Life Magic 1-3

“ Insert this into Roll20 as a Macro!(Powercards API must be enabled) !power {{ –name|Weak Banish Undead –leftsub|Life Magic 1 ◆ Combat Action–rightsub|40 Mana–Accuracy|[[ 1d100 + @{selected|LifeMagicB} + @{selected|rkLifeMagic} + @{selected|intelligence} + floor(@{selected|luck}/10) ]] vs Mental Value ]] vs Mental Value–On Hit|2D8 Life damage, and is pushed back 10 feet–Area|1 Creature–Range|The target must be within 40 feet.–Duration|Instant–Effect|This spell only works on Undead and Living Dead targets– |//@{selected|cname} summons the power of life to destroy the Read more…

Fire Magic 1-3

“ Insert this into Roll20 as a Macro!(Powercards API must be enabled) !power {{ –name|Ember Spark –leftsub|Fire Magic 1 ◆ Combat Action–rightsub|30 Mana–Accuracy|[[ 1d100 + @{selected|FireMagicB} + @{selected|rkFireMagic} + @{selected|intelligence} + floor(@{selected|luck}/10) ]] vs Mental Value ]] vs Armor Value–On Hit|2D6+2 Fire damage, and 5 Ongoing Fire damage.–Area|1 Creature–Range|The target must be within 60 feet.–Duration|Instant– |//A flicker of flame leaps from the hands of @{selected|cname}, singeing their foe// }} ” “ Insert this into Roll20 Read more…

Death Spells 1

“ Insert this into Roll20 as a Macro!(Powercards API must be enabled) !power {{ –name|Weak Blight Aura –leftsub|Death Magic 1 ◆ Combat Action–rightsub|40 Mana–Area|All creatures in a 10 foot radius–Range|The radius is centered on you.–Duration|1 Minute–Effect|For the duration of the spell, all living creatures except you in range take 2 additional points of damage whenever they take damage. This aura moves with you, and you may dismiss it with a movement action.– |//Death drains life Read more…

Spell: Weak Haste

Weak Haste Air Magic 1 Combat Action ◆ 25 Mana Attack: Air Magic vs Value Area: 1 Creature Range: Touch Duration: 10 Minutes Effect: The target gains a +5 bonus to their Movement Speed and Combat Speed for the duration. Insert this into Roll20 as a Macro!(Powercards API must be enabled) !power {{–name|Weak Haste–leftsub|Air Magic 1 ◆ Combat Action–rightsub|25 Mana–Area|1 Creature–Range|Touch–Duration|10 Minutes–Effect|The target gains a +5 bonus to their Movement Speed and Combat Speed for the duration.– Read more…

Spell: Weak Errant Wind

Weak Errant Wind Air Magic 1 (Utility) Combat Action ◆ 50 Mana Attack: Air Magic vs Value Area: You and all Allies within a 50 foot radius Range: The radius is centered on you. Duration: 10 Minutes Effect: For the duration, all allies within the range of the spell receive a +5 bonus to their defenses against physical ranged attacks. This spell only works outside. Insert this into Roll20 as a Macro!(Powercards API must be enabled) !power Read more…

Spell: Weak Air Push

Weak Air Push Air Magic 1 (Attack) Combat Action ◆ 30 Mana Attack: Air Magic vs Dodge Value On Hit: Each enemy you successfully hit in the line is pushed back 10 feet and knocked prone. Area: All targets in a 30 foot line of air, one foot in diameter. Range: The line must start adjacent from you Duration: Instant Insert this into Roll20 as a Macro!(Powercards API must be enabled) !power {{ –name|Weak Air Push –leftsub|Air Read more…

Axes

Axes is a Common Martial skill. It is not modified by an attribute. The Axes skill represents your ability to wield axes, emphasizing raw power, brutal efficiency, and relentless aggression. An axe is not just a weapon; it is a tool of war, capable of cleaving through armor, bone, and shield with savage force. However, the might of an axe lies in the hands of its wielder, requiring precision and timing to harness its devastating Read more…

Air Magic

Air Magic is an Uncommon Magical skill. Skill checks with it are modified by Intelligence. Air Magic is the Basic Magic of speed, lightning and travel. A master of this magic can control the sky itself. Air Magic is a force of freedom and adaptability, capable of swift strikes, protective barriers, and devastating gales. It embodies both grace and ferocity, reflecting the ever-changing nature of the wind. Each rank in the Air Magic skill increases your Accuracy Read more…

Concentration

Concentration is a Common skill, and is modified by your Constutition. The Concentration skill represents your ability to endure hardship, maintain focus, and push through physical and mental challenges. Whether you’re resisting the effects of pain, staying conscious through exhaustion, or ignoring distractions in a high-stakes situation, Concentration is your go-to skill. It is also used for general checks that require exceptional Constitution. Anyone can perform the Concentrate action, even without ranks in the Concentration Read more…

Entertain

Entertain is a Common skill, and is modified by your Charisma. The Entertain skill is your measure of charm, creativity, and ability to captivate an audience. Whether you’re performing music, telling stories, or displaying feats of acting or comedy, Entertain allows you to inspire, distract, or even manipulate those who watch or listen. As your mastery of Entertain grows, your performances will transcend the mundane, becoming tools for influence, morale-boosting, and even tactical advantage. As Read more…

Swords

Swords is a Common Martial skill. It is not modified by an attribute. The Swords skill measures your prowess with one- and two-handed blades, emphasizing precision, power, and versatility. A sword is more than just a weapon; it is a timeless tool of combat, capable of elegant strikes and brutal devastation. However, even the sharpest blade is useless without the skill to wield it effectively. A master of Swords can turn any blade into an Read more…

Athletics

Athletics is a Common skill, and is modified by your Strength. The Athletics skill provides bonuses to all activities involving physical exertion. Whether you’re jumping, climbing, bursting through a door, or grabbing an opponent, Athletics is your go-to skill. It is also used for general skill checks that require raw Strength. As your mastery of Athletics grows, your physical prowess becomes increasingly extraordinary. As your skill in Athletics grows, you will gain additional benefits from Read more…

Material: Fine Silk

Silk is a common ingredient in tailoring, and Fine Silk is a higher quality ingredient. Fine Silk is an Uncommon Binding for the Tailoring crafting skill. Also, an armor made using Fine Silk weighs 20% less than its schematic would say. Multiple weight reductions are cumulative, but an item can never weigh less than 50% of its normal weight. Rarity: Common Type: Inorganic Ingredient (Binding) Weight: 0.1 lbs. Cost: 10 GP (Sell Price: 2 GP)

Material: Silk

Spun from various insects, this lightweight material decreases the weight of the non-metal armor it is made with by 10% when used as a base. Multiple weight reductions are cumulative, but an item can never weigh less than 50% of its normal weight. Rarity: Common Type: Inorganic Base (Binding) Weight: 0.1 lbs. Cost: 3 GP (Sell Price: No Value)

Dense Oats

This dense grain is harvested from the fields of Arladon, and provides ample hunger relief to any recipe it is added too. It is very common across many cities. Rarity: Common Type: Organic Base (Grain) Weight: 0.1 lbs. Cost: 5 SP (Sell Price: No Value)

Sylvan Pine Sap

This shimmering golden sap possesses potent natural properties, capable of imbuing items with a touch of the wild. When woven into a piece of Armor, a Worn Item, or a piece of Jewelry, the item increases the wearer’s Hit Point Maximum by 2, while the item is worn. This will not work with held items or consumable items. Rarity: RareType: Organic Base (Additive)Weight: 0.3 lbs.Cost: 4 GP (Sell Price: 8 SP)