake they sometimes called the
“Barbarous King,” the uncommonly strong Diablo is sometimes called the
"Daemon King.” Such leaders are rivals and try to keep their distance as much
as possible, or they may go to war or form alliances depending on the situation.
Diablos are usually born of a male, and a female Diablos are treated as
adults at the age of about 200 and are expected to live for about 800 years.
They are raised to become generals who will lead the Barbarous Army and are
given names such as cadet, lieutenant, captain, major, brigade commander,
general, etc., according to their abilities and level of upbringing.

Basilisks (Barbarous)

Along with Drakes and Diablos, Basilisks are one of the most powerful
upper barbarous. Hidden in their eyes is the power of petrification, while their
blood is poisonous to most living creatures, and their attitude is brutal, warlike,
and cunning.

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Unlike drakes, Basilisks have little ambition to rule, though they do take
particular delight in invasions, slaughters, and looting. They rarely take part in
such matters themselves, though, often directing their underlings to do so in
their name.
Seeing themselves as an "aristocrat of the barbarous," Basilisks will collect
treasure, often statues and other works of art, and often have weaker barbarous
to do their bidding. However, they also have a hobby of admiring beautiful
Humanoids, and some young Humanoids are made into stone statues and
collected in the Basilisk’s houses.
While nearly equal in power, Basilisks and Drake often disagree. Basilisks
see drakes as threats to their seat of power and control of their armies, while
drakes see Basilisks as foolish and sloppy, not willing to put in the effort of the
ruling. These differences are enough to make a drake-Basilisk alliance
incredibly rare, though if such an alliance could form, it would be one of the
largest threats in recent memory. On the other hand, Basilisks consider
Diablos war idiots that, for some reason, are deemed upper barbarous.
As with the Drakes, Basilisks can transform into a more monstrous form.
However, Basilisks become less intelligent and almost feral when transformed,
unlike Drakes, who retain their intelligence. This has led to a theory that
Basilisks were, in fact, Mythical Beasts that somehow gained the ability to
shapeshift into a form fit for the Barbarous.
Basilisks are also considered fairly long-lived species, having lived for more
than 500 years.

Nosferatu (Barbarous)

The most mysterious of the Barbarous, Nosferatu are immortal monsters


with powerful regeneration and other unique skills. Their combat power is said
to exceed that of other upper barbarous.
However, these incredible powers come at a cost, and there are a few fatal
weaknesses of the Nosferatu, the most well-known of which is the constant
need to drink the blood of others. This has led to the Nosferatu earning the
moniker "vampire." Other weaknesses include the sun's rays, which limit a
Nosferatu's activity to the nighttime.
Slim to the point of being nearly paper-thin, a Nosferatu is often created
when one's soul is scarred nearly to the limit, leaving it as an Undead. Unable
to have a child through reproductive methods, Nosferatu will create their own
families using a "Blood Kiss."

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While not actively involved with the other Barbarous, some Nosferatu did
join in the carnage and revelry of the Diabolic Triumph. While many other
Barbarous hate the undead, Nosferatu have no issue working alongside them
and may even lead an army of the undead.
Believing that beautiful people of the opposite sex are the best prey,
Nosferatu will often hide in the shadows of abandoned buildings. However,
their hubris may lead them to hide in plain sight in the middle of major cities.
Due to their scarred souls, they also hate the various Swords of Protection and
will often try and manipulate others to destroy them.

About Fairies

It is said that fairies are the embodiment of mana merged with natural
phenomena such as wind and water. Therefore, they can be seen everywhere
(mainly in nature).
The appearance of fairies varies, but most are small humanoid creatures
that fly by shaking their glowing wings on their backs (there are many
exceptions). Most of them have simple powers such as fire or water Fairy
Magic. They like gems, and fairy tamers take advantage of this and use gems
as a gateway to summon them.
They are intelligent and can speak their own language. However, their
memory is very poor, and their vocabulary is limited, so they can only engage
in simple conversations. Especially fatal is the fact that they have no concept of
time, and "now," "a while ago," "a long time ago," and "a long time ago" are usually
the same for them, making them useless for information gathering. They are
also extremely forgetful; even if they do what you ask them to do, they will
forget what they need to do a few seconds later.
Runefolk cannot see a fairy, perhaps because they are artificially created
life forms. Also, since fairies are averse to soulscars, they do not like to
approach nightmares (this does not penalize their use of Fairy Magic).

About Half-Breeds

Only humans can have children of different races (most commonly, Elves
and Dwarves). Some scholars consider this to be evidence of the derivation of
races such as Elves and Dwarves from Humans.
A newborn child will have the same appearance and abilities as either of
the parents (if a Human and an Elf have children, they will be born Human or

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Elf). Nightmares can arise from time to time as well, but will still follow the
same rules (i.e., if the Elf in the previous example was an Elf-born Nightmare,
the children could still only be either Human or Elf, with normal chances for
nightmares). The only exception is Lildraken-born Nightmares, as they cannot
have children with other races. There is currently no record of a child being
born between a Human and a Grassrunner or a Human and a Tabbit.
Very rarely, two humans can give birth to an Elf or Dwarf, though this can
only happen if both parents have had mixed blood sometime in the past. Again,
nightmares can occur as per the usual chances.
It should be noted that, though very rare, Humans or nightmares can have
children with Barbarous. Minotaurs, among others, are said to be the result of
such crossbreeding, though nothing has been confirmed.

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Summary of the Alfleim Continent
This continent, called "the Land of Curses and Blessings," is a continent of
wonders where various monstrosities and miracles coexist.
Above all, the biggest threat to this continent is the Abyss, a massive hole
in the other world in the northern part of the continent. Although sealed and
protected by the Wall of the Abyss, Shallow Abysses still appear in various
parts of the continent, threatening people's lives.
However, being called the " Land of Blessings" does not mean that there
are only bad things in it.
The Alfleim continent is known for its abundance of forests and water.
Although the Magitech Civilization period saw considerable deforestation, the
last 300 years since the Diabolic Triumph has seen a significant regeneration
of the woods (the ruins of cities swallowed by the forests are a common sight).
The area east of the continent's center is particularly lush and green.
There are abundant underground resources, and the number of mako
stones and manatite ore mined is awe-inspiring. The manatite veins, in
particular, are large in scale. The sight of floating rocks and islands caused by
the great earthquake that struck during the Diabolic Triumph can only be seen
on the Alfleim continent.
The west side of the continent, in particular, is rich in mako (mako stones)
deposits, and magitech and railroads were exceptionally developed.
Conversely, on the continent's eastern side, many people and races have
chosen to live in harmony with nature and fairies and have not embraced
magitech.
At the same time, the Barbarous are numerous and active. Abandoned
magitechs are frequently seen running amok, making it a continent where
adventurers are never out of action.

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"The Land of No Return" Keldion
Keldion is a continent that exists to the southeast of the Alfleim continent.
Chaos Sea separates it from the Alfleim continent, and due to strange ocean
currents, it is believed that once one is swept away to Keldion, one cannot
return to Alfleim.
Before the Diabolic Triumph, the region was connected to the continent
of Alfleim, and various nations existed there. Still, communications were lost,
and it is unclear what the current situation is. It is rumored that there is a
teleporter or airship route back to the Alfleim continent, but no one has
confirmed this.
The Keldion continent is intended as a place for each GM or playgroup to
create its own settings, and there are no plans to add more details than those
listed above. Feel free to draw and add to the areas outside the map's borders.
TRPG settings can be modified as desired by the GM and players, but if
you are concerned about deviations or discrepancies from the official setting,
please use the Keldion Continent to create the setting for your own adventures.

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Burlight Region
Here you can find some additional information about the Burlight region,
initially described on page 343 of Core Rulebook I.

Places in the Southern Burlight Region

Dikehorn, "The Silver Spear”


On the high rock face of the Diggad Mountains, there is a depression
(basin) created by Abyss. The tiny city-state of Dikehorn, with a population of
about 300, uses this basin.
Due to its geography, most of the land is covered with snow throughout the
year, and although the beauty of the landscape is the best in the Burlight region,
life for the people living in this freezing area can be harsh.
Although the country has a minimal water supply due to snowmelt reserves,
food is limited to the small number of mammals available through hunting,
and crops are often in short supply throughout the year. The country's poverty
is also compounded by the fact that the Diggad Mountains have an unstable
trade route with the Harves due to the high occurrence of Shallow Abysses.
Therefore, from an early age, the people of Dikehorn have always believed
that they must protect themselves with their own hands and take care of their
own food. This is condensed in the national saying, "Take up your spear, and
you will survive the winter.”
In other words, the people of this country, young and old, male and female,
have a certain amount of strength, spirit, and wisdom, and once in another
country, they are welcomed as competent soldiers and adventurers. Although
they tend to seek individual strength, they also have a natural ability to
cooperate with others and manage a group to survive the winter, making them
valuable as commanders.
But for some reason, many of them also love their hometowns for one
reason or another, and they tend to want to be buried under the snow in
Dikehorn at the end of their lives.

Large Church of the Abyss


At the time of the Diabolic Triumph, Humanoids had suffered
tremendous damage from Barbarous, and one of the reasons they survived was
the invasion of daemons from Abyss. While the daemons and Barbarous were
fighting, Humanoids regained some strength. The Abyssal Church expands on
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this, believing that daemons are messengers of Gods, that Abyss is a looking
hole through which Gods watch over man, and that any calamity that emerges
from it is a test from Gods to man. It is an abnormal thought that does not elicit
a wry smile from most people, and the Abyssal Church is recognized as a
vicious cult. However, there are still a certain number of believers in each city
(especially in areas where Shallow Abysses are close at hand). However, they
are difficult to find in everyday life, as they only reveal their true identities to
believers who share the same ideology and potential believers.
The black structure standing alone near the coast in the southern part of
the Burlight region is the Burlight branch of the Abyssal Church, a large church
(the headquarters of the church is said to be located in the northern part of the
continent, close to the central part of the Abyss).
Since only devout believers are allowed to even enter the interior, much of
it is shrouded in mystery. Still, adventurers and merchants who have passed by
the church generally report that they have heard what sounds like a baby crying
all the time.

Chikatro, Square Garden Labyrinth


As one moves from the southern to the western Burlight region, the
prehistoric Chikatro Labyrinth can be seen on the side of the road.
As its name implies, it is one of the smaller of the many labyrinths scattered
throughout Alfleim (the name "Chikatro" also means "toy box" in a Burlight
regional dialect). Outside, it appears to be only about 4 to 500 square meters.
However, the labyrinth seems to be built on an Abyss Core, and once
inside, the labyrinth's reach seems to extend thousands of kilometers. The
dense mana throughout the maze makes it challenging to get a complete picture
of the labyrinth, as the mana-sensing devices and spells may not be as effective
as they should be.
To get out, the survivors say, you must catch one of the 12 labyrinthine
familiars, known as the Twelve. However, this seems to require either great
adventurous skill or great luck.
What's more, Chikatro's magic power pulls even the feet of those who do
not wish to conquer the labyrinth and directs them to the inside of the maze
itself. It is rumored that those unfortunates hear the sound of a bell
approaching from somewhere. And if they wait for too long, it might be too
late.

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Farveld Plains, “The Yellow Rug”
Many travelers moving from the southern Burlight region to the east will
pass through the Farveld Plains, a yellow plain where the pamana (a rapeseed
flower) blooms year-round.
This vast plain is home to various monsters, from insects to plants, animals,
mythical beasts, and fairies. The most conspicuous species is the basher bird,
a black ostrich-like bird. Basher birds are a type of migratory bird, and flocks
of several hundred birds move briskly from south to north in late spring and
from north to south in late fall. The sight of rapeseed flowers soaring high into
the sky as they do so is known as a beautiful, though dangerous, sight to
approach.

Places in the Eastern Burlight Region

Kewpie Marsh
Seen from above, the marshland is dotted with small ponds and marshes
in a beehive-like pattern.
Each pond is isolated, creating a slightly different ecosystem with a wide
variety of reptiles, amphibians, and fish: freshwater fish near the mountains,
saltwater fish near the coast, and even aquatic Barbarous living in their own
habitat.
In addition, some ponds and marshes with similar ecosystems seem to be
connected underground in the form of an ant's nest, providing a vast
playground for aquatic organisms.
It was once called "Dragon's Footprints," It is speculated that the terrain was
initially created by a giant dragon that walked on it.

Grove of the Firm Sword


It is a large pit, so called because of the legend that during the Divine
Civilization Period and War of the Gods, the god of the first sword withstood
an onslaught from the god of the second god by thrusting his sword into this
place and standing firm.
On the other hand, some Barbarous say that this hole was carved as a sign
that the god of the second sword once ruled this land (of course, most
Humanoids do not believe this).
The deepest part of the hole is connected to the center of the world of
Raxia, and it is said to hold a treasure that would take a lifetime to find on
earth, so it is not uncommon for Humanoids and Barbarous to clash inside.

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Some of the more committed ones live in a hole in the cliff, where they spend
their days. The way the various races fly over each other, skillfully using wire
hooks and gliders, is a scene unique to this area.

Places in the Western Burlight Region

Western Pirate Fleet


Farther northwest in the Burlight region, an abundance of seafood can only
be harvested from a small group of islands and the tidal currents they create.
Naturally, local fishermen go fishing. Not a few trading vessels pass through the
area. The Western Pirate Fleet attacks them.
Initially, they were different humanoid pirate fleets. Still, some of them
seem to be mixed with Barbarous (rather than collaborating with Barbarous, it
appears that there are many cases where Humanoids are thinking of using each
other).
Although there was no teamwork because each member acted only in self-
interest, they naturally gathered together like a fleet. The more closely packed
they were, the less chance they had of their ships being destroyed by the navy
or other forces.
Recently, however, there have been rumors that a group of pirates with
efficient magic boats equipped with magic cannons are beginning to unite this
group of pirates, and the neighbors seem to be concerned.

Mirage Republic
It has a population of 30,000. Although it is still young and has a history of
only a dozen years, it is an emerging nation growing in strength at a remarkable
rate.
The political system is a republic, with 13 members elected from the 13
autonomous states. In effect, however, they are led by a single chairman who
is the leader of the republic as a whole. The current chairman is Leonard Haiza
(Human/Male/Age unknown).
Auroras are frequently observed in the airspace of this country. Auroras
are a precursor to Shallow Abysses, which means that the Mirage Republic is
constantly under terror. The people, however, are not so pessimistic. They
believe Chancellor Leonard to be “King of the Sheaths.”
“King of the Sheaths” means "the King who holds all the Swords" or "the
King who Rules Raxia as a Whole.” It is said that he is called this because he
possesses a mighty magic sword.

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Dorden Region
The region is located in the northwest of the Alfleim continent.
The region’s climate is divided into continental, mountainous, and
maritime and is generally warm, with some differences between the
northwestern and southeastern areas.
The climate is temperate throughout the year, rarely too cold or too hot,
and abundant in sunshine and precipitation. The northern and western areas
are more relaxed and wetter, while the southern and eastern areas are hotter
and drier. The central plains are located between the two climatic zones and
are known for their mild and pleasant climate throughout the year. Because of
these characteristics, agriculture and cattle raising are flourishing in the central
and southeastern areas.
The region is characterized by a high proportion of small hills in the central
and southeastern parts of the country, and deep forests and steep peaks
increase as one moves northward. The area receives more snowfall than other
parts of the region, and during the Magitech Civilization Period, it was known
as a winter recreation area. Unfortunately, many of the mountains are now
inhabited by barbarous and are considered dangerous. However, there are still
a few humanoid settlements, including Lykant villages.
The most distinctive feature of the region is the presence of a railroad
network that connects the region to other countries in and out of the region,
thanks to the railroad reconstruction and expansion project of the Kingsley
Republic of Iron and Steel, the largest state in the region. This network is being
used to promote trade both within and outside the region.

Kingsley Republic of Iron and Steel


Located on the western coast of the Dorden region, it is the largest state in
the region. It is heavily involved in the technological revival of Magitech
Civilization, with particular emphasis on reconstructing its magic trains and the
railroad network. As a result, it has now extended its rail network to the Wall
of the Abyss in the north and to the south near the Burlight region and is proud
to contribute to the continent's development through trade.
In the Dorden region, it is the largest hub station for the railroad and the
most influential member of the "Alliance of Steel Nations," a group of nations
connected by the railroad. However, the balance of power is not one-sided, as
the country relies on imports for much of its food and other necessities.
The Kingsley Republic of Iron and Steel's national motto is "Connect the
continent by a network of railroads and make everyone prosper through trade."
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It is more concerned (at least ostensibly) with restoring the glory of the former
Magitech Civilization Period by establishing mutually beneficial relationships
among nations rather than controlling the railroads, their interests, and trade
and dominating the continent.
Therefore, they focus on finding, connecting, and maintaining the rail lines
that once ran throughout the continent to Kingsley. To accomplish this, they
often utilize adventurers.
In addition to trade by rail, the primary industries are metal excavation and
export, iron and steel-related, and restoration of the legacy of the Magitech
Civilization Period.
The major cities include the Capital City of Kingsfall, the only city on the
continent with an accessible rail network and the most prominent hub station.
The Second City of Hisdalia, located at the foot of the Floating Rocks of
Hisdalia, a mountain range that has been transformed into a mountain range
of floating rocks with veins of precious metals; and the Third City of Grantin,
located at the foot of the Grantin Great Railroad Bridge connecting Arshoni
Island to the mainland.

Grand Terminal Station


Located in the center of the Capital City Kingsfall, this huge station was
expanded by building on the ruins of the Magitech Civilization Period. All
railroad lines lead to this station.
The station building is also long and narrow, with department stores and
entertainment facilities inside, and the top floor is the Parliament building. It
is the center of Kingsley in both name and substance.

Former Hithdur Great Breach


This is a site of the Diabolic Triumph, when the peaks of the Hithdur
Mountains were torn away from the earth to form the Floating Range, which
has been carved into a deep fissure in the ground. Although not as large as the
Floating Range, there are still various valuable minerals that can be mined from
this area.
However, the Barbarous have settled in the back, and the area is basically
off-limits. To prevent those Barbarous from attacking, Hisdalia regularly hires
adventurers to reduce the number of Barbarous.

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Queen State of Arshonia, “Of the Fierce Woman”
The country is located on the island of Arshonia in the Sikh Sea and is
connected to the Kingsley Republic of Iron and Steel by the Grantin Great
Railroad Bridge. It is a country with a long history, where women have
traditionally held strong authority, politics is considered women's work, and
men are mainly responsible for manual labor.
The "Order of the Red Fang Women," composed entirely of women, is
well known.
The state frequently interacts with Kingsley and has a good relationship
with them, but questions have been raised about the fact that the head of
Kingsley, the supreme chairman, is male.

Magnoa Steppe Country, “Lords of Prairie”


It is a nation centered on a fortified city located slightly northeast of the vast
Finoan Prairie in the middle-eastern part of the Dorden region. Outside the
citadel, there is a vast area of farmland, where most people are engaged in
agricultural work. It is famous for its delicious milk and beef, and in addition
to wheat and barley, it also grows buckwheat noodles and is well known for its
cuisine using buckwheat flour, such as galette.
In addition, the Finoan Prairie is dotted with large numbers of pastoral and
agricultural villages and towns, which traditionally pay taxes to Magnoa. The
large number of goods thus obtained are exported to the region and beyond,
making Magnoa the second most prosperous country in the region, after the
Kingsley Republic of Iron and Steel.

Fresian Forest Country, “Forest of Silence and Stagnation”


The state is located in a large forest in the northeastern Dorden region. It
is a rare country where Meria and Elves make up most of the population, and
Meria are revered as a noble species. However, the Meria are not involved in
politics, and the Elves mainly run the state. The country exports timber, crafts,
and fruits, but not large quantities. As a result, wood and fruits from Fresia
(partly due to their high quality) fetch a high premium in other countries.
It is a country where time passes leisurely, and people do not much like to
get caught up in the fast-paced world outside the forests. However, a certain
number of short-lived Meria can't stand it and leave the country.

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Orpheus Lake Country, "Pearl of the Lake”
It is a fortified city built on Orpheus Island in the center of Great Luana
Lake, a vast lake located in the southern part of the region. With its beautiful
marble towers that look like white porcelain and the lake's sparkling waters, it
is said to be the most beautiful country in the Dorden region.
It is highly popular as a summer resort for the rich, with a strong focus on
tourism by rail.

Grand Duchy of Gokersburg, “The Iron Defenders”


A fortified city on the eastern edge of the region, it is a hub station for the
railroad that leads to the western part of the Alfleim continent, a region with a
relatively high concentration of Shallow Abysses and a history of being founded
as a shield country to protect the Humanoids from Shallows.
The country is a foothold to the western part of the continent and is also
home to many adventurer guilds due to the abundance of Shallow Abysses.

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28
Famous People of the Western Alfleim Continent
Here are some notable NPCs throughout the Alfleim continent's western
region. Bring these NPCs to life to enhance your scenario and help you get a
feel for the world.
These NPCs may appear as clients or be treated as leaders, masterminds,
or leaders of rival organizations. The GM is free to make use of them as he
sees fit.

Famous People of the Burlight Region

Weiss Harves, "Guiding King" (Human/Male/25 years old)


“I’ve got my money on you. The rest is up to
you."
He is the young king of the Kingdom of
Harves. Perhaps because he has a Human father
and a Lykant mother, he dreams of a land where
people of all races and ranks can live happily.
He has few friends in the court, but perhaps
because of his childhood mischievousness, he
has a unique network of contacts for a royal.
Because of his cleverness, he manages to get
around somehow and is currently escaping the
clutches of intrigue and scheming.
He seems reckless and bold enough to
laughingly entrust even his own life to someone he trusts. In particular, he trusts
his half-sister, Princess Iris, so much that he is rumored to be using her to
inspect the town, but the truth is unknown.

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Iris Harves, "Bridging Princess” (Human/Female/14 years old)
''I think it would be a good job for you, though,
wouldn't it?"
She is the daughter of the concubine of the
previous king, Velvet, and the half-sister of
Weiss.
Although she has a small position within the
court, she is not discouraged and oozes a
somewhat stout and dignified demeanor.
She has been Weiss' go-to person for
everything since he was a child, is still working
under the radar as his collaborator, and is
rumored to occasionally make contact with
promising adventurers.

Vandelken Magnus, “Great Magnus” (Elf/Female/330 years old)


“I am already aware of that matter."
The head of the Eusiz Magical Principality in
the eastern part of the region, she is a mysterious
and beautiful woman known as “The Witch” or
“The Witch of the East.”
Since she is said to have survived the Diabolic
Triumph, there is no shortage of requests for an
audience with her for her knowledge, but it is
rare for adventurers to meet her in person.
However, since she has been seen in many
places in the country simultaneously, it is said
that she may be using some kind of magic to
create an alter ego to conduct inspections. This
phenomenon is feared by the public as "The Eye of the Magnus" and is one of
the reasons for the low crime rate in the Eusiz Magical Principality, which has
many powerful magicians.

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Donon IV, “Donon Cannon” (Dwarf/Male/120 years old)
“The power that is never wielded is the most
powerful.”
He is the emperor of the Rajaaha Empire in
the western part of the region.
He has silver hair and eyes, and his dull gray
skin gives him a metallic appearance. He is also
known as the "Donon Cannon" because of his
aggressive diplomacy style of flashing his
weapons while negotiating.
He is famous for his meritocracy,
symbolized by the "Sand Eagles," a corps directly
under his command. Donon picked up and
raised all the soulscarred raced who had been
persecuted in the past, lost their relatives in wars, or had other emotional scars.
Many of them have lost a part of their body, such as an eye or an arm, before
joining the group, but their loyalty to the King and painstaking efforts have
made them experts in their respective fighting skills.

Yecula, Former “Queen of Prostitutes,” now known as “Queen of Fools”


(Nightmare/Female/22 years old)
“<laughs> I hope you had a good time in town.”
Also known as "The Witch of the West," she
is the Queen of the Kingdom of Makajahat.
Although many consider her the best
diplomat in the region, she was crowned after
the sudden death of the previous king, and many
suspect that even his death may have been the
result of a plot by Yecula.
However, the truth remains a mystery, as she
and the previous king were known to be a close
couple, despite their significant age difference.

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Famous People of the Dorden Region

Gautier Gilbert Fier, "Supreme Chairman of Steel" (Human/Male/59


years old)
“I have a dream! A world connected by rail,
where all peoples are equal, beyond the
boundaries of nation and race!”
He is the head of state of the Kingsley
Republic of Iron and Steel.
Composed of a Senate of 13 "Steel Senators"
and a Chamber of Deputies of 400 "Iron
Deputies," it is the focal point of the Republic's
Parliament.
A second-generation immigrant from a
northern minority, Gautier is known as a devout
Strasford devotee. His passionate talk of
grandiose ideals, free of ambitions, has earned
him the immense trust of his people.

Kirke Lancaster, “Manatite Witch” (Human/Female/49 years old)


“Hmmm. How adorable.”
She is the head of the Lancaster family, one
of the "Railroads" that have been running the
railroad for centuries. As one of the 13 "Steel
Senators," she is also a member of Kingsley's
parliament.
The family made its fortune through the
operation of manatite mining rights and the
railroads that carried them and had a strong
influence even before the Diabolic Triumph.
Kirke is known as the "Witch" because of her
beauty, which has remained almost unchanged
for over 20 years.
She often hires adventurers for goods to maintain her good looks.

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Doulglock Sunbeard, “Mad Iron” (Dwarf/Male/171 years old)
“Behold! Steam fluttering in the air! Doesn't that
excite you?”
He is the director of the "Sunbeard’s Trains",
the largest of the Kingsley Republic of Iron and
Steel's magic train development factories. He has
now retired from the front line as a director,
leaving research and development to his
apprentices. The title of the director is almost an
honorary one, and he is in fact, retired.
But Doulglock, a train enthusiast
extraordinaire, visits the station every day to
watch the trains come and go and get inspiration
for his own ideas.

Luuna Arshonia, "Red Lioness" (Lykant/Female/19 years old)


“Hunting is a woman's true calling. Men are
better suited to stay at home and do the
housework.”
A fiery redhead, Lion Lykant, is the first
queen of the Queen State of Arshonia.
As the future queen, she was raised under the
traditional values of Arshonia, where warfare and
politics are considered women's work, and has
learned the grappler arts of the Goryu school of
the Queen's family from an early age. As a result,
she has grown up to be quite quarrelsome and
tomboyish and frequently escapes from the
castle, much to the annoyance of the maidens
who take care of her.

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Farfa Esa Fresia, “All-Seeing Flower” (Meria Long-Lived
Species/Female/14 years old)
“I will convey to you the will of the forest.”
In the Fresian Forest Country, she is a
priestess who can communicate with the long-
lived Meria that have become trees.
Surrounded by her caretakers, the Elven
handmaidens, Farfa spends her days meditating
in the Grove of the Ancestors and communing
with the Elder Tree, a tree transformed by the
elders of old. Whenever a problem arises, the
Elven elders, who run the forest country, come to
her and ask her about the will of the Elder Tree.
Other than that, she rarely meets with
outsiders.

Demian, "Bad Road Daemon" (Diablo/Male/32 years old)


“Hahahaha! My elites from the daemon world
run rampant!”
He is one of the "Barbarous Train Raiders"
leaders who ravage the Dorden region.
He is known for his Barbarous subordinates
and his ability to use daemons to attack trains.
Although he is powerful, Demian prefers to use
his overwhelming superiority over his enemies
rather than his individual prowess. A large bounty
is being offered by the humanoids, and his head
could provide a living for the rest of the life
He is also known to give his subordinate
Barbarous a Daemon to use as a familiar. If while
walking the region you see a Barbarous with a daemon, Demian should be
connected to them.

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Amed Touban, “Can’t Ride a Horse” (Human/Male/49 years old)
“You can't ride a horse? Then ride an elephant.”
He is the King of Magnoa Steppe Country and a self-proclaimed
"Gourmand."
He is a large man, weighing nearly 400 kg, and is known as "Can’t Ride a
Horse" because he cannot ride a horse due to his size and weight. He loves
food more than anything else, uses the railroad to gather various delicacies
from abroad, employs many famous chefs, and organizes cooking
competitions regularly.
His subordinates are concerned about his health, but he is preoccupied
with writing a cookbook of rare dishes and Magnoa's traditional cuisine.

Albrecht Ashenshield, “Ashen Shield” (Dwarf/Male/99 years old)


“There are so many problems...”
He is the Grand Duke of the city-state of Gokersburg. He also owns the
state-run Adventurers Guild Branch “Ashen Shield Pavilion of the Great
Duke.”
Trade friction with the eastern continent, frequent outbreaks of Shallow,
and the troubles caused by adventurers who flocked to him in search of work
caused him headaches, and the tremendous stress caused his head to go bald
at the young age of almost 100.
Having once been an adventurer who hid his identity, he is highly trusted
by the people as a grand duke who understands the situation and can make
correct decisions.

Miiniel, "The Mistress of the White Porcelain Tower" (Elf/Female/224


years old)
“Welcome to Orpheus. I hope you have a great time.”
She is the head of state of Orpheus Lake Country. Although she is called
"Mistress," her official title is Grand Duchess.
It has taken nearly 200 years to create the image of Orpheus as a tourist
destination to promote its scenic beauty, with few resources other than the fish
in its lakes.
The image of a "mysterious mistress living in a sparkling white porcelain
tower" was consciously created by her. Still, in reality, she is a very pragmatic
and calculating woman of talent. Her true nature is known only to a limited
circle of close associates and a few heads of state.

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Vii Gared, “Snow-Covered Fang” (Lykant/Male/62 years old)
“This is the land of our fathers. Do you wish to pass or trade?"
He is the chief of the White Bear Clan, one of the Lykant clans that inhabit
the Northern Fang Mountain Range in the northern part of the Dorden region.
The White Bear Clan lives near the entrance to the Underfang Tunnel,
one of the tunnels through the mountains, and manages the tunnels, thriving
on transit fees from the trains passing through the tunnels and trading in crafts
and other goods. However, they have been criticized for making a spectacle of
their traditional way of life.

Garnet, “Train Window Painter” (Lildraken/Female/34 years old)


“Oh my, what a view. It really stirs the imagination."
She is a Lildraken artist who travels by magic train through the Dorden
region and paints the scenery as seen from the train's window.
She has been at the forefront of several railway line expansions and
sometimes asks adventurers to escort her when she goes into dangerous areas.
Some say she is too rich for an artist, and it is rumored that she has a “Railroad”
noble patron.

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Remnants of Magitech Civilization

The Alfleim continent retains a relatively large amount of Magitech


Civilization Period technology.
In the three hundred years since the Diabolic Triumph, the knowledge and
technology of the Magitech Civilization Period have been recovered and rebuilt
as adventurers have excavated ruins and recaptured cities lost to Barbarous.
Today, the benefits of Magitech Civilization can be seen in everyday life
and have shaped the landscape of the Alfleim continent.

Daily Presence of the Magitech Civilization


The Alfleim continent retains a relatively large amount of Magitech
Civilization Period technology.
Therefore, the style of the buildings still retains the atmosphere of the
Magitech Civilization Period, and some of the infrastructures, such as water
and sewage systems, have been restored to their original state.
The most common type of streetlight is the magitech streetlight. Depending
on the country or city, officials or neighbors patrol the streets in the evening,
pouring their mana into the street lamps and lighting them. This is the only way
to keep the city slightly bright until dawn.
You may also see large food warehouses equipped with huge reconstructed
refrigerators and manabikes used to deliver packages. Generators that produce
Runefolk are often located in towns.
In addition, the Magitech Civilization Period saw a considerable revival in
the form of magic trains running on railroads and magic ships flying in the sky
as a means of transportation to and from other cities. The Swords of Protection
that protect people's lives are also a boon from the Magitech Civilization
Period.

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Magic Trains and Railroads

Magic trains and railroads were developed during the Magitech Civilization
Period and are now being restored on the Alfleim continent.
The magic train is a gigantic version of the manabike, a vehicle that runs on
iron tracks (railroad) with wheels turned by the power of mana.
This huge vehicle was created with the use of refined manatite ores, which
have the property of repelling gravity and float, and also have the property of
repelling each other.
The artificers and artisans succeeded in generating a large force by
arranging two (or more) manatite steel plates in such a way that they repel each
other and rotate the axle. With the invention of this motor, it was possible to
move a manabike at first, and eventually a magic boat or even a large magic
train that could pull more than 100 freight cars.
However, this repulsive action required mana to continue, and the amount
of crew MP, or mako stone, needed to do so was enormous (basically, a lot of
scraps of mako stones with less than one MP point were used).
The Mako Charge Crystals, huge red gems that automatically absorb mana
from the atmosphere and accumulate it, were developed. Although small,
personal, portable mako crystals have existed for a long time, huge mako
crystals weighing from 500 kg to several tons for use in magic trains were first
produced in the late Magitech Civilization Period. The technology for their
production has now been lost.
As a result, magic trains spread dramatically, and the railroad network
spread throughout the country, especially in the northwestern part of the
continent. Most of them were destroyed by the Diabolic Triumph, but the
western part of the continent is said to have quite a large number of them.
Compared to the cores of magic ships (airships), the number of such vessels
found is large and easy to rebuild. The railroad network is expanding,
especially in the Kingsley Republic of Iron and Steel (some types of vessels
there use a large amount of scrap mako stones). The white steam emitted by
the evaporating water has become the symbolic scenery of the northwestern
continent and its integral part.

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Magic Ships (Airships)

Airships are the most important among the most valuable magical objects
in Raxia.
At the end of the Magitech Civilization Period, the world's countries were
connected by the route of magic ships and could come and go freely. At its
peak, there were quite a few of them, and they were a means of transportation
that ordinary people could afford if they were extravagant enough.
However, the technique of making cores for airships has been lost, and
nowadays, magic ships are built using materials handed down from the
Magitech Civilization Period or excavated materials.
The shape can vary, but in most cases, an ordinary ship is used and
modified with a core attached. The core is not expensive if it is only used for
floating, but it needs mana for every movement, such as up and down, forward
and backward, and mako stone for fuel or MP for the crew. Therefore, using
an air sac (a balloon-like hull filled with gas) to supplement buoyancy and sail
as a propulsion device to reduce mana consumption is common.
In the past, the huge Mako Charge Crystals, weighing more than 500 kg,
were used to control the magic ships at will, but nowadays, it is infrequent to
find a vessel that has both the core and this huge crystal. However, a ship
equipped with both is a small but powerful vessel with a large payload and the
ability to achieve considerable speed.
A medium-sized magic ship, which is relatively common, can carry about
50 human passengers. Smaller vessels can carry up to 10 people, while larger
vessels can carry more than 100 humans. Therefore, a nation with a large
number of magic vessels will prosper in trade, and at the same time, it will
threaten its neighbors.
Even today, some countries use magic ships for trade and exchange with
other countries, and it is possible to board a ship if you pay a fare. The
minimum fare is 500G, with a usual fee of 5,000G or more for a passenger
cabin.

Swords of Protection

Although many Swords of Protection were created during the Magitech


Civilization Period, most of them were destroyed, and the number of Swords
of Protection remains insufficient. Moreover, they require sword shards to
maintain them.

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Rituals of Ward-Keeping
Swords of Protection found on the continent of Alfleim keep out those with
soulscar for as short as a week and as long as several months. But to maintain
them, regular rituals are required.
Swords of Protection are housed in a special facility called a shrine, built or
reconstructed during the Magitech Civilization Period. The shrine can amplify
the effects of Swords of Protection, and rituals are usually held there.
Rituals are performed in temples or in the Institute Of Magitechnology, last
at least one hour, and can take up to a day. During the ritual, finely crushed
sword shards are carefully sprinkled on the body, and specific steps are taken
to make the Swords of Protection work again.
During this ceremony, Swords of Protection will be powerless. Therefore,
the ritual dates are kept secret and carried out in secret.
In small towns, the Swords of Protection may be unable to maintain their
power due to a lack of sword shards, and the Barbarous may attack.
To prevent such tragedies, the Adventurers' Guild has adventurers collect
sword shards and distribute them to cities and other areas to prevent shortages.
Distribution of Swords of Protection
Since these swords are also excavated items, the more adventurers gather
in a town or country, the more swords are in their possession. In most places,
there is about one sword for every 2,000 inhabitants. In some places, it is about
one for every 10,000 people. Ironically, the larger the city is, the fewer the
number of wards and the less protection they provide.
The performance of Swords of Protection varies widely, from a single
Sword of Protection protecting a radius of only a few hundred meters to a
Sword of Protection with a radius of over 10 km.
Barbarous Breaking the Boundaries
Barbarous with few soulscars are not expected to be warded off by Swords
of Protection. However, their leaders with large numbers of soulscars cannot
get near them, and such Barbarous crowds can be dealt with by ordinary
guards.
However, in rare cases, upper barbarous equipped with magic rings or
bracelets that allow them to act within the Swords of Protection may lead their
troops. Since these magical items lose effectiveness over time, the upper
barbarous will plan how to attack quickly. You may be in danger even within
safe city limits if you are attacked by such Barbarous forces. Therefore, it is the
role of the Adventurers' Guild to investigate the Barbarous movement in
advance and to uncover the upper barbarous schemes.
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Part 5 Game Mastery

301
Mastering Supplement

High-level Adventurer Remuneration


Add to the total remuneration guidelines (see CR I, p. 362) the one for the
case where the PCs are 7 level or higher.

Approximate Total Remuneration per Character (Gamels)


Adventure Base Completed the Other Sword
Level Reward Mission Rewards Shards
First
700 500 200 3–5
Adventure
1–3 1,300 1,000 300 4–6
3–4 2,000 1,500 500 5–8
4–5 3,000 2,500 500 6–9
5–6 4,000 3,000 1,000 7 – 11
6–7 5,000 4,000 1,000 8 – 12
7–8 6,000 4,500 1,500 9 – 14
8–9 8,000 6,000 2,000 10 – 15
9 – 10 10,000 7,500 2,500 11 – 18

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Scenario

Sample Scenario "Millstones of the Immortal Queen"

How to Read a Sample Scenario

For details on how to read this scenario, please refer to "How to Read a
Sample Scenario" in Core Rulebook I (see CR I, p. 364).

Scenario Overview

In this scenario, the objective is to save the mythical beasts from


encountering undead in the forest. The mythical beasts were being harmed by
the kin of the god of the second sword, and the kin must be eliminated in order
to ultimately thwart their objective.

Session Preparation

This scenario is designed for 3 to 5 PCs at level 7. Otherwise, the GM


should adjust the level and number of enemies.

Characters Preparation
If you wish to prepare a new PC to play this scenario only, you can use the
character you have just created or a sample character from "Core Rulebook I"
or this book and grow it as follows.

Character Growth
Experience Points +17,000 points
Growth of Ability Scores 15 times
Money +30,000G
Reputation 300 points

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Fellows
If the number of PCs is small, you may prepare a Fellow from the beginning
of the session. You should look for Fellows at adventurer level 7, or you can
grow any of the sample characters by the above process and then convert them
to Fellows.

Scenario Setting

The setting is the Fresian Forest Country (see p. 286) in the eastern part of
the Dorden region (see p. 284) and the Alfleim continent's northwestern part.

Main Scenario

The Dorden region is located in the northwestern part of the Alfleim


continent.
Each city in this region enables quick and safe transportation by magic
trains and railroads developed since the Magitech Civilization Period.
Fresia, in the eastern part of the region, is another growing city that has
benefited from its innovative distribution channels.
In the meantime, a request came to the national adventurer's guild for
skilled adventurers to the guild.

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Scenario Flow

Introduction
The adventurers' guild in the capital city of Fresia was as noisy as ever.
It was not the first time the room was bustling with people, but the
receptionist leading you to the branch manager's office looked nervous.
Dardam (Meria long-lived species/Male/166 years old), the head of the
Adventurers Guild Branch in Fresia, began to explain the situation in a low,
calm voice to you, the seasoned adventurers.

The PCs are experienced adventurers who have been through many
adventures and are now based in Fresian Forest Country. If PCs have achieved

305
Adventurer rank (see p. 114) with a reputation, they will be treated with
hospitality and respect when they visit the guild.
The PCs receive a request directly from the head of the guild branch. He
says,

“I'm glad you guys are back. I hope you can help us.
The village of Meria is two days walk east of here through the forest. There,
about five days ago, a mythical beast came to ask for help.
The mythical beast who asked for help was Deela Harpy (see CR I, p. 426).
According to the story, her friend Unicorn (see p. 391) is in danger, and she
wants strong humanoids to help her.
Unicorns are easy targets, whether they are Humanoid, Barbarous, or
other. The Adventurers' Guild would like to protect them, but Unicorns are
too noble to ask for help.
The village of Meria, where Deela Harpy came from, is also my hometown.
The story of the Unicorn is not to be shared with the public. That's why Deela
Harpy contacted me directly. And I'm telling you this story because I trust you.
I was hoping you could go to the village of Meria, listen to Deela Harpy's
story, and help Unicorn. It's a delicate mission, but I'm counting on your help.”

The Adventurers' Guild will ask PCs to investigate and eliminate the danger
facing a Unicorn. They will pay them 5,000 gamels per person if the request is
fulfilled. If PCs need help, they will be asked to contact them through Dardam.
For Deela Harpy and Unicorn, PCs may perform a Monster Knowledge
check when they hear from Dardam. Even if they do not succeed, they can ask
Dardam, and he will tell them what is written in the "Description" of each
monster.
As for the exact location of the Unicorn's habitat, Dardam said. PCs could
ask someone in the village of Meria.
If the PCs accept the request, Dardam will prepare a map to the village of
Meria with a word of thanks.
PCs can make preparations before departure and are free to go shopping,
etc.

Milka’s Plea
The journey to the Meria village can be made without any danger.
When the PCs tell them that they are from Fresia, Meria thanks them and
lead them to Deela Harpy, who is staying in the village.
Deela Harpy, whose name is Milka, comes to tell them of the problem.
After Meria explains the situation to PCs, she tells them the situation leniently.

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“My name is Milka. I live happily with other mythical beasts in the northern
part of this village.
Please help my friend Remus.
Remus is still a young Unicorn. He felt a bad presence when he was playing
with fairies in the northern area. He tried to run away, but the presence caught
up with him and said unintelligible words. Since then, he has been down. He
has been lying low, hardly moving in their territory. I don't know why.
Remus has a parent named Almaas, who is also a Unicorn. Since Remus
lost his energy, Almaas has been in a rage. He seems to be looking for a bad
sign that caused the problem in healing Remus.
Almaas doesn't like Humanoid or Barbarous, so it might not be a good
idea to meet him as it is.
Other mythical beasts and animals might know something. I will take you
there if you want to go looking for them.”

If PCs ask Milka to show you where Remus felt a “bad presence," she will
do so.
If the PC suggests going to the territory of Remus and Almaas and
communicating with them, Milka discourages the PC. If the PCs insist on it,
they will be guided to Remus's place while Almaas leaves the territory to look
for a "bad presence." But that would incur Almaas' wrath, and Milka would tell
them that she would not be able to stop Almaas if that was the case.
If PCs talk to the Meria in the village, they will get the following information:

“Milka visited the village about a week ago. Since then, she has been visiting
the village every day during day, waiting for you to come.
We know were Unicorn territory is. It should be around a small lake about
a kilometer east of the village.
The humans in the village do not have direct contact with Unicorns, and it
is good manners to stay away from them and, if you do encounter one, to leave
as if nothing had happened. Then the Unicorns will forgive you.”

After this, Mirka will guide PCs to the lake in Unicorn's territory or look
for other animals or mythical beasts that have detected a "bad presence."
From this point on, the time spent in the search will affect the development
of the scenario, so do not forget to make a note of the notation +X time points
when it occurs.

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Unicorn Territory
If PCs are heading for Unicorn territory, Milka will guide them close by.
After that, the PC needs to check for any sign of Almaas; the representative of
the PCs should roll a 1d, the roll of which will change the situation as follows.

◯In the case of 1-4


There are no Almaas in the vicinity, and PCs can reach Remus, who is
cowering on the shore of the lake.
Remus looks frightened and alert, but when he realizes that Mirka is there,
he does not run away. If Mirka is not there, Remus will run away from the spot
into the woods. If PCs chase after her, they will run into Almaas. See "If PCs
Meet Almaas".

◯In the case of 5-6


Almaas is warily standing near Remuses house, and Milka warns PCs that
they will be found if they get closer to Remuses's house. If PCs ignore the
warning and approach, Almaas will find them. See "If PCs Meet Almaas".

Reasons for the Remus Caution


Milka talks to Remus and explains to PCs what she knows about the cause
of his weakness.
About a week ago, while playing with fairies in the woods, Remus saw a
large being on a horse with a "bad presence"; he says it was not Humanoid or
Barbarous, but he does not know the details.
Since being enchanted by the presence, the healing power of the Unicorn's
horn has been ineffective, and he seems to gradually grow weary.
If PCs want to check the symptoms of Remus in detail, they must make a
Pathology check with Target Number 15.
If successful, the PCs realize that the Unicorn Horn of Remus is
soulscarred, and its ability is blocked.
If they ask Remus where he felt the "bad presence," he tells them that it was
in the south of the forest, deep in the area where he could feel the power of
Gods.
If PCs want to go there, proceed to the "Tainted Tree God’s Shrine.”
Remus will not accompany PCs, but Milka will if they wish.

If PCs Meet Almaas


A white unicorn stands in front of you.
It has a noble attitude but does not try to hide its hostility toward you.
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You are in awe that you are standing in front of the world's judgment, even
if it is just a mythical beast.

Almaas has always disliked Humanoids and Barbarous and is now very
upset because of the harm done to Remus.
If PCs leave as soon as they meet Unicorn, he will not do anything. If PCs
succeed in calming Unicorn down with [Sanity] spell or other means, he will
tell them only about "Reasons for the Remus Caution."
If they fail to calm down even once or engage in any hostile action, including
combat, they will no longer receive information from Remus and Almaas. After
they will gain +1 time point and leave Almaas, see "Exploring the Great Forest."

Exploring the Great Forest


If PCs want to take Mirka with them and get information from other beasts
and animals, they will have to explore the Fresia Great Forest.
If they want to search, roll a 1d, and an event corresponding to the roll will
occur.

◯In the case of 1


PCs came across an animal corpse that looked like a wild boar. Its torso
was cruelly torn apart. It looks as if it has been cut up with a sharp knife.
If PCs succeed in the Search check with Target Number 14, they will notice
that the corpse seems to have suffered from a curse-type effect in addition to
cuts. If they succeed in the Track check with Target Number 15, they will find
that the footprints of a large horse continue to the north of the forest.
If the check fails, add +1 time point, and they need to roll 1d for exploring
the forest, but this time add the current [time point] to the dice roll.

◯In the case of 2-3


While following Milka, the PCs reach an area where the footing is poor,
and the ground is covered with multiple layers of tree roots; the PCs need to
make Spot Trap check with Target Number 15, and failed characters fall into
a hollow between the trees.
A fallen character suffers 24 physical damage. This damage can be reduced
by using a Tumble check.
If one of the characters falls and others rescue them, PCs gain +2 time
points and need to search for other clues. Roll a 1d again, but this time add the
current [time point] to the dice roll.

309
◯In the case of 4-5
PCs will come to a small clearing where the animals are gathered in the
forest. If Milka is with them, they can see that the animals are wary of the PCs
but are not hostile.
If PCs want to get any information from the animals, they will have to ask
Myrka to translate for them. By adding +1 time point, they can get the following
information from the animals.

“The animals say they fled from the south."


“There was a beautiful place to the south, but it's very unpleasant right
now.”
“One of the big, nasty-looking ones seems to have left the herd and headed
north.”

The "very unpleasant" place that animals describe is a little far away.
Go to the “◯ In case of 6 or more” section without rolling the dice.

◯In case of 6 or more


When the PCs visit the forests, they come across a series of large trees,
which appear to have been altered by human hands. It uses the natural
environment and depicts harmony with nature without adding unnecessary
touches.
PCs need to make an Engineering check with Target Number 13, and if
they succeed, they will find that this place has the same style as the temple of
the Dalion, God of Trees (see p. 361), built in Magitech Civilization, but at the
same time, they will sense an evil presence from it. Proceed to the "Tainted
Tree God’s Shrine."

Tainted Tree God’s Shrine


It is like a temple of trees.
Large trees are lined up in regular rows like pillars of a huge building,
stretching out like passages.
As if being lured, you went deeper into the hall, but what you found there
was a sinister scene, completely different from the solemn atmosphere of the
surrounding area.

As PCs proceed deeper into the space, near the dead end (the altar), they
will see some moving objects. Even from a distance, they notice that they are
evil.

310
A Human man, who seems to have noticed the PCs' visit, speaks to them,
presumably as a group representative.

“Well, it's unusual to find people deep in the woods like this. Lost
adventurers, perhaps?
This is the temple of the God of Tree, Dalion, built during the middle of
the Magitech Civilization Period. It is now used as the temple of our god
Zeides.
However, it is not good for the existence of this place to be known... no
choice but to ask for help from the Black Knight, right?
It would be an honor for you to become an offering to our God!”

Behind the man is an altar of sorts, and PCs notice that the holy symbol in
the center of the altar is the same as the one the man is carrying around his
neck.
The man attacks the PCs with the undead swarming around the altar. A
battle ensues.
In battle, if Milka is present, she leaves the danger area.

•Combat
Rearguard: Evil Priest (see p. 410) x 1
Rearguard: Phantom (see CR I, p. 418) x 1
Frontline: Skeleton Guardian (see p. 372) x 2
※Using Standard Combat (see p. 48), the distance between the PCs and the
Skeleton Guardians is 20m, and the Evil Priest is 5m behind the Skeleton
Guardians. The PCs can be placed anywhere from 20 to 25m from the
Skeleton Guardians.

The other undead disappear when the battle is won, and only the Evil Priest
remains.

“But… it is already too late. My long-cherished wish will be fulfilled by the


Black Knight.
If the Magitech Civilization Period's "Death Scatterer" is revived, all
creatures will bow down to the Immortal Queen's power!
Unicorn? Yes, because it is a symbol of abominable life. It seems that the
black knight is thinking of contaminating it personally and taking it as his own
mount.

311
The more the Black Knight offers the proper offerings to the "Death
Scatterer," the more Unicorn will gain soulscars and become stronger.”

The Evil Priest says these words as if he were singing and then immediately
runs out of power. This is because the previous line contains a kind of
command word that dedicates his soul to Zeides.
When the Evil Priest's loot is examined, an additional "Copy of an
Immortal Queen's Scripture" will be obtained. It is a book written in magitech,
and inside it are words of praise to the Immortal Goddess and the location of
the "Death Scatterer." If the PCs cannot read it, they can have it read to them
in the village of Meria (+1 time point). The location is to the northwest of the
Great Forest, moving west along the foot of the mountain range near the
Underfang Tunnel.
In order to restore Remus, it is necessary to find a "Black Knight" who has
enchanted Remus and defeated him.

Tracking
At this stage, PCs can return to the Adventurers' Guild in Fresia and report
the situation.
They can also head directly to the Underfang Tunnel in search of the Black
Knight.

◯Report to the Adventurers’ Guild


When PCs inform Dardam at the Adventurers' Guild in Fresia of the
"Black Knight's" involvement in the Unicorn case, he looks at them sternly.

“If the Black Knight (I've never heard of him...) is a follower of Immortal
Queen Zeides, we can't leave him alone, as in the case of Unicorn alone, the
follower of the goddess of the second sword.
Tainted Tree God’s Shrine of the Magitech Civilization Period? We will
confirm this and dispatch a priest to purify it.
We will assist you as much as we can. Will you continue to learn more
about the knights and the "Death Scatterer"? It will probably be a tough fight.”
If PCs have done the reporting, add +2 time points.
Dardam will prepare and give the following items to the PCs. The PCs
should consult each other to decide who will possess each item.

•Items to be received from Dardam


Awake Potion x 3

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Magic Herb x 3
Mako Stone (5 pts.) x 3
Sunlight Charm (+2) x 2
Moonlight Charm (+2) x 2

PCs can also learn about the Black Knight and the Death Scatterer by
checking the Magitech Civilization Period literature in the city. For each
successful Literature check with Target Number 16, the following information
is obtained one by one from top to bottom.
The same PC can attempt a literature check multiple times by retrying
checks. If one of the PCs performs the Literature check more than once, a +1
time point will be added for each retry.
If PCs do not want to do further Literature checks, go to "To Underfang
Tunnel".

•Information Available with Literature check


- The Death Scatterer is a temple of the Immortal Queen Zeides, built in the
middle of the Magitech Civilization Period by a pagan cult hiding in the
Dorden region.
- The most distinctive feature of Death Scatterer is that it is a temple built on a
magical train. In other words, it is a movable temple.
- A devout follower of Immortal Queen Zeides, the "Black Knight" is the title
of a certain devotee active during the Diabolic Triumph and is known to have
inflicted extensive damage on Humanoids on horseback.

◯Going to look for the Black Knight


From the Temple of the God of Trees, it is possible to go directly to the
Underfang Tunnel. Milka will serve as a messenger to explain the situation to
the village of Meria and the Unicorns.

“If what that bad Human said is true, we have to defeat the black knight.
Remus is going to be defeated by him.
Rescue Remus! I will tell Almaas that you guys helped us.
I will also tell the Meria people to clean up the shrine.”
Milka says goodbye to the PCs. Go to the “To the Underfang Tunnel.”

To the Underfang Tunnel


The Underfang Tunnel is the tunnel at the foot of the mountain range in
the northern part of the Dorden region.

313
In the war against Barbarous in Magitech Civilization, the terrain was
deformed, but Dwarven adventurers found a vein in it, which has been utilized
by Humanoids since then.

When PCs reach the Tunnel, they find a village around it, and strong men
gather to discuss the situation.
When PCs asked them about the situation, they said the following.

“Ah, adventurers? You've come to the right place. We were just talking
about where we should hire some of your kind.
We are miners, and our main job is to dig veins in the tunnel, but about
three days ago, we found a big hole next to the tunnel. Some of the people who
went there to investigate have not come back since yesterday.
We don't really know what's going on beyond the cave-in. There doesn't
seem to be any danger of a collapse, but the client told us to take a break
pending an inspection, so we were just talking about who would go next.
We're talking about hiring an adventurer to take care of this situation... Do
you guys want to take care of this? Our clients pay well, so we'll let them know
what you’re getting paid.”

The miners will ask PCs to protect the miners who went to investigate
earlier and to investigate the depths of the hole. The reward is 1,000 gamels
per person. They promise to pay a special reward accordingly if there is any
danger. Three miners went to investigate. They describe them and their names
(up to GM).
If PCs want to go deeper into the Underfang Tunnel, either to accept a
request or go on their own, go to the "Abandoned Mine Site."

Abandoned Mine Site


The side hole in the Underfang Tunnel is quite large.
Further ahead, there is a series of old tunnels. It seems that the tunnel was
there long ago but has been blocked by a cave-in or some other reason.
As you are aware of the threats that lie ahead, you will take your steps with
caution.
Tunnels are treated as structures (not natural environments). In addition,
to proceed, PCs need either a light or an ability or effect equivalent to
[Darkvision].
See "Map of Abandoned Mine Ruins" (see the next page) for the structure
and branches of the tunnels.

314
◯①Cave Entrance
A passage about 3m high and 3m wide curves gently to the right and
continues to the rear. PCs cannot see the end of the passage, and the remains
of an old railway track can still be seen at the foot of the passage.
If PCs want to search the surrounding area, they need to make a Search
check with Target Number 15. If they succeed, they will find hoof prints
leading to the back of the track.

◯②Y-Intersection
A tunnel extends to the far right and far left at the end of a gentle curve.
Here, too, PCs can find hoof prints if they succeed in the Search check with
Target Number 15. If they have found the hoof prints, they can perform the
Track check with Target Number 14, and if they succeed, they will see the hoof
prints moving to the left.
If PCs want to see what is going on beyond the left and right branches, they
need to make a Notice check with Target Number 14. If they succeed, they
will hear a moaning sound from the far right and a faint sound of water from
the far left.

◯③Scrap Wood Warehouse


It is a dead-end space with a radius of about 5 meters. On the floor are
three wooden cubes, each about one meter in diameter, placed messily. The
floor is littered with remnants of the same crates.
Also, faint moaning can be heard from inside the crate.
The wooden crate is not locked but has a lid roughly fitted into place.
Each of the three crates contains a Human man. They are unconscious,
but PCs know that they are miners that others were searching for.
If PCs want to listen to the miner, they need to use [Awaken] or Awake
Potion or a similar effect on one of the miners. If the miner is awakened by
these actions, he will say.

“Are you adventurers or…? We are miners. We were here to investigate a


gaping hole in the mine, but the monster caught us and knocked us out.
My light was destroyed so quickly that I have no idea what the monsters
look like or how many there are."

315
316
Once the miners have been rescued, they can be returned to the entrance
and sent back to the village. PCs can also proceed deeper into the tunnel with
the miners escorted.
If PCs take the miners with them to the end of the tunnel, they can reduce
time points by -1. In case of future combat, the miners must participate in the
combat as a character with HP 10 and Defense 2. All action checks they make
are 2d+2, but they will not take any active part in the combat (so they will only
roll Evasion and resistance checks).

◯④Water Veins
The tunnel extends to the back of the mine in a gentle curve. There is a
slight depression on the side of the road, from which underground water
gushes out. If PCs heard the sound of water at the Y-Intersection, they would
know that the sound was emanating from here.
If PCs want to examine water in detail, they need to make a Search check;
regardless of whether the check is correct or not, they will not find anything
unusual.
If one of the PCs performs a Search check to check the water, immediately
after the Search check, the PCs need to make a Danger Sense check with
Target Number 14. If they succeed, they will sense that the PCs who are
concentrating on the Search will be noticed by monsters from the end of the
corridor. If the Danger Sense check fails, no one will be aware of it, and PCs
will be taken by surprise by the lurking monsters.
Either way, it will be a battle.

•Combat
Frontline: Loud Bolg Commander (see p. 340) x 1
Frontline: Minotaur (see p. 339) x 2
※Using Standard Combat (see p. 48), the distance between the PC who made
the Danger Sense check and all monsters are considered to be 5 m. The PC
that did not make the Search check is placed 5 m behind the PC.

If PCs win the battle, they can proceed to the back.

◯⑤Rubble Blocking the Way


Here is an area where a passageway has partially collapsed and become
narrower due to a fallen rock or some other reason. Something must have

317
passed through the collapsed passageway, making it even more difficult to pass
through.
If PCs want to move forward without collapsing the passage, they need to
make Acrobatics check with Target Number 13, which must be performed by
all PCs. If the check succeeds, they can move safely, but if it fails, PC will be
knocked off their feet, fall down, and suffer 2d+8 physical damage from the
debris. PC can use armor and shield Defense to reduce the damage.
Alternatively, it is possible to move forward by clearing debris from
collapsed passages until it is safe to do so. In this case, a Strength check with
Target Number 15 should be made. If this check fails, nothing happens, and
the check can be attempted again with no additional time required for
exceptional retried checks. If either PC succeeds, it will be safely to move.
Each time a Strength check is performed, the time point is increased by +1
regardless of whether the check succeeds or not.

◯⑥Deepest Part
The innermost part is a large space with a radius of about 10 meters.
Go to “Magitech Civilization and the Evil Goddess.”

Magitech Civilization and the Evil Goddess


You arrived at what appeared to be the deepest part of the abandoned mine
site.
It is a vast space. It must have been a place where excavated ore, trolleys,
and trains carrying the ore were stationed. The wreckage of these vehicles is
lying around the site.
From the center of the space, you can hear a mysterious voice. When you
turn the light toward the voice, ominous creatures turn their heads to look at
you.

The PCs reach a cavity with a radius of about 10 meters.


In the center of the room sits a train-like magitech, around which Barbarous
and undead can be seen. When the PCs reach the entrance to the space, the
undead, mounted on a horse and dressed in black armor, speaks in arcana. If
PCs have information about the Black Knight, they will realize that it is the
Black Knight.

“It is pious of you to come to be sacrificed to the new queen.

318
Unicorn? Yes, it is to be my new mount. I am performing a ritual now, and
he will come here himself soon. Isn't it a fancy way of saying that the Unicorn,
the symbol of life, follows the servants of the goddess of immortality?
This magic train is called "Death Scatterer," a mobile altar of Zeides. It was
created by my design in her name. Now I've come back to get it.
Now, we must return to the preparation of the altar sacrifice. Killing will
not help. Pray, at best, for the grace of Zeides.”

The Black Knight attacks with surrounding barbarous and undead. A battle
ensues.

•Combat
Rearguard: Specter (see p. 373) x 1
Frontline: Black Knight (Bone Knight) (see p. 374) x 1
Frontline: Dark Troll (Believe in Zeides) (see p. 340) x 0-2
※Black Knight (Bone Knight) is enhanced with 9 x sword shards (see CR I, p.
384).
※The number of Dark Trolls changes according to the current time point that
has been increased or decreased in the scenario. If the time points are between
0 and 2, then 0 Trolls appear; if 3 to 4, then 1 Troll appears; if 5 or more, then
2 Trolls appear.
※Using Standard Combat (see p. 48), the distance between the PCs, the Black
Knight, and the Dark Troll is 10m, and the Specter is 5m behind the Black
Knight, then each PC can be placed at any position between 10 and 15m from
the Black Knight.

If the battle is won, the Black Knight will say, "My long-cherished dream...
has not been lost yet," and will disappear.
With the disappearance of the Black Knight, the remnants trapped in the
"Death Scatterer" can escape from its influence. The "Death Scatterer" will
remain in place, but the tunnel will be sealed and destroyed over time.
If PCs want to return to the Adventurers' Guild in Fresia, go to
"Conclusion."

319
Conclusion

A case that began with the Unicorn problem was resolved by destroying the
ancient altar of Zeides.
Dardam, the head of the guild branch, the Underfang Tunnel miners, and
even the Meria in the village, as well as Milka and Remus, would soon learn
that the case had ended.
Back in Fresia, Dardam welcomes you.
“You guys have done a great job. We have confirmed the situation with the
Humans and with Meria.
Unicorns had sent a message to Meria's village. If you ever have any trouble
in the future, they will be there to help you.”

The PCs will receive 5,000 gamels per person from the Adventurers' Guild
and 2,000 gamels per person from the miners, including hazard pay. In
addition, they will be able to get help from Remus and Almaas.
The scenario ends when the players get 1,000 experience points and the
experience points from defeating the monsters.

320
Barbarous Faith and the Gods of
the Second Sword
Some Barbarous, like humans, find solace in the gods and have taken to
worshiping them and performing miracles in their name. These Barbarous are
followers of the Second Sword's Gods, Ignis, known among the civilized races
as the Malevolent Gods.
As with humans, there are Barbarous of the same type and clan with widely
differing beliefs. Much like humanoid priests, they seek to go out and spread
the word and teachings of their gods to others.

Basic Divine Spells Changes


While Barbarous can become priests, able to learn and cast divine spells,
some are unavailable due to their very natures. At the same time, some spells
are only available to Barbarous priests.
Specifically, Barbarous priests are unable to use the 1st-level spell [Banish]
(see CR I, p. 231), as well as the 4th-level spells [Sacred Weapon]and [Sacred
Shield] (see CR I, p. 234).
However, they make up for it by being able to cast the 1st-level spell [Fear]
and the 4th-level spells [Vice Weapon] and [Vice Shield].

Laris, the Mad God


Priests serving the Mad God Laris (see p. 323) can use all of [Banish],
[Fear], [Sacred Weapon], [Sacred Shield], [Vice Weapon] and [Vice Shield]
spells.

321
Fear Cost MP3
1 area (3m 2(30m)/ Instant/
Tar. Range/Area Duration Resistance Neg
Radius)/5 Target Various
Sum. Negatively affects Undead and Humanoids
For each Undead or Humanoid in the area that fails to resist, roll 2d and
consult the table below to determine Banish's effect. This spell is of psychic type
if the target is Humanoid.
2d Effect
The target panics and goes berserk. For 30 seconds (3 rounds), it
receives a +2 bonus for Accuracy and a -2 penalty for Evasion. If the
2–4
target has an intelligence score, it cannot use any actions that require
Eff. 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, and Spellcasting checks.
The target flees (or, in the case of the skirmish, uses a retreat action).
If it cannot flee, it cowers in fear, cannot take any actions for ten
10 – 12
seconds (1 round), and automatically fails all action checks (see CR
I, p. 114). After that round, it can act normally again.

Vice Weapon Cost MP3


1 2(30m)/ 3 minutes
Tar. Range/Area Duration Resistance Neg
Character Target (18 r)
Sum. Increases Accuracy +1 and physical damage +2 against Undead and Humanoids
The target's melee and ranged attacks become magical and receive a +1 bonus
Eff. to Accuracy and deal an additional +2 physical damage when attacking Undead
or Humanoid characters.

Vice Shield Cost MP4


1 2(10m)/ 3 minutes
Tar. Range/Area Duration Resistance Optional
Character Target (18 r)
Sum. Reduces damage received from Humanoids and Undead by -3
The target takes -3 physical damage from attacks by Humanoid and Undead
Eff.
characters.

322
Barbarous Gods
Barbarous follow the gods of the Second Sword, Ignis. When using a
Barbarous character that is a Priest, choose which god the Barbarous follows
and grant them the appropriate spells.
The gods introduced here are unavailable for PC Priests to choose from.

Ancient Gods

"God of War," Dalkhrem


The oldest and most powerful of the gods is given power by Ignis. For more
information, refer to the Core Rulebook I.

Major Gods

“Sea Snatcher,” Eiryak


He is known as a sea general of Dalkhrem.
Because of his usual love of battle and his unmitigated pleasure in plunder,
the downstream areas of coastal areas and rivers were often landed by
Barbarous pirates bearing the holy symbol of Eiryak, committing all manner
of atrocities. For this reason, he is a highly feared god by the inhabitants of the
seashore and riverside areas.
He is worshipped mainly by aquatic Barbarous such as Tannoz and
Lizardman and has followers among outlaw Humanoid pirates. It is said that
they use the Kraken, a giant squid-like or octopus-like monster, as their banner
and the Kraken itself.
Worshippers of Eiryak excel at fighting on land, the water, and boats, and
there are even legends of them carrying their boats over the mountains and
attacking inland lakes. The dogma of Eiryak is "to behave as one desires," "to
fight," and "to plunder," leaving little room for doubt.

“Immortal Queen,” Zeides


She is the progenitor of Nosferatu, the immortal goddess. She is a fearsome
and evil goddess who violates the laws of the world of Raxia, the rules of
reincarnation of the soul.

323
The worshippers of Zeides explore eternal life, boast of the beauty and
superiority of their physical body, and consider that they should rule others in
the holy name of Zeides.
However, they consider it vulgar to overtly display their power, so they
usually hide in the dark, building up their strength and trying to improve their
beauty. They believe that night is the time and the world where Zeides should
rule. Her worshippers hate sunlight, aiming to eventually subdue it.
Most of the believers are Nosferatu and their servants. They study
immortality and the perfection of beauty, and their secrecy keeps them hidden
by building temples underground or in secluded places.
However, they do not hesitate to fight when push comes to shove,
demonstrating their fearsome killer instincts and abilities. They will seduce
beautiful women and men alike, approach them to win them over, or even
forcefully abduct them.

"Mad God," Laris


He is a mysterious god whose time of birth and by which sword he attained
divinity is unknown.
His dogma is to value freedom above all else and to behave freely. He does
not mind committing crimes to do so.
As they have a far different, nearly alien, way of thinking and set of morals,
daemons are almost exclusively followers of Laris. The daemons who appear
in Raxia are bound by rituals and covenants, and those who are freed from
these commandments become terrifying killers.
What makes Laris' power unique is that he can create the undead and raise
the dead. As a "Mad God," Laris is feared and regarded as a heretic by all other
churches.
Despite the risks of following the Mad God, there are those Humanoids
and Barbarous who have slipped into the embrace of madness, and these few
have been able to learn of Laris and his power

324
Specialized Divine Spells of Dalkhrem, God of War

War Cry Cost MP6


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

Frenzy Cost MP6


Instant/3
1 area (6m
Tar. Range/Area Caster/- Duration minutes Resistance Neg
Radius)/20
(18 r)
Curse +
Sum. Focuses target on fighting and increases its damage by +2 Type
Psychic
Extinguishes fear and drives all affected into a blind fury.
All those affected by this spell will fight to death as long as they detect any
Eff. hostile characters.
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.

⏩Berserk Cost MP6


Instant/3
Tar. Caster Range/Area Caster/- Duration minutes (18 Resistance Optional
r)
Sum. Fly into an anger-fueled rage Type Psychic
While affected by this spell, the caster increases their Accuracy, Fortitude,
Eff. and Willpower by +3 points and deals an extra +6 physical damage. However,
they also receive a -3 penalty for their Evasion and cannot cast any other spells.

Troops of Ignis Cost MP20


1 area(6m 2(30m)/ 3 minutes
Tar. Range/Area Duration Resistance N/A
Radius)/20 Target (18 r)
Sum. Allows Barbarous to cast Dalkhrem’s Specialized Divine Spells
If the target is Barbarous, that character can use Dalkhrem's Specialized
Eff.
Divine Spells up to the 7th level for the duration of this spell.

325
Specialized Divine Spells of Eiryak, Sea Snatcher

⏩△Wave Riding Cost MP2


10
1 1(10m)/
Tar. Range/Area Duration seconds (1 Resistance Optional
Character Target
r)
Sum. Evasion checks +1 underwater
Redirects water current received throughout the body and sped up reflexes
Eff. while underwater.
The target gains a +1 bonus to Evasion checks when underwater.

Deep Block Cost MP5


1
1(10m)/ 3 minutes
Tar. Character Range/Area Duration Resistance Optional
Target (18 r)
X
Sum. Can use [Block] while underwater
If the target is underwater, it is treated as having acquired the combat feat
Eff.
[Block] (see p. 222).

Water Hammer Cost MP8


1 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
Character Target
Sum. Deals Power 30 Type Water/Ice
The caster hits the target with a mass of water, dealing "Power 30 + Magic
Power" magic damage.
If the caster is underwater, the caster gains a +2 bonus to the success value of
Eff. Spellcasting checks when casting this spell.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 ⑩

Water Binding Cost MP10


2(30m)/
Tar. 1 Object Range/Area Duration 3 minutes (18 r) Resistance Can’t
Target
Sum. Blocks off movement on and underwater
Spell stalls the flow of water and blocks movement in and on the water.
Eff. The target cannot move at all as long as it is above or underwater.
This spell can be cast on objects of any size but cannot affect characters.

326
Specialized Divine Spells of Zeides, Immortal Queen

Hide in a Shadow Cost MP4


1 minute
Tar. Caster Range/Area Caster/- Duration Resistance Optional
(6 r)
Hide check +2, Evasion check +2 when more than two characters present in the
Sum.
same coordinates
Casters can intuitively understand and place themself in the shadows and
blind spots. The caster gains a +2 bonus to Hide checks.
Eff. Also, when the caster makes an Evasion check during combat, they gain a +2
bonus to the Evasion check if there is a third character present (other than the
caster and the character attempting the Accuracy check).

Vampiric Weapon Cost MP4


Instant/3
1 2(30m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. The weapon deals curse type and regain HP dealt once
The target's melee attacks become magical, dealing curse-type damage. In
addition, when the target deals physical damage to another player with the
Eff.
weapon once during the duration of the effect, the target may regain HP equal
to the amount of applied damage.

Sunshade Cost MP6


1 Character 2(30m)/ 3 minutes
Tar. Range/Area Duration Resistance Optional
X Target (18 r)
Sum. No longer subject to adverse effects from sunlight.
The immortal goddess's favor manifests over the target's head, blocking
Eff. sunlight.
The target will no longer suffer any adverse effects caused by the sunlight.

Spirit Domination Cost MP10+HP1


1 3
Tar. Character Range/Area Touch/- Duration minutes Resistance Neg
X (18 r)
Action checks +2 to help the caster, Action checks -2 Curse +
Sum. Type
against Psychic
The target simultaneously feels pleasure by obeying the caster and fear by disobeying.
If the action check is attempted as directed by the caster during the duration of the
effect, the target gains a +2 bonus to the check. On the other hand, if the action check is
Eff. attempted to harm or interfere with the caster, the check receives a -2 penalty.
When this spell is cast, 1 HP is consumed simultaneously as MP. When it is cast on
the characters of multiple sections or when it is cast with [Metamagic/**], the HP
consumption is doubled.

327
Specialized Divine Spells of Laris, Mad God

Mana Sink Cost MP5


1(10m)/
Tar. 1 Character Range/Area Duration Instant Resistance Neg
Target
Sum. Deals Power 0 MP damage Type Curse
Deals Power 0 + Magic Power damage to the target's MP.
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
0 0 0 0 1 2 2 3 3 4 4 ⑩

Deafness Cost MP4


1 Entire 1(10m)/ 3 minutes
Tar. Range/Area Duration Resistance Neg
Character Target (18 r)
Sum. Make the target lose hearing Type Curse
The target loses hearing and is unable to hear any sound. Follow the rules for
Eff.
deafness (see p. 71).

Summon Aetherbeast Cost MP6


1 2(30m)/
Tar. Range/Area Duration Permanent Resistance N/A
Character Target
Sum. Summon and command Aetherbeast
Summons Aetherbeast (see CR I, p. 429).
Immediately after being summoned, the monster acts according to “Obey
Eff.
Command” (see p. 90). However, it acts on its own will and judgment if no
instructions are given.

Summon Insects Cost MP10


3
1 2(30m)/
Tar. Range/Area Duration minutes Resistance Temporary
Character Target
(18 r)
Sum. Deals Power 10 damage per round Type Poison
Conjures poisonous and stinging insects around the target.
The target is dealt Power 10 + Magic Power damage at the end of the caster's
turn. This damage cannot be critical.
Eff. If the target is subject to the Water/Ice, Wind, Earth, Bludgeoning, and
Energy type spells, the insects will be driven away, and this spell's effect will end.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
10 1 1 2 3 3 4 5 5 6 7 None

328
Monsters
With the addition of numerous monsters in this book and more unique
skills, GMs are encouraged to use them as new threats to adventurers and to
help create scenarios.

Additional Elements

Classification: Fairy

It is said that fairies are the embodiment of mana, merging with natural
phenomena such as wind and water. Therefore, they can be seen everywhere,
mainly in nature. Fairy Tamer's contract with these fairies and can borrow their
magic, or they may summon them directly to help them.
Fairies have several common characteristics. These are described in
summary before introducing their data.

Petrifaction

Petrifaction is an ability possessed by some monsters that slowly degrade a


character's abilities, eventually leading to petrification.
Unique skills that cause a petrifaction will have the description "Petrifaction
(Ability Name/-X)". The character affected by this effect will have the specified
ability score reduced by X’s specified number of points. If there is more than
one specified ability score, one will be determined randomly. The resulting
decrease in the ability score is cumulative, and when it reaches 0 (it never goes
negative beyond 0 and stops at 0), the character is entirely petrified. Once
petrified, the character will no longer be capable of any action.
For fixed value characters, penalties are applied to the checks associated
with the specified ability score: Accuracy check for Dexterity, Evasion check
for Agility, and Spellcasting check for Intelligence. The GM may also apply
this to any other unique skill used by a fixed value character (monster) if they
deem the relevance of the ability score to be noticeable. The magnitude of the
penalty depends on the amount of the ability score reduction (-X). For a -6, the
329
penalty should be -1, and for a -12, the penalty should be -2. A fixed value
character will be petrified after receiving this effect a total of three times on the
same ability score (the number of times is used to determine the petrification
activation, not the number of points deducted from the ability score).
If the petrifaction is still active, it can be removed with [Cure Poison] for a
poison-type effect or [Remove Curse] for a curse-type effect. Still, once the
petrifaction is complete, it can only be undone by an effect designated to
remove petrifaction, such as Cure Stone Potion or [Cure Stone].
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 would 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 will be challenging to bring it back to life.
In principle, the petrified character cannot be healed or recovered
spontaneously. To remove it, appropriate measures must be taken (Cure Stone
Potions and the like can be of great help).
If appropriate removal action is taken, the character will be fully recovered
at once, regardless of the degree of petrification.

Multiple Actions = X Times

A monster with this unique skill may declare up to the X number of unique
skills of declared type "◯" each round. The monster cannot use the same
unique skill multiple times to double its effect by using this unique skill.

Fairy Magic

When a monster uses Fairy Magic, as with other spell casts, the need for
vocalization, Fairy Tamer's Gem, the mako stone for [Summon Fairy], and
other conditions should be ignored. Only the movement limitation to Limited
Move must be applied.
The type of Fairy Magic used by the monster is specified for each monster's
data; the GM may change this for any reason.

330
Techniques

[⏩Technique] are unique skills. If they can be used during Combat


Preparation, it will be described as [⏩△Technique]. Techniques, in principle,
are the same as for PCs and can be used individually.
In the case of a monster with multiple sections, if one of the sections has
the ability [⏩Technique], all sections can use this technique. But still, a
technique used by one section and MP consumed only from that section and
only applies to that section. If the HP of a section with the [⏩Technique]
unique skill falls to 0 or lower, all sections will be unable to use the techniques
specified in that section. Effects will still be in effect until the time runs out.

Spellsongs and Finales

Some monsters can use Spellsongs and Finales, but when a monster uses
them, Rhythm management should not perform to reduce the burden on the
GM. Monsters that use Spellsongs and Finales have their name listed in their
data and should be handled according to the descriptions of those abilities.
When using Spellsong or Finale, the monster character does not need an
instrument and can always sing. However, the type of movement is still limited
to Limited Move for PCs. Also, as a rule, the monster character cannot own
any pets.

►Basic Spellsongs X Level/Y(Z)/A area (B Radius)


The "X" will be a number of "1" or "5". This unique skill means that the
monster has all spellsongs listed in the table below, played from the specified
level, and all have "Effect Condition: None."
“Y” is the modifier of a roll, and “Z” is the fixed success value of the
Performance check. The targeted character can resist it with a Willpower
check.
The "A area (B Radius)" represents the area of effect of spellsong. With
Spellsongs, the center of the area of effect is always the Bard (monster).
This unique skill does not have a description, as it contains enough
information to use it.

331
Monster Basic Spellsongs List
Spellsongs Available at 5th level (in
Spellsongs Available at 1st level
addition to the left)
[Early Bird] (see p. 189) [Elements] (see p. 192)
[Ambience] (see p. 189) [Trance] (see p. 192)
[Summon Small Animals] (see p. 190) [Break] (see p. 192)
[Summon Fish] (see p. 190)
[Cacophony] (see p. 190)
[Ballad] (see p. 191)
[Morale] (see p. 191)
[Resistance] (see p. 191)

►Special Spellsong [****]/Y(Z)/A area (B Radius)


This unique skill implies using a spellsong with an “Effect Condition.” The
name of the spellsong will be filled at [****], but if multiple spellsongs are
used, they will be omitted from the heading and instead specified in the
description.
When this unique skill is used by a monster, the condition for effect caused
by Rhythm should be ignored. However, as a general rule, the conditions
under which this unique skill can be used are described separately and must
be followed.

►[Finale: ****]/Y(Z)(/Willpower/Half)
This is a Finale that can be used by a monster. In the case of a Finale that
deals damage, the heading will be supplemented with "/Willpower/Half".
Range distance and target are supplemented with a description. Also, total
damage and recovery are converted to "2d+X" points instead of using power
and Bardic Power.
If more than one Finale can be used, the name will be omitted from the
heading and described in the description.
You don’t need to manage Rhythm while using Finales. However, as with
Special Spellsongs, special conditions must be met in principle before a unique
skill can be used.

332
Barbarous

3 Centaur
Intelligence: Average Perception: Five senses Disposition: Neutral Soulscars: 3
Language: Barbaric, Centaur, Sylvan Habitat: Grasslands
Rep/Weak: 10/13 Weak Point: Earth damage + 3 points
Initiative: 12 Movement Speed: 22 (4 Legs)/- Fortitude: 5 (12) Willpower: 4 (11)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 5(12) 2d+2 3(10) 2 25 18
Unique Skills
►Fairy Magic 2 Level/Magic Power 4 (11) Charges and spears 1 enemy character as
It can use earth, fire, wind, and light types. with melee attack, dealing "2d+7" physical
►Charge/5 (12)/Evasion/Neg damage.
This ability can only be used in the round
in which the Normal Move is made.
Loot
2–7 None 11+ Fine Outfit (120G/White A)
8 – 10 Battle Gear (30G/White B)
These are Barbarous, with the Human's Upper Body connected to the horse's body. They
are proud to be Barbarous, fight, and make a name for themself fairly and squarely.
Centaurs also tend to be excellent soldiers listening to orders.

4 Medusa
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 2
Language: Barbaric, Youma Habitat: Labyrinths
Rep/Weak: 10/13 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 14/- Fortitude: 4 (11) Willpower: 6 (13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Snake Hair 6(13) 2d+2 4(11) 2 28 22
Unique Skills
►Simultaneous Attack ◯Eyes of Stone/4 (11)/Willpower/Neg
A Medusa's Snake Hair attacks all At the end of each round, if a character
characters in the skirmish, but a separate faces a Medusa, they need to roll a
Accuracy Check is needed for each Willpower Check or receive effects of
character. Petrification (Dexterity, Agility/-6) (see p.
◯Snake Venom/5 (12)/Fortitude/Neg 329).
If the Snake Hair attack hits, it inflicts 3 This effect is treated as a curse type.
poison magic damage to the target.
Loot
Always Viper of Medusa (50G/Red B) 10 – 12 Gem (150G/Red A) x 1d
2 – 9 None 13+ Eyes of Stone (1,200G/Gold, Red, Black S)
Often mistaken for a human female, Medusae are barbarous with multiple thin snakes for
hair. Not only can a Medusa slowly petrify unlucky adventurers, but the hair snakes are also
poisonous. Rarely do a Medusa's eyes may retain their fearsome gaze after death. These
magical eyes can be used to make magical armor and command a high price in the markets.

333
4 Lizardman
Intelligence: Average Perception: Five senses Disposition: Hostile Soulscars: 3
Language: Barbaric, Lizardman, Dragonic Habitat: Swamps
Rep/Weak: 11/14 Weak Point: Earth damage + 3 points
Initiative: 10 Movement Speed: 13/13 (Swimming) Fortitude: 6(13) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 6(13) 2d+4 4(11) 5 32 15
Unique Skills
◯Underwater Aptitude targets in the same skirmish. Accuracy and
Can move in water without penalties and Damage are the same as a normal attack, and
restrictions. this attack cannot be used in consecutive
🗨Tail Sweep rounds.
The monster can use its tail to attack up to 5
Loot
2–9 None 10+ Seven-color Scales (220G/Gold Red A)
Lizardmen are one of the more aquatically inclined barbarous, preferring to spend time in
swamps and other wetlands worshiping their dragon gods. Standing shy of 2m, they look like
upright lizards, though they take offense if mistaken for lildraken.
While they cannot breathe underwater, Lizardmen can hold their breath for up to an hour,
like elves, and similarly have houses with dry and wet sections.

4 Loreley
Intelligence: Average Perception: Five senses Disposition: Hostile Soulscars: 2
Language: Trade common, Barbaric, Elven, Sylvan Habitat: Rivers
Rep/Weak: 10/14 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 14/14 (Swimming) Fortitude: 4 (11) Willpower: 6 (13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Instrument 4(11) 2d+2 4(11) 2 28 18
Unique Skills
◯Underwater Aptitude in the opposing faction and if [►Basic
Can move in water without penalties and Spellsongs] were used on the previous turn.
restrictions. ►[Finale: Spring Breeze]/7 (14)
►Basic Spellsongs 1 Level/7 (14)/All areas Uses [Finale: Spring Breeze] at "Range: 2
(40m Radius) (40m)" to deal 1 character 2d+4 wind magic
►Special Spellsong [Love Song] /7(14)/All damage.
areas (40m Radius) This unique skill could be used only if
Can use [Love Song] spellsong (see p. 192). [►Basic Spellsongs] or [►Special Spellsong]
This unique skill can only be used if a male is were used on the previous turn.
Loot
Beautiful Feathered Kimono
2–5 None 9 – 12
(300G/White A)
Water Feathered Kimono Shining Feathered Kimono
6–8 13+
(100G/White A) (1,000G/White S)
They are a tribe of Barbarous who live in rivers and riverbanks and take the form of beautiful,
light-robed women. They charm humanoid men with their magical singing voices and kidnap
them to live in their dwellings. However, it is said that when they are bored or no longer needed,
they leave to drown.

334
5 Androscorpion
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Androscorpion, Magitech Habitat: Desert, Ruins
Rep/Weak: 12/15 Weak Point: Physical damage +2 points
Initiative: 12 Movement Speed: 15 (Many Legs)/- Fortitude: 7 (14) Willpower: 7 (14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon (Upper Body) 7(14) 2d+5 7(14) 6 34 26
Tail (Lower Body) 8(15) 2d+4 6(13) 5 38 12
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
●Upper Body ●Lower Body
►Magitech 4 Level /Magic Power 6(13) ◯Poison/5 (12)/Fortitude/Neg
►Gunfire/6 (13)/Evasion/Neg If the Androscorpion's Lower Body hits
An Androscorpion can attack with a with their Tail attack, the target will receive
readied gun, whose Max. Magazine is 4, the an extra 6 poison-type damage.
range is 2(20m), and the Critical Threshold ◯Weakening
is 10. When the Lower Body section is reduced
◯Targeting to 0 HP or fewer, the Androscorpion
Attacks fired into a skirmish cannot misfire. receives a -2 penalty for Evasion.
Loot
Always Scorpion Shell (50G/Red B) 7 – 11 Poison Stinger (100G/Red A)
Poison Stinger with Intact Poison
2 –6 None 12+
Sac (800G/Red A)
These odd barbarous have a humanoid upper body growing out of the lower body of a giant
scorpion.
Living in deserts and around ruins, Androscorpions are reasonably capable Artificers in
their own right. They will often be seen carrying and wearing the various spoils of their
expeditions, whether armor, weapons, or strong magical artifacts.

335
5 Merman
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Neutral Soulscars: 2
Language: Merman, Elven Habitat: Ocean
Rep/Weak: 11/14 Weak Point: Fire damage + 3 points
Initiative: 12 Movement Speed: 5 (Leap)/20(Swimming) Fortitude: 6 (13) Willpower: 7 (14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 7(14) 2d+6 7(14) 4 35 19
Unique Skills
◯Water/Ice Immunity 🗨△Cover I
◯Underwater Specialization Can use [Cover I] combat feat (see CR I, p.
Can move in water without penalties and 256).
restrictions. Conversely, all action checks are
subject to a -2 penalty on the ground.
Loot
Always Rusty Spear (50G/Black White B) 7+ Beautiful Shell (180G/Gold White A)
2 – 6 None
Also called mermaids, these barbarous have the lower half as that of a fish. Since they lived
in the sea, they had little contact with other barbarous and humanoids, so they have remained
neutral and have not been eradicated in the Magitech Civilization era.
As a race, Mermen tend to avoid fighting except in self-defense and are often neutral
towards most other races. However, they have a hostile relationship with some marine
Barbarous, which could theoretically be leveraged into an alliance with Elves against the other
aquatic races.

6 Centaur Impaler
Intelligence: Average Perception: Five senses Disposition: Neutral Soulscars: 3
Language: Barbaric, Centaur, Sylvan Habitat: Grasslands
Rep/Weak: 11/17 Weak Point: Earth damage + 3 points
Initiative: 15 Movement Speed: 30 (4 Legs)/- Fortitude: 8 (15) Willpower: 7 (14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 8(15) 2d+8 7(14) 6 53 28
Unique Skills
►Fairy Magic 4 Level/Magic Power 6 (13) Charges and spears 1 enemy character as
It can use earth, fire, wind, and light types. with melee attack, dealing "2d+14" physical
►Charge/7 (14)/Evasion/Neg damage.
This ability can only be used in the round
in which the Normal Move is made.
Loot
2 – 6 Spear (50G/Black White B) 10+ Well-Balanced Spear (600G/Black White A)
7 – 9 Heraldic Spear (150G/Black White)
Spear cavalry of centaurs, Impalers are often young and anxious to show off their military
training. Despite their youth, Centaur Impalers are the equivalent of knights in their hierarchy
and will often have subordinates following their commands. In combat, a Centaur Impaler
will often seek out and fight the most potent enemy in the skirmish, looking to prove
themselves in battle.

336
6 Merman Bishop
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Neutral Soulscars: 2
Language: Merman, Elven Habitat: Ocean
Rep/Weak: 12/15 Weak Point: Fire damage + 3 points
Initiative: 12 Movement Speed: 5(Leap)/20(Swimming) Fortitude: 7 (14) Willpower: 8 (15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 6(13) 2d+4 7(14) 4 43 38
Unique Skills
◯Water/Ice Immunity ◯Underwater Specialization
►Divine Magic 6 Level/Magic Power 8(15) Can move in water without penalties and
restrictions. Conversely, all action checks are
subject to a -2 penalty on the ground.
Loot
Always Rusty Spear (50G/Black White B) 7 – 12 Beautiful Shell (180/Gold Red A)
2 – 6 None 13+ Silver Pearl (3,000G/Gold Red S)
Bishops are one of the strongest Mermen. They follow the gods and lead their tribes as
prescribed by their words. Bishops even have the ear of Merman chiefs, giving them
considerable political power.
While Merman Bishops tend to follow the Ancient Gods, regardless of whether they're gods
of the First Sword, Lumiere, or the Second Sword, Ignis, some follow gods that have recently
found apotheosis and are thus unknown among the land-swelling races.

7 Ogre
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 3
Language: Trade common, Barbaric, Ogre, Drakish, Arcana Habitat: Various
Rep/Weak: 12/15 Weak Points: Accuracy +1
Initiative: 14 Movement Speed: 18/- Fortitude: 10 (17) Willpower: 9 (16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 10(17) 2d+11 10(17) 7 58 30
Unique Skills
►Truespeech Magic 5 Level /Magic Power When transformed, the Ogre's maximum HP
8(15) and MP are decreased by 5. Accuracy, Evasion,
◯►Magic Aptitude Fortitude, and Willpower are also reduced by
They can use the Combat Feats [Targeting] 1 point each. This form can be held up to 18
and [Wordbreak]. hours per day.
⏩△Personification The [⏩△Personification] can also be ended
An Ogre may take on the appearance and with Minor Action or during Combat
mannerisms of a character they have eaten or Preparation.
change back.
Loot
2–8 Bag of Silver (100G/-) x 1d 13+ Sword Shard (200G/-) x 3
9 – 12 Gem (150G/Gold A) x 1d
Much larger than the Lesser species, Ogres wield significantly more physical and magical
power. Standing close to 3m tall, they can use larger equipment. Ogres want to act as though
they are master tacticians, using Lesser Ogres and other barbarous as fodder for their evil (and
often cowardly) operations to attack humanoid races. However, their success rate isn't the
greatest, and those who fail often tend to be sent on those same suicide missions by other Ogres.

337
7 Caesarscorpion
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Androscorpion, Magitech Habitat: Desert, Ruins
Rep/Weak: 13/18 Weak Point: Physical damage +2 points
Initiative: 14 Movement Speed: 17 (Many Legs)/- Fortitude: 9 (16) Willpower: 9 (16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon (Upper Body) 9(16) 2d+6 9(16) 7 56 35
Pincers (Pincers) 9(16) 2d+10 8(15) 4 37 14
Tail (Lower Body) 8(15) 2d+7 8(15) 8 67 16
Sections: 3 (Upper Body / Pincers / Lower Body) Main Section: Upper Body
Unique Skills
●Upper Body ●Lower Body
►Magitech 5 Level/Magic Power 7(14) ◯Poison/8 (15)/Fortitude/Neg
►Gunfire/7 (14)/Evasion/Neg If the Caesarscorpion's Lower Body hits
A Caesarscorpion can attack with a readied with their Tail attack, the target will receive
gun, whose Max. Magazine is 4, the range is an extra 8 poison-type damage.
2(30m), and the Critical Threshold is 10. ◯Weakening
◯Targeting When the Lower Body section is reduced
Attacks fired into a skirmish cannot misfire. to 0 HP or fewer, the Upper Body and
Pincers sections of the Caesarscorpion
receive a -2 penalty for Evasion.
Loot
Poison Stinger with Intact Poison
Always Scorpion Shell (50G/Red B) 7 – 10
Sac (800G/Red A)
Poison Stinger with Deadly
2–6 None 11+
Poison Sac (1,200G/Red S)
A warrior branch of the Androscorpions (see p. 335), Caesarscorpions have often seen
leading groups in sorties or at the head of a squadron of Androscorpions in emergencies. As
the name says, Caesarscorpions have a pair of large pincers that can cut through enemies like
scissors through paper.

338
7 Tannoz
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Sylvan Habitat: Coast, Riverside
Rep/Weak: 12/16 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 13/13 (Swimming) Fortitude: 9(16) Willpower: (16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Pincers 10(17) 2d+10 8(15) 6 59 42
Unique Skills
◯Underwater Aptitude ►Fairy Magic 6 Level/Magic Power 8 (15)
Can move in water without penalties and It can use earth, water/ice, wind, and dark
restrictions. types.
◯🗨Magic Aptitude
They can use the Combat Feats [Targeting]
and [Metamagic/Targets].
Loot
2–4 Sharp Pincers (50G/Red B) 10+ Deadly Pincers (1,660G/Red S)
5–9 Dangerous Pincers (570G/Red A)
They are ugly Barbarous that live mainly by the seashore and riverside. They are short and have
wrinkled faces. Their right hand is a pair of crab-like pincers, and they carry a lantern in their left
hand. Lanterns are used for hunting prey, confusing and stranding boats at night, and luring
Humanoids into swamps and rivers. Sometimes they can also be seen inland serving other
Barbarous. They are hated by humanoid fairy tamers because they do not make contracts with
them but force them to work.

7 Minotaur
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Minotaur Habitat: Various
Rep/Weak: 10/17 Weak Point: Magic damage +2 points
Initiative: 12 Movement Speed: 12/- Fortitude: 9 (16) Willpower: 7 (14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 9(16) 2d+12 7(14) 8 67 18
Unique Skills
◯Multiple Actions = 2 times 🗨Power Strike I
🗨Cleave I They can deal an additional 4 damage on
It can attack up to 3 characters with melee their next attack. However, any Evasion Check
attacks that can be reached, but the damage will made by them this turn receives a -2 penalty.
be reduced by -3. If more than one is hit, the ⏩△Techniques
damage is determined individually. They may use the [Bear Muscle],
[Beetleskin], [Cat's Eyes], [Gazelle Feet],
[Recovery (5 pts.)], Techniques.
Loot
Always Minotaur's Axe (475G/Black White A) 7 – 9 Big Horn (150G/Red A)
2 – 6 None 10+ Beautiful Horn (600G/Red A)
A giant monster with a cow's head on a humanoid body, Minotaurs are incredibly powerful and
dangerous monsters. Their intelligence is pretty low, but they are quick to anger. When riled, they
are challenging to deal with. Adept at finding sword labyrinths, they will often take up residence
inside and become the warden of such labyrinths. A minotaur will only need to eat every few days
but will often lure young women to the labyrinth to be devoured.

339
8 Dark Troll
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Trade common, Barbaric, Giantish Habitat: Ruins
Rep/Weak: 13/18 Weak Point: Magic damage +2 points
Initiative: 14 Movement Speed: 17/- Fortitude: 2(19) Willpower: 0(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 11(18) 2d+12 9(16) 9 77 44
Unique Skills
►Divine Magic 7 Level/Magic Power 10(17) ◯Dark Regeneration = 5 points
🗨►Magic Aptitude At the end of each round, a Dark Troll
They can use the Combat Feats [Multi- recovers 5 HP. This has no effect if the Dark
Action], [Metamagic/Targets], and Troll is at 0 HP or lower or is under sunlight.
[Wordbreak]. ◯Weakened
🗨Mana Strike = +10 damage As long as a Dark Troll is under sunlight, it
May deal an additional +10 damage to their receives a -2 penalty to all Accuracy and
next melee attack. At risk, they take a -2 penalty Evasion Checks.
to their Fortitude and Willpower checks.
Loot
Always Troll Blood (100G/Red A) 12+ Strange Holy Symbol (3,300G/White S)
2 – 11 Gem (300G/Gold A) x 1d
Much leaner than a typical Troll (see CR I, p. 407), a Dark Troll has an excellent sense of
fighting and a strong religious belief. A high-ranking member of Troll society, they stand out
with their jet-black skin and dangerous aura. Dark Trolls violently hate cowardice and will
respect those who show their strength, even if they're humanoids who'll get crushed under
the Dark Troll's immense power.

8 Loud Bolg Commander


Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 3
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
Rep/Weak: 13/18 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: 15/- Fortitude: 12 (19) Willpower: 10 (17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 11(18) 2d+13 9(16) 9 72 20
Unique Skills
△Frightful Commander/Can’t 🗨Repeated Strike II
Gives the order and forces subordinates to Can make two Accuracy checks; if one hits,
follow it. the damage is dealt once. If the first Accuracy
All Accuracy and Evasion checks for "Target: check is successful, the damage is increased by
All areas (30m Radius)/All" with "Range: +4; if the second check instead is successful, the
Caster" are increased by +1. User can exclude damage is determined as usual.
any character from the target when used. The ◯Painful Strike
character itself is always excluded. This effect is If the 2d roll of the damage roll is 10 or more,
treated as a psychic type with a success value of the damage is increased by an additional +6
0. This ability can only be used in Combat points.
Preparation and lasts until it is individually
removed or until this monster is no longer on
the battlefield.
340
Loot
Well-Kept Weapon (1,000G/Black
Always Barbarous' Orders (500G/White A) 10+
White S)
Extravagant Weapon (500G/Black
2–9
White A)
They are the frontline commander of Bolg, leading their men with fear.

8 Werewolf
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 2
Language: Trade common, Barbaric, Lycanthrope Habitat: Various
Rep/Weak: 11/16 Weak Point: Silver weapon damage +3 points
Initiative: 16 Movement Speed: 21/- Fortitude: 11 (18) Willpower: 10 (17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 12(19) 2d+10 11(18) 9 73 15
Unique Skills
◯Normal Weapon Immunity ⏩△Techniques
◯Beast Power They may use the [Beetleskin] and [Strong
Werewolf receives a +1 bonus to Accuracy Blood] Techniques.
and Evasion on the night of a full moon. ⏩△Beastification
Conversely, they receive a -1 penalty for A Werewolf can turn from a humanoid to
Accuracy and Evasion while under sunlight. a bestial form and back again. The Werewolf
►Twin Strike & Double Attack can only make Claw attacks while in beast
A Werewolf can make two Claw attacks form.
each round, though each attack requires its The [⏩△Beastification] can be released
Accuracy check. They may choose to attack with Minor Action or during Combat
different characters with each attack. Preparation.
Loot
2–6 None 11+ Shining Fur (1,200G/Gold Red S)
7 – 10 Beastman Fur (200G/Red A)
One of many different shapeshifters that fall under the classification “lycanthrope,” a
Werewolf is the most common of the beastmen.
When in their humanoid form, they would easily pass among civilized folk without issue.
However, they can turn into a bestial form, growing fur over their body, their face turning to
that of a wolf, and sharp claws growing from both hands. They form their own clans, with
strict hierarchies based on age, so the young Werewolves help the elders when necessary.
They cannot reproduce independently but rather kidnap Humans to join them through a
special ritual. Therefore, their soulscar is relatively small, and they sometimes blend in with
human society, taking advantage of their beastification ability. In addition to wolves, there are
many other species of Lycanthrope, such as tigers and bears.

341
8 Basilisk (Human Form)
Intelligence: High Perception: Five senses Disposition: Neutral Soulscars: 4
Language: Trade common, Barbaric, Basilisk, Drakish, Youma, Arcana
Habitat: Desert, Ruins Rep/Weak: 13/16 Weak Point: Water/Ice damage + 3 points
Initiative: 14 Movement Speed: 18/- Fortitude: 9 (16) Willpower: 9 (16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 10(17) 2d+12 9(16) 9 69 45
Unique Skills
◯Poison Immunity, ◯Disease Immunity ◯Poison Blood/11 (18)/Fortitude/Neg
►Truespeech Magic 7 Level/Magic Power Anyone who deals damage to this monster
10(17) in the same skirmish will receive 2d poison
🗨►Magic Aptitude magic damage at the end of their turn.
They can use the Combat Feats [Multi- ►Monstrous Form
Action], [Universal Metamagic], and The monster transforms into its monstrous
[Wordbreak]. form. For data on the monstrous form, see
⏩Petrifying Gaze/9 (16)/Willpower/Neg "Basilisk (Monstrous Form)" (see p. 343).
With "Range/Area: 50m/Target", it stares at HP and MP are restored to their maximum
the enemy and gives the effect of Petrifaction values, and all effects of spells and the like
(dexterity or agility/-6) (see p. 329). are removed. When [►Monstrous Form]
If the target of this unique skill is the one was activated Body section is treated as if it
who holds the mirror, and if Willpower's made Major Action. The Head section may
success value is 4 or more points higher than take Major Action on this turn. Also, Evil
the Target Number, gaze can bounce off the, Eye can use [⏩Petrifying Gaze] if it has not
giving this effect to Basilisk always affecting already used it for its turn.
them without a check even if Basilisk is [⏩△Instant Humanification] cannot be
blindfolded. This unique skill is of curse used for 1 hour immediately after using
type. [►Monstrous Form].
This unique skill can be used only once per
round.
Loot
Petrifying Eyes (1,200G/Gold
Always Basilisk Blood (200G/Red A) 11+
Red Black S)
2 – 10 None

342
9 Basilisk (Monstrous Form)
Intelligence: Low Perception: Five senses Disposition: Hostile Soulscars: 4
Language: Trade common, Barbaric, Basilisk, Drakish, Youma, Arcana
Habitat: Desert, Ruins Rep/Weak: 11/16 Weak Point: Water/Ice damage + 3 points
Initiative: 15 Movement Speed: 12 (Many Legs)/- Fortitude: 10 (17) Willpower: 10 (17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Evil Eye) - - 13(20) 3 45 22
Bite (Head) 10(17) 2d+10 12(19) 8 73 45
Talon (Body) 12(19) 2d+14 10(17) 10 82 33
Sections: 3 (Evil Eye / Head / Body) Main Section: Head
Unique Skills
●All Sections ●Body
◯Poison Immunity, ◯Disease Immunity ⏩△Instant Humanification
◯Poison Blood/12 (19)/Fortitude/Neg It instantly transforms into Human form.
It is the same as the unique skill of Basilisk Refer to Basilisk (Human Form) for data on
(Human Form), except for a different target the Human form. If the Body section has
number. suffered HP or MP damage or has been
●Evil Eye affected by magic or other effects, these are
⏩Petrifying Gaze/10 (17)/Willpower/Neg carried over to the Human form. If its HP is
It is the same as the unique skill of Basilisk less than 0, it immediately falls unconscious.
(Human Form), except for a different target [⏩△Instant Humanification] cannot be
number. used for 1 hour immediately after using
●Head [►Monstrous Form].
►Truespeech Magic 7 Level/Magic Power ◯Weakening
8(15) When the Body section is reduced to 0 HP
🗨►Magic Aptitude or fewer, the Evil Eye and Head sections of
They can use the Combat Feats [Multi- the Basilisk (Monstrous Form) receive a -2
Action], [Universal Metamagic], and penalty for Evasion.
[Wordbreak].
Loot
Petrifying Eyes (1,200G/Gold
Always Basilisk Blood (200G/Red A) 11 – 12
Red Black S)
Petrifying Fangs (3,200G/Gold
2 – 10 None 13+
Red Black S)
Indistinguishable from humans at first glance, a Basilisk is Barbarous with the power of
petrification. Basilisks often wear blindfolds to suppress their petrifying gaze until they find
the right target. Even then, the petrifying gaze can be used through the blindfold, and petrified
animal remains can often be found around a Basilisk den.
Often found in deserts, they collect various lesser Barbarous as followers and enslaved
people, though they have a rivalry with Drakes regarding who is stronger.
Despite this, if the situation calls for it, Basilisk and Drake may work together for a greater
goal, and woe comes to those who stand in their way.
The true identity of a Basilisk, this eight-legged beast, looks like a lizard 5m long. While the
Basilisk's intelligence and speed are a little lower, the ability to petrify foes has increased,
making the Basilisk even more dangerous. However, most Basilisks feel that this form is quite
ugly and hate being seen by others in this form. As such, they will almost certainly try to kill
or petrify those who see this hideous form.

343
9 Grendel
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Giantish, Barbaric, Sea Animal Habitat: Sea, Coast, Lake, Shore
Rep/Weak: 16/18 Weak Point: Fire damage + 3 points
Initiative: 16 Movement Speed: 16/16 (Swimming) Fortitude: 13(20) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist (Upper Body) 12(19) 2d+14 11(18) 6 80 14
Kick (Lower Body) 13(20) 2d+11 10(17) 8 86 11
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
●All Sections [◯Underwater Aptitude], [◯Underwater
◯Underwater Aptitude Specialization], [◯Underwater], or [Sword's
Can move in water without penalties and Grace/Gentle Water].
restrictions. This unique skill can only be used on or
●Upper Body underwater.
►Water Blast/12(19)/Fortitude/Neg ●Lower Body
It slams the water's surface as hard as possible, ◯Attack Obstacle = +4 • None
generating waves. Dinos' height prevents enemies from attacking
Within "Range: Caster" and "Target: 1 area (4m them. The Upper Body receives a +4 bonus to
Radius)/10," the target falls prone (see CR I, p. Evasion checks against melee attacks.
142). This effect does not apply to characters not This effect disappears when the Lower Body falls
restricted while in the water. to 0 HP or lower.
Loot
2–8 None 9+ Gold Bracelet (2,500G/Gold White S)
They are giants of about 4 meters in length that inhabit seashores, reefs, lakes, etc. They are
sometimes found together with Tannoz. They are especially dangerous underwater.

9 Tannoz Cleric
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Sylvan Habitat: Coast, Riverside
Rep/Weak: 14/18 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: 15/15 (Swimming) Fortitude: 11(18) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Pincers 12(19) 2d+13 11(18) 7 83 78
Unique Skills
◯Underwater Aptitude ◯🗨Magic Aptitude
Can move in water without penalties and They can use the Combat Feats [Targeting],
restrictions. [Magic Convergence], [Magic Control], and
►Divine Magic 9 Level & Fairy Magic 9 [Metamagic/Targets].
Level/Magic Power 11(18)
It can use earth, water/ice, wind, and dark types.
Loot
2 – 8 Dangerous Pincers (570G/Red A) 12+ Veteran Pincers (4,400G/Red S)
9 – 11 Deadly Pincers (1,660G/Red S)
They are the leader of the Tannoz, who use Divine Magic in addition to Fairy Magic. Tannoz
generally follow Sea Snatcher Eiryak (see p. 323), whose teachings Tannoz Clerics preach to their
companions. Clerics prefer to summon fairies and support allies with Divine Magic.

344
9 Hugl Motor
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 3
Language: Lizardman, Barbaric, Youma Habitat: Desert, Mountain
Rep/Weak: 16/19 Weak Point: Wind type damage +3 points
Initiative: 18 Movement Speed: 15/20 (Flying) Fortitude: 11 (18) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 12(19) 2d+11 11(18) 8 74 27
Unique Skills
⏩△Mobile Flying Accuracy bonus, damage, and other values are
It gains a +1 bonus to Accuracy and Evasion the same as for the claw attack. This ability cannot
checks for melee attacks for 10 seconds (1 round). be used on the same turn in which [⏩△Mobile
This ability cannot be used in consecutive turns. Flying] is used. Also, once an additional attack is
When used in Combat Preparation, it cannot be made with this ability, [⏩△Mobile Flying] cannot
used in the first round, regardless of the result of be used on that turn.
the Initiative check. ⏩Techniques
◯Winged Pursuit They may use the [Cat's Eyes], [Bear Muscle],
If it is hit with a Claw attack, it can make an [Daemonfinger], and [Giant Arms], Techniques.
additional melee attack with wings.
Loot
Shining Seven-colored Scales
2–4 Amber Scales (90G/Red B) 9+
(570G/Gold Red A)
Seven-color Scales (220G/Gold Red
5–8
A)
This is a skilled warrior of the Hugl tribe who knows how to use Enhancer’s techniques.

9 Minotaur Caster
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Minotaur, languages by magic system learned Habitat: Various
Rep/Weak: 11/18 Weak Point: Magic damage +2 points
Initiative: 12 Movement Speed: 12/- Fortitude: 11 (18) Willpower: 10 (17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 9(16) 2d+12 7(14) 8 77 60
Unique Skills
►Magic (2 Systems) 8 Level / Magic Power ◯🗨 Magic Aptitude
11(18) A Minotaur Caster can use the Combat Feats
Can use any two of Truespeech Magic, [Magic Convergence], [Magic Control], and
Spiritualism Magic, Divine Magic, and Fairy [Targeting].
Magic at 8 levels. Fairy Magic has earth, 🗨Cleave I
water/ice, fire, and dark types. It can attack up to 3 characters with melee
attacks that can be reached, but the damage will
be reduced by -3. If more than one is hit, the
damage is determined individually.
Loot
Always Minotaur's Axe (475G/Black White A) 7 – 9 Beautiful Horn (600G/Red A)
2 – 6 Big Horn (150G/Red A) 10+ Majestic Horn (3,500G/Red S)
A much smarter variety of Minotaur, these masters of magic are ferociously cunning. Willing to
lie in wait in their labyrinth, a Minotaur Caster will use a variety of traps, spells, and other monsters
to wear down any intruders before joining the fray themselves.

345
9 Drake Baron (Human Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Trade common, Barbaric, Drakish, Arcana Habitat: Various
Rep/Weak: 12/19 Weak Points: Magic damage +2 points
Initiative: 17 Movement Speed: 20/40 (Flying) Fortitude: 12 (19) Willpower: 13 (20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 12(19) 2d+131 10(17) 10 88 48
Unique Skills
►Spiritualism Magic 7 Level /Magic Power ◯Flight
10(17) Receives a +1 bonus to Accuracy and
◯🗨►Magic Aptitude Evasion only for melee attacks.
They can use the Combat Feats [Multi- ►Dragonification
Action], [Targeting], [Magic Convergence], The Drake transforms into a draconic
[Metamagic/Targets], and [Wordbreak]. form, healing all HP and MP. Any lingering
⏩△Techniques magical effects are removed as well. For
They may use the [Beetleskin], [Cat's more information, see the Drake Baron
Eyes], and [Recovery (5 pts.)] Techniques. (Dragon Form) stats. In the turn in which
🗨Mana Strike = +10 damage [►Dragonification] is performed, only the
May deal an additional +10 damage to their Body section of Dragon Form is treated as
next melee attack. At risk, they take a -2 having completed the Major Action, and
penalty to their Fortitude and Willpower Wings sections can make them on this turn.
checks. [⏩△Instant Humanification] cannot be
used for 1 hour immediately after using
[►Dragonification].
Loot
Majestic Draconian Horn
Always Sword Shard (200G/-) x 5 10+
(4,200G/Red S)
2–9 Draconian Horn (500G/Red A)

346
10 Drake Baron (Dragon Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Trade common, Barbaric, Drakish, Arcana Habitat: Various
Rep/Weak: 13/20 Weak Points: Magic damage +2 points
Initiative: 19 Movement Speed: 20/40 (Flying) Fortitude: 13 (20) Willpower: 14 (21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Body) 12(19) 2d+15 11(18) 12 98 58
Wing (Wing) 14(21) 2d+12 9(16) 9 69 26
Wing (Wing) 14(21) 2d+12 9(16) 9 69 26
Sections: 3 (Body/Wing x 2) Main Section: Body
Unique Skills
●Body ⏩△Instant Humanification
►Spiritualism Magic 7 Level /Magic Power It instantly transforms into Human form.
10(17) Refer to Drake Baron (Human Form) for
◯🗨►Magic Aptitude data on the Human form. If the Body
They can use the Combat Feats [Multi- section has suffered HP or MP damage or
Action], [Targeting], [Magic Convergence], has been affected by magic or other effects,
[Metamagic/Targets], and [Wordbreak]. these are carried over to the Human form. If
►Light Breath/11 (18)/Fortitude/Half its HP is less than 0, it is immediately
The Drake Baron may vomit a mass of stunned.
pure energy directed toward a single target. [⏩△Instant Humanification] cannot be
The energy travels to “Range/Area: used for 1 hour immediately after using
2(50m)/Shot” and deals 2d + 16 energy [►Dragonification].
magic damage. ●Wing
This unique skill cannot be used in ◯Flight
consecutive turns. Receives a +1 bonus to Accuracy and
⏩△Techniques Evasion only for melee attacks.
They may use the [Beetleskin], [Cat's If one of the wings falls to 0 HP or lower,
Eyes], and [Recovery (5 pts.)] Techniques. this unique skill cannot be used.

Loot
Majestic Draconian Horn
Always Sword Shard (200G/-) x 5 10+
(4,200G/Red S)
2–9 Draconian Horn (500G/Red A)
Similar in appearance to the Drakes, yet with a much more regal presence, Drake Barons
are imposing leaders of the Barbarous. While it's rumored there are little more than 100 of
these Drake Barons throughout the entirety of Raxia, even those few are enough to bring
much of humanity to its knees.
A much larger form of the smaller Drakes, the draconic form of the Drake Baron is as
impressive and menacing as their human form. Their scales deepen and take on a steelier
shine from the original silver-white, and the Drake Baron's abilities are much more powerful
overall than lesser Drakes.

347
10 Dark Troll Adept
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Neutral Soulscars: 4
Language: Trade Common, Barbaric, Giantish Habitat: Ruins
Rep/Weak: 15/19 Weak Point: Magic damage +2 points
Initiative: 17 Movement Speed: 20/- Fortitude: 13 (20) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 12(19) 2d+13 11(18) 10 97 54
Unique Skills
►Divine Magic 10 Level /Magic Power ◯Dark Regeneration = 7 points
13(20) At the end of each round, a Dark Troll
◯🗨►Magic Aptitude Adept recovers 7 HP. This has no effect if
They can use the Combat Feats [Multi- the Dark Troll Adept is at 0 HP or lower or
Action], [Targeting], [Magic Convergence], is under sunlight.
[Magic Control], [Hawk Eye], [Universal ◯Weakened
Metamagic], and [Wordbreak]. As long as a Dark Troll is under sunlight, it
🗨Mana Strike = +13 damage receives a -2 penalty to all Accuracy and
May deal an additional +13 damage to their Evasion Checks.
next melee attack. At risk, they take a -2
penalty to their Fortitude and Willpower
checks.
Loot
Strange Holy Symbol
Always Troll Blood (100G/Red R) 9+
(3,300G/White S)
2–8 Gem (300G/Gold A) x 1d
It is a Troll priest. They are capable Dark Trolls warriors and is also highly skilled as a
priest.
Unusually, the Trolls are sworn to serve the gods rather than to fight themselves, serving as
judges of the Troll clan's divine battles and presiding over rituals. They can serve as advisers
and blessing Troll officers and thoroughly support their allies with spells when faced with
powerful enemies.

348
10 Hill Giant
Intelligence: Low Perception: Five senses Disposition: Hostile Soulscars: 4
Language: Giantish Habitat: Hills
Rep/Weak: 15/18 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: 18/- Fortitude: 4(21) Willpower: 1(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon (Upper
12(19) 2d+14 11(18) 10 90 20
Body)
Kick (Lower Body) 13(20) 2d+10 10(17) 12 98 10
Sections: 2 (Upper Body/Lower Body) Main Section: Upper Body
Unique Skills
●Upper Body ●Lower Body
►War Cry/12 (19)/Willpower/Neg ◯Attack Obstacle = +4 • None
The Hill Giant unleashes a mighty yell, Hill Giant’s height prevents enemies from
causing fear in those who fail to resist within a attacking it. The Upper Body receives a +4
10-meter radius around Hill Giant. This fear, bonus to Evasion checks against melee attacks.
treated as a psychic effect, gives a -2 penalty to This effect disappears when the Lower Body
all action checks for the next 30 seconds (3 falls to 0 HP or lower.
rounds).
Loot
2 – 7 None 13+ Giant Helmet (9,000G/Black White S)
8 – 12 Gold Bracelet (2,500G/Gold White S)
Standing around 5m tall, the Hill Giant is the smallest of the giants. Not too bright either, a
Hill Giant will chase down prey and attempt to eat just about anything once. While other
barbarous do use the services of Hill Giants because of their immense power and strength,
it's also fairly easy to exploit the poor giants, and more than a few end up as butts of jokes.

10 Bolg Assassinator
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 3
Language: Barbaric, Drakish, Youma Habitat: Forest, Mountain,
Rep/Weak: 15/19 Weak Point: Physical damage +2 points
Initiative: 19 Movement Speed: 21/- Fortitude: 13 (20) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 11(18) 2d+11 11(18) 6 81 24
Unique Skills
◯Fast Action ►Double Attack
During the first round of combat, if the It can attack the same target twice in one
monster wins initiative, it may take two Major action with its Weapon.
Actions that round. ◯Painful Strike
◯Shadow Sneak If the 2d roll of the damage roll is 10 or more,
Can leave, pass through skirmishes without the damage is increased by an additional +6
movement blocking (see p. 59) and prepare to points.
withdraw action.

349
Loot
Well-Kept Weapon (1,000G/Black
Always Barbarous Decree (500G/White A) 8 – 12
White S) x 2
Extravagant Weapon (500G/Black Rare Weapon (4,000G/Black White
2–7 13+
White A) x 2 S) x 2
This is a Bolg assassin who specializes in fast attacks. Their role is to target and strike the
key commanders of the enemy army.

10 Diablo Lieutenant (Human Form)


Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Drakish, Daemonic Habitat: Wilderness, Shallow
Rep/Weak: 18/21 Weak Point: Energy damage +3 points
Initiative: 18 Movement Speed: 20/20 (Flying) Fortitude: 13 (20) Willpower: 13 (20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 13(20) 2d+13 12(19) 9 96 58
Unique Skills
◯Tough Skin Afterward, Diablo’s HP is restored by the
Whenever it receives physical or magical sum of all applied damage dealt to the
damage of the bludgeoning type, it is targets.
reduced by -3 points. Using this ability consumes 3 points of MP
◯Flight per character targeted.
Receives a +1 bonus to Accuracy and ⏩△Instant Daemonshift
Evasion only for melee attacks. The character changes into the daemon
◯Limited 2 Actions form with Minor Actions or during Combat
The monster can perform two Major Preparation. For the data, see Diablo
Actions in one round. However, this is Lieutenant (Daemon Form). HP and MP
limited to one weapon melee attack and one are restored to their maximum values, and
[►Daemonic Eyes II] once each. all effects of magic, etc., are negated. In the
It cannot use [🗨Cleave II] for that melee turn in which this unique skill is performed,
attack. only the Body section of the Daemon Form
🗨Cleave II is treated as having completed the Major
It attacks with a weapon up to 5 characters Action, and the Head section can make it
within the skirmish in which it resides. this turn.
►Daemonic Eyes II/Can’t [⏩△Instant Daemonshift] cannot be used
With a sharp look in its eyes, it makes for 3 hours immediately after the
shriveling enemies. [►Humanification] was used. Also,
With “Range/Area: 1 (10m)/Target”, select [►Humanification] cannot be used for 1
any number of targets and deal each of them hour immediately after [⏩△Instant
3 curse fixed damage (see p. 68). Daemonshift] was used.
Loot
Jet-Black Gem (2,200G/Gold S) x
Always Abyss Shard (200G/-) x 2 9+
2
2–8 Black Gem (300G/Gold A) x 1d

350
11 Diablo Lieutenant (Daemon Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Drakish, Daemonic Habitat: Wilderness, Shallow
Rep/Weak: 19/22 Weak Point: Energy damage +3
Initiative: 19 Movement Speed: 20/20 (Flying) Fortitude: 14 (21) Willpower: 14 (21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 13(20) 2d+13 12(19) 9 104 53
Weapon (Body) 14(21) 2d+16 11(18) 11 86 38
Sections: 2 (Head / Body) Main Section: Head
Unique Skills
●All Sections This effect can exclude any character from
◯Tough Skin the target except itself. It never removes
Whenever it receives physical or magical itself, but the resistance is always treated as a
damage of the bludgeoning type, it is success.
reduced by -3 points. ●Body
●Head ◯Flight
◯Limited 2 Actions Receives a +1 bonus to Accuracy and
The monster can perform two Major Evasion only for melee attacks.
Actions in one round. However, the monster If the Body section falls to 0 HP or lower,
must choose two different actions from the this unique skill cannot be used.
melee attack, [►Daemonic Eyes II] or 🗨Cleave II
[►Spray of Evil]. It attacks with a weapon up to 5 characters
►Daemonic Eyes II/Can’t within the skirmish in which it resides.
With a sharp look in its eyes, it makes ►Humanification
shriveling enemies. It changes to the Human form. For data on
With “Range/Area: 1 (10m)/Target”, select the Human form, refer to Diablo Lieutenant
any number of targets and deal each of them (Human Form). If the Body section has
3 curse fixed damage (see p. 68). suffered HP or MP damage or has been
Afterward, Diablo’s HP is restored by the affected by magic or other effects, these are
sum of all applied damage dealt to the carried over to the Human form. If its HP is
targets. less than 0, it immediately falls unconscious.
Using this ability consumes 3 points of MP [►Humanification] cannot be used for 1
per character targeted. hour immediately after [⏩△Instant
►Evil Spray/14(21)/Willpower/Half Daemonshift] was used. Also, [⏩△Instant
With “Range: Self" and "Target: 2-3 areas Daemonshift] cannot be used for 3 hours
(10m Radius)", it releases a cursed spray and immediately after the [►Humanification]
deals 2d+11 curse magic damage to the was used.
target.
Loot
Always Abyss Shard (200G/-) x 2 8 – 12 Jet-Black Gem (2,200G/Gold S) x 2
2 – 7 Black Gem (300G/Gold A) x 1d 13+ True Dark Gem (4,900G/Gold S)
This is a more experienced and mighty Diablo (see p. 273). While Diablos are elite
Barbarous who are expected to lead the Barbarous, these lieutenants are often assistants or
rangers rather than corps commanders.
They will appear as servants of the more powerful Diablos if the former. If the latter, they
will often lead a small number of powerful Barbarous to raid Humanoid settlements.
Their human and daemon forms are not comparable to that of Cadets (see CR I, p. 404-
405). In particular, the demon form is covered with poisonous gas so foul that it can even
hurt the lieutenant themself.

351
11 Tannoz Veteran
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Sylvan Habitat: Coast, Riverside
Rep/Weak: 16/20 Weak Point: Physical damage +2 points
Initiative: 18 Movement Speed: 16/16 (Swimming) Fortitude: 14 (21) Willpower: 14 (21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Pincers 14(21) 2d+17 8(15) 10 101 61
Unique Skills
◯Underwater Aptitude ◯🗨Magic Aptitude
Can move in water without penalties and They can use the Combat Feats [Multi-
restrictions. Action], [Targeting], [Magic Convergence],
◯Fairy Magic 10 Level/Magic Power 12(19) [Magic Control], [Hawk Eye], and
It can use earth, water/ice, wind, and dark [Metamagic/Targets].
types.
Loot
Dangerous Pincers (570G/Red
2–6 10+ Veteran Pincers (4,400G/Red S)
A)
7–9 Deadly Pincers (1,660G/Red S)
This is a mature and experienced Tannoz fighter. They are skilled at fighting in the water,
and their sharp pincers are sharp enough to easily pierce even the hardest armor.

352
11 Lesser Vampire
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Trade common, Barbaric, Nosferatu, Regional dialect, Arcana Habitat: Various
Rep/Weak: 12/20 Weak Point: Silver weapon damage +3 points
Initiative: 18 Movement Speed: 18/36 (Flying) Fortitude: 14 (21) Willpower: 14 (21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 14(21) 2d+14 13(20) 11 99 77
Unique Skills
►Divine Magic 10 Level /Magic Power 14(21) Lesser Vampires lose 6 HP and MP per day
►Truespeech Magic, Spiritualism Magic 8 (cumulative) that they do not drain blood via
[►Vampire Bite] and also cannot use their
Level/Magic Power 11(18)
[◯Regeneration] unique skill. These penalties
⏩Gaze/13 (20)/Willpower/Neg immediately disappear once the Lesser
Lesser Vampire may attempt to paralyze with Vampire successfully drains blood via
“Range/Area: 50m/Target”. If the target fails to [►Vampire Bite].
resist the Gaze, they are paralyzed for 10 ◯Normal Weapon Immunity
seconds (1 round), cannot take any Minor ◯Regeneration = 7 points
Actions, and use active combat feats. If the At the end of each round, a Lesser Vampire
target's resistance roll is 16 or less, the target is recovers 7 HP. This does not affect the Lesser
instead charmed by the Lesser Vampire and Vampire at 0 HP or lower.
will move to aid and defend it for the next ◯Vampire Body
minute (6 rounds). This effect is treated as a As long as a Lesser Vampire is under sunlight,
psychic type. it takes 7 magic damage at the end of its turn
This ability can be used only once per round. and receives a -2 penalty to all Accuracy and
►Vampire Bite/13 (20)/Evasion/Neg Evasion Checks. This damage cannot be
The Lesser Vampire bites the target, dealing reduced in any way. Additionally, the Lesser
2d+10 physical damage. The Lesser Vampire Vampire cannot use their [◯Regeneration] or
heals HP equal to the applied dealt. [◯Normal Weapon Immunity] abilities.
If the target is reduced to 0 HP or lower from
◯Flight
this attack, they receive a -10 penalty to their
A Lesser Vampire receives a +1 bonus to
next Death Check. If the character fails this
Accuracy and Evasion only for melee attacks.
Death Check, they receive an extra 5 soulscars
and rise as a Blood Sucker (see p. 372).
Loot
Always Corrupted Ash (300G/Red A) 9 – 12 Vampire Cloak (1,000G/White S)
2 – 8 None 13+ Jet-Black Cloak (5,000G/White S)
Immortalized by a Blood Kiss from an older Nosferatu, these Lesser Vampires are incredibly
powerful, even among the Barbarous. Often, followers of Zeides were once humans that have
fallen into the good graces of other vampires and left their humanity behind. Despite this, they
are often stunning, and even their gaze can paralyze and fascinate lesser creatures.
Lesser Vampires must still drink blood daily to keep themselves at peak performance. The
actual source of the blood can be any living being, but often, they will prey upon beautiful
members of the opposite gender. Occasionally, they will even starve themselves to fit into society
and get closer to their desired target, making the drinking all sweeter. Care has to be taken,
however, as it is effortless to drain a target entirely and raise them as a subordinate Blood
Sucker, and often a Lesser Vampire has a small retinue of followers.
Despite their powers, sunlight is the bane of the Lesser Vampire, reducing them to ash in a
small amount of time. After only a few minutes outside during the day, all that will be left of the
Lesser Vampire is a pile of ashes and possibly some clothing. Because of this, Lesser Vampires
will be reluctant to move out of their roost during daylight hours.

353
12 Garuda
Intelligence: Average Perception: Five senses Disposition: Hostile Soulscars: 4
Language: Barbaric, Aviary Habitat: Mountain
Rep/Weak: 14/19 Weak Point: Bludgeoning damage +3
Initiative: 20 Movement Speed: 25/50 (Flying) Fortitude: 15 (22) Willpower: 15 (22)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak (Head) 14(21) 2d+13 14(21) 7 109 19
Weapon (Body) 18(25) 2d+10 13(20) 9 121 26
Sections: 2 (Head / Body) Main Section: Head
Unique Skills
●Head Those who successfully resist do not fall
◯Continuous Attack II prone but still receive half damage.
If a Garuda successfully hits a target in This unique skill can be used only once per
melee, they may make a second attack. They turn, at the end of each turn.
can make a third attack against the same ►Wind-Edge Blade/15 (22)/Fortitude/Half
target if a second attack hits. With "Range/Area: 2(30m)/Target",
⏩△Techniques Garuda uses a blade made of feathers to deal
A Garuda can use the [Cat's Eyes], [Bear with dealing 2d+15 slashing magic damage.
Muscle], and [Beetleskin] Techniques. ◯Flight II
●Body All sections receive a +2 bonus to Accuracy
⏩Turbulent Winds/15 (22)/Fortitude/Half and Evasion only for melee attacks.
At the end of the turn, the Garuda creates This unique skill is lost if the Body section
an area of turbulent winds around itself, is reduced to 0 or less HP.
affecting up to 20 characters within a 6m
radius, dealing 2d+12 wind magic damage
and falling prone.
Loot
Wind-Edge Feathers
2–5 None 12+
(3,500G/Red S)
6 – 11 Large Feathers (200G/Red A)
A 3m tall barbarous with a bird-like head and large wings on their back, Garudas are masters
of the winds. In fact, they are known as “Sky Kings” among the lower ranks of the Barbarous,
and with good reason. They despise any others flying in what they consider their airspace and
will often go out alone to drive out or kill the interlopers.

354
Animals

4 Giant Crab
Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Coast, Ocean
Rep/Weak: 11/14 Weak Point: Bludgeoning damage +3 points Initiative: 10
Movement Speed: 14 (Many Legs)/14 (Swimming) Fortitude: 6 (13) Willpower: 4 (11)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Pincers 6(13) 2d+4 4(11) 7 22 6
Unique Skills
◯Underwater Aptitude ►Twin Strike & Double Attack
Can move in water without penalties and Can make two Pincers attacks each round,
restrictions. though each attack requires its own Accuracy
check. They may choose to attack different
characters with each attack.
Loot
Always Sharp Pincers (60G/Red B) 11+ Crab Innards (600G/Red A)
2 – 10 None
Measuring on average 2m, a Giant Crab uses its size, bulk, and powerful pincers to take
down their prey. It's even said that some land-based animals have been caught and eaten by
some Giant Crabs.

5 Crocodile
Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Rivers, Swamps
Rep/Weak: 12/15 Weak Point: Magic damage +2 points
Initiative:11 Movement Speed: 12(4 Legs)/20(Swimming) Fortitude: 8(15) Willpower: 6(13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Jaws 7(14) 2d+8 6(13) 6 44 11
Unique Skills
◯Underwater Aptitude
Can move in water without penalties and
restrictions.
Loot
Superior Crocodile Skin
2–8 None 12+
(600G/Red A)
9 – 11 Crocodile Skin (200G/Red A)
Giant beasts, Crocodiles, inhabit murky waters near rivers and swamps where they can hide
from prey. Their speed while in water is incredible, and their jaws will crush any game caught
within. Once dragged underwater, there is no escape. It is said that high-quality crocodile
skins can be used for a number of goods, such as luxury bags and wallets.

355
6 Plain Centipede
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Plains
Rep/Weak: 13/16 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 20 (Many Legs)/- Fortitude: 9 (16) Willpower: 7 (14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Jaws (Head) 9(16) 2d+8 8(15) 6 56 17
Legs (Body) 8(15) 2d+6 7(14) 6 44 14
Sections: 2-5 (Head / Body x 1-4) Main Section: Head
Unique Skills
●Head If the declared attack is evaded, the enemy
◯Deadly Poison/8(15)/Fortitude/Neg receives a -1 penalty to Evasion checks for
If the Jaw attack hits and deals 1 applied the next 10 seconds (1 round). This effect is
damage, it deals additional 2d+6 poison cumulative up to -4 but is lost if the target
magic damage to the target. fails an Evasion check even once.
●Body
🗨Decoy Attack I
It gains -2 to Accuracy checks, but the
damage is increased by +2 on hit.
Loot
2 - 11 Good Quality Shell (150G/Red A) 12+ Superior Shell (750G/Red A)
This is a giant centipede that appears on the plains of the Alfleim continent. It mainly feeds
on animals on the plains, but in the Dorden region, it has been observed to frequent the
vicinity of railroad tracks. Studies have shown that they move along the tracks by licking the
track water and oil spilled by trains, earning them the nickname "Railway Centipedes.” This
habit is thought to be a way for them to replenish some nutrients, but this has not been proven
with certainty. When they are large, they are not much bigger than a train and often block
the railroad tracks and are requested to be taken down.

6 Petroviper
Intelligence: Animal Perception: Five senses (Darkvision) Disposition: Hostile
Language: None Habitat: Forest, Grassland, Ruins
Rep/Weak: 10/14 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: 15(Crawling)/- Fortitude: 8 (15) Willpower: 7 (14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 8(15) 2d+6 7(14) 6 47 15
Unique Skills
◯Petropoison/7(14)/Fortitude/Neg Petrifaction effect (dexterity, agility/-6)
If the Bite's attack hits and deals more than effect. This effect is poison-type.
1 point of applied damage, the target will gain
Loot
2–4 Snake Skin (20G/Red B) 9+ Premium Snake Skin (320G/Red A)
5–7 Fine Snake Skin (120G/Red A)
It is a serpent with a dangerous poison that gradually petrifies its prey. Poison is mainly used
to weaken its prey. However, it can also be used as a weapon against powerful enemies, and
it will not stop attacking until it has completely petrified its prey.

356
7 Sabertooth Tiger
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Plains, Forests, Mountains
Rep/Weak: 14/18 Weak Point: Accuracy +1
Initiative: 17 Movement Speed: 20 (4 Legs)/- Fortitude: 11 (18) Willpower: 9 (16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 10(17) 2d+10 9(16) 7 63 13
Unique Skills
◯Double Bite ◯Painful Strike
When dealing damage with a Bite attack, If the 2d roll of the damage roll is 10 or
the damage is rolled twice and added during more, the damage is increased by an
damage calculation. additional +6 points.
Loot
Shining Fang (600G/Gold Red A)
2–6 Fangs (100G/Red A) x 2 13+
x2
7 – 12 Sharp Fangs (200G/Red A) x 2
Similar in appearance to a regular tiger, the Sabertooth Tiger has two enormous, very sharp
canine teeth that give it its name. These fangs are said to be strong enough to easily penetrate
metal armor.

7 Forest Kong
Intelligence: Low Perception: Five senses Disposition: Hungry
Language: None Habitat: Forest
Rep/Weak: 13/16 Weak Point: Fire damage + 3 points
Initiative: 14 Movement Speed: 18 (4 Legs)/- Fortitude: 10 (17) Willpower: 8 (15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Arm 10(17) 2d+12 9(16) 6 66 14
Unique Skills
⏩△Swinging This ability can only be used in
environments with something to hang
It hangs from a branch or other object
overhead, such as a forest.
above its head. The monster receives no
penalty due to poor footing until the
beginning of the next turn. It also gains a +1
bonus to Accuracy checks and has its
Damage reduced by -2 points.
Loot
2–6 Fur (150G/Red A) 7+ Fine Fur (450G/Red A)
This giant ape is found in forests throughout the Alfleim continent. They are about 2m
50cm long, and their arms are more developed than their legs. They use their arms and legs
to move more quickly than they look. They are so strong that they can easily snap off an
ordinary tree with their arms.

357
8 Crash Bear
Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Forest, Mountain
Rep/Weak: 15/18 Weak Point: Magic damage +2 points
Initiative: 16 Movement Speed: 20 (4 Legs)/- Fortitude: 2(19) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 12(19) 2d+13 10(17) 9 70 22
Unique Skills
◯2 Actions ►Fall On/Can’t
Can perform two Major Actions in one This ability can only be used if the target is
round. character prone.
◯Throw The target receives 2d+18 physical damage.
If the Claws attack hits, it slams the target
into the ground and causes it to fall prone.
Loot
Always Glossy Fur (150G/Gold Red A) 11+ Aromatic Bear Paws (1,200G/Red S)
2 – 10 Bear Paws (300G/Red A)
These giant bears appear in forests and low mountains. They are known to be fierce and
dangerous. They are especially dangerous in the fall before hibernation. Still, suppose they
fail to hibernate and are active during the winter. In that case, they can be so dangerous that
adventurers must be immediately dispatched to their habitat area.

8 Frost Panther
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Cold Region
Rep/Weak: 16/19 Weak Point: Fire damage + 3 points
Initiative: 18 Movement Speed: 23 (4 Legs)/- Fortitude: 11(18) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite and Claws 11(18) 2d+12 12(19) 9 68 16
Unique Skills
◯Water/Ice Immunity If a character approaches it unintentionally,
◯Snow and Ice Mastery they need to make a Danger check with
On snow and ice, it has no penalties due to target number 16, and if it fails, they will be
poor footing. surprised. Mimicry will be automatically
◯Mimicry/16/Danger Sense/Neg ended once the monster starts to act.
It blends its white body into the snowfield. This monster cannot be detected with
While mimicking, characters cannot [Sense Magic].
perform a Monster Knowledge check on this ►Triple Attack
monster. Frost Panther can attack the same target
with three attacks.
Loot
2 – 7 None 13+ Snow White Fur (2,600G/Gold Red S)
8 – 12 Glossy Fur (150G/Gold Red A)
This is a dangerous large predator of the cat family that roams the snowfields. Its pure white
fur is almost invisible in the middle of the day. The skin provides more than enough warmth
to keep the monster waiting for its prey in the snow for hours.
Because of its whiteness and warmth, its fur is valuable as the finest clothing material.

358
9 Noisy Rattlesnake
Intelligence: Animal Perception: Five senses (Darkvision) Disposition: Hungry
Language: None Habitat: Forest, Grassland, Desert
Rep/Weak: 17/20 Weak Point: Earth damage + 3 points
Initiative: 15 Movement Speed: 14(Crawling)/- Fortitude: 11(18) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite(Head) 11(18) 2d+12 11(18) 7 81 34
Tail (Body) 12(19) 2d+10 12(19) 6 73 28
Sections: 2 (Head / Body) Main Section: Head
Unique Skills
●Head ●Body
◯Poison/11(18)/Fortitude/Neg ◯Noise Disturbance/Can’t
If the Bite attack hits, it deals additional 8 The sound made by the Tail disturbs
points of poison magic damage to the target. mental concentration. The Tail gives a -4
◯Counter penalty to Spellcasting checks and
This is the same effect as the combat feat Performance checks for "Range: Caster" and
[Counter](see p. 209). "Target: All areas (50m radius)/All".
🗨Strength Burst This effect has "Resistance: Can't," but it
It is ready to make a move. The monster does not extend to characters that cannot
receives a +1 bonus to Accuracy checks and hear (see p. 71).
a -1 penalty to Evasion checks until the ►Twin Strike & Double Attack
beginning of its next turn. It can make two Tail attacks each round,
though each attack requires its accuracy
check. They may choose to attack different
characters with each attack.
Loot
Always Rattling Tail (770G/Red A) 5–8 Fine Snake Skin (120G/Red A)
Premium Snake Skin (320G/Red
2–4 Snake Skin (20G/Red B) 9+
A)
This type of rattlesnake boasts a vast body that can reach nearly 10 meters in length and a
body thickness of over 20 centimeters in diameter. The intimidating sound they make with
their tails is so loud that it is said to send anyone who hears it into a panic.

359
9 Brafotes
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Hostile
Rep/Weak: 15/18 Weak Point: Magic damage +2 points
Initiative: 17 Movement Speed: 40/40 (Flying) Fortitude: 12 (19) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak (Head)
Tail (Body)
Wing (Wing)
Wing (Wing)
Sections: 4 (Head / Body / Wing x 2) Main Section: Head
Unique Skills
●Head Accuracy and Damage are the same as a
►Gale Breath/11(18)/Fortitude/Half normal attack, and this attack cannot be used
With "Range/Area: 2(30m)/Shot”, it in consecutive rounds.
exhales a violent wind in "1 area(3m ◯Attack Obstacle = Impossible • None
Radius)/5", dealing 2d+8 wind magic damage Its body hinders the attack.
to the target. The Head section cannot be attacked,
This ability cannot be used on consecutive whether melee or ranged. When the Body
turns. falls to 0 HP or lower, this effect disappears.
●Body ●Body
🗨Tail Sweep ◯Flight II
The monster can use its tail to attack up to All sections receive a +2 bonus to Accuracy
5 targets in the same skirmish. and Evasion only for melee attacks.
This unique skill is lost if the Wing section
is reduced to 0 or less HP.
Loot
Saurian Membrane (100G/Red Obsidian Membrane
2–6 13+
A) (3,000G/Red S)
7 – 12 Black Membrane (500G/Red A)
It is a monstrous bird without feathers, with a wingspan of an adult of 7 to 10 meters. It has
a reptilian-like body and is said to be a kind of pterosaur. They are ferocious; when they catch
their prey, they go on a rampage and kill, pecking it. After the meal, it often becomes a
paradise for carrion-eating animals. Such animals can be seen running in flocks on the
ground, following this monster bird soaring in the sky.
Its membrane is prized as a material for leather goods.

360
10 Sky Whale
Intelligence: Animal Perception: Five senses Disposition: Neutral
Language: Sea Animal Habitat: Mountains, Floating Masses
Rep/Weak: 18/21 Weak Point: Wind damage +3 points
Initiative: 16 Movement Speed: -/20 (Floating) Fortitude: 13 (20) Willpower: 13 (20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite(Head) 13(20) 2d+14 12(19) 10 96 33
Slam(Body) 12(19) 2d+16 12(19) 8 88 31
Tail(Tail) 13(20) 2d+12 13(20) 7 68 25
Sections: 3 (Head / Body / Tail) Main Section: Head
Unique Skills
●Head In addition, a target that fails a resistance
►Ultrasonic Attack/9 (16)/Fortitude/Neg check suffers a -2 penalty on Accuracy
With "Range/Area: 2(30m)/Shot", the target checks and Evasion checks for 10 seconds (1
is hit with a highly directional ultrasonic blast round).
that paralyzes the enemy. Target will have -2 This ability cannot be used on consecutive
on all action checks for 30 seconds (3 turns.
rounds). This effect is not cumulative. ●Tail
A character who is deafened (see p. 71) is 🗨Tail Sweep
immune to this effect. The monster can use its tail to attack up to
●Body 5 targets in the same skirmish. Accuracy and
►Lightning Breath/13(20/Fortitude/Half Damage are the same as a normal attack, and
With "Range/area: 2(20m)/Shot" and this attack cannot be used in consecutive
“Target: 1 area(5m Radius)/15" is dealt rounds.
2d+12 water/ice magic damage.
Loot
Always Water Crystal (1,600G/Gold S) 10+ Wind Crystal (1,600G/-)
2–9 None
These flying whales live in the vicinity of the Floating Masses. They are white and can grow
up to 15 meters in length. They usually hide among clouds and are not easily spotted. They
prey on small flying birds and rarely attack humanoids.

361
11 Hydra
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Lakes, Swamps
Rep/Weak: 17/20 Weak Point: Physical damage +2 points
Initiative: 16 Movement Speed: 12(Crawling)/12(Swimming)
Fortitude: 14 (21) Willpower: 13 (20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Body)
Bite (Neck x 7-9)
Sections: 8-10 (Body / Neck x 7-9) Main Section: Neck (All)
Unique Skills
●All Section ●Neck
◯Poison Immunity ◯Limited Attacks
◯Underwater Aptitude The Neck can only make two Bite attacks
Can move in water without penalties and against the same target during a single round.
restrictions. ◯Long Neck
◯Regeneration = 10 points Bite attacks can attack at any character
At the end of each round, each section of within “Range: 1(10m)”, ignoring skirmishes.
Hydra recovers 10 HP. This has no effect if ►Poison Breath/13 (20)/Fortitude/Half
the section has 0 HP or lower. With “Range/Area: 2(20m)/Shot", spits
◯Fire Weakness poison at "Target: 1 Character,” dealing 2d+7
A section that suffers fire-type damage will poison magic damage.
not gain the effect of [○Regeneration] for Hydra can use this unique skill only two
that round. times in total per round. Also, the same
●Body Neck cannot use this unique skill in
⏩Head Reviving consecutive turns.
The body can wake the Neck section that ◯Substitution
had 0 HP or less. Its HP becomes 1, and the When a Body suffers damage from a melee
Head can act immediately afterward. or ranged attack, the Neck can take damage
Using this ability will consume 20 points of instead. The damage to the Body was
HP of the Body section. Hydra cannot use applied as-is to the Neck (without
[⏩Head Reviving], which would reduce the recalculation). This unique skill can only be
used once per round for each Neck.
HP to 0 or less.
Hydra cannot use this unique skill against
wide-area or multiple-target attacks, even if
they are melee or ranged attacks.
Loot
Green Scales (1,600G/Gold Red
2 - 11 False-dragon Scale (350G/Red A) 12+
S)
It’s a beast with numerous snakeheads, about 10 meters long. Each head has an
independent ego and each prey on instinct. They usually emerge from swamps and lakes and
attack animals in the lakeshore with only their heads protruding. The number of heads of
hydra is often reported to be 7-9, but various accounts suggest that the number may vary, and
each individual is thought to have a different number of heads.
When the body is attacked, all heads concentrate on this enemy. Hydra has an exceptional
regeneration ability and is said to be able to revive heads repeatedly unless the wound is
burned. (Illustration p. 352)

362
12 Swamp Worm
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Swamp
Rep/Weak: 19/22 Weak Point: Bludgeoning damage +3 points
Initiative: 17 Movement Speed: 10(Crawling)/- Fortitude: 16 (23) Willpower: 14 (21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Mouth (Mouth) 16(23) 2d+18 15(22) 12 111 25
Slam (Body) 15(22) 2d+16 14(21) 10 103 21
Slam (Body) 15(22) 2d+16 14(21) 10 103 21
Slam (Body) 15(22) 2d+16 14(21) 10 103 21
Tail (Tail) 16(23) 2d+14 14(21) 8 94 13
Sections: 5 (Mouth / Body x 3 / Tail) Main Section: Body (All)
Unique Skills
●All Section If the target fails resistance, it becomes
◯Underwater Aptitude blind (see p. 69). This state can be removed
Can move in water without penalties and with an effect that cures blindness or by the
restrictions. target wiping its face with Major Action.
◯Swamp Monster Body This unique skill can only be used when
Damage from bludgeoning weapons is the HP of the Body section is less than half
treated as if Defense were 5 points higher. of the maximum value (rounded up), and
●Mouth when used, it consumes 10 HP. The body
◯Bloodsucking section can lower its HP to 0 or lower, with
If the Mouth attack hits, the HP of any one this ability becoming disabled.
section of this monster is recovered by a ●Tail
value equal to the applied damage. Which ►Foot Scooping/12(19)/Danger Sense /Neg
section is recovered can be selected after Tail crawls underground and attacks the
each attack and after all the damage feet of the target. With “Range: Touch,” Tail
determination processes are completed. makes up to 5 characters to fall prone. This
However, the section with HP below 0 effect only applies to bipedal characters with
cannot be selected. only one section.
●Body
►Fluid Eruption/16(23)/Fortitude/Half
With "Range: Caster" and "Target: 1 area
(3m Radius)/5", it spurts out bodily fluids and
is used to blind the target.
Loot
Black Mud Stone (1,600G/Red
2–6 Mud Stone (100G/Gold Black A) 12+
Black S)
Brown Mud Stone (200G/Red
7 – 11
Black A)
This is a giant earthworm that inhabits the swamps of the Alfleim continent. The length of
the body, from the mouth to the tip of the tail, is about 20 meters, with the largest exceeding
30 meters.
It is said that when they leave the swamp where they were born while still young and move
to a spring or pond filled with fresh water, they dig up the bottom of the water and turn it into
a muddy swamp, making it their new home.

363
Plants

4 Stepping Leaf
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Rivers, Ponds
Rep/Weak: 11/14 Weak Point: Physical damage +2 points
Initiative: 10 Movement Speed: -/5 (Swimming) Fortitude: 6 (13) Willpower: 5 (12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 5(12) 2d+7 5(12) 3 31 13
Unique Skills
◯Underwater Aptitude If a character approaches it unintentionally,
Can move in water without penalties and they need to make a Danger check with
restrictions. target number 13, and if it fails, they will be
◯Mimicry/13/Danger Sense/Neg surprised. Mimicry will be automatically
Its mimicry a stone. While mimicking, ended once the monster starts to act.
characters cannot perform a Monster This monster cannot be detected with
Knowledge check on this monster. [Sense Magic].
Loot
2–5 None 9+ Strong Vine (300G/Green A)
6–8 Magical Vine (30G/Green B)
It is a floating plant that floats on the surface of shallow rivers and ponds, with its round
leaves ranging from 30 to 50 cm in diameter. If animals step on them unnoticed, they will
drop them into the water and attack them.

364
6 Meria Mistletoe
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Forest
Rep/Weak: 13/16 Weak Point: Accuracy +1
Initiative: 13 Movement Speed: 10(Crawling)/- Fortitude: 9(16) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Ivy 8(15) 2d+6 8(15) 5 63 22
Unique Skills
◯Nutrients Consumption The target falls asleep on the spot. This
If a character of the Meria race is the target sleep is not awakened by the passage of time
of a melee attack, it is preferentially selected or by natural means. While asleep, the
as the target. On the other hand, a character target's maximum HP is reduced by 1 point
with [◯Poison Immunity] will not be every 10 seconds (1 round). If this effect
chosen as a target. causes the maximum HP to reach 0, the
◯Implantation/8(15)/Willpower/Neg target dies without making a Death Check.
The target hit by the attack with Ivy is put This effect is of the psychic type. It can be
to sleep, and the attack is implanted with a removed by [Awaken] spell, [Early Bird]
parasite. spellsong, or other awakening effects, but the
success value must be compared. Awake
Potion cannot be used to remove this effect.
Loot
Magical Vine (600G/Gold Green
2–4 Magical Vine (30G/Green B) 12+
A)
5 – 11 Strong Vine (300G/Green A)
It is a plant that parasitizes other species and absorbs nutrients from them. It looks like a
clump of sand daisies and usually crawls on the ground.
It is characterized by its ability to frequently change parasite hosts. It generally parasitizes
plants, but occasionally it parasitizes humanoids, barbarous and animals. Among humanoids,
the parasite often targets and parasitizes Meria, probably because of their origins.
It is dangerous to encounter it alone, as its a humanoid, barbarous, or animal parasite that
can quickly take the life of its host. Since they do not attack constructs, conjurers are very
useful for their cleanup.

365
7 Entlet
Intelligence: Average Perception: Magic Disposition: Neutral
Language: Sylvan Habitat: Forest
Rep/Weak: 12/18 Weak Point: Fire damage +3 points
Initiative: 10 Movement Speed: 12/- Fortitude: 10(17) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Branch (Trunk) 9(16) 2d+8 8(15) 9 72 42
Branch (Trunk) 9(16) 2d+8 8(15) 9 72 42
Sections: 2 (Trunk x 2) Main Section: None
Unique Skills
●All Sections ◯🗨►Magic Aptitude
►Fairy Magic 6 Level/Magic Power 8(15) They can use the Combat Feats
It can use earth, water/ice, light, and dark [Targeting], [Hawk Eye],
types. [Metamagic/Targets], and [Wordbreak].
Loot
Mysterious Seeds (100G/Green
Always Ent Leaves (100G/Green A) 7 – 12
A)
Mysterious Sapling (500G/Green
2–6 None 13+
A)
A giant tree that roams around, using its roots as feet to walk. Entlets are said to be over 100
years old and have a wide variety of knowledge they can be persuaded to share with others.
Their leaves are said to be herbs that increase one’s wisdom, and teas brewed with them are
top-rated among mothers. Entlets tend to be gentle giants and will be friendly if treated in
kind.

366
9 Green Cemetery
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins
Rep/Weak: 18/21 Weak Point: Fire damage + 3 points
Initiative: 0 Movement Speed: -/- Fortitude: 13 (20) Willpower: 12 (19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None - - 10(17) 0 105 40
Unique Skills
◯Wall Moss ►Illusory Light/Can’t
It cannot fall prone, nor is it affected by any It gives a hallucination, so it fights with itself
effect that moves its position (coordinates or to "Target: 2-3 areas (10m Radius)/All" and
area). Also, it is immune to Throw attacks. “Range: Caster."
◯Limited 2 Actions The target must immediately perform an
Can perform Major Action twice in one Accuracy check, a Spellcasting check, or a
round. However, it is limited to one each of Performance check (the one with the highest
[►Illusory Light] and [►Toxin Spores]. standard value). Then, the same target must
◯Inviting Light/12(19)/Willpower/Neg counter it with an Evasion check or
It produces light that attracts creatures. Willpower (those who have mastered the
Any character within a "50m radius" of this combat feat [Counter] may use an Accuracy
monster (in Simplified Combat, all areas) check) and compare the success value
must perform a Willpower at the start of against each other.
their turn. If failed, the character tries to get The target is unaffected if there is a tie or
as close as possible with Normal Move. The the opposing side's success value is higher.
character can choose any actions they want However, if the opponent fails to do so, the
to make (actions that can only be made with target is knocked prone by the illusion. In
Limited Move are not allowed). addition, the target will not be able to move
A character already in the same position or take a Major Action on its turn.
(coordinates or area) as Green Cemetery is In this comparison of success values, all
not affected by this. permanent effects or duration apply to both
checks. In the opposite Evasion check or
Willpower check, it is possible to use an item
to affect the check.
►Toxin Spores/11(18)/Fortitude/Half
Sprays Toxin Spores within "Range: Caster"
and "Target: 1 area (6m Radius)/All", and
deals 2d+8 poison magic damage to the
targets.
Loot
Always Green Dye (80G/Green B) x 1d 7+ Abundant Soil (2,000G/Green S)
2–6 Fertile Soil (300G/Green A)
This is a mottled, glowing moss that clings to the outer walls of ruins. The moss and its
spores refract light, creating illusions for approaching characters.
The illusion cannot directly harm, but while it is perceived as a threat, the spore poison
slowly drains the target's strength, leading to death.

367
11 Fungal Parasite
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Trade common Habitat: Forest, Caves, Ruins
Rep/Weak: 19/22 Weak Point: Fire damage + 3 points
Initiative: 15 Movement Speed: 12/- Fortitude: 14(21) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 13(20) 2d+10 12(19) 12 108 12
Unique Skills
⏩Sporulation/11 (18)/Fortitude/Neg After a few days of infection, the characters
will be lost entirely, and the character
This unique skill can be used only once per
becomes Fungal Parasite. If the character has
round.
fallen into this state, it cannot be recovered
Fungal Parasite spreads reddish-purple
by effects that heal disease, such as [Cure
spores in "Range: Caster" and "Target: 1 area
Disease].
(6m Radius)/20", infecting the target with a
disease called sporotrichosis. This effect is ►Hallucinogenic Spores/13 (20)/Fortitude/
treated as a disease type. Neg
Character infected with sporotrichosis will These blue-violet spores are scattered
have small reddish-purple mushrooms around the Fungal Parasite, and all those in
sprouting from all over their body after 1 the same skirmish must make a Fortitude
day, and their all ability scores will be check. Those who fail will see the Fungal
reduced by -6 points. Fixed characters suffer Parasite as someone close to them and will
a -1 penalty for Accuracy, Evasion, Fortitude, move to protect it from anything and anyone
and Willpower. who wishes to do it harm (and will do
If any ability scores reach 0 or 3 full days nothing else). Even if the Fungal Parasite
have passed since the spore infection, the attacks an affected character, it will remain
character will fall into a severe hallucinatory under the effect of these spores.
state and cannot act at all. The character in This effect is treated as a disease type.
this state will spread spores every round,
regardless of their will.
Loot
Wilted Mushrooms (30G/Green
Always 8 – 10 Forest Marvel (2,000G/Green S)
B)
Forest Marvel (2,000G/Green S) x
2–7 None 11+
3
This monster is a humanoid covered in parasitic mushrooms, feeding the mushroom as it
decomposes. Typically found in dark, damp places, the Fungal Parasite will attack any
humanoid or animal passing by, hoping to infect them and use them as a new host. Fungal
Parasite hosts will last for a year or two before becoming desiccated husks, drained of all vital
nutrients. It is possible to save a victim of the Fungal Parasites, though it involves casting a
[Refresh] spell (see p. 143) on a host whose HP has been reduced to 0.
Rarely, a mushroom called “Forest Marvel” may grow among the various Fungal Parasites.
This mushroom is non-toxic and quite delicious, so it is valued by many in the culinary
community. Additionally, it is thought to have anti-aging properties, and some elder priests
have sent out adventurers to look for these mushrooms.

368
Undead

3 Skull Bird
Intelligence: Animal Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins, Abandoned Houses
Rep/Weak: 10/13 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 10 Movement Speed: 10/16 (Flying) Fortitude: 6 (13) Willpower: 5 (12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak 5(12) 2d+4 5(12) 5 19 11
Unique Skills
◯Psychic Immunity 🗨Piercing Attack
◯Bone Body When a melee attack deals physical
It is immune to criticals from edged damage to a target, the target's Defense is
weapons. halved (rounded up) for that attack. At risk,
◯Flight the monster takes a -1 penalty to Evasion
Receives a +1 bonus to Accuracy and checks.
Evasion only for melee attacks.
Loot
Soulscarred Bird Bones Soulscarred Bird Skull
2-9 10+
(50G/Red B) (250G/Red A)
This is an undead monster raptor. It has no flesh left but only bones.
They are often found in ruins in swarms, or they can be accompanied by stronger undead.

4 Skeleton Archer
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins
Rep/Weak: 6/13 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 8 Movement Speed: 18/- Fortitude: 5 (12) Willpower: 6 (13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 6(13) 2d+5 5(12) 5 28 -
Unique Skills
◯Psychic Immunity ►Bow
◯Bone Body With “Range: 2(30m),” it makes a Shooting
It is immune to criticals from edged Attack with a bow, Accuracy check, and
weapons. damage are the same as a normal attack.
◯Targeting
Attacks fired into a skirmish cannot misfire.
Loot
2–8 Sturdy Bones (30G/Red B) 9+ Magical Bones (250/Gold Red A)
It is a Skeleton (see CR I, p. 416) armed with a bow and arrows. It responds to any
approaching creature with relentless fire.

369
4 Death Sword
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Wilderness, Labyrinths
Rep/Weak: 9/12 Weak Point: Magic damage +2 points
Initiative: 8 Movement Speed: 14/- Fortitude: 6 (13) Willpower: 6 (13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 6(13) 2d+4 5(12) 4 36 18
Unique Skills
►Blade of Death/5(12)/Evasion/Neg
Death Sword slashes a “Target: 1 Character” within “Range: Touch” with a vengeful blade,
dealing 10 curse magic damage.
Loot
Rusty Sword (50G/Black White Ornate Sword Hilt (600G/White
Always 11+
B) A)
2 – 10 None
A spirit trapped in a sword, the Death Sword possesses a decaying body to carry out its foul
grudges. When encountering a stronger opponent, the Death Sword will seek to slay the
stronger and possess that body, so it often looks for stronger and stronger foes to face.

5 Skeleton Soldier
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins
Rep/Weak: 7/14 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 10 Movement Speed: 21/- Fortitude: 6(13) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 8(15) 2d+6 5(12) 7 36 -
Unique Skills
◯Psychic Immunity 🗨Power Strike I
◯Bone Body They can deal an additional 4 damage on
It is immune to criticals from edged their next attack. However, any Evasion
weapons. Check made by them this turn receives a -2
penalty.
Loot
Magical Bones (250G/Gold Red
2–7 Sturdy Bones (30G/Red B) 8+
A)
It is a Skeleton (see CR I, p. 416) armed with a large weapon and armor. It aggressively
attacks and tries to eliminate any approaching creature.

370
6 Iceman
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Regional dialect Habitat: Cold Regions
Rep/Weak: 14/17 Weak Point: Fire damage + 3 points
Initiative: 14 Movement Speed: 15/- Fortitude: 8 (15) Willpower: 9 (16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 9(16) 2d+9 8(15) 8 49 25
Unique Skills
◯Water/Ice Immunity ◯Freeze/Can't
◯Snow and Ice Mastery If a fist attack or [►Throw Ice Block] hits,
On snow and ice, it has no penalties due to it will freeze the opponent. This is treated as
poor footing. a Petrifaction (dexterity or agility/-6).
►Throw Ice Block/9(16)/Evasion/Neg This effect is water/ice type. Also, if the
Throws a block of ice at "Target: 1 target receiving this effect has HP or MP
Character" with "Range: 1 (100m)", dealing reduced by the fire type, this effect will be
2d+8 water/ice physical damage. removed entirely.
If its dexterity or agility reaches 0 target
becomes completely petrified (frozen).
Loot
2 – 11 None 12+ Ice Crystal (1,600G/Gold S)
This is a monster who died in a snowfield or a snowy mountain and became undead. Except
for the pale discoloration and coldness of the skin, it looks almost the same as before its
death. The blocks of ice cling to various parts of their former equipment, and they sometimes
attack with ice blocks by throwing them, freezing anything they touch.

371
6 Blood Sucker
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Regional dialect Habitat: Various
Rep/Weak: 12/15 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 13 Movement Speed: 15/- Fortitude: 8 (15) Willpower: 7 (14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 8(15) 2d+7 7(14) 6 49 6
Unique Skills
◯Continuous Attack ►Vampire Bite/7 (14)/Evasion/Neg
If a Blood Sucker successfully hits a target in The Blood Sucker bites the target in the same
melee, it may make a second attack against the skirmish, dealing 2d+4 Physical damage. The
same target. Blood Sucker heals HP equal to the applied dealt.
⏩Gaze/7 (14)/Willpower/Neg ◯Regeneration = 3 points
Blood Sucker may attempt to paralyze with At the end of each round, a Blood Sucker
“Target: 1 Character” within “Range/Area: recovers 3 HP. This has no effect if the Blood
50m/Target”. If the target fails to resist the Gaze, Sucker is at 0 HP or lower.
they are paralyzed for 10 seconds (1 round) and ◯Vampire Body
cannot take any Minor Actions or active combat As long as a Blood Sucker is under sunlight, it
feats. takes 6 magic damage at the end of its turn and
This unique skill can be used only once per receives a -2 penalty to all Accuracy and Evasion
round. Checks. This damage cannot be reduced in any
way, and the Blood Sucker cannot use their
[◯Regeneration] unique skill.
Loot
2–8 None 9+ Corrupted Ash (300G/Gold A)
A person drained by a Lesser Vampire then revived into a subservient unlife, a Blood Sucker is
still a dangerous monster to encounter. With pale skin and bloody eyes, they lack the grace of their
sires and stand out as something unnatural. Their memories are distorted. They will attack humans
and animals alike to stave off hunger and thirst. Due to their vulnerability to sunlight, Blood Suckers
move and attack solely at night.

7 Skeleton Guardian
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins
Rep/Weak: 13/16 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 13 Movement Speed: 20/- Fortitude: 8(15) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 9(16) 2d+8 7(14) 10 61 -
Unique Skills
◯Psychic Immunity remaining, it gains a +2 bonus to Accuracy checks.
◯Bone Body If it has 25 or less HP remaining, the bonus
It is immune to criticals from edged weapons. increases to +4. If it has 15 or less HP remaining,
◯Bone Dance its weapon always hits.
If Skeleton Guardian has 40 or less HP
Loot
2–4 Sturdy Bones (30G/Red B) 5+ Magical Bones (250G/Gold Red A)
This is a heavily-armed Skeleton (see CR I, p. 416). When it is hit, it shatters, and its bones fly
off, blocking the opponent's view, drawing attention, and aiding the attacker.

372
8 Specter
Intelligence: High Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Labyrinths, Cemetery
Rep/Weak: 14/17 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 13 Movement Speed: -/18 (Flying) Fortitude: 9 (16) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 10(17) 2d+4 10(17) 7 66 60
Unique Skills
◯Normal Weapon Immunity ◯Flight
►Truespeech Magic, Spiritualism Magic 8 Receives a +1 bonus to Accuracy and Evasion
Level/Magic Power 12(19) only for melee attacks.
◯🗨Magic Aptitude
They can use the Combat Feats [Targeting],
[Magic Convergence], [Magic Control], and
[Metamagic/Targets].
Loot
2–9 None 13+ Ancient Robe (3,300G/White S)
10 – 12 Old Cloak (200G/White A)
A Specter is believed to be the spirit of a powerful and angry magic user. Often, these spellcasters
lived during the age of the Magical Civilization, the Magic Civilization period, and their sheer hatred
of the living has kept their form intact. In fact, this hatred drives the Specter to kill anyone it comes
across. For some reason, Specters will only be found at night and disappear during the day.
However, unlike some others, the sun does not damage the Specter. (Illustration p. 371)

8+ High Revenant
Intelligence: Average Perception: Magic Disposition: Neutral
Language: Inherited from previous life Habitat: Various
Rep/Weak: 12/17 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: ※-2 Movement Speed: ※ Fortitude: ※+2 Willpower: ※+2
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon, etc. ※+2 ※+2 ※-2 ※ ※+20 ※
Unique Skills
◯Regeneration = 8 points In the various numerical fields, apply the
At the end of each round, High Revenant numerical value of the monster before it was
recovers 8 HP. This has no effect if High Revenant reborn to the places marked with “※” The level
has 0 HP or lower. of this monster is equal to “Previous Level + 1”.
◯Past Life High Revenant also inherits combat feats and
This monster's strength depends on its strength unique skills and spells.
before it is reborn as a High Revenant.
Loot
Always Tainted Skull (300G/Red A) 11+ Tainted Sacrum (2,400G/Red S)
2 – 10 Tainted Bones (50G/Red B)
They are creatures resurrected by powerful hatred or obsessions from the dead.
The significant difference from the regular Revenant (see CR I, p. 416) is that it retains almost all
of its original knowledge and memories. It is often distorted by delusions, but you can converse
with High Revenants and negotiate with them. However, they are rarely interested in anything other
than relief from their own grudges.
High Revenant can be created from humanoid, barbarous, animal, or mythical beast of
Adventurer Level or Monster Level 7 or higher.
373
9 Bone Knight
Intelligence: Average Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Wilderness, Cemetery
Rep/Weak: 14/17 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 16 Movement Speed: 30(4 Legs)/- Fortitude: 13(20) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon (Rider) 12(19) 2d+13 11(18) 11 77 58
Hoof (Horse) 11(18) 2d+10 10(17) 8 63 28
Sections: 2 (Rider / Horse) Main Section: Rider
Unique Skills
●All Sections ●Horse
◯Normal Weapon Immunity 🗨Power Strike I
●Rider They can deal an additional 4 damage on
►Spiritualism Magic 8 Level /Magic Power their next attack. However, any Evasion
11(18) Check made by them this turn receives a -2
◯🗨Magic Aptitude penalty.
They can use the Combat Feats ◯Attack Obstacle = +2 • None
[Targeting], [Magic Convergence], [Magic Horse size prevents it from attacking
Control], and [Universal Metamagic]. Knight.
►Twin Strike & Double Attack The Rider receives a +2 bonus to Evasion
It can make two Weapon attacks each checks against melee attacks. When the
round, though each attack requires its Horse falls to 0 HP or lower, this effect
Accuracy check. They may choose to attack disappears.
different characters with each attack.
Loot
Bone Knight Helmet
Always Ghostly Reins (900G/White A) 10+
(4,200G/Black White S)
2–9 None
At first glance, this appears to be a mounted knight in armor. However, as the Bone Knight
draws near, it's easy to see the skull peering out of the armor, its malice towards the living
almost tangible. An old knight from the Magic Civilization age is searching for their lost lord
and will let nothing get in their way. Though dead for a while, a Bone Knight's swordsmanship
and magical prowess remain as sharp as they were, making the undead knight a truly fearsome
foe. (Illustration p. 366)

374
9 Mummy
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins
Rep/Weak: 15/18 Weak Point: Fire damage + 3 points
Initiative: 14 Movement Speed: 14/- Fortitude: 12 (19) Willpower: 12 (19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Arm 11(18) 2d+11 11(18) 9 77 30
Unique Skills
►Twin Strike & Double Attack This effect is treated as a curse type and is
It can make two Arm attacks each round, permanent. This effect can also be removed
though each attack requires its accuracy with a spell such as the [Remove Curse] spell
check. They may choose to attack different (which requires a success value of at least 20),
characters with each attack. but it is automatically removed if the
◯Decaying Curse Mummy who bestowed the curse is defeated.
If a Smash attack hits, it will reduce the A character who dies with a maximum HP
target's maximum HP by the same amount of 0 can only be revived after the curse has
as the applied damage (never less than 0). If been removed.
a character's maximum HP is reduced to 0 ◯Fire Vulnerability
in this way, they immediately die (no Death When the Mummy is hit by Fire-type
Check needed). damage, it takes an extra 3 damage.
Loot
Yellowed Golden Bracelet
2–7 None 11+
(2,000G/Gold White S)
Yellowed Golden Ring
8 – 10
(1,000G/Gold White S)
Guardians of the wizard-kings of ancient times, Mummies are dried corpses wholly covered
with bandages. Their loyalty is unwavering even in death, and they will mercilessly attack
anyone venturing into their king's crypt. A Mummy can also cause a debilitating curse just
from touching the living, so contact is highly discouraged.

375
10 Rotten Wanderer
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Regional dialect Habitat: Ruins, Caves
Rep/Weak: 18/21 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 16 Movement Speed: 16/- Fortitude: 15 (22) Willpower: 13 (20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Head Butt (Head) 13(20) 2d+12 12(19) 8 99 15
Arm (Right Arm) 14(21) 2d+15 13(20) 7 74 11
Arm (Left Arm) 14(21) 2d+15 13(20) 7 74 11
Kick (Legs) 13(20) 2d+13 12(19) 10 91 14
Sections: 4 (Head / Right Arm / Left Arm / Legs) Main Section: Head
Unique Skills
●All Sections ●Legs
◯Normal Weapon Immunity Attack Obstacle = Impossible • +4
●Head Monster size hinders attack.
►Spitting Rot/12(19)/Fortitude/Half The Head cannot be attacked in melee.
Spits out a large amount of rotten fluid Against any ranged attacks, Head receives a
from its mouth at "Target: 1 area (3m +4 bonus to Evasion checks.
Radius)/5" with "Range/Area: 1 (10m)/Shot", When the Legs fall to 0 HP or lower, this
dealing "2d+10" disease magic damage. effect disappears.
●Right Arm/Left Arm
🗨Cleave II
It attacks with a weapon up to 5 characters
within the skirmish in which it resides.
Loot
Decaying Flesh (20G/Red B) x Fizzing Rotten Fluid (1,200G/Red
Always 11+
2d S)
2 – 10 Rotten Fluid (100G/Red A)
It is a humanoid undead whose whole body is rotting. It has large bumps at the joints of
their bodies, and their entire bodies are bloated with them.
They appear mainly in ruins and caves. It is not difficult to locate its territory because it rots
surrounding plants just by passing through them, and its remains are covered with decaying
flesh spilled from its body.

376
11 Mummy Lord
Intelligence: High Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Ruins
Rep/Weak: 16/19 Weak Point: Fire damage + 3 points
Initiative: 17 Movement Speed: 14/- Fortitude: 14 (21) Willpower: 14 (21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Cane 10(17) 2d+12 11(18) 13 92 75
Unique Skills
►Truespeech Magic 10 Level/Magic Power This effect is treated as a curse type and is
14(21) permanent. This effect can also be removed
◯🗨►Magic Aptitude with a spell such as the [Remove Curse] spell
They can use the Combat Feats (which requires a success value of at least 22),
[Targeting], [Magic Convergence], [Magic but it is automatically removed if the
Control], [Metamagic/Targets], and Mummy Lord who bestowed the curse is
[Wordbreak]. defeated. A character who dies with a
◯Decaying Curse maximum HP of 0 can only be revived after
If a Smash attack hits, it will reduce the removing the curse.
target's maximum HP by the same amount ◯Fire Vulnerability
as the applied damage (never less than 0). If When the Mummy is hit by Fire-type
a character's maximum HP is reduced to 0 damage, it takes an extra 3 damage.
in this way, they immediately die (no Death
Check needed).
Loot
Staff of the Wizard-King Yellowed Golden Bracelet
Always 8 – 12
(3,000G/Gold White S) (2,000G/Gold White S)
Yellowed Golden Ring Golden Mask (15,000G/Gold
2–7 13+
(1,000G/Gold White S) White SS)
It is believed that, in ancient times, royal families from the Magic Civilization period would
often have themselves bound and buried in ornate crypts to keep their family together and
protect them from what may lie beyond. A Mummy Lord is unliving proof of such claims
and wields incredible power to preserve the family's crypt. Able to command other Mummies
that were buried alongside them, a Mummy Lord also has great combat prowess and magical
power at its command.
While a Mummy Lord is typically only roused from its slumber to deter any intruders into
the crypt, there are stories of large armies of the undead attacking settlements under the
watchful eye of a Mummy Lord.

377
Constructs

6 Swordmaton
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 12/15 Weak Point: Lightning damage +3 points
Initiative: 13 Movement Speed: 10(4 Legs)/- Fortitude: (15) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Body) - - 8(15) 5 49 36
Sword (Sword Arm) 8(15) 2d+7 7(14) 4 34 -
Spear (Spear Arm) 7(14) 2d+8 7(14) 3 38 -
Club (Club Arm) 9(16) 2d+6 7(14) 3 42 -
Sections: 4 (Body / Sword Arm / Spear Arm / Club Arm) Main Section: Body
Unique Skills
●All Sections ●Sword Arm/Spear Arm/Club Arm
◯Stable Body 🗨Decoy Attack I
Any "Resistance: Half" effect on this It gains -2 to Accuracy checks, but the
monster will be treated as "Resistance: Neg." damage is increased by +2 on hit.
●Body If the declared attack is evaded, the enemy
►Truespeech Magic 5 Level /Magic Power receives a -1 penalty to Evasion checks for
7(14) the next 10 seconds (1 round). This effect is
◯🗨►Magic Aptitude cumulative up to -4 but is lost if the target
They can use the Combat Feats fails an Evasion check even once.
[Targeting], [Universal Metamagic], and
[Wordbreak].
Loot
Book of Mastership High-quality Weapon
Always 6–9
(300G/White A) (150G/Black White A)
Crude Weapon (10G/Black Engraved Weapon (600G/Black
2–5 10+
White B) White A)
This is a combat training construct from the Magic Civilization Period. It has a log-like body
with three arms holding weapons and four short legs for movement. Rarely a working version
of this construct has been found at Magic Civilization Period ruins.
It is said to have been used to teach how to deal with various weapons and magical attacks.
Its three arms were modeled after a certain humanoid race that became extinct during the
Magic Civilization Period.

378
7 Scarlet Stamp
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 15/18 Weak Point: Magic damage +2 points
Initiative: 15 Movement Speed: 15 (Leaping)/- Fortitude: 10(17) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Suction Pad 10(17) 2d+10 9(16) 6 59 22
Unique Skills
◯Dangerous Absorption/Can’t This unique skill can only be used on
If an attack with the Suction Pad hits the targets that were sucked with [◯Dangerous
target, it is sucked into the target. In the Absorption] and once used targets are
sucking state, the monster can use one of the released.
unique skills [⏩Suck Blood] or [⏩Minor ⏩Minor Break/Can’t
Break]. If the turn ends without using any of Removes any effect from the target with a
the unique skills, the monster automatically success value of 0.
releases the target. This unique skill can only be used on
targets sucked with [◯Dangerous
⏩Suck Blood/Can’t Absorption], and targets are released once
It deals 2d magic damage to the target and used.
heals its own HP by the same amount as the
applied damage.
Loot
2–4 None 7–9 Mako Stone (2 pts.)(100G/-)
5–6 Mako Stone (1 pts.)(50G/-) 10+ Mako Stone (5 pts.)(250G/-)
This construct was created in the Magic Civilization Period and had a caterpillar-like body
with a sucker-like mouth. It was mainly used for guarding and eliminating intruders. It moves
with its body wriggling and jumping and attacks hostile objects by sucking on them with its
sucker pads and sucking up their bodily fluids. The name is derived from the bruises left on
the target after the suckers were attached.
It also has the power to suck up mana and cancel all weak magic and effects, and as a
byproduct of this effect, it may have crystals with mana stored in its body. They can be used
in exactly the same way as the mako stone.

379
8 Sinker House
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 14/18 Weak Point: Physical damage +2 points
Initiative: 8 Movement Speed: 5 (Crawling)/- Fortitude: 10 (17) Willpower: 10 (17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Drill 12(19) 2d+7 3(10) 7 70 -
Unique Skills
◯Mimicry/18/Danger Sense/Neg ⏩Floor Change
It can mimic rooms. While mimicking, Sinker House changes the floor of the
characters cannot perform a Monster room to one of the following states. This
Knowledge check on this monster. If a unique skill can be used only once per
character approaches it unintentionally, they round.
need to make a Danger check with target Softening: The Sinker House can make the
number 18, and if it fails, they will be floor soft and challenging to walk on.
surprised. Mimicry will be automatically Characters standing on the floor will receive
ended once the monster starts to act. a -2 penalty for Evasion, but any character
This monster can be detected with [Sense falling on a softened floor will take no
Magic]. damage.
►Triple Attack Ignition/10 (17)/Willpower/Half: The
Sinker House can attack the same target Sinker House sets the floor on fire, dealing
with three attacks. 2d-2 fire magic damage to all characters
⏩Room Rotation standing on it.
Sinker House can flip itself 180 degrees, Freezing: The floor becomes icy and
swapping the floor and ceiling. All non-flying slippery. All characters on the floor receive a
characters will fall 5m (taking fall damage) -2 penalty on their Accuracy checks. In
and fall prone. addition, at the end of their turn, they must
This unique skill can only be used once per make check 2d + Adventurer Level + Agility
round and cannot be used on consecutive modifier with target number 13, falling
turns. prone if they fail this check.
Loot
Luxury Magical Wood
2–6 None 11+
(3,600G/Gold Green S)
Premium Magical Wood
7 – 10
(500G/Gold Green A)
A monster that mimics a tiny traveler's hut, room, or other such building, the Sinker House
is deceptively dangerous. Fitting in an area usually around 5m in height, width, and depth,
the Sinker House can be attacked through the floor or walls. The house can create a sizeable
conical drill to attack the inhabitants, changing the floor to make it more dangerous for the
inhabitants all the while.
While the Sinker House is often seen as a small hut, it can appear as any indoor and
outdoor room to trap victims inside. However, these rooms do seem to be slightly distorted,
and this distortion can give away the Sinker House's mimicry.
Additionally, Gargoyles and other flying creatures find the interior quite welcoming, making
it all the more dangerous for unaware adventurers.

380
9 Alert Gramophone
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: Arcana Habitat: Ruins
Rep/Weak: 15/18 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: 10(4 Legs)/- Fortitude: 11(18) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Arm 11(18) 2d+11 11(18) 7 79 -
Unique Skills
◯Limited 2 Actions ►[Finale: Screaming Snake-pit
The monster can perform two Major Symphony]/12(19)/Willpower/Half
Actions in one round. However, one must Uses [Finale: Screaming Snake-pit
be a melee attack with Arm, and the other Symphony] within “Range: 2(50m)” to deal
must be either a [►Basic Spellsongs] 2d+10 curse magic damage to up to 3 targets.
[►Special Spellsong] or [►Finale]. This unique skill can only be used if the
►Basic Spellsongs 5 Level/12(19)/All areas current value of this monster’s HP is less
(50m radius) than half of the maximum value (rounded
►Special Spellsong [Curiosity]/12(19)/All up).
areas (50m radius)
Plays spellsong [Curiosity] (see p. 192).
This unique skill can only be used if the
current value of this monster's HP is at least
half of the maximum value (rounded up).
Loot
Plain Trumpet (50G/Black Luxury Horn (5,800G/Black
2–9 14+
White B) White S)
10 – Exquisite Horn (900G/Black
13 White A)
This is a sound device made in the Magic Civilization Period to repel intruders. A large
horn is mounted on the top of the pedestal-like body, and it has four short legs for moving
and two long, thin hands for operating the device on the top.
When the monster detects an intruder in the house, it lures them with its spellsongs and
draws them into a trap. After that, the monster attacks the intruder with its arms and
spellsongs.
The type of spellsong that can be played is specified at the time of creation, and it seems
that some of them play other spellsongs rather than [Curiosity].

381
10 Carnage Table
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 17/20 Weak Point: Physical damage +2 points
Initiative: 16 Movement Speed: 10(4 Legs)/- Fortitude: 4(21) Willpower: 3(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Table) - - 13(20) 12 98 30
Tableware (Serving Arms) 14(21) 2d+14 12(19) 10 85 30
Tableware (Serving Arms) 14(21) 2d+14 12(19) 10 85 30
Sections: 3 (Table / Serving Arms x 2) Main Section: Storage
Unique Skills
●Table For the same duration receiving HP or MP
►Food Temptation/13(20)/Fortitude/Neg recovery effects, the amount of recovery will
Puts out a meal that looks attractive on the be reduced by half (rounded up).
table and lures the target with the look and ●Serving Arms
smell of the food. ►Rampant Dishes/15(22)/Evasion/Neg
All the characters in the same position Throws many dishes. The effect will cause
(coordinates or area) as the storage section a 2d+12 physical damage to "Target: 1 area
will eat the food on the table on failed (3m Radius)/5" at "Range /Area:
resistance check. 2(20m)/Shot" and will consume 10 MP.
After that, characters at the end of each ►Forced Seating/13(20)/Evasion/Neg
turn of the Table section will receive 3 The character is forcibly seated at the
poison magic damage (9 maximum damage dining table. The seated character
total). When Table section HP becomes 0 automatically fails the Fortitude and
or less, it disappears. Willpower check for the ability used by the
►Public Kitchen/13(20)/Willpower/Neg Table section without rolling any dice.
The storage area under the dining table ◯Attack Obstacle = Impossible • None
temporarily becomes transparent and Its body hinders the attack.
visible, giving a graphic view of the food The Table section cannot be attacked,
being prepared. whether melee or ranged. This effect
With "Range: Caster" and "Target: 2-3 areas disappears when any of the Serving Arms
(10m Radius)/All," targets cannot take Minor falls to 0 HP or lower.
Actions for 10 seconds (1 round) (Major
Action and active combat feat still can be
declared).
Loot
Silverware (50G/Black White B) Enchanted Object (2,000G/Gold
Always 11+
x 2d White S)
2 – 10 Memento (1,000G/White S)
This magical device was created as a "dream food table" in the Magic Civilization Period.
Underneath the four-legged rectangular table, storage is installed to store foodstuffs. The table
is equipped with a long, thin arm that serves the food to the table.
Many of those that remain today have malfunctioned. It restrains those seated and does not
release them until all the food that appears endlessly has been consumed. Those who try to
force their way out or harm them are punished with serving arms and stored in the storage as
food for the next visitor. Malfunctioning storage will also most likely lose its ability to keep
food fresh.

382
12 Buckbaird
Intelligence: High Perception: Magic Disposition: Hostile
Language: None Habitat: Labyrinths, Ruins
Rep/Weak: 18/21 Weak Point: Physical damage +2 points
Initiative: 18 Movement Speed: -/14 (Flying) Fortitude: 16 (23) Willpower: 16 (23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 14(21) 2d+16 14(21) 11 117 90
Unique Skills
◯Triple Attack & Inconsistent 3: Frost Ray
Buckbaird can take three Major Actions in Frost Ray deals to the target 2d+20
one round. They are chosen randomly from water/ice damage.
among Slams and five types of eye rays. 4: Brainwashing Ray
►Eye Ray/15 (22)/Willpower/Neg Those affected will follow the Buckbaird's
With “Range: 20m” and “Area: Shot,” a orders and move to protect it for the next
ray of light is shot from the magic eye at one one minute (6 rounds). Orders given cannot
enemy character. Buckbaird has five types of be harmful to the target. Without a specific
rays. A character cannot be targeted by more command, the target will act to protect the
than one Eye Ray but can be targeted by Buckbaird. This effect is of the psychic type.
Slams and one Eye Ray. 5: Rust Ray
1: Paralyzing Ray Those affected lose all metal objects of A-
The target reduces their Dexterity and Rank or lower, including weapons, armor,
Agility by -12 points (to a minimum of 0) for shields, and ornaments.
30 seconds (3 rounds). For fixed value S-Rank metal objects, as well as those from
characters, each paralyzing ray adds a -2 the Magic Civilization and earlier, remain
penalty to Accuracy and Evasion checks, unaffected.
respectively. This effect is cumulative. ◯Flight
2: Sleep Ray A Buckbaird receives a +1 bonus to
The target falls into a deep sleep for 3 Accuracy and Evasion only for melee
hours. This effect is of the psychic type. attacks.
Target cannot be woken up by normal
means. This effect can be dispelled via magic
means by contested check.
Loot
Crystallized Magical Eyes
Always Giant Eyeball (500G/Red A) 9 – 12
(1,000G/Gold Red S) x 1d
Crystallized Magical Eye Crystallized Magical Eyes
2–8 13+
(1,000G/Gold Red S) (1,000G/Gold Red S) x 2d
A giant monster about 1m in diameter, a Buckbaird has one giant eye in the front and many
much smaller eyes around its body. It's covered in fine black fur and floats using a mysterious
power. The front eye has incredible magical power and can fire five different rays at targets
in front of it. Due to the structure of the eye, only one ray can be used at a time. In combat,
the Buckbaird combines the usage of these rays with incredibly fast tackling attacks, making
it dangerous both in melee and at a range.
There are many mysteries about the ecology of the Buckbaird, and it is thought that they
are the creation of some mad wizard during the Magic Civilization period. However, their
origin and diet are unknown, and even their thoughts and possible breeding habits are an
absolute mystery. What little is known is they enjoy the spaces in underground labyrinths.

383
Magitech

6 Barren Dorn
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 13/16 Weak Point: Lightning damage + 3 points
Initiative: 12 Movement Speed: 16 (Wheels)/- Fortitude: 8 (15) Willpower: 8 (15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Blade (Right Side) 8(15) 2d+6 7(14) 6 49 -
Hammer (Left Side) 8(15) 2d+9 7(14) 6 49 -
Wheels (Wheels) 9(16) 2d+7 6(13) 8 43 -
Sections: 3 (Right Side / Left Side / Wheels) Main Section: None
Unique Skills
●All Sections The section that uses this ability takes a -1
◯Mechanical Body penalty to its Evasion check until the
It is immune to criticals from edged beginning of its next turn.
weapons. ●Wheels
●Right Side ◯Slalom Drive
🗨Red-hot Blade Wheel attacks can be made on up to two
Blade becomes red-hot. If the attack hits, targets at the same time; Accuracy checks are
the damage dealt will be fire type, and the made only once at a time, and damage
target's Defense will be treated as halved should be determined individually.
(rounded up). ►Random Drive
●Left Side Until the beginning of the next turn, the
►Hammer Throw & Pull Right Side and Left Side gain a +2 bonus to
Back/7(14)/Evasion/Neg Evasion checks.
It can throw a hammer and immediately This ability cannot be used on consecutive
pull it back. turns.
With “Target: 1 Character” and
“Range/Area: 1 (10m)/Shot” deals 2d+7
physical damage.
Loot
Magitech Components
Always Iron (20G/Black B) x 3 8 – 11
(300G/Black White A)
Crude Magitech Components Rare Magitech Components
2–7 12+
(100G/Black White A) (900G/Black White A)
This is an even larger version of the Dorn series, with a mobile mechanism attached to its
base. It was prepared for combat, and there are records of its use in large-scale battles against
Barbarous. Few still exist, and their remnants are sometimes found in ruins or Barbarous
territory.

384
7 Fixed Z-Array
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 14/17 Weak Point: Bludgeoning damage +3 points
Initiative: 13 Movement Speed: 10(4 Legs)/- Fortitude: 9(16) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Tube (Right Launch Tube) 9(16) 2d+8 9(16) 4 60 -
Tube (Center Launch Tube) 9(16) 2d+8 9(16) 4 60 -
Tube (Left Launch Tube) 9(16) 2d+8 9(16) 4 60 -
Sections: 3 (Right Launch Tube / Center Launch Tube / Left Launch Tube)
Main Section: None
Unique Skills
●All Sections ►Overcharge
◯Mana Coating (2) The next [►Light Ray] to be fired from the
Reduces magic damage received by -2. same section will have its damage increased
►Light Ray/9(16)/Willpower/Half by 3 points. This effect is cumulative up to 2
Attacks with a huge ray of light. times (+6).
Attacks target within “Range/Area: ◯Exhaust Heat
2(20m)/Line” and deal 2d+7 energy magic If any section uses [►Light Ray], adjacent
damage. sections cannot use [►Light Ray] during the
This unique skill cannot be used on same turn.
consecutive turns. The three sections are linked side by side,
◯Targeting &Hawk Eye with the Center Launch Tube flanked by the
[►Light Ray] fired into a skirmish cannot Right and Left Launch Tubes.
misfire and can attack through shielding.
Loot
Daemon-Resistant Material Magitech Components
Always 8 – 10
(40G/Gold Black B) x 3 (300G/Black White A)
Crude Magitech Components Rare Magitech Components
2–7 11+
(100G/Black White A) (900G/Black White A)
It is a specialized gunnery model of the Z-Array series, with three optical weapons
connected side by side. The legs, which serve as the model's base, have only minimum
mobility and are not designed for high-speed or long-distance movement.
Although it has a high attack power, it is limited because the simultaneous firing of all the
rays causes malfunction due to heat exhaustion.

385
8 Star Sniper
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins, Plains
Rep/Weak: 15/18 Weak Point: Lightning damage +3 points
Initiative: 16 Movement Speed: 10(4 Legs)/- Fortitude: 11(18) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Javelin 12(19) 2d+15 9(16) 4 67 -
Unique Skills
◯Javelin With “Range/Area: 2(100m)/Target," the
A Javelin attack is treated as a Thrown monster declares the next ranged attack to be
Attack with a "Range: 2(100m)". performed on "Target: 1 Character".
Star Sniper has 2d Javelins at the start of If this monster makes a ranged attack with
combat. a Javelin at the declared target on the next
◯Targeting & Hawk Eye Major Action, it gains a +2 bonus to its
It can throw Javelins in the skirmish without Accuracy check and +15 points to its
misfiring and attack through the shielding. damage. Regardless of whether this action is
►Aimed Shot Preparation made or not, and regardless of whether the
Prepares to shoot the target. attack hits or not, the effect of this ability is
lost once the following Major Action is
completed.
Loot
Rare Magitech Components
Always Iron (20G/Black B) 8 – 10
(900G/Black White A)
Mysterious Magitech
Magitech Components
2–7 11+ Components (2,400G/Black
(300G/Black White A)
White S)
This is a magitech for sieges, boasting an ultra-long-range range. While guns are the standard
for such magitechs, this is a rare type that attacks by shooting heavy javelins. The accuracy
and power of the javelin, the primary weapon of the magitech, were the highest priority in its
design, and its other abilities, including mobility, were relatively low.
Different Star Snipers variations change what is ejected into rocks, flame projectiles, etc.

386
9 Dimateravia
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 18/21 Weak Point: Magic damage +2 points
Initiative: 16 Movement Speed: 5(4 Legs)/- Fortitude: 11(18) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 11(18) 2d+10 11(18) 13 84 -
Unique Skills
◯Mana Diffusion ►Maximum Disturbance/11(18)/
Whenever a character within a radius of Willpower/Neg
30m of this monster's center performs an With "Range: Caster" and "Target: all areas
action that consumes MP, the amount of MP (30m radius)/All" create an area that inhibits
consumed is increased by +1 point. When the use of mana. Whenever the target
doubled by [Metamagic/**] or a similar performs an action that consumes MP, it
effect, the original MP consumption is takes the same amount of fixed damage to its
increased by +1 point and then doubled. HP (see p. 68).
This effect is a curse type and lasts only for
10 seconds (1 round). Also, this unique skill
cannot be used on consecutive turns.
Loot
Mysterious Magitech
Always Iron (20G/Black B) 8+ Components (2,400G/Black
White S)
Rare Magitech Components
2–7
(900G/Black White A)
This magitech is designed as an installed trap that dampens the mana of an object that has
been stepped into. It has a spherical body with four short legs.

387
10 Z-Array Dorn
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 17/20 Weak Point: Lightning damage + 3 points
Initiative: 16 Movement Speed: 20 (Wheels)/- Fortitude: 13 (20) Willpower: 13 (20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Tube (Right Body) 13(20) 2d+12 12(19) 9 85 -
Tube (Left Body) 13(20) 2d+12 12(19) 9 85 -
Hammer (Right Leg) 14(21) 2d15 11(18) 11 95 -
Hammer (Left Leg) 14(21) 2d15 11(18) 11 95 -
Sections: 4 (Right Body / Left Body / Right Leg / Left Leg) Main Section: None
Unique Skills
●Right Body/Left Body ●Right Leg/Left Leg
◯Mana Coating (2) ◯Mechanical Body
Reduces magic damage received by -2. It is immune to criticals from edged
►Light Ray/13(20)/Willpower/Half weapons.
Attacks with a huge ray of light. ►Hammer Throw & Pull
Attacks target within “Range/Area: Back/12(19)/Evasion/Neg
2(20m)/Line” and deal 2d+10 energy magic It can throw a hammer and immediately
damage. pull it back.
This unique skill cannot be used on With “Target: 1 Character” and
consecutive turns. “Range/Area: 1 (10m)/Shot” deals 2d+13
◯Targeting &Hawk Eye physical damage.
[►Light Ray] fired into a skirmish cannot The section that uses this ability takes a -1
misfire and can attack through shielding. penalty to its Evasion check until the
beginning of its next turn.
Loot
Rare Magitech Components
Always Iron (20G/Black B) x 2 2 – 12
(900G/Black White A)
Daemon-Resistant Material Trove of Magical Components
Always 13+
(40G/Gold Black B) x 2 (7,600G/Black White S)
This prototype results from a project to integrate the Dorn and Z-Array series. Researchers
who had been developing each other's products provided their development records to each
other.
Integrating different concepts and designs was pretty challenging, but they overcame the
difficulties and completed a product with a high level of combat power. Although it can be
said that most of the development objectives have been achieved, there is a record that the
developers lamented the gap between their actual efforts and project goals.

388
11 Railway Canon
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Plains
Rep/Weak: 11/21 Weak Point: Physical damage +2 points
Initiative: 17 Movement Speed: 30 (Many Legs)/- Fortitude: 14 (21) Willpower: 14 (21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Cannon (Train Gun) 15(22) 2d+16 12(19) 8 80 -
Cannon (Train Gun) 15(22) 2d+16 12(19) 8 80 -
Leg (Base) 13(20) 2d+13 13(20) 12 100 -
Leg (Base) 13(20) 2d+13 13(20) 12 100 -
Sections: 4 (Train Gun x 2 / Base x 2) Main Section: None
Unique Skills
●All Sections The built-in wheels are lowered onto the
◯Mechanical Body tracks. The Railway Cannon can move on
It is immune to criticals from edged the tracks at a speed of “90 (wheels)/-”.
weapons. It cannot use [►Trampling Down] on your
●Train Gun turn to use this unique skill.
◯Gun ►Trampling Down/13(20)/Fortitude/Half
The Cannon is treated as a Gun weapon Railway Cannon stomps around the area. It
with a "Range: 2 (50m)" and a maximum deals 2d+10 earth physical damage to
magazine of 1. "Target: 1 area (3m Radius)/All" with "Range:
►Reload Caster."
Reloads bullet into the cannon. After this effect is used by one of the Base
⏩△Bursting Shell sections, it cannot be used by the Base
The loaded bullet is changed to attack with section in the same round.
"Target: 1 area(4m Radius)/10". Damage and ►Loading Aid
range distance remains the same. Selects one of the Trail Gun sections and
This unique skill can only be used when reload the bullet into that cannon.
the bullet is loaded and consumes 10 points ◯Attack Obstacle =+4 •+4
of the section's HP. Its size hinders attacks.
◯Targeting All Trail Guns gain a +4 bonus to Evasion
Attacks fired into a skirmish cannot misfire. checks against melee and ranged attacks.
●Base If the HP of any Base section falls below 0
or below, this effect is lost.
⏩△Wheel Drive
This unique skill can only be used when
this monster is on track. Also, it cannot be
used when the HP of any Base section is less
than 0.
Loot
Giant Magitech Components Mysterious Magitech Components
Always 9 – 12
(3,000G/Black White S) (2,400G/Black White S)
Rare Magitech Components Trove of Magical Components
2–8 13+
(900G/Black White A) (7,600G/Black White S)
This is a large self-propelled magitech created in the Magitech Civilization Period for use
as the base of invasion or base of defense. It is designed to move on rough roads with its legs
and on wheels on tracks used by trains for long-distance travel.
It is about the same size as a train car, but there is a record that several of them were linked
and used in large-scale battles. (Illustration p. 386)

389
13 Colossus: Pawn
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Various
Rep/Weak: 16/23 Weak Point: Physical damage +2 points
Initiative: 20 Movement Speed: 40 (6 Legs)/- Fortitude: 17 (24) Willpower: 16 (23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Core) - - 16(23) 10 120 60
Weapon (Arm) 17(24) 2d+18 15(22) 8 95 -
Weapon (Arm) 17(24) 2d+18 15(22) 8 95 -
Stomp (Leg) 16(23) 2d+15 14(21) 14 110 -
Stomp (Leg) 16(23) 2d+15 14(21) 14 110 -
Sections: 5 (Core / Arm x 2 / Leg x 2) Main Section: None
Unique Skills
●All Sections ●Arm
◯Mechanical Body ◯Continuous Attack
It is immune to criticals from edged weapons. If the section successfully hits a target in
◯Mana Coating (3) melee, it may make a second attack against the
Reduces magic damage received by -3. same target.
●Core 🗨Aimed Attack
►Magitech 10 Level/Magic Power 13(20) When attacking, the section can gain a +1
◯🗨Magic Aptitude bonus to Accuracy. This ability does not affect
They can use the Combat Feats [Targeting], [Magic characters equipped with metal armor.
Convergence], [Magic Control], [Hawk Eye], and ●Leg
[Metamagic/Targets]. ◯Stranded
►Light Ray/16(23)/Willpower/Half If the HP of any Leg section is reduced to 0
With “Range/Area: 2(50m)/Line," fires a Light Ray, or less, the Arms section and Core section
dealing 2d+15 energy magic damage to targets. suffer a -2 penalty to their Evasion checks.
This effect cannot be used on consecutive turns. If the HP of all Leg sections is 0 or less, the
●Arm/Leg penalty to Evasion check becomes -4.
►Self-Destruction Protocol/15(22)/Willpower/Half ►Trampling Down/15(22)/Fortitude/Half
This unique skill is always performed if either the HP Colossus stomps around the area. It deals
of the Core sections is 0 or lower or the HP of this 2d+12 earth physical damage to "Target: 1 area
section is below 30. Otherwise, it is never executed. (3m Radius)/All" with "Range: Caster."
It self-destructed with "Range: Caster" to "Target: All This effect cannot be used by any other Leg
areas (30m Radius)/All]" will be damaged "the section's section in the same round after it was used by
current HP value" of bludgeoning magic damage. any Leg section.
Loot
Colossus Red Core (5,000G/Gold Mysterious Magitech Components
Always 7 – 10
Black White S) (2,400G/Black White S)
Rare Magitech Components Trove of Magical Components
2–6 11+
(900G/Black White A) (7,600G/Black White S)
Colossus was a giant magitech created on the Alfleim continent during the Magitech Civilization
Period. It is said to have taken various forms with unparalleled destructive power. Today, most of
them are inactive and have been abandoned in multiple locations. However, it is unknown whether
some of them have been destroyed and will never operate again, or whether some remain in a dormant
state. Programmed to start working again at any moment. A few cases of colossi are found in working
conditions at ruins.
The ones listed here are among the smallest colossuses. They look like a human upper body
mounted on a hexapod base. It is said to have been used to eliminate simple threats quickly because
of its low cost (for a colossus), easy maintenance, and mobility. Although small for a colossus, it is still
a giant, more than 10 meters tall, and a formidable enemy.

390
Mythical Beasts

6 Unicorn
Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Forest
Rep/Weak: 10/15 Weak Point: Accuracy +1
Initiative: 14 Movement Speed: 20(4 Legs)/- Fortitude: 10(17) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Horn 8(15) 2d+6 7(14) 5 50 80
Unique Skills
►Fairy Magic 6 Level/Magic Power 8(15) However, this effect does not apply to
Can use earth, water/ice, light, and dark constructs and magitech characters.
types. Furthermore, if the character touched by the
◯🗨Magic Aptitude horn is undead, not only is it immune to the
They can use the Combat Feats aforementioned effects, but it must also
[Targeting], [Magic Convergence], [Magic perform a Fortitude and, if it fails, suffer
Control], [Hawk Eye], and magic damage of 50 points.
[Metamagic/Targets]. A character can only receive this effect
►Healing Horn/10 (17)/Fortitude/Neg once per day. In the case of a character with
It touches the "Target: 1 Character" with a multiple sections, each section can be
horn to heal the target's HP by 50 points. If affected up to once per day.
the Fortitude check was the favorable result Using this unique skill consumes 10 points
in the success value comparison, the target of MP.
will also be completely cured of any poison, ◯Horn of Mana
disease, curse, petrification, etc. that it has If the Unicorn's MP reaches 0, it dies
been subjected to. It is also possible to apply instantly, its horn crumbling into useless
this effect to itself. dust.
Loot
Unicorn Horn (Remaining MP x
Always 2+ None
300G/Gold Red A – SS)
Unicorns are elegant creatures, horses with long, iridescent spiraling horns on their
forehead. They are intelligent but very skittish, only appearing to human maidens and even
then, quite rarely.
They are hunted by both outlaws and Barbarous for their horn, which can cure diseases
and heal wounds even after it is removed from the Unicorn.
The horn has the entirety of the Unicorn's MP stored in it, and when cut it retains the
Unicorn's current MP (killing the Unicorn in the process) and can be used as a Unicorn Horn
(see p. 233).

391
8 Ringing Rain Deer
Intelligence: Low Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Forest
Rep/Weak: 15/18 Weak Point: Physical damage +2 points
Initiative: 16 Movement Speed: 20 (4 Legs)/- Fortitude: 10 (17) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Hoof 11(18) 2d+11 10(17) 7 68 27
Unique Skills
►Basic Spellsongs 5 Level/9(16)/All areas ►[Finale: Breath of the Meadows]/9(16)
(50m Radius) In the "Range: 2(50m)," up to 3 characters
►Special Spellsong /9(16)/All areas (50m heal their HP by "2d+7" points. This effect
Radius) does not work on undead, constructs, and
Uses spellsong [Nostalgia](see p. 193), magitech characters.
[Lullaby](see p. 194). Once this unique skill This unique skill cannot be used in
is used, it cannot be used for the next 30 consecutive turns. Also, once a character has
seconds (3 rounds). After using either been affected, it cannot be affected for the
spellsong, 30 seconds (3 rounds) must elapse following hour.
before the subsequent use of either special
spellsong.
Loot
Light Sounding Bell (200G/Gold Clear Sounding Bell
Always 11+
Red Black A) x 1d (2,680G/Gold Red Black S)
2 – 10 None
It is a mythical beast looking like a reindeer, with many nut-like bells with altered horns
attached to various parts of the big horns. By shaking its head, the bells on the horns ring,
creating spellsongs.
Cautious, they seldom appear in front of anyone except those they trust. When an intruder
comes to their territory, they try to drive them away with spellsongs.
When acquired as loot, their bells may be used as materials for musical instruments, sacred
treasures, ritual implements, etc.

392
9 Chimera
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade common, Barbaric, Dragonic, Arcana Habitat: Ruins
Rep/Weak: 13/20 Weak Point: Magic damage +2 points
Initiative: 15 Movement Speed: 13 (4 Legs)/25 (Flying) Fortitude: 11 (18) Willpower: 12 (19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Lion’s Head) 11(18) 2d+13 10(17) 9 81 12
Horn (Goat’s Head) 9(16) 2d+9 10(17) 8 68 60
Bite (Dragon’s Head) 10(17) 2d+11 10(17) 10 74 18
Snake’s Bite (Body) 12(19) 2d+9 11(18) 6 87 12
None (Wings) - - 9(16) 8 59 12
Sections: 5 (Lion's Head / Goat's Head / Dragon's Head / Body / Wings)
Main Section: Heads (All)
Unique Skills
●Lion's Head ●Body
⏩△Techniques ◯Cursed Poison/11(18)/Fortitude/Neg
They may use the [Cat's Eyes], If the Snake’s Bite attack hits and deals at
[Beetleskin], and [Recovery (5 points)] least 1 point of applied damage, the target's
Techniques. Accuracy check will be reduced by -2. This
●Goat's Head effect is not cumulative.
►Spiritualism Magic 7 Level /Magic Power This effect is treated as a curse type and is
10(17) permanent. This effect can also be removed
◯🗨►Magic Aptitude with a spell such as the [Remove Curse], but
They can use the Combat Feats it is automatically removed if the Body
[Targeting], [Magic Convergence], [Magic section that bestowed the curse falls to 0 HP
Control], [Universal Metamagic], and or less.
[Wordbreak]. ●Wings
●Dragon's Head ◯Flight
►Flame Breath/11(18)/Fortitude/Half A Chimera receives a +1 bonus to
With "Range/Area: 2(50m)/Shot", it spits Accuracy and Evasion only for melee
fire at "Target: 1 Character" and deals 2d+10 attacks.
fire magic damage. If Wings falls to 0 HP or lower, this unique
skill cannot be used.
Loot
Always Chimera Horn (500G/Red A) 2–9 Chimera Mane (500G/Red A)
Golden Chimera Mane
Always Chimera Fang (500G/Red A) 10+
(2,900G/Gold Red S)
Chimera is fearsome in appearance, with the heads of a lion, goat, and dragon, the body of
a snake used for a tail, and the wings of a massive bat on its back. Their origin is unclear, but
it can only be assumed that a crazed wizard from the Magic Civilization period came up with
this beast as part of some deranged experiment.
With multiple heads comes incredible intelligence, and Chimeras excel in cunning strategy.
They are also ruthless and will offer hope to their opponents only to snatch it away at the last
second. Chimeras also tend to have Undead and Constructs under their control and will have
each head sleep at different times, making them formidable opponents to take advantage of.
However, Chimeras tend to be overconfident, and it is said that this hubris may be their
downfall.

393
10 Cockatrice
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile
Language: None Habitat: Forest, Wilderness
Rep/Weak: 15/20 Weak Point: Water/Ice damage + 3 points
Initiative: 15 Movement Speed: 18/18(Flying) Fortitude: 13(20) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak 13(20) 2d+9 11(18) 10 93 27
Unique Skills
◯Poison Immunity, ◯Disease Immunity, ⏩△Techniques
◯Curse Immunity They may use the [Beetleskin],
◯Continuous Attack II [Meditation], and [Recovery (5 points)]
If a monster successfully hits a target in Techniques.
melee, it may make a second attack. It can ◯Flight
make a third attack against the same target if A Cockatrice receives a +1 bonus to
a second attack hits. Accuracy and Evasion only for melee
◯Petrifying Beak/11 (18)/Willpower/Neg attacks.
If the Beak attack hits, the target becomes
Petrified (Agility/-12) (see p. 329).
This effect is the curse type.
Loot
2–9 None 13+ Crimson Beak (3,200G/Red S)
7 – 12 Cockatrice Beak (1,000G/Red S)
Resembling a giant chicken with the legs and tail of a lizard, a Cockatrice is a dangerous
beast, able to petrify anyone with its beak. Standing taller than most humanoids, Cockatrices
are often hostile to anyone they perceive as threatening them or their nest. However, they
absolutely hate Basilisks with every fiber of their being and will break off combat with others
to attack one on sight.

394
11 Gurangatch
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Neutral
Language: Sea Animal, Sylvan Habitat: Sea, Riverside
Rep/Weak: 18/21 Weak Point: Earth damage + 3 points Initiative: 18
Movement Speed: 20(Crawling)/40(Swimming) Fortitude: 14(21) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Front Legs (Front) 14(21) 2d+15 13(20) 14 105 66
Tail (Back) 13(20) 2d+12 14(21) 10 92 23
Sections: 2 (Front / Back) Main Section: Front
Unique Skills
●All Sections ►Jaw Bite/13(20)/Danger Sense/Neg
◯Underwater Aptitude It feints with its arms and attack by biting
Can move in water without penalties and with its jaws.
restrictions. Within "Range: Touch" deals with a
●Front “Target: 1 Character” 2d+25 physical
►Twin Strike & Double Attack damage.
It can make two Front Legs attacks each This unique skill cannot be used in
round, though each attack requires its consecutive turns. Once a character
accuracy check. They may choose to attack becomes a target of this effect, they gain a +4
different characters with each attack. bonus on Danger Sense checks to resist this
►Fairy Magic 10 Level /Magic Power 12(19) effect until the end of combat.
It can use water/ice, wind, light, and dark ●Back
types. ◯Furious Tail
◯🗨►Magic Aptitude In response to the threat to its own life, it
They can use the Combat Feats [Multi- becomes furious.
Action], [Targeting], [Metamagic/Targets], If the current HP of Front is less than 70
and [Wordbreak]. points, the Tail damage is increased by +2
[Multi-Action] can be declared when the points; if it is less than 40 points, another +2
monster uses [►Twin Strike & Double points (total +4 points); if it is less than 15
Attack], and it can cast the spell after the points, another +4 points (total +8 points).
second Accuracy check. Monster instead can 🗨All-Out Attack
use [►Twin Strike & Double Attack] after it A Tail can deal an additional 8 damage on
casts the spell, but not after using [►Jaw its next attack. However, any Evasion check
Bite]. made by this section this turn receives a -3
penalty as a risk.
Loot
Langgan Scales (6,800/Gold Red
2–6 Clean Scales (200G/Red A) 12+
S)
Green Scales (1,600G/Gold Red
7 – 11
S)
It is a mythical beast inhabiting the sea and rivers, with the first half of its body as a crocodile
and the second half as a fish.
It circulates in a large territory and attacks violently against those it perceives to be violating
its territory. As a result, its territory is a place where there are few dangerous predators.
Therefore, it is called the guardian of marine life by fishermen and others who live in the sea.
However, they are rarely seen. In some areas, a folk song says, "They live hard and sleep at
the bottom of the sea.”

395
13 Lesser Dragon
Intelligence: High Perception: Five senses (Darkvision) Disposition: Neutral
Language: Trade common, Dragonic, Arcana Habitat: Cave
Rep/Weak: 12/20 Weak Point: Physical damage +2 points
Initiative: 18 Movement Speed: 15/30 (Flying) Fortitude: 17 (24) Willpower: 17 (24)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 17(24) 2d+18 15(22) 14 119 84
Tail (Body) 16(23) 2d+16 13(20) 16 133 30
Wing (Wing) 15(22) 2d+14 13(20) 13 84 28
Wing (Wing) 15(22) 2d+14 13(20) 13 84 28
Sections: 4 (Head / Body / Wing x 2) Main Section: Head
Unique Skills
●All Sections ●Body
◯Fire Immunity The monster can use its Tail to attack up to
●Head 5 targets in the same skirmish. Accuracy and
►Truespeech Magic, Spiritualism Magic 10 Damage are the same as a normal attack, and
Level/Magic Power 14(21) this attack cannot be used in consecutive
◯🗨►Magic Aptitude rounds.
They can use the Combat Feats ◯Attack Obstacle = Impossible • None
[Targeting], [Magic Convergence], [Magic The Lesser Dragon size hinders attack.
Control], [Universal Metamagic], and The Head cannot be attacked, whether
[Wordbreak]. melee or ranged. When the Body falls to 0
►Flame Breath/15(22)/Fortitude/Half HP or lower, this effect disappears.
With "Range/Area: 2(20m)/Shot", spits fire ●Wing
at "Target: 1 area(6m Radius)/20", dealing 🗨All-Out Attack
2d+20 fire magic damage. A Wing can deal an additional 8 damage
This unique skill cannot be used on on its next attack. However, any Evasion
consecutive turns. check made by this section this turn receives
⏩△Techniques a -3 penalty as a risk.
They may use the [Strong Blood], ◯Flight
[Beetleskin], and [Recovery (7 points)] A Lesser Dragon receives a +1 bonus to
Techniques. Accuracy and Evasion only for melee
attacks.
If any Wings fall to 0 HP or lower, this
unique skill cannot be used.
Loot
Always Dragon Scale (5,000G/Red S) 7 – 12 Dragon Fang (1,200G/Red S) x 1d
2 – 6 Dragon Fang (1,200G/Red S) 13+ Dragon Jewel (10,000G/Gold SS)
A young dragon, less than 500 years, yet older than a Draconet. Even though it is relatively
young for a Dragon, Lesser Dragons tend to be around 10m long, so any sort of melee attack
on the head is nigh impossible. Able to spit flames and cast spells while flying over the
skirmish, a Lesser Dragon's offensive power is second to none. Because of this, Lesser
Dragons tend to be very self-centered and overconfident, looking down on others they
consider “lesser creatures.” Lesser Dragons look to hoard treasure and valuables, just like
any other dragon. Any brave adventurer (or adventuring party) that can kill a Lesser Dragon
will not only earn the title “Dragon Slayer” but will have access to the vast hoard that the
dragon had acquired. Additionally, very rarely do dragons have Dragon Eggs inside their
bodies, which are incredibly valued on their own due to their use in several magical
experiments.

396
Fairies
Fairies have the following common unique skills and characteristics.

◯Knowledge = Fairy Tamers


Characters with the Fairy Tamer class automatically succeed in the Monster
Knowledge check against fairies without rolling any dice (learning the Sage class
and the original success value are required to know the weak point). This
unique skill is omitted from the individual data.

◯Invisible Against Runefolk


Runefolk cannot see fairies. This unique skill is omitted from the individual
data.

◯Type: **/Magic Power X(Y)


Every fairy has one of the following types: earth, water/ice, fire, wind, light,
or dark. Every fairy can cast Typed Magic of their own type at ranks up to their
monster level. It cannot cast other Typed Magic or basic Fairy Magic.
Also, fairies do not suffer any damage or disadvantageous effects due to
their type. Fairies of the dark type have Psychic Immunity. Light type fairies
don’t have any immunities.

◯No Loot
Fairy does not leave any loot, and the loot field is omitted from their data.

397
3 Will-o'-Wisp
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Various
Rep/Weak: 7/13 Weak Point: Accuracy +1
Initiative: 10 Movement Speed: -/10(Floating) Fortitude: 6(13) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 5(12) 2d+3 4(11) 2 17 30
Unique Skills
◯Type: Light/Magic Power 5(12) ◯Healing Space
🗨Magic Aptitude 1 area (3m Radius) around this monster is
They can use the Combat Feat surrounded by gentle healing light. The
[Metamagic/Targets]. character within this space gains an
◯Light Protection additional 2 HP when being healed.
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 in self-defense.

5 Shade
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Various
Rep/Weak: 11/15 Weak Points: Accuracy +1
Initiative: 12 Movement Speed: -/33(Flying ) Fortitude: 7(14) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 7(14) 2d+7 7(14) 7 34 42
Unique Skills
◯Type: Dark/Magic Power 9(16) ►Dark Mind/8 (15)/Willpower/Neg
◯Flight The Shade attempts to wrap the minds
A Shade only receives a +1 bonus to within “Range: Caster” and “Target: all areas
Accuracy and Evasion for melee attacks. (30 Radius)” in shadow, preventing them
🗨Magic Aptitude from taking any deliberate action. Those
They can use the Combat Feat [Universal who fail to resist cannot move or perform
Metamagic]. Minor or Major Actions 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 could see through and see the actual appearance of a Shade, they appear to be tall,
almost gaunt fairies wearing well-made clothing created entirely out of temporary darkness.
Shades rarely occur in areas with a high population, preferring more rural areas.

398
5 Sprite
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Various
Rep/Weak: 11/15 Weak Points: Accuracy +1
Initiative: 12 Movement Speed: -/33(Flying) Fortitude: 9(16) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 7(14) 2d+6 7(14) 6 34 42
Unique Skills
◯Type: Light/Magic Power 9(16) ⏩Flash/8 (15)/Fortitude/Neg
◯Light Protection The Sprite unleashes a bright flash of light
A Sprite takes 5 less damage from all Magic within “Range: Caster” and “Target: all areas
effects, regardless of type. (30 Radius)/All”. Those who fail to resist will
◯Flight receive a -2 penalty to all Accuracy and Evasion
A Sprite receives a +1 bonus to Accuracy and checks for 30 seconds (3 rounds). This effect is
Evasion only for melee attacks. not cumulative.
🗨Magic Aptitude This unique skill can be used only once per
They can use the Combat Feat round.
[Metamagic/Targets].
Fairies of light, Sprites are similar to Shades in size and stature, only around 30cm tall and glowing
with a bright light. Their actual 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. To restore one's vitality,
having the aid of a Sprite is quite crucial for Fairy Tamers. However, Sprites are incredibly shy and
rare in public areas.

7 Undine
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Waterfront
Rep/Weak: 11/16 Weak Point: Fire damage + 3 points
Initiative: 13 Movement Speed: 15/15 (Swimming) Fortitude: 9(16) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 10(17) 2d+7 8(15) 8 57 50
Unique Skills
◯Type: Water/Ice/Magic Power 10(17) ◯🗨Magic Aptitude
◯Underwater Aptitude They can use the Combat Feats
Can move in water without penalties and [Metamagic/Targets], [MP Save/Fairy Tamer].
restrictions. ►Water Gun/9(16)/Fortitude/Half
◯Water Body With "Range/Area: 2(20m)/Shot", the
Bludgeoning weapons treat the Undine's monster sprays water jet from both palms at
Defense as 3 points higher. "Target: 1 Character", dealing 2d+6 water/ice
◯Fire Vulnerability magic damage and making it fall prone.
When Undine is hit by Fire-type damage, it
takes an extra 3 damage.
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 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 to protect themselves and their habitat.

399
7 Salamander
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Volcano, Underground Labyrinth, Ruins
Rep/Weak: 11/16 Weak Point: Water/Ice damage + 3 points
Initiative: 14 Movement Speed: 17 (4 Legs)/- Fortitude: 10(17) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Tongue 10(17) 2d+11 9(16) 7 55 50
Unique Skills
◯Type: Fire/Magic Power 10(17) ►Flame Breath/8(15)/Fortitude /Half
◯Water/Ice Vulnerability With "Range/Area: 2(20m)/Shot", spits fire at
When the Salamander is hit by Water/Ice- "Target: 1 Character", dealing 2d+9 fire
type damage, it takes an extra 3 damage. magic damage.
🗨Magic Aptitude
They can use the Combat Feat [Universal
Metamagic].
Salamanders are 2m long lizard-like fairies drawn to flames and fire and tend to live in areas
with higher temperatures than usual. Because of this tendency, they're driven to burn
everything around them, and there's often charcoal strewn about their lairs. However, despite
being drawn to fire, Salamanders aren't aggressive, though they are still dangerous when not
threatened.

7 Sylph
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Mountains
Rep/Weak: 11/16 Weak Point: Earth damage + 3 points
Initiative: 15 Movement Speed: -/22(Flying) Fortitude: 9(16) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 9(16) 2d+6 10(17) 5 54 50
Unique Skills
◯Type: Wind/Magic Power 10(17) ◯🗨Magic Aptitude
◯Slashing Immunity They can use the Combat Feats [Targeting]
◯Wind Body and [Metamagic/Distance].
Edged weapons treat Sylph's Defense as 3 ►Gale Breath/9(16)/Fortitude/Half
points higher. With "Range/Area: 2(30m)/Shot”, breathes
◯Flight a mass of compressed air to "Target: 1 area
A Sylph receives a +1 bonus to Accuracy (3m Radius)/5", dealing 2d+6 wind magic
and Evasion only for melee attacks. damage.
◯Earth Vulnerability
When the Sylph is hit by Earth-type
damage, it takes an extra 3 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.

400
7 Gnome
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Forests, Mountains, Caves
Rep/Weak: 11/16 Weak Point: Wind type damage +3 points
Initiative: 13 Movement Speed: 16/- Fortitude: 9(16) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 11(18) 2d+9 8(15) 9 60 38
Unique Skills
◯Type: Earth/Magic Power 10(17) ►Quake/10 (17)/Fortitude/Neg
◯Wind Vulnerability Within “Range: Caster" can cause a localized
When the Gnome is hit by Wind-type damage, earthquake and makes "Target: all areas (30m
it takes an extra 3 damage. radius)/All" fall prone down. Targets cannot get up
◯🗨Magic Aptitude for 1 minute(6 rounds).
They can use the Combat Feats Characters not touching the ground are immune
[Metamagic/Targets] and [MP Save/Fairy Tamer]. to this unique skill.
An earthen fairy, Gnomes are tiny in stature, typically appearing as 1m tall bearded older 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 and watching
friends and family.

9 Dryad
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Forest
Rep/Weak: 12/19 Weak Point: Fire damage + 3 points
Initiative: 15 Movement Speed: 13/- Fortitude: 11(18) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 11(18) 2d+10 10(17) 9 75 73
Unique Skills
◯Type: Earth/Magic Power 12(19) defeat these offenders with all his might. This
◯Fire Vulnerability effect is of psychic type and lasts only while the
When Dryad is hit by Fire-type damage, it takes character is within "Range: 2(30m)" from Dryad.
an extra 3 damage. ►Tree Assimilation
◯🗨Magic Aptitude The Dryad can step into a chosen tree within
They can use the Combat Feats [Universal touch distance and hide inside, becoming
Metamagic] and [MP Save/Fairy Tamer]. invulnerable to attacks. In this state dryad, she will
►Mesmerize/12 (19)/Willpower/Neg also be unable to use melee attacks or
With "Range/Area: 30m/Target", it whispers [►Mesmerize] on new targets (although she still
sweet words to "Target: 1 Character" and can cast spells and maintain the effect of
mesmerizes it. This effect only works if the target [►Mesmerize]).
is a male character, and the target thinks Dryad is Burning a tree where a Dryad is hiding will force
his beloved lover and acts to protect her. the Dryad out. Otherwise, exiting a tree is also a
The character in this state considers any attack Major Action.
on Dryad to be an offense and tries to
These tree fairies take the shape of a beautiful yet mysterious woman with long, flowing green hair
wrapped around her limbs. Often appearing nude, Dryads are known to be man-charmers and will
have a pile of bodies at the base of their tree. These corpses of men they had mesmerized, providing
fertilizer in death as they did protection in life. There are stories of men who have escaped the
clutches of a Dryad by threatening to cut their tree down.

401
9 Puck
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade common, Sylvan Habitat: Mountain
Rep/Weak: 12/19 Weak Point: Earth damage + 3 points
Initiative: 16 Movement Speed: -/33 (Flying) Fortitude: 11 (18) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 10(17) 2d+8 12(19) 7 79 69
Unique Skills
◯Type: Wind/Magic Power 13(20) using [Metamagic/Distance], this unique skill
◯Slashing Immunity doubles the spell's range before the Combat Feat
◯Wind Body is applied.
Edged weapons treat Sylph's Defense as 3 points In Simplified Combat, magic with "Range: 1"
higher. becomes "Range: 2".
◯Flight ⏩Windfall
A Puck only receives a +1 bonus to Accuracy and The wind carries Puck. At the beginning of its
Evasion for melee attacks. turn, it moves the Normal Move distance (up to
◯Earth Vulnerability the adjacent area in Simplified Combat and up to
When the Sylph is hit by Earth-type damage, it 33m in Standard Combat). After that, Puck can
takes an extra 3 damage. still move and use actions. This does not count as
🗨Magic Aptitude their movement for the turn, so if the Puck takes a
They can use the Combat Feat [Universal Limited Move, they may still cast a spell on that
Metamagic]. turn.
◯Distant Voice This unique skill cannot be used in consecutive
The range of the Puck's spells is doubled. When turns.
A Puck is a tree spirit that looks like a small boy dressed in green clothes and a hat. Often seen
flying around, they are happy fairies who love music and will often sing or whistle along to a tune
they enjoy. Pucks are often talkative to the performers and generally friendly, but they are also quite
mischievous and will prank mountain climbers just as quickly.

9 Frau
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade common, Sylvan Habitat: Cold Regions, Mountains
Rep/Weak: 12/19 Weak Point: Fire damage + 3 points
Initiative: 15 Movement Speed: -/22 (Flying) Fortitude: 11 (18) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 11(18) 2d+9 11(18) 9 77 70
Unique Skills
◯Type: Water/Ice/Magic Power 12(19) 🗨Magic Aptitude
◯Ice Body They can use the Combat Feat [Universal
If Frau takes damage from a bludgeoning Metamagic].
weapon, it is treated as if Frau had additional 5 ►Cold Storm/10(17)/Fortitude/Half
points of Defense. Frau creates a cold storm within “Range: Caster.”
◯Flight Within "Target: 1 area (6m radius)/20", they deal
A Frau receives a +1 bonus to Accuracy and 2d+8 water/ice magic damage. A target that fails
Evasion only for melee attacks. resistance is frozen for 30 seconds (3 rounds) and
◯Fire Vulnerability suffers a -2 penalty to Accuracy and Evasion
When Frau is hit by Fire-type damage, it takes checks. This penalty is not cumulative. This
an extra 3 damage. unique skill cannot be used on consecutive turns.
Frau is an ice fairy in the form of a woman. It has pure white hair and a half-transparent body. It
is said to seduce men who climb snowy mountains and freeze them to death, but it is also said to
help travelers in distress in some regions.

402
11 Caron
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade common, Sylvan Habitat: Waterfront
Rep/Weak: 14/19 Weak Point: Accuracy +1
Initiative: 17 Movement Speed: 15/- Fortitude: 14(21) Willpower: 14(21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 14(21) 2d+13 14(21) 12 102 97
Unique Skills
◯Type: Dark/Magic Power 15(22) The target cannot cast spells and other unique
◯🗨Magic Aptitude skills that target other than themself for 30
They can use the Combat Feats [Targeting], seconds (3 rounds), except those that directly
[Magic Convergence], [Magic Control], and deal damage. Anything that causes some effect
[Universal Metamagic]. simultaneously as the damage is allowed, along
►Wave of Hatred/15(22)/Willpower/Neg with any collateral effects.
Within "Range: Caster" and "Target: 1 area This effect is of the psychic type.
(6m Radius)/All” causes hatred to grow in
targets' hearts.
They are a fairy that looks like a translucent adult male with a solid physique. They have long hair
and a long beard and wear only a loincloth around their body. They can speak, but they only swear
intrinsically, making communicating difficult.

11 Peri
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Secluded Regions, High Mountains
Rep/Weak: 14/20 Weak Point: Water/Ice damage + 3 points
Initiative: 17 Movement Speed: 15/22(Flying) Fortitude: 14(21) Willpower: 14(21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 14(21) 2d+13 13(20) 12 97 97
Unique Skills
◯Type: Fire/Magic Power 14(21) form. It can choose which race it wants to
◯🗨Magic Aptitude change into, but the specific appearance
They can use the Combat Feats [Targeting], afterward is fixed for each race. Different Peri
[Magic Convergence], [Magic Control], [Hawk can take on various forms (even if they change
Eye], and [Universal Metamagic]. into the same race), but they all share that they
◯Flight are beautiful and passionate women.
A Peri receives a +1 bonus to Accuracy and This ability can only be used once daily and
Evasion only for melee attacks lasts up to 1 day. Peri can cancel it with Minor
►Humanization Action.
Peri can change into any humanoid female
Peri has a beautiful female figure, a fire fairy who lives in the secluded regions and high mountains
where humanoids and barbarous are not likely to visit.
The large joints of its arms and legs and other parts of its body are covered with orange-colored fire
making it dangerous-looking to approach.
Basically, Peri prefers solitude. They are usually cold to visitors to their habitat, or they hide and try
not to get involved. However, she may develop a romantic interest in a humanoid male on rare
occasions.
In such a case, the Peri will secretly pursue the man, disguise her appearance as that of the opposite
race, and seduce him. She then takes him back to her place of residence, never to rerelease him to
live with him.

403
Daemons

6 Doubleburg
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic (+languages added by shapeshift) Habitat: Ruins, Habitats, Shallow
Rep/Weak: 12/15 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 15/- Fortitude: 8 (15) Willpower: 8 (15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 9(16) 2d+8 8(15) 5 52 12
Unique Skills
►Double Attack This unique skill does not copy the target's
With the claws of both hands, it makes two class or unique skills. All the data during the
attacks on 1 character. This unique skill battle will be the monster's data. Attacks
cannot be used on a character copied by made by the target's appearance are made by
[►Portrait]. the monster's physical weapon (Claws), even
►Portrait though it looks like the target's weapon is
It captures the appearance of the observed doing them.
target and turns into it. If the target is only A copy of a character in multiple sections
seen at a glance, its appearance and personal appears to have the corresponding number
belongings can be matched. If the target can of sections. Still, only the Main Section (or
be perceived for 1 minute (6 rounds), it can one of them in the case of multiple sections)
learn its language and imitate its tone and is treated as Doubleburg. Other sections do
gestures so precisely that even a close human not perform any action. If this section is
cannot detect it. If it is taking the form of this targeted and attacked, the effect is
unique skill, a Monster Knowledge check automatically given to the monster. If the
cannot be performed on it unless Detect effect targets more than one section
check was made before (see CR I, p. 111). simultaneously, the excess will do nothing,
but at the same time, it will be automatically
found that the section does not exist. Detect
check is needed to find the actual section.
The [►Portrait] can be ended with Minor
Action or during Combat Preparation.
Loot
Always Daemon's Blood (100G/Red A) 13+ Black Hide (4,600/Red S)
2 – 12 None
It is a black daemon of about the same size as a human. The face has a red, open mouth
with a straight slit, but no other visible features exist.
This monster can shapeshift into the creature it perceives, then kills it and replaces it. It
often enters into Humanoid and Barbarous societies.
Doubleburg's purpose is unknown, but they are said to be sent by the Daemons to learn
about the intelligent life forms in the world of Raxia. They actively use their ability to
transform, perhaps to advance their observations into the psychology of individuals and
groups, and attempt to create doubt and confusion in cities and communities.
They are similar to Ogres and are considered more dangerous because they cannot be
blocked by Swords of Protection.

404
7 Argagis
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 13/16 Weak Point: Water/Ice damage + 3 points
Initiative: 14 Movement Speed: 15(4 Legs)/- Fortitude: 10(17) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 8(15) 2d+11 7(14) 9 66 12
Unique Skills
◯Multiple Actions = 2 times 🗨△Cover I
◯Continuous Attack Can use [Cover I] combat feat.
If a monster successfully hits a target in melee, 🗨All-Out Attack
it may make a second attack against the same A Slam can deal an additional 8 damage on its
target. next attack. However, any Evasion check made
🗨Ball Roll by this section this turn receives a -3 penalty as
Argagis increases its Defense by +3 points and a risk.
movement by +15m. At the same time, its
damage is reduced by -3.
Loot
Always Daemon's Blood (100G/Red A) 11+ High-Quality Shell (1,200G/Red S)
2 – 10 Sturdy Shell (200G/Red A)
Argagis is a daemon that resembles an armadillo covered with a hard shell. It is characterized
by its extreme strength and sturdiness. Its defense is further strengthened by its rounded back,
which forms a considerable sphere that crushes its enemies. It does not have a high intellect and
often follows other daemons as a guard.

8 Dark Bully
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 15/18 Weak Point: Fire damage +3 points
Initiative: 15 Movement Speed: 20/- Fortitude: 11 (18) Willpower: 10 (17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 10(17) 2d+7 10(17) 7 69 30
Unique Skills
◯Continuous Attack II ◯Shadow Cross
If Dark Bully successfully hits a target in It temporarily disappears when moving and
melee, they may make a second attack. They appears from within any shadow at the
can make a third attack against the same target movement destination. In the absence of light,
if a second attack hits. it can emerge from anywhere in the darkness
◯Fatigue Poison/9 (16)/Fortitude/Neg (within its Movement Speed).
If a Claw attack deals at least 1 point of It does not suffer any movement blocking and
applied damage, the target's Evasion is reduced is free to leave the skirmish.
by a -1. This effect is poison type and lasts for This ability cannot be used in consecutive
1 hour. It is cumulative if the same effect is turns.
applied within the duration.

405
Loot
Always Daemon's Blood (100G/Red A) 8+ Crystallized Daemon’s Blood (800G/Red A)
2 – 7 None
Standing at 2m tall, the Dark Bully appears entirely in shadow. A long claw grows from each
hand instead of fingers, giving the appearance of the scythes of the god of death. It also has a
powerful Continuous Attack unique skill and is recognized as a fearsome assassin.

9 Ragnakang
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 16/19 Weak Point: Slashing damage +3
Initiative: 16 Movement Speed: 15/20 (Flying) Fortitude: 12 (19) Willpower: 11 (18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 11(18) 2d+13 11(18) 10 78 44
Tail (Body) 11(18) 2d+12 9(16 8 86 28
Wing (Wing) 12(19) 2d+9 9(16) 5 59 14
Wing (Wing) 12(19) 2d+9 9(16) 5 59 14
Sections: 4 (Head / Body / Wing x 2) Main Section: Head
Unique Skills
●Head This effect is of the poison type.
►Divine Magic 5 Level/Magic Power 7(14) ◯Attack Obstacle = +4 • None
◯🗨►Magic Aptitude The Head section cannot be attacked in
They can use the Combat Feats melee. Against any ranged attacks, the Head
[Targeting], [Metamagic/Targets], and section receives a +4 bonus to Evasion
[Wordbreak]. checks.
⏩△Techniques This effect disappears when the Body
They may use the [Cat's Eyes], section falls to 0 HP or lower.
[Beetleskin], [Bear Muscle], and [Strong ●Wing
Blood], Techniques. ◯Flight
◯Deadly Poison /11(18)/Fortitude/Neg All section receives a +1 bonus to Accuracy
If a Bite attack hits and deals 1 or more and Evasion only for melee attacks.
points of applied damage, the target receives If one of the Wing sections falls to 0 HP or
extra 2d+8 poison magic damage. lower, this unique skill cannot be used.
●Body
◯Convulsive Poison/11 (18)/Fortitude/Neg
If the Tail attack hits, the target receives a -
1 penalty to any action checks for 1 minute
(6 rounds). This effect is cumulative.
Loot
Crystallized Daemon’s Blood
Always 7 – 12 Daemon’s Horn (600G/Red A)
(800G/Red A)
Large Daemon’s Horn
2–6 None 13+
(1,400G/Red S)
It is a daemon that appears as an upright dragon with enormous membranous wings. When
a Ragnakang fully extends its neck, it stands around 5m long and will use that long neck and
tail in combat. Thoroughly infused with poison, a Ragnakang is dangerous to touch, let alone
engage in combat. Some still stand guard at the entrances to old ruins, and such places have
seen no intrusions because of the Ragnakang's diligence.

406
10 Mahatiga
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Shallow
Rep/Weak: 18/22 Weak Point: Slashing damage +3
Initiative: 18 Movement Speed: 25/25 (Flying) Fortitude: 13 (20) Willpower: 13 (20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Snout (Head) 13(20) 2d+11 12(19) 9 85 85
Claws (Body) 14(21) 2d+10 11(18) 11 99 32
Wings (Wings) 13(20) 2d+9 11(18) 8 72 36
Sections: 3 (Head / Body / Wings) Main Section: Head
Unique Skills
●Head check. They may choose to attack different
►Divine Magic 10 Level/Magic Power 12(19) characters with each attack.
◯🗨Magic Aptitude ●Wings
They can use the Combat Feats [Targeting], ◯Flight
[Metamagic/Targets], and [Multi-Action]. All section receives a +1 bonus to Accuracy
🗨Mana Strike = +12 damage and Evasion only for melee attacks.
May deal an additional +12 damage to their If the Wings section falls to 0 HP or lower,
next melee attack. At risk, they take a -2 penalty this unique skill cannot be used.
to their Fortitude and Willpower checks. ►Wind-Edge Blade/15 (22)/Fortitude/Half
●Body With "Range/Area: 2(30m)/Target", Garuda
►Twin Strike & Double Attack uses a blade made of feathers to deal with
It can make two Claws attacks each round, dealing 2d+15 slashing magic damage.
though each attack requires its Accuracy This ability costs 6 MP.
Loot
Crystallized Daemon’s Blood Long Daemon’s Nose (1,600G/Red
Always 7 – 11
(800G/Red A) S)
Lustrous Daemon’s Nose
2–6 Daemon’s Nose (500G/Red A) 12+
(4,000G/Red S)
This is a daemon with the head of an elephant and the body of a raptor, frequently seen in
Shallow Abysses.
They prioritize offering sacrifices to the god they believe in, and the more brutal the sacrifice,
the better. They believe that the act of fighting is itself an offering to the gods.

407
11 Cerberus
Intelligence: Animal Perception: Five senses (Darkvision) Disposition: Hostile
Language: None Habitat: Underground Labyrinth, Ruins, Shallow
Rep/Weak: 15/20 Weak Point: Bludgeoning damage +3 points
Initiative: 18 Movement Speed: 20(4 Legs)/- Fortitude: 14(21) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 13(20) 2d+16 12(19) 10 99 35
Bite (Head) 13(20) 2d+16 12(19) 10 99 35
Bite (Head) 13(20) 2d+16 12(19) 10 99 35
None (Body) - - 12(19) 12 110 20
Sections: 4 (Head x 3 / Body) Main Section: Heads (All)
Unique Skills
●All Sections 2: Blizzard Breath/10 (17)/Fortitude/Half
◯Fire Immunity Tentacle spits out a blizzard, dealing 2d+8
●Head water/ice magic damage to the targets and
►Three Breaths reducing their Defense by -5 points for 30
Mouth spits one of the following breaths: seconds (3 rounds). This Defense reduction
Fire Breath, Blizzard Breath, or Noxious is non-cumulative and does not reduce
Breath. All of them have “Range: Caster” Defense below 0.
and “Target: 1 area (6m Radius)/20” around 3: Noxious Breath/9(16)/Fortitude/Half
the tentacle. Tentacle spits poison, inflicting 2d+6 poison
Head can choose any breath to use (or magic damage to the targets, and they incur
whether to attack with Bite without using a -3 penalty to their Evasion checks for 30
breath). If more than one head breathes the seconds (3 rounds). This effect is not
same kind of breath, it is treated as a single cumulative.
attack with increased success value. If two ⏩△Techniques
heads breathe the same breath, the breath's May use the [Beetleskin] and [Bear
success value has a +2 bonus, and the Muscle] Techniques.
calculated damage is increased by +4. If all ●Body
three heads breathe the same breath, the ◯Attack Obstacle = +4 • None
success value has a bonus of +4, and the Head sections cannot be attacked in melee.
calculated damage is increased by +8. Against any ranged attacks, Head sections
1: Fire Breath/11(18)/Fortitude/Half receive a +4 bonus to Evasion checks.
Head exhales fire, dealing 2d+12 fire magic This effect disappears when the Body
damage to the affected targets. section falls to 0 HP or lower.
Loot
Crystallized Daemon’s Blood
Always 8 – 12 Binding Chain (500G/Black A)
(800G/Red A)
Jet-black Binding Chain
2–7 None 13+
(3,000G/Black S)
A three-headed daemon dog, a Cerberus is really more the size of a horse. Able to conjure
up breath weapons of fire, ice, and poison, it can be a dangerous foe in combat. Also known
as the Watchdog of Hell, Cerberuses are typically seen guarding something, whether the
entrance to a labyrinth, a vault inside, or something else. While its intelligence is that of an
average dog's, a Cerberus will remain loyal to its orders and will fight to the death to carry
them out.

408
12 Lunzemase
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Various
Rep/Weak: 19/23 Weak Point: Accuracy +1
Initiative: 19 Movement Speed: 24/- Fortitude: 15 (22) Willpower: 16 (23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 16(23) 2d+18 15(22) 12 119 54
Unique Skills
◯2 Actions ►Twin Strike & Double Attack
Can perform two Major Actions in one Can make two Weapon attacks each
round. round, though each attack requires its
◯Multiple Actions = 2 times Accuracy check. They may choose to attack
◯Sparkling Fibers different characters with each attack.
It isn't easy to see from a distance of 🗨Abyss Blade
Lunzenmase. A character who is more than If the target is hit by a Weapon attack, the
"Range: 1 (10m)" away from this monster target's Defense is halved for that attack
receives a -2 penalty on checks (Accuracy (rounded up). At risk, the monster takes a -1
check, Spellcasting check, Performance penalty to Evasion checks.
check, etc.) when making ranged attacks,
casting a spell, finale, and other unique skills
that require visibility of this monster.
Loot
Crystallized Daemon’s Blood Daemon's Fiber (1,100G/Green
Always 2 – 12
(800G/Red A) S)
Incomprehensible Mask Lustrous Daemon's Fiber
Always 13+
(2,000G/Black White S) (4,400G/Gold Green S)
This daemon wears a giant wooden mask reminiscent of a shield and has a body that looks
like layers of strong fibers bound together. The mask is decorated with a pattern of straight
lines that affect the creature's spirit if one tries to look at it.
As sparkling fibers make it difficult to see Lunzemase, powerful weapon attacks mercilessly
reap the lives of creatures while dazzled.

409
Humanoids

6 Skald
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade common, Arcana, Sylvan, Youma, Barbaric Habitat: Various
Rep/Weak: 9/- Weak Point: None
Initiative: 13 Movement Speed: 16/- Fortitude: 8 (15) Willpower: 9 (16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 8(15) 2d+9 8(15) 5 35 20
Unique Skills
►Basic Spellsongs 5 Level/8(15)/All area This unique skill can be used only on the
(50m Radius) turn immediately after using [►Basic
►[Finale: Beast's Roar]/8(15)/Willpower Spellsongs] two or more times in succession.
/Half ◯Sword's Grace/Change Fate
Uses [Finale: Beast's Roar] at "Range: Once per day, they may change the result
2(50m)", dealing 2d+6 bludgeoning magic of an Action Check or Damage roll by
damage to up to 3 targets. switching the faces of the rolled 2d to the
opposite sides.
Loot
Luxury Instrument (800G/Black
2–5 Weapon (50G/Black White B) 10 – 12
White A)
Fine Instrument (100G/Black Rare Instrument (3,600G/Black
6–9 13+
White A) White S)
This is a battlefield bard who fights with spellsongs and finales. They are also trained as
warriors to stand in the front.

7 Evil Priest
Intelligence: Average Perception: Five senses Disposition: Hostile
Language: Trade common, Daemonic Habitat: Habitat
Rep/Weak: 10/- Weak Point: None
Initiative: 13 Movement Speed: 14/- Fortitude: 9(16) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 8(15) 2d+6 8(15) 5 53 44
Unique Skills
►Divine Magic 7 Level/Magic Power 10(17) ◯Sword's Grace/Change Fate
◯🗨Magic Aptitude Once per day, they may change the result of
They can use the Combat Feats [Targeting], an Action Check or Damage roll by switching
[Hawk Eye], and [Metamagic/Targets]. the faces of the rolled 2d to the opposite sides.
Loot
Holy Symbol of the Evil God Strange Holy Symbol
2 - 12 13+
(600G/Black White A) (3,300G/White S)
This priest believes in an evil god associated with the Second Sword. They are enemies of
Humanoid society in various ways, such as those who sneak into Humanoid cities and try to
propagate their religion and those who work in partnership with the Barbarous clans. See p.
321 for their gods and spells.

410
9 Fairy Swordsman Expert
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade common, Sylvan Habitat: Various
Rep/Weak: 12/- Weak Point: None
Initiative: 15 Movement Speed: 18/- Fortitude: 11(18) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 12(19) 2d+11 11(18) 7 59 50
Unique Skills
►Fairy Magic 9 Level/Magic Power 12(19) 🗨Mana Strike = +12 damage
It can use earth, water/ice, fire, and wind May deal an additional +12 damage to their
types. next melee attack. At risk, they take a -2
◯🗨Magic Aptitude penalty to their Fortitude and Willpower
They can use the Combat Feats [Targeting] checks.
and [Metamagic/Targets]. ◯Sword's Grace/Change Fate
Once per day, they may change the result
of an Action Check or Damage roll by
switching the faces of the rolled 2d to the
opposite sides.
Loot
Always Fairy Tamer's Gem (125G/-) x 4 7 – 10 Bag of Silver (200G/-) x 2d
2–6 None 11+ Bag of Silver (300G/-) x 2d
This is a magic warrior who is skilled in Fairy Magic. Rather than using Fairy Magic themself,
they prefer to attack with [Mana Strike] while summoning fairies and letting them cast spells.

11 Heavy Shielded Guard


Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade common Habitat: Various
Rep/Weak: 14/- Weak Point: None
Initiative: 16 Movement Speed: 15/- Fortitude: 15(22) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 14(21) 2d+15 13(20) 15 90 15
Unique Skills
◯🗨△Bodyguard Knowledge ⏩△Techniques
They can use the Combat Feats [Block] They may use the [Cat's Eyes],
and [Cover II]. [Beetleskin], and [Bear Muscle]
🗨Power Strike I Techniques.
They can deal an additional 12 damage on ◯Sword's Grace/Change Fate
their next attack. However, any Evasion Once per day, they may change the result
Check made by them this turn receives a -2 of an Action Check or Damage roll by
penalty. switching the faces of the rolled 2d to the
opposite sides.
Loot
Always Well-Kept Large Shield (4,000G/Black White S) 7+ Bag of Silver (300G/-) x 2d
2 – 6 None
This is a heavy warrior armed with a large shield and metal armor, a one-handed weapon.
They are knights who protect important Humanoid strongholds, such as royal castles and
customs posts.

411
Golem Data
In this section, we introduce the data of the created golems used by the
conjurer. The golem data consists of the monster data of the golem itself and
the Enhancing Items that strengthen it.

Golem Enhancing Items


How to Read Enhancing Items

①The name of Enhancing Item.


②Price of Enhancing Item in Gamels. Prices vary according to the grade (see
p. 92) and are listed in the order of (small)/(medium). Golems can only be
enhanced with items of matching grade.
③If there is an annotation regarding the use of the Enhancing Item, it will be
written here. Most Enhancing Item data do not have this.
④The name of the unique skill given by the Enhancing Item. Please refer to
Core Rulebook I, p. 392, for reading the classification tags.
⑤This is an explanation of the effect of the unique skill.

Cat's Eye Rivet Price: 200/800


►Double Attack
Golem can attack the same target twice in one action with its attack.

Golden Cat's Eye Rivet Price: 200/800


This Enhancing Item is only available when the 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, but each attack requires its Accuracy check. It may
choose to attack different characters with each attack.

412
Tiger's Eye Rivet Price: 150/600
◯Continuous Attack I
If the golem successfully hits a target in melee, it may make a second attack against the same
target.

Golden Tiger's Eye Rivet Price: 300/1,200


This Enhancing Item is only available when the 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 make a second attack. If a second attack
hits, it can make a third attack against the same target.

Jet Sign Price: 100/400


◯Aimed Attack
When attacking, the Golem can gain a +2 bonus to Accuracy but receives a -4 penalty to damage
dealt when doing so.

Sunstone Brilliance Price: -/1,200


►Sunstone Brilliance
The Golem takes a large stance in preparation for the next attack. The next round's attack always
hits and cannot be evaded. Damage will be increased (the increase is different for each golem).

Spinel Horn Price: 150/600


►Charge
This attack can only be used after Normal Move.
Golem charges, spearing an enemy character with a melee attack. On a hit, the damage is
increased by +1 point (+2 points in Simplified Combat) for every 5 meters traveled. The distance
traveled is measured in a straight line from the start point to the endpoint.

Malachite Feather Price: 150/600


🗨All-Out Attack
Golem can deal an additional 8 damage on their next attack. However, any Evasion check made
by it this turn receives a -3 penalty.

Lapis Lazuli Weight Price: 200/800


🗨Tail Swing I
Golem can use its Tail to attack up to 3 targets in the same skirmish. The attacker's Accuracy
check is made only once with a -1 penalty.

Quartz Counterweight Price: 300/1,200


This Enhancing Item is only available when the golem is enhanced with Lapis Lazuli Weight.
And it replaces the [↝Tail Swing I]
🗨Tail Swing II
Golem can use its Tail to attack up to 5 targets in the same skirmish.
413
Bright Red Ruby Price: -/1,600
►Flame Breath
Fire-type attack. The data is different for each golem.

Amethyst of Purple Lightning Price: -/1,600


►Discharge or ►Lightning
Lightning-type attack. The data is different for each golem.

Blue Lotus Jade Price: -/1,600


►Water Gun or ►Blizzard Breath
Water/Ice type attack. The data is different for each golem.

Calcite Compound Eyes Price: -/800


◯Breath Control
When using [►Flame Breath], [►Blizzard Breath], or [►Lightning], any character in the range
can be excluded from being a target.

Obsidian Shield Price: 150/600


🗨△Cover
It has the same effect as the combat feat [Cover I] (small grade) and "Cover II" (medium grade).

Corundum Protection Price: 100/400


◯Guardian I
It has the same effect as the combat feat [Guardian I].

Amber Eye Price: 500/2,000


◯Ultimate Aim
Golem gains +4 to Accuracy checks.

Coral Branch Price: 100/400


◯Block
It has the same effect as the combat feat [Block]. The item must be used on all sections if a
golem has multiple sections.

Garnet of Vitality Price: 200/800


◯HP Enhancement
Golem’s Maximum HP will be increased by +5 points (small grade) or +10 points (medium
grade).

414
Focused Garnet of Vitality Price: 300/1,200
◯Improved HP Enhancement
Golem’s Maximum HP will be increased by +5 points (small grade) or +10 points (medium
grade). [◯HP Enhancement] and this effect are cumulative.

Shimmering Onyx Price: -/600


◯Mana Coating
Any magic damage the section suffers is reduced by -3.

Red Iron Blood Price: 100/400


◯Mobility Enhancement
Golem gains +5 to movement speed. All movement methods are increased when the golem has
more than one way to move. The item must be used on all sections if a golem has multiple
sections.

Yellow Flint Price: -/800


◯Fast Reaction
Golem can use [Footwork] combat feat. The item must be used on all sections if a golem has
multiple sections.

Anisotropic Anorthite Price: 150/600


Golem with [◯Underwater] will be able to move on the ground. In addition, [◯Underwater]
will be replaced with the following ability. The item must be used on all sections if a golem has
multiple sections.
◯Underwater Specialization
Golem does not suffer any penalties for moving while underwater. On the ground, all actions
receive a -2 penalty.

Moonstone of Serenity Price: 250/1,000


Golem loses its Weak Point (it becomes "None"). If there is a [… Vulnerability] unique skill,
remove it as well. The item must be used on all sections if a golem has multiple sections.

Quartz Disruptor Price: -/1,000


When creating a golem, the conjurer must determine one specific type of resistance from the
earth, water/ice, wind, fire, lightning, and energy. However, the type that is a golem’s weak point
cannot be selected. The item must be used on all sections if a golem has multiple sections.
◯Type Resistance
When the damage of the selected type is received by the golem, it is automatically halved. In
the case of the "Resistance: Half”, if the resistance succeeds, no damage will be dealt.
The item has no effect other than damage, and the golem will receive full effects from that type.

415
Golem Data

Omitted Data

The following data are common to all golems and are omitted from the
individual data.

Golem Classification
All golems are classified as Constructs.

Common Basic Data


Int: Servant Perc: Magic Disp: Instructed
Lang: None Hab: Various

These data are common to all golems. Golem can appear in various places,
hence "Habitat: Various," but the ruins of the Magic Civilization Period is still
will be the most common place to encounter golems.

Common Abilities of Golems


Golem has the following unique skills in common. Most of these are
because they are constructs but have an additional [◯Knowledge = Conjurer
class].

◯Poison Immunity, ◯Disease Immunity, ◯Psychic Immunity


Golems, as a construct, are immune to any damage or effects of these types.

◯Can be Detected
The golems can be detected by [Sense Magic] spell and similar effects.

◯Artificial
Golems cannot be healed with some spells, items, etc. Only with those that
restore constructs HP.

◯Knowledge = Conjurer class


The Conjurer class automatically succeeds in the Monster Knowledge
check against golems. They need to have the Sage class and roll against their
original success value to know the weak point.

416
Note on Loot

Loot
The loot from golems can only be obtained from those that have been
active for a long time; destroying a golem created by a PC will not give any loot.

Enhancing Items
Golems can also be found with Enhancing Items. This means they will be
empowered, but if you defeat them, you will automatically obtain Enhancing
Items.
Some golems encountered since the Magic Civilization Period were created
using advanced technology that has now been lost. In some cases, Enhancing
Items can be used beyond the maximum number allowed. In particular,
Garnet of Vitality and Focused Garnet of Vitality, which enhances maximum
HP, were often used beyond the current limit.

How to Read Golems Data

①Required Conjurer’s Level/Monster Level


The numbers here indicate the Conjurer level at which the golem can be
created and the golem's monster level.

②Golem Name
This is the name of the golem.

③Materials
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. The readings is
the same as the general monster data,

⑤Maximum of Enhancing Items


The maximum number of Enhancing Items that can be used on the golem.
A golem with multiple sections can use up to the maximum number of
Enhancing Items per section.

417
⑥Enhancing Items
The available Enhancing Items for the golem are listed here. For clarity,
each item is supplemented with a price and a summary of what kind of ability
it provides in the heading section. For items that require other items for use,
dependencies are indicated by connecting them with a "└. "
For a golem with multiple sections, the available Enhancing Items may
differ depending on the section. In this case, "Any section" means items that
can be used in any section. In principle, the effects of Enhancing Items are
considered independently for each section, except for "All Section Must be
Equipped," which means Enhancing Items are effective only when used one at
a time in all sections.

⑦Loot
This is the data of loot obtained when the golem is defeated as a monster.
Golems created and used by PCs do not leave loot.

⑧Description
Description of the golem.
418
Golem Detailed Data

3/2 Oak Golem Enchanted Oak Branch (50/100)


Rep/Weak: 8/12 Weak Point: Fire Damage +3 points
Initiative: 9 Movement Speed: 9/- Fortitude: 4(11) Willpower: 4(11)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Smash 4(11) 2d 2(9) 2 18 -
Unique Skills
None.
Maximum of Enhancing Items = 4
Cat's Eye Rivet (Small) (200) (►Double Attack)
└Golden Cat's Eye Rivet (Small) (200) (►Twin Strike & Double Attack)
Jet Sign (Small) (100) (🗨Aimed Attack = +2 Accuracy and -4 damage)
Obsidian Shield (Small) (150) (🗨△Cover I)
Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement +5)
Loot
2 – 8 None 9+ Enchanted Oak Branch (200G/Gold Green A)
Oak Golems are made from oak wood. They are humanoid, with a short and stocky form.

3/2 Oak Hound Enchanted Oak Branch (50/100)


Rep/Weak: 8/12 Weak Point: Fire Damage +3 points
Initiative: 10 Movement Speed: 9 (4 Legs)/- Fortitude: 4(11) Willpower: 4(11)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 4(11) 2d 3(10) 2 15 -
Unique Skills
None.
Maximum of Enhancing Items = 3
Tiger's Eye Rivet (Small) (150) (◯Continuous Attack)
└Golden Tiger's Eye Rivet (Small) (300) (◯Continuous Attack II)
Spinel Horn (Small) (150) (►Charge)
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement +5)
Loot
2 – 7 None 8+ Enchanted Oak Branch (200G/Gold Green A)
This quadrupedal golem is made of oak wood and, like the Oak Golem, is not very precisely
sculpted.

419
4/3 Straw Bird Enchanted Straw Bundle (100/200)
Rep/Weak: 10/13 Weak Point: Fire Damage +3 points
Initiative: 13 Movement Speed: -/25 (Flying) Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak 5(12) 2d+1 5(12) 0 17 -
Unique Skills
◯Fire Vulnerability ◯Flight
When Straw Bird is hit by Fire-type A Straw Bird receives a +1 bonus to
damage, it takes an extra 3 damage. Accuracy and Evasion only for melee
attacks.
Maximum of Enhancing Items = 2
Malachite Feather (Small) (150) (🗨All-Out Attack=Damage +8, Evasion -3)
Amethyst of Purple Lightning (Small) (600)
►Discharge/4(11)/Willpower/Half
Golem unleashes an electrical bolt with “Range/Area: 2(20m)/Shot”, dealing 2d+3 lightning
magic damage. This ability cannot misfire.
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement +5)
Moonstone of Serenity (Small) (250) (Remove [○Fire Vulnerability] unique skill, and it loses its
Weak Point (it becomes "None")).
Loot
2 – 6 None 7+ Enchanted Straw Bundle (150G/Gold Green A)
This lightweight bird-shaped golem is made of woven grass stalks.

4/3 Loam Puppet Enchanted Clay (200/300)


Rep/Weak: 12/15 Weak Point: Accuracy +1
Initiative: 10 Movement Speed: 10/- Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Smash 4(11) 2d+4 4(11) 2 25 -
Unique Skills
◯Earth Immunity In addition, a Loam Puppet is immune to
◯Mud Body criticals from edged weapons.
Bludgeoning weapons treat the Loam
Puppet's Defense as 5 points higher.
Maximum of Enhancing Items = 4
Obsidian Shield (Small) (150) (🗨△Cover I)
Corundum Protection (Small) (100) (◯Guardian I)
Cat's Eye Rivet (Small) (200) (►Double Attack)
└Golden Cat's Eye Rivet (Small) (200) (►Twin Strike & Double Attack)
Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement +5)
Loot
2 – 7 None 8+ Enchanted Clay (250G/Gold Green A)
A golem made from clay is the hopes and desires of its creator-given form. Typically
standing around 1m, a Loam Puppet is often humanoid, though it can be any shape the
creator wishes. Also, the shape does not make any difference in performance.

420
5/4 Bone Animal Enchanted Animal Bones (300/500)
Rep/Weak: 12/15 Weak Point: Bludgeoning damage +3 points
Initiative: 12 Movement Speed: 14 (4 Legs)/- Fortitude: 6(13) Willpower: 6(13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 6(13) 2d+5 5(12) 5 32 -
Unique Skills
◯Bone Body
Bone Animal is immune to criticals from edged weapons.
Maximum of Enhancing Items = 3
Tiger's Eye Rivet (Small) (150) (◯Continuous Attack)
└Golden Tiger's Eye Rivet (Small) (300) (◯Continuous Attack II)
Spinel Horn (Small) (150) (►Charge)
Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement +5)
Loot
2 – 8 None 9+ Enchanted Animal Bones (250G/Gold Red A)
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 Weak Point: Physical damage +2 points
Initiative: 10 Movement Speed: -/15 (Swimming) Fortitude: 6(13) Willpower: 6(13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Tail 6(13) 2d+4 6(13) 4 36 -
Unique Skills
◯Underwater
Leather Fish doesn't receive penalties for moving or taking action in the water. However, it
can't perform any Action without water.
Maximum of Enhancing Items = 3
Lapis Lazuli Weight (Small) (200) (🗨Tail Swing I)
└Quartz Counterweight (Small) (300) (🗨Tail Swing II)
Blue Lotus Jade (Small) (600)
►Water Gun/5 (12)/Fortitude/Half
Golem sprays a jet of water with “Range/Area: 2(20m)/Shot” onto “Target: 1 Character”,
dealing 2d+4 water/ice magic damage and causing it to fall prone. This ability cannot misfire.
Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Anisotropic Anorthite (Small) (150) (Ground movement 10 (crawling), [◯Underwater
Specialization])
Loot
2 – 8 None 9+ Enchanted Leather (150G/Gold Red A)
This fish-shaped golem is made from animal skin. It does not have scales and has a slimy
texture.

421
6/4 Flabby Golem Enchanted Flesh (500/1,000)
Rep/Weak: 10/14 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 8/- Fortitude: 7(14) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Smash 7(14) 2d+5 5(12) 2 35 -
Unique Skills
None.
Maximum of Enhancing Items = 5
Obsidian Shield (Small) (150) (🗨△Cover I)
Corundum Protection (Small) (100) (◯Guardian I)
Cat's Eye Rivet (Small) (200) (►Double Attack)
└Golden Cat's Eye Rivet (Small) (200) (►Twin Strike & Double Attack)
Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)
Coral Branch (Small) (100) (◯Block)
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
└Focused Garnet of Vitality (Small) (300) (◯Improved HP Enhancement = Max HP +5)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement +5)
Loot
2 – 8 None 9+ Treasure (200G/Gold White A) x 1d
It is a golem made of flesh. It is about 2 to 3 meters in size and looks like a simplified
version of the human form.

422
7/5 Stone Servant Enchanted Stone (1,000/2,000)
Rep/Weak: 11/15 Weak Point: Accuracy +1
Initiative: 13 Movement Speed: 18/- Fortitude: 13(20) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 8(15) 2d+6 6(13) 7 40 -
Unique Skills
◯Stone Body
A Stone Servant is immune to criticals from edged weapons and all magic damage, except for
Energy-type damage.
Maximum of Enhancing Items = 5
Cat's Eye Rivet (Medium) (800) (►Double Attack)
└Golden Cat's Eye Rivet (Medium) (800) (►Twin Strike & Double Attack)
Jet Sign (Medium) (400) (🗨Aimed Attack = +2 Accuracy and -4 damage)
Obsidian Shield (Medium) (600) (🗨△Cover II)
Corundum Protection (Medium) (400) (◯Guardian I)
Coral Branch (Medium) (400) (◯Block)
Amber Eye (Medium) (2,000) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Medium) (800) (◯HP Enhancement = Max HP +10)
└Focused Garnet of Vitality (Medium) (1,200) (◯Improved HP Enhancement = Max HP +10)
Red Iron Blood (Medium) (400) (◯Mobility Enhancement = Movement +5)
Loot
2 – 5 None 13+ Mithril (2,600G/Gold S)
6 – 12 Magical Stone (250G/Gold A)
A golem made of stone, this golem is about 2 meters in size, and as long as it has arms and
legs, its shape can be freely set by the creator, but it cannot be made very precise, nor can its
color or texture be changed. Also, the shape does not make a difference game-wise.

423
8/6 Brasswing Enchanted Brass (1,500/3,000)
Rep/Weak: 11/15 Weak Point: Bludgeoning Damage +3 points
Initiative: 13 Movement Speed: -/25 (Flying) Fortitude: 8(15) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak (Head) 8(15) 2d+6 7(14) 5 40 -
Claws (Body) 8(15) 2d+6 7(14) 5 40 -
Sections: 2 (Head / Body) Main Section: None
Unique Skills
●All Sections ●Body
◯Brass Body ◯Flight
A Brasswing is immune to criticals from A Brasswing receives a +1 bonus to
edged weapons and all magic damage, except Accuracy and Evasion only for melee
for Energy-type damage. attacks.
Maximum of Enhancing Items = 3
※Head Only
Bright Red Ruby (Medium) (1,600)
►Flame Breath/8(15)/Fortitude/Half
Golem spits out the fire with "Range/Area: 2(20m)/Shot" and “Target: 1 area (3m Radius)/5,”
dealing 2d+6 fire magic damage. This ability cannot be used on consecutive turns. It also cannot
be used on the turn immediately after using [►Lightning].
Amethyst of Purple Lightning (Medium) (1,600)
►Lightning/8(15)/Fortitude/Half
Golem unleashes an electrical bolt with "Range/Area: 30m/Line", dealing 2d+6 lightning magic
damage to the target. This ability cannot be used on consecutive turns. It also cannot be used on
the turn immediately after using [►Flame Breath].
Calcite Compound Eyes (Medium) (800) (◯Breath Control)
※Body Only
Obsidian Shield (Medium) (600) (🗨△Cover II)
Malachite Feather (Medium) (600) (🗨All-Out Attack=Damage +8, Evasion -3)
※Any Section
Amber Eye (Medium) (2,000) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Medium) (800) (◯HP Enhancement = Max HP +10)
Shimmering Onyx (Medium) (600) (◯Mana Coating = Magic damage -3)
※All Section Must be Equipped
Red Iron Blood (Medium) (400) (◯Mobility Enhancement = Movement +5)
Yellow Flint (Medium) (800) (◯Fast Reaction = [Footwork])
Loot
2 – 5 None 13+ Mithril (2,600G/Gold S)
6 – 12 Magical Brass (400G/Gold Black A)
This bird-shaped golem is made by layering thin sheets of brass.

424
9/7 Scale Flipper Enchanted Rock Slag (1,500/3,000)
Rep/Weak: 12/16 Weak Point: Physical Damage +2 points
Initiative: 13 Movement Speed: -/20 (Swimming) Fortitude: 10(17) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 9(16) 2d+11 9(16) 10 50 -
Tail (Body) 9(16) 2d+10 9(16) 10 60 -
Sections: 2 (Head / Body) Main Section: None
Unique Skills
●All Sections ◯Underwater
◯Stone Body Scale Flipper doesn't receive penalties for
A Scale Flipper is immune to criticals from moving or taking action in the water.
edged weapons and all magic damage, except However, it can't perform any Action
for Energy-type damage. without water.
Maximum of Enhancing Items = 4
※Head Only
Spinel Horn (Medium) (600) (►Charge)
Blue Lotus Jade (Medium) (1,600)
►Blizzard Breath/9 (16)/Fortitude/Half
Golem sprays a jet of water with “Range/Area: 20m/Shot” in a “Target: 3m Radius/5”, dealing
2d+7 water/ice magic damage. This ability cannot be used on consecutive turns.
Calcite Compound Eyes (Medium) (800) (◯Breath Control)
※Body Only
Lapis Lazuli Weight (Medium) (800) (🗨Tail Swing I)
└Quartz Counterweight (Medium) (1,200) (🗨Tail Swing II)
※Any Section
Amber Eye (Medium) (2,000) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Medium) (800) (◯HP Enhancement = Max HP +10)
└Focused Garnet of Vitality (Medium) (1,200) (◯Improved HP Enhancement = Max HP +10)
※All Section Must be Equipped
Anisotropic Anorthite (Medium) (600) (Ground movement 10 (crawling), [◯Underwater
Specialization])
Loot
2 – 10 Magical Stone (250G/Gold A) 11+ Mithril (2,600G/Gold S)
It is a fish-shaped golem made of light, perforated rock.

425
10/8 Rock Golem Enchanted Rock (2,000/5,000)
Rep/Weak: 13/18 Weak Point: Energy damage +3 points
Initiative: 8 Movement Speed: 10/- Fortitude: 11(18) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist (Right Side) 10(17) 2d+14 7(14) 12 60 -
Fist (Left Side) 10(17) 2d+14 7(14) 12 60 -
Sections: 2 (Right Side / Left Side) Main Section: None
Unique Skills
●All Sections
◯Rock Body
The Rock Golem is immune to criticals from edged weapons and all non-Energy-type Magic
damage
Maximum of Enhancing Items = 5
※Any Section
Obsidian Shield (Medium) (600) (🗨△Cover II)
Corundum Protection (Medium) (400) (◯Guardian I)
Jet Sign (Medium) (400) (🗨Aimed Attack = +2 Accuracy and -4 damage)
Sunstone Brilliance (Medium) (1,200) (►Brand=Next attack cannot be evaded, damage +5)
Amber Eye (Medium) (2,000) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Medium) (800) (◯HP Enhancement = Max HP +10)
└Focused Garnet of Vitality (Medium) (1,200) (◯Improved HP Enhancement = Max HP +10)
Shimmering Onyx (Medium) (600) (◯Mana Coating = Magic damage -3)
※All Section Must be Equipped
Coral Branch (Medium) (400) (◯Block)
Red Iron Blood (Medium) (400) (◯Mobility Enhancement = Movement +5)
Moonstone of Serenity (Medium) (1,000) (Golem loses its Weak Point (it becomes "None"))
Quartz Disruptor (Medium) (1,000) (◯Type Resistance)
Loot
2 – 8 Magical Stone (250G/Gold A) 9+ Mithril (2,600G/Gold S)
Rock Golems are humanoid constructs built entirely out of rocks of various sizes and stand
menacingly around 3m tall.

426
Golem Name:
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Various
Rep/Weak: / Weak Point:
Initiative: Movement Speed: / ( )
Fortitude: ( ) Willpower: ( )
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
( ) ( ) 2d + ( )
( ) ( ) 2d + ( )
( ) ( ) 2d + ( )
Sections:
Main Section: None
Unique Skills
◯Poison Immunity, ◯Disease Immunity, ◯Psychic Immunity
Golems, as a construct, are immune to any damage or effects of these types.
◯Can be Detected
The golems can be detected by [Sense Magic] spell and similar effects.
◯Artificial
Golems cannot be healed with some spells, items, etc. Only with those that restore
constructs HP.
◯Knowledge = Conjurer class
The Conjurer class automatically succeeds in the Monster Knowledge check against
golems. They need to have the Sage class and roll against their original success value to know
the weak point.

_____________ (Section: _______)


__________________________________________________________
_____________ (Section: _______)
__________________________________________________________
_____________ (Section: _______)
__________________________________________________________

427
Material and Price: ( )
Enhancing Items/Maximum =
Section: _______
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Section: _______
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Section: _______
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________
Item: ______________ Ability: ____________________________
Effect: _________________________________________________

428
Power Tables
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
0 * 0 0 0 1 2 2 3 3 4 4
1 * 0 0 0 1 2 3 3 3 4 4
2 * 0 0 0 1 2 3 4 4 4 4
3 * 0 0 1 1 2 3 4 4 4 5
4 * 0 0 1 2 2 3 4 4 5 5
5 * 0 1 1 2 2 3 4 5 5 5
6 * 0 1 1 2 3 3 4 5 5 5
7 * 0 1 1 2 3 4 4 5 5 6
8 * 0 1 2 2 3 4 4 5 6 6
9 * 0 1 2 3 3 4 4 5 6 7
10 * 1 1 2 3 3 4 5 5 6 7

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
11 * 1 2 2 3 3 4 5 6 6 7
12 * 1 2 2 3 4 4 5 6 6 7
13 * 1 2 3 3 4 4 5 6 7 7
14 * 1 2 3 4 4 4 5 6 7 8
15 * 1 2 3 4 4 5 5 6 7 8
16 * 1 2 3 4 4 5 6 7 7 8
17 * 1 2 3 4 5 5 6 7 7 8
18 * 1 2 3 4 5 6 6 7 7 8
19 * 1 2 3 4 5 6 7 7 8 9
20 * 1 2 3 4 5 6 7 8 9 10

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
21 * 1 2 3 4 6 6 7 8 9 10
22 * 1 2 3 5 6 6 7 8 9 10
23 * 2 2 3 5 6 7 7 8 9 10
24 * 2 3 4 5 6 7 7 8 9 10
25 * 2 3 4 5 6 7 8 8 9 10
26 * 2 3 4 5 6 8 8 9 9 10
27 * 2 3 4 6 6 8 8 9 9 10
28 * 2 3 4 6 6 8 9 9 10 10
29 * 2 3 4 6 7 8 9 9 10 10
30 * 2 4 4 6 7 8 9 10 10 10

429
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
31 * 2 4 5 6 7 8 9 10 10 11
32 * 3 4 5 6 7 8 10 10 10 11
33 * 3 4 5 6 8 8 10 10 10 11
34 * 3 4 5 6 8 9 10 10 11 11
35 * 3 4 5 7 8 9 10 10 11 12
36 * 3 5 5 7 8 9 10 11 11 12
37 * 3 5 6 7 8 9 10 11 12 12
38 * 3 5 6 7 8 10 10 11 12 13
39 * 4 5 6 7 8 10 11 11 12 13
40 * 4 5 6 7 9 10 11 11 12 13

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
41 * 4 6 6 7 9 10 11 12 12 13
42 * 4 6 7 7 9 10 11 12 13 13
43 * 4 6 7 8 9 10 11 12 13 14
44 * 4 6 7 8 10 10 11 12 13 14
45 * 4 6 7 9 10 10 11 12 13 14
46 * 4 6 7 9 10 10 12 13 13 14
47 * 4 6 7 9 10 11 12 13 13 15
48 * 4 6 7 9 10 12 12 13 13 15
49 * 4 6 7 10 10 12 12 13 14 15
50 * 4 6 8 10 10 12 12 13 15 15

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
51 * 5 7 8 10 10 12 12 13 15 15
52 * 5 7 8 10 11 12 12 13 15 15
53 * 5 7 9 10 11 12 12 14 15 15
54 * 5 7 9 10 11 12 13 14 15 16
55 * 5 7 10 10 11 12 13 14 16 16
56 * 5 8 10 10 11 12 13 15 16 16
57 * 5 8 10 11 11 12 13 15 16 17
58 * 5 8 10 11 12 12 13 15 16 17
59 * 5 9 10 11 12 12 14 15 16 17
60 * 5 9 10 11 12 13 14 15 16 18

430
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
61 * 5 9 10 11 12 13 14 16 17 18
62 * 5 9 10 11 13 13 14 16 17 18
63 * 5 9 10 11 13 13 15 17 17 18
64 * 5 9 10 11 13 14 15 17 17 18
65 * 5 9 10 12 13 14 15 17 18 18
66 * 5 9 10 12 13 15 15 17 18 19
67 * 5 9 10 12 13 15 16 17 19 19
68 * 5 9 10 12 14 15 16 17 19 19
69 * 5 9 10 12 14 16 16 17 19 19
70 * 5 9 10 12 14 16 17 18 19 19

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
71 * 5 9 10 13 14 16 17 18 19 20
72 * 5 9 10 13 15 16 17 18 19 20
73 * 5 9 10 13 15 16 17 19 20 21
74 * 6 9 10 13 15 16 18 19 20 21
75 * 6 9 10 13 16 16 18 19 20 21
76 * 6 9 10 13 16 17 18 19 20 21
77 * 6 9 10 13 16 17 18 20 21 22
78 * 6 9 10 13 16 17 19 20 22 23
79 * 6 9 10 13 16 18 19 20 22 23
80 * 6 9 10 13 16 18 20 21 22 23

431
Designer's Notebook Tanaka Kouji
It has been two months since our adventure on the continent of Alfleim
began. Our staff has done its best to bring you this book to help you enjoy the
adventure even more.
New classes, Fairy Tamer, Enhancer, and Bard, have been added along
with a new race Meria, and new rules such as Standard Combat, reputation
system, and Abyss weapons. In addition, a description of the new adventure
stage Dorden Region, a detailed description of each race, and introductions to
famous NPCs will allow players to learn more about the world of SW2.5.
And for those of you who have already played with Core Rulebook I to
some extent and have mastered the characters and fellows, we have prepared
new data, new elements, and many new monsters up to the 10th level of this
book. We hope you will fully use them and embark on an even tougher
adventure with big opportunities.
This book is as large as Core Rulebook I. We want to thank all the editors,
designers, and illustrators who did their best to meet the tight schedule of this
book.
In addition, I would like to express my gratitude and appreciation to all the
staff members who helped with the writing and test-playing of this book and to
Hitoshi Yasuda, the boss who supervised this project.
From this book, the expansion of the world of SW2.5 has begun. We look
forward to your continued support.

Group SNE official website (see here for errata, etc.) http://www.groupsne.co.jp/
Fujimi Shobo Official TRPG ONLINE (see here for additional materials)
https://fujimi-trpg-online.jp/

432
Staff List
Game Design Item Illustrations
Kei Kitazawa Usui Rina
Kankuro
Systems Design
Tanaka Kouji Wizard Classes Illustrations
Usui Rina
World Design Susumu Kuroi
Kei Kitazawa Konno Takashi
Akita Miyabi
Sanae Fujisawa NPC Illustration
Tadaaki Kawahito Tai Nakajima
Bethe Yuli Kurosaki Mikako Mikagi
Jun Kawabata
Monster Illustrations
Supervision Shiroichi Ohno
Hitoshi Yasuda Yukihiro Maruo
Ryo Mizuno
Miyuki Kiyomatsu Map Illustrations
Yuya Kobayashi
Development
Group SNE Illustrations
Takahiro Sato
Cover Illustration Ikumin Tokumoto
Kususaga Rin
Anji Majima Design
Takahiro Sato
Sample Character Illustrations
Susumu Kuroi Cover Design
Masataka Hamasaki (NARTI;S)
Frontispiece Illustrations
Kususaga Rin Editing
Anji Majima Tomonori Kumagai
Kawasumi Taira
Akitsu Ishosho Production
Konno Takashi Satomi Misaki
Shiroichi Ohno Yuko Nagase

433
Translation Team
Translation & Editing Sword World 2.0 Translation
Auquid Aniodia
Momo
Additional Translation Auquid
Momo
Alondaar

Original Release Date: 2018/09


Translation Release Date: 2022/11

This is a free, unofficial, fan-based translation.


Please support original creators by buying Sword World
books and supplements.

434
435
436
The new realm of Alfleim will be revealed here and now! Detailed
information on the Burlight region in the southern part of the continent
and the Dorden region in the northwestern part, as well as the new race
Meria. The remnants of Magitech Civilization throughout the continent will
make your adventure even more exciting!
With the addition of Fairy Magic, Bard, and Enhancer classes, your
character will become even more powerful! Embark on new adventures in
the Land of Curses and Blessings!
※The Sword World 2.5 Core Rulebook I is required to use this book.

437

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