Unchained Worlds: Fantasy Edition 2.0

Keeper and Player

The keeper controls the world and runs all non-player characters(NPCs). Each player controls one player character(PC) called a delver which is part of a party of delvers. The keeper retains the right to modify, add, remove, or ignore any rule in this document.

Checks

A check sonsists of rolling a D20 to meet or beat a target number and accomplish a task. If a check is opposed, the opposer rolls a D20 as well and the highest wins. A save is just a check made to prevent something from happening, such as being grappled.

Luck Dice

Every player gets 3 luck dice per session. They do not stack. A player may expend one or more luck dice to use them. A luck die can be added or subtracted from any other die roll. If the keeper rolls on a loot table, for instance, luck dice can be added to shift the result.

Hearts

A delver loses hearts as they take damage, and they must make a death save if an attack leaves them below 1 heart. A delver's class decides their maximum hearts.

Death Save

Roll a D6. If you get a 6 or higher, you defy death.

Inventory

Use plausibility to determine what you can carry.

Skills

A skill is a domain of practical or theoretical knowledge. If you have proficiency in a skill, you gain a +D6 bonus to checks using it. If you have expertise in the skill, that bonus becomes a +2d6. Skills are flexible. While a skill in swords might help you attack with them, it might also help you in smithing them.

Initiative

If it's obvious that one side goes first, they do. Otherwise, each side of the conflict rolls a D6 and the highest goes first. When it's the party's turn, each delver can take their turn. Order can be shifted by player preference, but defaults to going around the table in a clock-wise manner.

Attacks

To make an attack, roll a D20 against the target, adding any relevant skill bonus. The target rolls a D20 to resist your attack. If you beat the target's roll, you deal damage. If you fail an attack, the target may use a reaction to counter-attack if possible.(ie you are sword-fighting or dueling with bows). A counter-attack instantly hits and deals damage. On a tie, both sides hit(if possible).

Reactions

By default, each characters gets one reaction in combat. Reactions can be spent to perform a counter-attack or a held action(such as waiting to fire a bow when an enemy comes in sight).

Multi-attacks

To make a multi-attack, make a normal attack and roll an extra D20 for the second attack. Roll all bonuses once and apply to both attacks. These are both opposed by your target, who can only counter-attack if all your attacks fail.

Damage

Most damage comes in multiples of D6. Unarmed attacks deal 2 damage. Some magic weapons may give a flat bonus, such as a +1 sword.

Armor

Armor reduces incoming damage by the armor value(AV) of the piece of armor. The durability value(DV) is the total number of hits a piece of armor can take before it breaks.

XP

Experience Points(XP) are a measure of progression. When earned, they are divided equally among all members of the party. There are a few ways to gain XP:
- 1XP per heart of vanquished enemies
- 1XP per coin earned(10 talons = 1 coin)
- 100XP per completed quest
- 15XP per new room explored(in megadungeons)

Leveling Up

Adventurers begin at level 0 and may choose from one of the classes on this page. At level 1 they may choose a class. They roll for two boons on their class's boons chart each time they gain a level, starting at level 1.

  1. 0
  2. 50
  3. 100
  4. 150
  5. 200
  6. 250
  7. 350
  8. 450
  9. 550
  10. 650
  11. 750
  12. 950
  13. 1150
  14. 1350
  15. 1550
  16. 1750
  17. 2050
  18. 2350
  19. 2650
  20. 2950
  21. 3550

Boons

When an adventurer levels up, they gain a boon, which is rolled on the class's boons table. This may be a flat stat increase, or a choice of a new ability from a class or general abilities list.

Gear

Talon(T)

A literal talon retrieved from a monster. Valued as commodity for alchemical properties and commonly used in rural communities.

Crown(C)

Gold coins minted by a long gone empire with a crown on each coin. Used by the empire.

Bar(B)

Gold bars weighing one ounce. Used for larger transactions.

Conversion

1B = 10C = 100T

DMG = damage
Crossbows require an action to reload.

Ammo

- 20 arrows 1C
- 20 Bolts 1C

2DMG

- Rock (Free of cost)
- Sling 1T
- Boomerang 1C
- Blowdart 10C

D6DMG

- Club 1T
- Dart 5T
- Javelin 5T
- Whip 2C
- Hammer 2C
- Knife/Dagger 2C
- Hand Crossbow 75C

2d6DMG

- Spear 1C
- Handaxe 5C
- Sword 10C
- Mace 10C
- Halberd 20C
- Shortbow 25C

3d6DMG

- Greatclub 2T
- Warhammer 15C
- Crossbow 25C
- Greataxe 30C
- Greatsword 50C
- Longbow 50C

4d6DMG

- Heavy Crossbow 50C

AV = armor value = flat damage reduction
DV = durability value = number of hits armor can take before breaking

Clothes(0AV)

- Common Clothes 5T
- Robes 1C
- Fine Clothes 5C
- Costume Clothes 5C

Light(1AV)

- Leather 10C 5DV
- Studded Leather 45C 10AV

Medium(2AV)

- Shield 10C 10DV
- Hide 10C 5DV
- Chain 50C 10DV
- Breastplate 400C 20DV

Heavy(4AV)

- Half Plate 750C 10DV
- Full Plate 1500C 50DV

Light Sources

- Candle 5ft radius, lasts 1 hour, 10/talon
- Torch 30ft radius, lasts 1 hour, 10/talon
- Oil Flask costs 5 talons
- Lamp, 15ft radius, lasts 6 hours, costs 5 talons
- Hooded Lantern, 30ft radius, lasts 6 hours, costs 5 crowns
- Bullsyeye Lantern, 60ft cone, lasts 6 hours, costs 10 crowns

10 Per Talon

- Flask
- Soap
- Incense

2 Per Talon

- Piton
- 10ft Pole
- Pouch
- Fresh Ration
- Whistle
- Quill Pen

1 Talon

- 10ft Ladder
- Parchment
- Iron Spike

2 Talons

- Waterskins
- Paper Sheet
- Mess Kit
- Brazier

5 Talons

- Basket
- Bucket
- Blanket
- Sealing Wax
- Iron Ration
- Tinderbox

1 Crown

- Bag of Ballbearings
- Bedroll
- Bell
- Block and Tackle
- 50ft Rope
- Scroll case
- Vial
- Fishing Kit

2 Crowns

- Backpack
- Barrel
- Glass Bottle
- Grappling Hook
- Crowbar
- Manacles
- Pickaxe
- Iron Pot
- 4-Person Tent
- Shovel

5 Crowns

- Portable Ram
- Chest
- 10ft Chain
- Steel Mirror
- Ink Bottle
- Perfume vial
- Hunting Trap
- Scale
- Herbalism Kit
- Healer's Kit (10 charges, D6 Hearts)

10 Crowns

- Lock
- Wand
- Forgery Kit
- Lockpick

20 Crowns

- Book
- Hourglass
- Climber's Kit
- Disguise Kit

50 Crowns

- Healing Potion(3d6 hearts)
- Spellbook
- Poisoner's kit

100 Crowns

- Magnifying Glass
- Spy Glass
- Poison (10 charges, +2d6DMG, lasts 1 minute on weapon)

Classes

At level 0, all adventurers begin as commoners. As a commoner, you have 10 hearts, your unarmed deals 2 damage.

Spells

Arcane magic is a centuries-long academic project upheld by scholars of guilds, universities, and royal patronage. The list is divided into schools of magic. Dark magic is largely outlawed and thus difficult to obtain or practice legally.

1. Fire Magic

  1. Fire bolt(C): Ranged attack that deals 2d6 damage on a hit.
  2. Bonfire(C): Create fire in 5ft cube for an hour. D6 damage to those inside flame.
  3. Shape Fire(C): Move, extinguish, grow, or sculpt a flame that fits in a 5ft cube.
  4. Burning Hands (1st): 15ft cone. Creatures must save to halve 3d6 damage.
  5. Scorching Ray(2nd): Fire two bolts of fire, each dealing 3d6 damage on a hit.
  6. Fireball(3rd): A bolt of fire explodes into a 30ft sphere of flames. Creatures inside must save to halve 4d6 damage.

2. Water Magic

  1. Create water(1st): Produce 100 gallons of water in container, as spray, or as rain over an area.
  2. Shape Water(C): Move, freeze, color, or sculpt up to a 5ft square of water. Lingering effects last 1 hour.
  3. Cold Ray(C): Ranged attack that deals 4d6 damage. On hit, target saves or has limbs frozen to ground, immobilizing. Freezes up to a 10ft cube of water to ice.
  4. Ice Knife(1st): Fire a shard of ice at one target. On a hit, it deals 3d6 damage to the target. On a miss, it explodes and all creatures within 10ft must save to halve 2d6 damage.
  5. Ice Shards(2nd): Fire a stream of ice shards at a 10ft square area. All creatures inside must save to halve 4d6 damage.
  6. Cone of Cold(3rd): Produce a 30ft cone of freezing air. Creatures inside must save to halve 4d6 damage.

3. Earth Magic

  1. Shape Earth(C): You may move a 1 meter cube of soil up to 30 feet.
  2. Acid Arrow(1st): Ranged attack. On a hit, target takes 3d6 damage, and does so at the end of their next two turns.
  3. Grease(1st): Create slick patch(30ft square) of grease for 1 hour. If ignited, it burns for 1 minute, dealing d6 damage per turn.
  4. Tremor(1st): All stone surfaces within 60ft shatter violently, forcing creatures adjacent to them to save or take 3d6 damage.
  5. Plant Growth(2nd): Select a 10ft cube, wherein plants and seeds sprout into mature plants. You may choose the plants to flower, or to produce mature fruit.
  6. Shape Stone(3rd): Precisely carve stone that fits into a 10ft cube, creating up to five items in the process, or one structure.

4. Air Magic

  1. Shocking Grasp(C): Make an unarmed attack, which deals 10 damage on a hit.
  2. Gust(C): Create a strong gust of wind. You may focus it on one creature, forcing them to save to a void being knocked over.
  3. Poison Spray(C): One target within 10ft saves to halve 4d6 damage.
  4. Cloud(1st): Create clouds within a 20ft cube that obscure vision and last 1 hour.
  5. Fly(2nd): For 1 hour, you fly 60 feet per turn.
  6. Lightning Bolt(3rd): Ranged 4d6 damage. On hit, roll a D6, and on a 5-6 chain another target(unlimited).

5. Force Magic

  1. Shield(1st): Until the start of your next turn, you have 6 armor value.
  2. Magic Missile(1st): Fire 3 spectral darts that always hit and deal 2 damage each.
  3. Mage Armor(1st): Create a magical barrier around yourself that has 2 armor value and 10 durability value.
  4. Telekinesis(2nd): Lift an object up to 300ft. May use to grapple a creature, who may save to resist the spell.
  5. Tiny Hut(3rd): Create a half-submerged sphere of force 10ft in diameter centered on the caster, which lasts for 8 hours. The magic barrier allows air to pass through and may be shattered by a single attack dealing 50 or more damage.
  6. Force Cage(3rd): Create a 15ft hollow box of force around a point in sight. It has 300 hearts, and lasts until shattered.

6. Psychic Magic

  1. Telepathy(C): Silently send and receive messages for to one creature you can see. Lasts 1 minute.
  2. Mind Spike(1st): Target saves or takes 2d6 damage and reveals location for 1 hour.
  3. Locate(1st): DC10 magic check to learn the current direction to an object, creature, or location.
  4. Befriend(1st): Target saves for 24 hours immunity to this spell, or consider caster friend for 24 hours.
  5. Tongues(1st): All creatures understand your speech for 1 hour.
  6. Scry(2nd): Holding a possession(hat, pen, strand of hair) belonging to your target, you can see the target's surroundings for 1 minute.

7. Illusion Magic

  1. Minor Illusion(C): Create an illusion which fits in a 5ft cube and lasts one hour. May not move, produce light, or produce sound.
  2. Light(C): You create a point of light on an object that lasts for 1 hour and has a 60ft range.
  3. Disguise Self(1st): Disguise yourself for 1 hour. Changes are ephemeral.
  4. Magic Mouth(2nd): You create a magical mouth which speaks a phrase or sound according to a trigger you define. This lasts 24 hours. If you cast magic mouth on a book, it will instead read the contents of the book when triggered.
  5. Major Illusion(2nd): Create an illusion which fits in a 20ft cube and lasts one hour. May move within the cube, produce light, and produce sound, but does not react to its surroundings.
  6. Illusory Intelligence(3rd): Create a creature or object that fits within a 20ft cube and lasts one hour. It may move outside the cube, produce light and sound, and respond intelligently to its surroundings. You can define it's intelligence broadly, such as creating a dog that barks at passers by or a librarian that helps visitors find books in a library.

8. Conjuration Magic

  1. Mage Hand(C): Produce magic flying hand that lifts 5lbs, 120ft range, 10 minutes.
  2. Find Familiar(1st): A spirit takes the form of a varmint(1 heart, 1 damage) and follows your orders. Within 120ft, you may telepathically access its senses, ignoring your own. Each mage has only one familiar.
  3. Cloud of Daggers(1st): Create a cloud of flying daggers that fit within a 5ft cube for 1 hour, dealing 3d6 to all that enter it.
  4. Conjure Shadow(2nd): you create a shadow beast(8d6 hearts, 2d6 damage) that lasts for one hour and immediately dissipates if shined with bright light.
  5. Black Tentacles(3rd): A portal opens and tentacles pull up to 6 targets within 30ft. They save(DC15) to halve 2d6 damage and avoid being pulled 10ft. Portal closes after 3 rounds, capturing targets within.
  6. Teleport(3rd): Roll a D6. On a 3 or higher, up to 10 willing targets(including yourself if you wish) standing together teleport to a location you have already visited. On a failure, there is a momentary ripple in the air and each target takes 3d6 damage.

9. Alteration Magic

  1. Invisibility(1st): Touch a creature, turning them invisible for one hour. Ends early if creature attacks or casts a spell.
  2. Slow(2nd): Target saves or expoeriences half movement, disadvantage on all checks, and all actions taking 2 turns for one minute.
  3. Haste(2nd): Target saves or gains double movement and can perform 2 actions per turn for one minute.
  4. Grow(3rd): For an hour, target grows five times larger.
  5. Shrink(3rd): For an hour, target shrinks five times smaller.
  6. Polymorph(3rd): Transform a willing target into a different creature for 24 hours. Recast within 24 hours to make this change permanent.

10. Zone Magic

  1. Frictionless Zone(1st): 100ft sphere lacking friction for 1 hour.
  2. Zero Gravity Zone(1st): 100ft sphere lacking gravity for 1 hour.
  3. Silent Zone(2nd): 100ft sphere lacking sound for 1 hour.
  4. Dark Zone(2nd): 100ft sphere lacking light for 1 hour. An overlapping light zone neutralizes both effects.
  5. Light Zone(2nd): 100ft sphere fully illuminated for 1 hour. Overlapping dark zone neutralizes both effects.
  6. Anti-Magic Zone(3rd): 100ft sphere lacking magical activity for 1 hour.

11. Meta Magic

  1. Whispered Spell(1st): Cast a spell silently and hands-free by mouthing its name.
  2. Rapid Cantrip(1st): Choose a cantrip and cast it thrice.
  3. Twinned Spell(2nd): Target one additional creature.
  4. Spell eater(2nd): Triggered when targeted by a spell. Make a contested magic check. On success, the spell fails to cast and you regain the cost of casting spell eater.
  5. Counterspell(3rd): Triggered when creature casts a spell. Creature must save, or else their spell is cast on them/centered on them.
  6. Overcharged Spell(3rd): Scream the name of a spell while casting it and choose one effect: double range, double duration, extra 3d6 damage this turn, or advantage against target's save.

12. Dark Magic

  1. Flesh Melt(1st): target saves to halve 3d6 damage, becoming disfigured by this attack's damage.
  2. Blindness(2nd): target must save or be blinded for the next minute, repeating the save at the start of each turn. If the target fails to save within the minute, the blindness becomes permanent.
  3. Possession(3rd): You may forfeit a death save in order to send your soul jumps into the body of a nearby humanoid or beast. If your body is magically revived, your soul returns to it.
  4. Curse(3rd): target must save or else have disadvantage on all checks until they remove the curse.
  5. Soul Drain(3rd): Target up to three creatures within 30ft, which each must save to halve 3d6 damage. Targets age 1 year for each damage they receive. You gain half the damage dealt as hearts, and gain all youth the targets lost.
  6. Reanimate(3rd): Raise one creature from the dead. They are cold to the touch and cannot eat, sleep, or breathe. The raised may only heal through magic means and are considered undead. If they had reincarnated, their current incarnation instantly dies.