Category: Products

Money for Potions

I have been creating a series of potions and other items for my game. I love single effect items like potions because allow the players to tactically when to use them and it gives them more options on how to spend their money. And unlike a +2 sword or a ring of power, it is hard for a 1-2 use item from breaking a campaign.

So I have been posting each item on Reddit. This allows me to get excellent feedback on their power levels, effect, and even wording. I think once I have enough of these, I might publish them for a buck or two at one of the 5e sites.

Please introduce these into your game and let me know how they work for you!

Here are links to the items I am posting.

Potions. I am exploring with different types of potions. Some are poured instead of drank!

Shard. These are new items of my design. They are crystal wands that are snapped for a magical effect. Then there is a chance the shard reforms. Basically they are 1-4 usage items.

Items. I want more items especially those that break!


Introduction: Age of Swords

Age of Swords is a tabletop role-playing game set in the Wildworld: a land recovering from a global war between rival sibling gods that toppled empires and released a horde of monsters.

After the creation gods created the Nine Clans and the world, they ascended into heaven. Two siblings gods lingered. These gods had opposite beliefs on how the Nine Clans should live their lives. Unable to reconcile their differences, it came to war. Caught in the middle, the Nine Clans were made to choose sides. After hundreds of years, victory was at hand. Foreseeing her destruction, the sister god sought to annihilate all life and start the world anew. To stop this Armageddon, the Fathergod descending from heaven and forcing his children to retire. Two thousand years have passed, and in all that time the gods have remained silent.

The world has entered a new era. An age of kings, whose armies fight against the savages to reclaim land once lost. It is an age of optimism where townsfolk are looking beyond their city wall and feeling safe again. An age of sails where the seas trade once again brings riches. It is an age of discovery where adventures journey the Wildlands; exploring the fallen ruins and deep dungeons to find treasures of the old world. And it is an Age of Swords where the horrors fight back against the intrusion into their vast holdings.

As a Player, you get to choose one of five Hero archetypes. What will your choice be? The fearless Warrior who is strongest when in the middle of a battle? Or the sly Skirmisher, a mobile fighter whose strength lies in attacking the enemies flanks? The modern Elemental who can manipulate a single magical element for devastating effects? Perhaps you will choose the Shaman, brandishing a blade in one hand and wielding spells with the other. Then there is the simple Commoner who curses his luck to be on such a wild and dangerous journey. Unknown to all, the player also controls an unnamed god who uses their secret Theos magic to further the Commoners cause.

Age of Swords offers a fast pace, combat system. It also has a leveling system that allows lower-level Heroes able to adventure with higher level ones. This system keeps monsters relevant throughout the gaming process. If a Hero is a match for a Goblin at low levels, then several will still challenge them at a higher level.
It also keeps a Hero’s death from crippling a story. Meanwhile, high-level Heroes are expected to retire and allow for the next generation to take on the adventure’s mantle.

Other features of Age of Swords

  • One system for Action rolls: The same mechanics govern both in and out of combat action. It is quick and easy to learn. Heroes progress on three different attack types and match these scores up against one of the enemy’s two defensive scores. With nine combinations, it allows for different Heroes to shine against various monsters in combat.
  • Website interaction: The game will include a website with forums to assist players with new content and abilities. In this way, Age of Swords can rapidly expand and adjust to GMs needs without waiting years for an expansion.
  • Designed to be Homebrewed: Built around their abilities and modular components, the GM can adapt the system to match their needs. In your world warriors have a unique talent? Add it to the options list. It is that easy to manipulate.
  • Player’s choices: Using the ability system, Hero gets to choose when to use them in combat. The abilities have all sorts of effects including taking extra attacks, gaining bonuses to rolls, causing additional damage, and giving aid to others.
  • Invisible clerics: It provides a system of playing clerics in worlds “without” gods. It allows gods to influence events by silently pulling strings behind the scenes. These powers work to manipulate the rules and game mechanics to give the Heroes an edge.
  • Flexible mages: There are several magic systems built around the power of the lower level spells. Some of the Mages have collapsing spell trees, where they were with various spell abilities all linked together. Cast a spell and options will close.

Limited Early Release

I have decided to release my game before it is polished and has a full layout. This week, two GM is going to be starting campaigns using the system. In total, four groups are playing the game.

It is my opinion that more is better. If you want to run it, please let me know. I will help however I can.

With that said, if you want to get in on the ground floor… here are the books.


Book 1: Rules of the Game

Book 2: Hero Creation

Book 3: Gears and Magic Items

Book 4: Spellcraft

You can find updated information on the Limited! Menu.

Thank you!

Experience System

This is the system I use for Age of Swords. But it could be used with any game system. You just have to use the table provided instead of the one that comes with your game.



As the Hero adventures, they will progress in level.

The class level represents the Hero’s capability compared to others. The higher level the Hero, the more powerful they are compared to the world’s average.

Earning Experience

There are 4 ways to gain experience during play.

  • Hourly Rate.
  • Story Achievements.
  • Wintering.
  • MVP player awards.

GM Notes

This system does not give any experience for meaningless combat, shoe shopping, or filibustering. The majority of the points come from defeating bosses, achieving goals, and playing the game in general.

Without an award for combat, players should not feel a need to kill everything that comes across their path. Instead, the big XP amounts come from completing adventures, advancing themselves in the world, and reaching personal goals.

Leveling Chart

The following chart is used for all classes.

Level XP Needed Accumulative
1 0 0
2 +100 100
3 +150 250
4 +150 400
5 +200 600
6 +200 800
7 +200 1000
8 +300 1300
9 +300 1600
10 +300 1900
11 +300 2200
12 +300 2500

Hourly Rate

Players earn 10 XP for each hour played.

If they miss the session, they earn 5 XP for each hour that was played without them.

This serves two purposes. It rewards players who show up and play. At the same time prevents people who miss a session from falling too far behind.

Story Achievements

There should always be 1 or more stories going on with the party. Even when playing in a sandbox style game, there should be stories building.

When the players have major achievements in one of this story, the GM should award extra XP. It can be any amount, but here are three recommendations.

Minor: Winning an important battle, discovering a significant clue, or coming to a needed decision. These are worth 10 XP.

Major: Defeating a major Boss villain and saving the day. This is worth 50 XP.

Epic: The end of a long adventure arc. This is worth 150 XP.


If the Heroes spend three months relaxing and enjoying themselves in a city or town, they earn downtime XP. Each winter, the GM should encourage the Heroes to find a place to relax, enjoy themselves, and spend gold.

This is about entertainment, training, and socializing. It is a means to represent the lifestyle of the Hero. Some examples of spending time without downtime: sea travel, in a dungeon, in the wilds, in a small village, or traveling.

The more gold the Hero spends during downtime, the more time they have to focus on their own lives. Note the gold amounts are for the game Age of Swords. For 5e D&D, x10 the amount.

Gold Description XP
0 Poverty 0
1 Low class 5
2 Good life 10
5 Wealthy 15
12 Rich 20
30+ Aristocratic 25

Why does the money earn XP?

The money spent gives the Hero more time to improve themselves. It is hard to practice and learn spells if the Hero has to cook their own food, wash their own clothes, or work for extra silver.

At the higher spending, their life includes going to music halls, lectures, and dinner parties with informed people. They have more opportunity to expand their reason and knowledge. They will have access to private libraries, trainers, and other people who can help them.

MVP Awards

At the end of each session, each player awards a Hero 15 XP. Or they can award themselves 10 XP. They can use any justification how they award these points.

The following are some examples:

  • Exceptional Role-playing.
  • Heroic Deeds.
  • Mentoring another Hero.
  • Selling to another (in the form of services or training).
  • Under threats by another (Hero is forced into servitude).

There is a concern about this being meta-gamed. Mostly by raising one Hero to be more powerful than the rest of the group. If this is how the players have their fun, then so be it. After a while of watching 1 Hero dominate over the others, they might change their strategy.

In the Game

Giving a Hero, you MVP point represents giving them your time and attention.

If your Hero has been forced into giving the MVP award, imagine serving a cruel leader. You cook of them, doing their laundry, or spend your days teaching them.

If you volunteer to help another, you might be mentoring them or training with them. They might be your friend. Or you might for some reason be doing their chores.