Sorcerer (Class)

Sorcerers have innate magical abilities, granting them access to the most powerful – and dangerous – spells in the known world. While those spells are drawn from a dark source, sorcerers are not inherently evil.

Toughness 5; uses lightweight weapons only; uses featherweight armor only; +4 magic points.

Sorcerers begin with the following class abilities:

  • Spell-casting (dark) – starts with 2 spells, and may cast dark spells for their cost in magic points; all other spells cost double.
  • Bewitchment – creates small, brief illusion such as lights dimming, shadows darkening, or the caster appearing slightly larger and more intimidating, and more.
  • Resist magic – anytime you are the target of a magical or natural spell attack, conduct an intellect save 10 – your level. If you succeed, the attack is blocked.

Sorcerers may gain additional class abilities upon leveling up:

  • Darken spell – when an ally casts a spell, you can double its effects for half the spell’s cost (rounded up).
  • Prodigious casting – your innate magical abilities are uncannily strong; you gain an additional 1 MP each level advancement (including this one).
  • Spell adept – you gain an additional 1 spell each level advancement (including this one).
  • Possessor – you may possess non-hostile creatures (intellect check 5); hostile creatures require an intellect challenge. Note: Your body is immobilized and unaware when possessing a creature.
  • Familiar – after you have befriended or controlled a non-intelligent creature, you bond it to you with arcane magic. It can then aid you in a number of ways. It may attack once per encounter and may use a single spell you’ve already cast in that encounter. Additionally, your familiar gains another attack if you roll a 1 in combat.


Dark Spells (Spells List)

Dark spells are usually best cast by sorcerers, use the intellect bonus, and are learned through the exploration of dark mind-realms and nameless planes of existence.

  • Blood bind – if an opponent damages you, you may bind your blood to theirs; each time you are injured, they take the damage instead. Cost: 2 MP.
  • Curse – you place a curse on a creature or object of medium size and below. Cost: 3 MP.
    • When cast on a creature, curse can have 1 of the following effects:
      • -1 to damage when attacking for 1d5 + (your level) rounds;
      • Petrification – turned to stone and immobilized for 1d5 rounds;
      • -2 to all rolls for 1d5 + (your level) rounds.
    • When cast on an object, curse can have 1 of the following effects:
      • Implode the object will implode upon being touched, dealing 1d5 damage to all creatures within 10 feet;
      • Leech the object will, if in constant contact with a living creature (worn, carried, or equipped) draw their life force by (your level) HP per day, which you then gain. The victim may spell save once per day to detect the curse;
      • Touching the object will cause the victim to be petrified (see petrification).
  • Dark armor – +1 toughness for an entire combat encounter. Cost: 1 MP.
  • Dark flight – you may fly up to 20 x (your level) feet on one movement turn. Cost: 2 MP.
  • Dark mirror – you may create 1d5 + your level illusory copies of yourself. Targets must overcome your spell save to see through the illusion. Cost: 1 MP (if cast on someone else, 2 MP).
  • Dark persuasion – on a successful persuade check, you may influence a target to share their deepest secrets or act on their darkest desires. Cost: 2 MP.
  • Doppleganger  you may appear as someone else whose actions and mannerisms you have observed closely. Aspect check 5 for every round (or once per minute) you maintain the illusion. Cost: 3 MP.
  • Drain life  your target loses 1d5 HP, which you then gain (may exceed max HP). Cost: 3 MP.
  • Imprint spell – you may temporarily learn one of any spell cast during the active combat encounter and cast it at its cost. Cost: 0 MP.
  • Lightning strike deals 1 damage; attack roll vs toughness. If a 10 is rolled, deals 2 damage. Cost: 0 MP.
  • Madden your target loses half of its intellect and aspect score permanently. Intellect challenge vs target. Cost: 2 MP. Note: If this spell is learned, the caster loses 1 aspect permanently.
  • Phantom dagger you declare your target by pointing a dagger at it, immediately dealing 1 damage. On every following turn, conduct an intellect challenge against the target. If the target fails, it suffers 1 damage; if it succeeds, the spell is cancelled. Requirements: a physical dagger. Cost: 3 MP.
  • Raise the dead – you may reanimate a recently fallen corpse (not to exceed T4; HP4). You must conduct a T5 intellect check once every in-game day to retain control of it. Cost: 2 MP.
  • Spectral hand – may manipulate objects, open/unlock doors, and cause sounds at a range of 10 x (your level) feet. Cost: 1 MP.
  • Summon demon summon demon of 1 + (your toughness) with 1d10 HP. Cost: 3 MP.


Tiny d10: Core Rules (v5)

Please find the printable rules here.

Tiny d10 is a quick to learn, easy to play tabletop RPG. It requires just one 10-sided die (1d10), a pencil, and a character sheet to get started. The below steps will guide you through character creation and rules of play.

Creating a Character

Through your character you interact with RPG worlds of limitless fantasy. During character creation, consider things like your character’s appearance, background, and unique life experiences.

Step 1: Choose your race.

Race determines a character’s general appearance, as well as special racial abilities.

Dragonlings are ancient, draconic humanoids. They are fiercely loyal and believe the world to be black-and-white, making them great allies and fearsome enemies. They are tall, broad-shouldered, and clad in thick scales that come in a variety of colors. Dragonlings can live for more than 350 years.

Dragonlings gain the following racial bonuses:

+1 to intimidate; -1 to magical attacks against the dragonling; +1 to power at levels 1, 3, and 5; one breath weapon:

  • Fire – target suffers +1 damage per round; toughness 5 intellect check to extinguish.
  • Ice – target suffers -1 attack per round; toughness 5 power/aspect check to thaw.
  • Lightning – up to 5 targets suffer 1 damage.
  • Poison – target suffers -1 attack damage per round; toughness 5 aspect check to cure.

Dwarfs are mountain-and-cave dwelling humanoids. They are willful and determined, well-suited to the life of adventure. They are short, wide-framed, and nearly always bearded. Dwarfs can live for more than 250 years.

Dwarfs gain the following racial bonuses:

Earns double experience points against large monsters; +1 to craft; -1 to natural magical attacks against the dwarf; +1 hit point per level.

Elves are ancient humanoids. They are wise and thoughtful, and adhere to a variety of philosophies and schools of thought. They are tall, athletic, and  often wear their fair hair in a long style. Elves can live for more than 500 years.

Elves gain the following racial bonuses:

+1 to perception checks; +1 damage to evil creatures; immune to poisons; +1 intellect at levels 1, 3, and 5.

Gnomes are forest-dwelling humanoids. They are very friendly and sociable, and enjoy the company of others, often entertaining with Gnomish song and dance. They are exceedingly short, with a compact frame, and males wear a long grey beard – regardless of their age. Gnomes are thought to be undying.

Gnomes gain the following racial bonuses:

See up to 50’ in the dark; +1 to hide; -1 to melee attacks against the gnome; +1 reflex at levels 1, 3, and 5.

Halfings are mysterious humanoids. They are intensely private and reclusive, though among their own kind, are warm and personable. They are short, slender-framed, and have youthful faces – regardless of their age. Halflings can live for more than 130 years.

Halflings gain the following racial bonuses:

See up to 100’ in low-light; +1 to sneak; -1 to ranged attacks against the halfling; +1 power point per level.

Humans are typically the most prevalent race. They are hardy and dutiful, true to their cultures and their peoples. They are average to tall height, athletic to muscular build, and their appearance varies culturally. Humans can live for more than 90 years.

Humans gain the following racial advantages:

+1 damage to natural creatures; +1 to persuade; +1 to any skill; +1 aspect a levels 1, 3, and 5.

Step 2: Choose your class.

Class determines a character’s general skills and proficiencies, as well as special class abilities.

Bards are masters of music and lore, charismatic and quick-footed.

Toughness 6; uses lightweight weapons only; uses no armor; +3 power points.

Bards begin with the following class abilities:

    • Cutting limerick – one target suffers -2 toughness for your level amount of rounds. Cost: 1 power point.
    • Healing song – fully heal one creature (toughness 6 intellect check). Cost: 3 power points.
    • Power song – has one of the following effects (lasts your level amount of rounds):
      • Hypnotism. Cost: 4 power points.
      • Inspiration (+1 to ally rolls). Cost: 2 power points.
      • Slumber (toughness 8 aspect check to wake from). Cost: 3 power points.

Barbarians are wild and war-loving, bold and mighty.

Toughness 8; uses heavyweight weapons & below; uses no armor; +3 hit points.

Barbarians begin with the following class abilities:

  • Bloody rage – at or below half your total hit points, you gain +1 toughness, +1 damage, and +1 power.
  • Deathless – if an attack reduces your hit points to 0, force the attacker to conduct a power challenge against you. If you win, cancel all damage. If they win, cancel all damage at the cost of 3 power points.
  • Unwavering will – roll again. Cost: 3 power points.

Druids are defenders of the wild, wielders of powerful natural magic.

Toughness 5; uses mediumweight weapons & below, no axes; uses mediumweight armor & below, no metal armors; +1  power point, +2 magic points.

Druids begin with the following class abilities:

  • Animal form – choose an animal and  take its form. Requires 1 combat round for transformation. Cost: 1 power point.
  • Spell-casting (natural) – starts with 3 spells and may cast natural spells for their cost in  magic points; magical spells cost an additional +1  magic point.
  • Wild Growth – your animal form grows to a significant size; grants +2 hit points and +1 attack bonus. Requires 1 combat round and lasts for your level + 1d5 rounds. Cost: 1 power point.

Rogues are outlaws and rebels, quick-thinking and fast-acting.

Toughness 6; uses mediumweight weapons & below; uses lightweight armor only; +1 hit points, +2  power points.

Rogues begin with the following class abilities:

  • Deflect projectiles – all projectile attacks against you are challenge rolls. If you succeed the challenge, the projectile is deflected.
  • Evade – dodge an attack. Cost: 2 power points.
  • Sneak attack – add your level as a bonus to attempts to sneak. If used as an attack, deals +1 damage.

Warriors are masters of combat and arms, mighty and commanding.

Toughness 7; uses heavyweight weapons & below; uses heavyweight armor & below; +2 hit points, +1 power point.

Warriors begin with the following class abilities:

  • Power strike – use  power points  to increase damage by 1 per point spent.
  • Defensive rush – at any time, rush to the aid of an ally within 30 feet. If you succeed a challenge roll against their attacker, the damage is canceled; if failed, you take the damage. Cost: 2 power points.
  • Weapon proficiency – gain either +1 damage or +1 attack when using a weapon style of your choice.

Wizards are students of the magical arts, wise and cunning spell-casters.

Toughness 5; uses lightweight weapons only; uses featherweight armor only; +3 magic points.

Wizards begin with the following class abilities:

  • Spell-casting (magical) – starts with 4 spells, and may cast magical spells for their cost in  magic points; natural spells cost an additional 1 magic point.
  • Prestidigitation – creates a minor magical effect like colored smoke, blinking lights, disembodied noises, and more.
  • Stunning spell – any attack spell will also have the stun effect (target loses 1 turn). Cost: 1 power point.

Step 3: Assign your character’s attribute scores.

Attributes determine a character’s physical strength, charisma and wisdom, awareness and intelligence, and agility. Attribute scores are added as bonuses to rolls.

Characters begin with the following scores: 2, 1, 1, and 0. Assign each score to the attribute of your choosing.

Aspect is a measure of consciousness and natural charisma. Added as a bonus during things like persuading or convincing someone, detecting dishonesty, or intimidating someone. Additionally, the aspect score is added as a bonus when casting natural spells.

Intellect is a measure of mental acuity and sharpness. Added as a bonus during things like disarming a trap, determining if you have learned or know something, or trying to decode an ancient language. Additionally, the intellect score is added as a bonus when casting magical spells.

Power is a measure of physical strength. Added as a bonus during things like breaking down a dungeon door, swimming against a river, or climbing a cliff face. Additionally, the power score is added as a bonus when making melee attacks.

Reflex is a measure of speed, dexterity, and reaction. Added as a bonus during things like dodging a rolling boulder, jumping across a chasm, or navigate rough terrain. Additionally, the reflex score is added as a bonus when making ranged attacks, or melee attacks with lightweight weapons.

Step 4: Assign hit points and power points.

When first creating a character, divide 10 points between hit points and power points.

Hit points (HP) represent the amount of damage a character can take before dying. When hit points are reduced to 0, a character is unconscious and dying.

Power points (PP) are added to challenge and check rolls to improve the likelihood of success; may only one per roll (unless otherwise noted). Replenished at the same rate as hit points.

Step 5: Generate magic points.

When first creating a character, roll 1d10 to determine your starting magic points.

On a roll of:

  • 1-5 | 4 magic points
  • 6-9 5 magic points
  • 10  6 magic points

Magic points (MP) represent the total amount of magical power available to magic-users; it is spent when casting spells.

Playing the Game

With your completed character in hand, it’s time to play the game. Much of this will be in the form of roleplaying, and will rely on a player’s acting, wit, and quick thinking. Such interactions will often not require die rolls.

However, there will be times when rolls are unavoidable. Any attempt to do something that requires skill to succeed, or that could result in failure – like breaking down a dungeon door or navigating a twisting forest labyrinth – requires a check.


When attempting to do something that could result in failure (fording a raging river, staying astride a frightened horse, or hearing the soft footsteps of approaching enemies), a check should be made. To make a check, roll 1d10 and add the relevant bonuses.

There are two types of checks:

Standard checks consist of attempts to perform an action like climb a tower, dodge a falling rock, or hide in a nearby bush.

The following is an example of a standard check:

Your character Alanthea, the level 1 rogue, approaches the towering cliffside. The goblin’s trail has led her this far, and she is determined to end the hunt.

The rock face before her, while some 75 feet tall, has generous handholds and a rough surface that’s easy to grasp, making the climb a simple toughness of 4 (toughness 4 power/reflex check).

Using 1d10, you roll a 4, and add Alanthea’s reflex bonus (since her reflex attribute is highest of the two) of 2 for a total of 6. Alanthea easily scales the wall, and at its peak finds the fresh trail of her quarry.

Perception checks consist of attempts to see or hear something, like seeing hidden or obscured objects, or hearing hushed voices or furtive movements. Perception checks are performed by rolling 1d10 and adding the intellect attribute bonus. Skill bonuses from spot or listen may also be added.

The following is an example of a standard perception check:

After several leagues through the thick forest, Alanthea loses the goblin’s trail. She stops to more closely examine the forest floor. To do so, you make a perception check.

Using 1d10, you roll a 7, and add Alanthea’s intellect bonus of 1 for a total of 8. Alanthea quickly spots the goblin’s hasty attempt to cover its tracks – a simple feat with a toughness of 6 (toughness 6 perception check). She is again on the hunt.

A check’s toughness represents all the factors that make it difficult. In combat, these are things like an opponent’s skill, dexterity, and defenses; in action, these are things like terrain, environmental conditions, and other variables.

To determine a check’s toughness, consider the following:

T4-T6 | simple toughness – easy checks; climbing a wall with large handholds, or attacking weak opponents like goblins.

T7-T8 | moderate toughness – harder checks; swimming against a strong current, or attacking well-trained opponents like castle guards.

T9-T10 | difficult toughness – challenging checks; sneaking into a well-guarded court, or attacking large opponents like giants.

T11-T12 | extreme toughness – tougher checks; controlling a ship during a gale, or attacking powerful opponents like dragons.

T13-14 | impossible toughness – unimaginably hard checks; mounting and flying a wild dragon, or fighting a demi-god.


When there is risk of immediate death, dismemberment, or similarly dire consequences, a save should be made. A standard save is performed by rolling 1d10 and adding relevant attribute bonuses and/or skill bonuses to the result. Succeeding a save immediately cancels any deadly effects, but may still cause serious injury. A standard save has a toughness of 5, but certain conditions (like spells, effects, or environmental factors) can change that.


When two players attempt the same thing at the same time, a challenge should be performed. A challenge is performed by each character rolling 1d10 and adding relevant attribute bonuses and/or skill bonuses to the result. The results are then compared, and the highest of the two succeeds the challenge.


Combat begins according to reflex scores: highest first, lowest last. Ties should be settled with 1d10.

The following is an example of a standard combat turn:

Alanthea draws her dagger and stands, at last, face to face with her opponent: a snarling goblin with a scar drawn from his forehead to his chin.

She makes an attack roll using 1d10 and, since she’s using a dagger, adds her reflex score. She rolls a 6, and adds her bonus of 2, for a total of 8. The goblin has a toughness of 5 (T5) and 1 hit points, and Alanthea viciously slashes his throat, dealing 1 damage. He dies instantly.

Movement in Combat

All classes are moderate in speed and may move only up to their maximum speed range per turn. Environmental factors (like storms or difficult terrain) may affect that maximum speed.

Slow: 10-20 ft | Moderate: 20-30 ft | Fast: 30+ ft

Simplified Combat Rules

  • One round represents roughly 5 seconds.
  • Only 1 attack per turn.
  • Only one move sequence per turn.
  • Less significant actions, like talking, may be done freely.
  • Damage is typically 1, though may be more.
  • Ranged and small weapon attacks use reflex; magical spells use intellect; natural spells use aspect; melee attacks use power.

Combat Advantage

Under certain circumstances, a character may receive a +1 attack bonus if they are in an advantageous position. However, if the attack does not succeed, a negative condition may be imposed.


Standard healing restores 1 hit points per successful T6 intellect check (unless the character possesses the heal skill, which succeeds automatically). During combat, an attack action must be forfeit to heal. Out of combat, characters may make 4 heal checks per in-game hour. If characters do not or cannot heal, they automatically heal at a rate of 1 hit points per 4 in-game hours.


At 0 hit points, characters are considered immobilized and dying. After 4 turns at 0 hit points, they will expire.

Leveling Up

Characters begin as level 1 folks, and advance by earning experience points (XP). XP is earned by slaying/defeating opponents (usually giving between 1-5 XP), but also by succeeding checks in spectacular and heroic ways (usually giving 1 XP). XP is lost upon advancement and must be gained anew.

As characters gain levels, their powers and strengths improve. The levels are:

Level 2: Explorer (25 XP)

  • +1 skill, +1 class ability, +2 spells (if applicable), +1 bonus to an attribute, +1 weapon proficiency.
  • +2  power points  or +3  magic points.

Level 3: Adventurer (75 XP)

  • +1 class ability, +2 spells (if applicable), +1 bonus to an attribute.
  • +2 hit points or +1 toughness – and – +2  power points  or +3  magic points.

Level 4: Hero (150 XP)

  • +1 skill, +1 spell (if applicable), +1 class ability, +1 to anything.
  • Hero’s Resolve (ability): roll again if the result is 1.

Level 5: Legend (250 XP)

  • +1 skill, +2 bonus to attributes.
  • Hero’s Presence (ability): force opponents to make an aspect challenge when attempting to attack you; if they fail, they lose their turn for one round.


Skills are specific competencies and can only be used in specific scenarios. For example: the spot skill can be used in a perception check to see something; the persuade skill can be used in an aspect check to convince someone.

When used, skills add a +1 bonus to checks. Skills can be used in combat, but not for combat. The following is a list of skills:

Added as a bonus to aspect checks:

  • Detect (must be specific: detect magic, detect motive, etc)
  • Heal
  • Intimidate
  • Persuade

Added as a bonus to intellect checks:

  • Craft
  • Know (must be specific: know history, know theology, etc)
  • Spot
  • Listen

Added as a bonus to reflex checks:

  • Acrobatics
  • Conceal (can be broad: conceal item, conceal motive, etc)
  • Hide
  • Sneak


Adventurers are likely to encounter great dangers in their travels, necessitating a dependable weapon. Some common weapons include:

Melee Weapons

  • Axe – mediumweight (MW); +1 attack.
  • Dagger – lightweight (LW).
  • Flail – MW; +1 damage.
  • Gauntlet – MW; +1 attack.
  • Greatsword – heavyweight (HW); -1 attack, +2 damage.
  • Hammer – MW; +1 attack, +1 damage.
  • Polearm – HW; +1 attack, +1 damage.
  • Rapier – LW; +2 attack (only when versus a LW or MW sword).
  • Shield, lg – HW; -2 attack, +2 toughness.
  • Shield, md – MW; -1 attack, +1 toughness.
  • Short sword – LW.
  • Spear – HW; opponents suffer -1 to melee attacks against you.
  • Staff – LW.
  • War axe – HW; +1 attack, +1 damage.

Ranged Weapons

  • Axe, hand – LW; +1 attack; range: 40 feet.
  • Arrow (flaming) – +1 damage, -1 attack per round (T5 intellect check to extinguish).
  • Arrow (poison) – +1 damage per round.
  • Blowgun – LW; range: 40 feet.
  • Bow – MW; range: 100 feet.
  • Caltrops – +1 damage, half speed for 1d5 rounds.
  • Crossbow – LW; +1 attack; range: 75 feet.
  • Javelin – HW; +2 damage; range: 30 feet.
  • Longbow – HW; +1 damage; range: 150 feet.
  • Shortbow – LW; range: 50 feet.
  • Throwing dagger – LW; range: 30 feet.
  • Whip – LW; on a roll of 20, the target is bound and loses 1 turn; range: 10 feet.
  • Sling – LW; range: 50 feet.


There are two types of effects armor can have: additional hit points, and/or increased toughness. A small sample of available armor types is listed below:

  • Chainmail – MW; +1hit points, +1T.
  • Leather, heavy – MW; +2hit points.
  • Leather, light – LW; +1hit points.
  • Platemail – HW; +1hit points, +2T.
  • Scalemail – HW; +2hit points, +1T.


Magic is conjured using magic points. Typically, only characters that possess the spell-casting ability can use magic. Magic points are regenerated just like hit points.

Unless otherwise specified, spells are a guaranteed success, though some spells may require an attack or check roll, usually versus toughness.

Casting Toughness

Some spells, or certain conditions, may impose a casting toughness, which works as a standard toughness check.

Spell Saves

Some spells allow the target to make a save before having an effect. Each spell-caster has a spell save, which is equal to their character level and casting attribute bonus (aspect or intellect) + 3.

Spells List

The below lists comprise a basic collection of  magical and natural spells. You are encouraged to develop your own.

Magical Spells

Magical spells are best cast by wizards, use the intellect bonus, and are learned through the long study of ancient tomes and grimoires.

  • Animate statue – 1 statue follows basic commands; T4, 5 HP. Cost: 3  magic points.
  • Animate trap – 1 inanimate object (book, drawer, furniture, etc) becomes a trap; springs on a condition you set and: deals 1d5 damage or traps victim in place for 1d5 rounds. Spell save to detect. Cost: 2  magic points.
  • Ball of light – a powerfully luminous orb. Cost: 0  magic points.
  • Bind – 1 inanimate object (door, shoe, weapon, etc) becomes immovable; lasts for your level amount of minutes, or T10 power check to break. Cost: 2  magic points.
  • Charm person – 1 person regards you warmly as an old friend. Cost: 1  magic points.
  • Create magic item – creates 1 magic item (weapon, jewelry, clothing, etc) and imbues it with the power any spell you know; T8 intellect check to succeed, takes several hours to create. Cost: 3  magic points.
  • Deep sleep – 1d10 + your level creatures fall into a deep sleep for your level amount of rounds. T8 aspect check to wake after 1 round. Cost: 3  magic points.
  • Detect thoughts – hear the active thoughts of 1 target. Cost: 1  magic points.
  • Dispel magic – eliminates a magical effect. Cost: 2  magic points.
  • Dumbstruck – 1 target suffers a 1d5 penalty to intellect for 1d5 rounds; target may save versus caster’s spell save. Cost: 2  magic points.
  • Featherfall –  an object up to your level x 50 pounds will fall slowly as a father. Cost: 1  magic points.
  • Fireball – deals 1d5 damage on successful attack. Cost: 2  magic points.
  • Heal – restores 1d5 hit points. Cost: 2  magic points.
  • Invisibility – 1 target is invisible for 1d10 rounds. Cost: 1  magic points.
  • Mage armor – add your level as a bonus to your toughness for 1d5 rounds. Cost: 3  magic points.
  • Magic missile – deals 1 damage on successful attack. Cost: 0  magic points.
  • Minor creation – creates a small, handheld-sized object. Cost: 1  magic points.
  • Summon monster – summons 1 monster of your toughness – 1, and half your hit points (rounded up). Cost: 4  magic points.
  • Permanence – any spell effect becomes permanent. Cost: 5  magic points.

Natural Spells

Natural spells are best cast by druids, use the aspect bonus, and are gained through a life of hermitage and oneness with nature.

  • Animal messenger – a small animal will carry a short message for up to 100 miles. Cost: 0  magic points.
  • Animate plant – 1 plant comes alive and follows basic commands; T4, 5 HP. Cost: 2  magic points.
  • Call lightning – summons 1d5 bolts of lightning (each bolt deals 1 damage). Cost: 2  magic points.
  • Charm animal – 1 animal regards you with trust; succeed an aspect challenge to command it. Cost: 1  magic points.
  • Cure light wounds – restores your level hit points; T6 aspect check to succeed (unless you possess the heal skill). Cost: 0 magic points.
  • Cutting wind – deals 1d5 damage to up to 1d10 opponents; allies in the wind must save 5 or suffer damage. Cost: 3  magic points.
  • Flame ring – surrounds up to 1d10 enemies in a ring of fire that lasts 1d5 rounds; deals 1 damage per round. Cost: 3  magic points.
  • Hallowed ring – designates a natural area as holy (radius of your level x 10 feet); evil entities may not step foot on it. All evil entities must flee the area, suffering 2 damage per round until out. Cost: 3  magic points.
  • Manipulate object – break, bend, twist, or move any medium-sized object comprised of raw organic material (rock, wood, grass, etc). Cost: 1  magic points.
  • Natural shape – look like a natural inanimate object (rock, tree, bush, etc) of roughly your size; lasts your level amount of minutes. T5 + your level perception check to see through the illusion. Cost: 2  magic points.
  • Poison – your touch is poisonous to living creatures; deals 1d5 damage. Cost: 2  magic points.
  • Read magic – read any magical spell or scroll book, regardless of language. Cost: 1  magic points.
  • Regrowth – regrows severed limbs, parts, appendages. T6 aspect check to succeed. Cost: 2  magic points.
  • Spider’s web – climb walls and ceilings for 1d10 x your level minutes. Cost: 2  magic points.
  • Summon beast – summons 1 beast of your toughness, and half your hit points (rounded down). Cost: 3  magic points.
  • Oakenhide – target gains 1d5 temporary hit points for an entire combat encounter. Cost: 2  magic points.
  • Unnatural transformation – the target becomes a small-to-medium animal (frog, mouse, goat, etc) for 1d10 hours. Roll 1d10: on a roll of 1, the effect is permanent. Cost: 2  magic points.
  • Weapon growth – any weapon made of primarily organic material (wooden clubs, arrows, talons/claws, stone hammers, etc) grows to twice its size, gains a +1 attack bonus, and double damage; lasts 1d5 rounds. Cost: 2  magic points.

This completes the Tiny d10: Core Rules. Please enjoy this eternally free RPG. Have fun, and remember: your imagination will bring this game to life – if there aren’t rules for it, make some!

Relic of Felinity (Item)

Relic of Felinity – strung on a heavy brass chain, the Relic of Felinity is a small, weathered brass pendant in the shape of a cat’s head. Set in its eyes are two foggy emeralds, dulled in color and riddled with inclusions. When worn, it grants breathtaking agility in times of desperate need, and will always prevent the wearer from failing any reflex checks or saves.

A T10 intellect check will reveal that the Relic of Felinity is an ancient and divine artifact closely associated with a god of the realm.

The Relic of Felinity is a useful item for characters chronically short on swiftness. As a divine artifact, it will likely be found in abandoned temples and shrines, though possibly also in the loot of raiding parties.

Giant (Race)

Giants are massive humanoids, standing nine feet tall on average. They are calm and gentle, but can be fierce when provoked. Known for their tact with animals, giants are renowned herders, and are rumored to speak the language of beasts.

Giants gain the following racial bonuses:

+1 to intimidate; +2 hit points at levels 2 & 4; beast-speak (simple communication with non-evil beasts).