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What it's about
Play a Mistborn in Sanderson's world
The Mistborn Handbook is the 405-page hardcover core rulebook for the Cosmere Roleplaying Game. It contains all the rules needed to create characters and adventures on Scadrial, the world of Brandon Sanderson's acclaimed Mistborn saga.
The core of the system is immediate: you roll a 20-sided die, add the relevant skill, and try to beat a difficulty value. Those who have already played RPGs will feel at home from the first session — and those who have never played before will learn the mechanic in a minute.
Then there's the Plot Die: in dramatic or risky moments, you add it to the roll to raise the stakes. The result generates a Complication or an Opportunity that activates special abilities and narrative twists. The Mistborn Handbook also includes talent trees for 6 heroic paths and 5 Metalborn paths, with no multiclass penalties: build the character you want, mixing paths as you prefer.
Why we like it
The Plot Die is the best idea: it turns every risky roll into a plot twist, not just a simple success or failure.
The system's secret in a nutshell
Burning metals isn't a statistic: it's the feeling of being able to push on a coin and disappear into the mists.
From the gaming experience
Mistborn Handbook
Inside the manual
What you'll find in the 405 pages
A familiar system
Roll a d20, add the relevant skill, beat the difficulty. The basics are learned in a minute, even at the first table.
The Plot Die
A special d6 to add to dramatic rolls: generates Complications or Opportunities that activate abilities and plot twists.
Flexible talent trees
6 heroic paths and 5 Metalborn paths, with no multiclass penalties: mix and match paths as you wish.
The world of Scadrial
Setting, Metallic Arts, and material to build adventures in Brandon Sanderson's Cosmere universe.
In a few months, your group will still be talking about that night on the rooftops of Luthadel. That's how lasting campaigns work.
A session in five moments
What happens at the table
Not the rules. The experience.
The team is built
Everyone browses the talent trees and chooses their path: a warrior, a rogue, a Metalborn. No multiclass penalties — the character you imagine is the one you can truly build.
The mists cover the city
The Game Master describes Luthadel at night: ash in the air, patrols in the streets, a noble mansion to infiltrate. The group plans in hushed tones, like a real crew.
The first crucial roll
You want to scale the wall unseen: d20, plus skill, versus difficulty. Simple, immediate — even those new to role-playing understand what's happening.
"Add the Plot Die"
The situation gets risky and the special d6 comes to the table. Complication: a guard saw you. But it's also an opportunity to burn steel and disappear among the rooftops. The table erupts.
The session ends, not the story
The heist was only half successful and someone is looking for you. The lights go out and talk already turns to next time: each character has a new talent to unlock.
How to play
The flow of each action
Four steps that repeat throughout the campaign. The basics are learned in a minute.
You narrate your character's action; the Game Master determines which skill comes into play and how difficult it is to succeed.
The core of the system: a 20-sided die plus the relevant skill, to beat the difficulty value.
In dramatic or risky moments, add the special d6: it generates a Complication or an Opportunity that changes the scene.
Session after session, you unlock new talents across heroic and Metalborn paths, with no multiclass penalties.
Why it's different
Six things that make it special
The Plot Die
It doesn't just decide if you succeed: it decides what happens next. Complications and Opportunities that turn rolls into plot.
Simple entry mechanics
d20 plus skill versus difficulty: those coming from other TTRPGs don't have to relearn anything, new players can start immediately.
No multiclass penalties
Mix talent trees freely: the system rewards imagination instead of punishing combinations.
11 paths to explore
6 heroic paths and 5 Metalborn paths: from warrior to metal burner, every table finds its team.
Official Scadrial
The setting of Brandon Sanderson's Mistborn saga, with its Metallic Arts, brought to the table with an official license.
405 pages, hardcover
A complete and carefully crafted volume: all the rules for creating characters and adventures are right here.
Before ordering
What you need to play
The Mistborn Handbook contains all the rules for creating characters and adventures. But a role-playing game needs something more: it's better to know beforehand.
What you'll find in the handbook
- 405 pages hardcover, all rules for the Cosmere RPG on Scadrial
- Character creation with 6 heroic paths and 5 Metalborn paths
- Complete game system: basic roll, Plot Die and setting material
What's needed beyond the book
- A group and someone to act as Game Master: it's not a solo game
- Dice, including the d6 Plot Die, are not included in the volume
- The handbook is in English: fluent reading is required to run sessions
If your group is looking for a long campaign in an already beloved world, the Mistborn Handbook is the starting point: clear rules, deep characters, and the mists of Scadrial await you.
Frequently Asked Questions
Mistborn Handbook FAQ
Do I need to have read Sanderson's books to play?
No. The handbook contains the necessary setting material to play on Scadrial even starting from scratch. Those who have read the Mistborn saga will recognize places, Metallic Arts, and atmospheres and will enjoy it even more — but it is not a prerequisite to sit at the table.
Isn't this just another d20 role-playing game?
The base is intentionally familiar — d20 plus skill versus a difficulty — precisely to lower the barrier to entry. The difference is the Plot Die: that additional d6 on risky rolls generates Complications and Opportunities that drive the narrative, instead of just saying "you succeed" or "you fail." Added to this are the talent trees with no multiclass penalties.
Is this handbook enough to start playing?
Yes: it's the core rulebook and includes all the rules for creating characters and adventures in the world of Scadrial. However, you need a group, a Game Master, and dice, which are not included in the volume.
Is it suitable for those who have never played role-playing games?
The basic mechanic can be learned in a few minutes, so yes, as a first TTRPG it's approachable. However, it's worth noting that it's 405 pages of talents and Metallic Arts: whoever runs the sessions will need to dedicate time to reading.
Is it available in Italian?
This is the English edition: text, character sheets, and talents are in English. To run a campaign, therefore, fluent reading of the language is required, especially from the Game Master.
What's the difference between this and other Cosmere RPG handbooks?
The Mistborn Handbook is dedicated to Scadrial, the world of the Mistborn saga, with its Metalborn paths and Metallic Arts. Other volumes of the Cosmere Roleplaying Game cover different settings in Sanderson's universe: this is the entry point for those who want to play in the mists.
Cosmere RPG — Mistborn Handbook is the 405-page hardcover core rulebook for the Cosmere Roleplaying Game, the RPG set in Brandon Sanderson's universe. It contains all the rules for creating characters and adventures on Scadrial, the world of the Mistborn saga. The system is based on a familiar mechanic — rolling a 20-sided die, adding the pertinent skill, and exceeding a difficulty value — enriched by the Plot Die, a special d6 to add to dramatic rolls that generates Complications and Opportunities with narrative plot twists. Character creation is done via talent trees with no multiclass penalties, featuring 6 heroic paths and 5 Metalborn paths. English language handbook; dice not included. Available on FroGames.it.

Cosmere RPG Mistborn Handbook
Frequently Asked Questions
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