wound bound written either side of a circular shield behind a vertical sword

Wound Bound Stats Tracker

A campaign helper

Wound Bound is a complete fantasy tabletop roleplaying game, set anywhere your imagination takes you — a full ruleset, a ready-to-run adventure, and everything you need to start a campaign this weekend. Characters are built in minutes from three choices. Magic is written at the table from one formula, not looked up on a list. And every character carries either the inherited mark of a god's bloodline or the ability to bend the raw elements — never both.

Three ways to break a person

Many fantasy games track one number for how close you are to dying. Wound Bound tracks three.

Body is the obvious one — the blade, the fall, the fire. Mind is what strategy and arcane work costs you. Soul is what the divine and the terrible take out of you. Run out of Body and you're dying. Run out of Mind and you're stunned. Run out of Soul and you're numb — still standing, still breathing, but no longer entirely there.

Every threat in the game can come at you down any of those three tracks. A cultist doesn't have to cut you to take you out of the fight. Neither does a difficult truth.

Magic that costs you, not a resource pool

Casters don't have spell slots. They spend their own wounds.

A Blood Mage pays in Body. An Aether Mage pays in Mind. A Divine caster pays in Soul. One formula covers every spell in the game:

Wound Cost = Tier Base + Size + Range

That's it. Want it bigger? Costs more. Want it further away? Costs more. Casters build spells at the table from seven effect types and a handful of shapes, instead of hunting through a spell list.

The result is a caster who is genuinely dangerous and genuinely fragile. Every fireball is a decision about how much of yourself you can afford to spend.