Rules

You know the roll. You don't know what the room will do with it.

Luminari uses Pathfinder/d20-inspired mechanics: the vocabulary of the tabletop — rolls, saves, feats, prepared spells — resolved live by a persistent world.

The core loop, in plain language

You type a command. The game resolves it with dice you can read — attack rolls, saving throws, skill checks — and the room answers with consequences that persist. Everything below is a variation on that loop.

Combat

Initiative order, tactical positioning, attacks of opportunity, and condition effects. Fights reward preparation and reading the room, not typing speed.

Magic

Casters prepare spells and manage components. The magic system is extensive — schools, metamagic, and spell interactions with the environment.

Characters

Races, classes, prestige paths, feats, and skills follow the d20 structure you know from the table. See Characters for curated entry paths.

Game systems

Beyond the core loop, systems connect to the same persistent world:

  • Hunts and encounters — scripted and emergent fights whose outcomes stay in the world.
  • Crafting and alchemy — materials become real objects other players can use.
  • Travel — vessels, seaports, and Swiftpath routes drawn on the actual world map.
  • Building — zones and systems are authored in the open; see Build.

Exact race, class, feat, and zone counts are published after the automated world-data audit verifies them.

Going deeper

The complete reference lives in-game (help) and in the open-source code itself — the rules are readable all the way down.

Browse the source — opens GitHub in a new tab