New skills in your campaign.

Sword & Sorcery Spellcaster

I thought about this more and come to the conclusion that new skills may be overdoing it. Instead It might work better as an option to take for the players that want it, but still only have one spellcasting skill. The basic Spellcaster Skill and Cleric skill do not fit in my idea of a Sword an Sorcery World to well though .Here is where I am at right now, please let me know what you think and any suggestions you may have.

Replace Low Wizardry with:
- Signs of Power: The Character can change his appearance without a check. For example: Deepen their Voice, make it louder, slightly darken or lighten the surrounding area, glowing or shining eyes, pulsing veins or aura of light, foul skin or a slight shimmer, claw like hands or delicate and well-kept fingers, crooked or graceful posture, veiny arms etc. No Skill Check required

Additionally each level of Spellcaster the player can choose one specialization. A Character can only ever have one single Specialization at all times. The Specialization can only be changed if the story and GM allows. Each comes with a new set of abilities that the character gets to use in addition to the normal Spellcaster ones. A Specialization means that the character can only cast a specific list of Spells without penalty. Any spell not on the Specializations list incurs a -20 penalty to cast.

The Available Specializations are:

New abilities:
- Dark Art: Know a number of spells equal to Sorcerer level. If Spellcasting is the primary skill he learns an additional spell at levels 1 and 6. If it is the secondary skill he learns an additional spell at level 1. A Sorcerer may permanently sacrifice 10 STR per level to learn an additional spell. The Available Spells are: Charm, Dispel, Divination, Entangle, Hinder, Illusion, Offensive strike, Repel, Summon, Telekinesis, Transform, Transport

- Sacrifice: The Sorcerer can sacrifice Body Points to gain a Bonus to his casting check in a 1:1 Ratio. The Body points don’t need to be his own. If they are his own he gains an additional +5 to his check.

New abilities:
- Spirit Guides: The Shaman has many contacts into the spirit world. When the Shamans power grows entities from the spirit realm will seek his company. A Shaman can have a number of Spirit guides equal to his Shaman level. The player and GM work out the details of the Spirits. They may be ancestors, animals, plants, or nature spirits of any sort. They may exist in this world or the next, and may or may not be able to offer assistance when sought. Once a spirit bond is established it cannot be broken. With a successful skill check the Shaman may manifest one spirit guide at a time for duration of 10 Minutes / level out of combat or one round / level in combat. There can only ever be one manifested spirit. A spirit can be dismissed before the duration is over. Each Spirit Guide can only be called once per day without penalty. Each additional summoning accumulates a penalty of -20 to the check. A Spirit Guide is usually a mentor or knowledgeable person that can share information or secrets with the shaman. He may be able to point the Shaman to shelter, resources or hidden items. In rare cases the spirit will participate in combat but this is very unusual and subject to GM discretion.

- Fetish Crafting - Create Fetishes containing spells which take effect on specified triggers. It can take a few turns to a few minutes to create a Fetish. This is the closest the Shaman can come to creating instantaneous magical effects. See Runecrafting pg. 37 of BBF Core for details. The available spells are: Aid, Charm, Cleanse, Hinder, illusion, Protection, or Repel.

New abilities:
- Detect Aura: detect general moral auras of people, places, or things

- Religious Rituals: A Priest can perform rituals in honor of his Gods to create magic effects. This takes at least one full round during combat. The Priest gets a bonus of +10 on his Spellcasting check for each round spent on the Ritual. Rituals are learned at levels 1 3 5. If Spellcaster is the primary skill he learns an additional ritual at Ranks 2 and 6. If it is the secondary skill he learns one additional ritual at level 2. Available Rituals are: Commune, Control Weather, Divination, Entangle, Heal, Summon, Transform

- Smite: As core rules for Cleric

Character Concepts

The following is provided as template to help Players and GMs use the core skill system to build a character concepts.

Concept name: name for the character concept. Example: Elven Physician
Concept blurb: one or more paragraphs detailing the concept. Example: Traveling throughout the kingdoms you have the privileged of treating many elf, dwarf, halfling and human aliments... Your healing comes from knowledge, not magic.
Development: Placing your primary +20, secondary +10 and level. Describing what skills and abilities to spend DP on. Example: Place +20 and level in scholar, place +10 in scout. At scholar level 2, record your career path as "physician". Ask the GM to use your scout skill to gather healing herbs.
Goals: Any goals this concept may want to reach. Example: To record your findings so that others can learn how to treat aliments using natural cures.
Role-Playing Tips: - suggestions how to role-play and act out the character concept. Example: You carry so many items they are strung to the outside of your backpack (drying herbs, vials of liquid, etc.) You have compassion on the sick and want to learn about as many aliments as you can, even dissecting or trying to treat monster creatures. You believe any aliment can be naturally cured, turning your nose up at magic healers.

Holy Defender

The order you belong to trains and equips it's members to defend the defenseless, to set right the wrongs, to fight the darkness. You've mastered them all and now have been sent to quell the oncoming storms of the dark!

Background: Your father and his father served the order under the banner of the Queen of Blades. Their glory was not for themselves but for Mangrilar the Blind Justicar! You recently completed your training and are ready to serve the kingdoms.

Development: Start with +20 in Cleric and +10 in Warrior. Place your first level in Cleric. Pick a favored weapon but don't stop there. Your training required you to use many weapons and armor. You rush into battle with a holy cry, chose either a defensive stance and take a shield or an offense stance and take a two-handed weapon with high damage output. Begin by placing levels in Cleric and Warrior but don't forget your STR to compensate for heavy armor. Take aid and protection and cast on yourself during combat. Heal comes in handy after a battle or when a ally falls near your position. Repel will allow you to protect your allies and yourself form certain foes.

After raising your skills to level 3 consider picking up training as a Leader, this skill is not only a boon to your build but also aids your allies.

Character Goals: To find and wipe out evil. To defend those in need, to rally others to your cries for justice.

Role-Playing Tips
You are eager for a fight, sometimes rushing to stomp out evil before thinking out a calculated plan. You give loud holy battle cries when engaged with enemy forces. After dispatching a foe your thank your patron deity. After a battle you drop to a knee and pray, seek out the dieing and offer a prayer.

Human Priest

The people of the kingdoms need your comfort and guidance. To a chosen few you even bring some enlightenment. You know how to take care of yourself in the wilderness traveling form city to city as a wandering holy soul.

Wandering Soul

Background: It got a little to cozy in the regimented lifestyle of your order. When you heard the cry of needy people you left the secure walls of the monetary and began wandering the countryside. Maybe because your god asked you to, or a voice from deep inside called you to a different purpose.

Development: Start with +20 in Cleric and +10 in Scholar. Place your first level in Cleric. Pick a favored weapon, something you will use for a lifetime. You don't necessarily need the warrior skill right away since you can use Smite with your favored weapon. Chose either aid, cleanse or heal as your starting spell, your focus is to help people. Next consider placing levels in Scout, you are a traveler and scouting will help you find game, build shelters and navigate between cities.

WIL and LOG are important, after gaining level 3 in your skills consider boosting these abilities. DEX is also important to defend yourself, your really not out to kill people. You might want to pick up a shield as well. Stay with light armor that allows you to be nimble on your feet.

After obtaining level 6 in Cleric offer your services to cleanse areas in the kingdom from evil magic, undead, etc. Although this leaves your week the price is small compared to the aftereffects.

Character Goals: You heard the call of the need but perhaps you are also searching for something specific, or mysterious. Maybe you are not sure what you seek or what the wandering path will lead you to at the end. Consider choosing Beoth as your patron deity and having the GM weave whispers from him to "find one's way".

Role-Playing Tips
You are quiet, reserved, mostly observing before acting. Maybe you look down on the wealthy who spurn those of lesser-fortune. You help without thinking, without accepting gold, however you have no place to call home or rest your head so a meal and a warm bed come in handy. You give foes a chance to turn their ways, you don't want to kill, but you will if you have to.


You are a member of a group of traveling poets reciting and performing compositions of your _______ society/city/village/etc. You find traveling with others (merchants, sword for hire, adventuring parties, etc.) not only keeps you safe but you have a captive audience. In times of need you can lend a sword. Your society sends you on a mission, to enlighten and teach others the ways of _________.

Scholar +20 High Scholar career path: Skald, Language ________.
Warrior +10
Place level in Scholar

Suggested Descriptors
Poet and don't know it, Always has pen and ink, Wears feathered hats, Answers in rhymes, Always starts answer with "Have you heard of my ______."

Scholarly knowledge is important to your character concept, but so is surviving in these dangerous times. Spend your first 3 DP and take a level in Warrior. Next raise your Scholar to level 2. Ask the GM if you can recite poetry in town to help earn a living while teaching others the ways of your society. Depending on your adventures you might lean towards role-playing; increase LOG and Scholar along with WIL. If you find yourself in a lot of fights consider levels in thief. Hide from enemies, your stories must be told!

Character Goals
Spreading knowledge of your societies history throughout the lands. At rank 4 consider traveling to your homelands and taking on an apprentice. At rank 6 gather homelanders and build a castle dedicated to the historical teachings of your society.

Demon Foe

  • Blessings - turn water holy, sanctify marriage, allow a dead soul to rest in peace, etc.
  • Detect Aura - detect general moral auras of people, places, or things.
  • Miracles - each cleric level choose one of following spells bestowed upon you by your deity:
    • charm
    • dispel
    • hinder
    • protection
    • repel
    • summon

    May use them as their usage allows, requires holy symbol, cast spells using this skill and level, not spellcaster.

  • Wizard Hand - move small objects or scribe magical writings. No skill check required.

Demon Foe


This is a catchall page for the various offerings of monk skills.

Monk by srpyle


This skill represents a melding of a character’s mental and physical discipline into a coherent and potent style of fighting, moving, and living.

Score: half Wil +10 per Monk level. Cannot be attempted unskilled.

» Pure Body

    » Resist Poison
    » Heal Self (once per day heal 1D BP on a successful check, 2D BP on a critical success, gain an additional use of this ability at each new Monk level, i.e., a 3rd level Monk would have 3 uses per day)
    » Ignore Environmental Effects.
    » Armor Prohibition (If the character wears armor of any kind, he loses the special abilities associated with this skill.)

» Pure Mind

    » Mental Resistance (Use your WIL check or Monk check to resist charm, illusion, etc.)
    » Resist Fear.

» Transcendent Body

    » Controlled Fall (ignore damage from falls of height equal to Monk skill or less)
    » Swiftness (+1 space to Move per Monk level)
    » Deflection (at level 3 and beyond ignore disadvantage against ranged attacks.)
    » Iron Fist (your body is a deadly weapon; you count as being armed for purposes of defending yourself in combat, you use your Monk skill to make attacks when fighting unarmed, and your unarmed strikes do 1D+1 damage [increases to 1D+3 at level 3, and 2D at level 6]. At level 4 and higher the monk’s unarmed attacks count as magic weapons.)

» Transcendent Mind

    » Impress (wise sayings, awe-inspiring display of prowess)
    » Charm Animals
    » Intimidate (demoralizing shout, stare down enemy).
    » Stunning Strike (Before rolling the dice the character may announce he is attempting this special unarmed strike, using his Monk skill for this attack. If his attack hits it does damage as normal and his target counts as stunned and can make normal resistance checks to remove the condition. Stunning Strike may be used a number of times per Encounter equal to the character's Monk level.)
    » Weapons Focus (When a monk is made the player must declare 1 weapon that fit the monk’s style--he may use his Monk skill as the basis for attacks with this chosen weapon.)


  • Blessings - turn water holy, sanctify marriage, allow a dead soul to rest in peace, etc.
  • Detect Aura - detect general moral auras of people, places, or things.
  • Miracles - each cleric level choose one of following spells bestowed upon you by your deity:
    • cleanse
    • dispel
    • divination
    • heal
    • protection

    May use them as their usage allows, requires holy symbol, cast spells using this skill and level, not spellcaster.

  • Wizard Eye - detect magic or read magical writings. Must declare use of wizard eye, it is not automatic.



By The ChaosGrenade

Score: 1/2 WIL + 10 x Level

Bound By Darkness: A Shadowmancer's power is tied to darkness. When in full darkness, starlight, or any other level of darkness that would necessitate a torch for one to see, the Shadowmancer receives a +20 bonus to performing any spells tied to this skill. When exposed to daylight or well-lit conditions, however, they instead suffer a -20 penalty towards their magic.

Dark Magic: A Shadowmancer may learn one of the following spells per level: Charm, Conjure, Dominion, Entangle, Hinder, Illusion, Telekinesis, or Transport.

Shadowy Tricks: The Shadowmancer uses Low Magic much like the Spellcaster skill, except they can create a 5-square orb of Dimming (not complete darkness, but reduces light levels) and other visual tricks associated with shadows or darkness.

Shadowstep: The Shadowmancer is capable of crossing across shadows, entering one and emerging at another. They may make their standard move actions without any obstruction or complication from terrain, opponents, or any other hindrances. In complete darkness or low-lit areas, this effect is practically like teleportation. In well-lit conditions, the GM may rule the Shadowmancer is incapable of stepping. The middle of an open courtyard at noon would hinder them; but the shadows of an alleyway at dusk may prove a favorable slip.

Storm Cleric

  • Blessings - turn water holy, sanctify marriage, allow a dead soul to rest in peace, etc.
  • Detect Aura - detect general moral auras of people, places, or things.
  • Miracles - each cleric level choose one of following spells bestowed upon you by your deity: aid, cleanse, dispel, heal, protection, or weather control. May use them as their usage allows, requires holy symbol, cast spells using this skill and level, not spellcaster.
  • Smite - choose one specific weapon favored by your deity; you may use either your warrior score (determined in step 8 of character creation) or your cleric score (determined in step 4 of character creation) as the weapon score.

Storm Clerics


This skill represents years of intense physical and mental training along with exposure to dangerous concoctions that forever change the Witcher and mark him as something other than human. Witchers are professional monsters hunters. Most Witchers have unsightly scars; badges of their dangerous trade.

Score: half LOG +10 per enchanter level. Cannot be attempted unskilled.

  • Trial of Herbs and Grasses Survivor – longer life span, eyes look like a cat’s and can see up to 12 paces in the dark, +10% per Witcher Level resistance to disease and poison.
  • Monster Lore – make skill roll to recall a creature’s strengths and weaknesses.
  • Signs – a Witcher may choose one of the following signs each level: Aard, Igni, Yrden, Quen, Axii and Heliotrop
  • Tools of the Trade – a Witcher is given two swords, one meteoric iron, the other silvered to combat the evil monsters of the world. He is also given a magical amulet that lets him know of danger (+1 Initiative die). If lost, they may be replaced at any Witcher school.

Witcher Signs
Though they are not warrior mages who employ powerful magic, Witchers can cast simple magic spells that can prove effective when used properly. Witchers call these spells Signs and usually use them against monsters, though they also have non-combat applications. Witchers prefer single-handed weaponry because it leaves their other hand free to cast Signs.

Range: 5 spaces
Usage: 1/turn
Duration: Until encounter ends
Resistance: None

Aard produces a telekinetic wave that can throw back, knock down or stun an opponent. This sign affects 1 target per even skill level of Witcher. It knocks the target(s) back 1D spaces. Targets take 1D of damage if they hit something such as a wall. If the rank of a target is less than half the Witcher level, they take stunned and are knocked prone. If the rank of an enemy is more than the Witcher level, the enemy is unaffected.

Range: 5 spaces
Usage: 1/turn
Duration: Instant
Resistance: DEX

Effect: a gush of flames that causes fire damage to one target equal to 1D +1D per Witcher level. Normal armor will not absorb damage.

Range: touch
Usage: 1/turn
Duration: 1 day
Resistance: DEX

Effect: Causes damage equal to 1D +1D/2 per Witcher level, to all within 3 spaces of a target space. Target space needs to be stepped on to trigger Yrden. Normal armor will not absorb damage from Yrden. A witcher may place one Yrden per even Witcher level.

Range: self
Usage: 1/encounter
Duration: 1D turns
Resistance: None

Effect: a protective shield. At Witcher level 1 this spell can be cast to provide DR5 to any existing armor until encounter ends. At Witcher level 3 it can be cast to add DR10. At Witcher level 5 it reflects 50% of damage back on any melee opponent.

Range: 5 spaces
Usage: 1/turn
Duration: 1D turns
Resistance: WIL + 10 per rank

Effect: Cause target to become friendly, flee, confused, fall into a deep slumber, etc. (exact effect decided by the Witcher). Cannot charm a target whose rank is more than double the Witcher’s level. Some targets cannot be charmed such as golems, consult your GM. Charming an already charmed target is resolved as a skill contest with the spellcaster who cast the initial charm spell. Consult your GM if you are re-charming targets already under your own charm spell. Friendly targets will fight for you.

Range: self
Usage: 1/turn
Duration: Until encounter ends
Resistance: None

Effect: Constructs a field of magical protection around the Witcher. The Witcher receives +10 per Witcher level to resistance checks against spells or other magical attacks.