Sacrament is still being playtested, so its rules change. This page records each change to the rules the Sacrament RPG Table uses, newest first, and corrects anything we published that was wrong. The Rules, Player guide and GM guide always describe the rules as they are now. This page tells you what moved and why.
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Where the changes come from. Each entry says what prompted it: a playtest, a problem found while reviewing the rules, or the designer's decision. Nothing here is a guess about how the rules play. If you have printed something older, the errata below say what to correct by hand.
Errata
Corrections to text we published. These pages were written before the Horror change of 1 November 2026 and still described the old rule. The rule itself is the one under "1 November 2026" below. All of these are now corrected.
- Player cheat sheet (PDF). It said every natural 1 adds 1 Horror, and that at 21 the meter simply stays full. Read instead: a natural 1 adds 1 Horror only on an attack, a spell or a pushed action, and at 21 each point that cannot go on the meter costs the hero d4 HP. The downloads have been replaced.
- The Guest at Greave, "Blood on snow". It said a hero's natural 1 on the blood test adds 1 Horror. The test is a plain WIS check, so a natural 1 still smears the reading but adds no Horror. The online adventure and its PDFs are corrected.
- Player guide, "The shared Horror". It said the table never applies extra damage when the Horror is full. Since 1 November it does: see "pay in blood" below.
Clarifications
Questions the current text left open. The rules have not changed; these say how the table already works.
- Which natural 1s add Horror. An attack is a roll with a weapon or a damaging item against something with HP, or Attack without an item. Every spell counts, healing spells included. Any roll made as a pushed second action counts, even a plain check. Everything else is a plain check and its natural 1 adds nothing: ordinary checks, items that do not deal damage (bandages, most relic powers), and a weapon or damaging item used to make progress on an obstacle.
- Paying in blood can drop a hero. The d4s come off HP like any other harm. A hero brought to 0 this way falls and starts their dying countdown as usual. A hero already at 0 cannot act, so cannot pay.
- Who sees the blood. The cost has its own line in Activity, with the dice shown. Only the GM can undo it. If the magic was used privately, the line stays private to the GM.
- The GM's own Horror controls cost no blood. Raising the meter by hand in the Table tab never charges a hero. Lower by d6 in the same place is a manual adjustment, separate from Party rest.
1 November 2026: the Horror
A natural 1 adds Horror only when it matters. Before, every natural 1 a hero rolled added 1 Horror, even on a roll to climb a wall or read a ledger. Now a natural 1 adds 1 Horror only on an attack, a spell or a pushed second action of any kind. Plain checks are free. A Push still costs 1, spells keep their casting cost, and monsters' natural 1s still add nothing. Prompted by: the designer's decision.
Past 21, you pay in blood. The meter stops at 21. Before this change, any Horror that could not go on a full meter was simply lost, so pushes, spells and natural 1s became free at exactly the moment they should hurt most. Now each point of a hero's cost that cannot go on the meter costs that hero d4 HP instead. Prompted by: the designer noticed that pushing cost nothing once the meter was full, and chose this fix from four options.
1 November 2026: grimoires
- Fuller spell text. Every spell's description now says what it looks like, what it does, its range, how long it lasts, the check, its limits and its Horror cost. Only the wording changed: no number, die, range or cost moved.
- No spell in two books. Four books that shared spells with other books have new editions with spells of their own. A hero who already owns an older edition keeps it exactly as it was.
- Six new books, two each for Energy, Druidic and Necromancy magic. There are now 22 grimoires and 66 spells. Every grimoire still takes three slots and holds three spells, damage spells still roll Magic d10, healing spells still cost no casting Horror and every other spell still costs 1.
- Finding a grimoire. The Grimoires d100 table is now shared across all 22 books. The chance of finding a grimoire at all has not changed.
- Prompted by: the designer's decision.
25 October 2026: grimoires and results
- Themed grimoires. The catalogue grew to 16 books across ten themes and 43 spells. Every grimoire still takes three slots and holds three spells, healing spells still cost no casting Horror and every other spell still costs 1. Books whose contents changed are new editions: a hero who already owns an older edition keeps it exactly as it was. Prompted by: the designer's decision.
- Damage lands when you roll it. A successful attack's damage now goes straight onto the target you chose, instead of waiting for a separate Apply. Undo in Activity still takes it back. Prompted by: the designer's decision, to keep turns moving.
- Each scene keeps its own turn order. Switching scenes no longer clears or rebuilds the order, and does not advance the round. Prompted by: the designer's decision.
24 October 2026: healing, ranges and combat
- Healing is tracked by the table. Most healing works once per recipient and source between Party rests, whoever casts it and however many copies they carry. A hero at 0 HP can be healed again. Healing never raises the dead or goes past maximum HP. Bandages on a dying hero make an Easy WIS Tend check that stops the countdown; a natural 20 also heals d4.
- Party rest heals each living hero 10 HP and lowers the Horror by d10 for every two living heroes, rounding up. The GM decides when a rest is possible.
- Ranges are defined. Close is sword's reach, Near is up to 30 feet, Far is ordinary ranged distance beyond that, and Very Far needs a longbow, a rifle or an ability that says so. The GM judges distance and line of sight.
- Monsters' natural rolls. A monster's natural 1 always misses and its natural 20 always hits. Heroes are still judged by their total.
- Natural 20s add to damage. A hero's successful natural 20 now adds an extra Ultimate die (normally d12) to the normal damage or Effort roll, rather than replacing it, when the table has that option on. Bonuses count once each. Rolls already waiting when this changed keep their old rule.
- Crossbows gain +2 to their attack checks, still roll Weapons d6, and need a Move to reload. Bows keep their Move instead.
- Push is offered only after a failed attack, once, during your own turn. The pushed action cannot be pushed again. Outside your turn, only the GM can allow it, with Allow this Push (+1 Horror).
- Only the GM advances turns. Passing the last entry starts a new round.
- Scene danger is optional and off by default. A GM can switch on adding max(0, Target − 11) to monster attacks in Table → House rules.
- Once-per-scene powers spend their use on the attempt, even a miss, and copies share one use. Rend the Veil can strike several chosen foes with one roll. The Executioner's Blade has a tracked final blow.
- Prompted by: a rules and loot audit and a round of fixes, each approved by the designer. Monster natural rolls and the Party rest change were the designer's own decisions.
23 October 2026: after the first playtest
- Healing spells cost no casting Horror. Every other spell costs exactly 1, whatever its power. Relics keep their own listed cost.
- Healing can target yourself or anyone in range. Drinking an item heals the one who drinks it. A dying hero cannot tend themselves.
- Push follows a failed attack only. Ordinary checks and healing checks cannot be pushed.
- Your attack keeps its target. An item attack asks for a target if none is chosen, and the damage goes to that target even if you look at another card.
- Weapon dice. Every ordinary weapon, bows, crossbows and slings included, rolls Weapons d6. Guns and gunpowder roll Guns d8.
- Equipment. Every grimoire takes three slots. Heavy ordinary melee weapons add +2 damage. A two-handed weapon needs your shield in the pack. One body armour, one helmet and one shield count at a time.
- Prompted by: the first playtest on the table, and the designer's decisions that followed it.
Tell us what you find
If a rule felt wrong at your table, a number was forgotten, or you had to invent a ruling on the spot, tell us on the feedback page. Say what happened and what you expected. Never include a private GM recovery link.