Rule Reference

Difficulty Class (DC)
Difficulty Class, or DC, is the target number to beat or tie with a d20 roll + modifiers to accomplish some goal.
The guidelines for the DC of a task are as follows:
DC 5: Easy. Someone without any training will succeed most of the time.
DC 10: Moderate. Someone with no training is as likely to succeed as to fail.
DC 15: Hard. Someone with no training will fail most of the time.
DC 20: Very Hard. Someone with no training will almost always fail.
DC 25: Very Hard (harder). Someone with moderate training will almost always fail.
DC 30: Very Hard (even harder). Someone with extensive training will still usually fail.
DC 35: Nearly impossible
If a task is actually impossible, the Headmaster should not allow a roll to accomplish it.
Armor Class (AC)
Armor Class, or AC, is the DC to hit a target with an attack.
It is the target number to beat or tie with a d20 roll + modifiers to land a hit and deal damage.
Natural
A natural value is the value on the face of the die. Without modifiers.
(ex: a natural 20 means you rolled a 20 on the die)
Attack
An attack is a roll to hit a target against the target's AC.
Roll a d20 + your bonus to hit with the weapon or ability you are attacking with.
If you beat or tie the target's AC, you hit and deal damage.
If you roll a natural 20, you critically hit, and deal extra damage.
If you roll a natural 1, you critically miss, are guaranteed to miss, and suffer an additional complication determined by the Headmaster (such as being disarmed, losing an attack, or your weapon breaking).
When an ability refers to an attack, it means this, unless it specifically refers to the attack action.
Save
A save is a roll to avoid something bad happening.
Roll a d20 + the priority modifier for the type of save + any save bonuses against the DC of the effect you are trying to mitigate.
If you beat or tie the DC, you pass.
If you do not, you fail, and suffer the effect at full severity.
If you roll a natural 20, you critically pass, and are unaffected.
If you roll a natural 1, you critically fail, and suffer the effect at double severity, or full severity with an added complication chosen by the Headmaster.
Test of Skill
A test of skill is a roll that tests a character's ability at something.
Roll a d20 + your relevant priority modifier + your skill bonus for that skill against a DC.
If you roll the DC or higher, you pass.
If you roll below the DC, you fail.
If you roll a natural 20, you critically pass, automatically passing and getting double effort dice or some other kind of bonus.
If you roll a natural 1, you critically fail, getting some kind of extra bad penalty chosen by the Headmaster.

The Headmaster determines the limits on what can and cannot be accomplished by a test of skill, and if a roll is necessary or appropriate.
Contest of Skill
A contest of skill is a test of skill between two (or more) creatures.
Each creature rolls a test of their relevant skill, and the creature with the higher result wins.
If there is a tie, the creature with the larger bonus to their skill passes and wins (since intuitively, they are better at that thing).
A creature which rolls a critical on their test of skill automatically wins a contest of skill, even if their result is lower.
Extended Test
Extended tests are substantial tasks which may require passing multiple tests of skill or contests of skill in succession to successfully complete.
Each time you pass a test of skill which is part of an extended test, you roll effort, which is like damage for skills, toward completing that extended test.
The scale of an extended test should determine what the Headmaster sets as its effort total:
5 effort is quick, something that can normally be completed in a single increment, and may not require an extended test at all.
20 effort is normal.
Longer tasks require more effort, and it is generally advised to increase in increments of 20.
Effort
Effort is progress toward completing extended tests, and is rolled when you pass a test of skill or win a contest of skill that is part of an extended test.
The default effort roll is 2d4.
Group Extended Skill Tests
Sometimes, a party may try a task which requires the group to pass the same type of test of skill (such as sneaking into the dragon's lair).
These situations may be handled as group skill tests.
The Headmaster sets the effort totals to successfully complete or completely fail the task (or phase of the task) to the normal appropriate effort total for the task's scale times half the party's size.
Each character that passes the test adds effort toward successful completion, and each character that fails adds effort toward complete failure.
The outcome is determined by whichever effort total is reached first, as in a race.
Assist
As an action, you can assist an ally at a test of any skill that you could attempt alone (you typically must have taken a class in or have an interest bonus towards spellcraft, alchemy, artifice, poisons, or monster lore to use those skills).
The test of skill must also be one where multiple people working together would be helpful in order to assist with it.
The assistant rolls a DC 10 test of skill, and if they pass the person they are assisting gets advantage on their test of skill.
If the assistant crits, they person they are assisting automatically crits.
When dealing with longer increments of time, you may spend your time assisting an ally for that increment for the same effect.
(Assistance is most useful when the assistant is significantly less skilled than the person they are assisting, or the consequences of a single failure are high.)
Tools
Tools can be used by those trained to use them, and increase the size of your base effort dice, normally from 2d4 to 2d6.
Advantage
Roll twice and keep the better result.

Advantage does not stack.
Advantage and disadvantage cancel out.
Disadvantage
Roll twice and keep the worse result.

Disadvantage does not stack.
Advantage and disadvantage cancel out.
Reroll
Roll again and keep the preferable result.
If a roll has advantage, reroll with advantage.
If a roll has disadvantage, reroll with disadvantage.
Take 10
Taking 10 means instead of rolling, you may treat a test of skill as if you had rolled a natural 10.
It represents safely being able to take an average result.
The ability to do this in most situations is granted by most level 4 skill courses.
Study
Study rolls are those to gain effort toward mastering a course or extra credit.
Very few bonuses or rerolls apply to these rolls.
Downtime
Downtime activities are activities you do during your weekly downtime slot.
These usually represent long-term projects, and can include crafting, improving a relationship, working out, or going shopping.
Only some bonuses and rerolls apply to these rolls.
Critical Pass (Crit)
When you roll a natural 20 on a test of skill, you critically pass (crit).
You automatically pass, regardless of DC, and roll twice as many effort dice as for a normal pass.
Critical Hit (Crit)
When you roll a natural 20 on a roll to hit, you critically hit (crit).
You automatically hit, regardless of enemy AC, and roll twice as many damage dice for that hit.

(ex: If you swing a greatsword with Bear's Strength, which normally deals 1d12 +1d4 +3 slashing damage, on a critical hit it would deal 2d12 +2d4 +3 slashing damage.)
Critical Damage
Critical damage is bonus damage that only gets added when you land a critical hit.
Critical damage dice do not get doubled.
Critical damage is of the same damage type as the base type of a weapon or ability (ex: a slashing weapon deals slashing critical damage) if no damage type is explicitly specified.
For weapons or abilities which deal multiple types of damage, the type(s) are left to Headmaster discretion.
Critical Threat Range
Critical threat range makes you crit more often.
Expanding your critical threat range reduces the minimum you need to roll on a d20 to crit.
ex: If you have -1 to the number you need to roll to threaten a critical, you threaten to crit if you roll a natural 19.
ex: If you have -2 to the number you need to roll to threaten a critical, you threaten to crit if you roll a natural 18 or 19.
Unless you roll a natural 20, a roll only threatens to crit, and must be confirmed before it actually becomes a crit.

Certain abilities increase the critical threat range of rolls to hit, tests of skill, or saves.
Critical Confirmation
Natural 20's are always automatically confirmed, and always actually crit.
When you roll a critical threat that is not a natural 20, it must be confirmed to actually crit.
If the result of the roll with your modifiers added in ties or beats the DC or enemy AC, the critical is confirmed and it actually crits.
If it is less than the DC or enemy AC, you fail the test or the attack misses.
Initiative
Initiative is rolled at the start of a combat encounter, and determines the turn order for that encounter.
Turns in a round go in order from the character that rolled the highest initiative to the character that rolled the lowest.
Initiative rolls get a bonus from a high social priority, or a penalty from a low social priority.
Delay
You can delay your turn, making it happen later in the turn order.
You can also skip your turn this round to move it wherever you want in the turn order.
Once your turn has been moved, it stays in its new position in the turn order from then on.
Round
Encounters are broken up into rounds.
In a round, each creature participating in the encounter gets a turn, in an order determined by initiative rolls.
A round lasts 6 seconds in the fiction of the game.
Turn
A round is broken up into turns.
On a creature's turn, it may move and act.
Action
You get one action on each of your turns.
You may use it to:
Take the Attack action, Cast a Spell, Trip, Push, Grab, Disarm, Dash, Defend, Disengage, Hide, Seek, Distract, Reload, Take a Breather, or perform a test of skill.
Move
On each of your turns you may move up to your speed.
You may use part of your movement before and the rest after or between parts of your action.
(ex: if you have a speed of 30 ft. and two attacks, you can move 10 ft. to engage an enemy, attack once, move another 5 ft., attack a second enemy, then move 15 ft. away).

As part of a move, you may also try to Tumble past an enemy.
Alternatively, you may use some abilities or items instead of moving, such as Reload.
Fast Action
You may use each ability which can be used as a fast action once on each of your turns, without spending any time or actions.

Spammable fast actions are fast actions which may be used multiple times on each of your turns.
Free Action
A free action is free and does not take any time or actions.
You can even do them on other peoples' turns.
Reaction
Reactions are abilities which may be used to respond to some triggering event.
They allow you to perform some action, and some may change the outcome of the event that triggered them.
There is no limit on the number of reactions you may take per turn.

Certain debuffs, including disable prevent you from using reactions.
Being ambushed also prevents you from using reactions.
Certain reactions are effortless, and may be used even if a creature is ambushed or would ordinarily be unable to react, as long as that creature is not incapacitated.
Hold
You can ready your action, holding it until a specified triggering event happens.
When the triggering event happens, you take your held action.
If the triggering event does not happen by the start of your next turn, you lose your held action.
You do not have to decide what you are going to do with your action until you take it.
Holding an action does not affect turn order.
Attack Action
You may spend your action to attack once with a wielded weapon,
or once with each wielded weapon at disadvantage if you are dual wielding.
There are courses that allow you to make more attacks when you take the attack action.
When an ability refers to an attack, it means an attack, and not the attack action unless it specifically refers to the attack action.
Defend
As an action, you may defend until the start of your next turn.
While defending, rolls to hit you have disadvantage,
you have advantage on health (reflex) saves, and you have advantage on saves and tests of skill against being grabbed, tripped, pushed, or pulled.

You lose this benefit if you are incapacitated.
Dash
You may spend your action to move again.

(ex: If your speed is 30 ft. and you dash, you can move up to 60 ft. on that turn)

If you stood up from being prone this turn, dashing only gives you half as much extra movement.
Difficult Terrain
Difficult terrain encompasses terrain which is hard to move through.
Examples include dense underbrush, steep hills, bogs, ice, or spaces filled with ball bearings.
Every 5 ft. of difficult terrain costs an additional 5 ft. of movement to move through, and difficult terrain requires twice as much effort to travel through on extended tests.
Creatures on difficult terrain have disadvantage on saves and tests of skill to avoid being tripped or knocked prone.
Climb
You may be required to pass a test of strength, agility, or endurance to climb a non-trivial obstacle.
While climbing, every 5 ft. you climb normally costs an additional 5 ft. of movement.
Climbing normally requires at least one hand, which may be empty or wielding an object suitable for climbing.
Attacking while climbing can normally only be performed with a one-handed weapon and imposes disadvantage on your rolls to hit.
If you fail a test of skill to climb, you may fail to progress, or fall. If you fall, you may get a health save to grab hold on the way down and catch yourself.
Swim
While swimming, every 5 ft. you swim normally costs an additional 5 ft. of movement.
You may be required to pass a test of strength, agility, or endurance to swim for a long time, against a strong current, or while encumbered.
Long Jump
As part of a move action, you may long jump.
Roll a test of strength or agility with a -30 penalty, and a bonus of your remaining movement in feet up to a maximum of your speed.
(Dashing does not increase your speed, but lets you easily reach the maximum movement bonus)

Long Jump (in ft.) = d20 + Health + Strength or Agility + Movement - 30

The result, rounded down to the nearest 5 ft. is the number of ft. you can jump across.
In other words, the DC to jump across a number of feet is that many feet, and movement impacts this test of skill.
A long jump is a horizontal jump, and its maximum height is normally under 5 ft.
If you are jumping to a lower elevation, you may be able to jump further.
If you are short by 5 ft. or less, your Headmaster may allow you to arrive at your intended destination, but fall prone or face another complication.
Subtract the distance you jumped across from your movement. If you have any movement left over after jumping you may spend it to move as normal. If the distance you jumped exceeds your movement, simply reduce your movement to 0.
You can ignore difficult terrain by jumping over it.
Jumping can provoke attacks of opportunity.
High Jump
As a move action, you may high jump.
Roll a test of strength or agility.

High Jump = d20 + Health + Strength or Agility

If you pass DC 20, you can jump up to 5 ft.
If you pass DC 30, you can jump up to 10 ft.
If you pass DC 40, you can jump up to 15 ft.
And for every 30 ft. of movement you have left, you can jump up an additional 5 ft.

If you fall 10 ft. or more from the peak of your jump, you take fall damage.

When you high jump, you may also long jump using the same roll (just apply movement - 30 to it to get the long jump distance).
Jumping can provoke attacks of opportunity.
Trip
As an action, you may try a contest of strength or roguery opposed by the target's strength or agility to trip a creature, making it fall prone.
Prone
A prone creature has disadvantage on its melee attacks.
While prone, every 5 ft. you move costs an additional 5 ft. of movement.
A prone creature which can move may spend movement equal to half of its speed to stand up. For the rest of that turn, dashing only gives them half as much movement.
Prone creatures are off guard to melee attacks:
Melee attacks against prone creatures have advantage.
Ranged attacks against prone creatures have disadvantage.

A flying creature which is prone is also immobilized, unless it has the ability to float. This causes it to fall.
A falling flying creature may spend its action to end the prone condition (and the accompanying immobilization and falling), if it is not also immobilized for another reason.
Push
As an action, you may try a contest of skill to push a target 5 ft. away from you.
When you use the push action, the target is pushed 5 ft. less for every size it is bigger than you, and you may push the target an additional 5 ft. for every size you are bigger than it.
Creatures which are especially heavy for their size, such as golems made of solid metal, should not be pushed as far.

Various abilities can push targets. Player abilities will detail how far and what affect size has on that distance.
Monster abilities which push should use the same distance rules as the push action, unless specified otherwise.

If you try to push a creature into a hazard which will instantly or imminently kill it, such as off a cliff, it gets a health save to avoid being pushed into that hazard (suggested DC 10), but is still pushed as far as is safely possible.
For example, if it is being pushed off a high cliff, passing this save might allow it to grab hold of a ledge.
Being pushed does not provoke attacks of opportunity.
Pull
Pulling follows the same rules as pushing, but in the opposite direction.
Pulling a distant target generally requires some kind of item suited to the task, like a grappling hook, or a magical ability.
Grab
As an action, you may try a contest of skill to grab an adjacent creature.
You may use a free hand, or a weapon to grab.

How being grabbed affects a creature depends on their size compared to the size of the creature grabbing them.
A mass of smaller creatures acting in concert may be treated as a larger creature for these purposes at the Headmaster's discretion.

If both creatures involved in a grab are not the same size, the bigger creature has advantage on their roll in the contest of Strength to grab.
While you are grabbing a creature which is smaller than you, it is immobilized and off guard.
While you are grabbing a creature which is the same size as you, it is immobilized and off guard, and your Speed is halved.
While you are grabbing a creature which is one size larger than you, its Speed is halved and it is off guard, and you are immobilized.
Grabbing a creature two or more sizes larger than you is ineffective.
While you are grabbing a creature which is two or more sizes larger than you, it can move normally and you are immobilized.
A grabbed creature which can move drags you with it when it moves, but you may let go at any time, ending the grab.

When you move, you may drag a creature you are grabbing with you.
You cannot normally drag a creature which is bigger than you.
If you try to drag a creature into a hazard that would instantly or imminently kill it, it gets a health save to avoid being moved there during that turn (suggested DC 10).

As a move or action, a grabbed creature can try a contest of skill to escape.
A creature grabbed by multiple things gets to try a contest of skill against each when it tries to break free.
Grabs end if a creature is no longer within the reach of the creature grabbing it, or the creature grabbing it is unable to act (stunned, frozen or incapacitated).
You may let go and end a grab at any time.
If you try to drop a grabbed creature in a way that would instantly or imminently kill it by ending a grab, it may either try to grab you to hold on or try a health save to not be dropped there (suggested DC 10) as a reaction.
Drag
You may drag a grabbed creature with you when you move. (Bear in mind grabbing can affect your speed.)
If you would drag a creature into a hazard which would instantly or imminently kill it, it gets a health save to not be moved there during that turn (suggested DC 10).
Size
A size difference between creatures changes the way grabbing works, affects the speed at which a creature can be dragged, and affects the distance a creature can be pushed and pulled.
Creature sizes go from tiny (1 ft. x 1 ft. x 1 ft.) to small (2.5 ft. x 2.5 ft. x 2.5 ft.) to medium (5 ft. x 5 ft. x 5 ft.) to large (10 ft. x 10 ft. x 10 ft.) to huge (15 ft. x 15 ft. x 15 ft.) to giant (20 ft. x 20 ft. x 20 ft.).
You cannot effectively grab a creature two or more sizes larger than you.
Grabbing a creature one size larger than you halves its speed instead of immobilizing it, and immobilizes you.
You can only drag a creature the same size as you, or smaller. Grabbing a creature the same size as you halves your speed.
Grabbing a creature one or more sizes smaller than you does not affect your speed.
When using the push action, a bigger creature can push a smaller creature an extra 5 ft. for each size bigger that it is, and a smaller creature pushes a bigger creature 5 ft. less for each size smaller that it is.
The same or a similar effect holds true for many abilities which push or pull.
Disarm
As an action, you may try to disarm an adjacent target of a wielded weapon or held object.
Disarming is grabbing a weapon out of a target's grasp.
You and the target roll a contest of Strength, and if you win, you pull the item from their grasp if that is possible.
If the item cannot be removed from the target's grasp, you may grab it, preventing it from being used to attack unless it is one or more sizes larger than you, in which case, you impose disadvantage on rolls to hit with it instead.
You may either drop the disarmed item in an adjacent space, or take hold of it yourself if you have enough free hands.
A dropped item may be picked up at the cost of 5 ft. of movement.
Engage
You are engaging an enemy if that enemy is within your wielded melee weapon's reach (and you are not disabled).
You are engaged by an enemy if you are within that enemy's wielded melee weapon's reach (and they are not disabled).
If you roll to hit with a ranged attack while you are engaged, that roll to hit has disadvantage.
If you leave the reach of a creature that is engaging you, and you are not forcibly moved, for example by being pulled, dragged, or pushed out of their reach, and you are not teleporting, they may make an opportunity attack against you.
Disengage
The Disengage Action: As an action, you may end all enemies' engagement of you, and prevent any enemy from engaging you, regardless of your position, for the rest of the turn.
If you are not engaged by an enemy, you do not provoke opportunity attacks from it.

Some abilities allow you to disengage from a specific enemy, or prevent you from ending an engagement with an enemy.
Disengaging from an enemy ends its engagement of you, and prevents it from engaging you again, regardless of your position, for the rest of the turn.
Opportunity Attack
When a creature leaves your wielded melee weapon's reach without disengaging, they provoke an attack of opportunity from you, as long as they are not being pushed, pulled, or dragged out of range, teleporting, or hidden.
As a reaction, you can make one free attack against them, which occurs before they move out of your reach.
Tumble
You may try to move through the space(s) occupied by an adjacent enemy as if they were unoccupied by trying a contest of Tumbling opposed by the enemy’s test of Strength.
You roll a d20 + health + Agility or Roguery + Tumble.
The enemy rolls a d20 + health + Strength.
If you win, you may pass through the enemy unimpeded.
If you lose, you trip and fall prone.
Distract
As an action, you can try a test of skill to distract an enemy and divert all its attention to yourself.
If you are successful, you distract the enemy until the start of your next turn.
While you are distracting the enemy, all your allies gain partial concealment from all of the target's senses,
the target is off guard against attacks from creatures that are not distracting it,
the target cannot take attacks of opportunity against creatures that are not distracting it,
and your allies may situationally get advantage on tests of skill against the target.
This distraction ends early if your target can no longer see you or you are disabled.
Distracting can be used to help an ally hide when they normally would be unable to.
Reload
You must spend your move action or action to reload a heavy ranged weapon which has the loading property before you can attack with it again.
After one attack, it will need to be reloaded again.
Dual Wielding
Dual Wielding is when you wield a one handed weapon in each hand.
Any one handed weapon may be dual wielded with any other one handed weapon.
Shields do not count as weapons for the purposes of dual wielding.
When you take the attack action while dual wielding, attack once with each of your wielded weapons.
However, while you are dual wielding, you have disadvantage on all rolls to hit with weapons.
Any one handed weapon which is not light has a -5 penalty to hit while dual wielded.
The Dual Wielding course removes these penalties.
Weapons which require two hands cannot be dual wielded.
Stunt
Instead of attacking with a weapon, you may try a stunt using your weapon to try to impose some condition that is plausible in the situation on the target until the end of its turn or end of your next turn, as the Headmaster deems appropriate.
(ex: Cutting above the enemy's eyes to blind them.)
They get a health save against the stunt. The stunt's DC is your bonus to hit with the weapon used to perform the stunt.
If your roll to hit would have disadvantage, the target gets advantage on its save.
If your roll to hit would have advantage, the target gets disadvantage on its save.
A stunt imposes a condition for a brief duration instead of dealing damage, if it works.
Stunts are unreliable, and less effective than comparable techniques which have effects and deal damage, but do not require specialized training to attempt.
Defeat
A creature is defeated when it is reduced to 0 HP.
When a creature is defeated, it usually falls prone.
Defeated creatures are incapacitated until they have at least 1 HP.
Defeated creatures cannot be healed by normal healing, but can be revived.
A defeated creature which takes a long rest is revived with full HP.
A defeated creature is not necessarily dead.
Incapacity
An incapacitated creature is immobilized and disabled.
(It cannot move, act, react, or use fast actions.)
It also automatically fails health (reflex) saves, it is off guard so rolls to hit it have advantage, and all hits against it automatically become critical hits.
Attempts to grab incapacitated creatures automatically succeed.
Death
A dead creature is dead, and can only be brought back to life by revival abilities which specify they work on the dead.
A defeated creature which is not dead can be killed by "sufficient" subsequent damage.
A creature can only be brought back from the dead 108 times.
Conventional revival magic cannot bring back a dead creature that has been beheaded or had its heart destroyed.
Buff
A buff is a positive effect.
Multiple instances of a buff from the same ability do not combine, unless otherwise specified.
(ex: Casting bless on yourself twice and having someone else cast bless on you only gives you +1 to tests and rolls to hit, instead of +3.)
Debuff
A debuff is a negative effect.
Multiple instances of a debuff from the same ability do not combine, unless otherwise specified.
Fear
An afraid creature has disadvantage on all rolls to hit and tests of skill.
An afraid creature cannot willingly move closer to anything it is afraid of.
Terror
A terrified creature has disadvantage on all rolls to hit and tests of skill.
A terrified creature must spend its action to dash, unless it cannot flee.
A terrified creature must move as far away as possible from the thing it is terrified of.
If it cannot flee, it must spend its action to try to escape
(ex: struggle to escape restraints, tumble past an obstacle, or push an obstruction aside).
Running away in terror can provoke attacks of opportunity.
Charm
A charmed creature is magically forced to perceive their charmer as a friend.
The charmer has advantage on social tests against creatures charmed by them.
Charmed creatures have disadvantage in social contests against their charmer.
Charmed creatures have disadvantage on social saves against their charmer's abilities.
Charmed creatures will avoid targeting their charmer with hostile actions.
If their charmer takes a hostile action toward a charmed creature, the charm generally ends.
Compel
A compelled creature is forced to obey, to the best of its ability.
Blind
A blinded creature cannot see.
It has disadvantage on rolls to hit, and disadvantage on tests that rely on sight.
Because it cannot see its attacker, it is off guard so rolls to hit it have advantage.
If it dashes, it must pass a health save or trip and fall prone.
Creatures may hide from a blind creature, as they are concealed from it, provided the blinded creature has no allies that can clearly see the creature that is trying to hide.
Creatures which have extraordinary senses (shapesense, tremorsense, heatsense, or lifesense) may be unaffected by being blinded.
Immobilize
An immobilized creature cannot move.

If a creature cannot move (whether because its speed is 0 or it is prevented from moving), it is considered immobilized.
Disable
A disabled creature cannot act, react, or use fast actions.
Off Guard
Rolls to hit a creature which is off guard have advantage.
Restrain
A restrained creature cannot move, or stand up from being prone.
A restrained creature also has disadvantage on rolls to hit and health (reflex) saves.
A restrained creature is off guard, so rolls to hit it have advantage.
Stun
A stunned creature is immobilized and disabled.
(It cannot move, act, react, or use fast actions.)
Sleep
A sleeping creature is incapacitated.
Burning
A burning creature takes ongoing fire damage at the end of each of its turns,
has disadvantage on saves against abilities which deal fire damage,
resists cold damage and cannot be frozen,
and casts light in a radius around it.
Burning ends after taking water or cold damage once, or spending an action or going prone and spending your movement to put out the fire.
Soak
A soaked creature's speed is reduced by 5 ft.,
resists fire damage, and cannot be set on fire,
and has disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage to soaked targets. Being soaked ends after taking fire or cold damage once, or drying off.
Chill
A chilled creature's speed is reduced by 5 ft.,
resists fire damage, and cannot be set on fire,
and has disadvantage on saves against abilities which deal cold damage.
Being chilled ends after taking fire damage once, or being thawed.
Freeze
A frozen creature is immobilized and disabled.
(It cannot move, act, react, or use fast actions.)
It also automatically fails health (reflex) saves, and it is off guard, so rolls to hit it have advantage.
It resists fire damage, and cannot be set on fire.
After it takes fire damage once, it stops being frozen and is soaked and chilled.
Petrification
A petrified creature is turned to stone, immobilized and disabled, and resists physical damage.
It also automatically fails health (reflex) saves, and it is off guard, so rolls to hit it have advantage.
Taunt
A taunted creature suffers some kind of penalty when it does not direct its hostile actions at the creature that is taunting it.
Taunts generally end if the taunted creature is prevented from reaching the taunting creature.
Curse
A curse is a magical debuff.
Some abilities specifically interact with curses.
Dispelling a curse is risky, since if you fail, bad things happen.
Regenerate
A creature with regenerate X heals for X HP at the start of each of their turns.
(This does not work if they have 0 HP.)
Concealment
A creature concealed from all its enemies can try to hide.
A concealed creature has advantage on rolls to hit creatures it is concealed from.
Rolls to hit a creature concealed from you have disadvantage.
Being concealed is not the same as being hidden.

When multiple different sights are involved (ex: Tremorsense, Heatsense, Lifesense, Shapesense), you must be concealed from all of them to have concealment.
Partial Concealment
A partially concealed creature may try to hide with disadvantage.
Partial concealment does not grant the other benefits of concealment.
Hide
You must be at least partially concealed from all your enemies to hide.
If you are concealed from all enemies, you may hide normally.
If you are not concealed from all enemies, but you are at least partially concealed from all enemies, you may hide, but have disadvantage on your roll to hide.

As an action, you may try a contest of Roguery against a test of Seeking from each enemy. If your test of Roguery beats their highest test of Seeking, you win and become hidden.
While you are hidden:
Enemies do not know exactly where you are.
Enemies are off guard against you (you have advantage on rolls to hit), but attacking will cause you to stop being hidden.
Rolls to hit you have disadvantage.
Health (reflex) saves against your abilities have disadvantage, but casting a spell which is not subtle will cause you to stop being hidden.
You have advantage on initiative rolls.

Once hidden, you remain hidden until you attack, cast a spell, throw an item, dash, make a noise louder than a whisper, ungently touch or are touched by an enemy (grab, trip, are hit by a melee attack, or as one potential outcome of failing a test of thievery), stop being at least partially concealed from all enemies (are clearly seen by any enemy), or are found.
If you take the attack action from hiding, all attacks that are part of that action have advantage, and are considered attacks from hiding.
Acting while hidden does not prevent an enemy from reacting to that action, unless it is an ambush. Effortless reactions may still be used even against an ambush.
Ambush
An action is an ambush when you act against an enemy while you are hidden and
you have never been unhidden during that combat encounter and
the enemy has not yet taken its first turn of that combat encounter.
Enemies cannot use reactions against ambushes unless they are effortless.
They may still use other triggered responses.

A character will typically only get one opportunity to ambush per encounter.
The first time any enemy detects you, all enemies are typically put on guard and ready to react.
Once a fight breaks out, enemies are on guard once they get their first turn.
Seek
As an action, you may search for any hidden creatures around you.
Try a contest of skill of your seeking against each hidden creature or object's roguery.
If you beat the roll of a hidden creature or object, you find it and it stops being hidden.

Against creatures which are not exceptionally good at hiding, if you can make it so they are not even partially concealed, you will automatically find them and will not need to spend your action seeking them to find them.
Shapesense
A creature with shapesense can sense the shape of its surroundings, even while blinded. It cannot sense color, and cannot be used to read.
Shapesense detects how far away the closest solid object in its line of sense is.

Incorporeal creatures cannot be detected by shapesense.
Darkness cannot conceal a creature from a creature with shapesense while within the range of its shapesense.
Solid objects which completely occlude a creature from a creature with shapesense may be used to hide from shapesense.
If a creature happens to be in a crowd of similar shapes, such as a statue gallery, it may be able to conceal itself from shapesense.
Darkvision
Creatures with darkvision can see better in the dark.
Creatures in total darkness are only partially concealed to creatures with darkvision, instead of concealed, while within the range of its darkvision.
Tremorsense
Creatures with tremorsense detect motion and sound.
A creature is not normally concealed to a creature with tremorsense unless they are not touching the ground, or do not move and do not take any actions which involve motion, while within the range of its tremorsense.
A creature may be able to conceal itself from tremorsense in a loud environment or environment full of motion (such as during an earthquake).
Lifesense
Creatures with lifesense are magically aware of all living creatures around them.
No living creature is normally concealed from them while within the range of their lifesense, regardless of the obstacles between them.
A living creature may be able to conceal itself from lifesense among a crowd of other living creatures.
Lifesense is possessed most commonly by spiritual beings and the undead.
Heatsense
Creatures with heatsense are keenly aware of the temperature of things within their sensory range.
A creature is not concealed to a creature with heatsense unless they are the same temperature as their surroundings, or are behind an opaque object or area of intense heat or cold, while within the range of its heatsense.
Elemental
The elemental types are:
fire, water, wind, earth, cold, lightning, poison, acid, psychic, sonic, light, and dark.

Player characters often must choose an element for their elemental abilities.
Sonic, light, dark, and psychic are only available to some characters.
Sonic is available to characters that have taken or are taking at least one CM course.
Light is available to characters that have at least 1 SP.
Dark is restricted, and is only available to characters that delve into it.
Psychic is restricted to those abilities which innately deal psychic damage.

Most elemental abilities can be changed to use a different available element once by passing a DC 20 test of spellcraft when you cast them.

Each element generally tends to be effective or ineffective against certain types of foes or in certain situations.

Light: Effective against the unholy. Ineffective against holy creatures.

Dark: Effective against holy creatures, non-nocturnal natural beasts and plants, and evasive foes. Ineffective against the undead and fiends.

Fire: Effective against plants and creatures that live in cold climes. Ineffective against aquatic creatures, fiends, firebreathers, and creatures that live in warm climes.
Can set things on fire. More effective against things that are on fire. Less effective against soaked, chilled, or frozen targets.

Water: Effective against fire elemental foes. Ineffective against aquatic creatures and some plants.
Can soak.

Cold: Effective against fire elemental foes, plants, and creatures that live in warm climes. Ineffective against creatures that live in cold climes, and cold elemental foes.
More effective against soaked, chilled, or frozen targets. Less effective against things that are very hot or burning.

Wind: Effective against flying creatures. Ineffective against substantial foes, and wind elemental foes.

Lightning: Effective against some constructs, aquatic creatures, and anything in metal armor. Ineffective against lightning elemental foes.
Electrolysis causes lightning to deal extra fire damage when it contacts water.

Acid: Some acid abilities can corrode the defense of armored targets. Generally ineffective against creatures which weaponize acid. Often deals ongoing damage.

Poison: Effective against evasive foes. Ineffective against undead, constructs, and poisonous creatures. Often deals ongoing damage.

Sonic: Neither especially effective nor ineffective against most foes.

Psychic: Affects the mind of the target. Comparatively effective against incorporeal foes. Ineffective against mindless creatures, oozes, and constructs.
Absorb
A creature which absorbs a type of damage is healed instead of harmed by it.
Immune
A creature which is immune to a type of damage or status effect is unaffected by it.
Resist
A creature which resists a type of damage takes half damage from that type of damage, rounded up.
Resistance does not stack, you either have it or you do not.

Resistance applies before damage reduction.
Weak
A creature which is weak to a type of damage takes double damage from that type of damage.
Weakness applies before damage reduction.
Stamina
Stamina is a resource used to power Martial Arts abilities.
Every character starts with 1 stamina.
A character's maximum stamina can be increased through courses.
You regain all your stamina whenever you roll initiative.
You can recover all of your stamina as an action by Taking a Breather to catch your breath.
Exhaust
Exhaust X costs X stamina and reduces your maximum stamina by X until you rest
Diminish
Diminish X means gain X levels of diminish.
You have a -1 penalty to use all diminish abilities for every level of diminish that you have.
This penalty affects rolls to hit with diminish abilities, tests of skill to use them, and their DCs, making them increasingly likely to fail.
Most diminish abilities only make you gain levels of diminish if they work.
Your level of diminish resets to 0 whenever you roll initiative.
Bardic Magic
Bardic magic songs provide bonuses while they are being performed.
Starting a song takes an action.
Successfully performing a song requires passing a test of your skill at that performance.
Roll a d20 with your relevant priority modifier + any bonuses to tests of skill against DC 10.
If you fail, you do not perform the song, and it has no effect.
If you pass, you perform the song, and gain the benefits of the buff until the start of your next turn, at which point you may roll to keep performing each song you are performing as a fast action. If you fail, that song ends.
You may only have one song active at a time (unless you learn abilities to increase that like Duet, Triad, and Quartet.

Additionally, on each of your turns, you may freely swap any bardic magic songs you are currently performing for any other bardic magic songs you know as a fast action. You cannot end up playing more songs than you started with by swapping them.

Like with other spell buffs or debuffs, multiple instances of the same bardic magic performance do not stack their buffs or debuffs.
(ex: having two characters performing Bardic Performance would only give a +1 bonus, not a +2 bonus.)
Uncounterable
Uncounterable spells cannot be counterspelled.
Undispellable
Undispellable spells cannot be dispelled.
Spells which conjure physical objects or summon creatures are usually undispellable.
Fortune Points (FP)
FP is a resource used to power Criminal Science abilities.
At the start of each of your turns, you roll to see how many FP you have.
Any unspent FP vanishes at the start of your next turn.
Characters have no way of getting FP by default, but can take courses to get it.
Spirit Points (SP)
SP is a resource used to power Theology abilities.
It refills when you complete a long rest.
Characters have no SP by default, but can take courses to get it.
Dedicate
Dedicate abilities refund the resources spent to use them when they end for any reason. These resources are “dedicated to” the ability, and are freed up when the ability ends.
Devote
Devote X means spending X amount of the specified resource and also reducing your maximum amount of that resource by X.
You gain the benefits of the devote ability for as long as that resource remains devoted.
Devotion lasts until you choose to end it.
You may choose to end your devotion at any time as a free action, but this does not refill the resource, it only returns your maximum amount of it to what it was before.
Spellburn
Roll your spellburn die.
If you do not roll a 1, you successfully cast the spell, and reduce your spellburn die size by one.
If you roll a 1, the spell backfires and you burnout.
Spellburn X means do this X times.
Minor Spellburn
Spellburn, but your spellburn die size does not decrease when you successfully cast the spell.
Spellburn Die
The size of your spellburn die represents how much arcane power you have left.
The less arcane power you have, the more likely it is that a spellburn spell will backfire and you will burnout when you try to cast it.
Your spellburn die decreases in size when you successfully cast a spellburn spell, from d10 to d8 to d6 to d4 to d2 to automatically backfiring.
It increases by one size, up to your maximum size, when you complete a short rest.
It is restored to maximum size when you complete a long rest.
Those with arcane training have a bigger maximum spellburn die size.
Burnout
You burnout when you roll a 1 on a spellburn roll.
When you burnout, you cannot cast any spellburn spells again until you rest.
Arcane Training reduces the duration of burnout.
Backfire
When you roll a 1 on a spellburn roll, your spell backfires, causing some unintended negative effect.
You may fry a spellburn spell of the Headmaster's choosing or panic fry all your spellburn spells to stop this.

When you backfire, decide whether you want to fry a spell to avoid the backfire.
If you decide not to fry a spell, the Headmaster will tell you what the backfire will be. At this point, you decide if you panic fry and avoid the backfire, or if the backfire occurs.
Fry
Frying a spellburn or minor spellburn spell makes you unable to cast that spell again until you complete a long rest.
Also, any ongoing effects from you casting the fried spell end.
Used to avoid backfires before choosing to hear the result.
Panic Fry
Fry all your spellburn and minor spellburn spells. Used to avoid backfires after choosing to hear the result.
Exceed Your Limits
When you would fail a spellburn roll, you may exceed your limits to try to avoid that.
You may even try to exceed your limits when you are out of spellburn and would automatically fail a spellburn roll instead of rolling your spellburn die to power a spellburn spell.
Exceeding Your Limits is exceedingly risky.

Flip a coin.
On heads, you cast your spell.
On tails, you suffer Catastrophic Arcane Failure.
Catastrophic Arcane Failure
The worst possible outcome.
Catastrophic Arcane Failures happen when you attempt to Exceed Your Limits and fail.
Your spell backfires spectacularly, you are reduced to 0 HP, you are incapacitated until your spellburn die size returns to full size, and you suffer some permanent or lingering negative side effect.
Catastrophic Arcane Failures cannot be prevented by frying spells.
Control and Chaos
Biology spells have a will of their own, and will try to go wild and rage out of control. Casting them costs control.
Every character has 15 maximum control to start, which fully resets whenever they complete a short rest.
If casting a spell causes your control to reach or go below 0, you invoke chaos instead of casting the intended spell, causing one of a broad range of random effects on targets which may also be random.
Short Rest
A short rest takes an hour to complete.
You heal half of your maximum HP when you complete a short rest.
Abilities which last until you rest last until you finish a short or long rest.
Abilities which are limited to a certain number of uses per rest recharge when you finish a short or long rest.
Long Rest
A long rest takes eight hours to complete, six of which must be spent resting. The other two can be spent doing light activity, such as standing watch.
When you complete a long rest, your HP is fully recovered, and SP and spellburn are fully restored.
If a long rest is interrupted (like by an ambush), but you spent at least enough time to get a short rest, you get the benefits of a short rest.
Bloodied
You are bloodied if you have half of your maximum HP or less left.
Ignore reductions to your maximum HP when determining if you are bloodied.
Flying
A creature which can fly may move up and down vertically.
While a creature is flying, it is concealed from tremorsense.
If a flying creature without the float ability is immobilized or has its speed reduced to 0 (or is knocked prone), it begins to fall.

A flying creature which is prone is also immobilized, unless it has the ability to float. This causes it to fall.
A falling flying creature may spend its action to end the prone condition (and the accompanying immobilization and falling), if it is not also immobilized for another reason.
Falling
A creature which is falling normally cannot move unless it can fly or glide.
A creature falls up to 500 ft. per round, at the end of its turn.
At the end of a fall of 10 ft. or more, a creature takes 1 blunt damage for every foot that it fell, capped at 500 damage.
A creature which takes 100 or more damage from a fall may instantly die at the Headmaster's discretion.
A soft landing area or other mitigating factors can reduce fall damage.

If you hit a creature with a melee weapon while falling, add the damage for falling that far to your first hit against them during that fall.
Underwater
Rolls to hit have disadvantage underwater.
Ranged weapons can only attack within their short range underwater.
Flash Enchantment
A flash enchantment is an enchantment with a duration so short there is not usually time to dispel it unless you hold an action to dispel it.
Restricted
Permission to learn this ability is difficult to obtain, and typically requires going on an adventure or completing a long term project.
Forbidden
Player characters should not be allowed to use this ability, if the Headmaster chooses to allow it at all.
Player vs. Player Changes
When two player characters or adventurers fight, some rules change.
Any ongoing damage which would occur at the start of an adventurer's turn occurs at the end instead.