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  Conduits of the Age 
  Designer: Sasha Hall  
  Artist: Jeshields 
  Editing and Layout: Greg LaRose 
  Publisher: Amora Game 
   
  This product makes use of the material found in Liber Influxus Communis: the Book of Collective Influence, and 
  has been converted here for use with the 13th Age Roleplaying Game.   
   
  13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the 13th Age 
  Roleplaying Game Compatibility Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane 
  Press Ltd., and are used under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more 
  information on the compatibility license.  
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License 1.0a, Section 1(e), and are not Open Content: page 4, all trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. 
  (Elements that have previously been designated as Open Game Content are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics, except for 
  page 4, of this Amora Game product are Open Game Content, as defined in the Open Game License version 1.0a 
  Section 1(d). No portion of this work other than the material designated as Open Game Content may be repro-
  duced in any form without written permission. 
   
  13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the 13th Age 
  Roleplaying Game Compatibility Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane 
  Press Ltd., and are used under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more 
  information on the compatibility license.  
   
  Conduits of the Age, “Fred” the Amora Game logo, and all other Amora Game product names and their respec-
  tive logos are trademarks of Amora Game in the U.S.A. and other countries. All Amora Game characters, charac-
  ter names, and the distinctive likenesses thereof are property Amora Game. This material is protected under the 
  copyright laws of the United States of America. Any similarity to actual people, organizations, places, or events 
  included herein is purely coincidental. 
  
  2 
  P 
  lay Style: By making use of a conduct die 
  that fills in power as one goes, conduits are 
  versatile and moderately unpredictable. Their 
  powers are determined by what their conduct die 
  grants them, and what they’ve drawn into it. This 
  makes for a playstyle that prioritizes paying     
  attention and being adaptable. 
  A 
  bility Scores: Conduits, having weathered 
  magical forces time and again, are wise. 
  They’re also fairly dexterous, as they need good 
  reflexes to draw magic into their bodies. 
       Conduits gain a +2 class bonus to either their 
  different 
  from their racial bonus. 
  R 
  aces: Conduits come from all walks of life, 
  but half-orcs and gnomes are especially 
  common among their ranks. Arcane experiments 
  that led to half-orcs sometimes manage to infuse 
  the potential for conduits within them, and 
  gnomes are tricky enough to have supposedly 
  stumbled onto the secrets of conduction. 
  B 
  ackgrounds: These are just a few examples 
  of backgrounds for a typical conduit. They 
  can be an arcane experiment survivor, wild magic 
  weatherman, antimagic acolyte, magically-
  preserved 5th Age corpse, or excommunicated 
  charlatan. 
  I 
  cons: Few patrons of the Grand Mage would 
  dare to become conduits, believing the power 
  to be a fool’s gift. However, many other icons, 
  especially those who would seek to oppose more 
  magical enemies, have sponsored research into 
  the making of conduits. 
   
  At 1st level, conduits start with a melee weapon 
  and a ranged weapon of their choice, some form 
  of light armor, and any other nonmagical ele-
  ments that fit their background. They may have 
  some spent wands that they hang onto so they can 
  pretend to cast spells by waving a wand when 
  they use their conduct power; so they "blend in".   
       The thrifty conduit can start with 25 gp in 
  their purse. Conduits who trust to the fates, and 
  take a few more chances start with 1d6 x 10 gp. 
  Conduits prefer the leather armor that gives a 
  little flexibility and movement; while offering 
  simple but effective protection.  
  For a conduit, weapons like a shortsword work 
  nicely. For the smasher types, a good heavy flail. 
  For conduits that charge into the fray, a good 
  spear or halberd is also nice to handle. For 
  ranged, a trusty crossbow or shortbow helps them 
  keep their distance when ramping up powers. 
   
  Melee Attack 
  Ranged Attack 
  At-Will 
  At-Will 
  Target: One enemy 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Hit: WEAPON + Dexterity damage 
  Miss: Damage equal to your level 
  Miss: - 
  Conduit Armor and AC 
  Type 
  AC 
  Attack Penalty 
  None 
  10 
  - 
  Light Armor 
  11 
  - 
  Heavy Armor 
  13 
  -2 
  Shield 
  1 
  -2 
  
  3 
  Conduit Level Progression  
   
   
   
  Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.  
  Conduit Level 
  Total Hit Points 
  Conduct Die 
  Size 
  Total Feats 
  Level-up  
  Ability  
  Bonuses 
  Damage bonus 
  From Ability Score 
  Level 1 
  (7 + Con mod) x 3 
  1d6 
  1 adventurer 
  - 
  ability modifier 
  Level 2 
  (7 + Con mod) x 4 
  1d6 
  2 adventurer 
  - 
  ability modifier 
  Level 3 
  (7 + Con mod) x 5 
  1d6 
  3 adventurer 
  - 
  ability modifier 
  Level 4 
  (7 + Con mod) x 6 
  1d6 
  4 adventurer +1 to 3 abilities 
  ability modifier 
  Level 5 
  (7 + Con mod) x 8 
  1d8 
  4 adventurer 
  1 champion 
  - 
  2 x ability modifier 
  Level 6 
  (7 + Con mod) x 10 
  1d8 
  4 adventurer 
  2 champion 
  - 
  2 x ability modifier 
  Level 7 
  (7 + Con mod) x 12 
  1d8 
  4 adventurer 
  3 champion 
  +1 to 3 abilities 
  2 x ability modifier 
  Level 8 
  (7 + Con mod) x 16 
  1d10 
  4 adventurer 
  3 champion 
  1 epic 
  - 
  2 x ability modifier 
  Level 9 
  (7 + Con mod) x 20 
  1d10 
  4 adventurer 
  3 champion 
  2 epic 
  - 
  3 x ability modifier 
  Level 10 
  (7 + Con mod) x 24 
  1d10 
  4 adventurer 
  3 champion 
  3 epic 
  +1 to 3 abilities 
  3 x ability modifier 
  Conduit Stats 
   
  Ini�a�ve, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. 
       Ability Bonus 
  +2 Dexterity or Wisdom (different from racial bonus) 
       Initiative 
  Dex mod + Level 
       Armor Class (light armor) 
  11 + Middle mod of Con / Dex / Wis + Level 
       Physical Defense 
  11 + Middle mod of Str / Dex / Con + Level 
       Mental Defense 
  12 + Middle mod of Int / Wis / Cha + Level 
       Hit Points 
  (7 + Con mod) x Level modifier 
       Recoveries 
  (Probably) 8 
       Recovery Dice 
  (1d8 x Level) + Con mod 
       Backgrounds 
  8 points, max 5 in any one background 
       Icon Relationships 
  3 points 
       Talents 
  3 
       Feats 
  1 per level 
  
  4 
  All conduits have the following class feature. 
  The conduit’s power is wild and unpredictable, 
  different abilities sparking from different places. 
  This is represented by the conduct die. Conduct 
  die starts as a d6 at 1st level, and becomes a d8 
  at 5th level and a d10 at 8th level. 
       After a full heal-up, a conduction power for 
  which the conduit meets the prerequisites for are  
  assigned to a side of the conduct die. When a side 
  is rolled, this is referred to as a conduct power 
  being rolled, with the specific conduct power  
  being the one assigned to that side. The die is 
  then rolled twice. The powers that were rolled 
  are considered to be charged. All other powers 
  are considered drained. Repeats of the same pow-
  er are then rerolled. 
       Whenever a magical ability targets a conduit, 
  they can choose to use an interrupt action to roll 
  their conduct die. If the conduct die lands on a 
  drained power, the magical ability automatically 
  misses all of its targets and the drained power 
  becomes charged. If the conduct die lands on a 
  charged power, the conduit may choose to have 
  the magical ability automatically miss all of its 
  targets but take damage equal to the level of the 
  creature that created the magical ability, or have 
  it proceed as normal. 
       At the start of the conduit’s turn they always 
  roll the conduct die as a free action, no matter 
  what. If the conduct die lands on a charged pow-
  er, that power can be used with the correspond-
  ing action that turn. If it lands on a drained pow-
  er, nothing happens  
          Adventurer Feat: When you roll a drained 
  power at the start of your turn, you can use your 
  move action to reroll it. 
          Champion Feat: You now roll your conduct 
  die three times after a full heal-up. 
          Epic Feat: You gain one (1) extra interrupt 
  action each round which can only be used to roll 
  your conduct die. 
  Conduit Melee Weapons 
  Conduit Ranged Weapons 
    
  One-Handed 
  Two-Handed 
  Thrown 
  Crossbow 
  Bow 
  Small 
   
  Small 
   
   
    1d4 dagger 
  1d6 club 
  1d4 dagger 
  1d4 hand crossbow 
  - 
  Light or Simple 
    
  Light or Simple 
    
    
    1d6 shortsword 
  1d8 spear 
    1d6 javelin 
    1d6 light crossbow 
  1d6 shortbow 
  Heavy or Martial 
   
  Heavy or Martial 
   
   
    1d8 heavy flail  
  (-2 attack) 
    1d10 halberd  
  (-2 attack) 
  - 
  1d8 heavy crossbow  
  (-2 attack) 
  1d8 longbow  
  (-2 attack) 
  
  5 
  Choose three of the following class talents. 
  Controlled Conduct 
  You cannot take this talent if you also have the 
  gigas conduct talent. 
  Once per round, when you roll your conduct die 
  for any reason, you can choose to modify the   
  result of the die up or down by 1. This does not 
  take an action, and it is treated as if that was 
  what the result had always been. 
       Adventurer Feat: When you modify the result 
  of the conduct die, you gain a +1 bonus (+2 at 5th 
  level, +3 at 8th) to attack rolls made to use the 
  conduct power associated with the new result. 
       Champion Feat: You can choose to modify the 
  result of the conduct die twice in one round. 
       Epic Feat: When you modify the result of the 
  conduct die, you can modify it by either 1 or 2, 
  your choice. 
   
  Favorite Power 
  When you assign powers to the sides of your con-
  duct die, pick one power. This power is assigned 
  to two sides of your choice, each of which func-
  tions as a separate power. 
       Adventurer Feat: When one side containing 
  your favorite power is drained and the other is 
  charged, and you roll the charged side, you can 
  choose to charge the drained side as if it had 
  been the result rolled. 
       Champion Feat: When both sides containing 
  your favorite power are drained, and you would 
  charge one of them, you instead charge both of 
  them. 
       Epic Feat: You can now choose to have a sec-
  ond favorite power when you assign powers to the 
  sides of your conduct die. Both favorite powers 
  are assigned to two sides of your choice, and are 
  affected by the adventurer and champion tier 
  feats for this talent separately. 
   
  Gigas Conduct 
  You cannot take this talent if you also have the 
  controlled conduct talent. 
  Your conduct die is one size larger, to a maximum 
  of a d12 at epic tier. However, when you roll your 
  conduct die as an interrupt action, roll 1d4. On a 
  2-4, resolve as normal. On a 1, the interrupt    
  action is wasted with no effect, and if the rolled 
  power was charged, it becomes drained. 
       Adventurer Feat: Once per battle, when you 
  roll your conduct die as an interrupt action, you 
  can choose to not roll 1d4 and have it automati-
  cally resolve normally. 
       Champion Feat: You now roll 1d6 instead of 
  1d4 to determine if your interrupt action is wast-
  ed. It is resolved as normal on a 2-6, and has the 
  same effect on a 1 as it did when it was a 1d4. 
       Epic Feat: You can use the adventurer tier 
  feat for this talent twice times per battle. 
   
  Mystical Armor 
  You take no penalty for using shields or for heavy 
  armor. Additionally, when your conduct die is on 
  an odd-numbered result, you gain +1 AC. When 
  your conduct die is on an even-numbered result, 
  you gain +1 PD. 
       Adventurer Feat: When using a shield and/or 
  wearing armor, you increase the bonus to AC or 
  PD from this talent by +1 (to +2). 
       Champion Feat: The bonus to AC or PD from 
  this talent also applies to MD. 
       Epic Feat: You increase the bonus to AC or PD 
  from this talent by +1 at all times. 
   
  Mystical Weapons 
  You take no penalty for using heavy or martial 
  weapons. Additionally, when your conduct die is 
  lands on an odd-numbered result and you make an 
  attack with a weapon, you gain a bonus to the 
  attack roll equal to your tier (+1 at adventurer,  
  +2 at champion, +3 at epic). When your conduct 
  die is on an even-numbered result and you make 
  an attack with a weapon, you roll one more die of 
  damage than normal. 
       Adventurer Feat: When you wield a heavy or 
  martial weapon, you increase the damage by one 
  size (d10s for one-handed, d12s for two-handed). 
       Champion Feat: One battle per day, you can 
  treat your conduct die as both odd an even for 
  the purposes of this talent for the entire battle. 
       Epic Feat: You can use the champion tier feat 
  for this talent two battles per day. 
  
  6 
  Wild Preservation 
  When you assign powers to the sides of your con-
  duct die, pick one side (two at 5th level, three at 
  8th). Whenever you roll a save when your conduct 
  die is on a selected side, you add your Wisdom 
  bonus to your save. 
       Adventurer Feat: When you heal using a    
  recovery and your conduct die is odd, add your 
  Wisdom bonus to the healing gained. 
       Champion Feat: When you heal using a recov-
  ery and your conduct die is even, the recovery is 
  free. 
       Epic Feat: You now pick one more side (for a 
  total of four sides) for this talent. 
   
  After each full heal-up, choose one of the follow-
  ing powers for each side of your conduct die. Un-
  less otherwise stated, you can only select a given 
  power once per full heal-up. 
   
  Alacrity 
  Action: Quick 
  Target: Self 
  Effect: You add your Dexterity modifier to all In-
  telligence-based checks you make for one round. 
    Champion Feat: Double your Dexterity modifier. 
    Epic Feat: Triple your Dexterity modifier. 
   
  Conduit Strike 
  Action: Standard 
  Target: One engaged enemy 
  Attack: Dexterity + Level vs PD 
  Hit: 2d8 + Wisdom force damage 
  Miss: Damage equal to twice level. 
     Champion Feat: 5d8 + Wisdom 
     Epic Feat: 8d8 + Wisdom 
   
  Convince 
  Action: Quick 
  Target: Self 
  Effect: You add your Dexterity modifier to all 
  Charisma-based checks you make for one round. 
    Champion Feat: Double your Dexterity modifier. 
     Epic Feat: Triple your Dexterity modifier. 
  Deflective 
  Action: Interrupt 
  Target: One creature making an attack against 
  the conduit that targets AC or PD. 
  Attack: Dexterity + Level vs MD. 
  Hit: The target’s attack automatically misses. 
     Champion Feat: The target also takes 2d6 + 
  Wisdom psychic damage. 
     Epic Feat: The damage taken increases to 4d8 + 
  Wisdom. 
   
  Dissipation 
  Action: Standard 
  Target: One nearby spellcaster 
  Attack: Wisdom + Level vs MD 
  Hit: 1d10 + Wisdom psychic damage, and the   
  target can’t use magical effects for one round. 
     Champion Feat: 3d10 + Wisdom damage, and 
  the target can’t use magical effects for two 
  rounds. 
     Epic Feat: 5d10 + Wisdom damage, + the target 
  is unable to use magical effects for three rounds. 
  
  7 
  Explode 
  Action: Standard 
  Target: All engaged enemies 
  Attack: Wisdom + Level vs PD 
  Hit: 1d8 + Wisdom force damage. 
     Champion Feat: 2d8 + Wisdom 
     Epic Feat: 4d10 + Wisdom 
   
  Focus 
  Action: Quick 
  Target: Self 
  Effect: You add your Dexterity modifier to all Wis-
  dom-based checks you make for one round. 
    Champion Feat: Double your Dexterity modifier. 
    Epic Feat: Triple your Dexterity modifier. 
   
  Funnel 
  Action: Standard 
  Target: Up to 3 nearby enemies in the same gen-
  eral direction. 
  Attack: Wisdom + Level vs PD 
  Hit: 1d8 + Wisdom force damage. 
     Champion Feat: 2d8 + Wisdom 
     Epic Feat: 4d10 + Wisdom 
   
  Grace 
  Action: Quick 
  Target: Self 
  Effect: You add your Wisdom modifier to all Dex-
  terity-based checks you make for one round. 
     Champion Feat: Double your Wisdom modifier. 
     Epic Feat: Triple your Wisdom modifier. 
   
  Mending 
  Action: Standard 
  Target: One creature that you’re next to. 
  Effect: The target can heal using a recovery. 
     Champion Feat: Add your Wisdom modifier to 
  the healing gained. 
     Epic Feat: Also add your level to the healing 
  gained. 
   
  Mystical Bolt 
  Action: Standard 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs PD 
  Hit: 2d8 + Wisdom force damage 
  Miss: Damage equal to twice level. 
     Champion Feat: 5d8 + Wisdom 
     Epic Feat: 8d8 + Wisdom 
   
  Mystical Boost 
  Action: Quick 
  Target: Self 
  Effect: Gain +1 to all attack rolls for one round. 
     Champion Feat: +2 for two rounds. 
     Epic Feat: +4 for three rounds. 
   
  Mystical Movement 
  Action: Quick 
  Target: Self 
  Effect: Take a move action. 
     Champion Feat: Take a move action and gain 
  +2 AC for two rounds. 
     Epic Feat: Take the equivalent of two move 
  actions and gain +2 AC for three rounds. 
   
  Mystical Protections 
  Action: Move 
  Target: Self 
  Effect: Gain +1 to all defenses for one round. 
     Champion Feat: +2 to all defenses for two 
  rounds. 
     Epic Feat: +4 to all defenses for three rounds. 
   
  Rigor 
  Action: Move 
  Target: Self 
  Effect: Gain resist physical damage 12+ for two 
  rounds. 
     Champion Feat: Gain resist physical damage 
  16+ for three rounds. 
     Epic Feat: Gain resist physical damage 18+ for 
  four rounds. 
   
  Surge 
  Action: Move 
  Target: Self 
  Effect: Gain +2 damage with melee basic attacks 
  for two rounds. 
     Champion Feat: Gain +4 damage with melee 
  basic attacks for three rounds. 
     Epic Feat: Gain +6 damage with melee basic 
  attacks for five rounds. 
  
  8 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document. © 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
   
       Castles & Crusades, © 2004, Troll Lord Games;    
  Authors: Davis Chenault, Mac Golden.  
       Pathfinder Roleplaying Game Core Rulebook, © 
  2009, Paizo Publishing, Inc; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
      Liber Influxus Communis, © 2014, Amora Game; 
  Authors: Greg LaRose, Alex Augunas, Bradley Crouch, 
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       13th Age RPG Core Rulebook. © 2013, Fire Opal 
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       Conduits of the Age, © 2016, Amora Game; Authors: 
  Sasha Hall 
   
  
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