A Precision Fantasy RPG Where Combat is Ruthless and Magic is Limitless
Deep character creation. Tactical combat. Player-built magic. And consequences that are never softened.
Your Story, Unleashed
This is Spellsword: where every fight is a story you’ll actually remember, and every spell is one you invent yourself.”
What Makes Spellsword Different
Designed for Mechanical Integrity
Most modern Tabletop Role-Playing Games rely on narrative intervention to create tension. Spellsword builds tension mechanically. Risk, reward, survival, power. . . All emerge from the system itself
Not Just Another Reskinned Ruleset
Many games out there are little more than a game you already know and love that someone put a pirate, ninja, or Cyberpunk theme on top of, and likely added a gimmick or two.
Spellsword is built to actually DO something meaningfully different instead of acting like the latest shiney object.
Unprecedented Player-Created Magic
Other fantasy TTRPGs give you a spell list. Some go so far as to let you tweak some values to let you customize a spell to suit your needs.
Spellsword presents an innovative spell-creation system that doesn’t require the gamemaster to give you permission to make a spell to keep things balanced. The player gains unfettered access to creativity that matters, and the GM doesn’t have to permission gate their friend’s cool ideas.
HEMA Inspired Combat
Most games use an Armor Class system to set a target number attackers must roll to hit a target. In practice, characters just stand there like straw dummies waiting to be hit.
Spellsword’s combat features active combat clashes between opponents, inspired by Historical European Martial Arts.
No More Waiting on Initiative
The age-old solution of initiative order slows gameplay and leads to scrolling, disengagement, and boredom.
So we got rid of it and replaced it with an initiative free, action point based system that frees you to make decisions when they matter, not when you are allowed to.
The Pillars of Spellsword
D100 Skill Mastery System
- Skills scale meaningfully.
- Success has texture.
- Every roll matters
- Failure has consequences.
Rune-Based Spellcrafting
- Construct your own spells.
- Virtually unlimited possibilities.
- Access a library of runes as building blocks
- Construct your own spells
- Virtually unlimited possibilities.
Tactical Combat with Consequences
- Penetrate armor.
- Inflict wounds.
- Accumulate fatigue.
- Every choice matters.
Companion App Automation
- Empower your tabletop experience.
- Speed character creation.
- Automate crunch.
What Early Testers are Saying:
Who is Spellsword For?
Spellsword is for you if. . .
- You enjoy mechanical depth
- You want real risks, real stakes
- You want emergent story, not dictated railroads
- You like mastering in-depth systems
Spellsword is NOT for you if. . .
- You prefer rule-light narrative focused games
- You dislike consequences
- You dislike managing resources
- You want the GM to adjust outcomes behind the screen
Frequently Asked Questions
What is the Spellsword Beta?
Early access to the game, with the chance to explore unfinished rules, try unique mechanics, and help shape the final experience.
How do I give feedback?
We’ll provide easy channels like Google Forms, Discord, or direct email. Your input helps us improve every week.
Will my feedback be used and credited?
Your feedback will be used to fix bugs, identify problems, brainstorm solutions, and promote the game.
Everyone participating in the Spellsword Beta will have first priority input, even after Closed Beta ends.
What does the Beta include?
Beta Access includes full access to all published rules and the current Companion App version, hosted live on this website.
At the time of writing, this includes:
8 chapters
8 classes with 24 levels and 3 subclasses each
50+ skills
93 runes for spell construction
Ongoing rules updates
Regular development updates
All future improvements and additions are included with an active membership. Those that choose to purchase the core rulebook instead will receive all patches, errata, and occasional free bonuses, as well as lifetime access to all elements included in the core rulebook, but not the expansions.
Do I have to pay to join the Beta?
For the first 17 days, Beta testers will receive All Access Membership at no cost.
Once this period is over, Beta Testers will be asked for further feedback and be given the opportunity to purchase either the core rulebook or continue with the All Access Membership at a discounted rate.
Everyone who joins the Beta test automatically locks in this discounted rate for life, even if they decide not to purchase ongoing access at the end of their free Beta period.
Will the price increase later?
Yes. The Beta Access rate is temporary.
When Spellsword reaches full release, the monthly membership price will increase. Players who join during the Closed Beta Access period permanently retain their original rate.
Do I need the Companion App to play?
No. Spellsword can be played fully with pen and paper. The Companion App exists to automate calculations, streamline character management, and reduce bookkeeping. It enhances play but is not required.
What does the Companion App do now?
The Companion App automates character creation while preserving full manual control. You can build a character intentionally or generate one at random.
It also includes experimental features such as:
Game lobbies with text chat and dice rollers
Early versions of the spell creator
Additional automation tools are in active development.
How hard is it to get started?
Spellsword has depth, but you do not need to learn everything at once. Groups can begin with the core systems and gradually layer in additional mechanics over time.
The Companion App reduces overhead and helps new players focus on learning through play rather than bookkeeping.
Is Spellsword beginner friendly?
Yes. Several Alpha Testers began their RPG experience with Spellsword.
The system rewards players who enjoy structure and long-term character development. While it is mechanically detailed, new players can grow into that depth over time.
Is this game crunchy/complex?
Yes.
Spellsword is mechanically deep and precise. Character creation is detailed. Combat and spellcraft involve meaningful choices and layered systems. You will reference the rules while learning.
That complexity is intentional. It exists to create fairness, consistency, and genuine mastery.
As the Companion App grows, more of that complexity will be automated for those who prefer less bookkeeping.
Why build a highly lethal and punishing system?
Because tension creates payoff.
Combat only feels dramatic when the risks are real. In many modern RPGs, combat lacks meaningful consequences, which drains intensity from the table.
Spellsword is built to make decisions matter. Risk, preparation, positioning, and strategy all carry weight. The result is combat that feels dangerous, deliberate, and earned.
What makes Spellsword different from D&D and other fantasy RPGs?
Spellsword emphasizes mechanical precision, lethal combat, deep character customization, and modular spellcraft.
Rather than relying on narrative adjustment to create drama, tension and story emerge directly from the rules. Risk is real. Magic is constructed rather than selected. Character growth is deliberate rather than abstracted.
The system is built to function as a sandbox where consequences are consistent and earned.
What are Runes and how does spellcrafting work?
Spells in Spellsword are built from modular arcane runes rather than selected from a fixed list. Power runes define what a spell does, while sub-runes shape, modify, and extend its effects.
This system allows players to construct original spells within a structured mechanical framework, enabling immense creative freedom without sacrificing balance.
What classes are currently available?
Spellsword currently includes:
Martial Artist
Paladin
Priest
Ranger
Spellsword
Thief
Warrior
Wizard
Each class includes 24 levels and three subclasses.
What fantasy races are available?
Spellsword currently includes:
Dwarves
Elves
Halflings
Orks
Gnomes
Stoneborn
Additional races may be introduced as the system expands.
Is there a GM? Can Spellsword be played without one?
Currently, Spellsword is designed for a traditional GM-led table.
However, solo play and GMless group options are planned future features, alongside expanded Companion App tools. These systems are being built to preserve mechanical integrity rather than rely on narrative improvisation.
What will the Companion App do later?
Planned expansions include:
Offline rulebook caching
Expanded GM tools (maps, generators, NPC creation, encounters)
Increased play automation
Campaign management tools
Scheduling assistance
The ability to play directly through the app from any location
Development priorities evolve based on system stability and member feedback.