UNDER CONSTRUCTION FROM HERE ON…
The following page provides an outline on the available heritage, traits, equipment, and magic in the Empire of Draconis. It also details rules specific to this region.
Rules not outlined or specialized below revert to the Basic or Fantasy version of the Forge System. See Character Stats for more on character creation.
Anything written in blue or yellow needs to be cleared with the GM before adding it to your character.
Heritage
Those who live in Draconis are either Dragonkind or Dryads. When creating a character, select one of those options. This grants you access to aspects specific to those ancestries in addition to the basic aspects available in Draconis.
Rule Adjustments:
- Prerequisites involving influences should be ignored
- Latent is not a tag that is included in this mod
Traits
The traits page for Draconis lists the possible traits to take.
Traits (This is only the full list. For the broken down cross sections, refer to the breakdown in the Forge System and cross reference traits from those lists to this one.)
Equipment
The following are equipment that can be found in Draconis.
- Armor and Armor (Fantasy)
- Melee Weapons – except the entries for Nunchaku, Sai, and Starknife
- Ranged Weapons
- Natural and Improvised Weapons
- Gear and Gear (Fantasy)
- Alchemy
- Magic Items
- Casting Services
- Runes
- Scrolls – called Charms
- Wands – called Charms
- Staffs – called Charms
- Other
- Special Materials – except the entry for Dragonhide
Magic
Spellcasting in this world is limited to the methods for Spontaneous Arcane casters. Further the spell lists are revised based on the gods. When gaining access to spells, you select one of the god’s lists in addition to the nondenominational list.
- Full Spell List
- By Gods
- Nondenominational
The spells are divided by the spell tags.
- Imahryl
- Detection
- Fortune
- Morph
- Nonlethal
- Inlahlis
- Chaotic
- Earth
- Misfortune
- Kornisrahn
- Emotion
- Fire
- Healing
- Light
- Polymorph
- Positive
- Sorcha
- Air
- Cold
- Curse
- Possession
- Prediction
- Water
- Yathris
- Curse
- Death
- Disease
- Electricity
- Fear
- Negative
- Revelation
- Yothan
- Darkness
- Poison
- Shadow
- All others are nondenominational.
General Rule Adjustments
- Spells, Supernatural, and Magic are all considered the same thing.