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Attribute Damage

Attribute damage takes points off the score of an attribute. If someone takes 4 points of Strength Damage, and had an 18 in strength. Their strength will temporarily be 14, which changes the modifier. Attribute damage is healed every day by a number equal to the affected person's constitution modifier. The modifier is used as a pool to heal multiple types of attribute damage. So if someone has lost 2 points of Dexterity, and 2 Points of Charisma, they would need a constitution modifier of 4 to heal both. The player can choose which attributes are healed. If a character has a zero or negative constitution modifier, they can recover 1 attribute point.

Base Speed

Base speed is whatever a creature's natural speeds are. For example a human only has a base speed for ground speed. As such, A human's base speed is 30 ft. A winged elf has two base speeds, 30 ft. ground speed and 60 ft. fly speed. As such both of those are base speeds. If an affect increases base speed, it increases all of them. If a species doesn't have a speed listed for something like climb, swim, burrow, or fly... they have no base speed and thus gain no bonuses from affects that increase base speed.

Damage Reduction

Damage reduction is the equivalent of energy resistance but for the physical damage types. These types include Slashing, Piercing, Bludgeoning, and Crushing. Damage reduction is applied to all attacks in a round. If your character gets hit 5 times, they apply the damage reduction once for each hit.

Damage reduction is notated by the value reduced / what penetrates it. For example 15/silver will reduce 15 damage from every hit, unless it comes from a source made of silver. If the damage reduction is noted 5/- this will mitigate 5 damage from any physical source of damage, except crushing and bleeding.


Delusions only affect the target creature(s). Anything that helps defend against mind-affecting spells also applies to delusions. Figments can fool the senses enough to make someone hurt themselves in the process of dealing with it.


Dice Category
Standard Stable Variable
1 1 1
1d2 1d2 1d2
1d3 1d3 1d3
1d4 1d4 1d4
1d6 1d6 1d6
1d8 1d8 1d8 or 2d4
1d10 2d6 1d12
2d8 3d6 2d10
3d8 4d6 3d10
4d8 5d6 4d10
5d8 6d6 5d10

Sometimes there are effects, definitions, abilities, or designs that require the dice category of a weapon be increased or decreased for one reason or another. Below are how to increase the dice category for weapons and natural attacks. Most weapons will fall within the Standard line. It is possible to tell which category the weapon is, but seeing how it grows within the weapon chart. When designing a monster, pick the best one for the creature's design, but try to stick with these standards.

Spells can also have dice category increases, when this happens increase the number behind the 'd'. So if a spell normally does 1d6 per CL, it would increase to 1d8. A spell's damage cannot be increased beyond d12's.

Difficult Terrain

Sometimes an area is difficult to traverse for one of many reasons. In these areas a character moves at half speed.


Disposition is the opinion and willingness of a character to listen to another character. There are a lot of skills that are affected by disposition. If someone likes you they are easier to convince, fool, or work with in general. If the skill is being used on an NPC the DM will silently add or subtract modifiers based on the NPCs disposition. See the chart below for how the bonuses work. If you are working to improve disposition with a character this is best done through in game action or by the DM setting an DC and applying the current disposition modifier.

Roll Modifier by Target's Disposition
Hostile Hateful Dislike Apprehensive Neutral Warmly Liked Respectful Adoring
-50 -15 -10 -5 0 +5 +10 +15 +50


An exertion is a standard action that reduces the remaining duration of a spell or ability effect to an instantaneous duration. In turn there are often damage or other affects detailed in the entry. Energy charge is a good example of this.

Element Types

Energy types come alongside their associated elements, see below. Most elements have another that they are vulnerable to, and take 50% more damage from the associated energy type. This vulnerability would apply to any spell or creature that has the associated element as a descriptor.

Element Type Opposite
Air (Electric) Ice (Cold)
Death (Negative) Life (Positive)
Earth (Desiccation) Sonic
Fire (Heat) Water (Corrosive)
Force Void (Entropic)
Ice (Cold) Fire (Heat)
Life (Positive) Death (Negative)
Void (Entropic) Force
Water (Corrosive) Earth (Desiccation)
Air: The element of air encompasses the chaotic winds and storms of Korrenth. When channeled into an energy for a spell, it will become electric. Any creature that is soaked in water, or well grounded, will become vulnerable to electrical damage. The opposite of air is ice.

Death: A self-explanatory element that represents the draining of life. Channeled death is Negative energy and directly sucks the life out of the user. The opposite of death is life.

Earth: The solid ground beneath, crystals, and loam. Earth is the element that is channeled into desiccation damage. Any creature affected by desiccation damage becomes dehydrated. Earth has no opposite, but is uniquely affected by sonic energy.

Fire: Cleansing, destructive, and every shifting, fire is what it is. Heat is the energy type for channeled fire. Dry objects can combust when hit with enough heat energy. The opposite of fire is water.

Force: The raw unadulterated form of magic and creation. When channeled into spells it acts similar to raw mass. Only a force spell can stop a void spell's effect. The opposite of force is void.

Ice: The frozen wastes, winter, and rime of Korrenth are the ice element. Cold is the energy type associated with this energy and often has slowing affects when used. The opposite of ice is fire.

Life: Healing, health, and all things living are imbued with life energy at their birth. Positive energy can heal wounds, injuries, and restore HP. It can also be used to create life, like diseases, parasites, and other awful things. The common mistake is that life and positive energy is only a good thing. The opposite of life is death.

Sonic: This is a unique energy type in that it doesn't have an element attached to it, but Earth elementals are vulnerable to it. Sonic damage comes from many sources and always deals extra damage to brittle or crystalline structures.

Void: Nothingness, the march towards non-top and chaos. Void is pure entropy and disassociation. Entropic damage is the type of damage done by disintegrating effects and can break force effects when directed at them. The opposite of void is force.

Water: The roaring oceans, seas, lakes, and rivers of Korrenth encompass the water element. When channeled into a spell, water deals corrosive energy damage. Corrosive damage often also deals damage to equipment along with the creature. The opposite of water is earth.


A figment is a type of illusion that creates an effect in the world that everyone can see. These types of illusions are not subject to anything that makes a person interacting with the figment immune to mind affecting spells. Figments can trick all of the sense, and are not just visual.

Flight Maneuverability

Flying is a complicated motion and not all creatures fly equally good. As such there are three categories of flight maneuverability that alter how the movement is conducted during a round in combat. These three are Poor, Average, and Perfect.

Poor: A creature that has poor maneuverability must use their entire flight speed every round. These creatures can only ascend and decent 10 ft. per turn. When turning around a large arc is required.

Average: A creature that has average maneuverability must use half of their flight speed every round. These creatures can ascend and descent up to 35 ft. per turn. When turning around a small arc is required.

Perfect: A creature with perfect maneuverability does not have to use any of their flight speed in a round. These creatures can move in all three dimensions as they please.


This is the action of increasing the level in which a spell is cast. Like casting a 2nd level spell as a 5th level spell. The primary benefit of this is increasing the DC of the spell, and making it harder to counterspell.


Anything that is holy/unholy will bypass any damage reduction of the corresponding type. Holy bonuses align with gods and ideologies that are associated with more positive aspects/outlooks on the world. Unholy is the opposite. A person fervent in their beliefs will not receive a bonus from the opposing alignment.

Known Spell

A known spell is a spell a character understand inherently and does not need to prepare it at the beginning of the day. It can be used in place of any prepared spell at any time, so long as they have spell slots remaining for the day. Any magic caster will have some known spells, characters with the wizardry primary definition gain an entire school of known spells.

Line of Effect

Line of effect is a term used to describe when you would normally be able to affect something. You have line of effect to a creature if you could throw a ball at them and hit them. Please note, this does not mean a player or monster blocks line of effect, but a wall or large object would.

Natural Attack, Primary

A primary natural attack works much like any weapon a player would be proficient with, except it is part of the creature or character's body. These can be specialized in by specifying (Natural) or (Claw/Bite/Tail/Ect...) when taking feats like Weapon Fixation. These are treated as one-handed weapons for determining strength modifier to damage.

Natural Attack, Secondary

Secondary natural attacks will typically be listed as an ability and take many shapes and forms. Most humanoid characters will not have a secondary natural attack. Often times the ability is similar to an attack, but might have special rules with it and is done in place of primary attacks.


A type of illusion that only the targets of the spell or effect can see. No one else is witness to whatever the targets are seeing. The targets will think that these illusions are completely real and will act accordingly.

Quick Gold Value

If constantly giving unidentified items and keeping track of loot becomes too complex or time consuming, a DM can instead use a Quick Gold Value (QGV) and divide it among the party members instead. This value is determined by the value of the items divided by 2. DMs should vary this value some depending on how the battle went.


Reach weapons are weapons that threaten another 5 ft. worth of squares around them for a medium size creature. A reach weapon with a small size creature minus the far corners.

Rest Period

A rest period is any significant amount of down time in which a character and get at least 6 hours of sleep, meditation, preparation, or other types of down-time activities. If a character sleeps or meditates they will recover their HD x Constitution modifier in HP as well as 1 point of attribute damage across all attributes. Spells Per Day, as well as the daily use of abilities will be restored, and items that might also have daily uses. During this time it is possible to use the heal skill to multiply out the healing gained. The heal multiplier is applied to the attribute score damage (always round down) as well.

Size Modifier

Size modifiers are penalties or bonuses that apply whenever size is a deciding factor in a roll. Refer to the chart below for them. There are times when size helps or hinders. So both negatives and positives are included. In terms of AC the smaller the better, in terms of grappling or things where might is important being bigger is better.

Being Small is better for

  • AC
  • Stealth
  • Escape Artist

Being Small Hinders

  • Grappling
  • Shoving
  • Tripping
  • Trampling

Being large is better for

  • Grappling
  • Shoving
  • Tripping
  • Trampling

Being large hinders

  • AC
  • Stealth
  • Escape Artist
Sub Tiny Tiny Very Small Small Medium Large Very Large Gargantuan Super Gargantuan
-8 or +8 -4 or +4 -2 or +2 -1 or +1 0 -1 or +1 -2 or +2 -4 or +4 -8 or +8

Spell Proficiency

Spell proficiency is added to Spells, Spell-like abilities(Sp), Supernatural Abilities(Su) DC's; and any non-touch attack roll. It is also applied as a flat bonus for each damage/healing/warding dice for Spells, Spell-like abilities(Sp), or Supernatural Abilities(Su). For example, if a character has a spell that deals 5d6 damage and has a Casting Proficiency of 2 it will be 5d6+10 damage.