recursal/Fanatic-Fandom huggingface dataset:
Humans (by jaythegreenling)

## Lightning Mage

A mage who controls the volatile lightning arcana with ease.

Favoured Stunts: Imposing Spell, Powerful Casting, Split Spell (3SP)

Spells: Chain Lightning, Jolt, Lightning Bolt, Lightning Flash, Lightning Storm, Shock Blast, Shocking Shield, Thunder Blast

Talents: Arcane Training (Master), Lightning Arcana (Master), Lore (Journeyman), Single Weapon Style (Journeyman)

Equipment: Archon Robes (AR4), Quarterstaff

## Mercenary Leader

Mercenary for hire.

Favoured Stunts: Knock Prone, Lighting Attack

Specialisation: Berserker (Journeyman)

Talents: Armour Training (Journeyman), Weapon and Shield Style (Master)

Battle Leader: Adjacent allies gains +1 to Willpower tests and +1 SP whenever Stunt Points are created.

Veteran: Warrior Class Power (Lv. 12)
Glyph Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Creation Magic School.

## Glyph Arcana

You are a master at creating magical glyphs.

Novice: You learn two Novice degree Glyph Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Glyph Arcana spell of your choice. You also gain the focus Intelligence (Glyph Arcana).

Master: You learn one Glyph Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Glyph Arcana spells.

### Glyph of Devastation (Master)

* Requirement: Glyph Arcana (Master)
* Spell Type: Attack
* MP Cost: 15
* Casting Time: Major Action
* Target Number 17
* Test: Constitution (Stamina) vs. Spellpower

You hastily trace an arcane symbol onto the ground in front of you and strike it with your hand or staff. The glyph explodes in a wave of light and deals 3d6 + Willpower penetrating damage to everyone, be they ally or enemy, within 10 yards. Any target that makes a successful Constitution (Stamina) test vs. your Spellpower reduces the damage to 2d6 + Willpower penetrating damage.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Insect Arcana (by GamingInGotham)

## Insect Arcana

*You command the hive.*

* **Novice:** You learn the spells *Ant Army* and *Spider Climb*.
* **Journeyman:** You learn the spell *Summon Wurm*. You also gain the focus Intelligence (Insect Arcana).
* **Master:** You learn the spell *Stinging Swarm*. You can also choose one spell stunt you can perform for -1 SP when casting *Insect Arcana* spells.

### Ant Army

* **Requirements:** Insect Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 5
* **Casting Time:** Major Action
* **Target Number:** 11
* **Test:** **Dexterity (Acrobatics)** vs. Spellpower

Ants hamper your foes, biting and swarming them relentlessly. All opponents in a 3 yard radius up to 10 yards away take piercing damage equal to your intelligence for a number of rounds equal to half your Willpower ability. They must also succeed at **Dexterity (Acrobatics)** test vs Spellpower or have their speed reduced by 5.

### Spider Climb

* **Requirements:** Insect Arcana (Novice)
* **Spell Type:** Utility
* **MP Cost:** 8
* **Casting Time:** Major Action
* **Target Number:** 10
* **Test:** None

You gain the ability to move along vertical surfaces and ceilings for a number of rounds equal to your Intelligence.

### Summon Wurm

* **Requirements:** Insect Arcana (Journeyman)
* **Spell Type:** Attack
* **MP Cost:** 14
* **Casting Time:** Major Action
* **Target Number:** 14
* **Test:** None

Choose a spot within 15 yards. A large carnivorous wurm bursts from the ground and attacks all enemies that start within 6 yards of it for a number of rounds equal to your willpower dealing 1D6 + Intelligence damage.

### Stinging Swarm

* **Requirements:** Insect Arcana (Master)
* **Spell Type:** Attack
* **MP Cost:** 20
* **Casting Time:** Major Action
* **Target Number:** 17
* **Test:** **Constitution (Stamina)** vs. Spellpower

A swarm of biting insects materializes around a single enemy within 30 yards. The subject takes 2d6 + Intelligence penetrating damage at the start of each of their turns for a number of rounds equal to half your Willpower ability. They must also succeed at a **Constitution (Stamina)** test vs. your Spellpower each round or suffer a –2 penalty to all attacks and spell-casting tests. If the subject dies before the swarm dissipates, the swarm moves on to another enemy within 20 yards.
Iron Kingdoms Iosian (by Ibidems)

If you choose to play an iosian, modify your character as follows:

* Add 1 to your Intelligence ability.
* Pick one of the following ability focuses: **Intelligence (Research)** or **Willpower (Faith)**.
* You have Dark Sight, which allows you to see up to 20 yard in darkness without a light source.
* Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
* You can speak and read Iosian and one other language learned from your travels.
* Roll twice on the **Iosian Benefits** table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

**Iosiann Benefits**
 3-4
 5
 6
 7-8
 9
 10-11
 12

\* If the class you choose provides this already, you can take the focus Accuracy (Bows) instead.

**Design note:**

If using the weapons and weapon groups from Esoterica 1 - Vault (I like the extended list of weapons and the minor rules for different weapon types) I suggest changing Bows to Crossbows for Iosians.
Minimum Strength Rules (by DracoDruid)

These rules were divised after mdlthree posted some interesting insights into the (non-existent) balance of weapons and their minimum strength requirements.

They are part of the Free-Form Fantasy AGE rules set.

### Basic Concept

A weapon's Minimum Strength score now always represents the necessary strength to wield it as a **one-handed** weapon.

However, you can choose to wield (most) weapons **two-handed** and use twice your Strength score (or your Strength + 2, whatever is higher) before calculating any penalties for not meeting the requirement.

Note: There are some weapons that are either exclusively **one-handed** (e.g. light blades, shields) or exclusively **two-handed** (e.g. polearms, most projectile weapons).

### Minimum Strength Penalty

If you don't meet or exceed your weapon's Minimum Strength requirement (either *one-handed* or *two-handed*), you suffer a -1 penalty to all its *Attack rolls* for each point of Strength below the Minimum (instead of dealing 1d6-1 damage).

### New Weapon stats

You can best use these rules in combination with my Generic Weapons rules.

### Example

You have a Strength of 3 and wish to use a weapon with a Minimum Strength score of 5.
You can either wield the weapon one-handed, suffering a -2 penalty to your attack rolls (5 - 3 = 2), or wield it two-handed, suffering no penalty (3 x 2 = 6 > 5).
Disorient Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Entropy Magic School.

## Disorient Arcana

You weaken enemies by inflicting debilitating effects.

Novice: You learn two Novice degree Disorient Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Disorient Arcana spell of your choice. You also gain the focus Intelligence (Disorient Arcana).

Master: You learn one Disorient Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Disorient Arcana spells.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Carnivorous Shrimp Swarm – Pathfinder Conversion (by jaythegreenling)

## Carnivorous Shrimp Swarm

(Pathfinder: Freeport Bestiary p. 22)

Carnivorous shrimp are difficult to tell apart from typical shrimp unless encountered in large numbers. Then, their sharp bites and desire for fresh meat make them a deadly threat.

### Strategy

Carnivorous shrimp are not especially smart, and operating in large swarms gives them a sense of security that can lead to them underestimating their foes.

They prefer to lie in wait where they can remain unseen—in dense kelp forests, coral reefs, or sunken ships—but that is the extend of the strategy they employ. Once a potential victim gets close, they strike without mercy until there is nothing left to strike or they themselves have been killed.

With their strategic thinking being as limited as it is, carnivorous shrimp stick to the Mighty Blow and Lethal Blow stunts.

Favoured Stunts: Mighty Blow, Lethal Blow

Low-Light Vision: Carnivorous shrimp are used to the semi-darkness of the ocean. They suffer no penalty in bad light conditions.

Swarm Attack: A carnivorous shrimp swarm covers an area with roughly a 2 yard radius and can attack all creatures inside or adjacent to that area in its turn as a single major action.

Swarm Defence: A carnivorous shrimp swarm suffers only 1 point of damage from any sort of attack that targets a single point. A Mighty Blow inflicts 2 points of damage and a Lethal Blow 3 points. Only area attacks, or magical attacks with a broad effect inflict full damage on the swarm.

Water Creature: Carnivorous shrimp can move at their full Speed in water, but only at half their Speed on land.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as a Dragon AGE stat block.
Mastery Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Spirit Magic School.

## Mastery Arcana

Your knowledge of spirit magic runs deep.

Novice: You learn two Novice degree Mastery Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Mastery Arcana spell of your choice. You gain the focus Intelligence (Mastery Arcana).

Master: You learn one Mastery Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Mastery Arcana spells.

### Sense Mood (Novice)

(Converted from the Dragon Age Spirit Magic talent)

* Requirement: Mastery Arcana (Novice)
* Spell Type: Utility
* MP Cost: 2
* Casting Time: Minor Action
* Target Number: 12
* Test: None

You can sense the mood of an intelligent being within 6 yards of you. The GM must describe the mood in one word (angry, confused, or happy, for example).

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Infernal Arcana (by unknown)

## Infernal Arcana

* **Novice:** You learn the spells *Corrupted Wound* and *Hellfire Blast*.
* **Journeyman:** You learn the spell *Abyssal Retaliation*. You also gain the focus Intelligence (Infernal Arcana).
* **Master:** You learn the spell *Call Forth Demon*. You can also choose one spell stunt you can perform for -1 SP when casting *Infernal Arcana* spells.

### Corrupted Wound

* **Requirements:** Infernal Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 3
* **Casting Time:** Minor Action
* **Target Number:** 10
* **Test:** **Constitution (Stamina)** vs. Spellpower

A foul curse that corrupts immediate wounds. Any damage the target takes by the end of the turn cannot be healed by any means save sleep (mage's with the Miracle Worker specialization can still use healing spells on the target at twice the MP cost). If the target succeeds on a **Constitution (Stamina)** vs. Spellpower test, only penetrating damage is cursed.

### Hellfire Blast

* **Requirements:** Infernal Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 4
* **Casting Time:** Major Action
* **Target Number:** 12
* **Test:** Dexterity (Acrobatics) vs. Spellpower

You unleash a blast of black fire in a 3 yard radius within 12 yards. Those hit by this blast take 1d6 + Willpower damage and make a **Dexterity (Acrobatics)** vs. Spellpower test. On a failure, the target takes a -2 penalty to Defense until the start of their next turn.

### Abyssal Retaliation

* **Requirements:** Infernal Arcana (Journeyman)
* **Spell Type:** Defense
* **MP Cost:** 6+
* **Casting Time:** Major Action
* **Target Number:** 13
* **Test:** **Constitution (Stamina)** vs. Spellpower

You call up dark magics to take a terrible vengeance on any who do you harm. When you cast this spell you are covered by a crimson smoke. Until the end of the turn, anyone who damages you must take a **Constitution (Stamina)** vs. Spellpower test and take 1d6 damage on a failure. You can extend this up to 5 turns by spending an additional 1 MP per turn.

### Call Forth Demon

* **Requirements:** Infernal Arcana (Master)
* **Spell Type:** Utility
* **MP Cost:** 15
* **Casting Time:** Major Action
* **Target Number:** 15
* **Test:** None

You summon forth a demonic soldier (see Chapter 9: Adversaries of the Fantasy AGE Basic Rulebook) within 10 yards of you. It is friendly to you and obedient to your commands for the duration of the encounter. At the end of the encounter the demon returns to it's home plane unless another 15 MP is spent, where it becomes bound to the world. An earthbound demon is still bound to obey you. You may have a number of demonic soldiers under your control equal to your Willpower. Any additional bound demons will not obey you although they will not be hostile to you unless provoked.
Spellbinder (by Brandon Blackmoor)

## Spellbinder

While most mages use their arcane arts to impose their will on the world around them, spellbinders concentrate their attention on the subtlest of the arcane arts: the line between what is real and what we only think is real. This focus on the ephemeral gives spellbinders greater effectiveness in wielding (and resisting) such manipulations, and eventually deepens their understanding of the nature of reality itself. For some mages, this expertise is used to conceal and deceive, while others study this power to seek a deeper truth.

* **Classes:** Mage
* **Requirements:** You must have one of the following talents: *Enchantment Arcana*, *Faerie Arcana*, *Illusion Arcana*, or *Thought Arcana*.
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based on the Elementalist, Fantasy Age Basic Rulebook

You have a talent for spellbinding magic. Choose one of the following magic talents to be your favored arcana: *Enchantment Arcana*, *Faerie Arcana*, *Illusion Arcana*, or *Thought Arcana*.

* **Novice:** You gain a +2 bonus when resisting spells from your favored arcana.
* **Journeyman:** Your knowledge of the subtle arts is deep. When casting spells of your favored arcana, their cost in magic points is reduced by 1, to a minimum of 1.
* **Master:** You understand the relationship between perception and reality. You can choose a second favored arcana from the list.
Blood Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Blood Magic School.

## Blood Arcana

Blood is power.

Requirement: You must have the Blood Mage specialisation.

Novice: You learn two Novice degree Blood Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Blood Arcana spell of your choice. You also gain the focus Intelligence (Blood Arcana).

Master: You learn one Blood Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Blood Arcana spells.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Dakosaurus – Pathfinder Conversion (by jaythegreenling)

## Dakosaurus

(Pathfinder: Freeport Bestiary p. 32)

A dakosaurus is a primitive but powerful predator able to feed on a wide range of ocean creatures. They tend to fixate on a single target, attacking with their bite until their prey is dead and consumed. When attacked while eating, they defend themselves with their tails.

### Strategy

With its swimming speed and its Hold Breath special quality, the dakosaurus is especially skilled at ambushing its prey in the water. It hides beneath the surface of the water and watches for the movement of other creatures. Once a creature gets into biting range, it is pretty much doomed. With its powerful Bite, the dakosaurus can inflict terrible wounds, and inexperienced adventurers might very well end up as its food.

Dakosauri generally attack prey that is smaller than them, and rarely stray from this strategy. When confronted by larger creatures, they don’t try to be courageous—they simply flee, even when their prey is at stake.

And if even their prey is too apt at fighting back, dakosauri would rather give up on a meal than losing limb or life. After all, they can’t fill their empty bellies when they’re dead.

Favoured Stunts: Dual Strike (3 SP), Pierce Armour

Hold Breath: A dakosaurus can hold its breath for a number of rounds equal to 6x its Constitution before it risks drowning.

Low-Light Vision: Dakosauri are used to the semi-darkness of the ocean. They suffer no penalty in bad light conditions.

Tail Bash, 2 SP: Dakosauri can deliver a Tail Bash attack as a special stunt costing 2 SP. This attack must be taken against the same target as the original attack. Doubles on the Tail Bash attack roll do not generate more stunt points.

Thick Hide: A dakosaurus' thick hide gives it an Armour Rating of 3.

Water Creature: Dakosauri can move at their full Speed in water, but only at half their Speed on land.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as a Dragon AGE stat block.
Hex Arcana (by Michael Rainey)

## Hex Arcana

*You use magic to curse your foes.*

* **Novice:** You learn the spells *Demoralize* and *Discourage*.
* **Journeyman:** You learn the spell *Malice*. You also gain the focus Intelligence (Hex Arcana).
* **Master:** You learn the spell *Misfortune*. You can also choose one spell stunt you can perform for -1 SP when casting *Hex Arcana* spells.

### Demoralize

* **Requirements:** Hex Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 5
* **Casting Time:** Major Action
* **Target Number:** 12
* **Test:** Willpower (Morale) vs. Spellpower

Your magic crushes the spirit of your enemies. You can affect a number of targets within 6 yards of you equal to your Willpower, causing them to succeed at a **Willpower (Morale)** test vs. your Spellpower or suffer a -1 penalty to all attack rolls until the end of the encounter.

### Discourage

* **Requirements:** Hex Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 3
* **Casting Time:** Major Action
* **Target Number:** 10
* **Test:** Willpower (Morale) vs. Spellpower

Your magic fills a number of targets equal to your Willpower with self-doubt. They must be within 6 yards of you when the spell is cast but do not have to remain that close to you for the effects to linger. Those who fail a **Willpower (Morale)** test vs. your Spellpower gain a -2 penalty on the next ability test that they take (whatever it is) until the end of the encounter.

### Malice

* **Requirements:** Hex Arcana (Journeyman)
* **Spell Type:** Attack
* **MP Cost:** 6
* **Casting Time:** Major Action
* **Target Number:** 13
* **Test:** Willpower (Morale) vs. Spellpower

Your magic makes your enemies more susceptible to damage and injury. You can affect a number of targets within 6 yards of you equal to your Willpower, causing them to have to succeed at a **Willpower (Morale)** test vs. your Spellpower. Those who fail, whenever those targets would suffer damage, they suffer additional damage equal to your Willpower until the end of the encounter.

### Misfortune

* **Requirements:** Hex Arcana (Master)
* **Spell Type:** Attack
* **MP Cost:** 10
* **Casting Time:** Major Action
* **Target Number:** 15
* **Test:** Willpower (Morale) vs. Spellpower

Your magic causes your enemies to have a run of catastrophic bad luck. You can affect a number of targets within 6 yards of you equal to your Willpower, causing them to have to succeed at a **Willpower (Morale)** test vs. your Spellpower. Those who fail, whenever those targets would roll any test until the end of the encounter, they subtract the Stunt Die from their total instead of adding it to their total roll.
Frost Arcana (by Brandon Blackmoor)

## Frost Arcana

The world will end in ice.

* **Novice:** Learn Frost Cloud and Quick Freeze.
* **Journeyman:** Learn Ice Sculpture; gain the focus Intelligence (Frost Arcana).
* **Master:** Learn Ice Storm; one spell stunt at -1 SP when casting Frost Arcana spells.
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net

### Frost Cloud

* **Requirements:** Frost Arcana (Novice)
* **Type:** Attack
* **Cost:** 4
* **Casting Time:** Major Action
* **Target Number:** 13
* **Range:** 20 yds
* **Test:** Constitution (Stamina) vs. Spellpower
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based on Jolt and Shock Blast, Fantasy Age Basic Rulebook

You create a cloud of freezing mist in a 6 yard by 6 yard area within 20 yards of you for 5 minutes. Anyone in this area takes 2 penetrating damage each round and suffers a -2 penalty to Perception (Seeing) tests. Targets that make a successful Constitution (Stamina) test each round vs. your Spellpower only suffer a -2 penalty to Perception (Seeing) tests during that round.

### Quick Freeze

* **Requirements:** Frost Arcana (Novice)
* **Type:** Utility
* **Cost:** 3
* **Casting Time:** Major Action
* **Target Number:** 10
* **Range:** 6 yds
* **Test:** None
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based on Arcane Spring and Regrowth, Fantasy Age Basic Rulebook

You cause an inanimate object up to 2 yards by 2 yards by 2 yards (8
cubic yards) in volume to freeze solid in an instant. This causes a
volume of water to freeze into solid ice, and causes objects like doors
and chests to be difficult to open, requiring a Strength (Might) test
vs. your Spellpower.

### Ice Sculpture

* **Requirements:** Frost Arcana (Journeyman)
* **Type:** Defense
* **Cost:** 6
* **Casting Time:** Major Action
* **Target Number:** 11
* **Range:** 6 yds
* **Test:** Strength (Might) vs. Spellpower
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based on Water Wall, Fantasy Age Basic Rulebook

You conjure a solid mass of ice, up to 3 yards long and 1 yard wide.
It may be any contiguous shape, such as a swan, mermaid, or wall. Anyone attempting to smash the ice sculpture or break through it must make a
Strength (Might) test vs. your Spellpower. If you cast this spell more
than once in an encounter, you can link together the sculptures into one continuous mass of ice. The ice sculpture lasts until the end of the
encounter, at which point it will begin melting at the normal rate.

### Ice Storm

* **Requirements:** Frost Arcana (Master)
* **Type:** Attack
* **Cost:** 11+
* **Casting Time:** Major Action
* **Target Number:** 15
* **Range:** 50 yds
* **Test:** Dexterity (Acrobatics) vs. Spellpower
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based on Firestorm, Fantasy Age Basic Rulebook

You create a brutal hailstorm with a 4-yard radius anywhere within 50 yards of you. Anyone caught in the area takes 2d6+Willpower damage and suffers a -5 penalty to Speed for one round. This spell normally lasts for one round but for 5 MP, paid at the start of your subsequent turns as a free action, you may extend the duration by an additional round.
Weather Arcana (by Samuel Dery)

## Weather Arcana

*You have the ability to bend natural phenomenons with your will.*

* **Novice:** You learn the spells *Sunbeam* and *Weather Shaping*.
* **Journeyman:** You learn the spell *Windwall*. You also gain the focus Intelligence (Weather Arcana).
* **Master:** You learn the spell *Gaia's Wrath*. You can also choose one spell stunt you can perform for -1 SP when casting *Weather Arcana* spells.

### Sunbeam

* **Requirements:** Weather Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 5
* **Casting Time:** Major Action
* **Target Number:** 12
* **Test:** Dexterity (Acrobatics) vs. Spellpower

You focus sunlight into an intense beam of heat and light on a single target dealing 1d6 + Willpower penetrating damage and temporarily blinding it. The blinded creature takes a -2 penalty on its attack roll and Defense. The blinded creature may make a **Perception (Seeing)** TN 13 test each turn as a free action to cancel the blinding effect. The target creature may take a **Dexterity (Acrobatics)** test vs. your Spellpower when the spell is cast at it to take only 1d6 penetrating damage and avoid being blinded. The caster must be in sunlight to cast this spell.

### Weather Shaping

* **Requirements:** Weather Arcana (Novice)
* **Spell Type:** Utility
* **MP Cost:** 3
* **Casting Time:** Major Action
* **Target Number:** 11
* **Test:** None

You may change the actual weather in the zone as far as you can see. You may change it to cloudy, sunny, rain, snow, fog, or windy.

### Windwall

* **Requirements:** Weather Arcana (Journeyman)
* **Spell Type:** Defense
* **MP Cost:** 6
* **Casting Time:** Major Action
* **Target Number:** 13
* **Test:** Strength (Might) vs. Spellpower

You create a wall of furious wind protecting your position. The wall is 6 yards long and 1 yard wide and lasts until the end of the encounter. You may end it early as a free action. If the spell is cast more than once during an encounter, you may link together the sections into one continuous wall. The wind wall prevents every non-magical projectile to pass through it. Any creature passing or attacking through it must take a **Strength (Might)** test vs. your Spellpower or be knocked prone and pushed back on the side of the wall it came from.

### Gaia's Wrath

* **Requirements:** Weather Arcana (Master)
* **Spell Type:** Attack
* **MP Cost:** 12
* **Casting Time:** Major Action
* **Target Number:** 15
* **Test:** Strength (Might) vs. Spellpower

You unleash a random cataclysm centered on a point of your choice within 10 yards of you. If the spell succeeds, the result of the Stunt Die determines the effect of the spell.

 2
 3
 4
 5
 6
Iron Kingdoms Trollkin (by Ibidems)

If you choose to play a trollkin, modify your character as follows:

* Add 2 to your Constitution ability, but reduce 1 from your Accuracy ability.
* Pick one of the following ability focuses: **Constitution (Stamina)** or **Willpower (Courage)**.
* Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
* You can speak and read Molgur-Trul and one other language learned from your travels.
* Roll twice on the **Trollkin Benefits** table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

**Trollkin Benefits**
 3-4
 5
 6
 7-8
 9
 10-11
 12

\* If the class you chooses provides this already, you can take the focus Fighting (Axes) instead.

**Design notes:**

I choosed to give Trollkin a +2 bonus to Constitution (resilient) in exchange for a -1 penalty to Accuracy (gravitate them toward melee; and fat fingers?) to better reflect their theme and to differentiate them from human-sized races. Also choosed to give them the Weapon Group: Axes because it is a common theme for them.
Arlathan Scholar (by jaythegreenling)

What once used to be the capitol of the elves, Arlathan now is a secret centre of study, training and worship. Hidden deep in the woods and far away from their former temples and buildings, these clans study the arcane in depth: not only the different schools of magic are of importance, but also the Fade, and its various denizens and rich history. While many of their brethren are kept as slaves by the Tevinter, or are seen as lesser beings even when they're free, the elvhen clans hiding deep in the Arlathan forest value freedom and independence to a degree that others might find concerning. They see blood magic as an important part of their arcane skills, and as long as all parties involved have consented to whatever is being done to them, the elves of Arlathan do not mind it—in fact, they might even encourage it. It's not unheard of that a keeper would allow a spirit to take over so they can learn from each other. Such possessions are rare, however, and are usually part of a larger ritual or event.

## 2d6 Roll

### 5

Rogue/Warrior: Dexterity (Riding); Mage: Magic (Creation)

### Playing an Arlathan Scholar

If you choose to play an Arlathan Scholar modify your character as follows:

* Add 1 to your Cunning ability. The elves of Arlathan have sharp minds.
* Pick one of the following ability focuses: Communication (Etiquette) or Cunning (Research).
* You are an elf or half-elf.
* You have Low-Light Vision, a side effect of your elvhen heritage. You suffer no penalties in bad light conditions. This does not mean that you can see in complete darkness (such as a room lacking a source of light).
* You can speak and read Elvhen and the Trade Tongue.
* Choose a class: You can play a mage, rogue, or warrior.

Roll twice on the Arlathan Scholar table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as all my other custom backgrounds.
Beresaad (by jaythegreenling)

The qunari do not have a dedicated group of diplomats. Instead they have the Beresaad, the vanguard of the qunari people. The Beresaad are soldiers, and they view the world as such. They are trusted to go into foreign lands and deal with other races. Sometimes these are formal diplomatic missions, but in other instances, the Arishok sends them to do intelligence work or investigate specific aspects of foreign cultures. Generally, only male qunari may join the beresaad, but if a player wants to be a female beresaad, that shouldn't be out of the question.

## 2d6 Roll

### Playing a Beresaad

If you choose to play a Beresaad modify your character as follows:

* Add 1 to your Strength ability. Only the strong make it in the beresaad.
* Pick one of the following ability focuses: Cunning (Qun) or Strength (Intimidation).
* You may pick your race (though qunari is most common) and receive the appropriate racial trait.
* You can speak and read Qunlat and the Trade Tongue.
* Choose a class: You can play a rogue or warrior.

Roll twice on the Beresaad table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as all my other custom backgrounds.
Frost Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Primal Magic School.

## Flame Arcana

The cold is your friend.

Novice: You learn two Novice degree Frost Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Frost Arcana spell of your choice. You also gain the focus Intelligence (Frost Arcana).

Master: You learn one Frost Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Frost Arcana spells.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Alternate Health/Mana Rules

*I found a really cool formula for calculating health and Magic Points on the Ronin Army Forums and i have re-posted it here for others to use. the formula is simple and it does limit how much health NPCs can get as well, so there is no real threat to getting OP. (FYI: I do not own the original formula, but I do condone its use. It is a great system.) >> DracoDruid*

## **Health**

Now making a quick study, I found that a Warrior with a decent Constitution score can still roll poor for heath each level and soon, the Mage can get tougher than the Warrior if the Mage rolls well each level. so to eliminate this, all Classes begin with a Health Base and from there they add a +5 per Constitution rank and +2 per level. a Negative score in Constitution will not subtract from the health you gain, you will consider it at a 0.

Mage: 20 + (5 x Constitution) + (2 x Level)

Rogue: 25 + (5 x Constitution) + (2 x Level)

Warrior: 30 + (5 x Constitution) + (2 x Level)

Some examples are:

A Mage with a 2 Constitution at level 3: (20+(5x2)+(2x3)): 20+10+6=36 health

A Rogue with a 2 Constitution at level 3: (25+(5x2)+(2x3)): 25+10+6=41 health

A Warrior with a 2 Constitution at level 3: (30+(5x2)+(2x3)): 30+10+6=46 health

## **Mana**

Now for Magic Points i did the same cut changed the formula a tad. You begin with a base of 10 and you get a +5 per Willpower Rank and a +2 for each level. a Negative score in Willpower will not subtract from the Mana you gain, you will consider it at a 0.

Mana: 10 + (5 x Willpower) + (2 x Level)

Example:

A Mage with a Willpower of 5 at level 10: (10+(5x5)+(2x10)): 10+25+20=55 Mana
Iron Kingdoms Nyss (by Ibidems)

If you choose to play a nyss, modify your character as follows:

* Add 1 to your Dexterity ability.
* Pick one of the following ability focuses: **Perception (Tracking)** or **Communication (Performance)**.
* You have Dark Sight, which allows you to see up to 20 yard in darkness without a light source.
* Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
* You can speak and read Iosian and one other language learned from your travels
* Roll twice on the **Nyss Benefits** table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

**Nyss Benefits**
 3-4
 5
 6
 7-8
 9
 10-11
 12

\* If the class you choose provide this already, you can take the focus Accuracy (Bows) instead.
Esoterica

The Esoterica volumes are a collection of additional rules options written by Doug Newton-Walters and Jenni Creagh for the Dragon Age RPG which primarily uses the AGE system. This is not 100% compatible with Fantasy AGE but it's extremely close. You may have to do slight conversions (like changing Cunning to Intelligence) in order for it to fit perfectly. Most aspects can be added in with minimal effort!

Volume 1 - Vault

Volume 2 - Bestiary

Volume 3 - Apothecaria

Volume 4 - Organizations
Rogue Archetypes

The two Rogue Archetypes currently available are the Thief and the Ranger.

## ***Thief***

*Thieves are born to steal and are master of stealth.*

**Primary Abilities:** Accuracy, Communication, Dexterity, and Perception

**Starting Health:** 25 + Constitution + 1d6

**Weapon Groups:** Brawling, Light Blades, Staves, and one more of choice

### **Level 1**

Talents: You gain the Novice degree of the Thievery talent and one other talent of your choice

## ***Ranger***

*Rangers are hunters by trade and survivors by birth. They live off the land and are master archers.*

**Primary Abilities:** Accuracy, Dexterity, Perception, and Willpower

**Starting Health:** 25 + Constitution + 1d6

**Weapon Groups:** Brawling, Light Blades, Bows, and one more of choice

### **Level 1**

Deadly Shot: You can inflict extra damage with a ranged attack if you take your time and strike an opponent from an unexpected direction. You must use an aim action and win an opposed test of your **Dexterity (Stealth)** vs. your target’s **Perception (Seeing)**. If you win the test, you can use your major action this round to make a deadly shot. This is a ranged attack that inflicts +1d6 extra damage. You cannot use deadly shot against an enemy that you are adjacent to.

Talents: You gain the Novice degree in the Scouting and Archery Style talents.

### **Level 4**

Triple Shot: You make two additional attacks against the same enemy or a different one within range and sight. You must have a loaded weapon to make a ranged attack. If you roll doubles on these attack rolls, you do not get any more stunt points.

### **Level 6**

Pinning Shot: You can use a missile weapon to momentarily pin an opponent in place. To use pin in place, you must first hit with a ranged attack. If successful, you inflict no damage, but your target is pinned in place and unable to move until it uses an activate action to free itself. While pinned in place, all ranged attacks against the target from rogue characters are considered deadly shots. Stunts are possible on your initial attack roll, so you could pin your opponent and then use a lightning attack for an immediate deadly shot, for example.

### **Level 8**

Quick Shot: You can make a ranged attack vs. a visible target within range as a Minor Action. The attack roll and damage will receive a -2 penalty for the Quick Shot

### **Level 10**

Deadly Salvo: You can use the Deadly Salvo stunt for 2 SP when you hit a target with a Deadly Shot. This stunt allows you to make a second Deadly Shot attack against the same or another target. The second attack does not generate stunt points.
Slithering Sargasso – Pathfinder Conversion (by jaythegreenling)

## Slithering Sargasso

(Pathfinder: Freeport Bestiary p. 136)

A slithering sargasso is a carnivorous plant able to consume objects as large as small sailing boats. It is a mass of seaweed-like material that stretches up to 6 yards in diameter and is often intertwined with normal surface seaweed, making it especially dangerous to the unsuspecting swimmer or sailor.

### Strategy

A slithering sargasso remains still, intertwined with common clumps of oceantop seaweed, until something disturbs it. It then attempts to grab the largest mobile objects it can find and drags them into its own mass. It feeds on the creatures it either crushes or drowns. If a foe proves too dangerous, the slithering sargasso will swim beneath the surface to escape attackers.

Considering its very slow Speed, the slithering sargasso floats on top of the ocean and wholly relies on potential prey to get close enough to be engulfed. While not the smartest of creatures by a long shot, it inexplicably seems to know that anchoring itself to sandbars, reefs, or shipwrecks increases its chances of drawing in easy prey.

When close enough to a victim, the sargasso will instantly try to swallow it to make sure it can’t escape.

Favoured Stunts: Dual Strike, Pierce Armour

Camouflage: Since the slithering sargasso looks like a normal mass of seaweed when at rest, a TN 19 Intelligence (Natural Lore) test is required to notice it before it attacks the first time.

Fire Resistance: A slithering sargasso is immune to fire damage. Magical damage of this type can still harm it, but it does half damage.

Overpowering: A slithering sargasso can make use of its size and make two attacks as one major action. Both attacks can generate stunt points.

Swallow, 4 SP: The sargasso can swallow any target located in or adjacent to it. A swallowed creature takes 1d6+7 damage per turn from being crushed by the force of the sargasso’s grip. A creature who is being swallowed suffers a –3 penalty on all tests and cannot move away until it or another character frees it from the sargasso’s grip. Doing so requires either killing the sargasso or using the Free stunt for 4 SP.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as a Dragon AGE stat block.
Summoning Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Creation Magic School.

## Summoning Arcana

You can use the natural forces to bring new things into being.

Novice: You learn two Novice degree Summoning Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Summoning Arcana spell of your choice. You also gain the focus Intelligence (Summoning Arcana).

Master: You learn one Summoning Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Summoning Arcana spells.

### Light Wisp (Novice)

(Converted from the Dragon Age Creation Magic talent)

* Requirement: Summoning Arcana (Novice)
* Spell Type: Utility
* MP Cost: 3
* Casting Time: Minor Action
* Target Number: 9
* Test: None

You summon a light wisp to illuminate the area around you. The wisp hovers near your shoulder until dismissed or until one hour has passed and illuminates a 10 yard radius centred on you. Dismissing the light wisp is a free action.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Flame Arcana – Dragon Age Conversion (by jaythegreenling)

This conversion requires the Dragon Age Core Rulebook. Converted from the Primal Magic School.

## Flame Arcana

You command the powerful element of fire.

Novice: You learn two Novice degree Flame Arcana spells of your choice.

Journeyman: You learn one Journeyman or Novice degree Flame Arcana spell of your choice. You also gain the focus Intelligence (Flame Arcana).

Master: You learn one Flame Arcana spell of your choice from any degree. You can also choose one spell stunt you can perform for –1 SP when casting Flame Arcana spells.

### Arcane Torch (Novice)

(Converted from the Dragon Age Primal Magic talent)

* Requirement: Flame Arcana (Novice)
* Spell Type: Utility
* MP Cost: 2 per hour
* Casting Time: Major Action
* Target Number: 8
* Test: None

You can create a small flame in your hand which illuminates the area around you with a steady light similar to that of a torch. The spell illuminates a 6 yard radius centred on you. The flame can’t be used for attacks, but can set mundane items alight. Arcane torch lasts for one hour, but can be extended for 2 MP per additional hour. Dismissing the arcane torch is a free action.

## Important Conversion Notes

* Magic (Blood, Creation, Entropy, Primal, or Spirit) focuses become Intelligence ("Converted" Arcana) focuses. So Magic (Spirit) would become Intelligence (Anti-Magic Arcana), and Magic (Primal) would become Intelligence (Stone Arcana).
* Durations which are based on Magic are now based on Willpower.
* Damage which used to add Magic now adds Willpower.
Tirashan Hunter (by jaythegreenling)

Not many humans venture into the depths of the massive Tirashan Forest, for fear of spirits and demons and other creatures.  The forest, however, is a huge area with a wide variety of animal life, and the elves who live here have learned to deal with harmless animals and dangerous beasts alike. They are skilled hunters who chase prey from their harts’ backs, ambush them from high up in the trees, or lure them into traps and their demise. No matter how the prey was acquired, the Tirashan elves use it all, from the meat to the bones to the hide, nothing goes to waste. In fact, eyes are considered a delicacy, and usually given to the person who dealt the killing blow, or who set the trap in the first place. Most of what the elvhen clans in the Tirashan eat can be found there, such as animals, wild fruits, mushrooms, or roots, but they also make it a point of growing a few things and keeping a few animals less likely to be found in the wild. Apart from their frequent hunts, the lives of the Tirashan clans are peaceful ones, as it is rare that outsiders venture so deep into the forest; but when they do, the elves fight the invaders with the ferocity of a wounded animal.

## 2d6 Roll

### Playing a Tirashan Hunter

If you choose to play a Tirashan Hunter modify your character as follows:

* Add 1 to your Dexterity ability. The elves of the Tirashan Forest are very agile.
* Pick one of the following ability focuses: Perception (Hearing) or Perception (Tracking).
* You are an elf or half-elf.
* You have Low-Light Vision, a side effect of your elvhen heritage. You suffer no penalties in bad light conditions. This does not mean that you can see in complete darkness (such as a room lacking a source of light).
* You can speak Elvhen and speak and read the Trade Tongue.
* Choose a class: You can play a rogue or warrior.

Roll twice on the Tirashan Hunter table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

### PDF Download

The link leads to a pdf hosted on mega.nz and contains all the same information as this page, as well as all my other custom backgrounds.
Emma Malvolia

**Emma Malvolia** is the child of Damon and Sarah Malvolia.

## Biography

### Early Life

While in the womb, the fetus that would later be named Emma was treated with dark magic-imbued age accelerating chemicals that would speed up Sarah Malvolia's pregnancy and eventually rapidly age her as well. When she was born, her father Damon and mother Sarah would raise her to be intelligent.

Emma's existence would become known to Doctor Scarlett, a friend of Sarah's, who theorized that she would be trained to perform dangerous missions. She reported this to Jason Kade and Mitchell Cross, who both vied to discover the motives behind Emma's existence.

Emma was kidnapped by a disguised Scarlett and Kade in attempt to assess what she was capable of. When she was brought back to Scarlett's house, she escaped by intensely staring at the front door and setting it ablaze. She then ran out.

## Powers

* **Fire Manipulation:** Like her mother before her, Emma possesses pyrokinetic abilities, although much more mild due to her inexperience compared to Sarah's. However, it is still powerful enough, as she was able to ignite a wooden door and render it ashes by simply staring at it.

## Relatives

### Family

* Damon Malvolia - Father
* Sarah Malvolia - Mother

### Enemies

* Robert Jenkins - Kidnapper
* Myrtle Jenkins - Kidnapper