The Secret World Star Anvil Studios Core Rulebook v4, OEF, 2024
The Secret World Star Anvil Studios Core Rulebook v4, OEF, 2024
The Secret World Star Anvil Studios Core Rulebook v4, OEF, 2024
CREDITS
LEAD DEVELOPER COVER A RT
Ross Watson Ani Ghosh
WRITERS INTERIOR A RT
Sean Tait Bircher, Coyote Crow, Joshua Doetsch, Art Provided by Funcom, Alberto Bontempi, Ani Ghosh,
Darrell Hardy, Gwen Marshall, Charlie Spicer, Ron Root
Melissa Verhalen
GRAPHIC DESIGN AND L AYOUT
E DITOR Ben Acevedo, Emma Beltran, Alida Saxon,
Jess Medberry John Stevens
PUBLISHER
Brandon Verhalen, Star Anvil Studios
SPECIAL T HANKS
We owe a great deal of gratitude to Funcom, and even more to all of our Backers!
www.StarAnvilStudios.com
https://www.facebook.com/StarAnvilStudios/
https://discord.gg/UzY9Z3d8Kf
©2024 All rights reserved. “The Secret World”, “Secret World Legends” and “Funcom” are trademarks or registered trademarks of Funcom Oslo, AS
in the U.S, Norway, and/or other countries. All logos, characters, names, and distinctive likenesses thereof are intellectual property of Funcom Oslo AS
unless otherwise noted. All other trademarks are the property of their respected owners. (Star Anvil Studios LLC is a licensed user).
TABLE OF CONTENTS
CHAPTER 1: Solomon Island 99 Charlatan Psychic 190
THE SECRET WORLD 4 Egypt 103 Former Cultist 192
Transylvania 106 Innsmouth Alumnus 194
Introduction 4
Kaidan 109 Pachinko Master 196
Welcome to the Secret World 8
Drăculeşti Descendant 197
Welcome to the Hive 8
CHAPTER 2: Appearance 198
What Do Bees Do? 8
CHARACTER CREATION 111 Backstory 199
When Gaia Calls 9
Origin 112 Feats 199
Taste for Adventure 10
All the World Is a Single Hive 112 Aware 199
The Tipping Point 10
Factions 113 Bound Weapons 199
Those Who Came Before 12
The Dragon 113 Clue Hound 199
The New Wave 13
The Templars 115 Connections 199
Life in the Secret World 14
The Illuminati 117 Divination 199
The Mundane World 14
Classes 119 Drive Back 200
Beyond the Mundane 15
Assassin 119 Excellent Senses 200
The Hidden Truths 15
Demolisher 124 Gaslighter 200
Living in the Secret World 16
Gunslinger 128 Good Luck 200
The Big Picture and the Big Choice 17
Magus 132 Grappler 200
Secret Societies 18
Mercenary 138 Gritty 201
Illuminati 19
Punisher 142 Great Luck 201
The Templars 23
Ravager 147 Know the Signs 201
The Dragon 27
Trickster 151 Medic 201
Lore of the Secret World 31
Warlock 157 Parkour 201
Gaia 31
Secret Archetypes 164 Perform 201
The Buzzing 33
Secret of the Aegis 165 Polyglot 201
Anima 35
Secret of Corruption 165 Resistant 201
The Dreaming Ones 36
Secret of the Doppelganger 167 Robust 201
The Filth 38
Secret of Dragonfire 168 Skillful 201
Gaia Engines 40
Secret of Elementalism 169 Soothing Presence 201
The Host 42
Secret of Feral Vigor 171 Spiritual Sight 202
The Ages 43
Secret of the Forge 172 Steadfast 202
Agartha 45
Secret of Gun Fu 173 Strong Back 202
The Hell Dimensions 47
Secret of Heavy Munitions 174 Two-Weapon Wielder 202
The Secret World Gazetteer 49
Secret of Martyrdom 175 Urban Explorer 202
Solomon Island 49
Secret of the Paradox 176 Weapon and Armor Adept 202
Egypt 54
Tokyo 58 Secret of the Sharpshooter 177
Secret of the Spirit Blade 179
CHAPTER 3: GEAR 203
Seoul 61
London 62 Secret of the Storm 181 Starting Equipment 203
New York 63 Secret of the Thumper 181 Armor 203
Transylvania 65 Secret of the Waterfall 182 The Armor Table 203
Boston 71 Secret of Wild Nature 184 Light Armor 203
Paris 73 The Power Card Deck 185 Medium Armor 203
Mumbai 77 Faction Interests 185 Heavy Armor 204
Persons of Interest 79 The Illuminati Agenda 185 Getting into and out of Armor 204
Factions 80 The Templar Agenda 185 Shields 204
The Tokyo Incident Team 84 The Dragon Agenda 186 Weapons 205
The Council of Venice 86 Background & Personality 186 Weapon Proficiency 205
The Phoenicians 89 Backgrounds 186 Weapon Properties 205
The Morninglight 91 Conspiracy Theorist 186 Gear 210
Orochi Group 94 Escaped Convict 188 Tools 213
The Marya 96 Tireless Investigator 189 Talismans 215
The Innsmouth Academy 97
CORE RULEBOOK
INTRODUCTION
Introduction
CHAPTER 1:
THE SECRET WORLD
This is bad. This is so bad. No? No recruiters?
I mean, yeah, okay, I told you to come see me if Okay. That’s good. But they’re coming. Because
you ran into anything … you know, out of the ordinary. you got power now, and they’re drawn to the stuff like
Something suitable for me to publish in the next issue moths to flame, and you’re a freaking bonfire.
of Weird Non-Fiction. But this? I was expecting some I used to think it was just the Illuminati running things.
UFO stuff, maybe some men in black or sewer gators And why not? They’re the classic conspiracy bogeyman.
or something, not … not whatever this is. But the deeper I dug, the more I found.
Do the thing with your hands again. With the sparks. Oh, it’s all one big conspiracy. We’ve always
Geez, that’s freaky! And you say you just woke up known that. But inside that conspiracy is a bunch
like this? All charged up and hearing voices? of other conspiracies. And the people running those
Heh. Guess you believe me now, don’t you? conspiracies are split into factions, and they’re fighting
Nah, don’t give me that. I heard you laughing with over who gets to control the world. How messed up
Amy when you were going through my back issues. is that, right? But if you think about it, it makes sense.
I’m risking my life here, telling the truth about the Because people say, “If a vast conspiracy is running
conspiracies all around us, and you’re laughing! I’ve everything, then how come you know about it? Wouldn’t
been warning people for years: puppet governments, it be completely hidden?” And maybe it would be, but
their shadow masters, Big Brother corporations, cults, the folks calling the shots are fighting each other, you
squid worshippers, and freaky freaks with freaky powers. see? So long as they’ve got to split their attention
It’s all true. between us and the other conspiracy outfits, there’s
Don’t forget the things that go bump in the night. I’ve always going to be cracks for us to look through and
got boxes of documentation on werewolves, vampires, see the truth.
demons, angels, you name it. You want zombies? I got So yeah, it’s not just the Illuminati. But if you’re here
three minutes of video of six different types of walking in New York, chances are, it’s the Illuminati who are
dead from an infestation in New England. Ghosts? going to be banging on your door in the next hour.
Fairies? Cryptids? I met a man who knew a guy who The Illuminati own New York. And Boston, and Seattle,
actually shook hands with the Jersey Devil. He’s still and LA. The whole country’s in their pocket, and always
got one hand left. has been. Hollywood, Wall Street, the White House—
Not so funny now, is it? Now that you’re living it? these are just toys for them to play with, tools to help
All right, calm down. I don’t want you blowing the them get what they really want.
place up. You came to me for help, and I’ll help you. I’ll What do you think they want? Power.
probably have to abandon this place afterwards, once And where does power come from? It comes from
they know what I’ve done, but I’ve spent too long here people. No, really. Think about it. The politicians who
anyway. The sound of laundry machines helps mask make the laws and decide what programs get funded?
conversations, but the constant whirring and clunking They’re just people. Corrupt, greedy people desperate
… It makes me a little crazy, you know? to stay in office long enough to retire as billionaires.
Come in the back, where I’ve got my files and all And the corporations who fund those pigs and shape
the back issues. everyone’s lives with their products and marketing?
I’ve heard about people like you. Wrote up an article They’re run by people too.
on them a few years back. They just woke up weird and—
Oh. Wait a second. Have they talked to you?
Conspiracies are global. Home turf,
You know, they. Them. The ones pulling the strings, yes, but can be anywhere!
turning the gears, keeping us blind and laughing all
the way to the bank.
—Z
4
THE SECRET WORLD
The Secret World 1
All those people, all those so-called power brokers, of righteous war against the things that go bump in the
they’re just pawns, man. Just more tools for the night. Yeah, like vampires, but other things too. Ancient
Illuminati. things. Things we ain’t even got names for. Sounds
Just like you. good, right? And maybe it is, but they’re still sneaking
1
They’re going to want you to join them. To be a tool, around behind the scenes, manipulating things in their
to use your power to help them wield their power. favor. They’re kind of like the European version of the
I can see the appeal. They let you slip behind the Illuminati, but instead of seeking power for its own
curtain, maybe pull some puppet strings yourself. sake, they’re using it to fuel their crusade.
Network with the movers and shakers. Maybe meet The Templars love folks like you. You’ll be a one-
some celebrities and blackmail them. I hear the person army once you get that power under control, and 2
Illuminati likes ambitious types, the more ruthless they would kill to have that army on their side. If they
the better. If you’re willing to use your gifts in their track you down before the Illuminati, I’m sure you’ll hear
service, I’m sure they’ll take real good care of you. All all about how you can join up and fight the good fight.
it’ll cost is your soul. At least they talk to you. Give you a choice. If the
Of course, if you don’t want to be a tool of the Illuminati, Dragon come for you … Well, if the Dragon come for
you could always be a weapon of the Templars. you, they’ll just take you.
No, not the Knights Templar. That’s a different thing. Oh, you hadn’t heard of ’em either? No surprise.
3
Well, it’s related, but not really … Just forget about those I’ve been trying to wrap my head around these Dragon
guys, okay? The real Templars were around before people ever since the Templar sewer guy brought ’em up.
knights, before the Crusades, before the Church or I mean, yeah, they’re kind of like the other two groups.
any of that stuff. At least, that’s what the guy told me. They’re huge. They’re powerful. They got eyes and ears
Oh yeah. Turns out the Templars aren’t the most and guns all over the world. But beyond that, they’ve
secretive of the secret societies. I ran into one of them definitely got their own thing going on. 4
in the sewers in Jersey. He was hunting vampires. I These guys wield power almost as an afterthought.
kind of saved his life, so he agreed to an interview for It’s a side effect of their true agenda, which is controlling
the magazine. Here’s the issue he was in. I’m going to chaos. I’m not talking riots-and-anarchy chaos, but like
need that back when you’re done with it, though. All chaos theory chaos. Butterfly wings and stuff. A nudge
my other copies seem to have disappeared. here, a whisper there—and a few weeks later, revolution
You can read it yourself, but the short version is that wipes out a country’s government.
the Templars see themselves as soldiers in some sort Yeah, I don’t get it either.
5
5
CORE RULEBOOK
Introduction
How do you control chaos? Isn’t that like a paradox or go. And how about QBL Media? They got movies, books,
something? I don’t know. If you wake up in the Dragon’s music, streaming shows … filthy little fingers in every
HQ, you can ask ’em yourself. Me, I get a headache if I pie, controlling what we see, what we hear, what we
think about that stuff too much. I think it’s from the high- think. This is all the tip of the Orochi iceberg.
frequency emitters they installed in the neighborhood. They’re in our food. Our medicine. They’re making
What? Yeah, of course there’s others. Conspiracies, bombs and planes for the military—all the militaries.
secret societies, cults, what have you—dozens of ’em, They’re worldwide, man, they don’t care. No national
hundreds, maybe thousands. Some are ancient, like the allegiances. Their only loyalty is to next quarter’s profits.
Big Three, with drama going back thousands of years. Whistleblowers? Oh yeah. They’re blowing, and then
Some are small and local, like psychos worshipping a they’re dying. Or they end up brainwashed and recanting
pyramid or an inbred monster-hunting family. I’ve got everything. Remember the guy talking about how they
back issues full of these guys. were kidnapping kids, trying to give ’em mental powers
Wait a second. Who offered you a job? or whatever? Yeah, he changed his tune. I mean literally
Before you woke up like this? changed it. His voice patterns didn’t match at all. I
Oh, man. This is worse than I thought. think they replaced him with a clone or an android or
Yeah, the Váli company is one of those groups. something. They’ve got the technology. They could
They’re part of Big Pharma, but that’s not the half of it. totally do it.
They’re doing genetic stuff. Gene splicing. Half-man, What now? Good question.
half-moth stuff. Bigfoot. Cancer babies. Making You can’t really hide. If Orochi knows you’re … like
mutants with x-ray eyes. Cyborgs, even. this … then the Big Three definitely do, and they’ll find
Oh, I’ll bet they wanted you to work for them. Got you. And there are worse things than getting recruited.
a nice cushy lab rat position ten stories underground, Like getting locked up in an Orochi mad science lab,
with all the sugar water and magic mushrooms you for example.
can eat. You can’t go back home, man. You’re on their Here’s the thing: the world is ending. The apocalypse
radar now. that kicked off in 2012 is still lurching forward, one
Of course, Váli is just one head of hydra. Just one miserable step at a time. It wasn’t the end, but the
part of the multinational corporation known as the beginning of the end. The Mayans were crazy, but they
Orochi Group. weren’t wrong.
No? Not surprised. They prefer to stick to shadows, Remember 2012? Remember the explosion in
spend all their marketing on their subsidiaries. Them, Tokyo? The one they called a terrorist attack, that killed
you’ve heard of. thousands and infected thousands more? Maybe you
Váli, I just mentioned. And you know Anansi haven’t seen the video—they did a good job covering it
Technologies, with its computers and phones and video up—but I have. The survivors were … mutated, changed,
games, tracking everything we do and everywhere we turned into these monstrous freaks roaming the streets
6
THE SECRET WORLD
The Secret World 1
and attacking anything that moved. And from what I You know what I think? I think you woke up like this
hear, those things are still there. It wasn’t radiation or for a reason. I think you were chosen.
a toxic leak. It’s something worse. There are no coincidences in the world. I’ve seen too
But it wasn’t just Tokyo. Starting in 2012, there’s been much to think otherwise. Maybe the Earth or whatever
1
incidents like this all over the world. Egypt. Romania. picked you because of your background. Maybe it’s in
Boston. It’s not bombs. It’s not terrorists. It’s something your blood. Maybe it’s something so deep in your DNA
older. or your soul or whatever that you’ll never know why,
Some of this I got from the Templar from the sewer. but something chose you to defend this misbegotten
Like I said, they’re kind of chatty—especially once I break planet from the forces of corruption.
out the painkillers. But some of it I’ve pieced together And yeah, maybe this … Earth entity or whatever 2
myself, talking to people in the know, reading between did the choosing is no better than the Illuminati or the
the lines of the right blogs and newspapers, and digging rest of them. Maybe it’s just another shadowy puppet
through the dark web. And here’s what I’ve found. master looking to pull your strings.
There are terrible, ancient things in the earth. Living But you? You got something the rest of us puppets
things. Powerful—more powerful than we can imagine— don’t have: power.
and they are hungry. Hungry for us, for our world. Hungry I think you should use that power. Use it to make
for … everything. They’ve been asleep since time began, a difference. Fight back against these ancient evils,
3
but they’re starting to wake up. Starting to toss in their against things in the dark, against the cults and cabals
sleep, starting to thrash like they’re dreaming, but we’re that are leeching our lives away.
the ones getting nightmares. Every time they twitch, If you have to join up with one of these conspiracies
they ooze a bit more corruption into the world. that come sniffing around, then so be it. Use them like
I don’t know what they are. Gods? Maybe. Some folks they want to use you. Pull some strings of your own.
think they are. Some cults even worship them, with Use your power to take control of theirs if you can. But 4
the robes and the human sacrifice and the whole bit. let’s be honest: you’re gonna need some allies.
Crazies, you ask me. Whatever they are, they’re more Like I’ve been telling you for years, the world’s a weird
than just physical. They exist on a spiritual plane, where and dangerous place. Up until now, you’ve been able
they can infect the mind and soul as well as the body. to skate by on the surface, ignoring crazy messed-up
This corruption is spreading. It’s been spreading stuff going on down below. But now? Like it or not,
since 2012, and it’s only getting worse. There’s a you’re part of that secret world. And things are going
darkening in the world. You feel it too, don’t you? I to come for you. New enemies. Enemies that look like
5
think we all do. We can see the symptoms: the hate, friends. Enemies that look like nothing you’ve ever seen
the violence, the fear … not to mention the poverty, before. And without friends, you’re gonna get rolled.
the desperation, the collapse of our whole ecosystem. I’m just saying.
We’re watching the world whimper its way into oblivion. Yeah, of course I’m your friend. I’m helping right
You’re right. I barely mention this stuff in the now, aren’t I? But my mission is to tell the truth. I use
magazine, and never talk about it in my videos. I’m my magazine and my videos to expose the horrors of 6
not a doomsday prepper. I’m not some survivalist nut. this world. It’s your mission to fight them.
I’m not selling vitamins and radiation hats. I’m a realist. Okay, we’ve been in one place talking about this stuff
And up until now, I didn’t think there was anything we for way too long. That black truck has driven past the
could do about what’s coming. window three times since you got here, and the lights
But now … Seeing you here … Well. are starting the buzz like they do when the hidden
Here’s the thing. surveillance mic kicks in. 7
I also learned that there’s a cycle to these things. A No, I haven’t seen it. It’s hidden.
balance. A kind of yin and yang, if you will. But before I kick you out of here, I’ve got one more
When the dark forces start stretching and thinking piece of advice for you. Take this card. When you’re at
about waking up, the Earth starts waking up too. And least ten miles away from here, borrow a phone and
just like the old corruption makes monsters, the Earth call the number on that card. Leave a voice mail. Tell
makes her own … well, not monsters … But. You know, him … eh, it doesn’t matter. Don’t say my name. Don’t
people. Enhanced people. People like you. need to say yours, either. He’ll find you. A
So you ask me what you should do now. Now that His name is Zuberi. He’s a … a person like you. Gifted,
you’re waking up with crazy powers and hearing voices you know? He’s always on the lookout for more of your
that aren’t voices. You’re asking me, David O. Screed, kind. I figure he can help you figure out the voices and
like I’m some sort of guru and not just the guy who used the powers and stuff.
to run Dungeons & Dragons for you and your friends Yeah, you’re welcome. And good luck.
until you went off to grad school. Now get out of here while I clean out my office and
get ready to burn this place to the ground.
7
CORE RULEBOOK
Welcome To The Secret World
Colloquial “ hive,” since the capital-H Hive is a thing you never want to visit.
Perhaps the author is trying to “reclaim” the word?
—Z
8
THE SECRET WORLD
The Secret World 1
influential NPCs—aside from Zuberi—that the players The major factions aren’t always keen on their
may encounter to gain direction in their activities in Bee agents being sidetracked by Zuberi’s missions.
the Secret World. See page 79 for more.) Nevertheless, they recognize Zuberi as a powerful
Zuberi is a Haitian shaman of immense power and (if occasional) ally, and their Bees as vital assets. If
1
holds no allegiance to any faction beyond Gaia and allowing for these “hive activities” keeps the shaman
her Bees. Though he has worked with high-ranking and the Bees happy, then it’s a price they’re willing to
members of the Illuminati, the Templars, and the pay. Besides, the factions have a vested interest in
Dragon—often at the same time—he has never joined Zuberi’s world-saving: There’s no point in ruling the
any of those groups, and refuses to do so. world if there’s no world left to rule.
Zuberi is a Bee, empowered by Gaia, but with access If asked, a faction may offer Zuberi support for 2
to powers and abilities beyond those of most Bees. one of his missions, so long as he agrees to repay the
He can channel raw magical energy. He can appear favor—and another faction doesn’t benefit from it. A
anywhere in the world. He can transmit his power to Bee’s faction may sometimes add its own “side quest”
those around him, and seems capable of hearing the to carry out while working for Zuberi. (“Since you’re
voice of Gaia directly. going to be in Boston anyway, could you swing by the
In 2012, an explosion of Filth rocked the Kaidan Amherst HQ and blackmail their head of research?
neighborhood of Tokyo, killing and corrupting thousands Thanks.”) Zuberi approves of this sort of conspiracy
3
of people. Warned of the attack by Gaia, Zuberi played synergy, for he feels it moves the Secret World one
a key role in containing the disaster. As a powerful step closer to a unified front.
neutral party, he helped agents of the three factions
to put aside their differences and save the people of
Kaidan. Though he was known to the faction leadership
WHEN GAIA CALLS
before Kaidan, it was at this time that he earned their In the Secret World roleplaying game, the player 4
wary respect. characters are all members of the same cabal. When
In the aftermath of that incident, Zuberi dedicated Zuberi “hears the voice of Gaia,” he assigns their cabal
himself to serving Gaia only and encouraging others a mission on her behalf. The process typically goes
to do the same. He still occasionally assists various like this:
secret societies, but only so far as it advances Gaia’s
agenda. He works with other Bee-only groups, but he
is skeptical of their true motivations. A LESS COOPERATIVE 5
To that end, Zuberi has taken it upon himself to SECRET WORLD
recruit specific Bees to his cause. He does not demand If you wish, you can set the factions against one
ultimate loyalty, or that they reject the factions that another more competitively than they are presented
may have recruited them. Rather, he encourages them
here. In this case, player character groups may still
to use their factions’ resources and influence to help
preserve Gaia. He also urges them to work together,
work together if they are from different factions, but 6
they would then need to hide details of their activities—
for he sees that another apocalypse is looming. If the
three factions can’t get along, the Dreaming Ones may
which presents a somewhat more challenging
be able to win this time. approach! Similarly, there are individuals within the
Zuberi assembles teams of Bees, which he calls factions that don’t look kindly on Zuberi’s efforts … or
“cabals,” from across the range of conspiracies. These who may simply think he’s absolutely wrongheaded.
This would give player characters the choice of
cabals don’t always look like they should work together
divergent paths to follow whenever they are given 7
at first, but Gaia is wise, and the shaman listens to her
whispers about such matters. an assignment. Lastly, the “cabal” method presented
Zuberi believes he hears the voice of Gaia, believes here is merely one mode of play—if your group prefers
that he knows best—but some say he is merely to work directly for just one faction, or if you have a
interpreting messages that are highly metaphorical completely different idea you’d like to pursue, have
and open to interpretation. When he feels that Gaia has at it. The Secret World is much bigger than just one
a need, Zuberi calls for the cabal that he wants to carry quest-giver, after all. A
out her wishes. He informs them of what he knows,
and what needs to be done, then turns them loose to
carry out the task as they see fit. Zuberi cares nothing C ONTACT
for methods, only for results. This attitude, however, Before the mission begins, Zuberi contacts the
has caused other bees to claim that Zuberi seems to player characters to brief them on where they need to
know too much, perhaps, and that he may instead be go and what they need to do. Zuberi prefers to meet
manipulating these “messages” for his own ends. in person, and has been known to appear to his Bees
9
CORE RULEBOOK
Welcome To The Secret World
wherever they happen to be when he needs to speak • Dodge the minions of a towering Filth monster in
with them. He also delivers any special equipment rural Kansas long enough to discover its hidden
or the names of any contacts they may need for the weakness and report it to the local blood mage.
mission at this time. She can use this knowledge to craft a special
enchantment to trap the beast.
M ISSION • Infiltrate a cable news network to learn where the
While Zuberi presents the player characters with the literal bodies are hidden, and to expose its demonic
general goal of the mission, the specifics of achieving masters. Though it doesn’t look like it, the corporate
that goal are up to them. While every mission is office is crawling with armed guards, most of whom
different, most of them include some combination of only appear human.
the following elements. • Explore the mysterious Thailand cave system that
Investigation. The heroes look for clues, talk to produces strange, alligator-like creatures with
witnesses, and generally try to find answers to their vipers for tongues. The creatures have no hunger
questions. for human flesh, but they need warm bodies in which
Exploration. When exploring the environment, the to lay their eggs.
players aren’t looking for a specific answer but just • Defend the small Welsh town that’s under siege by
discovering the overall lay of the land, both literally hungry corpses returned to life by Filth. Hold off the
and metaphorically. undead until you can find out where the zombies
Confrontation. This is where things get ugly. are coming from.
Confrontation often means combat (Gaia’s enemies
• Rescue a Bee ally who is being held captive and
rarely go down without a fight), but not always.
experimented on in a corporate laboratory. The lab
Threatening a local politician with exposure and his
is on the ninth floor of a high-security hospital where
family with lawsuits can be even more effective than
violent criminals are treated.
killing him outright.
• Discover why the members of an ancient bloodline
D EBRIEF turn feral and cruel on their twenty-third birthday—
After the player characters complete the mission, before the latest member changes in three days.
Zuberi rejoins them to collect any information, artifacts, The old library is a good source of research, but
or intel they have gathered, and he may tell them how only family members are allowed inside.
their actions have helped Gaia in the large picture. He • Find the person who has been spreading the worship
may also reward them with access to rare artifacts, of the Dreaming Ones through online discussion
special equipment, or new Bee abilities. Zuberi rarely boards, and put a stop to it before the next full moon.
sticks around for long. He’s managing many cabals Are they a true believer? A troll? A Filth-infused AI
around the world, each doing its part for Gaia, and any more infectious than any computer virus?
one of them may need his help or guidance. • Research, create, and administer a vaccine for the
designer virus that’s infecting the guests of an
international conference—before they unwittingly
TASTE FOR A DVENTURE spread the infection across the globe.
The Secret World roleplaying game is all about heroes
going on exciting adventures, overcoming terrifying
obstacles, and facing mysterious adversaries. As T HE T IPPING POINT
warriors chosen by Gaia, the player characters explore The apocalypse is at hand.
the unknown, investigate mysteries, defend the innocent, Once more the Earth stands at the brink of
and fight against the forces of evil and corruption. destruction, and once more it’s the Bees that are
For example, Zuberi could send the players’ cabal holding it back.
on any of the following missions: The Dreaming Ones are stirring. Their prisons are
• Retrieve the Eye of Zeus, an artifact made of an weakening, starting to bulge and buckle at the seams.
unidentifiable metal recently stolen by a Dreamer Corruption oozes into reality. If left unchecked, it will
cult calling itself “The Daughters of Hera.” The Eye grow from a trickle into a stream, and then into a world-
was last seen on a train headed for Cairo. devouring torrent. Many in the Secret World know this,
yet they choose to ignore the crisis and either hope for
• Deliver a high-tech weapon to a team of monster
the best or seek a way to profit from the horrors to come.
hunters who are trapped in Transylvania by a new
The player characters don’t have the luxury of
breed of winged, day-walking vampires. The locals
ignorance or self-delusion. They have been called by
know more about the vampires than they’re saying.
Gaia and chosen by Zuberi to fight the corruption and
keep the Dreamers from awakening. This is their duty.
10
THE SECRET WORLD
The Secret World 1
This is the heart of what it means to be a Bee. But power comes at a price. To be Gaia’s Chosen
To Be a Bee means you are a foot soldier on the front line in the
You hear it, don’t you? You feel it deep within you. war against the Filth. When a new threat manifests, you
That buzz fills you up and tempts you with everything (along with any other Bees in the vicinity) are drawn to
1
you want to know. Listen, but listen carefully. The signal the site to deal with it. If you try to ignore the call, you
can overwhelm all but the strongest of minds. There is are inundated with visions and voices in your head.
knowledge in the buzz, oh yes. But there is danger as well. While you always retain your free will, Gaia does not
—Zuberi, on the Buzzing take kindly to those who refuse her; many Bees quickly
It starts with a dream. A lone bee infiltrates your become overwhelmed if they repeatedly refuse the call.
home, then flies into your mouth. You hear overlapping You are forever walking a tightrope between serving 2
voices, signals, and static, seemingly random at first, Gaia and trying to live your own life.
but messages can be picked out here and there. Next Your abilities also put you on the radar of the secret
are visions of strange creatures and catastrophic societies that vie for control of the world. Chief among
events. Some look like human beings, but twisted and them are the Templars, the Illuminati, and the Dragon.
corrupted by a viscous black substance. Others are Each society has its own traditions and goals, but
purely monstrous, dripping ichor as they wreak havoc they all ultimately want the same thing—to prevent the
in the world around them. Lastly, you find yourself in the destruction of the world—and they will recruit Bees to
3
middle of some terrible battle where you may or may do so (after all, if there’s no world, there’s nothing to rule
not prevail. When you wake up, it’s easy to convince over). While groups generally do not force you to join
yourself it was just a dream. At first. At least until the them, you will quickly find life outside of the protection
first wave of power surges through your limbs. This and resources of a larger power fraught with danger
is anima: the power of Gaia in concentrated form and (and possibly very short!).
a primary (although certainly not the only) source of 4
magic in the world. With the blossoming of this power, David O. Screed here, editor-in-chief of Weird Non-
you have been inducted into the Secret World as one Fiction magazine, trying a new way to reach the masses
of Gaia’s Chosen, or Bees. with the truth: this vlog. Episode one? And every episode
The world is not what it seems. Everything is true. to come? The Illuminati. Yes, they’re real. They’re right here
This is the recurring refrain in the life of a Bee. The Tokyo in New York and have been since the beginning. Any of
Subway explosion of 2012 made it clear to those in the
know that the Filth (see page 38) was ramping up its
our so-called American institutions? They control them …
at least, I think they do. The government, the military, the
5
incursions in our world. Gaia, the Machine Goddess, media. They’re in bed with all the big corporations, at least
the life force of the world, needed more defenders to half of your Hollywood stars, and let’s not even get started
push back the Filth, and thus a mass awakening of on Wall Street. The Deep State has their dirty little fingers
Bees occurred. No one knows exactly how or why Gaia in everybody’s pies, and they won’t stop until we choke
picks those who will be her agents. One morning, you down every last bite.
simply wake up different. The Buzzing rewrote your The Illuminati have been working overtime to hide the 6
DNA, allowing you to channel tremendous amounts of truth, but even they can’t cover up EVERYthing. Too much
anima. You can feel this mystical energy pulsing through shit has been happening for them to keep up. Oh, they
the world around you and coursing through your body. have spin doctors working overtime, but if you know where
Anima grants incredible powers that might manifest to look, like I do, you can see the cracks in the pudding.
in the form of casting magical spells, calling forth Remember the creepy clowns from a few years back? The
elemental damage, transporting yourself from one place Illuminati played it off like a viral prank, but it was really 7
to another, or cloaking yourself in divine-like protection. psychic projections of some kind of extraterrestrial horror.
For some, it grants proficiency with weapons; swords They couldn’t bury it, so they had to twist it. If you pay
and guns become an extension of your limbs, striking enough attention, you can see this kind of stuff everywhere.
down foes with little more than a thought. You may The apocalypse is already here. It’s just not as loud as
even exhibit psychic abilities: influence over the minds we were made to believe. The Illuminati claim they’re saving
of others or preternatural intuition. How you choose to the world, but if that was true, they wouldn’t need to be
focus those powers is up to you. so damn secretive about it. I know they’ve got their eye A
The most incredible power is, you cannot die. Wounds on me, but I’m one step ahead of them. As long as I have
or trauma that would normally prove fatal are temporary my soapbox, I’ll keep telling it like it is.
setbacks for you. The Buzzing will heal and restore you. —Dave Screed’s inaugural YouTube video, “The Truth
But be warned, it’s not a pleasant process. You will feel They Don’t Want You to Hear!”
every ounce of the pain and agony that would have done
you in. For that reason, even though they’ll be brought
back, most Bees try to avoid life-threatening injuries.
11
CORE RULEBOOK
Welcome To The Secret World
To be a Bee means both being lonely and never truly T HOSE WHO CAME BEFORE
being alone. Your family and friends, your coworkers
and acquaintances will never understand what you are Throughout most of history, Gaia has been sparing
going through, and you’ve probably already distanced in selecting her Chosen. Great heroes of ages past,
yourself to keep them safe. Most of the world still lives names that resound in myth and legend, were almost
in ignorance about the truth. The secret societies and certainly among them. There were also quiet heroes
other factions of the Secret World keep it that way to whose names are lost to time. Something changed
prevent panic and unrest. Your old life was over as in the last few decades. Following the explosion in
soon as you woke up to the truth. Tokyo (see page 58), there was the largest awakening
Other powers will also become aware of your in history, and there were more Bees than ever before.
existence. The Filth, a mysterious and corrupting The three primary secret societies (Templars, Illuminati,
transdimensional force, seems to have a knack for and Dragon) scrambled to recruit as many as possible,
flowing into a Bee’s path, targets Bees since anima swelling their ranks to numbers not seen for centuries,
is one of the few things that destroy it. Cults and if ever. Joining one of these factions means a relatively
corporations want to harness anima for their own safe haven at their headquarters, access to training to
ends and can be ruthless in doing so. You must always hone your control of anima, and comrades to watch
keep one eye looking over your shoulder, as you never your back. Like in any group, however, there are power
know when the next attack may happen. It’s easy to see struggles, internal politics, and personality clashes to
how people become paranoid once they learn the truth. deal with.
The other constant in your new life is the Buzzing.
Though you may not always be actively aware of it, the One night, I started having the strangest dreams. They
Buzzing is always transmitting—often, it’s less that the seemed so real, I couldn’t shake the feeling they meant
Buzzing is speaking to you specifically at a given time, something. And when I woke up, a freaking lightning
and more that you happen to see or experience just bolt shot out of my hand into my TV! Before I could
the right combination of stimuli to bring the Buzzing’s even, like, process what was happening, this dude
never-ending broadcast into sharp (and sometimes busted into my apartment. His mouth was sewn shut,
painful) focus. It is a living collection of knowledge, and he did … something. I don’t know what the hell
otherworldly in origin, that communicates through the he did, but next thing I know, I’m being pushed out
signals, patterns, and voices present everywhere. While of a van onto a strange street. I eventually found out
it is often more of a transdimensional presence, the it was in South Korea, halfway around the world! I
Buzzing also has a physical form of biomechanical bees
had no idea what was going on. I kept seeing these
…but you will rarely interact with them directly. It was the
clouds of butterflies, and they were so beautiful I just
Buzzing that awakened you, and now it speaks to you
couldn’t help but follow them.
as one of Gaia’s messengers. Its messages are often
cryptic, however, as it is far more advanced than human
The butterflies led me to a hotel. There was a guy in
intelligence (or at least alien to it). Though most in the the lobby talking about chaos and order. Trippy stuff.
Secret World will counsel you to listen to the Buzzing, But the real weirdness was upstairs. This chick took me
some may warn you not to trust it entirely, as the precise to a room and started to get all hot and heavy. But
nature and origin of the Buzzing is unknowable to our she was talking about chaos too. Just when it started
mortal meat minds. to get really good, bam! I had this crazy vision of
The Buzzing will introduce you to secret places in the monsters in a subway station and people fighting
world: lost temples and forgotten gods, buried labs of them. Then, I saw the universe stretched out in front
mad scientists and vast libraries of occult knowledge. of me, endless and cosmic.
The most hidden of these is Agartha: the great tree that Suddenly, it all clicked. There’s so much more going
inhabits the center of the earth and connects to gates on in this world than most of us had any idea. The
all around the world (see page 45), and some say these monsters are coming, and it’s going to take everything
Agartha doors (or sometimes roads) may even travel we can give to stop them. Even the tiniest change can
through time or alternate dimensions … though this is eventually move mountains. Like ripples on a pond,
unconfirmed. The imbuement of anima allows Bees to man. That’s why the Dragon’s work is so important.
enter and traverse Agartha safely, a dangerous and even
deadly feat for normal humans to attempt (though there —Transcript in the Venetian Council files of an
are rumored exceptions). Though it is primarily a means interview with Janice, a new Dragon recruit
of travel, a few of the Chosen have made Agartha their
permanent home, and the realm is guarded by giant Some Bees choose to forgo all that and try to make
mechanical guardians called Custodians. it on their own. Few last long. Many are rumored to be
kidnapped by the Orochi Group to be experimented on.
12
THE SECRET WORLD
The Secret World 1
Orochi is a massive multinational corporation, with the Filth from intruding on our world, by any means
all the potential for malfeasance and amorality that necessary. You have been trained to fight and taught
implies. Though nearly everyone has heard of some of how to refine your control of anima. Now, you are set
the subsidiaries, most are not aware of the true scale loose on the world to await your next mission. That
1
of Orochi’s operations. While Orochi mostly avoids mission may take you anywhere on Earth, but one thing
interfering directly with the societies, they are certainly is for certain: it will be dangerous.
not above sabotage and engaging in their own covert
operations.
Cults like the Morninglight also try to recruit Bees. R ECONNAISSANCE R EPORT—
Although on the surface, Morninglight seems like an SOLOMON ISLAND 2
eccentric but harmless self-help society, there are My research in the Templar archives has uncovered
whispers about a much more sinister truth. It does seem
extensive notes on Solomon Island, located off the
like any Bee joining Morninglight quickly disappears,
coast of Maine in the United States. A now-deceased
never to be seen again.
Templar agent was sent to investigate the island in
Despite the relative safety, life as a Bee in a secret
society takes its toll on you. While the three societies
mid-2012 after the community lost contact with the
are generally aligned (in their own unique ways) with outside world. That report lists multiple Filth-related 3
Gaia’s goals, they each have their own agenda, such as phenomena, such as a dense fog surrounding the
power, order, or control. While carrying out a mission island and masses of draug and other undead
for your faction, you may find the Buzzing pulling you wandering the area. The Illuminati-affiliated Innsmouth
in a different direction from your marching orders, and Academy appears to have been conducting ill-
you’ll have to choose which to follow. Some factions advised research and lost control of its subjects. On
might be fine with putting the world at risk if they think top of all of that, a portal to the Hell Dimensions had 4
they can then mold it into the world that they desire. allegedly opened in a local motel.
Careening from one potential apocalypse to another With all these issues in a single area, it seemed
is exhausting physically and mentally. Most Bees have best to conduct reconnaissance to assess the current
trouble sleeping, either due to the Buzzing or simply their situation. When I arrived at the island, however, there
memories of the horrors they’ve witnessed. Though seemed no trace of the prior concerns. While the late
they have grown in their control over anima and the
skills associated with it, their sense of paranoia over
agent’s reports indicated the immediate threat had 5
been dealt with, the pages made clear much more
the next disaster to strike has grown in equal measure. work would have to be done. In fact, the area had
The longer one lives as a Bee, the more one changes, been declared a disaster zone to limit access until the
both physically and mentally. A few of the Bees from continued issues were dealt with. I found no record
the 2012 awakening have already become massively of additional missions that would have resolved the
powerful. There are rumors of even older Bees who lingering problems. Today, Solomon Island is slowly
barely look human anymore. Being one of Gaia’s Chosen regaining economic power. Its residents have no
6
is a constant process of evolution.
memory of the catastrophic happenings of barely
a decade ago.
T HE NEW WAVE I am utterly baffled as to how the situation
TRANSMIT—initiate signal—RECEIVE—Filth spreading,
changed so drastically, with no documentation
available. Perhaps I can convince a member of the
always spreading—TIME IS RUNNING OUT—hurry,
local Wabanaki to speak with me. Historical records 7
sweetling—YOU’RE MY ONLY HOPE—commence end
times sequence—AND HELL’S COMING WITH ME—the indicate the tribe guarded the island for centuries,
Dreamers must not awake—WITNESS!—the cosmic truth— so perhaps there are oral traditions that can explain
—Transmission from the Buzzing what has happened.
The situation has only grown more dire since 2012.
Gaia has been compelled to start another mass There’s also the little matter of the Long Night. Most
awakening of Bees. You are a part of this latest wave people’s memories of the last decade are … murky. They A
of the Chosen. There has never in living memory been know time passed and life continued on, but if you try
so many of Gaia’s Chosen active at the same time. to think too hard about the specifics, it all gets a little
However, the swell of Bees is causing issues with the fuzzy. Something is missing, but no one is quite sure
use of anima; the power is being spread thin by so what. Those in the highest ranks of the Secret World
many users, and some fear it may someday wear out. may have a clue as to what happened, but so far, they
No matter which faction you choose to join, you don’t seem inclined to share with the rank and file.
now start a life of duty to the cause. That cause: stop
13
CORE RULEBOOK
Life In The Secret World
So, there you have it. You have been granted The world is dangerous. Crime is up. Tempers are
incredible powers by Gaia, the Immaculate Machine, short, and violence is common. Protests in the streets
and in exchange, you must defend her and the world turn to riots. Riots simmer on the edge of revolution …
from the forces of evil that would take it over. Sounds only to be crushed beneath still more violence. Natural
simple? You really have no idea. Welcome to the Secret disasters are increasingly common and deadly. People
World. vanish. Sometimes, a lot of people vanish.
The world is strange. People tell of weird creatures
L IFE IN THE in the woods, in the sewers, or in the back alleys. There
are places where people vanish, or come back changed.
SECRET WORLD New sects and faiths bubble to the surface, attracting
followers with promises of power that just might be true.
In most ways, the Secret World setting is much like
And yet …
our own world. People work, love, waste time online,
And yet, no matter how dangerous, weird, or ominous
seek what pleasures they can, and hope for a better
the world may be, it’s never acknowledged.
future. Governments and corporations rise and fall,
The news media focuses on meaningless political
forever chasing power and wealth. Technology lurches
scandals, the fluctuations of the economy, celebrity
ever forward, always two steps ahead of our ability to
gossip, cute animals, and sports. Mysterious deaths
use it wisely. The natural world struggles to endure
go unreported. Strange sightings are unmentioned.
its man-made prison, and occasionally explodes into
Those events that are too big to ignore are explained
raging storms and other catastrophes.
away as gas leaks or hoaxes. Even when a glimpse of
But those who live in the Secret World can’t shake
the darkness slips into the public eye, it’s gone by the
the feeling that something’s not quite right.
next news cycle: erased or buried beneath a tidal wave
of drivel, noise, and advertisements.
T HE MUNDANE WORLD Those in authority are just as bad. Politicians may
gesture vaguely toward “social unrest” and pay lip
Even those who have known nothing but the
service to “getting back to normal” during election
mundane world can sense that something is wrong.
season. But once comfortably in office, they settle into
Shadows flicker at the corners of their eyes. Foreboding
their cocoons of corruption and complacency. Law
looms behind conscious thought. A darkness seems to
enforcement likewise scurries around on the surface
permeate the world: hungry, patient, and somehow alive.
of the hidden world, scraping up and smoothing over
14
THE SECRET WORLD
The Secret World 1
anything that might disrupt the corporate machinery have known. The chaos and danger are worse than
while ignoring the festering at the world’s core. they could have imagined.
Then there are those individuals who try to point And yet …
out the darkness, the danger, and the unanswered And yet there is hope.
1
questions. The internet and social media have given
them platforms. The loudest have turned their rants
into lucrative enterprises, and they spout theories so
T HE H IDDEN T RUTHS
ludicrous that no one can take them seriously. Others The Secret World contains a vast array of hidden
are dismissed as crackpots. They’re laughed at and truths. Many of them are powerful. All of them are
shunned. Still others simply disappear. These lone dangerous. Those living in the Secret World may 2
voices in the wilderness are examples of what happens encounter any of these things as an enemy to be
to those who refuse to keep their heads down and their destroyed, an asset to be used, or an ally to be betrayed
minds distracted from the feeling that something’s when the time is right.
not quite right.
MONSTERS
Traditional monsters such as vampires, ghosts,
BEYOND THE MUNDANE werewolves, and zombie-like undead stalk the night.
3
There is no single path to enlightenment. While their specifics might not match the legends
Some witness the unexplainable, and follow their (and even the legends themselves aren’t in agreement),
curiosity through the veil of the mundane into the Secret such supernatural creatures are not uncommon in the
World. Some hear bits of truth from the conspiracy Secret World.
theorists who make the most sense, and discover still Other unnamed and eldritch beings likewise lurk in
more truth beyond. Some experience a spontaneous the darkened corners of the world. Spawn of cosmic 4
supernatural awakening, with insights that expand horrors, these hideous beasts are alien in mind and
their minds so that what was hidden is now exposed. body. They can neither be reasoned with nor easily
Others are recruited. They have skills, knowledge, destroyed.
or some rare essence that makes them valuable to a
conspiracy, secret society, or mad scientist. Not all C ONSPIRACIES
recruits come willingly. Not all recruits survive. Every conspiracy theory contains a seed of
Still others are born to it. Theirs is a legacy of secrets truth, and those seeds bear much fruit in the Secret
5
and power. Though they may not know it at first, the World. Conspiracies bind the world in secret threads,
Secret World is part of their heritage, and its mysteries connecting people and places of power to the pawns
are in their blood. who carry out their will.
Regardless of how they step through the looking Cults thrive both in the shadows (such as the
glass, new Secret Worlders are often overwhelmed by ancient Egyptian Cult of Aten) and in the daylight of
a series of revelations. commercialized self-help (such as the Morninglight). 6
First is a sense of relief. They aren’t crazy. They Many cults are dedicated to the worship and service
aren’t the only ones sensing the chaos growing in the of otherworldly beings, who often bless them with
world, and the efforts of the authorities to cover it up. inhuman abilities.
Everything they’d suspected about the world is true … More insidious than any cult is the Orochi Group,
or true enough. They are more than relieved. They are one of the largest and most powerful multinational
vindicated. corporations in the world. Through its countless 7
Second is the realization that their old lives are over. subsidiaries, Orochi has its tentacles in virtually
They know too much. They’ve seen too much. Once every industry. From health care to consumer goods,
they’ve stepped behind the curtain, they can’t pretend there is no aspect of modern life that Orochi does not
to ignore the sets being moved or the operators pulling touch. The company uses this influence not only to
the strings. Furthermore, their knowledge marks them. increase its own power and wealth, but also to harness
They’re a liability in the eyes of those who demand forbidden sources of arcane energy. Orochi will sacrifice
secrecy—or a possible asset to those who need new any number of employees, customers, and innocent A
recruits to carry out their secret agendas. bystanders to secure its hold over the planet.
Finally, they realize that everything is true. Every
conspiracy theory, every urban legend, every fairy tale S ECRET SOCIETIES
and monster myth is true in some way. It’s all here. It’s The Secret World is riddled with clandestine
always been here, just out of sight. The magnitude of organizations of various sizes, agendas, and areas of
this revelation is as terrifying as it is awe inspiring. For influence. The three most powerful are the Illuminati, the
the darkness they sensed is darker than they could Templars, and the Dragon. While they oppose each other,
15
CORE RULEBOOK
Life In The Secret World
they all stand opposed to the various cults, conspiracies, S ECRET M ISSIONS
and supernatural entities that threaten the globe. After Whether earning their keep for their secret societies
all, they cannot control the world if there is no world or (less commonly) pursuing their own personal
to control. agendas, Secret Worlders can find much to keep
The Illuminati are manipulators and puppet masters themselves busy. Here are just a few of the more
who seek power and wealth above all else. They are common missions:
ruthless, ambitious, and exceptionally well connected. Conquer the Objective. Before a secret society can
The Illuminati see all, know all, and will use any means control something, it must first conquer it. This could
necessary to reach their goals. mean literally conquering territory, whether a city, a
The Templars are dedicated to saving the world from region, or an entire nation. Or maybe it’s an industry:
evil through the use of brutal, overwhelming force. A Orochi dominated the aerospace industry, for example,
military-minded society, they are more concerned with through its Manticore Research Group subsidiary.
defeating the enemy than maintaining their secrecy. The objective could also be a more abstract area of
They are zealots willing to make any sacrifice to achieve influence, such as a police department, a professional
victory. organization, or a trending hashtag. Whatever it is, it’s
The Dragon are quiet conspirators whose primary worth controlling, and it’s up to the secret society’s
weapons are subtlety and patience. Their plans are operative to take it over.
long term and nuanced. They offer whispers of advice Deliver the Goods. Delivery missions aren’t always
and gentle nudges to turn the paths of empires and glamorous. “Get the package to the Paris office by end
the tides of history. While other secret societies seek of day” seems like a job for a brown-clothed courier,
to control the world, the Dragon controls fate itself. not a supercharged Secret Worlder. But if the package
The factions are not always a Bee’s friend, however— is a ticking bomb, a snarling vampire, a sports car, or
they can be paranoid, and there are often sinister, hidden a briefcase chained to the wrist of the world’s most
depths to their structures. They do—and have done— wanted criminal, it changes things. Things get even
ruthless things in pursuit of their aims. The leaders more complicated if the person who was supposed
of these societies do not necessarily have the best to receive the delivery is dead, missing, or mutated
interests of humanity at heart. into a bloodthirsty beast. Or … if the address is wrong.
Destroy the Danger. The world is constantly in danger.
L S W Cults summon up earth-shattering things they cannot
IVING IN THE ECRET ORLD put down. Tech companies unleash untested chemicals,
Knowledge is power. Secret Worlders know the truth evil machines, and deadly memetic campaigns for the
of the world, and that makes them powerful. This is sake of next quarter’s earnings. Other conspiracies
especially true if that knowledge unlocks supernatural tamper with things beyond their control and endanger
abilities. It also makes them a target to those who would all life as we know it. Governments, law enforcement,
silence them or prevent them from using that power. and even the military are useless. They’re incapable
They must decide: What will they do with their power? of even comprehending the threat, much less facing it.
No, it’s up to the other inhabitants of the Secret World
PICK A S IDE to confront and neutralize these dangers. After all, as
Some new Secret Worlders choose to go it alone. So the secret societies say, there’s no point in ruling the
long as they keep their heads down, pretend they don’t world if there’s no world left to rule.
know what’s going on, and never draw the attention of Infiltrate the Enemy. Sometimes the best place to
the various cults, conspiracies, and supernatural entities wreak havoc is from the inside. If the Secret Worlders
around them, they may live long enough to die of old can’t get someone on the inside to betray their allies,
age. But the moment they interfere with someone’s they themselves may slip inside the group to destroy
plans or start to wield their own influence, the clock it from within. Of course, they don’t have to destroy
starts ticking. They’re living on borrowed time. it right away. While undercover, they can feed their
This is why most of those in this situation choose to enemies useful lies, steal data, and subtly push their
join up with a secret society. These powerful groups own agendas. And when the time is right, they may use
protect their members, guide them through the labyrinth their enemies as a tool against some other opponent,
of conspiracy around them, and train them in how to then let them twist—and burn—in the wind.
use their power to its greatest effect. Of course, each Investigate the Unknown. The world is strange and
society has its own ideas about how power should be mysterious, with new secrets and dangers emerging
used. And all of them require service in return. all the time. What’s that green mist over the fields of
Scotland? What are those lights above Lisbon? Where
did the 218 cultists in Detroit vanish to, and where are
their dogs? To find out, Secret Worlders need to look
16
THE SECRET WORLD
The Secret World 1
for clues, talk to witnesses, and check local records— The supernatural has been around even longer. And
without drawing attention to themselves. Luckily, some mysteries go deeper still, passing from history,
members of the Secret World are uniquely qualified through myth, into something that mundane historians
to investigate these incidents—and capitalize on them can’t even dream of. These are the secrets worth
1
for their own benefit. researching through archaeology, weird science, and
Oppose the Rival. The Dragon, the Illuminati, and sometimes even stranger methods.
the Templars are all committed to controlling the world Secure the Target. In this context, “securing” the
and reshaping it to their designs, which makes conflict target might involve meeting a black-market dealer,
between them inevitable. As a member of one of these raiding a cult’s stronghold to eliminate its current owner,
secret societies, a Secret Worlder may find themselves or even orchestrating a heist requiring a safe-cracker, 2
caught up in that conflict. They might be on the front a test pilot, and a ventriloquist. Likewise, the “target”
lines, literally fighting and killing to advance their side’s could be anything: a gun, an ancient artifact, a USB drive
agenda. Or maybe their “front line” is in front of a full of state secrets, or the mistress of a corporation’s
computer screen a thousand miles away. Or maybe CEO. Some operatives make a career out of “securing
the battle is over the soul of a single person: Will he targets.” It’s a lucrative profession.
remain true to his sect, or can the operative turn him? Seize the Power. Being part of the Secret World
It’s easy to forget, with all of their common enemies, means having access to the hidden levers of power.
3
that the societies are fundamentally opposed to each While the secret societies, cults, and conspiracies vie
other. In the end, there can be only one. for control of various parts of the world, there is enough
Preserve the Silence. Keeping the Secret World a potential power that any ambitious Secret Worlder
secret is vitally important, and it’s something that most can claim it. If they can hold it, they can increase their
conspiracies can agree on. Covering up the truth might own wealth and influence. For some, this means rising
be as simple as flashing a badge at a witness and through the ranks of their secret society. For others, 4
convincing them to keep their mouth shut. Blackmail it’s personal. They are masters of their own domains.
may be an option. Murder often is. Or the cover-up might Those domains may be small, but they can grow over
require an elaborate ruse involving dozens of reporters, time. Perhaps eventually, the Secret Worlder will be
drones with cloaking devices, and a pair of clueless the head of their own secret society.
politicians willing to believe the worst about each other. Watch the Watchers. Conducting surveillance isn’t
The more moving parts involved, the more that can go always exciting. But the best place to do it is from
wrong. On the other hand, it’s the elaborate plans that within the Secret World. Watchers aren’t just watching
5
often evade scrutiny, since common sense suggests for its own sake; they have questions they’re hoping to
that no one would go to such lengths to hide the truth. answer. How is the subject getting his stolen artifacts?
Protect the Powerless. While some Secret Worlders Who is the traitor in the cult? Where does the CEO go
use their power to build up their wealth and influence, every Tuesday at 3:33 a.m.? Surveillance isn’t always a
others use it to watch over those they love in the physical stakeout. Sometimes it’s digital or electronic,
mundane world. Maybe they take care of their family as when Secret Worlders scan the target’s online data 6
through an anonymous trust fund. Or they protect a transfers. It could even be magical, through the use of
small town from monsters, or expose the crimes of scrying spells or artifacts (magic mirrors, anyone?).
the corporation where they used to work. Such efforts
are usually small and personal. Grandiose schemes
tend to get complicated, and complications draw the
T HE BIG P ICTURE AND THE
attention of other Secret Worlders. The last thing these BIG CHOICE 7
protectors want is for their pet projects to get caught Slipping from the mundane world into the Secret
up in some dangerous conspiracy. World can take but a moment. It may even seem a small
Recruit the Ally. In the same way the Secret Worlders thing. But for those who discover the Secret World, it
stepped from a world of bills, school, and work into is the most important event of their lives.
one of conspiracy, magic, and danger, they may wish Those who live in the mundane world sense the
to help someone else take that step. Perhaps they have darkness around them, and the chaos howling at the
an eye on someone who is supernaturally gifted and edges of what they know to be true. Some see with their A
would make a great asset. Maybe it’s an old friend. Or own eyes the horrors and strangeness that everyone
maybe they have no idea why the leaders in their secret so studiously ignores.
society are so eager to have them kidnap this old man The worst part is the constant undercurrent of fear.
and bring him to the safe house, but they know the only They know something is wrong but don’t know what.
way to learn is to follow orders and find out. They don’t know how to find out. And any serious
Research the Mysteries. Many conspiracies have investigation is quickly stymied and mocked. The
been around since the beginning of recorded history.
17
CORE RULEBOOK
Secret Societies
unknown is terrifying, and they are floating on a vast The first, easiest choice is to serve oneself. Free
sea of the unknown. from the fear of the unknown, filled with the power
But once they cross over into the Secret World, the that comes from knowledge, it’s almost instinctive
unknown is revealed. While countless mysteries remain, to use this new life purely for self-gratification. It’s
simply being able to put a name to the things that lurk understandable. After being trapped for so long, it
in the shadows relieves much of the fear that has been feels great to have money, influence, and true control
their constant companion. over one’s life.
Oh, there is still much to fear. Monsters, cults, and The second choice is to serve the world. Now that
world-ending conspiracies abound, each more horrible the Secret Worlder sees the big picture, and realizes
and threatening than the last. And yes, there is still much the truth of the danger that reality faces every day, it
that remains unknown. But Secret Worlders are armed may seem foolish (as well as selfish) to put one’s own
with the very best tool for fighting fear and uncovering pleasures ahead of the common good. They need not
hidden secrets: knowledge. be saints or martyrs. They may not need to do anything
Armed with this knowledge, they have something that more than carry out their society’s orders. But if the
they never had in the mundane world: power to truly moment comes, they need to decide whom they will
change their lives. Before, living lives of unspoken fear, serve, and at what price.
manipulated by forces beyond their comprehension,
they were essentially powerless. They were cogs in
the conspiracies’ machines. Unwitting tools of the very SECRET SOCIETIES
system that kept them oppressed. Impotent. Frightened. There is no such thing as coincidence, chance, or
Imprisoned. luck. Everything happens for a reason or because
But now they have freedom. They have hope. And someone, somewhere, had a plan. Civilizations have
they have a choice. always had a group that pulled the puppet strings
Secret Worlders must each answer the question for from the shadows. Rulers and the religious have been
themselves: “Whom shall you serve?” trained to cooperate and share just the right amount of
The question goes deeper than simply choosing a control and wisdom that can keep the masses loyal and
secret society. For even while carrying out the schemes useful. These societies ultimately control the direction
and agendas of the various powers behind the scenes, of human civilization and carry secrets of how human
the question remains. life began.
For in the end, there are but two choices.
18
THE SECRET WORLD
The Secret World 1
Most members of the secret societies are “non-Bees,” whether they are human …
or otherwise. The Bees are just the ones they scramble to get for themselves. 1
Some of these societies are content to protect The life of the society recruits is not an easy one.
humanity, as long as humanity conforms and follows Each society demands all-consuming loyalty. While
certain rules. Other groups want only money and power, other factions exist, their power and standing are
with an agenda to control everything that exists on nowhere near that of the Illuminati, Templars, or Dragon.
Earth. Still, other organizations are patient, and use The Templars and Illuminati are spoken of even in
the madness that is creation and the advancement of mundane conversations and conspiracy circles. Time 2
humanity to their advantage. Order, power, and chaos has built the mystique and the stories, and the factions
are all at the center of the societies’ manifestos. have become intriguing legends to the outside world.
Whether hidden in plain sight, veiled in shadow, or To survive in the world of intrigue, mingling with the
arrogantly operating in the open for all the world to see, secret societies is a risky venture. Recruits are pushed
the societies function to this day. As the Ages came to the limit of their endurance and sanity. Loyalty is
and went, knowledge from each became a faint echo constantly tested, and stealing a member from another
even to the most knowledgeable Secret Worlder. Most society is encouraged. Knowledge is power, and the
3
people are content with the history they read in school more power one society can gain over another, the
and see on documentaries. The history collected by better. The ultimate goal is domination and control
the secret organizations sheds light on the very origins over the choices made to protect and rule the planet.
of Earth and its first inhabitants. The average person The humans of the current Age whisper and search for
would consider this knowledge sacrilege or fantasy. information about secret societies, not knowing how
There are three main societies that fight to safeguard dangerous their inquiry can become—or how they may 4
Earth with the goal of claiming superiority over the regret learning more than they can safely comprehend.
planet. A single group called the “Four and Sixty”
originally protected Gaia’s domain from humans and
I
other creatures, but it later split into the “Big Three” … or
LLUMINATI
so many have been led to believe. Any real information
about the Four and Sixty is mired in allegory or simply 5
lost, but men of renown, such as King Solomon, builder
of the temple, were members.
Each faction has a goal that they consider mutually
beneficial to themselves and humanity. The Templars
regard order and following rules as the key to any
successful civilization. The Illuminati seek money
and power, and find that those they control are the 6
best sources for fulfilling these needs. The Dragon
waits in the shadows for the day all other societies and
factions effectively eliminate one another as they fight
for domination. Out of the chaos the Dragon will rise,
to rule when all other organizations fall to ruin.
Within the Secret World, each group has its own 7
creed and set of rules, but each has a part to play for
Gaia … and even more so for themselves. Recruitment
into a secret society is done so quietly, most do not even
realize at first that they were being watched, evaluated,
and then chosen. Numerous internet forums claim to
be affiliated with a secret society, or that they are the “Sex, drugs, & Rockefeller!”
society itself. The imposters may be well meaning, or This faction is somewhat more popular in conspiracy A
else seeking to make a profit by using the mystique of a circles than most. The very word “Illuminati” conjures
secret name. Joining any organization comes with a risk, up visions of wealth, control, and manipulation. The
but joining a secret society is a choice with significant conspiracy theories are not completely without merit,
lifetime consequences … if you’re even given a choice but they lack depth. The Illuminati are deeply entrenched
in the matter to begin with. After all, there are those in every major government and security agency across
within any secret society who prefer the “hard sell.” the world. They are not an illusion or just a name—they
are an entity that holds the world in a vise-like grip.
19
CORE RULEBOOK
Secret Societies
H ISTORY chaffed under these theocratic ties, leading to a series
Somewhere during the time of the ancient Egyptian of conflicts and irreconcilable differences between
empire, and after their split from the Four and Sixty, the the already competitive rivals/allies. After years of
Illuminati came to be and created ripples in the fabric hidden and even open conflict, the Templars hunted
of the world’s Fourth Age. At least that is the accepted the Illuminati until they all but seemed to vanish.
truth outside the walls of their headquarters. Apocryphal When the first settlers of the New World began to
rumors claim the elite leaders of the Illuminati know establish their roots on the shores of what is now the
the true birth of the secret society occurred in a prior United States, the Templars were sure they would be the
Age, and that a vault of powerful artifacts from the fathers of a new nation. They were shocked to discover
Third Age gave them an edge all through the Forth. the Illuminati alive, well, and entrenched. The Illuminati
Whether this is true or false (or an Illuminati PSYOP had insinuated themselves into expeditions to the New
bluff) is unknown. World. Having gotten the jump on the Templar, they
Around 6000 BCE, the Illuminati appeared in history lit the flames of revolution between the colonies and
books known only to those of the Secret World. Egypt England. When the fog of war cleared, the United States
and its growing empire intrigued the power-hungry was formed; the Founding Fathers put down roots in
faction. Eventually, the Illuminati installed their own their new country; and the Templars were forced to
people in temples, armies, and merchants’ guilds. They watch the Illuminati control the new, fertile land that
chose Pharaohs for their own purposes that would overflowed with promise and innocence.
steer the empire in the direction of greatest wealth and Without the direct influence of the Templars or the
prosperity for the Illuminati. When a Pharaoh would Dragon, the Illuminati set up their headquarters in New
fail, or the people turned from them, the Illuminati York City, intent on controlling the growth of their new
simply found another leader loyal to their ideals and country. Recruits were easy to find and maintain, as the
ambitions. In this way, the Illuminati pulled the hidden growing population simply had to be taught to fight for
strings and celebrated gains, while never having to their freedoms. The specter of autocracy could always
take responsibility for the losses. be used to control the masses and remind them that
During this time another faction, the Templars, formed freedom was a tenuous thing. A little nudge in one
an uneasy partnership with the Illuminati. The rival direction or another from the Illuminati, and mobs would
factions supported one another in their quest to secure fulfill the visions of their strategically placed leaders.
control of Egypt and eventually the growing empires in As before, with Egypt, the Illuminati always had
the Mediterranean. The Templars were the protectors a hand in elections, laws, monetary projects, and
of the Egyptian rulers and their priests. The Illuminati government involvement in the everyday lives of
controlled the political agendas and expansion of the citizens. If a president could not complete a mission
empire. Though the two factions often maneuvered or refused the will of the Illuminati, they were considered
against and fought each other, this on-again, off-again expendable. One example was the four-term president
partnership proved beneficial for millennia. Franklin D. Roosevelt, who followed the Illuminati
When Egypt became too limiting in terms of power- manifesto by leading the country into World War II
seeking for the Illuminati, they expanded throughout the and supporting the creation of apocalyptic weapons.
continent of Europe. They flooded the Roman Empire When he refused to use these weapons, his presence
with their agents, infiltrating forums and even the inner was no longer necessary. Another president, John
circle of emperors. The Templars aided this endeavor, F. Kennedy, failed to escalate tensions with Eurasian
and both factions had success up into the Dark Ages. powers, leading to his demise, though the team tasked
The rivalry continued, with one faction’s tactics pulling with his elimination was uncharacteristically sloppy.
it ahead of the other (and back again). Their influence As the 21st century began, a new generation of
and power grew with each new century and each lesson technology was becoming a fixture, even in poverty-
learned from failed or prosperous societies. stricken homes. The home computer opened the
However, the Illuminati have always valued power dimension of infinite knowledge via a web of connected
and forward progress. The Templars became entangled networks. Anyone that could connect to the internet was
in inner turmoil as the Crusades of the 11th and 12th now a fresh canvas to manipulate and use. Information
centuries raged through the Arab empires. The Illuminati could be uploaded or removed within seconds, and a
20
THE SECRET WORLD
The Secret World 1
I am never sure if the Talking Heads are just crazy enough to know what’s really going on.
—Z
1
few forums of like-minded individuals who were given a for a corporation. Impressing the Talking Heads is a
few breadcrumbs to follow created the perfect scenario rare occurrence. These are mysterious people that even
for controlling the masses. the most prestigious executive may never meet face
Currently, the Illuminati are concerned with the Filth to face. All decisions are final, and no one questions
and the unsettling discovery that someone out in the the wisdom of the Talking Heads.
world is trying to awaken the Dreaming Ones who sleep The Illuminati will be the last faction standing. They
in the Gaia Engines. Why anyone would see waking will play the long game and outlast the others. The 2
the Sun Eaters as a viable next step in advancing an world needs protection and guidance and the illusion
agenda is not known by the Illuminati. They only see that choice is real. When people feel safe and in control
the situation as messy and lacking any future merit. of their own lives, they’re willing to give up anything for
The Filth must be eliminated, the Dreaming Ones must what they’ve been taught is the greater good. Simply
sleep, and the Illuminati must continue their dominant put, sacrifice the few for the good of the many.
rule of North America. 3
SYMBOLS
VISION The all-seeing eye and the pyramid are the symbols
Power, control, money, success, and excess are all used to identify the Illuminati. Since their days in ancient
means to an end for the Illuminati. If something cannot Egypt, the Illuminati have prided themselves on the
increase their power, or at the least maintain it, then it’s imagery that they can display in plain sight. The one-
of no interest. All interactions are based on the amount dollar bill in the United States is printed with a pyramid
of power or money that can be acquired. The Dragon and the all-seeing eye. While all currency boasts the 4
and Templars have their ancient gods and goddesses, creed “In God We Trust,” the dollar bill is the stamp of
but the Illuminati acknowledge only the higher power of ownership placed on the United States by the Illuminati.
capital and the records of their numerous investments. These images are so ingrained into society that they
Recruits are chosen for their strengths and their appear in fashion magazines, in movies and television,
ability to find the weaknesses of others. Conspiracy and as graffiti on walls.
theories are encouraged and even expounded upon 5
by the tech-savvy members of the faction. “Complete PROMINENT M EMBERS
the mission and climb the ladder” is the mantra of the
agents. The only concern should be for the faction and K IRSTEN GEARY
ensuring it survives when the others fall short. A former self-proclaimed Valley Girl, Kirsten Geary
Every employee is compensated well, and payment didn’t seek out the Illuminati—they found her. Amateur
is swift following the completion of an assignment. necromancers on the hunt for human sacrifices
Charity begins at home, so the Illuminati are rarely encountered Geary without realizing she would fight 6
seen as altruistic members of society. Their agents back. Instead of becoming their sacrifice, Geary became
never lack money or options for increasing their bank the aggressor, extracting precious information through
accounts. Giving to the less fortunate is a waste of torture and eventually death. When she arrived at the
perfectly good money that could be used for the finer New York headquarters with information concerning
things in life, like sex, drugs, and the pursuit of eternal the two dead agents, her survival and detective skills
happiness. impressed a recruiter enough that they offered her a 7
There are no inherited roles in the Illuminati. While chance to prove herself within the organization. Using
families do tend to choose the same line of work as her human resource degree to keep shoving her foot in
previous members, this doesn’t mean a child inherits a doors, Geary eventually became the main handler and
parent’s position. All movement within the company is recruiter for the Illuminati. All new Bees report to her,
based on merit or lack thereof. Since the restructuring and she prides herself on the fact that she rewards or
of the organization by incoming executive recruiter and punishes her recruits personally.
handler Kirsten Geary, every assignment has been even Impressing her is nearly impossible, but if the chance A
more closely monitored. Those who produce results are comes an agent’s way to make their mark, Geary
an asset, and those who find only failure are a liability. encourages this, as competition keeps the organization
All missions are approved or created by the “Talking fresh and constantly seeking improvement. Geary
Heads.” This group is equivalent to a board of directors
21
CORE RULEBOOK
Secret Societies
made sure to secure her own position and value early present during the Tokyo incident and witnessed the
on by being ruthless and taking chances on alliances emergence of the Filth following the explosion in the
that hadn’t been previously considered because of subway of Kaidan.
taboos. Her alliance with the “House-in-Exile,” a group
of demonic Japanese oni, in exchange for monetary SENATOR C ICERO
support, was considered risky but became This man is bought and paid for many lifetimes
profitable. The oni were already structured over by the Illuminati. Corrupt and answering
like a military branch and their assassinations only to his power-hungry faction, Cicero has
were flawless. They worked for money and long ago forgotten what his personal political
protection, while the Illuminati benefited from platform was or if he even had one. A sleazy,
the oni’s connection to the demonic leaders sex- and alcohol-addicted politician, Cicero
of different factions and dimensions. was elected to the state of Michigan many
years ago. He has made a career out of
E RIN M AHLER following Illuminati orders and corrupting
Eve r y organization the public into voting for him repeatedly.
has an internal affairs
department. Erin Mahler T HE P YRAMIDION
runs this department, Q&A A voice that is heard over the
(Questions and Answers), for speakers in the headquarters in
the Illuminati. Her history is New York, the Pyramidion is the
known only to the Talking Heads, head of the Illuminati. No one
but no one wants to be sent to her on the floor of the headquarters
office. A summons from Mahler knows who or what this man is,
means death. There are rarely but he is obeyed without question.
second chances with the Illuminati, Public service announcements
and those extraordinary occurrences usually concerning Illuminati business
involve severe punishment. If Kirsten Geary and mission briefings are the main
is considered ruthless and cold, Mahler is communication from the Pyramidion.
her mirror image.
ALLIES
DR. CHARLES ZURN The Illuminati don’t consider
Not every mad scientist is a liability. themselves to have any real allies. They
Primarily experimenting with and do have an agreement with the House-in-
implementing biological and chemical Exile that is set to expire in 2040. It only
research, Zurn is invaluable to the exists because it is mutually beneficial,
Illuminati. Whereas the Orochi and and it’s not likely to be renewed. All other
Dragon tend to become sloppy and partnerships are on a case-by-case basis.
the Templars are too focused on The Illuminati do not see the need to seek
guidelines, the Illuminati allow Zurn help or offer it, unless the very safety of
freedom. Geary trusts him to keep the world is on the line.
the medical breakthroughs coming, The House-in-Exile. This current
and Zurn doesn’t disappoint. alliance is more of an experiment. The
group of demon assassins has proved
A LEX MCCALL useful and efficient, but everything
A high-ranking agent in the eventually becomes obsolete.
Illuminati, Alex McCall stumbled The Council of Venice. This peacekeeping
upon the existence of the faction group is composed of members from all
while investigating murders in three major factions. An alliance (or at
Manchester, England. An expert least civil communication) is expected.
in chaos magic, McCall has The goal of the Council is to make sure no
dabbled in the occult and in power- single faction becomes strong enough
seeking activities since childhood. to overshadow the others and dominate
Sarcastic, hard, and quick to avoid the world.
emotional entanglements, he is
nevertheless loyal to his team and
the goals of the faction. McCall was
22
THE SECRET WORLD
The Secret World 1
E NEMIES They are the staunch defenders of justice, law, and all
The Illuminati considers anyone who is not aligned that is righteous. That is what they tell themselves and
with their organization an enemy. Some they will the world. Other factions hide and keep themselves as
challenge, others they do not find significant enough secret as possible, but the Templars are prominent in 1
to notice. society and see no reason to conceal their existence, only
The Templars. These former allies are far too their methods. The Templars have their secrets but are
structured and oppressive with rules and inherited not so mysterious in how they function. Unlike the other
positions of status for the Illuminati to find anything major factions, the Templars conduct their operations
of value in a relationship. out in the open. Rigid and militaristic, they see no reason
The Orochi. This corporation’s CEO is a business to conceal their intention, and that is to save the world. 2
celebrity who has been making headlines since 2012. The problems come when the world doesn’t want or need
However, the company is trespassing on Illuminati saving—and the Templars never take no for an answer.
territory in the United States, trying to become a
contender in the competition to rule humanity. This H ISTORY
is not acceptable. The Templars claim the role of first faction in
The Phoenicians. Money-hungry agents that are not existence. Whether that is correct isn’t a concern to
to be trusted, they are the black sheep of the secret them. They hail from Ancient Babylon, long before 3
societies. The Illuminati use this group only when the tower was even built. Their sibling faction, the
it’s necessary, and they rarely are forced into such Phoenicians, are nothing but a brute-muscle and
scenarios. There is always another way. Besides, the mercenary-minded ally of the past. Both factions were
Phoenicians are supposed to be protecting humanity created through a partnership between two brothers,
from the horrors they cannot see. They are not allowed possibly the biblical Cain and Abel. At some point there
to participate in the battles between the major factions, was a critical disagreement between the brothers. The 4
but all else is fair game. tower fell, the brothers went their separate ways, and the
The Dragon. Ancient and hailing from the First Age, Phoenicians and the Templars were no longer affiliated.
the Dragon are simply the products of chaos. They see What the dispute was about was never known. Rumors
no other means than to seek absolute anarchy and suggested a human woman was part of the conflict.
turmoil, and this makes them unpredictable and almost Formidable but arrogant, the Templars looked with
cult-like. There is no good to be had from aligning with a critical eye for their next alliance. In ancient Egypt
such a volatile organization. they encountered a group known as the Illuminati.
5
Power-hungry but intelligent, the Illuminati installed
Pharaohs, priests, and the right merchants to ensure
T HE T EMPLARS the optimal progression of the civilization. The Templars
lent their skills of military protection. If one of the chosen
government officials failed to follow the rules or strayed
from Templar law, the Illuminati eliminated the offender. 6
As the Illuminati focused on the political and economic
corners of society, Templars began to recognize that
their strengths of persuasion and obtaining order were
useful for controlling religions. In the name of faith, with
the promise of salvation or the threat of damnation,
humans would bend and bow to the specter of a greater
power. To test this theory, the Templars incited unrest
7
within the people as the Pharoah Akhenaten declared
the priests unnecessary and erected a temple to the one
true god of the sun. Faced with the loss of their gods and
their way of life and protection, people raged against
the godless Pharaoh and his house. Akhenaten fell, the
priests returned, and the temples reopened to worship A
the Egyptian pantheon. Whether or not the Illuminati
were aware, the Templars had made it clear that the true
power lay with their faction. Men wanted leadership, a
vision, and religion to remind them of their mortality. Yet,
they wanted the promise of something greater. Once they
“Deliverance From Evil.” believed, they would remain loyal and follow any and all
of the proclaimed laws of their deity.
23
CORE RULEBOOK
Secret Societies
Eventually, the Templars felt limited in Egypt what gave them the ability to choose to do good or
and agreed to branch out north and west into the succumb to evil.
Mediterranean and Europe with the Illuminati at their Vampires, werewolves, witches, and creatures from
side. The partnership was still intact at this point, with within the fiery dimension of Hell and beyond were their
each faction playing their proverbial role and the masses targets. Human witches were tortured to discourage
controlled and thriving. The Templars congratulated further training in magical arts that happened outside
themselves for a job well done in the advancing society. the halls of faction headquarters. Many of the accused
While they excelled at following laws and rules to the were burned or skinned alive to appease the Christian
very letter, the Templars were also unyielding in their God. The Spanish Inquisition was at one point halted
stance concerning law, order, and punishment. This led for fanatical hunting practices.
to the fall of Rome, in accordance with the Illuminati’s When they began hearing about lands to the west of
plan, and the birth of a new movement, Christianity. the ocean, the Templars made plans to set foot on the
Testing the influence of religion once more, the Templars shores of the New World. Believing they had pursued
aligned with the Church left after the Roman Empire the Illuminati to near extinction, they began preparing to
was deconstructed. send ships, expeditions, and missionaries in the name
The Dark Ages were rampant with raids by warring of the Church. They did not worry that they might have
clans from the Germanic regions and in the Celtic lands. to share real estate with the other faction. It was their
The word of the Christ and his Father God began to flood arrogance, again, and the belief that they were above
through the territories conquered by former Roman reproach that were their undoing.
generals, and as the centuries passed, more pagan Illuminati spies were thriving within the Templars,
peoples were converted as the Templar influence and they landed in the New World. Over the course
grew. Greater authority meant that a larger group of of decades, they installed themselves as mayors and
people were needed to maintain the scope of power and governors of the British lands. At the opportune moment,
control. This created violent infighting, and the Templars the Illuminati staged the American Revolution, and the
orchestrated betrayals to prove their strength and glory. Templars effectively lost exclusive rights to the future
Disgusted by the vulgar display of egotism and United States of America.
rampant treachery, the Illuminati broke all ties with the Another failure of this magnitude was a bitter pill
Templars and dedicated themselves to becoming the for the Templars to swallow. As both factions worked
largest and most dangerous faction. On the world stage, from the shadows, responding to the dread blossoming
the Templars launched a mission to hunt and kill any of a second world war, the Templars once again let
Illuminati in an effort to end the society. On the inside, pride nearly destroy them. Despite nightly bombings
the religious zealots were purged, treasonous influencers and failing naval support, they waited until the near fall
were killed, and new leaders were chosen. If a group of Great Britain before asking for assistance from the
as lacking in morals as the Illuminati were repulsed by Illuminati. However, as several leaders over the course
their absence of self-control, things needed to change. of the 20th century began creating an atmosphere
Returning to their roots within religious circles, of autonomy and taught people to question their
Templars worked with the Pope to begin Crusades into loyalties to God, country, and government, a reluctant
the Holy Land. With the trust of the Papacy, Templars association with the Illuminati was necessary. It wasn’t
installed their own people in every court in Europe until nearly the 21st century that both factions had
to maintain a semblance of peace and diplomacy as once again wrapped their fist around the population
the nations of France and England warred with one and eradicated the free thinkers. As before, they went
another. Templars were now kingmakers. It was one their separate ways.
such king that ordered the execution of a religious order At present, the Templars are still enemies of the
masquerading as the Templars. The Knights Templar Illuminati and have nothing but disdain for the chaos-
were amusing at first, but their extreme dedication to stricken Dragon. Unable to find a foothold in the United
Christianity and their desire to cleanse the Earth of any States, their headquarters is at Temple Hall in London,
other faith was not productive. The deity did not matter, England. They are focused on the current Filth situation
the devotion did, and the Templars couldn’t control and containing the growing monster population. There
multiple cultures if their name was tied to one religion. is a rip in the dimensions between Earth and Hell, and a
As the centuries progressed, more monsters posed growing number of infected Filth Humans march through
a threat. Demons and other foul beings from fiery cities and towns. Since the state of affairs is so dire,
dimensions were common, as well as humans practicing partnerships in the field are necessary, but when the
dark magic. Without fail, Templars vanquished these threat is neutralized, the Templars will restore their order
practitioners of evil, always reminding those they saved and continue to be the same transparent organization
that evil was animalistic and that their humanity was as always. Why operate in the shadows when you can
stand in the light and still pull the puppet strings?
24
THE SECRET WORLD
The Secret World 1
Once the most powerful faction of all, now the Everyone is welcome to excel in their field, but
Templars are at a crossroads. At least the string of bloodlines matter. It is not a matter of purity of the blood
failures set into motion a true reform of the order that but a matter of hierarchy. Loyalty through the centuries
continues into the 21st century. Lineage and rank matter, is more valuable than simply recruiting someone from
1
but they are not the focus. Recruits are not necessarily the streets. Ancestry is also important when dealing
“old” blood, and ancestry isn’t a necessity to climb with traitors or those who have not proven diligent
the ladder within the organization. in their duties. Centuries may pass before the
Still, their methods and libraries of codices sins of an ancestor can be forgiven, but the
and spells are woefully archaic. Dusty tomes slate is never truly wiped clean. The shadow
on shelves that reach vaulted ceilings fill their of those that came before always looms over 2
archives. Meanwhile, the average citizen on the current recruits.
the street can download a copy of a similar There are few allegiances outside of the
text to their e-book device. Tradition is a Templar ranks. The Templars are the strongest,
blessing and a curse. The Templars are even if that is only in their own minds,
growing and making genuine efforts and will be the last faction standing.
to catch up to the pop culture and As far as every member is concerned,
technology of the Fourth Age. when working with a different group,
3
Only the commitment to good it is the other who benefits from the
separates humans from animals Templar influence and glory.
that can be corrupted by evil.
SYMBOLS
VISION The Templars are known for their
Tradition is all that matters. bright red uniforms when formality 4
Authority is followed and is key. They also have a white cross
respected. Templars only on their red flags and coat of arms.
want the bravest and the Templars have always identified
brightest in their ranks. Obeying with the lion throughout their
the hierarchy fosters order. Humans history, as they “roared” through
crave order and to be controlled. Making the ages.
sure the masses believe they have a
5
choice and offering only options that PROMINENT M EMBERS
support Templar power is the key.
Monster eradication must be a priority R ICHARD SONNAC
at all times. Constant training is required, and As the main contact for
all targets will be live demons or equivalent recruits and a liaison between
creatures. Realism is important to instill true members and the leaders 6
vigilance in the face of the worst that evil higher in the ranks, Sonnac is polite
can create. Fear, indecision, and questions and pristine, and his etiquette is beyond
are not needed. Missions for monster compare. He values tradition but has
extermination are clear, and there are no also opened the ranks to the possibility
exceptions. Humans corrupted by magic, of recruiting those without defined
bloodlines within the Templars. It is a
such as those openly calling themselves
more liberal view, but one that he feels is 7
witches, warlocks, or practitioners of the
Dark Arts, will be eliminated if they cannot necessary for the Templars to grow and
be recruited safely. sustain their hold in the world.
Magic is only practiced in the field Sonnac has been lauded as a wonderful
and for mission purposes. Though it is a mentor and voice of the Templars as
debated topic between cliques in the faction, they navigate the 21st century. There
the current leading thought is that once the are whispers that the “old guard” of the A
evil of the world is eradicated, all tomes Templars do not like him because of his
and instructions concerning the practice of radical “new ideas.” Other murmurs state
magic will be destroyed. The Templars will that he is the true force behind the rebirth
not allow the profane arts to continue when that is seeing Templar power grow once
they are no longer needed. Such spells, more. Whatever the case, Sonnac still
especially those of blood and chaos, only adheres to formalities and mission
serve to corrupt the good and just. parameters.
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Currently, Sonnac is exploring the issues with the Z AMIRA VATA
Filth and learning that Orochi’s CEO has an interest in She is everything that the new Templars strive to
building technology that searches for Gaia Engines. If be and more. Enthusiasm and optimism are her very
someone higher in the organization needs to be briefed, nature. Her desire to see change and reform prompts
Sonnac relays the information, and the information many of her colleagues to shake their heads, but it’s
currently coming in is not good. He has mingled with all hard not to like her. Even the taciturn Konrad Engel
the known societies in some capacity, but his opinions has been known to drink with her at the Horned God
of many of them are not always favorable. He has a in London from time to time since his expulsion from
particular interest in Kirsten Geary and her current the order. Determined to live up to expectations and
pursuits. This is probably due to the competitive nature change the world one demon death at a time, Zamira
of the Illuminati and Templar rivalry. is always ready to help further the agenda of the order
and assist new recruits.
DAME JULIA BEATRIX T YBURN
Dame Tyburn has been a member for most of her KONRAD E NGEL
life. She adheres to the old ways and the old guard. Once a respected member who served as a liaison
She is not opposed to adding new blood to the cause, to the Council of Venice, Engel is now on a permanent
but she is not ready to see all of the structure rebuilt. leave of absence at the request of the high leadership
Change takes time, and she sees no point in rushing within the Templars. Konrad upheld the rigid rules and
things. That doesn’t mean that as changes come, she hierarchy to the point of alienating possible new recruits
doesn’t foster some goodwill. She assigns missions and ideas. His days spent going between the order and
of great importance and expects exemplary results. the Council have left him jaded, and he believes he is
She has no allies within the organization (that she part of the problem and less of the solution when it
claims) and is reluctant to speak of herself in any comes to the failures that have plagued the order in
way. Her loyalty is to the institution, not one person. recent centuries.
Friendships can make a person sloppy or forget their
focus. However, when someone is challenged within P IT AND P ENDULUM
the ranks and she knows them to be loyal and true, she The order has a pair of custodians to see that no
will defend them from the divisive anger. She knows one veers too far from its true rules and goals. New
that infighting has been the cause of Templar failures ideas are sweeping through the ranks, but that doesn’t
in the past and is determined to keep the peace, even mean that the way the Templars have functioned for
if it means the old ways must slowly disappear. Better millennia is forgotten. Assumed to be two men with
to see methods fade into ashes than the order itself. varying strengths (and forms of punishment), Pit and
Pendulum are known as sin eaters. Within the order,
ROSE WHITE holiness and devotion are paramount, and if a member
Though very young when she joined the Templars, is thought to have deviated from this stance, their sins
Rose does not hold the same views as other new are feasted upon by Pit and Pendulum as retribution.
recruits. Bloodlines matter to her, and she values
loyalty and justice as much as the first founders of ALLIES
the order. Her thirst for the blood of monsters stems The Templars choose to believe they are the only
from a personal vendetta, as she lost her family at a true faction and will be the only one standing at the
very young age. Revenants are her main target, but she end of it all. They have to play along with the Council
openly destroys any monster that crosses her path. of Venice, but they see no reason to hold long-standing
Fuzzy sweaters and shotguns are a must in the field. alliances with any other group. Occasionally, they have
She believes true Templars should stand by the been known to collaborate with the Jingu clan in Kaidan,
order despite the failures that occurred during the Tokyo.
Renaissance and into the Victorian Age. However, she
is not as rigid when it comes to making friends in other E NEMIES
factions. Though the Templars and Illuminati are more The Templars have many enemies. Monsters, heads
enemies than anything else, she has a decent rapport of state that do not follow the right breadcrumbs, and
with Illuminati magic user Alex McCall. This is probably any faction that challenges their authority. That makes
due to their shared determination to smite the forces the list a bit long.
of evil. They have been called to work together more The Illuminati. The Crusades put a strain on the
frequently as the Filth continues to grow out of control. two factions’ already complicated relationship, the
scars of which still show to this day. Occasionally
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working together is necessary if the threat goes beyond T HE DRAGON
the scope of a single faction. For the most part, the
Templars see the Illuminati stronghold in the United
States as a rival victory that came from a great betrayal.
1
In the end, the Illuminati will fall once their usefulness
expires.
The Phoenicians. The connection was severed with
the fall of the Babylonian tower constructed by the
creators of the Templars and Phoenicians. Both orders
went their own way, and while the Templars seek justice 2
and to eradicate evil, the Phoenicians are mercenaries
more interested in wealth and what power that wealth
can buy.
The Dragon. Chaotic, and without any direction as
far as the Templar can understand, the Dragon are
avoided and interactions are kept at a minimum. Like
with the Illuminati, the Dragon can prove helpful when
3
the threat is on a global scale, but as is their way, they
seek chaos, and sometimes missions that should be
easily completed become meandering journeys into
rabbit holes.
The Orochi. The major factions know the company to
be a front for research and a growing faction of its own. 4
The Orochi do not seek to ally with anyone, especially “The Art of Chaos.”
the Templars. Their interest in the occult has caused No faction is as secretive, or as hidden, as the Dragon.
more headaches for the Templars than millennia of the They have no allies and only part-time enemies. Everything
Dragon and Illuminati combined, and they are a source and everyone are opportunities because the winds of
of irritation for the major factions due to their lack of change always blow. A gentle breeze is the assassination
adherence to the status quo. Every faction wants to of a foreign leader. A hurricane is the toppling of an entire
be the one that controls the world, but the Orochi are regime and a country’s system of government. Every 5
single minded in their pursuits, and the Earth suffers opportunity is worthwhile, and everyone plays a part in
for their blind dedication to studying the Filth. the chaos that is life. People are equal parts useful and
disposable in the eyes of the Dragon.
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H ISTORY people willing to look past the religious zealots and
There is no hard data regarding the formation of the happily choose to serve the Dragon.
Dragon. There is, however, a story. Some say it takes It wasn’t until the fall of the Roman Empire that the
place in the First Age, if such a thing can be believed. Dragon found it worthwhile to venture further into the
The story goes: There was a child prophet sitting world. Europe abounded with fertile minds that the
by a pond. In a vision, she glimpsed a dragon’s tail Dragon wanted to corrupt and confuse. Though the
disturbing the water. Within the nanosecond ripples Illuminati had destroyed the Romans, and the Templars
of the water, she glimpsed whole galaxies of secret were fighting amongst themselves and carving out a
equations. She reached out to grab the water, tail, and bloody path through Christendom with the Crusades,
equations… She was later found half-drowned. Dying, the Dragon decided to dabble and experiment. A rumor
she whispered of the Dragon’s open mouth and of a here or a false witness there fanned the flames of
nine-headed naga slithering out, each of its nine heads madness as they grew bolder.
singing nine discordant truths. With her final breaths, When merchants began to trade and visit numerous
the child whispered these truths, and those who listened ports by sea, the Dragon devised a scheme. As random
became the first converts of the Dragon. ships entered harbors, they placed rats injected with
Since their beginning, the Dragon meandered and an illness and waited to see the results. How far would
planted the seeds of unrest. Some among the Dragon these ships carry the infected rodents? Who would
boast that they meddled in the battle between the succumb? Was the disease strong enough to truly kill,
Grigori and Nephilim, in the First Age—not caring about or would it be a minor annoyance? The Dragon were
the outcome, only the chaos that could be squeezed not disappointed with their efforts. The Black Plague
from conflict. Whether or not this is true, it gives an swept through Europe, parts of Asia, and then North
accurate depiction of the Dragon’s approach to any Africa, killing almost 200 million people. In the wake of
conflict. Regardless of the victor, the people would the infections and the rotting corpses, turmoil followed.
follow them and need guidance. However, the Dragon Pestilence, war, assassinations, and the rise and
do not look to rule over people… but to rule reality itself. fall of empires were all indirectly the result of a simple
They follow their occulted models and equations, trying intrusion by the Dragon. Their initiates were placed in the
to hone the perfect model, one that will unlock the highest of courts and stood at the side of every Templar
controls to all that was and is and will be. and Illuminati who falsely considered themselves the
The structure of this secret society comes from the superior faction and the de facto authority. Kings were
seeds of that ancient story. The Dragon goes through murdered with only a tiny push. Citizens rebelled and
constant cycles of seeking a young prophet, the Chosen, slaughtered their rulers with a slight redirection of
the Child. The Dragon’s leader is always a child, who is thought and reason. Gaia’s children were always seeking
always killed before adulthood to speed the process something to anchor them, something to give them
of reincarnation. No one outside this faction knows purpose. When people were peaceful and content, the
quite why the Dragon sacrifices the Child. Perhaps this world did not shake and the fires did not burn. Where
replicates the loss of the young girl from the original there was no chaos, the Dragon could not breathe. It
story, sending an echo of the pattern through time. This was their oxygen. The solution was to always maintain
cycle perpetuates through the history of the Dragon: an atmosphere of confusion and distress and sow
a Child was found, the order congregated in that area, discontent wherever growth and prosperity were
the Child was lost, the order disappeared. There is starting to take hold.
always a Child. They always appear, and the dragon The Dragon are believed to be responsible for the fall
always finds them. of the Russian Empire with the death of Tsar Nicholas
The Silent Monks protect the child. Their other and his heirs. Emperor Puyi, the last emperor of China,
functions have never been clear. The person who who abdicated in 1912, was reinstated after World War II.
translates the body language and whispers of the Then, after years of abusing his power and people, he
Child is known as the Mouth of the Dragon. Members of was relieved of duty and imprisoned until his death. This
the Dragon take this structure very seriously, and only saw the rise of communism, and the will of the people
the Mouth may interpret the Child’s wants and edicts. dissolved. The Dragon felt more secure in the suffering
The myths of the Ages sought to demonize the Dragon of the impoverished and the glorification of the elite.
and its initiates with such depictions as Zeus fighting The poor would always want more with no real way to
the serpent Typhon, the Christians battling Satan, Thor obtain it, and the rich would always take more while
wrestling Jormungandr, and so on throughout time. always looking over their shoulders, knowing they had
These tales were designed to remind people that dragons, to keep a tight leash or the dogs would devour them.
serpents, and that which crawled were the enemy and While chaos is appreciated and encouraged, the
would destroy humankind. The Dragon didn’t work to Dragon do not want the Filth to engulf all reality (though
dispel this theory because there were always enough there are rumors that the Dragon has recklessly
28
THE SECRET WORLD
The Secret World 1
experimented with Filth in their pursuit of causing chaos). The Mouth of the Dragon is only as vital as the Child,
Just because they enjoy seeing populations scurry like or their own aspirations. Like anyone, the Mouth of the
roaches exposed to light (at least, for a greater purpose— Dragon can be corrupted by thoughts of domination
not simply for the sake of mayhem) doesn’t mean they or change. The Dragon seek to change the world, but
1
wish to see all of them ultimately destroyed. While some their chain of command is clear. If the Mouth of the
among the Dragon take a manic joy in the turmoil, many Dragon becomes suspect, or begins to interpret the
take this work seriously, as it is meant for a greater end. Child in a way that is self-serving, the Mouth is relieved
These are the times the Dragon emerge and work with of duty. Their mind is wiped, and they are placed back
the other factions, albeit grudgingly. The Filth situation in where they came from with no knowledge of their time
Tokyo is hitting too close to home. The Dragon’s current among the Dragon. 2
headquarters is in Seoul, South Korea, and they must A group of Silent Monks watches over the
protect their Golden Child and current place of operations. headquarters of the Dragon, and the Child specifically.
Of course, the more Templar and Illuminati agents that Their purpose isn’t stated or known, and they simply
fall before the Dragon do are a bonus side effect of the oversee the organization at every level. Joining their
apocalypse’s current manifestation. ranks, or leaving them, isn’t a choice. Silent Monks
For now, the Dragon are open to working with their appear and disappear regularly, but the cause is not
enemies. The Filth would end all that is Gaia, and even known. However, the Monks, the Mouth, and the Child
3
the Dragon are not willing to part with their favorite are the triad that forms the Head of the Dragon. Their
plaything: humanity. Considering it a necessary evil, word is final.
the Dragon sent their agents to oversee the incident Headquarters for the faction are not easy to find.
at Kaidan station. In perhaps the first instance since However, agents of the Dragon limit the population of
their beginning, the Dragon now seek to end the chaos the town or city where the Child was found, making it
of the Filth. The Sun Eaters are not part of their plans, resemble a ghost town. The fewer people to watch the 4
and even distasteful and uncomfortable alliances are comings and goings of the Dragon’s elite, the better.
worth the destruction of the Dreamers. There is a reason they are the most hidden and secretive
faction and have remained so for millennia.
VISION
Chaos is the key, and every means to every end. What SYMBOLS
humans construct, the Dragon must see leveled. After The Dragon use the symbol of the mythical creature
all, “Idle hands are the devil’s workshop.” One would of legend that shares their name. A black dragon upon
5
think the Templars were part of coining that phrase, a green background is what identifies a member of
but it was the Dragon. A contented society relaxes, the faction if they wish to make their presence known.
trusts, gets comfortable—and that reduces chaos The symbol scares those who have no business near
and confusion. The Dragon need chaos to survive and a Dragon member and intrigues those who might be
continue their legacy. useful to the organization.
Recruits are specially selected, but the Dragon 6
are not as picky as the Templars or the Illuminati. PROMINENT M EMBERS
Sometimes, the less intelligent, or more volatile, the
better. Such individuals live the chaos as well as spread T HE CHILD
it, and the Dragon are successful either way. Though The prophet, intelligence, or ruler of the Dragon is the
the order has been dismantled and rebuilt many times, Child. In the ancient story, a young girl saw a dragon in
a vision and reached for it, and her story set the stage
this has only served to define the true nature of the
for the Dragon to take form. Every generation’s Child is 7
initiates and their leaders. Nothing is permanent, and
everything is subject to change. different. They are the reincarnation of the first child who
The hierarchy is rigid, but not in the same vein as had the vision. Taken from their homes, the Child then
other factions. Since the first vision of the young girl directs the Dragon in their pursuit of world domination.
in China, the Golden Child of the Dragon has always Like the Buddhists seek their Dalai Lama, the Dragon
been found, and there the roots are put down for the always seek their Child. It must be a child, as an adult
faction during that time. The Mouth of the Dragon, a is past the point of innocence and can create discord A
translator of sorts, interprets the orders and wishes of in the system. The Dragon welcome chaos they create,
the Child and conveys these edicts to the faction. The not chaos they must fight within their own ranks. Once
word of the Child is law within the ranks of the Dragon. the Child approaches their teenage years, they are
Once they reach adulthood, the Child is eliminated, and eliminated, and the search begins again. The Child can
a new child is sought. This is why there are huge gaps be found at the headquarters of the Dragon, guarded
in history where the Dragon are not active and their by many agents, cared for by the Mouth of the Dragon,
place in the world is not certain. and watched by the Silent Monks.
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T HE MOUTH OF THE DRAGON A KMA
(DAIMON K IYOTA) Half-demon, half-human, Akma has no allegiance to one
Chosen for their intellect and removed when they are or the other, as he was shown no acceptance from either.
no longer useful, the Mouth of the Dragon interprets the When he was a child, his parents were murdered for their
will of the Child. The Mouth is the Child’s voice and gives commitment to one another and for his existence.
orders upon the Child’s whispered commands. Whatever Despite true feelings of love and respect between
the Child needs, or the Dragon wants, the Mouth the human woman and the demon man, both
provides—or finds someone who can. But the were shunned by their respective species and
usefulness of the Mouth is not guaranteed, and executed. This caused Akma to float through
like the Child, the Mouth has an expiration date. the centuries without any strings attached. Every
When the Mouth begins to exhibit autonomy, job was just done to ensure his survival. When
or a tendency to ascribe personal ideas to the an employer set him free, or perished, he simply
will of the Child, they are replaced. Luckily, the sought another opportunity.
Mouth survives the demotion, unlike the This continued until he met his current
Child. When the Mouth is deemed no mistress. For whatever reason, he is
longer valuable, their memories are absolutely loyal to her and never
removed and reorganized, and they questions her orders. He is silent and
are returned to their former life. They steadfast as he brings her new Dragon
will have no recollection of their time recruits to initiate. Despite centuries
with the Dragon or recall that any without attachment, Akma has chosen
such faction exists. this woman, and he is never far from her
or her residence at the Kumiho Hotel.
SILENT MONKS
Their true function isn’t known, A KMA’S M ISTRESS (H ANA)
but they are many in number. With After a recruit is deemed worthy
stitched mouths that silence them by the Dragon, their first assignment
to forever keep the secrets of the is to visit this woman at the Kumiho
Head of the Dragon, the monks are Hotel. Akma leads them into her
found throughout the headquarters. suite. She has a set of skills that
They surround the Child and the can lure the recruit into a state of
Mouth of the Dragon at all times, transcendental bliss, both mental
and the whispers they hear are never and physical. Hours or days later,
repeated. Their silence is eternal. the recruit emerges imbued with
new purpose. It is noteworthy that
JIN JAE HOON out of centuries of wandering, Akma
The dragon recruited Jin Jae Hoon, found no true desire to chain himself to
a professor, for his inexhaustible desire anything human or demon. However, this
to research all aspects of the Secret woman has his undying loyalty.
World. His ability to find information
about literally anything is what caught ALLIES
the Dragon’s eye. Studious and fair, he As with many secret societies, the
is willing to talk to new recruits and Dragon’s alliances are often made in times
expound on the virtues of joining the of short-lived convenience, when goals
Dragon. The professor is not so much happen to align. They work with those that
loyal to the Dragon, as he is accepting are necessary, just like it is necessary for the
of the fact that he can neither escape predator to cull the prey. Cataclysmic events
them nor is he meant to. He usually are the only reasons that can be deemed to
sits in the lounge at the Kumiho necessitate even brief partnerships.
Hotel in Seoul, South Korea. This The Council of Venice. This association is
makes him appear aloof or overly out of necessity and only for appearances.
relaxed, but he is shrewd and careful The Dragon count no one as an ally. The
to guard the Dragon. Council keeps the peace between the
major three factions, so the Dragon
suffer their interference from time to
time. Polite indifference is usually effective
when dealing with the Council.
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E NEMIES whether someone is ready or not. Choices must be
The topic of enemies is more familiar and made. Those of the Secret World do not ignore their hair
comfortable. Enemies are chaotic by nature. This is raising or an inexplicable shiver down their spine. Such
where the Dragon thrive. Indifference is just another warnings are heeded. The hive will still make its sweet
1
word for lazy. Cultivating chaos starts at the very basics honey, even if it loses a few worker bees. If someone
of human behaviors and relationships. The good and disappears or fades away, no one will remember they
the bad are all needed in the scheme of things. even existed.
The Templars. Masquerading as religious believers Things only hinted at in pop culture and ancient
that hide behind tradition and militaristic hierarchy, the mythologies are real. There is a Hollow Earth. There
Templars are an annoyance. This annoyance can become are groups vying for control of the human race, and 2
a festering wound from time to time. The Dragon have not all have altruistic intentions. News, art, media, and
very little contact with them and enjoy upsetting their even local school newspapers are regulated to ensure
carefully laid plans on every possible occasion. compliance and obedience. The conspiracy theory
The Illuminati. Materialistic, opportunistic, and crackpots who flood social media with their disclosure
generally too detail oriented, this faction is also at videos are not all wrong. There is good in the Secret
odds with the Dragon. The Illuminati and Templars World, but there is also evil and darkness.
controlled everything for far too long, and the Dragon Angels, demons, nature spirits, vampires, and other
3
see no reason to allow their expansion to continue. supernatural beings do exist. They walk among the
Concerning the Illuminati, the Dragon have little respect unassuming of the world. Sometimes a picture of
for their Western ways and choose to have as few Sasquatch slips past the gates built by the censors
transactions with them as possible. From time to time, that cleanse the normal world of paranormal or mystical
a brawl—monitored by the Council of Venice, of course— information. Not every picture is real, but not every
stokes the more competitive side of the Dragon and picture is of a man trekking through the forest in an 4
Illuminati. Whether battling over resources, a stake of ape costume. Ghosts float through long-forgotten halls,
land, or control of a recruit, these factions have little to with ever-improving technology now able to discern
no hope of aligning other than during apocalyptic events. their moans and haunting cries on advanced recording
The Phoenicians. The mercenary side of the devices. Governments experiment on their own citizens,
Templars, and their disowned sibling, this group is a creating telepaths, remote viewers, and superhumans
curious bit of chaos but also a thorn in every side. They that become enhanced soldiers. Fringe science is
want money, and they’re a little too quick to ignore practiced more than many would want to believe.
5
promising opportunities when obtaining wealth. If the Seekers are warned of what they will find. Sometimes
pay is good, the Phoenicians are fast to worship the illumination leads to madness, sometimes to truth,
source of income. This makes them less entertaining and sometimes … to regret. Once Pandora’s box is
than a group this tumultuous should be. open, the only thing left is hope, and the rest of the
The Orochi. Ambitious and prone to impulsivity, pestilence is free to wreak havoc on the body and mind
this group is at least amusing. They are naturally an of the explorer. Not all that is hidden was hidden out 6
enemy, as they seek to sit atop the mountain alone, but of malice, but rather to protect those who cannot and
the Dragon enjoy picking through their leftovers. It is should not know or see. “Be careful what you wish for”
somewhat surprising that the Orochi haven’t succeeded is a proverb parents tell children begging to learn about
in more of their endeavors, given that they are helmed life before they are ready. Even Alice had regrets over
by an actual fallen angel. This is a piece of the puzzle following the rabbit into Wonderland.
the Dragon find interesting—and exploit whenever they 7
must interact with the corporation.
GAIA
“Come see the Immaculate Machine!”
L ORE OF THE SECRET WORLD Humans throughout history have sketched, painted,
Inhabitants of the Secret World hold mystical sculpted, and revered the Mother. Gaia is the goddess
knowledge from throughout the Ages. The legends incarnate, the womb from which the world was born.
and conspiracy theories only scratch the surface The Renaissance period of art constructed a particularly A
enough to pick at the world’s wounds and draw a drop interesting vision of what Gaia would look like to her
of blood. That which is hidden is in plain sight, but most loving children. People always try to put a face to what
people never take the time to pay attention. When a they cannot or will not understand. Gaia is every beautiful
new member of the “hive” awakens, their senses are painting, every sculpture of the scorned woman, and she
raw. They can access the very essence of what makes is the brightest sun and the darkest night upon Earth.
the world’s heart beat. New initiates see the best and The mother of all on Earth, Gaia is exactly what
worst of what dreams can bring. Voices speak often, the masses believe her to be. There is truth to every
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She is a recurring pattern, built and rebuilt upon countless worlds, an alien thing
made by even more alien things for an even more alien plan …
form that can be envisioned. To the spiritual she is A good portion of Gaia’s children continue to remain
the goddess, a celestial being that has created and unaware, but she will not let them be vulnerable in their
endured. Her names have been many, such as Geb, Ki, obliviousness. This is where teachers and protectors
or Bhumi. To those who walk a path of absolutes, she come into play, those trained specifically through time
is a computer, a master server that secures millennia with magic that can only come from within and from
of data. Like strings of DNA, her memory is long and a strong connection with Gaia. One such man, Zuberi,
winding, and all that has happened, and all that ever is a formidable shaman that has connections to many
will, reside in her core. She is the Immaculate Machine. factions but claims no affiliations himself. He claims
Cults, religions, cities, wars, and empires have all been to speak to Gaia often and attributes his magic and life
created or destroyed in her name. The ancients have all to her existence. Other known groups, such as ancient
written of the mother of creation, but those of the Secret Druids, were direct worshippers of Gaia and sought
World know that the ancients never captured the true magic to protect her creations.
depth of her role. She is equally loved and derided, but Not all relationships with Gaia are so tranquil. The
always at the center of every creation story. Her role in elemental jinn revere Gaia above all things, but over
touching the mountains and causing them to rise, or the Ages, that love turned toxic, and they direct their
prompting the streams to flow and the oceans to move in hatred towards humans, whom they think stole Gaia’s
rhythmic waves, are all certainties to her faithful. In turn, attention and desecrated her gifts. Others see her as
those who have suffered from pestilence and disease less than attentive. The beings who feel Gaia’s children
throw the blame for these evils at her feet. have been abandoned are easy targets for those seeking
Although many seek to know more about her existence, to further their own agendas. Gaia Engines are failing
little information can be found concerning her own to keep the “Eaters” asleep and imprisoned, leading to
creation. The “Host,” a group of angelic beings that came easily manipulated minds. The blame for this falls upon
before all that is, are whispered to be Gaia’s makers. Since Gaia. Time marches on, the world descends further into
not much is known about her origins, her birth remains darkness, and Gaia is still unable to be found by many.
a mystery. Gaia’s true form, if there is such a thing, has This sows the seeds of unrest and gives cult leaders and
never been seen. Her presence is vibrant, but perhaps her despots room to create public division, strengthening
image has been lost to the annals of time. This can only their power over others.
mean that for eons, this maternal entity has seen the rise Whether someone chooses to see Gaia as the Mother,
and fall of many human constructs, and still, she loves a supercomputer that is self-aware, or the mystical
and shelters her progeny within her embrace. goddess imbuing them with power and purpose, the
Some see Gaia as a “mother bear,” but her totality choice is their own. No one is ever alone, but every Bee
cannot truly be quantified. Her maternal nature is must fight without end. Hungry horrors, Bees lost to
balanced by the fearsome unknowability she represents— corruption, and the visceral instinct for humans to seek
Gaia may wish to nurture us, but for purposes humankind blood will keep Gaia’s children forever defending her.
simply does not—or cannot—understand. Her love is absolute, as is the commitment made to her.
She creates, protects, and supports all that is life on
the planet. Her protection is greatly needed, as there
are horrors that only those who dare court nightmares WORSHIPPERS OF GAIA
can know. These horrors would see the world burn and Throughout the Ages, when faced with the
be slowly devoured. wonder and power of Gaia, some humans have
Her existence is fluid throughout dimensions that always reacted with worship. In this Age, she has
humans cannot conceive of or find. She networks been worshipped by countless people under many
herself through all facets of reality. She channels the different names, including those listed here.
energy called anima. Though all living things have the
capacity to interact with anima, she empowers others • Druids
to interact with it on a far greater scale. There is a sweet • Ancient Greeks
buzzing heard by those who are gifted with the ability • Sumerians (as Ki)
to use anima. When the whispers reach their ears, they • Egyptians (as Geb)
know the Mother needs them to help protect the rest • Indians (as Bhumi)
of her children.
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Since the beginning, and until the end, Gaia’s The entity introduces itself as the education protocol.
followers will kill, sacrifice, and die in her name. Her The program is coded to deliver messages through all
secrets and her words will pass down through all Ages possible channels. One problem that arises for most is
for as long as the world survives. The Druids have understanding the communication as it is presented.
1
existed for millennia, at the very least, seeding wisdom The syntax in the message lacks any rhyme or reason.
through the Celtic tribes. Ancient Greeks explained What is delivered is sometimes an interpretation that
Gaia as the Mother that created every facet of the is far too literal, that simplifies the true meaning and
world with her consort, Uranus. The Sumerian mother, obscures it into a puzzle.
Ki, was the consort of Anu and the cocreator of the The Buzzing is not constantly heard, but the collective
world as we know it. For the Egyptians, Geb was the is always broadcasting. Once a Bee is connected to the 2
god of the Earth and the great protector of its people; hive, there are triggers that can activate a link. Jumbled
they went so far as to refer to Earth as “The House of messages are intuitive warnings, while a word might
Geb.” In India, Bhumi is the Hindu goddess known as be repeated within the static of an old television to
“The Divine Mother Earth.” No matter the culture, Gaia impart wisdom about an impending event. “Everywhere
survives, and the people know her in some way, for and anywhere” is literally true of the Buzzing’s choice
good or bad. of communication, and there is no point at which the
transmission will cease pervading the fertile senses.
3
“Sure, it sounds warm and fuzzy, Mother wants to let The low hum of a radio that is barely audible has been
us nap, love Mother, adore Mother. The truth is, Gaia tuned to a specific station and set at a specific volume
is a game just like anything else. Yes, we owe her for for a reason. Just beyond what can be heard clearly,
creating us as we are, and possibly letting us advance. there is a voice, a pattern, and the listener can grasp at
the faint words to form the meaning. The lessons are
But look at all that strolls around us unchecked. The
Grigori and the Nephilim fight. They’re really just
many but not easily understood. Many times, the entire 4
point is missed, as is the image, thought, or musical
clichéd bratty siblings. Vampires and werewolves
refrain carrying an important clue.
roam through our world like something out of a bad Examples of obscured messages can be found
B horror movie. Nutjobs murder, rape, and thieve everywhere, such as a flight pattern of a flock of geese
unfettered. You know whose job it is to clean it all up or blood spatter at a crime scene. For those who will
at the end of the day? OURS! Gaia is the mother that listen, a change in a bird’s song or television channel
has no maternal instincts. Those machines haven’t seen that just can’t quite be tuned in are all possible avenues
5
maintenance in Ages, that’s literal Ages, honey, and to hear the Buzzing. Interpretation is everything, as the
so it’s no surprise they’re letting all kinds of madness collective will not care if the message is not received
hop, skip, and jump the globe. Love Mother dearest correctly. Failures and triumphs are all accepted. A new
if that’s what lets you rest your head on your pillow Bee is easily acquired—one that can hear, see, smell,
at night. Just keep in mind that Mother hasn’t really touch, and taste the honey of the hive.
checked on us since creation and her minions aren’t 6
exactly behaving themselves. But all families have their
squabbles, I guess. Now, go forth and find something
to fight for and prove to me you can actually protect
our Mother.”
—Kirsten Geary. Transcript from a training video
for entry-level Bees in the Illuminati. 7
T HE BUZZING
“Our wisdom flows so sweet. Taste and see.”
Whispers, radio static, and cryptic words flowing
together on graffiti-covered walls: that is the buzzing. A
While anyone has the potential to hear the Buzzing,
particularly those with skewed perceptions or minds,
it is the Bees who can most reliably tune in. Hearing
the buzz mingled with the drone of everyday noise is
an honor and a curse. The hum is always just on the
edge of the consciousness.
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Like bees in nature pollinate flowering plants, so will fey-touched, or oracular were often Bees. Throughout
the Bees fertilize the minds of others who are willing history, the study of a new art or science has been
to listen to knowledge. The mundane rarely appreciate attributed to a moment of epiphany. A sudden burst of
such enlightenment. The wisdom of the Buzzing is inspiration or thought leading to a society-shattering
sweet, but it is an acquired taste. The knowledge is discovery was considered an intervention from a higher
the honey, and the workers are the recipients of the power. Humans are not the dullest of creatures, but
lessons learned. Gaia’s children have only grown wiser neither are they particularly wise. The Buzzing slowly
and stronger as the Bees fly from one budding mind guides those on Gaia’s Earth with hints and lessons,
to another, sharing and imparting wisdom. all to help Gaia’s chosen to grow.
Perception of time is unimportant. The Buzzing
occupies a space outside of time and has no concept
of linear etiquette. Alien in origin and in thought, the ALIASES
Buzzing will not always relate with the hive on a friendly The Buzzing is known by many different names.
level. Clues, puzzles, and riddles are just as likely to be Bees who become Secret Worlders are instructed
had from the collective as are reminders that the human by those who came before, and introduced to the
mind is a canvas stripped bare for higher life-forms staticky, painful transmissions in their heads as “the
to mold and use. Human foibles are exploited for the Buzzing.” Others have less context for the waves of
purpose of communicating with and controlling the hive. data randomly washing over them, and attach their
Not all the messages are of doom and gloom; some own names to the voices producing the waves.
are pieces to a puzzle. What history has been lost or The Education Protocol. The Buzzing refers to
misinterpreted? The Buzzing carries it all within the itself as the “Education Protocol.” Indeed, its primary
strains of a melody or the lashing of rain on a windowpane.
function seems to be to teach the Bees about true
Much is lost to the hunger of time, but the Buzzing loses
reality—how it is, not how it appears. This education
nothing. It only acquires. It is the triumph of information
is scattershot and meandering. This is partially to
over entropy. Every creature’s mind leaves behind a
whisper. The whisper travels and grows. A butterfly flaps
protect the Bees: a full blast of unfiltered arcane
its wings in a garden, and thousands of miles away, the truth is never good for the human brain. But it’s also
energy has increased and grown into a massive storm partially because the Buzzing is incapable of simply
that lashes against the shore. delivering information. It’s outside of time, outside
Sometimes the whispering voices in the darkness basic language, and outside human comprehension.
will disagree. They may vie for attention, leading the Bees are fortunate to be able to understand its
Bee to act in a manner that conflicts with their personal teachings at all.
interests or moral compass. The will of the Bee will be The Voices of Gaia. Those who see Gaia as
pushed into the recesses of truth and consequence more of a goddess than a biocomputer consider
while the Buzzing lingers in the neurons and dances the Buzzing to be how she delivers her prophecies,
through the gray matter. Dreams can be areas of contact, wisdom, and holy knowledge. Gaia-worshippers seek
and this leads to the inability to decipher reality from the Voices, and meditate upon their words.
the fog of sleep. These states become interchangeable, The Bees. Some scholars, upon learning of the
and the Bee acts without fearing human outcomes. Buzzing’s honey metaphors and Gaia’s use of bees to
All actions must be accounted for; there will always awaken her protectors, decided that the awakening
be ramifications. If the Buzzing comprehends any bees themselves are the source of the mysterious
unfairness in the fact that it is the Bees who suffer messages those protectors receive. This can cause
those consequences, they do not speak of it. confusion, especially among those who refer to
Deep within the cells of a Bee, swimming in blood themselves as Bees.
and acid, the Buzzing creeps into the veins, the nerves,
and the thoughts. In Ages past, those considered mad,
Important safety note: If the Buzzing tries to communicate too directly with someone,
it can damage their mind. Sometimes the Buzzing may grow frustrated with the
limitations of “meat brains.”
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“Always whisper in here, huh? Keep something moving FUNCTIONS OF ANIMA
in the background, sound, something. They’re always Imbuing Items (Magical). Weapons, armor,
listening … hear everything. You know what I mean? talismans, and jewelry can all be imbued with anima 1
Don’t you feel it? That itch you can’t scratch in the to enhance the user. Glyphs and signets infused with
back of your brain? That hum that you hear over anima can offer a boost to weapons and abilities or
everything or when it’s all quiet and the silence makes provide a strong protective quality.
your ears bleed? It’s always there, you know? I ain’t Magic (Blood, Chaos, Elemental). Magic
crazy, I’ve heard it forever. Their cameras are bad vibrates throughout the Secret World. Blood magic
but that hum, that buzz that you can always hear draws from the caster’s blood. It can make the user 2
but you can’t make out what it’s saying? That’s them stronger or more deadly with their attacks but more
always making sure they’re in control.” vulnerable to damage. Chaos magic strips the target
—Dave Screed, conspiracy theorist, social media of their defenses, their abilities, or sometimes their
influencer, podcast creator. New York City, USA. very thoughts. Elemental magic powered with anima
can create a small wind like a butterfly’s whisper or
a mighty hurricane while the Earth burns. 3
A NIMA Healing. In its purest form, anima heals nearly
all wounds and disease. However, the more dire the
This is the blood of Gaia, the esoteric energy of illness or injury, the more anima that will be needed.
creation. Anima is the honey of the hive that flows
This is why the Filth has not yet been cleansed and
through the Bees. Pure energy, anima is what powers
has grown beyond the confines of the Gaia Engines.
Gaia and all her creations. Anima can create or destroy
life, as it is the first and last energy that powers the
Protection. The Secret World is full of dangerous 4
world and reality. Every supernatural ability that a Bee
puzzles, monsters, and celestial beings that do not
has can be credited to anima. It awakens the Bees and always play by the rules. Anima protection can
fuels their powers. be fused with items and used to survive the most
Everything and anything that walks or slithers on the volatile of encounters. Heightened defenses against
Earth is permeated with anima. This is the mana spoken the elements, blood magic, and thought control from
chaotic magical forces are all possible with anima.
of in ancient texts or the ambrosia of the gods. Whatever
Anima is the most powerful substance known to
5
the origin, it is obviously what sustains Gaia and her
children. Magic requires anima to be manipulated or the followers of Gaia. Alchemists have imbued items
changed in some way. Found in the powdered particles such as swords (Excalibur is an example), crowns,
of mined metals, or in intricate designs in objects or even something as simple as a piece of jewelry.
forming a circuit, anima is needed for all magic users. This infused magic can protect, heal, or serve as a
Depending on the amount needed by the magic user, weapon. Magic is fueled by anima energy when the
with the help of an anchor or starting point of a spell, user can bind with a focus item. A focus item is imbued 6
the caster can work with anima to focus power and with anima, allowing the caster to use blood, chaos, or
intention. elemental magic in their attempts to defend Gaia and
Intent is everything, and a focused mind is imperative. her children. Healing is more elusive, as the human
Anima can be used for good or bad. Anything that can body is frail in comparison to the celestial beings
create can also destroy. Gaia’s blood has not always that make war upon Gaia’s Earth. To heal, the target
been used by those with good intentions. Enough anima must be imbued physically with anima and accept 7
can perform what humans see as miracles. By the same the consequences of being touched with the divine
token, anima can create a massive cataclysmic event. blood of the Mother. Pure anima when not focused is
as unstable as a nuclear reactor left to leak radiation
into the world. Thus, pure anima is a double-edged
sword that can kill or offer renewed life.
Magic exists in the world without anima. A
However, anima can boost the power of
Some magic practitioners seek to study the depths
magic just like it can enhance one’s body of anima’s power and to use the research to better
or weapons. humanity. Many hope for peace and to cure diseases
of mind and body. Then there are those that summon
demons from the dimensions of Hell, cast spells of
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CORE RULEBOOK
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manipulation, and study mind control. It is the will and
the focus of the magic caster that decides where and “Emma is a child that is struggling with a sense of
how anima energy is used and directed. self and her origins. She knows that she is unable to
Anima can dissolve the Filth in large quantities, but control herself and has expressed the desire to learn
it can also be corrupted. While anima is the blood of more about her abilities. She exhibits all the outward
the source, it is not easily acquired. Every source that appearances, and some of the emotional and mental
can be mined is protected, and the secret is kept safe. attributes, of a child. She sleeps with a teddy bear at
Avatars of Gaia have walked in human form upon the night, cradled close. This is in sharp contrast to the
Earth, and they are thought to be manifestations of neural scans that show her amplified brain activity
pure anima. In every Age, there has been an avatar even in sleep. She is a puzzle.
that is revered or reviled, and such a being could not Punishment and reward are not working despite
have manifested without a source of energy imbued following all the tenets of Skinner and the lab
by a creator. protocols. Without containment when Emma becomes
One avatar of Gaia that was studied by the Orochi emotional, accidents have occurred. I am aware that
Group was perhaps a creation of pure anima. The my partner, Julia, believes that Emma is responsible
child was either born this way, or Gaia imbued her with for the death of the first responder that rescued her
anima when claiming her body. The child Anima lost from her home as a toddler. While I understand her
her family very young, and the Orochi Group “adopted” suspicions, I have come to believe that it might be the
her. Through a misunderstanding of the pronunciation work of those seeking Emma rather than Emma herself.
of her name, Anima is now called Emma Smith, and
Anyone that she had contact with before is gone,
her connection to Gaia and use of anima are sought
dead from unusual circumstances, and all repeated
after by Lilith, the Mother of Monsters. Then there
the same ramblings of monsters and brain-eating
is Samael, a fallen Host that holds no allegiance to
any group but, through Orochi, seeks to unlock any blackness that haunted them. Emma cannot swat at
answers Emma might have or to use her to find a well a fly, so I cannot theorize that she could have any
of unlimited anima. part in the deaths of previous custodians.
I still try to maintain a parent–child relationship with
the subject, but she senses my partner’s fear and
“The child is unstable. She has no control over her lack of empathy for her situation. Emma has become
thoughts, powers, or actions. We have tried to give distrustful of us all and I do not blame her. I doubt it
her toys, let her watch American television, and have will be long before she runs away, and finding her
even resorted to punishment. When Emma is denied again might prove impossible.”
anything, she becomes volatile. I am not so cruel as to —Field report from the communications of Orochi
think she wants to harm anyone, but good intentions Agent Winston Smith
do not erase numerous accidents and injuries that have
occurred in those who have been her handlers. Even
the fireman who rescued her later committed suicide, “What’s it feel like? Uh, it’s … thick, like honey. Kinda
and several diaries were found with ramblings about bubbly, like champagne. It’s like shooting up sunshine,
black monsters that crawled inside his brain. She is and it burns when I bleed. I dunno, man. It’s sparkly.”
not a child. She is a creature that needs to feed. The —Chloe Dawson,
first handlers hypothesized that she was a child of Templar enforcer (probationary)
Gaia, an avatar of the Mother. They are wrong and
they have suffered for their miscalculations. She is a
conduit of power and a creation of that which is chaos. T HE DREAMING ONES
She must be contained, and showing her mercy,
“You are all made of stars!”
indifference, or malice makes no difference. Emma Neither the darkest of horrors nor the merged
Smith cannot be allowed to leave the compound, and imaginations of King and Lovecraft could conceive of
any attempts to integrate her into society as she ages the Dreaming Ones. No human has seen a Dreamer in
will prove futile. If it is true that Lilith is seeking her, its totality. Because they exist in multiple dimensions,
then that speaks of the havoc that Emma’s existence it is impossible for a human mind to comprehend their
has created. She is a test subject that may become full reality. It could cause the person to fall into insanity.
more of a liability than an asset.” The Dreaming Ones literally eat stars, galaxies, and
—Field report from the communications of Orochi worlds, their very existence oozing terror and madness.
Agent Julia Smith The Dreamers are also known in some cultures as
Sun Eaters.
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Gaia and her engines were designed to trap the
Dreaming Ones long ago (before the First Age, some WORSHIPPERS OF THE
believe). They slept fitfully through the Ages, nearly DREAMING ONES
awakening a few times. Something changed during the
1
The Dreaming Ones want to be free. They cannot
Third Age. As the Fourth Age dawned, the efficiency free themselves, but they stir as they slumber in their
of the Gaia Engines decayed, and Filth leaked into our tombs, reaching out through the cracks in their prisons
reality in unprecedented amounts, carrying the hopes to contact those humans who may be able to help free
and aspirations of the Dreamers. Their first wish was them. They offer the poor fools anything: power, love,
to escape, and the Filth helped to spread the cancer. eternal life. In exchange, all they ask is faithful service.
These monsters must slumber. They wish to devour
Dreamer cultists have worshipped their imprisoned 2
everything within their grasp. As they drift through
gods from time out of mind. Their cults have taken
space and time, they are drawn to any body of stars
numerous forms over the millennia. Though the
to slake their hunger. Once a world is consumed, they
must seek more sustenance. Their appetite is never
Dreamers represent themselves in different ways to
truly sated. Numerous celestial beings have been made different people, they often use the sun, or the eating
into a feast of stars. of the sun, as a symbol or metaphor. For example, the
Mortals are vulnerable to the temptations of the Mayans worshipped a Dreamer as the “Fifth Sun,” 3
Dreaming Ones. Offering the thing a person most desires, while ancient Mesopotamians revered the sun and
the Dreamers lure them into their arms. The Dreaming the god that created it.
Ones have enticed mortals into helping them escape their Below are some of the most prominent cults of the
sleep. They promise the moon and stars, which is where Dreaming Ones.
many of the cults of the world come into play. Sometimes Cult of Aten. In ancient Egypt, the Pharaoh
when someone can hear a Dreamer, it’s through a nursery Akhenaton outlawed the worship of all other gods, and 4
rhyme that is jumbled. Other times it’s a hiss that slinks he eventually dedicated his entire nation to honoring
through the cracks of a human’s conscious thoughts. (and releasing) the Dreamer he knew as Aten. Though
They want to awaken, they want to walk and consume the Black Pharaoh was eventually overthrown and
the Earth—and they need humans to find the key and turn bound inside his own pyramid tomb, the Cult of Aten
the lock, releasing them from their prison. still persists in the shadowy corners of Egypt today.
For thousands of years, the sleeping monsters have
communicated through dreams. Epiphanies and the
Sol Invictus. The ancient Romans worshipped 5
their own Dreamer sun deity, Sol Invictus. As the
greatest scientific breakthroughs could very well have Roman Empire spread throughout the world, so did
been the influence of a Dreamer and not the Buzzing. the Sol Invictus cult, which established colonies in
Even the well-intentioned and great leaders of men may Egypt and Transylvania, among other sites. While
not have had original ideas. Philosophers always spoke the cult itself has vanished, the haunted ruins of its
of prophetic dreams. Some of these great men were
old colonies remain.
probably gifted by the gods of their time, or they were
The Morninglight. Today, one of the most
6
Bees that walked among their fellow humans. However,
successful Dreamer cults presents itself as a New
never discount the Dreamers, and never assume they
do not know how well patience can be rewarded.
Age religion dedicated to helping its members reach
Akhenaten, an Egyptian Pharaoh known for his the next levels of their spiritual evolution. The cult has
monotheistic rule, is one of the most well-known figures offices around the world, where it offers free testing
and self-help programs to anyone who asks, in order
of Secret World history. He was quick to fall prey to the
to recruit new members. While it puts on an earnest, 7
Dreamers. Through the Cult of Aten, the Dreamers spread
their messages and put out calls to help free them. The cheerful front, the Morninglight is tight lipped about
more people worshiped the Dreamers, the stronger the its actual doctrines, and mercilessly pursues any who
Dreamers became. Through malfunctioning Gaia Engines, would reveal its secrets.
the Dreamers spread their plea, begging for release. The The Fear Nothing Foundation. This Tokyo-
Morninglight, a global cult founded on the promise of based branch of the Morninglight caters to younger
self-improvement, is now openly recruiting humans to citizens looking for a purpose. Soda, candy, pizza, A
worship the Dreamers and help secure their freedom. games, and self-improvement classes all appeal to
Through an accident or fate, a man named John young adults hoping to become someone that can
Copley became a victim and voice of the Dreamers. make a difference in the world. Unfortunately for
A recruit of a Morninglight branch known as the Fear them, the party ends as the indoctrination begins—
Nothing Foundation, John was mutated into a pure form and the indoctrination doesn’t end until they’re either
of the Filth. John offered the Dreamers something new: brainwashed or dead.
a voice through which to empower their nightmares, a
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CORE RULEBOOK
Secret Societies
self-aware bit of the Filth … with a little bit of unexpected
autonomy. Exposed to Filth to such an extensive degree, “I really believed the cult was a harmless bit of
John was no more and became the “Black Signal.” human tripe about finding a singular purpose, and
Existing as a tone that hides in computers, television as always, worshiping it like mindless creatures. I
waves, and radio frequencies and can peer through never thought they’d actually dump Filth into the water
the eyes of infected Filth monsters, John knows the supply and try to wake up the old bastard. Akhenaten
desires of the Filth in a way nothing else ever could. rightly wore out his welcome with the elite, and his
This new noncorporeal form of the Filth is slithering sleep was supposed to be as eternal as those Sun
behind the scenes of every technology known to man Eaters. Then again, just look at me, and eternal sleep
and can turn man’s inventions against him. isn’t always the endgame, now is it, love? Curious
Some believe that if they awaken these horrors, they creatures, humans. Oh, of course I was once one, but
can control them. The Dreamers are only under control it’s probably a small mercy that I remember nothing
because they sleep. It is the only thing preventing the end. but sex, riches, and a few parades. Watching how
The Engines keep them dreaming and are supposed to the lot of them scrape and bow for any attention is
prevent any Dreamer from interacting with the surface. rather tedious, to say the least.”
But the Engines aren’t functioning at optimal capacity —Saïd, trade prince of Egypt. Transcript from a
any longer, and the Dreamers spew Filth everywhere. video interview found in the Illuminati archives.
Despite this, some individuals still harbor an insane
desire to make the Dreamers into puppets for the right
puppet master. Such a plan is doomed to fail.
All apocalyptic outcomes, from religions to cultural
T HE F ILTH
teachings, are the warnings of what will come upon the “It is the harbinger of change—the sizzling, celestial
waking of the Dreamers. Once they stir, all is lost. If the syphilis.”
Gaia Engines fail on a mass scale, many believe there The Filth is the brainchild of the Dreaming Ones and
is no hope. If the world does fall and Gaia’s army is not the manifestation of their desires. It is the ultimate
victorious, a fail-safe reboot of the Earthly program will horror concocted in the imprisoned consciousness of
activate. The Dreaming Ones will be contained in the those that must sleep. Black, slimy tendrils that seep
Gaia Engines, and the reality of our solar system will from the Earth and entwine about mortal creatures
be restarted. That would be the end of all that currently harbor the darkest of desires from the Sleepers.
is, so it is not an ideal option. However, if it keeps the Whether the Filth has a sentience is not really known.
Dreaming Ones in check, then it is the only alternative. It is, however, a force that seems to control those it
There could be no greater nightmare than should the touches, and creates a desire for violence and chaos.
Dreaming Ones wake and consume the Earth. While its goal (or even whether a goal exists) is unknown,
38
THE SECRET WORLD
The Secret World 1
the Filth seeks to break down reality, mutating minds
and bodies like a runaway force of nature. FILTH MANIFESTATIONS
Many cultures have had different names for the Filth, The Filth manifests itself in countless ways as its
such as Nergal’s Rot in Babylonia, the Eater in Sumeria, oozes and infects its way throughout the world.
1
and the Devouring Plague from a language lost long ago. Living creatures, water, soil, and even thoughts and
It is the manifestation of the visions of the Dreaming radio waves can be corrupted by Filth. Nevertheless,
Ones. Seeping and crawling over the world, the liquid there are a few types of manifestations that are more
nightmare infects all it touches, so it has been feared common than others.
throughout recorded time. Filth-Infected Humans. The most common
The Filth has been slinking into the world since Filth entities, so-called “Filthy humans” were once 2
the end of the Third Age, and now it’s grown stronger. regular people. They were corrupted—first in mind,
Even parts of Agartha are covered in webs of black then in body—by coming into contact with the Filth.
ooze. Those that know of the Engines and their failing
Now they’re covered with the stuff. Tendrils of it flail
protocols are aware of the growing infections and
from their limbs as they mindlessly attack, babbling
loss of life. Though it was once contained by the Gaia
incoherently and trying to spread their infection to
Engines, the Filth is now winding its way up to snatch
at everything throughout the world and in Agartha itself. others. 3
Black ooze worms its way into places as varied as Filth-Infected Undead. Though spirits who are
the heart of a mountain, a crystal blue lake, a magical no longer part of the Earthly plane can avoid Filth
forest, or simply a town inundated with fog and storms, infection, the bodies that litter the streets of infected
such as the unfortunate Kingsmouth on Solomon Island. cities or have long since been buried are not as lucky.
Victims, once touched, go through various phases The Filth reanimates the dearly departed, creating
of mutation. Eventually, tendrils, or wisps of sludge, armies of undead. Some Filth zombies are transformed 4
flow from every part of the infected. A few prominent into enormous, muscular hulks capable of breathtaking
creatures, such as the Filth Guardians; large, mutated violence.
wolves; and a winged monster resembling a bird, are Shades. Once merely infected humans, Shades
formed completely from Filth. are now creatures of pure Filth. They are feral,
The infected are contagious. The Filth is transmitted animalistic beasts that hunt on all fours, but they can
through the briefest of touches. It spreads easily and
quickly. From anger and violence, the infected will
also melt into blackened puddles and take on new 5
shapes. They can combine their Filth to create new,
eventually descend into madness. After this phase composite creatures of greater size and horror.
passes, the creature is connected to the minds of other Shade Stalkers. Enormous versions of the
infected. They are linked like a hive-mind protocol. Filth Shades, Shade Stalkers no longer have even a
The person and their identity are gone, replaced with passing resemblance to humanity. They lurk in Filth-
a shared consciousness fulfilling the Dreamers’ will. filled pits and swamps, infecting their victims not only
While some believe that the Filth most often takes on by touch but through psychic projection.
6
forms resembling a cephalopod (especially the tentacles), Filth-Infected Agartha. Not even Agartha is
its mutations are absolute chaos—far more like the
safe from the Filth’s corruption. The Filth has infested
creature from John Carpenter’s film The Thing. Whatever
some of the lower levels of the trees, permeating
the reason, the turned creatures kill without thought and
deep within their limbs. Other branches, specifically
infect whatever they touch. As the infected devolve into
those that lead to the portal of Kaidan, Japan, have
insanity, the Filth churns within, trading peace for chaos
become black with the sludge of infection. New, 7
and logic for madness. People have suddenly turned into
mass murderers and entire towns have been suffocated squirming black branches are beginning to grow out
within a blanket of darkness. Even magical creatures of the contamination.
have suffered and fallen prey to the creeping slime, as The Black Signal. When the Filth bomb exploded
evidenced in the forests of Transylvania. in Tokyo, it revealed a new type of manifestation—one
Despite the absolute corruption the Filth is capable that, while not common, is quite dangerous—that
of, there are some deterrents. It is known that ghosts spreads and corrupts through electronics. Once a A
can keep the blackened tendrils at bay. The energy of human mind, the Black Signal is now a digital virus
a wandering soul cannot be infected, and therefore with no patch, seeding networks and machines with
the Filth cannot feed and poison those in between its infection. An occult hacker that slips through the
worlds. It’s been proven that some Illuminati wards are cracks of every firewall, the Black Signal allows the
effective in keeping the infection from progressing in Filth to broadcast its message of madness to anyone
some individuals, and the Wabanaki Tribe of Solomon its network touches.
Island protected their land for centuries with certain
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rites. Other options for protection are pure anima, which
is not easily sourced, and the fabled sword of Arthurian “My family was taken by the fog. Sounds crazy, but
legend, Excalibur. It is believed this relic is not sword it swallowed the island whole. Me and my 12 gauge
at all, but a device of the Third Age, reputedly with the kept the zombies or whatever those walking corpses
power to blast and cleanse the Filth. were away. At least we did for a while. Then the
The most recent mass disasters involving the Filth bigger ones came. Long arms and thick black ooze
were the Tokyo incident and the corruption of Solomon dripping off their faces. The town got real quiet and
Island. A subway bomb released concentrated Filth I stopped hearing from Sheriff Bannerman. This is
in Tokyo, while a thick fog followed a ship home to why I’m writing it all down now. If anyone sees this or
Kingsmouth Harbor. Millions died in Tokyo, and any finds what’s left of our little town, they’ll know we just
resident that encountered the fog of Solomon Island didn’t roll over. I don’t hear the screams anymore. No
walked into the ocean, returning to the shores as some more guns or shotguns in the distance. Even the sea
kind of zombie with a combination of human and is slowing down, moaning real quiet-like. I’m Norma
sea-life characteristics. The contaminated water supply Creed, and the fog took my family and I know it’s
in al-Merayah, Egypt and the Cult of Aten plot are not going to take me too.”
as well known; the area is still being monitored and —Scrawled note found nailed to a porch at a
cleaning efforts are ongoing. house on Solomon Island after it was cleared
The tentacles that reach out from the Dreamers into by Orochi agents
the world of the living are wrapping the unwary in their
embrace. Everywhere a drop of Filth falls, an infection
will eventually follow. It is an inevitable consequence of
imprisoning the Dreaming Ones. Their shadowy dreams GAIA ENGINES
of anger, hunger, and desperation “The engines run, but where are the builders?”
for freedom live in the essence Mysterious constructs that have likely existed
of the Filth, and the infected are through multiple Ages, the Gaia
equally desperate to release Engines seem to function to
the Dreamers and destroy contain the Dreaming Ones
anything that stands in that would devour the world
their way. and solar system. There are
many facets to the Engines.
They contain the Dreamers, and the
energy needed to power the Engines
comes from the Dreamers as they sleep.
The Gaia Engines should be considered
the most extraordinary machines ever
created. Without them, the world would have
been lost long ago and Gaia herself
with it, consumed by the gluttonous
Dreamers.
Not only do the Engines
keep the Dreamers under
control, but they act as a
filtering system for the
manifestation of the
Filth. The slumbering
ones are desperate for
freedom; hence the Filth churns and
grows, hoping to ensnare the willing
minds of humans. Like a filtration
system clears water and air of
pollution and poison, so do
the Gaia Engines purify
the Filth and remove
the venom of the
Dreamers.
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Some of the Engines are deteriorating, and some
are no longer working at full capacity. The Filth has THOSE SEEKING THE GAIA ENGINES
overrun several of the Engines, causing system failures. Samuel Chandra (Samael). Samuel Chandra is
The Dreaming Ones rejoice in the many malfunctions,
1
known to the world as the CEO of the illustrious Orochi
but the Bees are desperate to contain the Filth or find Corporation. The truth is more sinister, as Samuel is
a way to fix the Engines. With the number of Engines really Samael, an original Host, more commonly known
unknown, as well as their many locations, the possibility as a fallen angel. Since the First Age, he has been on
of a Filth infection cropping up literally anywhere is high. a quest to prove humans are mundane, unintelligent
Many seek the Engines. Some believe that if they
creatures that must be controlled and contained to their
control the Dreaming Ones, they can control reality.
proper station—serving him and those of his power
2
Others want to simply see the end of all creation. A
class. Of course, these views do not apply to his wife—
few want to fix the machines, keep the chaos in check,
and return to business as usual. The hope to repair one of the first humans, Lilith.
that which could save the world is still flickering like a Lily Engel (Lilith). Lily Engel was not always
candle fighting the wind. One such hope for cleansing known as Lilith, Mother of Monsters. Ages ago, she
the Engines exists in the pure anima avatar of Gaia, was one of the first humans, with a family and a desire
Emma Smith. to see the world become a paradise. In the First Age, 3
Raw anima can cleanse Filth in large quantities. Lilith caught the eye of the arrogant and ambitious
Emma is anima, but harnessing her power and her true Host, Samael. Although she lacked his cosmic powers,
self are not always easy tasks. Still, she practices, and they were a perfect fit and have schemed to dominate
she has had successes in eradicating whole swaths of the world ever since. Their relationship has not been
Filth from our reality. One such success was the retreat without its ups and downs, however. Lilith is obsessed
of the Black Signal, John. John had grown drunk on the with the ultimate monsters: the Dreaming Ones. She 4
power of controlling all technology and the minds of the longs to tame them and adopt them into her collection
Filth-infected. Emma survived all of John’s attempts to of monstrous offspring. She has tried before and failed.
destroy her. As a result, the prominent factions sense Her husband no longer supports her efforts. And yet,
there might be a chance to reverse the failing of the defying all reason, Lilith pursues her mad vision.
Gaia Engines. Philip Marquard (Morninglight Founder).
Where the Gaia Engines can be found remains a
mystery. For the most part, only rumors exist concerning
Philip Marquard was one of Lilith’s key pawns in her 5
Dreamer schemes. As a young man, Marquard had a
their locations. One is under Solomon Island in the vision of a Dreamer trapped in a Gaia Engine, and the
United States and was only found after the Filth and experience left him determined to free the Sun Eater.
Fog Incident. Another is thought to be in Egypt, beneath As the leader of the cult known as the Morninglight,
a pyramid.
Marquard originally followed Lilith’s directives without
The Gaia Engines have been discovered at times,
however, and not always by those who would use them
question, and he used her to control those beneath 6
him in the organization whenever they questioned
wisely. The last Engine known to be possessed by a
mortal was the Engine that the Orochi removed from the Morninglight creed. He has since outgrown his
Antarctica. A former member of the Host is the CEO need for her, and now seeks his own path to power
and founder of the Orochi Group. Samael, or as he is through the Dreamers.
known in the present times, Samuel Chandra, is rogue
and holds no allegiance except to himself. Whatever his
power and control their minds. This reset would be
7
true intentions, Samael has not revealed his endgame.
Some think that if the world falls, then so would he and unlike any other, and much of what the world knows
his wife, the monster mother Lilith. Others fear he would as reality would be lost.
try to control the basic roots of creation by enslaving These machines must last, must survive, and there
the Dreamers upon their awakening and reversing the is little time in which to make all of this happen. During
function of the Engines to serve only him and his goals. the Third Age, the Age that saw the emergence of the
Meanwhile, Lilith’s puppet, cult leader Philip Marquard, Filth, the infection was so swift and fierce that when A
is the wild card in play while Samael and Lilith quarrel Gaia rebooted the Earthly program, the Engines were
about how to control Earth. damaged and lost much of their data. The Engines
If the Engines fail and the Dreamers awaken, there wouldn’t survive another catastrophic event. Emma
are rumors that the Engines have a fail-safe program. Smith must succeed in her research to control her
Should they sense the Dreamers opening their eyes, powers. The Engines must be cleansed, or the Fourth
the machines will reverse the system commands to Age will be the last.
contain Dreamers and instead seek to siphon all their
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CORE RULEBOOK
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In the current Age, the Nephilim and Grigori are not
“I’m practicing every day. I am getting better at as obvious in the world and are more surreptitious in
learning what works and what doesn’t. I won’t talk their dealings with mortals. Playing the long game,
for very long. The last time I tried to contact you, your the Nephilim are quiet and work behind the scenes to
agents swarmed and tried to take me into custody reclaim power. It is the journey, not how quickly they
again. I cannot be kept in a prison. The Engines must reach the destination that is important, and the Nephilim
be cleansed, and I’m so close to figuring out how intend to rule with an iron fist and absolute power. As
they work and what I must do. Your lives depend on for the Grigori, they take the role of observers, hesitant
letting me work!” to intervene directly. However, it is suspected that they
—Transcript of a phone call from rogue Orochi do influence events, at a distance, with a subtle hand.
test subject Emma Smith to Templar Headquarters Some say they have ties to the Four and Sixty.
Humans pray to some of these beings for help and
strength, thinking they are calling to a messenger of
their god. The Nephilim use this cry for help to their
T HE HOST advantage, while the Grigori mostly seem mostly to
“Human children hear our cries in their sleeping minds, see to it that humans are not exterminated outright, but
and then make angels in the snow.” otherwise leave them to their own (often destructive)
The builders, the creators, the engineers, the aliens— devices. Sometimes humans conjure images of angels
or are they the angels? No one is ever quite sure. The with cherubic faces, beautiful wings, and halos around
Host existed before the Gaia Engines, and they are their heads. Other times the angels look like avenging
credited with creating that which is Gaia. The Host warriors framed in fiery light. The lore of angels has
were once considered the original designers of the survived all of the Ages and continues to grow and
Hell Dimensions and the Garden of Eden. During the morph with each new era. Neither faction within the
First Age, the Host were thought to live in the Garden Host has attempted to dissuade human worship or
of Eden. They created all that is known, but disagreed adoration.
on how to maintain or rule these creations. In more recent times, the Host are often mistaken
Winged creatures that have existed on Earth through for aliens or demons. If someone comes into direct
all the Ages, the Host are divided on how the children of contact with a Host, it can be misconstrued as an alien
Gaia should be handled and what should be done with abduction or encounter. This also fuels some ancient
the Dreaming Ones. This has resulted in two factions alien theories about how texts teach of beings from
with vastly different goals: the Grigori that want to the sky and the great builders and teachers of the past.
maintain Gaia as she is and protect her children, and When they are connected to this theory, the Host are
the Nephilim that want to control her creations and likened to the gods of some cultures.
subjugate them. Of course, there are some of the Host who see no
The Nephilim saw no real intelligence in the first reason to follow the crowd. One such being is Samael.
humans, finding them to be without brainpower or worth. He and his fellow Nephilim desired to control Gaia and
In their opinion, the talking animals should be kept on all creation as they wished. However, even from the
a leash and controlled. The Grigori and the Nephilim beginning, he forged his own path, taking a human
fought viciously to reach their goals, with the Grigori wife, seeking his own whims and pleasures. It’s not
securing victory during a great battle that ended the confirmed whether he still interacts with other Hosts,
First Age. The stories of apocalypse and what can and but the Nephilim consider him a disgrace for marrying
will come to pass are remnants of the histories of that one of the first humans, and they have long since
first great war. had a falling out. Early humans were nothing more
When the Second Age began, the fragments of the than grunting animals to the Nephilim. Presently, he
war remained. The Garden of Eden was destroyed, and masquerades as the Orochi CEO Samuel Chandra.
the Hell Dimensions were open to humans. No peace Another of the Host, Eblis, rules the Hell Dimensions,
had been made on what to do with the Gaia Engines having no treaty with any factions or others of his kind.
that imprisoned the Dreaming Ones. Essentially, the His apathy has not helped the deteriorating situation
great creations began to fall into disarray. The once- in the Hell Dimensions. Eblis is not as well known as
mighty Host were no longer as prominent, and by the Samael, and he only wishes to destroy. Creating has
Third Age they had received the title of “The Fallen not been a desire of his for many millennia, and having
Ones” in some circles. found a way to tear holes in the dimension of Hell that
42
THE SECRET WORLD
The Secret World 1
lead to Gaia’s Earth, his main goal is to bring fire and
war. The residents of Gaia disgust Eblis, and he doesn’t MEMBERS OF THE HOST
even seek to control them like the Nephilim. He wants
only destruction and for the scorched remnants of
Many religions call heavenly beings “angels”— 1
winged creatures that are said to protect and defend
Earth to be left in his wake. the Earth from the hellish demons that wish to see it
With such powerful immortal beings pulling the burn. In the First Age, there was a group of beings
puppet strings of humankind, it can only be a matter responsible for Gaia’s creation and her protection, the
of time before another civil war is waged. Such a war
Host. Inevitably, the Host disagreed on their goals and
could result from the Nephilim’s capture of Lilith, whom
became two factions, the Grigori and the Nephilim.
they banished outside reality for her role in the Tokyo
These brothers and sisters fight to see their vision
2
incident. Although the pair had been quarreling over
how best to dominate the world, Samael wants his
realized, creating conflict that has lasted through
wife returned. For Ages, the Nephilim had hoped to all four Ages.
trap Lilith and remove her influence from Samael. She Grigori. The original Host were divided on how
was a lowly animal of the first cycle of humans, and to handle humans. The Grigori found purpose in
therefore they considered her poison to their brother protecting humans and allowing them to grow. They
Samael. As such, the Nephilim are not inclined to grant are no longer as prominent, preferring to quietly 3
Samael’s request and return his wife. offer wisdom from the shadows. The Grigori want
First, the Filth must be contained and Gaia’s Engines humans to survive and achieve greatness, perhaps
repaired. The Illuminati, the Dragon, the Templars, and in their own image.
even the Council of Venice are all influenced in one way Nephilim. This faction is the exact opposite
or another by the Host in this regard. Does the Host of the Grigori. This name is used in the Christian
influence even the great secret societies at the highest bible and speaks of the giants and men of renown. 4
levels? There are those paranoid souls who believe it These creatures are feared, and it is known in no
to be so. Unlike the Grigori or Nephilim, Samael and uncertain terms that they feel nothing but contempt
his Orochi Group do not play by any of the loose rules for humankind. At best, the Nephilim see humans as
applied to the other members of the Host, and they are a means to an end, and, at worst, as a hindrance to
therefore considered the most dangerous. true progress.
Who is Fallen? Every faith around the world has 5
a story of its gods falling from the sky and corrupting
“It was inevitable really, the power struggle. Nephilim or enriching the Earth in some way. Christians consider
and Grigori locked in battle for dominance. The them fallen demons, with Lucifer as their king. Vishnu
Grigori claim to only have humans’ best interests at is the fallen god of Hinduism, and the Anunnaki of
the heart of their campaign, but their determination to Sumer are also in the category of the Fallen.
win is no different from the Nephilim’s determination to
dominate. The Nephilim are transparent in their quest
While the Nephilim are most often styled as “fallen 6
angels,” some religious mortals see any celestial being
for ultimate power. They make no excuses and offer who left the heavens for earthly conflicts as fallen.
no misleading information concerning their goals. The
Grigori hide behind a few good deeds and a paltry
number of alliances with humans that have made the
creatures believe they can roam about without the T HE AGES
leashes they require. Neither faction is worthy of my “There were three beginnings before the beginning
7
interest, but I must now deal with the Nephilim for you know, sweetling.”
taking my wife. The annoyance of diverting resources The first three Ages are memories that are vague and
to contact my former comrades is great, but I will not few. In the current Age, the Fourth Age, the Gaia Engines
be indebted to the Grigori, so asking for their help in are truly failing, and the chaos of the Dreaming Ones
this matter would not be practical. Their price is too has taken hold through the spread of Filth. Previous
high … loyalty. No Nephilim or Grigori will have my Ages birthed heroes and villains, and humans matured A
loyalty, but both warring factions will kneel before and fell while climbing to heights of greatness and
me sooner than they think.” then plunging to depths of despair. When an Age ends,
—Recording of Samuel Chandra speaking to a new beginning dawns. Reality and time are reset,
an unknown listener (the spy who recorded the reshaped. The vast gulfs of eons unknown and the
conversation has since gone missing) warping effects of the resets make even the concepts
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CORE RULEBOOK
Secret Societies
in this Age, as were the gods these practices were
THE AGES seeking to appease. During this time, at the height of
Though time is a human construct, and its passing the Hell Dimensions, humankind and demonkind freely
is yet another illusion, it’s commonly held that three intermingled.
Ages have come and gone, and the Fourth Age is Near the end of the Second Age, something caused
now upon us. The details of each Age have been lost the Host to no longer have use for the Hell Dimensions.
(or hidden), but here is an overview of what Secret As this Age came to a close, the Host abandoned the
Hell Dimensions without a thought to those who were
Worlders know of such things.
left behind. This left former fallen demons, succubi,
The First Age. It was a paradise, until it wasn’t.
and their creations to fend for themselves. Through
The Host were split by civil war, and humanity was
the betrayal of their abandonment, the ones left behind
caught in the middle. became the stuff of nightmares, satanic rituals, and
The Second Age. It was an era of awe, worship, the literal Hell of the religions of the world.
and sacrifice, when humans consorted with demons When the Third Age dawned, man became enhanced,
… until the Hell Dimension was cut off. and technology flourished. Guardians of Agartha were
The Third Age. It was a world of wonders, of created in this Age. Atlantis and seafaring cultures
technologies fused with anima. It was also the first Age were born, as were individuals who learned again how
in which the Dreaming Ones stirred in their slumber. to harness pure anima. Some relics recovered from
Atlantis fell, and the world ended again. that Age even hint at basic time travel. This suggests
The Fourth Age. It is now. Every Age thus far that science and magic were learned as one facet of
has ended in destruction. Every Age has birthed the knowledge and not as separate entities. It is possible
one after it. But as the Fourth Age totters toward its that a truly advanced society existed in this Age that
climax, it’s unclear if the world will be able to reset was lost. Artifacts that have survived from the Third
itself once more, or whether it will be devoured by Age are considered by those of the Fourth Age to be
the increasingly restless Dreamers. magical. Their technology is still difficult to understand
or duplicate.
While exact data from any previous Age is, at best,
of these “Ages” nebulous, barely understood by even highly theoretical to even the most erudite Secret
the most knowledgeable. Relics and rare holdovers Worlder, there exists a persistent story regarding the
remain from Ages past, a byproduct of compounding end of the Third Age. Lilith, the Mother of Monsters, is
corruption from each imperfect reboot—like a grand, said to have attempted to rouse a Dreaming One from
cosmic Mandela Effect. its slumber. The titan horror stirred, ever so slightly, a
The First Age was that of the creators and first cosmic yawn, and it was enough to bring the planet to
humans. What few details are known from this Age ruin in screams, tentacles, and warped reality running
have led to the belief that it was a pure paradise. At like hot wax.
first, it appears that the Host, and even rudimentary The Fourth Age is the current Age and, in some ways,
humans, were living in peace for a short time. The the most tumultuous. Many cults that worship the
Host also created the Hell Dimensions in this age. Dreaming Ones through images of the sun have been
Somewhere during this Age, the Host descended into born again, liked repeating patterns superimposed on
a deadly disagreement. Because of this, when the First the skin of reality from all the resets. Wars are waged,
Age ended, it was not a natural occurrence. and human weaponry is becoming more chemical and
The Grigori and Nephilim were locked in a final battle more destructive. Histories that were passed through
that destroyed all that was and forced Gaia to renew the generations have been lost or manipulated to benefit
and reboot. The turmoil could not be contained, and those seeking power.
the Gaia Engines were reset for the first time. When As the Gaia Engines fail, the Filth continues to corrupt
the dust settled, everything began anew. The Second and gain ground. The Host are hidden in shadow, with
Age was born—an entirely new reality and reset planet, their rebellious former colleague Samael settling in
with just the faint half-memories of something that to pick pieces of the world for himself through illicit
came before. business deals. Then, there is Samael’s wife, Lilith,
The Second Age is lost to obscurity, much like and her monster children who fight to control the
the First Age and a good portion of the Third. Cults, Dreaming Ones. Another apocalyptic event might be
churches, gods, and blood worship were prevalent on the horizon.
44
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The Secret World 1
The Fourth Age could well be the last, as the Gaia AGARTHA
Engines cannot power another reset of the system.
With the end in sight, Secret Worlders sift through the “Agartha’s heart is the tree.”
scant grains left behind by the previous Ages for any Beneath the pounding feet of civilization, there is 1
clues to further the survival of Gaia’s creations. The a place known only to those that buzz on the right
dawning of a Fifth Age would look very different from frequency. The Earth’s core is dense, full of liquid metals
any other reset and might usher in a reality that no churning deep within. Science is very sure of that fact.
one can fathom. There is a space that survives between dimensions that
is vast and home to the World Tree. The tree branches
“There have been many millennia that have passed,
throughout the belly of the Earth and connects many 2
different places on the surface. This is Agartha, the
many men and women have sat beneath my tree heart of the hive. Both of these realities—the molten
and died beneath it as well. I no longer remember core and Agartha—are simultaneously true.
THE beginning, and every ending and beginning Numerous books exist on the reality of Inner Earth.
just run together in my memories now. It’s best to just People claim to have dreams about the center of the
let memories go. Unreliable things, really. Too much Earth’s core and people traversing unknown worlds.
sentiment, be it love or anger. The Ages have come Ancient Mesopotamia had legends of people walking 3
and gone, but this time, the Filth is a strong foe. My through nearly endless caves and ending up in an
sister has finally set events in motion that even she will underground paradise. The Celts spoke of a cave,
regret. So many years and ages, but if I’ve forgotten Cruachan, that was later called Ireland’s Hell. Tibetans
the ties that bind, then I know she has no memory taught there was a subterranean world through the
or care either.” mountains of Kunlun called Shambala. Even America
—Diary entry found scattered at a burnt-out claims to have possible known entrances, such as 4
tree in the Transylvania Forest Mount Shasta in California and Mammoth Cave
in Kentucky.
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CORE RULEBOOK
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In some cultures, Agartha is spoken of as a paradise, with any purchases they require. Offering rare (but
while many religions liken it to the entrance of Hell. expensive) curiosities, these sellers are a mixture of
The Greeks thought that Agartha, or the Underworld, the past and the present. Clothing, healing agents,
consisted of both the fires of Hell, complete with trials, weapons, items for magical focus, and even pets are
and the paradise of the Elysian fields. Tibet’s Shambala found for sale among a congregation of vendors.
is thought to be a heaven of sorts where there is no Metal golem-like creatures known as Custodians
disease or violence. The true Agartha isn’t as good or direct and protect travelers to and from the World
as bad as the myths told aboveground suggest. Tree. Each major faction’s tunnel is protected by the
More recently, astronomer Edmond Halley Mechanical Guardians, as are tunnels to Solomon’s
hypothesized that the Earth could have a hollow point Island, Kaidan, and the Council of Venice, to name
in its center. It was his answer to the aurora borealis, merely a few. Some of the tunnels of Agartha that are
the light seemingly emanating from the poles that much older and deeper within the branches lead to
he thought came from openings inside Earth. This other places and other times. Rarely are those “older”
idea was ignored and it faded, becoming known tunnels used. This could be to prevent a being from
more as pseudoscience or fantasy for literature. Even entering a future or past reality and encountering their
Shakespeare dabbled in hints of an inner world in his own self or another version, leading to unnecessary
plays. Late 19th-century fantasy writers included a plot turmoil. The newer branches are creating different
device that relied on Inner Earth theories. points of entry on the surface all the time. This could
In the early 20th century, Admiral Richard Bryd explain how the Filth found a way to creep into the
claimed to have made five trips to Antarctica in search haven of the World Tree.
of an opening to the center of the Earth. Even former Unfortunately, the infected branches are germinating
colleagues worked to discredit his notes and claims. and creating more branches. These new growths are
In the latter part of the 20th century, nearly forty years diseased mutations with a vile self-awareness, and they
after the death of the admiral, his diaries were released. are seeping into the heart of Agartha. Like trees growing
At this point many came forward to claim the diary new branches and leaves, the Filth takes advantage
was simply Bryd trying to falsify documentation of of this process and is evolving and growing as well.
his location. To this day, anyone with a working theory Branches are increasing inch by inch, sprouting leaves
concerning Agartha is labeled as naive or without any that drip with the black blood of nightmares. The World
academic merit. Tree itself is not succumbing to infection just yet, but the
Third Age machines—some of the most tangible blackened branches are climbing higher and becoming
evidence that anyone can find of a previous Age—thrive more numerous.
in Agartha, guarding the various portals connecting the It’s theorized that the tunnels were created long ago
major cities and homes to the warring factions. To enter, to connect areas where Gaia Engines were contained.
someone must be vibrating at the right frequency. A Agartha’s history has been lost to the Ages, like most
mundane human might go insane or suffer an imploding stories and beginnings. For now, the Mechanical
brain – such results are unpredictable. Bees have the Guardians roam the branches and watch the tunnels.
easiest time getting around, but other humans and They have been especially on guard since the Filth
entities have managed travel through Agartha through slithered through the cracks into the Inner Earth. The
technological and supernatural means. This is the way Kaidan portal is the most affected by the Filth and is
Agartha is protected—by allowing only those who know closed to all but a few. Many refuse to admit the fact
there is another realm hidden within the normal world that with the Filth infiltrating Agartha, the Fourth Age
to enter. Already those individuals possess a different might be waning and nearing its end.
sense of time, space, and reality.
A kindly man known only as the Stationmaster, who “I have allowed man and country to believe me a liar
is reminiscent of the Victorian Age, welcomes new and a fraud. This I do to protect the light of the Inner
travelers and directs them to their destinations. He Earth. The remedial minds that have read my claims
has some tales to relate, but even he knows he’s a are searching for fantastical drama, not illumination.
bygone relic. The Buzzing calls him “Kindly Sysyphus.”
The wonders that were seen should not be shared with
He talks about the old days, the formation of tunnels,
the infertile minds that permeate our existence. This
and travelers that have come before. His kind nature
will be the last I will write about my recantation of
and devotion to the travelers that see their way through
the Agartha tunnels is genuine. Any threat to Gaia or
my journey to the North Pole. May it be that in future
Agartha is one he takes seriously, and he encourages generations, the spark for truth is once again ignited.”
all Bees to do the same, as Agartha is his home. —Admiral Byrd’s classified personal notes. Taken
Merchants have popped up over the centuries in from the Council of Venice Library.
Agartha and can help new and seasoned travelers
46
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T HE H ELL DIMENSIONS called upon them and bound them with their broken
incantations and ignorant attempts at magic. Even well-
“See the denizens. The incubi and succubi strut meaning, inexperienced magic users only caused more
through the wasteland.” trouble in the end by attaching a demon to themselves
1
The Hell Dimensions are the twisted remains of a or a location outside of the Hell Dimensions. Occupants
former paradise that was probably created in the First of the dimension find no pleasure, and their existence
Age. Around the Second Age, the paradise was lost, is devoid of any joy.
either at the hands of the warring Host or the result Once ruled by a former Host, the Hell Dimensions’
of humans summoning creatures from the dimension creator, Eblis, the Hell Dimensions were at war within.
for their own purposes. The corruption caused Eblis had no love for any humans. Eventually, this 2
the Hell Dimensions to devolve into what disgust grew to include the
many know them to be today. Pain, torture, citizens of his realm. His
blood, and fire are all present at the gates. disinterest, or revulsion,
Brimstone rains from the sky. No paradise led to disarray in the
can be found, only fire and lasting shame. Hells. This caused
While the Hell Dimensions had been so m e to f i g h t to
open since the First Age, the Second Age restore the realm to
3
saw a heightened mingling of humans its former glory, while
and demons. At first there appeared others followed Eblis and
to be no issues. Then the Host continued to walk among
abandoned the dimension to ruin. the ashes of the lost
The former paradise was stripped and sail on the rivers
of anima, and reckless humans of flame with apathy. 4
began to conjure and summon Only one human has
the demons and creatures of been known to enter
the Hell Dimensions for Hell in the current Age
their own amusement. and survive. Theodore
W ha t had b e e n Wicker was an Oxford
a careful design graduate who was at the
of meticulous top of his field in demonology in
5
architects was now the late 20th century. His research
cast into oblivion. was considered an obsession by
The inhabitants have most. The unhealthy number of
long life spans, and despite the hours the driven Wicker put into his
warring and the fire that rained investigation of the Hell Dimensions
from the sky, they survived, and its history attracted much notice. 6
devolving somewhat. Paradise Wicker was so dedicated to learning
became ruin and misery. It became the languages of demons that he
the true wasteland that is Hell from even had the inside of his mouth
ancient texts and the literature surgically altered. The precise
of the centuries. Religions, cuts into the upper parts of
cultures, and philosophers spoke
of the realm of fire, torture, and
his cheek and tongue were 7
done to help him form the
hopelessness. There are those that right sounds and dialects.
fear this fiery place, and others that Once he was able to speak
seek to enter or to bring a piece of the ancient demonic
the fire to their own plane. la n g u ag e s p ro p e r l y,
Because the Hell Dimensions Wicker wanted to put his
were once a wonderland, the current knowledge to use. A
inhabitants felt their home had been It is said Wicker fell
unfairly corrupted. The succubi, the in love with a succubus
demons, and the soldiers of Hell and traded his heart
all wondered what could have for a demonic body
been if their home hadn’t that could properly
been razed and abandoned. t r ave r s e H e l l .
They derided the humans that Whatever the truth,
47
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Secret Societies
Wicker performed a ritual that allowed him entrance into
HELL DIMENSIONS RESIDENTS the Hell Dimensions. Upon seeing the destruction but
The demons that call the Hell Dimension home knowing there was more beyond the melted mountains
come in a vast array of shapes and sizes. Some forms and anguished moans, Wicker set out to restore the
they chose. Some were chosen for them. Any of these glory the Hells lost long ago. Eblis noticed his presence
demons might be found on Earth, but the types most was noticed by Eblis, who sensed the anima in Wicker
commonly found here are listed below. and used him to open portals to Gaia.
Eblis and his army fought Wicker and those who
Rakshasa. Formerly mischievous imps, the
shared his dreams of rebuilding the Hell Dimensions.
rakshasa were transformed by the lords of Hell into
A human had breached the infernal realms, and Eblis
mindless, brutal slave warriors. They are literally
raged at the fact that an insignificant creature had
addicted to causing pain, which in some small way found its way inside his domain. Not wanting to stop
eases their own constant suffering. As battle slaves, at subjugating Hell, Eblis also began to rip holes into
they can be found in the service of other Hell denizens, Gaia’s dimension. This led some Bees to discover the
either on Earth or in the Hell Dimensions. They would cause of Eblis’s sudden renewed interest in Gaia.
be pitiable, were they not so terrifying. A faction agent eventually uncovered Eblis’s
Oni. The demons called oni are strong, clever, and intent to invade Gaia and discovered the portal he
resourceful. They claim to be the fiercest warriors in was attempting to use to bridge his world with the
the Hell Dimensions and boast of vast armies beyond other. Wicker’s supporters, along with Wicker himself,
counting. They often fight as soldiers of fortune in the were able to aid the agent in combat by establishing
occult conflicts on Earth (especially in Japan) and a home base at Sheol, Wicker’s home in Hell. Eblis
other worlds. With their numbers and cunning, the oni eventually appeared before the agent and Wicker but
could possibly be a world-conquering force if they was ultimately defeated.
were not divided into nine rival houses. Each house After the downfall of Eblis, Wicker turned from
proclaims itself the best, and the most qualified to his original goal of righting the wrongs of Hell and
lead. The endless infighting keeps them from achieving instead sought to find a better place for its demons and
their fullest potential. denizens. It is not known how long Eblis had let the Hell
Succubi and Incubi. Demons of temptation, Dimensions fall into ruin, but those left behind had been
succubi and incubi are dedicated to finding ways to fighting to survive among the wastelands. Eblis’s war
let humans humiliate and debase themselves. They did not interest them, and they gladly followed Wicker
have long envied humanity. Over the Ages, this envy to search for something more meaningful in the beyond.
turned to hatred, and the hatred to obsession. They
are obsessed with humans choosing and embracing “Wicker refused to return to the Earth realm and walked
their own degradation. There is no difference between away into the shadows of fire and ash. We offered
succubi and incubi; each form is merely an illusion him asylum and assistance in returning, but he saw no
worn to tempt, guide, and nudge their victims into purpose in reuniting with humans. He claims to have
self-destruction. They wear many illusions. So many, transformed into something that is in between man
in fact, that their true forms may never be known. and demon. He shows and feels no emotions and
Hell Soldiers. This catchall term refers to the has no social or emotional intelligence beyond casual
wide variety of demonic troops that fight for Eblis and etiquette. All other attempts at contact since returning
the various lords of Hell. They protect their territories from the Hell Dimensions have failed. Professor
within the Hell Dimensions, and they can be found Theodore Wicker wants no communication with those
roaming the Earth near any portals connected to of this dimension and has assumed the role of leader
Hell. Hell soldiers are precise, deadly, and bent on among what’s left of the Hell Dimensions denizens.”
the destruction of humans. —Declassified portion of a Templar report
concerning missions on Solomon Island during
the fog incident
48
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T HE SECRET WORLD had gone to sea and returned as undead are living their
lives, safe and sound. Others remain missing, but no
GAZETTEER one quite remembers when they vanished … or why.
1
The world of the Secret World. Important locations. It’s as if none of it happened. No one quite remembers
Important groups. Movers and shakers. the time of fog or the decade that followed. If they try
to think back to more than a year or so ago, the details
become indistinct ... foggy, even. Some still dream
SOLOMON ISLAND of eating human flesh, and many more have a faint
Solomon Island is located just off the coast of knowledge that there is something, ever so slightly,
Maine, and is officially known for its fishing, mining, wrong. 2
and tourism. Unofficially, the island is known for its Solomon Island today is much like it was before
danger and mystery. Ever since English colonists arrived the fog. But while it’s no longer a hub of supernatural
in the 1600s, it’s been plagued with bloodshed, madness, terrors, neither is it the sleepy isle it once was. Dark
and horror. Even now, though the locals try to ignore things have awakened, and old threats are stirring once
it, strange things are rumbling throughout the island, more. The Dreaming One tosses in its sleep, calling for
new servants to free it. Such things don’t go unnoticed,
sowing peril and fear.
which means the secret societies are taking an interest
3
And yet the people stay. For an ancient secret writhes
and whispers at the heart of Solomon Island, offering in the island once again.
answers and power to those who heed its call.
H IDDEN POWERS
S ECRET H ISTORY The Illuminati arrived on Solomon Island with some
For thousands of years, the people of the native of the earliest English settlers and have been here
Wabanaki tribe were dedicated to keeping the Dreaming ever since. If any secret society knows what’s going 4
One beneath the island in its Gaia-induced slumber. on here, it’s them. But while the Illuminati are aware of
They repelled various Dreamer cults and, with the help supernatural strangeness on the island, they’re more
of their Viking allies, established rune stones to protect concerned with covering it up than investigating what
the island from supernatural invaders. they see as minor disturbances.
Unfortunately for the Wabanaki, their runes were The Orochi Group is a major investor in the island’s
latest ventures. Through its subsidiaries, the company
powerless against European colonists.
has helped finance real estate development (via the
5
In the 1600s, Solomon Island was one of the
Illuminati’s first strongholds in North America. Illuminati Solomon Island Outreach Committee) and recent
tunnels burrowed beneath the soil. Their sigils and mining operations. Neither the corporation nor its
wards marked each new construction. Their agents subsidiaries have an official presence on the island, but
and money built monuments and buildings—then rebuilt their employees, black vans, and unmarked helicopters
them as they fell to fire and disaster again and again. are often seen in the area.
The Solomon Island colony grew as the Wabanaki 6
dwindled away. With each crisis and tragedy, the land POINTS OF I NTEREST
was further tainted with dark magic, powerful curses, While the island is relatively small, it hosts more
and deadly abominations. than its share of strange locations full of mysterious
In 2011, a great fog rolled across Solomon Island. It dangers. Below are some of the most prominent ones.
brought with it a terrible song. Those who heard it were
drawn to the sea, where they drowned, then returned KINGSMOUTH 7
to land as voracious undead. These monsters were Founded in 1667, Kingsmouth is a picturesque New
soon joined by draug, zombies, and other creatures. England town. Its economy is suffering, but it stays
Even the Filth oozed its way onto the surface, where it afloat through commercial fishing, tourism, and sheer
corrupted animals, people, and other creatures. islander stubbornness. Its people are tight knit and tight
The fog isolated Solomon Island from the rest of lipped; they’re friendly enough (they’re always smiling),
the world. The Illuminati, Dragon, and Templars all but they don’t trust outsiders and prefer to keep the
descended on the island to investigate the strange town’s secrets to themselves. A
happenings and prevent the horror from spreading. One of Kingsmouth’s biggest unspoken secrets is
What they found was nothing short of apocalyptic. that the Illuminati are woven into the very fabric of the
But then … community. Not everyone knows the society by that
Then ten years had gone by. name, and very few speak it, but any lifelong resident
And now the Long Night is over. The fog is gone. is aware that there are larger forces at work behind the
So too are the draug, the zombies, and the hordes of scenes here. Those forces aren’t necessarily malevolent,
monsters swarming the island. Most of the locals who but folks who mind their own business tend to do better
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CORE RULEBOOK
The Secret World Gazetteer
than those who don’t. When faced with the strange, it’s Susie’s Diner. This harborside diner offers up a
best to just smile and look away. classic slice of Americana, served hot and fresh with
Kingsmouth is governed by the Town Council, which a scoop of homemade ice cream. Locals congregate
provides guidance to the town manager. The current here to chat, swap fishing stories, and feed the rumor
town manager is Helen Bannerman, who previously mill. The sheriff and his deputies frequent the place as
served as the local sheriff. No one can recall exactly well, sipping coffee and feeling the pulse of the town.
when she took office, but they all agree that she’s Raven’s Knock. While the shop sells crystals, charms,
much better for the community than her predecessor and other New Age trinkets, its main attraction is its
… whose name they also can’t quite remember. proprietor, Madame Rogêt. The self-styled “clairvoyant”
Sheriff Andy Gardener is Bannerman’s right- tells fortunes and mystifies the tourists. The locals don’t
hand man. He and his deputies provide law and take her seriously, but some say that if you ask her the
order throughout Solomon Island, but they are most right questions at just the right time, her demeanor
commonly found in Kingsmouth, where their office is. changes, and she speaks with a voice not her own.
Gardener is an expert in solving problems. Whenever he Paradise Found. This cluttered antique store sells
investigates an unusual situation, the problem tends to a jumbled collection of goods dating back hundreds
clear itself right up. After he talks to them, folks realize of years. There’s no telling what cursed, legendary,
they were mistaken. No one’s missing. Nothing’s wrong. or enchanted items might be found on its dusty and
“It was all a misunderstanding,” they say, and they smile. disorganized shelves.
While in Kingsmouth, people may want to visit some King of Books. This proudly independent bookstore
of the more interesting spots: carries not only the current bestsellers but an impressive
Kingsmouth Congregational Church. The church’s collection of rare, esoteric tomes as well. The store also
roots go back to 1713. A community hub, it’s lovingly displays a complete collection of Sam Krieg books,
shepherded by Reverend Henry Hawthorne, who likes to which are not for sale.
talk a bit more than he should about the town’s history Kingsmouth Public Library. Housed in a small,
and conspiracies. converted brick building, the public library is cramped,
Priest House. Named for Kingsmouth’s founder, this cozy, and the home of the library chess club. In
large, ominous house is famous for its drawn curtains addition to hosting weekly chess nights and quarterly
and mysterious nature. Among its many secrets is an tournaments, the club has started quietly investigating
entrance to the Illuminati tunnels that run beneath the strange occurrences plaguing Solomon Island. Its
the town. members are patient and subtle. They wish to avoid a
visit from Sheriff Andy.
50
THE SECRET WORLD
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THE SAVAGE C OAST remaining townsfolk of their Filth infection. (He himself
The seaward-facing edge of Solomon Island is home has been deeply changed by the Filth, and while the
to the island’s on-again, off-again tourism industry. infection is kept magically concealed and in check for
It features beaches, beautiful scenery, and even an the moment, he rarely leaves the Academy grounds
1
amusement park. (The park’s been closed for years, lest the binding spells collapse.)
but potential new owners are often sniffing around Montag and his associates occasionally reach out
looking to reopen it.) to visiting Secret Worlders for assistance. Sometimes
While tourism is lagging at the moment, members of this has to do with their ongoing investigation, but it
the Solomon Island Outreach Committee are dedicated just as often involves help with experiments, deliveries,
to bringing it back with a vengeance. With financial or discreet cover-ups. 2
assistance from outside investors, the Committee
has helped develop new hotel, amusement park, and K INGSMOUTH LIGHTHOUSE
beachfront opportunities. They are also in the process The most prominent landmark on the eastern shore
of purchasing tracts of shoreline property for “future of Solomon Island is the Kingsmouth Lighthouse.
development.” The second-tallest structure on the East Coast, the
During the warmer months, the Committee sets up lighthouse serves not only to guide ships but also to
regular festivals along the shoreline with food, games, signify the Illuminati’s power in North America. Those
3
and music. Every summer they put on the “Island who know where to look can still find Illuminati symbols
Heritage” celebration. They claim it was a long-standing and wards all over in and around the lighthouse.
tradition that was removed from the local histories for The lighthouse was virtually abandoned once it was
some reason, and that they have recently rediscovered automated years ago. Its location on a hard-to-reach
it. The celebration is marked with aquatic imagery and rock just off the coast meant that no one visited it if
fun smiling fish masks. Though it’s never mentioned they didn’t have to. It was starting to fall apart when 4
publicly, every festival is marked with a tourist or two Sam Krieg, the famous fiction author, rented it out as
going missing. a place to finish his latest novel.
Krieg’s novel is done. It’s just come out, and the critics
INNSMOUTH ACADEMY are baffled by its radical tonal shift from anything else
The Savage Coast isn’t entirely dedicated to he’s written. While it still touches on his usual theme
recreation. It also features a number of old homes of human depravity, there is an unsettling lightness
and other buildings, including Innsmouth Academy. to the material that makes it more approachable. His
5
Founded in 1798, Innsmouth Academy is an exclusive loyal readers are confused and irritated; Krieg is finding
private boarding school and day high school that a more mainstream appeal, and fans are less than
provides the most exceptional (i.e., richest) students enthused about sharing his dark visions with that
with the best education that money can buy. audience.
The Academy’s more important role is educating Krieg himself has emerged from the tower a changed
Secret Worlders’ children in the ways of magic and man. He’s happy. He smiles. He’s purged the place of 6
supernatural power. Most of these children are related his old files and notes, and talks of buying it outright.
to members of the Illuminati, though the school accepts True Krieg fans are suspicious. Some say the author
students affiliated with other secret societies if they’re is being blackmailed or somehow coerced into this new
deemed “exceptional” enough. persona. They see his latest book as a cry for help, and
The Academy buildings themselves are secured scour it for hidden clues.
behind a high brick wall and defended by both a world- The fans are right. The man posing as Sam Krieg 7
class security system and numerous mystical wards. is an impostor. The real Sam Krieg is locked in the
With all the supernatural experiments and magic- basement of the lighthouse, muttering and dictating
wielding teenagers inside, the wards are as much to his prose to the insects that keep him company. He
protect the rest of the world as they are to protect the talks to ghosts, which may or may not be real, and
school itself. scrapes his skin until it bleeds in order to “let the bad
Perhaps it’s because of these wards that those words out.” The fake Krieg keeps him fed and relatively
inside the school have better insight than most into healthy, and listens to the madman’s story ideas in A
the strangeness surrounding Solomon Island. The order to sell them as his own.
Academy’s headmaster, Hayden Montag, and Annabel
Usher, one its top instructors, are quietly working with OVERLOOK MOTEL
a number of other staff and local Secret Worlders to The original Overlook Motel was intended to serve
investigate what’s going on. Montag and Usher have the waves of tourists descending upon Solomon Island
retained their memories of the past decade, including each year to enjoy the amusement park and take in the
the headmaster’s extraordinary efforts to cleanse the sights. When those tourists abandoned the island, the
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CORE RULEBOOK
The Secret World Gazetteer
motel closed. It went through a number of owners, none Park construction was plagued with horrific freak
of whom were able to open it successfully. accidents. Workers died. Some killed themselves.
For decades, the motel was abandoned and boarded Nevertheless, Winter persisted.
up. It still attracted more than its share of strange folks Atlantic Island Park opened in 1978. The accidents
investigating disappearances and alleged supernatural continued, killing more workers and guests. Stories
occurrences. Many of them ended up disappearing arose of ghosts and other monsters lurking around
themselves. the park. But it wasn’t until a park employee, dressed
At some point over the past ten years, the motel in a chipmunk costume, stabbed two teens to death
burned down. No one remembers the incident clearly, that the park finally shut down.
but no one misses the old eyesore. The Solomon Today, the rusted carcass of the old park still looms
Island Outreach Committee sold the property to a over the Savage Coast. The Solomon Island Outreach
holding company, Ascent Investment Group, which Committee has tried many times to find a buyer for
promptly flattened the whole area in preparation for the blood-soaked property, but Winter’s son and heir,
new construction. Nicholas Winter, seems incapable of selling. Whatever
Construction on the new Overlook Hotel has just curse lies upon that land appears to have infected its
been completed. Those close to the construction owners as well.
say that the hotel’s design is most unusual. Many of Wise locals know to avoid the abandoned park. The
the walls are at very specific non-right angles. Some young and foolish who visit after dark report rides
hallways start out too narrow for two people to walk moving on their own, bloodthirsty phantoms, and
abreast, then grow wide enough to accommodate a strange voices calling for help.
truck. A secondary courtyard in the center can only be The park hasn’t claimed a victim recently, but it’s
accessed via a handful of rooms, and its six swimming only a matter of time. Smugglers have been using
pools are each twelve feet deep but only twelve feet it as a rendezvous spot for their deliveries from the
across. ocean, and a pack of wild dogs is said to sleep in the
The hotel is at least twice as large as its predecessor. shadows of the old midway. The park isn’t done killing
Since there weren’t enough visitors to keep the original yet. It will never be.
afloat, the locals are skeptical of its success, but Ascent
management encourages them to have faith. “They’re B LUE MOUNTAIN
coming,” says the bland-faced man in the impeccable The Native American tribe known as the Wabanaki
suit. “They’re all coming.” have long lived in the foothills of Blue Mountain on
They may be right. Rumor has it that many of the Solomon Island. Time and again, they have fought to
rooms are already reserved, even up to a year in protect the Gaia Engine buried beneath the mountain
advance. Most of the rooms are sold in large blocks from the Dreaming One cultists who would seek to
to organized groups with names like “The Third Eye destroy it.
Society” or “The Brimstone Club.” For the past two centuries, the Wabanaki were locked
Alex McCall, a semiretired Illuminati agent, has taken in a deadly dance with the various mining companies
on the role of hotel manager. After helping close a who would dig up the mountain and expose its secrets.
portal to the Hell Dimensions in the original motel, he Though the Wabanaki protested and warned them, the
feels obligated to keep an eye on its successor. He’s companies proceeded to dig, unleashing horrors upon
pretty sure the new owners have their own supernatural themselves and the land. The mine closed. Then the
schemes in mind for the place. If they come to fruition, mine reopened, and the dance began again.
he intends to either put a stop to them or ensure they But with each generation, there were fewer Wabanaki
benefit no one but the Illuminati. who still believed in the evil beneath the mountain.
There were fewer Wabanaki on the island at all. It grew
ATLANTIC ISLAND PARK harder to fight. Finally, in 2005, the tribal elders sold the
When industrial magnate Nathaniel Winter began mine land to an anonymous international corporation
building Atlantic Island Park in the early 1970s, it and set the tribe on a new path of profiting off tourism
seemed a good investment. Tourists were starting to and gambling. The council was bitterly split over the
discover Solomon Island. They were already coming for decision, and soon afterward dissolved.
its quaint shops and picturesque views. It made sense Today, the Blue Mountain region is dominated by
that they would stay even longer if there was an entire two enterprises: the Blue Ridge Mine, which is back in
amusement park to enjoy and explore. operation, and the Golden Wigwam casino.
The locals weren’t convinced. The land the park
would be built on was centered on the old Henderson BLUE R IDGE MINE
farm, which was said to be cursed. Winter persisted. If asked about the mine, any local will say, “The Blue
And he paid the price. Ridge Mine is great for the island’s economy!” They
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THE SECRET WORLD
The Secret World 1
can’t recall what mineral the mine produces (“Silver, Those Wabanaki who remember the old tales and
I think. Or maybe zinc.”) and don’t know anyone who know that danger lurks beneath the mountain do their
actually works there, but they still say, in unison, “The best to keep an eye on the mine. They’ve given up
Blue Ridge Mine is great for the island’s economy!” trying to stop the digging through legal means or public
1
The corporation that runs the mine has little interest protest. They’re prepared to take direct action. They
in actual mining. On paper, they are “conducting hope their surveillance and investigations will reveal
exploratory digging” deep beneath the ground. In reality, when and where to take that action.
their staff of geologists, engineers, and theoretical
physicists are more concerned with excavating and GOLDEN WIGWAM C ASINO
studying the Gaia Engine buried beneath Blue Mountain. Flush with cash from selling the Blue Ridge Mine, 2
Crews of miners tunnel blindly through the rock in the Wabanaki built the Golden Wigwam casino and
patterns that only their overseers can fathom. They hotel. Now the cash is gone, but the casino remains.
don’t get paid much, but they don’t need money. The When the Golden Wigwam first opened, visitors
company feeds, clothes, and houses them. They are poured in from the mainland to empty their wallets at
without families. They are often immigrants, often the tables and fill their bellies at the buffet. But as other,
without paperwork. Once they enter the mining facility, closer casinos opened in the region, traffic slowed to
they rarely come out again. a steady trickle. Tourists surge in during the summer,
3
The mine is a jumble of pits and shafts that have but during the off-peak months, it’s mostly the local
been dug up over the past hundred years. While heavy regulars who keep the lights on.
machinery can be seen moving earth around on the Casino management puts on a brave face. They
surface, the actual digging goes on underground in assure the rest of the Wabanaki that the downturn is
three main zones. temporary and things are going to pick up in the next
In the first zone, workers are carefully carving out few months. “The Outreach Committee has some 4
the ground surrounding the Gaia Engine. The company great initiatives coming up!” they say. Behind closed
hopes to study the Engine in order to manipulate it doors, however, they are willing to try anything to attract
to its own ends. Researchers maintain several small more visitors.
labs in this subterranean area. They realize there is One such attempt has involved bringing in a new set
danger in being so close to the Dreamer, and they wear of slot machines. The machines, called “Serpent’s Kiss,”
protective gear while in the zone in hopes of keeping are all networked together, and they share a physical
it from affecting them. connection with a ring of network cables overhead
5
The second zone is an experiment. In it, the miners that the documentation refers to as “Kukulkan.” The
are instructed to dig endless, looping tunnels that bring games feature a snake motif and are unusually addictive.
them dangerously close to the Gaia Engine. Company Those who play them are filled with euphoria even as
researchers theorize that this constant exposure to they themselves grow weaker. Management suspects
the Dreaming One will influence the workers, and they the machines are not what they seem, but they are
want to study that effect. These miners are kept under too reliant on the money they generate to look into 6
quarantine, and they are regularly examined by the the situation.
scientists. Many of them are, in fact, infected. Their The casino provides several “ceremony rooms” in
minds are clouded with Filth. They’re given to manic, the basement where the Wabanaki can perform their
occasionally violent outbursts. When the infection traditional rituals. Most see these rituals as foolish
reaches a critical mass, the workers will likely break superstition, but they set aside the space to keep peace
quarantine and try to infect everyone else in the facility. within what remains of the tribe. These rooms are where 7
The third zone does not officially exist. The company the followers of the old ways perform the ceremonies
doesn’t know about it. But some of the foremen have that help keep the Blue Mountain Dreaming One in
instructed miners to dig “back door” tunnels from the its stasis. If the rituals aren’t performed regularly, the
deepest parts of the mine to outside the mountain. Dreamer may stir in its slumber—or worse.
As the Dreaming One produces excess Filth, this Filth Rumor has it that gamblers who find themselves
escapes out of the tunnels and into the island. While in need of money are sometimes approached by
it’s likely the foremen are themselves infected, it’s individuals who offer them casino credit in exchange A
also possible they are moles, working for either a rival for very specific favors: changing a spreadsheet at
organization or a cult with its own agenda. work, for example, or shoplifting a specific item, or
The mine complex is surrounded by dilapidated turning off a certain switch at a certain time. Those
fences that serve more as boundary markers than who claim to have been visited by their “credit agents”
actual barriers. While the company does have its own can’t describe what they look like, aside from saying
armed security personnel, they are few in number and they are “tall.”
spend most of their time watching camera feeds.
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The Secret World 1
cultists, to be sealed up beneath the earth. He ordered The Marya originated to defend the world against
that his father be interred in the Black Pyramid and the Atenists and are also an ancient group by any
his name stricken from history. Ptahmose, one of the standard. While they remain a faction of warriors, they
Marya and the former high priest of Amun, knew that have expanded their mission in the past ten years to
1
Egypt would never be safe if there was a possibility include a more sophisticated surveillance network.
of Akhenaten rising from the dead. He sacrificed his Led by Shani, they maintain a network of secondary
children and himself to become Sentinels. These seven agents. They don’t necessarily carry weapons or fight
statues magically hid the valley from outsiders and directly, but they know the signs of Aten, and report
guarded the Black Pharaoh’s tomb. what they see and hear.
Nevertheless, the Cult of Aten persisted. For millennia, The Kingdom has also long been a part of the 2
the worship of the sun disk was passed down from one Secret World of Egypt. A criminal syndicate focused on
generation to the next, its rituals performed in secret, smuggling, arms dealing, and the occult, the Kingdom
its dark legends preserved. is run by a cabal of dapper mummies—suave, dried
The Marya likewise kept the faith over the centuries. corpses in expensive suits. They were all part of a
Over time, they transitioned from a vast army actively group that performed a ritual of immortality back in
hunting Atenists and Filth creatures to a small band of ancient Egypt. The Kingdom claims to care for nothing
zealots keeping watch over the Valley of the Sun God, but profits, but it has been known to oppose the Cult of
3
always prepared should the Black Pharaoh somehow Aten … if only to make up for inadvertently helping the
return. cult flood Tokyo with Filth some years ago. (They sold
In 2012, an earthquake revealed one of the secret a Third Age artifact to Philip Marquard that resulted in
entrances to the City of the Sun God. Locals explored the Filth bomb incident.) A very important figure in the
the area, then an Orochi Group research team slipped Kingdom is a hedonistic mummy named Saïd. After the
inside and started stealing artifacts—including one that chaos of “that Black Pyramid mess,” Saïd has expanded 4
had kept Akhenaten in stasis. Awakened at last, the the Kingdom’s operation into Europe and Asia, where
Black Pharaoh touched the minds of his cultists and Egyptian occult relics fetch top prices.
called them to his side. Led by Abdel Daoud, the prophet Despite losing hundreds of employees in the
of Aten, the cult swelled its numbers by infecting the aftermath of the 2012 quake, the Orochi Group can’t
locals with Filth, setting in motion the events that would seem to stay away from the Valley of the Sun God.
lead to the “Filth bomb” detonation in Tokyo. They’ve learned to be more careful in their efforts.
Agents from the Templars, the Dragon, and the For the past few years, they’ve financed independent
5
Illuminati descended on Egypt to help the Marya prevent archaeology and geology teams to explore the desert
the Atenists from releasing both Akhenaten and Aten and report what they find. Working out of its Cairo
itself. They discovered that the Ankh had been reopened, office, the Orochi subsidiary Plethron has been testing
and supernatural horrors were washing over the desert. new high-durability seeds in the hidden valley. It may
With the help of the Orochi Group, they were eventually be a cover for something else entirely, but the seeds
able to slay Akhenaten again—hopefully for the last time. are said to flourish even in the desert. 6
In the decade since the apparent death of the Black
Pharaoh, the Atenists have receded into the shadows. POINTS OF I NTEREST
They remain a threat, however, and have become more The Valley of the Sun God is far enough out of the
active in the past few years. The Marya have done what way that while it’s not truly hidden, few people go there
they can to keep the cult in check, but their numbers without a specific reason. Even ten years after the
have dwindled, even as the Atenists have grown in turmoil of the Atenist uprising, there are still rumors 7
number, resources, and cunning. throughout the surrounding regions that the area is
not safe. People warn of gun-toting isolationists—and
H IDDEN POWERS then, in quieter tones, of old gods, evil spirits, and the
While the three largest secret societies have interests madmen who worship them.
in Egypt, the Valley of the Sun God itself is dominated
by four other groups. THE SCORCHED D ESERT
The first and oldest of these groups is the Cult of The sun beats down on the desolate landscape just A
Aten. For thousands of years, the Atenists prepared the as it has for thousands of years. While the valley still
world and themselves for the resurrection of Pharaoh bears the scars of the near-apocalyptic battle some ten
Akhenaten and the arrival of their “god,” the Dreaming years ago, its people have largely recovered. They don’t
One that calls itself Aten. Under the leadership of Abdel like to speak of the chaos that followed the earthquake
Daoud, the cult maintains a low profile while infecting and are wary of anyone obviously connected to the
others, eliminating anyone who gets too close, and Secret World.
searching for a way to free Aten from its Gaia Engine.
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AL-MERAYAH find genuine items from Ages past, some of which
The town of al-Merayah was nearly overrun by Filth have magical abilities. The dealers claim ignorance of
and destroyed during the war against the Atenists ten where the items come from. They say they purchase
years ago. The town has since more than recovered. the goods from sellers who emerge from the desert,
It’s larger and more prosperous now than it’s been in then disappear again.
centuries.
As the main gateway to the region, al-Merayah has THE A NKH
benefited from an increasing number of visitors over the After the Black Pharaoh was defeated a second time,
past few years. Many of these are Secret Worlders, who the Ankh was resealed, locking away its vast pools of
use the town as a staging area before pressing deeper Filth and infected creatures for eternity. In theory, at
into the desert. Other visitors are guests of the newly least. In reality, there are cracks in the seal, and every
established Sunblest Wellness Center, which caters to wall has its weak points. Filth is not intelligent, but it
an affluent clientele that helps sustain al-Merayah’s is persistent. In the decade since the Ankh’s collapse,
local economy. the Filth has leaked out in one form or another on
During the Atenist invasion, the guerrilla fighters of numerous occasions.
the Marya defended al-Merayah from the horrors beyond At least a few members of the Marya are usually
its borders. The warriors have now made the place their stationed at the Ankh. Part of their standard rotation
home. The town’s central location allows them to keep is to monitor the site for signs of Filth. Anything
an eye on the valley while staying in contact with the unusual is reported back to the base at al-Merayah,
outside world. Their base of operations is a large house and the Marya guards stand ready, with machine guns
ostensibly owned by a wealthy merchant with dozens and flamethrowers, to destroy anything that comes
of relatives who come and go at all hours. The locals slithering out of the ground.
don’t believe this charade, but they gladly repeat it to Of course, the Filth has help from the outside.
any visitors who start asking questions. They owe a Atenists and other cultists dedicated to the Dreamers
debt to the Marya and will never betray them. often sneak onto the site in hopes of finding their way in.
In addition to the Marya headquarters, al-Merayah Some of them find it, and some of them even sneak back
features a few other sites worth visiting. out, either with Filth in their possession or possessed by
Police Station. The small police station features an Filth. The cultists must be careful. The Marya soldiers
office, a few jail cells, and a basement that serves as are more interested in eliminating threats than taking
storage for evidence, paperwork, and prisoners who Atenist prisoners.
need more specialized handling. The chief of police is Other visitors to the site include scholars with what
Mazen Bahar. He does his best to keep the peace in the appear to be purely scientific motives. They are usually
area, and he is thoroughly corrupt. Every secret society archaeologists or geologists, drawn to the region’s ruins
in the region has bribed him to tip them off whenever he and history of unusual tectonic activity. All of them
learns of something strange or important. If a citizen have impeccable credentials and all the right permits
is kidnapped by a jinn, for example, he’s more than from the government. None of them can be traced to
willing to tell all his patrons about the incident and let the Orochi Group in any way whatsoever.
them figure out how to deal with it. Chief Bahar is a
good source of rumors for anyone from out of town, SUNBLEST WELLNESS CENTER
though he may expect payment in return. The Sunblest Wellness Center is a high-end “spa
Hotel Wahid International. The old hotel has seen retreat” catering to wealthy clients who prefer the
better days, but the rooms are clean, the ice is cold, and privacy of the remote desert while relaxing with mud
the lobby is always full of interesting people. As the only wraps, massages, and gentle yoga sessions.
hotel in town, it often has Secret Worlders as guests, The center is a walled compound inside five square
either here to conduct business or to rest up before miles of chain-link fencing. Inside the walls are guest
setting out on their secretive desert missions. The dormitories (each room would look at home in a luxury
mummy Saïd occasionally lounges here, distractedly hotel), swimming pools, tennis courts, a gymnasium,
sipping a drink while tapping away on his phone. and a garage for the center’s vehicles. The main building
Invisible Market. The actual location of the Invisible contains spacious lounges, a full cafeteria with gourmet
Market moves around, but it can typically be found in food, and dozens of spa treatment rooms. Guests
the warehouse district on the edge of town. In addition typically stay for a week at a time, but some enjoy
to weapons, drugs, and other mundane contraband, themselves so much, they stay longer.
merchants here also offer artifacts that they claim were As some in the Secret World have started to suspect,
revealed during the quake and have recently resurfaced. the Sunblest Wellness Center is a product of the new,
Much of what they sell is useless junk—forgeries and more subtle Cult of Aten. Abdel Daoud, the prophet
the like—but those who know what to look for can of Aten, is the mastermind of the center. While he is
56
THE SECRET WORLD
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often on-site to oversee its operation, he keeps out of Now that the Sentinels are no longer bound to the city,
sight and allows the center’s director, Alima Harb, to the Marya have taken up the task of protecting it from
play the gracious hostess and tour guide. outsiders and hiding it the best they can. Allies of the
The goal of the center is to infect people in positions Marya can access the city with a little diplomacy, but
1
of power with microdoses of Filth. Watered-down Filth civilians are turned away, and cultists are shot on sight.
is inserted into the guests’ spa treatments, food, and The City of the Sun God is not a safe place. While it’s
drinks. The minimal dosage means that those infected no longer overrun with cultists, ghouls, and jinn, it still
don’t immediately transform into hive-minded mutants attracts unnatural predators such as giant scorpions
(usually) but instead become sleeper agents. They and scarabs. Part of the Marya’s duty here is to protect
return to their lives of privilege and authority, where the outside world from these creatures. But it’s an 2
they can be triggered as needed by the Dreaming Ones endless task. An impossible task. And every so often,
to carry out their schemes. (On rare occasions, a guest strange creatures from a bygone Age slip past their
does change into a rampaging Filth monster. Daoud defenses and into the open desert.
hates to lose such an asset, but he is willing to kill in Among the ruins of the half-built city, a few sites
order to cover up what the Center is doing.) stand out as the most noteworthy.
Sunblest Wellness Center employees are thoroughly
contaminated with Filth. They retain some of their THE BLACK P YRAMID 3
own will and personalities but are largely reduced The Black Pyramid still stands at the heart of the city.
to a zombie-like existence. Most of them were Inside it is a maze of tunnels, chambers, and hallways,
impoverished loners recruited from off the street in many of which are hidden behind secret doors and false
Cairo, then transported to the desert with no way out. walls. Though there have been numerous expeditions
Some unwitting locals from al-Merayah have tried to into the pyramid over the years, the secret societies
get jobs at the center, but they’ve been denied. Daoud have found only a fraction of the enigmas and treasures 4
refuses to take chances with employees he hasn’t to be discovered here. Of course, exploration is not
personally vetted. undertaken lightly. The Black Pharaoh may be dead, but
The Center has armed, uniformed guards (cultists all) his tomb still has its teeth. Traps and puzzles ensnare
patrolling its perimeter and standing watch at the gate. the unwary, while ancient (immortal?) enemies prowl
Security is much more lax inside the compound. Daoud the darkness, hungry for blood.
wants to keep his clients feeling at ease, so internal Beyond traps and monsters, the real danger of the
security personnel are called “hospitality guides,” and Black Pyramid is the Filth.
5
they also provide basic guest services. They carry no A thin layer of the stuff appears on the walls, and in
weapons beyond collapsible batons. pools in the dark corners. It has a psychic presence
One of the jobs of internal security is to keep guests as well: a constant black weight that presses in on
out of the restricted areas where the Cult of Aten the mind. Those who spend too much time in the
performs its heinous rites. Their primary ritual space Pyramid hear voices, whispers, and thoughts that are
is in a locked subbasement with holes drilled into not their own. This permeating Filth aura can drive one 6
the floor. It’s Daoud’s dream to drill deep into another to madness … or infection. For this reason, the Marya
pocket of Filth. keep a dedicated eye on the Pyramid, tracking who
Despite the cultists working in secret at the center, goes in and out, in hopes of preventing this madness
Daoud is careful to distance the place from the Filth- from taking hold.
maddened, violent Atenist lunatics found elsewhere in Nevertheless, the Marya can’t catch everyone.
the valley. He’s invested too much into this project to Cultists slip into the Pyramid seeking dark wisdom; 7
have it exposed by a dead-eyed mutant with a machine many fall into pits of Filth, never to return. Some who
gun. However, some of the local officials have begun do make it back out into the sun claim to have spoken
to voice their own suspicions … with Aten, and to be the Dark Pharaoh reincarnated. The
Marya make note of this claim, then gun them down
THE CITY OF THE SUN GOD before they escape the city. Eventually, one of these
At the height of his power, Pharaoh Akhenaten reincarnates will successfully reach the Scorched
followed the voice of Aten to an obscure valley, Desert and spread word of their return to the other A
where he set about building a whole new complex faithful. While the Marya and the secret societies don’t
of temples, tombs, and monuments dedicated to his believe these madmen are truly Akhenaten returned,
god. Akhenaten was killed before he was able to finish they acknowledge the chaos they could unleash with
this new city, but many of the original buildings were a reinvigorated Cult of Aten at their command.
completed. Thanks to the protection of the Sentinels,
those buildings are still here, and many still hold secrets
of Ages past.
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M ARYA TRAINING C AMP These claims encourage still more Atenists to descend
The City of the Sun God is the perfect place for the upon the statues, so now the Marya uses cultists as
Marya to conduct their training. For one thing, it’s well as monsters for their training exercises.
hidden enough from mundane eyes that the Egyptian
military won’t receive reports of organized desert folk
shooting automatic weapons and using explosives. For
T OKYO
another, the ground is still tainted from the incidents For over a thousand years, the city now known
of ten years ago. While it’s not as extreme as it was as Tokyo has been the center of Japanese culture
during those dark days, monsters are still common in and politics. Tokyo has always pulsed with dynamic
the area; keeping the city clear of them is good combat life. Innovation flourishes here, but it is filtered and
practice for the Marya soldiers. channeled through tradition, keeping the city vibrant
The camp is run by Nassir, an expert in explosives without collapsing into chaos.
and making friends. The charming movie buff has set The hub of Secret World activity in Tokyo is the
himself up as the liaison between the Marya and any Kaidan neighborhood. It’s surely no coincidence
visiting secret society agents. He is glad to share his that it resides in the shadow of the Orochi Tower, the
tips for bomb making and to show his guests where corporate headquarters of the Orochi Group. Through
the best monster hunting is. He’s less enthused about its underworld network, Kaidan exerts vast control over
outsiders helping themselves to the ancient artifacts. Tokyo and all of Japan. It can be a dangerous place,
“You’ll bring that back when you’re done studying, right?” especially for the uninitiated. For unlike many such
he says, his hand on his gun. hubs, Kaidan isn’t “ruled” by any one secret society. It
Nassir also trains more than a few locals in the camp. truly is a no man’s land, where anything goes.
They aren’t part of the Marya, but they recognize the
ongoing threat of Atenists and their monstrous allies S ECRET H ISTORY
and want to learn how best to defend their homes. The underworld organizations of Tokyo have long
These “auxiliary” fighters are vetted by Shani, and may been comfortable working with supernatural entities
be called up if the Marya need their help. to achieve their aims in the mortal world. This practical
(and profitable) mingling of the two worlds made the city
SENTINEL STATUES the perfect location for the headquarters of the Orochi
Though the Sentinels that once kept the Dark Group. The group has a history of experimenting with
Pharaoh asleep with their song have been released Gaia Engines, the Dreaming Ones they imprison, and
from their duty, the enormous statues dedicated to the Filth those Dreamers produce. Those experiments
them remain. These seven statues are shrines not occasionally yielded positive results. More often, they
only to the Sentinels themselves but also to the gods ended in madness, violence, and death. Nevertheless,
of the Egyptian pantheon they represented. For three Orochi persisted. In the eyes of the corporation, these
thousand years, they were conduits between the land occult catastrophes were merely the price of doing
of the living and the world of the supernatural. Even business.
now, threads of that connection remain. Ten years ago, the Orochi Group almost paid the
Secret Worlders who know of the statues visit them ultimate price for its hubris.
in hopes of gaining mystical enlightenment or insights An offshoot of the Dreamer cult the Morninglight,
into the spirit world. Most go away disappointed (or led by Philip Marquard, acquired a Third Age device
deluded), but a few are blessed with words of wisdom from Egypt and smuggled it into Tokyo. They intended
spoken directly to their spirits. They say the words of to detonate the device at Orochi Tower.
encouragement come from the Sentinels who, though Unfortunately for the cultists, the “Filth bomb”
free of the sun god’s city, still maintain a voluntary exploded in the subway before it reached the tower. The
connection to the site where they spent so much time. blast sent a vast wave of Filth through the subways and
Some are skeptical, however. They suspect the voice up into Kaidan, destroying or mutating every creature
is that of Aten or some other Dreaming One, hoping to it touched.
find another willing servant in Egypt so that the Black The entire neighborhood was immediately
Pharaoh may be born once more. quarantined and put under military lockdown; no one
Of course, once the Cult of Aten caught wind of got in or out without authorization. The official story
the rumors that their god was speaking through the was that a terrorist bomb had gone off, contaminating
statues, it was only a matter of time before they started the area with unknown pathogens.
sneaking into the city to offer worship and horrific The secret societies did what they could to retake
sacrifice. Some claim that Aten has spoken to them. A Kaidan from the Filth. They were aided in their efforts
few of these even offer supernatural power as evidence. by the local gangs, which had their own supernatural
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ties. The feuding societies and rival gangs put their The oldest gang in Kaidan is the House-in-Exile.
differences aside and united to save Tokyo. Together, Banished to Earth from the Hell Dimensions during the
they held the corruption at bay until a mysterious entity Edo Period, this oni mercenary group accepts contracts
known as “Anima” appeared on the scene and cleansed from underworld organizations across Japan. One of
1
it of Filth. their major clients has been the Illuminati, with whom
While Kaidan has recovered in the decade since they maintain a mutually beneficial relationship. The
the incident, it still has a reputation as a dangerous leader of the House is the hedonist demon Inbeda,
place. Mundane folks are reluctant to visit it for fear who is usually found luxuriating in the Jigoku no Yo
of lingering toxins and chaotic street violence. The bathhouse. Under Inbeda’s leadership, the House helped
locals encourage these rumors. They have no interest Kaidan fight off demonic invaders during the Filth 2
in hosting visitors from outside the Secret World. bomb incident. This wasn’t an altruistic act. Inbeda
The unofficial peace treaty brokered a decade ago still was defending his territory against his oni rivals. Since
stands. The transformed neighborhood is truly neutral then, some of the invaders have joined the House-in-
territory. Supernatural creatures and Secret Worlders Exile—while others have sworn revenge.
of all types come here to mingle, trade, and scheme. The gang most directly opposed to the House-in-Exile
is the Jingu clan. Though reduced to little more than a
H IDDEN POWERS street gang when they arrived in Kaidan ten years ago,
3
Kaidan is run by three gangs, each of which has a the clan is a secret order of samurai—a demon-slaying
connection to one of the secret societies. bloodline dating back to the time of Queen Himiko.
The gangs are rivals, competing for influence over Jingu appeared in the neighborhood shortly before
not only Kaidan but all of the Tokyo underworld. As the Filth bomb and the demon invasion, guided by
part of an unspoken agreement to prevent their rivalry the prophetic visions of their leader, Gozen. Under her
from turning into all-out war, they “allow” Kaoru, a guidance, they have since swollen their ranks with new 4
representative of the Phoenician secret society, to recruits who help fight the oni—and other supernatural
serve as arbiter of disputes, spokesperson for the area, creatures—throughout Tokyo. Gozen holds court in
and overseer of its reconstruction. An outside observer Susanoo’s Diner, where she can sometimes be seen
might say that Kaoru is the true leader of Kaidan. Both conferring with her Templar allies.
Kaoru and the gangs would humbly disagree.
5
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Arguably the most powerful gang at the moment Between these hardened residents and its regular
is the Korinto-kai. The gang started out as a crime visitors, the neighborhood has enough people to support
syndicate based on the pre-yakuza tradition of bakuto. its own microeconomy and a few small businesses.
In the 1920s, the gang’s founder returned from New York
inspired to invest in pachinko gambling, and the Korinto- GINPACHI PARK
kai expanded their operation into the Secret World. Once merely a few acres of urban green space,
Thus they became an occult branch of the yakuza, Ginpachi Park has grown into a community garden.
involved in magical arms dealing, occult smuggling Fruits and vegetables grow lush and delicious in its
and shipping, and supernatural protection rackets. As plots, bushes, and trees. The food is free to any who
true believers in the power of chaos, they maintain their need it. The park is generous. No one needs to go
headquarters in the Zeroes Wild pachinko parlor and hungry.
are closely allied with the Dragon. In the aftermath of The caretaker of the park is Ricky Pagan, a self-styled
the Filth bomb incident, the leader of the Korinto-kai, “leather-clad environmentalist vigilante.” Ricky has
Daimon Kiyota, took on the role of Mouth of the Dragon, been touched by Gaia and is dedicated to preserving
amplifying his chaotic genius throughout the Secret the natural world by any means necessary. Ricky’s
World. Daimon’s former office above the pachinko parlor also been touched by rockabilly music; from his biker
is occupied by the clan’s new leader, Baku Kawabata, jacket to his pompadour to his Elvis-inflected way of
though it’s rumored that Kaoru is the one who actually speaking, rockabilly defines his personality.
calls the shots. Ricky started off guarding the park against the Filth.
Over time, his mission from Gaia went from defending
POINTS OF I NTEREST her turf to feeding her people. He recruited like-minded
Kaidan is a hub of criminal and occult activity. folks from the neighborhood to join his gang—the New
Operating from behind a wall of rumors, bribery, and Pagans—and together, they now tend the park gardens.
threats, the gangs exert their influence throughout the In addition to the gardens, the park features a
city without fear of police raids or the locals ratting bandstand (often showcasing rockabilly music), a large
them out. Not that there are many civilian locals; those picnic shelter that’s been converted into living quarters
who survived the initial wave of Filth either fled the for Ricky and his gang, and a deep pond stocked with
quarantine (believing a “mass hallucination” cover fish suitable for eating. On sunny days, people are often
story) or became part of the Secret World themselves. found at the pond quietly fishing.
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SUSANOO’S DINER THE DREAM PALACE
When Gozen’s visions led her down to Kaidan from If Kaidan is Casablanca, then the Dream Palace is
the Jingu clan’s mountaintop training camp, she ended Rick’s Café.
up in this small restaurant. Then the bomb went off. This multistory love hotel still offers the discreet
1
The diner’s management disappeared, so Gozen and services it always has, but it is now primarily known
her lieutenant Akashi took over the place and have as a neutral ground within a neutral ground. On the
been running it ever since. levels above the themed “romance rooms” are private
For the past decade, the restaurant has been a conference rooms of many sizes. Here, Secret Worlders
sanctuary to those fleeing the Filth creatures, demons, can negotiate clandestine deals, swap secrets, and
and other monsters found on the streets of Tokyo. otherwise engage with each other in safety and security. 2
Gozen has expanded the diner to accommodate Not that the Dream Palace has many security
hundreds of people and added crude but comfortable personnel. Rather, the rooms are secured through
sleeping quarters. The Jingu clan protects the diner advanced electronics and mystical wards. Scrying
and all its guests. spells fizzle, surveillance equipment shorts out, and
Many of those guests have joined the Jingu clan recording devices capture nothing but static here.
themselves. After seeing the demon slayers in action, The Phoenician agent Kaoru, who runs the love hotel,
they have taken up arms, and Akashi has trained them in has her hands full these days. In addition to managing
3
their use. This new generation of slayers can be found the hotel (which is busier than it has ever been), she also
throughout Tokyo, hunting oni and other supernatural serves as the unofficial mediator and representative
dangers. After each mission, they return to the diner to for Kaidan. She’s often shorthanded and turns to other
report back to Gozen and feast on delicious noodles. Secret Worlders for help with her less sensitive jobs.
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The locals who know that things are not what they England, there was a London, and those who lived here
seem may come to them with problems that can’t could feel its power.
be solved by traditional means. Dragon leadership is In the 18th century, the Templars chose London
silent in regard to these independent actions. Dragon as the site of their headquarters. In the decades that
leadership is silent on most things. followed, they set about cleansing the city of other
The Orochi Group maintains a presence in Seoul secret societies, supernatural creatures, or anything
through its Anansi Technologies, Faust Capital, and else that could challenge their power. Those that weren’t
QBL Media subsidiaries. The Dragon is aware of these destroyed were driven either deep underground or out
companies, and knows that they are in the process of of London altogether. Some of those surviving entities
buying up their local competitors. If the leadership have long memories, and no love for the Templars.
knows what Orochi is up to in Seoul, they prefer, as Today’s Templars are a more tolerant lot. So long
always, to keep that information to themselves. as the other members of the Secret World keep
themselves hidden and their appetites under control,
POINTS OF I NTEREST they are welcome to stay. This has turned London into
The Dragon has its own district, hidden somewhere something of a hub of supernatural commerce and
in Seoul. It is foggy, unclear, caught between times— socialization. This is part of the Templars’ plan. It’s
or it may even exist outside of time. The district is easier to keep an eye on potential threats when they
a forbidden city, its winding streets imperceptibly get together for drinks just outside one’s front door.
doubling back on themselves. The air is heavy with
rain and coincidence. People are wary and subdued, H IDDEN POWERS
unsure of what brought them to this place or what The Templars rule London. They have spies and
prevents them from leaving it again. agents embedded in law enforcement, media, and
every industry worth infiltrating.
THE DRAGON TEMPLE Nevertheless, as the informal social hub of the Secret
The heart of the Dragon district is the Dragon temple, World, London hosts agents from the Illuminati, the
which serves (for now) as the society’s headquarters. Dragon, the Phoenicians, and any number of other,
Here can be found the Golden Child, and Daimon Kiyota, smaller secret societies. These agents work their own
the newly installed Mouth of the Dragon. Here is where agendas, but they know that the Templars are forever
new Dragon recruits are brought for training in body, looking over their shoulders. It’s a risk. If the Templars
mind, and spirit. see the agents’ schemes as a threat to themselves or
the clueless civilians they’ve sworn to protect, they
KUMIHO HOTEL won’t hesitate to eradicate every member of that society.
Sooner or later, anyone who enters the district The energy company Sycoil and the biotech company
finds themselves in the Kumiho Hotel. Its garish sign Váli, both subsidiaries of the Orochi Group, have
welcomes all. Dragon initiates undergo their first facilities in London. Their people have been spotted
initiation here, and are reborn with eyes to see the poking around Ealdwic, speaking in hushed tones with
Secret World around them. shadowy figures and subtly offering “contractor work”
to those who might be interested.
SEOUL METROPOLITAN POLICE STATION
The police station inside the Dragon district receives POINTS OF I NTEREST
all the weird and unusual cases in the area. The police If London is the hub of the Secret World, then the
learn what they can about these incidents, then refer Ealdwic neighborhood is the center of that hub. It’s home
them to the Dragon. to not only the Templars themselves, but to the sites that
make London such a popular spot for Secret Worlders.
L ONDON Ealdwic is currently under complete police lockdown,
keeping mundane eyes away from the bustle of activity
For centuries London has squatted astride its great within. All three secret societies are currently mobilizing,
river, collecting the desperate, the hopeful, and the thrown together on these streets in numbers not seen for
ambitious, those with more dreams than common centuries. Other parties have come to observe for their
sense. Each wave of newcomers brings its own legends own cryptic purposes. They can all feel a storm brewing.
and fears, creating layers of mythology that tie the city
to Europe and the rest of the world. TEMPLE H ALL
The Templar headquarters casts a long shadow
S ECRET H ISTORY over Ealdwic. The massive stone building stands like a
London has long been a hotbed of conspiracy and fortress, wrapped in Templar banners and guarded by
supernatural power-brokering. Before there was an agents in Templar uniforms. The Templars’ message
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1
4
is not one of secrecy but defiance: “We are here, and kicked out or even banned from the premises. No one
we are not afraid.” wants to get banned from the Horned God.
It’s here at the hall that the faction’s Bees meet
and coordinate with Richard Sonnac, who keeps them DARKSIDE M ARKET
busy with Templar assignments and keeps Templar Hidden within the labyrinthine streets of Ealdwic is an 5
leadership out of their hair. Temple Hall also offers open market where Secret Worlders and supernatural
extensive combat training to those who want it, as well entities do business. Contraband weapons, magical
as those who need a refresher course. artifacts, tomes of forgotten lore—it’s all here, for a
price. While the market claims to be neutral ground and
BRITISH MUSEUM OF THE OCCULT remains under the jurisdiction of the Templars, it can
A nondescript two-story building hides an enormous still be a dangerous place for the unwary. Those who
underground museum dedicated to the horrors of the venture into its darker corners may find themselves 6
Secret World. Once a thriving institution, the museum mugged, drugged, or worse.
is now reduced to dozens of empty display cases and
a single employee: its mysterious curator. (If asked
what happened to the museum, the curator merely
NEW YORK
shakes his head and says, “It all went downhill after New York never sleeps, but it dreams. A relatively
the incident.”) young city, what it lacks in history it makes up for in 7
Agents of the secret societies are encouraged to future. Its people are always on the move, striving
help refill the displays with trophies and knowledge for more. They adapt and grow as they try not to
gained during their adventures. They’re also encouraged drown in a melting pot of cultures and traditions from
to help the museum through charitable contributions. across the globe. New York pulses with life—rampant,
Those that support the museum can have their names uncontrollable life—a tumor in designer clothes with
immortalized on plaques—or even earn the right to a fortune in credit card debt.
name a room or an entire wing. And that’s just on the surface. A
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places too. Occult influences shaped its growth into in the city, where they develop new biotechnologies
a new power base for the Secret World. to help feed and heal the world. The companies have
Recognizing this new power, the Illuminati transferred warehouses in shady neighborhoods, where they
its headquarters here from New England. They bought conduct deniable experiments and maintain cells full
what they could, stole what they had to, then bent the of “volunteer” human test subjects.
rest of the city to their will. They planned the new urban
landscape of black glass towers, golden capstones, POINTS OF I NTEREST
and energy field–disrupting sculptures. In the shadow of the Brooklyn Bridge, the
Today’s paranoid see the Illuminati behind every neighborhood above the subterranean Illuminati
political scandal, corporate coup, and major policy headquarters is a ghetto for conspiracy theorists,
decision in New York. The paranoid would be right. magical burnouts, and those who deal in occult goods
The secret society has its eyes and manipulative and paranoia. Members of other secret societies are
fingers everywhere in town. It’s safe to say that anyone neither welcomed nor forbidden by the Illuminati … at
with power in this city is a valid target for Illuminati least, above ground. The “diplomatic incidents” resulting
surveillance and manipulation. from encounters with the Labyrinth’s military-grade
If you know they’re watching you, you know you’ve hardware and Rockefeller wards have become urban
truly arrived. legends of their own.
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THE MODERN PROMETHEUS and Dracula established an order of monster hunters,
For the Secret Worlder who needs to disappear, the Drăculești, to protect the land from the creatures
there’s no better way to vanish than to totally change of the night.
one’s face. The procedure is neither painless nor cheap, Transylvania had long been home to numerous
1
but it is effective, and it’s a testament to the skills of supernatural creatures. With Mara gone, a truce was
Dr. Aldini, plastic surgeon. brokered between all these creatures and humanity.
Aldini and his assistants work out of a makeshift Under the terms of the truce, both sides swore to
clinic in the basement of an automotive garage in respect each other’s territories. Faeries, nymphs, and
Brooklyn. The space was, until very recently, an forest spirits were to coexist with moroi, pricolici, and
underground slaughterhouse. Pig carcasses still hang capcaun. Humans were to remain in their villages and 2
from hooks overhead. Aldini himself is a cackling mad farmlands, which were off limits to other creatures. The
scientist who considers himself an artist working in truce held for centuries. Emboldened by its protections,
the medium of human flesh. He may be insane, but no fey from across Romania moved to the area, where
one can doubt his skills. they could live in relative peace.
Centuries later, the region was again invaded, this
NEW YORK SEWERS time by the Red Hand. The Red Hand was the Soviet
This vast network of pipes collects waste and Union’s top-secret occult warfare division dedicated
3
rainwater from throughout the city, and it is home to to developing supernatural genetics, robotics, and
those that New York would love to ignore, forget, and even space travel techniques. The group was drawn to
abandon. Some of the city’s homeless population Transylvania for its remoteness and the unique magical
have created their own societies down here at various energy that emanated from the Earth itself. They built
times, and a few have lasted years. The fabled albino bunkers, elaborate facilities, and hidden bases in which
alligators and their ilk hunt in the sewers—former pets to conduct their experiments. Many of these structures 4
flushed away and turned to vicious predators in their still exist. Many are still hidden.
unnatural habitats. The darkest tunnels are the lairs of One of their research projects was an attempt to
the cannibalistic underground dwellers, who are barely create super soldiers using vampire genetic material.
even human anymore. And through it all, ever present They sought out Mara, who agreed to create progeny for
and ever watching, are millions of hungry rats. them to experiment on. She liked the idea of having her
own army of enhanced vampire soldiers. The program
5
T RANSYLVANIA was only partially successful, and it was shut down
when its test subjects started escaping. Rather than
This land of deep forests and jagged mountains risk another outbreak, the government sealed the facility
has seen dozens of rulers over thousands of years. with everyone inside. Unfortunately, the scientists
It’s been overrun by empire after empire, from the themselves were infected at this point, and they spent
Huns to the Romans to the Soviet Union, and never the following decades working in isolation.
without bloodshed. But through it all, the people of Decades after the Red Hand abandoned Transylvania, 6
this Romanian region have persevered. They stand the Orochi Group moved in. They, too, were attracted
resilient, for they know, no matter what human rulers by the magical radiation in the area, but they knew
may say, that the land can never truly be conquered by exactly what it was: a Gaia Engine, buried beneath the
mortal hands. For Transylvania is more than a mortal mountains.
land. Humans share the realm with creatures of myth, In order to reach and claim the Engine, the corporation
legend, and nightmare. And these creatures will never collected and trained children with extraordinary 7
be completely vanquished. abilities. The most powerful of these test subjects
were brought to the mountain laboratory called the
S ECRET H ISTORY Nursery for high-intensity training and testing. Using
While the history of Transylvania goes back paranormally gifted children in this way was a long
thousands of years, the source of its current state shot. But it worked.
began in the 15th century with a young rebel nobleman One of their test subjects succeeded in tunneling
named Vlad Dracula and his wife Mara—the queen of into the mountain and unearthing the Engine. In doing A
the vampires. so, she created a rift in reality called the Breach. Her
Despite centuries of legends to the contrary, it masters were thrilled …
was Mara, not Dracula, who filled the Transylvanian And then Mara struck.
nights with blood and terror. She reveled in cruelty. The vampire queen charged back into the region with
She loved spawning vampire minions to spread chaos an army of her progeny by her side. At her command,
and despair. Her husband tried to kill her, but couldn’t. they conquered the Breach, then set out to conquer
Nevertheless, she was chased out of Transylvania, the entire area. Mara swelled the ranks of her army
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with frenzied werewolves, and hordes of enhanced Drăculești are dedicated to defending the humans of
vampires released from their Soviet-era facilities. At the region, whether they want this protection or not.
last, she would have her revenge on Transylvania—and Both the Soviet-era Red Hand program and the more
the world! recent Orochi Group Nursery project were obsessed
No one can say what happened to Mara. At her with transforming people through magic and science.
moment of triumph, amid the chaos of her “vampire Neither organization remains here, but their atrocities
crusade,” she simply vanished. have left lasting scars on the land and its inhabitants.
Without Mara to lead them, the vampires and Their abandoned facilities are death traps for the unwary.
werewolves were eventually dispersed or killed by the Their abandoned abominations still stalk the night.
Drăculești and the Secret Worlders who had come to The inheritor of the Nursery project, the Bachman
defend Transylvania. Institute, tends to keep a low profile. Nevertheless, there
The war was over. are those who are curious about its activities, and their
Today, a decade later, Transylvania is much as it was curiosity might get them killed—or worse. The Institute
a century ago. Werewolves, vampires, and dangerous has little interest in controlling the area, but it will apply
fey lurk just beyond the light of civilization. The Red influence (and force) as needed to ensure its privacy.
Hand and the Orochi Group are nowhere to be found. After the incidents of a decade ago, the Council of
The Breach no longer exists. It may have never existed. Venice decided to permanently assign its agent Carmen
It may have just been a dream. Preda to keep an eye on the region. If things get out of
But still the region calls to those who seek power, hand again, the Council may call on the other secret
or answers to questions best left unasked. Visitors societies to bring order to the chaos.
come in search of old Soviet bunkers, artifacts, and
relics from a previous Age. Occult scientists seek new POINTS OF I NTEREST
ways to turn corruption into triumph. And the ancient
powers find new ways to survive and thrive in a new era. BESIEGED FARMLANDS
In the shadow of the Carpathian Mountains, the
H IDDEN POWERS farmlands of Romania maintain the ancient ways of
For a traditional land that has changed little over the sowing and harvesting, prayers and offerings, and
past thousand years, Transylvania hosts a surprising rituals of protection against the creatures of the night.
number of groups vying for power and executing their When the centuries-long truce broke down, the
schemes in the region. region was overrun by vampires, werewolves, and
Packs of werewolves have long been a threat in the other creatures of myth. Nights of blood followed. The
area, but they’ve changed in the past five years. While carnage continued until the queen of the vampires
still a deadly hazard to those who wander the forests was killed, and the werewolves were restored to their
alone, they’re no longer the feral savages they once were. natural order.
The packs are smarter now. More organized. Instead Today, the farmlands have returned to a semblance of
of simply attacking the territories they want to control, the stability they once knew. While the ancient enemies
they threaten the occupants and offer them “protection” of humanity no longer menace the area with claws and
in exchange for their fealty and bribes. fangs, the remnants of that onslaught a decade ago
Vampires have also remained a constant danger. still stalk the night and hunt the unwary.
Even now, the unthinking, frenzied leftovers from the Other outsiders are here too. The secret societies
vampire crusade lurk in the deep places or inside who helped hold back the tide of horror now seem to
abandoned bunkers. While these beasts have no have an interest in the place; their agents are often
schemes of their own, they are useful pawns to the sniffing around at one mystery or another. Even more
remaining intelligent vampires, who are trying to expand troublesome are the unenlightened explorers looking
their influence into the world beyond Transylvania. for abandoned Soviet facilities in the name of science,
Finally, there are the fey. The air spirits, the kindly history, or fame. It would be easy to dismiss these
ones, and all the other supernatural creatures that call fools as thrill-seeking tourists, but some of them are
this region their home just want to be left alone per the suspiciously well funded.
conditions of the truce. But as humanity ventures once
again where it does not belong, the fey won’t stand by H ARBABUREŞTI
and let their home be corrupted. The farm village of Harbabureşti has changed little
The Drăculești oppose werewolves, vampires, over the past five hundred years. Farmers bring their
and other troublesome creatures. Also known as harvest. Merchants sell the goods brought in by outside
the “Order of the Dragon,” the group consists of traders. And everyone understands that they live in a
Romany descendants of those who swore an oath to world where the supernatural lurks just outside the
Vlad Dracula to hunt the creatures of darkness. The light. Others might see superstitions. But the villagers
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know that their traditional ways of life are all that keep Cucuvea still lives in her tree. It’s a local landmark,
them from being devoured by the ancient things of but the locals avoid it out of respect and caution. They
forest and stone. recognize Cucuvea’s power and fear annoying her.
Outsiders are viewed with suspicion in Harbabureşti— Furthermore, supernatural creatures tend to congregate
1
and with good reason. Between the Red Hand, the at the tree, and where they gather, humans are often
Orochi Group, and the Drăculești, outsiders have unwelcome.
brought nothing but horror, bloodshed, and tragedy Cucuvea generally welcomes Secret Worlders to her
to the valley. This is especially true of those from the tree. She enjoys visitors from beyond the valley. She
Secret World. The locals see them as arrogant and offers her wisdom freely, and may even offer to teach
dismissive of local traditions—such as the truce that her magic skills to those willing to serve as her eyes 2
previously maintained the stability of the region for and hands in the outside world.
centuries. Recent visitors to the tree report that Cucuvea has
Nevertheless, the spirit of the truce remains. Like been frequently absent. No one knows where she goes,
faeries, vampires, or other creatures of the supernatural, and she doesn’t say. If asked, she merely chuckles.
Secret Worlders are allowed to visit Harbabureşti “You don’t think I spend all my time here, do you? A lady
unmolested so long as they don’t cause trouble. has responsibilities.”
While in the village, agents may find food, drink, and
3
rumors at the Owl and Eagle pub. T HE BROKEN BUNKER
Once things settled down in the farmlands of
C UCUVEA’S T REE Transylvania, word got out that old Soviet-era bunkers
For thousands of years, the immortal wise woman were lying buried and hidden in the area, and “urban
the locals call Cucuvea, or “the owl,” has resided explorers” set out to rediscover them.
within an enormous tree within walking distance of This exercise in danger seeking could have ended 4
Harbabureşti. Cucuvea is dedicated to protecting all with a few dead YouTubers and that would have been
the creatures of the area, both human and otherwise. the end of it. Instead, the first wave of “bunker hunters”
They are one and the same to her: just people trying found exactly what they were looking for: a small metal
to survive and thrive as best they can. and concrete complex, buried in a shallow gully, that
To that end, Cucuvea orchestrated the truce centuries was only uncovered when someone got lucky with a
ago that, until recently, kept the valley from tearing itself metal detector.
apart. It was only when Orochi and the vampire crusade Inside, the bunker had little of occult or even historical
5
violently broke the pact that chaos and bloodshed interest. The front door opened into a control room of
reigned. Those days are past, but Cucuvea works to some sort, with 1960s video screens, some desks, and
ensure that they never return. a broken chair. Beyond the control room, the bunker
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contained some storage closets, a cramped office, their phones and computers. As a manifestation of
and sleeping quarters still furnished with a handful Filth, the taint can infect the devices’ users and those
of rusty cots. around them.
While the place originally had electricity, it’s not clear
where that power came from. Visitors suspect there was P IET DE VRIES WINDMILL
probably a generator at one point. It’s also unclear what An enormous white windmill stands atop a small
the video screens were attached to. The most popular hill in the farmlands. This gleaming tower is easily the
theory states that this was an observation station, used largest building in the region, but it hasn’t been used for
to watch for intruders in the other facilities nearby. actual milling for over two hundred years. Nevertheless,
Over the years, the bunker has become a staging it is a beloved local landmark.
area for amateur “bunker hunters.” Even those who Built by an obsessed Dutch occultist in the 1700s,
don’t continue their search often stop here to take the windmill has long been something of an enigma
pictures, soak in the atmosphere, and maybe spend in the area. Windmills are rare in the region (water
the night. Remnants of countless campfires litter the mills are more common and more practical), and
ground outside. Inside, there is graffiti, broken wine windmills of this size are unheard of. According to
bottles, and torn and rotten sleeping bags. rumor, its construction was inspired by mad dreams
Some visitors to the bunker say it’s haunted. They’ve and prophecies. It took on a new life when werewolves
heard voices speaking Russian in the middle of the night. surged through the area, and the windmill served as
Monitors flicker to life, showing static or the interiors a sanctuary that the evil monsters could not enter. It
of other abandoned structures. Others swear there are was warded and protected, it turns out, by magic seals.
secret panels leading into a deeper facility below this In the aftermath of the vampire crusade, some of the
one. If anyone has found such a secret passage, they locals took it upon themselves to restore the windmill.
haven’t reported it. They replaced the rotted boards, repainted it gleaming
It’s possible that these rumors are all lies. Maybe white, and patched up the cloth of its sails. Someone
they’re just bait to draw the curious to a secluded spot even refreshed the magical wards. No one is taking
where the local vampires can make a meal of them. credit, but the place seems more secure than ever.
Today, the windmill is considered neutral ground
T HE FACILITY between humans and supernatural creatures. Once
Abandoned Soviet structures in Transylvania attract a year, the locals have a feast here to celebrate its
a certain type of tourist. None is more attractive than protection during the nights of blood, and to present
the mysterious underground Facility 9. Once the home food offerings to the creatures of the Secret World in
of a Red Hand experiment dedicated to creating an thanks for their protection and understanding.
interdimensional cosmonaut, the place appears empty
and looted, but it is still dangerous. THE C ARPATHIAN FANGS
The locals know this place is trouble. They have Looming above the fields and forests, the peaks of
barricaded the door and put up warning signs in multiple the Carpathian Mountains are covered in snow much
languages. The area outside the doorway is littered of the year. They are soaked in centuries of bloodshed.
with makeshift memorials to those who have vanished Unpredictable weather and treacherous terrain make
or died inside. Wise people stay away. But as happens the region hard to reach, and therefore attractive to
too often in Transylvania, the bold and foolish charge in, those who want to avoid scrutiny—or hostile invaders.
laughing and dismissing the warnings until it’s too late. Deep beneath the mountains lies a Gaia Engine. It’s
Beyond the bunker doors, horrors await. Echoes of likely no coincidence that powerful entities—those
dead cosmonauts haunt the ruins, ghostly creatures powerful enough to free the imprisoned Dreaming
composed of memory and Filth. They are enraged One—have been drawn to this place. First the Red
that they can’t remember who they are or why they Hand. Then the Orochi Group. And then the queen of
are here, and they release that rage in violence on any the vampires herself. The last two actually reached the
who intrude on their domain. Gaia Engine, and the Scar is the result.
Contact Core, the artificial intelligence that once ran Now another entity has arisen in those forbidding
the bunker, has been corrupted by Filth and taken on mountains: the Bachman Institute. Whether or not this
a malevolent sentience of its own. Its computerized new bastion of mad science will resist the Dreamer’s
voice taunts, tempts, and cajoles visitors to proceed siren call remains to be seen.
deeper into the facility, where the worst dangers await.
ROMAN BATHS
Through the AI, the Filth can corrupt any electronics
Some two thousand years ago, long before the Red
that remain inside the facility for too long, or those
Hand or the Orochi Group, the Romans invaded the
plugged into any of its many sockets. Explorers here
Carpathian Basin. As part of their colonization efforts,
often complain of a “weird Russian virus” that infects
they dug deep into the mountainsides to form cavernous
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baths in the classic style of Rome. But the natural work with. Stubborn, frightened, confused … they were
hot springs they thought they’d found were actually not partners in the mission. If they cooperated at all, it
bubbling pools of Filth. The Romans were corrupted. was under duress.
The construction stopped. And the baths remained No. He would need a new breed of test subjects. Test
1
hidden in the ancient caves for millennia. subjects who wanted to be there. Who were willing to help.
The baths are still hidden, but more than a few locals Thus the Bachman Institute was born.
know how to find them. The original corrupted Romans With his employer’s blessing and funding, Bachman
are gone, but the Filth remains, and it tends to collect made arrangements with the Romanian government to
its own servants and guardians. Whenever a hiker take possession of the old Nursery site. The authorities
vanishes, then reappears as a violent madman, the were more than happy to sell the property, since it meant 2
Roman baths are likely to blame. that they didn’t have to deal with the cleanup or answer
any questions about the lab’s purpose or destruction.
T HE SCAR In addition to his new laboratory, Bachman set up a
In a narrow valley between two peaks, where an old network for acquiring new test subjects. The subjects
Red Hand facility is littered with abandoned Orochi are all volunteers. Through a series of internet quizzes,
equipment, an old road runs right up to the mountainside, potential subjects identify themselves as possibly gifted
where it stops abruptly. The stone wall appears almost with supernatural abilities. Those who pass this first
3
as if it were once split open in a massive breach, which level of screening are invited to in-person interviews
would have allowed anyone on the road to travel into at anonymous hotel conference rooms. Bachman’s
the heart of the mountain itself. But that’s just a trick agents expose the highest-scoring candidates to
of erosion. There is no breach. There is only a scar. mind-controlling fungal spores. While under the spores’
No one can say what was going on at this facility. The influence, the subjects set out for Bucharest, from
Red Hand is long gone. Most of the Orochi personnel whence they are taken to the Institute. 4
who were here ten years ago are dead. The few who Bachman cultivates specific, Filth-infected
remain can’t quite remember details from that time. mushrooms in and around the laboratory. The fungi
They just remember claws, fangs, and so much blood. are known for their psychotropic and hallucinogenic
Nevertheless, the area attracts more than its share effects, and for how well they spread inside human
of visitors. Many are cultists of the Dreaming Ones. flesh. Those whose minds have been opened by the
Others are geologists or mine engineers with no obvious fungus are receptive to both supernatural influences
connections to the Orochi Group or any secret society. and basic commands. Their own minds are largely
5
All of them are looking for a way into the mountain. overwritten. They want to be here. They are glad to help.
None of them have found one. Yet. The Institute is a warm, moist environment. It smells
of earth and decay. Test subjects are infected with
THE BACHMAN INSTITUTE fungus through food, drink, topical exposure, injection,
Igor Bachman was a researcher at the original and even live insertion. The fungus always takes hold,
Nursery, working for the Orochi Group. He specialized but it has different effects depending on its type and 6
in fungi, hallucinogens, psychotropics, and biological the person infected. Some subjects develop super
engineering. He was specifically researching how to strength and durability; others unlock psychic potential.
use the Filth-infused fungi of the area to help enhance Bachman talks about using their powers to help and
the abilities of children with supernatural powers. improve humankind, but he has no interest in actually
Bachman was out of the country when the Nursery doing so. He has bigger plans for them.
was locked down and turned into a carnival of horror. Ever since he returned to Transylvania, Bachman has 7
Though he continued to work for Orochi at different labs had dreams of something powerful trapped beneath the
on different projects, he remained drawn to Transylvania mountain. This thing—it’s some sort of psychic fungus,
and his work there. He felt he had unfinished business he’s sure of it—guides him through his dreams, offering
in those mountains. suggestions for new experiments and new types of
When he visited the old facility six years ago, he was fungus to use. It’s Bachman’s hope (and that of the
overwhelmed with the desire to pick up where he left Dreamer) that he will be able to develop an enhanced
off. He was also struck by two epiphanies. person with enough psychic power to burrow to where A
The first was that his fungal studies were the key to the entity lies imprisoned.
unlocking human potential. He had just barely scratched
the surface of his work with the local fungi when the THE SHADOWY FOREST
operation was shut down. The forests of Transylvania are alive. They are home
The second was that child test subjects were not not only to an astonishing range of wildlife but also to
ideal. Beyond the logistics and security concerns that werewolves, faeries, and countless other supernatural
arise with mass kidnappings, the children were hard to creatures.
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There are humans here as well, but they aren’t like CAMP OF THE BLOOD C LAWS
most people. Their senses are attuned to the ways of The Blood Claw pack is the largest and most organized
the Secret World, and they are themselves predators in werewolf pack in the region. Unlike many packs, which
nature’s vicious cycle of life. Visitors to the forest would consist of young beasts who are still overwhelmed by their
do well to listen to the wisdom of the locals. Those that violent urges, Blood Claw is made up of older werewolves
don’t may find themselves haunted, hunted, or worse. who can control themselves. The eldest of these is Necul,
who has a vision for the werewolves of Transylvania.
ROMANY CAMP Necul and the Blood Claw arrived in these mountains
Yes, this is the place where the Romany had their some five years ago. Since then, they have sought to
camp a decade ago. No, they haven’t been here the dominate the other, more simpleminded packs and
whole time. They’ve traveled throughout Romania and guide them toward what Necul calls their “glorious
Hungary, but they like to check up on things every few future.” However, Necul’s future has no place for the
years. Now just happens to be time for one of their werewolves mutated by Mara or the Orochi Group. Their
check-ins. blood is tainted, he says. They cannot be purified. They
The Drăculești here are concerned that the werewolf must be destroyed.
packs are growing smarter and more organized. Some The Blood Claw camp is crude but comfortable.
of them want to take advantage of the lycanthropes’ Long, primitive tents provide shelter from the mountain
apparent clarity of mind to start up a dialogue. Most elements, and rock-lined firepits provide heat. The area
of them are vehemently, violently opposed to the idea. around the camp is riddled with outcroppings, boulders,
It’s a moot point anyway. The Drăculești don’t have and ledges where werewolves can hide … or launch
the numbers to investigate the werewolf situation and themselves into an ambush. Necul and his pack defend
defend the region from more immediate supernatural their home if necessary, but they don’t thoughtlessly
threats. While dubious of outsiders, the monster hunters attack anyone who happens to stumble into it. As Necul
may appreciate help from competent Secret Worlders. often reminds the others, “We are civilized, though we
The leader of the Drăculești is a veteran hunter wear the bodies of beasts.”
named Milosh. Due to age and injuries, he’s slower Necul is willing to speak with Secret Worlders who
than he used to be, and he often defers field command approach him with an attitude of respect. If asked, he
duties to his daughter, Emilia. He points out that as a explains that his goal is to turn Transylvania into a true
woman, she cannot truly lead the Drăculești. She agrees, home for werewolves: a place where they can hunt
then proceeds to issue orders in her father’s name. and be free. He’s willing to negotiate and compromise
to help turn this dream into a reality, but he’s just as
willing to kill and destroy.
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BOSTON Boston has a long history of witchcraft in all its
forms. Today’s covens trace their lineage all the way
One of the oldest cities in the United States, Boston back to the founders who helped protect the colonists
has long been a place of new beginnings. Immigrants from dark magic, disease, and the common medical
1
have been coming here for centuries to start new lives. ailments of the 1600s—all while the Puritans slandered
Revolutionaries came here to start a new nation. And and hunted them. There are several active covens in
politicians came here to shape that nation in ways that the area. Some are more public than others. Some are
served their true masters, the Illuminati, who have been more ambitious. All of them claim they’re dedicated to
pulling the strings ever since. preserving nature and protecting various sites of power,
but many are more interested in increasing their own 2
S ECRET H ISTORY influence and wealth. This has led to conflicts between
The seed of Boston was planted by English colonists the covens (some subtle, some not so much), though
in the 1620s. It was then tended and watered by the there hasn’t been open violence between them since
Illuminati, who ensured both its survival and its place the 1920s. While the covens have their differences, they
as the center of colonial culture for the next century officially agree that the Illuminati are not to be trusted.
and a half. During that time, the Illuminati encouraged The “Black Book” is an informal group of former US
the locals to use their inborn supernatural gifts (also intelligence personnel committed to protecting their
3
known as “witchcraft”) to help the colonies. But when nation against supernatural threats. Members of the
the witches’ power began to rival their own, the Illuminati intelligence community are occasionally exposed to
betrayed them to the Puritan leaders. The witches were the Secret World. It rarely goes well for them. Most
persecuted, exiled, and even killed. The descendants learn to keep their mouths shut about what they’ve
of those who survived still live in the area—and have seen, lest they be considered mentally unfit for duty.
not forgotten the Illuminati’s betrayal. Others are kicked out. Those who have “seen things” 4
In the late 18th century, Boston was a focal point of find their way to this loose-knit “club” of former spies
the American Revolution. Under the cover of the war, the who defend the US from the forces that their various
Templars tried to seize control of the city and the fledgling agencies refuse to admit exists. They are very aware of
nation. Their efforts were rebuffed by the Illuminati, who what’s happening in the harbor, and they’re concerned.
used the opportunity to lock down their own defenses. It looks like an attack, though by whom and for what
In the century that followed, the Illuminati thoroughly purpose, they can’t say. They’re going to find out, and
infiltrated the region and helped the city grow in power they might need help. The spies are aware that the
5
and wealth. Its control of Boston was unchallenged. Illuminati exists, but they are not keen to work with
Until now. them. They are patriots, and don’t trust the secret
A few months ago, a mysterious and supernatural society to have their backs.
fog crept into the Boston Harbor, and it has been there Boston is full of ghosts. Like most ghosts, the vast
ever since. Enough thin spots remain that shipping majority of these phantoms are mindless things that
traffic is not affected, but the islands of the harbor have simply act out the most important parts of their lives 6
been completely swallowed up by the all-consuming (or deaths) on a loop, or lash out mindlessly at the
mists. Those who have escaped the islands report living around them. But some are intelligent. Some
hideous aquatic creatures crawling up from the water are ambitious. Some contact the living, and offer up
and attacking anyone they can find. their ability to access people and places that physical
None of the other secret societies claim responsibility entities cannot. In exchange, they require bodies they
for this attack. In fact, they’re just as concerned about
this enigmatic incident as the Illuminati are, and they
can possess for a time, in order to experience once 7
more the sensations of the flesh. These ghosts are
have sent their own people to investigate. organized into a hierarchy, and the most powerful
Many of those people have vanished, but the mystery spend the majority of their time wearing their “flesh
remains. suits” and making arrangements for their underlings
to take on jobs for them. There are rumors that some
H IDDEN POWERS who take possession never give it up again.
The Illuminati have always been in Boston. Under A
the watchful eye of Theodore Walkins, the local branch POINTS OF I NTEREST
is particularly interested in international shipping and Boston is a sprawling coastal city. While it has its own
American politics. They also have an unspoken rivalry official neighborhoods, it also bleeds into the surrounding
with the New York office. New York pretends there towns and even onto the ocean, absorbing everything
is no competition (they are, after all, the worldwide it touches into its Illuminati-influenced web. Below are
headquarters), but this only makes it that much sweeter some of the locations of note in the Secret World.
for Walkins when his office can show them up.
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BOSTON H ARBOR ISLANDS Fort Akens Island. During the Civil War, the military
Boston Harbor is dotted with dozens of islands of built a fort on this island to defend Boston against
various sizes. Over the centuries, they’ve served as Confederate ships. The fort still stands, though much
defenses, ports, and even holiday vacation spots. Today, of it has been rebuilt and turned into a museum. Today,
they are the sites of a supernatural siege. it has once more taken up a defensive role, as islanders
A dense fog has crept up out of the harbor and is have gathered behind its thick walls to hide from the
slowly choking out the islands. It started with a few draug. The draug hammer at the doors and try to climb
larger islands, but it has spread, and it is creeping its the besieged fort, as if attempting to reach some
way, island by island, toward the mainland. The fog artifact held in the museum’s basement.
dulls noise and chills the bone; those who approach it Rampart Island. This island is a historical
are overwhelmed with a deep sense of nameless terror. preservation site containing ruins from the colonial
So long as there remains a fog-free route for ships to and precolonial eras. Visitors are restricted and aren’t
pass through to Boston itself, the authorities take no allowed without special permits. Under cover of the
official interest in the fog, which they say is a strange fog, however, treasure hunters are digging through
but totally natural phenomenon. the ruins in search of valuable (and perhaps mystical)
Under cover of the fog, undead sailors known as artifacts from previous Ages. They risk the draug, and
draug crawl up onto the islands. These inhuman things not all of them make it back.
stalk the people of the islands; those that they catch Other Islands. There are dozens of other fog-covered
are dragged under the water, where they are drowned islands in the harbor. The fog has changed some of
and transformed into draug themselves. them. In addition to the threats of draug, some have
Thompson Island. Once a popular tourist destination, spawned their own monsters. Others have moved,
Thompson is home to dozens of small shops, eateries, grown, or changed in other ways. According to some
and beachfront amusements, as well as a handful reports, one island has people from the 1600s living
of houses for the residents who live here year round. on it, as if the island has become unstuck in time.
Another feature of the island is the Exagua Atlantic Shipwrecks. There are over a hundred known
Aquarium, which serves as both a scientific research shipwrecks in the harbor, and dozens more that have
center and a tourist attraction. The scientists here are slipped from public memory. One of the largest of these
as intrigued by the fog and its creatures as they are forgotten wrecks is a sort of “nest” for the draug; those
horrified. There are no tourists on Thompson now, and who are exhausted or wounded from their attacks on
the residents who remain are fighting for their lives the islands can retreat here, beneath the waves, to
against the draug and other things that writhe in the recover their hideous strength.
fog. They can only hold out so long, but they have been
unable to contact the authorities for help.
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BOSTON CENTRAL scholars can be found here, along with those dedicated
Central Boston is a mixture of historic, diverse to assisting and exploiting them.
neighborhoods that go back centuries and modern Omega House. While not an official Harvard
commercial zones packed with skyscrapers, parking fraternity or sorority, Omega House is generally known
1
garages, and soulless office buildings. The further out as an exclusive organization that recruits only the
from the downtown business district one travels, the best students. Despite its name, the House has no
more sites there are worth seeing. physical location to claim as its headquarters. Instead,
Hancock Building. This skyscraper is the tallest its members meet in the locked rooms and forbidden
building in Boston, and it’s home to the Illuminati. passageways of the university. Omega House finds,
The secret society owns the entire building, but its grooms, and recruits the most intelligent, creative, and 2
people are scattered throughout various offices and ruthless candidates into the Illuminati. The organization
businesses on all the floors, so it’s harder to track where sponsors several “open house” events throughout the
exactly they are. The other factions know the tower is a year, which are held in secret locations. All potential
key Illuminati holding and have carried out supernatural recruits are welcome to attend, but they must overcome
attacks against it, but aside from some broken window numerous obstacles (physical and mental) in order
glass, the building’s wards have withstood the assaults. to do so.
Linton Square. This historic, privately owned park Greater Things Community Lounge. While the
3
is surrounded by old, expensive homes and is the Fear Nothing Foundation of Tokyo has been publicly
gathering place of the Boston witches. It’s surrounded discredited as a cult, Morninglight has managed to keep
by tall fences and thick bushes, which hide the park’s its American version, the Greater Things Community,
interior from view. Inside are centuries-old buildings going strong. The GTC is a nonprofit organization
and open ritual spaces where the witches meet and dedicated to offering fellowship, counseling, and
perform their ceremonies. All the covens claim the right encouragement to any young person who needs it. The 4
to use the park, but because they don’t all get along, lounge is within walking distance from the university,
they must schedule their time in the square carefully and attracts thousands of teens and young adults
in order to avoid conflict. each year. Many are burned out, homesick, depressed,
Minuteman Pub. According to local legend, this pub or otherwise questioning their place in the world. The
has stood on the corner since the 1750s and was once lounge offers a place to hang out, with free food, movies,
a meeting place for Revolutionary soldiers. Regardless and video games, and GTC staff are always willing to
of whether this is actually true, the Minuteman is listen and offer words of advice. This advice is often
5
currently the meeting place of the Black Book, which repackaged Morninglight doctrine, and it’s eventually
owns it through a shell company. While the bar looks reinforced through mind control.
like a standard middle-class saloon and eatery, it’s Central Academic Financial Advisors. Some
actually a spy safehouse. Surveillance cameras monitor students’ parents would sell their souls to get their
the exterior, while signal-jamming equipment inside offspring admitted to Harvard. CAFA is here to accept
ensures that private conversations stay private. The that offer. These financial advisors are literal demons 6
back room looks like a standard storage space, but with a network of contacts throughout the university.
it conceals three hidden rooms, two secret exits, and With this network, they can guarantee the placement
a high-security door leading to a set of neighboring of any new student, but at a price. Though that price
apartments. This residential area also houses occult isn’t always someone’s literal soul, it can be. They
tomes, artifacts, and reams of classified documents also accept mystical artifacts, indentured servitude,
related to the old spies’ adventures. and vast sums of material wealth. CAFA also offers 7
Boston Common. Founded in 1634, the Common has student loans.
long served the city as a social and recreational hub.
In the colonial days, it was the site of public hangings
and militia training. More recently, it’s become a focal
PARIS
point for rallies, demonstrations, and rabble-rousing For over a thousand years, Paris has been a seat of
speeches. Today, the Common is also the site of an power, culture, and style. Its influence leads the way for
ak’ab infestation. The hideous insect-like creatures not just France, but all of Europe. But the city of lights A
reside in tunnels beneath the ground, and emerge to casts many shadows, and for every shining beacon
feed on park visitors. of art and beauty, there is an equally dark hole full of
horror and despair. In the Secret World, these holes
H ARVARD SQUARE NEIGHBORHOOD are known to devour people—and sometimes, those
This neighborhood includes Harvard University and people come back.
the surrounding area. Some of the country’s brightest
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Once more, there are rumblings from underground. POINTS OF I NTEREST
Once more, the ghouls are swarming up out of their As a center of arts, education, and political power,
warrens in numbers not seen in over a century. And Paris has long been an important part of the Secret
once more, the demons walk among Paris’s elite power World. Every neighborhood has its own history of
1
brokers, shaping policy toward their own demonic ends. secrets, conspiracies, and bloodshed, as well as its
Once more, the Templars must go to war. And this own monsters, heroes, and tragic figures.
time, they may welcome any help they can get. Below are several such locales of special interest
to Secret Worlders.
H IDDEN POWERS
The Templars of Paris are a bit less posh and a bit C ATACOMBS 2
more battle scarred than their compatriots at the head When the city of Paris emptied its cemeteries into
office in London. They’ve been at war for centuries. First the old mining tunnels, it transformed that section of
it was against the ghouls, then the demons, and then the tunnels into an ossuary. Years later, that ossuary,
the ghouls again, plus all sorts of creatures that come referred to as the “catacombs,” became something of
slithering and skittering out of the catacombs. They’re an attraction. Today, the entire tunnel network that runs
not bitter, though. The Templars are in it for the fight, below the city of Paris is referred to by this name, and
and in Paris, there is plenty for them to fight against. most of it is largely off limits to visitors. The ossuary
3
The ghouls have always been one of their main portion is more popular than ever, though, and tours
enemies. These foul creatures are no longer content visit it regularly. But in the shadowy realms beyond the
with feeding off the dead, but they now stalk the living tour guide’s light, danger lurks.
as well. They snatch their victims from shadowy back Templar Headquarters. After driving the ghouls
alleys, dragging them below ground to suffer, die, and underground, the Templars followed them and set
be consumed. While most ghouls are feral, tunneling up their own base in the tunnels beneath the streets. 4
beasts, their leaders in Paris are intelligent and wield Most of the headquarters occupies a secure portion
magic. They have a plan, but the Templars don’t yet of the tunnels, from which the Templars can monitor
know what it is. many of the other passages. While the subterranean
The demons are holding the reins of government base is somewhat cramped, it provides all the modern
power, not only for France but for the rest of Europe amenities. A staircase leads up from the cave to an
as well. They take the forms of influential people they apartment building at ground level, which the group
want to replace. Their goal is to establish portals and owns and uses as an aboveground entrance.
5
infrastructure so that demons can colonize Earth from Deep Tunnels. Below the old mines are even
the Hell Dimensions. Although the Templars thought deeper tunnels. These tunnels are dug by ghouls and
they had destroyed most of these demons during the other creatures, and they connect to both the mine
Revolution, in truth, the invaders had simply changed tunnels and the caverns below. The deep tunnels are
their shape and gone into hiding. Over the years, they treacherous. They are tight in places, often lined with
have continued to live among the movers and shakers of jagged rocks or littered with traps. The Templars have 6
Paris, studying those they wish to replace, then striking made many sorties into the deep tunnels, but this is
when it’s time to do so. The eldest among them have ghoul territory, and they are rarely defeated on their
cycled through hundreds of nobles, merchants, and own turf. Today, these tunnels are also home to other
politicians over the years. Filth creatures in addition to the Filth-infected ghouls.
The subterranean rumblings of 2012 brought the Orochi Field Office. Officially, Orochi is helping map
Orochi Group to Paris in force, and their research the old mine tunnels and reinforce them so the city can 7
continues to this day. As with the site in Egypt, the build larger structures more safely and efficiently. They
Orochi team of scientists and security personnel have even have permits to reflect this. But in reality, Orochi
dedicated themselves to exploring the area of the new is obsessed with finding the Gaia Engine that they’re
energy source. Specifically, they strongly suspect there positive lies somewhere beneath both the catacombs
is a Gaia Engine beneath the catacombs. It’s their and the deep tunnels. The field office is a makeshift
mission to find it, secure it, and discover a way to either HQ with science labs, gun lockers, and desks galore.
harvest its energy at its current location or bring it to The corporation has leased the old house above it, A
a secure site. After the fiasco in Egypt in 2012, they and its agents have shunted power from the house to
are being more careful this time around. This time, their underground operation. Though the people in the
they’re doing everything right. This time, it won’t end office don’t realize it yet, Sarah El Kobrossy from the
in disaster. They’re certain of it. Council of Venice has infiltrated them. She is aware of
the Orochi fiasco in Egypt, and hopes to prevent such
a thing happening here in the heart of Paris.
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INDUSTRIAL DISTRICT THE LOUVRE
Outside Paris proper are rows of factories, In addition to its world-renowned public displays
warehouses, and immense, brutally functional brick of art, the Louvre Museum also contains vaults full of
buildings of unknown purpose. While some parts of mystic artifacts. Many of these were stolen from other
the district are as old as any tourist attraction, there countries during the days of the French empire, and
are no tourists here. many of them are cursed. For the right price, museum
Zagan Research Center. An Orochi subsidiary officials may allow members of the secret societies to
dedicated to mass-producing food and drinks, Zagan examine or even borrow these artifacts. The Council
has insinuated itself into Paris’s famous cuisine. It of Venice has been pressuring the museum to return
offers experimental new ingredients to local restaurants the stolen items, along with any nonmagical artwork,
from its test labs: special seasonings, synthetic flavors, to their countries of origin.
and lab-grown meats and vegetables. In exchange The Louvre is also the headquarters of the private
for the company’s cutting-edge food technology, the security firm known as the Pyramid Guard (named for
restaurants agree to let Zagan monitor and test their the glass pyramid in the museum’s courtyard). The Guard
patrons’ reactions to the meals. Some of the test is responsible for not only protecting the artwork of the
ingredients cause addiction; no one has a problem with Louvre, but also securing and retrieving stolen museum
that. Others cause hallucinations, anxiety, or physical pieces from throughout Paris by any means necessary.
mutations. The restaurants are less happy with these The Pyramid Guard is currently trying to figure out
side effects, but they are generally unwilling to violate why the portraits in a collection from the 1600s are
their NDAs and say anything. changing. No one has touched them—they’re under
Warehouse Zero. During the German occupation of glass and subject to constant surveillance—and yet
Paris, the invaders took over many industrial locations. the people pictured have become increasingly aged
This warehouse is one of them. Records from that and deformed.
time are spotty, but it’s generally believed that the
Germans were conducting experiments here. When the EIFFEL TOWER
Allies liberated Paris, they found the warehouse was The iconic tower was built as an aetheric transceiver,
abandoned but full of strange objects, so they locked which has been captured and repurposed a dozen
it down. When they went to inventory their spoils that times since its creation. At the moment, the demons
night, the equipment had vanished. The warehouse are using it to broadcast mood-altering sonic waves
has sat empty ever since. It’s said to be haunted, or across the city, which they use to sway public opinion.
maybe cursed. At night, people see the lights on, and The tower is heavily guarded by both mundane and
hear exclamations of both pain and ecstasy in German. magical means.
The warehouse owner stopped renting it out after his
third tenant in as many months killed himself. L A PETITE CEINTURE
Greenway Square. In the middle of all this industry This abandoned railroad line runs around the outside
is a small green space covered in tough native grasses, of the city, often vanishing into darkened tunnels for
weeds, and park benches. Dead bodies have been kilometers at a time. The tunnels attract tourists, petty
turning up here, each covered in what look like insect criminals, and worse. Some of these tunnels are linked
bites. There have been four in the past three months. to the ghoul warrens, and they serve as portals through
The victims come from all walks of life, but they all which the ghouls come to the surface to hunt. Others
attended the same elementary school in Paris. are full of rats, some of which are filled with Filth and
swollen to twice their normal size. The worst rat nests
GOVERNMENT DISTRICT are occupied by rat kings: balls of Filth-infected rats,
The 6th and 7th arrondissements are home to each the size of a large child, attached at the tail and
the most important government buildings in France. moving as a single, blob-like entity.
This is also where one is most likely to encounter the
shapeshifting demons who secretly influence the nation. NOTRE DAME C ATHEDRAL
These demons take on the speech and mannerisms of A large nest of ghouls, led by a scheming ghoul
those they impersonate, so it can be hard to detect them mage, made the cathedral their home for years before
without the use of magic or special tools. While they the Templars discovered them. In the ensuing battle
aren’t looking for a fight, they will defend themselves, to purge the place, the cathedral caught fire and has
and will gladly kill anyone who might threaten to expose since been closed for repairs. Notre Dame is now
them. Perhaps ironically, the government district is under direct Templar protection. Nevertheless, fresh
more dangerous for crusading Templars than the deep waves of ghouls keep trying to retake the place. No
tunnels are. one knows why, but there’s clearly something here that
they desperately want.
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PÈRE L ACHAISE CEMETERY When Portugal conquered Mumbai in the 16th century,
The most famous cemetery in France is infested with the Templars followed shortly thereafter. The Dragon
ghouls, of course, but since it contains so few fresh did nothing to prevent the crusaders from clearing the
bodies, the ghouls here are hunting tourists. After dark, land of dangerous monsters and troublesome demons.
1
visitors risk being snatched up and dragged through In fact, they helped the Templars transition when the
ancient graves into the tunnels below. British took over the city in the 1660s. It wasn’t until
The cemetery is dotted with other signs of the Secret India achieved independence in 1947 that the Dragon
World. For instance, one mausoleum bestows life- encouraged the Templars to leave with the British. (The
altering dreams upon those who spend the night on Templars reject the idea that they were simply doing the
its marble floor. Ghosts attack anyone entering certain Dragon’s work for them during their time in Mumbai.) 2
parts of the grounds. And a recent rash of bizarre During the upheaval in 2012, a surge of jinn was
grave robberies have occurred: the entire grave simply unleashed upon the world. Many found themselves
vanishes, leaving nothing but a smooth-walled void in Egypt, fighting the humans whom they hated but
perfectly cut through the soil and stone. missing the power they once had. In the aftermath of
that time, numerous jinn congregated in Mumbai, where
MUMBAI they hoped to establish a new power base on Earth.
3
As an ancient city, Mumbai has seen everything: H IDDEN POWERS
theocrats, tyrants, foreign invaders, demonic invaders, The Dragon is here. They have always been here.
and more. Rather than break in the face of such turmoil, Mumbai is a city of chaos, held in check and guided by
Mumbai has embraced the chaos, and grown all the ancient traditions, so the Dragon is right at home. Its
stronger for it. agents are everywhere in the city, prodding the chaos,
pushing the traditions, and guiding the city into its next 4
S ECRET H ISTORY evolution, known only to themselves.
Mumbai has been a vital port city for millennia. A colony of jinn has now taken up residence in
Though the city itself has changed hands many times, Mumbai. They don’t have vast, elaborate plans for
it has withstood the tumult of history with the subtle controlling the world. They just want to watch humanity
and occasional assistance of the Dragon. suffer. To that end, they have established a reputation
5
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for answering the prayers of those they deem worthy— perpetrators. Some theorize they are members of an
that is, those who are most willing to sacrifice and anti-corporate activist group. Others suggest they’re a
debase themselves. The jinn serve as cruel, capricious rival secret society, such as the Dragon. Perhaps even
gods, and that’s the way they like it. the Swarm, a faction dedicated solely to the Immaculate
The rebel Host Samael (also known as Samuel Machine and her preservation.
Chandra, the head of the Orochi Group) has subtly
overseen the resurrection of the ancient cult of Kali in DRAGON TEMPLE
the city. Following the Tokyo incident, the Host banished The Dragon’s Mumbai headquarters is situated in a
Lilith to a place outside our reality. Her husband hopes building known only as “the old temple” in the Mahim
to bring her back someday. One way is to strengthen the neighborhood. With so many temples, shrines, and
connection between her and the Earth through traditional churches in the area, this particular building blends
goddess worship. The cult doesn’t worship the same in so well, the locals forget it’s even there, much less
Kali found in Hindu tradition, but rather a twisted version know what kind of temple it is. The Dragon agents at
that embraces only her role as mother and destroyer, for the temple ensure the neighborhood streets stay clear
this is the form of Lilith. The cult wears a pretty face. of crime or supernatural threats.
But beneath that mask, its adherents breed monsters
and commit murder in the name of their goddess. They THE K ALI E XPERIENCE
pray for Kali’s return to Earth, opening the way for Lilith. The temple to Lilith-as-Kali looks more like a modern
The Orochi Group has a sizable presence in Mumbai. office building than the center of an ancient religion. Its
Its manufacturing companies dominate their own zone decor is bright and cheery, with a vaguely feminine feel
in the city’s industrial area, and its tech firms employ to it. It features multiple conference rooms and fitness
thousands of information workers. After the group’s studios, and a full gymnasium. The building, and the
massive losses in Tokyo, it had to refocus its efforts cult it houses, is referred to as the “Kali Experience.”
on rebuilding, and many of those efforts are happening The Experience (as the cult leaders call it) looks like
here in Mumbai. It helps that the CEO now has an office a New Age, feel-good celebration of female spirituality
in the city. While he oversees the cult of Kali, he can that has just adopted the goddess as branding. (“Visit
help direct the Mumbai Orochi operation. the Kali Experience to find the new you!”) The first floor
of the temple certainly reflects this.
POINTS OF I NTEREST Advanced members of the cult can access the
Mumbai is an enormous city, full of history, life, and second floor, where they find shrines to the various
traditions from a hundred different cultures. Some forms of Kali. Here they learn that they truly are
important locations go back thousands of years. Others worshipping a version of Kali—one who is both a mother
were built just yesterday. What follows is an overview to monsters and a destroyer of men.
of those that are of interest to the Secret World. Those who pledge their loyalty to this warped image
of Kali are allowed to access the third floor. Here, they
OROCHI INDUSTRIAL ZONE are indoctrinated into the darkest secrets of the cult.
The industrial zone is home to multiple factories, They partake in ritual consumption of the goddess’s
laboratories, warehouses, and offices for the various flesh (supplied by Zagan) and give birth to their own
Orochi Group subsidiaries. Of particular note are monsters (with help from Váli). Cultists who are in this
the Váli labs (which are working on both diseases deep are typically insane, and committed to destroying
and their cures), the Manticore Research factories the weakest parts of the modern world to prepare the
(with their insane quotas for workers), and the Anansi way for their warrior queen.
Technologies data farms (where thousands of white- The Kali Experience maintains a series of much
collar drones generate computer code until their minds smaller offices and meditation centers throughout
burn out). the city, and is looking to expand into other regions.
The area is surrounded by polluted fields and canals
full of toxic sludge. Blocks of company-subsidized T EMPLE OF FIRE
apartments stand on the edge of the zone, where On the edge of one of Mumbai’s famous slums is an
workers are encouraged to take up residence. It’s empty stone building that was once an apartment block
convenient for both the workers (who have no commute) before it was burned down. The locals have cleaned
and the corporations (who can monitor their employees up the interior and used the wreckage to build a shrine
for strange mutations and signs of burnout.) there. Fire dances along the edges of the interior ruins.
The zone has recently been subject to acts of Even though there is no fuel, it still burns. The so-called
sabotage and theft. There’s been no sign of the Temple of Fire is the gathering place of Mumbai’s jinn.
78
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These immortal creatures have no love for humanity. COLABA SQUARE
They do not grant wishes. All the same, like most such This historical, tourist-friendly neighborhood appears
beings, they feed off the worship and adulation of to be under the protection of some sort of supernatural
humans; the emotions feed not just their egos but their entity. While most tourist areas have more than their
1
souls as well. And so they allow people to come with share of pickpockets, muggers, and worse, Colaba is
their offerings, sacrifices, and supplications, begging relatively crime-free. The authorities like to think it’s
for the jinn to answer their prayers. a result of their enhanced policing policies, but the
They do answer prayers. Not often, and not always truth is that would-be criminals know to avoid the area.
in the way that the supplicant intended or hoped, but They don’t want to end up torn to shred by mysterious,
the jinn deliver enough results that desperate people tiger-like claws, or to vanish altogether, only to have 2
keep coming back. their bodies wash ashore, half-eaten.
The jinn delight in human suffering. They demand
ever-greater sacrifices of their worshippers. They
especially enjoy seeing their supplicants inflict pain P ERSONS OF INTEREST
and humiliation on themselves or others. The Temple
of Fire is known as a place of dark power. It’s a bad Well, well, well—if the little Bees aren’t all buzzing
place that good people do not want to visit, but those again. It’s been a while since I last got up close and
3
who are desperate may feel they have no choice. personal with your kind. An Age, some might say, or
what passes for one these days.
PRITHVI NEIGHBORHOOD CLINIC
The members of the Swarm who fled to Mumbai are I’m Säid. That should go without saying, of course,
holed up in this neighborhood clinic. They stumbled but you lot have a habit of being rather tight lipped
upon the place, which is run by a supernatural creature about these things, historically speaking. If you’ve come 4
claiming to be an asura. They help out as they can. They to me—and look at you, you obviously have—then it’s
think they are keeping a low profile, but the Dragon know likely you want for information, yes? Lucky for you,
every step they’ve taken in Mumbai. The jinn also know that’s rather my thing.
they are here, and they are curious if there is some way
to feed off the Bees’ anima directly. The clinic is small Now let me be clear: I don’t work for free. Nor is this
and humble, but known to be effective and low cost. a gift or a favor; your “organization” is footing the bill.
People come here to offer trade for medical services. I’ve no care for your colors, either. Here in the Valley of 5
the Sun God, all that glisters really is gold.
NAGARI ROAD What, not one for clichés? Pity, as I’ve got another one
Something is terribly wrong in this poor neighborhood.
for you: Histories, even the secret ones, repeat themselves.
Every few weeks, someone is found wandering the
streets in an amnesiac state, with no memory of who You’re stirring up echoes, my friend. Hopefully you’re
they are or how they came to be here. At the same time, prepared for what you hear. 6
other strangers are found panicking, for their memories Or in this case, read. These dossiers should get
do not match the bodies in which they reside. The locals you up to speed on the whole “who’s who” element
mutter that the “memory thief” has returned, but they of this supernatural popularity contest. Here, I’ll
go silent when outsiders ask about it.
AirDrop them to you. Or, if you don’t have an iPhone, I
CORBYN ESTATE suppose I can send you an email. What’s your address?
Honeybee69@aol.com? 7
The Corbyn Estate has stood in this residential
neighborhood since 1862. Montgomery Corbyn has Anyway, here they are—heavily edited, of course;
been master of the estate since 1867 and has no your betters aren’t entitled to everything the Kingdom
intention of giving up the title anytime soon. The old knows, regardless of what they may believe. Say, “Thank
man still lives like a colonial lord, commanding his
you, Uncle Säid.” Actually, on second thought, don’t
household staff as if they were his indentured servants,
not his employees. It’s almost as if time has slowed mention it. Ever. To anyone. A
behind the estate walls. Time has still passed since Now, if you’ll excuse me, I’m right in the middle of a
the 1800s—Corbyn is an old man—but he retains his thrilling game of digital Scrabble with Nassir, and I’m
wits and mobility. The streets just outside the walls are not about to lose my twelve-point lead on account of
likewise affected, and the locals react as if Corbyn is silly politics. You can go now. My work here is done.
actually someone worth considering.
—Saïd of Erasmus
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80
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NAMES: PIT AND PENDULUM she shows the world: sleek, cold, and unfathomably
expensive, with edges sharp enough to sever an artery.
RANKS: ENFORCERS
But those worthy of her confidence find this impression
REGION: TEMPLE HALL, LONDON, ENGLAND is just one facet of the gem that is Kirsten Geary,
1
Their embossed business cards read: NECESSARY EVIL. though what lies beyond her sparkle is no less deadly.
When the Templars describe an experience as As cataclysmic events unfolded in Kingsmouth,
“unpleasant,” it’s typically code for “hellish.” This is Egypt, Transylvania, and Tokyo, Kirsten and her
certainly true in the case of the Pit and Pendulum, compatriots at the Illuminati worked to contain,
the top brass’s figurative attack dogs and literal counter, and control the fallout, a method known
masked villains. They serve as the harbingers of as “The Three Cs of the Apocalypse.” They soon 2
consequence, couriers of their masters’ displeasure discovered that the Filth had spread far beyond
and the corporal punishment that comes with it. anyone’s predictive models, forcing them to cede
Everything about them is imposing, from their burly ground as well as issue pink slips to several alleged
statures and dreadful silence to the way they never prophets on their payroll. “Please, they should’ve seen
show their faces, covering them in a chipped and that comin’,” she says of the debacle, an inch of ash
holding on for dear life to the rest of her cigarette.
flaking Greek comedy mask and an ancient Knights
When asked whether she’s referring to the chain of
3
Templar helm and hood, respectively.
In fact, the more one examines them, the more disasters or their termination, she shrugs. “Both.”
one discovers how eerie the duo truly are. The dates These terminations, combined with increased
of their service are difficult to pin down, requiring a pressure from her bosses, ultimately convinced Geary
deep dive into texts most easily accessed through the to take a new approach to personnel management:
Sunken Library rather than Temple Hall. References to installing behavioral modification chips in her
their employ begin around the time of King Solomon’s subordinates’ brains. For this project, she tapped 4
reign, prompting speculation that the pair were among Dr. Charles Zurn, head of the Illuminati’s research
the seventy-two demons he summoned. department, and together they created an army of
Their current whereabouts are more easily “little Gearys” responsible for handling the small stuff
determined. With Richard Sonnac’s ascension came while she focuses on the bigger—and bleaker—picture
their reassignment to Venice, where they were tasked ahead of her. With this hive mind at her disposal, she’s
able to directly control and influence every aspect
with looking out for Dame Julia and other Templar
of her domain; after all, if you want something done
5
interests. Her recent disappearance, however, has left
them sans collar or leash, committing them to the right, it’s best to do it yourself.
veritable viper’s nest of their own devices. Perhaps
they’ve sensed a change in the weather, as they’ve
been spotted in New Carthage, ostensibly gathering
intel on Dame Julia’s whereabouts. This does not,
however, explain why the duo have stopped sending
6
in their reports, or why Sonnac recently received a
bloodied Greek tragedy mask in the post.
THE I LLUMINATI
KIRSTEN GEARY
NAME:
7
RANK: EXECUTIVE RECRUITER
REGION: THE LABYRINTH, NEW YORK CITY,
81
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Persons Of Interest
NAME: DR. CHARLES ZURN the metaphysical effects that exposure to the Buzzing
inflicts on an otherwise human brain, which he wryly
RANK: LEAD RESEARCHER
categorizes as “meataphysical.” Some data suggests
REGION: THE LABYRINTH, NEW YORK CITY, that even Gaia’s Chosen are not entirely immune to
NEW YORK, USA psychological degradation, implying that agents
“You may be feeling some discomfort from the who host emissaries of the Education Protocol may
microchip I grafted to your spinal column. As your experience a gradual degeneration of sanity.
doctor, I advise you—strongly advise you—not to try “The Filth warps the body as much as the mind,”
removing it. Okay?” he says, observing the EEG readouts from a subject
suspended in a chamber filled with thick, golden
As head of the Illuminati’s research department, sap. The observation window reflects the furrows
Dr. Zurn boasts quite the résumé. He first began his on Dr. Zurn’s face, some smooth as a cardiac flatline,
work in cognitive alteration and enhancement for the others as jagged as the waves on his monitor. “Why
National Institute of Mental Health, and later headed not anima?”
up the CIA’s Special Activities Division, overseeing the
unofficial extension of its MK-ULTRA program. By the NAME: RONELLE WASHINGTON
time the Illuminati recruited him, he’d already begun RANK: ASSASSIN
pushing the boundaries of human experimentation,
REGION: THE LABYRINTH, NEW YORK CITY,
making him a shoo-in for a position that would
have him overseeing the secret society’s research NEW YORK, USA
programs, including those on inhuman subjects. “No hard feelings.”
While his exposure to eldritch energies has left him
In another life, Ronelle Washington wanted to be a
at somewhat of a social disadvantage, there is no
performer. She got as far as auditioning for Julliard,
one more suited to the role he plays for the United
debuting a dance routine she was certain would capture
States’ flagship secret society.
their interest. Instead it drew the attention of an older
Despite how much has changed for everyone
and even more exclusive organization. The same day
else this past decade, Zurn’s day-to-day remains
Julliard rejected her application, the Illuminati extended
much the same. He continues his Illuminati-funded
her an invitation to join their team of Magicians.
experiments, and as of late he’s taken a particular
Now Ronnie specializes in making people disappear,
interest in the Mitsubachi, a contingent of Bees
shifting the eyes of the city away from the criminal
working directly for Orochi. Combined with a newly
tendencies of the rich and powerful, ensuring that any
documented example of a Bee’s successful, albeit
“accidents” these people might orchestrate remain
unconventional, suicide, he has begun to delve into
82
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tragically unsolved. She is a professional, an expert in NAME: BONG CHA
the vanishing acts that take place all over the city. Even
RANK: UNKNOWN
now, so far from the stage, her performances are flawless.
Her next showing is scheduled to take place in the REGION: SEOUL, SOUTH KOREA 1
Democratic Republic of the Congo, specifically at the “I … I have this awful feeling that I’ve missed
New Eden compound where Philip Marquard has dug something important.”
in his heels. His split from the more public-facing Before she was the Mouth of the Dragon, Bong Cha
branches of the Morninglight has only increased was a university student studying for her exams. The
the number of people willing to pay for his silence, Dragon saw potential lurking beneath her surface,
or his death. The Illuminati, never keen to miss an fathomless depths not yet charted. And so she was 2
opportunity for glory (especially after their failure recruited, another thread unspooled from destiny
in Kaidan), recently sent several Magicians to take and sewn into a tapestry of emerald scales.
care of the problem. None have returned. They’ve She was groomed to serve the Golden Child, to give
dispatched Ronelle to get the job done, and if possible, voice to his silent commands and execute his will.
to find out what became of their missing agents. She With these duties in mind, she tended her army of
has yet to report back, and Philip Marquard still lives. Bees, molding them into the servants the Child would 3
someday need. But then something in Kingsmouth
THE D RAGON ruptured, Egypt began to bleed, and the Carpathians
NAME: DAIMON KIYOTA yawned around a hole in the world. Tokyo was Bong
RANK: MOUTH OF THE DRAGON Cha’s final failure. Her memories were wiped by the
same monks who then escorted her to her exit, stage
REGION: SEOUL, SOUTH KOREA
left, and into her spotlight stepped Daimon Kiyota.
“Luck be a lady who shivs you in the shower.” But even the man who toes the line between chaos 4
Ping-ping-pang-ping-ping. A pachinko machine and synchronicity could not have predicted her next
clangs in the darkness, dispensing prophecy from step. A few weeks after her departure, Bong Cha showed
the Third Age. Cloistered inside his offices above the
Zeroes Wild pachinko parlor, Daimon Kiyota has read
them all with a grin so sharp it could cut these fortune
cookie strips in half. He knew what was coming long 5
before it arrived. Then again, the yakuza often do.
Kaidan drowned in a tide of Filth that Daimon
let slip past the docks. Yet in the roiling aftermath,
while Orochi and the other warring factions faced
the whirlwind, he managed to secure a promotion,
adding “Mouth of the Dragon” to his résumé alongside 6
“playboy of probability” and “kumicho of the Korinto-
kai.” For was it not he who brought chaos to the
city, and from that chaos forged a tremulous unity
between those who had, until then, known only war?
Was it not he who snatched victory from the jaws of
defeat and fitted it with a crown of emerald scales?
His new title, however, has forced him to delegate, and 7
his relocation to Seoul, South Korea, has opened the
door for others to fill the vacuum in his wake. Kaoru, the
Phoenician agent who runs the Dream Palace love hotel
in Kaidan, has assumed many of Daimon’s duties, acting
as an arbiter for the many local factions—both natural
and supernatural—that still operate in the city. Some A
say Daimon gave her his blessing after he’d finished
overseeing the cleansing of the Filth from Kaidan’s
streets. Others say Kaoru stole the territory right out
from under Daimon’s nose, using his absence and her
organization’s connections to carve out a kingdom of
her own. Either way, the Crown Prince of Crime seems
content to allow her regency to continue … for now. NAME: DAIMON KIYOTA
83
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Persons Of Interest
up at the Dragon’s door, having sleepwalked out of T HE TOKYO I NCIDENT T EAM
the psychiatric treatment center where her amnesia
had landed her. Some part of her knew how to return NAME: ALEXANDER MCCALL
home—something buried deep beneath the damage RANK: UNKNOWN
the Silent Monks wrought. To the surprise of everyone
REGION: KINGSMOUTH, MAINE, USA
involved, the Golden Child welcomed her back with open
arms, seeming to recognize that she was no longer the “I love a good fight—it’s just that these trousers are
Bong Cha that he, or anyone else, remembered. She bloody velvet.”
was someone new, her slate as cleanly wiped as her Formerly a private investigator, Alex McCall had
hippocampus, a curiosity comprised of recycled parts. his first run-in with the supernatural while looking
She is grateful the Dragon saved her when she was lost. into a series of ritualized murders in Manchester.
She does not know they were the ones who cast her into After finding out the killer wasn’t human, he
the dark. And what will Daimon Kiyota do if she finds out? stumbled upon the Illuminati, who were only too
happy to accept someone with latent supernatural
NAME: THE GOLDEN CHILD abilities into their ranks. Particularly fond of chaos
RANK: HEAD OF THE DRAGON magic and elementalism, Alex styles himself as an
REGION: SEOUL, SOUTH KOREA urban mage, all the while retaining the cynical—and
somewhat crass—demeanor befitting a detective.
“ …”
As he is wont to mutter to new acquaintances,
There is a legend that flows through all Ages. It “Harry Dresden, I am not.”
goes like this: In times more ancient than can be Prior to the Tokyo incident, Alex was dispatched
fathomed, in a pool so clear it might have been glass, to Kaidan to investigate the possibility of a looming
a child glimpsed the Dragon’s tail. She grabbed hold, supernatural threat. Though the entire city was
reaching past the nanosecond equations of ripples built on ghost stories, new intelligence suggested
in the water, and inhaled its words until they filled her something much bigger was coming, something that
lungs in place of air. That night, her half-drowned body would be catastrophic on a hitherto undocumented
regurgitated a prophecy of a nine-headed naga, each level. He arrived just in time for a front-row seat
of its jaws dislocated to expel nine discordant truths. to the event, along with a Templar agent named
These truths vibrated on her death rattle, and those Rose White, a Dragon operative named Mei Ling,
who heard them became the Dragon’s first converts. an independent Haitian shaman named Zuberi, and
There is a tradition that flows through all Ages too. a Council of Venice representative named Sarah El
It goes like this: A child shall lead them, and when Kobrossy. Together they formed the Tokyo Incident
that child dies, another shall be born, and the Silent Team, first responders in a new and deadly chapter
Monks will find them. Through a series of rigorous of the war for reality. Step one was fighting their way
tests, they will prove that the child is the reincarnation out of the Filth-infected subway. Not all of them would
of the first and the last, and every child in between make it to the surface.
them. Other contenders are disposed of, while the In the years since Kaidan’s fall, the Illuminati has
chosen one—the Golden Child—takes the throne, their dispatched Alex to a number of locations, including
will interpreted by the Mouth. And when the Golden Kingsmouth, where he has helped with Solomon
Child is no longer a child, they become a sacrifice, Island’s recovery. His work at the Overlook Motel
and the cycle repeats. rid the area of demonic stragglers and closed the
Such has been the fate of the last Golden Child of portal to the Hell Dimensions for good, at least in
the Fourth Age. When the Dragon claimed victory Room 13. As Solomon Island moved on from the
in Kaidan, the beast they serve made known its disaster of 2012, he chose to stay behind, acting
desire to slither in a new direction, necessitating a as an undercover agent and taking over the newly
complete changing of the guard. The new Golden reconstructed hotel. “Only so many times you can
Child, a ten-year-old girl from the Gangwon province, save the world,” he mutters around an unfiltered
represents the wind of change blowing through cigarette. “Reckon me and my arthritic fingers have
reality, her impassive eyes glimmering like a pair reached our limit.” Still, as tales of a new catastrophe
of emerald scales. unfolding in Boston make the papers, Alex McCall
also reckons that there’s no such thing as retirement.
84
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NAME: ROSE WHITE Pathogen that followed, she struck an uneasy truce
with Alex McCall, an Illuminati operative; Rose White, a
RANK: UNKNOWN
Templar agent; Sarah El Kobrossy, a Council of Venice
REGION: KAIDAN, TOKYO, JAPAN representative; and Zuberi, a shaman with close
1
“Make every shot count.” ties to Gaia. Together they set out to stop the Filth-
Despite her age, Rose’s dedication to the Templars infected from reaching the surface, not yet realizing
remains unquestioned. After a revenant killed her how outnumbered they were. Their containment
father, she spent the next seven years hunting it down, measures could not hold, and the Blackworm Jism
never wavering in her quest for revenge. Once it was spilled out onto Kaidan’s streets.
gone, she thought she’d be on the road to recovery Though her faction was ultimately successful in 2
from her loss, but somehow it only made her more their mission, Mei had experienced too much horror
restless, more eager to eradicate the evil lurking in to remain behind and gloat. She left Kaidan as soon
the shadows. as she could, returning to Seoul to recuperate while
When word began circulating through Temple Hall the Dragon assessed whether Philip Marquard and
that something big was about to go down in Tokyo, his compound in New Jerusalem were valid threats.
When it became clear the Morninglight would not
Rose was the first to volunteer to investigate. Her
recover anytime soon from its administrative schism,
3
itchy trigger finger took her all the way to Kaidan,
where along with Alex McCall of the Illuminati, Mei she was sent to Mumbai to gather intelligence on the
Ling of the Dragon, Sarah El Kobrossy of the Council rise of the cult of Kali.
of Venice, and a Haitian shaman named Zuberi, she NAME: SARAH EL KOBROSSY
got a firsthand look at the aftermath of a Filth bomb
RANK: INVESTIGATOR
detonated in the city’s subway tunnels. As the infected
passengers took to the streets, she and the rest of REGION: PARIS, FRANCE 4
the Tokyo Incident Team pursued, with Rose hoping “My name is Sarah, and I’m still on this planet. My
all the while that at last, she had found the quarry name is Sarah, and I’m still on this planet …”
whose destruction would ease her grief.
Born in Cairo, Sarah El Kobrossy grew up learning
While she couldn’t singlehandedly save the city,
about ancient Egyptian artifacts from her father, a
she was instrumental in its reconstruction, working
purveyor of goods for high-profile clients such as
with Gozen of the Jingu clan to maintain order in the
the Kingdom. Under his tutelage, she also learned 5
territory Daimon Kiyota awarded them post disaster.
to defend herself; though she specializes in blades,
She continues to act as their liaison to the Templars,
particularly those she can dual wield, her father’s
helping to establish a foothold for her order there,
most important lesson was that if she had to draw
no matter how tenuous. Kaidan may have become
a weapon, she’d already failed. Information, in his
neutral ground, but that doesn’t mean it will be neutral
estimation, was the greatest power one could hold.
forever, and when the contesting begins, Rose will
carve out the best bits in the shape of the Alisee.
When his wealth of knowledge made him a target, he 6
used his connections to send her to Venice, where
NAME: MEI LING she joined the Council under Arturo Castiglione’s
leadership.
RANK: UNKNOWN
In time, Sarah became Arturo’s protégé, which is
REGION: MUMBAI, INDIA why his proposal to send her to Tokyo surprised her so
“Before the Dragon came knocking, my idea of chaos much. She had worked as a field investigator before,
was a messy apartment.” certainly, but never for a matter so steeped in mystery,
7
Unlike many of the other members of the Tokyo or so far away. Without knowing what she was getting
Incident Team, Mei Ling’s journey through the Secret into, she arrived in Kaidan just before the Third Age
World did not begin with a supernatural catalyst. The artifact aboard the subway detonated, showering all
Dragon headhunted her for her innate abilities, ones those inside with pure Filth. Though she survived the
she did not even know she possessed before the explosion and the horrible transformations that came
faction entered her life. Formerly an anthropology after, Sarah—along with Illuminati operative Alexander A
major, she is valued for her vast knowledge of folklore McCall, Templar agent Rose White, Dragon initiate
and skills with a blade, as well as the elemental magic Mei Ling, and a shaman named Zuberi—would have
she imbues her weapons with. to fight her way out of the underground tunnels to
Mei Ling was dispatched to Tokyo just before the stand any chance of containing the sentient virus.
Filth bomb destroyed Kaidan’s subway system. Having Unfortunately, a structural collapse separated
evaded the initial blast and the wave of Zero-Point her from her comrades, leaving her trapped and
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infected—a psychic conduit who would relive her NAME: ZUBERI
agonies again and again as the factions sent their
RANK: SHAMAN
Bees to tramp through her mind, all in the name of
learning exactly what happened in Tokyo. REGION: UNKNOWN
With the Gaia Engine’s restoration of the city, Sarah “Even when the Filth corrupts, Gaia’s power endures.”
was finally recovered, first by Orochi, then as the While most anima-imbued choose a side in the
result of a prisoner exchange with the Council of secret war between the factions, some follow a
Venice. The abilities she manifested as a result of different path. Zuberi blazes his own trail, forging his
exposure to the Dreaming Ones have positioned her own connection to Gaia through years of training as
as an even greater asset, though her severe PTSD a shaman and root doctor, using his abilities to help,
required her to take an entire year off before returning harm, and navigate the roads leading to and from
to service. Though the Council has provided her this world. He is a master of the horizons, an explorer
with the very best in complex trauma therapy, she who claims no colors, save for Gaia’s honeyed gold.
remains marked by her experience in the Kaidan Zuberi claims that a warning—perhaps more of a
underground; her nightmares have a bad habit of fever dream—made him aware of a disaster about to
becoming reality, leading many to wonder just how unfold in Tokyo. Zuberi didn’t answer the call to stop it,
touched by the Dreamers she is, and how much of but rather to save those who were caught in the blast:
her remains human. Alex McCall, Rose White, Sarah El Kobrossy, and Mei
Ling. He’d run into these agents on previous missions,
but none so dire as the situation they found in Kaidan,
one which would require complete cooperation to
overcome. Zuberi took on the role of the voice of
reason, making full use of his life experience and
spiritual knowledge to guide the others through the
worst of the disaster.
The aftermath only cemented his belief that Gaia’s
honeyed emissaries can only truly serve her by
pledging their loyalty directly. He had long flirted with
the Big Three secret societies, making ample use of
their resources and goodwill without committing to a
cause. Unbeknownst to them, he was also courting—
and influencing the direction of—the Swarm, a faction
dedicated solely to the Immaculate Machine and
her preservation. Their hive is where he ultimately
decided to put down roots, installing himself as a
mentor figure to those Bees who choose to bear
only Gaia’s standard.
T HE COUNCIL OF VENICE
NAME: AMPARO OSORIO
RANK: LIONESS OF THE
COUNCIL OF VENICE
REGION: THE SUNKEN LIBRARY,
VENICE, ITALY
“I believe, with all my heart, that the Council is needed,
and that it is possibly our only hope for the future …
which is why it’s so frustrating when we get mired
down in pointless rhetoric and conflict, again and
again and again.”
Ever vigilant, ever faithful, Amparo Osorio embodies
everything the Council of Venice was meant to be.
NAME: ZUBERI Originally from San Basilio de Palenque, a small
86
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1
village in southern Cartagena, she grew up in the struggles to hold together the Secret World’s last
embrace of her grandmother’s brujería. Even now, bastion of ethical accountability, she faces more
Amparo longs for the simplicity of that magic; the snakes than she did in the desert—both from within
mysticism of the Secret World is infinitely more and without. 5
foreign, more complicated, and more dangerous.
Take Egypt, for example; when the Council spoke NAME: ARTURO CASTIGLIONE
of a cult uprising, Amparo imagined fewer meteors. RANK: FORMER LION OF THE
Golems, ghouls, and Black Pyramids didn’t factor into COUNCIL OF VENICE (RETIRED)
her travel plans at all. Yet she arrived in al-Merayah
REGION: BALARI, NEW CARTHAGE
to find a city besieged by all of the above, smoke
rising from the human sacrifices the Atenists were “In chains, yet still bold.” 6
burning in the streets. The Council had downplayed In spite of everything else said about Arturo, he is
the situation to a disturbing and suspicious degree. a man aware of his sins. His backroom dealings with
She needed to know why, and she vowed to find out. the Phoenicians endangered not only the sanctity of
This dedication to her job, and to the ideals of his own organization, but also the rest of the world.
the Council as a whole, led to her ascension to its His dispatch of Sarah El Kobrossy to Kaidan just
highest position: Lioness. She replaced the former before the bomb went off was a tragedy he could 7
Lion, Arturo Castiglione, shortly after the Egyptian not have foreseen, but he could have prevented it
crisis ended and his conspiratorial liaisons with the if he’d summoned the mettle of his youth. Cynical,
Phoenicians came to light. Amparo has done her best bereaved, and desperate, Arturo’s flagging leadership
to maintain the courage of her convictions despite left the other factions in a lurch, wondering just who
all the politicking and backroom diplomacy lurking they could depend on in these times of crisis—and
around every corner, instigating a changing of the how, perhaps, they could manipulate them now that
guard and enacting policies designed to implement a the Council wasn’t looking.
A
more efficient system of checks and balances for both To shore up their defenses, members of the Masked
Council agents and the secret societies they govern. Circle—the council within the Council—voted in favor
While some see this as a veritable renaissance within of deposing Arturo. A senior agent named Amparo
the ranks, others see it as an opportunity to sow Osorio took up his mantle, a transition of power
chaos and discord, seeking to seize the Council’s Arturo was encouraged to make seamless in order
coveted seat of power for themselves. As Amparo to stave off outside threats. Given the gravity of his
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mistakes, he stepped down gracefully, retiring to a NAME: CARMEN PREDA
Tuscan villa to contemplate his future. This is where
RANK: UNKNOWN
the Phoenicians found him once more; maybe the
Council was willing to let him off their leash, but the REGION: HARBABUREŞTI,
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NAME: LORRAINE MAILLARD Some would argue that a snake is exactly what
RANK: AGENT she is; as a supernatural arms dealer, she’s hewn
compromises from stony resistance, earning a
REGION: UNKNOWN
reputation for both ruthlessness and efficiency.
1
“They offered me Gaia, and I took her because I In time, the Phoenicians dispatched her to Egypt
didn’t have a choice.” and entrusted her with seducing the Kingdom into
Not all agents join the Council of Venice willingly. relying on the Brotherhood of Sailors as a purveyor
Some are drafted, press-ganged under threat of far of magical artifacts. But the deal couldn’t last; as the
worse fates. Lorraine Maillard is one such agent. Atenists in al-Merayah rose to power, Tanis struck
It’s been four decades since she lost her son at the yet another deal, one which fell apart as every other 2
Atlantic Island Park—four decades since Nathaniel client abandoned her— save the Morninglight.
Winter’s corrupting influence used her hands to After Akhenaten’s defeat, Tanis briefly retreated
plunge a knife into young Callum Maillard’s heart. to New Carthage to regroup with the rest of the
Four decades since a Venetian recruiter expunged her Phoenicians. Her connection to the Morninglight
record in the name of cultivating her latent psychic shattered when the organization split into two, though
she eventually found a foothold with Che Hansson
sensitivities. Four decades since his ilk strapped
in Costa Rica, supplying him with the exotic spiders
3
her to a table and forced a Bee into her brain. They
afflicted her with immortality when all she wanted used as an aphrodisiac among his cult members.
was to die. When she unexpectedly birthed a second When a particularly vocal sect of Kali worshippers
child, Emma, during her Council tenure—the result of began cropping up in Mumbai, she traveled there to
an affair with another agent—they took that from her establish a business relationship. What she found
too, stripping her of her only chance at redemption. plunged her into the center of an arms race once more.
Better, they thought, to let her believe the babe had 4
been born sleeping, but the infant’s absence cut like
an unhealed C-section scar either way.
Eventually, Lorraine found a way to dismantle the
biomechanical terrorist inside her. It took years of blood,
sweat, and oh-so-many tears, but in the end, Lorraine
used all she’d learned from the Council to terminate 5
her contract—permanently. She became the first of the
anima-imbued to complete suicide, hoping to join Callum
at last. But good help is hard to find, and the Council
under Arturo Castiglione’s oversight was not in the habit
of allowing high-value targets to escape that easily.
Thanks to a particularly nosy Secret Worlder, Lorraine
was forced to rebond with the Buzzing and continue her 6
service. Clearly, destroying her Bee was not enough. This
time, she’ll have to burn down the whole hive.
T HE P HOENICIANS
NAME: TANIS (BIRTH NAME UNKNOWN) 7
RANK: UNKNOWN
“The day will come when I will have this gun pointed
at your head and I will pull the trigger. Lucky for you,
that day is not quite here yet.” A
Long ago, when Tanis still answered to her birth name,
she was struck by a snake. As its venom pounded
through her veins, she begged her parents to let it
escape unharmed, for as she and the serpent exchanged
blood and bane, so too did they forge a connection.
Forever after, Tanis could see through the eyes of vipers,
and speak to them as if she were one of their own. NAME: TANIS
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NAME: ELLIS HILL (REAL NAME UNKNOWN) to move more freely. Under Kaoru’s reign, it has
become a haven for all who would not be welcome
RANK: UNKNOWN
in other territories, as well as those who are willing
REGION: UNKNOWN to defy the Secret World’s rules in order to get what
“Spare the rod, spoil the abomination.” they desire. The Phoenicians thrive here, though
Some people are born to be fixers; Ellis Hill is one of even they cannot truly call it home. For Lidiya, her
those people. In his experience, there isn’t a problem presence is a way to reestablish her worth to the
on Earth that won’t yield once he applies the right Brotherhood of Sailors: by becoming integral to the
tools to it. Sometimes the right tools are alchemy factions’ information network.
and a little siphoned jet fuel made into Greek fire. NAME: KAORU KAJI
And sometimes they’re just a strong pair of hands
RANK: UNKNOWN
wrapped around an innocent man’s throat, making
sure he dies so that a ruse can live. REGION: THE DREAM PALACE,
The death of the real Ellis Hill haunts his impostor. KAIDAN, JAPAN
He thinks about it every time he hears the crackle
“There are no problems here; only solutions.”
of his fellow sailors on his radio, the gurgling
interference reminding him of his namesake’s death Those who brave the sea have many sayings. They
rattle. He believes he was justified, believes he did talk about red skies and sailors’ delights, and any
the right thing to make sure the Phoenicians got a port in a storm. Kaoru seeks to be these things for
foothold at Ground Zero before the fog rolled in. Hell, the people who step beneath the ruby-red lights of
looking out over the water, he figures he may have the Dream Palace: placid as the surface of a looking
done that man a favor. glass, and very accommodating of their needs.
But beneath the stillness she so carefully cultivates,
NAME: LIDIYA PAVLICHENKO a maelstrom whirls. Her intersex body, and the
RANK: UNKNOWN children who laughed at it; her attempt at suicide-by-
sea, and her father’s sacrifice to save her; the last man
REGION: KAIDAN, TOKYO, JAPAN
she loved, and the way he recoiled from the purple
“Say whatever you want about the Phoenicians, but sails tattooed upon her thigh—these monstrous
we never back out of a deal, we never double-cross memories frighten her more than the Filth outside,
anyone, and we always deliver—always.” gnashing their jaws even as she dreams of conquering
Although the operative known as Lidiya was not her fear of the depths so that one day she might
always a Phoenician, little is known about her previous escape her shame. More than anything, she longs
life, save that for a time she worked as a KGB agent. for the Phoenicians to bring her peace in a way the
Reportedly she also knew Dragan Dzoavich of the Fear Nothing Foundation never could.
Orochi—some would suggest biblically—though it As the dust settled in Kaidan, she assumed a new,
would seem the two have ended up on opposite more forward-facing role: the Prince of Ghosts.
sides of the chessboard. Lidiya specializes in She has stepped into Daimon Kiyota’s empty shoes,
acquiring ancient artifacts, often through deception. overseeing the city’s reconstruction and eventual
Sometimes, however, it’s as easy as sauntering rehabilitation as a supernatural DMZ—the Casablanca
through abandoned Soviet facilities and plucking of the Secret World. Much of her job revolves around
arcane treasures from the ashes. maintaining the peace between non-neutral parties:
A decade ago, she was sighted in both Venice the Jingu and the House-in-Exile; the Templars,
and Romania. In Venice, her dealings with Arturo Dragon, and Illuminati; the Phoenicians, and just about
Castiglione garnered her some unwanted attention everyone else. The only unwelcome organization is
from the Big Three secret societies; in Romania, her the Council of Venice, which strives to restore order
affiliation with a certain Bee led to the destruction of in the region, unable or unwilling to recognize that
her helicopter, which she miraculously, or perhaps Kaoru has already established order there in the form
infuriatingly, survived. Though she’s been accused of chaos. The criminal underworld has become more
of selling out her values in favor of profit, Lidiya does of an overworld since the wall fell, its streets awash
seem rather loyal to the Brotherhood; how loyal they in the neon glow of the Korinto-kai’s magical tattoos.
are to her after so many failures, however, remains
to be seen.
More recent events have placed her in Kaidan,
where the nature of the liberated city allows her
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T HE MORNINGLIGHT get her off her back, out of the shadows, and into
the light where she belonged.
NAME: FREDERICK “FREDDY” BEAUMONT This was the standard Morninglight promise, and
1
RANK: UNKNOWN when Freddy Beaumont took a shining to her, Cassie
thought they’d made good. When it turned out he
REGION: UNKNOWN
only wanted her for the same reason every other man
“I’m free, and I don’t plan on anything—or anyone— in her life did, she realized he wasn’t a reward—he
changing that.” was an opportunity. All she had to do was play the
Not all gods go to heaven. Some behave so badly honeypot one last time, let him underestimate her
they are banished from their divine realm, consigned the way everyone always had, and then finally, the 2
to wander the material plane and eke out an existence power she’d deserved all along would be hers.
among mortals. One such outcast is Frederick Undeterred by Beaumont’s metaphysical meddling,
Beaumont, operational overseer of the Morninglight’s she has maintained custody of Excalibur, allowing her
Solomon Island chapter and ancient Norse deity, who to pursue access to the island of Avalon, King Arthur’s
once set Kingsmouth ablaze in the hopes of sifting fabled resting place. Recent reports have placed her
in Paris, France, searching for an artifact referred
Mjölnir from its ashes. Later he did much worse, using
to only as “the Key,” an integral piece of the puzzle
3
Excalibur to fracture the Gaia Engine beneath Blue
Mountain in the name of Ragnarök—an apocalypse of her machinations. What those machinations are
that would not unfold on Odin’s terms, but on those remains to be seen, but there isn’t a secret society
of his abandoned son. on Earth that wouldn’t like to know.
While his plans for Armageddon failed to bear
fruit, he did manage to expose his whereabouts and
weaknesses to the Illuminati, who—after pursuing 4
him for centuries—were only too happy to lock him
away in Arkham State Hospital, bereft of his magic,
his chance for revenge, and the sword he’d sacrificed
so much to procure.
Recently, however, Beaumont cast off these chains,
escaping his cell to orchestrate a reckoning. Next, he 5
needed an ally. Beaumont contacted the Swarm and
manipulated them into assisting with his complex
scheme. First, he convinced the Swarm that a “soft
reset” of the Fourth Age was their brilliant idea … and
then Beaumont “helped” them achieve it, hoping to
turn the tides of fate in his favor at last. But he has
fallen short of his goals again, always trailing in 6
someone else’s wake; with Excalibur at her disposal,
Cassie King has managed to retain her grasp on
reality, leaving Beaumont chasing after her once
more, crossing oceans of space and time in order
to realize his ascension at last.
REGION: UNKNOWN
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NAME: PHILIP MARQUARD took over as the face of the “real” Morninglight and
publicly denounced his predecessor.
RANK: ASCENDANT
In the Congo, Marquard has established New Eden,
REGION: NEW EDEN, THE DEMOCRATIC a commune many have compared to Jonestown.
REPUBLIC OF THE CONGO Satellite images reveal a fertile land hosting hundreds
“We are all made of stars.” of residents, though recently, the overgrowth has
interfered with reconnaissance, leaving the truth of
Philip Marquard has long been the wholesome what lies behind the living, verdant veil a mystery.
face of the Morninglight. He was placed there as Either way, Marquard is home. He frequently visits
a figurehead by Lilith (in her guise as Lily Engel). the old well where he first heard the whispers of a
Marquard and his self-help cult were meant as tools Dreaming One all those years ago.
for Lilith to harness the power of the Dreaming Ones.
Lilith did not reckon that Marquard had encountered NAME: CHE GARCIA HANSSON
a Dreaming One directly, in his youth in the Congo. RANK: SUPREME GURU
He already belonged to them. Through the silent
REGION: PANDORA, COSTA RICA
urgings of the sleeping cosmic horrors, Marquard
acted outside of Lilith’s knowledge, dedicated to the “ Can’ t escape the lig ht , my frie nd. It ’s
purpose of waking and releasing the Dreaming Ones. all-fucking-encompassing.”
The cult was truly his, and he was fully submitted to People do a lot of strange things in the midst of a
the will of the blasphemous alien titans. drug-addled haze. If you’re Che Garcia Hansson, you
The Dreamers granted Marquard a lavish home join a cult, especially if they’re willing to ensure your
and family, the better to masquerade as a mere supply never runs out. Though his memories of that
human. Through the muttering of profane prayers era are deliciously fuzzy, he credits the Morninglight
and obscene sacrifices, he ruled the Morninglight—the with saving his life, minus a toe.
smiling face reminding his eager followers of how Valued at last for his debaucherous prowess, Che
their molecules taste. was awarded the rank of Enabler and dispatched to
But after the publicity nightmare that was Kaidan, Japan, where he met John Copley, a member of the
the Morninglight had to split into two entities: the Fear Nothing Foundation, the cult’s regional offshoot.
public self-help religion and the Marquard-led cell of Through the same methods the Morninglight had
cult fanatics. Philip Marquard retreated into the Congo used to bring him into the fold, Che convinced John
with his army of True Believers, while Che Hansson to carry a Filth bomb onto Tokyo’s subway and
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detonate it under Orochi Tower in Kaidan. Though to following orders. He had never been expected,
John missed the mark, Che doesn’t see it as a failure, or allowed, to devise his own agenda. Perhaps
noting that it brought about the catastrophic change this is why he has embraced chaos, choosing
the world needed, and that the Morninglight has not to pursue a specific goal but to become an
1
long prepared for. inexorable part of humanity itself. He lurks behind
As years passed, however, Che became every creepypasta, every Information Age legend—
disenchanted with the Morninglight’s leader, Philip and most recently, within the code of every new AI
Marquard, as well as his South African colony, New art and chatbot program. The more often people
Jerusalem. After some digging, Che discovered use them, the more they see his face. Perhaps he
Marquard had been using him as a pawn, a role is still following the tenets of the Fear Nothing 2
that didn’t sit well with the notoriously rebellious Foundation after all. Perhaps he has finally attained
delinquent. As the organization began distancing a level above human.
itself from Marquard’s increasingly disturbing gospel,
Che saw his chance to return the Morninglight to
its old ways. With the help of the Black Signal, he
released numerous records detailing the horrors of
New Jerusalem, a leak later referred to as “the Prieska
3
Papers.” He then publicly denounced Marquard and
his ambitions for the Morninglight, positioning himself
as its new leader in Costa Rica, where he retains his
loyalty to his first mentor: Frederick Beaumont.
REGION: ALL
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OROCHI GROUP by his losses, he has spent his time observing other
pieces as they move across the board—Frederick
NAME: SAMAEL “SAMUEL” CHANDRA Beaumont, for example, and his interference with
RANK: CEO members of the Swarm. Samael knows he needs
only bide his time before Beaumont makes possible
REGION: MUMBAI, INDIA
Lilith’s rescue from her interdimensional prison; and
“You are an exceptional footnote in a text one could besides, it wasn’t like the woman couldn’t do with
not even leaf through in a star’s life cycle, so I invite a good time-out, anyway. Samael was in Mumbai
you to contemplate how quickly my eyes gloss over when the shift in reality finally happened, reviving
you. Don’t take it personally.” worship of Lilith under the guise of Kali, one of her
Before there were Ages, there were angels. They many names, to strengthen her attachment to this
called themselves the Host, a collective allied around plane. Yet jailbreaking what amounts to a demigod is
the common goal of creation. From this fellowship no easy feat, and though Samael has indeed created
sprung the Immaculate Machine, and with it, a conflict the foundation for her return, he may need help in order
that would tear the Host apart. But even then, Samael to free her from his brethren’s clutches.
knew that sometimes, the only way to win is not to play.
Millennia later, he is realizing that perhaps he was NAME: LILITH “LILY” ENGEL
wrong. Even when you don’t play the game, you can RANK: UNKNOWN
still lose. He has lost so much as of late: the tower he REGION: UNKNOWN
erected in celebration of his own glory; his wife, Lilith,
“Every monstrous silhouette that haunts every
who in the end proved willing to sacrifice their love for
legend, every myth, every night terror—they all trail
the power the Dreaming Ones promised; his pride, stolen
umbilically back between my legs, and I dissolved
by both the Grigori and the secret societies Samael
entire civilizations in the sizzling afterbirth.”
thought himself above. His stoic facade threatens
to crumble like the ruins of the many civilizations Abeko. Abito. Amizu. She has walked the Ages four
annihilated in his wake. Despite the human trappings times over, an exile of Eden and mother of monsters.
he surrounds himself with, he is still an angel, and the Batna. Elio. Ita. She has lain with gods and angels, and
prospect of divine retribution sizzles eagerly in his veins. both have worshipped at her feet. Izorpo. Kea. Kali.
The destruction, and eventual reconstruction, of Generations of names trail behind her like the train of
Kaidan has given Samael much to consider, as has the a gown, each sway of her hips inspiring a susurrus of
absence of his wife at the hands of the Host. Frustrated terror. Odom. Kokos. Partasah. She may look human—
the body she wears may fit her like a glove—but she is
farther removed from our species than most animals.
Patrota. Podo. Satrina. And from the top of Orochi
Tower, she once overlooked the city of Kaidan, plotting
to make the same mistakes all over again.
Talto. Lilith. Ki-sikil-lil-la-ke! When the Nephilim
bound her at last, this is the name they used—her
most secret eighteenth name, and the one with
which she began her existence. Her imprisonment
ensured that her connection to the Dreamers was
severed, sparing reality a repeat performance of her
last attempt to control Those Who Slumber. But while
that stopped the bleeding, it did nothing for the wound,
which festers even now. Samael is most displeased,
and like any immortal, he has the luxury of waiting
for the right time to exact revenge in Lilith’s name.
That right time is now. The Swarm has damaged the
integrity of this reality, making it possible for Lilith to
slip through the bars of her cage. She has been waiting
ever so impatiently, uncertain whether she’d been cast
aside by her angelic lover in the wake of the destruction
she wrought. But he will come for her now—she’s sure
of it. She can feel her bond to the world she left behind
strengthening, can hear millions of souls calling out for
NAME: LILITH “LILY” ENGEL Kali, and at long last, she is ready to answer.
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NAME: DRAGAN DZOAVICH It was here that Emma spent time in stasis overseen
by Dr. Schreber, an Orochi scientist and head of
RANK: UNKNOWN
the Nursery, the conglomerate’s facility for children
REGION: LAST SEEN IN THE
demonstrating paranormal aptitude. Amid a slew of 1
CARPATHIAN FANGS horrific experiments involving lycanthropy, possession,
“It isn’t easy to be forgotten.” and Filth exposure, Emma and her compatriots were
kept docile using auditory hypnosis set to the tune
Dragan Dzoavich is used to being left behind. Before
the Gaia Engines emit, called the Sleepless Lullaby.
he joined Orochi, his government left him as a KGB agent
After abducting Emma, Lilith also attempted to use
and dhampiric Red Hand experiment without a cause.
Then there was Lidiya, his comrade who abandoned him
this method of coercion, hoping to keep the girl’s 2
powers dormant en route to Kaidan, where Emma
for the Brotherhood of Sailors, sacrificing their history
would be used to cleanse the Filth and commune
for profit. Finally there were the Orochi themselves,
with the Dreamers. One of Gaia’s Chosen, however,
who tasked him with finding out what happened at the
was able to remind Emma of her true identity—that
Breach in the Carpathian Fangs long after everyone else
of Anima, a being composed of the sap which drips
had been evacuated. Sometimes Dragan wonders if he
from the World Tree—and in doing so, unleashed her
really likes working alone, or if it’s happened so often
full potential on the world. 3
that he’s simply come to terms with it. Either way, his
Anima was instrumental in the liberation of Kaidan,
talent for slipping between the cracks has earned him
a feat she achieved through communion with the Gaia
the codename “Ghost.”
Engine beneath Orochi Tower. In the early days of the
It’s little wonder, then, that he would gravitate
cleanup, Daimon Kiyota, and later Kaoru, brokered
toward someone who could see him—really see
a peace agreement between the warring factions
him—as was the case with Emma, an Orochi asset
who also happened to be an innocent young girl. After
to help Anima focus on her task. It was always the 4
Dragon’s intention, of course, to then harness Anima
learning that Lilith had abducted her in the wake of
and the Engine for themselves. Perhaps aware of this
experimenting on her at a secret facility called the
plan, Anima and the Gaia Engine both disappeared in
Nursery, Dragan made a choice to save the one truly
what many news outlets first believed was a nuclear
good thing in his life, even if that meant being the one
flash. They have been missing ever since.
to walk away from everyone else for once.
Now, after watching Emma slip through his fingers 5
yet again, he finds himself descending once more
into the belly of the beast. He has rejoined the Orochi
Group, hoping their nigh-unparalleled resources will
help him locate the missing girl. For even after all this
time and with all he’s learned, Dragan still holds fast
to a single truth: that Emma Smith gave his half-life
a purpose, and that he’ll do anything to get her back.
6
NAME: ANIMA (FORMERLY EMMA SMITH)
RANK: VIRGULA DIVINA
REGION: UNKNOWN
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the red out of his ledger, he cut off both parties and Unwilling to allow this to stand, Montag used his
began working with the Marya, hoping to eradicate time barricaded within the Academy wisely, taking
the Atenists and their strongholds in the region. advantage of its well-equipped labs and impressive
Maybe, just maybe, preventing history’s most hated stock of relics and ingredients. Through a series of
1
Pharaoh from eating the sun would stave off any invasive experiments, he managed to eradicate the
karmic retribution linked to his previous errors. Filth from his two friends (though they barely survived
Over the past decade, Saïd has extended the the procedure). Montag is doubtful he could replicate
Kingdom’s operations into Europe and Asia, reigniting the results or reacquire the rarest of the ingredients
old fascinations with ancient Egyptian relics and a used. Even if he could, this method would only work
demand that hasn’t been this prominent since the during the earliest stages of infection. Unfortunately, 2
Victorian era. While he remains allies with the Marya, this no longer applied to him. While he was able to
the very nature of his business often puts them save his surviving colleague and star pupil, he could
at odds, and relations would be further strained if not reverse the damage he’d done to his own body
they knew what else he was doing. Anticipating yet in the name of occult science.
another Age-ending conflict, the Kingdom has begun The three of them were, however, able to contain
creating a new slew of undead operatives using an his Filth infection in a magical stasis, slowing its
updated version of the ritual that turned Saïd and progress to a crawl and hiding its more monstrous
3
his ilk into mummies in the first place. To do this, symptoms behind an illusion while they seek a cure.
they sometimes poach Atenist initiates from the “I’ve never invested much stock in redemption,”
Sunblest Wellness Center, believing that, in their own Montag says from behind his desk. Though only his
way, they are doing their part to once again eliminate two gloved hands move to straighten a photograph,
the cultists. a wet, tentacled chorus sounds from somewhere
unseen. “Though having, in my youth, unleashed 4
the Yazidi death curse that killed my mother and
T HE I NNSMOUTH ACADEMY eleven innocents, it feels as though this was the
least I could do.”
NAME: HAYDEN MONTAG
Then came the Long Night, the soft reboot of reality,
RANK: HEADMASTER a decade blurred in the communal memory. The
REGION: KINGSMOUTH, MAINE, USA
5
“I have always striven to maintain a clear delineation
between obsession and madness.”
Though he has become synonymous with the
school, Hayden Montag was not always the Innsmouth
Academy’s headmaster. His tenure began out of
desperation rather than ambition. His desire to impart 6
occult knowledge led Montag to abduct supernaturally
gifted children in order to teach them. The ensuing
criminal charges forced the Illuminati to better direct
Montag’s pedagogical fervor. His role at the Academy
allowed Montag to craft curricula that involved his
students’ consent; the school benefited from his
meticulous rigor; and the Illuminati ensured future 7
generations of erudite occultists. Everyone was happy.
But then the fog came, its siren song luring most of
the Academy’s residents into the sea. Even Montag
could not stop them, nor could Annabel Usher, the
Academy’s head archivist. They could only save a
single student: a natural psychokinetic named Carter A
Kane, with whose help they erected and maintained
the wards keeping the Filth out of their sanctuary’s
hallowed halls. Montag would not realize until much
later that it was already too late; the fog itself was an
airborne strain of atomized Filth, and with every breath
he and his compatriots took, the roots of the infection
already within them shot ever deeper into their meat. NAME: HAYDEN MONTAG
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apocalyptic problems of Solomon Island seem to power to avoid. In the end, however, it was Carter’s
have faded. The undead hordes living again. Everyone choice. She knew if she wanted to repay Hayden
smiling strained smiles. All back to normal? Yet the Montag for his sacrifices to preserve her life, she
shadows are still long and weird on Solomon Island. would have to commit to a faction that could supply
Montag’s preternatural senses twitched. Something her with the appropriate resources while having no
was not right. Through a series of meditations and qualms about her methods. Her Illuminati superiors
communal rituals, he, Annabel, and Carter managed also allow her frequent side trips to Solomon Island.
to split their perceptions and see the reality of before. They keep an eye on Agent Kane, intrigued at what she
The undead fog was gone, but a mental fog gripped and her two friends dig up regarding the Long Night.
the island’s residents, not letting them remember Recently, Carter traveled to Boston to combat
how things happened the first time around. the draug infestation there, and to gather real-time
Montag, Annabel, and Carter may be the only ones data on how airborne Filth spreads and what can be
who fully remember how things were supposed to done to stop it. What she saw shocked Carter with
happen. Over the years, the three have continued to painful bursts of déjà vu. The events in Boston are
investigate the fracture in reality. This irresistible the same as those on Solomon Island, ripped from
puzzle keeps Montag’s mind from falling into the past and shuffled back into time and space by
madness. whatever caused the Long Night. Excited by this new
lead, Carter is currently investigating the events in
NAME: CARTER KANE Boston with renewed vigor.
RANK: UNKNOWN
NAME: ANNABEL USHER
REGION: BOSTON, MASSACHUSETTS, USA
RANK: HEAD ARCHIVIST
“Just so you know, things are about to get kinda gross.”
REGION: KINGSMOUTH, MAINE, USA
Those not chosen by Gaia can only access the power
of anima through ritual and extensive study. This has “Flick through the Guinness Book of Disasters, and
been common knowledge for centuries, yet Carter you’ll have a hard time finding something we didn’t start.”
Kane somehow began manifesting psychokinetic Sometimes becoming affiliated with a secret
powers at birth, a developmental milestone her parents society is a matter of lineage. This was meant to be
tackled by prohibiting metal furniture and decor in the case for Annabel Usher, whose Scottish roots ran
her nursery. By the time she enrolled in school, her deep with the Templars. But familiarity sometimes
abilities were beyond anyone’s control, even her own. breeds contempt, and having grown up surrounded
In the race to court her allegiance, the Illuminati beat by all the holier-than-thou scheming and color-coded
the others to the punch. They offered her parents plots such associations tend to breed, Annabel chose
the opportunity to have their daughter educated another path, one not governed by shades of red,
at one of the nation’s oldest and most prestigious blue, or green.
institutions—free of charge, of course. Thus, Carter Her skillset earned her a place at the Innsmouth
became the Innsmouth Academy’s youngest student. Academy, where she preferred to believe she worked
At the age of twelve, she was virtually consigned to the on behalf of the students rather than the Illuminati
Illuminati in exchange for more appropriate educational agents who signed her paychecks. Here, she
opportunities among those who would know how to managed the school’s storied records and occult
make the most of her potential. inventory, cataloging the place and purpose of each
But her friendships outside the classroom were item, enrollee, and faculty member. Some she found
what saved her. She’d taken a shine to a boy named difficult to classify, particularly Hayden Montag, with
Danny Dufresne, who boasted no arcane abilities whom she forged an unlikely friendship. Others she
despite his leadership position in the local children’s recognized all too well, as with Carter Kane, whose
club: the League of Monster Slayers. They bonded struggle to remain autonomous from within the belly
over their mutual involvement with the paranormal, of the great Blue Beast she deeply empathized with.
and when Danny began insisting something terrible It is for this reason that Annabel sought to protect
was coming with the fog, Carter alone listened. Doing her ward, not just from the Filth and other horrors
so saved her life, in addition to the efforts of her lurking outside the Academy’s walls but from the
headmaster, Hayden Montag, and the school’s head factions desperate to snatch the girl up. Either way,
archivist, Annabel Usher, with whom she sheltered she worried that Carter would be consumed.
inside the Innsmouth Academy’s formidable walls. Ultimately, she could not prevent the girl from
These days, Carter works for the Illuminati, a fate having to choose a side, especially not after Hayden
both she and Annabel once did everything in their Montag’s heroic—and unexpected—sacrifice to
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preserve their lives. She and Carter have done all they NAME: ANDY GARDENER
can to delay the inevitable, but that is not enough, and
RANK: SHERIFF
while Carter searches for answers in the Illuminati’s
halls, Annabel remains at the Academy to care for the REGION: KINGSMOUTH, MAINE, USA 1
ailing headmaster. Using her connections with the “What town doesn’t have a little trouble with cultists?”
Templars and other esoteric orders, she leans hard Andy always dreamed of being a police officer, and
into her research, determined not to lose either of her now he’s the sheriff! Years ago, he was a deputy, the
hard-won friends. In addition, Annabel investigates right-hand man of Sheriff Bannerman. He helped
the Long Night and the Mandela Effect that seemingly her during some kind of emergency, but exactly
envelops the world. She keeps in frequent contact when or what that was always slips his mind. It’s on 2
with Carter, recording the events currently happening the tip of his tongue … then it’s gone, and duty calls.
in Boston that should have happened on Solomon But something definitely happened, something that
Island a decade ago. compounded the psychological damage caused by
his father. Andy has always been a little different, but
SOLOMON ISLAND he’s taken to being aggressively cheerful to mask his
pain and confusion. 3
NAME: HELEN BANNERMAN These days, Solomon Island is as close to normal
RANK: TOWN MANAGER
as it ever gets. Though no longer a deputy, Andy still
walks the beat, strolling the streets to make sure he
REGION: KINGSMOUTH, MAINE, USA
still knows everyone in town. Andy might not be the
“I reckon I must be all thumbs when it comes to brightest bulb, but he’s warm enough and genuinely
secret handshakes.” wants to protect the people of Kingsmouth. Especially
now that he knows there’s worse things out there 4
Not all heroes wear capes or surge with anima-
imbued superpowers. Helen Bannerman is the very than fathers who drown kittens.
popular town manager of Kingsmouth. No one quite Years ago, during that emergency—what was it!?—
remembers when she took office, but it was by a Andy saved a drifter and biker named Sandy “Moose”
landslide. Wasn’t it? Helen was once Kingsmouth’s Jansen, though Andy can no longer remember what
levelheaded sheriff, and she led the town through a he saved him from. A friendship eventually grew
dangerous disaster. No one quite remembers what it into inseparableness. They were married sometime 5
was. When they try to remember, they frown or even later at the sheriff’s station and celebrated with a
cry, but their power to focus on the subject is weak, reception at the docks, surrounded by friends and
and soon they’re smiling again. family in Kingsmouth. Neither of them can remember
At night, Helen dreams of being Sheriff Bannerman the anniversary. Neither seems to mind.
again. She dreams of an evil fog, of an undead Things are getting hard, lately. The confusion and
imposter syndrome grow. Is Andy really meant to be
apocalypse, of leading the resistance of human
sheriff? The job is easy—too easy. Problems work
6
survivors. In her dreams, Helen shines like a
lighthouse in the dark days, guiding desperate folk themselves out. Missing people show up. Everyone
through the doom that encroaches upon the island smiles. Andy can’t explain it, but some of his friends
from all sides. In the morning, the memories slip and fellow townsfolk shouldn’t be there. He shakes
away like sand through a clenched fist. a hand, and it’s cold, clammy, and putrid. Just for a
What Helen lacks in supernatural knowledge, she second, some of these people are rotting cadavers.
makes up for with pragmatism. The way she sees it, Then they’re warm and living and smiling again. 7
it’s her job to have the answers, even if she doesn’t. Stranger still, some of the locals are having memory
She does the best she can with what she’s got. troubles and haunting insights into some trouble
Sure, the island’s weird, but it was always weird, brewing in Boston. Andy tried to bring all this up to
always a place where legend and lore came home Helen Bannerman, but something he said struck her
to roost. Sure, people sometimes get confused with wrong. It’s the only time she ever snapped at Andy.
He doesn’t know who to turn to.
phantom memories, but they’re right as rain in no time, A
and smiling. It’s important that they smile. Helen does
her best to keep her town moving toward the future,
always looking forward, never behind. It’s important
to keep everyone looking forward.
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“More often than not, my most vocal detractors have “I’m thinking ancient blood curse. It’s always a curse.”
been among my most frequent visitors.” Danny was a normal American teenager before the
Frequently found at her shop, Raven’s Knock, supernatural fog rolled in a decade ago. He helped his
Madame Rogêt is a self-professed psychic and father with the family business, loved video games,
purveyor of occult items. When she first put out her and hung out with the kids his age: even the strange
shingle, all her readings were fake, but something ones from Innsmouth Academy. Danny became the
happened maybe a decade ago, some traumatic event leader of the local (and secret) children’s club, the
the town can’t seem to fully remember. Whatever it League of Monster Slayers, through sheer enthusiasm
was, it unlocked genuine precognition in Madame for monster lore. When the dead started rising, Danny
Rogêt. was almost a little excited. Years of zombie comics,
The psychic’s powers are erratic, and lately they games, and movies primed him to fight the undead.
give her terrible visions of eldritch horrors attacking Reality crashed in, people died, but Danny survived.
the town. More often than not, she gives clients Of course, like the rest of the town, Danny has
made-up fortunes. Like her readings, most of the trouble remembering the particulars of all that …
trinkets in her shop have no true power, but someone Danny’s father has been doing poorly the last few
who really knows what they’re looking for may find years, so Danny’s had to take over running Dufresne &
a few useful items. Son Marine Supplies to keep the business open and
Madame Rogêt is a favorite subject for the gossips support his parents, leaving little time for childish
of Kingsmouth, being both a (relative) newcomer monster hunts. Danny feels abandoned now that
and a divorcée. Rumors have linked her to affairs Carter is off working for the Illuminati, and he has
with married men (including the former mayor) as become a bitter young man.
well as hinting she may be involved in prostitution. When he’s not manning the shop, Danny spends
Madame Rogêt prefers not to dignify those rumors hours searching the internet for more information
with comment. on the Secret World, particularly regarding the
Illuminati. He’s taken over Tyler Freeborn’s blog and
has vastly expanded on it. As they did with Tyler, the
Dragon makes a point to keep the blog going, over
the objections of others such as the Illuminati and
the Orochi Group.
Weirdly, some of the blog entries from 2012 are
missing … or maybe they’re there, but the words slip
out of Danny’s mind the minute he stops reading
them. He wishes Carter would visit and help him get
to the bottom of all this.
“For those who don’t believe me. For those who laugh
at me … I have the evidence.”
Tyler Freeborn was a descendant of the Wabanaki
whose family had lived on Solomon Island for
generations. He ran a blog called Monsters of
Maine, describing cryptids and other creatures he
believed lived in the area. Some were based on
family or tribal legends, and some he claimed to
have witnessed himself. Before the fog, Tyler had
also begun investigating the Orochi Research Base
in Blue Mountain. Through his blog, Tyler tried to
NAME: MADAME ROGÊT
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warn the town of impending danger, but no one took After her father’s death, the tribe turned their back on
him seriously. her and she went to live with her uncle. Even after she
Carter and Danny Dufresne followed the blog, but married and had a child of her own, her Uncle Red’s
never had a chance to meet up with Tyler himself. place was still home. Ami and her husband Bill were
1
During the fog, Tyler had increasingly disturbing estranged for several years, but she still made sure
dreams and was sure there was more going on than to include him in their daughter Kyra’s life.
the military or anyone in charge was letting on. He Bill vanished mysteriously a decade ago. Sometimes
began recording his investigation, which eventually Ami dreams of fog and death striking the town a few
led him to suspect the fog was supernatural in nature. days after Bill’s disappearance. She always awakens
He willingly walked into the fog to test his theories from such dreams drenched in sweat. 2
and unfortunately died in the process. The Orochi Ami uses her powers to help defend the island
Group later recovered his body and has been running from monsters, particularly the ak’ab that have been
tests on it to study the effects of the fog. infesting several caves. For a long time, she felt
However, this was all before the Long Night. The folk weighed down by tradition and responsibility, but
of Solomon Island know Tyler mysteriously vanished, surviving the fog left her with a new appreciation
but no one quite recalls how. Whether or not the for what she had been given (even if she no longer
Orochi Group retained his body after the reality reboot remembers the fog itself). She’s spent much of the
3
remains a mystery. time since working to reunite the Wabanaki tribe,
with some success. Though she has not been made
NAME: RED “official” as a medicine woman, many still turn to her
RANK: SHOP OWNER for help with spiritual matters. Ami has been carefully
REGION: KINGSMOUTH, MAINE, USA training her daughter so Kyra feels more prepared
when Ami passes to take on the power for their tribe. 4
“Responsibility sure is a sack of rocks, even in better
times.” NAME: SANDY “MOOSE” JANSEN
Red was born into the Wabanaki tribe, but he RANK: DEPUTY
became estranged from them over the treatment of REGION: KINGSMOUTH, MAINE, USA
his niece, Ami. Red’s brother was the tribal medicine
man and after he was murdered, Ami inherited his “I’d go to the ends of the world and back for Andy.”
powers. The tribe cast her out so Red took her in and Though you’d never know it to look at him now, 5
is very protective of her. Red runs a bait and tackle Sandy was once a corporate type, right down to
shop in the southern part of Soloman Island and the cubicle and jockeying for a promotion. When he
mostly keeps to himself. started getting sick, he realized he’d been trapped
Being well versed in his tribe’s legends, Red was not in a dead end and needed a change. He gave up his
surprised when the fog rolled in and has a fatalistic job and apartment for an old motorcycle and started
attitude about the Secret World. His only real concern cruising the country. Sandy spent over two decades 6
is protecting his niece and her daughter. Though he crisscrossing the United States before winding up
doesn’t have any powers, he knows how to construct in Kingsmouth. Along the way, he saw more than
wards for a degree of protection. enough to convince him that there were things that
Then came the Long Night and the great forgetting. go bump in the night, and a whole lot more going on
Red retains some memories of the evil fog, but he in the world than most people knew about. Sandy
does not fully trust those memories and keeps them claims that all three major factions of the Secret
to himself for now. In the years since, Ami has started World have tried to recruit him over the years, but
7
reconciling with the tribe, but Red isn’t feeling very he isn’t the type to take sides. Still, he’s more than
forgiving. While Ami always has a place with him, he willing to fight evil, particularly with his self-taught
keeps his distance from the rest of the Wabanaki. explosives skills.
When the fog crept over Solomon Island, Sandy was
NAME: AMI DEXTER almost lured in, but he was saved by Deputy Andy. In
RANK: SHAMAN gratitude, Sandy has devoted his life to helping Andy, A
REGION: KINGSMOUTH, MAINE, USA whether he wants it or not. Though his memories
of the fog were swallowed by the Long Night, his
“You can’t run away from who you are.”
devotion and love for Andy remain.
Amitola Dexter, better known as Ami, is a Wabanaki Once Andy Gardner took over as sheriff, Sandy
and daughter of the previous tribal medicine man. was first in line to replace him as deputy. Since no
Her mother died when she was a child, and her father one else was clamoring to be a deputy on an island
was murdered by the foreman at the Blue Ridge Mine. full of rumored weirdness, he got the job. Sandy can
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certainly be …unorthodox in applying the law, but NAME: JACK BOONE
he does his best to maintain law and order and will
RANK: INDEPENDENT
always back up Andy in a heartbeat.
It wasn’t long after Sandy arrived in Kingsmouth REGION: KINGSMOUTH, MAINE, USA
and started helping Andy and then-sheriff Helen “Most myths are ninety-nine percent warning.”
that he began developing feelings for the dedicated The original cowboy, Jack has been part of the
lawman. Andy was hesitant at first. However, after Secret World for a long time. In fact, he and his partner
a few late-night picnics and Sandy’s determination, John Wolf are part of a mysterious cabal of immortals
Andy couldn’t keep pretending he felt nothing in called the Four and Sixty. The two traveled the world
return. Helen Bannerman officiated their wedding to fight against the darkness threatening it. They
at the sheriff’s office and later held a reception near showed up at Solomon Island even before the fog
the docks. arrived, because they sensed something coming.
When all hell broke loose, Jack set up camp near
the Agartha to protect it from the ravaging undead,
as well as to study them. Jack figures the more you
know about your enemy, the closer you are to getting
rid of them for good.
Jack and John stuck around Solomon Island even
through the Long Night. Though their recollections
of the fog have become hazy, something in their
preternatural natures has allowed them to maintain
some knowledge of the shifting reality. They remain
to study the phenomenon. They’ve settled into a
small apartment in Kingsmouth proper (can’t live in
a tent in the woods forever), and they take odd jobs
to support themselves. Jack makes frequent trips
back to the Agarthan portal to keep an eye on who’s
coming and going by it and ensure nothing evil travels
back to the World Tree.
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NAME: MARIANNE CHEN E GYPT
RANK: CDC SPECIALIST
NAME: AMIR 1
REGION: ATLANTA
RANK: PYROTIC SULTAN
“Boy, I’d love to be a Bee right now and … buzz-buzz REGION: CITY OF THE SUN GOD
away.”
“Spare me the jabbering reproach of a talking
Solomon Island became Marianne Chen’s personal
monkey.”
hell Marianne was part of a team of CDC scientists
sent to the island to investigate a possible outbreak. Most folks you meet in the Secret World are still
What they thought was a simple illness proved so human, even if they’ve been changed by anima or 2
much worse, and Marianne was the only survivor of other forces. Amir is an exception. He is a jinn—an
the team’s encounter with the Filth. Marianne was immortal spirit of elemental fire, exiled to our world
frustrated by the lack of information the government from his home in the Hell Dimensions. Like his fellow
gave them before sending them to investigate, but jinn, Amir has a burning hatred for humanity, but
she views the private sector in general, and the Orochi unlike others of his kind, he does not wish to kill
Group in particular, with even more suspicion. them all. He settles for merely insulting and belittling 3
Then came the reality reboot and the Long Night … people.
Now Marianne is back in Atlanta. She doesn’t quite Amir has a deep reverence for Gaia and as such can
remember what happened on Solomon Island ten sometimes be persuaded to aid Bees in their fight
years ago, but it led her to a big promotion. Marianne against the Filth. He may even fight against other
had already been somewhat aware of the Bees, but jinn to help Gaia, particularly if the other spirits have
her experiences on the island led to an obsession. She been corrupted by the Filth. Amir currently resides
is now head of a secret division in the government in Egypt; he likes the heat of the desert. 4
dedicated to studying Bees and attempting to
replicate their powers in other humans.
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“A dead bee creates no honey.” “There are forces out there older than the Kingdom,
Abdel Daoud was a resident of the small desert older than the sun, with power unwitnessed by the
town of al-Merayah. He appeared to be a simple likes of you.”
merchant, managing his date farms and relaxing Little is known about Berihun, including even his
at the local café. The breaking open of the Black full name. Although he clearly has contacts around
Pyramid gave way to the truth: Daoud was a member the world for buying and selling goods (legal and
of the Cult of Aten, the secrets of which were passed otherwise), the “Suited Man,” as he’s often called,
down by his family for centuries. He planned to use remains a mystery. He has a particular interest in
captured Bees to further the cult’s goals. Abdel obtaining magical artifacts and will go to any lengths
somehow obtained the power to temporarily negate necessary to secure them.
a Bee’s abilities, but he was stopped before he could No known faction will claim him as one of their
capture one to enact his plan. Daoud even appointed own, but he seems to know them all. His dealings
himself leader of the cult before a team of Bees with the Cult of Aten suggest he is perfectly fine with
allegedly killed him on a train carrying another Filth waking the Dreamers, and he has certainly wielded
bomb. However, a body was never recovered, so it’s power alongside the group even though he was not
impossible to say if Abdel Daoud is truly gone. technically a member. Berihun disappeared after the
resurrected Akhenaten’s apparent death, but he is
almost certainly still out there, serving his unknown
masters.
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NAME: AKHENATEN Orochi survivors. They interrupted the ritual before
RANK: BLACK PHARAOH Akhenaten regained his full power, and they killed
him again—this time hopefully for good.
REGION: THE BLACK PYRAMID
However, even if Akhenaten has been permanently
1
“ ... ” destroyed, the danger has not passed. Members
Amenhotep IV became Pharaoh of Egypt at a young of the cult still survive, and the Filth that corrupted
age, promising to be a just and pious monarch. That them still bubbles under the desert. The body of
changed when one of the Dreamers whispered to him Abdel Daoud was never found, and it’s possible the
in his sleep, presenting itself as a new sun god: Aten. cultists have secreted it away to try to create a new
The ruler was completely taken in by the lie and made Black Pharoah. 2
sweeping changes across the kingdom: the worship of
all previous deities was banned, and only Aten could NAME: MONTGOMERY “MONTY”
be revered. The Pharaoh even changed his name to DE LA ROCHE
Akhenaten and began grand construction projects RANK: PROFESSOR OF ARCHAEOLOGY
devoted to his lord. Dissension was punishable by REGION: THE SCORCHED DESERT
long imprisonment or even death, and slavery and
“I’m a holdover from the past, when the Secret World 3
cruelty flourished under Akhenaten’s rule.
The end began when Akhenaten undertook a stayed politely secret.”
pilgrimage into the desert at his master’s bidding. Montgomery “Monty” de la Roche is a professor
Many slaves perished from digging, but eventually of archaeology at Lazarus College, part of Oxford
they uncovered a source of Filth. Cultists were bathed University. A proper British gentleman, he has
in the vile substance, and Akhenaten’s priests made long been obsessed with all things Egyptian and is
blasphemous mummies. Akhenaten’s wife, Nefertiti, knowledgeable about occult matters. Monty is quite 4
pleaded for the madness to stop, only for the Pharaoh familiar with the Secret World, but he does not care
to murder her in cold blood. Tutankhamen, his son, much about it as long as it does not interfere with
swore to rid the world of his father’s madness and his research. He has taken Arun Singh under his
called on Agartha—and the Bees—for help. wing, professionally and personally, and the two are
With the help of the anima-infused Bees and many
fed-up Egyptians who called themselves the Marya 5
(young warriors), Tutankhamen led a revolt against
his father. Akhenaten was busy constructing his new
City of the Sun God in the isolated desert, though
only the Black Pyramid was ever finished. The Marya
clawed the kingdom back from the Cult of Aten and
eventually slew Akhenaten in battle. Seven mystical
statues called Sentinels were created to magically 6
hide the valley from outsiders and prevent Aten from
resurrecting Akhenaten.
Despite the Marya’s efforts to wipe every trace
of the Cult of Aten from existence, a few followers
survived and carried on the traditions secretly for
centuries. When an earthquake in 2012 revealed a 7
long-hidden entrance to the City of the Sun God, it
attracted the attention of both locals and outsiders.
The Orochi Group wasted no time investigating and
began plundering artifacts, including one of the Songs
of the Sentinels that was keeping Akhenaten in his
eternal slumber. The Black Pharaoh awakened and
began reaching his mind out to his hidden followers, A
who quickly worked to grow the cult once again.
Abdel Daoud amassed an army of new cultists, many
of them twisted by exposure to the Filth. A group
of Bees, sent to investigate the unrest in the area,
uncovered the cult and its plans to raise Akhenaten.
Though the cultist’s army was massive, the Bees
eventually prevailed with help from the Marya and the
NAME: MONTY DE LA ROCHE
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near inseparable (despite periodic squabbles about theorizes that history is cyclical, and all of us are
differing interpretations of apocalyptic texts). unconsciously guided by hidden memories of previous
After surviving the onslaught of the Cult of Aten, Ages. This leads to patterns repeating throughout
Monty briefly returned to Oxford to share their time that will eventually cause an apocalypse to wipe
updated findings. He received a chilly reception the earth clean and start over.
from his fellow scholars, who were unwilling to hear Arun believes that what happened in Egypt was
radical theories despite the evidence. He returned to the first of several signs that another apocalypse
Egypt, where he continues to dig in the desert and is imminent. When Monty refused to agree, the two
pester the local mummy population with questions. parted ways. Arun left for Central America to further
study Mayan ruins, as he believes that the next sign
NAME: ARUN SINGH will occur there.
RANK: GRADUATE STUDENT
NAME: MARA
RANK: VAMPIRE QUEEN
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1
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“That is why I sealed myself away from the world. I “The irony of immortality. I’ve been seventy years
could not face my shame ….” old for near on two millennia, with every ache and
Born Allesandro Farussi, Callisto was an Italian pain that comes with it.”
poet living at the court of Vlad Dracula and his wife, Another immortal living in the Transylvanian woods,
Mara. Callisto allowed Mara to seduce him, and Octavian is a gruff and bitter man. Legends suggest
she made him a vampire. The two wreaked havoc he’s lived since at least the time of the Roman Empire.
on Transylvania for a time, until Dracula’s forces He arrived in the area as a leader of the Sol Glorificus
managed to defeat Mara. Callisto was ashamed of cult, but when he saw the true nature of the Filth, he
what he had become, and Dracula confided in him a turned on the cultists and killed them. Centuries
plan to stop Mara for good if she ever returned. While later, he was an ally to Vlad Dracula, who entrusted
he waited for that day, Callisto exiled himself to an him with a powerful artifact to use if Mara returned.
underground cave to protect humanity. The intervening years were hard on Octavian, who
Callisto is a melodramatic type who regrets his was already an old man when he became immortal,
nature and will fight against other vampires when and he grew very world weary. For a long time he
able. When Mara returned to Transylvania, he allied kept to his homestead, wanting only to be left alone.
with a Bee to play the part Vlad Dracula had arranged However, a local young woman named Emilia helped
centuries ago. Mara was returned to human form, him regain a measure of hope and convinced him the
which allowed her to be killed. Once the deed was world was worth saving. With Emilia’s encouragement,
done, Callisto returned to his cave. Though he laments he released the artifact in his possession to the Bee
his existence, he cannot bring himself to end it. who was chasing Mara to bring about her downfall.
Despite the disapproval of her father, Emilia and
Octavian have only grown closer, and he has started
to engage more with the world again.
NAME: MOSUL
RANK: UNKNOWN
NAME: CALLISTO
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K AIDAN NAME: HARUMI NAKAHARA
RANK: HACKER—NEUROMANCERQUEEN99
NAME: JUNG 1
REGION: KAIDAN, TOKYO, JAPAN
RANK: SUBJECT 28
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“Word viruses, music pollution, rogue memes, yellow “People used to look at me and see a loser, but
noise, laughing bacteria—always getting in. Always!” now they see a detective, a man who’ll do just about
Before the Tokyo bombing, Yuichi was a shy but anything to find out the truth. Or the near-truth. Or a
otherwise normal young man. He started to come out lie that they are willing to pay for. Whatever. As long
of his shell after meeting a group of new friends and as I get paid.”
even found a girlfriend among them. Unfortunately, The self-proclaimed “Love Hotel Detective” had
they were actually members of the Fear Nothing made a career of staking out local love hotels to
Foundation who were grooming him to become a catch clients’ spouses committing infidelity and
suicide bomber. FNF intended for Yuichi to deliver selling the proof to the highest bidder. That is how
the Filth bomb on the subway, but he couldn’t go he met Masao Tanaka, who hired him to find his
through with it. The experience left him a paranoid missing daughter Naonomi in the aftermath of the
and neurotic mess, barely able to hold a conversation Tokyo bombing. In reality, Naonomi Tanaka was a
or care for himself. His little sister, Harumi, became member of the Fear Nothing Foundation who had
his de facto guardian after their parents were killed gone into hiding after finding out the Rabbit Killer
in the bombing, and she is fiercely protective of him. was after her. Despite his less-than-stellar detective
The passing of time and online therapy skills, Jake did uncover evidence of the Rabbit Killer’s
(excruciatingly vetted by Harumi) have left Yuichi involvement. However, his alcohol-induced plan was
slightly more able to cope with life. However, he to dress in a giant rabbit suit himself to draw out the
very rarely leaves their apartment and still frequently killer, who would lead him to Naonomi.
wears his helmet and mask for protection. Though The plan failed miserably and Naonomi was
the Rabbit Killer has not been seen in Tokyo for years, assassinated by the Rabbit Killer. Afterward, Jake
Yuichi worries he will one day end up being her target dove even deeper into the bottle and has hardly come
again. up for air since. Masao Tanaka was furious that Jake
allowed his daughter to die, but rather than kill him, he
now treats Jake as practically an indentured servant,
forcing him to work off the “debt” created by Naonomi’s
death. As a high-ranking government official in charge
of the Kaidan quarantine, Tanaka has many dirty and
dangerous jobs for Jake to perform.
REGION: UNKNOWN
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1
CHAPTER 2:
CHARACTER CREATION 2
Once you’re ready to explore the mysteries of the S TEP 4: DETER MINE A BILITY SCORES
Secret World, it’s time to create a character of your Generate scores for your character’s six abilities—
own with which to do so. Strength, Dexterity, Constitution, Intelligence, Wisdom, 3
Before you define your character in terms of and Charisma. To do this, roll 4d6, drop the lowest result,
game stats, take a moment to consider their history, and add the remaining numbers together. Repeat this
motivation, and personality. Are they a power-hungry until you have a set of six numbers. Assign the six
intellectual seeking revenge against the cultists who numbers as you wish to your abilities.
killed their sister? A bored computer hacker looking for
Ability Scores
their next big heist? A righteous crusader with a soul full
of compassion, a storage locker full of weapons, and and Modifiers 4
active warrants in six countries? The choice is yours. Score Modifier
While your character should be fun and exciting for 1 −5
you to play, they should also work well with the group. 2–3 −4
Discuss the concept with your Game Master (GM) to
4–5 −3
make sure it fits with both the other player characters
and the campaign you’re about to play. If everyone’s 6–7 −2 5
playing a grizzled loner who refuses to work with others, 8–9 −1
for example, it’s going to be a lot of work for the GM 10–11 +0
and not much fun for the players. 12–13 +1
With your concept in mind, you can create the
14–15 +2
character’s stats using the Player’s Handbook and
the steps below. 16–17 +3
18–19 +4
6
S TEP 1: ORIGIN 20–21 +5
While other fantasy versions of these rules allow
22–23 +6
for origins such as elf or dwarf, in the Secret World, all
player characters are Bees, which are humans imbued 24–25 +7
with the power of anima. During this step, record your 26–27 +8
character’s Bee traits. 28–29 +9 7
30 +10
S TEP 2: CHOOSE A FACTION
Choose your character’s faction—either the Dragon, S TEP 5: CHOOSE SECRET A RCHETYPES
the Templars, or the Illuminati. Your character’s faction While your character’s class broadly defines their
not only determines which side they’re on in the abilities, their secret archetypes give them more
continuing struggle between the secret societies, but
gives them special abilities as well.
specialized options, such as the secrets of Gun Fu or the A
mystic weapons of the Spirit Blade. Secret archetypes
are specialized, but your character starts with at least
S TEP 3: CHOOSE A C LASS two of them, and you can swap between them at the
Your class broadly defines your character’s abilities end of a long or short rest.
and talents. As you gain levels, you gain increasingly
powerful supernatural abilities with which to do Gaia’s
will. Classes in the Secret World range from sneaky
assassins to powerful punishers to crafty warlocks.
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Origin
S TEP 6: CHOOSE A BACKGROUND Size. Humans vary widely in height and build. You
The Secret World takes place in modern times, a are either Medium (about 4–8 feet tall) or Small (2–4
funhouse mirror of the world just outside your window. feet tall), chosen during character creation.
Heroes may be tireless occult investigators, convicts Speed. The base speed for humans is 30 feet.
on the lam, or even descendants of Vlad Dracula! Languages. You can speak, read, and write your
native language and one other language of your choice.
S TEP 7: CHOOSE EQUIPMENT Languages in some families (such as the Bantu and
Your basic starting equipment is determined by your Romance languages) are roughly mutually intelligible,
class and background, but if you have extra cash, you while others (such as the many variants of Chinese)
can spend it on the items found in Chapter 3: Gear. may be phonetically unintelligible but share a common,
mutually understood writing system. Game Masters
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points, as indicated by the rules. Likewise, when you wings might topple empires, and no one else knows
seek power through devotion to protocol, brutal honesty, why. No one else sees the subtle patterns, the signs,
and rigid constructs, you may increase your Luminance the truth that real control comes from manipulating
score. Both Shadow and Luminance begin at 0. neither people nor events, but the course of fate itself.
1
The impact of destiny means that bees don’t really Join the Dragon if you seek enlightenment that stands
“die” like other creatures. See Bees and Death on page outside of time, and the transcendental control that
232 for more information. comes with it.
Destiny of Power. When you gain a level and have The Templars: This is a faction of warriors, crusaders,
the option to improve an ability score or take a feat, you and zealots. They are dedicated to fighting the darkness
may spend a point of Destiny to do so a second time. wherever it may hide. Through discipline, faith, and 2
That is, you may improve your ability scores twice, take loyalty, the Templars root out supernatural corruption,
two feats, or improve your scores once and take one monstrous creatures, and other threats to humanity—
feat. When you do this, you must choose either Shadow then cut them down with brutal efficiency. Join the
or Luminance, and then increase the score of Shadow Templars if you want to fight the good fight, no matter
or Luminance, whichever you chose, by 1. the cost.
Note that if you already have 3 or more points in The Illuminati: This faction knows that power means
either Shadow or Luminance, you cannot choose the nothing if it’s never used. Its members revel in their
3
opposite destiny. wealth, decadence, and global influence network.
Destiny Saving Throws. Shadow is associated with The Illuminati value ambition and ruthlessness. This
the Dreaming Ones, and Luminance is associated with society has eyes and ears everywhere, which it uses
the Host. When you spend a point of Destiny, you must to blackmail and manipulate its way into any seat of
check to see if the sum of your Shadow score and power it wants. Join the Illuminati if you seek power,
your Luminance scores is greater than your destiny and are willing to sacrifice anything and anyone to get it. 4
score. If the answer is yes, you must make a Destiny
Saving Throw.
There’s a chance that you have given up too much
T HE DRAGON
free will; you may become a mindless drone of either “We are the wind that gusts beneath a butterfly’s wings.
the Dreamers or the Host. (For example, if you have We stand, untouched and unseen, in the eye of the storm
a Luminance score of 2 and a Shadow score of 4, the that follows. We are the Dragon, and we are inevitable.”
sum is 6, which is more than the 4 Destiny you have WITNESS—Kuala Lumpur’s jagged jawline gnaws the
5
remaining. There’s a chance you’ve gone too far.) night sky. Between the stars, a pilot reaches altitude
To make a Destiny saving throw, roll a d20 and add over the South China Sea. Fractal patterns blossom
your current Destiny score. If the roll is 10 or higher, in his mind’s eye, a map of probabilities dismissed as
you succeed. Otherwise, you fail. If you succeed, mere intrusive thoughts. But beneath the black water,
there is no effect. If you fail, you become a loyal and the Dragon coils into non-Euclidean configurations, a
unthinking servant of either the Dreamers or the Host, siren song that beckons the pilot off course, out of sight, 6
as determined by your Shadow and Luminance scores. off the radar, and into legend.
If your Shadow score is the higher of the two, you serve A fisherman in Kota Bharu will report an unusually
the Dreamers. If not, you serve the Host. In either case, low-flying aircraft. An oil rig worker southeast of Vung
you lose control of your character; it is now an NPC Tau will claim he saw it streaking through the dark,
under the GM’s control. engulfed in flames. Days later, passengers’ family
members will place desperate calls and note that the 7
phone lines of the missing are still active. They will
FACTIONS hear them ringing in their dreams.
You are cursed with free will. Flip the Death card, sweetling, and beware the serpent
Make the right choices. spiraling through its ripples.
Behind the shadows and facades of the world Tricksters. Anarchists. The medicinal hyper-yang.
you know hide the factions fighting for dominance The Dragon have existed longer than any other secret
of the Secret World. Uniformly ancient and powerful, society, pupating in the before before the last before. A
the Dragon, Templars, and Illuminati are locked in a They echo across world cultures—the Monkey King of
stalemate. Perhaps recruiting you will be the key to China; Coyote in the Americas; Anansi and Adanko in
unlocking control of humankind’s destiny. West Africa—always a disruption. Always a harbinger
Each of these three factions would love to have you of doom.
join them: But the Dragon are not so foolish as to deal in
The Dragon: This faction is the master of quiet absolutes. Death leads to rebirth in the same way a
chaos. It nudges the butterfly so that the wind of its serpent sheds its old skin to make way for the new.
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They are agents of chaos and soldiers of the revolution, moral code decays, the Dragon will remain, the last
heralds of the coming metamorphosis. While the free state at the end of the universe. Join us there by
Templars cling to rigid paradigms and the Illuminati joining us now.
insist on operating within a mere three dimensions,
the Dragon know the real game is more like four- WHY YOU S HOULD FEAR US
dimensional chess. Gaia may be the board and the Our totality is beyond your comprehension. We are
other secret societies its pieces, but the Dragon are not limited to one place and time; we span eons and
the chess clock counting down to entropy. Ages, both servants and masters of the only absolute.
Tick, tock. The Templars call us Legion. The Illuminati call us
Murphy’s Law. We are the degradation of all that the
THE PITCH world holds dear—and the birth of something new.
Long have you chafed beneath the constraints of
an ordered life. You walk this world with all three WHAT YOU M IGHT B ECOME
eyes open, aware that its rules were forged by the To be a Dragon is to distill order from
weak seeking some semblance of power. They chaos. Wrapped in our viridescent scales …
were never meant for you. You are a neoshaman, harnessing the
Instead you are a whisper, a deft tides of blood and chaos to ensure your
hand, the subtle vibration preluding own survival as you extinguish others. You
a greater tectonic shift. Yours play the game to your own liking, changing
is not the path of brute force the rules and raising the stakes, all the while
but a trail of shadows leading controlling the outcomes of each bet you make.
backstage, into the mass of The yōkai stalking Kaidan’s streets won’t know
pulleys, gears, and trapdoors what hit them.
that ensure every performance You are a monk, achieving enlightenment
runs smoothly—or not. As through your fists or finding peace at the
the actors stare blindly end of your assault rifle. Only the Dragon
in to th e s p otlig h t , understand your philosophy: that calm does
yo u b e c o m e th e ir not come before a storm, only after it. As
maestro, conducting you proselytize the pursuit of this particular
their movements with serenity, they help you spread the word.
surgical pre cision , You are a pandemonist, the embodiment
feeding them their lines, of nature’s chaos. The elements are at
and delivering the message your beck and call, your mystical tattoos
only madmen and prophets glowing in the glare of an arc flash. The
know: that chaos is the hungry earth suckles your blood as
language of the universe, tribute, an exchange of power more
and enlightenment comes nourishing than the waters of the
only to those who listen. womb. There is, after all, nothing
Within our convolutions, more natural than destruction.
you will find solid ground. You are a magician, always
With our guidance, you will obscuring your secrets behind
sever the chains of fate smoke and mirrors. Your
that bind you. Destiny is audience can never
malleable, the future a pliable thing. know the truth—that
Cast off your clay and become the the magic you
hand that breaks the molds. manipulate is
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Character Creation 2
real. The truth they will accept is a lie, while the lie them, or just plain knowing how to make the best of
they accept is the truth. The irony is not lost on you, a bad situation. You gain proficiency in one of the
nor is it lost on the thing that smiles through your teeth. following skills: Insight, Perception, or Survival.
1
H ISTORY T HE T EMPLARS
The Dragon’s origins are as inscrutable as they are.
They claim to have arisen in another Age entirely, one “We are the lions of the Secret World. When we roar,
in which a child prophet’s unfortunate encounter with everyone listens.”
a naga led to an epiphany. The revelations carried on Witness! The city is a honeycomb of horrors, each cell
her dying breaths seduced the first converts of a new barely cognizant of the others. Countless preternatural 2
faith, and from this, the Dragon was born. dramas. Focus on one. There! An alleyway. A neon cross
Ages passed, yet the Dragon remained, their claws shines in this seedy, stained Eden. A monster writhes,
closing on cultures, religions, and nations alike. From broken and bloody, on the pavement. Its teeth gnash. It
their nest in ancient China, they spread throughout looks up into the eyes of its assailant, and two crosses
the vastness of Asia, drawing notice from the other reflect back in the crucifixion glow. The thing screams.
secret societies at last. The Templars responded with Even monsters have bogeymen. Eh, sweetling?
iconographic propaganda: the archangel Michael’s Crusaders. Judges. The Holy Terror. The Templars
3
defeat of Satan, crushing his serpentine body underfoot. are the world’s least secretive secret society. Their
The Illuminati watched from the shadows, having poured military–ideological machine has operated in plain
such poisonous plans into the Templars’ ear themselves. sight since Babylon—a matter of pride and moral
And yet … what child does not dream of dragons? superiority. Conspiracy theorists, obsessed with the
Time passes, and passes, and passes again, and minor “Knights Templar” offshoot, underestimate the
now the Dragon make their lair in Seoul, South Korea. Templars’ true martial empire. Private armies. Members 4
They have beaten the Illuminati at their own game of parliaments. Royal families. The historical Knights
and persisted beyond the moral panic ignited by the Templar was a mere offshoot of a larger, more ancient
Templars. They alone possess the power to divine organization with origins that may go all the way back
meaning from the eddies spinning out in prophetic to the Second Age.
calculus. They are both the paradox and the orthodox, The Templars are zealous warriors and monster
and—if one believes their own hype—the beginning hunters. Their fierce faith is in the organization itself
and the end. rather than any one religion. They are here to save
5
the world, whether it wants them to or not. They must
STEREOTYPES control humanity in order to rescue it. They are a global
• The Templar: Anachronisms, always reaching organization, but their main headquarters resides in a
backward for a past that no longer exists. They will large estate, Temple Hall, in London.
never understand us.
• The Illuminati: Colder and more corporate than THE PITCH 6
their former counterparts, but just as devoid of You came to us in search of a purpose. And mark
imagination. They don’t want to understand us. this, there is no purpose greater than ours. The world
will flounder without structure and discipline. It needs
• The Phoenicians: They are just another flavor of the
leadership to guide it to a new age of stability. It needs
cabals from which they stem. Haven’t you learned
those with the will to stamp out the darkness that
anything about color theory? Purple is derived from
red and blue.
breeds in the cracks. We do this because we are 7
compelled—by tradition, by loyalty, by laws. Without
• The Council of Venice: They too deal in chaos, these, we are just animals. Evil reigns over animals,
though the Council seeks to control it rather than corrupting and compromising, toppling empires. So, our
revel in it. They will not succeed. empire must be incorruptible, must be uncompromising.
Our conflict must be a righteous one. Your conviction
D RAGON TRAITS will be tested, but among us your faith will be unshaken
When you choose the Dragon as your faction, you … among the Templars! A
gain the following benefits:
Ability Score Increase. Navigating chaos requires WHY YOU S HOULD JOIN US
deftness and control. Perceiving hidden truths requires The loyalty of the Templars may seem old fashioned,
depth of soul. Increase your Dexterity or Wisdom by 1. but it is absolute. Once you are with us, you will never
Open the Third Eye. Riding the ragged edge of stand alone. Structure, discipline, military might—that’s
disaster makes the Dragon expert at predicting the how you fight the rising darkness. Being a new recruit
intentions of others, staying alert to the world around may seem daunting, but age doesn’t matter when your
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cause is timeless. There is nothing more ancient, yet what would become the secret society known as the
more immediate, than holding up a flaming brand to Phoenicians. The other brother took to Sumer and
the watching void. gathered a cadre of like-minded warriors. They studied
disciplines both martial and mystic and swore oaths
WHY YOU S HOULD FEAR US to vanquish supernatural evil.
Our private army is massive. Our training is extensive. From its conception, this secret society fought
Our resolve is unshakable. We go where both angels against its enemies. The Templars fought in Babylon
and devils fear to tread, and no one has been killing and Persia, Greece and Rome, Europa and Eurasia. They
monsters for longer than us. We pray devoutly. We prey assimilated the skills of every warfaring culture. It was
mercilessly. We keep bound and broken demons in not long before they clashed with what would
our basement for target practice. You may test the become their eternal rivals, the Illuminati. With
literalness of that statement at your convenience. their new plaything, Alexander the Great,
the Illuminati decimated the holdings and
WHAT YOU M IGHT B ECOME assets of their new enemy.
To be a Templar is to stand defiantly against Conspirator cabals have long
the apocalypse. You don the red uniform memories and little forgiveness. The
because … proto-Templars fumed and planned
You are a techno-exorcist. You wear for centuries. In their anger and
earbuds that drown out the demons’ hubris, they set about taking control
hypnotic blasphemies with relentless more openly. This culminated in the
beats, while feeding you the Enochian formation of the historic Knights
verses that will banish the horror back Templar.
to the Hell Dimensions. The Illuminati countered by pulling
You are a lost athlete. The celebrity, the strings of King Philip IV and
the parties, the drugs, it all left you feeling Pope Clement V. They accused the
empty. The Templars gave you direction Templars of heresy. Many of the order
and a cause to put that strength toward. were arrested, tortured, and put to
You are a quixotic inquisitor. At the flame. Even as the last Grand
the end of your normal life, you saw Master of the Knights Templar,
a monstrosity so perverse, your Jacques de Molay, burned, he
shattered mind created a fantasy shouted his order’s innocence,
that you are a time-displaced challenging the king and the
knight from a more romantic pope to meet him at the
age. The Templars gave you a throne of their god within
sword and targets to swing a year. Soon after that,
it at. the pope died. And
You are the living soon after that, the
wrath. You get so angry king died. And only
sometimes. Ever since the fourteen years later, the
incident, that rage manifests with fire, lightning, king’s entire family line withered on the vine.
and collateral damage. The Templars showed you The larger, more secret organization of
a better way. You still cause collateral damage, the Templars endured. Never again would
but it is for the greater good. they so directly meddle in religious agendas
or take such overt action. The Templars grew
H ISTORY their influence over the centuries through real
Wild speculation posits that the Templars estate, secret military contracts, and political
may have existed, in some form, as early as the mindshares. They hurled the Illuminati from the
Third or even Second Age, but this cannot be continent. The children of the Eye and Pyramid
substantiated. Most Secret Worlders agree that fled to the New World. To this day, the Templars
an early iteration of the Templars had its roots in hold supremacy in Europe, though the now-global
Mesopotamia. Stories tell of two brothers ruling conspiracies bleed through all borders.
the Tower of Babel, but there was a falling out.
One brother slunk into the shadows and formed
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STEREOTYPES battle one another in sibling rivalry while the Dragon
• The Illuminati: Our bitter rivals and sometimes swam in chaos. The Illuminati watch them all flounder
among the tangle of loose ends.
allies. Expect a knife in the back. 1
• The Dragon: They are anti-structure. Absolute
randomness makes you hard to predict, but can THE PITCH
you accomplish anything lasting in that chaos? We reward those who take initiative … but not too
much initiative. Do what you’re told. If, while you’re
• The Phoenicians: Our unfortunate siblings in the
climbing the ladder, you knock a few people off, we
time before time. We dealt with them. Now they once
won’t deduct points. You are not here to make friends,
again show their unworthy and shabby selves in the
guise of mercenaries and pirates.
but if you make a few friends, that’s all right too, because 2
they’re easy to use. Build your portfolio with acquired
• The Council of Venice: All of our ideals. None of targets and successful missions. Loyalty is a term
our conviction. that makes people feel warm and fuzzy, but reality
is harsh. The world is your oyster—that someone will
TEMPLAR TRAITS snatch away and eat if you’re too stuck on devotion.
When you choose the Templars as your faction, you We expect devotion to the organization. We know you’ll
gain the following benefits: get your hands dirty; you’ll bathe in blood. Sure, you’re
3
Ability Score Increase. A strong mind and strong now a cog in a well-oiled machine, but you are going
body are required to resist the temptations of the to love how this baby purrs!
world and hold to the Templars’ purpose. Increase your
Intelligence or Strength by 1. WHY YOU S HOULD JOIN US
History as a Weapon. The Templars are the elephant We can offer you wealth, power, and your name on the
in the room—and like elephants, they never forget. They most exclusive lists. Sex, drugs, and rock and roll is a 4
keep their prominent, almost overt position in the world cute catchphrase, but we deliver. Report regularly, don’t
by manipulating world leaders while they manipulate get too overconfident, and you’ll have everything you
their own members through religious symbolism. You desire. It’s lonely at the top, but why share? Knowledge
gain proficiency in one of the following skills: History, will be yours. Not everyday self-help guru nonsense
Investigation, or Religion. knowledge, but absolute, ancient knowledge. Want to
know how Crowley survived his fall off the pyramid?
5
T HE I LLUMINATI Play your cards right and you’ll be at the top of your
class in no time.
“While the world burns, we have the patience to wait
and sift through the ashes.” WHY YOU S HOULD FEAR US
There’s nothing as satisfying as watching the Here’s another tidbit of advice: we watch everyone,
moment when someone tastes the sweetness for the their every move. Blink too fast, and we’ll wonder if
first time. The lure of the power, the blood, the money, someone is nervous. Sweat too much, and we’ll know 6
the sex—all weaknesses for humans. Busy workers someone is lying. If an “ally’s” bank account increases
in the hive, flying, bringing back nectar for the queen. and we aren’t the depositor, we’ll find their benefactor.
Make no mistake, you are an important part of the We know everything. Big Brother is watching, and
whole, until the sweetness fades. Apathy, greed, or George Orwell wasn’t too far off the mark. But if you
restlessness causes you to seek a new hive. Sting or don’t love us, we won’t care. Everyone is expendable.
be stung, but you will die all the same … There are plenty of curious fish in the sea, and we’ll cut
Money, fame, and power are what the Illuminati ooze.
7
the line without a single thought. Anyone connected to
The name is spoken within every conspiracy circle. those who betray us is taken care of. Loose ends are
The Illuminati are behind the politician who suddenly messy. We don’t do messy.
rises to power, the famous actor who now mingles in
every corner of the globe, and the world and military WHAT YOU M IGHT B ECOME
leaders who move armies and make kings and countries Take up the mantle of the snobbish and disinterested
quake in fear. agent that can blend into any background … A
The more successes one has, the more useful they You are the actor who missed their big break, but
become. Failure is not an option. The Illuminati have you met the right person at your last party. You’re good
not come this far, captured the United States and its at pretending you’re someone else and know a thing
territories, and recruited the most successful agents for or two about weapons. That manifesto you wrote in
nothing. They watched the Templars and Phoenicians high school during your anger phase? We read it. You’ll
fit in nicely.
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You’re a practitioner of magic but you lack direction. extended their reach to the Mediterranean and even
You’ve read the books you find at the used bookstores. the Middle East. Some say they were even involved
You’ve signed up for classes. Nothing stoked the fire inside. in some of the biblical accounts of the more “divine.”
Your faith is fading, but we can offer you the right books, Rumors have it that the Templars and the Illuminati
exercises, and targets to stretch your esoteric muscles. jointly propped up the
Blood magic isn’t necessary, but it is encouraged. Roman Empire. The
You’re the drummer who found the dead groupie in Illuminati will play nice
the bassist’s room. You have a choice: turn him if there are rewards. It’s
in or help him cover his tracks. Your rock probable that the fall of the
group has a big secret: they’re Illuminati. Roman Empire came when
You want in? Grab some bleach, erase playing nice was no longer
some security camera footage, and fulfilling for the Illuminati.
get to your next gig. You always knew Lessons learned have taught
there was something different about the organization that putting all
this group when you weren’t judged for their energy into one place
your conspiracy theories. Don’t ask what is counterproductive. Now,
happened to the previous drummer, they’re global. Democratic
don’t lose the good mood. leaders pretend they don’t
You’re the goody two shoes who follow the Illuminati’s path,
thought saving the planet would be but remember—war makes
easy. The planet doesn’t want saving, money, peace makes paupers.
and you’re in the depths of depression
since figuring that out. Don’t give up. That STEREOTYPES
little trick you do with the elements for • Templars: Rivals, but
protection or retaliation is a great asset for worth an alliance when the rewards
the Illuminati. We’ll train you to focus your anger are greater than the annoyance.
at humanity’s apathy into draining humanity • Dragons: Chaos solves nothing.
of its secrets. You’ll come in handy when it’s Dragons say life is like falling cherry
time to let someone know the Illuminati won’t blossoms dancing with each other in
take no for an answer. The human body is the wind. Pretty words, but no real
made up of about 60 percent water. You are structure.
so good at manipulating those elements …
• Phoenicians: Useful
mercenaries, not trustworthy. Their
H ISTORY sibling rivalry with the Templars is
Thousands of years ago, the Illuminati,
amusing to watch from afar.
the Dragon, and the Templars were
working together. That’s no longer the • Council of Venice: Men and
case unless it’s necessary. Somewhere women dressed for success that
around 6000 BCE, the Illuminati appeared, they never achieve.
with their roots in ancient Egypt. They
sat on the sidelines, making sure they I LLUMINATI TRAITS
were part of the process while hidden When you choose the Illuminati as your
in shadow. Priests, generals, judges, faction, you gain the following benefits:
and merchants were their roles, Ability Score Increase. It takes a healthy
seeing and hearing all, and guiding sense of self to bend others to your will.
the masses and their leaders on It takes an even healthier liver to keep up
the Illuminati path. The pyramid with the endless parties and excess of
and the Eye of Horus are the main the Illuminati. Increase your Charisma or
symbols you’ll find if an Illuminati Constitution by 1.
base is nearby. Master Manipulators. First and foremost,
While the Egyptian Pharaohs the Illuminati use their wealth and power
were useful, it became evident that to seduce, break, or bend others. It
the Templars were infiltrating the takes a real people person to climb the
governments. The Illuminati learned corporate ladder. You gain proficiency
that being loyal to one government in one of the following skills: Deception,
wasn’t valuable or sustainable. They Intimidation, or Persuasion.
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Character Creation 2
CLASSES ASSASSIN
Classes are the archetypal roles Bees are molded A sorcerer known for his evil tongue—literally the
to perform, mystical callings framed by the collective mummified tongue of his infamous ancestor grafted 1
unconscious and the will of Gaia. Some classes—like into his mouth, is able to lay any body low with a terrible
the trickster—reflect ancient motifs seen in literature curse. The tongue and its reputation have provided more
and mythology since time immemorial; others—like protection than his bodyguards. However, he does not
the gunslinger—manifest pop culture characterizations anticipate the back of his head exploding, or the very
that have only emerged in the last several centuries. distant pop—from the carefully aimed bullet from half
The following nine classes embody the most common
functions Gaia demands of her Bees.
a mile away, well out of range of his hex. 2
The monster hunter notes the vampire and
Every entry for a class discusses their powers its subspecies from the shadows. Based on that
and abilities and includes a table detailing their level information, she charges her silver dagger with glowing
progression. In addition to the abilities granted by heat. As the undead fiend bends down to bite its victim,
their class, every Bee may also access multiple secret the blade plunges through its back, instantly burning
archetypes (see page 164). out the unbeating heart.
The security guard nearly sobs, trying to save his job, 3
ON MULTICLASSING trying to explain the impossible. But even as the words
leave his mouth—how fast the black-clad assailant
The Secret World roleplaying game does not
moved, dodging bullets, scurrying up the glass and
include rules for allowing characters to multiclass. The steel of the skyscraper—he realizes how ridiculous it
class you choose during character creation is the class all sounds.
your character sticks with for their entire career. They
may not change classes, or add additional classes,
The contract killer does not do anything fancy, he 4
simply walks in. The witnesses all see him. He is not
when they level up. invisible, just supernaturally uninteresting. Everyone
While this may seem restrictive at first, characters will describe different features, all unremarkable. Even
in the Secret World gain flexibility through secret the camera footage of his face is as blurred as the
archetypes rather than multiclassing. Each secret photo of any cryptid.
archetype provides specialized abilities that can be Some say it’s the world’s oldest profession. They
added to any class—and can be swapped out for are contract killers, hunters, and spies. They know how 5
other archetypes after a short or long rest. Characters to get in and get out, and how to strike from a point
enjoy further flexibility since they can gain additional of advantage. If all goes to plan, you’ll never even see
secret archetypes as they gain levels. the assassin.
All the same, if your character’s class just isn’t doing
it for you, talk to your GM. They can work with you AGENTS OF STEALTH AND PRECISION
to switch out your current class for one that’s more to Killers who stalk the mundane world believe humans 6
your liking. The point of the game is to have fun, after are the most dangerous game. The assassins who
all. And if your character’s class isn’t fun for you, you tread through the Secret World know there are whole
should change it. dimensions of more dangerous targets out there.
Assassins achieve martial victory through subtlety
and precision.
The assassin class includes ruthless murderers,
CLASS NAMES AND D&D slick hitmen, dedicated monster hunters, and agents of 7
No doubt an astute reader will notice that some of espionage who focus more on infiltration than the killing
the classes in this section share names with classes or blow. Some assassins have spent their whole lives
subclasses from Dungeons & Dragons. We’re using honing their skills as government and criminal contract
D&D 5e’s ruleset, but the names of the classes in this killers, only to be further boosted with an infusion of
anima. Others may have spent a fairly innocent life,
section have nothing to do with the similarly named
classes in D&D. The Secret World roleplaying game
only to discover a hidden penchant for murder once A
empowered by Gaia.
has its own meanings for those names in the context of
Assassins may excel at melee or ranged weapons.
the setting, and this rulebook sticks as close as possible Their modus operandi involves stealth, expertise, and
to the Secret World’s own specific definitions. In short, landing a killing (or at least disabling) blow. They
ignore the similarly named classes and subclasses in channel their anima in precise applications to achieve
D&D—the Secret World’s “assassin,” for example, their goals. They might cloak themselves in shadow
has nothing to do with D&D’s “assassin.” and anonymity, heighten their reflexes and accuracy, or
119
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Classes
charge their weapons with elemental energy, poisons, WHY THE S ECRET SOCIETIES
or curses. They further sharpen these supernatural WANT TO RECRUIT THEM
skills with patience and knowledge of their targets, Secret societies’ wetwork operatives must possess
acquired through stalking or research. precise skill, discipline, and a certain moral elasticity. It
is no wonder the factions scramble to recruit assassins
KILL SMARTER NOT HARDER and mercenaries. Often these agents served in a similar
If an assassin has to dive into a chaotic fray of (if mundane) capacity before their awakening by Gaia.
combat, something has gone wrong. That is not to Beyond their aptitude for death, assassins possess
say they aren’t deadly in a fight, but their specialty lies marketable skills in stealth and infiltration. Sometimes
in surprising an opponent with a crippling attack. They information and observation of a target offer just as
pick the moment, not the target. An assassin is not too much payoff as a kill. The secret societies do not know
proud to escape an unfavorable fight and pick a more what plans (if indeed She has plans) Gaia has for Her
opportune moment later. imbued assassins. They just want to direct those skills
Assassins might come from any number of origins, toward their goals while the assassins are around.
including (but not limited to) the following: Play an assassin if you prize stealth, speed, and skill.
Choose this class if you want to be able to make a single,
• A professional killer for the Mob is touched by Gaia
devastating attack under the proper circumstances.
and takes on a higher purpose.
Play an assassin if you want to be subtle and dangerous.
• A scholar of the occult and of supernatural beings
receives the power to put that knowledge to use C LASS FEATURES
hunting monsters. As an assassin, you gain the following class features.
• An international espionage agent has strange
dreams and is approached by headhunters from H IT POINTS
organizations even they didn’t know existed. Hit Dice: 1d8 per assassin level
• A mild-mannered barista, charged with anima, finds Hit Points at 1st Level: 8 + your Constitution modifier
their reflexes and agility boosted to something Hit Points at Higher Levels: 1d8 (or 5) + your
beyond human, and gains a preternatural instinct Constitution modifier per assassin level after 1st
for murder that terrifies them.
P ROFICIENCIES
WHERE THEY FIT Armor: Light armor
IN THE S ECRET WORLD Weapons: Simple weapons, martial weapons
Assassins have crept silently down the Ages, from Tools: Disguise kit, thieves’ tools
the ninjas of Japan to the handpicked warriors of Saving Throws: Dexterity, Intelligence
Alexander the Great who climbed like spiders up a Skills: Choose four from Acrobatics, Athletics,
sheer cliff to lay siege to Sogdian Rock. The Jewish Deception, Insight, Intimidation, Investigation,
Sicarii, or “dagger men,” covertly attacked the Romans Perception, Performance, Persuasion, Sleight of Hand,
who oppressed their home. The “poison damsels” of and Stealth
the Vishkanya plied their trade under the direction of
the first Maurya emperor of India, Chandragupta. The EQUIPMENT
Hashshashin became a deadly specter of a legend in You start with the following equipment, in addition
the ancient Muslim world. to the equipment granted by your background:
In the Secret World, the assassin class denotes • (a) a rapier or (b) two survival knives and two smoke
those who use stealth, speed, and cunning to disable grenades
foes. They channel their anima to enhance their skills
• (a) a compound bow and a quiver of 12 arrows, (b)
to supernal levels.
a compound crossbow and a case of 12 crossbow
Player characters are Bees, those imbued with anima
bolts, or (b) a bolt-action rifle and 100 rifle bullets
by Gaia. Not all assassins in the Secret World are
Bees. There are plenty of stealthy killers, mundane • (a) disguise kit or (b) two vials of basic poison
and supernatural, powered by forces or means other • Leather armor and two throwing knives
than Gaia. Bees receive a special boost and store of • A backpack, 20 caltrops, nylon rope (50 feet),
power to apply to their deadly pursuits. thieves’ tools, and a memento from a particular kill
(kept either out of pride or guilt)
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Character Creation 2
A NIMA FEATURES SNEAK ATTACK
Your connection with Gaia allows you to harness Beginning at 1st level, you know how to strike subtly
and channel anima, the magical energy of the world. and exploit a foe’s distraction. Once per turn, you can
Beginning at 1st level, you can spend anima dice (see deal an extra 1d6 damage to one creature you hit with
1
page 112) to fuel anima features. You gain your choice an attack if you have advantage on the attack roll. The
of two anima features at 1st level. You may choose attack must use a finesse or a ranged weapon.
another feature at 11th and 13th level. You don’t need advantage on the attack roll if another
All in the Reflexes. When you make a saving throw enemy of the target is within 5 feet of it, that enemy
that you have proficiency with, you may spend 1 anima isn’t incapacitated, and you don’t have disadvantage
die and add the number rolled to the saving throw total. on the attack roll. 2
You may spend the anima die before or after you make The amount of the extra damage increases as
the roll, but you must decide before the GM says you gain levels in this class, as shown in the Sneak
whether the roll succeeds or fails. Attack column of the Assassin table.
Element of Surprise. When you roll for
initiative, you may spend an anima die and SPELLCASTING
add that to the total of your Dexterity check. Starting at 1st level, you have learned to
You have advantage on your first attack channel anima to alter the fabric of reality
3
against any creature that has not taken a turn. around you. See Spells Rules for the general
Impostor. You may spend an anima die rules of spellcasting and the Spells Listing
to create an impenetrable disguise. Casual for the assassin spell list.
observers notice nothing out of the ordinary.
You gain advantage on any Charisma CANTRIPS
(Deception) checks you make to keep up At 1st level, you know three cantrips 4
your ruse against suspicious creatures. of your choice from the assassin spell
This ability lasts until the end of a list. You learn additional assassin
long rest. cantrips of your choice at higher
Subtle Casting. When levels, as shown in the Cantrips
you cast a spell, you may Known column of the Assassin table.
spend 1 anima die to cast
it without any somatic or P REPARING AND CASTING
5
verbal components. SPELLS
Wetwork. When you The Assassin table shows how
make an ability check many spell slots you have to cast your
with a skill or tool that spells. To cast one of your assassin
you have proficiency spells of 1st level or higher, you must
with, you may spend 1 anima die expend a slot of the spell’s level or 6
and add that result to the total. higher. You regain all expended
spell slots when you finish a
SECRET A RCHETYPES long rest.
You begin with access to two You prepare the list of
secret archetypes of your choosing. assassin spells that are
Every time your proficiency bonus available for you to cast, 7
increases, you may add an additional choosing from the assassin
secret archetype to those you may access. spell list and the spell list for
Secret archetypes grant you additional your active secret archetype.
features. You may only have one secret When you do so, choose a
archetype active at a time, but you may number of spells equal to
switch which secret archetype is active at your Dexterity modifier + half
the end of a long or short rest. Your secret your assassin level, rounded A
archetypes grant additional features at 3rd, 6th, down (minimum of one
10th, and 14th levels. spell). The spells must be
of a level for which you have
spell slots.
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For example, if you are a 3rd-level assassin, you CUNNING ACTION
have four 1st-level and two 2nd-level spell slots. With a Starting at 2nd level, your quick thinking and agility
Dexterity of 14, your list of prepared spells can include allow you to move and act quickly. You can take a
four spells of 1st or 2nd level, in any combination. If bonus action on each of your turns in combat. This
you prepare the 1st-level spell disguise self, you can action can be used only to take the Dash, Disengage,
cast it using a 1st-level or a 2nd-level slot. Casting the or Hide action.
spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you A BILITY SCORE IMPROVEMENT
finish a long rest. Preparing a new list of assassin spells When you reach 4th level, and again at 8th, 12th, 16th,
requires time spent plotting your next move, analyzing and 19th level, you can increase one ability score of
the variables of the mission to make the most effective your choice by 2, or you can increase two ability scores
choices. You must spend at least 1 minute per spell of your choice by 1. As normal, you can’t increase an
level for each spell on your list. ability score above 20 using this feature. If you wish,
you may forgo taking this feature to take a feat of your
SPELLS K NOWN OF 1ST L EVEL AND H IGHER choice instead.
You know two 1st-level spells of your choice from
the assassin spell list. UNCANNY DODGE
The Spells Known column of the Assassin table Starting at 5th level, when an attacker that you can
shows when you learn more assassin spells of your see hits you with an attack, you can use your reaction
choice. Each of these spells must be of a level for to halve the attack’s damage against you.
which you have spell slots, as shown on the table. For
instance, when you reach 3rd level in this class, you EVASION
can learn one new spell of 1st or 2nd level. Beginning at 7th level, you can nimbly dodge out
Additionally, when you gain a level in this class, you of the way of certain area effects, such as a red
can choose one of the assassin spells you know and dragon’s fiery breath or an ice storm spell. When you
replace it with another spell from the assassin spell are subjected to an effect that allows you to make a
list, which also must be of a level for which you have Dexterity saving throw to take only half damage, you
spell slots. instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
SPELLCASTING A BILITY
Dexterity is your spellcasting ability for your assassin ELUSIVE
spells, since their power derives from your speed and Beginning at 18th level, you are so evasive that
agility. You use your Dexterity whenever a spell refers attackers rarely gain the upper hand against you. No
to your spellcasting ability. In addition, you use your attack roll has advantage against you while you aren’t
Dexterity modifier when setting the saving throw DC incapacitated.
for an assassin spell you cast and when making an
attack roll with one. STROKE OF LUCK
Spell save DC = 8 + your proficiency bonus + your At 20th level, you have an uncanny knack for
Dexterity modifier succeeding when you need to. If your attack misses
Spell attack modifier = your proficiency bonus + a target within range, you can turn the miss into a hit.
your Dexterity modifier Alternatively, if you fail an ability check, you can treat
the d20 roll as a 20.
SPELLCASTING FOCUS Once you use this feature, you can’t use it again until
You can use a ranged or melee weapon as a you finish a short or long rest.
spellcasting focus for your assassin spells.
122
THE SECRET WORLD
Character Creation 2
The Assassin Table
Level Proficiency Sneak Cantrips Spells
Features
Bonus Attack Known Known 1st 2nd 3rd 4th 5th 1
Anima features, Secret
1 +2 1d6 3 2 2 — — — —
Archetypes, Sneak Attack
2 +2 Cunning Action 1d6 3 3 3 — — — —
3 +2 Secret Archetype features 2d6 3 4 4 2 — — —
4 +2 Ability Score Improvement 2d6 4 5 4 3 — — —
5 +3 Uncanny Dodge 3d6 4 6 4 3 2 — — 2
6 +3 Secret Archetype features 3d6 4 7 4 3 3 — —
7 +3 Evasion 4d6 4 8 4 3 3 1 —
8 +3 Ability Score Improvement 4d6 4 9 4 3 3 2 —
9 +4 — 5d6 4 10 4 3 3 3 1
10 +4 Secret Archetype features 5d6 5 11 4 3 3 3 2 3
11 +4 Anima feature 6d6 5 12 4 3 3 3 2
12 +4 Ability Score Improvement 6d6 5 12 4 3 3 3 2
13 +5 Anima feature 7d6 5 13 4 3 3 3 2
14 +5 Secret Archetype features 7d6 5 13 4 3 3 3 2
15 +5 — 8d6 5 14 4 3 3 3 2
4
16 +5 Ability Score Improvement 8d6 5 14 4 3 3 3 2
17 +6 — 9d6 5 15 4 3 3 3 2
18 +6 Elusive 9d6 5 15 4 3 3 3 3
19 +6 Ability Score Improvement 10d6 5 15 4 3 3 3 3
20 +6 Stroke of Luck 10d6 5 15 4 3 3 3 3
5
A SSASSIN SPELLS
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THE SECRET WORLD
Character Creation 2
legendary figures worldwide were, in fact, demolishers. • Kevlar armor or (b) studded leather armor, a revolver,
There is a purity to their righteous power, a simplicity and 100 revolver bullets
that echoes through the eons. • a simple or martial melee weapon and a riot shield
In the Secret World, demolishers could be anyone
1
or (b) two simple or martial melee weapons
from anywhere. They manifest their power as walking • two fragmentation grenades, two stun grenades, and
siege engines, channeling anima to wreak destruction two handaxes, or (b) a shotgun and 25 shotgun shells
in the most direct way available to any class. • A backpack, a crowbar, a portable ram, and an extra
Player characters are Bees, those imbued with anima change of clothes, as you inevitably destroy what
by Gaia. Not all demolishers in the Secret World are you’re wearing
Bees. There are plenty of powerful brutes, both human 2
and monstrous, who receive their gifts from forces or
means other than Gaia. Bees receive a special boost A NIMA FEATURES
and store of power to empower their mighty blows. Your connection with Gaia allows you to harness
and channel anima, the magical energy of the world.
WHY THE S ECRET SOCIETIES Beginning at 1st level, you can spend anima dice to fuel
WANT TO RECRUIT THEM anima features (see page 112). You gain your choice
Secret society leaders aren’t immune to the raw, of two anima features at 1st level. You may choose 3
charismatic power of demolishers. Every society wants another feature at 7th and 13th level. For these features,
to find its own modern Hercules, someone who can you may not use more than one “strike” ability on any
trade blow for blow with oni and giants. Demolishers given attack, though you may choose to use different
often serve an almost symbolic role within societies, “strike” abilities during the same turn.
representing the epitome of Gaia’s might—and that of Besieging Strike. You may spend 1 anima die to do
the faction for which they work. double damage to an object or structure. 4
In the field, demolishers provide excellent support Burning Strike. When you successfully hit a target,
for … squishier … team members. A demolisher in full you may spend 1–3 anima dice. The target takes
tactical gear with a breaching maul is a better bullet additional fire damage equal to the amount rolled on
stopper than a reinforced concrete wall, and much the anima dice. The target must make a Constitution
better prepared to smash a draug in the face. saving throw at the start of its turn or ignite. If the target
Play a demolisher for a simple but effective gameplay succeeds, the fire is doused. If it fails, it takes another
loop. Choose this class if you want power by way of 1 anima die of fire damage (this bonus damage does 5
channeling tremendous and explosive energy into not cost more anima dice). The flame also goes out if
melee weapons. There’s nothing subtle here. the target (or another creature within 5 feet of it) takes
an action to douse the fire.
C LASS FEATURES Heavenly Strike. When you successfully hit a target,
As a demolisher, you gain the following class features. you may spend 1–3 anima dice to have the weapon
flare with blinding light. The target takes extra radiant 6
H IT POINTS damage equal to the amount rolled on the anima dice.
Hit Dice: 1d12 per demolisher level If the target is a creature, it must make a Constitution
Hit Points at 1st Level: 12 + your Constitution saving throw at the start of its turn or be blinded. On each
modifier ensuing turn, the creature makes a Wisdom saving throw.
Hit Points at Higher Levels: 1d12 (or 7) + your It ceases being blinded once this save is successful.
Constitution modifier per demolisher level after 1st Mjölnir’s Strike. When you successfully hit a target,
you may spend 1 or 2 anima dice to create a 200-decibel 7
P ROFICIENCIES crack of thunder. The target takes extra thunder damage
Armor: All armor, shields equal to the amount rolled on the anima dice. If the
Weapons: Simple weapons, martial weapons target is a creature, it must make a Strength saving
Tools: None throw. If it fails, the creature is pushed 10 feet away
Saving Throws: Strength, Constitution from you and falls prone.
Skills: Choose two from Athletics, Intimidation, Quelling Strike. When you successfully hit a target, A
Nature, Perception, and Stealth you may spend 1 anima die. The target takes additional
psychic damage equal to the number rolled on the anima
EQUIPMENT die. If the target is a creature, it must make a Wisdom
You start with the following equipment, in addition saving throw or be frightened of you. The creature may
to the equipment granted by your background: make another Wisdom saving throw at the start of each
of its turns. The target ceases being frightened of you
once it succeeds on a Wisdom saving throw.
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Weirding Strike. When you successfully hit a spells requires time spent in physical exercise: at least
target, you may spend 1–4 anima dice. The target 1 minute per spell level for each spell on your list.
takes additional psychic damage equal to the amount
rolled on the anima dice. If the target is a creature, it SPELLCASTING A BILITY
must make a Wisdom saving throw. If it fails, it has Strength is your spellcasting ability for your
disadvantage on attack rolls and ability checks and demolisher spells, since their power wells up from
cannot take reactions until the end of its next turn. your potential for destruction. You use your Strength
whenever a spell refers to your spellcasting ability. In
SECRET A RCHETYPES addition, you use your Strength modifier when setting
You begin with access to two secret archetypes the saving throw DC for a demolisher spell you cast
of your choice. Every time your proficiency bonus and when making an attack roll with one.
increases, you may add an additional secret archetype Spell save DC = 8 + your proficiency bonus + your
to those you may access. Strength modifier
Secret archetypes grant you additional features. Spell attack modifier = your proficiency bonus +
You may only have one secret archetype active at a your Strength modifier
time, but you may switch which secret archetype is
active at the end of a long or short rest. Your secret SPELLCASTING FOCUS
archetypes grant additional features at 3rd, 6th, 10th, You can use a melee or ranged weapon as a
and 14th levels. spellcasting focus for your demolisher spells.
126
THE SECRET WORLD
Character Creation 2
INSTRUMENT OF DESTRUCTION • You have resistance to all damage.
At 20th level, you gain the ability to harness • When you make a weapon attack and miss, you
extraordinary destructive power. As an action, you can choose to have that attack hit as a critical hit
can magically become an instrument of destruction,
1
instead. You can only use this ability once per turn.
gaining the following benefits for 1 minute:
Once you use this feature, you can’t use it again until
you finish a long rest.
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Character Creation 2
Player characters are Bees, those imbued with anima • (a) Kevlar armor or (b) leather armor and a bolt-
by Gaia. It should be noted that not all supernatural action rifle, composite bow, or composite crossbow
gun-wielders are so touched by Gaia. Gunslingers just • (a) a survival knife, (b) two throwing knives, or (c) a
might find their match in the shadowed streets.
1
bayonet and a throwing knife
• A backpack, holsters for starting weapons, enough
WHY THE S ECRET SOCIETIES ammunition to fully load each weapon twice over, and
WANT TO RECRUIT THEM a bit of flair (a jaunty hat, colorful scarf, fine jacket,
Secret Societies love their mercenaries and assassins gun handles decorated in precious materials, etc.)
as go-to operatives. However, when subtly isn’t the main
parameter of a mission, there is something to be said
A NIMA FEATURES 2
for those who can go up against gods and monsters
Your connection with Gaia allows you to harness
and get by purely on bullets and attitude.
and channel anima, the magical energy of the world.
Play a gunslinger if you want to survive by
Beginning at 1st level, you can spend anima dice to
sheer force of reflex speed and panache.
fuel anima features (see page 112). You gain your
Choose this class if you want to perform
choice of two anima features at 1st level. You may
unlikely to downright impossible
stunts with firearms. Play a gunslinger
choose another feature at 7th and 11th level. 3
All in the Reflexes. When you make a saving
if you want to be a sorcerer of noisy
throw that you have proficiency with, you may spend
death, with your gun as your magic wand.
1 anima die and add the number rolled to the
saving throw total. You may spend the anima
CLASS FEATURES
die before or after you make the roll, but you
As a gunslinger, you gain the
must decide before the GM says whether
following class features.
the roll succeeds or fails.
4
Curving Bullet. When you attack with
H IT POINTS
a ranged weapon or make a ranged spell
Hit Dice: 1d8 per gunslinger
attack, you may spend anima dice to
level
ignore the effects of cover. You may
Hit Points at 1st level: 8
spend 1 anima die to ignore half cover,
+ your Constitution modifier
Hit Points at Higher
2 anima dice to ignore three-quarters 5
cover, and 3 anima dice to ignore
Levels: 1d8 (or 5) + your
full cover. The projectile curves
Constitution modifier per
and ricochets toward the target but
gunslinger level after 1st
does not pass through obstacles, so
there must be a path for the ranged
P ROFICIENCIES
weapon or spell to reach the target. 6
Armor: Light and
Essence of Death. You may use
medium armor
an action to spend 1 anima die and
Weapons: Simple
envelop a ranged weapon you are
weapons, mar tial
wielding in a nimbus of energy,
ranged weapons
changing the damage type of the
Tools: None
weapon. The damage may be of
Saving Throws: Dex terit y, 7
any type (acid, bludgeoning, cold, etc.), or you
Charisma
may turn the projectiles into silvered weapons,
Skills: Select three skills from
but this choice may not be changed until you
Acrobatics, Athletics, History, Insight,
spend an anima die to activate this feature again.
Intimidation, Perception, Performance,
One in the Chamber. When a ranged weapon you
and Sleight of Hand.
are wielding runs out of ammunition, you may use
EQUIPMENT a bonus action to spend 1 anima die. The cylinder, A
magazine, or quiver is magically reloaded with a
You star t with the following
number of bullets or projectiles equal to the number
equipment in addition to the
rolled on the anima die (up to the maximum carrying
e q u i p m e n t g r a n te d by yo u r
capacity of the ranged weapon). This magically
background:
created ammunition is expended just like regular
• Any combination of two pistols, ammunition and remains available until you finish a
revolvers, or hand crossbows short or long rest, at which time it disappears.
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Quickdraw. When you roll for initiative, you may SPELLS K NOWN OF 1ST L EVEL AND H IGHER
spend 1 anima die and add the number rolled to your You know two 1st-level spells of your choice from
Dexterity check, provided you are not incapacitated. the gunslinger spell list.
The Spells Known column of the Gunslinger table
R ANGED WEAPONS E XPERT shows when you learn more gunslinger spells of your
You gain a +2 bonus to attack rolls you make with choice. Each of these spells must be of a level for
ranged weapons. You do not have disadvantage on which you have spell slots, as shown on the table. For
ranged attacks against targets within 5 feet of you. instance, when you reach 3rd level in this class, you
Gunslingers may substitute comparable ranged can learn one new spell of 1st or 2nd level.
weapons for the firearms specified by certain secret Additionally, when you gain a level in this class, you
archetypes for the purposes of activating features that can choose one of the gunslinger spells you know and
require a firearm. They may substitute any non-firearm replace it with another spell from the gunslinger spell
ranged weapon with the two-handed property for a list, which also must be of a level for which you have
bolt-action rifle, semi-automatic rifle, or shotgun. They spell slots.
may also substitute ranged weapons with the light and
thrown properties for pistols. Substitute weapons may SPELLCASTING A BILITY
also function as spellcasting focuses. Dexterity is your spellcasting ability for your
For example, the Secret of the Sharpshooter’s gunslinger spells, since their power derives from your
Bounding Overwatch anima feature requires the use superior hand-eye coordination. You use your Dexterity
of a bolt-action or semi-automatic rifle. A gunslinger whenever a spell refers to your spellcasting ability. In
could instead use a compound bow or heavy crossbow. addition, you use your Dexterity modifier when setting
the saving throw DC for a gunslinger spell you cast and
SECRET A RCHETYPES when making an attack roll with one.
You begin with access to two secret archetypes Spell save DC = 8 + your proficiency bonus + your
of your choosing. Every time your proficiency bonus Dexterity modifier
increases, you may add an additional secret archetype Spell attack modifier = your proficiency bonus +
to those you may access. your Dexterity modifier
Secret archetypes grant you additional features.
You may only have one secret archetype active at a SPELLCASTING FOCUS
time, but you may switch which secret archetype is You can use a ranged weapon as a spellcasting
active at the end of a long or short rest. Your secret focus for your gunslinger spells.
archetypes grant additional features at 3rd, 6th, 10th,
and 14th levels. MY PARTNER
Beginning at 2nd level, you can use your action to
SPELLCASTING summon a single two-handed ranged weapon or pair
Starting at 1st level, you have learned to channel of light ranged weapons to your empty hands. You can
anima to alter the fabric of reality around you. See choose the form these ranged weapons take each time
Spells Rules for the general rules of spellcasting and you summon them. The weapons count as magical for
the Spells Listing for the gunslinger spell list. the purpose of overcoming resistance and immunity
to nonmagical attacks and damage. Your summoned
CANTRIPS weapons disappear if they are more than 5 feet away
At 1st level, you know two cantrips of your choice from from you for 1 minute or more. They also disappear if
the gunslinger spell list. You learn additional gunslinger you use this feature again, if you dismiss the weapons
cantrips of your choice at higher levels, as shown in the (no action required), or if you die.
Cantrips Known column of the Gunslinger table. You can transform one magical two-handed ranged
weapon or two magical light ranged weapons into
SPELL SLOTS summonable weapons by performing a special ritual
The Gunslinger table shows how many spell slots while you hold the weapons. You perform the ritual
you have to cast your gunslinger spells of 1st level and over the course of 1 hour, which can be done during a
higher. To cast one of these spells, you must expend a short rest. You can then dismiss the weapons, shunting
slot of the spell’s level or higher. You regain all expended them into an extradimensional space, and they appear
spell slots when you finish a long rest. whenever you summon a ranged weapon thereafter.
For example, if you know the 2nd-level spell magic You cannot affect an artifact or a sentient weapon in
weapon and have a 2nd-level and a 3rd-level spell slot this way. The bond with these weapons ends if you die,
available, you can cast magic weapon using either slot. if you perform the 1-hour ritual on a different weapon,
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Character Creation 2
or if you use a 1-hour ritual to break your bond to them. COOK OFF
The weapons appear at your feet if they are in the Beginning at 9th level, you may choose to roll again
extradimensional space when the bond breaks. when you roll a 1 on a ranged weapon attack roll. This
second attempt damages the weapon in question, 1
A BILITY SCORE IMPROVEMENT making it inoperable until you can have it repaired out
When you reach 4th level, and again at 8th, 12th, of combat. You may not use this feature again until
14th, 16th, and 19th level, you can increase one ability you complete a long or short rest.
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t SUPERIOR CRITICAL
increase an ability score above 20 using this feature. Starting at 15th level, your weapon attacks score a 2
If you wish, you may forgo taking this feature to take critical hit on rolls of 19 or 20.
a feat of your choice instead. If you have a secret archetype active that grants
you the Improved Critical feature, your attacks instead
E XTRA ATTACK score a critical hit on a roll of 18–20.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn. R ENEWING CRITICAL
The number of attacks increases to three when you Beginning at 18th level, you regain an anima die 3
reach 13th level in this class and to four when you reach when you roll a 20 on a ranged weapon or ranged spell
20th level in this class. attack roll, up to your normal maximum.
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GUNSLINGER SPELLS
CANTRIPS (0 L EVEL) 2ND L EVEL Tiny Hut
Acid Splash Darkvision
Eldritch Blast Locate Object 4TH L EVEL
Poison Spray Magic Weapon Arcane Eye
True Strike Protection from Poison Banishment
See Invisibility Dimension Door
1ST LEVEL Shatter Greater Invisibility
Expeditious Retreat Silence Locate Creature
Detect Evil and Good Private Sanctum
Detect Magic 3RD L EVEL
Faerie Fire Counterspell 5TH L EVEL
Feather Fall Daylight Hold Monster
Jump Dispel Magic Scrying
Shield Fear Teleportation Circle
Nondetection
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World to discuss and theorize. The ways to activate or of spiritual practices or even from their own self-made
communicate with the Higher Self might include (but system.
are not limited to) the following: Player characters are Bees, those imbued with anima
by Gaia. It should be noted that not all magi are Bees.
1
• Studying an ancient text until the words are inscribed
Many magi exist without the benefit of Gaia’s power.
and illumined perfectly in one’s own mind.
However, Bees enjoy an extra boost. Some may have
• Training with a master or a class, honing some form spent their lives performing any number of disciplines,
of esoteric discipline. only to find that their practices suddenly work, while
• Imbibing a hallucinogen and going on a guided others may have led completely mundane lives until
quest through the mind and beyond. Gaia imbued them. 2
• Hearing a strange riddle or rhyme spoken by a
mysterious stranger on the street. The words WHY THE S ECRET SOCIETIES
bounce around in your head until you think you’ll WANT TO RECRUIT THEM
go mad—only when the pressure breaks, you find Recruitment can be complicated by
awakening instead. the deep codes or spiritual beliefs that
• Ritually communing with the supernal world some magi hold, but they can make very
or some pantheon of spirits, until one’s soul worthwhile agents. Their magic is often
3
evolves to something slightly past human. more disciplined and precise, with less
• Experiencing a sudden, fallout, than say a warlock ritual gone
unexpected revelation awry. That self-discipline makes magi
with no known cause—all very capable agents who will stay
your past lives suddenly on task and not flinch when they
awaken in your head, see some cosmic horror. 4
and you must deal with Play a magus if you want to
the immediate influx of be a magic user who has a drive
lifetimes of knowledge or belief so deep that they can
and power. literally change reality with it
(even if only a belief in themself).
Whatever the Higher Play a magus if you dare send
Self is, it allows the magus to your mind to new vistas of
5
essentially see the programming cosmic understanding and to
code of creation and, to some channel cosmic forces through
extent, rewrite it. The Higher Self your own heightened soul.
is a filter that the magus can channel
elemental forces from other layers of the C LASS FEATURES
cosmos through. Overcharging those forces As a magus, you gain the 6
can momentarily deplete a magus’s soul or following class features.
damage their Higher Self or corporeal body.
H IT POINTS
WHERE THEY FIT Hit Dice: 1d6 per magus level
IN THE S ECRET WORLD Hit Points at 1st Level: 6 + your
Secret Worlders believe John Dee, the Constitution modifier
court astronomer and advisor to Elizabeth 7
Hit Points at Higher Levels: 1d6
I, to have been a powerful magus. Some (or 4) + your Constitution modifier
believe that Enochian was a language given per magus level after 1st
to Dee by angels or interdimensional entities.
Others speculate that Dee conjured the P ROFICIENCIES
language from his own imagination, using Armor: None
it to tune his Higher Self to magic, and the Weapons: Daggers, quarterstaffs A
supposed Elohim spirits were projections of his Tools: None
own awakened soul. Saving Throws: Intelligence,
In the Secret World, the magus class denotes Wisdom
magic users who cast spells through self-mastery Skills: Choose two from History,
and enlightenment. They channel power directly Insight, Investigation, Medicine, Nature,
through themselves. The structure of a magus’s and Religion
magical discipline may come from any number
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EQUIPMENT Anima dice spent in this way are not recovered until
You start with the following equipment, in addition the contingency is triggered or you willingly end the
to the equipment granted by your background: contingent spell.
Distant Spell. When you cast a spell that has a range
• (a) a quarterstaff and two throwing knives or (b) a
of 5 feet or greater, you can spend 1 anima die to double
survival knife (in the form of a ritual dagger)
the range of the spell. When you cast a spell that has
• (a) a small library of musty occult books or (b) a a range of touch, you can spend 1 anima die to make
laptop loaded with digital occult books the range of the spell 30 feet.
• An arcane focus Deceptive Spell. When you cast a spell that allows its
• (a) alchemist’s supplies or (b) a special meditation target to make a saving throw, you can spend 3 anima
garden or chamber (advantage on contemplative dice to change the type of saving throw required. For
Ability or Skill checks while meditating in this place example, the Dexterity saving throw of prismatic spray
for at least a half hour) might be changed to a Wisdom saving throw instead.
• A backpack, an incense burner, 10 blocks of incense, Empowered Spell. When you roll damage for a spell,
a steel lighter, 10 candles, and an old MP3 player you can spend 1 anima die to reroll a number of the
(with an ambient meditative playlist) you found on damage dice up to your Wisdom modifier (minimum of
a walk one night one). You must use the new rolls. You can use Empowered
Spell even if you have already used a different anima
A NIMA FEATURES feature option during the casting of the spell.
Your connection with Gaia allows you to harness Enlightening Spell. When you cast a spell that targets
and channel anima, the magical energy of the world. a creature, you can spend 1 anima die to learn one of
Beginning at 1st level, you can spend anima dice to fuel your target’s resistances or immunities. Each time you
anima features (see page 112). You gain your choice use this anima feature on the same creature, it reveals
of two anima features at 1st level. You may choose a new resistance or immunity.
another feature at 5th, 7th, 9th, 11th, 13th, and 15th Extended Spell. When you cast a spell that has a
level. You can only use one anima feature on a spell duration of 1 minute or longer, you can spend 1 anima die
when you cast it, unless otherwise noted. to double its duration, to a maximum duration of 24 hours.
Autonomous Spell. When you cast a spell that has Fearful Spell. When you cast a spell that deals damage
a duration of concentration, you can spend 3 anima to a creature, you can spend 3 anima dice to make the
dice to cast it without requiring concentration. The target of your spell frightened of you until the end of your
spell lasts for its maximum duration and then ends. For next turn. If your spell affects multiple targets, you can
example, detect magic autonomously lasts 10 minutes. choose only one of the targets to be frightened.
You can have only one autonomous spell in effect at Heightened Spell. When you cast a spell that forces a
a time. If you use this metamagic option to modify a creature to make a saving throw to resist its effects, you
second spell, the first autonomous spell ends. can spend 3 anima dice to give one target of the spell
Careful Spell. When you cast a spell that forces other disadvantage on its first saving throw made against
creatures to make a saving throw, you can protect some the spell.
of those creatures from the spell’s full force. To do so, Immaterial Spell. You can cast a spell without
you spend 1 anima die and choose a number of those providing costly material components. You must spend
creatures up to your Wisdom modifier (minimum of one 1 anima die for every $100 in the cost of the material
creature). A chosen creature automatically succeeds component required.
on its saving throw against the spell. Insatiable Spell. When you cast a spell on a creature
Contingent Spell. You can cast a spell to be triggered that is immune to the damage or effects of the spell,
at a later time. To do so, you must spend a number of you can spend 5 anima dice to bypass the creature’s
anima dice equal to the level of the spell slot used to immunity for this casting of the spell. The creature is
cast the spell. You then use your reaction to trigger the affected by the spell as if it didn’t have immunity to the
spell when the event you stipulated when you cast the spell’s damage or effects and must make any saving
spell occurs. throws allowed by the spell as normal.
For example, you use your action, expend a 4th level Lingering Spell. When you cast a damaging spell
spell slot, and spend 4 anima dice to cast dimension with an instantaneous duration that requires a saving
door as a contingent spell that will take effect when a throw, you can spend a number of anima dice equal
creature moves within 5 feet of you. When a creature to the spell’s level to prolong the spell’s damage. A
moves within 5 feet of you a moment later, you use your creature that failed its saving throw against your original
reaction to trigger the dimension door and teleport to casting of this spell must succeed on the same saving
a space 200 feet away. throw at the start of your next turn or take half of the
spell’s damage.
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Quickened Spell. When you cast a spell that has a For example, if you’re a 3rd-level magus, you have
casting time of 1 action, you can spend 2 anima dice to four 1st-level and two 2nd-level spell slots. With a
change the casting time to 1 bonus action for this casting. Wisdom of 16, your list of prepared spells can include
Robust Spell. You can make a spell difficult for other six spells of 1st or 2nd level, in any combination, chosen
1
spellcasters to counter or dispel by spending 2 anima from your spells known. If you prepare the 1st-level
dice. A creature that must make an ability check to spell magic missile, you can cast it using a 1st-level
counter or dispel your spell has disadvantage on the or a 2nd-level slot. Casting the spell doesn’t remove it
check. from your list of prepared spells.
Twinned Spell. When you cast a spell that targets You can change your list of prepared spells when
only one creature and doesn’t have a range of self, you you finish a long rest. Preparing a new list of magus 2
can spend a number of anima dice equal to the spell’s spells requires time spent in meditation and practicing
level to target a second creature in range with the same the incantations and gestures you must make to cast
spell (1 anima die if the spell is a cantrip). To be eligible, the spell: at least 1 minute per spell level for each spell
a spell must be incapable of targeting more than one on your list.
creature at the spell’s current level. For example, magic
missile and scorching ray aren’t eligible, but ray of frost SPELLS K NOWN OF 1ST L EVEL AND H IGHER
and chromatic orb are. You know four 1st-level spells of your choice from
3
the magus spell list.
SECRET A RCHETYPES The Spells Known column of the Magus table shows
You begin with access to two secret archetypes when you learn more magus spells of your choice. Each
of your choosing. Every time your proficiency bonus of these spells must be of a level for which you have
increases, you may add an additional secret archetype spell slots, as shown on the table. For instance, when
to those you may access. you reach 3rd level in this class, you can learn one new 4
Secret archetypes grant you additional features. spell of 1st or 2nd level.
You may only have one secret archetype active at a Additionally, when you gain a level in this class, you
time, but you may switch which secret archetype is can choose one of the magus spells you know and
active at the end of a long or short rest. Your secret replace it with another spell from the magus spell
archetypes grant additional features at 3rd, 6th, 10th, list, which also must be of a level for which you have
and 14th levels. spell slots.
5
SPELLCASTING SPELLCASTING A BILITY
You have learned to channel anima to alter the fabric Wisdom is your spellcasting ability for your magus
of reality around you. See Spells Rules for the general spells, representing your deep ties to the ineffable
rules of spellcasting and the Spells Listing for the mind of Gaia. You use your Wisdom whenever a spell
magus spell list. refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw 6
CANTRIPS
At 1st level, you know three cantrips of your choice
from the magus spell list. You learn additional magus
cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Magus table.
7
P REPARING AND CASTING SPELLS
The Magus table shows how many spell slots you
have to cast your magus spells of 1st level and higher.
To cast one of these spells, you must expend a slot of
the spell’s level or higher. You regain all expended spell
slots when you finish a long rest.
For example, if you know the 1st-level spell magic A
missile and have a 1st-level and a 2nd-level spell slot
available, you can cast magic missile using either slot.
You prepare the list of magus spells that are available
for you to cast. To do so, choose a number of magus
spells from your spells known equal to your Wisdom
modifier + your magus level (minimum of one spell). The
spells must be of a level for which you have spell slots.
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DC for a magus spell you cast and when making an slots to recover. The spell slots can have a combined level
attack roll with one. that is equal to or less than half your magus level (rounded
Spell save DC = 8 + your proficiency bonus + your up), and none of the slots can be 6th level or higher.
Wisdom modifier For example, if you’re a 4th-level magus, you can recover
Spell attack modifier = your proficiency bonus + up to two levels worth of spell slots. You can recover either
your Wisdom modifier a 2nd-level spell slot or two 1st-level spell slots.
R ITUAL CASTING SPELL M ASTERY
You can cast any magus spell you know as a ritual At 18th level, you have achieved such mastery over
if that spell has the ritual tag. certain spells that you can cast them at will. Choose a
1st-level magus spell and a 2nd-level magus spell. You can
SPELLCASTING FOCUS cast each of those spells once at their lowest level without
You can use an arcane focus as a spellcasting focus
expending a spell slot. If you want to cast either spell at
for your magus spells.
a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one
A BILITY SCORE IMPROVEMENT or both of the spells you chose for different spells of
When you reach 4th level, and again at 7th, 12th, 15th,
the same levels.
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
SIGNATURE SPELLS
choice by 1. As normal, you can’t increase an ability score
When you reach 20th level, you gain mastery over
above 20 using this feature. If you wish, you may forgo
two powerful spells and can cast them with little effort.
taking this feature to take a feat of your choice instead.
Choose two 3rd-level magus spells as your signature
spells. You can cast each of them once at 3rd level
ONE WITH GAIA without expending a spell slot. When you do so, you
Starting at 2nd level, you have learned to regain some
can’t do so again until you finish a short or long rest.
of your magical energy through meditation. Once per day
If you want to cast either spell at a higher level, you
when you finish a short rest, you can choose expended spell
must expend a spell slot as normal.
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M AGUS SPELLS
CANTRIPS (0 L EVEL) Gust of Wind Conjure Minor Irresistible Dance
Dancing Lights Hold Person Elementals Magic Jar 1
Fire Bolt Invisibility Control Water Mass Suggestion
Light Knock Dimension Door Move Earth
Mage Hand Levitate Divination Planar Ally
Mending Locate Object Fabricate Programmed Illusion
Message Magic Mouth Faithful Hound Sunbeam
Prestidigitation Magic Weapon Greater Invisibility True Seeing 2
Ray of Frost Mirror Image Guardian of Faith Wall of Ice
Misty Step Hallucinatory Terrain Word of Recall
1ST L EVEL Rope Trick Locate Creature
Alarm See Invisibility Phantasmal Killer 7TH L EVEL
Bless Spider Climb Polymorph Arcane Sword
Charm Person Suggestion Private Sanctum Conjure Celestial
Color Spray Web Resilient Sphere Divine Word 3
Comprehend Zone of Truth Secret Chest Etherealness
Languages Stone Shape Finger of Death
Detect Magic 3RD L EVEL Stoneskin Forcecage
Disguise Self Animate Dead Magnificent Mansion
Expeditious Retreat Bestow Curse 5TH L EVEL Mirage Arcane
False Life Blink Animate Objects Prismatic Spray 4
Feather Fall Clairvoyance Arcane Hand Project Image
Find Familiar Counterspell Commune Reverse Gravity
Floating Disk Dispel Magic Conjure Elemental Sequester
Fog Cloud Fear Contact Other Plane Simulacrum
Grease Fly Creation Symbol
Identify Gaseous Form Dominate Person Teleport
Illusory Script Glyph of Warding Dream 5
Jump Haste Geas 8TH L EVEL
Longstrider Hypnotic Pattern Hold Monster Antimagic Field
Mage Armor Magic Circle Legend Lore Antipathy/Sympathy
Magic Missile Major Image Mislead Clone
Protection from Nondetection Modify Memory Demiplane
Evil and Good Phantom Steed Passwall Dominate Monster 6
Shield of Faith Protection from Planar Binding Feeblemind
Silent Image Energy Scrying Maze
Sleep Remove Curse Seeming Mind Blank
Unseen Servant Sending Telekinesis Power Word Stun
Slow Telepathic Bond
2ND L EVEL Speak with Dead Teleportation Circle 9TH L EVEL
Alter Self Spirit Guardian Wall of Force Astral Projection 7
Arcane Lock Tiny Hut Wall of Stone Foresight
Arcanist’s Magic Aura Tongues Gate
Augury Water Breathing 6TH L EVEL Imprisonment
Blindness/Deafness Circle of Death Power Word Kill
Blur 4TH L EVEL Contingency Prismatic Wall
Darkness Arcane Eye Create Undead Shapechange A
Darkvision Banishment Flesh to Stone Time Stop
Detect Magic Black Tentacles Globe of True Polymorph
Detect Thoughts Blight Invulnerability Weird
Enlarge/Reduce Confusion Guards and Wards Wish
Gentle Repose Instant Summons
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Play a mercenary if you want to use anima to exercise charm that has seen you through more than one
ultra competence in battle. Choose this class if you deadly situation
want to contribute to the team with heavy ordnance,
survival skills, or tactical excellence. Play a mercenary
1
A NIMA FEATURES
if you love it when a plan comes together. Your connection with Gaia allows you to harness and
channel anima, the magical energy of the world. Beginning
C LASS FEATURES at 1st level, you can spend anima dice to fuel anima
As a mercenary, you gain the following class features. features (see page 112). You gain your choice of three
anima features at 1st level. You may choose another
H IT POINTS feature at 8th, 16th, and 18th level. 2
Hit Dice: 1d10 per mercenary level All in the Reflexes. When you
Hit Points at 1st Level: 10 + your Constitution make a saving throw that you have
modifier proficiency with, you may spend
Hit Points at Higher Levels: 1d10 (or 1 anima die and add the number
6) + your Constitution modifier per rolled to the saving throw total. You
mercenary level after 1st may spend the anima die before 3
or after you make the roll, but you must
P ROFICIENCIES decide before the GM says whether the
Armor: All armor, shields roll succeeds or fails.
Weapons: Simple Battlefield Strategy. When you take
weapons, martial weapons the Attack action on your turn, you
Tools: Explosives, vehicles may choose to not use one of your
(land), and your choice of attacks and instead command one 4
vehicles (air) or vehicles (water) of your allies to attack. When you do,
Saving Throws: Dexterity, choose a creature you can communicate
Wisdom with (besides yourself) and spend an
Skills: Choose two skills from anima die. The creature can immediately
Acrobatics, Animal Handling, use its reaction to make a single weapon
Athletics, Histor y, Insight,
Intimidation, Perception, and
attack. Add the result of the anima die to the roll. 5
Deeds Not Words. You can inspire others through
Survival stirring speeches. As a bonus action on your turn,
you may give one creature you can communicate
EQUIPMENT with one of your anima dice. Before the next short
You start with the following or long rest, the creature can roll the anima die
equipment, in addition to the and add the number rolled to one ability check,
equipment granted by your attack roll, or saving throw it makes. The creature 6
background: can wait until after it rolls the d20 before deciding
• (a) Kevlar armor, (b) leather to use the anima die, but must decide before the
armor, a compound bow, and a GM says whether the roll succeeds or fails. A
quiver of 12 arrows, or (c) leather creature can have only one anima die from Deeds
armor, a compound crossbow, Not Words at a time.
and a case of 12 bolts Favored Enemy. When you hit a creature with 7
• (a) heavy semi-automatic pistol an attack roll, you may spend an anima die and
and 40 bullets or (b) a semi- declare that opponent your favored enemy. You
automatic rifle and 40 bullets add the result of the anima die roll to the damage
for that attack.
• A survival knife and a second
For up to 1 minute or until you lose
simple melee weapon
concentration (as if you were concentrating on
• A revolver and 100 revolver
a spell), you inflict an additional damage die the A
bullets
first time you hit this favored enemy on each of
• A backpack, a bedroll, your turns. The damage die is the same size as
binoculars, a flashlight, a your anima dice, but you do not need to spend
hunting trap, a mess kit, additional damage dice. It does damage of
hempen rope (50 feet), survival the same type as the weapon you use; if the
gear, a two-person tent, a water weapon does more than one type of damage,
bottle, a whetstone, and a lucky you may choose which type to use.
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At 1st level, you may only use this feature once before slot of the spell’s level or higher. You regain all expended
completing a long rest. You may spend a second anima spell slots when you finish a long rest.
die to use this feature a second time before completing For example, if you know the 1st-level spell heroism
a long rest at 8th level, and a third anima die for a third and have a 1st-level and a 2nd-level spell slot available,
use at 18th level. you can cast heroism using either slot.
Rallying Cry. You may use a bonus action on your turn
to shout words of encouragement to your companions. SPELLS K NOWN OF 1ST L EVEL AND H IGHER
Spend an anima die and choose a creature (besides You know two 1st-level spells of your choice from
yourself) with whom you can communicate. That creature the mercenary spell list.
gains temporary hit points equal to the sum of the anima The Spells Known column of the Mercenary table
die roll + your proficiency modifier. At 8th level, you may shows when you learn more mercenary spells of your
choose two creatures to benefit from this feature. At 18th choice. Each of these spells must be of a level for
level, you may choose up to three creatures. which you have spell slots, as shown on the table. For
Tactical Coordination. When a creature you can instance, when you reach 3rd level in this class, you
communicate with (besides yourself) rolls for Initiative, can learn one new spell of 1st or 2nd level.
you may spend 1 of your anima dice and add the result Additionally, when you gain a level in this class, you
of the anima die roll to the creature’s Dexterity check. can choose one of the mercenary spells you know
You can spend any number of anima dice but all and replace it with another spell from the mercenary
creatures affected may only benefit from one die apiece. spell list, which also must be of a level for which you
have spell slots.
E XPERTISE
At 1st level, choose two of your skill proficiencies, or SPELLCASTING A BILITY
one of your skill proficiencies and your proficiency with Wisdom is your spellcasting ability for your
a type of vehicle. Your proficiency bonus is doubled mercenary spells, reflective of the hard-won experience
for any ability check you make that uses either of the you have gained on the battlefield. In addition, you use
chosen proficiencies. your Wisdom modifier when setting the saving throw
Choose two more skill proficiencies to receive this DC for a mercenary spell you cast and when making
benefit at 9th level. an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
SECRET A RCHETYPES Wisdom modifier
You begin with access to two secret archetypes Spell attack modifier = your proficiency bonus +
of your choosing. Every time your proficiency bonus your Wisdom modifier
increases, you may add an additional secret archetype
to those you may access.
SPELLCASTING FOCUS
You can use a ranged or melee weapon as a
Secret archetypes grant you additional features. You
spellcasting focus for your mercenary spells.
may only have one secret archetype active at a time,
but you may switch which secret archetype is active at FIGHTING STYLE
the end of a long or short rest. Your secret archetypes At 2nd level, you adopt a particular style of fighting
grant additional features at 3rd, 6th, 10th, and 14th levels. as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once,
SPELLCASTING even if you later get to choose again.
You have learned to channel anima to alter the fabric Defense. While you are wearing armor, you gain a
of reality around you. See Spells Rules for the general +1 bonus to AC.
rules of spellcasting and the Spells Listing for the Dueling. When you are wielding a melee weapon in
mercenary spell list. one hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
CANTRIPS Sharpshooter. You gain a +2 bonus to attack rolls
At 1st level, you know three cantrips of your choice from you make with ranged weapons.
the mercenary spell list. You learn additional mercenary Two-Weapon Fighting. When you engage in two-
cantrips of your choice at higher levels, as shown in the weapon fighting, you can add your ability modifier to
Cantrips Known column of the Mercenary table. the damage of the second attack.
SPELL SLOTS SURVIVALIST
The Mercenary table shows how many spell slots At 2nd level, you become particularly familiar with
you have to cast your mercenary spells of 1st level and one type of natural environment and are adept at
higher. To cast one of these spells, you must expend a traveling and surviving in such regions. Choose one
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Character Creation 2
type of favored terrain: arctic, coast, desert, forest, above 20 using this feature. If you wish, you may forgo
grassland, mountain, ocean, swamp, or urban. When taking this feature to take a feat of your choice instead.
you make an Intelligence or Wisdom check related to
your favored terrain, your proficiency bonus is doubled E XTRA ATTACK 1
if you are using a skill that you’re proficient in. Beginning at 5th level, you can attack twice, instead of
While traveling for an hour or more in your favored once, whenever you take the Attack action on your turn.
terrain, you gain the following benefits:
M ARCHING ORDERS
• Difficult terrain doesn’t slow your group’s travel. At 11th level, your military experience helps you
• Your group can’t become lost except by magical means. cover ground more quickly. Moving through nonmagical
• Even when you are engaged in another activity while difficult terrain costs you no extra movement. Your 2
traveling (such as foraging, navigating, or tracking), speed increases by 10 feet, and you gain climbing and
you remain alert to danger. swimming speeds equal to your adjusted speed.
• If you are traveling alone, you can move stealthily
at a normal pace. VETERAN
Beginning at 13th level, your long years of service
• When you forage, you find twice as much food as
you normally would.
give you proficiency in all saving throws. 3
• While tracking other creatures, you also learn their R ELIABLE TALENT
exact number, their sizes, and how long ago they By 17th level, you have refined your chosen skills
passed through the area. until they approach perfection. Whenever you make an
You choose additional favored terrain types at 6th ability check that lets you add your proficiency bonus,
and 10th level. you can treat a d20 roll of 9 or lower as a 10.
4
A BILITY SCORE IMPROVEMENT WEAPON M ASTER
When you reach 4th level, and again at 7th, 12th, 15th, At 20th level, your skill with weapons makes it almost
and 19th level, you can increase one ability score of your impossible for you to miss. On your turn, you can reroll
choice by 2, or you can increase two ability scores of your a melee or ranged weapon attack roll that you miss. You
choice by 1. As normal, you can’t increase an ability score may only use this feature once on each of your turns.
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MERCENARY SPELLS
CANTRIPS (0 L EVEL) Purify Food and Drink Dispel Magic
Dancing Lights Speak with Animals Haste
Druidcraft Protection from Energy
Guidance 2ND L EVEL Sending
Mending Aid Speak with Plants
Message Barkskin Tiny Hut
Resistance Calm Emotions Tongues
Spare the Dying Enhance Ability
True Strike Find Traps 4TH L EVEL
Gentle Repose Divination
1ST L EVEL Lesser Restoration Fabricate
Animal Friendship Locate Animals or Plants Faithful Hound
Bless Pass Without Trace Freedom of Movement
Comprehend Languages Prayer of Healing Hallucinatory Terrain
Detect Magic Protection from Poison Locate Creature
Detect Poison and Disease Spike Growth Private Sanctum
Expeditious Retreat Warding Bond Stoneskin
Faerie Fire
Goodberry 3RD L EVEL 5TH L EVEL
Healing Word Beacon of Hope Commune
Heroism Clairvoyance Commune with Nature
Hunter’s Mark Counterspell Passwall
Identify Create Food and Water Tree Stride
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Character Creation 2
WARRIOR OF THE contains supernaturally powered warriors who do not
MODERN PARANORMAL STREETS use anima or have an association with Gaia. Such
Punishers ply their violent trade in a variety of paranormal fighters may show superficial similarities
ways. They shape the way their anima manifests in the to the punisher player character. Often enough, they get
1
world through the prism of their weapon. They might to test their superhuman mettle against one another
ignite their weapon with supernatural flame, cause in the strange streets of the Secret World.
a thrown weapon to return to their hands, perform
gravity-defying acts of acrobatics, move at impossible WHY THE S ECRET SOCIETIES
speeds, slice through steel and concrete, deftly block WANT TO RECRUIT THEM
incoming projectiles, or perform any number of other When a secret society needs an operative who can 2
preternatural feats. get in close to a threat, but they can’t afford the collateral
Possible origins for a punisher might include (but damage of a demolisher or the unpredictability of a ravager,
are not limited to) the following: they send in a punisher. These all-purpose warriors prove
useful in most situations. Some spiritual, vaporous,
• A dead relative bequeathed you an antique weapon
or interdimensional entities just don’t respond to the
years ago. Last night, a buzzing filled your head and
impersonal touch of some modern, ranged weapons.
you felt an irresistible urge to dig said weapon out
Sometimes you have to get in close and personal,
3
of your attic.
something about the power of intent over short distances.
• Through a game of chance or a bit of larceny, you’ve Swords and axes are classic, and a classic never dies.
acquired a sentient weapon. Only you can hear it Play a punisher if you crave the feel of a hilt in your
whispering. Listening to its instructions allows you hand. Choose this class if you want to be a consummate
to perform superhuman feats. warrior, but with a touch more finesse and control than
• You have always been a devoted student of a a demolisher. Play a punisher if you want to get in close 4
weapon or martial art. It was always true that an enough to smell the breath of the creatures of the night.
object in your hands became a deadly weapon, and
it is even more true now that the anima is flowing. C LASS FEATURES
• You took money to hurt people, until your soul As a punisher, you gain the following class features.
became sick and you threw away the gun. Now,
you’ve picked up a more archaic weapon and feel a H IT POINTS
more noble cause burning in your chest. Hit Dice: 1d10 per punisher level
5
• You were a scrawny gamer who loved fantasy VR Hit Points at 1st Level: 10 + your Constitution
games … but then it all came true! modifier
• Nothing in your background indicated the direction your Hit Points at Higher Levels: 1d10 (or 6) + your
life would take. Yesterday, you were an accountant. Constitution modifier per punisher level after 1st
Today, your clip-on tie is stained with monster blood.
P ROFICIENCIES 6
WHERE THEY FIT Armor: All armor, shields
IN THE S ECRET WORLD Weapons: Simple weapons, martial weapons
Ninigi wielded Kusanagi, a magical sword given to Tools: None
him by his grandmother, the sun goddess Amaterasu. Saving Throws: Dexterity, Strength
King Arthur inspired a kingdom with his sword, Excalibur. Skills: Choose two skills from Acrobatics, Athletics,
The god Ninurta swung Sharur, an enchanted talking Insight, Intimidation, Perception, and Survival 7
mace known as “smasher of thousands,” and slew the
monstrous demon Asag. From Age to Age, heroes of EQUIPMENT
myth held extraordinary weapons. You start with the following equipment, in addition
In the Secret World, the punisher class denotes to the equipment granted by your background:
melee fighters who channel their anima through their • (a) a two-handed simple or martial melee weapon,
weapons. They may act as modern-day questing knights, (b) a one-handed simple or martial melee weapon
driven vigilantes, or cold enforcers from syndicates and
A
and two handaxes or throwing knives, or (c) two
organizations both mundane and supernatural. Though one-handed simple or martial melee weapons
a punisher may acquire and receive enhancement from • (a) Kevlar armor, (b) leather armor, compound bow,
a magical weapon, it is not the weapon that makes them. and a quiver of 12 arrows, or (c) leather armor,
Rather, it is they who make a weapon more than natural. compound crossbow, and a case of 12 bolts
Player characters are Bees, those imbued with • (a) a riot shield, (b) a hand crossbow and a case of
anima by Gaia. It should be noted that the Secret World 12 bolts, or (c) a revolver and 100 revolver bullets
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• (a) night-vision goggles, (b) a shotgun and 25 Stunning Blow. When you hit another creature with
shotgun shells, or (c) a taser and a taser cartridge a melee weapon attack or unarmed strike, you can
• A backpack, hempen rope (50 feet), a whetstone, spend 1 anima die to attempt to stun the creature. The
and some special signature on one or more of your target must succeed on a Constitution saving throw or
melee weapons (an ornate sword handle, a special be stunned until the end of your next turn.
name/phrase carved in an axe handle, etc.) Unworthy Object. When you make a melee weapon
attack or unarmed strike against an object, you can
A NIMA FEATURES spend 1 anima die to reduce the object’s damage
Your connection with Gaia allows you to harness threshold by the amount of the anima die roll. You can
and channel anima, the magical energy of the world. use this feature before or after making the attack roll,
Beginning at 1st level, you can spend anima dice to but before any effects of the attack are applied.
fuel anima features (see page 112). You gain your For example, a magic amulet might have 20 hit
choice of two anima features at 1st level. You points and a damage threshold of 10. If your anima
may choose another feature at 7th, 9th, and die is a d6 and you roll a 5, you would reduce the
17th level. amulet’s damage threshold to 5.
Block. When you take damage from another
creature’s melee attack, you can use your FIGHTING STYLE
reaction to spend 1 anima die to reduce the You adopt a particular style of fighting as
damage. This ability reduces the damage your specialty. Choose one of the following
by the number rolled on your anima die options. You can’t take a Fighting Style
+ the relevant ability modifier for the option more than once, even if you
weapon you wield to block the attack. later get to choose again.
Deadly Opportunity. When a Defense. While you are wearing
creature you can see moves into armor, you gain a +1 bonus to AC.
reach of the melee weapon Dueling. When you are
you’re wielding or your wielding a melee weapon in one
unarmed strike, you can hand and no other weapons, you
use your reaction to spend gain a +2 bonus to damage rolls
1 anima die and make one with that weapon.
attack against the creature Great Weapon Fighting.
with that weapon. Add the When you roll a 1 or 2 on a
number rolled on the anima damage die for an attack you
die to the weapon’s damage make with a melee weapon that
roll. you are wielding with two hands,
Counterattack. When a you can reroll the die and must
melee attack misses you, use the new roll, even if the new
you can use your reaction roll is a 1 or a 2. The weapon must
to spend 1 anima die and have the two-handed or versatile
make a melee weapon property for you to gain this benefit.
attack or unarmed strike against Protection. When a creature you
your attacker. If you hit, you add can see attacks a target other than
the number rolled on the anima you that is within 5 feet of you, you
die to the attack’s damage roll. can use your reaction to impose
Essence of Death. You may use disadvantage on the attack roll.
an action to spend 1 anima die and Two-Weapon Fighting. When you
envelop a melee weapon you are engage in two-weapon fighting, you
wielding or your unarmed strike in can add your ability modifier to the
a nimbus of energy, changing the damage of the second attack.
damage type of the weapon. The
damage may be of any type (acid, SECRET A RCHETYPES
bludgeoning, cold, etc.), or you may You begin with access to two secret
turn the projectiles into silvered archetypes of your choice. Every time
weapons, but this choice may not be your proficiency bonus increases,
changed until you spend an anima you may add an additional secret
die to activate this feature again. archetype to those you may access.
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THE SECRET WORLD
Character Creation 2
Secret archetypes grant you additional features. Additionally, when you gain a level in this class, you can
You may only have one secret archetype active at a choose one of the punisher spells you know and replace
time, but you may switch which secret archetype is it with another spell from the punisher spell list, which
active at the end of a long or short rest. Your secret also must be of a level for which you have spell slots.
1
archetypes grant additional features at 3rd, 6th, 10th,
and 14th levels. SPELLCASTING A BILITY
Strength is your spellcasting ability for your punisher
SPELLCASTING spells, since their power derives from your might in battle.
Like all Bees, you have learned to channel anima to You use your Strength whenever a spell refers to your
alter the fabric of reality around you. See Spells Rules spellcasting ability. In addition, you use your Strength 2
for the general rules of spellcasting and the Spells modifier when setting the saving throw DC for a punisher
Listing for the punisher spell list. spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
CANTRIPS Strength modifier
At 1st level, you know two cantrips of your choice Spell attack modifier = your proficiency bonus +
from the punisher spell list. You learn additional punisher your Strength modifier
cantrips of your choice at higher levels, as shown in the
3
Cantrips Known column of the Punisher table. SPELLCASTING FOCUS
You can use a melee weapon as a spellcasting focus
P REPARING AND CASTING SPELLS for your punisher spells.
The Punisher table shows how many spell slots you
have to cast your spells. To cast one of your punisher A BILITY SCORE IMPROVEMENT
spells of 1st level or higher, you must expend a slot of When you reach 4th level, and again at 8th, 12th, 16th, 4
the spell’s level or higher. You regain all expended spell and 19th level, you can increase one ability score of your
slots when you finish a long rest. choice by 2, or you can increase two ability scores of your
You prepare the list of punisher spells that are choice by 1. As normal, you can’t increase an ability score
available for you to cast, choosing from the punisher above 20 using this feature. If you wish, you may forgo
spell list and the spell list for your active secret taking this feature to take a feat of your choice instead.
archetype. When you do so, choose a number of spells
equal to your Strength modifier + half your punisher WORTHY WEAPON
5
level, rounded down (minimum of one spell). The spells You can use your action to summon a single two-
must be of a level for which you have spell slots. handed melee weapon or pair of light melee weapons
For example, if you are a 5th-level punisher you to your empty hands. You can choose the form these
have four 1st-level and two 2nd-level spell slots. With a melee weapons take each time you summon them.
Strength of 14, your list of prepared spells can include The weapons count as magical for the purpose of
four spells of 1st or 2nd level, in any combination. If overcoming resistance and immunity to nonmagical 6
you prepare the 1st-level spell inflict wounds, you can attacks and damage. Your summoned weapons
cast it using a 1st-level or a 2nd- level slot. Casting the disappear if they are more than 5 feet away from you
spell doesn’t remove it from your list of prepared spells. for 1 minute or more. They also disappear if you use
You can change your list of prepared spells when you this feature again, if you dismiss the weapons (no
finish a long rest. Preparing a new list of punisher spells action required), or if you die.
requires time spent in martial arts practice—perfecting You can transform one magic two-handed melee 7
katas, shadowboxing, or something similar. You must weapon or two magical light melee weapons into
spend at least 1 minute per spell level for each spell summonable weapons by performing a special ritual
on your list. while you hold the weapons. You perform the ritual
over the course of 1 hour, which can be done during a
SPELLS K NOWN OF 1ST L EVEL AND H IGHER short rest. You can then dismiss the weapons, shunting
You know two 1st-level spells of your choice from them into an extradimensional space, and they appear
the punisher spell list. whenever you summon a melee weapon thereafter. You A
The Spells Known column of the Punisher table cannot affect an artifact or a sentient weapon in this
shows when you learn more punisher spells of your way. The bond with these weapons ends if you die, if
choice. Each of these spells must be of a level for you perform the 1-hour ritual on a different weapon, or
which you have spell slots, as shown on the table. For if you use a 1-hour ritual to break your bond to them.
instance, when you reach 3rd level in this class, you The weapons appear at your feet if they are in the
can learn one new spell of 1st or 2nd level. extradimensional space when the bond breaks.
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E XTRA ATTACK SPELL BREAKER
Beginning at 5th level, you can attack twice, instead of Starting at 15th level, you can use your action to end
once, whenever you take the Attack action on your turn. one spell on yourself or on one willing creature that
The number of attacks increases to three when you you touch. You can use this feature a number of times
reach 11th level in this class and to four when you reach equal to your Strength modifier (a minimum of once).
20th level in this class. You regain expended uses when you finish a long rest.
PUNISHER SPELLS
146
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Character Creation 2
R AVAGER WARRIORS OF
SUPERNATURAL E MOTION
The former boxer wades into the moaning throng Ravagers have a deep reservoir of volatile emotion,
of zombies. Each punch crackles with angry lightning which activates with the accelerant of Gaia’s anima, is
1
and shocking discharge, scorching necrotic flesh on set off by a violent encounter with the supernatural, and
impact. Just as the pugilist seems overwhelmed by sheer boils over in a spectacular display. Ravagers can release
numbers, he scatters and dismembers the shambling this emotion and enter into a frenzy or a trance. Often
horrors with the shockwave of a thunderclap scream. the emotion is rage, but there are other possibilities. The
The werewolf thinks he’s found easy prey in the ravager might be empowered through terror, filling their
tiny teen girl in her kawaii outfit, but then she gives an limbs with preternatural strength even as they scream. 2
answering roar, growing in size and sporting claws and They might feel a wellspring of unhinged joy, or enter an
scales. The wounds from her slashing spines only cause ecstatic trance brought on by purifying pain or by giving
the werewolf to break out in horrid laughter. However, themselves over to some spiritual state. They might
the beast stops laughing when the dragon girl engulfs channel pure, elemental chaos with explosive bouts of
him in fiery breath. uncontrollable laughter until their throat is raw and bloody.
The hitman cuts the zip line and thinks he’s gotten These alternative emotional displays are often every bit as
away, but he is dumbfounded when the old woman frightening as anger (and perhaps a sight more disturbing).
3
leaps across the rooftops. He’s doubly dumbfounded Ravagers comprise a lumped-together classification
when she punches the ground, knocking him over with of sometimes unrelated magical warriors. Their origins
a surgical quake. could include (but are not limited to) the following:
The succubi cut and thrash the mortal, but instead
of causing fear or anger, the wounds only unlock a • A martial artist or practitioner of some form of
physical discipline, on the verge of a heightened
smile of transcendence upon his face. The strange
state of mind and body, is pushed over the edge by
4
warrior enters an ecstatic trance, moving in a jerky
battle dance, ignoring his injuries and dispatching his a massive infusion of anima.
enemies with manifested weapons of glowing green • An injured survivor of a monster attack retains
blades and chains. some trace elements of the creature’s nature in
Though they come in many varieties, ravagers channel their blood—elements that come alive and change
raw emotion into power to oppose their enemies. the survivor when Gaia imbues them with power.
• A seemingly ordinary person, buttoned down by modern 5
M AGIC U P C LOSE AND PERSONAL society, harbors a vast core of rage (or some other
Not all magic use involves studying tomes, working emotion). One day those roiling emotions explode.
elaborate rituals, or performing spooky action at a • An outside entity (ghost, nature spirit, demon, etc.)
distance. Sometimes it is close, violent, and fueled possesses a mortal’s body, offering up incredible
by primal instinct. The world can be a bad place, and abilities in exchange for their new, anima-rich home.
there are those who feel anima burning in their guts • At the very moment of being imbued, the would-be 6
who set the wrong things right in a most brutal fashion. ravager is struck by a very literal lightning bolt.
Ravagers are a loose classification of violent magic • There is no explanation. The ravager has nothing
users. Unlike the magus or the warlock, the ravager in their background to indicate this new nature, but
focuses their magic on melee carnage. Unlike warriors perhaps some potential was buried so deep only
who channel anima through their weapons, ravagers Gaia could see it.
push that energy directly through their own bodies,
letting it seep into their very cells, transforming their The Age is coming to an end. Apocalyptic plots lurk 7
flesh or charging their limbs with volatile energy. around every corner. The time for bottling it all up is
Flaming fists, preternatural rage, anima-fueled over. Let the fury out!
mutation, thunderclaps, and ghostly weapons conjured
from the ether are just a few examples of a ravager WHERE THEY FIT
manifesting their power. It should be noted that allowing IN THE S ECRET WORLD
such chaotic power to surge through one’s flesh and History and legend contain clues to the possible A
blood can be a harrowing experience for both the ravagers of the past. Certainly some of the demigod
mind and body. It takes a certain sort of person to warriors of world mythology have their roots here. Most
want to walk the path of the ravager. Even the most Secret Worlders agree that the ancient Norse berserkers,
bombastically violent demolisher, who pours explosive who fought in a trance-like state, were early ravagers.
energy into their weapons, would think twice before And at least a few of the whirling dervishes of the
allowing that force to burn through their meat. Sufi were known to enter a dance of ecstatic joy that
protected them from the claws and fangs of demons.
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In the Secret World, the ravager class denotes a A NIMA FEATURES
melee magic user who channels anima directly into Your connection with Gaia allows you to harness
their body, rather into objects like weapons or ritual and channel anima, the magical energy of the world.
claptrap. This energy is volatile and unpredictable, the Beginning at 1st level, you can spend anima dice to fuel
very reason many prefer to pour it into an outside focus. anima features (see page 112). You gain your choice
The ravagers, however, dare to invite that energy inside. of two anima features at 1st level. You may choose
Player characters are Bees, those imbued with anima another feature at 7th and 13th level.
by Gaia. Not all who channel their emotions in battle Fleet Feet. When you move, you may spend 1 anima
are so imbued. Many who derive their power from rage die and add 10 feet to your speed until the end of the
or ecstasy are not touched by Gaia. round. You may not spend more than 1 anima die for
this ability.
WHY THE S ECRET SOCIETIES Frenzied Casting. While raging, you may spend 1
WANT TO RECRUIT THEM anima die to cast a spell. Normally, you cannot cast
While ravagers can be unpredictable, the secret spells while raging.
societies see merit in an agent who can never be caught Gaia’s Fury. You may spend 1 anima die to regain one
off guard without their weapon. They are the weapon. They expended use of rage. Once you have used this ability,
can enter any location while appearing totally unarmed. you must complete a short rest before you use it again.
They also make fascinating subjects for studying the Intimidating Presence. When you hit a creature
long-term effects of direct anima exposure in the body. with a spell attack, weapon attack, or unarmed strike,
you can spend 1 anima die to attempt to frighten the
C LASS FEATURES target. Add the anima die roll to the attack’s damage
Play a ravager if you want to play a magic user who roll. The target must make a Wisdom saving throw; it
gets down and dirty up close. Choose this class if you is frightened of you until the end of your next turn if it
want to have short bursts of dramatic melee power. fails its save.
Play a ravager if roleplaying states of supernatural Mindless Rage. When you enter a rage, you may
emotion appeals to you. spend 1 anima die to be immune from being charmed or
As a ravager, you gain the following class features. frightened while raging. If you are charmed or frightened
when you enter your rage, the effect is suspended for
H IT POINTS the duration of the rage.
Hit Dice: 1d12 per ravager level
Hit Points at 1st Level: 12 + your Constitution modifier R AGE
Hit Points at Higher Levels: 1d12 (or 7) + your In battle, you fight with unmatched ferocity. On your
Constitution modifier per ravager level after 1st turn, you can enter a rage as a bonus action. While
raging, you gain the following benefits if you are not
P ROFICIENCIES wearing heavy armor:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons • You have advantage on Strength checks and
Tools: None Strength saving throws.
Saving Throws: Strength, Constitution • When you make a melee weapon attack using
Skills: Choose two from Athletics, Intimidation, Strength, an unarmed strike, or an anima attack,
Nature, Perception, and Stealth you gain a bonus to the damage roll that increases
as you gain levels as a ravager, as shown in the Rage
EQUIPMENT Damage column of the Ravager table.
You start with the following equipment, in addition • You have resistance to bludgeoning, piercing, and
to the equipment granted by your background: slashing damage.
• (a) a bladed cestus, (b) a martial melee weapon, or If you are able to cast spells, you can’t cast them or
(c) two simple melee weapons concentrate on them while raging unless you spend
• (a) Kevlar armor or (b) leather armor, a compound an anima die (see Frenzied Casting above)
bow, and a quiver of 12 arrows, or (c) leather armor, Your rage lasts for 1 minute. It ends early if you are
a compound crossbow, and a case of 12 bolts knocked unconscious or if your turn ends and you
• (a) riot shield or (b) two handaxes and two throwing haven’t attacked a hostile creature since your last turn
knives or taken damage since then. You can also end your
• (a) a chainsaw, (b) a flamethrower and flamethrower rage on your turn as a bonus action.
canister, or (c) a shotgun and 25 shotgun shells Once you have raged the number of times shown for
• A backpack, arcane focus, hand wraps, and a your ravager level in the Rages column of the Ravager
memento from a past tragedy that still fuels your rage table, you must finish a long rest before you can rage again.
148
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Character Creation 2
SECRET A RCHETYPES ability. In addition, you use your Constitution modifier
You begin with access to two secret archetypes when setting the saving throw DC for a ravager spell
of your choosing. Every time your proficiency bonus you cast and when making an attack roll with one.
increases, you may add an additional secret archetype Spell save DC = 8 + your proficiency bonus + your
1
to those you may access. Constitution modifier
Spell attack modifier = your proficiency bonus +
SPELLCASTING your Constitution modifier
Starting at 1st level, you have learned to channel
anima to alter the fabric of reality around you. See SPELLCASTING FOCUS
Spells Rules for the general rules of spellcasting and You can use an arcane focus or melee weapon as 2
the Spells Listing for the ravager spell list. a spellcasting focus for your ravager spells. You may
bind the arcane focus to wrappings around your
CANTRIPS fists if you are fighting unarmed.
At 1st level, you know two cantrips of your choice
from the ravager spell list. You learn additional R ECKLESS ATTACK
ravager cantrips of your choice at higher levels, Starting at 2nd level, you can throw
as shown in the Cantrips Known column of the aside all concern for defense to attack
3
Ravager table. with furious anger. When you make
your first attack on your turn, you can
SPELL SLOTS decide to attack recklessly. Doing
Starting at 2nd level, you know two 1st-level so gives you advantage on melee
spells of your choice from the ravager spell list. weapon and unarmed strike attack
The Ravager table shows how many spell rolls using Strength attack rolls this 4
slots you have to cast your ravager spells turn, but attack rolls against you
of 1st level and higher. To cast one of these have advantage until your next turn.
spells, you must expend a slot of the spell’s
level or higher. You regain all expended spell A BILITY SCORE
slots when you finish a long rest. IMPROVEMENT
For example, if you know the 1st-level When you reach 4th level, and
spell heroism and have a 1st-level and a again at 8th, 12th, 16th, and 19th
5
2nd-level spell slot available, you can cast level, you can increase one ability
heroism using either slot. score of your choice by 2, or you
can increase two ability scores of
SPELLS K NOWN OF 1ST L EVEL your choice by 1. As normal, you
AND H IGHER can’t increase an ability score
You know two 1st-level spells of your above 20 using this feature. If 6
choice from the ravager spell list. you wish, you may forgo taking
The Spells Known column of the this feature to take a feat of
Ravager table shows when you learn your choice instead.
more ravager spells of your choice. Each
of these spells must be of a level for which E XTRA ATTACK
you have spell slots, as shown on the table. Beginning at 5th level, you can 7
For instance, when you reach 3rd level in this class, attack twice, instead of once, whenever
you can learn one new spell of 1st or 2nd level. you take the Attack action on your turn.
Additionally, when you gain a level in this class,
you can choose one of the ravager spells you FAST MOVEMENT
know and replace it with another spell from the Starting at 5th level, your speed
ravager spell list, which also must be of a level increases by 10 feet while you aren’t
for which you have spell slots. wearing heavy armor. A
SPELLCASTING A BILITY BRUTAL CRITICAL
Constitution is your spellcasting ability Beginning at 8th level, you can roll one
for your ravager spells, since their power additional damage die when determining
derives from your own internal well of fury the extra damage for a critical hit.
and stamina. You use your Constitution This increases to two additional
whenever a spell refers to your spellcasting dice at 17th level.
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R ELENTLESS R AGE INDOMITABLE MIGHT
Starting at 11th level, your rage can keep you fighting Beginning at 18th level, if your total for a Strength
despite grievous wounds. If you drop to 0 hit points check is less than your Strength score, you can use
while you’re raging and don’t die outright, you can make that score in place of the total.
a DC 10 Constitution saving throw. If you succeed, you
drop to 1 hit point instead. CHAMPION OF FURY
At 20th level, you embody the rage of Gaia. Your
PERSISTENT R AGE Strength and Constitution scores increase by 4. Your
Beginning at 15th level, your rage is so fierce that it ends maximum for those scores is now 24.
early only if you fall unconscious or if you choose to end it.
R AVAGER SPELLS
CANTRIPS (0 L EVEL) Expeditious Retreat Enhance Ability 4TH L EVEL
Acid Splash Guiding Bolt Hold Person Banishment
Chill Touch Heroism Protection from Poison Death Ward
Poison Spray Hunter’s Mark See Invisibility Freedom of Movement
Sacred Flame Inflict Wounds Warding Bond Stoneskin
True Strike Mage Armor
Shield 3RD L EVEL 5TH L EVEL
1ST L EVEL Bestow Curse Dispel Evil and Good
Bane 2ND L EVEL Counterspell Geas
Detect Evil And Good Alter Self Dispel Magic Hallow
Detect Magic Barkskin Fear Hold Monster
Detect Poison Branding Smite Vampiric Touch
and Disease Darkvision
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T RICKSTER THE POWER OF TRANSGRESSION
Tricksters bend and break rules—the laws of society,
The Filth-corrupted hulk in a hockey mask lumbers, physics, and the supernatural. They break boundaries,
machete raised, toward easy prey, a screaming coed whether in a code of conduct or the walls of dimensions
1
lying on the ground. The bulging, mutated arm brings and worlds. However, this impulse is more than simply
down the blade with a squelch. Only … the victim crass or contrary behavior. A trickster practices the
laughs instead of screams. Then her features melt sacred obscenities. They break the rules and turn
away, revealing a rotting, road-killed deer carcass. The a system upside down to reveal flaws, or to cause
laughter begins again, this time behind the slasher. necessary (if traumatic) change.
A mysterious stranger infiltrates a high-security A trickster might have their origin as any of (but not 2
Orochi Group facility. Pressing their hands on the door limited to) the following:
to Laboratory A6, they cast a hex, releasing pure chaos
into a room full of volatile chemicals, specimens, and • A devotee to a trickster deity.
complex equipment. A smile cracks their face as the • A charlatan or con artist who finds their gift of gab
screams and explosions begin. suddenly and supernaturally boosted.
The old vagabond limps on a trick knee as the • A stage illusionist with a hobby and interest in the
revenant gives chase, but he knows how to walk the occult. 3
path of the fool. He dashes into heavy traffic and • An anarchist or corporate saboteur who expands
miraculously avoids being run over. The cloaked, undead their mission to one of more cosmic significance.
horror, however, is impossibly struck by each and every • A celebrity poker player who has mastered the
vehicle, exploding into a writhing pile of crows. mathematics of chance and finds they can now
The cultists cannot believe it. Their leader just nudge chance in unlikely ways.
disbanded the whole group with a beguiling speech • An introvert, who has always felt unseen, who gains 4
that left their heads buzzing. Confused, they all leave the ability to literally become invisible.
the community center, sadly parting ways into the night.
They do not notice the cult leader’s face changing into The trickster transgresses and rides the razor’s edge
another. of the benefits and dangers this brings. Oftentimes,
In a chaotic world, sometimes the only medicine they even get away with it.
is an illimitable fool. Tricksters turn their magic and
their charms toward befuddling and manipulating WHERE THEY FIT 5
others, or simply throwing a wrench into a well-oiled IN THE S ECRET WORLD
machine or plan. Trickster beings show up in all of world mythology—
Loki, Anansi, Hermes, Crow, and the rest. Some are
FOOLS AND C HARLATANS friendly. Some are dangerous. All sing the sacred
Since the dawn of sentience, there’s been a sucker obscenities. These are beings who sometimes imperil
born every minute, and the tricksters were soon to the world, but also save it with their antics. They 6
follow. Some stalk the shadows, clouding the minds of illuminate the flaws in the proud and the tyrannical.
their unsuspecting enemies. Others strut in the open, In the Secret World, the trickster class denotes magic
convincing naked emperors that they are wearing users who excel at illusion, mind-bending enchantment,
invisible clothes. probability manipulation, and shape changing. They are
Tricksters come in many forms and guises (often, a daring will-workers who win by keeping their enemies
single trickster comes in many forms and guises!). They off balance and confused. If one’s opponent is stronger,
are illusionists, shapeshifters, con artists, interlopers, then turn that strength on them and let them destroy 7
and delvers into places and situations where angels themselves.
know not to tread. Some are ruthless manipulators, Player characters are Bees, those imbued with anima
pulling the strings of their victims and dupes. Others by Gaia. It should be noted that not all tricksters are
seem to be hapless fools who somehow tickle the Bees. There are many who employ mystical trickery. In
strings of chance and fate, coming out of impossible the Secret World, a number of those abovementioned
situations no worse for wear. trickster deities walk the streets. Bees have an extra A
Tricksters come from many traditions and sometimes store of power—the anima Gaia imbued them with.
no tradition at all. Their magic is honed toward illusion, They turn that power toward the art of chicanery and
charm, and enchantment. They are attuned to chaos and the prerogative of the scoundrel.
know how to go with the flow, sometimes even going
so far as to change their own forms. Tapping into pure
chaos can be unpredictable, however, and the magic
of tricksters sometimes causes unforeseen feedback.
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WHY THE S ECRET SOCIETIES can only use one anima feature on a spell when you
WANT TO RECRUIT THEM cast it, unless otherwise noted.
Tricksters, by their very nature, don’t play by the rules. Bewildering Spell. You can cast a spell that
However, canny recruiters for the secret societies know overwhelms the senses of its target. When you cast a
that one does not need to completely control a trickster, spell that deals damage to one creature, you can spend
but rather to simply unleash them on the enemy. It can 2 anima dice to increase the intensity of the spell’s
be a subtle dance of who is manipulating whom. Despite visual effect. The target of your spell has disadvantage
those risks, tricksters have a package of abilities that on the next Intelligence, Wisdom, or Charisma saving
any clandestine organization would desire. throw it makes within the next minute.
Play the trickster if you want to fight dirty and never Body Double. When a creature makes an attack
fair. Play a trickster if you want to cast illusions, beguile roll against you, you can use your reaction to spend 1
minds, and ride chaos. Choose this class if you enjoy the anima die. You create an illusory duplicate of yourself
thought of your magic having random consequences. that takes the blow for you, causing the attack to
automatically miss. You may then use your movement,
C LASS FEATURES provoking no attacks of opportunity, to get out of harm’s
As a trickster, you gain the following class features. way before the illusion dissipates.
Contingent Spell. You can cast a spell to be triggered
H IT POINTS at a later time. To do so, you must spend a number of
Hit Dice: 1d8 per trickster level anima dice equal to the level of the spell slot used to
Hit Points at 1st Level: 8 + your Constitution modifier cast the spell. You then use your reaction to trigger the
Hit Points at Higher Levels: 1d8 (or 5) + your spell when the event you stipulated when you cast the
Constitution modifier per trickster level after 1st spell occurs.
For example, you use your action, expend a 4th level
P ROFICIENCIES spell slot, and spend 4 anima dice to cast dimension
Armor: Light armor door as a contingent spell that will take effect when a
Weapons: Simple weapons, martial weapons with creature moves within 5 feet of you. When a creature
the finesse property moves within 5 feet of you a moment later, you use your
Tools: Gaming set reaction to trigger the dimension door and teleport to
Saving Throws: Dexterity, Charisma a space 200 feet away.
Skills: Choose any three skills Anima dice spent in this way are not recovered until
the contingency is triggered or you willingly end the
EQUIPMENT contingent spell.
You start with the following equipment, in addition Control Probability. You can use a bonus action on
to the equipment granted by your background: your turn to choose one creature other than yourself
within 60 feet of you who can hear you. You can then
• (a) a rapier or (b) a whip and one simple melee
give that creature one of your anima dice.
weapon
Once within the next 10 minutes, the creature can roll
• Leather armor and two throwing knives
the die and add the number rolled to one ability check,
• (a) two revolvers, 100 revolver bullets, and two attack roll, or saving throw it makes. The creature can
smoke grenades or (b) a shotgun and 25 shotgun wait until after it rolls the d20 before deciding to use
shells the anima die, but must decide before the GM says
• A forged ID (determine the identity with the Game whether the roll succeeds or fails. Once the anima
Master) die is rolled, it is lost. You can gift a creature only one
• A backpack, ball bearings (bag of 1,000), a book of anima die at a time.
tricksters in mythology, and a random trinket you Cutting Words. When a creature that you can see
recently pickpocketed off a stranger (which may within 60 feet of you makes an attack roll, an ability
come back to haunt you) check, or a damage roll, you can use your reaction to
spend 1 anima die and subtract the number rolled
A NIMA FEATURES from the creature’s roll. You can choose to use this
Your connection with Gaia allows you to harness feature after the creature makes its roll, but before
and channel anima, the magical energy of the world. the DM determines whether the attack roll or ability
Beginning at 1st level, you can spend anima dice to fuel check succeeds or fails, or before the creature deals
anima features (see page 112). You gain your choice its damage. The creature is immune if it can’t hear you
of two anima features at 1st level. You may choose or if it’s immune to being charmed.
another feature at 2nd, 5th, 15th, and 18th level. You Deceptive Spell. When you cast a spell that allows its
target to make a saving throw, you can spend 3 anima
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Character Creation 2
dice to change the type of saving throw required. For SPELLS K NOWN OF 1ST L EVEL AND H IGHER
example, the Dexterity saving throw of prismatic spray You know two 1st-level spells of your choice from
might be changed to a Wisdom saving throw instead. the trickster spell list.
Enlightening Spell. When you cast a spell that targets The Spells Known column of the Trickster table
1
a creature, you can spend 1 anima die to learn one of shows when you learn more trickster spells of your
your target’s resistances or immunities. Each time you choice. Each of these spells must be of a level for
use this anima feature on the same creature, it reveals which you have spell slots, as shown on the table. For
a new resistance or immunity. instance, when you reach 3rd level in this class, you
Law and Chaos. When you cast a spell and it results can learn one new spell of 1st or 2nd level.
in a roll on the Magic Chaos table, you may spend a Additionally, when you gain a level in this class, you 2
number of anima dice equal to the spell’s level to not can choose one of the trickster spells you know and
roll on the table. replace it with another spell from the trickster spell
Hidden Spell. When you cast a spell with a duration list, which also must be of a level for which you have
longer than instantaneous, you can spend 2 anima dice spell slots.
to mask its magical aura. For the duration of your spell,
it can’t be detected or discerned with spells or effects, SPELLCASTING A BILITY
such as the detect magic spell. Charisma is your spellcasting ability for your trickster
3
Peerless Skill. When you make an ability check, you spells, as they well up from incalculable depths of
can spend 1 anima die. Roll the die and add the number charm. You use your Charisma whenever a spell refers
rolled to your ability check. You can choose to do so to your spellcasting ability. In addition, you use your
after you roll the die for the ability check, but before Charisma modifier when setting the saving throw DC
the GM tells you whether you succeed or fail. for a trickster spell you cast and when making an
attack roll with one. 4
SECRET A RCHETYPES Spell save DC = 8 + your proficiency bonus + your
You begin with access to two secret archetypes Charisma modifier
of your choice. Every time your proficiency bonus Spell attack modifier = your proficiency bonus +
increases, you may add an additional secret archetype your Charisma modifier
to those you may access.
Secret archetypes grant you additional features. R ITUAL CASTING
You may only have one secret archetype active at a You can cast any trickster spell you know as a ritual
5
time, but you may switch which secret archetype is if that spell has the ritual tag.
active at the end of a long or short rest. Your secret
archetypes grant additional features at 3rd, 6th, 10th, SPELLCASTING FOCUS
and 14th levels. You can use an arcane focus as a spellcasting focus
for your trickster spells. A trickster’s arcane focus is
SPELLCASTING often something small and easily hidden: an amulet 6
Starting at 1st level, you have learned to channel or ornate ring covered in magical sigils, a playing or
anima to alter the fabric of reality around you. See tarot card, or the like. As a bonus action, you may make
Spells Rules for the general rules of spellcasting and a Dexterity (Sleight of Hand) roll with a DC equal to
the Spells Listing for the trickster spell list. your target’s passive Perception in order to hide the
spellcasting focus while you cast a spell.
CANTRIPS 7
At 1st level, you know three cantrips of your choice T HE S YMBOL OF E IGHT
from the trickster spell list. You learn additional trickster Trickster magic is tainted with primal chaos, making
cantrips of your choice at higher levels, as shown in the casting even the most innocuous spell a potential
Cantrips Known column of the Trickster table. minefield. When you roll to make a spell attack or when
a target rolls a saving throw on a spell you cast and
SPELL SLOTS the number on the d20 (not the final modified result)
The Trickster table shows how many spell slots you or one of the damage dice is 8, you must roll on the A
have to cast your trickster spells of 1st level and higher. Magic Chaos table.
To cast one of these spells, you must expend a slot of If the result of the Magic Chaos roll is that you cast a
the spell’s level or higher. You regain all expended spell spell, you cannot modify the spell with anima dice. It is
slots when you finish a long rest. simply outside of your control. Spells resulting from the
For example, if you know the 1st-level spell charm Magic Chaos roll that normally require concentration
person and have a 1st-level and a 2nd-level spell slot last for their full duration instead and do not require
available, you can cast charm person using either slot. you to concentrate.
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If the Magic Chaos table calls for a saving throw, next 24 hours (even if the creature is an animal or
use your own spell save DC. Even the most practiced monster). If the target is an object, you are struck
tricksters cannot always avoid the consequences of dumb for your next turn.
their actions. 6. Accusing voices ring in your ears, as everyone
When the result calls for a random creature to be you have ever hurt screams at you for 1d8 rounds.
affected, roll 1d8 and consult the following graphic. If During this time, you are deafened.
there is no creature in the path of the direction in 7. You regain the spell slot required to cast the spell
question, roll again. that triggered this roll.
8. You regain 1d8 anima dice, up to all you have spent.
9. The image of a lost friend or love (platonic or
romantic) appears before you, beckoning that you
follow and pleading that you return to them. You
must make a Wisdom saving throw against your
own spell DC or be blinded for 1d8, as you have
eyes only for the vision. If you fail the saving throw,
the vision moves 30 feet in a random direction
every turn; you are compelled to move your full
speed after it.
10. Roll twice on this table, ignoring this result on
subsequent rolls.
11. All noises suddenly become incredibly loud. For the
next 1d8 rounds, you must shout when you speak.
12. The next damaging spell you cast within 1d8
rounds causes maximum damage.
13. For the next 1d8 rounds, you regain 5 hit points at
the start of each of your turns. While this effect
lasts, your thoughts appear as comic-book thought
bubbles above your head and can be read by all
creatures within a 60-foot radius that read the
Roll 1d20 for the Magic Chaos result. language you think in.
1. An anvil materializes above you. Roll a Dexterity 14. The Buzzing shrieks in your ears, babbling secret
saving throw. You take no damage on a successful knowledge. You are deafened until the end of your
save. On a failed save, you take 4d10 bludgeoning next turn, but afterward you gain advantage on
damage; if you are reduced to 0 hit points, you your next Intelligence (Arcana) roll.
drop to 1 hit point instead and are flattened for 15. All creatures have disadvantage on saving throws
the next 1d8 rounds. While flattened, you are at against spells you cast for the first spell you cast
disadvantage on attack rolls and saving throws on each of your turns for the next 1d8 rounds.
and your speed is reduced to 15 feet. 16. You gain resistance to all damage for 1d8 rounds.
2. You manifest devilish horns and are surrounded by 17. You are unable to take any actions on your next
a miasma of brimstone in a 30-foot radius for the turn. Instead, you vomit forth a swarm of insects
next 1d8 rounds. Supernaturally good creatures (beetles, centipedes, spiders, or wasps per the
who begin their turn within the area of effect suffer GM’s choosing). The swarm of insects flees in a
1d8 necrotic damage. random direction, attacking any creatures in its
3. Your eyes glow a dim blue. You can see all invisible path for 1 minute or until it is destroyed. After 1
creatures within your line of sight for the next minute, the swarm of insects disperses.
minute. 18. Your third eye opens. For the next minute, you have
4. You receive an omen as if you are the subject of advantage on Wisdom checks.
an augury spell. The omen takes the appearance 19. You manifest a halo that glows with holy light
of a phantasmagorical vision of the GM’s choice. in a 30-foot radius for the next 1d8 rounds.
The GM may choose the result of the omen (weal, Supernaturally evil creatures that begin their turn
woe, weal and woe, or nothing) or roll 1d4 for the within the area of effect suffer 1d8 radiant damage.
result. 20. An anvil materializes above your target and your
5. If the target of your spell is a creature, you find target must roll a Dexterity saving throw. Your
yourself able to mimic its voice exactly for the target takes no damage on a successful save. On
154
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Character Creation 2
a failed save, it takes 4d10 bludgeoning damage. the fluctuations of chaos. You may choose to roll on
If the target is a creature, and it is reduced to 0 the Magic Chaos table when you cast a spell. If you
hit points, it drops to 1 hit point instead and is choose to unleash chaos, you may not spend anima
flattened for the next 1d8 rounds. While flattened, dice to cancel the result of the roll.
1
the creature is at disadvantage on attack rolls and
saving throws and its speed is halved. CLOUD MINDS
By 13th level, you can easily avoid the consequences
A BILITY SCORE IMPROVEMENT of playing with another being’s mind. When you cast an
When you reach 4th level, and again at 8th, 12th, 16th, enchantment spell that charms one or more creatures,
and 19th level, you can increase one ability score of you can choose one creature that remains unaware of 2
your choice by 2, or you can increase two ability scores being charmed even after the spell ends.
of your choice by 1. As normal, you can’t increase Before the spell expires, you can also use your action
an ability score above 20 using this feature. If to attempt to make the creature in question lose time.
you wish, you may forgo taking this feature to The target must succeed on an Intelligence saving
take a feat of your choice instead. throw against your trickster spell save DC or
lose a number of hours of its memories equal
to 1 + your Charisma modifier (minimum 1). You
3
COUNTERCHARM
At 7th level, you gain the ability to disrupt can choose to have the creature forget less than
mind-influencing effects with an hour of its time under your charm, editing
your patter and chatter. As memories more carefully, but the amount
an action, you can start of time it forgets cannot exceed the
talking—monologuing, duration of your enchantment spell.
telling jokes, or just generally 4
being distracting—until the SYMBOLIC CONSTRUCT
end of your next turn. During At 17th level, you know how to
that time, you and any friendly reject fixed models of reality and
creatures within 30 feet of breathe brief life into things with
you have advantage on saving no objective truth. When you cast
an illusion spell of 1st level or
throws against being frightened
higher, you can use your bonus
5
or charmed. A creature must be
able to hear you to gain this benefit. action to temporarily make
The countercharm ends early if you real one inanimate, nonmagical
are incapacitated or silenced or if you object that is part of the illusion. You
voluntarily end it (no action required). can do this on the turn when you cast the
spell or on a subsequent turn while the
SHAPESHIFTER spell is ongoing. The object remains real 6
At 9th level, you can assume for 1 minute or until you end the effect. For
the form of an animal at will. As an example, you could create the illusion of a
action, add the polymorph spell to ladder leading up from the sewers, make
your spells known, if you do not already it real long enough for you and your allies
know it. You can cast polymorph without to climb to the surface, and then make
expending a spell slot. When you do the ladder disappear out from under the 7
so, you can target only yourself and Orochi team climbing up after you.
transform into a beast whose challenge
rating is 1 or lower. ONE WITH CHAOS
Once you cast polymorph in this way, At 20th level, your mastery over
you can’t do so again until you finish entropy and randomness grows. When
a short or long rest, though you can you roll on the Magic Chaos table, you
still cast it normally using an available may roll twice and choose which result A
spell slot. occurs. If you choose to embrace
chaos in this manner, you may not
AGENT OF CHAOS spend anima dice to cancel the result
Beginning at 11th level, your devotion of the rolls.
to trickery and subterfuge gives you
some small amount of control over
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TRICKSTER SPELLS
CANTRIPS (0 LEVEL) Silent Image See Invisibility
Dancing Lights Sleep Silence
Mage Hand Speak with Animals Spider Climb
Mending Unseen Servant Suggestion
Message Zone of Truth
Minor Illusion 2ND LEVEL
Prestidigitation Alter Self 3RD LEVEL
Vicious Mockery Animal Messenger Bestow Curse
Arcanist’s Magic Aura Blink
1ST L EVEL Blindness/Deafness Clairvoyance
Animal Friendship Calm Emotions Dispel Magic
Bane Detect Thoughts Fear
Charm Person Enhance Ability Glyph of Warding
Comprehend Languages Enthrall Hypnotic Pattern
Detect Magic Heat Metal Major Image
Disguise Self Hold Person Nondetection
Faerie Fire Invisibility Plant Growth
Feather Fall Knock Sending
Find Familiar Lesser Restoration Speak with Dead
Grease Levitate Speak with Plants
Hideous Laughter Locate Animals or Plants Tiny Hut
Identify Locate Object Tongues
Illusory Script Magic Mouth
Rope Trick
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THE SECRET WORLD
Character Creation 2
4TH LEVEL Planar Binding Simulacrum
Arcane Eye Raise Dead Symbol
Compulsion Scrying Teleport
Confusion Seeming
1
Dimension Door Teleportation Circle 8TH LEVEL
Freedom of Movement Antimagic Field
Greater Invisibility 6TH LEVEL Antipathy/Sympathy
Hallucinatory Terrain Contingency Clone
Locate Creature Eyebite Demiplane
Polymorph Find the Path Dominate Monster 2
Guards and Wards Feeblemind
5TH LEVEL Irresistible Dance Glibness
Animate Objects Magic Jar Mind Blank
Arcane Hand Mass Suggestion Power Word Stun
Awaken Programmed Illusion
Dominate Person True Seeing
Dream
9TH LEVEL
Foresight
3
Geas 7TH LEVEL Power Word Kill
Greater Restoration Etherealness Shapechange
Hold Monster Forcecage Time Stop
Legend Lore Magnificent Mansion True Polymorph
Mislead Mirage Arcane Weird
Modify Memory Project Image Wish 4
Passwall Sequester
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PILFERERS OF POWER Many warlocks excel at deceit, the unearthing and
Warlocks come in an endless variety, but their keeping of secrets, and numerous forms of coercion. In
unifying trait is this: they are magic users whose power short, they come prepackaged with mundane skills that
comes from without. They channel their magic from make for a good agent. They have a daring, proactive
the hidden nooks and crannies of the supernal world. quality that many recruiters seek out. Warlocks can
Sources of that power can include (but are not limited add an arcane edge to any secret society … at least
to) the following: until they self-destruct.
Play a warlock if you want to be a magic user who is
• Making a pact with a supernatural entity (a god,
often in over their head but gets by on their wits. Play
demon, spirit, etc.).
a warlock if you want to delve into dangerous corners
• Taking power from a supernatural entity (through of the occult and wield powers that make even the
violence, trickery, or binding). angels grow pale.
• Manipulating the rules and forces of the supernatural
world (ritual circles, sigils, ceremonial rites, dead C LASS FEATURES
languages, harnessing ley lines, etc.).
• Reading and evoking powerful incantations from H IT POINTS
ancient tomes, scrolls, or tablets (the more forbidden Hit Dice: 1d8 per warlock level
the better!). Hit Points at 1st Level: 8 + your Constitution modifier
• Harnessing powerful, mystical relics. Hit Points at Higher Levels: 1d8 (or 5) + your
• Reaping the inherent power of blood and sacrifices. Constitution modifier per warlock level after 1st
• Summoning and utilizing the souls of the dead (via
P ROFICIENCIES
forceful binding, beneficial relations, or even offering
Weapons: Simple weapons
one’s own body for possession).
Tools: None
Warlocks may use any combination of power sources Saving Throws: Intelligence, Charisma
and disciplines. Always, there is a cost (even if just in Skills: Choose two skills from Deception, History,
the time it takes to study) or a risk. Intimidation, Investigation, Perception, Persuasion,
and Religion
WHERE THEY FIT Armor: Light armor
IN THE S ECRET WORLD
Some say King Solomon, the master magician, was EQUIPMENT
the first great warlock. Renowned for his wisdom and You start with the following equipment, in addition
his unhealthy interest in heathen gods, he reputedly to the equipment granted by your background:
commanded “authority over All the Spirits as he had
• (a) a survival knife (in the form of a ritual dagger) or
over all the Birds and Beasts.” He bound, imprisoned,
(b) a quarterstaff and two throwing knives
and controlled seventy-two demons through the Secret
Seal of Solomon. • Leather armor
In the Secret World, the warlock class denotes magic • An arcane focus and a grimoire (containing your
users who cast their spells through knowledge and risk. spells)
They are not, themselves, a fount of mystical energy. • (a) a hand-drawn crossbow and a case of 12
Rather, they are directors of the forces already flowing crossbow bolts, (b) a revolver and 100 revolver
through the hidden universe. bullets, or (c) a shortbow and a quiver of 12 arrows
Player characters are Bees, those imbued with anima • (a) a forbidden tome (full of profane occult secrets
by Gaia. It should be noted that not all warlocks are you are still deciphering) or (b) an occult object
Bees. Many have used such magic without the benefit of with a spirit bound to it (whom you can sometimes
Gaia’s notice. Bees, however, have a head start and an convince to give you bits of arcane knowledge)
extra store of power. They find that their magic suddenly • A backpack, 10 candles, chalk, a divining tool (tarot
works, even with only a cursory amount of study. cards, rune stones, etc.), a flask of liquor, a flask of
stolen holy water, a steel lighter, a steel mirror, 5
WHY THE S ECRET SOCIETIES empty vials, and a dirty slip of paper containing the
WANT TO RECRUIT THEM true name of an otherworldly entity (it will take you
Employing warlocks can represent a gamble, but they time to figure out the right pronunciation)
do come with perks. Often, a warlock who has survived
their own dangerous power for any length of time is
clever (even if a little too clever for their own good).
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A NIMA FEATURES then take damage equal to half the amount of damage
Your connection with Gaia allows you to harness your Hit Dice added to the spell’s damage.
and channel anima, the magical energy of the world.
Beginning at 1st level, you can spend anima dice to fuel SPELLCASTING 1
anima features (see page 112). You gain your choice Your arcane research has given you facility with spells.
of two anima features at 1st level. You may choose See Spells Rules for the general rules of spellcasting
another feature at 4th, 7th, 13th, 15th, and 17th level. and the Spells Listing for the warlock spell list.
You can only use one anima feature on a spell when
you cast it, unless otherwise noted. CANTRIPS
Agonizing Blast. When you cast eldritch blast, you You know two cantrips of your choice from the 2
may spend 1 anima die to add the result of the anima warlock spell list. You learn additional warlock cantrips
die roll and your Intelligence modifier to the damage of your choice at higher levels, as shown in the Cantrips
it deals on a hit. Known column of the Warlock table.
Eldritch Spear. When you cast eldritch blast, you may
spend 1 anima die to increase its range to 300 feet. YOUR GRIMOIRE
You add the result of the anima die roll to the damage At 1st level, you have a grimoire containing six
of the eldritch blast. 1st-level warlock spells of your choice. Your grimoire
3
Empowered Spell. When you roll damage for a is the repository of the warlock spells you know, except
spell, you can spend 1 anima die to reroll a number your cantrips, which are fixed in your mind.
of the damage dice up to your Intelligence modifier Your grimoire may be an old and dusty tome, a binder
(minimum of one). You must use the new rolls. You can full of poorly arranged tabs and loose-leaf notes, a
use Empowered Spell even if you have already used a personal wiki stored in the cloud, or any other means of
different anima feature during the casting of the spell. recording and retrieving data. Many warlocks continue 4
Flexible Casting. As a bonus action on your turn, to maintain physical spellbooks in case they spend
you can spend your anima dice to gain additional spell time in areas with poor Wi-Fi. Regardless of the level
slots. You can spend 2 anima dice to create a single of technology attached to your grimoire, you must
1st-level spell slot. If you spend additional anima dice access it to prepare spells.
to create more spell slots, these can be arranged in Copying Spells. On your adventures, you will find
any combination desired. For example, if you spend 4 other warlock spells that you can add to your spellbook.
anima dice, you can arrange the spell slots created as You could discover a warlock spell recorded in an Orochi
5
two 1st-level spell slots or one 2nd-level slot. vice president’s top-secret emails, for example, or in
Spell slots created in this way may be combined with a dusty tome in an ancient library. When you find a
spell slots gained from other warlock class features. recorded warlock spell of 1st level or higher, you can
You can create spell slots no higher in level than what add it to your spellbook if it is of a spell level you can
is already available to you. prepare and if you can spare the time to decipher and
Hidden Spell. When you cast a spell with a duration copy it. 6
longer than instantaneous, you can spend 2 anima dice Copying that warlock spell into your grimoire
to mask its magical aura. For the duration of your spell, involves reproducing the basic form of the spell, then
it can’t be detected or discerned with spells or effects, deciphering the unique system of notation used by the
such as the detect magic spell. magical practitioner who wrote it. You must practice
Insatiable Spell. When you cast a spell on a creature the spell until you understand the sounds or gestures
that is immune to the damage or effects of the spell, required, then transcribe it into your grimoire using 7
you can spend 5 anima dice to bypass the creature’s your own notation.
immunity for this casting of the spell. The creature is Copying a spell requires a number of hours equal
affected by the spell as if it didn’t have immunity to the to the spell’s level, during which you cannot gain the
spell’s damage or effects and must make any saving benefits of a short or long rest.
throws allowed by the spell as normal. Replacing the Grimoire: You can copy a warlock
Repelling Blast. When you hit a creature with eldritch spell from your own grimoire into another grimoire—for
blast, you may spend 1 anima die to push the creature example, if you want to make a backup copy of your A
up to 10 feet away from you in a straight line. You add grimoire. This is just like copying a new spell into your
the result of the anima die roll to the damage of the grimoire, but faster and easier, since you understand
eldritch blast. your own notation and already know how to cast the
Sapping Spell. You can increase the damage you spell. You need to spend only 5 minutes for each level
deal with a spell by expending 2 anima dice and up to of the copied spell (for unexplained reasons, computers
half your remaining Hit Dice. Roll the Hit Dice and add will not save spells that are copied and pasted from
the total result to the damage dealt by the spell. You other sources).
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If you lose your grimoire (whether that means losing Casting the spell doesn’t remove it from your list of
a physical book or losing access to a computer file), you prepared spells.
can use the same procedure to transcribe the warlock You can change your list of prepared spells when
spells that you have prepared into a new grimoire. For you finish a long rest. Preparing a new list of warlock
spells you did not have prepared, you must discover spells requires time spent studying your grimoire and
new originals of the spells and copy them again as if memorizing the incantations and gestures you must
recording them in your grimoire for the first time. For make to cast the spell: at least 1 minute per spell level
this reason, many warlocks keep backup spellbooks for each spell on your list.
in a safe place.
Spell Scrolls. Spells are most commonly discovered SPELLCASTING A BILITY
in the form of scrolls—documents containing the Intelligence is your spellcasting ability for your
words of a single spell, written in a mystical warlock spells, so you use your Intelligence
cipher. Such items need not be actual scrolls. whenever a spell refers to your spellcasting
Bamboo and wooden slips, clay and wax tablets, ability. In addition, you use your Intelligence
and other forms of written media can function modifier when setting the saving throw DC for
as spell scrolls. a warlock spell you cast and when making
A warlock spell on a scroll can be copied an attack roll with one.
just as spells in a grimoire can. When Spell save DC = 8 + your proficiency
a spell is copied from a spell scroll, bonus + your Intelligence modifier
the copier must succeed on an Spell attack modifier = your
Intelligence (Arcana) check with p rof ic ie n c y b o n us + yo u r
a DC equal to 10 + the spell’s level. Intelligence modifier
If the check succeeds, the spell
is successfully copied. Whether R ITUAL CASTING
the check succeeds or fails, the You can cast any warlock
spell scroll is destroyed. spell you know as a ritual if that
spell has the ritual tag.
P REPARING AND
CASTING SPELLS SPELLCASTING FOCUS
The Warlock table You can use an arcane
shows how many spell focus as a spellcasting
slots you have to cast focus for your warlock
your spells of 1st level and spells.
higher. To cast one of these
spells, you must expend SECRET A RCHETYPES
a slot of the spell’s level You begin with access
or higher. You regain all to two secret archetypes of
expended spell slots when your choice. Every time your
you finish a long rest. proficiency bonus increases,
You prepare the list of warlock you may add an additional
spells that are available for you to secret archetype to those you
cast. To do so, choose a number may access.
of warlock spells from your grimoire Secret archetypes grant you
equal to your Intelligence modifier + your additional features. You may only have
warlock level (minimum of one spell). The one secret archetype active at a time, but
spells must be of a level for which you you may switch which secret archetype
have spell slots. is active at the end of a long or short rest.
For example, if you’re a 3rd-level Your secret archetypes grant additional
warlock, you have four 1st-level and two features at 3rd, 6th, 10th, and 14th levels.
2nd-level spell slots. With an Intelligence of
16, your list of prepared spells can include six ELDRITCH INVOCATIONS
spells of 1st or 2nd level, in any combination, Beginning at 2nd level, your study of
chosen from your grimoire. If you prepare occult lore unearths eldritch invocations,
the 1st-level spell hellish rebuke, you can fragments of forbidden knowledge that
cast it using a 1st-level or a 2nd-level slot. imbue you with an abiding magical ability.
To activate an eldritch invocation, you must perform a
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ritual that takes 1 hour. During the ritual, you contact • Otherworldly Leap (5 spell slots). You can cast jump
an otherworldly entity and bargain away some of your on yourself at will, without expending a spell slot or
magical essence to gain an ongoing magical effect. material components.
Each invocation costs a number of spell slots. You
1
• Sanity-Threatening Familiar (8 spells slots). If
do not recover the spell slots spent on the invocation you have a familiar, your familiar’s form warps to
until you use a bonus action to dismiss the invocation violate the basic properties of the material universe
and return the power to the otherworldly entity. You (although it is normally difficult to spot how).
then regain the spell slots spent along with your other The familiar can flagrantly display its impossible
spells slots after finishing a long rest. form as part of making an attack. Regardless of
Your eldritch invocation options include the following: whether the attack hits, each creature of its choice 2
• Armor of Shadows (2 spell slots). You can cast mage that can clearly see it within 30 feet must make an
armor on yourself at will, without expending a spell Intelligence saving throw. Targets of this ability take
slot or material components. 4d6 psychic damage and become stunned until the
start of the familiar’s next turn on a failed save, or
• Ascendant Step (5 spell slots). You can cast levitate
take half as much damage and become unable to
on yourself at will, without expending a spell slot or
material components.
see the familiar until the start of the familiar’s next 3
turn on a successful one. The save DC is equal to
• Beast Speech (2 spell slots). You can cast speak your spell save DC. Once a creature makes this
with animals at will, without expending a spell slot. saving throw, regardless of success or failure, it
• Beguiling Influence (2 spell slots). You gain becomes immune to this invocation until you finish
proficiency in the Deception and Persuasion skills. a long rest.
• Devil’s Sight (2 spell slots). You can see normally • Shadow Shot (6 spell slots). When you hit a creature
in darkness, both magical and nonmagical, to a with a ranged weapon, you can fire a second, 4
distance of 120 feet. shadow shot at the creature as a bonus action. If it
• Eldritch Sight (2 spell slots). You can cast detect hits, the shadow shot deals necrotic damage equal
magic at will, without expending a spell slot. to the damage dice of the ranged weapon.
• Fiendish Vigor (2 spell slots). You can cast false • Silent Stalker (2 spell slots). You gain proficiency in
life on yourself at will as a 1st-level spell, without the Stealth and Survival skills.
expending a spell slot or material components. • Thirsting Blade (3 spell slots). You can attack twice, 5
• Gaze of Two Minds (2 spell slots). You can use instead of once, whenever you take the Attack action
your action to touch a willing humanoid and on your turn.
perceive through its senses until the end of your • Visions of Distant Realms (8 spell slots). You can
next turn. As long as the creature is on the same cast at will, without expending a spell slot.
plane of existence as you, you can use your action • Voice of the Master (2 spells slots). If you have a
on subsequent turns to maintain this connection,
extending the duration until the end of your next
familiar, you can communicate telepathically with 6
your familiar and perceive through your familiar’s
turn. While perceiving through the other creature’s senses as long as you are on the same plane of
senses, you benefit from any special senses existence. Additionally, while perceiving through
possessed by that creature, and you are blinded your familiar’s senses, you can also speak through
and deafened to your own surroundings. your familiar in your own voice, even if your familiar
• Lifedrinker (6 spell slots). When you hit a creature is normally incapable of speech.
with a weapon, the creature takes extra necrotic • Whispers of the Grave (5 spell slots). You can cast
7
damage equal to your Intelligence modifier speak with dead at will, without expending a spell
(minimum 1). slot.
• Mask of Many Faces (2 spell slots). You can cast • Witch Sight (8 spell slots). You can see the true
disguise self at will, without expending a spell slot. form of any shapechanger or creature concealed
• Master of Myriad Forms (8 spell slots). You can cast by illusion or transmutation magic while the creature
alter self at will, without expending a spell slot. is within 30 feet of you and within line of sight. A
• Misty Visions (2 spell slots). You can cast silent
image at will, without expending a spell slot or The otherworldly entities contacted for eldritch
material components. invocations are often comparatively benign animal
spirits, elementals, and fey, but more expensive
• One with Shadows (3 spell slots). When you are in
invocations may mean bargaining with celestials or
an area of dim light or darkness, you can use your
fiends with personal agendas.
action to become invisible until you move or take an
action or a reaction.
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A BILITY SCORE IMPROVEMENT binding. It does not count against the total number of
When you reach 4th level, and again at 8th, 12th, 16th, spells you can prepare. You may also copy the spell into
and 19th level, you can increase one ability score of your your grimoire as if it were recorded on a spell scroll. If
choice by 2, or you can increase two ability scores of your you fail the Intelligence (Arcana) check, you may not
choice by 1. As normal, you can’t increase an ability score copy the spell from this celestial, elemental, fiend, or fey.
above 20 using this feature. If you wish, you may forgo Siphoning essence in this way reduces the creature’s
taking this feature to take a feat of your choice instead. hit points. It loses the average hit points for its Hit Dice
size for every Hit Die spent. For example, the marilith
ELDRITCH ATTUNEMENT has d10 Hit Dice. It loses 6 hit points for every Hit Die
Even with the power of Gaia infusing them, most spent. If you drain it of all available spell slots, it loses
Bees can only wield seven different talismans at a time. 108 hit points. If you drain a creature of its essence for
Warlocks, relying more on their own wits than Gaia’s spell slots, the creature does not recover Hit Dice or
power, learn methods to not only attune to additional hit points while bound. If siphoning essence drains a
talismans, but also draw power from them. creature of all its hit points, it is disincorporated and
At 5th level, you may equip and wield an eighth talisman may not manifest in the material plane for 1d100 years.
and benefit from its effects. This additional talisman may Unless you enter into a satisfactory bargain with
be of the same type as one you’re already actively wielding. the creature (unlikely given the situation), the celestial,
You can wield a ninth talisman at 14th level and a elemental, fiend, or fey will seek revenge against you for
tenth talisman at 18th level. If the talisman grants the this affront. It may not attack immediately, but it will plot
ability to cast a spell, that spell is considered to be a and plan, even conspiring with other bound servants.
known and prepared spell for you as long as you are
wielding it, and you may cast it using your own spell A LLIED BOON
slots. It does not count against the total number of At 11th level, you learn the spell planar ally; it does
spells you can prepare. You may also copy the spell into not count against the warlock spells you learn for free
your grimoire as if it were recorded on a spell scroll. If at this level. When you cast planar ally, you may bargain
you fail the Intelligence (Arcana) check, you may not with the otherworldly entity you contact and borrow
copy the spell from this talisman. some of the being’s power rather than gain the service
For example, if you acquired a talisman that allows of a celestial, elemental, or fiend.
you to cast charm person once per long rest, you would You may bargain for additional spell slots from the
add that spell to your spells known while wielding otherworldly entity. When you cast planar ally using
this talisman. If you’re a 3rd-level warlock with an a 6th-level spell slot, the being may grant you six
Intelligence of 16, you would normally be able to prepare additional 1st-level spell slots that you may then arrange
six spells. Attuning to the eyes allows you to add charm in any combination. For example, you might choose to
person as a seventh prepared spell. You may also cast arrange them as three 1st-level slots and one 3rd-level
charm person using your own spell slots instead of the slot or as three 2nd-level slots. This feature allows you
talisman’s use. If you do not copy charm person into to cast planar ally at higher levels; when you do so, you
your grimoire, however, then you lose knowledge of the may bargain for additional spell slots equal to the level
spell once you stop wielding this talisman. at which you cast planar ally. You can create spell slots
no higher in level than what is already available to you.
BOUND SERVANT You may not bargain for more spell slots until you
At 9th level, you learn the planar binding spell. When use all of the spell slots gained from a bargain, though
you cast planar binding, you may siphon the essence of you may cast planar ally again to request the service
the celestial, elemental, fiend, or fey to fuel your magic of a celestial, elemental, or fiend if you have a 6th-level
rather than binding it into your service. or higher spell slot available.
As long as the creature is bound, you may spend its You do not recover the spell slot spent casting planar
Hit Dice to gain spell slots. Every two Hit Dice spent ally until you use all of the spell slots gained from the
(regardless of the size of the Hit Dice) grants you one bargain. You then regain the spell slot spent along
1st-level spell slot that you may then arrange in any with your other spells slots after finishing a long rest.
combination. For example, if you drain a marilith of all Spell slots gained in this way do not draw the ire
18 of its Hit Dice, you would gain nine 1st-level spell slots of the otherworldly entity granting them, though the
that you could choose to arrange as three 3rd-level spell bargains required may be quite demanding
slots or one 9th-level spell slot. You can create spell slots
no higher in level than what is already available to you. ELDRITCH R ESTORATION
If the creature possesses innate spellcasting and At 20th level, you regain four 1st-level spell slots
knows a warlock spell, that spell functions as a known whenever you finish a short rest. You may then arrange
and prepared spell for you for the duration of the planar these spell slots in any combination.
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The Warlock Table
Proficiency Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level Features
Bonus Known 1
Anima Features,
1 +2 2 1 — — — — — — — —
Secret Archetypes, Spellcasting
Eldritch Attunement,
2 +2 2 2 — — — — — — — —
Eldritch Invocations
3 +2 Secret Archetype features 2 2 1 — — — — — — —
4 +2
Ability Score Improvement,
3 2 2 — — — — — — — 2
Anima feature
5 +3 Eldritch Attunement (1) 3 2 2 1 — — — — — —
6 +3 Secret Archetype features 3 2 2 2 — — — — — —
7 +3 Anima feature 3 2 2 2 1 — — — — —
8 +3 Ability Score Improvement 3 2 2 2 1 — — — — —
9 +4 Bound Servant 3 2 2 2 2 1 — — — —
3
10 +4 Secret Archetype features 4 2 2 2 2 1 — — — —
11 +4 Allied Boon 4 2 2 2 2 2 1 — — —
12 +4 Ability Score Improvement 4 2 2 2 2 2 1 — — —
13 +5 Anima feature 4 2 2 2 2 2 1 1 — —
14 +5 Eldritch Attunement (2) 4 2 2 2 2 2 1 1 — — 4
15 +5 Anima feature 4 2 2 2 2 2 1 1 1 —
16 +5 Ability Score Improvement 4 2 2 2 2 2 1 1 1 —
17 +6 Anima feature 4 2 2 2 2 2 1 1 1 1
18 +6 Eldritch Attunement (3) 4 2 2 2 2 2 1 1 1 1
19 +6 Ability Score Improvement 4 2 2 2 2 2 2 1 1 1
5
20 +6 Eldritch Restoration 4 2 2 2 2 2 2 2 1 1
WARLOCK SPELLS
CANTRIPS (0 L EVEL) 2ND L EVEL Dispel Magic
Chill Touch Animal Messenger Fear
Eldritch Blast Blindness/Deafness Fly 6
Mage Hand Darkness Gaseous Form
Minor Illusion Detect Thoughts Glyph of Warding
Prestidigitation Enthrall Hunger of Hadar
True Strike Hold Person Magic Circle
Vicious Mockery Invisibility Major Image
Knock Nondetection 7
1ST L EVEL Locate Animals or Plants Remove Curse
Arms of Hadar Magic Mouth Sending
Charm Person Mirror Image Speak with Dead
Comprehend Languages Misty Step Speak with Plants
Detect Magic Silence Tongues
Expeditious Retreat Spider Climb Vampiric Touch
Feather Fall Suggestion A
Find Familiar 4TH L EVEL
Hellish Rebuke 3RD L EVEL Banishment
Illusory Script Animate Dead Black Tentacles
Protection from Evil and Good Bestow Curse Blight
Speak with Animals Clairvoyance Compulsion
Unseen Servant Conjure Animals Conjure Minor Elementals
Counterspell Conjure Woodland Beings
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Dimension Door Legend Lore Finger of Death
Faithful Hound Mislead Forcecage
Giant Insect Modify Memory Magnificent Mansion
Greater invisibility Scrying Symbol
Hallucinatory Terrain Seeming
Locate Creature Teleportation Circle 8TH L EVEL
Phantasmal Killer Demiplane
Private Sanctum 6TH L EVEL Dominate Monster
Secret Chest Circle of Death Feeblemind
Conjure Fey Glibness
5TH L EVEL Create Undead Mind Blank
Animate Objects Eyebite Power Word Stun
Antilife Shell Find the Path
Arcane Hand Flesh to Stone 9TH L EVEL
Awaken Guards and Wards Astral Projection
Commune with Nature Magic Jar Foresight
Conjure Elemental Mass Suggestion Gate
Contact Other Plane True Seeing Imprisonment
Dream Power Word Kill
Geas 7TH L EVEL True Polymorph
Hold Monster Conjure Celestial
Insect Plague Etherealness
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SECRET OF THE A EGIS ANIMA FEATURES
Starting at 3rd level, you gain 2 additional anima dice
You walk through multiple parallel worlds at once, the when you activate this archetype. You gain access to
infinitesimally small difference in universal resonances the following anima features:
1
shielding you from harm. This is the Aegis of Parallelism, Butterfly Effect. When you use the Aegis of
the crashing thunder of Zeus, the goatskin shield, the Parallelism feature, you may spend 1 anima die to
Gorgon’s head borne by Athena … redirect an attack to a creature within 5 feet of you. If the
attack roll would hit the creature or if the attack requires
S ECRET ARCHETYPE FEATURES a saving throw and the creature fails, the creature
The Secret of the Aegis grants the following features takes half damage from the attack. That damage is 2
when you activate it. deducted from the amount applied to you at the end
of your next turn.
P ROFICIENCIES Diamond Soul. Whenever you make a saving throw
Armor: Shields that you are proficient in and fail, you can spend 1 anima
Skills: Insight die to reroll it and take the second result.
Multidimensional Threads. When you use the Aegis
EQUIPMENT of Parallelism feature, you may spend 1 anima die to
3
If you choose the Secret of the Aegis as one of your reduce the damage you take on your next turn by the
starting secret archetypes, you start with the following amount rolled on the anima die.
equipment in addition to that granted by your class
and background. WHOLENESS OF BODY
• Shield of chaos spellcasting focus At 6th level, you gain the ability to heal yourself. As
an action, you can regain hit points equal to three times 4
your class level. You must finish a long rest before you
ARCHETYPAL S PELLS can use this feature again.
When you have the Secret of the Aegis secret
archetype active, you may use a shield of chaos as a
spellcasting focus. You may wear the shield on your
OUT OF PHASE
Starting at 10th level, you can choose to take no
back rather than wielding it.
damage when you use your Aegis of Parallelism feature.
Level Spells You must finish a long rest before you can use this
5
Cantrips
Resistance
feature again.
(0 Level)
1st Bless, Cure Wounds, Shield of Faith IMMUTABLE
2nd Enhance Ability, Spiritual Weapon Beginning at 14th level, you can choose to succeed
instead when you fail a saving throw. You can use this
3rd
Beacon of Hope, Mass Healing
Word, Remove Curse feature three times per day. You regain all expended 6
uses when you finish a long rest.
4th Banishment, Guardian of Faith
Greater Restoration, Mass Cure
5th
Wounds, Raise Dead SECRET OF CORRUPTION
6th Heal Ritual sacrifice is as old as human religion … or
7th Etherealness, Regenerate, Resurrection possibly older. The shedding of blood—the giving of 7
8th Antimagic Field, Holy Aura life—appeases hungry spirits and empowers magical
evocations. The greater the animal, the more power in
9th Mass Heal, True Resurrection
the sacrifice … and nothing has more power than the
anima-infused blood of a Bee.
AEGIS OF PARALLELISM
Starting at 1st level, you walk in two parallel worlds
separated by the thinnest of margins. Once on each
S ECRET ARCHETYPE FEATURES
The Secret of Corruption grants the following features A
of your turns, you may use your reaction to delay the
when you activate it.
damage from an attack from affecting you until the end
of your next turn. You may use this feature a number
of times equal to your proficiency bonus. You regain
P ROFICIENCIES
Skills: Insight, Religion
all uses of this ability at the end of a long rest.
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EQUIPMENT SANGUINE C OALESCENCE
If you choose the Secret of Corruption as one of your At 6th level, you can draw your own blood forth from
starting secret archetypes, you start with the following your pores, creating a gory shield that absorbs damage.
equipment in addition to that granted by your class When you are hit by an attack that you can see, you
and background. may use your reaction to spend a number of Hit Dice
equal to up to your proficiency bonus and deduct the
• A forbidden tome
amount rolled from the damage. As usual, you do not
regain these spent Hit Dice until you finish a long rest.
ARCHETYPAL S PELLS
When you have the Secret of Corruption secret E XPUNGE B LIGHT
archetype active, you may use a forbidden tome as Starting at 10th level, you become immune to disease
a spellcasting focus. You may wear the tome on your and poison.
back rather than holding it in your hands.
Level Spells RUPTURE
Cantrips Eldritch Blast, Poison Spray, Spare Beginning at 14th level, you can choose to have the
(0 Level) the Dying, Thaumaturgy shield created by your Sanguine Coalescence feature
Bane, Hellish Rebuke, Inflict Wounds, explode after absorbing damage. After calculating
1st how much damage the shield absorbs, your shield
Protection from Evil and Good
Acid Arrow, Darkness, Gentle
explodes in a 20-foot cone of blood in a direction of
2nd your choosing. Creatures caught in this cone must
Repose, Scorching Ray
Animate Dead, Bestow Curse, Glyph
make a Dexterity saving throw. On a failed save, they
3rd
of Warding, Magic Circle take necrotic damage equal to the amount the shield
absorbed, or half damage on a successful save.
Black Tentacles, Blight, Death
4th
Ward, Dimension Door
Contact Other Plane, Contagion, Dispel
5th
Evil and Good, Insect Plague
6th Circle of Death, Create Undead, Eyebite, Harm
7th Finger of Death, Fire Storm, Symbol
Antimagic Field, Incendiary Cloud,
8th
Holy Aura, Power Word Stun
9th Gate, Imprisonment, Power Word Kill
B LOOD O FFERING
Starting at 1st level, your blood offerings to the
darkness wreak havoc upon your foes. When you cast a
spell, you may sacrifice hit points up to your proficiency
bonus and add that amount to your spell save DC or your
spell attack modifier. For example, if you were a 2nd
level ravager with a Strength of 16, you could spend 2
hit points to increase your spell save DC from 13 to 15.
ANIMA FEATURES
Starting at 3rd level, you gain 2 additional anima dice
when you activate this archetype. You gain access to
the following anima features:
Maleficium. When you use your Blood Offering
feature to cast a damaging spell, you may spend an
anima die and add it to the first damage roll caused
by the spell.
Reap. When you use your Blood Offering feature to
cast a damaging spell, you may spend 2 anima dice.
You add the first die to the first damage roll caused by
the spell and gain temporary hit points equal to the
amount rolled on the second die.
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Character Creation 2
SECRET OF THE When you take the Attack action and attack with
an unarmed strike, you can use a bonus action to
DOPPELGANGER attack again with your unarmed strike. You add your
The ancient Egyptians called it a ka, a ghostly duplicate ability modifier to the damage of this bonus attack.
1
of a living person, but you know the truth. The classical
Greek atomists theorized that the world eternally died ANIMA FEATURES
and was reborn, but you know the truth. The multiverse Starting at 3rd level, you gain 2 additional anima dice
is real, and you can call your alternate selves to aid you. when you activate this archetype. You gain access to
the following anima features:
S ECRET ARCHETYPE FEATURES Displacement. When you are hit by an attack that you 2
The Secret of the Doppelganger grants the following can see, you can spend an anima die and use your reaction
features when you activate it. to switch places with your Extradimensional Doppelganger,
who takes the brunt of the attack in your place.
P ROFICIENCIES Invoke Self. When your Ex tradimensional
Armor: Shields Doppelganger hits a target, you may use your reaction
Skills: Insight to spend 1 anima die and add the result to the damage. 3
The damage is of the same type as the original attack.
EQUIPMENT Twinned Spell. When you cast a spell that targets
If you choose the Secret of the Doppelganger as only one creature and doesn’t have a range of self, you
one of your starting secret archetypes, you start with can spend a number of anima dice equal to the spell’s
the following equipment in addition to that granted by level to target a second creature in range with the same
your class and background. spell (1 anima die if the spell is a cantrip).
• Shield of chaos spellcasting focus To be eligible, a spell must be incapable of targeting 4
more than one creature at the spell’s current level. For
example, magic missile and scorching ray aren’t eligible,
ARCHETYPAL S PELLS but ray of frost and chromatic orb are.
When you have the Secret of the Doppelganger secret
archetype active, you may use a shield of chaos as a
spellcasting focus. You may wear the shield on your
D UALITY
back rather than wielding it.
At 3rd level, you can summon an Extradimensional 5
Doppelganger—a copy of yourself from an alternate
Level Spells timeline—to assist you in combat. The Extradimensional
Cantrips
Chill Touch, Resistance, Shocking Grasp
Doppelganger is friendly to you and your companions,
(0 Level) and obeys any commands that you issue to it. In combat,
1st Inflict Wounds, Shield it shares your initiative and takes its turn immediately
after yours. The Extradimensional Doppelganger can
2nd Mirror Image, Misty Step, Shatter
move and use its reaction on its own, but, if you don’t 6
3rd Bestow Curse, Vampiric Touch, Remove Curse
issue any commands to it, the only action it takes is
4th Black Tentacles, Blight the Dodge action. You can use your bonus action to
5th Contagion, Contact Other Plane direct it to take the Attack, Dash, Disengage, Help, Hide,
6th Circle of Death, Harm or Search action or an action listed in its statistics.
7th Finger of Death Summoning the Extradimensional Doppelganger
8th Clone, Maze
requires an action. It remains with you for 8 rounds 7
or until you dismiss it, at which time it returns to its
9th Storm of Vengeance parallel world. You may dismiss it early as a reaction.
If the Extradimensional Doppelganger is killed, its
D ECONSTRUCT body and any equipment it brought with it vanish. You
Starting at 1st level, you can channel entropic energy may summon a new Extradimensional Doppelganger
through your unarmed strikes. You gain the following from a different parallel timeline at the end of your
benefits: next short rest. A
• You can use Dexterity instead of Strength for the At 6th level, you can summon a second
attack and damage rolls of your unarmed strikes. Extradimensional Doppelganger. You can use a
• You can roll a d4 in place of the normal damage bonus action to direct both of your Extradimensional
of your unarmed strike. This die increases to a d6 Doppelgangers to take the same action, or you can use
at 3rd level, a d8 at 10th level, and a d10 at 14th an action to command each of them to take different
level. Your unarmed strikes deal necrotic damage. actions.
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While Extradimensional Doppelgangers share your Skills Arcana +3, Perception +4, one skill of your
face, personality, and name, they are a lesser reflection choice +3
of your power and have the following statistics. Senses passive Perception 14
Languages as yours
E XTRADIMENSIONAL DOPPELGANGER Spellcasting. The Improved Extradimensional
Medium or Small humanoid Doppelganger is a 4th-level spellcaster. Its
Armor Class 10 spellcasting ability is Wisdom (spell save DC
Hit Points 9 (2d8) 12, +4 to hit with spell attacks). The Improved
Speed 30 ft. Extradimensional Doppelganger has the following
spells prepared:
STR 10 (+0) DEX 12 (+1) CON 10 (+0) Cantrips (at will): chill touch, resistance, shocking
INT 10 (+0) WIS 12 (+1) CHA 10 (+0) grasp
Skills Arcana +2, Perception +3, one skill of your 1st (4 slots): inflict wounds, shield
choice +2 2nd (3 slots): misty step, shatter
Senses passive Perception 13
ACTIONS
Languages as yours
Unarmed strike. Melee Weapon Attack: +3 to hit,
Spellcasting. The Extradimensional Doppelganger reach 5 ft., one target.
is a 1st-level spellcaster. Its spellcasting ability Hit: 4 (1d6+1) bludgeoning damage.
is Wisdom (spell save DC 11, +3 to hit with spell
attacks). The Extradimensional Doppelganger has WINDS OF C HANGE
the following spells prepared: At 14th level, when you command your
Cantrips (at will): chill touch, resistance, shocking Extradimensional Doppelgangers to use the Attack
grasp action, you can choose for one Extradimensional
1st (3 slots): inflict wounds, shield Doppelganger to attack all creatures within 5 feet of
ACTIONS
them, making one attack against each creature.
Unarmed strike. Melee Weapon Attack: +3 to hit, You can use this feature a number of times equal to
reach 5 ft., one target. your proficiency bonus. You regain all expended uses
Hit: 3 (1d4+1) bludgeoning damage. when you finish a long rest.
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ARCHETYPAL S PELLS it must make a Constitution saving throw. On a failed
When you have the Secret of Dragonfire secret save, you reduce the creature’s speed by half until the
archetype active, you may use firearms with the scatter end of your next turn.
property as a spellcasting focus. Scattershot. When you hit a creature with a ranged
1
Level Spells weapon attack using a firearm with the scatter property,
you can spend 1 anima die to attempt to damage
Cantrips
(0 Level)
Acid Splash, Eldritch Blast, Fire Bolt another creature with the same attack. Choose another
creature within 5 feet of the original target. If the
1st Burning Hands, Color Spray
original attack roll would hit the second creature, it
2nd Acid Arrow, Scorching Ray takes damage equal to the number you roll on your 2
3rd Fear, Fireball, Phantom Steed anima die. The damage is of the same type dealt by the
4th Arcane Eye original attack. You cannot use this feature if firing slugs.
5th Cone of Cold
IMPROVED C RITICAL
6th Chained Lightning, Sunbeam At 6th level, your ranged weapon attacks with a
7th Delayed Blast Fireball, Prismatic Spray firearm with the scatter property score a critical hit
8th Sunburst on a roll of 19 or 20.
3
9th Power Word Kill
POINT B LANK S HOT
C OMBAT RELOAD Beginning at 10th level, you do +5 damage when you
When you activate this secret archetype, you gain hit a target within 5 feet of you with a ranged attack
cinematic prowess at loading your weapons. Firearms roll made with a firearm with the scatter property. This
with the scatter property may be reloaded with a bonus increases to +10 damage at 14th level. 4
action.
R AGING S HOT
C LOSE- Q UARTERS C OMBAT At 14th level, when you score a critical hit on a
Close-quarters combat training means you do not creature with a ranged weapon attack made with a
have disadvantage on ranged attack rolls with a firearm firearm with the scatter property, roll all of the attack
damage dice three times and add them together before
with the scatter property when you are within 5 feet of
adding relevant modifiers.
5
a hostile creature.
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Level Spells Flashpoint. When you roll damage for a spell, you
can spend 1 anima die to reroll a number of the damage
Cantrips
(0 Level)
Produce Flame, Ray of Frost, Shocking Grasp dice up to your spellcasting ability modifier (minimum
of one). You must use the new rolls.
1st Level Burning Hands
You can use Flashpoint even if you have already used
2nd Level Flaming Sphere, Misty Step, Scorching Ray a different anima feature during the casting of the spell.
3rd Level Call Lightning, Fireball, Lightning Bolt
Conjure Minor Elementals, Fire IMPROVED C RITICAL
4th Level
Shield, Ice Storm, Wall of Fire At 6th level, your spell attacks when casting a spell
5th Level Cone of Cold, Conjure Elemental, Flame Strike from the Secret of Elementalism list score a critical
hit on a roll of 19 or 20.
6th Level Chain Lightning, Freezing Sphere, Wall of Ice
7th Level Delayed Blast Fireball, Fire Storm C ALORIMETRY
8th Level Control Weather, Incendiary Cloud Beginning at 10th level, you can add your spellcasting
9th Level Meteor Swarm, Storm of Vengeance ability modifier to the damage roll of any Secret of
Elementalism spell you cast.
ANIMA FEATURES
Starting at 3rd level, you gain 2 additional anima OVERHEAT
dice when you activate this archetype. You also gain Starting at 1st level, you channel additional power
access to the following anima features. into your fire-based spells. Whenever you cast a cantrip
Elemental Control. When you cast a spell that or spell that deals fire damage, you may choose to
forces other creatures to make a saving throw, you overheat yourself. If you overheat, you deal an additional
can protect some of those creatures from the spell’s +1 point of damage for every damage die rolled from
full force. To do so, you spend 1 anima die and choose that spell, after which you become overheated.
a number of those creatures up to your spellcasting While you are overheated, casting any cantrip or
ability modifier (minimum of one creature). A chosen spell that deals fire damage means that you suffer
creature automatically succeeds on its saving throw 1d12 fire damage immediately after you cast it. You are
against the spell. overheated until you either cast a spell that inflicts cold
Elemental Force. Electricity coruscates, frost lingers, damage (see below) or until you complete a long rest.
and fire scorches the earth. When you successfully cast If you cast a spell that inflicts cold damage while you
a Secret of Elementalism spell with an area of effect, are overheated, the spell inflicts minimum damage (as
you may spend anima dice equal to the spell’s level to if each die of damage rolled a 1), but doing so means
continue the effects into the next round. you are no longer overheated. You may use this ability
Any creatures still within the area of effect on your a number of times equal to your proficiency bonus, and
next turn must succeed at another saving throw or regain all expended uses when you finish a long rest.
suffer half of the spell’s damage.
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Starting at 14th level, whenever you overheat and THRASH
cast a spell or cantrip that inflicts fire damage, the Starting at 1st level, you gain the following benefits while
damage of that spell or cantrip is maximized. Whenever you are unarmed or wielding only martial arts weapons:
you cast a spell or cantrip that inflicts fire damage while 1
you are overheated, you suffer 1d12 fire damage per • You can use Dexterity instead of Strength for the
level of the spell (or simply 1d12 for a cantrip). attack and damage rolls of your unarmed strikes
and martial arts weapon attacks.
• You can roll a d4 in place of the normal damage of your
SECRET OF F ERAL VIGOR unarmed strike or martial arts weapon attack. This die
The Secret of Feral Vigor taps into racial memories increases to a d6 at 3rd level, a d8 at 10th level, and a 2
of homo sapiens’ earliest days, when shamans twisted d10 at 14th level. When you take the Attack action and
themselves into animal forms and tribal hunters fought attack with an unarmed strike or a light martial arts
tooth and claw with wild predators. Bees overflow weapon attack, you can use a bonus action to attack
with boundless life force that translates into healing again, either using an unarmed strike or another light
magic, while they are simultaneously overcome with martial arts weapon you have equipped. You add your
a natural ferocity that turns their hands into deadly ability modifier to the damage of this bonus attack.
weapons. While millennia of attempts to hone this 3
secret archetype with martial arts training have added ANIMA FEATURES
a limited amount of polish, the Secret of Feral Vigor Starting at 3rd level, you gain 2 additional anima dice
remains the most primitive expression of Gaia’s power. when you activate this archetype. You gain access to
the following anima features:
S ECRET ARCHETYPE FEATURES Mangle. Immediately after you take the Attack action
The Secret of Feral Vigor grants the following
features when you activate it.
on your turn, you can spend 1 anima die to make two 4
unarmed strikes as a bonus action.
Whenever you hit a creature with one of your Mangle
P ROFICIENCIES
attacks, you can impose one of the following effects
Weapons: Unarmed strikes and martial arts weapons
on that target:
(which include bladed cesti and any simple weapons
that don’t have the two-handed or heavy property) • It must succeed on a Dexterity saving throw or be
knocked prone. 5
EQUIPMENT • It must make a Strength saving throw. If it fails, you
If you choose the Secret of Feral Vigor as one of your can push it up to 15 feet away from you.
starting secret archetypes, you start with the following
• It can’t take reactions until the end of your next turn.
equipment in addition to that granted by your class
and background. Feral Regrowth. You may spend up to 2 anima dice.
You recover a number of hit points equal to the number
• (a) a two-bladed cesti or (b) a single martial arts
rolled on the dice. 6
weapon with the versatile property
Savage Sweep. When you hit a creature with an
unarmed or martial arts weapon attack, you can spend
ARCHETYPAL S PELLS 1 anima die to try damaging a second creature with the
When you have the Secret of Feral Vigor secret
same attack. If the original attack roll would hit another
archetype active, you may use your own feet and fists
creature within 5 feet of the original target that is also
or a martial arts weapon as a spellcasting focus.
Level Spells
within your reach, it takes damage equal to the amount 7
rolled on the anima die. This damage is of the same type
Cantrips as your original unarmed or martial arts weapon attack.
Resistance, True Strike
(0 Level)
1st Cure Wounds, Goodberry, Sanctuary POTENT WRATH
2nd Enhance Ability, Lesser Restoration Starting at 6th level, your unarmed strikes count as
magical weapons for the purpose of overcoming resistance
3rd Remove Curse, Revivify
and immunity to nonmagical attacks and damage. A
4th Death Ward, Freedom of Movement
5th Greater Restoration, Mass Cure Wounds KEEN S ENSES
6th Heal, Heroes’ Feast By 10th level, your instincts are so honed that you
have advantage on initiative rolls.
7th Regenerate
Additionally, if you are surprised at the beginning of
8th Animal Shapes combat and aren’t incapacitated, you can act normally
9th True Resurrection on your first turn.
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B LOODY M IST your class level. Once you use this feature, you must
Beginning at 14th level, you roll 2 additional damage complete a short or long rest before you can use it again.
dice when determining the extra damage for an unarmed
or martial arts weapon attack that scores a critical hit. ANIMA FEATURES
This stacks with a ravager’s Brutal Critical feature. Starting at 3rd level, you gain 2 additional anima dice
when you activate this archetype. You gain access to
the following anima features:
SECRET OF THE FORGE Beatdown. When you hit a creature with a
From the heat of the forge, the hammer bends the bludgeoning weapon attack, you can expend 1 anima
iron into a new form. If the resultant work does not die to knock the target prone. You add the anima die
please the blacksmith’s eye, it returns to the fire to be to the attack’s damage roll. The target must make a
destroyed and reshaped. The Secret of the Forge is Strength saving throw. If it fails, the target falls prone.
destruction and healing united by the power of flame. Blindside. When you hit a creature with a bludgeoning
weapon attack, you can expend 1 anima die to make
S ECRET ARCHETYPE FEATURES the creature vulnerable to your allies. You add the
The Secret of the Forge grants the following features anima die to the attack’s damage roll. If the next attack
when you activate it. against the target by an attacker other than you is made
before the start of your next turn, this attack is made
P ROFICIENCIES with advantage.
Weapons: Simple and martial bludgeoning weapons Enter the Fray. When you hit a creature with a
Tools: Mechanic’s tools bludgeoning weapon attack, you can expend 1 anima
die to make yourself the creature’s target. You add the
EQUIPMENT anima die to the attack’s damage roll. The creature
If you choose the Secret of the Forge as one of your must make a Wisdom saving throw. If it fails, it has
starting secret archetypes, you start with the following disadvantage on all attack rolls against targets other
equipment in addition to that granted by your class than you until the end of your next turn.
and background. Fast and Furious. When you move, you can spend 1
anima die. You roll the die and add the number rolled
• (a) a survival hammer or (b) a sledgehammer and
to your AC until you stop moving.
mechanic’s tools (portable toolbox)
PERCUSSIVE M AINTENANCE
ARCHETYPAL S PELLS Beginning when you choose this archetype at 3rd
When you have the Secret of the Forge secret level, you add your Strength modifier (minimum 1) to
archetype active, you may use a hammer or bludgeoning both the hit point totals you regain when you spend Hit
weapon as a spellcasting focus. Dice at the end of a short rest and the hit points that
Level Spells targets of your healing spells regain.
Cantrips
(0 Level)
Mending, Sacred Flame
WRATH
1st Cure Wounds, Healing Word At 6th level, your heart burns to avenge your
compatriots. If an ally you can see within 60 feet of
2nd Continual Flame, Heat Metal
you takes damage, you can use your reaction to engulf
3rd Fireball, Mass Healing Word your ally’s attacker in the fires of the forge, dealing fire
4th Fire Shield, Wall of Fire damage equal to your proficiency bonus to the attacker.
5th Greater Restoration, Mass Cure Wounds
6th Heal, Heroes’ Feast
R AGING VOLCANO
By 10th level, you are so suffused with righteous fury
7th Delayed Blast Fireball
that all of your bludgeoning weapon attacks burn like
8th Sunburst hellfire. Whenever you hit a creature with a bludgeoning
9th Meteor Swarm weapon, the creature takes an extra 1d8 fire damage.
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SECRET OF GUN F U a different firearm with the light property that you’re
holding in the other hand. You add your ability modifier
The Secret of Gun Fu may be a living meme, a viral to the damage of your second firearm.
phenomenon that has been growing in power since the 1
invention of the handgun. From Blackbeard’s brace of ANIMA FEATURES
flintlocks to the dual pistols of Wild West road agents, Starting at 3rd level, you gain 2 additional anima dice
from the films of John Woo to The Matrix and its sequels, when you activate this archetype. You gain access to
the imagery of wielding two handguns simultaneously the following anima features:
has grown and flourished. Public perception grants Bamboozle. When you hit a creature with a ranged
impossible prowess to such pistoleers, and the power weapon attack from a firearm with the light property, 2
of Gaia makes it so. you can spend 1 anima die to attempt to direct the
target’s movement. You add the anima die to the
S ECRET ARCHETYPE FEATURES attack’s damage roll. If the target is Large or smaller,
The Secret of the Gun Fu grants the following features it must make a Strength saving throw. On a failed save,
when you activate it. you may choose to either drive the target up to 15 feet
away from its current position or make it prone.
P ROFICIENCIES Chamber Roulette. When you use the Attack action
3
Weapons: All firearms with the light property with a firearm with the light property, you may spend
1 anima die to roll two d6s. If both results on the d6s
EQUIPMENT match, you multiply the damage by that number. For
If you choose the Secret of Gun Fu as one of your example, if both dice come up 4, you would multiply
starting secret archetypes, you start with the following the damage by 4.
equipment in addition to that granted by your class Ricochet. When you use the Attack action with a 4
and background. firearm with the light property or use such a weapon as
• Two revolvers a spellcasting focus for a ranged spell, you may spend
1 anima die to ignore the AC and Dexterity saving throw
benefits a target receives from half cover, 2 anima
ARCHETYPAL S PELLS dice to ignore three-quarters cover, or 3 anima dice
When you have the Secret of Gun Fu secret archetype
to ignore full cover. Some path for the bullets or spell
active, you may use a firearm with the light property
to reach the target must exist.
5
as a spellcasting focus.
Unload. When you use the Attack action with a
Level Spells firearm with the light property, you may spend 1 anima
Cantrips
Eldritch Blast, True Strike
die to unload your full cylinder or magazine on your
(0 Level) target. Add 1 damage for every bullet in your firearm.
1st Level Guiding Bolt, Magic Missile Your firearm must be reloaded afterward.
2nd Level Acid Arrow, Magic Weapon, Spider Climb 6
3rd Level Haste, Lightning Bolt
IMPROVED C RITICAL
Beginning at 6th level, your attacks with a firearm
4th Level Compulsion, Freedom of Movement with the light property score a critical hit on a roll of
5th Level Hold Monster 19 or 20.
6th Level Chain Lightning, Disintegrate, Sunbeam
7th Level Prismatic Spray BULLET BALLET 7
You can use your action to make a ranged weapon
8th Level Power Word Stun
attack with a firearm with the light property against
9th Level Power Word Kill any number of creatures within 10 feet of a point in
line of sight and within your weapon’s range. You must
GUNPLAY have ammunition for each target. You make a separate
When you activate this secret archetype, being within attack roll for each target.
5 feet of a hostile creature doesn’t impose disadvantage A
on your ranged attack rolls when using firearms with H IGH ROLLER
the light property. When you use the Chamber Roulette feature
beginning at 14th level, you may instead spend 3 anima
D UAL S HOT dice to multiply the damage by 6. Once you have used
When you take the Attack action and attack with a the High Roller feature, you may not use it again until
firearm with the light property that you’re holding in you have completed a long rest.
one hand, you can use a bonus action to attack with
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C LOSE- Q UARTERS C OMBAT SECRET OF M ARTYRDOM
Close-quarters combat training means you do not
have disadvantage on ranged attack rolls with a firearm If the spilling of one’s own blood can fuel the fire of
with the scatter property when you are within 5 feet of exerting one’s will, how much greater is that power when 1
a hostile creature. blood is spilled to aid others? What religion does not
recount a divine sacrifice, a child of otherworldly power
ANIMA FEATURES whose death atones for the wickedness and weakness
Starting at 3rd level, you gain 2 additional anima dice of the world? Perhaps Gaia devours her own chosen to
when you activate this archetype. You gain access to remember what makes humanity worth saving.
the following anima features: 2
Cleanup. When you hit one or more creatures with a S ECRET ARCHETYPE FEATURES
ranged spell attack using one of your Secret of Heavy The Secret of Martyrdom grants the following
Munitions spells, you can use a bonus action to cast features when you activate it.
a healing spell on your allies. You must spend anima
dice equal to the level of the healing spell. You expend P ROFICIENCIES
both spell slots, but the spell slot levels do not have Skills: Insight, Religion
to be the same.
3
Deflecting Anima. When you are hit by an attack, you EQUIPMENT
may react with a blast of anima that deflects some of If you choose the Secret of Martyrdom as one of
the damage. As a reaction, spend an anima die and your starting secret archetypes, you start with the
deduct damage from the attack equal to the number following equipment in addition to that granted by your
rolled on the die. class and background.
Restorative Reload. When you reload a firearm with • A forbidden tome 4
the scatter property, you may use your reaction to
restore your own equilibrium. Spend an anima die and
gain temporary hit points equal to the number rolled
ARCHETYPAL S PELLS
When you have the Secret of Martyrdom secret
on the die. You may use this feature a number of times
archetype active, you may use a forbidden tome as
equal to your proficiency bonus. You regain all uses of
a spellcasting focus. You may wear the tome on your
this ability at the end of a long rest.
back rather than holding it in your hands. 5
BOMBARDMENT Level Spells
At 6th level, you master arcing the trajectory of Cantrips
Guidance, Light, Sacred Flame, Thaumaturgy
specialty shells. When shooting a shell or slug that acts (0 Level)
as a grenade or does fire damage, targets do not gain the Bless, Cure Wounds, Healing Word,
1st
benefits granted by half cover and three-quarters cover. Protection from Evil and Good
2nd
Lesser Restoration, Prayer of Healing, 6
FATAL FUNNEL Protection from Poison, Spiritual Weapon
At 10th level, you can choose to fire a weapon with Glyph of Warding, Mass Healing
3rd
the scatter property in a 20-foot cone rather than to Word, Remove Curse, Revivify
its full range. All creatures in the cone that are hit by Death Ward, Dimension Door,
4th
the attack roll take damage. Roll separately for each Divination, Guardian of Faith
creature. You may use this feature a number of times Dispel Evil and Good, Greater Restoration, 7
equal to your proficiency bonus. You regain all uses 5th
Mass Cure Wounds, Raise Dead
of this ability at the end of a long rest. You cannot use 6th Heal, Heroes’ Feast, Sunbeam
this feature if firing slugs.
7th Divine Word, Fire Storm, Regenerate, Resurrection
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B LOOD SACRIFICE SECRET OF THE PARADOX
Starting at 1st level, you may give of yourself to aid
others. When you cast a healing spell, you may sacrifice You tear the universe apart, popping holes in it
your own hit points up to your proficiency bonus and with your magic like a child playing with bubble wrap.
add them to the hit points healed. If the spell calls for Energy bleeds through from the place between worlds,
rolling dice to determine the amount of healing, you hopefully harming your enemies more than your allies.
add the number of hit points sacrificed to every die
rolled. If the spell heals a set amount of hit points, S ECRET ARCHETYPE FEATURES
you add the hit points sacrificed × the spell level to The Secret of the Paradox grants the following
the amount healed. features when you activate it.
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• You can roll a d4 in place of the normal damage Creatures caught in a singularity must make a
of your unarmed strike. This die increases to a d6 Dexterity saving throw against your spell save DC. On
at 3rd level, a d8 at 10th level, and a d10 at 14th a failed save, affected creatures take 1d8 necrotic
level. Your unarmed strikes deal necrotic damage. damage (half damage on a successful save). This
1
When you take the Attack action and attack with damage increases to 2d8 at 6th level, 3d8 at 10th level,
an unarmed strike, you can use a bonus action to and 4d8 at 14th level.
attack again with your unarmed strike. You add your
ability modifier to the damage of this bonus attack. IMPROVED C RITICAL
At 6th level, your unarmed strikes score a critical hit
ANIMA FEATURES on a roll of 19 or 20. 2
Starting at 3rd level, you gain 2 additional anima dice
when you activate this archetype. You gain access to E YE OF THE RUINSTORM
the following anima features: Starting at 10th level, you add your spellcasting trait
Blessing of Octed. When you cast a spell with d4 or modifier to the damage caused by your singularities.
d6 damage dice, you may increase the damage dice
to d8s. (This also gives you the chance to summon PANDEMONIUM 3
singularities; see below.) Spend a number of anima At 14th level, you may choose to summon 1
dice equal to the level of the spell slot used to cast the singularity any time you cast a spell (in addition to
spell if the spell has d6 damage dice; spend a number those randomly summoned by rolling 8s on the damage
of anima dice equal to the level of the spell slot used dice). The spell causing the summons need not do
to cast the spell + 1 if the spell has d4 damage dice. damage. You can choose to place this singularity at
For example, if you cast magic missile with a 1st-level any point within 40 feet of you.
spell slot, you would spend 2 anima dice to increase the You can use this feature a number of times equal to 4
damage of the darts to 1d8+1 each; if you cast it using your proficiency bonus. You regain all expended uses
a 5th-level spell slot, you would spend 6 anima dice. when you finish a long rest.
Long Term Chaos. When you summon singularities,
you can make them last until the end of your next turn by SECRET OF THE
spending 1 anima die per singularity. Creatures caught
SHARPSHOOTER
in the singularities before the end of your next turn 5
must make a Dexterity saving throw to avoid damage. From the first thrown rock to the latest in high-
On a failed save, they take half damage. precision sniper rifles, ranged projectiles have been
Probability Protection. When you summon among humankind’s most prized tools throughout
singularities, you can protect some of the creatures history. Among others, the Secret of the Sharpshooter
caught in them from the singularities’ full force. To was known to Odysseus, Annie Oakley, and every man
do so, you spend 1 anima die and choose a number and woman who assumed the mantle of Robin Hood.
of creatures up to your Charisma modifier (minimum 6
of one creature). A chosen creature automatically S ECRET ARCHETYPE FEATURES
succeeds on its saving throw against the singularity. The Secret of the Sharpshooter grants the following
features.
S INGULARITIES
Beginning at 3rd level, your destructive spells tear P ROFICIENCIES
holes in reality itself. When you roll an 8 on a damage Weapons: Bolt-action and semi-automatic rifles 7
die for your spell, it summons a singularity (up to a
maximum of 3 singularities) into existence. EQUIPMENT
Each singularity appears 5 to 40 (1d8 × 5) feet away If you choose the Secret of the Sharpshooter as one
in a random direction determined by rolling on the of your starting secret archetypes, you start with the
Magic Chaos random direction table (see page 154). following equipment in addition to that granted by your
The singularity manifests as a cylinder with a 5-foot class and background.
radius. Your singularities grow to a 10-foot radius at A
• A bolt-action rifle
6th level and a 15-foot radius at 10th level.
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ARCHETYPAL S PELLS ANIMA FEATURES
When you have the Secret of the Sharpshooter Starting at 3rd level, you gain 2 additional anima dice
secret archetype active, you may use a rifle as a when you activate this archetype. You gain access to
spellcasting focus. the following anima features:
Level Spells Bounding Overwatch. When you hit a creature
with a ranged weapon attack with your rifle, you can
Cantrips
(0 Level)
Acid Splash, Eldritch Blast, Fire Bolt, Ray of Frost spend 1 anima die to help maneuver a teammate into
a better position. Add the anima die to the attack’s
1st Guiding Bolt, Magic Missile
damage roll and choose a creature with whom you can
2nd Acid Arrow, Ray of Enfeeblement, Scorching Ray communicate. That creature can use its reaction to
3rd Fireball, Lightning Bolt move up to half its speed without provoking opportunity
4th Arcane Eye, Confusion attacks from the target of your attack.
Hawkeye. When you make a ranged weapon attack
5th Hold Monster
roll attack roll with a rifle, you may use a bonus action
6th Chained Lightning, Sunbeam
to spend 1 anima die and double the normal and long
7th Prismatic Spray ranges of that weapon for that shot.
8th Feeblemind Spell Sniper. When you use your rifle as the
9th Power Word Kill spellcasting focus for a ranged spell attack, you may
spend 1 anima die to double the spell’s range.
D RILL PRACTICE Unveil Essence. When you hit a creature with a
When you activate this secret archetype at 1st level, ranged weapon attack with your rifle, you can spend
the inherited memories of the world’s greatest shootists 1 anima die to learn one of your target’s resistances or
make it easier for you to reload your weapons. Rifles immunities. Each time you use this anima feature on the
with the fast loading property may be reloaded with a same creature, it reveals a new resistance or immunity.
reaction. Rifles with the slow loading property may be
reloaded with a bonus action. IMPROVED C RITICAL
At 6th level, your rifle weapon attacks score a critical
TACTICAL S HOOTER hit on a roll of 19 or 20.
You do not have disadvantage on attack rolls when
you fire a rifle at targets 10 feet or more away while prone.
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Character Creation 2
TACTICAL RETREAT EQUIPMENT
At 10th level, you have learned how to duck out If you choose the Secret of the Spirit Blade as one
of ambushes and put distance between you and the of your starting secret archetypes, you start with the
enemy. Opportunity attacks against you are made with following equipment in addition to that granted by your
1
disadvantage. class and background.
• (a) a katana or longsword or (b) a survival knife and
RED M IST studded leather armor
At 14th level, a perfect shot turns your target into a
fine red mist. When you score a critical hit on a creature
with a ranged weapon attack from your rifle, roll all ARCHETYPAL S PELLS 2
of the attack damage dice three times and add them When you have the Secret of the Spirit Blade
together before adding relevant modifiers. secret archetype active, you may use a knife or sword
(including your spirit blade) as a spellcasting focus.
ANIMA FEATURES
Starting at 3rd level, you gain 2 additional anima dice A
when you activate this archetype. You gain access to
the following anima features:
Crescent Fang. When you hit a creature with a knife
or sword weapon attack, you can spend 1 anima die
to attempt to damage an adjacent creature with the
same attack. Choose a target within 5 feet of the first
creature and within your reach. If the original attack
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Secret Archetypes
roll would hit that target, it takes damage equal to the While the blade dances, you can use a bonus action
number you roll on your anima die. The damage is of to cause it to fly up to 30 feet to another spot within 30
the same type as the blade you are wielding. feet of you. As part of the same bonus action, you can
Impale Spirit. When you hit a creature with your cause the blade to attack one creature within 5 feet of it.
spirit blade, you can spend 1 anima point and add the After a dancing physical blade attacks for the fourth
amount rolled on the anima die to the psychic damage. time, it flies up to 30 feet and tries to return to your
The creature must make a Charisma saving throw or hand. If you have no hand free, it falls to the ground
have its speed reduced by half. At the beginning of at your feet. If the sword has no unobstructed path to
each of its turns, it may attempt a saving throw again. you, it moves as close to you as it can and then falls
Success means its speed returns to normal. to the ground. It also ceases to hover if you grasp it or
Reversal. When you or a creature within 30 feet that move more than 30 feet away from it.
you can see takes damage, you can hold off some of After a dancing spirit blade attacks for the fourth
the effects with your psychic ability. Spend an anima time, it vanishes. You may manifest it again with a
die. Deduct the number rolled + your Wisdom modifier bonus action.
from the damage (minimum of 1 hit point reduction).
C RUSHING TIDE
IMPROVED C RITICAL At 14th level, you can shatter your spirit blade to
At 6th level, your knife and sword weapon attacks unleash a tidal wave of psychic damage. You spend 3
score a critical hit on a roll of 19 or 20. anima dice and slam your spirit blade into the ground.
Every creature in your choice of either a 30-foot cone
DANCING B LADE in front of you or a 15-foot radius cylinder centered
Beginning at 10th level, you can use a bonus action on you must make a Wisdom saving throw. Creatures
to make the blade in your hand (whether physical or within the area of effect take 10d10 psychic damage
spirit blade) dance. When you do so, the blade begins on a failed save or half damage on a successful save.
to hover, flies up to 30 feet, and attacks one creature You cannot summon your spirit blade or use this
of your choice within 5 feet of it. The dancing blade feature again until you complete a long rest.
uses your attack roll and ability score modifier for
damage rolls.
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Character Creation 2
SECRET OF THE STORM Fast and Furious. When you move, you can spend 1
anima die. You roll the die and add the number rolled
The hammer strikes like lightning and thunder to your AC until you stop moving.
descending from the heavens. The memory of wrathful 1
sky gods guides your hand. The Secret of the Storm is IMPROVED C RITICAL
nature’s fury unbridled. At 6th level, your bludgeoning weapon attacks score
a critical hit on a roll of 19 or 20.
S ECRET ARCHETYPE FEATURES
The Secret of the Storm grants the following features J UGGERNAUT
when you activate it. Beginning at 10th level, you are like unto a titan of 2
old. Your bludgeoning weapon attacks deal double
P ROFICIENCIES damage to objects and structures. You have advantage
Weapons: Simple and martial bludgeoning weapons on any Strength (Athletics) checks to initiate or escape a
grapple. You also count as one size larger for purposes
EQUIPMENT of determining your carrying capacity and the weight
If you choose the Secret of the Storm as one of your you can drag, lift, or push.
starting secret archetypes, you start with the following 3
equipment in addition to that granted by your class B RISTLING R AGE
and background. Starting at 14th level, when you take damage from
• (a) a survival hammer or (b) a sledgehammer and a creature that is within range of your bludgeoning
studded leather armor weapon, you can use your reaction to make a melee
weapon attack against that creature.
ARCHETYPAL S PELLS 4
When you have the Secret of the Storm secret SECRET OF THE T HUMPER
archetype active, you may use a hammer or bludgeoning
The earliest incarnations of this secret archetype
weapon as a spellcasting focus.
took form with the emergence of artillery. The collective
Level Spells unconscious fused the artillery’s ability to strike at
the enemy at long range with the way it kept soldiers
Cantrips
(0 Level)
Ray of Frost, Shocking Grasp
safer from enemy attacks, and merged them into an
5
1st Fog Cloud, Thunderwave archetype that blends both healing and damaging
2nd Gust of Wind, Shatter abilities. When the Vietnam War seared itself into the
American consciousness, the Secret of the Thumper
3rd Call Lightning, Sleet Storm
coalesced around images of grenade launchers at
4th Control Water, Ice Storm work in the jungle.
5th Cone of Cold, Tree Stride 6
6th Chain Lightning, Freezing Sphere S ECRET ARCHETYPE FEATURES
7th Divine Word
The Secret of the Thumper grants the following
features.
8th Control Weather
9th Storm of Vengeance P ROFICIENCIES
Weapons: Grenades and grenade launchers
U NSTOPPABLE FORCE Tools: EOD tools
7
Blizzards and hurricanes course through your veins.
When you have this secret archetype active, you may EQUIPMENT
choose to have resistance to cold, lightning, or thunder If you choose the Secret of the Thumper as one
damage. You may change the resistance type when of your starting secret archetypes, you start with the
you finish a short rest. following equipment in addition to that granted by your
class and background. A
ANIMA FEATURES
Starting at 3rd level, you gain 2 additional anima dice • An underslung grenade launcher
when you activate this archetype. You gain access to • (a) three fragmentation grenades or (b) three smoke
the following anima features: grenades
Annihilate. When you roll cold, lightning, or thunder
damage, you can spend 1 anima die and add the result
of that roll to the damage total.
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ARCHETYPAL S PELLS Spell Sniper. When you use your grenade launcher
You may use a grenade or grenade launcher as a as the spellcasting focus for a ranged spell attack,
spellcasting focus for your Secret of the Thumper you may spend 1 anima die to double the spell’s range.
archetypal spells.
Level Spells ARCING FIRE
At 6th level, you master arcing your ranged attacks
Cantrips
(0 Level)
Acid Splash, Sacred Flame up and over obstacles. When using thrown grenades
and grenade launchers, your targets do not gain the
1st Level Fog Cloud, Healing Word
benefits granted by half cover and three-quarters cover.
2nd Level Prayer of Healing, Shatter
3rd Level Fireball, Mass Healing Word, Stinking Cloud I NCENDIARY GRENADE
4th Level Wall of Fire Beginning at 10th level, any creature you hit with
a grenade ranged weapon attack takes an extra 1d8
5th Level Cloudkill, Flame Strike, Mass Cure Wounds
fire damage.
6th Level Circle of Death, Heal
7th Level Delayed Blast Fireball REAP E SSENCE
8th Level Incendiary Cloud, Sunburst When you use the Anima Suffusion feature beginning
9th Level Meteor Swarm at 14th level, you apply the better of the rolled damage
or the rolled hit points recovered as the result of both
AUTO LOADER the attacking and healing spell. For example, if you
When you activate this secret archetype at 1st level, cast fireball using a 3rd-level spell slot and mass cure
you channel the experience of millions of soldiers wounds using a 5th-level spell slot, you would use
into practice with your weapons. Grenade launchers the better rolled amount of either 8d6 or 3d8 + your
with the slow loading property may be reloaded with spellcasting ability modifier as the damage dealt by
a bonus action. the fireball and the hit points regained from mass
cure wounds.
TACTICAL S HOOTER
You do not have disadvantage on attack rolls when SECRET OF THE WATERFALL
you throw a grenade or fire a grenade launcher at targets
10 feet or farther away while prone. It begins as a trickle and ends as a torrent, a rushing
downpour of blades that overwhelms the warrior’s
ANIMA FEATURES opponents. The Secret of the Waterfall turns the wielder
Starting at 3rd level, you gain 2 additional anima of a sword into a force of nature.
dice when you activate this archetype. You also gain
access to the following anima features. S ECRET ARCHETYPE FEATURES
Anima Suffusion. When you hit one or more creatures The Secret of the Waterfall grants the following
with a ranged spell attack using one of your Secret of features when you activate it.
the Thumper spells, you can use a bonus action to cast
a healing spell on your allies. You must spend anima P ROFICIENCIES
dice equal to the level of the healing spell. You expend Weapons: All knives and swords (daggers,
both spell slots, but the spell slot levels do not have greatswords, longswords, rapiers, scimitars,
to be the same. shortswords, sickles, etc.)
Essence Grenades. When your grenade launcher
is out of ammunition, you may spend 1 anima die to EQUIPMENT
magically summon additional grenades equal to the If you choose the Secret of the Waterfall as one
number rolled on the anima die (up to the maximum of your starting secret archetypes, you start with the
capacity of the grenade launcher). These magically following equipment in addition to that granted by your
created grenades remain available until you finish a class and background.
short or long rest. • (a) a katana or longsword or (b) a survival knife and
studded leather armor
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ARCHETYPAL S PELLS Sweeping Slice. When you hit a creature with a melee
When you have the Secret of the Waterfall secret weapon attack using a knife or sword, you can spend 1
archetype active, you may use a knife or sword as a anima die to attempt to damage another creature with
spellcasting focus. the same attack. Choose another creature within both
1
Level Spells 5 feet of the original target and within your reach. If
the original attack roll would hit the second creature,
Cantrips
(0 Level)
Shocking Grasp, True Strike it takes damage equal to the number you roll on your
anima die. The damage is of the same type dealt by
1st Create or Destroy Water, Jump, Longstrider
the original attack.
2nd Gust of Wind, Magic Weapon Whirlwind. When you hit a creature with a melee 2
3rd Haste, Water Breathing, Water Walk weapon attack using a knife or sword, you can spend
4th Control Water, Ice Storm 1 anima die to give your allies an opening. You add the
anima die to the attack’s damage roll. The next attack
5th Cone of Cold
roll against the creature by an attacker other than you
6th Blade Barrier, Wall of Ice
has advantage.
7th Arcane Sword
8th Power Word Stun IMPROVED C RITICAL 3
9th Power Word Kill At 6th level, your knife and sword weapon attacks
score a critical hit on a roll of 19 or 20.
D RAW SWORD, D RAW B LOOD
You gain advantage on your Dexterity check to FIGHTING STYLE
determine your place in the initiative order when you You adopt a particular style of fighting as your
begin combat with your blade sheathed. specialty. Choose one of the following options. You 4
can’t take a Fighting Style option more than once, even
ANIMA FEATURES if you got to choose earlier as a feature of your class.
Starting at 3rd level, you gain 2 additional anima dice Defense. While you are wearing armor, you gain a
when you activate this archetype. You gain access to +1 bonus to AC.
the following anima features: Dueling. When you are wielding a melee weapon in
one hand and no other weapons, you gain a +2 bonus
Flow Like Water. You can spend 1 anima die to take
to damage rolls with that weapon.
5
the Disengage or Dash action as a bonus action on your
turn, and your jump distance is doubled for the turn. Great Weapon Fighting. When you roll a 1 or 2 on
Measure Twice, Cut Once. You can use a bonus a damage die for an attack you make with a melee
action on your turn to feint, choosing one creature weapon that you are wielding with two hands, you can
within 5 feet of you as your target. Spend 1 anima reroll the die and must use the new roll, even if the new
die. You have advantage on your next melee weapon roll is a 1 or a 2. The weapon must have the two-handed
attack roll using a knife or sword against that creature or versatile property for you to gain this benefit. 6
this turn. If that attack hits, add the anima die to the Protection. When a creature you can see attacks a
attack’s damage roll. target other than you that is within 5 feet of you, you
Patient Defense. You can spend 1 anima die to take can use your reaction to impose disadvantage on the
the Dodge action as a bonus action on your turn. attack roll. You must be wielding a shield.
Rushing River. When you hit a creature with a melee Two-Weapon Fighting. When you engage in two-
weapon attack using a knife or sword, you can spend 1 weapon fighting, you can add your ability modifier to 7
anima die to drive the target back. You add the number the damage of the second attack.
rolled on the anima die to the attack’s damage roll. The
target must make a Strength saving throw. On a failed TSUNAMI
save, you push the target up to 15 feet away from you. At 14th level, your blows land like a crushing tidal
Snake’s Bite. When you hit a creature with a melee wave. When you score a critical hit on a creature with
weapon attack using a knife or sword, you can spend a knife or sword melee weapon, roll all of the attack
1 anima die to disarm the target. You add the number damage dice three times and add them together before A
rolled on the anima die to the attack’s damage roll, and adding relevant modifiers.
the target must make a Strength saving throw. On a
failed save, it drops one item of your choice that it is
holding. The object lands at your feet.
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S ECRET ARCHETYPE FEATURES 1st Animal Friendship, Entangle, Speak with Animals
The Secret of Wild Nature grants the following 2nd Animal Messenger, Pass without Trace, Spike Growth
features when you activate it. 3rd Conjure Animals, Plant Growth, Speak with Plants
4th Blight, Giant Insect
P ROFICIENCIES
Weapons: Unarmed strikes and martial arts weapons 5th Insect Plague, Tree Stride
(which include bladed cesti and any simple weapons 6th Transport via Plants, Wall of Thorns
that don’t have the two-handed or heavy property) 7th Regenerate
Tools: Survival gear 8th Earthquake
9th Storm of Vengeance
EQUIPMENT
If you choose the Secret of Wild Nature as one of
your starting secret archetypes, you start with the THRASH
following equipment in addition to that granted by your Starting at 1st level, you gain the following benefits
class and background. while you are unarmed or wielding only martial arts
weapons:
• (a) two bladed cesti or (b) a single martial arts
weapon with the versatile property • You can use Dexterity instead of Strength for the
attack and damage rolls of your unarmed strikes
and martial arts weapon attacks.
• You can roll a d4 in place of the normal damage of
your unarmed strike or martial arts weapon attack.
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Character Creation 2
This die increases to a d6 at 3rd level, a d8 at 10th T HE POWER CARD DECK
level, and a d10 at 14th level. When you take the
Attack action and attack with an unarmed strike While not required, the Secret World Power Deck
or a light martial arts weapon attack, you can use can make tracking and switching your character’s 1
a bonus action to attack again, either using an secret archetypes more convenient. Each card in the
unarmed strike or another light martial arts weapon deck details one of the secret archetypes. By using
you have equipped. You add your ability modifier to the cards, you can reference an archetype’s powers
the damage of this bonus attack. without needing to flip through the rulebook.
At the start of the game, you can pull your character’s
ANIMA FEATURES committed archetypes from the deck and place them in 2
front of you, stacking the active archetype card on top of
Starting at 3rd level, you gain 2 additional anima dice
the others. When you switch secret archetypes, simply
when you activate this archetype. You gain access to
put the new active archetype card on top. When you
the following anima features:
level up, you can add or swap in Power Cards as needed.
Mangle. Immediately after you take the Attack action
on your turn, you can spend 1 anima die to make two
unarmed strikes as a bonus action.
Whenever you hit a creature with one of your Mangle
FACTION INTERESTS 3
Every player character is a member of one of the
attacks, you can impose one of the following effects
three main factions. The heroes of the Secret World
on that target:
are willing to put their factions’ differences aside and
• It must succeed on a Dexterity saving throw or be work together to overcome their common enemies.
knocked prone. Nevertheless, those factions still have their own goals,
• It must make a Strength saving throw. If it fails, you plans, and projects. They reward their agents who 4
can push it up to 15 feet away from you. advance their agendas, as detailed below.
• It can’t take reactions until the end of your next turn. The specifics of each faction’s schemes vary wildly,
and can include everything from assassinating a world
Land’s Stride. Moving through nonmagical difficult leader to stealing blueprints to helping an old lady cross
terrain costs you no extra movement. You can also the street. But the factions have several broad agendas:
pass through nonmagical plants without being slowed
by them and without taking damage from them if they 5
have thorns, spines, or a similar hazard. In addition, T HE I LLUMINATI AGENDA
you have advantage on saving throws against plants
• Seek Artifacts: The Illuminati are very interested
that are magically created or manipulated to impede
in artifacts of the Third Age. They look kindly upon
movement, such those created by the entangle spell.
any members who discover new artifacts, learn the
secrets of existing ones, or actively secure one for
POTENT WRATH Illuminati scientists to examine. 6
Starting at 6th level, your unarmed strikes in human
form and melee weapon attacks with your beast form’s • Expand the Network: Much of the Illuminati’s
natural weapons count as magical weapons for the power comes from its influence over people and
purpose of overcoming resistance and immunity to organizations. If an agent can convince (or bribe,
nonmagical attacks and damage. or blackmail) someone to work for the Illuminati or
use their position on the society’s behalf, that agent
KEEN S ENSES is sure to be rewarded. 7
By 10th level, your instincts are so honed that you • Remove a Threat: Whether it’s eliminating a leak,
have advantage on initiative rolls. discrediting an enemy, or sabotaging a rival’s
Additionally, if you are surprised at the beginning of operation, the Illuminati likes it when agents take
combat and aren’t incapacitated, you can act normally the initiative.
on your first turn.
T HE T EMPLAR AGENDA A
B LOODBATH
Beginning at 14th level, you roll 2 additional damage • Seek the Enemy: The supernatural enemies of
dice when determining the extra damage for an unarmed the Templars—the enemies of humanity—are
strike or beast form melee weapon attack. This stacks everywhere. Those agents who help locate them,
with a ravager’s Brutal Critical feature. learn their secrets, and ultimately destroy them will
prove themselves loyal, and worthy of additional
Templar support.
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Background & Personality
• Defend Order: The Templars are pleased by those GM feels she has advanced the faction’s agenda of
agents who defend not only themselves but the “seeking the enemy.” Donna checks the box on her
civilians (and Templar assets) around them against character sheet, and she chooses to roll Intimidation
otherworldly threats. at advantage for the rest of the session.
• Secure Weapons: As a militaristic faction, the
Templars are always looking to add new tools to
their arsenal. Agents who give them additional BACKGROUND &
warriors, organizations, or literal weapons to wield P ERSONALITY
in the good fight are sure to be rewarded. All that remains is to choose a background and
describe your Secret Worlder’s personality and
T D
HE RAGON GENDA A appearance. This chapter also provides a list of feats
you can take at certain levels, as listed in your class table.
• Sow Chaos: The Dragon thrives on chaos, and smiles
on those who slip it between the gears of any orderly
system. This doesn’t necessarily mean blowing up
B
ACKGROUNDS
buildings (though it can)—it can also include deleting Everyone comes from somewhere. Before you were
random files, spreading misinformation, or offering a Bee, you were a person with hopes, desires, and
very specific advice. dreams, occupying a world you thought you knew. Gaia
• Execute Odd Jobs: Hail a taxi at 10:34. Bury this may have changed everything, but she didn’t erase it;
book behind that tree. Push the man in the green that person still informs everything you do, bridging
sweater. Sometimes the Dragon issues commands the gap between then and now. Humans are little more
so cryptic, even its own agents don’t know exactly than a collection of memories and a spark of potential,
what they’re doing or why. They are merely butterfly haunted meat stumbling through existence. What
wings, flapping up hurricanes they can’t even ghosts do you carry with you?
perceive. So long as they do it, the dice of the
universe keep rolling. CONSPIRACY T HEORIST
• Seek Rebirth: In the eyes of the Dragon, all change is
good. The Dragon blesses those who embrace change TRANSMIT—initiate wireless 5G signal—RECEIVE—
in themselves and encourage change in others. initiate weather control frequency—DOWNLOAD—
initiate The Russian Woodpecker lexicon—FOLLOW THE
On your character sheet, in addition to the spots to BREADCRUMBS—initiate the Plandemic agenda—WAKE
record your character’s skills and ability scores, there is UP, SHEEPLE!!1!—initiate crop-control chemtrails—
a box to check when you further your faction’s interests. WITNESS—The Conspiracy Theorist.
Once per game session, when the GM decides that From a young age, you’ve exhibited a propensity for
you have indeed furthered your faction’s interests pattern recognition. While not always appreciated by
(based on the broad criteria above), you may check your peers, your talents have revealed to you truths
that box. (Of course, while the GM makes the ultimate ranging from merely unbelievable to entirely insane.
ruling, you may certainly suggest it when you feel you Whether they’re correct is a matter of interpretation.
have earned a check mark.) Regardless, your path has led you here, to a place
Once you’ve checked the box, it’s time to receive your where pareidolia meets perfect clarity. The shadows
reward. Choose a skill. For the rest of the session, you you’ve been chasing your whole life have coalesced,
get advantage on all rolls for that skill. This represents and who could navigate them better than you?
the support your faction provides in recognition of your Skill Proficiencies: History, Perception
help advancing their agenda. Tool Proficiencies: Computers, electronic tools.
For example, Donna’s character is a Templar named Languages: Two of your choice
Fiona. While she and her cabal are on Solomon Island Equipment: A portable Faraday cage, iodine pills, a
investigating the disappearance of a student from the bug detector, casual clothes, $50, and the address of
Innsmouth Academy, Fiona comes across an undead a safe house you’re not sure you can trust.
creature she’s never seen before. It resembles a feral
hog, but features a dozen exaggerated tusks and an O BSESSIONS
insatiable appetite for the flesh of the living. The zombie At the heart of any conspiracy theorist is obsession.
hog appears to have nothing to do with the missing More often than not, this serves as a stand-in for some
student, but Fiona investigates it anyway by dissecting greater issue—a metaphor for a flaw in the conspiracy
it and asking the locals about it. (“We get them this time theorist’s psyche. What they are willing to believe is a
of year, swimming ashore over by the beach.”) When direct reflection of what they are most afraid of.
Fiona shares her findings with the Templars, Donna’s
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Character Creation 2
d8 Obsession Self-doubt isn’t a problem for me. I have the utmost
7
A New Age self-help group called the Morninglight confidence in my perceptions, and those of my network.
1
has been experimenting on children. I am analytical to a fault, prioritizing “logic” over
The Orochi Group’s QBL Media division has
8
emotions regardless of the circumstances. 1
2 spent decades perfecting the craft of subliminal
messaging, political influence, and propaganda. d6 Ideal
Vampires are real, and the Soviets have been experimenting Sacrifice. As far as achieving my goals is 3
7 5 concerned, there’s no cost that isn’t worth
on them in the hopes of creating super soldiers.
paying—as long as it isn’t paid by me. (Evil)
New Jerusalem, the Morninglight compound in
8 South Africa, is performing human sacrifices, Opportunism. Machiavelli was right; the
6
which they attempt to pass off as suicides. ends do justify the means. (Chaotic)
d6 Bond
FEATURE: O NLINE N ETWORK 4
Someone I care for fell victim to an authority
The time you’ve spent researching your theories has
1 figure’s negligence or secret-keeping. Everything
acquainted you with a host of like-minded individuals. I do is in service of their memory.
The ones who have proven themselves most loyal
I have inherited my beliefs from a parental
and trustworthy have become an invaluable resource 2
figure to whom I have sworn loyalty.
in your search for truth. Maybe they’ve been there
I once belonged to a cult. Although I escaped, they’re
since your blog’s inception, or their offline connections
have contributed to your evidence pile. Whatever the
3 still out there, and the only way I can stop them is to
take down the powerful people propping them up.
5
case, you know how to contact them, even in the most
At my lowest, my like-minded social network
challenging of circumstances. 4
was there for me. I’d never betray them.
Knowledge is power, and I’ve dedicated
SUGGESTED C HARACTERISTICS 5
my life to amassing it.
Conspiracy theorists fancy themselves truth seekers,
It turns out a key player in one of my wilder
but often, they’re only willing to accept the truths that style
6 theories was unjustly accused. I ruined their 6
them as the smartest people in the room. Behind their life, and it’s shaken my confidence.
dogged persistence and facade of certainty lies something
far more fragile: an ego willing to believe anything that d8 Flaw
supports their preexisting worldviews. While conspiracy I can’t resist entertaining new theories,
1
theorists are repositories of esoteric knowledge, they no matter how absurd.
are more prone to confirmation bias than most. In short, My overwhelming belief in my inability to be
they often draw their conclusions from a poisoned well. 2
wrong means I’m easily taken in by charlatans. 7
d8 Personality Trait 3
I’m so distrustful of Big Pharma that I often
refuse medical intervention when I need it.
When making important decisions, I trust my gut
1
over any other senses (or outside influence). I have been so consumed by conspiracy that I
4
have no friends outside of my online network.
I inherently distrust information from “official” sources
2
and rely on fringe media outlets for the real story. My paranoia has afflicted me with severe
I keep backups upon backups of my
5
chronic stress. I am always anxious. A
3
databases. Digital all the way, baby! I don’t like being challenged, and meet
6
disagreement with open hostility.
I keep physical copies of all my findings.
4
Analog all the way, baby! My home is either a constant mess (I am told
7 tinfoil is not ideal drapery material) or otherwise
I am openly disdainful of anyone who’s not “in the know”
5 inhospitable (mind the booby traps).
like I am, often referring to them as “sheep” or “normies.”
My resistance to authority makes it
I can connect the dots more easily than others, 8
6 impossible for me to hold down a job.
even when there are no dots to connect.
187
CORE RULEBOOK
Background & Personality
188
THE SECRET WORLD
Character Creation 2
d6 Ideal Your reality is governed by evidence, its tides
Mercy. I don’t kill or otherwise harm anyone commanded by the ebb and flow of information you’ve
1
unless I absolutely have to. (Neutral) plucked from the world around you. You are logical, but
you also know when to trust your gut, and how to listen
1
Avarice. I can be bought, even if that means
2
betraying an innocent. (Chaotic) to the voices living in a city’s bones—their buildings
Revolution. Life isn’t fair, but people like me and their streets. Even their dead.
3 You have spent your life mapping the darkness. Now,
can help level the playing field. (Good)
Vengeance. They say two wrongs don’t make a with a bee in your brain, you can bring it all into the light.
4 Skill Proficiencies: Insight, Investigation
right, but this sure does feel right. (Chaotic)
Redemption. I know what I did was wrong,
Tool Proficiencies: Chemical kit, forensic kit 2
5
and I strive to balance the scales. (Good) Languages: Two of your choice
Equipment: A small notebook and pen, a pack of
6 Destruction. Burn them all. (Evil)
cigarettes (or another stress-relief item), a pair of
d6 Bond sunglasses, casual clothes, a forensic kit, $80, and
Someone betrayed me, and I’m a box with the files of the cold case you never solved
1
determined to figure out who.
FASCINATIONS 3
Someone betrayed me, and I know who—and
2
what I’m going to do once I find them. Ever y investigator possesses a par ticular
enthrallment that lures them ever farther down the
Everything I do is because of a debt
3
I’m desperate to pay off. path of inquiry. Each is as much an indication of an
investigator’s area of expertise as it is a glimpse of a
It’s not just me out here; I’m part of a
4
larger criminal organization. darker appetite, one which, if not tempered, can drive
5 My motivations are selfless, but no one can know.
them to monomaniacal obsession. 4
d8 Captivating Crimes
I’ve gone down for a crime I didn’t commit,
6 Something inexplicable happened to you in your youth.
and I’m determined to clear my name. 1
Ever since, you’ve had a penchant for the paranormal.
d8 Flaw A serial criminal has victimized someone close to
2
1 I’m a loose cannon. The only whims I serve are my own. you. You’ve made it your business to catch them.
2 My life has been rough. I have a hard time opening up. 3
A loved one has gone missing, and you know that no 5
one will work harder to find them than you will.
My criminal compulsions are overpowering. Once
3 You are strangely adept at solving cold cases. It’s
they’re triggered, I have to see them through. 4
almost like the past speaks to you, and through you.
I’ve worked as a criminal informant. If anyone
4 You are more at home in the morgue than
finds out I’m a snitch, I’m in big trouble.
5 you are among the living. Homicide, or
I might have escaped prison, but someone out there
5 knows where the bodies are buried—maybe even
the possibility thereof, is your jam.
6
literally. I’ll have to answer for that at some point. You’ve uncovered a conspiracy, but your betters shut
6
down your investigation … at least the official one.
I’m so anti-authoritarian that I’m likely
6 People tend to assume forensic accounting is
to ignore even the best advice.
the most boring kind of investigative measure
I am unnecessarily violent. Even if a situation can 7
7 there is. But you know that paper trails, like
be handled diplomatically, I’d rather punch it.
breadcrumbs, can lead to dark and terrible places.
8 Nothing; I’m perfect (I’m wildly overconfident).
You are passionate about computer crimes. The 7
fathomless reaches of the dark web, the anonymity
8
T IRELESS I NVESTIGATOR of the internet, the ability to commit felonies
from behind a keyboard—it all intrigues you.
TRANSMIT—initiate the bloodhound signal—RECEIVE—
when you have eliminated the impossible, whatever FEATURE: LEGAL C HANNELS
remains, however improbable, must be the truth—HE Even if they aren’t as glamorous as your new secret
WHO FIGHTS MONSTERS—initiate Locard’s principle— society contacts, the ones you’ve forged through years A
WALK THE GRID, SWEETLING—implacable hunger in of service to the mundane world can still come in handy.
human form—WITNESS—the Tireless Investigator. Whatever credentials you need to gain access to the
You are the one who chases shadows in the dark, who people, places, or things you’re investigating, they’re
follows their tracks when no one else can see them. Your yours, along with any other insider information naturally
drive to discover, to know, borders on a compulsion, earning afforded to someone in your line of work.
both the admiration and ire of those around you; their
efforts and abilities will always pale in comparison to yours.
189
CORE RULEBOOK
Background & Personality
SUGGESTED C HARACTERISTICS 5
My undercover vehicle has been with me for years,
Investigators come in a variety of shapes and sizes and I’ve developed an emotional attachment to it.
spanning myriad organizations, but they often share a 6 I can’t turn down a case, even if no one else wants it.
handful of traits that led them to this profession. For
d8 Flaw
them, this is not a “normal” job they can forget about
once they go home, and that desire for closure—the 1
I barely sleep, either by choice or because the things
I’ve seen—or done—relentlessly haunt me.
hunger for more—is what ultimately binds them.
Though I’m excellent with facts, I am terrible with
d8 Personality Trait 2
people. It’s best if someone else does the talking.
I believe knowledge is power. While that makes me
When I suspect someone of committing a
1 one hell of a researcher, it also means I sometimes
3 crime, it’s hard for me to entertain anyone
get bogged down in superfluous details.
else as the possible perpetrator.
I am meticulous when it comes to my workspace.
I am willing to manipulate the justice system
2 There must be a place for everything, and
4 to my advantage, even when it means
everything must be in its place.
violating a suspect’s civil rights.
I (figuratively) wear a mask, seamlessly adapting
My hubris has alienated my coworkers. It’s difficult
3 my approach to whatever the situation calls for.
5 for me to find someone to take me on as a partner,
Sometimes I forget who I am underneath.
or to receive other forms of official support.
My ability to read people means I excel
4 I sometimes use my authority to the detriment of my
at interrogating suspects.
6 own or someone else’s reputation, all in the name
I spent so much time undercover that I of circumventing roadblocks to my investigation.
5 picked up some bad habits. If I can’t indulge
I believe that the justice system doesn’t always
these, I get irritable and antsy.
7 make the right call. When that happens, I take
Sometimes I’m so invested in the facts that I up the mantle and mete it out myself.
6 forget there’s a human element to these cases. As
Interrogation tactics tend to work their way into
a result, I can be a little emotionally ignorant. 8
my ability to interact socially with others.
I indulge in specific hobbies to blow off steam. Whether
7
those hobbies are healthy is a point of contention.
8 Coffee is my god. CHARLATAN PSYCHIC
TRANSMIT—initiate la fréquence d’Espérance—
d6 Ideal
RECEIVE—initiate the spiritism signal—RAPPING ON THE
Truth. It’s my job to provide people with answers, TABLE—initiate the cold reading resonance—CROSS MY
1
even if they don’t like them. (Neutral)
PALM WITH SILVER—the room trembles with the ringing
2
Justice. Not all laws are just; I’m more interested in of a bell—WITNESS—the Charlatan Psychic.
doing what’s right, rather than what’s expected. (Good)
Fake it till you make it; that’s been your mantra ever
Law. I believe in following—and enforcing—
3 since you decided to take up the profession of psychic,
the letter of the law. (Lawful)
preying on those with weak minds, broken hearts, and
Order. Preservation of the current power structure deep pockets. You’ve learned all the tricks of the trade:
4 prevents further violence, even when that
power structure is less than ideal. (Lawful) cold reading, weaponized vagueries, the Barnum effect.
You use them all to your advantage, eking out a living
Punishment. Forget rehabilitation—criminals
5 from the well of someone else’s gullibility.
should suffer for their sins. (Evil)
Recently, however, things have changed. You’re not
Authority. While I deserve the utmost respect sure why, but your impressions of people, of their lives
6
from the public, I’ll settle for their fear. (Evil)
and their desires, has become … sharper, somehow.
d6 Bond You’re starting to wonder how you could possibly know
Someone in my family also worked as an investigator, some of the things you tell them. Are you developing
1 an actual sixth sense, or are you just that good?
and I’m determined not to tarnish their legacy.
Someone in my family also worked as an investigator,
Either way, you’re certainly adept at reading people.
2 and I’m determined to rebuild their legacy For the most part, it’s all basic cause and effect. Then
after they were accused of being corrupt. again, every so often, the hairs on your nape stand on
3 I work for myself—I own my own investigative agency. end, and a detail more pointed, more specific, worms
its way onto your tongue. Are you so deceptive that
I carry an object that once belonged to a
4 victim, using it as a totem and reminder of you’re deceiving even yourself? And if that were the
the importance of doing my job well. case … would you even be able to tell?
190
THE SECRET WORLD
Character Creation 2
Skill Proficiencies: Arcana, Performance
Tool Proficiencies: Disguise kit, forgery kit
Languages: Two of your choice
Equipment: A smudge stick, a crystal, casual clothes,
1
a small forgery kit, $90, and a tool related to your
method of divination (see table below).
M ETHODS OF D IVINATION
For years you’ve practiced the art of deception,
claiming to divine wisdom and guidance from 2
otherworldly beings. The manner in which you did this
depends mostly on your culture and your willingness
to get your hands bloody.
d8 Method
Cartomancy: the art of fortune-
3
1
telling through a deck of cards
2 Precognition: the reception of extrasensory visions
Remote viewing: employing astral projection
3
to observe a distant, unseen target
4 Mediumship: communing with the dead via ritual
Astrology: determining fate from
5
the positions of the stars 4
Palmistry: decoding the language spoken
6
by the lines in a person’s palms
SUGGESTED C HARACTERISTICS
Haruspicy: reading the secrets hidden Charlatan psychics, much like charlatans in general,
7
in the coils of entrails
are trying to fill a void within themselves. Something
Oneiromancy: interpreting dreams to in their past has convinced them that the truth of who
8
translate messages from beyond the veil
they are holds no interest or value, and that to achieve 5
success, they have to become someone else entirely.
FEATURE: S ECRET I DENTITY The armor of their ego is fragile, but necessary for their
You have either assumed an identity unrelated to existence. They will do anything to preserve the illusion,
your true self, or you have plans to do so. Whichever lest anyone discover what lurks behind the curtain.
the case, you’ve put a lot of work into establishing
this secondary (or even tertiary) persona, including d8 Personality Trait
the acquisition of the proper documentation to make I am seductive and charming. Whether I 6
it legit. Your efforts have revealed a talent for forging 1 follow through on my flirtations or not, I
derive pleasure from being desired.
documents; as long as you’re familiar with the type of
document or handwriting you want to copy, you’re able I need to be the center of attention. If I’m not
2
performing, people might see through me.
to convincingly reproduce it.
I love a good crisis. It gives me the
3
ALTERNATE FEATURE: opportunity to become indispensable.
7
FRIENDS ON THE OTHER S IDE 4
I genuinely want to help others and I’m highly
Whether you know it or not, your occult dabblings empathetic. I just don’t know how else to do it.
have earned you the attention of a being from beyond 5
When people get close to figuring me out, I turn the
the veil. This ethereal ally eases your communion with tables, redirecting their focus to something they’ve done.
the spirit world, allowing you to attain success where 6
I keep track of everyone’s secrets, partly to
you might otherwise fail. Whenever you attempt to amuse myself, and partly for leverage.
invoke the supernatural outside of combat situations, My opinion of others can turn on a dime if I feel A
you do so with advantage. This applies to Performance 7 they’ve wronged me. It doesn’t matter whether they
rolls as well, adding some legitimacy to your actually did; what matters is how I feel about it.
psychic claims. 8
I use sarcasm and humor to deflect attention from
the truth, often at wildly inappropriate times.
191
CORE RULEBOOK
Background & Personality
FORMER CULTIST 7
You were tried for a crime you committed, and
the psychologist who evaluated your competency
TRANSMIT—initiate the recruitment pamphlet reeducated you and got you a reduced sentence.
frequency—RECEIVE—initiate reeducation signal—WACO, You were framed for a crime your fellow cultists
SAN DIEGO, JONESTOWN—initiate obstructive persons 8 committed, and law enforcement gave you
protocol—TOKYO, KANUNGU, MORIN-HEIGHTS—beware the evidence you needed to break free.
the faceless shadows, and do not heed their whispers—
WITNESS—the Former Cultist.
192
THE SECRET WORLD
Character Creation 2
FEATURE:
I NSIDER KNOWLEDGE
The time you spent as part of Is It a Family 1
your cult let you in on some of their
secrets. Whenever you’re in an area
where your cult is active, you are
or a Cult?
Take this quiz to find out!
immediately aware of their presence,
as well as the meaning behind any 1. Is the leader an absolute authoritarian with no meaningful accountability?
coded communications or symbols
2. Do they display a lack of tolerance for questions or critical thinking?
they might be using. You are also
3. Do they refuse to disclose budgetary information or address other
2
well versed in that cult’s structural
financial concerns, such as submitting to an independent audit?
hierarchy and gain an automatic +2
bonus to Intimidation, Deception, and 4. Are they preparing for the apocalypse, promoting conspiracy theories,
Persuasion rolls used against them. or claiming religious persecution?
5. Are those who leave considered weak, evil, or otherwise negatively
ALTERNATE FEATURE: portrayed, if they’re allowed to leave at all?
3
REVERSION 6. Are you prohibited from speaking to former members, or do they all relate
Yo u r e x p e r i e n c e w i t h similar stories of abuse and reflect similar patterns of grievances?
deprogramming turned into a skill set. 7. Are there records, books, or other forms of media documenting the abuses
When attempting to break through of the group and its leader?
other cult members’ conditioning, 8. Are you and those around you made to feel like you’ll never be “good enough”?
you gain a +2 bonus to all Insight rolls 9. Is the group and/or its leader always right, even when they aren’t?
used to determine their weaknesses. A
10. Is the group and/or its leader the only source of truth you can trust?
4
successful roll grants you advantage on
all social skill checks you make against 11. Do they make you do unspeakable things, like gouging out your eyes or
them thereafter. Breaking through their stealing occult artifacts for the group leader’s benefit?
programming also awards you an 12. Is the group leader’s name Philip Marquard?
additional 1 point of Inspiration.
If you answered “no” to most of these questions,
SUGGESTED then congratulations! You probably have 5
nothing to worry about.
C HARACTERISTICS
While the nature of cults—and If you answered “yes” to most of these questions,
by extension, their cultists—vary, then call your dad, ’cause you’re in a cult!
they often employ a standardized
recruitment and retention structure.
This allows them to find and keep members of a 6
certain personality type, one more receptive to their d8 Personality Trait
conditioning than others. External validation is very important to me, and I
1
often have trouble finding it in sufficient amounts.
d6 Ideal I lack a strong sense of identity and often tailor my
2
Salvation. I can’t leave behind the others in my personality to suit the authority figures around me.
1
order. I have to go back and save them. (Good)
3
I don’t like making big decisions. It’s easier for 7
Loyalty. Those who helped me escape are my heroes. me to defer to the judgment of others.
2
I’d do anything to prove my gratitude. (Any) I often feel like life is meaningless.
4
Revelation. I can’t let the world be deceived by these Direction and purpose elude me.
3
monsters anymore. I have to expose them. (Neutral) Taking personal responsibility is difficult for me. I’d
5
Atonement. I have to make up for the things rather be able to say I was “just following orders.”
4 I did while I was indoctrinated. It’s the only
way I can live with myself. (Good) 6
My loneliness is overwhelming. I’m always on the
lookout to alleviate it and find somewhere I belong.
A
Assimilation. I don’t want to talk about or even think about Most of the time, I feel like an outsider. It
5 7
my past. I just want to be normal … whatever that is. (Any) really affects my sense of self-worth.
Exodus. I have to outpace my past, even if that People say I can be gullible. The truth is, I
6 8
means I never stop running. (Chaotic) really want something to believe in.
193
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Background & Personality
d6 Bond
When I left the cult, I stole one of their
1 artifacts and brought it with me. I’m not
entirely sure what to do with it.
Leaving the cult meant losing all my financial
2
investments. Now I’ve got to find a way to rebuild.
Someone died for my freedom. I feel I owe
3
it to their memory to use it well.
I escaped, but was unable to take anyone else
4
with me. I have to find a way to save them.
I did something terrible for the cult—something
5
they could use against me, even now.
I regard the time I spent in the cult as traumatic and
6 embarrassing. I’d rather not discuss it, and I’d rather
no one discover my involvement in the first place. The Illuminati recruit from the Academy often and
early (and the others in the Big Three secret societies
d8 Flaw sneakily poach alumni as well), sometimes sponsoring
Old habits die hard, and some of the ones I students to secure their future loyalties. Whichever
1 picked up in the cult compound are rather faction you chose, you enlisted with more knowledge
off-putting out in the real world. and experience under your belt than most, affording
2
As a result of my trauma, I’m hypersensitive you certain privileges your peers would have killed for.
to aggressive questioning or criticism. But that’s the thing about the Innsmouth Academy,
I have frequent night terrors about what I endured, isn’t it? It’s prestigious for a reason, exclusive to
3
and I almost always wake up feeling exhausted. those who already have a leg up over everyone else.
I no longer trust authority figures, even Not everyone with supernatural abilities gets to take
4
when they’re right or they mean well. advantage of formal training, but you … well, it would
I trust authority figures too much, having grown seem you’re one of the lucky ones.
5
accustomed to living under a spiritual dictatorship. Skill Proficiencies: Arcana, History
Having too many options paralyzes me. It’s Tool Proficiencies: Chemical kit, herbalism kit
6 hard to make decisions for myself when Languages: Two of your choice
they were always made on my behalf. Equipment: A chemical kit (a mix of modern and
I’m paranoid my former brethren will classic alchemy supplies), a complete set of components
7 find me. I go to great lengths to hide my for a 1st-level ritual of your choice, an Innsmouth
identity, even if that leads to violence. Academy library card, a diploma for your area of study,
8
I don’t consider the possibility of retribution often casual clothes, $100, and graduation robes
enough. I’m off the cult’s radar now, surely … aren’t I?
FAVORED D ISCIPLINES
I NNSMOUTH A LUMNUS Innsmouth Academy’s curriculum consists of a
wide variety of magical disciplines. Incoming students
TRANSMIT—initiate the arcane academia frequency— are subjected to aptitude tests to pinpoint any natural
RECEIVE—initiate the New Nation signal—LIVE, LABOR, inclination they may have toward a specific area of study,
LEARN—initiate the Yazidi death curse protocol— while returning students are taught to refine their extant
PROPERTY OF INNSMOUTH ACADEMY—where does abilities, and sometimes to branch out into related
madness leave off, and reality begin—WITNESS—the subjects. Everyone has a preference. What’s yours?
Innsmouth Alumnus. d8 Discipline
You spent your adolescence awash in the scents of 1 You excel at elementalism.
autumn leaves, formaldehyde, sulfur, and rippling ozone,
2 You take comfort in chaos.
learning to translate dead languages into living intent.
Spells are only the caster’s will given proper syntax 3 You’re brilliant with blood magic.
and grammar, sentences that beckon action from the 4 You admire alchemy.
universe. You learned how to impose your reality on 5 You research rituals.
others, as well as how to manufacture a flesh golem
6 You’re awesome with artifacts.
from deli meat.
7 You think necromancy is nice.
8 You’re a sucker for shamanism.
194
THE SECRET WORLD
Character Creation 2
FEATURE: LIBRARY C ARD d8 Personality Trait
The Innsmouth Academy boasts one of the most
extensive occult libraries in North America, and your I am erudite to a fault, preferring to utilize a
1
status as an alumnus affords you lifelong access.
polysyllabic vocabulary whenever possible. 1
Regardless of where you physically are in the world, 2
I am patient with those who are not as academically inclined
as I am, and take joy in teaching others something new.
you can use your library card to make a request for
books pertaining to a specific magical subject, and if 3
Although I’ve always excelled academically, I’m
available, those texts will be provided to you through not nearly as proficient with social situations.
metaphysical means. There is a time limit on how long 4
I like to take my time solving a problem, considering all
you can borrow from the library, however, and you really possible variables before deciding on a course of action.
2
don’t want to meet their collections department. 5
I take great comfort in reading, and consider
genre fiction a guilty pleasure.
ALTERNATE FEATURE: 6
For an academic, I’m surprisingly extroverted.
LOYAL FAMILIAR I really love interacting with people.
Back when you first took a class on creating familiars, My beliefs are not set in stone. I’m willing
7
you managed to sculpt one you grew particularly close to change them based on new data.
to. The Academy allowed you to keep it when you I’ve never appreciated the elitism that comes with
3
left; they had no use for it, really, besides cramming it 8 enrollment at the Academy, and I’ve made a point
into the compost bin. It now lives in a location of your to take the institution down a peg or two.
choice—a place that you own, or whose owners have d6 Ideal
approved the familiar’s residence. It can carry out
simple tasks for you and guard property or objects Knowledge. I believe that education is one of the
1
best methods for empowering the masses. (Good)
while you are away. It can even take dictation, though
Class. There’s a reason Innsmouth only catered
4
its shorthand leaves something to be desired. 2
to the wealthy, and it’s a good one. (Evil)
SUGGESTED C HARACTERISTICS 3
History. The past dictates our future. Unless we learn
from it, we’ll keep making the same mistakes. (Neutral)
Former students of Innsmouth Academy know
their worth—after all, they’ve been made aware of 4
Disruption. The best way to change an institution is from
it practically their whole lives. They value cunning, within, and I tend to make some drastic changes. (Chaotic)
intelligence, resourcefulness, and wit, though as times Excellence. I strive to be a paragon among 5
5
change, fewer and fewer are putting any emphasis those who are magically inclined. (Neutral)
on pedigree. Still, when it comes to knowing who you Responsibility. Those of us in power
6
are and what you’re capable of, a strong lineage is must use it justly. (Good)
certainly an asset.
195
CORE RULEBOOK
Background & Personality
8
I have a tendency to get mired in details, FEATURE: I RRESISTIBLE C HALLENGE
meaning I often overlook the big picture. You have a knack for getting under other players’ skin
and making them take your bait. When attempting to
PACHINKO M ASTER convince someone to play against you, roll Persuasion
with advantage.
TRANSMIT—initiate the koatari frequency—RECEIVE—
initiate the kakuhen signal—SEVEN MILLION PACHINKOS ALTERNATE FEATURE: M AY THE O DDS
CAN’T BE WRONG—initiate the senpuku syntax—YOU B E E VER IN YOUR FAVOR
TOO CAN BE A WINNER—he stands like a statue, Your expertise when it comes to understanding—and
becomes part of the machine—WITNESS— manipulating—the odds doesn’t end with gaming. You’re
the Pachinko Master. able to use this ability in other aspects of your life as
They say some people have all the luck. In your well, especially when given the chance to consider all
case, that’s certainly been true. Your superpower is the angles. During a scene in which a plan or series
synchronicity, knowing exactly where to be and when of possibilities is being discussed, roll Insight with
to be there, which machine to pick and what balls to advantage. On a success, you get a sense for what is
play. You have a real penchant for probability, and you’ve most likely to fail and what is most likely to end in victory.
196
THE SECRET WORLD
Character Creation 2
SUGGESTED C HARACTERISTICS d8 Flaw
Pachinko masters are walking contradictions. They
I’m not very good at saving money.
are calculating, yet impulsive; distractible, yet dedicated 1
to their art. Competition is their bread and butter, and
If I have it, I have to risk it. 1
2 The more I lose, the more certain I am that I’ll win.
winning is the only outcome they’ll accept. Even when
they lose, they find a way to rise from the ashes. I think I have a great poker face.
3
I do not have a great poker face.
d8 Personality Trait
4 My shady past always comes back to bite me.
I’m always looking for new gaming opportunities,
1 I’m intimidated by people who are more skilled than
especially when the games are in my wheelhouse already.
2 When the chips are down, I always try to bluff my way out.
5 me. The idea of knocking them down a peg makes 2
me take risks I wouldn’t normally entertain.
Gaming has become a compulsion. I’m starting I “inherited” my record from a dead gamer no one
3 6
to worry that I no longer know when to stop. had ever played in person. My titles are all a sham.
I’m a conservative gambler. If it’s not a 7 I have no idea what I’m doing. I just follow the dopamine.
4
sure thing, I keep my bets low.
One of my parents was a gambler who left
I’m an aggressive gambler. Uncertainty
5
just sweetens the pot.
8 my family destitute when they died. I’m
worried I’m repeating the cycle.
3
6 This is my calling. I never turn down a challenge.
7
I turn everything into a competition,
and place my bet accordingly.
DRĂCULEŞTI DESCENDANT
I’m not in it for the money. I donate the TRANSMIT—initiate the sanguine signal—RECEIVE—
8 initiate the House of Basarab frequency—RIDE NO
bulk of my winnings to charity.
WITCHES—initiate the heart-in-teeth cadence—BURY ME 4
d6 Ideal ON MY FEET—where the scythe cuts and the plowshare
1
Preparedness. When you fail to rives, no more faeries and beehives—WITNESS—the
plan, you plan to fail. (Any) Drăculeşti Descendant.
2
Competition. Without conflict, there Perhaps your parents thought they were giving you
can be no growth. (Lawful) a better life when they moved you away from your
3
Risk. You’re not really alive if all you
do is play it safe. (Chaotic)
ancestors. Perhaps your family were sent away instead, 5
abandoned by the only community they’d ever known.
4 Reward. What’s in it for me? (Neutral) Or perhaps you struck out on your own once you came
Community. I want to give back to the of age, leaving behind Old World traditions in search
5
people who support me. (Good) of New World stability. Whatever the case, you are a
6 Greed. Anything you lose was destined to be mine. (Evil) descendant of the Drăculeşti, and monster slaying
runs in your blood.
d6 Bond Despite the distance, you retain some of your 6
The Korinto-kai have figured out my abilities ancestors’ abilities and were raised on much of their
1 aren’t completely natural. If I set foot in one of oral tradition. You grew up hearing stories of the strigoi,
their gaming establishments, I’m screwed. the padurii, the vârcolac, the Water of the Living, and
I’ve been using my winnings to support an the Water of the Dead. No matter where you traveled,
2
after-school program for at-risk youth in my Romania was never far away. You carried it in your heart,
neighborhood. I feel beholden to those kids,
even if I’m not setting the best example.
along with all the lessons about all the abominations 7
that stalk the shadows.
A friend or family member has been pressuring Even among the gadjo, you were Roma. You were
3 me to get help. I know they care about me,
Drăculeşti. You still are.
but it’s driving a wedge between us.
Skill Proficiencies: Athletics, Intimidation
I used to hustle back in the day. Even though Tool Proficiencies: Orienteering tools, herbalism kit
4 my tactics are on the up and up now, one of my
Languages: Two of your choice
former marks is determined to get revenge.
Equipment: A compass, an herbalism kit, a trophy A
My gaming life is managed by my alter ego. Those closest to
5 me in my “civilian” life have no idea what I’m up to, and the
from a monster you’ve slain, rugged clothes, a hunting
friends I’ve made through gambling don’t know me at all. trap, $50, and a monster-hunting kit (3 stakes, 5 vials
of holy water, a steel mirror, silver dust, iron shavings,
There’s one player in particular I’ve never been
6
able to beat. I’m hell-bent on changing that. wolfsbane, and garlic)
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Appearance
PREFERRED Q UARRY d6 Ideal
Although Drăculeşti do not discriminate when it
1 Dominance. I am the predator, never the prey. (Any)
comes to killing monsters, they often have preferences
as to what type of prey they stalk. Your experience may Resourcefulness. Whenever possible, I find
2
uses for all parts of a kill. (Neutral)
be more limited than that of your ancestors, but you
still have predilections. What are they? 3
Honor. I do not revel in murder. I only
do what is right. (Lawful)
d8 Prey
Tradition. For someone like me, there
1 Lycanthropes 4
is no life but this one. (Neutral)
2 Vampires Protection. It is my duty as a descendant of the
5
3 Faeries Drăculeşti to protect those around me. (Good)
4 Zombies Awareness. I must make others aware of
6 the dangers surrounding them, even if
5 Spirits they do not believe me. (Chaotic)
6 Ghouls
d6 Bond
7 Beasts
I am eternally hunting a legendary target.
8 Filth 1
My defeat of it will prove it is real.
I once spared a monster’s life. Now it owes me,
FEATURE: H UNTING GROUNDS 2
and I am responsible for all that it does.
You are familiar with the habits of monsters that stalk
My hunting trophies are valuable to those
the borders of where you live. You gain advantage on
3 who know what they are. Sometimes I sell my
Nature and Survival rolls pertaining to this area, and collections to them in order to make ends meet.
while tracking your quarry there, you gain advantage
Occasionally I take jobs from people looking for
on Stealth rolls too. 4 revenge for their loved ones, or from those seeking
a particular part for an experiment or remedy.
SUGGESTED C HARACTERISTICS I have slain monsters who did not deserve it.
Descendants of the Drăculeşti attempt to split their 5
Their deaths—and my savagery—haunt me.
lives between monster hunting and other pursuits.
I once hunted with a partner or group,
While they enjoy a more modernized, less nomadic 6 and I feel responsible for the terrible
existence, they often feel caught between their future consequences our final hunt wrought.
and their past, never truly belonging to either one. It
can get excruciatingly lonely when you’re the only one d8 Flaw
of your kind. 1
I have developed an addiction in the
wake of all I have done and seen.
d8 Personality Trait
My many victories have made me arrogant,
I have learned much from my quarry and have 2
1 and pride always cometh before a fall.
appropriated some of their habits as my own.
3 I am willing to label anything a monster, for a price.
I do not hunt monsters for profit. I charge only what
2 My compassion stays my hand more often than
I need to live, and accept items in trade as well. 4
not, and I fear I court my ancestors’ wrath.
3 The worst monsters are not merciful, and neither am I.
I am easily provoked, and will follow a monster into a
I fight dirty, using traps and other methods 5
4 disadvantageous situation for the sake of my pride.
of deception to hamstring my prey.
I am not a monster hunter at all; I am a
I stalk prospective targets for days or weeks before 6
scavenger, picking clean inhuman carrion.
5 deciding their fate. I have to be sure they are a
threat to others, lest I become a monster myself. Lately I have noticed changes in my demeanor that have
7
led me to believe I may be becoming a monster myself.
One of the most important rules of hunting is to
6 never hunt alone. I follow this rule to the letter I am so used to dealing with monsters that I have
8
and never embark upon a hunt without backup. become unnecessarily aggressive with humans.
I am able to focus under even the
7
most chaotic circumstances.
I do not drag others into my predation. I do not
A PPEARANCE
8 One way to begin to flesh out your character is to
wish to risk their lives, nor share the glory.
describe their appearance. What would people notice
upon first meeting them? This description can include
basic descriptions like height and weight, eye color, hair
color and style, and skin tone. It can also include more
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Character Creation 2
holistic judgments, like their gender presentation and You are uniquely bound to up to two weapons in some
their sense of style. way, rendering them inseparable from you. Perhaps
Ideally, you’ll form a mental image of your character, they are physically implanted in your body, you can
perhaps writing a description that others can read or summon them to your hand at will, you manifest new
1
hear to get the idea. You might even track down or ones whenever you need to do so, or they are DNA-
commission some art that you think captures your linked so that only you can wield them. Whatever the
character as well. nature of this bond, you cannot be disarmed against
your will and can manifest or produce your bonded
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Feats
reading is done) may use the augury spell without or that the zombie bite on their arm came from a wild
expending a spell slot, even if they do not know the dog. (“It was dark in there, wasn’t it? And the thing that
spell normally. bit you was low to the ground and growling, right?”)
You gain the following benefits:
DRIVE BACK • You gain proficiency in Charisma (Deception). If
you already have proficiency with this skill, you gain
Prerequisite: Strength 13 or higher
expertise.
Increase your Strength by 1, to a maximum of 20.
When you hit a creature with a melee attack, you can • You can convince a person of a fact or event they
push them away from you 5 feet to an unoccupied space, know to be untrue with a successful Charisma
if the target is no more than one size larger than you. If (Deception) check (DC equal to 8 + their Wisdom
the target would already be moved back by your attack, bonus).
then you move them an additional 5 feet. • You can likewise convince everyone within earshot
of your lie with a successful Charisma (Deception)
check (DC 15). You can use this feature once per
EXCELLENT SENSES long rest.
Prerequisite: Wisdom of 13 or higher
Your senses heighten to a preternatural degree,
granting you the following benefits:
G OOD LUCK
You are blessed with good fortune. When you roll
• You gain +1 to your Wisdom score, to a maximum
an attack, skill check, or save, you may reroll after you
of 20.
have seen the result but before the GM has determined
• You have advantage on all Perception checks. whether the roll was a success. Once you have used
• You have advantage on Survival checks to track a this ability, you may not do so again until you’ve taken
person. a short or long rest.
GASLIGHTER GRAPPLER
Prerequisite: Charisma 13 or higher Prerequisite: Strength 13 or higher
You’re such a great liar, people believe your lies over You’ve developed the skills necessary to hold your
their own memories (so long as your lies aren’t too own in close-quarters grappling. When you choose
outlandish). For example, you can convince someone this feat, you gain the following benefits:
that the demon they saw was a madman in a costume,
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THE SECRET WORLD
Character Creation 2
• You have advantage on attack rolls against a PARKOUR
creature you are grappling.
• You can use an attack action to try to pin a creature Prerequisite: Dexterity of 13 or higher
You have practiced deftly moving through complex 1
you are grappling. To do so, make another grapple
check. If you succeed, you and the creature are both urban environments without slowing down. You now
restrained until the grapple ends. have a climbing speed equal to your walking speed,
though surfaces must have hand- or footholds to climb.
• You may attempt to grapple a foe as a bonus action.
You can now also add your Dexterity bonus to your
Strength bonus when calculating your high jumps,
GRITTY and your Dexterity score to your Strength score when 2
calculating your long jumps. Finally, your base walking
No matter what hardships you must weather, you speed increases by 10 feet.
persist. Add half of your proficiency bonus, rounded
down, to your saving throws. For example, at 5th level,
your proficiency bonus is +3, so you would add +1 to P ERFORM
all saves. Prerequisite: Charisma of 13 or higher
You have the presence of a seasoned stage actor. 3
GREAT LUCK Add +1 to your Charisma score, to a maximum of 20.
You now have proficiency with one musical instrument
Prerequisite: Good Luck feat of your choice. You gain expertise in Performance;
Your luck is positively uncanny. Now, you may reroll when you make a Performance check, add double your
an attack, skill check, or save two times until you need proficiency bonus.
a short or long rest.
4
POLYGLOT
K NOW THE SIGNS
You have a knack for picking up languages. Add
You’ve been part of the Secret World long enough +1 to your Intelligence score, to a maximum of 20.
to recognize the symbols of the hidden powers when Furthermore, you know four more languages. Finally,
you see them. These may include such items as arcane you require only a day of study to learn enough of a
symbols scratched into the dirt, occult rules engraved language to get around, and a week to pass as a local. 5
on ancient stones, or faction graffiti spray-painted on
an underpass. You gain the following benefits:
R ESISTANT
• You gain advantage on all Intelligence (Arcana)
and Intelligence (History) checks made to identify Prerequisite: Constitution 13 or higher.
symbols of the hidden powers. (At the GM’s You are tougher than most, particularly when it comes
discretion, common symbols may not even require to a particular kind of pain. Increase your Constitution 6
a roll.) by 1, to a maximum of 20. You have resistance to one
• If you successfully identify a symbol, you also form of damage. You may take this feat multiple times.
discern its hidden meaning, such as whether it
marks a territory border, serves as a guidepost for ROBUST
those who seek it, stands as a warning to outsiders,
You are tougher than most people and have
or is part of a larger set of ritual markings.
remarkable endurance for pain and injury. Your hp 7
increases by 2 points per level. Each time you level
M EDIC up after taking this feat, you gain an additional 2 hp.
Your experience in emergency medicine means you
know how to get your allies back from death’s door and SKILLFUL
back onto their feet. You gain the following benefits: You are adept at picking up new skills. You are now A
• You gain proficiency with first aid kits. proficient in four new skills or tools.
• As an action, you may expend a use of a first aid
kit to remove the blinded, deafened, paralyzed, or SOOTHING P RESENCE
poisoned condition from a creature within 5 feet.
• As an action, you may expend a use of a first aid You are the calm in the storm. When people around
kit to give 1d4 temporary hit points to a creature you are panicked, frightened, or shocked (possibly as
within 5 feet. a result of witnessing the supernatural), your words
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Feats
and tone are reassuring. They want to believe you, trust STRONG BACK
you, and tell you what you need to know. You gain the
following benefits: Prerequisite: Strength 13 or higher
You can lift and carry far more than your peers.
• You have advantage on Charisma (Persuasion) and Increase your Strength by 1, to a maximum of 20. Your
Charisma (Deception) checks when speaking with a capacity to carry, lift, and push objects doubles.
creature experiencing strong emotions. The creature
must understand a language that you speak.
• If you succeed in calming the creature, that creature T WO-WEAPON WIELDER
remains positively inclined toward you for a number of When you fight with a separate ranged or melee
hours equal to your proficiency bonus. This effect ends weapon in each hand, you gain the following benefits:
if you act in a directly harmful way toward the creature.
• When you draw weapons, you may draw two rather
than one.
SPIRITUAL SIGHT • The off-hand weapon need not be light.
You see dead people. You can see spirits, specters, • You gain a +2 bonus to AC.
and other ghostly beings. You can see up to 30 feet If you wield only a single weapon, you can also ignore
into the ethereal plane, where such creatures usually the loading property, if the weapon has it.
reside or tend to linger for a time after dying. What’s
more, if you know and use the speak with dead spell,
you can speak with these spirits. URBAN EXPLORER
You know your way around abandoned buildings,
STEADFAST sealed-off rooftops, and the tunnels that run beneath
city streets. You gain the following benefits:
Prerequisite: Constitution 13 or higher
You exhibit incredible endurance and perseverance. • You have proficiency in Wisdom (Survival) checks
Increase your Constitution by 1, to a maximum of 20. made while in an urban environment. If you already
Whenever you spend a Hit Die, you gain the maximum have proficiency with this skill, you gain expertise.
number of hp possible on that roll. • You never get lost while in a city; you always know
which way is north and where the landmarks are.
• While in the city, you can find food and fresh water
for yourself and up to five other people each day
with a successful Wisdom (Survival) check (DC 10).
• While not in combat, you (and any companions you
lead) can travel through the city twice as fast as
your speed would normally allow.
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Gear 3
1
CHAPTER 3:
GEAR 2
This chapter provides the rules for weapons, armor, Strength column for an armor type, the armor reduces
vehicles, equipment, and tool kits, as well as information the wearer’s speed by 10 feet, unless the wearer has a 3
on living expenses. Strength score equal to or higher than the listed score.
Stealth. If the Armor table shows “Disadvantage” in
203
CORE RULEBOOK
Armor
204
THE SECRET WORLD
Gear 3
Armor
Armor Cost in $ Armor Class (AC) Strength Req. Stealth Weight
Light Armor 1
Leather 50 11 + Dex — — 8 lb.
Studded Leather 75 12 + Dex — — 15 lb.
Integrated Anima Conduits 1,500 10 + Dex — — 10 lb.
Medium Armor
Kevlar 200 13 + Dex (max 2) — — 15 lb. 2
Tactical 1,000 15 + Dex (max 2) — Disadvantage 30 lb.
Heavy Armor
Composite 800 16 — Disadvantage 45 lb.
Biohazard Suit 500 10 — Disadvantage 30 lb.
Shields
3
Riot Shield 75 +2 — — 10 lb.
Shield of Chaos 750 +3 — — 12 lb.
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Weapons
Full Auto. Fully automatic weapons can fire a large Special. A weapon with the special property has
amount of ammunition with a single attack, sometimes unusual rules governing its use, explained in the weapon’s
targeting more than one person at a time. When you use description (see “Special Weapons” later in this section).
a such a weapon to make a full auto attack, choose one Thrown. If a weapon has the thrown property, you can
creature within normal range, or choose two creatures throw the weapon to make a ranged attack. If the weapon
within normal range that are within 5 feet of each other, is a melee weapon, you use the same ability modifier
and make ranged attack rolls against each of them. for that attack roll and damage roll that you would use
Treat your targets as though they have partial cover. for a melee attack with the weapon. For example, if
On a hit, you inflict two additional damage dice rolled you throw a hand axe, you use your Strength, but if you
against each target. You may only use a full auto attack throw a dagger, you can use either your Strength or your
against targets within normal range; full auto attacks Dexterity, since the dagger has the finesse property.
against targets at long range automatically miss. Full Two-Handed. This weapon requires two hands when
auto attacks use five times the normal amount of you attack with it.
ammunition, unless otherwise specified. You may only Versatile. This weapon can be used with one or two
make one full auto attack per round. Weapons with the hands. A damage value in parentheses appears with
full auto property may also be fired in semi-auto mode. the property—the damage when the weapon is used
Heavy. Small creatures have disadvantage on attack with two hands to make a melee attack.
rolls with heavy weapons. A heavy weapon’s size and bulk Volatile. Unlike thrown or medieval ranged weapons,
make it too large for a Small creature to use effectively. modern firearms can sometimes inflict a tremendous, often
Light. A light weapon is small and easy to handle, lethal amount of damage if the shot hits at just the right
making it ideal for use when fighting with two weapons. angle. To reflect this, when you roll damage for a volatile
Loading. Because of the time required to load this weapon, if you roll the maximum value on one or more of
weapon, you can fire only one piece of ammunition from those dice, they “explode.” That is, you roll the die again and
it when you use an action, bonus action, or reaction to fire it, add the new result to the previous roll, for a new damage
regardless of the number of attacks you can normally make. total. If the additional roll is also the maximum value on
Quick Loading. Some weapons, like semi-automatic the die, it explodes yet again, inflicting still more damage.
pistols and rifles, use quick loading magazines. When such Damage dice can’t explode infinitely, however; they can only
a weapon runs out of ammunition, you may use either an explode a number of times equal to your proficiency bonus.
action or a bonus action to reload it before firing again. For example, if you roll 2d6 for damage from a pistol
Range. A weapon that can be used to make a ranged and get a 3 and a 6, the 6 explodes. You roll 1d6 again
attack has a range in parentheses after the ammunition and add it to the original roll. So if you roll a 4, you add
or thrown property. The range lists two numbers. The it to the original 6 for a grand total of 13 damage (3 +
first is the weapon’s normal range in feet, and the 6 + 4). (If you rolled a 6 instead, the die would explode
second indicates the weapon’s long range. When again, dealing 15 damage, plus another 1d6.)
attacking a target beyond normal range, you have If you score a critical hit with a volatile weapon, roll
disadvantage on the attack roll. You can’t attack a damage twice (per the standard rules) and check for
target beyond the weapon’s long range. exploding dice both times you roll. Remember, however,
Reach. This weapon adds 5 feet to your reach when that dice can only explode a number of times equal to
you attack with it, as well as when determining your your proficiency bonus.
reach for opportunity attacks with it.
Scatter. Shotguns and similar archaic firearms (such as IMPROVISED WEAPONS
arquebuses and blunderbusses) scatter shot in a circular Sometimes characters don’t have their weapons and
pattern, diffusing their effectiveness at range but allowing must attack with whatever is at hand. An improvised
them to hit targets in a wider area. Firearms with the scatter weapon includes any object you can wield in one or two
property grant advantage to hit targets at half their normal hands, such as broken glass, a table leg, or a frying pan.
range and do half damage to targets at long range. Often, an improvised weapon resembles an actual
Semi-Auto. Semi-automatic weapons can fire several weapon and can be treated as such. For example, a
pieces of ammunition with a single attack. When you table leg is akin to a club. At the GM’s option, a character
use such a weapon to make a semi-automatic attack, proficient with a weapon can use a similar object as if
choose one creature within normal or long range. On it were that weapon and use their proficiency bonus.
a hit, you add +2 to the damage rolled. Semiautomatic An object that bears no resemblance to a weapon
attacks use triple the normal amount of ammunition. deals 1d4 damage (the GM assigns a damage type
Slow Loading. Some weapons, like revolvers, appropriate to the object). If a character uses a ranged
shotguns, and compound crossbows, require reloading weapon to make a melee attack or throws a melee
one piece of ammunition at a time. When such a weapon weapon that does not have the thrown property, it also
runs out of ammunition, you must spend an action deals 1d4 damage. An improvised thrown weapon has
reloading it before firing again. a normal range of 20 feet and a long range of 60 feet.
206
THE SECRET WORLD
Gear 3
S PECIAL WEAPONS or be blinded and stunned for 3 rounds. Once used,
Weapons with special rules are described here. they are destroyed.
Bayonet. A bayonet can be affixed to the barrel of Net. A Large or smaller creature hit by a net is
a rifle or shotgun, allowing the gun to be used as a restrained until it is freed. A net has no effect on
1
melee weapon. creatures that are formless, or creatures that are Huge
Bladed Cestus. This metal, bladed glove can be or larger. A creature can use its action to make a DC 10
brutal in close quarters. You can also use the armored Strength check, freeing itself or another creature within
gauntlet to defend yourself. If you haven’t attacked its reach on a success. Dealing 5 slashing damage to
with the cestus this turn, you can use a bonus action the net (AC 10) also frees the creature without harming
to add +1 to your AC until the start of your next turn. it, ending the effect and destroying the net. 2
Boomerang. A boomerang will return to the thrower When you use an action, bonus action, or reaction to
when thrown if it misses its target. attack with a net, you can make only one attack regardless
Chainsaw. In addition to its customary function of of the number of attacks you can normally make.
cutting through trees, walls, and automobile roofs, this Pepper Spray. When you hit a target with pepper
tool’s loud, spinning chain blade makes it an effective spray who has open eyes, they must make a Dexterity
(if clumsy) melee weapon. When you attack with the save of DC 13 or be blinded for one minute.
chainsaw, you may either make a standard attack Rocket Launcher. The rockets from this ranged
3
against a single target or make a sweep attack against weapon are effective against vehicles, obstacles, and
all creatures—enemy or otherwise—adjacent to you. creatures standing too close together. When firing a
When making a sweep attack, make an attack roll rocket launcher, target a point within range to attack.
against each creature. Those hit by the sweep attack Each creature in a 15-foot sphere centered on that point
only take half the normal damage. If you roll a 1 when must succeed on a DC 15 Dexterity saving throw. On
making either attack, the chainsaw slips and you take a failed save, they take 5d6 damage; they take half as 4
the full standard damage yourself. much damage on a successful save.
Flamethrower. This advanced flame-projecting Stun Gun. Though commonly referred to as a “gun,”
weapon is fueled by a single canister of pressurized, this battery-operated device is a handheld melee weapon.
flammable liquid. Those damaged by the weapon’s It inflicts no direct damage to its target, but for each
flames are ignited and must make a DC 10 Dexterity round it is activated and touched to the skin of its target,
saving throw to put out the fire. While ignited, creatures that target must make a DC 15 Constitution saving throw
must make another Dexterity saving throw at the start of or be paralyzed for 10 rounds. The stun gun’s battery
5
each of their turns; on a failed save, they take another 1d8 lasts 5 rounds before it needs to be recharged.
damage. Instead of making a single attack, you can cover Survival Hammer. You get advantage on all Strength
the area up to 50 feet in front of you in flame, expending rolls when using the hammer outside of combat (such
one shot for each creature in the area. Each creature as when smashing open a door).
in the area must succeed on a DC 15 Dexterity saving Taser This weapon launches darts that are attached
throw or suffer the flamethrower’s standard damage. by wires to a handheld battery. If struck by the darts, 6
Grenade, Fragmentation. These weapons can be the target not only takes damage but must make a
thrown at a visible location in range. All creatures within DC 15 Constitution saving throw or be paralyzed for 3
15 feet of the target must succeed at a DC 15 Dexterity rounds. Reloading the taser takes a full round.
save or take 3d6 fire damage, or half on a successful Tranquilizer Pistol/Rifle. These weapons deal no
save. Once used, they are destroyed. damage directly. Instead, they shoot darts that contain
Grenade, Smoke. These weapons can be thrown a tranquilizer that puts the targets to sleep. Upon a 7
at a visible location in range. Once thrown, they fill a successful hit, the target must succeed on a DC 15
20-foot-radius sphere around the target with opaque Constitution saving throw or fall unconscious for 2d6
smoke. It lasts for 1 minute or until a wind of moderate minutes. The darts have a cumulative effect. If the
or greater speed (at least 10 miles per hour) disperses target succeeds on the saving throw, the DC for any
it. Once used, they are destroyed. subsequent saving throws is increased by 1 for each
Grenade, Stun. These weapons can be thrown at a previous saving throw made during this combat.
visible location in range. All creatures who can see or Whip. On a successful hit, you may forgo dealing A
hear within 10 feet of the target must make a DC 15 damage to attempt to disarm or trip your target. To
Constitution saving throw or be blinded and deafened avoid being disarmed or knocked down, the target must
for 3 rounds. Once used, they are destroyed. succeed on a Dexterity saving throw with a DC of 10 +
Grenade, Tear Gas. These weapons are thrown at a your attack bonus. Outside of combat, you may make
visible location in range. All creatures within 10 feet of an attack roll against DC 15 to use the whip to grab
the target must make a DC 15 Dexterity saving throw onto a large object (such as an overhead tree limb) or
retrieve a small object (such as a sacred goblet).
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Weapons
Weapons
Name Cost in $ Damage Weight Properties
Simple Melee Weapons
Chainsaw 300 2d8 slashing 13 lb. Heavy, two-handed, special
Club 10 1d4 bludgeoning 2 lb. Finesse, light
Handaxe 10 1d6 slashing 2 lb. Light, thrown (20/60)
Quarterstaff 5 1d6 bludgeoning 4 lb. Versatile (1d8)
Sledgehammer 20 1d8 bludgeoning 10 lb. Heavy, two-handed
Survival knife 20 1d6 piercing 2 lb. Finesse, light
Survival hammer 100 1d8 bludgeoning 10 lb. Versatile (1d10), special
Stun gun 20 special 1 lb. Light, special
Throwing knife 10 1d4 piercing 1 lb. Finesse, light, thrown (20/60)
Simple Ranged Weapons
Crossbow,
75 1d8 piercing 5 lb. Ammunition (range 80/320), two-handed
hand drawn
Pepper spray 10 1 acid 1 lb. Special, ammunition (range 5/15), light, slow loading, special
Shortbow 50 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Taser 400 1d4 lightning 1 lb. Ammunition (range 20/40), light, special
Martial Melee Weapons
Bayonet 10 1d6 piercing 2 lb. Special
Bladed cestus 50 1d4 slashing 1 lb. Light, special
Longsword or katana 100 1d8 slashing 3 lb. Versatile (1d10)
Rapier 250 1d8 piercing 2 lb. Finesse
Whip 20 1d4 slashing 3 lb. Finesse, reach, special
Martial Ranged Weapons
Boomerang 10 1d6 bludgeoning 1 lb. Range 30/120, special
Compound bow 150 1d8 piercing 5 lb. Ammunition (range 150/600), heavy, two-handed
Ammunition (range 100/400), heavy,
Crossbow, compound 150 1d10 piercing 12 lb.
slow loading, two-handed
Crossbow, hand 50 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Ammunition (range 75/120), capacity
Flamethrower 300 2d8 fire 15 lb.
(10), two-handed, special
Grenade, stun 150 2 thunder 2 lb. Range 60, special, thrown
Grenade,
100 3d6 piercing 1 lb. Range 60, special, thrown
fragmentation
Grenade, smoke 100 — 2 lb. Range 60, special, thrown
Grenade, tear gas 100 — 2 lb. Range 60, special, thrown
Grenade launcher, Ammunition (range 500/1300), capacity
15,000 as grenade 12 lb.
multi-shot (6), slow loading, two-handed
Grenade launcher,
1,000 as grenade 3 lb. Ammunition (range 500/1300), slow loading, two-handed
underslung
Net 1 — 3 lb. Special, thrown (range 5/15)
Ammunition (range 300/1200), slow
Rocket launcher 20,000 5d6 bludgeoning 40 lb.
loading, two-handed, special
Tranquilizer pistol 50 — 1 lb. Ammunition (range 40/160), loading, special
Tranquilizer rifle 100 — 5 lb. Ammunition (range 80/320), loading, special
208
THE SECRET WORLD
Gear 3
Weapons
Name Cost in $ Damage Weight Properties
Firearms 1
Simple Ranged Weapons
Ammunition (range 30/120), capacity (4),
Shotgun 400 by ammunition 9 lb.
scatter, slow loading, two-handed, volatile
Ammunition (range 30/120), capacity
Revolver 100 1d8 piercing 1 lb.
(5), light, slow loading, volatile
Martial Ranged Weapons 2
Ammunition (range 80/320), capacity (17),
Pistol, light semi-auto 300 2d4 piercing 1 lb.
light, quick loading, semi-auto, volatile
Pistol, heavy Ammunition (range 80/320), capacity (17),
300 2d6 piercing 1 lb.
semi-auto light, quick loading, semi-auto, volatile
Ammunition (range 300/1200), capacity (30),
3
Rifle, assault 1,800 2d6 piercing 10 lb.
quick loading, full auto, two-handed, volatile
Ammunition (range 300/1200), capacity (4),
Rifle, bolt action 150 2d6 piercing 10 lb.
slow loading, two-handed, volatile
Ammunition (range 300/1200), capacity (20), quick
Rifle, semi-auto 300 2d6 piercing 8 lb.
loading, semi-auto, two-handed, volatile
Ammunition (range 60/240), capacity (25),
Submachine gun 600 2d4 piercing 5 lb.
full auto, quick loading, volatile
4
Special Ammunition
Pistol, flechette $100 for All attacks using this ammunition type
2d8 piercing 1 lb.
round 25 rounds are rolled with a −4 penalty.
$15 for
Shotgun shell 2d8 piercing 2 lb. Standard shotgun ammunition.
25 shells
Ammunition
Item Cost in $ Weight Item Cost in $ Weight
Arrows (12) 20 1 lb. Rifle, semi-auto, magazine (20) 20 2 lb. A
Crossbow bolts (12) 20 1 lb. Rifle, full auto, magazine (30) 30 3 lb.
Flamethrower Canister (10) 30 1 lb. Rocket 200 5 lb.
Pistol, semi-auto, magazine (17) 15 1 lb. Shotgun shells (25) 15 2 lb.
Revolver, bullets (100) 35 2 lb. Submachine gun magazine (25) 15 1 lb.
Rifle, bolt action, bullets (40) 30 2 lb. Taser cartridge 5 1/2 lb.
Tranquilizer darts (20) 30 1 lb.
209
CORE RULEBOOK
Gear
GEAR a side. Any creature that enters the area must succeed
on a DC 15 Dexterity save or stop moving this turn and
This section describes items that have special rules
take 1 piercing damage. Taking this damage reduces
or require further explanation.
the creature’s walking speed by 10 feet until the creature
Acid. As an action, you can splash the contents of
regains at least 1 hit point. A creature moving through
this vial onto a creature within 5 feet of you or throw
the area at half speed doesn’t need to make the save.
the vial up to 20 feet, shattering it on impact. In either
Candle. For 1 hour, a candle sheds bright light in
case, make a ranged attack against a creature or object,
a 5-foot radius and dim light for an additional 5 feet.
treating the acid as an improvised weapon.
Case, Crossbow Bolt. This wooden case can hold
Alchemist’s Supplies. Usually secured in a small
up to 20 crossbow bolts.
chest, these supplies include the various chemicals
Climber’s Kit. A climber’s kit includes special pitons,
used when practicing alchemic rituals and crafting a
boot tips, gloves, and a harness. You can use the
batch of an alchemical substance.
climber’s kit as an action to anchor yourself; when you
Antitoxin. A creature that drinks this vial of liquid
do, you can’t fall more than 25 feet from the point where
gains advantage on saves against poison for 1 hour.
you anchored yourself, and you can’t climb more than
It confers no benefit to undead or constructs.
25 feet away from that point without undoing the anchor.
Arcane Focus. An arcane focus is a special item—an orb,
Crowbar. Using a crowbar grants advantage to Strength
a crystal, a rod, a specially constructed staff, a wand-like
checks where the crowbar’s leverage can be applied.
length of wood, or some similar item—designed to channel
Elemental Focus. An elemental focus might be a sprig
the power of arcane spells. A magus, ravager, trickster,
of mistletoe or holly, a wand or scepter made of wood or
or warlock can use such an item as a spellcasting focus.
stone, a natural crystal such as quartz, or a totem object
Ball Bearings. As an action, you can spill these tiny
incorporating feathers, fur, bones, and teeth from sacred
metal balls from their pouch to cover a level, square
animals. A character with the secret of elementalism
area that is 10 feet on a side. A creature moving across
can use such an object as a spellcasting focus.
the covered area must succeed on a DC 10 Dexterity
Enhanced Smart Phone. Every Secret World faction
save or fall prone. A creature moving through the area
has its own proprietary version of this device, which
at half speed doesn’t need to make the save.
looks, at first, like a high-end smart phone. While it has
Bike Chain. A bike chain has 10 hp. It can be burst
all the features of a cutting-edge device (camera, voice-
with a successful DC 20 Strength check.
activated apps, GPS, Wi-Fi, Bluetooth, enormous hard
Binoculars. These standard binoculars magnify x5
drive, etc.), it also boasts enhanced security, connectivity,
and have a 400-foot field of view at a 3,000-foot distance.
and faction-specific features. The phone can only be
Block and Tackle. A set of pulleys with a cable
unlocked by a combination of biometric and password,
threaded through them and a hook to attach to objects,
its communications are all highly encrypted, and its use
a block and tackle allows you to hoist up to four times
and location are only trackable by the faction that issued
the weight you can normally lift.
it. The phone can connect to satellites (so it’s never out
Book. A book might contain poetry, historical
of service) as well as encrypted local networks (so it
accounts, information pertaining to a particular field
can serve as a personal comm link between you and
of lore, diagrams and notes on gnomish contraptions,
the rest of your cabal). Finally, each faction installs its
or just about anything else that can be represented
own software on its phones to securely communicate
using text or pictures.
with its agents and aid them in their missions.
Bug Detector. This handheld tool scans radio
First Aid Kit. This kit contains bandages, antibiotics,
frequencies for any surveillance devices within 10 feet
and splints. The kit has ten uses. As an action, you can
of its use. Using the device lets you add your proficiency
expend one use of the kit to stabilize a creature that has
bonus to any ability rolls for detecting bugs, and gives
0 hp, without needing to make a Medicine check. If you
you advantage on any such rolls.
have proficiency with first aid kits, you may expend a use
C4 Plastic Explosive. C4 resembles gray clay and
of the kit to try to treat an injury. Roll a DC 10 Medicine
comes in bricks about 1 foot long and 4 inches wide,
check. With a success, you may heal 1d4 hp of damage.
and is accompanied by a blasting cap that can be
You may only do this once per injured individual per day.
triggered remotely. C4 can only be detonated by its
Fishing Tackle. This kit includes a wooden rod, silken
blasting cap or by thunder damage. Once detonated,
line, corkwood bobbers, steel hooks, lead sinkers, velvet
a 1-pound brick of C4 explodes in a 20-foot radius,
lures, and narrow netting.
automatically dealing 6d8 fire damage to objects and
Flashlight. A flashlight casts bright light in a 60-foot
structures. People within its blast radius take this
cone and dim light for an additional 60 feet. Each set
damage as well, unless they make a successful DC 15
of batteries normally lasts 6 hours.
Dexterity save, in which case they take half damage.
Forbidden Tome. These rare works—equal parts
Caltrops. As an action, you can spread a bag of these
magical instruction and obscenity—fuel both profane
small spiky bits to cover a square area that is 5 feet on
210
THE SECRET WORLD
Gear 3
and sacred blood magic with their invocation of heavenly Healing Drone. An advanced drone with its own limited
vulgarities and hellish delights. Forbidden tomes include AI, the healing drone measures about 16 inches in diameter
copies of the grimoires printed by underground presses in and is controlled by its own unique controller. By default,
the 18th and 19th centuries as well as works by Burroughs, the drone hovers two feet above and behind you, though
1
Ellis, Nabokov, de Sade, and others. Only print first editions you can change this setting at any time. Through its
of such books satisfy the strange rules of magic. controller, the drone monitors your blood pressure, heart
Forged ID This fraudulent document (such as a rate, and skin temperature. When it senses that you’re hurt
driver’s license, passport, or corporate ID) identifies you (or at your command), it administers a patented cocktail
under a false name, and can pass as legitimate under of drugs through an airborne dart to give you the boost
virtually any circumstance. The false identity exists in you need to get you out of your current danger. In game 2
the proper database, so a simple check won’t uncover terms, the drone is similar to a first aid kit but has only
any deception, and a full background check (which one use. With that use, it can stabilize you at 0 hp without
typically requires at least 24 hours) only discovers a roll or heal you for 1d4 hp on command.
discrepancies if the checker succeeds on a DC 18 roll. Holy Water. As an action, you can splash the contents
As an agent of one of the main three conspiracies, you of this flask onto a creature within 5 feet of you or
may have multiple forged IDs. throw it up to 20 feet, shattering it on impact. In either
Gas Mask. This rubber mask filters out smoke, case, make a ranged attack against a target creature,
3
particles, and toxic gasses such as tear gas. It protects treating the holy water as an improvised weapon. If the
the eyes, nose, and mouth. While wearing it, you are target is a fiend or undead, it takes 2d6 radiant damage.
immune to such gasses and particles if nonmagical, Hunting Trap. When you use your action to set it, this
and have advantage on saving throws against them if trap forms a saw-toothed steel ring that snaps shut
they are magical. when a creature steps on a pressure plate in the center.
Grappling Gun. This device, about the size of a The trap is affixed by a heavy chain to an immobile 4
sawed-off shotgun, can shoot a small steel grappling object, such as a tree or a spike driven into the ground.
hook on a 50-foot long, carbon fiber filament rope. After A creature that steps on the plate must succeed on a DC
firing, the wielder can retract the hook, thus lifting or 13 Dexterity save or take 1d4 piercing damage and stop
pulling the user (up to a weight capacity of 250 lb.) if moving. Thereafter, until the creature breaks free of the
they hold on, at a rate of 25 feet per round. trap, its movement is limited by the length of the chain
Handcuffs. These metal restraints can bind a Small (typically 3 feet long). A creature can use its action to
or Medium creature. Escaping the manacles requires make a DC 13 Strength check, freeing itself or another
5
a successful DC 20 Dexterity check. Breaking them creature within its reach on a success. Each failed check
requires a successful DC 20 Strength check. Each deals 1 piercing damage to the trapped creature.
set of handcuffs comes with one key. Without the Night-Vision Goggles. While wearing these goggles,
key, a creature proficient with thieves’ tools can pick if there is any light whatsoever, you can see through
the manacles’ lock with a successful DC 15 Dexterity the darkness within 900 feet as if it were dim light, but
check. Manacles have 15 hp. you can only see in shades of green. 6
211
CORE RULEBOOK
Gear
Gear Gear
Item Cost in $ Weight Item Cost in $ Weight
Acid (vial) 25 1 lb. Gas mask 75 1 lb.
Alchemist’s supplies 100 5 lb. Gasoline can, filled 15 40 lb.
Antitoxin (vial) 50 — Grappling gun 1,000 8 lb.
Arcane Focus 20 3 lb. Hammer 5 3 lb.
Backpack 10 5 lb. Handcuffs 15 1 lb.
Ball bearings (bag of 1,000) 1 2 lb. Healing drone 1,000 5 lb.
Barrel 10 70 lb. Hunting trap 15 25 lb.
Basket 2 2 lb. Ladder (10 foot) 20 25 lb.
Batteries 5 1 lb. Laptop 200 5 lb.
Bedroll 10 7 lb. Lighter, steel 10 1 lb.
Bell 1 — Mess kit 2 1 lb.
Binoculars 50 2 lb. Mirror, steel 5 1/2 lb.
Blanket 2 3 lb. Night-vision goggles 400 2 lb.
Block and tackle 10 5 lb. Notebook 1 1/2 lb.
Book 5 5 lb. Packed meals (1 day) 5 2 lb.
Bottle, glass 2 2 lb. Perfume (vial) 20 —
Briefcase 20 3 lb. Piton 1 1/4 lb.
Bug detector 200 1 lb. Poison, basic (vial) 100 —
Bucket 1 2 lb. Pole (10-foot) 5 7 lb.
C4 50 1 lb. Purse 20 1 lb.
Caltrops (bag of 20) 1 2 lb. Quiver 10 1 lb.
Camera 200 5 lb. Ram, portable 40 35 lb.
Candle 1 — Rope, hempen (50 feet) 5 10 lb.
Case, crossbow bolt 10 1 lb. Rope, nylon (50 feet) 20 5 lb.
Chain (10 feet) 5 10 lb. Sack 1 1/2 lb.
Chalk (6 pieces) 1 1 lb. Scale, merchant’s 5 3 lb.
Climber’s kit 50 12 lb. Shovel 2 5 lb.
Clothes, casual 20 3 lb. Smart phone 100 1 lb.
Clothes, official uniform 50 4 lb. Soap 1 —
Clothes, dress 50 6 lb. Spell Component Pouch 25 2 lb.
Crowbar 5 5 lb. Spikes, iron (10) 1 5 lb.
Elemental Focus 10 1 lb. Surveillance kit 600 1 lb.
Enhanced smart phone n/a 1 lb. Survival gear 100 4 lb.
First aid kit 50 3 lb. Tactical survey drone 500 2 lb.
Fishing tackle 20 4 lb. Tent, two-person 25 20 lb.
Flashlight 10 1 lb. Thermographic camera 500 5 lb.
Flask or reusable coffee mug 2 1 lb. Vial 1 —
Forbidden tome 100+ 1 lb. Water bottle 2 5 lb. (full)
Forged ID 500 — Whetstone 1 1 lb.
212
THE SECRET WORLD
Gear 3
Poison, Basic. You can use the poison in this vial to Thermographic Camera Also known as an infrared or
coat one slashing or piercing weapon or up to three thermal imaging camera, this digital camera records still
pieces of ammunition. Applying the poison takes and video images of heat patterns. In practice, you can
an action. A creature hit by the poisoned weapon or use the camera for a variety of purposes, such as “seeing”
1
ammunition must make a DC 10 Constitution save or through walls and other barriers, and detecting warm-
take 1d4 poison damage. Once applied, the poison blooded creatures where they should or shouldn’t be.
retains potency for 1 minute before drying.
Purse. A cloth or leather purse can hold up to 20 shotgun Container Capacity
shells or 50 bullets, among other more mundane things. Container Capacity
Quiver. A quiver can hold up to 12 arrows.
Backpack* 1 cubic foot/30 pounds of gear
2
Ram, Portable. You can use a portable ram to break
down doors. When doing so, you gain a +4 bonus on Barrel 40 gallons liquid, 4 cubic feet solid
the Strength check. One other character can help you Basket 2 cubic feet/40 pounds of gear
use the ram, giving you advantage on this check. Bottle 1 1/2 pints liquid
Rations. Rations consist of dry foods suitable for Bucket 3 gallons liquid, 1/2 cubic foot solid
extended travel. They can be processed and freeze dried,
like MREs, or natural, like jerky, dried fruit, hardtack, Flask 1 pint liquid 3
and nuts. Purse 1/5 cubic foot/6 pounds of gear
Rope. Rope, whether made of hemp or nylon, has Sack 1 cubic foot/30 pounds of gear
2 hp and can be burst with a DC 18 Strength check. Vial 4 ounces liquid
Scale, Merchant’s. A scale includes a small balance,
Water bottle 4 pints liquid
pans, and a suitable assortment of weights up to 2
pounds. With it, you can measure the exact weight of 4
small objects, such as raw precious metals or trade
goods, to help determine their worth.
T OOLS
Chemical Kit. This kit includes the vials, compounds,
Smart Phone. When you have a signal or access to
and other equipment necessary to identify, analyze, and
Wi-Fi, you can use the internet, as well as GPS. Even
fabricate chemicals. Proficiency with this kit lets you
without a signal, your phone still has a camera, and a
add your proficiency bonus to any ability checks you
small flashlight that casts bright light in a 10-foot cone
and dim light for an additional 10 feet. A phone’s battery
make to make, use, or investigate chemicals. 5
Computer. This device includes anything from a
normally lasts 8 hours, or 1 day if unused.
smart phone to a mainframe supercomputer. Proficiency
Spell Component Pouch. A component pouch
with computers lets you add your proficiency bonus
is a small, watertight leather belt pouch that has
to any ability checks you make to access, hack, or
compartments to hold all the material components
otherwise use the device.
and other special items you need to cast your spells,
Disguise Kit. This packet of cosmetics, hair dye, and 6
except for those components that have a specific cost
small props lets you create disguises that change your
(as indicated in a spell’s description).
physical appearance. Proficiency with this kit lets you
Surveillance Kit. This kit includes four marble-sized
add your proficiency bonus to any ability checks you
“bugs” and a receiver unit to monitor and record what the
make to create a visual disguise. You may use the kit to
bugs pick up. Each bug has a powerful video camera
create a disguise for yourself and up to five other people.
and microphone, and can transmit up to 1 mile away.
Electronics Tools. This set of equipment includes the
Survival Gear. This small kit provides basics
cables, converters, and wireless connectors needed to 7
necessary to survive in a wilderness emergency, such
plug into an electronic device, as well as the specialized
as a knife, a compass, a first aid kit, matches, flint and
tools required to open or otherwise physically access such
steel, fish hooks, and fishing line.
devices. A small computer lets you plug into the device
Tactical Survey Drone. This hand-sized drone can be
and access its digital components. Proficiency with these
controlled through either your smartphone or a dedicated
tools lets you add your proficiency bonus to any ability
transceiver with a video screen. The drone is equipped
with a video camera and microphone, and transmits
checks you make to modify or repair electronic devices. A
EOD Tools. These tools are used for explosive
whatever it sees or hears to its controller. It can travel up
ordnance disposal. Proficiency with this kit lets you add
to a quarter mile away from the controller and can reach
your proficiency bonus to any ability check you make
an altitude of 500 feet. Its charge lasts up to 1 hour. Due to
to detect, identify, analyze, or remove explosives—or to
its small size, the drone has an effective AC of 12 and 2 hp.
simply render them safe from detonation. Proficiency
Tent. A simple and portable nylon shelter, a tent
also allows you to use your bonus when setting up
sleeps two.
explosives.
213
CORE RULEBOOK
Tools
Forensic Kit. This kit contains tools for collecting set. This is nothing inherently magical or special about
and storing physical evidence, including fingerprints, the objects in the set, but they may be personalized or
chemicals, and DNA. It includes gloves, tweezers, marked. If you are proficient with a gaming set, you can
plastic bags, sealable tubes, a small digital camera, add your proficiency bonus to ability checks you make
and other related equipment. Proficiency with this kit to play a game with that set. Each type of gaming set
lets you add your proficiency bonus to any ability check requires a separate proficiency.
you make to collect evidence. It also allows an ally who Herbalism Kit. This kit contains a variety of tools
analyzes the evidence to add your proficiency bonus such as clippers, a mortar and pestle, and pouches
to their ability check when doing so. and vials used by herbalists to collect herbs and create
Forgery Kit. This small box contains a variety remedies. Proficiency with this kit lets you add your
of papers, blank forms, passports, pens, and other proficiency bonus to any ability checks you make to
supplies necessary to create convincing forgeries identify, collect, or apply herbs. Also, proficiency with
of physical documents. Professional forgers have a this kit is required to create antitoxin.
larger kit, which is essentially a portable studio, that Mechanic’s Tools. Proficiency with these tools lets
also includes a digital camera, a portable scanner and you add your proficiency bonus to any ability checks
printer, a laminator, and a small computer to composite you make to modify and repair machines. Garages
the digital elements for printing. Proficiency with this kit and workshops contain large, specialized mechanic’s
lets you add your proficiency bonus to any ability checks tools such as drill presses and milling machines. In
you make to create a physical forgery of a document. the field, mechanics usually carry a portable toolbox
Gaming Set. A favorite tool of gamblers, cheats, containing assorted clamps, flashlights, hammers,
and masters of chaos, a gaming set consists of a set levels, measuring tape, pliers, screwdrivers, spanners
of dice, a deck of playing cards, or even a full chess and sockets, and utility knives, as well as goggles, work
gloves, and other minor protective devices.
Tools Orienteering Tools. This set of instruments is used
Item Cost in $ Weight to navigate through a wilderness or unknown area. The
Chemical Kit 100 4 lb.
tools include a high-end compass, and maps or satellite
images of the area. Proficiency with these tools lets
Disguise Kit 200 3 lb.
you plot an overland course that matches your goals,
Electronics Tools 800 3 lb. such as finding the shortest route or a path that avoids
EOD Tools 1000 10 lb. enemy patrols and installations. In addition, these tools
Forensic Kit 300 3 lb. allow you to add your proficiency bonus to any ability
check you make to avoid getting lost.
Forgery Kit 200/2000 5 / 20 lb.
Thieves’ Tools. This set of tools includes a small file,
Gaming Set 10 — a set of lock picks, a small mirror mounted on a metal
Herbalism Kit 25 3 lb. handle, a set of narrow-bladed scissors, and a pair of
Mechanic’s Tools (portable toolbox) 200 40 lb. pliers. A larger kit may include bolt cutters, glass cutters,
Orienteering Tools 25 1 lb.
or pry bars. Proficiency with these tools lets you add
your proficiency bonus to any ability checks you make
Thieves’ Tools 100 2 lb.
to disarm mechanical traps or open mechanical locks.
214
THE SECRET WORLD
Gear 3
TALISMANS A SHES OF C RUSHED C ITIES
Head Talisman
Agents of the Secret World conspiracies have
access to not only the tools of traditional spycraft Appearing more as ancient armor than modern 1
and advanced gear that seems like science fiction, jewelry, this talisman is a leather headband lined with
but magical equipment as well. Magic items come in metal studs. While wearing this talisman, when you
thousands of different forms, each with its own arcane successfully hit an enemy that has already taken
quirks and requirements, but the most common are damage during this combat, you may take a bonus
referred to as “talismans.” action to add +1 to your damage roll.
Talismans are small, enchanted objects that player
BARBELITH WIRE 2
characters carry on their person. Talismans are divided
into seven categories: head, finger, neck, wrist, waist, Waist Talisman
luck, and occult. The first five correspond to where they The “wire” is a seamless loop of silver links. It has
must be worn to be effective; the last two categories no opening or fasteners, but grows and shrinks to fit
of talisman aren’t worn, but rather carried (usually in a whoever slips it onto their waist. While wearing this
pocket) or brandished as needed. An agent can wield talisman, if you deal damage to a target who doesn’t
up to seven different talismans, one of each category. see you, you may take a bonus action to reduce its
3
(They can carry more, but extra talismans have no effect.) movement speed by half (to a minimum of 5 feet) for
Some talismans have an ongoing, passive effect. the remainder of the combat.
Others need to be activated by their users, who spend
an action and momentarily focus on the intended effect. B IKER’S C HARM
Still others can only be activated in response to a trigger Occult Talisman
(such as when the user gets hit), and are activated as
The most common version of this talisman consists of
4
a reaction or bonus action. Some talismans can only
be used a limited number of times before they have to a motorcycle key welded to a palm-sized sprocket. When
recharge. The details of how each talisman is activated you reduce an enemy to 0 hit points or less, you may take
and recharged are listed in its description. a bonus action to activate this talisman. If you do, you and
Player characters can find talismans in secret your allies in the combat each regain a spent anima die.
stashes, receive them from their superiors, buy them
on the magical black market, or even take them off B LOOD HALO 5
fallen enemies. The GM is encouraged to create their Head Talisman
own unique talismans, using the ones listed here as The halo is a thin, red metal circlet with a small ruby
a guideline. inset in its center. Once per long rest, you may activate this
There are countless different types of talismans in talisman to restore 1d4 hp to a creature you are touching.
the Secret World. Below is a small sample of the most That creature also gains +1 AC for the next 10 minutes.
common ones. 6
B RACER OF HORUS
ACCELERATING C HRONOMETER Wrist Talisman
Wrist Talisman
The talisman is a 5-inch-long bronze metal bracelet
At first glance, this talisman looks like a mundane, decorated with Egyptian hieroglyphics. When an enemy
if expensive, wristwatch. A closer look reveals that scores a critical hit against you, if you’re wearing this
the numbers on the clock face have been replaced by talisman, you may take a reaction to block that hit 7
runes, and there are six different clock hands spinning entirely. The talisman cannot be activated again until
at various speeds. While wearing this talisman, your after the next dawn.
speed is increased by 5 feet.
FISHBONE M EDALLION
ANKH Neck Talisman
Occult Talisman
This medallion is a circle of amber on a fine silver A
This talisman is a pocket-sized ankh made of iron chain. Inside the amber are seven fish bones, arranged
and crudely hammered into shape. When an enemy is in such a way as to make an ancient rune. While wearing
reduced to 0 hit points or less, you may take a reaction this medallion, if you would be reduced to 0 hit points
to brandish this talisman and heal an ally within line but are not killed outright, you may take a reaction to
of sight 2 hit points. drop to 1 hit point instead. The talisman cannot be
activated again until the next dawn.
215
CORE RULEBOOK
Tools
GOLDEN C OIN S EED OF AGGRESSION
Luck Talisman Neck Talisman
This coin is clearly very old, but the markings are worn Not a comfortable talisman to wear around the
and seem to change over time, so it’s impossible to tell neck, the seed is a jagged piece of bone on a coarse
how old it truly is or where it originally came from. But one length of twine. If you critically hit and deal damage to
thing is clear: it’s definitely lucky. When an enemy rolls a an enemy while wearing this talisman, you may take a
1 while attacking you, if you have this coin in your pocket, reaction to regain a spent anima die.
you may take a reaction to activate it. If you do, that enemy
still misses the attack but also takes damage equal to S ERPENT VENOM RING
the amount it would have inflicted upon you had it hit. Finger Talisman
This ring looks like a pale green viper with tiny ruby
RUNE D ICE eyes wrapped around your finger. When you successfully
Luck Talisman
damage an enemy with a melee attack, if you’re wearing
This talisman consists of a pair of hardened clay dice. this ring, you may take a bonus action to activate this
Each of the six sides displays a different rune; between talisman and give that enemy the poisoned condition.
the pair there are 12 runes in all. The talisman can only While poisoned, the enemy has disadvantage on all
be activated if you have both dice. If you score a critical attack and ability rolls. The ring cannot be activated
hit and deal damage to an enemy while you have this again until the next dawn.
talisman in your pocket, you may take a reaction to
deal +1d4 bonus damage of the same type. WAISTGUARD
Waist Talisman
RURIKID KNOT This talisman is a metal belt buckle (typically steel
Finger Talisman
or brass) etched with runes that occasionally give off
The knot is a golden ring covered in ornate filigree. a soft glow. When you put on this talisman, you gain 4
While you wear this ring, your flesh is somewhat temporary hit points, which you lose if you take it off.
hardened, allowing you to better withstand the rigors The hit points regenerate every day at dawn.
of combat. You gain +1 to AC.
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1
CHAPTER 4:
RULES 2
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Ability Checks
palm an object, or to stay hidden. Each of these aspects to see if you have the stamina to make it that far. In this
of Dexterity has an associated skill: Acrobatics, Sleight case, your GM might allow you to apply your proficiency
of Hand, and Stealth, respectively. So a character who in Athletics and ask for a Constitution (Athletics)
has proficiency in the Stealth skill is particularly good check. So if you’re proficient in Athletics, you apply
at Dexterity checks related to sneaking and hiding. your proficiency bonus to the Constitution check just
The skills related to each ability score are shown in as you would normally do for a Strength (Athletics)
the following list. (No skills are related to Constitution.) check. Similarly, when your demolisher uses a display
See an ability’s description in the later sections of this of raw strength to intimidate an enemy, your GM might
section for examples of how to use a skill associated ask for a Strength (Intimidation) check, even though
with an ability. Intimidation is normally associated with Charisma.
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To make a group ability check, everyone in the group In a city or wilderness, a scale of hours is often more
makes the ability check. If at least half the group appropriate. Adventurers eager to reach the lonely tower
succeeds, the whole group succeeds. at the heart of the forest hurry across those fifteen
Otherwise, the group fails. Group checks don’t come miles in just under four hours’ time.
1
up very often, and they’re most useful when all the For long journeys, a scale of days works best.
characters succeed or fail as a group. For example, Traveling by car from New York to LA, the heroes spend
when adventurers are navigating a swamp, the GM five uneventful days before a fungal stalker ambush
might call for a group Wisdom (Survival) check to see interrupts their journey.
if the characters can avoid the quicksand, sinkholes, In combat and other fast-paced situations, the game
and other natural hazards of the environment. If at least relies on rounds, a 6-second span of time. 2
half the group succeeds, the successful characters are
able to guide their companions out of danger. Otherwise,
the group stumbles into one of these hazards. MOVEMENT
Swimming across a rushing river, sneaking down
an office hallway, scaling a towering skyscraper—all
SAVING T HROWS sorts of movement play a key role in your adventures
3
A saving throw—also called a save—represents an in the Secret World.
attempt to resist a magical effect, a poison, a disease, The GM can summarize the adventurers’ movement
or a similar threat. You don’t normally decide to make without calculating exact distances or travel times: “You
a saving throw; you are forced to make one because travel through the desert and find the cave entrance
your character or NPC is at risk of harm. To make a late in the evening of the third day.” Even indoors,
saving throw, roll a d20 and add the appropriate ability particularly when traversing some of the stranger
modifier. For example, you use your Dexterity modifier and more extensive regions of the Secret World, the 4
for a Dexterity saving throw. A saving throw can be GM can summarize movement between encounters:
modified by a situational bonus or penalty and can be “After killing the guardian at the entrance to the hidden
affected by advantage and disadvantage, as determined temple of Aten, you consult your map, which leads you
by the GM. Each class gives proficiency in at least two through miles of echoing corridors to a chasm bridged
saving throws. The magus, for example, is proficient by a crashed helicopter.”
in Intelligence saves. As with skill proficiencies, Sometimes it’s important, though, to know how
proficiency in a saving throw lets a character add his long it takes to get from one spot to another, whether
5
or her proficiency bonus to saving throws made using the answer is in days, hours, or minutes. The rules for
a particular ability score. Some monsters have saving determining travel time depend on two factors: the
throw proficiencies as well. The Difficulty Class for a speed and travel pace of the creatures moving and
saving throw is determined by the effect that causes the terrain they’re moving over.
it. For example, the DC for a saving throw allowed by a
spell is determined by the caster’s spellcasting ability
S
PEED 6
and proficiency bonus. The result of a successful or
failed saving throw is also detailed in the effect that Every character and monster has a speed, which is
allows the save. Usually, a successful save means that the distance in feet that the character or monster can
a creature suffers no harm, or reduced harm, from walk in 1 round. This number assumes short bursts of
an effect. energetic movement in the midst of a life-threatening
situation. The following rules determine how far a 7
character or monster can move in a minute, an hour,
T IME or a day.
In situations where keeping track of the passage of
time is important, the GM determines the time a task T RAVEL PACE
requires. The GM might use a different time scale While traveling, a group of adventurers can move at a
depending on the context of the situation at hand. In normal, fast, or slow pace, as shown on the Travel Pace
a dungeon environment, the adventurers’ movement table. The table states how far the party can move in A
happens on a scale of minutes. It takes them about a a period of time and whether the pace has any effect.
minute to creep down a long hallway, another minute to A fast pace makes characters less perceptive, while
check for traps on the door at the end of the hall, and a slow pace makes it possible to sneak around and to
a good ten minutes to search the chamber beyond for search an area more carefully.
anything interesting or valuable.
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Forced March. The Travel Pace table assumes that
Travel Pace
characters travel for 8 hours in a day. They can push
on beyond that limit, at the risk of exhaustion. Distance Distance Distance
Pace per Effect
For each additional hour of travel beyond 8 hours, per Hour per Day
Minute
the characters cover the distance shown in the Hour -5 penalty
column for their pace, and each character must make to passive
a Constitution saving throw at the end of the hour. The Fast 400 feet 4 miles 30 miles Wisdom
DC is 10 + 1 for each hour past 8 hours. On a failed (Perception)
saving throw, a character suffers one level of exhaustion. scores
Mounts and Vehicles. For short spans of time (up Normal 300 feet 3 miles 24 miles —
to an hour), many animals move much faster than Able to use
Slow 200 feet 2 miles 18 miles
humanoids. A mounted character can ride at a gallop stealth
for about an hour, covering twice the usual distance for
a fast pace. If fresh mounts are available every 8 to 10 D IFFICULT TERRAIN
miles, characters can cover larger distances at this pace, The travel speeds given in the Travel Pace table
but this is very rare except in densely populated areas. assume relatively simple terrain: roads, open plains,
Characters in cars, trains, or other land vehicles or clear office hallways. But adventurers often face
choose a pace as normal. Characters in a waterborne dense forests, deep swamps, debris-strewn bomb
vessel are limited to the speed of the vessel, and they sites, steep mountains, and ice-covered ground—all
don’t suffer penalties for a fast pace or gain benefits considered difficult terrain.
from a slow pace. Depending on the vessel and the You move at half speed in difficult terrain—moving
size of the crew, ships might be able to travel for up to 1 foot in difficult terrain costs 2 feet of speed—so you
24 hours per day. can cover only half the normal distance in a minute,
Certain vehicles, such as a supersonic jet, allow you an hour, or a day.
to travel more swiftly.
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SPECIAL T YPES FALLING
OF MOVEMENT A fall from a great height is one of the most common
Movement through dangerous dungeons or hazards facing an adventurer. At the end of a fall, a 1
wilderness areas often involves more than simply creature takes 1d6 bludgeoning damage for every 10
walking. Adventurers might have to climb, crawl, swim, feet it fell, to a maximum of 20d6. The creature lands
or jump to get where they need to go. prone, unless it avoids taking damage from the fall.
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Resting
B LINDSIGHT I NTERACTING WITH OBJECTS
A creature with blindsight can perceive its
surroundings without relying on sight, within a specific A character’s interaction with objects in an
radius. Creatures without eyes, such as fungal stalkers, environment is often simple to resolve in the game.
and creatures with echolocation or heightened senses, The player tells the GM that his or her character is
such as bats and skadegamutc, have this sense. doing something, such as moving a lever, and the GM
describes what, if anything, happens.
DARKVISION For example, a character might decide to pull a
Many creatures in fantasy gaming worlds, especially lever, which might, in turn, activate a generator, cause
those that dwell underground, have darkvision. Within a room to flood with water, or open a secret door in a
a specified range, a creature with darkvision can see nearby wall. If the lever is rusted in position, though,
in darkness as if the darkness were dim light, so areas a character might need to force it. In such a situation,
of darkness are only lightly obscured as far as that the GM might call for a Strength check to see whether
creature is concerned. However, the creature can’t the character can wrench the lever into place. The GM
discern color in darkness, only shades of gray. sets the DC for any such check based on the difficulty
of the task.
TRUESIGHT Characters can also damage objects with their
A creature with truesight can, out to a specific range, weapons and spells. Objects are immune to poison
see in normal and magical darkness, see invisible and psychic damage, but otherwise they can be affected
creatures and objects, automatically detect visual by physical and magical attacks much like creatures
illusions and succeed on saving throws against them, can. The GM determines an object’s Armor Class and
and perceive the original form of a shapechanger or a hit points, and might decide that certain objects have
creature that is transformed by magic. resistance or immunity to certain kinds of attacks. (It’s
Furthermore, the creature can see into the Ethereal hard to cut a rope with a club, for example.) Objects
Plane. always fail Strength and Dexterity saving throws, and
they are immune to effects that require other saves.
When an object drops to 0 hit points, it breaks.
FOOD AND WATER A character can also attempt a Strength check to
Characters who don’t eat or drink suffer the effects break an object. The GM sets the DC for any such check.
of exhaustion. Exhaustion caused by lack of food or
water can’t be removed until the character eats and
drinks the full required amount.
R ESTING
Bees lead interesting lives, but they can’t spend
FOOD every hour of the day in the thick of exploration, social
A character needs one pound of food per day and interaction, and combat. They need rest—time to sleep
can make food last longer by subsisting on half rations. and eat, tend their wounds, refresh their minds and
Eating half a pound of food in a day counts as half a spirits for spellcasting, and brace themselves for further
day without food. missions.
A character can go without food for a number of days Adventurers can take short rests in the midst of an
equal to 3 + his or her Constitution modifier (minimum adventuring day and a long rest to end the day.
1). At the end of each day beyond that limit, a character
automatically suffers one level of exhaustion. A normal SHORT R EST
day of eating resets the count of days without food
to zero. A short rest is a period of downtime, at least 1 hour
long, during which a character does nothing more
WATER strenuous than eating, drinking, reading, and tending
A character needs one gallon of water per day, or to wounds.
two gallons per day if the weather is hot. A character A character can spend one or more Hit Dice at the
who drinks only half that much water must succeed on end of a short rest, up to the character’s maximum
a DC 15 Constitution saving throw or suffer one level number of Hit Dice, which is equal to the character’s
of exhaustion at the end of the day. A character with level. For each Hit Die spent in this way, the player rolls
access to even less water automatically suffers one the die and adds the character’s Constitution modifier
level of exhaustion at the end of the day. to it. The character regains hit points equal to the total.
If the character already has one or more levels of The player can decide to spend an additional Hit Die
exhaustion, the character takes two levels in either case. after each roll. A character regains some spent Hit Dice
upon finishing a long rest, as explained below.
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L ONG R EST SURPRISE
A long rest is a period of extended downtime, at A cabal of Bees sneaks up on a convoy belonging
least 8 hours long, during which a character sleeps to the Cult of Aten, launching an ambush from behind 1
or performs light activity: reading, talking, eating, or the dunes. A revenant stalks through the corridors of a
standing watch for no more than 2 hours. If the rest is hidden tomb, unnoticed by the cabal until the revenant
interrupted by a period of strenuous activity—at least launches a sudden attack. In these situations, one side
1 hour of walking, fighting, casting spells, or similar of the battle gains surprise over the other.
adventuring activity—the characters must begin the The GM determines who might be surprised. If neither
rest again to gain any benefit from it. side tries to be stealthy, they automatically notice 2
At the end of a long rest, a character regains all lost each other. Otherwise, the GM compares the Dexterity
hit points. The character also regains spent Hit Dice, up (Stealth) checks of anyone hiding with the passive
to a number of dice equal to half of the character’s total Wisdom (Perception) score of each creature on the
number of them (minimum of one die). For example, opposing side. Any character or monster that doesn’t
if a character has eight Hit Dice, he or she can regain notice a threat is surprised at the start of the encounter.
four spent Hit Dice upon finishing a long rest. If you’re surprised, you can’t move or take an action
A character can’t benefit from more than one long on your first turn of the combat, and you can’t take a 3
rest in a 24-hour period, and a character must have reaction until that turn ends. A member of a group can
at least 1 hit point at the start of the rest to gain its be surprised even if the other members aren’t.
benefits.
I NITIATIVE
T HE ORDER OF COMBAT Initiative determines the order of turns during 4
A typical combat encounter is a clash between combat. When combat starts, every participant makes a
two sides, a flurry of weapon swings, feints, parries, Dexterity check to determine their place in the initiative
footwork, and spellcasting. The game organizes the order. The GM makes one roll for an entire group of
chaos of combat into a cycle of rounds and turns. A identical creatures, so each member of the group acts
round represents about 6 seconds in the game world. at the same time.
During a round, each participant in a battle takes a The GM ranks the combatants in order from the one
turn. The order of turns is determined at the beginning with the highest Dexterity check total to the one with 5
of a combat encounter, when everyone rolls initiative. the lowest. This is the order (called the initiative order)
Once everyone has taken a turn, the fight continues to in which they act during each round. The initiative order
the next round if neither side has defeated the other. remains the same from round to round.
If a tie occurs, the GM decides the order among
C OMBAT STEP BY STEP tied GM-controlled creatures, and the players decide
1. Determine surprise. The GM determines whether the order among their tied characters. The GM can 6
anyone involved in the combat encounter is decide the order if the tie is between a monster and a
surprised. player character. Optionally, the GM can have the tied
2. Establish positions. The GM decides where all characters and monsters each roll a d20 to determine
the characters and monsters are located. Given the order, highest roll going first.
the adventurers’ marching order or their stated
positions in the room or other location, the GM YOUR T URN 7
figures out where the adversaries are—how far
away and in what direction. On your turn, you can move a distance up to your
speed and take one action. You decide whether to move
3. Roll initiative. Everyone involved in the combat
first or take your action first. Your speed—sometimes
encounter rolls initiative, determining the order of
called your walking speed—is noted on your character
combatants’ turns.
sheet.
4. Take turns. Each participant in the battle takes a
turn in initiative order.
The most common actions you can take are A
described in the “Actions in Combat” section later in
5. Begin the next round. When everyone involved in this chapter. Many class features and other abilities
the combat has had a turn, the round ends. Repeat provide additional options for your action.
step 4 until the fighting stops. The “Movement and Position” section later in this
chapter gives the rules for your move.
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Movement And Position
You can forgo moving, taking an action, or doing OTHER ACTIVITY ON YOUR TURN
anything at all on your turn. If you can’t decide what Your turn can include a variety of flourishes that
to do on your turn, consider taking the Dodge or Ready require neither your action nor your move.
action, as described in “Actions in Combat.” You can communicate however you are able, through
brief utterances and gestures, as you take your turn.
BONUS ACTIONS You can also interact with one object or feature of the
Various class features, spells, and other abilities environment for free, during either your move or your
let you take an additional action on your turn called a action. For example, you could open a door during your
bonus action. The Cunning Action feature, for example, move as you stride toward a foe, or you could draw your
allows an assassin to take a bonus action. You can weapon as part of the same action you use to attack.
take a bonus action only when a special ability, spell, If you want to interact with a second object, you
or other feature of the game states that you can do need to use your action. Some magic items and other
something as a bonus action. You otherwise don’t have special objects always require an action to use, as
a bonus action to take. stated in their descriptions.
You can take only one bonus action on your turn, so The GM might require you to use an action for any
you must choose which bonus action to use when you of these activities when it needs special care or when
have more than one available. it presents an unusual obstacle. For instance, the GM
You choose when to take a bonus action during could reasonably expect you to use an action to open
your turn, unless the bonus action’s timing is specified, a stuck door or punch in the security code for a safe.
and anything that deprives you of your ability to take
actions also prevents you from taking a bonus action.
R EACTIONS
Certain special abilities, spells, and situations allow
you to take a special action called a reaction. A reaction
is an instant response to a trigger of some kind, which
can occur on your turn or on someone else’s. The
opportunity attack, described later in this chapter, is
the most common type of reaction.
When you take a reaction, you can’t take another one
until the start of your next turn. If the reaction interrupts
another creature’s turn, that creature can continue its
turn right after the reaction.
MOVEMENT
AND P OSITION
In combat, characters and monsters are in constant
motion, often using movement and position to gain
the upper hand.
On your turn, you can move a distance up to your
speed. You can use as much or as little of your speed
as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and
swimming. These different modes of movement can
be combined with walking, or they can constitute your
entire move. However you’re moving, you deduct the
distance of each part of your move from your speed
until it is used up or until you are done moving.
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MOVING BETWEEN ATTACKS I NTERACTING WITH
If you take an action that includes more than one O BJECTS AROUND YOU
weapon attack, you can break up your movement even Here are a few examples of the sorts of thing you
further by moving between those attacks. For example, can do in tandem with your movement and action:
1
a demolisher who can make two attacks with the Extra
• draw or holster a pistol
Attack feature and who has a speed of 25 feet could
move 10 feet, make an attack, move 15 feet, and then • open or close a door
attack again. • withdraw a potion from your backpack
• pick up a dropped crowbar
USING D IFFERENT S PEEDS • take a bauble from a table 2
If you have more than one speed, such as your • remove a ring from your finger
walking speed and a flying speed, you can switch • stuff some food into your mouth
back and forth between your speeds during your • plant a banner in the ground
move. Whenever you switch, subtract the distance
• fish out a credit card from your wallet
you’ve already moved from the new speed. The result
determines how much farther you can move. If the • drink all the beer in a bottle
result is 0 or less, you can’t use the new speed during • throw a lever or a switch 3
the current move. • pull a bottle of wine from a wine rack
For example, if you have a speed of 30 and a flying • take a book from a shelf you can reach
speed of 60 because a magus cast the fly spell on you, • extinguish a small flame
you could fly 20 feet, then walk 10 feet, and then leap • don a mask
into the air to fly 30 feet more. • pull the hood of your cloak up and over your head
• put your ear to a door
4
DIFFICULT T ERRAIN • kick a small stone
Combat rarely takes place in bare rooms or on • turn a key in a lock
featureless plains. Boulder-strewn caverns, briar-choked • make a call on your cell phone
forests, treacherous staircases—the setting of a typical • hand an item to another character
fight contains difficult terrain.
Every foot of movement in difficult terrain costs 1
5
extra foot. This rule is true even if multiple things in a MOVING AROUND
space count as difficult terrain. OTHER CREATURES
Low furniture, rubble, undergrowth, steep stairs,
You can move through a nonhostile creature’s space.
snow, and shallow bogs are examples of difficult terrain.
In contrast, you can move through a hostile creature’s
The space of another creature, whether hostile or not,
space only if the creature is at least two sizes larger or
also counts as difficult terrain.
smaller than you. Remember that another creature’s
6
space is difficult terrain for you.
BEING P RONE Whether a creature is a friend or an enemy, you can’t
willingly end your move in its space.
Combatants often find themselves lying on the
If you leave a hostile creature’s reach during your
ground, either because they are knocked down or
move, you provoke an opportunity attack, as explained
because they throw themselves down. In the game, 7
later in the chapter.
they are prone, a condition described in the “Conditions”
section of the appendices. You can drop prone without
using any of your speed. Standing up takes more effort; F LYING MOVEMENT
doing so costs an amount of movement equal to half
Flying creatures enjoy many benefits of mobility, but
your speed. For example, if your speed is 30 feet, you
they must also deal with the danger of falling. If a flying
must spend 15 feet of movement to stand up. You can’t
stand up if you don’t have enough movement left or if
creature is knocked prone, has its speed reduced to A
0, or is otherwise deprived of the ability to move, the
your speed is 0.
creature falls, unless it has the ability to hover or it is
To move while prone, you must crawl or use magic
being held aloft by magic, such as by the fly spell.
such as teleportation. Every foot of movement while
crawling costs 1 extra foot. Crawling 1 foot in difficult
terrain, therefore, costs 3 feet of movement.
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S PACE
A creature’s space is the area in feet that it effectively CAST A SPELL
controls in combat, not an expression of its physical Spellcasters such as tricksters and warlocks, as well
dimensions. A typical Medium creature isn’t 5 feet as many monsters, have access to spells and can use
wide, for example, but it does control a space that wide. them to great effect in combat. Each spell has a casting
If a Medium thirsting shade stands in a 5-foot-wide time, which specifies whether the caster must use an
doorway, other creatures can’t get through unless the action, a reaction, minutes, or even hours to cast the
thirsting shade lets them. spell. Casting a spell is, therefore, not necessarily an
A creature’s space also reflects the area it needs action. Most spells do have a casting time of 1 action,
to fight effectively. For that reason, there’s a limit to so a spellcaster often uses his or her action in combat
the number of creatures that can surround another to cast such a spell.
creature in combat. Assuming Medium combatants,
eight creatures can fit in a 5-foot radius around another
one. DASH
Because larger creatures take up more space, fewer When you take the Dash action, you gain extra
of them can surround a creature. If five Large creatures movement for the current turn. The increase equals
crowd around a Medium or smaller one, there’s little your speed, after applying any modifiers. With a speed
room for anyone else. In contrast, as many as twenty of 30 feet, for example, you can move up to 60 feet on
Medium creatures can surround a Gargantuan one. your turn if you dash.
Any increase or decrease to your speed changes
SQUEEZING INTO A SMALLER S PACE this additional movement by the same amount. If your
A creature can squeeze through a space that is large speed of 30 feet is reduced to 15 feet, for instance, you
enough for a creature one size smaller than it. Thus, a can move up to 30 feet this turn if you dash.
Large creature can squeeze through a passage that’s
only 5 feet wide. While squeezing through a space,
a creature must spend 1 extra foot for every foot it DISENGAGE
moves there, and it has disadvantage on attack rolls If you take the Disengage action, your movement
and Dexterity saving throws. Attack rolls against the doesn’t provoke opportunity attacks for the rest of
creature have advantage while it’s in the smaller space. the turn.
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H ELP USE AN OBJECT
You can lend your aid to another creature in the You normally interact with an object while doing
completion of a task. When you take the Help action, something else, such as when you draw a sword as part 1
the creature you aid gains advantage on the next ability of an attack. When an object requires your action for
check it makes to perform the task you are helping its use, you take the Use an Object action. This action
with, provided that it makes the check before the start is also useful when you want to interact with more than
of your next turn. one object on your turn.
Alternatively, you can aid a friendly creature in
attacking a creature within 5 feet of you. You feint,
M AKING AN ATTACK 2
distract the target, or in some other way team up to
make your ally’s attack more effective. If your ally Whether you’re striking with a melee weapon, firing
attacks the target before your next turn, the first attack a weapon at range, or making an attack roll as part of
roll is made with advantage. a spell, an attack has a simple structure.
1. Choose a target. Pick a target within your attack’s
H IDE range: a creature, an object, or a location. 3
When you take the Hide action, you make a Dexterity 2. Determine modifiers. The GM determines whether
(Stealth) check in an attempt to hide, following the rules the target has cover and whether you have
for hiding. If you succeed, you gain certain benefits, advantage or disadvantage against the target. In
as described in the “Unseen Attackers and Targets” addition, spells, special abilities, and other effects
section later in this chapter. can apply penalties or bonuses to your attack roll.
3. Resolve the attack. You make the attack roll. On a
hit, you roll damage, unless the particular attack
4
R EADY has rules that specify otherwise. Some attacks
Sometimes you want to get the jump on a foe or wait cause special effects in addition to or instead
for a particular circumstance before you act. To do so, of damage. If there’s ever any question whether
you can take the Ready action on your turn, which lets you something you’re doing counts as an attack, the
act using your reaction before the start of your next turn. rule is simple: if you’re making an attack roll, you’re
First, you decide what perceivable circumstance will making an attack. 5
trigger your reaction. Then, you choose the action you will
take in response to that trigger, or you choose to move up
to your speed in response to it. Examples include “If the
ATTACK ROLLS
cultist steps on the trapdoor, I’ll pull the lever that opens When you make an attack, your attack roll determines
it,” and “If the spiker steps next to me, I move away.” whether the attack hits or misses. To make an attack
When the trigger occurs, you can either take your roll, roll a d20 and add the appropriate modifiers. If the 6
reaction right after the trigger finishes or ignore the total of the roll plus modifiers equals or exceeds the
trigger. Remember that you can take only one reaction target’s Armor Class (AC), the attack hits. The AC of a
per round. character is determined at character creation, whereas
When you ready a spell, you cast it as normal but hold the AC of a monster is in its stat block.
its energy, which you release with your reaction when
the trigger occurs. To be readied, a spell must have a MODIFIERS TO THE ROLL
casting time of 1 action, and holding onto the spell’s When a character makes an attack roll, the two most 7
magic requires concentration. If your concentration is common modifiers to the roll are an ability modifier and
broken, the spell dissipates without taking effect. For the character’s proficiency bonus. When a monster makes
example, if you are concentrating on the web spell and an attack roll, it uses whatever modifier is provided in
ready magic missile, your web spell ends, and if you its stat block. Ability Modifier. The ability modifier used
take damage before you release magic missile with for a melee weapon attack is Strength, and the ability
your reaction, your concentration might be broken. modifier used for a ranged weapon attack is Dexterity. A
Weapons that have the finesse or thrown property break
this rule. Some spells also require an attack roll. The
SEARCH ability modifier used for a spell attack depends on the
When you take the Search action, you devote your spellcasting ability of the spellcaster. Proficiency Bonus.
attention to finding something. Depending on the nature You add your proficiency bonus to your attack roll when
of your search, the GM might have you make a Wisdom you attack using a weapon with which you have proficiency,
(Perception) check or an Intelligence (Investigation) check. as well as when you attack with a spell.
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Making An Attack
ROLLING 1 OR 20 M ELEE ATTACKS
Sometimes fate blesses or curses a combatant,
causing the novice to hit and the veteran to miss. If the Used in hand-to-hand combat, a melee attack allows
d20 roll for an attack is a 20, the attack hits regardless you to attack a foe within your reach. A melee attack
of any modifiers or the target’s AC. This is called a typically uses a handheld weapon such as a sword,
critical hit. If the d20 roll for an attack is a 1, the attack a warhammer, or an axe. A typical monster makes
misses regardless of any modifiers or the target’s AC. a melee attack when it strikes with its claws, horns,
teeth, tentacles, or other body part. A few spells also
U NSEEN ATTACKERS AND TARGETS involve making a melee attack. Most creatures have
Combatants often try to escape their foes’ notice a 5-foot reach and can thus attack targets within 5
by hiding, casting the invisibility spell, or lurking in feet of them when making a melee attack. Certain
darkness. When you attack a target that you can’t creatures (typically those larger than Medium) have
see, you have disadvantage on the attack roll. This melee attacks with a greater reach than 5 feet, as noted
is true whether you’re guessing the target’s location in their descriptions. Instead of using a weapon to make
or you’re targeting a creature you can hear but not a melee weapon attack, you can use an unarmed strike:
see. If the target isn’t in the location you targeted, you a punch, kick, head-butt, or similar forceful blow (none
automatically miss, but the GM typically just says of which count as weapons). On a hit, an unarmed strike
that the attack missed, not whether you guessed the deals bludgeoning damage equal to 1 + your Strength
target’s location correctly. When a creature can’t see modifier. You are proficient with your unarmed strikes.
you, you have advantage on attack rolls against it. If
you are hidden—both unseen and unheard—when you O PPORTUNITY ATTACKS
make an attack, you give away your location when the In a fight, everyone is constantly watching for a
attack hits or misses. chance to strike an enemy who is fleeing or passing by.
Such a strike is called an opportunity attack. You can
make an opportunity attack when a hostile creature
R ANGED ATTACKS that you can see moves out of your reach. To make
When you make a ranged attack, you fire a bow or a the opportunity attack, you use your reaction to make
crossbow, hurl a handaxe, or otherwise send projectiles one melee attack against the provoking creature. The
to strike a foe at a distance. A monster might shoot attack occurs right before the creature leaves your
spines from its tail. Many spells also involve making reach. You can avoid provoking an opportunity attack by
a ranged attack. taking the Disengage action. You also don’t provoke an
opportunity attack when you teleport or when someone
R ANGE or something moves you without using your movement,
You can make ranged attacks only against targets action, or reaction. For example, you don’t provoke an
within a specified range. If a ranged attack, such as one opportunity attack if an explosion hurls you out of a
made with a spell, has a single range, you can’t attack foe’s reach or if gravity causes you to fall past an enemy.
a target beyond this range. Some ranged attacks, such
as those made with a longbow or a shortbow, have two T WO-WEAPON FIGHTING
ranges. The smaller number is the normal range, and When you take the Attack action and attack with a
the larger number is the long range. Your attack roll has light melee weapon that you’re holding in one hand, you
disadvantage when your target is beyond normal range, can use a bonus action to attack with a different light
and you can’t attack a target beyond the long range. melee weapon that you’re holding in the other hand.
You don’t add your ability modifier to the damage of
R ANGED ATTACKS IN C LOSE C OMBAT the bonus attack, unless that modifier is negative. If
Aiming a ranged attack is more difficult when a foe either weapon has the thrown property, you can throw
is next to you. When you make a ranged attack with the weapon, instead of making a melee attack with it.
a weapon, a spell, or some other means, you have
disadvantage on the attack roll if you are within 5 feet GRAPPLING
of a hostile creature who can see you and who isn’t When you want to grab a creature or wrestle with it,
incapacitated. you can use the Attack action to make a special melee
attack, a grapple. If you’re able to make multiple attacks
with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one
size larger than you and must be within your reach.
Using at least one free hand, you try to seize the target
by making a grapple check instead of an attack roll:
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Rules 4
a Strength (Athletics) check contested by the target’s S HOVING A C REATURE
Strength (Athletics) or Dexterity (Acrobatics) check Using the Attack action, you can make a special
(the target chooses the ability to use). If you succeed, melee attack to shove a creature, either to knock it
you subject the target to the grappled condition (see prone or push it away from you. If you’re able to make
1
appendix PH-A). The condition specifies the things multiple attacks with the Attack action, this attack
that end it, and you can release the target whenever replaces one of them. The target must be no more
you like (no action required). than one size larger than you and must be within your
reach. Instead of making an attack roll, you make a
ESCAPING A GRAPPLE. Strength (Athletics) check contested by the target’s
A grappled creature can use its action to escape. Strength (Athletics) or Dexterity (Acrobatics) check 2
To do so, it must succeed on a Strength (Athletics) or (the target chooses the ability to use). If you win the
Dexterity (Acrobatics) check contested by your Strength contest, you either knock the target prone or push it 5
(Athletics) check. feet away from you.
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Damage And Healing
A target with half cover has a +2 bonus to AC and all of them. For example, when a magus with the Secret
Dexterity saving throws. A target has half cover if an of Dragonfire casts fireball or a warlock with the Secret
obstacle blocks at least half of its body. The obstacle of Elementalism casts flame strike, the spell’s damage
might be a low wall, a large piece of furniture, a narrow is rolled once for all creatures caught in the blast.
tree trunk, or a creature, whether that creature is an
enemy or a friend. C RITICAL H ITS
A target with three-quarters cover has a +5 bonus When you score a critical hit, you get to roll extra dice
to AC and Dexterity saving throws. A target has three- for the attack’s damage against the target. Roll all of
quarters cover if about three-quarters of it is covered the attack’s damage dice twice and add them together.
by an obstacle. The obstacle might be a portcullis, an Then add any relevant modifiers as normal. To speed
arrow slit, or a thick tree trunk. up play, you can roll all the damage dice at once.
A target with total cover can’t be targeted directly by For example, if you score a critical hit with a dagger,
an attack or a spell, although some spells can reach roll 2d4 for the damage, rather than 1d4, and then add
such a target by including it in an area of effect. A your relevant ability modifier. If the attack involves other
target has total cover if it is completely concealed by damage dice, such as from the assassin’s Sneak Attack
an obstacle. feature, you roll those dice twice as well.
DAMAGE T YPES
DAMAGE AND HEALING Different attacks, damaging spells, and other harmful
Injury and the risk of death are constant companions effects deal different types of damage. Damage types
of those who explore fantasy gaming worlds. The thrust have no rules of their own, but other rules, such as
of a sword, a well-placed arrow, or a blast of flame from damage resistance, rely on the types.
a fireball spell all have the potential to damage, or even The damage types follow, with examples to help a
kill, the hardiest of creatures. GM assign a damage type to a new effect.
Acid. Corrosive pepper spray and the dissolving
enzymes secreted by some creatures of the Filth deal
H IT POINTS acid damage.
Hit points represent a combination of physical and Bludgeoning. Blunt force attacks—hammers, falling,
mental durability, the will to live, and luck. Creatures constriction, and the like—deal bludgeoning damage.
with more hit points are more difficult to kill. Those Cold. The frigid chill of liquid nitrogen or a howling
with fewer hit points are more fragile. blizzard both deal cold damage.
A creature’s current hit points (usually just called hit Fire. The explosion of a fragmentation grenade, and
points) can be any number from the creature’s hit point many spells conjure flames to deal fire damage.
maximum down to 0. This number changes frequently Force. Force is pure magical energy focused into a
as a creature takes damage or receives healing. damaging form. Most effects that deal force damage
Whenever a creature takes damage, that damage is are spells, including magic missile and spiritual weapon.
subtracted from its hit points. The loss of hit points has Lightning. A lightning bolt spell and being hooked
no effect on a creature’s capabilities until the creature up to a car battery deal lightning damage.
drops to 0 hit points. Necrotic. Necrotic damage, dealt by certain monsters
and a spell such as chill touch, withers matter and even
DAMAGE ROLLS the soul.
Piercing. Puncturing and impaling attacks, including
Each weapon, spell, and harmful monster ability arrows, bullets, and monsters’ bites, deal piercing
specifies the damage it deals. You roll the damage damage.
die or dice, add any modifiers, and apply the damage Poison. Venomous stings and toxic gas deal poison
to your target. Magic weapons, special abilities, and damage.
other factors can grant a bonus to damage. With a Psychic. Mental abilities such as a psionic blast
penalty, it is possible to deal 0 damage, but never deal psychic damage.
negative damage. Radiant. Radiant damage, dealt by a magus with
When attacking with a weapon, you add your ability the Secret of Elementalism’s flame strike spell, sears
modifier—the same modifier used for the attack roll— the flesh like fire and overloads the spirit with power.
to the damage. A spell tells you which dice to roll for Slashing. Swords, axes, and monsters’ claws deal
damage and whether to add any modifiers. slashing damage.
If a spell or other effect deals damage to more than Thunder. A concussive burst of sound, such as the
one target at the same time, roll the damage once for effect of the thunderwave spell, deals thunder damage.
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DAMAGE R ESISTANCE AND points and has a hit point maximum of 20, the assassin
regains 6 hit points from the warlock, not 8.
VULNERABILITY A creature that has died can’t regain hit points until
Some creatures and objects are exceedingly difficult magic such as the revivify spell has restored it to life.
1
or unusually easy to hurt with certain types of damage.
If a creature or an object has resistance to a damage
type, damage of that type is halved against it. If a
DROPPING TO 0 H IT POINTS
creature or an object has vulnerability to a damage When you drop to 0 hit points, you either die outright
type, damage of that type is doubled against it. or fall unconscious, as explained in the following
Resistance and then vulnerability are applied after sections. 2
all other modifiers to damage. For example, a creature
has resistance to bludgeoning damage and is hit by an I NSTANT D EATH
attack that deals 25 bludgeoning damage. The creature Massive damage can kill you instantly. When damage
is also within a magical aura that reduces all damage reduces you to 0 hit points and there is damage
by 5. The 25 damage is first reduced by 5 and then remaining, you die if the remaining damage equals or
halved, so the creature takes 10 damage. exceeds your hit point maximum.
Multiple instances of resistance or vulnerability For example, a magus with a maximum of 12 hit
3
that affect the same damage type count as only one points currently has 6 hit points. If she takes 18 damage
instance. For example, if a creature has resistance to from an attack, she is reduced to 0 hit points, but 12
fire damage as well as resistance to all nonmagical damage remains. Because the remaining damage
damage, the damage of a nonmagical fire is reduced by equals her hit point maximum, the magus dies.
half against the creature, not reduced by three-quarters.
FALLING U NCONSCIOUS 4
If damage reduces you to 0 hit points and fails to
H EALING kill you, you fall unconscious. This unconsciousness
Unless it results in death, damage isn’t permanent. ends if you regain any hit points.
Even death is reversible through powerful magic. Rest
can restore a creature’s hit points, and magical methods D EATH SAVING THROWS
such as a cure wounds spell or a potion of healing can Whenever you start your turn with 0 hit points, you
remove damage in an instant. must make a special saving throw, called a death saving
5
When a creature receives healing of any kind, hit throw, to determine whether you creep closer to death
points regained are added to its current hit points. A or hang onto life. Unlike other saving throws, this one
creature’s hit points can’t exceed its hit point maximum, isn’t tied to any ability score. You are in the hands of
so any hit points regained in excess of this number fate now, aided only by spells and features that improve
are lost. For example, a warlock grants an assassin 8 your chances of succeeding on a saving throw.
hit points of healing. If the assassin has 14 current hit 6
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Damage And Healing
Roll a d20. If the roll is 10 or higher, you succeed. • If you reject both Shadow and Luminance, and choose
Otherwise, you fail. A success or failure has no effect your own destiny, you will resurrect in 2d6 hours.
by itself. On your third success, you become stable
Note that if you already have 3 or more points in
(see below). On your third failure, you die. (Death isn’t
either Shadow or Luminance, you cannot choose the
permanent for a Bee; see below.) The successes and
opposite destiny. You have already chosen your fate.
failures don’t need to be consecutive; keep track of
The only choice remaining is how quickly you will meet it.
both until you collect three of a kind. The number of
Your Destiny choice matters for the long-term future of
both is reset to zero when you regain any hit points or
your character (see Destiny Saving Throws on page 113).
become stable.
Rolling 1 or 20. When you make a death saving throw
and roll a 1 on the d20, it counts as two failures. If you
MONSTERS AND D EATH
Most GMs have a monster die the instant it drops
roll a 20 on the d20, you regain 1 hit point.
to 0 hit points, rather than having it fall unconscious
Damage at 0 Hit Points. If you take any damage while
and make death saving throws.
you have 0 hit points, you suffer a death saving throw
Mighty villains and special nonplayer characters
failure. If the damage is from a critical hit, you suffer
are common exceptions; the GM might have them
two failures instead. If the damage equals or exceeds
fall unconscious and follow the same rules as player
your hit point maximum, you suffer instant death.
characters.
STABILIZING A C REATURE
The best way to save a creature with 0 hit points K NOCKING A CREATURE OUT
is to heal it. If healing is unavailable, the creature can
Sometimes an attacker wants to incapacitate a
at least be stabilized so that it isn’t killed by a failed
foe, rather than deal a killing blow. When an attacker
death saving throw.
reduces a creature to 0 hit points with a melee attack,
You can use your action to administer first aid to an
the attacker can knock the creature out. The attacker
unconscious creature and attempt to stabilize it, which
can make this choice the instant the damage is dealt.
requires a successful DC 10 Wisdom (Medicine) check.
The creature falls unconscious and is stable.
A stable creature doesn’t make death saving throws,
even though it has 0 hit points, but it does remain
unconscious. The creature stops being stable, and must T EMPORARY H IT POINTS
start making death saving throws again, if it takes any
Some spells and special abilities confer temporary
damage. A stable creature that isn’t healed regains 1
hit points to a creature. Temporary hit points aren’t
hit point after 1d4 hours.
actual hit points; they are a buffer against damage, a
pool of hit points that protect you from injury.
B EES AND D EATH When you have temporary hit points and take damage,
Bees don’t stay dead. When they die, their bodies
the temporary hit points are lost first, and any leftover
go into an Anima-fueled regenerative coma to repair
damage carries over to your normal hit points. For example,
the damage done to the flesh. During this time, the
if you have 5 temporary hit points and take 7 damage, you
Bees’ minds drift through spirit realms, where they may
lose the temporary hit points and then take 2 damage.
commune with the Dreaming Ones, the Host, or other
Because temporary hit points are separate from
eternal beings. The Bees’ physical bodies eventually
your actual hit points, they can exceed your hit point
reassemble themselves, and the Bees’ spirits return
maximum. A character can, therefore, be at full hit
to their mortal shells.
points and receive temporary hit points.
In game terms, when you die as a Bee, you eventually
Healing can’t restore temporary hit points, and they
return to life at full hit points. How long it takes for this
can’t be added together. If you have temporary hit points
to happen depends on the choice that you make. For
and receive more of them, you decide whether to keep
while your mind drifts, you can hear and respond to
the ones you have or to gain the new ones. For example,
the voices of both the Dreamers and the Host, who
if a spell grants you 12 temporary hit points when you
call out to you. They will aid you in your hour of need;
already have 10, you can have 12 or 10, not 22.
all it will cost is a bit of your free will.
If you have 0 hit points, receiving temporary hit points
• If you choose a destiny of Shadow, sacrifice 1 point doesn’t restore you to consciousness or stabilize you.
of Destiny and add 1 point to your Shadow score. You They can still absorb damage directed at you while
may resurrect at the start of any of your next turns. you’re in that state, but only true healing can save you.
• If you choose a destiny of Luminance, sacrifice 1 point Unless a feature that grants you temporary hit points
of Destiny and add 1 point to your Luminance score. has a duration, they last until they’re depleted or you
You may resurrect at the start of any of your next turns. finish a long rest.
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Spells and Spellcasting 5
1
CHAPTER 5: SPELLS
AND SPELLCASTING 2
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CORE RULEBOOK
Casting A Spell
a monk who follows the Way of the Four Elements, a CANTRIPS
warlock who chooses certain eldritch invocations,
and a pit fiend from the Nine Hells can all cast spells A cantrip is a spell that can be cast at will, without
in such a way. using a spell slot and without being prepared in advance.
Repeated practice has fixed the spell in the caster’s
mind and infused the caster with the magic needed
CASTING A SPELL to produce the effect over and over. A cantrip’s spell
AT A H IGHER LEVEL level is 0.
When a spellcaster casts a spell using a slot that
is of a higher level than the spell, the spell assumes R ITUALS
the higher level for that casting. For instance, if Umara
Certain spells have a special tag: ritual. Such a spell
casts magic missile using one of her 2nd-level slots,
can be cast following the normal rules for spellcasting,
that magic missile is 2nd level. Effectively, the spell
or the spell can be cast as a ritual. The ritual version
expands to fill the slot it is put into. Some spells, such
of a spell takes 10 minutes longer to cast than normal.
as magic missile and cure wounds, have more powerful
It also doesn’t expend a spell slot, which means the
effects when cast at a higher level, as detailed in a
ritual version of a spell can’t be cast at a higher level.
spell’s description.
To cast a spell as a ritual, a spellcaster must have a
feature that grants the ability to do so. The cleric and
CASTING IN A RMOR the druid, for example, have such a feature. The caster
must also have the spell prepared or on his or her list
Because of the mental focus and precise gestures
of spells known, unless the character’s ritual feature
required for spellcasting, you must be proficient with
specifies otherwise, as the wizard’s does.
the armor you are wearing to cast a spell. You are
otherwise too distracted and physically hampered by
your armor for spellcasting. C ASTING A SPELL
When a character casts any spell, the same basic
rules are followed, regardless of the character’s class
or the spell’s effects. Each spell description begins
with a block of information, including the spell’s name,
level, school of magic, casting time, range, components,
and duration. The rest of a spell entry describes the
spell’s effect.
CASTING T IME
Most spells require a single action to cast, but some
spells require a bonus action, a reaction, or much more
time to cast.
BONUS ACTION
A spell cast with a bonus action is especially swift.
You must use a bonus action on your turn to cast the
spell, provided that you haven’t already taken a bonus
action this turn. You can’t cast another spell during
the same turn, except for a cantrip with a casting time
of 1 action.
REACTIONS
Some spells can be cast as reactions. These spells
take a fraction of a second to bring about and are cast
in response to some event. If a spell can be cast as a
reaction, the spell description tells you exactly when
you can do so.
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Spells and Spellcasting 5
LONGER C ASTING TIMES of the components specified for a spell. But if a cost
Certain spells (including spells cast as rituals) require is indicated for a component, a character must have
more time to cast: minutes or even hours. When you that specific component before he or she can cast
cast a spell with a casting time longer than a single the spell. If a spell states that a material component
1
action or reaction, you must spend your action each is consumed by the spell, the caster must provide this
turn casting the spell, and you must maintain your component for each casting of the spell. A spellcaster
concentration while you do so (see “Concentration” must have a hand free to access a spell’s material
below). If your concentration is broken, the spell fails, components—or to hold a spellcasting focus—but it
but you don’t expend a spell slot. If you want to try can be the same hand that he or she uses to perform
casting the spell again, you must start over. somatic components. 2
R ANGE DURATION
The target of a spell must be within the spell’s A spell’s duration is the length of time the spell
range. For a spell like magic missile, the target is a persists. A duration can be expressed in rounds,
creature. For a spell like fireball, the target is the point minutes, hours, or even years. Some spells specify
in space where the ball of fire erupts. Most spells have that their effects last until the spells are dispelled or
3
ranges expressed in feet. Some spells can target only destroyed.
a creature (including you) that you touch. Other spells,
such as the shield spell, affect only you. These spells I NSTANTANEOUS
have a range of self. Spells that create cones or lines Many spells are instantaneous. The spell harms,
of effect that originate from you also have a range of heals, creates, or alters a creature or an object in a
self, indicating that the origin point of the spell’s effect way that can’t be dispelled, because its magic exists 4
must be you (see “Areas of Effect”). Once a spell is only for an instant.
cast, its effects aren’t limited by its range, unless the
spell’s description says otherwise. C ONCENTRATION
Some spells require you to maintain concentration
in order to keep their magic active. If you lose
COMPONENTS concentration, such a spell ends. If a spell must be
A spell’s components are the physical requirements maintained with concentration, that fact appears in its
5
you must meet in order to cast it. Each spell’s Duration entry, and the spell specifies how long you can
description indicates whether it requires verbal (V), concentrate on it. You can end concentration at any time
somatic (S), or material (M) components. If you can’t (no action required). Normal activity, such as moving
provide one or more of a spell’s components, you are and attacking, doesn’t interfere with concentration. The
unable to cast the spell. following factors can break concentration:
• Casting another spell that requires concentration. 6
VERBAL (V) You lose concentration on a spell if you cast another
Most spells require the chanting of mystic words. spell that requires concentration. You can’t concentrate
The words themselves aren’t the source of the spell’s on two spells at once.
power; rather, the particular combination of sounds, • Taking damage. Whenever you take damage
with specific pitch and resonance, sets the threads of while you are concentrating on a spell, you must
magic in motion. Thus, a character who is gagged or in make a Constitution saving throw to maintain your 7
an area of silence, such as one created by the silence concentration. The DC equals 10 or half the damage you
spell, can’t cast a spell with a verbal component. take, whichever number is higher. If you take damage
from multiple sources, such as an arrow and a dragon’s
SOMATIC (S) breath, you make a separate saving throw for each
Spellcasting gestures might include a forceful source of damage.
gesticulation or an intricate set of gestures. If a spell • Being incapacitated or killed. You lose concentration
requires a somatic component, the caster must have on a spell if you are incapacitated or if you die. The A
free use of at least one hand to perform these gestures. GM might also decide that certain environmental
phenomena, such as a wave crashing over you while
M ATERIAL (M) you’re on a storm-tossed ship, require you to succeed
Casting some spells requires particular objects, on a DC 10 Constitution saving throw to maintain
specified in parentheses in the component entry. A concentration on a spell.
character can use a spell component pouch, an arcane
focus, or an elemental focus (found in “Gear”) in place
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Casting A Spell
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Spells and Spellcasting 5
same way, whether it derives from rigorous study or is remember things that never happened. Some illusions
bestowed by a deity. The schools of magic help describe create phantom images that any creature can see, but
spells; they have no rules of their own, although some the most insidious illusions plant an image directly in
rules refer to the schools. the mind of a creature.
1
Abjuration spells are protective in nature, though Necromancy spells manipulate the energies of life
some of them have aggressive uses. They create and death. Such spells can grant an extra reserve of
magical barriers, negate harmful effects, harm life force, drain the life energy from another creature,
trespassers, or banish creatures to other planes of create the undead, or even bring the dead back to life.
existence. Creating the undead through the use of necromancy
Conjuration spells involve the transportation of spells such as animate dead is not a good act, and only 2
objects and creatures from one location to another. evil casters use such spells frequently.
Some spells summon creatures or objects to the Transmutation spells change the properties of a
caster’s side, whereas others allow the caster to teleport creature, object, or environment. They might turn an
to another location. Some conjurations create objects enemy into a harmless creature, bolster the strength of
or effects out of nothing. an ally, make an object move at the caster’s command,
Divination spells reveal information, whether in the or enhance a creature’s innate healing abilities to rapidly
form of secrets long forgotten, glimpses of the future, recover from injury.
3
the locations of hidden things, the truth behind illusions,
or visions of distant people or places.
Enchantment spells affect the minds of others,
COMBINING
influencing or controlling their behavior. Such spells M AGICAL EFFECTS
can make enemies see the caster as a friend, force The effects of different spells add together while
creatures to take a course of action, or even control the durations of those spells overlap. The effects of 4
another creature like a puppet. the same spell cast multiple times don’t combine,
Evocation spells manipulate magical energy to however. Instead, the most potent effect—such as
produce a desired effect. Some call up blasts of fire the highest bonus—from those castings applies while
or lightning. Others channel positive energy to heal their durations overlap. For example, if two clerics
wounds. cast bless on the same target, that character gains
Illusion spells deceive the senses or minds of others.
They cause people to see things that are not there, to
the spell’s benefit only once; he or she doesn’t get to 5
roll two bonus dice.
miss things that are there, to hear phantom noises, or to
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Spell Descriptions
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Spells and Spellcasting 5
A NIMAL FRIENDSHIP A NIMAL SHAPES
1st-level enchantment 8th-level transmutation
Casting Time: 1 action Casting Time: 1 action 1
Range: 30 feet Range: 30 feet
Components: V, S, M (a morsel of food) Components: V, S
Duration: 24 hours Duration: Concentration, up to 24 hours
This spell lets you convince a beast that you mean it Your magic turns others into beasts. Choose any
no harm. Choose a beast that you can see within range. number of willing creatures that you can see within
It must see and hear you. If the beast’s Intelligence is range. You transform each target into the form of a
4 or higher, the spell fails. Otherwise, the beast must Large or smaller beast with a challenge rating of 4 or
2
succeed on a Wisdom saving throw or be charmed lower. On subsequent turns, you can use your action
by you for the spell’s duration. If you or one of your to transform affected creatures into new forms. The
companions harms the target, the spell ends. transformation lasts for the duration for each target,
At Higher Levels. When you cast this spell using or until the target drops to 0 hit points or dies. You
a spell slot of 2nd level or higher, you can affect one can choose a different form for each target. A target’s
additional beast for each level above 1st. game statistics are replaced by the statistics of the 3
chosen beast, though the target retains its alignment
A NIMAL MESSENGER and Intelligence, Wisdom, and Charisma scores. The
2nd-level enchantment (ritual) target assumes the hit points of its new form, and when
it reverts to its normal form, it returns to the number of
Casting Time: 1 action
hit points it had before it transformed. If it reverts as a
Range: 30 feet
result of dropping to 0 hit points, any excess damage
Components: V, S, M (a morsel of food)
carries over to its normal form. As long as the excess
4
Duration: 24 hours
damage doesn’t reduce the creature’s normal form to 0
By means of this spell, you use an animal to deliver hit points, it isn’t knocked unconscious. The creature is
a message. Choose a Tiny beast you can see within limited inthe actions it can perform by the nature of its
range, such as a squirrel, a blue jay, or a bat. You specify new form, and it can’t speak or cast spells. The target’s
a location, which you must have visited, and a recipient gear melds into the new form. The target can’t activate,
who matches a general description, such as “a man or wield, or otherwise benefit from any of its equipment. 5
woman dressed in the uniform of the town guard” or “a
red-haired dwarf wearing a pointed hat.” You also speak
a message of up to twenty-five words. The target beast
A NIMATE DEAD
3rd-level necromancy
travels for the duration of the spell toward the specified
location, covering about 50 miles per 24 hours for a Casting Time: 1 minute
flying messenger, or 25 miles for other animals. When Range: 10 feet
the messenger arrives, it delivers your message to the Components: V, S, M (a drop of blood, a piece of flesh, 6
creature that you described, replicating the sound of and a pinch of bone dust)
your voice. The messenger speaks only to a creature Duration: Instantaneous
matching the description you gave. If the messenger This spell creates an undead servant. Choose a pile
doesn’t reach its destination before the spell ends, the of bones or a corpse of a Medium or Small humanoid
message is lost, and the beast makes its way back to within range. Your spell imbues the target with a foul
where you cast this spell. mimicry of life, raising it as an undead creature. The 7
At Higher Levels. If you cast this spell using a spell target becomes a skeleton if you chose bones or a
slot of 3nd level or higher, the duration of the spell zombie if you chose a corpse (the GM has the creature’s
increases by 48 hours for each slot level above 2nd. game statistics). On each of your turns, you can use a
bonus action to mentally command any creature you
made with this spell if the creature is within 60 feet of
you (if you control multiple creatures, you can command
any or all of them at the same time, issuing the same A
command to each one). You decide what action the
creature will take and where it will move during its
next turn, or you can issue a general command, such
as to guard a particular chamber or corridor. If you
issuenocommands, the creature only defends itself
against hostile creatures. Once given an order, the
creature continues to follow it until its task is complete.
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The creature is under your control for 24 hours, after surface or a larger object, such as a chain bolted to a
which it stops obeying any command you’ve given it. To wall, its speed is 0. It has blindsight with a radius of
maintain control of the creature for another 24 hours, 30 feet and is blind beyond that distance. When the
you must cast this spell on the creature again before animatedobject drops to 0 hit points, it reverts to its
the current 24-hour period ends. This use of the spell original object form, and any remaining damage carries
reasserts your control over up to four creatures you over to its original object form.
have animated with this spell, rather than animating If you command an object to attack, it can make a
a new one. At Higher Levels. When you cast this spell single melee attack against a creature within 5 feet
using a spell slot of 4th level or higher, you animate or of it. It makes a slam attack with an attack bonus and
reassert control over two additional undead creatures bludgeoning damage determined by its size. The GM
for each slot level above 3rd. Each of the creatures might rule that a specific object inflicts slashing or
must come from a different corpse or pile of bones. piercing damage based on its form.
At Higher Levels. If you cast this spell using a
A NIMATE OBJECTS spell slot of 6th level or higher, you can animate two
5th-level transmutation additional objects for each slot level above 5th.
Casting Time: 1 action
Range: 120 feet A NTILIFE SHELL
Components: V, S 5th-level abjuration
Duration: Concentration, up to 1 minute Casting Time: 1 action
Objects come to life at your command. Choose up Range: Self (10-foot radius)
to ten nonmagical objects within range that are not Components: V, S
being worn or carried. Medium targets count as two Duration: Concentration, up to 1 hour
objects, Large targets count as four objects, Huge A shimmering barrier extends out from you in a
targets count as eight objects. You can’t animate any 10-foot radius and moves with you, remaining centered
object larger than Huge. Each target animates and on you and hedging out creatures other than undead
becomes a creature under your control until the spell and constructs. The barrier lasts for the duration. The
ends or until reduced to 0 hit points. As a bonus action, barrier prevents an affected creature from passing or
you can mentally command any creature you made reaching through. An affected creature can cast spells
with this spell if the creature is within 500 feet of you or make attacks with ranged or reach weapons through
(if you control multiple creatures, you can command the barrier. If you move so that an affected creature
any or all of them at the same time, issuing the same is forced to pass through the barrier, the spell ends.
command to each one). You decide what action the
creature will take and where it will move during its next A NTIMAGIC FIELD
turn, or you can issue a general command, such as to 8th-level abjuration
guard a particular chamber or corridor. If you issue no
Casting Time: 1 action
commands, the creature only defends itself against
Range: Self (10-foot-radius sphere)
hostile creatures. Once given an order, the creature
Components: V, S, M (a pinch of powdered iron or iron
continues to follow it until its task is complete.
filings)
Duration: Concentration, up to 1 hour
Animated Object Statistics
A 10-foot-radius invisible sphere of antimagic surrounds
Size HP AC Attack Str Dex
you. This area is divorced from the magical energy that
Tiny 20 18 +8 to hit,1d4 + 4 damage 4 18 suffuses the multiverse. Within the sphere, spells can’t
Small 25 16 +6 tohit, 1d8 +2 damage 6 14 be cast, summoned creatures disappear, and even magic
Medium 40 13 +5 to hit, 2d6 +1 damage 10 12 items become mundane. Until the spell ends, the sphere
Large 50 10 +6 to hit, 2d10 +2 damage 14 10 moves with you, centered on you. Spells and other magical
effects, except those created by an artifact or a deity, are
Huge 80 10 +8to hit, 2d12 +4 damage 18 6
suppressed in the sphere and can’t protrude into it. A slot
An animated object is a construct with AC, hit points, expended to cast a suppressed spell is consumed. While
attacks, Strength, and Dexterity determined by its size. an effect is suppressed, it doesn’t function, but the time
Its Constitution is 10 and its Intelligence and Wisdom it spends suppressed counts against its duration.
are 3, and its Charisma is 1. Its speed is 30 feet; if the Targeted Effects. Spells and other magical effects,
object lacks legs or other appendages it can use for such as magic missile and charm person, that target
locomotion, it instead has a flying speed of 30 feet a creature or an object in the sphere have no effect
and can hover. If the object is securely attached to a on that target.
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Areas of Magic. The area of another spell or magical Antipathy. The enchantment causes creatures of the
effect, such as fireball, can’t extend into the sphere. kind you designated to feel an intense urge to leave
If the sphere overlaps an area of magic, the part of the area and avoid the target. When such a creature
the area that is covered by the sphere is suppressed. can see the target or comes within 60 feet of it, the
1
For example, the flames created by a wall of fire are creature must succeed on a Wisdom saving throw or
suppressed within the sphere, creating a gap in the become frightened. The creature remains frightened
wall if the overlap is large enough. while it can see the target or is within 60 feet of it.
Spells. Any active spell or other magical effect on a While frightened by the target, the creature must use
creature or an object in the sphere is suppressed while its movement to move to the nearest safe spot from
the creature or object is in it. which it can’t see the target. If the creature moves 2
Magic Items. The properties and powers of magic more than 60 feet from the target and can’t see it,
items are suppressed in the sphere. For example, a +1 the creature is no longer frightened, but the creature
longsword in the sphere functions as a nonmagical becomes frightened again if it regains sight of the
longsword. A magic weapon’s properties and powers target or moves within 60 feet of it.
are suppressed if it is used against a target in the Sympathy. The enchantment causes the specified
sphere or wielded by an attacker in the sphere. If a creatures to feel an intense urge to approach the target
magic weapon or a piece of magic ammunition fully while within 60 feet of it or able to see it. When such
3
leaves the sphere (for example, if you fire a magic a creature can see the target or comes within 60 feet
arrow or throw a magic spear at a target outside the of it, the creature must succeed on a Wisdom saving
sphere), the magic of the item ceases to be suppressed throw or use its movement on each of its turns to enter
as soon as it exits. the area or move within reach of the target. When the
Magical Travel. Teleportation and planar travel fail to creature has done so, it can’t willingly move away from
work in the sphere, whether the sphere is the destination the target. 4
or the departure point for such magical travel. A portal If the target damages or otherwise harms an affected
to another location, world, or plane of existence, as well creature, the affected creature can make a Wisdom
as an opening to an extradimensional space such as saving throw to end the effect, as described below.
that created by the rope trick spell, temporarily closes Ending the Effect. If an affected creature ends its
while in the sphere. turn while not within 60 feet of the target or able to see
Creatures and Objects. A creature or object it, the creature makes a Wisdom saving throw. On a
summoned or created by magic temporarily winks out successful save, the creature is no longer affected by
5
of existence in the sphere. Such a creature instantly the target and recognizes the feeling of repugnance or
reappears once the space the creature occupied is no attraction as magical. In addition, a creature affected
longer within the sphere. by the spell is allowed another Wisdom saving throw
Dispel Magic. Spells and magical effects such as every 24 hours while the spell persists. A creature that
dispel magic have no effect on the sphere. Likewise, successfully saves against this effect is immune to it
the spheres created by different antimagic field spells for 1 minute, after which time it can be affected again. 6
don’t nullify each other.
A RCANE EYE
A NTIPATHY/SYMPATHY 4th-level divination
8th-level enchantment Casting Time: 1 action
Casting Time: 1 hour Range: 30 feet
Range: 60 feet Components: V, S, M (a bit of bat fur) 7
Components: V, S, M (either a lump of alum soaked in Duration: Concentration, up to 1 hour
vinegar for the antipathy effect or a drop of honey You create an invisible, magical eye within range
for the sympathy effect) that hovers in the air for the duration.
Duration: 10 days You mentally receive visual information from the eye,
This spell attracts or repels creatures of your choice. which has normal vision and darkvision out to 30 feet.
You target something within range, either a Huge or The eye can look in every direction. As an action, you A
smaller object or creature or an area that is no larger can move the eye up to 30 feet in any direction. There
than a 200-foot cube. Then specify a kind of intelligent is no limit to how far away from you the eye can move,
creature, such as red dragons, goblins, or vampires. but it can’t enter another plane of existence. A solid
You invest the target with an aura that either attracts or barrier blocks the eye’s movement, but the eye can
repels the specified creatures for the duration. Choose pass through an opening as small as 1 inch in diameter.
antipathy or sympathy as the aura’s effect.
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A RCANE H AND Medium or smaller, you have advantage on the check.
5th-level evocation If you succeed, the hand pushes the target up to 5
Casting Time: 1 action feet plus a number of feet equal to five times your
Range: 120 feet spellcasting ability modifier. The hand moves with the
Components: V, S, M (an eggshell and a snakeskin target to remain within 5 feet of it.
glove) Grasping Hand. The hand attempts to grapple a
Duration: Concentration, up to 1 minute Huge or smaller creature within 5 feet of it. You use
the hand’s Strength score to resolve the grapple. If the
You create a Large hand of shimmering, translucent
target is Medium or smaller, you have advantage on
force in an unoccupied space that you can see within
the check. While the hand is grappling the target, you
range. The hand lasts for the spell’s duration, and it
can use a bonus action to have the hand crush it. When
moves at your command, mimicking the movements
you do so, the target takes bludgeoning damage equal
of your own hand. The hand is an object that has AC
to 2d6 + your spellcasting ability modifier.
20 and hit points equal to your hit point maximum. If it
Interposing Hand. The hand interposes itself between
drops to 0 hit points, the spell ends. It has a Strength
you and a creature you choose until you give the hand a
of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t
different command. The hand moves to stay between
fill its space.
you and the target, providing you with half cover against
When you cast the spell and as a bonus action on
the target. The target can’t move through the hand’s
your subsequent turns, you can move the hand up to 60
space if its Strength score is less than or equal to the
feet and then cause one of the following effects with it.
hand’s Strength score. If its Strength score is higher
Clenched Fist. The hand strikes one creature or
than the hand’s Strength score, the target can move
object within 5 feet of it. Make a melee spell attack
toward you through the hand’s space, but that space
for the hand using your game statistics. On a hit, the
is difficult terrain for the target.
target takes 4d8 force damage.
At Higher Levels. When you cast this spell using a
Forceful Hand. The hand attempts to push a creature
spell slot of 6th level or higher, the damage from the
within 5 feet of it in a direction you choose. Make
clenched fist option increases by 2d8 and the damage
a check with the hand’s Strength contested by the
from the grasping hand increases by 2d6 for each slot
Strength (Athletics) check of the target. If the target is
level above 5th.
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A RCANE LOCK that detect magical auras. You can make a nonmagical
2nd-level abjuration object appear magical, a magical object appear
nonmagical, or change the object’s magical aura so
Casting Time: 1 action
that it appears to belong to a specific school of magic
1
Range: Touch
Components: V, S, M (gold dust worth at least $25, that you choose. When you use this effect on an object,
which the spell consumes) you can make the false magic apparent to any creature
Duration: Until dispelled that handles the item.
Mask. You change the way the target appears to
You touch a closed door, window, gate, chest, or
spells and magical effects that detect creature types,
other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast
such as a paladin’s Divine Sense or the trigger of a 2
symbol spell. You choose a creature type and other
this spell can open the object normally. You can also
spells and magical effects treat the target as if it were
set a password that, when spoken within 5 feet of the
a creature of that type or of that alignment.
object, suppresses this spell for 1 minute. Otherwise, it
is impassable until it is broken or the spell is dispelled
or suppressed. Casting knock on the object suppresses A STRAL PROJECTION
arcane lock for 10 minutes. 9th-level necromancy 3
While affected by this spell, the object is more Casting Time: 1 hour
difficult to break or force open; the DC to break it or Range: 10 feet
pick any locks on it increases by 10. Components: V, S, M (for each creature you affect
with this spell, you must provide one jacinth worth
A RCANE SWORD at least $1,000 and one ornately carved bar of silver
worth at least $100, all of which the spell consumes)
7th-level evocation
Duration: Special
4
Casting Time: 1 action
Range: 60 feet You and up to eight willing creatures within range
Components: V, S, M (a miniature platinum sword with project your astral bodies into the Astral Plane (the
a grip and pommel of copper and zinc, worth $250) spell fails and the casting is wasted if you are already
Duration: Concentration, up to 1 minute on that plane). The material body you leave behind is
unconscious and in a state of suspended animation;
You create a sword-shaped plane of force that hovers
it doesn’t need food or air and doesn’t age. Your astral 5
within range. It lasts for the duration.
body resembles your mortal form in almost every way,
When the sword appears, you make a melee spell
replicating your game statistics and possessions. The
attack against a target of your choice within 5 feet of
principal difference is the addition of a silvery cord
the sword. On a hit, the target takes 3d10 force damage.
that extends from between your shoulder blades and
Until the spell ends, you can use a bonus action on
trails behind you, fading to invisibility after 1 foot. This
each of your turns to move the sword up to 20 feet to
a spot you can see and repeat this attack against the
cord is your tether to your material body. As long as the 6
tether remains intact, you can find your way home. If
same target or a different one.
the cord is cut—something that can happen only when
an effect specifically states that it does—your soul and
A RCANIST’S M AGIC AURA body are separated, killing you instantly. Your astral
2nd-level illusion form can freely travel through the Astral Plane and can
Casting Time: 1 action pass through portals there leading to any other plane.
Range: Touch If you enter a new plane or return to the plane you were 7
Components: V, S, M (a small square of silk) on when casting this spell, your body and possessions
Duration: 24 hours are transported along the silver cord, allowing you to
You place an illusion on a creature or an object you re-enter your body as you enter the new plane. Your
touch so that divination spells reveal false information astral form is a separate incarnation. Any damage or
about it. The target can be a willing creature or an object other effects that apply to it have no effect on your
that isn’t being carried or worn by another creature. physical body, nor do they persist when you return to A
When you cast the spell, choose one or both of the it. The spell ends for you and your companions when
following effects. The effect lasts for the duration. If you use your action to dismiss it. When the spell ends,
you cast this spell on the same creature or object every the affected creature returns to its physical body, and
day for 30 days, placing the same effect on it each time, it awakens. The spell might also end early for you or
the illusion lasts until it is dispelled. one of your companions. A successful dispel magic
False Aura. You change the way the target appears spell used against an astral or physical body ends the
to spells and magical effects, such as detect magic, spell for that creature. If a creature’s original body or
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Spell Descriptions
its astral form drops to 0 hit points, the spell ends for the charmed condition ends, the awakened creature
that creature. If the spell ends and the silver cord is chooses whether to remain friendly to you, based on
intact, the cord pulls the creature’s astral form back to how you treated it while it was charmed.
its body, ending its state of suspended animation. If you
are returned to your body prematurely, your companions BANE
remain in their astral forms and must find their own way 1st-level enchantment
back to their bodies, usually by dropping to 0 hit points.
Casting Time: 1 action
Range: 30 feet
AUGURY Components: V, S, M (a drop of blood)
2nd-level divination (ritual) Duration: Concentration, up to 1 minute
Casting Time: 1 minute Up to three creatures of your choice that you can
Range: Self see within range must make Charisma saving throws.
Components: V, S, M (specially marked sticks, bones, Whenever a target that fails this saving throw makes
or similar tokens worth at least $25) an attack roll or a saving throw before the spell ends,
Duration: Instantaneous the target must roll a d4 and subtract the number rolled
By casting gem-inlaid sticks, rolling dragon bones, from the attack roll or saving throw. At Higher Levels.
laying out ornate cards, or employing some other When you cast this spell using a spell slot of 2nd level
divining tool, you receive an omen from an otherworldly or higher, you can target one additional creature for
entity about the results of a specific course of action each slot level above 1st.
that you plan to take within the next 30 minutes. The
GM chooses from the following possible omens: BANISHMENT
• Weal, for good results 4th-level abjuration
• Woe, for bad results
Casting Time: 1 action
• Weal and woe, for both good and bad results
Range: 60 feet
• Nothing, for results that aren’t especially good or bad
Components: V, S, M (an item distasteful to the target)
The spell doesn’t take into account any possible
Duration: Concentration, up to 1 minute
circumstances that might change the outcome, such
as the casting of additional spells or the loss or gain You attempt to send one creature that you can see
of a companion. If you cast the spell two or more within range to another plane of existence. The target
times before completing your next long rest, there is must succeed on a Charisma saving throw or be banished.
a cumulative 25 percent chance for each casting after If the target is native to the plane of existence you’re on,
the first that you get a random reading. The GM makes you banish the target to a harmless demiplane. While there,
this roll in secret. the target is incapacitated. The target remains there until
the spell ends, at which point the target reappears in the
space it left or in the nearest unoccupied space if that space
AWAKEN is occupied. If the target is native to a different plane of
5th-level transmutation
existence than the one you’re on, the target is banished with
Casting Time: 8 hours a faint popping noise, returning to its home plane. If the spell
Range: Touch ends before 1 minute has passed, the target reappears in
Components: V, S, M (an agate worth at least $1,000, the space it left or in the nearest unoccupied space if that
which the spell consumes) space is occupied. Otherwise, the target doesn’t return.
Duration: Instantaneous At Higher Levels. When you cast this spell using
After spending the casting time tracing magical a spell slot of 5th level or higher, you can target one
pathways within a precious gemstone, you touch a Huge additional creature for each slot level above 4th.
or smaller beast or plant. The target must have either
no Intelligence score or an Intelligence of 3 or less. The BARKSKIN
target gains an Intelligence of 10. The target also gains 2nd-level transmutation
the ability to speak one language you know. If the target
Casting Time: 1 action
is a plant, it gains the ability to move its limbs, roots,
Range: Touch
vines, creepers, and so forth, and it gains senses similar
Components: V, S, M (a handful of oak bark)
to a human’s. Your GM chooses statistics appropriate
Duration: Concentration, up to 1 hour
for the awakened plant, such as the statistics for the
awakened shrub or the awakened tree. The awakened You touch a willing creature. Until the spell ends, the
beast or plant is charmed by you for 30 days or until you target’s skin has a rough, bark-like appearance, and the
or your companions do anything harmful to it. When target’s AC can’t be less than 16, regardless of what
kind of armor it is wearing.
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BEACON OF HOPE BLACK TENTACLES
3rd-level abjuration 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action 1
Range: 30 feet Range: 90 feet
Components: V, S Components: V, S, M (a piece of tentacle from a giant
Duration: Concentration, up to 1 minute octopus or a giant squid)
This spell bestows hope and vitality. Choose any Duration: Concentration, up to 1 minute
number of creatures within range. For the duration, Squirming, ebony tentacles fill a 20-foot square on
each target has advantage on Wisdom saving throws ground that you can see within range. For the duration,
and death saving throws, and regains the maximum these tentacles turn the ground in the area into difficult
2
number of hit points possible from any healing. terrain. When a creature enters the affected area for the
first time on a turn or starts its turn there, the creature
BESTOW CURSE must succeed on a Dexterity saving throw or take 3d6
3rd-level necromancy bludgeoning damage and be restrained by the tentacles
until the spell ends. A creature that starts its turn in the
Casting Time: 1 action
Range: Touch
area and is already restrained by the tentacles takes 3
3d6 bludgeoning damage. A creature restrained by
Components: V, S
the tentacles can use its action to make a Strength or
Duration: Concentration, up to 1 minute
Dexterity check (its choice) against your spell save DC.
You touch a creature, and that creature must succeed On a success, it frees itself.
on a Wisdom saving throw or become cursed for the
duration of the spell. When you cast this spell, choose
the nature of the curse from the following options:
BLADE BARRIER 4
6th-level evocation
• Choose one ability score. While cursed, the target
has disadvantage on ability checks and saving throws Casting Time: 1 action
made with that ability score. Range: 90 feet
• While cursed, the target has disadvantage on attack Components: V, S
rolls against you. Duration: Concentration, up to 10 minutes
• While cursed, the target must make a Wisdom You create a vertical wall of whirling, razor-sharp 5
saving throw at the start of each of its turns. If it fails, blades made of magical energy. The wall appears within
it wastes its action that turn doing nothing. range and lasts for the duration. You can make a straight
• While the target is cursed, your attacks and spells wall up to 100 feet long, 20 feet high, and 5 feet thick,
deal an extra 1d8 necrotic damage to the target. or a ringed wall up to 60 feet in diameter, 20 feet high,
A remove curse spell ends this effect. At the GM’s and 5 feet thick. The wall provides three-quarters cover
option, you may choose an alternative curse effect, but to creatures behind it, and its space is difficult terrain.
it should be no more powerful than those described When a creature enters the wall’s area for the first time 6
above. The GM has final say on such a curse’s effect. on a turn or starts its turn there, the creature must make
At Higher Levels. If you cast this spell using a spell a Dexterity saving throw. On a failed save, the creature
slot of 4th level or higher, the duration is concentration, takes 6d10 slashing damage. On a successful save, the
up to 10 minutes. If you use a spell slot of 5th level or creature takes half as much damage.
higher, the duration is 8 hours. If you use a spell slot of
7th level or higher, the duration is 24 hours. If you use BLESS 7
a 9th level spell slot, the spell lasts until it is dispelled. 1st-level enchantment
Using a spell slot of 5th level or higher grants a duration
Casting Time: 1 action
that doesn’t require concentration.
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within A
range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or
saving throw.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
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BLIGHT BLINDNESS/DEAFNESS
4th-level necromancy 2nd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S Components: V
Duration: Instantaneous Duration: 1 minute
Necromantic energy washes over a creature of your You can blind or deafen a foe. Choose one creature
choice that you can see within range, draining moisture that you can see within range to make a Constitution
and vitality from it. The target must make a Constitution saving throw. If it fails, the target is either blinded or
saving throw. The target takes 8d8 necrotic damage on deafened (your choice) for the duration. At the end of
a failed save, or half as much damage on a successful each of its turns, the target can make a Constitution
one. This spell has no effect on undead or constructs. If saving throw. On a success, the spell ends.
you target a plant creature or a magical plant, it makes At Higher Levels. When you cast this spell using
the saving throw with disadvantage, and the spell deals a spell slot of 3rd level or higher, you can target one
maximum damage to it. If you target a nonmagical additional creature for each slot level above 2nd.
plant that isn’t a creature, such as a tree or shrub, it
doesn’t make a saving throw; it simply withers and dies. BLINK
At Higher Levels. When you cast this spell using a 3rd-level transmutation
spell slot of 5th level or higher, the damage increases
Casting Time: 1 action
by 1d8 for each slot level above 4th.
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each of your turns for the
duration of the spell. On a roll of 11 or higher, you vanish
from your current plane of existence and appear in the
Ethereal Plane (the spell fails and the casting is wasted
if you were already on that plane). At the start of your
next turn, and when the spell ends if you are on the
Ethereal Plane, you return to an unoccupied space of
your choice that you can see within 10 feet of the space
you vanished from. If no unoccupied space is available
within that range, you appear in the nearest unoccupied
space (chosen at random if more than one space is
equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the
plane you originated from, which is cast in shades of
gray, and you can’t see anything there more than 60
feet away. You can only affect and be affected by other
creatures on the Ethereal Plane. Creatures that aren’t
there can’t perceive you or interact with you, unless
they have the ability to do so.
BLUR
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to
all who can see you. For the duration, any creature has
disadvantage on attack rolls against you. An attacker
is immune to this effect if it doesn’t rely on sight, as
with blindsight, or can see through illusions, as with
truesight.
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BRANDING SMITE one. If you are outdoors in stormy conditions when
2nd-level evocation you cast this spell, the spell gives you control over the
existing storm instead of creating a new one. Under
Casting Time: 1 bonus action
such conditions, the spell’s damage increases by 1d10.
1
Range: Self
Components: V At Higher Levels. When you cast this spell using a
Duration: Concentration, up to 1 minute spell slot of 4th or higher level, the damage increases
by 1d10 for each slot level above 3rd.
The next time you hit a creature with a weapon attack
before this spell ends, the weapon gleams with astral
radiance as you strike. The attack deals an extra 2d6 C ALM EMOTIONS
radiant damage to the target, which becomes visible if 2nd-level enchantment 2
it’s invisible, and the target sheds dim light in a 5-foot Casting Time: 1 action
radius and can’t become invisible until the spell ends. Range: 60 feet
At Higher Levels. When you cast this spell using Components: V, S
a spell slot of 3rd level or higher, the extra damage Duration: Concentration, up to 1 minute
increases by 1d6 for each slot level above 2nd. You attempt to suppress strong emotions in a group
of people. Each humanoid in a 20-foot-radius sphere 3
BURNING H ANDS centered on a point you choose within range must make
1st-level evocation a Charisma saving throw; a creature can choose to fail
Casting Time: 1 action this saving throw if it wishes. If a creature fails its saving
Range: Self (15-foot cone) throw, choose one of the following two effects. You can
Components: V, S suppress any effect causing a target to be charmed
Duration: Instantaneous or frightened. When this spell ends, any suppressed 4
effect resumes, provided that its duration has not
As you hold your hands with thumbs touching and
expired in the meantime. Alternatively, you can make
fingers spread, a thin sheet of flames shoots forth
a target indifferent about creatures of your choice that
from your outstretched fingertips. Each creature in
it is hostile toward. This indifference ends if the target
a 15-foot cone must make a Dexterity saving throw.
is attacked or harmed by a spell or if it witnesses any
A creature takes 3d6 fire damage on a failed save, or
of its friends being harmed. When the spell ends, the
half as much damage on a successful one. The fire
creature becomes hostile again, unless the GM rules 5
ignites any flammable objects in the area that aren’t
otherwise.
being worn or carried.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases CHAIN LIGHTNING
by 1d6 for each slot level above 1st. 6th-level evocation
Casting Time: 1 action
C ALL LIGHTNING Range: 150 feet 6
3rd-level conjuration Components: V, S, M (a bit of fur; a piece of amber,
glass, or a crystal rod; and three silver pins)
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet
Components: V, S You create a bolt of lightning that arcs toward a
Duration: Concentration, up to 10 minutes target of your choice that you can see within range.
Three bolts then leap from that target to as many as 7
A storm cloud appears in the shape of a cylinder
three other targets, each of which must be within 30
that is 10 feet tall with a 60-foot radius, centered on a
feet of the first target. A target can be a creature or an
point you can see 100 feet directly above you. The spell
object and can be targeted by only one of the bolts. A
fails if you can’t see a point in the air where the storm
target must make a Dexterity saving throw. The target
cloud could appear (for example, if you are in a room
takes 10d8 lightning damage on a failed save, or half
that can’t accommodate the cloud). When you cast the
spell, choose a point you can see within range. A bolt
as much damage on a successful one. A
At Higher Levels. When you cast this spell using
of lightning flashes down from the cloud to that point.
a spell slot of 7th level or higher, one additional bolt
Each creature within 5 feet of that point must make a
leaps from the first target to another target for each
Dexterity saving throw. A creature takes 3d10 lightning
slot level above 6th.
damage on a failed save, or half as much damage on
a successful one. On each of your turns until the spell
ends, you can use your action to call down lightning in
this way again, targeting the same point or a different
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CHARM PERSON CLAIRVOYANCE
1st-level enchantment 3rd-level divination
Casting Time: 1 action Casting Time: 10 minutes
Range: 30 feet Range: 1 mile
Components: V, S Components: V, S, M (a focus worth at least $100, either
Duration: 1 hour a jeweled horn for hearing or a glass eye for seeing)
You attempt to charm a humanoid you can see Duration: Concentration, up to 10 minutes
within range. It must make a Wisdom saving throw, and You create an invisible sensor within range in a
does so with advantage if you or your companions are location familiar to you (a place you have visited or seen
fighting it. If it fails the saving throw, it is charmed by you before) or in an obvious location that is unfamiliar to you
until the spell ends or until you or your companions do (such as behind a door, around a corner, or in a grove
anything harmful to it. The charmed creature regards of trees). The sensor remains in place for the duration,
you as a friendly acquaintance. When the spell ends, and it can’t be attacked or otherwise interacted with.
the creature knows it was charmed by you. When you cast the spell, you choose seeing or hearing.
At Higher Levels. When you cast this spell using You can use the chosen sense through the sensor as if
a spell slot of 2nd level or higher, you can target one you were in its space. As your action, you can switch
additional creature for each slot level above 1st. The between seeing and hearing. A creature that can see
creatures must be within 30 feet of each other when the sensor (such as a creature benefiting from see
you target them. invisibility or truesight) sees a luminous, intangible
orb about the size of your fist.
CHILL TOUCH
Necromancy cantrip CLONE
Casting Time: 1 action 8th-level necromancy
Range: 120 feet Casting Time: 1 hour
Components: V, S Range: Touch
Duration: 1 round Components: V, S, M (a diamond worth at least $1,000
You create a ghostly, skeletal hand in the space of and at least 1 cubic inch of flesh of the creature that
a creature within range. Make a ranged spell attack is to be cloned, which the spell consumes, and a
against the creature to assail it with the chill of the vessel worth at least $2,000 that has a sealable lid
grave. On a hit, the target takes 1d8 necrotic damage, and is large enough to hold a Medium creature, such
and it can’t regain hit points until the start of your next as a huge urn, coffin, mud-filled cyst in the ground,
turn. Until then, the hand clings to the target. If you hit or crystal container filled with salt water)
an undead target, it also has disadvantage on attack Duration: Instantaneous
rolls against you until the end of your next turn. This This spell grows an inert duplicate of a living creature
spell’s damage increases by 1d8 when you reach 5th as a safeguard against death. This clone forms inside a
level (2d8), 11th level (3d8), and 17th level (4d8). sealed vessel and grows to full size and maturity after
120 days; you can also choose to have the clone be a
CIRCLE OF DEATH younger version of the same creature. It remains inert
6th-level necromancy and endures indefinitely, as long as its vessel remains
undisturbed. At any time after the clone matures, if the
Casting Time: 1 action
original creature dies, its soul transfers to the clone,
Range: 150 feet
provided that the soul is free and willing to return. The
Components: V, S, M (the powder of a crushed black
clone is physically identical to the original and has the
pearl worth at least $500)
same personality, memories, and abilities, but none
Duration: Instantaneous
of the original’s equipment. The original creature’s
A sphere of negative energy ripples out in a 60-foot- physical remains, if they still exist, become inert and
radius sphere from a point within range. Each creature can’t thereafter be restored to life, since the creature’s
in that area must make a Constitution saving throw. A soul is elsewhere.
target takes 8d6 necrotic damage on a failed save, or
half as much damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 2d6 for each slot level above 6th.
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CLOUDKILL COMMAND
5th-level conjuration 1st-level enchantment
Casting Time: 1 action Casting Time: 1 action 1
Range: 120 feet Range: 60 feet
Components: V, S Components: V
Duration: Concentration, up to 10 minutes Duration: 1 round
You create a 20-foot-radius sphere of poisonous, You speak a one-word command to a creature you
yellow-green fog centered on a point you choose within can see within range. The target must succeed on
range. The fog spreads around corners. It lasts for a Wisdom saving throw or follow the command on
the duration or until strong wind disperses the fog, its next turn. The spell has no effect if the target is
2
ending the spell. Its area is heavily obscured. When undead, if it doesn’t understand your language, or if
a creature enters the spell’s area for the first time your command is directly harmful to it. Some typical
on a turn or starts its turn there, that creature must commands and their effects follow. You might issue
make a Constitution saving throw. The creature takes a command other than one described here. If you do
5d8 poison damage on a failed save, or half as much so, the GM determines how the target behaves. If the
damage on a successful one. Creatures are affected target can’t follow your command, the spell ends. 3
even if they hold their breath or don’t need to breathe. Approach. The target moves toward you by the
The fog moves 10 feet away from you at the start of shortest and most direct route, ending its turn if it
each of your turns, rolling along the surface of the moves within 5 feet of you.
ground. The vapors, being heavier than air, sink to the Drop. The target drops whatever it is holding and
lowest level of the land, even pouring down openings. then ends its turn.
At Higher Levels. When you cast this spell using a Flee. The target spends its turn moving away from
spell slot of 6th level or higher, the damage increases you by the fastest available means.
4
by 1d8 for each slot level above 5th. Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions.
COLOR SPRAY A flying creature stays aloft, provided that it is able to
1st-level illusion do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.
Casting Time: 1 action
Range: Self (15-foot cone)
At Higher Levels. When you cast this spell using 5
a spell slot of 2nd level or higher, you can affect one
Components: V, S, M (a pinch of powder or sand that
additional creature for each slot level above 1st. The
is colored red, yellow, and blue)
creatures must be within 30 feet of each other when
Duration: 1 round
you target them.
A dazzling array of flashing, colored light springs
from your hand. Roll 6d10; the total is how many hit
points of creatures this spell can effect. Creatures in
COMMUNE 6
5th-level divination (ritual)
a 15-foot cone originating from you are affected in
ascending order of their current hit points (ignoring Casting Time: 1 minute
unconscious creatures and creatures that can’t see). Range: Self
Starting with the creature that has the lowest current Components: V, S, M (incense and a vial of holy or
hit points, each creature affected by this spell is blinded unholy water)
until the spell ends. Subtract each creature’s hit points Duration: 1 minute 7
from the total before moving on to the creature with You contact your deity or a divine proxy and ask up
the next lowest hit points. A creature’s hit points must to three questions that can be answered with a yes or
be equal to or less than the remaining total for that no. You must ask your questions before the spell ends.
creature to be affected. You receive a correct answer for each question. Divine
At Higher Levels. When you cast this spell using a beings aren’t necessarily omniscient, so you might
spell slot of 2nd level or higher, roll an additional 2d10 receive “unclear” as an answer if a question pertains to
for each slot level above 1st. information that lies beyond the deity’s knowledge. In A
a case where a one-word answer could be misleading
or contrary to the deity’s interests, the GM might offer
a short phrase as an answer instead. If you cast the
spell two or more times before finishing your next long
rest, there is a cumulative 25 percent chance for each
casting after the first that you get no answer. The GM
makes this roll in secret.
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COMMUNE WITH NATURE affected target must use as much of its movement
5th-level divination (ritual) as possible to move in that direction on its next turn.
Casting Time: 1 minute It can take its action before it moves. After moving in
Range: Self this way, it can make another Wisdom saving to try
Components: V, S to end the effect. A target isn’t compelled to move
Duration: Instantaneous into an obviously deadly hazard, such as a fire or pit,
but it will provoke opportunity attacks to move in the
You briefly become one with nature and gain
designated direction.
knowledge of the surrounding territory. In the outdoors,
the spell gives you knowledge of the land within 3
miles of you. In caves and other natural underground CONE OF COLD
settings, the radius is limited to 300 feet. The spell 5th-level evocation
doesn’t function where nature has been replaced by Casting Time: 1 action
construction, such as in dungeons and towns. You Range: Self (60-foot cone)
instantly gain knowledge of up to three facts of your Components: V, S, M (a small crystal or glass cone)
choice about any of the following subjects as they Duration: Instantaneous
relate to the area: A blast of cold air erupts from your hands. Each
• terrain and bodies of water creature in a 60-foot cone must make a Constitution
• prevalent plants, minerals, animals, or peoples saving throw. A creature takes 8d8 cold damage on a
• powerful celestials, fey, fiends, elementals, or undead failed save, or half as much damage on a successful
• influence from other planes of existence one. A creature killed by this spell becomes a frozen
• buildings statue until it thaws.
For example, you could determine the location of At Higher Levels. When you cast this spell using a
powerful undead in the area, the location of major spell slot of 6th level or higher, the damage increases
sources of safe drinking water, and the location of any by 1d8 for each slot level above 5th.
nearby towns.
CONFUSION
COMPREHEND L ANGUAGES 4th-level enchantment
1st-level divination (ritual)
Casting Time: 1 action
Casting Time: 1 action Range: 90 feet
Range: Self Components: V, S, M (three nut shells)
Components: V, S, M (a pinch of soot and salt) Duration: Concentration, up to 1 minute
Duration: 1 hour
This spell assaults and twists creatures’ minds,
For the duration, you understand the literal meaning spawning delusions and provoking uncontrolled action.
of any spoken language that you hear. You also Each creature in a 10-foot-radius sphere centered on
understand any written language that you see, but a point you choose within range must succeed on a
you must be touching the surface on which the words Wisdom saving throw when you cast this spell or be
are written. It takes about 1 minute to read one page affected by it. An affected target can’t take reactions
of text. This spell doesn’t decode secret messages in and must roll a d10 at the start of each of its turns to
a text or a glyph, such as an arcane sigil, that isn’t part determine its behavior for that turn.
of a written language.
d10 Behavior
COMPULSION The creature uses all its movement to move in
4th-level enchantment a random direction. To determine the direction,
1
roll a d8 and assign a direction to each die face.
Casting Time: 1 action The creature doesn’t take an action this turn.
Range: 30 feet
2–6 The creature doesn’t move or take actions this turn.
Components: V, S
Duration: Concentration, up to 1 minute The creature uses its action to make a melee
attack against a randomly determined creature
Creatures of your choice that you can see within 7–8
within its reach. If there is no creature within its
range and that can hear you must make a Wisdom reach, the creature does nothing this turn.
saving throw. A target automatically succeeds on this 9–10 The creature can act and move normally.
saving throw if it can’t be charmed. On a failed save,
a target is affected by this spell. Until the spell ends, At the end of each of its turns, an affected target
you can use a bonus action on each of your turns to can make a Wisdom saving throw. If it succeeds, this
designate a direction that is horizontal to you. Each effect ends for that target.
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At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the radius of the sphere 9th-level spell slot, you summon a celestial of challenge
increases by 5 feet for each slot level above 4th. rating 5 or lower.
1
CONJURE A NIMALS CONJURE ELEMENTAL
3rd-level conjuration 5th-level conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: 90 feet
Components: V, S Components: V, S, M (burning incense for air, soft clay
Duration: Concentration, up to 1 hour for earth, sulfur and phosphorus for fire, or water and
2
You summon fey spirits that take the form of beasts sand for water)
and appear in unoccupied spaces that you can see Duration: Concentration, up to 1 hour
within range. Choose one of the following options for You call forth an elemental servant. Choose an
what appears: area of air, earth, fire, or water that fills a 10-foot cube
• One beast of challenge rating 2 or lower within range. An elemental of challenge rating 5 or
• Two beasts of challenge rating 1 or lower lower appropriate to the area you chose appears in 3
• Four beasts of challenge rating 1/2 or lower an unoccupied space within 10 feet of it. For example,
• Eight beasts of challenge rating 1/4 or lower a fire elemental emerges from a bonfire, and an earth
Each beast is also considered fey, and it disappears elemental rises up from the ground.
when it drops to 0 hit points or when the spell ends. The elemental disappears when it drops to 0 hit
The summoned creatures are friendly to you and your points or when the spell ends. The elemental is
companions. Roll initiative for the summoned creatures friendly to you and your companions for the duration. 4
as a group, which has its own turns. They obey any Roll initiative for the elemental, which has its own
verbal commands that you issue to them (no action turns. It obeys any verbal commands that you issue
required by you). If you don’t issue any commands to to it (no action required by you). If you don’t issue any
them, they defend themselves from hostile creatures, commands to the elemental, it defends itself from
but otherwise take no actions. The GM has the creatures’ hostile creatures but otherwise takes no actions. If
statistics. your concentration is broken, the elemental doesn’t
At Higher Levels. When you cast this spell using disappear. Instead, you lose control of the elemental, 5
certain higher-level spell slots, you choose one of it becomes hostile toward you and your companions,
the summoning options above, and more creatures and it might attack. An uncontrolled elemental can’t be
appear: twice as many with a 5th-level slot, three times dismissed by you, and it disappears 1 hour after you
as many with a 7th-level slot, and four times as many summoned it. The GM has the elemental’s statistics.
with a 9th-level slot. At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the challenge rating 6
CONJURE CELESTIAL increases by 1 for each slot level above 5th.
7th-level conjuration
Casting Time: 1 minute CONJURE FEY
Range: 90 feet 6th-level conjuration
Components: V, S Casting Time: 1 minute
Duration: Concentration, up to 1 hour Range: 90 feet 7
You summon a celestial of challenge rating 4 or Components: V, S
lower, which appears in an unoccupied space that Duration: Concentration, up to 1 hour
you can see within range. The celestial disappears You summon a fey creature of challenge rating 6 or
when it drops to 0 hit points or when the spell ends. lower, or a fey spirit that takes the form of a beast of
The celestial is friendly to you and your companions challenge rating 6 or lower. It appears in an unoccupied
for the duration. Roll initiative for the celestial, which space that you can see within range. The fey creature A
has its own turns. It obeys any verbal commands that disappears when it drops to 0 hit points or when the
you issue to it (no action required by you), as long as spell ends.
they don’t violate its alignment. If you don’t issue any The fey creature is friendly to you and your
commands to the celestial, it defends itself from hostile companions for the duration. Roll initiative for the
creatures but otherwise takes no actions. The GM has creature, which has its own turns. It obeys any verbal
the celestial’s statistics. commands that you issue to it (no action required
by you), as long as they don’t violate its alignment.
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If you don’t issue any commands to the fey creature, companions. Roll initiative for the summoned creatures
it defends itself from hostile creatures but otherwise as a group, which has its own turns. They obey any
takes no actions. If your concentration is broken, the fey verbal commands that you issue to them (no action
creature doesn’t disappear. Instead, you lose control of required by you). If you don’t issue any commands to
the fey creature, it becomes hostile toward you and your them, they defend themselves from hostile creatures,
companions, and it might attack. An uncontrolled fey but otherwise take no actions. The GM has the creatures’
creature can’t be dismissed by you, and it disappears statistics.
1 hour after you summoned it. The GM has the fey At Higher Levels. When you cast this spell using
creature’s statistics. certain higher-level spell slots, you choose one of the
At Higher Levels. When you cast this spell using a summoning options above, and more creatures appear:
spell slot of 7th level or higher, the challenge rating twice as many with a 6th-level slot and three times as
increases by 1 for each slot level above 6th. many with an 8th-level slot.
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A summoned creature disappears when it drops to induces a natural disease in its target, any effect that
0 hit points or when the spell ends. The summoned removes a disease or otherwise ameliorates a disease’s
creatures are friendly to you and your companions. Roll effects apply to it.
initiative for the summoned creatures as a group, which Blinding Sickness. Pain grips the creature’s mind, and 1
have their own turns. They obey any verbal commands its eyes turn milky white. The creature has disadvantage
that you issue to them (no action required by you). If on Wisdom checks and Wisdom saving throws and is
you don’t issue any commands to them, they defend blinded.
themselves from hostile creatures, but otherwise take Filth Fever. A raging fever sweeps through the
no actions. The GM has the creatures’ statistics. creature’s body. The creature has disadvantage on
At Higher Levels. When you cast this spell using Strength checks, Strength saving throws, and attack 2
certain higher-level spell slots, you choose one of the rolls that use Strength.
summoning options above, and more creatures appear: Flesh Rot. The creature’s flesh decays. The creature
twice as many with a 6th-level slot and three times as has disadvantage on Charisma checks and vulnerability
many with an 8th-level slot. to all damage.
Mindfire. The creature’s mind becomes feverish. The
CONTACT OTHER PLANE creature has disadvantage on Intelligence checks and
5th-level divination (ritual) Intelligence saving throws, and the creature behaves as 3
if under the effects of the confusion spell during combat.
Casting Time: 1 minute
Seizure. The creature is overcome with shaking.
Range: Self
The creature has disadvantage on Dexterity checks,
Components: V
Dexterity saving throws, and attack rolls that use
Duration: 1 minute
Dexterity.
You mentally contact a demigod, the spirit of a
long-dead sage, or some other mysterious entity from
Slimy Doom. The creature begins to bleed 4
uncontrollably. The creature has disadvantage on
another plane. Contacting this extraplanar intelligence Constitution checks and Constitution saving throws.
can strain or even break your mind. When you cast this In addition, whenever the creature takes damage, it is
spell, make a DC 15 Intelligence saving throw. On a stunned until the end of its next turn.
failure, you take 6d6 psychic damage and are insane
until you finish a long rest. While insane, you can’t take
actions, can’t understand what other creatures say, can’t
CONTINGENCY 5
6th-level evocation
read, and speak only in gibberish. A greater restoration
spell cast on you ends this effect. On a successful Casting Time: 10 minutes
save, you can ask the entity up to five questions. You Range: Self
must ask your questions before the spell ends. The GM Components: V, S, M (a statuette of yourself carved
answers each question with one word, such as “yes,” from ivory and decorated with gems worth at least
“no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the $1,500)
entity doesn’t know the answer to the question). If a Duration: 10 days 6
one-word answer would be misleading, the GM might Choose a spell of 5th level or lower that you can cast,
instead offer a short phrase as an answer. that has a casting time of 1 action, and that can target
you. You cast that spell—called the contingent spell—as
CONTAGION part of casting contingency, expending spell slots for
5th-level necromancy both, but the contingent spell doesn’t come into effect.
Casting Time: 1 action
Instead, it takes effect when a certain circumstance 7
occurs. You describe that circumstance when you cast
Range: Touch
the two spells. For example, a contingency cast with
Component: V, S
water breathing might stipulate that water breathing
Duration: 7 days
comes into effect when you are engulfed in water
Your touch inflicts disease. Make a melee spell or a similar liquid. The contingent spell takes effect
attack against a creature within your reach. On a hit, immediately after the circumstance is met for the first
you afflict the creature with a disease of your choice time, whether or not you want it to, and then contingency
A
from any of the ones described below. At the end of ends. The contingent spell takes effect only on you,
each of the target’s turns, it must make a Constitution even if it can normally target others. You can use only
saving throw. After failing three of these saving throws, one contingency spell at a time. If you cast this spell
the disease’s effects last for the duration, and the again, the effect of another contingency spell on you
creature stops making these saves. After succeeding ends. Also, contingency ends on you if its material
on three of these saving throws, the creature recovers component is ever not on your person.
from the disease, and the spell ends. Since this spell
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Spell Descriptions
CONTINUAL FLAME Whirlpool. This effect requires a body of water at
2nd-level evocation least 50 feet square and 25 feet deep. You cause a
Casting Time: 1 action whirlpool to form in the center of the area. The whirlpool
Range: Touch forms a vortex that is 5 feet wide at the base, up to
Components: V, S, M (ruby dust worth $50, which the 50 feet wide at the top, and 25 feet tall. Any creature
spell consumes) or object in the water and within 25 feet of the vortex
Duration: Until dispelled is pulled 10 feet toward it. A creature can swim away
from the vortex by making a Strength (Athletics) check
A flame, equivalent in brightness to a torch, springs
against your spell save DC.
forth from an object that you touch. The effect looks
When a creature enters the vortex for the first time on
like a regular flame, but it creates no heat and doesn’t
a turn or starts its turn there, it must make a Strength
use oxygen. A continual flame can be covered or hidden
saving throw. On a failed save, the creature takes 2d8
but not smothered or quenched.
bludgeoning damage and is caught in the vortex until
the spell ends. On a successful save, the creature
CONTROL WATER takes half damage, and isn’t caught in the vortex. A
4th-level transmutation creature caught in the vortex can use its action to try
Casting Time: 1 action to swim away from the vortex as described above, but
Range: 300 feet has disadvantage on the Strength (Athletics) check to
Components: V, S, M (a drop of water and a pinch of dust) do so. The first time each turn that an object enters the
Duration: Concentration, up to 10 minutes vortex, the object takes 2d8 bludgeoning damage; this
Until the spell ends, you control any freestanding damage occurs each round it remains in the vortex.
water inside an area you choose that is a cube up to
100 feet on a side. You can choose from any of the CONTROL WEATHER
following effects when you cast this spell. As an action 8th-level transmutation
on your turn, you can repeat the same effect or choose Casting Time: 10 minutes
a different one. Range: Self (5-mile radius)
Flood. You cause the water level of all standing water Components: V, S, M (burning incense and bits of earth
in the area to rise by as much as 20 feet. If the area and wood mixed in water)
includes a shore, the flooding water spills over onto dry Duration: Concentration, up to 8 hours
land. If you choose an area in a large body of water, you
You take control of the weather within 5 miles of
instead create a 20-foot tall wave that travels from one
you for the duration. You must be outdoors to cast this
side of the area to the other and then crashes down.
spell. Moving to a place where you don’t have a clear
Any Huge or smaller vehicles in the wave’s path are
path to the sky ends the spell early. When you cast the
carried with it to the other side. Any Huge or smaller
spell, you change the current weather conditions, which
vehicles struck by the wave have a 25 percent chance
are determined by the GM based on the climate and
of capsizing. The water level remains elevated until
season. You can change precipitation, temperature, and
the spell ends or you choose a different effect. If this
wind. It takes 1d4 × 10 minutes for the new conditions
effect produced a wave, the wave repeats on the start
to take effect.
of your next turn while the flood effect lasts.
Once they do so, you can change the conditions again.
Part Water. You cause water in the area to move
When the spell ends, the weather gradually returns to
apart and create a trench. The trench extends across
normal. When you change the weather conditions, find
the spell’s area, and the separated water forms a wall
a current condition on the following tables and change
to either side. The trench remains until the spell ends
its stage by one, up or down. When changing the wind,
or you choose a different effect. The water then slowly
you can change its direction.
fills in the trench over the course of the next round until
the normal water level is restored.
Redirect Flow. You cause flowing water in the area
Precipitation
to move in a direction you choose, even if the water Stage Condition
has to flow over obstacles, up walls, or in other unlikely 1 Clear
directions. The water in the area moves as you direct it, 2 Light clouds
but once it moves beyond the spell’s area, it resumes 3 Overcast or ground fog
its flow based on the terrain conditions. The water
4 Rain, hail, or snow
continues to move in the direction you chose until the
spell ends or you choose a different effect. 5 Torrential rain, driving hail, or blizzard
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Temperature CREATE OR DESTROY WATER
Stage Condition 1st-level transmutation
1 Unbearable heat Casting Time: 1 action 1
Range: 30 feet
2 Hot
Components: V, S, M (a drop of water if creating water
3 Warm or a few grains of sand if destroying it)
4 Cool Duration: Instantaneous
5 Cold You either create or destroy water. Create Water. You
create up to 10 gallons of clean water within range in
6 Arctic cold
an open container. Alternatively, the water falls as rain
2
Wind in a 30-foot cube within range, extinguishing exposed
Stage Condition flames in the area.
1 Calm Destroy Water. You destroy up to 10 gallons of water
2 Moderate wind in an open container within range.
Alternatively, you destroy fog in a 30-foot cube within
3 Strong wind
range. 3
4 Gale At Higher Levels. When you cast this spell using a
5 Storm spell slot of 2nd level or higher, you create or destroy
10 additional gallons of water, or the size of the cube
COUNTERSPELL increases by 5 feet, for each slot level above 1st.
3rd-level abjuration
Casting Time: 1 reaction, which you take when you CREATE UNDEAD 4
see a creature within 60 feet of you casting a spell 6th-level necromancy
Range: 60 feet Casting Time: 1 minute
Components: S Range: 10 feet
Duration: Instantaneous Components: V, S, M (one clay pot filled with grave dirt,
You attempt to interrupt a creature in the process one clay pot filled with brackish water, and one $150
black onyx stone for each corpse)
of casting a spell. If the creature is casting a spell of
Duration: Instantaneous
5
3rd level or lower, its spell fails and has no effect. If it
is casting a spell of 4th level or higher, make an ability You can cast this spell only at night. Choose up to
check using your spellcasting ability. The DC equals three corpses of Medium or Small humanoids within
10 + the spell’s level. On a success, the creature’s spell range. Each corpse becomes a ghoul under your control.
fails and has no effect. (The GM has game statistics for these creatures.) As a
At Higher Levels. When you cast this spell using a bonus action on each of your turns, you can mentally
spell slot of 4th level or higher, the interrupted spell has command any creature you animated with this spell 6
no effect if its level is less than or equal to the level of if the creature is within 120 feet of you (if you control
the spell slot you used. multiple creatures, you can command any or all of them
at the same time, issuing the same command to each
CREATE FOOD AND WATER one). You decide what action the creature will take
3rd-level conjuration and where it will move during its next turn, or you can
Casting Time: 1 action issue a general command, such as to guard a particular 7
Range: 30 feet chamber or corridor. If you issue no commands, the
Components: V, S creature only defends itself against hostile creatures.
Duration: Instantaneous Once given an order, the creature continues to follow
it until its task is complete. The creature is under your
You create 45 pounds of food and 30 gallons of water control for 24 hours, after which it stops obeying any
on the ground or in containers within range, enough to command you have given it. To maintain control of
sustain up to fifteen humanoids or five steeds for 24 the creature for another 24 hours, you must cast this A
hours. The food is bland but nourishing, and spoils if spell on the creature before the current 24-hour period
uneaten after 24 hours. The water is clean and doesn’t ends. This use of the spell reasserts your control over
go bad. up to three creatures you have animated with this spell,
rather than animating new ones.
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At Higher Levels. When you cast this spell using a DANCING LIGHTS
7th-level spell slot, you can animate or reassert control Evocation cantrip
over four ghouls. When you cast this spell using an Casting Time: 1 action
8th-level spell slot, you can animate or reassert control Range: 120 feet
over five ghouls or two ghasts or wights. When you cast Components: V, S, M (a bit of phosphorus or wychwood,
this spell using a 9th-level spell slot, you can animate or a glowworm)
or reassert control over six ghouls, three ghasts or Duration: Concentration, up to 1 minute
wights, or two mummies.
You create up to four torch-sized lights within range,
making them appear as torches,lanterns, or glowing
CREATION orbs that hover in the air for the duration. You can
5th-level illusion also combine the four lights into one glowing vaguely
Casting Time: 1 minute humanoid form of Medium size. Whichever form you
Range: 30 feet choose, each light sheds dim light in a 10-foot radius.
Components: V, S, M (a tiny piece of matter of the same As a bonus action on your turn, you can move the lights
type of the item you plan to create) up to 60 feet to a new spot within range. A light must
Duration: Special be within 20 feet of another light created by this spell,
You pull wisps of shadow material from the and a light winks out if it exceeds the spell’s range.
Shadowfell to create a nonliving object of vegetable
matter within range: soft goods, rope, wood, or DARKNESS
something similar. You can also use this spell to create 2nd-level evocation
mineral objects such as stone, crystal, or metal. The Casting Time: 1 action
object created must be no larger than a 5-foot cube, Range: 60 feet
and the object must be of a form and material that Components: V, M (bat fur and a drop of pitch or piece
you have seen before. The duration depends on the of coal)
object’s material. If the object is composed of multiple Duration: Concentration, up to 10 minutes
materials, use the shortest duration.
Magical darkness spreads from a point you choose
Material Duration within range to fill a 15-foot-radius sphere for the
duration. The darkness spreads around corners. A
Vegetable matter 1 day
creature with darkvision can’t see through this darkness,
Stone or crystal 12 hours and nonmagical light can’t illuminate it. If the point you
Precious metals 1 hour choose is on an object you are holding or one that isn’t
Gems 10 minutes being worn or carried, the darkness emanates from
Adamantine or mithral 1 minute
the object and moves with it. Completely covering the
source of the darkness with an opaque object, such
Using any material created by this spell as another as a bowl or a helm, blocks the darkness. If any of this
spell’s material component causes that spell to fail. spell’s area overlaps with an area of light created by
At Higher Levels. When you cast this spell using a a spell of 2nd level or lower, the spell that created the
spell slot of 6th level or higher, the cube increases by light is dispelled.
5 feet for each slot level above 5th.
DARKVISION
CURE WOUNDS 2nd-level transmutation
1st-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (either a pinch of dried carrot or
Components: V, S an agate)
Duration: Instantaneous Duration: 8 hours
A creature you touch regains a number of hit points You touch a willing creature to grant it the ability
equal to 1d8 + your spellcasting ability modifier. This to see in the dark. For the duration, that creature has
spell has no effect on undead or constructs. darkvision out to a range of 60 feet.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.
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DAYLIGHT not yet detonated, the damage increases by 1d6. If the
3rd-level evocation glowing bead is touched before the interval has expired,
the creature touching it must make a Dexterity saving
Casting Time: 1 action
throw. On a failed save, the spell ends immediately,
1
Range: 60 feet
Components: V, S causing the bead to erupt in flame. On a successful
Duration: 1 hour save, the creature can throw the bead up to 40 feet.
When it strikes a creature or a solid object, the spell
A 60-foot-radius sphere of light spreads out from
ends, and the bead explodes. The fire damages objects
a point you choose within range. The sphere is bright
in the area and ignites flammable objects that aren’t
light and sheds dim light for an additional 60 feet. If
you chose a point on an object you are holding or one
being worn or carried. 2
At Higher Levels. When you cast this spell using
that isn’t being worn or carried, the light shines from
a spell slot of 8th level or higher, the base damage
the object and moves with it. Completely covering the
increases by 1d6 for each slot level above 7th.
affected object with an opaque object, such as a bowl
or a helm, blocks the light. If any of this spell’s area
overlaps with an area of darkness created by a spell of DEMIPLANE
3rd level or lower, the spell that created the darkness 8th-level conjuration 3
is dispelled. Casting Time: 1 action
Range: 60 feet
DEATH WARD Components: S
4th-level abjuration Duration: 1 hour
Casting Time: 1 action You create a shadowy door on a flat solid surface
Range: Touch that you can see within range. The door is large enough 4
Components: V, S to allow Medium creatures to pass through unhindered.
Duration: 8 hours When opened, the door leads to a demiplane that
appears to be an empty room 30 feet in each dimension,
You touch a creature and grant it a measure of
made of wood or stone. When the spell ends, the door
protection from death. The first time the target would
disappears, and any creatures or objects inside the
drop to 0 hit points as a result of taking damage, the
demiplane remain trapped there, as the door also
target instead drops to 1 hit point, and the spell ends.
disappears from the other side. Each time you cast 5
If the spell is still in effect when the target is subjected
this spell, you can create a new demiplane, or have the
to an effect that would kill it instantaneously without
shadowy door connect to a demiplane you created with
dealing damage, that effect is instead negated against
a previous casting of this spell. Additionally, if you know
the target, and the spell ends.
the nature and contents of a demiplane created by a
casting of this spell by another creature, you can have
DELAYED BLAST FIREBALL the shadowy door connect to its demiplane instead. 6
7th-level evocation
Casting Time: 1 action DETECT EVIL AND GOOD
Range: 150 feet 1st-level divination
Components: V, S, M (a tiny ball of bat guano and sulfur)
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Self
A beam of yellow light flashes from your pointing Components: V, S 7
finger, then condenses to linger at a chosen point within Duration: Concentration, up to 10 minutes
range as a glowing bead for the duration. When the
For the duration, you know if there is an aberration,
spell ends, either because your concentration is broken
celestial, elemental, fey, fiend, or undead within 30
or because you decide to end it, the bead blossoms
feet of you, as well as where the creature is located.
with a low roar into an explosion of flame that spreads
Similarly, you know if there is a place or object within
around corners. Each creature in a 20-foot-radius
sphere centered on that point must make a Dexterity
30 feet of you that has been magically consecrated A
or desecrated.
saving throw. A creature takes fire damage equal to the
The spell can penetrate most barriers, but it is
total accumulated damage on a failed save, or half as
blocked by 1 foot of stone, 1 inch of common metal,
much damage on a successful one. The spell’s base
a thin sheet of lead, or 3 feet of wood or dirt.
damage is 12d6. If at the end of your turn the bead has
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CORE RULEBOOK
Spell Descriptions
DETECT M AGIC DETECT THOUGHTS
1st-level divination (ritual) 2nd-level divination
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S, M (a copper piece)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
For the duration, you sense the presence of magic For the duration, you can read the thoughts of certain
within 30 feet of you. If you sense magic in this way, creatures. When you cast the spell and as your action on
you can use your action to see a faint aura around any each turn until the spell ends, you can focus your mind
visible creature or object in the area that bears magic, on any one creature that you can see within 30 feet of
and you learn its school of magic, if any. The spell can you. If the creature you choose has an Intelligence of 3
penetrate most barriers, but it is blocked by 1 foot of or lower or doesn’t speak any language, the creature is
stone, 1 inch of common metal, a thin sheet of lead, unaffected. You initially learn the surface thoughts of
or 3 feet of wood or dirt. the creature—what is most on its mind in that moment.
As an action, you can either shift your attention to
DETECT POISON AND DISEASE another creature’s thoughts or attempt to probe deeper
1st-level divination (ritual) into the same creature’s mind. If you probe deeper,
the target must make a Wisdom saving throw. If it
Casting Time: 1 action
fails, you gain insight into its reasoning (if any), its
Range: Self
emotional state, and something that looms large in its
Components: V, S, M (a yew leaf)
mind (such as something it worries over, loves, or hates).
Duration: Concentration, up to 10 minutes
If it succeeds, the spell ends. Either way, the target
For the duration, you can sense the presence and knows that you are probing into its mind, and unless
location of poisons, poisonous creatures, and diseases you shift your attention to another creature’s thoughts,
within 30 feet of you. You also identify the kind of poison, the creature can use its action on its turn to make an
poisonous creature, or disease in each case. The spell Intelligence check contested by your Intelligence check;
can penetrate most barriers, but it is blocked by 1 foot if it succeeds, the spell ends.
of stone, 1 inch of common metal, a thin sheet of lead, Questions verbally directed at the target creature
or 3 feet of wood or dirt. naturally shape the course of its thoughts, so this
spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of
thinking creatures you can’t see. When you cast the
spell or as your action during the duration, you can
search for thoughts within 30 feet of you. The spell can
penetrate barriers, but 2 feet of rock, 2 inches of any
metal other than lead, or a thin sheet of lead blocks
you. You can’t detect a creature with an Intelligence
of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way,
you can read its thoughts for the rest of the duration
as described above, even if you can’t see it, but it must
still be within range.
DIMENSION DOOR
4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to
any other spot within range. You arrive at exactly the
spot desired. It can be a place you can see, one you can
visualize, or one you can describe by stating distance
and direction, such as “200 feet straight downward”
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or “upward to the northwest at a 45-degree angle, be restored to life only by means of a true resurrection
300 feet.” You can bring along objects as long as their or a wish spell. This spell automatically disintegrates
weight doesn’t exceed what you can carry. You can a Large or smaller nonmagical object or a creation of
also bring one willing creature of your size or smaller magical force. If the target is a Huge or larger object or
1
who is carrying gear up to its carrying capacity. The creation of force, this spell disintegrates a 10-foot-cube
creature must be within 5 feet of you when you cast this portion of it. A magic item is unaffected by this spell.
spell. If you would arrive in a place already occupied by At Higher Levels. When you cast this spell using a
an object or a creature, you and any creature traveling spell slot of 7th level or higher, the damage increases
with you each take 4d6 force damage, and the spell by 3d6 for each slot level above 6th.
fails to teleport you. 2
DISPEL EVIL AND GOOD
DISGUISE SELF 5th-level abjuration
1st-level illusion Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Components: V, S, M (holy water or powdered silver
Components: V, S and iron) 3
Duration: 1 hour Duration: Concentration, up to 1 minute
You make yourself—including your clothing, armor, Shimmering energy surrounds and protects you from
weapons, and other belongings on your person look fey, undead, and creatures originating from beyond the
different until the spell ends or until you use your action Material Plane. For the duration, celestials, elementals,
to dismiss it. You can seem 1 foot shorter or taller and fey, fiends, and undead have disadvantage on attack
can appear thin, fat, or in between. You can’t change rolls against you. You can end the spell early by using 4
your body type, so you must adopt a form that has either of the following special functions.
the same basic arrangement of limbs. Otherwise, the Break Enchantment. As your action, you touch a
extent of the illusion is up to you. The changes wrought creature you can reach that is charmed, frightened, or
by this spell fail to hold up to physical inspection. For possessed by a celestial, an elemental, a fey, a fiend,
example, if you use this spell to add a hat to your outfit, or an undead. The creature you touch is no longer
objects pass through the hat, and anyone who touches charmed, frightened, or possessed by such creatures.
it would feel nothing or would feel your head and hair. Dismissal. As your action, make a melee spell attack 5
If you use this spell to appear thinner than you are, the against a celestial, an elemental, a fey, a fiend, or an
hand of someone who reaches out to touch you would undead you can reach. On a hit, you attempt to drive
bump into you while it was seemingly still in midair. To the creature back to its home plane. The creature must
discern that you are disguised, a creature can use its succeed on a Charisma saving throw or be sent back
action to inspect your appearance and must succeed to its home plane (if it isn’t there already). If they aren’t
on an Intelligence (Investigation) check against your on their home plane, undead are sent to the Shadowfell, 6
spell save DC. and fey are sent to the Feywild.
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Spell Descriptions
DIVINATION DOMINATE BEAST
4th-level divination (ritual) 4th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (incense and a sacrificial offering Components: V, S
appropriate to your religion, together worth at least Duration: Concentration, up to 1 minute
$25, which the spell consumes) You attempt to beguile a beast that you can see
Duration: Instantaneous within range. It must succeed on a Wisdom saving
Your magic and an offering put you in contact with throw or be charmed by you for the duration. If you
a god or a god’s servants. You ask a single question or creatures that are friendly to you are fighting it, it
concerning a specific goal, event, or activity to occur has advantage on the saving throw. While the beast is
within 7 days. The GM offers a truthful reply. The reply charmed, you have a telepathic link with it as long as
might be a short phrase, a cryptic rhyme, or an omen. the two of you are on the same plane of existence. You
The spell doesn’t take into account any possible can use this telepathic link to issue commands to the
circumstances that might change the outcome, such creature while you are conscious (no action required),
as the casting of additional spells or the loss or gain of which it does its best to obey. You can specify a simple
a companion. If you cast the spell two or more times and general course of action, such as “Attack that
before finishing your next long rest, there is a cumulative creature,” “Run over there,” or “Fetch that object.” If
25 percent chance for each casting after the first that you the creature completes the order and doesn’t receive
get a random reading. The GM makes this roll in secret. further direction from you, it defends and preserves
itself to the best of its ability. You can use your action
DIVINE FAVOR to take total and precise control of the target. Until
1st-level evocation the end of your next turn, the creature takes only the
actions you choose, and doesn’t do anything that you
Casting Time: 1 bonus action
don’t allow it to do. During this time, you can also cause
Range: Self
the creature to use a reaction, but this requires you to
Components: V, S
use your own reaction as well.
Duration: Concentration, up to 1 minute
Each time the target takes damage, it makes a new
Your prayer empowers you with divine radiance. Until Wisdom saving throw against the spell. If the saving
the spell ends, your weapon attacks deal an extra 1d4 throw succeeds, the spell ends.
radiant damage on a hit. At Higher Levels. When you cast this spell with a
5th-level spell slot, the duration is concentration, up
DIVINE WORD to 10 minutes. When you use a 6th-level spell slot,
7th-level evocation the duration is concentration, up to 1 hour. When you
Casting Time: 1 bonus action use a spell slot of 7th level or higher, the duration is
Range: 30 feet concentration, up to 8 hours.
Components: V
Duration: Instantaneous DOMINATE MONSTER
You utter a divine word, imbued with the power that 8th-level enchantment
shaped the world at the dawn of creation. Choose any Casting Time: 1 action
number of creatures you can see within range. Each Range: 60 feet
creature that can hear you must make a Charisma Components: V, S
saving throw. On a failed save, a creature suffers an Duration: Concentration, up to 1 hour
effect based on its current hit points: You attempt to beguile a creature that you can see
• 50 hit points or fewer: deafened for 1 minute within range. It must succeed on a Wisdom saving
• 40 hit points or fewer: deafened and blinded for throw or be charmed by you for the duration. If you or
10 minutes creatures that are friendly to you are fighting it, it has
• 30 hit points or fewer: blinded, deafened, and advantage on the saving throw. While the creature is
stunned for 1 hour charmed, you have a telepathic link with it as long as
• 20 hit points or fewer: killed instantly the two of you are on the same plane of existence. You
Regardless of its current hit points, a celestial, an can use this telepathic link to issue commands to the
elemental, a fey, or a fiend that fails its save is forced creature while you are conscious (no action required),
back to its plane of origin (if it isn’t there already) and which it does its best to obey. You can specify a simple
can’t return to your current plane for 24 hours by any and general course of action, such as “Attack that
means short of a wish spell. creature,” “Run over there,” or “Fetch that object.” If
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the creature completes the order and doesn’t receive creatures that are friendly to you are fighting it, it has
further direction from you, it defends and preserves advantage on the saving throw. While the target is
itself to the best of its ability. You can use your action charmed, you have a telepathic link with it as long as
to take total and precise control of the target. Until the two of you are on the same plane of existence. You
1
the end of your next turn, the creature takes only the can use this telepathic link to issue commands to the
actions you choose, and doesn’t do anything that you creature while you are conscious (no action required),
don’t allow it to do. During this time, you can also cause which it does its best to obey. You can specify a simple
the creature to use a reaction, but this requires you to and general course of action, such as “Attack that
use your own reaction as well. creature,” “Run over there,” or “Fetch that object.” If
Each time the target takes damage, it makes a new the creature completes the order and doesn’t receive 2
Wisdom saving throw against the spell. If the saving further direction from you, it defends and preserves
throw succeeds, the spell ends. itself to the best of its ability. You can use your action
At Higher Levels. When you cast this spell with a to take total and precise control of the target. Until
9th-level spell slot, the duration is concentration, up the end of your next turn, the creature takes only the
to 8 hours. actions you choose, and doesn’t do anything that you
don’t allow it to do. During this time you can also cause
the creature to use a reaction, but this requires you to
3
DOMINATE PERSON
5th-level enchantment use your own reaction as well. Each time the target
takes damage, it makes a new Wisdom saving throw
Casting Time: 1 action
against the spell. If the saving throw succeeds, the
Range: 60 feet
spell ends. At Higher Levels. When you cast this spell
Components: V, S
using a 6th-level spell slot, the duration is concentration,
Duration: Concentration, up to 1 minute
up to 10 minutes. When you use a 7th-level spell slot, 4
You attempt to beguile a humanoid that you can the duration is concentration, up to 1 hour. When you
see within range. It must succeed on a Wisdom saving use a spell slot of 8th level or higher, the duration is
throw or be charmed by you for the duration. If you or concentration, up to 8 hours.
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DREAM • You create an instantaneous, harmless sensory
5th-level illusion effect, such as falling leaves, a puff of wind, the sound
Casting Time: 1 minute of a small animal, or the faint odor of skunk. The effect
Range: Special must fit in a 5-foot cube.
Components: V, S, M (a handful of sand, a dab of ink, • You instantly light or snuff out a candle, a torch, or
and a writing quill plucked from a sleeping bird) a small campfire.
Duration: 8 hours
This spell shapes a creature’s dreams. Choose a E ARTHQUAKE
creature known to you as the target of this spell. The 8th-level evocation
target must be on the same plane of existence as Casting Time: 1 action
you. Creatures that don’t sleep, such as elves, can’t be Range: 500 feet
contacted by this spell. You, or a willing creature you Components: V, S, M (a pinch of dirt, a piece of rock,
touch, enters a trance state, acting as a messenger. and a lump of clay)
While in the trance, the messenger is aware of his or Duration: Concentration, up to 1 minute
her surroundings, but can’t take actions or move. If You create a seismic disturbance at a point on
the target is asleep, the messenger appears in the the ground that you can see within range. For the
target’s dreams and can converse with the target as duration, an intense tremor rips through the ground
long as it remains asleep, through the duration of the in a 100-foot-radius circle centered on that point and
spell. The messenger can also shape the environment shakes creatures and structures in contact with the
of the dream, creating landscapes, objects, and other ground in that area. The ground in the area becomes
images. The messenger can emerge from the trance difficult terrain. Each creature on the ground that is
at any time, ending the effect of the spell early. The concentrating must make a Constitution saving throw.
target recalls the dream perfectly upon waking. If the On a failed save, the creature’s concentration is broken.
target is awake when you cast the spell, the messenger When you cast this spell and at the end of each turn
knows it, and can either end the trance (and the spell) you spend concentrating on it, each creature on the
or wait for the target to fall asleep, at which point the ground in the area must make a Dexterity saving throw.
messenger appears in the target’s dreams. You can On a failed save, the creature is knocked prone.
make the messenger appear monstrous and terrifying This spell can have additional effects depending
to the target. If you do, the messenger can deliver a on the terrain in the area, as determined by the GM.
message of no more than ten words and then the Fissures. Fissures open throughout the spell’s area
target must make a Wisdom saving throw. On a failed at the start of your next turn after you cast the spell.
save, echoes of the phantasmal monstrosity spawn a A total of 1d6 such fissures open in locations chosen
nightmare that lasts the duration of the target’s sleep by the GM. Each is 1d10 × 10 feet deep, 10 feet wide,
and prevents the target from gaining any benefit from and extends from one edge of the spell’s area to the
that rest. In addition, when the target wakes up, it takes opposite side. A creature standing on a spot where a
3d6 psychic damage. If you have a body part, lock fissure opens must succeed on a
of hair, clipping from a nail, or similar portion of the Dexterity saving throw or fall in. A creature that
target’s body, the target makes its saving throw with successfully saves moves with the fissure’s edge as it
disadvantage. opens. A fissure that opens beneath a structure causes
it to automatically collapse (see below).
DRUIDCRAFT Structures. The tremor deals 50 bludgeoning damage
Transmutation cantrip to any structure in contact with the ground in the area
Casting Time: 1 action when you cast the spell and at the start of each of your
Range: 30 feet turns until the spell ends. If a structure drops to 0 hit
Components: V, S points, it collapses and potentially damages nearby
Duration: Instantaneous creatures. A creature within half the distance of a
structure’s height must make a Dexterity saving throw.
Whispering to the spirits of nature, you create one
On a failed save, the creature takes 5d6 bludgeoning
of the following effects within range:
damage, is knocked prone, and is buried in the rubble,
• You create a tiny, harmless sensory effect that
requiring a DC 20 Strength (Athletics) check as an action
predicts what the weather will be at your location for the
to escape. The GM can adjust the DC higher or lower,
next 24 hours. The effect might manifest as a golden
depending on the nature of the rubble. On a successful
orb for clear skies, a cloud for rain, falling snowflakes
save, the creature takes half as much damage and
for snow, and so on. This effect persists for 1 round.
doesn’t fall prone or become buried.
• You instantly make a flower blossom, a seed pod
open, or a leaf bud bloom.
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ELDRITCH BLAST is wearing and carrying changes size with it. Any item
Evocation cantrip dropped by an affected creature returns to normal
size at once.
Casting Time: 1 action
Enlarge. The target’s size doubles in all dimensions,
1
Range: 120 feet
Components: V, S and its weight is multiplied by eight.
Duration: Instantaneous This growth increases its size by one category-from
Medium to Large, for example. If there isn’t enough
A beam of crackling energy streaks toward a creature
room for the target to double its size, the creature
within range. Make a ranged spell attack against the
or object attains the maximum possible size in the
target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach
space available. Until the spell ends, the target also 2
has advantage on Strength checks and Strength saving
higher levels: two beams at 5th level, three beams at
throws. The target’s weapons also grow to match its
11th level, and four beams at 17th level. You can direct
new size. While these weapons are enlarged, the target’s
the beams at the same target or at different ones. Make
attacks with them deal 1d4 extra damage.
a separate attack roll for each beam.
Reduce. The target’s size is halved in all dimensions,
and its weight is reduced to one-eighth of normal. This
ENHANCE A BILITY reduction decreases its size by one category—from
3
2nd-level transmutation Medium to Small, for example. Until the spell ends, the
Casting Time: 1 action target also has disadvantage on Strength checks and
Range: Touch Strength saving throws. The target’s weapons also
Components: V, S, M (fur or a feather from a beast) shrink to match its new size. While these weapons
Duration: Concentration, up to 1 hour. are reduced, the target’s attacks with them deal 1d4
You touch a creature and bestow upon it a magical less damage (this can’t reduce the damage below 1). 4
enhancement. Choose one of the following effects; the
target gains that effect until the spell ends. ENTANGLE
Bear’s Endurance. The target has advantage on 1st-level conjuration
Constitution checks. It also gains 2d6 temporary hit Casting Time: 1 action
points, which are lost when the spell ends. Range: 90 feet
Bull’s Strength. The target has advantage on Strength Components: V, S 5
checks, and his or her carrying capacity doubles. Duration: Concentration, up to 1 minute
Cat’s Grace. The target has advantage on Dexterity
Grasping weeds and vines sprout from the ground
checks. It also doesn’t take damage from falling 20
in a 20-foot square starting from a point within range.
feet or less if it isn’t incapacitated.
For the duration, these plants turn the ground in the
Eagle’s Splendor. The target has advantage on
area into difficult terrain.
Charisma checks.
Fox’s Cunning. The target has advantage on
A creature in the area when you cast the spell must 6
succeed on a Strength saving throw or be restrained
Intelligence checks.
by the entangling plants until the spell ends. A creature
Owl’s Wisdom. The target has advantage on Wisdom
restrained by the plants can use its action to make a
checks.
Strength check against your spell save DC. On a success,
At Higher Levels. When you cast this spell using
it frees itself. When the spell ends, the conjured plants
a spell slot of 3rd level or higher, you can target one
wilt away.
additional creature for each slot level above 2nd. 7
ENLARGE/R EDUCE ENTHRALL
2nd-level enchantment
2nd-level transmutation
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: 30 feet
Components: V, S
Components: V, S, M (a pinch of powdered iron)
Duration: 1 minute A
Duration: Concentration, up to 1 minute
You weave a distracting string of words, causing
You cause a creature or an object you can see
creatures of your choice that you can see within
within range to grow larger or smaller for the duration.
range and that can hear you to make a Wisdom saving
Choose either a creature or an object that is neither
throw. Any creature that can’t be charmed succeeds
worn nor carried. If the target is unwilling, it can make
on this saving throw automatically, and if you or your
a Constitution saving throw. On a success, the spell
companions are fighting a creature, it has advantage on
has no effect. If the target is a creature, everything it
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the save. On a failed save, the target has disadvantage EYEBITE
on Wisdom (Perception) checks made to perceive any 6th-level necromancy
creature other than you until the spell ends or until the Casting Time: 1 action
target can no longer hear you. The spell ends if you Range: Self
are incapacitated or can no longer speak. Components: V, S
Duration: Concentration, up to 1 minute
ETHEREALNESS For the spell’s duration, your eyes become an inky
7th-level transmutation void imbued with dread power. One creature of your
Casting Time: 1 action choice within 60 feet of you that you can see must
Range: Self succeed on a Wisdom saving throw or be affected
Components: V, S by one of the following effects of your choice for the
Duration: Up to 8 hours duration. On each of your turns until the spell ends, you
You step into the border regions of the Ethereal Plane, can use your action to target another creature but can’t
in the area where it overlaps with your current plane. target a creature again if it has succeeded on a saving
You remain in the Border Ethereal for the duration or throw against this casting of eyebite.
until you use your action to dismiss the spell. During Asleep. The target falls unconscious. It wakes up
this time, you can move in any direction. If you move if it takes any damage or if another creature uses its
up or down, every foot of movement costs an extra action to shake the sleeper awake. Panicked. The target
foot. You can see and hear the plane you originated is frightened of you. On each of its turns, the frightened
from, but everything there looks gray, and you can’t creature must take the Dash action and move away
see anything more than 60 feet away. While on the from you by the safest and shortest available route,
Ethereal Plane, you can only affect and be affected by unless there is nowhere to move. If the target moves
other creatures on that plane. Creatures that aren’t on to a place at least 60 feet away from you where it can
the Ethereal Plane can’t perceive you and can’t interact no longer see you, this effect ends.
with you, unless a special ability or magic has given Sickened. The target has disadvantage on attack
them the ability to do so. You ignore all objects and rolls and ability checks. At the end of each of its turns, it
effects that aren’t on the Ethereal Plane, allowing you can make another Wisdom saving throw. If it succeeds,
to move through objects you perceive on the plane you the effect ends.
originated from. When the spell ends, you immediately
return to the plane you originated from in the spot you FABRICATE
currently occupy. If you occupy the same spot as a 4th-level transmutation
solid object or creature when this happens, you are Casting Time: 10 minutes
immediately shunted to the nearest unoccupied space Range: 120 feet
that you can occupy and take force damage equal to Components: V, S
twice the number of feet you are moved. This spell has Duration: Instantaneous
no effect if you cast it while you are on the Ethereal
You convert raw materials into products of the same
Plane or a plane that doesn’t border it, such as one of
material. For example, you can fabricate a wooden
the Outer Planes.
bridge from a clump of trees, a rope from a patch
At Higher Levels. When you cast this spell using a
of hemp, and clothes from flax or wool. Choose raw
spell slot of 8th level or higher, you can target up to
materials that you can see within range. You can
three willing creatures (including you) for each slot
fabricate a Large or smaller object (contained within
level above 7th. The creatures must be within 10 feet
a 10-foot cube, or eight connected 5-foot cubes),
of you when you cast the spell.
given a sufficient quantity of raw material. If you are
working with metal, stone, or another mineral substance,
E XPEDITIOUS R ETREAT however, the fabricated object can be no larger than
1st-level transmutation Medium (contained within a single 5-foot cube). The
Casting Time: 1 bonus action quality of objects made by the spell is commensurate
Range: Self with the quality of the raw materials. Creatures or magic
Components: V, S items can’t be created or transmuted by this spell. You
Duration: Concentration, up to 10 minutes also can’t use it to create items that ordinarily require a
This spell allows you to move at an incredible pace. high degree of craftsmanship, such as jewelry, weapons,
When you cast this spell, and then as a bonus action glass, or armor, unless you have proficiency with the
on each of your turns until the spell ends, you can take type of artisan’s tools used to craft such objects.
the Dash action.
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FAERIE FIRE FEAR
1st-level evocation 3rd-level illusion
Casting Time: 1 action Casting Time: 1 action 1
Range: 60 feet Range: Self (30-foot cone)
Components: V Components: V, S, M (a white feather or the heart of
Duration: Concentration, up to 1 minute a hen)
Each object in a 20-foot cube within range is outlined Duration: Concentration, up to 1 minute
in blue, green, or violet light (your choice). Any creature You project a phantasmal image of a creature’s
in the area when the spell is cast is also outlined in worst fears. Each creature in a 30-foot cone must
light if it fails a Dexterity saving throw. For the duration, succeed on a Wisdom saving throw or drop whatever it
2
objects and affected creatures shed dim light in a is holding and become frightened for the duration. While
10-foot radius. Any attack roll against an affected frightened by this spell, a creature must take the Dash
creature or object has advantage if the attacker can action and move away from you by the safest available
see it, and the affected creature or object can’t benefit route on each of its turns, unless there is nowhere to
from being invisible. move. If the creature ends its turn in a location where
it doesn’t have line of sight to you, the creature can 3
FAITHFUL HOUND make a Wisdom saving throw. On a successful save,
4th-level conjuration the spell ends for that creature.
Casting Time: 1 action
Range: 30 feet FEATHER FALL
Components: V, S, M (a tiny silver whistle, a piece of 1st-level transmutation
bone, and a thread) Casting Time: 1 reaction, which you take when you or 4
Duration: 8 hours a creature within 60 feet of you falls
You conjure a phantom watchdog in an unoccupied Range: 60 feet
space that you can see within range, where it remains Components: V, M (a small feather or piece of down)
for the duration, until you dismiss it as an action, or until Duration: 1 minute
you move more than 100 feet away from it. The hound Choose up to five falling creatures within range. A
is invisible to all creatures except you and can’t be falling creature’s rate of descent slows to 60 feet per 5
harmed. When a Small or larger creature comes within round until the spell ends. If the creature lands before
30 feet of it without first speaking the password that the spell ends, it takes no falling damage and can land
you specify when you cast this spell, the hound starts on its feet, and the spell ends for that creature.
barking loudly. The hound sees invisible creatures and
can see into the Ethereal Plane. It ignores illusions. At FEEBLEMIND
the start of each of your turns, the hound attempts to
bite one creature within 5 feet of it that is hostile to you.
8th-level enchantment
6
Casting Time: 1 action
The hound’s attack bonus is equal to your spellcasting
Range: 150 feet
ability modifier + your proficiency bonus. On a hit, it
Components: V, S, M (a handful of clay, crystal, glass,
deals 4d8 piercing damage.
or mineral spheres)
Duration: Instantaneous
FALSE LIFE
1st-level necromancy
You blast the mind of a creature that you can see 7
within range, attempting to shatter its intellect and
Casting Time: 1 action personality. The target takes 4d6 psychic damage and
Range: Self must make an Intelligence saving throw. On a failed
Components: V, S, M (a small amount of alcohol or save, the creature’s Intelligence and Charisma scores
distilled spirits) become 1. The creature can’t cast spells, activate magic
Duration: 1 hour items, understand language, or communicate in any
Bolstering yourself with a necromantic facsimile intelligible way. The creature can, however, identify its A
of life, you gain 1d4 + 4 temporary hit points for the friends, follow them, and even protect them. At the end
duration. of every 30 days, the creature can repeat its saving
At Higher Levels. When you cast this spell using a throw against this spell. If it succeeds on its saving
spell slot of 2nd level or higher, you gain 5 additional throw, the spell ends. The spell can also be ended by
temporary hit points for each slot level above 1st. greater restoration, heal, or wish.
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FIND THE PATH FIND TRAPS
6th-level divination 2nd-level divination
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S, M (a set of divinatory tools—such Components: V, S
as bones, ivory sticks, cards, teeth, or carved runes— Duration: Instantaneous
worth $100 and an object from the location you wish You sense the presence of any trap within range that
to find) is within line of sight. A trap, for the purpose of this
Duration: Concentration, up to 1 day spell, includes anything that would inflict a sudden or
This spell allows you to find the shortest, most direct unexpected effect you consider harmful or undesirable,
physical route to a specific fixed location that you are which was specifically intended as such by its creator.
familiar with on the same plane of existence. If you Thus, the spell would sense an area affected by the
name a destination on another plane of existence, a alarm spell, a glyph of warding, or a mechanical pit
destination that moves (such as a mobile fortress), trap, but it would not reveal a natural weakness in the
or a destination that isn’t specific (such as “a green floor, an unstable ceiling, or a hidden sinkhole.
dragon’s lair”), the spell fails. This spell merely reveals that a trap is present. You
For the duration, as long as you are on the same don’t learn the location of each trap, but you do learn the
plane of existence as the destination, you know how far general nature of the danger posed by a trap you sense.
it is and in what direction it lies. While you are traveling
there, whenever you are presented with a choice of
paths along the way, you automatically determine
which path is the shortest and most direct route (but
not necessarily the safest route) to the destination.
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FINGER OF DEATH FIRE SHIELD
7th-level necromancy 4th-level evocation
Casting Time: 1 action Casting Time: 1 action 1
Range: 60 feet Range: Self
Components: V, S Components: V, S, M (a bit of phosphorus or a firefly)
Duration: Instantaneous Duration: 10 minutes
You send negative energy coursing through a creature Thin and wispy flames wreathe your body for the
that you can see within range, causing it searing pain. duration, shedding bright light in a 10-foot radius and
The target must make a Constitution saving throw. It dim light for an additional 10 feet. You can end the
takes 7d8 + 30 necrotic damage on a failed save, or spell early by using an action to dismiss it. The flames
2
half as much damage on a successful one. A humanoid provide you with a warm shield or a chill shield, as you
killed by this spell rises at the start of your next turn choose. The warm shield grants you resistance to cold
as a zombie that is permanently under your command, damage, and the chill shield grants you resistance to fire
following your verbal orders to the best of its ability. damage. In addition, whenever a creature within 5 feet
of you hits you with a melee attack, the shield erupts
FIREBALL with flame. The attacker takes 2d8 fire damage from 3
3rd-level evocation a warm shield, or 2d8 cold damage from a cold shield.
Casting Time: 1 action
Range: 150 feet FIRE STORM
Components: V, S, M (a tiny ball of bat guano and sulfur) 7th-level evocation
Duration: Instantaneous Casting Time: 1 action
A bright streak flashes from your pointing finger to a Range: 150 feet 4
point you choose within range and then blossoms with Components: V, S
a low roar into an explosion of flame. Each creature in a Duration: Instantaneous
20-foot-radius sphere centered on that point must make A storm made up of sheets of roaring flame appears
a Dexterity saving throw. A target takes 8d6 fire damage in a location you choose within range. The area of the
on a failed save, or half as much damage on a successful storm consists of up to ten 10-foot cubes, which you
one. The fire spreads around corners. It ignites flammable can arrange as you wish. Each cube must have at least 5
objects in the area that aren’t being worn or carried. one face adjacent to the face of another cube. Each
At Higher Levels. When you cast this spell using a creature in the area must make a Dexterity saving throw.
spell slot of 4th level or higher, the damage increases It takes 7d10 fire damage on a failed save, or half as
by 1d6 for each slot level above 3rd. much damage on a successful one. The fire damages
objects in the area and ignites flammable objects that
FIRE BOLT aren’t being worn or carried. If you choose, plant life in
Evocation cantrip the area is unaffected by this spell. 6
Casting Time: 1 action
Range: 120 feet FLAME BLADE
Components: V, S 2nd-level evocation
Duration: Instantaneous Casting Time: 1 bonus action
Range: Self
You hurl a mote of fire at a creature or object within
Components: V, S, M (leaf of sumac) 7
range. Make a ranged spell attack against the target. On
a hit, the target takes 1d10 fire damage. A flammable Duration: Concentration, up to 10 minutes
object hit by this spell ignites if it isn’t being worn or You evoke a fiery blade in your free hand. The blade
carried. This spell’s damage increases by 1d10 when is similar in size and shape to a scimitar, and it lasts
you reach 5th level (2d10), 11th level (3d10), and 17th for the duration. If you let go of the blade, it disappears,
level (4d10). but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack A
with the fiery blade. On a hit, the target takes 3d6 fire
damage. The flaming blade sheds bright light in a
10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases
by 1d6 for every two slot levels above 2nd.
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FLAME STRIKE FLESH TO STONE
5th-level evocation 6th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M (pinch of sulfur) Components: V, S, M (a pinch of lime, water, and earth)
Duration: Instantaneous Duration: Concentration, up to 1 minute
A vertical column of divine fire roars down from the You attempt to turn one creature that you can see
heavens in a location you specify. Each creature in a within range into stone. If the target’s body is made
10-foot-radius, 40-foot-high cylinder centered on a of flesh, the creature must make a Constitution saving
point within range must make a Dexterity saving throw. throw. On a failed save, it is restrained as its flesh
A creature takes 4d6 fire damage and 4d6 radiant begins to harden. On a successful save, the creature
damage on a failed save, or half as much damage on isn’t affected.
a successful one. A creature restrained by this spell must make another
At Higher Levels. When you cast this spell using a Constitution saving throw at the end of each of its turns.
spell slot of 6th level or higher, the fire damage or the If it successfully saves against this spell three times, the
radiant damage (your choice) increases by 1d6 for spell ends. If it fails its saves three times, it is turned to
each slot level above 5th. stone and subjected to the petrified condition for the
duration. The successes and failures don’t need to be
FLAMING SPHERE consecutive; keep track of both until the target collects
2nd-level conjuration three of a kind. If the creature is physically broken while
petrified, it suffers from similar deformities if it reverts
Casting Time: 1 action
to its original state. If you maintain your concentration
Range: 60 feet
on this spell for the entire possible duration, the creature
Components: V, S, M (a bit of tallow, a pinch of
is turned to stone until the effect is removed.
brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an
FLOATING DISK
1st-level conjuration (ritual)
unoccupied space of your choice within range and
lasts for the duration. Any creature that ends its turn Casting Time: 1 action
within 5 feet of the sphere must make a Dexterity saving Range: 30 feet
throw. The creature takes 2d6 fire damage on a failed Components: V, S, M (a drop of mercury)
save, or half as much damage on a successful one. Duration: 1 hour
As a bonus action, you can move the sphere up This spell creates a circular, horizontal plane of
to 30 feet. If you ram the sphere into a creature, that force, 3 feet in diameter and 1 inch thick, that floats 3
creature must make the saving throw against the feet above the ground in an unoccupied space of your
sphere’s damage, and the sphere stops moving this turn. choice that you can see within range. The disk remains
When you move the sphere, you can direct it over for the duration, and can hold up to 500 pounds. If more
barriers up to 5 feet tall and jump it across pits up to weight is placed on it, the spell ends, and everything
10 feet wide. The sphere ignites flammable objects on the disk falls to the ground. The disk is immobile
not being worn or carried, and it sheds bright light in while you are within 20 feet of it. If you move more
a 20-foot radius and dim light for an additional 20 feet. than 20 feet away from it, the disk follows you so that
At Higher Levels. When you cast this spell using a it remains within 20 feet of you. It can move across
spell slot of 3rd level or higher, the damage increases uneven terrain, up or down stairs, slopes and the like,
by 1d6 for each slot level above 2nd. but it can’t cross an elevation change of 10 feet or more.
For example, the disk can’t move across a 10-foot-deep
pit, nor could it leave such a pit if it was created at the
bottom. If you move more than 100 feet from the disk
(typically because it can’t move around an obstacle to
follow you), the spell ends.
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FLY FORCECAGE
3rd-level transmutation 7th-level evocation
Casting Time: 1 action Casting Time: 1 action 1
Range: Touch Range: 100 feet
Components: V, S, M (a wing feather from any bird) Components: V, S, M (ruby dust worth $1,500)
Duration: Concentration, up to 10 minutes Duration: 1 hour
You touch a willing creature. The target gains a flying An immobile, invisible, cube-shaped prison
speed of 60 feet for the duration. When the spell ends, composed of magical force springs into existence
the target falls if it is still aloft, unless it can stop the fall. around an area you choose within range. The prison
At Higher Levels. When you cast this spell using can be a cage or a solid box, as you choose. A prison
2
a spell slot of 4th level or higher, you can target one in the shape of a cage can be up to 20 feet on a side
additional creature for each slot level above 3rd. and is made from 1/2-inch diameter bars spaced 1/2
inch apart. A prison in the shape of a box can be up to
FOG CLOUD 10 feet on a side, creating a solid barrier that prevents
1st-level conjuration any matter from passing through it and blocking any
Casting Time: 1 action
spells cast into or out from the area. When you cast 3
the spell, any creature that is completely inside the
Range: 120 feet
cage’s area is trapped. Creatures only partially within
Components: V, S
the area, or those too large to fit inside the area, are
Duration: Concentration, up to 1 hour
pushed away from the center of the area until they are
You create a 20-foot-radius sphere of fog centered completely outside the area.
on a point within range. The sphere spreads around A creature inside the cage can’t leave it by nonmagical
corners, and its area is heavily obscured. It lasts for the means. If the creature tries to use teleportation or
4
duration or until a wind of moderate or greater speed interplanar travel to leave the cage, it must first make
(at least 10 miles per hour) disperses it. a Charisma saving throw. On a success, the creature
At Higher Levels. When you cast this spell using a can use that magic to exit the cage. On a failure, the
spell slot of 2nd level or higher, the radius of the fog creature can’t exit the cage and wastes the use of the
increases by 20 feet for each slot level above 1st. spell or effect. The cage also extends into the Ethereal
Plane, blocking ethereal travel. This spell can’t be 5
dispelled by dispel magic.
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FORESIGHT If the globe strikes a body of water or a liquid that is
9th-level divination principally water (not including water-based creatures),
Casting Time: 1 minute it freezes the liquid to a depth of 6 inches over an area
Range: Touch 30 feet square. This ice lasts for 1 minute. Creatures
Components: V, S, M (a hummingbird feather) that were swimming on the surface of frozen water
Duration: 8 hours are trapped in the ice. A trapped creature can use an
action to make a Strength check against your spell
You touch a willing creature and bestow a limited
save DC to break free.
ability to see into the immediate future. For the duration,
You can refrain from firing the globe after completing
the target can’t be surprised and has advantage
the spell, if you wish. A small globe about the size of
on attack rolls, ability checks, and saving throws.
a sling stone, cool to the touch, appears in your hand.
Additionally, other creatures have disadvantage on
At any time, you or a creature you give the globe to
attack rolls against the target for the duration.
can throw the globe (to a range of 40 feet) or hurl it
This spell immediately ends if you cast it again
with a sling (to the sling’s normal range). It shatters
before its duration ends.
on impact, with the same effect as the normal casting
of the spell. You can also set the globe down without
FREEDOM OF MOVEMENT shattering it. After 1 minute, if the globe hasn’t already
4th-level abjuration shattered, it explodes.
Casting Time: 1 action At Higher Levels. When you cast this spell using a
Range: Touch spell slot of 7th level or higher, the damage increases
Components: V, S, M (a leather strap, bound around by 1d6 for each slot level above 6th.
the arm or a similar appendage)
Duration: 1 hour GASEOUS FORM
You touch a willing creature. For the duration, the 3rd-level transmutation
target’s movement is unaffected by difficult terrain, Casting Time: 1 action
and spells and other magical effects can neither Range: Touch
reduce the target’s speed nor cause the target to be Components: V, S, M (a bit of gauze and a wisp of smoke)
paralyzed or restrained. The target can also spend Duration: Concentration, up to 1 hour
5 feet of movement to automatically escape from
You transform a willing creature you touch, along
nonmagical restraints, such as manacles or a creature
with everything it’s wearing and carrying, into a misty
that has it grappled.
cloud for the duration. The spell ends if the creature
Finally, being underwater imposes no penalties on
drops to 0 hit points. An incorporeal creature isn’t
the target’s movement or attacks.
affected. While in this form, the target’s only method
of movement is a flying speed of 10 feet. The target
FREEZING SPHERE can enter and occupy the space of another creature.
6th-level evocation The target has resistance to nonmagical damage, and
Casting Time: 1 action it has advantage on Strength, Dexterity, and
Range: 300 feet Constitution saving throws. The target can pass
Components: V, S, M (a small crystal sphere) through small holes, narrow openings, and even mere
Duration: Instantaneous cracks, though it treats liquids as though they were solid
A frigid globe of cold energy streaks from your surfaces. The target can’t fall and remains hovering in
fingertips to a point of your choice within range, where the air even when stunned or otherwise incapacitated.
it explodes in a 60-foot-radius sphere. Each creature While in the form of a misty cloud, the target can’t
within the area must make a Constitution saving throw. talk or manipulate objects, and any objects it was
On a failed save, a creature takes 10d6 cold damage. carrying or holding can’t be dropped, used, or otherwise
On a successful save, it takes half as much damage. interacted with. The target can’t attack or cast spells.
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GATE When you cast this spell using a spell slot of 9th level,
9th-level conjuration the spell lasts until it is ended by one of the spells
mentioned above.
Casting Time: 1 action 1
Range: 60 feet
Components: V, S, M (a diamond worth at least $5,000) GENTLE R EPOSE
Duration: Concentration, up to 1 minute 2nd-level necromancy (ritual)
You conjure a portal linking an unoccupied space Casting Time: 1 action
you can see within range to a precise location on a Range: Touch
different plane of existence. The portal is a circular Components: V, S, M (a pinch of salt and one copper
opening, which you can make 5 to 20 feet in diameter. piece placed on each of the corpse’s eyes, which
2
You can orient the portal in any direction you choose. must remain there for the duration)
The portal lasts for the duration. Duration: 10 days
The portal has a front and a back on each plane You touch a corpse or other remains. For the duration,
where it appears. Travel through the portal is possible the target is protected from decay and can’t become
only by moving through its front. Anything that does so undead. The spell also effectively extends the time limit
is instantly transported to the other plane, appearing on raising the target from the dead, since days spent 3
in the unoccupied space nearest to the portal. Deities under the influence of this spell don’t count against
and other planar rulers can prevent portals created by the time limit of spells such as raise dead.
this spell from opening in their presence or anywhere
within their domains.
When you cast this spell, you can speak the name
GIANT INSECT
4th-level transmutation
of a specific creature (a pseudonym, title, or nickname
doesn’t work). If that creature is on a plane other than Casting Time: 1 action 4
the one you are on, the portal opens in the named Range: 30 feet
creature’s immediate vicinity and draws the creature Components: V, S
through it to the nearest unoccupied space on your Duration: Concentration, up to 10 minutes
side of the portal. You gain no special power over You transform up to ten centipedes, three spiders, five
the creature, and it is free to act as the GM deems wasps, or one scorpion within range into giant versions
appropriate. It might leave, attack you, or help you. of their natural forms for the duration. A centipede 5
becomes a giant centipede, a spider becomes a giant
GEAS spider, a wasp becomes a giant wasp, and a scorpion
5th-level enchantment becomes a giant scorpion.
Each creature obeys your verbal commands, and
Casting Time: 1 minute
in combat, they act on your turn each round. The GM
Range: 60 feet
has the statistics for these creatures and resolves their
Components: V
actions and movement.
6
Duration: 30 days
A creature remains in its giant size for the duration,
You place a magical command on a creature that you until it drops to 0 hit points, or until you use an action
can see within range, forcing it to carry out some service to dismiss the effect on it. The GM might allow you to
or refrain from some action or course of activity as choose different targets. For example, if you transform
you decide. If the creature can understand you, it must a bee, its giant version might have the same statistics
succeed on a Wisdom saving throw or become charmed as a giant wasp. 7
by you for the duration. While the creature is charmed
by you, it takes 5d10 psychic damage each time it acts
in a manner directly counter to your instructions, but
GLIBNESS
8th-level transmutation
no more than once each day. A creature that can’t
understand you is unaffected by the spell. Casting Time: 1 action
You can issue any command you choose, short of Range: Self
an activity that would result in certain death. Should Components: V A
you issue a suicidal command, the spell ends. You Duration: 1 hour
can end the spell early by using an action to dismiss Until the spell ends, when you make a Charisma
it. A remove curse, greater restoration, or wish spell check, you can replace the number you roll with a 15.
also ends it. Additionally, no matter what you say, magic that would
At Higher Levels. When you cast this spell using determine if you are telling the truth indicates that you
a spell slot of 7th or 8th level, the duration is 1 year. are being truthful.
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creature in the area must make a Dexterity saving GREATER INVISIBILITY
throw. A creature takes 5d8 acid, cold, fire, lightning, or 4th-level illusion
thunder damage on a failed saving throw (your choice
when you create the glyph), or half as much damage
Casting Time: 1 action 1
Range: Touch
on a successful one. Components: V, S
Spell Glyph. You can store a prepared spell of 3rd Duration: Concentration, up to 1 minute
level or lower in the glyph by casting it as part of creating
You or a creature you touch becomes invisible until
the glyph. The spell must target a single creature or an
the spell ends. Anything the target is wearing or carrying
area. The spell being stored has no immediate effect
is invisible as long as it is on the target’s person.
when cast in this way. When the glyph is triggered, the 2
stored spell is cast. If the spell has a target, it targets
the creature that triggered the glyph. If the spell affects GREATER R ESTORATION
an area, the area is centered on that creature. If the 5th-level abjuration
spell summons hostile creatures or creates harmful Casting Time: 1 action
objects or traps, they appear as close as possible to the Range: Touch
intruder and attack it. If the spell requires concentration, Components: V, S, M (diamond dust worth at least
it lasts until the end of its full duration. $100, which the spell consumes)
3
At Higher Levels. When you cast this spell using Duration: Instantaneous
a spell slot of 4th level or higher, the damage of an You imbue a creature you touch with positive energy
explosive runes glyph increases by 1d8 for each slot to undo a debilitating effect. You can reduce the target’s
level above 3rd. If you create a spell glyph, you can exhaustion level by one, or end one of the following
store any spell of up to the same level as the slot you effects on the target:
use for the glyph of warding. • One effect that charmed or petrified the target 4
• One curse, including the target’s attunement to a
GOODBERRY cursed magic item
1st-level transmutation • Any reduction to one of the target’s ability scores
Casting Time: 1 action • One effect reducing the target’s hit point maximum
Range: Touch
Components: V, S, M (a sprig of mistletoe) GUARDIAN OF FAITH 5
Duration: Instantaneous 4th-level conjuration
Up to ten berries appear in your hand and are infused Casting Time: 1 action
with magic for the duration. A creature can use its action Range: 30 feet
to eat one berry. Eating a berry restores 1 hit point, and Components: V
the berry provides enough nourishment to sustain a Duration: 8 hours
creature for one day. The berries lose their potency if A Large spectral guardian appears and hovers for 6
they have not been consumed within 24 hours of the the duration in an unoccupied space of your choice that
casting of this spell. you can see within range. The guardian occupies that
space and is indistinct except for a gleaming sword
GREASE and shield emblazoned with the symbol of your deity.
1st-level conjuration Any creature hostile to you that moves to a space
Casting Time: 1 action within 10 feet of the guardian for the first time on a 7
Range: 60 feet turn must succeed on a Dexterity saving throw. The
Components: V, S, M (a bit of pork rind or butter) creature takes 20 radiant damage on a failed save, or
Duration: 1 minute half as much damage on a successful one. The guardian
vanishes when it has dealt a total of 60 damage.
Slick grease covers the ground in a 10-foot square
centered on a point within range and turns it into difficult
terrain for the duration. A
When the grease appears, each creature standing
in its area must succeed on a Dexterity saving throw
or fall prone. A creature that enters the area or ends
its turn there must also succeed on a Dexterity saving
throw or fall prone.
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GUARDS AND WARDS GUIDANCE
6th-level abjuration Divination cantrip
Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (burning incense, a small measure Components: V, S
of brimstone and oil, a knotted string, a small amount Duration: Concentration, up to 1 minute
of blood, and a small silver rod worth at least $10) You touch one willing creature. Once before the
Duration: 24 hours spell ends, the target can roll a d4 and add the number
You create a ward that protects up to 2,500 square feet rolled to one ability check of its choice. It can roll the
of floor space (an area 50 feet square, or one hundred die before or after making the ability check. The spell
5-foot squares or twenty-five 10-foot squares). The then ends.
warded area can be up to 20 feet tall, and shaped as you
desire. You can ward several stories of a stronghold by GUIDING BOLT
dividing the area among them, as long as you can walk 1st-level evocation
into each contiguous area while you are casting the spell.
Casting Time: 1 action
When you cast this spell, you can specify individuals that
Range: 120 feet
are unaffected by any or all of the effects that you choose.
Components: V, S
You can also specify a password that, when spoken aloud,
Duration: 1 round
makes the speaker immune to these effects. Guards and
wards creates the following effects within the warded area. A flash of light streaks toward a creature of your
Corridors. Fog fills all the warded corridors, making choice within range. Make a ranged spell attack against
them heavily obscured. In addition, at each intersection the target. On a hit, the target takes 4d6 radiant damage,
or branching passage offering a choice of direction, and the next attack roll made against this target before
there is a 50 percent chance that a creature other than the end of your next turn has advantage, thanks to the
you will believe it is going in the opposite direction from mystical dim light glittering on the target until then.
the one it chooses. At Higher Levels. When you cast this spell using a
Doors. All doors in the warded area are magically spell slot of 2nd level or higher, the damage increases
locked, as if sealed by an arcane lock spell. In addition, by 1d6 for each slot level above 1st.
you can cover up to ten doors with an illusion (equivalent
to the illusory object function of the minor illusion spell) GUST OF WIND
to make them appear as plain sections of wall. 2nd-level evocation
Stairs. Webs fill all stairs in the warded area from Casting Time: 1 action
top to bottom, as the web spell. These strands regrow Range: Self (60-foot line)
in 10 minutes if they are burned or torn away while Components: V, S, M (a legume seed)
guards and wards lasts. Duration: Concentration, up to 1 minute
Other Spell Effect. You can place your choice of one
A line of strong wind 60 feet long and 10 feet wide
of the following magical effects within the warded area
blasts from you in a direction you choose for the spell’s
of the stronghold.
duration. Each creature that starts its turn in the line
• Place dancing lights in four corridors. You can
must succeed on a Strength saving throw or be pushed
designate a simple program that the lights repeat as
15 feet away from you in a direction following the line.
long as guards and wards lasts.
Any creature in the line must spend 2 feet of
• Place magic mouth in two locations.
movement for every 1 foot it moves when moving
• Place stinking cloud in two locations. The vapors
closer to you.
appear in the places you designate; they return within 10
The gust disperses gas or vapor, and it extinguishes
minutes if dispersed by wind while guards and wards lasts.
candles, torches, and similar unprotected flames in
• Place a constant gust of wind in one corridor or room.
the area. It causes protected flames, such as those of
• Place a suggestion in one location. You select an area
lanterns, to dance wildly and has a 50 percent chance
of up to 5 feet square, and any creature that enters or
to extinguish them. As a bonus action on each of your
passes through the area receives the suggestion mentally.
turns before the spell ends, you can change the direction
The whole warded area radiates magic. A dispel
in which the line blasts from you.
magic cast on a specific effect, if successful, removes
only that effect.
You can create a permanently guarded and warded
structure by casting this spell there every day for one year.
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H ALLOW H ALLUCINATORY TERRAIN
5th-level evocation 4th-level illusion
Casting Time: 24 hours Casting Time: 10 minutes 1
Range: Touch Range: 300 feet
Components: V, S, M (herbs, oils, and incense worth Components: V, S, M (a stone, a twig, and a bit of
at least $1,000, which the spell consumes) green plant)
Duration: Until dispelled Duration: 24 hours
You touch a point and infuse an area around it with You make natural terrain in a 150-foot cube in range
holy (or unholy) power. The area can have a radius up to look, sound, and smell like some other sort of natural
60 feet, and the spell fails if the radius includes an area terrain. Thus, open fields or a road can be made to
2
already under the effect a hallow spell. The affected resemble a swamp, hill, crevasse, or some other difficult
area is subject to the following effects. or impassable terrain. A pond can be made to seem
First, celestials, elementals, fey, fiends, and undead like a grassy meadow, a precipice like a gentle slope,
can’t enter the area, nor can such creatures charm, or a rock-strewn gully like a wide and smooth road.
frighten, or possess creatures within it. Any creature Manufactured structures, equipment, and creatures
charmed, frightened, or possessed by such a creature within the area aren’t changed in appearance. 3
is no longer charmed, frightened, or possessed upon The tactile characteristics of the terrain are
entering the area. You can exclude one or more of those unchanged, so creatures entering the area are likely
types of creatures from this effect. to see through the illusion. If the difference isn’t obvious
Second, you can bind an extra effect to the area. by touch, a creature carefully examining the illusion can
Choose the effect from the following list, or choose an attempt an Intelligence (Investigation) check against
effect offered by the GM. Some of these effects apply your spell save DC to disbelieve it. A creature who
to creatures in the area; you can designate whether the discerns the illusion for what it is, sees it as a vague
4
effect applies to all creatures, creatures that follow a image superimposed on the terrain.
specific deity or leader, or creatures of a specific sort,
such as orcs or trolls. When a creature that would be H ARM
affected enters the spell’s area for the first time on a 6th-level necromancy
turn or starts its turn there, it can make a Charisma
Casting Time: 1 action
saving throw. On a success, the creature ignores the
Range: 60 feet
5
extra effect until it leaves the area.
Components: V, S
Courage. Affected creatures can’t be frightened
Duration: Instantaneous
while in the area.
Darkness. Darkness fills the area. Normal light, as well You unleash a virulent disease on a creature that
as magical light created by spells of a lower level than the you can see within range. The target must make a
slot you used to cast this spell, can’t illuminate the area. Constitution saving throw. On a failed save, it takes
14d6 necrotic damage, or half as much damage on a 6
Daylight. Bright light fills the area. Magical darkness
created by spells of a lower level than the slot you used successful save. The damage can’t reduce the target’s
to cast this spell can’t extinguish the light. hit points below 1. If the target fails the saving throw,
Energy Protection. Affected creatures in the area its hit point maximum is reduced for 1 hour by an
have resistance to one damage type of your choice, amount equal to the necrotic damage it took. Any effect
except for bludgeoning, piercing, or slashing. that removes a disease allows a creature’s hit point
Energy Vulnerability. Affected creatures in the area maximum to return to normal before that time passes. 7
have vulnerability to one damage type of your choice,
except for bludgeoning, piercing, or slashing. H ASTE
Everlasting Rest. Dead bodies interred in the area 3rd-level transmutation
can’t be turned into undead. Casting Time: 1 action
Extradimensional Interference. Affected creatures Range: 30 feet
can’t move or travel using teleportation or by Components: V, S, M (a shaving of licorice root) A
extradimensional or interplanar means. Duration: Concentration, up to 1 minute
Fear. Affected creatures are frightened while in the area.
Choose a willing creature that you can see within
Silence. No sound can emanate from within the area,
range. Until the spell ends, the target’s speed is doubled,
and no sound can reach into it.
it gains a +2 bonus to AC, it has advantage on Dexterity
Tongues. Affected creatures can communicate with
saving throws, and it gains an additional action on
any other creature in the area, even if they don’t share
each of its turns. That action can be used only to take
a common language.
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the Attack (one weapon attack only), Dash, Disengage, At Higher Levels. When you cast this spell using a
Hide, or Use an Object action. spell slot of 2nd level or higher, the healing increases
When the spell ends, the target can’t move or take by 1d4 for each slot level above 1st.
actions until after its next turn, as a wave of lethargy
sweeps over it. HEAT METAL
2nd-level transmutation
HEAL Casting Time: 1 action
6th-level evocation Range: 60 feet
Casting Time: 1 action Components: V, S, M (a piece of iron and a flame)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S Choose a manufactured metal object, such as a
Duration: Instantaneous metal weapon or a suit of heavy or medium metal
Choose a creature that you can see within range. A armor, that you can see within range. You cause the
surge of positive energy washes through the creature, object to glow red-hot. Any creature in physical contact
causing it to regain 70 hit points. This spell also ends with the object takes 2d8 fire damage when you cast
blindness, deafness, and any diseases affecting the the spell. Until the spell ends, you can use a bonus
target. This spell has no effect on constructs or undead. action on each of your subsequent turns to cause
At Higher Levels. When you cast this spell using a this damage again. If a creature is holding or wearing
spell slot of 7th level or higher, the amount of healing the object and takes the damage from it, the creature
increases by 10 for each slot level above 6th. must succeed on a Constitution saving throw or drop
the object if it can. If it doesn’t drop the object, it has
HEALING WORD disadvantage on attack rolls and ability checks until
1st-level evocation the start of your next turn.
At Higher Levels. When you cast this spell using a
Casting Time: 1 bonus action
spell slot of 3rd level or higher, the damage increases
Range: 60 feet
by 1d8 for each slot level above 2nd.
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting ability
modifier. This spell has no effect on undead or constructs.
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HELLISH R EBUKE HIDEOUS L AUGHTER
1st-level evocation 1st-level enchantment
Casting Time: 1 reaction, which you take in response Casting Time: 1 action 1
to being damaged by a creature within 60 feet of you Range: 30 feet
that you can see Components: V, S, M (tiny tarts and a feather that is
Range: 60 feet waved in the air)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous A creature of your choice that you can see within
You point your finger, and the creature that damaged range perceives everything as hilariously funny and
you is momentarily surrounded by hellish flames. The falls into fits of laughter if this spell affects it. The
2
creature must make a Dexterity saving throw. It takes target must succeed on a Wisdom saving throw or fall
2d10 fire damage on a failed save, or half as much prone, becoming incapacitated and unable to stand
damage on a successful one. up for the duration. A creature with an Intelligence
At Higher Levels. When you cast this spell using a score of 4 or less isn’t affected. At the end of each of
spell slot of 2nd level or higher, the damage increases its turns, and each time it takes damage, the target
by 1d10 for each slot level above 1st. can make another Wisdom saving throw. The target 3
has advantage on the saving throw if it’s triggered by
HEROES’ FEAST damage. On a success, the spell ends.
6th-level conjuration
Casting Time: 10 minutes HOLD MONSTER
Range: 30 feet 5th-level enchantment
Components: V, S , M (a gem-encrusted bowl worth at Casting Time: 1 action 4
least $1,000, which the spell consumes) Range: 90 feet
Duration: Instantaneous Components: V, S, M (a small, straight piece of iron)
You bring forth a great feast, including magnificent Duration: Concentration, up to 1 minute
food and drink. The feast takes 1 hour to consume and Choose a creature that you can see within range.
disappears at the end of that time, and the beneficial The target must succeed on a Wisdom saving throw or
effects don’t set in until this hour is over. Up to twelve be paralyzed for the duration. This spell has no effect 5
other creatures can partake of the feast. on undead. At the end of each of its turns, the target
A creature that partakes of the feast gains several can make another Wisdom saving throw. On a success,
benefits. The creature is cured of all diseases and the spell ends on the target.
poison, becomes immune to poison and being At Higher Levels. When you cast this spell using
frightened, and makes all Wisdom saving throws with a spell slot of 6th level or higher, you can target one
advantage. Its hit point maximum also increases by additional creature for each slot level above 5th. The
2d10, and it gains the same number of hit points. These creatures must be within 30 feet of each other when 6
benefits last for 24 hours. you target them.
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HOLY AURA The spell ends for an affected creature if it takes any
8th-level abjuration damage or if someone else uses an action to shake
Casting Time: 1 action the creature out of its stupor.
Range: Self
Components: V, S, M (a tiny reliquary worth at least ICE STORM
$1,000 containing a sacred relic, such as a scrap 4th-level evocation
of cloth from a saint’s robe or a piece of parchment Casting Time: 1 action
from a religious text) Range: 300 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a pinch of dust and a few drops
Divine light washes out from you and coalesces in a of water)
soft radiance in a 30-foot radius around you. Creatures of Duration: Instantaneous
your choice in that radius when you cast this spell shed A hail of rock-hard ice pounds to the ground in a
dim light in a 5-foot radius and have advantage on all 20-foot-radius, 40-foot-high cylinder centered on a
saving throws, and other creatures have disadvantage on point within range. Each creature in the cylinder must
attack rolls against them until the spell ends. In addition, make a Dexterity saving throw. A creature takes 2d8
when a fiend or an undead hits an affected creature with bludgeoning damage and 4d6 cold damage on a failed
a melee attack, the aura flashes with brilliant light. The save, or half as much damage on a successful one.
attacker must succeed on a Constitution saving throw Hailstones turn the storm’s area of effect into difficult
or be blinded until the spell ends. terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a
HUNTER’S M ARK spell slot of 5th level or higher, the bludgeoning damage
1st-level divination increases by 1d8 for each slot level above 4th.
Casting Time: 1 bonus action
Range: 90 feet IDENTIFY
Components: V 1st-level divination (ritual)
Duration: Concentration, up to 1 hour Casting Time: 1 minute
You choose a creature you can see within range and Range: Touch
mystically mark it as your quarry. Until the spell ends, Components: V, S, M (a pearl worth at least $100 and
you deal an extra 1d6 damage to the target whenever an owl feather)
you hit it with a weapon attack, and you have advantage Duration: Instantaneous
on any Wisdom (Perception) or Wisdom (Survival) check You choose one object that you must touch
you make to find it. If the target drops to 0 hit points throughout the casting of the spell. If it is a magic
before this spell ends, you can use a bonus action on item or some other magic-imbued object, you learn its
a subsequent turn of yours to mark a new creature. properties and how to use them, whether it requires
At Higher Levels. When you cast this spell using attunement to use, and how many charges it has, if
a spell slot of 3rd or 4th level, you can maintain your any. You learn whether any spells are affecting the item
concentration on the spell for up to 8 hours. When you and what they are. If the item was created by a spell,
use a spell slot of 5th level or higher, you can maintain you learn which spell created it. If you instead touch a
your concentration on the spell for up to 24 hours. creature throughout the casting, you learn what spells,
if any, are currently affecting it.
HYPNOTIC PATTERN
3rd-level illusion ILLUSORY SCRIPT
Casting Time: 1 action 1st-level illusion (ritual)
Range: 120 feet Casting Time: 1 minute
Components: S, M (a glowing stick of incense or a Range: Touch
crystal vial filled with phosphorescent material) Components: S, M (a lead-based ink worth at least $10,
Duration: Concentration, up to 1 minute which the spell consumes)
You create a twisting pattern of colors that weaves Duration: 10 days
through the air inside a 30-foot cube within range. The You write on parchment, paper, or some other
pattern appears for a moment and vanishes. Each creature suitable writing material and imbue it with a potent
in the area who sees the pattern must make a Wisdom illusion that lasts for the duration. To you and any
saving throw. On a failed save, the creature becomes creatures you designate when you cast the spell, the
charmed for the duration. While charmed by this spell, writing appears normal, written in your hand, and
the creature is incapacitated and has a speed of 0. conveys whatever meaning you intended when you
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wrote the text. To all others, the writing appears as if a large, transparent gemstone, such as a corundum,
it were written in an unknown or magical script that is diamond, or ruby.
unintelligible. Alternatively, you can cause the writing Slumber. The target falls asleep and can’t be awoken.
to appear to be an entirely different message, written The special component for this version of the spell
1
in a different hand and language, though the language consists of rare soporific herbs.
must be one you know. Ending the Spell. During the casting of the spell, in any
Should the spell be dispelled, the original script and of its versions, you can specify a condition that will cause
the illusion both disappear. A creature with truesight the spell to end and release the target. The condition can
can read the hidden message. be as specific or as elaborate as you choose, but the GM
must agree that the condition is reasonable and has a 2
IMPRISONMENT likelihood of coming to pass. The conditions can be based
9th-level abjuration on a creature’s name, identity, or deity but otherwise must
be based on observable actions or qualities and not based
Casting Time: 1 minute
on intangibles such as level, class, or hit points.
Range: 30 feet
A dispel magic spell can end the spell only if it is
Components: V, S, M (a vellum depiction or a carved
cast as a 9th-level spell, targeting either the prison
statuette in the likeness of the target, and a special
or the special component used to create it. You can
3
component that varies according to the version of
use a particular special component to create only
the spell you choose, worth at least $500 per Hit Die
one prison at a time. If you cast the spell again using
of the target)
the same component, the target of the first casting is
Duration: Until dispelled
immediately freed from its binding.
You create a magical restraint to hold a creature that
you can see within range. The target must succeed on
INCENDIARY CLOUD 4
a Wisdom saving throw or be bound by the spell; if it
8th-level conjuration
succeeds, it is immune to this spell if you cast it again.
While affected by this spell, the creature doesn’t need to Casting Time: 1 action
breathe, eat, or drink, and it doesn’t age. Divination spells Range: 150 feet
can’t locate or perceive the target. When you cast the spell, Components: V, S
you choose one of the following forms of imprisonment. Duration: Concentration, up to 1 minute
Burial. The target is entombed far beneath the earth A swirling cloud of smoke shot through with white-hot 5
in a sphere of magical force that is just large enough embers appears in a 20-foot-radius sphere centered on
to contain the target. Nothing can pass through the a point within range. The cloud spreads around corners
sphere, nor can any creature teleport or use planar and is heavily obscured. It lasts for the duration or until
travel to get into or out of it. The special component a wind of moderate or greater speed (at least 10 miles
for this version of the spell is a small mithral orb. per hour) disperses it. When the cloud appears, each
Chaining. Heavy chains, firmly rooted in the ground, creature in it must make a Dexterity saving throw. A 6
hold the target in place. The target is restrained until the creature takes 10d8 fire damage on a failed save, or half
spell ends, and it can’t move or be moved by any means as much damage on a successful one. A creature must
until then. The special component for this version of also make this saving throw when it enters the spell’s
the spell is a fine chain of precious metal. area for the first time on a turn or ends its turn there.
Hedged Prison. The spell transports the target into The cloud moves 10 feet directly away from you
a tiny demiplane that is warded against teleportation in a direction that you choose at the start of each of
and planar travel. The demiplane can be a labyrinth, a your turns. 7
cage, a tower, or any similar confined structure or area
of your choice. The special component for this version INFLICT WOUNDS
of the spell is a miniature representation of the prison 1st-level necromancy
made from jade.
Casting Time: 1 action
Minimus Containment. The target shrinks to a height
Range: Touch
of 1 inch and is imprisoned inside a gemstone or similar
Components: V, S A
object. Light can pass through the gemstone normally
Duration: Instantaneous
(allowing the target to see out and other creatures to
see in), but nothing else can pass through, even by Make a melee spell attack against a creature you can
means of teleportation or planar travel. The gemstone reach. On a hit, the target takes 3d10 necrotic damage.
can’t be cut or broken while the spell remains in effect. At Higher Levels. When you cast this spell using a
The special component for this version of the spell is spell slot of 2nd level or higher, the damage increases
by 1d10 for each slot level above 1st.
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INSECT PLAGUE At Higher Levels. When you cast this spell using
5th-level conjuration a spell slot of 3rd level or higher, you can target one
Casting Time: 1 action additional creature for each slot level above 2nd.
Range: 300 feet
Components: V, S, M (a few grains of sugar, some IRRESISTIBLE DANCE
kernels of grain, and a smear of fat) 6th-level enchantment
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Swarming, biting locusts fill a 20-foot-radius sphere Range: 30 feet
centered on a point you choose within range. The sphere Components: V
spreads around corners. The sphere remains for the Duration: Concentration, up to 1 minute
duration, and its area is lightly obscured. The sphere’s area Choose one creature that you can see within range.
is difficult terrain. When the area appears, each creature The target begins a comic dance in place: shuffling,
in it must make a Constitution saving throw. A creature tapping its feet, and capering for the duration. Creatures
takes 4d10 piercing damage on a failed save, or half as that can’t be charmed are immune to this spell.
much damage on a successful one. A creature must also A dancing creature must use all its movement to
make this saving throw when it enters the spell’s area for dance without leaving its space and has disadvantage
the first time on a turn or ends its turn there. on Dexterity saving throws and attack rolls. While the
At Higher Levels. When you cast this spell using a target is affected by this spell, other creatures have
spell slot of 6th level or higher, the damage increases advantage on attack rolls against it. As an action, a
by 1d10 for each slot level above 5th. dancing creature makes a Wisdom saving throw to
regain control of itself. On a successful save, the spell
INSTANT SUMMONS ends.
6th-level conjuration (ritual)
Casting Time: 1 minute JUMP
Range: Touch 1st-level transmutation
Components: V, S, M (a sapphire worth $1,000) Casting Time: 1 action
Duration: Until dispelled Range: Touch
You touch an object weighing 10 pounds or less Components: V, S, M (a grasshopper’s hind leg)
whose longest dimension is 6 feet or less. The spell Duration: 1 minute
leaves an invisible mark on its surface and invisibly You touch a creature. The creature’s jump distance
inscribes the name of the item on the sapphire you is tripled until the spell ends.
use as the material component. Each time you cast
this spell, you must use a different sapphire.
At any time thereafter, you can use your action to
K NOCK
2nd-level transmutation
speak the item’s name and crush the sapphire. The item
instantly appears in your hand regardless of physical or Casting Time: 1 action
planar distances, and the spell ends. If another creature Range: 60 feet
is holding or carrying the item, crushing the sapphire Components: V
doesn’t transport the item to you, but instead you learn Duration: Instantaneous
who the creature possessing the object is and roughly Choose an object that you can see within range. The
where that creature is located at that moment. object can be a door, a box, a chest, a set of manacles,
Dispel magic or a similar effect successfully applied a padlock, or another object that contains a mundane
to the sapphire ends this spell’s effect. or magical means that prevents access. A target that is
held shut by a mundane lock or that is stuck or barred
INVISIBILITY becomes unlocked, unstuck, or unbarred. If the object
2nd-level illusion has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane
Casting Time: 1 action
lock, that spell is suppressed for 10 minutes, during
Range: Touch
which time the target can be opened and shut normally.
Components: V, S, M (an eyelash encased in gum arabic)
When you cast the spell, a loud knock, audible from as
Duration: Concentration, up to 1 hour
far away as 300 feet, emanates from the target object.
A creature you touch becomes invisible until the
spell ends. Anything the target is wearing or carrying
is invisible as long as it is on the target’s person. The
spell ends for a target that attacks or casts a spell.
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LEGEND LORE up to 20 feet in either direction on your turn. If you are
5th-level divination the target, you can move up or down as part of your
move. Otherwise, you can use your action to move
Casting Time: 10 minutes
the target, which must remain within the spell’s range.
1
Range: Self
Components: V, S, M (incense worth at least $250, When the spell ends, the target floats gently to the
which the spell consumes, and four ivory strips worth ground if it is still aloft.
at least $50 each)
Duration: Instantaneous LIGHT
Name or describe a person, place, or object. The spell Evocation cantrip
brings to your mind a brief summary of the significant Casting Time: 1 action
2
lore about the thing you named. The lore might consist Range: Touch
of current tales, forgotten stories, or even secret lore Components: V, M (a firefly or phosphorescent moss)
that has never been widely known. If the thing you Duration: 1 hour
named isn’t of legendary importance, you gain no You touch one object that is no larger than 10 feet in
information. The more information you already have any dimension. Until the spell ends, the object sheds
about the thing, the more precise and detailed the bright light in a 20-foot radius and dim light for an 3
information you receive is. additional 20 feet. The light can be colored as you like.
The information you learn is accurate but might be Completely covering the object with something opaque
couched in figurative language. For example, if you blocks the light. The spell ends if you cast it again or
have a mysterious magic axe on hand, the spell might dismiss it as an action.
yield this information: “Woe to the evildoer whose hand If you target an object held or worn by a hostile
touches the axe, for even the haft slices the hand of the
evil ones. Only a true Child of Stone, lover and beloved
creature, that creature must succeed on a Dexterity 4
saving throw to avoid the spell.
of Moradin, may awaken the true powers of the axe,
and only with the sacred word Rudnogg on the lips.”
LIGHTNING BOLT
3rd-level evocation
LESSER R ESTORATION Casting Time: 1 action
2nd-level abjuration
Casting Time: 1 action
Range: Self (100-foot line) 5
Components: V, S, M (a bit of fur and a rod of amber,
Range: Touch crystal, or glass)
Components: V, S Duration: Instantaneous
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long
You touch a creature and can end either one disease and 5 feet wide blasts out from you in a direction
or one condition afflicting it. The condition can be you choose. Each creature in the line must make a
blinded, deafened, paralyzed, or poisoned. Dexterity saving throw. A creature takes 8d6 lightning
6
damage on a failed save, or half as much damage on
LEVITATE a successful one.
2nd-level transmutation The lightning ignites flammable objects in the area
Casting Time: 1 action that aren’t being worn or carried.
Range: 60 feet At Higher Levels. When you cast this spell using a
Components: V, S, M (either a small leather loop or a spell slot of 4th level or higher, the damage increases 7
piece of golden wire bent into a cup shape with a by 1d6 for each slot level above 3rd.
long shank on one end)
Duration: Concentration, up to 10 minutes LOCATE A NIMALS OR PLANTS
One creature or object of your choice that you can 2nd-level divination (ritual)
see within range rises vertically, up to 20 feet, and Casting Time: 1 action
remains suspended there for the duration. The spell Range: Self A
can levitate a target that weighs up to 500 pounds. Components: V, S, M (a bit of fur from a bloodhound)
An unwilling creature that succeeds on a Constitution Duration: Instantaneous
saving throw is unaffected. Describe or name a specific kind of beast or
The target can move only by pushing or pulling plant. Concentrating on the voice of nature in your
against a fixed object or surface within reach (such surroundings, you learn the direction and distance to
as a wall or a ceiling), which allows it to move as if it the closest creature or plant of that kind within 5 miles,
were climbing. You can change the target’s altitude by if any are present.
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LOCATE CREATURE as that object is within 1,000 feet of you. If the object
4th-level divination is in motion, you know the direction of its movement.
Casting Time: 1 action The spell can locate a specific object known to you,
Range: Self as long as you have seen it up close—within 30 feet—at
Components: V, S, M (a bit of fur from a bloodhound) least once. Alternatively, the spell can locate the nearest
Duration: Concentration, up to 1 hour object of a particular kind, such as a certain kind of
apparel, jewelry, furniture, tool, or weapon.
Describe or name a creature that is familiar to you.
This spell can’t locate an object if any thickness of
You sense the direction to the creature’s location, as
lead, even a thin sheet, blocks a direct path between
long as that creature is within 1,000 feet of you. If
you and the object.
the creature is moving, you know the direction of its
movement. The spell can locate a specific creature
known to you, or the nearest creature of a specific LONGSTRIDER
kind (such as a human or a unicorn), so long as you 1st-level transmutation
have seen such a creature up close—within 30 feet—at Casting Time: 1 action
least once. If the creature you described or named is in Range: Touch
a different form, such as being under the effects of a Components: V, S, M (a pinch of dirt)
polymorph spell, this spell doesn’t locate the creature. Duration: 1 hour
This spell can’t locate a creature if running water at You touch a creature. The target’s speed increases
least 10 feet wide blocks a direct path between you by 10 feet until the spell ends.
and the creature. At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one
LOCATE OBJECT additional creature for each slot level above 1st.
2nd-level divination
Casting Time: 1 action M AGE A RMOR
Range: Self 1st-level abjuration
Components: V, S, M (a forked twig) Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: Touch
Describe or name an object that is familiar to you. Components: V, S, M (a piece of cured leather)
You sense the direction to the object’s location, as long Duration: 8 hours
You touch a willing creature who isn’t wearing armor,
and a protective magical force surrounds it until the
spell ends. The target’s base AC becomes 13 + its
Dexterity modifier. The spell ends if the target dons
armor or if you dismiss the spell as an action.
M AGE H AND
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you
choose within range. The hand lasts for the duration or
until you dismiss it as an action. The hand vanishes if it
is ever more than 30 feet away from you or if you cast
this spell again. You can use your action to control the
hand. You can use the hand to manipulate an object,
open an unlocked door or container, stow or retrieve
an item from an open container, or pour the contents
out of a vial. You can move the hand up to 30 feet each
time you use it.
The hand can’t attack, activate magic items, or carry
more than 10 pounds.
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M AGIC CIRCLE efforts to possess it, and you can’t attempt to possess
3rd-level abjuration it again for 24 hours.
Once you possess a creature’s body, you control it.
Casting Time: 1 minute
Your game statistics are replaced by the statistics of
1
Range: 10 feet
Components: V, S, M (holy water or powdered silver and the creature, though you retain your alignment and your
iron worth at least $100, which the spell consumes) Intelligence, Wisdom, and Charisma scores. You retain
Duration: 1 hour the benefit of your own class features. If the target has
any class levels, you can’t use any of its class features.
You create a 10-foot-radius, 20-foot-tall cylinder of
Meanwhile, the possessed creature’s soul can
magical energy centered on a point on the ground that
you can see within range. Glowing runes appear wherever
perceive from the container using its own senses, but it 2
can’t move or take actions at all. While possessing a body,
the cylinder intersects with the floor or other surface.
you can use your action to return from the host body
Choose one or more of the following types of
to the container if it is within 100 feet of you, returning
creatures: celestials, elementals, fey, fiends, or undead.
the host creature’s soul to its body. If the host body dies
The circle affects a creature of the chosen type in the
while you’re in it, the creature dies, and you must make a
following ways:
Charisma saving throw against your own spellcasting DC.
• The creature can’t willingly enter the cylinder
On a success, you return to the container if it is within
3
by nonmagical means. If the creature tries to use
100 feet of you. Otherwise, you die.
teleportation or interplanar travel to do so, it must
If the container is destroyed or the spell ends, your
first succeed on a Charisma saving throw.
soul immediately returns to your body. If your body is
• The creature has disadvantage on attack rolls
more than 100 feet away from you or if your body is
against targets within the cylinder.
dead when you attempt to return to it, you die. If another
• Targets within the cylinder can’t be charmed,
frightened, or possessed by the creature.
creature’s soul is in the container when it is destroyed, 4
the creature’s soul returns to its body if the body is
When you cast this spell, you can elect to cause its
alive and within 100 feet. Otherwise, that creature dies.
magic to operate in the reverse direction, preventing a
When the spell ends, the container is destroyed.
creature of the specified type from leaving the cylinder
and protecting targets outside it.
At Higher Levels. When you cast this spell using a M AGIC MISSILE
spell slot of 4th level or higher, the duration increases 1st-level evocation 5
by 1 hour for each slot level above 3rd. Casting Time: 1 action
Range: 120 feet
M AGIC JAR Components: V, S
6th-level necromancy Duration: Instantaneous
Casting Time: 1 minute You create three glowing darts of magical force.
Range: Self Each dart hits a creature of your choice that you can 6
Components: V, S, M (a gem, crystal, reliquary, or some see within range. A dart deals 1d4 + 1 force damage to
other ornamental container worth at least $500) its target. The darts all strike simultaneously, and you
Duration: Until dispelled can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a
Your body falls into a catatonic state as your soul
spell slot of 2nd level or higher, the spell creates one
leaves it and enters the container you used for the
more dart for each slot level above 1st.
spell’s material component. While your soul inhabits 7
the container, you are aware of your surroundings as
if you were in the container’s space. You can’t move or M AGIC MOUTH
use reactions. The only action you can take is to project 2nd-level illusion (ritual)
your soul up to 100 feet out of the container, either Casting Time: 1 minute
returning to your living body (and ending the spell) or Range: 30 feet
attempting to possess a humanoids body. Components: V, S, M (a small bit of honeycomb and jade
You can attempt to possess any humanoid within dust worth at least $10, which the spell consumes) A
100 feet of you that you can see (creatures warded by Duration: Until dispelled
a protection from evil and good or magic circle spell You implant a message within an object in range,
can’t be possessed). The target must make a Charisma a message that is uttered when a trigger condition is
saving throw. On a failure, your soul moves into the met. Choose an object that you can see and that isn’t
target’s body, and the target’s soul becomes trapped being worn or carried by another creature. Then speak
in the container. On a success, the target resists your the message, which must be 25 words or less, though
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Spell Descriptions
it can be delivered over as long as 10 minutes. Finally, being 10 feet on each side. The place is furnished and
determine the circumstance that will trigger the spell decorated as you choose. It contains sufficient food
to deliver your message. When that circumstance to serve a nine-course banquet for up to 100 people.
occurs, a magical mouth appears on the object and A staff of 100 near-transparent servants attends all
recites the message in your voice and at the same who enter.
volume you spoke. If the object you chose has a mouth You decide the visual appearance of these servants
or something that looks like a mouth (for example, the and their attire. They are completely obedient to your
mouth of a statue), the magical mouth appears there so orders. Each servant can perform any task a normal
that the words appear to come from the object’s mouth. human servant could perform, but they can’t attack
When you cast this spell, you can have the spell or take any action that would directly harm another
end after it delivers its message, or it can remain and creature. Thus the servants can fetch things, clean,
repeat its message whenever the trigger occurs. The mend, fold clothes, light fires, serve food, pour wine, and
triggering circumstance can be as general or as detailed so on. The servants can go anywhere in the mansion
as you like, though it must be based on visual or audible but can’t leave it. Furnishings and other objects created
conditions that occur within 30 feet of the object. For by this spell dissipate into smoke if removed from the
example, you could instruct the mouth to speak when mansion. When the spell ends, any creatures inside
any creature moves within 30 feet of the object or when the extradimensional space are expelled into the open
a silver bell rings within spaces nearest to the entrance.
30 feet of it.
M AJOR IMAGE
M AGIC WEAPON 3rd-level illusion
2nd-level transmutation Casting Time: 1 action
Casting Time: 1 bonus action Range: 120 feet
Range: Touch Components: V, S, M (a bit of fleece)
Components: V, S Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 1 hour You create the image of an object, a creature, or
You touch a nonmagical weapon. Until the spell some other visible phenomenon that is no larger than
ends, that weapon becomes a magic weapon with a a 20-foot cube. The image appears at a spot that you
+1 bonus to attack rolls and damage rolls. can see within range and lasts for the duration. It
At Higher Levels. When you cast this spell using a seems completely real, including sounds, smells, and
spell slot of 4th level or higher, the bonus increases to temperature appropriate to the thing depicted. You
+2. When you use a spell slot of 6th level or higher, the can’t create sufficient heat or cold to cause damage, a
bonus increases to +3. sound loud enough to deal thunder damage or deafen
a creature, or a smell that might sicken a creature (like
M AGNIFICENT M ANSION a troglodyte’s stench).
7th-level conjuration As long as you are within range of the illusion, you can
use your action to cause the image to move to any other
Casting Time: 1 minute
spot within range. As the image changes location, you
Range: 300 feet
can alter its appearance so that its movements appear
Components: V, S, M (a miniature portal carved from
natural for the image. For example, if you create an image
ivory, a small piece of polished marble, and a tiny
of a creature and move it, you can alter the image so
silver spoon, each item worth at least $5)
that it appears to be walking. Similarly, you can cause
Duration: 24 hours
the illusion to make different sounds at different times,
You conjure an extradimensional dwelling in range even making it carry on a conversation, for example.
that lasts for the duration. You choose where its one Physical interaction with the image reveals it to
entrance is located. The entrance shimmers faintly and be an illusion, because things can pass through it. A
is 5 feet wide and 10 feet tall. You and any creature creature that uses its action to examine the image
you designate when you cast the spell can enter the can determine that it is an illusion with a successful
extradimensional dwelling as long as the portal remains Intelligence (Investigation) check against your spell
open. You can open or close the portal if you are within save DC. If a creature discerns the illusion for what
30 feet of it. While closed, the portal is invisible. it is, the creature can see through the image, and its
Beyond the portal is a magnificent foyer with other sensory qualities become faint to the creature.
numerous chambers beyond. The atmosphere is clean, At Higher Levels. When you cast this spell using
fresh, and warm. You can create any floor plan you a spell slot of 6th level or higher, the spell lasts until
like, but the space can’t exceed 50 cubes, each cube dispelled, without requiring your concentration.
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M ASS CURE WOUNDS M ASS SUGGESTION
5th-level evocation 6th-level enchantment
Casting Time: 1 action Casting Time: 1 action 1
Range: 60 feet Range: 60 feet
Components: V, S Components: V, M (a snake’s tongue and either a bit
Duration: Instantaneous of honeycomb or a drop of sweet oil)
A wave of healing energy washes out from a point Duration: 24 hours
of your choice within range. Choose up to six creatures You suggest a course of activity (limited to a sentence
in a 30-foot-radius sphere centered on that point. Each or two) and magically influence up to twelve creatures
target regains hit points equal to 3d8 + your spellcasting of your choice that you can see within range and that
2
ability modifier. This spell has no effect on undead or can hear and understand you. Creatures that can’t be
constructs. charmed are immune to this effect. The suggestion
At Higher Levels. When you cast this spell using a must be worded in such a manner as to make the
spell slot of 6th level or higher, the healing increases course of action sound reasonable. Asking the creature
by 1d8 for each slot level above 5th. to stab itself, throw itself onto a spear, immolate itself,
or do some other obviously harmful act automatically 3
M ASS HEAL negates the effect of the spell.
9th-level evocation Each target must make a Wisdom saving throw.
On a failed save, it pursues the course of action you
Casting Time: 1 action
described to the best of its ability. The suggested
Range: 60 feet
course of action can continue for the entire duration.
Components: V, S
If the suggested activity can be completed in a shorter
Duration: Instantaneous
time, the spell ends when the subject finishes what it
4
A flood of healing energy flows from you into injured was asked to do.
creatures around you. You restore up to 700 hit points, You can also specify conditions that will trigger a
divided as you choose among any number of creatures special activity during the duration. For example, you
that you can see within range. Creatures healed by might suggest that a group of soldiers give all their
this spell are also cured of all diseases and any effect money to the first beggar they meet. If the condition isn’t
making them blinded or deafened. This spell has no met before the spell ends, the activity isn’t performed. 5
effect on undead or constructs. If you or any of your companions damage a creature
affected by this spell, the spell ends for that creature.
M ASS HEALING WORD At Higher Levels. When you cast this spell using
3rd-level evocation a 7th-level spell slot, the duration is 10 days. When
Casting Time: 1 bonus action you use an 8th-level spell slot, the duration is 30 days.
Range: 60 feet When you use a 9th-level spell slot, the duration is a 6
Components: V year and a day.
Duration: Instantaneous
As you call out words of restoration, up to six M AZE
creatures of your choice that you can see within range 8th-level conjuration
regain hit points equal to 1d4 + your spellcasting Casting Time: 1 action
ability modifier. This spell has no effect on undead Range: 60 feet 7
or constructs. Components: V, S
At Higher Levels. When you cast this spell using a Duration: Concentration, up to 10 minutes
spell slot of 4th level or higher, the healing increases You banish a creature that you can see within range
by 1d4 for each slot level above 3rd. into a labyrinthine demiplane. The target remains there
for the duration or until it escapes the maze. The target
can use its action to attempt to escape. When it does
so, it makes a DC 20 Intelligence check. If it succeeds, A
it escapes, and the spell ends (a minotaur or goristro
demon automatically succeeds).
When the spell ends, the target reappears in the
space it left or, if that space is occupied, in the nearest
unoccupied space.
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Spell Descriptions
MELD INTO STONE objects if you are familiar with the target and know it
3rd-level transmutation (ritual) is beyond the barrier. Magical silence, 1 foot of stone, 1
Casting Time: 1 action inch of common metal, a thin sheet of lead, or 3 feet of
Range: Touch wood blocks the spell. The spell doesn’t have to follow
Components: V, S a straight line and can travel freely around corners or
Duration: 8 hours through openings.
You step into a stone object or surface large
enough to fully contain your body, melding yourself METEOR SWARM
and all the equipment you carry with the stone for the 9th-level evocation
duration. Using your movement, you step into the stone Casting Time: 1 action
at a point you can touch. Nothing of your presence Range: 1 mile
remains visible or otherwise detectable by nonmagical Components: V, S
senses. While merged with the stone, you can’t see Duration: Instantaneous
what occurs outside it, and any Wisdom (Perception) Blazing orbs of fire plummet to the ground at four
checks you make to hear sounds outside it are made different points you can see within range. Each creature
with disadvantage. You remain aware of the passage in a 40-foot-radius sphere centered on each point
of time and can cast spells on yourself while merged you choose must make a Dexterity saving throw. The
in the stone. You can use your movement to leave the sphere spreads around corners. A creature takes 20d6
stone where you entered it, which ends the spell. You fire damage and 20d6 bludgeoning damage on a failed
otherwise can’t move. save, or half as much damage on a successful one.
Minor physical damage to the stone doesn’t harm A creature in the area of more than one fiery burst is
you, but its partial destruction or a change in its affected only once. The spell damages objects in the
shape (to the extent that you no longer fit within it) area and ignites flammable objects that aren’t being
expels you and deals 6d6 bludgeoning damage to you. worn or carried.
The stone’s complete destruction (or transmutation
into a different substance) expels you and deals 50
bludgeoning damage to you. If expelled, you fall prone in
MIND BLANK
8th-level abjuration
an unoccupied space closest to where you first entered.
Casting Time: 1 action
Range: Touch
MENDING Components: V, S
Transmutation cantrip
Duration: 24 hours
Casting Time: 1 minute
Until the spell ends, one willing creature you touch
Range: Touch
is immune to psychic damage, any effect that would
Components: V, S, M (two lodestones)
sense its emotions or read its thoughts, divination
Duration: Instantaneous
spells, and the charmed condition. The spell even
This spell repairs a single break or tear in an object foils wish spells and spells or effects of similar power
you touch, such as a broken chain link, two halves of used to affect the target’s mind or to gain information
a broken key, a torn cloak, or a leaking wineskin. As about the target.
long as the break or tear is no larger than 1 foot in any
dimension, you mend it, leaving no trace of the former
damage. This spell can physically repair a magic item
MINOR ILLUSION
Illusion cantrip
or construct, but the spell can’t restore magic to such
an object. Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
MESSAGE Duration: 1 minute
Transmutation cantrip
You create a sound or an image of an object within
Casting Time: 1 action
range that lasts for the duration. The illusion also ends
Range: 120 feet
if you dismiss it as an action or cast this spell again. If
Components: V, S, M (a short piece of copper wire)
you create a sound, its volume can range from a whisper
Duration: 1 round
to a scream. It can be your voice, someone else’s voice,
You point your finger toward a creature within range a lion’s roar, a beating of drums, or any other sound you
and whisper a message. The target (and only the target) choose. The sound continues unabated throughout the
hears the message and can reply in a whisper that only duration, or you can make discrete sounds at different
you can hear. You can cast this spell through solid times before the spell ends. If you create an image
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of an object—such as a chair, muddy footprints, or a If you have three duplicates, you must roll a 6 or
small chest—it must be no larger than a 5-foot cube. higher to change the attack’s target to a duplicate. With
The image can’t create sound, light, smell, or any other two duplicates, you must roll an 8 or higher. With one
sensory effect. duplicate, you must roll an 11 or higher.
1
Physical interaction with the image reveals it to be A duplicate’s AC equals 10 + your Dexterity modifier.
an illusion, because things can pass through it. If a If an attack hits a duplicate, the duplicate is destroyed.
creature uses its action to examine the sound or image, A duplicate can be destroyed only by an attack that
the creature can determine that it is an illusion with a hits it. It ignores all other damage and effects. The
successful Intelligence (Investigation) check against spell ends when all three duplicates are destroyed. A
your spell save DC. If a creature discerns the illusion creature is unaffected by this spell if it can’t see, if it 2
for what it is, the illusion becomes faint to the creature. relies on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with truesight.
MIRAGE A RCANE
7th-level illusion MISLEAD
Casting Time: 10 minutes 5th-level illusion
Range: Sight Casting Time: 1 action 3
Components: V, S Range: Self
Duration: 10 days Components: S
You make terrain in an area up to 1 mile square Duration: Concentration, up to 1 hour
look, sound, smell, and even feel like some other sort You become invisible at the same time that an illusory
of terrain. The terrain’s general shape remains the double of you appears where you are standing. The
same, however. Open fields or a road could be made to double lasts for the duration, but the invisibility ends 4
resemble a swamp, hill, crevasse, or some other difficult if you attack or cast a spell. You can use your action to
or impassable terrain. A pond can be made to seem move your illusory double up to twice your speed and
like a grassy meadow, a precipice like a gentle slope, make it gesture, speak, and behave in whatever way
or a rock-strewn gully like a wide and smooth road. you choose. You can see through its eyes and hear
Similarly, you can alter the appearance of structures, through its ears as if you were located where it is. On
or add them where none are present. The spell doesn’t each of your turns as a bonus action, you can switch
disguise, conceal, or add creatures. The illusion includes from using its senses to using your own, or back again. 5
audible, visual, tactile, and olfactory elements, so it can While you are using its senses, you are blinded and
turn clear ground into difficult terrain (or vice versa) or deafened in regard to your own surroundings.
otherwise impede movement through the area. Any piece
of the illusory terrain (such as a rock or stick) that is MISTY STEP
removed from the spell’s area disappears immediately. 2nd-level conjuration
Creatures with truesight can see through the illusion
Casting Time: 1 bonus action 6
to the terrain’s true form; however, all other elements
Range: Self
of the illusion remain, so while the creature is aware of
Components: V
the illusion’s presence, the creature can still physically
Duration: Instantaneous
interact with the illusion.
Briefly surrounded by silvery mist, you teleport up
to 30 feet to an unoccupied space that you can see.
MIRROR IMAGE 7
2nd-level illusion
Casting Time: 1 action
MODIFY MEMORY
5th-level enchantment
Range: Self
Components: V, S Casting Time: 1 action
Duration: 1 minute Range: 30 feet
Components: V, S
Three illusory duplicates of yourself appear in your
Duration: Concentration, up to 1 minute A
space. Until the spell ends, the duplicates move with
you and mimic your actions, shifting position so it’s You attempt to reshape another creature’s memories.
impossible to track which image is real. You can use One creature that you can see must make a Wisdom
your action to dismiss the illusory duplicates. Each saving throw. If you are fighting the creature, it has
time a creature targets you with an attack during the advantage on the saving throw. On a failed save, the
spell’s duration, roll a d20 to determine whether the target becomes charmed by you for the duration. The
attack instead targets one of your duplicates. charmed target is incapacitated and unaware of its
surroundings, though it can still hear you. If it takes
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Spell Descriptions
any damage or is targeted by another spell, this spell MOONBEAM
ends, and none of the target’s memories are modified. 2nd-level evocation
While this charm lasts, you can affect the target’s Casting Time: 1 action
memory of an event that it experienced within the last 24 Range: 120 feet
hours and that lasted no more than 10 minutes. You can Components: V, S, M (several seeds of any moonseed
permanently eliminate all memory of the event, allow the plant and a piece of opalescent feldspar)
target to recall the event with perfect clarity and exacting Duration: Concentration, up to 1 minute
detail, change its memory of the details of the event, or
A silvery beam of pale light shines down in a 5-foot-
create a memory of some other event. You must speak
radius, 40-foot-high cylinder centered on a point within
to the target to describe how its memories are affected,
range. Until the spell ends, dim light fills the cylinder.
and it must be able to understand your language for the
When a creature enters the spell’s area for the first
modified memories to take root. Its mind fills in any gaps
time on a turn or starts its turn there, it is engulfed in
in the details of your description. If the spell ends before
ghostly flames that cause searing pain, and it must
you have finished describing the modified memories, the
make a Constitution saving throw. It takes 2d10 radiant
creature’s memory isn’t altered. Otherwise, the modified
damage on a failed save, or half as much damage on
memories take hold when the spell ends.
a successful one. A shapechanger makes its saving
A modified memory doesn’t necessarily affect how a
throw with disadvantage. If it fails, it also instantly
creature behaves, particularly if the memory contradicts
reverts to its original form and can’t assume a different
the creature’s natural inclinations, alignment, or beliefs.
form until it leaves the spell’s light.
An illogical modified memory, such as implanting a
On each of your turns after you cast this spell, you
memory of how much the creature enjoyed dousing
can use an action to move the beam 60 feet in any
itself in acid, is dismissed, perhaps as a bad dream. The
direction.
GM might deem a modified memory too nonsensical
At Higher Levels. When you cast this spell using a
to affect a creature in a significant manner. A remove
spell slot of 3rd level or higher, the damage increases
curse or greater restoration spell cast on the target
by 1d10 for each slot level above 2nd.
restores the creature’s true memory.
At Higher Levels. If you cast this spell using a spell
slot of 6th level or higher, you can alter the target’s
memories of an event that took place up to 7 days ago
(6th level), 30 days ago (7th level), 1 year ago (8th level),
or any time in the creature’s past (9th level).
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MOVE E ARTH (Stealth) checks and can’t be tracked except by magical
6th-level transmutation means. A creature that receives this bonus leaves
behind no tracks or other traces of its passage.
Casting Time: 1 action 1
Range: 120 feet
Components: V, S, M (an iron blade and a small bag PASSWALL
containing a mixture of soils—clay, loam, and sand) 5th-level transmutation
Duration: Concentration, up to 2 hours Casting Time: 1 action
Choose an area of terrain no larger than 40 feet on Range: 30 feet
a side within range. You can reshape dirt, sand, or clay Components: V, S, M (a pinch of sesame seeds)
in the area in any manner you choose for the duration. Duration: 1 hour
2
You can raise or lower the area’s elevation, create or A passage appears at a point of your choice that you
fill in a trench, erect or flatten a wall, or form a pillar. can see on a wooden, plaster, or stone surface (such as
The extent of any such changes can’t exceed half the a wall, a ceiling, or a floor) within range, and lasts for the
area’s largest dimension. So, if you affect a 40-foot duration. You choose the opening’s dimensions: up to 5 feet
square, you can create a pillar up to 20 feet high, raise wide, 8 feet tall, and 20 feet deep. The passage creates no
or lower the square’s elevation by up to 20 feet, dig a instability in a structure surrounding it. When the opening 3
trench up to 20 feet deep, and so on. It takes 10 minutes disappears, any creatures or objects still in the passage
for these changes to complete. At the end of every 10 created by the spell are safely ejected to an unoccupied
minutes you spend concentrating on the spell, you can space nearest to the surface on which you cast the spell.
choose a new area of terrain to affect.
Because the terrain’s transformation occurs
slowly, creatures in the area can’t usually be trapped
PHANTASMAL K ILLER
or injured by the ground’s movement. This spell can’t
4th-level illusion 4
manipulate natural stone or stone construction. Rocks Casting Time: 1 action
and structures shift to accommodate the new terrain. If Range: 120 feet
the way you shape the terrain would make a structure Components: V, S
unstable, it might collapse. Similarly, this spell doesn’t Duration: Concentration, up to 1 minute
directly affect plant growth. The moved earth carries You tap into the nightmares of a creature you can see
any plants along with it. within range and create an illusory manifestation of its 5
deepest fears, visible only to that creature. The target
NONDETECTION must make a Wisdom saving throw. On a failed save, the
3rd-level abjuration target becomes frightened for the duration. At the end of
each of the target’s turns before the spell ends, the target
Casting Time: 1 action
must succeed on a Wisdom saving throw or take 4d10
Range: Touch
psychic damage. On a successful save, the spell ends.
Components: V, S, M (a pinch of diamond dust worth $25
At Higher Levels. When you cast this spell using a
6
sprinkled over the target, which the spell consumes)
spell slot of 5th level or higher, the damage increases
Duration: 8 hours
by 1d10 for each slot level above 4th.
For the duration, you hide a target that you touch from
divination magic. The target can be a willing creature or a
place or an object no larger than 10 feet in any dimension.
PHANTOM STEED
3rd-level illusion (ritual)
The target can’t be targeted by any divination magic or 7
perceived through magical scrying sensors. Casting Time: 1 minute
Range: 30 feet
Components: V, S
PASS WITHOUT TRACE Duration: 1 hour
2nd-level abjuration
A Large quasi-real, horselike creature appears on the
Casting Time: 1 action
ground in an unoccupied space of your choice within range.
Range: Self
You decide the creature’s appearance, but it is equipped A
Components: V, S, M (ashes from a burned leaf of
with a saddle, bit, and bridle. Any of the equipment created
mistletoe and a sprig of spruce)
by the spell vanishes in a puff of smoke if it is carried
Duration: Concentration, up to 1 hour
more than 10 feet away from the steed.
A veil of shadows and silence radiates from you, For the duration, you or a creature you choose can
masking you and your companions from detection. ride the steed. The creature uses the statistics for a
For the duration, each creature you choose within 30 riding horse, except it has a speed of 100 feet and can
feet of you (including you) has a +10 bonus to Dexterity travel 10 miles in an hour, or 13 miles at a fast pace.
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When the spell ends, the steed gradually fades, giving must be able to communicate with the creature to
the rider 1 minute to dismount. The spell ends if you use bargain for its services.
an action to dismiss it or if the steed takes any damage. Payment can take a variety of forms. A celestial
might require a sizable donation of gold or magic items
PLANAR A LLY to an allied temple, while a fiend might demand a living
6th-level conjuration sacrifice or a gift of treasure. Some creatures might
exchange their service for a quest undertaken by you.
Casting Time: 10 minutes
As a rule of thumb, a task that can be measured in
Range: 60 feet
minutes requires a payment worth $100 per minute. A
Components: V, S
task measured in hours requires $1,000 per hour. And a
Duration: Instantaneous
task measured in days (up to 10 days) requires $10,000
You beseech an otherworldly entity for aid. The per day. The GM can adjust these payments based on
being must be known to you: a god, a primordial, a the circumstances under which you cast the spell. If the
demon prince, or some other being of cosmic power. task is aligned with the creature’s ethos, the payment
That entity sends a celestial, an elemental, or a fiend might be halved or even waived. Nonhazardous tasks
loyal to it to aid you, making the creature appear in an typically require only half the suggested payment, while
unoccupied space within range. If you know a specific especially dangerous tasks might require a greater gift.
creature’s name, you can speak that name when you Creatures rarely accept tasks that seem suicidal.
cast this spell to request that creature, though you After the creature completes the task, or when the
might get a different creature anyway agreed-upon duration of service expires, the creature
(GM’s choice). When the creature appears, it is under returns to its home plane after reporting back to you,
no compulsion to behave in any particular way. You can if appropriate to the task and if possible. If you are
ask the creature to perform a service in exchange for unable to agree on a price for the creature’s service,
payment, but it isn’t obliged to do so. The requested the creature immediately returns to its home plane.
task could range from simple (fly us across the chasm, A creature enlisted to join your group counts as
or help us fight a battle) to complex (spy on our enemies, a member of it, receiving a full share of experience
or protect us during our foray into the dungeon). You points awarded.
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PLANAR BINDING POISON SPRAY
5th-level abjuration Conjuration cantrip
Casting Time: 1 hour Casting Time: 1 action 1
Range: 60 feet Range: 10 feet
Components: V, S, M (a jewel worth at least $1,000, Components: V, S
which the spell consumes) Duration: Instantaneous
Duration: 24 hours You extend your hand toward a creature you can see
With this spell, you attempt to bind a celestial, an within range and project a puff of noxious gas from your
elemental, a fey, or a fiend to your service. The creature palm. The creature must succeed on a Constitution
must be within range for the entire casting of the spell. saving throw or take 1d12 poison damage.
2
(Typically, the creature is first summoned into the This spell’s damage increases by 1d12 when you
center of an inverted magic circle in order to keep it reach 5th level (2d12), 11th level (3d12), and 17th level
trapped while this spell is cast.) At the completion of (4d12).
the casting, the target must make a Charisma saving
throw. On a failed save, it is bound to serve you for the POLYMORPH
duration. If the creature was summoned or created by 4th-level transmutation 3
another spell, that spell’s duration is extended to match
Casting Time: 1 action
the duration of this spell.
Range: 60 feet
A bound creature must follow your instructions to the
Components: V, S, M (a caterpillar cocoon)
best of its ability. You might command the creature to
Duration: Concentration, up to 1 hour
accompany you on an adventure, to guard a location, or
to deliver a message. The creature obeys the letter of This spell transforms a creature that you can see
your instructions, but if the creature is hostile to you, it within range into a new form. An unwilling creature must 4
strives to twist your words to achieve its own objectives. make a Wisdom saving throw to avoid the effect. The
If the creature carries out your instructions completely spell has no effect on a shapechanger or a creature
before the spell ends, it travels to you to report this fact with 0 hit points.
if you are on the same plane of existence. If you are on The transformation lasts for the duration, or until
a different plane of existence, it returns to the place the target drops to 0 hit points or dies. The new form
where you bound it and remains there until the spell ends. can be any beast whose challenge rating is equal to or 5
At Higher Levels. When you cast this spell using a less than the target’s (or the target’s level, if it doesn’t
spell slot of a higher level, the duration increases to 10 have a challenge rating). The target’s game statistics,
days with a 6th-level slot, to 30 days with a 7th-level including mental ability scores, are replaced by the
slot, to 180 days with an 8th-level slot, and to a year statistics of the chosen beast. It retains its alignment
and a day with a 9th-level spell slot. and personality.
The target assumes the hit points of its new form.
When it reverts to its normal form, the creature returns 6
PLANT GROWTH to the number of hit points it had before it transformed.
3rd-level transmutation
If it reverts as a result of dropping to 0 hit points, any
Casting Time: 1 action or 8 hours excess damage carries over to its normal form. As long
Range: 150 feet as the excess damage doesn’t reduce the creature’s
Components: V, S normal form to 0 hit points, it isn’t knocked unconscious.
Duration: Instantaneous The creature is limited in the actions it can perform 7
This spell channels vitality into plants within a by the nature of its new form, and it can’t speak, cast
specific area. There are two possible uses for the spell, spells, or take any other action that requires hands or
granting either immediate or long-term benefits. If you speech. The target’s gear melds into the new form. The
cast this spell using 1 action, choose a point within creature can’t activate, use, wield, or otherwise benefit
range. All normal plants in a 100-foot radius centered from any of its equipment.
on that point become thick and overgrown.
A creature moving through the area must spend 4 A
feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within
the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the
land. All plants in a half-mile radius centered on a point
within range become enriched for 1 year. The plants
yield twice the normal amount of food when harvested.
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POWER WORD K ILL • You instantaneously light or snuff out a candle, a
9th-level enchantment torch, or a small campfire.
Casting Time: 1 action • You instantaneously clean or soil an object no larger
Range: 60 feet than 1 cubic foot.
Components: V • You chill, warm, or flavor up to 1 cubic foot of
Duration: Instantaneous nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear
You utter a word of power that can compel one
on an object or a surface for 1 hour.
creature you can see within range to die instantly. If
• You create a nonmagical trinket or an illusory image
the creature you choose has 100 hit points or fewer, it
that can fit in your hand and that lasts until the end of
dies. Otherwise, the spell has no effect.
your next turn.
If you cast this spell multiple times, you can have
POWER WORD STUN up to three of its non-instantaneous effects active at a
8th-level enchantment time, and you can dismiss such an effect as an action.
Casting Time: 1 action
Range: 60 feet PRISMATIC SPRAY
Components: V 7th-level evocation
Duration: Instantaneous
Casting Time: 1 action
You speak a word of power that can overwhelm the Range: Self (60-foot cone)
mind of one creature you can see within range, leaving Components: V, S
it dumbfounded. If the target has 150 hit points or fewer, Duration: Instantaneous
it is stunned. Otherwise, the spell has no effect.
Eight multicolored rays of light flash from your hand.
The stunned target must make a Constitution saving
Each ray is a different color and has a different power
throw at the end of each of its turns. On a successful
and purpose. Each creature in a 60-foot cone must
save, this stunning effect ends.
make a Dexterity saving throw. For each target, roll a
d8 to determine which color ray affects it.
PRAYER OF HEALING 1. Red. The target takes 10d6 fire damage on a failed
2nd-level evocation save, or half as much damage on a successful one.
Casting Time: 10 minutes 2. Orange. The target takes 10d6 acid damage on a
Range: 30 feet failed save, or half as much damage on a successful one.
Components: V 3. Yellow. The target takes 10d6 lightning damage on a
Duration: Instantaneous failed save, or half as much damage on a successful one.
Up to six creatures of your choice that you can see 4. Green. The target takes 10d6 poison damage on a
within range each regain hit points equal to 2d8 + your failed save, or half as much damage on a successful one.
spellcasting ability modifier. This spell has no effect 5. Blue. The target takes 10d6 cold damage on a
on undead or constructs. failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a 6. Indigo. On a failed save, the target is restrained.
spell slot of 3rd level or higher, the healing increases It must then make a Constitution saving throw at the
by 1d8 for each slot level above 2nd. end of each of its turns. If it successfully saves three
times, the spell ends. If it fails its save three times, it
permanently turns to stone and is subjected to the
PRESTIDIGITATION petrified condition. The successes and failures don’t
Transmutation cantrip
need to be consecutive; keep track of both until the
Casting Time: 1 action target collects three of a kind.
Range: 10 feet 7. Violet. On a failed save, the target is blinded. It
Components: V, S must then make a Wisdom saving throw at the start of
Duration: Up to 1 hour your next turn. A successful save ends the blindness. If
This spell is a minor magical trick that novice it fails that save, the creature is transported to another
spellcasters use for practice. You create one of the plane of existence of the GM’s choosing and is no longer
following magical effects within range: blinded. (Typically, a creature that is on a plane that isn’t
• You create an instantaneous, harmless sensory its home plane is banished home, while other creatures
effect, such as a shower of sparks, a puff of wind, faint are usually cast into the Astral or Ethereal planes.)
musical notes, or an odd odor. 8. Special. The target is struck by two rays. Roll
twice more, rerolling any 8.
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PRISMATIC WALL 5. Blue. The creature takes 10d6 cold damage on a
9th-level abjuration failed save, or half as much damage on a successful
one. This layer can be destroyed by dealing at least 25
Casting Time: 1 action
fire damage to it.
1
Range: 60 feet
Components: V, S 6. Indigo. On a failed save, the creature is restrained.
Duration: 10 minutes It must then make a Constitution saving throw at the
end of each of its turns. If it successfully saves three
A shimmering, multicolored plane of light forms a
times, the spell ends. If it fails its save three times, it
vertical opaque wall—up to 90 feet long, 30 feet high,
permanently turns to stone and is subjected to the
and 1 inch thick—centered on a point you can see
within range. Alternatively, you can shape the wall into
petrified condition. The successes and failures don’t 2
need to be consecutive; keep track of both until the
a sphere up to 30 feet in diameter centered on a point
creature collects three of a kind. While this layer is in
you choose within range. The wall remains in place for
place, spells can’t be cast through the wall. The layer
the duration. If you position the wall so that it passes
is destroyed by bright light shed by a daylight spell or
through a space occupied by a creature, the spell fails,
a similar spell of equal or higher level.
and your action and the spell slot are wasted.
7. Violet. On a failed save, the creature is blinded. It
The wall sheds bright light out to a range of 100
must then make a Wisdom saving throw at the start of
3
feet and dim light for an additional 100 feet. You and
your next turn. A successful save ends the blindness. If
creatures you designate at the time you cast the spell
it fails that save, the creature is transported to another
can pass through and remain near the wall without harm.
plane of the GM’s choosing and is no longer blinded.
If another creature that can see the wall moves to within
(Typically, a creature that is on a plane that isn’t its
20 feet of it or starts its turn there, the creature must
home plane is banished home, while other creatures
succeed on a Constitution saving throw or become
blinded for 1 minute. The wall consists of seven layers,
are usually cast into the Astral or Ethereal planes.) This 4
layer is destroyed by a dispel magic spell or a similar
each with a different color. When a creature attempts
spell of equal or higher level that can end spells and
to reach into or pass through the wall, it does so one
magical effects.
layer at a time through all the wall’s layers. As it passes
or reaches through each layer, the creature must make
a Dexterity saving throw or be affected by that layer’s PRIVATE SANCTUM
properties as described below. 4th-level abjuration 5
The wall can be destroyed, also one layer at a time, Casting Time: 10 minutes
in order from red to violet, by means specific to each Range: 120 feet
layer. Once a layer is destroyed, it remains so for the Components: V, S, M (a thin sheet of lead, a piece of
duration of the spell. A rod of cancellation destroys a opaque glass, a wad of cotton or cloth, and powdered
prismatic wall, but an antimagic field has no effect on it. chrysolite)
1. Red. The creature takes 10d6 fire damage on a Duration: 24 hours
6
failed save, or half as much damage on a successful You make an area within range magically secure.
one. While this layer is in place, nonmagical ranged The area is a cube that can be as small as 5 feet to as
attacks can’t pass through the wall. The layer can be large as 100 feet on each side. The spell lasts for the
destroyed by dealing at least 25 cold damage to it. duration or until you use an action to dismiss it.
2. Orange. The creature takes 10d6 acid damage on When you cast the spell, you decide what sort of
a failed save, or half as much damage on a successful security the spell provides, choosing any or all of the
one. While this layer is in place, magical ranged attacks following properties: 7
can’t pass through the wall. The layer is destroyed by • Sound can’t pass through the barrier at the edge
a strong wind. of the warded area.
3. Yellow. The creature takes 10d6 lightning • The barrier of the warded area appears dark and
damage on a failed save, or half as much damage foggy, preventing vision (including darkvision) through it.
on a successful one. This layer can be destroyed by • Sensors created by divination spells can’t appear
dealing at least 60 force damage to it. inside the protected area or pass through the barrier A
4. Green. The creature takes 10d6 poison damage on at its perimeter.
a failed save, or half as much damage on a successful • Creatures in the area can’t be targeted by divination
one. A passwall spell, or another spell of equal or greater spells.
level that can open a portal on a solid surface, destroys
this layer.
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• Nothing can teleport into or out of the warded area. appear and warn off others who attempt to open a
• Planar travel is blocked within the warded area. trapped door, or you could set the illusion to trigger
Casting this spell on the same spot every day for a only when a creature says the correct word or phrase.
year makes this effect permanent. Physical interaction with the image reveals it to
At Higher Levels. When you cast this spell using a be an illusion, because things can pass through it. A
spell slot of 5th level or higher, you can increase the creature that uses its action to examine the image
size of the cube by 100 feet for each slot level beyond can determine that it is an illusion with a successful
4th. Thus you could protect a cube that can be up to Intelligence (Investigation) check against your spell
200 feet on one side by using a spell slot of 5th level. save DC. If a creature discerns the illusion for what
it is, the creature can see through the image, and any
PRODUCE FLAME noise it makes sounds hollow to the creature.
Conjuration cantrip
Casting Time: 1 action PROJECT IMAGE
Range: Self 7th-level illusion
Components: V, S Casting Time: 1 action
Duration: 10 minutes Range: 500 miles
A flickering flame appears in your hand. The flame Components: V, S, M (a small replica of you made from
remains there for the duration and harms neither you materials worth at least $5)
nor your equipment. The flame sheds bright light in a Duration: Concentration, up to 1 day
10-foot radius and dim light for an additional 10 feet. The You create an illusory copy of yourself that lasts
spell ends if you dismiss it as an action or if you cast for the duration. The copy can appear at any location
it again. You can also attack with the flame, although within range that you have seen before, regardless of
doing so ends the spell. When you cast this spell, or intervening obstacles. The illusion looks and sounds like
as an action on a later turn, you can hurl the flame at you but is intangible. If the illusion takes any damage,
a creature within 30 feet of you. Make a ranged spell it disappears, and the spell ends. You can use your
attack. On a hit, the target takes 1d8 fire damage. action to move this illusion up to twice your speed,
This spell’s damage increases by 1d8 when you reach and make it gesture, speak, and behave in whatever
5th level (2d8), 11th level (3d8), and 17th level (4d8). way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears
PROGRAMMED ILLUSION as if you were in its space. On your turn as a bonus
6th-level illusion action, you can switch from using its senses to using
your own, or back again. While you are using its senses,
Casting Time: 1 action
you are blinded and deafened in regard to your own
Range: 120 feet
surroundings.
Components: V, S, M (a bit of fleece and jade dust
Physical interaction with the image reveals it to
worth at least $25)
be an illusion, because things can pass through it. A
Duration: Until dispelled
creature that uses its action to examine the image
You create an illusion of an object, a creature, or can determine that it is an illusion with a successful
some other visible phenomenon within range that Intelligence (Investigation) check against your spell
activates when a specific condition occurs. The illusion save DC. If a creature discerns the illusion for what
is imperceptible until then. It must be no larger than a it is, the creature can see through the image, and any
30-foot cube, and you decide when you cast the spell noise it makes sounds hollow to the creature.
how the illusion behaves and what sounds it makes.
This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion
PROTECTION FROM ENERGY
3rd-level abjuration
springs into existence and performs in the manner
you described. Once the illusion finishes performing, Casting Time: 1 action
it disappears and remains dormant for 10 minutes. Range: Touch
After this time, the illusion can be activated again. The Components: V, S
triggering condition can be as general or as detailed as Duration: Concentration, up to 1 hour
you like, though it must be based on visual or audible For the duration, the willing creature you touch has
conditions that occur within 30 feet of the area. For resistance to one damage type of your choice: acid,
example, you could create an illusion of yourself to cold, fire, lightning, or thunder.
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1
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R AISE DEAD R AY OF ENFEEBLEMENT
5th-level necromancy 2nd-level necromancy
Casting Time: 1 hour Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a diamond worth at least $500, Components: V, S
which the spell consumes) Duration: Concentration, up to 1 minute
Duration: Instantaneous A black beam of enervating energy springs from your
You return a dead creature you touch to life, provided finger toward a creature within range. Make a ranged
that it has been dead no longer than 10 days. If the spell attack against the target. On a hit, the target
creature’s soul is both willing and at liberty to rejoin deals only half damage with weapon attacks that use
the body, the creature returns to life with 1 hit point. Strength until the spell ends. At the end of each of the
This spell also neutralizes any poisons and cures target’s turns, it can make a Constitution saving throw
nonmagical diseases that affected the creature at the against the spell. On a success, the spell ends.
time it died. This spell doesn’t, however, remove magical
diseases, curses, or similar effects; if these aren’t first R AY OF FROST
removed prior to casting the spell, they take effect when Evocation cantrip
the creature returns to life. The spell can’t return an
Casting Time: 1 action
undead creature to life. This spell closes all mortal
Range: 60 feet
wounds, but it doesn’t restore missing body parts. If the
Components: V, S
creature is lacking body parts or organs integral for its
Duration: Instantaneous
survival—its head, for instance—the spell automatically
fails. Coming back from the dead is an ordeal. The target A frigid beam of blue-white light streaks toward
takes a −4 penalty to all attack rolls, saving throws, and a creature within range. Make a ranged spell attack
ability checks. Every time the target finishes a long rest, against the target. On a hit, it takes 1d8 cold damage,
the penalty is reduced by 1 until it disappears. and its speed is reduced by 10 feet until the start of
your next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
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R EGENERATE R ESISTANCE
7th-level transmutation Abjuration cantrip
Casting Time: 1 minute Casting Time: 1 action 1
Range: Touch Range: Touch
Components: V, S, M (a prayer wheel and holy water) Components: V, S, M (a miniature cloak)
Duration: 1 hour Duration: Concentration, up to 1 minute
You touch a creature and stimulate its natural healing You touch one willing creature. Once before the
ability. The target regains 4d8 + 15 hit points. For the spell ends, the target can roll a d4 and add the number
duration of the spell, the target regains 1 hit point at rolled to one saving throw of its choice. It can roll the
the start of each of its turns (10 hit points each minute). die before or after making the saving throw. The spell
2
The target’s severed body members (fingers, legs, tails, then ends.
and so on), if any, are restored after 2 minutes. If you
have the severed part and hold it to the stump, the spell R ESURRECTION
instantaneously causes the limb to knit to the stump. 7th-level necromancy
Casting Time: 1 hour
R EMOVE CURSE Range: Touch
3
3rd-level abjuration Components: V, S, M (a diamond worth at least $1,000,
Casting Time: 1 action which the spell consumes)
Range: Touch Duration: Instantaneous
Components: V, S You touch a dead creature that has been dead for
Duration: Instantaneous no more than a century, that didn’t die of old age, and
At your touch, all curses affecting one creature or that isn’t undead. If its soul is free and willing, the 4
object end. If the object is a cursed magic item, its curse target returns to life with all its hit points. This spell
remains, but the spell breaks its owner’s attunement neutralizes any poisons and cures normal diseases
to the object so it can be removed or discarded. afflicting the creature when it died.
It doesn’t, however, remove magical diseases, curses,
R ESILIENT SPHERE and the like; if such effects aren’t removed prior to
4th-level evocation casting the spell, they afflict the target on its return to 5
life. This spell closes all mortal wounds and restores
Casting Time: 1 action
any missing body parts.
Range: 30 feet
Coming back from the dead is an ordeal. The target
Components: V, S, M (a hemispherical piece of clear
takes a −4 penalty to all attack rolls, saving throws, and
crystal and a matching hemispherical piece of gum
ability checks. Every time the target finishes a long rest,
arabic)
the penalty is reduced by 1 until it disappears.
Duration: Concentration, up to 1 minute
Casting this spell to restore life to a creature that 6
A sphere of shimmering force encloses a creature or has been dead for one year or longer taxes you greatly.
object of Large size or smaller within range. An unwilling Until you finish a long rest, you can’t cast spells again,
creature must make a Dexterity saving throw. On a and you have disadvantage on all attack rolls, ability
failed save, the creature is enclosed for the duration. checks, and saving throws.
Nothing—not physical objects, energy, or other spell
effects—can pass through the barrier, in or out, though
R EVERSE GRAVITY 7
a creature in the sphere can breathe there.
7th-level transmutation
The sphere is immune to all damage, and a creature
or object inside can’t be damaged by attacks or effects Casting Time: 1 action
originating from outside, nor can a creature inside Range: 100 feet
the sphere damage anything outside it. The sphere Components: V, S, M (a lodestone and iron filings)
is weightless and just large enough to contain the Duration: Concentration, up to 1 minute
creature or object inside. An enclosed creature can This spell reverses gravity in a 50-foot-radius, A
use its action to push against the sphere’s walls and 100-foot high cylinder centered on a point within range.
thus roll the sphere at up to half the creature’s speed. All creatures and objects that aren’t somehow anchored
Similarly, the globe can be picked up and moved by to the ground in the area fall upward and reach the top
other creatures. A disintegrate spell targeting the globe of the area when you cast this spell. A creature can
destroys it without harming anything inside it. make a Dexterity saving throw to grab onto a fixed
object it can reach, thus avoiding the fall. If some solid
object (such as a ceiling) is encountered in this fall,
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falling objects and creatures strike it just as they would SANCTUARY
during a normal downward fall. If an object or creature 1st-level abjuration
reaches the top of the area without striking anything, Casting Time: 1 bonus action
it remains there, oscillating slightly, for the duration. Range: 30 feet
At the end of the duration, affected objects and Components: V, S, M (a small silver mirror)
creatures fall back down. Duration: 1 minute
You ward a creature within range against attack. Until
R EVIVIFY the spell ends, any creature who targets the warded
3rd-level necromancy creature with an attack or a harmful spell must first
Casting Time: 1 action make a Wisdom saving throw. On a failed save, the
Range: Touch creature must choose a new target or lose the attack
Components: V, S, M (diamonds worth $300, which or spell. This spell doesn’t protect the warded creature
the spell consumes) from area effects, such as the explosion of a fireball.
Duration: Instantaneous If the warded creature makes an attack or casts a
You touch a creature that has died within the last spell that affects an enemy creature, this spell ends.
minute. That creature returns to life with 1 hit point.
This spell can’t return to life a creature that has died SCORCHING R AY
of old age, nor can it restore any missing body parts. 2nd-level evocation
Casting Time: 1 action
ROPE TRICK Range: 120 feet
2nd-level transmutation Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: Touch You create three rays of fire and hurl them at targets
Components: V, S, M (powdered corn extract and a within range. You can hurl them at one target or several.
twisted loop of parchment) Make a ranged spell attack for each ray. On a hit, the
Duration: 1 hour target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a
You touch a length of rope that is up to 60 feet long.
spell slot of 3rd level or higher, you create one additional
One end of the rope then rises into the air until the
ray for each slot level above 2nd.
whole rope hangs perpendicular to the ground. At the
upper end of the rope, an invisible entrance opens to an
extradimensional space that lasts until the spell ends.
SCRYING
5th-level divination
The extradimensional space can be reached by
climbing to the top of the rope. The space can hold Casting Time: 10 minutes
as many as eight Medium or smaller creatures. The Range: Self
rope can be pulled into the space, making the rope Components: V, S, M (a focus worth at least $1,000,
disappear from view outside the space. Attacks and such as a crystal ball, a silver mirror, or a font filled
spells can’t cross through the entrance into or out of the with holy water)
extradimensional space, but those inside can see out of Duration: Concentration, up to 10 minutes
it as if through a 3-foot-by-5-foot window centered on You can see and hear a particular creature you
the rope. Anything inside the extradimensional space choose that is on the same plane of existence as you.
drops out when the spell ends. The target must make a Wisdom saving throw, which
is modified by how well you know the target and the
SACRED FLAME sort of physical connection you have to it. If a target
Evocation cantrip knows you’re casting this spell, it can fail the saving
throw voluntarily if it wants to be observed.
Casting Time: 1 action
Range: 60 feet Knowledge Save Modifier
Components: V, S Secondhand (you have heard of the target) +5
Duration: Instantaneous Firsthand (you have met the target) +0
Flame-like radiance descends on a creature that you Familiar (you know the target well) −5
can see within range. The target must succeed on a
Connection Save Modifier
Dexterity saving throw or take 1d8 radiant damage. The
Likeness or picture −2
target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach Possession or garment −4
5th level (2d8), 11th level (3d8), and 17th level (4d8). Body part, lock of hair, bit of nail, or the like −10
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On a successful save, the target isn’t affected, and SEEMING
you can’t use this spell against it again for 24 hours. On 5th-level illusion
a failed save, the spell creates an invisible sensor within
10 feet of the target. You can see and hear through the
Casting Time: 1 action 1
Range: 30 feet
sensor as if you were there. The sensor moves with the Components: V, S
target, remaining within 10 feet of it for the duration. A Duration: 8 hours
creature that can see invisible objects sees the sensor
This spell allows you to change the appearance of any
as a luminous orb about the size of your fist.
number of creatures that you can see within range. You
Instead of targeting a creature, you can choose a
give each target you choose a new, illusory appearance.
location you have seen before as the target of this spell.
An unwilling target can make a Charisma saving throw,
2
When you do, the sensor appears at that location and
and if it succeeds, it is unaffected by this spell.
doesn’t move.
The spell disguises physical appearance as well as
clothing, armor, weapons, and equipment. You can make
SECRET CHEST each creature seem 1 foot shorter or taller and appear
4th-level conjuration thin, fat, or in between. You can’t change a target’s body
Casting Time: 1 action type, so you must choose a form that has the same 3
Range: Touch basic arrangement of limbs. Otherwise, the extent of
Components: V, S, M (an exquisite chest, 3 feet by 2 the illusion is up to you. The spell lasts for the duration,
feet by 2 feet, constructed from rare materials worth unless you use your action to dismiss it sooner.
at least $5,000, and a Tiny replica made from the The changes wrought by this spell fail to hold up to
same materials worth at least $50) physical inspection. For example, if you use this spell
Duration: Instantaneous to add a hat to a creature’s outfit, objects pass through
the hat, and anyone who touches it would feel nothing
4
You hide a chest, and all its contents, on the Ethereal
Plane. You must touch the chest and the miniature or would feel the creature’s head and hair. If you use
replica that serves as a material component for the this spell to appear thinner than you are, the hand of
spell. The chest can contain up to 12 cubic feet of someone who reaches out to touch you would bump
nonliving material (3 feet by 2 feet by 2 feet). into you while it was seemingly still in midair.
While the chest remains on the Ethereal Plane, you A creature can use its action to inspect a target and
can use an action and touch the replica to recall the make an Intelligence (Investigation) check against your 5
chest. It appears in an unoccupied space on the ground spell save DC. If it succeeds, it becomes aware that
within 5 feet of you. You can send the chest back to the the target is disguised.
Ethereal Plane by using an action and touching both
the chest and the replica. SENDING
After 60 days, there is a cumulative 5 percent chance 3rd-level evocation
per day that the spell’s effect ends. This effect ends Casting Time: 1 action 6
if you cast this spell again, if the smaller replica chest Range: Unlimited
is destroyed, or if you choose to end the spell as an Components: V, S, M (a short piece of fine copper wire)
action. If the spell ends and the larger chest is on the Duration: 1 round
Ethereal Plane, it is irretrievably lost.
You send a short message of twenty-five words
or less to a creature with which you are familiar. The
SEE INVISIBILITY creature hears the message in its mind, recognizes 7
2nd-level divination you as the sender if it knows you, and can answer in a
Casting Time: 1 action like manner immediately. The spell enables creatures
Range: Self with Intelligence scores of at least 1 to understand
Components: V, S, M (a pinch of talc and a small the meaning of your message. You can send the
sprinkling of powdered silver) message across any distance and even to other planes
Duration: 1 hour of existence, but if the target is on a different plane
than you, there is a 5 percent chance that the message A
For the duration, you see invisible creatures and
objects as if they were visible, and you can see into the doesn’t arrive.
Ethereal Plane. Ethereal creatures and objects appear
ghostly and translucent.
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SEQUESTER You retain the benefit of any features from your class,
7th-level transmutation race, or other source and can use them, provided that
Casting Time: 1 action your new form is physically capable of doing so. You
Range: Touch can’t use any special senses you have (for example,
Components: V, S, M (a powder composed of diamond, darkvision) unless your new form also has that sense.
emerald, ruby, and sapphire dust worth at least $5,000, You can only speak if the creature can normally
which the spell consumes) speak. When you transform, you choose whether your
Duration: Until dispelled equipment falls to the ground, merges into the new
form, or is worn by it. Worn equipment functions as
By means of this spell, a willing creature or an
normal. The GM determines whether it is practical for
object can be hidden away, safe from detection for
the new form to wear a piece of equipment, based on
the duration. When you cast the spell and touch the
the creature’s shape and size. Your equipment doesn’t
target, it becomes invisible and can’t be targeted by
change shape or size to match the new form, and any
divination spells or perceived through scrying sensors
equipment that the new form can’t wear must either fall
created by divination spells.
to the ground or merge into your new form. Equipment
If the target is a creature, it falls into a state of
that merges has no effect in that state.
suspended animation. Time ceases to flow for it, and
During this spell’s duration, you can use your action to
it doesn’t grow older.
assume a different form following the same restrictions
You can set a condition for the spell to end early. The
and rules for the original form, with one exception: if
condition can be anything you choose, but it must occur
your new form has more hit points than your current
or be visible within 1 mile of the target. Examples include
one, your hit points remain at their current value.
“after 1,000 years” or “when the tarrasque awakens.” This
spell also ends if the target takes any damage.
SHATTER
2nd-level evocation
SHAPECHANGE
9th-level transmutation Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action
Components: V, S, M (a chip of mica)
Range: Self
Duration: Instantaneous
Components: V, S, M (a jade circlet worth at least
$1,500, which you must place on your head before A sudden loud ringing noise, painfully intense, erupts
you cast the spell) from a point of your choice within range. Each creature
Duration: Concentration, up to 1 hour in a 10-foot-radius sphere centered on that point must
make a Constitution saving throw. A creature takes
You assume the form of a different creature for the
3d8 thunder damage on a failed save, or half as much
duration. The new form can be of any creature with
damage on a successful one. A creature made of
a challenge rating equal to your level or lower. The
inorganic material such as stone, crystal, or metal has
creature can’t be a construct or an undead, and you
disadvantage on this saving throw.
must have seen the sort of creature at least once. You
A nonmagical object that isn’t being worn or carried
transform into an average example of that creature,
also takes the damage if it’s in the spell’s area.
one without any class levels or the Spellcasting trait.
At Higher Levels. When you cast this spell using a
Your game statistics are replaced by the statistics of
spell slot of 3rd level or higher, the damage increases
the chosen creature, though you retain your alignment
by 1d8 for each slot level above 2nd.
and Intelligence, Wisdom, and Charisma scores. You
also retain all of your skill and saving throw proficiencies,
in addition to gaining those of the creature. If the SHIELD
creature has the same proficiency as you and the 1st-level abjuration
bonus listed in its statistics is higher than yours, use Casting Time: 1 reaction, which you take when you are
the creature’s bonus in place of yours. You can’t use hit by an attack or targeted by the magic missile spell
any legendary actions or lair actions of the new form. Range: Self
You assume the hit points and Hit Dice of the Components: V, S
new form. When you revert to your normal form, you Duration: 1 round
return to the number of hit points you had before you An invisible barrier of magical force appears and
transformed. If you revert as a result of dropping to protects you. Until the start of your next turn, you have a
0 hit points, any excess damage carries over to your +5 bonus to AC, including against the triggering attack,
normal form. As long as the excess damage doesn’t and you take no damage from magic missile.
reduce your normal form to 0 hit points, you aren’t
knocked unconscious.
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SHIELD OF FAITH SILENT IMAGE
1st-level abjuration 1st-level illusion
Casting Time: 1 bonus action Casting Time: 1 action 1
Range: 60 feet Range: 60 feet
Components: V, S, M (a small parchment with a bit of Components: V, S, M (a bit of fleece)
holy text written on it) Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
A shimmering field appears and surrounds a creature some other visible phenomenon that is no larger than
of your choice within range, granting it a +2 bonus to a 15-foot cube. The image appears at a spot within
AC for the duration. range and lasts for the duration. The image is purely
2
visual; it isn’t accompanied by sound, smell, or other
SHILLELAGH sensory effects.
Transmutation cantrip You can use your action to cause the image to move
to any spot within range. As the image changes location,
Casting Time: 1 bonus action
you can alter its appearance so that its movements
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and
appear natural for the image. For example, if you 3
create an image of a creature and move it, you can
a club or quarterstaff)
alter the image so that it appears to be walking. Physical
Duration: 1 minute
interaction with the image reveals it to be an illusion,
The wood of a club or quarterstaff you are holding is because things can pass through it. A creature that
imbued with nature’s power. For the duration, you can use uses its action to examine the image can determine
your spellcasting ability instead of Strength for the attack that it is an illusion with a successful Intelligence
and damage rolls of melee attacks using that weapon, and (Investigation) check against your spell save DC. If a
4
the weapon’s damage die becomes a d8. The weapon creature discerns the illusion for what it is, the creature
also becomes magical, if it isn’t already. The spell ends can see through the image.
if you cast it again or if you let go of the weapon.
SIMULACRUM
SHOCKING GRASP 7th-level illusion
Evocation cantrip
Casting Time: 12 hours
5
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (snow or ice in quantities sufficient
Components: V, S to made a life-size copy of the duplicated creature;
Duration: Instantaneous some hair, fingernail clippings, or other piece of that
Lightning springs from your hand to deliver a shock creature’s body placed inside the snow or ice; and
to a creature you try to touch. Make a melee spell attack powdered ruby worth $1,500, sprinkled over the 6
against the target. You have advantage on the attack duplicate and consumed by the spell)
roll if the target is wearing armor made of metal. On a Duration: Until dispelled
hit, the target takes 1d8 lightning damage, and it can’t You shape an illusory duplicate of one beast or
take reactions until the start of its next turn. humanoid that is within range for the entire casting
The spell’s damage increases by 1d8 when you reach time of the spell. The duplicate is a creature, partially
5th level (2d8), 11th level (3d8), and 17th level (4d8). real and formed from ice or snow, and it can take 7
actions and otherwise be affected as a normal creature.
SILENCE It appears to be the same as the original, but it has
2nd-level illusion (ritual) half the creature’s hit point maximum and is formed
Casting Time: 1 action without any equipment. Otherwise, the illusion uses all
Range: 120 feet the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you
Components: V, S
designate. It obeys your spoken commands, moving A
Duration: Concentration, up to 10 minutes
and acting in accordance with your wishes and acting
For the duration, no sound can be created within or pass
on your turn in combat. The simulacrum lacks the
through a 20-foot-radius sphere centered on a point you
ability to learn or become more powerful, so it never
choose within range. Any creature or object entirely inside
increases its level or other abilities, nor can it regain
the sphere is immune to thunder damage, and creatures
expended spell slots. If the simulacrum is damaged,
are deafened while entirely inside it. Casting a spell that
you can repair it in an alchemical laboratory, using rare
includes a verbal component is impossible there.
herbs and minerals worth $100 per hit point it regains.
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The simulacrum lasts until it drops to 0 hit points, at be equal to or less than the remaining total for that
which point it reverts to snow and melts instantly. If creature to be affected. Undead and creatures immune
you cast this spell again, any currently active duplicates to being charmed aren’t affected by this spell.
you created with this spell are instantly destroyed. At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an additional 2d8
SLEEP for each slot level above 1st.
1st-level enchantment
Casting Time: 1 action SLEET STORM
Range: 90 feet 3rd-level conjuration
Components: V, S, M (a pinch of fine sand, rose petals, Casting Time: 1 action
or a cricket) Range: 150 feet
Duration: 1 minute Components: V, S, M (a pinch of dust and a few drops
This spell sends creatures into a magical slumber. of water)
Roll 5d8; the total is how many hit points of creatures Duration: Concentration, up to 1 minute
this spell can affect. Creatures within 20 feet of a point Until the spell ends, freezing rain and sleet fall in a
you choose within range are affected in ascending 20-foot-tall cylinder with a 40-foot radius centered on
order of their current hit points (ignoring unconscious a point you choose within range. The area is heavily
creatures). obscured, and exposed flames in the area are doused.
Starting with the creature that has the lowest current The ground in the area is covered with slick ice,
hit points, each creature affected by this spell falls making it difficult terrain. When a creature enters the
unconscious until the spell ends, the sleeper takes spell’s area for the first time on a turn or starts its turn
damage, or someone uses an action to shake or slap there, it must make a Dexterity saving throw. On a failed
the sleeper awake. Subtract each creature’s hit points save, it falls prone. If a creature is concentrating in
from the total before moving on to the creature with the spell’s area, the creature must make a successful
the next lowest hit points. A creature’s hit points must Constitution saving throw against your spell save DC
or lose concentration.
SLOW
3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your
choice in a 40-foot cube within range. Each target must
succeed on a Wisdom saving throw or be affected by
this spell for the duration. An affected target’s speed
is halved, it takes a −2 penalty to AC and Dexterity
saving throws, and it can’t use reactions. On its turn,
it can use either an action or a bonus action, not both.
Regardless of the creature’s abilities or magic items,
it can’t make more than one melee or ranged attack
during its turn.
If the creature attempts to cast a spell with a casting
time of 1 action, roll a d20. On an 11 or higher, the spell
doesn’t take effect until the creature’s next turn, and the
creature must use its action on that turn to complete
the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another
Wisdom saving throw at the end of its turn. On a
successful save, the effect ends for it.
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SPARE THE DYING SPEAK WITH PLANTS
Necromancy cantrip 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action 1
Range: Touch Range: Self (30-foot radius)
Components: V, S Components: V, S
Duration: Instantaneous Duration: 10 minutes
You touch a living creature that has 0 hit points. The You imbue plants within 30 feet of you with limited
creature becomes stable. This spell has no effect on sentience and animation, giving them the ability
undead or constructs. to communicate with you and follow your simple
commands. You can question plants about events in
2
SPEAK WITH A NIMALS the spell’s area within the past day, gaining information
1st-level divination (ritual) about creatures that have passed, weather, and other
circumstances.
Casting Time: 1 action
You can also turn difficult terrain caused by plant
Range: Self
growth (such as thickets and undergrowth) into ordinary
Components: V, S
Duration: 10 minutes
terrain that lasts for the duration. Or you can turn 3
ordinary terrain where plants are present into difficult
You gain the ability to comprehend and verbally terrain that lasts for the duration, causing vines and
communicate with beasts for the duration. The branches to hinder pursuers, for example.
knowledge and awareness of many beasts is limited Plants might be able to perform other tasks on your
by their intelligence, but at minimum, beasts can give behalf, at the GM’s discretion. The spell doesn’t enable
you information about nearby locations and monsters, plants to uproot themselves and move about, but they
including whatever they can perceive or have perceived can freely move branches, tendrils, and stalks. If a plant
4
within the past day. You might be able to persuade a creature is in the area, you can communicate with it
beast to perform a small favor for you, at the GM’s as if you shared a common language, but you gain no
discretion. magical ability to influence it.
This spell can cause the plants created by the
SPEAK WITH DEAD entangle spell to release a restrained creature.
3rd-level necromancy 5
Casting Time: 1 action SPIDER CLIMB
Range: 10 feet 2nd-level transmutation
Components: V, S, M (burning incense) Casting Time: 1 action
Duration: 10 minutes Range: Touch
You grant the semblance of life and intelligence Components: V, S, M (a drop of bitumen and a spider)
to a corpse of your choice within range, allowing it to Duration: Concentration, up to 1 hour 6
answer the questions you pose. The corpse must still Until the spell ends, one willing creature you touch
have a mouth and can’t be undead. The spell fails if gains the ability to move up, down, and across vertical
the corpse was the target of this spell within the last surfaces and upside down along ceilings, while leaving
10 days. its hands free. The target also gains a climbing speed
Until the spell ends, you can ask the corpse up to equal to its walking speed.
five questions. The corpse knows only what it knew 7
in life, including the languages it knew. Answers are
usually brief, cryptic, or repetitive, and the corpse is
SPIKE GROWTH
2nd-level transmutation
under no compulsion to offer a truthful answer if you
are hostile to it or it recognizes you as an enemy. This Casting Time: 1 action
spell doesn’t return the creature’s soul to its body, only Range: 150 feet
its animating spirit. Thus, the corpse can’t learn new Components: V, S, M (seven sharp thorns or seven
information, doesn’t comprehend anything that has small twigs, each sharpened to a point) A
happened since it died, and can’t speculate about Duration: Concentration, up to 10 minutes
future events. The ground in a 20-foot radius centered on a point
within range twists and sprouts hard spikes and thorns.
The area becomes difficult terrain for the duration. When
a creature moves into or within the area, it takes 2d4
piercing damage for every 5 feet it travels.
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The transformation of the ground is camouflaged to STINKING CLOUD
look natural. Any creature that can’t see the area at the 3rd-level conjuration
time the spell is cast must make a Wisdom (Perception) Casting Time: 1 action
check against your spell save DC to recognize the Range: 90 feet
terrain as hazardous before entering it. Components: V, S, M (a rotten egg or several skunk
cabbage leaves)
SPIRIT GUARDIANS Duration: Concentration, up to 1 minute
3rd-level conjuration You create a 20-foot-radius sphere of yellow,
Casting Time: 1 action nauseating gas centered on a point within range. The
Range: Self (15-foot radius) cloud spreads around corners, and its area is heavily
Components: V, S, M (a holy symbol) obscured. The cloud lingers in the air for the duration.
Duration: Concentration, up to 10 minutes Each creature that is completely within the cloud at
You call forth spirits to protect you. They flit around the start of its turn must make a Constitution saving
you to a distance of 15 feet for the duration. If you are throw against poison. On a failed save, the creature
good or neutral, their spectral form appears angelic or spends its action that turn retching and reeling.
fey (your choice). If you are evil, they appear fiendish. Creatures that don’t need to breathe or are immune
When you cast this spell, you can designate any to poison automatically succeed on this saving throw.
number of creatures you can see to be unaffected by it. A moderate wind (at least 10 miles per hour) disperses
An affected creature’s speed is halved in the area, and the cloud after 4 rounds. A strong wind (at least 20
when the creature enters the area for the first time on miles per hour) disperses it after 1 round.
a turn or starts its turn there, it must make a Wisdom
saving throw. On a failed save, the creature takes 3d8 STONE SHAPE
radiant damage (if you are good or neutral) or 3d8 4th-level transmutation
necrotic damage (if you are evil). On a successful save, Casting Time: 1 action
the creature takes half as much damage. Range: Touch
At Higher Levels. When you cast this spell using a Components: V, S, M (soft clay, which must be worked
spell slot of 4th level or higher, the damage increases into roughly the desired shape of the
by 1d8 for each slot level above 3rd. stone object)
Duration: Instantaneous
SPIRITUAL WEAPON You touch a stone object of Medium size or smaller or
2nd-level evocation a section of stone no more than 5 feet in any dimension
Casting Time: 1 bonus action and form it into any shape that suits your purpose. So,
Range: 60 feet for example, you could shape a large rock into a weapon,
Components: V, S idol, or coffer, or make a small passage through a wall,
Duration: 1 minute as long as the wall is less than 5 feet thick. You could
You create a floating, spectral weapon within range also shape a stone door or its frame to seal the door
that lasts for the duration or until you cast this spell shut. The object you create can have up to two hinges
again. When you cast the spell, you can make a melee and a latch, but finer mechanical detail isn’t possible.
spell attack against a creature within 5 feet of the
weapon. On a hit, the target takes force damage equal STONESKIN
to 1d8 + your spellcasting ability modifier. 4th-level abjuration
As a bonus action on your turn, you can move the Casting Time: 1 action
weapon up to 20 feet and repeat the attack against Range: Touch
a creature within 5 feet of it. The weapon can take Components: V, S, M (diamond dust worth $100, which
whatever form you choose. the spell consumes)
Clerics of deities who are associated with a particular Duration: Concentration, up to 1 hour
weapon (as St. Cuthbert is known for his mace and
This spell turns the flesh of a willing creature you
Thor for his hammer) make this spell’s effect resemble
touch as hard as stone. Until the spell ends, the target
that weapon.
has resistance to nonmagical bludgeoning, piercing,
At Higher Levels. When you cast this spell using a
and slashing damage.
spell slot of 3rd level or higher, the damage increases
by 1d8 for every two slot levels above 2nd.
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STORM OF VENGEANCE The target must make a Wisdom saving throw.
9th-level conjuration On a failed save, it pursues the course of action you
described to the best of its ability. The suggested
Casting Time: 1 action
course of action can continue for the entire duration.
1
Range: Sight
Components: V, S If the suggested activity can be completed in a shorter
Duration: Concentration, up to 1 minute time, the spell ends when the subject finishes what
it was asked to do. You can also specify conditions
A churning storm cloud forms, centered on a point
that will trigger a special activity during the duration.
you can see and spreading to a radius of 360 feet.
For example, you might suggest that a knight give her
Lightning flashes in the area, thunder booms, and strong
winds roar. Each creature under the cloud (no more than
warhorse to the first beggar she meets. If the condition 2
isn’t met before the spell expires, the activity isn’t
5,000 feet beneath the cloud) when it appears must
performed. If you or any of your companions damage
make a Constitution saving throw. On a failed save,
the target, the spell ends.
a creature takes 2d6 thunder damage and becomes
deafened for 5 minutes.
Each round you maintain concentration on this spell, SUNBEAM
the storm produces additional effects on your turn. 6th-level evocation 3
Round 2. Acidic rain falls from the cloud. Each creature Casting Time: 1 action
and object under the cloud takes 1d6 acid damage. Range: Self (60-foot line)
Round 3. You call six bolts of lightning from the cloud Components: V, S, M (a magnifying glass)
to strike six creatures or objects of your choice beneath Duration: Concentration, up to 1 minute
the cloud. A given creature or object can’t be struck A beam of brilliant light flashes out from your hand
by more than one bolt. A struck creature must make a
Dexterity saving throw. The creature takes 10d6 lightning
in a 5-foot-wide, 60-foot-long line. Each creature in 4
the line must make a Constitution saving throw. On a
damage on a failed save, or half as much damage on failed save, a creature takes 6d8 radiant damage and
a successful one. is blinded until your next turn. On a successful save, it
Round 4. Hailstones rain down from the cloud. Each takes half as much damage and isn’t blinded by this
creature under the cloud takes 2d6 bludgeoning damage. spell. Undead and oozes have disadvantage on this
Round 5–10. Gusts and freezing rain assail the saving throw.
area under the cloud. The area becomes difficult 5
terrain and is heavily obscured. Each creature there
takes 1d6 cold damage. Ranged weapon attacks in
the area are impossible. The wind and rain count as
a severe distraction for the purposes of maintaining
concentration on spells. Finally, gusts of strong wind
(ranging from 20 to 50 miles per hour) automatically 6
disperse fog, mists, and similar phenomena in the area,
whether mundane or magical.
SUGGESTION
2nd-level enchantment
Casting Time: 1 action 7
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit
of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a
sentence or two) and magically influence a creature
you can see within range that can hear and understand A
you. Creatures that can’t be charmed are immune to
this effect. The suggestion must be worded in such
a manner as to make the course of action sound
reasonable. Asking the creature to stab itself, throw
itself onto a spear, immolate itself, or do some other
obviously harmful act ends the spell.
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You can create a new line of radiance as your action object that holds it. For glyphs inscribed within an
on any turn until the spell ends. object, the most common triggers are opening the
For the duration, a mote of brilliant radiance shines object, approaching within a certain distance of it, or
in your hand. It sheds bright light in a 30-foot radius and seeing or reading the glyph.
dim light for an additional 30 feet. This light is sunlight. You can further refine the trigger so the spell is
activated only under certain circumstances or according
SUNBURST to a creature’s physical characteristics (such as height
8th-level evocation or weight), or physical kind (for example, the ward could
be set to affect hags or shapechangers). You can also
Casting Time: 1 action
specify creatures that don’t trigger the glyph, such as
Range: 150 feet
those who say a certain password.
Components: V, S, M (fire and a piece of sunstone)
When you inscribe the glyph, choose one of the
Duration: Instantaneous
options below for its effect. Once triggered, the glyph
Brilliant sunlight flashes in a 60-foot radius centered glows, filling a 60-foot-radius sphere with dim light
on a point you choose within range. Each creature in for 10 minutes, after which time the spell ends. Each
that light must make a Constitution saving throw. On creature in the sphere when the glyph activates is
a failed save, a creature takes 12d6 radiant damage targeted by its effect, as is a creature that enters the
and is blinded for 1 minute. On a successful save, it sphere for the first time on a turn or ends its turn there.
takes half as much damage and isn’t blinded by this Death. Each target must make a Constitution saving
spell. Undead and oozes have disadvantage on this throw, taking 10d10 necrotic damage on a failed save,
saving throw. or half as much damage on a successful save.
A creature blinded by this spell makes another Discord. Each target must make a Constitution
Constitution saving throw at the end of each of its saving throw. On a failed save, a target bickers and
turns. On a successful save, it is no longer blinded. argues with other creatures for 1 minute. During this
This spell dispels any darkness in its area that was time, it is incapable of meaningful communication and
created by a spell. has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw
SYMBOL and becomes frightened for 1 minute on a failed save.
7th-level abjuration While frightened, the target drops whatever it is holding
Casting Time: 1 minute and must move at least 30 feet away from the glyph
Range: Touch on each of its turns, if able.
Components: V, S, M (mercury, phosphorus, and Hopelessness. Each target must make a Charisma
powdered diamond and opal with a total value of at saving throw. On a failed save, the target is overwhelmed
least $1,000, which the spell consumes) with despair for 1 minute. During this time, it can’t attack
Duration: Until dispelled or triggered or target any creature with harmful abilities, spells, or
other magical effects.
When you cast this spell, you inscribe a harmful
Insanity. Each target must make an Intelligence
glyph either on a surface (such as a section of floor, a
saving throw. On a failed save, the target is driven
wall, or a table) or within an object that can be closed to
insane for 1 minute. An insane creature can’t take
conceal the glyph (such as a book, a scroll, or a treasure
actions, can’t understand what other creatures say, can’t
chest). If you choose a surface, the glyph can cover an
read, and speaks only in gibberish. The GM controls
area of the surface no larger than 10 feet in diameter.
its movement, which is erratic.
If you choose an object, that object must remain in its
Pain. Each target must make a Constitution saving
place; if the object is moved more than 10 feet from
throw and becomes incapacitated with excruciating
where you cast this spell, the glyph is broken, and the
pain for 1 minute on a failed save.
spell ends without being triggered.
Sleep. Each target must make a Wisdom saving
The glyph is nearly invisible, requiring an Intelligence
throw and falls unconscious for 10 minutes on a
(Investigation) check against your spell save DC to find it.
failed save. A creature awakens if it takes damage or
You decide what triggers the glyph when you cast
if someone uses an action to shake or slap it awake.
the spell. For glyphs inscribed on a surface, the most
Stunning. Each target must make a Wisdom saving
typical triggers include touching or stepping on the
throw and becomes stunned for 1 minute on a failed save.
glyph, removing another object covering it, approaching
within a certain distance of it, or manipulating the
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TELEKINESIS have a common language. The communication is
5th-level transmutation possible over any distance, though it can’t extend to
other planes of existence.
Casting Time: 1 action 1
Range: 60 feet
Components: V, S TELEPORT
Duration: Concentration, up to 10 minutes 7th-level conjuration
You gain the ability to move or manipulate creatures Casting Time: 1 action
or objects by thought. When you cast the spell, and as Range: 10 feet
your action each round for the duration, you can exert Components: V
your will on one creature or object that you can see Duration: Instantaneous
2
within range, causing the appropriate effect below. You This spell instantly transports you and up to eight
can affect the same target round after round, or choose willing creatures of your choice that you can see within
a new one at any time. If you switch targets, the prior range, or a single object that you can see within range,
target is no longer affected by the spell. to a destination you select. If you target an object, it
Creature. You can try to move a Huge or smaller must be able to fit entirely inside a 10-foot cube, and it
creature. Make an ability check with your spellcasting can’t be held or carried by an unwilling creature. 3
ability contested by the creature’s Strength check. If you The destination you choose must be known to you,
win the contest, you move the creature up to 30 feet in and it must be on the same plane of existence as you.
any direction, including upward but not beyond the range Your familiarity with the destination determines whether
of this spell. Until the end of your next turn, the creature you arrive there successfully. The GM rolls d100 and
is restrained in your telekinetic grip. A creature lifted consults the table.
upward is suspended in mid-air. On subsequent rounds,
you can use your action to attempt to maintain your Familiarity Mishap Similar Off On 4
Area Target Target
telekinetic grip on the creature by repeating the contest.
Permanent circle — — — 01–100
Object. You can try to move an object that weighs up
to 1,000 pounds. If the object isn’t being worn or carried, Associated object — — — 01–100
you automatically move it up to 30 feet in any direction, Very familiar 01–05 06–13 14–24 25–100
but not beyond the range of this spell. If the object is Seen casually 01–33 34–43 44–53 54–100
worn or carried by a creature, you must make an ability Viewed once 01–43 44–53 54–73 74–100
5
check with your spellcasting ability contested by that
Description 01–43 44–53 54–73 74–100
creature’s Strength check. If you succeed, you pull the
object away from that creature and can move it up to 30 False destination 01–50 51–100 — —
feet in any direction but not beyond the range of this spell. Familiarity. “Permanent circle” means a permanent
You can exert fine control on objects with your teleportation circle whose sigil sequence you know.
telekinetic grip, such as manipulating a simple tool, “Associated object” means that you possess an object 6
opening a door or a container, stowing or retrieving an taken from the desired destination within the last six
item from an open container, or pouring the contents months, such as a book from a wizard’s library, bed
from a vial. linen from a royal suite, or a chunk of marble from a
lich’s secret tomb. “Very familiar” is a place you have
TELEPATHIC BOND been very often, a place you have carefully studied, or
5th-level divination (ritual) a place you can see when you cast the spell. “Seen
casually” is someplace you have seen more than once 7
Casting Time: 1 action
Range: 30 feet but with which you aren’t very familiar. “Viewed once”
Components: V, S, M (pieces of eggshell from two is a place you have seen once, possibly using magic.
different kinds of creatures) “Description” is a place whose location and appearance
Duration: 1 hour you know through someone else’s description, perhaps
from a map. “False destination” is a place that doesn’t
You forge a telepathic link among up to eight willing
creatures of your choice within range, psychically
exist. Perhaps you tried to scry an enemy’s sanctum A
but instead viewed an illusion, or you are attempting
linking each creature to all the others for the duration.
to teleport to a familiar location that no longer exists.
Creatures with Intelligence scores of 2 or less aren’t
On Target. You and your group (or the target object)
affected by this spell.
appear where you want to.
Until the spell ends, the targets can communicate
Off Target. You and your group (or the target object)
telepathically through the bond whether or not they
appear a random distance away from the destination
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Spell Descriptions
in a random direction. Distance off target is 1d10 × TELEPORTATION CIRCLE
1d10 percent of the distance that was to be traveled. 5th-level conjuration
For example, if you tried to travel 120 miles, landed off Casting Time: 1 minute
target, and rolled a 5 and 3 on the two d10s, then you Range: 10 feet
would be off target by 15 percent, or 18 miles. The GM Components: V, M (rare chalks and inks infused with
determines the direction off target randomly by rolling precious gems with $50, which the spell consumes)
a d8 and designating 1 as north, 2 as northeast, 3 as Duration: 1 round
east, and so on around the points of the compass. If
As you cast the spell, you draw a 10-foot-diameter
you were teleporting to a coastal city and wound up
circle on the ground inscribed with sigils that link your
18 miles out at sea, you could be in trouble.
location to a permanent teleportation circle of your
Similar Area. You and your group (or the target object)
choice whose sigil sequence you know and that is on
wind up in a different area that’s visually or thematically
the same plane of existence as you. A shimmering
similar to the target area. If you are heading for your
portal opens within the circle you drew and remains
home laboratory, for example, you might wind up in
open until the end of your next turn. Any creature that
another wizard’s laboratory or in an alchemical supply
enters the portal instantly appears within 5 feet of the
shop that has many of the same tools and implements
destination circle or in the nearest unoccupied space if
as your laboratory. Generally, you appear in the closest
that space is occupied. Many major temples, guilds, and
similar place, but since the spell has no range limit,
other important places have permanent teleportation
you could conceivably wind up anywhere on the plane.
circles inscribed somewhere within their confines.
Mishap. The spell’s unpredictable magic results in
Each such circle includes a unique sigil sequence—a
a difficult journey. Each teleporting creature (or the
string of magical runes arranged in a particular pattern.
target object) takes 3d10 force damage, and the GM
When you first gain the ability to cast this spell, you
rerolls on the table to see where you wind up (multiple
learn the sigil sequences for two destinations on the
mishaps can occur, dealing damage each time).
Material Plane, determined by the GM. You can learn
additional sigil sequences during your adventures. You
can commit a new sigil sequence to memory after
studying it for 1 minute.
You can create a permanent teleportation circle by
casting this spell in the same location every day for
one year. You need not use the circle to teleport when
you cast the spell in this way.
THAUMATURGY
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
magical effects within range:
• Your voice booms up to three times as loud as
normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change
color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates
from a point of your choice within range, such as a rumble
of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or
window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have
up to three of its 1-minute effects active at a time, and
you can dismiss such an effect as an action.
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THUNDERWAVE The atmosphere inside the space is comfortable
1st-level evocation and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to
Casting Time: 1 action
become dimly lit or dark. The dome is opaque from the
1
Range: Self (15-foot cube)
Components: V, S outside, of any color you choose, but it is transparent
Duration: Instantaneous from the inside.
A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you TONGUES
must make a Constitution saving throw. On a failed save, 3rd-level divination
a creature takes 2d8 thunder damage and is pushed 10 Casting Time: 1 action
2
feet away from you. On a successful save, the creature Range: Touch
takes half as much damage and isn’t pushed. Components: V, M (a small clay model of a ziggurat)
In addition, unsecured objects that are completely Duration: 1 hour
within the area of effect are automatically pushed 10 This spell grants the creature you touch the ability
feet away from you by the spell’s effect, and the spell to understand any spoken language it hears. Moreover,
emits a thunderous boom audible out to 300 feet. when the target speaks, any creature that knows at 3
At Higher Levels. When you cast this spell using a least one language and can hear the target understands
spell slot of 2nd level or higher, the damage increases what it says.
by 1d8 for each slot level above 1st.
TRANSPORT VIA PLANTS
TIME STOP 6th-level conjuration
9th-level transmutation
Casting Time: 1 action 4
Casting Time: 1 action Range: 10 feet
Range: Self Components: V, S
Components: V Duration: 1 round
Duration: Instantaneous
This spell creates a magical link between a Large or
You briefly stop the flow of time for everyone but larger inanimate plant within range and another plant,
yourself. No time passes for other creatures, while you at any distance, on the same plane of existence. You 5
take 1d4 + 1 turns in a row, during which you can use must have seen or touched the destination plant at
actions and move as normal. least once before. For the duration, any creature can
This spell ends if one of the actions you use during step into the target plant and exit from the destination
this period, or any effects that you create during this plant by using 5 feet of movement.
period, affects a creature other than you or an object
being worn or carried by someone other than you. In
addition, the spell ends if you move to a place more
TREE STRIDE 6
5th-level conjuration
than 1,000 feet from the location where you cast it.
Casting Time: 1 action
Range: Self
TINY HUT Components: V, S
3rd-level evocation (ritual)
Duration: Concentration, up to 1 minute
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
You gain the ability to enter a tree and move from 7
inside it to inside another tree of the same kind within
Components: V, S, M (a small crystal bead)
500 feet. Both trees must be living and at least the
Duration: 8 hours
same size as you. You must use 5 feet of movement
A 10-foot-radius immobile dome of force springs into to enter a tree. You instantly know the location of all
existence around and above you and remains stationary other trees of the same kind within 500 feet and, as
for the duration. The spell ends if you leave its area. part of the move used to enter the tree, can either pass
Nine creatures of Medium size or smaller can fit into one of those trees or step out of the tree you’re in. A
inside the dome with you. The spell fails if its area You appear in a spot of your choice within 5 feet of the
includes a larger creature or more than nine creatures. destination tree, using another 5 feet of movement. If
Creatures and objects within the dome when you cast you have no movement left, you appear within 5 feet
this spell can move through it freely. All other creatures of the tree you entered.
and objects are barred from passing through it. Spells You can use this transportation ability once per round
and other magical effects can’t extend through the for the duration. You must end each turn outside a tree.
dome or be cast through it.
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TRUE POLYMORPH and carrying into that form. The creature’s statistics
9th-level transmutation become those of the object, and the creature has no
Casting Time: 1 action memory of time spent in this form, after the spell ends
Range: 30 feet and it returns to its normal form.
Components: V, S, M (a drop of mercury, a dollop of
gum arabic, and a wisp of smoke) TRUE R ESURRECTION
Duration: Concentration, up to 1 hour 9th-level necromancy
Choose one creature or nonmagical object that you Casting Time: 1 hour
can see within range. You transform the creature into Range: Touch
a different creature, the creature into an object, or the Components: V, S, M (a sprinkle of holy water and
object into a creature (the object must be neither worn diamonds worth at least $25,000, which the spell
nor carried by another creature). The transformation consumes)
lasts for the duration, or until the target drops to 0 hit Duration: Instantaneous
points or dies. If you concentrate on this spell for the You touch a creature that has been dead for no longer
full duration, the transformation lasts until it is dispelled. than 200 years and that died for any reason except old
This spell has no effect on a shapechanger or a age. If the creature’s soul is free and willing, the creature
creature with 0 hit points. An unwilling creature can is restored to life with all its hit points.
make a Wisdom saving throw, and if it succeeds, it This spell closes all wounds, neutralizes any poison,
isn’t affected by this spell. cures all diseases, and lifts any curses affecting the
Creature into Creature. If you turn a creature into creature when it died. The spell replaces damaged or
another kind of creature, the new form can be any kind missing organs and limbs.
you choose whose challenge rating is equal to or less The spell can even provide a new body if the original
than the target’s (or its level, if the target doesn’t have a no longer exists, in which case you must speak the
challenge rating). The target’s game statistics, including creature’s name. The creature then appears in an
mental ability scores, are replaced by the statistics of unoccupied space you choose within 10 feet of you.
the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and
when it reverts to its normal form, the creature returns
TRUE SEEING
6th-level divination
to the number of hit points it had before it transformed.
If it reverts as a result of dropping to 0 hit points, any Casting Time: 1 action
excess damage carries over to its normal form. As long Range: Touch
as the excess damage doesn’t reduce the creature’s Components: V, S, M (an ointment for the eyes that
normal form to 0 hit points, it isn’t knocked unconscious. costs $25; is made from mushroom powder, saffron,
The creature is limited in the actions it can perform and fat; and is consumed by the spell)
by the nature of its new form, and it can’t speak, cast Duration: 1 hour
spells, or take any other action that requires hands or This spell gives the willing creature you touch the
speech, unless its new form is capable of such actions. ability to see things as they actually are. For the duration,
The target’s gear melds into the new form. The the creature has truesight, notices secret doors hidden
creature can’t activate, use, wield, or otherwise benefit by magic, and can see into the Ethereal Plane, all out
from any of its equipment. to a range of 120 feet.
Object into Creature. You can turn an object into
any kind of creature, as long as the creature’s size TRUE STRIKE
is no larger than the object’s size and the creature’s Divination cantrip
challenge rating is 9 or lower. The creature is friendly
Casting Time: 1 action
to you and your companions. It acts on each of your
Range: 30 feet
turns. You decide what action it takes and how it moves.
Components: S
The GM has the creature’s statistics and resolves all
Duration: Concentration, up to 1 round
of its actions and movement.
If the spell becomes permanent, you no longer You extend your hand and point a finger at a target
control the creature. It might remain friendly to you, in range. Your magic grants you a brief insight into the
depending on how you have treated it. target’s defenses. On your next turn, you gain advantage
Creature into Object. If you turn a creature into an on your first attack roll against the target, provided that
object, it transforms along with whatever it is wearing this spell hasn’t ended.
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Spells and Spellcasting 5
UNSEEN SERVANT This spell’s damage increases by 1d4 when you reach
1st-level conjuration (ritual) 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Casting Time: 1 action 1
Range: 60 feet WALL OF FIRE
Components: V, S, M (a piece of string and a bit of wood) 4th-level evocation
Duration: 1 hour Casting Time: 1 action
This spell creates an invisible, mindless, shapeless Range: 120 feet
force that performs simple tasks at your command Components: V, S, M (a small piece of phosphorus)
until the spell ends. The servant springs into existence Duration: Concentration, up to 1 minute
in an unoccupied space on the ground within range. It
2
You create a wall of fire on a solid surface within
has AC 10, 1 hit point, and a Strength of 2, and it can’t range. You can make the wall up to 60 feet long, 20
attack. If it drops to 0 hit points, the spell ends. feet high, and 1 foot thick, or a ringed wall up to 20 feet
Once on each of your turns as a bonus action, you in diameter, 20 feet high, and 1 foot thick. The wall is
can mentally command the servant to move up to opaque and lasts for the duration.
15 feet and interact with an object. The servant can When the wall appears, each creature within its area
perform simple tasks that a human servant could do, must make a Dexterity saving throw. On a failed save, 3
such as fetching things, cleaning, mending, folding a creature takes 5d8 fire damage, or half as much
clothes, lighting fires, serving food, and pouring wine. damage on a successful save.
Once you give the command, the servant performs the One side of the wall, selected by you when you cast
task to the best of its ability until it completes the task, this spell, deals 5d8 fire damage to each creature that
then waits for your next command. If you command ends its turn within 10 feet of that side or inside the wall.
the servant to perform a task that would move it more
than 60 feet away from you, the spell ends.
A creature takes the same damage when it enters the 4
wall for the first time on a turn or ends its turn there.
The other side of the wall deals no damage.
VAMPIRIC TOUCH At Higher Levels. When you cast this spell using a
3rd-level necromancy spell slot of 5th level or higher, the damage increases
Casting Time: 1 action by 1d8 for each slot level above 4th.
Range: Self
Components: V, S WALL OF FORCE
5
Duration: Concentration, up to 1 minute 5th-level evocation
The touch of your shadow-wreathed hand can siphon Casting Time: 1 action
life force from others to heal your wounds. Make a Range: 120 feet
melee spell attack against a creature within your reach. Components: V, S, M (a pinch of powder made by
On a hit, the target takes 3d6 necrotic damage, and you crushing a clear gemstone)
regain hit points equal to half the amount of necrotic Duration: Concentration, up to 10 minutes 6
damage dealt. Until the spell ends, you can make the An invisible wall of force springs into existence at a
attack again on each of your turns as an action. point you choose within range. The wall appears in any
At Higher Levels. When you cast this spell using a orientation you choose, as a horizontal or vertical barrier
spell slot of 4th level or higher, the damage increases or at an angle. It can be free floating or resting on a solid
by 1d6 for each slot level above 3rd. surface. You can form it into a hemispherical dome
or a sphere with a radius of up to 10 feet, or you can 7
VICIOUS MOCKERY shape a flat surface made up of ten 10-foot-by-10-foot
Enchantment cantrip panels. Each panel must be contiguous with another
Casting Time: 1 action panel. In any form, the wall is 1/4 inch thick. It lasts
Range: 60 feet for the duration. If the wall cuts through a creature’s
Components: V space when it appears, the creature is pushed to one
Duration: Instantaneous side of the wall (your choice which side). A
Nothing can physically pass through the wall. It is
You unleash a string of insults laced with subtle
immune to all damage and can’t be dispelled by dispel
enchantments at a creature you can see within range. If
magic. A disintegrate spell destroys the wall instantly,
the target can hear you (though it need not understand
however. The wall also extends into the Ethereal Plane,
you), it must succeed on a Wisdom saving throw or take
blocking ethereal travel through the wall.
1d4 psychic damage and have disadvantage on the
next attack roll it makes before the end of its next turn.
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WALL OF ICE WALL OF STONE
6th-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a small piece of quartz) Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within A nonmagical wall of solid stone springs into
range. You can form it into a hemispherical dome or a existence at a point you choose within range. The
sphere with a radius of up to 10 feet, or you can shape a wall is 6 inches thick and is composed of ten 10-foot-
flat surface made up of ten 10-foot-square panels. Each by-10-foot panels. Each panel must be contiguous with
panel must be contiguous with another panel. In any at least one other panel. Alternatively, you can create
form, the wall is 1 foot thick and lasts for the duration. 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it If the wall cuts through a creature’s space when it
appears, the creature within its area is pushed to one appears, the creature is pushed to one side of the wall
side of the wall and must make a Dexterity saving throw. (your choice). If a creature would be surrounded on all
On a failed save, the creature takes 10d6 cold damage, sides by the wall (or the wall and another solid surface),
or half as much damage on a successful save. that creature can make a Dexterity saving throw. On a
The wall is an object that can be damaged and thus success, it can use its reaction to move up to its speed
breached. It has AC 12 and 30 hit points per 10-foot so that it is no longer enclosed by the wall.
section, and it is vulnerable to fire damage. Reducing The wall can have any shape you desire, though it
a 10-foot section of wall to 0 hit points destroys it and can’t occupy the same space as a creature or object.
leaves behind a sheet of frigid air in the space the The wall doesn’t need to be vertical or rest on any firm
wall occupied. A creature moving through the sheet foundation. It must, however, merge with and be solidly
of frigid air for the first time on a turn must make a supported by existing stone. Thus, you can use this
Constitution saving throw. That creature takes 5d6 spell to bridge a chasm or create a ramp.
cold damage on a failed save, or half as much damage If you create a span greater than 20 feet in length, you
on a successful one. must halve the size of each panel to create supports.
At Higher Levels. When you cast this spell using a You can crudely shape the wall to create crenellations,
spell slot of 7th level or higher, the damage the wall battlements, and so on.
deals when it appears increases by 2d6, and the damage The wall is an object made of stone that can be
from passing through the sheet of frigid air increases damaged and thus breached. Each panel has AC 15 and
by 1d6, for each slot level above 6th. 30 hit points per inch of thickness. Reducing a panel
to 0 hit points destroys it and might cause connected
panels to collapse at the GM’s discretion.
If you maintain your concentration on this spell for
its whole duration, the wall becomes permanent and
can’t be dispelled. Otherwise, the wall disappears when
the spell ends.
WALL OF THORNS
6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful of thorns)
Duration: Concentration, up to 10 minutes
You create a wall of tough, pliable, tangled brush
bristling with needle-sharp thorns. The wall appears
within range on a solid surface and lasts for the duration.
You choose to make the wall up to 60 feet long, 10
feet high, and 5 feet thick or a circle that has a 20-foot
diameter and is up to 20 feet high and 5 feet thick. The
wall blocks line of sight.
When the wall appears, each creature within its area
must make a Dexterity saving throw. On a failed save,
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Spells and Spellcasting 5
a creature takes 7d8 piercing damage, or half as much or lava—as if it were harmless solid ground (creatures
damage on a successful save. crossing molten lava can still take damage from the
A creature can move through the wall, albeit slowly heat). Up to ten willing creatures you can see within
and painfully. For every 1 foot a creature moves through range gain this ability for the duration.
1
the wall, it must spend 4 feet of movement. Furthermore, If you target a creature submerged in a liquid, the
the first time a creature enters the wall on a turn or spell carries the target to the surface of the liquid at a
ends its turn there, the creature must make a Dexterity rate of 60 feet per round.
saving throw. It takes 7d8 slashing damage on a failed
save, or half as much damage on a successful one. WEB
At Higher Levels. When you cast this spell using a 2nd-level conjuration 2
spell slot of 7th level or higher, both types of damage
Casting Time: 1 action
increase by 1d8 for each slot level above 6th.
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
WARDING BOND Duration: Concentration, up to 1 hour
2nd-level abjuration
You conjure a mass of thick, sticky webbing at a point
Casting Time: 1 action of your choice within range. The webs fill a 20-foot cube 3
Range: Touch from that point for the duration. The webs are difficult
Components: V, S, M (a pair of platinum rings worth at terrain and lightly obscure their area.
least $50 each, which you and the target must wear If the webs aren’t anchored between two solid
for the duration) masses (such as walls or trees) or layered across a
Duration: 1 hour floor, wall, or ceiling, the conjured web collapses on
This spell wards a willing creature you touch and itself, and the spell ends at the start of your next turn. 4
creates a mystic connection between you and the target Webs layered over a flat surface have a depth of 5 feet.
until the spell ends. While the target is within 60 feet Each creature that starts its turn in the webs or that
of you, it gains a +1 bonus to AC and saving throws, enters them during its turn must make a Dexterity
and it has resistance to all damage. Also, each time it saving throw. On a failed save, the creature is restrained
takes damage, you take the same amount of damage. as long as it remains in the webs or until it breaks free.
The spell ends if you drop to 0 hit points or if you A creature restrained by the webs can use its action
and the target become separated by more than 60 feet. to make a Strength check against your spell save DC. 5
It also ends if the spell is cast again on either of the If it succeeds, it is no longer restrained.
connected creatures. You can also dismiss the spell The webs are flammable. Any 5-foot cube of webs
as an action. exposed to fire burns away in 1 round, dealing 2d4 fire
damage to any creature that starts its turn in the fire.
WATER BREATHING
3rd-level transmutation (ritual) WEIRD 6
Casting Time: 1 action 9th-level illusion
Range: 30 feet Casting Time: 1 action
Components: V, S, M (a short reed or piece of straw) Range: 120 feet
Duration: 24 hours Components: V, S
This spell grants up to ten willing creatures you can Duration: Concentration, up to one minute
see within range the ability to breathe underwater until Drawing on the deepest fears of a group of creatures, 7
the spell ends. Affected creatures also retain their you create illusory creatures in their minds, visible only to
normal mode of respiration. them. Each creature in a 30-foot-radius sphere centered
on a point of your choice within range must make a
WATER WALK Wisdom saving throw. On a failed save, a creature
3rd-level transmutation (ritual) becomes frightened for the duration. The illusion calls
Casting Time: 1 action
on the creature’s deepest fears, manifesting its worst A
nightmares as an implacable threat. At the end of each
Range: 30 feet
of the frightened creature’s turns, it must succeed on
Components: V, S, M (a piece of cork)
a Wisdom saving throw or take 4d10 psychic damage.
Duration: 1 hour
On a successful save, the spell ends for that creature.
This spell grants the ability to move across any liquid
surface—such as water, acid, mud, snow, quicksand,
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Spell Descriptions
WIND WALK WIND WALL
6th-level transmutation 3rd-level evocation
Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: 120 feet
Components: V, S, M (fire and holy water) Components: V, S, M (a tiny fan and a feather of exotic
Duration: 8 hours origin)
You and up to ten willing creatures you can see Duration: Concentration, up to 1 minute
within range assume a gaseous form for the duration, A wall of strong wind rises from the ground at a
appearing as wisps of cloud. While in this cloud form, point you choose within range. You can make the wall
a creature has a flying speed of 300 feet and has up to 50 feet long, 15 feet high, and 1 foot thick. You
resistance to damage from nonmagical weapons. The can shape the wall in any way you choose so long as
only actions a creature can take in this form are the it makes one continuous path along the ground. The
Dash action or to revert to its normal form. wall lasts for the duration.
Reverting takes 1 minute, during which time a When the wall appears, each creature within its area
creature is incapacitated and can’t move. Until the must make a Strength saving throw. A creature takes
spell ends, a creature can revert to cloud form, which 3d8 bludgeoning damage on a failed save, or half as
also requires the 1-minute transformation. much damage on a successful one. The strong wind
If a creature is in cloud form and flying when the keeps fog, smoke, and other gases at bay. Small or
effect ends, the creature descends 60 feet per round smaller flying creatures or objects can’t pass through
for 1 minute until it lands, which it does safely. If it can’t the wall. Loose, lightweight materials brought into
land after 1 minute, the creature falls the remaining the wall fly upward. Arrows, bolts, and other ordinary
distance. projectiles launched at targets behind the wall are
deflected upward and automatically miss. (Boulders
hurled by giants or siege engines, and similar projectiles,
are unaffected.) Creatures in gaseous form can’t pass
through it.
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Spells and Spellcasting 5
WISH you take 1d10 necrotic damage per level of that spell.
9th-level conjuration This damage can’t be reduced or prevented in any
way. In addition, your Strength drops to 3, if it isn’t 3 or
Casting Time: 1 action
lower already, for 2d4 days. For each of those days that
1
Range: Self
Components: V you spend resting and doing nothing more than light
Duration: Instantaneous activity, your remaining recovery time decreases by 2
days. Finally, there is a 33 percent chance that you are
Wish is the mightiest spell a mortal creature can
unable to cast wish ever again if you suffer this stress.
cast. By simply speaking aloud, you can alter the very
foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other WORD OF R ECALL 2
spell of 8th level or lower. You don’t need to meet any 6th-level conjuration
requirements in that spell, including costly components. Casting Time: 1 action
The spell simply takes effect. Alternatively, you can Range: 5 feet
create one of the following effects of your choice: Components: V
• You create one object of up to $25,000 in value that Duration: Instantaneous
isn’t a magic item. The object can be no more than 300 You and up to five willing creatures within 5 feet 3
feet in any dimension, and it appears in an unoccupied of you instantly teleport to a previously designated
space you can see on the ground. sanctuary. You and any creatures that teleport with you
• You allow up to twenty creatures that you can see appear in the nearest unoccupied space to the spot you
to regain all hit points, and you end all effects on them designated when you prepared your sanctuary (see
described in the greater restoration spell. below). If you cast this spell without first preparing a
• You grant up to ten creatures that you can see
resistance to a damage type you choose.
sanctuary, the spell has no effect. 4
You must designate a sanctuary by casting this
• You grant up to ten creatures you can see immunity spell within a location, such as a temple, dedicated to
to a single spell or other magical effect for 8 hours. or strongly linked to your deity. If you attempt to cast
• You undo a single recent event by forcing a reroll the spell in this manner in an area that isn’t dedicated
of any roll made within the last round (including your to your deity, the spell has no effect.
last turn). Reality reshapes itself to accommodate the
new result. For example, a wish spell could undo an
ZONE OF TRUTH
5
opponent’s successful save, a foe’s critical hit, or a
2nd-level enchantment
friend’s failed save. You can force the reroll to be made
with advantage or disadvantage, and you can choose Casting Time: 1 action
whether to use the reroll or the original roll. Range: 60 feet
You might be able to achieve something beyond the Components: V, S
scope of the above examples. State your wish to the Duration: 10 minutes
You create a magical zone that guards against
6
GM as precisely as possible. The GM has great latitude
in ruling what occurs in such an instance; the greater deception in a 15-foot-radius sphere centered on a
the wish, the greater the likelihood that something point of your choice within range. Until the spell ends,
goes wrong. This spell might simply fail, the effect a creature that enters the spell’s area for the first time
you desire might only be partly achieved, or you might on a turn or starts its turn there must make a Charisma
suffer some unforeseen consequence as a result of saving throw. On a failed save, a creature can’t speak
how you worded the wish. For example, wishing that a deliberate lie while in the radius. You know whether 7
a villain were dead might propel you forward in time to each creature succeeds or fails on its saving throw.
a period when that villain is no longer alive, effectively An affected creature is aware of the spell and can
removing you from the game. thus avoid answering questions to which it would
Similarly, wishing for a legendary magic item or normally respond with a lie. Such a creature can be
artifact might instantly transport you to the presence evasive in its answers as long as it remains within the
of the item’s current owner. The stress of casting this boundaries of the truth. A
spell to produce any effect other than duplicating
another spell weakens you. After enduring that stress,
each time you cast a spell until you finish a long rest,
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CHAPTER 6:
GAMEMASTERING
THE SECRET WORLD
This section addresses everything necessary to run This is the world you’ve stepped into as a Game
adventures in the Secret World. These pages are intended Master. At first glance it may seem overwhelming, but
for Game Masters, as many of the overarching plots and don’t fear. While there is a large amount of lore to grasp
themes that players may investigate are discussed here and numerous machinations endlessly churning within
at length. We’re not saying that hexes and curses will the game setting, what makes the Secret World unique
befall players who read this section. However, it may breaks down into a few core concepts:
take away some of the magic and wonder of anticipating
• This is Heroic Horror
what might happen in future sessions.
To the Game Master: by now you know that calling • Recognize that Everything Is True
it “The Secret World” is a misnomer. The true state of • The Past Echoes into the Present
reality is one rife with magic, filled with dark entities • Reveal the Mundane as Secretly Fantastic
plotting to manipulate humankind, and nightmarish • Realize that an Age Is Ending
creatures waiting to drag the unsuspecting off into the
So, grab your favorite drink and your most potent
bowels of chthonic domains. These things have always
protection wards. We will now delve into the guts of
been here, even before the advent of humanity. This is
what makes the Secret World tick. Even if that ticking is
why our legends and folklore are filled with stories about
the minute-by-minute countdown of a doomsday clock.
unique heroes standing up to wretched monsters and
diabolic entities. The only thing different is that now
your player characters are aware of all this.
The Secret World is perpetually poised on the edge of
HEROIC HORROR
The Secret World occupies a unique space. Primarily
falling into the maw of screaming madness and oblivion.
it is a horror game, concerning itself with monsters and
Forces that have kept our world safe, whether they be
inhuman entities stalking through modern-day cities
ancient orders or machines created by almost-forgotten
as well as inciting a feeling of dread and uncertainty
entities, are starting to falter, showing numerous cracks
throughout the story. At the same time, the heroes of
from the constant assault. Long-slumbering ancient
this game are hardly the clueless victims common to
horrors are beginning to stir. Should they fully awaken,
most horror movies and literature. They have been
everything we know will end. Many secret cults are
granted fantastic powers, and they have access to
rising to grasp forgotten knowledge and ancient powers
libraries of information on what they might face. The
for themselves.
result is something more akin to an action movie, where
Even the Age itself is found lacking. Anima, the
the heroes know some of what they have to confront,
energy of magic, creation, and life, is fading, growing
and with their knowledge and spells, they have at least
thin when it is needed the most. This means the forces
an even chance of prevailing. This blend of genres is
that defend our world find themselves running out
called Heroic Horror.
of proverbial ammunition. Entities that were content
The horror genre is wildly popular, fueling numerous
with what they had are now scavenging anima from
books, movies, and TV shows annually. It also covers a
new feeding grounds, and otherworldly, avarice-filled
wide range of subgenres, from the screaming teens of
eyes find that the wards that kept them exiled into the
slasher films to the incomprehensible and alien entities
outer night are weakening. In short, all manner of rough
that comprise cosmic horror. At its core, horror boils
beasts are about to come, not slouching but charging,
down to three key concepts: Fear of the Other, Dread,
howling madly, into whatever version of Bedlam you
and Uncertainty.
wish to imagine.
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Gamemastering the Secret World 6
Fear of the Other, in regard to horror, is the unease Again, Fear of the Other is best used to color things
created by something abnormal intruding upon the with subtle, cumulative differences. It makes a specific
mundane. The odd family that lives in the secluded element of the setting stand out in a manner that will
house on the edge of town, the child that seems to be give players pause to consider how they should act. Is
1
staring through you, the curiosity shop that displays this truly a threat, or is it just prompting the character’s
a shrunken head on its checkout counter—all are own bias?
examples of Fear of the Other being used to set tone
and mood. Any of those examples could be harmless, “So this could get worse before it gets better?”
but there is something about them that feels out of “Oh no. I shouldn’t think it would get better.”
place and unnatural, and that makes them something —Dr. Annabel Usher, PhD in Wiccan Studies, to 2
to be wary of as a natural reaction. Innsmouth Academy Headmaster H. J. Montag
In planning a game, use Fear of the Other to subtly
accent how the unnatural intrudes upon our everyday Going hand in hand with Fear of the Other is the
experience. This element challenges the characters to second element of horror: Dread. While Fear of the
mess with it, to prove it really isn’t the haunted house Other makes the common seem alien or unnatural,
or cursed graveyard that everyone thinks it is. Fear of Dread is a creeping sense of doom that permeates
the Other is also indirect. It calls into question whether the session. It is the rising sense that if the players
3
something is truly unnatural or just a personal bias. do not take action swiftly or decisively, horrible and
The technique relies on conflating elements that may unfortunate circumstances will follow.
seem individually mundane but are collectively sinister. Think of Dread as a ticking clock the Game Master
For example, Mrs. Constantius may just be a reclusive runs between acts of the story. At the end of each
old woman with a skin condition who certainly doesn’t act, that doomsday clock tolls and precipitates some
have to steal the flesh from children to survive, despite unfortunate event. With each toll, the stakes are raised 4
living next to a daycare where four children have gone and the consequences of failure worsen. In this sense,
missing in as many years. Fear of the Other never spells Dread is a motivation for the players to act and drive
things out, but rather insinuates that something is the story forward.
unusual or out of place. Use it to build tension with your A good formula for pacing out Dread and its
players. Make them second-guess their own intuition, consequences is, “If [something] doesn’t happen by a
to wonder if they are just fearful of something outside certain time, then [something worse] occurs.” This is
their personal experience, or if what they perceive as a very general formula, but it breaks down what needs
5
a threat is genuine. to be done to prevent the event from happening, and
A technique for applying Fear of the Other is to what will occur if the event comes to fruition. Here
narrate the situation in multiple layers. In the initial are some examples of the Dread formula in practice:
description, mention how something appears odd.
• If the head of a supposed warlock isn’t buried in a
When the players encounter it a second time, add some
Catholic graveyard by midnight, a fog will roll over
additional detail that further emphasizes its oddity.
the town where the adventure takes place and cut
6
This can be done multiple times, with each use giving
off all communication with the outside world.
increasingly unsettling descriptions. Here are some
examples that build upon one another: • If a cursed dagger isn’t found before the thirteenth
day following a new moon, three more victims will
(1st) The house seems to draw shadows to it, as if light be slain on the steps of the old clock tower.
refuses to linger there. • If the player characters don’t get back to town before
(2nd) Even in broad daylight, the place seems as if it is the last light of the shortest day of the year, they will 7
in perpetual twilight, with the shadows causing the be considered an offering to a twisted forest deity.
windows to resemble the sunken eyes of a withered face.
And taking this one to the next tick of the clock …
(1st) As you approach, the air about the janitor seems • If the party does make it back before dusk, they
to grow still and cold. must find a way to appease the twisted deity before
(2nd) The janitor’s eyes watch you, his gaze sending its gnarled root minions assault the town, dragging A
a primal chill through you that you can’t help but the unsuspecting townsfolk into the nightmarish
shiver from. forest that now surrounds it.
Each act of the adventure should be punctuated by
(1st) A late autumn wind blows through trees, making
these proverbial ticks, which raise the consequences
their bare branches sway down from the pale sky.
of failure and drive home the point that matters are
(2nd) As the wind picks up, the branches drift lower,
getting worse. During each act, the players should have
like angry talons trying to rake at you for intruding.
a chance to uncover a clue or some bit of information
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that will help them mitigate the impending catastrophe they are missing critical facts, that builds tension in
the next tick will bring. However, do consider that the the story. It makes them apprehensive of the outcome.
players may not investigate in a set path or find clues To help establish this degree of Uncertainty, the GM
before the deadline. Ideally, they find out what needs to should employ phrases that accentuate the possibility
be done in the nick of time. Unfortunately, this is mostly of flawed or inaccurate information. Whether or not the
a horror game, and nothing is certain, which leads to players know the truth, the implication of doubt creates
the game’s third and final horror element. fearfulness. Here are some potentially useful phrases:
Good horror thrives on Uncertainty. Think about the
• “As far as you know … that is how vampires feed.”
comfort we take in the supposed constants of our daily
life: access to food, clean water, electricity, safety inside • “From what you were able to gather … you should
our homes. Remove those comforts, and worry creeps be safe in a church.”
in. Suddenly we are concerned with the necessities of • “If the legends are true … then you should be safe
daily life and how we will see to our safety. We move in the daylight.”
from a place of stability to a precarious situation. Our • “Yes, those are the best ways to stop a curse … that
routine has been disrupted; we can’t anticipate what you are aware of.”
will happen next. Uncertainty should be mixed in with truth. If the
Uncertainty is primarily used to create doubt for the party feels that too little of the information they have
players, to make them worry. Have they done enough acquired is reliable, there is a risk of paralyzing them
research to know what they are facing? Have they had into inaction. A good rule of thumb is to tell them one
enough time to prepare? Will their tactics even work? questionable detail for every two verifiable facts.
The Game Master will, of course, know how correct For example, if the party is trying to stop a lesser
the actions of the party are, but the characters, and vampire from creating massive numbers of minions,
the players to some degree, should be concerned they might know for certain that daylight will weaken
about the outcome. Uncertainty is not meant to be the minions, and that the minions’ powers are already
mean spirited. Rather, it is a way to pull the players to weaker than a full-fledged vampire’s. The party may not
the edges of their seats and get them further invested be certain if the condition is reversible. This could lead
in the feel of the session. After all, if they are certain them to debate if they should try to save the infected
they can stop a master vampire from enslaving a small victims, or even if they have time to do so.
town, where is the challenge? But if they are worried Uncertainty frequently works in tandem with
that their plan might be doomed to failure because Dread to create tension. By using both, the characters
are drawn in two different directions. On one hand,
Uncertainty generates the urge to wait until more
information is revealed. At the same time, Dread pushes
them to act before the worst happens. This is the
classic conundrum of most horror plots: act now and
possibly lose everything, or wait and have the choice
to act taken away.
We can see Uncertainty and Dread at work in most
slasher films. The audience knows someone is going
to be slaughtered, but not necessarily how or when.
The tension builds as the camera follows a character
through the dimly lit basement. The setting is right for
the killer to jump out from behind some stacked boxes,
or turn off the lights and stab wildly at the unsuspecting
victim, but will it happen now, or in the next scene? This
is an example of Dread and Uncertainty playing off of
one another. While Dread pushes the story forward with
the threat of an impending menace, Uncertainty causes
the players to question when that doom will fall. Will it
be at night, or at midnight, or just past dawn? Like the
audience watching the slasher film, the players know
a strike is coming, but not exactly when.
The GM should set a scene with details that allude
to something lurking in the proverbial shadows. If the
party is investigating a murder, then mention how
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it happened on a foggy night, and describe the fog Think of Gaia’s Chosen, also called Bees, as modern-
rolling in like the tide the moment the sun goes down day equivalents of the heroes from folklore. Odin’s
this evening. If witnesses mention smelling something Wanderer persona, Katoyis the Blood-Clot Boy of the
sweet in the air, describe the group catching an elusive Blackfoot people, or even the legendary Gilgamesh
1
cloying scent as they approach the site, only to have it may have been previous agents of Gaia. The times
grow to nauseating intensity when they arrive. have certainly changed, as now the players can Google
The addition of small details signals to the players rituals and incantations with the right app, but the
that something wicked this way comes. Events are purpose of these Chosen remains the same: to stand
building toward disaster, but, again, the players don’t as a champion in times of great strife, and to protect
know when the sword of Damocles will fall. Give them their people by fighting monsters and wrestling order 2
several separate moments to react to before dropping out of chaos.
the blade. While these characters have phenomenal abilities
Alternatively, you could elect to use Uncertainty to that set them apart from the victims of other horror
its fullest extent and have the calamity happen. In this settings, these Chosen are still very much human.
case, the small details are used like a jump scare in a Yesterday they might have had satisfactory jobs, been
movie; the unexpected noise turns out to be nothing planning on owning a house, or worried about their
more frightening than a cat. This technique is used to student loans. Overnight, all of that changed. Now they
3
set a false expectation, making the characters think hear voices in their heads, have weird compulsions that
something bad will happen, only to deflate the tension send them into dangerous places and dire situations,
when it turns out to be trivial. You may cycle through and face creatures from the most twisted nightmares
this once or twice before the actual event strikes. If imaginable.
you’re doing this well, the characters (and their players) That would be a lot for a normal person to deal with.
should begin writing the foreboding details off as mere But since these are Gaia’s Chosen, there is something 4
background noise to set the mood, rather than the about these individuals that made them worthy of
Event circling, sharklike, building to its final explosion this power. They can deal with their new horrifically
of violence. fantastic circumstances without being horrifically
Putting together Fear of the Other, Dread, and traumatized from the experience. This transition may
Uncertainty will help you create an atmosphere not be automatic.
conducive to a horror setting. The goal is to help As the characters encounter aspects of the Secret
immerse the players in a story that compels them to World, let them have time to absorb the scene and
5
discover what is happening, while still giving them the respond to the moment. Let them react to the first
feeling of not being entirely in control. They should walking corpse they see, or ask what they’re feeling
feel confident enough to act, but still sense that they when they see a car-sized moth devour a dog in one
are under a deadline that is approaching too quickly. crunchy bite. They may have been given fantastic
Now that we’ve covered the “Horror” side of this powers, but they aren’t necessarily immune to fear,
sub-genre, let’s talk about the “Heroic” aspects of the revulsion, or just being overwhelmed by a situation. 6
Secret World, as its characters are heroes of no small Granted, they are heroes, not victims. After a few
measure. The player characters are chosen by Gaia, encounters, they should build up some resistance to
a semi-sentient entity that is the embodiment of life, more commonly seen phenomena.
magic, and creation. These individuals are normal A strong tool to help draw out the characters’
people who have been given fantastic powers and reactions to the game world is nonplayer character
abilities literally overnight, gifts that would take anyone (NPC) interaction. While the Chosen may be able to 7
else a lifetime to learn, if ever. They travel to places come back from the dead, the majority of the world
few can access. They see things normal people can’t isn’t so lucky. If it isn’t in character for the Chosen to be
perceive. They are tasked with nothing less than saving afraid, make them confront the fear by dealing with an
the world. NPC. Their rideshare driver might turn hysterical after
Needless to say, the player characters of the Secret seeing tentacle-mouthed dogs. Do they try to calm him
World are a far cry from the screaming teens of slasher down or let him run off by himself? The librarian who
films, or the clueless academics that stumble unawares pointed the party in the right direction bursts into tears A
upon some cosmic menace. They may sound like over a strange book the characters gave her. Will the
superheroes, and in fact, the parallels are strong players be held accountable for her distress?
between the two settings. What makes the Secret When used correctly, NPCs reflect the emotion
World roleplaying game lean more toward Heroic Horror and tone of the setting, to which the Chosen might
is the treatment of the protagonists and their powers, be immune. The Bees may have seen fire-wreathed
the challenges they face, and the final outcome of jinn or ship-swallowing leviathans, but the NPCs are
their adventures. probably limited in their experience of horror to the
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Heroic Horror
last time they saw a George Romero movie. They are morality. They try to lure the Chosen with offers of
foils, used to manifest the players’ internal reactions power, to remake the world with their guidance, or
within the game world. Like real people, NPCs respond these dark minds promise to spare them when whatever
to the fantastic in different ways. Some might turn into machinations they have conjured come to fruition.
a sobbing mess, while others take on protector roles. Focused on the larger picture, these foes will tempt
Use their reactions and attitudes to nudge the players the player characters with “true” secrets of the world,
along. If the Chosen don’t save these folks, who will? offering to free them from serving as unwitting pawns
How the Chosen can use their powers is another of Gaia and whichever secret faction they are aligned
point of differentiation between genres. While the Bees with. Of course they would just be trading one leash
have been gifted with fantastic abilities and armed for another, but the ones making the offers downplay
with knowledge from both their secret societies and that part.
the Buzzing, there are plenty of strings that restrict Usually, these diabolic masterminds appear across
their autonomy. There are prices to pay for everything, an entire story arc and are a threat unto themselves.
especially when some nearly godlike entity taps you Perhaps they know the secret to removing a Bee’s powers,
to be its champion. or they have favors they can call in from long-forgotten
Bees are prized by all the factions as potent assets. deities. Some are government officials or executives of
In fact, Bees will often find themselves tapped for major companies that have hundreds at their command,
hazardous, if not outright suicidal, missions. After all, while others might have just a few fanatically dedicated
if your prize agent can come back from the dead, why followers ready to give their lives for a dark cause. What
bother sending expendable mortals? Most of the time, makes the masterminds dangerous is that they have
the goals of these organizations align with Gaia’s, and time to plan, and they are patient enough to wait for
they are more than willing to lend resources to the the right opportunity: a moment of weakness, a moral
player characters’ endeavors. After all, if the world ends, compromise, a lapse in judgment from any of the Chosen.
everyone loses. However, the factions will expect their At that point, they swoop in with an offer or solution.
Bees to prioritize the society’s goals first, which may The character just needs to join them, or at least step
cause conflict with what Gaia instructs her Chosen to do. aside and let the masterminds carry out their plans. Is
One might assume Gaia would be the most benevolent that so much to ask?
of patrons, being that she is the embodiment of life and Equally important is the resolution of each adventure.
growth. Unfortunately, the exact opposite is true. Gaia Sometimes there will be a definite conclusion. The day
is one of the few entities that knows how close the Filth is saved, order and peace are restored, and the heroes
truly is to taking over. She is desperate to find a solution, return to accolades from their benefactors. The Secret
and can thus appear erratic to the outside observer. In World, however, is still a horror game. Things seldom
previous Ages, she would pick and choose her Bees. end so cleanly.
Now, with the hour growing late, Bees are being made Make no mistake, at the end of the session the
by the dozens. Even so, Gaia’s desperation makes her players should feel that their actions mattered, that
incredibly demanding of her Chosen. they made a difference through their involvement in
When Gaia wishes her Chosen to deal with a problem, the story. They should feel like the heroes they are.
she will send them a compulsion that draws them to However, there should usually be doubt about the
the location where their power is needed. The urge, the conclusion. This may take the form of simply wondering
pressure from a force that doesn’t directly talk to you, how long it will be until the crisis surfaces again. Events
can grow stronger or weaker, but ultimately, the Bees in the Secret World tend to be cyclic, recurring through
always possess free will in their choices. various Ages. Usually, there is someone to oppose
Ultimately, the Bees’ incredible abilities come with these recurrences. Usually.
equally incredible costs. What they wield in magical There is also the matter of scope. In a world full of
power requires the loss of autonomy. The secret secret societies and shadowy cults, any given crisis is
knowledge they now possess exacts a toll of service. usually a symptom of a larger threat. An outbreak of
That isn’t to say the Chosen don’t have time for their undead in a small Arizona town, for example, is caused by
own pursuits—they just have to fit those pursuits into an Orochi mining team extracting an ancient totem that
Gaia’s schedule. originated in the Second Age. While the Chosen resolve
Heroes are measured by the foes they face, and the zombie outbreak, questions should arise about how
the Chosen have no end of challengers intent on the Orochi knew where to find the totem in the first place.
making them legendary, even (or especially) if it is What are they planning to do with it? There should be a
posthumous. The majority of foes, like the ak’ab or the sense of closure when an adventure is done, but it must
creatures spawned by the Filth, will present a physical also come with an equal sense of foreboding.
threat, usually ending in combat. The really dangerous Of course, everything could go wrong. A key ritual
foes, though, are those that challenge the Chosen’s doesn’t work, or a critical NPC perishes despite the
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party’s best efforts. Failure is always a possibility. If it with each element serving as a step toward an arcane
occurs at your table, pause, and give the players time result. At the end, we’ll give examples of how you can
to let their characters reflect on what happened. The fit these elements together in crafting scenarios for
best advice in handling situations such as this comes your own table.
1
from Templar Richard Sonnac: “You won’t be able to
save everyone. Rather than lament this endlessly, use
this to galvanize your resolve and continue forward.” E VERYTHING IS T RUE
The Secret World blends the constant looming threat No seriously, “everything” is true. Every myth,
of horror with the optimism of heroic adventure. The legend, alternative history of the world, fringe theory
result is a setting where the player characters face down of anthropology or archaeology, and far-fetched 2
seemingly insurmountable odds that would paralyze conspiracy theory you have ever heard of is true
normal people with terror or drive them to madness. within the setting of the Secret World. Granted there
These Chosen are heroes. They can make a difference, is always an additional bit, a previously unknown detail
as lights in an ever-darkening world. or forgotten fragment of knowledge that colors the
known story into something more checkered and dire
that fits into the Secret World’s continuity.
STORY A LCHEMY This inclusion of everything odd, occult, and ancient
3
With the genre now defined, let’s discuss the other is part of what makes the Secret World a unique setting.
elements within stories of the Secret World. Specifically, The game setting takes a “yes, and …” approach to
these elements are Everything Is True, The Past Echoes its lore, inviting Game Masters to expand upon
into the Present, The Mundane Made Fantastic, and something known, then add an element of mystery
An Age Is Ending. When crafting adventures, Game for the characters to discover. This new element not
Masters are encouraged to keep these concepts in only expands upon what the players may already know, 4
mind as, when woven together, they punctuate the but adds a detail that ties it into the themes of the
unique setting of the Secret World. Secret World. After all, who wants to play in a known
What follows below are descriptions of each element and tired story? By adding a small fact that elaborates
and examples of how GMs can utilize them when further, the GM keeps the players eager to discover
creating their own games. Think of it as a mathematical something new, and gives a fresh look at what may
equation, or better yet as parts of an alchemical formula, already be known to them.
5
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CORE RULEBOOK
The Past Echoes Into The Present
A good example of this is seen in the original TAKE A D EEP D IVE
multiplayer online game with the story of the Pharaoh This is where the fun starts. Don’t be afraid to
Akhenaten. What history remains of him records explore tangents and odd rants while doing your
Akhenaten as a radical leader who converted Egypt to primary research. Usually, these searches will yield
a monotheistic belief system during his reign. After his more esoteric knowledge, and more importantly, odd
death, however, all monuments to him were destroyed and obscure facts about the initial concept. Doing this
and his name stricken from most records as the Nile helps the GM become more of an authority on their
empire converted back to its polytheistic beliefs. That subject, and draws forth something interesting about
is what is known in our world, and it is written off as the incident.
the backlash of an unhappy population who returned
to their traditional ways after Akhenaten passed, and WEAVE IN THE WEIRD
who so loathed his rulership that they chose to destroy Now is where the Game Master asks themselves,
any record of his reign. “Why is this important to the Secret World at large?”
The Secret World adds to this as, within the game Does this involve one of the factions, or a key member
setting, Akhenaten is known as the Black Pharaoh. He of Orochi? Is this something that is just a mystery of
allied with the Filth to gain power and forced his people the past, or is this a recent development?” Once you
to worship the entity that is known in the present-day have wrapped your initial concept in strangeness, it
game world as the Black Sun. Akhenaten’s allegiance can be further developed with the scenario.
with those dark powers and his willingness to sacrifice To show this in action, we’ll use the popular
his own people are given as the reasons his name was creepypasta cryptid of the Michigan Dogman.
scoured from all records, only to be remembered as Starting Simple, the dogmen are a popular cryptid
a cautionary tale. Of course nothing stays forgotten, featured in several online horror stories. They are usually
but we’ll discuss that later on. presented as malicious beasts that walk like humans but
The Black Pharaoh is a good example of taking possess an oversized canine head and elongated limbs.
something known from history, then adding a detail By taking a Deep Dive, we find that they gained
to it that not only ties it to the game world but also recent popularity in 1987 when radio station WTCM-FM
allows for a mystery that the players can uncover. This created and played a novelty song about the legend
gives the GM a wide array of knowledge to draw from, of the Dogman as an April Fool’s Day stunt, but were
making everything from recorded history through pop then inundated with calls from people stating they had
culture available for use when designing adventures. encounters with the dogmen.
The key to being inclusive is, again, assuming that Weaving in the Weird, we ask ourselves, “Why are
everything is true. The second part is to add a twist, there so many dogmen sightings in the modern age?
a portion of the story that we don’t know. This could What changed?” Perhaps the dogmen are sensing
be a hidden bit of lore, or a heretofore unknown fact the change in the Age and, feeling emboldened by
about the situation. This new information ties the lore this, are looking for easy prey, or urban expansion has
into the Secret World and creates a mystery that the encroached upon land and removed some totem or
player characters will uncover during their adventure. ward that kept these cryptids at bay.
This may seem overwhelming, or at least trigger By using all the above steps, a GM can take any piece
decision paralysis, as having all histories, mythologies, of history, news, or myth and weave it into the beginning
and real-world lore to draw from might seem daunting. of a scenario. Again, it is important to remember to
Fortunately, a good evening of internet searches will be inclusive with this, as everything is true. There is
reveal several great places to start. The following steps just an extra, unknown bit of information that offers a
are meant to help you research and adapt almost any mystery to be discovered, and acts as the call to action
topic to the setting of the Secret World. for the characters.
START S IMPLE
Begin by taking a well-known concept or event. This T HE PAST ECHOES INTO
could be something as simple as an odd phrasing in THE P RESENT
a political speech or a well-known disappearance. It
The Secret World is old and riddled with stories and
should be something commonly known, or at least
histories that no one clearly remembers. Its history
heard of. Examples of this would be President Regan’s
runs across three Ages, with the current Age coming
“extraterrestrial threat” speech, the abduction of the
swiftly to an end. There is no repository of what has
Lindbergh baby, or sightings of the Michigan Dogman.
happened in the past. What remains are fragmented
A good rule of thumb is if it shows up in the top three
tales which suffer from poor recording. This could
results of an internet search, then it is common enough
be due to a bias of the record keeper, embellishment
to use.
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from one oral tale-teller to the next, or the fact that what is going on. This effort should also reveal why
no one fully understands the scope and impact of the the antagonist has reintroduced the forgotten ancient
circumstances. element to the present day and what they hope to
Indeed, much has been lost and forgotten in accomplish with it. Do not take this to mean that
1
the Secret World. Regardless of how buried or lost everything must be spelled out for the player characters.
something is, however, the past finds a way to crawl Rather, this is where they realize the consequences of
out of whatever spider-haunted dark recess of the the action and who is chiefly responsible. This should be
world it was buried in and cast its shadow over an a call to action, or at least a point where the characters
unsuspecting present Age. While this bears ill omen decide if they should act.
for the campaign world, it is excellent news for Game The final element draws upon the uncertainty of 2
Masters designing their own adventures. the horror genre: Should the characters act upon the
When using the forgotten past, there should be information they have? Is this something they wish to
some shred of knowledge present in the current Age. stop? Perhaps the ancient “something” that is returning
Again, everything is true, so there could be some small brings a degree of power to one of the big three factions,
kernel of the forgotten event that still resides in folklore. or has the potential to defeat one of the major enemies
The difference is that the reality of what occurred has the player characters have made in their adventures.
become so garbled that only the most surface-level Certainly such a force should be considered for their
3
details remain. In fact, the truth might be scattered own use.
across various records throughout several different Don’t be afraid to tempt your players with those
cultures. thoughts of power, or bring some level of justice on their
A good example is the flood myth that appears in terms. Remember that it is a forgotten “something” that
almost every culture throughout our world. At some no one else has, or may not even know about outside
point in our history, a global event wiped out the world of the player characters. Of course they have the free 4
as we knew it. Only a select few people survived, such will to decide for themselves, but wrestling with such
as Noah of the Christian belief, Manu of the Hindu a decision gives the players a chance to explore how
teachings, or Atra-Hasis from Babylonian lore. It is their characters think and what they believe in.
these people who repopulated the Earth and gave Rarely does something good ever come out of the
things a fresh start. forgotten past. It was buried for a reason. Without its
The true event that caused the actual flood, and presence, the world has, for the most part, prospered.
why these specific people were chosen over their Keep in mind that while the player characters are heroes
5
peers, remains unknown. It is through the unknown and face heroic challenges, this is also a horror game
that the GM can start to conjecture what really caused where few things turn out pleasantly, and happy endings
that catastrophe. Additionally, there are three other are a rarity.
questions the GM needs to ask: What caused this
event to resurface in the present, how will the player
characters find out about this knowledge, and is this T HE MUNDANE M ADE 6
something that the player characters need to deal with?
There are numerous reasons that a forgotten event
FANTASTIC
The supernatural is all around us, but only a select
might recur in the present, but the most common theme
few notice its existence. This is a repeated theme in
is that someone wants it to be so. This may be a cult,
the Secret World. This also opens up opportunities
an agent of the Dreaming Ones, one of the lesser secret
to incorporate local history and current events into
societies wanting a larger share of global power, or the
story design. 7
Council of Venice. There are numerous players within
Every town has a place that seems odd: an
the Secret World that might cause something better
abandoned school, a run-down house at the edge of
forgotten to resurface. It may even be for what they
town, a lone water tower that just doesn’t seem right
believe are the “right” reasons. Regardless of who this
even in the daylight. People frequently comment on
agent of catastrophe is, the GM should determine their
how strange the place is, or how they feel unsettled by
motivation for dragging something buried in the mists
of time into the present.
it. Now extend those real-world places into the Secret A
World where that aura of “otherness” in that location
Once the antagonist of the story is known, the
has a reason for existing. Perhaps this is a place where
next problem to solve is, how will the players find this
the fabric between worlds is thin, or some old and
information out for themselves? This could be a series
unhealthy ritual scarred the land. Either way, something
of adventures, leading from tombs to lost lands to
about it is unnatural and easily noticed.
raiding the libraries of a major corporation. Since the
The exact nature of what made this place stand out
knowledge of this ancient event is mostly unknown,
is left to the Game Master’s imagination. Consider the
it should require effort from the players to discover
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An Age Is Ending
history of the area surrounding the real-world location
you wish to use. Some quick research will usually yield
A N AGE IS ENDING
an odd occurrence that can guide the GM’s creativity. Nothing lasts forever. This is doubly true in a
This might be an odd event in a town’s past, or an world riddled with dark entities, secret societies, and
interesting incident. Some examples might include scheming cults. The Secret World has endured three
an apartment complex built on a turn-of-the-century prior Ages, and the current Fourth Age is being forced
sweatshop where you can hear the wails of children that to end as well. This is a fact that almost every being
were burned in an accidental fire; an old schoolhouse in the Secret World is aware of, and it is not a change
whose bell tolls on Sunday mornings at 9 a.m. even that is welcomed in any manner.
though the bell has long since been removed; a housing In the current Age, anima, the essence of life and
development in a forested area where children report magic, flows freely. Conflict is a constant, but there
seeing kids in the forest that want them to come out has been more progress and stability in this Age than
and play with them at night. any other. Everything has seemed to prosper for the
On the national and international levels, there is no most part. This Age allowed humankind to build and
shortage of global and current events that can help fuel thrive. Unfortunately, the net result of their achievement
a story. One just needs to watch any news program and means they have a front-row seat to their own inevitable
think, “What if there is another truth ‘they’ are hiding?” extinction.
In this case, “they” can be anyone from the Big Three It is questionable what this new Age will be known for.
secret societies, a global corporation like the Orochi Some have labeled it the Age of Filth, as the Dreaming
group, or any of the various nations of the world. Does Ones grow more restless and their influence further
this sound paranoid, like the mindset of a delusional plagues the world. Others have marked it as the Age
conspiracy theorist? Definitely. Any headline can be of Entropy, as long-held wards and barriers fail and
woven into an adventure by letting your inner conspiracy respected institutions falter. This coming change is
theorist roam freely. felt by every living thing, from the fearsome jinn to the
What is really going on? Assume that everything the casual human. There is a sense of something dark and
major media reports is a very varnished truth, altered foreboding descending upon the world that everyone
to distract the public from what is really happening. can feel, even if they do not know its cause. This is not
The purpose of this obfuscation is to limit the flow of so much a versatile element, but a shadow that colors
information, alter the reporting of actual events, or all interactions within the Secret World.
distract the public eye from another situation occurring In game terms, this feeling of dread can manifest in
at the same time. For example, a well-regarded cable the story in different ways. Nonplayer characters that
news outlet reports on a severe polar vortex that will should be neutral seem on edge, or are suspicious.
bring record-low temperatures to North America. The Authority figures are more watchful of the players’
news story is a ruse to distract from the alarming actions. Entities that would normally be neutral begin
seismic activity in the Bering Sea. The two may be asking for boons, or something in return. In general,
unrelated. Or that might be exactly what “they” want there is an uncertainty—not so much as to what
you to think. tomorrow will bring, but if there will even be a tomorrow.
Who really benefits from this? Who is actually behind This uncertainty brings with it fear and apprehension
the cover-up? Certainly the Illuminati are masters of to commit to anything long term. Granted, most of the
spinning the media, but here is where the GM decides mortal world is unaware of why they feel this way. In
the true perpetrator of the event. fact, areas with a low connection to the supernatural
Finally, what is the endgame? Using the previous will feel this sense of dread less than those places that
example, what is important about the rising island in are more magically active.
the Bering Sea that needs to be covered up? Is it a lost Ultimately, this sense of uncertainty is a driving
temple, or the resting place of an ancient weapon? subtheme across the Secret World. Everyone has an
Outside of what has been established as Secret intuitive sense of a terrible change coming, or at least
World lore, the Game Master has free rein to add of something beneficial being lost. Those that feel it
elements of history, religion, or anything else to make the least may just worry over every small detail they
the newsworthy story into a conspiracy theory. Using can as a futile means of taking control. Those more
current events is a fantastic way to ground an adventure aware of the true nature of the Secret world may have
in the minds of your players. It takes something as the unfortunate insight that they will witness their
common as headline news and renders it into a work species’ own extinction within their lifetime.
of the supernatural. Again, the best advice for weaving
the news into adventures is to let your inner conspiracy
theorist run wild.
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Gamemastering the Secret World 6
GAMEMASTERING THE cryptic and enigmatic even to their own agents. Each
mission is part of a greater puzzle that only the upper
FACTIONS echelon of their organization truly fathoms.
1
“… we’re all smiles above the table, and knives poised
to strike below.” T HE I LLUMINATI
—Richard Sonnac, Templar New Talent Liaison
The final elements to consider when writing The Illuminati is the least secret of the secret societies.
adventures for the Secret World are the factions They are referenced in movies, cartoons, television, and
themselves. While the Big Three might seem united online forums. It is like they want to be found out. In this
in their efforts against the Filth, that is only a recent media age though, excessive visibility has granted them 2
alliance. They have a longer history of working against fantastic camouflage. While there are many sources
one another, and those past tendencies do not die out that will tell you what the Illuminati are about (most
overnight. Even the Council of Venice, the supposedly contradicting one another), there is no evidence anyone
neutral arbiter for the collected secret societies, has is actually a member. As they are masters of secrets and
proven that it also has its own agenda. In brief, the information, the Illuminati have flooded every channel
they can with disinformation about themselves to such
same is true of every faction, and no one wants to give
a degree that no source about them is seen as credible
3
up the power they have. Regardless of what bonds
and friendships individuals across their ranks may (outside of its entertainment value). Although this society
establish, the governing bodies of all these societies controls the flow of information, the Illuminati is seen
have goals that must be achieved. The ability for player as the most duplicitous of the Big Three. It’s commonly
characters to form friendships across factions, while said you can never trust an Illuminati member; you just
still forwarding the plans of their own sponsoring prove how much of an asset you are to them. Many
society, is a dilemma within the Secret World. refer to the Illuminati as mercenary and ruthless. The 4
A frequently asked question is, which factions are Illuminati prefer the term “professional.” As far as plans
the “good guys” and which are the “bad guys”? The go, this faction is the most direct. They are continually
unfortunate answer is that all the factions are both expanding their power base. Much of this power is
hero and villain at any given time. To keep what power derived by managing the flow of information. The other
they have, and to extend their reach, each faction must part is uncovering secrets and discerning how best to
leverage them for the organization’s own gain.
perform actions both duplicitous and heroic. What 5
follows is a quick overview of the best and worst aspects
of each of the major players within The Secret World. T HE T EMPLARS
Inarguably the Templars are the most overt of the
T HE DRAGON Big Three. Even their motto speaks to a brash approach
The Dragon is possibly the oldest of the secret to the supernatural: “We are not in a war against
societies. As an organization, they have implemented darkness, we are a war against darkness.” Certainly, 6
long-term plans that span centuries before coming to if there is an out-and-out battle, the Templars will be
fruition. For the Dragon, there is no chaos or random the first to show and the readiest to fight. A strong
chance, just careful planning. They do not have the martial tradition has prepared them to face threats
military bluster of the Templars or the avarice of the and monstrosities that others would quail at. At the
Illuminati, but what free will they seem to offer is an same time, the Templars are riddled with rigid traditions
illusion. In fact, their recruitment process is more that make them appear inflexible. Only recently have 7
like a benevolent kidnapping, where candidates are they expanded their recruitment to include people
abducted and then told of their membership. To be who previously would have been deemed unworthy, or
fair, from the Dragon’s perspective, the choice must worse, undesirable. Even now there is still a pecking
happen because of a larger mechanic in play. Why order based on family lines and the deeds of one’s
waste energy and time quibbling over words when predecessors. The Templars play the same games as all
there is only one inevitable outcome? This leads to a the other secret societies by influencing governments
very callous attitude toward the victims of the Secret and lawmakers, and having their own long-term plans. A
World: their fate was unavoidable. All their struggle That said, what they offer in martial superiority, they
did was prolong what was destined to happen. Even lack in subtlety. In general, the Templars are direct to
their own agents are all part of a greater plan, and will a fault, and tend not to play at the social niceties that
be sacrificed without a second thought if that is their other factors indulge in. The long-term goals of the
fate. The Dragon’s long-term goals involve fulfilling their Templars are equally direct: find threats to the world
master plans, which may have been put in motion that and end them. Once that is done, they quarrel with the
morning or several centuries prior. These plans are other factions and seek to further their own power base.
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Gamemastering The Factions
T HE COUNCIL OF VENICE items enter the mundane world for the right price. As
an organization, they operate with little regard for the
Although it started as a neutral third party to arbitrate balance of the world around them. A fight with the
the factions, the Council of Venice is worthy of being Dragon, for example, will endanger uninvolved civilians,
considered its own entity within the Secret World. As but the Phoenicians will initiate it just to hamper their
a neutral party, its agents are usually the first to arrive opponent. Like the Templars, the Phoenicians’ plans
at the scene of a crisis and assess the situation before are very direct: profit and power. Some time back,
offering what intelligence has been gathered to the they were inadvertently used in an attempt to awaken
other secret societies. The Council has established the Dreaming Ones. While they did come clean to the
training facilities for coordination between the secret Council of Venice and shared information about the
societies, and acts as a liaison between lesser factions incident, they have yet to make any further amends,
and the Big Three. On the other hand, the Council has and they remain mutually hostile to the other factions.
been shown to be highly corruptible, to pursue their own
agendas and undertake actions that actively undermine
attempts to stop the Dreaming Ones from awakening. FACTION COMPETITION
While this has been written off as the solo efforts of The major factions share several commonalities.
rogue members, a look at the larger picture reveals None of them want to give up power or let another
the Council’s desire to become a major player within faction gain the upper hand. To this end, player
the Secret World. The right plan just hasn’t worked characters will commonly be sent on missions against
out for them. Yet. one another. That doesn’t necessarily mean outright
conflict but rather being ordered to get the information
T HE BROTHERHOOD OF before a rival does, or if there is an item to secure, to
make sure it comes home with them and not another
P HOENICIAN SAILORS faction’s agent. On the best of days, cooperation
Worth mentioning is the empty fourth seat among between the Big Three is on very thin ice. Regardless
the Big Three: the Brotherhood of Phoenician Sailors. of the relationships between player characters, their
Although they are a force equal to the Dragon, Illuminati, sponsoring organizations have tasks they expect to
and Templars, the Phoenicians have also succeeded be done. Repeated failure to do so could result in loss
in becoming the most hated secret society within the of benefits, ridicule within the organization, and being
Secret World. The Phoenicians have none of the morality assigned to tasks and cases well beneath the player
that even the Illuminati possess, letting dangerous characters’ ability.
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Gamemastering the Secret World 6
The player characters should be concerned with • Weave in the Weird: What if the purpose of Capraz
upholding the interests of their faction. This is the Kol was to keep something in, and to house those
organization that not only backs their foolhardy that dedicated their lives to this endeavor? The
adventures but provides them with resources, builders may have been the early members of one
1
information, and some degree of influence. The question of the main factions, such as the Templars.
of an agent’s loyalty and how well they fulfill the goals
The Past Echoes into the Present: Much has
of their organization should be a constant concern for
been forgotten in the Secret World, and this is one
them throughout the campaign. If a character is not
of those missing tales. Capraz Kol was built by an
mindful of these interests, they will find themselves cut
early faction of Templars to contain an incursion point
off from these benefits and be left to face the dangers
of the Filth. Although it was successfully sealed off,
2
of the Secret World alone.
the site became untenable and was buried to prevent
It is rare for anyone to change their allegiance from
tampering. Unfortunately, this information has been
one faction to another, as the organization an agent is
lost in the sands of time.
defecting from would not want any secrets they might
The Mundane Made Fantastic: Archaeological sites
know being revealed to the competition. Additionally,
are always in need of funding, and Capraz Kol has
no other faction would trust a betrayer, or risk the
delicate balance they all share by harboring a fugitive.
the rare benefit of being sought after by investors. 3
Specifically, almost everyone in the Secret World that
In short, the player characters have made a lifetime
has influence is looking to see what the site contains.
commitment to whichever faction they initially choose.
The Orochi Group has offered mining equipment and
How long that lifetime is depends upon their actions.
some financial backing; several of the volunteers have
ties to the Morninglight; and even the Council of Venice
STORY A LCHEMY II: has discreetly planted agents and coaxed the Turkish
4
P UTTING I T government to speed along the excavation process.
Needless to say, the Phoenicians have also infiltrated
A LL T OGETHER the site but are keeping their presence secret.
An Age is Ending: With everything of the Fourth
Previously, we discussed the individual elements for
Age weakening, the Filth’s containment in the Capraz
crafting a story for the Secret World. It’s now time to
Kol structure is also suffering. Should the excavation
put them all into action and show how they make up
the anatomy of an adventure. What follows are sample
continue, the Filth will undoubtedly be released. Also, 5
many of the workers on-site have complained about
story ideas that Game Masters can use whole or in part
strange dreams, and a few have been found digging
for their own gaming groups. While the inspiration for
the site when they should be asleep. When questioned,
these examples comes from real-life locations and
the workers have no idea how they left their cots and
events, the details are highly fictionalized. For those
came to the site, but all have a compulsion to keep
curious to learn more, the Inspiration heading lists what
excavating. 6
fostered the story idea.
Regarding Faction Agendas: While the Council of
Venice is the arbitrator of the three major factions, it has
E XAMPLE #1:
withheld all information from this site. Unfortunately for
WHAT SHOULD R EMAIN BURIED
them, the Big Three are dispatching their own agents
Inspiration: Gobekli Tepe
to investigate.
Everything Is Real: Capraz Kol (“Cross Handle” in
Turkish) is an archaeological dig similar to Gobekli • The Dragon know the site is important but not 7
Tepe in that both are believed to have been built around exactly why. Their agents are to uncover details and
9000 BCE. It contains monolithic stones with intricate also observe who else is there.
carvings and pictograms, leading many to believe that • The Illuminati can’t stand to have a secret kept from
it was used for religious practices. them. They are also suspicious of all the financial
• Start Simple: Capraz Kol has intrigued backing the dig site is receiving. Like the Dragon,
they would like to know what is there. They also
archaeologists since its discovery in the late 1990s.
would like to uncover who in the Council of Venice A
Its actual purpose and who built it remain unknown.
ordered that the information be hidden. If they can
• Take a Deep Dive: Just like Gobekli Tepe, Capraz
find out, the Illuminati can use it as leverage over
Kol was purposefully buried about 1,000 years after
the Council in future negotiations.
its creation. Currently, only 3 percent of the site has
been uncovered. Recent excavation has uncovered • The Templars have some scant records of activity
living quarters and a forge. there, but the exact purpose of the site is unknown
to them. They are sending agents to investigate as
well, and charging them to deal with the matter if
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Story Alchemy Ii: Putting It All Together
they can. This could mean fighting whatever the site The Mundane Made Fantastic: Missing hikers are an
contains or finding a way to disrupt the dig site and unfortunately common occurrence. This is especially
bury Capraz Kol again. unfortunate when the missing person is a child. The
source of the disappearances is an entity that seems
In this example there is little friction between the
intent on gathering people.
factions, as they are ultimately after the same means:
An Age Is Ending: With anima fading, the entity is
discover the nature of the site and deal with it one way
growing bold. It judges that the forces that would act
or another. There is added weight of the Illuminati to
against it are also weakening from the fading magic.
uncover the deception by the Council of Venice, and for
Regarding Faction Agendas: This is a key adventure
the Templar to deal with a situation their predecessors
where the players may be called in for personal interests
caused.
or from an outside party such as Zuberi.
E XAMPLE #2: • The Dragon would like to see the abductions
LOST & FOUND stopped, as it interferes with their grand designs.
Inspiration: The Missing 411 phenomenon • The Illuminati want the abductions stopped as well,
Everything is Real: Unfortunately, a large number as they have key holdings in Portland and Seattle.
of people go missing from North American national • The Templars are motivated to stop the abductions
parks each year. Many are found after searches, and and confront whatever entity is causing them. If they
some tell of odd happenings while they were in the can return the children, then that is a secondary
wilderness. Recently there have been several cases concern.
of children going missing from Mount Hood National
Park in Oregon. While they have been found within a Again, there is little friction between the factions,
few days, they do not seem “right.” Worse yet, these as the target goals are linear. Many of the factions
returned children seem to want to lure other children might consider this of lesser importance since there
back into the woods with them. are greater problems to address. This would lead to
a good opportunity for the player characters to go off
• Start Simple: The overarching conspiracy the books and do what they think is right.
theory concerns the large number of unreported
disappearances from national parks each year. E XAMPLE #3:
Some of the missing individuals are found in areas THE CURSE OF OAK ISLAND
that had been previously searched, or in places they Everything is Real: The legend of Oak Island states
could not possibly have traveled to. there is a treasure buried somewhere on the island,
• Take a Deep Dive: Many hikers report a phenomenon possibly by the Freemasons, or even the Knights
called “the still” where all sound uncannily stops, Templar.
even wind and insect noises. This persists for a
few moments, and brings an unsettling or eerie • Start Simple: Assume that everything about Oak
sensation with it. Many report feeling as if the world Island is real. The next question is why, and for what
stopped for a moment, or they were someplace else. purpose?
Additionally, it’s common for rescued hikers to be • Take a Deep Dive: Accounts of the treasure
unaware of the passage of time. Some even report contained on the island vary widely, from the jewels
they heard no one calling for them, though they were of Marie Antoinette or the treasure of Captain Kid to
within a few yards of a search party. the Holy Grail or the Ark of the Covenant. There is no
• Weave in the Weird: A very small percentage of single consistent legend, but rumors have circulated
those rescued have a marked desire to return to by word of mouth since the late 1800s. Also, all
the woods. This has been considered a form of previous expeditions have ended in catastrophe or
post-traumatic stress where the rescued individual the financial ruin of the backers, which has created
becomes obsessed with where they went missing a myth that anyone searching for the treasure is
as a means of trying to understand what happened cursed.
to them. • Weave in the Weird: There are plenty of options here,
but we decide to go with ancient magical treasures,
The Past Echoes into the Present: There are possibly of biblical origin. Also, if the Templars were
numerous stories in folklore of beings that mimic responsible, they would know something about it.
human voices and appearances to lure travelers into The Brotherhood of Phoenician Sailors, however,
the woods. Whatever is at work here is ancient and has would be more inclined to hide plundered loot.
been doing this for a while. The rescued children are The curse might be from some form of protection
in fact constructs of this entity sent out to lure more enchantment, or a bound entity that went out of
people into the woods, who will also go missing. control over the years.
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Gamemastering the Secret World 6
The Past Echoes into the Present: A modern
excavation team is able to locate and open the vault
T HEMES AND T ROPES
for the hidden treasure. But circling back to what might Some common themes and tropes run throughout
be contained within, we decide that it is something the horror genre. While not full elements, these are 1
truly horrible. This could be the Horn of Joshua that small details to be added into a story to give it more
destroyed the walls of Jericho, or one of the demons flavor. What follows is not a complete list, and Game
that Solomon enslaved to build his temple. It is now Masters are encouraged to add their own ideas.
hungering for release, and in its rage it is ironically
cursing the attempts to free it. BLOODLINES
The Mundane Made Fantastic: A reality show is 2
documenting the excavation of Oak Island. Played Usually, a bloodline denotes something passed on
for sensationalism, the show uses footage of heavy from one generation to the next, most commonly from
machinery malfunctioning for no apparent reason, and parent to child. The nature of this inheritance varies. It
the crew suffering accidents that should have been may not be something that actively places a character
prevented with the most rudimentary safety protocols. in harm’s way, but it usually will not make their life easier.
Everyone else might see this as merely unfortunate, but Some common examples of bloodlines are as follows:
the factions know this is something unnatural at work.
3
• Curses: The character suffers some affliction. This
An Age Is Ending: The anima that fueled the wards may be from nightmares that leave them ill-rested
keeping the demon lord bound in place are faltering. and on edge, to something more major, such as
The world’s fading magic has starved the protection lycanthropy or the need to kill their close friends.
spells of power. If there is no intervention, an angry • Destinies: While not obviously a detriment, destinies
major demon will be unleashed upon the world. require the character to uphold some pact or debt
Regarding Faction Agendas: All the major players made long before their conception. Failure to do this 4
want to curtail the demon’s escape and send agents usually results in some catastrophe.
to assist in this endeavor. Each faction, however, has
• Duty: Duty requires the character to make whatever
its own side requirement.
they are sworn to the most important thing in their
• The Dragon wish to know who bound the demon, its life. This means forsaking friends and other social
name, as well as what wards bound it. They seek to connections to maintain what is required of them.
rebind it themselves. Failure to do so will have grim consequences. 5
• The Illuminati are curious about the wards
themselves but want to know what other treasures
are held within the vault. They would like to be the H AUNTED P LACES
first to seize these assets. Everything from ominous groves to abandoned
• The Templars see this as righting an ancient wrong, houses to creepy amusement parks falls into this
as it was their treasure the Phoenicians stole. Their category. There is something unnatural about these 6
first requirement is to neutralize the demon and locations. They may be filled with wrathful spirits, or
send it back to Hell. The second is to secure the they may slowly corrupt those that reside there, turning
items there and prepare them for extraction back them into minions of some dark power over time. The
to Temple Hall. locals probably know several tales about this place,
and somewhere between all the stories is a dark truth.
While the players are all united in the goal of
discovering the treasure vault and containing the demon,
LOST BOOKS AND SCROLLS 7
the added requirements of their factions may cause
Knowledge is power. This may certainly be true
friction. Certainly, the Illuminati don’t want to share the
for those who can decipher the secrets within these
wards with the Dragon. Nor do the Templars wish to
tomes and have the mental fortitude to handle the dire
split their lost treasures with the Illuminati. Ultimately
knowledge they contain. These writings were lost for a
the decision is left to the players, who will then face
reason. They are known to bring suffering to those who
whatever rewards or punishments await their actions.
possess them. Still, they are coveted and sought after A
by those craving power and a better understanding of
things man was not meant to know.
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CORE RULEBOOK
Alternative Quest Givers
M AGIC ITEMS what is important to each faction and add flavor to
These can be mundane items, like a family heirloom the adventure.
that provides minor protection, or something esoteric, To illustrate this, we will use representatives from
like a hex sign on a barn that wards off bad luck. The each faction and break down how the GM might
Secret World has many such charms that have been convey the dialogue to the table. The mission is simple:
crafted and passed down over the years. Major magic investigate an art showing of one Amos Bierce, whose
items are a different story. Those tend to attract current exhibit, “Works in a Yellow Tone,” seems to be
attention from powerful beings and organizations. driving viewers into madness. The faction contacts for
the player characters are as follows:
MONSTERS • The Dragon are represented by the erratic Daimon
There is nothing better for motivating a character to
Kiyota, who peppers his conversation with Jazz Age
champion the righteous fight than a snarling, horrific
and beatnik slang.
face. Monsters make for direct, linear draws for action.
They can also serve as metaphors for an imbalance • Speaking for the Illuminati is the career-oriented,
of character, like gluttony, greed, or rage. A dire beast overly professional Kirsten Geary, who does not shy
that eats more than it needs to, an imp that collects away from using corporate buzzwords to flavor her
anything metallic and lustrous, or a rampaging tree sentences.
creature that attacks anything living just because it is • Representing the Templars is Richard Sonnac, well
there are all examples of this. spoken and ready to remind new recruits of duty,
honor, and sacrifice.
PROPHECIES The GM describes how the players separately come
Cryptic messages and enigmatic sayings are a staple to their faction contacts. The conversation that follows
of the genre, especially when their meaning is unclear. reveals the call to action in front of everyone at the
Something may need to be done at a chosen time, or a table. To do this, the GM will jump between contacts,
righteous child must be found. This theme pairs quite differentiating them by their choice of words (and voice,
well with the bloodline trope, each making one half of if the GM is so inclined).
the adventure. Daimon: Ducky, so good to see you again! I’m glad you
made tracks here because we have a real wet blanket
S ECRET GOVERNMENT E XPERIMENTS for you to handle.
Of course, no nation will sit idle and let the major Kirsten: Punctual. That’s good. Tell me you went over
factions have all the fun. And influence. And power. the PowerPoint I sent and it’ll be better.
Government organizations such as the CIA or KGB Richard: Ah, your haste in meeting with me is most
want agents who answer to them—and whom they appreciated. There is an urgent matter that needs to
can directly control. Experiments such as triggering be addressed.
psychic powers in people or opening gateways to Daimon: Are you a patron of the arts? Warhol?
other dimensions are well-kept, off-the-books secrets Lichtenstein? Big Daddy Roth? Not my scene, but
common within the Secret World. hopefully yours.
Again, this is not an exhaustive list. Rather, it is made Kirsten: There’s a showing in St. Louis that’s creating
to help Game Masters spark their own imagination. a buzz in the art world, and not in a good way. It’s
Many of these themes and tropes are easy to combine something we need to get in front of it before our metrics
and elaborate upon with a quick internet search or an go pear shaped.
afternoon spent streaming horror movies. Richard: Apparently patrons are being too taken by a
collection called “Works in a Yellow Tone.” So much so
A LTERNATIVE that they end those close to them, then end themselves
within a day or two of attending a viewing.
QUEST GIVERS Daimon: We need you to get dolled up and beat feet
Many of the adventure hooks listed below come to the next showing. Get inside and 86 whatever monkey
from Zuberi, as he is faction agnostic and makes for business is going on.
an easy reference point to draw in player characters Kirsten: We’re on the clock here. That means quickly
from different organizations. However, a main aspect and quietly, obvs. There’s also extra points if you can
of the Secret World is its competing alliances. If the neutralize whatever this is and deliver it into our care.
Game Master is willing to do a little extra work, they can Richard: But more importantly, we must make sure
deliver the mission briefing in a montage where each whatever is doing this is stopped. Were I a gambling
individual character receives part of it from their faction man, I’d say this is just the start of something larger.
contact. This gives the GM a chance to emphasize Godspeed and good luck.
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Gamemastering the Secret World 6
By using this round-robin style of distributing you can feel free to change or ignore any parts of these
information, the player characters’ factions have more seeds in order to make them truly your own. It’s your
voice, potentially making them more endearing. It game. Have fun with it!
gives each faction a face and attitude for players to
1
associate with, rather than thinking of them as a vast
organization. Again this will require additional work
FOREST P RIMEVAL
on the part of the GM, but it has the potential to foster The dark and ancient forest has been the source of
stronger connections between the players and their rumor and mystery for countless generations. At various
factions. times, it’s been said to be home to wolves, witches,
wicked faeries, and serial killers. Such tales are often 2
dismissed as legends—until people start vanishing
A DVENTURE SEEDS into the woods, and the bodies start piling up again.
As Bees in service to Gaia, the player characters No less than a dozen people have disappeared in the
take on all kinds of missions around the globe. During forest in the past year. The bodies of half of them have
their adventures, they will investigate the mysteries of been found: torn, bloody, and mangled. Officially, they
the Secret World, protect the innocent, and battle the met their end at the claws and fangs of some wild beast,
forces of darkness and corruption. As the GM, it’s your but the locals know better. The forest has awakened
3
job to create these missions, and this section will help. once more, and it’s hungry for the flesh of the living.
Below are a number of “seeds” for Secret World The forest came to the attention of Zuberi when it
adventures. Each one is a brief overview of a possible was discovered that the bodies of the dead were all
adventure, complete with an introductory hook, a few contaminated with Filth. Whatever lurks in that tree-
details of what the mission entails, and a possible filled darkness is associated with the Dreaming Ones,
twist. While these are not full-fledged missions, they and it’s getting stronger. It’s up to the Bees to find out 4
provide enough structure and concrete ideas that you what it is and to put a stop to it.
can flesh them out in ways that best serve your players Upon investigation (and perhaps with the reluctant
and your campaign. help of a local guide), the heroes discover the source of
Note that a few of these adventure seeds are tied the danger: an enormous tree with claws for branches,
to specific locales, but most are universal enough that roots for feet, and Filth for sap. Once the center of both
you can plant them wherever you’d like. Furthermore, ancient blood rituals and more modern lynchings, the
5
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CORE RULEBOOK
Adventure Seeds
tree has become corrupted by the Dreaming Ones. P UT TO R EST
Filth permeates the thing. If the Bees simply burn it
down or cut it up, its millions of seeds will contaminate A vengeful spirit haunts the site of a recently
everything in the region with Filth. constructed office building, and has already killed a
number of people through horrific “accidents.” Zuberi
has a team of exorcists in the building trying to get rid
T HE NEST of the ghost and keep civilians out of harm’s way, but
A surge of vampires has been discovered in the they need the player characters’ help.
sleepy suburb of a midsized city. The Bees need to find The Bees are to retrieve the Rod of Eternal Slumber,
their nest, destroy it, and discover why this mundane a powerful artifact used for putting angry spirits to rest,
setting is suddenly a hotbed for supernatural predators. and bring it to the exorcists. Unfortunately, the Rod
The heroes discover the vampires’ nest is in a tunnel has recently been acquired by a powerful, paranoid
connecting a handful of plain-looking prefab houses billionaire who has put it on display in his gallery of
in the heart of a residential neighborhood. They also mystical objects. The heroes need to overcome the
discover that even if they destroy this nest, more vampires gallery’s security, acquire the Rod, and deal with the
are likely to move in, for they are almost instinctively billionaire’s trigger-happy security forces who will stop
attracted to the blood of the people who live here. at nothing to reclaim the artifact.
The local water supply has been contaminated. The When the player characters arrive at the haunted
blood of those who drink the water is subtly changed, office, they find that the ghost has already killed the
so that vampires find it more potent, addictive, and original team. What’s worse, the office workers are
delicious than normal blood. Vampires can literally preparing to return to the building shortly. It’s up to the
smell it on those who have been drinking the water Bees to reconstruct the exorcists’ efforts from their
for some time. notes and, armed with the Rod of Eternal Slumber, put
The heroes can clean up the water supply, but the the ghost to rest before the offices are full of clueless
question remains: who contaminated it and why? victims. If they don’t, the halls will run red with blood.
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Gamemastering the Secret World 6
RUST MONSTERS things is strictly forbidden, of course. It’s dangerous.
It’s the heroes’ job to keep both the journalist and her
Everyone in the Secret World knows who Marcus source safe until the story can be told.
Rust is. A billionaire collector of mystical artifacts, Unfortunately, by the time the player characters
1
blackmail documents, and high-ranking politicians, Rust arrive on the scene, the reporter has already been killed,
is on a first-name basis with leaders of the Illuminati, and much of her research is missing. Now they need
the Templars, and the Dragon, but has declined every to find her backup files and, from them, discover the
offer of membership. He says they have nothing to identity of her inside source. Then, while dodging the
offer him. He may be right. Morninglight hit squads, they must make contact with
One of Rust’s many houses stands at the edge of the insider and get him to safety. 2
a steep cliff overlooking the ocean. The views are When the Bees meet with the inside man, they
incredible, and the security is airtight. But late last learn he’s not the whistleblower they’d been led to
night, an earthquake hit the area, and the house half- believe. While he does want to publicly humiliate and
collapsed down the cliff. Rust was on the far side discredit Morninglight, his motives are anything but
of the world when it happened, along with most of altruistic. In fact, he wants to hurt the cult so that he
his security team. With no obvious casualties, this is can steal its credibility and members to form his own
merely an inconvenient mess for the billionaire, but it’s cult—one based on his own (Dreamer-induced) vision
3
a fantastic opportunity for those—such as Zuberi—who of humanity’s glorious future.
have been looking for a chance to raid Rust’s vaults. It’s up to the heroes to decide what to do. Do they
Zuberi sends the Bees to recover whatever they help this heretic expose their common enemy? Or do
can from the ruins of Rust’s house. If it looks arcane, they shut him down before he can create a whole new
valuable, high tech, or in the least bit interesting, Dreamer threat?
they are to grab it. While doing so, they discover that 4
Rust also collected living specimens of dangerous
supernatural creatures. Those creatures are loose, and M ATCHED FOR EATH D
they’re hunting the heroes throughout the wreckage The heroes are sent to break a murderer out of jail.
of the house. The perpetrator is part of a team of hired killers who
The creatures aren’t the only hunters. Agents from used drugs to inflict natural-looking heart failure on
various cults and secret societies are swarming to those they were contracted to kill. The killer knows the
the scene as well. They’re looking for the same loot operation ties into the Secret World, and he has thus 5
the Bees are, and are more than willing to kill to get it. turned to the Secret World to offer up information in
While the scavengers fight the monsters and each exchange for freeing him from the mundane authorities.
other, the house slips ever closer to the ocean. It creaks. When the Bees interrogate the killer, they learn he
It groans. It shifts and bends from the strain. It’s only doesn’t know who hired him and his team, but he does
a matter of time—hours, maybe; minutes, probably— have a list of victims. Working from the list, the heroes
before the whole thing collapses into the water, taking eventually realize what they all have in common. They are 6
everyone with it. all participants in the consumer-facing genetic testing
program known as “myDNA.” Further investigation
T A
HE POSTATE reveals the victims’ bodies disappeared; 3D-printed
simulacrums were buried or cremated in their place.
While many Secret Worlders are aware that the Working with the killer and following their own leads,
Morninglight organization is the cheery public face of a the heroes discover the horrible truth. The Orochi-
powerful cult with questionable motives, Zuberi knows backed myDNA company is finding genetic matches 7
that its true purpose is the worship and eventual release for wealthy customers in need of organ transplants.
of the Dreaming Ones. Zuberi also knows that if the When a suitable match is found, teams of assassins,
secrets of the cult were to be exposed, it would lose surgeons, and other agents move into action. They kill
much of its power and appeal in the mundane world. the donor (in the least damaging way possible), replace
This is why Zuberi sends the Bees to meet up with their corpse, then transplant the necessary organ. The
a well-respected journalist who might have the key donors’ bodies have all thus been disposed of, but A
to Morninglight’s skeleton closet. This journalist, he traces might remain if someone knows where to look.
explains, has a source inside the cult who is ready to talk.
Talking to outsiders (especially reporters) about such
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COVER TO COVER Maybe the heroes can reason with the man. Maybe
they can bribe or blackmail him. Maybe he’s already
Zuberi is concerned. One of the Dreaming Ones is under demonic influence. In any case, the clock is
stirring in its slumber, growing in strength as if it had ticking, and every day of delays weakens the seal that
collected worshippers. Yet there are no clear indications much more.
of cult activity. He dispatches the Bees to the general
area where the Dreamer is said to be sleeping to find
out what’s going on. NO CAPES
At the site, the heroes find Filth and other evidence Through his Secret World contacts and his inherent
of Dreamer activity, but again, no obvious cult signs. connection to Gaia, Zuberi is a master at finding newly
It’s only when they ask around that they learn the area awakened Bees. While he doesn’t try to recruit all of
has seen an uptick in “self-help tourists.” The visitors them to his cause, he does like to keep an eye on as
are here to see the majestic wilderness that allegedly many as he can. So he is perturbed when he realizes
inspired their favorite book, Stairway to Heaven: Walking that there’s a new Bee that has somehow slipped
the Steps of Enlightenment. through the cracks. No one’s tried to recruit him, train
The book is full of chants and rituals for Dreamer him, or give him any guidance. He simply woke up with
worship. They aren’t labeled as such, of course. Rather, strange visions and weird powers.
they are “personal affirmations” and “daily mantras for Obviously, he decided to become a superhero.
self-actualization.” Anyone who participates in these Zuberi sends the player characters to speak with
cryptic ceremonies offers up a bit of their essence for the new Bee. They’re to ease him into the reality of
the strengthening of the Dreaming One. his situation, and discourage him from public displays
The author of the book is not a local. She’s never of heroics, which only make him a target. When they
seen the area. She has no idea the effect her book arrive, they find his public displays of heroics have
is having on the Secret World. She only knows that already made him a target. He has been captured by
she had a series of vivid dreams that led her to write Orochi agents who hope to use his powers for their
the book, and that the money from its publication nefarious purposes. The Bees must rescue the would-be
keeps rolling in. If confronted with the reality of the superhero, but his torment at the hands of his captors
situation, the author is disinclined to believe, and even has driven him mad: he is now a villain, and a danger
more disinclined to help squash the book’s success. to himself and others.
Nevertheless, everyone has their price—even unwitting
prophets of the Dreaming Ones.
T HE CREATURE
SIGN OF THE DEMON A new cryptid has appeared on the outskirts of a
small town. Reports are vague (It might have wings?
In a rural, sparsely populated region, livestock have Or antlers? Or six glowing eyes?) but steady, and it’s
been mauled to death by unknown creatures. The locals definitely doing some property damage. Those who
were willing to write the incidents as wildlife attacks, but have seen it have suffered mental trauma, and some
now humans have also been attacked, and the wounds have been physically harmed. While descriptions are
don’t correspond to any known predators in the area. unreliable, they sound enough like a Filth creature that
The coroner is stumped, but those in the Secret World Zuberi sends the Bees to find out what the creature is,
know what’s been doing the killings: demons. and to bring it (or its corpse) back for study.
The player characters are sent to the area to find The creature is not Filth-based, but an inhuman,
where the demons are coming from, and to put a stop supernatural creature the size of a horse. It’s strong
to their attacks. What they find is an ancient portal to but stealthy, and can make itself invisible for periods
the Hell Dimensions that was sealed up thousands of of time. The heroes have to find a way to lure it into
years ago. Time, weather, and neglect have worn away at the open while also dealing with groups of rival cryptid
the ancient stones that make up the seal, and ferocious, hunters, both mundane and Secret Worlders, who are
feral demons are now slipping through. And with every determined to get in their way.
infernal incursion, the crack in the seal grows larger. It’s not until the player characters secure the beast
It’s up to the Bees to find the proper ritual and that they realize it’s not alone. There are a dozen
physical materials to reseal the portal. Not only do more like it—and they’re all the offspring of a similar
they have to fend off regular demon attacks, but they creature that’s ten times its size and very protective
also have to deal with the owner of the land on which of its progeny.
the portal sits. He’s paranoid. He’s unpleasant. He’s
the richest man in a thousand miles, and he doesn’t
want strangers poking around his property.
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1
CHAPTER 7: THREATS
OF THE SECRET WORLD 2
Hidden in secret lairs or pretending to be one of us, matter seems a staple material, including roadkill (and the
there are numerous dangers in the Secret World waiting occasional live stray cat). Sentries are almost exclusively
3
to be discovered. This chapter showcases some of found below ground, as their primary purpose revolves
the monsters you may encounter in your campaign as around reproduction when they are not eliminating threats
you try to discover the truth … or bury it so that none to the commune, though either way, their service is likely
may remember. to end in death. Finally, there is the ak’ab royalty. This
includes the queens, the grotesquely swollen progenitor
4
A K’AB of the species through which all others must pass. She
only surfaces in dire circumstances; otherwise she is
Crawling, chittering nightmares spun into chitinous restricted to her birthing chamber by virtue of her enormity.
flesh, the ak’ab are a monstrous invasive species brought Ak’ab kings have also been reported, though where they
north by the Mayans. For centuries, an invasive population fit into the life cycle is not yet understood.
nested in the Black Goat Woods on Solomon Island. More Hivemind. Ak’ab harbor an extrasensory perception
recently, ak’ab appeared south to the woods surrounding of one another, allowing them to work together
Boston, as well as infesting its Common, scuttling on spiny seamlessly toward a common goal. While individual
5
legs out from the Blue Mountain’s shadow. In appearance ak’ab pose manageable threats, collectively they are
they resemble the progeny of a cicada and a moth; as a formidable, if not impossible, to defeat, forming a
matter of biology, they boast attributes associated with hissing, quivering army of darkness.
cockroaches, locusts, and utter madness.
The Hunger Below. Ak’ab are a burrowing species A K’AB WORKER
capable—if the Wabanaki are to be believed—of Medium monstrosity 6
spending centuries underground. Ground-penetrating
radar scans have revealed an extensive network of Armor Class 12 (natural armor)
subterranean tunnels that thread through most of Hit Points 26 (4d8 + 8)
Solomon Island, lending some credence to the legends Speed 30 ft., burrow 10 ft., climb 10 ft.
surrounding both the creatures and an event called the STR DEX CON INT WIS CHA
Darkness War Remote-controlled surveillance drones
have also captured infrared images suggesting that
12 (+1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 7
the number of ak’ab present in these tunnels is best Saving Throws Dex +4, Con +4
described as “legion.” Skills Stealth +4
Broken Wings. Despite a large pair of wings Damage Vulnerabilities acid
being a feature of both male and female ak’ab, they Condition Immunities charmed
are considered flightless insects similar to discoid Senses darkvision 30 ft., tremorsense 30 ft., passive
roaches. Expansion of these appendages does allow Perception 10 A
for rudimentary gliding, but aerial capabilities have Languages understands Deep Speech but can’t speak
not otherwise been observed. This, of course, raises Challenge 1 (200 XP)
the question: How did they make it to the mainland? Compression. Despite their exoskeletons, ak’ab
Caste System. There is a functional design to ak’ab can compress their bodies to move through any
communities, with distinct roles and duties assigned opening at least 1 inch wide without squeezing.
to each order. Workers are responsible for colony They can also squeeze to fit into a space that a
maintenance and foraging; in both cases, decaying Tiny creature could fit into.
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ACTIONS STR DEX CON INT WIS CHA
Proboscis. Melee Weapon Attack: +3 to hit, reach 16 (+3) 12 (+1) 14 (+2) 9 (−1) 10 (+0) 11 (+0)
5 ft., one creature.
Saving Throws Str +5, Con +4
Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6)
Skills Athletics +5, Perception +2
necrotic damage.
Damage Vulnerabilities acid
Slam. Melee Weapon Attack: +4 to hit, reach 30 ft., Condition Immunities charmed
any target in its path. Senses darkvision 120 ft., tremorsense 60 ft.,
Hit: 5 (1d6 + 2) bludgeoning damage. passive Perception 12
Ak’ab Dash (Recharge 4–6). The ak’ab dashes in Languages understands Deep Speech but can’t
a 30-foot line that is 5 feet wide. Each creature speak
in that line must make a DC 13 Dexterity saving Challenge 3 (700 XP)
throw, taking 5 (1d6 + 2) bludgeoning damage and
Compression. Despite their exoskeletons, ak’ab
falling prone on a failed save, or remaining upright
can compress their bodies to move through any
and taking half as much damage on a successful
opening at least 1 inch wide without squeezing.
one. This ability does not provoke opportunity
They can also squeeze to fit into a space that a
attacks.
Tiny creature could fit into.
First Love. Due to their close relationship with
A K’AB SENTRY their queen, ak’ab sentries are immune to charm
Medium monstrosity effects from other creatures.
Armor Class 17 (natural armor)
ACTIONS
Hit Points 58 (9d8 + 18)
Speed 30 ft., burrow 30 ft., climb 10 ft. Proboscis. Melee Weapon Attack: +5 to hit, reach 5
ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 6 (2d6)
necrotic damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target.
Hit: 10 (2d6 + 3) bludgeoning damage.
Dash (Recharge 4–6). The ak’ab dashes in a
30-foot line that is 5 feet wide. Each creature in
that line must make a DC 15 Dexterity saving
throw, taking 10 (2d6 + 4) bludgeoning
damage and falling prone on a failed
save, or remaining upright and taking
half as much damage on a successful
one. This ability does not provoke
opportunity attacks.
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Threats of the Secret World 7
Paralyzing Sting (1/Day). Melee Weapon Attack: +5 If a creature is reduced to 0 hit points by the
to hit, reach 5 ft., one target. infestation, it dies. The larvae remain in the corpse,
Hit: 10 (2d6 + 3) piercing damage and the target and one survives to become a fully grown ak’ab
must make a DC 15 Constitution saving throw. On in 1d4 weeks. Any effect that cures diseases or
1
a failed save, the target is paralyzed and takes an removes the poisoned condition that targets the
additional 3 (1d6) necrotic damage on each of its corpse instantly kills the larvae.
turns until it succeeds.
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Cultists
when Atlantic Island Park fell into disrepair, Nathaniel itself on a success. If the creature’s saving throw
Winter remained, fed by the urban legends and true is successful, the creature becomes immune to
crime podcasts that stoked terror generations down the this effect for the next 24 hours.
line, his hideous form an amalgamation of childhood Innate Spellcasting. Nathaniel Winter’s innate
anxiety and parental lamentation. No, Nathaniel Winter spellcasting ability is Charisma (spell save DC 18,
will never again be afflicted by fear, for he has become it. +8 to hit with spell attacks). He can innately
cast the following spells, requiring no material
NATHANIEL WINTER components:
Large monstrosity At will: eldritch blast, misty step, shield
Armor Class 17 (natural armor) 2/day each: black tentacles, darkness, fear, ray of
Hit Points 110 (20d10) enfeeblement
Speed 30 ft., climb 10 ft. ACTIONS
STR DEX CON INT WIS CHA Rake. Melee Weapon Attack: +7 to hit,
13 (+1) 15 (+2) 10 (+0) 13 (+1) 13 (+1) 17 (+3) reach 10 ft., up to 3 targets within range.
Hit: 15 (3d8 + 2) slashing damage.
Saving Throws Dex +7, Wis +6, Cha +8
Skills Arcana +11, History +6, Perception +6, Tentacle Grab. Melee Weapon Attack: +7
Stealth +7 to hit, reach 10 ft., one target.
Damage Vulnerabilities radiant Hit: 15 (3d8 + 2) bludgeoning damage
Damage Immunities necrotic plus 4 (1d8) piercing damage. If
Condition Immunities blinded, charmed, the target is Medium or smaller, it
deafened, exhaustion, poisoned, is grappled (escape DC 17) and
unconscious restrained until the grapple ends.
Senses darkvision 60 ft., Constrict. Nathaniel Winter begins
truesight 30 ft., passive squeezing a creature he’s grappling.
Perception 16 The creature must succeed on a DC 17
Languages English Constitution saving throw or take 14 (3d8
Challenge 13 (10,000 XP) + 1) bludgeoning damage.
I Am Fear. Nathaniel Winter is
immune to fear effects. CULTISTS
Magic Resistance. Nathaniel Winter The Black Sun devours. The
has advantage on saving throws Morninglight burns. Deus Sol Invictus.
against spells and other magical The world, secret or otherwise, seems
effects. infested with cults devoted to the
Wretched Thing. Any creature sun—particularly to its aspects
that begins its turn within 30 most hostile to the continuation
feet of Nathaniel Winter must of life as we know it. It is little
make a DC 17 Wisdom saving wonder, then, that the Dreaming
throw. On a failed save, the Ones find cultists such easy
creature is frightened marks; assuming the form of their
for 1 minute. A desires and taking up its mantle
creature can grants them not only a host of willing slaves, but
repeat the saving doctrine through with to propagate their agenda.
throw at the end Perhaps the Dreamers cannot influence our reality
of each of its as directly as they’d like, but their disciples can, and
turns, with when caressed by the Dreamers’ maddening touch,
disadvantage if their proselytization turns to blasphemy.
Nathaniel Winter The Cult of the Aten. Awakened after centuries
is within line of of dormancy, the Cult of the Aten has quickly
sight, ending spread throughout Egypt, claiming a stronghold
the effect on in al-Merayah. Opposed by both the Prometheus
Initiative and the Marya—albeit for very different
reasons—these Filth-touched zealots seek
to scorch the world in preparation for the
338
THE SECRET WORLD
Threats of the Secret World 7
I guess some people do just want to watch the world burn.
—Danny Dufresne
1
arrival of their monstrous god. Though the Seven ACOLYTE OF THE ATEN
Sentinels’ song still echoes through the Valley of the Medium humanoid
Sun God, it is only a matter of time until the Atenists
Armor Class 11
find a way to silence it, and in doing so raise their
Hit Points 9 (2d8)
deity’s corpse from the fathomless void … unless an
Speed 30 ft.
even higher power intervenes.
The Morninglight. One of the more obvious cults of STR DEX CON INT WIS CHA 2
the modern era, the Morninglight’s recruitment efforts 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
rival those of the Manson Family, Heaven’s Gate, Aum
Skills Deception +2, Religion +2
Shinrikyo, and Scientology put together. It’s not surprising,
Condition Immunities charmed, frightened
then, that their organization borrows heavily from all
Senses blindsight 120 ft., passive Perception 10
these fanatical institutions, using the trends of multi-level
Languages the languages it knew before Filth
marketing and New Age self-help to attract society’s
infection 3
most vulnerable rejects across the globe. Their South
Challenge 1/8 (200 XP)
African compound adds a dash of the Peoples Temple
to the mix, echoes of Jonestown reverberating through Blind Faith. The acolyte’s bleeding, bubbling eyes
the Secret World like a warning bell. Their attack on afford it blindsight in place of standard vision.
Kaidan only solidifies their status as a terroristic threat,
not just to the world, but to reality itself. ACTIONS
Sol Invictus. The predecessor to many of today’s Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 4
sun cults, though certainly not the first of its kind, Sol one creature.
Invictus emerged in ancient Rome around the 4th Hit: 4 (1d6 + 1) slashing damage.
century BCE. Nearly a millennium later, the followers
of the Unconquered Sun fled the city just ahead of VOICE OF THE ATEN
its ruin, forsaking the kingdom of Constantine and Medium humanoid
its persecutory obsession with Christendom. Some
Armor Class 12 (15 with mage armor) 5
descended south into Africa, some north to Romania,
prophesying with each step the inevitable return of their Hit Points 60 (11d8 + 11)
earthbound sun god who whispered to their prophets Speed 30 ft.
from its underground tomb. Those who settled in STR DEX CON INT WIS CHA
Egypt were absorbed into the Cult of the Aten, while 12 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 16 (+3)
those in the Carpathian Fangs met a Filthier fate, a
punishment for digging where they were not welcome. Saving Throws Wis +5, Cha +6 6
These unfortunates still wander the ancient Roman Skills Arcana +3, Deception +6, Religion +3
baths as thirsting shades, their eternal death agonies Condition Immunities blinded, charmed, frightened
feeding the Gaia Engine they dared trespass against Senses truesight 120 ft., passive Perception 12
so many years ago. Languages the languages it knew before Filth
infection
Challenge 6 (2,300 XP)
T HE CULT OF ATEN 7
The Black Pharaoh’s Blessing. The Voice of the Aten
The base of the Atenists’ Black Pyramid scheme are gains 15 temporary hit points when it reduces a
soldiers, sentinels, and brainwashed villagers. Known hostile creature to 0 hit points.
as acolytes these servitors are little more than cannon Sunsight. Voices of the Aten are gifted with
fodder for higher-ranking cultists, their sight clouded truesight.
by tears of blood and their minds warped by Filthy
whispers. Above them are Aten’s priests and prophets, Innate Spellcasting. The Voice of the Aten’s innate A
his Voices from whom profane sermons spill, worming spellcasting ability is Charisma (spell save
and rooting in the minds of all who would listen. At the DC 14, +6 to hit with spell attacks). It can innately
top are Akhenaten and his honor guard of Filth-infected cast the following spells, requiring no material
mummies, the Vessels of Aten himself, who guard the components:
fathomless chasm below the Black Pharaoh’s burial At will: burning hands, charm person, command
chamber—and the Gaia Engine whispering within it. 3/day each: scorching ray, hellish rebuke, darkness
1/day each: finger of death, black tentacles
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ACTIONS Dreadful Glare. The Hand of the Aten targets one
Purifying Touch. Melee Spell Attack: +6 to hit, reach creature it can see within 60 feet of it. If the target
5 ft., one target. can see the Hand of Aten, it must succeed on a
Hit: 30 (5d10 + 3) fire damage. DC 19 Wisdom saving throw against this magic or
The Black Pharaoh’s Gospel (Recharges after a become frightened until the end of the mummy’s
Short or Long Rest). The Black Pharaoh speaks next turn. If the target fails the saving throw by 5
through the Voice of the Aten, audible to all or more, it is also paralyzed for the same duration.
hearing creatures within 300 feet. Creatures of A target that succeeds on the saving throw is
the Voice of the Aten’s choice that can hear the immune to the Dreadful Glare from mummies of
Black Pharaoh’s words must succeed on a DC 15 all types for the next 24 hours.
Charisma saving throw or be frightened for 1 Breath of the Aten (Recharge 6). The Hand of the
minute. A frightened target can repeat the saving Aten spews a gout of Filth from its mouth in a
throw at the end of each of its turns, ending the 20-foot cone. Each creature within that area must
effect on itself on a success. make a DC 18 Constitution saving throw, taking
20 (4d8 + 3) necrotic damage on a failed save, or
HAND OF THE ATEN half as much on a successful
Medium undead one. Creatures hit by this attack
cannot regain hit points until
Armor Class 18 (breastplate, shield) the start of the Hand of the
Hit Points 75 (10d8 + 30) Aten’s next turn.
Speed 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
Saving Throws Con +5, Wis +3
Skills History +2, Insight +3, Perception +3,
Religion +2
Damage Vulnerabilities fire
Damage immunities necrotic, poison;
bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 12 (8,400 XP)
Unusual Nature. The Hand of the Aten doesn’t
require air, food, drink, or sleep.
ACTIONS
Filthy Khopesh. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage, plus 9 (3D6)
necrotic damage. If the target is a creature, it
must succeed on a DC 18 Constitution saving
throw or be unable to regain hit points until the
start of the Hand of the Aten’s next turn.
Shield Stun. The Hand of the Aten bashes a target
with its shield.
Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target.
Hit: 7 (1d6 + 4) bludgeoning damage. If the
target is a creature, it must succeed on a DC
16 Constitution saving throw, otherwise it is stunned
until the end of the Hand of the Aten’s next turn.
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T HE MORNINGLIGHT Morning’s Glory (Recharge 5–6). At the start of each
of its turns, the anointed can add an additional
Similar to the Orochi Group, the Morninglight has damage die to its sledgehammer or searing smite
split into a variety of entities, all of which lead back to attacks until the end of its next turn.
1
the church and its leader, Philip Marquard. Its hierarchy
persists throughout, but is particularly obvious in ACTIONS
smaller offshoots, such as the hippie commune outside Sledgehammer (Two-Handed). Melee Weapon
Kingsmouth. Their New Dawn compound follows a Attack: +6 to hit, reach 5 ft., one target.
similar structure, separating foundlings from the Hit: 8 (1d10 + 3) bludgeoning damage.
anointed and the favored. The higher in rank these Searing Smite. Melee Weapon Attack: +6 to hit, reach 2
disciples ascend, however, the less human they become, 5 ft., one target.
hemorrhaging enlightenment from bodies swollen with Hit: 8 (1d10 + 3) bludgeoning damage, and the
event-horizon hunger. target must make a DC 16 Constitution saving
throw. On a failed save, it takes 1d6 radiant
MORNINGLIGHT FOUNDLING damage at the start of each of its turns. The effect
Medium humanoid ends on a successful save.
3
Armor Class 11
Hit Points 9 (2d8) MORNINGLIGHT FAVORED
Speed 30 ft. Medium humanoid
STR DEX CON INT WIS CHA Armor Class 13 (16 with mage armor)
10 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 12 (+1) Hit Points 78 (12d8 + 24)
Saving Throws Cha +3
Speed 30 ft. 4
Skills Persuasion +3, Religion +2 STR DEX CON INT WIS CHA
Senses passive Perception 10 14 (+2) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 20 (+5)
Languages the languages it knew before Filth
Saving Throws Wis +7, Cha +9
infection
Skills Arcana +5, Deception +9, Insight +7,
Challenge 1/8 (200 XP)
Religion +5
Devotee. The foundling has advantage on saving Condition Immunities radiant
5
throws against being charmed or frightened. Senses blindsight 120 ft., passive Perception 13
Languages the languages it knew before Filth
ACTIONS infection
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., Challenge 10 (5,900 XP)
one target.
Blinded by the Light. The favored has been gifted
Hit: 3 (1d4 + 1) piercing damage.
with blindsight in exchange for its eyes.
6
MORNINGLIGHT A NOINTED Devotee. The favored has advantage on saving
Medium humanoid throws against being charmed or frightened.
Divine Concentration. The favored cannot lose
Armor Class 14 (padded armor) concentration on a spell effect to summon a
Hit Points 75 (10d8 + 30) creature due to taking damage.
Speed 30 ft. 7
Magical Attacks. The favored’s attacks count as
STR DEX CON INT WIS CHA magical for the purpose of overcoming resistance.
16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) Innate Spellcasting. The Morninglight favored’s
Saving Throws Str +6, Con +6 innate spellcasting ability is Charisma (spell save
Skills Athletics +6, Intimidation +3 DC 17, +9 to hit with spell attacks). It can innately
cast the following spells, requiring no material
Senses passive Perception 12
components:
A
Languages the languages it knew before Filth
infection At will: divine favor, sacred flame, message
Challenge 6 (2,300 XP) 3/day each: moonbeam, branding smite, darkness
1/day each: dawn, sickening radiance
Devotee. The anointed has advantage on saving
throws against being charmed or frightened.
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ACTIONS THIRSTING SHADE
Pact Dagger. Melee Weapon Attack: +7 to hit, reach Medium aberration
5 ft., one target.
Armor Class 12 (13 in dim light, 14 in darkness)
Hit: 5 (1d4 + 3) piercing damage.
Hit Points 27 (5d8 + 5)
Summon Filth (Recharge 5–6). The favored Speed 30 ft.
summons a Filth Guardian (either a hound, bird, or
spider), which appears in an unoccupied adjacent STR DEX CON INT WIS CHA
space. Until it is dismissed, reduced to 0 hit 10 (+0) 14 (+2) 12 (+1) 8 (−1) 10 (+0) 8 (−1)
points, or the favored uses this ability again, it is Saving Throws Dex +4
considered an ally to the favored and acts on its Skills Stealth +4
summoner’s initiative. Damage Vulnerabilities radiant
Damage Immunities necrotic, poison
BONUS ACTIONS
Condition Immunities poisoned
Summon Blade. The Morninglight favored summons
Senses darkvision 60 ft., passive Perception 10
a pact dagger in its empty hand and is proficient
Languages —
with this weapon while wielding it. The pact
Challenge 1/8 (200 XP)
dagger disappears if it is more than 5 feet away
from the favored for 1 minute or more. It also Armor of Darkness. The thirsting shade gains +1
disappears if the favored uses this feature again, if to AC while in dim light and +2 to AC while in
it dismisses the weapon (no action required), or if darkness.
it dies. Shadow Step. The thirsting shade becomes invisible
until it attacks, and can teleport 15 ft. in any
direction.
SOL I NVICTUS
Light Drain. The thirsting shade feasts on light from
True followers of Sol Invictus are few and far between the room, reducing visibility until the end of its
these days, at least when it comes to living specimens. next turn. On use, a brightly lit room becomes
Those who haunt the Roman baths of the Carpathians dimly lit, and a dimly lit room becomes dark,
are no exception; their humanity has been adulterated, requiring darkvision to navigate.
their lifespans lengthened to torturous degrees, all to
Climbing Menace. The thirsting shade can traverse
sustain Neesh-Um, the Stalker of Nightmares. Where
both vertical and horizontal surfaces while on
this particular abomination came from is unclear,
all fours, as if affected by the spider climb spell.
though it clearly has something to do with the black
It gains a climb speed of 20 ft., and using this
calamity that bubbles and froths beneath the bathhouse
ability does not alter its AC or provoke opportunity
ruins.
attacks.
ACTIONS
Multiattack. The thirsting shade makes two attacks
with its shadow claws.
If one were to regard this in a certain Shadow Claws. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target.
light, it’s possible to imagine that of Hit: 4 (1d4 + 2) slashing damage.
Fountain of Filth (Recharge 4–6). Ranged Weapon
all the cults in our database, only Sol Attack: +4 to hit, range 20/40 ft., one target.
Invictus actually found what it was Hit: 6 (1d8 + 2) necrotic damage and the target
must succeed on a DC 13 Dexterity check or be
looking for. One might also imagine restrained by viscous Filth. A creature restrained
in this manner can be freed as a result of an ally’s
they’ d prefer they hadn’t. action, or by succeeding on a DC 13 Strength
—Orochi Researcher saving throw at the start of their next turn. While
restrained, the creature takes an ongoing 3 (1d6)
necrotic damage from the Filth.
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NEESH-UM, STALKER OF NIGHTMARES count, gaining a +5 bonus to their attack and
Huge aberration damage rolls and fighting until they are destroyed.
They disappear when Neesh-Um dies.
Armor Class 21 (natural armor; 22 in dim light, 23 in 1
darkness) LEGENDARY ACTIONS
Hit Points 250 (20d12 + 120)
Neesh-Um can take 3 legendary actions,
Speed 40 ft.
choosing from the options below. Only one
STR DEX CON INT WIS CHA legendary action option can be used at a time
20 (+5) 18 (+4) 22 (+6) 21 (+5) 24 (+7) 18 (+4) and only at the end of another creature’s turn.
Saving Throws Str +11, Con +12, Int +11, Wis +13
Neesh-Um regains spent legendary actions at the 2
start of its turn.
Skills Arcana +11, Insight +13, Perception +13
Damage Vulnerabilities radiant Shadow Stride. Neesh-Um teleports up to 30 feet
Damage Resistances force, psychic to an unoccupied space it can see and makes one
Damage Immunities necrotic attack.
Condition Immunities charmed, frightened, grappled Night Terrors (Costs 2 Actions). Neesh-Um causes
Senses tremorsense 120 ft., truesight 120 ft., the ground in a 20-foot square it can see within 3
passive Perception 23 90 feet of it to take the form of its enemies’
Languages Deep Speech, telepathy 20 ft. worst fears until the start of its next turn. The
Challenge 19 (22,000 XP) area becomes difficult terrain for the duration of
Eldritch Experience (3/Day). If Neesh-Um fails a this effect. Any creature takes 10 (3d6) psychic
saving throw, it can choose to succeed instead. damage for each 5 feet it moves through this
Otherworldly Nature. Neesh-Um doesn’t require air,
terrain. 4
food, drink, or sleep. Lucid Nightmare (Costs 3 Actions). Neesh-Um
unleashes a psychic wave. Each creature within
Light Drain. Neesh-Um feasts on light from the room,
30 feet of Neesh-Um must succeed on a DC 21
reducing visibility until the end of its next turn. On
Wisdom saving throw or take 36 (8d8) psychic
use, a brightly lit room becomes dimly lit, and a
damage and become frightened. In addition, every
dimly lit room becomes dark, requiring darkvision
spell ends on creatures and objects of Neesh-
to navigate.
Um’s choice within that area.
5
ACTIONS
Multiattack. Neesh-Um makes three attacks.
Tendrilled Jaws. Melee Weapon Attack: +11 to hit,
DEEP ONE
reach 15 ft., one target. The humanoid fish–frog creatures known as deep
Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) ones hail from the cold black depths of the ocean,
where they build their cities among the thermal vents, 6
necrotic damage.
far from the distant sun’s rays. In their native habitat,
Nightmare Orb. Ranged Spell Attack: +13 to hit,
they pose no danger. But now they’ve surfaced, and
range 120 ft., one target.
humanity will suffer.
Hit: 18 (2d10 + 7) psychic damage, and the target
When the draug invaded Solomon Island a decade
must make a DC 21 Wisdom saving throw or
ago, they brought the deep ones with them. Though
become frightened. This effect ends once the
creature succeeds on the saving throw, which may
they are two different species, they share not only their 7
aquatic origin, but their worship of the Dreaming Ones.
be repeated on its turn.
The deep ones saw the draug as priests and prophets
Filthy Bile (Recharge 5–6). Neesh-Um expels a of their own sleeping gods, and followed them ashore
fountain of Filth that splashes all creatures in a to hunt for prey.
30-foot radius sphere centered on a point within Though deep ones can inhabit any of the world’s
120 feet of Neesh-Um. Each creature in that oceans, they currently infest the New England coastline.
area must make a DC 20 Dexterity saving throw, They have developed a taste for human flesh. They like A
taking 40 (8d10) necrotic damage on a failed save, to sink boats just beyond the sight of shore, or to grab
or half as much damage on a successful one. lone swimmers who venture too far from the beach.
For each creature that fails the saving throw, a They drag their victims beneath the waves, drowning
thirsting shade (see previous entry) appears in an them, and then drag them deeper still, until the pressure
unoccupied space on a surface that can support it tenderizes the flesh.
within 30 feet of the creature. The thirsting shades Hop-steppers. Deep ones are slow and awkward
act directly after Neesh-Um on the same initiative on land. Their frog-like legs are not made for walking,
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and their steps are deliberate and clumsy. But in the
water, few sharks can compete with the deep ones’
DRAUG
speed and grace. Once upon a time, the Wabanaki of Solomon Island
Crossbreeds. Over the centuries, deep ones have faced a tide of darkness. At their sides stood a band of
regularly mixed their genetic stock with humanity’s. In Norsemen chosen by Odin himself to cross the raging
isolated coastal towns the world over, there are people seas in defense of lands and peoples not their own. It
with a certain fishy look. Their eyes are too big. They was upon these distant shores they fought and died,
move with a hopping gait. They gaze too longingly at sacrificed for a future free of the Black Sun’s shadow.
the waves. Some of them, in time, venture into those Yet those who did not perish faced a crueler fate.
waves, and never return. The Filthy fog they’d banished half a world away found
them on the sea, and with its song, led them to ruin
DEEP ONE beneath the waves. It ran fingers of corruption through
Medium monstrosity the Norsemen’s darkest fears, and from them plucked
the legend of the draug—creatures neither living nor
Armor Class 15 (natural armor) dead, guardians of palaces and tombs—and twisted.
Hit Points 26 (4d8 + 8) On the ocean floor, the draug sloughed and contorted,
Speed 20 ft., swim 60 ft. victims of perverse carcinization. It was only when the
STR DEX CON INT WIS CHA fog returned to Solomon Island
16 (+3) 13 (+1) 15 (+2) 8 (−1) 12 (+1) 8 (−1) that they walked again, foot
soldiers in a battle to wake
Senses darkvision 60 ft., passive Perception 11 the Sleeping Snake Under
Languages Deep Speech the Mountain, the same
Challenge 1 (200 XP) ancient evil whose
Amphibious. The deep one can breathe fitful slumber the
air and water.
Deep Communication.
Deep ones
communicate with
each other through a
mixture of pheromones
and telepathy.
ACTIONS
Multiattack. The deep one makes two attacks with
its claws. If both claws hit a Medium or smaller
creature, it is grappled (escape DC 13). Until
the grapple ends, the target is restrained, and
the deep one can’t make claw attacks against
other targets. When the deep one moves,
any Medium or smaller target it is grappling
moves with it.
Claw. Melee Weapon Attack: +5 to hit, reach
5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Deep Six (Charge 6). In a savage frenzy,
the deep one makes three attacks with
its claws. These attacks cannot grapple.
Pressure Bubble. The deep one creates
a mystic bubble around itself, giving
itself +2 AC until the start of its
next turn.
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ACTIONS
How do they communicate with one Barnacle Club. Melee Weapon Attack: +6 to hit, reach
another and command the zombies? 10 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
1
—Orochi Agent Cleave (Recharge 4–6). Melee Weapon Attack: +6 to
hit, reach 10 ft., up to three targets within range.
Norsemen’s brethren had died to preserve. The draug Hit: 8 (1d8 + 4) bludgeoning damage.
have been sighted again in Boston, heaving themselves
from the sea like an undead stranding. Sometimes when DRAUG SPIKER
Boston Harbor is quiet, you can hear their humanity still 2
Medium aberration
screaming inside their monstrous shells.
From the Depths. Though draug were once human, Armor Class 15 (natural armor)
they are now something … else. Their time beneath Hit Points 58 (9d8 + 18)
the waves has irrevocably changed them, offering the Speed 30 ft., swim 30 ft.
benefits of a more amphibious existence. They are STR DEX CON INT WIS CHA
just as dangerous in the water as they are on land, if 15 (+2) 18 (+4) 14 (+2) 8 (−1) 10 (+0) 12 (+1) 3
not more so.
(Un)Dead Men Tell No Tales. Draug can understand Saving Throws Dex +6, Cha +3
Old Norse and repeat a few rudimentary phrases, but Skills Athletics +4, Nature +1, Perception +2
are otherwise incapable of speech. All efforts at Senses darkvision 120 ft., passive Perception 12
interrogation have proven futile. Languages understands Old Norse but can’t speak
Distinct Features. Not all the Norsemen who served Challenge 3 (700 XP)
in the Darkness War were foot soldiers. Their ships 4
Amphibious. The draug spiker can breathe both air
carried shamans too, whose abilities have since been and water.
perverted to better serve the somnambulist will of
Innate Spellcasting. The draug spiker can innately cast
the Dreaming Ones. From these formerly human
eldritch blast at 5th level (spell save DC 13, +3 to hit
prototypes, the Filth manifested still more variations,
with spell attacks), requiring no material components.
twining folklore and fear into a double helix strand of
Its innate spellcasting ability is Charisma.
horror. Each incarnation is unique in its ability to destroy, 5
contaminate, and consume. ACTIONS
Coral Spike. Melee Weapon Attack: +6 to hit, reach
M AULERS AND SPIKERS 10 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
The most common of the draug, these warriors act
as frontline combatants. They patrol farther up the REACTIONS
shore than their brethren, leaving behind the tide to Riposte (Recharge 4–6). When a creature makes a
6
guard the broodpods dotting the dunes. melee attack against the draug spiker, the draug
can use its reaction to make a melee weapon
DRAUG M AULER attack against the creature.
Medium aberration
Armor Class 14 (natural armor) SEAWITCHES 7
Hit Points 52 (7d8 + 21)
Speed 20 ft., swim 40 ft.
AND I NCUBATORS
When the Norse shamans fell into the Sargasso Sea,
STR DEX CON INT WIS CHA
the alien infection that claimed them faced a dilemma.
18 (+4) 12 (+1) 16 (+3) 6 (−2) 8 (−1) 8 (−1)
Years of mental and spiritual training had inoculated the
Saving Throws Str +6, Con +5 shamans against total domination of their will. Thus the
Skills Athletics +6, Intimidation +1 Filth trapped them in an eternal trance, manipulating their A
Senses darkvision 120 ft., passive Perception 9 unreality so the shamans remain unaware they serve a
Languages understands Old Norse but can’t speak Dreaming One. Their song does not call their herds from
Challenge 2 (450 XP) pasture but lures innocents to their deaths; the fields they
sow are the bodies of drowned denizens of the coast,
Amphibious. The draug mauler can breathe both air
incubators seeded with malignant embryos that feed on
and water.
their rotting flesh. The seawitches are the most tragic of
the draug, for truly they know not what they do.
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DRAUG SEAWITCH saving throw. A charmed target can also repeat its
Medium aberration saving throw at the end of each of its turns. If the
saving throw is successful, the effect on it ends.
Armor Class 13 (natural armor)
Hit Points 66 (12d8 + 12) A target that successfully saves is immune to this
Speed 30 ft., swim 60 ft. particular seawitch’s song for the next 24 hours.
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taking 9 (2d8) necrotic damage on a failed save, or
half as much damage on a successful one.
BEHEMOTHS AND QUEENS
Not all draug retained their blatantly human shapes.
ACTIONS Some, such as the behemoth and bloated queen, have 1
Multiattack. The draug incubator makes two claw undergone more radical transformations. The alien
attacks, or one claw attack and one bite attack. lens through which the Dreaming Ones interpreted
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one the Norsemen’s legends rearranged their DNA in
target. kaleidoscopic fashion, merging it with that of the
Hit: 8 (2d6 + 1) piercing damage, and the creature creatures haunting the deep sea trenches. The result
must make a DC 13 Constitution saving throw or is more monstrous than ancient tongues could describe,
contract zombie rot. titans spawned from the marriage of Zero-Point
2
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., sensibilities and the denizens of oceanic gyres.
one target.
Hit: 6 (2d4 + 1) slashing damage. DRAUG BEHEMOTH
Bile (Recharge 5–6). The draug incubator spews a Large aberration
gout of necrotic fluid from its mouth in a 20-foot
cone. Each creature within that area must make a
Armor Class 17 (natural armor) 3
Hit Points 171 (18d10 + 72)
DC 13 Constitution saving throw, taking 11 (2d8 + 3) Speed 20 ft., swim 20 ft.
necrotic damage on a failed save, or half as much
on a successful one. STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 10 (+0) 8 (−1) 9 (−1)
Saving Throws Str +8, Con +7
Skills Athletics +8, Intimidation +2 4
Condition Immunities grappled
Senses darkvision 120 ft., passive
Perception 9
Languages understands Old Norse but
can’t speak
Challenge 8 (3,900 XP) 5
Amphibious. The draug behemoth
can breathe both air and water.
ACTIONS
Multiattack. The draug
behemoth makes two claw
attacks across 1–2 targets.
6
Claw. Melee Weapon
Attack: +8 to hit, reach
10 ft., one target.
Hit: 12 (2d6 + 5)
slashing damage.
Ground Slam
7
(Recharge 4–6). The
draug behemoth
strikes the ground
with his enormous
claws, sending
up shards of A
rock in a 20-foot
cube centered on
the point of impact.
Each creature in that
zone must make a
Dexterity saving throw
(DC 17) and take 3d12
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bludgeoning damage on a failure, or half as much Bloodbound Frenzy (Recharge 5–6). The bloated
on a success. Additionally, the ground in that queen expels a cloud of atomized Filth in a 20-foot
area becomes difficult terrain until cleared. Each radius from the barnacles riddling her body. All
5-foot-square portion of the area requires at least allied creatures within the cloud gain advantage
1 minute to clear by hand. on all melee attacks against creatures that are
not at full hp, while suffering a −2 penalty to their
DRAUG BLOATED QUEEN own AC for the duration of this effect (1 minute).
Large aberration Additionally, the frenzy induced by this ability
causes the targets to lose the ability to discern
Armor Class 17 (natural armor) between friend and foe. Each round, frenzied
Hit Points 127 (15d10 + 45) creatures have a 20 percent chance of attacking
Speed 20 ft., swim 20 ft. any adjacent living creature that is not at full hp.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 11 (+0) 18 (+4) 12 (+1)
F ILTH
Saving Throws Con +7, Wis +8 In Sumer, they called it the Eater. In Babylon, it was
Skills Intimidation +5, Nature +4 Nergal’s Rot. From there it spun into a thousand other
Condition Immunities charmed, frightened, grappled names: the Blackworm Jism, the Devouring Plague, the
Senses darkvision 120 ft., passive Perception 14 Zero-Point Pathogen, the Dark Homunculus.
Languages Old Norse The Filth.
Challenge 10 (5,900 XP) Whatever its name, the danger it poses
Amphibious. The draug bloated queen is the same. The Dreamers’ dreams
can breathe both air and water. were never meant to be our own,
Innate Spellcasting. The never meant to take root in our
bloated queen’s innate minds. Our sanity cannot sustain
spellcasting ability is them. The boundaries of our
Wisdom (spell save flesh rupture at their probing.
DC 16, +8 to hit with That which it possesses,
spell attacks). It it remakes in its own
can innately cast alien image, sculpting
the following muscle and bone like
spells, requiring clay and leaving no
no material synapse, no human
components: impulse, intact.
At will: cause fear, The Filth is, quite
hold person, inflict literally, the stuff of
wounds nightmares.
3/day each: Filthy Humans.
animate dead, blight, It begins with a
stinking cloud thought—a vagrant
1/day each: circle of thought—intruding
death, finger of death upon an otherwise linear
train of cognition. Then that
ACTIONS thought swells, festers, and
Multiattack. The bloated bloats, its infectious tangle
queen makes two bash of rhizomes snaking through
attacks, or makes one all the lumpy gray matter it
bash attack and uses can find. It propagates in
bloodbound frenzy. these crevices, becoming a
Bash. Melee Weapon voice that is not your own; a
Attack: +8 to hit, reach familiar face rearranged into
10 ft., one target. something uncanny; a cyclone
Hit: 18 (4d6 + 4) of repetitious desires, spiraling
bludgeoning damage. ever deeper into your own
psyche. Filth-infected humans
gibber and jerk, spasm and froth
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in shades of ruinous black. Like insects captive to FILTHY HUMAN
the whims of Cordyceps, they climb to great heights, Medium monstrosity
dancing like fevered flesh in an electric chair as they
wait to spore. They are caught in a nightmare from
Armor Class 12 1
Hit Points 13 (3d6 + 3)
which they will never wake; their only hope is to find
Speed 30 ft.
others they can drag into madness. Misery loves
company, and the Filth does not want to be alone. STR DEX CON INT WIS CHA
Filthy Fungi. Animals are not the only creatures 12 (+1) 14 (+2) 10 (+0) 7 (−2) 10 (+0) 8 (−1)
capable of thought. Plant matter can be bent and
Saving Throws Dex +4
twisted too, forced into blasphemous shapes only
Skills Athletics +3
2
the Dreamers recognize. A collective consciousness
Damage Immunities necrotic
bubbles beneath the earth, a fungal network always
Condition Immunities charmed, exhaustion
growing, always spreading like a membranous net
Senses darkvision 60 ft., passive Perception 10
weaving into something thicker. The most evolved
Languages understands the languages it knew
among them walk on two legs, striding through fens and
before Filth infection but can’t speak
forests like the monsters of legend, contaminating all
they tread upon with just a touch. According to recent
Challenge 1/4 (100 XP) 3
studies, even normal fungi possess some hitherto Human Stain. When the Filthy human dies, it explodes
uncharted intelligence. What does it mean for such in a hail of viscous fluid, and its body dissolves
alien sapience to come up against something more into a pool of bubbling Filth that slowly leaches
alien still? into the ground. Any creature standing within a
Filth Guardians. Not all manifestations of the Filth 5-foot radius of the Filthy human must succeed
have been spun from preexisting DNA. The Dreaming on a DC 10 Dexterity saving throw or take 1d6 4
Ones can affect reality in other ways, imbuing their Filth damage. Additionally, the pool of its innards
seething mucous with abominable life. These creatures appears in a 5-foot radius centered on the spot
are mockeries of the ones we know, animal shapes where the Filthy human died, and any creature that
interpreted by half-lucid interlopers to our material begins its turn there takes an additional 1d6 Filth
plane. They sup on the compromised consciousness damage at the start of each of its turns, regardless
of every creature they corrupt, and from them spit of whether it remains in the zone, until the effect
hideous amalgamations of everything they most fear. ends or it succeeds on a DC 10 Constitution saving
5
The Hound; the Bird; the Arachnid; they are all guarding throw. Otherwise, the pool of Filth persists for 1
something the Dreamers define as precious. But what? minute, as does its damage.
ACTIONS
HUMAN VARIANTS Multiattack. The Filthy human makes two melee
The most common strain of Filth affects reality’s attacks. 6
humanoid population, twisting their proportions and Black Tendrils. Melee Weapon Attack: +3 to hit,
outfitting them with appendages previously undreamed reach 5 ft., one target.
of by evolution. Some retain a similar form and stature, Hit: 4 (1d6 + 1) bludgeoning damage.
while others swell into great, hulking fiends pulsing Filthy Claws. Melee Weapon Attack: +4 to hit, reach
with annihilative intent, all their rage, their sorrow, their 5 ft., one target.
horror at what they have become hemorrhaging from Hit: 5 (1d6 + 2) slashing damage. 7
their eye sockets, searing their faces with trails of
cadaverous black. They are somewhere in there still,
longing to burst, boil, and dissolve. F UNGAL VARIANTS
Many of the same viruses communicable among
humans are almost communicable among fungi. This
is similarly true for the Filth, which in mycelium finds A
a perfect marriage of human and alien DNA. Less
like plants than creatures, fungi seem to share an
intelligence while simultaneously possessing awareness
of their individual selves, blending a hive-mind mentality
with a desire for self-preservation. Fungi are masters of
decay all on their own, often using rot as fertile soil for
their propagation. In this, they and the Filth share a goal.
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FUNGAL STALKER FUNGAL ZOMBIE
Medium monstrosity Medium undead
Armor Class 7 Armor Class 10
Hit Points 66 (12d8 + 12) Hit Points 38 (7d8 + 7)
Speed 5 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 5 (−3) 12 (+1) 2 (−4) 12 (+1) 5 (−3) 13 (+1) 10 (+0) 12 (+1) 1 (−5) 5 (−3) 2 (−4)
Damage Vulnerabilities fire, radiant Damage Vulnerabilities fire, radiant
Damage Immunities necrotic Damage Immunities necrotic
Condition Immunities blinded, charmed, deafened, Condition Immunities charmed, exhaustion
exhaustion, prone Senses blindsight 30 ft., passive Perception 7
Senses blindsight 60 ft., tremorsense 30 ft., passive Languages —
Perception 11 Challenge 1/2 (100 XP)
Languages —
Filthy Fortitude. If the fungal zombie is reduced to
Challenge 3 (700 XP)
0 hit points, it must make a Constitution saving
Fungal Renewal. Unless it is struck by fire or radiant throw with a DC of 5 + the damage taken, unless
damage, the fungal stalker regains 10 hit points the damage type was fire, radiant, or came from a
at the start of each of its turns. The fungal stalker critical hit. On a success, the zombie drops to 1 hit
only dies if it begins its turn with 0 hit points and is point instead.
unable to regenerate. Fungal Rebirth. If the fungal zombie is not destroyed
within 7 days, the spore within it fully matures. The
ACTIONS
zombie melts away into a puddle of Filth while a
Fertile Strike. Melee Weapon Attack: +4 to hit, reach
new fungal stalker blooms from its viscera. If the
10 ft., one target.
zombie is destroyed prior to this, the spore within
Hit: 15 (3d8 + 2) bludgeoning damage. If the target
it perishes as well.
is a creature that drops to 0 hit points as a result
of this damage, it dies and is implanted with a ACTIONS
Filthy fungal spore. Unless the spore is destroyed, Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
the corpse animates as a fungal zombie after one target.
being dead for 24 hours. The spore is destroyed if Hit: 5 (1d8 + 1) bludgeoning damage.
the creature is raised from the dead before it can
transform into a fungal zombie, or if the corpse is
targeted by a remove curse spell or similar magic F ILTH GUARDIANS
before it animates.
Unlike other manifestations of the Filth, Guardians
Ravening Spores (3/Day). The fungal stalker’s are amalgamations of the Dreamers’ imaginings woven
cap releases a cloud of spores that targets all into their own interpretation of flesh. They drip with
humanoids within 30 feet of it. Each target must malignant antimatter, appropriating animal archetypes
succeed on a DC 13 Wisdom saving throw or be while perverting them into something vile, something
charmed for 1 minute. A creature charmed in this new. They border on beings of pure thought, filtered
way does nothing on its turn except move as close only through the boundaries this reality insists upon—
as it can to the fungus. A creature charmed by the boundaries they are slowly but surely eroding.
fungal stalker can repeat its saving throw at the
end of each of its turns, ending the effect on itself
on a success.
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FILTH HOUND Haunting Howl. The Filth hound emits a
Large aberration bloodcurdling cry. Every enemy within 300 feet
of the hound that can hear it must succeed on a
Armor Class 18 (natural armor)
DC 15 Wisdom saving throw or be frightened until
1
Hit Points 85 (10d10 + 30)
the end of the hound’s next turn, or until the hound
Speed 40 ft.
is incapacitated. A frightened target that starts its
STR DEX CON INT WIS CHA turn within 30 feet of the hound must use all its
18 (+4) 17 (+3) 16 (+3) 5 (−3) 13 (+1) 8 (−1) movement on that turn to get as far away from the
hound as possible, must finish the move before
Damage Vulnerabilities radiant
Damage Immunities necrotic; bludgeoning, piercing,
taking an action, and must take the most direct 2
route, even if there are hazards in the way. A target
and slashing from nonmagical attacks
that successfully saves is immune to the howl of
Condition Immunities charmed, exhaustion,
all Filth hounds for the next 24 hours.
frightened
Senses darkvision 120 ft., passive Perception 11 Teleport (Recharge 4–6). The Filth hound magically
Languages — teleports up to 40 ft. to an unoccupied space it
Challenge 6 (2,300 XP) can see. Before or after teleporting, the hound can 3
make one bite attack.
Extraplanar Senses. The Filth hound has advantage
on all Wisdom (Perception) checks.
FILTH SPIDER
Seething Innards. When the Filth hound dies, it Large aberration
explodes in a hail of viscous fluid, and its body
dissolves into a pool of bubbling Filth that slowly Armor Class 21 (natural armor)
leaches into the ground. Any creature standing Hit Points 110 (13d10 + 39) 4
within a 10-foot radius of the hound must succeed Speed 50 ft., burrow 25 ft., climb 25 ft.
on a DC 15 Dexterity saving throw or take 3d6 Filth STR DEX CON INT WIS CHA
damage. Additionally, the pool appears in a 10-foot 20 (+5) 18 (+4) 16 (+3) 5 (−3) 15 (+2) 8 (−1)
radius centered on the spot where the hound died,
and any creature that begins its turn there takes Damage Vulnerabilities radiant
an additional 3d6 Filth damage at the start of each Damage Immunities necrotic; bludgeoning, piercing, 5
of its turns, regardless of whether it remains in the and slashing from nonmagical attacks
zone, until the effect ends or it succeeds on a DC 15 Condition Immunities charmed, exhaustion,
Constitution saving throw. Otherwise, the pool of frightened
Filth persists for 1 minute, as does its damage. Senses darkvision 120 ft., tremorsense 60 ft.,
passive Perception 15
ACTIONS Languages —
Vicious Maw. Melee Weapon Attack: +7 to hit, reach Challenge 8 (3,900 XP) 6
5 ft., one target.
Hit: 14 (3d6 + 4) piercing damage, plus 18
(6d6) psychic damage
if the target is
frightened.
7
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Filth
Burrowing Species. The Filth spider can burrow that successfully saves is immune to the chittering
through solid rock at half its burrowing speed of all Filth harvestmen for the next 24 hours.
and leaves a 5-foot-wide, 10-foot-high tunnel in Oily Webs (Recharge 4–6). Ranged Weapon Attack:
its wake. +7 to hit, range 30/60 ft., one target.
Extraplanar Senses. The Filth spider has advantage Hit: 17 (3d8 + 4) Filth damage and the target is
on all Wisdom (Perception) checks. restrained by webbing. As an action, the restrained
Spider Climb. The Filth spider can climb difficult target can make a DC 16 Strength check, bursting
surfaces, including upside down on ceilings, through the webbing on a success. The webbing
without needing to make an ability check. can also be attacked and destroyed (AC 13; hp
10; vulnerability to fire damage; immunity to
Web Sense. While in contact with a web, the Filth
bludgeoning, poison, and psychic damage). For as
spider knows the exact location of any other
long as the target remains within the webbing, it
creature in contact with the same web.
incurs 1d6 Filth damage at the start of each of
Web Walker. The Filth spider ignores movement its turns.
restrictions caused by webbing.
Seething Innards. When the Filth spider dies, it FILTH BIRD
explodes in a hail of viscous fluid, and its body Huge aberration
dissolves into a pool of bubbling Filth that slowly
leaches into the ground. Any creature standing Armor Class 23 (natural armor)
within a 10-foot radius of the spider must succeed Hit Points 152 (16d12 + 48)
on a DC 17 Dexterity saving throw or take 3d6 Filth Speed 20 ft., fly 120 ft.
damage. Additionally, the pool appears in a 10-foot STR DEX CON INT WIS CHA
radius centered on the spot where the spider died, 24 (+7) 20 (+5) 17 (+3) 5 (−3) 18 (+4) 8 (−1)
and any creature that begins its turn there takes
an additional 3d6 Filth damage at the start of each Saving Throws Str +11, Dex +9, Wis +8
of its turns, regardless of whether it remains in the Skills Acrobatics +9, Perception +8
zone, until the effect ends or it succeeds on a DC 15 Damage Vulnerabilities radiant
Constitution saving throw. Otherwise, the pool of Damage Immunities necrotic; bludgeoning, piercing,
Filth persists for 1 minute, as does its damage. and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
ACTIONS frightened
Spitting Strike. Ranged Weapon Attack: +7 to hit, Senses darkvision 120 ft., passive Perception 18
range 15/30 ft., one target. Languages —
Hit: The target must make a DC 15 Constitution Challenge 10 (5,900 XP)
saving throw, taking 49 (10d8 + 4) Filth damage on
a failed save, or half as much on a successful one. Deadly Dive. If the Filth bird is flying and dives at
least 30 feet straight toward a target, then hits it
Vile Mandibles. Melee Weapon Attack: +8 to hit, with a melee weapon attack, the attack deals an
reach 5 ft., one target. extra 9 (3d6) damage.
Hit: 19 (4d6 + 5) slashing damage plus 6 (2d6)
Filth damage. If the target is a Large or smaller Extraplanar Senses. The Filth bird has advantage on
creature, it is grappled (escape DC 17). Until this Wisdom (Perception) checks.
grapple ends, the spider can bite only the grappled Seething Innards. When the Filth bird dies, it explodes
creature and has advantage on its attack rolls to in a hail of viscous fluid, and its body dissolves
do so. into a pool of bubbling Filth that slowly leaches
Maddening Chitter. The Filth spider emits a gleeful into the ground. Any creature standing within a
cacophony of sound. All creatures within 60 feet of 10-foot radius of the bird must succeed on a DC 15
the spider that can hear it must succeed on a DC 16 Dexterity saving throw or take 6d6 Filth damage.
Wisdom saving throw or become frightened until Additionally, the pool appears in a 10-foot radius
the end of the spider’s next turn, or until the spider centered on the spot where the bird died, and
is incapacitated. A frightened target that starts its any creature that begins its turn there takes an
turn within 30 feet of the spider must use all its additional 3d6 Filth damage at the start of each of
movement on that turn to get as far away from the its turns, regardless of whether it remains in the
spider as possible, must finish the move before zone, until the effect ends or it succeeds on a DC 15
taking an action, and must take the most direct Constitution saving throw. Otherwise, the pool of
route, even if there are hazards in the way. A target Filth persists for 1 minute, as does its damage.
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ACTIONS Zero-Point Pathogen (Recharge 5–6). The Filth
Multiattack. The Filth bird makes two attacks: one bird regurgitates Filth in a 60-foot line that is 5
with its beak and one with its talons. feet wide. Each creature in that line must make a
DC 18 Dexterity saving throw, taking 32 (8d8) Filth
1
Cutting Maw. Melee Weapon Attack: +11 to hit, reach
10 ft., one target. damage on a failed save, or half as much damage
Hit: 25 (4d8 + 7) piercing damage plus 9 (3d6) Filth on a successful one.
damage.
Jagged Talons. Melee Weapon Attack: +11 to hit,
reach 5 ft., one target.
GHOUL
Hit: 21 (4d6 + 7) slashing damage plus 3d6 Filth Ghouls are pale-skinned humanoids who eat the 2
damage, and the target is grappled (escape DC 19). rotting flesh of the human dead.
Until this grapple ends, the target is restrained, and Ghouls are the trash disposals of the Secret World.
the bird can’t use its talons on another target. They have no higher agendas or long-term goals; they
simply are what they are, following the scent of rotten
Dirge of Despair. The Filth bird screeches at an
flesh, digging up the dead for their morbid repast. Other
impossible volume. All creatures within 60 feet of
the bird that can hear it must succeed on a DC 18
supernaturals tend to treat them with disgust. Humans 3
instinctively avoid those burial spots that become ghoul
Wisdom saving throw or become frightened until
feeding grounds. The ghouls fill their gross niche.
the end of the bird’s next turn, or until the bird
The jinn claim to have created the ghouls, just as
is incapacitated. A frightened target that starts
the Host created them, to serve as their slaves in the
its turn within 30 feet of the bird must use all its
First Age. During the wars between their masters and
movement on that turn to get as far away from the
mankind, ghouls would feast on the flesh of dead
bird as possible, must finish the move before taking
humans. Often, there 4
an action, and must take the most direct route,
would be more than
even if there are hazards in the way. A target that
they could eat, and
successfully saves
bodies would start to
is immune to the
rot before they could
dirges of all Filth
clear the battlefields.
birds for the next
24 hours.
In this way, ghouls 5
developed a preference
Membranous for aged flesh. The story
Tempest (Recharge could be a baseless fable
5–6). The Filth bird from the jinn, but it could just
exhales a cloud of as easily be true. Given their
Filth in a 60-foot cone. disdain for humans, it is not so far-
Each creature in that fetched to imagine the jinn deriving 6
area must succeed on a glee from the notion of human burial
DC 18 Constitution saving throw. in the guts of ghouls.
On a failed save, the creature can’t Ghouls are found throughout the
use reactions, its speed is halved, world, congregating around graveyards,
and it can’t make more than one attack battlefields, and the scenes of accidents
on its turn. In addition, the creature can and natural disasters. If they can’t find 7
use either an action or a bonus any cadavers, they
action on its turn, but not both. will attack living
These effects last for 1 minute. creatures,
The creature can repeat the leaving the
saving throw at the end of each remains to rot or
of its turns, ending the effect on burying the carcasses to
itself with a successful save. feed on later. A
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Ghoul
While often mistaken for zombies, ghouls are hyenas, and wolves. Thus disguised, they stalk their
more intelligent than the walking dead, and they are unsuspecting prey.
highly sensitive to changes in occult energy. They are Variations of Variations. The many known variations
instinctively drawn to locations flooded in dark magic, indicate that ghouls are susceptible to mutation and
perhaps another trait that evolved from their days as magical transformation. Inbreeding produces unusual
vassals to magical masters. traits, and mad science experiments have been known
Kingdom of Darkness. Most ghouls live underground, to create highly intelligent ghouls. Truly ancient ghouls
in caves, or in other dark locations like abandoned are said to live for millennia, grow larger than humans,
crypts and basements. While they are able to function use magic, and navigate blindly through sonar and
during the day, they prefer the night. In daylight, they sense of smell.
are easily spotted, and their prey can fight back. Hunger
can draw them out during the sunlight hours, as can SHAMBLING G HOUL
the presence of wars, accidents, or occult incidents Medium humanoid
that tip the balance in their favor.
Living Among the Dead. Some ghouls are solitary, Armor Class 12
while others live in permanent packs, clans, or tribes Hit Points 13 (3d8)
with their own customs, rituals, and dialects. A hierarchy Speed 20 ft.
exists between the different types of ghouls. At the STR DEX CON INT WIS CHA
bottom of this social order are the shambling ghouls. 11 (+0) 13 (+1) 10 (+0) 7 (−2) 10 (+0) 6 (−2)
With their blank, hungry stares and perpetually hunched
backs, they are the thugs of their species, weak on their Damage Immunities poison
own but dangerous in numbers. They reproduce faster Condition Immunities charmed, exhaustion,
than others of their kind, but their lives are shorter. poisoned
They sometimes appear in daylight, despite their light- Senses darkvision 60 ft., passive Perception
sensitive eyes, and they will even eat 10
meat that has barely begun to Languages understands the local
decompose. Other ghouls language, but speaks only ghoulish
detest and avoid them. gibbering
The most common Challenge 1/8 (25 XP)
type of ghoul is as tall as Corpse Sense. The ghoul can
a human and paler than smell rotting flesh up to a mile
the shambling ones. away.
These ghouls have long
and elegant fingers with ACTIONS
terrible claws, and their Multiattack. The ghoul makes
mouths are filled with two attacks with its claws.
sharp teeth perfectly Sickly Foaming Claw.
suited for ripping apart Melee Weapon Attack:
rotten meat. They are +2 to hit, reach 5 ft.,
faster than their one target.
less intelligent Hit: 2 (1d4) slashing
cousins and more damage plus 2
independent. (1d4) poison damage.
Rare and The target must
elusive are the succeed on a
shapeshifter DC 10 Constitution
g houls , w ho saving throw or be
assume the poisoned for 1 minute.
shapes of other The target can repeat
carrion eaters the saving throw at
such as ravens, the end of each of its turns,
ending the effect on itself on
a success.
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COMMON G HOUL Sickly Foaming Claw. Melee Weapon Attack: +4 to hit,
Medium humanoid reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage plus 6 (1d8 + 2)
Armor Class 12
poison damage. The target must succeed on a
1
Hit Points 22 (5d8)
DC 13 Constitution saving throw or be poisoned for
Speed 30 ft.
1 minute. The target can repeat the saving throw
STR DEX CON INT WIS CHA at the end of each of its turns, ending the effect on
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) itself on a success.
Damage Immunities poison Bleaching of Bones. The ghoul unleashes a stream
Condition Immunities charmed, exhaustion, of magic in a 40-foot line that is 5 feet wide. Each 2
poisoned creature in that line must make a DC 13 Dexterity
Senses darkvision 60 ft., passive Perception 10 saving throw, taking 21 (6d6) necrotic damage
Languages understands the local language, but on a failed save, or half as much damage on a
speaks only ghoulish gibbering successful one.
Challenge 1/2 (100 XP)
Corpse Sense. The ghoul can smell rotting flesh up G HOUL LEADER 3
to a mile away. Medium humanoid
Armor Class 15
ACTIONS
Hit Points 110 (13d8 + 52)
Multiattack. The ghoul makes two attacks with its Speed 30 ft.
claws.
Sickly Foaming Claw. Melee Weapon Attack: +4 to hit, STR DEX CON INT WIS CHA 4
reach 5 ft., one target. 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
Hit: 4 (1d4 + 2) slashing damage plus 4 (1d4 + 2) Saving Throws Str +6, Con +7, Wis +5, Cha +5
poison damage. The target must succeed on a Skills Deception +5, Insight +5, Perception +8
DC 10 Constitution saving throw or be poisoned Senses darkvision 60 ft., passive Perception 18
for 1 minute. The target can repeat the saving Languages understands the local language, but
throw at the end of each of its turns, ending the
effect on itself on a success.
speaks only ghoulish gibbering 5
Challenge 5 (1,800 XP)
Corpse Sense. The ghoul can smell rotting flesh up
G HOUL SHAMAN to a mile away.
Medium humanoid
Magic Resistance. The ghoul has advantage on
Armor Class 17 saving throws against spells and other magical
Hit Points 82 (11d8 + 33) effects. 6
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The ghoul makes two attacks with its
15 (+2) 15 (+2) 16 (+3) 13 (+1) 14 (+2) 14 (+2) claws.
Skills Arcana +3, Deception +4, Perception +4, Sickly Foaming Claw. Melee Weapon Attack: +6 to hit,
Stealth +3 reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 14 Hit: 6 (1d8 + 3) slashing damage plus 6 (1d8 + 3)
7
Languages understands the local language, but poison damage. The target must succeed on a
speaks only ghoulish gibbering DC 15 Constitution saving throw or be poisoned for
Challenge 3 (700 XP) 1 minute. The target can repeat the saving throw
at the end of each of its turns, ending the effect on
Corpse Sense. The ghoul can smell rotting flesh up
itself on a success.
to a mile away.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., A
ACTIONS one target.
Multiattack. The ghoul makes two attacks with its Hit: 6 (1d6 + 3) piercing damage.
claws.
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Hulking Zombie
G HOUL SHAPESHIFTER Bite (Hyena Form Only). Melee Weapon Attack: +4 to
Medium humanoid hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Armor Class 12 in humanoid form, 11 in hyena form
Hit Points 27 (5d8+5)
Speed 30 ft. (50 ft. in hyena form)
HULKING Z OMBIE
STR DEX CON INT WIS CHA Zombies in the Secret World come in a wide variety
13 (+1) 15 (+2) 13 (+1) 7 (−2) 10 (+0) 6 (−2) of types based on their environment, how they died, and
Skills Perception +2, Stealth +2 how they came back to life. In addition, some zombies
Damage Immunities poison undergo mutation after their undead rebirth. One of the
Condition Immunities charmed, exhaustion, more common types of mutant zombie is the massive
poisoned tower of rotting muscle known as the hulking zombie.
Senses darkvision 60 ft., passive Perception 10 A hulking zombie sometimes appears in places where
Languages uUnderstands the local language, but “normal” zombies are common, resulting when one of
speaks only ghoulish gibbering them becomes mutated. Some theories regarding the
Challenge 1 (200 XP) source of the mutation include Filth infection, dark
magic, or simply gorging on vast quantities of rotten
Corpse Sense. The ghoul can smell rotting flesh up flesh. Regardless of where they come from, these
to a mile away. lumbering monstrosities are a terrible threat to the
Shapechanger. The ghoul can use its action to innocents around them.
polymorph into a hyena or back into its true form,
which is humanoid. Its statistics, other than
its AC, are the same in each form. Any
equipment it is wearing or carrying
isn’tisn’t transformed. The ghoul
reverts to its true form if it dies.
Hyena Hearing and Smell.
While in hyena form, the
ghoul has advantage
on Wisdom
(Perception) checks
that rely on hearing or
smell.
Magic Resistance. The
ghoul has advantage
on saving throws
against spells and other
magical effects.
ACTIONS
Multiattack (Humanoid Form Only).
The ghoul makes two attacks with its
claws.
Sickly Foaming Claw. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 3) slashing damage plus 6
(1d8 + 3) poison damage. The target must
succeed on a DC 15 Constitution saving
throw or be pPoisoned for 1 minute. The
target can repeat the saving throw at
the end of each of its turns, ending the
effect on itself on a success.
Claw (Humanoid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
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HULKING ZOMBIE When wars broke out between those who supported
Large undead humanity and those who wished it destroyed, the jinn
fought to destroy mankind. In the end, they lost the
Armor Class 8
battle, lost the war, and lost their place in this dimension.
1
Hit Points 85 (9d10 + 36)
They were exiled to the darkest abyss, an abandoned
Speed 30 ft.
place known as the Howling.
STR DEX CON INT WIS CHA During their eons of exile, the jinns’ rage only grew.
19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3) They knew nothing but hatred. They wanted nothing
but revenge.
Saving Throws Wis +0
Damage Immunities poison
The Dreaming Ones answered their call for vengeance. 2
They reached into the jinns’ minds and offered to free
Condition Immunities poisoned
them from the Howling if they would agree to serve
Senses darkvision 60 ft., passive Perception 8
them and wage war once more against the humans.
Languages understands languages it knew in life
Some jinn rejected the offer; their loyalty to Gaia and
but can’t speak
opposition to the Dreamers was greater than their
Challenge 2 (450 XP)
spite. But others gladly accepted. They would betray
Undead Fortitude. If damage reduces the Gaia the same way she had betrayed them, if
3
zombie to 0 hit points, it attempts a only they could have their retribution.
Constitution saving throw with a DC But when the newly freed jinn returned
of 5 + the damage taken, unless the to the world, they saw their beloved
damage is radiant or from a critical Gaia corrupted, bleeding, and
hit. On a success, the zombie suffering at the hands of the
drops to 1 hit point instead. Dreaming Ones. Realizing the 4
Unthinking Hunters. Zombies try to true horror of the situation,
move directly toward loud noises they betrayed their Dreaming
and obvious movement, regardless benefactors. They would be
of the dangers in their path. Clever no one’s servants but Gaia’s.
characters can use this trait to lure zombies They would fight on their
own terms against humans,
into fire and other hazards.
Dreamers, and anything
5
ACTIONS else they saw as a threat
Hulking Fist. Melee Weapon Attack: +6 to hit, to their holy mother or
reach 5 ft., one target. their cause.
Hit: 13 (2d8 + 4) bludgeoning damage. The jinn still hate
Dead Weight (Recharge 4–6). Each humans. But they
creature within 5 feet of the zombie understand that the 6
must make a DC 13 Dexterity lengths necessary to
saving throw. On a failure, a
target takes 13 (2d8 + 4)
bludgeoning damage
and is knocked prone.
7
JINN
The jinn are a race of demons,
created by the Host before the
First Age, who swore to protect
Gaia. When Gaia chose humans to A
be her champions and protectors,
the jinn burned with hatred against
the talking monkeys who they
believed stole this
honor from them.
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Locust
wipe humanity from the earth would harm Gaia too
much to make it worth the sacrifice. Some turn their
L OCUST
efforts to purging the Dreaming Ones and their influence, The chaos in Egypt ten years ago awoke more than
and may even grudgingly work with humans to do so. Aten and his cult.
Others embrace their rage and lash out without reason Arbeh, a god of locusts, arose once more from the
or a long-term agenda; they have suffered and want to ancient past to reclaim his place in the modern world.
make everything but Gaia suffer as well. In their anger, Arbeh spawned his own army: vast swarms of giant
some jinn have turned against each other. locusts. These vile creatures descended upon the land,
This means that not all jinn are dedicated to devouring crops, animals, and even human flesh. The
immediately destroying all humans. They may see hidden valleys of Egypt were thick with the creatures;
the Dreaming Ones and their Filth as a greater threat if not for the constant vigilance of the Secret Worlders,
to Gaia, and be willing to set aside their ancient anger the locusts could have easily overrun the whole region.
for the greater good … for now. Today, Arbeh’s locusts are still common in parts
of Egypt. They aren’t as numerous as they once were,
JINN but they’ve now spread throughout the Middle East
Large giant and Africa, and into Europe. It’s unclear whether this
is a natural pattern of reproduction and migration (if
Armor Class 16 anything about these abominations can be considered
Hit Points 110 (13d10 + 39) “natural”) or part of Arbeh’s grand scheme. There has
Speed 30 ft. been little sign of the locust god in recent years (aside
STR DEX CON INT WIS CHA from the locusts, of course), but there are rumors of
19 (+4) 15 (+2) 16 (+3) 14 (+2) 12 (+1) 15 (+2) Arbeh cults popping up in Libya and France.
The giant locusts typically appear in two varieties.
Damage Resistances bludgeoning, piercing, and The first is a smaller breed found in dense swarms
slashing from nonmagical attacks where food is plentiful. The second is much larger.
Damage Immunities fire, poison It’s a solitary feeder, and doesn’t mind hunting larger
Saving Throws Dex +5, Con +6, Wis +4, Cha +5 prey (such as humans) in more civilized environments.
Skills Arcana +5, Deception +8, Perception +4
Senses darkvision 60 ft., passive Perception 14 LOCUST G UARD
Languages Common, Giant Small beast
Challenge 7 (2,900 XP)
Armor Class 13 (natural armor)
Regeneration. The jinn regains 10 hit points at the Hit Points 13 (3d8)
start of its turn if it has at least 1 hit point. Speed 10 ft., fly 40 ft.
ACTIONS STR DEX CON INT WIS CHA
Multiattack. The jinn makes two attacks with its 12 (+1) 14 (+2) 11 (+0) 6 (−2) 13 (+2) 6 (−2)
claws.
Senses passive Perception 13
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Languages —
target. Challenge 1/2 (100 XP)
Hit: 8 (1d8 + 4) slashing damage.
Firepower. Ranged Magic Attack: +5 to hit, range ACTIONS
100/400, one target. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Hit: 9 (2d8) fire damage. Creatures within 10 one creature.
feet of the target must make a successful DC 15 Hit: 5 (1d6 + 1) slashing damage.
Dexterity saving throw or take 4 (1d8) fire damage. Digestive Goop (Recharge 6). Ranged Weapon
Napalm Bloom (Recharge 5–6). The jinn projects Attack: +4 to hit, range 20/80, one target.
a 30-foot cone of fire. Each creature in that area Hit: 7 (2d6) poison damage. If the attack misses,
must make a DC 15 Dexterity saving throw, taking the goop lands in a random spot within 5 feet
45 (10d8) fire damage on a failed save, or half as of the target. For the next minute, any creature
much damage on a successful one. starting their turn in or within 5 feet of the goop
spot must make a successful DC 13 Constitution
saving throw or take 3 (1d6) poison damage.
358
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Threats of the Secret World 7
LOCUST WARRIOR
Large beast
ONI
The oni are demonic warriors from the Hell Dimensions
Armor Class 13 (natural armor) renowned for their skill and resourcefulness. Though 1
Hit Points 20 (3d10+3) they are most commonly encountered in Japan, they
Speed 20 ft., fly 80 ft. can be found throughout the Secret World, working
STR DEX CON INT WIS CHA as assassins and mercenaries for the various secret
17 (+3) 14 (+2) 13 (+1) 1 (−5) 13 (+1) 6 (−2) societies, cults, and factions.
A House Divided. The oni are divided into nine houses,
Senses passive Perception 13
Languages none
which constantly compete and feud with each other. 2
The nine houses are grouped into three tiers. The Tier
Challenge 2 (450 XP) of Fire includes the House of Caged Birds, the House
of Sworn Revenge, and the House of the Howling Dog.
ACTIONS
The Tier of Blood includes the House of Chains, the
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
House of the Unwritten Talisman, and the House of
one creature.
Bloodied Silks. Finally, the Tier of Earth includes the
Hit: 10 (2d6 + 3) slashing damage.
House of Snakes and Smoke, the House of the Void, 3
Soundless Sting. Ranged Weapon Attack: +4 to hit, and the House of the Red Road. While outsiders might
range 100/400 ft., one target. expect houses within the same tier to get along, they
Hit: 6 (1d8 + 2) piercing damage. would be mistaken.
Digestive Goop (Recharge 5–6). Ranged Weapon Deals with Devils. Oni take their contracts very
Attack: +4 to hit, range 20/80, one target. seriously. While they aren’t above legal trickery, they
Hit: 12 (3d6) poison damage. If the attack misses, won’t knowingly violate the terms of whatever job they 4
the goop lands in a random spot within 5 feet are currently working. This makes them fantastic, loyal
of the target. For the next minute, any creature allies for those who can afford their fees—and ruthless
starting their turn in or within 5 feet of the goop enemies to whoever breaks a contract with them.
spot must make a successful DC 13 Constitution
saving throw or take 7 (2d6) poison damage.
Regrow (Recharge 6).
The locust heals
5
1d10 + 1 hit points.
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Revenant
TIER OF BLOOD ONI and weary. Archers held bows drawn and quivering,
Large demon ready to shoot any animal—rat, cat, or crow—that should
wander near the fire. No one blinked until the flame
Armor Class 13
reduced all to ash and bone.
Hit Points 59 (7d10 + 21)
Revenants hold an especially reviled place among
Speed 40 ft.
the restless dead. They are not crudely revivified clay,
STR DEX CON INT WIS CHA but animate fragments of an evil life, devious and
19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2) clever, a self-aware plague. They sup on terror and
pain. They possess no voices of their own, speaking
Senses darkvision 60 ft., passive Perception 8
only in phrases that can be mimicked by a chorus of
Languages all human languages, Demonic
crows. They can smell death, and they foretell even
Challenge 2 (450 XP)
further misery.
Bloodthirsty Sweep. When the oni makes a Murder-of-One. The seed for a revenant waits in the
successful melee attack on its turn, it can take a soul of those consumed by a drive to spread misery.
bonus action to make a second attack against a When conditions are just right, a messy death—often
second target. via magic—can ensure that a revenant takes shape.
The malevolent psyche fractures, spreading into a
ACTIONS swarm mind, manifesting as creatures associated with
Kabano War Club. Melee Weapon Attack: +6 to hit, darkness and disease: ravens, rats, spiders, worms,
reach 5 ft., one target. moths, and many other manners of crawling beasts.
Hit: 13 (2d8 + 4) bludgeoning damage. Pestilence and Poison. Revenants wield foul magic
and disease. Poison and putrescence coat their rusted
TIER OF E ARTH ONI weapons, seeing to it that if the blade itself doesn’t
Large demon kill their prey, infection will. Escaping a revenant is
difficult—they leap great distances, crawl up walls,
Armor Class 13 turn into terrible swarms, and squeeze through the
Hit Points 59 (7d10 + 21) narrowest of cracks—but destroying a revenant is even
Speed 40 ft. more arduous. They can re-form from the smallest of
STR DEX CON INT WIS CHA fragments, and their diseased blood and minds infect
19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2) everything around them. Worse yet, they’re cunning.
They stalk their prey with no sense of urgency and
Senses darkvision 60 ft., passive Perception 8 delight in trickery, provoking their targets to take risks
Languages all human languages, Demonic that ultimately cost them their lives. The abduction of
Challenge 2 (450 XP) children, destruction of homes, and violence against
ACTIONS
loved ones are among their favorite lures.
Kabano War Club. Melee Weapon Attack: +6 to hit, Harbingers of Doom. Seeing a revenant is an ill
reach 5 ft., one target. omen. They are drawn to areas where disasters, both
Hit: 13 (2d8 + 4) bludgeoning damage. natural and human-made, are imminent. They proved
instrumental in spreading history’s plagues: the Black
Earthen Embrace (Recharge 5–6). Melee Weapon Death, smallpox, typhus, and measles. With their dark
Attack: +6 to hit, reach 5 ft., one creature. hoods and their sharp blades, many have mistaken them
Hit: 13 (2d8 + 4) bludgeoning damage. Slabs of for the Grim Reaper. And the revenants are gathering
earth and stone restrain the target. As an action, in greater numbers again. Dark days are coming. Dark
the restrained target can make a DC 12 Strength days are here.
check, cracking the restraints on a success. The
stone can also be attacked and destroyed (AC 10;
hp 5; immunity to poison and psychic damage). The Great Chicago Fire of 1871 was not, as legend
has it, started by Catherine O’Leary’s cow, but by
O’Leary herself. The fire left 100,000 residents
R EVENANT homeless, but it wiped out the nests of an undead
plague and the necrotic crows that made up their
There was a time when folk instinctively knew to burn
the cadavers of certain murderous souls rather than corpus. Regarding this, O’Leary said, “The one thing
bury them or leave them dangling in the gibbets as a about living in Chicago I never could stomach … all
vermin feast. These were not the raucous spectacles the damn revenants.”
of a common public execution. Everyone stood silent
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REVENANT Shadowy Senses. The revenant has advantage on all
Medium undead Wisdom (Perception) checks made in dim light or
darkness.
Armor Class 15 (leather armor) 1
Hit Points 120 (16d8 + 48) Spider Climb. The revenant can climb difficult
Speed 30 ft., climb 10 ft. surfaces, including upside down on ceilings,
without needing to make an ability check.
STR DEX CON INT WIS CHA
Unholy Crusade. The revenant knows the distance
16 (+3) 18 (+4) 16 (+3) 12 (+1) 16 (+3) 13 (+1)
to and direction of any creature it has made its
Saving Throws Str +6, Dex +7, Wis +6 quarry, even if the creature and the revenant are
Skills Acrobatics +7, Perception +6, Stealth +7 on different planes of existence. If the creature the
2
Damage Vulnerabilities fire, radiant revenant is tracking dies, the revenant knows.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, ACTIONS
frightened, paralyzed, poisoned, stunned Multiattack. The revenant makes two dagger
Senses darkvision 120 ft., passive Perception 16 attacks.
Languages the languages it knew in life Festering Blade. Melee Weapon Attack: +7 to hit, 3
Challenge 5 (1,800 XP) reach 5 ft., one target.
Hit: 9 (2d4 + 4) piercing damage plus an additional
A Flurry of Wings. Upon death, the revenant’s
9 (3d6) poison damage. If the target is a creature
body transforms into a murder of crows, which
the revenant has named as its quarry, the target
immediately takes flight. All that remains is the
takes an extra 14 (4d6) piercing damage.
revenant’s equipment and armor; its soul departs.
After 24 hours, the revenant’s soul reconstitutes Blood Hunt. The revenant targets one creature 4
its corporeal form and regains all its hit points. it can see within 30 feet of it and which it has
However, while its soul is named as its quarry. That target must make a DC
bodiless, a wish spell can be 15 Wisdom saving throw. On a failure, the target
used to banish the revenant is paralyzed until the revenant deals damage to
from this plane, never to it, or until the end of the revenant’s
return. next turn. When the paralysis ends,
the target is frightened of the 5
An Agreement of Shadows.
revenant for 1 minute. The
While in dim light or darkness,
frightened target can
the revenant can use
repeat the saving
the Hide action as a
throw at the end of
bonus action.
each of its turns,
Obscene Regeneration. with disadvantage 6
The revenant regains 10 if it can see the
hit points at the start of its revenant, ending
turn. If the revenant takes the frightened
fire or radiant damage, this condition on
trait doesn’t function at the itself on a
start of the success.
7
Shadow Shift.
The revenant
magically
teleports up to
30 feet to an unoccupied
space of dim light or
darkness that it can A
revenant’s next
see. Before or after
turn. The revenant’s
teleporting, it can make
body is destroyed only if
a dagger attack.
it starts its turn with 0 hit
points and doesn’t regenerate.
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Scarecrow
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another 1d8 psychic damage (half on a successful M AGIC SCARECROW
save) on each of the scarecrow’s turns until they Medium construct
succeed on the saving throw.
Armor Class 11 1
Burning Man. When the scarecrow is reduced to 25 Hit Points 36 (8d8)
percent of its hit points, it catches on fire. This fire Speed 30 ft.
does not actually burn it, but it can burn others.
At the start of each of the scarecrow’s turns, STR DEX CON INT WIS CHA
each creature within 5 feet of it takes 7 (2d6) fire 13 (+1) 13 (+1) 10 (+0) 10 (+0) 10 (+0) 13 (+1)
damage, and flammable objects in the area that Damage Vulnerabilities fire
aren’t being worn or carried ignite. Damage Resistances bludgeoning, piercing, and
2
slashing from nonmagical attacks
R ANGED SCARECROW Damage Immunities poison
Medium construct Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned, unconscious
Armor Class 11 Senses darkvision 60 ft., passive Perception 10
Hit Points 36 (8d8) Languages understands the languages of its creator 3
Speed 30 ft. but can’t speak
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
ACTIONS
Damage Vulnerabilities fire Pediophobia. The scarecrow targets one creature it
Damage Resistances bludgeoning, piercing, and can see within 60 feet. The target must make a DC
slashing from nonmagical attacks 13 Wisdom saving throw. The target takes 5 (1d8 + 4
Damage Immunities poison 1) psychic damage, or half on a successful saving
Condition Immunities charmed, exhaustion, throw. If the target fails the saving throw, they take
frightened, paralyzed, poisoned, unconscious another 5 (1d8 + 1) psychic damage (half on a
Senses darkvision 60 ft., passive Perception 10 successful save) on each of the scarecrow’s turns
Languages understands the languages of its creator until they succeed on the saving throw or move
but can’t speak outside of its line of sight. The scarecrow cannot 5
Challenge 1 (200 XP) target another creature until its initial target
succeeds on the saving throw, moves outside its
ACTIONS line of sight, or is reduced to 0 hit points.
Shotgun: Ranged Weapon Attack: +4 to hit, range
30/120, one target. Burning Man. When the scarecrow is reduced to 25
Hit: 2d8 piercing, volatile damage. The scarecrow percent of its hit points, it catches on fire. This fire
has advantage when shooting at targets at half does not actually burn it, but it can burn others. 6
their normal range, but does half damage to At the start of each of the scarecrow’s turns,
targets at long range. each creature within 5 feet of it takes 7 (2d6) fire
damage, and flammable objects in the area that
Pediophobia. The scarecrow targets one creature aren’t being worn or carried ignite.
it can see within 60 feet. The target must make a
DC 13 Wisdom saving throw. The target takes 1d8
psychic damage, or half on a successful saving
throw. If the target fails the saving throw, they take
VAMPIRE 7
another 1d8 psychic damage (half on a successful The vampires of the Secret World resemble those
save) on each of the scarecrow’s turns until they of myth and popular culture, but they are different
succeed on the saving throw. enough to offer surprises to those who have never
faced them before.
Burning Man. When the scarecrow is reduced to 25 Vampires are neither undead nor undying. Rather, they
percent of its hit points, it catches on fire. This fire
does not actually burn it, but it can burn others.
simply age very slowly. Their hearts beat slower than A
those of normal humans, and their body temperatures
At the start of each of the scarecrow’s turns, are significantly lower. They are not dependent on water
each creature within 5 feet of it takes 7 (2d6) fire or food, but their cellular metabolism still requires
damage, and flammable objects in the area that oxygen. Only through consumption of the hemoglobin
aren’t being worn or carried ignite. in red blood cells can the vampire live, so they must
regularly feed on large quantities of human or animal
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Vampire
blood to survive. Because they can store the oxygen in are unliving creatures. In truth, they are still alive, even
the stolen blood, they are able to remain underground if their souls are dead inside.)
or underwater for long periods of time. As their humanity melts away, a vampire’s strength,
An Ancient and Bloodred History. Vampires were reflexes, and stamina surpass those of the strongest
created during the First Age. They began in Lilith’s and fastest humans. They become impervious to pain.
laboratory as biological experiments on humans. She And so long as they’ve got blood in their system, their
then improved on the design by mixing these mutants wounds heal at a supernatural rate, making it hard to
with demons. She achieved a hybrid, a creature of kill them through the standard applications of violence.
significant demonic power, swaddled in humanlike flesh. They are no longer human. They are so much more.
Eventually, Lilith distilled this process down to a True Flaws and Flawed Truths. Not every vampire
blood-borne agent that, when infused into a human’s tale is true. Crucifixes, holy water, and garlic do nothing
blood system, would mutate the DNA and start the against these creatures. A vampire’s image is reflected
physical metamorphosis. Lilith also administered the in a mirror. Running water does not present an obstacle
agent into her own body. Already an immortal, she never to them.
transformed into a vampire herself. Instead, she gained The vampire’s legendary weakness to sunlight,
the freedom to create new demonic children outside however, is totally true. They have an absolute
of her laboratory—by feeding a subject her blood. She intolerance for strong ultraviolet radiation, and can die
then truly became the Mother of Monsters. from only a few moments in direct sunlight. Vampires
Becoming a Vampire. Just as centuries of legends, who must go about in daylight cover themselves in
novels, and television shows have warned, vampirism heavy clothing, hoods, and masks that protect them
is a highly contagious condition. Unlike many such from the sun.
stories, however, a vampire simply biting a human, Other traditional weaknesses based in
or even draining them of all blood, does not reality include fire, decapitation, and the
transform the victim into a vampire. Only destruction of the vampire’s heart. Note
when a human ingests a large amount that this destruction doesn’t need
of vampire blood will that human turn to come from a wooden stake,
into a vampire themselves. or a stake at all; a well-placed
Once turned, the human body shotgun blast can be just
changes—drastically at first, as effective.
then slowly for the rest The Blood Is the
of the vampire’s life. Life. While animal
Their entire biological blood can keep a
system transforms vampire alive, they
until it bears little prefer blood from
resemblance to that humans. Human
of a human. Their blood empowers
personality them, but its
is likewise potency creates
changed. an unavoidable
They become addiction. If
callous and cold, until ignored, the
virtually nothing remains thirst eventually
of the person they leads to a rabid
once were. (This blood rage, during
coldheartedness which the vampire
likely helps create loses control and
and maintain the attacks anyone in
myth that vampires sight. Though some
vampires pledge
to survive on only
animal blood, they
cannot avoid the
blood rage forever.
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Power and Age. As vampires age, they become dealing damage). When a vampire uses its bite
faster, stronger, and better able to control their urges. attack, until its next turn, it can’t use any reactions,
But while age is power, lineage is even more important. and any attack rolls against it have advantage.
A vampire who descends from Lilith’s own creations,
1
or in some rare cases, directly from her, is far more ACTIONS
powerful than one who is thousands of years old but Multiattack. The vampire makes two attacks, only
several generations diluted. one of which can be a bite attack.
The youngest vampires are called “mongrels.” They Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
are drawn from the ranks of misfits and criminals to one creature.
become the lowest level of foot soldiers in the vampire Hit: 8 (2d4 + 3) slashing damage. Instead of 2
hierarchy. Only recently changed, they are new to their dealing damage, the vampire can grapple the
power, and unprepared for their blood lust. They are target (escape DC 13).
far less powerful than their elders and are especially Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
vulnerable to sunlight. Mongrels are bred in large willing creature, or a creature that is grappled by
numbers, and their zeal makes up for their weaknesses. the vampire, incapacitated, or restrained.
Elder vampires are older, stronger, and cleverer than
mongrels. They are masters of avoiding attention. They
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) 3
necrotic damage. The target’s hit point maximum
feed in secret, often on the willing, and slowly grow is reduced by an amount equal to the necrotic
in power and influence. But for every elder vampire damage taken, and the vampire regains hit points
who manipulates the Secret World from behind the equal to that amount. The reduction lasts until the
scenes, there is at least one who simply wants to live target finishes a long rest. The target dies if this
a peaceful, anonymous existence. Make no mistake, effect reduces its hit point maximum to 0.
however: even the most peace-loving vampire is, at 4
its core, a ruthless predator.
ELDER VAMPIRE
Medium humanoid
MONGREL VAMPIRE
Medium humanoid Armor Class 15
Hit Points 82 (11d8 + 33)
Armor Class 13 (sun-blocking armor)
Hit Points 45 (6d8 + 18)
Speed 50 ft. 5
Speed 50 ft. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 12 (+1) 10 (+0) 14 (+2)
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 8 (−1) 10 (+0) 10 (+0) Saving Throws Dex +5, Wis +2
Skills Deception +5, Perception +3, Stealth +6
Saving Throws Dex +5, Wis +2
Damage Resistances necrotic; bludgeoning, piercing,
Skills Perception +2, Stealth +5
and slashing from nonmagical attacks 6
Damage Resistances necrotic; bludgeoning, piercing,
Damage Vulnerabilities fire, radiant
and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Damage Vulnerabilities fire, radiant
Languages the languages it knew before being
Senses darkvision 60 ft., passive Perception 13
transformed
Languages the languages it knew before being
Challenge 5 (1,800 XP)
transformed
Challenge 1/2 (100 XP) Regeneration. The vampire regains 10 hit points at 7
the start of its turn if it has at least 1 hit point and
Vampire Weaknesses. The vampire has the following
isn’t in sunlight. If the vampire takes fire or radiant
flaws:
damage, this trait doesn’t function at the start of
Classic Kills. The vampire is destroyed if its heart is the vampire’s next turn.
destroyed or its head is removed.
Vampire Weaknesses. The vampire has the following
Sunlight Hypersensitivity. The vampire takes 20 flaws: A
radiant damage when it starts its turn in sunlight.
Classic Kills. The vampire is destroyed if its heart is
While in sunlight, it has disadvantage on attack
destroyed or its head is removed.
rolls and ability checks.
Sunlight Hypersensitivity. The vampire takes 10
Blood Rage. If the mongrel vampire is not at full hit
radiant damage when it starts its turn in sunlight.
points, it can only attack using its bite attack or
While in sunlight, it has disadvantage on attack
its claws attack to grapple a target (rather than
rolls and ability checks.
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The Wendigo
ACTIONS for human flesh. Its eyes are sunken in and glow red.
Multiattack. The vampire makes two attacks, only A foul stench or sudden, unseasonable chill might
one of which can be a bite attack. precede its approach. The voice of a wendigo can be
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., a thin whisper like a mountain breeze, or a thunderous
one creature. howl like the scream of a blizzard. The wendigo’s heart
Hit: 8 (2d4 + 3) slashing damage. Instead of and spine are made of ice, which can be heard cracking
dealing damage, the vampire can grapple the and popping as it moves like the ice of a frozen river.
target (escape DC 13). According to folklore the best way to kill it is to pour
hot liquid, such as stew or boiling grease, down the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature’s throat, which will melt its frozen heart.
willing creature, or a creature that is grappled by
To the Algonquins, Cree, Ojibwa, and other Native
the vampire, incapacitated, or restrained.
American tribes, the wendigo is a reminder of the
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
dangers of becoming lost in the thick northern forests,
necrotic damage. The target’s hit point maximum
and of failing to stock sufficient supplies to last the
is reduced by an amount equal to the necrotic
winter months. The wendigo is the embodiment of
damage taken, and the vampire regains hit points
gluttony, greed, and excess: never satisfied after killing
equal to that amount. The reduction lasts until the
and consuming one person, it is constantly searching
target finishes a long rest. The target dies if this
for new victims. Some stories suggest that the wendigo
effect reduces its hit point maximum to 0.
grows larger after eating, so no matter how many people
it devours, it can never be satiated.
T HE W ENDIGO Psychological Condition. There is a psychological
disorder known as “wendigo psychosis” or “going
The wendigo is a legendary Native American cannibal. wendigo,” which is not uncommon among people of
It appears as a huge, gaunt, hairy man who preys on the Canadian subarctic regions. It manifests as an
travelers and hunters lost in the winter wilderness. overwhelming desire to devour anything that will provide
Descriptions from people who have encountered a sustenance, including and especially humans. Some
wendigo vary, but most depict the monster as a tall, First Nations communities describe other symptoms,
emaciated human, covered with fur, with abnormally such as insatiable greed, unwillingness to work together
large teeth and claws. Its face is blackened by frostbite with others, and the destruction of the environment.
and its lips and cheeks are missing—because it chewed Symptoms might also include deep depression and
them off in its hunger homicidal or suicidal thoughts. Some modern studies
question whether wendigo psychosis is a real thing,
claiming many cases were brought about by hostile
accusations invented to justify a victim’s ostracism
or even murder. But natives of the North know
that this is a real thing that must be carefully
guarded against.
Eaters of Men. Wendigo were once
humans, transformed by a terrible
curse that sets in when a person
eats the flesh of another human,
or when they lose all hope
while lost in the forests of the
Far North and welcome the
wendigo into their body and
soul. The first clue a person is
changing into a wendigo is
their refusal to eat normal
food. Nausea at the sight
and smell of ordinary food,
as well as vomiting, are
signs of the curse setting in.
Going Wendigo. A human can transform
into a wendigo. Usually, this occurs when one
person eats the flesh of another. A person can
also become a wendigo when they have dreams of
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Threats of the Secret World 7
the wendigo calling the dreamer’s name, telling them the target gains no benefit from its rest and its
to eat the flesh of their friends or family. Some people hit point maximum is reduced by 5 (1d10). If
are said to have become a wendigo while lost in the the target has ever eaten the flesh of a sentient
forest in the dead of winter; the loss of hope transforms being, this saving throw is made at disadvantage.
1
them into something other than human. The process can be repeated over the course of
Always Behind You. The wendigo pursues its prey days or even weeks. A humanoid that drops to
and drives them to madness. It has the ability to always 0 hit points as a result of this damage rises as a
remain just behind its victim and thus completely out wendigo at full health and under the GM’s control.
of sight. While it follows them, it whispers into their
mind and visits their dreams, tempting them to commit The reduction to the target’s hit point maximum 2
atrocities—such as killing and eating their companions. lasts until removed by a greater restoration spell,
or similar magic. A magic circle or a protection
WENDIGO from evil and good spell cast on the target
Large abomination, always chaotic evil prevents these dreams. If a creature has been fully
transformed into a wendigo, only a wish spell or
Armor Class 14 (natural armor) divine intervention can restore it to its former state.
Hit Points 80 (10d10 + 30) 3
Speed 30 ft.
STR DEX CON INT WIS CHA W EREWOLF
18 (+4) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 8 (−1) Like the beasts of legend, the werewolves of the
Secret World are ferocious, fur-covered humanoids
Skills Perception +4, Stealth +8, Survival +6 that walk like men but kill like wolves.
Damage Immunities cold Unlike those legends, however, werewolves are not 4
Damage Vulnerabilities fire true shapeshifters. They do not change from human
Damage Resistances necrotic, psychic form to wolf, but remain in a constant wolf–man state.
Condition Immunities charmed, exhaustion, Nor are they affected by the moon (at least, no more
frightened than anyone else in the Secret World). They are just
Senses darkvision 60 ft., passive Perception 14 as vicious and deadly during a new moon as they are
Languages telepathy 60 ft., any languages it spoke when the moon is full.
before becoming a wendigo Combined Creation. In the beginning, Lilith combined
5
Challenge 4 (1,100 XP) humans and wolflike demons, producing something
Always Behind You. The wendigo can remain savage and powerful. Her creation spread and grew in
unseen, as though it were right behind its victim. number. They were useful in her wars, yet they proved
The wendigo is invisible until it attacks or casts too short-lived to reach their potential and too hard to
a spell. Any equipment the wendigo carries is control. The so-called Mother of Monsters lost interest
invisible with it. in her bestial children and left them to their own devices. 6
Feared by humans and discarded by their mistress, the
ACTIONS werewolves became outcasts, hunted by mortals and
Multiattack. The wendigo makes two claw attacks immortals alike.
and one bite attack. A Society of Outcasts. The werewolves are trapped
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one between the worlds of man and monster, welcome in
target. neither and shunned in both. The other children of Lilith 7
Hit: 10 (2d6+3) slashing damage. treat them as little more than failed experiments, and
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one relegate them to the bottom of every pecking order.
target. Humanity offers them nothing but fear and violence.
Hit: 13 (3d6+3) piercing damage, plus 7 (2d6) So the werewolves have become nomads. Without
psychic damage. homes, they travel in packs, keeping to themselves and
striking out against those who get too close to them
Inside Your Head (1/Day). A wendigo can or violate their territories. Even within their packs, a A
telepathically torment one sleeping or strict and brutal hierarchy means that acceptance and
incapacitated creature, filling its dreams with camaraderie are hard to come by, and must be earned.
horrifying scenes of bloodshed and cannibalism. They can never rest, never relax, never let down their
These nightmares have no effect on a creature guard. They must always remain alert for new threats,
that is immune to the frightened condition. If fresh prey, and their next kill. Werewolf life is harsh.
the creature remains asleep for 1 hour, it must Only the strongest survive, and fewer of them make it
succeed on a DC 15 Wisdom saving throw or to the spring each year.
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Werewolf
Savagery to Wisdom. Werewolves could live for WEREWOLF
centuries, but few live past fifty. Young werewolves Medium humanoid
follow instinct rather than intellect. In their first decades,
Armor Class 14
they have little control over their aggression, and
Hit Points 58 (9d8 + 18)
they lash out blindly while their demonic blood rages
Speed 40 ft.
uncontrollably in their veins. They’re easy targets for
manipulators (such as the vampires of Transylvania), STR DEX CON INT WIS CHA
who can stir up their anger and point them at what the 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
werewolves believe to be their enemy.
Skills Perception +4, Stealth +3
If the werewolf survives these violent years, time
Senses passive Perception 14
and hormonal changes ease their temperament, and
Languages the local language
they become elders.
Challenge 3 (700 XP)
Elder werewolves are calmer, wiser, and seemingly
more intelligent than their younger pack members. They Keen Hearing and Smell. The werewolf has
desire to rehabilitate their younger cousins, hoping to advantage on Wisdom (Perception) checks that
stop the decline of their species. Elders are rare. It’s said rely on hearing or smell.
that when werewolves truly transcend Rampage. When the werewolf reduces a creature to
their rage, they journey to a hidden 0 hit points with a melee attack on its turn, the
haven deep in the Ural Mountains werewolf can take a bonus action to move up
where they can finally live in peace. to half its speed and make a bite attack.
Nomadic Territory. Werewolves
Reckless. At the start of its turn,
were common in Transylvania
the werewolf can gain
in the time leading up to the
advantage on all melee
apocalyptic vampire invasion
weapon attack rolls
ten years ago. Since then, they
it makes during that
have scattered throughout
turn, but attack
Europe, hunting, wandering, and
rolls against it have
surviving as best they can.
advantage until the
start of its next turn.
ACTIONS
Multiattack. The werewolf makes
two attacks with either its bite or
claws.
Bite. Melee Weapon Attack: +5
to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing
damage.
Claws. Melee Weapon
Attack: +5 to hit, reach 5 ft.,
one creature.
Hit: 10 (2d6 + 3) slashing
damage.
368
THE SECRET WORLD
Appendix A
1
APPENDIX
2
SPECIAL NPCS in with Solomon Island. Some Bees have noticed that
Cynic spends a good deal of time near Atlantic Island
CHARACTER NAME: CYNIC RAIYTHE Park and has a strange fascination with Jack-o-Lanterns, 3
though this is often dismissed due to his enjoyment of
Character Backstory: Cynic is a simple man from
harvest celebrations.
a long line of farming folk who’s simply striving to
Attire: Cynic can generally be found dressed as shown.
make wiser decisions than his family before him. To
On more formal occasions he wears a black pinstriped
that end, he made a point of trying to excel
suit, though he keeps the boots and turtleneck and
academically, and though he struggled,
wears a silver signet ring on his left pinky. When enjoying
he was able to pass with reasonable
marks to pursue a university education.
himself he is much more relaxed, and is likely 4
to be seen sitting
During his enrollment, Cynic expressed
on the ground
interest in thoughts and exercises
and leaning
related to making the world a better
against
place. His studies reinforced his
a wall.
rose-colored perspective of
how he thought life should be,
though it wasn’t long before 5
he withdrew, returning to a
simple life of day-to-day jobs
and making ends meet. During
the monotonous years that
followed, Cynic maintained an
interest in the more fantastical
elements of stories and myths 6
and the brighter tomorrows that
were promised, though seldom did
those stories involve swallowing
a bee.
By chance, Cynic was introduced
to a new existence, one guided
by the Templars, who would 7
turn him into a force that he felt
would make his better world a
reality. Cynic spent ample time
training with blood magic and
elementalism, believing that the
finest tools to address beings
beyond humanity were those A
typically beyond humanity’s firm
grasp. One tool to heal and protect,
the other to burn a swath through the
darkness. When Cynic is not spending
time in the Albion Ballroom Theatre,
enamored by the stories told there,
he can often be found happily aiding
new Bees and occasionally checking CHARACTER NAME: VOMHER
369
CORE RULEBOOK
Special Npcs
370
THE SECRET WORLD
Appendix A
CHARACTER NAME: ROSS SALERNO CHARACTER NAME: BEEDEE
Character Backstory: A merchant and “acquisitions Character Backstory: BeeDee wanders the world in
specialist,” Ross will use his special skills to acquire search of answers. Allied to the Agnitio cabal, he is a 1
your distinctive requests. His work takes him all over reserved and mysterious character on the periphery
the world, from the chambers of the Council of Venice of the mighty alliance. He fights alongside his peers
to the halls of his alma mater, Innsmouth Academy, to rid the land of the Filth that has infected the realms,
to the ancient ruins of the City of the Sun God. for the good of those around him and, selfishly, to
Following in the tradition of Sophocles of ancient explore the nooks and crannies of the world. But his
Greece, Ross is known for his grace and charm. quiet and unassuming nature leaves those around 2
Sophocles said, “If you want happiness for a lifetime, him puzzled as to his true persona. Where does he
help somebody.” Ross goes above and beyond to go when the weapons fall silent? Why does he never
secure the commodities and treasures you need and speak? All they know is that he fights for their cause,
want, from information or location to something he’s but little more.
selling himself. By night, the quiet, unassuming swordsman and
elemental magician roams the realms of the world
on an individual quest to avenge the death of his past 3
adventuring partner. They were last seen in the depths
of Tokyo, assumed to have been
taken by the Orochi, possibly
to South Africa, but little
trace has been left in the
last four years. 4
BeeDee 5
does not
give up,
slaying ever y
monster he passes,
chasing every lead.
All the while, he 6
uses his Illuminati
network to hunt for
fresh information
that may eventually
reveal the truth of
what really happened,
so that vengeance 7
may be served. His
faction masters think
they pull the strings
and bend him to their
will, but he is the one
cunningly using their A
vast resources and
network to achieve his
own aims.
371
CORE RULEBOOK
Special Npcs
CHARACTER NAME: ISABELLA CORVIN indeed). Isaac grew up on the family estate, and was
sent to boarding school in Maine at the age of eleven.
Character Backstory: A long legacy of Council He flourished at Innsmouth Academy, Solomon Island,
agents—Isabella’s father, his mother before him, and absorbing all the spellcraft, alchemy, and occultism
countless generations spanning back to near the the curriculum had to offer.
founding of the Council—all fought After graduating from high school, Isaac pursued
and died to protect the world. medicine. He was drawn into forensic pathology,
Only Isabella and one other of her due in part to an inability to truly understand his
line were bequeathed the powers living patients. He was fascinated with the effects
of Gaia. of the myriad manifestations of anima on the human
As one of the leading agents anatomy, normally as a result of thaumaturgical
of the Council, it is her catastrophe. He could not have been more suited
responsibility, among many to the job. Corpses tend not to complain about their
other agents, to keep an eye doctor’s appalling bedside manner, mostly.
on its shenaniganery. He found his way to the School of Pathology at
the University of Oxford, although his time there was
short lived after he was caught holding a séance with
a cadaver upon which he was supposed to perform
a postmortem. Why bother with all the cutting and
bodily fluids when you can just ask the deceased
what happened to them? He was strongly encouraged
to transfer to the Department of the Occult, where,
he was reliably informed, his skills would be more
appreciated. He is now a research fellow in occult
forensic pathology at the
University’s
Lazarus
College. Isaac
consults for DI
Shelly of the
Met’s Ealdwic
division on
unexplained
deaths of a
supernatural
origin, known as
Agenda 71 cases.
He is in his element
investigating perplexing
deaths and bizarre murders,
with spontaneous human
CHARACTER NAME: ISAAC DEE c ombus tion being his
favorite. He even goes so
Character Backstory: Isaac is a scion of an old far as to willingly cooperate
British Illuminati family who can trace their line back with the Templars when
to John Dee, astrologer and philosopher to Queen necessary to ensure justice
Elizabeth I, Queen of England. Together with Edward for the deceased. Isaac’s
Kelley, John Dee held “spiritual conferences” with prized possessions are his
angelic entities, believed by some to be members of two first-edition volumes on
the Host or the Nephilim, and brought their language, Enochian, written by John
Enochian, to the world. The Dees have advised and Dee in the 1580s, which have
manipulated those in power ever since. When many bark-like motifs and bee
of the Illuminati headed to the New World, Isaac’s images reminiscent of Agartha.
forebears remained in Great Britain to torment the In-game, Isaac Dee is a
Templars and milk the British Empire for all it was magus with elemental/
worth (which up until World War II was quite a lot necromantic spells.
372
THE SECRET WORLD
Appendix A
CHARACTER NAME: CAMERON SUMMERISLE CHARACTER NAME: LEE KENDRICK
Character Backstory: Cameron is a wealthy, lifelong Character Backstory: Originally working as agents
collector of art, artifacts, books, and weapons. His for the Phoenicians, Lee Kendrick and his partner, 1
interest in the occult began at a young age, inspired Zee Mikado, left the faction due to their distaste
by myths of the past and an obsession with the for the order’s underhanded dealings. The two had
apocalypse. He receives few visitors at his estate, already made a name for themselves within the order,
with the exception of shady personalities in the trade so as disenchanted Bees,
and those employed to acquire new relics. Recently, they began leveraging
he’s been on the hunt for an old and dangerous that reputation as an 2
occult book.
Mostly a recluse, he wanders the halls
admiring the great gallery and marveling
at the collection. He’s never completely
satisfied, as there’s always something
new and intriguing or dangerous that’s missing.
Though no one knows for sure what motivates him, 3
there are a few rumors:
• He’s searching for a relic to bring back a romantic
love.
• He seeks knowledge to bring forth the agenda of
an old god or cult figure.
• He is an unwitting victim of the powers of a piece 4
in the collection.
• He’s simply a man with expensive
and exquisite taste.
7
independent team, only accepting contracts
they deemed worth their time.
Recently, however, Lee has lost contact with
Zee. The two were poised to meet one Jake
Hama about a particularly well-paying job in
Tokyo. Zee went to meet Jake face to face for A
more details, and, as Lee later learned, Jake
was the last person to see Zee. Now Lee spends
most of his time attempting to track down his
lost partner, in the moments when the incessant
buzzing in his ear gives him a chance to breathe.
373
CORE RULEBOOK
Special Npcs
374
THE SECRET WORLD
Appendix A
CHARACTER NAME: AMARYLLIS WICKER World Tree while the anima there tried to rebuild her
shredded body and soul, a process which took 25
Character Backstory: Amaryllis “Ammie” Wicker years. When the Tokyo incident tore open the veil,
spent her young years at home with her brother, the she was finally shaken free and returned to Earth,
1
infamous demonologist Theodore Wicker, as he landing in the summer of 2012 with a now perfected,
attempted to turn occult academia on its head with scarless, anima-forged body. Having finally come to
his nonstandard theories about demonic origins. terms with the fact that her brother was beyond her
His claims needed more research, and by the age rescue and she no longer had any human connections,
of fifteen, Ammie had invested herself fully in his she decided to build a life of her own.
idealistic crusade, becoming a capable and learned Since her rebirth as a “bee”, her true warmth and 2
research assistant in the many theories and practices kindness has emerged once more, the joyfully animated
of demonology. When Theodore vanished from the party girl returning in her off-duty hours, to encourage
public eye to seek a way to cross into Hell, she people to enjoy life and try new things. When on-duty,
continued to study these subjects in an attempt to Amaryllis has used her unique knowledge of Theodore
remain close to him. She dropped out of high school Wicker’s theories and dark wisdom of the infernal
and fell in with the bad kids. Her life outside realms, coupled with her own
of the studies of Hell became the study years of dedicated magickal
3
of Hell-on-earth, her heart beating for study, to establish herself
fewer and fewer people the longer as an “Infernal Consultant”.
her brother was gone. Always a She provides expertise,
turbine of emotion, she drowned as well as powerful blood
her loneliness and despair in loud, and ritual magicks to
joyful noise—living a life of sex, the Secret World’s 4
drugs, and rock ’n’ roll, pulling various factions,
more and more people into her whenever they
orbit to try to fill the holes in her find themselves
heart. At rock bottom she was up against the
an empty woman of 23, sleeping forces of the
with anyone, doing any drug, infernal realms.
dragging herself through the For a price.
5
swamp of a hopeless life by the
will still left in that flickering
flame of idealism, and by the
subconscious knowledge that
if she allowed herself time to
reflect on how sad and alone 6
she was beneath the mask, she
would shatter.
At long last, she left everything
behind and set out to search for her
brother, rescue him, and bring him
home. In the summer of 1987, she
found a way to enter Hell to search 7
for him, but without Theodore’s
break through rituals, his dark
sacrifices, and his discipline, her frail
body was almost immediately torn
apart by the environment of Sheol.
Theodore detected her, and stepped A
in just in time to save her. He told her
that he was no longer her brother, that
that man was dead, and that his work had
exceeded any human’s understanding. He
bid her farewell forever, surrounded her with
anima, and ejected her into Agartha. She CHARACTER NAME: STOSKIL
fell through the twisting branches of the
375
CORE RULEBOOK
Special Npcs
376
THE SECRET WORLD
Appendix A
CHARACTER NAME: ALESSA CIRILLO 1
377
CORE RULEBOOK
Special Npcs
378
THE SECRET WORLD
Appendix A
CONDITIONS exhaustion increases by the amount specified in the
effect’s description.
Conditions alter a creature’s capabilities in a variety A creature suffers the effect of its current level of
of ways and can arise as a result of a spell, a class exhaustion as well as all lower levels. For example, a
1
feature, a monster’s attack, or other effect. Most creature suffering level 2 exhaustion has its speed
conditions, such as blinded, are impairments, but a halved and has disadvantage on ability checks.
few, such as invisible, can be advantageous. An effect that removes exhaustion reduces its
A condition lasts either until it is countered (the prone level as specified in the effect’s description, with all
condition is countered by standing up, for example) exhaustion effects ending if a creature’s exhaustion
or for a duration specified by the effect that imposed level is reduced below 1. 2
the condition. Finishing a long rest reduces a creature’s exhaustion
If multiple effects impose the same condition on a level by 1, provided that the creature has also ingested
creature, each instance of the condition has its own some food and drink.
duration, but the condition’s effects don’t get worse.
A creature either has a condition or doesn’t. FRIGHTENED
The following definitions specify what happens to a
creature while it is subjected to a condition.
• A frightened creature has disadvantage on ability 3
checks and attack rolls while the source of its fear
is within line of sight.
B LINDED
• The creature can’t willingly move closer to the
• A blinded creature can’t see and automatically fails source of its fear.
any ability check that requires sight.
• Attack rolls against the creature have advantage,
and the creature’s attack rolls have disadvantage.
GRAPPLED 4
• A grappled creature’s speed becomes 0, and it can’t
benefit from any bonus to its speed.
C HARMED
• The condition ends if the grappler is incapacitated
• A charmed creature can’t attack the charmer or target (see the condition).
the charmer with harmful abilities or magical effects.
• The condition also ends if an effect removes the
• The charmer has advantage on any ability check to
interact socially with the creature.
grappled creature from the reach of the grappler or 5
grappling effect, such as when a creature is hurled
away by the thunderwave spell.
D EAFENED
• A deafened creature can’t hear and automatically I NCAPACITATED
fails any ability check that requires hearing. • An incapacitated creature can’t take actions or
E XHAUSTION
reactions. 6
Some special abilities and environmental hazards, I NVISIBLE
such as starvation and the long-term effects of
freezing or scorching temperatures, can lead to a • An invisible creature is impossible to see without
special condition called exhaustion. Exhaustion is the aid of magic or a special sense. For the purpose
measured in six levels. An effect can give a creature of hiding, the creature is heavily obscured. The
one or more levels of exhaustion, as specified in the creature’s location can be detected by any noise it 7
effect’s description. makes or any tracks it leaves.
• Attack rolls against the creature have disadvantage,
Level Effect and the creature’s attack rolls have advantage.
1 Disadvantage on ability checks
2 Speed halved PARALYZED
3 Disadvantage on attack rolls and saving throws • A paralyzed creature is incapacitated (see the A
condition) and can’t move or speak.
4 Hit point maximum halved
• The creature automatically fails Strength and
5 Speed reduced to 0
Dexterity saving throws. Attack rolls against the
6 Death creature have advantage.
If an already exhausted creature suffers another • Any attack that hits the creature is a critical hit if the
effect that causes exhaustion, its current level of attacker is within 5 feet of the creature.
379
CORE RULEBOOK
Conditions
PETRIFIED RESTRAINED
• A petrified creature is transformed, along with any • A restrained creature’s speed becomes 0, and it
nonmagical object it is wearing or carrying, into a can’t benefit from any bonus to its speed.
solid inanimate substance (usually stone). Its weight • Attack rolls against the creature have advantage,
increases by a factor of ten, and it ceases aging. and the creature’s attack rolls have disadvantage.
• The creature is incapacitated (see the condition), • The creature has disadvantage on Dexterity saving
can’t move or speak, and is unaware of its throws.
surroundings.
• Attack rolls against the creature have advantage. STUNNED
• The creature automatically fails Strength and • A stunned creature is incapacitated (see the
Dexterity saving throws. condition), can’t move, and can speak only
• The creature has resistance to all damage. falteringly.
• The creature is immune to poison and disease, • The creature automatically fails Strength and
although a poison or disease already in its system Dexterity saving throws.
is suspended, not neutralized. • Attack rolls against the creature have advantage.
POISONED U NCONSCIOUS
• A poisoned creature has disadvantage on attack • An unconscious creature is incapacitated (see the
rolls and ability checks. condition), can’t move or speak, and is unaware of
its surroundings.
PRONE • The creature drops whatever it’s holding and falls
• A prone creature’s only movement option is to crawl, prone.
unless it stands up and thereby ends the condition. • The creature automatically fails Strength and
• The creature has disadvantage on attack rolls. Dexterity saving throws.
• An attack roll against the creature has advantage • Attack rolls against the creature have advantage.
if the attacker is within 5 feet of the creature. • Any attack that hits the creature is a critical hit if the
Otherwise, the attack roll has disadvantage. attacker is within 5 feet of the creature.
380
THE SECRET WORLD
Appendix A
SAFETY T OOLS Consent in Gaming is a similar resource, providing
safety tools, as well as a useful consent checklist. Sean
Safety tools are a set of practices to use at your K. Reynolds and Shanna Germain are the creators. You
gaming table to make sure everyone has a good time. can find it free in the Monte Cook Games store at https://
1
They help players and GMs communicate what they www.montecookgames.com/consent-in-gaming/.
want from the game experience, as well as what
they would like to avoid. These tools facilitate that
communication before, during, and after play. L EGAL INFORMATION
Permission to copy, modify and distribute the files
WHY H AVE T HEM ? collectively known as 5thsrd.org is granted solely 2
through the use of the Open Gaming License, Version
Perhaps you and your friends all know each other and
1.0a.
don’t think you have any need for such safety tools. Their
This material is being released using the Open
use is entirely voluntary, but even longtime gaming groups
Gaming License Version 1.0a and you should read
can benefit from introducing them into their games.
and understand the terms of that license before using
For one thing, these tools are a way for players and
this material.
GMs to exchange ongoing feedback about what is
The text of the Open Gaming License itself is not
3
working well and what isn’t. Even experienced gamers
Open Game Content. Instructions on using the License
can benefit from that, just as any creative person can.
are provided within the License itself.
What’s more, people’s preferences may change over time.
All of the rest of 5thsrd.org is Open Game Content
More generally, though, safety tools are a way to
as described in Section 1(d) of the License.
be considerate of your fellow gamers, in a way that
The terms of the Open Gaming License Version 1.0a
is perfectly appropriate in most shared activities. For
example, say that you and your friends are going out to
are as follows: 4
eat. Doesn’t it make sense to check in with everyone
to see what they are in the mood for? You wouldn’t OPEN GAME LICENSE
force someone to eat pizza who just had it for lunch VERSION 1.0A
and really doesn’t want it again, would you? And what
if you are going out to eat with someone new and they The following text is the property of Wizards of the
have an allergy you don’t know about yet? Coast, Inc. and is Copyright 2000 Wizards of the Coast, 5
Or say you are about to watch a movie. Shouldn’t Inc (“Wizards”). All Rights Reserved.
you have a conversation about what genre you want 1. Definitions: (a)”Contributors” means the copyright
to watch that evening? Maybe a friend has a loved one and/or trademark owners who have contributed
struggling with an illness, so they don’t want to watch a Open Game Content; (b)”Derivative Material” means
movie about someone dying of the illness that evening. copyrighted material including derivative works
You won’t know unless you ask!
Just as you wouldn’t insist that everyone eat the food
and translations (including into other computer 6
languages), potation, modification, correction,
you prefer, GMs shouldn’t control the tone and content addition, extension, upgrade, improvement,
of the game, not without consulting their players. Safety compilation, abridgment or other form in which an
tools facilitate these conversations, so that everyone existing work may be recast, transformed or adapted;
can enjoy themselves. But safety tools are much more (c) “Distribute” means to reproduce, license, rent,
than that, too, and they can immeasurably improve the lease, sell, broadcast, publicly display, transmit or
quality of your games. otherwise distribute; (d)”Open Game Content” means 7
Rather than reproduce them here, we would like to the game mechanic and includes the methods,
direct you to two excellent free resources online, the procedures, processes and routines to the extent such
TTRPG Safety Toolkit, from Kienna Shaw and Lauren content does not embody the Product Identity and is
Bryant-Monk, and Consent in Gaming, from Monte an enhancement over the prior art and any additional
Cook Games. content clearly identified as Open Game Content by
the Contributor, and means any work covered by this A
R ESOURCES License, including translations and derivative works
under copyright law, but specifically excludes Product
The TTRPG Safety Toolkit is a resource cocurated
Identity. (e) “Product Identity” means product and
by Kienna Shaw and Lauren Bryant-Monk. The TTRPG
product line names, logos and identifying marks
Safety Toolkit is a compilation of safety tools that have
including trade dress; artifacts; creatures characters;
been designed by members of the tabletop roleplaying
stories, storylines, plots, thematic elements, dialogue,
games community for use by players and GMs at the
incidents, language, artwork, symbols, designs,
table. You can find it at bit.ly/ttrpgsafetytoolkit.
381
CORE RULEBOOK
Legal Information
depictions, likenesses, formats, poses, concepts, another, independent Agreement with the owner of
themes and graphic, photographic and other visual each element of that Product Identity. You agree not
or audio representations; names and descriptions to indicate compatibility or co-adaptability with any
of characters, spells, enchantments, personalities, Trademark or Registered Trademark in conjunction
teams, personas, likenesses and special abilities; with a work containing Open Game Content except
places, locations, environments, creatures, as expressly licensed in another, independent
equipment, magical or supernatural abilities or Agreement with the owner of such Trademark or
effects, logos, symbols, or graphic designs; and Registered Trademark. The use of any Product
any other trademark or registered trademark clearly Identity in Open Game Content does not constitute
identified as Product identity by the owner of the a challenge to the ownership of that Product Identity.
Product Identity, and which specifically excludes The owner of any Product Identity used in Open Game
the Open Game Content; (f) “Trademark” means the Content shall retain all rights, title and interest in and
logos, names, mark, sign, motto, designs that are to that Product Identity.
used by a Contributor to identify itself or its products 8. Identification: If you distribute Open Game Content
or the associated products contributed to the Open You must clearly indicate which portions of the work
Game License by the Contributor (g) “Use”, “Used” or that you are distributing are Open Game Content.
“Using” means to use, Distribute, copy, edit, format, 9. Updating the License: Wizards or its designated
modify, translate and otherwise create Derivative Agents may publish updated versions of this License.
Material of Open Game Content. (h) “You” or “Your” You may use any authorized version of this License
means the licensee in terms of this agreement. to copy, modify and distribute any Open Game
2. The License: This License applies to any Open Game Content originally distributed under any version of
Content that contains a notice indicating that the this License.
Open Game Content may only be Used under and in 10. Copy of this License: You MUST include a copy of this
terms of this License. You must affix such a notice to License with every copy of the Open Game Content
any Open Game Content that you Use. No terms may You Distribute.
be added to or subtracted from this License except 11. Use of Contributor Credits: You may not market or
as described by the License itself. No other terms or advertise the Open Game Content using the name of
conditions may be applied to any Open Game Content any Contributor unless You have written permission
distributed using this License. from the Contributor to do so.
3. Offer and Acceptance: By Using the Open Game 12. Inability to Comply: If it is impossible for You to
Content You indicate Your acceptance of the terms comply with any of the terms of this License with
of this License. respect to some or all of the Open Game Content due
4. Grant and Consideration: In consideration for to statute, judicial order, or governmental regulation
agreeing to use this License, the Contributors then You may not Use any Open Game Material so
grant You a perpetual, worldwide, royalty-free, non- affected.
exclusive license with the exact terms of this License 13. Termination: This License will terminate automatically
to Use, the Open Game Content. if You fail to comply with all terms herein and fail
5. Representation of Authority to Contribute: If You are to cure such breach within 30 days of becoming
contributing original material as Open Game Content, aware of the breach. All sublicenses shall survive
You represent that Your Contributions are Your the termination of this License.
original creation and/or You have sufficient rights to 14. Reformation: If any provision of this License is held to
grant the rights conveyed by this License. be unenforceable, such provision shall be reformed
6. Notice of License Copyright: You must update the only to the extent necessary to make it enforceable.
COPYRIGHT NOTICE portion of this License to 15. COPYRIGHT NOTICE Open Game License v 1.0a
include the exact text of the COPYRIGHT NOTICE of Copyright 2000, Wizards of the Coast, LLC.
any Open Game Content You are copying, modifying
or distributing, and You must add the title, the System Reference Document 5.1 Copyright 2016,
copyright date, and the copyright holder’s name to Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
the COPYRIGHT NOTICE of any original Open Game Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
Content you Distribute. James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
7. Use of Product Identity: You agree not to Use any Sims, and Steve Townshend, based on original material
Product Identity, including as an indication as by E. Gary Gygax and Dave Arneson.
to compatibility, except as expressly licensed in END OF LICENSE
382
THE SECRET WORLD
Appendix A
SPECIAL T HANKS TO ALL OUR WONDERFUL BACKERS!
A Fuentes; A Kerr; A. Arens; A. Rieck; Fomoria; Aric Wieder; Arion Wind; Maorna; Chaz Kemp; Chet Miller; Chip 1
A. Rousos; A.C. Serrano; A.Walther; Aaron Arkayjiya; ARMAND DULIN; Arnfasta Juell; Long; Chis; Chris Atkins; Chris Bell; Chris
(Mush Mouth) Donahoo; Aaron F Stanton; Arnot Pastor; Arsene Inc; Arthur “SebsokK” Cirillo; Chris Dunn; Chris England; Chris
Aaron Fiske; Aaron Howard-Daniells; Aaron Duthoo; Arthur Avitia III; Arun P; As a Greene; Chris Hess; Chris Johnson; Chris
N. Brown; Aaron Wilcoxon; Aaryn Smith; mentioned german scientist; Asadrakian; L.; Chris Landmark; Chris n’ Brenda; Chris
Aathryn Envis; Achim “Mesocric” Held; Ashen Pheonix; Ashley “Zomroc” Harrold; Noakes; Chris S.; Chris Sievers; Chris
Acolyte; Ada Rose; Adam C; Adam E. Ashton; Astray; ASymphony; AthanMortis; Smith; Chris Spurrier; Chris Tatem; Chris
Daniel; Adam J. Thaxton; Adam Mayes; Athreos; Aurélien Mervill; Austin Epps; Taylor; Christian “Manifest 09” Hellinger; 2
Adam Rajski; Adam Rice; Adam Whitcomb; Authority; Axel “Kosh” Maas; Axel Cushing; Christian Facer; Christian L. Nommay;
Adker; Adrian Everard; Adrian M.; Adrian Aya Crawford; Ayrton Taylor; Azri-el Christian L. Rivera Gonzalez; Christine
Randall; aelem; Aeolian The Magnificent; Archangel; B. Sullivan; BA Flowers; Frazier; Christine Kish; Christoffer Vinther;
Aerrow Sylphstone; Aeryl; Agent Khepri Badasious; BadMojo; Bael the Cruel; Balki; Christopher “Kit” LaHaise; Christopher
and Agent Sobek; Aidan Deiter; Aidan Bang T. Nguyen; Barda_ehmos; Barry “Silky” Vidaić; Christopher “Squiddity”
Hernandez; Aine “Londrie”; Ainobara; Chapman; BARRY LOPEZ; Barry Snyder; Whittier; Christopher Borst; Christopher
Akanos; Akary; Al Rozzi; Alain Manguy; Baylith; Bear Winters; Bec Williams; Beck; Cl; Christopher Durie; Christopher Guy
Alan T. Johnson; Alan Zahorsky; Alecta Beledrys; Bem; Ben “Church” Kessler; Ben McGinnis; Christopher M. Rivas; 3
Von Hegel, Esq.; Alee Hudson Baker; Counts; Ben Hulston; Ben Murphy; Ben P. Christopher Roberts; Christopher Specker;
Alendor Vulaj; Alessandro S.; Aletta Nagy; Balestra; Ben Spence; Benito Sifuentes; Christopher Wallace; Christopher
Alex; Alex “Incantrix” Cross; Alex Bourgoin; Benjamin Holesapple; Benjamin Macias; Weisman; Christopher.B; Churba; Cillian
Alex Boyarinov; Alex Dulude; Alex Benjamin Olschewski; Benjamin Pardew; Green; Cinus; CJ Stott; Claudius M. Braun;
Econome; Alex Erinoff; Alex Harr; Alex Bernadette Bauer; Bernie Singleton III; Bill Clayton Barthel; Clayton Freund; Clint
Nicholson; Alex Pecha; Alex Scruggs; Alex P; Birgir Arnar Guðmundsson aka Zorky; Gilley; Coady Bennet; Cody BC Perry; Cody
Torres; Alex Vasquez; Alex Whyse; BitVypr; Blair Little; Blake Aaron Coleman; Black; Cody Hungerford; Cole “Goldsaber” 4
Alexander “CountZeroOr” Case; Alexander Blake McCormack; Blazeer; Blodwedd Davis; Cole Young; Colin Bussey; Colin
“Princeps” Kerensky; Alexander Barro; Mallor y; Blood Draugr; blue _ imp; Peterson; Coline Ducourtieux; Colleen
Alexander Forst-Rakoczy; Alexander Bluegrass Geek; Blyz; BMM; Bob Carraw; Collin LaMothe; Colten J
Maxwell; Alexander S Jackson; Alexander Cer fontaine; Bobby Brankiewicz; Thompson!; Colton Bonsall; Columbae;
Schulz; Alexandre Bléry; Alexandros Bobkytten; Bono; Bookwyrm; Boris “Len” Conner “Eremiel” Kasten; Coral Moore;
Schillings; Alfonso Maria Marzano; Sevestre; BP Reeves; Bradley Bachman; Coral Moore; Corwin Briscoe; Cou3tt3;
Alhazred; Alice Hancock; Alice Mathenia;
Alice Peng & Brandon Powers; Alice Shern;
Brandon Cassady; Brandon Karratti;
Brandon Loehlein; Brandon Porter;
Courtney Righter; Craft Ramsay; Craig;
Craig Chouraki-Lewin; Craig Forsyth; Craig
5
Alicia Anderson; Alistair “Lionsguard” Brandon Vahlsing; BreKalZ; Brenda & McMahon; Craig Morrison; Cristian Y;
Fellows; Alistair Jackson; Allan Tucker; Gabe; Brennan Willingham; Brent A. Cristov Russell; Cromatty; Crow Gracefang;
Allandt Bik-Elliott; Allen Alberti; Allen Eigeard; Brent Burnett; Brent K Smith; Brett Curandero; Curtis “MenShi Meng” Tom;
Anselmo; Allen P; Alliria; Alodarn; Baker; Brett M. Pisinski; Brett Zeiler; Brian CWstatic; Cybelle; Cynthia L; Cyrille
Alphagold3; Amadan; Amaeth; Amberan; “Detharin” Mosich; Brian “Zabaoth” Kulesza; Schmitz; Cyrus Villanueva; D.E. Abrahosen;
Ammon Lauritzen; Amy “Austere” Bullock; Brian Bassett; Brian Browne; Brian Koonce; Dabbin’ Dan; ‘DADOSAPRIME’ Phil Wallen;
Amy DiMola; Amy Sager; Ander Sorondo; Brian Kuil; Brian Misamore; Brian P. Kurtz; Dagger2b; Dai Williams; Dale Dewar; Dame 6
Andjela Ivkovic; Andre Winkler; Andrea La Brian Peltier; Brian Pietenpol; Brian R. Julia Evans; Damian Sutherland; Damian
Rosa; Andreas Tremere; Andreas W. Budtz; Morrison; Brian Wilson; Brice_T; Brooks Taylor; Damien Porter; Dan “Max Havic”
Andrei Homescu; Andres Olan-Vazquez; G. Banks; Brosset Mathieu; Brouzouk; Thacker; Dan Barlow; Dan Brose; Dan Ellis;
Andrew “Shepard of the Veil” Cummings; bruce james gardner; BruisingCurve; Bry Dan Mackenzie-Walker; Dan Souliere; Dan
Andrew Alsberge; Andrew Beal; Andrew D; Bryan Kurpierz; Bryce Ganes; Bryne O; Stufflebeam; Dan Williams; Dan Zeidler;
G Hickey; Andrew H. and Stephen H.; Bud The Slug; Buda; Burgle Mitenko; C D Danelle Gibson; Danial Porter; Daniel “He
Andrew Head; Andrew L. “Rotpar ” Worthington; C. Fulsty; C.J.; C.Rogowski; Who Hunts the Moon” Weber; Daniel 7
Bergman; Andrew L. Holder; Andrew Caboose.Crypto; Cabrilyn “Sumokaa” “Herunamo” Gerike; Daniel “Zed” Amacher;
Leidlein; Andrew ‘Metanoia’ Wong; Andrew Shire; CaciraSpinell; Caius; Caleb Coppola; Daniel Aneiros; Daniel Fruchterman; Daniel
Montpetit; Andrew Noakes; Andrew Calliope; Callum Turner; Calydonian; Gunn; Daniel Gutierrez; Daniel Hunt; Daniel
Peregrine; Andrew Shackelford; Andrew Cameron Hicks; Cameron S.; Cameron W Pagan; Daniel Squires; Daniel W Delgado;
Stevenson; Andrew Wright; Andrin; Andy Mason; Camilo Alberto Diaz Rakvåg; Daniel Zapallow; Danisz “Lyesmyth”
Fones; Andy Goodman; Anemone Root; Caolán Higgins; Caretaker Luxia; Carl Szwed; Danny Seedho; dapperjabber;
Angel, Subordinate of Chaos; Angelique McGar; Carlin Coombs; Carlos Colon; Daqlidor; Daria Matejczyk; Dark Insanities;
Krencius; Angel’s Citadel; Anna Simpson; Carlos Diaz II; Carlos Ovalle; Carol DarkPorkchopp; Darla “Larkita” Adler; A
Annaliesse Lourenco; Anonymous; Maddrey; Carson “Wickie” Castaigne; Darren Hansen; darthtremere; Darxide
Anonymous; Anthony / Soulreaper; Carson Brooks; Carson McGorry; Casey a.k.a. Daestrus; Daryl “Triselyn” Abell;
Anthony Caldwell; Anthony Eppard; “Funk Monk” Johnson; Casey K; Catboiler; Dasmar ; Dave (is the werewolf )
Anthony Kirkpatrick; Anthony Mirmand; cawsking555; Cedric VEZINET; CH Wan; Scheidecker; Dave Desgagnes; Dave
Anthony W Spaulding; Apex Oliver; Chad Crayton; Chamiel; Charles Chapman; Koehr; Dave McFarland; Dave Van
Apollonia “Polonka” Nowak; Arabella Charles Kinter; Charles Tse-Yun Tang; Domelen; David “Admiral” Stanley; David
Cross; Aranduin Telégonos; Archer Charley Ammerman; Charlie Asaro; Charlie “ferretguy” Chervanik; David Bechert; David
“Redeye” Collins; Ardinzul; Aresima Tefft; Chase LeJeune; Chateaucoussin Bjorne; David C Johnson; David Charles;
383
CORE RULEBOOK
SPECIAL THANKS
David Connell Olsher; David E. Dalton; Kirk; Frauke Rutz; Frédéric Bléry; Frédéric James “A rgentum” Koon; James
David E. Olvera; David E. Sharp; David F SO; Freya; Funky J; Fuzzehgamer; “jimthegray” Tillman; James “Omni” Heier;
Martinez JR; David Heath; David Hx; David fxpython; G. Hartman; Gabe R.; Gabriel; James A Monaghan; James B Franks;
Lee May II; David Lewis; David Lusby; David Gabriel “Boldt” Humboldt; Gabriel James Bonnell; James C. Jones; James
Michaud; David Morris; David Morrow; Bartholomew; Gabriel Czerniak; Gabriel Crowther; James D Walters; James Dutra;
David ‘NejiBlue’ Leandros; David Novak; d’Arbois; Gaëtan; Galvin Zaldivar; ganleybc; James H.; James Helms; James Lawler;
David Rakonitz; David Schlough; David Garrett Talisdair Morganste; Gary D Young; James Layton; James M. Orlando; James
Smith; David Stephenson; David Thomas; Gary Hasson; Gaudefroix “Ulfhen” C.; Gavin ‘Mad Gav’ Gavin; James Marz; James
David Thornell; David Waldron; David ‘QuiGavJinn’ Donaldson; Gebeji; Geier, Meredith; James Merrington; James
Wiggins; David Wild; David Wolf; Davin Peter; Geldarion; Geoff Gaenslen; Geoffrey Olsen; James Reeves; James Rodrigues;
Moloney; Dawn Camus; Dax Sapien; Dean Coffin; Geoffrey Gérôme; Geoffrey Skutt; James Rolls; James Saba; James Smith;
the Machine; DeAngelo Tan; Deanna Halls; George “Madryoch” Athanasopoulos; James Steele; James W. Jackson Jr;
DEBBIE CRAVEY; Deciliter; Delilah Beckett; George Acree Jr; George C Johnson; Jamie Harkin; Jamie Milam; Jamie ‘reech’
Delvin; Dennis Laurisch; Dennis Nicholas; George Vasilakos; Georgia Cook; Georgios Walker; Jan Havel; Jan Strube; Jared
Derek Carnell; Derek Graeff; Derek Owens; “Tymoris” Fotopoulos; Ghostcore; Gigginox; McDonough; Jarred B.; Jason and Mel
Derek Sotak; Devin Kerr; Devin Randall; Girompaire Pierre-André; Giuseppe Laird; Jason B.; Jason Breth; Jason Corley;
Dexter Cobble Stevens; Dhaman Mehta; D’Aristotile; Glacial Indifference; Glaucon; Jason Hyde; Jason Jones; Jason
Dianchet; Digital_APEX; Dillon Howard; Gleb Goncharenko; Glenn Tally; Goat; Leisemann; Jason Luska; Jason Middleton;
Dinos “Dinman” Dionysopoulos; DJ Goldfirez; Gordon Mathis; GR Halstead; Jason P. De Graaf; Jason R Hartsfield;
LadyLyra; DjPsywarrior; DM Jim Nicholls; Graham T Owens; Greg Frank; Grey Ogre; Jason Richard Beresford Morton; Jason
DM Mythall; Dominic Zucco; Doubleclick; Grimbane - Neil Todd; Grum Horrobin; Riek; Jason Rubenstein; Jason Sorensen;
Doug ‘Argowal’ Reid; Douglas; Douglas Guido Mallamaci; Guido958; Guillaume Jason Swallow; Jason Taylor; Jason
Caillard; Douglas Gordy; Dr. Christian “Two-Sax” Belleard; Guillaume PROST; Templeton; Jateshi; Jay “Feleth” Rutley;
Haunton; Dr. Michael Ahlf; Drew Laxton; Gunther; Gustavo La Fontaine; Gwendal; JB Thomson; JC Ting; Jd Gualberto; JD
Drew Pessarchick; Drew Reutlinger; Drew gyynineer; Habidakus; “Hacker-at-Large”; Maynard; JDK; JDM; Jean-Philippe
Tabb; DuCath; Dustin Turner; Dusty; Dylan Håkon Andreas Vegge Antonsen; Hal Neat; Lamontagne Turgeon; Jebrodiah; Jeff
Michael Morris; E Lynn; E. Contesse; Halthrax; Hamwrangler; Hank Metzger; “The Red King” Dahl; Jeff Chandler; Jeff
Eamon McGing; Ed B; Ed B Dionne; Ed Hanna “Maer” Smith; Hansen; Harald S.; Hogg; Jeff O’Donnell; Jeff Turille; Jeffrey
Karwacki; Eddie Martin; Edgard Von Harlekin; HarmonicShield; Havokist; A. Harrison; Jeffrey Beckham; Jeffrey D.
Ganon; Edward Durant; Edward Franks; headchoy; Heath “amightydino” Marks; Gordon; Jeffrey S Clulow; Jen Gonsalves;
Edward Ray; Edwin Pietrowski; Eisengate; Heather “Goonshine” Ramis; Heather Jenn Schuman; Jennie Medrano; Jennifer
Eisvogel; Eldritch Rach; Eleanor Blackwell Richetti; Heathyr Fields; Héctor Galindo; “OnyxPanthyr” Menite; Jennifer Cook;
(ViridianStorm); Eleanor Hingley; Elena Heillder; Hekatte; Helen Naylor; Helfdan; Jennifer Neves; Jenny and Jeremiah
Kuznecov; Eli Seely; Elizabeth “Isa-aiden” Hengist; Henrik Sjödin; Henry Heussler- Jarman; Jenny Griffee; Jeremiah Baumann;
Gromling; Elizabeth Gonzalez; Elizabeth Herbele; Hepattate; Herber t Filby; Jeremy “Bolthy” Zimmerman; Jeremy ACG
J. Tharby; ElleP; Eloy Garcia; Eluros Aabye; Hermetic Scholar; Hikari Kenzaki; Hilary Penter; Jeremy Flitton; Jeremy S
Elza Landgren; Emily aka Drina; Emma Howard; Hirod; Hirugashi; Holleficent, the Daugherty; JeremyTK; Jerry Ballinger;
Laslett; Emmanuel Papst; Engineseer01; Winter Phoenix; Horikor; Horkin Beans; Jesper Bohlin; Jess “NaturalOne” McCoy;
Enoch Chapman; Enrique Belli The Chaos HPLustcraft; Hsekiu; Hunter Becker; Jesse Cashman; Jesse Goryl; Jesse Reed;
Theorist; Ensis Caliburnus; Equivalenced; Hurricaine; hylonomus; Hyran Magice; Jessica Starr; Jessy; JesterX; Jim Ashman;
Eric; Eric; Eric and Beth Eves; Eric Emerick; i0m; Ian “Grendel Todd” Grey; Ian ‘Atrus’ Jim Boegman; Jim Myers; Jim Stama;
Eric Fox; Eric Hendrickson; Eric Ketchum; Pertwee; Ian Elliott; Ian Hamilton; Ian JimmyTheRabbit; Jin “Quadrivium”
Eric M Jackson; Eric Rosado; Eric Shin; Jacob Lutz; Ian Kelly-Marfia; Ian McGowan; Hayakawa; JJ and El; JJ Nguyen; JMaths;
E r i c k A n d e r s o n ; E r i k “ K o i B o y ” Ian Somerville; Ian Wright; ib_benster; Joan Julià Trias; Joanna “Gracebreaker”
VandeVooren; Erik Iozza (Deio); Erin I c a r us Ja m es; I Fa ke I t ; I g na tius Pski; Joe “Elswere” Matson; Joe Boerjes;
DeSimone; Eris of Pandemonium; Eskild Montenegro; Ilan S Emanuel; In memory Joe Edge; Joe Greising; Joe Hogan; Joe
Hustvedt; Espen Heia; Ethan; Ethan of Doug Eldridge; Inactionman; Ing. Daniel Stevens; Joe Streeky; Joel Fox; Joel Lucas
“PixieBomb” MacKuin; Ethan Sprissler; Manca; Ingo “Swingy” Ruebig; Inquizitor MacMahon; Joey Soulmane; Johan Leinar;
Evan Banks; Evan Myers; Evan Oannes; VonKrieg; Int. Anjali McKendrick, Gilded John “Goon” Williams; John Alexie; John
Evan S.; Evan Zwicker; Evelyn “Popclaw” Order; Inuruk; ipsi; Ira “KnightA4”; Irian; Canales; John Carter McKnight; John
DeKorte; Everynne “Illuminaughty Forever” IRON Mandarin; Iruka Yua; Isaac ‘Will It Christian Gabriel; John Daly; John Doyle;
Winters; Evil Nerd Empire; Exodon; Fabri Work’ Dansicker; Isabella “Hesket” John Eisenberg; John F. Watson; John
“owlbearwriting” Pérez-Fernández; Fabrice Khaydari; IttoUsagi; Izolyne; J Johnson; J Franz; John Ivicek Jr.; John J Walsh; John
Mangin; Faffing About Film - Vivian and K Moran; J Newland; J Sherman; J Slate Janowski; John L Walsh; John M. Portley;
Andy; FallenMoogla; Falx; Fara Zachariah; Nielsen; J Temperance; J. A. Barnett; J. John Marshall; John Moseman; John
Farhad; Farron Ager; Father Morpheus; Andy Wise; J. Evans Payne; J. Logan Mead; Myers; John Ng Xin En; John Paez; John
Fayle Aliena; FeddeSan; Felix Shafir; J.Bennett Larson; J.E. Zarnofsky; J.Keer; Paul Camin-Calixto; John Polanski; John
Fellknife; Filippo Polo; FireflyArc; J.M. Chapman; J.R. Biche; J.R. Riedel; Pyrich; John R. Ackerman; John Schilling;
Flockmaster Foundry; Florian Visser; J2Xcentric; Jack McMahon; Jacob & Laura John Turner; John Voidwalker Horton;
Flowergnome; Floyd “Fyndhal” Grubb; Fontenot; Jacob Adams; Jacob Decker; John W. Bruce; John Wilcox; John
Flynn Wallace lll; Fordregha; Forecaster; Jacob He; Jacob Rivera; Jadewing, Willoughby; John Wright; Jon “ChaosD1”
FormerlyKnownAsEmily; fowlskins; Fox; Stormcaller; Jadis Montgomery; Jae Burkhardt; Jon “Dark-Lion” Lowe; Jon
Francis Prest; Frank “Cernusos” Nauerz; Johnson; Jaedor Wishsong; Jaime palos; “MC23” Wooley; Jon Bahleda; Jon Cash;
Frank Kromstätter; Frank Werschke; Fraser Jaime Rivera; Jake Ellis; Jake Furbush; Jon Melchiade; Jon Saul; Jon Sturgill; Jon
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Appendix A
Twardowski; Jonathan “Jomar” Marlow; LiMai; Limitless; Linda S. Nagy; Ling Long Michael T Marrocco; Michal “Shade”
Jonathan Alerte; Jonathan H. Brookins; Liang; Lisa Stewart; Lisbeth Helen Grečner; Michele ‘Ekidna’ Facco; Michelle
Jonathan Hill; Jonathan Liptai; Jonathan Tønnessen; Locke Harner; Logan D. Esga; Katz; Michelle Mamer; Mickey “Mekoides”
Smith; Jonathan Yeung; Jonathon Lohengrin Perez; Loki Darkmare; Lord Carlin; Miguel A. Polanco Mendoza; 1
Cklamovski; Jordan Etherington; Jordan Bryan & Lady Kim Kash-Gregory; Lord Miikka-Matias Veromaa; Mikael Fredberg;
Goldfarb; Jordan LaPoint & Elijah Flood; Essex; Lorelei Bailey; Loren Walton; Lost Mikal Aensland; Mike “BeeDee” Oliver;
Jordan Lee; Jordan Lennard; Jordan Lyon; Rabbit; Louie Perez; Louis H. Thomas; Mike “Graydol” Thumm; Mike “Lazarus”
Jordan Springer; Josef Ravenson; Joseph LouVeha; Lovell T Harmon, Sr.; Lucas; Henthorne; Mike Carson; Mike Crenshaw;
A Rosario; Joseph Back; Joseph Carlson; Lucas J. Cifranic; Lucha Johnny; Lucille Mike ‘Krik’ Tucker; Mike Lyons; Mike
Joseph Evenson; Joseph Faber; Joseph ‘DJ-Akonyte’ Paige; lueur; Lumi the Lizard; Moline; Mike Montgomery; Mike Position-
Gandee; Joseph Giossi; Joseph Guerin;
Joseph Simmons; Joseph Williamson;
Luna Lapine; Lyal Edghill; Lydz; Lynn
Moore; Lynnette Bowman, Daughter of
One Finck; Mike Strefford; Mike Teuscher;
Mike ve r hae ghe; Mike W illiams;
2
Joseph Wood Jr; Josh Eimer; Josh Greene; Nyx; M “Figary” S; M “Garek” Warren; M MikesMinds; mileAway; milo v3; Mirr Aku
Josh Sellmeyer; Josh Thaler; Joshua A. Pierce; M. A. LaMothe; M. Bialaszewski; Azoth; Mishie; Misiaki Toshiko; Miska
Martin; Joshua Alan Doetsch; Joshua M. Clark; Maciej “halliday” Obrycki; Fredman; Mithdane; Mizore “Poisoness”
Hudner; Joshua Lafoon; Joshua McQuinn; Mackenzie Belmont; MadBlue; Madeline Yuki; Mo Phelan; ‘Moby’ Kirk Reed; Moe
Joshua ‘Salt’ Bowman; Joshua Ward; Josie McCaul; MagnifyingLens; Magustoad; Lane (Morganey Jones); Moira Helmuth;
Flofx; Jostein “Griffinzz” A.; Jothunir; Jozef MakeUsWhole_; Malefic; Mandavar the Molly “Hazel-Witch” Dufrene; Momo
Kools; JPS; JT Thomson - “Soleil”; Juan Seeker; Manea Castet; Marc Pantel; Marc Erhart; Moon Gardner; Moonshaft; Morgan 3
Oliveira Martínez; Jukka Särkijärvi; Julian Tajnoste; Marco Petraszczuk; Marcus Hammond; Morgan Willis; Morge Marek;
H.; Julien “Stefano Funghi” Rapaz; Julien “Bhaltair” Noehren; Marcus “Doomwise” Motsognir; Mr. A; Mr. X; Mrkjs; Ms T.
Fondu; Julien Quatrenovembre Meyrat; Hess; Marcus Anderson; Maria Brodie; Chandra Harness; Munchad Numa; Mutant
Julien Recoquillay; Juniper Lynagh; Juraj Mario “Fenris” Karcher; Mark Batey; Mark Donkey; Myel; Nableikr; Nadav Pechthold;
H.; Juror Gary “Exiti” White of the Templar; Cockerham; Mark Flora; Mark Magagna; Nadia ‘Maeth’ Summers; Nana “Glissando”
Justin Camden; Justin Finger; Justin Mark Maltz; Mark Parish; Mark Richardson; Goodbee; Nate Clampitt; Nate Dorrington;
Gillespie; Justin Ho; Justin Hogan; Justin Mark Winkelman; Markel Smythe; Marko Nate Young; Nathan “Eathian” Walter; 4
Kincaid; Justin Shiroff; K. Lee; Kade Wolf; J Sertic; Marko Niskanen; MarsGuyPhil; Nathan Jones; Nathan Raj; Nathaniel
Kagethulhu; Kaitlyn Fischer; Kara Hildr Marshall “Fanghawk” Lemon; Martin Raycraft; Neipal; Nelik; Neon Revan;
Foleen; Kareth Aisling; Kari J. Wolfe -- Kips; “Psidekick” Segerbäck; Martin B. Wagner; Nephilius; Nesox Kalim; Netigy; Nic
Karine Turcotte; Karl Lommerse; Karl Martin Slam Duncan; Martin Stephansen; Trainor; Nichadaemus; Nicholas “Aquarion”
Slagle; Karl ‘Thillseeker’ Maurer; Karrth; Marvin Enrique Novelo; Massack; Mateo Avenell; Nicholas Fletcher / Turelio;
Kassandre T; Kate Nickels; Katharine Huerta; Mathieu Lapierre; Matney X; Matt Nicholas Green; Nicholas Trent; Nick
Biggs; Katherine ‘Fox’ Fleming; Katko; “Cabalis” Barnes; Matt Banner; Matt Brooks; “Hikaro” Vandenakker; Nick Adams; Nick
Keith E. Hartman; Keith Fannin; Keldi; Matt Hemler; Matt Richardson; Matt Bootsman; Nick Burtner; Nico Paoli; Nicola 5
Kemet; Ken Braun; Kenneth Blaney; Upchurch; Matthew “KatzuTSW” Mevis; Went; Nicolas Franco-Nollet; Nicole
Kenneth Dickinson; Kenton Baird; KeoT; Matthew and Linda Shepard; Matthew C. Dorosh; Nikie Malić; Niklas Fällman; Nikos
Kerim Dickson; Kevan Chambers; Kevin Saunders; Matthew Cole; Matthew Cox; Kaldis; NIL8 (JB); Nitemare; No thank you;
Bender; Kevin Callanan; Kevin Crosby; Matthew Dimalanta; Matthew Henry Nolram; Nolwenn H.; NoName; Nymbal
Kevin Daley; Kevin Flynn; Kevin Hanson; Perdue; Matthew Kelly; Matthew Luce; Nonagon; NyoTheNeko; Oakenhart; Occam
Kevin Haseman; Kevin Middleton; Kevin Matthew Phillion; Matthew Plank; Matthew & Moonstar Aldanis; Ocho; Old Man Fless;
Rozé; Kharl Shadou; Killerrabit; Killrog; Sadler; Matthew Shone; Matthew Start; Old Man Umby; Oldřich Pulkrt; oliver 6
Kim ‘SweetRabbit’ Asamori; Kimberly S - Matthew Sunderland; Matthew Walsh- carruthers; Oliver D. Dickerson III; Olivier
Alice “Liesey” Delacoeur; Kira Dest; Kiral Bremner; Matthias Hüsch; Mattholomew Nowak ; Olivier Robineau; Olivier
“Raspite” Listig; Kiri; Kiros Wulf; Kit Ainslie; Beeglesworth; Matty D; Matty Davis; Schoeneich; Ols Jonas Petter Olsson;
K J G.; K JNinja; K kat; K landaghi Maurice Marchant; Max Cameron; Max Oogre; Opt out; OrcStSam; Orokana
Silentclaws; kmusky; Knight Tom Hunter; Kindred; Max Toreador; Maxence Bon; Williams; Orren Fansler; Oyurigunslinger;
Konrad Wenzel; Krihv; Kris Axzan; Kris Maximilian Haag; Megan MacNeel; Megan OZ TAYLOR; Paeroka; Pagma; Paris Conte;
Catalano; Kris Thompson; KrispyVS;
Krister Persson; Kristian Hyttel; Kurt
Rhynsburger; Mel Addams; Mel Follmer;
Melanie “Shaman” McGreevey; Melanthe;
Pat Roberts; Pat Schultheis; Pathbranda
Opal; Patrice Mermoud; Patrick; Patrick
7
Piersol; Kuzco; Kyle Kolbert; L. Aspey; L.E. melchoir; Merryl Holden; Micah “Iuda” “Doc Belmont” Demo; Patrick Daniel Kell;
Vellene; Lanariel; Lance Fowler; Lance Brandt; Micah C.; Michael “dv8r” Burch; Patrick Flood III; Patrick Heagany; Patrick
Grace; Lance Rewerts; Lance Tokuno; Lane Michael “Mr. Grandpa P” Pineda; Michael Huval; Patrick Jamison; Patrick Kinyon;
Fenix Carter; Larisa Forrester; Larry D; B Miller; Michael Benoist; Michael Bunch; Patrick McCook; Patrick Misiak; Pau
Lars Viertel; Lasalin and Ayjia; LateJohnny; Michael Chadd; Michael D McPheeters; Aragonés Illanas; Paul “Broxen” Crane;
Laura Thompson; Laurence Walls; Lavant Michael Edmonds (KiraTsunayoshi); Paul DeMars; Paul E Tatro; Paul F. Sparrow;
Shieldheart; Lawrence Staffieri; Layth Michael Field; Michael Follis; Michael Paul Joseph Bounds; Paul Reed; Paul A
AL-Najjar; Lazislacker; Le Lapin Troll; Lee Gomez; Michael Grafton; Michael J Smith R ya n; Paul S t J o h n M ac k in tos h;
Langston; Lee Perry; Léhana du Lac; AKA Gpxsmith; Michael J Wagner; Michael PCRobinson; Perkins Family; Pete Rivera;
Lehruket Dleiyaat; Leininger Rudolf; Lenurd Johnson; Michael King; Michael Lima; Peter “The2ndPete” Holthaus; Peter
the Joke Gnome; Leon “Oublaz” Blaze; Michael Mahoney; Michael Merchant Jr; Engebos; Peter Kell; Peter Kopáč; Peter
Leonhart “Leon-Loire” Loire; Leonie Michael Messerly; Michael Miller; Michael Korman; Peter Krysi; Peter Olsen; Peter
“Cenwen” Winter aka Onkel Frosti; Leshy Nelson; Michael Or tego; Michael Steketee; Phara; Phil Grimes; Philipp
Texel; Lexaya Park; Liam “Ghosty” McNeill; Raftopoulos; Michael S. Hensley; Michael Beloiu aka WeiserPhil22; Phillip “Danger”
Liam Eyers; Liam Vermazen; LiedHart; ‘Streak’ Hollinger; Michael Szombati; Clayburn; Phillip McGregor; Pierluca
385
CORE RULEBOOK
SPECIAL THANKS
SPECIAL THANKS
Morando; Pierre lyzech Allegraud; Pierre- Grant- Williams; Samuel Hetherington; Hollis; The Botkins Clan in Maine; The
Luc Morin; Pierrick “picric” Boyer; Piotr Samuel J. Jones; Sanneke DeJaegher; Cosmic Storm; The Dixlanders; The Grand
Szczepanski; Pixistyx; pkaa; Plan3walk3r; Santa Pete; Santiago Madrid; Sap & Stars; Pickle; The Green Comet; The Hills; The
Plasmacoil; Playne; Preston “Aeinarr” Sara “Azarak” S; Sarah & Austin; Sarah & Letter B; The Mad Catter; The Nameless
Winters; Price “Gwydion” Lawrence; Michael Montalto; Sarah “Gryph”; Sarah One; The Spencer Family; The Weule Bros;
Primož “Naltharial” Jeras; PrincessPeril; Fimberger; Schmidy; Scott (Spot) Vulcano; the115project; TheDepp; Théophile
P r of ; P r ofJ B ; P r o g D r o i d; P y l a t ; Scott Atkins; Scott Buck; Scott Crosson; Laurent; Thess; This Space Intentionally
Quartermain; Quinna; R L Grierson; R. Scott Heyden; Scott J. Wells; Scott Kunian; Left Blank; Thomanson; Thomas B the
Porter; R. Thomas Thetford; R. Willemsen; Scott Maguire; Scott Norris; Scott Piippo; Awesome; Thomas Belfield; Thomas Cole;
R .S au c k ; Rac hal M o o re; Rac h e l Scott Rissell; Scott Ritz; Scott Synowiez; Thomas Darlington; Thomas E.; Thomas
“ Packetdancer ” Blackman; Rachel ScratchFandango; Seamhainn; Sean Faller | grimnir3708; Thomas Lee; Thomas
Carpenter; Rachel Panella; Rachel “Rubber Duck” Cravens; Sean ‘Ariamaki’ P. Kurilla; Thommy Schorb; Thor Eirik;
Rawlings; Radislov; Radwolf; Rae Peak; Riedinger; Sean Ferguson; Sean Green- Threeeye; Tiernan Quinn; Tiffany Korta;
Ragnar Spalding; Raine “TwoTonWaffle” Munro; Sean Hudgin; Sean M; Sean McG; Tillerz; Tim “Teg” G.; Tim Czarnecki; Tim
Rathmore; Randall “Jackknife” Frechette; Sean P. Ray; Sean Tait Bircher & Robin McLeod; Tim sizemore; Tim W Brown; Tim
Randy “Arkayne” Mosiondz; Randy English-Bircher; Sean Ulczycki; Sean W Winter; Timothy Colonna; Timothy Dorman;
“Random Vector” Jarvis; Randy Cockle; Closson; Seana McGuinness; Seanacy Timothy J. Watkins; Timothy Kryselmire;
RanterX; Raphael Bressel; Raphael William Filock-Reardon; Sebastian Gravois; Timothy Stockton; Tiruen; TJ Pippin; TLE_
Ghirenghelli; Raphael Stevens; Rashard Sébastien & Alexia; Selka; Sentryy; Zekaris; Tobias Sabathius; Todd LaRoche;
Williams; Rasic; Rathaniel; Ravnius; Ray September Collett; Serena “Intendant S” Tom “PaperAlchemist” Skidmore; Tom
“Badger” Pike; Ray “MetricTon” Olan; Ray Nelson; SerendipMe; Seth and Amber Hawthorn; Tom Ryan; Tom Thurman; Tom
Corvin; Raymond Smith; Realis Meri’Al; Harrison; Seth Brower; Seth K Deaton; Seth Trinkle; Tom Zurkan; Toma; Toni
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386
THE SECRET WORLD
An Age is Ending…
…and the darkest days are already here. A s magic begins to fail,
ancient enemies cast their avaricious gaze upon our world. Threats
both mortal and cosmic—once thought merely myth, but horrifically
all too real—begin to reveal themselves as the clock counts down
towards apocalypse. In the midst of these growing shadows, some
hope yet remains… and you are that hope.
You are the chosen of Gaia, imbued with fantastic powers that
otherwise would take several lifetimes to learn. Forged in this time
of need to defend our world, your skills, tenacity, and prowess may
be enough to stave off the imminent darkness… or you may hasten its
approach. This dire choice is yours to bear.
You are also an agent of a secret society: the stoic Templars, the
enigmatic Dragon, or the guileful Illuminati. Your faction supports
you as one of their champions, in exchange for certain “small favors”
you perform on their behalf. The assistance they offer could aid
in your fight or influence your decisions that may lead us towards
destruction.
The Secret World role-playing game is an adaptation and continuation
of FunCom’s iconic MMORPG. Within these pages you will find rules
for creating your own chosen hero, or “bee”, gain information on
factions to join, and arm yourself with fantastic abilities that give
you a fighting chance to stop the world around you from crumbling
into oblivion.
Place yourself on the front line of this fateful conflict by creating
your own hero, choosing your unique background, and fleshing out
your character’s affiliation with the three factions. The Secret World
awaits… do you have the courage to face its dangers?