0% found this document useful (0 votes)
48 views18 pages

Ancient Echoes PDF

Download as pdf or txt
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 18

Ancient Echoes

You didn't grow up to mow fields and plant crops. You didn't find the silver spoon tempting. You weren't going to
stay begging in the gutter forever. You want more from life. But you're no hero- you're an adventurer. You go to
the dark places that hate, Hate, HATE humanity. To places that skim the layers of reality, dreams, and
nightmares. To places that twist your perceptions of what should, ought, or would be. But in these deep caverns,
dank dungeons, and cackling tombs lie treasure and power outside the grasp of lords, kings, and emperors. It's
yours. All you have to do is risk it.

Introduction and The Open Table

Ancient Echoes is an open table RPG. This means anyone is allowed to play and there is no obligation to show
up for every session. The table's PCs and players can shift and change every session.

Each session is a contained adventure to a particular place the PCs are interested in checking out to search for
treasure, knowledge, and challenge. If your PC isn't interested in finding treasure, knowledge, or challenge then
create another, more confident, character.

Every successful adventure is another feather in your PCs hat. Another ounce of social and material capital to
spend. Your character's back story is their first few character levels. Elaborate backgrounds are not needed, you'll
find enough conflict and growth in the tunnels below, the wonders above, and the terrors beyond.

You don't need to know all the rules. In fact, you don't need to know any rules before play. But
simply knowing how resolutions, stats, and ability scores work is an excellent start and the rest can be
explained during play as it emerges.

Flow of Play

Tell the game master (GM) what your character wants to do and one of the following happens:

a. Your character does what they want to do.


b. Your character does not do what they wanted to do.
c. Your character must make a resolution to do what they want to do. This is handled by rolling one or more dice,
as explained below. A successful roll means your character does what they wanted to do.

Be considerate that you're not the only one playing and try not to talk over others and give a chance for other
members to speak and act.

Resolutions
Resolutions happen in one of two ways:

Skill checks

To make a skill check roll a d20 and compare it to the ability score the GM called for. If you roll under the
ability score number, your character succeeds.

For example if you want your character to break down a door with a swift pump kick, the GM calls you to roll a
strength check. Your character's strength is a 14. You roll a 6, you succeed and kick down the door in one fell
kick. If you rolled a 19, your character failed, which has consequences as deemed by the GM. Normally, a GM
will not ask to roll a skill check again.

Players do not ask to make skill checks. Only the GM asks players to make skill checks. Sometimes your
character can not be able to make a certain skill check because they lack the tools or knowledge to do so.

Sometimes, a character can't make a skill check because they lack the fundamental knowledge or tools
associated with it.

Skill checks are made when there are consequences or stakes involved (like attempting to surprise a foe) or there
is a time sensitive event. (like fleeing from a monster.)

Combat

When your character attacks a creature, you roll whatever damage dice their weapon has. There is no "to hit"
roll.

If you are required to make a skill check and attack at the same time, you roll both the d20 and weapon damage
dice dice at the same time.

Stats

HP: HP stands for Hit Protection. This measures how well a character can defend themselves from damage and
how much their armor can absorb before buckling.

Strikes: If your character has no more HP, it takes a strike when they take damage. Under most circumstances, it
doesn't matter how much damage is dealt, your character always takes one strike. Three strikes and your
character is out- stone dead and beyond help.

AC: Armor Class. How well your armor deflects bows. Whenever your character takes damage from most
physical attacks (sword blows, bites, hoof flails), your character's AC subtracts an amount of damage equal to its
value to a minimum of 1. If your character has an AC of 2 and they get attacked for 5 points of damage, your
character takes 3 damage because their AC absorbed 2 damage.

As you progress, your character may get other protections as well: fire protection, ice protection, gas protection,
ooze protection... the list goes on. They all function the same way as AC except they protect against other
sources of damage.

Ability Scores

Ability scores are broadly defined areas used when making checks. The higher the number, the better a PC is in
that particular area.

STR: Strength. How physically powerful your character is.


DEX: Dexterity. How precise your character is.
CON: Constitution. How healthy your character is.
INT: Intelligence. How logically and algorithmic driven your character is.
WIS: Wisdom. How perceptive and empathetic your character is.
CHA: Charisma. How socially aware and confident a character is.

If you made it this far, you have the basic understanding how this game works. The rest will come later.
Don't sweat it, we're here have fun.

Build a Character

Roll a 3d6 six times and record the numbers.

Assign the numbers into each of the ability scores above.

Think of a character concept, name, and choose a class. You may make multiple characters and must be done in
the presence of the GM.

Background

Choose a one to three word statement that evokes a past experience that shaped your PC's outlook. These may be
words like farmhand, beggar, prisoner, vagabond, wilderness survivor, or cast out noble. You can evoke this
background to make an ability check that normally would not be possible. For example as a farmhand your PC
may be able to construct a fence, diagnose a sick horse, or identify a mysterious plant.

Most PCs are assumed to be young- usually around 17 to 20. As such keep in mind they lack the higher expertise
of an older, more experienced person might have.

Classes
In Ancient Echoes you choose one thing you want your PC to break: Faces, The Law, or Reality.

This is known as a PC's major.

Breaking faces is the fighter class.


Breaking the law is the rogue class.
Breaking reality is the magic-user class.

Your character gains the class's marque ability and other particulars.

Next choose another thing you want to break. This is called a character's minor. If you choose the same class as
you character’s major and minor you get a focus ability.

Alternative, you may skip choosing a single major and minor and take the adventurer class.

A class is typically written as their major followed by the minor like "Magic-user/Fighter" or just "Fighter" if
both the major and minor are the same.

The Fighter: Breaking Faces

Fighters are physically powerful. The class excels with good strength, dexterity, and constitution. A fighter may
specialize in melee or ranged combat, but always deal the most damage with their weapons. Fighters protect
their allies by solving physical puzzles, eliminating threats, and as a last resort, taking damage.

HP: 5 +3 HP for each level beyond the first until level 10. +1 HP per level after level 10.

Weapons: All
Armor: Light and Medium

Skills: Fighters know the names of most armaments, local fighting styles, and basic armament maintenance.
Fighters are also familiar with any large, dangerous monsters and sapients like dragons, ogres, and oozes.

Marque Ability

Daring Deeds: Fighters know more than just hitting things with a club. They are trained martial artists and
incorporate their experiences into every strike to gain the advantage. Every time a fighter attacks in melee or as
an action during their turn, they may describe something special they are doing related to battle. They may be
cutting at the opponent's legs, making an arcing swipe with a sword, swing on a chain to attack a flying enemy,
stab the central magical eye of a cyclopes, knock a foe down and place them in an arm bar, or rally their friends.
Indeed, what a daring deed is left to the player's imagination but is ultimately arbitrated by the GM. It should be
nothing more than what a professional athlete or martial artist could achieve.
Focus Ability

A fighter may carry three more items. These must be weapons or armor. The character may also use heavy
armor.

Feats

At level 1,5,and 10 a fighter may choose one of the following feats:

Athlete: Treat STR and CON as two points higher for checks to a maximum of 18. +1HP for each level your
character has. Stacks up to level 10.
Weapon Master: All base melee weapon dice are one die larger. (1=d4, d4=d6, d6=d8, d8=d10)
Armor Master: May wear heavy armor.
Powerful: +1 damage. This increases to +2 damage at level 5. This increases to +3 damage at level 10.
Precise Aim: May use Daring Deeds with ranged attacks.
Archery Master: All base ranged weapon dice are one die larger. (1=d4, d4=d6, d6=d8, d8=d10)

Minor Ability

The character may use all weapons. At level seven they may choose a fighter feat.

The Rogue: Breaking The Law

HP: 4 +2 HP for each level beyond the first until level 10. +1 HP every even level after level 10.

Weapons: Basic and Personal


Armor: Light

Skills: Performing delicate and precise tasks. Hiding and moving silently. Lying and convincing others of
falsehoods. They also know about monsters and sapients that creep, hide, and ambush people.

Marque Ability

Yet Another Story: Many rogues performed all sorts of jobs before their adventuring career. They may have
been sailors, book binders, or even served as a mage's apprentice. Or not and they can fake it. Regardless,
whenever a rogue finds that they cannot perform a skill check because they lack the knowledge, they can roll a
check using 2d20 and tell a story to the group how their character DOES know this particular trade or
knowledge. When you roll the 2d20, you pick the worse result and cannot add any modifiers to the ability score.

Furthermore Rogues treat any check they require delicate and precise tasks, Hiding and moving silently, Lying
and convincing others of falsehoods as two points higher for checks to a maximum of 18.
Focus Ability

Backstab: If a creature is vulnerable in some way, like being prone or unaware, your character deals double
damage for that attack. Must be within close or closer distance.

Feats

Find Weakness: If a creature is vulnerable in some way, like being prone or unaware, your character ignores the
creature's AC for that attack. Must be within close or closer distance.
Its all True: If you succeed with your "yet another story" ability three times with the same idea (for example
sailing a ship, wood working, reading an ancient script), it is treated as a permanent skill the character has. The
story was true after all- why belabor the point?
Distract: When you roll for initiative you may switch initiative scores with the enemy. You must choose so
before revealing what you rolled to the GM.
Light Feet: +1 AC while wearing no or light armor.
Slippery Mind: If magic forces your character to do something (control their movement or speech, for example)
they treat whatever ability check score as two higher to a maximum of 18 when rolling check to defend against
the effect.
Connections: You can always find a place to sleep for free and a small meal at any sizable populated center for
free for at least one night. A merchant will never pay less than 50% of an item's price you sell to them.

Minor Ability

The character treats any check that requires delicate and precise tasks, Hiding and moving silently, Lying and
convincing others of falsehoods as one point higher for checks to a maximum of 17. At level seven they may
choose a rogue feat.

The Magic-User: Breaking Reality

HP: 4 +1 HP for each level beyond the first until level 10. +1 HP every three levels after level 10.

Weapons: Basic
Armor: None

Skills: Reading and understanding magic. Use magic scrolls and devices. A magic-user can detect magic
passively and feels the flow of magic around them at a close range. A magic-user can focus on a magical object
or creature within 30 feet to learn more about it.

Magic-users know about monsters and sapients made of or bound by magic like demons, elementals, and
aberrations.

Marque Ability

Magic: Magic-users can use magic words to shape reality. See magic for more details. A Magic-use starts with
three magic words.

Focus Ability

Magic Tradition: Choose one of the following traditions below. When you find a new spell, you may change the
first word in a magic spell to one of words listed in the chosen tradition.

Wizard: Detect, Read, Discern, Illusionary


Priest: Command, Heal, Bless, Smite
Witch: Brew, Speak, Divine, Restore
Elementalist: Ice, Fire, Wind, Stone, Water
Occultist: Hypnotize, Spirit, Phantom, See
Psychic: Telekinetic, Mental, Telepathic, Psychic
Druid: Animal, Plant, Earth, Grow
Bard: Dance, Song, Laugh, Cry
Alchemist: Decoct, Transmute, Exchange, Inscribe

OR

Sorcerer: Your character can't change words. Your character casts an additional spell at every even level, until
level 10.

Feats

Last Word: As an action you may concentrate. When a spell is cast, roll a magic check. If you score lower than
the creature casting the spell it is countered.
Spell Break: You may try to end a continuous spell with a magic check- such as one that shuts a door, creates an
illusion, or curses a person. This counts as casting a spell. It takes at least 5 minutes of concentration. Failure
means the spell stays in place. Some spells cannot be broken this way, but Spell Break may give you a clue how
to end it.
Magic Hack: You may tweak the parameters of a continuous spell such as moving it or re-writing any
destinations it may have. This counts as casting a spell.
Peel Words: You may take a magic word and break it- allowing you to cast the spell any way you wish. The
magic word is gone, and cannot be used again.
Magic Craft: You create magical items. This can be a long and arduous process, taking days, weeks, months or
perhaps years to complete an item. You may brew potions and scribe scrolls within days.
Create Word: You may create your own set of magical words with the GM's approval. This feat can only be
taken at level 10.

Minor Ability

The character can detect magic when touching an object or structure. The character can also use scrolls and
magical devices. At level seven they may carry and use a single magic spell. The character treats any check they
require delicate and precise tasks, Hiding and moving silently, Lying and convincing others of falsehoods as one
point higher for checks to a maximum of 17.

The Adventurer: Bend Everything

Instead of choosing a major and minor class, you may choose to be an adventurer- a true jack of all trades. They
have something for every situation but never excel in a particular area. They pinch a little of each class and add it
to their own- truly creating a unique class.

HP: 3 +3 HP for each even level and +2 HP for each odd level beyond the first until level 10. +1 HP every odd
level after level 10.

Weapons: Basic and Personal


Armor: Light and Shields

Skills: An adventurer knows what is in their background and knows a little about every monster or sapient.

Marque Ability

A Bit of Everything:

Your character carries two more items.

The character treats any check that requires delicate and precise tasks, hiding and moving silently, lying and
convincing others of falsehoods as one point higher for checks to a maximum of 17.

The character can detect magic when touching an object or structure. The character can also use scrolls and
magical devices.

An adventurer is able to cast one spell a day. They may use spells at level 7.

Feats

Archery Master: All base ranged weapon dice are one die larger. (1=d4, d4=d6, d6=d8, d8=d10)
Athlete: Treat STR and CON as two points higher for checks to a maximum of 18. +1HP for each level your
character has. Stacks up to level 10.
Weapon Master: All base melee weapon dice are one die larger. (1=d4, d4=d6, d6=d8, d8=d10)
Find Weakness: If a creature is vulnerable in some way, like being prone or unaware, your character ignores the
creature's AC for that attack. Must be within close or closer distance.
Light Feet: +1 AC while wearing no or light armor.
Connections: You can always find a place to sleep for free and a small meal at any sizable populated center for
free for at least one night. A merchant will never pay less than 50% of an item's price you sell to them.
Last Word: As an action you may concentrate. When a spell is cast, roll a magic check. If you score lower than
the creature casting the spell it is countered.
Spell Break: You may try to end a continuous spell with a magic check- such as one that shuts a door, creates an
illusion, or curses a person. This counts as casting a spell. It takes at least 5 minutes of concentration. Failure
means the spell stays in place. Some spells cannot be broken this way, but Spell Break may give you a clue how
to end it.
Peel Words: You may take a magic word you own and break it- allowing you to cast the spell any way you wish.
The magic word is gone forever and cannot be used again.

Experience Points (EXP) and Advancement

Experience points are a way of tracking personal growth of a character.

Solving encounters award experience. An encounter may be solved by defeating monsters, bypassing foes,
successfully deescalating conflict, causing foes to run away or trick them, disabling traps, or anything else the
GM believes is impressive.

Not everyone is awarded an equal amount of EXP each game session.

Every 5 coins your character successfully and personally gains by the end of a session is worth 1 EXP.

To reach your next level you must accumulate your character's level x 100 EXP. Thus a third level character
needs 300 EXP to reach level 4.

Advancement

When your character levels up they add the listed amount of HP they gain each level to their total. All classes
pick a feat at their 1st, 5th, and 10th level. Some minor classes allow players to pick a feat at their 7th level.

Finally, roll a d20 for each ability score your character has. If you roll above it, add a permanent +1 to that
ability score to a maximum of 18. You do this up until level 10.

Carrying Capacity, Wealth, Item Usage, and Gear

Carrying capacity in Ancient Echoes is abstract. All characters can carry 10 slots of equipment. Every 200 coins
is an equipment slot or an equivalent sack of treasure.

Wealth in Ancient Echoes is measured in coins. Though they may come in many sizes, materials, shapes, and
flavors they all are roughly the same weight and value.

Item Usage

When an item description has Ud and then a number after its name, it is considered to be a consumable, limited
item. The ‘Ud’ stands for Usage Die, the number indicating what size die it is. For example, oil (Ud6) has a
Usage Die of 1d6. When that item is used its Usage Die is rolled. If the result is 1-2 then the Usage Die is
downgraded to the next smallest die in the following chain:

Ud20 > Ud12 > Ud10 > Ud8 > Ud6 > Ud4

If you roll a 1 or 2 on a Ud4, your character has used up all of that item and its gone.
Items with a Ud of 10 or 12 use up two item slots. Items with a Ud of 20 use three item slots.

Gear

There is no exhaustive list of trinkets, items, and equipment. Instead you and the GM work together to buy what
you like.

Small kits are typically one slot. For example a dining kit may include a cup, bowl, cutlery, and a napkin.

Ammunition is used alongside its parent weapon with a usage die. When you buy a ranged weapon it comes with
Ud6 of ammunition.

A GM may deem certain items take up two or more equipment slots.

All characters are assumed to have a backpack, clothes, and two pouches of some sort at creation. These items
do not take up an equipment slot.

Consumables

Most common consumables follow the rough pricing below. The GM may stipulate some items are more
expensive than others.

Ud4- 5 coins
Ud6- 10 coins
Ud8- 20 coins
Ud10- 100 coins
Ud12- 200 coins
Ud20- 300 coins

Common items- 5 coins


Such items include non-consumable goods that can fit in one hand and with no moving parts. This ranges from
tools, rope, cloths, baskets, bags, and more. Most people would use such items on a near daily basis at home or
while working.

Special Items- 25 coins


These items include more expensive and convenient solutions to common occurrences like using a lamp rather
than a torch. Such items may have simple moving parts and most folk would own, though they may only have
half a dozen of said items.

Notable- 65 coins
These items edge into more luxury items but also include items most folk would have access to, but not
necessarily own or only own one of. Large carts, cheaper semi-precious stones, precision tools, all fall under this
category.

Rare- 100 coins


Few, if any, common folk would have such items, though they may see them from afar. These are items that are
embellished versions of more common items. Some items may even be magically imbued.

Exquisite 500+ coins


These are items with great importance among the aristocracy. These gaudy and well worked items may be more
for display than use.

Armaments

Different classes have different proficiencies in weapons and armor.

If a character is using a weapon or armor they are no proficient in, they take a -2 penalty to STR and DEX
attributes.

When a character uses two weapons they increase their highest damage by one die. (They don't attack twice)

Melee Weapons

Unarmed: 1 damage. This includes punches, kicks, head butts, and the like as a form of attack.
Simple: 1d4 damage. This includes knives, daggers, dirks, brass knuckles, weighted sticks, and the like.
Personal: 1d6 damage. This includes swords, axes, maces, spears and the like.
Martial: 1d8 damage. All martial weapons require two hands to use. This includes, macuahuitl, dane axes, pole
arms, and the like.

Ranged Weapons

Simple: 1d4 damage. Range: Near. This includes slings and throwing weapons.
Personal: 1d6 damage. Range: Far. This includes atl-atls, short bows, and light crossbows.
Martial: 1d8 damage. Range: Far. This includes longbows, heavy crossbows, and arquebuses.

Armor

Light: +1 AC. This includes leather armors, gambesons, and ichcahuipilli.


Medium: +2 AC +3 HP. This includes brigadines, dō-maru, and lorica segmentata
Heavy: +3 AC +5 HP. This includes plate armors.

Shields

Shield proficiency corresponds with armor proficiency. Medium shields count as simple weapons.

Light: +1 AC against melee attacks. This includes bucklers and similar sized shields.
Medium: +1 AC. This includes the bulk of shields available.
Heavy: +2 AC +1 HP. This includes Scutums, tower shields, and other such body shields.

Helmets

Helmet proficiency corresponds with armor proficiency.

Light: +1 HP. This includes various caps made of leather, wood, or teeth.
Medium: +2 HP. This includes the vast array of metal helmets available.
Heavy: +3 HP. This includes many metal helmets that cover the wearer's entire head.

Time and Exploration

The turn is used for exploration. Each turn is ten minutes. A PC moves 120 feet a turn. Though this is assumed
they are being careful, mapping, observing their environment, and generally being quiet. PCs may move faster,
perhaps up to two or three times as fast, though being careful, mapping, observing their environment, and being
quiet is impossible at such speeds.

The round is used in combat. Each round is assumed to be five to ten seconds.

Searching a 10x10 foot cube worth of space (or a 20 by 10 section of wall) takes a turn.
PCs must rest a turn after combat or suffer penalties.

Light is checked at specific intervals to see if it runs out depending on what source of light is being used:

Torches/candles/lamps/other open flame sources: Once every turn.

Lanterns and other enclosed sources of flame: Once every three turns.

PCs must exit any dungeon or dangerous area they are in before the session ends. Otherwise bad things will
happen.

Real Time's Effect in the Game World

Time between sessions passes as real world time does. If a week passes between sessions, a week passes in the
game world as well. Only under extreme, truly unique circumstances will this not hold true.

A PC recovers 3 HP every day.


A PC recovers 1 magic point every day.
A PC recovers 1 strike every seven days.

Combat

Initiation
Combat is initiated between two or more forces.

Before blows are exchanged, surprise is checked. This depends on the conditions that happened before the fight.
Surprise allows the attacking force to fight without retaliation for one round.

Afterwards, or if all parties are aware of one another, both sides roll for initiative. Roll a d20 and the party with
the lower roll goes first.

What can be done on a PCs turn?

PCs can move- either moving from one place to another or from one zone to another. Instead of moving, PCs can
perform other actions like picking up a rock, standing up, or swapping a weapon.

PCs can perform one action. This may be casting a spell, attacking, or any number of things that could be
reasonably performed in about 5 seconds.

Some actions may take one than one turn, or take up both PC's movement and action, as deemed by the GM.

Ranges
Combat is divided into four ranges called zones. A PC can move from one zone to the next in one round.

Close: The PC and their target are right next to one another. This is the only range where melee attacks can be
exchanged.

Near: The PC and their opponents are far enough to exchange projectiles, but will need to move closer to attack
with ranged weapons. Some particularly tall or unusual monster can attack PCs from this range.

Far: Only ranged attacks can be fired at the target.

Distant: The creature or PC in question is oblivious to the combat occurring due to distance. They may be
several rooms away from the action. A PC might be made aware of combat they are missing out on with a
successful WIS check, though this is up to the discretion of the GM.

Attacking

Assuming the creature or PC have a clear shot of one another the following resolution happens:

Roll the weapon's damage, add any modifiers, and tell the result to the GM. They will inform the player if the
attack did any damage or the effect of the attack.

If you are attacked, simply subtract an amount of damage equal to your AC and deduct the total from or HP. If
you have no HP, cross out one strike from your character sheet. Note that damage to HP does NOT "roll over" to
strikes, unless its specific case as deemed by the GM. (such as being crushed, for example.)

Falter

Creatures and PCs can gain falter- it represents any crummy or undesirable effect that happens. Falter lowers an
ability score and/or AC by an indicated amount. Falter always has a value, a time limit, and a target. Falter may
have other effects as arbitrated by the GM. Typically, falter only lasts one round. The lowest a stat or ability can
lower to is 0.

Common examples of gaining falter are:

Running away from an enemy: -2 to all ability scores. Simply moving back a few steps doesn't count.

Knocked prone: -2 to STR, DEX, and AC. Lasts until the target stands up, which is an action.
Grappled or held: -2 to STR, DEX, and AC. Can't move if the grappling creature or object is the same size as the
things it's grabbing, unless it's an extraordinary circumstance as deemed by the GM.
Blind: -4 to DEX, WIS, and AC. Can't roll initiative unless it follows a surprise round.
Poison: Various. Typically -2 to one or more abilities scores.
Proceeding or fighting without resting after combat: -1 to all ability scores and AC. Cumulative. Lasts until the
party rests for one round.(10 minutes)

Cover and line of sight

Sometimes a PC may find something to hide behind to better protect themselves. When a PC utilizes such an
object or corner they gain at least a +2 AC against ranged attacks. This bonus may extend melee attacks, as
judged by the GM- though this is the exception.

Line of Sight

In order to attack another creature, with melee or ranged attacks a PC must be able to see them. Thus things like
fog, wide trees, and trap doors can exclude a target from most conventional attacks.

Magic

Basics

Magic is a creature's ability to make reality subjective in very specific ways.

Magic is found through magic words. A magic word is a physical representation of magic, usually inscribed in a
book, tablet, jewelry, or any number of objects. Magic words are, in some way, intelligent or at least aware of
their current owner. Though conversation is normally impossible, lest the magic word is particularly potent.

Magic words must be found, though in extremely rare circumstances a magic word could be sold. This is usually
for thousands of coins.

A magic word normally takes up one equipment slot, though a GM may rule otherwise for extremely bulky or
powerful magic words.

A PC can only use magic words they have in their personal possession.

A magic word must be studied and bonded with before use. This takes seven days.

Using Magic Words

Magic can only be cast by classes that can use them as outlined in their class description. This is the magic-user
and adventurer once they reach level 7.
A magic word is typically cast as an action.

Creating a Spell
Magic words are evocative concepts. There is no spell list, no spell descriptions. Instead players deem what a
magic spell does the first time they cast them- though the PC's level and GM arbitration may limit or tweak their
result.

Players do not invoke specific rules or mechanics when creating a spell.

Instead they tell the GM what they desire the spell does in a simple sentence. Do not think about the hubris of
the delivery;

The GM is not a djinn awaiting to twist your request into a useless, self-destructive, parody of your request.

Each word may have a number of variations equal to the level of the PC.

For example if a level 1 magic-user has the word Fire Ball they may cast it as a blazing ember that explodes in a
torrent of fire. At level two they may also have the Fire Ball magic word act as a light source- creating a small,
bright fireball that sits a few inches from their head to illuminate their path. At third level they may also cast the
Fire Ball word a rolling sphere- using it clear paths of brush and burn foes.

In this example, we see how the player uses the evocative nature of the word to create different variations that
fulfill very different functions all with the same word and have each variation available at all times.

A PC may change the nature of one variation of a single magic word they own by spending seven days
consulting and meditating on the word.

Ability Score

When a PC creates a character, they choose INT, WIS, or CHA as their ability score used to cast spells. To cast a
spell make a check using the ability score.

Once an ability score is chosen, it cannot be changed.

Limits to Casting

In Ancient Echoes, PCs can cast a number spell points equal to their level up to level 10. When a PC casts a
spell, they make a check using their chosen ability score. If they pass, the spell is cast and discards one spell
point. If failed, the action is wasted, but no spell point is spent.

Once all spell points are exhausted, PCs are still free to cast spells. However, their concentration is spent and
another special d20 must be rolled whenever they cast a spell. This special die is called a concentration die and is
a check against another ability score as chosen by the GM for each spell cast. If the concentration die fails the
check, something bad will happen to the caster. This is called a mishap.

The concentration die has no bearing if the spell is cast or not, though if may affect it in unintended ways. The
nature of the mishap is purely subject to the GM's discretion, though its usually related to the spell's effect.

Improving Spells

As a magic user increases in level, so does the potency of their mastery of magic. Under normal circumstances,
this is the parameters of all spells. Note that all spells don't use all parameters- a beam of ice doesn't last a
minute if it's made to attack a creature.

An adventurer is always considered to be level 1.

Damage/Restoration: This is how much HP a spell damages or restores a target.


Targets: How many creatures or objects a spell can target and how close.
Range: How far the spell can be cast.
Duration: How long the spell is in effect before dissipating and rendered inert.
Dimensions: The cubic feet a spell may affect. This is usually used for spells that create something.

Level 1

Damage/Restoration: 1d4
Targets: 1
Range: Nearby
Duration: 1 Minute
Dimensions: 10 cubic feet

Level 3

Damage/Restoration: 1d6
Targets: 2/Nearby
Range: Nearby
Duration: 2 Minute
Dimensions: 15 cubic feet

Level 7

Damage/Restoration: 1d8
Targets: 3/Nearby
Range: Far
Duration: 5 Minutes
Dimensions: 20 cubic feet

Level 10

Damage/Restoration: 1d10
Targets: 4/Nearby
Range: Distant
Duration: 10 Minutes
Dimensions: 40 cubic feet

Tweaking Spells Beyond The Average

PCs and GM make work out a specific concept a PC has in mind. For example, if the player has the spell Fire
Ball, they may want the spell to act as so the PC creates a fireball in their hand to touch it to an enemy; engulfing
the foe in flames. The GM may conclude the spell has a range of close but also uses a larger damage die. (instead
of 1d4, it uses 1d6 at level 1)

This allows PCs to wield a wide variety of unique spells limited only by words themselves and their imagination.

Naming Conventions

Due to the nature of how spells are created, there may be some unusual names as a result. The DM will fill in the
blanks with suffixes or words to help bridge meaning. This can create different spells with the same word like
Dance Light. A GM may say the magic word is Dancing Lights, Dancing Light, or Dance With Light; each
evokes different usage and sparks the imagination in different ways. Some magic words may even be made of a
single word like Earthquake or Wish.

You might also like