wwn-system-data
type: WWNSystemData
version: 0.1.0
metadata: Worlds Without Number System Data
  author: Kevin Crawford
  srd version: 1.0
  license: CC0-1.0
  license url: https://creativecommons.org/publicdomain/zero/1.0/
  source: wwn-srd-v1
collections:
  sources: wwn-srd-v1
  rules: 1-0-0-character-creation
  rules: 1-1-0-attributes
  rules: 1-1-1-generating-attributes
  rules: 1-1-2-attribute-modifiers
  rules: 1-2-0-skills
  rules: 1-2-1-skill-level
  rules: 1-2-1-skill-levels
  rules: 1-2-2-gaining-skills-in-character-creation
  rules: 1-2-3-the-skill-list
  rules: 1-3-0-backgrounds
  rules: 1-3-1-background-skills
  rules: 1-3-2-new-backgrounds
  rules: 1-3-3-artisan-craft
  rules: 1-3-3-barbarian-survive
  rules: 1-3-3-example-backgrounds
  rules: 1-4-0-classes
  rules: 1-4-1-the-three-base-classes
  rules: 1-4-2-full-and-partial-classes
  rules: 1-4-3-the-adventurer-class
  rules: 1-4-4-1-committing-effort
  rules: 1-4-4-classes-and-effort
  rules: 1-5-0-the-class-list
  rules: 1-5-1-partial-expert-partial-mage
  rules: 1-5-1-partial-expert-partial-warrior
  rules: 1-5-1-partial-expert
  rules: 1-5-1-partial-mage-partial-warrior
  rules: 1-5-1-partial-mage
  rules: 1-5-1-partial-warrior
  rules: 1-5-1-the-adventurer
  rules: 1-5-10-1-full-high-mage-arts-and-spells
  rules: 1-5-10-1-full-high-mage
  rules: 1-5-10-1-high-mage-arts
  rules: 1-5-10-1-partial-expert-high-mage
  rules: 1-5-10-1-partial-high-mage-arts-and-spells
  rules: 1-5-10-1-partial-other-mage-high-mage
  rules: 1-5-10-1-partial-warrior-high-mage
  rules: 1-5-10-high-mage-benefits
  rules: 1-5-10-the-high-mage
  rules: 1-5-11-focus-traditional-education
  rules: 1-5-11-full-invoker-spells
  rules: 1-5-11-full-invoker
  rules: 1-5-11-invoker-benefits
  rules: 1-5-11-partial-invoker-hit-dice-and-attack-bonuses
  rules: 1-5-11-partial-invoker-spells
  rules: 1-5-11-the-invoker
  rules: 1-5-12-class-ability-arcane-tradition
  rules: 1-5-12-the-mage
  rules: 1-5-13-1-mageslayer-art-progression
  rules: 1-5-13-1-mageslayer-arts
  rules: 1-5-13-1-partial-expert-mageslayer
  rules: 1-5-13-1-partial-warrior-mageslayer
  rules: 1-5-13-benefits-of-the-mageslayer
  rules: 1-5-13-spellcasters-and-spells
  rules: 1-5-13-the-mageslayer
  rules: 1-5-14-1-full-necromancer-arts-and-spells
  rules: 1-5-14-1-full-necromancer
  rules: 1-5-14-1-necromancer-arts
  rules: 1-5-14-1-partial-necromancer-arts-and-spells
  rules: 1-5-14-1-partial-other-mage-necromancer
  rules: 1-5-14-1-partial-warrior-necromancer
  rules: 1-5-14-necromancer-benefits
  rules: 1-5-14-the-necromancer
  rules: 1-5-15-1-other-skinshifter-arts
  rules: 1-5-15-1-partial-expert-skinshifter
  rules: 1-5-15-1-partial-other-mage-skinshifter
  rules: 1-5-15-1-partial-warrior-skinshifter
  rules: 1-5-15-1-skinshifter-arts-and-form-bonus
  rules: 1-5-15-1-skinshifter-arts
  rules: 1-5-15-1the-skinshifter
  rules: 1-5-15-skinshifter-benefits
  rules: 1-5-15-skinshifter-forms
  rules: 1-5-16-1-other-thought-noble-arts
  rules: 1-5-16-1-partial-expert-thought-noble
  rules: 1-5-16-1-partial-other-mage-thought-noble
  rules: 1-5-16-1-partial-warrior-thought-noble
  rules: 1-5-16-1-thought-noble-arts-2
  rules: 1-5-16-1-thought-noble-arts
  rules: 1-5-16-the-thought-noble
  rules: 1-5-17-1-other-vowed-arts
collection schemas:
  sources: https://cheeleong.dev/wwn-system-json/systems/source.schema.json
  rules: https://cheeleong.dev/wwn-system-json/systems/rule.schema.json
  tables: https://cheeleong.dev/wwn-system-json/systems/table.schema.json
  attributes: https://cheeleong.dev/wwn-system-json/systems/attribute.schema.json
  skills: https://cheeleong.dev/wwn-system-json/systems/skill.schema.json
  backgrounds: https://cheeleong.dev/wwn-system-json/systems/background.schema.json
  classes: https://cheeleong.dev/wwn-system-json/systems/class.schema.json
  arts: https://cheeleong.dev/wwn-system-json/systems/art.schema.json
  foci: https://cheeleong.dev/wwn-system-json/systems/focus.schema.json
  spells: https://cheeleong.dev/wwn-system-json/systems/spell.schema.json
  equipment: https://cheeleong.dev/wwn-system-json/systems/equipment.schema.json
  weapon-traits: https://cheeleong.dev/wwn-system-json/systems/weapon-trait.schema.json
  foes: https://cheeleong.dev/wwn-system-json/systems/foe.schema.json
  faction-tags: https://cheeleong.dev/wwn-system-json/systems/faction-tag.schema.json
  faction-actions: https://cheeleong.dev/wwn-system-json/systems/faction-action.schema.json
  faction-assets: https://cheeleong.dev/wwn-system-json/systems/faction-asset.schema.json
  project-rules: https://cheeleong.dev/wwn-system-json/systems/project-rule.schema.json
  faction-goals: https://cheeleong.dev/wwn-system-json/systems/faction-goal.schema.json

wwn-srd-v1
type: Source
name: Worlds Without Number System Reference Document
slug: wwn-srd-v1
description: Systems Reference Document v1.0 for Worlds Without Number.
rules text: The source document is the repository's SRD.md file.
source locator:
  section: front-matter
  heading: Worlds Without Number System Reference Document v1.0
author: Kevin Crawford
version: 1.0
license: CC0-1.0
license url: https://creativecommons.org/publicdomain/zero/1.0/
source file: SRD.md

1-0-0-character-creation
type: Rule
name: 1.0.0 Character Creation
slug: 1-0-0-character-creation
source: wwn-srd-v1
source locator:
  section: 1.0.0
  heading: 1.0.0 Character Creation
  line start: 267
  line end: 268
section: 1.0.0
rules text: 1.0.0 Character Creation

1-1-0-attributes
type: Rule
name: 1.1.0 Attributes
slug: 1-1-0-attributes
source: wwn-srd-v1
source locator:
  section: 1.1.0
  heading: 1.1.0 Attributes
  line start: 269
  line end: 290
section: 1.1.0
rules text: A character has six attributes ranging from 3 to 18, reflecting a range from the minimum viable capacity for a playable character to the maximum normal human level. Three of these attributes are physical. Strength, reflecting physical prowess, melee combat, carrying gear, and brute force. Dexterity, reflecting speed, evasion, manual dexterity, reaction time, and combat initiative. Constitution, reflecting hardiness, enduring injury, and tolerating large amounts of magical healing. Three are mental attributes. Intelligence, reflecting memory, reasoning, technical skills, and general education. Wisdom, reflecting noticing things, making judgments, reading situations, and intuition. Charisma, reflecting commanding, charming, attracting attention, and being taken seriously. NPCs do not normally have attributes. If necessary, the GM can choose them as appropriate, but usually they are assumed to have average scores if it’s ever relevant.

1-1-1-generating-attributes
type: Rule
name: 1.1.1 Generating Attributes
slug: 1-1-1-generating-attributes
source: wwn-srd-v1
source locator:
  section: 1.1.1
  heading: 1.1.1 Generating Attributes
  line start: 291
  line end: 296
section: 1.1.1
rules text: To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point before section 1.5.0 in character creation the player may substitute a score of 14 for one rolled score. Optionally, a player may choose to assign their stats from the following array of numbers: 14, 12, 11, 10, 9, and 7, divided up as desired among the attributes. If an array is used a score may not be substituted with a 14 later.

1-1-2-attribute-modifiers
type: Rule
name: 1.1.2 Attribute Modifiers
slug: 1-1-2-attribute-modifiers
source: wwn-srd-v1
source locator:
  section: 1.1.2
  heading: 1.1.2 Attribute Modifiers
  line start: 297
  line end: 304
section: 1.1.2
rules text: Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets. An attribute score of 3 has a modifier of -2. A score of 4-7 has a modifier of -1. A score of 8-13 has a modifier of +0. A score of 14-17 has a modifier of +1. A score of 18 has a modifier of +2. Some Foci and abilities may add bonuses or penalties to an attribute’s base modifier. Such bonuses or penalties cannot increase the modifier above +2 or below -2 unless explicitly indicated. Some injuries or character advancements may alter an attribute score; this new score may change the attribute’s modifier.

1-2-0-skills
type: Rule
name: 1.2.0 Skills
slug: 1-2-0-skills
source: wwn-srd-v1
source locator:
  section: 1.2.0
  heading: 1.2.0 Skills
  line start: 305
  line end: 308
section: 1.2.0
rules text: A character’s skills are the PC’s learned abilities. A newly-created character starts with a few relevant skills and may acquire more as they advance in level. NPCs do not have individual skills, instead relying on their combat stat line’s skill bonus when relevant. See section 2.3.0 for the rules for making skill checks.

1-2-1-skill-level
type: Rule
name: Skill Level
slug: 1-2-1-skill-level
source: wwn-srd-v1
source locator:
  section: 1.2.1
  heading: Skill Level
  line start: 313
  line end: 322
section: 1.2.1
rules text: | Level | Description | | --- | --- | |Level-0|Basic competence in the skill, such as an ordinary practitioner would have| |Level-1|An experienced professional in the skill, clearly better than most| |Level-2|Veteran expert, one respected even by those with considerable experience| |Level-3|Master of the skill, likely one of the best in the city| |Level-4|Superlative expertise, one of the best in the world|

1-2-1-skill-levels
type: Rule
name: 1.2.1 Skill Levels
slug: 1-2-1-skill-levels
source: wwn-srd-v1
source locator:
  section: 1.2.1
  heading: 1.2.1 Skill Levels
  line start: 309
  line end: 312
section: 1.2.1
rules text: Skills are rated on a scale between level-0 and level-4. A character must reach a certain minimum experience level to develop a skill to level-2 or beyond.

1-2-2-gaining-skills-in-character-creation
type: Rule
name: 1.2.2 Gaining Skills in Character Creation
slug: 1-2-2-gaining-skills-in-character-creation
source: wwn-srd-v1
source locator:
  section: 1.2.2
  heading: 1.2.2 Gaining Skills in Character Creation
  line start: 323
  line end: 326
section: 1.2.2
rules text: Characters gain skills from their Backgrounds as described in the section below and from a single free pick in section 1.7.4. Some Foci also grant particular skills. The first time a skill is picked or given, a character obtains it at level-0. The second time it is picked or given, the skill becomes level-1. The third and further times a skill is picked or given during character creation, the player instead picks any other skill that is not already level-1. No character can begin play with skills above level-1.

1-2-3-the-skill-list
type: Rule
name: 1.2.3 The Skill List
slug: 1-2-3-the-skill-list
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
section: 1.2.3
rules text: The following skills are standard to most fantasy campaigns. GMs may add or subtract from this list for specialized settings. Some skills may overlap at points in their application; the character may use either skill at their discretion. Administer: Keep an organization running smoothly, scribe things well, plan out logistics, identify incompetent or treacherous workers, analyze records or archives, or otherwise do things that an executive or middle-manager would need to do. Connect: Find or know people who are useful to your purposes, make friendships or social acquaintances, know who to talk to get favors or services, and call on the help or resources of organizations you belong to. Connect covers your PC’s ability to find the people you need, though convincing them to help may require more than this. Convince: Persuade a listener that something you are saying is true. Naturally, the more implausible the claim or more emotionally repugnant it is to them, the more difficult it is to persuade them. Furthermore, how they act on their newfound conviction is up to them and their motivations, and may not be perfectly predictable. Craft: Craft or repair goods and technology appropriate to the PC’s background and society. The Craft skill can be used for a wide range of artisan pursuits, though a GM is within their rights to keep the PC from building complex things that are too far away from their past background and experience. Exert: Run, swim, climb, jump, labor for long periods, throw things, or otherwise exert your physical strength, stamina, and coordination. Even a PC with poor physical attributes might have a good Exert skill reflecting athletic training and expertise in making the most of their available talents. Heal: Treat wounds, cure diseases, neutralize poisons, diagnose psychological health issues, and otherwise tend to the wounds of body and mind. The Heal skill cannot cure lost hit points directly, but it’s a vital skill in stabilizing Mortally Wounded all…

1-3-0-backgrounds
type: Rule
name: 1.3.0 Backgrounds
slug: 1-3-0-backgrounds
source: wwn-srd-v1
source locator:
  section: 1.3.0
  heading: 1.3.0 Backgrounds
  line start: 369
  line end: 372
section: 1.3.0
rules text: Every character has a Background, a past reflecting their career before they took up adventuring. A background may be chosen from the list below or a new one made up with GM permission.

1-3-1-background-skills
type: Rule
name: 1.3.1 Background Skills
slug: 1-3-1-background-skills
source: wwn-srd-v1
source locator:
  section: 1.3.1
  heading: 1.3.1 Background Skills
  line start: 373
  line end: 382
section: 1.3.1
rules text: When a Background is chosen, a PC immediately gets its free skill at level-0. At that point, the player decides whether to gain further skills randomly or to pick specific choices. If they choose randomly, they may make three rolls divided between the Growth and Learning tables of their background in any way they wish, including taking all three from just one table. If they pick specific choices they can pick any two skills from the Learning table, including picking the same one twice to raise it to level-1. They may not pick the “Any Skill” option, if it exists. A skill pick of “Any Combat” means the player can pick Shoot, Stab, or Punch. A skill roll of “Any Skill” means they can pick any skill from the list above. Some campaigns may involve special magical or psychic skills; these cannot be chose with the Any Skill pick. If an attribute bonus is rolled, such as “+2 Physical”, the player may apply it to any physical attribute or split the bonus between two physical attributes. The same principle applies to Mental attribute increases. “Any Stat” increases may be applied to either physical or mental attributes. No attribute can be raised above 18.

1-3-2-new-backgrounds
type: Rule
name: 1.3.2 New Backgrounds
slug: 1-3-2-new-backgrounds
source: wwn-srd-v1
source locator:
  section: 1.3.2
  heading: 1.3.2 New Backgrounds
  line start: 383
  line end: 386
section: 1.3.2
rules text: To create a new background, the player describes it to the GM and picks an existing background table that best fits the concept. Assuming the GM approves it, they may then roll or pick as usual. If no existing background table fits, they may make a new one with the GM’s permission.

1-3-3-artisan-craft
type: Rule
name: Artisan (Craft)
slug: 1-3-3-artisan-craft
source: wwn-srd-v1
source locator:
  section: 1.3.3
  heading: Artisan (Craft)
  line start: 391
  line end: 403
section: 1.3.3
rules text: | d6 | Growth | d8 | Learning | | --- | --- | --- | --- | | 1 | +1 Any Stat | 1 | Connect | | 2 | +2 Physical | 2 | Convince | | 3 | +2 Physical | 3 | Craft | | 4 | +2 Mental | 4 | Craft | | 5 | Exert | 5 | Exert | | 6 | Any Skill | 6 | Know | | | | 7 | Notice | | | | 8 | Trade |

1-3-3-barbarian-survive
type: Rule
name: Barbarian (Survive)
slug: 1-3-3-barbarian-survive
source: wwn-srd-v1
source locator:
  section: 1.3.3
  heading: Barbarian (Survive)
  line start: 404
  line end: 416
section: 1.3.3
rules text: | d6 | Growth | d8 | Learning | | --- | --- | --- | --- | | 1 | +1 Any Stat | 1 | Any Combat | | 2 | +2 Physical | 2 | Connect | | 3 | +2 Physical | 3 | Exert | | 4 | +2 Mental | 4 | Lead | | 5 | Exert | 5 | Notice | | 6 | Any Skill | 6 | Punch | | | | 7 | Sneak | | | | 8 | Survive |

1-3-3-example-backgrounds
type: Rule
name: 1.3.3 Example Backgrounds
slug: 1-3-3-example-backgrounds
source: wwn-srd-v1
source locator:
  section: 1.3.3
  heading: 1.3.3 Example Backgrounds
  line start: 387
  line end: 390
section: 1.3.3
rules text: The two following backgrounds are examples of those possible for a player, with others to be created as the designer thinks appropriate for their setting. The free granted skill is listed after each background’s name.

1-4-0-classes
type: Rule
name: 1.4.0 Classes
slug: 1-4-0-classes
source: wwn-srd-v1
source locator:
  section: 1.4.0
  heading: 1.4.0 Classes
  line start: 417
  line end: 420
section: 1.4.0
rules text: PCs are uncommon in that each of them has a class. A class represents the particular skills, abilities, or talents that make the PC a viable adventurer. NPCs do not normally have classes, though they may have special abilities or powers of their own.

1-4-1-the-three-base-classes
type: Rule
name: 1.4.1 The Three Base Classes
slug: 1-4-1-the-three-base-classes
source: wwn-srd-v1
source locator:
  section: 1.4.1
  heading: 1.4.1 The Three Base Classes
  line start: 421
  line end: 424
section: 1.4.1
rules text: The three base classes are Expert, Mage, and Warrior. Each of these base classes has its own hit die, attack progression, and Focus advancement. PCs use the tables for the class they choose.

1-4-2-full-and-partial-classes
type: Rule
name: 1.4.2 Full and Partial Classes
slug: 1-4-2-full-and-partial-classes
source: wwn-srd-v1
source locator:
  section: 1.4.2
  heading: 1.4.2 Full and Partial Classes
  line start: 425
  line end: 432
section: 1.4.2
rules text: There are two kinds of classes: Full classes and Partial classes. A PC may choose to pick a single Full class, committing completely to that class’ profession, or they may choose to become an Adventurer and pick two Partial classes instead, mixing their abilities. The Warrior, Expert, High Mage, Necromancer, Invoker, and Elementalist classes may be taken either as a Full class or as a Partial class. In the former case, the PC gains the full range of powers granted to the profession. If taken as a Partial class, a more restricted range of abilities are granted. The Healer, Vowed, Bard, Thought Noble, Accursed, Wise, Mageslayer, Skinshifter, Duelist, Beastmaster, and Blood Priest can only be taken as Partial classes. These classes are limited in scope, and must be paired with another Partial class.

1-4-3-the-adventurer-class
type: Rule
name: 1.4.3 The Adventurer Class
slug: 1-4-3-the-adventurer-class
source: wwn-srd-v1
source locator:
  section: 1.4.3
  heading: 1.4.3 The Adventurer Class
  line start: 433
  line end: 436
section: 1.4.3
rules text: The Adventurer is a special class that allows the PC to take two Partial classes and mix them together. These may be Partial-only classes, such as a Healer/Vowed, or they may be Partial versions of Warrior, Expert, or Mage classes, such as a Partial Expert/Thought Noble. A dual-specialization spellcaster is also possible by mixing a Partial High Mage/Partial Elementalist together, for example.

1-4-4-1-committing-effort
type: Rule
name: 1.4.4.1 Committing Effort
slug: 1-4-4-1-committing-effort
source: wwn-srd-v1
source locator:
  section: 1.4.4.1
  heading: 1.4.4.1 Committing Effort
  line start: 445
  line end: 456
section: 1.4.4.1
rules text: Most class powers require that Effort be Committed. Committing Effort is done as part of activating a power, and ties up the Effort for a varying amount of time depending on the ability used. Some powers Commit Effort for the duration. This means the Effort remains Committed as long as the power is active. The PC can reclaim the Committed Effort at any time as an Instant action, deactivating the power. Some powers Commit Effort for the scene. The Effort remains Committed until the end of the scene, after which it returns to the PC. It cannot be reclaimed earlier, even if the ability it fuels is only good for a single attack or action. A scene usually amounts to a single fight, event, or dungeon turn, almost never lasting more than fifteen minutes. Further specifics are provided in the time section of the game rules. Some powers Commit Effort for the day. Once Committed, this Effort can be recovered only after a comfortable night’s rest. If the PC is hungry, cold, sick, or sleeping without the benefits of a bedroll or other basic comforts, this Effort cannot be recovered. Activating a power only ever requires Committing a single point of Effort, unless the power itself says otherwise.

1-4-4-classes-and-effort
type: Rule
name: 1.4.4 Classes and Effort
slug: 1-4-4-classes-and-effort
source: wwn-srd-v1
source locator:
  section: 1.4.4
  heading: 1.4.4 Classes and Effort
  line start: 437
  line end: 444
section: 1.4.4
rules text: Some classes have special abilities that are fueled with magical power, inner focus, or some other reserve of energy. This capacity is measured in points of Effort, a resource the PC can commit to activate their abilities. Every class that uses Effort has its own unique pool: High Mage Effort, Vowed Effort, Healer Effort, and so forth. Adventurers with two Partial classes that use Effort have two separately-tracked pools, one for each class. Points of Effort from one class cannot be used to fuel powers from another. The maximum Effort of a Full class is equal to 1 plus a relevant skill level and ability modifier given by the class. A Partial class uses the same formula, but with 1 fewer point of Effort, to a minimum of 1.

1-5-0-the-class-list
type: Rule
name: 1.5.0 The Class List
slug: 1-5-0-the-class-list
source: wwn-srd-v1
source locator:
  section: 1.5.0
  heading: 1.5.0 The Class List
  line start: 457
  line end: 460
section: 1.5.0
rules text: The classes that follow are flavor-stripped versions of those found in Worlds Without Number and its supplement, The Atlas of the Latter Earth. While mainstays such as the Warrior, the Expert, or the High Mage are appropriate to almost any fantasy setting, others may not fit specific campaigns. A GM always has the right to omit classes that do not fit the flavor of the game they are running.

1-5-1-partial-expert-partial-mage
type: Rule
name: Partial Expert/Partial Mage
slug: 1-5-1-partial-expert-partial-mage
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Expert/Partial Mage
  line start: 502
  line end: 516
section: 1.5.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert + 1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-1-partial-expert-partial-warrior
type: Rule
name: Partial Expert/Partial Warrior
slug: 1-5-1-partial-expert-partial-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Expert/Partial Warrior
  line start: 487
  line end: 501
section: 1.5.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Expert + 1 Warrior + 1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-1-partial-expert
type: Rule
name: Partial Expert
slug: 1-5-1-partial-expert
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Expert
  line start: 471
  line end: 474
section: 1.5.1
rules text: A Partial Expert is treated just as a full Expert, including gaining the benefits of the Quick Learner ability. They do not have the Masterful Expertise ability, however, as they lack the versatility of a full Expert.

1-5-1-partial-mage-partial-warrior
type: Rule
name: Partial Mage/Partial Warrior
slug: 1-5-1-partial-mage-partial-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Mage/Partial Warrior
  line start: 517
  line end: 531
section: 1.5.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior + 1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-1-partial-mage
type: Rule
name: Partial Mage
slug: 1-5-1-partial-mage
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Mage
  line start: 475
  line end: 482
section: 1.5.1
rules text: A Partial Mage is treated as a Mage, and gains the Arcane Tradition ability, allowing them to pick a magical tradition for their powers. That tradition’s abilities will be more limited for Partial Mages, however, as described under each of the paths. It’s even possible for a PC to pick the Partial Mage class twice for two different magical traditions, gaining portions of both arcane powers. They then use the usual full Mage chart for hit dice, attack bonus, and Foci, and the spellcasting table for dual casters if both partial classes cast spells. A Partial Mage must adhere to the restrictions and limits of their magical tradition in order to use its abilities, regardless of whatever other partial class they may have.

1-5-1-partial-warrior
type: Rule
name: Partial Warrior
slug: 1-5-1-partial-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Warrior
  line start: 483
  line end: 486
section: 1.5.1
rules text: A Partial Warrior gains certain of the benefits of a full Warrior, including the improved hit die and a somewhat improved attack bonus. They do not have the Veteran’s Luck special ability or the Killing Blow power, however, and must trust to their own talents to land blows and crush their enemies.

1-5-1-the-adventurer
type: Rule
name: 1.5.1 The Adventurer
slug: 1-5-1-the-adventurer
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: 1.5.1 The Adventurer
  line start: 461
  line end: 470
section: 1.5.1
rules text: Not every hero is perfectly reflected by one of the three main classes, even with the wide latitude of concepts each one allows. For those heroes that straddle the roles, there remains the class of Adventurer. An Adventurer picks two classes to reflect their own particular talents. A spell-slinging swordsman might choose to be a Partial Mage/Partial Warrior, while a stealthy assassin might be a Partial Expert/Partial Warrior, and a grifting mountebank-wizard might be a Partial Expert/Partial Mage. The player should pick whichever pairing serves best. The tables below provide the hit dice, attack bonus, and Foci picks gained by each of the three possible pairings. Thus, a first level Partial Expert/Partial Warrior would roll 1d6+2 for their hit points, have a +1 attack bonus, and pick three Foci: one expert, one warrior, and one free pick. Adventurers tend to have a wider range of abilities than a more focused PC, and the extra Focus pick can make a significant difference at low levels. The absence of the strongest class abilities of Experts and Warriors make a difference in the longer run, however, and a Partial Mage will never attain the same magical power in their tradition as a focused specialist.

1-5-10-1-full-high-mage-arts-and-spells
type: Rule
name: Full High Mage Arts and Spells
slug: 1-5-10-1-full-high-mage-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Full High Mage Arts and Spells
  line start: 1402
  line end: 1416
section: 1.5.10.1
rules text: |Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained| |---|---|---|---|---| |1|1|1|3|Any Two| |2|1|1|3|Any One| |3|2|2|4|| |4|2|2|5|Any One| |5|3|3|6|| |6|3|3|7|Any One| |7|4|4|8|| |8|4|4|9|Any One| |9|5|5|10|| |10|5|6|12|Any One|

1-5-10-1-full-high-mage
type: Rule
name: Full High Mage
slug: 1-5-10-1-full-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Full High Mage
  line start: 1387
  line end: 1401
section: 1.5.10.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-10-1-high-mage-arts
type: Rule
name: 1.5.10.1 High Mage Arts
slug: 1-5-10-1-high-mage-arts
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1371
  line end: 1386
section: 1.5.10.1
rules text: High Mage Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial High Mages have a score one point lower than this, albeit not less than one. Arcane Lexicon: Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the “plain meaning” of the text might be utterly foreign to human logic. Counter Magic: Commit Effort for the day as an Instant action when a visible enemy mage casts a spell. Both of you make opposed Int/Magic or Cha/Magic skill checks; if you win, their spell fizzles and is wasted. This art only works on actual spellcasters and not creatures that merely activate magical powers. You can use this art no more than once per round. Empowered Sorcery: Commit Effort for the day as an Instant action to re-roll any variable die roll associated with a spell’s effects, such as a damage roll; take the roll you prefer. Hang Sorcery: Commit Effort for the scene as an Instant action when casting a spell. The spell does not go off, but remains “hung” and waiting to be triggered as an On Turn action, with details of targeting and effect determined at that time. Damage does not disrupt a hung spell, but no additional spells can be cast until the hung spell is released or allowed to dissipate. Inexorable Effect: Commit Effort for the day as an Instant action to force an enemy to re-roll a successful saving throw and take the worse result. You may use this art only once per scene. Iron Resolution: Commit Effort for the day when injured or disturbed in combat; you may make a Physical saving throw to resist spell disruption and ignore the damage for purposes of spellcasting. Preparatory Countermagic: Commit Effort for the scene when

1-5-10-1-partial-expert-high-mage
type: Rule
name: Partial Expert/High Mage
slug: 1-5-10-1-partial-expert-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial Expert/High Mage
  line start: 1448
  line end: 1462
section: 1.5.10.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-10-1-partial-high-mage-arts-and-spells
type: Rule
name: Partial High Mage Arts and Spells
slug: 1-5-10-1-partial-high-mage-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1417
  line end: 1447
section: 1.5.10.1
rules text: |Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained| |---|---|---|---|---| |1|1|1|2|Any One| |2|1|1|3|Any One| |3|1|1|3|Any One| |4|1|2|4|| |5|2|2|5|| |6|2|3|6|Any One| |7|2|3|7|| |8|2|3|7|| |9|3|4|8|Any One| |10|3|4|9|| you are affected by a spell you have prepared, including when you are standing in the area of effect of one of your own damaging spells. You are unaffected by the spell’s direct effects. Psychic Conversion: Once per day as an On Turn action, expend one casting slot to remove one point of accrued System Strain and heal 2 hit points per level. Restrained Casting: Commit Effort for the day as an Instant action when casting a High Magic spell. You may do so in perfect silence and without need for somatic gestures, though damage will still disrupt the casting. Retain Sorcery: Commit Effort for the day as an On Turn action after casting a spell; it does not count against your casting limits for the day. You can use this art no more than once per day, and the stress of using it prevents you from casting another spell before the end of your next turn. Sense Magic: Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in conditions of perfect darkness. Suppress Magic: Commit Effort for the day as an On Turn action and target a visible or known magical effect within one hundred feet. The effect is suppressed as if by the Extirpate Arcana spell for 1d6 rounds plus the caster’s character level. Spells cast by more powerful casters may not be successfully suppressed, as noted in the spell description. The caster can attempt to suppress an effect only once. Swift Casting: Once per scene, you may Commit Effort for the day to turn a spell that normally requires a Main Action to cast into an On Turn action. You can cast no other spell th…

1-5-10-1-partial-other-mage-high-mage
type: Rule
name: Partial Other Mage/High Mage
slug: 1-5-10-1-partial-other-mage-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial Other Mage/High Mage
  line start: 1463
  line end: 1477
section: 1.5.10.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-10-1-partial-warrior-high-mage
type: Rule
name: Partial Warrior/High Mage
slug: 1-5-10-1-partial-warrior-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial Warrior/High Mage
  line start: 1478
  line end: 1492
section: 1.5.10.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-10-high-mage-benefits
type: Rule
name: High Mage Benefits
slug: 1-5-10-high-mage-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.10
  heading: High Mage Benefits
  line start: 1361
  line end: 1370
section: 1.5.10
rules text: All High Mages gain Magic as a bonus skill, acquiring it at level-0, or level-1 if was already level-0. Every High Mage is well-educated in the principles of magic as understood by the sorcerers of this world. High Mages can prepare and cast High Magic spells, and have a number of arts dedicated to improving their use of these incantations. As usual for spellcasters, they cannot wear bulky clothing or armor while casting or using arts, nor use shields. Mages who have trained to overcome these limits with the Armored Magic Focus have more latitude. High Mages conduct extensive experimentation and study as part of their daily activities. Each time they advance a level, they may pick two High Magic spells from the list in this book to add to their repertoire. These spells must be of a level they can cast. High Mages also gain arts specific to their tradition. At first level, a full High Mage picks two arts and a partial High Mage picks one. As they gain levels and experience, they’ll learn additional arts from the adjacent list. Once picked, an art cannot be changed.

1-5-10-the-high-mage
type: Rule
name: 1.5.10 The High Mage
slug: 1-5-10-the-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10
  heading: 1.5.10 The High Mage
  line start: 1357
  line end: 1360
section: 1.5.10
rules text: High Mages represent the default spellcaster in most campaigns. Their spells tend to be generalist in nature rather than focusing on particular specific themes, but their arts make them extremely skilled at manipulating and augmenting the magics they use.

1-5-11-focus-traditional-education
type: Rule
name: Focus: Traditional Education
slug: 1-5-11-focus-traditional-education
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Focus: Traditional Education
  line start: 1509
  line end: 1514
section: 1.5.11
rules text: Your Invoker has received a great deal of education in a specialist arcane spellcasting tradition such as High Magic arts, Elementalism or Necromancy. Only Invokers can take this Focus, and it can only be taken once. Level 1: You may learn and prepare spells of your chosen tradition as well as those of High Magic. You gain arts as if a first level practitioner of that tradition, full or partial based on whether you’re a full or partial Invoker, and your maximum Effort score is equal to your Magic skill, to a minimum of 1. You cannot gain further arts from this tradition.

1-5-11-full-invoker-spells
type: Rule
name: Full Invoker Spells
slug: 1-5-11-full-invoker-spells
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Full Invoker Spells
  line start: 1534
  line end: 1548
section: 1.5.11
rules text: |Level|Max Spell Level|Spell Points|Spells Prepared| |---|---|---|---| |1|1|1 + Int Mod|2 + Int Mod| |2|1|3 + Int Mod|3 + Int Mod| |3|2|4 + Int Mod|4 + Int Mod| |4|2|5 + Int Mod|4 + Int Mod| |5|3|6 + Int Mod|5 + Int Mod| |6|3|7 + Int Mod|6 + Int Mod| |7|4|8 + Int Mod|7 + Int Mod| |8|4|9 + Int Mod|7 + Int Mod| |9|5|10 + Int Mod|8 + Int Mod| |10|5|11 + Int Mod|9 + Int Mod|

1-5-11-full-invoker
type: Rule
name: Full Invoker
slug: 1-5-11-full-invoker
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Full Invoker
  line start: 1519
  line end: 1533
section: 1.5.11
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-11-invoker-benefits
type: Rule
name: Invoker Benefits
slug: 1-5-11-invoker-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Invoker Benefits
  line start: 1497
  line end: 1508
section: 1.5.11
rules text: All Invokers gain Magic as a bonus skill, acquiring it at level-0, or level-1 if was already level-0. Their arcane versatility requires a thorough grounding in theory. Invokers can learn and prepare spells of the High Magic tradition, and have the same limits on casting in armor as they do. Each Invoker can prepare a number of known spells as indicated by the table each day, plus their Intelligence modifier. Each Invoker has a number of spell points based on their level, to which is added their Intelligence modifier. When they cast the spell, they subtract its level from their available spell points for the day. So long as they have sufficient spell points left, they can cast the same spell repeatedly. Spell points refresh each morning. Invokers do not normally gain arts; their versatility requires complete focus, barring those who take the Invoker-specific Traditional Education Focus. While it’s possible to be a Partial Invoker, this partial class may not be mixed with another partial spellcasting class. Invokers begin play knowing four first level High Magic spells, or two if a partial class. When they advance a level, they learn two more of any level or tradition from which they can cast, or one if a partial Invoker.

1-5-11-partial-invoker-hit-dice-and-attack-bonuses
type: Rule
name: Partial Invoker Hit Dice and Attack Bonuses
slug: 1-5-11-partial-invoker-hit-dice-and-attack-bonuses
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Partial Invoker Hit Dice and Attack Bonuses
  line start: 1515
  line end: 1518
section: 1.5.11
rules text: Partial Invokers use the High Mage partial-class tables for hit dice and attack bonuses when blending with other classes.

1-5-11-partial-invoker-spells
type: Rule
name: Partial Invoker Spells
slug: 1-5-11-partial-invoker-spells
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Partial Invoker Spells
  line start: 1549
  line end: 1563
section: 1.5.11
rules text: |Level|Max Spell Level|Spell Points|Spells Prepared| |---|---|---|---| |1|1|1 + Int Mod|1 + Int Mod| |2|1|1 + Int Mod|3 + Int Mod| |3|1|2 + Int Mod|3 + Int Mod| |4|1|2 + Int Mod|4 + Int Mod| |5|2|3 + Int Mod|4 + Int Mod| |6|2|3 + Int Mod|5 + Int Mod| |7|2|4 + Int Mod|5 + Int Mod| |8|2|4 + Int Mod|6 + Int Mod| |9|3|5 + Int Mod|6 + Int Mod| |10|3|6 + Int Mod|7 + Int Mod|

1-5-11-the-invoker
type: Rule
name: 1.5.11 The Invoker
slug: 1-5-11-the-invoker
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: 1.5.11 The Invoker
  line start: 1493
  line end: 1496
section: 1.5.11
rules text: The Invoker is an optional spellcasting Mage class that allows a caster to gain flexibility in casting weaker spells. In exchange, an Invoker sacrifices arts and finds more powerful spells to be more draining to cast.

1-5-12-class-ability-arcane-tradition
type: Rule
name: Class Ability: Arcane Tradition
slug: 1-5-12-class-ability-arcane-tradition
source: wwn-srd-v1
source locator:
  section: 1.5.12
  heading: Class Ability: Arcane Tradition
  line start: 1578
  line end: 1581
section: 1.5.12
rules text: The Mage may pick one magical tradition to represent their occult powers, as listed in this section. This tradition may give them a number of additional benefits and restrictions.

1-5-12-the-mage
type: Rule
name: 1.5.12 The Mage
slug: 1-5-12-the-mage
source: wwn-srd-v1
source locator:
  section: 1.5.12
  heading: 1.5.12 The Mage
  line start: 1564
  line end: 1577
section: 1.5.12
rules text: The Mage class is a general header under which all heroes with fundamentally supernatural powers or spellcasting ability are place. Once this class is chosen, the PC must choose a specific arcane tradition to follow; one is a High Mage, or a Vowed, or an Elementalist, for example. Not all magical traditions necessarily involve classical spell-flinging and conjury. Some traditions are much more physical in nature, granting the practitioners remarkable bodily prowess or unique magical gifts they can exercise. Some Mage traditions involve no spellcasting at all, restricting their focus entirely to the strange arcane gifts their forebears have developed. While these spells and occult powers are impressive, they tend to come at a cost. A Mage must spend so much time focused on their studies and training that they have little time to master any other art. Most are notably weak combatants with little ability to survive hardships that would merely wound or weary a Warrior. In addition to this, many traditions have their own specific limits on practitioners. Initiates of the High Mage tradition, for example, cannot cast their spells while wearing anything heavier than normal clothing, thus making it impossible for them to wear armor and still wield their spells. The hindrances of some traditions extend beyond physical limitations to social penalties or difficulties in dealing with mundane humanity; a necromancer may have impressive powers of magic, but they are often unwelcome in civilized lands and are sometimes subject to the panicked justice of frightened locals and their lords. The ways of magic tend to be specific to settings in a way that swordplay or skillful arts are not. Your GM may disallow certain Mage traditions or partial classes based on the particulars of their own campaign world or the specific sort of game they want to play. Some campaigns set in historical periods or very low-magic worlds might not include Mages at all, leaving heroes reliant on the strengt…

1-5-13-1-mageslayer-art-progression
type: Rule
name: Mageslayer Art Progression
slug: 1-5-13-1-mageslayer-art-progression
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1650
  line end: 1680
section: 1.5.13.1
rules text: |Level|Arts Gained at This Level| |---|---| |1|Antimage, Magebane| |2|Witchfinder, Spellshield| |3|Disrupt Sorcery| |4|Know Your Prey| |5|Share the Pain| |6|Dispel Enchantment| |7|Ward Ally| |8|Immaculate Body| |9|Immaculate Mind| |10|Absolute Negation| The next attack you make that round will leave the target unable to cast spells or trigger Mage arts for the rest of the round, even if the attack misses. Currently-active arts are not disrupted. If the attack is successfully Screened by an ally, however, the target is unaffected. Immaculate Body: Magical transformations, curses, or lingering negative magical penalties last a maximum of one scene on you. Such malisons cannot kill you, reducing you to 1 HP at worst. This applies to all magical effects, and not only to hostile spells. Immaculate Mind: You are impervious to unwanted mind-affecting or mind-reading spells or magical effects, and you automatically see through illusions and magical invisibility. Note that this applies to all such magical effects, not merely spells. Know Your Prey: Your Magic skill is treated as one point higher than it is, up to a maximum of level-4 skill. This benefit adds to your Effort as usual, and may allow you to have a higher Magic skill than your character level would usually allow. Magebane: You add half your level, rounded up, to all damage you inflict on casters from any source, be it by weapon, Shock, or violent action. This does not stack with a Warrior’s Killing Blow class ability. Share the Pain: As an Instant action, Commit Effort for the day when you are targeted by a hostile spell or are in its area of effect. Make a Mental saving throw; on a success, the spell’s caster is treated as also having affected by the spell that just targeted you. This art can be used only once per round. Spellshield: When a spell inflicts hit point damage on you, it’s automatically halved, rounded down, before any saves or resistances are applied. Ward Ally: As an Instant action, Commit Effort f…

1-5-13-1-mageslayer-arts
type: Rule
name: 1.5.13.1 Mageslayer Arts
slug: 1-5-13-1-mageslayer-arts
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: 1.5.13.1 Mageslayer Arts
  line start: 1606
  line end: 1619
section: 1.5.13.1
rules text: A Mageslayer has an Effort score equal to their Magic skill level plus their highest attribute modifier among Intelligence and Constitution, to a minimum of one point. Mageslayer arts may be used in or out of armor, and require no free hands, incantations, or other overt actions, though some sects have favored prayers or oaths. A Mageslayer gains their arts at a set rate, beginning with Antimage and Magebane at first level, and acquiring other talents as they gain experience. Absolute Negation: As an Instant action, Commit Effort for the day when you are about to be affected or impeded by an unwanted spell or a standing magical effect created by a spell. You may ignore the magic. Antimage: Get one level of the Nullifier Focus for free, or a free Focus if you somehow have both levels. Dispel Enchantment: As a Main Action, touch an ally and Commit Effort for the day. Your touch acts as an Extirpate Arcana spell. This art can only be applied to creatures, not objects, and can be applied to yourself or a given target only once per day. Disrupt Sorcery: As an On Turn action, Commit Effort for the scene.

1-5-13-1-partial-expert-mageslayer
type: Rule
name: Partial Expert/Mageslayer
slug: 1-5-13-1-partial-expert-mageslayer
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Partial Expert/Mageslayer
  line start: 1620
  line end: 1634
section: 1.5.13.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+1|1 Expert +1 Any| |2|2d6|+2|+1 Any| |3|3d6|+2|| |4|4d6|+3|| |5|5d6|+4|+1 Any| |6|6d6|+5|| |7|7d6|+5|+1 Any| |8|8d6|+6|| |9|9d6|+6|| |10|10d6|+7|+1 Any|

1-5-13-1-partial-warrior-mageslayer
type: Rule
name: Partial Warrior/Mageslayer
slug: 1-5-13-1-partial-warrior-mageslayer
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Partial Warrior/Mageslayer
  line start: 1635
  line end: 1649
section: 1.5.13.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-13-benefits-of-the-mageslayer
type: Rule
name: Benefits of the Mageslayer
slug: 1-5-13-benefits-of-the-mageslayer
source: wwn-srd-v1
source locator:
  section: 1.5.13
  heading: Benefits of the Mageslayer
  line start: 1586
  line end: 1593
section: 1.5.13
rules text: The Mageslayer is a partial Warrior class that must be joined with a second partial class by an Adventurer. As no Mage class is allowed to pair with this profession, this usually means a Partial Warrior/ Mageslayer or Partial Expert/Mageslayer. Unlike the normal Partial Warrior class, Mageslayers do not get a bonus combat Focus at first level, nor do they grant a Partial Warrior’s +2 hit points per hit die. If their other Partial class is Warrior, they gain these benefits normally. All Mageslayers gain Magic-0 during character creation. While it cannot be used for item creation or other magical pursuits, it allows them an intellectual understanding of their prey’s abilities. Mageslayers gain special arts at first level and as they advance.

1-5-13-spellcasters-and-spells
type: Rule
name: Spellcasters and Spells
slug: 1-5-13-spellcasters-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.13
  heading: Spellcasters and Spells
  line start: 1594
  line end: 1605
section: 1.5.13
rules text: Many of these arts refer to “casters” and “spells”. Each of these terms has a specific definition for Mageslayers. A “spell” is learned power that a creature casts with the usual spellcasting rules or an art used by a Mage class. Magical effects created by portable magic items also count as spells, such as a wand that hurls fiery bolts, or an amulet that conjures impenetrable barriers. Passive magical qualities, like the hit bonus of a magic sword, do not count as spells, nor do magical effects created by Workings or other large-scale edifices. Neither are a magical creature’s innate supernatural powers or magical abilities that mimic specific spells. A “caster” is any creature that is capable of casting spells using the usual spellcasting rules or triggering Mage class arts, whatever their brand of magic may be. Potent as the Mageslayer’s arts may be, they are not strong enough to negate magic generated by gods, demi-divinities, or other quasi-divine entities.

1-5-13-the-mageslayer
type: Rule
name: 1.5.13 The Mageslayer
slug: 1-5-13-the-mageslayer
source: wwn-srd-v1
source locator:
  section: 1.5.13
  heading: 1.5.13 The Mageslayer
  line start: 1582
  line end: 1585
section: 1.5.13
rules text: Mageslayers are those specialist combatants who trade a more general proficiency in battle for certain special arts that make them exceptionally lethal against spellcasters.

1-5-14-1-full-necromancer-arts-and-spells
type: Rule
name: Full Necromancer Arts and Spells
slug: 1-5-14-1-full-necromancer-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Full Necromancer Arts and Spells
  line start: 1722
  line end: 1736
section: 1.5.14.1
rules text: |Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained| |---|---|---|---|---| |1|1|1|3|Any Two| |2|1|1|3|Any One| |3|2|2|4|| |4|2|2|5|Any One| |5|3|3|6|| |6|3|3|7|Any One| |7|4|4|8|| |8|4|4|9|Any One| |9|5|5|10|| |10|5|6|12|Any One|

1-5-14-1-full-necromancer
type: Rule
name: Full Necromancer
slug: 1-5-14-1-full-necromancer
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Full Necromancer
  line start: 1707
  line end: 1721
section: 1.5.14.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-14-1-necromancer-arts
type: Rule
name: 1.5.14.1 Necromancer Arts
slug: 1-5-14-1-necromancer-arts
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: 1.5.14.1 Necromancer Arts
  line start: 1695
  line end: 1706
section: 1.5.14.1
rules text: Necromancer Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Necromancers have a score one point lower than this, albeit not less than one. Bonetalker: You can see and communicate with any undead creature, regardless of a shared language or the creature’s natural state of invisibility. By Committing Effort for the scene you can sense the surface thoughts of any visible undead, including an impression of any commands or behavior it has been ordered to carry out. Unintelligent undead will not attack you or your companions unless specifically compelled to do so by a command or a master. Even intelligent undead will generally pause at least for an initial parley before attacking. Cold Flesh: You no longer require sleep and feel pain only in an abstract sense. You can suffer no more than 2 points of damage from any given instance of Shock and you have a natural Armor Class equal to 12 plus half your level, rounded down. Consume Life Energy: By making a Punch attack or using a melee weapon you have spent at least an hour properly consecrating, you can absorb a portion of the damage you inflict on others as healing to yourself. For each successful attack you make with such implements, you heal 1d6 damage, up to a maximum of the damage done by the attack. You cannot drain more life than the target has remaining hit points. False Death: Commit Effort as an Instant action; while it remains Committed you appear dead to all mundane examination. You lose your Main Actions while “dead”, but can move and perceive normally and do not need to eat, drink, breathe, or perform other bodily functions. Poisons and diseases do not progress in you while you are “dead”. You can maintain this state of death for up to one day per level before needing at least an hour to recover. Gravesight: Commit Effort as an On Turn action; while it remains Committed, you can see the lif…

1-5-14-1-partial-necromancer-arts-and-spells
type: Rule
name: Partial Necromancer Arts and Spells
slug: 1-5-14-1-partial-necromancer-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1737
  line end: 1779
section: 1.5.14.1
rules text: |Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained| |---|---|---|---|---| |1|1|1|2|Any One| |2|1|1|3|Any One| |3|1|1|3|Any One| |4|1|2|4|| |5|2|2|5|| |6|2|3|6|Any One| |7|2|3|7|| |8|2|3|7|| |9|3|4|8|Any One| |10|3|4|9|| physical qualities on sight. As a side effect of this ability, you can see normally even in perfect blackness. Keeper of the Gate: At your discretion, creatures within twenty feet of you per character level that are Mortally Wounded will die instantly and cannot be revived by magic or medicine. Conversely, you can Commit Effort for the day to automatically stabilize any or all within that range, increasing their System Strain by 1 point. This benefit cannot aid creatures that have been dismembered, shredded, or otherwise suffered unsurvivable injuries. Life Bridge: You can transfer life force between willing or helpless participants. Commit Effort for the day; for the rest of the scene, you can shift hit points from one willing or helpless target no smaller than a dog to another as a Main Action, provided you are touching both. You can shift enough hit points to Mortally Wound a donor, but you can’t give more to the recipient than would refresh their maximum allowed hit points. Master of Bones: Undead must roll twice to save versus your abilities or spells and take the worse roll. You may Commit Effort for the scene as an Instant action to negate any single attack, magical power or spell an undead uses against you. Undead with more than twice as many hit dice as you have levels cannot be foiled this way. Red Harvest: You are empowered by death. As an Instant action, whenever an intelligent living creature with at least one hit die perishes within fifty feet of you, Commit Effort for the day to either heal 1d6 plus your level in lost hit points or gain a +4 bonus on your next hit roll this scene. This art cannot be stacked, and it can be used only once per round. Unaging: You no longer naturally age, and will remain perfectly hale and vigorous…

1-5-14-1-partial-other-mage-necromancer
type: Rule
name: Partial Other Mage/Necromancer
slug: 1-5-14-1-partial-other-mage-necromancer
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Other Mage/Necromancer
  line start: 1780
  line end: 1794
section: 1.5.14.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-14-1-partial-warrior-necromancer
type: Rule
name: Partial Warrior/Necromancer
slug: 1-5-14-1-partial-warrior-necromancer
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Warrior/Necromancer
  line start: 1795
  line end: 1809
section: 1.5.14.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-14-necromancer-benefits
type: Rule
name: Necromancer Benefits
slug: 1-5-14-necromancer-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.14
  heading: Necromancer Benefits
  line start: 1685
  line end: 1694
section: 1.5.14
rules text: All Necromancers gain Magic as a bonus skill, acquiring it at level-0, or level-1 if was already level-0. Necromancers can prepare and cast High Magic spells in addition to the spells specific to Necromancers. Some of the latter are given on the following pages, but others doubtless exist. As usual for spellcasters, Necromancers can’t cast spells or use arts while armored or holding a shield. Necromancers are not as talented at general High Magic research as High Mages are, but their studies still bear fruit in time. Each time they advance a level, they can pick a new High Magic spell or a Necromancer spell to add to their spellbook. They must be able to cast the spell to add it to their selection. Necromancers can pick an art specific to their tradition from the adjacent list. Further arts are learned as they advance in character level, as given in the tables below. Once chosen, an art cannot be changed.

1-5-14-the-necromancer
type: Rule
name: 1.5.14 The Necromancer
slug: 1-5-14-the-necromancer
source: wwn-srd-v1
source locator:
  section: 1.5.14
  heading: 1.5.14 The Necromancer
  line start: 1681
  line end: 1684
section: 1.5.14
rules text: Necromancers are those spellcasting Mages who deal with the energies of life and death.

1-5-15-1-other-skinshifter-arts
type: Rule
name: Other Skinshifter Arts
slug: 1-5-15-1-other-skinshifter-arts
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1889
  line end: 1908
section: 1.5.15.1
rules text: Eyes of the Hawk: This shape has remarkably acute senses. You can scent trails and objects like a dog, hear very faint noises, see objects clearly enough to identify faces at a thousand feet of distance, and see clearly in anything short of complete darkness. You gain a +2 bonus on all sensory Notice checks. Feline Leap: This form can vault great distances. You can jump your full Move rating as a Move action, crossing the full distance horizontally or up to half the distance vertically. You subtract your Move rating from fall distance for damage calculations. Feral Prowess: This form has an augmented degree of speed, strength, or hardiness. For this form, pick either Strength, Dexterity, or Constitution; that attribute modifier is improved by +1 in this form, to a maximum of +2. These alterations are obvious and extreme; it is impossible to masquerade as a normal baseline human if using this art. Hit points gained from Con improvements are lost when shifting back. Intrinsic Armor: This shape has tough scales, hide, shell, or other defensive integuments. Your base Armor Class is 14 plus half your character level, rounded down. This AC can be modified by your Dexterity modifier, and by shields if the shape can hold one. Manifest Wings: This shape can form usable wings. You can’t effectively attack while concentrating on remaining aloft, but you can fly at your normal movement rate +10’ per action. If unhindered and flying overland you can travel up to ten miles an hour and fly up to five hours a day. Octopus’ Embrace: This shape can have more than four usable limbs. These additional tentacles, arms, legs, or grippers can hold and manipulate things; up to four Stowed objects can be held Ready by these limbs without counting against your Readied Encumbrance limit. These extra limbs cannot effectively employ extra shields, perform additional attacks or actions, or do other things that require significant focus beyond your current action. Perfect Mimicry: This alternate f…

1-5-15-1-partial-expert-skinshifter
type: Rule
name: Partial Expert/Skinshifter
slug: 1-5-15-1-partial-expert-skinshifter
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Partial Expert/Skinshifter
  line start: 1842
  line end: 1856
section: 1.5.15.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-15-1-partial-other-mage-skinshifter
type: Rule
name: Partial Other Mage/Skinshifter
slug: 1-5-15-1-partial-other-mage-skinshifter
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Partial Other Mage/Skinshifter
  line start: 1857
  line end: 1871
section: 1.5.15.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-15-1-partial-warrior-skinshifter
type: Rule
name: Partial Warrior/Skinshifter
slug: 1-5-15-1-partial-warrior-skinshifter
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Partial Warrior/Skinshifter
  line start: 1872
  line end: 1888
section: 1.5.15.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| form into an available Alternate form. This shift persists until you die, shift to a new form, or end the transformation as an On Turn action. Your hit points, System Strain, and other scores remain the same in any new form, but in a non-humanoid form your class’ base attack bonus can be no worse than the one listed on the table. If your shape is quadrupedal, its Move is 10’ faster than your base.

1-5-15-1-skinshifter-arts-and-form-bonus
type: Rule
name: Skinshifter Arts and Form Bonus
slug: 1-5-15-1-skinshifter-arts-and-form-bonus
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Skinshifter Arts and Form Bonus
  line start: 1909
  line end: 1933
section: 1.5.15.1
rules text: |Level|Form Bonus|Arts Gained| |---|---|---| |1|+1|Change Form and Any One| |2|+1|Any One| |3|+2|| |4|+2|Any One| |5|+3|Any One| |6|+3|Any One| |7|+4|| |8|+4|Any One| |9|+5|| |10|+6|Any One| maximum of +2. There is always something alien about this beauty, and such forms can never be mistaken for an entirely normal human or animal, though they may be taken for some exotic demihuman or altered baseline. Serpent’s Kiss: This shape can exude a venom on its claws or fangs. Successful hits allow you to Commit Effort for the scene as an Instant action to inflict an additional 1d8 damage plus your Survive skill. You can elect to make the toxin paralytic rather than fatal; foes reduced to zero hit points by such a blow are paralyzed and helpless for an hour rather than mortally wounded. The Monkey’s Road: This shape has an arboreal agility when it comes to climbing. You can travel up sheer surfaces at your usual movement rate provided at least three limbs are available for use and the surface is not glassily smooth. If you fall, you can halt your plunge without damage so long as a serviceable surface to cling to is within ten feet of you. Warform: You gain a flat +2 bonus to all melee hit rolls in this shape and can use your form hit bonus even in a humanoid body. This shape is blatantly martial in appearance, however, and cannot pass as anything harmless or wholly human. Wisdom of Fin and Scale: This shape can breathe water, swim at double your usual Move rate, and is impervious to any normal climatic extreme of cold or undersea pressure. It can see up to sixty feet while underwater even in the absence of normal light.

1-5-15-1-skinshifter-arts
type: Rule
name: 1.5.15.1 Skinshifter Arts
slug: 1-5-15-1-skinshifter-arts
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: 1.5.15.1 Skinshifter Arts
  line start: 1836
  line end: 1841
section: 1.5.15.1
rules text: Skinshifter Effort is based on Survive, and is equal to the PC’s Survive skill level plus the highest of their Constitution or Charisma modifiers, to a minimum of one point. All Skinshifters begin play with the Change Form art and one more of their choice. Additional arts are learned as the PC advances in experience. Change Form: Commit Effort for the day as a Main Action to trans-

1-5-15-1the-skinshifter
type: Rule
name: 1.5.15 1The Skinshifter
slug: 1-5-15-1the-skinshifter
source: wwn-srd-v1
source locator:
  section: 1.5.15
  heading: 1.5.15 1The Skinshifter
  line start: 1810
  line end: 1813
section: 1.5.15
rules text: The Skinshifter is a partial Mage class that grants the user shapeshifting abilities, whether to adopt the form of beasts or configurations of their own devising.

1-5-15-skinshifter-benefits
type: Rule
name: Skinshifter Benefits
slug: 1-5-15-skinshifter-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.15
  heading: Skinshifter Benefits
  line start: 1814
  line end: 1819
section: 1.5.15
rules text: - Skinshifter is a partial Mage class, meant to be taken by an Adven turer in conjunction with another partial class. A Partial Warrior/ Skinshifter might be a shapeshifting assassin or feral savage warrior, while a Partial Expert/Skinshifter could be an undetectable impostor or con artist. All Skinshifters gain Survive-0 as a bonus skill, or Survive-1 if they already have Survive-0 as a skill.

1-5-15-skinshifter-forms
type: Rule
name: Skinshifter Forms
slug: 1-5-15-skinshifter-forms
source: wwn-srd-v1
source locator:
  section: 1.5.15
  heading: Skinshifter Forms
  line start: 1820
  line end: 1835
section: 1.5.15
rules text: The arts of a Skinshifter revolve around improving or adjusting their alternate forms. These alternate forms have a few basic rules that apply to all their permutations. A Skinshifter can master one alternate form per character level. A Skinshifter who wants to change a form selection can do so with a day of careful practice and adjustment. Skinshifter PCs should note down the special powers or traits of their alternate forms and keep in mind which of them they have available at any one time. A Skinshifter’s alternate forms use the same hit points, character attributes, and movement speed as their normal form, unless modified by particular arts. Thus, a Skinshifter shifted into a wolf’s shape would do no more damage with its bite than the human’s unarmed attack would do without some augmenting art. Alternate forms do grant a minimum level of combat competence, however, and so the “Form Bonus” hit bonus is used in place of the PC’s basic class hit bonus when in a non-humanoid shape, assuming they don’t already have a better basic bonus from their other partial class. Arts that improve the alternate forms can apply their benefits even if the creature’s natural shape wouldn’t normally grant it. Thus, a Skinshifter with the Manifest Wings art could have a wolf-form that had wings and a flying speed if they wished. A given form can have no more than three arts applied to it. A Skinshifter’s alternate forms can be any size between a horse and a kitten, barring modification by some art. They do not need to emulate a specific type of creature; a Skinshifter could have a clawed and winged humanoid form as an alternate shape, or a dog with the head of a man, or a cat with razor-sharp mandibles. The belongings carried by a Skinshifter meld into any new form unless the PC decides otherwise, granting any benefit to Armor Class or other worn advantage they may normally give. Melded objects can be manifested and dropped as an On Turn action, but cannot be re-melded again unless th…

1-5-16-1-other-thought-noble-arts
type: Rule
name: Other Thought Noble Arts
slug: 1-5-16-1-other-thought-noble-arts
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Other Thought Noble Arts
  line start: 1952
  line end: 1957
section: 1.5.16.1
rules text: Block Memory: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular event or situation that didn’t extend longer than a scene. The target gets a Mental saving throw; on a failure, they simply cannot remember the event and will construct a plausible false memory to paper over the gap. The memory can be restored by use of this power once more or a magical dispelling ability, but detecting the alteration is difficult; any power that detects enchantments on a target does so with a +2 difficulty penalty to any skill check made to discern the ban. Elicitation of Truth: This art can only be taken by those who have mastered Surface Apprehension. It can only be used on a helpless or cooperative target; the Thought Noble may Commit Effort for the day and ask the target a question that takes no more than two sentences to ask. If the target fails a Mental saving throw, they must fully and completely answer the question. They need not exercise any personal judgment or speculation, but they must answer directly and without conscious deception. Facile Speech: An improvement to the Far Speech art, you may now nominate up to a half-dozen companions to be favored targets for Far Speech. You may link with a favored target as an On Turn action without Committing Effort. The range to contact a favored target is one mile per Thought Noble level. You can change your

1-5-16-1-partial-expert-thought-noble
type: Rule
name: Partial Expert/Thought Noble
slug: 1-5-16-1-partial-expert-thought-noble
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Expert/Thought Noble
  line start: 1958
  line end: 1972
section: 1.5.16.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-16-1-partial-other-mage-thought-noble
type: Rule
name: Partial Other Mage/Thought Noble
slug: 1-5-16-1-partial-other-mage-thought-noble
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Other Mage/Thought Noble
  line start: 1973
  line end: 1987
section: 1.5.16.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-16-1-partial-warrior-thought-noble
type: Rule
name: Partial Warrior/Thought Noble
slug: 1-5-16-1-partial-warrior-thought-noble
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 1988
  line end: 2020
section: 1.5.16.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| nominated companions with an hour’s meditation in the new companion’s presence. Far Speech: Commit Effort for the scene as an On Turn action and target an intelligent creature known to you that is within two hundred feet per level. If they consent, you forge a telepathic link with them that can convey thoughts, speech, and images even without a common language. The link lasts for the rest of the scene. While linked with someone, both of you may reroll failed Mental saving throws and neither of you can be surprised unless both are. Hypercognition: You can drive your mind to tremendous feats of calculation, estimation, and recall. You have an eidetic memory and can perform extremely advanced calculations in your head. As an Instant action, Commit Effort for the day and reroll any failed Int-based skill check. This ability can be used only once on any given check. Iconograph: Commit Effort for the scene as a Main Action and target a visible written text, piece of sculpture, iconographic symbol, or other visible artifact. You receive a short description of the message or idea the maker was trying to convey with the object. Optionally, you may use this art when making a sigil, art object, or text of your own; any valid target will automatically understand your intended message when they see the item. You may restrict your audience to particular people or types if you wish. Impress Imperative: Commit Effort for the day as a Main Action while targeting a visible living creature. You may give it an overwhelming urge to perform some action that takes no longer than a round and is not completely contrary to its nature or wishes. It can make a Mental save to resist, but on a failure it spends its next action carrying out the imperati…

1-5-16-1-thought-noble-arts-2
type: Rule
name: Thought Noble Arts
slug: 1-5-16-1-thought-noble-arts-2
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Thought Noble Arts
  line start: 2021
  line end: 2043
section: 1.5.16.1
rules text: |Level|Arts| |---|---| |1|Open Mind and Any One| |2|Any One| |3|Any One| |4|Any One| |5|Any One| |6|Any One| |7|Any One| |8|Any One| |9|Any One| |10|Any One| target a visible living creature. It gets a Mental saving throw to resist; on a failure, the GM will tell you exactly what it is currently intending to do on its next turn, or its next relevant action if used out of combat. If you perform a Total Defense action this round, your insight into its motions ensures that no attack it makes that you could theoretically physically avoid can hit you for the rest of the round. Surface Apprehension: Commit Effort for the scene as a Main Action while targeting a visible living creature. If it fails a Mental saving throw, you become aware of its immediate surface thoughts for the rest of the round. If you ask specific questions of the creature during this round it will instinctively think of the answers, though the detail of these surface thoughts is generally limited to one or two sentences of information. Thoughts Like Razors: As a Main Action, Commit Effort for the day to launch a psychic assault on any visible living creature within sixty feet. The target gets a Mental saving throw to resist; on a failure, it takes 1d8 damage per level of the Thought Noble. The damage can knock it unconscious but cannot kill. On a successful save, the Thought Noble is stunned by the backlash, taking one quarter of the damage, rounded down, and losing their next turn’s actions. This ability can be used only once per scene. Unthinkable Thought: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular person, object, or situation that is currently ongoing in their presence. The target may make a Mental save to resist; on a failure, they simply cannot consciously acknowledge the existence of the subject or its actions unless ignoring it would obviously put their life at risk. This forced ignorance lasts for up to a scene; at its end, the …

1-5-16-1-thought-noble-arts
type: Rule
name: 1.5.16.1 Thought Noble Arts
slug: 1-5-16-1-thought-noble-arts
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: 1.5.16.1 Thought Noble Arts
  line start: 1944
  line end: 1951
section: 1.5.16.1
rules text: Thought Noble Effort is calculated with Notice rather than Magic, with each PC’s maximum being equal to their Notice skill level plus the better of their Intelligence or Wisdom modifiers, to a minimum of one point. All Thought Nobles are trained in the Open Mind art, but may develop other techniques with time. If an art allows a saving throw to resist it, success renders the target immune to that art for the rest of the scene. Thought Noble arts are all entirely invisible to any but magical senses and provide no hint as to who is using them, even on a successful Mental saving throw. Open Mind: Commit Effort as an On Turn action. While Effort remains Committed, you may detect the current emotional state of a visible living creature as a Main Action. This discernment isn’t fine enough to identify the object of their emotions unless it’s obvious from the context.

1-5-16-the-thought-noble
type: Rule
name: 1.5.16 The Thought Noble
slug: 1-5-16-the-thought-noble
source: wwn-srd-v1
source locator:
  section: 1.5.16
  heading: 1.5.16 The Thought Noble
  line start: 1934
  line end: 1943
section: 1.5.16
rules text: This partial Mage class allows a PC to subtly manipulate the thoughts of others and control their own mind and body’s operation. Thought Noble Benefits A Thought Noble exists only as a partial Mage class, to be taken by an Adventurer alongside another partial class. A Partial Warrior/Thought Noble might be a cunning duelist who chooses his enemies with uncanny foreknowledge, while a Partial High Mage/ Thought Noble might be an arcanist who has managed to unearth the secrets of these psychic arts in the course of their own studies. All Thought Nobles gain Notice as a bonus skill, acquiring it at level-0, or level-1 if they already have it at level-0. An ability to clearly sense perceptual inputs is fundamental to a Thought Noble’s training, and it is all but impossible to make sense of foreign mental inputs without a disciplined and trained sensorium. Thought Nobles do not cast spells. Instead, they develop various cognitive and telepathic abilities based on the focus of their studies.

1-5-17-1-other-vowed-arts
type: Rule
name: Other Vowed Arts
slug: 1-5-17-1-other-vowed-arts
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Other Vowed Arts
  line start: 2070
  line end: 2086
section: 1.5.17.1
rules text: Brutal Counter: Commit Effort for the scene as an Instant action after resolving an enemy melee attack against you, whether it hits or misses. You may make a free physical attack against your assailant, using either a normal attack or some other offensive ability that |Level|paRTial Hit Dice|expeRT/vo Attack Bonus|WeD Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-17-1-partial-other-mage-vowed
type: Rule
name: Partial Other Mage/Vowed
slug: 1-5-17-1-partial-other-mage-vowed
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Other Mage/Vowed
  line start: 2087
  line end: 2101
section: 1.5.17.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Any| |2|2d6|+0|+1 Any| |3|3d6|+0|| |4|4d6|+0|| |5|5d6|+1|+1 Any| |6|6d6|+1|| |7|7d6|+1|+1 Any| |8|8d6|+1|| |9|9d6|+1|| |10|10d6|+2|+1 Any|

1-5-17-1-partial-warrior-vowed
type: Rule
name: Partial Warrior/Vowed
slug: 1-5-17-1-partial-warrior-vowed
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2102
  line end: 2149
section: 1.5.17.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| takes no more than one Main Action to execute. You cannot use this art more than once per any given attack, but you may use it while performing a Total Defense. Faultless Awareness: Your awareness is such that you cannot be surprised, and will even wake from a sound sleep in time to respond normally to some imminent peril. Hurling Throw: After you make a successful attack, you may Commit Effort for the scene as an Instant action. The target must make a Physical saving throw or be thrown up to ten feet in any direction, falling prone on landing and suffering the damage rolled for your attack. If the Physical save is successful, the target simply takes damage as normal. This art can be used only once per round on any given target, and the target must be no larger than an ox. The Inward Eye: Commit Effort as an On Turn action. For as long as it remains Committed, you are mystically aware of your surroundings with a sense equivalent to normal eyesight regardless of darkness, obscuring mists, or your actual eyes being closed or blinded. Leap of the Heavens: Commit Effort for the scene as a Move action to leap up to your full Move action horizontally or half that vertically. You may also Commit Effort for the scene as an Instant action to negate falling damage, no matter the distance. Master’s Vigor: Your body retains its vigor and youthful vitality to the full normal span of your life. You regain two lost hit points per hour due to your natural restorative powers. Mob Justice: As an Instant action, Commit Effort for the day to become impervious to the Make a Swarm Attack maneuver. Your assailants cannot use this maneuver against you for the rest of the scene, and you become immune to Shock as long as you remain in melee with at…

1-5-17-1-vowed-arts
type: Rule
name: 1.5.17.1 Vowed Arts
slug: 1-5-17-1-vowed-arts
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: 1.5.17.1 Vowed Arts
  line start: 2058
  line end: 2069
section: 1.5.17.1
rules text: Vowed Effort is based on the skill they chose to represent their order’s main focus of study, whether Exert, Know, Magic, Pray, or some more esoteric skill. Their maximum Vowed Effort is equal to this skill level plus their best attribute modifier, whatever it may be, to a minimum of one point. All Vowed automatically gain the Martial Style, Unarmed Might, and Unarmored Defense arts as part of their training. Martial Style: Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon. Unarmed Might: Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you. Unarmored Defense: When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.

1-5-17-the-vowed
type: Rule
name: 1.5.17 The Vowed
slug: 1-5-17-the-vowed
source: wwn-srd-v1
source locator:
  section: 1.5.17
  heading: 1.5.17 The Vowed
  line start: 2044
  line end: 2047
section: 1.5.17
rules text: Adepts of fist and bodily discipline, the Vowed are a partial Mage class dedicated to unarmed combat, physical training, and mental discipline.

1-5-17-vowed-benefits
type: Rule
name: Vowed Benefits
slug: 1-5-17-vowed-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.17
  heading: Vowed Benefits
  line start: 2048
  line end: 2057
section: 1.5.17
rules text: The Vowed class exists only as a partial Mage class, to be taken by an Adventurer along with another partial class. Thus, a Partial Warrior/Partial Vowed might be a hardened temple warrior-monk, a Partial Expert/Partial Vowed might be a sage teacher of religious or philosophical truths, and a Partial Elementalist/Partial Vowed might be a mountain sage who wields the elemental forces of nature. Regardless of classes, a Vowed’s hit dice can’t be worse than 1d6 per level thanks to Martial Style. All Vowed gain a non-combat bonus skill appropriate to their order, acquiring it at level-0, or level-1 if they already have it at level-0. Orders that focus on physical training might grant Exert, while scholarly ones might give Know, religious ones Pray, or occult sects grant Magic. You may pick whatever non-combat skill suits your order, assuming the GM finds it reasonable. Vowed do not learn how to cast spells. Instead, they refine their inner powers and physical capabilities. These arts are too precise and delicate to bear the encumbrance of heavy clothing, armor, or shields, and cannot be used when so burdened. The Armored Magic Focus can mitigate this, but Vowed are all trained in effective unarmored defense techniques. At first level, a Vowed gains the Martial Style, Unarmed Might, and Unarmored Defense arts, in addition to one more art of their choice as given on the adjacent list. Further advancement will grant additional arts.

1-5-18-class-ability-killing-blow
type: Rule
name: Class Ability: Killing Blow
slug: 1-5-18-class-ability-killing-blow
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: Class Ability: Killing Blow
  line start: 2158
  line end: 2165
section: 1.5.18
rules text: Whenever a Warrior inflicts damage with any attack, spell, or special ability they may add half their character level, rounded up, to the damage done. This damage is also added to any Shock they may inflict. Combined with Foci meant to improve Shock attacks such as Armsmaster, Close Combatant, or Shocking Assault, this ability ensures that an experienced Warrior will almost always kill any ordinary human soldier or minor monster, regardless of their attack roll result. Partial Warriors do not get this ability.

1-5-18-class-ability-veteran-s-luck
type: Rule
name: Class Ability: Veteran’s Luck
slug: 1-5-18-class-ability-veteran-s-luck
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: Class Ability: Veteran’s Luck
  line start: 2166
  line end: 2175
section: 1.5.18
rules text: Once per scene, as an Instant action, the Warrior may turn a missed attack they have made into a hit. Alternately, they may turn a successful attack against them into a miss, also as an Instant action. This ability is particularly lethal when used with the Make a Snap Attack action and leveled against weaker monsters or ordinary human warriors. Only one exercise of this ability is possible in a scene, either to force a miss or ensure a hit on a foe; both options may not be employed in the same fight. A Warrior may use this ability with crew-served weapons they are assisting in firing. This ability cannot be used to negate environmental damage or damage done to a vehicle or mount they are riding. Partial Warriors do not get this ability.

1-5-18-full-warrior
type: Rule
name: Full Warrior
slug: 1-5-18-full-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: Full Warrior
  line start: 2176
  line end: 2190
section: 1.5.18
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Any + 1 Warrior| |2|2d6+4|+2|+1 Any| |3|3d6+6|+3|| |4|4d6+8|+4|| |5|5d6+10|+5|+1 Any| |6|6d6+12|+6|| |7|7d6+14|+7|+1 Any| |8|8d6+16|+8|| |9|9d6+18|+9|| |10|10d6+20|+10|+1 Any|

1-5-18-partial-mage-partial-warrior
type: Rule
name: Partial Mage/Partial Warrior
slug: 1-5-18-partial-mage-partial-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: Partial Mage/Partial Warrior
  line start: 2191
  line end: 2205
section: 1.5.18
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Any + 1 Warrior| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-18-partial-warrior-partial-expert
type: Rule
name: Partial Warrior/Partial Expert
slug: 1-5-18-partial-warrior-partial-expert
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: Partial Warrior/Partial Expert
  line start: 2206
  line end: 2221
section: 1.5.18
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior| ||||+1 Expert +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-18-the-warrior
type: Rule
name: 1.5.18 The Warrior
slug: 1-5-18-the-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: 1.5.18 The Warrior
  line start: 2150
  line end: 2157
section: 1.5.18
rules text: The Warrior is a hero born to the blade, a man or woman gifted with a superb capacity for physical violence. Savage barbarians, hardened mercenaries, courageous young farm boys, and ordinary laborers who just happen to have an undiscovered capacity for massive bloodshed all might qualify as Warriors. Warriors aren’t all formal soldiers or recognized veterans of the blade. Any adventurer who excels in dealing with their problems through violence might qualify as a Warrior, however peaceful their background. It’s possible that their very talent for killing was what forced them out of their old life after some terrible event or awful encounter compelled them to recognize their gifts. Warriors have more hit points than heroes of other class, and are capable of surviving wounds and hardships that would kill an ordinary man. They’re also gifted with a superior attack bonus, and a native ability to inflict more damage than other PCs. Full Warriors even have the ability to ensure a hit or force a miss by an enemy once per scene, making them lethal foes to common combatants.

1-5-19-1-curses-and-blessings
type: Rule
name: Curses and Blessings
slug: 1-5-19-1-curses-and-blessings
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Curses and Blessings
  line start: 2330
  line end: 2343
section: 1.5.19.1
rules text: The bringing of fortune or ill fate is not a trivial thing. A given creature can be cursed or blessed by one of these arts only once a day. Auspicious Undertaking: As a Main Action, bless a particular plan or undertaking currently sought by the target. During the plan’s execution or while seeking the desired end, the blessed subject can reroll one failed skill check or one missed hit roll. The blessing lasts until it is used, the plan is finished, or one day per caster level has passed. Only one plan can be blessed at a time. Evil Eye: This art improves your curse and blessing arts. You can now use these arts as an Instant action, albeit still only one such art per round, and you need do no more than look at the target rather than vocalizing any particular curse or blessing. Ill Fate: As a Main Action, curse a visible target. You may specify a particular kind of undertaking or apply the curse to anything they may do. The next pertinent skill check they make is made at a -1 penalty. If their raw die roll is equal or less than the PC’s Magic skill plus one their effort goes disastrously wrong. The curse lasts until the next relevant skill check. Luck Blessing: As a Main Action, confer a blessing on a visible target. The next skill check they make that day will have a +1 bonus. Only one luck blessing can be in place for a creature at a time. War Curse: As a Main Action, curse a visible enemy. They suffer a -2 penalty to hit rolls, damage rolls, and Shock damage for the rest of the scene. If they miss an attack with a raw to-hit die roll less than the Wise’s Magic skill, they accidentally hurt themselves for normal damage. Only one war curse can be applied at a time.

1-5-19-1-divination-arts
type: Rule
name: Divination Arts
slug: 1-5-19-1-divination-arts
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Divination Arts
  line start: 2322
  line end: 2329
section: 1.5.19.1
rules text: Compel Truth: The diviner compels a person to drink a particular brew, participate in a specific ritual, or otherwise undergo a scenelong ordeal. Afterwards, the diviner may ask the target a single question and the GM secretly rolls a Cha/Magic skill check against a difficulty of the target’s Morale+1, or level+6 for PCs. On a success, the subject must answer the question truthfully and fully. On a failure, they may give any answer they wish. The same or substantially same question may not be asked twice with this art. Deliver Oracle: A petitioner asks about the outcome of a particular course of action. The diviner then spends a day in various rituals, seeking an oracular answer. At the end, the GM makes a secret Wis/ Magic skill check. If the skill check beats difficulty 8, an oracular sentence with some truth in it is produced. If the skill check beats difficulty 12, a direct and obvious oracle is produced. If the skill check is 7 or less, a hopelessly ambiguous oracle is produced, and if the dice roll a natural 2 an intentionally misleading oracle is delivered. Oracles are usually delivered as metaphors, poetry, or visions. The GM should ensure that some element of a true oracle actually does come to pass. Find Object: The diviner spends a scene performing a ritual to locate a particular animal, object or type of substance known to them, be it gold, water, or a specific stolen cow. People cannot be found with this art. The GM makes a secret Wis/Magic skill check against a difficulty of 8 to 11, depending on how close the nearest suitable object is; something in the same village is 8, something a mile or more away is 11, and something more than five miles away is undetectable. If the check is successful, the diviner gets an impression of the direction the object is in. On a failure, roll 1d12 and use it as a clock face to give a random direction. This art can be used once per day. Read Omens: A petitioner proposes a course of action to the PC. After a scene-long r…

1-5-19-1-example-art-progressions-for-different-types-of-wise
type: Rule
name: Example Art Progressions for Different Types of Wise
slug: 1-5-19-1-example-art-progressions-for-different-types-of-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Example Art Progressions for Different Types of Wise
  line start: 2301
  line end: 2321
section: 1.5.19.1
rules text: | Level | Mundane Priest | Witch | Seer | Esoteric | |---|---|---|---|---| |1|Holy Sanctity|Dread Awe|Erudite or Folk-Friend|Any Art| |2|Dread Awe or Folk-Friend|Any Curse or Blessing|Any Divination|| |3||||Any Art| |4|Skilled or Erudite|Healer or Any Curse or Blessing|Any Divination|| |5|Personal Impunity|Any Divination|Any Divination|Any Art| |6|Elite Ties or Folk-Friend|Skilled|Skilled or Elite Ties|| |7||||Any Art| |8|Any General Art|Any Divination or Curse or Blessing|Skilled or Elite Ties|| |9||||Any Art| |10|Any General Art|Any Curse or Blessing|Any Divination|| Healer: You are a trained and capable healer. Gain a +1 on all Heal skill checks; once per day, as an On Turn action, automatically succeed at a skill check to stabilize a Mortally Wounded subject. Holy Sanctity: You are honored and respected by most in this region. Gain a +1 bonus on social skill checks with locals who are not naturally opposed to your religion or social institution. Personal Impunity: You bear signs of sanctity, and physically harming you is considered taboo in this region. Only the most vicious or desperate humans will initiate violence against you, though any will fight if you attack them. Hostile groups will hesitate to attack your companions unless provoked. Skilled: Gain three skill points to spend on any non-combat skills, up to the maximum skill level allowed by your character level. This art may be taken more than once.

1-5-19-1-general-arts
type: Rule
name: General Arts
slug: 1-5-19-1-general-arts
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: General Arts
  line start: 2246
  line end: 2255
section: 1.5.19.1
rules text: Dread Awe: Your kind are figures of fear and mistrust. Gain a +1 bonus on all skill checks related to intimidation or threat. You can spend a Main Action cursing your foes in battle; those who hear suffer a -1 penalty to their next Morale check. You can do this only once per scene. Elite Ties: You have ties with figures of societal importance. You can get audiences with them with minimal effort. Once per game session, get a favor from them that would not particularly inconvenience them to grant. Erudite: You are uncommonly learned. Once per day, reroll a failed skill check related to intellectual pursuits or things a scholar would know about. Folk-Friend: Commoners and other lower-class natives consider you a useful healer and helper. Once per day, get a modest favor from a commoner who doesn’t hate you in exchange for a blessing or bit of advice.

1-5-19-1-partial-expert-wise
type: Rule
name: Partial Expert/Wise
slug: 1-5-19-1-partial-expert-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Partial Expert/Wise
  line start: 2256
  line end: 2270
section: 1.5.19.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-19-1-partial-mage-wise
type: Rule
name: Partial Mage/Wise
slug: 1-5-19-1-partial-mage-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Partial Mage/Wise
  line start: 2271
  line end: 2285
section: 1.5.19.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Any| |2|2d6|+0|+1 Any| |3|3d6|+0|| |4|4d6|+0|| |5|5d6|+1|+1 Any| |6|6d6|+1|| |7|7d6|+1|+1 Any| |8|8d6|+1|| |9|9d6|+1|| |10|10d6|+2|+1 Any|

1-5-19-1-partial-warrior-wise
type: Rule
name: Partial Warrior/Wise
slug: 1-5-19-1-partial-warrior-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Partial Warrior/Wise
  line start: 2286
  line end: 2300
section: 1.5.19.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-19-1-wise-arts
type: Rule
name: 1.5.19.1 Wise Arts
slug: 1-5-19-1-wise-arts
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: 1.5.19.1 Wise Arts
  line start: 2244
  line end: 2245
section: 1.5.19.1
rules text: 1.5.19.1 Wise Arts

1-5-19-benefits-of-the-wise
type: Rule
name: Benefits of the Wise
slug: 1-5-19-benefits-of-the-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19
  heading: Benefits of the Wise
  line start: 2230
  line end: 2243
section: 1.5.19
rules text: The Wise is a partial Expert class that must be taken by an Adventurer with another partial class. It’s generally suited for low-magic campaigns, but strictly mundane versions of it may pass muster for a no-magic setting. While the Wise count as a partial Expert class for other purposes, they do not gain the advantage of the partial Expert’s Quick Learner class ability or the bonus non-combat Focus that a partial Expert normally gets at first level. An Adventurer who is a standard partial Expert/partial Wise does get these perks, however. All Wise gain level-0 in a bonus skill appropriate to their concept, be it Pray, Know, Magic, Survive, or some other skill that makes sense to the GM. The Wise do not use Effort. All of their arts are either constantly in effect or can be used under particular circumstances or a particular number of times each day. The arts the Wise learn are generally fixed by their concept and role. A mundane priest will learn certain arts as they advance in level, while a witch or an oracular seer will learn others. At some levels, the Wise might have a choice; they can pick whichever art they wish, but most arts can be taken only once. The example tables here provide progression patterns for a non-magical priest of a faith, a witch with minor magical powers of cursing and foresight, and an oracle with limited powers of divination. For GMs that wish to allow player-made concepts, the Esoteric column can be used, or a specific progression can be worked up in cooperation with the player.

1-5-19-the-wise
type: Rule
name: 1.5.19 The Wise
slug: 1-5-19-the-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19
  heading: 1.5.19 The Wise
  line start: 2222
  line end: 2229
section: 1.5.19
rules text: Some low-magic settings have a particular place for concepts that aren’t exactly magical, but have some special place in society. Whether a mundane priest of the dominant faith, a feared forest warlock, or a sacred oracle of the gods, these Wise have a special role to fill. Some of these Wise may have very minor or subtle magical powers suitable to a low-magic campaign setting. In general, the Wise class is usually only viable in a low- or no-magic setting where their limited powers are still more than almost anyone else has access to. If standard magic exists in your campaign the Wise may not offer enough to appeal to players.

1-5-2-1-accursed-arts
type: Rule
name: 1.5.2.1 Accursed Arts
slug: 1-5-2-1-accursed-arts
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 544
  line end: 561
section: 1.5.2.1
rules text: An Accursed has an Effort score equal to their Magic skill level plus their Intelligence or Charisma modifier, to a minimum of one point. Every Accursed gains either Accursed Bolt or Accursed Blade as a starting art, plus one more of their choice. Accursed arts may be used in or out of armor. Accursed Blade: As an On Turn action, manifest an occult melee weapon as a one-handed 1d8 weapon or a two-handed 2d6 weapon. Both add your Magic skill to the damage roll, have a Shock rating of 2/15, and use Magic as the attack skill and the best of Str, Dex, Int, or Cha as its modifying attribute. Accursed Bolt: As Accursed Blade, but you launch blasts of occult force instead of meleeing. Their damage is 1d8 plus your Magic skill, their range is 200’, and the bolts can be thrown in melee at a -4 penalty to hit. These bolts need both hands free to hurl them. Bewitching Distraction: Commit Effort for the day as a Main Action when talking to an intelligent target when not in combat. They must make a Mental save or become dazed, oblivious to their surroundings and forgetting you and all else that happened in that scene. Danger ends the daze but not the forgetting. Compelling Shriek: Once per scene, Commit Effort for the day as a Main Action and shout a command of no more than seven words. Chosen targets who hear and understand must make a Mental save or perform that action for one round, provided it is not totally contrary to their character. Devil’s Bargain: As a Main Action, consecrate a deal you’ve made with an uncoerced person. If they violate the deal or its spirit, you know instantly and may inflict 1d6 damage per level on them if desired. Dire Pact: Foes suffer a penalty equal to your Magic skill on all saves versus your Accursed arts. If they succeed, however, you gain one System Strain. Lying Face: Commit Effort as a Main Action; while it remains Committed, you can disguise yourself as any humanoid of the same general size, including clothing, scent, and voice. Night-Blac…

1-5-2-1-bard-art-progression
type: Rule
name: Bard Art Progression
slug: 1-5-2-1-bard-art-progression
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Bard Art Progression
  line start: 714
  line end: 728
section: 1.5.2.1
rules text: |Level|Arts Gained at This Level| |---|---| |1|A Thousand Tongues and Any One| |2|Any One| |3|| |4|Any One| |5|| |6|Any One| |7|| |8|Any One| |9|| |10|Any One|

1-5-2-1-bard-arts
type: Rule
name: 1.5.2.1 Bard Arts
slug: 1-5-2-1-bard-arts
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 643
  line end: 660
section: 1.5.2.1
rules text: A Bard has an Effort score equal to their Perform skill level plus their Charisma modifier, to a minimum of one point. Bard arts may be used in or out of armor, and do not count as magical effects for the purposes of abilities that counter or detect magic. Unless specified otherwise, their range is out to normal unaided voice range. Every Bard gains A Thousand Tongues as a starting art, plus one more of their choice. As they advance in levels, they can pick additional arts. A Thousand Tongues: Your arts that require communication are intuitively understood by all intelligent creatures, whether or not you speak their language. You can learn a new language with no more than a week of study with a native speaker. Battle Cry: Commit Effort for the day as an On Turn action to bolster your allies. They gain +1 to hit, saving throws, and damage, including Shock, for one round per level. At 4th level this bonus increases to +2, and at 9th, to +3. Cursed Tune: Commit Effort for the scene as a Main Action while targeting an intelligent creature. Your imprecations cause them to falter, inflicting a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3. Deft Fingers: You’re accustomed to juggling your belongings while holding an instrument. Your maximum Readied item count increases by two. Entangle Incantation: Commit Effort for the scene as an Instant action when an foe within 60’ incants a spell. Your voice tangles with their words, forcing them to make an opposed Int/Magic vs Cha/Perform skill check against you, with a +2 bonus to your roll. If you tie or succeed, the spell fizzles and is wasted. This art can be used only once per round. Evoke Emotion: Commit Effort for the day as a Main Action while performing. You evoke a desired emotion in listeners, whether intelligent or animal, granting a +1 bonus to relevant social skill checks for the scene for you and your allies. If desired, y…

1-5-2-1-partial-expert-accursed
type: Rule
name: Partial Expert/Accursed
slug: 1-5-2-1-partial-expert-accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Expert/Accursed
  line start: 562
  line end: 576
section: 1.5.2.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-2-1-partial-expert-bard
type: Rule
name: Partial Expert/Bard
slug: 1-5-2-1-partial-expert-bard
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Expert/Bard
  line start: 661
  line end: 675
section: 1.5.2.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-2-1-partial-mage-accursed
type: Rule
name: Partial Mage/Accursed
slug: 1-5-2-1-partial-mage-accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Mage/Accursed
  line start: 577
  line end: 591
section: 1.5.2.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-2-1-partial-mage-bard
type: Rule
name: Partial Mage/Bard
slug: 1-5-2-1-partial-mage-bard
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Mage/Bard
  line start: 676
  line end: 690
section: 1.5.2.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-2-1-partial-warrior-accursed
type: Rule
name: Partial Warrior/Accursed
slug: 1-5-2-1-partial-warrior-accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 592
  line end: 630
section: 1.5.2.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| a Main Action, focus on a particular visible object, person, or location; you can tell if it is enchanted, though no details about the magic are seen. Pacted Protection: Choose a type of harmful energy: fire, frost, acid, electricity, or the like. You become immune to natural degrees of this energy and take half damage from magical attacks involving it. Rob Vitality: Once per scene, as an On Turn action, Commit Effort for the scene and target a visible foe. They must make a Physical save or lose their next Main Action, which you immediately gain instead. Scourging Curse: Commit Effort for the scene as a Main Action and target a visible foe. Your curse inflicts a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3. Only one such curse can be active at a given time. Shadowed Steps: As a Move Action, Commit Effort for the scene and teleport up to your Move distance. You cannot bypass walls or physical obstacles, but you can teleport vertically or into high places. Snaring Speech: Once per round as an Instant action, Commit Effort for the day when failing a skill check to persuade or tempt someone. They must make a Mental save or agree with your proposal if it’s something they would normally consider doing. Gain one System Strain when using this art. Sorcerous Battery: Once per day, as an On Turn action, Commit Effort for the day. You or a visible ally refresh the spell slot of a spell that has been cast since the start of the prior round. Gain one System Strain. Soul Consumption: As an Instant action, Commit Effort for the day when you fell an intelligent target with Accursed Bolt or Accursed Blade. They die instantly. You heal 1d6 hit…

1-5-2-1-partial-warrior-bard
type: Rule
name: Partial Warrior/Bard
slug: 1-5-2-1-partial-warrior-bard
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Bard
  line start: 691
  line end: 713
section: 1.5.2.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| their fears, forcing them to make two Morale checks instead of one. Those who succeed on both must still make an Instinct check immediately after. Keen Senses: This art gives you the equivalent of sight out to 60’ even if blinded. You cannot distinguish colors, but you can perceive physical details as readily as if with your eyes. Physically-invisible creatures and objects are obvious to you. Liberating Song: You are immune to mind- or emotion-controlling effects. You can Commit Effort for the scene as an Instant action to grant any ally in range a Mental saving throw to throw off such effects, assuming they allowed a save to begin with. If the second save is failed, this art cannot help them. Rally: Commit Effort for the day as a Main Action to exhort a wounded or fallen ally, removing any Frailty. The target regains 2d6 plus your level in hit points, but you incur one System Strain. Soothe the Savage: Commit Effort for the day as a Main Action. For as long as you keep spending a Main Action performing each round, animals and other living bestial creatures will not attack you or your allies unless commanded by their masters or threatened by the party. This art can’t be triggered once actual combat has begun. Soothing Graces: Your arts restore and hearten those with you. You and your allies lose an extra point of System Strain after each night’s comfortable rest. This does not stack with similar rest-aiding powers. Swift Misdirection: Commit Effort for the scene as a Main Action and target one intelligent creature within earshot. Tell them something in no more than one sentence; unless what you say is physically impossible or emotionally unendurable, they must make a Mental save or believe it for one round. After that, the…

1-5-2-benefits-of-the-accursed
type: Rule
name: Benefits of the Accursed
slug: 1-5-2-benefits-of-the-accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2
  heading: Benefits of the Accursed
  line start: 536
  line end: 543
section: 1.5.2
rules text: The Accursed is a partial Mage class that must be joined with a second partial class by an Adventurer. A Partial Warrior/Accursed might be a grim demonic warrior, a Partial Expert/Accursed might be a sinister tempter, while a Partial Mage/Accursed could be a sorcerer willing to pact with foul creatures for their powers. All Accursed gain Magic-0 during character creation. Even those who are not spellcasters must understand the ways of eldritch beings and the subtleties of sorcery. While the arts of Accursed Blade and Accursed Bolt use Magic as their combat skill, Foci that normally apply to mundane weapons such as Armsmaster or Deadeye also benefit their relevant melee or ranged attacks. For these Foci, read “Magic” in place of “Shoot” or “Stab” when gaining their benefits, including the granted skill and the stacking damage bonus that the first level of the Focus may grant.

1-5-2-the-accursed
type: Rule
name: 1.5.2 The Accursed
slug: 1-5-2-the-accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2
  heading: 1.5.2 The Accursed
  line start: 532
  line end: 535
section: 1.5.2
rules text: The Accursed are those men and women who have made pacts with otherworldly beings, intentionally or otherwise, and gained powers from that bond.

1-5-3-benefits-of-the-bard
type: Rule
name: Benefits of the Bard
slug: 1-5-3-benefits-of-the-bard
source: wwn-srd-v1
source locator:
  section: 1.5.3
  heading: Benefits of the Bard
  line start: 635
  line end: 642
section: 1.5.3
rules text: The Bard is a partial Expert class that must be joined with a second partial class by an Adventurer. A Partial Warrior/Bard might be a martial skald, a Partial Expert/Bard might be a light-fingered troubadour, while a Partial Mage/Bard might mix true magic in with their artful performances. All Bards gain Perform-0 during character creation. Their abilities hinge on their power to move a listener, whether that is by song, musicianship, or stirring oratory. Unlike the normal Partial Expert class, Bards do not get a bonus non-combat Focus at first level, nor do they get a Partial Expert’s bonus skill point when advancing a character level. One who takes the standard Partial Expert for their other class gains these things normally.

1-5-3-the-bard
type: Rule
name: 1.5.3 The Bard
slug: 1-5-3-the-bard
source: wwn-srd-v1
source locator:
  section: 1.5.3
  heading: 1.5.3 The Bard
  line start: 631
  line end: 634
section: 1.5.3
rules text: Bards are those who have an uncanny ability to move others through the power of their performance.

1-5-4-1-beastmaster-arts
type: Rule
name: 1.5.4.1 Beastmaster Arts
slug: 1-5-4-1-beastmaster-arts
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: 1.5.4.1 Beastmaster Arts
  line start: 801
  line end: 806
section: 1.5.4.1
rules text: Beastmaster Effort is calculated with Survive, and is equal to the PC’s Survive skill level plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. All Beastmasters start play with the Bind Companion art and one more of their choosing. They learn additional arts as they gain experience. Unlike some Mage traditions, Beastmasters can use their arts normally while armored. Bind Companion: With a day’s work in a location you can find and bind a suitable animal companion. If looking for a particular type of companion, it must be found in the area and may require a Wis/Survive skill check at a difficulty of 10 or more if it’s a particularly rare creature. If you encounter a suitable animal on an adventure, you may bind it as a Main Action, with the creature allowed a Mental saving throw to resist and become impervious to your powers. You may release a companion as a Main Action if you no longer wish its service or want to bind a different beast.

1-5-4-1-other-beastmaster-arts
type: Rule
name: Other Beastmaster Arts
slug: 1-5-4-1-other-beastmaster-arts
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Other Beastmaster Arts
  line start: 807
  line end: 818
section: 1.5.4.1
rules text: Beast Ward: Commit Effort as an On Turn action. So long as the Effort remains Committed, the Beastmaster will not be attacked by unintelligent beasts unless the beast is commanded to do so by its master, the beast is starving, or the Beastmaster or their allies performs some hostile act against it. Once the ward ends or is broken, it cannot be re-established in the same scene. Magical beasts and those trained specifically as guardians of an area get a Mental save to resist this power. Eyes of the Beast: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can share the senses of your companion. Neither of you can be surprised unless both are surprised. Feral Toughness: Your maximum hit point total is increased by the natural, unmodified hit dice of your companion; thus, a 5 hit die companion increases your maximum hit points by 5. You are impervious to normal outdoor extremes of heat or cold. Your base Armor Class is equal to 13 plus half your level, rounded up. This AC can be modified by shields or Dexterity modifiers, but not by armor. Howl of Distant Summons: You can call former animal companions to your side by Committing Effort for the day as a Main Action. The howl extends through time as well as space, and the subject will have received the message in time to reach your side within five minutes after you call for it. Once summoned, you may bind it again if you have no current companion. If the journey is exceptionally dangerous, difficult, or long, you’ll need to make a Cha/Survive skill check against a difficulty of 10 or more; on a failure, the beast could not make the journey and cannot be called by this power for another week. Know the Weak Spot: Whenever inflicting damage on a beast with a weapon or physical attack, roll the damage twice and take the higher score. Optionally, Commit Effort for the scene as an Instant action when an ally within earshot hits a beast; your shouted advice or distracting help allows them to roll da…

1-5-4-1-partial-beastmaster
type: Rule
name: Partial Beastmaster
slug: 1-5-4-1-partial-beastmaster
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Partial Beastmaster
  line start: 819
  line end: 839
section: 1.5.4.1
rules text: |Level|Arts Gained| |---|---| |1|Bind Companion and Any One| |2|Any One| |3|| |4|Any One| |5|Any One| |6|Any One| |7|| |8|Any One| |9|| |10|Any One| as their modifier, use Punch or Stab as the skill, do 1d8 damage, and have a Shock value of 2/AC 13. These unarmed attacks can harm even creatures immune to non-magical weapons. The damage and Shock of these weapons gains a +1 bonus at level 3, a +2 bonus at level 6, and a +3 bonus at level 9. Savage Senses: Commit Effort for the scene as an On Turn action. For the remainder of the scene you are capable of seeing clearly even in pitch blackness, can scent out trails and belongings as perfectly as a wolf could, and gain a +2 bonus on all Notice skill checks involving sight, sound, or smell. Shared Vitality: The animal companions you bind have hit dice no lower than your level, even if they normally have far fewer. Thus, a 2 hit die beast bound by a 7th level Beastmaster would have 7 hit dice while it remained bound. Its hit bonus can’t be less than half its hit dice, rounded up. A Beastmaster can stabilize a Mortally Wounded companion by Committing Effort for the scene as an Instant action. Swift Healing: Commit Effort for the day as a Main Action to heal 1d6 damage per character level to a wounded companion. This healing can be extended only once per scene or fifteen minutes. Tongue of the Beasts: Commit Effort as an On Turn action. While the Effort remains committed, you can speak with any animal that has fur, feathers, scales, or skin. This art allows them to temporarily speak as if they had human intellect, though their interests, knowledge, and desires do not change.

1-5-4-beastmaster-benefits
type: Rule
name: Beastmaster Benefits
slug: 1-5-4-beastmaster-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: Beastmaster Benefits
  line start: 733
  line end: 738
section: 1.5.4
rules text: The Beastmaster exists only as a partial Mage class, meant to be taken by an Adventurer along with another partial class. A Partial Warrior/Beastmaster may be a savage barbarian or wood-wise ranger, while a Partial Expert/Beastmaster might be a masterful hunter or zoologist. All Beastmasters get Survive as a bonus skill at level-0, or at level-1 if they already have it at level-0. The amount of time they spend in the wilderness learning of its ways can’t help but teach them how to survive in hard conditions and navigate the perils of an untamed land.

1-5-4-beastmaster-companions
type: Rule
name: Beastmaster Companions
slug: 1-5-4-beastmaster-companions
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: Beastmaster Companions
  line start: 739
  line end: 752
section: 1.5.4
rules text: Many Beastmaster arts apply to the PC’s animal companion. There are a few basic guidelines for such companions that a GM should keep in mind during play. A companion animal cannot have a number of hit dice greater than the Beastmaster’s level plus one. Thus a 2 hit die wolf is an acceptable companion for a first-level Beastmaster, but a 5 hit die tentacular horror is too potent to be bound to service. A companion animal cannot have human levels of intelligence. It must be more-or-less animal in its thought patterns, though it can be a magical beast or supernatural entity of some kind. A Beastmaster can normally have only one companion animal at a time. They can leave an animal behind in any terrain suitable for its survival and expect it to be in the same vicinity later if they choose to return for it and no one has killed it in the meanwhile. Released creatures are usually friendly to the Beastmaster still, unless they have been mistreated or are exceptionally savage. A companion animal functions as an independent allied creature. It will obey commands from the Beastmaster that are not contrary to its own nature or beyond its intellect, but it will fight, move, check Instinct and Morale as normal, and act independently in combat. If the creature is mistreated or used as mere cannon fodder, it can flee or turn on its former master. A companion animal must be given a name by the Beastmaster. Without a name to focus the PC’s arts, the creature cannot be controlled.

1-5-4-partial-mage-beastmaster
type: Rule
name: Partial Mage/Beastmaster
slug: 1-5-4-partial-mage-beastmaster
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: Partial Mage/Beastmaster
  line start: 771
  line end: 785
section: 1.5.4
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-4-partial-warrior-beastmaster
type: Rule
name: Partial Warrior/Beastmaster
slug: 1-5-4-partial-warrior-beastmaster
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: Partial Warrior/Beastmaster
  line start: 786
  line end: 800
section: 1.5.4
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-4-the-beastmaster
type: Rule
name: 1.5.4 The Beastmaster
slug: 1-5-4-the-beastmaster
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: 1.5.4 The Beastmaster
  line start: 729
  line end: 732
section: 1.5.4
rules text: Beastmasters are those PCs with an unnatural ability to control and influence animals. For some, these abilities are the fruit of rigorous magical study, while others obtain them from cultural practices, a feral upbringing, or natural aptitude.

1-5-4-the-chosen-friend
type: Rule
name: The Chosen Friend
slug: 1-5-4-the-chosen-friend
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: The Chosen Friend
  line start: 753
  line end: 770
section: 1.5.4
rules text: Some Beastmasters form a lifelong bond with a single dear companion. If a PC chooses this option, they can only ever Bind one companion, but it gains the benefit of the Shared Vitality and Mind Call arts automatically. So long as the Beastmaster lives, this chosen friend cannot truly die; if reduced to zero hit points, it disappears, but will manifest again at the Beastmaster’s side the following dawn with its full hit points. Of course, the master is expected to treat this companion as the beloved friend it is, and not as mere battle-fodder. ||paRTialex|peRT/beasT Attack|masTeR| |---|---|---|---| |Level|Hit Dice|Bonus|Focus Picks| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-5-1-blood-priest-arts-2
type: Rule
name: Blood Priest Arts
slug: 1-5-5-1-blood-priest-arts-2
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Blood Priest Arts
  line start: 925
  line end: 939
section: 1.5.5.1
rules text: |Level|Arts Gained| |---|---| |1|Any Two| |2|Any One| |3|| |4|Any One| |5|Any One| |6|Any One| |7|| |8|Any One| |9|| |10|Any One|

1-5-5-1-blood-priest-arts
type: Rule
name: 1.5.5.1 Blood Priest Arts
slug: 1-5-5-1-blood-priest-arts
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 850
  line end: 880
section: 1.5.5.1
rules text: Blood Priest Effort is calculated with Pray, with their total maximum Effort being equal to their Pray skill plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. At first level, the Blood Priest may choose two of the following miracles to master, and gain more as they advance in levels. Once chosen, a miracle pick is permanent and cannot be changed later. Miracles are not hindered by the wearing of armor and require no gestures or free hand to employ, though usually a prayer must be vocalized as part of the action. A Thousand Tongues: Commit Effort as an On Turn action; while it remains Committed, you can speak with and understand any sentient creature with a language of their own. To any listener, it will seem as if you are perfectly fluent in their own language, even as you speak in your own native tongue. This ability does not allow you to read or write unknown languages. Armor of God: Commit Effort as an On Turn action. While the Effort remains Committed, you have a natural Armor Class of 15 plus half your level, rounded down. This AC can be modified by shields or your Dexterity modifier, but not by other worn armor. Divine Guidance: Commit Effort for the day as a Main Action and meditate upon a choice or potential action before you. The GM will tell you whether the likely outcome of that choice is weal, woe, a mix of both, or nothing significant, using their own best estimation. This insight cannot perceive likely outcomes more than an hour or so into the future. Fear No Flame: Commit Effort for the day as an On Turn action while nominating a visible target. For the rest of the scene, they are immune to non-magical flame, smoke, or explosive damage, and decrease any sources of such magical damage they take by five points per level of Pray you have. God Wills It: Commit Effort for the day as an Instant action and loudly call down your god’s blessing on your comrades. For the rest of the scene, up to six allies per character level in …

1-5-5-1-partial-mage-blood-priest
type: Rule
name: Partial Mage/Blood Priest
slug: 1-5-5-1-partial-mage-blood-priest
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Mage/Blood Priest
  line start: 881
  line end: 895
section: 1.5.5.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-5-1-partial-warrior-blood-priest
type: Rule
name: Partial Warrior/Blood Priest
slug: 1-5-5-1-partial-warrior-blood-priest
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 896
  line end: 924
section: 1.5.5.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| Strain to the target, but no System Strain is added if it is applied outside of combat. At fourth level the healing done increases to 2d6+4 and at eighth level it becomes 4d6+8. Sanctified Ward: Commit Effort as an On Turn action. While the Effort is maintained and until you take some hostile action against a creature, you are immune to Shock damage and gain a +4 bonus to your Armor Class and all saving throws. Enemies must pass an Instinct check each round to target you with attacks; on a failure, they may take some other action instead. Once this art is ended it cannot be reactivated for the rest of the scene. Healing and other indirect support of fighting comrades does not count as a hostile action. Smite the Wicked: Commit Effort for the day as a On Turn action whenever you attack or take some damaging action toward a single target. You gain a +4 bonus to any hit roll, you inflict your character level as automatic damage, and you can roll any damage dice twice and take the higher result. This ability can only be used once per scene on a given target. The Light of Faith: Commit Effort as an On Turn action; while it remains Committed, you can cast a clear, bright radiance that extends up to thirty feet away from you. At your discretion, this light is visible only to you and your comrades, including up to a dozen allies. Transubstantiation: Commit Effort for the day as a Main Action to transform up to a gallon of any liquid into sacred blood. A draught of this holy liquid is sufficient to sustain a drinker for a day without further food or drink and will heal 1d6 plus the user’s Pray skill in lost hit points. A gallon of blood is sufficient to help a half-dozen people. The benefits of this art can be enjoyed only once per…

1-5-5-blood-priest-benefits
type: Rule
name: Blood Priest Benefits
slug: 1-5-5-blood-priest-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.5
  heading: Blood Priest Benefits
  line start: 844
  line end: 849
section: 1.5.5
rules text: The Blood Priest exists only as a partial Mage class, to be taken by an Adventurer alongside another partial class. A Partial Warrior/ Blood Priest might be a crusader for their god, wielding steel and terror against the evils of this world. A Partial Expert/Blood Priest might be an inquisitor, investigating dubious figures and sifting out the truth of mysterious events. All Blood Priests gain Pray as a bonus skill, acquiring it at level-0, or level-1 if they already have it at level-0. Even a “Blood Priest” who has only learned their abilities through study of their scriptures must master a wide variety of ecclesiastical rites and rituals in order to activate their powers.

1-5-5-the-blood-priest
type: Rule
name: 1.5.5 The Blood Priest
slug: 1-5-5-the-blood-priest
source: wwn-srd-v1
source locator:
  section: 1.5.5
  heading: 1.5.5 The Blood Priest
  line start: 840
  line end: 843
section: 1.5.5
rules text: As the devotee of a sanguinary god, a blood priest has magical powers for strengthening and supporting their allies.

1-5-6-1-duelist-arts
type: Rule
name: 1.5.6.1 Duelist Arts
slug: 1-5-6-1-duelist-arts
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: 1.5.6.1 Duelist Arts
  line start: 956
  line end: 963
section: 1.5.6.1
rules text: Duelist Effort is based on Stab, and is equal to the PC’s Stab skill plus the highest of their Dexterity or Intelligence modifiers, to a minimum of one point. All Duelists begin with the Favored Weapon art and one more of their choice. Additional arts are learned as the PC advances in experience. The arts of the Duelist require agility and free motion. The Duelist cannot benefit from any art of this class while wearing medium or heavy armor or carrying a large shield. Dual-wielding is practiced by some Duelists, but most prefer the defensive advantages of a small offhand shield. Favored Weapon: Choose one specific type of non-unarmed melee weapon. You begin play with such a weapon, and when using this type you may use the Favored Weapon attack bonus column on the Duelist table to determine your base hit bonus, unless it’s already better for some other reason. If your second partial class is Partial Warrior, your class’ base hit bonus with the weapon is instead equal to your level. You cannot apply this or other Duelist arts to thrown weapons.

1-5-6-1-other-duelist-arts
type: Rule
name: Other Duelist Arts
slug: 1-5-6-1-other-duelist-arts
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Other Duelist Arts
  line start: 964
  line end: 971
section: 1.5.6.1
rules text: Blood for Blood: Commit Effort for the scene as an Instant action when an enemy hits you with a physical attack. If you attack that enemy with your favored weapon before the end of the next round, the first blow hits automatically and can do no less damage than was done to you, up to the weapon’s maximum. Burst of Speed: Commit Effort for the day as an On Turn action. You may move your full normal movement rate as an On Turn action. This art can be used only once per round. Code Duello: Commit Effort for the day as an On Turn action when engaged with a single foe. So long as no other combatant attacks

1-5-6-1-partial-expert-duelist
type: Rule
name: Partial Expert/Duelist
slug: 1-5-6-1-partial-expert-duelist
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Expert/Duelist
  line start: 972
  line end: 986
section: 1.5.6.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-6-1-partial-mage-duelist
type: Rule
name: Partial Mage/Duelist
slug: 1-5-6-1-partial-mage-duelist
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Mage/Duelist
  line start: 987
  line end: 1001
section: 1.5.6.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-6-1-partial-warrior-duelist
type: Rule
name: Partial Warrior/Duelist
slug: 1-5-6-1-partial-warrior-duelist
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1002
  line end: 1053
section: 1.5.6.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+1|1 Warrior +1 Any| |2|2d6|+2|+1 Any| |3|3d6|+2|| |4|4d6|+3|| |5|5d6|+4|+1 Any| |6|6d6|+5|| |7|7d6|+5|+1 Any| |8|8d6|+6|| |9|9d6|+6|| |10|10d6|+7|+1 Any| either your target or you, and you attack no one but your target, you gain a +4 bonus to your Armor Class and can roll your hit rolls twice, taking the better result. Once the Code Duello has been disrupted or ended, it cannot be invoked again during that scene. Crushing Superiority: Your favored weapon gains the Less Lethal quality if it doesn’t already have it. Commit Effort for the scene as an Instant action when you hit a target; they must immediately make an Instinct check. This ability can be used only once per scene on any given target. Dauntless Step: Commit Effort for the scene as an On Turn action. The Move actions you make for the rest of the round can cross vertical surfaces or difficult terrain at your full normal movement rate, provided you end the round standing upright on a surface that can bear your weight. Dodge Doom: Commit Effort for the day as an Instant action when caught in some explosion or other burst effect. You take half damage, or no damage if the effect allows a save and you succeed at it. You can move yourself up to ten feet away from your original location, provided the new location is behind cover or away from the blast’s point of origin. Forced Engagement: Commit Effort for the scene as an Instant action when making an attack with your favored weapon; you may ignore one foe’s Screen Ally action for that attack. Gentleman’s Withdrawal: Commit Effort for the scene as a Move action. As part of this, you may move at your full movement rate without being hindered by armed foes unless they completely block your path. You count as having made a Fighting Withdrawal against any enemies engaged with you at the time. Graceful Leap: Commit Effort for the scene as an On Turn action to immediately leap up to ten feet horizontally…

1-5-6-duelist-benefits
type: Rule
name: Duelist Benefits
slug: 1-5-6-duelist-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.6
  heading: Duelist Benefits
  line start: 944
  line end: 949
section: 1.5.6
rules text: The Duelist is a partial Mage class, meant to be taken by an Adventurer in conjunction with another partial class. Partial Warrior/ Duelist is the most common pairing, for a skilled light-armor combatant with high mobility and a number of useful combat techniques. Partial Expert/Duelist might represent an assassin who relies on stealth as much as steel, while a rare few Mage/Duelist combinations speak of adventuring wizards who perhaps have more talent for the sword than for the spell. All Duelists gain Stab as a bonus skill. No Duelist worth the name is entirely incapable of effective use of melee weapons, though the style lends itself heavily to specialization.

1-5-6-the-duelist
type: Rule
name: 1.5.6 The Duelist
slug: 1-5-6-the-duelist
source: wwn-srd-v1
source locator:
  section: 1.5.6
  heading: 1.5.6 The Duelist
  line start: 940
  line end: 943
section: 1.5.6
rules text: Some warriors indulge in unique training methods that draw on arcane forces to enhance their speed and agility.

1-5-6-the-flaw-of-fragility
type: Rule
name: The Flaw of Fragility
slug: 1-5-6-the-flaw-of-fragility
source: wwn-srd-v1
source locator:
  section: 1.5.6
  heading: The Flaw of Fragility
  line start: 950
  line end: 955
section: 1.5.6
rules text: While the canons of the duelist make for an excellent one-on-one combatant, their practitioners spend much less time at raw physical conditioning than their more traditional warrior peers. The techniques they use are swift and lethal, but they aren’t as generally applicable to enduring harm as are standard training methods. As such, Partial Warriors/Partial Duelists use 1d6 for their hit dice, rather than the Partial Warrior’s usual 1d6+2. Other partial class mixes are unaffected by this flaw.

1-5-7-1-elementalist-arts
type: Rule
name: 1.5.7.1 Elementalist Arts
slug: 1-5-7-1-elementalist-arts
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: 1.5.7.1 Elementalist Arts
  line start: 1068
  line end: 1073
section: 1.5.7.1
rules text: Elementalist Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Elementalists have a score one point lower than this, albeit not less than one. Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks. Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.

1-5-7-1-full-elementalist-arts-and-spells
type: Rule
name: Full Elementalist Arts and Spells
slug: 1-5-7-1-full-elementalist-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Full Elementalist Arts and Spells
  line start: 1095
  line end: 1109
section: 1.5.7.1
rules text: |Level|Max Level|Spells Cast|Spells Prepared|Arts Gained| |---|---|---|---|---| |1|1|1|3|Elemental Resilience, Elemental Sparks, and Any One| |2|1|1|3|Any One| |3|2|2|4|| |4|2|2|5|Any One| |5|3|3|6|| |6|3|3|7|Any One| |7|4|4|8|| |8|4|4|9|Any One| |9|5|5|10|| |10|5|6|12|Any One|

1-5-7-1-other-elementalist-arts
type: Rule
name: Other Elementalist Arts
slug: 1-5-7-1-other-elementalist-arts
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Other Elementalist Arts
  line start: 1074
  line end: 1094
section: 1.5.7.1
rules text: Beckoned Deluge: Commit Effort for the scene as a Main Action to conjure a considerable amount of water at a visible point within fifty feet per caster level. This water is sufficient to drench one 10-foot cube of matter per character level, making non-magical bowstrings useless, extinguishing flames, and inflicting 1d6 damage per caster level on fiery supernatural creatures. This water persists indefinitely after its conjuration and is sufficient to hydrate ten people per caster level. Earthsight: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can see the outlines of solid objects even in perfect darkness, and can peer through a number of feet of earth or stone equal to your character level. Elemental Blast: Commit Effort for the scene as a Main Action to hurl a blast of some elemental force at a visible target within fifty feet per character level. The attack is made with Magic as the combat skill, Int, Cha, or Dex as the attribute, and a bonus to hit equal to your character level. It is not hindered by melee foes. On a hit, the attack does 1d6 damage plus your character level and attribute |Level|fu Hit Dice|llelemenTalisT Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-7-1-partial-elementalist-arts-and-spells
type: Rule
name: Partial Elementalist Arts and Spells
slug: 1-5-7-1-partial-elementalist-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1110
  line end: 1138
section: 1.5.7.1
rules text: |Level|Max Level|Spells Cast|Spells Prepared|Arts Gained| |---|---|---|---|---| |1|1|1|2|Elemental Resilience, Elemental Sparks, and Any One| |2|1|1|3|| |3|1|1|3|Any One| |4|1|2|4|| |5|2|2|5|| |6|2|3|6|Any One| |7|2|3|7|| |8|2|3|7|| |9|3|4|8|Any One| |10|3|4|9|| mod. The blast may have collateral effects on objects in the case of hurled fire or a torrent of pressurized water, but any conjured matter vanishes at the end of the round. Flamesight: Commit Effort as an On Turn action. While the Effort remains Committed, you can see thermal gradients sufficient to distinguish surfaces and living creatures, even in perfect darkness. Optionally, you may cause your own eyes to cast a light sufficient to illuminate your surroundings clearly out to a range of 30 feet. Pavis of Elements: Commit Effort as an On Turn action to conjure an elemental barrier around yourself. The barrier improves your Armor Class by +4 and remains as long as the Effort remains Committed. This bonus stacks with other effects, but cannot increase AC above 18, regardless of the combinations. Petrifying Stare: Commit Effort for the day as a Main Action and target a visible creature. The creature must make a Physical save or become partially petrified, losing its Move action for a number of rounds equal to half your caster level, rounded up. Flying creatures are forced to land by this art and swimming creatures will inevitably sink to the bottom. Rune of Destruction: Commit Effort for the day as a Main Action and target an adjacent solid surface. A glowing rune the size of a handprint forms on the surface and persists for one hour per caster level. Any creature who gets within two feet of the rune will trigger it, causing it to explode in a five-foot radius with an elemental force of your choice and suffering 2d6 damage plus your caster level. Creatures already within five feet of the rune when it is laid will not trigger it until they re-enter the area, nor will the caster trigger their own runes. Runes …

1-5-7-1-partial-expert-elementalist
type: Rule
name: Partial Expert/Elementalist
slug: 1-5-7-1-partial-expert-elementalist
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Expert/Elementalist
  line start: 1139
  line end: 1153
section: 1.5.7.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-7-1-partial-other-mage-elementalist
type: Rule
name: Partial Other Mage/Elementalist
slug: 1-5-7-1-partial-other-mage-elementalist
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Other Mage/Elementalist
  line start: 1154
  line end: 1168
section: 1.5.7.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-7-1-partial-warrior-elementalist
type: Rule
name: Partial Warrior/Elementalist
slug: 1-5-7-1-partial-warrior-elementalist
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Warrior/Elementalist
  line start: 1169
  line end: 1183
section: 1.5.7.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-7-elementalist-benefits
type: Rule
name: Elementalist Benefits
slug: 1-5-7-elementalist-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.7
  heading: Elementalist Benefits
  line start: 1058
  line end: 1067
section: 1.5.7
rules text: All Elementalists gain Magic as a bonus skill, acquiring it at level-0, or level-1 if was already level-0. Elementalists can prepare and cast High Magic spells in addition to the spells specific to Elementalists. As usual for spellcasters, Elementalists can’t cast spells or use arts while armored or holding a shield. Elementalists are not as talented at general High Magic research as High Mages are, but their studies still bear fruit in time. Each time they advance a level, they can pick a new High Magic spell or an Elementalist spell to add to their spellbook. They must be able to cast the spell to add it to their selection. Elementalists gain the Elemental Resilience and Elemental Sparks arts as part of their basic training, and may pick one additional art from the list below. Further arts are learned as they advance in character level, as given in the tables below. Once chosen, an art cannot be changed.

1-5-7-the-elementalist
type: Rule
name: 1.5.7 The Elementalist
slug: 1-5-7-the-elementalist
source: wwn-srd-v1
source locator:
  section: 1.5.7
  heading: 1.5.7 The Elementalist
  line start: 1054
  line end: 1057
section: 1.5.7
rules text: Elementalists are spellcasting Mages who focus on the manipulation of the material world around them. While they are capable of using High Magic, their specialist spells focus chiefly on wielding the classical elements of fire, air, water, and earth.

1-5-8-class-ability-masterful-expertise
type: Rule
name: Class Ability: Masterful Expertise
slug: 1-5-8-class-ability-masterful-expertise
source: wwn-srd-v1
source locator:
  section: 1.5.8
  heading: Class Ability: Masterful Expertise
  line start: 1192
  line end: 1199
section: 1.5.8
rules text: Once per scene, a Full Expert may reroll any non-combat skill check as an Instant action. This allows the Expert to make a roll and then immediately use this ability if the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may be used. Note that the typical ten-minute dungeon exploration turn generally counts as a scene, allowing the Full Expert to use this ability every turn if they so wish. Partial Experts do not receive this ability.

1-5-8-class-ability-quick-learner
type: Rule
name: Class Ability: Quick Learner
slug: 1-5-8-class-ability-quick-learner
source: wwn-srd-v1
source locator:
  section: 1.5.8
  heading: Class Ability: Quick Learner
  line start: 1200
  line end: 1218
section: 1.5.8
rules text: When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish. Partial Experts do receive this ability. |Level|full Hit Dice|expeRT Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-8-partial-mage-partial-expert
type: Rule
name: Partial Mage/Partial Expert
slug: 1-5-8-partial-mage-partial-expert
source: wwn-srd-v1
source locator:
  section: 1.5.8
  heading: Partial Mage/Partial Expert
  line start: 1219
  line end: 1246
section: 1.5.8
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any| |Level|paRTialWaR Hit Dice|RioR/paRTi Attack Bonus|alexpeRT Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Expert +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-8-the-expert
type: Rule
name: 1.5.8 The Expert
slug: 1-5-8-the-expert
source: wwn-srd-v1
source locator:
  section: 1.5.8
  heading: 1.5.8 The Expert
  line start: 1184
  line end: 1191
section: 1.5.8
rules text: Your hero is an expert at some useful skill. Thieves, diplomats, healers, scholars, explorers, artisans, and other such heroes should pick the Expert class if they wish to focus on developing their special skills and performing tremendous feats of mastery with them. Experts gain the widest variety of non-combat skills and are the quickest to learn more of them. An Expert has an uncanny knack for wielding their skills successfully at a crucial moment, whether or not it’s a skill they’ve taken for their specialty. Once per scene, the Expert can reroll a failed non-combat skill check, gaining a second chance to yank victory from the jaws of otherwise certain failure. Their natural focus on personal development and determined refinement of their skills bleeds through even into those talents they don’t make their special domain. Experts are also capable combatants, fully able to hold their own in the midst of a murderous fray. It’s not unknown for some Experts to specialize in professions related to martial pursuits, such as an assassin who relies heavily on their superb powers of stealth and deception to reach their unwary foes.

1-5-9-1-healer-arts-2
type: Rule
name: Healer Arts
slug: 1-5-9-1-healer-arts-2
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Healer Arts
  line start: 1342
  line end: 1356
section: 1.5.9.1
rules text: |Level|Arts Gained| |---|---| |1|Healing Touch and Any One| |2|Any One| |3|| |4|Any One| |5|Any One| |6|Any One| |7|| |8|Any One| |9|| |10|Any One|

1-5-9-1-healer-arts
type: Rule
name: 1.5.9.1 Healer Arts
slug: 1-5-9-1-healer-arts
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: 1.5.9.1 Healer Arts
  line start: 1261
  line end: 1268
section: 1.5.9.1
rules text: Healer Effort is calculated with Heal rather than Magic, with each PC’s maximum being equal to their Heal skill level plus the better of their Intelligence or Charisma modifiers, to a minimum of one point. All Healers are trained in the Healing Touch art, but may develop other techniques with time. Healing Touch: Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.

1-5-9-1-other-healer-arts
type: Rule
name: Other Healer Arts
slug: 1-5-9-1-other-healer-arts
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Other Healer Arts
  line start: 1269
  line end: 1282
section: 1.5.9.1
rules text: Empowered Healer: Your Healing Touch becomes more powerful, adding your level to any healing. Facile Healer: Your Healing Touch ability is improved;, and you no longer need to Commit Effort to activate it. Far Healer: Your Healing Touch ability is improved, and may be used on a visible target within ten feet per character level. Final Repose: Target a visible living creature and Commit Effort for the day as an Instant action. For the rest of the scene, they take a Physical saving throw penalty equal to your Heal skill. If they are reduced to zero hit points before the end of the scene, they die with no chance for stabilization or revival. Healer’s Eye: Commit Effort as an On Turn action; while the Effort remains committed, you can use a Main Action to visually detect diseases and poisons, diagnose creatures flawlessly, perceive their physiology, and learn their current hit point totals. As a side effect, you can detect living creatures by sight regardless of available light or obscuring mists. Limb Restoration: Only expert healers can master this art, which

1-5-9-1-partial-expert-healer
type: Rule
name: Partial Expert/Healer
slug: 1-5-9-1-partial-expert-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Expert/Healer
  line start: 1283
  line end: 1297
section: 1.5.9.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-9-1-partial-mage-healer
type: Rule
name: Partial Mage/Healer
slug: 1-5-9-1-partial-mage-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Mage/Healer
  line start: 1298
  line end: 1312
section: 1.5.9.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-9-1-partial-warrior-healer
type: Rule
name: Partial Warrior/Healer
slug: 1-5-9-1-partial-warrior-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1313
  line end: 1341
section: 1.5.9.1
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| cannot be learned earlier than 8th level. You must Commit all remaining Effort for the day, a minimum of one point, to regenerate a missing limb or organ for a target you are touching, or efface some dramatic scar or other physical debility. The target’s System Strain is automatically maximized. Purge Ailment: Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/Heal or Cha/Heal skill check against a difficulty of 8 or more. At seventh level, you need only Commit Effort for the scene to use this ability. Refined Restoration: You and up to a dozen allies you tend before they sleep will all lose 2 System Strain from a good night’s rest instead of 1. Revive the Fallen: Only expert healers are capable of mastering this art, which cannot be learned earlier than 8th level. Commit Effort for the day as a Main Action to revive a recently-slain living creature that you are touching. This ability must be used on a target within one minute per caster level of their death, and will not work on a corpse that has been dismembered, incinerated, or otherwise disjected. The target’s System Strain is automatically maximized and they’ll be unconscious for twenty-four hours after their restoration before awakening with 1 hit point. Swift Healer: Your Healing Touch ability is improved, and may be used as an On Turn action once per day per character level, though not more than once per round on any given target. The Healer’s Knife: Your Healing Touch ability is altered, and may be used to inflict damage to a living target instead of healing it. The dama…

1-5-9-healer-benefits
type: Rule
name: Healer Benefits
slug: 1-5-9-healer-benefits
source: wwn-srd-v1
source locator:
  section: 1.5.9
  heading: Healer Benefits
  line start: 1251
  line end: 1260
section: 1.5.9
rules text: The Healer class exists only as a partial Mage class, to be taken by an Adventurer along with another partial class. Thus, a Partial Warrior/Partial Healer might be a grizzled combat medic, a Partial Expert/Partial Healer might be an erudite physician gifted in both mundane and magical healing methods, and a Partial Necromancer/Partial Healer might be an adept of life and death. All Healers gain Heal as a bonus skill, acquiring it at level-0, or level-1 if they already have it at level-0. A basic grounding in mundane healing techniques is necessary in order to learn their more sophisticated magical arts. Healers do not learn how to cast spells. Instead, they focus on their special arcane healing arts. Wielding these arts usually requires nothing more than touching the target and concentrating on the desired effect, and the process is direct and simple enough to perform even when burdened by armor or carrying a shield. These arts are usually quite subtle, and don’t produce visible or audible indications of their use. At first level, a Healer gains the Healing Touch art and can pick one more of their choice. As they advance in levels afterwards, they can learn new arts. Once chosen, an art is permanent and cannot be exchanged.

1-5-9-the-healer
type: Rule
name: 1.5.9 The Healer
slug: 1-5-9-the-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9
  heading: 1.5.9 The Healer
  line start: 1247
  line end: 1250
section: 1.5.9
rules text: The Healer is a partial Mage class that does not use spells. Instead, they gain specific arts that allow them to mend wounds, cure illnesses, and otherwise sustain their allies.

1-6-0-foci
type: Rule
name: 1.6.0 Foci
slug: 1-6-0-foci
source: wwn-srd-v1
source locator:
  section: 1.6.0
  heading: 1.6.0 Foci
  line start: 2344
  line end: 2351
section: 1.6.0
rules text: Foci are special talents that a PC can possess. They aren’t as powerful as Edges, but a PC will develop more of them over time. Any PC can select any Focus, barring a few with specific requirements; they do not need to fit the class they selected. So long as the player can explain how or why they acquired the talent they can have it. Foci usually come in two levels, though some have only one. The first time a Focus is chosen, the benefits of the first level are gained. The second time it’s chosen, the benefits of the second level are added to those of the first. A new character may choose one Focus of any kind. Warriors and Partial Warriors may select another combat-related Focus, and Experts and Partial Experts may select another non-combat-related Focus. If a Focus is ambiguous, the GM decides whether or not it falls into a particular category for the PC.

1-6-1-alert
type: Rule
name: Alert
slug: 1-6-1-alert
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Alert
  line start: 2356
  line end: 2361
section: 1.6.1
rules text: You are keenly aware of your surroundings and virtually impossible to take unaware. Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result. Level 2: You always act first in a combat round unless someone else involved is also this Alert.

1-6-1-armored-magic
type: Rule
name: Armored Magic
slug: 1-6-1-armored-magic
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Armored Magic
  line start: 2362
  line end: 2367
section: 1.6.1
rules text: Usable only by Mage heroes who would otherwise be prevented from casting spells or using arts while armored, this Focus reflects special training in channeling magic through the hindering materials of conventional armor. Level 1: You can cast spells or use arts while wearing armor that has an Encumbrance value of no more than two. You can use a shield while casting, provided your other hand is empty for gesturing. Level 2: You can cast spells while wearing armor of any Encumbrance. You’ve also learned to cast spells while both your hands are full, though not bound.

1-6-1-armsmaster
type: Rule
name: Armsmaster
slug: 1-6-1-armsmaster
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Armsmaster
  line start: 2368
  line end: 2375
section: 1.6.1
rules text: You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or nonthrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock. Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with. Level 2: The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.

1-6-1-artisan
type: Rule
name: Artisan
slug: 1-6-1-artisan
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Artisan
  line start: 2376
  line end: 2381
section: 1.6.1
rules text: You have remarkable gifts as a crafter and can often improvise techniques even in fields unrelated to your usual background. You are able to create mods for equipment even if you are not an Expert. Level 1: Gain Craft as a bonus skill. Your Craft skill is treated as one level higher, up to a maximum of 5, for purposes of crafting and maintaining mods. Mods you build require one fewer unit of arcane salvage, down to a minimum of one. Your Craft skill is applicable to any normal crafting profession’s work, allowing you to fashion their wares without penalty. Level 2: The first mod you add to an item requires no Maintenance and only half the silver piece cost usually required. This benefit is in addition to the benefits of installing a mod in masterwork gear you build. You automatically succeed at any attempt to build masterwork gear, and once per month you can reduce a created mod’s salvage cost by one further unit, down to a minimum of zero.

1-6-1-assassin
type: Rule
name: Assassin
slug: 1-6-1-assassin
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Assassin
  line start: 2382
  line end: 2389
section: 1.6.1
rules text: You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack. Level 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife from anything less invasive than a strip search. You can draw or produce this object as an On Turn action, and your point-blank thrown or melee attacks made during a surprise round with it cannot miss the target. Level 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards.

1-6-1-authority
type: Rule
name: Authority
slug: 1-6-1-authority
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Authority
  line start: 2390
  line end: 2397
section: 1.6.1
rules text: You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent magical powers or an ancient bloodline of sorcerous rule. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers. Level 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not significantly harmful or extremely uncharacteristic. Level 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers and henchmen will not act against your interests unless under extreme pressure.

1-6-1-close-combatant
type: Rule
name: Close Combatant
slug: 1-6-1-close-combatant
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Close Combatant
  line start: 2398
  line end: 2405
section: 1.6.1
rules text: You’ve had all too much practice at close-in fighting and desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing. Level 1: Gain any combat skill as a bonus skill. You can use knifesized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion. Level 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.

1-6-1-connected
type: Rule
name: Connected
slug: 1-6-1-connected
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Connected
  line start: 2406
  line end: 2413
section: 1.6.1
rules text: You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends. Level 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you. Level 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.

1-6-1-cultured
type: Rule
name: Cultured
slug: 1-6-1-cultured
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Cultured
  line start: 2414
  line end: 2419
section: 1.6.1
rules text: Through wide travel, careful observation, or extensive study, you’ve obtained a wide experience of the cultures of your region and an ability to navigate their customs, laws, and languages. You know what to do and say to impress others with the reasonableness of your wishes. Level 1: Gain Connect as a bonus skill. You can fluently speak all the common languages of your native region and convey at least basic information in the uncommon or esoteric ones. You can learn a new language with only a week’s practice with a native speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that would not put them to significant expense or risk, assuming the NPC isn’t hostile to you. Level 2: Once per game session, reroll a failed social skill check as you use your cultural knowledge to push your interlocutor toward the desired result.

1-6-1-deadeye
type: Rule
name: Deadeye
slug: 1-6-1-deadeye
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Deadeye
  line start: 2426
  line end: 2433
section: 1.6.1
rules text: You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye. Level 1: Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll. Level 2: You can reload crossbows or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.

1-6-1-dealmaker
type: Rule
name: Dealmaker
slug: 1-6-1-dealmaker
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Dealmaker
  line start: 2434
  line end: 2441
section: 1.6.1
rules text: You have an uncanny ability to sniff out traders and find good deals, licit or otherwise. Even those who might not normally be disposed to bargain with you can sometimes be persuaded to pause and negotiate, if you have something they want. Level 1: Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all. Level 2: Once per session, target a sentient who is not just then trying to kill you or your allies and make a request of it that it can comprehend. If it’s at all plausible for it to make such terms, it will do so for a price or favor it thinks you can grant, though the price for significant favors might be dear.

1-6-1-developed-attribute
type: Rule
name: Developed Attribute
slug: 1-6-1-developed-attribute
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Developed Attribute
  line start: 2442
  line end: 2445
section: 1.6.1
rules text: Your hero has a remarkable degree of development to one or more of their attributes. This may be derived from an eldritch bloodline, native brilliance, or sheer, stubborn determination. This Focus cannot be taken by heroes with the Mage or Partial Mage classes. Level 1: Choose an attribute; its modifier is increased by +1, up to a maximum of +3. The actual score does not change, but the modifier increases, and may increase again if later advancement improves the attribute enough. You can choose this Focus more than once to improve different attributes.

1-6-1-die-hard
type: Rule
name: Die Hard
slug: 1-6-1-die-hard
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Die Hard
  line start: 2420
  line end: 2425
section: 1.6.1
rules text: You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero. Level 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this Focus after first level. You automatically stabilize if Mortally Wounded, provided you have not been incinerated, dismembered, or otherwise torn apart. Level 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from large-scale, instantly-lethal trauma.

1-6-1-diplomatic-grace
type: Rule
name: Diplomatic Grace
slug: 1-6-1-diplomatic-grace
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Diplomatic Grace
  line start: 2446
  line end: 2453
section: 1.6.1
rules text: Your skill at personal negotiations is enormous and uncanny. Some might even think it supernatural in nature. Level 1: Gain Convince as a bonus skill. You speak all the languages common to your region of the world and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy. Level 2: Once per day, silently consecrate a bargain; the target must make a Mental save to break the deal unless their life or something they love as much is imperiled by it. Most NPCs won’t even try to break it. The deal must be for something specific and time-limited, and not an open-ended bargain.

1-6-1-focus-list
type: Rule
name: 1.6.1 Focus List
slug: 1-6-1-focus-list
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: 1.6.1 Focus List
  line start: 2352
  line end: 2355
section: 1.6.1
rules text: The Foci below are common to most fantasy settings. Others might be added to support particular campaigns.

1-6-1-gifted-chirurgeon
type: Rule
name: Gifted Chirurgeon
slug: 1-6-1-gifted-chirurgeon
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Gifted Chirurgeon
  line start: 2454
  line end: 2461
section: 1.6.1
rules text: You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care. Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle. Level 2: Your curative gifts count as magical healing. You can heal 1d6+Heal skill in damage to an adjacent wounded ally as a Main Action, potentially reviving them without any lingering Frailty. Each such application of healing adds 1 System Strain to the target, and the gift cannot be used on targets already at their maximum System Strain.

1-6-1-henchkeeper
type: Rule
name: Henchkeeper
slug: 1-6-1-henchkeeper
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Henchkeeper
  line start: 2462
  line end: 2471
section: 1.6.1
rules text: You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options. You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase. Level 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will have the combat statistics of a normal adult from their culture. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman. Level 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as 2 HD combatants from their culture. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.

1-6-1-impervious-defense
type: Rule
name: Impervious Defense
slug: 1-6-1-impervious-defense
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Impervious Defense
  line start: 2472
  line end: 2479
section: 1.6.1
rules text: Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply. Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up. Level 2: Once per day, as an Instant action, you can shrug off any single weapon attack or physical trauma inflicted by a foe. Environmental damage, falling damage, or other harm that couldn’t be forfended by strong armor cannot be resisted this way.

1-6-1-impostor
type: Rule
name: Impostor
slug: 1-6-1-impostor
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Impostor
  line start: 2480
  line end: 2485
section: 1.6.1
rules text: You are exceedingly skilled at presenting yourself as something you are not, including disguises, voice mimicry, and lightning-fast wardrobe changes. Some impostors rely on the acting skills of Perform, while others lean more to the nefarious tricks of Sneak. Level 1: Gain Perform or Sneak as a bonus skill. Once per scene, reroll any failed skill check or saving throw related to maintaining an imposture or disguise. Create one false identity of no great social importance; you can flawlessly pretend to be that person, such that only extremely persuasive proof can connect you with it. You can change this identity with a week’s worth of effort in building a new one. Level 2: You can alter your clothing and armor such that a single Main Action lets you swap between any of three chosen appearances. In addition to your original false identity, you can establish a new false identity in each city or significant community you spend at least a day in.

1-6-1-lucky
type: Rule
name: Lucky
slug: 1-6-1-lucky
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Lucky
  line start: 2486
  line end: 2491
section: 1.6.1
rules text: Some fund of remarkable luck has preserved your life at least once in the past, and continues to give you an edge in otherwise hopeless situations. This luck does not favor the already-blessed; this Focus can only be taken by a PC with at least one attribute modifier of -1 or less. Level 1: Once per week, a blow or effect that would otherwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. You make any rolls related to games of chance twice, taking the better roll. Level 2: Once per session, in a situation of need or peril, you can trust to your luck and roll 1d6. On a 2 or more, something fortunate will happen to further your goal, provide an escape from immediate peril, or otherwise give you an advantage you need, if not immediate victory. On a 1, the situation will immediately grow much worse, as the GM sees fit.

1-6-1-nullifier
type: Rule
name: Nullifier
slug: 1-6-1-nullifier
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Nullifier
  line start: 2492
  line end: 2499
section: 1.6.1
rules text: Something about your hero interferes with easy use of magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Focus cannot be taken by Mages or Partial Mages. Level 1: You and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, you can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success. Level 2: Once per day, as an Instant action, you are simply not affected by an unwanted magical effect or supernatural monstrous ability, even if it wouldn’t normally allow a saving throw. Immunity to a persistent effect lasts for the rest of the scene.

1-6-1-poisoner
type: Rule
name: Poisoner
slug: 1-6-1-poisoner
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Poisoner
  line start: 2500
  line end: 2507
section: 1.6.1
rules text: You are a skilled poisoner, capable of compounding toxins out of readily-available flora and minerals. It takes an hour to brew a poison, and you can keep as many doses fresh as you have levels. Blade venoms take a Main Action to apply and last for ten minutes or until a hit or Shock is inflicted, whichever comes first. Detecting poisoned food is a Wis/Notice skill check against 10, or 12 if the diner’s not a noble or otherwise normally wary of poison. One dose can poison up to a half-dozen diners. Level 1: Gain Heal as a bonus skill. Gain a reroll on any failed saving throw versus poison. Your toxins inflict 2d6 damage plus your level on a hit or Shock, with a Physical save for half. Your incapacitating or hallucinogenic toxins do the same, but those reduced to zero hit points are simply incapacitated for an hour. Level 2: You are immune to poison and can apply a universal antidote to any poisoned ally as a Main Action. Any attempt to detect or save against your poisons takes a penalty equal to your Heal skill. Your ingested poisons count as an Execution Attack against unsuspecting targets, with Heal used for the Physical saving throw penalty and 1d6 damage per level done on a success. Such poisons can be non-lethal at your discretion.

1-6-1-polymath
type: Rule
name: Polymath
slug: 1-6-1-polymath
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Polymath
  line start: 2508
  line end: 2515
section: 1.6.1
rules text: You have a passing acquaintance with a vast variety of practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note that the phantom skill levels granted by this Focus don’t stack with normal skill levels or give a skill purchase discount. Only Experts or Partial Experts can take this Focus. Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely. Level 2: You treat all non-combat skills as if they were at least level-1 for purposes of skill checks.

1-6-1-rider
type: Rule
name: Rider
slug: 1-6-1-rider
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Rider
  line start: 2516
  line end: 2521
section: 1.6.1
rules text: Anyone with any level of Ride skill can fight competently on horseback or keep their mount healthy. You have an almost supernatural bond with your steeds, however, and can push them beyond normal limits. Level 1: Gain Ride as a bonus skill. Your steeds all count as Morale 12 in battle, use your AC if it’s higher than theirs, and can travel 50% further in a day than normal for their kind. You can intuitively communicate with riding beasts, gaining as much information from it as its intellect can convey. Level 2: Once per scene, negate a successful attack against your steed as an Instant action. Once per scene, reroll any failed Ride skill check. You can telepathically send and receive simple warnings, thoughts, and commands to and from your steed so long as it’s within two hundred feet. You can so bond with one steed at a time, taking an hour to do so.

1-6-1-shocking-assault
type: Rule
name: Shocking Assault
slug: 1-6-1-shocking-assault
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Shocking Assault
  line start: 2522
  line end: 2529
section: 1.6.1
rules text: You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood. Level 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock. Level 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do on a miss.

1-6-1-sniper-s-eye
type: Rule
name: Sniper’s Eye
slug: 1-6-1-sniper-s-eye
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Sniper’s Eye
  line start: 2530
  line end: 2535
section: 1.6.1
rules text: You are an expert at placing a thrown knife or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a bow, hurlant, or thrown weapon. Level 1: Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die. Level 2: You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.

1-6-1-special-origin
type: Rule
name: Special Origin
slug: 1-6-1-special-origin
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Special Origin
  line start: 2536
  line end: 2543
section: 1.6.1
rules text: Heroes in this game are assumed to be human, or close enough as to make no real difference. PCs who want to belong to some more exotic species or demihuman kind can pick the origin Focus appropriate to their chosen species, such as those given in the bestiary chapter for different types of creatures. The availability of these special origins will depend on the campaign and the GM’s permission. Even if elves and dwarves do exist in the campaign world, the GM is not obliged to let players use them as PCs if that choice doesn’t fit the tone or location being used. Note also that a PC who just wants to be different without asking for any special mechanical benefits does not need to buy any special Focus. If their particular demihuman or alien has no real advantages over a human, then they can just proclaim their nature as such, assuming the GM allows such beings in their campaign.

1-6-1-specialist
type: Rule
name: Specialist
slug: 1-6-1-specialist
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Specialist
  line start: 2544
  line end: 2549
section: 1.6.1
rules text: You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a famed athlete, a brilliant scholar, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills. Level 1: Gain any skill as a bonus, except for Magic, Stab, Shoot, or Punch. Roll 3d6 and drop the lowest die for all skill checks in this skill. Level 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.

1-6-1-spirit-familiar
type: Rule
name: Spirit Familiar
slug: 1-6-1-spirit-familiar
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Spirit Familiar
  line start: 2550
  line end: 2575
section: 1.6.1
rules text: You have a minor spirit, devil, construct, magical beast, or other creature as a devoted companion. While its abilities are limited, it is absolutely loyal to you. Level 1: Choose a form for your familiar no smaller than a cat nor larger than a human. It has the traits and abilities of an entity created by Calculation of the Evoked Servitor but may be summoned or dismissed as a Main Action, appearing within melee range of its owner. It cannot carry objects with it during its vanishment aside from the clothing natural to its shape. It has no need for food, water, or sleep. If killed, it vanishes and cannot be re-summoned for 24 hours. Once per day, it can refresh one point of Committed Effort for you. Level 2: Pick two benefits from the list below for your familiar. This level may be taken more than once, adding two additional options each time. - It has hit points equal to three times your level - It gains the ability to attack with a hit bonus equal to half - your level, rounded up, doing 1d8 damage on a hit with no Shock - It gains a +1 skill check bonus and can apply it to a range - of situations equivalent to one normal human background - It gains another shape of your choice which it can adopt - or discard as an On Turn action - It can hover or fly at its usual movement rate - It can communicate freely with others in any language you - know

1-6-1-trapmaster
type: Rule
name: Trapmaster
slug: 1-6-1-trapmaster
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Trapmaster
  line start: 2576
  line end: 2583
section: 1.6.1
rules text: You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in dungeons or the lairs of sorcerers. You know how to improvise traps with materials you easily carry. Level 1: Gain Notice as a bonus skill. Once per scene, reroll any failed saving throw or skill check related to traps or snares. Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission. Level 2: You know secrets for unraveling even magical traps or arcane hazards that would normally require a wizard to dispel them. Once per scene, your efforts count as an Extirpate Arcana spell against the trap or hazard, cast as if a Mage of twice your level, with any relevant skill check being Int/Notice or Dex/Notice. This ability can be used against any stationary magical effect that’s susceptible to being dispelled by _Extirpate Arcana_ .

1-6-1-unarmed-combatant
type: Rule
name: Unarmed Combatant
slug: 1-6-1-unarmed-combatant
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Unarmed Combatant
  line start: 2584
  line end: 2589
section: 1.6.1
rules text: Your empty hands are more dangerous than swords in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding bows and similar ranged long arms, though you need at least one hand free to do so. Level 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. Level 2: Even on a miss with a Punch attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target.

1-6-1-unique-gift
type: Rule
name: Unique Gift
slug: 1-6-1-unique-gift
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Unique Gift
  line start: 2590
  line end: 2597
section: 1.6.1
rules text: Your hero has some unusual ability or magical knack that can’t be adequately described by an existing Focus. This choice is a catchall meant to represent a special power that’s in some way worth a Focus pick. The exact effect of the ability should be defined by the player and the GM together, working out some result that seems fair and reasonable. This will vary from table to table and from campaign to campaign; an innate ability to breathe water is little more than a novelty in a desert setting, while a campaign based on piracy in an endless archipelago might make it far more significant. As with any power, the group should be willing to reconsider the gift if it turns out to be exceptionally weak in play or a stronger power than was anticipated.

1-6-1-valiant-defender
type: Rule
name: Valiant Defender
slug: 1-6-1-valiant-defender
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Valiant Defender
  line start: 2598
  line end: 2605
section: 1.6.1
rules text: You are a bodyguard, shieldbearer, or other gifted defender of others, accustomed to the roil of bloody battle and desperate struggle. You have an exceptional ability to shield your allies from the attacks of those who would slay them. Level 1: Gain Stab or Punch as a bonus skill. Gain a +2 on all skill checks for the Screen Ally combat action. You can screen against one more attacker per round than your skill would normally allow. Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill. Level 2: The first Screen Ally skill check you make in a round is always successful. Gain +2 AC while screening someone. You can screen against foes as large as ogres or oxen.

1-6-1-well-met
type: Rule
name: Well Met
slug: 1-6-1-well-met
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Well Met
  line start: 2606
  line end: 2613
section: 1.6.1
rules text: You have a striking ability to charm and pacify people and creatures you’ve just met. Once they get to know you, however, their opinions are more likely to be based on experience; this Focus works only once on a target. Level 1: Reaction rolls made by those the party meets are given a +1 bonus so long as you are present, whether or not you do the talking. Even hostile encountered beings will usually give the party a round to parley before attacking unless they’re in ambush or have a clear reason for immediate violence. Level 2: Once per game session, when a reaction roll is made, cause the subject to be as friendly and helpful to you and your party as it’s plausibly possible for them to be. It’s up to the GM to decide why the creature becomes so; it might be mistaken about your nature, or find you hilarious, or perhaps want a favor from you and your allies.

1-6-1-whirlwind-assault
type: Rule
name: Whirlwind Assault
slug: 1-6-1-whirlwind-assault
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Whirlwind Assault
  line start: 2614
  line end: 2621
section: 1.6.1
rules text: You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded. Level 1: Gain Stab as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock. Level 2: The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.

1-6-1-xenoblooded
type: Rule
name: Xenoblooded
slug: 1-6-1-xenoblooded
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Xenoblooded
  line start: 2622
  line end: 2643
section: 1.6.1
rules text: You have been both blessed and cursed by some exotic supernatural or alien bloodline. Level 1: Choose one set of benefits from the list below to reflect your alien heritage. Other gifts may exist. - You are immune to heat damage and can breathe and see - through smoke without hindrance. - You are water-adapted and can breathe water and see - through it up to 120’ regardless of light. You swim at double your normal Move rate. - You were built to heavier or lighter gravity conditions; gain a - +1 to either your Strength or Dexterity modifiers, to a maximum of +3, and a -1 penalty to the modifier of the other attribute. - You are nourished by invisible radiations and need neither - eat, sleep, nor breathe. You can see clearly even in the absence of any light.

1-7-0-final-character-creation-steps
type: Rule
name: 1.7.0 Final Character Creation Steps
slug: 1-7-0-final-character-creation-steps
source: wwn-srd-v1
source locator:
  section: 1.7.0
  heading: 1.7.0 Final Character Creation Steps
  line start: 2644
  line end: 2647
section: 1.7.0
rules text: The player now records their character’s final statistics and chooses their name and current goal.

1-7-1-record-maximum-hit-points
type: Rule
name: 1.7.1 Record Maximum Hit Points
slug: 1-7-1-record-maximum-hit-points
source: wwn-srd-v1
source locator:
  section: 1.7.1
  heading: 1.7.1 Record Maximum Hit Points
  line start: 2648
  line end: 2655
section: 1.7.1
rules text: Your character’s hit points measure their distance from defeat or death. If your character is reduced to zero hit points, they are either dying or incapacitated based on the nature of the injury. A new character rolls the hit die for their class, adding their Constitution modifier to it. If they have chosen the Die Hard Focus they may add +2 to the roll. The final value for a given die cannot be less than 1 hit point. A character gains hit points as they advance in character level, rerolling their prior levels and taking the new score if it’s higher, as explained in the rules section.

1-7-2-record-attack-bonus
type: Rule
name: 1.7.2 Record Attack Bonus
slug: 1-7-2-record-attack-bonus
source: wwn-srd-v1
source locator:
  section: 1.7.2
  heading: 1.7.2 Record Attack Bonus
  line start: 2656
  line end: 2661
section: 1.7.2
rules text: Your character has a certain degree of basic combat competence based on their class. This bonus increases as you advance in character levels and is added to your attack roll. A new character’s attack bonus is usually +0, though Full Warriors start with a +1 base attack bonus.

1-7-3-record-saving-throws
type: Rule
name: 1.7.3 Record Saving Throws
slug: 1-7-3-record-saving-throws
source: wwn-srd-v1
source locator:
  section: 1.7.3
  heading: 1.7.3 Record Saving Throws
  line start: 2662
  line end: 2675
section: 1.7.3
rules text: When faced with unusual dangers such as fireball explosions, toxic darts, pit traps, or magical curses, the character may need to make a saving throw to resist or mitigate the peril. Saving throws are rolled on a d20 and are explained in the rules section. Physical saving throws are used to resist exhaustion, disease, poison, or other biological harms. A new character’s Physical save target is equal to 15 minus the better of their Strength or Constitution modifiers. Evasion saving throws are used to avoid explosions, traps, or other dangers requiring fast reactions. A new character’s Evasion save target is equal to 15 minus the better of their Intelligence or Dexterity modifiers. Mental saving throws are used to resist intangible spells, mental attacks, or other tests of willpower or self-control. A new character’s Mental save target is equal to 15 minus the better of their Wisdom or Charisma modifiers. Luck saving throws are rolled when facing a danger that only blind chance can spare them from, such as landslide, bridge collapse, or a sniper’s random choice of victims. A new character’s Luck save target is always 15. A character’s save targets all decrease by 1 point each time they advance an experience level.

1-7-4-pick-a-free-skill
type: Rule
name: 1.7.4 Pick a Free Skill
slug: 1-7-4-pick-a-free-skill
source: wwn-srd-v1
source locator:
  section: 1.7.4
  heading: 1.7.4 Pick a Free Skill
  line start: 2676
  line end: 2679
section: 1.7.4
rules text: Your character has developed some side interest that may be unrelated to your background or class. You can pick any one skill of your choice. This skill pick is gained at level-0, or level-1 if it’s already level-0. You cannot pick a skill that is already at level-1.

1-7-5-mages-choose-starting-spells
type: Rule
name: 1.7.5 Mages Choose Starting Spells
slug: 1-7-5-mages-choose-starting-spells
source: wwn-srd-v1
source locator:
  section: 1.7.5
  heading: 1.7.5 Mages Choose Starting Spells
  line start: 2680
  line end: 2683
section: 1.7.5
rules text: Spellcasting full Mages begin play knowing four first-level spells and partial Mages begin play knowing two. Adventurers with two partial spellcasting Mage classes, such as a partial Necromancer/partial High Mage know four. These spells may be chosen from any spell list available to them. A novice High Mage, for example, would pick first-level spells from the High Magic spell list, while a new Elementalist could pick them from either the High Magic or Elementalist spells.

1-7-6-choose-starting-languages
type: Rule
name: 1.7.6 Choose Starting Languages
slug: 1-7-6-choose-starting-languages
source: wwn-srd-v1
source locator:
  section: 1.7.6
  heading: 1.7.6 Choose Starting Languages
  line start: 2684
  line end: 2689
section: 1.7.6
rules text: Your PC begins play speaking the lingua franca of the campaign’s current city along with their native tongue if it happens to be different. They also have fluency in additional languages based on their Know or Connect skills. Either skill at level-0 grants one extra language, or two extra if it’s at level-1. Thus, a PC with both Know-1 and Connect-1 skills could pick four additional languages. PCs can learn additional languages to a conversational level by spending a few months immersed in it or studying it diligently during downtime. Obtaining native fluency is at the GM’s discretion.

1-7-7-choose-starting-gear
type: Rule
name: 1.7.7 Choose Starting Gear
slug: 1-7-7-choose-starting-gear
source: wwn-srd-v1
source locator:
  section: 1.7.7
  heading: 1.7.7 Choose Starting Gear
  line start: 2690
  line end: 2693
section: 1.7.7
rules text: You can either pick a starting equipment package provided by your GM, or roll 3d6 x 10 to find out your starting silver pieces to spend on gear or keep in your pocket. The starting packages will generally give you more equipment than the random roll would, but items can be swapped at the GM’s discretion.

1-7-8-record-weapon-and-armor-statistics
type: Rule
name: 1.7.8 Record Weapon and Armor Statistics
slug: 1-7-8-record-weapon-and-armor-statistics
source: wwn-srd-v1
source locator:
  section: 1.7.8
  heading: 1.7.8 Record Weapon and Armor Statistics
  line start: 2694
  line end: 2701
section: 1.7.8
rules text: Now that you know what kind of weaponry or armor your hero has, take a moment to record the total hit bonus for your weaponry. This is equal to your base attack bonus plus your relevant Stab, Shoot, or Punch skill, and the relevant attribute modifier for the weapon given on the weapon table. If two attributes are listed for a weapon, use whichever is better for you. If you lack even level-0 skill in the weapon, take a -2 hit penalty with it. For each weapon’s damage and Shock, note down the information from the table. You add your attribute modifier to both damage rolls and Shock. Punch weapons or unarmed attacks can also add your Punch skill. For your PC’s Armor Class, record the AC of the armor you usually wear. Unarmored humans have an AC of 10. Armor Class is modified by your Dexterity modifier.

1-7-9-choose-a-name-and-goal
type: Rule
name: 1.7.9 Choose a Name and Goal
slug: 1-7-9-choose-a-name-and-goal
source: wwn-srd-v1
source locator:
  section: 1.7.9
  heading: 1.7.9 Choose a Name and Goal
  line start: 2702
  line end: 2705
section: 1.7.9
rules text: As final step, the player should pick a name and initial goal for the PC. This goal can be anything so long as it gives a compelling reason for the PC to be seeking perilous adventure and associating with suspicious fellows. The player must make up a good reason for the PC to be associating with the other players; it is not the GM’s job to justify the party’s existence, and if the player decides that their PC can’t reasonably run with the other party members it’s up to them to create a new character who can.

2-0-0-the-rules-of-the-game
type: Rule
name: 2.0.0 The Rules of the Game
slug: 2-0-0-the-rules-of-the-game
source: wwn-srd-v1
source locator:
  section: 2.0.0
  heading: 2.0.0 The Rules of the Game
  line start: 2706
  line end: 2709
section: 2.0.0
rules text: This section summarizes the rules of the game. They are intended to be functional for the average play group with typical needs; individual GMs may find it useful to alter them based on the specific interests or makeup of their own player group.

2-1-0-scenes-rounds-and-mission-time
type: Rule
name: 2.1.0 Scenes, Rounds, and Mission Time
slug: 2-1-0-scenes-rounds-and-mission-time
source: wwn-srd-v1
source locator:
  section: 2.1.0
  heading: 2.1.0 Scenes, Rounds, and Mission Time
  line start: 2710
  line end: 2713
section: 2.1.0
rules text: During play, three special measures of time are used: scenes, rounds, and mission time.

2-1-1-scenes
type: Rule
name: 2.1.1 Scenes
slug: 2-1-1-scenes
source: wwn-srd-v1
source locator:
  section: 2.1.1
  heading: 2.1.1 Scenes
  line start: 2714
  line end: 2719
section: 2.1.1
rules text: A scene is a time measurement used to determine how often certain abilities or actions can be taken. Some powers can be triggered only so many times per scene, while some special abilities only work once per scene. A scene is one particular fight, event, activity, or effort that usually doesn’t take more than ten or fifteen minutes. A fight is a scene. A chase is a scene. A tense backroom negotiation is a scene. So long as the PCs are doing the same general activity in the same general location, it’s probably one scene. Most scenes don’t last more than fifteen minutes, though a GM can stretch this if it seems logical.

2-1-2-rounds
type: Rule
name: 2.1.2 Rounds
slug: 2-1-2-rounds
source: wwn-srd-v1
source locator:
  section: 2.1.2
  heading: 2.1.2 Rounds
  line start: 2720
  line end: 2723
section: 2.1.2
rules text: Combat is made up of rounds, each one lasting approximately six seconds. A single combat may involve multiple rounds of action. A round begins with the actions of the side that wins initiative and ends after the actions of the side that lost initiative.

2-1-3-turns
type: Rule
name: 2.1.3 Turns
slug: 2-1-3-turns
source: wwn-srd-v1
source locator:
  section: 2.1.3
  heading: 2.1.3 Turns
  line start: 2724
  line end: 2727
section: 2.1.3
rules text: Sometimes it’s important to track the time of a more complex operation, like exploring a dungeon or navigating the trackless depths of some ancient ruin. In such cases, the turn is a common measure of time. Each turn lasts ten minutes and is equivalent to one scene for those situations when it matters.

2-10-0-falling-and-other-hazards
type: Rule
name: 2.10.0 Falling and Other Hazards
slug: 2-10-0-falling-and-other-hazards
source: wwn-srd-v1
source locator:
  section: 2.10.0
  heading: 2.10.0 Falling and Other Hazards
  line start: 3233
  line end: 3244
section: 2.10.0
rules text: Some perils occur with some regularity for adventurers. A few of the most common are detailed here. Falling: Most creatures will take 1d6 damage per 10 full feet they fall, up to 20d6 maximum. Spikes or other hazardous terrain at the bottom will add at least 1d6 to the total. A creature that intentionally leaps or skids down in a controlled way may make a Dex or Str/Exert skill check at a difficulty of 7 + 1 for every 10 full feet; on a success, the effective distance fallen is halved. Suffocation: Creatures can fight or act normally without air for one round per point of Constitution, or 10 rounds for most NPCs. If they don’t move, they can quadruple this time. Once they run out of air, they must make a Physical save each round or take 1 hit point of damage per HD or level they have. Poisons: Typical dungeon poisons found crusted on needle traps force a Physical save or a loss of half the victim’s maximum hit points. Very potent ones might kill a victim outright. Those who die due to poison damage usually take at least 1d6 minutes to actually expire, but are helpless in the meanwhile. An antidote applied during this time can revive them with 1 hit point. A skilled healer can try to counteract the toxin with an Int/Heal skill check at a difficult of at least 10 for most poisons, or 12 or more for truly fearsome ones. Aside from any hit point damage a poison does, many also have lingering side effects, such as penalties to hit rolls or skill checks, or the loss of Move actions for a certain period of time. Some also add System Strain to the victim due to the stress they put on their bodies. A victim forced above their maximum System Strain will collapse and die in minutes if the poison is not neutralized.

2-11-0-overland-travel
type: Rule
name: 2.11.0 Overland Travel
slug: 2-11-0-overland-travel
source: wwn-srd-v1
source locator:
  section: 2.11.0
  heading: 2.11.0 Overland Travel
  line start: 3245
  line end: 3254
section: 2.11.0
rules text: PCs can generally travel for ten hours a day in most seasons, the rest being absorbed in rest, camp construction, and incidental activities. For each hour of travel they can cross as many miles of a given terrain as listed in the table. This travel presumes that the PCs are moving directly toward their destination and not taking any particular time to scout the area for points of interest or investigate their surroundings. This rate of travel also assumes average walking or wagon speeds; horses can be used by their riders for quick bursts of speed to chase or avoid others, but don’t increase the average travel rate much. For every day of travel and every night of camping outdoors, the GM rolls one die for a wandering encounter check. The die used will depend on the terrain, with safer or more peaceful lands using a larger die size. On a 1, the PCs come upon creatures or a situation that requires their attention. Assuming it’s not an ambush or a sudden encounter in an obscured area, the groups usually encounter each other at maximum sight range. An opposed Wis/Notice check can be used to determine who spots who first; PCs who get the edge can usually avoid the other group automatically if they have sufficient cover. PCs traveling with a caravan or riding a well-stocked travel wagon need not concern themselves with details of food, drink, and shelter, but PCs who plan on making an overland expedition without these ready comforts should consult the rules for overland exploration for details on the supplies and difficulties involved.

2-11-1-sea-travel
type: Rule
name: 2.11.1 Sea Travel
slug: 2-11-1-sea-travel
source: wwn-srd-v1
source locator:
  section: 2.11.1
  heading: 2.11.1 Sea Travel
  line start: 3255
  line end: 3273
section: 2.11.1
rules text: A ship can usually manage about six miles an hour of travel when under sail, and can sail around the clock if far from coasts and other perils. Oar-powered galleys average the same speed, but are heedless of the winds. An ordinary crew can only row for eight hours a day, however. Encounters at sea are rarer but potentially more hazardous; the GM should roll daily and nightly checks on 1d10 or 1d12. On a 1, some creature has come across the ship, a troublesome wind or storm has sprung up, something has been damaged on the ship or gone awry with the crew, or otherwise complicated the vessel’s journey. Some such encounters can be overcome with a good plan and a decent Sail skill check, while others may require bloodier answers. | Terrain Type | Miles per Hour | | --- | ---: | | Plains or savannas | 3 | | Light forest or desert | 2 | | Dense forest or rugged hills | 1.5 | | Swamp or marsh | 1 | | Mountains or dire wastelands | 0.5 | | There is a road through the terrain | x2* | | Foul weather, mud, or heavy rain | x0.5 | | Deep snow on the ground | x0.1 | \* Good roads cannot increase the party’s marching speed above three miles per hour.

2-12-0-wilderness-exploration-and-expeditions
type: Rule
name: 2.12.0 Wilderness Exploration and Expeditions
slug: 2-12-0-wilderness-exploration-and-expeditions
source: wwn-srd-v1
source locator:
  section: 2.12.0
  heading: 2.12.0 Wilderness Exploration and Expeditions
  line start: 3274
  line end: 3277
section: 2.12.0
rules text: These rules assume the PCs are exploring or venturing through a hexmapped wilderness area, one without safe waystations or reliable maps.

2-12-1-exploring-a-hex
type: Rule
name: 2.12.1 Exploring a Hex
slug: 2-12-1-exploring-a-hex
source: wwn-srd-v1
source locator:
  section: 2.12.1
  heading: 2.12.1 Exploring a Hex
  line start: 3278
  line end: 3283
section: 2.12.1
rules text: To lightly explore a standard six-mile hex for points of interest takes a full day of scouting. If the terrain is especially rugged or concealing, such as a range of mountains or trackless swamp, this time is doubled or tripled. This much time is sufficient to find most major points of interest that the GM may have placed in the hex. It won’t necessarily catch small features or provide a detailed survey of the terrain.

2-12-2-supplies-for-an-expedition
type: Rule
name: 2.12.2 Supplies for an Expedition
slug: 2-12-2-supplies-for-an-expedition
source: wwn-srd-v1
source locator:
  section: 2.12.2
  heading: 2.12.2 Supplies for an Expedition
  line start: 3284
  line end: 3295
section: 2.12.2
rules text: When venturing into the untamed wilderness, a group is going to need certain supplies. Fire, water, shelter, and food are the four most critical. In some places, some of these supplies may be easily acquired along the way, such as fresh water from a river the PCs are following, or shelter when the climate is warm and pleasant around the clock, but usually some kind of provision will need to be made for getting them. Food is measured in days of food per person. Each day’s needed food counts as one item of encumbrance, though they can be packed snugly together as weekly rations that count as four items instead. Some magical items or Mages might be able to create food; a party who relies entirely on such things had best hope nothing happens to their literal meal ticket. Water is also measured in days of water per person, each unit counting as one item of encumbrance. Exceptionally hot or dry climates may require multiples of this to avoid dehydration or overheating. Shelter means adequate clothing for the climate and some kind of tent or lean-to to protect from the elements while resting. Characters with Survival-0 can put together a minimal lean-to of boughs and branches in wooded areas, but in places of torrential rain, fierce snows, or other extreme conditions it may prove more difficult. Lack of shelter can make it impossible to rest comfortably and regain Effort, HP, or spells. Severe privation can even threaten a PC’s life. Fire means fuel sufficient to cook food, dry wet clothes, and warm PCs after they’ve stopped moving for the day. In most places it’s easy enough for even the least wood-wise PC to scavenge enough dry wood or twigs to get a minimally sufficient fire going, but voyages into a land devoid of woody vegetation can mean trouble. A load of dung cakes, charcoal, or other fuel sufficient to keep a group warm for an ordinary night counts as four items of encumbrance.

2-12-2-supply-encumbrances
type: Rule
name: Supply Encumbrances
slug: 2-12-2-supply-encumbrances
source: wwn-srd-v1
source locator:
  section: 2.12.2
  heading: Supply Encumbrances
  line start: 3296
  line end: 3307
section: 2.12.2
rules text: |Type|Enc| |---|---| |One day of food or water|1| |One week of carefully-packed food|4| |One night’s load of fire fuel|4| |One day’s fodder for a horse or large beast|4| |One day’s fodder for a mule or small beast|2| |Daily water for a large beast|8| |Daily water for a small beast|4|

2-12-3-pack-animal-and-porter-loads
type: Rule
name: Pack Animal and Porter Loads
slug: 2-12-3-pack-animal-and-porter-loads
source: wwn-srd-v1
source locator:
  section: 2.12.3
  heading: Pack Animal and Porter Loads
  line start: 3318
  line end: 3328
section: 2.12.3
rules text: |Type|Enc| |---|---| |Riding horse or warhorse, with laden rider|5| |Riding horse or warhorse, pack only|20| |Heavy pack horse|30| |Mule or donkey|15| |Professional porter|12| |Two porters carrying a shared litter|30|

2-12-3-pack-animals-and-porters
type: Rule
name: 2.12.3 Pack Animals and Porters
slug: 2-12-3-pack-animals-and-porters
source: wwn-srd-v1
source locator:
  section: 2.12.3
  heading: 2.12.3 Pack Animals and Porters
  line start: 3308
  line end: 3317
section: 2.12.3
rules text: Pack beasts can carry a certain amount of items of encumbrance, assuming they’re packed carefully. Professional porters are also common hires for adventurers, though they generally refuse to enter dangerous ruins. Most beasts can survive on nightly browse and brief water stops for the duration of an expedition. In barren lands, food and water must be packed in for the beasts as well as the humans. During combat, porters will hide or fight as normal humans to defend their lives. Pack beasts might panic if not calmed by a handler’s successful Cha/Ride skill check made as a Move action, usually against a difficulty of 8 or more. Carters, nomad riders, and other professional stock handlers always succeed at these calming checks barring the most unusual circumstances. At need, a healthy horse can be butchered into 30 days of rations, and a mule or similar-sized beast into 15 days. Preserving this meat takes time and fire, as explained in the Foraging section.

2-12-4-situations-that-cause-privation
type: Rule
name: Situations That Cause Privation
slug: 2-12-4-situations-that-cause-privation
source: wwn-srd-v1
source locator:
  section: 2.12.4
  heading: Situations That Cause Privation
  line start: 3337
  line end: 3348
section: 2.12.4
rules text: |Circumstance Sys. Str.| |---| |First day without enough food* +0| |Consecutive day without food +1| |First day without enough water +2| |Consecutive day without water +3| |Night without adequate shelter or fire* +0| |Harsh night without shelter or fire +1| |* No System Strain is yet gained, but the PC still suffers privation and cannot recover lost resources.|

2-12-4-starving-thirsting-and-freezing
type: Rule
name: 2.12.4 Starving, Thirsting, and Freezing
slug: 2-12-4-starving-thirsting-and-freezing
source: wwn-srd-v1
source locator:
  section: 2.12.4
  heading: 2.12.4 Starving, Thirsting, and Freezing
  line start: 3329
  line end: 3336
section: 2.12.4
rules text: If the PCs don’t have enough food, water, warmth, or shelter, bad things will start to happen. Each day without these necessities will apply the following penalties. System Strain is gained. If this would put the PC over their maximum, they must make a Physical save or die by dawn if not aided. On a success, they’re helpless until death or rescue. They can’t recover System Strain, gain nightly hit point healing, refresh daily Committed Effort, or restore expended spells until they’ve had a day of proper food, water, and warm sleep.

2-12-5-foraging-2
type: Rule
name: Foraging
slug: 2-12-5-foraging-2
source: wwn-srd-v1
source locator:
  section: 2.12.5
  heading: Foraging
  line start: 3361
  line end: 3373
section: 2.12.5
rules text: | Type of Foraged Terrain | Difficulty | | --- | ---: | | Woodlands or areas of heavy vegetation | 8 | | Mountains, scrublands, savannas | 9 | | Deserts, badlands, or normal barrens | 12 | | Grim wastes or barely human-survivable lands | 14 | | A full day foraging rather than a half-day | -2 | | Each successive day foraging the same hex | +1 | On success, 1d6 units of forage are found, plus the total Survive skills of the foragers. Those without even level-0 skill in it subtract 1 from the total found.

2-12-5-foraging
type: Rule
name: 2.12.5 Foraging
slug: 2-12-5-foraging
source: wwn-srd-v1
source locator:
  section: 2.12.5
  heading: 2.12.5 Foraging
  line start: 3349
  line end: 3360
section: 2.12.5
rules text: PCs who find themselves low on supplies or lacking a particular resource can take time to forage the surrounding terrain. It’s assumed the group sticks together during this process, sacrificing efficiency for security. They can split up if desired, but each group then risks encounters. Some supplies can be gathered as normal parts of travel. If passing through ordinary, non-arid, non-barren terrain it’s assumed the PCs can refill their waterskins and scrounge firewood whenever they wish. Foraging requires either a half-day or a full day of effort. The group’s most apt member makes a Wis/Survive check against the difficulty listed on the table, and on a success earns 1d6 units of forage plus the sum of the group’s Survive skill levels, to a maximum of 10. Those without the skill at all subtract 1 from the total, to a minimum of one unit found by the group. Each forage unit is worth either a day of food for a person, a day of water for a person, or a night’s firewood for the party, and the group can decide how much of each was found after the roll is made. PCs who are barbarians or other natives of the wilds normally never find less than two units of forage barring extreme circumstances. Foraged food is unpreserved and will spoil in three days. Smoking or drying it requires use of a day’s worth of firewood and a halfday’s labor. Any reasonable amount of forage can be preserved with a single half-day’s work.

2-12-6-wandering-encounter-checks
type: Rule
name: Wandering Encounter Checks
slug: 2-12-6-wandering-encounter-checks
source: wwn-srd-v1
source locator:
  section: 2.12.6
  heading: Wandering Encounter Checks
  line start: 3386
  line end: 3396
section: 2.12.6
rules text: |Type of Terrain|Chance| |---|---| |Dangerous wilderness area|1 in 6| |Area of civil unrest or heavy banditry|1 in 6| |Ordinary trade road|1 in 8| |Well-policed trade road|1 in 10| |Borderlands or rural back country|1 in 8| |Ordinary wilderness|1 in 8|

2-12-6-wandering-encounters
type: Rule
name: 2.12.6 Wandering Encounters
slug: 2-12-6-wandering-encounters
source: wwn-srd-v1
source locator:
  section: 2.12.6
  heading: 2.12.6 Wandering Encounters
  line start: 3374
  line end: 3385
section: 2.12.6
rules text: PCs risk encountering trouble in their expeditions. Every so often, a Wandering Encounter check die should be rolled by the GM, with example probabilities on the table below. If the GM rolls a 1, something comes up. A GM should roll an encounter check… - Once per day of travel and once per night of camping outdoors. Such encounters will commence at the terrain’s usual maximum sight range, with a Wis/Notice opposed check to see who first spotted who. - Once per foraging attempt. Whether a half-day or a full day, one check is made per attempt, per foraging group. If the group forages all day instead of traveling, the daily travel check above is omitted. The precise nature of a Wandering Encounter will depend on the terrain and the GM’s preparations. These encounters fit the logic of the situation, not the levels of the PCs, so a swift retreat may be in order. Not all Wandering Encounters are hostile or involve combat, however. A pompous noble might be clearing rabble off the road in front of him, or a woodsman might be found with a broken leg, or the bandit crew might be carousing and willing to have visitors join in. In general, they’re simply situations, creatures, or events that the PCs will need to react to.

2-13-0-dungeon-exploration
type: Rule
name: 2.13.0 Dungeon Exploration
slug: 2-13-0-dungeon-exploration
source: wwn-srd-v1
source locator:
  section: 2.13.0
  heading: 2.13.0 Dungeon Exploration
  line start: 3397
  line end: 3400
section: 2.13.0
rules text: These rules are meant for tracking adventures in a dangerous site where perils could spring up at any moment. They’re not meant for casual exploration of some bosky glade or city street, and in such cases the PC actions can just be followed scene-by-scene as usual. It’s important that GMs understand the purpose of the Wandering Encounter checks in a site. They’re intended to put constant pressure on the party to get in, accomplish their purpose, and get out before they’re worn down by encounters. Not all Wandering Encounters are hostile, but each is a risk of pointless fighting or sudden alarm.

2-13-1-the-order-of-play
type: Rule
name: 2.13.1 The Order of Play
slug: 2-13-1-the-order-of-play
source: wwn-srd-v1
source locator:
  section: 2.13.1
  heading: 2.13.1 The Order of Play
  line start: 3401
  line end: 3412
section: 2.13.1
rules text: At the start of each turn after the party enters the site: - Roll a secret Wandering Encounter check if necessary. On a 1, the encounter will happen at some appropriate moment this turn. - The PCs decide what they want to do this turn, be it move into a new room, carefully search their current location, fiddle with some object they’ve found, or something else that takes ten minutes. - Tell them the result of their actions, whether that’s a firstglance description of a new room, notice of the hideous abomination that’s rearing up before them, or the explosive detonation of the crystal they just experimentally rapped. - Start over from the top, assuming their actions have consumed a full turn, until they withdraw from the site or it becomes safe enough to stop counting turns.

2-13-2-example-time-costs-in-turns
type: Rule
name: Example Time Costs in Turns
slug: 2-13-2-example-time-costs-in-turns
source: wwn-srd-v1
source locator:
  section: 2.13.2
  heading: Example Time Costs in Turns
  line start: 3419
  line end: 3431
section: 2.13.2
rules text: |Activity|Turns| |---|---| |Move from one room of interest to another|1| |Pick a lock or disarm a trap|1| |Get in a fight with something|1| |Perform first aid and looting after a fight|1| |Search a room carefully|1| |Jury-rig something or work a device|1| |Time a torch lasts until burning out|6| |Time a filled lantern lasts before burning out|24|

2-13-2-timekeeping-in-the-dungeon
type: Rule
name: 2.13.2 Timekeeping in the Dungeon
slug: 2-13-2-timekeeping-in-the-dungeon
source: wwn-srd-v1
source locator:
  section: 2.13.2
  heading: 2.13.2 Timekeeping in the Dungeon
  line start: 3413
  line end: 3418
section: 2.13.2
rules text: Once the heroes intrude on a ruin, dungeon, corrupt noble’s mansion, or other dangerous site the GM starts tracking time in turns. Each turn counts as about ten minutes or one scene. Members of the party can generally do one significant thing per turn. Different party members can be doing different things in the same turn. The point of tracking turns isn’t to have a minute-by-minute tally of PC activities, but to have a rough measure of how much activity they’re engaging in within the ruin. The more they do and the longer they stay, the more likely that they’ll run into Wandering Encounters or the natives will have time to realize that intruders are present. Eventually, the PCs need to either pull back or clear the site entirely of its dangerous inhabitants.

2-13-3-movement-and-fleeing
type: Rule
name: 2.13.3 Movement and Fleeing
slug: 2-13-3-movement-and-fleeing
source: wwn-srd-v1
source locator:
  section: 2.13.3
  heading: 2.13.3 Movement and Fleeing
  line start: 3432
  line end: 3441
section: 2.13.3
rules text: In simple diagrammatic ruins consisting of points of interest, movement from one point to another takes one turn. Otherwise, travel is at the rate of 120’ per turn, reflecting the party sneaking, listening, mapping, and carefully examining their surroundings as they go. If forced to flee, the party needs to decide how exactly they’re retreating and what measures they’re using to slow or dissuade pursuers. Some discouragements may be enough to work without a roll. If their foes are determined, the party uses the chase rules given in the rules section of this document. When fleeing madly, the party should not be allowed to reference their maps; the GM just calls out intersections and doors until the party escapes, the foes give up, or the enemies catch them. On a successful evasion, the PCs eventually outpace or lose their pursuers. On a failure, they’re caught somewhere along their escape route. A successful escape usually takes up one turn worth of time and leaves the PCs in whatever location they’re in when the pursuit stops.

2-13-4-encounters-and-surprise
type: Rule
name: 2.13.4 Encounters and Surprise
slug: 2-13-4-encounters-and-surprise
source: wwn-srd-v1
source locator:
  section: 2.13.4
  heading: 2.13.4 Encounters and Surprise
  line start: 3442
  line end: 3449
section: 2.13.4
rules text: Usually, PCs are sufficiently alert when exploring a site to avoid any chance of surprise, barring a set ambush. If they burst in on the natives suddenly, however, the locals might be too stunned to act for a round. If the GM thinks this is possible, give it X-out-of-6 odds. If the PCs run into a Wandering Encounter in a room, the creatures will enter through one of the available entrances. In the corridors outside, they’re usually 1d8 x 10 feet away when first spotted or heard, assuming there’s enough space for such a distance. Remember to make a reaction roll when PCs encounter creatures. Not every group of dungeon denizens will immediately lunge for their weapons. Usually, there’s a brief, tense moment of recognition when the PCs encounter creatures, just enough time for a reaction roll and a chance to size up the odds of diplomacy. The GM should always give the PCs a chance to parley or run when encountering creatures unless the situation makes that completely impractical.

2-13-5-wandering-encounter-checks-in-the-dungeon
type: Rule
name: 2.13.5 Wandering Encounter Checks in the Dungeon
slug: 2-13-5-wandering-encounter-checks-in-the-dungeon
source: wwn-srd-v1
source locator:
  section: 2.13.5
  heading: 2.13.5 Wandering Encounter Checks in the Dungeon
  line start: 3450
  line end: 3455
section: 2.13.5
rules text: Every so many turns, a GM should roll 1d6 to check for a Wandering Encounter. On a 1, the PCs will run into one at some point during the turn. The frequency of the check will depend on how vigorously alert and organized the site’s inhabitants are. The actual contents of the encounter are decided when the GM puts together the site. Not all encounters involve running into creatures. Some are mere events or situations that fit the site. In the same vein, not all encounters are necessarily hostile, either. Reaction rolls should be made for all groups of creatures.

2-13-5-when-to-roll-an-encounter-check
type: Rule
name: When to Roll an Encounter Check
slug: 2-13-5-when-to-roll-an-encounter-check
source: wwn-srd-v1
source locator:
  section: 2.13.5
  heading: When to Roll an Encounter Check
  line start: 3456
  line end: 3466
section: 2.13.5
rules text: |Type of Location|Turns| |---|---| |Alerted site with organized defenders|Every 1| |Unalert site with organized defenders|Every 2| |Site with no organized or active defense|Every 3| |Site with very few mobile inhabitants|Every 4| |Abandoned or disused nook in a site|Every 6| |Hidden area or concealed chamber unknown to the natives of the site|No check|

2-2-0-saving-throws
type: Rule
name: 2.2.0 Saving Throws
slug: 2-2-0-saving-throws
source: wwn-srd-v1
source locator:
  section: 2.2.0
  heading: 2.2.0 Saving Throws
  line start: 2728
  line end: 2741
section: 2.2.0
rules text: Saving throws are rolled to resist some unusual danger or chance hazard. To make a saving throw, a person rolls 1d20 and tries to get equal or higher than their saving throw target. Sometimes a save might have bonuses or penalties applied to the roll, but a natural roll of 1 on the die always fails the save, and a natural roll of 20 is always a success. There are four types of saving throws. Usually it will be obvious which type is most appropriate for a threat, but the GM can decide in marginal situations. Physical saves resist exhaustion, poisons, diseases, or other bodily afflictions. A PC’s Physical saving throw target is equal to 16 minus their character level and the highest of their Strength or Constitution modifiers. Evasion saves apply when dodging explosions, avoiding traps, reacting to sudden peril, or other occasions where speed is of the essence. A PC’s Evasion saving throw target is equal to 16 minus their character level and the highest of their Dexterity or Intelligence modifiers. Mental saves apply when resisting mental attacks, insubstantial magic spells, psychological trauma, and other mental hazards. A PC’s Mental saving throw target is equal to 16 minus their character level and the highest of their Wisdom or Charisma modifiers. Luck saves are used when only blind chance can save a PC, regardless of their native abilities. A PC’s Luck saving throw target is equal to 16 minus their character level, unmodified by their attributes.

2-2-1-npc-saving-throws
type: Rule
name: 2.2.1 NPC Saving Throws
slug: 2-2-1-npc-saving-throws
source: wwn-srd-v1
source locator:
  section: 2.2.1
  heading: 2.2.1 NPC Saving Throws
  line start: 2742
  line end: 2745
section: 2.2.1
rules text: NPCs have a single saving throw target equal to 15 minus half their rounded-down hit dice. Thus, an NPC with 3 HD would have a saving throw target of 14+ for any particular hazard. The GM may modify this in special circumstances, but it’s usually not worth tracking more closely.

2-3-0-skill-checks
type: Rule
name: 2.3.0 Skill Checks
slug: 2-3-0-skill-checks
source: wwn-srd-v1
source locator:
  section: 2.3.0
  heading: 2.3.0 Skill Checks
  line start: 2746
  line end: 2755
section: 2.3.0
rules text: Most characters are skilled, competent men and women who are perfectly capable of carrying out the ordinary duties of their role. Sometimes, however, they are faced with a situation or challenge beyond the usual scope of their role and the GM calls for a skill check. To make a skill check, roll 2d6 and add the most relevant skill level and attribute modifier. If the total is equal or higher than the check’s difficulty, the check is a success. On a failure, the PC either can’t accomplish the feat at all, bad luck cheats them, or they achieve it at the cost of some further complication. The GM determines the specific consequence of a failure. If the character doesn’t even have level-0 in the pertinent skill, they suffer a -1 penalty to the roll. In the case of particularly technical or esoteric skills they might not even be able to attempt the skill check at all. The GM is always the one who calls for a skill check, and they do so at their discretion. The player simply describes what their PC is attempting to do, and the GM will tell them what skill and attribute combination to roll. If multiple skills or attributes might plausibly fit the action, the player can pick the one most favorable to them. If the combination is only marginally relevant, but still reasonably plausible, it might suffer a -1 or -2 penalty at the GM’s discretion.

2-3-1-skill-check-difficulties
type: Rule
name: 2.3.1 Skill Check Difficulties
slug: 2-3-1-skill-check-difficulties
source: wwn-srd-v1
source locator:
  section: 2.3.1
  heading: 2.3.1 Skill Check Difficulties
  line start: 2756
  line end: 2769
section: 2.3.1
rules text: The following difficulties ratings reflect common challenges. |Difficulty|Skill Check| |---|---| |6|A relatively simple task that is still more than the PC would usually be expected to manage in their regular background. Anything easier than this isn’t worth a skill check.| |8|A significant challenge to a competent professional that they’d still succeed at more often than not.| |10|Something too difficult to be expected of anyone but a skilled expert, and even they might fail.| |12|Only a true master could expect to carry this off with any degree of reliability.| |14+|Only a true master has any chance of achieving this at all, and even they will probably fail.| Helpful or hostile circumstances can modify a skill check by -2 to +2. Usually, no combination of situational modifiers should alter the roll by more than this, or else it becomes a near-foregone conclusion. This does not include modifiers applied by gear mods, magic items, or PC aid.

2-3-2-npc-skill-checks
type: Rule
name: 2.3.2 NPC Skill Checks
slug: 2-3-2-npc-skill-checks
source: wwn-srd-v1
source locator:
  section: 2.3.2
  heading: 2.3.2 NPC Skill Checks
  line start: 2770
  line end: 2773
section: 2.3.2
rules text: When an NPC needs to make a skill check, they roll 2d6 and add their listed skill modifier if their action is something they ought reasonably to be good at. If it isn’t, they roll at +0, or even at -1 if it seems like something they’d be particularly bad at doing. If the NPC is special enough to have actual attribute scores and skill levels, they use those instead.

2-3-3-aiding-a-skill-check
type: Rule
name: 2.3.3 Aiding a Skill Check
slug: 2-3-3-aiding-a-skill-check
source: wwn-srd-v1
source locator:
  section: 2.3.3
  heading: 2.3.3 Aiding a Skill Check
  line start: 2774
  line end: 2779
section: 2.3.3
rules text: To aid a comrade’s skill check, a player explains what their PC is doing to help. If the GM agrees that it’s plausible, they may roll a relevant skill and attribute modifier against the same difficulty as the check they are aiding. If they succeed, their ally gains a +1 on their skill check. If they fail, no harm is done. Multiple PCs can try to aid if their actions are plausible, but the total bonus can’t exceed +1. Aiding a comrade is usually done in ways that let the aiding PC leverage their own special talents or skills. A PC may not have the skills to attempt to Sneak past a vigilant guard, for example, but they might have a good Perform skill they can use to create a distraction that helps their comrade skulk past.

2-3-4-opposed-skill-checks
type: Rule
name: 2.3.4 Opposed Skill Checks
slug: 2-3-4-opposed-skill-checks
source: wwn-srd-v1
source locator:
  section: 2.3.4
  heading: 2.3.4 Opposed Skill Checks
  line start: 2780
  line end: 2783
section: 2.3.4
rules text: When skills oppose each other, each participant makes a skill check and the winner is the one who rolls higher. In cases of ties, the PC wins. Thus, a PC trying to sneak past a guard might roll 2d6 plus their Dex/Sneak against the guard’s 2d6 plus their skill modifier. If the guard was significant enough to actually have attributes and skill levels, it might be a Dex/Sneak challenge versus their Wis/Notice.

2-4-0-combat
type: Rule
name: 2.4.0 Combat
slug: 2-4-0-combat
source: wwn-srd-v1
source locator:
  section: 2.4.0
  heading: 2.4.0 Combat
  line start: 2784
  line end: 2787
section: 2.4.0
rules text: Violence is inevitable in most fantasy campaigns. The rules below handle its most common manifestations.

2-4-1-the-combat-sequence
type: Rule
name: 2.4.1 The Combat Sequence
slug: 2-4-1-the-combat-sequence
source: wwn-srd-v1
source locator:
  section: 2.4.1
  heading: 2.4.1 The Combat Sequence
  line start: 2788
  line end: 2799
section: 2.4.1
rules text: When combat begins, the fight progresses in the following sequence. The sections below explain each step in the process. First, each participating side rolls for initiative. The side that rolled highest acts first. Second, each member of a side gets to take their actions. Members of a side act in whatever order they wish. NPC sides act in whatever order the GM wishes. Third, once every member of a side has acted, the side that rolled next-highest gets to act. If NPCs have taken losses or are facing defeat, they may need to roll a Morale check as explained in section 5.2.0. PCs never check Morale. Fourth, once every side has acted the process repeats from the top in the same order. Initiative is not re-rolled.

2-4-2-1-individual-initiative
type: Rule
name: 2.4.2.1 Individual Initiative
slug: 2-4-2-1-individual-initiative
source: wwn-srd-v1
source locator:
  section: 2.4.2.1
  heading: 2.4.2.1 Individual Initiative
  line start: 2804
  line end: 2807
section: 2.4.2.1
rules text: As an optional rule, the GM may use individual initiative. In this case, each combatant rolls 1d8 individually, adding their Dexterity modifier, and acting in order from highest to lowest with PCs winning ties. This leaves a group less likely to be caught flat-footed by enemies, but makes it harder for a group to coordinate actions.

2-4-2-2-surprise
type: Rule
name: 2.4.2.2 Surprise
slug: 2-4-2-2-surprise
source: wwn-srd-v1
source locator:
  section: 2.4.2.2
  heading: 2.4.2.2 Surprise
  line start: 2808
  line end: 2811
section: 2.4.2.2
rules text: If a group is caught entirely unawares they may suffer surprise, automatically granting their enemies a full free round of action before initiative can be rolled. The GM decides when surprise applies, possibly calling for an opposed Dex/Sneak skill check versus the target’s Wis/Notice. Groups cannot be surprised if they are actively anticipating the possibility of combat; at most, they might suffer an initiative penalty at the GM’s discretion.

2-4-2-3-automatic-initiative-powers
type: Rule
name: 2.4.2.3 Automatic Initiative Powers
slug: 2-4-2-3-automatic-initiative-powers
source: wwn-srd-v1
source locator:
  section: 2.4.2.3
  heading: 2.4.2.3 Automatic Initiative Powers
  line start: 2812
  line end: 2815
section: 2.4.2.3
rules text: A PC with certain Foci or abilities may be immune to surprise or gain automatic initiative. In such cases they automatically act first during a combat round, even if the rest of their side is slower. If multiple combatants have these powers, they roll initiative normally amongst themselves to see which of them acts first.

2-4-2-combat-initiative
type: Rule
name: 2.4.2 Combat Initiative
slug: 2-4-2-combat-initiative
source: wwn-srd-v1
source locator:
  section: 2.4.2
  heading: 2.4.2 Combat Initiative
  line start: 2800
  line end: 2803
section: 2.4.2
rules text: When combat begins, each side involved in it rolls initiative, rolling 1d8 and adding their group’s best Dexterity modifier. NPCs usually add nothing. The groups then act in order from highest to lowest rolls, with PC sides winning ties. When the slowest group has acted, the round ends and a new round starts in the same initiative order. Members of a side can act in any order the group agrees upon when it is that side’s turn to act, performing their allowed actions as explained in the section below.

2-4-3-combat-action-types
type: Rule
name: 2.4.3 Combat Action Types
slug: 2-4-3-combat-action-types
source: wwn-srd-v1
source locator:
  section: 2.4.3
  heading: 2.4.3 Combat Action Types
  line start: 2816
  line end: 2827
section: 2.4.3
rules text: Attacks, movement, spellcasting, and other combat activities all require one of the following four types of actions. Main actions are a character’s primary action during a combat round, such as attacking an enemy, applying first aid to a downed ally, casting a spell, frantically evading incoming spears, or something else that takes less than six seconds to do. A combatant gets one Main action per round. Move actions involve moving the character’s normal movement rate of 30 feet or performing some other relatively brief bodily action, such as getting up from prone. A combatant gets one Move action per round, but can spend their main action to get a second. On Turn actions are brief, simple acts that require only a moment’s concentration. Activating certain abilities or speaking a few words might constitute an On Turn action. A character can take as many On Turn actions on their round as the GM finds plausible. Instant actions are special, most being provided only by certain powers or certain special actions. Instant actions can be performed even when it’s not your turn in the round, even after the dice have already been rolled. The Veteran’s Luck class ability provides one such Instant action, allowing the PC to treat a missed attack roll as an automatic hit. A PC can use as many Instant actions in a round as the GM finds plausible. Instant actions performed at the same time are resolved simultaneously, with the GM adjudicating any ambiguities.

2-4-4-common-combat-actions
type: Rule
name: 2.4.4 Common Combat Actions
slug: 2-4-4-common-combat-actions
source: wwn-srd-v1
source locator:
  section: 2.4.4
  heading: 2.4.4 Common Combat Actions
  line start: 2828
  line end: 2863
section: 2.4.4
rules text: The actions listed below are merely some of the most common taken in combat. Make a Melee Attack (Main Action): Attack a target in melee range with an unarmed attack or melee weapon. Such weapons use either the Punch or the Stab skill, depending on the type of attack. Make a Ranged Attack (Main Action): Attack a target with a bow or thrown weapon. The Shoot skill is used for these attacks, though Stab or Exert can optionally be used for thrown weapons. If there is an enemy attacker in melee range, one-handed ranged weapons and thrown weapons suffer a -4 penalty to hit, while bows and other two-handed ranged weapons cannot be fired at all. Make a Snap Attack (Instant Action): As an Instant action, give up your Main Action and either Make a Melee Attack or Make a Ranged Attack at a -4 penalty to hit. As an Instant action, you can Make a Snap Attack even when it’s not your turn, but you must not have taken your Main Action this round yet. Only well-trained and disciplined NPCs have enough focus to Make a Snap Attack. Make a Swarm Attack (Main Action): Target an enemy within range of your weapon and take this action until up to four allies have Made a Swarm Attack on that target this round. At that point or any point beforehand, one of these assailants can Make a Melee Attack or Make a Ranged Attack on the target with a +2 bonus to hit and +1 bonus to damage for every other assailant, up to a maximum bonus of +6 to hit and +3 damage. This bonus damage does not add to the attack’s Shock and cannot make it do more than its usual maximum damage. Any Shock inflicted by this attack is always applicable, however, even if the target’s AC is too high, they’re using a shield, or have some power that makes them immune to Shock; the damage a Swarm Attack does isn’t really Shock, but a reflection of the inevitable hazards of being swarmed by numerous armed foes. Charge (Special Action): Spend both your Main Action and your Move action to move up to twice your normal movement rate i…

2-4-5-1-npc-attack-rolls
type: Rule
name: 2.4.5.1 NPC Attack Rolls
slug: 2-4-5-1-npc-attack-rolls
source: wwn-srd-v1
source locator:
  section: 2.4.5.1
  heading: 2.4.5.1 NPC Attack Rolls
  line start: 2870
  line end: 2873
section: 2.4.5.1
rules text: NPCs usually do not have attribute modifiers or skill levels. Instead, the attack bonus of a trained NPC combatant is usually equal to their hit dice, often with an additional bonus to reflect particularly good training or talent.

2-4-5-2-attack-roll-modifiers
type: Rule
name: 2.4.5.2 Attack Roll Modifiers
slug: 2-4-5-2-attack-roll-modifiers
source: wwn-srd-v1
source locator:
  section: 2.4.5.2
  heading: 2.4.5.2 Attack Roll Modifiers
  line start: 2874
  line end: 2891
section: 2.4.5.2
rules text: Some common situations can modify an attack roll, granting a bonus or penalty. GMs may add others depending on the situation. |Situation|Mod| |---|---| |Shooting at a distant prone foe|-2| |Attacking an adjacent prone foe|+2| |Melee attacking while prone|-4| |Your target is past your bow or thrown weapon’s normal range, up to its maximum long range.|-2| |The target is at least half behind cover|-2| |The target is almost completely in cover|-4| |Making a thrown attack while in melee|-4| |Throwing a weapon while in melee|-4| |Shooting a bow or crossbow while in melee|N/A| |You are shooting at a target you can’t see but you know where they are.|-4| |You are shooting at a target you can’t see and don’t know their exact position.|N/A|

2-4-5-combat-attack-rolls
type: Rule
name: 2.4.5 Combat Attack Rolls
slug: 2-4-5-combat-attack-rolls
source: wwn-srd-v1
source locator:
  section: 2.4.5
  heading: 2.4.5 Combat Attack Rolls
  line start: 2864
  line end: 2869
section: 2.4.5
rules text: When an assailant makes an attack, they roll 1d20 and add their base attack bonus, the weapon’s relevant attribute modifier, and their relevant combat skill level. If they lack even level-0 in the appropriate combat skill, they apply a -2 penalty to the roll. If the total is equal or greater than the target’s relevant Melee or Ranged Armor Class, they hit. If less, they miss. Every weapon listed in the equipment section is listed as using one or more attributes, such as either Str or Dex for a dagger. The attacker may choose either attribute for modifying the weapon’s attack and damage rolls.

2-4-6-1-non-lethal-damage
type: Rule
name: 2.4.6.1 Non-Lethal Damage
slug: 2-4-6-1-non-lethal-damage
source: wwn-srd-v1
source locator:
  section: 2.4.6.1
  heading: 2.4.6.1 Non-Lethal Damage
  line start: 2896
  line end: 2899
section: 2.4.6.1
rules text: You may attack non-lethally with an appropriate weapon or unarmed attack. Your attacks will only incapacitate the target if you reduce them to zero hit points.

2-4-6-2-punch-weapon-damage
type: Rule
name: 2.4.6.2 Punch Weapon Damage
slug: 2-4-6-2-punch-weapon-damage
source: wwn-srd-v1
source locator:
  section: 2.4.6.2
  heading: 2.4.6.2 Punch Weapon Damage
  line start: 2900
  line end: 2903
section: 2.4.6.2
rules text: If you are making a purely unarmed attack you may add your Punch skill to the damage. You may not add the skill to the damage done by artificial weaponry that uses the Punch skill.

2-4-6-3-trauma
type: Rule
name: 2.4.6.3 Trauma
slug: 2-4-6-3-trauma
source: wwn-srd-v1
source locator:
  section: 2.4.6.3
  heading: 2.4.6.3 Trauma
  line start: 2904
  line end: 2915
section: 2.4.6.3
rules text: Trauma Dice are optional in the typical fantasy setting of this game, though GMs may choose to use them if they wish to further increase the peril of combat. Statistics for weapon Trauma Dice and armor Trauma Target improvements are given in the Cities Without Number SRD. If you use this rule, then when you hit with a weapon or lethally-intended unarmed attack, roll the weapon’s associated Trauma Die. If it equals or exceeds the victim’s Trauma Target, which is usually 6 for a normal unarmored human, you have inflicted a Traumatic Hit. Traumatic Hits multiply the total damage of the hit by the weapon’s listed Trauma Rating. Thus, if a shotgun with a x3 Trauma Rating would normally have done 9 damage in total, it instead does 27. If this damage or any later damage in the same fight reduces the victim to zero hit points, they risk a Major Injury. Some abilities or heavy armor may increase a subject’s Trauma Target. Some other abilities might grant a bonus to the Trauma Die roll. To speed the process, it’s generally best to roll the Trauma Die at the same time as the attack or damage roll. Vehicles and other inanimate objects are immune to Traumatic Hits from weapons that could not reasonably inflict catastrophic structural damage on them.

2-4-6-4-shock
type: Rule
name: 2.4.6.4 Shock
slug: 2-4-6-4-shock
source: wwn-srd-v1
source locator:
  section: 2.4.6.4
  heading: 2.4.6.4 Shock
  line start: 2916
  line end: 2927
section: 2.4.6.4
rules text: Some melee weapons inflict Shock on a missed attack roll. This damage reflects the inevitable harm a poorly-armored combatant suffers when engaging in armed combat. Shock for a weapon is recorded as a point value and target Armor Class, such as “Shock 2/15”. If the wielder misses a target with this weapon that has a Melee Armor Class equal or less than the weapon’s Shock rating, they suffer the listed amount of damage anyway. Thus, if that weapon were to miss a victim with Melee AC 13, it would still do 2 points of damage. Some attacks apply Shock on a miss regardless of the target’s Armor Class. This benefit may be granted by certain abilities, or it may be part of a dangerous NPC’s talents. Such Shock ratings are recorded with “-” as the affected AC, such as “Shock 5/-”. This automatic Shock is still negated by shields or abilities that grant a subject immunity to Shock. The only modifiers that add to Shock damage are the wielder’s relevant attribute modifier for the weapon and any damage bonuses that explicitly add to Shock. Thus, the Killing Blow class ability adds to Shock because it specifically says so, while a weapon mod that merely says it adds +2 damage would not. A person using a shield can ignore the first source of Shock they would normally suffer in a round. Some other Foci or special actions such as Total Defense can also render a subject immune to Shock. An attack that hits can never do less damage than the Shock that would have been inflicted on a miss. If using the Trauma rules, damage inflicted by Shock cannot cause a Traumatic Hit.

2-4-6-damage-and-shock
type: Rule
name: 2.4.6 Damage and Shock
slug: 2-4-6-damage-and-shock
source: wwn-srd-v1
source locator:
  section: 2.4.6
  heading: 2.4.6 Damage and Shock
  line start: 2892
  line end: 2895
section: 2.4.6
rules text: If an attack hits, it inflicts hit point damage equal to the weapon’s damage die plus the weapon’s relevant attribute modifier. Special weapon mods or abilities may increase this damage.

2-4-7-1-shoving-and-grappling
type: Rule
name: 2.4.7.1 Shoving and Grappling
slug: 2-4-7-1-shoving-and-grappling
source: wwn-srd-v1
source locator:
  section: 2.4.7.1
  heading: 2.4.7.1 Shoving and Grappling
  line start: 2932
  line end: 2945
section: 2.4.7.1
rules text: To shove a target the attacker must make a successful melee attack. This attack does no damage, but forces an opposed Str/Exert or Str/ Punch skill check. If the attacker wins, the target is shoved back up to 3 meters or knocked prone at the attacker’s discretion. To grapple, the attacker must make a successful unarmed melee attack while having both hands free. This attack does no damage but forces an opposed Str/Punch skill check. If the attacker wins, the victim is grappled. A grappled victim remains so until they take a Main Action to perform a successful opposed Str/Punch skill check against their assailant. While grappled, neither the assailant or the target can move from their location, nor can they fight with anything but unarmed attacks, including fangs or claws for creatures equipped with such. At the end of each round, a grappled victim automatically suffers damage as if hit by their assailant’s unarmed attack. If the attacker wishes to move the grappled target, they must spend a Main Action and make an opposed Str/Punch skill check. On a success, they move the target up to 10 feet along with them or throw them 5 feet and leave them prone. On a loss or tie, the target escapes. An attacker can grapple only one target at a time, but a defender can be grappled by multiple assailants, within reason. Any skill checks forced on a multiply-grappled target are compared against all assailants, and win only if all assailant rolls are beaten. These rules assume both assailant and target are relatively human-sized. Grappling or shoving humanoid but substantially larger targets is done with a -2 penalty on all skill checks, while trying to handle quadrupeds or those only barely plausible to wrestle is done at a -4 penalty.

2-4-7-2-dual-wielding-weapons
type: Rule
name: 2.4.7.2 Dual-Wielding Weapons
slug: 2-4-7-2-dual-wielding-weapons
source: wwn-srd-v1
source locator:
  section: 2.4.7.2
  heading: 2.4.7.2 Dual-Wielding Weapons
  line start: 2946
  line end: 2953
section: 2.4.7.2
rules text: Some attackers prefer to use two weapons at once. PCs who wish to do so must have at least level-1 in the relevant weapon skills, such as Stab-1 and Shoot-1 for dual-wielding a knife and hand crossbow. When making an attack while dual-wielding, the attacker chooses which weapon they wish to use, rolling the attack roll accordingly. On a hit, the weapon does +2 damage so long as the target is within range of both wielded weapons. This bonus does not add to Shock. Managing two weapons at once is difficult, and applies a -1 penalty to all hit rolls.

2-4-7-3-execution-attacks
type: Rule
name: 2.4.7.3 Execution Attacks
slug: 2-4-7-3-execution-attacks
source: wwn-srd-v1
source locator:
  section: 2.4.7.3
  heading: 2.4.7.3 Execution Attacks
  line start: 2954
  line end: 2965
section: 2.4.7.3
rules text: A target that is entirely unsuspecting of danger is subject to execution attacks. A subject that is expecting danger or alert to potential harm cannot be targeted by an execution attack. A ranged execution attack requires one full minute of aiming, waiting, and adjusting on the part of the would-be sniper. Any disturbance during this time will spoil the shot. After spending this time, the assassin may make a Dex/Shoot skill check. The difficulty is 6 for an attack within two meters, 8 for an attack within the weapon’s normal range, or 10 for one at the weapon’s long range. On a success, the attack hits; the victim’s Armor Class is ignored. A melee execution attack requires one full minute of near proximity to the target, watching for just the right opening and getting to within melee range of the victim. If this time is granted, the assassin may make a melee attack, automatically hitting. When a target is hit with an execution attack they must make a Physical saving throw at a penalty equal to the assailant’s combat skill. On a failure, they are immediately reduced to zero hit points and Mortally Wounded, or knocked unconscious if the weapon was non-lethal. If they succeed on the save, they still take maximum damage from the hit. If using the Trauma rules, damage is rolled normally but successful execution attacks always count as Traumatic Hits, so the ensuing multiplied damage or Major Injury may be enough to kill in of itself.

2-4-7-special-combat-maneuvers
type: Rule
name: 2.4.7 Special Combat Maneuvers
slug: 2-4-7-special-combat-maneuvers
source: wwn-srd-v1
source locator:
  section: 2.4.7
  heading: 2.4.7 Special Combat Maneuvers
  line start: 2928
  line end: 2931
section: 2.4.7
rules text: There are certain special maneuvers or activities that commonly arise in combat.

2-5-0-injury-healing-and-system-strain
type: Rule
name: 2.5.0 Injury, Healing, and System Strain
slug: 2-5-0-injury-healing-and-system-strain
source: wwn-srd-v1
source locator:
  section: 2.5.0
  heading: 2.5.0 Injury, Healing, and System Strain
  line start: 2966
  line end: 2969
section: 2.5.0
rules text: Injury is almost inevitable in an adventurer’s career. Some forms of it can be longer-lasting than others.

2-5-1-1-npcs-and-mortal-injury
type: Rule
name: 2.5.1.1 NPCs and Mortal Injury
slug: 2-5-1-1-npcs-and-mortal-injury
source: wwn-srd-v1
source locator:
  section: 2.5.1.1
  heading: 2.5.1.1 NPCs and Mortal Injury
  line start: 2978
  line end: 2981
section: 2.5.1.1
rules text: NPCs who aren’t important enough to merit a name usually die instantly when reduced to zero hit points.

2-5-1-2-catastrophic-damage
type: Rule
name: 2.5.1.2 Catastrophic Damage
slug: 2-5-1-2-catastrophic-damage
source: wwn-srd-v1
source locator:
  section: 2.5.1.2
  heading: 2.5.1.2 Catastrophic Damage
  line start: 2982
  line end: 2985
section: 2.5.1.2
rules text: Targets reduced to zero hit points by some injury or cause that could not be reasonably survivable are instantly killed. An arrow hole might be patched; a direct hit with a house-sized boulder or a plunge off a thousand-foot precipice is less survivable. What counts as “not reasonably survivable” may vary with inhumanly durable targets.

2-5-1-3-non-lethal-incapacitation
type: Rule
name: 2.5.1.3 Non-Lethal Incapacitation
slug: 2-5-1-3-non-lethal-incapacitation
source: wwn-srd-v1
source locator:
  section: 2.5.1.3
  heading: 2.5.1.3 Non-Lethal Incapacitation
  line start: 2986
  line end: 2989
section: 2.5.1.3
rules text: If a target is brought to zero hit points by a non-lethal attack, they are incapacitated for ten minutes before regaining 1 hit point. They do not become Frail.

2-5-1-mortal-injury-and-stabilization
type: Rule
name: 2.5.1 Mortal Injury and Stabilization
slug: 2-5-1-mortal-injury-and-stabilization
source: wwn-srd-v1
source locator:
  section: 2.5.1
  heading: 2.5.1 Mortal Injury and Stabilization
  line start: 2970
  line end: 2977
section: 2.5.1
rules text: When a PC is reduced to zero hit points by a lethal attack, they are Mortally Injured. They will die at the end of the sixth round after their incapacitation unless stabilized by an ally or some special ability. A Mortally Wounded character is helpless, and can take no actions and do nothing useful. Stabilizing an ally is usually a Main Action that requires a Dex/ Heal or Int/Heal skill check. The difficulty is 8 plus the number of full rounds since the target fell. If the medic lacks a healer’s kit or other tools, this difficulty is increased by 2. Only one ally can try to stabilize a victim per round, though others can attempt to aid their check, but attempts may be retried each round for as long as hope lasts. Once stabilized the victim remains incapacitated for ten minutes before recovering with 1 hit point and the Frail condition. They may act normally after they recover, but if they are reduced to zero hit points again while still Frail, they die instantly. Frailty is removed by a week of bed rest and medical care. A physician can also make one attempt to remove Frailty with a healer’s kit and an hour of work, rolling a Dex/Heal or Int/Heal skill check against difficulty 10.

2-5-2-system-strain
type: Rule
name: 2.5.2 System Strain
slug: 2-5-2-system-strain
source: wwn-srd-v1
source locator:
  section: 2.5.2
  heading: 2.5.2 System Strain
  line start: 2990
  line end: 2999
section: 2.5.2
rules text: Magical forms of healing or use of powerful augmenting magic can take a toll on a user’s physiology. Their System Strain total reflects the total amount of stress their body has undergone. A healthy character normally starts at zero System Strain and has their Constitution score as their allowed maximum. A character cannot accumulate more than this maximum in System Strain. Magical healing and certain spells and abilities will add to a subject’s System Strain. If this addition would put them over their maximum they cannot activate the spell, benefit from healing, or otherwise gain any use from the ability. If they are forced over the maximum by some unavoidable effect, they are instead knocked unconscious for at least an hour. Characters lose one point of accumulated System Strain after each night’s rest, assuming they are warm, fed, and comfortable and can get at least eight uninterrupted hours of sleep. Cold camps, stony bedding, and other sources of privation prevent this recuperation.

2-5-3-natural-healing
type: Rule
name: 2.5.3 Natural Healing
slug: 2-5-3-natural-healing
source: wwn-srd-v1
source locator:
  section: 2.5.3
  heading: 2.5.3 Natural Healing
  line start: 3000
  line end: 3005
section: 2.5.3
rules text: A wounded creature can recover hit points by getting a good night’s rest and adequate food. Provided they are warm, fed, and comfortable, they regain hit points each morning equal to their experience level, or equal to their hit dice if they are NPCs. Characters suffering some form of privation do not recover hit points through sleep. Frail creatures do not recover hit points through natural healing. They must cure their Frail condition first or rely on pharmaceuticals. Removing the Frail condition requires a full week of bed rest and the medical attention of someone with at least Heal-0 skill and a healer’s kit. Frail victims without this level of medical care must make a Physical save after a week; on a failure they die sometime in the next week, while success means they lose their Frailty after another month’s rest.

2-5-4-first-aid
type: Rule
name: 2.5.4 First Aid
slug: 2-5-4-first-aid
source: wwn-srd-v1
source locator:
  section: 2.5.4
  heading: 2.5.4 First Aid
  line start: 3006
  line end: 3011
section: 2.5.4
rules text: Healers can patch up victims in a hurry, albeit at a cost to their physical resilience. By spending one minute patching up an ally with a healer’s kit, a healer can heal 1d6 points of damage plus their Heal skill. If they lack any Heal skill at all, they restore 1d6-1 points. Each such application of first aid adds one System Strain to the target. First aid can restore hit points to a Frail target, but it cannot remove their Frailty. One ten-minute turn is enough time for a healer to apply as much first aid as is wanted to the rest of their party.

2-5-5-poisons-and-diseases
type: Rule
name: 2.5.5 Poisons and Diseases
slug: 2-5-5-poisons-and-diseases
source: wwn-srd-v1
source locator:
  section: 2.5.5
  heading: 2.5.5 Poisons and Diseases
  line start: 3012
  line end: 3019
section: 2.5.5
rules text: Most toxins force a victim to make a Physical saving throw to resist their effects or mitigate their harm. Weak perils might grant as much as a +4 to the saving throw, while dire threats might apply a -4 penalty. If the save is failed, the poison or disease takes hold. Most poisons act quickly, inflicting hit point damage, adding System Strain to the target, or applying long-lasting penalties. Diseases can have a slower onset but often apply the same sort of harms. A medic who gets to a poisoned person within a minute of the poisoning can use a healer’s kit to give them a better chance to resist. They may add twice their Heal skill level to the victim’s saving throw roll, or +1 if they have only Heal-0 skill. Specialized antitoxins may be able to neutralize such poisons entirely.

2-6-0-chases-and-pursuit
type: Rule
name: 2.6.0 Chases and Pursuit
slug: 2-6-0-chases-and-pursuit
source: wwn-srd-v1
source locator:
  section: 2.6.0
  heading: 2.6.0 Chases and Pursuit
  line start: 3020
  line end: 3023
section: 2.6.0
rules text: Adventurers have a habit of chasing after others and being chased in turn. The specific rules used vary depending on whether it’s a foot chase or mounted pursuit.

2-6-1-foot-chases
type: Rule
name: 2.6.1 Foot Chases
slug: 2-6-1-foot-chases
source: wwn-srd-v1
source locator:
  section: 2.6.1
  heading: 2.6.1 Foot Chases
  line start: 3024
  line end: 3042
section: 2.6.1
rules text: The group member in the fleeing party with the best Dex/Exert or Con/Exert total rolls a skill check. Their result is the fleeing group’s pace, as they help and encourage the slower members. Other fleeing group members then hinder pursuit in whatever ways they think are helpful. Sometimes a skill check is needed, while other times a GM will simply decide it works. Each successful effort adds a +1 bonus to the pace, up to +3 maximum. Botched efforts are either unhelpful or apply a -1 penalty if they’re actively harmful. If the fleeing group is made up of NPCs, it’s the GM’s judgment as to whether any of them try to do something clever to stall the PCs. The pursuing group then makes a single Dex/Exert or Con/Exert skill check, modified by the table below. If they beat the fleeing group’s total they catch up to them, and if they tie or roll less the fleeing party has escaped immediate pursuit. |Situation|Mod| |---|---| |There are more pursuers than pursued|-1| |The pursued have no head start at all|+2| |The pursued have one round’s head start|+1| |The pursued have less than a minute’s head start|+0| |The pursued have more than a minute’s head start|-2| |Who knows the local terrain better?|-2 to +2| |The pursuit is half-hearted or obligatory|-1| |The pursuers are enraged or vengeful|+1|

2-6-2-mounted-chases
type: Rule
name: 2.6.2 Mounted Chases
slug: 2-6-2-mounted-chases
source: wwn-srd-v1
source locator:
  section: 2.6.2
  heading: 2.6.2 Mounted Chases
  line start: 3043
  line end: 3060
section: 2.6.2
rules text: For mounted or vehicular chases, the fleeing rider makes a Ride skill check, usually modified by Dexterity. This is the fleeing mount’s pace. Each pursuer then makes its own Dex/Ride skill check to catch up with the quarry, modified by the table below. Any of them who don’t equal or exceed the fleeing mount’s pace fall behind and are lost from the pursuit. Any of them who do make the roll catch up to the mount, and it usually becomes a matter of combat until the quarry can make another escape attempt or win the ensuing battle. Unmounted pursuers cannot generally hope to catch up with mounted evaders over a short-term chase. |Situation|Modifier| |---|---| |The pursuer can’t directly see the pursued|-2| |The pursuer is flying but the pursued isn’t|+3| |The pursued is flying but the pursuer isn’t|-3| |A spotter is relaying the target’s position|+1| |Who knows the local terrain better?|-2 to +2| |The pursuit is half-hearted or obligatory|-1| |The pursuers are enraged or vengeful|+1|

2-7-0-character-advancement
type: Rule
name: 2.7.0 Character Advancement
slug: 2-7-0-character-advancement
source: wwn-srd-v1
source locator:
  section: 2.7.0
  heading: 2.7.0 Character Advancement
  line start: 3061
  line end: 3066
section: 2.7.0
rules text: Characters accumulate experience points through successful adventure completion or other activities appropriate to the campaign’s focus. By default, PCs gain three experience points for an average successful mission. When enough experience points have been accumulated, they advance an experience level. New characters begin at first level and can rise to a maximum of tenth under the default rules. The requirements listed below are for “fast” campaigns, where PCs advance in level relatively rapidly, and “slow” campaigns, where the advancement is more measured. Individual GMs may alter these rates to suit their table’s needs. Experience points do not reset on leveling up; the totals listed are total points accumulated.

2-7-0-experience-point-requirements
type: Rule
name: Experience Point Requirements
slug: 2-7-0-experience-point-requirements
source: wwn-srd-v1
source locator:
  section: 2.7.0
  heading: Experience Point Requirements
  line start: 3067
  line end: 3081
section: 2.7.0
rules text: |Level|Fast|Slow| |---|---|---| |1|0|0| |2|3|6| |3|6|15| |4|12|24| |5|18|36| |6|27|51| |7|39|69| |8|54|87| |9|72|105| |10|93|139|

2-7-1-1-additional-hit-points
type: Rule
name: 2.7.1.1 Additional Hit Points
slug: 2-7-1-1-additional-hit-points
source: wwn-srd-v1
source locator:
  section: 2.7.1.1
  heading: 2.7.1.1 Additional Hit Points
  line start: 3086
  line end: 3089
section: 2.7.1.1
rules text: To determine their new maximum hit points, they roll their hit die for each level they now possess, adding their Constitution modifier to each die, and a further +2 if they have the Die Hard Focus. No individual die can be reduced below 1 point, even with a Constitution penalty. If the total roll is greater than their current maximum hit points, they take the roll. If less or equal, their maximum hit points increase by one.

2-7-1-2-improved-saving-throw
type: Rule
name: 2.7.1.2 Improved Saving Throw
slug: 2-7-1-2-improved-saving-throw
source: wwn-srd-v1
source locator:
  section: 2.7.1.2
  heading: 2.7.1.2 Improved Saving Throw
  line start: 3090
  line end: 3093
section: 2.7.1.2
rules text: Their saving throw scores decrease by one, making it easier to succeed on saving throws by rolling equal or over it. As a first level character has saving throw scores of 15, reaching second level would lower them to 14, modified by their appropriate attributes.

2-7-1-3-improved-attack-bonus
type: Rule
name: 2.7.1.3 Improved Attack Bonus
slug: 2-7-1-3-improved-attack-bonus
source: wwn-srd-v1
source locator:
  section: 2.7.1.3
  heading: 2.7.1.3 Improved Attack Bonus
  line start: 3094
  line end: 3097
section: 2.7.1.3
rules text: A PC’s base attack bonus improves according to their level and their chosen class.

2-7-1-4-gaining-and-spending-skill-points
type: Rule
name: 2.7.1.4 Gaining and Spending Skill Points
slug: 2-7-1-4-gaining-and-spending-skill-points
source: wwn-srd-v1
source locator:
  section: 2.7.1.4
  heading: 2.7.1.4 Gaining and Spending Skill Points
  line start: 3098
  line end: 3116
section: 2.7.1.4
rules text: A PC who advances a level gains three skill points they can spend on improving their skills or save to spend later. Experts and Partial Experts with the Quick Learner class ability gain an extra bonus skill point to spend, giving them four points each time they advance. Skills that are gained or improved immediately on gaining a level are assumed to have been perfected over the past level and require no training time or teaching. If they save their skill points to spend them later then they’ll need to find some teacher or other explanation for developing them in the meanwhile. The cost for improving a skill is listed below. Every skill level must be purchased in order; to gain level-1 in a skill you need to pay one point for level-0 and then two points for level-1. A PC must be the requisite minimum level to increase a skill to certain levels. Less hardened adventurers simply don’t have the focus and real-life experience to attain such a pitch of mastery. A PC cannot “partially buy” a skill level. If they don’t have enough skill points to buy a new level, they need to save them up until they can. A PC cannot develop skills beyond level-4. |Skill|Point|Min.| |---|---|---| |Level|Cost|Character Level| |0|1|1| |1|2|1| |2|3|3| |3|4|6| |4|5|9|

2-7-1-5-improving-attributes
type: Rule
name: 2.7.1.5 Improving Attributes
slug: 2-7-1-5-improving-attributes
source: wwn-srd-v1
source locator:
  section: 2.7.1.5
  heading: 2.7.1.5 Improving Attributes
  line start: 3117
  line end: 3124
section: 2.7.1.5
rules text: A PC may optionally choose to use their new skill points to improve their attribute scores. The first time a PC improves an attribute, it costs 1 skill point and adds +1 to an attribute of their choice. The second improvement to their attributes costs 2 skill points, the third 3, and so forth. Each improvement adds +1 to the attribute, potentially improving its modifier. A PC can only ever make five such improvements total; not five per attribute. PCs must be third level before buying their third boost, sixth level before buying their fourth boost, and ninth level before buying their fifth boost. No more than five attribute boosts can ever be purchased by a PC.

2-7-1-6-choosing-a-new-focus
type: Rule
name: 2.7.1.6 Choosing a new Focus
slug: 2-7-1-6-choosing-a-new-focus
source: wwn-srd-v1
source locator:
  section: 2.7.1.6
  heading: 2.7.1.6 Choosing a new Focus
  line start: 3125
  line end: 3132
section: 2.7.1.6
rules text: Finally, the PC might be eligible to pick an additional level in a Focus. At levels 2, 5, 7, and 10 a PC can add a level to an existing Focus or pick up the first level in a new Focus. If this is the first level they’ve taken in the Focus, they might be granted a skill as a free bonus pick, depending on the Focus’ benefits. During character creation, this bonus skill pick is treated like any other skill pick. If the Focus is taken as part of advancement, however, it instead counts as three skill points spent toward increasing the skill. This is enough to raise a nonexistent skill to level-1, or boost a level-1 skill to level-2. They may do this even if they aren’t high-enough level to normally qualify for a skill level that high. If the skill points aren’t quite enough to raise the skill to a new level, they remain as credit toward future advances. If applied to a skill that is already at level-4, the PC can spend the three skill points on any other skill of their choice.

2-7-1-7-learning-new-spells-and-arts
type: Rule
name: 2.7.1.7 Learning New Spells and Arts
slug: 2-7-1-7-learning-new-spells-and-arts
source: wwn-srd-v1
source locator:
  section: 2.7.1.7
  heading: 2.7.1.7 Learning New Spells and Arts
  line start: 3133
  line end: 3138
section: 2.7.1.7
rules text: Mage characters capable of spellcasting learn new spells when they advance a level. High Mages and Full Invokers learn two new High Magic spells they are capable of casting. All other spellcasting mages learn one spell they can cast, either from High Magic or their own specialist spells. Mages who use arts may also gain a new art pick, depending on their class. Each such class has a table that lists the schedule for gaining new arts.

2-7-1-advancement-benefits
type: Rule
name: 2.7.1 Advancement Benefits
slug: 2-7-1-advancement-benefits
source: wwn-srd-v1
source locator:
  section: 2.7.1
  heading: 2.7.1 Advancement Benefits
  line start: 3082
  line end: 3085
section: 2.7.1
rules text: Whenever a character advances a level, they obtain certain benefits.

2-8-0-crafting-and-modifying-gear
type: Rule
name: 2.8.0 Crafting and Modifying Gear
slug: 2-8-0-crafting-and-modifying-gear
source: wwn-srd-v1
source locator:
  section: 2.8.0
  heading: 2.8.0 Crafting and Modifying Gear
  line start: 3139
  line end: 3142
section: 2.8.0
rules text: Any Expert or Partial Expert PC with at least Craft-1 skill, or any PC with the Artisan Focus, can modify equipment with ancient salvage. Their crafting background does not need to precisely match the gear they’re modifying; the basic principles of using ancient salvage are the same among all disciplines.

2-8-1-crafting-gear
type: Rule
name: 2.8.1 Crafting Gear
slug: 2-8-1-crafting-gear
source: wwn-srd-v1
source locator:
  section: 2.8.1
  heading: 2.8.1 Crafting Gear
  line start: 3143
  line end: 3154
section: 2.8.1
rules text: An artisan requires a workshop that could plausibly build the gear in question. This may be nothing more than a sharp knife for a simple device, or a full-fledged alchemy lab for others. They also require a plausible source of parts for the device. This is usually a given if in a city or other salvage-rich area, but it may not be practical in a wilderness. Building gear takes a month for a wagon-sized vehicle or a week for a weapon, suit of armor, or other portable complex device. Very simple devices may be built faster at the GM’s discretion. Crafted gear is made at three levels of quality. Jury-rigged gear takes one-half the time to build and costs one-quarter the market cost in parts. If scrap salvage is available it can be built at no cost but normal build times. As an improvised device, it counts as a mod requiring Craft-0 to keep functional, as explained below in the mod maintenance rules. If it goes 24 hours without maintenance, it stops functioning. Jury-rigged devices cannot be further modded. Normal devices cost the same amount in parts as the market cost and take the normal amount of time to build. They cannot be built with salvaged parts unless the GM decides the salvage is perfectly suited for it. Consumable devices such as torches must be crafted as normal devices rather than jury-rigged or mastercrafted ones. Mastercrafted devices cost ten times as much in parts as the usual market cost and take twice as long to build. They are ideal platforms for an artisan’s mods, however, and the first mod their creator installs in them requires no maintenance. Mastercrafted weapons grant a +1 to hit. Mastercrafted armor counts as 1 fewer point of encumbrance, down to a minimum of 1 point. This lightening does not affect the armor’s suitability for a user of the Armored Magic Focus.

2-8-2-modifying-gear
type: Rule
name: 2.8.2 Modifying Gear
slug: 2-8-2-modifying-gear
source: wwn-srd-v1
source locator:
  section: 2.8.2
  heading: 2.8.2 Modifying Gear
  line start: 3155
  line end: 3162
section: 2.8.2
rules text: Crafted or purchased gear can be modified by a skilled artisan. Crafting mods also requires a minimum Fix skill. Without this skill level the tech cannot install the mod or maintain it afterwards. Crafting and installing mods has a cost in silver and sometimes in arcane salvage. The latter consists of rare monster parts, esoteric materials, and exotic components that cannot normally be bought on the open market, but must be acquired by adventuring or in payment from patrons. Arcane salvage is generic in nature; a given piece can be used in any mod that requires salvage. It takes one week per minimum skill level of the mod to build and install it. Thus, if the mod requires Craft-1 skill, it takes one week. If the artisan has an assistant with at least Craft-0 skill, this time is halved. If they do nothing but eat, sleep, and work, this time is further halved.

2-8-3-maintaining-mods
type: Rule
name: 2.8.3 Maintaining Mods
slug: 2-8-3-maintaining-mods
source: wwn-srd-v1
source locator:
  section: 2.8.3
  heading: 2.8.3 Maintaining Mods
  line start: 3163
  line end: 3170
section: 2.8.3
rules text: Mods normally require maintenance to keep functioning correctly, and a given artisan can maintain only so many mods at once. An artisan can only maintain mods they have the requisite skill levels to build. An artisan’s maximum maintenance score is equal to the total of their Intelligence and Constitution modifiers plus three times their Craft skill level. Thus, a tech with a +1 Intelligence mod, a -1 Constitution mod and Craft-1 could maintain up to three mods at any one time. Maintenance is assumed to take place during downtime and does not require any significantly expensive components. If an artisan does nothing but maintain mods, they can double their allowed number. Such work assumes sixteen-hour workdays. If a mod goes without maintenance for 24 hours, it stops working. If it goes without maintenance for a week, the item it’s attached to stops working, becoming dangerous or ineffective to use. A maintenance backlog on an item can be cleared by an hour’s work by an artisan capable of maintaining it.

2-8-4-example-modifications
type: Rule
name: 2.8.4 Example Modifications
slug: 2-8-4-example-modifications
source: wwn-srd-v1
source locator:
  section: 2.8.4
  heading: 2.8.4 Example Modifications
  line start: 3171
  line end: 3200
section: 2.8.4
rules text: The mods listed here are merely some of the possibilities for using ancient salvage or large amounts of costly mundane materials. These mods are almost never available on the open market due to the rarity of usable salvage and the difficulty of maintaining the gear. Acquiring the salvage needed to make them usually means finding it as part of an adventure, receiving it in payment from a patron, or setting out on specific expeditions to find it. Multiple modifications can stack, but cannot increase a hit, AC, or damage bonus above +3, or a skill check bonus above +1. Magical and masterwork weapons and armor can be modified, but mods can’t improve them above this cap. Arrow Storm (Craft-2): A bow or other projectile weapon automatically generates its own ammunition, albeit the conjured projectiles vanish a round after firing. This mod does not increase reload speed. Cost: One unit of salvage and 5,000 silver pieces. Assassin’s Trinket (Craft-2): A one-handed weapon is modified to adopt the shape of some item of jewelry or adornment. It can be shifted to or from this shape by the owner as an On Turn action. Cost: One unit of salvage and 1,000 silver pieces. Augmented Gear (Craft-1): A tool, medical kit, or other item of equipment is improved for a specific purpose chosen at the time of augmentation. Skill checks made for that purpose gain a +1 skill bonus with the item. Cost: One unit of salvage and 5,000 silver pieces. Automatic Reload (Craft-2): A hurlant can be modified to reload itself, if ammunition is available. Once per scene, a man-portable hurlant can be reloaded as an On Turn action. Cost: Two units of salvage and 10,000 silver pieces. Customized (Craft-1): The weapon or suit of armor has been carefully tailored for a specific user. When used by them, they gain a +1 to hit with the weapon or +1 Armor Class with the armor. This mod doesn’t work with shields. Cost: 1,000 silver pieces. Flying Razor (Craft-1): A throwing weapon is imbued with various esoteric ma…

2-9-0-encumbrance
type: Rule
name: 2.9.0 Encumbrance
slug: 2-9-0-encumbrance
source: wwn-srd-v1
source locator:
  section: 2.9.0
  heading: 2.9.0 Encumbrance
  line start: 3201
  line end: 3218
section: 2.9.0
rules text: Gear has encumbrance, measured in points, as exampled in the table below. The more awkward or bulky the object, the greater the encumbrance. The GM adjudicates ambiguous objects. |Gear|Encumbrance| |---|---| |Portable in a small pocket|0 (Any reasonable number can be carried)| |Portable in one hand|1| |Requires two hands to carry or use it|2| |Requires a whole-body effort to haul it|5+| |Dragging an unconscious teammate|12| Gear is either Stowed or Readied. Stowed gear is packed away carefully in pockets, packs, and harnesses. It’s easier to carry but harder to quickly access. Using Stowed gear requires that the bearer take a Main Action to pull it out before using it. Readied gear is carried in hands, holsters, quick-access pockets, or other easily-accessible places. It can be used as part of an action without any further preparation. A character can carry a total number of Stowed encumbrance points equal to their Strength score. They can carry a number of Readied points equal to half their Strength, rounded down. Thus, a PC with a Strength score of 11 could carry 11 points of Stowed gear and 5 points of Readied. PCs can haul much heavier objects if necessary. If they push their limits for longer terms, they can carry an additional two Ready and four Stowed items. The first time they do this, their Move speed is cut by 30%, from 30 feet to 20 feet. The second time, it’s cut by 50%, from 20 feet to 10 feet. More weight than this can’t be practically hauled over significant distances.

2-9-1-bundled-gear
type: Rule
name: 2.9.1 Bundled Gear
slug: 2-9-1-bundled-gear
source: wwn-srd-v1
source locator:
  section: 2.9.1
  heading: 2.9.1 Bundled Gear
  line start: 3219
  line end: 3222
section: 2.9.1
rules text: Small, regularly-shaped objects such as oil flasks, potion bottles, rations, and torches can be wrapped into bundles for easier portability. Three such items can be tied into a bundle that only counts as one item of encumbrance. Breaking into this bundle takes an extra Main Action, however.

2-9-2-bulk-weights
type: Rule
name: 2.9.2 Bulk Weights
slug: 2-9-2-bulk-weights
source: wwn-srd-v1
source locator:
  section: 2.9.2
  heading: 2.9.2 Bulk Weights
  line start: 3223
  line end: 3228
section: 2.9.2
rules text: Sometimes the PCs need to transport bulk amounts of goods that are measured in pounds. When it’s necessary to convert these weights into encumbrance points, a GM can just assume that fifty pounds is worth about ten points of encumbrance to a PC hauling a pack out on their back. When judging the ability of a vehicle to carry encumbrance points of cargo, it can be assumed that a wagon can carry as much as the PCs need it to carry, within reason.

2-9-3-games-without-encumbrance
type: Rule
name: 2.9.3 Games Without Encumbrance
slug: 2-9-3-games-without-encumbrance
source: wwn-srd-v1
source locator:
  section: 2.9.3
  heading: 2.9.3 Games Without Encumbrance
  line start: 3229
  line end: 3232
section: 2.9.3
rules text: Not all groups like to track encumbrance or deal with the logistics of an adventuring expedition. If the GM so elects, then PCs can carry and Ready whatever amount of gear the GM thinks is reasonable. In such cases the GM should check over character sheets before each adventure to make sure reason is not outraged.

3-0-0-equipment-armor-and-weapons
type: Rule
name: 3.0.0 Equipment, Armor, and Weapons
slug: 3-0-0-equipment-armor-and-weapons
source: wwn-srd-v1
source locator:
  section: 3.0.0
  heading: 3.0.0 Equipment, Armor, and Weapons
  line start: 3467
  line end: 3470
section: 3.0.0
rules text: This section provides a selection of example gear appropriate to most fantasy campaigns. The GM is naturally expected to add other items that might suit their particular world.

3-1-0-money-and-currency
type: Rule
name: 3.1.0 Money and Currency
slug: 3-1-0-money-and-currency
source: wwn-srd-v1
source locator:
  section: 3.1.0
  heading: 3.1.0 Money and Currency
  line start: 3471
  line end: 3474
section: 3.1.0
rules text: The game assumes copper, silver, and gold coins in general circulation, with ten coppers to a silver and ten silvers to a gold piece. Silver is the base currency; one silver piece is a typical laborer’s daily wage.

3-2-0-adventuring-gear-2
type: Rule
name: Adventuring Gear
slug: 3-2-0-adventuring-gear-2
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
section: 3.2.0
rules text: |Item|Cost|Enc| |---|---|---| |Arrows, 20|2 sp|1| |Backpack|2 sp|1§| |Boots|2 sp|1§| |Candle|1 cp|*| |Cart, one-horse|50 sp|N/A| |Clothes, common|25 sp|1§| |Clothes, fine|100 sp|1§| |Clothes, noble|500 sp|2§| |Cooking utensils|4 sp|1| |Crowbar|4 sp|1| |Firewood, one night's fire|2 cp|4| |Flask, metal, one pint|3 sp|1| |Grappling hook|5 sp|1| |Hammer or small tool|2 sp|1| |Healer's pouch|5 sp|1| |Hurlant bolts, 20|20 sp|1| |Iron spikes, 10|1 sp|1| |Lantern|10 sp|1| |Mirror, hand|10 sp|*| |Oil, one pint|1 sp|1#| |Paper, 10 sheets|1 sp|*| |Rations, one week|5 sp|4| |Rope, 50'|2 sp|2| |Sack|1 sp|1| |Shovel, pick, or similar tool|4 sp|2| |Tinder box|1 sp|*| |Torch|2 cp|1#| |Waterskin, one gallon|1 sp|1| |Writing kit|3 sp|1| * the item is effectively weightless in modest numbers § the item doesn’t count for encumbrance purposes while being worn \# can be bundled in units of three for the same encumbrance, with a Main Action to break open a bundle to get at the contents

3-2-0-adventuring-gear
type: Rule
name: 3.2.0 Adventuring Gear
slug: 3-2-0-adventuring-gear
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: 3.2.0 Adventuring Gear
  line start: 3475
  line end: 3476
section: 3.2.0
rules text: 3.2.0 Adventuring Gear

3-2-0-beasts-and-transport
type: Rule
name: Beasts and Transport
slug: 3-2-0-beasts-and-transport
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
section: 3.2.0
rules text: |Item|Cost| |---|---| |Horse, riding|200 sp| |Horse, draft|150 sp| |Horse, battle-trained|2,000 sp| |Mule|30 sp| |Cow|10 sp| |Ox, plow-trained|15 sp| |Chicken|5 cp| |Pig|3 sp| |Dog, working|20 sp| |Sheep or goat|5 sp| |River ferry, per passenger|5 cp| |Ship passage, per expected day|2 sp| |Carriage travel, per mile|2 cp| |Rowboat|30 sp| |Small fishing boat|200 sp| |Merchant ship|5,000 sp| |War galleon|50,000 sp|

3-2-0-hirelings-and-day-labor
type: Rule
name: Hirelings and Day Labor
slug: 3-2-0-hirelings-and-day-labor
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
section: 3.2.0
rules text: |Item|Cost/day| |---|---| |Bard of Small Repute|2 sp| |Common Prostitute|2 sp| |Dragoman or Skilled Interpreter|10 sp| |Elite Courtesan|100 sp| |Farmer|1 sp| |Guard, ordinary|2 sp| |Guard, sergeant, for every ten guards|10 sp| |Lawyer or Pleader|10 sp| |Mage of Minor Abilities|200 sp| |Mundane Physician|10 sp| |Porter willing to go into the wilds|5 sp| |Porter only for relatively safe roads|1 sp| |Navigator|5 sp| |Sage, per question answered|200 sp| |Sailor|1 sp| |Scribe or Clerk|3 sp| |Skilled Artisan|5 sp| |Unskilled Laborer|1 sp| |Veteran Sellsword|10 sp| |Wilderness Guide|10 sp|

3-2-0-hirelings-and-services
type: Rule
name: 3.2.0 Hirelings and Services
slug: 3-2-0-hirelings-and-services
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: 3.2.0 Hirelings and Services
  line start: 3554
  line end: 3567
section: 3.2.0
rules text: The party may find it useful to employ temporary labor in their adventures, either for extra warm bodies in combat or for the special talents they possess. Adventuring hirelings will demand at least a half-share of treasure in addition to their daily pay and will undertake no risks that their employers don’t share. Their combat statistics will be as normal for their type, usually equal to a common human soldier for most. After a particularly dangerous adventure, the hireling must make a Morale check; on a failure, they decide the adventuring life is too risky and leave the group. On the rare occasions that a mage can be found willing to hire out their services, their skills almost never exceed those of a first or second level Mage. Most communities have a limited number of men and women willing to risk an awful doom while adventuring. If the party makes a habit of returning without their employees, others may refuse to join. Non-adventuring hirelings who are employed to guard the party’s residence, haul their equipment on expeditions, work on their behalf, and otherwise conduct normal business will require no more than their daily wage. If they can’t go home at the end of the day, food and fit lodgings must be provided as well. Where it matters, common hirelings can be assumed to have a total +1 bonus on relevant skill checks.

3-2-1-gear-bundles-2
type: Rule
name: Gear Bundles
slug: 3-2-1-gear-bundles-2
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Gear Bundles
  line start: 3543
  line end: 3553
section: 3.2.1
rules text: |Item|Cost|Enc| |---|---|---| |Artisan’s Equipment|50 sp|5| |Criminal Tools|100 sp|3| |Dungeoneering Kit|200 sp|6| |Noble Courtier Outfit|1,000 sp|2| |Performer’s Implements|100 sp|3| |Wilderness Travel Gear|100 sp|5|

3-2-1-gear-bundles
type: Rule
name: 3.2.1 Gear Bundles
slug: 3-2-1-gear-bundles
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: 3.2.1 Gear Bundles
  line start: 3539
  line end: 3542
section: 3.2.1
rules text: Depending on the tastes of the group, some parties might enjoy tracking every torch and carefully weighing their resource expenditures on perilous expeditions. Others prefer to gloss over the details. The “gear bundle” options below cover all the non-weapon, non-armor gear expected of a particular role and the usual encumbrance weight of it all. The specific contents of each bundle are as broad as the GM finds reasonable for the role. A GM who prefers exact accounting can disallow bundles.

3-2-1-services-and-living-expenses-2
type: Rule
name: Services and Living Expenses
slug: 3-2-1-services-and-living-expenses-2
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
section: 3.2.1
rules text: |Item|Cost| |---|---| |Impoverished lifestyle, per week|5 sp| |Common lifestyle, per week|20 sp| |Rich lifestyle, per week|200 sp| |Noble lifestyle, per week|1,000 sp| |Magical healing of wounds|10 sp/hp*| |Magical curing of a disease|500 sp*| |Lifting a curse or undoing magic|1,000 sp*| |Casting a minor spell|250 sp*| |Bribe to overlook a minor crime|10 sp| |Bribe to overlook a major crime|500 sp| |Bribe to overlook a capital crime|10,000 sp| |Hire someone for a minor crime|50 sp| |Hire someone for a major crime|1,000 sp| |Hire someone for an infamous crime|25,000 sp| * These services are rarely available without personal connections or doing special favors, and many communities may lack them entirely.

3-2-1-services-and-living-expenses
type: Rule
name: 3.2.1 Services and Living Expenses
slug: 3-2-1-services-and-living-expenses
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: 3.2.1 Services and Living Expenses
  line start: 3593
  line end: 3606
section: 3.2.1
rules text: Heroes who are sufficiently established as to have their own homes or businesses can live comfortably on their own resources. Other PCs, however, must pay for their keep when not out adventuring. Impoverished lifestyle costs cover only the bare minimum of food and a mostly-dry squat to sleep in. Heroes who can afford nothing better suffer a -1 penalty to all social skill checks due to their unkempt state and must make a Physical saving throw each night to benefit from the usual decrease in System Strain. Common lifestyle fees for an adventurer usually cover adequate food and a shabby private inn room. No penalties or benefits are granted by living this way. Rich lifestyle costs generally include a rented townhouse, a small staff of servants, and social entree into high society circles that are forgiving of the nouveau riche… at least, as long as their coin remains good. Noble lifestyles provide the very best the community can offer in fine lodging, luxuriant food, sycophantic servants, and the provisional friendship of useful parasites. Once per game session, the PC can ask a favor of a hanger-on in their retinue, who will perform it if it is not more than mildly humiliating, dangerous or illegal. Aside from these weekly lifestyle costs, some other services often required by adventurers are listed.

3-3-0-armor
type: Rule
name: 3.3.0 Armor
slug: 3-3-0-armor
source: wwn-srd-v1
source locator:
  section: 3.3.0
  heading: 3.3.0 Armor
  line start: 3628
  line end: 3635
section: 3.3.0
rules text: While some martial adepts or tradition-bound sorcerers shun armor, most adventurers find it necessary to put something solid between them and their enemies. Armor must be worn as a Readied item, counting against the hero’s encumbrance limit. Each type of armor grants a different base Armor Class to the wearer, making it more difficult for enemies to land a telling blow. This Armor Class is modified by the wearer’s Dexterity modifier and by any shield they might carry, as described below. Multiple suits of armor do not stack; only one can usefully benefit a wearer. A hero wearing no armor at all has a base Armor Class of 10, modified by their Dexterity modifier. If they pick up a shield they can improve this to either AC 13 or AC 14, depending on the size of the shield.

3-3-1-light-medium-and-heavy-armor
type: Rule
name: 3.3.1 Light, Medium, and Heavy Armor
slug: 3-3-1-light-medium-and-heavy-armor
source: wwn-srd-v1
source locator:
  section: 3.3.1
  heading: 3.3.1 Light, Medium, and Heavy Armor
  line start: 3636
  line end: 3639
section: 3.3.1
rules text: Light armor may be decidedly heavy, but it is loose and flexible enough to offer minimal hindrance to the wearer’s actions. Some varieties are also discreet enough to be worn politely in common society. Medium armor is significantly noisier and more overt; it cannot be worn discreetly and applies its encumbrance as a penalty to any physical Sneak rolls made by the wearer. Heavy armor is the thickest, toughest panoply available on the market, and its bulk and noise make its encumbrance apply as a penalty to Sneak or Exert checks made by the wearer.

3-3-2-shields
type: Rule
name: 3.3.2 Shields
slug: 3-3-2-shields
source: wwn-srd-v1
source locator:
  section: 3.3.2
  heading: 3.3.2 Shields
  line start: 3640
  line end: 3645
section: 3.3.2
rules text: Shields come in two general varieties. Small ones, often made of costlier metal, can be strapped to the wearer’s arm and allow them to hold and manipulate objects with that hand, albeit not wield a weapon with it. Larger shields are of cheaper wood and require a good grip. A small shield user has a base AC of 13, while a large shield user has a base AC of 14. Unlike other armor, however, if the user is already wearing equal or better armor the shield grants a +1 bonus to their AC. Shields allow the bearer to ignore the first instance of Shock they might otherwise suffer in a round.

3-3-3-armor
type: Rule
name: Armor
slug: 3-3-3-armor
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
section: 3.3.3
rules text: |Light Armors|AC|Cost|Enc| |---|---|---|---| |No Armor|10|None|N/A| |War Shirt|11|5 sp|0| |Buff Coat|12|50 sp|0| |Linothorax|13|20 sp|1| |War Robe|14|50 sp|3| |Pieced Armor|14|100 sp|2| |Medium Armors|||| |Mail Shirt|14|250 sp|1| |Cuirass and Greaves|15|250 sp|2| |Scaled Armor|16|500 sp|3| |HeavyArmors|||| |Mail Hauberk|16|750 sp|2| |Plate Armor|17|1,000 sp|2| |Great Armor|19|2,000 sp|3| |Grand Plate|16|2,000 sp|3| |Shields|||| |Small Shield|13|20 sp|1| |Large Shield|14|10 sp|1| Cuirass and greave armor reflects those different designs that rely on solid metal plating over the wearer’s vitals along with lighter limb armor. Scaled armor includes both armor of metal scales on a flexible backing, brigandine, jacks of plate, and other armor made up of small, connected plates that cover most of the wearer’s body. Most are noisy, heavy suits. A mail hauberk in the listed style covers not only the wearer’s chest, but also their arms, with a long skirt extended to the knee. Plate armor is an extremely expensive suit of tailored metal pieces that cover both the vitals and the limbs of the wearer. Great armor is less finely tailored, relying instead on stacking layer upon layer of mail, plates, hide, cloth, and other protective materials. Grand plate is so finely-jointed that a weapon must either be very large or very armor-piercing to harm the wearer; they’re immune to non-magical melee or thrown weapons unless the weapon is two-handed, has a Shock rating of AC 16 or more, or the wearer is currently grappled by someone. This tight protection comes at the cost of the thick plating found in great armor or conventional plate.

3-3-3-types-of-armor
type: Rule
name: 3.3.3 Types of Armor
slug: 3-3-3-types-of-armor
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: 3.3.3 Types of Armor
  line start: 3646
  line end: 3657
section: 3.3.3
rules text: War shirts are nothing more than blessed shirts, lucky cloaks, auspicious warpaint, or whatever tokens of martial victory are favored by the poor and humble of a given culture. While they may look like nothing but normal clothing, their war-luck is still sufficient to interfere with a spellcaster’s abilities. Buff coats are long coats of thick, supple hide, sometimes worn to cushion the bite of heavier armor and sometimes sported as ornamented street clothing for the gentry who can afford such luxuries. Linothorax armor is a stiffer armor of glued, layered cloth. A war robe is a catchall term for various outfits involving layers of reinforced cloth or leather. Bits of metal, layers of thick hide, or weaves of tough cordage might all go into the various layers of the suit, making it a very heavy, if effective, piece of equipment. Pieced armor is assembled of a thicker or more durable chestpiece and piecework limb armor. While less effective than a proper cuirass and greaves, it’s often the best that poor adventurers can get. Mail shirts are usually of iron or steel wire, though bronze and other more exotic materials are not unknown. Such shirts cover only the vitals of the wearer, but are less burdensome than a full hauberk.

3-4-0-weapons
type: Rule
name: 3.4.0 Weapons
slug: 3-4-0-weapons
source: wwn-srd-v1
source locator:
  section: 3.4.0
  heading: 3.4.0 Weapons
  line start: 3687
  line end: 3690
section: 3.4.0
rules text: The tools of a bloody trade are familiar to most adventurers. While some Vowed or trained pugilists might scorn the use of material weapons, most sentient combatants must rely on something better than their natural gifts.

3-4-1-weapon-statistics
type: Rule
name: 3.4.1 Weapon Statistics
slug: 3-4-1-weapon-statistics
source: wwn-srd-v1
source locator:
  section: 3.4.1
  heading: 3.4.1 Weapon Statistics
  line start: 3691
  line end: 3698
section: 3.4.1
rules text: Each of the weapons on the following page has a listed damage it inflicts on a successful hit, an amount of Shock inflicted on a miss to targets with an AC equal or less than that given, and a particular attribute relevant to the weapon’s use. That attribute’s modifier is applied to all hit rolls, damage rolls, and Shock inflicted by the weapon. If more than one attribute is listed, the wielder can use whichever one is better. Using a melee weapon without at least Stab-0 skill inflicts a -2 penalty on hit rolls, as does using ranged weapons without at least Shoot-0 skill. Thrown weapons can be used with either. Ranged weapons have both short and long ranges listed in feet. Attacking a target within short range may be done at no penalty, while hitting a target at long range is done with a-2 penalty to the hit roll. Two-handed ranged weapons cannot be used while an enemy is locked in melee with the wielder, and even one-handed or thrown weapons suffer a -4 penalty to hit in such circumstances. Some weapons have additional unique traits, perhaps being particularly slow to reload, or requiring two hands to wield correctly, or being easily hidden in common clothing. The GM might choose to apply these traits to improvised weapons snatched up by the PCs if any of them seem appropriate.

3-4-2-types-of-weapons
type: Rule
name: 3.4.2 Types of Weapons
slug: 3-4-2-types-of-weapons
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
section: 3.4.2
rules text: Axes given here are those fashioned for war; lighter and more agile than their working cousins, though still capable of hacking through a door or hewing a cable if needed. War axes are big enough to demand two hands for their use. Blackjacks include not only obvious weapons loaded with sand or iron shot, but any small, stunning fist load. A blackjack or other small fist load is easily concealed as some ornamental component of ordinary clothing. Bows cover everything from the small self bows of horse archers to the man-tall longbows wielded by foot archers. Larger bows are more cumbersome and impossible to shoot from horseback, but usually have superior strength. An archer with a Readied quiver can load a fresh arrow as a Move action each turn, or as an On Turn action if they have at least Shoot-1 skill. Claw blades are the sharper kin of fist loads, being small blades or finger talons that are easily concealed or disguised as metal ornaments. While they are vicious weapons, they can’t be usefully thrown. Clubs, staves, and maces are of much the same genus, though the latter is usually made of metal. While fully capable of killing a man, a careful user can usually avoid inflicting lethal injury. Crossbows come in heavier varieties than the one listed, but such slow, bulky arbalests are rarely in the hands of adventurers. Reloading a crossbow of this size takes a full Main Action, but due to the simplicity of their operation, someone without Shoot-0 can still use them at no unskilled hit penalty. Daggers come in ten thousand varieties, but the listed kind is a common fighting dirk, big enough to push through light armor while remaining small enough to be discreetly hidden. Stilettos and similar armor-piercing daggers aren’t usually effective as thrown weapons. Halberds and other polearms can be somewhat awkward in narrow spaces, but remain popular military weapons in some armies. The statistics given here can also be used for fauchards, bills, voulges, spetums, bardic…

3-4-3-weapon-traits
type: Rule
name: 3.4.3 Weapon Traits
slug: 3-4-3-weapon-traits
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
section: 3.4.3
rules text: 2H: Two Handed. The weapon requires two hands to use in combat. Ranged two-handed weapons cannot be fired effectively while an enemy is within melee range. AP: Armor Piercing. This weapon ignores non-magical hides, armor and shields for purposes of its hit rolls. FX: Fixed. The weapon is too heavy and clumsy to use without a fixed position and at least five minutes to entrench it. L: Long. The weapon is unusually long, allowing melee attacks to be made at targets up to 10 feet distant, even if an ally is in the way. Even so, the wielder still needs to be within five feet of a foe to count as being in melee with them for purposes of forcing Fighting Withdrawals, disrupting large ranged weapons, or similar maneuvers. LL: Less Lethal. Foes brought to zero hit points by this weapon can always be left alive at the wielder’s discretion. N: Numerous. Five of these count as only one Readied item. PM: Precisely Murderous. When used for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even if it succeeds. R: Reload. The weapon takes a Move action to reload. If the user has S: Subtle. Can be easily hidden in clothing or jewelry. SR: Slow Reload. It takes a Main Action to reload this weapon. SS: Single Shot. This weapon takes ten rounds to reload, and the reloading effort is spoiled if an enemy melees the wielder. T: Throwable. While the weapon can be used in melee, it may be thrown out to the listed range as well, albeit it does no Shock in that case. Throwing a weapon while in melee applies a -4 penalty to the hit roll.

4-0-0-magic-and-spellcasting
type: Rule
name: 4.0.0 Magic and Spellcasting
slug: 4-0-0-magic-and-spellcasting
source: wwn-srd-v1
source locator:
  section: 4.0.0
  heading: 4.0.0 Magic and Spellcasting
  line start: 3779
  line end: 3782
section: 4.0.0
rules text: High Mages, Necromancers, Elementalists, and Invokers are all capable of casting spells. In addition, NPC wizards may also have access to spellcasting, though NPCs seldom have classes as PCs do. This section of the rules describes such sorcerous matters.

4-1-0-spells-and-arts
type: Rule
name: 4.1.0 Spells and Arts
slug: 4-1-0-spells-and-arts
source: wwn-srd-v1
source locator:
  section: 4.1.0
  heading: 4.1.0 Spells and Arts
  line start: 3783
  line end: 3794
section: 4.1.0
rules text: Magical invocations are known conventionally as spells, each one ranked in power from level one, the relatively weakest, to level five, the most potent. The common corpus of ancient spells is known as High Magic. These spells are the common heritage of all spellcasting mages, and any spellcasting mage can learn and use them. Specific arcane traditions such as Elementalists or Necromancers also have bodies of spells specific to their tradition. Only they can learn or cast these enchantments. In addition to spells, mages commonly have access to arts, magical techniques that allow them to produce certain effects quickly and easily. Most mages learn one or two arts as an apprentice and gradually master more as they advance in skill. Every tradition has its own body of arts, and only members of that tradition can ever learn them. Adventurers who take dual Mage classes can learn arts from both, but each class must choose its arts individually; a Partial High Mage/Partial Healer couldn’t use his High Mage art picks to choose Healer arts, or vice-versa.

4-10-0-creating-magic-items
type: Rule
name: 4.10.0 Creating Magic Items
slug: 4-10-0-creating-magic-items
source: wwn-srd-v1
source locator:
  section: 4.10.0
  heading: 4.10.0 Creating Magic Items
  line start: 4317
  line end: 4324
section: 4.10.0
rules text: All permanent magical items are difficult to make. Even if the item is nothing more than a tankard that keeps its contents perpetually chilled, making that tankard is every bit as difficult as forging an enchanted sword. As a consequence, very few sorcerers bother to make petty items; if it’s going to be as hard to make a trifling token as a significant one, why make trifles? Magical items are exceedingly expensive to build. The rare components, expensive rituals, and costly processes involved eat up vast amounts of silver and great labor on the part of the mage. These components must be bought at some major city or salvaged from the dungeons or ruins that the PCs are exploring. They form many of the same components that are used in building Workings or researching new spells, so the same general pool of magical components can be used for any of those purposes. Magical items are also complex and difficult to create. A novice mage cannot fashion them and even an expert might find it difficult to get an item to come out just right. Flaws can creep into the construction process, forcing the PC to either start over or cope with an item that isn’t exactly what was intended.

4-2-0-preparing-and-casting-spells
type: Rule
name: 4.2.0 Preparing and Casting Spells
slug: 4-2-0-preparing-and-casting-spells
source: wwn-srd-v1
source locator:
  section: 4.2.0
  heading: 4.2.0 Preparing and Casting Spells
  line start: 3795
  line end: 3798
section: 4.2.0
rules text: Each spellcaster must first learn a spell before they can cast it. They may be taught by a mage who already knows the spell, even if they’re from a different tradition, or they must find a grimoire laying out the fine details of the incantation. Specialist spells specific to a tradition cannot be learned by mages outside that tradition.

4-2-1-learning-a-spell
type: Rule
name: 4.2.1 Learning a Spell
slug: 4-2-1-learning-a-spell
source: wwn-srd-v1
source locator:
  section: 4.2.1
  heading: 4.2.1 Learning a Spell
  line start: 3799
  line end: 3806
section: 4.2.1
rules text: Learning a spell requires one week per spell level, less one week per level of the learner’s Magic skill, down to a minimum of one day. At the end of this time the student will either have mastered the contents of a written copy of the spell or created such a copy from their master’s tutelage. They must continue to retain access to this written document if they are to prepare the spell later, as it is an actual thaumaturgically-attuned artifact in itself. Without its formulas, attunement tables, and enchanted diagrams the mage will be unable to prepare the spell for later use. The full collection of these documents is generally known as the mage’s “grimoire” or “spellbook”, though some texts actually take the form of teaching artifacts or physical models. If this spellbook is lost, the mage can re-create it, but it takes as much time to re-scribe each spell as it would to learn it in the first place. No special costs are required in silver or materials. A mage must be able to actually cast the spell in order to learn it. A novice mage can cast only first level spells, so they can learn only first level spells as well, even if they somehow come into possession of a grimoire with a more potent incantation. They’ll need to wait until their own enlightenment is sufficient to cast the spell before they can finally master it.

4-2-2-preparing-a-spell
type: Rule
name: 4.2.2 Preparing a Spell
slug: 4-2-2-preparing-a-spell
source: wwn-srd-v1
source locator:
  section: 4.2.2
  heading: 4.2.2 Preparing a Spell
  line start: 3807
  line end: 3812
section: 4.2.2
rules text: Once the spellbook is prepared, the mage must perform the necessary attunements and propitiations to prepare the spell for casting. The number of spells a mage can prepare at once varies with their experience level, from as few as two or three at first level to as many as twelve when at tenth level. The mage may prepare any spell they have in their spellbook; there’s no obligation to prepare a certain number of low-level spells should the mage wish to fill all their available “slots” with their most powerful magics and run the risk of lacking some lesser, yet more useful spell. Preparing a new set of spells takes an hour, and can only be done after a good night’s rest, when the mage’s mind is most fresh and malleable. Once spells have been prepared they remain so indefinitely until replaced with a different set of magics.

4-2-3-casting-prepared-spells
type: Rule
name: 4.2.3 Casting Prepared Spells
slug: 4-2-3-casting-prepared-spells
source: wwn-srd-v1
source locator:
  section: 4.2.3
  heading: 4.2.3 Casting Prepared Spells
  line start: 3813
  line end: 3824
section: 4.2.3
rules text: Once a set of spells is prepared, the mage may then cast them at their leisure. Casting a spell usually requires a Main Action and at least one free hand, along with vocalizations at least as loud as clear normal conversation. The arcane gesticulations and vocal incantations are quite obviously occult to any onlookers, but it’s usually impossible to tell which spell a mage is casting merely by looking at them. Casting a spell requires focus and undisturbed concentration. If a mage has taken hit point damage or has been severely jostled in a round, they cannot cast magic that round. Thus, a mage who acts late in a round runs the risk of being hurt and having their concentration spoiled, thus forcing them to do something other than cast a spell when their turn comes around. Spells cannot normally be cast while wearing armor or restrictive clothing. The profane materials, restrictive fit, and unsalutary occult configurations of armor spoil the necessary flow of energy, as does the bulk and clumsiness of a shield. The same hindrances usually also spoil the use of any arts the tradition may teach, and not just spellcasting itself. A mage can cast only so many spells each day before needing a full night’s rest to recover. Novices can cast only one spell, while masters can manage six. The spell to be cast may be selected from any prepared by the mage; the same power can be used to invoke a mighty fifth-level spell or a relatively modest first-level incantation. The same spell may be cast more than once, if the mage has multiple castings left for the day. Adventurers who take the Partial Mage class are more limited than more focused specialists. They are able to cast fewer spells each day and the maximum level of spell they can cast is also significantly lower as compared to an equivalent full Mage. The total spells they can prepare for the day are also often somewhat fewer than that of a full Mage. When they cast the spells, however, any level-based effects also use their …

4-2-4-creatures-targets-and-visibility
type: Rule
name: 4.2.4 Creatures, Targets, and Visibility
slug: 4-2-4-creatures-targets-and-visibility
source: wwn-srd-v1
source locator:
  section: 4.2.4
  heading: 4.2.4 Creatures, Targets, and Visibility
  line start: 3825
  line end: 3832
section: 4.2.4
rules text: Many spells or powers specify particular targets or creatures, or require that a target be visible. For purposes of these spells, “creature” means any animate entity, whether living, undead, or synthetic. Plants do not qualify as creatures unless they’re some sort of plant monster. A spell that can be aimed or used on one or more targets can include the caster as one such potential target, unless the spell indicates otherwise. If a spell specifies that it applies only to “chosen targets”, the mage can pick and choose; otherwise all in the area are affected indiscriminately. A “visible” target is a target the mage can see or whose exact location is obvious to the caster. If a maximum range isn’t given, assume it’s can be no more than a bowshot away from the wizard.

4-3-0-dual-partial-spellcasters
type: Rule
name: 4.3.0 Dual Partial Spellcasters
slug: 4-3-0-dual-partial-spellcasters
source: wwn-srd-v1
source locator:
  section: 4.3.0
  heading: 4.3.0 Dual Partial Spellcasters
  line start: 3833
  line end: 3836
section: 4.3.0
rules text: Adventurers who take two different Partial Mage spellcaster classes use the table below to determine how many spells they can prepare and cast each day. A dual Partial Mage can prepare and cast spells from either of their traditions. PCs who pick one spellcaster partial and one non-spellcaster, like a Necromancer/Healer, do not use this table, but instead use the usual partial spellcaster table for their class.

4-3-0-pcs-with-dual-spellcasting-traditions
type: Rule
name: PCs with Dual Spellcasting Traditions
slug: 4-3-0-pcs-with-dual-spellcasting-traditions
source: wwn-srd-v1
source locator:
  section: 4.3.0
  heading: PCs with Dual Spellcasting Traditions
  line start: 3837
  line end: 3851
section: 4.3.0
rules text: |Level|Max Level|Spells Cast|Spells Prepared|Arts Gained| |---|---|---|---|---| |1|1|1|3|As per both partial classes, gaining each level’s art picks as usual.| |2|1|1|4|| |3|1|2|5|| |4|2|2|6|| |5|2|2|8|| |6|2|3|9|| |7|3|3|10|| |8|3|4|12|| |9|3|4|13|| |10|4|5|15||

4-4-0-high-magic-spells
type: Rule
name: 4.4.0 High Magic Spells
slug: 4-4-0-high-magic-spells
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: 4.4.0 High Magic Spells
  line start: 3852
  line end: 3855
section: 4.4.0
rules text: Any spellcaster can learn and cast High Magic spells, albeit High Mages tend to have the arts best suited for enhancing and manipulating these sorceries.

4-5-0-elementalist-spells
type: Rule
name: 4.5.0 Elementalist Spells
slug: 4-5-0-elementalist-spells
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: 4.5.0 Elementalist Spells
  line start: 4066
  line end: 4069
section: 4.5.0
rules text: Only Full or Partial Elementalists can learn or cast these spells.

4-6-0-necromancer-spells
type: Rule
name: 4.6.0 Necromancer Spells
slug: 4-6-0-necromancer-spells
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: 4.6.0 Necromancer Spells
  line start: 4130
  line end: 4133
section: 4.6.0
rules text: Only Full and Partial Necromancers have the necessary background to learn or cast these spells.

4-7-0-developing-new-spells
type: Rule
name: 4.7.0 Developing New Spells
slug: 4-7-0-developing-new-spells
source: wwn-srd-v1
source locator:
  section: 4.7.0
  heading: 4.7.0 Developing New Spells
  line start: 4198
  line end: 4201
section: 4.7.0
rules text: To research a new spell, the wizard’s player first writes up the spell they want to develop. The GM then judges its appropriateness for the campaign. If it passes, an appropriate level is assigned to the spell and the PC can begin the research process. Researching a spell requires a properly-equipped laboratory, raw materials, and time.

4-7-1-preparing-to-develop-a-spell
type: Rule
name: 4.7.1 Preparing To Develop a Spell
slug: 4-7-1-preparing-to-develop-a-spell
source: wwn-srd-v1
source locator:
  section: 4.7.1
  heading: 4.7.1 Preparing To Develop a Spell
  line start: 4202
  line end: 4211
section: 4.7.1
rules text: The laboratory must be established in a secure, serviceable room or building. A lab sufficient for researching a level 1 or 2 spell can fit into a room, one for a 3rd level spell can fit into a house, one for a 4th level spell can fit into a wizard’s tower, and a lab suitable for devising a new 5th level spell needs its own subterranean research complex or similar edifice. The cost for the lab is given on the adjacent table; this does not include the price for the building itself. The necessary materials for a lab can generally be acquired in any major city, provided it’s not hostile to sorcerers. The raw materials must also be purchased in a city or gathered from ransacked lairs by adventurers. They include occult materials, esoteric creature body parts, specialized lab equipment, and obscure monographs and grimoires. These materials are used up in the process of research. The time required for researching a spell varies with its complexity, as given on the table. A wizard can halve this time by spending twice as much on raw materials, and adventuring for certain lost grimoires or special ingredients might further decrease the time required. A wizard can adventure and perform other tasks during their research time, including the development of Workings or the construction of magical items, but they can’t simultaneously research two spells at once. Wizards kept entirely away from their labs for weeks or months at a time might suffer a halt to the work until they can get back to it.

4-7-1-spell-research
type: Rule
name: Spell Research
slug: 4-7-1-spell-research
source: wwn-srd-v1
source locator:
  section: 4.7.1
  heading: Spell Research
  line start: 4212
  line end: 4221
section: 4.7.1
rules text: |Spell Level|Lab Cost|Materials Cost|Time Needed| |---|---|---|---| |1|50,000 sp|25,000 sp|1 month| |2|125,000 sp|50,000 sp|2 months| |3|250,000 sp|100,000 sp|4 months| |4|500,000 sp|200,000 sp|8 months| |5|1,000,000 sp|400,000 sp|2 years|

4-7-2-the-development-skill-check
type: Rule
name: 4.7.2 The Development Skill Check
slug: 4-7-2-the-development-skill-check
source: wwn-srd-v1
source locator:
  section: 4.7.2
  heading: 4.7.2 The Development Skill Check
  line start: 4222
  line end: 4244
section: 4.7.2
rules text: Once the lab is established, the raw materials gathered, and the necessary time taken, the mage makes an Int/Magic skill check against a difficulty equal to 10 plus the spell level. If they have apprentices to assist them, they can add +1 to their skill check. Specialist mages researching spells in their own field add an additional +1 to the skill check, so an Elementalist researching an Elementalist spell would get the bonus, as would a Necromancer researching a spell about undeath. Special resources or uniquely apposite grimoires gathered on an adventure might add an additional bonus to the roll. If the roll is successful, the spell is perfected and added to the caster’s grimoire. They can teach it to other wizards if they wish, or keep it to themselves. Specialist magic can only be learned by wizards of the same tradition; if they took the spell research skill check bonus, it’s a specialist spell. Spells devised by High Mages are almost inevitably rediscovered High Magic and can be learned by any mage capable of casting such. If the roll is a failure, the wizard has a choice. They can abandon their research and start over from scratch, expending new resources and time, or they can roll on the formula flaw table. This flaw becomes part of their spell, as adjusted by the GM. Some flaws might not be problematic at all; a spell only ever designed to affect the caster isn’t much hindered by only being usable on willing targets. Other flaws might make the spell worthless or force the PC to start over. If the caster decides to live with the flaw and continue research, they can spend half the required research time and make a new skill check at a cumulative +1 bonus, with no need to spend additional resources. A determined and unlucky mage may repeat this process several times, accruing new flaws each time and increasing their bonus until they eventually come up with a functioning spell. It may be so gnarled by flaws as to be scarcely recognizable as their original inten…

4-8-0-building-magical-workings
type: Rule
name: 4.8.0 Building Magical Workings
slug: 4-8-0-building-magical-workings
source: wwn-srd-v1
source locator:
  section: 4.8.0
  heading: 4.8.0 Building Magical Workings
  line start: 4245
  line end: 4252
section: 4.8.0
rules text: In the jargon of wizards, a Working is any stationary, persistent magical effect or structure, such a magical ever-flowering spring, an array of heatless eternal lamps, or a persistent curse that blights all within its reach. Unlike a conventional magical item, a Working cannot be moved from its set location, and unlike a spell it will normally persist until damage or thaumic decay finally disperses it. Workings come in five commonly-recognized tiers: trivial, minor, major, great, and supreme. Trivial Workings might be some minor magic like an enchanted light source, while a supreme effort might transform a whole city into a flying metropolis. While lesser Workings are still possible for skilled and erudite mages, supreme Workings are too mighty to be accomplished by anyone short of a legendary archmage. A Working requires a skilled mage, a great deal of resources, and a considerable amount of time. Details can vary based on the arcane suitability of the landscape or especially powerful, useful components, but even a trivial Working is no minor labor.

4-8-1-designing-the-working
type: Rule
name: 4.8.1 Designing the Working
slug: 4-8-1-designing-the-working
source: wwn-srd-v1
source locator:
  section: 4.8.1
  heading: 4.8.1 Designing the Working
  line start: 4253
  line end: 4262
section: 4.8.1
rules text: To create the Working, the architect must first be a spellcaster of at least 6th level, whether a full Mage or a Partial Mage. Mage classes that do not cast spells cannot normally create Workings, as their magic is insufficiently flexible. Less-accomplished spellcasters also lack the practical experience necessary to mold the powers. The architect then decides what exactly the Working should do. The player involved discusses any custom ideas with the GM, judging the magnitude of each effect desired for the Working. A single Working may involve multiple effects, but they should be closely aligned; enchantments that provide a magical spring, hot water, enchanted lamps, and a pleasant climate might all be established as part of the same housekeeping Working, but placing a ward against devils and a magical garden at the same time might not be so plausible. The GM then decides the total difficulty of the Working by adding up the difficulty point cost of each element of it. The adjacent table gives common ranges for each degree of difficulty, and the GM should pick a number that sounds right; the pettiest of petty Trivial magics might be 1 point, while something that could maybe even be Minor in strength would be 4 points. The total cost of the Working is whatever element costs most plus half the rest, rounded up. Thus, if some 10-point major effect also had a 3-point trivial effect and 8-point minor effect bundled with it, the whole would have a difficulty of 16 points. This difficulty is then multiplied by the area the Working will affect. If the magic spring merely pours a small stream of water into the kitchen cellar, the area might only be that of a Room; if the stream was meant to provide a moat around a wizard’s keep, it would affect

4-8-1-magical-working-costs
type: Rule
name: Magical Working Costs
slug: 4-8-1-magical-working-costs
source: wwn-srd-v1
source locator:
  section: 4.8.1
  heading: Magical Working Costs
  line start: 4263
  line end: 4278
section: 4.8.1
rules text: |Degree|Difficulty Points|Area Affected|Difficulty Multiplier| |---|---|---|---| |Trivial|1-4|Room|x1| |Minor|4-8|Building|x4| |Major|8-16|Village|x16| |Great|16-32|City|x64| |Supreme|33-64*|Region|x256| * Only demi-divine wizards can make these. a Building, or perhaps even a Village-sized area. If the spring was to irrigate miles of surrounding countryside, it would affect a whole Region, and would probably be a great Working to boot, if not supreme. The difficulty total is multiplied by the given multiplier of the biggest area affected, so if the 16-point example above affected the whole wizard’s tower, its final difficulty would be 64 points. The architect must then demonstrate that they can actually design such a Working. A given designer multiplies their character level by their Magic skill level times two. Thus, a 6th level High Mage with Magic-3 skill would have a total of 36. If this total is equal or greater than the Working’s difficulty, they can establish it alone. If it’s at least half the difficulty, they can build it if they can find other mages to help them and make up the missing points. If it’s less than half the difficulty, the whole enterprise is too difficult for them to envision.

4-8-2-building-the-working
type: Rule
name: 4.8.2 Building the Working
slug: 4-8-2-building-the-working
source: wwn-srd-v1
source locator:
  section: 4.8.2
  heading: 4.8.2 Building the Working
  line start: 4279
  line end: 4284
section: 4.8.2
rules text: If the Working is designed properly and enough help is had, it can be constructed at a cost of 1,000 silver pieces per point of difficulty and a time cost of one month, plus one week per five points of difficulty or fraction thereof. If the cost is doubled, the work can be done in half this time. Note that this construction only applies to the magical components of the Working; if the mage means to enchant a wall, the wall must already be built. A mage can generally adventure and do other things while completing a Working, but if they are taken away from the site for too long, the work may halt in their absence. While Workings are generally very durable, intentional sabotage of critical points or the slow decay of ages can end up corrupting or destroying them, sometimes with catastrophic results. It is for this reason that many of the Workings found in ancient dungeons or forgotten ruins are dangerous or perverse, and many nations that could at least theoretically afford the construction of Workings avoid making use of them.

4-9-0-magic-items-and-enchanted-treasures
type: Rule
name: 4.9.0 Magic Items and Enchanted Treasures
slug: 4-9-0-magic-items-and-enchanted-treasures
source: wwn-srd-v1
source locator:
  section: 4.9.0
  heading: 4.9.0 Magic Items and Enchanted Treasures
  line start: 4285
  line end: 4288
section: 4.9.0
rules text: Statting out specific magic items is left as an exercise for the reader. Certain particular types of items do exist, however.

4-9-1-designing-the-item
type: Rule
name: 4.9.1 Designing the Item
slug: 4-9-1-designing-the-item
source: wwn-srd-v1
source locator:
  section: 4.9.1
  heading: 4.9.1 Designing the Item
  line start: 4325
  line end: 4336
section: 4.9.1
rules text: To build a magic item, the player first describes what it is that the item is supposed to do. It’s up to the GM to decide whether or not the item fits with their campaign and is an acceptable introduction. For item designs, it’s recommended that the GM be careful not to allow magic items that simply solve whole categories of problems. A set of magic earplugs that make it impossible to hear lies may seem clever, but it also immediately solves any challenge revolving around detecting deceit. Boots that grant perpetual flight, apotropaic wands that banish specific types of creatures, and other items that simply remove certain problems from the party’s concerns should probably be denied. Even if they’re charged or limit-use items, they’ll probably be available whenever the party really needs them, which means those challenges that would otherwise be the most critical become the ones they most easily bypass. A GM should also be careful about items that simply add bonuses to the PC’s rolls, whether skill checks or combat rolls. Magical weapons and armor do exist, and there are some items that do simply add numbers to the PC, but these should be avoided in other cases. There’s a reason that most veteran Warriors are eager to find a magical weapon; such a weapon simply makes them better at their most important function. If other items exist that simply increase critical numbers, then the other players will feel obligated to hunt them down. If the item’s concept passes muster, the GM should compare it to the adjacent table to see what kind of price and minimum difficulty level should be required to make it. Spellcasting wizards can generally make any kind of magic item, while non-casters such as Vowed or Healers are usually restricted to making items appropriate to their particular concepts, whether those are magical scriptures or healing elixirs. A GM should always feel free to adjust prices and difficulties to reflect their own sense of what’s appropriate for their campaig…

4-9-1-scrolls
type: Rule
name: 4.9.1 Scrolls
slug: 4-9-1-scrolls
source: wwn-srd-v1
source locator:
  section: 4.9.1
  heading: 4.9.1 Scrolls
  line start: 4289
  line end: 4296
section: 4.9.1
rules text: Some scrolls, tablets, or other objects can be imbued with one or more spells by wizards who craft them. Each spell in a scroll can be used only once. A user must grasp the item firmly and spend a Main Action, wasting the spell if they are struck or otherwise disturbed during the action. The spell is then cast, with details of targeting and focus determined by the user. Releasing a scroll safely requires a clear understanding of its magic. A user must have a Magic skill no more than one less than the suspended spell’s level in order to safely trigger it. If a wielder doesn’t have a high enough Magic skill, they can attempt to use the item anyway, albeit at considerable risk. An Int/Magic or Cha/Magic skill check is needed against a difficulty of 8 plus the spell level. If it fails by one or two points, the spell fizzles and is wasted. If it fails by more than two points, it goes off, but at the wrong target or with the wrong effect at the GM’s discretion. If the check succeeds, the spell goes off as intended. Spellcasters can create their own scrolls for later use, creating them as single-use items. The expense is 1,000 silver per spell level, and the difficulty is 7 plus half the spell level, rounded up. While a scroll takes only a week to inscribe, the process is exhausting, and a wizard can do it no more than once a week per spell level inscribed.

4-9-2-creating-the-item
type: Rule
name: 4.9.2 Creating the Item
slug: 4-9-2-creating-the-item
source: wwn-srd-v1
source locator:
  section: 4.9.2
  heading: 4.9.2 Creating the Item
  line start: 4337
  line end: 4344
section: 4.9.2
rules text: If the creator is capable, the coin is at hand, and any adventuring components have been fetched, the mage can attempt to make the item. They spend the time given on the adjacent table and then make an Int/Magic skill check against the appropriate difficulty. If they’re making a batch of limited-use items, such as a batch of magic potions, they can make two doses for a +1 difficulty or four doses for a +2 difficulty. If they have an apprentice to aid them, they can add +1 to their skill check. If the check is a success, the item is made. If it’s a failure, they have a choice; they can start over from the beginning, spending the money and time anew, though not needing to repeat any adventure the item might have required. They can then make a second attempt at creating the item. If they are reluctant to do this, the item incurs some kind of flaw or unfortunate side effect to its power, suffering that hindrance to the item’s eventual effect as adjusted by the GM. If that flaw isn’t intolerable, they may spend half the time they originally took to make another skill check to make the item at a cumulative +1 bonus. No additional coin need be paid. They can repeat this process, adding a new flaw each time and paying half the original time, until they either succeed or the flaws become intolerable. A mage can generally keep adventuring while crafting a magic item, as the work doesn’t eat up all their spare time. Particularly massive or powerful magic items might require the use of a dedicated laboratory, forcing the wizard to remain there while the work is underway lest the process be spoiled. Any special tools or resources such a laboratory requires are assumed to be part of the item’s creation cost.

4-9-2-magic-item-creation-costs
type: Rule
name: Magic Item Creation Costs
slug: 4-9-2-magic-item-creation-costs
source: wwn-srd-v1
source locator:
  section: 4.9.2
  heading: Magic Item Creation Costs
  line start: 4345
  line end: 4354
section: 4.9.2
rules text: | Type of Item | Creation Difficulty | Creation Cost in SP | Creation Time | | --- | ---: | ---: | ---: | | A single-use item, such as a potion or scroll | 8-10 | 250-2,500 | 1 week | | A multi-use item that still contains limited charges, such as a wand | 9-11 | 5,000-25,000 | 1 month | | A low-powered but permanent magic item, such as a _Sword +1_ | 10 | 12,500 | 1 month | | A significant item that creates a situation-changing effect | 12 | 50,000 | 3 months | | A powerful item or one with multiple significant abilities | 14 | 250,000 | 6 months |

4-9-2-potions
type: Rule
name: 4.9.2 Potions
slug: 4-9-2-potions
source: wwn-srd-v1
source locator:
  section: 4.9.2
  heading: 4.9.2 Potions
  line start: 4297
  line end: 4304
section: 4.9.2
rules text: Some magical effects can be contained in an ounce or two of liquid, oil, incense, or other consumable substance. Using a potion requires that it be Readied and a Main Action be used to consume it. Apprehending the Arcane Form can give a one-sentence description of the potion’s intended effect. Touching a single drop of the fluid against a user’s tongue can sometimes give a hint as well, with a tiny flicker of its effect impressed on the user. Aside from these, someone with the Magic skill can spend a full day in careful analysis of the potion, rolling Wis/Magic or Int/Magic against the potion’s creation difficulty to identify its purpose. A given investigator can make only one attempt to identify it. Wizards can create potions as single-use magic items, with the base cost and difficulty varying depending on the nature of the potion’s effect.

4-9-3-magic-weapons-and-armor
type: Rule
name: 4.9.3 Magic Weapons and Armor
slug: 4-9-3-magic-weapons-and-armor
source: wwn-srd-v1
source locator:
  section: 4.9.3
  heading: 4.9.3 Magic Weapons and Armor
  line start: 4305
  line end: 4310
section: 4.9.3
rules text: Magical weapons and armor have a bonus, usually +1, but sometimes as great as +3. This bonus adds directly to the hit roll, damage roll, and Shock of weapons, while it adds to the base Armor Class of armor. Some weapons and armor have additional special abilities. Magical shields with special powers do exist, but shields do not get numeric bonuses as armor does.

4-9-4-magical-devices
type: Rule
name: 4.9.4 Magical Devices
slug: 4-9-4-magical-devices
source: wwn-srd-v1
source locator:
  section: 4.9.4
  heading: 4.9.4 Magical Devices
  line start: 4311
  line end: 4316
section: 4.9.4
rules text: Enchanted wands, magic boots, ensorceled cloaks, and other devices of magic are rare, but do exist. These items usually require a Main Action to trigger any active abilities they grant, while passive benefits are automatically granted to the wielder. Most magical devices are permanent, but wands, rods, and staves often have a limited number of charges. It is usually prohibitively difficult to recharge such devices.

5-0-0-monsters-and-foes
type: Rule
name: 5.0.0 Monsters and Foes
slug: 5-0-0-monsters-and-foes
source: wwn-srd-v1
source locator:
  section: 5.0.0
  heading: 5.0.0 Monsters and Foes
  line start: 4355
  line end: 4360
section: 5.0.0
rules text: The following page includes a list of example stat lines for various kinds of people and creatures. These are not universal truths for every being in the campaign setting, but they’re good baselines for what to expect from a given creature. As a first step in building a creature a GM should pick the stat line that fits best the type of foe they need, and then modify it to suit their own purposes. Note that there’s nothing stopping you from putting a guaranteed party-slaughterer in your campaign. If the situation logically requires that such a creature be present, then it ought to be there. If logic requires its existence, however, you should take pains to ensure that the PCs are not forced to actually fight the thing. They need to be able to get forewarnings of its presence, or opportunities to flee it, or some means to negotiate with it or hide from it. It’s not unfair to populate your world with the creatures that ought to live in it, but it’s decidedly unfun to shove hapless PCs face-first into certain death.

5-1-0-monster-and-npc-statistics
type: Rule
name: 5.1.0 Monster and NPC Statistics
slug: 5-1-0-monster-and-npc-statistics
source: wwn-srd-v1
source locator:
  section: 5.1.0
  heading: 5.1.0 Monster and NPC Statistics
  line start: 4361
  line end: 4384
section: 5.1.0
rules text: The table of example stat lines has several columns, each one listing a particular statistic for the creature. Hit dice are a measure of the creature’s general power, not unlike a level rating for PCs. For each hit die a creature has, it rolls 1d8 for its hit points. Most ordinary humans have only one hit die, while veterans of bloody struggle or ruthless court intrigue might have two, or three, or even more for the most heroic among them. AC is for the creature’s Armor Class. The higher this number, the harder it is to meaningfully hurt the thing. Monsters and wild beasts have an Armor Class appropriate to their agility and the toughness of their hide; 12 or 13 for quick things with leathery skins, up to 15 for very well-armored beasts, or even up to 20 for things with supernatural hardihood. Humans and other sentients usually have whatever Armor Class is granted by the armor they wear. Some creatures have an “a” annotation with their AC; this just means that the creature wears armor and the AC given is what their usual armor is worth. Atk is the creature’s usual total attack bonus for its hit rolls in combat. For most creatures, this is equal to its hit dice, possibly with a bonus if it’s well-trained, exceptionally vicious, or supernaturally powerful. Some creatures have more than one attack, indicated by an “x2” or “x3” notation. This means the creature can attack two or three times with a single Main Action, directing them all at a single creature or splitting them up among nearby foes within reach. Dmg is the damage done by a successful hit by the creature. If the listing says “Wpn”, then it does whatever damage is usual for the weapon that it’s wielding. A creature will never do less damage on a hit than it would do with its Shock score, if Shock would apply to the target. Shock is the Shock damage inflicted by the creature and the maximum AC it affects. Thus, “3/13” means that the creature inflicts a minimum of 3 points of Shock damage on a miss to any foe w…

5-1-1-normal-animals
type: Rule
name: Normal Animals
slug: 5-1-1-normal-animals
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Animals
  line start: 4418
  line end: 4428
section: 5.1.1
rules text: | Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save | |---|---|---|---|---|---|---|---|---|---|---| |Small Pack Predator|1|12|+2|1d4|1/13|40'|7|6|+1|15+| |Large Solitary Predator|5|13|+6|1d8|2/13|30'|8|6|+1|13+| |Apex Predator|6|13|+6 x2|1d8|2/13|40'|8|6|+2|12+| |Herd Beast|2|11|+2|1d4|None|40'|7|6|+1|14+| |Vicious Large Herbivore|4|13|+5|1d10|1/13|40'|9|6|+1|13+| |Elephantine Grazer|6|13|+5|2d8|None|40'|7|6|+1|12+|

5-1-1-normal-humans
type: Rule
name: Normal Humans
slug: 5-1-1-normal-humans
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
section: 5.1.1
rules text: | Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save | |---|---|---|---|---|---|---|---|---|---|---| |Peaceful Human|1|10|+0|Wpn|Wpn|30'|7|5|+1|15+| |Thug or Militia|1|13a|+1|Wpn|Wpn|30'|8|4|+1|15+| |Barbarian Fighter|1|13a|+2|Wpn+1|Wpn+1|30'|8|5|+1|15+| |Veteran Soldier|1|13a|+2|Wpn+1|Wpn+1|30'|8|3|+1|15+| |Skilled Veteran|2|15a|+3|Wpn+1|Wpn+1|30'|9|2|+1|14+| |Elites or Special Guards|3|18a|+4|Wpn+2|Wpn+2|30'|10|2|+2|14+| |Knight or Minor Hero|4|18a|+6|Wpn+2|Wpn+2|30'|10|1|+2|13+| |Warrior Baron|6|18a|+8|Wpn+3|Wpn+3|30'|9|1|+2|12+| |Barbarian Warlord|8|16a|+10 x2|Wpn+4|Wpn+4/-|30'|10|3|+2|11+| |Mighty General|8|18a|+10|Wpn+4|Wpn+4/-|30'|10|1|+3|11+| |Major Hero|10|18a|+12 x2|Wpn+5|Wpn+5/-|30'|10|2|+3|10+| |Great Warrior King|12|18a|+14 x2|Wpn+5|Wpn+5/-|30'|10|1|+3|9+|

5-1-1-powerful-foes
type: Rule
name: 5.1.1 Powerful Foes
slug: 5-1-1-powerful-foes
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: 5.1.1 Powerful Foes
  line start: 4385
  line end: 4388
section: 5.1.1
rules text: These statistics are only a bare framework for most ordinary creatures. An entity of special power, such as a heroic knight or monstrous beast, should likely have at least one special ability related to their skills or nature. Potent enemies without a significant number of special defenses and powerful attack modes can often be chewed down rapidly by a PC party. Granting major enemies multiple actions per round and a good selection of special powers is generally necessary to make them a worthy opponent for a veteran party.

5-1-1-spellcasters
type: Rule
name: Spellcasters
slug: 5-1-1-spellcasters
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Spellcasters
  line start: 4406
  line end: 4417
section: 5.1.1
rules text: | Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save | |---|---|---|---|---|---|---|---|---|---|---| |Petty Mage|2|10|+1|Wpn|Wpn|30'|8|4|+1|14+| |Tribal Shaman|4|10|+3|Wpn+1|Wpn+1|30'|9|4|+1|13+| |Skilled Sorcerer|5|10|+1|Wpn|Wpn|30'|9|4|+2|13+| |Master Wizard|8|13|+1|Wpn|Wpn|30'|9|3|+2|11+| |Famous Arch-Mage|10|13|+2|Wpn|Wpn|30'|9|2|+3|10+| Mages generally have the spellcasting and Arts of an appropriate mage tradition at a level equal to their hit dice and Effort equal to their skill bonus plus two.

5-1-1-unnatural-entities
type: Rule
name: Unnatural Entities
slug: 5-1-1-unnatural-entities
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
section: 5.1.1
rules text: | Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save | |---|---|---|---|---|---|---|---|---|---|---| |Automaton, Humanlike|2|13|+2|Wpn|Wpn|30'|12|3|+1|14+| |Automaton, Laborer|2|15|+2|1d6|1/13|30'|12|3|+1|14+| |Automaton, Military|4|18|+5|1d10+2|4/15|30'|12|3|+1|13+| |Automaton, Warbot|10|20|+12 x3|1d12+5|7/-|40'|12|2|+2|10+| |Slime or ooze|6|10|+6 x2|1d8|1/-|20'|12|5|+1|12+| |Predator, Small Vicious|1|14|+1|1d4|1/13|30'|7|5|+1|15+| |Predator, Large Vicious|6|13|+7 x2|2d6|2/15|40'|9|5|+2|13+| |Predator, Hulking|10|15|+12 x2|2d6+3|6/15|30'|10|4|+1|10+| |Predator, Hellbeast|10|18|+12 x4|1d10+5|6/-|60'|11|4|+3|10+| |Unnatural Swarm|4|10|+6 x3|1d6|1/-|30'|10|5|+1|13+| |Terrible Warbeast|8|15|+10 x2|2d6+4|7/15|40'|9|4|+2|11+| |Legendary God-Titan|20|22|+20 x3|2d10+5|10/-|40'|10|3|+3|2+|

5-2-0-reaction-rolls-and-parleying
type: Rule
name: 5.2.0 Reaction Rolls and Parleying
slug: 5-2-0-reaction-rolls-and-parleying
source: wwn-srd-v1
source locator:
  section: 5.2.0
  heading: 5.2.0 Reaction Rolls and Parleying
  line start: 4446
  line end: 4453
section: 5.2.0
rules text: These rules do not encourage constant combat encounters. Heroes are fragile, foes are dangerous, and almost every fight runs some risk of downing at least one PC. GMs or players who arrange their games as a curated sequence of battles are going to rapidly run out of luck. GMs need to constantly recall the fact that not every hostile encounter needs to end in a massacre. The denizens of this world are just as aware of their own mortality as the PCs are, and they will not pick chance fights that they do not expect to win decisively. Even intrinsically hostile creatures will take a moment to size up a situation. Unless the situation is so patently destined for bloodshed that all negotiation is futile, a GM should always make a reaction roll whenever the PCs encounter another creature or group, whether friendly or hostile. This roll will indicate the general mood of the encounter, and whether the subjects are likely to be amenable to negotiations.

5-2-1-making-a-reaction-roll
type: Rule
name: 5.2.1 Making a Reaction Roll
slug: 5-2-1-making-a-reaction-roll
source: wwn-srd-v1
source locator:
  section: 5.2.1
  heading: 5.2.1 Making a Reaction Roll
  line start: 4454
  line end: 4465
section: 5.2.1
rules text: To make a reaction roll, roll 2d6 and compare it to the adjacent table. If a PC is in a position to greet the targets, add their Charisma modifier to the roll. The higher the reaction roll, the friendlier and more helpful the NPCs will be. This doesn’t mean that goblin raiders will invite the PCs to drink with them, but it does mean that otherwise violent groups might decide to demand a bribe instead, or back off rather than risk losing lives to the heroes. Conversely, a low roll means that the group is more hostile and unhelpful than they might be expected to be. Once a roll is made, the GM should clearly clue the PCs into its general results. If the bandits are feeling sociable, the GM needs to let the players know that they’re looking relaxed and leaning on their spears. If the wild beast is getting ready to attack, it should be described as crouching and snarling as it begins to creep forward. This information needs to be given before the PCs choose their initial actions, or else a lot of potential parleys are going to be erased by the immediate and judicious drawing of swords. A reaction roll applies to non-martial encounters as well. Determining the initial mood of a government clerk, the temper of a merchant, or the attitude of a noble patron can all be done by a reaction roll. This attitude will likely color the difficulty and nature of any negotiations or social skill checks the PCs might try to conduct with the target. Reaction rolls are only the start of an encounter, not the end. Clever words, persuasive arguments, or prudent gifts can all shift the attitude of an NPC, as can insults, threats, and looking excessively tender and delicious. Provided the NPCs aren’t the sort to simply attack, the PCs always have a chance to salvage a meeting.

5-2-2-peaceful-encounter-reactions
type: Rule
name: 5.2.2 Peaceful Encounter Reactions
slug: 5-2-2-peaceful-encounter-reactions
source: wwn-srd-v1
source locator:
  section: 5.2.2
  heading: 5.2.2 Peaceful Encounter Reactions
  line start: 4466
  line end: 4487
section: 5.2.2
rules text: Suppose a GM’s just rolled a 12 for the PCs’ roadside encounter with a band of zealous blood cultists. The GM knows that the cultists are vicious but have no pressing reason to immediately attack the PCs, so what does “friendly” mean in such a situation? If you find yourself having to figure out plausible reactions for otherwise-hostile groups, here are some suggestions. They demand a bribe. They’ll take money, gear, food, booze, praise to their dark god, or some other currency for peace. They back off. If they aren’t defending their lair or carrying out some critical task, they may just decide to back away and keep their distance as the groups pass by. They may bring word of the adventurers to their comrades, but a fight under the present terms might look like a bad deal to them. |2d6|NPC Reaction| |---|---| |2-|As aggressively hostile as the situation allows| |3-5|More unfriendly and hostile than they’d be expected to be in the given situation| |6-8|As predictably hostile or friendly as they’d usually be in this situation| |9-11|More friendly and benign than you’d expect them to be, given the circumstances| |12+|As friendly and helpful as their nature and the situation permits them to be| They ask for favors. Maybe they have an enemy they want killed, or a task they need done. They may trade offers of ignoring the PCs while they remain in the area in exchange for the help, or offer an outright bribe to the PCs to get them to cooperate. Even the most hostile raider group might be willing to let a few targets go in exchange for some profitable work being done. They offer tribute. They’ve looked at the PCs and decided that their own lives are in danger. They’ll offer wealth, information, services, or other inducements to get the PCs to leave them alone. This reaction grows more possible if the PCs have been carving a bloody swath through their surroundings. They willingly socialize. Maybe the bandits have been out here so long that they’re lonely for civilized conver…

5-3-0-morale-checks-and-fleeing
type: Rule
name: 5.3.0 Morale Checks and Fleeing
slug: 5-3-0-morale-checks-and-fleeing
source: wwn-srd-v1
source locator:
  section: 5.3.0
  heading: 5.3.0 Morale Checks and Fleeing
  line start: 4488
  line end: 4491
section: 5.3.0
rules text: Sometimes, however, combat is inevitable. The raiders swoop down on the heroes, the savage beast pounces, or the vile necromancer runs out of small talk. Even after blades are drawn, however, the hostile NPCs might come to think better of their choices when they fail a Morale check.

5-3-1-making-a-morale-check
type: Rule
name: 5.3.1 Making a Morale Check
slug: 5-3-1-making-a-morale-check
source: wwn-srd-v1
source locator:
  section: 5.3.1
  heading: 5.3.1 Making a Morale Check
  line start: 4492
  line end: 4513
section: 5.3.1
rules text: A Morale check is made by rolling 2d6 and comparing it to the creature’s Morale score. If the roll is greater than the score, the creature loses heart and will seek to flee or stop the battle. PCs never make Morale checks and will fight on until they decide to flee. A Morale check is usually made under certain circumstances, though the GM can add to these whenever they think the situation calls for one. More than one Morale check may be needed in a fight if more than one condition occurs. - When a non-combatant civilian is first faced with the prospect of serious physical harm. - When the first member of a group is killed or rendered incapacitated. - When the group starts to visibly lose the fight or see their odds of victory considerably shrink. - When the group faces some terrifying work of magic, a horrendous slaughter, or a vastly superior foe. The consequences of a failed Morale check will vary based on the situation and the creatures being tested. Non-combatants and undisciplined fighters will generally flee madly, dropping shields and abandoning burdens as they try to escape their doom. Trained and experienced warriors will usually make a fighting withdrawal, trying to pull away from their enemies and escape back to safety with as many of their comrades as they can. Of course, in the face of truly devastating situations they may flee just as readily as their green compatriots. If flight seems impossible or prohibitively dangerous, they might throw down their weapons and beg for mercy, if they think they have any chance of receiving it from their assailants. If that seems hopeless, they might just collapse in terrified despair as they pray to their gods, or fight with a renewed frenzy in a desperate attempt to cut their way out of the trap. Some may offer bribes or favors to win their lives. In all cases, once a side has failed its Morale check, it’s not going to be in a condition to fight those foes until it’s had some time to recover its courage.

5-3-1-the-importance-of-morale
type: Rule
name: The Importance of Morale
slug: 5-3-1-the-importance-of-morale
source: wwn-srd-v1
source locator:
  section: 5.3.1
  heading: The Importance of Morale
  line start: 4514
  line end: 4521
section: 5.3.1
rules text: It’s very important that GMs keep Morale checks in mind and use them regularly during combat. Only truly abnormal creatures such as mindless undead, unthinking vermin, or command-bound automatons will fight relentlessly onward regardless of the situation. If every goblin warrior is a Spartan at Thermopylae, the PCs are going to lose a lot of comrades cleaning up fights that were clearly won five rounds ago. Aside from that, warriors are not fools, and they will not linger to fight battles that cannot be won and are not worth their lives. Even if they never fail a Morale check, they will not stay to die to the last man if there’s no pressing reason for them to do so. Once they see that victory is a vain hope, they’ll try to withdraw or to cut some kind of deal with their enemies. Of course, not all beaten sides respond rationally. The terror of battle, the confusion of melee, and a misunderstanding of the situation might leave some few warriors battling on even when all is lost, simply because they haven’t realized that all their friends are dead yet. Green troops are notorious for sometimes achieving military goals that veterans never could, because veterans would recognize certain failure much earlier. The same can sometimes apply to frenetic barbarians, savage mobs, or single-minded marauders.

5-3-2-fleeing-and-escape
type: Rule
name: 5.3.2 Fleeing and Escape
slug: 5-3-2-fleeing-and-escape
source: wwn-srd-v1
source locator:
  section: 5.3.2
  heading: 5.3.2 Fleeing and Escape
  line start: 4522
  line end: 4527
section: 5.3.2
rules text: Whether from a failed Morale check or the PCs deciding on a prudent retreat, sometimes a side decamps the field. If pursued, the rules for chases and pursuit given in the rules section of this document can be used to judge the likelihood of success. GMs should be charitable about allowing PCs to run away. Most pursuers have little reason to be particularly relentless, and a party should be taught that running away is a viable option and not an excuse to die tired.

5-4-0-instinct-checks
type: Rule
name: 5.4.0 Instinct Checks
slug: 5-4-0-instinct-checks
source: wwn-srd-v1
source locator:
  section: 5.4.0
  heading: 5.4.0 Instinct Checks
  line start: 4528
  line end: 4531
section: 5.4.0
rules text: Very few creatures are capable of engaging in desperate, life-ordeath struggles without losing some amount of their rationality. Terror, fury, excruciating pain, and situational blindness can sometimes make a combatant do something genuinely stupid, even if they would never have made such a mistake in calmer circumstances The Instinct check is the game’s way of helping a GM take this situational chaos into account.

5-4-1-making-an-instinct-check
type: Rule
name: 5.4.1 Making an Instinct Check
slug: 5-4-1-making-an-instinct-check
source: wwn-srd-v1
source locator:
  section: 5.4.1
  heading: 5.4.1 Making an Instinct Check
  line start: 4532
  line end: 4543
section: 5.4.1
rules text: Whenever an Instinct check is triggered, the GM rolls a 1d10. If the number rolled is equal or less than a combatant’s Instinct score, measured from 1 to 10, they do something impulsive, short-sighted, instinctual, or otherwise less-than-tactically-sound. Instinct checks are rolled separately for individual combatants, though the GM can simply decide that an appropriate percentage of large groups automatically fail the check. If the creatures have an Instinct of 3, for example, the GM might just decide that 30% of them fail the check rather than dicing for every one. PCs never make Instinct checks. Even in the grip of terror or traumatic injury they remain in control of their own choices. Heroically well-trained or tactically-expert enemies with an Instinct score of zero might likewise be immune to Instinct checks. Even martial paragons might be susceptible to Instinct, however, if they’re so proud, blase, or contemptuous of their foes that they fail to fight them with their utmost cunning. When an Instinct check is failed, a creature will do something thoughtless or sub-optimal that is in line with their natural instincts. The adjacent tables offer example suggestions for various types of creatures, but a GM can simply decide the most reasonable reaction based on the situation and the combatants. A GM should use these instances as opportunities to show off the nature of an enemy or the instincts of a bestial foe, or to set up some battlefield situation that isn’t necessarily tactically-optimal for the enemy but is still troublesome for the heroes. Actions taken as a result of a failed Instinct check will usually only occupy one round worth of the creature’s efforts. Actions forced by an Instinct check failure won’t necessarily be entirely useless, but they won’t be the wisest or most effective use of the creature’s abilities. Blindly attacking sub-optimal targets, recklessly using unarmed attacks rather than the weapon in hand, or aiming spells or shots at targets …

5-4-2-when-to-make-an-instinct-check
type: Rule
name: 5.4.2 When to Make an Instinct Check
slug: 5-4-2-when-to-make-an-instinct-check
source: wwn-srd-v1
source locator:
  section: 5.4.2
  heading: 5.4.2 When to Make an Instinct Check
  line start: 4544
  line end: 4559
section: 5.4.2
rules text: As a general guide, a GM might make an Instinct check for a creature whenever any of the situations below are applicable, or any time the GM thinks the creature might be confused or indecisive. - The second round of combat for mobs and undisciplined fighters. The creature could think clearly before starting the fray, but the fear and exhilaration of mortal combat might confuse it. - The creature has just had to make a Morale check for any reason. Terror might cloud its thoughts. - The enemy just did something confusing or disorienting. When the situation is strange, the creature might fall back on instinct. - The enemy did something to enrage or directly intimidate it. Fury or terror might force bad decisions. - The creature is presented with something it desires, such as dropped food, hurled money, or other inducements. It might go after the bait instead of the battle if it seems safe to do so. Other situations might force Instinct checks as well at the GM’s discretion. Indeed, some situations might be so compelling as to cause automatic check failure. Depending on the situation, the GM might decide a particular response is the only reasonable one, and not bother to randomly pick it from a table.

5-4-3-assigning-instinct-scores
type: Rule
name: 5.4.3 Assigning Instinct Scores
slug: 5-4-3-assigning-instinct-scores
source: wwn-srd-v1
source locator:
  section: 5.4.3
  heading: 5.4.3 Assigning Instinct Scores
  line start: 4560
  line end: 4571
section: 5.4.3
rules text: For non-sentient beasts, a creature’s Instinct score should usually be about 5. Such beasts act largely by instinct in a fight - often very violent instincts. For non-combatant sentients and those unfamiliar with battle, Instinct should be 5 to 7. They are extremely likely to become confused or useless. Ordinary intelligent veterans should have an Instinct of 3 or 4. They might get caught up in the confusion of battle and make some poor calls, but they’re unlikely to lose their head entirely. Hardened, battle-tested fighters might have an Instinct of only 1 or 2, being very unlikely to forget themselves in the chaos of battle. The coldest, calmest killers would have an Instinct of 1, and may not have to make Instinct checks at all outside of the most disorienting situations. They’ll fight according to the plan and won’t lose track of the battle.

6-0-0-factions
type: Rule
name: 6.0.0 Factions
slug: 6-0-0-factions
source: wwn-srd-v1
source locator:
  section: 6.0.0
  heading: 6.0.0 Factions
  line start: 4572
  line end: 4575
section: 6.0.0
rules text: Factions have several statistics to define their overall qualities. Weak or small factions tend to have low ratings even in their main focus, while kingdoms and major institutions may have a good rating even in their less important traits, simply because they have so many resources available to them.

6-1-0-faction-statistics
type: Rule
name: 6.1.0 Faction Statistics
slug: 6-1-0-faction-statistics
source: wwn-srd-v1
source locator:
  section: 6.1.0
  heading: 6.1.0 Faction Statistics
  line start: 4576
  line end: 4591
section: 6.1.0
rules text: Cunning is measured from 1 to 8 and indicates the faction’s general guile, skill at subterfuge, and subtlety. Low Cunning means the faction is straightforward or unaccustomed to dealing with trickery, while high Cunning is for Machiavellian schemers and secretive organizations. Force is measured from 1 to 8 and reflects the overall military prowess and martial competence of the faction. A faction with low Force isn’t used to using violence to get its way, or is particularly inept at it, while a high Force reflects a culture of military expertise. Wealth is measured from 1 to 8 and shows the faction’s general prosperity, material resources, and facility with money. Low Wealth means the faction is poor, disinterested in material goods, or spendthrift with what they have, while high Wealth factions are rich and familiar with using money and goods as tools for success. Magic measures the amount of magical resources available to the faction. “None” is for factions that have no meaningful access to magic. “Low” is for those factions that have at best a few trained mages or small stores of magical goods. “Medium” is for a faction where there is an established source of magical power for the faction, either as a sub-group of cooperative mages, a magical academy, a tradition of sorcery in the faction, or some other institutionalized aid. “High” magic is reserved for those factions that have a strong focus on wielding magical power, most fitting for a faction that represents a magical order. Treasure is counted in points, and the total reflects how much the faction owns in cash and valuable goods. A single point of Treasure doesn’t have an established cash value; a sack of gold is worthless in itself to a faction that needs a dozen oxcarts, and a herd of cattle owned by a faction can’t necessarily be turned into a fixed sum of coin. Hit points work for factions much as they do for characters; when a faction is reduced to zero hit points, it collapses. Its individual members a…

6-10-0-wealth-assets
type: Rule
name: 6.10.0 Wealth Assets
slug: 6-10-0-wealth-assets
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
section: 6.10.0
rules text: Ancient Mechanisms: Some useful magical mechanism from ages past has been refitted to be useful in local industry. Whenever an Asset in the same location must roll to make a profit, such as Farmers or Manufactory, the faction may roll the die twice and take the better result. Ancient Workshop: A workshop has been refitted with ancient magical tools, allowing prodigies of production, albeit not always safely. As a free action, once per turn, the Ancient Workshop takes 1d6 damage and the owning faction gains 1d6 Treasure. Arcane Laboratory: The faction’s overall Magic is counted as one step higher for the purposes of creating Assets in the same location as the laboratory. Multiple Arcane Laboratories in the same location can increase the Magic boost by multiple steps. Armed Guards: Hired caravan guards, bodyguards, or other armed minions serve the faction. Caravan: As a free action, once per turn, the Caravan can spend 1 Treasure and move itself and one other Asset in the same place to a new location within one move. Cooperative Businesses: If any other faction attempts to create an Asset in the same location as a Cooperative Business, the cost of doing so increases by 1 Treasure. This penalty stacks. Dragomans: Interpreters, cultural specialists, and go-betweens simplify the expansion of a faction’s influence in an area. A faction that takes an Expand Influence action in the same location as this Asset can roll an extra die on all checks there that turn. As a free action once per turn, this Asset can move. Economic Disruption: As a free action once per turn, this Asset can move itself without cost. Farmers: Farmers, hunters, and simple rural artisans are in service to the faction here. Once per turn, as a free action, the Asset’s owner can roll 1d6; on a 5+, they gain 1 Treasure from the Farmers. Free Company: Hired mercenaries and professional soldiers, this Asset can, as a free action once per turn, move itself. At the start of each of its owner’s turn, it takes 1 …

6-2-0-the-faction-turn
type: Rule
name: 6.2.0 The Faction Turn
slug: 6-2-0-the-faction-turn
source: wwn-srd-v1
source locator:
  section: 6.2.0
  heading: 6.2.0 The Faction Turn
  line start: 4592
  line end: 4609
section: 6.2.0
rules text: Every month or so, the GM should run a faction turn. This turn may take place more often during times of intense activity, or less often if the campaign world is quiet. In general, a faction turn after every adventure is a good average, assuming the PCs don’t have backto-back adventures. At the start of every faction turn, each faction rolls 1d8 for initiative, the highest rolls going first. Ties are resolved as the GM wishes, and then each faction takes the following steps in order. - The faction earns Treasure equal to half their Wealth plus a quarter of their combined Force and Cunning, the total being rounded up. - The faction must pay any upkeep required by their individual Asset costs, or by the cost of having too many Assets for their attributes. If they can’t afford this upkeep, individual Assets may have their own bad consequences, while not being able to afford excess Assets means that the excess are lost. - The faction triggers any special abilities individual Assets may have, such as abilities that allow an Asset to move or perform some other special benefit. - The faction takes one Faction Action as listed in the following section, resolving any Attacks or other consequences from their choice. When an action is taken, every Asset owned by the faction may take it; thus, if Attack is chosen, then every valid Asset owned by the faction can Attack. If Repair Asset is chosen, every Asset can be repaired if enough Treasure is spent. - The faction checks to see if it’s accomplished its most recent goal. If so, it collects the experience points for doing so and picks a new goal. If not, it can abandon the old goal and pick a new one, but it will sacrifice its next turn’s Faction Action to do so and may not trigger any Asset special abilities that round, either. The next faction in order then acts until all factions have acted for the turn.

6-3-0-asset-locations-and-movement
type: Rule
name: 6.3.0 Asset Locations and Movement
slug: 6-3-0-asset-locations-and-movement
source: wwn-srd-v1
source locator:
  section: 6.3.0
  heading: 6.3.0 Asset Locations and Movement
  line start: 4610
  line end: 4627
section: 6.3.0
rules text: Every Asset has a location on the campaign map. This location may not be where all the elements of the Asset are located. It might simply be the headquarters of an organization, or the spot where the most active and important members of it are currently working. However it’s described, it’s the center of gravity for the Asset. This location is usually in a town or other settlement, but it could be anything that makes sense. A reclusive Prophet might dwell deep within the wilderness, and a ring of Smugglers might currently be based out of a hidden sea cave. A location is simply wherever the GM thinks it should be. Assets can move locations, either with the Move Asset faction action or with a special ability possessed by the Asset itself or an allied unit. Generally, whenever an Asset moves, it can move one turn’s worth of distance. As a rule of thumb, for a one-month turn, this is about one hundred miles. This is as far as an organization can shift itself in thirty days while still maintaining some degree of control and cohesion. The GM may adjust this distance based on the situation; if the campaign is taking place in an island archipelago with fast sea travel it’s going to be easier to move long distances than if the Asset has to march through mountains to get there. Some Assets also have special abilities that work on targets within one move of the Asset. Again, the GM decides what this means, but generally it means that the Asset can affect targets within a hundred miles of its location. Sometimes it doesn’t make logical sense for an Asset to be able to move to a particular location. A unit of Infantry, for example, could hardly walk into an enemy nation’s capital so as to later Attack the Court Patronage Asset there. In this case, the best the Infantry could do would be to move to a location near the capital, assuming the GM decides that’s plausible. The Infantry couldn’t actually Attack the enemy faction’s Assets until they got into the city itself where those …

6-4-0-attribute-checks
type: Rule
name: 6.4.0 Attribute Checks
slug: 6-4-0-attribute-checks
source: wwn-srd-v1
source locator:
  section: 6.4.0
  heading: 6.4.0 Attribute Checks
  line start: 4628
  line end: 4635
section: 6.4.0
rules text: Some actions, such as Attack, require an attribute check between factions, such as Force versus Cunning, or Wealth versus Force. Other special Asset abilities sometimes call for attribute checks as well. To make this check, the attacker and defender both roll 1d10 and add their relevant attribute. Thus, for a Force versus Cunning check, the attacker would roll 1d10+Force against the defender’s 1d10+Cunning. The attacker wins if their total is higher, and the defender wins if it’s a tie or their roll is higher. Some special abilities or tags allow the attacker or defender to roll more than one die for a check. In this case, the dice are rolled and the highest of them are used.

6-5-0-faction-tags
type: Rule
name: 6.5.0 Faction Tags
slug: 6-5-0-faction-tags
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
section: 6.5.0
rules text: These are merely some possibilities. The GM may devise others to suit their needs. Antimagical: Assets that require Medium or higher Magic to purchase roll all attribute checks twice against this faction during an Attack and take the worst roll. Concealed: All Assets the faction purchases enter play with the Stealth quality. Imperialist: The faction quickly expands its Bases of Influence. Once per turn, it can use the Expand Influence action as a special ability instead of it taking a full action. Innovative: The faction can purchase Assets as if their attribute ratings were two points higher than they are. Only two such over-complex Assets may be owned at any one time. Machiavellian: The faction is diabolically cunning. It rolls an extra die for all Cunning attribute checks. Its Cunning must always be its highest attribute. Martial: The faction is profoundly devoted to war. It rolls an extra die for all Force attribute checks. Force must always be its highest attribute. Massive: The faction is an empire, major kingdom, or other huge organizational edifice. It automatically wins attribute checks if its attribute is more than twice as big as the opposing side’s attribute, unless the other side is also Massive. Mobile: The faction is exceptionally fast or mobile. Its faction turn movement range is twice what another faction would have in the same situation. Populist: The faction has widespread popular support. Assets that cost 5 Treasure or less to buy cost one point less, to a minimum of 1. Rich: The faction is rich or possessed of mercantile skill. It rolls an extra die for all Wealth attribute checks. Wealth must always be its highest attribute.

6-6-0-faction-turn-actions
type: Rule
name: 6.6.0 Faction Turn Actions
slug: 6-6-0-faction-turn-actions
source: wwn-srd-v1
source locator:
  section: 6.6.0
  heading: 6.6.0 Faction Turn Actions
  line start: 4656
  line end: 4687
section: 6.6.0
rules text: Attack: The faction nominates one or more Assets to attack the enemy in their locations. In each location, the defender chooses which of the Assets present will meet the Attack; thus, if a unit of Infantry attacks in a location where there is an enemy Base of Influence, Informers, and Idealistic Thugs, the defender could decide to use Idealistic Thugs to defend against the attack. The attacker makes an attribute check based on the attack of the acting Asset; thus, the Infantry would roll Force versus Force. On a success, the defending Asset takes damage equal to the attacking Asset’s attack score, or 1d8 in the case of Infantry. On a failure, the attacking Asset takes damage equal to the defending Asset’s counterattack score, or 1d6 in the case of Idealistic Thugs. If the damage done to an Asset reduces it to zero hit points, it is destroyed. The same Asset may be used to defend against multiple attacking Assets, provided it can survive the onslaught. Damage done to a Base of Influence is also done directly to the faction’s hit points. Overflow damage is not transmitted, however. Move Asset: One or more Assets are moved up to one turn’s worth of movement each. The receiving location must not have the ability and inclination to forbid the Asset from operating there. Subtle and Stealthed Assets ignore this limit. If an asset loses the Subtle or Stealth qualities while in a hostile location, they must use this action to retreat to safety within one turn or they will take half their maximum hit points in damage at the start of the next turn, rounded up. Repair Asset: The faction spends 1 Treasure on each Asset they wish to repair, fixing half their relevant attribute value in lost hit points, rounded up. Thus, fixing a Force Asset would heal half the faction’s Force attribute, rounded up. Additional healing can be applied to an Asset in this same turn, but the cost increases by 1 Treasure for each subsequent fix; thus, the second costs 2 Treasure, the third costs 3 Trea…

6-7-0-creating-factions
type: Rule
name: 6.7.0 Creating Factions
slug: 6-7-0-creating-factions
source: wwn-srd-v1
source locator:
  section: 6.7.0
  heading: 6.7.0 Creating Factions
  line start: 4688
  line end: 4718
section: 6.7.0
rules text: A given campaign should generally not have more than six active factions at any one time, and three or four are generally more manageable. If there are more extant factions than this, then simply run turns for the three or four most active or relevant ones. To create a faction, first decide whether it is a small, medium, or large faction. A small one might be a petty cult or small free city or minor magical academy. A medium one might be a local baron’s government or province-wide faith. A large one would be an entire kingdom or a major province of a vast empire. It’s perfectly acceptable to break a large institution down into a smaller faction, modeling only the branch of government or part of the organization that’s actually relevant to the campaign. All factions have a Base of Influence at their primary headquarters with a hit point total equal to the faction’s maximum. The faction’s Magic rating is whatever the GM thinks suitable. For a small faction, give them a 3 or 4 in their best attribute, a 2 or 3 in their second-best, and a 1 or 2 in their worst quality. Medium factions should assign 5 or 6 to their best attribute, 4 or 5 to their second-best, and 2 or 3 to their worst. They should have two Assets in their primary attribute and two others among the other two. Large factions should assign 7 or 8 to their strongest attribute, 6 or 7 to their second-best attribute, and 3 or 4 to their worst quality. They should have four Assets in their primary attribute, and four others spread among the other two. Their Magic rating will depend on whatever you think is appropriate for their scale, but remember that it’s harder to concentrate effective magical resources when dealing with a whole province or nation than it is to enchant a single city-state or magical institution. |Attribute Rating|Faction XP Cost to Purchase|Hit Point Value| |---|---|---| |1|-|1| |2|2|2| |3|4|4| |4|6|6| |5|9|9| |6|12|12| |7|16|16| |8|20|20| To determine a faction’s maximum hit points, use the…

6-7-0-example-faction-goals
type: Rule
name: Example Faction Goals
slug: 6-7-0-example-faction-goals
source: wwn-srd-v1
source locator:
  section: 6.7.0
  heading: Example Faction Goals
  line start: 4719
  line end: 4734
section: 6.7.0
rules text: The difficulty of a faction goal is the number of experience points earned on a successful completion of it. Blood the Enemy: Inflict a number of hit points of damage on enemy faction assets or bases equal to your faction’s total Force, Cunning, and Wealth ratings. Difficulty 2. Destroy the Foe: Destroy a rival faction. Difficulty equal to 2 plus the average of the faction’s Force, Cunning, and Wealth ratings. Eliminate Target: Choose an undamaged rival Asset. If you destroy it within three turns, succeed at a Difficulty 1 goal. If you fail, pick a new goal without suffering the usual turn of paralysis. Expand Influence: Plant a Base of Influence at a new location. Difficulty 1, +1 if a rival contests it. Inside Enemy Territory: Have a number of Stealthed assets in locations where there is a rival Base of Influence equal to your Cunning score. Units that are already Stealthed in locations when this goal is adopted don’t count. Difficulty 2. Invincible Valor: Destroy a Force asset with a minimum purchase rating higher than your faction’s Force rating. Difficulty 2. Peaceable Kingdom: Don’t take an Attack action for four turns. Difficulty 1. Root Out the Enemy: Destroy a Base of Influence of a rival faction in a specific location. Difficulty equal to half the average of the current ruling faction’s Force, Cunning, and Wealth ratings, rounded up. Sphere Dominance: Choose Wealth, Force, or Cunning. Destroy a number of rival assets of that kind equal to your score in that attribute. Difficulty of 1 per 2 destroyed, rounded up. Wealth of Kingdoms: Spend Treasure equal to four times your faction’s Wealth rating on bribes and influence. This money is effectively lost, but the goal is then considered accomplished. The faction’s Wealth rating must increase before this goal can be selected again. Difficulty 2.

6-8-0-cunning-assets
type: Rule
name: 6.8.0 Cunning Assets
slug: 6-8-0-cunning-assets
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
section: 6.8.0
rules text: Bewitching Charmer: When the Bewitching Charmer succeeds in an Attack, the targeted Asset is unable to leave the same location as the Bewitching Charmer until the latter Asset moves or is destroyed. Bewitching Charmers are immune to Counterattack. Blackmail: When a Blackmail asset is in a location, hostile factions can’t roll more than one die during Attacks made by or against them there, even if they have tags or Assets that usually grant bonus dice. Court Patronage: Powerful nobles or officials are appointing their agents to useful posts of profit. A Court Patronage Asset automatically grants 1 Treasure to its owning faction each turn. Covert Transport: As a free action once per turn, the faction can pay 1 Treasure and move any Cunning or Wealth Asset at the same location as the Covert Transport. The transported Asset gains the Stealth quality until it performs some action or is otherwise utilized by the faction. Cryptomancers: In place of an Attack action, they can make a Cunning vs. Cunning attack on a specific hostile Asset within one move. On a success, the targeted Asset is unable to do anything or be used for anything on its owner’s next faction turn. On a failure, no Counterattack damage is taken. Dancing Girls: Dancing Girls or other charming distractions are immune to Attack or Counterattack damage from Force Assets, but they cannot be used to defend against Attacks from Force Assets. Expert Treachery: On a successful Attack by Expert Treachery, this Asset is lost, 5 Treasure is gained by its owning faction, and the Asset that Expert Treachery targeted switches sides. This conversion happens even if their new owners lack the attributes usually necessary to maintain their new Asset. Hired Friends: As a free action, once per turn, the faction may spend 1 Treasure and grant a Wealth Asset within one turn’s movement range the Subtle quality. This quality will remain until the Hired Friends are destroyed or they use this ability again. Idealistic Thugs: Easily…

6-9-0-force-assets
type: Rule
name: 6.9.0 Force Assets
slug: 6-9-0-force-assets
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
section: 6.9.0
rules text: Apocalypse Engine: One of a number of hideously powerful ancient super-weapons unearthed from some lost armory, an Apocalypse Engine rains some eldritch horror down on a targeted enemy Asset. Brilliant General: A leader for the ages is in service with the faction. Whenever the Brilliant General or any allied Force Asset in the same location Attacks or is made to defend, it can roll an extra die to do so. Cavalry: Mounted troops, chariots, or other mobile soldiers are in service to the faction. While weak on defense, they can harry logistics and mount powerful charges. Demonic Slayer: Powerful sorcerers have summoned or constructed an inhuman assassin-beast to hunt down and slaughter the faction’s enemies. A Demonic Slayer enters play Stealthed. Enchanted Elites: A carefully-selected group of skilled warriors are given magical armaments and arcane blessings to boost their effectiveness. Fearful Intimidation: Judicious exercises of force have intimidated the locals, making them reluctant to cooperate with any group that stands opposed to the faction. Fortification Program: A program of organized fortification and supply caching has been undertaken around the Asset’s location, hardening allied communities and friendly Assets. Once per turn, when an enemy makes an Attack that targets the faction’s Force rating, the faction can use the Fortification Program to defend if the Asset is within a turn’s move from the attack. Guerrilla Populace: The locals have the assistance of trained guerrilla warfare leaders who can aid them in sabotaging and attacking unwary hostiles. Infantry: Common foot soldiers have been organized and armed by the faction. While rarely particularly heroic in their capabilities, they have the advantage of numbers. Invincible Legion: The faction has developed a truly irresistible military organization that can smash its way through opposition without the aid of any support units. During a Relocate Asset action, the Invincible Legion can relocate to loca…

7-0-0-major-projects
type: Rule
name: 7.0.0 Major Projects
slug: 7-0-0-major-projects
source: wwn-srd-v1
source locator:
  section: 7.0.0
  heading: 7.0.0 Major Projects
  line start: 4999
  line end: 5004
section: 7.0.0
rules text: In any campaign, there will likely arise some occasion when the PCs take it into their heads to accomplish some great change in the world. Perhaps they want to abolish slavery in a country, or institute a new government in a howling wilderness, or crush the economic power of a hateful merchant cartel. The party wants to accomplish something grand or large-scale where there is no obvious direct path to success. No single killing or specific act of heroism will get them their aim, though the goal itself isn’t so wild as to be obviously futile. Such ambitions are major projects, and this section will cover a simple system to help the GM adjudicate their progress and success. This system is meant to handle sprawling, ambiguous ambitions that aren’t clearly susceptible to a simple solution. If the party wants a dead town burgomaster, then they can simply kill him. If they want to turn his town into a major new trading nexus, something more complicated may be required.

7-1-0-renown
type: Rule
name: 7.1.0 Renown
slug: 7-1-0-renown
source: wwn-srd-v1
source locator:
  section: 7.1.0
  heading: 7.1.0 Renown
  line start: 5005
  line end: 5014
section: 7.1.0
rules text: The basic currency of major projects is called Renown, and it’s measured in points much like experience points. PCs gain Renown for succeeding at adventures, building ties with the world, and generally behaving in a way to attract interest and respect from those around them. PCs then spend Renown to accomplish the changes they want to make in the world, reflecting their own background activities and the work of cooperative allies and associates. Each individual PC has their own Renown score. They can spend it together with the rest of the party if they agree on the mutual focus of their interests, but a PC might also spend it on other ambitions or intermediate goals that come to mind. It’s ultimately up to the player as to what they want to put their effort into; spending Renown reflects the kind of background work and off-screen support that the hero can bring to bear. A GM doesn’t have to track Renown unless they intend to use the this system. If the GM prefers to do things their own way, they can completely ignore Renown awards. If the GM changes their mind later and wants to introduce the system, they can simply give each PC a Renown score equal to their current accumulated experience points and then track things accordingly from there. Generally, a PC will receive one point of Renown after each adventure. Some other activities or undertakings might win them additional bonus Renown, usually those works that increase the PC’s influence and involvement with the campaign world, and some adventures might not give them much Renown at all if they left no impression on the people around the party.

7-2-0-determining-the-project-difficulty
type: Rule
name: 7.2.0 Determining the Project Difficulty
slug: 7-2-0-determining-the-project-difficulty
source: wwn-srd-v1
source locator:
  section: 7.2.0
  heading: 7.2.0 Determining the Project Difficulty
  line start: 5015
  line end: 5024
section: 7.2.0
rules text: To find out how much Renown is needed to achieve a project, the GM must determine its difficulty. This total difficulty is a product of the intensity of the change, the scope it affects, and the powers that are opposed to it. First, decide whether the change is plausible, improbable, or impossible. If the change is something that is predictable or unsurprising, it’s a plausible change. A town with good transport links and a couple of wealthy neighbors might quite plausibly become a trade hub. A duke with an abandoned frontier keep and a raider problem might plausibly decide to give it to a famed warrior PC with the agreement that the PC would pledge fealty to him. A plausible change in the campaign is simply one that no one would find particularly surprising or unlikely. An improbable change is one that’s not physically or socially impossible, but is highly unlikely. Transforming a random patch of steppe grasslands into a trading hub might be an improbable change, as would convincing a duke to simply hand over the frontier fort with no particular claim of allegiance. Some things that are not particularly physically difficult might be improbable due to the social or emotional implications; a society with a relative handful of trophy slaves might find it improbable to give them up even if they serve only as status symbols for their owners. An impossible change is just that; something that is physically or socially impossible to contemplate. Turning a desolate glacier on the edge of the world into a trading hub might be such, or convincing the duke to simply give the PCs his duchy. Accomplishing a feat like this might require substantial magical Workings, the involvement of ancient artifacts, or a degree of social upheaval on par with a war of conquest. Some changes might be so drastic that they require their own heroic labors simply to prepare the groundwork for the real effort, and entire separate projects must be undertaken before the real goal even becomes possible…

7-3-0-determining-the-project-scope
type: Rule
name: 7.3.0 Determining the Project Scope
slug: 7-3-0-determining-the-project-scope
source: wwn-srd-v1
source locator:
  section: 7.3.0
  heading: 7.3.0 Determining the Project Scope
  line start: 5025
  line end: 5048
section: 7.3.0
rules text: Once the change’s probability is decided, the GM must identify how wide the scope of the change may be. The more land and the more people the change affects, the harder it will be to bring it about. A village-sized change is the smallest scale, affecting only a single hamlet or a village’s worth of people. A city-sized change affects the population of a single city or several villages, while a regional one might affect a single barony or small province. A kingdom-sized one affects a whole kingdom or a collection of feudal lordships, and a global change affects the entire world, or at least those parts known to the PCs. When deciding the scope of the change, focus on how many people are going to be immediately affected by the project. Turning a town into a trading hub might incidentally affect a significant part of a kingdom, but the immediate consequences are felt only by the residents of that town, and perhaps their closest trading partners. The scope in that case would be simply that of a city, rather than a region. Banishing slavery throughout a kingdom would require a kingdom-sized change, while getting it banned within some smaller feudal region would require a proportionately lesser scope. If the PCs are trying to establish an educational institution, or a religious order, or some other sub-group meant to serve a chosen cause, the scope should be the largest general area the order can have influence in at any one time. A very small order of warrior-monks might only have enough devotees to affect a village-sized community or problem. An order with multiple monasteries and bases of operations throughout a kingdom might have enough muscle to affect events on a nation-wide scale. In the same vein, a small academy might be enough to bring enlightened learning to a city, improving the lives of men and women there, but not have the reach to influence the greater region around it. Individual warrior-monks or specific scholars might play major roles elsewhere in the se…

7-4-0-determining-the-opposition
type: Rule
name: 7.4.0 Determining the Opposition
slug: 7-4-0-determining-the-opposition
source: wwn-srd-v1
source locator:
  section: 7.4.0
  heading: 7.4.0 Determining the Opposition
  line start: 5049
  line end: 5068
section: 7.4.0
rules text: Once you have decided on the difficulty and the scope, you now need to identify the most significant people or power bases that would be opposed to this change. In some cases, there may be no one opposed to the alteration; turning a steppe oasis into a trading post might not have anyone to object if there are no nomads who control the land, nor terrible beasts to threaten settlers. In most cases, however, there’s going to be at least one person, creature, or other power in the area who would prefer things not change. If the opposition comes in the form of ordinary peasants or citizens, minor bandit rabble, normal dangerous animals, or other disorganized and low-level threats, then the difficulty is multiplied by x2. If the opposition is organized under competent leadership, such as a local baron, rich merchant, or persuasive priest, or if the opposition is some dangerous but not especially remarkable monster, then the difficulty is multiplied by x4. If the opposition is entrenched and powerful, such as a group of nobles, an influential bandit king, a crime boss, a major city’s mayor, or a monster impressive enough to have developed its own legendry, then the difficulty is multiplied by x8. If the opposition involves facing down a king, a legendary monster, the primate of a major religion, or some similar monarchic power, then the difficulty is multiplied by x16. When measuring opposition, only the greatest opponent counts. Thus, if the king, the nobility, and the local village chief all hate an idea, the difficulty modifier is x16. If the king is then persuaded to relent, the difficulty modifier becomes x8, until the barons are pacified, after which the village chieftain is the only opposition left, for a x2 modifier. On top of this, if the change inspires widespread popular disapproval or unease among the populace affected by the change, multiply the modifier by an additional x2. Such changes usually touch on delicate questions of group identity, cultural tradition…

7-5-0-decreasing-difficulty
type: Rule
name: 7.5.0 Decreasing Difficulty
slug: 7-5-0-decreasing-difficulty
source: wwn-srd-v1
source locator:
  section: 7.5.0
  heading: 7.5.0 Decreasing Difficulty
  line start: 5069
  line end: 5102
section: 7.5.0
rules text: Adventurers who have a dream bigger than their available Renown have several options for bringing it about more rapidly. The party can use some or all of these techniques for making their ambition more feasible, and the GM might well insist on at least some of them before the PCs can succeed. They can spend money. Sometimes a problem can be solved by throwing enough money at it, either by paying off troublesome opponents, constructing useful facilities or installations, or hiring enough help to push the cause through. Money is often useful, but it eventually begets diminishing returns; once everything useful has been bought, additional coinage brings little result. The adjacent table shows how much a point of Renown dedicated to the project costs. The first few points come relatively cheaply, but after that the price increases rapidly. Eventually, there comes a point where only the wealth of empires can shove a massive project through with sheer monetary force. Small projects and modest ambitions are generally easy to accomplish with cash, but society-wide alterations and massive undertakings can defeat the richest vault. They can build institutions. If the PCs want a fortified monastery loyal to them, they can either throw enough Renown at their goal until allied NPCs and local potentates think it’s a good idea to buy them off by building it for them, or they can actually go out and purchase it with their own money. They can hire the masons, recruit the monks, and find a trustworthy abbot to act as regent for the heroes. Such steps may not be enough to completely attain the purpose, as they’ll still have to deal with quelling any local opposition to the new monastery and any innate implausibility of establishing a monastery wherever they want to put it, but it’ll get them a long way toward success. The GM decides a reasonable cost for the institution they want to build and the assorted recruits they’ll need to operate it, using the guidelines in this section. Price…

7-6-0-achieving-the-goal
type: Rule
name: 7.6.0 Achieving the Goal
slug: 7-6-0-achieving-the-goal
source: wwn-srd-v1
source locator:
  section: 7.6.0
  heading: 7.6.0 Achieving the Goal
  line start: 5103
  line end: 5118
section: 7.6.0
rules text: Once the PCs have piled up enough Renown and lowered the difficulty enough to actually make it feasible to achieve the goal, they need to take the final steps necessary to complete the work. For a minor goal, this might be a simple matter of describing how they take care of the details, while a vast campaign of effort might culminate in several brutal, perilous adventures. The time this change takes will rest with the GM’s judgment. If the PCs have been working on the project for some time already this effort should be taken into account and lessen the time required. For mundane changes or changes the GM doesn’t really want to focus on, the PCs simply declare that they’re spending their Renown and using their own good name, personal prowess, and accumulated friendships and contacts to pull off their ambition. They might give examples of some of the ways they’re working to achieve the goal and specify what allies or resources they’re deploying. The GM then describes the outcome of their efforts. They may not be completely successful and events may not work out exactly as they planned, but they’ll get the substance of what they wanted. For changes that push through opposition instead of subverting it, those that just pay the price for the opposition multiplier, the GM might make the PCs deal with consequences of that unquelled opposition. The kingdom might outlaw slavery, but if not all the opposition was defeated there may remain small pockets where the law doesn’t reach or the populace refuses to accept the freed slaves as fellow citizens. Solving these remnant problems might require their own projects or adventures. For magical, impossible, or truly epic changes, the GM might oblige the PCs to face some culminating adventure or challenge before their ambition becomes real. They might’ve marshaled enough force and enough allies to depose the wicked king, but now the day of reckoning has come and they must face the tyrant and his elite guard in a pitched battle withi…

7-7-0-magical-projects
type: Rule
name: 7.7.0 Magical Projects
slug: 7-7-0-magical-projects
source: wwn-srd-v1
source locator:
  section: 7.7.0
  heading: 7.7.0 Magical Projects
  line start: 5119
  line end: 5128
section: 7.7.0
rules text: Some projects are flatly impossible in nature, such as changing humans into some new humanoid species or creating a magical effect that covers an entire region. These efforts are a step beyond ordinary impossibility, as they often require measures entirely beyond the physical capabilities of normal civilizations. While exceedingly difficult, such projects are not out of the question for powerful mages who have the help of skilled adventurers. They do require a few more steps than an ordinary project would require, however. The heroes must create one or more Workings dedicated to enabling the change, using the guidelines given in the Magic chapter. The scope of these Workings must be large enough to affect the scope of the change itself; if the alteration is to be done to an entire region, then a region-sized Working must be built. Workings so large as to affect an entire kingdom are beyond the scope of modern magic, and only some special quest into the fathomless past could discover the keys to grand, world-spanning alterations. The degree of the Working will depend on the degree of the change. The devising of a race of humanoid creatures similar to humans but cosmetically different might be a Minor Working, while more substantial alterations will require great degrees of power. The summoning of a river from the depths of the earth might be a Major change for a small stream, while something the size of the Amazon might be of Supreme difficulty.

7-8-0-major-projects-and-existing-factions
type: Rule
name: 7.8.0 Major Projects and Existing Factions
slug: 7-8-0-major-projects-and-existing-factions
source: wwn-srd-v1
source locator:
  section: 7.8.0
  heading: 7.8.0 Major Projects and Existing Factions
  line start: 5129
  line end: 5140
section: 7.8.0
rules text: Players are likely to end up with goals or ambitions that directly involve them with local factions or potentially touch on Assets or other resources significant to faction powers. This is normal, and it’s not difficult to integrate the two systems when they happen to touch. As a general rule, major projects should be treated just as adventures would be. When a project would plausibly damage a faction’s Assets, then the Assets will be damaged or destroyed. When they would create an Asset useful for a faction, whether one belonging to the players or to another group, then the Asset is created. If a faction doesn’t care for a project, it might turn into a source of opposition that must be quelled or overcome, while an allied faction might supply some portion of the Renown itself by taking an action to aid the PCs. The help of a faction should be scaled by the GM; if an empire decides to give the PCs a castle, then it might be such a minor part of the faction’s holding that no Treasure expense or other effort is required to do so. A small religious cult that wants to help build a monastery for the PCs might not be able to give nearly as much help, and might simply be good for a quarter of the Renown needed if they spend an action assisting the PCs. Conversely, when a faction is opposed to some measure, the PCs will probably have to undertake an adventure to change its mind or pull the fangs that it’s using to interfere with their efforts. If the magical change is impossible but relatively modest in scope, then one great Working will be necessary to empower it. If the change is significant and will have major repercussions on the future area, it will take two, while a change that seems barely within the limits of possibility will need three Workings to support it, all of the appropriate degree and scope. The construction of these Workings often require adventures in their own right to find the critical components or esoteric substances needed to erect them, to say nothi…

7-9-0-player-run-factions-and-major-projects
type: Rule
name: 7.9.0 Player-Run Factions and Major Projects
slug: 7-9-0-player-run-factions-and-major-projects
source: wwn-srd-v1
source locator:
  section: 7.9.0
  heading: 7.9.0 Player-Run Factions and Major Projects
  line start: 5141
  line end: 5151
section: 7.9.0
rules text: PCs who have the friendship or control of factions can leverage them to assist in their grand plans. A faction can assist on a project only once per faction turn, and this help counts as its action for the turn. When a faction helps, it spends one point of Treasure and decreases the difficulty of the project by the sum total of its Wealth, Force, and Cunning attributes, down to a minimum difficulty of 1 point. The faction can’t usually complete a major project on its own; it needs the PC or some driving personality to envision and implement the plan. A faction needs to spend Treasure and help only once on a project to decrease the difficulty. The difficulty reduction remains until the project is complete or the faction chooses to withdraw its support for some reason. More than one faction can contribute its help, if they can be persuaded. If the faction is ideally suited to the project, such as a government establishing a new political order, or a religion instituting a new cultural norm, or a thieves’ guild forming a cabal of assassins, then their attribute total is doubled for purposes of calculating the new difficulty. If the faction is willing or forced to go to extremes in helping a project, either out of desperation or the ruthless demands of its leadership, it can commit its Assets and own institutional health to the project. Any Asset or Base of Influence in the same location as the project can accept hit point damage to lower the difficulty; each hit point they spend lowers it by one point. This kind of commitment is difficult to calibrate safely; at the end of the spend, each Asset or Base of Influence that contributed suffers an additional 1d4 damage. This may be enough to destroy an Asset, or even destroy the faction itself if enough damage is done to a Base of Influence. If the Asset is destroyed in the process of helping the project, the fallout of its collapse or exhaustion may have local consequences of its own. If the faction is of a vastly larger s…

1-2-1-skill-level
type: Table
name: Skill Level
slug: 1-2-1-skill-level
source: wwn-srd-v1
source locator:
  section: 1.2.1
  heading: Skill Level
  line start: 313
  line end: 322
table type: Skill Level
columns: Level
columns: Description
rows:
  position: 1
  result: Level-0
  cells: Level-0
  cells: Basic competence in the skill, such as an ordinary practitioner would have
rows:
  position: 2
  result: Level-1
  cells: Level-1
  cells: An experienced professional in the skill, clearly better than most
rows:
  position: 3
  result: Level-2
  cells: Level-2
  cells: Veteran expert, one respected even by those with considerable experience
rows:
  position: 4
  result: Level-3
  cells: Level-3
  cells: Master of the skill, likely one of the best in the city
rows:
  position: 5
  result: Level-4
  cells: Level-4
  cells: Superlative expertise, one of the best in the world
rules text: | Level | Description | | --- | --- | |Level-0|Basic competence in the skill, such as an ordinary practitioner would have| |Level-1|An experienced professional in the skill, clearly better than most| |Level-2|Veteran expert, one respected even by those with considerable experience| |Level-3|Master of the skill, likely one of the best in the city| |Level-4|Superlative expertise, one of the best in the world|

1-3-3-artisan-craft
type: Table
name: Artisan (Craft)
slug: 1-3-3-artisan-craft
source: wwn-srd-v1
source locator:
  section: 1.3.3
  heading: Artisan (Craft)
  line start: 391
  line end: 403
table type: Artisan (Craft)
columns: d6
columns: Growth
columns: d8
columns: Learning
rows:
  position: 1
  result: 1
  cells: 1
  cells: +1 Any Stat
  cells: Connect
rows:
  position: 2
  result: 2
  cells: 2
  cells: +2 Physical
  cells: Convince
rows:
  position: 3
  result: 3
  cells: 3
  cells: +2 Physical
  cells: Craft
rows:
  position: 4
  result: 4
  cells: 4
  cells: +2 Mental
  cells: Craft
rows:
  position: 5
  result: 5
  cells: 5
  cells: Exert
rows:
  position: 6
  result: 6
  cells: 6
  cells: Any Skill
  cells: Know
rows:
  position: 7
  cells: 7
  cells: Notice
rows:
  position: 8
  cells: 8
  cells: Trade
rules text: | d6 | Growth | d8 | Learning | | --- | --- | --- | --- | | 1 | +1 Any Stat | 1 | Connect | | 2 | +2 Physical | 2 | Convince | | 3 | +2 Physical | 3 | Craft | | 4 | +2 Mental | 4 | Craft | | 5 | Exert | 5 | Exert | | 6 | Any Skill | 6 | Know | | | | 7 | Notice | | | | 8 | Trade |

1-3-3-barbarian-survive
type: Table
name: Barbarian (Survive)
slug: 1-3-3-barbarian-survive
source: wwn-srd-v1
source locator:
  section: 1.3.3
  heading: Barbarian (Survive)
  line start: 404
  line end: 416
table type: Barbarian (Survive)
columns: d6
columns: Growth
columns: d8
columns: Learning
rows:
  position: 1
  result: 1
  cells: 1
  cells: +1 Any Stat
  cells: Any Combat
rows:
  position: 2
  result: 2
  cells: 2
  cells: +2 Physical
  cells: Connect
rows:
  position: 3
  result: 3
  cells: 3
  cells: +2 Physical
  cells: Exert
rows:
  position: 4
  result: 4
  cells: 4
  cells: +2 Mental
  cells: Lead
rows:
  position: 5
  result: 5
  cells: 5
  cells: Exert
  cells: Notice
rows:
  position: 6
  result: 6
  cells: 6
  cells: Any Skill
  cells: Punch
rows:
  position: 7
  cells: 7
  cells: Sneak
rows:
  position: 8
  cells: 8
  cells: Survive
rules text: | d6 | Growth | d8 | Learning | | --- | --- | --- | --- | | 1 | +1 Any Stat | 1 | Any Combat | | 2 | +2 Physical | 2 | Connect | | 3 | +2 Physical | 3 | Exert | | 4 | +2 Mental | 4 | Lead | | 5 | Exert | 5 | Notice | | 6 | Any Skill | 6 | Punch | | | | 7 | Sneak | | | | 8 | Survive |

1-5-1-partial-expert-partial-mage
type: Table
name: Partial Expert/Partial Mage
slug: 1-5-1-partial-expert-partial-mage
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Expert/Partial Mage
  line start: 502
  line end: 516
table type: Partial Expert/Partial Mage
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert + 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert + 1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-1-partial-expert-partial-warrior
type: Table
name: Partial Expert/Partial Warrior
slug: 1-5-1-partial-expert-partial-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Expert/Partial Warrior
  line start: 487
  line end: 501
table type: Partial Expert/Partial Warrior
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Expert + 1 Warrior + 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Expert + 1 Warrior + 1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-1-partial-mage-partial-warrior
type: Table
name: Partial Mage/Partial Warrior
slug: 1-5-1-partial-mage-partial-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: Partial Mage/Partial Warrior
  line start: 517
  line end: 531
table type: Partial Mage/Partial Warrior
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior + 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior + 1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-10-1-full-high-mage-arts-and-spells
type: Table
name: Full High Mage Arts and Spells
slug: 1-5-10-1-full-high-mage-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Full High Mage Arts and Spells
  line start: 1402
  line end: 1416
table type: Full High Mage Arts and Spells
columns: Level
columns: Max Level
columns: Spells Cast
columns: Spells Pre- pared
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: 3
  cells: Any Two
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 3
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: 2
  cells: 4
rows:
  position: 4
  result: 4
  cells: 4
  cells: 2
  cells: 5
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: 3
  cells: 6
rows:
  position: 6
  result: 6
  cells: 6
  cells: 3
  cells: 7
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: 4
  cells: 8
rows:
  position: 8
  result: 8
  cells: 8
  cells: 4
  cells: 9
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
  cells: 5
  cells: 10
rows:
  position: 10
  result: 10
  cells: 10
  cells: 5
  cells: 6
  cells: 12
  cells: Any One
rules text: |Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained| |---|---|---|---|---| |1|1|1|3|Any Two| |2|1|1|3|Any One| |3|2|2|4|| |4|2|2|5|Any One| |5|3|3|6|| |6|3|3|7|Any One| |7|4|4|8|| |8|4|4|9|Any One| |9|5|5|10|| |10|5|6|12|Any One|

1-5-10-1-full-high-mage
type: Table
name: Full High Mage
slug: 1-5-10-1-full-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Full High Mage
  line start: 1387
  line end: 1401
table type: Full High Mage
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-10-1-partial-expert-high-mage
type: Table
name: Partial Expert/High Mage
slug: 1-5-10-1-partial-expert-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial Expert/High Mage
  line start: 1448
  line end: 1462
table type: Partial Expert/High Mage
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-10-1-partial-high-mage-arts-and-spells
type: Table
name: Partial High Mage Arts and Spells
slug: 1-5-10-1-partial-high-mage-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1417
  line end: 1447
table type: Partial High Mage Arts and Spells
columns: Level
columns: Max Level
columns: Spells Cast
columns: Spells Pre- pared
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: 2
  cells: Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 3
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: 1
  cells: Any One
rows:
  position: 4
  result: 4
  cells: 4
  cells: 1
  cells: 2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 2
rows:
  position: 6
  result: 6
  cells: 6
  cells: 2
  cells: 3
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: 2
  cells: 3
rows:
  position: 8
  result: 8
  cells: 8
  cells: 2
  cells: 3
  cells: 7
rows:
  position: 9
  result: 9
  cells: 9
  cells: 3
  cells: 4
  cells: 8
  cells: Any One
rows:
  position: 10
  result: 10
  cells: 10
  cells: 3
  cells: 4
  cells: 9
rules text: |Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained| |---|---|---|---|---| |1|1|1|2|Any One| |2|1|1|3|Any One| |3|1|1|3|Any One| |4|1|2|4|| |5|2|2|5|| |6|2|3|6|Any One| |7|2|3|7|| |8|2|3|7|| |9|3|4|8|Any One| |10|3|4|9|| you are affected by a spell you have prepared, including when you are standing in the area of effect of one of your own damaging spells. You are unaffected by the spell’s direct effects. Psychic Conversion: Once per day as an On Turn action, expend one casting slot to remove one point of accrued System Strain and heal 2 hit points per level. Restrained Casting: Commit Effort for the day as an Instant action when casting a High Magic spell. You may do so in perfect silence and without need for somatic gestures, though damage will still disrupt the casting. Retain Sorcery: Commit Effort for the day as an On Turn action after casting a spell; it does not count against your casting limits for the day. You can use this art no more than once per day, and the stress of using it prevents you from casting another spell before the end of your next turn. Sense Magic: Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in conditions of perfect darkness. Suppress Magic: Commit Effort for the day as an On Turn action and target a visible or known magical effect within one hundred feet. The effect is suppressed as if by the Extirpate Arcana spell for 1d6 rounds plus the caster’s character level. Spells cast by more powerful casters may not be successfully suppressed, as noted in the spell description. The caster can attempt to suppress an effect only once. Swift Casting: Once per scene, you may Commit Effort for the day to turn a spell that normally requires a Main Action to cast into an On Turn action. You can cast no other spell th…

1-5-10-1-partial-other-mage-high-mage
type: Table
name: Partial Other Mage/High Mage
slug: 1-5-10-1-partial-other-mage-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial Other Mage/High Mage
  line start: 1463
  line end: 1477
table type: Partial Other Mage/High Mage
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-10-1-partial-warrior-high-mage
type: Table
name: Partial Warrior/High Mage
slug: 1-5-10-1-partial-warrior-high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial Warrior/High Mage
  line start: 1478
  line end: 1492
table type: Partial Warrior/High Mage
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-11-full-invoker-spells
type: Table
name: Full Invoker Spells
slug: 1-5-11-full-invoker-spells
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Full Invoker Spells
  line start: 1534
  line end: 1548
table type: Full Invoker Spells
columns: Level
columns: Max Spell Level
columns: Spell Points
columns: Spells Prepared
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1 + Int Mod
  cells: 2 + Int Mod
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 3 + Int Mod
rows:
  position: 3
  result: 3
  cells: 3
  cells: 2
  cells: 4 + Int Mod
rows:
  position: 4
  result: 4
  cells: 4
  cells: 2
  cells: 5 + Int Mod
  cells: 4 + Int Mod
rows:
  position: 5
  result: 5
  cells: 5
  cells: 3
  cells: 6 + Int Mod
  cells: 5 + Int Mod
rows:
  position: 6
  result: 6
  cells: 6
  cells: 3
  cells: 7 + Int Mod
  cells: 6 + Int Mod
rows:
  position: 7
  result: 7
  cells: 7
  cells: 4
  cells: 8 + Int Mod
  cells: 7 + Int Mod
rows:
  position: 8
  result: 8
  cells: 8
  cells: 4
  cells: 9 + Int Mod
  cells: 7 + Int Mod
rows:
  position: 9
  result: 9
  cells: 9
  cells: 5
  cells: 10 + Int Mod
  cells: 8 + Int Mod
rows:
  position: 10
  result: 10
  cells: 10
  cells: 5
  cells: 11 + Int Mod
  cells: 9 + Int Mod
rules text: |Level|Max Spell Level|Spell Points|Spells Prepared| |---|---|---|---| |1|1|1 + Int Mod|2 + Int Mod| |2|1|3 + Int Mod|3 + Int Mod| |3|2|4 + Int Mod|4 + Int Mod| |4|2|5 + Int Mod|4 + Int Mod| |5|3|6 + Int Mod|5 + Int Mod| |6|3|7 + Int Mod|6 + Int Mod| |7|4|8 + Int Mod|7 + Int Mod| |8|4|9 + Int Mod|7 + Int Mod| |9|5|10 + Int Mod|8 + Int Mod| |10|5|11 + Int Mod|9 + Int Mod|

1-5-11-full-invoker
type: Table
name: Full Invoker
slug: 1-5-11-full-invoker
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Full Invoker
  line start: 1519
  line end: 1533
table type: Full Invoker
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-11-partial-invoker-spells
type: Table
name: Partial Invoker Spells
slug: 1-5-11-partial-invoker-spells
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: Partial Invoker Spells
  line start: 1549
  line end: 1563
table type: Partial Invoker Spells
columns: Level
columns: Max Spell Level
columns: Spell Points
columns: Spells Prepared
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1 + Int Mod
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 1 + Int Mod
  cells: 3 + Int Mod
rows:
  position: 3
  result: 3
  cells: 3
  cells: 1
  cells: 2 + Int Mod
  cells: 3 + Int Mod
rows:
  position: 4
  result: 4
  cells: 4
  cells: 1
  cells: 2 + Int Mod
  cells: 4 + Int Mod
rows:
  position: 5
  result: 5
  cells: 5
  cells: 2
  cells: 3 + Int Mod
  cells: 4 + Int Mod
rows:
  position: 6
  result: 6
  cells: 6
  cells: 2
  cells: 3 + Int Mod
  cells: 5 + Int Mod
rows:
  position: 7
  result: 7
  cells: 7
  cells: 2
  cells: 4 + Int Mod
  cells: 5 + Int Mod
rows:
  position: 8
  result: 8
  cells: 8
  cells: 2
  cells: 4 + Int Mod
  cells: 6 + Int Mod
rows:
  position: 9
  result: 9
  cells: 9
  cells: 3
  cells: 5 + Int Mod
  cells: 6 + Int Mod
rows:
  position: 10
  result: 10
  cells: 10
  cells: 3
  cells: 6 + Int Mod
  cells: 7 + Int Mod
rules text: |Level|Max Spell Level|Spell Points|Spells Prepared| |---|---|---|---| |1|1|1 + Int Mod|1 + Int Mod| |2|1|1 + Int Mod|3 + Int Mod| |3|1|2 + Int Mod|3 + Int Mod| |4|1|2 + Int Mod|4 + Int Mod| |5|2|3 + Int Mod|4 + Int Mod| |6|2|3 + Int Mod|5 + Int Mod| |7|2|4 + Int Mod|5 + Int Mod| |8|2|4 + Int Mod|6 + Int Mod| |9|3|5 + Int Mod|6 + Int Mod| |10|3|6 + Int Mod|7 + Int Mod|

1-5-13-1-mageslayer-art-progression
type: Table
name: Mageslayer Art Progression
slug: 1-5-13-1-mageslayer-art-progression
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1650
  line end: 1680
table type: Mageslayer Art Progression
columns: Level
columns: Arts Gained at This Level
rows:
  position: 1
  result: 1
  cells: 1
  cells: Antimage, Magebane
rows:
  position: 2
  result: 2
  cells: 2
  cells: Witchfinder, Spellshield
rows:
  position: 3
  result: 3
  cells: 3
  cells: Disrupt Sorcery
rows:
  position: 4
  result: 4
  cells: 4
  cells: Know Your Prey
rows:
  position: 5
  result: 5
  cells: 5
  cells: Share the Pain
rows:
  position: 6
  result: 6
  cells: 6
  cells: Dispel Enchantment
rows:
  position: 7
  result: 7
  cells: 7
  cells: Ward Ally
rows:
  position: 8
  result: 8
  cells: 8
  cells: Immaculate Body
rows:
  position: 9
  result: 9
  cells: 9
  cells: Immaculate Mind
rows:
  position: 10
  result: 10
  cells: 10
  cells: Absolute Negation
rules text: |Level|Arts Gained at This Level| |---|---| |1|Antimage, Magebane| |2|Witchfinder, Spellshield| |3|Disrupt Sorcery| |4|Know Your Prey| |5|Share the Pain| |6|Dispel Enchantment| |7|Ward Ally| |8|Immaculate Body| |9|Immaculate Mind| |10|Absolute Negation| The next attack you make that round will leave the target unable to cast spells or trigger Mage arts for the rest of the round, even if the attack misses. Currently-active arts are not disrupted. If the attack is successfully Screened by an ally, however, the target is unaffected. Immaculate Body: Magical transformations, curses, or lingering negative magical penalties last a maximum of one scene on you. Such malisons cannot kill you, reducing you to 1 HP at worst. This applies to all magical effects, and not only to hostile spells. Immaculate Mind: You are impervious to unwanted mind-affecting or mind-reading spells or magical effects, and you automatically see through illusions and magical invisibility. Note that this applies to all such magical effects, not merely spells. Know Your Prey: Your Magic skill is treated as one point higher than it is, up to a maximum of level-4 skill. This benefit adds to your Effort as usual, and may allow you to have a higher Magic skill than your character level would usually allow. Magebane: You add half your level, rounded up, to all damage you inflict on casters from any source, be it by weapon, Shock, or violent action. This does not stack with a Warrior’s Killing Blow class ability. Share the Pain: As an Instant action, Commit Effort for the day when you are targeted by a hostile spell or are in its area of effect. Make a Mental saving throw; on a success, the spell’s caster is treated as also having affected by the spell that just targeted you. This art can be used only once per round. Spellshield: When a spell inflicts hit point damage on you, it’s automatically halved, rounded down, before any saves or resistances are applied. Ward Ally: As an Instant action, Commit Effort f…

1-5-13-1-partial-expert-mageslayer
type: Table
name: Partial Expert/Mageslayer
slug: 1-5-13-1-partial-expert-mageslayer
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Partial Expert/Mageslayer
  line start: 1620
  line end: 1634
table type: Partial Expert/Mageslayer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +1
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+1|1 Expert +1 Any| |2|2d6|+2|+1 Any| |3|3d6|+2|| |4|4d6|+3|| |5|5d6|+4|+1 Any| |6|6d6|+5|| |7|7d6|+5|+1 Any| |8|8d6|+6|| |9|9d6|+6|| |10|10d6|+7|+1 Any|

1-5-13-1-partial-warrior-mageslayer
type: Table
name: Partial Warrior/Mageslayer
slug: 1-5-13-1-partial-warrior-mageslayer
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Partial Warrior/Mageslayer
  line start: 1635
  line end: 1649
table type: Partial Warrior/Mageslayer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-14-1-full-necromancer-arts-and-spells
type: Table
name: Full Necromancer Arts and Spells
slug: 1-5-14-1-full-necromancer-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Full Necromancer Arts and Spells
  line start: 1722
  line end: 1736
table type: Full Necromancer Arts and Spells
columns: Level
columns: Max Level
columns: Spells Cast
columns: Spells Pre- pared
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: 3
  cells: Any Two
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 3
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: 2
  cells: 4
rows:
  position: 4
  result: 4
  cells: 4
  cells: 2
  cells: 5
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: 3
  cells: 6
rows:
  position: 6
  result: 6
  cells: 6
  cells: 3
  cells: 7
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: 4
  cells: 8
rows:
  position: 8
  result: 8
  cells: 8
  cells: 4
  cells: 9
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
  cells: 5
  cells: 10
rows:
  position: 10
  result: 10
  cells: 10
  cells: 5
  cells: 6
  cells: 12
  cells: Any One
rules text: |Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained| |---|---|---|---|---| |1|1|1|3|Any Two| |2|1|1|3|Any One| |3|2|2|4|| |4|2|2|5|Any One| |5|3|3|6|| |6|3|3|7|Any One| |7|4|4|8|| |8|4|4|9|Any One| |9|5|5|10|| |10|5|6|12|Any One|

1-5-14-1-full-necromancer
type: Table
name: Full Necromancer
slug: 1-5-14-1-full-necromancer
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Full Necromancer
  line start: 1707
  line end: 1721
table type: Full Necromancer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-14-1-partial-necromancer-arts-and-spells-2
type: Table
name: Partial Necromancer Arts and Spells
slug: 1-5-14-1-partial-necromancer-arts-and-spells-2
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1737
  line end: 1779
  table: Partial Necromancer Arts and Spells (table 2)
table type: Partial Necromancer Arts and Spells
columns: Level
columns: Hit Dice
columns: Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-14-1-partial-necromancer-arts-and-spells
type: Table
name: Partial Necromancer Arts and Spells
slug: 1-5-14-1-partial-necromancer-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1737
  line end: 1779
table type: Partial Necromancer Arts and Spells
columns: Level
columns: Max Level
columns: Spells Cast
columns: Spells Pre- pared
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: 2
  cells: Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 3
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: 1
  cells: Any One
rows:
  position: 4
  result: 4
  cells: 4
  cells: 1
  cells: 2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 2
rows:
  position: 6
  result: 6
  cells: 6
  cells: 2
  cells: 3
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: 2
  cells: 3
rows:
  position: 8
  result: 8
  cells: 8
  cells: 2
  cells: 3
  cells: 7
rows:
  position: 9
  result: 9
  cells: 9
  cells: 3
  cells: 4
  cells: 8
  cells: Any One
rows:
  position: 10
  result: 10
  cells: 10
  cells: 3
  cells: 4
  cells: 9
rules text: |Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained| |---|---|---|---|---| |1|1|1|2|Any One| |2|1|1|3|Any One| |3|1|1|3|Any One| |4|1|2|4|| |5|2|2|5|| |6|2|3|6|Any One| |7|2|3|7|| |8|2|3|7|| |9|3|4|8|Any One| |10|3|4|9||

1-5-14-1-partial-other-mage-necromancer
type: Table
name: Partial Other Mage/Necromancer
slug: 1-5-14-1-partial-other-mage-necromancer
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Other Mage/Necromancer
  line start: 1780
  line end: 1794
table type: Partial Other Mage/Necromancer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-14-1-partial-warrior-necromancer
type: Table
name: Partial Warrior/Necromancer
slug: 1-5-14-1-partial-warrior-necromancer
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Warrior/Necromancer
  line start: 1795
  line end: 1809
table type: Partial Warrior/Necromancer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-15-1-partial-expert-skinshifter
type: Table
name: Partial Expert/Skinshifter
slug: 1-5-15-1-partial-expert-skinshifter
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Partial Expert/Skinshifter
  line start: 1842
  line end: 1856
table type: Partial Expert/Skinshifter
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-15-1-partial-other-mage-skinshifter
type: Table
name: Partial Other Mage/Skinshifter
slug: 1-5-15-1-partial-other-mage-skinshifter
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Partial Other Mage/Skinshifter
  line start: 1857
  line end: 1871
table type: Partial Other Mage/Skinshifter
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-15-1-partial-warrior-skinshifter
type: Table
name: Partial Warrior/Skinshifter
slug: 1-5-15-1-partial-warrior-skinshifter
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Partial Warrior/Skinshifter
  line start: 1872
  line end: 1888
table type: Partial Warrior/Skinshifter
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| form into an available Alternate form. This shift persists until you die, shift to a new form, or end the transformation as an On Turn action. Your hit points, System Strain, and other scores remain the same in any new form, but in a non-humanoid form your class’ base attack bonus can be no worse than the one listed on the table. If your shape is quadrupedal, its Move is 10’ faster than your base.

1-5-15-1-skinshifter-arts-and-form-bonus
type: Table
name: Skinshifter Arts and Form Bonus
slug: 1-5-15-1-skinshifter-arts-and-form-bonus
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Skinshifter Arts and Form Bonus
  line start: 1909
  line end: 1933
table type: Skinshifter Arts and Form Bonus
columns: Level
columns: Form Bonus
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: +1
  cells: Change Form and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: +1
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: +2
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: +3
  cells: Any One
rows:
  position: 6
  result: 6
  cells: 6
  cells: +3
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: +4
rows:
  position: 8
  result: 8
  cells: 8
  cells: +4
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
  cells: +5
rows:
  position: 10
  result: 10
  cells: 10
  cells: +6
  cells: Any One
rules text: |Level|Form Bonus|Arts Gained| |---|---|---| |1|+1|Change Form and Any One| |2|+1|Any One| |3|+2|| |4|+2|Any One| |5|+3|Any One| |6|+3|Any One| |7|+4|| |8|+4|Any One| |9|+5|| |10|+6|Any One| maximum of +2. There is always something alien about this beauty, and such forms can never be mistaken for an entirely normal human or animal, though they may be taken for some exotic demihuman or altered baseline. Serpent’s Kiss: This shape can exude a venom on its claws or fangs. Successful hits allow you to Commit Effort for the scene as an Instant action to inflict an additional 1d8 damage plus your Survive skill. You can elect to make the toxin paralytic rather than fatal; foes reduced to zero hit points by such a blow are paralyzed and helpless for an hour rather than mortally wounded. The Monkey’s Road: This shape has an arboreal agility when it comes to climbing. You can travel up sheer surfaces at your usual movement rate provided at least three limbs are available for use and the surface is not glassily smooth. If you fall, you can halt your plunge without damage so long as a serviceable surface to cling to is within ten feet of you. Warform: You gain a flat +2 bonus to all melee hit rolls in this shape and can use your form hit bonus even in a humanoid body. This shape is blatantly martial in appearance, however, and cannot pass as anything harmless or wholly human. Wisdom of Fin and Scale: This shape can breathe water, swim at double your usual Move rate, and is impervious to any normal climatic extreme of cold or undersea pressure. It can see up to sixty feet while underwater even in the absence of normal light.

1-5-16-1-partial-expert-thought-noble
type: Table
name: Partial Expert/Thought Noble
slug: 1-5-16-1-partial-expert-thought-noble
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Expert/Thought Noble
  line start: 1958
  line end: 1972
table type: Partial Expert/Thought Noble
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-16-1-partial-other-mage-thought-noble
type: Table
name: Partial Other Mage/Thought Noble
slug: 1-5-16-1-partial-other-mage-thought-noble
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Other Mage/Thought Noble
  line start: 1973
  line end: 1987
table type: Partial Other Mage/Thought Noble
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-16-1-partial-warrior-thought-noble
type: Table
name: Partial Warrior/Thought Noble
slug: 1-5-16-1-partial-warrior-thought-noble
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 1988
  line end: 2020
table type: Partial Warrior/Thought Noble
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| nominated companions with an hour’s meditation in the new companion’s presence. Far Speech: Commit Effort for the scene as an On Turn action and target an intelligent creature known to you that is within two hundred feet per level. If they consent, you forge a telepathic link with them that can convey thoughts, speech, and images even without a common language. The link lasts for the rest of the scene. While linked with someone, both of you may reroll failed Mental saving throws and neither of you can be surprised unless both are. Hypercognition: You can drive your mind to tremendous feats of calculation, estimation, and recall. You have an eidetic memory and can perform extremely advanced calculations in your head. As an Instant action, Commit Effort for the day and reroll any failed Int-based skill check. This ability can be used only once on any given check. Iconograph: Commit Effort for the scene as a Main Action and target a visible written text, piece of sculpture, iconographic symbol, or other visible artifact. You receive a short description of the message or idea the maker was trying to convey with the object. Optionally, you may use this art when making a sigil, art object, or text of your own; any valid target will automatically understand your intended message when they see the item. You may restrict your audience to particular people or types if you wish. Impress Imperative: Commit Effort for the day as a Main Action while targeting a visible living creature. You may give it an overwhelming urge to perform some action that takes no longer than a round and is not completely contrary to its nature or wishes. It can make a Mental save to resist, but on a failure it spends its next action carrying out the imperati…

1-5-16-1-thought-noble-arts
type: Table
name: Thought Noble Arts
slug: 1-5-16-1-thought-noble-arts
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Thought Noble Arts
  line start: 2021
  line end: 2043
table type: Thought Noble Arts
columns: Level
columns: Arts
rows:
  position: 1
  result: 1
  cells: 1
  cells: Open Mind and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: Any One
rows:
  position: 4
  result: 4
  cells: 4
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: Any One
rows:
  position: 6
  result: 6
  cells: 6
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: Any One
rows:
  position: 8
  result: 8
  cells: 8
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
  cells: Any One
rows:
  position: 10
  result: 10
  cells: 10
  cells: Any One
rules text: |Level|Arts| |---|---| |1|Open Mind and Any One| |2|Any One| |3|Any One| |4|Any One| |5|Any One| |6|Any One| |7|Any One| |8|Any One| |9|Any One| |10|Any One| target a visible living creature. It gets a Mental saving throw to resist; on a failure, the GM will tell you exactly what it is currently intending to do on its next turn, or its next relevant action if used out of combat. If you perform a Total Defense action this round, your insight into its motions ensures that no attack it makes that you could theoretically physically avoid can hit you for the rest of the round. Surface Apprehension: Commit Effort for the scene as a Main Action while targeting a visible living creature. If it fails a Mental saving throw, you become aware of its immediate surface thoughts for the rest of the round. If you ask specific questions of the creature during this round it will instinctively think of the answers, though the detail of these surface thoughts is generally limited to one or two sentences of information. Thoughts Like Razors: As a Main Action, Commit Effort for the day to launch a psychic assault on any visible living creature within sixty feet. The target gets a Mental saving throw to resist; on a failure, it takes 1d8 damage per level of the Thought Noble. The damage can knock it unconscious but cannot kill. On a successful save, the Thought Noble is stunned by the backlash, taking one quarter of the damage, rounded down, and losing their next turn’s actions. This ability can be used only once per scene. Unthinkable Thought: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular person, object, or situation that is currently ongoing in their presence. The target may make a Mental save to resist; on a failure, they simply cannot consciously acknowledge the existence of the subject or its actions unless ignoring it would obviously put their life at risk. This forced ignorance lasts for up to a scene; at its end, the …

1-5-17-1-other-vowed-arts
type: Table
name: Other Vowed Arts
slug: 1-5-17-1-other-vowed-arts
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Other Vowed Arts
  line start: 2070
  line end: 2086
table type: Other Vowed Arts
columns: Level
columns: paRTial Hit Dice
columns: expeRT/vo Attack Bonus
columns: WeD Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: Brutal Counter: Commit Effort for the scene as an Instant action after resolving an enemy melee attack against you, whether it hits or misses. You may make a free physical attack against your assailant, using either a normal attack or some other offensive ability that |Level|paRTial Hit Dice|expeRT/vo Attack Bonus|WeD Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-17-1-partial-other-mage-vowed
type: Table
name: Partial Other Mage/Vowed
slug: 1-5-17-1-partial-other-mage-vowed
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Other Mage/Vowed
  line start: 2087
  line end: 2101
table type: Partial Other Mage/Vowed
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Any| |2|2d6|+0|+1 Any| |3|3d6|+0|| |4|4d6|+0|| |5|5d6|+1|+1 Any| |6|6d6|+1|| |7|7d6|+1|+1 Any| |8|8d6|+1|| |9|9d6|+1|| |10|10d6|+2|+1 Any|

1-5-17-1-partial-warrior-vowed-2
type: Table
name: Partial Warrior/Vowed
slug: 1-5-17-1-partial-warrior-vowed-2
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2102
  line end: 2149
  table: Partial Warrior/Vowed (table 2)
table type: Partial Warrior/Vowed
columns: vel
columns: vo Punch Hit Bonus
columns: WeDaRTs Punch Dam- age
columns: anDun Punch Shock
columns: aRmeDabiliTies Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: +0
  cells: 1d6
  cells: 1/15
  cells: Martial Style, Unarmed Might, Unarmed Defense, and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: +1
  cells: 1d6
  cells: 2/15
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: +1
  cells: 1d8
  cells: 2/15
rows:
  position: 4
  result: 4
  cells: 4
  cells: +2
  cells: 1d8
  cells: 2/15
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: +2
  cells: 1d10
  cells: 2/15
  cells: Any One
rows:
  position: 6
  result: 6
  cells: 6
  cells: +3
  cells: 1d10
  cells: 3/15
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: +3
  cells: 1d10+1
  cells: 3/15
rows:
  position: 8
  result: 8
  cells: 8
  cells: +4
  cells: 1d10+1
  cells: 3/15
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
  cells: +4
  cells: 1d10+2
  cells: 4/15
rows:
  position: 10
  result: 0
  cells: 0
  cells: +5
  cells: 1d10+3
  cells: 4/15
  cells: Any One
rules text: |vel|vo Punch Hit Bonus|WeDaRTs Punch Dam- age|anDun Punch Shock|aRmeDabiliTies Arts Gained| |---|---|---|---|---| |1|+0|1d6|1/15|Martial Style, Unarmed Might, Unarmed Defense, and Any One| |2|+1|1d6|2/15|Any One| |3|+1|1d8|2/15|| |4|+2|1d8|2/15|Any One| |5|+2|1d10|2/15|Any One| |6|+3|1d10|3/15|Any One| |7|+3|1d10+1|3/15|| |8|+4|1d10+1|3/15|Any One| |9|+4|1d10+2|4/15|| |0|+5|1d10+3|4/15|Any One|

1-5-17-1-partial-warrior-vowed
type: Table
name: Partial Warrior/Vowed
slug: 1-5-17-1-partial-warrior-vowed
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2102
  line end: 2149
table type: Partial Warrior/Vowed
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-18-full-warrior
type: Table
name: Full Warrior
slug: 1-5-18-full-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: Full Warrior
  line start: 2176
  line end: 2190
table type: Full Warrior
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Any + 1 Warrior
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +3
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +4
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +5
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +6
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +7
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +8
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +9
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +10
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Any + 1 Warrior| |2|2d6+4|+2|+1 Any| |3|3d6+6|+3|| |4|4d6+8|+4|| |5|5d6+10|+5|+1 Any| |6|6d6+12|+6|| |7|7d6+14|+7|+1 Any| |8|8d6+16|+8|| |9|9d6+18|+9|| |10|10d6+20|+10|+1 Any|

1-5-18-partial-mage-partial-warrior
type: Table
name: Partial Mage/Partial Warrior
slug: 1-5-18-partial-mage-partial-warrior
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: Partial Mage/Partial Warrior
  line start: 2191
  line end: 2205
table type: Partial Mage/Partial Warrior
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Any + 1 Warrior
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Any + 1 Warrior| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-18-partial-warrior-partial-expert
type: Table
name: Partial Warrior/Partial Expert
slug: 1-5-18-partial-warrior-partial-expert
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: Partial Warrior/Partial Expert
  line start: 2206
  line end: 2221
table type: Partial Warrior/Partial Expert
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior
rows:
  position: 2
  cells: +1 Expert +1 Any
rows:
  position: 3
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 4
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 5
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 6
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 7
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 8
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 9
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 10
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 11
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior| ||||+1 Expert +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-19-1-example-art-progressions-for-different-types-of-wise
type: Table
name: Example Art Progressions for Different Types of Wise
slug: 1-5-19-1-example-art-progressions-for-different-types-of-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Example Art Progressions for Different Types of Wise
  line start: 2301
  line end: 2321
table type: Example Art Progressions for Different Types of Wise
columns: Level
columns: Mundane Priest
columns: Witch
columns: Seer
columns: Esoteric
rows:
  position: 1
  result: 1
  cells: 1
  cells: Holy Sanctity
  cells: Dread Awe
  cells: Erudite or Folk-Friend
  cells: Any Art
rows:
  position: 2
  result: 2
  cells: 2
  cells: Dread Awe or Folk-Friend
  cells: Any Curse or Blessing
  cells: Any Divination
rows:
  position: 3
  result: 3
  cells: 3
  cells: Any Art
rows:
  position: 4
  result: 4
  cells: 4
  cells: Skilled or Erudite
  cells: Healer or Any Curse or Blessing
  cells: Any Divination
rows:
  position: 5
  result: 5
  cells: 5
  cells: Personal Impunity
  cells: Any Divination
  cells: Any Art
rows:
  position: 6
  result: 6
  cells: 6
  cells: Elite Ties or Folk-Friend
  cells: Skilled
  cells: Skilled or Elite Ties
rows:
  position: 7
  result: 7
  cells: 7
  cells: Any Art
rows:
  position: 8
  result: 8
  cells: 8
  cells: Any General Art
  cells: Any Divination or Curse or Blessing
  cells: Skilled or Elite Ties
rows:
  position: 9
  result: 9
  cells: 9
  cells: Any Art
rows:
  position: 10
  result: 10
  cells: 10
  cells: Any General Art
  cells: Any Curse or Blessing
  cells: Any Divination
rules text: | Level | Mundane Priest | Witch | Seer | Esoteric | |---|---|---|---|---| |1|Holy Sanctity|Dread Awe|Erudite or Folk-Friend|Any Art| |2|Dread Awe or Folk-Friend|Any Curse or Blessing|Any Divination|| |3||||Any Art| |4|Skilled or Erudite|Healer or Any Curse or Blessing|Any Divination|| |5|Personal Impunity|Any Divination|Any Divination|Any Art| |6|Elite Ties or Folk-Friend|Skilled|Skilled or Elite Ties|| |7||||Any Art| |8|Any General Art|Any Divination or Curse or Blessing|Skilled or Elite Ties|| |9||||Any Art| |10|Any General Art|Any Curse or Blessing|Any Divination|| Healer: You are a trained and capable healer. Gain a +1 on all Heal skill checks; once per day, as an On Turn action, automatically succeed at a skill check to stabilize a Mortally Wounded subject. Holy Sanctity: You are honored and respected by most in this region. Gain a +1 bonus on social skill checks with locals who are not naturally opposed to your religion or social institution. Personal Impunity: You bear signs of sanctity, and physically harming you is considered taboo in this region. Only the most vicious or desperate humans will initiate violence against you, though any will fight if you attack them. Hostile groups will hesitate to attack your companions unless provoked. Skilled: Gain three skill points to spend on any non-combat skills, up to the maximum skill level allowed by your character level. This art may be taken more than once.

1-5-19-1-partial-expert-wise
type: Table
name: Partial Expert/Wise
slug: 1-5-19-1-partial-expert-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Partial Expert/Wise
  line start: 2256
  line end: 2270
table type: Partial Expert/Wise
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-19-1-partial-mage-wise
type: Table
name: Partial Mage/Wise
slug: 1-5-19-1-partial-mage-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Partial Mage/Wise
  line start: 2271
  line end: 2285
table type: Partial Mage/Wise
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Any| |2|2d6|+0|+1 Any| |3|3d6|+0|| |4|4d6|+0|| |5|5d6|+1|+1 Any| |6|6d6|+1|| |7|7d6|+1|+1 Any| |8|8d6|+1|| |9|9d6|+1|| |10|10d6|+2|+1 Any|

1-5-19-1-partial-warrior-wise
type: Table
name: Partial Warrior/Wise
slug: 1-5-19-1-partial-warrior-wise
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Partial Warrior/Wise
  line start: 2286
  line end: 2300
table type: Partial Warrior/Wise
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-2-1-bard-art-progression
type: Table
name: Bard Art Progression
slug: 1-5-2-1-bard-art-progression
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Bard Art Progression
  line start: 714
  line end: 728
table type: Bard Art Progression
columns: Level
columns: Arts Gained at This Level
rows:
  position: 1
  result: 1
  cells: 1
  cells: A Thousand Tongues and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
rows:
  position: 4
  result: 4
  cells: 4
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
rows:
  position: 6
  result: 6
  cells: 6
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
rows:
  position: 8
  result: 8
  cells: 8
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
rows:
  position: 10
  result: 10
  cells: 10
  cells: Any One
rules text: |Level|Arts Gained at This Level| |---|---| |1|A Thousand Tongues and Any One| |2|Any One| |3|| |4|Any One| |5|| |6|Any One| |7|| |8|Any One| |9|| |10|Any One|

1-5-2-1-partial-expert-accursed
type: Table
name: Partial Expert/Accursed
slug: 1-5-2-1-partial-expert-accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Expert/Accursed
  line start: 562
  line end: 576
table type: Partial Expert/Accursed
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-2-1-partial-expert-bard
type: Table
name: Partial Expert/Bard
slug: 1-5-2-1-partial-expert-bard
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Expert/Bard
  line start: 661
  line end: 675
table type: Partial Expert/Bard
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-2-1-partial-mage-accursed
type: Table
name: Partial Mage/Accursed
slug: 1-5-2-1-partial-mage-accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Mage/Accursed
  line start: 577
  line end: 591
table type: Partial Mage/Accursed
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-2-1-partial-mage-bard
type: Table
name: Partial Mage/Bard
slug: 1-5-2-1-partial-mage-bard
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Mage/Bard
  line start: 676
  line end: 690
table type: Partial Mage/Bard
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-2-1-partial-warrior-accursed
type: Table
name: Partial Warrior/Accursed
slug: 1-5-2-1-partial-warrior-accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 592
  line end: 630
table type: Partial Warrior/Accursed
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| a Main Action, focus on a particular visible object, person, or location; you can tell if it is enchanted, though no details about the magic are seen. Pacted Protection: Choose a type of harmful energy: fire, frost, acid, electricity, or the like. You become immune to natural degrees of this energy and take half damage from magical attacks involving it. Rob Vitality: Once per scene, as an On Turn action, Commit Effort for the scene and target a visible foe. They must make a Physical save or lose their next Main Action, which you immediately gain instead. Scourging Curse: Commit Effort for the scene as a Main Action and target a visible foe. Your curse inflicts a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3. Only one such curse can be active at a given time. Shadowed Steps: As a Move Action, Commit Effort for the scene and teleport up to your Move distance. You cannot bypass walls or physical obstacles, but you can teleport vertically or into high places. Snaring Speech: Once per round as an Instant action, Commit Effort for the day when failing a skill check to persuade or tempt someone. They must make a Mental save or agree with your proposal if it’s something they would normally consider doing. Gain one System Strain when using this art. Sorcerous Battery: Once per day, as an On Turn action, Commit Effort for the day. You or a visible ally refresh the spell slot of a spell that has been cast since the start of the prior round. Gain one System Strain. Soul Consumption: As an Instant action, Commit Effort for the day when you fell an intelligent target with Accursed Bolt or Accursed Blade. They die instantly. You heal 1d6 hit…

1-5-2-1-partial-warrior-bard
type: Table
name: Partial Warrior/Bard
slug: 1-5-2-1-partial-warrior-bard
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Bard
  line start: 691
  line end: 713
table type: Partial Warrior/Bard
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| their fears, forcing them to make two Morale checks instead of one. Those who succeed on both must still make an Instinct check immediately after. Keen Senses: This art gives you the equivalent of sight out to 60’ even if blinded. You cannot distinguish colors, but you can perceive physical details as readily as if with your eyes. Physically-invisible creatures and objects are obvious to you. Liberating Song: You are immune to mind- or emotion-controlling effects. You can Commit Effort for the scene as an Instant action to grant any ally in range a Mental saving throw to throw off such effects, assuming they allowed a save to begin with. If the second save is failed, this art cannot help them. Rally: Commit Effort for the day as a Main Action to exhort a wounded or fallen ally, removing any Frailty. The target regains 2d6 plus your level in hit points, but you incur one System Strain. Soothe the Savage: Commit Effort for the day as a Main Action. For as long as you keep spending a Main Action performing each round, animals and other living bestial creatures will not attack you or your allies unless commanded by their masters or threatened by the party. This art can’t be triggered once actual combat has begun. Soothing Graces: Your arts restore and hearten those with you. You and your allies lose an extra point of System Strain after each night’s comfortable rest. This does not stack with similar rest-aiding powers. Swift Misdirection: Commit Effort for the scene as a Main Action and target one intelligent creature within earshot. Tell them something in no more than one sentence; unless what you say is physically impossible or emotionally unendurable, they must make a Mental save or believe it for one round. After that, the…

1-5-4-1-partial-beastmaster
type: Table
name: Partial Beastmaster
slug: 1-5-4-1-partial-beastmaster
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Partial Beastmaster
  line start: 819
  line end: 839
table type: Partial Beastmaster
columns: Level
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: Bind Companion and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
rows:
  position: 4
  result: 4
  cells: 4
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: Any One
rows:
  position: 6
  result: 6
  cells: 6
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
rows:
  position: 8
  result: 8
  cells: 8
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
rows:
  position: 10
  result: 10
  cells: 10
  cells: Any One
rules text: |Level|Arts Gained| |---|---| |1|Bind Companion and Any One| |2|Any One| |3|| |4|Any One| |5|Any One| |6|Any One| |7|| |8|Any One| |9|| |10|Any One| as their modifier, use Punch or Stab as the skill, do 1d8 damage, and have a Shock value of 2/AC 13. These unarmed attacks can harm even creatures immune to non-magical weapons. The damage and Shock of these weapons gains a +1 bonus at level 3, a +2 bonus at level 6, and a +3 bonus at level 9. Savage Senses: Commit Effort for the scene as an On Turn action. For the remainder of the scene you are capable of seeing clearly even in pitch blackness, can scent out trails and belongings as perfectly as a wolf could, and gain a +2 bonus on all Notice skill checks involving sight, sound, or smell. Shared Vitality: The animal companions you bind have hit dice no lower than your level, even if they normally have far fewer. Thus, a 2 hit die beast bound by a 7th level Beastmaster would have 7 hit dice while it remained bound. Its hit bonus can’t be less than half its hit dice, rounded up. A Beastmaster can stabilize a Mortally Wounded companion by Committing Effort for the scene as an Instant action. Swift Healing: Commit Effort for the day as a Main Action to heal 1d6 damage per character level to a wounded companion. This healing can be extended only once per scene or fifteen minutes. Tongue of the Beasts: Commit Effort as an On Turn action. While the Effort remains committed, you can speak with any animal that has fur, feathers, scales, or skin. This art allows them to temporarily speak as if they had human intellect, though their interests, knowledge, and desires do not change.

1-5-4-partial-mage-beastmaster
type: Table
name: Partial Mage/Beastmaster
slug: 1-5-4-partial-mage-beastmaster
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: Partial Mage/Beastmaster
  line start: 771
  line end: 785
table type: Partial Mage/Beastmaster
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-4-partial-warrior-beastmaster
type: Table
name: Partial Warrior/Beastmaster
slug: 1-5-4-partial-warrior-beastmaster
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: Partial Warrior/Beastmaster
  line start: 786
  line end: 800
table type: Partial Warrior/Beastmaster
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-4-the-chosen-friend
type: Table
name: The Chosen Friend
slug: 1-5-4-the-chosen-friend
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: The Chosen Friend
  line start: 753
  line end: 770
table type: The Chosen Friend
columns: Level
columns: Hit Dice
columns: Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: Some Beastmasters form a lifelong bond with a single dear companion. If a PC chooses this option, they can only ever Bind one companion, but it gains the benefit of the Shared Vitality and Mind Call arts automatically. So long as the Beastmaster lives, this chosen friend cannot truly die; if reduced to zero hit points, it disappears, but will manifest again at the Beastmaster’s side the following dawn with its full hit points. Of course, the master is expected to treat this companion as the beloved friend it is, and not as mere battle-fodder. ||paRTialex|peRT/beasT Attack|masTeR| |---|---|---|---| |Level|Hit Dice|Bonus|Focus Picks| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-5-1-blood-priest-arts-2
type: Table
name: Blood Priest Arts
slug: 1-5-5-1-blood-priest-arts-2
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Blood Priest Arts
  line start: 925
  line end: 939
table type: Blood Priest Arts
columns: Level
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: Any Two
rows:
  position: 2
  result: 2
  cells: 2
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
rows:
  position: 4
  result: 4
  cells: 4
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: Any One
rows:
  position: 6
  result: 6
  cells: 6
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
rows:
  position: 8
  result: 8
  cells: 8
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
rows:
  position: 10
  result: 10
  cells: 10
  cells: Any One
rules text: |Level|Arts Gained| |---|---| |1|Any Two| |2|Any One| |3|| |4|Any One| |5|Any One| |6|Any One| |7|| |8|Any One| |9|| |10|Any One|

1-5-5-1-blood-priest-arts
type: Table
name: 1.5.5.1 Blood Priest Arts
slug: 1-5-5-1-blood-priest-arts
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 850
  line end: 880
table type: 1.5.5.1 Blood Priest Arts
columns: Level
columns: paRTialex Hit Dice
columns: peRT/blooDpRiesT Attack Bonus Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1 +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2 +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3 +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5 +1 Any
rules text: Blood Priest Effort is calculated with Pray, with their total maximum Effort being equal to their Pray skill plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. At first level, the Blood Priest may choose two of the following miracles to master, and gain more as they advance in levels. Once chosen, a miracle pick is permanent and cannot be changed later. Miracles are not hindered by the wearing of armor and require no gestures or free hand to employ, though usually a prayer must be vocalized as part of the action. A Thousand Tongues: Commit Effort as an On Turn action; while it remains Committed, you can speak with and understand any sentient creature with a language of their own. To any listener, it will seem as if you are perfectly fluent in their own language, even as you speak in your own native tongue. This ability does not allow you to read or write unknown languages. Armor of God: Commit Effort as an On Turn action. While the Effort remains Committed, you have a natural Armor Class of 15 plus half your level, rounded down. This AC can be modified by shields or your Dexterity modifier, but not by other worn armor. Divine Guidance: Commit Effort for the day as a Main Action and meditate upon a choice or potential action before you. The GM will tell you whether the likely outcome of that choice is weal, woe, a mix of both, or nothing significant, using their own best estimation. This insight cannot perceive likely outcomes more than an hour or so into the future. Fear No Flame: Commit Effort for the day as an On Turn action while nominating a visible target. For the rest of the scene, they are immune to non-magical flame, smoke, or explosive damage, and decrease any sources of such magical damage they take by five points per level of Pray you have. God Wills It: Commit Effort for the day as an Instant action and loudly call down your god’s blessing on your comrades. For the rest of the scene, up to six allies per character level in …

1-5-5-1-partial-mage-blood-priest
type: Table
name: Partial Mage/Blood Priest
slug: 1-5-5-1-partial-mage-blood-priest
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Mage/Blood Priest
  line start: 881
  line end: 895
table type: Partial Mage/Blood Priest
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-5-1-partial-warrior-blood-priest
type: Table
name: Partial Warrior/Blood Priest
slug: 1-5-5-1-partial-warrior-blood-priest
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 896
  line end: 924
table type: Partial Warrior/Blood Priest
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| Strain to the target, but no System Strain is added if it is applied outside of combat. At fourth level the healing done increases to 2d6+4 and at eighth level it becomes 4d6+8. Sanctified Ward: Commit Effort as an On Turn action. While the Effort is maintained and until you take some hostile action against a creature, you are immune to Shock damage and gain a +4 bonus to your Armor Class and all saving throws. Enemies must pass an Instinct check each round to target you with attacks; on a failure, they may take some other action instead. Once this art is ended it cannot be reactivated for the rest of the scene. Healing and other indirect support of fighting comrades does not count as a hostile action. Smite the Wicked: Commit Effort for the day as a On Turn action whenever you attack or take some damaging action toward a single target. You gain a +4 bonus to any hit roll, you inflict your character level as automatic damage, and you can roll any damage dice twice and take the higher result. This ability can only be used once per scene on a given target. The Light of Faith: Commit Effort as an On Turn action; while it remains Committed, you can cast a clear, bright radiance that extends up to thirty feet away from you. At your discretion, this light is visible only to you and your comrades, including up to a dozen allies. Transubstantiation: Commit Effort for the day as a Main Action to transform up to a gallon of any liquid into sacred blood. A draught of this holy liquid is sufficient to sustain a drinker for a day without further food or drink and will heal 1d6 plus the user’s Pray skill in lost hit points. A gallon of blood is sufficient to help a half-dozen people. The benefits of this art can be enjoyed only once per…

1-5-6-1-partial-expert-duelist
type: Table
name: Partial Expert/Duelist
slug: 1-5-6-1-partial-expert-duelist
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Expert/Duelist
  line start: 972
  line end: 986
table type: Partial Expert/Duelist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-6-1-partial-mage-duelist
type: Table
name: Partial Mage/Duelist
slug: 1-5-6-1-partial-mage-duelist
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Mage/Duelist
  line start: 987
  line end: 1001
table type: Partial Mage/Duelist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-6-1-partial-warrior-duelist-2
type: Table
name: Partial Warrior/Duelist
slug: 1-5-6-1-partial-warrior-duelist-2
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1002
  line end: 1053
  table: Partial Warrior/Duelist (table 2)
table type: Partial Warrior/Duelist
columns: D Level
columns: uelisTaRTs Favored Weapon Bonus
columns: anDfavoReDWeaponbonus Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: +1
  cells: Favored Weapon and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: +1
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: +2
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: +3
  cells: Any One
rows:
  position: 6
  result: 6
  cells: 6
  cells: +3
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: +4
rows:
  position: 8
  result: 8
  cells: 8
  cells: +4
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
  cells: +5
rows:
  position: 10
  result: 10
  cells: 10
  cells: +5
  cells: Any One
rules text: |D Level|uelisTaRTs Favored Weapon Bonus|anDfavoReDWeaponbonus Arts Gained| |---|---|---| |1|+1|Favored Weapon and Any One| |2|+1|Any One| |3|+2|| |4|+2|Any One| |5|+3|Any One| |6|+3|Any One| |7|+4|| |8|+4|Any One| |9|+5|| |10|+5|Any One|

1-5-6-1-partial-warrior-duelist
type: Table
name: Partial Warrior/Duelist
slug: 1-5-6-1-partial-warrior-duelist
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1002
  line end: 1053
table type: Partial Warrior/Duelist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+1|1 Warrior +1 Any| |2|2d6|+2|+1 Any| |3|3d6|+2|| |4|4d6|+3|| |5|5d6|+4|+1 Any| |6|6d6|+5|| |7|7d6|+5|+1 Any| |8|8d6|+6|| |9|9d6|+6|| |10|10d6|+7|+1 Any|

1-5-7-1-full-elementalist-arts-and-spells
type: Table
name: Full Elementalist Arts and Spells
slug: 1-5-7-1-full-elementalist-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Full Elementalist Arts and Spells
  line start: 1095
  line end: 1109
table type: Full Elementalist Arts and Spells
columns: Level
columns: Max Level
columns: Spells Cast
columns: Spells Prepared
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: 3
  cells: Elemental Resilience, Elemental Sparks, and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 3
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
  cells: 2
  cells: 4
rows:
  position: 4
  result: 4
  cells: 4
  cells: 2
  cells: 5
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: 3
  cells: 6
rows:
  position: 6
  result: 6
  cells: 6
  cells: 3
  cells: 7
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: 4
  cells: 8
rows:
  position: 8
  result: 8
  cells: 8
  cells: 4
  cells: 9
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
  cells: 5
  cells: 10
rows:
  position: 10
  result: 10
  cells: 10
  cells: 5
  cells: 6
  cells: 12
  cells: Any One
rules text: |Level|Max Level|Spells Cast|Spells Prepared|Arts Gained| |---|---|---|---|---| |1|1|1|3|Elemental Resilience, Elemental Sparks, and Any One| |2|1|1|3|Any One| |3|2|2|4|| |4|2|2|5|Any One| |5|3|3|6|| |6|3|3|7|Any One| |7|4|4|8|| |8|4|4|9|Any One| |9|5|5|10|| |10|5|6|12|Any One|

1-5-7-1-other-elementalist-arts
type: Table
name: Other Elementalist Arts
slug: 1-5-7-1-other-elementalist-arts
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Other Elementalist Arts
  line start: 1074
  line end: 1094
table type: Other Elementalist Arts
columns: Level
columns: fu Hit Dice
columns: llelemenTalisT Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: Beckoned Deluge: Commit Effort for the scene as a Main Action to conjure a considerable amount of water at a visible point within fifty feet per caster level. This water is sufficient to drench one 10-foot cube of matter per character level, making non-magical bowstrings useless, extinguishing flames, and inflicting 1d6 damage per caster level on fiery supernatural creatures. This water persists indefinitely after its conjuration and is sufficient to hydrate ten people per caster level. Earthsight: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can see the outlines of solid objects even in perfect darkness, and can peer through a number of feet of earth or stone equal to your character level. Elemental Blast: Commit Effort for the scene as a Main Action to hurl a blast of some elemental force at a visible target within fifty feet per character level. The attack is made with Magic as the combat skill, Int, Cha, or Dex as the attribute, and a bonus to hit equal to your character level. It is not hindered by melee foes. On a hit, the attack does 1d6 damage plus your character level and attribute |Level|fu Hit Dice|llelemenTalisT Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-7-1-partial-elementalist-arts-and-spells
type: Table
name: Partial Elementalist Arts and Spells
slug: 1-5-7-1-partial-elementalist-arts-and-spells
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1110
  line end: 1138
table type: Partial Elementalist Arts and Spells
columns: Level
columns: Max Level
columns: Spells Cast
columns: Spells Prepared
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: 2
  cells: Elemental Resilience, Elemental Sparks, and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 3
rows:
  position: 3
  result: 3
  cells: 3
  cells: 1
  cells: Any One
rows:
  position: 4
  result: 4
  cells: 4
  cells: 1
  cells: 2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 2
rows:
  position: 6
  result: 6
  cells: 6
  cells: 2
  cells: 3
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
  cells: 2
  cells: 3
rows:
  position: 8
  result: 8
  cells: 8
  cells: 2
  cells: 3
  cells: 7
rows:
  position: 9
  result: 9
  cells: 9
  cells: 3
  cells: 4
  cells: 8
  cells: Any One
rows:
  position: 10
  result: 10
  cells: 10
  cells: 3
  cells: 4
  cells: 9
rules text: |Level|Max Level|Spells Cast|Spells Prepared|Arts Gained| |---|---|---|---|---| |1|1|1|2|Elemental Resilience, Elemental Sparks, and Any One| |2|1|1|3|| |3|1|1|3|Any One| |4|1|2|4|| |5|2|2|5|| |6|2|3|6|Any One| |7|2|3|7|| |8|2|3|7|| |9|3|4|8|Any One| |10|3|4|9|| mod. The blast may have collateral effects on objects in the case of hurled fire or a torrent of pressurized water, but any conjured matter vanishes at the end of the round. Flamesight: Commit Effort as an On Turn action. While the Effort remains Committed, you can see thermal gradients sufficient to distinguish surfaces and living creatures, even in perfect darkness. Optionally, you may cause your own eyes to cast a light sufficient to illuminate your surroundings clearly out to a range of 30 feet. Pavis of Elements: Commit Effort as an On Turn action to conjure an elemental barrier around yourself. The barrier improves your Armor Class by +4 and remains as long as the Effort remains Committed. This bonus stacks with other effects, but cannot increase AC above 18, regardless of the combinations. Petrifying Stare: Commit Effort for the day as a Main Action and target a visible creature. The creature must make a Physical save or become partially petrified, losing its Move action for a number of rounds equal to half your caster level, rounded up. Flying creatures are forced to land by this art and swimming creatures will inevitably sink to the bottom. Rune of Destruction: Commit Effort for the day as a Main Action and target an adjacent solid surface. A glowing rune the size of a handprint forms on the surface and persists for one hour per caster level. Any creature who gets within two feet of the rune will trigger it, causing it to explode in a five-foot radius with an elemental force of your choice and suffering 2d6 damage plus your caster level. Creatures already within five feet of the rune when it is laid will not trigger it until they re-enter the area, nor will the caster trigger their own runes. Runes …

1-5-7-1-partial-expert-elementalist
type: Table
name: Partial Expert/Elementalist
slug: 1-5-7-1-partial-expert-elementalist
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Expert/Elementalist
  line start: 1139
  line end: 1153
table type: Partial Expert/Elementalist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-7-1-partial-other-mage-elementalist
type: Table
name: Partial Other Mage/Elementalist
slug: 1-5-7-1-partial-other-mage-elementalist
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Other Mage/Elementalist
  line start: 1154
  line end: 1168
table type: Partial Other Mage/Elementalist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-7-1-partial-warrior-elementalist
type: Table
name: Partial Warrior/Elementalist
slug: 1-5-7-1-partial-warrior-elementalist
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Warrior/Elementalist
  line start: 1169
  line end: 1183
table type: Partial Warrior/Elementalist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-8-class-ability-quick-learner
type: Table
name: Class Ability: Quick Learner
slug: 1-5-8-class-ability-quick-learner
source: wwn-srd-v1
source locator:
  section: 1.5.8
  heading: Class Ability: Quick Learner
  line start: 1200
  line end: 1218
table type: Class Ability: Quick Learner
columns: Level
columns: full Hit Dice
columns: expeRT Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish. Partial Experts do receive this ability. |Level|full Hit Dice|expeRT Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-8-partial-mage-partial-expert-2
type: Table
name: Partial Mage/Partial Expert
slug: 1-5-8-partial-mage-partial-expert-2
source: wwn-srd-v1
source locator:
  section: 1.5.8
  heading: Partial Mage/Partial Expert
  line start: 1219
  line end: 1246
  table: Partial Mage/Partial Expert (table 2)
table type: Partial Mage/Partial Expert
columns: Level
columns: paRTialWaR Hit Dice
columns: RioR/paRTi Attack Bonus
columns: alexpeRT Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|paRTialWaR Hit Dice|RioR/paRTi Attack Bonus|alexpeRT Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Expert +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any|

1-5-8-partial-mage-partial-expert
type: Table
name: Partial Mage/Partial Expert
slug: 1-5-8-partial-mage-partial-expert
source: wwn-srd-v1
source locator:
  section: 1.5.8
  heading: Partial Mage/Partial Expert
  line start: 1219
  line end: 1246
table type: Partial Mage/Partial Expert
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-9-1-healer-arts
type: Table
name: Healer Arts
slug: 1-5-9-1-healer-arts
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Healer Arts
  line start: 1342
  line end: 1356
table type: Healer Arts
columns: Level
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: Healing Touch and Any One
rows:
  position: 2
  result: 2
  cells: 2
  cells: Any One
rows:
  position: 3
  result: 3
  cells: 3
rows:
  position: 4
  result: 4
  cells: 4
  cells: Any One
rows:
  position: 5
  result: 5
  cells: 5
  cells: Any One
rows:
  position: 6
  result: 6
  cells: 6
  cells: Any One
rows:
  position: 7
  result: 7
  cells: 7
rows:
  position: 8
  result: 8
  cells: 8
  cells: Any One
rows:
  position: 9
  result: 9
  cells: 9
rows:
  position: 10
  result: 10
  cells: 10
  cells: Any One
rules text: |Level|Arts Gained| |---|---| |1|Healing Touch and Any One| |2|Any One| |3|| |4|Any One| |5|Any One| |6|Any One| |7|| |8|Any One| |9|| |10|Any One|

1-5-9-1-partial-expert-healer
type: Table
name: Partial Expert/Healer
slug: 1-5-9-1-partial-expert-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Expert/Healer
  line start: 1283
  line end: 1297
table type: Partial Expert/Healer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6|+0|1 Expert +1 Any| |2|2d6|+1|+1 Any| |3|3d6|+1|| |4|4d6|+2|| |5|5d6|+2|+1 Any| |6|6d6|+3|| |7|7d6|+3|+1 Any| |8|8d6|+4|| |9|9d6|+4|| |10|10d6|+5|+1 Any|

1-5-9-1-partial-mage-healer
type: Table
name: Partial Mage/Healer
slug: 1-5-9-1-partial-mage-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Mage/Healer
  line start: 1298
  line end: 1312
table type: Partial Mage/Healer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6-1|+0|1 Any| |2|2d6-2|+0|+1 Any| |3|3d6-3|+0|| |4|4d6-4|+0|| |5|5d6-5|+1|+1 Any| |6|6d6-6|+1|| |7|7d6-7|+1|+1 Any| |8|8d6-8|+1|| |9|9d6-9|+1|| |10|10d6-10|+2|+1 Any|

1-5-9-1-partial-warrior-healer
type: Table
name: Partial Warrior/Healer
slug: 1-5-9-1-partial-warrior-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1313
  line end: 1341
table type: Partial Warrior/Healer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  position: 1
  result: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  position: 2
  result: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  position: 3
  result: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  position: 4
  result: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  position: 5
  result: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  position: 6
  result: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  position: 7
  result: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  position: 8
  result: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  position: 9
  result: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  position: 10
  result: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
rules text: |Level|Hit Dice|Attack Bonus|Focus Picks| |---|---|---|---| |1|1d6+2|+1|1 Warrior +1 Any| |2|2d6+4|+2|+1 Any| |3|3d6+6|+2|| |4|4d6+8|+3|| |5|5d6+10|+4|+1 Any| |6|6d6+12|+5|| |7|7d6+14|+5|+1 Any| |8|8d6+16|+6|| |9|9d6+18|+6|| |10|10d6+20|+7|+1 Any| cannot be learned earlier than 8th level. You must Commit all remaining Effort for the day, a minimum of one point, to regenerate a missing limb or organ for a target you are touching, or efface some dramatic scar or other physical debility. The target’s System Strain is automatically maximized. Purge Ailment: Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/Heal or Cha/Heal skill check against a difficulty of 8 or more. At seventh level, you need only Commit Effort for the scene to use this ability. Refined Restoration: You and up to a dozen allies you tend before they sleep will all lose 2 System Strain from a good night’s rest instead of 1. Revive the Fallen: Only expert healers are capable of mastering this art, which cannot be learned earlier than 8th level. Commit Effort for the day as a Main Action to revive a recently-slain living creature that you are touching. This ability must be used on a target within one minute per caster level of their death, and will not work on a corpse that has been dismembered, incinerated, or otherwise disjected. The target’s System Strain is automatically maximized and they’ll be unconscious for twenty-four hours after their restoration before awakening with 1 hit point. Swift Healer: Your Healing Touch ability is improved, and may be used as an On Turn action once per day per character level, though not more than once per round on any given target. The Healer’s Knife: Your Healing Touch ability is altered, and may be used to inflict damage to a living target instead of healing it. The dama…

2-11-1-sea-travel
type: Table
name: 2.11.1 Sea Travel
slug: 2-11-1-sea-travel
source: wwn-srd-v1
source locator:
  section: 2.11.1
  heading: 2.11.1 Sea Travel
  line start: 3255
  line end: 3273
table type: 2.11.1 Sea Travel
columns: Terrain Type
columns: Miles per Hour
rows:
  position: 1
  result: Plains or savannas
  cells: Plains or savannas
  cells: 3
rows:
  position: 2
  result: Light forest or desert
  cells: Light forest or desert
  cells: 2
rows:
  position: 3
  result: Dense forest or rugged hills
  cells: Dense forest or rugged hills
  cells: 1.5
rows:
  position: 4
  result: Swamp or marsh
  cells: Swamp or marsh
  cells: 1
rows:
  position: 5
  result: Mountains or dire wastelands
  cells: Mountains or dire wastelands
  cells: 0.5
rows:
  position: 6
  result: There is a road through the terrain
  cells: There is a road through the terrain
  cells: x2*
rows:
  position: 7
  result: Foul weather, mud, or heavy rain
  cells: Foul weather, mud, or heavy rain
  cells: x0.5
rows:
  position: 8
  result: Deep snow on the ground
  cells: Deep snow on the ground
  cells: x0.1
rules text: A ship can usually manage about six miles an hour of travel when under sail, and can sail around the clock if far from coasts and other perils. Oar-powered galleys average the same speed, but are heedless of the winds. An ordinary crew can only row for eight hours a day, however. Encounters at sea are rarer but potentially more hazardous; the GM should roll daily and nightly checks on 1d10 or 1d12. On a 1, some creature has come across the ship, a troublesome wind or storm has sprung up, something has been damaged on the ship or gone awry with the crew, or otherwise complicated the vessel’s journey. Some such encounters can be overcome with a good plan and a decent Sail skill check, while others may require bloodier answers. | Terrain Type | Miles per Hour | | --- | ---: | | Plains or savannas | 3 | | Light forest or desert | 2 | | Dense forest or rugged hills | 1.5 | | Swamp or marsh | 1 | | Mountains or dire wastelands | 0.5 | | There is a road through the terrain | x2* | | Foul weather, mud, or heavy rain | x0.5 | | Deep snow on the ground | x0.1 | \* Good roads cannot increase the party’s marching speed above three miles per hour.

2-12-2-supply-encumbrances
type: Table
name: Supply Encumbrances
slug: 2-12-2-supply-encumbrances
source: wwn-srd-v1
source locator:
  section: 2.12.2
  heading: Supply Encumbrances
  line start: 3296
  line end: 3307
table type: Supply Encumbrances
columns: Type
columns: Enc
rows:
  position: 1
  result: One day of food or water
  cells: One day of food or water
  cells: 1
rows:
  position: 2
  result: One week of carefully-packed food
  cells: One week of carefully-packed food
  cells: 4
rows:
  position: 3
  result: One night’s load of fire fuel
  cells: One night’s load of fire fuel
  cells: 4
rows:
  position: 4
  result: One day’s fodder for a horse or large beast
  cells: One day’s fodder for a horse or large beast
  cells: 4
rows:
  position: 5
  result: One day’s fodder for a mule or small beast
  cells: One day’s fodder for a mule or small beast
  cells: 2
rows:
  position: 6
  result: Daily water for a large beast
  cells: Daily water for a large beast
  cells: 8
rows:
  position: 7
  result: Daily water for a small beast
  cells: Daily water for a small beast
  cells: 4
rules text: |Type|Enc| |---|---| |One day of food or water|1| |One week of carefully-packed food|4| |One night’s load of fire fuel|4| |One day’s fodder for a horse or large beast|4| |One day’s fodder for a mule or small beast|2| |Daily water for a large beast|8| |Daily water for a small beast|4|

2-12-3-pack-animal-and-porter-loads
type: Table
name: Pack Animal and Porter Loads
slug: 2-12-3-pack-animal-and-porter-loads
source: wwn-srd-v1
source locator:
  section: 2.12.3
  heading: Pack Animal and Porter Loads
  line start: 3318
  line end: 3328
table type: Pack Animal and Porter Loads
columns: Type
columns: Enc
rows:
  position: 1
  result: Riding horse or warhorse, with laden rider
  cells: Riding horse or warhorse, with laden rider
  cells: 5
rows:
  position: 2
  result: Riding horse or warhorse, pack only
  cells: Riding horse or warhorse, pack only
  cells: 20
rows:
  position: 3
  result: Heavy pack horse
  cells: Heavy pack horse
  cells: 30
rows:
  position: 4
  result: Mule or donkey
  cells: Mule or donkey
  cells: 15
rows:
  position: 5
  result: Professional porter
  cells: Professional porter
  cells: 12
rows:
  position: 6
  result: Two porters carrying a shared litter
  cells: Two porters carrying a shared litter
  cells: 30
rules text: |Type|Enc| |---|---| |Riding horse or warhorse, with laden rider|5| |Riding horse or warhorse, pack only|20| |Heavy pack horse|30| |Mule or donkey|15| |Professional porter|12| |Two porters carrying a shared litter|30|

2-12-4-situations-that-cause-privation
type: Table
name: Situations That Cause Privation
slug: 2-12-4-situations-that-cause-privation
source: wwn-srd-v1
source locator:
  section: 2.12.4
  heading: Situations That Cause Privation
  line start: 3337
  line end: 3348
table type: Situations That Cause Privation
columns: Circumstance Sys. Str.
rows:
  position: 1
  result: First day without enough food* +0
  cells: First day without enough food* +0
rows:
  position: 2
  result: Consecutive day without food +1
  cells: Consecutive day without food +1
rows:
  position: 3
  result: First day without enough water +2
  cells: First day without enough water +2
rows:
  position: 4
  result: Consecutive day without water +3
  cells: Consecutive day without water +3
rows:
  position: 5
  result: Night without adequate shelter or fire* +0
  cells: Night without adequate shelter or fire* +0
rows:
  position: 6
  result: Harsh night without shelter or fire +1
  cells: Harsh night without shelter or fire +1
rows:
  position: 7
  result: * No System Strain is yet gained, but the PC still suffers privation and cannot recover lost resources.
  cells: * No System Strain is yet gained, but the PC still suffers privation and cannot recover lost resources.
rules text: |Circumstance Sys. Str.| |---| |First day without enough food* +0| |Consecutive day without food +1| |First day without enough water +2| |Consecutive day without water +3| |Night without adequate shelter or fire* +0| |Harsh night without shelter or fire +1| |* No System Strain is yet gained, but the PC still suffers privation and cannot recover lost resources.|

2-12-5-foraging
type: Table
name: Foraging
slug: 2-12-5-foraging
source: wwn-srd-v1
source locator:
  section: 2.12.5
  heading: Foraging
  line start: 3361
  line end: 3373
table type: Foraging
columns: Type of Foraged Terrain
columns: Difficulty
rows:
  position: 1
  result: Woodlands or areas of heavy vegetation
  cells: Woodlands or areas of heavy vegetation
  cells: 8
rows:
  position: 2
  result: Mountains, scrublands, savannas
  cells: Mountains, scrublands, savannas
  cells: 9
rows:
  position: 3
  result: Deserts, badlands, or normal barrens
  cells: Deserts, badlands, or normal barrens
  cells: 12
rows:
  position: 4
  result: Grim wastes or barely human-survivable lands
  cells: Grim wastes or barely human-survivable lands
  cells: 14
rows:
  position: 5
  result: A full day foraging rather than a half-day
  cells: A full day foraging rather than a half-day
  cells: -2
rows:
  position: 6
  result: Each successive day foraging the same hex
  cells: Each successive day foraging the same hex
  cells: +1
rules text: | Type of Foraged Terrain | Difficulty | | --- | ---: | | Woodlands or areas of heavy vegetation | 8 | | Mountains, scrublands, savannas | 9 | | Deserts, badlands, or normal barrens | 12 | | Grim wastes or barely human-survivable lands | 14 | | A full day foraging rather than a half-day | -2 | | Each successive day foraging the same hex | +1 | On success, 1d6 units of forage are found, plus the total Survive skills of the foragers. Those without even level-0 skill in it subtract 1 from the total found.

2-12-6-wandering-encounter-checks
type: Table
name: Wandering Encounter Checks
slug: 2-12-6-wandering-encounter-checks
source: wwn-srd-v1
source locator:
  section: 2.12.6
  heading: Wandering Encounter Checks
  line start: 3386
  line end: 3396
table type: Wandering Encounter Checks
columns: Type of Terrain
columns: Chance
rows:
  position: 1
  result: Dangerous wilderness area
  cells: Dangerous wilderness area
  cells: 1 in 6
rows:
  position: 2
  result: Area of civil unrest or heavy banditry
  cells: Area of civil unrest or heavy banditry
  cells: 1 in 6
rows:
  position: 3
  result: Ordinary trade road
  cells: Ordinary trade road
  cells: 1 in 8
rows:
  position: 4
  result: Well-policed trade road
  cells: Well-policed trade road
  cells: 1 in 10
rows:
  position: 5
  result: Borderlands or rural back country
  cells: Borderlands or rural back country
  cells: 1 in 8
rows:
  position: 6
  result: Ordinary wilderness
  cells: Ordinary wilderness
  cells: 1 in 8
rules text: |Type of Terrain|Chance| |---|---| |Dangerous wilderness area|1 in 6| |Area of civil unrest or heavy banditry|1 in 6| |Ordinary trade road|1 in 8| |Well-policed trade road|1 in 10| |Borderlands or rural back country|1 in 8| |Ordinary wilderness|1 in 8|

2-13-2-example-time-costs-in-turns
type: Table
name: Example Time Costs in Turns
slug: 2-13-2-example-time-costs-in-turns
source: wwn-srd-v1
source locator:
  section: 2.13.2
  heading: Example Time Costs in Turns
  line start: 3419
  line end: 3431
table type: Example Time Costs in Turns
columns: Activity
columns: Turns
rows:
  position: 1
  result: Move from one room of interest to another
  cells: Move from one room of interest to another
  cells: 1
rows:
  position: 2
  result: Pick a lock or disarm a trap
  cells: Pick a lock or disarm a trap
  cells: 1
rows:
  position: 3
  result: Get in a fight with something
  cells: Get in a fight with something
  cells: 1
rows:
  position: 4
  result: Perform first aid and looting after a fight
  cells: Perform first aid and looting after a fight
  cells: 1
rows:
  position: 5
  result: Search a room carefully
  cells: Search a room carefully
  cells: 1
rows:
  position: 6
  result: Jury-rig something or work a device
  cells: Jury-rig something or work a device
  cells: 1
rows:
  position: 7
  result: Time a torch lasts until burning out
  cells: Time a torch lasts until burning out
  cells: 6
rows:
  position: 8
  result: Time a filled lantern lasts before burning out
  cells: Time a filled lantern lasts before burning out
  cells: 24
rules text: |Activity|Turns| |---|---| |Move from one room of interest to another|1| |Pick a lock or disarm a trap|1| |Get in a fight with something|1| |Perform first aid and looting after a fight|1| |Search a room carefully|1| |Jury-rig something or work a device|1| |Time a torch lasts until burning out|6| |Time a filled lantern lasts before burning out|24|

2-13-5-when-to-roll-an-encounter-check
type: Table
name: When to Roll an Encounter Check
slug: 2-13-5-when-to-roll-an-encounter-check
source: wwn-srd-v1
source locator:
  section: 2.13.5
  heading: When to Roll an Encounter Check
  line start: 3456
  line end: 3466
table type: When to Roll an Encounter Check
columns: Type of Location
columns: Turns
rows:
  position: 1
  result: Alerted site with organized defenders
  cells: Alerted site with organized defenders
  cells: Every 1
rows:
  position: 2
  result: Unalert site with organized defenders
  cells: Unalert site with organized defenders
  cells: Every 2
rows:
  position: 3
  result: Site with no organized or active defense
  cells: Site with no organized or active defense
  cells: Every 3
rows:
  position: 4
  result: Site with very few mobile inhabitants
  cells: Site with very few mobile inhabitants
  cells: Every 4
rows:
  position: 5
  result: Abandoned or disused nook in a site
  cells: Abandoned or disused nook in a site
  cells: Every 6
rows:
  position: 6
  result: Hidden area or concealed chamber unknown to the natives of the site
  cells: Hidden area or concealed chamber unknown to the natives of the site
  cells: No check
rules text: |Type of Location|Turns| |---|---| |Alerted site with organized defenders|Every 1| |Unalert site with organized defenders|Every 2| |Site with no organized or active defense|Every 3| |Site with very few mobile inhabitants|Every 4| |Abandoned or disused nook in a site|Every 6| |Hidden area or concealed chamber unknown to the natives of the site|No check|

2-3-1-skill-check-difficulties
type: Table
name: 2.3.1 Skill Check Difficulties
slug: 2-3-1-skill-check-difficulties
source: wwn-srd-v1
source locator:
  section: 2.3.1
  heading: 2.3.1 Skill Check Difficulties
  line start: 2756
  line end: 2769
table type: 2.3.1 Skill Check Difficulties
columns: Difficulty
columns: Skill Check
rows:
  position: 1
  result: 6
  cells: 6
  cells: A relatively simple task that is still more than the PC would usually be expected to manage in their regular background. Anything easier than this isn’t worth a skill check.
rows:
  position: 2
  result: 8
  cells: 8
  cells: A significant challenge to a competent professional that they’d still succeed at more often than not.
rows:
  position: 3
  result: 10
  cells: 10
  cells: Something too difficult to be expected of anyone but a skilled expert, and even they might fail.
rows:
  position: 4
  result: 12
  cells: 12
  cells: Only a true master could expect to carry this off with any degree of reliability.
rows:
  position: 5
  result: 14+
  cells: 14+
  cells: Only a true master has any chance of achieving this at all, and even they will probably fail.
rules text: The following difficulties ratings reflect common challenges. |Difficulty|Skill Check| |---|---| |6|A relatively simple task that is still more than the PC would usually be expected to manage in their regular background. Anything easier than this isn’t worth a skill check.| |8|A significant challenge to a competent professional that they’d still succeed at more often than not.| |10|Something too difficult to be expected of anyone but a skilled expert, and even they might fail.| |12|Only a true master could expect to carry this off with any degree of reliability.| |14+|Only a true master has any chance of achieving this at all, and even they will probably fail.| Helpful or hostile circumstances can modify a skill check by -2 to +2. Usually, no combination of situational modifiers should alter the roll by more than this, or else it becomes a near-foregone conclusion. This does not include modifiers applied by gear mods, magic items, or PC aid.

2-4-5-2-attack-roll-modifiers
type: Table
name: 2.4.5.2 Attack Roll Modifiers
slug: 2-4-5-2-attack-roll-modifiers
source: wwn-srd-v1
source locator:
  section: 2.4.5.2
  heading: 2.4.5.2 Attack Roll Modifiers
  line start: 2874
  line end: 2891
table type: 2.4.5.2 Attack Roll Modifiers
columns: Situation
columns: Mod
rows:
  position: 1
  result: Shooting at a distant prone foe
  cells: Shooting at a distant prone foe
  cells: -2
rows:
  position: 2
  result: Attacking an adjacent prone foe
  cells: Attacking an adjacent prone foe
  cells: +2
rows:
  position: 3
  result: Melee attacking while prone
  cells: Melee attacking while prone
  cells: -4
rows:
  position: 4
  result: Your target is past your bow or thrown weapon’s normal range, up to its maximum long range.
  cells: Your target is past your bow or thrown weapon’s normal range, up to its maximum long range.
  cells: -2
rows:
  position: 5
  result: The target is at least half behind cover
  cells: The target is at least half behind cover
  cells: -2
rows:
  position: 6
  result: The target is almost completely in cover
  cells: The target is almost completely in cover
  cells: -4
rows:
  position: 7
  result: Making a thrown attack while in melee
  cells: Making a thrown attack while in melee
  cells: -4
rows:
  position: 8
  result: Throwing a weapon while in melee
  cells: Throwing a weapon while in melee
  cells: -4
rows:
  position: 9
  result: Shooting a bow or crossbow while in melee
  cells: Shooting a bow or crossbow while in melee
  cells: N/A
rows:
  position: 10
  result: You are shooting at a target you can’t see but you know where they are.
  cells: You are shooting at a target you can’t see but you know where they are.
  cells: -4
rows:
  position: 11
  result: You are shooting at a target you can’t see and don’t know their exact position.
  cells: You are shooting at a target you can’t see and don’t know their exact position.
  cells: N/A
rules text: Some common situations can modify an attack roll, granting a bonus or penalty. GMs may add others depending on the situation. |Situation|Mod| |---|---| |Shooting at a distant prone foe|-2| |Attacking an adjacent prone foe|+2| |Melee attacking while prone|-4| |Your target is past your bow or thrown weapon’s normal range, up to its maximum long range.|-2| |The target is at least half behind cover|-2| |The target is almost completely in cover|-4| |Making a thrown attack while in melee|-4| |Throwing a weapon while in melee|-4| |Shooting a bow or crossbow while in melee|N/A| |You are shooting at a target you can’t see but you know where they are.|-4| |You are shooting at a target you can’t see and don’t know their exact position.|N/A|

2-6-1-foot-chases
type: Table
name: 2.6.1 Foot Chases
slug: 2-6-1-foot-chases
source: wwn-srd-v1
source locator:
  section: 2.6.1
  heading: 2.6.1 Foot Chases
  line start: 3024
  line end: 3042
table type: 2.6.1 Foot Chases
columns: Situation
columns: Mod
rows:
  position: 1
  result: There are more pursuers than pursued
  cells: There are more pursuers than pursued
  cells: -1
rows:
  position: 2
  result: The pursued have no head start at all
  cells: The pursued have no head start at all
  cells: +2
rows:
  position: 3
  result: The pursued have one round’s head start
  cells: The pursued have one round’s head start
  cells: +1
rows:
  position: 4
  result: The pursued have less than a minute’s head start
  cells: The pursued have less than a minute’s head start
  cells: +0
rows:
  position: 5
  result: The pursued have more than a minute’s head start
  cells: The pursued have more than a minute’s head start
  cells: -2
rows:
  position: 6
  result: Who knows the local terrain better?
  cells: Who knows the local terrain better?
  cells: -2 to +2
rows:
  position: 7
  result: The pursuit is half-hearted or obligatory
  cells: The pursuit is half-hearted or obligatory
  cells: -1
rows:
  position: 8
  result: The pursuers are enraged or vengeful
  cells: The pursuers are enraged or vengeful
  cells: +1
rules text: The group member in the fleeing party with the best Dex/Exert or Con/Exert total rolls a skill check. Their result is the fleeing group’s pace, as they help and encourage the slower members. Other fleeing group members then hinder pursuit in whatever ways they think are helpful. Sometimes a skill check is needed, while other times a GM will simply decide it works. Each successful effort adds a +1 bonus to the pace, up to +3 maximum. Botched efforts are either unhelpful or apply a -1 penalty if they’re actively harmful. If the fleeing group is made up of NPCs, it’s the GM’s judgment as to whether any of them try to do something clever to stall the PCs. The pursuing group then makes a single Dex/Exert or Con/Exert skill check, modified by the table below. If they beat the fleeing group’s total they catch up to them, and if they tie or roll less the fleeing party has escaped immediate pursuit. |Situation|Mod| |---|---| |There are more pursuers than pursued|-1| |The pursued have no head start at all|+2| |The pursued have one round’s head start|+1| |The pursued have less than a minute’s head start|+0| |The pursued have more than a minute’s head start|-2| |Who knows the local terrain better?|-2 to +2| |The pursuit is half-hearted or obligatory|-1| |The pursuers are enraged or vengeful|+1|

2-6-2-mounted-chases
type: Table
name: 2.6.2 Mounted Chases
slug: 2-6-2-mounted-chases
source: wwn-srd-v1
source locator:
  section: 2.6.2
  heading: 2.6.2 Mounted Chases
  line start: 3043
  line end: 3060
table type: 2.6.2 Mounted Chases
columns: Situation
columns: Modifier
rows:
  position: 1
  result: The pursuer can’t directly see the pursued
  cells: The pursuer can’t directly see the pursued
  cells: -2
rows:
  position: 2
  result: The pursuer is flying but the pursued isn’t
  cells: The pursuer is flying but the pursued isn’t
  cells: +3
rows:
  position: 3
  result: The pursued is flying but the pursuer isn’t
  cells: The pursued is flying but the pursuer isn’t
  cells: -3
rows:
  position: 4
  result: A spotter is relaying the target’s position
  cells: A spotter is relaying the target’s position
  cells: +1
rows:
  position: 5
  result: Who knows the local terrain better?
  cells: Who knows the local terrain better?
  cells: -2 to +2
rows:
  position: 6
  result: The pursuit is half-hearted or obligatory
  cells: The pursuit is half-hearted or obligatory
  cells: -1
rows:
  position: 7
  result: The pursuers are enraged or vengeful
  cells: The pursuers are enraged or vengeful
  cells: +1
rules text: For mounted or vehicular chases, the fleeing rider makes a Ride skill check, usually modified by Dexterity. This is the fleeing mount’s pace. Each pursuer then makes its own Dex/Ride skill check to catch up with the quarry, modified by the table below. Any of them who don’t equal or exceed the fleeing mount’s pace fall behind and are lost from the pursuit. Any of them who do make the roll catch up to the mount, and it usually becomes a matter of combat until the quarry can make another escape attempt or win the ensuing battle. Unmounted pursuers cannot generally hope to catch up with mounted evaders over a short-term chase. |Situation|Modifier| |---|---| |The pursuer can’t directly see the pursued|-2| |The pursuer is flying but the pursued isn’t|+3| |The pursued is flying but the pursuer isn’t|-3| |A spotter is relaying the target’s position|+1| |Who knows the local terrain better?|-2 to +2| |The pursuit is half-hearted or obligatory|-1| |The pursuers are enraged or vengeful|+1|

2-7-0-experience-point-requirements
type: Table
name: Experience Point Requirements
slug: 2-7-0-experience-point-requirements
source: wwn-srd-v1
source locator:
  section: 2.7.0
  heading: Experience Point Requirements
  line start: 3067
  line end: 3081
table type: Experience Point Requirements
columns: Level
columns: Fast
columns: Slow
rows:
  position: 1
  result: 1
  cells: 1
  cells: 0
rows:
  position: 2
  result: 2
  cells: 2
  cells: 3
  cells: 6
rows:
  position: 3
  result: 3
  cells: 3
  cells: 6
  cells: 15
rows:
  position: 4
  result: 4
  cells: 4
  cells: 12
  cells: 24
rows:
  position: 5
  result: 5
  cells: 5
  cells: 18
  cells: 36
rows:
  position: 6
  result: 6
  cells: 6
  cells: 27
  cells: 51
rows:
  position: 7
  result: 7
  cells: 7
  cells: 39
  cells: 69
rows:
  position: 8
  result: 8
  cells: 8
  cells: 54
  cells: 87
rows:
  position: 9
  result: 9
  cells: 9
  cells: 72
  cells: 105
rows:
  position: 10
  result: 10
  cells: 10
  cells: 93
  cells: 139
rules text: |Level|Fast|Slow| |---|---|---| |1|0|0| |2|3|6| |3|6|15| |4|12|24| |5|18|36| |6|27|51| |7|39|69| |8|54|87| |9|72|105| |10|93|139|

2-7-1-4-gaining-and-spending-skill-points
type: Table
name: 2.7.1.4 Gaining and Spending Skill Points
slug: 2-7-1-4-gaining-and-spending-skill-points
source: wwn-srd-v1
source locator:
  section: 2.7.1.4
  heading: 2.7.1.4 Gaining and Spending Skill Points
  line start: 3098
  line end: 3116
table type: 2.7.1.4 Gaining and Spending Skill Points
columns: Skill
columns: Point
columns: Min.
rows:
  position: 1
  result: Level
  cells: Level
  cells: Cost
  cells: Character Level
rows:
  position: 2
  result: 0
  cells: 0
  cells: 1
rows:
  position: 3
  result: 1
  cells: 1
  cells: 2
rows:
  position: 4
  result: 2
  cells: 2
  cells: 3
rows:
  position: 5
  result: 3
  cells: 3
  cells: 4
  cells: 6
rows:
  position: 6
  result: 4
  cells: 4
  cells: 5
  cells: 9
rules text: A PC who advances a level gains three skill points they can spend on improving their skills or save to spend later. Experts and Partial Experts with the Quick Learner class ability gain an extra bonus skill point to spend, giving them four points each time they advance. Skills that are gained or improved immediately on gaining a level are assumed to have been perfected over the past level and require no training time or teaching. If they save their skill points to spend them later then they’ll need to find some teacher or other explanation for developing them in the meanwhile. The cost for improving a skill is listed below. Every skill level must be purchased in order; to gain level-1 in a skill you need to pay one point for level-0 and then two points for level-1. A PC must be the requisite minimum level to increase a skill to certain levels. Less hardened adventurers simply don’t have the focus and real-life experience to attain such a pitch of mastery. A PC cannot “partially buy” a skill level. If they don’t have enough skill points to buy a new level, they need to save them up until they can. A PC cannot develop skills beyond level-4. |Skill|Point|Min.| |---|---|---| |Level|Cost|Character Level| |0|1|1| |1|2|1| |2|3|3| |3|4|6| |4|5|9|

2-9-0-encumbrance
type: Table
name: 2.9.0 Encumbrance
slug: 2-9-0-encumbrance
source: wwn-srd-v1
source locator:
  section: 2.9.0
  heading: 2.9.0 Encumbrance
  line start: 3201
  line end: 3218
table type: 2.9.0 Encumbrance
columns: Gear
columns: Encumbrance
rows:
  position: 1
  result: Portable in a small pocket
  cells: Portable in a small pocket
  cells: 0 (Any reasonable number can be carried)
rows:
  position: 2
  result: Portable in one hand
  cells: Portable in one hand
  cells: 1
rows:
  position: 3
  result: Requires two hands to carry or use it
  cells: Requires two hands to carry or use it
  cells: 2
rows:
  position: 4
  result: Requires a whole-body effort to haul it
  cells: Requires a whole-body effort to haul it
  cells: 5+
rows:
  position: 5
  result: Dragging an unconscious teammate
  cells: Dragging an unconscious teammate
  cells: 12
rules text: Gear has encumbrance, measured in points, as exampled in the table below. The more awkward or bulky the object, the greater the encumbrance. The GM adjudicates ambiguous objects. |Gear|Encumbrance| |---|---| |Portable in a small pocket|0 (Any reasonable number can be carried)| |Portable in one hand|1| |Requires two hands to carry or use it|2| |Requires a whole-body effort to haul it|5+| |Dragging an unconscious teammate|12| Gear is either Stowed or Readied. Stowed gear is packed away carefully in pockets, packs, and harnesses. It’s easier to carry but harder to quickly access. Using Stowed gear requires that the bearer take a Main Action to pull it out before using it. Readied gear is carried in hands, holsters, quick-access pockets, or other easily-accessible places. It can be used as part of an action without any further preparation. A character can carry a total number of Stowed encumbrance points equal to their Strength score. They can carry a number of Readied points equal to half their Strength, rounded down. Thus, a PC with a Strength score of 11 could carry 11 points of Stowed gear and 5 points of Readied. PCs can haul much heavier objects if necessary. If they push their limits for longer terms, they can carry an additional two Ready and four Stowed items. The first time they do this, their Move speed is cut by 30%, from 30 feet to 20 feet. The second time, it’s cut by 50%, from 20 feet to 10 feet. More weight than this can’t be practically hauled over significant distances.

3-2-0-adventuring-gear
type: Table
name: Adventuring Gear
slug: 3-2-0-adventuring-gear
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
table type: Adventuring Gear
columns: Item
columns: Cost
columns: Enc
rows:
  position: 1
  result: Arrows, 20
  cells: Arrows, 20
  cells: 2 sp
  cells: 1
rows:
  position: 2
  result: Backpack
  cells: Backpack
  cells: 2 sp
  cells: 1§
rows:
  position: 3
  result: Boots
  cells: Boots
  cells: 2 sp
  cells: 1§
rows:
  position: 4
  result: Candle
  cells: Candle
  cells: 1 cp
  cells: *
rows:
  position: 5
  result: Cart, one-horse
  cells: Cart, one-horse
  cells: 50 sp
  cells: N/A
rows:
  position: 6
  result: Clothes, common
  cells: Clothes, common
  cells: 25 sp
  cells: 1§
rows:
  position: 7
  result: Clothes, fine
  cells: Clothes, fine
  cells: 100 sp
  cells: 1§
rows:
  position: 8
  result: Clothes, noble
  cells: Clothes, noble
  cells: 500 sp
  cells: 2§
rows:
  position: 9
  result: Cooking utensils
  cells: Cooking utensils
  cells: 4 sp
  cells: 1
rows:
  position: 10
  result: Crowbar
  cells: Crowbar
  cells: 4 sp
  cells: 1
rows:
  position: 11
  result: Firewood, one night's fire
  cells: Firewood, one night's fire
  cells: 2 cp
  cells: 4
rows:
  position: 12
  result: Flask, metal, one pint
  cells: Flask, metal, one pint
  cells: 3 sp
  cells: 1
rows:
  position: 13
  result: Grappling hook
  cells: Grappling hook
  cells: 5 sp
  cells: 1
rows:
  position: 14
  result: Hammer or small tool
  cells: Hammer or small tool
  cells: 2 sp
  cells: 1
rows:
  position: 15
  result: Healer's pouch
  cells: Healer's pouch
  cells: 5 sp
  cells: 1
rows:
  position: 16
  result: Hurlant bolts, 20
  cells: Hurlant bolts, 20
  cells: 20 sp
  cells: 1
rows:
  position: 17
  result: Iron spikes, 10
  cells: Iron spikes, 10
  cells: 1 sp
  cells: 1
rows:
  position: 18
  result: Lantern
  cells: Lantern
  cells: 10 sp
  cells: 1
rows:
  position: 19
  result: Mirror, hand
  cells: Mirror, hand
  cells: 10 sp
  cells: *
rows:
  position: 20
  result: Oil, one pint
  cells: Oil, one pint
  cells: 1 sp
  cells: 1#
rows:
  position: 21
  result: Paper, 10 sheets
  cells: Paper, 10 sheets
  cells: 1 sp
  cells: *
rows:
  position: 22
  result: Rations, one week
  cells: Rations, one week
  cells: 5 sp
  cells: 4
rows:
  position: 23
  result: Rope, 50'
  cells: Rope, 50'
  cells: 2 sp
  cells: 2
rows:
  position: 24
  result: Sack
  cells: Sack
  cells: 1 sp
  cells: 1
rows:
  position: 25
  result: Shovel, pick, or similar tool
  cells: Shovel, pick, or similar tool
  cells: 4 sp
  cells: 2
rows:
  position: 26
  result: Tinder box
  cells: Tinder box
  cells: 1 sp
  cells: *
rows:
  position: 27
  result: Torch
  cells: Torch
  cells: 2 cp
  cells: 1#
rows:
  position: 28
  result: Waterskin, one gallon
  cells: Waterskin, one gallon
  cells: 1 sp
  cells: 1
rows:
  position: 29
  result: Writing kit
  cells: Writing kit
  cells: 3 sp
  cells: 1
rules text: |Item|Cost|Enc| |---|---|---| |Arrows, 20|2 sp|1| |Backpack|2 sp|1§| |Boots|2 sp|1§| |Candle|1 cp|*| |Cart, one-horse|50 sp|N/A| |Clothes, common|25 sp|1§| |Clothes, fine|100 sp|1§| |Clothes, noble|500 sp|2§| |Cooking utensils|4 sp|1| |Crowbar|4 sp|1| |Firewood, one night's fire|2 cp|4| |Flask, metal, one pint|3 sp|1| |Grappling hook|5 sp|1| |Hammer or small tool|2 sp|1| |Healer's pouch|5 sp|1| |Hurlant bolts, 20|20 sp|1| |Iron spikes, 10|1 sp|1| |Lantern|10 sp|1| |Mirror, hand|10 sp|*| |Oil, one pint|1 sp|1#| |Paper, 10 sheets|1 sp|*| |Rations, one week|5 sp|4| |Rope, 50'|2 sp|2| |Sack|1 sp|1| |Shovel, pick, or similar tool|4 sp|2| |Tinder box|1 sp|*| |Torch|2 cp|1#| |Waterskin, one gallon|1 sp|1| |Writing kit|3 sp|1| * the item is effectively weightless in modest numbers § the item doesn’t count for encumbrance purposes while being worn \# can be bundled in units of three for the same encumbrance, with a Main Action to break open a bundle to get at the contents

3-2-0-beasts-and-transport
type: Table
name: Beasts and Transport
slug: 3-2-0-beasts-and-transport
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
table type: Beasts and Transport
columns: Item
columns: Cost
rows:
  position: 1
  result: Horse, riding
  cells: Horse, riding
  cells: 200 sp
rows:
  position: 2
  result: Horse, draft
  cells: Horse, draft
  cells: 150 sp
rows:
  position: 3
  result: Horse, battle-trained
  cells: Horse, battle-trained
  cells: 2,000 sp
rows:
  position: 4
  result: Mule
  cells: Mule
  cells: 30 sp
rows:
  position: 5
  result: Cow
  cells: Cow
  cells: 10 sp
rows:
  position: 6
  result: Ox, plow-trained
  cells: Ox, plow-trained
  cells: 15 sp
rows:
  position: 7
  result: Chicken
  cells: Chicken
  cells: 5 cp
rows:
  position: 8
  result: Pig
  cells: Pig
  cells: 3 sp
rows:
  position: 9
  result: Dog, working
  cells: Dog, working
  cells: 20 sp
rows:
  position: 10
  result: Sheep or goat
  cells: Sheep or goat
  cells: 5 sp
rows:
  position: 11
  result: River ferry, per passenger
  cells: River ferry, per passenger
  cells: 5 cp
rows:
  position: 12
  result: Ship passage, per expected day
  cells: Ship passage, per expected day
  cells: 2 sp
rows:
  position: 13
  result: Carriage travel, per mile
  cells: Carriage travel, per mile
  cells: 2 cp
rows:
  position: 14
  result: Rowboat
  cells: Rowboat
  cells: 30 sp
rows:
  position: 15
  result: Small fishing boat
  cells: Small fishing boat
  cells: 200 sp
rows:
  position: 16
  result: Merchant ship
  cells: Merchant ship
  cells: 5,000 sp
rows:
  position: 17
  result: War galleon
  cells: War galleon
  cells: 50,000 sp
rules text: |Item|Cost| |---|---| |Horse, riding|200 sp| |Horse, draft|150 sp| |Horse, battle-trained|2,000 sp| |Mule|30 sp| |Cow|10 sp| |Ox, plow-trained|15 sp| |Chicken|5 cp| |Pig|3 sp| |Dog, working|20 sp| |Sheep or goat|5 sp| |River ferry, per passenger|5 cp| |Ship passage, per expected day|2 sp| |Carriage travel, per mile|2 cp| |Rowboat|30 sp| |Small fishing boat|200 sp| |Merchant ship|5,000 sp| |War galleon|50,000 sp|

3-2-0-hirelings-and-day-labor
type: Table
name: Hirelings and Day Labor
slug: 3-2-0-hirelings-and-day-labor
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
table type: Hirelings and Day Labor
columns: Item
columns: Cost/day
rows:
  position: 1
  result: Bard of Small Repute
  cells: Bard of Small Repute
  cells: 2 sp
rows:
  position: 2
  result: Common Prostitute
  cells: Common Prostitute
  cells: 2 sp
rows:
  position: 3
  result: Dragoman or Skilled Interpreter
  cells: Dragoman or Skilled Interpreter
  cells: 10 sp
rows:
  position: 4
  result: Elite Courtesan
  cells: Elite Courtesan
  cells: 100 sp
rows:
  position: 5
  result: Farmer
  cells: Farmer
  cells: 1 sp
rows:
  position: 6
  result: Guard, ordinary
  cells: Guard, ordinary
  cells: 2 sp
rows:
  position: 7
  result: Guard, sergeant, for every ten guards
  cells: Guard, sergeant, for every ten guards
  cells: 10 sp
rows:
  position: 8
  result: Lawyer or Pleader
  cells: Lawyer or Pleader
  cells: 10 sp
rows:
  position: 9
  result: Mage of Minor Abilities
  cells: Mage of Minor Abilities
  cells: 200 sp
rows:
  position: 10
  result: Mundane Physician
  cells: Mundane Physician
  cells: 10 sp
rows:
  position: 11
  result: Porter willing to go into the wilds
  cells: Porter willing to go into the wilds
  cells: 5 sp
rows:
  position: 12
  result: Porter only for relatively safe roads
  cells: Porter only for relatively safe roads
  cells: 1 sp
rows:
  position: 13
  result: Navigator
  cells: Navigator
  cells: 5 sp
rows:
  position: 14
  result: Sage, per question answered
  cells: Sage, per question answered
  cells: 200 sp
rows:
  position: 15
  result: Sailor
  cells: Sailor
  cells: 1 sp
rows:
  position: 16
  result: Scribe or Clerk
  cells: Scribe or Clerk
  cells: 3 sp
rows:
  position: 17
  result: Skilled Artisan
  cells: Skilled Artisan
  cells: 5 sp
rows:
  position: 18
  result: Unskilled Laborer
  cells: Unskilled Laborer
  cells: 1 sp
rows:
  position: 19
  result: Veteran Sellsword
  cells: Veteran Sellsword
  cells: 10 sp
rows:
  position: 20
  result: Wilderness Guide
  cells: Wilderness Guide
  cells: 10 sp
rules text: |Item|Cost/day| |---|---| |Bard of Small Repute|2 sp| |Common Prostitute|2 sp| |Dragoman or Skilled Interpreter|10 sp| |Elite Courtesan|100 sp| |Farmer|1 sp| |Guard, ordinary|2 sp| |Guard, sergeant, for every ten guards|10 sp| |Lawyer or Pleader|10 sp| |Mage of Minor Abilities|200 sp| |Mundane Physician|10 sp| |Porter willing to go into the wilds|5 sp| |Porter only for relatively safe roads|1 sp| |Navigator|5 sp| |Sage, per question answered|200 sp| |Sailor|1 sp| |Scribe or Clerk|3 sp| |Skilled Artisan|5 sp| |Unskilled Laborer|1 sp| |Veteran Sellsword|10 sp| |Wilderness Guide|10 sp|

3-2-1-gear-bundles
type: Table
name: Gear Bundles
slug: 3-2-1-gear-bundles
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Gear Bundles
  line start: 3543
  line end: 3553
table type: Gear Bundles
columns: Item
columns: Cost
columns: Enc
rows:
  position: 1
  result: Artisan’s Equipment
  cells: Artisan’s Equipment
  cells: 50 sp
  cells: 5
rows:
  position: 2
  result: Criminal Tools
  cells: Criminal Tools
  cells: 100 sp
  cells: 3
rows:
  position: 3
  result: Dungeoneering Kit
  cells: Dungeoneering Kit
  cells: 200 sp
  cells: 6
rows:
  position: 4
  result: Noble Courtier Outfit
  cells: Noble Courtier Outfit
  cells: 1,000 sp
  cells: 2
rows:
  position: 5
  result: Performer’s Implements
  cells: Performer’s Implements
  cells: 100 sp
  cells: 3
rows:
  position: 6
  result: Wilderness Travel Gear
  cells: Wilderness Travel Gear
  cells: 100 sp
  cells: 5
rules text: |Item|Cost|Enc| |---|---|---| |Artisan’s Equipment|50 sp|5| |Criminal Tools|100 sp|3| |Dungeoneering Kit|200 sp|6| |Noble Courtier Outfit|1,000 sp|2| |Performer’s Implements|100 sp|3| |Wilderness Travel Gear|100 sp|5|

3-2-1-services-and-living-expenses
type: Table
name: Services and Living Expenses
slug: 3-2-1-services-and-living-expenses
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
table type: Services and Living Expenses
columns: Item
columns: Cost
rows:
  position: 1
  result: Impoverished lifestyle, per week
  cells: Impoverished lifestyle, per week
  cells: 5 sp
rows:
  position: 2
  result: Common lifestyle, per week
  cells: Common lifestyle, per week
  cells: 20 sp
rows:
  position: 3
  result: Rich lifestyle, per week
  cells: Rich lifestyle, per week
  cells: 200 sp
rows:
  position: 4
  result: Noble lifestyle, per week
  cells: Noble lifestyle, per week
  cells: 1,000 sp
rows:
  position: 5
  result: Magical healing of wounds
  cells: Magical healing of wounds
  cells: 10 sp/hp*
rows:
  position: 6
  result: Magical curing of a disease
  cells: Magical curing of a disease
  cells: 500 sp*
rows:
  position: 7
  result: Lifting a curse or undoing magic
  cells: Lifting a curse or undoing magic
  cells: 1,000 sp*
rows:
  position: 8
  result: Casting a minor spell
  cells: Casting a minor spell
  cells: 250 sp*
rows:
  position: 9
  result: Bribe to overlook a minor crime
  cells: Bribe to overlook a minor crime
  cells: 10 sp
rows:
  position: 10
  result: Bribe to overlook a major crime
  cells: Bribe to overlook a major crime
  cells: 500 sp
rows:
  position: 11
  result: Bribe to overlook a capital crime
  cells: Bribe to overlook a capital crime
  cells: 10,000 sp
rows:
  position: 12
  result: Hire someone for a minor crime
  cells: Hire someone for a minor crime
  cells: 50 sp
rows:
  position: 13
  result: Hire someone for a major crime
  cells: Hire someone for a major crime
  cells: 1,000 sp
rows:
  position: 14
  result: Hire someone for an infamous crime
  cells: Hire someone for an infamous crime
  cells: 25,000 sp
rules text: |Item|Cost| |---|---| |Impoverished lifestyle, per week|5 sp| |Common lifestyle, per week|20 sp| |Rich lifestyle, per week|200 sp| |Noble lifestyle, per week|1,000 sp| |Magical healing of wounds|10 sp/hp*| |Magical curing of a disease|500 sp*| |Lifting a curse or undoing magic|1,000 sp*| |Casting a minor spell|250 sp*| |Bribe to overlook a minor crime|10 sp| |Bribe to overlook a major crime|500 sp| |Bribe to overlook a capital crime|10,000 sp| |Hire someone for a minor crime|50 sp| |Hire someone for a major crime|1,000 sp| |Hire someone for an infamous crime|25,000 sp| * These services are rarely available without personal connections or doing special favors, and many communities may lack them entirely.

3-3-3-armor
type: Table
name: Armor
slug: 3-3-3-armor
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
table type: Armor
columns: Light Armors
columns: AC
columns: Cost
columns: Enc
rows:
  position: 1
  result: No Armor
  cells: No Armor
  cells: 10
  cells: None
  cells: N/A
rows:
  position: 2
  result: War Shirt
  cells: War Shirt
  cells: 11
  cells: 5 sp
  cells: 0
rows:
  position: 3
  result: Buff Coat
  cells: Buff Coat
  cells: 12
  cells: 50 sp
  cells: 0
rows:
  position: 4
  result: Linothorax
  cells: Linothorax
  cells: 13
  cells: 20 sp
  cells: 1
rows:
  position: 5
  result: War Robe
  cells: War Robe
  cells: 14
  cells: 50 sp
  cells: 3
rows:
  position: 6
  result: Pieced Armor
  cells: Pieced Armor
  cells: 14
  cells: 100 sp
  cells: 2
rows:
  position: 7
  result: Medium Armors
  cells: Medium Armors
rows:
  position: 8
  result: Mail Shirt
  cells: Mail Shirt
  cells: 14
  cells: 250 sp
  cells: 1
rows:
  position: 9
  result: Cuirass and Greaves
  cells: Cuirass and Greaves
  cells: 15
  cells: 250 sp
  cells: 2
rows:
  position: 10
  result: Scaled Armor
  cells: Scaled Armor
  cells: 16
  cells: 500 sp
  cells: 3
rows:
  position: 11
  result: HeavyArmors
  cells: HeavyArmors
rows:
  position: 12
  result: Mail Hauberk
  cells: Mail Hauberk
  cells: 16
  cells: 750 sp
  cells: 2
rows:
  position: 13
  result: Plate Armor
  cells: Plate Armor
  cells: 17
  cells: 1,000 sp
  cells: 2
rows:
  position: 14
  result: Great Armor
  cells: Great Armor
  cells: 19
  cells: 2,000 sp
  cells: 3
rows:
  position: 15
  result: Grand Plate
  cells: Grand Plate
  cells: 16
  cells: 2,000 sp
  cells: 3
rows:
  position: 16
  result: Shields
  cells: Shields
rows:
  position: 17
  result: Small Shield
  cells: Small Shield
  cells: 13
  cells: 20 sp
  cells: 1
rows:
  position: 18
  result: Large Shield
  cells: Large Shield
  cells: 14
  cells: 10 sp
  cells: 1
rules text: |Light Armors|AC|Cost|Enc| |---|---|---|---| |No Armor|10|None|N/A| |War Shirt|11|5 sp|0| |Buff Coat|12|50 sp|0| |Linothorax|13|20 sp|1| |War Robe|14|50 sp|3| |Pieced Armor|14|100 sp|2| |Medium Armors|||| |Mail Shirt|14|250 sp|1| |Cuirass and Greaves|15|250 sp|2| |Scaled Armor|16|500 sp|3| |HeavyArmors|||| |Mail Hauberk|16|750 sp|2| |Plate Armor|17|1,000 sp|2| |Great Armor|19|2,000 sp|3| |Grand Plate|16|2,000 sp|3| |Shields|||| |Small Shield|13|20 sp|1| |Large Shield|14|10 sp|1| Cuirass and greave armor reflects those different designs that rely on solid metal plating over the wearer’s vitals along with lighter limb armor. Scaled armor includes both armor of metal scales on a flexible backing, brigandine, jacks of plate, and other armor made up of small, connected plates that cover most of the wearer’s body. Most are noisy, heavy suits. A mail hauberk in the listed style covers not only the wearer’s chest, but also their arms, with a long skirt extended to the knee. Plate armor is an extremely expensive suit of tailored metal pieces that cover both the vitals and the limbs of the wearer. Great armor is less finely tailored, relying instead on stacking layer upon layer of mail, plates, hide, cloth, and other protective materials. Grand plate is so finely-jointed that a weapon must either be very large or very armor-piercing to harm the wearer; they’re immune to non-magical melee or thrown weapons unless the weapon is two-handed, has a Shock rating of AC 16 or more, or the wearer is currently grappled by someone. This tight protection comes at the cost of the thick plating found in great armor or conventional plate.

3-4-2-types-of-weapons
type: Table
name: 3.4.2 Types of Weapons
slug: 3-4-2-types-of-weapons
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
table type: 3.4.2 Types of Weapons
columns: Weapon
columns: Dmg
columns: Shock
columns: Attribute
columns: Range/Feet
columns: Traits
columns: Cost
columns: Enc
rows:
  position: 1
  result: Axe, Hand
  cells: Axe, Hand
  cells: 1d6
  cells: 1/AC 15
  cells: Str/Dex
  cells: 10/30
  cells: T
  cells: 10 sp
  cells: 1
rows:
  position: 2
  result: Axe, War
  cells: Axe, War
  cells: 1d10
  cells: 3/AC 15
  cells: Str
  cells: -
  cells: 2H
  cells: 50 sp
  cells: 2
rows:
  position: 3
  result: Blackjack
  cells: Blackjack
  cells: 1d4
  cells: None
  cells: Str/Dex
  cells: -
  cells: S, LL
  cells: 1 sp
  cells: 1
rows:
  position: 4
  result: Bow, Large
  cells: Bow, Large
  cells: 1d8
  cells: None
  cells: Dex
  cells: 100/600
  cells: 2H, R, PM
  cells: 20 sp
  cells: 2
rows:
  position: 5
  result: Bow, Small
  cells: Bow, Small
  cells: 1d6
  cells: None
  cells: Dex
  cells: 50/300
  cells: 2H, R, PM
  cells: 20 sp
  cells: 1
rows:
  position: 6
  result: Claw Blades
  cells: Claw Blades
  cells: 1d6
  cells: 2/AC 13
  cells: Str/Dex
  cells: -
  cells: S
  cells: 10 sp
  cells: 1
rows:
  position: 7
  result: Club
  cells: Club
  cells: 1d4
  cells: None
  cells: Str/Dex
  cells: 10/30
  cells: T, LL
  cells: -
  cells: 1
rows:
  position: 8
  result: Club, Great
  cells: Club, Great
  cells: 1d10
  cells: 2/AC 15
  cells: Str
  cells: -
  cells: 2H
  cells: 1 sp
  cells: 2
rows:
  position: 9
  result: Crossbow
  cells: Crossbow
  cells: 1d10
  cells: None
  cells: Dex
  cells: 100/300
  cells: 2H, SR, PM
  cells: 10 sp
  cells: 1
rows:
  position: 10
  result: Dagger
  cells: Dagger
  cells: 1d4
  cells: 1/AC 15
  cells: Str/Dex
  cells: 30/60
  cells: S, T, PM
  cells: 3 sp
  cells: 1
rows:
  position: 11
  result: Halberd
  cells: Halberd
  cells: 1d10
  cells: 2/AC 15
  cells: Str
  cells: -
  cells: 2H, L
  cells: 50 sp
  cells: 2
rows:
  position: 12
  result: Hammer, Great
  cells: Hammer, Great
  cells: 1d10
  cells: 2/AC 18
  cells: Str
  cells: -
  cells: 2H
  cells: 50 sp
  cells: 2
rows:
  position: 13
  result: Hammer, War
  cells: Hammer, War
  cells: 1d8
  cells: 1/AC 18
  cells: Str
  cells: -
  cells: 30 sp
  cells: 1
rows:
  position: 14
  result: Hurlant, Great
  cells: Hurlant, Great
  cells: 3d10
  cells: None
  cells: Dex
  cells: 600/2,400
  cells: FX, SS, AP
  cells: 10,000 sp
  cells: 15
rows:
  position: 15
  result: Hurlant, Hand
  cells: Hurlant, Hand
  cells: 1d12
  cells: None
  cells: Dex
  cells: 30/60
  cells: SS, AP
  cells: 1,000 sp
  cells: 1
rows:
  position: 16
  result: Hurlant, Long
  cells: Hurlant, Long
  cells: 2d8
  cells: None
  cells: Dex
  cells: 200/600
  cells: 2H, SS, AP, PM
  cells: 4,000 sp
  cells: 2
rows:
  position: 17
  result: Mace
  cells: Mace
  cells: 1d6
  cells: 1/AC 18
  cells: Str
  cells: -
  cells: LL
  cells: 15 sp
  cells: 1
rules text: Axes given here are those fashioned for war; lighter and more agile than their working cousins, though still capable of hacking through a door or hewing a cable if needed. War axes are big enough to demand two hands for their use. Blackjacks include not only obvious weapons loaded with sand or iron shot, but any small, stunning fist load. A blackjack or other small fist load is easily concealed as some ornamental component of ordinary clothing. Bows cover everything from the small self bows of horse archers to the man-tall longbows wielded by foot archers. Larger bows are more cumbersome and impossible to shoot from horseback, but usually have superior strength. An archer with a Readied quiver can load a fresh arrow as a Move action each turn, or as an On Turn action if they have at least Shoot-1 skill. Claw blades are the sharper kin of fist loads, being small blades or finger talons that are easily concealed or disguised as metal ornaments. While they are vicious weapons, they can’t be usefully thrown. Clubs, staves, and maces are of much the same genus, though the latter is usually made of metal. While fully capable of killing a man, a careful user can usually avoid inflicting lethal injury. Crossbows come in heavier varieties than the one listed, but such slow, bulky arbalests are rarely in the hands of adventurers. Reloading a crossbow of this size takes a full Main Action, but due to the simplicity of their operation, someone without Shoot-0 can still use them at no unskilled hit penalty. Daggers come in ten thousand varieties, but the listed kind is a common fighting dirk, big enough to push through light armor while remaining small enough to be discreetly hidden. Stilettos and similar armor-piercing daggers aren’t usually effective as thrown weapons. Halberds and other polearms can be somewhat awkward in narrow spaces, but remain popular military weapons in some armies. The statistics given here can also be used for fauchards, bills, voulges, spetums, bardic…

4-3-0-pcs-with-dual-spellcasting-traditions
type: Table
name: PCs with Dual Spellcasting Traditions
slug: 4-3-0-pcs-with-dual-spellcasting-traditions
source: wwn-srd-v1
source locator:
  section: 4.3.0
  heading: PCs with Dual Spellcasting Traditions
  line start: 3837
  line end: 3851
table type: PCs with Dual Spellcasting Traditions
columns: Level
columns: Max Level
columns: Spells Cast
columns: Spells Prepared
columns: Arts Gained
rows:
  position: 1
  result: 1
  cells: 1
  cells: 3
  cells: As per both partial classes, gaining each level’s art picks as usual.
rows:
  position: 2
  result: 2
  cells: 2
  cells: 1
  cells: 4
rows:
  position: 3
  result: 3
  cells: 3
  cells: 1
  cells: 2
  cells: 5
rows:
  position: 4
  result: 4
  cells: 4
  cells: 2
  cells: 6
rows:
  position: 5
  result: 5
  cells: 5
  cells: 2
  cells: 8
rows:
  position: 6
  result: 6
  cells: 6
  cells: 2
  cells: 3
  cells: 9
rows:
  position: 7
  result: 7
  cells: 7
  cells: 3
  cells: 10
rows:
  position: 8
  result: 8
  cells: 8
  cells: 3
  cells: 4
  cells: 12
rows:
  position: 9
  result: 9
  cells: 9
  cells: 3
  cells: 4
  cells: 13
rows:
  position: 10
  result: 10
  cells: 10
  cells: 4
  cells: 5
  cells: 15
rules text: |Level|Max Level|Spells Cast|Spells Prepared|Arts Gained| |---|---|---|---|---| |1|1|1|3|As per both partial classes, gaining each level’s art picks as usual.| |2|1|1|4|| |3|1|2|5|| |4|2|2|6|| |5|2|2|8|| |6|2|3|9|| |7|3|3|10|| |8|3|4|12|| |9|3|4|13|| |10|4|5|15||

4-7-1-spell-research
type: Table
name: Spell Research
slug: 4-7-1-spell-research
source: wwn-srd-v1
source locator:
  section: 4.7.1
  heading: Spell Research
  line start: 4212
  line end: 4221
table type: Spell Research
columns: Spell Level
columns: Lab Cost
columns: Materials Cost
columns: Time Needed
rows:
  position: 1
  result: 1
  cells: 1
  cells: 50,000 sp
  cells: 25,000 sp
  cells: 1 month
rows:
  position: 2
  result: 2
  cells: 2
  cells: 125,000 sp
  cells: 50,000 sp
  cells: 2 months
rows:
  position: 3
  result: 3
  cells: 3
  cells: 250,000 sp
  cells: 100,000 sp
  cells: 4 months
rows:
  position: 4
  result: 4
  cells: 4
  cells: 500,000 sp
  cells: 200,000 sp
  cells: 8 months
rows:
  position: 5
  result: 5
  cells: 5
  cells: 1,000,000 sp
  cells: 400,000 sp
  cells: 2 years
rules text: |Spell Level|Lab Cost|Materials Cost|Time Needed| |---|---|---|---| |1|50,000 sp|25,000 sp|1 month| |2|125,000 sp|50,000 sp|2 months| |3|250,000 sp|100,000 sp|4 months| |4|500,000 sp|200,000 sp|8 months| |5|1,000,000 sp|400,000 sp|2 years|

4-7-2-the-development-skill-check
type: Table
name: 4.7.2 The Development Skill Check
slug: 4-7-2-the-development-skill-check
source: wwn-srd-v1
source locator:
  section: 4.7.2
  heading: 4.7.2 The Development Skill Check
  line start: 4222
  line end: 4244
table type: 4.7.2 The Development Skill Check
columns: d10
columns: Spell Formula Flaws
rows:
  position: 1
  result: 1
  cells: 1
  cells: The spell can only target the caster.
rows:
  position: 2
  result: 2
  cells: 2
  cells: The spell only works on willing targets.
rows:
  position: 3
  result: 3
  cells: 3
  cells: Your prior work is mistaken; the formula is not changed, but you don't get the cumulative +1 bonus on the research roll for this or prior research continuations.
rows:
  position: 4
  result: 4
  cells: 4
  cells: The spell can only target people other than the caster.
rows:
  position: 5
  result: 5
  cells: 5
  cells: The spell is unusually slow, taking at least a Main Action to cast, or two Main Actions over the course of two consecutive rounds if it already takes a Main Action to cast.
rows:
  position: 6
  result: 6
  cells: 6
  cells: The spell is very draining, exhausting two spells worth of energy for the day instead of one.
rows:
  position: 7
  result: 7
  cells: 7
  cells: The spell inflicts a severe backlash on the caster, adding 1d4 System Strain to them. If this maximizes their System Strain, they fall unconscious for ten minutes and can't cast this spell again until some System Strain is lost.
rows:
  position: 8
  result: 8
  cells: 8
  cells: The spell is more difficult than it seems, being one level higher than expected. This doesn't increase the research costs or time, but if you can't cast a spell of that level, the entire project fails.
rows:
  position: 9
  result: 9
  cells: 9
  cells: The spell is simply unreliable in its effects; whenever it's cast, roll 1d6. On a 1, the spell fizzles uselessly and the casting slot is wasted.
rows:
  position: 10
  result: 10
  cells: 10
  cells: The whole effort was a tragic mistake. All progress and research materials are lost and everything must be done over from the start.
rules text: Once the lab is established, the raw materials gathered, and the necessary time taken, the mage makes an Int/Magic skill check against a difficulty equal to 10 plus the spell level. If they have apprentices to assist them, they can add +1 to their skill check. Specialist mages researching spells in their own field add an additional +1 to the skill check, so an Elementalist researching an Elementalist spell would get the bonus, as would a Necromancer researching a spell about undeath. Special resources or uniquely apposite grimoires gathered on an adventure might add an additional bonus to the roll. If the roll is successful, the spell is perfected and added to the caster’s grimoire. They can teach it to other wizards if they wish, or keep it to themselves. Specialist magic can only be learned by wizards of the same tradition; if they took the spell research skill check bonus, it’s a specialist spell. Spells devised by High Mages are almost inevitably rediscovered High Magic and can be learned by any mage capable of casting such. If the roll is a failure, the wizard has a choice. They can abandon their research and start over from scratch, expending new resources and time, or they can roll on the formula flaw table. This flaw becomes part of their spell, as adjusted by the GM. Some flaws might not be problematic at all; a spell only ever designed to affect the caster isn’t much hindered by only being usable on willing targets. Other flaws might make the spell worthless or force the PC to start over. If the caster decides to live with the flaw and continue research, they can spend half the required research time and make a new skill check at a cumulative +1 bonus, with no need to spend additional resources. A determined and unlucky mage may repeat this process several times, accruing new flaws each time and increasing their bonus until they eventually come up with a functioning spell. It may be so gnarled by flaws as to be scarcely recognizable as their original inten…

4-8-1-magical-working-costs
type: Table
name: Magical Working Costs
slug: 4-8-1-magical-working-costs
source: wwn-srd-v1
source locator:
  section: 4.8.1
  heading: Magical Working Costs
  line start: 4263
  line end: 4278
table type: Magical Working Costs
columns: Degree
columns: Difficulty Points
columns: Area Affected
columns: Difficulty Multiplier
rows:
  position: 1
  result: Trivial
  cells: Trivial
  cells: 1-4
  cells: Room
  cells: x1
rows:
  position: 2
  result: Minor
  cells: Minor
  cells: 4-8
  cells: Building
  cells: x4
rows:
  position: 3
  result: Major
  cells: Major
  cells: 8-16
  cells: Village
  cells: x16
rows:
  position: 4
  result: Great
  cells: Great
  cells: 16-32
  cells: City
  cells: x64
rows:
  position: 5
  result: Supreme
  cells: Supreme
  cells: 33-64*
  cells: Region
  cells: x256
rules text: |Degree|Difficulty Points|Area Affected|Difficulty Multiplier| |---|---|---|---| |Trivial|1-4|Room|x1| |Minor|4-8|Building|x4| |Major|8-16|Village|x16| |Great|16-32|City|x64| |Supreme|33-64*|Region|x256| * Only demi-divine wizards can make these. a Building, or perhaps even a Village-sized area. If the spring was to irrigate miles of surrounding countryside, it would affect a whole Region, and would probably be a great Working to boot, if not supreme. The difficulty total is multiplied by the given multiplier of the biggest area affected, so if the 16-point example above affected the whole wizard’s tower, its final difficulty would be 64 points. The architect must then demonstrate that they can actually design such a Working. A given designer multiplies their character level by their Magic skill level times two. Thus, a 6th level High Mage with Magic-3 skill would have a total of 36. If this total is equal or greater than the Working’s difficulty, they can establish it alone. If it’s at least half the difficulty, they can build it if they can find other mages to help them and make up the missing points. If it’s less than half the difficulty, the whole enterprise is too difficult for them to envision.

4-9-2-magic-item-creation-costs
type: Table
name: Magic Item Creation Costs
slug: 4-9-2-magic-item-creation-costs
source: wwn-srd-v1
source locator:
  section: 4.9.2
  heading: Magic Item Creation Costs
  line start: 4345
  line end: 4354
table type: Magic Item Creation Costs
columns: Type of Item
columns: Creation Difficulty
columns: Creation Cost in SP
columns: Creation Time
rows:
  position: 1
  result: A single-use item, such as a potion or scroll
  cells: A single-use item, such as a potion or scroll
  cells: 8-10
  cells: 250-2,500
  cells: 1 week
rows:
  position: 2
  result: A multi-use item that still contains limited charges, such as a wand
  cells: A multi-use item that still contains limited charges, such as a wand
  cells: 9-11
  cells: 5,000-25,000
  cells: 1 month
rows:
  position: 3
  result: A low-powered but permanent magic item, such as a _Sword +1_
  cells: A low-powered but permanent magic item, such as a _Sword +1_
  cells: 10
  cells: 12,500
  cells: 1 month
rows:
  position: 4
  result: A significant item that creates a situation-changing effect
  cells: A significant item that creates a situation-changing effect
  cells: 12
  cells: 50,000
  cells: 3 months
rows:
  position: 5
  result: A powerful item or one with multiple significant abilities
  cells: A powerful item or one with multiple significant abilities
  cells: 14
  cells: 250,000
  cells: 6 months
rules text: | Type of Item | Creation Difficulty | Creation Cost in SP | Creation Time | | --- | ---: | ---: | ---: | | A single-use item, such as a potion or scroll | 8-10 | 250-2,500 | 1 week | | A multi-use item that still contains limited charges, such as a wand | 9-11 | 5,000-25,000 | 1 month | | A low-powered but permanent magic item, such as a _Sword +1_ | 10 | 12,500 | 1 month | | A significant item that creates a situation-changing effect | 12 | 50,000 | 3 months | | A powerful item or one with multiple significant abilities | 14 | 250,000 | 6 months |

5-1-1-normal-animals
type: Table
name: Normal Animals
slug: 5-1-1-normal-animals
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Animals
  line start: 4418
  line end: 4428
table type: Normal Animals
columns: Type
columns: HD
columns: AC
columns: Atk.
columns: Dmg.
columns: Shock
columns: Move
columns: ML
columns: Inst.
columns: Skill
columns: Save
rows:
  position: 1
  result: Small Pack Predator
  cells: Small Pack Predator
  cells: 1
  cells: 12
  cells: +2
  cells: 1d4
  cells: 1/13
  cells: 40'
  cells: 7
  cells: 6
  cells: +1
  cells: 15+
rows:
  position: 2
  result: Large Solitary Predator
  cells: Large Solitary Predator
  cells: 5
  cells: 13
  cells: +6
  cells: 1d8
  cells: 2/13
  cells: 30'
  cells: 8
  cells: 6
  cells: +1
  cells: 13+
rows:
  position: 3
  result: Apex Predator
  cells: Apex Predator
  cells: 6
  cells: 13
  cells: +6 x2
  cells: 1d8
  cells: 2/13
  cells: 40'
  cells: 8
  cells: +2
  cells: 12+
rows:
  position: 4
  result: Herd Beast
  cells: Herd Beast
  cells: 2
  cells: 11
  cells: +2
  cells: 1d4
  cells: None
  cells: 40'
  cells: 7
  cells: 6
  cells: +1
  cells: 14+
rows:
  position: 5
  result: Vicious Large Herbivore
  cells: Vicious Large Herbivore
  cells: 4
  cells: 13
  cells: +5
  cells: 1d10
  cells: 1/13
  cells: 40'
  cells: 9
  cells: 6
  cells: +1
  cells: 13+
rows:
  position: 6
  result: Elephantine Grazer
  cells: Elephantine Grazer
  cells: 6
  cells: 13
  cells: +5
  cells: 2d8
  cells: None
  cells: 40'
  cells: 7
  cells: +1
  cells: 12+
rules text: | Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save | |---|---|---|---|---|---|---|---|---|---|---| |Small Pack Predator|1|12|+2|1d4|1/13|40'|7|6|+1|15+| |Large Solitary Predator|5|13|+6|1d8|2/13|30'|8|6|+1|13+| |Apex Predator|6|13|+6 x2|1d8|2/13|40'|8|6|+2|12+| |Herd Beast|2|11|+2|1d4|None|40'|7|6|+1|14+| |Vicious Large Herbivore|4|13|+5|1d10|1/13|40'|9|6|+1|13+| |Elephantine Grazer|6|13|+5|2d8|None|40'|7|6|+1|12+|

5-1-1-normal-humans
type: Table
name: Normal Humans
slug: 5-1-1-normal-humans
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
table type: Normal Humans
columns: Type
columns: HD
columns: AC
columns: Atk.
columns: Dmg.
columns: Shock
columns: Move
columns: ML
columns: Inst.
columns: Skill
columns: Save
rows:
  position: 1
  result: Peaceful Human
  cells: Peaceful Human
  cells: 1
  cells: 10
  cells: +0
  cells: Wpn
  cells: 30'
  cells: 7
  cells: 5
  cells: +1
  cells: 15+
rows:
  position: 2
  result: Thug or Militia
  cells: Thug or Militia
  cells: 1
  cells: 13a
  cells: +1
  cells: Wpn
  cells: 30'
  cells: 8
  cells: 4
  cells: 15+
rows:
  position: 3
  result: Barbarian Fighter
  cells: Barbarian Fighter
  cells: 1
  cells: 13a
  cells: +2
  cells: Wpn+1
  cells: 30'
  cells: 8
  cells: 5
  cells: +1
  cells: 15+
rows:
  position: 4
  result: Veteran Soldier
  cells: Veteran Soldier
  cells: 1
  cells: 13a
  cells: +2
  cells: Wpn+1
  cells: 30'
  cells: 8
  cells: 3
  cells: +1
  cells: 15+
rows:
  position: 5
  result: Skilled Veteran
  cells: Skilled Veteran
  cells: 2
  cells: 15a
  cells: +3
  cells: Wpn+1
  cells: 30'
  cells: 9
  cells: +1
  cells: 14+
rows:
  position: 6
  result: Elites or Special Guards
  cells: Elites or Special Guards
  cells: 3
  cells: 18a
  cells: +4
  cells: Wpn+2
  cells: 30'
  cells: 10
  cells: 2
  cells: +2
  cells: 14+
rows:
  position: 7
  result: Knight or Minor Hero
  cells: Knight or Minor Hero
  cells: 4
  cells: 18a
  cells: +6
  cells: Wpn+2
  cells: 30'
  cells: 10
  cells: 1
  cells: +2
  cells: 13+
rows:
  position: 8
  result: Warrior Baron
  cells: Warrior Baron
  cells: 6
  cells: 18a
  cells: +8
  cells: Wpn+3
  cells: 30'
  cells: 9
  cells: 1
  cells: +2
  cells: 12+
rows:
  position: 9
  result: Barbarian Warlord
  cells: Barbarian Warlord
  cells: 8
  cells: 16a
  cells: +10 x2
  cells: Wpn+4
  cells: Wpn+4/-
  cells: 30'
  cells: 10
  cells: 3
  cells: +2
  cells: 11+
rows:
  position: 10
  result: Mighty General
  cells: Mighty General
  cells: 8
  cells: 18a
  cells: +10
  cells: Wpn+4
  cells: Wpn+4/-
  cells: 30'
  cells: 10
  cells: 1
  cells: +3
  cells: 11+
rows:
  position: 11
  result: Major Hero
  cells: Major Hero
  cells: 10
  cells: 18a
  cells: +12 x2
  cells: Wpn+5
  cells: Wpn+5/-
  cells: 30'
  cells: 2
  cells: +3
  cells: 10+
rows:
  position: 12
  result: Great Warrior King
  cells: Great Warrior King
  cells: 12
  cells: 18a
  cells: +14 x2
  cells: Wpn+5
  cells: Wpn+5/-
  cells: 30'
  cells: 10
  cells: 1
  cells: +3
  cells: 9+
rules text: | Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save | |---|---|---|---|---|---|---|---|---|---|---| |Peaceful Human|1|10|+0|Wpn|Wpn|30'|7|5|+1|15+| |Thug or Militia|1|13a|+1|Wpn|Wpn|30'|8|4|+1|15+| |Barbarian Fighter|1|13a|+2|Wpn+1|Wpn+1|30'|8|5|+1|15+| |Veteran Soldier|1|13a|+2|Wpn+1|Wpn+1|30'|8|3|+1|15+| |Skilled Veteran|2|15a|+3|Wpn+1|Wpn+1|30'|9|2|+1|14+| |Elites or Special Guards|3|18a|+4|Wpn+2|Wpn+2|30'|10|2|+2|14+| |Knight or Minor Hero|4|18a|+6|Wpn+2|Wpn+2|30'|10|1|+2|13+| |Warrior Baron|6|18a|+8|Wpn+3|Wpn+3|30'|9|1|+2|12+| |Barbarian Warlord|8|16a|+10 x2|Wpn+4|Wpn+4/-|30'|10|3|+2|11+| |Mighty General|8|18a|+10|Wpn+4|Wpn+4/-|30'|10|1|+3|11+| |Major Hero|10|18a|+12 x2|Wpn+5|Wpn+5/-|30'|10|2|+3|10+| |Great Warrior King|12|18a|+14 x2|Wpn+5|Wpn+5/-|30'|10|1|+3|9+|

5-1-1-spellcasters
type: Table
name: Spellcasters
slug: 5-1-1-spellcasters
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Spellcasters
  line start: 4406
  line end: 4417
table type: Spellcasters
columns: Type
columns: HD
columns: AC
columns: Atk.
columns: Dmg.
columns: Shock
columns: Move
columns: ML
columns: Inst.
columns: Skill
columns: Save
rows:
  position: 1
  result: Petty Mage
  cells: Petty Mage
  cells: 2
  cells: 10
  cells: +1
  cells: Wpn
  cells: 30'
  cells: 8
  cells: 4
  cells: 14+
rows:
  position: 2
  result: Tribal Shaman
  cells: Tribal Shaman
  cells: 4
  cells: 10
  cells: +3
  cells: Wpn+1
  cells: 30'
  cells: 9
  cells: +1
  cells: 13+
rows:
  position: 3
  result: Skilled Sorcerer
  cells: Skilled Sorcerer
  cells: 5
  cells: 10
  cells: +1
  cells: Wpn
  cells: 30'
  cells: 9
  cells: 4
  cells: +2
  cells: 13+
rows:
  position: 4
  result: Master Wizard
  cells: Master Wizard
  cells: 8
  cells: 13
  cells: +1
  cells: Wpn
  cells: 30'
  cells: 9
  cells: 3
  cells: +2
  cells: 11+
rows:
  position: 5
  result: Famous Arch-Mage
  cells: Famous Arch-Mage
  cells: 10
  cells: 13
  cells: +2
  cells: Wpn
  cells: 30'
  cells: 9
  cells: 2
  cells: +3
  cells: 10+
rules text: | Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save | |---|---|---|---|---|---|---|---|---|---|---| |Petty Mage|2|10|+1|Wpn|Wpn|30'|8|4|+1|14+| |Tribal Shaman|4|10|+3|Wpn+1|Wpn+1|30'|9|4|+1|13+| |Skilled Sorcerer|5|10|+1|Wpn|Wpn|30'|9|4|+2|13+| |Master Wizard|8|13|+1|Wpn|Wpn|30'|9|3|+2|11+| |Famous Arch-Mage|10|13|+2|Wpn|Wpn|30'|9|2|+3|10+| Mages generally have the spellcasting and Arts of an appropriate mage tradition at a level equal to their hit dice and Effort equal to their skill bonus plus two.

5-1-1-unnatural-entities
type: Table
name: Unnatural Entities
slug: 5-1-1-unnatural-entities
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
table type: Unnatural Entities
columns: Type
columns: HD
columns: AC
columns: Atk.
columns: Dmg.
columns: Shock
columns: Move
columns: ML
columns: Inst.
columns: Skill
columns: Save
rows:
  position: 1
  result: Automaton, Humanlike
  cells: Automaton, Humanlike
  cells: 2
  cells: 13
  cells: +2
  cells: Wpn
  cells: 30'
  cells: 12
  cells: 3
  cells: +1
  cells: 14+
rows:
  position: 2
  result: Automaton, Laborer
  cells: Automaton, Laborer
  cells: 2
  cells: 15
  cells: +2
  cells: 1d6
  cells: 1/13
  cells: 30'
  cells: 12
  cells: 3
  cells: +1
  cells: 14+
rows:
  position: 3
  result: Automaton, Military
  cells: Automaton, Military
  cells: 4
  cells: 18
  cells: +5
  cells: 1d10+2
  cells: 4/15
  cells: 30'
  cells: 12
  cells: 3
  cells: +1
  cells: 13+
rows:
  position: 4
  result: Automaton, Warbot
  cells: Automaton, Warbot
  cells: 10
  cells: 20
  cells: +12 x3
  cells: 1d12+5
  cells: 7/-
  cells: 40'
  cells: 12
  cells: 2
  cells: +2
  cells: 10+
rows:
  position: 5
  result: Slime or ooze
  cells: Slime or ooze
  cells: 6
  cells: 10
  cells: +6 x2
  cells: 1d8
  cells: 1/-
  cells: 20'
  cells: 12
  cells: 5
  cells: +1
  cells: 12+
rows:
  position: 6
  result: Predator, Small Vicious
  cells: Predator, Small Vicious
  cells: 1
  cells: 14
  cells: +1
  cells: 1d4
  cells: 1/13
  cells: 30'
  cells: 7
  cells: 5
  cells: 15+
rows:
  position: 7
  result: Predator, Large Vicious
  cells: Predator, Large Vicious
  cells: 6
  cells: 13
  cells: +7 x2
  cells: 2d6
  cells: 2/15
  cells: 40'
  cells: 9
  cells: 5
  cells: +2
  cells: 13+
rows:
  position: 8
  result: Predator, Hulking
  cells: Predator, Hulking
  cells: 10
  cells: 15
  cells: +12 x2
  cells: 2d6+3
  cells: 6/15
  cells: 30'
  cells: 4
  cells: +1
  cells: 10+
rows:
  position: 9
  result: Predator, Hellbeast
  cells: Predator, Hellbeast
  cells: 10
  cells: 18
  cells: +12 x4
  cells: 1d10+5
  cells: 6/-
  cells: 60'
  cells: 11
  cells: 4
  cells: +3
  cells: 10+
rows:
  position: 10
  result: Unnatural Swarm
  cells: Unnatural Swarm
  cells: 4
  cells: 10
  cells: +6 x3
  cells: 1d6
  cells: 1/-
  cells: 30'
  cells: 5
  cells: +1
  cells: 13+
rows:
  position: 11
  result: Terrible Warbeast
  cells: Terrible Warbeast
  cells: 8
  cells: 15
  cells: +10 x2
  cells: 2d6+4
  cells: 7/15
  cells: 40'
  cells: 9
  cells: 4
  cells: +2
  cells: 11+
rows:
  position: 12
  result: Legendary God-Titan
  cells: Legendary God-Titan
  cells: 20
  cells: 22
  cells: +20 x3
  cells: 2d10+5
  cells: 10/-
  cells: 40'
  cells: 10
  cells: 3
  cells: +3
  cells: 2+
rules text: | Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save | |---|---|---|---|---|---|---|---|---|---|---| |Automaton, Humanlike|2|13|+2|Wpn|Wpn|30'|12|3|+1|14+| |Automaton, Laborer|2|15|+2|1d6|1/13|30'|12|3|+1|14+| |Automaton, Military|4|18|+5|1d10+2|4/15|30'|12|3|+1|13+| |Automaton, Warbot|10|20|+12 x3|1d12+5|7/-|40'|12|2|+2|10+| |Slime or ooze|6|10|+6 x2|1d8|1/-|20'|12|5|+1|12+| |Predator, Small Vicious|1|14|+1|1d4|1/13|30'|7|5|+1|15+| |Predator, Large Vicious|6|13|+7 x2|2d6|2/15|40'|9|5|+2|13+| |Predator, Hulking|10|15|+12 x2|2d6+3|6/15|30'|10|4|+1|10+| |Predator, Hellbeast|10|18|+12 x4|1d10+5|6/-|60'|11|4|+3|10+| |Unnatural Swarm|4|10|+6 x3|1d6|1/-|30'|10|5|+1|13+| |Terrible Warbeast|8|15|+10 x2|2d6+4|7/15|40'|9|4|+2|11+| |Legendary God-Titan|20|22|+20 x3|2d10+5|10/-|40'|10|3|+3|2+|

5-2-2-peaceful-encounter-reactions
type: Table
name: 5.2.2 Peaceful Encounter Reactions
slug: 5-2-2-peaceful-encounter-reactions
source: wwn-srd-v1
source locator:
  section: 5.2.2
  heading: 5.2.2 Peaceful Encounter Reactions
  line start: 4466
  line end: 4487
table type: 5.2.2 Peaceful Encounter Reactions
columns: 2d6
columns: NPC Reaction
rows:
  position: 1
  result: 2-
  cells: 2-
  cells: As aggressively hostile as the situation allows
rows:
  position: 2
  result: 3-5
  cells: 3-5
  cells: More unfriendly and hostile than they’d be expected to be in the given situation
rows:
  position: 3
  result: 6-8
  cells: 6-8
  cells: As predictably hostile or friendly as they’d usually be in this situation
rows:
  position: 4
  result: 9-11
  cells: 9-11
  cells: More friendly and benign than you’d expect them to be, given the circumstances
rows:
  position: 5
  result: 12+
  cells: 12+
  cells: As friendly and helpful as their nature and the situation permits them to be
rules text: Suppose a GM’s just rolled a 12 for the PCs’ roadside encounter with a band of zealous blood cultists. The GM knows that the cultists are vicious but have no pressing reason to immediately attack the PCs, so what does “friendly” mean in such a situation? If you find yourself having to figure out plausible reactions for otherwise-hostile groups, here are some suggestions. They demand a bribe. They’ll take money, gear, food, booze, praise to their dark god, or some other currency for peace. They back off. If they aren’t defending their lair or carrying out some critical task, they may just decide to back away and keep their distance as the groups pass by. They may bring word of the adventurers to their comrades, but a fight under the present terms might look like a bad deal to them. |2d6|NPC Reaction| |---|---| |2-|As aggressively hostile as the situation allows| |3-5|More unfriendly and hostile than they’d be expected to be in the given situation| |6-8|As predictably hostile or friendly as they’d usually be in this situation| |9-11|More friendly and benign than you’d expect them to be, given the circumstances| |12+|As friendly and helpful as their nature and the situation permits them to be| They ask for favors. Maybe they have an enemy they want killed, or a task they need done. They may trade offers of ignoring the PCs while they remain in the area in exchange for the help, or offer an outright bribe to the PCs to get them to cooperate. Even the most hostile raider group might be willing to let a few targets go in exchange for some profitable work being done. They offer tribute. They’ve looked at the PCs and decided that their own lives are in danger. They’ll offer wealth, information, services, or other inducements to get the PCs to leave them alone. This reaction grows more possible if the PCs have been carving a bloody swath through their surroundings. They willingly socialize. Maybe the bandits have been out here so long that they’re lonely for civilized conver…

6-10-0-wealth-assets
type: Table
name: 6.10.0 Wealth Assets
slug: 6-10-0-wealth-assets
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
table type: 6.10.0 Wealth Assets
columns: Wealth Asset
columns: Cost
columns: HP
columns: Magic
columns: Attack
columns: Counter
columns: Qualities
rows:
  position: 1
  result: Wealth 1
  cells: Wealth 1
rows:
  position: 2
  result: Armed Guards
  cells: Armed Guards
  cells: 1
  cells: 3
  cells: None
  cells: W v. F/1d3 damage
  cells: 1d4 damage
rows:
  position: 3
  result: Cooperative Businesses
  cells: Cooperative Businesses
  cells: 1
  cells: 2
  cells: None
  cells: W v. W/1d4-1 damage
  cells: Subtle, Special
rows:
  position: 4
  result: Farmers
  cells: Farmers
  cells: 2
  cells: 4
  cells: None
  cells: 1d4 damage
  cells: Action
rows:
  position: 5
  result: Front Merchant
  cells: Front Merchant
  cells: 2
  cells: 3
  cells: None
  cells: W v. W/1d4 damage
  cells: 1d4-1 damage
  cells: Subtle
rows:
  position: 6
  result: Wealth 2
  cells: Wealth 2
rows:
  position: 7
  result: Caravan
  cells: Caravan
  cells: 5
  cells: 4
  cells: None
  cells: W v. W/1d4 damage
  cells: Action
rows:
  position: 8
  result: Dragomans
  cells: Dragomans
  cells: 4
  cells: None
  cells: 1d4 damage
  cells: Subtle, Special
rows:
  position: 9
  result: Pleaders
  cells: Pleaders
  cells: 6
  cells: 4
  cells: None
  cells: C v. W/2d4 damage
  cells: 1d6 damage
  cells: Special
rows:
  position: 10
  result: Worker Mob
  cells: Worker Mob
  cells: 4
  cells: 6
  cells: None
  cells: W v. F/1d4+1 damage
  cells: 1d4 damage
rows:
  position: 11
  result: Wealth 3
  cells: Wealth 3
rows:
  position: 12
  result: Ancient Mechanisms
  cells: Ancient Mechanisms
  cells: 8
  cells: 4
  cells: Medium
  cells: None
  cells: Special
rows:
  position: 13
  result: Arcane Laboratory
  cells: Arcane Laboratory
  cells: 6
  cells: 4
  cells: None
  cells: Special
rows:
  position: 14
  result: Free Company
  cells: Free Company
  cells: 8
  cells: 6
  cells: None
  cells: W v. F/2d4+2 damage
  cells: 1d6 damage
  cells: Action, Special
rows:
  position: 15
  result: Manufactory
  cells: Manufactory
  cells: 8
  cells: 4
  cells: None
  cells: 1d4 damage
  cells: Action
rows:
  position: 16
  result: Wealth 4
  cells: Wealth 4
rows:
  position: 17
  result: Healers
  cells: Healers
  cells: 12
  cells: 8
  cells: None
  cells: Action
rows:
  position: 18
  result: Monopoly
  cells: Monopoly
  cells: 8
  cells: 12
  cells: None
  cells: W v. W/1d6 damage
  cells: 1d6 damage
  cells: Action
rows:
  position: 19
  result: Occult Countermeasures
  cells: Occult Countermeasures
  cells: 10
  cells: 8
  cells: Low
  cells: W v. C/2d10 damage
  cells: 1d10 damage
  cells: Special
rows:
  position: 20
  result: Usurers
  cells: Usurers
  cells: 12
  cells: 8
  cells: None
  cells: W v. W/1d10 damage
  cells: Action
rows:
  position: 21
  result: Wealth 5
  cells: Wealth 5
rows:
  position: 22
  result: Mad Genius
  cells: Mad Genius
  cells: 6
  cells: 2
  cells: None
  cells: W v. C/1d6 damage
  cells: Action
rows:
  position: 23
  result: Smuggling Fleet
  cells: Smuggling Fleet
  cells: 12
  cells: 6
  cells: None
  cells: W v. F/2d6 damage
  cells: Subtle, Action
rules text: Ancient Mechanisms: Some useful magical mechanism from ages past has been refitted to be useful in local industry. Whenever an Asset in the same location must roll to make a profit, such as Farmers or Manufactory, the faction may roll the die twice and take the better result. Ancient Workshop: A workshop has been refitted with ancient magical tools, allowing prodigies of production, albeit not always safely. As a free action, once per turn, the Ancient Workshop takes 1d6 damage and the owning faction gains 1d6 Treasure. Arcane Laboratory: The faction’s overall Magic is counted as one step higher for the purposes of creating Assets in the same location as the laboratory. Multiple Arcane Laboratories in the same location can increase the Magic boost by multiple steps. Armed Guards: Hired caravan guards, bodyguards, or other armed minions serve the faction. Caravan: As a free action, once per turn, the Caravan can spend 1 Treasure and move itself and one other Asset in the same place to a new location within one move. Cooperative Businesses: If any other faction attempts to create an Asset in the same location as a Cooperative Business, the cost of doing so increases by 1 Treasure. This penalty stacks. Dragomans: Interpreters, cultural specialists, and go-betweens simplify the expansion of a faction’s influence in an area. A faction that takes an Expand Influence action in the same location as this Asset can roll an extra die on all checks there that turn. As a free action once per turn, this Asset can move. Economic Disruption: As a free action once per turn, this Asset can move itself without cost. Farmers: Farmers, hunters, and simple rural artisans are in service to the faction here. Once per turn, as a free action, the Asset’s owner can roll 1d6; on a 5+, they gain 1 Treasure from the Farmers. Free Company: Hired mercenaries and professional soldiers, this Asset can, as a free action once per turn, move itself. At the start of each of its owner’s turn, it takes 1 …

6-7-0-creating-factions
type: Table
name: 6.7.0 Creating Factions
slug: 6-7-0-creating-factions
source: wwn-srd-v1
source locator:
  section: 6.7.0
  heading: 6.7.0 Creating Factions
  line start: 4688
  line end: 4718
table type: 6.7.0 Creating Factions
columns: Attribute Rating
columns: Faction XP Cost to Purchase
columns: Hit Point Value
rows:
  position: 1
  result: 1
  cells: 1
  cells: -
rows:
  position: 2
  result: 2
  cells: 2
rows:
  position: 3
  result: 3
  cells: 3
  cells: 4
rows:
  position: 4
  result: 4
  cells: 4
  cells: 6
rows:
  position: 5
  result: 5
  cells: 5
  cells: 9
rows:
  position: 6
  result: 6
  cells: 6
  cells: 12
rows:
  position: 7
  result: 7
  cells: 7
  cells: 16
rows:
  position: 8
  result: 8
  cells: 8
  cells: 20
rules text: A given campaign should generally not have more than six active factions at any one time, and three or four are generally more manageable. If there are more extant factions than this, then simply run turns for the three or four most active or relevant ones. To create a faction, first decide whether it is a small, medium, or large faction. A small one might be a petty cult or small free city or minor magical academy. A medium one might be a local baron’s government or province-wide faith. A large one would be an entire kingdom or a major province of a vast empire. It’s perfectly acceptable to break a large institution down into a smaller faction, modeling only the branch of government or part of the organization that’s actually relevant to the campaign. All factions have a Base of Influence at their primary headquarters with a hit point total equal to the faction’s maximum. The faction’s Magic rating is whatever the GM thinks suitable. For a small faction, give them a 3 or 4 in their best attribute, a 2 or 3 in their second-best, and a 1 or 2 in their worst quality. Medium factions should assign 5 or 6 to their best attribute, 4 or 5 to their second-best, and 2 or 3 to their worst. They should have two Assets in their primary attribute and two others among the other two. Large factions should assign 7 or 8 to their strongest attribute, 6 or 7 to their second-best attribute, and 3 or 4 to their worst quality. They should have four Assets in their primary attribute, and four others spread among the other two. Their Magic rating will depend on whatever you think is appropriate for their scale, but remember that it’s harder to concentrate effective magical resources when dealing with a whole province or nation than it is to enchant a single city-state or magical institution. |Attribute Rating|Faction XP Cost to Purchase|Hit Point Value| |---|---|---| |1|-|1| |2|2|2| |3|4|4| |4|6|6| |5|9|9| |6|12|12| |7|16|16| |8|20|20| To determine a faction’s maximum hit points, use the…

6-8-0-cunning-assets
type: Table
name: 6.8.0 Cunning Assets
slug: 6-8-0-cunning-assets
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
table type: 6.8.0 Cunning Assets
columns: Cunning Asset
columns: Cost
columns: HP
columns: Magic
columns: Attack
columns: Counter
columns: Qualities
rows:
  position: 1
  result: Cunning 1
  cells: Cunning 1
rows:
  position: 2
  result: Informers
  cells: Informers
  cells: 2
  cells: 3
  cells: None
  cells: C v. C/Special
  cells: Subtle, Special
rows:
  position: 3
  result: Petty Seers
  cells: Petty Seers
  cells: 2
  cells: Medium
  cells: None
  cells: 1d6 damage
  cells: Subtle
rows:
  position: 4
  result: Smugglers
  cells: Smugglers
  cells: 2
  cells: 4
  cells: None
  cells: C v. W/1d4 damage
  cells: Subtle, Action
rows:
  position: 5
  result: Useful Idiots
  cells: Useful Idiots
  cells: 1
  cells: 2
  cells: None
  cells: Subtle, Special
rows:
  position: 6
  result: Cunning 2
  cells: Cunning 2
rows:
  position: 7
  result: Blackmail
  cells: Blackmail
  cells: 4
  cells: None
  cells: C v. C/1d4 damage
  cells: Subtle, Special
rows:
  position: 8
  result: Dancing Girls
  cells: Dancing Girls
  cells: 4
  cells: 3
  cells: None
  cells: C v. W/2d4 damage
  cells: Subtle, Special
rows:
  position: 9
  result: Hired Friends
  cells: Hired Friends
  cells: 4
  cells: None
  cells: C v. C/1d6 damage
  cells: Subtle, Special
rows:
  position: 10
  result: Saboteurs
  cells: Saboteurs
  cells: 5
  cells: 6
  cells: None
  cells: C v. W/2d4 damage
  cells: Subtle, Special
rows:
  position: 11
  result: Cunning 3
  cells: Cunning 3
rows:
  position: 12
  result: Bewitching Charmer
  cells: Bewitching Charmer
  cells: 6
  cells: 4
  cells: Low
  cells: C v. C/Special
  cells: None
  cells: Subtle, Special
rows:
  position: 13
  result: Covert Transport
  cells: Covert Transport
  cells: 8
  cells: 4
  cells: None
  cells: Subtle, Special
rows:
  position: 14
  result: Occult Infiltrators
  cells: Occult Infiltrators
  cells: 6
  cells: 4
  cells: Medium
  cells: C v. C/2d6 damage
  cells: None
  cells: Subtle, Special
rows:
  position: 15
  result: Spymaster
  cells: Spymaster
  cells: 8
  cells: 4
  cells: None
  cells: C v. C/1d6 damage
  cells: 2d6 damage
  cells: Subtle
rows:
  position: 16
  result: Cunning 4
  cells: Cunning 4
rows:
  position: 17
  result: Court Patronage
  cells: Court Patronage
  cells: 8
  cells: None
  cells: C v. C/1d6 damage
  cells: 1d6 damage
  cells: Subtle, Special
rows:
  position: 18
  result: Idealistic Thugs
  cells: Idealistic Thugs
  cells: 8
  cells: 12
  cells: None
  cells: C v. F/1d6 damage
  cells: 1d6 damage
  cells: Subtle
rows:
  position: 19
  result: Seditionists
  cells: Seditionists
  cells: 12
  cells: 8
  cells: None
  cells: Special
  cells: Subtle
rows:
  position: 20
  result: Vigilant Agents
  cells: Vigilant Agents
  cells: 12
  cells: 8
  cells: None
  cells: 1d4 damage
  cells: Subtle, Special
rows:
  position: 21
  result: Cunning 5
  cells: Cunning 5
rows:
  position: 22
  result: Cryptomancers
  cells: Cryptomancers
  cells: 14
  cells: 6
  cells: Low
  cells: C v. C/Special
  cells: None
  cells: Subtle
rows:
  position: 23
  result: Organization Moles
  cells: Organization Moles
  cells: 8
  cells: 10
  cells: None
  cells: C v. C/2d6 damage
  cells: Subtle
rules text: Bewitching Charmer: When the Bewitching Charmer succeeds in an Attack, the targeted Asset is unable to leave the same location as the Bewitching Charmer until the latter Asset moves or is destroyed. Bewitching Charmers are immune to Counterattack. Blackmail: When a Blackmail asset is in a location, hostile factions can’t roll more than one die during Attacks made by or against them there, even if they have tags or Assets that usually grant bonus dice. Court Patronage: Powerful nobles or officials are appointing their agents to useful posts of profit. A Court Patronage Asset automatically grants 1 Treasure to its owning faction each turn. Covert Transport: As a free action once per turn, the faction can pay 1 Treasure and move any Cunning or Wealth Asset at the same location as the Covert Transport. The transported Asset gains the Stealth quality until it performs some action or is otherwise utilized by the faction. Cryptomancers: In place of an Attack action, they can make a Cunning vs. Cunning attack on a specific hostile Asset within one move. On a success, the targeted Asset is unable to do anything or be used for anything on its owner’s next faction turn. On a failure, no Counterattack damage is taken. Dancing Girls: Dancing Girls or other charming distractions are immune to Attack or Counterattack damage from Force Assets, but they cannot be used to defend against Attacks from Force Assets. Expert Treachery: On a successful Attack by Expert Treachery, this Asset is lost, 5 Treasure is gained by its owning faction, and the Asset that Expert Treachery targeted switches sides. This conversion happens even if their new owners lack the attributes usually necessary to maintain their new Asset. Hired Friends: As a free action, once per turn, the faction may spend 1 Treasure and grant a Wealth Asset within one turn’s movement range the Subtle quality. This quality will remain until the Hired Friends are destroyed or they use this ability again. Idealistic Thugs: Easily…

6-9-0-force-assets
type: Table
name: 6.9.0 Force Assets
slug: 6-9-0-force-assets
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
table type: 6.9.0 Force Assets
columns: Force Asset
columns: Cost
columns: HP
columns: Magic
columns: Attack
columns: Counter
columns: Qualities
rows:
  position: 1
  result: Force 1
  cells: Force 1
rows:
  position: 2
  result: Fearful Intimidation
  cells: Fearful Intimidation
  cells: 2
  cells: 4
  cells: None
  cells: 1d4 damage
rows:
  position: 3
  result: Local Guard
  cells: Local Guard
  cells: 3
  cells: 4
  cells: None
  cells: F v. F/1d3+1 damage
  cells: 1d4+1 damage
rows:
  position: 4
  result: Summoned Hunter
  cells: Summoned Hunter
  cells: 4
  cells: Medium
  cells: C v. F/1d6 damage
  cells: None
  cells: Subtle
rows:
  position: 5
  result: Thugs
  cells: Thugs
  cells: 2
  cells: 1
  cells: None
  cells: F v. C/1d6 damage
  cells: Subtle
rows:
  position: 6
  result: Force 2
  cells: Force 2
rows:
  position: 7
  result: Guerrilla Populace
  cells: Guerrilla Populace
  cells: 6
  cells: 4
  cells: None
  cells: F v. F/1d4+1 damage
rows:
  position: 8
  result: Military Transport
  cells: Military Transport
  cells: 4
  cells: 6
  cells: None
  cells: Action
rows:
  position: 9
  result: Reserve Corps
  cells: Reserve Corps
  cells: 4
  cells: None
  cells: F v. F/1d6 damage
  cells: 1d6 damage
rows:
  position: 10
  result: Scouts
  cells: Scouts
  cells: 5
  cells: None
  cells: F v. F/2d4 damage
  cells: 1d4+1 damage
  cells: Subtle
rows:
  position: 11
  result: Force 3
  cells: Force 3
rows:
  position: 12
  result: Enchanted Elites
  cells: Enchanted Elites
  cells: 8
  cells: 6
  cells: Medium
  cells: F v. F/1d10 damage
  cells: 1d6 damage
  cells: Subtle
rows:
  position: 13
  result: Infantry
  cells: Infantry
  cells: 6
  cells: None
  cells: F v. F/1d8 damage
  cells: 1d6 damage
rows:
  position: 14
  result: Temple Fanatics
  cells: Temple Fanatics
  cells: 4
  cells: 6
  cells: None
  cells: F v. F/2d6 damage
  cells: 2d6 damage
  cells: Special
rows:
  position: 15
  result: Witch Hunters
  cells: Witch Hunters
  cells: 6
  cells: 4
  cells: Low
  cells: C v. C/1d4+1 damage
  cells: 1d6 damage
rows:
  position: 16
  result: Force 4
  cells: Force 4
rows:
  position: 17
  result: Cavalry
  cells: Cavalry
  cells: 8
  cells: 12
  cells: None
  cells: F v. F/2d6 damage
  cells: 1d4 damage
rows:
  position: 18
  result: Military Roads
  cells: Military Roads
  cells: 10
  cells: None
  cells: Action
rows:
  position: 19
  result: Vanguard Unit
  cells: Vanguard Unit
  cells: 10
  cells: None
  cells: 1d6 damage
  cells: Action
rows:
  position: 20
  result: War Fleet
  cells: War Fleet
  cells: 12
  cells: 8
  cells: None
  cells: F v. F/2d6 damage
  cells: 1d8 damage
  cells: Action
rows:
  position: 21
  result: Force 5
  cells: Force 5
rows:
  position: 22
  result: Demonic Slayer
  cells: Demonic Slayer
  cells: 12
  cells: 4
  cells: High
  cells: C v. C/2d6+2 damage
  cells: None
  cells: Subtle, Special
rows:
  position: 23
  result: Magical Logistics
  cells: Magical Logistics
  cells: 14
  cells: 6
  cells: Medium
  cells: None
  cells: Special
rows:
  position: 24
  result: Siege Experts
  cells: Siege Experts
  cells: 10
  cells: 8
  cells: None
  cells: F v. W/1d6 damage
  cells: 1d6 damage
rules text: Apocalypse Engine: One of a number of hideously powerful ancient super-weapons unearthed from some lost armory, an Apocalypse Engine rains some eldritch horror down on a targeted enemy Asset. Brilliant General: A leader for the ages is in service with the faction. Whenever the Brilliant General or any allied Force Asset in the same location Attacks or is made to defend, it can roll an extra die to do so. Cavalry: Mounted troops, chariots, or other mobile soldiers are in service to the faction. While weak on defense, they can harry logistics and mount powerful charges. Demonic Slayer: Powerful sorcerers have summoned or constructed an inhuman assassin-beast to hunt down and slaughter the faction’s enemies. A Demonic Slayer enters play Stealthed. Enchanted Elites: A carefully-selected group of skilled warriors are given magical armaments and arcane blessings to boost their effectiveness. Fearful Intimidation: Judicious exercises of force have intimidated the locals, making them reluctant to cooperate with any group that stands opposed to the faction. Fortification Program: A program of organized fortification and supply caching has been undertaken around the Asset’s location, hardening allied communities and friendly Assets. Once per turn, when an enemy makes an Attack that targets the faction’s Force rating, the faction can use the Fortification Program to defend if the Asset is within a turn’s move from the attack. Guerrilla Populace: The locals have the assistance of trained guerrilla warfare leaders who can aid them in sabotaging and attacking unwary hostiles. Infantry: Common foot soldiers have been organized and armed by the faction. While rarely particularly heroic in their capabilities, they have the advantage of numbers. Invincible Legion: The faction has developed a truly irresistible military organization that can smash its way through opposition without the aid of any support units. During a Relocate Asset action, the Invincible Legion can relocate to loca…

7-3-0-determining-the-project-scope
type: Table
name: 7.3.0 Determining the Project Scope
slug: 7-3-0-determining-the-project-scope
source: wwn-srd-v1
source locator:
  section: 7.3.0
  heading: 7.3.0 Determining the Project Scope
  line start: 5025
  line end: 5048
table type: 7.3.0 Determining the Project Scope
columns: Probability of the Goal
columns: Base Difficulty
columns: Scope Affected
columns: Difficulty Multiplier
columns: Greatest Active Opposition
rows:
  position: 1
  result: Plausible
  cells: Plausible
  cells: 1
  cells: Village
  cells: x2
  cells: Minor figures
rows:
  position: 2
  result: Improbable
  cells: Improbable
  cells: 2
  cells: City
  cells: x4
  cells: Local leaders
rows:
  position: 3
  result: Impossible
  cells: Impossible
  cells: 4
  cells: Region
  cells: x8
  cells: Major noble or beast
rows:
  position: 4
  cells: Kingdom
  cells: x16
  cells: King or famed monster
rows:
  position: 5
  cells: Known World
  cells: x32
rules text: Once the change’s probability is decided, the GM must identify how wide the scope of the change may be. The more land and the more people the change affects, the harder it will be to bring it about. A village-sized change is the smallest scale, affecting only a single hamlet or a village’s worth of people. A city-sized change affects the population of a single city or several villages, while a regional one might affect a single barony or small province. A kingdom-sized one affects a whole kingdom or a collection of feudal lordships, and a global change affects the entire world, or at least those parts known to the PCs. When deciding the scope of the change, focus on how many people are going to be immediately affected by the project. Turning a town into a trading hub might incidentally affect a significant part of a kingdom, but the immediate consequences are felt only by the residents of that town, and perhaps their closest trading partners. The scope in that case would be simply that of a city, rather than a region. Banishing slavery throughout a kingdom would require a kingdom-sized change, while getting it banned within some smaller feudal region would require a proportionately lesser scope. If the PCs are trying to establish an educational institution, or a religious order, or some other sub-group meant to serve a chosen cause, the scope should be the largest general area the order can have influence in at any one time. A very small order of warrior-monks might only have enough devotees to affect a village-sized community or problem. An order with multiple monasteries and bases of operations throughout a kingdom might have enough muscle to affect events on a nation-wide scale. In the same vein, a small academy might be enough to bring enlightened learning to a city, improving the lives of men and women there, but not have the reach to influence the greater region around it. Individual warrior-monks or specific scholars might play major roles elsewhere in the se…

7-5-0-decreasing-difficulty
type: Table
name: 7.5.0 Decreasing Difficulty
slug: 7-5-0-decreasing-difficulty
source: wwn-srd-v1
source locator:
  section: 7.5.0
  heading: 7.5.0 Decreasing Difficulty
  line start: 5069
  line end: 5102
table type: 7.5.0 Decreasing Difficulty
columns: Renown Bought
columns: Cost in Silver Pieces per Point
rows:
  position: 1
  result: First 1-4 points
  cells: First 1-4 points
  cells: 500 per point
rows:
  position: 2
  result: Next 4 points
  cells: Next 4 points
  cells: 2,000 per point
rows:
  position: 3
  result: Next 8 points
  cells: Next 8 points
  cells: 4,000 per point
rows:
  position: 4
  result: Next 16 points
  cells: Next 16 points
  cells: 8,000 per point
rows:
  position: 5
  result: Next 32 points
  cells: Next 32 points
  cells: 16,000 per point
rows:
  position: 6
  result: Next 64 points
  cells: Next 64 points
  cells: 32,000 per point
rows:
  position: 7
  result: Further points
  cells: Further points
  cells: Prohibitively expensive
rules text: Adventurers who have a dream bigger than their available Renown have several options for bringing it about more rapidly. The party can use some or all of these techniques for making their ambition more feasible, and the GM might well insist on at least some of them before the PCs can succeed. They can spend money. Sometimes a problem can be solved by throwing enough money at it, either by paying off troublesome opponents, constructing useful facilities or installations, or hiring enough help to push the cause through. Money is often useful, but it eventually begets diminishing returns; once everything useful has been bought, additional coinage brings little result. The adjacent table shows how much a point of Renown dedicated to the project costs. The first few points come relatively cheaply, but after that the price increases rapidly. Eventually, there comes a point where only the wealth of empires can shove a massive project through with sheer monetary force. Small projects and modest ambitions are generally easy to accomplish with cash, but society-wide alterations and massive undertakings can defeat the richest vault. They can build institutions. If the PCs want a fortified monastery loyal to them, they can either throw enough Renown at their goal until allied NPCs and local potentates think it’s a good idea to buy them off by building it for them, or they can actually go out and purchase it with their own money. They can hire the masons, recruit the monks, and find a trustworthy abbot to act as regent for the heroes. Such steps may not be enough to completely attain the purpose, as they’ll still have to deal with quelling any local opposition to the new monastery and any innate implausibility of establishing a monastery wherever they want to put it, but it’ll get them a long way toward success. The GM decides a reasonable cost for the institution they want to build and the assorted recruits they’ll need to operate it, using the guidelines in this section. Price…

charisma
type: Attribute
name: Charisma
slug: charisma
source: wwn-srd-v1
source locator:
  section: 1.1.0
  heading: 1.1.0 Attributes
  line start: 269
  line end: 290
rules text: commanding, charming, attracting attention, and being taken seriously.
category: mental
generation rule: To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point before section 1.5.0 in character creation the player may substitute a score of 14 for one rolled score. Optionally, a player may choose to assign their stats from the following array of numbers: 14, 12, 11, 10, 9, and 7, divided up as desired among the attributes. If an array is used a score may not be substituted with a 14 later.
modifier table:
  source text: Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets. An attribute score of 3 has a modifier of -2. A score of 4-7 has a modifier of -1. A score of 8-13 has a modifier of +0. A score of 14-17 has a modifier of +1. A score of 18 has a modifier of +2. Some Foci and abilities may add bonuses or penalties to an attribute’s base modifier. Such bonuses or penalties cannot increase the modifier above +2 or below -2 unless explicitly indicated. Some injuries or character advancements may alter an attribute score; this new score may change the attribute’s modifier.

constitution
type: Attribute
name: Constitution
slug: constitution
source: wwn-srd-v1
source locator:
  section: 1.1.0
  heading: 1.1.0 Attributes
  line start: 269
  line end: 290
rules text: hardiness, enduring injury, and tolerating large amounts of magical healing.
category: physical
generation rule: To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point before section 1.5.0 in character creation the player may substitute a score of 14 for one rolled score. Optionally, a player may choose to assign their stats from the following array of numbers: 14, 12, 11, 10, 9, and 7, divided up as desired among the attributes. If an array is used a score may not be substituted with a 14 later.
modifier table:
  source text: Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets. An attribute score of 3 has a modifier of -2. A score of 4-7 has a modifier of -1. A score of 8-13 has a modifier of +0. A score of 14-17 has a modifier of +1. A score of 18 has a modifier of +2. Some Foci and abilities may add bonuses or penalties to an attribute’s base modifier. Such bonuses or penalties cannot increase the modifier above +2 or below -2 unless explicitly indicated. Some injuries or character advancements may alter an attribute score; this new score may change the attribute’s modifier.

dexterity
type: Attribute
name: Dexterity
slug: dexterity
source: wwn-srd-v1
source locator:
  section: 1.1.0
  heading: 1.1.0 Attributes
  line start: 269
  line end: 290
rules text: speed, evasion, manual dexterity, reaction time, and combat initiative.
category: physical
generation rule: To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point before section 1.5.0 in character creation the player may substitute a score of 14 for one rolled score. Optionally, a player may choose to assign their stats from the following array of numbers: 14, 12, 11, 10, 9, and 7, divided up as desired among the attributes. If an array is used a score may not be substituted with a 14 later.
modifier table:
  source text: Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets. An attribute score of 3 has a modifier of -2. A score of 4-7 has a modifier of -1. A score of 8-13 has a modifier of +0. A score of 14-17 has a modifier of +1. A score of 18 has a modifier of +2. Some Foci and abilities may add bonuses or penalties to an attribute’s base modifier. Such bonuses or penalties cannot increase the modifier above +2 or below -2 unless explicitly indicated. Some injuries or character advancements may alter an attribute score; this new score may change the attribute’s modifier.

intelligence
type: Attribute
name: Intelligence
slug: intelligence
source: wwn-srd-v1
source locator:
  section: 1.1.0
  heading: 1.1.0 Attributes
  line start: 269
  line end: 290
rules text: memory, reasoning, technical skills, and general education.
category: mental
generation rule: To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point before section 1.5.0 in character creation the player may substitute a score of 14 for one rolled score. Optionally, a player may choose to assign their stats from the following array of numbers: 14, 12, 11, 10, 9, and 7, divided up as desired among the attributes. If an array is used a score may not be substituted with a 14 later.
modifier table:
  source text: Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets. An attribute score of 3 has a modifier of -2. A score of 4-7 has a modifier of -1. A score of 8-13 has a modifier of +0. A score of 14-17 has a modifier of +1. A score of 18 has a modifier of +2. Some Foci and abilities may add bonuses or penalties to an attribute’s base modifier. Such bonuses or penalties cannot increase the modifier above +2 or below -2 unless explicitly indicated. Some injuries or character advancements may alter an attribute score; this new score may change the attribute’s modifier.

strength
type: Attribute
name: Strength
slug: strength
source: wwn-srd-v1
source locator:
  section: 1.1.0
  heading: 1.1.0 Attributes
  line start: 269
  line end: 290
rules text: physical prowess, melee combat, carrying gear, and brute force.
category: physical
generation rule: To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point before section 1.5.0 in character creation the player may substitute a score of 14 for one rolled score. Optionally, a player may choose to assign their stats from the following array of numbers: 14, 12, 11, 10, 9, and 7, divided up as desired among the attributes. If an array is used a score may not be substituted with a 14 later.
modifier table:
  source text: Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets. An attribute score of 3 has a modifier of -2. A score of 4-7 has a modifier of -1. A score of 8-13 has a modifier of +0. A score of 14-17 has a modifier of +1. A score of 18 has a modifier of +2. Some Foci and abilities may add bonuses or penalties to an attribute’s base modifier. Such bonuses or penalties cannot increase the modifier above +2 or below -2 unless explicitly indicated. Some injuries or character advancements may alter an attribute score; this new score may change the attribute’s modifier.

wisdom
type: Attribute
name: Wisdom
slug: wisdom
source: wwn-srd-v1
source locator:
  section: 1.1.0
  heading: 1.1.0 Attributes
  line start: 269
  line end: 290
rules text: noticing things, making judgments, reading situations, and intuition.
category: mental
generation rule: To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point before section 1.5.0 in character creation the player may substitute a score of 14 for one rolled score. Optionally, a player may choose to assign their stats from the following array of numbers: 14, 12, 11, 10, 9, and 7, divided up as desired among the attributes. If an array is used a score may not be substituted with a 14 later.
modifier table:
  source text: Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets. An attribute score of 3 has a modifier of -2. A score of 4-7 has a modifier of -1. A score of 8-13 has a modifier of +0. A score of 14-17 has a modifier of +1. A score of 18 has a modifier of +2. Some Foci and abilities may add bonuses or penalties to an attribute’s base modifier. Such bonuses or penalties cannot increase the modifier above +2 or below -2 unless explicitly indicated. Some injuries or character advancements may alter an attribute score; this new score may change the attribute’s modifier.

administer
type: Skill
name: Administer
slug: administer
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Administer: Keep an organization running smoothly, scribe things well, plan out logistics, identify incompetent or treacherous workers, analyze records or archives, or otherwise do things that an executive or middle-manager would need to do.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

connect
type: Skill
name: Connect
slug: connect
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Connect: Find or know people who are useful to your purposes, make friendships or social acquaintances, know who to talk to get favors or services, and call on the help or resources of organizations you belong to. Connect covers your PC’s ability to find the people you need, though convincing them to help may require more than this.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

convince
type: Skill
name: Convince
slug: convince
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Convince: Persuade a listener that something you are saying is true. Naturally, the more implausible the claim or more emotionally repugnant it is to them, the more difficult it is to persuade them. Furthermore, how they act on their newfound conviction is up to them and their motivations, and may not be perfectly predictable.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

craft
type: Skill
name: Craft
slug: craft
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Craft: Craft or repair goods and technology appropriate to the PC’s background and society. The Craft skill can be used for a wide range of artisan pursuits, though a GM is within their rights to keep the PC from building complex things that are too far away from their past background and experience.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

exert
type: Skill
name: Exert
slug: exert
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Exert: Run, swim, climb, jump, labor for long periods, throw things, or otherwise exert your physical strength, stamina, and coordination. Even a PC with poor physical attributes might have a good Exert skill reflecting athletic training and expertise in making the most of their available talents.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

heal
type: Skill
name: Heal
slug: heal
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Heal: Treat wounds, cure diseases, neutralize poisons, diagnose psychological health issues, and otherwise tend to the wounds of body and mind. The Heal skill cannot cure lost hit points directly, but it’s a vital skill in stabilizing Mortally Wounded allies or ensuring clean recovery.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

know
type: Skill
name: Know
slug: know
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Know: Know matters of history, geography, natural science, zoology, and other academic fields appropriate to a sage or scholar. While some sages might specialize in particular fields, most learned men and women in this age have a broad range of understanding, and will rarely be unable to even attempt to answer a question relevant to this skill.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

lead
type: Skill
name: Lead
slug: lead
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Lead: Inspire others to follow your lead and believe in your plans and goals. Manage subordinates and keep them focused, loyal, and motivated in the face of danger or failure. A successful leader will keep their subordinate’s faith and confidence even when reason might make the leader’s plan appear questionable at best.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

magic
type: Skill
name: Magic
slug: magic
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Magic: Cast or analyze magic and know things about famous mages or notable magical events. Classes that can’t cast spells obtain only intellectual and scholarly benefits from this skill.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

notice
type: Skill
name: Notice
slug: notice
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Notice: Notice small details, impending ambushes, hidden features, or concealed objects. Detect subtle smells, sounds, or other sensory input. Notice cannot be used simply to detect a lie, but keen attention can often discern a subject’s emotional state.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

perform
type: Skill
name: Perform
slug: perform
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Perform: Sing, act, dance, orate, or otherwise perform impressively for an audience. Compose music, plays, writings, or other works of performance art. Most performers will have a particular field they excel at, though polymaths might exist if the PC’s background is appropriate for such versatility.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

pray
type: Skill
name: Pray
slug: pray
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Pray: Perform the clerical rites of your religion, and be familiar with the gods, demons, and taboos of major and minor faiths, and identify iconography and persons of religious importance. Pray also helps you know the state of local faiths and the important persons in their hierarchies.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

punch
type: Skill
name: Punch
slug: punch
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Punch: Fight unarmed or with natural body weaponry. Punch, kick, grapple, or otherwise brawl without the benefit of man-made tools. This mode of fighting is inefficient at best without some special Focus to improve it, but it’s reliably non-lethal.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

ride
type: Skill
name: Ride
slug: ride
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Ride: Ride an animal, drive a cart or carriage, or otherwise deal with land transportation. This skill also includes competence at mount care and tending, basic cart or carriage repair, judging good horseflesh, and other skills appropriate to a beast-rider of whatever society the PC comes from.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

sail
type: Skill
name: Sail
slug: sail
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Sail: Sail or repair a ship, build small craft, navigate by the stars, read sea weather, manage sailors, and otherwise conduct the business of a professional mariner. This skill may apply to more esoteric means of vehicular travel in some societies.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

shoot
type: Skill
name: Shoot
slug: shoot
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Shoot: Fire a bow or crossbow or throw a hurled weapon. Maintain ranged weaponry and fletch arrows.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

sneak
type: Skill
name: Sneak
slug: sneak
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Sneak: Move silently, hide in shadows, avoid notice, pick pockets, disguise yourself, pick locks, defeat traps, or otherwise overcome security measures.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

stab
type: Skill
name: Stab
slug: stab
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Stab: Fight with melee weapons or throw a hurled weapon. Maintain and identify weaponry.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

survive
type: Skill
name: Survive
slug: survive
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Survive: Hunt, fish, navigate by the stars, mitigate environmental hazards, identify plants and wildlife, and craft basic survival tools and shelter. A PC’s Survive skill is most pertinent to the environments in their background, but the basic principles can be applied in all but the most alien environments.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

trade
type: Skill
name: Trade
slug: trade
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Trade: Buy and sell at a profit, identify the worth of goods or treasures, deal with merchants and traders, find black-market goods and services, and know laws regarding smuggling and contraband.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

work
type: Skill
name: Work
slug: work
source: wwn-srd-v1
source locator:
  section: 1.2.3
  heading: 1.2.3 The Skill List
  line start: 327
  line end: 368
rules text: Work: This skill is a catch-all for any profession that might not otherwise merit its own skill, such as a painter, lawyer, farmer, or herdsman. The precise skill it represents will vary with the PC’s background.
levels:
  level: 0
levels:
  level: 1
levels:
  level: 2
levels:
  level: 3
levels:
  level: 4

artisan
type: Background
name: Artisan
slug: artisan
source: wwn-srd-v1
source locator:
  section: 1.3.3
  heading: Artisan (Craft)
  line start: 391
  line end: 403
rules text: | d6 | Growth | d8 | Learning | | --- | --- | --- | --- | | 1 | +1 Any Stat | 1 | Connect | | 2 | +2 Physical | 2 | Convince | | 3 | +2 Physical | 3 | Craft | | 4 | +2 Mental | 4 | Craft | | 5 | Exert | 5 | Exert | | 6 | Any Skill | 6 | Know | | | | 7 | Notice | | | | 8 | Trade |
starting options:
  source text: | d6 | Growth | d8 | Learning | | --- | --- | --- | --- | | 1 | +1 Any Stat | 1 | Connect | | 2 | +2 Physical | 2 | Convince | | 3 | +2 Physical | 3 | Craft | | 4 | +2 Mental | 4 | Craft | | 5 | Exert | 5 | Exert | | 6 | Any Skill | 6 | Know | | | | 7 | Notice | | | | 8 | Trade |
free skill: Craft
growth table:
  columns: d6
  columns: Growth
  rows: 1
  rows: +1 Any Stat
  rows: 2
  rows: +2 Physical
  rows: 3
  rows: 4
  rows: +2 Mental
  rows: 5
  rows: Exert
  rows: 6
  rows: Any Skill
learning table:
  columns: d8
  columns: Learning
  rows: 1
  rows: Connect
  rows: 2
  rows: Convince
  rows: 3
  rows: Craft
  rows: 4
  rows: 5
  rows: Exert
  rows: 6
  rows: Know
  rows: 7
  rows: Notice
  rows: 8
  rows: Trade

barbarian
type: Background
name: Barbarian
slug: barbarian
source: wwn-srd-v1
source locator:
  section: 1.3.3
  heading: Barbarian (Survive)
  line start: 404
  line end: 416
rules text: | d6 | Growth | d8 | Learning | | --- | --- | --- | --- | | 1 | +1 Any Stat | 1 | Any Combat | | 2 | +2 Physical | 2 | Connect | | 3 | +2 Physical | 3 | Exert | | 4 | +2 Mental | 4 | Lead | | 5 | Exert | 5 | Notice | | 6 | Any Skill | 6 | Punch | | | | 7 | Sneak | | | | 8 | Survive |
starting options:
  source text: | d6 | Growth | d8 | Learning | | --- | --- | --- | --- | | 1 | +1 Any Stat | 1 | Any Combat | | 2 | +2 Physical | 2 | Connect | | 3 | +2 Physical | 3 | Exert | | 4 | +2 Mental | 4 | Lead | | 5 | Exert | 5 | Notice | | 6 | Any Skill | 6 | Punch | | | | 7 | Sneak | | | | 8 | Survive |
free skill: Survive
growth table:
  columns: d6
  columns: Growth
  rows: 1
  rows: +1 Any Stat
  rows: 2
  rows: +2 Physical
  rows: 3
  rows: 4
  rows: +2 Mental
  rows: 5
  rows: Exert
  rows: 6
  rows: Any Skill
learning table:
  columns: d8
  columns: Learning
  rows: 1
  rows: Any Combat
  rows: 2
  rows: Connect
  rows: 3
  rows: Exert
  rows: 4
  rows: Lead
  rows: 5
  rows: Notice
  rows: 6
  rows: Punch
  rows: 7
  rows: Sneak
  rows: 8
  rows: Survive

accursed
type: Class
name: Accursed
slug: accursed
source: wwn-srd-v1
source locator:
  section: 1.5.2
  heading: 1.5.2 The Accursed
  line start: 532
  line end: 535
rules text: The Accursed are those men and women who have made pacts with otherworldly beings, intentionally or otherwise, and gained powers from that bond.
class kind: partial
benefits:
  source text: The Accursed are those men and women who have made pacts with otherworldly beings, intentionally or otherwise, and gained powers from that bond.
available class kinds: partial
progressions:
  source heading: Partial Expert/Accursed
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Mage/Accursed
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Accursed
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
arts: 1-5-2-1-accursed-arts
arts: accursed-blade
arts: accursed-bolt
arts: bewitching-distraction
arts: compelling-shriek
arts: devil-s-bargain
arts: dire-pact
arts: lying-face
arts: night-black-eyes
arts: pacted-protection
arts: rob-vitality
arts: scourging-curse
arts: shadowed-steps
arts: snaring-speech
arts: sorcerous-battery
arts: soul-consumption
arts: tendrils-of-night
arts: unseen-steps
arts: weeping-wounds
arts: weight-of-sin

adventurer
type: Class
name: Adventurer
slug: adventurer
source: wwn-srd-v1
source locator:
  section: 1.5.1
  heading: 1.5.1 The Adventurer
  line start: 461
  line end: 470
rules text: Not every hero is perfectly reflected by one of the three main classes, even with the wide latitude of concepts each one allows. For those heroes that straddle the roles, there remains the class of Adventurer. An Adventurer picks two classes to reflect their own particular talents. A spell-slinging swordsman might choose to be a Partial Mage/Partial Warrior, while a stealthy assassin might be a Partial Expert/Partial Warrior, and a grifting mountebank-wizard might be a Partial Expert/Partial Mage. The player should pick whichever pairing serves best. The tables below provide the hit dice, attack bonus, and Foci picks gained by each of the three possible pairings. Thus, a first level Partial Expert/Partial Warrior would roll 1d6+2 for their hit points, have a +1 attack bonus, and pick three Foci: one expert, one warrior, and one free pick. Adventurers tend to have a wider range of abilities than a more focused PC, and the extra Focus pick can make a significant difference at low levels. The absence of the strongest class abilities of Experts and Warriors make a difference in the longer run, however, and a Partial Mage will never attain the same magical power in their tradition as a focused specialist.
class kind: adventurer
benefits:
  source text: Not every hero is perfectly reflected by one of the three main classes, even with the wide latitude of concepts each one allows. For those heroes that straddle the roles, there remains the class of Adventurer. An Adventurer picks two classes to reflect their own particular talents. A spell-slinging swordsman might choose to be a Partial Mage/Partial Warrior, while a stealthy assassin might be a Partial Expert/Partial Warrior, and a grifting mountebank-wizard might be a Partial Expert/Partial Mage. The player should pick whichever pairing serves best. The tables below provide the hit dice, attack bonus, and Foci picks gained by each of the three possible pairings. Thus, a first level Partial Expert/Partial Warrior would roll 1d6+2 for their hit points, have a +1 attack bonus, and pick three Foci: one expert, one warrior, and one free pick. Adventurers tend to have a wider range of abilities than a more focused PC, and the extra Focus pick can make a significant difference at low levels. The absence of the strongest class abilities of Experts and Warriors make a difference in the longer run, however, and a Partial Mage will never attain the same magical power in their tradition as a focused specialist.
available class kinds: partial
progressions:
  source heading: Partial Expert/Partial Warrior
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Expert + 1 Warrior + 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Expert/Partial Mage
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert + 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Mage/Partial Warrior
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior + 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial

bard
type: Class
name: Bard
slug: bard
source: wwn-srd-v1
source locator:
  section: 1.5.3
  heading: 1.5.3 The Bard
  line start: 631
  line end: 634
rules text: Bards are those who have an uncanny ability to move others through the power of their performance.
class kind: partial
benefits:
  source text: Bards are those who have an uncanny ability to move others through the power of their performance.
available class kinds: partial
progressions:
  source heading: Partial Expert/Bard
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Mage/Bard
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Bard
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
arts: 1-5-2-1-bard-arts
arts: a-thousand-tongues
arts: battle-cry
arts: cursed-tune
arts: deft-fingers
arts: entangle-incantation
arts: evoke-emotion
arts: inspire-dread
arts: keen-senses
arts: liberating-song
arts: rally
arts: soothe-the-savage
arts: soothing-graces
arts: swift-misdirection

beastmaster
type: Class
name: Beastmaster
slug: beastmaster
source: wwn-srd-v1
source locator:
  section: 1.5.4
  heading: 1.5.4 The Beastmaster
  line start: 729
  line end: 732
rules text: Beastmasters are those PCs with an unnatural ability to control and influence animals. For some, these abilities are the fruit of rigorous magical study, while others obtain them from cultural practices, a feral upbringing, or natural aptitude.
class kind: partial
benefits:
  source text: Beastmasters are those PCs with an unnatural ability to control and influence animals. For some, these abilities are the fruit of rigorous magical study, while others obtain them from cultural practices, a feral upbringing, or natural aptitude.
available class kinds: partial
progressions:
  source heading: The Chosen Friend
  columns: Level
  columns: Hit Dice
  columns: Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
progressions:
  source heading: Partial Mage/Beastmaster
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Beastmaster
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Beastmaster
  columns: Level
  columns: Arts Gained
  progression kind: partial
arts: 1-5-4-1-beastmaster-arts
arts: beast-ward
arts: bind-companion
arts: eyes-of-the-beast
arts: feral-toughness
arts: howl-of-distant-summons
arts: know-the-weak-spot
arts: mind-call
arts: natural-weaponry
arts: savage-senses
arts: shared-vitality
arts: swift-healing
arts: tongue-of-the-beasts

blood-priest
type: Class
name: Blood Priest
slug: blood-priest
source: wwn-srd-v1
source locator:
  section: 1.5.5
  heading: 1.5.5 The Blood Priest
  line start: 840
  line end: 843
rules text: As the devotee of a sanguinary god, a blood priest has magical powers for strengthening and supporting their allies.
class kind: partial
benefits:
  source text: As the devotee of a sanguinary god, a blood priest has magical powers for strengthening and supporting their allies.
available class kinds: partial
progressions:
  source heading: 1.5.5.1 Blood Priest Arts
  columns: Level
  columns: paRTialex Hit Dice
  columns: peRT/blooDpRiesT Attack Bonus Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1 +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2 +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3 +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5 +1 Any
progressions:
  source heading: Partial Mage/Blood Priest
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Blood Priest
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Blood Priest Arts
  columns: Level
  columns: Arts Gained
  rows:
    level: 1
    cells: 1
    cells: Any Two
arts: 1-5-5-1-blood-priest-arts
arts: a-thousand-tongues-2
arts: armor-of-god
arts: divine-guidance
arts: fear-no-flame
arts: god-wills-it
arts: merciful-healing
arts: sanctified-ward
arts: smite-the-wicked
arts: the-light-of-faith
arts: transubstantiation
arts: turn-false-life
arts: words-of-mercy
arts: wrath-of-the-most-high

duelist
type: Class
name: Duelist
slug: duelist
source: wwn-srd-v1
source locator:
  section: 1.5.6
  heading: 1.5.6 The Duelist
  line start: 940
  line end: 943
rules text: Some warriors indulge in unique training methods that draw on arcane forces to enhance their speed and agility.
class kind: partial
benefits:
  source text: Some warriors indulge in unique training methods that draw on arcane forces to enhance their speed and agility.
available class kinds: partial
progressions:
  source heading: Partial Expert/Duelist
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Mage/Duelist
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Duelist
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +7
    cells: +1 Any
  progression kind: partial
arts: 1-5-6-1-duelist-arts
arts: blood-for-blood
arts: burst-of-speed
arts: code-duello
arts: crushing-superiority
arts: dauntless-step
arts: dodge-doom
arts: favored-weapon
arts: forced-engagement
arts: gentleman-s-withdrawal
arts: graceful-leap
arts: lightning-draw
arts: piercing-strike
arts: spiritual-weapon
arts: unbindable
arts: unworthy-rabble
arts: whirling-evasion

elementalist
type: Class
name: Elementalist
slug: elementalist
source: wwn-srd-v1
source locator:
  section: 1.5.7
  heading: 1.5.7 The Elementalist
  line start: 1054
  line end: 1057
rules text: Elementalists are spellcasting Mages who focus on the manipulation of the material world around them. While they are capable of using High Magic, their specialist spells focus chiefly on wielding the classical elements of fire, air, water, and earth.
class kind: partial
benefits:
  source text: Elementalists are spellcasting Mages who focus on the manipulation of the material world around them. While they are capable of using High Magic, their specialist spells focus chiefly on wielding the classical elements of fire, air, water, and earth.
available class kinds: full
available class kinds: partial
progressions:
  source heading: Other Elementalist Arts
  columns: Level
  columns: fu Hit Dice
  columns: llelemenTalisT Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
progressions:
  source heading: Full Elementalist Arts and Spells
  columns: Level
  columns: Max Level
  columns: Spells Cast
  columns: Spells Prepared
  columns: Arts Gained
  rows:
    level: 1
    cells: 1
    cells: 3
    cells: Elemental Resilience, Elemental Sparks, and Any One
  rows:
    level: 2
    cells: 2
    cells: 1
    cells: 3
    cells: Any One
  rows:
    level: 3
    cells: 3
    cells: 2
    cells: 4
  rows:
    level: 4
    cells: 4
    cells: 2
    cells: 5
    cells: Any One
  rows:
    level: 5
    cells: 5
    cells: 3
    cells: 6
  rows:
    level: 6
    cells: 6
    cells: 3
    cells: 7
    cells: Any One
  rows:
    level: 7
    cells: 7
    cells: 4
    cells: 8
  rows:
    level: 8
    cells: 8
    cells: 4
    cells: 9
    cells: Any One
  rows:
    level: 9
    cells: 9
    cells: 5
    cells: 10
  rows:
    level: 10
    cells: 10
    cells: 5
    cells: 6
    cells: 12
    cells: Any One
  progression kind: full
progressions:
  source heading: Partial Elementalist Arts and Spells
  columns: Level
  columns: Max Level
  columns: Spells Cast
  columns: Spells Prepared
  columns: Arts Gained
  rows:
    level: 1
    cells: 1
    cells: 2
    cells: Elemental Resilience, Elemental Sparks, and Any One
  rows:
    level: 2
    cells: 2
    cells: 1
    cells: 3
  rows:
    level: 3
    cells: 3
    cells: 1
    cells: Any One
  rows:
    level: 4
    cells: 4
    cells: 1
    cells: 2
  rows:
    level: 5
    cells: 5
    cells: 2
  rows:
    level: 6
    cells: 6
    cells: 2
    cells: 3
    cells: Any One
  rows:
    level: 7
    cells: 7
    cells: 2
    cells: 3
  rows:
    level: 8
    cells: 8
    cells: 2
    cells: 3
    cells: 7
  rows:
    level: 9
    cells: 9
    cells: 3
    cells: 4
    cells: 8
    cells: Any One
  rows:
    level: 10
    cells: 10
    cells: 3
    cells: 4
    cells: 9
  progression kind: partial
arts: 1-5-7-1-elementalist-arts
arts: beckoned-deluge
arts: earthsight
arts: elemental-blast
arts: elemental-resilience
arts: elemental-sparks
arts: flamesight
arts: pavis-of-elements
arts: petrifying-stare
arts: rune-of-destruction
arts: steps-of-air
arts: stunning-shock
arts: thermal-shield

expert
type: Class
name: Expert
slug: expert
source: wwn-srd-v1
source locator:
  section: 1.5.8
  heading: 1.5.8 The Expert
  line start: 1184
  line end: 1191
rules text: Your hero is an expert at some useful skill. Thieves, diplomats, healers, scholars, explorers, artisans, and other such heroes should pick the Expert class if they wish to focus on developing their special skills and performing tremendous feats of mastery with them. Experts gain the widest variety of non-combat skills and are the quickest to learn more of them. An Expert has an uncanny knack for wielding their skills successfully at a crucial moment, whether or not it’s a skill they’ve taken for their specialty. Once per scene, the Expert can reroll a failed non-combat skill check, gaining a second chance to yank victory from the jaws of otherwise certain failure. Their natural focus on personal development and determined refinement of their skills bleeds through even into those talents they don’t make their special domain. Experts are also capable combatants, fully able to hold their own in the midst of a murderous fray. It’s not unknown for some Experts to specialize in professions related to martial pursuits, such as an assassin who relies heavily on their superb powers of stealth and deception to reach their unwary foes.
class kind: full
benefits:
  source text: Your hero is an expert at some useful skill. Thieves, diplomats, healers, scholars, explorers, artisans, and other such heroes should pick the Expert class if they wish to focus on developing their special skills and performing tremendous feats of mastery with them. Experts gain the widest variety of non-combat skills and are the quickest to learn more of them. An Expert has an uncanny knack for wielding their skills successfully at a crucial moment, whether or not it’s a skill they’ve taken for their specialty. Once per scene, the Expert can reroll a failed non-combat skill check, gaining a second chance to yank victory from the jaws of otherwise certain failure. Their natural focus on personal development and determined refinement of their skills bleeds through even into those talents they don’t make their special domain. Experts are also capable combatants, fully able to hold their own in the midst of a murderous fray. It’s not unknown for some Experts to specialize in professions related to martial pursuits, such as an assassin who relies heavily on their superb powers of stealth and deception to reach their unwary foes.
available class kinds: full
available class kinds: partial
progressions:
  source heading: Class Ability: Quick Learner
  columns: Level
  columns: full Hit Dice
  columns: expeRT Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
progressions:
  source heading: Partial Mage/Partial Expert
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Mage/Partial Expert
  columns: Level
  columns: paRTialWaR Hit Dice
  columns: RioR/paRTi Attack Bonus
  columns: alexpeRT Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial

healer
type: Class
name: Healer
slug: healer
source: wwn-srd-v1
source locator:
  section: 1.5.9
  heading: 1.5.9 The Healer
  line start: 1247
  line end: 1250
rules text: The Healer is a partial Mage class that does not use spells. Instead, they gain specific arts that allow them to mend wounds, cure illnesses, and otherwise sustain their allies.
class kind: partial
benefits:
  source text: The Healer is a partial Mage class that does not use spells. Instead, they gain specific arts that allow them to mend wounds, cure illnesses, and otherwise sustain their allies.
available class kinds: partial
progressions:
  source heading: Partial Expert/Healer
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Mage/Healer
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Healer
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
arts: 1-5-9-1-healer-arts
arts: empowered-healer
arts: facile-healer
arts: far-healer
arts: final-repose
arts: healer-s-eye
arts: healing-touch
arts: limb-restoration
arts: purge-ailment
arts: refined-restoration
arts: revive-the-fallen
arts: swift-healer
arts: the-healer-s-knife
arts: tireless-vigor
arts: vital-furnace

high-mage
type: Class
name: High Mage
slug: high-mage
source: wwn-srd-v1
source locator:
  section: 1.5.10
  heading: 1.5.10 The High Mage
  line start: 1357
  line end: 1360
rules text: High Mages represent the default spellcaster in most campaigns. Their spells tend to be generalist in nature rather than focusing on particular specific themes, but their arts make them extremely skilled at manipulating and augmenting the magics they use.
class kind: partial
benefits:
  source text: High Mages represent the default spellcaster in most campaigns. Their spells tend to be generalist in nature rather than focusing on particular specific themes, but their arts make them extremely skilled at manipulating and augmenting the magics they use.
available class kinds: full
available class kinds: partial
progressions:
  source heading: Full High Mage
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: full
progressions:
  source heading: Full High Mage Arts and Spells
  columns: Level
  columns: Max Level
  columns: Spells Cast
  columns: Spells Pre- pared
  columns: Arts Gained
  rows:
    level: 1
    cells: 1
    cells: 3
    cells: Any Two
  rows:
    level: 2
    cells: 2
    cells: 1
    cells: 3
    cells: Any One
  rows:
    level: 3
    cells: 3
    cells: 2
    cells: 4
  rows:
    level: 4
    cells: 4
    cells: 2
    cells: 5
    cells: Any One
  rows:
    level: 5
    cells: 5
    cells: 3
    cells: 6
  rows:
    level: 6
    cells: 6
    cells: 3
    cells: 7
    cells: Any One
  rows:
    level: 7
    cells: 7
    cells: 4
    cells: 8
  rows:
    level: 8
    cells: 8
    cells: 4
    cells: 9
    cells: Any One
  rows:
    level: 9
    cells: 9
    cells: 5
    cells: 10
  rows:
    level: 10
    cells: 10
    cells: 5
    cells: 6
    cells: 12
    cells: Any One
  progression kind: full
progressions:
  source heading: Partial High Mage Arts and Spells
  columns: Level
  columns: Max Level
  columns: Spells Cast
  columns: Spells Pre- pared
  columns: Arts Gained
  rows:
    level: 1
    cells: 1
    cells: 2
    cells: Any One
  rows:
    level: 2
    cells: 2
    cells: 1
    cells: 3
    cells: Any One
  rows:
    level: 3
    cells: 3
    cells: 1
    cells: Any One
  rows:
    level: 4
    cells: 4
    cells: 1
    cells: 2
  rows:
    level: 5
    cells: 5
    cells: 2
  rows:
    level: 6
    cells: 6
    cells: 2
    cells: 3
    cells: Any One
  rows:
    level: 7
    cells: 7
    cells: 2
    cells: 3
  rows:
    level: 8
    cells: 8
    cells: 2
    cells: 3
    cells: 7
  rows:
    level: 9
    cells: 9
    cells: 3
    cells: 4
    cells: 8
    cells: Any One
  rows:
    level: 10
    cells: 10
    cells: 3
    cells: 4
    cells: 9
  progression kind: partial
arts: 1-5-10-1-high-mage-arts
arts: arcane-lexicon
arts: counter-magic
arts: empowered-sorcery
arts: hang-sorcery
arts: inexorable-effect
arts: iron-resolution
arts: preparatory-countermagic
arts: psychic-conversion
arts: restrained-casting
arts: retain-sorcery
arts: sense-magic
arts: suppress-magic
arts: swift-casting
arts: ward-allies
arts: wizard-s-grandeur

invoker
type: Class
name: Invoker
slug: invoker
source: wwn-srd-v1
source locator:
  section: 1.5.11
  heading: 1.5.11 The Invoker
  line start: 1493
  line end: 1496
rules text: The Invoker is an optional spellcasting Mage class that allows a caster to gain flexibility in casting weaker spells. In exchange, an Invoker sacrifices arts and finds more powerful spells to be more draining to cast.
class kind: partial
benefits:
  source text: The Invoker is an optional spellcasting Mage class that allows a caster to gain flexibility in casting weaker spells. In exchange, an Invoker sacrifices arts and finds more powerful spells to be more draining to cast.
available class kinds: full
available class kinds: partial
progressions:
  source heading: Full Invoker
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: full
progressions:
  source heading: Full Invoker Spells
  columns: Level
  columns: Max Spell Level
  columns: Spell Points
  columns: Spells Prepared
  rows:
    level: 1
    cells: 1
    cells: 1 + Int Mod
    cells: 2 + Int Mod
  rows:
    level: 2
    cells: 2
    cells: 1
    cells: 3 + Int Mod
  rows:
    level: 3
    cells: 3
    cells: 2
    cells: 4 + Int Mod
  rows:
    level: 4
    cells: 4
    cells: 2
    cells: 5 + Int Mod
    cells: 4 + Int Mod
  rows:
    level: 5
    cells: 5
    cells: 3
    cells: 6 + Int Mod
    cells: 5 + Int Mod
  rows:
    level: 6
    cells: 6
    cells: 3
    cells: 7 + Int Mod
    cells: 6 + Int Mod
  rows:
    level: 7
    cells: 7
    cells: 4
    cells: 8 + Int Mod
    cells: 7 + Int Mod
  rows:
    level: 8
    cells: 8
    cells: 4
    cells: 9 + Int Mod
    cells: 7 + Int Mod
  rows:
    level: 9
    cells: 9
    cells: 5
    cells: 10 + Int Mod
    cells: 8 + Int Mod
  rows:
    level: 10
    cells: 10
    cells: 5
    cells: 11 + Int Mod
    cells: 9 + Int Mod
  progression kind: full
progressions:
  source heading: Partial Invoker Spells
  columns: Level
  columns: Max Spell Level
  columns: Spell Points
  columns: Spells Prepared
  rows:
    level: 1
    cells: 1
    cells: 1 + Int Mod
  rows:
    level: 2
    cells: 2
    cells: 1
    cells: 1 + Int Mod
    cells: 3 + Int Mod
  rows:
    level: 3
    cells: 3
    cells: 1
    cells: 2 + Int Mod
    cells: 3 + Int Mod
  rows:
    level: 4
    cells: 4
    cells: 1
    cells: 2 + Int Mod
    cells: 4 + Int Mod
  rows:
    level: 5
    cells: 5
    cells: 2
    cells: 3 + Int Mod
    cells: 4 + Int Mod
  rows:
    level: 6
    cells: 6
    cells: 2
    cells: 3 + Int Mod
    cells: 5 + Int Mod
  rows:
    level: 7
    cells: 7
    cells: 2
    cells: 4 + Int Mod
    cells: 5 + Int Mod
  rows:
    level: 8
    cells: 8
    cells: 2
    cells: 4 + Int Mod
    cells: 6 + Int Mod
  rows:
    level: 9
    cells: 9
    cells: 3
    cells: 5 + Int Mod
    cells: 6 + Int Mod
  rows:
    level: 10
    cells: 10
    cells: 3
    cells: 6 + Int Mod
    cells: 7 + Int Mod
  progression kind: partial

mage
type: Class
name: Mage
slug: mage
source: wwn-srd-v1
source locator:
  section: 1.5.12
  heading: 1.5.12 The Mage
  line start: 1564
  line end: 1577
rules text: The Mage class is a general header under which all heroes with fundamentally supernatural powers or spellcasting ability are place. Once this class is chosen, the PC must choose a specific arcane tradition to follow; one is a High Mage, or a Vowed, or an Elementalist, for example. Not all magical traditions necessarily involve classical spell-flinging and conjury. Some traditions are much more physical in nature, granting the practitioners remarkable bodily prowess or unique magical gifts they can exercise. Some Mage traditions involve no spellcasting at all, restricting their focus entirely to the strange arcane gifts their forebears have developed. While these spells and occult powers are impressive, they tend to come at a cost. A Mage must spend so much time focused on their studies and training that they have little time to master any other art. Most are notably weak combatants with little ability to survive hardships that would merely wound or weary a Warrior. In addition to this, many traditions have their own specific limits on practitioners. Initiates of the High Mage tradition, for example, cannot cast their spells while wearing anything heavier than normal clothing, thus making it impossible for them to wear armor and still wield their spells. The hindrances of some traditions extend beyond physical limitations to social penalties or difficulties in dealing with mundane humanity; a necromancer may have impressive powers of magic, but they are often unwelcome in civilized lands and are sometimes subject to the panicked justice of frightened locals and their lords. The ways of magic tend to be specific to settings in a way that swordplay or skillful arts are not. Your GM may disallow certain Mage traditions or partial classes based on the particulars of their own campaign world or the specific sort of game they want to play. Some campaigns set in historical periods or very low-magic worlds might not include Mages at all, leaving heroes reliant on the strengt…
class kind: full
benefits:
  source text: The Mage class is a general header under which all heroes with fundamentally supernatural powers or spellcasting ability are place. Once this class is chosen, the PC must choose a specific arcane tradition to follow; one is a High Mage, or a Vowed, or an Elementalist, for example. Not all magical traditions necessarily involve classical spell-flinging and conjury. Some traditions are much more physical in nature, granting the practitioners remarkable bodily prowess or unique magical gifts they can exercise. Some Mage traditions involve no spellcasting at all, restricting their focus entirely to the strange arcane gifts their forebears have developed. While these spells and occult powers are impressive, they tend to come at a cost. A Mage must spend so much time focused on their studies and training that they have little time to master any other art. Most are notably weak combatants with little ability to survive hardships that would merely wound or weary a Warrior. In addition to this, many traditions have their own specific limits on practitioners. Initiates of the High Mage tradition, for example, cannot cast their spells while wearing anything heavier than normal clothing, thus making it impossible for them to wear armor and still wield their spells. The hindrances of some traditions extend beyond physical limitations to social penalties or difficulties in dealing with mundane humanity; a necromancer may have impressive powers of magic, but they are often unwelcome in civilized lands and are sometimes subject to the panicked justice of frightened locals and their lords. The ways of magic tend to be specific to settings in a way that swordplay or skillful arts are not. Your GM may disallow certain Mage traditions or partial classes based on the particulars of their own campaign world or the specific sort of game they want to play. Some campaigns set in historical periods or very low-magic worlds might not include Mages at all, leaving heroes reliant on the strengt…
available class kinds: full

mageslayer
type: Class
name: Mageslayer
slug: mageslayer
source: wwn-srd-v1
source locator:
  section: 1.5.13
  heading: 1.5.13 The Mageslayer
  line start: 1582
  line end: 1585
rules text: Mageslayers are those specialist combatants who trade a more general proficiency in battle for certain special arts that make them exceptionally lethal against spellcasters.
class kind: partial
benefits:
  source text: Mageslayers are those specialist combatants who trade a more general proficiency in battle for certain special arts that make them exceptionally lethal against spellcasters.
available class kinds: partial
progressions:
  source heading: Partial Expert/Mageslayer
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +1
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +7
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Mageslayer
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Mageslayer Art Progression
  columns: Level
  columns: Arts Gained at This Level
  rows:
    level: 1
    cells: 1
    cells: Antimage, Magebane
  rows:
    level: 2
    cells: 2
    cells: Witchfinder, Spellshield
  rows:
    level: 3
    cells: 3
    cells: Disrupt Sorcery
  rows:
    level: 4
    cells: 4
    cells: Know Your Prey
  rows:
    level: 5
    cells: 5
    cells: Share the Pain
  rows:
    level: 6
    cells: 6
    cells: Dispel Enchantment
  rows:
    level: 7
    cells: 7
    cells: Ward Ally
  rows:
    level: 8
    cells: 8
    cells: Immaculate Body
  rows:
    level: 9
    cells: 9
    cells: Immaculate Mind
  rows:
    level: 10
    cells: 10
    cells: Absolute Negation
arts: 1-5-13-1-mageslayer-arts
arts: absolute-negation
arts: antimage
arts: dispel-enchantment
arts: disrupt-sorcery
arts: immaculate-body
arts: immaculate-mind
arts: know-your-prey
arts: magebane
arts: share-the-pain
arts: spellshield
arts: ward-ally
arts: witchfinder

necromancer
type: Class
name: Necromancer
slug: necromancer
source: wwn-srd-v1
source locator:
  section: 1.5.14
  heading: 1.5.14 The Necromancer
  line start: 1681
  line end: 1684
rules text: Necromancers are those spellcasting Mages who deal with the energies of life and death.
class kind: partial
benefits:
  source text: Necromancers are those spellcasting Mages who deal with the energies of life and death.
available class kinds: full
available class kinds: partial
progressions:
  source heading: Full Necromancer
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: full
progressions:
  source heading: Full Necromancer Arts and Spells
  columns: Level
  columns: Max Level
  columns: Spells Cast
  columns: Spells Pre- pared
  columns: Arts Gained
  rows:
    level: 1
    cells: 1
    cells: 3
    cells: Any Two
  rows:
    level: 2
    cells: 2
    cells: 1
    cells: 3
    cells: Any One
  rows:
    level: 3
    cells: 3
    cells: 2
    cells: 4
  rows:
    level: 4
    cells: 4
    cells: 2
    cells: 5
    cells: Any One
  rows:
    level: 5
    cells: 5
    cells: 3
    cells: 6
  rows:
    level: 6
    cells: 6
    cells: 3
    cells: 7
    cells: Any One
  rows:
    level: 7
    cells: 7
    cells: 4
    cells: 8
  rows:
    level: 8
    cells: 8
    cells: 4
    cells: 9
    cells: Any One
  rows:
    level: 9
    cells: 9
    cells: 5
    cells: 10
  rows:
    level: 10
    cells: 10
    cells: 5
    cells: 6
    cells: 12
    cells: Any One
  progression kind: full
progressions:
  source heading: Partial Necromancer Arts and Spells
  columns: Level
  columns: Max Level
  columns: Spells Cast
  columns: Spells Pre- pared
  columns: Arts Gained
  rows:
    level: 1
    cells: 1
    cells: 2
    cells: Any One
  rows:
    level: 2
    cells: 2
    cells: 1
    cells: 3
    cells: Any One
  rows:
    level: 3
    cells: 3
    cells: 1
    cells: Any One
  rows:
    level: 4
    cells: 4
    cells: 1
    cells: 2
  rows:
    level: 5
    cells: 5
    cells: 2
  rows:
    level: 6
    cells: 6
    cells: 2
    cells: 3
    cells: Any One
  rows:
    level: 7
    cells: 7
    cells: 2
    cells: 3
  rows:
    level: 8
    cells: 8
    cells: 2
    cells: 3
    cells: 7
  rows:
    level: 9
    cells: 9
    cells: 3
    cells: 4
    cells: 8
    cells: Any One
  rows:
    level: 10
    cells: 10
    cells: 3
    cells: 4
    cells: 9
  progression kind: partial
arts: 1-5-14-1-necromancer-arts
arts: bonetalker
arts: cold-flesh
arts: consume-life-energy
arts: false-death
arts: gravesight
arts: keeper-of-the-gate
arts: life-bridge
arts: master-of-bones
arts: red-harvest
arts: unaging
arts: uncanny-ichor
arts: unliving-persistence

skinshifter
type: Class
name: Skinshifter
slug: skinshifter
source: wwn-srd-v1
source locator:
  section: 1.5.15
  heading: 1.5.15 1The Skinshifter
  line start: 1810
  line end: 1813
rules text: The Skinshifter is a partial Mage class that grants the user shapeshifting abilities, whether to adopt the form of beasts or configurations of their own devising.
class kind: partial
benefits:
  source text: The Skinshifter is a partial Mage class that grants the user shapeshifting abilities, whether to adopt the form of beasts or configurations of their own devising.
available class kinds: partial
progressions:
  source heading: Partial Expert/Skinshifter
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Other Mage/Skinshifter
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Skinshifter
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
arts: 1-5-15-1-skinshifter-arts
arts: change-form
arts: eyes-of-the-hawk
arts: feline-leap
arts: feral-prowess
arts: intrinsic-armor
arts: manifest-wings
arts: octopus-embrace
arts: perfect-mimicry
arts: pliant-flesh
arts: savage-talons
arts: sculptor-s-beauty
arts: serpent-s-kiss
arts: the-monkey-s-road
arts: warform
arts: wisdom-of-fin-and-scale

thought-noble
type: Class
name: Thought Noble
slug: thought-noble
source: wwn-srd-v1
source locator:
  section: 1.5.16
  heading: 1.5.16 The Thought Noble
  line start: 1934
  line end: 1943
rules text: This partial Mage class allows a PC to subtly manipulate the thoughts of others and control their own mind and body’s operation. Thought Noble Benefits A Thought Noble exists only as a partial Mage class, to be taken by an Adventurer alongside another partial class. A Partial Warrior/Thought Noble might be a cunning duelist who chooses his enemies with uncanny foreknowledge, while a Partial High Mage/ Thought Noble might be an arcanist who has managed to unearth the secrets of these psychic arts in the course of their own studies. All Thought Nobles gain Notice as a bonus skill, acquiring it at level-0, or level-1 if they already have it at level-0. An ability to clearly sense perceptual inputs is fundamental to a Thought Noble’s training, and it is all but impossible to make sense of foreign mental inputs without a disciplined and trained sensorium. Thought Nobles do not cast spells. Instead, they develop various cognitive and telepathic abilities based on the focus of their studies.
class kind: partial
benefits:
  source text: This partial Mage class allows a PC to subtly manipulate the thoughts of others and control their own mind and body’s operation. Thought Noble Benefits A Thought Noble exists only as a partial Mage class, to be taken by an Adventurer alongside another partial class. A Partial Warrior/Thought Noble might be a cunning duelist who chooses his enemies with uncanny foreknowledge, while a Partial High Mage/ Thought Noble might be an arcanist who has managed to unearth the secrets of these psychic arts in the course of their own studies. All Thought Nobles gain Notice as a bonus skill, acquiring it at level-0, or level-1 if they already have it at level-0. An ability to clearly sense perceptual inputs is fundamental to a Thought Noble’s training, and it is all but impossible to make sense of foreign mental inputs without a disciplined and trained sensorium. Thought Nobles do not cast spells. Instead, they develop various cognitive and telepathic abilities based on the focus of their studies.
available class kinds: partial
progressions:
  source heading: Partial Expert/Thought Noble
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Other Mage/Thought Noble
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6-1
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6-2
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6-3
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6-4
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6-5
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6-6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6-7
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6-8
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6-9
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6-10
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Thought Noble
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
arts: 1-5-16-1-thought-noble-arts
arts: block-memory
arts: elicitation-of-truth
arts: facile-speech
arts: far-speech
arts: hypercognition
arts: iconograph
arts: impress-imperative
arts: mind-light
arts: mind-over-matter
arts: mirror-mask
arts: open-mind
arts: positive-association
arts: read-intent
arts: surface-apprehension
arts: thoughts-like-razors
arts: unthinkable-thought

vowed
type: Class
name: Vowed
slug: vowed
source: wwn-srd-v1
source locator:
  section: 1.5.17
  heading: 1.5.17 The Vowed
  line start: 2044
  line end: 2047
rules text: Adepts of fist and bodily discipline, the Vowed are a partial Mage class dedicated to unarmed combat, physical training, and mental discipline.
class kind: partial
benefits:
  source text: Adepts of fist and bodily discipline, the Vowed are a partial Mage class dedicated to unarmed combat, physical training, and mental discipline.
available class kinds: partial
progressions:
  source heading: Other Vowed Arts
  columns: Level
  columns: paRTial Hit Dice
  columns: expeRT/vo Attack Bonus
  columns: WeD Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
progressions:
  source heading: Partial Other Mage/Vowed
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Vowed
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
arts: 1-5-17-1-vowed-arts
arts: brutal-counter
arts: faultless-awareness
arts: hurling-throw
arts: leap-of-the-heavens
arts: martial-style
arts: master-s-vigor
arts: mob-justice
arts: nimble-ascent
arts: purified-body
arts: revivifying-breath
arts: shattering-strike
arts: style-weaponry
arts: the-inward-eye
arts: unarmed-might
arts: unarmored-defense
arts: unobtrusive-step

warrior
type: Class
name: Warrior
slug: warrior
source: wwn-srd-v1
source locator:
  section: 1.5.18
  heading: 1.5.18 The Warrior
  line start: 2150
  line end: 2157
rules text: The Warrior is a hero born to the blade, a man or woman gifted with a superb capacity for physical violence. Savage barbarians, hardened mercenaries, courageous young farm boys, and ordinary laborers who just happen to have an undiscovered capacity for massive bloodshed all might qualify as Warriors. Warriors aren’t all formal soldiers or recognized veterans of the blade. Any adventurer who excels in dealing with their problems through violence might qualify as a Warrior, however peaceful their background. It’s possible that their very talent for killing was what forced them out of their old life after some terrible event or awful encounter compelled them to recognize their gifts. Warriors have more hit points than heroes of other class, and are capable of surviving wounds and hardships that would kill an ordinary man. They’re also gifted with a superior attack bonus, and a native ability to inflict more damage than other PCs. Full Warriors even have the ability to ensure a hit or force a miss by an enemy once per scene, making them lethal foes to common combatants.
class kind: full
benefits:
  source text: The Warrior is a hero born to the blade, a man or woman gifted with a superb capacity for physical violence. Savage barbarians, hardened mercenaries, courageous young farm boys, and ordinary laborers who just happen to have an undiscovered capacity for massive bloodshed all might qualify as Warriors. Warriors aren’t all formal soldiers or recognized veterans of the blade. Any adventurer who excels in dealing with their problems through violence might qualify as a Warrior, however peaceful their background. It’s possible that their very talent for killing was what forced them out of their old life after some terrible event or awful encounter compelled them to recognize their gifts. Warriors have more hit points than heroes of other class, and are capable of surviving wounds and hardships that would kill an ordinary man. They’re also gifted with a superior attack bonus, and a native ability to inflict more damage than other PCs. Full Warriors even have the ability to ensure a hit or force a miss by an enemy once per scene, making them lethal foes to common combatants.
available class kinds: full
available class kinds: partial
progressions:
  source heading: Full Warrior
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Any + 1 Warrior
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +3
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +4
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +5
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +6
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +7
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +8
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +9
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +10
    cells: +1 Any
  progression kind: full
progressions:
  source heading: Partial Mage/Partial Warrior
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Any + 1 Warrior
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Partial Expert
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior
  rows:
    cells: +1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial

wise
type: Class
name: Wise
slug: wise
source: wwn-srd-v1
source locator:
  section: 1.5.19
  heading: 1.5.19 The Wise
  line start: 2222
  line end: 2229
rules text: Some low-magic settings have a particular place for concepts that aren’t exactly magical, but have some special place in society. Whether a mundane priest of the dominant faith, a feared forest warlock, or a sacred oracle of the gods, these Wise have a special role to fill. Some of these Wise may have very minor or subtle magical powers suitable to a low-magic campaign setting. In general, the Wise class is usually only viable in a low- or no-magic setting where their limited powers are still more than almost anyone else has access to. If standard magic exists in your campaign the Wise may not offer enough to appeal to players.
class kind: partial
benefits:
  source text: Some low-magic settings have a particular place for concepts that aren’t exactly magical, but have some special place in society. Whether a mundane priest of the dominant faith, a feared forest warlock, or a sacred oracle of the gods, these Wise have a special role to fill. Some of these Wise may have very minor or subtle magical powers suitable to a low-magic campaign setting. In general, the Wise class is usually only viable in a low- or no-magic setting where their limited powers are still more than almost anyone else has access to. If standard magic exists in your campaign the Wise may not offer enough to appeal to players.
available class kinds: partial
progressions:
  source heading: Partial Expert/Wise
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Expert +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +1
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +1
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +2
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +2
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +3
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +3
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +4
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +4
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +5
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Mage/Wise
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6
    cells: +0
    cells: 1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6
    cells: +0
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6
    cells: +0
  rows:
    level: 4
    cells: 4
    cells: 4d6
    cells: +0
  rows:
    level: 5
    cells: 5
    cells: 5d6
    cells: +1
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6
    cells: +1
  rows:
    level: 7
    cells: 7
    cells: 7d6
    cells: +1
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6
    cells: +1
  rows:
    level: 9
    cells: 9
    cells: 9d6
    cells: +1
  rows:
    level: 10
    cells: 10
    cells: 10d6
    cells: +2
    cells: +1 Any
  progression kind: partial
progressions:
  source heading: Partial Warrior/Wise
  columns: Level
  columns: Hit Dice
  columns: Attack Bonus
  columns: Focus Picks
  rows:
    level: 1
    cells: 1
    cells: 1d6+2
    cells: +1
    cells: 1 Warrior +1 Any
  rows:
    level: 2
    cells: 2
    cells: 2d6+4
    cells: +2
    cells: +1 Any
  rows:
    level: 3
    cells: 3
    cells: 3d6+6
    cells: +2
  rows:
    level: 4
    cells: 4
    cells: 4d6+8
    cells: +3
  rows:
    level: 5
    cells: 5
    cells: 5d6+10
    cells: +4
    cells: +1 Any
  rows:
    level: 6
    cells: 6
    cells: 6d6+12
    cells: +5
  rows:
    level: 7
    cells: 7
    cells: 7d6+14
    cells: +5
    cells: +1 Any
  rows:
    level: 8
    cells: 8
    cells: 8d6+16
    cells: +6
  rows:
    level: 9
    cells: 9
    cells: 9d6+18
    cells: +6
  rows:
    level: 10
    cells: 10
    cells: 10d6+20
    cells: +7
    cells: +1 Any
  progression kind: partial
arts: 1-5-19-1-wise-arts
arts: auspicious-undertaking
arts: compel-truth
arts: deliver-oracle
arts: dread-awe
arts: elite-ties
arts: erudite
arts: evil-eye
arts: find-object
arts: folk-friend
arts: healer
arts: holy-sanctity
arts: ill-fate
arts: luck-blessing
arts: personal-impunity
arts: read-omens
arts: skilled
arts: war-curse

1-5-10-1-high-mage-arts
type: Art
name: 1.5.10.1 High Mage Arts
slug: 1-5-10-1-high-mage-arts
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1371
  line end: 1386
rules text: High Mage Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial High Mages have a score one point lower than this, albeit not less than one. Arcane Lexicon: Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the “plain meaning” of the text might be utterly foreign to human logic. Counter Magic: Commit Effort for the day as an Instant action when a visible enemy mage casts a spell. Both of you make opposed Int/Magic or Cha/Magic skill checks; if you win, their spell fizzles and is wasted. This art only works on actual spellcasters and not creatures that merely activate magical powers. You can use this art no more than once per round. Empowered Sorcery: Commit Effort for the day as an Instant action to re-roll any variable die roll associated with a spell’s effects, such as a damage roll; take the roll you prefer. Hang Sorcery: Commit Effort for the scene as an Instant action when casting a spell. The spell does not go off, but remains “hung” and waiting to be triggered as an On Turn action, with details of targeting and effect determined at that time. Damage does not disrupt a hung spell, but no additional spells can be cast until the hung spell is released or allowed to dissipate. Inexorable Effect: Commit Effort for the day as an Instant action to force an enemy to re-roll a successful saving throw and take the worse result. You may use this art only once per scene. Iron Resolution: Commit Effort for the day when injured or disturbed in combat; you may make a Physical saving throw to resist spell disruption and ignore the damage for purposes of spellcasting. Preparatory Countermagic: Commit Effort for the scene when
tradition: high-mage
effects:
  source text: High Mage Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial High Mages have a score one point lower than this, albeit not less than one. Arcane Lexicon: Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the “plain meaning” of the text might be utterly foreign to human logic. Counter Magic: Commit Effort for the day as an Instant action when a visible enemy mage casts a spell. Both of you make opposed Int/Magic or Cha/Magic skill checks; if you win, their spell fizzles and is wasted. This art only works on actual spellcasters and not creatures that merely activate magical powers. You can use this art no more than once per round. Empowered Sorcery: Commit Effort for the day as an Instant action to re-roll any variable die roll associated with a spell’s effects, such as a damage roll; take the roll you prefer. Hang Sorcery: Commit Effort for the scene as an Instant action when casting a spell. The spell does not go off, but remains “hung” and waiting to be triggered as an On Turn action, with details of targeting and effect determined at that time. Damage does not disrupt a hung spell, but no additional spells can be cast until the hung spell is released or allowed to dissipate. Inexorable Effect: Commit Effort for the day as an Instant action to force an enemy to re-roll a successful saving throw and take the worse result. You may use this art only once per scene. Iron Resolution: Commit Effort for the day when injured or disturbed in combat; you may make a Physical saving throw to resist spell disruption and ignore the damage for purposes of spellcasting. Preparatory Countermagic: Commit Effort for the scene when

1-5-13-1-mageslayer-arts
type: Art
name: 1.5.13.1 Mageslayer Arts
slug: 1-5-13-1-mageslayer-arts
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: 1.5.13.1 Mageslayer Arts
  line start: 1606
  line end: 1619
rules text: A Mageslayer has an Effort score equal to their Magic skill level plus their highest attribute modifier among Intelligence and Constitution, to a minimum of one point. Mageslayer arts may be used in or out of armor, and require no free hands, incantations, or other overt actions, though some sects have favored prayers or oaths. A Mageslayer gains their arts at a set rate, beginning with Antimage and Magebane at first level, and acquiring other talents as they gain experience. Absolute Negation: As an Instant action, Commit Effort for the day when you are about to be affected or impeded by an unwanted spell or a standing magical effect created by a spell. You may ignore the magic. Antimage: Get one level of the Nullifier Focus for free, or a free Focus if you somehow have both levels. Dispel Enchantment: As a Main Action, touch an ally and Commit Effort for the day. Your touch acts as an Extirpate Arcana spell. This art can only be applied to creatures, not objects, and can be applied to yourself or a given target only once per day. Disrupt Sorcery: As an On Turn action, Commit Effort for the scene.
tradition: mageslayer
effects:
  source text: A Mageslayer has an Effort score equal to their Magic skill level plus their highest attribute modifier among Intelligence and Constitution, to a minimum of one point. Mageslayer arts may be used in or out of armor, and require no free hands, incantations, or other overt actions, though some sects have favored prayers or oaths. A Mageslayer gains their arts at a set rate, beginning with Antimage and Magebane at first level, and acquiring other talents as they gain experience. Absolute Negation: As an Instant action, Commit Effort for the day when you are about to be affected or impeded by an unwanted spell or a standing magical effect created by a spell. You may ignore the magic. Antimage: Get one level of the Nullifier Focus for free, or a free Focus if you somehow have both levels. Dispel Enchantment: As a Main Action, touch an ally and Commit Effort for the day. Your touch acts as an Extirpate Arcana spell. This art can only be applied to creatures, not objects, and can be applied to yourself or a given target only once per day. Disrupt Sorcery: As an On Turn action, Commit Effort for the scene.

1-5-14-1-necromancer-arts
type: Art
name: 1.5.14.1 Necromancer Arts
slug: 1-5-14-1-necromancer-arts
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: 1.5.14.1 Necromancer Arts
  line start: 1695
  line end: 1706
rules text: Necromancer Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Necromancers have a score one point lower than this, albeit not less than one. Bonetalker: You can see and communicate with any undead creature, regardless of a shared language or the creature’s natural state of invisibility. By Committing Effort for the scene you can sense the surface thoughts of any visible undead, including an impression of any commands or behavior it has been ordered to carry out. Unintelligent undead will not attack you or your companions unless specifically compelled to do so by a command or a master. Even intelligent undead will generally pause at least for an initial parley before attacking. Cold Flesh: You no longer require sleep and feel pain only in an abstract sense. You can suffer no more than 2 points of damage from any given instance of Shock and you have a natural Armor Class equal to 12 plus half your level, rounded down. Consume Life Energy: By making a Punch attack or using a melee weapon you have spent at least an hour properly consecrating, you can absorb a portion of the damage you inflict on others as healing to yourself. For each successful attack you make with such implements, you heal 1d6 damage, up to a maximum of the damage done by the attack. You cannot drain more life than the target has remaining hit points. False Death: Commit Effort as an Instant action; while it remains Committed you appear dead to all mundane examination. You lose your Main Actions while “dead”, but can move and perceive normally and do not need to eat, drink, breathe, or perform other bodily functions. Poisons and diseases do not progress in you while you are “dead”. You can maintain this state of death for up to one day per level before needing at least an hour to recover. Gravesight: Commit Effort as an On Turn action; while it remains Committed, you can see the lif…
tradition: necromancer
effects:
  source text: Necromancer Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Necromancers have a score one point lower than this, albeit not less than one. Bonetalker: You can see and communicate with any undead creature, regardless of a shared language or the creature’s natural state of invisibility. By Committing Effort for the scene you can sense the surface thoughts of any visible undead, including an impression of any commands or behavior it has been ordered to carry out. Unintelligent undead will not attack you or your companions unless specifically compelled to do so by a command or a master. Even intelligent undead will generally pause at least for an initial parley before attacking. Cold Flesh: You no longer require sleep and feel pain only in an abstract sense. You can suffer no more than 2 points of damage from any given instance of Shock and you have a natural Armor Class equal to 12 plus half your level, rounded down. Consume Life Energy: By making a Punch attack or using a melee weapon you have spent at least an hour properly consecrating, you can absorb a portion of the damage you inflict on others as healing to yourself. For each successful attack you make with such implements, you heal 1d6 damage, up to a maximum of the damage done by the attack. You cannot drain more life than the target has remaining hit points. False Death: Commit Effort as an Instant action; while it remains Committed you appear dead to all mundane examination. You lose your Main Actions while “dead”, but can move and perceive normally and do not need to eat, drink, breathe, or perform other bodily functions. Poisons and diseases do not progress in you while you are “dead”. You can maintain this state of death for up to one day per level before needing at least an hour to recover. Gravesight: Commit Effort as an On Turn action; while it remains Committed, you can see the lif…

1-5-15-1-skinshifter-arts
type: Art
name: 1.5.15.1 Skinshifter Arts
slug: 1-5-15-1-skinshifter-arts
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: 1.5.15.1 Skinshifter Arts
  line start: 1836
  line end: 1841
rules text: Skinshifter Effort is based on Survive, and is equal to the PC’s Survive skill level plus the highest of their Constitution or Charisma modifiers, to a minimum of one point. All Skinshifters begin play with the Change Form art and one more of their choice. Additional arts are learned as the PC advances in experience. Change Form: Commit Effort for the day as a Main Action to trans-
tradition: skinshifter
effects:
  source text: Skinshifter Effort is based on Survive, and is equal to the PC’s Survive skill level plus the highest of their Constitution or Charisma modifiers, to a minimum of one point. All Skinshifters begin play with the Change Form art and one more of their choice. Additional arts are learned as the PC advances in experience. Change Form: Commit Effort for the day as a Main Action to trans-

1-5-16-1-thought-noble-arts
type: Art
name: 1.5.16.1 Thought Noble Arts
slug: 1-5-16-1-thought-noble-arts
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: 1.5.16.1 Thought Noble Arts
  line start: 1944
  line end: 1951
rules text: Thought Noble Effort is calculated with Notice rather than Magic, with each PC’s maximum being equal to their Notice skill level plus the better of their Intelligence or Wisdom modifiers, to a minimum of one point. All Thought Nobles are trained in the Open Mind art, but may develop other techniques with time. If an art allows a saving throw to resist it, success renders the target immune to that art for the rest of the scene. Thought Noble arts are all entirely invisible to any but magical senses and provide no hint as to who is using them, even on a successful Mental saving throw. Open Mind: Commit Effort as an On Turn action. While Effort remains Committed, you may detect the current emotional state of a visible living creature as a Main Action. This discernment isn’t fine enough to identify the object of their emotions unless it’s obvious from the context.
tradition: thought-noble
effects:
  source text: Thought Noble Effort is calculated with Notice rather than Magic, with each PC’s maximum being equal to their Notice skill level plus the better of their Intelligence or Wisdom modifiers, to a minimum of one point. All Thought Nobles are trained in the Open Mind art, but may develop other techniques with time. If an art allows a saving throw to resist it, success renders the target immune to that art for the rest of the scene. Thought Noble arts are all entirely invisible to any but magical senses and provide no hint as to who is using them, even on a successful Mental saving throw. Open Mind: Commit Effort as an On Turn action. While Effort remains Committed, you may detect the current emotional state of a visible living creature as a Main Action. This discernment isn’t fine enough to identify the object of their emotions unless it’s obvious from the context.

1-5-17-1-vowed-arts
type: Art
name: 1.5.17.1 Vowed Arts
slug: 1-5-17-1-vowed-arts
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: 1.5.17.1 Vowed Arts
  line start: 2058
  line end: 2069
rules text: Vowed Effort is based on the skill they chose to represent their order’s main focus of study, whether Exert, Know, Magic, Pray, or some more esoteric skill. Their maximum Vowed Effort is equal to this skill level plus their best attribute modifier, whatever it may be, to a minimum of one point. All Vowed automatically gain the Martial Style, Unarmed Might, and Unarmored Defense arts as part of their training. Martial Style: Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon. Unarmed Might: Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you. Unarmored Defense: When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.
tradition: vowed
effects:
  source text: Vowed Effort is based on the skill they chose to represent their order’s main focus of study, whether Exert, Know, Magic, Pray, or some more esoteric skill. Their maximum Vowed Effort is equal to this skill level plus their best attribute modifier, whatever it may be, to a minimum of one point. All Vowed automatically gain the Martial Style, Unarmed Might, and Unarmored Defense arts as part of their training. Martial Style: Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon. Unarmed Might: Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you. Unarmored Defense: When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.

1-5-19-1-wise-arts
type: Art
name: 1.5.19.1 Wise Arts
slug: 1-5-19-1-wise-arts
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: 1.5.19.1 Wise Arts
  line start: 2244
  line end: 2245
rules text: 1.5.19.1 Wise Arts
tradition: wise
effects:
  source text: 1.5.19.1 Wise Arts

1-5-2-1-accursed-arts
type: Art
name: 1.5.2.1 Accursed Arts
slug: 1-5-2-1-accursed-arts
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 544
  line end: 561
rules text: An Accursed has an Effort score equal to their Magic skill level plus their Intelligence or Charisma modifier, to a minimum of one point. Every Accursed gains either Accursed Bolt or Accursed Blade as a starting art, plus one more of their choice. Accursed arts may be used in or out of armor. Accursed Blade: As an On Turn action, manifest an occult melee weapon as a one-handed 1d8 weapon or a two-handed 2d6 weapon. Both add your Magic skill to the damage roll, have a Shock rating of 2/15, and use Magic as the attack skill and the best of Str, Dex, Int, or Cha as its modifying attribute. Accursed Bolt: As Accursed Blade, but you launch blasts of occult force instead of meleeing. Their damage is 1d8 plus your Magic skill, their range is 200’, and the bolts can be thrown in melee at a -4 penalty to hit. These bolts need both hands free to hurl them. Bewitching Distraction: Commit Effort for the day as a Main Action when talking to an intelligent target when not in combat. They must make a Mental save or become dazed, oblivious to their surroundings and forgetting you and all else that happened in that scene. Danger ends the daze but not the forgetting. Compelling Shriek: Once per scene, Commit Effort for the day as a Main Action and shout a command of no more than seven words. Chosen targets who hear and understand must make a Mental save or perform that action for one round, provided it is not totally contrary to their character. Devil’s Bargain: As a Main Action, consecrate a deal you’ve made with an uncoerced person. If they violate the deal or its spirit, you know instantly and may inflict 1d6 damage per level on them if desired. Dire Pact: Foes suffer a penalty equal to your Magic skill on all saves versus your Accursed arts. If they succeed, however, you gain one System Strain. Lying Face: Commit Effort as a Main Action; while it remains Committed, you can disguise yourself as any humanoid of the same general size, including clothing, scent, and voice. Night-Blac…
tradition: accursed
effects:
  source text: An Accursed has an Effort score equal to their Magic skill level plus their Intelligence or Charisma modifier, to a minimum of one point. Every Accursed gains either Accursed Bolt or Accursed Blade as a starting art, plus one more of their choice. Accursed arts may be used in or out of armor. Accursed Blade: As an On Turn action, manifest an occult melee weapon as a one-handed 1d8 weapon or a two-handed 2d6 weapon. Both add your Magic skill to the damage roll, have a Shock rating of 2/15, and use Magic as the attack skill and the best of Str, Dex, Int, or Cha as its modifying attribute. Accursed Bolt: As Accursed Blade, but you launch blasts of occult force instead of meleeing. Their damage is 1d8 plus your Magic skill, their range is 200’, and the bolts can be thrown in melee at a -4 penalty to hit. These bolts need both hands free to hurl them. Bewitching Distraction: Commit Effort for the day as a Main Action when talking to an intelligent target when not in combat. They must make a Mental save or become dazed, oblivious to their surroundings and forgetting you and all else that happened in that scene. Danger ends the daze but not the forgetting. Compelling Shriek: Once per scene, Commit Effort for the day as a Main Action and shout a command of no more than seven words. Chosen targets who hear and understand must make a Mental save or perform that action for one round, provided it is not totally contrary to their character. Devil’s Bargain: As a Main Action, consecrate a deal you’ve made with an uncoerced person. If they violate the deal or its spirit, you know instantly and may inflict 1d6 damage per level on them if desired. Dire Pact: Foes suffer a penalty equal to your Magic skill on all saves versus your Accursed arts. If they succeed, however, you gain one System Strain. Lying Face: Commit Effort as a Main Action; while it remains Committed, you can disguise yourself as any humanoid of the same general size, including clothing, scent, and voice. Night-Blac…

1-5-2-1-bard-arts
type: Art
name: 1.5.2.1 Bard Arts
slug: 1-5-2-1-bard-arts
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 643
  line end: 660
rules text: A Bard has an Effort score equal to their Perform skill level plus their Charisma modifier, to a minimum of one point. Bard arts may be used in or out of armor, and do not count as magical effects for the purposes of abilities that counter or detect magic. Unless specified otherwise, their range is out to normal unaided voice range. Every Bard gains A Thousand Tongues as a starting art, plus one more of their choice. As they advance in levels, they can pick additional arts. A Thousand Tongues: Your arts that require communication are intuitively understood by all intelligent creatures, whether or not you speak their language. You can learn a new language with no more than a week of study with a native speaker. Battle Cry: Commit Effort for the day as an On Turn action to bolster your allies. They gain +1 to hit, saving throws, and damage, including Shock, for one round per level. At 4th level this bonus increases to +2, and at 9th, to +3. Cursed Tune: Commit Effort for the scene as a Main Action while targeting an intelligent creature. Your imprecations cause them to falter, inflicting a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3. Deft Fingers: You’re accustomed to juggling your belongings while holding an instrument. Your maximum Readied item count increases by two. Entangle Incantation: Commit Effort for the scene as an Instant action when an foe within 60’ incants a spell. Your voice tangles with their words, forcing them to make an opposed Int/Magic vs Cha/Perform skill check against you, with a +2 bonus to your roll. If you tie or succeed, the spell fizzles and is wasted. This art can be used only once per round. Evoke Emotion: Commit Effort for the day as a Main Action while performing. You evoke a desired emotion in listeners, whether intelligent or animal, granting a +1 bonus to relevant social skill checks for the scene for you and your allies. If desired, y…
tradition: bard
effects:
  source text: A Bard has an Effort score equal to their Perform skill level plus their Charisma modifier, to a minimum of one point. Bard arts may be used in or out of armor, and do not count as magical effects for the purposes of abilities that counter or detect magic. Unless specified otherwise, their range is out to normal unaided voice range. Every Bard gains A Thousand Tongues as a starting art, plus one more of their choice. As they advance in levels, they can pick additional arts. A Thousand Tongues: Your arts that require communication are intuitively understood by all intelligent creatures, whether or not you speak their language. You can learn a new language with no more than a week of study with a native speaker. Battle Cry: Commit Effort for the day as an On Turn action to bolster your allies. They gain +1 to hit, saving throws, and damage, including Shock, for one round per level. At 4th level this bonus increases to +2, and at 9th, to +3. Cursed Tune: Commit Effort for the scene as a Main Action while targeting an intelligent creature. Your imprecations cause them to falter, inflicting a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3. Deft Fingers: You’re accustomed to juggling your belongings while holding an instrument. Your maximum Readied item count increases by two. Entangle Incantation: Commit Effort for the scene as an Instant action when an foe within 60’ incants a spell. Your voice tangles with their words, forcing them to make an opposed Int/Magic vs Cha/Perform skill check against you, with a +2 bonus to your roll. If you tie or succeed, the spell fizzles and is wasted. This art can be used only once per round. Evoke Emotion: Commit Effort for the day as a Main Action while performing. You evoke a desired emotion in listeners, whether intelligent or animal, granting a +1 bonus to relevant social skill checks for the scene for you and your allies. If desired, y…

1-5-4-1-beastmaster-arts
type: Art
name: 1.5.4.1 Beastmaster Arts
slug: 1-5-4-1-beastmaster-arts
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: 1.5.4.1 Beastmaster Arts
  line start: 801
  line end: 806
rules text: Beastmaster Effort is calculated with Survive, and is equal to the PC’s Survive skill level plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. All Beastmasters start play with the Bind Companion art and one more of their choosing. They learn additional arts as they gain experience. Unlike some Mage traditions, Beastmasters can use their arts normally while armored. Bind Companion: With a day’s work in a location you can find and bind a suitable animal companion. If looking for a particular type of companion, it must be found in the area and may require a Wis/Survive skill check at a difficulty of 10 or more if it’s a particularly rare creature. If you encounter a suitable animal on an adventure, you may bind it as a Main Action, with the creature allowed a Mental saving throw to resist and become impervious to your powers. You may release a companion as a Main Action if you no longer wish its service or want to bind a different beast.
tradition: beastmaster
effects:
  source text: Beastmaster Effort is calculated with Survive, and is equal to the PC’s Survive skill level plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. All Beastmasters start play with the Bind Companion art and one more of their choosing. They learn additional arts as they gain experience. Unlike some Mage traditions, Beastmasters can use their arts normally while armored. Bind Companion: With a day’s work in a location you can find and bind a suitable animal companion. If looking for a particular type of companion, it must be found in the area and may require a Wis/Survive skill check at a difficulty of 10 or more if it’s a particularly rare creature. If you encounter a suitable animal on an adventure, you may bind it as a Main Action, with the creature allowed a Mental saving throw to resist and become impervious to your powers. You may release a companion as a Main Action if you no longer wish its service or want to bind a different beast.

1-5-5-1-blood-priest-arts
type: Art
name: 1.5.5.1 Blood Priest Arts
slug: 1-5-5-1-blood-priest-arts
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 850
  line end: 880
rules text: Blood Priest Effort is calculated with Pray, with their total maximum Effort being equal to their Pray skill plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. At first level, the Blood Priest may choose two of the following miracles to master, and gain more as they advance in levels. Once chosen, a miracle pick is permanent and cannot be changed later. Miracles are not hindered by the wearing of armor and require no gestures or free hand to employ, though usually a prayer must be vocalized as part of the action. A Thousand Tongues: Commit Effort as an On Turn action; while it remains Committed, you can speak with and understand any sentient creature with a language of their own. To any listener, it will seem as if you are perfectly fluent in their own language, even as you speak in your own native tongue. This ability does not allow you to read or write unknown languages. Armor of God: Commit Effort as an On Turn action. While the Effort remains Committed, you have a natural Armor Class of 15 plus half your level, rounded down. This AC can be modified by shields or your Dexterity modifier, but not by other worn armor. Divine Guidance: Commit Effort for the day as a Main Action and meditate upon a choice or potential action before you. The GM will tell you whether the likely outcome of that choice is weal, woe, a mix of both, or nothing significant, using their own best estimation. This insight cannot perceive likely outcomes more than an hour or so into the future. Fear No Flame: Commit Effort for the day as an On Turn action while nominating a visible target. For the rest of the scene, they are immune to non-magical flame, smoke, or explosive damage, and decrease any sources of such magical damage they take by five points per level of Pray you have. God Wills It: Commit Effort for the day as an Instant action and loudly call down your god’s blessing on your comrades. For the rest of the scene, up to six allies per character level in …
tradition: blood-priest
effects:
  source text: Blood Priest Effort is calculated with Pray, with their total maximum Effort being equal to their Pray skill plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. At first level, the Blood Priest may choose two of the following miracles to master, and gain more as they advance in levels. Once chosen, a miracle pick is permanent and cannot be changed later. Miracles are not hindered by the wearing of armor and require no gestures or free hand to employ, though usually a prayer must be vocalized as part of the action. A Thousand Tongues: Commit Effort as an On Turn action; while it remains Committed, you can speak with and understand any sentient creature with a language of their own. To any listener, it will seem as if you are perfectly fluent in their own language, even as you speak in your own native tongue. This ability does not allow you to read or write unknown languages. Armor of God: Commit Effort as an On Turn action. While the Effort remains Committed, you have a natural Armor Class of 15 plus half your level, rounded down. This AC can be modified by shields or your Dexterity modifier, but not by other worn armor. Divine Guidance: Commit Effort for the day as a Main Action and meditate upon a choice or potential action before you. The GM will tell you whether the likely outcome of that choice is weal, woe, a mix of both, or nothing significant, using their own best estimation. This insight cannot perceive likely outcomes more than an hour or so into the future. Fear No Flame: Commit Effort for the day as an On Turn action while nominating a visible target. For the rest of the scene, they are immune to non-magical flame, smoke, or explosive damage, and decrease any sources of such magical damage they take by five points per level of Pray you have. God Wills It: Commit Effort for the day as an Instant action and loudly call down your god’s blessing on your comrades. For the rest of the scene, up to six allies per character level in …

1-5-6-1-duelist-arts
type: Art
name: 1.5.6.1 Duelist Arts
slug: 1-5-6-1-duelist-arts
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: 1.5.6.1 Duelist Arts
  line start: 956
  line end: 963
rules text: Duelist Effort is based on Stab, and is equal to the PC’s Stab skill plus the highest of their Dexterity or Intelligence modifiers, to a minimum of one point. All Duelists begin with the Favored Weapon art and one more of their choice. Additional arts are learned as the PC advances in experience. The arts of the Duelist require agility and free motion. The Duelist cannot benefit from any art of this class while wearing medium or heavy armor or carrying a large shield. Dual-wielding is practiced by some Duelists, but most prefer the defensive advantages of a small offhand shield. Favored Weapon: Choose one specific type of non-unarmed melee weapon. You begin play with such a weapon, and when using this type you may use the Favored Weapon attack bonus column on the Duelist table to determine your base hit bonus, unless it’s already better for some other reason. If your second partial class is Partial Warrior, your class’ base hit bonus with the weapon is instead equal to your level. You cannot apply this or other Duelist arts to thrown weapons.
tradition: duelist
effects:
  source text: Duelist Effort is based on Stab, and is equal to the PC’s Stab skill plus the highest of their Dexterity or Intelligence modifiers, to a minimum of one point. All Duelists begin with the Favored Weapon art and one more of their choice. Additional arts are learned as the PC advances in experience. The arts of the Duelist require agility and free motion. The Duelist cannot benefit from any art of this class while wearing medium or heavy armor or carrying a large shield. Dual-wielding is practiced by some Duelists, but most prefer the defensive advantages of a small offhand shield. Favored Weapon: Choose one specific type of non-unarmed melee weapon. You begin play with such a weapon, and when using this type you may use the Favored Weapon attack bonus column on the Duelist table to determine your base hit bonus, unless it’s already better for some other reason. If your second partial class is Partial Warrior, your class’ base hit bonus with the weapon is instead equal to your level. You cannot apply this or other Duelist arts to thrown weapons.

1-5-7-1-elementalist-arts
type: Art
name: 1.5.7.1 Elementalist Arts
slug: 1-5-7-1-elementalist-arts
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: 1.5.7.1 Elementalist Arts
  line start: 1068
  line end: 1073
rules text: Elementalist Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Elementalists have a score one point lower than this, albeit not less than one. Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks. Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.
tradition: elementalist
effects:
  source text: Elementalist Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Elementalists have a score one point lower than this, albeit not less than one. Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks. Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.

1-5-9-1-healer-arts
type: Art
name: 1.5.9.1 Healer Arts
slug: 1-5-9-1-healer-arts
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: 1.5.9.1 Healer Arts
  line start: 1261
  line end: 1268
rules text: Healer Effort is calculated with Heal rather than Magic, with each PC’s maximum being equal to their Heal skill level plus the better of their Intelligence or Charisma modifiers, to a minimum of one point. All Healers are trained in the Healing Touch art, but may develop other techniques with time. Healing Touch: Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.
tradition: healer
effects:
  source text: Healer Effort is calculated with Heal rather than Magic, with each PC’s maximum being equal to their Heal skill level plus the better of their Intelligence or Charisma modifiers, to a minimum of one point. All Healers are trained in the Healing Touch art, but may develop other techniques with time. Healing Touch: Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.

a-thousand-tongues-2
type: Art
name: A Thousand Tongues
slug: a-thousand-tongues-2
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 854
  line end: 854
rules text: A Thousand Tongues: Commit Effort as an On Turn action; while it remains Committed, you can speak with and understand any sentient creature with a language of their own. To any listener, it will seem as if you are perfectly fluent in their own language, even as you speak in your own native tongue. This ability does not allow you to read or write unknown languages.
tradition: blood-priest
effects:
  source text: Commit Effort as an On Turn action; while it remains Committed, you can speak with and understand any sentient creature with a language of their own. To any listener, it will seem as if you are perfectly fluent in their own language, even as you speak in your own native tongue. This ability does not allow you to read or write unknown languages.

a-thousand-tongues
type: Art
name: A Thousand Tongues
slug: a-thousand-tongues
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 647
  line end: 647
rules text: A Thousand Tongues: Your arts that require communication are intuitively understood by all intelligent creatures, whether or not you speak their language. You can learn a new language with no more than a week of study with a native speaker.
tradition: bard
effects:
  source text: Your arts that require communication are intuitively understood by all intelligent creatures, whether or not you speak their language. You can learn a new language with no more than a week of study with a native speaker.

absolute-negation
type: Art
name: Absolute Negation
slug: absolute-negation
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: 1.5.13.1 Mageslayer Arts
  line start: 1610
  line end: 1610
rules text: Absolute Negation: As an Instant action, Commit Effort for the day when you are about to be affected or impeded by an unwanted spell or a standing magical effect created by a spell. You may ignore the magic.
tradition: mageslayer
effects:
  source text: As an Instant action, Commit Effort for the day when you are about to be affected or impeded by an unwanted spell or a standing magical effect created by a spell. You may ignore the magic.

accursed-blade
type: Art
name: Accursed Blade
slug: accursed-blade
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 546
  line end: 546
rules text: Accursed Blade: As an On Turn action, manifest an occult melee weapon as a one-handed 1d8 weapon or a two-handed 2d6 weapon. Both add your Magic skill to the damage roll, have a Shock rating of 2/15, and use Magic as the attack skill and the best of Str, Dex, Int, or Cha as its modifying attribute.
tradition: accursed
effects:
  source text: As an On Turn action, manifest an occult melee weapon as a one-handed 1d8 weapon or a two-handed 2d6 weapon. Both add your Magic skill to the damage roll, have a Shock rating of 2/15, and use Magic as the attack skill and the best of Str, Dex, Int, or Cha as its modifying attribute.

accursed-bolt
type: Art
name: Accursed Bolt
slug: accursed-bolt
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 548
  line end: 548
rules text: Accursed Bolt: As Accursed Blade, but you launch blasts of occult force instead of meleeing. Their damage is 1d8 plus your Magic skill, their range is 200’, and the bolts can be thrown in melee at a -4 penalty to hit. These bolts need both hands free to hurl them.
tradition: accursed
effects:
  source text: As Accursed Blade, but you launch blasts of occult force instead of meleeing. Their damage is 1d8 plus your Magic skill, their range is 200’, and the bolts can be thrown in melee at a -4 penalty to hit. These bolts need both hands free to hurl them.

antimage
type: Art
name: Antimage
slug: antimage
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: 1.5.13.1 Mageslayer Arts
  line start: 1612
  line end: 1612
rules text: Antimage: Get one level of the Nullifier Focus for free, or a free Focus if you somehow have both levels.
tradition: mageslayer
effects:
  source text: Get one level of the Nullifier Focus for free, or a free Focus if you somehow have both levels.

arcane-lexicon
type: Art
name: Arcane Lexicon
slug: arcane-lexicon
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1373
  line end: 1373
rules text: Arcane Lexicon: Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the “plain meaning” of the text might be utterly foreign to human logic.
tradition: high-mage
effects:
  source text: Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the “plain meaning” of the text might be utterly foreign to human logic.

armor-of-god
type: Art
name: Armor of God
slug: armor-of-god
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 856
  line end: 856
rules text: Armor of God: Commit Effort as an On Turn action. While the Effort remains Committed, you have a natural Armor Class of 15 plus half your level, rounded down. This AC can be modified by shields or your Dexterity modifier, but not by other worn armor.
tradition: blood-priest
effects:
  source text: Commit Effort as an On Turn action. While the Effort remains Committed, you have a natural Armor Class of 15 plus half your level, rounded down. This AC can be modified by shields or your Dexterity modifier, but not by other worn armor.

auspicious-undertaking
type: Art
name: Auspicious Undertaking
slug: auspicious-undertaking
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Curses and Blessings
  line start: 2332
  line end: 2332
rules text: Auspicious Undertaking: As a Main Action, bless a particular plan or undertaking currently sought by the target. During the plan’s execution or while seeking the desired end, the blessed subject can reroll one failed skill check or one missed hit roll. The blessing lasts until it is used, the plan is finished, or one day per caster level has passed. Only one plan can be blessed at a time.
tradition: wise
effects:
  source text: As a Main Action, bless a particular plan or undertaking currently sought by the target. During the plan’s execution or while seeking the desired end, the blessed subject can reroll one failed skill check or one missed hit roll. The blessing lasts until it is used, the plan is finished, or one day per caster level has passed. Only one plan can be blessed at a time.

battle-cry
type: Art
name: Battle Cry
slug: battle-cry
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 649
  line end: 649
rules text: Battle Cry: Commit Effort for the day as an On Turn action to bolster your allies. They gain +1 to hit, saving throws, and damage, including Shock, for one round per level. At 4th level this bonus increases to +2, and at 9th, to +3.
tradition: bard
effects:
  source text: Commit Effort for the day as an On Turn action to bolster your allies. They gain +1 to hit, saving throws, and damage, including Shock, for one round per level. At 4th level this bonus increases to +2, and at 9th, to +3.

beast-ward
type: Art
name: Beast Ward
slug: beast-ward
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Other Beastmaster Arts
  line start: 807
  line end: 807
rules text: Beast Ward: Commit Effort as an On Turn action. So long as the Effort remains Committed, the Beastmaster will not be attacked by unintelligent beasts unless the beast is commanded to do so by its master, the beast is starving, or the Beastmaster or their allies performs some hostile act against it. Once the ward ends or is broken, it cannot be re-established in the same scene. Magical beasts and those trained specifically as guardians of an area get a Mental save to resist this power.
tradition: beastmaster
effects:
  source text: Commit Effort as an On Turn action. So long as the Effort remains Committed, the Beastmaster will not be attacked by unintelligent beasts unless the beast is commanded to do so by its master, the beast is starving, or the Beastmaster or their allies performs some hostile act against it. Once the ward ends or is broken, it cannot be re-established in the same scene. Magical beasts and those trained specifically as guardians of an area get a Mental save to resist this power.

beckoned-deluge
type: Art
name: Beckoned Deluge
slug: beckoned-deluge
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Other Elementalist Arts
  line start: 1074
  line end: 1074
rules text: Beckoned Deluge: Commit Effort for the scene as a Main Action to conjure a considerable amount of water at a visible point within fifty feet per caster level. This water is sufficient to drench one 10-foot cube of matter per character level, making non-magical bowstrings useless, extinguishing flames, and inflicting 1d6 damage per caster level on fiery supernatural creatures. This water persists indefinitely after its conjuration and is sufficient to hydrate ten people per caster level.
tradition: elementalist
effects:
  source text: Commit Effort for the scene as a Main Action to conjure a considerable amount of water at a visible point within fifty feet per caster level. This water is sufficient to drench one 10-foot cube of matter per character level, making non-magical bowstrings useless, extinguishing flames, and inflicting 1d6 damage per caster level on fiery supernatural creatures. This water persists indefinitely after its conjuration and is sufficient to hydrate ten people per caster level.

bewitching-distraction
type: Art
name: Bewitching Distraction
slug: bewitching-distraction
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 548
  line end: 548
rules text: Bewitching Distraction: Commit Effort for the day as a Main Action when talking to an intelligent target when not in combat. They must make a Mental save or become dazed, oblivious to their surroundings and forgetting you and all else that happened in that scene. Danger ends the daze but not the forgetting.
tradition: accursed
effects:
  source text: Commit Effort for the day as a Main Action when talking to an intelligent target when not in combat. They must make a Mental save or become dazed, oblivious to their surroundings and forgetting you and all else that happened in that scene. Danger ends the daze but not the forgetting.

bind-companion
type: Art
name: Bind Companion
slug: bind-companion
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: 1.5.4.1 Beastmaster Arts
  line start: 803
  line end: 803
rules text: Bind Companion: With a day’s work in a location you can find and bind a suitable animal companion. If looking for a particular type of companion, it must be found in the area and may require a Wis/Survive skill check at a difficulty of 10 or more if it’s a particularly rare creature. If you encounter a suitable animal on an adventure, you may bind it as a Main Action, with the creature allowed a Mental saving throw to resist and become impervious to your powers. You may release a companion as a Main Action if you no longer wish its service or want to bind a different beast.
tradition: beastmaster
effects:
  source text: With a day’s work in a location you can find and bind a suitable animal companion. If looking for a particular type of companion, it must be found in the area and may require a Wis/Survive skill check at a difficulty of 10 or more if it’s a particularly rare creature. If you encounter a suitable animal on an adventure, you may bind it as a Main Action, with the creature allowed a Mental saving throw to resist and become impervious to your powers. You may release a companion as a Main Action if you no longer wish its service or want to bind a different beast.

block-memory
type: Art
name: Block Memory
slug: block-memory
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Other Thought Noble Arts
  line start: 1952
  line end: 1952
rules text: Block Memory: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular event or situation that didn’t extend longer than a scene. The target gets a Mental saving throw; on a failure, they simply cannot remember the event and will construct a plausible false memory to paper over the gap. The memory can be restored by use of this power once more or a magical dispelling ability, but detecting the alteration is difficult; any power that detects enchantments on a target does so with a +2 difficulty penalty to any skill check made to discern the ban.
tradition: thought-noble
effects:
  source text: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular event or situation that didn’t extend longer than a scene. The target gets a Mental saving throw; on a failure, they simply cannot remember the event and will construct a plausible false memory to paper over the gap. The memory can be restored by use of this power once more or a magical dispelling ability, but detecting the alteration is difficult; any power that detects enchantments on a target does so with a +2 difficulty penalty to any skill check made to discern the ban.

blood-for-blood
type: Art
name: Blood for Blood
slug: blood-for-blood
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Other Duelist Arts
  line start: 964
  line end: 964
rules text: Blood for Blood: Commit Effort for the scene as an Instant action when an enemy hits you with a physical attack. If you attack that enemy with your favored weapon before the end of the next round, the first blow hits automatically and can do no less damage than was done to you, up to the weapon’s maximum.
tradition: duelist
effects:
  source text: Commit Effort for the scene as an Instant action when an enemy hits you with a physical attack. If you attack that enemy with your favored weapon before the end of the next round, the first blow hits automatically and can do no less damage than was done to you, up to the weapon’s maximum.

bonetalker
type: Art
name: Bonetalker
slug: bonetalker
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: 1.5.14.1 Necromancer Arts
  line start: 1697
  line end: 1697
rules text: Bonetalker: You can see and communicate with any undead creature, regardless of a shared language or the creature’s natural state of invisibility. By Committing Effort for the scene you can sense the surface thoughts of any visible undead, including an impression of any commands or behavior it has been ordered to carry out. Unintelligent undead will not attack you or your companions unless specifically compelled to do so by a command or a master. Even intelligent undead will generally pause at least for an initial parley before attacking.
tradition: necromancer
effects:
  source text: You can see and communicate with any undead creature, regardless of a shared language or the creature’s natural state of invisibility. By Committing Effort for the scene you can sense the surface thoughts of any visible undead, including an impression of any commands or behavior it has been ordered to carry out. Unintelligent undead will not attack you or your companions unless specifically compelled to do so by a command or a master. Even intelligent undead will generally pause at least for an initial parley before attacking.

brutal-counter
type: Art
name: Brutal Counter
slug: brutal-counter
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Other Vowed Arts
  line start: 2070
  line end: 2070
rules text: Brutal Counter: Commit Effort for the scene as an Instant action after resolving an enemy melee attack against you, whether it hits or misses. You may make a free physical attack against your assailant, using either a normal attack or some other offensive ability that
tradition: vowed
effects:
  source text: Commit Effort for the scene as an Instant action after resolving an enemy melee attack against you, whether it hits or misses. You may make a free physical attack against your assailant, using either a normal attack or some other offensive ability that

burst-of-speed
type: Art
name: Burst of Speed
slug: burst-of-speed
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Other Duelist Arts
  line start: 966
  line end: 966
rules text: Burst of Speed: Commit Effort for the day as an On Turn action. You may move your full normal movement rate as an On Turn action. This art can be used only once per round.
tradition: duelist
effects:
  source text: Commit Effort for the day as an On Turn action. You may move your full normal movement rate as an On Turn action. This art can be used only once per round.

change-form
type: Art
name: Change Form
slug: change-form
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: 1.5.15.1 Skinshifter Arts
  line start: 1838
  line end: 1838
rules text: Change Form: Commit Effort for the day as a Main Action to trans-
tradition: skinshifter
effects:
  source text: Commit Effort for the day as a Main Action to trans-

code-duello
type: Art
name: Code Duello
slug: code-duello
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Other Duelist Arts
  line start: 968
  line end: 968
rules text: Code Duello: Commit Effort for the day as an On Turn action when engaged with a single foe. So long as no other combatant attacks
tradition: duelist
effects:
  source text: Commit Effort for the day as an On Turn action when engaged with a single foe. So long as no other combatant attacks

cold-flesh
type: Art
name: Cold Flesh
slug: cold-flesh
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: 1.5.14.1 Necromancer Arts
  line start: 1699
  line end: 1699
rules text: Cold Flesh: You no longer require sleep and feel pain only in an abstract sense. You can suffer no more than 2 points of damage from any given instance of Shock and you have a natural Armor Class equal to 12 plus half your level, rounded down.
tradition: necromancer
effects:
  source text: You no longer require sleep and feel pain only in an abstract sense. You can suffer no more than 2 points of damage from any given instance of Shock and you have a natural Armor Class equal to 12 plus half your level, rounded down.

compel-truth
type: Art
name: Compel Truth
slug: compel-truth
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Divination Arts
  line start: 2322
  line end: 2322
rules text: Compel Truth: The diviner compels a person to drink a particular brew, participate in a specific ritual, or otherwise undergo a scenelong ordeal. Afterwards, the diviner may ask the target a single question and the GM secretly rolls a Cha/Magic skill check against a difficulty of the target’s Morale+1, or level+6 for PCs. On a success, the subject must answer the question truthfully and fully. On a failure, they may give any answer they wish. The same or substantially same question may not be asked twice with this art.
tradition: wise
effects:
  source text: The diviner compels a person to drink a particular brew, participate in a specific ritual, or otherwise undergo a scenelong ordeal. Afterwards, the diviner may ask the target a single question and the GM secretly rolls a Cha/Magic skill check against a difficulty of the target’s Morale+1, or level+6 for PCs. On a success, the subject must answer the question truthfully and fully. On a failure, they may give any answer they wish. The same or substantially same question may not be asked twice with this art.

compelling-shriek
type: Art
name: Compelling Shriek
slug: compelling-shriek
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 550
  line end: 550
rules text: Compelling Shriek: Once per scene, Commit Effort for the day as a Main Action and shout a command of no more than seven words. Chosen targets who hear and understand must make a Mental save or perform that action for one round, provided it is not totally contrary to their character.
tradition: accursed
effects:
  source text: Once per scene, Commit Effort for the day as a Main Action and shout a command of no more than seven words. Chosen targets who hear and understand must make a Mental save or perform that action for one round, provided it is not totally contrary to their character.

consume-life-energy
type: Art
name: Consume Life Energy
slug: consume-life-energy
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: 1.5.14.1 Necromancer Arts
  line start: 1701
  line end: 1701
rules text: Consume Life Energy: By making a Punch attack or using a melee weapon you have spent at least an hour properly consecrating, you can absorb a portion of the damage you inflict on others as healing to yourself. For each successful attack you make with such implements, you heal 1d6 damage, up to a maximum of the damage done by the attack. You cannot drain more life than the target has remaining hit points.
tradition: necromancer
effects:
  source text: By making a Punch attack or using a melee weapon you have spent at least an hour properly consecrating, you can absorb a portion of the damage you inflict on others as healing to yourself. For each successful attack you make with such implements, you heal 1d6 damage, up to a maximum of the damage done by the attack. You cannot drain more life than the target has remaining hit points.

counter-magic
type: Art
name: Counter Magic
slug: counter-magic
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1375
  line end: 1375
rules text: Counter Magic: Commit Effort for the day as an Instant action when a visible enemy mage casts a spell. Both of you make opposed Int/Magic or Cha/Magic skill checks; if you win, their spell fizzles and is wasted. This art only works on actual spellcasters and not creatures that merely activate magical powers. You can use this art no more than once per round.
tradition: high-mage
effects:
  source text: Commit Effort for the day as an Instant action when a visible enemy mage casts a spell. Both of you make opposed Int/Magic or Cha/Magic skill checks; if you win, their spell fizzles and is wasted. This art only works on actual spellcasters and not creatures that merely activate magical powers. You can use this art no more than once per round.

crushing-superiority
type: Art
name: Crushing Superiority
slug: crushing-superiority
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1015
  line end: 1015
rules text: Crushing Superiority: Your favored weapon gains the Less Lethal quality if it doesn’t already have it. Commit Effort for the scene as an Instant action when you hit a target; they must immediately make an Instinct check. This ability can be used only once per scene on any given target.
tradition: duelist
effects:
  source text: Your favored weapon gains the Less Lethal quality if it doesn’t already have it. Commit Effort for the scene as an Instant action when you hit a target; they must immediately make an Instinct check. This ability can be used only once per scene on any given target.

cursed-tune
type: Art
name: Cursed Tune
slug: cursed-tune
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 651
  line end: 651
rules text: Cursed Tune: Commit Effort for the scene as a Main Action while targeting an intelligent creature. Your imprecations cause them to falter, inflicting a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3.
tradition: bard
effects:
  source text: Commit Effort for the scene as a Main Action while targeting an intelligent creature. Your imprecations cause them to falter, inflicting a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3.

dauntless-step
type: Art
name: Dauntless Step
slug: dauntless-step
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1017
  line end: 1017
rules text: Dauntless Step: Commit Effort for the scene as an On Turn action. The Move actions you make for the rest of the round can cross vertical surfaces or difficult terrain at your full normal movement rate, provided you end the round standing upright on a surface that can bear your weight.
tradition: duelist
effects:
  source text: Commit Effort for the scene as an On Turn action. The Move actions you make for the rest of the round can cross vertical surfaces or difficult terrain at your full normal movement rate, provided you end the round standing upright on a surface that can bear your weight.

deft-fingers
type: Art
name: Deft Fingers
slug: deft-fingers
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 653
  line end: 653
rules text: Deft Fingers: You’re accustomed to juggling your belongings while holding an instrument. Your maximum Readied item count increases by two.
tradition: bard
effects:
  source text: You’re accustomed to juggling your belongings while holding an instrument. Your maximum Readied item count increases by two.

deliver-oracle
type: Art
name: Deliver Oracle
slug: deliver-oracle
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Divination Arts
  line start: 2324
  line end: 2324
rules text: Deliver Oracle: A petitioner asks about the outcome of a particular course of action. The diviner then spends a day in various rituals, seeking an oracular answer. At the end, the GM makes a secret Wis/ Magic skill check. If the skill check beats difficulty 8, an oracular sentence with some truth in it is produced. If the skill check beats difficulty 12, a direct and obvious oracle is produced. If the skill check is 7 or less, a hopelessly ambiguous oracle is produced, and if the dice roll a natural 2 an intentionally misleading oracle is delivered. Oracles are usually delivered as metaphors, poetry, or visions. The GM should ensure that some element of a true oracle actually does come to pass.
tradition: wise
effects:
  source text: A petitioner asks about the outcome of a particular course of action. The diviner then spends a day in various rituals, seeking an oracular answer. At the end, the GM makes a secret Wis/ Magic skill check. If the skill check beats difficulty 8, an oracular sentence with some truth in it is produced. If the skill check beats difficulty 12, a direct and obvious oracle is produced. If the skill check is 7 or less, a hopelessly ambiguous oracle is produced, and if the dice roll a natural 2 an intentionally misleading oracle is delivered. Oracles are usually delivered as metaphors, poetry, or visions. The GM should ensure that some element of a true oracle actually does come to pass.

devil-s-bargain
type: Art
name: Devil’s Bargain
slug: devil-s-bargain
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 552
  line end: 552
rules text: Devil’s Bargain: As a Main Action, consecrate a deal you’ve made with an uncoerced person. If they violate the deal or its spirit, you know instantly and may inflict 1d6 damage per level on them if desired.
tradition: accursed
effects:
  source text: As a Main Action, consecrate a deal you’ve made with an uncoerced person. If they violate the deal or its spirit, you know instantly and may inflict 1d6 damage per level on them if desired.

dire-pact
type: Art
name: Dire Pact
slug: dire-pact
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 554
  line end: 554
rules text: Dire Pact: Foes suffer a penalty equal to your Magic skill on all saves versus your Accursed arts. If they succeed, however, you gain one System Strain.
tradition: accursed
effects:
  source text: Foes suffer a penalty equal to your Magic skill on all saves versus your Accursed arts. If they succeed, however, you gain one System Strain.

dispel-enchantment
type: Art
name: Dispel Enchantment
slug: dispel-enchantment
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: 1.5.13.1 Mageslayer Arts
  line start: 1614
  line end: 1614
rules text: Dispel Enchantment: As a Main Action, touch an ally and Commit Effort for the day. Your touch acts as an Extirpate Arcana spell. This art can only be applied to creatures, not objects, and can be applied to yourself or a given target only once per day.
tradition: mageslayer
effects:
  source text: As a Main Action, touch an ally and Commit Effort for the day. Your touch acts as an Extirpate Arcana spell. This art can only be applied to creatures, not objects, and can be applied to yourself or a given target only once per day.

disrupt-sorcery
type: Art
name: Disrupt Sorcery
slug: disrupt-sorcery
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: 1.5.13.1 Mageslayer Arts
  line start: 1616
  line end: 1616
rules text: Disrupt Sorcery: As an On Turn action, Commit Effort for the scene.
tradition: mageslayer
effects:
  source text: As an On Turn action, Commit Effort for the scene.

divine-guidance
type: Art
name: Divine Guidance
slug: divine-guidance
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 858
  line end: 858
rules text: Divine Guidance: Commit Effort for the day as a Main Action and meditate upon a choice or potential action before you. The GM will tell you whether the likely outcome of that choice is weal, woe, a mix of both, or nothing significant, using their own best estimation. This insight cannot perceive likely outcomes more than an hour or so into the future.
tradition: blood-priest
effects:
  source text: Commit Effort for the day as a Main Action and meditate upon a choice or potential action before you. The GM will tell you whether the likely outcome of that choice is weal, woe, a mix of both, or nothing significant, using their own best estimation. This insight cannot perceive likely outcomes more than an hour or so into the future.

dodge-doom
type: Art
name: Dodge Doom
slug: dodge-doom
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1019
  line end: 1019
rules text: Dodge Doom: Commit Effort for the day as an Instant action when caught in some explosion or other burst effect. You take half damage, or no damage if the effect allows a save and you succeed at it. You can move yourself up to ten feet away from your original location, provided the new location is behind cover or away from the blast’s point of origin.
tradition: duelist
effects:
  source text: Commit Effort for the day as an Instant action when caught in some explosion or other burst effect. You take half damage, or no damage if the effect allows a save and you succeed at it. You can move yourself up to ten feet away from your original location, provided the new location is behind cover or away from the blast’s point of origin.

dread-awe
type: Art
name: Dread Awe
slug: dread-awe
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: General Arts
  line start: 2246
  line end: 2246
rules text: Dread Awe: Your kind are figures of fear and mistrust. Gain a +1 bonus on all skill checks related to intimidation or threat. You can spend a Main Action cursing your foes in battle; those who hear suffer a -1 penalty to their next Morale check. You can do this only once per scene.
tradition: wise
effects:
  source text: Your kind are figures of fear and mistrust. Gain a +1 bonus on all skill checks related to intimidation or threat. You can spend a Main Action cursing your foes in battle; those who hear suffer a -1 penalty to their next Morale check. You can do this only once per scene.

earthsight
type: Art
name: Earthsight
slug: earthsight
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Other Elementalist Arts
  line start: 1076
  line end: 1076
rules text: Earthsight: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can see the outlines of solid objects even in perfect darkness, and can peer through a number of feet of earth or stone equal to your character level.
tradition: elementalist
effects:
  source text: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can see the outlines of solid objects even in perfect darkness, and can peer through a number of feet of earth or stone equal to your character level.

elemental-blast
type: Art
name: Elemental Blast
slug: elemental-blast
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Other Elementalist Arts
  line start: 1078
  line end: 1078
rules text: Elemental Blast: Commit Effort for the scene as a Main Action to hurl a blast of some elemental force at a visible target within fifty feet per character level. The attack is made with Magic as the combat skill, Int, Cha, or Dex as the attribute, and a bonus to hit equal to your character level. It is not hindered by melee foes. On a hit, the attack does 1d6 damage plus your character level and attribute
tradition: elementalist
effects:
  source text: Commit Effort for the scene as a Main Action to hurl a blast of some elemental force at a visible target within fifty feet per character level. The attack is made with Magic as the combat skill, Int, Cha, or Dex as the attribute, and a bonus to hit equal to your character level. It is not hindered by melee foes. On a hit, the attack does 1d6 damage plus your character level and attribute

elemental-resilience
type: Art
name: Elemental Resilience
slug: elemental-resilience
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: 1.5.7.1 Elementalist Arts
  line start: 1070
  line end: 1070
rules text: Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks.
tradition: elementalist
effects:
  source text: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks.

elemental-sparks
type: Art
name: Elemental Sparks
slug: elemental-sparks
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: 1.5.7.1 Elementalist Arts
  line start: 1070
  line end: 1070
rules text: Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.
tradition: elementalist
effects:
  source text: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.

elicitation-of-truth
type: Art
name: Elicitation of Truth
slug: elicitation-of-truth
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Other Thought Noble Arts
  line start: 1952
  line end: 1952
rules text: Elicitation of Truth: This art can only be taken by those who have mastered Surface Apprehension. It can only be used on a helpless or cooperative target; the Thought Noble may Commit Effort for the day and ask the target a question that takes no more than two sentences to ask. If the target fails a Mental saving throw, they must fully and completely answer the question. They need not exercise any personal judgment or speculation, but they must answer directly and without conscious deception.
tradition: thought-noble
effects:
  source text: This art can only be taken by those who have mastered Surface Apprehension. It can only be used on a helpless or cooperative target; the Thought Noble may Commit Effort for the day and ask the target a question that takes no more than two sentences to ask. If the target fails a Mental saving throw, they must fully and completely answer the question. They need not exercise any personal judgment or speculation, but they must answer directly and without conscious deception.

elite-ties
type: Art
name: Elite Ties
slug: elite-ties
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: General Arts
  line start: 2248
  line end: 2248
rules text: Elite Ties: You have ties with figures of societal importance. You can get audiences with them with minimal effort. Once per game session, get a favor from them that would not particularly inconvenience them to grant.
tradition: wise
effects:
  source text: You have ties with figures of societal importance. You can get audiences with them with minimal effort. Once per game session, get a favor from them that would not particularly inconvenience them to grant.

empowered-healer
type: Art
name: Empowered Healer
slug: empowered-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Other Healer Arts
  line start: 1269
  line end: 1269
rules text: Empowered Healer: Your Healing Touch becomes more powerful, adding your level to any healing.
tradition: healer
effects:
  source text: Your Healing Touch becomes more powerful, adding your level to any healing.

empowered-sorcery
type: Art
name: Empowered Sorcery
slug: empowered-sorcery
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1377
  line end: 1377
rules text: Empowered Sorcery: Commit Effort for the day as an Instant action to re-roll any variable die roll associated with a spell’s effects, such as a damage roll; take the roll you prefer.
tradition: high-mage
effects:
  source text: Commit Effort for the day as an Instant action to re-roll any variable die roll associated with a spell’s effects, such as a damage roll; take the roll you prefer.

entangle-incantation
type: Art
name: Entangle Incantation
slug: entangle-incantation
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 655
  line end: 655
rules text: Entangle Incantation: Commit Effort for the scene as an Instant action when an foe within 60’ incants a spell. Your voice tangles with their words, forcing them to make an opposed Int/Magic vs Cha/Perform skill check against you, with a +2 bonus to your roll. If you tie or succeed, the spell fizzles and is wasted. This art can be used only once per round.
tradition: bard
effects:
  source text: Commit Effort for the scene as an Instant action when an foe within 60’ incants a spell. Your voice tangles with their words, forcing them to make an opposed Int/Magic vs Cha/Perform skill check against you, with a +2 bonus to your roll. If you tie or succeed, the spell fizzles and is wasted. This art can be used only once per round.

erudite
type: Art
name: Erudite
slug: erudite
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: General Arts
  line start: 2250
  line end: 2250
rules text: Erudite: You are uncommonly learned. Once per day, reroll a failed skill check related to intellectual pursuits or things a scholar would know about.
tradition: wise
effects:
  source text: You are uncommonly learned. Once per day, reroll a failed skill check related to intellectual pursuits or things a scholar would know about.

evil-eye
type: Art
name: Evil Eye
slug: evil-eye
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Curses and Blessings
  line start: 2334
  line end: 2334
rules text: Evil Eye: This art improves your curse and blessing arts. You can now use these arts as an Instant action, albeit still only one such art per round, and you need do no more than look at the target rather than vocalizing any particular curse or blessing.
tradition: wise
effects:
  source text: This art improves your curse and blessing arts. You can now use these arts as an Instant action, albeit still only one such art per round, and you need do no more than look at the target rather than vocalizing any particular curse or blessing.

evoke-emotion
type: Art
name: Evoke Emotion
slug: evoke-emotion
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 657
  line end: 657
rules text: Evoke Emotion: Commit Effort for the day as a Main Action while performing. You evoke a desired emotion in listeners, whether intelligent or animal, granting a +1 bonus to relevant social skill checks for the scene for you and your allies. If desired, you can force a new Reaction Roll, taking it if it’s more favorable than the original. This art does not work in combat and can be used only once per scene.
tradition: bard
effects:
  source text: Commit Effort for the day as a Main Action while performing. You evoke a desired emotion in listeners, whether intelligent or animal, granting a +1 bonus to relevant social skill checks for the scene for you and your allies. If desired, you can force a new Reaction Roll, taking it if it’s more favorable than the original. This art does not work in combat and can be used only once per scene.

eyes-of-the-beast
type: Art
name: Eyes of the Beast
slug: eyes-of-the-beast
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Other Beastmaster Arts
  line start: 809
  line end: 809
rules text: Eyes of the Beast: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can share the senses of your companion. Neither of you can be surprised unless both are surprised.
tradition: beastmaster
effects:
  source text: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can share the senses of your companion. Neither of you can be surprised unless both are surprised.

eyes-of-the-hawk
type: Art
name: Eyes of the Hawk
slug: eyes-of-the-hawk
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1889
  line end: 1889
rules text: Eyes of the Hawk: This shape has remarkably acute senses. You can scent trails and objects like a dog, hear very faint noises, see objects clearly enough to identify faces at a thousand feet of distance, and see clearly in anything short of complete darkness. You gain a +2 bonus on all sensory Notice checks.
tradition: skinshifter
effects:
  source text: This shape has remarkably acute senses. You can scent trails and objects like a dog, hear very faint noises, see objects clearly enough to identify faces at a thousand feet of distance, and see clearly in anything short of complete darkness. You gain a +2 bonus on all sensory Notice checks.

facile-healer
type: Art
name: Facile Healer
slug: facile-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Other Healer Arts
  line start: 1271
  line end: 1271
rules text: Facile Healer: Your Healing Touch ability is improved;, and you no longer need to Commit Effort to activate it.
tradition: healer
effects:
  source text: Your Healing Touch ability is improved;, and you no longer need to Commit Effort to activate it.

facile-speech
type: Art
name: Facile Speech
slug: facile-speech
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Other Thought Noble Arts
  line start: 1954
  line end: 1954
rules text: Facile Speech: An improvement to the Far Speech art, you may now nominate up to a half-dozen companions to be favored targets for Far Speech. You may link with a favored target as an On Turn action without Committing Effort. The range to contact a favored target is one mile per Thought Noble level. You can change your
tradition: thought-noble
effects:
  source text: An improvement to the Far Speech art, you may now nominate up to a half-dozen companions to be favored targets for Far Speech. You may link with a favored target as an On Turn action without Committing Effort. The range to contact a favored target is one mile per Thought Noble level. You can change your

false-death
type: Art
name: False Death
slug: false-death
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: 1.5.14.1 Necromancer Arts
  line start: 1703
  line end: 1703
rules text: False Death: Commit Effort as an Instant action; while it remains Committed you appear dead to all mundane examination. You lose your Main Actions while “dead”, but can move and perceive normally and do not need to eat, drink, breathe, or perform other bodily functions. Poisons and diseases do not progress in you while you are “dead”. You can maintain this state of death for up to one day per level before needing at least an hour to recover.
tradition: necromancer
effects:
  source text: Commit Effort as an Instant action; while it remains Committed you appear dead to all mundane examination. You lose your Main Actions while “dead”, but can move and perceive normally and do not need to eat, drink, breathe, or perform other bodily functions. Poisons and diseases do not progress in you while you are “dead”. You can maintain this state of death for up to one day per level before needing at least an hour to recover.

far-healer
type: Art
name: Far Healer
slug: far-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Other Healer Arts
  line start: 1273
  line end: 1273
rules text: Far Healer: Your Healing Touch ability is improved, and may be used on a visible target within ten feet per character level.
tradition: healer
effects:
  source text: Your Healing Touch ability is improved, and may be used on a visible target within ten feet per character level.

far-speech
type: Art
name: Far Speech
slug: far-speech
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2003
  line end: 2003
rules text: Far Speech: Commit Effort for the scene as an On Turn action and target an intelligent creature known to you that is within two hundred feet per level. If they consent, you forge a telepathic link with them that can convey thoughts, speech, and images even without a common language. The link lasts for the rest of the scene. While linked with someone, both of you may reroll failed Mental saving throws and neither of you can be surprised unless both are.
tradition: thought-noble
effects:
  source text: Commit Effort for the scene as an On Turn action and target an intelligent creature known to you that is within two hundred feet per level. If they consent, you forge a telepathic link with them that can convey thoughts, speech, and images even without a common language. The link lasts for the rest of the scene. While linked with someone, both of you may reroll failed Mental saving throws and neither of you can be surprised unless both are.

faultless-awareness
type: Art
name: Faultless Awareness
slug: faultless-awareness
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2117
  line end: 2117
rules text: Faultless Awareness: Your awareness is such that you cannot be surprised, and will even wake from a sound sleep in time to respond normally to some imminent peril.
tradition: vowed
effects:
  source text: Your awareness is such that you cannot be surprised, and will even wake from a sound sleep in time to respond normally to some imminent peril.

favored-weapon
type: Art
name: Favored Weapon
slug: favored-weapon
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: 1.5.6.1 Duelist Arts
  line start: 960
  line end: 960
rules text: Favored Weapon: Choose one specific type of non-unarmed melee weapon. You begin play with such a weapon, and when using this type you may use the Favored Weapon attack bonus column on the Duelist table to determine your base hit bonus, unless it’s already better for some other reason. If your second partial class is Partial Warrior, your class’ base hit bonus with the weapon is instead equal to your level. You cannot apply this or other Duelist arts to thrown weapons.
tradition: duelist
effects:
  source text: Choose one specific type of non-unarmed melee weapon. You begin play with such a weapon, and when using this type you may use the Favored Weapon attack bonus column on the Duelist table to determine your base hit bonus, unless it’s already better for some other reason. If your second partial class is Partial Warrior, your class’ base hit bonus with the weapon is instead equal to your level. You cannot apply this or other Duelist arts to thrown weapons.

fear-no-flame
type: Art
name: Fear No Flame
slug: fear-no-flame
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 860
  line end: 860
rules text: Fear No Flame: Commit Effort for the day as an On Turn action while nominating a visible target. For the rest of the scene, they are immune to non-magical flame, smoke, or explosive damage, and decrease any sources of such magical damage they take by five points per level of Pray you have.
tradition: blood-priest
effects:
  source text: Commit Effort for the day as an On Turn action while nominating a visible target. For the rest of the scene, they are immune to non-magical flame, smoke, or explosive damage, and decrease any sources of such magical damage they take by five points per level of Pray you have.

feline-leap
type: Art
name: Feline Leap
slug: feline-leap
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1891
  line end: 1891
rules text: Feline Leap: This form can vault great distances. You can jump your full Move rating as a Move action, crossing the full distance horizontally or up to half the distance vertically. You subtract your Move rating from fall distance for damage calculations.
tradition: skinshifter
effects:
  source text: This form can vault great distances. You can jump your full Move rating as a Move action, crossing the full distance horizontally or up to half the distance vertically. You subtract your Move rating from fall distance for damage calculations.

feral-prowess
type: Art
name: Feral Prowess
slug: feral-prowess
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1893
  line end: 1893
rules text: Feral Prowess: This form has an augmented degree of speed, strength, or hardiness. For this form, pick either Strength, Dexterity, or Constitution; that attribute modifier is improved by +1 in this form, to a maximum of +2. These alterations are obvious and extreme; it is impossible to masquerade as a normal baseline human if using this art. Hit points gained from Con improvements are lost when shifting back.
tradition: skinshifter
effects:
  source text: This form has an augmented degree of speed, strength, or hardiness. For this form, pick either Strength, Dexterity, or Constitution; that attribute modifier is improved by +1 in this form, to a maximum of +2. These alterations are obvious and extreme; it is impossible to masquerade as a normal baseline human if using this art. Hit points gained from Con improvements are lost when shifting back.

feral-toughness
type: Art
name: Feral Toughness
slug: feral-toughness
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Other Beastmaster Arts
  line start: 809
  line end: 809
rules text: Feral Toughness: Your maximum hit point total is increased by the natural, unmodified hit dice of your companion; thus, a 5 hit die companion increases your maximum hit points by 5. You are impervious to normal outdoor extremes of heat or cold. Your base Armor Class is equal to 13 plus half your level, rounded up. This AC can be modified by shields or Dexterity modifiers, but not by armor.
tradition: beastmaster
effects:
  source text: Your maximum hit point total is increased by the natural, unmodified hit dice of your companion; thus, a 5 hit die companion increases your maximum hit points by 5. You are impervious to normal outdoor extremes of heat or cold. Your base Armor Class is equal to 13 plus half your level, rounded up. This AC can be modified by shields or Dexterity modifiers, but not by armor.

final-repose
type: Art
name: Final Repose
slug: final-repose
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Other Healer Arts
  line start: 1275
  line end: 1275
rules text: Final Repose: Target a visible living creature and Commit Effort for the day as an Instant action. For the rest of the scene, they take a Physical saving throw penalty equal to your Heal skill. If they are reduced to zero hit points before the end of the scene, they die with no chance for stabilization or revival.
tradition: healer
effects:
  source text: Target a visible living creature and Commit Effort for the day as an Instant action. For the rest of the scene, they take a Physical saving throw penalty equal to your Heal skill. If they are reduced to zero hit points before the end of the scene, they die with no chance for stabilization or revival.

find-object
type: Art
name: Find Object
slug: find-object
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Divination Arts
  line start: 2324
  line end: 2324
rules text: Find Object: The diviner spends a scene performing a ritual to locate a particular animal, object or type of substance known to them, be it gold, water, or a specific stolen cow. People cannot be found with this art. The GM makes a secret Wis/Magic skill check against a difficulty of 8 to 11, depending on how close the nearest suitable object is; something in the same village is 8, something a mile or more away is 11, and something more than five miles away is undetectable. If the check is successful, the diviner gets an impression of the direction the object is in. On a failure, roll 1d12 and use it as a clock face to give a random direction. This art can be used once per day.
tradition: wise
effects:
  source text: The diviner spends a scene performing a ritual to locate a particular animal, object or type of substance known to them, be it gold, water, or a specific stolen cow. People cannot be found with this art. The GM makes a secret Wis/Magic skill check against a difficulty of 8 to 11, depending on how close the nearest suitable object is; something in the same village is 8, something a mile or more away is 11, and something more than five miles away is undetectable. If the check is successful, the diviner gets an impression of the direction the object is in. On a failure, roll 1d12 and use it as a clock face to give a random direction. This art can be used once per day.

flamesight
type: Art
name: Flamesight
slug: flamesight
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1125
  line end: 1125
rules text: Flamesight: Commit Effort as an On Turn action. While the Effort remains Committed, you can see thermal gradients sufficient to distinguish surfaces and living creatures, even in perfect darkness. Optionally, you may cause your own eyes to cast a light sufficient to illuminate your surroundings clearly out to a range of 30 feet.
tradition: elementalist
effects:
  source text: Commit Effort as an On Turn action. While the Effort remains Committed, you can see thermal gradients sufficient to distinguish surfaces and living creatures, even in perfect darkness. Optionally, you may cause your own eyes to cast a light sufficient to illuminate your surroundings clearly out to a range of 30 feet.

folk-friend
type: Art
name: Folk-Friend
slug: folk-friend
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: General Arts
  line start: 2252
  line end: 2252
rules text: Folk-Friend: Commoners and other lower-class natives consider you a useful healer and helper. Once per day, get a modest favor from a commoner who doesn’t hate you in exchange for a blessing or bit of advice.
tradition: wise
effects:
  source text: Commoners and other lower-class natives consider you a useful healer and helper. Once per day, get a modest favor from a commoner who doesn’t hate you in exchange for a blessing or bit of advice.

forced-engagement
type: Art
name: Forced Engagement
slug: forced-engagement
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1021
  line end: 1021
rules text: Forced Engagement: Commit Effort for the scene as an Instant action when making an attack with your favored weapon; you may ignore one foe’s Screen Ally action for that attack.
tradition: duelist
effects:
  source text: Commit Effort for the scene as an Instant action when making an attack with your favored weapon; you may ignore one foe’s Screen Ally action for that attack.

gentleman-s-withdrawal
type: Art
name: Gentleman’s Withdrawal
slug: gentleman-s-withdrawal
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1023
  line end: 1023
rules text: Gentleman’s Withdrawal: Commit Effort for the scene as a Move action. As part of this, you may move at your full movement rate without being hindered by armed foes unless they completely block your path. You count as having made a Fighting Withdrawal against any enemies engaged with you at the time.
tradition: duelist
effects:
  source text: Commit Effort for the scene as a Move action. As part of this, you may move at your full movement rate without being hindered by armed foes unless they completely block your path. You count as having made a Fighting Withdrawal against any enemies engaged with you at the time.

god-wills-it
type: Art
name: God Wills It
slug: god-wills-it
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 862
  line end: 862
rules text: God Wills It: Commit Effort for the day as an Instant action and loudly call down your god’s blessing on your comrades. For the rest of the scene, up to six allies per character level in earshot gain an effective Morale of 12 and a +1 bonus to hit and damage rolls, including any Shock that may be inflicted. At fifth level this becomes a +2 bonus, and at tenth level it becomes a +3 bonus.
tradition: blood-priest
effects:
  source text: Commit Effort for the day as an Instant action and loudly call down your god’s blessing on your comrades. For the rest of the scene, up to six allies per character level in earshot gain an effective Morale of 12 and a +1 bonus to hit and damage rolls, including any Shock that may be inflicted. At fifth level this becomes a +2 bonus, and at tenth level it becomes a +3 bonus.

graceful-leap
type: Art
name: Graceful Leap
slug: graceful-leap
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1025
  line end: 1025
rules text: Graceful Leap: Commit Effort for the scene as an On Turn action to immediately leap up to ten feet horizontally or vertically, counting it as a Fighting Withdrawal. You can’t use this art more than once per round or after you’ve attacked. You are immune to falling damage from plunges of less than 30 feet.
tradition: duelist
effects:
  source text: Commit Effort for the scene as an On Turn action to immediately leap up to ten feet horizontally or vertically, counting it as a Fighting Withdrawal. You can’t use this art more than once per round or after you’ve attacked. You are immune to falling damage from plunges of less than 30 feet.

gravesight
type: Art
name: Gravesight
slug: gravesight
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: 1.5.14.1 Necromancer Arts
  line start: 1703
  line end: 1703
rules text: Gravesight: Commit Effort as an On Turn action; while it remains Committed, you can see the life energies of living creatures around you as various glowing patterns, regardless of the mundane illumination available. You can perceive sicknesses, poisons, and other
tradition: necromancer
effects:
  source text: Commit Effort as an On Turn action; while it remains Committed, you can see the life energies of living creatures around you as various glowing patterns, regardless of the mundane illumination available. You can perceive sicknesses, poisons, and other

hang-sorcery
type: Art
name: Hang Sorcery
slug: hang-sorcery
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1379
  line end: 1379
rules text: Hang Sorcery: Commit Effort for the scene as an Instant action when casting a spell. The spell does not go off, but remains “hung” and waiting to be triggered as an On Turn action, with details of targeting and effect determined at that time. Damage does not disrupt a hung spell, but no additional spells can be cast until the hung spell is released or allowed to dissipate.
tradition: high-mage
effects:
  source text: Commit Effort for the scene as an Instant action when casting a spell. The spell does not go off, but remains “hung” and waiting to be triggered as an On Turn action, with details of targeting and effect determined at that time. Damage does not disrupt a hung spell, but no additional spells can be cast until the hung spell is released or allowed to dissipate.

healer-s-eye
type: Art
name: Healer’s Eye
slug: healer-s-eye
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Other Healer Arts
  line start: 1277
  line end: 1277
rules text: Healer’s Eye: Commit Effort as an On Turn action; while the Effort remains committed, you can use a Main Action to visually detect diseases and poisons, diagnose creatures flawlessly, perceive their physiology, and learn their current hit point totals. As a side effect, you can detect living creatures by sight regardless of available light or obscuring mists.
tradition: healer
effects:
  source text: Commit Effort as an On Turn action; while the Effort remains committed, you can use a Main Action to visually detect diseases and poisons, diagnose creatures flawlessly, perceive their physiology, and learn their current hit point totals. As a side effect, you can detect living creatures by sight regardless of available light or obscuring mists.

healer
type: Art
name: Healer
slug: healer
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Example Art Progressions for Different Types of Wise
  line start: 2314
  line end: 2314
rules text: Healer: You are a trained and capable healer. Gain a +1 on all Heal skill checks; once per day, as an On Turn action, automatically succeed at a skill check to stabilize a Mortally Wounded subject.
tradition: wise
effects:
  source text: You are a trained and capable healer. Gain a +1 on all Heal skill checks; once per day, as an On Turn action, automatically succeed at a skill check to stabilize a Mortally Wounded subject.

healing-touch
type: Art
name: Healing Touch
slug: healing-touch
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: 1.5.9.1 Healer Arts
  line start: 1265
  line end: 1265
rules text: Healing Touch: Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.
tradition: healer
effects:
  source text: Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.

holy-sanctity
type: Art
name: Holy Sanctity
slug: holy-sanctity
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Example Art Progressions for Different Types of Wise
  line start: 2314
  line end: 2314
rules text: Holy Sanctity: You are honored and respected by most in this region. Gain a +1 bonus on social skill checks with locals who are not naturally opposed to your religion or social institution.
tradition: wise
effects:
  source text: You are honored and respected by most in this region. Gain a +1 bonus on social skill checks with locals who are not naturally opposed to your religion or social institution.

howl-of-distant-summons
type: Art
name: Howl of Distant Summons
slug: howl-of-distant-summons
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Other Beastmaster Arts
  line start: 809
  line end: 809
rules text: Howl of Distant Summons: You can call former animal companions to your side by Committing Effort for the day as a Main Action. The howl extends through time as well as space, and the subject will have received the message in time to reach your side within five minutes after you call for it. Once summoned, you may bind it again if you have no current companion. If the journey is exceptionally dangerous, difficult, or long, you’ll need to make a Cha/Survive skill check against a difficulty of 10 or more; on a failure, the beast could not make the journey and cannot be called by this power for another week.
tradition: beastmaster
effects:
  source text: You can call former animal companions to your side by Committing Effort for the day as a Main Action. The howl extends through time as well as space, and the subject will have received the message in time to reach your side within five minutes after you call for it. Once summoned, you may bind it again if you have no current companion. If the journey is exceptionally dangerous, difficult, or long, you’ll need to make a Cha/Survive skill check against a difficulty of 10 or more; on a failure, the beast could not make the journey and cannot be called by this power for another week.

hurling-throw
type: Art
name: Hurling Throw
slug: hurling-throw
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2119
  line end: 2119
rules text: Hurling Throw: After you make a successful attack, you may Commit Effort for the scene as an Instant action. The target must make a Physical saving throw or be thrown up to ten feet in any direction, falling prone on landing and suffering the damage rolled for your attack. If the Physical save is successful, the target simply takes damage as normal. This art can be used only once per round on any given target, and the target must be no larger than an ox.
tradition: vowed
effects:
  source text: After you make a successful attack, you may Commit Effort for the scene as an Instant action. The target must make a Physical saving throw or be thrown up to ten feet in any direction, falling prone on landing and suffering the damage rolled for your attack. If the Physical save is successful, the target simply takes damage as normal. This art can be used only once per round on any given target, and the target must be no larger than an ox.

hypercognition
type: Art
name: Hypercognition
slug: hypercognition
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2005
  line end: 2005
rules text: Hypercognition: You can drive your mind to tremendous feats of calculation, estimation, and recall. You have an eidetic memory and can perform extremely advanced calculations in your head. As an Instant action, Commit Effort for the day and reroll any failed Int-based skill check. This ability can be used only once on any given check.
tradition: thought-noble
effects:
  source text: You can drive your mind to tremendous feats of calculation, estimation, and recall. You have an eidetic memory and can perform extremely advanced calculations in your head. As an Instant action, Commit Effort for the day and reroll any failed Int-based skill check. This ability can be used only once on any given check.

iconograph
type: Art
name: Iconograph
slug: iconograph
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2005
  line end: 2005
rules text: Iconograph: Commit Effort for the scene as a Main Action and target a visible written text, piece of sculpture, iconographic symbol, or other visible artifact. You receive a short description of the message or idea the maker was trying to convey with the object. Optionally, you may use this art when making a sigil, art object, or text of your own; any valid target will automatically understand your intended message when they see the item. You may restrict your audience to particular people or types if you wish.
tradition: thought-noble
effects:
  source text: Commit Effort for the scene as a Main Action and target a visible written text, piece of sculpture, iconographic symbol, or other visible artifact. You receive a short description of the message or idea the maker was trying to convey with the object. Optionally, you may use this art when making a sigil, art object, or text of your own; any valid target will automatically understand your intended message when they see the item. You may restrict your audience to particular people or types if you wish.

ill-fate
type: Art
name: Ill Fate
slug: ill-fate
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Curses and Blessings
  line start: 2336
  line end: 2336
rules text: Ill Fate: As a Main Action, curse a visible target. You may specify a particular kind of undertaking or apply the curse to anything they may do. The next pertinent skill check they make is made at a -1 penalty. If their raw die roll is equal or less than the PC’s Magic skill plus one their effort goes disastrously wrong. The curse lasts until the next relevant skill check.
tradition: wise
effects:
  source text: As a Main Action, curse a visible target. You may specify a particular kind of undertaking or apply the curse to anything they may do. The next pertinent skill check they make is made at a -1 penalty. If their raw die roll is equal or less than the PC’s Magic skill plus one their effort goes disastrously wrong. The curse lasts until the next relevant skill check.

immaculate-body
type: Art
name: Immaculate Body
slug: immaculate-body
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1665
  line end: 1665
rules text: Immaculate Body: Magical transformations, curses, or lingering negative magical penalties last a maximum of one scene on you. Such malisons cannot kill you, reducing you to 1 HP at worst. This applies to all magical effects, and not only to hostile spells.
tradition: mageslayer
effects:
  source text: Magical transformations, curses, or lingering negative magical penalties last a maximum of one scene on you. Such malisons cannot kill you, reducing you to 1 HP at worst. This applies to all magical effects, and not only to hostile spells.

immaculate-mind
type: Art
name: Immaculate Mind
slug: immaculate-mind
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1665
  line end: 1665
rules text: Immaculate Mind: You are impervious to unwanted mind-affecting or mind-reading spells or magical effects, and you automatically see through illusions and magical invisibility. Note that this applies to all such magical effects, not merely spells.
tradition: mageslayer
effects:
  source text: You are impervious to unwanted mind-affecting or mind-reading spells or magical effects, and you automatically see through illusions and magical invisibility. Note that this applies to all such magical effects, not merely spells.

impress-imperative
type: Art
name: Impress Imperative
slug: impress-imperative
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2007
  line end: 2007
rules text: Impress Imperative: Commit Effort for the day as a Main Action while targeting a visible living creature. You may give it an overwhelming urge to perform some action that takes no longer than a round and is not completely contrary to its nature or wishes. It can make a Mental save to resist, but on a failure it spends its next action carrying out the imperative.
tradition: thought-noble
effects:
  source text: Commit Effort for the day as a Main Action while targeting a visible living creature. You may give it an overwhelming urge to perform some action that takes no longer than a round and is not completely contrary to its nature or wishes. It can make a Mental save to resist, but on a failure it spends its next action carrying out the imperative.

inexorable-effect
type: Art
name: Inexorable Effect
slug: inexorable-effect
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1381
  line end: 1381
rules text: Inexorable Effect: Commit Effort for the day as an Instant action to force an enemy to re-roll a successful saving throw and take the worse result. You may use this art only once per scene.
tradition: high-mage
effects:
  source text: Commit Effort for the day as an Instant action to force an enemy to re-roll a successful saving throw and take the worse result. You may use this art only once per scene.

inspire-dread
type: Art
name: Inspire Dread
slug: inspire-dread
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Bard Arts
  line start: 657
  line end: 657
rules text: Inspire Dread: Commit Effort for the day as an Instant action when your enemies are forced to make a Morale check. You goad
tradition: bard
effects:
  source text: Commit Effort for the day as an Instant action when your enemies are forced to make a Morale check. You goad

intrinsic-armor
type: Art
name: Intrinsic Armor
slug: intrinsic-armor
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1893
  line end: 1893
rules text: Intrinsic Armor: This shape has tough scales, hide, shell, or other defensive integuments. Your base Armor Class is 14 plus half your character level, rounded down. This AC can be modified by your Dexterity modifier, and by shields if the shape can hold one.
tradition: skinshifter
effects:
  source text: This shape has tough scales, hide, shell, or other defensive integuments. Your base Armor Class is 14 plus half your character level, rounded down. This AC can be modified by your Dexterity modifier, and by shields if the shape can hold one.

iron-resolution
type: Art
name: Iron Resolution
slug: iron-resolution
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1383
  line end: 1383
rules text: Iron Resolution: Commit Effort for the day when injured or disturbed in combat; you may make a Physical saving throw to resist spell disruption and ignore the damage for purposes of spellcasting.
tradition: high-mage
effects:
  source text: Commit Effort for the day when injured or disturbed in combat; you may make a Physical saving throw to resist spell disruption and ignore the damage for purposes of spellcasting.

keen-senses
type: Art
name: Keen Senses
slug: keen-senses
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Bard
  line start: 706
  line end: 706
rules text: Keen Senses: This art gives you the equivalent of sight out to 60’ even if blinded. You cannot distinguish colors, but you can perceive physical details as readily as if with your eyes. Physically-invisible creatures and objects are obvious to you.
tradition: bard
effects:
  source text: This art gives you the equivalent of sight out to 60’ even if blinded. You cannot distinguish colors, but you can perceive physical details as readily as if with your eyes. Physically-invisible creatures and objects are obvious to you.

keeper-of-the-gate
type: Art
name: Keeper of the Gate
slug: keeper-of-the-gate
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1752
  line end: 1752
rules text: Keeper of the Gate: At your discretion, creatures within twenty feet of you per character level that are Mortally Wounded will die instantly and cannot be revived by magic or medicine. Conversely, you can Commit Effort for the day to automatically stabilize any or all within that range, increasing their System Strain by 1 point. This benefit cannot aid creatures that have been dismembered, shredded, or otherwise suffered unsurvivable injuries.
tradition: necromancer
effects:
  source text: At your discretion, creatures within twenty feet of you per character level that are Mortally Wounded will die instantly and cannot be revived by magic or medicine. Conversely, you can Commit Effort for the day to automatically stabilize any or all within that range, increasing their System Strain by 1 point. This benefit cannot aid creatures that have been dismembered, shredded, or otherwise suffered unsurvivable injuries.

know-the-weak-spot
type: Art
name: Know the Weak Spot
slug: know-the-weak-spot
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Other Beastmaster Arts
  line start: 811
  line end: 811
rules text: Know the Weak Spot: Whenever inflicting damage on a beast with a weapon or physical attack, roll the damage twice and take the higher score. Optionally, Commit Effort for the scene as an Instant action when an ally within earshot hits a beast; your shouted advice or distracting help allows them to roll damage twice and take the better result as well.
tradition: beastmaster
effects:
  source text: Whenever inflicting damage on a beast with a weapon or physical attack, roll the damage twice and take the higher score. Optionally, Commit Effort for the scene as an Instant action when an ally within earshot hits a beast; your shouted advice or distracting help allows them to roll damage twice and take the better result as well.

know-your-prey
type: Art
name: Know Your Prey
slug: know-your-prey
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1667
  line end: 1667
rules text: Know Your Prey: Your Magic skill is treated as one point higher than it is, up to a maximum of level-4 skill. This benefit adds to your Effort as usual, and may allow you to have a higher Magic skill than your character level would usually allow.
tradition: mageslayer
effects:
  source text: Your Magic skill is treated as one point higher than it is, up to a maximum of level-4 skill. This benefit adds to your Effort as usual, and may allow you to have a higher Magic skill than your character level would usually allow.

leap-of-the-heavens
type: Art
name: Leap of the Heavens
slug: leap-of-the-heavens
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2121
  line end: 2121
rules text: Leap of the Heavens: Commit Effort for the scene as a Move action to leap up to your full Move action horizontally or half that vertically. You may also Commit Effort for the scene as an Instant action to negate falling damage, no matter the distance.
tradition: vowed
effects:
  source text: Commit Effort for the scene as a Move action to leap up to your full Move action horizontally or half that vertically. You may also Commit Effort for the scene as an Instant action to negate falling damage, no matter the distance.

liberating-song
type: Art
name: Liberating Song
slug: liberating-song
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Bard
  line start: 708
  line end: 708
rules text: Liberating Song: You are immune to mind- or emotion-controlling effects. You can Commit Effort for the scene as an Instant action to grant any ally in range a Mental saving throw to throw off such effects, assuming they allowed a save to begin with. If the second save is failed, this art cannot help them.
tradition: bard
effects:
  source text: You are immune to mind- or emotion-controlling effects. You can Commit Effort for the scene as an Instant action to grant any ally in range a Mental saving throw to throw off such effects, assuming they allowed a save to begin with. If the second save is failed, this art cannot help them.

life-bridge
type: Art
name: Life Bridge
slug: life-bridge
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1754
  line end: 1754
rules text: Life Bridge: You can transfer life force between willing or helpless participants. Commit Effort for the day; for the rest of the scene, you can shift hit points from one willing or helpless target no smaller than a dog to another as a Main Action, provided you are touching both. You can shift enough hit points to Mortally Wound a donor, but you can’t give more to the recipient than would refresh their maximum allowed hit points.
tradition: necromancer
effects:
  source text: You can transfer life force between willing or helpless participants. Commit Effort for the day; for the rest of the scene, you can shift hit points from one willing or helpless target no smaller than a dog to another as a Main Action, provided you are touching both. You can shift enough hit points to Mortally Wound a donor, but you can’t give more to the recipient than would refresh their maximum allowed hit points.

lightning-draw
type: Art
name: Lightning Draw
slug: lightning-draw
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1027
  line end: 1027
rules text: Lightning Draw: Commit Effort for the day as an Instant action at the start of hostilities; you win initiative against anyone without a similar ability to act first and may ready a Stowed favored weapon Instantly.
tradition: duelist
effects:
  source text: Commit Effort for the day as an Instant action at the start of hostilities; you win initiative against anyone without a similar ability to act first and may ready a Stowed favored weapon Instantly.

limb-restoration
type: Art
name: Limb Restoration
slug: limb-restoration
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Other Healer Arts
  line start: 1279
  line end: 1279
rules text: Limb Restoration: Only expert healers can master this art, which
tradition: healer
effects:
  source text: Only expert healers can master this art, which

luck-blessing
type: Art
name: Luck Blessing
slug: luck-blessing
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Curses and Blessings
  line start: 2338
  line end: 2338
rules text: Luck Blessing: As a Main Action, confer a blessing on a visible target. The next skill check they make that day will have a +1 bonus. Only one luck blessing can be in place for a creature at a time.
tradition: wise
effects:
  source text: As a Main Action, confer a blessing on a visible target. The next skill check they make that day will have a +1 bonus. Only one luck blessing can be in place for a creature at a time.

lying-face
type: Art
name: Lying Face
slug: lying-face
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 556
  line end: 556
rules text: Lying Face: Commit Effort as a Main Action; while it remains Committed, you can disguise yourself as any humanoid of the same general size, including clothing, scent, and voice.
tradition: accursed
effects:
  source text: Commit Effort as a Main Action; while it remains Committed, you can disguise yourself as any humanoid of the same general size, including clothing, scent, and voice.

magebane
type: Art
name: Magebane
slug: magebane
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1669
  line end: 1669
rules text: Magebane: You add half your level, rounded up, to all damage you inflict on casters from any source, be it by weapon, Shock, or violent action. This does not stack with a Warrior’s Killing Blow class ability.
tradition: mageslayer
effects:
  source text: You add half your level, rounded up, to all damage you inflict on casters from any source, be it by weapon, Shock, or violent action. This does not stack with a Warrior’s Killing Blow class ability.

manifest-wings
type: Art
name: Manifest Wings
slug: manifest-wings
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1895
  line end: 1895
rules text: Manifest Wings: This shape can form usable wings. You can’t effectively attack while concentrating on remaining aloft, but you can fly at your normal movement rate +10’ per action. If unhindered and flying overland you can travel up to ten miles an hour and fly up to five hours a day.
tradition: skinshifter
effects:
  source text: This shape can form usable wings. You can’t effectively attack while concentrating on remaining aloft, but you can fly at your normal movement rate +10’ per action. If unhindered and flying overland you can travel up to ten miles an hour and fly up to five hours a day.

martial-style
type: Art
name: Martial Style
slug: martial-style
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: 1.5.17.1 Vowed Arts
  line start: 2062
  line end: 2062
rules text: Martial Style: Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.
tradition: vowed
effects:
  source text: Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.

master-of-bones
type: Art
name: Master of Bones
slug: master-of-bones
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1756
  line end: 1756
rules text: Master of Bones: Undead must roll twice to save versus your abilities or spells and take the worse roll. You may Commit Effort for the scene as an Instant action to negate any single attack, magical power or spell an undead uses against you. Undead with more than twice as many hit dice as you have levels cannot be foiled this way.
tradition: necromancer
effects:
  source text: Undead must roll twice to save versus your abilities or spells and take the worse roll. You may Commit Effort for the scene as an Instant action to negate any single attack, magical power or spell an undead uses against you. Undead with more than twice as many hit dice as you have levels cannot be foiled this way.

master-s-vigor
type: Art
name: Master’s Vigor
slug: master-s-vigor
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2123
  line end: 2123
rules text: Master’s Vigor: Your body retains its vigor and youthful vitality to the full normal span of your life. You regain two lost hit points per hour due to your natural restorative powers.
tradition: vowed
effects:
  source text: Your body retains its vigor and youthful vitality to the full normal span of your life. You regain two lost hit points per hour due to your natural restorative powers.

merciful-healing
type: Art
name: Merciful Healing
slug: merciful-healing
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: 1.5.5.1 Blood Priest Arts
  line start: 864
  line end: 864
rules text: Merciful Healing: Commit Effort for the day as a Main Action and touch a target within melee range. The target receives 1d6+2 points of magical healing. If done in combat or used to revive a Mortally Wounded subject, the rushed haste of the healing adds 1 System
tradition: blood-priest
effects:
  source text: Commit Effort for the day as a Main Action and touch a target within melee range. The target receives 1d6+2 points of magical healing. If done in combat or used to revive a Mortally Wounded subject, the rushed haste of the healing adds 1 System

mind-call
type: Art
name: Mind Call
slug: mind-call
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Other Beastmaster Arts
  line start: 813
  line end: 813
rules text: Mind Call: Commit Effort for the scene as an On Turn action. For the rest of the scene you forge a telepathic bond with your animal companion. You can give it orders and receive information from the creature, at least insofar as its limited intellect allows.
tradition: beastmaster
effects:
  source text: Commit Effort for the scene as an On Turn action. For the rest of the scene you forge a telepathic bond with your animal companion. You can give it orders and receive information from the creature, at least insofar as its limited intellect allows.

mind-light
type: Art
name: Mind Light
slug: mind-light
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2009
  line end: 2009
rules text: Mind Light: Your Open Mind art is enhanced. While active, you become aware of the location of all living minds within sixty feet of you provided there isn’t a physical barrier between you and the subject and they are not actively hiding from you. You can identify the species of these minds, if the species is known to you, any strong emotional states, and can recognize known individuals. While Open Mind is active you cannot be surprised by a living creature.
tradition: thought-noble
effects:
  source text: Your Open Mind art is enhanced. While active, you become aware of the location of all living minds within sixty feet of you provided there isn’t a physical barrier between you and the subject and they are not actively hiding from you. You can identify the species of these minds, if the species is known to you, any strong emotional states, and can recognize known individuals. While Open Mind is active you cannot be surprised by a living creature.

mind-over-matter
type: Art
name: Mind Over Matter
slug: mind-over-matter
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2011
  line end: 2011
rules text: Mind Over Matter: Your mental control over your physical processes is considerable. Commit Effort for the day as an Instant action to gain one of the following benefits: automatically stabilize if Mortally Wounded, go without sleep for twenty-four hours, heal 1d6 hit points of damage you’ve suffered, or completely ignore normal climatic extremes of heat or cold for one day. Similar tricks of bodily control may be allowed at the GM’s discretion.
tradition: thought-noble
effects:
  source text: Your mental control over your physical processes is considerable. Commit Effort for the day as an Instant action to gain one of the following benefits: automatically stabilize if Mortally Wounded, go without sleep for twenty-four hours, heal 1d6 hit points of damage you’ve suffered, or completely ignore normal climatic extremes of heat or cold for one day. Similar tricks of bodily control may be allowed at the GM’s discretion.

mirror-mask
type: Art
name: Mirror Mask
slug: mirror-mask
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2013
  line end: 2013
rules text: Mirror Mask: You become instantly aware of any mind-affecting power directed at you and can identify the user if they’re within your current sensory range. You may reroll any Mental saving throw the attacking ability allows you; if it doesn’t allow a save, you get a single Mental save to resist anyway. If you succeed, you may Commit Effort for the day as an Instant action to give the power false information of your choice or a false impression of success.
tradition: thought-noble
effects:
  source text: You become instantly aware of any mind-affecting power directed at you and can identify the user if they’re within your current sensory range. You may reroll any Mental saving throw the attacking ability allows you; if it doesn’t allow a save, you get a single Mental save to resist anyway. If you succeed, you may Commit Effort for the day as an Instant action to give the power false information of your choice or a false impression of success.

mob-justice
type: Art
name: Mob Justice
slug: mob-justice
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2125
  line end: 2125
rules text: Mob Justice: As an Instant action, Commit Effort for the day to become impervious to the Make a Swarm Attack maneuver. Your assailants cannot use this maneuver against you for the rest of the scene, and you become immune to Shock as long as you remain in melee with at least two foes. Making use of this benefit disrupts any spellcasting you may attempt, however, due to the violent motion required.
tradition: vowed
effects:
  source text: As an Instant action, Commit Effort for the day to become impervious to the Make a Swarm Attack maneuver. Your assailants cannot use this maneuver against you for the rest of the scene, and you become immune to Shock as long as you remain in melee with at least two foes. Making use of this benefit disrupts any spellcasting you may attempt, however, due to the violent motion required.

natural-weaponry
type: Art
name: Natural Weaponry
slug: natural-weaponry
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Other Beastmaster Arts
  line start: 815
  line end: 815
rules text: Natural Weaponry: You may have physically grown fangs and claws, or it may be that you just intuitively absorbed effective unarmed fighting techniques from your animal companions. When unarmed, your attacks count as weapons that use either Str or Dex
tradition: beastmaster
effects:
  source text: You may have physically grown fangs and claws, or it may be that you just intuitively absorbed effective unarmed fighting techniques from your animal companions. When unarmed, your attacks count as weapons that use either Str or Dex

night-black-eyes
type: Art
name: Night-Black Eyes
slug: night-black-eyes
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: 1.5.2.1 Accursed Arts
  line start: 558
  line end: 558
rules text: Night-Black Eyes: You can see clearly in perfect darkness. As
tradition: accursed
effects:
  source text: You can see clearly in perfect darkness. As

nimble-ascent
type: Art
name: Nimble Ascent
slug: nimble-ascent
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2125
  line end: 2125
rules text: Nimble Ascent: Commit Effort for the scene as an On Turn action. For the remainder of the scene you may move up vertical and overhanging surfaces and across difficult terrain at your full movement rate with no chance of slipping or falling, provided the surface is not glass-smooth or enchanted. You require only one free hand to cling to a wall or ceiling.
tradition: vowed
effects:
  source text: Commit Effort for the scene as an On Turn action. For the remainder of the scene you may move up vertical and overhanging surfaces and across difficult terrain at your full movement rate with no chance of slipping or falling, provided the surface is not glass-smooth or enchanted. You require only one free hand to cling to a wall or ceiling.

octopus-embrace
type: Art
name: Octopus’ Embrace
slug: octopus-embrace
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1897
  line end: 1897
rules text: Octopus’ Embrace: This shape can have more than four usable limbs. These additional tentacles, arms, legs, or grippers can hold and manipulate things; up to four Stowed objects can be held Ready by these limbs without counting against your Readied Encumbrance limit. These extra limbs cannot effectively employ extra shields, perform additional attacks or actions, or do other things that require significant focus beyond your current action.
tradition: skinshifter
effects:
  source text: This shape can have more than four usable limbs. These additional tentacles, arms, legs, or grippers can hold and manipulate things; up to four Stowed objects can be held Ready by these limbs without counting against your Readied Encumbrance limit. These extra limbs cannot effectively employ extra shields, perform additional attacks or actions, or do other things that require significant focus beyond your current action.

open-mind
type: Art
name: Open Mind
slug: open-mind
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: 1.5.16.1 Thought Noble Arts
  line start: 1948
  line end: 1948
rules text: Open Mind: Commit Effort as an On Turn action. While Effort remains Committed, you may detect the current emotional state of a visible living creature as a Main Action. This discernment isn’t fine enough to identify the object of their emotions unless it’s obvious from the context.
tradition: thought-noble
effects:
  source text: Commit Effort as an On Turn action. While Effort remains Committed, you may detect the current emotional state of a visible living creature as a Main Action. This discernment isn’t fine enough to identify the object of their emotions unless it’s obvious from the context.

pacted-protection
type: Art
name: Pacted Protection
slug: pacted-protection
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 607
  line end: 607
rules text: Pacted Protection: Choose a type of harmful energy: fire, frost, acid, electricity, or the like. You become immune to natural degrees of this energy and take half damage from magical attacks involving it.
tradition: accursed
effects:
  source text: Choose a type of harmful energy: fire, frost, acid, electricity, or the like. You become immune to natural degrees of this energy and take half damage from magical attacks involving it.

pavis-of-elements
type: Art
name: Pavis of Elements
slug: pavis-of-elements
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1127
  line end: 1127
rules text: Pavis of Elements: Commit Effort as an On Turn action to conjure an elemental barrier around yourself. The barrier improves your Armor Class by +4 and remains as long as the Effort remains Committed. This bonus stacks with other effects, but cannot increase AC above 18, regardless of the combinations.
tradition: elementalist
effects:
  source text: Commit Effort as an On Turn action to conjure an elemental barrier around yourself. The barrier improves your Armor Class by +4 and remains as long as the Effort remains Committed. This bonus stacks with other effects, but cannot increase AC above 18, regardless of the combinations.

perfect-mimicry
type: Art
name: Perfect Mimicry
slug: perfect-mimicry
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1899
  line end: 1899
rules text: Perfect Mimicry: This alternate form can exactly duplicate another creature, provided you either have a lock of their hair, a still-liquid drop of their blood, or ten minutes of observation of them from within five feet. Once learned, you need no further samples.
tradition: skinshifter
effects:
  source text: This alternate form can exactly duplicate another creature, provided you either have a lock of their hair, a still-liquid drop of their blood, or ten minutes of observation of them from within five feet. Once learned, you need no further samples.

personal-impunity
type: Art
name: Personal Impunity
slug: personal-impunity
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Example Art Progressions for Different Types of Wise
  line start: 2316
  line end: 2316
rules text: Personal Impunity: You bear signs of sanctity, and physically harming you is considered taboo in this region. Only the most vicious or desperate humans will initiate violence against you, though any will fight if you attack them. Hostile groups will hesitate to attack your companions unless provoked.
tradition: wise
effects:
  source text: You bear signs of sanctity, and physically harming you is considered taboo in this region. Only the most vicious or desperate humans will initiate violence against you, though any will fight if you attack them. Hostile groups will hesitate to attack your companions unless provoked.

petrifying-stare
type: Art
name: Petrifying Stare
slug: petrifying-stare
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1129
  line end: 1129
rules text: Petrifying Stare: Commit Effort for the day as a Main Action and target a visible creature. The creature must make a Physical save or become partially petrified, losing its Move action for a number of rounds equal to half your caster level, rounded up. Flying creatures are forced to land by this art and swimming creatures will inevitably sink to the bottom.
tradition: elementalist
effects:
  source text: Commit Effort for the day as a Main Action and target a visible creature. The creature must make a Physical save or become partially petrified, losing its Move action for a number of rounds equal to half your caster level, rounded up. Flying creatures are forced to land by this art and swimming creatures will inevitably sink to the bottom.

piercing-strike
type: Art
name: Piercing Strike
slug: piercing-strike
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1029
  line end: 1029
rules text: Piercing Strike: Commit Effort for the scene as an On Turn action and choose a visible target. For the rest of the scene, their AC is treated as 10 for purposes of resisting the Shock of your favored weapon.
tradition: duelist
effects:
  source text: Commit Effort for the scene as an On Turn action and choose a visible target. For the rest of the scene, their AC is treated as 10 for purposes of resisting the Shock of your favored weapon.

pliant-flesh
type: Art
name: Pliant Flesh
slug: pliant-flesh
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1901
  line end: 1901
rules text: Pliant Flesh: You’ve mastered your shapeshifting skills, and Change Form can be used as an On Turn action, albeit only once per round. Alternately, it can take as long as a minute but cost no Effort. Whenever you spend Effort to shift shape, you heal lost hit points equal to 1d6 plus your level; this does not apply when merely reverting a form’s change. This art is intrinsic to you, and doesn’t count against the total number of arts allowed to apply to a form.
tradition: skinshifter
effects:
  source text: You’ve mastered your shapeshifting skills, and Change Form can be used as an On Turn action, albeit only once per round. Alternately, it can take as long as a minute but cost no Effort. Whenever you spend Effort to shift shape, you heal lost hit points equal to 1d6 plus your level; this does not apply when merely reverting a form’s change. This art is intrinsic to you, and doesn’t count against the total number of arts allowed to apply to a form.

positive-association
type: Art
name: Positive Association
slug: positive-association
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2015
  line end: 2015
rules text: Positive Association: As a Main Action, Commit Effort for the day and target a visible sentient creature. It gets a Mental saving throw to resist; on a failure, any thought of you or your actions is suffused by a glow of benign happiness and admiration. They will treat you as an admired friend and find all your actions to be eminently reasonable and wise until you or your allies attack them, bring harm to something they love, or leave their presence for more than an hour. Affected creatures that were not misused are unlikely to think themselves bespelled when this power ends unless given reason to. This ability can affect only one target at a time.
tradition: thought-noble
effects:
  source text: As a Main Action, Commit Effort for the day and target a visible sentient creature. It gets a Mental saving throw to resist; on a failure, any thought of you or your actions is suffused by a glow of benign happiness and admiration. They will treat you as an admired friend and find all your actions to be eminently reasonable and wise until you or your allies attack them, bring harm to something they love, or leave their presence for more than an hour. Affected creatures that were not misused are unlikely to think themselves bespelled when this power ends unless given reason to. This ability can affect only one target at a time.

preparatory-countermagic
type: Art
name: Preparatory Countermagic
slug: preparatory-countermagic
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: 1.5.10.1 High Mage Arts
  line start: 1383
  line end: 1383
rules text: Preparatory Countermagic: Commit Effort for the scene when
tradition: high-mage
effects:
  source text: Commit Effort for the scene when

psychic-conversion
type: Art
name: Psychic Conversion
slug: psychic-conversion
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1432
  line end: 1432
rules text: Psychic Conversion: Once per day as an On Turn action, expend one casting slot to remove one point of accrued System Strain and heal 2 hit points per level.
tradition: high-mage
effects:
  source text: Once per day as an On Turn action, expend one casting slot to remove one point of accrued System Strain and heal 2 hit points per level.

purge-ailment
type: Art
name: Purge Ailment
slug: purge-ailment
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1328
  line end: 1328
rules text: Purge Ailment: Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/Heal or Cha/Heal skill check against a difficulty of 8 or more. At seventh level, you need only Commit Effort for the scene to use this ability.
tradition: healer
effects:
  source text: Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/Heal or Cha/Heal skill check against a difficulty of 8 or more. At seventh level, you need only Commit Effort for the scene to use this ability.

purified-body
type: Art
name: Purified Body
slug: purified-body
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2127
  line end: 2127
rules text: Purified Body: You may Commit Effort for the day as an Instant action to cure any disease or poison currently affecting you, or instead to negate any need for sleep, food, water, or air for the next 24 hours.
tradition: vowed
effects:
  source text: You may Commit Effort for the day as an Instant action to cure any disease or poison currently affecting you, or instead to negate any need for sleep, food, water, or air for the next 24 hours.

rally
type: Art
name: Rally
slug: rally
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Bard
  line start: 710
  line end: 710
rules text: Rally: Commit Effort for the day as a Main Action to exhort a wounded or fallen ally, removing any Frailty. The target regains 2d6 plus your level in hit points, but you incur one System Strain.
tradition: bard
effects:
  source text: Commit Effort for the day as a Main Action to exhort a wounded or fallen ally, removing any Frailty. The target regains 2d6 plus your level in hit points, but you incur one System Strain.

read-intent
type: Art
name: Read Intent
slug: read-intent
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Partial Warrior/Thought Noble
  line start: 2017
  line end: 2017
rules text: Read Intent: As an Instant action, Commit Effort for the scene and
tradition: thought-noble
effects:
  source text: As an Instant action, Commit Effort for the scene and

read-omens
type: Art
name: Read Omens
slug: read-omens
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Divination Arts
  line start: 2326
  line end: 2326
rules text: Read Omens: A petitioner proposes a course of action to the PC. After a scene-long ritual involving at least 10 sp worth of livestock or sacrificial material, the GM makes a secret Wis/Magic skill check against difficulty 10. On a success, the PC gets an impression of whether the course of action will lead to success or failure, as the GM thinks most likely. On a failure, the GM gives a random result. Multiplying the ritual costs by 10 adds +1 to the skill check, thus, a sacrifice of 1,000 sp worth of livestock gets a +2 on the check. The same course of action cannot be divined more than once a month.
tradition: wise
effects:
  source text: A petitioner proposes a course of action to the PC. After a scene-long ritual involving at least 10 sp worth of livestock or sacrificial material, the GM makes a secret Wis/Magic skill check against difficulty 10. On a success, the PC gets an impression of whether the course of action will lead to success or failure, as the GM thinks most likely. On a failure, the GM gives a random result. Multiplying the ritual costs by 10 adds +1 to the skill check, thus, a sacrifice of 1,000 sp worth of livestock gets a +2 on the check. The same course of action cannot be divined more than once a month.

red-harvest
type: Art
name: Red Harvest
slug: red-harvest
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1758
  line end: 1758
rules text: Red Harvest: You are empowered by death. As an Instant action, whenever an intelligent living creature with at least one hit die perishes within fifty feet of you, Commit Effort for the day to either heal 1d6 plus your level in lost hit points or gain a +4 bonus on your next hit roll this scene. This art cannot be stacked, and it can be used only once per round.
tradition: necromancer
effects:
  source text: You are empowered by death. As an Instant action, whenever an intelligent living creature with at least one hit die perishes within fifty feet of you, Commit Effort for the day to either heal 1d6 plus your level in lost hit points or gain a +4 bonus on your next hit roll this scene. This art cannot be stacked, and it can be used only once per round.

refined-restoration
type: Art
name: Refined Restoration
slug: refined-restoration
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1328
  line end: 1328
rules text: Refined Restoration: You and up to a dozen allies you tend before they sleep will all lose 2 System Strain from a good night’s rest instead of 1.
tradition: healer
effects:
  source text: You and up to a dozen allies you tend before they sleep will all lose 2 System Strain from a good night’s rest instead of 1.

restrained-casting
type: Art
name: Restrained Casting
slug: restrained-casting
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1434
  line end: 1434
rules text: Restrained Casting: Commit Effort for the day as an Instant action when casting a High Magic spell. You may do so in perfect silence and without need for somatic gestures, though damage will still disrupt the casting.
tradition: high-mage
effects:
  source text: Commit Effort for the day as an Instant action when casting a High Magic spell. You may do so in perfect silence and without need for somatic gestures, though damage will still disrupt the casting.

retain-sorcery
type: Art
name: Retain Sorcery
slug: retain-sorcery
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1436
  line end: 1436
rules text: Retain Sorcery: Commit Effort for the day as an On Turn action after casting a spell; it does not count against your casting limits for the day. You can use this art no more than once per day, and the stress of using it prevents you from casting another spell before the end of your next turn.
tradition: high-mage
effects:
  source text: Commit Effort for the day as an On Turn action after casting a spell; it does not count against your casting limits for the day. You can use this art no more than once per day, and the stress of using it prevents you from casting another spell before the end of your next turn.

revive-the-fallen
type: Art
name: Revive the Fallen
slug: revive-the-fallen
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1330
  line end: 1330
rules text: Revive the Fallen: Only expert healers are capable of mastering this art, which cannot be learned earlier than 8th level. Commit Effort for the day as a Main Action to revive a recently-slain living creature that you are touching. This ability must be used on a target within one minute per caster level of their death, and will not work on a corpse that has been dismembered, incinerated, or otherwise disjected. The target’s System Strain is automatically maximized and they’ll be unconscious for twenty-four hours after their restoration before awakening with 1 hit point.
tradition: healer
effects:
  source text: Only expert healers are capable of mastering this art, which cannot be learned earlier than 8th level. Commit Effort for the day as a Main Action to revive a recently-slain living creature that you are touching. This ability must be used on a target within one minute per caster level of their death, and will not work on a corpse that has been dismembered, incinerated, or otherwise disjected. The target’s System Strain is automatically maximized and they’ll be unconscious for twenty-four hours after their restoration before awakening with 1 hit point.

revivifying-breath
type: Art
name: Revivifying Breath
slug: revivifying-breath
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2127
  line end: 2127
rules text: Revivifying Breath: Commit Effort for the day as an On Turn action to heal yourself for 1d6 hit points plus your level. This healing does not increase System Strain. This ability may be used on your turn even when you are at zero hit points, but in such a case it Commits all your remaining Effort for the day. This art can be used once per scene.
tradition: vowed
effects:
  source text: Commit Effort for the day as an On Turn action to heal yourself for 1d6 hit points plus your level. This healing does not increase System Strain. This ability may be used on your turn even when you are at zero hit points, but in such a case it Commits all your remaining Effort for the day. This art can be used once per scene.

rob-vitality
type: Art
name: Rob Vitality
slug: rob-vitality
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 609
  line end: 609
rules text: Rob Vitality: Once per scene, as an On Turn action, Commit Effort for the scene and target a visible foe. They must make a Physical save or lose their next Main Action, which you immediately gain instead.
tradition: accursed
effects:
  source text: Once per scene, as an On Turn action, Commit Effort for the scene and target a visible foe. They must make a Physical save or lose their next Main Action, which you immediately gain instead.

rune-of-destruction
type: Art
name: Rune of Destruction
slug: rune-of-destruction
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1131
  line end: 1131
rules text: Rune of Destruction: Commit Effort for the day as a Main Action and target an adjacent solid surface. A glowing rune the size of a handprint forms on the surface and persists for one hour per caster level. Any creature who gets within two feet of the rune will trigger it, causing it to explode in a five-foot radius with an elemental force of your choice and suffering 2d6 damage plus your caster level. Creatures already within five feet of the rune when it is laid will not trigger it until they re-enter the area, nor will the caster trigger their own runes. Runes cannot overlap their areas of effect.
tradition: elementalist
effects:
  source text: Commit Effort for the day as a Main Action and target an adjacent solid surface. A glowing rune the size of a handprint forms on the surface and persists for one hour per caster level. Any creature who gets within two feet of the rune will trigger it, causing it to explode in a five-foot radius with an elemental force of your choice and suffering 2d6 damage plus your caster level. Creatures already within five feet of the rune when it is laid will not trigger it until they re-enter the area, nor will the caster trigger their own runes. Runes cannot overlap their areas of effect.

sanctified-ward
type: Art
name: Sanctified Ward
slug: sanctified-ward
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 911
  line end: 911
rules text: Sanctified Ward: Commit Effort as an On Turn action. While the Effort is maintained and until you take some hostile action against a creature, you are immune to Shock damage and gain a +4 bonus to your Armor Class and all saving throws. Enemies must pass an Instinct check each round to target you with attacks; on a failure, they may take some other action instead. Once this art is ended it cannot be reactivated for the rest of the scene. Healing and other indirect support of fighting comrades does not count as a hostile action.
tradition: blood-priest
effects:
  source text: Commit Effort as an On Turn action. While the Effort is maintained and until you take some hostile action against a creature, you are immune to Shock damage and gain a +4 bonus to your Armor Class and all saving throws. Enemies must pass an Instinct check each round to target you with attacks; on a failure, they may take some other action instead. Once this art is ended it cannot be reactivated for the rest of the scene. Healing and other indirect support of fighting comrades does not count as a hostile action.

savage-senses
type: Art
name: Savage Senses
slug: savage-senses
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Partial Beastmaster
  line start: 834
  line end: 834
rules text: Savage Senses: Commit Effort for the scene as an On Turn action. For the remainder of the scene you are capable of seeing clearly even in pitch blackness, can scent out trails and belongings as perfectly as a wolf could, and gain a +2 bonus on all Notice skill checks involving sight, sound, or smell.
tradition: beastmaster
effects:
  source text: Commit Effort for the scene as an On Turn action. For the remainder of the scene you are capable of seeing clearly even in pitch blackness, can scent out trails and belongings as perfectly as a wolf could, and gain a +2 bonus on all Notice skill checks involving sight, sound, or smell.

savage-talons
type: Art
name: Savage Talons
slug: savage-talons
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1903
  line end: 1903
rules text: Savage Talons: This shape has extremely dangerous claws, fangs, pincers, or other body weapons. At first level these weapons do 1d8 damage, use either Str or Dex as the modifying attribute, Punch as the combat skill, and have a Shock value of 2/AC 13. At level 3 the damage and Shock increase by +1, at level 6 they increase to +2, and at level 9 they increase to +3. These weapons can harm even creatures immune to non-magical weaponry.
tradition: skinshifter
effects:
  source text: This shape has extremely dangerous claws, fangs, pincers, or other body weapons. At first level these weapons do 1d8 damage, use either Str or Dex as the modifying attribute, Punch as the combat skill, and have a Shock value of 2/AC 13. At level 3 the damage and Shock increase by +1, at level 6 they increase to +2, and at level 9 they increase to +3. These weapons can harm even creatures immune to non-magical weaponry.

scourging-curse
type: Art
name: Scourging Curse
slug: scourging-curse
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 611
  line end: 611
rules text: Scourging Curse: Commit Effort for the scene as a Main Action and target a visible foe. Your curse inflicts a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3. Only one such curse can be active at a given time.
tradition: accursed
effects:
  source text: Commit Effort for the scene as a Main Action and target a visible foe. Your curse inflicts a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3. Only one such curse can be active at a given time.

sculptor-s-beauty
type: Art
name: Sculptor’s Beauty
slug: sculptor-s-beauty
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Other Skinshifter Arts
  line start: 1905
  line end: 1905
rules text: Sculptor’s Beauty: You’ve developed a refined aesthetic sense that can directly appeal to the subconscious beauty preferences of viewers. This shape improves your Charisma modifier by +1, to a
tradition: skinshifter
effects:
  source text: You’ve developed a refined aesthetic sense that can directly appeal to the subconscious beauty preferences of viewers. This shape improves your Charisma modifier by +1, to a

sense-magic
type: Art
name: Sense Magic
slug: sense-magic
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1438
  line end: 1438
rules text: Sense Magic: Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in conditions of perfect darkness.
tradition: high-mage
effects:
  source text: Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in conditions of perfect darkness.

serpent-s-kiss
type: Art
name: Serpent’s Kiss
slug: serpent-s-kiss
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Skinshifter Arts and Form Bonus
  line start: 1924
  line end: 1924
rules text: Serpent’s Kiss: This shape can exude a venom on its claws or fangs. Successful hits allow you to Commit Effort for the scene as an Instant action to inflict an additional 1d8 damage plus your Survive skill. You can elect to make the toxin paralytic rather than fatal; foes reduced to zero hit points by such a blow are paralyzed and helpless for an hour rather than mortally wounded.
tradition: skinshifter
effects:
  source text: This shape can exude a venom on its claws or fangs. Successful hits allow you to Commit Effort for the scene as an Instant action to inflict an additional 1d8 damage plus your Survive skill. You can elect to make the toxin paralytic rather than fatal; foes reduced to zero hit points by such a blow are paralyzed and helpless for an hour rather than mortally wounded.

shadowed-steps
type: Art
name: Shadowed Steps
slug: shadowed-steps
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 613
  line end: 613
rules text: Shadowed Steps: As a Move Action, Commit Effort for the scene and teleport up to your Move distance. You cannot bypass walls or physical obstacles, but you can teleport vertically or into high places.
tradition: accursed
effects:
  source text: As a Move Action, Commit Effort for the scene and teleport up to your Move distance. You cannot bypass walls or physical obstacles, but you can teleport vertically or into high places.

share-the-pain
type: Art
name: Share the Pain
slug: share-the-pain
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1671
  line end: 1671
rules text: Share the Pain: As an Instant action, Commit Effort for the day when you are targeted by a hostile spell or are in its area of effect. Make a Mental saving throw; on a success, the spell’s caster is treated as also having affected by the spell that just targeted you. This art can be used only once per round.
tradition: mageslayer
effects:
  source text: As an Instant action, Commit Effort for the day when you are targeted by a hostile spell or are in its area of effect. Make a Mental saving throw; on a success, the spell’s caster is treated as also having affected by the spell that just targeted you. This art can be used only once per round.

shared-vitality
type: Art
name: Shared Vitality
slug: shared-vitality
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Partial Beastmaster
  line start: 836
  line end: 836
rules text: Shared Vitality: The animal companions you bind have hit dice no lower than your level, even if they normally have far fewer. Thus, a 2 hit die beast bound by a 7th level Beastmaster would have 7 hit dice while it remained bound. Its hit bonus can’t be less than half its hit dice, rounded up. A Beastmaster can stabilize a Mortally Wounded companion by Committing Effort for the scene as an Instant action.
tradition: beastmaster
effects:
  source text: The animal companions you bind have hit dice no lower than your level, even if they normally have far fewer. Thus, a 2 hit die beast bound by a 7th level Beastmaster would have 7 hit dice while it remained bound. Its hit bonus can’t be less than half its hit dice, rounded up. A Beastmaster can stabilize a Mortally Wounded companion by Committing Effort for the scene as an Instant action.

shattering-strike
type: Art
name: Shattering Strike
slug: shattering-strike
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2129
  line end: 2129
rules text: Shattering Strike: Commit Effort for the day and take a full round of motionlessness to prepare. On the next round, as a Main Action, your unarmed attack can shatter a wooden door, wooden wall, or other similar object up to a depth of one foot per level and a width sufficient to allow a man-sized creature to pass through. At fourth level this ability improves to affect even a stone wall and at seventh it can affect even a metal wall or solid iron door. The blow is useless against a target that can move, but against an immobilized creature the attack does 1d12 damage per character level.
tradition: vowed
effects:
  source text: Commit Effort for the day and take a full round of motionlessness to prepare. On the next round, as a Main Action, your unarmed attack can shatter a wooden door, wooden wall, or other similar object up to a depth of one foot per level and a width sufficient to allow a man-sized creature to pass through. At fourth level this ability improves to affect even a stone wall and at seventh it can affect even a metal wall or solid iron door. The blow is useless against a target that can move, but against an immobilized creature the attack does 1d12 damage per character level.

skilled
type: Art
name: Skilled
slug: skilled
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Example Art Progressions for Different Types of Wise
  line start: 2318
  line end: 2318
rules text: Skilled: Gain three skill points to spend on any non-combat skills, up to the maximum skill level allowed by your character level. This art may be taken more than once.
tradition: wise
effects:
  source text: Gain three skill points to spend on any non-combat skills, up to the maximum skill level allowed by your character level. This art may be taken more than once.

smite-the-wicked
type: Art
name: Smite the Wicked
slug: smite-the-wicked
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 913
  line end: 913
rules text: Smite the Wicked: Commit Effort for the day as a On Turn action whenever you attack or take some damaging action toward a single target. You gain a +4 bonus to any hit roll, you inflict your character level as automatic damage, and you can roll any damage dice twice and take the higher result. This ability can only be used once per scene on a given target.
tradition: blood-priest
effects:
  source text: Commit Effort for the day as a On Turn action whenever you attack or take some damaging action toward a single target. You gain a +4 bonus to any hit roll, you inflict your character level as automatic damage, and you can roll any damage dice twice and take the higher result. This ability can only be used once per scene on a given target.

snaring-speech
type: Art
name: Snaring Speech
slug: snaring-speech
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 615
  line end: 615
rules text: Snaring Speech: Once per round as an Instant action, Commit Effort for the day when failing a skill check to persuade or tempt someone. They must make a Mental save or agree with your proposal if it’s something they would normally consider doing. Gain one System Strain when using this art.
tradition: accursed
effects:
  source text: Once per round as an Instant action, Commit Effort for the day when failing a skill check to persuade or tempt someone. They must make a Mental save or agree with your proposal if it’s something they would normally consider doing. Gain one System Strain when using this art.

soothe-the-savage
type: Art
name: Soothe the Savage
slug: soothe-the-savage
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Bard
  line start: 710
  line end: 710
rules text: Soothe the Savage: Commit Effort for the day as a Main Action. For as long as you keep spending a Main Action performing each round, animals and other living bestial creatures will not attack you or your allies unless commanded by their masters or threatened by the party. This art can’t be triggered once actual combat has begun.
tradition: bard
effects:
  source text: Commit Effort for the day as a Main Action. For as long as you keep spending a Main Action performing each round, animals and other living bestial creatures will not attack you or your allies unless commanded by their masters or threatened by the party. This art can’t be triggered once actual combat has begun.

soothing-graces
type: Art
name: Soothing Graces
slug: soothing-graces
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Bard
  line start: 710
  line end: 710
rules text: Soothing Graces: Your arts restore and hearten those with you. You and your allies lose an extra point of System Strain after each night’s comfortable rest. This does not stack with similar rest-aiding powers.
tradition: bard
effects:
  source text: Your arts restore and hearten those with you. You and your allies lose an extra point of System Strain after each night’s comfortable rest. This does not stack with similar rest-aiding powers.

sorcerous-battery
type: Art
name: Sorcerous Battery
slug: sorcerous-battery
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 617
  line end: 617
rules text: Sorcerous Battery: Once per day, as an On Turn action, Commit Effort for the day. You or a visible ally refresh the spell slot of a spell that has been cast since the start of the prior round. Gain one System Strain.
tradition: accursed
effects:
  source text: Once per day, as an On Turn action, Commit Effort for the day. You or a visible ally refresh the spell slot of a spell that has been cast since the start of the prior round. Gain one System Strain.

soul-consumption
type: Art
name: Soul Consumption
slug: soul-consumption
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 619
  line end: 619
rules text: Soul Consumption: As an Instant action, Commit Effort for the day when you fell an intelligent target with Accursed Bolt or Accursed Blade. They die instantly. You heal 1d6 hit points plus your level and lose one accumulated System Strain.
tradition: accursed
effects:
  source text: As an Instant action, Commit Effort for the day when you fell an intelligent target with Accursed Bolt or Accursed Blade. They die instantly. You heal 1d6 hit points plus your level and lose one accumulated System Strain.

spellshield
type: Art
name: Spellshield
slug: spellshield
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1673
  line end: 1673
rules text: Spellshield: When a spell inflicts hit point damage on you, it’s automatically halved, rounded down, before any saves or resistances are applied.
tradition: mageslayer
effects:
  source text: When a spell inflicts hit point damage on you, it’s automatically halved, rounded down, before any saves or resistances are applied.

spiritual-weapon
type: Art
name: Spiritual Weapon
slug: spiritual-weapon
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1031
  line end: 1031
rules text: Spiritual Weapon: You are able to translate examples of your favored weapon into a spiritual template that you may manifest as you wish. Any favored weapon can be turned into such a template, including a magical weapon, but the process destroys the object’s physical form. To manifest a template, Commit Effort as an Instant action; a ghostly copy of the weapon appears Readied in hand for you until you release the Effort or stop touching the weapon. Dual-wielders can summon the same weapon into both hands with one use of this art.
tradition: duelist
effects:
  source text: You are able to translate examples of your favored weapon into a spiritual template that you may manifest as you wish. Any favored weapon can be turned into such a template, including a magical weapon, but the process destroys the object’s physical form. To manifest a template, Commit Effort as an Instant action; a ghostly copy of the weapon appears Readied in hand for you until you release the Effort or stop touching the weapon. Dual-wielders can summon the same weapon into both hands with one use of this art.

steps-of-air
type: Art
name: Steps of Air
slug: steps-of-air
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1133
  line end: 1133
rules text: Steps of Air: Commit Effort for the scene as an On Turn action and target a visible ally; for one round per caster level, the target can fly at their usual movement rate. If the art ends while they are still in the air, they descend harmlessly to the ground. This art may also be used as an Instant action to negate falling damage for any single target.
tradition: elementalist
effects:
  source text: Commit Effort for the scene as an On Turn action and target a visible ally; for one round per caster level, the target can fly at their usual movement rate. If the art ends while they are still in the air, they descend harmlessly to the ground. This art may also be used as an Instant action to negate falling damage for any single target.

stunning-shock
type: Art
name: Stunning Shock
slug: stunning-shock
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1133
  line end: 1133
rules text: Stunning Shock: Commit Effort for the day as a Main Action and target a visible creature within fifty feet per caster level. The target creature must be wearing or holding at least a pound worth of conductive metal or be considerably dampened. An electrical bolt leaps from the caster to stun the target, causing them to lose their next Main Action. A Physical saving throw can mitigate the effect, causing the target to lose their Move action instead of their Main. A creature can be targeted only once per scene by this.
tradition: elementalist
effects:
  source text: Commit Effort for the day as a Main Action and target a visible creature within fifty feet per caster level. The target creature must be wearing or holding at least a pound worth of conductive metal or be considerably dampened. An electrical bolt leaps from the caster to stun the target, causing them to lose their next Main Action. A Physical saving throw can mitigate the effect, causing the target to lose their Move action instead of their Main. A creature can be targeted only once per scene by this.

style-weaponry
type: Art
name: Style Weaponry
slug: style-weaponry
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2131
  line end: 2131
rules text: Style Weaponry: Pick three general classes of weapons, such as “swords”, “bows”, “axes”, “daggers”, or the like. When using weapons of those classes, you may use Punch for hit rolls instead of Stab or Shoot. Your Punch skill does not add to the damage done by these weapons, however, though the benefits of Martial Style apply to their hit rolls.
tradition: vowed
effects:
  source text: Pick three general classes of weapons, such as “swords”, “bows”, “axes”, “daggers”, or the like. When using weapons of those classes, you may use Punch for hit rolls instead of Stab or Shoot. Your Punch skill does not add to the damage done by these weapons, however, though the benefits of Martial Style apply to their hit rolls.

suppress-magic
type: Art
name: Suppress Magic
slug: suppress-magic
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1438
  line end: 1438
rules text: Suppress Magic: Commit Effort for the day as an On Turn action and target a visible or known magical effect within one hundred feet. The effect is suppressed as if by the Extirpate Arcana spell for 1d6 rounds plus the caster’s character level. Spells cast by more powerful casters may not be successfully suppressed, as noted in the spell description. The caster can attempt to suppress an effect only once.
tradition: high-mage
effects:
  source text: Commit Effort for the day as an On Turn action and target a visible or known magical effect within one hundred feet. The effect is suppressed as if by the Extirpate Arcana spell for 1d6 rounds plus the caster’s character level. Spells cast by more powerful casters may not be successfully suppressed, as noted in the spell description. The caster can attempt to suppress an effect only once.

surface-apprehension
type: Art
name: Surface Apprehension
slug: surface-apprehension
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Thought Noble Arts
  line start: 2036
  line end: 2036
rules text: Surface Apprehension: Commit Effort for the scene as a Main Action while targeting a visible living creature. If it fails a Mental saving throw, you become aware of its immediate surface thoughts for the rest of the round. If you ask specific questions of the creature during this round it will instinctively think of the answers, though the detail of these surface thoughts is generally limited to one or two sentences of information.
tradition: thought-noble
effects:
  source text: Commit Effort for the scene as a Main Action while targeting a visible living creature. If it fails a Mental saving throw, you become aware of its immediate surface thoughts for the rest of the round. If you ask specific questions of the creature during this round it will instinctively think of the answers, though the detail of these surface thoughts is generally limited to one or two sentences of information.

swift-casting
type: Art
name: Swift Casting
slug: swift-casting
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1440
  line end: 1440
rules text: Swift Casting: Once per scene, you may Commit Effort for the day to turn a spell that normally requires a Main Action to cast into an On Turn action. You can cast no other spell this round and you can’t use this art if you’ve already cast a spell this round or been injured or otherwise disqualified from casting.
tradition: high-mage
effects:
  source text: Once per scene, you may Commit Effort for the day to turn a spell that normally requires a Main Action to cast into an On Turn action. You can cast no other spell this round and you can’t use this art if you’ve already cast a spell this round or been injured or otherwise disqualified from casting.

swift-healer
type: Art
name: Swift Healer
slug: swift-healer
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1332
  line end: 1332
rules text: Swift Healer: Your Healing Touch ability is improved, and may be used as an On Turn action once per day per character level, though not more than once per round on any given target.
tradition: healer
effects:
  source text: Your Healing Touch ability is improved, and may be used as an On Turn action once per day per character level, though not more than once per round on any given target.

swift-healing
type: Art
name: Swift Healing
slug: swift-healing
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Partial Beastmaster
  line start: 836
  line end: 836
rules text: Swift Healing: Commit Effort for the day as a Main Action to heal 1d6 damage per character level to a wounded companion. This healing can be extended only once per scene or fifteen minutes.
tradition: beastmaster
effects:
  source text: Commit Effort for the day as a Main Action to heal 1d6 damage per character level to a wounded companion. This healing can be extended only once per scene or fifteen minutes.

swift-misdirection
type: Art
name: Swift Misdirection
slug: swift-misdirection
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Bard
  line start: 710
  line end: 710
rules text: Swift Misdirection: Commit Effort for the scene as a Main Action and target one intelligent creature within earshot. Tell them something in no more than one sentence; unless what you say is physically impossible or emotionally unendurable, they must make a Mental save or believe it for one round. After that, they can judge your words with their normal reason. This art can affect a creature only once per scene.
tradition: bard
effects:
  source text: Commit Effort for the scene as a Main Action and target one intelligent creature within earshot. Tell them something in no more than one sentence; unless what you say is physically impossible or emotionally unendurable, they must make a Mental save or believe it for one round. After that, they can judge your words with their normal reason. This art can affect a creature only once per scene.

tendrils-of-night
type: Art
name: Tendrils of Night
slug: tendrils-of-night
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 621
  line end: 621
rules text: Tendrils of Night: Commit Effort as an On Turn action. While Committed, you exude numerous tentacles or eldritch arms that can manipulate objects with your strength up to 20’ away. You gain no bonus actions, but the arms can melee at range. These arms have your AC, and you are damaged if they are hurt.
tradition: accursed
effects:
  source text: Commit Effort as an On Turn action. While Committed, you exude numerous tentacles or eldritch arms that can manipulate objects with your strength up to 20’ away. You gain no bonus actions, but the arms can melee at range. These arms have your AC, and you are damaged if they are hurt.

the-healer-s-knife
type: Art
name: The Healer’s Knife
slug: the-healer-s-knife
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1334
  line end: 1334
rules text: The Healer’s Knife: Your Healing Touch ability is altered, and may be used to inflict damage to a living target instead of healing it. The damage done is equivalent to the healing that would normally be done, albeit you receive 1 System Strain instead of the target. Using this power in melee requires a successful Punch attack with a hit bonus equal to your Heal skill, with the damage added to any done by the blow, or simply touching an unwary target. Ranged use with Far Healer is impossible with this art.
tradition: healer
effects:
  source text: Your Healing Touch ability is altered, and may be used to inflict damage to a living target instead of healing it. The damage done is equivalent to the healing that would normally be done, albeit you receive 1 System Strain instead of the target. Using this power in melee requires a successful Punch attack with a hit bonus equal to your Heal skill, with the damage added to any done by the blow, or simply touching an unwary target. Ranged use with Far Healer is impossible with this art.

the-inward-eye
type: Art
name: The Inward Eye
slug: the-inward-eye
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2119
  line end: 2119
rules text: The Inward Eye: Commit Effort as an On Turn action. For as long as it remains Committed, you are mystically aware of your surroundings with a sense equivalent to normal eyesight regardless of darkness, obscuring mists, or your actual eyes being closed or blinded.
tradition: vowed
effects:
  source text: Commit Effort as an On Turn action. For as long as it remains Committed, you are mystically aware of your surroundings with a sense equivalent to normal eyesight regardless of darkness, obscuring mists, or your actual eyes being closed or blinded.

the-light-of-faith
type: Art
name: The Light of Faith
slug: the-light-of-faith
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 915
  line end: 915
rules text: The Light of Faith: Commit Effort as an On Turn action; while it remains Committed, you can cast a clear, bright radiance that extends up to thirty feet away from you. At your discretion, this light is visible only to you and your comrades, including up to a dozen allies.
tradition: blood-priest
effects:
  source text: Commit Effort as an On Turn action; while it remains Committed, you can cast a clear, bright radiance that extends up to thirty feet away from you. At your discretion, this light is visible only to you and your comrades, including up to a dozen allies.

the-monkey-s-road
type: Art
name: The Monkey’s Road
slug: the-monkey-s-road
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Skinshifter Arts and Form Bonus
  line start: 1926
  line end: 1926
rules text: The Monkey’s Road: This shape has an arboreal agility when it comes to climbing. You can travel up sheer surfaces at your usual movement rate provided at least three limbs are available for use and the surface is not glassily smooth. If you fall, you can halt your plunge without damage so long as a serviceable surface to cling to is within ten feet of you.
tradition: skinshifter
effects:
  source text: This shape has an arboreal agility when it comes to climbing. You can travel up sheer surfaces at your usual movement rate provided at least three limbs are available for use and the surface is not glassily smooth. If you fall, you can halt your plunge without damage so long as a serviceable surface to cling to is within ten feet of you.

thermal-shield
type: Art
name: Thermal Shield
slug: thermal-shield
source: wwn-srd-v1
source locator:
  section: 1.5.7.1
  heading: Partial Elementalist Arts and Spells
  line start: 1135
  line end: 1135
rules text: Thermal Shield: Commit Effort for the scene as an Instant action to immediately negate one instance of fire or frost damage to any single visible ally or object. This defense lasts only long enough to nullify the single instance of damage.
tradition: elementalist
effects:
  source text: Commit Effort for the scene as an Instant action to immediately negate one instance of fire or frost damage to any single visible ally or object. This defense lasts only long enough to nullify the single instance of damage.

thoughts-like-razors
type: Art
name: Thoughts Like Razors
slug: thoughts-like-razors
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Thought Noble Arts
  line start: 2038
  line end: 2038
rules text: Thoughts Like Razors: As a Main Action, Commit Effort for the day to launch a psychic assault on any visible living creature within sixty feet. The target gets a Mental saving throw to resist; on a failure, it takes 1d8 damage per level of the Thought Noble. The damage can knock it unconscious but cannot kill. On a successful save, the Thought Noble is stunned by the backlash, taking one quarter of the damage, rounded down, and losing their next turn’s actions. This ability can be used only once per scene.
tradition: thought-noble
effects:
  source text: As a Main Action, Commit Effort for the day to launch a psychic assault on any visible living creature within sixty feet. The target gets a Mental saving throw to resist; on a failure, it takes 1d8 damage per level of the Thought Noble. The damage can knock it unconscious but cannot kill. On a successful save, the Thought Noble is stunned by the backlash, taking one quarter of the damage, rounded down, and losing their next turn’s actions. This ability can be used only once per scene.

tireless-vigor
type: Art
name: Tireless Vigor
slug: tireless-vigor
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1336
  line end: 1336
rules text: Tireless Vigor: Commit Effort; while it remains Committed your need to eat, drink, breathe, or sleep does not grow further. You may exert yourself tirelessly and regenerate 1 lost hit point per hour.
tradition: healer
effects:
  source text: Commit Effort; while it remains Committed your need to eat, drink, breathe, or sleep does not grow further. You may exert yourself tirelessly and regenerate 1 lost hit point per hour.

tongue-of-the-beasts
type: Art
name: Tongue of the Beasts
slug: tongue-of-the-beasts
source: wwn-srd-v1
source locator:
  section: 1.5.4.1
  heading: Partial Beastmaster
  line start: 836
  line end: 836
rules text: Tongue of the Beasts: Commit Effort as an On Turn action. While the Effort remains committed, you can speak with any animal that has fur, feathers, scales, or skin. This art allows them to temporarily speak as if they had human intellect, though their interests, knowledge, and desires do not change.
tradition: beastmaster
effects:
  source text: Commit Effort as an On Turn action. While the Effort remains committed, you can speak with any animal that has fur, feathers, scales, or skin. This art allows them to temporarily speak as if they had human intellect, though their interests, knowledge, and desires do not change.

transubstantiation
type: Art
name: Transubstantiation
slug: transubstantiation
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 915
  line end: 915
rules text: Transubstantiation: Commit Effort for the day as a Main Action to transform up to a gallon of any liquid into sacred blood. A draught of this holy liquid is sufficient to sustain a drinker for a day without further food or drink and will heal 1d6 plus the user’s Pray skill in lost hit points. A gallon of blood is sufficient to help a half-dozen people. The benefits of this art can be enjoyed only once per day, and any undrunk blood sublimates away within a minute.
tradition: blood-priest
effects:
  source text: Commit Effort for the day as a Main Action to transform up to a gallon of any liquid into sacred blood. A draught of this holy liquid is sufficient to sustain a drinker for a day without further food or drink and will heal 1d6 plus the user’s Pray skill in lost hit points. A gallon of blood is sufficient to help a half-dozen people. The benefits of this art can be enjoyed only once per day, and any undrunk blood sublimates away within a minute.

turn-false-life
type: Art
name: Turn False Life
slug: turn-false-life
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 917
  line end: 917
rules text: Turn False Life: Commit Effort for the day as a Main Action and make the sign of your god before one or more visible targets within sixty feet. Roll 2d6 and add your character level; that many hit dice of undead, automatons, or other synthetic, extraplanar, or unnatural life forms must make Mental saving throws or cower for the rest of the scene or until they or their comrades are attacked. Cowering enemies will take no hostile action and may flee unless bound to their location. This power does not affect foes with twice as many hit dice as the blood priest has levels. If the rolled hit die total isn’t enough to fully affect a creature, it is unaffected.
tradition: blood-priest
effects:
  source text: Commit Effort for the day as a Main Action and make the sign of your god before one or more visible targets within sixty feet. Roll 2d6 and add your character level; that many hit dice of undead, automatons, or other synthetic, extraplanar, or unnatural life forms must make Mental saving throws or cower for the rest of the scene or until they or their comrades are attacked. Cowering enemies will take no hostile action and may flee unless bound to their location. This power does not affect foes with twice as many hit dice as the blood priest has levels. If the rolled hit die total isn’t enough to fully affect a creature, it is unaffected.

unaging
type: Art
name: Unaging
slug: unaging
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1760
  line end: 1760
rules text: Unaging: You no longer naturally age, and will remain perfectly hale and vigorous up to your species’ natural maximum age plus 20% per character level, after which you will collapse into dust and decay. Immortality beyond this point is possible, but generally requires consistent supplies of life energy, occult materials, or other difficult-to-acquire or morally questionable materials. You also become immune to poisons and diseases.
tradition: necromancer
effects:
  source text: You no longer naturally age, and will remain perfectly hale and vigorous up to your species’ natural maximum age plus 20% per character level, after which you will collapse into dust and decay. Immortality beyond this point is possible, but generally requires consistent supplies of life energy, occult materials, or other difficult-to-acquire or morally questionable materials. You also become immune to poisons and diseases.

unarmed-might
type: Art
name: Unarmed Might
slug: unarmed-might
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: 1.5.17.1 Vowed Arts
  line start: 2064
  line end: 2064
rules text: Unarmed Might: Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.
tradition: vowed
effects:
  source text: Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.

unarmored-defense
type: Art
name: Unarmored Defense
slug: unarmored-defense
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: 1.5.17.1 Vowed Arts
  line start: 2066
  line end: 2066
rules text: Unarmored Defense: When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.
tradition: vowed
effects:
  source text: When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.

unbindable
type: Art
name: Unbindable
slug: unbindable
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1033
  line end: 1033
rules text: Unbindable: Commit Effort for the day as an On Turn action whenever you wish to escape chains, grapples, shackles, ropes, or even a magical spell of physical binding. You automatically wriggle free from mundane restraints and gain an Evasion saving throw to instantly end a physical magical binding of some sort. You can use this art only once per round.
tradition: duelist
effects:
  source text: Commit Effort for the day as an On Turn action whenever you wish to escape chains, grapples, shackles, ropes, or even a magical spell of physical binding. You automatically wriggle free from mundane restraints and gain an Evasion saving throw to instantly end a physical magical binding of some sort. You can use this art only once per round.

uncanny-ichor
type: Art
name: Uncanny Ichor
slug: uncanny-ichor
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1762
  line end: 1762
rules text: Uncanny Ichor: Your blood is not like the blood of normal beings. Predators find it nauseating and will not bite you unless provoked. Unintelligent predators will not consider you edible. This ichor is reluctant to leave your body, and stabbing or puncture injuries can Mortally Wound you but cannot result in your death unless you are entirely pincushioned by your foes or suffer catastrophic physical damage.
tradition: necromancer
effects:
  source text: Your blood is not like the blood of normal beings. Predators find it nauseating and will not bite you unless provoked. Unintelligent predators will not consider you edible. This ichor is reluctant to leave your body, and stabbing or puncture injuries can Mortally Wound you but cannot result in your death unless you are entirely pincushioned by your foes or suffer catastrophic physical damage.

unliving-persistence
type: Art
name: Unliving Persistence
slug: unliving-persistence
source: wwn-srd-v1
source locator:
  section: 1.5.14.1
  heading: Partial Necromancer Arts and Spells
  line start: 1762
  line end: 1762
rules text: Unliving Persistence: Commit Effort for the day as an On Turn action to automatically stabilize when Mortally Wounded. You may use this ability to benefit others if you are able to touch them. This ability cannot save a subject that has experienced dismemberment or other extremely final deaths.
tradition: necromancer
effects:
  source text: Commit Effort for the day as an On Turn action to automatically stabilize when Mortally Wounded. You may use this ability to benefit others if you are able to touch them. This ability cannot save a subject that has experienced dismemberment or other extremely final deaths.

unobtrusive-step
type: Art
name: Unobtrusive Step
slug: unobtrusive-step
source: wwn-srd-v1
source locator:
  section: 1.5.17.1
  heading: Partial Warrior/Vowed
  line start: 2146
  line end: 2146
rules text: Unobtrusive Step: You not only possess a considerable skill for disguise and obfuscation, you can become extremely hard to detect. Once per scene, you may Commit Effort for the day as an Instant action to reroll a failed Sneak skill check or skill check related to impersonating someone else.
tradition: vowed
effects:
  source text: You not only possess a considerable skill for disguise and obfuscation, you can become extremely hard to detect. Once per scene, you may Commit Effort for the day as an Instant action to reroll a failed Sneak skill check or skill check related to impersonating someone else.

unseen-steps
type: Art
name: Unseen Steps
slug: unseen-steps
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 623
  line end: 623
rules text: Unseen Steps: As an On Turn action, Commit Effort for the day to turn invisible for 1d6 rounds plus your level. This invisibility breaks before you attack, cast spells, or perform other vigorous or violent actions.
tradition: accursed
effects:
  source text: As an On Turn action, Commit Effort for the day to turn invisible for 1d6 rounds plus your level. This invisibility breaks before you attack, cast spells, or perform other vigorous or violent actions.

unthinkable-thought
type: Art
name: Unthinkable Thought
slug: unthinkable-thought
source: wwn-srd-v1
source locator:
  section: 1.5.16.1
  heading: Thought Noble Arts
  line start: 2040
  line end: 2040
rules text: Unthinkable Thought: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular person, object, or situation that is currently ongoing in their presence. The target may make a Mental save to resist; on a failure, they simply cannot consciously acknowledge the existence of the subject or its actions unless ignoring it would obviously put their life at risk. This forced ignorance lasts for up to a scene; at its end, the target will have no memory of the subject.
tradition: thought-noble
effects:
  source text: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular person, object, or situation that is currently ongoing in their presence. The target may make a Mental save to resist; on a failure, they simply cannot consciously acknowledge the existence of the subject or its actions unless ignoring it would obviously put their life at risk. This forced ignorance lasts for up to a scene; at its end, the target will have no memory of the subject.

unworthy-rabble
type: Art
name: Unworthy Rabble
slug: unworthy-rabble
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1035
  line end: 1035
rules text: Unworthy Rabble: Commit Effort for the day as an On Turn action. For the rest of the scene, when using your favored weapon, reroll any failed hit roll against foes with one hit die. At eighth level, this ability applies to foes with two hit dice.
tradition: duelist
effects:
  source text: Commit Effort for the day as an On Turn action. For the rest of the scene, when using your favored weapon, reroll any failed hit roll against foes with one hit die. At eighth level, this ability applies to foes with two hit dice.

vital-furnace
type: Art
name: Vital Furnace
slug: vital-furnace
source: wwn-srd-v1
source locator:
  section: 1.5.9.1
  heading: Partial Warrior/Healer
  line start: 1338
  line end: 1338
rules text: Vital Furnace: Your tremendous life energy can be used to instantly regenerate any non-mortal wound you have received. Commit Effort for the day as an Instant action to negate the damage from an injury you just received that did not reduce you to zero hit points. Aside from this ability, you automatically stabilize if reduced to zero hit points and awaken ten minutes later with 1 hit point. This ability cannot undo damage you intentionally inflict on yourself via some power or magical exchange.
tradition: healer
effects:
  source text: Your tremendous life energy can be used to instantly regenerate any non-mortal wound you have received. Commit Effort for the day as an Instant action to negate the damage from an injury you just received that did not reduce you to zero hit points. Aside from this ability, you automatically stabilize if reduced to zero hit points and awaken ten minutes later with 1 hit point. This ability cannot undo damage you intentionally inflict on yourself via some power or magical exchange.

war-curse
type: Art
name: War Curse
slug: war-curse
source: wwn-srd-v1
source locator:
  section: 1.5.19.1
  heading: Curses and Blessings
  line start: 2340
  line end: 2340
rules text: War Curse: As a Main Action, curse a visible enemy. They suffer a -2 penalty to hit rolls, damage rolls, and Shock damage for the rest of the scene. If they miss an attack with a raw to-hit die roll less than the Wise’s Magic skill, they accidentally hurt themselves for normal damage. Only one war curse can be applied at a time.
tradition: wise
effects:
  source text: As a Main Action, curse a visible enemy. They suffer a -2 penalty to hit rolls, damage rolls, and Shock damage for the rest of the scene. If they miss an attack with a raw to-hit die roll less than the Wise’s Magic skill, they accidentally hurt themselves for normal damage. Only one war curse can be applied at a time.

ward-allies
type: Art
name: Ward Allies
slug: ward-allies
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1442
  line end: 1442
rules text: Ward Allies: Commit Effort for the day as an Instant action to omit up to six allies from the effects of an area-effect spell you cast, allowing them to avoid any damage or other negative effect that would be directly produced by the spell. This does not protect them from indirect consequences, however, such as destroying the building they are standing in.
tradition: high-mage
effects:
  source text: Commit Effort for the day as an Instant action to omit up to six allies from the effects of an area-effect spell you cast, allowing them to avoid any damage or other negative effect that would be directly produced by the spell. This does not protect them from indirect consequences, however, such as destroying the building they are standing in.

ward-ally
type: Art
name: Ward Ally
slug: ward-ally
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1675
  line end: 1675
rules text: Ward Ally: As an Instant action, Commit Effort for the scene when an ally within thirty feet is affected by a spell; you are affected by the spell in place of your ally. If you are both in the same area of effect, the spell hits you twice. Any defenses or arts you have against sorcery may be applied as usual to this transferred effect.
tradition: mageslayer
effects:
  source text: As an Instant action, Commit Effort for the scene when an ally within thirty feet is affected by a spell; you are affected by the spell in place of your ally. If you are both in the same area of effect, the spell hits you twice. Any defenses or arts you have against sorcery may be applied as usual to this transferred effect.

warform
type: Art
name: Warform
slug: warform
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Skinshifter Arts and Form Bonus
  line start: 1928
  line end: 1928
rules text: Warform: You gain a flat +2 bonus to all melee hit rolls in this shape and can use your form hit bonus even in a humanoid body. This shape is blatantly martial in appearance, however, and cannot pass as anything harmless or wholly human.
tradition: skinshifter
effects:
  source text: You gain a flat +2 bonus to all melee hit rolls in this shape and can use your form hit bonus even in a humanoid body. This shape is blatantly martial in appearance, however, and cannot pass as anything harmless or wholly human.

weeping-wounds
type: Art
name: Weeping Wounds
slug: weeping-wounds
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 627
  line end: 627
rules text: Weeping Wounds: Once per round, Commit Effort for the scene as an Instant action when a visible enemy takes damage. They must make a Physical save or suffer 1d6 damage per round for one round per level. They cannot heal or regenerate any hit point damage during this effect. This art does not stack.
tradition: accursed
effects:
  source text: Once per round, Commit Effort for the scene as an Instant action when a visible enemy takes damage. They must make a Physical save or suffer 1d6 damage per round for one round per level. They cannot heal or regenerate any hit point damage during this effect. This art does not stack.

weight-of-sin
type: Art
name: Weight of Sin
slug: weight-of-sin
source: wwn-srd-v1
source locator:
  section: 1.5.2.1
  heading: Partial Warrior/Accursed
  line start: 625
  line end: 625
rules text: Weight of Sin: As a Main Action, Commit Effort for the day and target a visible foe. They must make a Physical save or lose their Move action for 1d6 rounds plus your level.
tradition: accursed
effects:
  source text: As a Main Action, Commit Effort for the day and target a visible foe. They must make a Physical save or lose their Move action for 1d6 rounds plus your level.

whirling-evasion
type: Art
name: Whirling Evasion
slug: whirling-evasion
source: wwn-srd-v1
source locator:
  section: 1.5.6.1
  heading: Partial Warrior/Duelist
  line start: 1050
  line end: 1050
rules text: Whirling Evasion: Your base Armor Class becomes equal to 13 plus half your level, rounded up. This AC can be modified by small shields and your Dexterity modifier, but not by armor or large shields.
tradition: duelist
effects:
  source text: Your base Armor Class becomes equal to 13 plus half your level, rounded up. This AC can be modified by small shields and your Dexterity modifier, but not by armor or large shields.

wisdom-of-fin-and-scale
type: Art
name: Wisdom of Fin and Scale
slug: wisdom-of-fin-and-scale
source: wwn-srd-v1
source locator:
  section: 1.5.15.1
  heading: Skinshifter Arts and Form Bonus
  line start: 1930
  line end: 1930
rules text: Wisdom of Fin and Scale: This shape can breathe water, swim at double your usual Move rate, and is impervious to any normal climatic extreme of cold or undersea pressure. It can see up to sixty feet while underwater even in the absence of normal light.
tradition: skinshifter
effects:
  source text: This shape can breathe water, swim at double your usual Move rate, and is impervious to any normal climatic extreme of cold or undersea pressure. It can see up to sixty feet while underwater even in the absence of normal light.

witchfinder
type: Art
name: Witchfinder
slug: witchfinder
source: wwn-srd-v1
source locator:
  section: 1.5.13.1
  heading: Mageslayer Art Progression
  line start: 1677
  line end: 1677
rules text: Witchfinder: As a Main Action, Commit Effort for the scene. For the rest of the scene, you gain the benefits of the Apprehend the Arcane Form spell, except for the spell’s dark-vision ability.
tradition: mageslayer
effects:
  source text: As a Main Action, Commit Effort for the scene. For the rest of the scene, you gain the benefits of the Apprehend the Arcane Form spell, except for the spell’s dark-vision ability.

wizard-s-grandeur
type: Art
name: Wizard’s Grandeur
slug: wizard-s-grandeur
source: wwn-srd-v1
source locator:
  section: 1.5.10.1
  heading: Partial High Mage Arts and Spells
  line start: 1444
  line end: 1444
rules text: Wizard’s Grandeur: Commit Effort as an On Turn action. As long as it remains Committed, you will not become dirty, sweaty, stained, or rumpled regardless of the circumstances. Noxious substances will slide off you without staining and you will remain comfortable regardless of your attire in any normal climate. You may sleep comfortably without shelter or bedding as per the privation rules.
tradition: high-mage
effects:
  source text: Commit Effort as an On Turn action. As long as it remains Committed, you will not become dirty, sweaty, stained, or rumpled regardless of the circumstances. Noxious substances will slide off you without staining and you will remain comfortable regardless of your attire in any normal climate. You may sleep comfortably without shelter or bedding as per the privation rules.

words-of-mercy
type: Art
name: Words of Mercy
slug: words-of-mercy
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 919
  line end: 919
rules text: Words of Mercy: Commit Effort for the day as an Instant action to reroll any failed social skill check related to maintaining peace, granting help, or encouraging virtuous acts of compassion, mercy, or truthfulness. This art can be used only once on any given skill check.
tradition: blood-priest
effects:
  source text: Commit Effort for the day as an Instant action to reroll any failed social skill check related to maintaining peace, granting help, or encouraging virtuous acts of compassion, mercy, or truthfulness. This art can be used only once on any given skill check.

wrath-of-the-most-high
type: Art
name: Wrath of the Most High
slug: wrath-of-the-most-high
source: wwn-srd-v1
source locator:
  section: 1.5.5.1
  heading: Partial Warrior/Blood Priest
  line start: 921
  line end: 921
rules text: Wrath of the Most High: Commit Effort for the scene as a Main Action while you rebuke a visible target. The first time the target takes damage before the end of the next round, it suffers automatic additional damage equal to 1d8 plus your level.
tradition: blood-priest
effects:
  source text: Commit Effort for the scene as a Main Action while you rebuke a visible target. The first time the target takes damage before the end of the next round, it suffers automatic additional damage equal to 1d8 plus your level.

alert
type: Focus
name: Alert
slug: alert
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Alert
  line start: 2356
  line end: 2361
rules text: You are keenly aware of your surroundings and virtually impossible to take unaware. Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result. Level 2: You always act first in a combat round unless someone else involved is also this Alert.
levels:
  level: 1
  original text: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result.
levels:
  level: 2
  original text: You always act first in a combat round unless someone else involved is also this Alert.

armored-magic
type: Focus
name: Armored Magic
slug: armored-magic
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Armored Magic
  line start: 2362
  line end: 2367
rules text: Usable only by Mage heroes who would otherwise be prevented from casting spells or using arts while armored, this Focus reflects special training in channeling magic through the hindering materials of conventional armor. Level 1: You can cast spells or use arts while wearing armor that has an Encumbrance value of no more than two. You can use a shield while casting, provided your other hand is empty for gesturing. Level 2: You can cast spells while wearing armor of any Encumbrance. You’ve also learned to cast spells while both your hands are full, though not bound.
levels:
  level: 1
  original text: You can cast spells or use arts while wearing armor that has an Encumbrance value of no more than two. You can use a shield while casting, provided your other hand is empty for gesturing.
levels:
  level: 2
  original text: You can cast spells while wearing armor of any Encumbrance. You’ve also learned to cast spells while both your hands are full, though not bound.

armsmaster
type: Focus
name: Armsmaster
slug: armsmaster
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Armsmaster
  line start: 2368
  line end: 2375
rules text: You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or nonthrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock. Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with. Level 2: The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.
levels:
  level: 1
  original text: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
levels:
  level: 2
  original text: The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.

artisan
type: Focus
name: Artisan
slug: artisan
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Artisan
  line start: 2376
  line end: 2381
rules text: You have remarkable gifts as a crafter and can often improvise techniques even in fields unrelated to your usual background. You are able to create mods for equipment even if you are not an Expert. Level 1: Gain Craft as a bonus skill. Your Craft skill is treated as one level higher, up to a maximum of 5, for purposes of crafting and maintaining mods. Mods you build require one fewer unit of arcane salvage, down to a minimum of one. Your Craft skill is applicable to any normal crafting profession’s work, allowing you to fashion their wares without penalty. Level 2: The first mod you add to an item requires no Maintenance and only half the silver piece cost usually required. This benefit is in addition to the benefits of installing a mod in masterwork gear you build. You automatically succeed at any attempt to build masterwork gear, and once per month you can reduce a created mod’s salvage cost by one further unit, down to a minimum of zero.
levels:
  level: 1
  original text: Gain Craft as a bonus skill. Your Craft skill is treated as one level higher, up to a maximum of 5, for purposes of crafting and maintaining mods. Mods you build require one fewer unit of arcane salvage, down to a minimum of one. Your Craft skill is applicable to any normal crafting profession’s work, allowing you to fashion their wares without penalty.
levels:
  level: 2
  original text: The first mod you add to an item requires no Maintenance and only half the silver piece cost usually required. This benefit is in addition to the benefits of installing a mod in masterwork gear you build. You automatically succeed at any attempt to build masterwork gear, and once per month you can reduce a created mod’s salvage cost by one further unit, down to a minimum of zero.

assassin
type: Focus
name: Assassin
slug: assassin
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Assassin
  line start: 2382
  line end: 2389
rules text: You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack. Level 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife from anything less invasive than a strip search. You can draw or produce this object as an On Turn action, and your point-blank thrown or melee attacks made during a surprise round with it cannot miss the target. Level 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards.
levels:
  level: 1
  original text: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife from anything less invasive than a strip search. You can draw or produce this object as an On Turn action, and your point-blank thrown or melee attacks made during a surprise round with it cannot miss the target.
levels:
  level: 2
  original text: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards.

authority
type: Focus
name: Authority
slug: authority
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Authority
  line start: 2390
  line end: 2397
rules text: You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent magical powers or an ancient bloodline of sorcerous rule. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers. Level 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not significantly harmful or extremely uncharacteristic. Level 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers and henchmen will not act against your interests unless under extreme pressure.
levels:
  level: 1
  original text: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not significantly harmful or extremely uncharacteristic.
levels:
  level: 2
  original text: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers and henchmen will not act against your interests unless under extreme pressure.

close-combatant
type: Focus
name: Close Combatant
slug: close-combatant
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Close Combatant
  line start: 2398
  line end: 2405
rules text: You’ve had all too much practice at close-in fighting and desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing. Level 1: Gain any combat skill as a bonus skill. You can use knifesized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion. Level 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.
levels:
  level: 1
  original text: Gain any combat skill as a bonus skill. You can use knifesized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.
levels:
  level: 2
  original text: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.

connected
type: Focus
name: Connected
slug: connected
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Connected
  line start: 2406
  line end: 2413
rules text: You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends. Level 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you. Level 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.
levels:
  level: 1
  original text: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.
levels:
  level: 2
  original text: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.

cultured
type: Focus
name: Cultured
slug: cultured
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Cultured
  line start: 2414
  line end: 2419
rules text: Through wide travel, careful observation, or extensive study, you’ve obtained a wide experience of the cultures of your region and an ability to navigate their customs, laws, and languages. You know what to do and say to impress others with the reasonableness of your wishes. Level 1: Gain Connect as a bonus skill. You can fluently speak all the common languages of your native region and convey at least basic information in the uncommon or esoteric ones. You can learn a new language with only a week’s practice with a native speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that would not put them to significant expense or risk, assuming the NPC isn’t hostile to you. Level 2: Once per game session, reroll a failed social skill check as you use your cultural knowledge to push your interlocutor toward the desired result.
levels:
  level: 1
  original text: Gain Connect as a bonus skill. You can fluently speak all the common languages of your native region and convey at least basic information in the uncommon or esoteric ones. You can learn a new language with only a week’s practice with a native speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that would not put them to significant expense or risk, assuming the NPC isn’t hostile to you.
levels:
  level: 2
  original text: Once per game session, reroll a failed social skill check as you use your cultural knowledge to push your interlocutor toward the desired result.

deadeye
type: Focus
name: Deadeye
slug: deadeye
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Deadeye
  line start: 2426
  line end: 2433
rules text: You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye. Level 1: Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll. Level 2: You can reload crossbows or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.
levels:
  level: 1
  original text: Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.
levels:
  level: 2
  original text: You can reload crossbows or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.

dealmaker
type: Focus
name: Dealmaker
slug: dealmaker
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Dealmaker
  line start: 2434
  line end: 2441
rules text: You have an uncanny ability to sniff out traders and find good deals, licit or otherwise. Even those who might not normally be disposed to bargain with you can sometimes be persuaded to pause and negotiate, if you have something they want. Level 1: Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all. Level 2: Once per session, target a sentient who is not just then trying to kill you or your allies and make a request of it that it can comprehend. If it’s at all plausible for it to make such terms, it will do so for a price or favor it thinks you can grant, though the price for significant favors might be dear.
levels:
  level: 1
  original text: Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all.
levels:
  level: 2
  original text: Once per session, target a sentient who is not just then trying to kill you or your allies and make a request of it that it can comprehend. If it’s at all plausible for it to make such terms, it will do so for a price or favor it thinks you can grant, though the price for significant favors might be dear.

developed-attribute
type: Focus
name: Developed Attribute
slug: developed-attribute
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Developed Attribute
  line start: 2442
  line end: 2445
rules text: Your hero has a remarkable degree of development to one or more of their attributes. This may be derived from an eldritch bloodline, native brilliance, or sheer, stubborn determination. This Focus cannot be taken by heroes with the Mage or Partial Mage classes. Level 1: Choose an attribute; its modifier is increased by +1, up to a maximum of +3. The actual score does not change, but the modifier increases, and may increase again if later advancement improves the attribute enough. You can choose this Focus more than once to improve different attributes.
levels:
  level: 1
  original text: Choose an attribute; its modifier is increased by +1, up to a maximum of +3. The actual score does not change, but the modifier increases, and may increase again if later advancement improves the attribute enough. You can choose this Focus more than once to improve different attributes.

die-hard
type: Focus
name: Die Hard
slug: die-hard
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Die Hard
  line start: 2420
  line end: 2425
rules text: You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero. Level 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this Focus after first level. You automatically stabilize if Mortally Wounded, provided you have not been incinerated, dismembered, or otherwise torn apart. Level 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from large-scale, instantly-lethal trauma.
levels:
  level: 1
  original text: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this Focus after first level. You automatically stabilize if Mortally Wounded, provided you have not been incinerated, dismembered, or otherwise torn apart.
levels:
  level: 2
  original text: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from large-scale, instantly-lethal trauma.

diplomatic-grace
type: Focus
name: Diplomatic Grace
slug: diplomatic-grace
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Diplomatic Grace
  line start: 2446
  line end: 2453
rules text: Your skill at personal negotiations is enormous and uncanny. Some might even think it supernatural in nature. Level 1: Gain Convince as a bonus skill. You speak all the languages common to your region of the world and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy. Level 2: Once per day, silently consecrate a bargain; the target must make a Mental save to break the deal unless their life or something they love as much is imperiled by it. Most NPCs won’t even try to break it. The deal must be for something specific and time-limited, and not an open-ended bargain.
levels:
  level: 1
  original text: Gain Convince as a bonus skill. You speak all the languages common to your region of the world and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.
levels:
  level: 2
  original text: Once per day, silently consecrate a bargain; the target must make a Mental save to break the deal unless their life or something they love as much is imperiled by it. Most NPCs won’t even try to break it. The deal must be for something specific and time-limited, and not an open-ended bargain.

gifted-chirurgeon
type: Focus
name: Gifted Chirurgeon
slug: gifted-chirurgeon
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Gifted Chirurgeon
  line start: 2454
  line end: 2461
rules text: You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care. Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle. Level 2: Your curative gifts count as magical healing. You can heal 1d6+Heal skill in damage to an adjacent wounded ally as a Main Action, potentially reviving them without any lingering Frailty. Each such application of healing adds 1 System Strain to the target, and the gift cannot be used on targets already at their maximum System Strain.
levels:
  level: 1
  original text: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle.
levels:
  level: 2
  original text: Your curative gifts count as magical healing. You can heal 1d6+Heal skill in damage to an adjacent wounded ally as a Main Action, potentially reviving them without any lingering Frailty. Each such application of healing adds 1 System Strain to the target, and the gift cannot be used on targets already at their maximum System Strain.

henchkeeper
type: Focus
name: Henchkeeper
slug: henchkeeper
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Henchkeeper
  line start: 2462
  line end: 2471
rules text: You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options. You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase. Level 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will have the combat statistics of a normal adult from their culture. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman. Level 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as 2 HD combatants from their culture. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.
levels:
  level: 1
  original text: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will have the combat statistics of a normal adult from their culture. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.
levels:
  level: 2
  original text: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as 2 HD combatants from their culture. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.

impervious-defense
type: Focus
name: Impervious Defense
slug: impervious-defense
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Impervious Defense
  line start: 2472
  line end: 2479
rules text: Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply. Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up. Level 2: Once per day, as an Instant action, you can shrug off any single weapon attack or physical trauma inflicted by a foe. Environmental damage, falling damage, or other harm that couldn’t be forfended by strong armor cannot be resisted this way.
levels:
  level: 1
  original text: You have an innate Armor Class of 15 plus half your character level, rounded up.
levels:
  level: 2
  original text: Once per day, as an Instant action, you can shrug off any single weapon attack or physical trauma inflicted by a foe. Environmental damage, falling damage, or other harm that couldn’t be forfended by strong armor cannot be resisted this way.

impostor
type: Focus
name: Impostor
slug: impostor
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Impostor
  line start: 2480
  line end: 2485
rules text: You are exceedingly skilled at presenting yourself as something you are not, including disguises, voice mimicry, and lightning-fast wardrobe changes. Some impostors rely on the acting skills of Perform, while others lean more to the nefarious tricks of Sneak. Level 1: Gain Perform or Sneak as a bonus skill. Once per scene, reroll any failed skill check or saving throw related to maintaining an imposture or disguise. Create one false identity of no great social importance; you can flawlessly pretend to be that person, such that only extremely persuasive proof can connect you with it. You can change this identity with a week’s worth of effort in building a new one. Level 2: You can alter your clothing and armor such that a single Main Action lets you swap between any of three chosen appearances. In addition to your original false identity, you can establish a new false identity in each city or significant community you spend at least a day in.
levels:
  level: 1
  original text: Gain Perform or Sneak as a bonus skill. Once per scene, reroll any failed skill check or saving throw related to maintaining an imposture or disguise. Create one false identity of no great social importance; you can flawlessly pretend to be that person, such that only extremely persuasive proof can connect you with it. You can change this identity with a week’s worth of effort in building a new one.
levels:
  level: 2
  original text: You can alter your clothing and armor such that a single Main Action lets you swap between any of three chosen appearances. In addition to your original false identity, you can establish a new false identity in each city or significant community you spend at least a day in.

lucky
type: Focus
name: Lucky
slug: lucky
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Lucky
  line start: 2486
  line end: 2491
rules text: Some fund of remarkable luck has preserved your life at least once in the past, and continues to give you an edge in otherwise hopeless situations. This luck does not favor the already-blessed; this Focus can only be taken by a PC with at least one attribute modifier of -1 or less. Level 1: Once per week, a blow or effect that would otherwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. You make any rolls related to games of chance twice, taking the better roll. Level 2: Once per session, in a situation of need or peril, you can trust to your luck and roll 1d6. On a 2 or more, something fortunate will happen to further your goal, provide an escape from immediate peril, or otherwise give you an advantage you need, if not immediate victory. On a 1, the situation will immediately grow much worse, as the GM sees fit.
levels:
  level: 1
  original text: Once per week, a blow or effect that would otherwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. You make any rolls related to games of chance twice, taking the better roll.
levels:
  level: 2
  original text: Once per session, in a situation of need or peril, you can trust to your luck and roll 1d6. On a 2 or more, something fortunate will happen to further your goal, provide an escape from immediate peril, or otherwise give you an advantage you need, if not immediate victory. On a 1, the situation will immediately grow much worse, as the GM sees fit.

nullifier
type: Focus
name: Nullifier
slug: nullifier
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Nullifier
  line start: 2492
  line end: 2499
rules text: Something about your hero interferes with easy use of magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Focus cannot be taken by Mages or Partial Mages. Level 1: You and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, you can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success. Level 2: Once per day, as an Instant action, you are simply not affected by an unwanted magical effect or supernatural monstrous ability, even if it wouldn’t normally allow a saving throw. Immunity to a persistent effect lasts for the rest of the scene.
levels:
  level: 1
  original text: You and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, you can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success.
levels:
  level: 2
  original text: Once per day, as an Instant action, you are simply not affected by an unwanted magical effect or supernatural monstrous ability, even if it wouldn’t normally allow a saving throw. Immunity to a persistent effect lasts for the rest of the scene.

poisoner
type: Focus
name: Poisoner
slug: poisoner
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Poisoner
  line start: 2500
  line end: 2507
rules text: You are a skilled poisoner, capable of compounding toxins out of readily-available flora and minerals. It takes an hour to brew a poison, and you can keep as many doses fresh as you have levels. Blade venoms take a Main Action to apply and last for ten minutes or until a hit or Shock is inflicted, whichever comes first. Detecting poisoned food is a Wis/Notice skill check against 10, or 12 if the diner’s not a noble or otherwise normally wary of poison. One dose can poison up to a half-dozen diners. Level 1: Gain Heal as a bonus skill. Gain a reroll on any failed saving throw versus poison. Your toxins inflict 2d6 damage plus your level on a hit or Shock, with a Physical save for half. Your incapacitating or hallucinogenic toxins do the same, but those reduced to zero hit points are simply incapacitated for an hour. Level 2: You are immune to poison and can apply a universal antidote to any poisoned ally as a Main Action. Any attempt to detect or save against your poisons takes a penalty equal to your Heal skill. Your ingested poisons count as an Execution Attack against unsuspecting targets, with Heal used for the Physical saving throw penalty and 1d6 damage per level done on a success. Such poisons can be non-lethal at your discretion.
levels:
  level: 1
  original text: Gain Heal as a bonus skill. Gain a reroll on any failed saving throw versus poison. Your toxins inflict 2d6 damage plus your level on a hit or Shock, with a Physical save for half. Your incapacitating or hallucinogenic toxins do the same, but those reduced to zero hit points are simply incapacitated for an hour.
levels:
  level: 2
  original text: You are immune to poison and can apply a universal antidote to any poisoned ally as a Main Action. Any attempt to detect or save against your poisons takes a penalty equal to your Heal skill. Your ingested poisons count as an Execution Attack against unsuspecting targets, with Heal used for the Physical saving throw penalty and 1d6 damage per level done on a success. Such poisons can be non-lethal at your discretion.

polymath
type: Focus
name: Polymath
slug: polymath
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Polymath
  line start: 2508
  line end: 2515
rules text: You have a passing acquaintance with a vast variety of practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note that the phantom skill levels granted by this Focus don’t stack with normal skill levels or give a skill purchase discount. Only Experts or Partial Experts can take this Focus. Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely. Level 2: You treat all non-combat skills as if they were at least level-1 for purposes of skill checks.
levels:
  level: 1
  original text: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely.
levels:
  level: 2
  original text: You treat all non-combat skills as if they were at least level-1 for purposes of skill checks.

rider
type: Focus
name: Rider
slug: rider
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Rider
  line start: 2516
  line end: 2521
rules text: Anyone with any level of Ride skill can fight competently on horseback or keep their mount healthy. You have an almost supernatural bond with your steeds, however, and can push them beyond normal limits. Level 1: Gain Ride as a bonus skill. Your steeds all count as Morale 12 in battle, use your AC if it’s higher than theirs, and can travel 50% further in a day than normal for their kind. You can intuitively communicate with riding beasts, gaining as much information from it as its intellect can convey. Level 2: Once per scene, negate a successful attack against your steed as an Instant action. Once per scene, reroll any failed Ride skill check. You can telepathically send and receive simple warnings, thoughts, and commands to and from your steed so long as it’s within two hundred feet. You can so bond with one steed at a time, taking an hour to do so.
levels:
  level: 1
  original text: Gain Ride as a bonus skill. Your steeds all count as Morale 12 in battle, use your AC if it’s higher than theirs, and can travel 50% further in a day than normal for their kind. You can intuitively communicate with riding beasts, gaining as much information from it as its intellect can convey.
levels:
  level: 2
  original text: Once per scene, negate a successful attack against your steed as an Instant action. Once per scene, reroll any failed Ride skill check. You can telepathically send and receive simple warnings, thoughts, and commands to and from your steed so long as it’s within two hundred feet. You can so bond with one steed at a time, taking an hour to do so.

shocking-assault
type: Focus
name: Shocking Assault
slug: shocking-assault
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Shocking Assault
  line start: 2522
  line end: 2529
rules text: You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood. Level 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock. Level 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do on a miss.
levels:
  level: 1
  original text: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.
levels:
  level: 2
  original text: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do on a miss.

sniper-s-eye
type: Focus
name: Sniper’s Eye
slug: sniper-s-eye
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Sniper’s Eye
  line start: 2530
  line end: 2535
rules text: You are an expert at placing a thrown knife or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a bow, hurlant, or thrown weapon. Level 1: Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die. Level 2: You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.
levels:
  level: 1
  original text: Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die.
levels:
  level: 2
  original text: You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.

special-origin
type: Focus
name: Special Origin
slug: special-origin
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Special Origin
  line start: 2536
  line end: 2543
rules text: Heroes in this game are assumed to be human, or close enough as to make no real difference. PCs who want to belong to some more exotic species or demihuman kind can pick the origin Focus appropriate to their chosen species, such as those given in the bestiary chapter for different types of creatures. The availability of these special origins will depend on the campaign and the GM’s permission. Even if elves and dwarves do exist in the campaign world, the GM is not obliged to let players use them as PCs if that choice doesn’t fit the tone or location being used. Note also that a PC who just wants to be different without asking for any special mechanical benefits does not need to buy any special Focus. If their particular demihuman or alien has no real advantages over a human, then they can just proclaim their nature as such, assuming the GM allows such beings in their campaign.
levels:
  level: 1
  original text: Heroes in this game are assumed to be human, or close enough as to make no real difference. PCs who want to belong to some more exotic species or demihuman kind can pick the origin Focus appropriate to their chosen species, such as those given in the bestiary chapter for different types of creatures. The availability of these special origins will depend on the campaign and the GM’s permission. Even if elves and dwarves do exist in the campaign world, the GM is not obliged to let players use them as PCs if that choice doesn’t fit the tone or location being used. Note also that a PC who just wants to be different without asking for any special mechanical benefits does not need to buy any special Focus. If their particular demihuman or alien has no real advantages over a human, then they can just proclaim their nature as such, assuming the GM allows such beings in their campaign.

specialist
type: Focus
name: Specialist
slug: specialist
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Specialist
  line start: 2544
  line end: 2549
rules text: You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a famed athlete, a brilliant scholar, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills. Level 1: Gain any skill as a bonus, except for Magic, Stab, Shoot, or Punch. Roll 3d6 and drop the lowest die for all skill checks in this skill. Level 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.
levels:
  level: 1
  original text: Gain any skill as a bonus, except for Magic, Stab, Shoot, or Punch. Roll 3d6 and drop the lowest die for all skill checks in this skill.
levels:
  level: 2
  original text: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.

spirit-familiar
type: Focus
name: Spirit Familiar
slug: spirit-familiar
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Spirit Familiar
  line start: 2550
  line end: 2575
rules text: You have a minor spirit, devil, construct, magical beast, or other creature as a devoted companion. While its abilities are limited, it is absolutely loyal to you. Level 1: Choose a form for your familiar no smaller than a cat nor larger than a human. It has the traits and abilities of an entity created by Calculation of the Evoked Servitor but may be summoned or dismissed as a Main Action, appearing within melee range of its owner. It cannot carry objects with it during its vanishment aside from the clothing natural to its shape. It has no need for food, water, or sleep. If killed, it vanishes and cannot be re-summoned for 24 hours. Once per day, it can refresh one point of Committed Effort for you. Level 2: Pick two benefits from the list below for your familiar. This level may be taken more than once, adding two additional options each time. - It has hit points equal to three times your level - It gains the ability to attack with a hit bonus equal to half - your level, rounded up, doing 1d8 damage on a hit with no Shock - It gains a +1 skill check bonus and can apply it to a range - of situations equivalent to one normal human background - It gains another shape of your choice which it can adopt - or discard as an On Turn action - It can hover or fly at its usual movement rate - It can communicate freely with others in any language you - know
levels:
  level: 1
  original text: Choose a form for your familiar no smaller than a cat nor larger than a human. It has the traits and abilities of an entity created by Calculation of the Evoked Servitor but may be summoned or dismissed as a Main Action, appearing within melee range of its owner. It cannot carry objects with it during its vanishment aside from the clothing natural to its shape. It has no need for food, water, or sleep. If killed, it vanishes and cannot be re-summoned for 24 hours. Once per day, it can refresh one point of Committed Effort for you.
levels:
  level: 2
  original text: Pick two benefits from the list below for your familiar. This level may be taken more than once, adding two additional options each time. - It has hit points equal to three times your level - It gains the ability to attack with a hit bonus equal to half - your level, rounded up, doing 1d8 damage on a hit with no Shock - It gains a +1 skill check bonus and can apply it to a range - of situations equivalent to one normal human background - It gains another shape of your choice which it can adopt - or discard as an On Turn action - It can hover or fly at its usual movement rate - It can communicate freely with others in any language you - know

trapmaster
type: Focus
name: Trapmaster
slug: trapmaster
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Trapmaster
  line start: 2576
  line end: 2583
rules text: You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in dungeons or the lairs of sorcerers. You know how to improvise traps with materials you easily carry. Level 1: Gain Notice as a bonus skill. Once per scene, reroll any failed saving throw or skill check related to traps or snares. Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission. Level 2: You know secrets for unraveling even magical traps or arcane hazards that would normally require a wizard to dispel them. Once per scene, your efforts count as an Extirpate Arcana spell against the trap or hazard, cast as if a Mage of twice your level, with any relevant skill check being Int/Notice or Dex/Notice. This ability can be used against any stationary magical effect that’s susceptible to being dispelled by _Extirpate Arcana_ .
levels:
  level: 1
  original text: Gain Notice as a bonus skill. Once per scene, reroll any failed saving throw or skill check related to traps or snares. Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission.
levels:
  level: 2
  original text: You know secrets for unraveling even magical traps or arcane hazards that would normally require a wizard to dispel them. Once per scene, your efforts count as an Extirpate Arcana spell against the trap or hazard, cast as if a Mage of twice your level, with any relevant skill check being Int/Notice or Dex/Notice. This ability can be used against any stationary magical effect that’s susceptible to being dispelled by _Extirpate Arcana_ .

unarmed-combatant
type: Focus
name: Unarmed Combatant
slug: unarmed-combatant
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Unarmed Combatant
  line start: 2584
  line end: 2589
rules text: Your empty hands are more dangerous than swords in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding bows and similar ranged long arms, though you need at least one hand free to do so. Level 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. Level 2: Even on a miss with a Punch attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target.
levels:
  level: 1
  original text: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less.
levels:
  level: 2
  original text: Even on a miss with a Punch attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target.

unique-gift
type: Focus
name: Unique Gift
slug: unique-gift
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Unique Gift
  line start: 2590
  line end: 2597
rules text: Your hero has some unusual ability or magical knack that can’t be adequately described by an existing Focus. This choice is a catchall meant to represent a special power that’s in some way worth a Focus pick. The exact effect of the ability should be defined by the player and the GM together, working out some result that seems fair and reasonable. This will vary from table to table and from campaign to campaign; an innate ability to breathe water is little more than a novelty in a desert setting, while a campaign based on piracy in an endless archipelago might make it far more significant. As with any power, the group should be willing to reconsider the gift if it turns out to be exceptionally weak in play or a stronger power than was anticipated.
levels:
  level: 1
  original text: Your hero has some unusual ability or magical knack that can’t be adequately described by an existing Focus. This choice is a catchall meant to represent a special power that’s in some way worth a Focus pick. The exact effect of the ability should be defined by the player and the GM together, working out some result that seems fair and reasonable. This will vary from table to table and from campaign to campaign; an innate ability to breathe water is little more than a novelty in a desert setting, while a campaign based on piracy in an endless archipelago might make it far more significant. As with any power, the group should be willing to reconsider the gift if it turns out to be exceptionally weak in play or a stronger power than was anticipated.

valiant-defender
type: Focus
name: Valiant Defender
slug: valiant-defender
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Valiant Defender
  line start: 2598
  line end: 2605
rules text: You are a bodyguard, shieldbearer, or other gifted defender of others, accustomed to the roil of bloody battle and desperate struggle. You have an exceptional ability to shield your allies from the attacks of those who would slay them. Level 1: Gain Stab or Punch as a bonus skill. Gain a +2 on all skill checks for the Screen Ally combat action. You can screen against one more attacker per round than your skill would normally allow. Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill. Level 2: The first Screen Ally skill check you make in a round is always successful. Gain +2 AC while screening someone. You can screen against foes as large as ogres or oxen.
levels:
  level: 1
  original text: Gain Stab or Punch as a bonus skill. Gain a +2 on all skill checks for the Screen Ally combat action. You can screen against one more attacker per round than your skill would normally allow. Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill.
levels:
  level: 2
  original text: The first Screen Ally skill check you make in a round is always successful. Gain +2 AC while screening someone. You can screen against foes as large as ogres or oxen.

well-met
type: Focus
name: Well Met
slug: well-met
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Well Met
  line start: 2606
  line end: 2613
rules text: You have a striking ability to charm and pacify people and creatures you’ve just met. Once they get to know you, however, their opinions are more likely to be based on experience; this Focus works only once on a target. Level 1: Reaction rolls made by those the party meets are given a +1 bonus so long as you are present, whether or not you do the talking. Even hostile encountered beings will usually give the party a round to parley before attacking unless they’re in ambush or have a clear reason for immediate violence. Level 2: Once per game session, when a reaction roll is made, cause the subject to be as friendly and helpful to you and your party as it’s plausibly possible for them to be. It’s up to the GM to decide why the creature becomes so; it might be mistaken about your nature, or find you hilarious, or perhaps want a favor from you and your allies.
levels:
  level: 1
  original text: Reaction rolls made by those the party meets are given a +1 bonus so long as you are present, whether or not you do the talking. Even hostile encountered beings will usually give the party a round to parley before attacking unless they’re in ambush or have a clear reason for immediate violence.
levels:
  level: 2
  original text: Once per game session, when a reaction roll is made, cause the subject to be as friendly and helpful to you and your party as it’s plausibly possible for them to be. It’s up to the GM to decide why the creature becomes so; it might be mistaken about your nature, or find you hilarious, or perhaps want a favor from you and your allies.

whirlwind-assault
type: Focus
name: Whirlwind Assault
slug: whirlwind-assault
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Whirlwind Assault
  line start: 2614
  line end: 2621
rules text: You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded. Level 1: Gain Stab as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock. Level 2: The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.
levels:
  level: 1
  original text: Gain Stab as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock.
levels:
  level: 2
  original text: The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.

xenoblooded
type: Focus
name: Xenoblooded
slug: xenoblooded
source: wwn-srd-v1
source locator:
  section: 1.6.1
  heading: Xenoblooded
  line start: 2622
  line end: 2643
rules text: You have been both blessed and cursed by some exotic supernatural or alien bloodline. Level 1: Choose one set of benefits from the list below to reflect your alien heritage. Other gifts may exist. - You are immune to heat damage and can breathe and see - through smoke without hindrance. - You are water-adapted and can breathe water and see - through it up to 120’ regardless of light. You swim at double your normal Move rate. - You were built to heavier or lighter gravity conditions; gain a - +1 to either your Strength or Dexterity modifiers, to a maximum of +3, and a -1 penalty to the modifier of the other attribute. - You are nourished by invisible radiations and need neither - eat, sleep, nor breathe. You can see clearly even in the absence of any light.
levels:
  level: 1
  original text: Choose one set of benefits from the list below to reflect your alien heritage. Other gifts may exist. - You are immune to heat damage and can breathe and see - through smoke without hindrance. - You are water-adapted and can breathe water and see - through it up to 120’ regardless of light. You swim at double your normal Move rate. - You were built to heavier or lighter gravity conditions; gain a - +1 to either your Strength or Dexterity modifiers, to a maximum of +3, and a -1 penalty to the modifier of the other attribute. - You are nourished by invisible radiations and need neither - eat, sleep, nor breathe. You can see clearly even in the absence of any light.

abdication-of-temporal-presence
type: Spell
name: Abdication of Temporal Presence
slug: abdication-of-temporal-presence
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Abdication of Temporal Presence (Level 5)
  line start: 3856
  line end: 3859
tradition: high-magic
level: 5
effects:
  source text: The caster and up to one visible ally per caster level briefly step outside of the conventional flow of time, the rest of the world freezing around them. These subjects can take 1d4+1 free rounds of actions, but they cannot physically affect the world or move any object they were not carrying at the time they cast the spell. Any spells the caster or other allies cast can affect only their own group, and not those entities still in the normal flow of time.
rules text: The caster and up to one visible ally per caster level briefly step outside of the conventional flow of time, the rest of the world freezing around them. These subjects can take 1d4+1 free rounds of actions, but they cannot physically affect the world or move any object they were not carrying at the time they cast the spell. Any spells the caster or other allies cast can affect only their own group, and not those entities still in the normal flow of time.

adopt-the-simulacular-visage
type: Spell
name: Adopt the Simulacular Visage
slug: adopt-the-simulacular-visage
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Adopt the Simulacular Visage (Level 3)
  line start: 3860
  line end: 3863
tradition: high-magic
level: 3
effects:
  source text: A brief incantation transforms one visible, willing target per caster level into a perfect simulacrum of any humanoid creature the caster has seen before, whether a specific individual or a general type. No special abilities are granted by this transformation, but the target will perfectly resemble a chosen individual, including in voice and scent. Their non-magical clothing will transform to whatever clothing is appropriate to the target, and they will gain an intuitive ability to speak and understand the target’s native tongue. The spell lasts until dawn of the day after casting it, whereupon the targets and any transformed clothing revert back to their original seeming.
rules text: A brief incantation transforms one visible, willing target per caster level into a perfect simulacrum of any humanoid creature the caster has seen before, whether a specific individual or a general type. No special abilities are granted by this transformation, but the target will perfectly resemble a chosen individual, including in voice and scent. Their non-magical clothing will transform to whatever clothing is appropriate to the target, and they will gain an intuitive ability to speak and understand the target’s native tongue. The spell lasts until dawn of the day after casting it, whereupon the targets and any transformed clothing revert back to their original seeming.

apprehending-the-arcane-form
type: Spell
name: Apprehending the Arcane Form
slug: apprehending-the-arcane-form
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Apprehending the Arcane Form (Level 1)
  line start: 3864
  line end: 3867
tradition: high-magic
level: 1
effects:
  source text: The mage opens up their mind to the presence of occult energies. For fifteen minutes per character level, they are capable of seeing active magical effects, curses, enchantments, or other dweomers as colored auras or patterns of light. They may identify magical items and get a one-sentence description of their purpose or most significant powers, and may get more sophisticated answers with successful Wis/Magic skill checks at difficulties of 8 or more depending on the subtlety of the enchantment. Mages with prepared spells are visible to the caster, though which spells the subject might have prepared is not knowable. As a side effect of this spell, the ambient thaumic currents cast enough quasi-light to allow the caster to see normally even in perfect darkness.
rules text: The mage opens up their mind to the presence of occult energies. For fifteen minutes per character level, they are capable of seeing active magical effects, curses, enchantments, or other dweomers as colored auras or patterns of light. They may identify magical items and get a one-sentence description of their purpose or most significant powers, and may get more sophisticated answers with successful Wis/Magic skill checks at difficulties of 8 or more depending on the subtlety of the enchantment. Mages with prepared spells are visible to the caster, though which spells the subject might have prepared is not knowable. As a side effect of this spell, the ambient thaumic currents cast enough quasi-light to allow the caster to see normally even in perfect darkness.

aqueous-harmony
type: Spell
name: Aqueous Harmony
slug: aqueous-harmony
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Aqueous Harmony (Level 1)
  line start: 4070
  line end: 4073
tradition: elementalist
level: 1
effects:
  source text: The elementalist and up to a dozen allies are charmed with powers of water-breathing, a tolerance for the pressure and cold of the deeps, and the ability to see through water as if it were well-lit air. Ensorceled beings may move freely while in the water at their usual movement rate and their attacks and projectile weapons are not hindered by the medium, nor are their possessions soaked or damaged. The spell lasts for one hour per caster level, but will not naturally end so long as a subject is still at least partially submerged. Only the caster or magical dispelling can stop it under those circumstances.
rules text: The elementalist and up to a dozen allies are charmed with powers of water-breathing, a tolerance for the pressure and cold of the deeps, and the ability to see through water as if it were well-lit air. Ensorceled beings may move freely while in the water at their usual movement rate and their attacks and projectile weapons are not hindered by the medium, nor are their possessions soaked or damaged. The spell lasts for one hour per caster level, but will not naturally end so long as a subject is still at least partially submerged. Only the caster or magical dispelling can stop it under those circumstances.

augment-mortal-vitality
type: Spell
name: Augment Mortal Vitality
slug: augment-mortal-vitality
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Augment Mortal Vitality (Level 2)
  line start: 4150
  line end: 4153
tradition: necromancer
level: 2
effects:
  source text: The necromancer may refine and enhance the natural flow of vitality within a willing visible target. For the rest of the scene, all Physical saving throws they make gain a bonus equal to the necromancer’s Magic skill and they automatically stabilize when Mortally Wounded. Once during the scene, as an Instant action, they can immediately heal from all damage inflicted by an injury that did not Mortally Wound them. The recipient of this spell gains one System Strain.
rules text: The necromancer may refine and enhance the natural flow of vitality within a willing visible target. For the rest of the scene, all Physical saving throws they make gain a bonus equal to the necromancer’s Magic skill and they automatically stabilize when Mortally Wounded. Once during the scene, as an Instant action, they can immediately heal from all damage inflicted by an injury that did not Mortally Wound them. The recipient of this spell gains one System Strain.

banishment-to-the-black-glass-labyrinth
type: Spell
name: Banishment to the Black Glass Labyrinth
slug: banishment-to-the-black-glass-labyrinth
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Banishment to the Black Glass Labyrinth (Level 5)
  line start: 3868
  line end: 3871
tradition: high-magic
level: 5
effects:
  source text: Aimed at a visible point within three hundred feet, the spell affects all creatures except the caster within a ten-foot radius of the target, translating them into a lightless extradimensional maze of endlessly tall obsidian walls. The maze is infinite, featureless, and empty. Transported creatures get a Mental saving throw to end the spell, re-appearing one round after it was cast. Those who fail their save get to make an additional attempt once an hour afterwards. Creatures with five or fewer hit dice cannot attempt these saving throws and are trapped forever unless the mage is killed or ends the spell. Time passes normally while trapped, and creatures snared within may rest, fight, or starve as their situation and wills so recommends. Dead or escaped creatures appear in the nearest clear space to their original departure.
rules text: Aimed at a visible point within three hundred feet, the spell affects all creatures except the caster within a ten-foot radius of the target, translating them into a lightless extradimensional maze of endlessly tall obsidian walls. The maze is infinite, featureless, and empty. Transported creatures get a Mental saving throw to end the spell, re-appearing one round after it was cast. Those who fail their save get to make an additional attempt once an hour afterwards. Creatures with five or fewer hit dice cannot attempt these saving throws and are trapped forever unless the mage is killed or ends the spell. Time passes normally while trapped, and creatures snared within may rest, fight, or starve as their situation and wills so recommends. Dead or escaped creatures appear in the nearest clear space to their original departure.

boneshaper
type: Spell
name: Boneshaper
slug: boneshaper
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Boneshaper (Level 4)
  line start: 4182
  line end: 4185
tradition: necromancer
level: 4
effects:
  source text: The clay of flesh and bone run obediently to the will of the necromancer. Whether living or undead, a willing or helpless victim under the effects of this spell can be reshaped into any roughly-equivalent form with an hour’s work. Limbs can be added or removed and existing tissue can be recolored, re-textured, or rearranged to the necromancer’s wishes. Perfect imitation of a particular creature requires a Dex/Magic skill check against difficulty 10. This spell is limited in the physical changes it can effect; a bonus of +1 can be added to modifier of Charisma or a physical attribute at the cost of a -1 penalty to the modifier of one of the same attributes, to a maximum of +2 or -2. This spell lasts until the necromancer lifts it or it is dispelled.
rules text: The clay of flesh and bone run obediently to the will of the necromancer. Whether living or undead, a willing or helpless victim under the effects of this spell can be reshaped into any roughly-equivalent form with an hour’s work. Limbs can be added or removed and existing tissue can be recolored, re-textured, or rearranged to the necromancer’s wishes. Perfect imitation of a particular creature requires a Dex/Magic skill check against difficulty 10. This spell is limited in the physical changes it can effect; a bonus of +1 can be added to modifier of Charisma or a physical attribute at the cost of a -1 penalty to the modifier of one of the same attributes, to a maximum of +2 or -2. This spell lasts until the necromancer lifts it or it is dispelled.

boreal-wings
type: Spell
name: Boreal Wings
slug: boreal-wings
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Boreal Wings (Level 2)
  line start: 4086
  line end: 4089
tradition: elementalist
level: 2
effects:
  source text: The elementalist chooses a visible ally within one hundred feet; the target becomes capable of swift and easy aerial travel, flying at twice their usual movement rate. If the spell ends or is dispelled while aloft, the target descends gently to the earth. This spell lasts for one scene, though casters of fifth level or more can make it last an hour, and those of eighth level or more can make it last until dawn or dusk, whichever comes next.
rules text: The elementalist chooses a visible ally within one hundred feet; the target becomes capable of swift and easy aerial travel, flying at twice their usual movement rate. If the spell ends or is dispelled while aloft, the target descends gently to the earth. This spell lasts for one scene, though casters of fifth level or more can make it last an hour, and those of eighth level or more can make it last until dawn or dusk, whichever comes next.

calcifying-scourge
type: Spell
name: Calcifying Scourge
slug: calcifying-scourge
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Calcifying Scourge (Level 4)
  line start: 4114
  line end: 4117
tradition: elementalist
level: 4
effects:
  source text: A visible target within one hundred feet must make a Physical saving throw or be turned to stone. Any size of living creature may be so transmuted, though inanimate objects larger than a cart cannot. Objects being held or worn by someone else get a Physical saving throw made by their user. The calcification remains until dispelled or the caster undoes the magic, but if the object or creature is damaged in the meanwhile, it may end up being harmed or killed on its restoration. If the Physical saving throw is made successfully by a creature, the target is temporarily slowed, losing its Move action for the next 1d6 rounds.
rules text: A visible target within one hundred feet must make a Physical saving throw or be turned to stone. Any size of living creature may be so transmuted, though inanimate objects larger than a cart cannot. Objects being held or worn by someone else get a Physical saving throw made by their user. The calcification remains until dispelled or the caster undoes the magic, but if the object or creature is damaged in the meanwhile, it may end up being harmed or killed on its restoration. If the Physical saving throw is made successfully by a creature, the target is temporarily slowed, losing its Move action for the next 1d6 rounds.

calculation-of-the-evoked-servitor
type: Spell
name: Calculation of the Evoked Servitor
slug: calculation-of-the-evoked-servitor
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Calculation of the Evoked Servitor (Level 2)
  line start: 3872
  line end: 3875
tradition: high-magic
level: 2
effects:
  source text: This spell conjures up an intelligent familiar for the caster, one with one hit point per caster level, an AC of 14, a ground movement rate of 30’ per action, saving throws the same as the caster, a +0 skill modifier, and no effective attack. The familiar always adopts the same shape for the same caster, though the initial casting can set this to any shape the caster wishes provided it’s no larger than a small human. The familiar retains a telepathic connection with its creator and will obey any command it is given, including suicidal ones. It can perform any action that a competent human servant could. If the familiar is slain, it fades away, but can be called forth again by the spell. The familiar retains its memories of what happens while it’s summoned, and can develop its own personality in time. The familiar remains in existence until dawn following the spell’s casting or until dismissed by the caster.
rules text: This spell conjures up an intelligent familiar for the caster, one with one hit point per caster level, an AC of 14, a ground movement rate of 30’ per action, saving throws the same as the caster, a +0 skill modifier, and no effective attack. The familiar always adopts the same shape for the same caster, though the initial casting can set this to any shape the caster wishes provided it’s no larger than a small human. The familiar retains a telepathic connection with its creator and will obey any command it is given, including suicidal ones. It can perform any action that a competent human servant could. If the familiar is slain, it fades away, but can be called forth again by the spell. The familiar retains its memories of what happens while it’s summoned, and can develop its own personality in time. The familiar remains in existence until dawn following the spell’s casting or until dismissed by the caster.

calculation-of-the-phantasmal-eidolon
type: Spell
name: Calculation of the Phantasmal Eidolon
slug: calculation-of-the-phantasmal-eidolon
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Calculation of the Phantasmal Eidolon (Level 4)
  line start: 3876
  line end: 3879
tradition: high-magic
level: 4
effects:
  source text: The caster conjures up a semi-real phantasmal creature in any shape or appearance they desire, provided it is no larger than an ox. The servitor is as intelligent as a human and will obey the caster with fearless and suicidal devotion, having 4 effective hit dice, 20 hit points, AC 15, a movement rate of 30’ per action, a +1 skill modifier, saves of 13+, and a +6/1d8 damage melee attack with 2/AC 15 Shock. As the creature is partly phantasmal, the damage it inflicts cannot kill a subject, but only knock them unconscious for an hour before they awaken with 1 hit point. The caster may pick one special quality for the creature when it is summoned: the ability to fly at a rate of 30’/ move, the perfect duplication of a particular person they’ve seen, the ability to form a telepathic speech connection with the caster, or the ability to effectively use normal weaponry and armor. The servitor lasts until destroyed or the dawn after the spell is cast.
rules text: The caster conjures up a semi-real phantasmal creature in any shape or appearance they desire, provided it is no larger than an ox. The servitor is as intelligent as a human and will obey the caster with fearless and suicidal devotion, having 4 effective hit dice, 20 hit points, AC 15, a movement rate of 30’ per action, a +1 skill modifier, saves of 13+, and a +6/1d8 damage melee attack with 2/AC 15 Shock. As the creature is partly phantasmal, the damage it inflicts cannot kill a subject, but only knock them unconscious for an hour before they awaken with 1 hit point. The caster may pick one special quality for the creature when it is summoned: the ability to fly at a rate of 30’/ move, the perfect duplication of a particular person they’ve seen, the ability to form a telepathic speech connection with the caster, or the ability to effectively use normal weaponry and armor. The servitor lasts until destroyed or the dawn after the spell is cast.

call-of-the-tomb
type: Spell
name: Call of the Tomb
slug: call-of-the-tomb
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Call of the Tomb (Level 5)
  line start: 4190
  line end: 4193
tradition: necromancer
level: 5
effects:
  source text: The necromancer invokes the inescapable urge for self-dissolution within the substance of all that exists, amplifying the weight of their own mortality. All enemy creatures within forty feet are affected. Targets can make a Physical saving throw to resist, in which case the effects last only one round, otherwise lasting for one round per caster level. During this time all attacks made against the victims automatically hit and all damage dice they suffer are maximized. Any special defenses they may have against mundane weapons or certain types of injury are negated while the spell is on them.
rules text: The necromancer invokes the inescapable urge for self-dissolution within the substance of all that exists, amplifying the weight of their own mortality. All enemy creatures within forty feet are affected. Targets can make a Physical saving throw to resist, in which case the effects last only one round, otherwise lasting for one round per caster level. During this time all attacks made against the victims automatically hit and all damage dice they suffer are maximized. Any special defenses they may have against mundane weapons or certain types of injury are negated while the spell is on them.

casting-forth-the-inner-eye
type: Spell
name: Casting Forth the Inner Eye
slug: casting-forth-the-inner-eye
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Casting Forth the Inner Eye (Level 2)
  line start: 3880
  line end: 3883
tradition: high-magic
level: 2
effects:
  source text: A pool of water, mirror, open flame, polished crystal, or other luminous or reflective surface is used to peer at a distant location. The location must either be within one hundred feet per caster level or be a location the caster has physically occupied before. The caster perceives the location as if he were standing at the targeted point within it, seeing and hearing events there as if he were present. This spell cannot scry locations that have been magically warded, and scrying the same location repeatedly is hindered by the resonance created by the spell. The spell cannot perceive the same area twice within the same week, or position its target point so as to overlap a prior area with its perceptions within that time. If a target present in the area has more hit dice than the caster has levels, they get a Mental saving throw to get an uncanny sense of being watched, something that will alert those cognizant of this spell. This spell lasts until the caster performs some action other than focusing on the scrying.
rules text: A pool of water, mirror, open flame, polished crystal, or other luminous or reflective surface is used to peer at a distant location. The location must either be within one hundred feet per caster level or be a location the caster has physically occupied before. The caster perceives the location as if he were standing at the targeted point within it, seeing and hearing events there as if he were present. This spell cannot scry locations that have been magically warded, and scrying the same location repeatedly is hindered by the resonance created by the spell. The spell cannot perceive the same area twice within the same week, or position its target point so as to overlap a prior area with its perceptions within that time. If a target present in the area has more hit dice than the caster has levels, they get a Mental saving throw to get an uncanny sense of being watched, something that will alert those cognizant of this spell. This spell lasts until the caster performs some action other than focusing on the scrying.

cognitive-supersession-of-the-inferior-orders
type: Spell
name: Cognitive Supersession of the Inferior Orders
slug: cognitive-supersession-of-the-inferior-orders
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Cognitive Supersession of the Inferior Orders (Level 1)
  line start: 3884
  line end: 3887
tradition: high-magic
level: 1
effects:
  source text: The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while under the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.
rules text: The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while under the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.

command-the-dead
type: Spell
name: Command the Dead
slug: command-the-dead
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Command the Dead (Level 1)
  line start: 4134
  line end: 4137
tradition: necromancer
level: 1
effects:
  source text: The necromancer exerts their will over a number of hit dice worth of undead equal to twice their character level. These undead must be visible and within one hundred feet of the caster. Undead get a Mental saving throw to resist this binding, at a penalty equal to the caster’s Magic skill. Creatures only partially-bewitched by the spell due to their excess hit dice merely stand dazed for a round. Those fully within the hit die cap who are affected become suicidally loyal to the necromancer until they are released by the caster. Regardless of how often the caster uses this spell, they may have no more than twice their level worth of hit dice bound at any one time, with the oldest-enchanted being first released.
rules text: The necromancer exerts their will over a number of hit dice worth of undead equal to twice their character level. These undead must be visible and within one hundred feet of the caster. Undead get a Mental saving throw to resist this binding, at a penalty equal to the caster’s Magic skill. Creatures only partially-bewitched by the spell due to their excess hit dice merely stand dazed for a round. Those fully within the hit die cap who are affected become suicidally loyal to the necromancer until they are released by the caster. Regardless of how often the caster uses this spell, they may have no more than twice their level worth of hit dice bound at any one time, with the oldest-enchanted being first released.

compel-flesh
type: Spell
name: Compel Flesh
slug: compel-flesh
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Compel Flesh (Level 3)
  line start: 4166
  line end: 4169
tradition: necromancer
level: 3
effects:
  source text: A visible living creature or physically-bodied undead within 100 feet is ensorceled by this spell, their flesh and bones becoming temporarily enthralled to the caster’s will. The target becomes paralyzed unless commanded by the caster as an On Turn action; once given a command, their body will dutifully carry it out on their next turn. The user’s mind is not affected by this spell, so they cannot be made to cast spells, answer questions, or perform other intellectual tasks, but they will fight, move, and perform other non-suicidal physical acts as normal. The target may make a Physical saving throw at the start of each of their turns to throw off the effect, but they will inevitably suffer one point of damage per caster level with each attempt as their flesh writhes and tears. If not thrown off earlier, the spell lasts until the end of the scene.
rules text: A visible living creature or physically-bodied undead within 100 feet is ensorceled by this spell, their flesh and bones becoming temporarily enthralled to the caster’s will. The target becomes paralyzed unless commanded by the caster as an On Turn action; once given a command, their body will dutifully carry it out on their next turn. The user’s mind is not affected by this spell, so they cannot be made to cast spells, answer questions, or perform other intellectual tasks, but they will fight, move, and perform other non-suicidal physical acts as normal. The target may make a Physical saving throw at the start of each of their turns to throw off the effect, but they will inevitably suffer one point of damage per caster level with each attempt as their flesh writhes and tears. If not thrown off earlier, the spell lasts until the end of the scene.

conjunct-the-vital-viscera
type: Spell
name: Conjunct the Vital Viscera
slug: conjunct-the-vital-viscera
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Conjunct the Vital Viscera (Level 3)
  line start: 3888
  line end: 3891
tradition: high-magic
level: 3
effects:
  source text: The caster renders the forms and life energy of up to one visible subject per caster level into something plastic and transferable. Hit points, poisons, and diseases can be transferred from one creature to another, if both are willing or helplessly bound, healing up to the maximum allowed hit points of the target creature. Body parts can be exchanged or gifted so long as each subject retains at least half of their original corpus. A willing target can even be absorbed into the body of another subject of the spell, disappearing into them until the spell ends or they choose to spring back out, fully-equipped. Assimilated subjects can continue to see and hear what goes on outside their carrier. A given subject can absorb up to five other human-sized targets. The spell lasts until dispelled, released, or one hour per caster level has passed, though transferred hit points or afflictions do not return to their original subject. If a subject is killed while “borrowing” another’s body parts, those parts do not return.
rules text: The caster renders the forms and life energy of up to one visible subject per caster level into something plastic and transferable. Hit points, poisons, and diseases can be transferred from one creature to another, if both are willing or helplessly bound, healing up to the maximum allowed hit points of the target creature. Body parts can be exchanged or gifted so long as each subject retains at least half of their original corpus. A willing target can even be absorbed into the body of another subject of the spell, disappearing into them until the spell ends or they choose to spring back out, fully-equipped. Assimilated subjects can continue to see and hear what goes on outside their carrier. A given subject can absorb up to five other human-sized targets. The spell lasts until dispelled, released, or one hour per caster level has passed, though transferred hit points or afflictions do not return to their original subject. If a subject is killed while “borrowing” another’s body parts, those parts do not return.

conjunction-of-the-inexorable-step
type: Spell
name: Conjunction of the Inexorable Step
slug: conjunction-of-the-inexorable-step
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Conjunction of the Inexorable Step (Level 2)
  line start: 3892
  line end: 3895
tradition: high-magic
level: 2
effects:
  source text: A visible target within a hundred feet is immediately teleported to any visible, solid resting point within a half-mile, provided the target point has enough room to accept them and it is not a position of imminent physical peril. Unattended objects can be translocated by the spell, but they can be no larger than a horse. Unwilling creatures targeted by this spell may make a Mental saving throw to resist; on a success, it is the caster who is transported to the intended destination instead.
rules text: A visible target within a hundred feet is immediately teleported to any visible, solid resting point within a half-mile, provided the target point has enough room to accept them and it is not a position of imminent physical peril. Unattended objects can be translocated by the spell, but they can be no larger than a horse. Unwilling creatures targeted by this spell may make a Mental saving throw to resist; on a success, it is the caster who is transported to the intended destination instead.

contingent-excision-of-arcana
type: Spell
name: Contingent Excision of Arcana
slug: contingent-excision-of-arcana
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Contingent Excision of Arcana (Level 4)
  line start: 3896
  line end: 3899
tradition: high-magic
level: 4
effects:
  source text: The caster sets up a triggered resonance of dispelling magic which may later be invoked as an Instant action. Until the next dawn, the mage may negate magic as if with an **_Extirpate Arcana_** spell as an Instant action. Once this negation is triggered, the spell ends.
rules text: The caster sets up a triggered resonance of dispelling magic which may later be invoked as an Instant action. Until the next dawn, the mage may negate magic as if with an **_Extirpate Arcana_** spell as an Instant action. Once this negation is triggered, the spell ends.

damnation-of-the-sense
type: Spell
name: Damnation of the Sense
slug: damnation-of-the-sense
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Damnation of the Sense (Level 1)
  line start: 3904
  line end: 3907
tradition: high-magic
level: 1
effects:
  source text: The caster targets a visible creature within two hundred feet. The target gets a Mental saving throw to resist; on a failure, one sense of the caster’s choice is entirely under the caster’s control for the rest of the scene, while a success leaves them bound only for the next round. Any false impression may be given, or any true one concealed, and a creature may be left effectively blinded or deafened. Distracting tactile sensations can force the victim to make a Physical saving throw in order to act each round. Blinded creatures can’t make ranged attacks and roll all melee hit rolls twice, taking the worst result. If a creature thinks itself in mortal peril its excitement allows it to make a Mental save to throw off the spell at the end of each round.
rules text: The caster targets a visible creature within two hundred feet. The target gets a Mental saving throw to resist; on a failure, one sense of the caster’s choice is entirely under the caster’s control for the rest of the scene, while a success leaves them bound only for the next round. Any false impression may be given, or any true one concealed, and a creature may be left effectively blinded or deafened. Distracting tactile sensations can force the victim to make a Physical saving throw in order to act each round. Blinded creatures can’t make ranged attacks and roll all melee hit rolls twice, taking the worst result. If a creature thinks itself in mortal peril its excitement allows it to make a Mental save to throw off the spell at the end of each round.

decree-of-ligneous-dissolution
type: Spell
name: Decree of Ligneous Dissolution
slug: decree-of-ligneous-dissolution
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Decree of Ligneous Dissolution (Level 1)
  line start: 3912
  line end: 3915
tradition: high-magic
level: 1
effects:
  source text: Wood, linen, cotton, rope, and other plant- or fungus-derived matter is annihilated by a wave of entropic force that washes through an area near the caster. The mage targets a point within one hundred feet per caster level and designates a number of contiguous 10-foot cubes within that area equal to or less than their caster level. All non-magical plant matter within that area immediately erodes away to dust. Enchanted objects of plant matter cannot be affected, but ordinary plant-based clothing, bows, or wooden-hafted weapons will be destroyed. If used against plant-based monsters, the spell does 1d10 damage per caster level, with a Physical save for half.
rules text: Wood, linen, cotton, rope, and other plant- or fungus-derived matter is annihilated by a wave of entropic force that washes through an area near the caster. The mage targets a point within one hundred feet per caster level and designates a number of contiguous 10-foot cubes within that area equal to or less than their caster level. All non-magical plant matter within that area immediately erodes away to dust. Enchanted objects of plant matter cannot be affected, but ordinary plant-based clothing, bows, or wooden-hafted weapons will be destroyed. If used against plant-based monsters, the spell does 1d10 damage per caster level, with a Physical save for half.

decree-of-lithic-dissolution
type: Spell
name: Decree of Lithic Dissolution
slug: decree-of-lithic-dissolution
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Decree of Lithic Dissolution (Level 2)
  line start: 3916
  line end: 3919
tradition: high-magic
level: 2
effects:
  source text: Stone, earth, sod, sand, or other largely mineral material is reduced to a faint spray of fine dust by this sorcery, though metal and enchanted objects are unaffected. The caster nominates up to one contiguous 10-foot cube per caster level in a visible area within one hundred feet per caster level, causing all such stone or mineral material within the cubes to disappear. Such rapid destruction may well cause larger structures to collapse as well. If used against rock-based monsters, the spell does 1d10 damage per caster level, with a Physical save for half.
rules text: Stone, earth, sod, sand, or other largely mineral material is reduced to a faint spray of fine dust by this sorcery, though metal and enchanted objects are unaffected. The caster nominates up to one contiguous 10-foot cube per caster level in a visible area within one hundred feet per caster level, causing all such stone or mineral material within the cubes to disappear. Such rapid destruction may well cause larger structures to collapse as well. If used against rock-based monsters, the spell does 1d10 damage per caster level, with a Physical save for half.

deluge-of-hell
type: Spell
name: Deluge of Hell
slug: deluge-of-hell
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Deluge of Hell (Level 5)
  line start: 3920
  line end: 3923
tradition: high-magic
level: 5
effects:
  source text: The caster unleashes a consuming destruction on a visible point within three thousand feet. A torrent of eldritch ruin rains down from the heavens on everything within up to a two hundred foot radius per caster level, inflicting 1d8 damage per caster level with a Physical save for half damage, and automatically killing all targets with 4 or fewer hit dice. This damage is sufficient to destroy any wooden or lightly-built stone structure and will seriously damage even fortifications. The caster can tighten the radius down to a minimum of 20 feet, but cannot be selective about targets within that area, This spell cannot be cast indoors, and is extremely hazardous to the caster; they must make a Mental saving throw on casting it or suffer a quarter of the damage inflicted, rounded up.
rules text: The caster unleashes a consuming destruction on a visible point within three thousand feet. A torrent of eldritch ruin rains down from the heavens on everything within up to a two hundred foot radius per caster level, inflicting 1d8 damage per caster level with a Physical save for half damage, and automatically killing all targets with 4 or fewer hit dice. This damage is sufficient to destroy any wooden or lightly-built stone structure and will seriously damage even fortifications. The caster can tighten the radius down to a minimum of 20 feet, but cannot be selective about targets within that area, This spell cannot be cast indoors, and is extremely hazardous to the caster; they must make a Mental saving throw on casting it or suffer a quarter of the damage inflicted, rounded up.

disjunctive-temporal-reversion
type: Spell
name: Disjunctive Temporal Reversion
slug: disjunctive-temporal-reversion
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Disjunctive Temporal Reversion (Level 4)
  line start: 3924
  line end: 3927
tradition: high-magic
level: 4
effects:
  source text: The caster may invoke this spell as an Instant action on any single creature within one hundred feet. Time is rolled back slightly, allowing them to replay their current round of action as if it never occurred, though all involved retain a memory of what originally happened. This spell is only useful on targets that are currently taking their round’s actions; once they’ve finished for the round and another creature has started acting, it is too late to benefit from this spell. If the target is unwilling to roll back their action, they may make a Mental saving throw to resist the spell.
rules text: The caster may invoke this spell as an Instant action on any single creature within one hundred feet. Time is rolled back slightly, allowing them to replay their current round of action as if it never occurred, though all involved retain a memory of what originally happened. This spell is only useful on targets that are currently taking their round’s actions; once they’ve finished for the round and another creature has started acting, it is too late to benefit from this spell. If the target is unwilling to roll back their action, they may make a Mental saving throw to resist the spell.

elemental-favor
type: Spell
name: Elemental Favor
slug: elemental-favor
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Elemental Favor (Level 1)
  line start: 4078
  line end: 4081
tradition: elementalist
level: 1
effects:
  source text: The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elementalist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.
rules text: The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elementalist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.

elemental-guardian
type: Spell
name: Elemental Guardian
slug: elemental-guardian
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Elemental Guardian (Level 4)
  line start: 4118
  line end: 4121
tradition: elementalist
level: 4
effects:
  source text: The elementalist imbues a human-sized mass of earth, water, fire, or air with a crude awareness and an eagerness to defend them. Whatever the substance used, it now has 4 HD, AC 15, a Move of 40’/action, a +1 skill bonus, saves of 13+, Instinct 0, Morale 12, and a melee attack of +6/1d10 with no Shock. If called from earth, it has 6 hit dice, albeit its other stats don’t change. If called from fire, it does 5/- Shock damage. If summoned from water, it has an AC of 18, and if called from air, it can fly at its usual movement rate. It has a human degree of intelligence, can communicate with others and manipulate objects, and serves with suicidal devotion. Only one elemental guardian can be summoned at any one time, and if destroyed, a new one cannot be called that same scene. A guardian persists until destroyed or until the dawn after they have been summoned.
rules text: The elementalist imbues a human-sized mass of earth, water, fire, or air with a crude awareness and an eagerness to defend them. Whatever the substance used, it now has 4 HD, AC 15, a Move of 40’/action, a +1 skill bonus, saves of 13+, Instinct 0, Morale 12, and a melee attack of +6/1d10 with no Shock. If called from earth, it has 6 hit dice, albeit its other stats don’t change. If called from fire, it does 5/- Shock damage. If summoned from water, it has an AC of 18, and if called from air, it can fly at its usual movement rate. It has a human degree of intelligence, can communicate with others and manipulate objects, and serves with suicidal devotion. Only one elemental guardian can be summoned at any one time, and if destroyed, a new one cannot be called that same scene. A guardian persists until destroyed or until the dawn after they have been summoned.

elemental-spy
type: Spell
name: Elemental Spy
slug: elemental-spy
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Elemental Spy (Level 1)
  line start: 4082
  line end: 4085
tradition: elementalist
level: 1
effects:
  source text: The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.
rules text: The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.

elemental-vallation
type: Spell
name: Elemental Vallation
slug: elemental-vallation
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Elemental Vallation (Level 3)
  line start: 4102
  line end: 4105
tradition: elementalist
level: 3
effects:
  source text: A wall of a chosen churning elemental force can be called up by the elementalist. The barrier is ten feet long per character level, with a height of ten feet and a thickness of one foot. The barrier must rest on solid ground but may be bent or shaped as desired so long as no part of it is more than two hundred feet from the caster. Earthen walls are impervious to anything but mining-appropriate tools or rock-shattering strength, taking 20 HP of damage to knock a mansized hole in them. Fire walls inflict 3d6 damage plus the elementalist’s level on anyone who passes through them. Water walls spin and hurl creatures of ox-size or less who pass through them, ejecting them at a random point on the far side of the wall and doing 2d6 damage from the buffeting. Air walls are invisible, inaudible, and twenty feet in height; those who cross them suffer 1d6 plus the elementalist’s level in electrical damage. The walls vanish at the end of the scene.
rules text: A wall of a chosen churning elemental force can be called up by the elementalist. The barrier is ten feet long per character level, with a height of ten feet and a thickness of one foot. The barrier must rest on solid ground but may be bent or shaped as desired so long as no part of it is more than two hundred feet from the caster. Earthen walls are impervious to anything but mining-appropriate tools or rock-shattering strength, taking 20 HP of damage to knock a mansized hole in them. Fire walls inflict 3d6 damage plus the elementalist’s level on anyone who passes through them. Water walls spin and hurl creatures of ox-size or less who pass through them, ejecting them at a random point on the far side of the wall and doing 2d6 damage from the buffeting. Air walls are invisible, inaudible, and twenty feet in height; those who cross them suffer 1d6 plus the elementalist’s level in electrical damage. The walls vanish at the end of the scene.

enfeebling-wave
type: Spell
name: Enfeebling Wave
slug: enfeebling-wave
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Enfeebling Wave (Level 2)
  line start: 4154
  line end: 4157
tradition: necromancer
level: 2
effects:
  source text: A wash of debilitating force erupts in a 20-foot radius at a visible point within one hundred feet. All living creatures within the area must make a Physical saving throw or for the rest of the scene their movement rate is halved and they must make all attack and damage rolls twice and take the worse result. If the save is successful, these penalties apply only to their next turn.
rules text: A wash of debilitating force erupts in a 20-foot radius at a visible point within one hundred feet. All living creatures within the area must make a Physical saving throw or for the rest of the scene their movement rate is halved and they must make all attack and damage rolls twice and take the worse result. If the save is successful, these penalties apply only to their next turn.

everlasting
type: Spell
name: Everlasting
slug: everlasting
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Everlasting (Level 5)
  line start: 4194
  line end: 4197
tradition: necromancer
level: 5
effects:
  source text: The spell may be triggered as an Instant action by the caster, imparting a burst of unquenchable life force to all allied creatures within 50 feet. For the next five rounds, no affected ally can be reduced below 1 hit point, regardless of the damage inflicted upon them. At the end of the spell’s effect, the caster’s own life energy is exhausted, leaving them with only 1 hit point. A creature can benefit from this spell no more than once per day.
rules text: The spell may be triggered as an Instant action by the caster, imparting a burst of unquenchable life force to all allied creatures within 50 feet. For the next five rounds, no affected ally can be reduced below 1 hit point, regardless of the damage inflicted upon them. At the end of the spell’s effect, the caster’s own life energy is exhausted, leaving them with only 1 hit point. A creature can benefit from this spell no more than once per day.

evert-the-inwardness
type: Spell
name: Evert the Inwardness
slug: evert-the-inwardness
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Evert the Inwardness (Level 4)
  line start: 3932
  line end: 3935
tradition: high-magic
level: 4
effects:
  source text: A single visible target is selected, whereupon whatever contents that target may possess are extracted and placed in the caster’s hands. If used on a cabinet, backpack, pocket, or other such container it can be no larger than an armoire, and the caster can choose whether or not to receive any particular object from inside it, being instantly appraised of its contents when the spell is cast. If used on a creature, it attempts to tear out the subject’s innards; if the subject has equal or fewer hit dice than the caster, it must make a Physical save or die instantly. Whether or not it perishes, it suffers 1d10 damage per caster level, with a Physical save for half.
rules text: A single visible target is selected, whereupon whatever contents that target may possess are extracted and placed in the caster’s hands. If used on a cabinet, backpack, pocket, or other such container it can be no larger than an armoire, and the caster can choose whether or not to receive any particular object from inside it, being instantly appraised of its contents when the spell is cast. If used on a creature, it attempts to tear out the subject’s innards; if the subject has equal or fewer hit dice than the caster, it must make a Physical save or die instantly. Whether or not it perishes, it suffers 1d10 damage per caster level, with a Physical save for half.

exhalation-of-congelating-cold
type: Spell
name: Exhalation of Congelating Cold
slug: exhalation-of-congelating-cold
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Exhalation of Congelating Cold (Level 3)
  line start: 3940
  line end: 3943
tradition: high-magic
level: 3
effects:
  source text: The caster invokes a gust of deepest winter on a point within one hundred feet per level, freezing everything in a radius up to ten feet per caster level. All liquids freeze solid down to a depth of two feet and all living creatures not impervious to arctic cold must suffer 1d6 damage per two levels of the caster, with a Physical save for half damage. Those who fail their Physical saves are numbed by the cold and lose their Move action each round for the next 1d4 rounds. The frozen area warms again at the usual rate for the surrounding environment.
rules text: The caster invokes a gust of deepest winter on a point within one hundred feet per level, freezing everything in a radius up to ten feet per caster level. All liquids freeze solid down to a depth of two feet and all living creatures not impervious to arctic cold must suffer 1d6 damage per two levels of the caster, with a Physical save for half damage. Those who fail their Physical saves are numbed by the cold and lose their Move action each round for the next 1d4 rounds. The frozen area warms again at the usual rate for the surrounding environment.

extirpate-arcana
type: Spell
name: Extirpate Arcana
slug: extirpate-arcana
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Extirpate Arcana (Level 2)
  line start: 3944
  line end: 3947
tradition: high-magic
level: 2
effects:
  source text: The caster sweeps away all unwanted magical effects and enchantments within a twenty-foot radius, centered on any visible point within one hundred feet per level. If the magical effect was cast by a creature with equal or fewer hit dice or levels, the effect is negated automatically. Otherwise, a contested Int/Magic or Cha/Magic skill roll must be made, with higher-leveled caster gaining a +2 bonus on their roll and the dispeller winning any ties. This spell is not strong enough to permanently suppress standing magical effects, and requires the aforementioned contested roll to have any chance to even temporarily suppressing them. If successful, the effect is negated for 1d6 rounds. If cast on a very large enchantment, only the portion within the spell’s zone of effect is suppressed.
rules text: The caster sweeps away all unwanted magical effects and enchantments within a twenty-foot radius, centered on any visible point within one hundred feet per level. If the magical effect was cast by a creature with equal or fewer hit dice or levels, the effect is negated automatically. Otherwise, a contested Int/Magic or Cha/Magic skill roll must be made, with higher-leveled caster gaining a +2 bonus on their roll and the dispeller winning any ties. This spell is not strong enough to permanently suppress standing magical effects, and requires the aforementioned contested roll to have any chance to even temporarily suppressing them. If successful, the effect is negated for 1d6 rounds. If cast on a very large enchantment, only the portion within the spell’s zone of effect is suppressed.

festering-curse
type: Spell
name: Festering Curse
slug: festering-curse
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Festering Curse (Level 3)
  line start: 4170
  line end: 4173
tradition: necromancer
level: 3
effects:
  source text: The qualities of a corpse are forced upon a visible living target. The subject begins to rot, fester, and decay in whatever ways the necromancer thinks appropriate. Food tastes like ashes, water does not quench thirst, and their body is numb to all physical pleasures. They suffer a -2 penalty to all social skill checks due to their repugnance. This transformation does not inflict physical injury, but it makes the target’s life an utterly joyless misery until it is dispelled or the necromancer lifts the curse. Creatures with more hit dice than the necromancer has levels can make a Physical save to resist the curse.
rules text: The qualities of a corpse are forced upon a visible living target. The subject begins to rot, fester, and decay in whatever ways the necromancer thinks appropriate. Food tastes like ashes, water does not quench thirst, and their body is numb to all physical pleasures. They suffer a -2 penalty to all social skill checks due to their repugnance. This transformation does not inflict physical injury, but it makes the target’s life an utterly joyless misery until it is dispelled or the necromancer lifts the curse. Creatures with more hit dice than the necromancer has levels can make a Physical save to resist the curse.

final-death
type: Spell
name: Final Death
slug: final-death
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Final Death (Level 2)
  line start: 4158
  line end: 4161
tradition: necromancer
level: 2
effects:
  source text: The necromancer curses one visible target per level. For the rest of the scene, these targets cannot recover or gain hit points and will die instantly if Mortally Wounded. After each failed instance of healing, a target can make a Physical save to throw off the spell.
rules text: The necromancer curses one visible target per level. For the rest of the scene, these targets cannot recover or gain hit points and will die instantly if Mortally Wounded. After each failed instance of healing, a target can make a Physical save to throw off the spell.

flame-scrying
type: Spell
name: Flame Scrying
slug: flame-scrying
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Flame Scrying (Level 1)
  line start: 4074
  line end: 4077
tradition: elementalist
level: 1
effects:
  source text: The elementalist becomes aware of the approximate locations of all open flames within thirty feet per caster level. They may choose one of those flames as a focus for the scrying, allowing them to see and hear everything around the flame as if they were present. The spell’s duration lasts for as long as the elementalist remains motionlessly focused on it; during this duration, they may switch their focus between the various flames in range as they wish.
rules text: The elementalist becomes aware of the approximate locations of all open flames within thirty feet per caster level. They may choose one of those flames as a focus for the scrying, allowing them to see and hear everything around the flame as if they were present. The spell’s duration lasts for as long as the elementalist remains motionlessly focused on it; during this duration, they may switch their focus between the various flames in range as they wish.

flame-without-end
type: Spell
name: Flame Without End
slug: flame-without-end
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Flame Without End (Level 2)
  line start: 4094
  line end: 4097
tradition: elementalist
level: 2
effects:
  source text: A sample of flame no larger than the caster is made effectively eternal. It no longer consumes the object it burns, though it can still be used to burn or heat other things, and it resists all extinguishing save being buried or wholly immersed in water. The elementalist can temporarily extinguish it at will. A number of such flames can be created equal to the elementalist’s level; beyond that, special ingredients and fuels are needed that cost 500 silver pieces per flame. If used as a weapon, it adds +2 damage to a successful hit, albeit nothing to Shock. The flame lasts until dispelled, extinguished, or the elementalist releases it.
rules text: A sample of flame no larger than the caster is made effectively eternal. It no longer consumes the object it burns, though it can still be used to burn or heat other things, and it resists all extinguishing save being buried or wholly immersed in water. The elementalist can temporarily extinguish it at will. A number of such flames can be created equal to the elementalist’s level; beyond that, special ingredients and fuels are needed that cost 500 silver pieces per flame. If used as a weapon, it adds +2 damage to a successful hit, albeit nothing to Shock. The flame lasts until dispelled, extinguished, or the elementalist releases it.

foresightful-apprehension
type: Spell
name: Foresightful Apprehension
slug: foresightful-apprehension
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Foresightful Apprehension (Level 3)
  line start: 3948
  line end: 3951
tradition: high-magic
level: 3
effects:
  source text: The caster probes the near currents of fate to discern the likely immediate outcome of an action. The caster describes a particular action they or a comrade intend to presently undertake, whereupon the GM tells them what is most likely to happen in consequence within the first five minutes after the action, as the GM thinks it most probable. This spell cannot be used more than once a week on the same general topic.
rules text: The caster probes the near currents of fate to discern the likely immediate outcome of an action. The caster describes a particular action they or a comrade intend to presently undertake, whereupon the GM tells them what is most likely to happen in consequence within the first five minutes after the action, as the GM thinks it most probable. This spell cannot be used more than once a week on the same general topic.

forgetting-the-grave
type: Spell
name: Forgetting the Grave
slug: forgetting-the-grave
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Forgetting the Grave (Level 3)
  line start: 4174
  line end: 4177
tradition: necromancer
level: 3
effects:
  source text: A necromancer can temporarily suspend the mortality of a willing target within sight. For one round per Necromancer level, the creature simply cannot die, no matter how drastic their injuries. Those reduced to zero hit points lose their Move action each turn but can continue to act otherwise; if such a target is damaged yet again, they must make a Physical saving throw each time or become incapable of movement until healed. At the spell’s end targets reduced to zero hit points are Mortally Wounded; those that have been dismembered or otherwise slaughtered beyond the hope of survival die instantly.
rules text: A necromancer can temporarily suspend the mortality of a willing target within sight. For one round per Necromancer level, the creature simply cannot die, no matter how drastic their injuries. Those reduced to zero hit points lose their Move action each turn but can continue to act otherwise; if such a target is damaged yet again, they must make a Physical saving throw each time or become incapable of movement until healed. At the spell’s end targets reduced to zero hit points are Mortally Wounded; those that have been dismembered or otherwise slaughtered beyond the hope of survival die instantly.

fury-of-the-elements
type: Spell
name: Fury of the Elements
slug: fury-of-the-elements
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Fury of the Elements (Level 5)
  line start: 4122
  line end: 4125
tradition: elementalist
level: 5
effects:
  source text: A combination of molten rock, searing pyroclastic winds, and superheated steam erupts forth to ravage a chosen target point within two hundred feet per caster level. The cataclysmic ruin smites everything within thirty feet of the target point for 10d6 damage, destroying all conventional structures. The zone of devastation then moves 1d6x10 feet in a random direction at the start of the next round, blasting everything in its path. The zone will continue to wander in this fashion for 1d6 rounds in total before dying out. The molten remnants of the spell remain after this duration, a hazard for whomever enters the area for the rest of the day.
rules text: A combination of molten rock, searing pyroclastic winds, and superheated steam erupts forth to ravage a chosen target point within two hundred feet per caster level. The cataclysmic ruin smites everything within thirty feet of the target point for 10d6 damage, destroying all conventional structures. The zone of devastation then moves 1d6x10 feet in a random direction at the start of the next round, blasting everything in its path. The zone will continue to wander in this fashion for 1d6 rounds in total before dying out. The molten remnants of the spell remain after this duration, a hazard for whomever enters the area for the rest of the day.

imperceptible-cerebral-divulgence
type: Spell
name: Imperceptible Cerebral Divulgence
slug: imperceptible-cerebral-divulgence
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Imperceptible Cerebral Divulgence (Level 1)
  line start: 3964
  line end: 3967
tradition: high-magic
level: 1
effects:
  source text: The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target’s surface thoughts and interests, understanding them regardless of any lack of a shared language. The caster may ask one question of the target’s memories per caster level, but doing so risks breaking the spell; the target can make a Mental save before answering each question and the spell ends if the save is successful. These questions can only query memories, not compel any exercise of judgment or extrapolation. This spell is very subtle in its casting, and can be invoked without any visible gestures or audible incantations.
rules text: The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target’s surface thoughts and interests, understanding them regardless of any lack of a shared language. The caster may ask one question of the target’s memories per caster level, but doing so risks breaking the spell; the target can make a Mental save before answering each question and the spell ends if the save is successful. These questions can only query memories, not compel any exercise of judgment or extrapolation. This spell is very subtle in its casting, and can be invoked without any visible gestures or audible incantations.

ineluctable-shackles-of-volition
type: Spell
name: Ineluctable Shackles of Volition
slug: ineluctable-shackles-of-volition
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Ineluctable Shackles of Volition (Level 1)
  line start: 3968
  line end: 3971
tradition: high-magic
level: 1
effects:
  source text: The mage targets a visible living creature within 100 feet. The subject must immediately make a Mental saving throw at a penalty equal to the caster’s Magic skill or become enthralled to the caster’s will. Such victims will obey any physical commands issued by the caster, barring ones that seem suicidal or patently meant to result in their murder. The caster cannot order the creature to answer questions or perform acts that require independent judgment, nor to use non-physical abilities or spells, but it will fight for the caster or to defend its own life. Enchanted victims appear torpid and dazed, and will act only to defend themselves or satisfy their needs. The spell lasts until dispelled, or until the caster dies or releases them. Every time this spell is cast, however, all prior subjects get an immediate unmodified Mental saving throw to throw it off. If the creature has more hit dice than the caster, it gets an unmodified saving throw to end the effect the first time each day it’s ordered to do something it finds strongly objectionable.
rules text: The mage targets a visible living creature within 100 feet. The subject must immediately make a Mental saving throw at a penalty equal to the caster’s Magic skill or become enthralled to the caster’s will. Such victims will obey any physical commands issued by the caster, barring ones that seem suicidal or patently meant to result in their murder. The caster cannot order the creature to answer questions or perform acts that require independent judgment, nor to use non-physical abilities or spells, but it will fight for the caster or to defend its own life. Enchanted victims appear torpid and dazed, and will act only to defend themselves or satisfy their needs. The spell lasts until dispelled, or until the caster dies or releases them. Every time this spell is cast, however, all prior subjects get an immediate unmodified Mental saving throw to throw it off. If the creature has more hit dice than the caster, it gets an unmodified saving throw to end the effect the first time each day it’s ordered to do something it finds strongly objectionable.

invocation-of-the-invincible-citadel
type: Spell
name: Invocation of the Invincible Citadel
slug: invocation-of-the-invincible-citadel
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Invocation of the Invincible Citadel (Level 5)
  line start: 3976
  line end: 3979
tradition: high-magic
level: 5
effects:
  source text: The caster hurls up a magical shield that is impervious to almost all hostile powers. Unlike most sorceries, this spell can be cast as an Instant action, and immediately creates a transparent bubble of force around the caster with up to a twenty-foot radius. Entities and forces outside the bubble cannot penetrate it, and the interior remains a warm, breathable, safe environment regardless of the exterior. Those within the bubble can pass out of it, but they cannot then return within. The bubble can be dispelled by appropriate magics, but other enchantments and attacks cannot harm it, nor can magical effects or material objects pass through it from either direction. The spell lasts until the caster departs from the bubble.
rules text: The caster hurls up a magical shield that is impervious to almost all hostile powers. Unlike most sorceries, this spell can be cast as an Instant action, and immediately creates a transparent bubble of force around the caster with up to a twenty-foot radius. Entities and forces outside the bubble cannot penetrate it, and the interior remains a warm, breathable, safe environment regardless of the exterior. Those within the bubble can pass out of it, but they cannot then return within. The bubble can be dispelled by appropriate magics, but other enchantments and attacks cannot harm it, nor can magical effects or material objects pass through it from either direction. The spell lasts until the caster departs from the bubble.

like-the-stones
type: Spell
name: Like the Stones
slug: like-the-stones
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Like the Stones (Level 3)
  line start: 4106
  line end: 4109
tradition: elementalist
level: 3
effects:
  source text: The elementalist charges their physical shape with the qualities of a chosen element for the rest of the scene. In all cases, they need not breathe and become immune to poisons and diseases not already present in them. If stone, they automatically stabilize at zero hit points and ignore the first three points of damage from any source of harm. If water, they can pass through any aperture a mouse could get through. If air, they can fly at their usual movement rate and gain a +4 Armor Class bonus against ranged attacks. If fire, they inflict 1d6 damage to all creatures in melee range at the start of their turn each round and become immune to heat damage.
rules text: The elementalist charges their physical shape with the qualities of a chosen element for the rest of the scene. In all cases, they need not breathe and become immune to poisons and diseases not already present in them. If stone, they automatically stabilize at zero hit points and ignore the first three points of damage from any source of harm. If water, they can pass through any aperture a mouse could get through. If air, they can fly at their usual movement rate and gain a +4 Armor Class bonus against ranged attacks. If fire, they inflict 1d6 damage to all creatures in melee range at the start of their turn each round and become immune to heat damage.

mantle-of-disjecting-dissection
type: Spell
name: Mantle of Disjecting Dissection
slug: mantle-of-disjecting-dissection
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Mantle of Disjecting Dissection (Level 2)
  line start: 3988
  line end: 3991
tradition: high-magic
level: 2
effects:
  source text: A visible willing creature within thirty feet is surrounded by a whirl of razor-sharp energy shards. Anyone who attempt to touch the target or make a melee attack against them must make an Evasion saving throw or suffer 1d6 damage plus the caster’s level before resolving their attack. The field of blades is indiscriminate and will affect even allies trying to touch the target. The blades remain as long as the target gives up a Move Action each round in order to avoid disrupting them from within, up to a maximum of one scene.
rules text: A visible willing creature within thirty feet is surrounded by a whirl of razor-sharp energy shards. Anyone who attempt to touch the target or make a melee attack against them must make an Evasion saving throw or suffer 1d6 damage plus the caster’s level before resolving their attack. The field of blades is indiscriminate and will affect even allies trying to touch the target. The blades remain as long as the target gives up a Move Action each round in order to avoid disrupting them from within, up to a maximum of one scene.

merge-souls
type: Spell
name: Merge Souls
slug: merge-souls
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Merge Souls (Level 3)
  line start: 4178
  line end: 4181
tradition: necromancer
level: 3
effects:
  source text: By molding the plasmic stuff of life force, the necromancer can create a bond between two willing or helpless targets. These subjects must be close enough for the necromancer to touch; thereafter, for as long as the spell is in effect, the two creatures pool their hit points. Injuries to either subtract from this pool, and neither dies until it is reduced to zero, whereupon both are Mortally Wounded. They can communicate telepathically at will while the spell is in effect. The power ends at daybreak; if dispelled sooner, the remaining pool is split proportionately.
rules text: By molding the plasmic stuff of life force, the necromancer can create a bond between two willing or helpless targets. These subjects must be close enough for the necromancer to touch; thereafter, for as long as the spell is in effect, the two creatures pool their hit points. Injuries to either subtract from this pool, and neither dies until it is reduced to zero, whereupon both are Mortally Wounded. They can communicate telepathically at will while the spell is in effect. The power ends at daybreak; if dispelled sooner, the remaining pool is split proportionately.

obnubilation-of-the-will
type: Spell
name: Obnubilation of the Will
slug: obnubilation-of-the-will
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Obnubilation of the Will (Level 4)
  line start: 3992
  line end: 3995
tradition: high-magic
level: 4
effects:
  source text: This spell can only be applied to a helpless or restrained living victim, who gets a Mental saving throw to resist it and be forever after immune to its effects. On a failure, the target becomes hopelessly subject to the caster via a series of psychic fetters, obediently carrying out their will. The target must be able to understand the caster’s wishes, but will obey them to the best of its intelligence, capability, and initiative. They must make a Mental saving throw to resist performing even suicidal acts. The spell lasts until it is dispelled or the caster releases the target. A caster can have no more creatures under this spell than twice their level or hit dice; if this number is exceeded, the earliest thrall is freed first. Creatures under the effect of the Obnubilation of the Will display numerous small tics and magically-compelled quirks of behavior that may provoke puzzlement in casual observers and will give away the mental influence entirely to an onlooker with at least Magic-0 skill who can observe them for at least an hour.
rules text: This spell can only be applied to a helpless or restrained living victim, who gets a Mental saving throw to resist it and be forever after immune to its effects. On a failure, the target becomes hopelessly subject to the caster via a series of psychic fetters, obediently carrying out their will. The target must be able to understand the caster’s wishes, but will obey them to the best of its intelligence, capability, and initiative. They must make a Mental saving throw to resist performing even suicidal acts. The spell lasts until it is dispelled or the caster releases the target. A caster can have no more creatures under this spell than twice their level or hit dice; if this number is exceeded, the earliest thrall is freed first. Creatures under the effect of the Obnubilation of the Will display numerous small tics and magically-compelled quirks of behavior that may provoke puzzlement in casual observers and will give away the mental influence entirely to an onlooker with at least Magic-0 skill who can observe them for at least an hour.

open-the-high-road
type: Spell
name: Open the High Road
slug: open-the-high-road
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Open the High Road (Level 5)
  line start: 4000
  line end: 4003
tradition: high-magic
level: 5
effects:
  source text: The caster carves open a metadimensional gate between their present location and a preset target point. Attuning the target point requires an hour of effort, after which this spell will open an opaque portal to it from a distance of up to one hundred miles per caster level. The portal is large enough to admit a cart and wagon and will remain open for up to one minute per caster level, ending when they pass through it. The gate is one-way only, from caster to target. Only living creatures and the vehicles they drive and objects they carry may pass through; atmosphere and other environments remain on the far side of the gate. Only one target point may be prepared for this spell at a time, and there is a 1-in-10 chance for every casting that the real destination is 1d100 miles in a random direction, discovered only after the portal is used.
rules text: The caster carves open a metadimensional gate between their present location and a preset target point. Attuning the target point requires an hour of effort, after which this spell will open an opaque portal to it from a distance of up to one hundred miles per caster level. The portal is large enough to admit a cart and wagon and will remain open for up to one minute per caster level, ending when they pass through it. The gate is one-way only, from caster to target. Only living creatures and the vehicles they drive and objects they carry may pass through; atmosphere and other environments remain on the far side of the gate. Only one target point may be prepared for this spell at a time, and there is a 1-in-10 chance for every casting that the real destination is 1d100 miles in a random direction, discovered only after the portal is used.

pact-of-stone-and-sea
type: Spell
name: Pact of Stone and Sea
slug: pact-of-stone-and-sea
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Pact of Stone and Sea (Level 2)
  line start: 4098
  line end: 4101
tradition: elementalist
level: 2
effects:
  source text: The elementalist chooses earth, water, fire, or wind when casting this spell and selects a visible target to be affected. For the rest of the scene, the target is immune to injury caused by mundane manifestations of that substance; stone weapons don’t harm them, water doesn’t drown them, fire doesn’t burn them, and wind doesn’t topple them. This affects secondary effects of the material as well; a fire-pacted mage couldn’t be boiled in a pot, and an earth-pacted one won’t be suffocated if buried alive.
rules text: The elementalist chooses earth, water, fire, or wind when casting this spell and selects a visible target to be affected. For the rest of the scene, the target is immune to injury caused by mundane manifestations of that substance; stone weapons don’t harm them, water doesn’t drown them, fire doesn’t burn them, and wind doesn’t topple them. This affects secondary effects of the material as well; a fire-pacted mage couldn’t be boiled in a pot, and an earth-pacted one won’t be suffocated if buried alive.

phantasmal-mimesis
type: Spell
name: Phantasmal Mimesis
slug: phantasmal-mimesis
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Phantasmal Mimesis (Level 1)
  line start: 4004
  line end: 4007
tradition: high-magic
level: 1
effects:
  source text: The mage creates a phantasmal seeming at a visible location within 100 feet per caster level. The illusion can occupy a number of 10-foot cubes equal to the caster’s level and can include visual, audible, olfactory, and even tactile elements. If onlookers have no reason to believe the illusion is false, they will unconsciously move and perceive so as to conform to its apparent physical qualities, halting before walls, reeling from imagined blows, and seeing their clothing burnt by phantasmal flames. The illusion will behave and act on its own in accordance with the caster’s intentions for it, but it cannot go more than a hundred feet from where it was conjured. Phantasmal monsters fight with the caster’s hit bonus, do 1d8 damage, have AC 10, and vanish if struck. There can be no more than one active illusionary attacker per two caster levels. Foes brought to zero hit points fall unconscious and wake up ten minutes later with 1 hit point. Creatures convinced the illusion is false can make a Mental saving throw each round to reject its psychic influences, becoming immune to its effects. The illusion lasts until dispelled, the caster drops it, or this spell is cast again.
rules text: The mage creates a phantasmal seeming at a visible location within 100 feet per caster level. The illusion can occupy a number of 10-foot cubes equal to the caster’s level and can include visual, audible, olfactory, and even tactile elements. If onlookers have no reason to believe the illusion is false, they will unconsciously move and perceive so as to conform to its apparent physical qualities, halting before walls, reeling from imagined blows, and seeing their clothing burnt by phantasmal flames. The illusion will behave and act on its own in accordance with the caster’s intentions for it, but it cannot go more than a hundred feet from where it was conjured. Phantasmal monsters fight with the caster’s hit bonus, do 1d8 damage, have AC 10, and vanish if struck. There can be no more than one active illusionary attacker per two caster levels. Foes brought to zero hit points fall unconscious and wake up ten minutes later with 1 hit point. Creatures convinced the illusion is false can make a Mental saving throw each round to reject its psychic influences, becoming immune to its effects. The illusion lasts until dispelled, the caster drops it, or this spell is cast again.

phobic-storm
type: Spell
name: Phobic Storm
slug: phobic-storm
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Phobic Storm (Level 3)
  line start: 4012
  line end: 4015
tradition: high-magic
level: 3
effects:
  source text: A wave of numbing terror sweeps over all enemies of the caster within forty feet. They must immediately make a Morale check at a -1 penalty, with failure causing flight. Those who succeed at the check suffer one point of damage per caster level from demoralization and despair, with those brought to zero hit points instead regaining one hit point and fleeing. This spell has no effect on creatures that feel no fear or that have a Morale of 12.
rules text: A wave of numbing terror sweeps over all enemies of the caster within forty feet. They must immediately make a Morale check at a -1 penalty, with failure causing flight. Those who succeed at the check suffer one point of damage per caster level from demoralization and despair, with those brought to zero hit points instead regaining one hit point and fleeing. This spell has no effect on creatures that feel no fear or that have a Morale of 12.

pierce-the-pallid-gate
type: Spell
name: Pierce the Pallid Gate
slug: pierce-the-pallid-gate
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Pierce the Pallid Gate (Level 4)
  line start: 4016
  line end: 4019
tradition: high-magic
level: 4
effects:
  source text: The caster opens a short-ranged spatial rift between two points within one hundred feet per level, provided they can see or have physically occupied both points at some prior time and provided the two points are at least twenty feet apart. The rift forms a gateway that connects the two points, one large enough to drive a cart through, and allows subjects on either side to see through and pass through the gate. Ambient environmental qualities such as liquids or atmospheres will not pass through the portal; only intentionally-directed creatures and objects will transfer. Once the creature has passed through a portal, it cannot pass through again until its next turn. The portal remains open for up to one round per caster level, but can be shut as an Instant action by the caster. Creatures partially in a rift when it closes are spat out on the far side.
rules text: The caster opens a short-ranged spatial rift between two points within one hundred feet per level, provided they can see or have physically occupied both points at some prior time and provided the two points are at least twenty feet apart. The rift forms a gateway that connects the two points, one large enough to drive a cart through, and allows subjects on either side to see through and pass through the gate. Ambient environmental qualities such as liquids or atmospheres will not pass through the portal; only intentionally-directed creatures and objects will transfer. Once the creature has passed through a portal, it cannot pass through again until its next turn. The portal remains open for up to one round per caster level, but can be shut as an Instant action by the caster. Creatures partially in a rift when it closes are spat out on the far side.

prudentially-transient-abnegation-of-life
type: Spell
name: Prudentially Transient Abnegation of Life
slug: prudentially-transient-abnegation-of-life
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Prudentially Transient Abnegation of Life (Level 2)
  line start: 4008
  line end: 4011
tradition: high-magic
level: 2
effects:
  source text: This spell may be cast as an Instant action, even if another spell has been cast the same round, and targets either the caster or a willing visible target. It can only be used in immediate response to an injury that reduces the target to zero hit points. When it does, the target suffers dramatic and ostentatiously obvious death, with mortal blows cleaving them asunder or gorily butchering them. They are dead to all mundane or magical examination. Up to two hours later however, at the target’s discretion, the various remains of the target flow back together and restore their body with two hit points per caster level and two additional System Strain points gained. If the target’s remains are intentionally scattered widely, incinerated, or entirely eaten, however, they cannot revive. The subject is aware of their surroundings while “dead”.
rules text: This spell may be cast as an Instant action, even if another spell has been cast the same round, and targets either the caster or a willing visible target. It can only be used in immediate response to an injury that reduces the target to zero hit points. When it does, the target suffers dramatic and ostentatiously obvious death, with mortal blows cleaving them asunder or gorily butchering them. They are dead to all mundane or magical examination. Up to two hours later however, at the target’s discretion, the various remains of the target flow back together and restore their body with two hit points per caster level and two additional System Strain points gained. If the target’s remains are intentionally scattered widely, incinerated, or entirely eaten, however, they cannot revive. The subject is aware of their surroundings while “dead”.

query-the-skull
type: Spell
name: Query the Skull
slug: query-the-skull
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Query the Skull (Level 1)
  line start: 4138
  line end: 4141
tradition: necromancer
level: 1
effects:
  source text: This spell requires a corpse with largely-intact organs of communication. The corpse cannot have been dead for more than one day per caster level. Once sorceled, the corpse will answer up to one question per caster level, with the caster understanding the answers regardless of the creature’s natural language. Corpses are laconic, and generally answer in no more than one or two sentences; their replies will be truthful, but tend to be literal and they have no power to hypothesize or make judgments. This spell may not be used twice on the same corpse.
rules text: This spell requires a corpse with largely-intact organs of communication. The corpse cannot have been dead for more than one day per caster level. Once sorceled, the corpse will answer up to one question per caster level, with the caster understanding the answers regardless of the creature’s natural language. Corpses are laconic, and generally answer in no more than one or two sentences; their replies will be truthful, but tend to be literal and they have no power to hypothesize or make judgments. This spell may not be used twice on the same corpse.

raise-corpse
type: Spell
name: Raise Corpse
slug: raise-corpse
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Raise Corpse (Level 2)
  line start: 4162
  line end: 4165
tradition: necromancer
level: 2
effects:
  source text: The necromancer targets a mostly-intact skeleton or corpse, imbuing it with a semblance of life. Whatever the creature’s attributes were in life, it now has 1 HD, an AC of 13, a Move of 30’/round, a +0 skill bonus, saves of 15+, a +1/1d6 unarmed melee attack, Instinct 0, and a Morale of 12. Such corpses may be equipped with weapons or armor. Its decay or dissolution immediately ceases, and it becomes suicidally loyal to its creator. The corpse has no natural volition, but will obey commands with a human degree of intelligence. It has only vague memories of its prior life, and while it may retain human tics or habits it had in life it can answer only the simplest and most self-evident questions. Damage to a corpse can be repaired only by casting this spell on it again, which restores it to its original “health”. The corpse continues to exist until it is reduced to zero hit points or its creator releases it. A necromancer cannot have more active subjects of this spell than their character level.
rules text: The necromancer targets a mostly-intact skeleton or corpse, imbuing it with a semblance of life. Whatever the creature’s attributes were in life, it now has 1 HD, an AC of 13, a Move of 30’/round, a +0 skill bonus, saves of 15+, a +1/1d6 unarmed melee attack, Instinct 0, and a Morale of 12. Such corpses may be equipped with weapons or armor. Its decay or dissolution immediately ceases, and it becomes suicidally loyal to its creator. The corpse has no natural volition, but will obey commands with a human degree of intelligence. It has only vague memories of its prior life, and while it may retain human tics or habits it had in life it can answer only the simplest and most self-evident questions. Damage to a corpse can be repaired only by casting this spell on it again, which restores it to its original “health”. The corpse continues to exist until it is reduced to zero hit points or its creator releases it. A necromancer cannot have more active subjects of this spell than their character level.

raise-grave-knight
type: Spell
name: Raise Grave Knight
slug: raise-grave-knight
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Raise Grave Knight (Level 4)
  line start: 4186
  line end: 4189
tradition: necromancer
level: 4
effects:
  source text: The corpse used for this spell must be of a relatively powerful creature with at least four hit dice or levels. The result is much like that of the Raise Corpse spell, but this undead servitor is much stronger, with 4 HD, AC 15, a Move of 40’/action, a +1 skill bonus, saves of 13+, Instinct 0, Morale of 12, and a melee attack of +6/1d10, assuming it doesn’t use a normal weapon. It is fully intelligent and self-willed, albeit utterly devoted to its creator, and it remembers a significant amount about its prior life. A grave knight regains all lost hit points at dusk each day, assuming it’s not destroyed. A caster may have only one grave knight active at a time. One that has been reduced to zero hit points is destroyed and can only be rebuilt with a month of painstaking repair and re-enchantment.
rules text: The corpse used for this spell must be of a relatively powerful creature with at least four hit dice or levels. The result is much like that of the Raise Corpse spell, but this undead servitor is much stronger, with 4 HD, AC 15, a Move of 40’/action, a +1 skill bonus, saves of 13+, Instinct 0, Morale of 12, and a melee attack of +6/1d10, assuming it doesn’t use a normal weapon. It is fully intelligent and self-willed, albeit utterly devoted to its creator, and it remembers a significant amount about its prior life. A grave knight regains all lost hit points at dusk each day, assuming it’s not destroyed. A caster may have only one grave knight active at a time. One that has been reduced to zero hit points is destroyed and can only be rebuilt with a month of painstaking repair and re-enchantment.

resounding-temporal-echo
type: Spell
name: Resounding Temporal Echo
slug: resounding-temporal-echo
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Resounding Temporal Echo (Level 2)
  line start: 4020
  line end: 4023
tradition: high-magic
level: 2
effects:
  source text: The caster imbues one visible ally per caster level with a burst of tremendous speed as their localized time begins to flow more rapidly. For 1d4+1 rounds, all subjects get an extra Main Action during their turn. This Main Action may not be used to cast spells or use arts. This spell severely taxes those who take advantage of it, adding 1 System Strain for each round in which the recipient takes the bonus action.
rules text: The caster imbues one visible ally per caster level with a burst of tremendous speed as their localized time begins to flow more rapidly. For 1d4+1 rounds, all subjects get an extra Main Action during their turn. This Main Action may not be used to cast spells or use arts. This spell severely taxes those who take advantage of it, adding 1 System Strain for each round in which the recipient takes the bonus action.

scorn-the-fetters-of-earth
type: Spell
name: Scorn the Fetters of Earth
slug: scorn-the-fetters-of-earth
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Scorn the Fetters of Earth (Level 3)
  line start: 4024
  line end: 4027
tradition: high-magic
level: 3
effects:
  source text: The caster and up to one visible ally per caster level are briefly granted the ability to move in three dimensions, being able to walk and run upward into the air as easily as along flat ground. For the rest of the scene, those affected can move in such a way, remaining suspended in the air after their movement for the round. When the spell ends, either naturally or upon being dispelled, all affected targets float gently to the ground. Optionally, the caster can instead use this spell on one visible flying creature per caster level, which must make a Physical save at a penalty equal to the caster’s Magic skill or be forced to land as they had fallen half the distance they had descended. For the rest of the scene, such creatures remain grounded and unable to fly.
rules text: The caster and up to one visible ally per caster level are briefly granted the ability to move in three dimensions, being able to walk and run upward into the air as easily as along flat ground. For the rest of the scene, those affected can move in such a way, remaining suspended in the air after their movement for the round. When the spell ends, either naturally or upon being dispelled, all affected targets float gently to the ground. Optionally, the caster can instead use this spell on one visible flying creature per caster level, which must make a Physical save at a penalty equal to the caster’s Magic skill or be forced to land as they had fallen half the distance they had descended. For the rest of the scene, such creatures remain grounded and unable to fly.

sigil-of-aeolian-auctoritas
type: Spell
name: Sigil of Aeolian Auctoritas
slug: sigil-of-aeolian-auctoritas
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Sigil of Aeolian Auctoritas (Level 4)
  line start: 4028
  line end: 4033
tradition: high-magic
level: 4
effects:
  source text: A fierce gust of wind may be conjured in a line a hundred feet long and thirty feet wide. All creatures of man-size or smaller must make Physical saves or be bowled over and blown back thirty feet, losing their next round’s Main Action and suffering 1d6 damage. Light wooden constructions or similar structures are flattened by the wind. If used outdoors, the spell can instead control the local weather, transforming the quarter-mile around the caster into any climate found normally at that location at any point during the year. The spell cannot summon a tornado or other extreme weather, but it can call rain and conventional storms sufficient to cause flooding in areas prone to it. The gust of wind is instantaneous, but the weather change lasts for one hour per caster level before reverting to its natural state.
rules text: A fierce gust of wind may be conjured in a line a hundred feet long and thirty feet wide. All creatures of man-size or smaller must make Physical saves or be bowled over and blown back thirty feet, losing their next round’s Main Action and suffering 1d6 damage. Light wooden constructions or similar structures are flattened by the wind. If used outdoors, the spell can instead control the local weather, transforming the quarter-mile around the caster into any climate found normally at that location at any point during the year. The spell cannot summon a tornado or other extreme weather, but it can call rain and conventional storms sufficient to cause flooding in areas prone to it. The gust of wind is instantaneous, but the weather change lasts for one hour per caster level before reverting to its natural state.

smite-the-dead
type: Spell
name: Smite the Dead
slug: smite-the-dead
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Smite the Dead (Level 1)
  line start: 4142
  line end: 4145
tradition: necromancer
level: 1
effects:
  source text: The necromancer conjures a blast of dispelling force at a point within one hundred feet per caster level, affecting an area up to 20 feet in radius. All hostile undead within that area immediately suffer 1d10 damage per caster level. Undead with hit dice equal or less than the caster’s level must make a Physical save or be destroyed outright. The necromancer may Commit Effort for the day immediately before casting this spell; if so, its casting does not count against the Necromancer’s available spell slots for the day.
rules text: The necromancer conjures a blast of dispelling force at a point within one hundred feet per caster level, affecting an area up to 20 feet in radius. All hostile undead within that area immediately suffer 1d10 damage per caster level. Undead with hit dice equal or less than the caster’s level must make a Physical save or be destroyed outright. The necromancer may Commit Effort for the day immediately before casting this spell; if so, its casting does not count against the Necromancer’s available spell slots for the day.

terrible-liveliness
type: Spell
name: Terrible Liveliness
slug: terrible-liveliness
source: wwn-srd-v1
source locator:
  section: 4.6.0
  heading: Terrible Liveliness (Level 1)
  line start: 4146
  line end: 4149
tradition: necromancer
level: 1
effects:
  source text: A necromancer can give an undead creature the semblance of a healthy, normal living being with this spell. The target appears as it did in life, at any point in its lifespan that the necromancer so desires, and is capable of performing all normal human activities that its cognition allows it to perform. The spell uses the creature’s nature as a template for its effects, so the disguise is tangible and physically real until dispelled or the necromancer drops the effect. A necromancer can maintain only one such disguise per level, and it does not work on sentient unwilling targets.
rules text: A necromancer can give an undead creature the semblance of a healthy, normal living being with this spell. The target appears as it did in life, at any point in its lifespan that the necromancer so desires, and is capable of performing all normal human activities that its cognition allows it to perform. The spell uses the creature’s nature as a template for its effects, so the disguise is tangible and physically real until dispelled or the necromancer drops the effect. A necromancer can maintain only one such disguise per level, and it does not work on sentient unwilling targets.

the-burrower-below
type: Spell
name: The Burrower Below
slug: the-burrower-below
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: The Burrower Below (Level 2)
  line start: 4090
  line end: 4093
tradition: elementalist
level: 2
effects:
  source text: A passage is carved through natural stone or earth, forming a tunnel up to twenty feet long per caster level and up to ten feet wide and tall. The caster can cause the earth to compress and pack itself so as to stabilize the tunnel even in very sandy or burdened soil, or they can allow it to collapse naturally if burdened by some large structure or unstable surroundings. This spell can function against worked stone, but the length of the tunnel is much shorter, being only two feet per level. Magical stone or earth cannot be altered by this spell. The caster has basic control over the direction and interior features of the tunnel, and can form stairs or other simple structures within it.
rules text: A passage is carved through natural stone or earth, forming a tunnel up to twenty feet long per caster level and up to ten feet wide and tall. The caster can cause the earth to compress and pack itself so as to stabilize the tunnel even in very sandy or burdened soil, or they can allow it to collapse naturally if burdened by some large structure or unstable surroundings. This spell can function against worked stone, but the length of the tunnel is much shorter, being only two feet per level. Magical stone or earth cannot be altered by this spell. The caster has basic control over the direction and interior features of the tunnel, and can form stairs or other simple structures within it.

the-coruscating-coffin
type: Spell
name: The Coruscating Coffin
slug: the-coruscating-coffin
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Coruscating Coffin (Level 1)
  line start: 3900
  line end: 3903
tradition: high-magic
level: 1
effects:
  source text: A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. The target suffers 1d8 damage per caster level, with a Physical save for half. NPC targets with only 1 hit die will inevitably be slain regardless of the damage done. The spell cannot be blocked by non-magical intervening barriers, provided the caster can see the target with their unaided vision.
rules text: A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. The target suffers 1d8 damage per caster level, with a Physical save for half. NPC targets with only 1 hit die will inevitably be slain regardless of the damage done. The spell cannot be blocked by non-magical intervening barriers, provided the caster can see the target with their unaided vision.

the-dazzling-prismatic-hemicycle
type: Spell
name: The Dazzling Prismatic Hemicycle
slug: the-dazzling-prismatic-hemicycle
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Dazzling Prismatic Hemicycle (Level 5)
  line start: 3908
  line end: 3911
tradition: high-magic
level: 5
effects:
  source text: A blinding fan of impossible colors cascades over all targets in front of the caster in an area equal to a cone a hundred feet long and a hundred feet wide at the end. Each creature within that area must make a Physical saving throw; those who fail roll 1d6. On a 1, they are unharmed, on a 2 they collapse into a handful of dust, on a 3 they fall unconscious for an hour, on a 4 they go violently insane for the next hour and attack all around them, on a 5 they turn to stone, and on a 6 they become utterly enthralled to the caster’s commands for the next hour, as if under the effect of an **_Ineluctable Shackles of Volition_** spell.
rules text: A blinding fan of impossible colors cascades over all targets in front of the caster in an area equal to a cone a hundred feet long and a hundred feet wide at the end. Each creature within that area must make a Physical saving throw; those who fail roll 1d6. On a 1, they are unharmed, on a 2 they collapse into a handful of dust, on a 3 they fall unconscious for an hour, on a 4 they go violently insane for the next hour and attack all around them, on a 5 they turn to stone, and on a 6 they become utterly enthralled to the caster’s commands for the next hour, as if under the effect of an **_Ineluctable Shackles of Volition_** spell.

the-earth-as-clay
type: Spell
name: The Earth as Clay
slug: the-earth-as-clay
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Earth as Clay (Level 5)
  line start: 3928
  line end: 3931
tradition: high-magic
level: 5
effects:
  source text: The caster molds the soil and stone of the land around them, raising hills, digging trenches, or forming simple structures out of extruded bedrock. Once cast, the mage may psychically mold the terrain within three hundred feet per caster level, shifting it slowly over the course of an hour to form whatever shape they desire out of it, provided the material used can actually maintain such a shape. Simple buildings and walls may be created out of bedrock or available stone, and tunnels and caves may be shaped up to 50 feet down from the caster, while hills may be raised up to 200 feet above the prevailing grade. This spell cannot work within a thousand feet of stone or earth that has been significantly worked by intelligent creatures, though the use of this spell by the same caster doesn’t count as working the earth on further castings.
rules text: The caster molds the soil and stone of the land around them, raising hills, digging trenches, or forming simple structures out of extruded bedrock. Once cast, the mage may psychically mold the terrain within three hundred feet per caster level, shifting it slowly over the course of an hour to form whatever shape they desire out of it, provided the material used can actually maintain such a shape. Simple buildings and walls may be created out of bedrock or available stone, and tunnels and caves may be shaped up to 50 feet down from the caster, while hills may be raised up to 200 feet above the prevailing grade. This spell cannot work within a thousand feet of stone or earth that has been significantly worked by intelligent creatures, though the use of this spell by the same caster doesn’t count as working the earth on further castings.

the-excellent-transpicuous-transformation
type: Spell
name: The Excellent Transpicuous Transformation
slug: the-excellent-transpicuous-transformation
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Excellent Transpicuous Transformation (Level 1)
  line start: 3936
  line end: 3939
tradition: high-magic
level: 1
effects:
  source text: The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely impossible, and melee attacks against them usually suffer a -4 penalty to hit rolls. The spell lasts for up to an hour per caster level, but it breaks if a subject performs some violent motion, such as running, attacking, or casting a spell. Once broken for one subject, it breaks for all.
rules text: The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely impossible, and melee attacks against them usually suffer a -4 penalty to hit rolls. The spell lasts for up to an hour per caster level, but it breaks if a subject performs some violent motion, such as running, attacking, or casting a spell. Once broken for one subject, it breaks for all.

the-glass-chimes-of-the-bamboo-terrace
type: Spell
name: The Glass Chimes of the Bamboo Terrace
slug: the-glass-chimes-of-the-bamboo-terrace
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Glass Chimes of the Bamboo Terrace (Level 3)
  line start: 3952
  line end: 3955
tradition: high-magic
level: 3
effects:
  source text: This spell calls forth a floating set of colored glass chimes. The caster alone may strike them, producing sounds of great subtlety and penetration. The caster may allow anyone in the desired range to hear the music, or may make it inaudible to anyone save specific targets within range. Such is the expressiveness of the chimes that those who hear them may instantly understand the caster’s desired message, however abstract. If the caster strikes the chimes violently as a Main Action, they may shatter them, causing a deafening clamor that does 3d6 damage to all non-deaf targets within forty feet except for the caster. The maximum range of the chimes is ten miles per caster level, and they persist until shattered or the scene ends.
rules text: This spell calls forth a floating set of colored glass chimes. The caster alone may strike them, producing sounds of great subtlety and penetration. The caster may allow anyone in the desired range to hear the music, or may make it inaudible to anyone save specific targets within range. Such is the expressiveness of the chimes that those who hear them may instantly understand the caster’s desired message, however abstract. If the caster strikes the chimes violently as a Main Action, they may shatter them, causing a deafening clamor that does 3d6 damage to all non-deaf targets within forty feet except for the caster. The maximum range of the chimes is ten miles per caster level, and they persist until shattered or the scene ends.

the-grinding-geas
type: Spell
name: The Grinding Geas
slug: the-grinding-geas
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Grinding Geas (Level 4)
  line start: 3956
  line end: 3959
tradition: high-magic
level: 4
effects:
  source text: A single visible living creature is struck with a grim geas, forcing it to comply with a particular command or else suffer a progressively-worse affliction. The caster may lay one single-sentence command on the target that is neither suicidal, indefinitely imprecise, nor likely physically impossible for them to comply with. Thus, the caster could geas a man to kill his son or never seek to harm his lord, but he could not reasonably command a peasant to become king or bind someone to forever after comply with a master’s arbitrary commands. If the target then defies that geas or unreasonably delays its execution, they suffer an agonizing progressive wasting disease that will inevitably kill them in 1d6 weeks, applying -2 to their hit rolls and -1 to skill checks for each week that passes and halving their maximum hit points. If they again begin complying with the geas afterwards or if the curse is lifted, the disease halts and reverses itself at the same rate it progressed. An active target can make a Mental save to resist this spell, but they cannot if they are restrained, unconscious, or otherwise subdued. The curse lasts until dispelled or the caster lifts it.
rules text: A single visible living creature is struck with a grim geas, forcing it to comply with a particular command or else suffer a progressively-worse affliction. The caster may lay one single-sentence command on the target that is neither suicidal, indefinitely imprecise, nor likely physically impossible for them to comply with. Thus, the caster could geas a man to kill his son or never seek to harm his lord, but he could not reasonably command a peasant to become king or bind someone to forever after comply with a master’s arbitrary commands. If the target then defies that geas or unreasonably delays its execution, they suffer an agonizing progressive wasting disease that will inevitably kill them in 1d6 weeks, applying -2 to their hit rolls and -1 to skill checks for each week that passes and halving their maximum hit points. If they again begin complying with the geas afterwards or if the curse is lifted, the disease halts and reverses itself at the same rate it progressed. An active target can make a Mental save to resist this spell, but they cannot if they are restrained, unconscious, or otherwise subdued. The curse lasts until dispelled or the caster lifts it.

the-howl-of-light
type: Spell
name: The Howl of Light
slug: the-howl-of-light
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Howl of Light (Level 3)
  line start: 3960
  line end: 3963
tradition: high-magic
level: 3
effects:
  source text: A flattened disc of tremendous heat, sound, and shock is triggered at a visible point within fifty feet per caster level, erupting in a twenty-foot radius eight feet in height. Everything within the area suffers 1d8 damage from flame, concussion, and sonic shock per caster level, with an Evasion save for half. If used in a space less than 40 feet in width, the explosion is channeled through adjacent spaces and passages for an additional 1d6 x 10 feet.
rules text: A flattened disc of tremendous heat, sound, and shock is triggered at a visible point within fifty feet per caster level, erupting in a twenty-foot radius eight feet in height. Everything within the area suffers 1d8 damage from flame, concussion, and sonic shock per caster level, with an Evasion save for half. If used in a space less than 40 feet in width, the explosion is channeled through adjacent spaces and passages for an additional 1d6 x 10 feet.

the-inexorable-imputation
type: Spell
name: The Inexorable Imputation
slug: the-inexorable-imputation
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Inexorable Imputation (Level 2)
  line start: 3972
  line end: 3975
tradition: high-magic
level: 2
effects:
  source text: The caster makes a single one-sentence statement as part of casting this spell, a process which is subtle enough to appear as no more than ordinary conversation. All who hear the caster speak within a forty-foot radius must make a Mental saving throw or come to immediately believe the statement is true unless it seems physically impossible to them or it is emotionally intolerable to believe. The listeners must be able to understand the caster’s language, and the caster may exempt up to two targets per caster level from this delusion when casting the spell, so as to avoid beguiling their companions. The spell’s effects linger for one hour per caster level, after which the believers will be no more persuaded of the fact than events or their own common sense would allow.
rules text: The caster makes a single one-sentence statement as part of casting this spell, a process which is subtle enough to appear as no more than ordinary conversation. All who hear the caster speak within a forty-foot radius must make a Mental saving throw or come to immediately believe the statement is true unless it seems physically impossible to them or it is emotionally intolerable to believe. The listeners must be able to understand the caster’s language, and the caster may exempt up to two targets per caster level from this delusion when casting the spell, so as to avoid beguiling their companions. The spell’s effects linger for one hour per caster level, after which the believers will be no more persuaded of the fact than events or their own common sense would allow.

the-jade-palanquin-of-the-faceless-god
type: Spell
name: The Jade Palanquin of the Faceless God
slug: the-jade-palanquin-of-the-faceless-god
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Jade Palanquin of the Faceless God (Level 2)
  line start: 3980
  line end: 3983
tradition: high-magic
level: 2
effects:
  source text: This spell calls forth a floating palanquin of ornately-carved green stone. A slim three-foot-tall statue of a faceless entity stands at the center of the platform, while four slender pillars rise at the corners, the roof and sides being draped by metallic golden cloth. The palanquin itself is twelve feet long and eight wide, with room enough for several people to sit on it. It floats at shoulder-height above the ground or a liquid surface below. It does not move of its own, but may be pulled along by even one human-sized bearer. The total burden on the palanquin cannot exceed more than two thousand pounds, or it sinks to the ground. It lasts until dusk, dawn, or until the statue of the god is struck or insulted, whichever comes first.
rules text: This spell calls forth a floating palanquin of ornately-carved green stone. A slim three-foot-tall statue of a faceless entity stands at the center of the platform, while four slender pillars rise at the corners, the roof and sides being draped by metallic golden cloth. The palanquin itself is twelve feet long and eight wide, with room enough for several people to sit on it. It floats at shoulder-height above the ground or a liquid surface below. It does not move of its own, but may be pulled along by even one human-sized bearer. The total burden on the palanquin cannot exceed more than two thousand pounds, or it sinks to the ground. It lasts until dusk, dawn, or until the statue of the god is struck or insulted, whichever comes first.

the-long-amber-moment
type: Spell
name: The Long Amber Moment
slug: the-long-amber-moment
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Long Amber Moment (Level 1)
  line start: 3984
  line end: 3987
tradition: high-magic
level: 1
effects:
  source text: This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encumbrance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.
rules text: This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encumbrance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.

the-ochre-sigil-of-juxtaposition
type: Spell
name: The Ochre Sigil of Juxtaposition
slug: the-ochre-sigil-of-juxtaposition
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Ochre Sigil of Juxtaposition (Level 4)
  line start: 3996
  line end: 3999
tradition: high-magic
level: 4
effects:
  source text: This spell is cast in two parts, each of which must be cast separately within a mile of each other, though such paired use counts as only a single spell slot. The first casting inscribes a palm-sized seal of ruddy brown radiance on the ground beneath the caster. The second casting will immediately switch the caster and all creatures and objects within ten feet with all creatures and objects within ten feet of the sigil. The caster may refrain from swapping certain targets as they wish. Only portable objects are swapped; any object too heavy for the caster to lift or secured in place remains unmoved. Unwilling targets get no saving throw if they have four or less hit dice; others can make a Mental save. Unused sigils dissipate in a day.
rules text: This spell is cast in two parts, each of which must be cast separately within a mile of each other, though such paired use counts as only a single spell slot. The first casting inscribes a palm-sized seal of ruddy brown radiance on the ground beneath the caster. The second casting will immediately switch the caster and all creatures and objects within ten feet with all creatures and objects within ten feet of the sigil. The caster may refrain from swapping certain targets as they wish. Only portable objects are swapped; any object too heavy for the caster to lift or secured in place remains unmoved. Unwilling targets get no saving throw if they have four or less hit dice; others can make a Mental save. Unused sigils dissipate in a day.

the-torment-of-tumefaction
type: Spell
name: The Torment of Tumefaction
slug: the-torment-of-tumefaction
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Torment of Tumefaction (Level 3)
  line start: 4034
  line end: 4037
tradition: high-magic
level: 3
effects:
  source text: A single visible living creature is smote with a hideous curse of torment. Boils erupt all over their body, blood weeps from their orifices, tumors engorge their flesh, and all of their hair falls out almost instantaneously. If they perform any vigorous physical action save movement they incur two points of damage per caster level from the effects of the curse, damage which can be suffered no more than once per round by a target. A creature may spend its Main Action to attempt a Physical save to throw off the curse and return to a glabrous normalcy, but on a failure, the curse remains for the rest of the scene. If the creature has fewer hit dice than the caster has levels, a single failed save means the curse lasts indefinitely, until dispelled or until the caster releases them.
rules text: A single visible living creature is smote with a hideous curse of torment. Boils erupt all over their body, blood weeps from their orifices, tumors engorge their flesh, and all of their hair falls out almost instantaneously. If they perform any vigorous physical action save movement they incur two points of damage per caster level from the effects of the curse, damage which can be suffered no more than once per round by a target. A creature may spend its Main Action to attempt a Physical save to throw off the curse and return to a glabrous normalcy, but on a failure, the curse remains for the rest of the scene. If the creature has fewer hit dice than the caster has levels, a single failed save means the curse lasts indefinitely, until dispelled or until the caster releases them.

the-verdant-vallation
type: Spell
name: The Verdant Vallation
slug: the-verdant-vallation
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Verdant Vallation (Level 2)
  line start: 4050
  line end: 4053
tradition: high-magic
level: 2
effects:
  source text: A vast wall of thick, heavy vines and other plant life blooms from a visible point within one hundred feet per caster level. The wall is up to twenty feet high and three feet thick and runs for as much as twenty feet in width per caster level. The vine wall can be shaped as the caster wishes within the spell’s area of effect, so long as it’s contiguous, and may be laid horizontally if a bridge or roof is desired. Enemies must inflict five hit points of damage per caster level to cut a man-sized hole in the vines, and they must be using weapons or means that could actually cut through a wooden wall to do any meaningful harm. The vines may be optionally covered in long, vicious thorns to discourage climbing, inflicting 2d6 damage on any creature who tries to climb over it. If the vine wall is summoned from earth that could plausibly support plant life, it remains until dispelled or until it dies naturally. If called from bare stone or other infertile soils, it withers away to dust at the end of the scene.
rules text: A vast wall of thick, heavy vines and other plant life blooms from a visible point within one hundred feet per caster level. The wall is up to twenty feet high and three feet thick and runs for as much as twenty feet in width per caster level. The vine wall can be shaped as the caster wishes within the spell’s area of effect, so long as it’s contiguous, and may be laid horizontally if a bridge or roof is desired. Enemies must inflict five hit points of damage per caster level to cut a man-sized hole in the vines, and they must be using weapons or means that could actually cut through a wooden wall to do any meaningful harm. The vines may be optionally covered in long, vicious thorns to discourage climbing, inflicting 2d6 damage on any creature who tries to climb over it. If the vine wall is summoned from earth that could plausibly support plant life, it remains until dispelled or until it dies naturally. If called from bare stone or other infertile soils, it withers away to dust at the end of the scene.

the-wind-of-the-final-repose
type: Spell
name: The Wind of the Final Repose
slug: the-wind-of-the-final-repose
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: The Wind of the Final Repose (Level 1)
  line start: 4062
  line end: 4065
tradition: high-magic
level: 1
effects:
  source text: The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious instantly, and can be roused only by damage or by a Main Action used to kick them awake. If not roused, they revive at the end of the scene. Entities that do not sleep are immune to this spell.
rules text: The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious instantly, and can be roused only by damage or by a Main Action used to kick them awake. If not roused, they revive at the end of the scene. Entities that do not sleep are immune to this spell.

touch-of-elucidating-intangibility
type: Spell
name: Touch of Elucidating Intangibility
slug: touch-of-elucidating-intangibility
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Touch of Elucidating Intangibility (Level 3)
  line start: 4038
  line end: 4041
tradition: high-magic
level: 3
effects:
  source text: The caster touches a solid non-magical barrier when casting this spell. A 10 foot cube of the barrier then becomes perfectly transparent on the caster’s side, allowing them to see and hear whatever lies on the other side as if it were well-lit and visible. Optionally, the caster may make the barrier insubstantial for one round per caster level, allowing anyone to pass or shoot through it from either side. The barrier always appears solid and opaque from the other side, even while the caster is peering through. If someone is caught within the barrier when it becomes solid again, they’re spat out on the nearest clear side and suffer 2d10 damage. The spell ends when the caster ceases to touch the barrier or immediately after it has been made insubstantial.
rules text: The caster touches a solid non-magical barrier when casting this spell. A 10 foot cube of the barrier then becomes perfectly transparent on the caster’s side, allowing them to see and hear whatever lies on the other side as if it were well-lit and visible. Optionally, the caster may make the barrier insubstantial for one round per caster level, allowing anyone to pass or shoot through it from either side. The barrier always appears solid and opaque from the other side, even while the caster is peering through. If someone is caught within the barrier when it becomes solid again, they’re spat out on the nearest clear side and suffer 2d10 damage. The spell ends when the caster ceases to touch the barrier or immediately after it has been made insubstantial.

tremors-of-the-depths
type: Spell
name: Tremors of the Depths
slug: tremors-of-the-depths
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Tremors of the Depths (Level 5)
  line start: 4126
  line end: 4129
tradition: elementalist
level: 5
effects:
  source text: The elementalist calls up a deep, rolling tremor from within the earth, centering it on a visible point and affecting all structures in a radius of up to five hundred feet. This spell’s effects build slowly, requiring five minutes to fully manifest, but they can successfully topple or destroy any structures, tunnels, or caves within the affected area unless such structures are magically reinforced. The effects are negated if the spell is dispelled within a minute after it was cast; after that, it’s too late to stop the effect.
rules text: The elementalist calls up a deep, rolling tremor from within the earth, centering it on a visible point and affecting all structures in a radius of up to five hundred feet. This spell’s effects build slowly, requiring five minutes to fully manifest, but they can successfully topple or destroy any structures, tunnels, or caves within the affected area unless such structures are magically reinforced. The effects are negated if the spell is dispelled within a minute after it was cast; after that, it’s too late to stop the effect.

vallation-of-specified-exclusion
type: Spell
name: Vallation of Specified Exclusion
slug: vallation-of-specified-exclusion
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Vallation of Specified Exclusion (Level 3)
  line start: 4042
  line end: 4045
tradition: high-magic
level: 3
effects:
  source text: The caster must form some sort of line as part of this spell’s invocation, either with dropped powders or a trace drawn in the dirt or a more permanent inlay into a floor. In extremis, the caster can make such a line as part of a Move action, tracing it out or scattering powder as they go. The line itself may be no longer than twenty feet per caster level, and may be straight or curved as the caster wishes. Once it has been drawn, this spell may be cast, empowering the line with the ability to ward off a particular target and prevent them or their powers from crossing or being made to cross the line, as if it were a physical wall. The caster can nominate any kind of target to be warded that could be distinguished without need for knowing their thoughts, such as “humans” or “non-humans” or “men wearing the livery of the baron”. The barrier extends a hundred feet upward and ten feet downward and blocks any attack or magical power used by those warded. If the excluded creatures are attacked or targeted by powers from the other side of the barrier, however, the entire field shatters. The barrier lasts until dispelled, the caster drops it, or until one hour has passed per caster level.
rules text: The caster must form some sort of line as part of this spell’s invocation, either with dropped powders or a trace drawn in the dirt or a more permanent inlay into a floor. In extremis, the caster can make such a line as part of a Move action, tracing it out or scattering powder as they go. The line itself may be no longer than twenty feet per caster level, and may be straight or curved as the caster wishes. Once it has been drawn, this spell may be cast, empowering the line with the ability to ward off a particular target and prevent them or their powers from crossing or being made to cross the line, as if it were a physical wall. The caster can nominate any kind of target to be warded that could be distinguished without need for knowing their thoughts, such as “humans” or “non-humans” or “men wearing the livery of the baron”. The barrier extends a hundred feet upward and ten feet downward and blocks any attack or magical power used by those warded. If the excluded creatures are attacked or targeted by powers from the other side of the barrier, however, the entire field shatters. The barrier lasts until dispelled, the caster drops it, or until one hour has passed per caster level.

velocitous-imbuement
type: Spell
name: Velocitous Imbuement
slug: velocitous-imbuement
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Velocitous Imbuement (Level 1)
  line start: 4046
  line end: 4049
tradition: high-magic
level: 1
effects:
  source text: Unlike most spells, this one may be cast as a simple On Turn action, targeting up to one visible willing creature per caster level within one hundred feet. Enchanted creatures become incredibly fleet of foot, doubling their usual ground movement rate and becoming capable of running up walls and across ceilings without falling, provided they end their round upright on a navigable surface. They may also move away from melee opponents without needing to make a Fighting Withdrawal to avoid a parting attack, and may pass through and around armed foes who do not completely physically block their path. The spell lasts for the remainder of the scene and adds 1 System Strain to those who take advantage of it.
rules text: Unlike most spells, this one may be cast as a simple On Turn action, targeting up to one visible willing creature per caster level within one hundred feet. Enchanted creatures become incredibly fleet of foot, doubling their usual ground movement rate and becoming capable of running up walls and across ceilings without falling, provided they end their round upright on a navigable surface. They may also move away from melee opponents without needing to make a Fighting Withdrawal to avoid a parting attack, and may pass through and around armed foes who do not completely physically block their path. The spell lasts for the remainder of the scene and adds 1 System Strain to those who take advantage of it.

visitation-of-the-clement-clime
type: Spell
name: Visitation of the Clement Clime
slug: visitation-of-the-clement-clime
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Visitation of the Clement Clime (Level 2)
  line start: 4054
  line end: 4057
tradition: high-magic
level: 2
effects:
  source text: The caster and up to three visible allies per caster level are shielded from the excesses of hostile elemental energies, becoming immune to mundane extremes of heat and cold and natural acids or electrical discharges. Against magical harm of this nature, they automatically take only half the damage they normally would, or none if they make a successful Physical saving throw. This spell lasts for one hour per caster level.
rules text: The caster and up to three visible allies per caster level are shielded from the excesses of hostile elemental energies, becoming immune to mundane extremes of heat and cold and natural acids or electrical discharges. Against magical harm of this nature, they automatically take only half the damage they normally would, or none if they make a successful Physical saving throw. This spell lasts for one hour per caster level.

wardpact-invocation
type: Spell
name: Wardpact Invocation
slug: wardpact-invocation
source: wwn-srd-v1
source locator:
  section: 4.4.0
  heading: Wardpact Invocation (Level 1)
  line start: 4058
  line end: 4061
tradition: high-magic
level: 1
effects:
  source text: This spell may be cast in two different forms. If it targets a creature within 200 feet, the target becomes partially immune to physical weapons; any weapon hit on them requires the attacker make a successful Physical save or the hit is negated. This effect lasts for one round per two caster levels, rounded up, and can’t target the caster. If it targets a visible weapon within two hundred feet, that weapon is rendered entirely harmless and unable to inflict damage for the rest of the scene, with no saving throw. The spell may only affect a given target or weapon once per scene and natural body weapons aren’t affected.
rules text: This spell may be cast in two different forms. If it targets a creature within 200 feet, the target becomes partially immune to physical weapons; any weapon hit on them requires the attacker make a successful Physical save or the hit is negated. This effect lasts for one round per two caster levels, rounded up, and can’t target the caster. If it targets a visible weapon within two hundred feet, that weapon is rendered entirely harmless and unable to inflict damage for the rest of the scene, with no saving throw. The spell may only affect a given target or weapon once per scene and natural body weapons aren’t affected.

wind-walking
type: Spell
name: Wind Walking
slug: wind-walking
source: wwn-srd-v1
source locator:
  section: 4.5.0
  heading: Wind Walking (Level 3)
  line start: 4110
  line end: 4113
tradition: elementalist
level: 3
effects:
  source text: A visible target creature and their possessions are briefly transformed into a misty, insubstantial cloud. Only sources of harm that could conceivably disrupt a cloud of mist can harm them, and until the spell’s end they may pass freely into any area that a vapor could reach. They may move freely in all three dimensions at their normal movement rate, though they cannot physically manipulate objects. The spell lasts until the end of the scene or until the target or the caster choose to end it.
rules text: A visible target creature and their possessions are briefly transformed into a misty, insubstantial cloud. Only sources of harm that could conceivably disrupt a cloud of mist can harm them, and until the spell’s end they may pass freely into any area that a vapor could reach. They may move freely in all three dimensions at their normal movement rate, though they cannot physically manipulate objects. The spell lasts until the end of the scene or until the target or the caster choose to end it.

arrows-20
type: Equipment
name: Arrows, 20
slug: arrows-20
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 1
equipment type: gear
position: 1
rules text: Arrows, 20 | 2 sp | 1
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp
encumbrance: 1

artisan-s-equipment
type: Equipment
name: Artisan’s Equipment
slug: artisan-s-equipment
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Gear Bundles
  line start: 3543
  line end: 3553
  table: Gear Bundles
  row: 1
equipment type: bundle
position: 1
rules text: Artisan’s Equipment | 50 sp | 5
cost:
  amount: 50 sp
  currency: sp
  source text: 50 sp
encumbrance: 5

axe-hand
type: Equipment
name: Axe, Hand
slug: axe-hand
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 1
equipment type: weapon
position: 1
rules text: Axe, Hand | 1d6 | 1/AC 15 | Str/Dex | 10/30 | T | 10 sp | 1
damage: 1d6
shock: 1/AC 15
range: 10/30
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 1

axe-war
type: Equipment
name: Axe, War
slug: axe-war
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 2
equipment type: weapon
position: 2
rules text: Axe, War | 1d10 | 3/AC 15 | Str | - | 2H | 50 sp | 2
damage: 1d10
shock: 3/AC 15
range: -
cost:
  amount: 50 sp
  currency: sp
  source text: 50 sp
encumbrance: 2

backpack
type: Equipment
name: Backpack
slug: backpack
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 2
equipment type: gear
position: 2
rules text: Backpack | 2 sp | 1§
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp
encumbrance: 1§

bard-of-small-repute
type: Equipment
name: Bard of Small Repute
slug: bard-of-small-repute
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 1
equipment type: hireling
position: 1
rules text: Bard of Small Repute | 2 sp
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp
  per: day

blackjack
type: Equipment
name: Blackjack
slug: blackjack
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 3
equipment type: weapon
position: 3
rules text: Blackjack | 1d4 | None | Str/Dex | - | S, LL | 1 sp | 1
damage: 1d4
shock: None
range: -
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: 1

boots
type: Equipment
name: Boots
slug: boots
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 3
equipment type: gear
position: 3
rules text: Boots | 2 sp | 1§
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp
encumbrance: 1§

bow-large
type: Equipment
name: Bow, Large
slug: bow-large
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 4
equipment type: weapon
position: 4
rules text: Bow, Large | 1d8 | None | Dex | 100/600 | 2H, R, PM | 20 sp | 2
damage: 1d8
shock: None
range: 100/600
cost:
  amount: 20 sp
  currency: sp
  source text: 20 sp
encumbrance: 2

bow-small
type: Equipment
name: Bow, Small
slug: bow-small
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 5
equipment type: weapon
position: 5
rules text: Bow, Small | 1d6 | None | Dex | 50/300 | 2H, R, PM | 20 sp | 1
damage: 1d6
shock: None
range: 50/300
cost:
  amount: 20 sp
  currency: sp
  source text: 20 sp
encumbrance: 1

bribe-to-overlook-a-capital-crime
type: Equipment
name: Bribe to overlook a capital crime
slug: bribe-to-overlook-a-capital-crime
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 11
equipment type: service
position: 11
rules text: Bribe to overlook a capital crime | 10,000 sp
cost:
  amount: 10,000 sp
  currency: sp
  source text: 10,000 sp

bribe-to-overlook-a-major-crime
type: Equipment
name: Bribe to overlook a major crime
slug: bribe-to-overlook-a-major-crime
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 10
equipment type: service
position: 10
rules text: Bribe to overlook a major crime | 500 sp
cost:
  amount: 500 sp
  currency: sp
  source text: 500 sp

bribe-to-overlook-a-minor-crime
type: Equipment
name: Bribe to overlook a minor crime
slug: bribe-to-overlook-a-minor-crime
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 9
equipment type: service
position: 9
rules text: Bribe to overlook a minor crime | 10 sp
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp

buff-coat
type: Equipment
name: Buff Coat
slug: buff-coat
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 3
equipment type: armor
position: 3
rules text: Buff Coat | 12 | 50 sp | 0
armor class: 12
cost:
  amount: 50 sp
  currency: sp
  source text: 50 sp
encumbrance: 0

candle
type: Equipment
name: Candle
slug: candle
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 4
equipment type: gear
position: 4
rules text: Candle | 1 cp | *
cost:
  amount: 1 cp
  currency: sp
  source text: 1 cp
encumbrance: *

carriage-travel-per-mile
type: Equipment
name: Carriage travel, per mile
slug: carriage-travel-per-mile
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 13
equipment type: transport
position: 13
rules text: Carriage travel, per mile | 2 cp
cost:
  amount: 2 cp
  currency: sp
  source text: 2 cp

cart-one-horse
type: Equipment
name: Cart, one-horse
slug: cart-one-horse
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 5
equipment type: gear
position: 5
rules text: Cart, one-horse | 50 sp | N/A
cost:
  amount: 50 sp
  currency: sp
  source text: 50 sp
encumbrance: N/A

casting-a-minor-spell
type: Equipment
name: Casting a minor spell
slug: casting-a-minor-spell
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 8
equipment type: service
position: 8
rules text: Casting a minor spell | 250 sp*
cost:
  amount: 250 sp*
  currency: sp
  source text: 250 sp*

chicken
type: Equipment
name: Chicken
slug: chicken
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 7
equipment type: transport
position: 7
rules text: Chicken | 5 cp
cost:
  amount: 5 cp
  currency: sp
  source text: 5 cp

claw-blades
type: Equipment
name: Claw Blades
slug: claw-blades
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 6
equipment type: weapon
position: 6
rules text: Claw Blades | 1d6 | 2/AC 13 | Str/Dex | - | S | 10 sp | 1
damage: 1d6
shock: 2/AC 13
range: -
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 1

clothes-common
type: Equipment
name: Clothes, common
slug: clothes-common
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 6
equipment type: gear
position: 6
rules text: Clothes, common | 25 sp | 1§
cost:
  amount: 25 sp
  currency: sp
  source text: 25 sp
encumbrance: 1§

clothes-fine
type: Equipment
name: Clothes, fine
slug: clothes-fine
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 7
equipment type: gear
position: 7
rules text: Clothes, fine | 100 sp | 1§
cost:
  amount: 100 sp
  currency: sp
  source text: 100 sp
encumbrance: 1§

clothes-noble
type: Equipment
name: Clothes, noble
slug: clothes-noble
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 8
equipment type: gear
position: 8
rules text: Clothes, noble | 500 sp | 2§
cost:
  amount: 500 sp
  currency: sp
  source text: 500 sp
encumbrance: 2§

club-great
type: Equipment
name: Club, Great
slug: club-great
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 8
equipment type: weapon
position: 8
rules text: Club, Great | 1d10 | 2/AC 15 | Str | - | 2H | 1 sp | 2
damage: 1d10
shock: 2/AC 15
range: -
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: 2

club
type: Equipment
name: Club
slug: club
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 7
equipment type: weapon
position: 7
rules text: Club | 1d4 | None | Str/Dex | 10/30 | T, LL | - | 1
damage: 1d4
shock: None
range: 10/30
encumbrance: 1

common-lifestyle-per-week
type: Equipment
name: Common lifestyle, per week
slug: common-lifestyle-per-week
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 2
equipment type: service
position: 2
rules text: Common lifestyle, per week | 20 sp
cost:
  amount: 20 sp
  currency: sp
  source text: 20 sp

common-prostitute
type: Equipment
name: Common Prostitute
slug: common-prostitute
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 2
equipment type: hireling
position: 2
rules text: Common Prostitute | 2 sp
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp
  per: day

cooking-utensils
type: Equipment
name: Cooking utensils
slug: cooking-utensils
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 9
equipment type: gear
position: 9
rules text: Cooking utensils | 4 sp | 1
cost:
  amount: 4 sp
  currency: sp
  source text: 4 sp
encumbrance: 1

cow
type: Equipment
name: Cow
slug: cow
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 5
equipment type: transport
position: 5
rules text: Cow | 10 sp
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp

criminal-tools
type: Equipment
name: Criminal Tools
slug: criminal-tools
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Gear Bundles
  line start: 3543
  line end: 3553
  table: Gear Bundles
  row: 2
equipment type: bundle
position: 2
rules text: Criminal Tools | 100 sp | 3
cost:
  amount: 100 sp
  currency: sp
  source text: 100 sp
encumbrance: 3

crossbow
type: Equipment
name: Crossbow
slug: crossbow
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 9
equipment type: weapon
position: 9
rules text: Crossbow | 1d10 | None | Dex | 100/300 | 2H, SR, PM | 10 sp | 1
damage: 1d10
shock: None
range: 100/300
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 1

crowbar
type: Equipment
name: Crowbar
slug: crowbar
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 10
equipment type: gear
position: 10
rules text: Crowbar | 4 sp | 1
cost:
  amount: 4 sp
  currency: sp
  source text: 4 sp
encumbrance: 1

cuirass-and-greaves
type: Equipment
name: Cuirass and Greaves
slug: cuirass-and-greaves
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 9
equipment type: armor
position: 9
rules text: Cuirass and Greaves | 15 | 250 sp | 2
armor class: 15
cost:
  amount: 250 sp
  currency: sp
  source text: 250 sp
encumbrance: 2

dagger
type: Equipment
name: Dagger
slug: dagger
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 10
equipment type: weapon
position: 10
rules text: Dagger | 1d4 | 1/AC 15 | Str/Dex | 30/60 | S, T, PM | 3 sp | 1
damage: 1d4
shock: 1/AC 15
range: 30/60
cost:
  amount: 3 sp
  currency: sp
  source text: 3 sp
encumbrance: 1

dog-working
type: Equipment
name: Dog, working
slug: dog-working
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 9
equipment type: transport
position: 9
rules text: Dog, working | 20 sp
cost:
  amount: 20 sp
  currency: sp
  source text: 20 sp

dragoman-or-skilled-interpreter
type: Equipment
name: Dragoman or Skilled Interpreter
slug: dragoman-or-skilled-interpreter
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 3
equipment type: hireling
position: 3
rules text: Dragoman or Skilled Interpreter | 10 sp
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
  per: day

dungeoneering-kit
type: Equipment
name: Dungeoneering Kit
slug: dungeoneering-kit
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Gear Bundles
  line start: 3543
  line end: 3553
  table: Gear Bundles
  row: 3
equipment type: bundle
position: 3
rules text: Dungeoneering Kit | 200 sp | 6
cost:
  amount: 200 sp
  currency: sp
  source text: 200 sp
encumbrance: 6

elite-courtesan
type: Equipment
name: Elite Courtesan
slug: elite-courtesan
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 4
equipment type: hireling
position: 4
rules text: Elite Courtesan | 100 sp
cost:
  amount: 100 sp
  currency: sp
  source text: 100 sp
  per: day

farmer
type: Equipment
name: Farmer
slug: farmer
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 5
equipment type: hireling
position: 5
rules text: Farmer | 1 sp
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
  per: day

firewood-one-night-s-fire
type: Equipment
name: Firewood, one night's fire
slug: firewood-one-night-s-fire
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 11
equipment type: gear
position: 11
rules text: Firewood, one night's fire | 2 cp | 4
cost:
  amount: 2 cp
  currency: sp
  source text: 2 cp
encumbrance: 4

flask-metal-one-pint
type: Equipment
name: Flask, metal, one pint
slug: flask-metal-one-pint
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 12
equipment type: gear
position: 12
rules text: Flask, metal, one pint | 3 sp | 1
cost:
  amount: 3 sp
  currency: sp
  source text: 3 sp
encumbrance: 1

grand-plate
type: Equipment
name: Grand Plate
slug: grand-plate
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 15
equipment type: armor
position: 15
rules text: Grand Plate | 16 | 2,000 sp | 3
armor class: 16
cost:
  amount: 2,000 sp
  currency: sp
  source text: 2,000 sp
encumbrance: 3

grappling-hook
type: Equipment
name: Grappling hook
slug: grappling-hook
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 13
equipment type: gear
position: 13
rules text: Grappling hook | 5 sp | 1
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp
encumbrance: 1

great-armor
type: Equipment
name: Great Armor
slug: great-armor
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 14
equipment type: armor
position: 14
rules text: Great Armor | 19 | 2,000 sp | 3
armor class: 19
cost:
  amount: 2,000 sp
  currency: sp
  source text: 2,000 sp
encumbrance: 3

guard-ordinary
type: Equipment
name: Guard, ordinary
slug: guard-ordinary
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 6
equipment type: hireling
position: 6
rules text: Guard, ordinary | 2 sp
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp
  per: day

guard-sergeant-for-every-ten-guards
type: Equipment
name: Guard, sergeant, for every ten guards
slug: guard-sergeant-for-every-ten-guards
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 7
equipment type: hireling
position: 7
rules text: Guard, sergeant, for every ten guards | 10 sp
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
  per: day

halberd
type: Equipment
name: Halberd
slug: halberd
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 11
equipment type: weapon
position: 11
rules text: Halberd | 1d10 | 2/AC 15 | Str | - | 2H, L | 50 sp | 2
damage: 1d10
shock: 2/AC 15
range: -
cost:
  amount: 50 sp
  currency: sp
  source text: 50 sp
encumbrance: 2

hammer-great
type: Equipment
name: Hammer, Great
slug: hammer-great
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 12
equipment type: weapon
position: 12
rules text: Hammer, Great | 1d10 | 2/AC 18 | Str | - | 2H | 50 sp | 2
damage: 1d10
shock: 2/AC 18
range: -
cost:
  amount: 50 sp
  currency: sp
  source text: 50 sp
encumbrance: 2

hammer-or-small-tool
type: Equipment
name: Hammer or small tool
slug: hammer-or-small-tool
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 14
equipment type: gear
position: 14
rules text: Hammer or small tool | 2 sp | 1
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp
encumbrance: 1

hammer-war
type: Equipment
name: Hammer, War
slug: hammer-war
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 13
equipment type: weapon
position: 13
rules text: Hammer, War | 1d8 | 1/AC 18 | Str | - | | 30 sp | 1
damage: 1d8
shock: 1/AC 18
range: -
cost:
  amount: 30 sp
  currency: sp
  source text: 30 sp
encumbrance: 1

healer-s-pouch
type: Equipment
name: Healer's pouch
slug: healer-s-pouch
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 15
equipment type: gear
position: 15
rules text: Healer's pouch | 5 sp | 1
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp
encumbrance: 1

hire-someone-for-a-major-crime
type: Equipment
name: Hire someone for a major crime
slug: hire-someone-for-a-major-crime
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 13
equipment type: service
position: 13
rules text: Hire someone for a major crime | 1,000 sp
cost:
  amount: 1,000 sp
  currency: sp
  source text: 1,000 sp

hire-someone-for-a-minor-crime
type: Equipment
name: Hire someone for a minor crime
slug: hire-someone-for-a-minor-crime
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 12
equipment type: service
position: 12
rules text: Hire someone for a minor crime | 50 sp
cost:
  amount: 50 sp
  currency: sp
  source text: 50 sp

hire-someone-for-an-infamous-crime
type: Equipment
name: Hire someone for an infamous crime
slug: hire-someone-for-an-infamous-crime
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 14
equipment type: service
position: 14
rules text: Hire someone for an infamous crime | 25,000 sp
cost:
  amount: 25,000 sp
  currency: sp
  source text: 25,000 sp

horse-battle-trained
type: Equipment
name: Horse, battle-trained
slug: horse-battle-trained
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 3
equipment type: transport
position: 3
rules text: Horse, battle-trained | 2,000 sp
cost:
  amount: 2,000 sp
  currency: sp
  source text: 2,000 sp

horse-draft
type: Equipment
name: Horse, draft
slug: horse-draft
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 2
equipment type: transport
position: 2
rules text: Horse, draft | 150 sp
cost:
  amount: 150 sp
  currency: sp
  source text: 150 sp

horse-riding
type: Equipment
name: Horse, riding
slug: horse-riding
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 1
equipment type: transport
position: 1
rules text: Horse, riding | 200 sp
cost:
  amount: 200 sp
  currency: sp
  source text: 200 sp

hurlant-bolts-20
type: Equipment
name: Hurlant bolts, 20
slug: hurlant-bolts-20
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 16
equipment type: gear
position: 16
rules text: Hurlant bolts, 20 | 20 sp | 1
cost:
  amount: 20 sp
  currency: sp
  source text: 20 sp
encumbrance: 1

hurlant-great
type: Equipment
name: Hurlant, Great
slug: hurlant-great
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 14
equipment type: weapon
position: 14
rules text: Hurlant, Great | 3d10 | None | Dex | 600/2,400 | FX, SS, AP | 10,000 sp | 15
damage: 3d10
shock: None
range: 600/2,400
cost:
  amount: 10,000 sp
  currency: sp
  source text: 10,000 sp
encumbrance: 15

hurlant-hand
type: Equipment
name: Hurlant, Hand
slug: hurlant-hand
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 15
equipment type: weapon
position: 15
rules text: Hurlant, Hand | 1d12 | None | Dex | 30/60 | SS, AP | 1,000 sp | 1
damage: 1d12
shock: None
range: 30/60
cost:
  amount: 1,000 sp
  currency: sp
  source text: 1,000 sp
encumbrance: 1

hurlant-long
type: Equipment
name: Hurlant, Long
slug: hurlant-long
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 16
equipment type: weapon
position: 16
rules text: Hurlant, Long | 2d8 | None | Dex | 200/600 | 2H, SS, AP, PM | 4,000 sp | 2
damage: 2d8
shock: None
range: 200/600
cost:
  amount: 4,000 sp
  currency: sp
  source text: 4,000 sp
encumbrance: 2

impoverished-lifestyle-per-week
type: Equipment
name: Impoverished lifestyle, per week
slug: impoverished-lifestyle-per-week
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 1
equipment type: service
position: 1
rules text: Impoverished lifestyle, per week | 5 sp
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp

iron-spikes-10
type: Equipment
name: Iron spikes, 10
slug: iron-spikes-10
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 17
equipment type: gear
position: 17
rules text: Iron spikes, 10 | 1 sp | 1
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: 1

lantern
type: Equipment
name: Lantern
slug: lantern
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 18
equipment type: gear
position: 18
rules text: Lantern | 10 sp | 1
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 1

large-shield
type: Equipment
name: Large Shield
slug: large-shield
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 18
equipment type: shield
position: 18
rules text: Large Shield | 14 | 10 sp | 1
armor class: 14
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 1

lawyer-or-pleader
type: Equipment
name: Lawyer or Pleader
slug: lawyer-or-pleader
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 8
equipment type: hireling
position: 8
rules text: Lawyer or Pleader | 10 sp
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
  per: day

lifting-a-curse-or-undoing-magic
type: Equipment
name: Lifting a curse or undoing magic
slug: lifting-a-curse-or-undoing-magic
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 7
equipment type: service
position: 7
rules text: Lifting a curse or undoing magic | 1,000 sp*
cost:
  amount: 1,000 sp*
  currency: sp
  source text: 1,000 sp*

linothorax
type: Equipment
name: Linothorax
slug: linothorax
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 4
equipment type: armor
position: 4
rules text: Linothorax | 13 | 20 sp | 1
armor class: 13
cost:
  amount: 20 sp
  currency: sp
  source text: 20 sp
encumbrance: 1

mace
type: Equipment
name: Mace
slug: mace
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 17
equipment type: weapon
position: 17
rules text: Mace | 1d6 | 1/AC 18 | Str | - | LL | 15 sp | 1
damage: 1d6
shock: 1/AC 18
range: -
cost:
  amount: 15 sp
  currency: sp
  source text: 15 sp
encumbrance: 1

mage-of-minor-abilities
type: Equipment
name: Mage of Minor Abilities
slug: mage-of-minor-abilities
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 9
equipment type: hireling
position: 9
rules text: Mage of Minor Abilities | 200 sp
cost:
  amount: 200 sp
  currency: sp
  source text: 200 sp
  per: day

magical-curing-of-a-disease
type: Equipment
name: Magical curing of a disease
slug: magical-curing-of-a-disease
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 6
equipment type: service
position: 6
rules text: Magical curing of a disease | 500 sp*
cost:
  amount: 500 sp*
  currency: sp
  source text: 500 sp*

magical-healing-of-wounds
type: Equipment
name: Magical healing of wounds
slug: magical-healing-of-wounds
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 5
equipment type: service
position: 5
rules text: Magical healing of wounds | 10 sp/hp*
cost:
  amount: 10 sp/hp*
  currency: sp
  source text: 10 sp/hp*

mail-hauberk
type: Equipment
name: Mail Hauberk
slug: mail-hauberk
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 12
equipment type: armor
position: 12
rules text: Mail Hauberk | 16 | 750 sp | 2
armor class: 16
cost:
  amount: 750 sp
  currency: sp
  source text: 750 sp
encumbrance: 2

mail-shirt
type: Equipment
name: Mail Shirt
slug: mail-shirt
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 8
equipment type: armor
position: 8
rules text: Mail Shirt | 14 | 250 sp | 1
armor class: 14
cost:
  amount: 250 sp
  currency: sp
  source text: 250 sp
encumbrance: 1

merchant-ship
type: Equipment
name: Merchant ship
slug: merchant-ship
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 16
equipment type: transport
position: 16
rules text: Merchant ship | 5,000 sp
cost:
  amount: 5,000 sp
  currency: sp
  source text: 5,000 sp

mirror-hand
type: Equipment
name: Mirror, hand
slug: mirror-hand
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 19
equipment type: gear
position: 19
rules text: Mirror, hand | 10 sp | *
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: *

mule
type: Equipment
name: Mule
slug: mule
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 4
equipment type: transport
position: 4
rules text: Mule | 30 sp
cost:
  amount: 30 sp
  currency: sp
  source text: 30 sp

mundane-physician
type: Equipment
name: Mundane Physician
slug: mundane-physician
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 10
equipment type: hireling
position: 10
rules text: Mundane Physician | 10 sp
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
  per: day

navigator
type: Equipment
name: Navigator
slug: navigator
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 13
equipment type: hireling
position: 13
rules text: Navigator | 5 sp
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp
  per: day

no-armor
type: Equipment
name: No Armor
slug: no-armor
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 1
equipment type: armor
position: 1
rules text: No Armor | 10 | None | N/A
armor class: 10
cost:
  amount: None
  currency: sp
  source text: None
encumbrance: N/A

noble-courtier-outfit
type: Equipment
name: Noble Courtier Outfit
slug: noble-courtier-outfit
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Gear Bundles
  line start: 3543
  line end: 3553
  table: Gear Bundles
  row: 4
equipment type: bundle
position: 4
rules text: Noble Courtier Outfit | 1,000 sp | 2
cost:
  amount: 1,000 sp
  currency: sp
  source text: 1,000 sp
encumbrance: 2

noble-lifestyle-per-week
type: Equipment
name: Noble lifestyle, per week
slug: noble-lifestyle-per-week
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 4
equipment type: service
position: 4
rules text: Noble lifestyle, per week | 1,000 sp
cost:
  amount: 1,000 sp
  currency: sp
  source text: 1,000 sp

oil-one-pint
type: Equipment
name: Oil, one pint
slug: oil-one-pint
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 20
equipment type: gear
position: 20
rules text: Oil, one pint | 1 sp | 1#
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: 1#

ox-plow-trained
type: Equipment
name: Ox, plow-trained
slug: ox-plow-trained
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 6
equipment type: transport
position: 6
rules text: Ox, plow-trained | 15 sp
cost:
  amount: 15 sp
  currency: sp
  source text: 15 sp

paper-10-sheets
type: Equipment
name: Paper, 10 sheets
slug: paper-10-sheets
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 21
equipment type: gear
position: 21
rules text: Paper, 10 sheets | 1 sp | *
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: *

performer-s-implements
type: Equipment
name: Performer’s Implements
slug: performer-s-implements
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Gear Bundles
  line start: 3543
  line end: 3553
  table: Gear Bundles
  row: 5
equipment type: bundle
position: 5
rules text: Performer’s Implements | 100 sp | 3
cost:
  amount: 100 sp
  currency: sp
  source text: 100 sp
encumbrance: 3

pieced-armor
type: Equipment
name: Pieced Armor
slug: pieced-armor
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 6
equipment type: armor
position: 6
rules text: Pieced Armor | 14 | 100 sp | 2
armor class: 14
cost:
  amount: 100 sp
  currency: sp
  source text: 100 sp
encumbrance: 2

pig
type: Equipment
name: Pig
slug: pig
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 8
equipment type: transport
position: 8
rules text: Pig | 3 sp
cost:
  amount: 3 sp
  currency: sp
  source text: 3 sp

pike
type: Equipment
name: Pike
slug: pike
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 18
equipment type: weapon
position: 18
rules text: Pike | 1d8 | 1/AC 18 | Str | - | 2H, L | 10 sp | 2
damage: 1d8
shock: 1/AC 18
range: -
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 2

plate-armor
type: Equipment
name: Plate Armor
slug: plate-armor
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 13
equipment type: armor
position: 13
rules text: Plate Armor | 17 | 1,000 sp | 2
armor class: 17
cost:
  amount: 1,000 sp
  currency: sp
  source text: 1,000 sp
encumbrance: 2

porter-only-for-relatively-safe-roads
type: Equipment
name: Porter only for relatively safe roads
slug: porter-only-for-relatively-safe-roads
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 12
equipment type: hireling
position: 12
rules text: Porter only for relatively safe roads | 1 sp
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
  per: day

porter-willing-to-go-into-the-wilds
type: Equipment
name: Porter willing to go into the wilds
slug: porter-willing-to-go-into-the-wilds
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 11
equipment type: hireling
position: 11
rules text: Porter willing to go into the wilds | 5 sp
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp
  per: day

rations-one-week
type: Equipment
name: Rations, one week
slug: rations-one-week
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 22
equipment type: gear
position: 22
rules text: Rations, one week | 5 sp | 4
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp
encumbrance: 4

rich-lifestyle-per-week
type: Equipment
name: Rich lifestyle, per week
slug: rich-lifestyle-per-week
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Services and Living Expenses
  line start: 3607
  line end: 3627
  table: Services and Living Expenses
  row: 3
equipment type: service
position: 3
rules text: Rich lifestyle, per week | 200 sp
cost:
  amount: 200 sp
  currency: sp
  source text: 200 sp

river-ferry-per-passenger
type: Equipment
name: River ferry, per passenger
slug: river-ferry-per-passenger
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 11
equipment type: transport
position: 11
rules text: River ferry, per passenger | 5 cp
cost:
  amount: 5 cp
  currency: sp
  source text: 5 cp

rope-50
type: Equipment
name: Rope, 50'
slug: rope-50
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 23
equipment type: gear
position: 23
rules text: Rope, 50' | 2 sp | 2
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp
encumbrance: 2

rowboat
type: Equipment
name: Rowboat
slug: rowboat
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 14
equipment type: transport
position: 14
rules text: Rowboat | 30 sp
cost:
  amount: 30 sp
  currency: sp
  source text: 30 sp

sack
type: Equipment
name: Sack
slug: sack
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 24
equipment type: gear
position: 24
rules text: Sack | 1 sp | 1
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: 1

sage-per-question-answered
type: Equipment
name: Sage, per question answered
slug: sage-per-question-answered
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 14
equipment type: hireling
position: 14
rules text: Sage, per question answered | 200 sp
cost:
  amount: 200 sp
  currency: sp
  source text: 200 sp
  per: day

sailor
type: Equipment
name: Sailor
slug: sailor
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 15
equipment type: hireling
position: 15
rules text: Sailor | 1 sp
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
  per: day

scaled-armor
type: Equipment
name: Scaled Armor
slug: scaled-armor
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 10
equipment type: armor
position: 10
rules text: Scaled Armor | 16 | 500 sp | 3
armor class: 16
cost:
  amount: 500 sp
  currency: sp
  source text: 500 sp
encumbrance: 3

scribe-or-clerk
type: Equipment
name: Scribe or Clerk
slug: scribe-or-clerk
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 16
equipment type: hireling
position: 16
rules text: Scribe or Clerk | 3 sp
cost:
  amount: 3 sp
  currency: sp
  source text: 3 sp
  per: day

sheep-or-goat
type: Equipment
name: Sheep or goat
slug: sheep-or-goat
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 10
equipment type: transport
position: 10
rules text: Sheep or goat | 5 sp
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp

shield-bash-large
type: Equipment
name: Shield Bash, Large
slug: shield-bash-large
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 19
equipment type: weapon
position: 19
rules text: Shield Bash, Large | 1d6 | 1/AC 13 | Str | - | LL | - | -
damage: 1d6
shock: 1/AC 13
range: -
encumbrance: -

shield-bash-small
type: Equipment
name: Shield Bash, Small
slug: shield-bash-small
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 20
equipment type: weapon
position: 20
rules text: Shield Bash, Small | 1d4 | None | Str/Dex | - | LL | - | -
damage: 1d4
shock: None
range: -
encumbrance: -

ship-passage-per-expected-day
type: Equipment
name: Ship passage, per expected day
slug: ship-passage-per-expected-day
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 12
equipment type: transport
position: 12
rules text: Ship passage, per expected day | 2 sp
cost:
  amount: 2 sp
  currency: sp
  source text: 2 sp

shovel-pick-or-similar-tool
type: Equipment
name: Shovel, pick, or similar tool
slug: shovel-pick-or-similar-tool
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 25
equipment type: gear
position: 25
rules text: Shovel, pick, or similar tool | 4 sp | 2
cost:
  amount: 4 sp
  currency: sp
  source text: 4 sp
encumbrance: 2

skilled-artisan
type: Equipment
name: Skilled Artisan
slug: skilled-artisan
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 17
equipment type: hireling
position: 17
rules text: Skilled Artisan | 5 sp
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp
  per: day

small-fishing-boat
type: Equipment
name: Small fishing boat
slug: small-fishing-boat
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 15
equipment type: transport
position: 15
rules text: Small fishing boat | 200 sp
cost:
  amount: 200 sp
  currency: sp
  source text: 200 sp

small-shield
type: Equipment
name: Small Shield
slug: small-shield
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 17
equipment type: shield
position: 17
rules text: Small Shield | 13 | 20 sp | 1
armor class: 13
cost:
  amount: 20 sp
  currency: sp
  source text: 20 sp
encumbrance: 1

spear-heavy
type: Equipment
name: Spear, Heavy
slug: spear-heavy
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 21
equipment type: weapon
position: 21
rules text: Spear, Heavy | 1d10 | 2/AC 15 | Str | - | 2H | 10 sp | 2
damage: 1d10
shock: 2/AC 15
range: -
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 2

spear-light
type: Equipment
name: Spear, Light
slug: spear-light
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 22
equipment type: weapon
position: 22
rules text: Spear, Light | 1d6 | 2/AC 13 | Str/Dex | 30/60 | T | 5 sp | 1
damage: 1d6
shock: 2/AC 13
range: 30/60
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp
encumbrance: 1

staff
type: Equipment
name: Staff
slug: staff
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 24
equipment type: weapon
position: 24
rules text: Staff | 1d6 | 1/AC 13 | Str/Dex | - | 2H, LL | 1 sp | 1
damage: 1d6
shock: 1/AC 13
range: -
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: 1

stiletto
type: Equipment
name: Stiletto
slug: stiletto
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 25
equipment type: weapon
position: 25
rules text: Stiletto | 1d4 | 1/AC 18 | Dex | - | S, PM | 10 sp | 1
damage: 1d4
shock: 1/AC 18
range: -
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 1

sword-great
type: Equipment
name: Sword, Great
slug: sword-great
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 26
equipment type: weapon
position: 26
rules text: Sword, Great | 1d12 | 2/AC 15 | Str | - | 2H | 250 sp | 2
damage: 1d12
shock: 2/AC 15
range: -
cost:
  amount: 250 sp
  currency: sp
  source text: 250 sp
encumbrance: 2

sword-long
type: Equipment
name: Sword, Long
slug: sword-long
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 27
equipment type: weapon
position: 27
rules text: Sword, Long | 1d8 | 2/AC 13 | Str/Dex | - | | 100 sp | 1
damage: 1d8
shock: 2/AC 13
range: -
cost:
  amount: 100 sp
  currency: sp
  source text: 100 sp
encumbrance: 1

sword-short
type: Equipment
name: Sword, Short
slug: sword-short
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 28
equipment type: weapon
position: 28
rules text: Sword, Short | 1d6 | 2/AC 15 | Str/Dex | - | | 10 sp | 1
damage: 1d6
shock: 2/AC 15
range: -
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
encumbrance: 1

throwing-blade
type: Equipment
name: Throwing Blade
slug: throwing-blade
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 23
equipment type: weapon
position: 23
rules text: Throwing Blade | 1d4 | None | Dex | 30/60 | S, T, N | 3 sp | 1
damage: 1d4
shock: None
range: 30/60
cost:
  amount: 3 sp
  currency: sp
  source text: 3 sp
encumbrance: 1

tinder-box
type: Equipment
name: Tinder box
slug: tinder-box
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 26
equipment type: gear
position: 26
rules text: Tinder box | 1 sp | *
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: *

torch
type: Equipment
name: Torch
slug: torch
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 27
equipment type: gear
position: 27
rules text: Torch | 2 cp | 1#
cost:
  amount: 2 cp
  currency: sp
  source text: 2 cp
encumbrance: 1#

unarmed-attack
type: Equipment
name: Unarmed Attack
slug: unarmed-attack
source: wwn-srd-v1
source locator:
  section: 3.4.2
  heading: 3.4.2 Types of Weapons
  line start: 3699
  line end: 3764
  table: 3.4.2 Types of Weapons
  row: 29
equipment type: weapon
position: 29
rules text: Unarmed Attack | 1d2+Skill | None | Str/Dex | - | LL | - | -
damage: 1d2+Skill
shock: None
range: -
encumbrance: -

unskilled-laborer
type: Equipment
name: Unskilled Laborer
slug: unskilled-laborer
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 18
equipment type: hireling
position: 18
rules text: Unskilled Laborer | 1 sp
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
  per: day

veteran-sellsword
type: Equipment
name: Veteran Sellsword
slug: veteran-sellsword
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 19
equipment type: hireling
position: 19
rules text: Veteran Sellsword | 10 sp
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
  per: day

war-galleon
type: Equipment
name: War galleon
slug: war-galleon
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Beasts and Transport
  line start: 3517
  line end: 3538
  table: Beasts and Transport
  row: 17
equipment type: transport
position: 17
rules text: War galleon | 50,000 sp
cost:
  amount: 50,000 sp
  currency: sp
  source text: 50,000 sp

war-robe
type: Equipment
name: War Robe
slug: war-robe
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 5
equipment type: armor
position: 5
rules text: War Robe | 14 | 50 sp | 3
armor class: 14
cost:
  amount: 50 sp
  currency: sp
  source text: 50 sp
encumbrance: 3

war-shirt
type: Equipment
name: War Shirt
slug: war-shirt
source: wwn-srd-v1
source locator:
  section: 3.3.3
  heading: Armor
  line start: 3658
  line end: 3686
  table: Armor
  row: 2
equipment type: armor
position: 2
rules text: War Shirt | 11 | 5 sp | 0
armor class: 11
cost:
  amount: 5 sp
  currency: sp
  source text: 5 sp
encumbrance: 0

waterskin-one-gallon
type: Equipment
name: Waterskin, one gallon
slug: waterskin-one-gallon
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 28
equipment type: gear
position: 28
rules text: Waterskin, one gallon | 1 sp | 1
cost:
  amount: 1 sp
  currency: sp
  source text: 1 sp
encumbrance: 1

wilderness-guide
type: Equipment
name: Wilderness Guide
slug: wilderness-guide
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Hirelings and Day Labor
  line start: 3568
  line end: 3592
  table: Hirelings and Day Labor
  row: 20
equipment type: hireling
position: 20
rules text: Wilderness Guide | 10 sp
cost:
  amount: 10 sp
  currency: sp
  source text: 10 sp
  per: day

wilderness-travel-gear
type: Equipment
name: Wilderness Travel Gear
slug: wilderness-travel-gear
source: wwn-srd-v1
source locator:
  section: 3.2.1
  heading: Gear Bundles
  line start: 3543
  line end: 3553
  table: Gear Bundles
  row: 6
equipment type: bundle
position: 6
rules text: Wilderness Travel Gear | 100 sp | 5
cost:
  amount: 100 sp
  currency: sp
  source text: 100 sp
encumbrance: 5

writing-kit
type: Equipment
name: Writing kit
slug: writing-kit
source: wwn-srd-v1
source locator:
  section: 3.2.0
  heading: Adventuring Gear
  line start: 3477
  line end: 3516
  table: Adventuring Gear
  row: 29
equipment type: gear
position: 29
rules text: Writing kit | 3 sp | 1
cost:
  amount: 3 sp
  currency: sp
  source text: 3 sp
encumbrance: 1

2h
type: WeaponTrait
name: 2H
slug: 2h
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: 2H
rules text: Two Handed. The weapon requires two hands to use in combat. Ranged two-handed weapons cannot be fired effectively while an enemy is within melee range.

ap
type: WeaponTrait
name: AP
slug: ap
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: AP
rules text: Armor Piercing. This weapon ignores non-magical hides, armor and shields for purposes of its hit rolls.

fx
type: WeaponTrait
name: FX
slug: fx
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: FX
rules text: Fixed. The weapon is too heavy and clumsy to use without a fixed position and at least five minutes to entrench it.

https://cheeleong.dev/wwn-system-json/objects/weapon-traits/l
type: WeaponTrait
name: L
slug: l
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: L
rules text: Long. The weapon is unusually long, allowing melee attacks to be made at targets up to 10 feet distant, even if an ally is in the way. Even so, the wielder still needs to be within five feet of a foe to count as being in melee with them for purposes of forcing Fighting Withdrawals, disrupting large ranged weapons, or similar maneuvers.

ll
type: WeaponTrait
name: LL
slug: ll
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: LL
rules text: Less Lethal. Foes brought to zero hit points by this weapon can always be left alive at the wielder’s discretion.

https://cheeleong.dev/wwn-system-json/objects/weapon-traits/n
type: WeaponTrait
name: N
slug: n
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: N
rules text: Numerous. Five of these count as only one Readied item.

pm
type: WeaponTrait
name: PM
slug: pm
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: PM
rules text: Precisely Murderous. When used for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even if it succeeds.

https://cheeleong.dev/wwn-system-json/objects/weapon-traits/r
type: WeaponTrait
name: R
slug: r
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: R
rules text: Reload. The weapon takes a Move action to reload. If the user has

https://cheeleong.dev/wwn-system-json/objects/weapon-traits/s
type: WeaponTrait
name: S
slug: s
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: S
rules text: Subtle. Can be easily hidden in clothing or jewelry.

sr
type: WeaponTrait
name: SR
slug: sr
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: SR
rules text: Slow Reload. It takes a Main Action to reload this weapon.

ss
type: WeaponTrait
name: SS
slug: ss
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: SS
rules text: Single Shot. This weapon takes ten rounds to reload, and the reloading effort is spoiled if an enemy melees the wielder.

https://cheeleong.dev/wwn-system-json/objects/weapon-traits/t
type: WeaponTrait
name: T
slug: t
source: wwn-srd-v1
source locator:
  section: 3.4.3
  heading: 3.4.3 Weapon Traits
  line start: 3765
  line end: 3778
code: T
rules text: Throwable. While the weapon can be used in melee, it may be thrown out to the listed range as well, albeit it does no Shock in that case. Throwing a weapon while in melee applies a -4 penalty to the hit roll.

apex-predator
type: Foe
name: Apex Predator
slug: apex-predator
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Animals
  line start: 4418
  line end: 4428
  table: Normal Animals
  row: 3
foe kind: Apex Predator
rules text: Apex Predator | 6 | 13 | +6 x2 | 1d8 | 2/13 | 40' | 8 | 6 | +2 | 12+
position: 3
hit dice: 6
armor class: 13
attack bonus: +6 x2
damage: 1d8
move: 40'
morale: 8
instinct: 6
saving throw: 12+
attacks:
  source text: +6 x2

automaton-humanlike
type: Foe
name: Automaton, Humanlike
slug: automaton-humanlike
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 1
foe kind: Automaton, Humanlike
rules text: Automaton, Humanlike | 2 | 13 | +2 | Wpn | Wpn | 30' | 12 | 3 | +1 | 14+
position: 1
hit dice: 2
armor class: 13
attack bonus: +2
damage: Wpn
move: 30'
morale: 12
instinct: 3
saving throw: 14+
attacks:
  source text: +2

automaton-laborer
type: Foe
name: Automaton, Laborer
slug: automaton-laborer
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 2
foe kind: Automaton, Laborer
rules text: Automaton, Laborer | 2 | 15 | +2 | 1d6 | 1/13 | 30' | 12 | 3 | +1 | 14+
position: 2
hit dice: 2
armor class: 15
attack bonus: +2
damage: 1d6
move: 30'
morale: 12
instinct: 3
saving throw: 14+
attacks:
  source text: +2

automaton-military
type: Foe
name: Automaton, Military
slug: automaton-military
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 3
foe kind: Automaton, Military
rules text: Automaton, Military | 4 | 18 | +5 | 1d10+2 | 4/15 | 30' | 12 | 3 | +1 | 13+
position: 3
hit dice: 4
armor class: 18
attack bonus: +5
damage: 1d10+2
move: 30'
morale: 12
instinct: 3
saving throw: 13+
attacks:
  source text: +5

automaton-warbot
type: Foe
name: Automaton, Warbot
slug: automaton-warbot
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 4
foe kind: Automaton, Warbot
rules text: Automaton, Warbot | 10 | 20 | +12 x3 | 1d12+5 | 7/- | 40' | 12 | 2 | +2 | 10+
position: 4
hit dice: 10
armor class: 20
attack bonus: +12 x3
damage: 1d12+5
move: 40'
morale: 12
instinct: 2
saving throw: 10+
attacks:
  source text: +12 x3

barbarian-fighter
type: Foe
name: Barbarian Fighter
slug: barbarian-fighter
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 3
foe kind: Barbarian Fighter
rules text: Barbarian Fighter | 1 | 13a | +2 | Wpn+1 | Wpn+1 | 30' | 8 | 5 | +1 | 15+
position: 3
hit dice: 1
armor class: 13a
attack bonus: +2
damage: Wpn+1
move: 30'
morale: 8
instinct: 5
saving throw: 15+
attacks:
  source text: +2

barbarian-warlord
type: Foe
name: Barbarian Warlord
slug: barbarian-warlord
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 9
foe kind: Barbarian Warlord
rules text: Barbarian Warlord | 8 | 16a | +10 x2 | Wpn+4 | Wpn+4/- | 30' | 10 | 3 | +2 | 11+
position: 9
hit dice: 8
armor class: 16a
attack bonus: +10 x2
damage: Wpn+4
move: 30'
morale: 10
instinct: 3
saving throw: 11+
attacks:
  source text: +10 x2

elephantine-grazer
type: Foe
name: Elephantine Grazer
slug: elephantine-grazer
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Animals
  line start: 4418
  line end: 4428
  table: Normal Animals
  row: 6
foe kind: Elephantine Grazer
rules text: Elephantine Grazer | 6 | 13 | +5 | 2d8 | None | 40' | 7 | 6 | +1 | 12+
position: 6
hit dice: 6
armor class: 13
attack bonus: +5
damage: 2d8
move: 40'
morale: 7
instinct: 6
saving throw: 12+
attacks:
  source text: +5

elites-or-special-guards
type: Foe
name: Elites or Special Guards
slug: elites-or-special-guards
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 6
foe kind: Elites or Special Guards
rules text: Elites or Special Guards | 3 | 18a | +4 | Wpn+2 | Wpn+2 | 30' | 10 | 2 | +2 | 14+
position: 6
hit dice: 3
armor class: 18a
attack bonus: +4
damage: Wpn+2
move: 30'
morale: 10
instinct: 2
saving throw: 14+
attacks:
  source text: +4

famous-arch-mage
type: Foe
name: Famous Arch-Mage
slug: famous-arch-mage
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Spellcasters
  line start: 4406
  line end: 4417
  table: Spellcasters
  row: 5
foe kind: Famous Arch-Mage
rules text: Famous Arch-Mage | 10 | 13 | +2 | Wpn | Wpn | 30' | 9 | 2 | +3 | 10+
position: 5
hit dice: 10
armor class: 13
attack bonus: +2
damage: Wpn
move: 30'
morale: 9
instinct: 2
saving throw: 10+
attacks:
  source text: +2

great-warrior-king
type: Foe
name: Great Warrior King
slug: great-warrior-king
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 12
foe kind: Great Warrior King
rules text: Great Warrior King | 12 | 18a | +14 x2 | Wpn+5 | Wpn+5/- | 30' | 10 | 1 | +3 | 9+
position: 12
hit dice: 12
armor class: 18a
attack bonus: +14 x2
damage: Wpn+5
move: 30'
morale: 10
instinct: 1
saving throw: 9+
attacks:
  source text: +14 x2

herd-beast
type: Foe
name: Herd Beast
slug: herd-beast
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Animals
  line start: 4418
  line end: 4428
  table: Normal Animals
  row: 4
foe kind: Herd Beast
rules text: Herd Beast | 2 | 11 | +2 | 1d4 | None | 40' | 7 | 6 | +1 | 14+
position: 4
hit dice: 2
armor class: 11
attack bonus: +2
damage: 1d4
move: 40'
morale: 7
instinct: 6
saving throw: 14+
attacks:
  source text: +2

knight-or-minor-hero
type: Foe
name: Knight or Minor Hero
slug: knight-or-minor-hero
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 7
foe kind: Knight or Minor Hero
rules text: Knight or Minor Hero | 4 | 18a | +6 | Wpn+2 | Wpn+2 | 30' | 10 | 1 | +2 | 13+
position: 7
hit dice: 4
armor class: 18a
attack bonus: +6
damage: Wpn+2
move: 30'
morale: 10
instinct: 1
saving throw: 13+
attacks:
  source text: +6

large-solitary-predator
type: Foe
name: Large Solitary Predator
slug: large-solitary-predator
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Animals
  line start: 4418
  line end: 4428
  table: Normal Animals
  row: 2
foe kind: Large Solitary Predator
rules text: Large Solitary Predator | 5 | 13 | +6 | 1d8 | 2/13 | 30' | 8 | 6 | +1 | 13+
position: 2
hit dice: 5
armor class: 13
attack bonus: +6
damage: 1d8
move: 30'
morale: 8
instinct: 6
saving throw: 13+
attacks:
  source text: +6

legendary-god-titan
type: Foe
name: Legendary God-Titan
slug: legendary-god-titan
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 12
foe kind: Legendary God-Titan
rules text: Legendary God-Titan | 20 | 22 | +20 x3 | 2d10+5 | 10/- | 40' | 10 | 3 | +3 | 2+
position: 12
hit dice: 20
armor class: 22
attack bonus: +20 x3
damage: 2d10+5
move: 40'
morale: 10
instinct: 3
saving throw: 2+
attacks:
  source text: +20 x3

major-hero
type: Foe
name: Major Hero
slug: major-hero
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 11
foe kind: Major Hero
rules text: Major Hero | 10 | 18a | +12 x2 | Wpn+5 | Wpn+5/- | 30' | 10 | 2 | +3 | 10+
position: 11
hit dice: 10
armor class: 18a
attack bonus: +12 x2
damage: Wpn+5
move: 30'
morale: 10
instinct: 2
saving throw: 10+
attacks:
  source text: +12 x2

master-wizard
type: Foe
name: Master Wizard
slug: master-wizard
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Spellcasters
  line start: 4406
  line end: 4417
  table: Spellcasters
  row: 4
foe kind: Master Wizard
rules text: Master Wizard | 8 | 13 | +1 | Wpn | Wpn | 30' | 9 | 3 | +2 | 11+
position: 4
hit dice: 8
armor class: 13
attack bonus: +1
damage: Wpn
move: 30'
morale: 9
instinct: 3
saving throw: 11+
attacks:
  source text: +1

mighty-general
type: Foe
name: Mighty General
slug: mighty-general
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 10
foe kind: Mighty General
rules text: Mighty General | 8 | 18a | +10 | Wpn+4 | Wpn+4/- | 30' | 10 | 1 | +3 | 11+
position: 10
hit dice: 8
armor class: 18a
attack bonus: +10
damage: Wpn+4
move: 30'
morale: 10
instinct: 1
saving throw: 11+
attacks:
  source text: +10

peaceful-human
type: Foe
name: Peaceful Human
slug: peaceful-human
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 1
foe kind: Peaceful Human
rules text: Peaceful Human | 1 | 10 | +0 | Wpn | Wpn | 30' | 7 | 5 | +1 | 15+
position: 1
hit dice: 1
armor class: 10
attack bonus: +0
damage: Wpn
move: 30'
morale: 7
instinct: 5
saving throw: 15+
attacks:
  source text: +0

petty-mage
type: Foe
name: Petty Mage
slug: petty-mage
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Spellcasters
  line start: 4406
  line end: 4417
  table: Spellcasters
  row: 1
foe kind: Petty Mage
rules text: Petty Mage | 2 | 10 | +1 | Wpn | Wpn | 30' | 8 | 4 | +1 | 14+
position: 1
hit dice: 2
armor class: 10
attack bonus: +1
damage: Wpn
move: 30'
morale: 8
instinct: 4
saving throw: 14+
attacks:
  source text: +1

predator-hellbeast
type: Foe
name: Predator, Hellbeast
slug: predator-hellbeast
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 9
foe kind: Predator, Hellbeast
rules text: Predator, Hellbeast | 10 | 18 | +12 x4 | 1d10+5 | 6/- | 60' | 11 | 4 | +3 | 10+
position: 9
hit dice: 10
armor class: 18
attack bonus: +12 x4
damage: 1d10+5
move: 60'
morale: 11
instinct: 4
saving throw: 10+
attacks:
  source text: +12 x4

predator-hulking
type: Foe
name: Predator, Hulking
slug: predator-hulking
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 8
foe kind: Predator, Hulking
rules text: Predator, Hulking | 10 | 15 | +12 x2 | 2d6+3 | 6/15 | 30' | 10 | 4 | +1 | 10+
position: 8
hit dice: 10
armor class: 15
attack bonus: +12 x2
damage: 2d6+3
move: 30'
morale: 10
instinct: 4
saving throw: 10+
attacks:
  source text: +12 x2

predator-large-vicious
type: Foe
name: Predator, Large Vicious
slug: predator-large-vicious
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 7
foe kind: Predator, Large Vicious
rules text: Predator, Large Vicious | 6 | 13 | +7 x2 | 2d6 | 2/15 | 40' | 9 | 5 | +2 | 13+
position: 7
hit dice: 6
armor class: 13
attack bonus: +7 x2
damage: 2d6
move: 40'
morale: 9
instinct: 5
saving throw: 13+
attacks:
  source text: +7 x2

predator-small-vicious
type: Foe
name: Predator, Small Vicious
slug: predator-small-vicious
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 6
foe kind: Predator, Small Vicious
rules text: Predator, Small Vicious | 1 | 14 | +1 | 1d4 | 1/13 | 30' | 7 | 5 | +1 | 15+
position: 6
hit dice: 1
armor class: 14
attack bonus: +1
damage: 1d4
move: 30'
morale: 7
instinct: 5
saving throw: 15+
attacks:
  source text: +1

skilled-sorcerer
type: Foe
name: Skilled Sorcerer
slug: skilled-sorcerer
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Spellcasters
  line start: 4406
  line end: 4417
  table: Spellcasters
  row: 3
foe kind: Skilled Sorcerer
rules text: Skilled Sorcerer | 5 | 10 | +1 | Wpn | Wpn | 30' | 9 | 4 | +2 | 13+
position: 3
hit dice: 5
armor class: 10
attack bonus: +1
damage: Wpn
move: 30'
morale: 9
instinct: 4
saving throw: 13+
attacks:
  source text: +1

skilled-veteran
type: Foe
name: Skilled Veteran
slug: skilled-veteran
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 5
foe kind: Skilled Veteran
rules text: Skilled Veteran | 2 | 15a | +3 | Wpn+1 | Wpn+1 | 30' | 9 | 2 | +1 | 14+
position: 5
hit dice: 2
armor class: 15a
attack bonus: +3
damage: Wpn+1
move: 30'
morale: 9
instinct: 2
saving throw: 14+
attacks:
  source text: +3

slime-or-ooze
type: Foe
name: Slime or ooze
slug: slime-or-ooze
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 5
foe kind: Slime or ooze
rules text: Slime or ooze | 6 | 10 | +6 x2 | 1d8 | 1/- | 20' | 12 | 5 | +1 | 12+
position: 5
hit dice: 6
armor class: 10
attack bonus: +6 x2
damage: 1d8
move: 20'
morale: 12
instinct: 5
saving throw: 12+
attacks:
  source text: +6 x2

small-pack-predator
type: Foe
name: Small Pack Predator
slug: small-pack-predator
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Animals
  line start: 4418
  line end: 4428
  table: Normal Animals
  row: 1
foe kind: Small Pack Predator
rules text: Small Pack Predator | 1 | 12 | +2 | 1d4 | 1/13 | 40' | 7 | 6 | +1 | 15+
position: 1
hit dice: 1
armor class: 12
attack bonus: +2
damage: 1d4
move: 40'
morale: 7
instinct: 6
saving throw: 15+
attacks:
  source text: +2

terrible-warbeast
type: Foe
name: Terrible Warbeast
slug: terrible-warbeast
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 11
foe kind: Terrible Warbeast
rules text: Terrible Warbeast | 8 | 15 | +10 x2 | 2d6+4 | 7/15 | 40' | 9 | 4 | +2 | 11+
position: 11
hit dice: 8
armor class: 15
attack bonus: +10 x2
damage: 2d6+4
move: 40'
morale: 9
instinct: 4
saving throw: 11+
attacks:
  source text: +10 x2

thug-or-militia
type: Foe
name: Thug or Militia
slug: thug-or-militia
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 2
foe kind: Thug or Militia
rules text: Thug or Militia | 1 | 13a | +1 | Wpn | Wpn | 30' | 8 | 4 | +1 | 15+
position: 2
hit dice: 1
armor class: 13a
attack bonus: +1
damage: Wpn
move: 30'
morale: 8
instinct: 4
saving throw: 15+
attacks:
  source text: +1

tribal-shaman
type: Foe
name: Tribal Shaman
slug: tribal-shaman
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Spellcasters
  line start: 4406
  line end: 4417
  table: Spellcasters
  row: 2
foe kind: Tribal Shaman
rules text: Tribal Shaman | 4 | 10 | +3 | Wpn+1 | Wpn+1 | 30' | 9 | 4 | +1 | 13+
position: 2
hit dice: 4
armor class: 10
attack bonus: +3
damage: Wpn+1
move: 30'
morale: 9
instinct: 4
saving throw: 13+
attacks:
  source text: +3

unnatural-swarm
type: Foe
name: Unnatural Swarm
slug: unnatural-swarm
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Unnatural Entities
  line start: 4429
  line end: 4445
  table: Unnatural Entities
  row: 10
foe kind: Unnatural Swarm
rules text: Unnatural Swarm | 4 | 10 | +6 x3 | 1d6 | 1/- | 30' | 10 | 5 | +1 | 13+
position: 10
hit dice: 4
armor class: 10
attack bonus: +6 x3
damage: 1d6
move: 30'
morale: 10
instinct: 5
saving throw: 13+
attacks:
  source text: +6 x3

veteran-soldier
type: Foe
name: Veteran Soldier
slug: veteran-soldier
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 4
foe kind: Veteran Soldier
rules text: Veteran Soldier | 1 | 13a | +2 | Wpn+1 | Wpn+1 | 30' | 8 | 3 | +1 | 15+
position: 4
hit dice: 1
armor class: 13a
attack bonus: +2
damage: Wpn+1
move: 30'
morale: 8
instinct: 3
saving throw: 15+
attacks:
  source text: +2

vicious-large-herbivore
type: Foe
name: Vicious Large Herbivore
slug: vicious-large-herbivore
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Animals
  line start: 4418
  line end: 4428
  table: Normal Animals
  row: 5
foe kind: Vicious Large Herbivore
rules text: Vicious Large Herbivore | 4 | 13 | +5 | 1d10 | 1/13 | 40' | 9 | 6 | +1 | 13+
position: 5
hit dice: 4
armor class: 13
attack bonus: +5
damage: 1d10
move: 40'
morale: 9
instinct: 6
saving throw: 13+
attacks:
  source text: +5

warrior-baron
type: Foe
name: Warrior Baron
slug: warrior-baron
source: wwn-srd-v1
source locator:
  section: 5.1.1
  heading: Normal Humans
  line start: 4389
  line end: 4405
  table: Normal Humans
  row: 8
foe kind: Warrior Baron
rules text: Warrior Baron | 6 | 18a | +8 | Wpn+3 | Wpn+3 | 30' | 9 | 1 | +2 | 12+
position: 8
hit dice: 6
armor class: 18a
attack bonus: +8
damage: Wpn+3
move: 30'
morale: 9
instinct: 1
saving throw: 12+
attacks:
  source text: +8

antimagical
type: FactionTag
name: Antimagical
slug: antimagical
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: Assets that require Medium or higher Magic to purchase roll all attribute checks twice against this faction during an Attack and take the worst roll.
effects:
  source text: Assets that require Medium or higher Magic to purchase roll all attribute checks twice against this faction during an Attack and take the worst roll.

concealed
type: FactionTag
name: Concealed
slug: concealed
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: All Assets the faction purchases enter play with the Stealth quality.
effects:
  source text: All Assets the faction purchases enter play with the Stealth quality.

imperialist
type: FactionTag
name: Imperialist
slug: imperialist
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: The faction quickly expands its Bases of Influence. Once per turn, it can use the Expand Influence action as a special ability instead of it taking a full action.
effects:
  source text: The faction quickly expands its Bases of Influence. Once per turn, it can use the Expand Influence action as a special ability instead of it taking a full action.

innovative
type: FactionTag
name: Innovative
slug: innovative
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: The faction can purchase Assets as if their attribute ratings were two points higher than they are. Only two such over-complex Assets may be owned at any one time.
effects:
  source text: The faction can purchase Assets as if their attribute ratings were two points higher than they are. Only two such over-complex Assets may be owned at any one time.

machiavellian
type: FactionTag
name: Machiavellian
slug: machiavellian
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: The faction is diabolically cunning. It rolls an extra die for all Cunning attribute checks. Its Cunning must always be its highest attribute.
effects:
  source text: The faction is diabolically cunning. It rolls an extra die for all Cunning attribute checks. Its Cunning must always be its highest attribute.

martial
type: FactionTag
name: Martial
slug: martial
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: The faction is profoundly devoted to war. It rolls an extra die for all Force attribute checks. Force must always be its highest attribute.
effects:
  source text: The faction is profoundly devoted to war. It rolls an extra die for all Force attribute checks. Force must always be its highest attribute.

massive
type: FactionTag
name: Massive
slug: massive
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: The faction is an empire, major kingdom, or other huge organizational edifice. It automatically wins attribute checks if its attribute is more than twice as big as the opposing side’s attribute, unless the other side is also Massive.
effects:
  source text: The faction is an empire, major kingdom, or other huge organizational edifice. It automatically wins attribute checks if its attribute is more than twice as big as the opposing side’s attribute, unless the other side is also Massive.

mobile
type: FactionTag
name: Mobile
slug: mobile
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: The faction is exceptionally fast or mobile. Its faction turn movement range is twice what another faction would have in the same situation.
effects:
  source text: The faction is exceptionally fast or mobile. Its faction turn movement range is twice what another faction would have in the same situation.

populist
type: FactionTag
name: Populist
slug: populist
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: The faction has widespread popular support. Assets that cost 5 Treasure or less to buy cost one point less, to a minimum of 1.
effects:
  source text: The faction has widespread popular support. Assets that cost 5 Treasure or less to buy cost one point less, to a minimum of 1.

rich
type: FactionTag
name: Rich
slug: rich
source: wwn-srd-v1
source locator:
  section: 6.5.0
  heading: 6.5.0 Faction Tags
  line start: 4636
  line end: 4655
rules text: The faction is rich or possessed of mercantile skill. It rolls an extra die for all Wealth attribute checks. Wealth must always be its highest attribute.
effects:
  source text: The faction is rich or possessed of mercantile skill. It rolls an extra die for all Wealth attribute checks. Wealth must always be its highest attribute.

attack
type: FactionAction
name: Attack
slug: attack
source: wwn-srd-v1
source locator:
  section: 6.6.0
  heading: 6.6.0 Faction Turn Actions
  line start: 4656
  line end: 4687
action type: catalog
rules text: The faction nominates one or more Assets to attack the enemy in their locations. In each location, the defender chooses which of the Assets present will meet the Attack; thus, if a unit of Infantry attacks in a location where there is an enemy Base of Influence, Informers, and Idealistic Thugs, the defender could decide to use Idealistic Thugs to defend against the attack. The attacker makes an attribute check based on the attack of the acting Asset; thus, the Infantry would roll Force versus Force. On a success, the defending Asset takes damage equal to the attacking Asset’s attack score, or 1d8 in the case of Infantry. On a failure, the attacking Asset takes damage equal to the defending Asset’s counterattack score, or 1d6 in the case of Idealistic Thugs. If the damage done to an Asset reduces it to zero hit points, it is destroyed. The same Asset may be used to defend against multiple attacking Assets, provided it can survive the onslaught. Damage done to a Base of Influence is also done directly to the faction’s hit points. Overflow damage is not transmitted, however.
effects:
  source text: The faction nominates one or more Assets to attack the enemy in their locations. In each location, the defender chooses which of the Assets present will meet the Attack; thus, if a unit of Infantry attacks in a location where there is an enemy Base of Influence, Informers, and Idealistic Thugs, the defender could decide to use Idealistic Thugs to defend against the attack. The attacker makes an attribute check based on the attack of the acting Asset; thus, the Infantry would roll Force versus Force. On a success, the defending Asset takes damage equal to the attacking Asset’s attack score, or 1d8 in the case of Infantry. On a failure, the attacking Asset takes damage equal to the defending Asset’s counterattack score, or 1d6 in the case of Idealistic Thugs. If the damage done to an Asset reduces it to zero hit points, it is destroyed. The same Asset may be used to defend against multiple attacking Assets, provided it can survive the onslaught. Damage done to a Base of Influence is also done directly to the faction’s hit points. Overflow damage is not transmitted, however.

create-asset
type: FactionAction
name: Create Asset
slug: create-asset
source: wwn-srd-v1
source locator:
  section: 6.6.0
  heading: 6.6.0 Faction Turn Actions
  line start: 4656
  line end: 4687
action type: catalog
rules text: The faction buys one Asset at a location where they have a Base of Influence. They must have the minimum attribute and Magic ratings necessary to buy the Asset and must pay the listed cost in Treasure to build it. A faction can create only one Asset per turn. A faction can have no more Assets of a particular attribute than their attribute score. Thus, a faction with a Force of 3 can have only 3 Force Assets. If this number is exceeded, the faction must pay 1 Treasure per excess Asset at the start of each turn, or else they will lose the excess.
effects:
  source text: The faction buys one Asset at a location where they have a Base of Influence. They must have the minimum attribute and Magic ratings necessary to buy the Asset and must pay the listed cost in Treasure to build it. A faction can create only one Asset per turn. A faction can have no more Assets of a particular attribute than their attribute score. Thus, a faction with a Force of 3 can have only 3 Force Assets. If this number is exceeded, the faction must pay 1 Treasure per excess Asset at the start of each turn, or else they will lose the excess.

expand-influence
type: FactionAction
name: Expand Influence
slug: expand-influence
source: wwn-srd-v1
source locator:
  section: 6.6.0
  heading: 6.6.0 Faction Turn Actions
  line start: 4656
  line end: 4687
action type: catalog
rules text: The faction seeks to establish a new base of operations in a location. The faction must have at least one Asset there already to make this attempt, and must spend 1 Treasure for each hit point the new Base of Influence is to have. Thus, to create a new Base of Influence with a maximum hit point total of 10, 10 Treasure must be spent. Bases with high maximum hit point totals are harder to dislodge, but losing them also inflicts much more damage on the faction’s own hit points. Once the Base of Influence is created, the owner makes a Cunning versus Cunning attribute check against every other faction that has at least one Asset in the same location. If the other faction wins the check, they are allowed to make an immediate Attack against the new Base of Influence with whatever Assets they have present in the location. The creating faction may attempt to block this action by defending with other Assets present. If the Base of Influence survives this onslaught, it operates as normal and allows the faction to purchase new Assets there with the Create Asset action.
effects:
  source text: The faction seeks to establish a new base of operations in a location. The faction must have at least one Asset there already to make this attempt, and must spend 1 Treasure for each hit point the new Base of Influence is to have. Thus, to create a new Base of Influence with a maximum hit point total of 10, 10 Treasure must be spent. Bases with high maximum hit point totals are harder to dislodge, but losing them also inflicts much more damage on the faction’s own hit points. Once the Base of Influence is created, the owner makes a Cunning versus Cunning attribute check against every other faction that has at least one Asset in the same location. If the other faction wins the check, they are allowed to make an immediate Attack against the new Base of Influence with whatever Assets they have present in the location. The creating faction may attempt to block this action by defending with other Assets present. If the Base of Influence survives this onslaught, it operates as normal and allows the faction to purchase new Assets there with the Create Asset action.

hide-asset
type: FactionAction
name: Hide Asset
slug: hide-asset
source: wwn-srd-v1
source locator:
  section: 6.6.0
  heading: 6.6.0 Faction Turn Actions
  line start: 4656
  line end: 4687
action type: catalog
rules text: An action available only to factions with a Cunning score of 3 or better, this action allows the faction to give one owned Asset the Stealth quality for every 2 Treasure they spend. Assets currently in a location with another faction’s Base of Influence can’t be hidden. If the Asset later loses the Stealth, no refund is given.
effects:
  source text: An action available only to factions with a Cunning score of 3 or better, this action allows the faction to give one owned Asset the Stealth quality for every 2 Treasure they spend. Assets currently in a location with another faction’s Base of Influence can’t be hidden. If the Asset later loses the Stealth, no refund is given.

move-asset
type: FactionAction
name: Move Asset
slug: move-asset
source: wwn-srd-v1
source locator:
  section: 6.6.0
  heading: 6.6.0 Faction Turn Actions
  line start: 4656
  line end: 4687
action type: catalog
rules text: One or more Assets are moved up to one turn’s worth of movement each. The receiving location must not have the ability and inclination to forbid the Asset from operating there. Subtle and Stealthed Assets ignore this limit. If an asset loses the Subtle or Stealth qualities while in a hostile location, they must use this action to retreat to safety within one turn or they will take half their maximum hit points in damage at the start of the next turn, rounded up.
effects:
  source text: One or more Assets are moved up to one turn’s worth of movement each. The receiving location must not have the ability and inclination to forbid the Asset from operating there. Subtle and Stealthed Assets ignore this limit. If an asset loses the Subtle or Stealth qualities while in a hostile location, they must use this action to retreat to safety within one turn or they will take half their maximum hit points in damage at the start of the next turn, rounded up.

repair-asset
type: FactionAction
name: Repair Asset
slug: repair-asset
source: wwn-srd-v1
source locator:
  section: 6.6.0
  heading: 6.6.0 Faction Turn Actions
  line start: 4656
  line end: 4687
action type: catalog
rules text: The faction spends 1 Treasure on each Asset they wish to repair, fixing half their relevant attribute value in lost hit points, rounded up. Thus, fixing a Force Asset would heal half the faction’s Force attribute, rounded up. Additional healing can be applied to an Asset in this same turn, but the cost increases by 1 Treasure for each subsequent fix; thus, the second costs 2 Treasure, the third costs 3 Treasure, and so forth. This ability can at the same time also be used to repair damage done to the faction, spending 1 Treasure to heal a total equal to the faction’s highest and lowest Force, Wealth, or Cunning attribute divided by two, rounded up. Thus, a faction with a Force of 5, Wealth of 2, and Cunning of 4 would heal 4 points of damage. Only one such application of healing is possible for a faction each turn.
effects:
  source text: The faction spends 1 Treasure on each Asset they wish to repair, fixing half their relevant attribute value in lost hit points, rounded up. Thus, fixing a Force Asset would heal half the faction’s Force attribute, rounded up. Additional healing can be applied to an Asset in this same turn, but the cost increases by 1 Treasure for each subsequent fix; thus, the second costs 2 Treasure, the third costs 3 Treasure, and so forth. This ability can at the same time also be used to repair damage done to the faction, spending 1 Treasure to heal a total equal to the faction’s highest and lowest Force, Wealth, or Cunning attribute divided by two, rounded up. Thus, a faction with a Force of 5, Wealth of 2, and Cunning of 4 would heal 4 points of damage. Only one such application of healing is possible for a faction each turn.

sell-asset
type: FactionAction
name: Sell Asset
slug: sell-asset
source: wwn-srd-v1
source locator:
  section: 6.6.0
  heading: 6.6.0 Faction Turn Actions
  line start: 4656
  line end: 4687
action type: catalog
rules text: The faction voluntarily decommissions an Asset, salvaging it for what it’s worth. The Asset is lost and the faction gains half its purchase cost in Treasure, rounded down. If the Asset is damaged when it is sold, however, no Treasure is gained.
effects:
  source text: The faction voluntarily decommissions an Asset, salvaging it for what it’s worth. The Asset is lost and the faction gains half its purchase cost in Treasure, rounded down. If the Asset is damaged when it is sold, however, no Treasure is gained.

ancient-mechanisms
type: FactionAsset
name: Ancient Mechanisms
slug: ancient-mechanisms
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 12
asset category: wealth
level: 3
position: 12
rules text: Ancient Mechanisms | 8 | 4 | Medium | None | None | Special
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 4
requirements: Medium
attack: None
counterattack: None
effects: Special

ancient-workshop
type: FactionAsset
name: Ancient Workshop
slug: ancient-workshop
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 30
asset category: wealth
level: 7
position: 30
rules text: Ancient Workshop | 25 | 16 | Medium | None | None |
cost:
  amount: 25
  currency: treasure
  source text: 25
hit points: 16
requirements: Medium
attack: None
counterattack: None

apocalypse-engine
type: FactionAsset
name: Apocalypse Engine
slug: apocalypse-engine
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 34
asset category: force
level: 8
position: 34
rules text: Apocalypse Engine | 35 | 20 | Medium | F v. F/3d10+4 damage | None |
cost:
  amount: 35
  currency: treasure
  source text: 35
hit points: 20
requirements: Medium
attack: F v. F/3d10+4 damage
counterattack: None

arcane-laboratory
type: FactionAsset
name: Arcane Laboratory
slug: arcane-laboratory
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 13
asset category: wealth
level: 3
position: 13
rules text: Arcane Laboratory | 6 | 4 | None | None | None | Special
cost:
  amount: 6
  currency: treasure
  source text: 6
hit points: 4
attack: None
counterattack: None
effects: Special

armed-guards
type: FactionAsset
name: Armed Guards
slug: armed-guards
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 2
asset category: wealth
level: 1
position: 2
rules text: Armed Guards | 1 | 3 | None | W v. F/1d3 damage | 1d4 damage |
cost:
  amount: 1
  currency: treasure
  source text: 1
hit points: 3
attack: W v. F/1d3 damage
counterattack: 1d4 damage

bewitching-charmer
type: FactionAsset
name: Bewitching Charmer
slug: bewitching-charmer
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 12
asset category: cunning
level: 3
position: 12
rules text: Bewitching Charmer | 6 | 4 | Low | C v. C/Special | None | Subtle, Special
cost:
  amount: 6
  currency: treasure
  source text: 6
hit points: 4
requirements: Low
attack: C v. C/Special
counterattack: None
effects: Subtle, Special

blackmail
type: FactionAsset
name: Blackmail
slug: blackmail
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 7
asset category: cunning
level: 2
position: 7
rules text: Blackmail | 4 | 4 | None | C v. C/1d4 damage | None | Subtle, Special
cost:
  amount: 4
  currency: treasure
  source text: 4
hit points: 4
attack: C v. C/1d4 damage
counterattack: None
effects: Subtle, Special

brilliant-general
type: FactionAsset
name: Brilliant General
slug: brilliant-general
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 30
asset category: force
level: 7
position: 30
rules text: Brilliant General | 25 | 8 | None | C v. F/1d8 damage | None | Subtle, Special
cost:
  amount: 25
  currency: treasure
  source text: 25
hit points: 8
attack: C v. F/1d8 damage
counterattack: None
effects: Subtle, Special

caravan
type: FactionAsset
name: Caravan
slug: caravan
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 7
asset category: wealth
level: 2
position: 7
rules text: Caravan | 5 | 4 | None | W v. W/1d4 damage | None | Action
cost:
  amount: 5
  currency: treasure
  source text: 5
hit points: 4
attack: W v. W/1d4 damage
counterattack: None
effects: Action

cavalry
type: FactionAsset
name: Cavalry
slug: cavalry
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 17
asset category: force
level: 4
position: 17
rules text: Cavalry | 8 | 12 | None | F v. F/2d6 damage | 1d4 damage |
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 12
attack: F v. F/2d6 damage
counterattack: 1d4 damage

cooperative-businesses
type: FactionAsset
name: Cooperative Businesses
slug: cooperative-businesses
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 3
asset category: wealth
level: 1
position: 3
rules text: Cooperative Businesses | 1 | 2 | None | W v. W/1d4-1 damage | None | Subtle, Special
cost:
  amount: 1
  currency: treasure
  source text: 1
hit points: 2
attack: W v. W/1d4-1 damage
counterattack: None
effects: Subtle, Special

court-patronage
type: FactionAsset
name: Court Patronage
slug: court-patronage
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 17
asset category: cunning
level: 4
position: 17
rules text: Court Patronage | 8 | 8 | None | C v. C/1d6 damage | 1d6 damage | Subtle, Special
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 8
attack: C v. C/1d6 damage
counterattack: 1d6 damage
effects: Subtle, Special

covert-transport
type: FactionAsset
name: Covert Transport
slug: covert-transport
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 13
asset category: cunning
level: 3
position: 13
rules text: Covert Transport | 8 | 4 | None | None | None | Subtle, Special
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 4
attack: None
counterattack: None
effects: Subtle, Special

cryptomancers
type: FactionAsset
name: Cryptomancers
slug: cryptomancers
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 22
asset category: cunning
level: 5
position: 22
rules text: Cryptomancers | 14 | 6 | Low | C v. C/Special | None | Subtle
cost:
  amount: 14
  currency: treasure
  source text: 14
hit points: 6
requirements: Low
attack: C v. C/Special
counterattack: None
effects: Subtle

dancing-girls
type: FactionAsset
name: Dancing Girls
slug: dancing-girls
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 8
asset category: cunning
level: 2
position: 8
rules text: Dancing Girls | 4 | 3 | None | C v. W/2d4 damage | None | Subtle, Special
cost:
  amount: 4
  currency: treasure
  source text: 4
hit points: 3
attack: C v. W/2d4 damage
counterattack: None
effects: Subtle, Special

demonic-slayer
type: FactionAsset
name: Demonic Slayer
slug: demonic-slayer
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 22
asset category: force
level: 5
position: 22
rules text: Demonic Slayer | 12 | 4 | High | C v. C/2d6+2 damage | None | Subtle, Special
cost:
  amount: 12
  currency: treasure
  source text: 12
hit points: 4
requirements: High
attack: C v. C/2d6+2 damage
counterattack: None
effects: Subtle, Special

dragomans
type: FactionAsset
name: Dragomans
slug: dragomans
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 8
asset category: wealth
level: 2
position: 8
rules text: Dragomans | 4 | 4 | None | None | 1d4 damage | Subtle, Special
cost:
  amount: 4
  currency: treasure
  source text: 4
hit points: 4
attack: None
counterattack: 1d4 damage
effects: Subtle, Special

economic-disruption
type: FactionAsset
name: Economic Disruption
slug: economic-disruption
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 26
asset category: wealth
level: 6
position: 26
rules text: Economic Disruption | 25 | 10 | None | W v. W/2d6 damage | None | Subtle, Action
cost:
  amount: 25
  currency: treasure
  source text: 25
hit points: 10
attack: W v. W/2d6 damage
counterattack: None
effects: Subtle, Action

enchanted-elites
type: FactionAsset
name: Enchanted Elites
slug: enchanted-elites
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 12
asset category: force
level: 3
position: 12
rules text: Enchanted Elites | 8 | 6 | Medium | F v. F/1d10 damage | 1d6 damage | Subtle
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 6
requirements: Medium
attack: F v. F/1d10 damage
counterattack: 1d6 damage
effects: Subtle

expert-treachery
type: FactionAsset
name: Expert Treachery
slug: expert-treachery
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 30
asset category: cunning
level: 7
position: 30
rules text: Expert Treachery | 10 | 5 | None | C v. C/Special | None | Subtle
cost:
  amount: 10
  currency: treasure
  source text: 10
hit points: 5
attack: C v. C/Special
counterattack: None
effects: Subtle

farmers
type: FactionAsset
name: Farmers
slug: farmers
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 4
asset category: wealth
level: 1
position: 4
rules text: Farmers | 2 | 4 | None | None | 1d4 damage | Action
cost:
  amount: 2
  currency: treasure
  source text: 2
hit points: 4
attack: None
counterattack: 1d4 damage
effects: Action

fearful-intimidation
type: FactionAsset
name: Fearful Intimidation
slug: fearful-intimidation
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 2
asset category: force
level: 1
position: 2
rules text: Fearful Intimidation | 2 | 4 | None | None | 1d4 damage |
cost:
  amount: 2
  currency: treasure
  source text: 2
hit points: 4
attack: None
counterattack: 1d4 damage

fortification-program
type: FactionAsset
name: Fortification Program
slug: fortification-program
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 26
asset category: force
level: 6
position: 26
rules text: Fortification Program | 20 | 18 | None | None | 2d6 damage | Action
cost:
  amount: 20
  currency: treasure
  source text: 20
hit points: 18
attack: None
counterattack: 2d6 damage
effects: Action

free-company
type: FactionAsset
name: Free Company
slug: free-company
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 14
asset category: wealth
level: 3
position: 14
rules text: Free Company | 8 | 6 | None | W v. F/2d4+2 damage | 1d6 damage | Action, Special
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 6
attack: W v. F/2d4+2 damage
counterattack: 1d6 damage
effects: Action, Special

front-merchant
type: FactionAsset
name: Front Merchant
slug: front-merchant
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 5
asset category: wealth
level: 1
position: 5
rules text: Front Merchant | 2 | 3 | None | W v. W/1d4 damage | 1d4-1 damage | Subtle
cost:
  amount: 2
  currency: treasure
  source text: 2
hit points: 3
attack: W v. W/1d4 damage
counterattack: 1d4-1 damage
effects: Subtle

golden-prosperity
type: FactionAsset
name: Golden Prosperity
slug: golden-prosperity
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 34
asset category: wealth
level: 8
position: 34
rules text: Golden Prosperity | 40 | 30 | Medium | None | 2d10 damage |
cost:
  amount: 40
  currency: treasure
  source text: 40
hit points: 30
requirements: Medium
attack: None
counterattack: 2d10 damage

guerrilla-populace
type: FactionAsset
name: Guerrilla Populace
slug: guerrilla-populace
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 7
asset category: force
level: 2
position: 7
rules text: Guerrilla Populace | 6 | 4 | None | F v. F/1d4+1 damage | None |
cost:
  amount: 6
  currency: treasure
  source text: 6
hit points: 4
attack: F v. F/1d4+1 damage
counterattack: None

healers
type: FactionAsset
name: Healers
slug: healers
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 17
asset category: wealth
level: 4
position: 17
rules text: Healers | 12 | 8 | None | None | None | Action
cost:
  amount: 12
  currency: treasure
  source text: 12
hit points: 8
attack: None
counterattack: None
effects: Action

hired-friends
type: FactionAsset
name: Hired Friends
slug: hired-friends
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 9
asset category: cunning
level: 2
position: 9
rules text: Hired Friends | 4 | 4 | None | C v. C/1d6 damage | None | Subtle, Special
cost:
  amount: 4
  currency: treasure
  source text: 4
hit points: 4
attack: C v. C/1d6 damage
counterattack: None
effects: Subtle, Special

hired-legion
type: FactionAsset
name: Hired Legion
slug: hired-legion
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 35
asset category: wealth
level: 8
position: 35
rules text: Hired Legion | 30 | 20 | None | W v. F/2d10+4 damage | 2d10 damage | Action
cost:
  amount: 30
  currency: treasure
  source text: 30
hit points: 20
attack: W v. F/2d10+4 damage
counterattack: 2d10 damage
effects: Action

idealistic-thugs
type: FactionAsset
name: Idealistic Thugs
slug: idealistic-thugs
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 18
asset category: cunning
level: 4
position: 18
rules text: Idealistic Thugs | 8 | 12 | None | C v. F/1d6 damage | 1d6 damage | Subtle
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 12
attack: C v. F/1d6 damage
counterattack: 1d6 damage
effects: Subtle

infantry
type: FactionAsset
name: Infantry
slug: infantry
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 13
asset category: force
level: 3
position: 13
rules text: Infantry | 6 | 6 | None | F v. F/1d8 damage | 1d6 damage |
cost:
  amount: 6
  currency: treasure
  source text: 6
hit points: 6
attack: F v. F/1d8 damage
counterattack: 1d6 damage

informers
type: FactionAsset
name: Informers
slug: informers
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 2
asset category: cunning
level: 1
position: 2
rules text: Informers | 2 | 3 | None | C v. C/Special | None | Subtle, Special
cost:
  amount: 2
  currency: treasure
  source text: 2
hit points: 3
attack: C v. C/Special
counterattack: None
effects: Subtle, Special

interrupted-logistics
type: FactionAsset
name: Interrupted Logistics
slug: interrupted-logistics
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 26
asset category: cunning
level: 6
position: 26
rules text: Interrupted Logistics | 20 | 10 | None | None | None | Subtle, Special
cost:
  amount: 20
  currency: treasure
  source text: 20
hit points: 10
attack: None
counterattack: None
effects: Subtle, Special

invincible-legion
type: FactionAsset
name: Invincible Legion
slug: invincible-legion
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 35
asset category: force
level: 8
position: 35
rules text: Invincible Legion | 40 | 30 | None | F v. F/2d10+4 damage | 2d10+4 damage | Special
cost:
  amount: 40
  currency: treasure
  source text: 40
hit points: 30
attack: F v. F/2d10+4 damage
counterattack: 2d10+4 damage
effects: Special

just-as-planned
type: FactionAsset
name: Just As Planned
slug: just-as-planned
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 34
asset category: cunning
level: 8
position: 34
rules text: Just As Planned | 40 | 15 | None | None | 1d10 damage | Subtle, Special
cost:
  amount: 40
  currency: treasure
  source text: 40
hit points: 15
attack: None
counterattack: 1d10 damage
effects: Subtle, Special

knights
type: FactionAsset
name: Knights
slug: knights
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 27
asset category: force
level: 6
position: 27
rules text: Knights | 18 | 16 | None | F v. F/2d8 damage | 2d6 damage |
cost:
  amount: 18
  currency: treasure
  source text: 18
hit points: 16
attack: F v. F/2d8 damage
counterattack: 2d6 damage

lead-or-silver
type: FactionAsset
name: Lead or Silver
slug: lead-or-silver
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 31
asset category: wealth
level: 7
position: 31
rules text: Lead or Silver | 20 | 10 | None | W v. W/2d10 damage | 2d8 damage |
cost:
  amount: 20
  currency: treasure
  source text: 20
hit points: 10
attack: W v. W/2d10 damage
counterattack: 2d8 damage

local-guard
type: FactionAsset
name: Local Guard
slug: local-guard
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 3
asset category: force
level: 1
position: 3
rules text: Local Guard | 3 | 4 | None | F v. F/1d3+1 damage | 1d4+1 damage |
cost:
  amount: 3
  currency: treasure
  source text: 3
hit points: 4
attack: F v. F/1d3+1 damage
counterattack: 1d4+1 damage

mad-genius
type: FactionAsset
name: Mad Genius
slug: mad-genius
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 22
asset category: wealth
level: 5
position: 22
rules text: Mad Genius | 6 | 2 | None | W v. C/1d6 damage | None | Action
cost:
  amount: 6
  currency: treasure
  source text: 6
hit points: 2
attack: W v. C/1d6 damage
counterattack: None
effects: Action

magical-logistics
type: FactionAsset
name: Magical Logistics
slug: magical-logistics
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 23
asset category: force
level: 5
position: 23
rules text: Magical Logistics | 14 | 6 | Medium | None | None | Special
cost:
  amount: 14
  currency: treasure
  source text: 14
hit points: 6
requirements: Medium
attack: None
counterattack: None
effects: Special

manufactory
type: FactionAsset
name: Manufactory
slug: manufactory
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 15
asset category: wealth
level: 3
position: 15
rules text: Manufactory | 8 | 4 | None | None | 1d4 damage | Action
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 4
attack: None
counterattack: 1d4 damage
effects: Action

merchant-prince
type: FactionAsset
name: Merchant Prince
slug: merchant-prince
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 27
asset category: wealth
level: 6
position: 27
rules text: Merchant Prince | 20 | 10 | None | W v. W/2d8 damage | 1d8 damage | Action
cost:
  amount: 20
  currency: treasure
  source text: 20
hit points: 10
attack: W v. W/2d8 damage
counterattack: 1d8 damage
effects: Action

military-roads
type: FactionAsset
name: Military Roads
slug: military-roads
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 18
asset category: force
level: 4
position: 18
rules text: Military Roads | 10 | 10 | None | None | None | Action
cost:
  amount: 10
  currency: treasure
  source text: 10
hit points: 10
attack: None
counterattack: None
effects: Action

military-transport
type: FactionAsset
name: Military Transport
slug: military-transport
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 8
asset category: force
level: 2
position: 8
rules text: Military Transport | 4 | 6 | None | None | None | Action
cost:
  amount: 4
  currency: treasure
  source text: 4
hit points: 6
attack: None
counterattack: None
effects: Action

mindbenders
type: FactionAsset
name: Mindbenders
slug: mindbenders
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 31
asset category: cunning
level: 7
position: 31
rules text: Mindbenders | 20 | 10 | Medium | None | 2d8 damage | Subtle
cost:
  amount: 20
  currency: treasure
  source text: 20
hit points: 10
requirements: Medium
attack: None
counterattack: 2d8 damage
effects: Subtle

monopoly
type: FactionAsset
name: Monopoly
slug: monopoly
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 18
asset category: wealth
level: 4
position: 18
rules text: Monopoly | 8 | 12 | None | W v. W/1d6 damage | 1d6 damage | Action
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 12
attack: W v. W/1d6 damage
counterattack: 1d6 damage
effects: Action

occult-countermeasures
type: FactionAsset
name: Occult Countermeasures
slug: occult-countermeasures
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 19
asset category: wealth
level: 4
position: 19
rules text: Occult Countermeasures | 10 | 8 | Low | W v. C/2d10 damage | 1d10 damage | Special
cost:
  amount: 10
  currency: treasure
  source text: 10
hit points: 8
requirements: Low
attack: W v. C/2d10 damage
counterattack: 1d10 damage
effects: Special

occult-infiltrators
type: FactionAsset
name: Occult Infiltrators
slug: occult-infiltrators
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 14
asset category: cunning
level: 3
position: 14
rules text: Occult Infiltrators | 6 | 4 | Medium | C v. C/2d6 damage | None | Subtle, Special
cost:
  amount: 6
  currency: treasure
  source text: 6
hit points: 4
requirements: Medium
attack: C v. C/2d6 damage
counterattack: None
effects: Subtle, Special

omniscient-seers
type: FactionAsset
name: Omniscient Seers
slug: omniscient-seers
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 35
asset category: cunning
level: 8
position: 35
rules text: Omniscient Seers | 30 | 10 | High | None | 1d8 damage | Subtle, Special
cost:
  amount: 30
  currency: treasure
  source text: 30
hit points: 10
requirements: High
attack: None
counterattack: 1d8 damage
effects: Subtle, Special

organization-moles
type: FactionAsset
name: Organization Moles
slug: organization-moles
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 23
asset category: cunning
level: 5
position: 23
rules text: Organization Moles | 8 | 10 | None | C v. C/2d6 damage | None | Subtle
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 10
attack: C v. C/2d6 damage
counterattack: None
effects: Subtle

petty-seers
type: FactionAsset
name: Petty Seers
slug: petty-seers
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 3
asset category: cunning
level: 1
position: 3
rules text: Petty Seers | 2 | 2 | Medium | None | 1d6 damage | Subtle
cost:
  amount: 2
  currency: treasure
  source text: 2
hit points: 2
requirements: Medium
attack: None
counterattack: 1d6 damage
effects: Subtle

pleaders
type: FactionAsset
name: Pleaders
slug: pleaders
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 9
asset category: wealth
level: 2
position: 9
rules text: Pleaders | 6 | 4 | None | C v. W/2d4 damage | 1d6 damage | Special
cost:
  amount: 6
  currency: treasure
  source text: 6
hit points: 4
attack: C v. W/2d4 damage
counterattack: 1d6 damage
effects: Special

popular-movement
type: FactionAsset
name: Popular Movement
slug: popular-movement
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 32
asset category: cunning
level: 7
position: 32
rules text: Popular Movement | 25 | 16 | None | C v. C/2d6 damage | 1d6 damage | Subtle, Special
cost:
  amount: 25
  currency: treasure
  source text: 25
hit points: 16
attack: C v. C/2d6 damage
counterattack: 1d6 damage
effects: Subtle, Special

prophet
type: FactionAsset
name: Prophet
slug: prophet
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 27
asset category: cunning
level: 6
position: 27
rules text: Prophet | 20 | 10 | None | C v. C/2d8 damage | 1d8 damage | Subtle
cost:
  amount: 20
  currency: treasure
  source text: 20
hit points: 10
attack: C v. C/2d8 damage
counterattack: 1d8 damage
effects: Subtle

purity-rites
type: FactionAsset
name: Purity Rites
slug: purity-rites
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 31
asset category: force
level: 7
position: 31
rules text: Purity Rites | 20 | 10 | Low | None | 2d8+2 damage | Special
cost:
  amount: 20
  currency: treasure
  source text: 20
hit points: 10
requirements: Low
attack: None
counterattack: 2d8+2 damage
effects: Special

reserve-corps
type: FactionAsset
name: Reserve Corps
slug: reserve-corps
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 9
asset category: force
level: 2
position: 9
rules text: Reserve Corps | 4 | 4 | None | F v. F/1d6 damage | 1d6 damage |
cost:
  amount: 4
  currency: treasure
  source text: 4
hit points: 4
attack: F v. F/1d6 damage
counterattack: 1d6 damage

saboteurs
type: FactionAsset
name: Saboteurs
slug: saboteurs
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 10
asset category: cunning
level: 2
position: 10
rules text: Saboteurs | 5 | 6 | None | C v. W/2d4 damage | None | Subtle, Special
cost:
  amount: 5
  currency: treasure
  source text: 5
hit points: 6
attack: C v. W/2d4 damage
counterattack: None
effects: Subtle, Special

scouts
type: FactionAsset
name: Scouts
slug: scouts
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 10
asset category: force
level: 2
position: 10
rules text: Scouts | 5 | 5 | None | F v. F/2d4 damage | 1d4+1 damage | Subtle
cost:
  amount: 5
  currency: treasure
  source text: 5
hit points: 5
attack: F v. F/2d4 damage
counterattack: 1d4+1 damage
effects: Subtle

seditionists
type: FactionAsset
name: Seditionists
slug: seditionists
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 19
asset category: cunning
level: 4
position: 19
rules text: Seditionists | 12 | 8 | None | Special | None | Subtle
cost:
  amount: 12
  currency: treasure
  source text: 12
hit points: 8
attack: Special
counterattack: None
effects: Subtle

shapeshifters
type: FactionAsset
name: Shapeshifters
slug: shapeshifters
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 24
asset category: cunning
level: 5
position: 24
rules text: Shapeshifters | 14 | 8 | Medium | C v. C/2d6 damage | None | Subtle, Special
cost:
  amount: 14
  currency: treasure
  source text: 14
hit points: 8
requirements: Medium
attack: C v. C/2d6 damage
counterattack: None
effects: Subtle, Special

siege-experts
type: FactionAsset
name: Siege Experts
slug: siege-experts
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 24
asset category: force
level: 5
position: 24
rules text: Siege Experts | 10 | 8 | None | F v. W/1d6 damage | 1d6 damage |
cost:
  amount: 10
  currency: treasure
  source text: 10
hit points: 8
attack: F v. W/1d6 damage
counterattack: 1d6 damage

smugglers
type: FactionAsset
name: Smugglers
slug: smugglers
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 4
asset category: cunning
level: 1
position: 4
rules text: Smugglers | 2 | 4 | None | C v. W/1d4 damage | None | Subtle, Action
cost:
  amount: 2
  currency: treasure
  source text: 2
hit points: 4
attack: C v. W/1d4 damage
counterattack: None
effects: Subtle, Action

smuggling-fleet
type: FactionAsset
name: Smuggling Fleet
slug: smuggling-fleet
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 23
asset category: wealth
level: 5
position: 23
rules text: Smuggling Fleet | 12 | 6 | None | W v. F/2d6 damage | None | Subtle, Action
cost:
  amount: 12
  currency: treasure
  source text: 12
hit points: 6
attack: W v. F/2d6 damage
counterattack: None
effects: Subtle, Action

spymaster
type: FactionAsset
name: Spymaster
slug: spymaster
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 15
asset category: cunning
level: 3
position: 15
rules text: Spymaster | 8 | 4 | None | C v. C/1d6 damage | 2d6 damage | Subtle
cost:
  amount: 8
  currency: treasure
  source text: 8
hit points: 4
attack: C v. C/1d6 damage
counterattack: 2d6 damage
effects: Subtle

summoned-hunter
type: FactionAsset
name: Summoned Hunter
slug: summoned-hunter
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 4
asset category: force
level: 1
position: 4
rules text: Summoned Hunter | 4 | 4 | Medium | C v. F/1d6 damage | None | Subtle
cost:
  amount: 4
  currency: treasure
  source text: 4
hit points: 4
requirements: Medium
attack: C v. F/1d6 damage
counterattack: None
effects: Subtle

supply-interruption
type: FactionAsset
name: Supply Interruption
slug: supply-interruption
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 24
asset category: wealth
level: 5
position: 24
rules text: Supply Interruption | 10 | 8 | None | C v. W/1d6 damage | None | Subtle, Action
cost:
  amount: 10
  currency: treasure
  source text: 10
hit points: 8
attack: C v. W/1d6 damage
counterattack: None
effects: Subtle, Action

temple-fanatics
type: FactionAsset
name: Temple Fanatics
slug: temple-fanatics
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 14
asset category: force
level: 3
position: 14
rules text: Temple Fanatics | 4 | 6 | None | F v. F/2d6 damage | 2d6 damage | Special
cost:
  amount: 4
  currency: treasure
  source text: 4
hit points: 6
attack: F v. F/2d6 damage
counterattack: 2d6 damage
effects: Special

thugs
type: FactionAsset
name: Thugs
slug: thugs
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 5
asset category: force
level: 1
position: 5
rules text: Thugs | 2 | 1 | None | F v. C/1d6 damage | None | Subtle
cost:
  amount: 2
  currency: treasure
  source text: 2
hit points: 1
attack: F v. C/1d6 damage
counterattack: None
effects: Subtle

trade-company
type: FactionAsset
name: Trade Company
slug: trade-company
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 28
asset category: wealth
level: 6
position: 28
rules text: Trade Company | 15 | 10 | None | W v. W/2d6 damage | 1d6 damage | Action
cost:
  amount: 15
  currency: treasure
  source text: 15
hit points: 10
attack: W v. W/2d6 damage
counterattack: 1d6 damage
effects: Action

transport-network
type: FactionAsset
name: Transport Network
slug: transport-network
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 32
asset category: wealth
level: 7
position: 32
rules text: Transport Network | 15 | 5 | None | W v. W/1d12 damage | None | Action
cost:
  amount: 15
  currency: treasure
  source text: 15
hit points: 5
attack: W v. W/1d12 damage
counterattack: None
effects: Action

underground-roads
type: FactionAsset
name: Underground Roads
slug: underground-roads
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 28
asset category: cunning
level: 6
position: 28
rules text: Underground Roads | 18 | 15 | None | None | None | Subtle, Special
cost:
  amount: 18
  currency: treasure
  source text: 18
hit points: 15
attack: None
counterattack: None
effects: Subtle, Special

useful-idiots
type: FactionAsset
name: Useful Idiots
slug: useful-idiots
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 5
asset category: cunning
level: 1
position: 5
rules text: Useful Idiots | 1 | 2 | None | None | None | Subtle, Special
cost:
  amount: 1
  currency: treasure
  source text: 1
hit points: 2
attack: None
counterattack: None
effects: Subtle, Special

usurers
type: FactionAsset
name: Usurers
slug: usurers
source: wwn-srd-v1
source locator:
  section: 6.10.0
  heading: 6.10.0 Wealth Assets
  line start: 4911
  line end: 4998
  table: 6.10.0 Wealth Assets
  row: 20
asset category: wealth
level: 4
position: 20
rules text: Usurers | 12 | 8 | None | W v. W/1d10 damage | None | Action
cost:
  amount: 12
  currency: treasure
  source text: 12
hit points: 8
attack: W v. W/1d10 damage
counterattack: None
effects: Action

vanguard-unit
type: FactionAsset
name: Vanguard Unit
slug: vanguard-unit
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 19
asset category: force
level: 4
position: 19
rules text: Vanguard Unit | 10 | 10 | None | None | 1d6 damage | Action
cost:
  amount: 10
  currency: treasure
  source text: 10
hit points: 10
attack: None
counterattack: 1d6 damage
effects: Action

vigilant-agents
type: FactionAsset
name: Vigilant Agents
slug: vigilant-agents
source: wwn-srd-v1
source locator:
  section: 6.8.0
  heading: 6.8.0 Cunning Assets
  line start: 4735
  line end: 4820
  table: 6.8.0 Cunning Assets
  row: 20
asset category: cunning
level: 4
position: 20
rules text: Vigilant Agents | 12 | 8 | None | None | 1d4 damage | Subtle, Special
cost:
  amount: 12
  currency: treasure
  source text: 12
hit points: 8
attack: None
counterattack: 1d4 damage
effects: Subtle, Special

war-fleet
type: FactionAsset
name: War Fleet
slug: war-fleet
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 20
asset category: force
level: 4
position: 20
rules text: War Fleet | 12 | 8 | None | F v. F/2d6 damage | 1d8 damage | Action
cost:
  amount: 12
  currency: treasure
  source text: 12
hit points: 8
attack: F v. F/2d6 damage
counterattack: 1d8 damage
effects: Action

war-machines
type: FactionAsset
name: War Machines
slug: war-machines
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 28
asset category: force
level: 6
position: 28
rules text: War Machines | 25 | 14 | Medium | F v. F/2d10+4 damage | 1d10 damage |
cost:
  amount: 25
  currency: treasure
  source text: 25
hit points: 14
requirements: Medium
attack: F v. F/2d10+4 damage
counterattack: 1d10 damage

warshaped
type: FactionAsset
name: Warshaped
slug: warshaped
source: wwn-srd-v1
source locator:
  section: 6.9.0
  heading: 6.9.0 Force Assets
  line start: 4821
  line end: 4910
  table: 6.9.0 Force Assets
  row: 32
asset category: force
level: 7
position: 32
rules text: Warshaped | 30 | 16 | High | F v. F/2d8+2 damage | 2d8 damage | Subtle
cost:
  amount: 30
  currency: treasure
  source text: 30
hit points: 16
requirements: High
attack: F v. F/2d8+2 damage
counterattack: 2d8 damage
effects: Subtle

witch-hunters
type: FactionAsset
name: Witch Hunters
slug: witch-hunters
source: wwn-srd-v1
asset category: force
level: 3
position: 15
rules text: Witch Hunters | 6 | 4 | Low | C v. C/1d4+1 damage | 1d6 damage |
hit points: 4
requirements: Low
attack: C v. C/1d4+1 damage
counterattack: 1d6 damage

position: 18
result: Pike
cells: Pike
cells: 1d8
cells: 1/AC 18
cells: Str
cells: -
cells: 2H, L
cells: 10 sp
cells: 2

position: 19
result: Shield Bash, Large
cells: Shield Bash, Large
cells: 1d6
cells: 1/AC 13
cells: Str
cells: -
cells: LL

position: 20
result: Shield Bash, Small
cells: Shield Bash, Small
cells: 1d4
cells: None
cells: Str/Dex
cells: -
cells: LL

position: 21
result: Spear, Heavy
cells: Spear, Heavy
cells: 1d10
cells: 2/AC 15
cells: Str
cells: -
cells: 2H
cells: 10 sp
cells: 2

position: 22
result: Spear, Light
cells: Spear, Light
cells: 1d6
cells: 2/AC 13
cells: Str/Dex
cells: 30/60
cells: T
cells: 5 sp
cells: 1

position: 23
result: Throwing Blade
cells: Throwing Blade
cells: 1d4
cells: None
cells: Dex
cells: 30/60
cells: S, T, N
cells: 3 sp
cells: 1

position: 24
result: Staff
cells: Staff
cells: 1d6
cells: 1/AC 13
cells: Str/Dex
cells: -
cells: 2H, LL
cells: 1 sp
cells: 1

position: 25
result: Stiletto
cells: Stiletto
cells: 1d4
cells: 1/AC 18
cells: Dex
cells: -
cells: S, PM
cells: 10 sp
cells: 1

position: 26
result: Sword, Great
cells: Sword, Great
cells: 1d12
cells: 2/AC 15
cells: Str
cells: -
cells: 2H
cells: 250 sp
cells: 2

position: 27
result: Sword, Long
cells: Sword, Long
cells: 1d8
cells: 2/AC 13
cells: Str/Dex
cells: -
cells: 100 sp
cells: 1

position: 28
result: Sword, Short
cells: Sword, Short
cells: 1d6
cells: 2/AC 15
cells: Str/Dex
cells: -
cells: 10 sp
cells: 1

position: 29
result: Unarmed Attack
cells: Unarmed Attack
cells: 1d2+Skill
cells: None
cells: Str/Dex
cells: -
cells: LL

position: 24
result: Supply Interruption
cells: Supply Interruption
cells: 10
cells: 8
cells: None
cells: C v. W/1d6 damage
cells: Subtle, Action

position: 25
result: Wealth 6
cells: Wealth 6

position: 26
result: Economic Disruption
cells: Economic Disruption
cells: 25
cells: 10
cells: None
cells: W v. W/2d6 damage
cells: Subtle, Action

position: 27
result: Merchant Prince
cells: Merchant Prince
cells: 20
cells: 10
cells: None
cells: W v. W/2d8 damage
cells: 1d8 damage
cells: Action

position: 28
result: Trade Company
cells: Trade Company
cells: 15
cells: 10
cells: None
cells: W v. W/2d6 damage
cells: 1d6 damage
cells: Action

position: 29
result: Wealth 7
cells: Wealth 7

position: 30
result: Ancient Workshop
cells: Ancient Workshop
cells: 25
cells: 16
cells: Medium
cells: None

position: 31
result: Lead or Silver
cells: Lead or Silver
cells: 20
cells: 10
cells: None
cells: W v. W/2d10 damage
cells: 2d8 damage

position: 32
result: Transport Network
cells: Transport Network
cells: 15
cells: 5
cells: None
cells: W v. W/1d12 damage
cells: Action

position: 33
result: Wealth 8
cells: Wealth 8

position: 34
result: Golden Prosperity
cells: Golden Prosperity
cells: 40
cells: 30
cells: Medium
cells: None
cells: 2d10 damage

position: 35
result: Hired Legion
cells: Hired Legion
cells: 30
cells: 20
cells: None
cells: W v. F/2d10+4 damage
cells: 2d10 damage
cells: Action

position: 24
result: Shapeshifters
cells: Shapeshifters
cells: 14
cells: 8
cells: Medium
cells: C v. C/2d6 damage
cells: None
cells: Subtle, Special

position: 25
result: Cunning 6
cells: Cunning 6

position: 26
result: Interrupted Logistics
cells: Interrupted Logistics
cells: 20
cells: 10
cells: None
cells: Subtle, Special

position: 27
result: Prophet
cells: Prophet
cells: 20
cells: 10
cells: None
cells: C v. C/2d8 damage
cells: 1d8 damage
cells: Subtle

position: 28
result: Underground Roads
cells: Underground Roads
cells: 18
cells: 15
cells: None
cells: Subtle, Special

position: 29
result: Cunning 7
cells: Cunning 7

position: 30
result: Expert Treachery
cells: Expert Treachery
cells: 10
cells: 5
cells: None
cells: C v. C/Special
cells: Subtle

position: 31
result: Mindbenders
cells: Mindbenders
cells: 20
cells: 10
cells: Medium
cells: None
cells: 2d8 damage
cells: Subtle

position: 32
result: Popular Movement
cells: Popular Movement
cells: 25
cells: 16
cells: None
cells: C v. C/2d6 damage
cells: 1d6 damage
cells: Subtle, Special

position: 33
result: Cunning 8
cells: Cunning 8

position: 34
result: Just As Planned
cells: Just As Planned
cells: 40
cells: 15
cells: None
cells: 1d10 damage
cells: Subtle, Special

position: 35
result: Omniscient Seers
cells: Omniscient Seers
cells: 30
cells: 10
cells: High
cells: None
cells: 1d8 damage
cells: Subtle, Special

position: 25
result: Force 6
cells: Force 6

position: 26
result: Fortification Program
cells: Fortification Program
cells: 20
cells: 18
cells: None
cells: 2d6 damage
cells: Action

position: 27
result: Knights
cells: Knights
cells: 18
cells: 16
cells: None
cells: F v. F/2d8 damage
cells: 2d6 damage

position: 28
result: War Machines
cells: War Machines
cells: 25
cells: 14
cells: Medium
cells: F v. F/2d10+4 damage
cells: 1d10 damage

position: 29
result: Force 7
cells: Force 7

position: 30
result: Brilliant General
cells: Brilliant General
cells: 25
cells: 8
cells: None
cells: C v. F/1d8 damage
cells: Subtle, Special

position: 31
result: Purity Rites
cells: Purity Rites
cells: 20
cells: 10
cells: Low
cells: None
cells: 2d8+2 damage
cells: Special

position: 32
result: Warshaped
cells: Warshaped
cells: 30
cells: 16
cells: High
cells: F v. F/2d8+2 damage
cells: 2d8 damage
cells: Subtle

position: 33
result: Force 8
cells: Force 8

position: 34
result: Apocalypse Engine
cells: Apocalypse Engine
cells: 35
cells: 20
cells: Medium
cells: F v. F/3d10+4 damage
cells: None

position: 35
result: Invincible Legion
cells: Invincible Legion
cells: 40
cells: 30
cells: None
cells: F v. F/2d10+4 damage
cells: 2d10+4 damage
cells: Special

source heading: Bard Art Progression
columns: Level
columns: Arts Gained at This Level
rows:
  level: 1
  cells: 1
  cells: A Thousand Tongues and Any One
rows:
  level: 2
  cells: 2
  cells: Any One
rows:
  level: 3
  cells: 3
rows:
  level: 4
  cells: 4
  cells: Any One
rows:
  level: 5
  cells: 5
rows:
  level: 6
  cells: 6
  cells: Any One
rows:
  level: 7
  cells: 7
rows:
  level: 8
  cells: 8
  cells: Any One
rows:
  level: 9
  cells: 9
rows:
  level: 10
  cells: 10
  cells: Any One

level: 1
cells: 1
cells: Bind Companion and Any One

level: 2
cells: 2
cells: Any One

level: 3
cells: 3

level: 4
cells: 4
cells: Any One

level: 5
cells: 5
cells: Any One

level: 6
cells: 6
cells: Any One

level: 7
cells: 7

level: 8
cells: 8
cells: Any One

level: 9
cells: 9

level: 10
cells: 10
cells: Any One

level: 2
cells: 2
cells: Any One

level: 3
cells: 3

level: 4
cells: 4
cells: Any One

level: 5
cells: 5
cells: Any One

level: 6
cells: 6
cells: Any One

level: 7
cells: 7

level: 8
cells: 8
cells: Any One

level: 9
cells: 9

level: 10
cells: 10
cells: Any One

source heading: Partial Expert/Elementalist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  level: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  level: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  level: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  level: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  level: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
progression kind: partial

source heading: Partial Other Mage/Elementalist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  level: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  level: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  level: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  level: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  level: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
progression kind: partial

source heading: Partial Warrior/Elementalist
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  level: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  level: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  level: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  level: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  level: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
progression kind: partial

source heading: Healer Arts
columns: Level
columns: Arts Gained
rows:
  level: 1
  cells: 1
  cells: Healing Touch and Any One
rows:
  level: 2
  cells: 2
  cells: Any One
rows:
  level: 3
  cells: 3
rows:
  level: 4
  cells: 4
  cells: Any One
rows:
  level: 5
  cells: 5
  cells: Any One
rows:
  level: 6
  cells: 6
  cells: Any One
rows:
  level: 7
  cells: 7
rows:
  level: 8
  cells: 8
  cells: Any One
rows:
  level: 9
  cells: 9
rows:
  level: 10
  cells: 10
  cells: Any One

source heading: Partial Expert/High Mage
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  level: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  level: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  level: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  level: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  level: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
progression kind: partial

source heading: Partial Other Mage/High Mage
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  level: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  level: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  level: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  level: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  level: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
progression kind: partial

source heading: Partial Warrior/High Mage
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  level: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  level: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  level: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  level: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  level: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
progression kind: partial

source heading: Partial Necromancer Arts and Spells
columns: Level
columns: Hit Dice
columns: Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6
  cells: +0
  cells: 1 Expert +1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6
  cells: +1
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6
  cells: +1
rows:
  level: 4
  cells: 4
  cells: 4d6
  cells: +2
rows:
  level: 5
  cells: 5
  cells: 5d6
  cells: +2
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6
  cells: +3
rows:
  level: 7
  cells: 7
  cells: 7d6
  cells: +3
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6
  cells: +4
rows:
  level: 9
  cells: 9
  cells: 9d6
  cells: +4
rows:
  level: 10
  cells: 10
  cells: 10d6
  cells: +5
  cells: +1 Any
progression kind: partial

source heading: Partial Other Mage/Necromancer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6-1
  cells: +0
  cells: 1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6-2
  cells: +0
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6-3
  cells: +0
rows:
  level: 4
  cells: 4
  cells: 4d6-4
  cells: +0
rows:
  level: 5
  cells: 5
  cells: 5d6-5
  cells: +1
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6-6
  cells: +1
rows:
  level: 7
  cells: 7
  cells: 7d6-7
  cells: +1
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6-8
  cells: +1
rows:
  level: 9
  cells: 9
  cells: 9d6-9
  cells: +1
rows:
  level: 10
  cells: 10
  cells: 10d6-10
  cells: +2
  cells: +1 Any
progression kind: partial

source heading: Partial Warrior/Necromancer
columns: Level
columns: Hit Dice
columns: Attack Bonus
columns: Focus Picks
rows:
  level: 1
  cells: 1
  cells: 1d6+2
  cells: +1
  cells: 1 Warrior +1 Any
rows:
  level: 2
  cells: 2
  cells: 2d6+4
  cells: +2
  cells: +1 Any
rows:
  level: 3
  cells: 3
  cells: 3d6+6
  cells: +2
rows:
  level: 4
  cells: 4
  cells: 4d6+8
  cells: +3
rows:
  level: 5
  cells: 5
  cells: 5d6+10
  cells: +4
  cells: +1 Any
rows:
  level: 6
  cells: 6
  cells: 6d6+12
  cells: +5
rows:
  level: 7
  cells: 7
  cells: 7d6+14
  cells: +5
  cells: +1 Any
rows:
  level: 8
  cells: 8
  cells: 8d6+16
  cells: +6
rows:
  level: 9
  cells: 9
  cells: 9d6+18
  cells: +6
rows:
  level: 10
  cells: 10
  cells: 10d6+20
  cells: +7
  cells: +1 Any
progression kind: partial

source heading: Skinshifter Arts and Form Bonus
columns: Level
columns: Form Bonus
columns: Arts Gained
rows:
  level: 1
  cells: 1
  cells: +1
  cells: Change Form and Any One
rows:
  level: 2
  cells: 2
  cells: +1
  cells: Any One
rows:
  level: 3
  cells: 3
  cells: +2
rows:
  level: 4
  cells: 4
  cells: +2
  cells: Any One
rows:
  level: 5
  cells: 5
  cells: +3
  cells: Any One
rows:
  level: 6
  cells: 6
  cells: +3
  cells: Any One
rows:
  level: 7
  cells: 7
  cells: +4
rows:
  level: 8
  cells: 8
  cells: +4
  cells: Any One
rows:
  level: 9
  cells: 9
  cells: +5
rows:
  level: 10
  cells: 10
  cells: +6
  cells: Any One

source heading: Thought Noble Arts
columns: Level
columns: Arts
rows:
  level: 1
  cells: 1
  cells: Open Mind and Any One
rows:
  level: 2
  cells: 2
  cells: Any One
rows:
  level: 3
  cells: 3
  cells: Any One
rows:
  level: 4
  cells: 4
  cells: Any One
rows:
  level: 5
  cells: 5
  cells: Any One
rows:
  level: 6
  cells: 6
  cells: Any One
rows:
  level: 7
  cells: 7
  cells: Any One
rows:
  level: 8
  cells: 8
  cells: Any One
rows:
  level: 9
  cells: 9
  cells: Any One
rows:
  level: 10
  cells: 10
  cells: Any One