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2 MONTE COOK’S ARCANA EVOLVED

Table of Contents
Introduction: New Possibilities Runechildren . . . . . . . . . . . . . .30 Chapter Six: Equipment
Why a New Book? . . . . . . . . . . .4 Sibeccai . . . . . . . . . . . . . . . . . .31 Money . . . . . . . . . . . . . . . . . .150
Who Is This Book For? . . . . . .4 Verrik . . . . . . . . . . . . . . . . . . . .33 Weapons . . . . . . . . . . . . . . . . .150
What’s Inside? . . . . . . . . . . . . .5 Age, Height, and Weight . . . . .36 Armor and Shields . . . . . . . .161
Themes . . . . . . . . . . . . . . . . . . .5 Goods and Services . . . . . . . .167
Rules Concepts . . . . . . . . . . . .7 Chapter Three: Classes
Before You Start... . . . . . . . . .7 Classes and Levels . . . . . . . . .37 Chapter Seven: Playing the Game
Creating Characters . . . . . . . .7 Akashic . . . . . . . . . . . . . . . . . . .39 Movement . . . . . . . . . . . . . . .175
Champion . . . . . . . . . . . . . . . . .44 Vision . . . . . . . . . . . . . . . . . . .178
Chapter One: Abilities Greenbond . . . . . . . . . . . . . . . .53 Staging Encounters . . . . . . .178
Determining Ability Scores . .9 Mage Blade . . . . . . . . . . . . . . .57 Combat Sequence . . . . . . . . .179
Ability Modifiers . . . . . . . . . . .9 Magister . . . . . . . . . . . . . . . . . .61 The Combat Round . . . . . . . .179
Using Ability Scores . . . . . . . .10 Oathsworn . . . . . . . . . . . . . . . .65 Armor Class . . . . . . . . . . . . .179
Abilities and Spells Ritual Warrior . . . . . . . . . . . .69 Hit Points . . . . . . . . . . . . . . .180
or Combat Rites . . . . . . . . . . . .12 Runethane . . . . . . . . . . . . . . . .72 Facing and Flanking . . . . . . .180
Using Strength: Totem Warrior . . . . . . . . . . . . .78 Making Attacks . . . . . . . . . . .180
Carrying Capacity . . . . . . . . . .12 Unfettered . . . . . . . . . . . . . . . .85
file Attacks of Opportunity . . . .182
Using Intelligence: Warmain . . . . . . . . . . . . . . . . . .88 Attack Roll Modifiers . . . . .182
Remembering . . . . . . . . . . . . . .13 Witch . . . . . . . . . . . . . . . . . . . .91 Cover and Concealment . . . .183
Using Charisma: Multiclass Characters . . . . . .99 Inflicting Damage . . . . . . . . .184
Starting With the
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Influencing Others . . . . . . . . .13 Death, Dying, and Healing . .185


Changing Ability Scores . . . . .13 Character Concept . . . . . . . . .100 Subdual Damage . . . . . . . . . .186
Actions in the Round . . . . . .187
Chapter Two: Races Chapter Four: Skills
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Breaking Items and


Racial Levels . . . . . . . . . . . . . .14 Skill Points . . . . . . . . . . . . . .101 Attacking Objects . . . . . . . . .194
Using Skills . . . . . . . . . . . . .101
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Evolved Levels . . . . . . . . . . . .14 Grenadelike Weapon


Humans . . . . . . . . . . . . . . . . . . .15 Skill Descriptions . . . . . . . .104 Attacks . . . . . . . . . . . . . . . . . .197
Dracha . . . . . . . . . . . . . . . . . . .16 Mounted Combat . . . . . . . . .197
Faen . . . . . . . . . . . . . . . . . . . . .19 Chapter Five: Feats and Talents Saving Throws . . . . . . . . . . . .198
Giants . . . . . . . . . . . . . . . . . . . .23 Gaining Feats . . . . . . . . . . . .123 Hero Points . . . . . . . . . . . . . .198
Litorians . . . . . . . . . . . . . . . . . .26 Feat Categories . . . . . . . . . . .123
Mojh . . . . . . . . . . . . . . . . . . . . .28 Feat Descriptions . . . . . . . . .128

Malhavoc is a registered trademark and Arcana Evolved is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights
reserved. All other content is ©2005–2008 Monte J. Cook. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This edition
of Monte Cook’s Arcana Evolved is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Subsequent
versions of this product will incorporate later versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Malhavoc Press
logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to Monte Cook’s Arcana Evolved, The Diamond Throne, Legacy of the
Dragons, Mystic Secrets: The Lore of Word and Rune, Ruins of Intrigue, The Dragons’ Return, and Transcendence; any specific characters and places; capitalized names and original names of places,
artifacts, characters, races, countries, geographic locations, gods, historic events, and organizations; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork,
symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the System
Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
TABLE OF CONTENTS 3

Chapter Eight: Magic Chapter Ten: Chapter Twelve: Creatures


Knowing and Readying Diamond Throne Gazetteer Alabast . . . . . . . . . . . . . . . . . .391
a Spell . . . . . . . . . . . . . . . . . .200 The World . . . . . . . . . . . . . . .322 Chorrim . . . . . . . . . . . . . . . . .392
Spell Format . . . . . . . . . . . . .201 The People . . . . . . . . . . . . . . .323 Cyclops . . . . . . . . . . . . . . . . .394
Casting a Spell . . . . . . . . . . .202 The Gods and Religions . . . .330 Dark Warden . . . . . . . . . . . . .395
Aiming a Spell . . . . . . . . . . . .202 The History . . . . . . . . . . . . . .332 Dragon . . . . . . . . . . . . . . . . . .396
Saving Throw . . . . . . . . . . . .204 The Geography . . . . . . . . . . .340 Dream Hunter . . . . . . . . . . . .401
Spell Resistance . . . . . . . . . .204 The Kingdoms . . . . . . . . . . . .346 Evolved Creature Template .402
The Spell’s Result . . . . . . . .204 The Organizations . . . . . . . .359 Harrid . . . . . . . . . . . . . . . . . .404
Components . . . . . . . . . . . . . .205 The Cosmology . . . . . . . . . . .360 Inshon . . . . . . . . . . . . . . . . . .405
Concentration . . . . . . . . . . .206 The Threats . . . . . . . . . . . . . .361 Radont . . . . . . . . . . . . . . . . . .407
Caster Level . . . . . . . . . . . . .206 The Mysteries . . . . . . . . . . . .364 Rhodin . . . . . . . . . . . . . . . . . .408
Spell Failure . . . . . . . . . . . . .207 Adventure Ideas . . . . . . . . . .365
file Shadow Troll . . . . . . . . . . . .410
Special Spell Effects . . . . . .207 Slassan . . . . . . . . . . . . . . . . . .411
Bringing Back the Dead . . . .207 Chapter Eleven: Prestige Classes Undead Creature Templates .412
Truenames . . . . . . . . . . . . . . .207 Beast Reaver . . . . . . . . . . . . .367 Xaaer (Death Ooze) . . . . . . . .414
Elements and Energy Types .208 Crystal Warrior . . . . . . . . . .369 Creatures From
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Combining Magical Effects .208 Darkbond . . . . . . . . . . . . . . . .371 Other Sources . . . . . . . . . . .415


Schools of Magic . . . . . . . . .209 Dragon Kith . . . . . . . . . . . . .373
Spell Templates . . . . . . . . . .210 Esoteric Mage . . . . . . . . . . . .374 Appendix
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Magic Items . . . . . . . . . . . . . .215 Giant Paragon . . . . . . . . . . . .376 Conversions . . . . . . . . . . . . . .418


Artifacts . . . . . . . . . . . . . . . .225 Knight of the Axe . . . . . . . . .377 Character Sheet . . . . . . . . . .424
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Mage Priest . . . . . . . . . . . . . .379 Index . . . . . . . . . . . . . . . . . . .426


Chapter Nine: Nightwalker . . . . . . . . . . . . .381 Open Game License . . . . . . . .430
Spells and Combat Rites Ollamh Lorekeeper . . . . . . .382
Spell List . . . . . . . . . . . . . . .228 Rune Lord . . . . . . . . . . . . . . .385
Spell Descriptions . . . . . . . .236 Somnamancer . . . . . . . . . . . . .387
Combat Rites . . . . . . . . . . . . .318 Prestige Classes From
Other Sources . . . . . . . . . . .389

Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Monte Cook’s Arcana Evolved are designated as Open Game Content: the “Before
You Start” section of the Introduction; the entirety of Chapters One and Four; the racial class tables and the “Racial Traits” sections of Chapter Two; the class tables and “Class Features” sections of
Chapter Three; the feats in Chapter Five in their entirety; the magic items and artifacts in Chapter Eight in their entirety; the combat rites in Chapter Nine in their entirety; the names, spell parameters
(range, duration, etc.), and game mechanics of the spells in Chapter Nine; the prestige class advancement tables and “Class Features” sections of Chapter Eleven; the statistics and “Combat“ text for
the monsters in Chapter Twelve; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content
source. In Chapters Six, Seven, and Eight, all the material that also appears in the System Reference Document is open, and all other material is not.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2008 Wizards of the Coast, Inc. The remainder of these Open Game Content por-
tions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Monte Cook’s Arcana Evolved ©2005–2008 Monte J. Cook.” This material is protected under the
copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from
Monte Cook, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
4 MONTE COOK’S ARCANA EVOLVED

INTRODUCTION:

New Possibilities
Everything changes. It’s the key concept of evolution—everything moves forward.

WHY A NEW BOOK?


If you already own Monte Cook’s Arcana Unearthed, you’re
already familiar with much of the material in this book. It’s not,
strictly speaking, a new edition or even a revision. To borrow a
term from the movie industry, it’s really more of a director’s cut.
Inside you’ll find the races, classes, and other elements that you
remember. You’ll also find that this book clarifies a number of
the rules and incorporates the errata. Moreover, you’ll find all
the material from Arcana Unearthed’s companion volume, The
Diamond Throne, as well as some from the Player’s Guide (a
file
component of the DM’s Screen product) has been added in.
Even more exciting, however, is the new material. Inside you’ll
find a new race called the dracha. You’ll see that there is a whole
new concept called evolved levels that takes the racial levels of
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Arcana Unearthed a step further. This book offers an exciting


new class called the ritual warrior, and along with it a new con-
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cept called combat rites. You’ll find new causes to champion, a


new witchery manifestation, new levels in each class, new feats,
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new equipment, new spell templates, new spells, new prestige

Y
ou hold in your hands a book that attempts to express classes, and new creatures. Lastly, now that the book is in full
its own reality. It is a setting—not just with places and color, it is more beautiful than ever before.
characters, but with the rules that define how those The new material, for the most part, revolves around a con-
characters operate within those places. Monte Cook’s Arcana cept that fans of Arcana Unearthed are sure to find exiting: the
Evolved is based on the idea that the best way to describe a thing return of the dragons to the Lands of the Diamond Throne. The
is to define that thing. It is a roleplaying game rules set based on a dragons left these shores millennia ago, and their recent return
popular rules set, but different in its own ways. It’s fantasy role- has thrown the other races into turmoil. What’s more, the drag-
playing taken in a new direction. ons bring with them the ability to help characters evolve into
The book in your hands was given life by a previous volume newer and better forms.
called Arcana Unearthed. Just as that book unearthed a new, magi- In short, this basically is a new, deluxe presentation with some
cal world, this one takes that world another step. Arcana Evolved much-needed bonus material and some exciting story elements
is built atop Arcana Unearthed. You won’t find anything in Arcana added in. This material is my most important work since I start-
Unearthed that isn’t also in this book—but Arcana Evolved offers ed Malhavoc Press, and this book is a closer approximation to
quite a bit that is new. my ultimate vision for my “variant player’s handbook.” In a way,
Like its predecessor, you can use Arcana Evolved in many ways. you could say that the material finally has the presentation it
It can supplement your existing fantasy roleplaying game (these deserves. Everything evolves.
rules mesh well with the core 3rd Edition and 3.5 Revised Edition
rules), or it can replace the existing rules you use. It’s complete WHO IS THIS BOOK FOR?
enough to serve as an entire alternate player’s handbook. It’s got This book is designed for experienced roleplayers. The intended
everything you need. audience is familiar with the 3rd Edition or 3.5 Revised Edition
Most likely, you are already familiar with the central core core rules, although that knowledge isn’t crucial.
around which the contents of this book revolve. You’ll find,how- You do not need to be familiar with or even own Monte
ever, that the individual elements—the races, the classes, the Cook’s Arcana Unearthed to use this book. Arcana Evolved
feats, the spells, even some of the skills and equipment—are has everything from that book, and a lot more besides. You do
new and different. not need any other player’s handbooks. However, you’ll find that
INTRODUCTION: NEW POSSIBILITIES 5
other core rules reference books, like the MM and the DMG, 7. Playing the Game: The core structure of the game remains
will enhance your game play. familiar to established roleplayers, with a few variant twists for
The DMG offers a number of useful tips for DMs running experienced players or for those who simply want to take advan-
Arcana Evolved games. NPC classes including the warrior, com- tage of advanced development of the rules. Of special interest is a
moner, expert, and aristocrat (but not the adept) add depth to a hero point system that allows players to accomplish amazing tasks.
campaign. Rules for awarding experience points and treasure are 8. Magic: Anyone who’s a little tired of the traditional “pre-
also useful. The book details the basic magic items (magic pare, then cast” method of handling spells will love the ability to
weapons, armor, rings of protection, etc.) you’ll want for your cam- alter a spell’s power and weave together minor spells into larger
paign, in addition to many special items that you could use with ones. Also, spell templates let you customize spells to fit your
these rules, if you wish. Plus, it offers a wealth of guidelines for character. Lastly, this chapter offers magic items and artifacts
creating and running a campaign. that characters can discover on their adventures and use to
The MM presents far more creatures than this book can (and enhance their characters.
in Chapter Twelve you’ll find a list of creatures from the MM and 9. Spells and Combat Rites: This book offers hundreds of
other books that fit well into the Diamond Throne setting). Even spells, each complete with guidelines for heightening and dimin-
DMs who don’t feel the need to use MM creatures in their ishing its effects and for creating a magic item from it. This chap-
adventures will find them useful for summoning spells. The MM ter also presents combat rites: rituals used by the ritual warrior,
also includes statistics for animals, which are necessary for char- oathsworn, and warmain classes.
acter classes with animal companions. 10. Diamond Throne Gazetteer. The setting that serves as a
The Arcana Evolved website <www. arcanaevolved.com> offers backdrop for the rules in Arcana Evolved is called Dor-Erthenos,
an introductory adventure for this book, but you can also use fan- the Lands of the Diamond Throne. This chapter provides a very
tasy adventures meant to go along with the core rules. You can brief overview of this default setting, although it is certainly not the
file
find additional source material on magic in Mystic Secrets: The only setting possible. The gazetteer includes enough information to
Lore of Word and Rune and 50 new creatures in Legacy of the get a DM started, but really the idea is for you to take this setting
Dragons, both from Malhavoc Press. Monster books such as the and make it your own.
Creature Collection series and Tome of Horrors from Sword & 11. Prestige Classes. Characters that advance to mid and
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Sorcery can add a nice variety. Counter Collection: Arcana Evolved high levels can qualify for these special, world-specific classes.
and BattleBox: Arcana Evolved from Fiery Dragon Productions They help define the setting and the people who live there.
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enhance the gaming experience with full-color counters and more. 12. Creatures. Many creatures are unique to the Lands of
Also look for Fiery Dragon’s official Arcana Evolved adventure the Diamond Throne, and some of them appear here. At the core
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series, exclusively in PDF. If miniatures are more your style, check of the chapter, you will find the unique and dangerous dragons of
out the Arcana Evolved line from Iron Wind Metals, including the the setting, newly returned to the realm.
Heroes of the Diamond Throne assortment and new blister packs. Appendix: The rules in this book are entirely compatible with
other fantasy roleplaying supplements you might already own.
WHAT’S INSIDE? The Appendix offers conversions to help you translate your exist-
Here’s what you’ll find in each chapter of Arcana Evolved: ing campaign material.
1. Abilities: All you need to know about Strength, Intelligence,
and a character’s other abilities. Bonus source material and ideas to augment the information
2. Races: Eight character races, plus humans. These races in Monte Cook’s Arcana Evolved appear on my website. Find the
have special racial or evolved level progressions that you can take links to these free web enhancements and much more online at
like classes to gain unique racial abilities. Most of them start out <www.arcanaevolved.com>.
as viable 1st-level characters, either with traditional classes or This rulebook is protected content except for items specifical-
racial or evolved levels. ly called out as Open Game Content on the pages 2–3. For full
3. Classes: The 12 Arcana Evolved core classes are balanced to details, please turn page 430. Open content is not otherwise
work together and created to be complete in this book, covering all marked in the text of this book.
the traditional “roles” you enjoy in a fantasy game, but in an a very
different way. All classes advance to 25th level. THEMES
4. Skills: This chapter provides some new takes on skills and Those of you familiar with previous Malhavoc Press products
clears up some problem areas found in other games. know that I like to play around with various ideas and build
5. Feats and Talents: In addition to traditional types of feats, upon cohesive themes. Here are some of the themes I’ve
this chapter offers two other types: the talent, a special ability you explored in this book:
can choose only at the start of the game, and the ceremonial feat,
which you can choose only after performing certain rituals. Oaths and Ceremonies
6. Equipment: This chapter gives you different types of Arcana Evolved suggests a world in which people take rituals very
armor—including exotic armor—weapons, and alchemical seriously, and ceremonies constitute an important part of every
substances, plus all the basics. aspect of a person’s life. One imagines that characters in this
6 MONTE COOK’S ARCANA EVOLVED

world have short rituals to perform before they eat or sleep. Daily with evolution comes increased power, in the form of new
ceremonies cleanse the mind and refresh the soul. In game evolved levels and high levels (20th to 25th) in this book’s core
terms, big important ceremonies provide characters with powerful classes. Making careful choices includes deciding who to consid-
feats and tie into class and race abilities. er a friend and an enemy.
Oaths carry much weight and seriousness as well. The folk of
the Lands of the Diamond Throne take things like vows, honor, Giving Power Back to DMs
and duty very seriously, as you can see from such character classes The core rules of the Player’s Handbook were written to be as
as the oathsworn and the champion. simple as possible, with very little need or room for DM adjudi-
Through ceremony, people realize the importance of that cation. Arcana Evolved is intended for game masters, or DMs,
which lies beyond themselves. By placing value on oaths, duty, with a little experience, who are fully capable of making judg-
and honor, they recognize the importance of that which lies ment calls and sensible rulings. This isn’t to say that a careful
within themselves. eye didn’t watch over the balance and playability of these rules.
But that same careful eye also made sure not to overdefine con-
Character Choice vs. Destiny cepts or regulate them too heavy-handedly. DMs have room to
Although chance and fate seem to guide one’s life at times, make the game their own.
Arcana Evolved assumes a world where freedom of choice is more
important than the unknown whims of fortune or the predestined Tailor-Made Characters
plans of immortal beings. Characters choose to become mojh, Players can easily adapt many of the classes in this book to make
sprytes, or runechildren. They choose to evolve. Oathsworn them more like what they envision for their characters. One can
choose their own oaths and fulfill them because they want to. quickly create different types of champions, totem warriors, or
Champions pick their causes, totem warriors choose their totem witches, for example. Multiclassing has no restrictions. Any race
file
spirits, and witches decide their witchery manifestations for is equally suited to any class.
themselves. Characters wishing to become great warriors can A world of new possibilities awaits.
select the path of the unfettered, ritual warrior, or warmain.
In this world, characters make their own decisions—and they RULES CONCEPTS
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must live with the consequences. They have no game system to Although this book obviously offers alternate races, classes,
dictate their actions (and reactions), so they must take responsi- spells, and so on, those of you familiar with the existing core
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bility for their own behavior. rules will notice that in Arcana Evolved, I’ve presented a lot of
different concepts even among rules that are already established.
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Contrast and Opposition Racial and Evolved Levels. With the concept of racial lev-
Characters range from the tiny sprytes to the massive giants. For els, a character can focus on advancing within the nature of her
every champion of life there is a champion of death. There are race and racial abilities, rather than taking levels in a class.
more contrasting oppositions in a fantasy milieu than just good Along with racial levels come evolved levels. These levels work
versus evil. just like racial levels, but they come only after a character makes
a special pact with the dragons.
Complex Races and Classes Talents. Talents are feats that one can take only at 1st level.
Do the giants have a right to rule just because they freed the other Some things you are simply born with.
races from slavery? Can a sibeccai ever be free of her self- Ceremonial Feats. Ceremonial feats grant supernatural abil-
imposed feelings of indebtedness to the giants? Why does a mojh ities bequeathed through the performance of certain rituals. The
choose to give up its humanity? Just what is it that makes the ver- rituals require expensive components and the help of others.
rik such ciphers? Each race you meet in this book comes with a Spell Flexibility. Spells in Arcana Evolved are not just set,
complex set of inherent questions. unchangeable programs, but flexible, customizable options for
Characters’ reliance on ritual suggests they are very aware of players. Each spell can be diminished or heightened to produce
their place in the world. Many classes assume such a connection a spectrum of effects. It can be laden to hold more power. It can
with the setting: Champions represent a cause, oathsworn swear be woven with other spells to cast a more powerful spell. Adding
an oath about some specific task, an akashic’s abilities come from spell templates can change the nature of a spell and its effects.
the memories of others, and greenbonds are tied directly to the Casters can add in new material components to change the
land. Characters of any class must contend with concerns much effects. Magic is fluid and subject to the whims of the individual
larger than themselves. caster, thus it remains always mysterious and fascinating.
Combat Rites. Combat rites are special abilities that mem-
Evolution bers of certain martial character classes access through battle
Everything changes—everything moves on. Those who stand still ceremonies. There are four ranks of combat rites, each one more
risk being left behind. But even as characters and creatures powerful than the ones before it.
adapt, there are other changes to be made. Players need to Hero Points. This rules subset allows players to take special,
weigh their options and make their choices carefully, because desperate actions not normally possible under the rules. Hero
INTRODUCTION: NEW POSSIBILITIES 7
points allow game play to more closely resemble fictional stories
No Alignments
in which the main characters perform some amazing feat just at There are no alignments in Arcana Evolved into which you must
the right moment. They also encourage heroic play. shoehorn your character’s outlook. This rulebook does not attempt to
“Death’s Door” Rules. Although a bit more complicated define good or evil, nor does it address law or chaos. Characters
than the standard rules, the guidelines in Arcana Evolved govern- should decide for themselves what is good and what is evil, the way
real people do. There are no spells that reveal whether a character is
ing how long an injured character can stand before he drops
evil or good—his actions and the perspectives of those around him
allow the system to simulate tough characters who are “wound- determine that. Very few characters think of themselves as evil. The
ed, but still fighting.” truth is, such concepts are relative.
Yet even without alignments, villains still do terrible things to further
BEFORE YOU START… their own goals. Heroes still make great sacrifices to stop them. The
Keep these important rules concepts and assumptions in mind as classic conflicts all remain. But now there are even more. Two noble
you read through Monte Cook’s Arcana Evolved: and altruistic characters might oppose each other, for example. Their
personal ideologies might even cause each of them to define the other
as “evil.”
Dice Notation
Characters with a conscience still act responsibly, and those with a
The rules in this book use the following die notations:
code of conduct still adhere to it: Having no alignment is not an
d4 = four-sided die d10 = ten-sided die excuse for all characters to act wantonly. As in the real world, things
d6 = six-sided die d12 = twelve-sided die are much more interesting if there are not nine alignments but, in
d8 = eight-sided die d20 = twenty-sided die fact, an infinite number of them—each character becomes his own
d% = percentile dice alignment.

Die rolls are expressed in the following format: file


[#] die type [+/– modifiers]
CREATING CHARACTERS
Example: 3d6+2 means: “Roll three six-sided dice. Add the More than anything, this book is a guide to help you create fan-
result of the three dice together. Then add 2.” tasy characters. It also offers the rules you need to have these
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characters take on challenges, such as casting spells and engag-


Rounding Fractions ing in combat.
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In general, if you wind up with a fraction, round down, even if When creating a player character (PC), use a copy of the
the fraction is one-half or larger. character sheets on pages 424–425 and follow these steps:
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Exception: Certain rolls, such as damage and hit points, have 1. Come up with a concept. This is the most important
a minimum of 1. step. Don’t think in terms of game mechanics or stereotypes.
Come up with your own idea for a character. Don’t use easy
Multiplying hooks like “good” and “evil,” but imagine a realistic personality
Sometimes a special rule makes you multiply a number or a die and outlook. Think in terms of the character’s background, his
roll. As long as you’re applying a single multiplier, multiply the goals, and his likes and dislikes. (See also “Starting With the
number normally. When two or more multipliers apply, however, Character Concept” on page 100.)
combine them into a single multiple, with each extra multiple 2. Roll ability scores. Roll 4d6 six times. Drop the lowest
adding 1 less than its value to the first multiple. Thus, a double die each time and assign the totals as you wish to your ability
(×2) and a double (×2) applied to the same number results in a scores. (See Chapter One.) While you do this, flip ahead to
triple (×3, because 2+1=3). Chapters Two and Three to be aware of how your ability scores
will affect your race and class. For example, a witch with a low
Basic Task Resolution System Wisdom score won’t be as effective as one with a high Wisdom
These rules assume a standardized system for determining the score. It’s up to you, however. Use a pencil as you write your
success or failure of any given task. That system is as follows: ability scores on your character sheet, so you can switch them
d20 roll + any modifiers = result vs. a target number around later if you need to.
3. Choose a race and a class. This step often takes place
The modifiers and target number are determined by the type of after you roll the dice in Step 2 but before you assign the scores
task. If the result of the d20 roll plus the modifiers equals or to abilities. However, do it the way it feels most natural. Don’t
exceeds the target number, the task is successful. Any other result forget that many races have classlike racial levels that you can
means a failure. For example, on a saving throw or a skill check, take in lieu of up to three levels of a standard class. Refer to
the target number is the Difficulty Class (DC). In an attack roll, Chapters Two and Three. After you choose, fill in the appropri-
the target number is the Armor Class (AC) of the opponent. ate spaces on your character sheet with special racial and class
A “natural 20” on the die roll is not an automatic success. A abilities, your base attack bonus, initiative modifier, and saving
“natural 1” on the die roll is not an automatic failure. The excep- throw modifiers. If you’ve chosen to play a spellcasting character,
tions to this rule are attack rolls and saving throws. jot down the spells you’d like to have ready to cast, as well as
8 MONTE COOK’S ARCANA EVOLVED

8. Complete your character sheet. Now that you know


Thank You to Our Playtesters your character’s basic abilities and skills, and you have an idea of
Original Playtesters: Matthew Arieta, Scott Bercaw, Michele Bonelli what he owns and what he can do, fill out the rest of your char-
di Salci, Julian Alexander Brevad, Sindre Buchanan, Mark Bursey, acter sheet. Name your character and jot down some notes
Roy Cejing Butler, Mark Byer, Tim Campbell, Michele Carter, about background, age, appearance, and personal goals.
Steven Charbonneau, Sue Cook, Brenda Copping, Bruce Cordell,
Philippe Daigneault, Riccardo D’Antimi, Jesse Decker, Sam Didier,
Donavan Dufault, Mylène Dumais, Matthew E. Farr, Per Ditlef Faye, Gaining Levels
Bob Fitch, Victoria Fitch, Dave Fried, Frank Gilson, Ed Goethe, You gain new levels by earning experience points (XP), as
Kelly Graham, Scott Hannah, Sean Hannah, Ken Heaton, Michael described at the beginning of Chapter Three. When your charac-
Heiberg, Manuel Rodriguez Jàuregui, Joseph H. Johnson, Nathan ter has earned enough experience points to advance a level, fol-
Johnson, Peter Kastner, Lance Keber, Robin Knepper, Patrick
low these steps:
Langlois, Geof Laur, Robben Leaf, Matt Locke, Tom Lommel,
Alessandro Marchetti, Mike Marohl, Marie-France Matte, Sean 1. Choose class or racial level. When you gain a level, the
McLeod, Martin Ménard, Geoffrey Scott Mercer, Chris Metzen, most common thing to do is to take the next higher level in your
Andrew W. Morris, Fabio Milito Pagliara, Susan Patrick, Chris current class. However, you are free to take the first level in
Perkins, Nicolas Pevishan, Joachim Rasmussen, Brian Riley, John another class (or dracha, giants, litorians, mojh, sibeccai, sprytes,
Schwartz, Del Shand, Nicolas Shand, Odin Runningen Skaugen,
and verrik can choose a racial level instead). Choosing an
Joseph Skupniewitz, Cheryl Storm, Jeremy Storm, Pete Storm, John
Sussenberger, Lisa Sussenberger, Tammy Tavener, Robert L. Trottier, evolved level requires DM approval. Taking levels in two or more
Bob Tucker, and Collin White. classes is called multiclassing (see page 99). You can advance in
Arcana Evolved Playtesters: Anders Bering, Rob Bowell, Daniel as many classes as you wish, but you can only gain a level in one
Byer, Mark Byer, Michael Cole, Audrey Collins, Bill Collins, Sean class at a time.
Donovan, Torben Fronval, Jeremy Goodwin, Holly Gray, Pete Kastner, 2. Apply changes to base attack bonus, base saving
Robber Leaf, Sean Lenihan, Tom Lommel, Brian MacDonald, Kevin
file
throw modifiers, and spells. Refer to the chart associated
MacKay, Sara MacKay, Lisa Morey, Paul Morey, Steven Munch,
with the class or racial level for your new base attack bonus,
Jonna Nielsen, Erik Peterson, Mikkel Rasmussen, Stephen Sloan,
Patrick Smith, Robert Smith, Thomas Smith, Annette Keis Thustrup, saving throw modifiers, and spell slots and spells readied per day
(if any).
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Søren Keis Thustrup, Andrew Wardell, Viola Wardell, Rory Weston,


Elee Wood, and Joseph Wu. 3. Record new class abilities (if any). Many classes gain
special abilities when they acquire a new level.
m

4. If the level is 3rd, 6th, 9th, 12th, 15th, 18th, 21st,


your available number of spell slots and the Difficulty Class of or 24th, choose a new feat. All characters get a new feat at
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each level of spell. these levels. Some characters gain additional bonus feats based
4. Buy skills. Every class has a number of starting skill on their class. This feat can be a general feat, an item creation
points you can use to buy skills for your character. Remember feat, or a ceremonial feat—but remember that the ceremony
that class skills cost 1 point per rank, and all other skills cost requires costly components, time, and often aid from others.
2 points per rank. Select your skills from those described in 5. If the level is 4th, 8th, 12th, 16th, 20th, or 24th,
Chapter Four and note the ranks on your character sheet. add a point to one ability score. At these levels, you can add
5. Choose feats and talents. Every character starts out with 1 point to any ability score you choose. If the change alters your
at least two feats; one of them might be a ceremonial feat, and ability modifier, make sure you update all other relevant scores,
one or both might be a talent. Humans get an additional starting such as skill bonuses, saving throw bonuses, attack bonuses, and
feat. Only starting characters can choose talents, so consider so on.
them carefully. You can’t go back and get a talent later. Feats and 6. Buy skills. Use your class’ skill points to buy new skills.
talents are described in Chapter Five. Add your selections to Remember that class skills cost 1 point per rank and all other
your character sheet where indicated. skills cost 2 points per rank.
6. Figure hit points. Each class has an associated Hit Die 7. Roll for hit points. Each class has an associated Hit Die.
listed in Chapter Three. Assume that you rolled the highest Roll the die, add your Constitution modifier to the result, and
number on the die, then add your Constitution modifier to the add that result to your current hit point total.
total. The result is your hit point total at 1st level. Note it on
your character sheet.
7. Buy equipment. Roll 5d4 and multiply the result by 10.
That’s your starting number of gold pieces to buy equipment.
You’ll probably want to make sure you get a weapon (or perhaps
two—one for melee and one for ranged attacks) and maybe
some armor, but that depends on your class. See the equipment
listed in Chapter Six. Once you’ve listed your equipment on your
character sheet, you can also determine your Armor Class and
carrying capacity.
>>>>>>>>>>>>
CHAPTER ONE: ABILITIES 9
Chapter One:

Abilities
Strength. Dexterity. Constitution. Intelligence. Wisdom. Charisma.
These are the most essential building blocks of a character.

E
ach of the six abilities measures some fundamental
and unique aspect of a character. Not everyone can
have a high score in each one—ability scores repre-
sent weaknesses as well as strengths. Warriors command great
Strength and Constitution, while spellcasters possess a high
Intelligence or Wisdom. Occasionally, however, a warrior such
as an unfettered has a high Dexterity or Intelligence. A magis-
ter’s high Constitution score represents an uncharacteristically
high stamina.
Ability scores both define stereotypes and allow characters to file
deviate from them to become unique individuals. Every charac-
ter has six basic abilities, each of which has a score, normally
ranging from about 3 to 18. The average score for a human is
10 or 11.
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Strength (Str) shows how physically strong your character


is. Someone with a Strength of 3 is so feeble he can barely carry
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his own weight. Someone with a Strength of 18 has strength of


great renown. The giants have great Strength.
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Dexterity (Dex) shows how quick and deft your character is.
Someone with a Dexterity of 3 is known for inept clumsiness, DETERMINING ABILITY SCORES
while someone with a Dexterity of 18 is incredibly nimble and Although the normal human range is 3 to 18, ability scores
fast. The races of litorians and quickling faen are known for range from 0 to infinity. Thus, to determine your character’s
their Dexterity. ability scores, roll 4d6, discard the lowest die, and total the
Constitution (Con) shows how healthy and hearty your remaining three dice. Generate six such scores, then arrange
character is. A character with a Constitution of 3 is sickly and them among the six abilities as you desire.
frail. Someone with a Constitution of 18 is fit, never sick, and Different character classes benefit from having high results in
can take a lot of physical punishment. Sibeccai and dracha have certain ability scores, and certain races modify ability scores, so
great Constitution. refer to Chapters Two and Three for more information and
Intelligence (Int) shows how smart your character is. ideas on how to best arrange your scores.
Someone with an Intelligence of 3 can barely form a complete
sentence, while someone with an Intelligence of 18 is a genius. ABILITY MODIFIERS
The races of mojh and loresong faen are very intelligent. Each ability has an accompanying modifier. The modifier is the
Wisdom (Wis) shows how perceptive, intuitive, and willful number you add to or subtract from the result of a die roll when
your character is. Someone with a Wisdom of 3 is regarded by your character tries to do something related to that ability. A
everyone as a fool, unaware of half the things going on around positive modifier is called a bonus, and a negative modifier is
him. Someone with a Wisdom of 18 is canny and insightful, called a penalty.
usually difficult to fool. Verrik are very wise. You can calculate the modifier using this formula:
Charisma (Cha) shows your character’s strength of person- (ability ÷ 2) – 5 [round result down]
ality. It also involves both personal magnetism and physical
beauty. A character with a Charisma of 3 is horrible and This means you could show the range of ability modifiers as a
hideous. Someone with a Charisma of 18 is charming, forceful, table, like this one:
persuasive, and probably good looking.
10 MONTE COOK’S ARCANA EVOLVED> > > > > > > > > > > >
Ability Score Modifier A character adds his Strength modifier to melee attack and
0 0 damage rolls, and to damage rolls when using a thrown weapon.
1 –5 Skills requiring physical power, such as Climb or Jump, use
2–3 –4 Strength modifiers to adjust the skill bonus. Strength is used to
4–5 –3 determine carrying capacity (see “Using Strength: Carrying
6–7 –2 Capacity” on page 12).
8–9 –1 A creature with no Strength score can’t exert force, usually
10–11 0 because it has no physical body or because it doesn’t move. The
12–13 +1 creature automatically fails Strength checks. If the creature can
14–15 +2 attack, it applies its Dexterity modifier to its base attack instead
16–17 +3 of its Strength modifier.
18–19 +4
20–21 +5 Dexterity
22–23 +6 Any creature that can physically move has at least 1 point of
24–25 +7 Dexterity.
26–27 +8 A character adds her Dexterity modifier to her Armor Class
28–29 +9 and to attack rolls when using a ranged weapon. Skills requiring
30–31 +10 agility, such as Open Lock or Balance, use Dexterity modifiers
etc. etc. to adjust the skill bonus. A character also adds her Dexterity
modifier to her Reflex saving throw bonus.
USING ABILITY SCORES A creature with no Dexterity score can’t move. If it can act, it
file
Your characters will use their ability scores all the time to over- applies its Intelligence modifier to initiative checks instead of
come obstacles and resist threats. its Dexterity modifier. Such a creature fails all Reflex saves and
Dexterity checks.
Strength
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Any creature that can physically manipulate other objects has at Constitution
least 1 point of Strength. Any living creature has at least 1 point of Constitution.
m
Sa
>>>>>>>>>>>>
CHAPTER ONE: ABILITIES 11
A character adds his Constitution modifier to his Hit Die to all mind-affecting effects (charms, compulsions, phantasms,
when he rolls for hit points at each level. Skills requiring stal- and morale effects) and automatically fails Intelligence checks.
wart stamina, such as Concentration, use Constitution modi-
fiers to adjust the skill bonus. A character also adds his Wisdom
Constitution modifier to his Fortitude saving throw bonus. Any creature that can perceive its environment in any fashion
If a character’s Constitution changes enough to alter his has at least 1 point of Wisdom.
Constitution modifier, his hit points also increase or decrease Skills requiring insight or perception, such as Spot and Sense
accordingly at the same time. Motive, use Wisdom modifiers to adjust the skill bonus. Witches
A creature with no Constitution has no body or no metabo- and greenbonds with high Wisdom gain extra spells (see page 12)
lism. It is immune to any effect that requires a Fortitude save and must have a good Wisdom to cast spells at all. Characters who
unless the effect works on objects. Such a creature is also use combat rites, such as ritual warriors or oathsworn, gain bonus
immune to ability damage, ability drain, and energy drain, and rites to use each day if they have a high Wisdom score. A character
always fails Constitution checks. also adds his Wisdom modifier to his Will saving throw bonus.
Anything with no Wisdom score is an object, not a creature.
Intelligence Anything without a Wisdom score also has no Charisma score,
Any creature that can think, learn, or remember has at least and vice versa.
1 point of Intelligence.
A character adds her Intelligence modifier to her skill points Charisma
when she gains them at each level. Skills requiring acute intel- Any creature capable of telling the difference between itself and
lect, such as Knowledge or Appraise, use Intelligence modifiers things that are not itself has at least 1 point of Charisma.
to adjust the skill bonus. Magisters and runethanes with high file Skills requiring force of personality or charm, such as Intimidate
Intelligence gain extra spells (see page 12), and they must have and Gather Information, use Charisma modifiers to adjust the skill
good Intelligence scores to cast spells at all. bonus. Mage blades with high Charisma gain extra spells (see
A creature with no Intelligence score is an automaton, operat- “Abilities and Spells or Combat Rites,” on the next page), and
ing on simple instincts or programmed instructions. It is immune they must have good Charisma scores to cast spells at all.
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BONUS SPELLS AND COMBAT RITES


m

Bonus Spell Slots and Spells Readied (by Spell Level) or Bonus Combat Rites (by Rank)*
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Score 0 1 2 3 4 5 6 7 8 9 10
1 Can’t cast spells tied to this ability or use combat rites
2–3 Can’t cast spells tied to this ability or use combat rites
4–5 Can’t cast spells tied to this ability or use combat rites
6–7 Can’t cast spells tied to this ability or use combat rites
8–9 Can’t cast spells tied to this ability or use combat rites
10–11 — — — — — — — — — — —
12–13 1 1 — — — — — — — — —
14–15 1 1 1 — — — — — — — —
16–17 1 1 1 1 — — — — — — —
18–19 1 1 1 1 1 — — — — — —
20–21 2 2 1 1 1 1 — — — — —
22–23 2 2 2 1 1 1 1 — — — —
24–25 2 2 2 2 1 1 1 1 — — —
26–27 2 2 2 2 2 1 1 1 1 — —
28–29 3 3 2 2 2 2 1 1 1 1 —
30–31 3 3 3 2 2 2 2 1 1 1 1
32–33 3 3 3 3 2 2 2 2 1 1 1
34–35 3 3 3 3 3 2 2 2 2 1 1
36–37 4 4 3 3 3 3 2 2 2 2 1
38–39 4 4 4 3 3 3 3 2 2 2 2
40–41 4 4 4 4 3 3 3 3 2 2 2
42–43 4 4 4 4 4 3 3 3 3 2 2
44–45 5 5 4 4 4 4 3 3 3 3 2

* Ignore combat ranks higher than 4.


12 MONTE COOK’S ARCANA EVOLVED> > > > > > > > > > > >
Anything with no Charisma score is an object, not a creature. CARRYING CAPACITY
Anything without a Charisma score also has no Wisdom score,
and vice versa. Strength Light Medium Heavy
Score Load Load Load
Scores of 0 and None 1 up to 3 lbs. 4–6 lbs. 7–10 lbs.
One or more of a character’s ability scores might fall to 0 during 2 up to 6 lbs. 7–13 lbs. 14–20 lbs.
the course of an adventure. The results are as follows: 3 up to 10 lbs. 11–20 lbs. 21–30 lbs.
• Strength 0 means the character cannot move at all. 4 up to 13 lbs. 14–26 lbs. 27–40 lbs.
He lies helpless on the ground. 5 up to 16 lbs. 17–33 lbs. 34–50 lbs.
• Dexterity 0 means the character cannot move at all. 6 up to 20 lbs. 21–40 lbs. 41–60 lbs.
He stands motionless, rigid, and helpless. 7 up to 23 lbs. 24–46 lbs. 47–70 lbs.
• Constitution 0 means the character is dead. 8 up to 26 lbs. 27–53 lbs. 54–80 lbs.
• Intelligence 0 means the character cannot think and 9 up to 30 lbs. 31–60 lbs. 61–90 lbs.
remains unconscious in a comalike stupor, helpless. 10 up to 33 lbs. 34–66 lbs. 67–100 lbs.
• Wisdom 0 means the character has withdrawn into a 11 up to 38 lbs. 39–76 lbs. 77–115 lbs.
deep sleep filled with nightmares, helpless. 12 up to 43 lbs. 44–86 lbs. 87–130 lbs.
• Charisma 0 means the character has withdrawn into a 13 up to 50 lbs. 51–100 lbs. 101–150 lbs.
catatonic, comalike stupor, helpless. 14 up to 58 lbs. 59–116 lbs. 117–175 lbs.
15 up to 66 lbs. 67–133 lbs. 134–200 lbs.
Keeping track of negative ability score points is never neces- 16 up to 76 lbs. 77–153 lbs. 154–230 lbs.
sary. A character’s ability score can’t drop below 0. 17
file up to 86 lbs. 87–173 lbs. 174–260 lbs.
It is possible for a creature to have an ability score of “none.” 18 up to 100 lbs. 101–200 lbs. 201–300 lbs.
A score of “none” is not the same as a score of “0.” A score of 19 up to 116 lbs. 117–233 lbs. 234–350 lbs.
“none” means that the creature does not possess the ability at 20 up to 133 lbs. 134–266 lbs. 267–400 lbs.
all. The modifier for a score of “none” is +0. 21 up to 153 lbs. 154–306 lbs. 307–460 lbs.
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22 up to 173 lbs. 174–346 lbs. 347–520 lbs.


ABILITIES AND SPELLS OR COMBAT RITES 23 up to 200 lbs. 201–400 lbs. 401–600 lbs.
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The casting capability of each spellcaster class depends on a spe- 24 up to 233 lbs. 234–466 lbs. 467–700 lbs.
cific ability, as described for that class. If a character’s score in 25 up to 266 lbs. 267–533 lbs. 534–800 lbs.
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this key ability is 9 or lower, the character can’t cast spells tied to 26 up to 306 lbs. 307–617 lbs. 618–920 lbs.
that ability. Characters get bonus spell slots and can ready bonus 27 up to 346 lbs. 347–693 lbs. 694–1,040 lbs.
spells based on this key ability. Find the number appropriate to 28 up to 400 lbs. 401–800 lbs. 801–1,200 lbs.
your character’s score in the “Bonus Spells and Combat Rites” 29 up to 466 lbs. 467–933 lbs. 934–1,400 lbs.
table on the previous page, and add it to both the spell slots and +10 ×4 ×4 ×4
the number of spells readied for that level. See Chapter Three:
Classes and Chapter Eight: Magic for more information. CARRYING LOADS
Characters who use combat rites use Wisdom as the key ability Maximum Check Speed Speed Speed
to determine how many bonus combat rites per day they gain. Load Dexterity Penalty (30 feet) (20 feet) (Run)
Medium +3 –3 20 feet 15 feet ×4
USING STRENGTH: CARRYING CAPACITY Heavy +1 –6 20 feet 15 feet ×3
If you want to determine whether your character’s gear is heavy
enough to slow her down (more than the armor already does),
total the weight of all her armor, weapons, and gear. Compare A character can lift up to double the maximum load off the
this total to the character’s Strength on the “Carrying Capacity” ground, but can only stagger around with it. While overloaded
table. See the “Carrying Loads” table to determine whether the in this way, the character loses any Dexterity bonus to Armor
weight is enough to slow your character down. Class and can move only 5 feet per round (as a full-round
If your character is wearing armor, use the lower figure— action).
either her speed in armor or her speed from the total load— A character can generally push or drag along the ground up
for each category on the “Carrying Loads” table (maximum to five times her maximum load at one-quarter her normal
Dexterity, check penalty, and speed). Do not stack the penalties. speed. Favorable conditions (smooth ground, dragging a slick
object) can double these numbers, and bad circumstances
Lifting and Dragging (broken ground, pushing an object that snags) can reduce
A character can lift up to her maximum load over her head. them to one-half or less.
Maximum load is the upper end of the heavy load range on
the “Carrying Loads” table.
>>>>>>>>>>>>
CHAPTER ONE: ABILITIES 13
Bigger and Smaller Creatures 15 Something only those with really good memories
The figures on the “Carrying Capacity” table are for Medium might recall, like the kind of earrings a woman was
creatures. Larger creatures can carry more weight depending on wearing when you spoke to her three days ago.
size category: Large (× 2), Huge (× 4), Gargantuan (× 8), and 20 Something only someone with a phenomenal memory
Colossal (× 16). Smaller creatures can carry less weight depend- might remember, such as the name of a man you met
ing on size category: Small (× 3/4), Tiny (× 1/2), Diminutive (× once, when you were only six years old.
1/4), and Fine (× 1/8). Quadrupeds (or creatures with more 25 Something no normal person could remember, such as
than four legs) have the following modifiers to carrying capacity: the 19th six-digit combination code on a list of 80
Fine (× 1/4), Diminutive (× 1/2), Tiny (× 3/4), Small (× 1), possible combination codes for a lock, when you only
Medium (× 1 1/2), Large (× 3), Huge (× 6), Gargantuan (× 12), saw the list for a moment or two.
and Colossal (× 24).
USING CHARISMA: INFLUENCING OTHERS
Tremendous Strength It is possible to alter another’s attitude with a
For Strength scores not listed, determine the car- Charisma check (1d20 + Charisma modifier).
rying capacity this way: Find the Strength This check can be further modified by the
score between 20 and 29 that has the same Diplomacy skill. Roll the check, subtract
ones digit as the creature’s Strength score; the Hit Dice of the creature the character
multiply the load figures by four if the is attempting to influence, and consult
creature’s Strength is in the 30s, by 16 if the appropriate initial attitude line on
it’s in the 40s, by 64 if it’s in the 50s, the “Influencing Attitude” table to deter-
and so on. file mine the result. For example, say a char-
acter with a Charisma modifier of +2
USING INTELLIGENCE: attempts to influence a 3 HD unfriendly
REMEMBERING inshon. The player rolls a 17, getting a total
Whenever a character might remember of 16 (17+2–3=16), so the inshon becomes
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something that happened to him either in actu- indifferent rather than unfriendly. If the charac-
al play, from his own (pre-game) past, or something ter had at least 9 ranks of the Diplomacy skill, the
m

that happened “off stage,” he should make a check. In the inshon would become friendly (17+9+2–3=25).
latter case, it may be remembering someone that the PCs saw In general, a character cannot repeat attempts to influence
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while eating dinner the previous night; perhaps the DM did not someone.
want to point her out then, because doing so would have
aroused suspicions unnaturally. CHANGING ABILITY SCORES
For every four levels your character increases, you can raise one
The check for remembering is a simple Intelligence check. ability score by 1 point. Ability scores can increase with no limit.
Do not allow retries or taking 20. Use the following as a guide- Poisons, diseases, and other effects can temporarily harm an
line for setting the Difficulty Class: ability (temporary ability damage). Ability points lost to damage
return on their own, typically at a rate of 1 point per day.
DC Condition Some effects drain abilities, resulting in a permanent loss (or
5 Something just about anyone would have noticed and ability drain). Points lost this way don’t return on their own.
remembered. The general appearance of the man who As a character ages, some ability scores go up over time and
killed your father, assuming you got a good look at others go down. For details, see the “Age” section at the end of
him. Chapter Two: Races.
10 Something many people would remember, such as the When an ability score changes, the modifier associated with
location of the tavern across town that they were at that score also changes.
the day before.

INFLUENCING ATTITUDE

New Attitude
Initial Attitude Hostile Unfriendly Indifferent Friendly Helpful
Hostile Less than 20 20 25 35 50
Unfriendly Less than 5 5 15 25 40
Indifferent — Less than 1 1 15 30
Friendly — — Less than 1 1 20
14 MONTE COOK’S ARCANA EVOLVED
>>>>>>>>>>>>
Chapter Two:

Races
The races in this book use the Lands of the Diamond Throne as a default setting. The realm’s turbulent
history is filled with great deeds and savage conflicts—the coming of the giants, the defeat of the diabolical
dramojh, and the very recent return of the dragons to reclaim their homeland. Epic events and the
deeds of singular individuals have shaped the races of the Diamond Throne lands. However, you
can transplant these races into any fantasy setting very easily.

EVOLVED LEVELS
Dragons in the Diamond Throne setting possess a unique power
granted to them by otherworldly items called the tenebrian seeds.
When infused with the essence of dragonkind, these seeds created
the dreaded dramojh: demonic creatures that enslaved the realm
for centuries (see Chapter Ten). Their power changes creatures,
granting them altered physical forms and capabilities, as well as
file
mental and magical abilities. The evolved forms exemplify and
exaggerate the essence of each race, so a litorian becomes even
more “litorian-ish,” and a verrik becomes more “verriklike.” In
some people’s eyes, the evolution creates abominations that nature
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never intended (they often call it de-evolution, in fact). In others’


opinions, the changes the tenebrian seeds bring about allow an
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individual to reach for a higher, truer self.


Whether it is truth or utter falsity, the dragons hold a monopoly
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on the concept of evolution. Giants and sibeccai almost always


find the process abhorrent and frightening on those grounds
alone—they see it as a weapon the dragons might use against
them and their control of the Lands of the Diamond Throne. In

T
he descriptions of the player character races in this their minds, tenebrian evolution is a temptation to lure away the
chapter include information on background, personality, inhabitants of the realm and place them under draconic control.
and outlook. Remember that these notes are generalities, Most dragons, however, see evolution as a just reward for their
not necessarily true of every specimen of that race living in the good and faithful servants and trusted allies. A few dragons,
Lands of the Diamond Throne today. Use them as guidelines, but remembering the creation of the dramojh, remain leery of tenebri-
feel free to depart from them as needed to make your characters an evolution. Since the dragons have only just recently returned
unique and interesting. to their ancestral homeland, the concept of evolution is new to all
These races are genetically incompatible with each other. races other than the dracha.
Mating between members of different races will not produce Tenebrian evolution is represented by evolved levels. Like racial
any offspring. levels, characters take them the way they would take levels of a
character class. Obviously, characters are restricted to taking evolved
RACIAL LEVELS levels of only their own race. Although some races are far more like-
With the exception of humans and faen (not including sprytes), all ly to gain evolved levels than others, each race has evolved levels
characters can gain racial levels. These racial levels represent an available to it. Races with allowable racial levels add their evolved
advancement toward the ideal of the race. They also represent the levels directly to the racial levels. So, for simplicity’s sake, a litorian
typical members of a race that would not take levels in an adven- with two evolved levels is simply referred to as a 5th-level litorian
turing class, but still develop their innate abilities, talents, and (three racial levels + two evolved levels). Since the only way to get
skills. From the point of view of game balance, they represent the those two extra litorian levels is through the evolution process, the
idea that the full-blown concept of a litorian, a giant, and so on two evolved levels are simply understood. Except as noted here,
cannot be fully expressed as a balanced 1st-level character, but evolved levels are treated exactly like racial levels in every way.
more so as a 2nd- or even 3rd-level character. If a given race has racial levels, a character must take all three
racial levels before acquiring evolved levels (without all three racial

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