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Written by: Coleen O'Donnell and Dan O'Donnell

Editing and Layout: Coleen O'Donnell


Original Character Sheet Design: Coleen O'Donnell
Revised Character Sheet Design: Dan O'Donnell

2013 Dan O'Donnell. All rights reserved.


This book or the material herein may not be reproduced in anyway without the express written permission from its author. This is a work of fiction.
Names, Characters, places and things contained in this book are
the works and imagination of its author. Any resemblance of people, places and things, living or dead, is entirely coincidental.

What's New
In the following pages we have introduced new
material as well as expanded on some existing
information. We have given more of an explanation
how skills are developed on a character sheet. The
"Using Magic In Game-play" section has no major
changes. However, a new symbol has been added into
the Phase 1 description. Information on spell
development has been further explained.
The biggest change in this excerpt is the Spell
List Acquisition Sheet. We have completely innovated
the spell sheet to include the Phase 1 symbol. You
may choose to still use the original Spell Acquisition
Sheet. We encourage you to read the material herein
to enhance your enjoyment of the game rules.

Skill List Defined


For most gamers, they have made characters for many
different systems and have the basic understanding of
how to fill in the skill section on a character sheet.
First time gamers often require an explanation as to
where the numbers are actually go and how they all
add up.
Skill List Breakdown

1. Total is the number you add to your dice roll.


Rank, Attribute, Path, Armor and any
miscellaneous bonus are added together for
the total.
2. Rank is the number of times you have
increased the skill with experience points.
Naturally Developed skills automatically
receive a +1 to their rank.
3. Attribute is the number taken from the skill's
corresponding Attribute:
Physique (pys), Coordination (coo),
Observation (obs), Logic (log) or Mystique
(mys).

4. Path is the bonus received from your


character's chosen path. This will be listed
under path benefits. If you choose Path of the
Drifter for example, you may choose two
skills from the list that receive a +1 modifier
each: Climbing, Balance, Dodge, Pick
Pockets, Stalking, Bluff, Disarm, Trap, Hiding,
Pick Locks or Gather Information.
5. Armor applies only to characters who are
wearing armor that have coordination
penalties. If the penalty applies, it is listed
here. You may lessen or avoid the armor
penalty if you have developed enough ranks
in the Armor skill.
6. Miscellaneous is any other modifier that a
character has received. An example of this
could be a magical item's benefit.

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2

5
4

Using Magic in Game-play


If nature is mother and inventor of the
world then magic is its innovator and father
-Nayorin Rivermuse
Casting Spells
Magic in Warfield works in two phases. In order to
cast any spell, it must first be summoned. This is
Phase 1. A spell requires a second roll for an attack if
it shoots or is projected. This is Phase 2. Spells like
Heal Minor Wound, Summon Animal and Tree Merge
are more utility in nature. They only need to be
summoned. Spells such as Shock bolt, Ice Shard and
Bolt of Fire not only need to be summoned but also
need to attack.
Phase 1: Casting the Spell
Spells can be cast only by those who develop the
skills to do so. The character adds the individual
spell's skill to their 1D12. The total must match or
better the spell's Target Number to successfully cast
the spell. Every spell has a TN in its description.
1D12 + Spell Total = Total Casting
Attempt
Example: Farnsworth the Arcanist wants to cast
Create Fog. He rolls to summon the spell using
1D12+Create Fog total. He simply needs to match or
better the Create Fog casting TN 13.
On his second turn, Farnsworth wants to Cast Bolt of
Fire. He needs to first summon it which requires him
to use 1D12+Bolt of Fire total. He needs to match or
better the casting TN of 11. Directing the Bolt of Fire
at an opponent is Phase 2.

Phase 2: Attack Spells


Spells that not only need to be summoned but also
need to be directed at an opponent fall into Phase 2.
This requires a second roll. The spell's damage and
skill total create the Spell Attack bonus. This is added
to the D12 roll for the attack. Combat is resolved
normally against the opponent's defense.
Spell Damage + Spell Total =
Spell Attack
Example: Farnsworth successfully summoned his
Bolt of Fire spell in Phase 1. He now wants to project
it at an opponent. His Bolt of Fire skill is at a 6. The
spell has a 4 damage. His total attack bonus is 10 (6
+ 4). He rolls a 5 on the D12. The total attack is
5+10=15.
The Boarlik has a total Defense of 10 and rolls a 2
on the dice for a total of 12.
Farnsworth's total is 3 points higher (15 12) than
the Boarlik's. The 3 point difference is actual
damage subtracted from the Boarlik's health.
Non-Direct Spell Attacks
Some spells can be used to effect an opponent but
are not necessarily directed like Bolt of Fire. Examples
would be Charm, Distraction, Illusion of Beauty,
Sleep, Blind, Guise, Induce Fear, Illusion, Push and
Shatter Weapon. These spells are Phase 1 spells which
only require the caster to summon them. However,
the target of these spells can not simply use their
defense against them. In order to avoid the effects,
the target must roll their Magic Resistance.

Spell Acquisition Sheet Defined


The Spell Acquisition in this excerpt is an alternative
explanation as to how spells are used. As with the
Skill Sheet, this is a breakdown for all gamers. The
book has many spells to choose from. It is important
to remember that ranks must be developed
individually for each spell you choose for you
character.
Spell Acquisition Sheet Breakdown

1. Spell Name. Write down the name of the


spell here.

2. Duration is the length of time the spell's


effects will last.

3. Range is how far you can cast the spell.


4. Area is the amount space the spell effects.
5. Casting Time is the length it takes for the
6.
7.
8.
9.

10.
11.

12.
13.

character to summon the spell before its


effects are cast.
Damage is added to the spell's total in Phase
2. It is applied to the attack roll. Some spells
will have a damage entry listed in them.
Casting TN is the amount that the caster
must match or better in order to successfully
cast the spell.
Mana is the amount of subtracted from the
character's total Mana.
Magic Resistance is the combination of a set
target number found in the spell's
description and the character's spell total.
The defending character or NPC must match
or better this to resist the spell's effects.
Notes is a small area for any information you
feel is important for the spell.
Spell Total is the number you add to your
dice roll in Phase 1 of casting. Rank,
Attribute, Path and any miscellaneous bonus
are added together for the total. Damage is
only added in Phase 2 if it is an attack spell.
Rank is the number of times you have
increased the spell with experience points.
Attribute is the number taken from the
spell's corresponding attribute, Mystique
(mys).

14. Path is the bonus received from your


character's chosen path. This will be listed
under path benefits. If you choose Path of the
Mystic for example, you may choose two
skills from the list that receive a +1 modifier
each: Spell Fire Items, Diplomacy, Mana
Development, Spells from the Spell List
15. Miscellaneous is any modifier that a
character has received. An example of this
could be a magical item's benefit.
16. Phase 1 is sometimes the first and only step
in casting a spell. Spells that do not cause
damage will only use Phase 1 for their roll.
The spell's total is added to the dice roll and
must match or better the spell's TN to be
successfully cast.
17. Phase 2 is used only when a spell is directed
at an opponent. The spell's damage is added
into the attack. After Phase 1 has been
successfully rolled, Phase 2 combines the
spell's damage and spell total for the spell
attack. Attacks are resolved as normal.

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