📖 Quick Rules Reference
⚔️ Action Economy
Each turn you get one of each action type. You also get one Reaction per round (resets at start of your turn).
Standard Action
- • Attack (melee or ranged)
- • Cast a Spell (1 action spells)
- • Dash (double movement)
- • Disengage (no opportunity attacks)
- • Dodge (attacks against you have disadv)
- • Help (give ally advantage)
- • Hide (DEX Stealth check)
- • Ready (prepare triggered action)
- • Search / Use Object
Bonus Action
- • Quickened spells (bonus action cast time)
- • Off-hand attack (two-weapon fighting)
- • Class features (Cunning Action, etc.)
- • Some skill checks (varies by feature)
- • Potion (drink a potion)
Only if a feature/spell grants one
Movement Action
- • Move up to your speed (usually 30ft)
- • Can split before/after actions
- • Difficult terrain: 2ft per 1ft moved
- • Climb/Swim: 2ft per 1ft moved
- • Stand from prone: costs half speed
Free Action
- • Talking (brief communication)
- • Drop an item or weapon
- • Draw/sheathe one weapon
- • Open a door
- • Knowledge checks (some, GM discretion)
One object interaction per turn
🎯 Attack Rolls & Damage
Making an Attack
- • Melee Attack: d20 + STR modifier + proficiency (if proficient)
- • Ranged Attack: d20 + DEX modifier + proficiency (if proficient)
- • Spell Attack: d20 + spellcasting modifier + proficiency
- • Hit if: Total ≥ target's AC
- • Natural 20: Critical hit (double damage dice)
- • Natural 1: Automatic miss
Damage & Effects
- • Damage: Roll weapon/spell dice + ability modifier
- • Critical Hit: Roll all damage dice twice
- • Resistance: Take half damage from that type
- • Vulnerability: Take double damage from that type
- • Cover: +2 AC (half), +5 AC (three-quarters)
🎲 Ability Checks & Saves
Ability Check
Roll: d20 + Ability Modifier + Proficiency (if proficient)
Common DCs:
- • DC 5: Very Easy
- • DC 10: Easy
- • DC 15: Medium
- • DC 20: Hard
- • DC 25: Very Hard
- • DC 30: Nearly Impossible
Saving Throws
Roll: d20 + Ability Modifier + Proficiency (if proficient)
Common Saves:
- • STR: Grapples, physical force
- • DEX: Dodging, reflexes
- • CON: Endurance, poison, concentration
- • INT: Mental effects, illusions
- • WIS: Perception, insight, charms
- • CHA: Banishment, possession
Advantage/Disadvantage: Roll 2d20, take higher (advantage) or lower (disadvantage). Multiple sources don't stack.
✨ Four Magic Systems
🔮 Arcane Magic
Users: Mages, Wandslingers
Ability: Intelligence
Resource: Mana Pool
- • Mana: Base + (INT mod × level)
- • Cost: Spell level = mana cost
- • Recovery: Long rest (100%)
- • All known spells available (no preparation)
✨ Divine Magic
Users: Clerics, Knights, most Bards
Ability: Wisdom
Resource: Daily/Instant Limits
- • Daily Limit: Level × WIS mod
- • Instant Limit: Prof. bonus + WIS mod
- • Overuse: Exhaustion + Burns
- • Burns: Can't heal with divine magic (use Fae)
- • All known spells available (no preparation)
🌿 Fae Magic
Users: Druids, Rangers
Ability: Wisdom
Resource: Spell Slots (traditional)
- • Slots: Granted by fey relationships
- • Half-caster progression (base)
- • Recovery: Long rest (all slots)
- • Safest system - no overuse risk
- • All known spells available (no preparation)
🔥 Infernal Magic
Users: Warlocks
Ability: Charisma
Resource: Tolerance (hidden limit)
- • Tolerance: CON mod + level (+ INT bonus)
- • Limits unknown to player
- • Overuse: Damage, exhaustion, mutations
- • Pact-based: Power from demons
- • All known spells available (no preparation)
⚡ Magic System Interactions
Key rule: 1 spell level = 1 mana = 1 fae spell slot level (for all cross-system comparisons)
Opposition (Violent Clash)
Divine ↔ Infernal | Arcane ↔ Fae
Higher spell level wins automatically. Equal = both fail + force damage = spell level.
Within 1 level: winner rolls d20 — on 1-5 spell fizzles anyway.
Advantage on saves, dispel, and counterspell vs. opposite system. Area: Disadv attacks, DC −2.
Interference (Clockwise — One-Way Disruption)
Divine → Fae → Infernal → Arcane → Divine
Reaction: force concentration check, DC = 10 + your spell level. Disrupts casting only.
Best method for breaking standing enchantments (1 min/level, safe, no backlash).
Advantage on Dispel Magic vs. systems you interfere with.
Enhancement (Counter-Clockwise — Reinforcement)
Divine → Arcane → Infernal → Fae → Divine
Both casters expend resources. Roll d20 on Unstable Results:
1-3: Catastrophic — 1d6 × combined levels force dmg
4-10: Unstable — spell works + GM side effects
11-17: Success — +1d6 dmg/heal, +1 DC, or +50% dur
18-20: Spectacular — full enhancement + GM bonus
Special: Infernal→Fae is SAFE (no corruption). Divine enhancement = free (no daily limit cost).

🛡️ Counterspelling
Any caster can counterspell. Method depends on relationship to target system. Resource cost: at least = target spell level.
| Same Type | Opposed Type | Interfering Type | |
|---|---|---|---|
| Mechanic | Opposed d20 + ability + prof | Energy contest (spell level) | Concentration DC 10 + your level |
| Auto-Win | None | Your level ≥ target + 2 | None |
| Risk | Moderate | Very High (tied = mutual destruction) | Low |
| vs. Casting | Moderate | Highly effective (Advantage) | Hardest |
| vs. Enchantments | Hard (DC 10 + lvl×2, 1 min/lvl) | Moderate (1 action/lvl, explosion risk) | Best (1 min/lvl, safe) |
🔄 Cross-System Resource Conversion
Resources convert along the enhancement circle. Multiclass characters or coordinated casters can use these paths.
Arcane → Infernal
Spend arcane mana to buffer infernal tolerance 1:1. Tolerance check only on remaining infernal cost.
Infernal → Fae (SAFE)
Spend fae slot + infernal mana. Roll enhancement table. No corruption, no tolerance check.
Fae → Divine
Spend fae slot level to reduce divine mana cost 1:1. Does not count against divine daily limit.
Divine → Arcane
Spend arcane mana normally + divine mana for enhancement. Divine cost is free (no daily limit).
🌀 Multiclass Aura & Area Saturation
Aura Management
- • Casting adds spell level of that mana type to your aura
- • Dissipation: 1 spell level/hour of rest
- • Short rest: Purge one chosen type entirely
- • Long rest: Full aura reset
Aura Penalties
- • Opposing mana in aura: Disadv attacks, DC −2, concentration disadv for both systems
- • Interfering mana: Disadv attacks, targets get Adv on saves, possible spell failure
- • Divine + Infernal in aura: Using either triggers Catastrophic Incident (d20 table — force damage + exhaustion + spell fails)
Area Saturation
DM declares area type. Effects by your magic system:
| Your System vs. Area | Effect |
|---|---|
| Same | Normal (Adv on concentration) |
| Opposed | Disadv attacks, DC −2 |
| Interfered by | Concentration check DC 10-15 |
| Enhancement area | Adv attacks, +1 DC, +2 to enhancement roll |
🧘 Concentration
- • One spell at a time: Casting new concentration spell ends previous
- • When damaged: Make CON save
- • DC: 10 or half damage taken (whichever is higher)
- • Success: Maintain concentration
- • Failure: Spell ends immediately
- • Opposing magic: Disadvantage on concentration checks
- • Matching magic area: Advantage on concentration checks
💫 Common Conditions
Blinded
Can't see. Auto-fail sight checks. Attacks have disadvantage. Attacks against you have advantage.
Charmed
Can't attack charmer. Charmer has advantage on social checks with you.
Frightened
Disadvantage on checks while source in sight. Can't move closer to source.
Grappled
Speed becomes 0. Can't benefit from speed bonuses.
Incapacitated
Can't take actions or reactions.
Invisible
Can't be seen. Attacks against you have disadvantage. Your attacks have advantage.
Paralyzed
Incapacitated. Can't move or speak. Auto-fail STR/DEX saves. Melee hits are crits.
Poisoned
Disadvantage on attack rolls and ability checks.
Prone
Disadvantage on attacks. Melee attacks against you have advantage, ranged have disadvantage. Half speed to stand.
Restrained
Speed 0. Attacks have disadvantage. Attacks against you have advantage. Disadvantage on DEX saves.
Stunned
Incapacitated. Can't move. Auto-fail STR/DEX saves. Attacks against you have advantage.
Unconscious
Incapacitated. Can't move/speak. Drop items, fall prone. Auto-fail STR/DEX saves. Melee hits are crits.
😰 Exhaustion
Cumulative condition that stacks. Effects apply cumulatively.
Level 1: Disadvantage on ability checks
Level 2: Speed halved
Level 3: Disadvantage on attacks and saves
Level 4: HP maximum halved
Level 5: Speed reduced to 0
Level 6: Death
Recovery: Long rest reduces by 1 level (with food/drink)
💀 Death & Dying
At 0 HP
- • Fall unconscious unless killed outright
- • Instant death: Damage exceeds max HP
- • Death saves: Start on your turn
- • Stable: After 3 successes (1d4 hours → 1 HP)
- • Dead: After 3 failures
Death Saving Throws
- • Roll: d20 (no modifiers)
- • 10+: Success
- • 9 or less: Failure
- • Natural 20: Regain 1 HP
- • Natural 1: Counts as 2 failures
- • Damage at 0 HP: 1 failure (crit = 2)
- • Stabilize: DC 10 Medicine check
🏃 Movement & Position
Movement
- • Normal speed: 30 feet (most races)
- • Difficult terrain: Costs 2 feet per foot moved
- • Climb/swim: Costs 2 feet per foot moved
- • Standing from prone: Half your speed
- • High jump: 3 + STR mod (with 10ft run-up)
- • Long jump: STR score in feet (with 10ft run-up)
Opportunity Attacks
- • Trigger: Enemy leaves your reach
- • Attack: One melee attack (uses reaction)
- • Avoid: Disengage action
- • No provoke: Teleport, forced movement
Cover
- • Half cover: +2 AC, +2 DEX saves
- • Three-quarters: +5 AC, +5 DEX saves
- • Total cover: Can't be targeted
🎯 Skills Quick Reference
STR
- • Athletics
DEX
- • Acrobatics
- • Sleight of Hand
- • Stealth
INT
- • Arcana (Arcane magic)
- • History
- • Investigation
- • Nature (Fae magic)
- • Religion (Divine magic)
- • Spellcraft*
- • Infernallia* (Infernal magic)
WIS
- • Animal Handling
- • Insight
- • Medicine
- • Perception
- • Survival
CHA
- • Deception
- • Intimidation
- • Performance
- • Persuasion
Special Skills*
- • Spellcraft: Improvise magic effects
- • Infernallia: Understand infernal magic, pacts, corruption
*Full casters gain Spellcraft proficiency automatically
📊 Useful Numbers
Proficiency Bonus by Level
Levels 1-4: +2
Levels 5-8: +3
Levels 9-12: +4
Levels 13-16: +5
Levels 17-20: +6
Ability Score Modifiers
8-9: -1
10-11: +0
12-13: +1
14-15: +2
16-17: +3
18-19: +4
20-21: +5
22-23: +6
24-25: +7