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armor and equipment.

You can forfeit any starting armor Knave Skills

Brave
KNAVE is a rules toolkit created by Ben Milton for run-
to instead roll for a random spell.
PCs have a number of item slots equal to their Constitu-
tion bonus + 10, and items they carry must fit into availa-
1.

2.
Sneak Attack: Add Rd8 damage to attacks from hid-
ing, that surprise, or that use an improvised weapon.
Gang Up: +1 attack and damage bonus per ally adja-
cent to target, caps at R# of allies.
ble slots. Most items take up one slot, but some take up
ning old school fantasy RPGs without classes. BRAVE is 3. Taunt*: On enemy’s turn, can make opposed Charis-
more. Some small items can be bundled together into a
my personal mod of that. Miscellaneous minor tweaks ma check on one target to impose disadvantage on
single slot. Ask the referee if you are unsure.
have been introduced. Major added features include: one action of theirs this turn.
Armor comes with an armor score value. Note that value 4. Treasurer*: Can appraise the value of any item and
Death and Dismemberment: Adapted from Trollsmyth on your character sheet. If the PC is not wearing any ar- can identify magic items’ properties without testing.
(James Brian Murphy), itself adapted from Robert Fisher’s. mor, their armor score is 11. 5. Careful: Negate Rd4 damage from all traps.
6. Stamina: R times daily, use action to heal 1d8 HP.
Roll 1d8 to determine your PC’s starting and maxi-
Starvation: Adapted from Patrick Stuart and Scrap Prin-
cess’s Veins of the Earth, a product for the Lamentations of the
Flame Princess RPG.
3 mum hit points. A PC’s healing rate is 1d8+ Consti-
tution bonus. Their exploration speed is 120ft per
exploration turn, and their combat speed is 30ft per round.
1.

2.
Warrior Skills
Shield Splinter: Negate Rd8 damage suffered from
one attack by losing 1 quality on a wielded shield.
Maneuvers: Gain 1+R d8s that recharge daily. You
Advancement Skills: Inspired by many sources. Invent or roll the rest of your PC’s traits, such as can add 1 die to the roll of any attack or combat stunt.

Advanced Darkness: A rule module of my own make. 4 their physique, face, skin, hair, clothing, virtue,
vice, speech, background, and alignment, using the
random tables on the following page. Choose a gender and
3.
4.
5.
Vicious: +R to damage rolls.
Precise: Increase critical hit range by R.
Resilient: Subtract R from all damage suffered.
a name for your PC, but don’t get too attached. It’s a dan- 6. Tough: R+1 is added to Armor score.

Character gerous world out there.

Advancement
1.
2.
3.
Magic Skills
Bookkeeper: Acquire 1 spellbook of your choice.
Focused*: 1-in-6 chance to not lose spells when cast.
Memory*: Memorize #spells=INT bonus, can cast

Creation
Player Characters (PCs) have six abilities: Strength,
Whenever a PC accumulates 1000 XP, they gain a level. As
a guideline, PCs receive 50 XP for low-risk accomplish-
ments, 100 XP for moderate-risk accomplishments, and
200 XP for high-risk accomplishments. The referee should
4.
each once daily without using spellbook. Cannot im-
prove further but increases as INT increases.
Ritual: Can spend 10 minutes casting spell to avoid
expending it for the day. Can be done R times daily.

1 Dexterity, Constitution, Intelligence, Wisdom, and


Charisma. Associated with an ability is a number
called its bonus. When creating a PC, roll 3d6 for each of
freely notify the PCs of how much XP different objectives
are worth when asked.
When a PC gains a level, they roll a number of d8s equal to
5. Chaos Mage: Gain one random spell to cast from
your mind per day. Each morning roll R# of spells and
pick one to store for the day.
their abilities, in order. The lowest of the three dice on their new level to find their new HP maximum. If the re- 6. Magic Missile: Can use any spellbook to instead
each roll is that ability’s bonus. sult is less than their previous maximum, their maximum damage R#targets for Ld4 HP (total).
HP increases by 1. They also raise the bonus of 3 different Specialist Skills
After you’ve finished rolling, you may optionally swap the
abilities of their choice by 1 point. Abilities may never be 1. Loremaster: R times daily, ask the referee one lore
bonuses of two abilities.
raised higher than 20/+10. Alternatively, they may switch question without making a check.
Example: You roll a 2, 2, and 6 for Strength. The lowest die is a out any of their ability increases with a randomly rolled 2. Aristocrat: +R on checks dealing with nobility, the
2, so your PC’s Strength has a bonus of +2. Repeat this process skill, choosing from one of the following Skill Charts. This rich, and high society.
for the rest of the abilities. can only be done twice per level. “R” is the number of 3. Survivor: Can feed R#people off the land daily.
times that result has been rolled, in case of re-rolls. Skills 4. Athlete: +R on all athletic checks (swimming, climb-
PCs start with 2 days of rations and one weapon of

2 their player’s choice. Roll on the Starting Gear ta-


bles on the following page to determine starting
marked with an asterisk (*) cannot improve further. If a
skill can’t improve further, re-roll on the chart and ignore
that result.
5.

6.
ing, jumping, etc.)
Lay on Hands: Each morning, roll Rd8s+INT bonus.
Amount rolled is daily pool of HP to give others.
Ranger: +R on checks dealing with animals.
Traits Virtue
1.
2.
Ambitious 6. Disciplined11. Honorable 16. Merciful
Cautious 7. Focused 12. Humble 17. Righteous
Starting
Gear
3. Courageous8. Generous 13. Idealistic 18. Serene
Physique 4.
5.
Courteous 9. Gregarious 14. Just
Curious 10. Honest 15. Loyal
19. Stoic
20. Tolerant
1. Athletic 6. Hulking 11. Short 16. Stout
2. Brawny 7. Lanky 12. Sinewy 17. Tiny
3. Corpulent 8. Ripped 13. Slender 18. Towering Vice
4. Delicate 9. Rugged 14. Flabby 19. Willowy 1. Aggressive 6. Deceitful 11. Lazy 16. Suspicious Armor
5. Gaunt 10. Scrawny 15. Statuesque 20. Wiry 2. Arrogant 7. Flippant 12. Nervous 17. Vain 1-3: 4-14: 15-19: 20:
3. Bitter 8. Gluttonous13. Prejudiced 18. Vengeful No armor Gambeson Brigandine Chain
Face 4. Cowardly 9. Greedy 14. Reckless 19. Wasteful
1. Bloated 6. Elongated 11. Impish 16. Sharp
5. Cruel 10. Irascible 15. Rude 20. Whiny Helmets and Shields
2. Blunt 7. Patrician 12. Narrow 17. Soft 1-13: 14-16: 17-19: 20:
3. Bony 8. Pinched 13. Ratlike 18. Square Speech None Helmet Shield Helmet and Shield
4. Chiseled 9. Hawkish 14. Round 19. Wide 1. Blunt 6. Droning 11. Mumbling 16. Dialect
5. Delicate 10. Broken 15. Sunken 20. Wolfish 2.
3.
Booming
Breathy
7. Flowery
8. Formal
12. Precise
13. Quaint
17. Slow
18. Squeaky
Dungeoneering Gear
Roll twice on this table, and once on the following two.
Skin 4.
5.
Cryptic
Drawling
9. Gravelly
10. Hoarse
14. Rambling 19. Stuttering
15. Rapid-fire 20. Whispery 1. Rope, 50ft 6. Crowbar 11. Lantern 16. Pole, 10ft
1. Battle Scar 6. Oily 11. Reeking 16. Sunburned
2. Pulleys 7. Tinderbox 12. Lamp oil 17. Sack
2. Birthmark 7. Pale 12. Tattooed 17. Tanned
3. Burn Scar 8. Perfect 13. Rosy 18. War Paint Background 3.
4.
Candles, 5 8. Grap. hook 13. Padlock 18. Tent
Chain, 10ft 9. Hammer 14. Manacles 19. Spikes, 5
4. Dark 9. Pierced 14. Rough 19. Weathered 1. Alchemist 6. Cleric 11. Magician 16. Performer
5. Chalk, 10 10. Waterskin 15. Mirror 20. Torches, 5
5. Makeup 10. Pockmarked15. Sallow 20. Whip Scar 2. Beggar 7. Cook 12. Mariner 17. Pickpocket
3. Butcher 8. Cultist 13. Mercenary 18. Smuggler
Hair 4. Burglar 9. Gambler 14. Merchant 19. Student General Gear 1
5. Charlatan 10. Herbalist 15. Outlaw 20. Tracker 1. Air bladder 6. Saw 11. Fish. rod 16. Net
1. Bald 6. Disheveled 11. Limp 16. Ponytail
2. Bear trap 7. Bucket 12. Marbles 17. Tongs
2. Braided 7. Dreadlocks 12. Long 17. Silky
3. Bristly 8. Filthy 13. Luxurious 18. Topknot Misfortunes 3.
4.
Shovel
Bellows
8. Caltrops
9. Chisel
13. Glue
14. Pick
18. Lockpicks
19. Metal file
4. Cropped 9. Frizzy 14. Mohawk 19. Wavy 1. Abandoned 6. Defrauded 11. Framed 16. Pursued
5. Grease 10. Drill 15. Hourglass 20. Nails
5. Curly 10. Greased 15. Oily 20. Wispy 2. Addicted 7. Demoted 12. Haunted 17. Rejected
3. Blackmailed 8. Discredited13. Kidnapped18. Replaced
Clothing 4. Condemned9. Disowned 14. Mutilated 19. Robbed General Gear 2
5. Cursed 10. Exiled 15. Poor 20. Suspected 1. Incense 6. Bottle 11. Fake jewels 16. Face paint
1. Antique 6. Elegant 11. Foreign 16. Patched
2. Sponge 7. Soap 12. Blank book 17. Whistle
2. Bloody 7. Fashionable12. Frayed 17. Perfumed
3. Ceremonial8. Filthy 13. Frumpy 18. Rancid Alignment 3.
4.
Lens
Perfume
8. Spyglass
9. Tar pot
13. Card deck
14. Dice set
18. Instrument
19. Quill & Ink
4. Decorated 9. Flamboyant14. Livery 19. Torn 1-5: 6-15: 16-20:
5. Horn 10. Twine 15. Cook pots 20. Small bell
5. Eccentric 10. Stained 15. Oversized 20. Undersized Law Neutrality Chaos
Incense (packet) 10

Item Iron Tongs


Ladder (10 ft)
Large Sponge
Lens
10
10
5
100
Armor
Shield
(Score +1, 1 slot, 2 quality)
Helmet
40
Food
Travel rations (1 day)
Animal Feed (1 day)
5
2
Ships
Ship, high quality
Ship, good quality
720/ton
480/ton

Costs
40 Bacon, side of 10 Ship, used quality 240/ton
Lockpicks 100 (Score +1, 1 slot, 1 quality) Bread, 1 loaf 1 Ship, poor quality 120/ton
Manacles 10 Gambeson 60 Cheese, 1 lb 2 Raft 50
Metal File 5 (Score 12, 1 slot, 3 quality) Cider, 4 gallons 1 Fishing boat 500
Mirror (small, silver) 200 Brigandine 500 Cod, whole 20 Sloop 5000
All prices are given in copper pen- Musical Instrument 200 (Score 13, 2 slots, 4 quality) Eggs, 24 1 Caravel 25,000
nies. Payment for things like ships, Nails (12) 5 Chain 1200 Flour, 5 lbs 1 Galleon 125,000
real estate, and so on usually takes Net 10 (Score 14, 3 slots, 5 quality) Fruit, 1 lb 1
the form of trade goods, favors, or
oaths of fealty rather than coins.
Oilskin Bag
Oilskin Trousers
5
10
Half Plate
(Score 15, 4 slots, 6 quality)
4000 Garlic, bunch
Grain, 1 bushel (8 gal.)
1
4
Transport
Padlock and Key 20 Carriage 320
Full Plate 8000 Herbs, 1 bunch 1
Cart 50
Tools & Gear Perfume
Pick
50
10
(Score 16, 5 slots, 7 quality) Lard, 5 lbs
Onions, 1 bushel
1
8
Wagon 120
Air Bladder 5
Bear Trap 20
Pole (10ft)
Quill and Ink
5
1
Weapons Salt, 1 bushel
Spices, 1 lb
3
100 Henchmen
Bedroll 10 Dagger, Cudgel, Sickle, 5
Rope (50ft) 10 Sugar, 1 lb 12 Wages are per day, not including
Bellows 10 Staff, etc. (d6 damage, 1 slot, 1
Sack 1 Wine/ale, bottle 1 food, supplies, shelter, etc.
Black Grease 1 hand, 3 quality)
Saw 10 Laborer 1
Block and Tackle 30 Spear, Sword, Mace, Axe, 10
Book (Blank) 300
Set of Loaded Dice
Shovel
5
10 Flail, etc. (d8 damage, 2 slots, 1 Animals Scribe
Archer
2
3
Book (Reading) 600 hand, 3 quality) Chicken 1
Small Bell 20 Mason 4
Bottle/Vial 1 Halberd, War Hammer, 20 Cow 100
Soap 1 Man-at-arms, on foot 6
Bucket 5 Great Sword, Battle Axe, Dog, hunting 50
Spike (iron) 5 Armorer or Blacksmith 8
Caltrops (bag) 10 etc. (d10 damage, 3 slots, 2 Dog, small but vicious 20
Spike (wood) 1 Man-at-arms, mounted 12
Cards with an extra Ace 5 hands, 3 quality) Donkey/Pack Horse 300
Spiked boots 5 Master Builder 15
Chain (10 ft) 10 Sling (d4 damage, 1 slot, 1 hand, 5 Goat 10
Spyglass 1000 Barber-Surgeon 25
Chalk (10 pieces) 1 3 quality) Hawk 1000
Tar (Pot) 10 Knight 25
Chisel 5 Bow (d6 damage, 2 slots, 15 Horse, riding 1000
Tent (3 man) 100
Cookpots 10 2 hands, 3 quality) Horse, war 10,000
Tent (personal) 50
Crowbar 10
Twine (300 ft) 5 Crossbow (d8 damage, 3 slots, 60 Ox 300 Buildings
Drill 10 2 hands, 3 quality) Pig 30 Hovel 120
Waterskin 5
Face Paint/Makeup 10 Arrows (20) 5 Sheep 15 Row House 1200
Whistle 5
Fake Jewels 50 Quiver (capacity 20) 10 Craftsman’s House 2400
Fishing Rod/Tackle 10
Light Lodging Merchant’s House 7200
Glass Marbles (bag)
Glue (bottle)
5
1 Candle, 4 hours 1
Clothing Bed, per night 1
House with Courtyard
Guildhall
21,600
32,600
Grappling Hook 10 Lantern 30 Poor 10 Private room, per night 2
Stone Tower 48,000
Hammer 10 Lamp Oil, 4 hours 5 Standard 50 Meal 2
Temple 75,000
Holy Water 25 Tinderbox 10 Noble 3000 Hot bath 2
Stronghold 100,000
Horn 10 Torch, 1 hour 1 Furs 5000 Stabling and fodder 2
Cathedral 500,000
Hourglass 300 Winter 100
Imperial Palace 2,500,000
defender’s armor score, the attack hits. If not, the attack

Playing Die Checks


If a character attempts something where the outcome is
uncertain and failure has consequences, they must check
for success, or “check”. To make a check, add the bonus
misses.
On a hit, the attacker rolls their weapon’s damage die to
determine how many Hit Points (HP) the defender loses.

the Game of the relevant ability to a d20 roll. If the total is greater
than or equal 15, the character succeeds. If not, they fail.
If the check is opposed by another character, then instead
A bonus damage die of the weapon’s type may be added to
the roll if the ideal weapon was used against an enemy type
(for example, using a blunt weapon vs. a skeleton).
When a character reaches 0 HP, they suffer major trauma,
of aiming to exceed 15, the side doing the rolling must get
Abilities a total greater than the opposing character’s relevant abil-
perhaps even death. A character at 0 HP rolls 2d6 on the
following table to determine an ongoing effect. Each time
Each of the six abilities is used in different circumstances. ity roll in order to succeed. This type of check is called an
they are hit thereafter, they roll again on the table. “Nega-
opposed check. In the case of a tie, the status quo is main-
• Strength (STR): Used for melee attacks and checks re- tive HP” is not tracked. As soon as a character receives
tained.
quiring physical power, e.g. lifting gates, bending bars. healing they again function as normal, with positive HP
• Dexterity (DEX): Used for checks requiring poise, Example: A wizard casts a fireball spell at a goblin, who gets a equal to the amount they healed.
speed, and reflexes, like dodging, climbing, sneaking, check to avoid. This is resolved as an opposed check using the
2 Instant death (decapitat- 7-8 Knocked out for 2d6
balancing, etc. wizard’s Intelligence versus the goblin’s Dexterity. The goblin
ed or other grievous rounds, unless wearing a
• Constitution (CON): Used for checks to resist poison, may roll plus their DEX bonus and the wizard may roll plus
wound) helm. With helm, only
sickness, cold, etc. The Constitution bonus is added to their INT. Whoever’s is higher is successful.
3 Fatal wound (gutted, stunned for 1 round.
healing rolls. A PC’s number of item slots is always equal
If there are situational factors that make a check signifi- stabbed through lung, 9 Stunned for 1 round,
to their CON+10.
cantly easier or harder, the referee may grant the roll ad- broken back, etc.) Die in unless wearing helm.
• Intelligence (INT): Used for checks requiring concen-
vantage or disadvantage. If a roll has advantage, roll 2d20 1d6 rounds With helm, only
tration and precision, such as wielding magic, resisting
and use the better of the two dice. If it has disadvantage, 4 Severed limb (referee’s knocked down.
magical effects, recalling lore, crafting objects, tinkering
roll 2d20 and use the worse of the two dice. choice or roll random- 10 Knocked down. Takes ½
with machinery, picking pockets, etc.
ly). Will die in 3d6 movement speed to
• Wisdom (WIS): Used for ranged attacks and checks At the referee’s discretion, a die check may instead be set to
rounds unless tourni- stand up.
requiring perception and intuition, such as tracking, overcome a number higher or lower than 15.
quet applied, wound 11 No effect.
navigating, searching for secret doors, detecting illu-
cauterized, or healing 12 Surge of adrenaline re-
sions, etc.
• Charisma (CHA): Used for checks to persuade, deceive,
Combat magic applied. turns 2d4 hit points. At
At the start of each combat round, determine initiative by 5 Broken limb (referee’s the end of the combat,
interrogate, intimidate, charm, provoke, etc. PCs may
rolling a d6. On a 1-3, all of the enemies will act first. On a choice or roll randomly. the adrenaline drains
employ a number of henchmen equal to their Charisma
4-6 all of the PCs will act first. Reroll initiative each round. Can’t be used for weap- away, hit points are re-
bonus.
ons, spells, shields, etc.). duced to zero, and the
On their turn, a character may move their speed (usually 2d4+3 weeks to heal. PC faints for 2d6
Item Slots 30 ft) and take up to one combat action. This action may
be casting a spell, making a second move, making an at-
6 Broken bone. 2d4+3 rounds.
PCs have a number of item slots equal to their CON+10. weeks to heal.
tack, attempting a stunt, or any other action deemed rea- Players should roll up a new level 1 PC when their old one
Most items, including spellbooks, potions, a day’s rations,
sonable by the referee. A round lasts roughly 6 seconds. dies and should rejoin the party as soon as possible. The
light weapons, tools and so on take up 1 slot, but particu-
larly heavy or bulky items like armor or medium to heavy Melee weapons can strike adjacent foes, but ranged weap- referee may decide that minor characters simply die at 0
weapons may take up more slots. Groups of small, identi- ons cannot be used if the shooting character is engaged in HP.
cal items may be bundled into the same slot, at the referee’s melee combat. To make an attack, roll a d20 and add the
discretion. 100 coins can fit in a slot. 8 candles can fit in a character’s Strength or Wisdom bonus, depending on
slot. 4 torches can fit in a slot. As a general guideline, a slot whether they are using a melee or ranged weapon, respec-
holds around 5 pounds of weight. tively. If the attack total is greater than or equal to the
wind blows it out. Assume sources last 1 hour each. When
Stunts Healing using light amid darkness, a character has disadvantage on
Stunts are combat maneuvers such as stunning, shoving, After a full night’s rest, PCs regain lost hit points equal to stealth checks against sight-based perception.
disarming, tripping, sundering armor, and so on. They are Ld8 plus their Constitution bonus, where L is their current
Characters and creatures also perceive through hearing,
resolved with a versus check. They may not cause damage level. If this results in spillover HP, one week can be taken
smell, and other senses. The referee may impose advantage
directly, but may do so indirectly (for example, pushing an off healing time for injuries.
or disadvantage from the environment, such as muffled
enemy off of a ledge). The referee is the final arbiter as to
ground, smelly debris, or loud ambiance. Humans have
what stunts can be attempted in a given situation. Monsters disadvantage on smell-based perception.
All monsters from OSR bestiaries should work as-is in
Advantage in Combat Brave with no major conversion needed. Here are some Starvation
Characters can gain advantage in combat by attacking a guidelines.
When in the wilderness, food becomes scarce and isn’t
target that is unaware, on lower ground, off balance, dis-
Hit Dice/Hit Points: All monster hit dice can be assumed tracked encumbrance. Instead of measuring food to occupy
armed, distracted, or tactically disadvantaged in any signif-
to be d8s unless otherwise specified. To get the monster’s slots, what matters are the actions taken to acquire food.
icant way. The referee, as usual, has the final say.
hit points, just multiply the number of hit dice they have
Hungry: Characters start here. They must perform one of
When a character has advantage against an opponent on by 4 (or 5 if you’re feeling mean.)
these actions every three days or decline into Starving: eat
their combat turn, they may either A.) Apply advantage to
Armor: Monster AC (if ascending) is identical to Armor a ration, pay for food worth (or steal an amount equal to)
their attack roll or stunt against that opponent or B.) Make
score. If the AC is descending, subtract it from 19 (if it is 30 copper, or eat a creature, edible opponent, henchman,
an attack and a stunt attempt in the same round against
from OD&D or B/X D&D) or from 20 (if it is from etc. They can gain XP equal to the HP of something eaten.
that opponent, without advantage.
AD&D) to find its ascending equivalent. They can prolong Starvation by spending 24 hours resting,
conserving energy, and doing nothing, waiting until some-
Critical Hits and Quality Attack Bonus: Any attack bonus given is unchanged, and
can be added to both melee and ranged attacks. If an attack
thing comes along to eat.
During an attack roll, if the attacker rolls a natural 20, the Starving: They must perform one of these actions every
bonus is not given, assume that it is the same as the mon-
defender’s armor loses 1 point of quality and they take an three days or decline into Dying: pay for food worth (or
ster’s number of hit dice.
additional die of damage (of the weapon’s type). If the at- steal an amount equal to) 60 copper, or eat a creature, edi-
tacker rolls a natural 1, the attacker’s weapon loses 1 point Damage and Morale: Each remains the same.
ble opponent, henchman, etc. They no longer gain XP
of quality. At 0 quality, the item is destroyed. Each point of from eating things, instead losing levels for not eating.
Checks: Since OSR monsters usually don’t come with abil-
quality costs 10% of the item’s cost to repair. When a character loses a level, they reroll max HP as one
ity scores, assume that monsters have ability bonuses equal
to their level. level lower. If the result is higher than current max HP,
Morale Example: A typical 4 HD monster would have a bonus of +4in
instead just subtract 1. Decrease Strength, Dexterity, and
Monsters and NPCs all have a morale rating, usually be- Constitution by 1 each. Every time a character has an op-
all of its abilities by default, unless modified by the referee.
tween 5 and 9. When they face more danger than they portunity to perform an action to acquire food and does
were expecting, the referee will make a morale roll by not attempt it, all party members suffer level drain. If they
rolling 2d6 and comparing the result to the NPC’s morale Light, Dark, and Senses wait 24 hours to stave off Dying, they lose 1 level. If they
rating. If the roll is higher than the rating, the NPC will All sources of handheld light cast bright light in a 5-foot eat within three days, they return to Hungry and all lost
attempt to flee, retreat, or parley. Morale rolls can be trig- radius and then dim light for another 5 feet beyond that. levels are returned (rerolling max HP for that level).
gered by defeating half of an enemy group, defeating a Dim light imposes disadvantage on all sight-based checks. Dying: Characters must pay for food worth (or steal an
group’s leader, or reducing a lone enemy to half HP. Other Darkness makes sight-based checks impossible and impos- amount equal to) 100 copper, or eat a creature, edible op-
effects may trigger a morale roll at the referee’s discretion. es disadvantage on attack rolls. Using a torch, candle, lan- ponent, henchman, etc. This returns them to Hungry, re-
tern, or other light source, unless otherwise specified, re- storing lost levels. They lose a level every day they are Dy-
Hirelings also make morale rolls when they aren’t paid,
quires the use of a free hand. Once every exploration turn, ing no matter what they do. If their level becomes 0, they
their employer dies, or they face extraordinary danger.
roll 1d6. On a result of 1, 1 hour of light is expended. An die.
Morale may also be improved by paying hirelings more
hour can also be wasted if the light source is dropped or
and treating them well.
4. Arcane Eye: You can see through a magical floating 24. Disguise: You may alter the appearance of L charac-
Magic eyeball that flies around at your command. ters at will as long as they remain humanoid. Attempts
The spell lists from any old-school RPG will work perfect- 5. Astral Prison: An object is frozen in time and space to duplicate other characters will seem uncanny.
ly well in Brave, provided that they go up to 9th level. within an invulnerable crystal shell. 25. Displace: An object appears to be up to L×10ft from
There are many free lists of classic spells available online. 6. Attract: L+1 objects are strongly magnetically at- its actual position.
tracted to each other if they come within 10 feet. 26. Earthquake: The ground begins shaking violently.
In Brave, PCs may only cast spells of their level or less, so a
7. Auditory Illusion: You create illusory sounds that Structures may be damaged or collapse.
level 3 PC could only cast spells of level 0 to 3. Spells are
seem to come from a direction of your choice. 27. Elasticity: Your body can stretch up to L×10ft.
cast out of spell books, which must be held in both hands
8. Babble: A creature must loudly and clearly repeat 28. Elemental Wall: A straight wall of ice or fire L×30ft
and read aloud. Each spell book can only be used once per
everything you think. It is otherwise mute. long and 10ft high rises from the ground.
day. Importantly, each spell book only holds a single spell,
9. Beast Form: You and your possessions transform into 29. Filch: L visible items teleport to your hands.
and each spell book takes up an item slot, so if a PC wants
a mundane animal. 30. Fog Cloud: Dense fog spreads out from you.
to be able to cast a wide variety of spells, they’ll have to fill
10. Befuddle: L creatures of your choice are unable to 31. Frenzy: L creatures erupt in a frenzy of violence.
most of their inventory with spell books.
form new short-term memories for the duration of 32. Gate: A portal to a random plane opens.
PCs are unable to create, copy or transcribe spell books. In the spell. 33. Gravity Shift: You can change the direction of gravi-
order to gain new spell books, PCs must adventure for 11. Bend Fate: Roll L+1 d20s. Whenever you must roll a ty (for yourself only) up to once per round.
them, by either recovering them from dungeons or looting d20 after casting the spell, you must choose and then 34. Greed: L creatures develop an overwhelming urge to
them from other magicians. The higher the level of the discard one of the rolled results until they are all gone. possess a visible item of your choice.
spell book, the rarer and more valuable it is. PCs openly 12. Bird Person: Your arms turn into huge bird wings. 35. Haste: Your movement speed is tripled.
carrying high level spell books are likely to be hounded by 13. Body Swap: You switch bodies with a creature you 36. Hatred: L creatures develop a deep hatred of another
bandits and wizards looking to “acquire” them. touch. If one body dies, the other dies as well. creature or group of creatures and wish to destroy it.
14. Catherine: A woman wearing a blue dress appears 37. Hear Whispers: You can hear faint sounds clearly.
When a spell allows for a check, make an opposed Intelli-
until end of spell. She will obey polite, safe requests. 38. Hover: An object hovers, frictionless, 2ft above the
gence check against the defender’s relevant ability, usually
15. Charm: L creatures treat you like a friend. ground. It can hold up to L humanoids.
Dexterity for ranged attack spells, Constitution for life-
16. Command: A creature obeys a single, three-word 39. Hypnotize: A creature enters a trance and will truth-
draining spells, Intelligence for mind-altering spells, or
command that does not harm it. fully answer L yes or no questions you ask it.
Wisdom for Illusions.
17. Comprehend: You become fluent in all languages. 40. Icy Touch: A thick ice layer spreads across a touched
18. Control Plants: Nearby plants and trees obey you surface, up to L×10ft in radius.
Spells and gain the ability to move at 5 feet per round. 41. Illuminate: A floating light moves as you command.
These spells scale up as the caster becomes more powerful. 19. Control Weather: You may alter the type of weather 42. Increase Gravity: The gravity in an area triples.
In the following spells, “L” is a number equal to the caster’s at will, but you do not otherwise control it. 43. Invisible Tether: Two objects within 10ft of each
level, an item is an object able to be lifted with one hand, 20. Counterspell: Make an opposed Intelligence check other cannot be moved more than 10ft apart.
and an object is anything up to human size. Unless other- against the Intelligence of the caster of a nearby spell. 44. Knock: L nearby mundane or magical locks unlock.
wise noted, all spells with ongoing effects last up to L×10 You may do this out of turn as a reaction, or against 45. Leap: You can jump up to L×10ft in the air.
minutes, and have a range of up to 30 feet. If a spell direct- an ongoing magical effect. On a success, you may can- 46. Liquid Air: The air around you becomes swimmable.
ly affects another creature, the creature may make a check cel the spell. 47. Magic Dampener: All nearby magical effects have
to avoid it (as described previously). Success reduces or 21. Deafen: All nearby creatures are deafened. their effectiveness halved.
negates the spell’s effects. 22. Detect Magic: You hear nearby magical auras sing- 48. Manse: A sturdy, furnished cottage appears for L×12
ing. Volume and harmony signify the aura’s power hours. You can permit and forbid entry to it at will.
1. Adhere: Object is covered in extremely sticky slime. and refinement. 49. Marble Madness: Your pockets are full of marbles,
2. Animate Object: Object obeys your commands as 23. Disassemble: Any of your body parts may be de- and will refill every round.
best it can. It can walk 15ft per round. tached and reattached at will, without causing pain or 50. Masquerade: L characters’ appearances and voices
3. Anthropomorphize: A touched animal either gains damage. You can still control them. become identical to a touched character.
human intelligence or human appearance for L days. 51. Miniaturize: You and L other touched creatures are
reduced to the size of a mouse.
52. Mirror Image: L illusory duplicates of yourself ap- 76. Snail Knight: 10 minutes after casting, a knight sit- 97. Ward: A silver circle 30ft across appears on the
pear under your control. ting astride a giant snail rides into view. He is able to ground. Choose one thing that cannot cross it: Living
53. Mirrorwalk: A mirror becomes a gateway to anoth- answer most questions related to quests and chivalry, creatures, dead creatures, projectiles or metal.
er mirror that you looked into today. and may aid you if he finds you worthy. 98. Web: Your wrists can shoot thick webbing.
54. Multiarm: You gain L extra arms. 77. Sniff: You can smell even the faintest traces of scents. 99. Wizard Mark: Your finger can shoot a stream of
55. Night Sphere: An L×30ft wide sphere of darkness 78. Sort: Inanimate items sort themselves according to ulfire-colored paint. This paint is only visible to you,
displaying the night sky appears. categories you set. The categories must be visually and can be seen at any distance, even through solid
56. Objectify: You become any inanimate object between verifiable. objects.
the size of a grand piano and an apple. 79. Spectacle: A clearly unreal but impressive illusion of 100. X-Ray Vision: You gain X-Ray vision.
57. Ooze Form: You become a living jelly. your choice appears, under your control. It may be up
58. Pacify: L creatures have an aversion to violence. to the size of a palace and has full motion and sound.
59. Phantom Coach: A ghostly coach appears until end 80. Spellseize: Cast this as a reaction to another spell
of spell. It moves unnaturally fast over any terrain, in- going off to make a temporary copy of it that you can
cluding water. cast at any time before this spell ends.
60. Phobia: L creatures become terrified of an object of 81. Spider Climb: You can climb surfaces like a spider.
your choice. 82. Summon Cube: Once per second, (6 times per round)
61. Pit: A pit 10ft wide and L×5ft deep opens in the you may summon or banish a 3-foot-wide cube of
ground. earth. New cubes must be affixed to the earth or to
62. Primeval Surge: An object grows to the size of an other cubes.
elephant. If it is an animal, it is enraged. 83. Swarm: You become a swarm of crows, rats, or pira-
63. Psychometry: The referee answers L yes or no ques- nhas. You only take damage from area effects.
tions about a touched object. 84. Telekinesis: You may mentally move L items.
64. Pull: An object of any size is pulled directly towards 85. Telepathy: L+1 creatures can hear each other’s
you with the strength of L men for one round. thoughts, no matter how far apart they move.
65. Push: An object of any size is pushed directly away 86. Teleport: An object disappears and reappears on the
from you with the strength of L men for one round. ground in a visible, clear area up to L×30ft away.
66. Raise Dead: L skeletons rise from the ground to serve 87. Thaumaturgic Anchor: Object becomes the target
you. They are incredibly stupid and can only obey of every spell cast near it.
simple orders. 88. Thicket: A thicket of trees and dense brush up to
67. Raise Spirit: The spirit of a dead body manifests and L×40ft wide suddenly sprouts up.
will answer L questions. 89. Time Jump: An object disappears as it jumps L×10
68. Read Mind: You can hear the surface thoughts of minutes into the future. When it returns, it appears in
nearby creatures. the unoccupied area nearest to where it left.
69. Repel: L+1 objects are strongly magnetically repelled 90. Summon Idol: A carved stone statue the size of a four
from each other if they come within 10 feet. poster bed rises from the ground.
70. Scry: You can see through the eyes of a creature you 91. Time Rush: Time in a 30ft bubble starts moving 10
touched earlier today. times faster.
71. Sculpt Elements: All inanimate material behaves like 92. Time Slow: Time in a 30ft bubble slows to 10%.
clay in your hands. 93. True Sight: You see through all nearby illusions.
72. Shroud: L creatures are invisible until they move. 94. Upwell: A spring of seawater appears.
73. Shuffle: L creatures instantly switch places. Deter- 95. Vision: You completely control what a creature sees.
mine where they end up randomly. 96. Visual Illusion: A silent, immobile, illusion of your
74. Sleep: L creatures fall into a light sleep. choice appears, up to the size of a bedroom.
75. Smoke Form: Your body becomes living smoke.

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