---RITUALS---

01: teleportation circle
02: passage circle
03: animal circle
04: plant circle
05: fire circle
06: water circle
07: air circle
08: earth circle
09: knowledge circle
10: exploration circle
11: truth circle
12: illusion circle

There are 12 circles of rituals. Teleportation circle has to do about extra-dimensional travel. Passage has to do with single-dimensional travel. Animal has to do with animals and so on.
As you level up, you unlock more powerful rituals of the circle you have chosen. This happens at level 5, 10, 15 and 20 level.
In order to cast a ritual, you must spend an amount of time equal to its casting time, uninterrupted. If you are interrupted, the ritual fails. The casting time varies from effect to effect
and can be anything from a few minutes to a few hours but some rituals are being cast even instantly. However, you can only cast one ritual per round.

Teleportation Circle:
At level 1, for a casting time of 15 minutes, you can forbid teleportation into and out of an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can teleport to a destination that you know and deciphered its rune codes. There are plenty such destinations around the world but few
know and have deciphered these rune codes. Having access to such a luxury can be a quest by itself. The destination must be at the same plane of existence with you.
At level 10, for a casting time of 10 minutes, you can teleport to a destination that you know and deciphered its rune codes even at other planes of existence.
At level 15, you can instantly teleport up to 15 feet away.
At level 20, for a casting time of 5 minutes, you can teleport to any destination that you have line of sight to that destination.

Passage Circle:
At level 1, for a casting time of 15 minutes, you can forbid burrowing into and out of an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can open a 25 x 5 feet hole up to 15 feet away that lasts up to 20 minutes.
At level 10, for a casting time of 10 minutes, you can create a 25 x 5 x 5 feet wall up to 15 feet away that lasts forever.
At level 15, you can instantly open a 5 x 5 feet hole up to 5 feet away that lasts forever.
At level 20, for a casting time of 5 minutes, you can open a 50 x 5 feet hole up to your line of sight that lasts forever.

Animal Circle:
At level 1, for a casting time of 15 minutes, you can forbid animals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can cure any disease at a single target you touch.
At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any animal you know but you can't attack in animal form. You become normal again at will.
At level 15, you can instantly charm any animal up to your level and up to 15 feet away. If you charm a new animal or if the animal goes beyond 15 feet away from you, the charm breaks.
At level 20, for a casting time of 5 minutes, you can charm any animal up to your level and up to 15 feet away. That animal becomes your eternal companion and can go beyond 15 feet away
from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

Plant Circle:
At level 1, for a casting time of 15 minutes, you can forbid plants from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can cure any poison at a single target you touch.
At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any plant you know but you can't attack in plant form. You become normal again at will.
At level 15, you can instantly charm any plant up to your level and up to 15 feet away. If you charm a new plant or if the plant goes beyond 15 feet away from you, the charm breaks.
At level 20, for a casting time of 5 minutes, you can charm any plant up to your level and up to 15 feet away. That plant becomes your eternal companion and can go beyond 15 feet away
from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

Fire Circle:
At level 1, for a casting time of 15 minutes, you can forbid fire elementals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can grant fire resistance equal to your level at a single target you touch, for 10 minutes.
At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any fire elemental you know but you can't attack in fire elemental form. You become normal
again at will.
At level 15, you can instantly charm any fire elemental up to your level and up to 15 feet away. If you charm a new fire elemental or if the fire elemental goes beyond 15 feet away from
you, the charm breaks.
At level 20, for a casting time of 5 minutes, you can charm any fire elemental up to your level and up to 15 feet away. That fire elemental becomes your eternal companion and can go
beyond 15 feet away from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

Water Circle:
At level 1, for a casting time of 15 minutes, you can forbid water elementals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can grant ice resistance equal to your level at a single target you touch, for 10 minutes.
At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any water elemental you know but you can't attack in water elemental form. You become normal
again at will.
At level 15, you can instantly charm any water elemental up to your level and up to 15 feet away. If you charm a new water elemental or if the water elemental goes beyond 15 feet away from
you, the charm breaks.
At level 20, for a casting time of 5 minutes, you can charm any water elemental up to your level and up to 15 feet away. That water elemental becomes your eternal companion and can go
beyond 15 feet away from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

Air Circle:
At level 1, for a casting time of 15 minutes, you can forbid air elementals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can grant shock resistance equal to your level at a single target you touch, for 10 minutes.
At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any air elemental you know but you can't attack in air elemental form. You become normal
again at will.
At level 15, you can instantly charm any air elemental up to your level and up to 15 feet away. If you charm a new air elemental or if the air elemental goes beyond 15 feet away from
you, the charm breaks.
At level 20, for a casting time of 5 minutes, you can charm any air elemental up to your level and up to 15 feet away. That air elemental becomes your eternal companion and can go
beyond 15 feet away from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

Earth Circle:
At level 1, for a casting time of 15 minutes, you can forbid earth elementals from entering and leaving an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can grant sound resistance equal to your level at a single target you touch, for 10 minutes.
At level 10, for a casting time of 10 minutes, you take the shape and size and moving speed of any earth elemental you know but you can't attack in earth elemental form. You become normal
again at will.
At level 15, you can instantly charm any earth elemental up to your level and up to 15 feet away. If you charm a new earth elemental or if the earth elemental goes beyond 15 feet away from
you, the charm breaks.
At level 20, for a casting time of 5 minutes, you can charm any earth elemental up to your level and up to 15 feet away. That earth elemental becomes your eternal companion and can go
beyond 15 feet away from you and even to another plane without breaking the charm. You can have only one eternal companion at any given time.

Knowledge Circle:
At level 1, for a casting time of 15 minutes, you can ask a question to lesser being like an animal and get a yes or a no or neither for an answer about its surroundings.
At level 5, for a casting time of 10 minutes, you can ask a question to a being like a lesser spirit and get a yes or a no or neither for an answer about the local barony.
At level 10, for a casting time of 10 minutes, you can ask a question to a greater being like a greater spirit and get a yes or a no or neither for an answer about the whole country.
At level 15, you can instantly know the surface thoughts of those within 15 feet of you.
At level 20, for a casting time of 5 minutes, you know the correct answer to a single question, no matter what the question is. You choose the question while casting the ritual and you
may choose a new question each time.

Exploration Circle:
At level 1, for a casting time of 15 minutes, you can create difficult terrain within an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can walk on liquid surfaces for 24 hours.
At level 10, for a casting time of 10 minutes, you can fly on thin air for 24 hours.
At level 15, you instantly know the direction, the time of the day, the date, the position of the sun/moon and the weather in general.
At level 20, for a casting time of 5 minutes, you can teleport to any destination that you have line of sight to that destination.

Truth Circle:
At level 1, for a casting time of 15 minutes, you can forbid everyone from telling lies within an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can break a single optical illusion you touch.
At level 10, for a casting time of 10 minutes, you force someone you touch to answer you the truth about a single subject of your choice.
At level 15, you instantly know if someone you hear talking is telling the truth or not.
At level 20, for a casting time of 5 minutes, you see the truth behind any illusion you can see or hear, for 24 hours, and you may break such illusions instantly if you wish to do so.

Illusion Circle:
At level 1, for a casting time of 15 minutes, you can forbid everyone from creating illusions within an area up to 15 x 15 feet, centered on you, up to 24 hours.
At level 5, for a casting time of 10 minutes, you can create a single illusory item or an illusory sound.
At level 10, for a casting time of 10 minutes, you can create a single illusory person or an illusory music.
At level 15, you can instantly become invisible for one turn.
At level 20, for a casting time of 5 minutes, you can create a colossal illusory image like an illusory mountain or an illusory river.

---COMBAT---
(in this game and edition all attacks hit automatically, no dice is rolled)
(before each attack you can lose X hp and add X to damage to a single target where X cannot exceed your level)



01: performing a basic melee attack
(you use a melee weapon you hold against a target that is near you, you roll the respective damage)



02: performing a basic ranged attack
(you use a ranged weapon you hold against a target that is away from you, you roll the respective damage)



03: performing a spell attack
(you use a spell you know against targets that are either near you or away from you, you roll the respective damage)



04: charging
(you use a melee weapon you hold against a target that is away from you, you roll the respective damage)



05: defending
(you select a damage type over the 12 existing ones:
Fire/Acid, Air/Lightning, Force/Energy, Sonic/Thunder, Water/Ice, Life/Radiant, Poison/Disease, Death/Necrotic, Silver/Quicksilver, Earth/Crushing, Wood/Piercing, Metal/Slashing.
You gain +1 bonus to the respective defense of the selected damage type.)



06: shieldbashing
(you use your shield as a melee weapon against a target that is near you, the shield bonus is the Earth/Crushing damage the shield deals, you roll the respective damage)



07: poisons

-Poison/Disease:
White Widow Poison ( d20 = 3d6 = 10 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 10
Dire Sting Poison ( d12 = 1d6+3 = 6 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 5
Brown Snake Poison ( d10 = 1d6+2 = 5 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 4
Grey Scorpion Poison ( d8 = 1d6+1 = 4 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 3
Black Spider Poison ( d6 = 1d6+0 = 3 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 2
Simple Poison ( d4 = 1d6-1 = 2 damage, 1 target per each poison use, 2 hands to apply poison to weapon ) unlocks at level 1



08: potions

Potion of Great Healing ( d20 = 3d6 = 10 healing, 1 target, 1 hand ) unlocks at level 10
Potion of Cure Critical Wounds ( d12 = 1d6+3 = 6 healing, 1 target, 1 hand ) unlocks at level 5
Potion of Cure Serious Wounds ( d10 = 1d6+2 = 5 healing, 1 target, 1 hand ) unlocks at level 4
Poiton of Cure Moderate Wounds ( d8 = 1d6+1 = 4 healing, 1 target, 1 hand ) unlocks at level 3
Potion of Cure Light Wounds ( d6 = 1d6+0 = 3 healing, 1 target, 1 hand ) unlocks at level 2
Potion of Cure Minor Wounds ( d4 = 1d6-1 = 2 healing, 1 target, 1 hand ) unlocks at level 1



09: shields

Tower Shield (+6 shield bonus to all defenses) unlocks at level 11
Heavy Metal Shield (+5 shield bonus to all defenses) unlocks at level 9
Heavy Wooden Shield (+4 shield bonus to all defenses) unlocks at level 7
Light Metal Shield (+3 shield bonus to all defenses) unlocks at level 5
Light Wooden Shield (+2 shield bonus to all defenses) unlocks at level 3
Buckler (+1 shield bonus to all defenses) unlocks at level 1



10: armors

Plate Armor (+6 armor bonus to all defenses) unlocks at level 11
Scale Armor (+5 armor bonus to all defenses) unlocks at level 9
Chainmail Armor (+4 armor bonus to all defenses) unlocks at level 7
Hide Armor (+3 armor bonus to all defenses) unlocks at level 5
Leather Armor (+2 armor bonus to all defenses) unlocks at level 3
Cloth Armor (+1 armor bonus to all defenses) unlocks at level 1



11: ranged weapons

-Earth/Crushing:
Dire Sling ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
Great Sling ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
Masterwork Sling ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 4
Heavy Sling ( d8 = 1d6+1 = 4 damage, 1 target, 2 hands ) unlocks at level 3
Light Sling ( d6 = 1d6+0 = 3 damage, 1 target, 2 hands ) unlocks at level 2
Rock Thrower ( d4 = 1d6-1 = 2 damage, 1 target, 2 hands ) unlocks at level 1

-Wood/Piercing:
Dire Bow ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
Greatbow ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
Composite Bow ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 4
Longbow ( d8 = 1d6+1 = 4 damage, 1 target, 2 hands ) unlocks at level 3
Shortbow ( d6 = 1d6+0 = 3 damage, 1 target, 2 hands ) unlocks at level 2
Handbow ( d4 = 1d6-1 = 2 damage, 1 target, 2 hands ) unlocks at level 1

-Metal/Slashing:
Dire Crossbow ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
Great Crossbow ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
Repeating Crossbow ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 4
Heavy Crossbow ( d8 = 1d6+1 = 4 damage, 1 target, 2 hands ) unlocks at level 3
Light Crossbow ( d6 = 1d6+0 = 3 damage, 1 target, 2 hands ) unlocks at level 2
Hand Crossbow ( d4 = 1d6-1 = 2 damage, 1 target, 2 hands ) unlocks at level 1



12: melee weapons

-Earth/Crushing:
Dire Flair ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
Morningstar ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
Maul ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 3
Heavy Mace ( d8 = 1d6+1 = 4 damage, 1 target, 1 hand ) unlocks at level 2
Light Mace ( d6 = 1d6+0 = 3 damage, 1 target, 1 hand ) unlocks at level 1
Pick ( d4 = 1d6-1 = 2 damage, 1 target, 1 hand, thrown ) unlocks at level 1

-Wood/Piercing:
Dire Trident ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
Greatspear ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
Longspear ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 3
Spear ( d8 = 1d6+1 = 4 damage, 1 target, 1 hand ) unlocks at level 2
Shortspear ( d6 = 1d6+0 = 3 damage, 1 target, 1 hand ) unlocks at level 1
Katar ( d4 = 1d6-1 = 2 damage, 1 target, 1 hand, thrown ) unlocks at level 1

-Metal/Slashing:
Dire Sword ( d20 = 3d6 = 10 damage, 1 target, 2 hands ) unlocks at level 10
Greatsword ( d12 = 1d6+3 = 6 damage, 1 target, 2 hands ) unlocks at level 5
Bastard Sword ( d10 = 1d6+2 = 5 damage, 1 target, 2 hands ) unlocks at level 3
Longsword ( d8 = 1d6+1 = 4 damage, 1 target, 1 hand ) unlocks at level 2
Shortsword ( d6 = 1d6+0 = 3 damage, 1 target, 1 hand ) unlocks at level 1
Dagger ( d4 = 1d6-1 = 2 damage, 1 target, 1 hand, thrown ) unlocks at level 1



---ENEMIES---

01: plant
02: animal
03: undead
04: abberation
05: humanoid
06: giant
07: insect
08: monster
09: dragon
10: elemental
11: construct
12: spirit

---ADVENTURING---

01: without air (you can survive without air for 7 rounds)

02: without water (you can survive with very few to no water for 7 days)

03: without food (you can survive with very few to no food for 7 weeks)

04: extreme weather (extreme weather represents damage of a certain damage type, for example very cold weather represents 1 Water/Ice damage per round, and the same goes respectively for the rest extreme weather conditions)

05: falling damage (you take 1 Earth/Crushing damage for every 5 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 10 feet you fall)

06: resting (when you sleep you regain all your lost hp, sleep takes at least 6 hours to gain any benefits from it and you have to fully sleep at least once every 24 hours)

07: camping (usually when an adventuring party camps in the wilderness they take turns guarding for any night attackers, in such an occasion just raise the sleeping time from 6 to 10 hours for the whole adventuring group)

08: vision (usually humans have normal vision while elves have low-light vision and dwarves have darkvision, but that is not totally true, the truth is your character's background chooses your vision type, a surface dwarf has normal vision while a cave-dwelling human has low-light or even darkvision etc.)

09: aging (you age according to the race you belong to, when you reach half your age you take -1 penalty to all damage and when you reach 3/4 of your age you take -1 penalty to all your defenses)

10: antimagic circles (spells are powerful but so are antimagic circles, ancient magic spheres of air that block any spell or ritual perfmormed within them, so you may like to have a magic-user character but beware that you may run out of options in such an area!)



11: health points (all creatures have the same health points, or hp as they are more well-known, according to their level)

level 20 (health = 110 hp)
level 19 (health = 105 hp)
level 18 (health = 100 hp)
level 17 (health = 95 hp)
level 16 (health = 90 hp)
level 15 (health = 85 hp)
level 14 (health = 80 hp)
level 13 (health = 75 hp)
level 12 (health = 70 hp)
level 11 (health = 65 hp)
level 10 (health = 60 hp)
level 9 (health = 55 hp)
level 8 (health = 50 hp)
level 7 (health = 45 hp)
level 6 (health = 40 hp)
level 5 (health = 35 hp)
level 4 (health = 30 hp)
level 3 (health = 25 hp)
level 2 (health = 20 hp)
level 1 (health = 15 hp)



12: item price (all the items cost according to the level they are unlocked, keep in mind that even spells are items and have to be bought, if you sell something you sell it at half its price, ammunition of any weapon always costs 1 gp per 10 units)

unlocked level 20 (price = 524288 gp)
unlocked level 19 (price = 262144 gp)
unlocked level 18 (price = 131072 gp)
unlocked level 17 (price = 65536 gp)
unlocked level 16 (price = 32768 gp)
unlocked level 15 (price = 16384 gp)
unlocked level 14 (price = 8192 gp)
unlocked level 13 (price = 4096 gp)
unlocked level 12 (price = 2048 gp)
unlocked level 11 (price = 1024 gp)
unlocked level 10 (price = 512 gp)
unlocked level 9 (price = 256 gp)
unlocked level 8 (price = 128 gp)
unlocked level 7 (price = 64 gp)
unlocked level 6 (price = 32 gp)
unlocked level 5 (price = 16 gp)
unlocked level 4 (price = 8 gp)
unlocked level 3 (price = 4 gp)
unlocked level 2 (price = 2 gp)
unlocked level 1 (price = 1 gp)