Beruflich Dokumente
Kultur Dokumente
Map
Character Sheet
Character Creation
Backstory
Stats
Classes
Elements
Djinn
Djinn
Summons
Combat
Dice
Phases
Movement Phase
Action Phase
Bonus Action
Psynergy
Ailments
Items
Plot Items
Equipment
Consumable Items
Imbued Items
Additional Resources
The Story of Weyard
The world of Weyard is built upon the four fundamental elements. Earth represented
by Venus; Fire represented by Mars; Wind represented by Jupiter; Water represented
by Mercury. Ages ago, or so the stories tell, the power of Alchemy ruled over the
world of Weyard. Alchemy wrought the base elements of humanity into thriving
civilisations, like lead into gold. But in time, man’s dreams gave birth to untold strife.
Dreams of endless riches, of eternal life, of dominion over all that lived… Dreams of
conquest and of war. These dreams would have torn the world apart if not for a few
brave and wise souls, who sealed away the power of Alchemy deep in Mt. Aleph’s Sol
Sanctum. It is rumoured that the Lemurians, who had seen the coming danger,
locked themselves away in an impenetrable fog that slowed the progress of time, but
they have not been seen for generations and have faded into myth and legend. The
town of Vale, situated at the base of Mt. Aleph, has guarded the secret for
generations.
The world was made from alchemy and it could not all be sealed away however.
Adepts can wield a diluted type of alchemy called Psynergy based around willpower.
Each adept is attuned to an element and can access Psynergy of that nature. Many
will travel to Vale, known for its Psynergy users, to train at the base of the sacred
mountain. Much of the knowledge of this ancient past has been lost. Many believe it
to be nothing more that legend; that power on that scale is not possible. That is until
recently when the Sol Sanctum was attacked and raided. The two adepts managed to
breach the inner sanctum and steal the four elemental stars. These stars were they
keys used to seal alchemy long ago. The four elemental lighthouses still stand eerily
across the land, dark and dormant. Their beacons wait silently to be unlocked and let
the light of alchemy shine once more.
Character Name
Class - ________________________________
Hometown - ____________________________ Initiative
Element - _______________________
Player Name - ___________________
Attributes
Skills HP ATK
Armour
Wisdom
o ___ Dexterity (END)
o ___ Psynergy (WIL)
o ___ Athletics (STR)
o ___ Deception (WIS)
DEF
o ___ Diplomacy (CHA) PP
Willpower
o ___ Lore (WIS)
o ___ Intimidation (STR)
o ___ Deduction (PER)
o ___ Nature (WIS) Distance
o ___ Stealth (PER)
o ___ Healing (WIL)
o ___ Seafaring (STR)
Perception o ___ Sleight of Hand (PER) Psynergy
Name PP Influence
o ___ Survival (END)
o ___ Improvisation (CHA)
Strength
Djinn
Endurance
Charisma
Class Lineage
Inventory
Equipment
Character Creation
Backstory
It is important for your character to have a backstory. This can be almost anything you want it to
be that will fit in the world. You can’t have your character be a Robot or something out of place.
But be creative. Use the provided map file to find a hometown. The DM will give you some basic
information on your hometown, but it can be customised to how you want your backstory to go.
Your hometown and backstory should come up in the story at some point. Included in the
backstory is your personality. This is something you can choose to role play in the sessions. You
don’t have to explicitly say what your personality is when you meet the other players but acting in
that manner will be much more immersive. You can also draw or design your character in any way
you choose. Your backstory should include your elemental affiliation and you reason for traveling
away from your homeland.
Your attribute and skill scores are one of the core aspects of the game. They govern how well or
how poorly you can carry out certain actions. The values for your attributes will be based on this
standard stats array or you can chance your own stats with the dice. You get a 16, 14, 12, 10, 10 and
an 8 to assign to the attributes. Each number is to only be used once. If you want to have a score
lower than 8 for a specific personality trait, feel free. Each attribute score has a modifier (see Score
Modifier Chart below) that you will write below your score on the character sheet. For your
attribute affinities, rolls for those have advantage.
Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20 +5
Hit Points
Once you have assigned your attribute points, you will calculate your HP. Each class will have a
hit dice type. Check the class to see what it is. Your starting HP will be the highest roll of that hit
dice (i.e. the highest roll for 1d4 is 4) and then add your Endurance modifier. For each level up in
the class lineage, roll another hit dice and add it to your max HP. Also add your Endurance
modifier again. This will happen for each level up. You can choose not to roll the hit dice and just
take the average number the dice (i.e. the average for 1d4 would be 2).
Psyngergy Points
Similar to the hit dice, each class will have a Psynergy dice. You will take the highest roll of it and
add your Willpower modifier for your max PP. Leveling up will work the same as the hit dice as
well.
Now to calculate your skill scores. Throughout the game, you will roll for various actions based on
these skills. Skill you are proficient in will give you a roll bonus. While one class may be good with
certain skills, it may be bad at others. Each skill stems from one of the 6 main attributes. You will
apply the appropriate corresponding modifier to each skill. Every class gets two skills it is
proficient in. This will come in the form of a +2 proficiency bonus to that skill in addition to its
base modifier (derived from its parent attribute).
❖ Dexterity - END
❖ Psynergy - WIL
❖ Athletics - STR
❖ Deception - WIS
❖ Diplomacy - CHA
❖ Lore - WIS
❖ Intimidation - STR
❖ Deduction - PER
❖ Nature - WIS
❖ Stealth - PER
❖ Healing - WIL
❖ Seafaring - STR
❖ Sleight of Hand - PER
❖ Survival - END
❖ Improvisation - CHA
Stats
Your characters stats for the game (ATK, DEF) are calculated using the following incredibly
complex statistics algorithm:
Base Stats + Djinn Bonuses
Once you’ve understood that, you can quickly count on your fingers for your character’s current
stats. This will need to be recalculated each time you Set a djinn, put a djinn on Standby, or equip
new armour and other items, so keep a pencil and eraser handy.
Your base stats can be found under your class lineage in the Classes section below. The Djinn
Bonuses are in a table in the Djinn section. Any equipment bonus is item specific and will be
brought up on an as needed basis. Item details are in the Item section if you want to have
something in mind to keep an eye out for.
Initiative is rolled for using 1d20 dice. For further explanation, see Combat.
Classes
Your character in this world will be put through many trials. Choosing the right path will be up to
you. The classes in this world work on a tier system. You will choose your starting class and
progress with it throughout the game. The elemental djinn will be your companions as well as
your strength. To level up to the next tier in your class lineage, all you need is to apply the right
combination of djinn to your character. Later, in the djinn section, you can find a chart of the
progressions and their respective djinn requirements. Each class gets a +2 bonus to any skills they
are proficient in. For a Psynergy Series containing 3 Psynergies, the bottom tier in the class
lineage gets the first level Psynergy in the series. The next level is acquired at the 3rd class tier. The
final level Psynergy is learned at the top tier. For a Psynergy Series containing 2 Psynergies, the
first level is acquired at the 2nd class tier. The second level is learned at the 4th class tier. You
should get new Psynergies every class tier. If there is a fourth level in a Psynergy Series, it is
learned concurrently with the third level at the top class tier.
Distance: 6
Battle Psynergy
Quake Psynergy Series Catch
Rockfall Psynergy Series Carry
Spire Psynergy Series Scoop
Gaia Psynergy Series Tremor
Ragnarok and Odyssey Grind
Cure Psynergy Series Sand
Distance: 7
Battle Psynergy
Blast Psynergy Series Guard Psynergy Series
Nova Psynergy Series Move
Volcano Psynergy Series Pound
Planet Diver Series Burst
Impair Psynergy Series Blaze
Distance: 9
Battle Psynergy
Slash Psynergy Series Bind
Plasma Psynergy Series Mist
Bolt Psynergy Series Reveal
Impact Psynergy Series Halt
Ward Psynergy Series Lash
Dull Psynergy Series Hover
Distance: 7
Battle Psynergy
Frost Psynergy Series Cure Poison
Cool Psynergy Series Restore
Froth Psynergy Series Break
Diamond Psynergy Series Lift
Ply Psynergy Series Cloak
Ward Psynergy Series Parch
Distance: 6
Battle Psynergy
Lava Psynergy Series Guard Psynergy Series
Bomb Psynergy Series Move
Beam Psynergy Series Pound
Fume Psynergy Series Burst
Impair Psynergy Series Blaze
Distance: 8
Battle Psynergy
Gale Psynergy Series Bind
Ray Psynergy Series Mist
Thunder Psynergy Series Reveal
Impact Psynergy Series Halt
Ward Psynergy Series Lash
Dull Psynergy Series Hover
Distance: 9
Battle Psynergy
Whirlwind Psynergy Series Bind
Astral Psynergy Series Mist
Slash Psynergy Series Reveal
Impact Psynergy Series Halt
Ward Psynergy Series Lash
Dull Psynergy Series Hover
Distance: 8
Battle Psynergy
Growth Psynergy Series Catch
Thorn Psynergy Series Carry
Punji Psynergy Series Scoop
Demon Night Series Tremor
Splitter Psynergy Series Grind
Cure Psynergy Series Sand
Distance: 7
Battle Psynergy
Flare Psynergy Series Aura Psynergy Series
Fire Psynergy Series Move
Dragon Cloud Series Pound
Heatwave Series Burst
Guard Psynergy Series Blaze
Distance: 7
Battle Psynergy
Douse Psynergy Series Cure Poison
Ice Psynergy Series Restore
Prism Psynergy Series Break
Edge Psynergy Series Lift
Ply Psynergy Series Cloak
Wish Psynergy Series Parch
Elements
The four elements: Earth, Fire, Wind, Water. These are the building blocks of the world. They
weave through all the flora, fauna, and folk. Each tribe descended from the Ancients aligns with
one of the elements. These traits come through in skills, temperament, personality, Psynergy, and
all aspects of life. Some elements work better together while others can produce unpredictable
results. When choosing which element to align with, keep this in mind. Below is an elemental
affinity chart relating the four with one another. Note that being opposite is not necessarily a
negative quality.
Base Affinity Opposite Neutral
Earth Fire Wind Water
Fire Earth Water Wind
Wind Water Earth Fire
Water Wind Fire Earth
Djinn
When the Alchemy Seal was broken, creatures aligned with each element known as Djinn were
unbound and set free in the world. The Venus Djinn, earth elementals, spread through the forests
and caves. Anywhere with heat attracted the Mars Djinn. Aloft on the wind, Jupiter Djinn roam
far following the breath of the land. The Mercury Djinn were drawn to the wellsprings of the
world. Along your travels, you may encounter their kind. Eager to once again feel the power of the
ancients, they are attracted to adepts. Upon encountering a Djinn, it will test your skill in battle
before joining your party as companion to whichever party member wants them. It may forgo the
battle if it deems you worthy for actions it witnessed. They have three states: Set, Standby, and
Recovery.
A Djinn that is Set to a character boosts their stats in accordance with the elemental modifier
chart below. The Djinn can be used to bolster an attack in battle or aid party members with
various buffs. Once finished, they enter Standby at which point they can be used in tandem with
other Djinn for Elemental Summons (see Summons). After a summon, all djinn that participated
are in Recovery for 2 turns before returning to the Set state for their character.
A party member can only have up to 7 Djinn set to them at any given time. You can change a
Djinn’s state outside battle from Set to Standby and back. When in Standby, any elemental
modifiers are not counted. Thus, a character that does not want to affect their class, but needs to
carry a Djinn other than their Base or Affinity (see Elements) can do so. However, if that Djinn is
used for a summon in battle, after Recovery it will be Set to the character and any modifiers, good
or bad, are applied.
Luminier +0 +1 --- 1
+1 +2 1 1
+1 +2 2 2
+2 +3 2 3
+3 +4 3 4
Sage +0 +1 1 ---
+0 +2 1 1
+1 +2 2 2
+1 +3 3 2
+2 +4 4 3
Oracle +0 +1 1 ---
+0 +1 1 1
+1 +2 2 2
+1 +3 3 2
+2 +3 4 3
Guru +1 +0 --- 1
+2 +0 1 1
+2 +1 2 2
+3 +2 2 3
+4 +2 3 4
Summons
Here is a list of the Summons for this campaign. It will be expanded in the next campaign.
Venus Summons
Mercury - A 1 Mercury:
Mercury Djinn
appears and 2d4
inundates the
enemy with a
deluge of water
Neptune - A 4 Mercury:
titanic, tusked
whale surfaces and 3d6
blasts enemies with
high pressure
streams of water
Combat
Dice
To quickly go over dice use, players will need the following dice:
1d20 1d12
1d10 1d4
2d6
Two terms to know are rolling with Advantage and Disadvantage. For both of these, the player
will roll twice. Advantage lets you take the higher of the two rolls. Disadvantage forces you to take
the lower of the two rolls.
Phases
On your character sheet, you will fill in your initiative box each time combat begins. The DM will
indicate when to do this. Initiative will determine the order of turns of the players and enemies in
combat. Each turn is broken down into 3 phases. You have a movement phase, an action phase,
and a bonus action. Each one will be covered below.
Movement Phase
Your Distance modifier, calculated in character creation, can range from -3 to +6. This modifier
will be added to whichever movement type you choose to use on your movement phase.
Movement Types:
Action Phase
The Action Phase is the point in battle when you can attack, defend, use djinn, use summons, or
use Psynergy. You can choose to do one of the following actions for your action phase.
Attack
You use your weapon to attack one enemy. Roll 1d20 to see if it hits. The DM will let you
know. If it succeeds, roll 1d12 and add your ATK. If you roll a 9-12, you unleash any special effects
your weapon has and roll an addition 1d4 for damage. If you rolled a 20, it is a critical hit. For
critical hits, double your dice.
Defend
If you use your action to defend, you will prepare for an enemies attack. The next attack
you receive from an enemy has reduced damage. Subtract DEF+END.
Psynergy
During your action phase you can use any Psynergy you have enough PP for. PP stands for
Psynergy Points. When you stay at an Inn or sleep for the night, you will recover full PP and full
HP. You can also use Djinn or Consumable Items to refill your PP. The Psynergy section below
lists what classes can use which Psynergy. This breakdown is also in the Classes section. Influence
is how many enemies you can attack at once. They must be relatively close together. The larger
the influence, the more enemies you can hit and the more spread out they can be. When you use
a Psynergy, you will deduct the PP Cost from your total PP. You will learn new moves in a
Psynergy series as you level up. Git gud.
Djinn
You can also use your action to use your djinn. This included changing them from Standby
to Set, using their ability and switching them to Standby, or just switching them to standby
without using their ability. If a Djinn is in Recovery, it stay that way for 2 turns. At that point it is
automatically Set to the character and will take another turn to switch them to Standby again.
Summon
Calling on a Summon will change all required Djinn to Standby. Any player can use any
Djinn in the party that is on Standby, but only with that Djinn master’s permission. Those Djinn
will be in Recovery for 2 turns, at which point they will automatically be Set to their respective
players.
Item
One item can be used for your action phase. It can be used on any player within reach.
Remember you can use your movement to get to them. If you move a short distance, you can use
an item and then move a short distance again to go somewhere else for your Bonus Action.
Bonus Action
Your bonus action can be take at any point in your turn. If you only move a short distance in your
Movement Phase, you can move another short distance for your bonus action. You can also
switch a Djinn to Standby without using their ability. Therefore on your turn you can technically
change 2 Djinn to Standby and one of them can use their ability during the Action Phase. You are
also allowed to use an item for your bonus action, meaning you can use two items in your turn.
(Possibly one on you and one on another player.) Depending on your class lineage, you may be
allowed to Attack again or Defend as your bonus action. This will be on a class by class basis. You
cannot use Psynergy, Summons, or Djinn.
Psynergy
PP
Venus Set Psynergy Description Roll Influence
Cost
Quake Psynergy series Quake Attack with a powerful quake 1d6 2
Earthquake Attack with a mighty tremor 3d4 4
Quake Sphere Attack with a massive quake 4d6 6
Growth Psynergy series Growth Attack with wild plants 1d6 2
Mad Growth Attack with ferocious plants 3d4 4
Wild Growth Attack with giant plants 4d6 6
Rockfall Psynergy series Rockfall Attack with a blast of rocks 1d6 2
Rockslide Attack with a blast of rocks 3d4 4
Avalanche Attack with a blast of rocks 4d6 6
Thorn Psynergy series Thorn Attack with stabbing thorns 1d6 2
Briar Attack with sharpened briars 3d4 4
Nettle Attack with stinging nettles 4d6 6
Spire Psynergy series Spire Attack with an earthen spire 1d6 2
Clay Spire Attack with an earthen spire 3d4 4
Stone Spire Attack with an earthen spire 4d6 6
Gaia Psynergy series Gaia Attack with the earth's might 1d6 2
Mother Gaia Attack with the earth's might 3d4 4
Grand Gaia Attack with the earth's might 4d6 6
Punji Psynergy series Punji Attack with a bamboo weapon 1d6 2
Punji Trap Attack with a bamboo weapon 3d4 4
Punji Strike Attack with a bamboo weapon 4d6 6
Demon Night Series Demon Night Strike with a myriad of monsters 2d4 3
Thorny Grave Summon a loathsome fiend 4d4 5
Splitter Psynergy Series Helm Splitter Paralyze a foe with a mighty blow 2d4 3
PP
Mars Set Psynergy Description Roll Influence
Cost
Flare Psynergy series Flare Attack with flaring flames 1d6 2
Flare Wall Attack with searing flames 3d4 4
Flare Storm Attack with incinerating flames 4d6 6
Blast Psynergy series Blast Attack with an explosive blast 1d6 2
Mad Blast Attack with an explosive blast 3d4 4
Fiery Blast Attack with an explosive blast 4d6 6
Lava Psynergy series Lava Shower Attack with a volcano's might 1d6 2
Molten Bath Attack with a volcano's might 3d4 4
Magma Storm Attack with a volcano's might 4d6 6
Bomb Psynergy series Fire Bomb Attack with a bomb blast 1d6 2
Cluster Bomb Attack with a bomb blast 3d4 4
Carpet Bomb Attack with a bomb blast 4d6 6
Fire Psynergy series Fire Attack with a scorching fireball 1d6 2
Fireball Attack with a scorching fireball 3d4 4
Inferno Attack with a scorching fireball 4d6 6
Nova Psynergy series Blast Attack with a massive explosion 1d6 2
Nova Attack with a massive explosion 3d4 4
Supernova Attack with a massive explosion 4d6 6
Beam Psynergy series Beam Attack with a searing heat beam 1d6 2
PP
Jupiter Set Psynergy Description Roll Influence
Cost
Gale Psynergy series Gale Attack with the wind's might 1d6 2
Typhoon Attack with the wind's might 3d4 4
Hurricane Attack with the wind's might 4d6 6
Bolt Psynergy series Bolt Attack with a lightning bolt 1d6 2
Flash Bolt Attack with a lightning bolt 3d4 4
Blue Bolt Attack with a lightning bolt 4d6 6
Whirlwind Psynergy series Whirlwind Attack with a swirling tornado 1d6 2
Tornado Attack with a mighty tornado 3d4 4
Tempest Attack with a fearsome windstorm 4d6 6
Slash Psynergy series Slash Attack with a blade of focused air 1d6 2
Wind Slash Attack with a blade of focused air 3d4 4
Sonic Slash Attack with a blade of focused air 4d6 6
Ray Psynergy series Ray Attack with a magnetic storm 1d6 2
Storm Ray Attack with a magnetic storm 3d4 4
Destruct Ray Attack with a magnetic storm 4d6 6
Plasma Psynergy series Plasma Attack with a barrage of bolts 1d6 2
Shine Plasma Attack with a barrage of bolts 3d4 4
Spark Plasma Attack with a barrage of bolts 4d6 6
Thunder Psynergy series Thunderclap Attack with the storm's fury 1d6 2
Thunderbolt Attack with the storm's fury 3d4 4
Thunderstorm Attack with the storm's fury 4d6 6
Astral Psynergy Series Astral Blast Attack with celestial force 2d4 3
PP
Mercury Set Psynergy Description Roll Influence
Cost
Frost Psynergy series Frost Attack with frigid blasts 1d6 2
Tundra Attack with frigid blasts 3d4 4
Glacier Attack with frigid blasts 4d6 6
Douse Psynergy series Douse Attack with a surge of water 1d6 2
Drench Attack with a torrent of water 3d4 4
Deluge Attack with a deadly flood 4d6 6
Froth Psynergy series Froth Attack with frothing bubbles 1d6 2
Froth Sphere Attack with frenzied bubbles 3d4 4
Froth Spiral Attack with a bubble vortex 4d6 6
Ice Psynergy series Ice Attack with spikes of ice 1d6 2
Ice Horn Attack with spikes of ice 3d4 4
Ice Missile Attack with spikes of ice 4d6 6
Cool Psynergy series Cool Attack with freezing cold 1d6 2
Ailments
During the course of your travels and battles, you can be inflicted with a variety of ailments.
Below will detail what each ailment is and how it affects your character. You can use Psynergy or
Consumable items to cure ailments. All Ailments except Poison and Downed wear off after the
conclusion of a battle.
Poison
When an enemy or player is inflicted with poison, they will take 1d4 times the
inflicting/inflicted player’s class tier damage per turn. Poison lasts until it is removed. No turn
limit. This will continue after the battle as well. The player will take additional damage every 5
minutes.
Sleep
Sleep essentially functions as loose a turn. The player or enemy will stay asleep for 2 turns
unless affected by an ally. No damage is taken, but there is no movement or interaction for the 2
turns.
Stun
Stunning an enemy or player also causes them to not move or interact for 2 turns, but they
are actively aware of what is happening. Allies can remove the stun before the 2 turns are up. On
each turn the stunned individual will roll for Willpower to recover from the stun. They must roll
higher than the original roll that caused the Stun to break from it.
Delusion
Delusion allows the player to still move and interact but all rolls for 2 turns are with
disadvantage.
Downed
When a party member hits 0 HP, they are downed and cannot move or interact with any
of their surroundings. They will stay in this downed state for 3 turns before dying. If they take an
additional half of their max HP in damage before this, they will also die. However, enemies will
preferentially attack the living unless there is no other target for attack. When a player is downed,
Psynergy and Items that restore HP will have no effect. Only Psynergy and Items that revive
downed players will have an effect. Most only bring the player back to 1 HP and still require
additional aid. When a battle ends, players will have to carry their downed party member until
they can revive them.
Items
You will have 20 item slots on your person. Certain items, like herbs, can be stacked. The DM will
let you know which items can be stacked. You can fill in the bubbles in the inventory section of
your character sheet to keep track of which armour is equipped to add the right bonuses. Any
weapon in your inventory can be used in battle. Items can be sold in towns and cities. Feel free to
haggle. You can also purchase items in towns and cities. Sometimes shopkeeps will have special
inventories not open to general buyers. Keep this in mind and perhaps inquire about it.
Throughout the world are chests with various loot. Note that this is not skyrim; there is no
hoarding unless there is good reason.
Plot Items
These items will be discovered throughout the course of the game and are necessary to the plot.
These items cannot be sold or dropped. Since they are required, they will not take up one of your
item slots either. They will be expanded upon in game.
Equipment
Equipment in this game will fall under 2 categories: Armour and Weapons. Now pretty much
anything CAN be used as a weapon. Whether it should be is up to you. Armour will be equipped
at the player’s discretion. If a piece of armour or a weapon is cursed, the curse will be immediately
applied upon equipping, unless removed before hand. The DM will not allow you to equip
ridiculous amounts of armour. For example, you cannot wear six helmets. Armour should be
practical. But if you want to try something, go ahead and see what happens.
Consumable Items
Imbued Items
On your travels, you may come across an imbued item. These items are remnants of powerful
ancient civilisations. They each add a new class lineage into the game with powerful, new
psynergies.
Mysterious Card: Changes class to Pierrot Lineage
Pierrot Lineage
Classes HP PP Earth Fire Wind Water
Pierrot +0 +1 0-1 0-1 0-1 0-1
Harlequin +0 +2 2-3 2-3 2-3 2-3
Aerialist +1 +2 4-5 4-5 4-5 4-5
Acrobat +1 +3 6 6 6 6
Funambulist +2 +4 7 7 7 7
PP
Psynergy Description Class Roll Influence
Cost
Baffle Card Envelop foes in an illusion Pierrot ---
Death Card Call the Reaper to claim your foes Acrobat ---
Attack a foe from behind
Backstab Acrobat 1d12
Instant critical hit
Bramble Card Throw a card of the Thorn suit Funambulist 1d20
Occultist Lineage
Classes HP PP Earth Fire Wind Water
Occultist +1 +1 0-1 0-1 0-1 0-1
Dark Mage +2 +2 2-3 2-3 2-3 2-3
Necrolyte +2 +2 4-5 4-5 4-5 4-5
Crypt Lord +3 +3 6 6 6 6
Necromancer +4 +4 7 7 7 7
PP
Psynergy Description Class Roll Influence
Cost
Call Zombie Command a zombie to strike a foe Occultist 1d10
Raging Heat Call forth the fires of the pit Occultist 1d10
Haunt Haunt a foe with an evil spirit Occultist ---
Revive Revive a downed ally Occultist ---
Fire Puppet Paralyze your foes with fear Dark Mage ---
Fiery Abyss Call forth the fires of the pit Dark Mage 1d10
Curse Draw the Spirit of Death to a foe Necrolyte ---
Call Demon Strike with a demon's fury Necrolyte 1d12
Condemn Disable your enemy with evil power Necrolyte ---
Drain Drain a foe’s HP Crypt Lord 1d12
Poison Flow Conjure a blast of poisoned wind Crypt Lord ---
Psy Drain Drain a foe’s PP Necromancer 1d20
Call Dullahan Strike with Dullahan’s might Necromancer 1d20
Dire Inferno Call forth the fires of the pit Necromancer 1d20
Trainer’s Whip: Changes class to Tamer Lineage
This item is unique in that each class tier gets an entirely new set of Psynergy and cannot access
the previous ones until Beast Lord, which can access any of the previous lineage Psynergies.
Tamer Lineage
Classes HP PP Earth Fire Wind Water
Tamer +1 +0 0-1 0-1 0-1 0-1
Trainer +2 +1 2-3 2-3 2-3 2-3
Animal Handler +2 +1 4-5 4-5 4-5 4-5
Beastkeeper +3 +2 6 6 6 6
Beast Lord +4 +2 7 7 7 7
PP
Psynergy Description Class Roll Influence
Cost
Wild Wolf Attack with the ferocity of a wolf Tamer 1d10
Lich Revive an ally with the undead’s aid Animal Handler ---
Living Armour Attack with an axe. A big one. Animal Handler 1d20
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zCodK8PYNDcuRBc
https://the-goldensun-club.deviantart.com/gallery/
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sora_g_silverwind_s_golden_sun_scanlations
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