Level —
Class / Role
Player Name
Period
Primary Attributes — Base + Modifier = Effective
| Attribute | Abbr | Base | Mod | Eff | Notes |
|---|
Derived Attributes
Combat Aspects
| Aspect | Parent | Base | Mod | Eff | Specializations |
|---|
Crafting Aspects
| Aspect | Parent | Base | Mod | Eff | Specializations |
|---|
Other Aspects — custom / class-specific
| Aspect | Parent | Base | Mod | Eff | Specializations |
|---|
Spellcraft Aspects
| Aspect | Parent | Base | Mod | Eff | Specializations |
|---|
* Secondary: player chooses Int, Wis, or Cha per school. Each combination costs XP.
Wizardry Aspects
| Aspect | Parent | Base | Mod | Eff | Specializations |
|---|
Weapons
| Name | Type | Dmg | Bonus | Notes |
|---|
Armor & Shields
| Name | Type | AR | Bonus | Notes |
|---|
Magic Items & Consumables
| Name | Effect / Description |
|---|
Notes
XP Cost Formula
Level
Target × 5
Attribute
Target × 2
Aspect
Target × 1
Die Scale
1–3
d4
4–5
d6
6–7
d8
8–9
d10
10–11
d12
12–19
d20
20+
d100
Roll = Level + Parent Attributes + Aspect + Specialization + Die. Die determined by lowest value in chain.
Progression Hierarchy
LEVEL — sets ceiling for all stats
ATTRIBUTE — cannot exceed Level
ASPECT — cannot exceed parent Attribute
SPECIALIZATION / SPELL / ACTION — cannot exceed parent Aspect