Player Resources · Campaign present: 1454 CE
Make a character.Enter the world.
Choose a people, homeland, calling, abilities, skills, feats and equipment—then connect every choice to the histories, powers and dangers of one living mythic Earth.
creation path
in a real world
risk and consequence
and equipment
Character creation
Build from identity to equipment.
Begin with who the character is in the world, then add the mechanics that express that identity. Choose the rules edition used by your campaign before selecting numerical options.
Choose the campaign rules
Use one mechanical system at a time.
SpiralWorlds preserves material from several fantasy RPG traditions. The setting is shared, but character numbers, skills, feats, armour values and class features must come from the single system selected by the Games Master.
D&D 5E — 2024
Use sections explicitly marked 5E or 2024. These normally use proficiency bonuses, advantage and disadvantage, saving throws and modern conditions.
- Do not add skill ranks or Pathfinder class-skill rules.
- Use the 2024 class progression chosen by the campaign.
- Use 5E armour, weapon and condition rules.
Pathfinder 1E
Use Pathfinder-labelled sections for ranks, class skills, combat manoeuvres, feats, saving throws and equipment statistics.
- Do not import 5E proficiency or advantage rules.
- Use Pathfinder prerequisites and action terms.
- Keep Pathfinder and 3.5 conversions distinct.
D&D 3.5
Use the 3.5 or OGC-labelled material for skill ranks, base attack, Fortitude, Reflex and Will saves, feats and older equipment rules.
- Do not treat Pathfinder revisions as identical.
- Check prerequisites against the 3.5 rules used.
- Use conversions only when the page provides them.
Table rule: lore and world history may be shared across systems. Numerical mechanics may not. When a destination page contains several editions, use only the clearly labelled section matching the campaign.
The basics
Find the exact rule you need.
The core library is divided by purpose: creation, action, conditions, skills and feats. Several destination pages contain more than one edition, so use only the section matching the campaign system.
Character Creation
Ability scores, people, class, skills, feats, equipment and final details.
Open creation outline →Combat
Turns, attacks, movement, defence, damage and dangerous action.
Open combat →Conditions
States that alter movement, senses, defence and the ability to act.
Open conditions →Skills Index
The alphabetical gateway to individual skills and edition-specific mechanics.
Open skills index →Skill Summary
A compact comparison of abilities, training and common applications.
Open summary →Skill Descriptions
Detailed uses, limits, checks, consequences and system notes.
Open descriptions →Feats Index
Specialised training, combat techniques and unusual capabilities.
Browse feats →Epic Feats
High-level options with demanding prerequisites and campaign-scale effects.
Browse epic feats →Races and peoples
Choose ancestry without losing individuality.
This section is the Races Overview. A people provides physical inheritance, history, communities and expectations; it never decides a player character’s personality, loyalty or moral choices.
Dwarves
Stone, craft, endurance, former enslavement under giants and an ancient conflict with orcs shape many dwarven histories.
Elves
Long memory, changing homelands, old alliances and the sorrow of outliving mortal companions shape elven lives.
Gnomes
Fey inheritance, curiosity, craft, magic and intense personal pursuits lead gnomes into unlikely adventures.
Half-Elves
Half-elves inherit several histories at once. Belonging depends on family, community and choice rather than a fixed role between two peoples.
Half-Orcs
Half-orcs descend from difficult and often violent histories of orc–human contact. Their identity belongs to them, not to the crimes or expectations surrounding their ancestry.
Halflings
Family, movement, trade, local adaptation and survival among larger powers shape varied halfling communities.
Character classes
Choose training, calling or power.
A class describes how the character acts under pressure. Select the campaign system first, then use only that class page’s matching 5E 2024, Pathfinder 1E or D&D 3.5 mechanics.
Artificer
Turns disciplined making, devices and magical craft into practical solutions.
Open class → Primal warriorBarbarian
Survives through physical force, instinct, endurance and controlled fury.
Open class → Voice and influenceBard
Uses performance, memory, social skill and magic to shape people and events.
Open class → Divine serviceCleric
Receives power through active service to a god, temple and sacred obligation.
Open class → Land and transformationDruid
Draws authority from living places, natural cycles and ancient traditions.
Open class → Martial masteryFighter
Develops broad weapon skill, battlefield discipline and deliberate technique.
Open class → Body and disciplineMonk
Uses rigorous physical and spiritual training to transcend ordinary limits.
Open class → Sacred oathPaladin
Binds martial power to a god, oath, lawful cause or demanding moral duty.
Open class → Wilderness wardenRanger
Tracks, scouts and fights across the dangerous boundary between settlement and wild land.
Open class → Skill and opportunityRogue
Wins through observation, timing, mobility, deception and precise action.
Open class → Inborn magicSorcerer
Channels supernatural power carried through bloodline, transformation or inheritance.
Open class → Patron and traditionWitch
Practises ritual magic through a patron, coven, inherited art or solitary tradition.
Open class → Pact and consequenceWarlock
Gains power through a binding relationship with a dangerous otherworldly patron.
Open class → Arcane learningWizard
Masters magic through study, notation, experimentation, teaching and disciplined memory.
Open class →Wealth and equipment
Carry what the journey requires.
Equipment should reflect class, homeland, wealth, legal status and destination. Firearms exist in the 1454 campaign present, but availability depends on region, training and supply.
Equipment Index
Everyday goods, tools, clothing, transport, animals, supplies and services.
Browse equipment →Wealth & Starting Gear
Determine starting money and possessions through the campaign’s creation system.
Open creation outline →Armour
Protection, shields, movement and edition-specific defensive statistics.
Browse armour →Weapons
Simple, martial and specialised weapons for close and ranged combat.
Browse weapons →Eastern Weapons
Weapons tied to Asian martial traditions, cultures and schools.
Browse eastern weapons →Firearms
Early guns, ammunition, training, manufacture and regional supply.
Browse firearms →Vehicles
Land transport, war machines and mechanical conveyances.
Browse vehicles →Poisons
Fantasy toxins, exposure, treatment and consequences under the chosen system.
Browse poisons →Drugs
Fictional intoxicants, effects, dependence and campaign consequences.
Browse drugs →Special Materials
Rare metals, woods, stones and supernatural substances.
Browse materials →Tools & Kits
Professional, medical, exploratory, criminal and specialist equipment.
Browse tools →Hirelings & Services
Guides, labour, transport and expertise that cannot be carried.
Browse services →Masterwork Items
Exceptional mundane weapons, armour, shields and tools made as commissions, heirlooms and rewards.
Browse masterwork items →Before the first session
Make the character ready for play.
Find a rule, class, feat or item.
Search the entire site for a character option, skill, spell, weapon, culture, homeland or piece of equipment.
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