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Squadeth Games - Dragonbane Auxiliary 2023
Squadeth Games - Dragonbane Auxiliary 2023
DRAGONBANE
AUXILIARY 2023
This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This
Supplement was created under Fria Ligan AB’s Dragonbane Third Party
Supplement License.
TABLE OF CONTENTS
Page 2
MAGIC SCHOOL: TELEKINISM
MAGIC TRICKS HEAVY LIFTING
Theatrical Manipulation: You can "juggle or otherwise Rank: 1
manipulate up to four tiny objects for 30 seconds. This Prerequisite: Telekinism
trick can be used to impress people or as a distraction. Requirement: Gesture
Casting Time: Action
Nudge: You send a small energy pulse directly outward to Range: 4 meters
harmlessly nudge a creature up to 20 meters away. They Duration: Instant
will instinctively know the nudge came from you.
You use your mind to lift and move a large heavy object
Search: You emit a wave of force in a 10 meter radius within range. The object must be dropped within 10 seconds.
around you, using it to detect traps, treasures, or other If the item is dropped onto an enemy, the target receives 1D10
noteworthy items within range. Any loose items will be bludgeoning damage. At spell level 2, the roll can be made
blown away to the edge of this radius, and any living with a boon. At spell level 3, make the roll with a boon and
creatures will become aware of your presence. roll 2D10 for damage.
Page 3
MAGIC SCHOOL: TELEKINISM
VIOLENT WHIP OUTBURST
Rank: 2 Rank: 3
Prerequisite: Push/Pull Prerequisite: Violent Whip
Requirement: Gesture, Word Requirement: Word
Casting Time: Action Casting Time: Action
Range: 16 meters Range: 10 meters
Duration: Instant Duration: Instant
You send an invisible tendril of force outward to grab a With a single word of power, you send a powerful concussive
creature, squeeze it, and then hurl it away. The creature wave in a 10 meter radius around you. All creatures within
takes 2D10 bludgeoning damage, and is thrown up to that range take 2D8 bludgeoning damage and are thrown back
many meters. Add an additional 1D10 per higher spell level. that many meters. Add 1D8 for each additional spell level. If
This attack can be dodged, but with a bane. you have allies in this radius, make your Telekinism roll with a
bane to exclude them from the attack.
Page 4
MAGIC SCHOOL: AUGMENTISM
MAGIC TRICKS IMBUE ELEMENT
Cosmetic Change: You make a small cosmetic change Rank: 1
to a character's appearance. This can be something Prerequisite: Augmentism
about their clothes, their hairstyle, or anything at the GM's Requirement: Gesture, Material
discretion. Casting Time: Action
Range: Touch
Improve Flavour: You drastically improve the flavour of Duration: Stretch
one item of food or drink.
You hold a weapon and imbue it with the power of either fire
Improve Value: You instantly make small changes to an or ice. For one stretch, the weapon will deal an additional
item that you wish to sell, making it pristine and more 1D4 damage (of the chosen type) when used. If the weapon
valuable. This will grant a boon to whoever is BARTERING is made of metal, the caster gets a bane to the spell roll.
for the sale. A quiver of arrows or bolts counts as one weapon.
Page 5
MAGIC SCHOOL: AUGMENTISM
IMPROVE ARMOUR REFLECT MAGIC
Rank: 2 Rank: 3
Prerequisite: Imbue Element / Fear / Poison Prerequisite: Improve Armour
Requirement: Gesture, Material Requirement: Word
Casting Time: Action Casting Time: Reaction
Range: Touch Range: 10 meters
Duration: Stretch Duration: Instant
You hold an item of armour or clothing, and channel You yell an arcane word of such great power that it can
magical protection into its very essence, improving its shield yourself or an ally within range from any magical
armour rating for a stretch. If the armour consists mostly of attack, lessening the damage by 3 per spell level cast. Any
metal, the caster must make their roll with a bane. The damage that is negated by this spell is then cast back at the
armour improves by the number of spell levels spent on the source at no additional WP cost.
spell.
You have the ability to put things back to the way they are
If you find a small building, statue, or structure that has
supposed to be, within a 20 meter radius. This includes
been suffered considerable damage, you can chant a
completely healing allies, removing conditions, mending
spell of repair, directing all the pieces of rubble to return
wounds, repairing damaged buildings, or even resurrecting
to where they were before the damage occurred. At spell
the recently deceased. Choose 1 effect per spell level cast.
level 1, make your roll with a bane. At level 2, make a
normal roll. At level 3, roll with a boon.
MASS HASTE
HASTE Rank: 3
Rank: 2 Prerequisite: Haste
Prerequisite: Imbue Element / Fear / Poison Requirement: Word
Requirement: Word Casting Time: Action
Casting Time: Action Range: 8 meters
Range: Touch Duration: 1D4 Rounds
Duration: 1D4 Rounds
You speak a powerful incantation that enhances your allies'
You touch an ally and enhance their speed and agility for speed and agility for 1D4 Rounds. Any hastened character
1D4 Rounds. While hastened, they can draw twice as many can draw twice as many initiative cards as they normally
initiative cards as normal. At spell level 1, cast the spell would. This can be combined with any Heroic Abilities that
with a bane. At spell level 2, make a normal roll. At spell affect initiative. Choose 1 ally per spell level cast.
level 3, roll with a boon.
Page 6
MAGIC SCHOOL: SPIRITISM
MAGIC TRICKS SPECTRAL HISTORY
Spirit of Calm: You conjure a soothing presence from the Rank: 1
beyond. If used during a stretch rest, this spirit can grant Prerequisite: Telekinism
one member of your part a boon on their HEALING roll. Requirement: Word
Casting Time: Action
Spirit of Doubt: You conjure a negative presence from Range: Self
the beyond. You can inflict this spirit on an NPC to give Duration: Instant
them a bane on their next action.
You can see one or more deceased figures from the current
Spirit of Rest: You conjure a watchful spirit to help you location's past. They can give you useful information at the
find a suitable place to make camp in the wilderness. GM's discretion. You can ask the ghosts one question per
Whoever is making a BUSHCRAFT roll to set up camp, can spell level.
do so with a boon.
Page 7
MAGIC SCHOOL: SPIRITISM
DEADLY EMBRACE CLOAK OF DECAY
Rank: 2 Rank: 3
Prerequisite: Cold Touch of Death Prerequisite: Deadly Embrace
Requirement: Word Requirement: Gesture, Word
Casting Time: Action Casting Time: Action
Range: 16 meters Range: 20 meters
Duration: Instant Duration: Instant
With a single cold word, you summon forth a giant ghostly An onslaught of spirits erupts from your body and swirls
hand in front of one of your enemies. The hand wraps around a target within range, surrounding them in a whirlwind
around the target and squeezes into a fist, inflicting 2D10 of death and torment. The target receives 3D12 cold
cold damage. All NPCs within 4 meters of the target, damage, ignoring armour, and must roll against a disease
suffer a fear attack. with virulence 14. If the target dies as a result of this spell,
their body will instantly rot and decompose. Any living
creatures within 2 meters of the whirlwind receive 1D6 cold
GUARDIAN ESSENCE damage and must also roll against the disease.
Rank: 2
Prerequisite: Protective Essence
Requirement: Gesture THE OTHER SIDE
Casting Time: Action Rank: 3
Range: 12 meters Prerequisite: Guardian Essence
Duration: Instant Requirement: Gesture
Casting Time: Action
An enormous ghostly creature envelopes the area in a Range: 12 meters
blanket of energy. All your allies within range recover a Duration: Instant
condition of their choice, and all enemies within range
receive 1D8 cold damage. Increase the damage by 1D8 for You and one ally temporarily enter a small pocket of the
each additional spell level. spiritual realm. In this realm, you can experience a full shift
rest while only a few seconds pass in the material world. Add
SCREAMING MAELSTROM one ally for each additional spell level. Everyone who enters
this realm, permanently loses 1 WP each time.
Rank: 2
Prerequisite: Screaming Soul
Requirement: Gesture, Word GHOSTLY ALLY
Casting Time: Action
Rank: 3
Range: 16 meters
Prerequisite: Screaming Maelstrom
Duration: 1D8 Rounds
Requirement: Gesture, Word
Casting Time: Action
Your words tear a hole in reality which spews forth a
Range: 4 meters
torrent of screaming souls of the damned. All enemies
Duration: Stretch
within range suffer 2D8 mental damage, and get a bane
on any roll they make against you for that same amount of
The spell summons a ghost (page 87 of the Dragonbane
rounds.
rulebook), to act as your ally with its own initiative. Your ghost
has a ferocity of 1 and has 9 HP per spell level.
Page 8
PROFESSION: PRIZEFIGHTER
D6 GEAR
Prizefighters are fighters who lack the
1 - 2 Rope (hemp), simple clothes, boots, flint
regimented discipline of trained knights, or the
& tinder, torch, bottle, D8 food rations,
weapon mastery of warriors, but make up for
D6 silver
these in speed, determination, and ingenuity.
3- 4 Leather armour, sleeping fur, flint &
They are flexible in mind and body, and can tinder, lamp oil, oil lamp, backpack, D8
use their own fists and feet as deadly food rations, D6 silver
weapons. They are also masters at turning the
3- 4 Simple clothes, sleeping fur, guard dog,
objects around them into improvised tools for
D10 food rations, D8 silver
combat.
D6 NICKNAME D6 NICKNAME
Key Attribute: AGI
Skills: Acrobatics, Awareness, Brawling, Evade, 1 Lightfoot 4 Barweasel
Hammers, Performance, Staves 2 Goldenfist 5 The Foolish
Heroic Ability: Iron Fist 3 The Untouchable 6 Headcracker
Page 9
PROFESSION: CULTIST
D6 GEAR
Cultists live their lives cloaked in shadow,
1 - 2 Rope (hemp), ceremonial robe, dagger,
secrecy, and deception.
flint & tinder, torch, D8 food rations, D6
silver
They obey the masters of their order without
question, lest they be excommunicated and 3- 4 Ceremonial robe, staff, flint & tinder,
labeled as heretics. lamp oil, oil lamp, D8 food rations, vial of
poison
Cultists are often trained in lore, medicine,
3- 4 Ceremonial robe, wineskin (full), sleeping
subterfuge, and arcane knowledge of an
fur, staff, D6 food rations, D8 silver
infernal, dark, or demonic nature.
Page 10
PROFESSION: WOODCUTTER
D6 GEAR
Woodcutters are strong and humble folk, who
1 - 2 Rope (hemp), simple clothes, boots, flint
often live in harmony with the forest that
& tinder, torch, handaxe, D8 food
provides them their trade.
rations, D6 silver
They are excellent at navigating wooded 3- 4 Sleeping fur, simple clothes, flint &
areas, and can make camp in even the tinder, lamp oil, oil lamp, handaxe, D8
harshest of environments. food rations, D6 silver
D6 NICKNAME D6 NICKNAME
Key Attribute: STR
Skills: Awareness, Axes, Brawling, Bushcraft, 1 Treebane 4 Axehand
Evade, Hammers, Hunting & Fishing, Riding. 2 Forester 5 Cutter
Heroic Ability: Lone Wolf 3 The Chopper 6 Naturesmith
Page 11
KIN: HALF-ORC
1 Maddock 4 Cosshick
2 Dorvid 5 Ukment
3 Larkin 6 Brune
Page 12
KIN: VINELING
1 Leaf 4 Stump
2 Blossom 5 Branch
3 Forest 6 Root
Page 13
KIN: DEMONBORN
1 Sorgamuul 4 Kaktinar
2 Gor'Or 5 Zieglermel
3 Chek-Grish 6 Dustiss
Page 14
MONSTER: ZOMBIE
MONSTER ATTACKS
D6 ATTACK
1-3 Lunge! The zombie violently slams its grotesque, rotting body into the nearest player character.
The attack inflicts 2d6 bludgeoning damage and the target is knocked down.
2-5 Disgusting Horror! The zombie grabs a player character, digging its filthy fingernails into their
flesh, and leaking putrefied gore from its mouth onto their face. The player suffers a condition of
their choice and must get the zombie away before its next turn or suffer another.
6 Bite! The zombie opens its jaw wide and bites down on an exposed piece of your skin. Its teeth
tear at your flesh, inflicting 1d10 piercing damage. If the victim takes at least 1 HP of damage,
they also contract a disease with virulence 10. If they reach zero HP while they have this disease,
they will die and then come back as a zombie.
Page 15
MONSTER: BABY SMOKE DRAGON
MONSTER ATTACKS
D6 ATTACK
1 Baby Dragon Roar! The baby dragon opens its smoky maw, bares its fangs, and lets out a small
but fierce roar. All player characters within 10 meters suffer a fear attack, with a boon on the roll.
2 Claw Attack! The baby dragon takes a flying leap at one player character and slashes at them
with its claws, inflicting 2d6 slashing damage.
3 Slashing Spin! The beast wraps itself in its scaly wings and spins in a whirlwind, causing 1d10
slashing damage to all creatures within 2 meters, and releasing a small puff of smoke.
4 Jabbing Tail! The monster pulls back its barbed tail and thrusts it forward with lightning speed.
The target receives 1d8 piercing damage. This attack can be parried.
5 Smoky Bite! The baby dragon snaps at one player character, digging its fangs deep into their
flesh. The attack causes 1d6 piercing damage, and inflicts a poison with virulence 8.
6 Smokescreen! The dragon breathes in deeply, before releasing a thick smoky cloud that fills a
20 meter radius. All creatures in the cloud suffer a condition and act as if in full darkness.
Page 16
MONSTER: MINOR DEMON
MONSTER ATTACKS
D6 ATTACK
1 Whispered Terror! The demon whispers an infernal incantation, causing one player character
within 10 meters to suffer a fear attack, with a bane on the WIL roll.
2 Horn Gore! The demon runs a full speed towards the nearest player character, leans down, and
gores them with the horns on its head, inflicting 2d8 piercing damage.
3 Persuasion! The demon tries to convince one player character that it is their master. The player
must resist with a WIL roll. On a fail, they must use their next turn to do the demon's bidding.
4 Infernal Spear! The demon holds out a hand and summons a spear of bone and flame. It hurls
the spear into the chest of a player character within 8 meters, inflicting 2d8 piercing damage
before disappearing into the ether. This attack can be parried.
5 Flame Burst! A violent burst of flame erupts from the demon in a 6 meter radius. All creatures
within range take 2d6 fire damage. This attack ignores armour.
6 Invisible Attack! The demon suddenly disappears from sight, and makes a dagger attack against
two player characters within 6 meters, inflicting 1d8 slashing damage each. This cannot be
dodged or parried. The demon will remain invisible until the beginning of its next turn, and all
attacks against it will suffer a bane.
Page 17