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Book 1 Contents[]
- Introduction
- Chapter 1 - Player Characters
- Chapter 2 - Rules
- Action Resolution
- Methods of Action Resolution
- Action Resolution Chart
- Attempting an Action
- Automatic Successes and Failures
- Contested Actions
- Action Categories
- Bonuses and Penalties
- Repeating an Action
- Magic Rules
- Magic Use
- Magic Outline and Notes
- Combat Rules
- The Flow of Battle
- Simple Combat Rules
- Simple Combat Procedure
- A Character's Turn
- Distance and Range
- Melee Combat
- Damage
- Wide Ranging Effects
- Standard Combat Rules
- Standard Combat Procedure
- Character Movement
- Melee and the Fray
- Firing into Melee, Shielding, and Area-of-Effect Attacks
- Types of Actions
- Supplemental Rules
- Death and Recovery
- Chapter 3 - Data
- Skills
- Magic
- How to Read Magic Data
- Truespeech Spell List
- Spiritualism Spell List
- Basic Divine Spell List
- Specialized Divine Spell List
- Faerie Spell List
- Magitech Spell List
- Combat Feats
- How to Read Combat Feats
- Passive Combat Feats
- Active Combat Feats
- Items
- How to Read Item Data
- Melee Weapons
- Projectile Weapons
- Armor
- General Equipment
- Accessories
- Magic Items
- Chapter 4 - Za Warudo
- The Sword World - Raxia
- The Myth of Creation
- The Sacred Swords
- Inhabitants of Raxia
- History of Raxia
- Raxian Gods and Religion
- Adventurers
- The Origins of Adventuring
- Becoming an Adventurer
- Organizations Affiliated with Adventurers
- Typical Jobs for Adventurers
- Setting the Stage for Adventure!
- Chapter 5 - Game Mastering
- Game Mastering
- The GM's Role
- Gaming Sessions
- NPCs
- Action Check Advice
- Combat Advice
- Ending the Sessions
- Preparing for Next Session
- Scenarios
- How to Read the Sample Scenario
- Sample Scenario: Paltow's Mansion
- Campaigns
- Bestiary
- Indices
- General Index
- Magic Index
- Combat Feat Index
- Monster Index
- Designer's Notes