Archmage os
One system. Not eleven browser tabs.
Be honest about how you run a game right now. Eleven tabs, a music app in a twelfth, a PDF you can’t search because it’s a photo of a page, and a laptop you keep tilting away from the players so they can’t read the encounter. You’ve gotten very good at a workaround.
ArchmageOS does one job: it runs the night. You prep on a quiet Tuesday, and when you sit down on Friday it’s ready. What you get back is four hours at a table with people you like, and nothing between you and the story.
Be honest about how you run a game right now. Nine tabs. A music app in a tenth. A PDF you can’t search because it’s really just a photo of a page. And a laptop you keep subtly tilting away from the players so they can’t read the encounter. That’s not a toolset. That’s a workaround you happen to have gotten scarily good at.
ArchmageOS does one job, which is run the night. You do prep on some quiet Tuesday. Friday you sit down and it’s already there waiting. What you get back is the thing that was the whole point to begin with: four hours at a table with people you like, and nothing standing between you and the story.


Divine Weapon (Relic) — Requires Attunement by a Devout or Guardian Archetype
Type: Longsword (Melee, Versatile)
Tags: Sacred, Luminous, Sentient
Description
Forged from the tempered radiance of a fallen star, this blade glows with the steady warmth of dawn. It hums softly in the presence of corruption, and its light bends to protect those who stand for the innocent.
When drawn, the Holy Blade projects a faint, shimmering barrier that shields the wielder and their allies.
Base Stats
Damage: 2d6 radiant
Secondary: 1d8 slashing (when used two-handed)
Range: Melee (5 ft.)
Durability: 3 Charges
Abilities
Aegis of Light (Reaction) —
When you or an ally within Near range would take damage, expend 1 Charge to reduce that damage by 2d8 + your Spirit modifier. The damage reduction manifests as golden light that sears any unholy creature that caused it, dealing 1d6 radiant in return.
Consecrated Edge (Passive) —
While attuned, attacks with the Holy Blade count as magical and deal an additional +1 radiant damage per Strike.
Divine Renewal (1/Session) —
At dawn, if you have 0 Charges remaining, you may spend 10 minutes in prayer to restore all Charges. Doing so also cleanses any disease, poison, or curse afflicting you.
Sentience
The blade’s voice is calm, compassionate, and resolute. It speaks rarely, preferring to guide through instinct and light. It cannot abide cruelty, and may refuse to be drawn by those who act with selfish intent.
Rarity: Legendary
Origin: Crafted in the Sanctum of Virelle by the Archon-Knight Ser Calith of the Dawnwatch.
holy blade of
the aegis


Divine Weapon (Relic) — Requires Attunement by a Devout or Guardian Archetype
Type: Longsword (Melee, Versatile)
Tags: Sacred, Luminous, Sentient
Description
Forged from the tempered radiance of a fallen star, this blade glows with the steady warmth of dawn. It hums softly in the presence of corruption, and its light bends to protect those who stand for the innocent.
When drawn, the Holy Blade projects a faint, shimmering barrier that shields the wielder and their allies.
Base Stats
Damage: 2d6 radiant
Secondary: 1d8 slashing (when used two-handed)
Range: Melee (5 ft.)
Durability: 3 Charges
Abilities
Aegis of Light (Reaction) —
When you or an ally within Near range would take damage, expend 1 Charge to reduce that damage by 2d8 + your Spirit modifier. The damage reduction manifests as golden light that sears any unholy creature that caused it, dealing 1d6 radiant in return.
Consecrated Edge (Passive) —
While attuned, attacks with the Holy Blade count as magical and deal an additional +1 radiant damage per Strike.
Divine Renewal (1/Session) —
At dawn, if you have 0 Charges remaining, you may spend 10 minutes in prayer to restore all Charges. Doing so also cleanses any disease, poison, or curse afflicting you.
Sentience
The blade’s voice is calm, compassionate, and resolute. It speaks rarely, preferring to guide through instinct and light. It cannot abide cruelty, and may refuse to be drawn by those who act with selfish intent.
Rarity: Legendary
Origin: Crafted in the Sanctum of Virelle by the Archon-Knight Ser Calith of the Dawnwatch.
holy blade of
the aegis


Divine Weapon (Relic) — Requires Attunement by a Devout or Guardian Archetype
Type: Longsword (Melee, Versatile)
Tags: Sacred, Luminous, Sentient
Description
Forged from the tempered radiance of a fallen star, this blade glows with the steady warmth of dawn. It hums softly in the presence of corruption, and its light bends to protect those who stand for the innocent.
When drawn, the Holy Blade projects a faint, shimmering barrier that shields the wielder and their allies.
Base Stats
Damage: 2d6 radiant
Secondary: 1d8 slashing (when used two-handed)
Range: Melee (5 ft.)
Durability: 3 Charges
Abilities
Aegis of Light (Reaction) —
When you or an ally within Near range would take damage, expend 1 Charge to reduce that damage by 2d8 + your Spirit modifier. The damage reduction manifests as golden light that sears any unholy creature that caused it, dealing 1d6 radiant in return.
Consecrated Edge (Passive) —
While attuned, attacks with the Holy Blade count as magical and deal an additional +1 radiant damage per Strike.
Divine Renewal (1/Session) —
At dawn, if you have 0 Charges remaining, you may spend 10 minutes in prayer to restore all Charges. Doing so also cleanses any disease, poison, or curse afflicting you.
Sentience
The blade’s voice is calm, compassionate, and resolute. It speaks rarely, preferring to guide through instinct and light. It cannot abide cruelty, and may refuse to be drawn by those who act with selfish intent.
Rarity: Legendary
Origin: Crafted in the Sanctum of Virelle by the Archon-Knight Ser Calith of the Dawnwatch.
holy blade of
the aegis
THE SYSTEMS · Arcane Cards
If it’s got an entry, it can hit the table.
Anything in the campaign can become a card: a villain, a shortsword, the tavern, the rumor your players refuse to let go of.
Cards move, too. Slide loot across the table and it lands in front of the right player, then goes into their inventory. Handouts and treasure used to be separate problems. Now they’re one object you can pass across the table.
Anything in the campaign becomes a card. A villain. A shortsword. A tavern. That one rumor a player will not, under any circumstances, let go of.
And the cards move. Slide loot across the table and it lands on their side and drops straight into their inventory. Reference, handouts, treasure, NPCs. That’s four different headaches on a normal night. Here it’s one object, and you can basically throw it at people.
THE SYSTEMS · Booster Packs
Loot that opens like a booster pack.
Loot, packaged like something your table already knows how to want.
Point a Booster Pack at your random loot table and the party opens it like a pack of cards. Someone calls dibs before the reveal. Someone pulls a flame tongue, someone else pulls a cursed hat nobody will admit to wanting, and the twenty minutes of trading that follows is content you never had to write.
Aim a Booster Pack at your random loot table and it cracks open like, well, a booster pack. People call dibs before the reveal, obviously. Someone pulls the flame tongue, someone else pulls a cursed hat nobody will admit to wanting, and the twenty minutes of trading and betrayal that follows is content you got completely for free. You didn’t write a word of it.
THE SYSTEMS · GRIMOIRE
Your whole campaign, searchable at the table.
The campaign, quietly keeping track of itself.
One database for prep and for play. Write the temple entry once and it’s searchable mid-session, linked to the NPC who let the location slip, and one gesture away from becoming a card you put in front of the party.
One database for running the game and for building the world, which, if you think about it, are the same job done at different hours. Write the temple entry once. It’s searchable mid-session. It’s linked to the NPC who let the location slip. And it’s one gesture from turning into a deck you slap down in front of the party.
Blackglass Keep
A concept demonstration. The Grimoire is in active development.
THE SYSTEMS · VIRTUAL TABLETOP
THE SYSTEMS · VIRTUAL TABLETOP
A map for the players, and a DM view of everything hidden in it.
Two screens. One table.
Two screens. One table.
The player display shows the map. Yours shows the same map with the stat blocks and the door they haven’t tried yet. We kept the VTT deliberately light. It draws fog and moves tokens, and otherwise stays out of your way.
Player screen has the map. Yours has the map and everything hiding under it: stat blocks, the door they haven’t thought to try, the number the rogue is absolutely not supposed to know yet. We kept it deliberately light. It draws fog, moves tokens, rolls dice when you ask, and then it gets out of the way and shuts up. Which, if you’ve used a few VTTs, you know is more than most of them are willing to do.
Player screen has the map. Yours has the map and everything hiding under it: stat blocks, the door they haven’t thought to try, the number the rogue is absolutely not supposed to know yet. We kept it deliberately light. It draws fog, moves tokens, rolls dice when you ask, and then it gets out of the way and shuts up. Which, if you’ve used a few VTTs, you know is more than most of them are willing to do.
A concept demonstration. ArchmageOS is in active development, and works with the VTT tools you already use.
THE SYSTEMS · SCENE RECALL
Run the night like you’re directing it.
Run the night like you’re directing it.
Run the night like you’re directing it.
A Scene saves the entire table the way you set it up: window positions, open reference, staged Arcane Cards, music, ambience, and the color of the light in the room. Build Thursday’s ambush on a slow Sunday afternoon. At the table you call the Scene, and everything changes over before you finish your sentence.
A concept demonstration. The Scene System is on the ArchmageOS roadmap.
Scene recalled. The Southern Road. Map Southern Road, dusk. Music The Long Way Round. Light Dusk wash, cool.