Wild Cards’ Compendium to Khorvaire

Carmen Bianca Bakker

2020-10-15

Contents

Credits

Written & designed by Carmen Bianca Bakker

Inspired by Eberron for Savage Worlds by Kristian Serrano

Eberron created by Keith Baker and others

Savage Worlds written & designed by Shane Lacy Hensley, with Clint Black

Wild Cards’ Compendium to Khorvaire is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Dungeons & Dragons, D&D, Eberron and its respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at https://www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group.

Portions of this work are copyright Kristian Serrano, and used with permission under the condition that the author be attributed. See the hyperlink to Eberron for Savage Worlds above.

Portions of this work are licensed under the Open Gaming License, version 1.0a1. They are marked with a footnote citation. The licence is included herein.

All parts of this work over which the author holds copyright are licensed under a Creative Commons Attribution 4.0 International License. © 2020 Carmen Bianca Bakker

Foreword

I fell in love with Eberron when I first encountered it in 2019. A noir-pulpy world of international politics, magical technology, cyberpunky oligarchical corporations, ancient dangers, airships, LARPing elves, and dinosaur-riding halflings? Sign me up! I love that Eberron makes the mundane so utterly fascinating. I am enthralled by the existence of its magical economy and magic-as-modern-technology. I love that its monsters aren’t objective evils to be vanquished, but a political entity of their own. I like that gods probably don’t exist, allowing a world in which the villains can be morally grey, and the gritty reality that the heroes don’t always win. And although Dungeons & Dragons is an excellent game, I struggled a lot with translating many of these mundane concepts into actual play as soon as the players reached its second tier of play.

So when I discovered Savage Worlds through Kristian Serrano on Manifest Zone, I fell in love with it like I fell in love with Eberron. It addressed the issues I had with running Eberron campaigns using D&D, and then some. I also discovered his Eberron for Savage Worlds, and greatly enjoyed thumbing through it, but it wasn’t a precise fit for me.

Wild Cards’ Compendium to Khorvaire, therefore, is my spin on this thing. Specifically, I am trying to achieve the following things:

Whether or not I succeed at these things is ultimately for the reader to decide. I am not a professional designer or writer, but I do my best.

Special thanks to Kristian Serrano for his Eberron for Savage Worlds. Not-insignificant portions of this document are borrowed from or inspired by his work. I highly recommend to check it out—Kristian Serrano is doubtlessly a more experienced writer than I am, and a lot more eyeballs have gone over his work.

With kindness,
Carmen

Namespace

The name of this document is Wild Cards’ Compendium to Khorvaire, which sounds a lot fancier than it ought to. The reason I chose the name is to avoid a namespace collision with the much more sensibly named Eberron for Savage Worlds.

Source and sharing

The source code for this document is available at https://gitlab.com/carmenbianca/compendium-to-khorvaire. It is written in a single Markdown file, and should be really easy to fork and change. Pandoc is used to generate all file formats.

You can find hosted versions of this document at:

The Wild Cards’ Expanded Compendium to Khorvaire can be found at:

As stated in the credits, all parts of this document over which I have rights are released under an attribution licence. If you wish to create a derivative version of this document, you are more than free to. In fact, you are encouraged to. While I love and appreciate feedback, one document can never possibly account for everybody’s tastes and preferences.

When you do create a derivative version, you must at a minimum attribute all authors of this document, preferably in the relevant section at the top. Also, please be mindful about not including material for which you have no permissions from the copyright holders.

Archetypes

Sometimes you want to quickly create a character or gather inspiration for a certain type of character. The list of archetypes below might help you.

None of the archetypes have any racial bonuses. Simply choose a race afterwards and add their bonuses, then choose your gear to finish the character.

Alternatively, the GM can use these archetypes as a bestiary for opponents and allies.

Aristocrat

Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4
Skills: Academics d8, Athletics d4, Common Knowledge d6, Gambling d4, Notice d8, Persuasion d8, Research d4, Riding d4, Stealth d4, Taunt d4
Pace: 6; Parry: 2; Toughness: 4
Hindrances: One Major, two Minor
Edges: Aristocrat, Connections

Artificer

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Artificing d8, Athletics d4, Common Knowledge d6, Fighting d4, Notice d4, Persuasion d4, Repair d8, Research d4, Science d6, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Artificing), Artificer, Mr. Fix It
Powers: Repairing, summon ally

Barbarian

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Intimidation d6, Notice d4, Persuasion d4, Riding d6, Stealth d4, Taunt d4
Pace: 6; Parry: 7; Toughness: 5
Hindrances: One Major, two Minor
Edges: Berserk

Bard (Magical)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Focus d8, Intimidation d4, Notice d4, Performance d8, Persuasion d6, Stealth d4, Taunt d4
Pace: 6; Parry: 2; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Gifted), Charismatic
Powers: Boost/lower trait

Bard (Non-magical)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Intimidation d6, Notice d4, Performance d8, Persuasion d8, Stealth d4, Taunt d6
Pace: 6; Parry: 2; Toughness: 5
Hindrances: One Major, two Minor
Edges: Charismatic, Reliable

Beast Master

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Healing d6, Notice d6, Persuasion d8, Riding d6, Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 2; Toughness: 5
Hindrances: One Major, two Minor
Edges: Beast Bond, Beast Master

Cleric

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Cosmology d4, Faith d8, Fighting d6, Healing d4, Notice d6, Persuasion d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Miracles)
Powers: Healing, relief, smite

Druid

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Cosmology d4, Druidism d8, Fighting d4, Healing d4, Notice d6, Persuasion d6, Riding d4, Stealth d4, Survival d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Druidism), Beast Master
Powers: Beast friend, entangle, shape change

Fighter (Melee)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d10, Intimidation d4, Notice d4, Persuasion d4, Riding d4, Stealth d6, Taunt d4
Pace: 6; Parry: 7; Toughness: 5
Hindrances: One Major, two Minor

Fighter (Ranged) / Wandslinger

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d4, Riding d4, Shooting d10, Stealth d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: One Major, two Minor
Edges: Trademark Weapon

Inquisitive

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Academics d6, Athletics d4, Common Knowledge d6, Notice d8, Persuasion d6, Research d8, Stealth d6, Thievery d6
Pace: 6; Parry: 2; Toughness: 4
Hindrances: One Major, two Minor
Edges: Alertness, Investigator

Monk

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Notice d6, Persuasion d4, Research d4, Stealth d6, Taunt d6
Pace: 6; Parry: 7; Toughness: 5
Hindrances: One Major, two Minor
Edges: Martial Artist

Paladin

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Academics d4, Athletics d6, Common Knowledge d4, Faith d6, Fighting d8, Healing d4, Notice d4, Persuasion d6, Riding d6, Stealth d4
Pace: 6; Parry: 6; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Miracles)
Powers: Healing, protection, smite

Psion

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Cosmology d6, Fighting d4, Notice d6, Persuasion d6, Psionics d8, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Psionics), Charismatic
Powers: Confusion, mind link, mind reading

Ranger (Magical)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Druidism d6, Fighting d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6, Survival d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Druidism)
Powers: Beast friend, healing, smite

Ranger (Non-magical)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6, Survival d8
Pace: 6; Parry: 5; Toughness: 5
Hindrances: One Major, two Minor
Edges: Woodsman

Rogue

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d4
Skills: Athletics d8, Common Knowledge d4, Fighting d6, Gambling d4, Notice d6, Persuasion d4, Shooting d4, Stealth d8, Thievery d8
Pace: 6; Parry: 5; Toughness: 4
Hindrances: One Major, two Minor
Edges: Assassin, Thief

Sorcerer

Attributes: Agility d4, Smarts d6, Spirit d10, Strength d4, Vigor d8
Skills: Athletics d4, Common Knowledge d6, Cosmology d6, Fighting d4, Focus d10, Notice d6, Persuasion d6, Research d4, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 6
Hindrances: One Major, two Minor
Edges: Arcane Background (Gifted)
Powers: Burst

Warlock

Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Cosmology d6, Fighting d4, Focus d8, Notice d6, Persuasion d8, Stealth d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Gifted), New Powers
Powers: Bolt, fear, light/darkness

Wizard

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Athletics d4, Common Knowledge d6, Notice d4, Persuasion d4, Research d8, Science d6, Shooting d6, Spellcasting d10, Stealth d4
Pace: 6; Parry: 2; Toughness: 4
Hindrances: One Major, two Minor
Edges: Arcane Background (Magic), Scholar
Powers: Bolt, detect/conceal arcana, illusion

Races

The below races are examples of ordinary physiology. A character may differ from that for any reason. Features that are considered especially malleable are marked with an asterisk (*) for your convenience. Each racial feature has positive or negative points associated with it. The function of these points can be found in Making Races in the Savage Worlds core rules. The below races are balanced to have 4 points, with some outliers.

If a racial feature does not work for your character, you can remove it, and acquire that feature’s points. At the cost of one point, you can start with a skill at d4, or increase a skill to d6 (increasing its maximum to d12 + 1). At the cost of two points, you can increase an attribute to d6 (increasing its maximum to d12 + 1), or you can acquire a Novice Edge for which your character meets the Requirements. If you have negative points, you can spend those on Hindrances (Minor is -1 point, Major is -2 points) or on features from the Negative Racial Abilities Table in the Savage Worlds core rules.

You may not gain more than one attribute increase from your race.

If you want to adjust your character’s Size, you can do that without tweaking your character’s race, using the Small Hindrance, the Obese Hindrance, or the Brawny Edge.

Some features do not have any points associated with them or deviate from their truthful point cost for balance reasons.

On Balance

Balancing fantasy races is really hard. A human has no distinctive features compared to an elf, which is basically a human, except they are agile, have better eyesight and hearing, and go into a trance instead of sleeping. This kind of makes humans flat-out worse, which is not desirable in a game.

Many designers solve that problem by giving humans a flat increase to everything, or by allowing the player to assign some extra points to things of their own choice. It kind of evens out in the end. This is fine.

The assumptions tied to some races can be harmful, however. If someone wants to play an elf wizard who gets very little exercise in, or an elf with a disability that decreases their eyesight or hearing, then the elves’ racial bonuses run counter to that player’s concept. Maybe the average elf has these traits, but their character does not. Additionally, some racial bonuses or penalties can easily be perceived as offensive, especially if those traits are viewed as inherent.

Accounting for the above makes balancing even harder. But something being difficult does not mean that it should not be done.

Bugbears

Changelings

Dragonborn

Drow

Dwarves

Elves

Gnomes

Goblins

Half-elves (Khoravar)

Half-orcs

Halflings

Hobgoblins

Humans

Kalashtar

Lizardfolk

Orcs

Shifters

Warforged

Hindrances

Prohibited Hindrances

Outsider

The Outsider Hindrance is removed. In its place, the Tolerance and Prejudice Setting Rule applies to everyone.

Skills

Removed Skills

The following skills are not used in Wild Cards’ Compendium to Khorvaire: Electronics, Hacking, Occult, and Weird Science.

Modified Skills

Repair (Smarts)

In addition to the rules from the Savage Worlds core rules, Repair can also be used to craft items from raw materials using appropriate tools.

Crafting an item requires appropriate raw materials costing half the item’s total cost. Making something is usually resolved as an extended skill check, with each skill roll representing roughly a day’s work, though this may be smaller for particularly simple jobs.

The number of successes required and modifiers depend on the complexity, size, and cost of the item to be created, as well as the availability of suitable plans and tools. A critical failure on a skill roll means the work has been ruined and the raw materials wasted.

Science (Smarts)

Specialised knowledge of magic is part of the Science skill in Eberron.

New Skills

Artificing (Smarts)

Artificing is the arcane skill required for Arcane Background (Artificing).

Similar to Repair, Artificing may be used to craft items.

Cosmology (Smarts)

Eberron is surrounded by many other planes. In the night sky, the ring of Siberys is always visible, and twelve moons dot the sky. Beneath the surface, Khyber lurks. Outside of the material plane, a dozen other planes are connected to Eberron through manifest zones. Characters roll Cosmology to know properties of these things outside of Eberron.

Druidism (Spirit)

Druidism is the arcane skill required for Arcane Background (Druidism).

Edges

Prohibited Edges

The following Edges are prohibited in Wild Cards’ Compendium to Khorvaire: Double Tap, McGyver, Rapid Fire, Rock and Roll!, Two-Gun Kid.

Modified Edges

Arcane Background

Arcane Background is slightly modified, and Arcane Background (Weird Science) has been removed in favour of Arcane Background (Artificing). See the chapter on Powers for more information.

Extra Effort

Characters with Arcane Background (Dragonmark) may also select this Edge.

New Edges

Improved Aberrant Dragonmark

Requirements: Seasoned, Arcane Background (Aberrant Dragonmark)

The bearer of an aberrant dragonmark ignores an additional 2 points of shorting penalties to Focus rolls when casting powers granted by their mark.

Improved Aberrant Dragonmark may be selected more than once, but only once per Rank. Each time the character selects this Edge, the dragonmark changes into a larger, more complex pattern and increases in power.

Improved Integrated Armor

Requirements: Novice, Warforged

The warforged underwent a procedure to reinforce their armor. They gain another Armor +2.

Gear

Simplified Currency

To maintain compatibility with other Savage Worlds resources, the currency system in Wild Cards’ Compendium to Khorvaire is simplified compared to standard Eberron. While Eberron has copper crowns, silver sovereigns, gold galifars, and platinum dragons, Wild Cards’ Compendium to Khorvaire’s currency is exclusively expressed in sovereigns.

If you want to, you may use the other three currencies as well, but it is generally easier to keep track of a single currency.

Prices from official Eberron resources, when converted to silver sovereigns, may not make sense in Wild Cards’ Compendium to Khorvaire. Some discretion on the part of the GM is required here.

An advice for GMs who stress out over prices is to simply peg the silver sovereign to your local real-world currency. If a loaf of bread costs one Euro where you live, it costs one sovereign in Eberron. All other prices should then be ballparked along those lines.

New Melee Weapons

Scimitar, Double-Bladed: The double-bladed scimitar is the signature weapon of Valenar elves.

New Ranged Weapons

Boomerang: Boomerangs, commonly found among the halflings of the Talenta plains, are curved, polished sticks designed to return to the thrower. On a critical failure, the boomerang deviates from the thrower, including behind the thrower (see Deviation under Area Effect Attacks in the Savage Worlds core rules).

Staff: Expert wandslingers use staves to cover longer distances with their spells, but must use two hands. Like wands, staves use the Shooting skill. The staff doubles as melee weapon as detailed in the Savage Worlds core rules.

Wand: Wandslingers have become a common sight in the Five Nations during the Last War. Wands, therefore, are largely regarded as weapons. One needs training in order to cast offensive spells from wands, but the Arcane Background Edge is not needed. Wands use the Shooting skill.

Melee Weapons
Type Damage Min Str. Weight Cost Notes
Boomerang Str+d4 d4 1 50
Scimitar, Double-Bladed Str+d6+1 d6 4 1,000 Two hands
Ranged Weapons
Type Range Damage AP ROF Min Str. Weight Cost
Boomerang 6/12/24 Str+d4 1 d4 1 50
Staff 12/24/48 2d6 1 d4 3 300
Wand 6/12/24 2d6 1 d4 1 100

Miscellaneous

Everbright Lantern: 500 sp. A lantern containing an Eberron dragonshard that sheds light in a 10" radius, or a 10" cone if the lantern focuses the light in a single direction. The dragonshard never stops shedding light, but one can screen the lantern.

Feather Token: 250 sp. A small metal disk engraved with the symbol of a feather. When the bearer falls 3" while the token is on their person, their rate of descent is slowed to 10" per round and they take no damage from falling. The feather token’s magic is then expended.

Setting Rules

Multiple Languages

Eberron features characters and cultures who speak different languages. Use the Multiple Languages setting rule from Setting Rules in the Savage Worlds core rules.

Stable Magic

In a magical world such as Eberron, it is not always appropriate that magic always has a chance of failing. If someone casts light to help find the item they dropped under the couch, they should simply be able to.

When narratively appropriate, the GM may forgo the necessity to make arcane skill rolls to activate powers. As a rule of thumb, if there is drama, tension, risk, or combat, make an arcane skill roll. If not, don’t.

Tolerance and Prejudice

This Setting Rule replaces the removed Outsider Hindrance. A character subtracts 2 from Persuasion rolls made to influence those who are prejudiced against their kind.

Rationale

There are many problems with the Outsider Hindrance, especially in a diverse world such as Eberron. It presupposes two things: That all non-outsiders are prejudiced against outsiders, and that there is no prejudice among fellow outsiders. This erases the possibilities of tolerant non-outsiders, outsiders who have internalised prejudice, and separate groups of outsiders who are in solidarity with one another.

The Outsider Hindrance also exists chiefly along racial lines, which doesn’t make much sense in racially diverse cities. Instead, you would expect prejudice along the lines of the borders of nations in Eberron. For instance, a human from Thrane might really hate all Aundairians, humans included.

For those reasons, every character in Wild Cards’ Compendium to Khorvaire effectively has the Outsider Hindrance, but it only applies selectively when interacting with—crudely put—bigots. The bigotry can be as broad or narrow as possible. A racist khoravar supremacist might cause all non-khoravar to suffer a penalty, but another khoravar might have a specific prejudice against fellow khoravar who flocked to Valenar during the Last War, and only cause those khoravar to suffer a penalty.

A World of Magic

In Eberron, magic is part of everyday life. A chef might use magic to heat and season food, and a waiter snaps their fingers to light the candles.

A character does not need the Arcane Background Edge in order to use magic. Any character, provided it narratively makes sense that they have the know-how, may produce magical effects with their skills. These effects should be minor and should not overshadow existing powers. Examples include:

Powers

Arcane Backgrounds

In Savage Worlds Adventure Edition (SWADE), the Arcane Background Edge does not limit your power choices. This is different from previous editions of Savage Worlds. In Wild Cards’ Compendium to Khorvaire, the player is encouraged to only choose powers that are thematic for their school of magic.

Furthermore, some archetypes or powers may require an arcane focus. This is a self-imposed limitation that should be discussed with the GM. For instance, a wizard might not be able to cast certain spells without a wand or spellbook.

It is possible to take multiple Arcane Backgrounds as per the Savage Worlds core rules.

Arcane Background (Aberrant Dragonmark)

Your character has manifested an aberrant dragonmark. Aberrant dragonmarks are unpredictable, and no two such marks are ever alike. Your character gains a power, and can cast it by shorting it using Focus as arcane skill. Your character ignores 2 points of shorting penalties. If the power does damage, roll an extra die and add it to the total.

For this Arcane Background, characters cannot take additional Edges which grant or require power points, such as Power Points or Rapid Recharge.

This Arcane Background is not designed to be balanced in play. Furthermore, it does not reflect the true diversity of the aberrant dragonmark. One aberrant dragonmark might attack a victim with their own worst fears; another perpetually absorbs all sound in the immediate vicinity; and another regrows miscellaneous body parts when they are wounded. Some of these abilities map cleanly onto powers (fear), but sometimes these powers are permanent (silence), or there simply exists no corresponding effect (regrowing body parts). Some creativity is required to create a compelling aberrant dragonmark, and the GM may have to adjust the rules to accommodate the player with their unique aberrant dragonmark.

Arcane Background (Artificing)

This Edge is identical to Arcane Background (Weird Science) from the Savage Worlds core rules. It uses Artificing as arcane skill.

Arcane Background (Dragonmark)

The character has a dragonmark appropriate to their race. It grants the ability to use dragonmark focus items and access to certain powers, regardless of their Requirements. It also grants a bonus to specific skills.

Each time the character selects the Power Points Edge for this Arcane Background, the dragonmark changes into a larger, more complex pattern and increases in power.

Characters cannot take the New Powers Edge for this Arcane Background.

Bearers of the Mark of Making may use Artificing as their arcane skill.

Dragonmarks
Mark Race Skill Bonus Powers
Detection Half-elf +1 to Notice rolls Detect/conceal arcana, divination, mind reading, object reading, scrying
Finding Half-orc, human +1 to Survival rolls Darksight, divination, farsight, light, scrying
Handling Human +1 to Riding and Persuasion rolls when dealing with animals Beast friend, boost trait (animals only), empathy (animals only), slumber (animals only)
Healing Halfling +1 to Healing rolls Healing, relief, resurrection
Hospitality Halfling +1 to Persuasion rolls when dealing with creatures of human intelligence Empathy (creatures of human intelligence only), relief, slumber
Making Human +1 to Repair rolls Detect/conceal arcana, repairing, smite
Passage Human +1 to Driving and Riding rolls Sloth/speed, telekinesis, teleport, wall walker
Scribing Gnome +1 to Research rolls Arcane mark, mind link, speak language
Sentinel Human +1 to Fighting and Shooting rolls Deflection, protection, smite, warrior’s gift
Shadow Elf +1 to Performance and Stealth rolls Darkness, disguise, illusion, invisibility, sound/silence
Storm Half-elf +1 to Boating and Piloting rolls Environmental protection (air, storm and water only), havoc, stun, telekinesis
Warding Dwarf +1 to Thievery rolls related to locks and traps Arcane protection, barrier, lock/unlock, protection, ward

Arcane Background (Druidism)

This Edge is identical to Arcane Background (Miracles) from the Savage Worlds core rules, except it uses Druidism as arcane skill.

Additionally, if someone with this Arcane Background chooses the shape change power, its Duration is increased to 1 hour if they are changing into a mundane, non-magical beast.

Prohibited Powers

Elemental manipulation is removed because the A World of Magic Setting Rule overrides it.

Modified Powers

Mind link receives the following modifiers:

Sloth/Speed

Sloth/speed receives the following modifier:

Teleport

Teleport receives the following modifier:

New Powers

Arcane Mark

Rank: Novice
Power Points: 1
Range: Touch
Duration: Instant
Trappings: Enchanted paper, arcane runes, magically transcribed spoken words.

Arcane mark inscribes a personal rune or mark. The mark can be visible or invisible. If an arcane mark was created as a visible mark, conceal arcana can be used to temporarily hide it. Detect arcana will reveal an arcane mark.4

Modifiers

Damaging Touch

Rank: Seasoned
Power Points: 2
Range: Self
Duration: 5
Trappings: A draining touch, magically infused strike, morphed claws.

This power makes the touch of the caster deadly. After casting this spell, the caster may target a foe with a Touch Attack (see Savage Worlds core rules). This is an action, so the attack must be the second part of a Multi-Action if the caster wants to touch the foe on the same turn.

The damage of the touch is 2d6+2. If the Touch Attack hits with a raise, it does 3d6+2 damage.

Modifiers

Lock/Unlock

Rank: Novice
Power Points: 1
Range: Touch (lock); Smarts (unlock)
Duration: Instant
Trappings: An arcane sigil, a magical barrier, a master key, a small charge explosion.

Lock causes an object that can be opened and closed to be firmly locked. The caster can open the object as normal, and can designate others to also be able to open the lock. Forcing or picking the lock is an opposed roll against the caster’s arcane skill. The lock inherits the object’s Hardness.

Unlock opens an object that is locked. With a raise, the caster may freely lock the object again afterwards, using the same mechanism that initially locked the object.

Modifiers

Repairing

Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Touching the object, magical glue, intensive tinkering.

Repairing fixes damage to objects, including constructs and living constructs, that have taken damage but are not entirely broken. A success removes one Wound, and a raise removes two.

For Extras and objects, the GM must first determine whether the ally or object is repairable. If so, a successful arcane skill roll repairs the construct or object.

Modifiers

Scrying

Rank: Veteran
Power Points: 3
Range: Self
Duration: Five minutes
Trappings: A crystal ball, a silver mirror, a font filled with holy water.

The caster can scry on a location, object, or creature with a successful arcane skill vs Spirit roll. Locations and objects cannot contest this roll. If successful, the caster knows the target’s location relative to themself for the duration of the power.

The target must be within one mile, or five with a raise, or the power does not work.

The caster’s arcane skill roll is modified by how well they know the target. If they have second-hand knowledge of the target, they have a -2 penalty. If they have first-hand knowledge of the target, they have no penalty. If they know the target well, they have a +2 bonus.6

If a target has resisted scrying, the caster cannot use this power on that target again for 24 hours.7

Modifiers

Ward

Rank: Novice
Power Points: 1
Range: Smarts
Duration: Eight hours
Trappings: Arcane sigils, magical tripwire, enchanted dust.

The caster spends one minute to place a defensive enchantment on an object or surface no bigger than a Small Blast Template. The ward is not invisible, but difficult to discern with the eye. Notice rolls made to detect the ward suffer a -2 penalty, or -4 with a raise.

The caster determines the trigger for the ward, such as stepping on it, touching it, removing an object on top of it, or otherwise interacting with it. The trigger can be more specific, such as only being triggered by a certain kind of height, weight, or creature type. The trigger can also exclude people, such as those who say a certain passphrase, wear a certain kind of clothing, or specific individuals.8

Once a ward is triggered, the power ends.

As part of casting ward, the caster determines what will happen when the ward is triggered. Choose one of the effects below:

Modifiers

Converting Spells to Savage Worlds

Dungeons & Dragons has hundreds of spells available to the player. Savage Worlds, by comparison, only has a few dozen powers. Inevitably, there will be a spell that is not covered by a power. You might like to convert such a spell to Savage Worlds to cover that niche. Find below some suggestions on how to do that.

Trappings

The simplest method of converting a spell is to take an existing Savage Worlds power, and to apply a trapping to it. This may require some creativity.

Converting fire bolt to bolt is easy, and nothing needs to change other than describing what the power looks like when you cast it. It simply does damage. Additionally, it can set things on fire, but this is implied rather than explicit.

Converting ray of frost is a little harder. Bolt does damage, but does not slow the target down. To slow down the target, you can apply the hinder Power Modifier. You could choose to always cast the power in this way, but you could also choose to retain some variety in your casting. Maybe sometimes you apply lingering damage instead to reflect the biting cold clinging to the skin.

The spell hideous laughter produces an effect that is almost identical to stun. The only caveat is that the power should only work on creatures that are capable of laughter. This is a self-handicap, which is fine.

Modifiers

Instead of creating a new power, you can opt to only create a modifier. Some examples are already provided above. Instead of creating a new power for sending, the effect was added as a modifier to mind link. Instead of creating a new power for teleporting across long distances, this ability was added as a modifier to teleport.

The modifiers mentioned above alter the effect of the power while remaining within the power’s domain. This isn’t necessary—you can also add a generic modifier to a power to achieve a certain result. For instance, by adding a damage modifier to the confusion power, you effectively have an equivalent to vicious mockery.

Adding an effect as a modifier instead of creating a separate power can be a good idea because characters don’t usually get access to too many powers in Savage Worlds.

Edges

Not all magic need be a power in Savage Worlds. You can also express magic through other mechanics, such as Edges.

You could create compelled duel as a modifier to puppet, but it maps much better onto the Edge Provoke. In this case, instead of casting a power, the character does a Test that could be described as being magical in nature.

Bardic inspiration does not strictly need a power, either. You could use boost trait to resemble the inspiration, but a Support roll could serve just as well. The Edges Reliable and Work the Room can improve this mechanic.

You can also create your own Edges. For animal messenger, one could try to create a very specific power, or try to make it a trapping of the sending modifier to mind link, but neither of these might seem like good options. Instead, you could create an Edge that allows the character to ask a favour of any small animal to deliver messages within a certain radius.

Similarly, you could create a Novice Edge for tiny hut, and a Legendary improved Edge for magnificent mansion.

Modifying Existing Powers

The powers in the Savage Worlds core rules are incredibly mechanically broad. They need to be broad to allow a multitude of trappings to map onto them. But sometimes you want something more specific.

Let’s take lightning bolt as an example: You shoot a bolt of lightning at a target, and everything in a straight line between you and the target is also damaged. Burst could handle this, but its range would be rather short, and it would affect targets in a cone instead of a straight line. Bolt could handle this distance-wise with the range modifier, but obviously only affects a single target.

To solve this, we can take bolt as a template, and build on top of it until we get something resembling lighting bolt. The result:

Lightning Bolt

Rank: Seasoned
Power Points: 2
Range: Smarts ×2
Duration: Instant

Lightning bolt sends a stroke of lightning towards one’s target in a straight line.

The target, and everything in a straight line between the target and the caster, suffers 2d6 damage (or 3d6 with a raise).

There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.

Modifiers

The power is almost identical to bolt, except its Rank and Power Points were increased, and the wording was changed to affect everything between the caster and the target as well.

You can do the same thing to other powers. For instance:

(Attentive readers might note that some of the above examples could also be achieved through modifiers, although those modifiers would probably end up being mandatory rather than optional.)

Creating New Powers

If none of the above worked, you could create your own power. Advice here is hard to give.

You might be tempted to stick close to how Savage Worlds does things: Create a broad power to which you can later apply your desired trapping. This is good, but entirely unnecessary unless you intend to publish your power. Unlike the powers in the core rules, your power can be as specific as you need it to be.

Keeping the mechanics relatively broad might be a good idea, though. By keeping the mechanics broad, scrying as described above effectively covers locate object, locate creature, clairvoyance, and scrying all in one.

Otherwise, the only good advice is to separate the essence of a spell from its mechanics. Once you understand a spell’s essence, you can craft Savage Worlds mechanics in service of this concept.

Contrary to Dungeons & Dragons, don’t be afraid to stay a little light on precise details. Upfront details can prevent you from making quick rulings later, which can be a hindrance at the table.

The Power Point cost and Duration of powers can be guesstimated by comparing your power to existing powers. There is no hard mathematical answer here, for better or for worse.

Bestiary

Aberrations

Dolgaunt

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Athletics d10, Common Knowledge d4, Fighting d10, Intimidation d8, Notice d8, Stealth d8, Taunt d8
Pace: 6; Parry: 7; Toughness: 7
Hindrances: Blind
Edges: Combat Reflexes, Frenzy
Special Abilities:

Dolgrim

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Stealth d8, Taunt d6
Pace: 6; Parry: 6; Toughness: 4
Hindrances: Bloodthirsty, Ruthless (Major)
Edges: Ambidextrous, Combat Reflexes
Gear: Spear (Str+d6, Reach 1), mace (Str+d6), hand crossbow (Range 10/20/40, 2d6, AP 2), small shield (Parry +1)
Special Abilities:

Beasts

Dragonhawk

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d10, Notice d12, Stealth d6
Pace: 4; Parry: 7; Toughness: 12
Edges: Alertness, Extraction (Imp)
Special Abilities:

Horse, Valenar Riding

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Athletics d10, Fighting d4, Notice d6
Pace: 16; Parry: 4; Toughness: 8
Edges:
Special Abilities:

Constructs

Expeditious Messenger

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4-2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Persuasion d4, Stealth d8
Pace: 3; Parry: 5; Toughness: 2
Edges:
Special Abilities:

Deathless

♠️ Undying Councilor

Attributes: Agility d6, Smarts d10, Spirit d12+1, Strength d6, Vigor d8
Skills: Academics d12, Athletics d6, Common Knowledge d10, Cosmology d10, Faith d12, Fighting d8, Notice d10, Persuasion d10, Research d12, Science d12, Shooting d4, Stealth d4
Pace: 6; Parry: 6; Toughness: 8
Edges: Arcane Resistance (Imp), Aristocrat
Special Abilities:

Undying Soldier

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d8
Skills: Academics d8, Athletics d10, Battle d6, Common Knowledge d8, Cosmology d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d8, Shooting d10, Stealth d6
Pace: 6; Parry: 10; Toughness: 12 (4)
Edges: Aristocrat, Counterattack (Imp), Soldier
Gear: Spear (Str+d6, Reach 1), large shield (Parry +3, Cover -4), plate armor (+4)
Special Abilities:

Dinosaurs

Clawfoot

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d6
Pace: 8; Parry: 6; Toughness: 7
Edges:
Special Abilities:

Fastieth

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d6
Pace: 12; Parry: 5; Toughness: 5
Edges:
Special Abilities:

Glidewing (Pteranodon)

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6
Pace: 4; Parry: 6; Toughness: 6
Edges: Extraction (Imp)
Special Abilities:

Velociraptor

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d6
Pace: 8; Parry: 6; Toughness: 3
Edges: Frenzy
Special Abilities:

Humanoids

♠️ Bone Knight

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d10, Vigor d8
Skills: Academics d8, Athletics d10, Battle d8, Common Knowledge d6, Faith d10, Fighting d12, Intimidation d10, Notice d8, Persuasion d10, Riding d8, Stealth d4, Taunt d6
Pace: 6; Parry: 7; Toughness: 12 (6)
Hindrances: Code of Honor (Major), Vow (Major)
Edges: Command, Fervor, Sweep
Gear: Greatsword (Str+d10), longbow (Range 15/30/60, 2d6, AP 1), bonecraft armor (+6)
Special Abilities:

♠️ Inspired

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d6, Vigor d6
Skills: Academics d10, Athletics d4, Common Knowledge d8, Cosmology d10, Fighting d6, Intimidation d8, Notice d10, Persuasion d12, Psionics d12, Stealth d6, Taunt d6
Pace: 6; Parry: 5; Toughness: 5
Edges: Aristocrat, Attractive, Command, Charismatic, Mentalist
Gear: Crysteel dagger (Str+d4+2)
Special Abilities:

Knight Arcane / Knight Phantom

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d6, Notice d6, Persuasion d6, Riding d8, Shooting d8, Spellcasting d10, Stealth d4
Pace: 6; Parry: 9; Toughness: 8 (3)
Edges: Soldier
Gear: Wand (Range 6/12/24, 2d6), arming sword (Str+d8), splint armor (+3), medium shield (Parry +2, Cover -2)
Special Abilities:

Wandslinger

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d4, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 6 (+1)
Edges:
Gear: Wand (Range 6/12/24, 2d6), shortsword (Str+d6), leather armor (+1)

Warforged Soldier

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Battle d4, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d4, Survival d6
Pace: 6; Parry: 8; Toughness: 11 (4)
Hindrances: Quirk
Edges: Soldier
Gear: Longsword (Str+d8), longbow (Range 15/30/60, 2d6, AP 1), medium shield (Parry +2, Cover -2)
Special Abilities:

Living Spells

Creating your own living spell is immensely easy. Pick a power, copy a template below, then adjust Area of Effect and Spell Mimicry to contain the name of the power. Adjust or remove Immunity to match the spell’s trapping. It should be possible to adapt most powers, but living spells such as a living beast friend might be a little difficult to envision.

Living Burning Hands (Burst)

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d12, Vigor d6
Skills: Fighting d4, Notice d4, Spellcasting d12
Pace: 5; Parry: 4; Toughness: 9
Edges: Arcane Resistance
Special Abilities:

Living Cure Wounds (Healing)

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d12, Vigor d6
Skills: Fighting d4, Notice d4, Spellcasting d12
Pace: 5; Parry: 4; Toughness: 9
Edges: Arcane Resistance
Special Abilities:

Living Lightning Bolt (Bolt)

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d12, Vigor d6
Skills: Fighting d4, Notice d4, Spellcasting d12
Pace: 5; Parry: 4; Toughness: 9
Edges: Arcane Resistance
Special Abilities:

Living Shatter (Blast)

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d12, Vigor d6
Skills: Fighting d4, Notice d4, Spellcasting d12
Pace: 5; Parry: 4; Toughness: 9
Edges: Arcane Resistance
Special Abilities:

Valenar Animals

To create your own Valenar animal, take a beast template and give it Smarts, Academics, Common Knowledge, Persuasion, and Bonding.

Valenar Hawk

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4-2, Vigor d6
Skills: Academics d6, Athletics d8, Common Knowledge d6, Fighting d6, Notice d10, Persuasion d6, Stealth d8
Pace: 3; Parry: 5; Toughness: 2
Edges:
Special Abilities:

Valenar Hound

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Academics d6, Athletics d8, Common Knowledge d6, Fighting d6, Notice d10, Persuasion d6, Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness
Special Abilities:

Valenar Steed

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Academics d6, Athletics d10, Common Knowledge d6, Fighting d4, Notice d6, Persuasion d6
Pace: 16; Parry: 4; Toughness: 8
Edges:
Special Abilities:

Undead

Karrnathi Skeleton

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d8, Battle d6, Fighting d8, Intimidation d8, Notice d8, Shooting d8, Stealth d6
Pace: 7; Parry: 6; Toughness: 11 (3)
Edges: Frenzy, Soldier
Gear: Longsword (Str+d8), longbow (Range 15/30/60, 2d6, AP 1), half plate armor (+3)
Special Abilities:

Karrnathi Zombie

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d8, Battle d6, Fighting d8, Intimidation d8, Notice d8, Shooting d8, Stealth d6
Pace: 4; Parry: 6; Toughness: 11 (3)
Edges: Frenzy, Soldier
Gear: Longsword (Str+d8), longbow (Range 15/30/60, 2d6, AP 1), half plate armor (+3)
Special Abilities:

Open Gaming License

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