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TERRACOS O5R V 2.0

The document outlines various cultures in the world of Terracos, including Nomads, Savages, Civilized, Enlightened, Decadent, and Degenerate, each with unique self-perceptions, societal views, and cultural traits. It also describes the classes available in Terracos, such as Artificers, Barbarians, Clerics, and others, detailing their roles, special rules, and how they fit into the broader societal structure. Each culture and class provides players with specific abilities and inspiration opportunities for roleplaying within the game.

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0% found this document useful (0 votes)
47 views16 pages

TERRACOS O5R V 2.0

The document outlines various cultures in the world of Terracos, including Nomads, Savages, Civilized, Enlightened, Decadent, and Degenerate, each with unique self-perceptions, societal views, and cultural traits. It also describes the classes available in Terracos, such as Artificers, Barbarians, Clerics, and others, detailing their roles, special rules, and how they fit into the broader societal structure. Each culture and class provides players with specific abilities and inspiration opportunities for roleplaying within the game.

Uploaded by

hotwheels4wings
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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CULTURES OF TERRACOS

‫תרבויות של טרקוס‬

The description of each culture includes Nomad


information about how the members view
themselves, how they are viewed by others
Nomads roam the empty wastes beyond the
and some ideas on how to roleplay a
civilized cities; quick to strike and bound by
stereotypical member of a given culture.
no laws. Nomads live with their animals and
Players will be rewarded with
usually ride into battle with them; they feel ill
inspiration when roleplaying accordingly.
at ease without them.
Savage
How you view yourself: You value your
freedom to roam across the so-called
Savages include warriors from the frozen
«empty» spaces of the world. Your only
north and witch-doctors from the snake-
responsibilities are to your clan and your
infested jungles of kush.
animals, and perhaps the gods of earth and
Savages tend to have a close sky.
connection with nature, but remain ignorant
How others view you: Nomads are lawless
of many developments that more civilized
and untrustworthy; they live by raiding and
people take from granted.
stealing rather than doing honorable work
How you view yourself: Life is a struggle, themselves.
but you rely on your natural instincts and your
Nomads have the following cultural traits:
own strength to survive. You are content with
your place in nature. You are wary of Ability Adjustment: +1 to Dexterity &
technology and the false promises of Wisdom.
civilization.
Proud: Gain advantage on Wisdom saving
How others view you: Savages live in the throws.
wild, and are primitive and barbaric. Their
Versatile: Once per day, select a skill and
lives are brutish and short. They can only
gain proficiency in that skill for the next 24
progress if they learn to subjugate their
hours.
instincts and become civilized.
Bowlegged: Base land walking speed 20 ft.
Savages have the following cultural traits:
Gaining Inspiration: The GM may award
Ability Adjustment: +1 to Strength &
inspiration for stereotypical acts such as:
Constitution.
• Sleeping in a tent outside the city walls
Sturdy: Gain a +1 bonus to Armor Class.
because you would feel trapped inside
Feral: Advantage on Perception skill checks. a noisy tavern
Superstitious: Suffers disadvantage on • Discovering new and strange places,
attack rolls against aberrations, fiends and and leaving your mark there
undead until they succeed on a DC 12
• Scouting ahead of the party in the
Wisdom saving throw.
wilderness
The Narrator may award inspiration for acts
• Refusing to stay in the same place for
such as:
too long
• Performing great feats of strength and
• Ignoring laws that deal with the
athletics
concept of private property
• Defeating a dangerous monster or
• Offering strangers food and shelter if
hated foe in single combat
they ask for it, even if their goals
• Acting quickly and instinctively instead oppose your own
of over-analyzing and discussing at
You may keep up to 3 points of inspiration.
length
• Refusing to use technology (including Civilized
armor and weapons and other items
crafted by civilized cultures) and Savages and nomads eventually gather
instead relying on your own strength together to cultivate the land, build great
and prowess cities, develop trade, and study medicine,
mathematics and languages. In the civilized
You may keep up to 3 points of inspiration.
lands dwell noble knights, wise kings, and
learned sages — as well as greedy
merchants and cunning thieves.
How you view yourself: You are a citizen of and their own mysterious goals. It is best to
a small settlement or a great city, and you shun them — or to exile them.
have your place within the social hierarchy.
Enlightened people have the following
You are proud of the accumulated wealth and
cultural traits:
knowledge of your culture, even if it is not
always evenly distributed. Ability Adjustment: +1 to Intelligence &
Wisdom.
How others view you: Civilized man never
really lives because he is always torturing the Uncanny: When you roll a 1 on the d20 for
life out of himself to clutch at wealth and an attack roll, ability check, or saving throw,
honors which, even if he wins them, will you can reroll the die and must use the new
prove to be but glittering illusions. For roll.
science and the arts are but the parents of
Also, enlightened characters who reach at
corruption.
least 2nd level before the normal human
Civilized people have the following cultural Middle Age (35 years) gain longevity and use
traits: the following age categories instead: Middle
Age (100 years), Old (200 years), Venerable
Ability Adjustment: +1 to two different
(300 years), Maximum Age (300 + 3d100
ability scores
years).
Educated: Gain proficiency in one extra skill
Cyclopean: Whenever you make an
of your choice.
Intelligence (History) check related to the
Talented: Gain one feat of your choice. origin of stonework, you are considered
proficient in the History skill and add double
Frail: Suffer disadvantage on saving throws
your proficiency bonus to the check, instead
against poison and disease.
of your normal proficiency bonus.
Gaining Inspiration: The GM may award
Conceited: Too confident in your own
inspiration for stereotypical acts such as:
abilities, you often underestimate your
• Obeying the local authorities, enemies. You suffer disadvantage on
regardless of their strange or unjust initiative rolls.
laws
Gaining Inspiration: The GM may award
• Clearing the wilderness in order to inspiration for stereotypical acts such as:
build a fortress or found a settlement
• Spending money on occult and
• Spending money to impress your esoteric research
peers or superiors
• Suffering physical hardships to gain
• Exercising self-restraint and following new knowledge and insights
etiquette
• Ignoring the suffering of others,
• Producing detailed written records of including your companions, in pursuit
your activities of personal development
You may keep up to 3 points of inspiration. • Touching and triggering arcane traps
due to intellectual curiosity
Enlightened
• Summoning or freeing demons and
other alien beings to study or learn
A few great civilizations rise above others
from them.
and gain half-mythical status. Learned
beyond normal men, people of enlightened You may keep up to 3 points of inspiration.
cultures are builders of cyclopean pyramids
and towers that pierce the skies. Their Decadent
magnificent buildings can last forever, and
likewise the flesh of the enlightened ones can Great civilizations reach their peak and
withstand the passage of time like no other eventually start to decline. Such fallen
mortals. empires are ruled by jaded nobles, corrupt
priests and wicked slave-traders. Demon-
How you view yourself: You are a scion of
worship, human sacrifice and drug abuse is
the ancients, and you carry the accumulated
all too common in these cultures.
wisdom of countless generations. The
How you view yourself: Why not enjoy all
mundane activities of others do not concern
that life has to offer? Let others discuss lofty,
you, for only you are destined for greatness.
high-minded ideals — you are more
How others view you: The so-called concerned about the here and now, and you
enlightened ones care only for themselves
have to look out for yourself because no one and defeated, ultimately losing your very
else will. humanity.
How others view you: Decadents are soft
and have forgotten how to fight. Their rich Degenerates have the following cultural
treasures shall be ours, and they will be traits:
powerless to prevent it. By iron and fire we Ability Adjustment: +2 to Constitution
shall purge their wicked ways from the earth. Nocturnal: You can see in dim light within 60
Decadent people have the following cultural feet of you as if it were bright light, and in
traits: darkness as if it were dim light. You can’t
Ability Adjustment: +1 to Charisma & discern color in darkness, only shades of
Intelligence. gray.
Insidious: Gain advantage on Deception and Ferocious: When you score a critical hit with
Stealth skill checks, and an additional +1d6 a melee weapon attack, you can roll one of
sneak attack damage if you have the sneak the weapon’s damage dice one additional
attack class ability. time and add it to the extra damage of the
Jaded: Gain advantage on saving throws critical hit.
against poison. Unwholesome: Degenerates always have a
Corrupt: Suffer disadvantage on Wisdom physical deformity or a mental illness, caused
saving throws. by inbreeding, that sets them apart from
Inspiration other humans. This unwholesomeness can
Gaining Inspiration: The GM may award never be fully concealed. You, and anyone
inspiration for stereotypical acts such as: you associate with, suffer disadvantage on
Spending money on alcohol and drugs, and Deception and Persuasion checks (except
using it to gain the benefits of rest when interacting with other degenerates),
and the initial attitude of persons from other
• Avoiding labor, and keeping servants cultures will always start at Hostile.
and slaves to do your work Gaining Inspiration: The GM may award
• Inventing new and novel ways of inspiration for stereotypical acts such as:
entertainment to escape the boredom • Defeating a superior foe via stealth or
of mundane existence ambush

• Overcoming enemies by the use of • Gaining followers through strength and


trickery and lies intimidation

• Using cults as a tool for personal • Getting a larger share of loot than your
power companions

• Entering pacts with demons and other • Destroying the remains of high
alien beings for personal benefits civilizations (including treasure and
relics)
You may keep up to 3 points of inspiration. You may keep up to 3 points of inspiration.
Degenerate

The last survivors of decadent civilizations


start to feud over dwindling resources, or are
driven away by stronger cultures. Fleeing into
the wilderness, or deep underground beneath
their ruins, they start to inbreed and devolve
into something no longer entirely human.
Degenerates may outwardly resemble
savages, but they carry the evil taint of fallen
empires.
When the last such taint disappears, the
culture has become savage, and thus the
cycle of history repeats itself.
How you view yourself: You dimly
remember tales of the greatness of your
ancestors, but all you have time to care about
now is survival. Perhaps some day you will
be strong enough to avenge your forebears.
How others view you: Let the fate of the
degenerates be a warning to all — do not
allow yourself to become soft and corrupted
Classes Of Terracos
‫סוגי טרקוס‬

Artificer: Members of this class are extemely Fighters: Fighters fill the ranks of armies and
rare in Terracos. They are people who have mercenary companies in the lands of Susrah,
scavenged weird items, alchemical elixirs Khazistan, Yar-Ammon, Zadj, Taraam,
and strange metal devices from the ruins Nabastis, and elsewhere. They are expertly
around Kutherion, the abandoned city of the trained in the art of war and include
legendary Giant-kings. swordsmen, archers, pikemen, and cavalry.
Special Rules: An artificer in Terracos Nobles are often of the fighter class.
must choose Alchemist as their subclass. Occasionally, fighters and mercenaries
abandon the army and turn to a life of
Barbarian: Savage warriors are found in all banditry along with rogues.
wild lands, from the fur-cloaked clans of
Tharag Thule, to the tribal spearmen of the Monk: While monks are quite rare in the
Jungle Kingdoms and the pygmies of the West, they are common in the mysterious
Silver Lotus Isles. Many hillmen of Lamu are lands of the East, such as Laksha, Ghoma,
barbarians, and the piratical Sea Reavers Azjan and Taikang. Some travel across the
include a few wandering barbarians and ocean or overland to the West, either as lone
other outcasts. seekers of wisdom, or as agents on a secret
mission from their monastic order. Some
Bard: Minstrels and musicians are common cities in the West even have secret
enough in Terraco’s cities, but the heroic bard underground temples dedicated to the
is not normally found in this setting because strange Eastern philosophies.
arcane magic is so rare. If you wish to play a
bard, use this class instead. Paladin: The ideals of religious devotion,
chivalry, self-denial, and self-sacrifice that lie
Cleric: Terraco’s priesthoods are mole like at the heart of the paladin concept are
exclusive societies that are primarily conspicuously absent in the world. Instead,
interested in extending their influence. Clerics Paladins are zealous warriors driven by an
form a distinct “inner circle” within each unending determination to accomplish their
priesthood. order’s goals. Armed with rites of secretive
Special Rules: Healing spells must be blood magic and a willingness to sacrifice
powered by sacrifice, either your own blood their own humanity for their cause, they
or the death of another creature.If you champion their ideals to the extreme.
sacrifice your own blood, you suffer damage
equal to half the amount healed (you only Ranger: Rangers of Terracos are people who
take this damage once).You can use the thrive in the savage wilderness, from the dark
blood of a living creature of at least medium jungles of Yalotha and Mazania to the
size that you have slain within the last minute scorching deserts of Yar-Ammon and
to heal others. Khazistan. Many are nomads who can
quickly travel vast distances on their horses
Druid: Among savage tribes, from the frozen and camels. The ranger class is also suitable
wastes of Tharag Thule to the steaming for lone hunters, assassins and slayers.
jungles of Yalotha in the south, the druid is a Special Rules: Give the rarity of
shaman or witch-doctor, who speaks with magic in Terracos, the ranger class uses the
ancestor spirits and spirits of the mountains following modifications.
and lakes, commands animals and the souls
of the dead, and curses his enemies with Rogue: Every city or town of some size, from
powerful juju. He declares taboos and crafts the slaver-fortress of Al-Qazir to thousand-
masks and drums to terrify his enemies; he columned Achad of the Taraamites, is filled
beseeches the powerful beast-gods of the with thieves and assassins, gamblers,
wilderness for aid; and he knows the secrets kidnappers, and lotus-traders. Plains and
of strange herbs and deadly poisons. mountains are plagued by bandits, slavers
Special Rules: Healing spells must be and highwaymen, and pirates and
powered by drawing the life force of nearby reavers are the scourge of the seas; the latter
plants.As an action, you carefully draw out even have their own «kingdom» centered on
vitality and moisture of nearby plants and the impregnable sea-citadel of Khora.
evoke healing energy that can restore Hit
Points. Using this feature leaves local plant Sorcerer: While one arcane spellcaster looks
life damaged but able to recover. Repeated much like another to the typical knave, the
use of this ability makes plant life within differences can be important. Sorcery arises
range instantly wither and die. from prehuman races for whom magic was
as natural as breathing or eating. Mortals
seeking to master this dangerous art either
have a touch of inhuman blood in their veins,
or make use of inhuman artifacts or rites to
first transform themselves into something that
is not quite natural. Any character who
becomes a sorcerer is assumed to have
already taken this first step, and is now ready
to begin testing the limits of their ability.

Warlock: As described above, most people


think arcane spellcasters are just different
flavors of the same thing. Warlocks derive
their magic from supernatural beings,
seeking direct patronage of powerful
supernatural allies, forging pacts that will
forever define a warlock’s abilities.

Wizard: Arcane scholarship is rare in the


current age of Terracos, but this was not
always the case. The high civilizations of
Thassilon considered arcane magic one of
the noblest sciences. Much of what was
known is lost forever, but enough remains to
make talented students of the mystic arts
some of the most powerful individuals in the
world.
Swords Of Terracos
‫חרבות הטרקוס‬

Bronze and Copper equipment is the Mastery Properties


standard, and are used by most cultural
groups.
Each weapon has a mastery property, as
Primitive: Equipment made from stone, shown in the weapon tables. That property is
wood, obsidian and bone have the frail usable only by a character who has a feature,
property. For weapons fashioned out of such as Weapon Mastery, that unlocks the
primitive materials, decrease the damage die property for the character.
by one die size. For armor reduce the AC
Properties that rely on landing a hit, happen
bonus by 1.
whenever the character scores a high hit.
Bronze & Copper: Weapons made from
High Hit: Rolling a 15+ on the d20 on an
bronze or copper have the frail property.
attack roll.
These are the standard armaments used by
most battle-worthy individuals.
Iron or Better: Weapons made from iron,
steel or alchemical silver increase their
damage by one die size. While you are
wearing armor made out of iron or better, you
gain resistance to bludgeoning, piercing and
slashing damage from primitive weapons.
Additionally, increase you Armor’s AC bonus
by 1.
Use the following statistic for standard
weapons & armor fashioned out of Bronze &
Copper:
Light Armor: Base Armor Class 12.
Medium Armor: Base Armor Class 14.
Heavy Armor: Base Armor Class 16.
Light Weapon (d6): Daggers, cudgels, foils,
darts, javelins, etc.
Medium Weapon (d8): Swords, Maces,
Axes, Spears, etc.
Heavy Weapons (d10): Two-handed
weapons, Fails, etc.

Weapon Passives

Axes are risky and violent. They are not


elegant, so they have exploding damage
dice.
Daggers are fast and agile. They grant
advantage on initiative checks.
Swords have a certain boring elegance
about them: They grant a +1 bonus to attack
rolls.
Maces will dent armor and consequently the
person underneath, less useful against
lightly-armored targets. They grant a +1
bonus to attack rolls against medium-
armored opponents and a +2 bonus to attack
rolls against heavily-armored opponents.
Polearms have reach. Creatures entering
your melee range provoke attacks of
opportunity.
Combat In Terracos
‫קרב בטראקוס‬

Weapon Techniques As a bonus action, which you take


immediately after hitting a target with a melee
weapon or an unarmed strike, you gain
Characters with the Weapon Mastery
temporary hit points equal to the damage
feature gain the ability to use Weapon
dealt.
Techniques. This is represented by the
Adrenaline Die which is a d6. Each time a Intimidating Presence
character uses a Weapon Technique they
As a reaction, which you take when a
must roll their Adrenaline Die.
creature would hit you with an attack, you
The Adrenaline Die is a usage die; can make a Charisma (Intimidation) check. If
When it is depleted, the character has your check is equal to or greater than the
exhausted their adrenaline reserves. triggering attack, the attack misses.
The Adrenaline Die recharges on a Hobble
short rest.
As a bonus action, which you take
Additionally, you learn one Weapon immediately after hitting a target with a melee
Stance which grants bonuses at given levels. weapon or an unarmed strike, the target must
You learn an additional stance at 5 th level. succeed on a Strength saving throw or fall
Changing stances is a bonus action. prone.
Level Techniques Known Cleave
1st 2 As a bonus action, which you take
immediately after hitting a target with a melee
2nd 2
weapon or an unarmed strike, you deal 1d6
3rd 3 points of weapon damage to another target
4 th
3 within range if the original attack would hit it.
5 th
4 Pommel Strike
6th 4 As an action, make a melee weapon attack.
On a hit, the target must succeed on a
7th 5
Constitution saving throw or be dazed for 1
8th 5 round.
9th 6 Wrist Snap
th
10 6 As a bonus action, which you take
immediately after hitting a target with a melee
weapon or an unarmed strike, the target must
Rules Variant: Combat Superiority succeed on a Strength or Dexterity saving
You learn three techniques of your choice. throw or drop an item they are holding.
You learn two additional techniques at 7 th, Cardiac Arrest
10th and 15th level.
As an action, make a melee weapon attack.
You have four superiority dice, which are On a hit, the target suffers disadvantage on
d6s. A superiority die is expended when you Strength and Dexterity saving throws, and
use it. You regain all of your expended attacks made against them have advantage
superiority dice when you finish a short or for 1 round.
long rest. You gain another superiority die at
7th and 5th level. You regain 1 expended Arterial Strike
superiority die each time you roll a 20 on the As a bonus action, which you take
d20 roll for a weapon attack, or deal the immediately after hitting a target with a melee
killing blow with a weapon to a hostile weapon or an unarmed strike, the target
creature. suffers bleeding.
The target takes damage equal to your
Gut Strike proficiency bonus for two (02) rounds, or until
it receives healing.
As an action, make a melee weapon attack. If
the attack hits, the target must make a Tactical Shift
Constitution saving throw or become As a bonus action, an adjacent ally may use
poisoned for one round. their reaction to move up to their speed
Devour Fear without provoking an attack of opportunity.
Hunting Party Overrun
Make a weapon attack, then an ally within As an action which you take after moving at
melee range of the target may use their least 20 feet in a straight line, you make a
reaction to make a weapon attack against the melee weapon attack. On a hit, the target
same target. must succeed on a Strength saving throw or
fall prone. If the target falls prone, you can
Encouraging Roar
make an additional attack against them as a
As a bonus action, all allies within 30 feet of bonus action.
you that can hear you gain a +2 bonus to
Take-Down
damage rolls for 1 round.
As a bonus action, which you take after
Iron Shell
hitting a creature with a melee weapon attack
As a reaction, which you take when an attack or an unarmed strike, the target must make a
would hit you, you gain a bonus to your Dexterity saving throw or be grappled.
Armor Class equal to your proficiency bonus
Iron Guard
until the start of your next turn.
As a bonus action, you let out a challenging
Snapping Strike
roar. Enemies that hear you must succeed on
As an action, you move up to 10 feet without a Wisdom saving throw or suffer
provoking an attack of opportunity, then make disadvantage on attack rolls against your
a weapon attack. allies for 1 minute.
Dirty Fighting Telegraph
Make a weapon attack, on a hit, the target As a reaction which you take in response to
must make a Constitution saving throw. On a being hit by an attack, you add your
failure, the target is blind for 1 round. Intelligence bonus to your Armor Class for 1
round.
Flurry
Perfect Guard
As an action, instead of making an attack
against a creature within range, the target As a bonus action, you have resistance
must make a Dexterity saving throw. On a against bludgeoning, piercing and slashing
failure, they suffer damage as if you had hit damage for 1 round.
them with a weapon attack.
Seize the Prey
Pummeling Strike
As an action, you lunge up to 10 feet towards
As a bonus action, which you take a creature you can see and make a weapon
immediately after hitting a target with a melee attack. On a hit, the target must succeed on a
weapon or an unarmed strike, the target must Strength saving throw or be pulled up to 10
make a Strength or Dexterity saving throw. feet in the direction you came from.
On a failure, their Armor Class is reduced by
Weakening Blow
1.
As an action, make a sudden attack against
Ricochet
the target. On a hit, the target must make a
As a bonus action, which you take Wisdom saving throw. On a failure, the next
immediately after missing a target with a time it makes a saving throw, it must subtract
ranged weapon attack, you may redirect the a d4 from the total rolled.
attack against a creature within 10 feet of the
Whirlwind Attack
original target.
As an action, you sweep your weapon in a
Sweeping Strike
circle around you. Each creature within
As an action, make a weapon attack against melee range must succeed on a Dexterity
a creature in range. If the attack hits, the saving throw or take weapon damage.
target suffers crippling plain. If the target
Riposte
moves, they suffer 1d8 weapon damage.
As an action, you gain 5 temporary hit points
Pin down
for 1 hour. If a creature hits you with a melee
As a bonus action, which you take after attack while you have them, it takes damage
hitting a creature with a melee weapon attack equal to your proficiency bonus.
or an unarmed strike, the target must make a
Strength saving throw or have its speed Weapon Stances
reduced to 0 for 1 round.
Black Seraph
1st level: You gain advantage on 1st level: You gain temporary hit points
saving throws against charms. equal to your level at the start of combat.
5th level: The first time you hit a living 5th level: You add your Intelligence
creature in combat, they must make a modifier to your Strength, Dexterity and
Wisdom saving throw. On a failure, they
become frightened for 1 round.
Broken Blade
1st level: Your unarmed attacks are
considered finesse weapons.
5th level: Your unarmed attacks deal
1d6 points of damage.
Golden Lion
1st level: You gain a +2 bonus to
attack rolls you make with melee weapons.
5th level: When you hit a creature with
a weapon attack, the next attack against that
target by someone other than yourself has
advantage.
Iron Tortoise
1st level: As a reaction when an ally
within 5 feet of you is hit by an attack, you
can grant them a bonus to their Armor Class
equal to your proficiency bonus for 1 round.
5th level: You increase your melee
reach by 5-feet.
Mithral Current
1st level: Drawing a weapon, or
picking a weapon up, does not generate
attacks of opportunity.
5th level: As a reaction when you are
hit by an attack, you may move up to 10 feet
without provoking attacks of opportunity.
Piercing Thunder
1st level: Attacks of opportunity you
make are done with advantage.
5th level: Adjacent allies gain a +1
bonus to armor class.
Primal Fury
1st level: You treat a roll of a 1 on a
damage die as a 2 instead.
5th level: Your movement speed
increases by 10 feet and attacks of
opportunity against you have disadvantage.
Scarlet Throne
1st level: You gain a +1 bonus to
Armor Class while wielding a weapon.
5th level: Weapons you wield can’t
deal less than 1d8 damage, regardless of
their quality.
Silver Crane
Sorcery In Terracos
‫כישוף בטרקוס‬

Magic in the World of Terracos is darker and 8th 4 4 2 - -


more nuanced than in typical high fantasy.
9th 5 4 3 - -
Some classes gain spellcasting, which allows
10th 5 4 3 2 -
them to cast spells per the arcane, divine,
primal and wyrd spell lists. Casting a spell
usually requires at least one free hand and Ability Modifiers and Bonus Spells
some components. Spells are more or less
The ability that governs bonus spells
powerful, noted by spell level.
depends on what type of spellcaster you are.
Spell Slots The following table shows how many
additional spell slots you get from a high
Delving into the mystic arts by manipulating Spellcasting Ability.
the fabric of magic and channeling its energy
into even a simple spell is physically and Ability Bonus Spell Slots
mentally taxing, often taking a toll on the Score 1 2 3 4 5
spellcaster’s body. Thus, spellcasters have
developed spell slots. 12+ 1 - - - -

You can think of spell slots as grooves of a 14+ 1 1 - - -


certain size – small for 1st level spells, but 16+ 1 1 1 - -
larger for a spell of a higher level.
18+ 1 1 1 1 -
When a character casts a spell, they may 20 2 1 1 1 1
choose to expend a spell slot of that spell’s
level, bypassing the spell’s Hit Point cost
and mishap chance.
Rules Variant: Spellcasting Checks
The following tables shows how many spell
Spells require a spellcasting check with a
slots of each level a character can use at
DC = 10 + Spell’s level.
each level.
Failure triggers a mishap with unintended
Wizard & Sorcerer consequences, and the spellcaster can’t
Level 1 2 3 4 5 attempt to cast the same spell again until
they finish a short rest.
1st 2 - - - -
2nd 3 - - - - The result of the spellcasting check is
used to determine the success of a targeted
3rd 4 2 - - - spell, comparing the result to the target’s AC
4th 4 3 - - - when needed. In this way, a spellcasting
check is both to see if the PC can
5th 4 3 2 - - successfully cast and hit a target.
6th 4 4 3 - -
Casting a spell this way costs Hit Points.
7th 4 4 3 1 - The cost equals the level of the spell.
8th 4 4 4 2 -
2D6 Mishap
9th 4 4 4 3 1
2 The spell effect occurs, but targets
10th 4 4 4 4 2 an ally rather than an enemy (or
vice versa).
3,4 The spellcaster sustains a
Variant Rules: Cleric & Druid
lingering injury from the spell’s
Level 1 2 3 4 5 backlash.
1st 2 - - - - 5,6 The backlash leaves the spellcaster
2nd 2 - - - - unable to cast any spells of 1st-
Level or higher for 1d4 rounds.
3rd 3 - - - -
7,8,9 The spellcaster takes 1d6 damage
4th 3 2 - - - per level of the spell.
5th 4 2 - - - 10,11 The spellcaster falls into a trance,
6th 4 3 - - - their spirit lost in the depths of the
beyond for 1d4 minutes. The Magic
7th 4 3 2 - -
user is incapacitated for the
Warlocks, Wizards & Sorcerers have the
duration.
ability to temporarily imbue their spell effects
12 A rift forms before the spellcaster to take on sapience. A living spell appears
and a malign spirit – a fiend – steps much like a normal spell effect, except that its
forth. The fiend’s tier is equal to the magical energy endures much longer.
spell’s level.
To create a living spell the spellcaster
must spend a Spell Slot and succeed on a
Spellcaster Special Abilities Spellcasting Check. If successful, the caster
may not cast the spell again until it’s recalled,
All spellcasters have the following special for it sprouts from their mind and exist to do
abilities: their bidding.
• A spellcaster knows how to create Living Spell
handmade spellcasting focus.
Creating a focus requires easily Medium Construct
obtained materials and a long rest. Armor Class: 12 + the level of the spell
(natural armor)
• Scribe Scrolls: Spellcasters may
create scrolls from known spells, Hit Points: 10 for each spell level
provided that the level of the spell Speed: 40 ft
being copied is less than their
proficiency bonus. Creating a scroll Condition Immunity: Mind affecting
costs 100 jp for materials and one Effects.
long rest of effort per level of the spell Damage Immunity: Poison, Force (or the
being copied. spell’s damage type).
• Bind Spirits: Spellcasters know how Proficiency Bonus: equals your bonus
to bind spirits they defeat in combat. Actions
When binding a spirit, your hit point
maximum decreases by 15. The spirit Multiattack: The living spell makes a
hovers invisibly around the binder. number of attacks equal to half its spell’s
Binding a spirit to an object requires a level.
non-magical item and costs 25 Hit Magical Strike: your spell attack modifier
Points instead. to hit, reach 5 ft., one target. Hit: 1d6 + 3 +
Bound Spirits will obey their binder the spell’s level force damage + 1d6 force
and use their special abilities (if any) damage.
at his command. The spirit may be Spell Mimicry (Recharge 5-6): The living
ordered to attack another spirit in spirit spell replicates the spell that brought it into
combat and the binder may use the existence using your Spell Save DC and
power of a bound spirit as Hit Points to Spell Attack Modifier. The spell originates
power a spell or ritual. Bound Spirits from the living spell.
regain 1d6 Hit Points each day.
A spellcaster may only bind a spirit if
Defiling
its CR is less than the Spellcaster’s
level times 3. A spellcaster may bind a When an arcane spellcaster invokes a spell,
number of spirits equal to their they draw upon the life energy of the world.
proficiency bonus. Most spellcasters are trained to take only
what is needed because any more kills plant
Hit Points lost this way recover at a
life and renders the area barren for centuries.
rate of 1 each Short Rest.
Every spellcaster is aware they are limiting
Bound Spirit Spellcasting their casting in this way.
Spell Level Hit Points With any spell, they can cast off their self-
imposed restrictions in exchange for a rush of
1st 2
power. In doing so, they mark themselves as
2nd 3 defilers – enemies of the land. Doing so is an
3rd 5 evil act, but many good-hearted casters have
found themselves facing impending doom
4th 6 and reconsidered their stance.
5th 7
Defiler Points

Living Spells
Whenever you defile, you gain defiler points Some spells require you to maintain
based on the effect applied according to the concentration in order to keep their magic
Defiling Benefits and Cost table. These active. If you lose concentration, such a spell
points have an immediate and cumulative ends.
negative effect, applied immediately from the
If a spell must be maintained with
Accumulated Corruption table. All points
concentration, that fact appears in its
can be shed in one of two ways: Assuming
Duration entry, and the spell specifies how
the Taint or Meditation with the land. You can
long you can concentrate on it. You can end
draw a number of points equal to or less than
concentration at any time (no action
half your spellcaster level (rounded up).
required).
You cannot defile if the area has been
Normal activity, such as moving and
drained of vegetative life. You may check the
attacking, doesn’t interfere with
Terrain table to determine how many points
concentration. The following factors can
you may draw from a 30-foot radius area of a
break concentration:
single Terrain type. If two or more terrains
overlap, you draw from the terrain that takes • Taking damage. Whenever you take
up the most space within the radius. damage while you are concentrating
on a spell, you must make a
Defiling Benefits and Cost Constitution saving throw to maintain
Defiler Effect Point Cost your concentration. The DC equals 10
or half the damage you take,
Careful Spell 1
whichever number is higher. If you
Distant Spell 1 take damage from multiple sources,
Subtle Spell 1 such as an arrow and a dragon’s
breath, you make a separate saving
Empowered Spell 2 throw for each source of damage.
Extended Spell 2 • Being incapacitated or killed. You
Heightened Spell 3 lose concentration on a spell if you are
Quickened Spell 3 incapacitated or if you die.

Twinned Spell 2 per spell level If you attempt to cast a spell that requires
concentration while already concentrating on
Recover Spell Slot 2 per spell level an existing spell, you can maintain
Bypass material cost 1 for each 100 ep concentration on both spells simultaneously,
but suffer disadvantage on the Constitution
saving throw made to maintain
Terrain Available Points concentration for each spell beyond the first.
Lush (forest, garden) 100 Variant #1: In Terracos, a spell is a
Abundant (farm) 20 materialized being or thought-form, typically
sentient and relatively autonomous, that is
Fertile (oasis) 10
created through spiritual practice and
Infertile (badlands) 5 intense concentration. Because of this, If a
Barren (wasteland) 3 spell requires concentration, it lasts until the
end of its full duration instead.
Assume The Taint Variant #2: As a spellcaster, you may
concentrate on an additional spell when you
At the end of a Short Rest, you may purge reach 5th level, 11th level and 17th level.
away all your corruption and their negative
effects, including any exhaustion caused by
defiling. Reduce your Wisdom score by half Spell Duration
your accumulated corruption. Reset your
corruption to zero. All non-instantaneous spells have their
duration increased as follows:
Meditating With The Land
• 1 minute to 10 minutes.
Meditating in an un-defiled area is the only
way to eliminate corruptions and not damage • 10 minutes to 1 hour.
your psyche. This takes a Short Rest day of • 1 hour to 8 hours.
uninterrupted meditation per point to be
purged. • 8 hours to 7 days.
• 24 hours to 2 weeks.
Concentration
Spell-like effects are modified accordingly.
Spells that allow you to make a saving throw
at the end of each turn are modified
accordingly: If a spell allows a creature to
make a save on each turn, the target instead
makes a saving throw, suffering the spell’s
effect until the end of its next turn, at which
point it must repeat the save. If the target
fails the second saving throw, the target
suffers the spell’s effect for the duration.
Playing In Terracos
‫משחק בטרקוס‬

This chapter shows off a few variant rules dealing with the High
that you can use to run your campaigns in Society, and as above
the world of Terracos. A few of these options
should look familiar to players of earlier 5000 +2 HD, and as above
editions of the Dungeons & Dragons game, 10000 May benefit from a
as some have been presented as variants in Long Rest during a
those prior editions. Short Rest once, and
as above
Resting
Short Rests take between 6 and 8 hours and
are usually taken overnight. During a short Supply Dice
rest, a character may roll a single Hit Die + All non-specific consumables are
their Constitution Modifier. A character may represented y a special die known as the
recover more Hit Points by taking a higher- Supply Dice, which is a 1d8. Whenever you
quality short rest. consume one use of the consumable, roll the
Once per Short Rest, a Spell-Caster may dice. If you roll a 1 or a 2, the die decreases
recover expended spell slots. The spell slots by one die size.
can have a combined level that is equal to or Death & Dying
less than your proficiency bonus.
Whenever you are reduced to 0 Hit Points or
SHORT REST less, you are Dying. Every round, you must
LIFESTYLE PRICE/DAY EFFECT roll a Death Saving Throw as normal. If you
are healed, you must succeed on a DC 11
Poor 5 ep DC 11 CON. Constitution Saving Throw. On a failure, you
Failure: Heal for suffer 1 one level of Exhaustion. Failed Death
half. Saving Throws reset when you finish a Short
Modest 10 ep Heal up to 1 HD Rest or a Long Rest.
Comfortable 20 ep Heal up to 2 HD A character proficient with Alchemy or the
Wealthy 50 ep Heal up to 3 HD Healer’s Kit may spend one use of a healer’s
kit to tend to a creature and restore 1d6 + 4
Aristocratic 100 ep min. Heal up to 4 HD hit points to it, plus additional hit points equal
to the creature’s Hit Dice. You must spend 10
Long Rests requires a longer period of rest, minutes applying first aid to a wounded
between 3 and 5 downtime days in a safe creature. You carry enough supplies at one
environment. At the end of a Long Rest, a time equal to your Proficiency modifier
character recovers all lost Hit Points and Hit (minimum 1).
Dice. Advantage & Disadvantage
LONG REST Sometimes a special ability or spell tells you
WEEKLY UPKEEK EFFECT that you have advantage or disadvantage on
an ability check, a saving throw, or an attack
10 -1 HD per day of roll. When that happens, you can roll a d4
Healing Available and add the result to the check. For every
50 No modifier additional advantage, the die size increases
100 Minimum HD roll for one step.
healing is half the die’s Leveling Up
maximum value.
PCs level up when they earn enough XP. A
250 +1 HD, and minimum PC gains new benefits each time they level
HD roll for healing is half up, per their class. PCs are unable to level up
the die’s maximum in more than one class. In general, a PC
value. earns more HP, can improve their stats, and
500 Gain advantage on gain new class features with each level up.
saving throws against Refer to your class rules for specifics (such
disease effects, and as as dice rolled for HP, etc).
above.
LEVEL XP REQUIRED
1000 Gain advantage on
Charisma checks when 1 0
2 2.000 6 The target falls prone.
3 5.000
4 10.000 First Aid

5 20.000 You provide some quick first aid to an injured


ally over the course of 10 minutes. You must
6 30.000 be adjacent to your ally for the duration and
7 50.000 have a healer’s kit available. You must
8 75.000 succeed on a DC 11 (Medicine) check. If you
succeed, your ally recovers hit points equal
9 100.000 to 1d6 + your Proficiency Bonus. A character
10 200.000 cannot benefit from another First Aid action
until they take additional damage.

PCs gain XP based on several things like Overland Travel


defeating monsters, completing quests and Swimming across a rushing river, sneaking
investing treasure on themselves. For each down a dungeon corridor, scaling a
coin spent on quality downtime, a PC gains 1 treacherous mountain slope—all sorts of
XP. movement play a key role in fantasy gaming
Critical Hits adventures.
Sometimes it’s important to know how long a
When you make an attack and succeed with journey takes and what the player characters
a natural 20 (the number on the die is 20), or do in the meantime. Here are just some
if the result of your attack exceeds the things characters can do while traveling:
target’s AC by 10, you achieve a critical • Perception: You keep a lookout for
success (also known as a critical hit). landmarks, dangers and hazardous
terrain. This watchfulness grants a +2
Critical Stunts to the next check made as part of this
When you score a critical hit, you deal journey. **Failure:** Disadvantage on
maximum weapon damage and perform a Initiative checks for the whole group.
Major Critical Stunt. • Sneak: You attempt to cover the
tracks of your party to ignore possible
If you score a High Hit, you use your pursuers. (Can only be done at a slow
Weapon’s Property and perform a Minor pace) **Success:** Surprise round on
Critical Stunt. random encounters.
Major Critical Stunts Table • Hunt & Forage: Shelter, food and
water are the vital resources needed
d6 Effects to survive. The volcanic wasteland
1 The target suffers a lingering injury. barely has enough vegetation to feed
its inhabitants.
2 The target can only take one action for • Athletics: You climb ledges, leap
a round. across chasms and trudge through
3 The target’s initiative falls to the bottom ash, helping the party bypass
of the initiative order. obstructing terrain. **Failure:** -1 to
4 The target is disarmed. the group’s Armor Class and Weapon
damage.
5 The target is stunned for 1 minute. • Medicine: Using the meager
6 Make an additional attack. resources you have available, you
help stave off the abrasions caused by
Minor Critical Stunts Table the heat and grit. **Failure:** DC 10
d6 Effects Constitution save or suffer fatigue.
• Nature or Survival: You find the best
1 The next attack has a +5 bonus.
paths through the crags. Identifying
2 You disengage and move 5 feet. hazard before your group runs into
3 The target is grappled or alternatively them. **Failure:** Your group gets
you escape the target’s grapple on you lost. You consume an extra supply for
every two party members.
4 The target cannot take reactions until • Arcana: You discreetly use your
the beginning of your next turn arcane abilities to create minor
5 The target is pushed or pulled 5 feet in illusions or distant diversions, possibly
a direction of your choice shaking off pursuers. Additionally, you
tap into the ambient magics to better
orient the group. (Can only be done at
a slow pace).
Camp Activities: While camping, each
character selects two of the following
activities:
• Investigation: You scout ahead,
exploring the surrounding landmarks.
**Success:** You lower the random
encounter chance by 1.
• Stealth: You spend your time
camouflaging the camp and creating
false tracks while covering your own.
**Success:** Your party doesn’t suffer
a random encounter at night.
• Survival: You try to forage the land
around camp. Unlike the journey
phase, this is done **after** the group
has eaten.
• Medicine (DC 15): On a success, up
to two creatures regain 1 Hit Die.
• Meditate: You spend your time
drawing from your source of magical
power. Make spell-casting ability
check to recover spent spell slots.
• Cook (DC 15+): Spend an additional
supply to prepare a hearty meal. On a
success, each party member gains
temporary Hit Points equal to your
level plus your proficiency bonus.
• Repair (DC 15): You spend an
additional supply and attempt to
repair your broken gear. On a
success, you repair your equipment by
one die-size or a single point of AC.
• Craft (DC 10): Make an Intelligence or
Wisdom check. On a success, you
make a crude weapon that deals 1d4
+ Your Strength modifier points of
either bludgeoning, piercing or
slashing damage. (your choice).
• Keep Watch: At least two party
members need to do this. On a failure,
the chances at getting a night-time
random encounter increase by 1.
• Inspire Competence (Paladin): You
grant an ally +2 on their next journey
or camp skill check.
• Set Traps (Rogue): You create traps
and set them around camp. At the
start of a random encounter, enemies
suffer damage equal to your sneak
attack damage.
• Rona’s Blessing (Cleric): You pray
for Ronas’ mercy. Up to two targets
heal twice as much from resting.
• Ill Omen (Warlock): Your dark powers
mystically reduce the chance of
attracting monsters and enemies.
Each allied non-player character grants a
+1 (Max. +3) to a single skill check.

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