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Page 106 higher than a base DC of 10 + (2x spell level). The higher you roll, the more extraordinary the result, according to the casting table. Make the spell check when the spell is first cast, even if the casting time is more than one round. High results may reduce casting time. A novice wizard cannot cast magic beyond his comprehension, but he may attempt to cast a spell of any level he has learned. This means he may attempt to cast spells where he suffers a significant chance of failure, based on his spell check modifier. If he judges the attempt worthwhile, so be it; but there are consequences to failure. Criticals and fumbles: A spell check result of a natural 20 is a critical success. The caster receives an additional bonus to his check equal to his caster level. Compare to the casting table for that specific spell for the result. A spell check result of a natural 1 is always a failure. A result of 1 may also result in corruption or disapproval, as described below. Concentration: Some spells require concentration. While concentrating, a wizard or cleric can take no action beyond walking at half speed. Combat damage, a fall, or other significant interruptions require the spellcaster to make a Will save against DC 11 or lose concentration. Spell checks by other classes: Foolish warriors have been known to read magical scrolls in dangerous attempts to wield magic. A warrior, thief, or other character untrained in magic may attempt to cast a spell from magical instructions he encounters. A character from an untrained class rolls 1d10 for his spell check instead of 1d20. He does not add any modifier for an ability score or caster level. A trained thief may roll a higher die, as shown on Table 1-9: Thief. Saving throws against spells: In general, a saving throw against a spell effect uses a DC equal to the spell check. For example, a color spray cast with a spell check result of 17 requires a Will save of 17 or higher to resist. If a spell does not specify a specific DC for a save, the save is made against the spell check result. Reversing spells: Some spells can be reversed to perform the opposite function for which they were intended. For example, mending can be reversed to tear an object, or enlarge can be reversed to shrink an object. Although spell reversal sounds simple and straightforward as a concept, think about it in practical terms. It’s not that easy. To use an analogy, can you un-cook a chicken pot pie by following the instructions in reverse? No. Magic cannot be simply reversed. To reflect the difficulty of reverse-spellcasting in practical terms, these simple rules apply: • A wizard can learn a spell in one of its versions, normal or reversed. For example, he can learn mending as a spell slot, or he can learn tear as a spell slot. He casts either of these spells as normal. • If the wizard attempts to cast the reverse of a spell in his repertoire, he makes the spell check at a reduced die type (based on the standard dice chain). Magic comes from gods and demons who are capricious and unconcerned with your character’s flyspeck of a life. Those who would use magic are best served to always have a backup plan. Summoning magical energies is arduous, expensive, and dangerous. No wizard does it lightly. As a result, there are no mundane magics, no spells used simply to light a corridor, for example. Use a torch, fool; it is much safer! KINDS OF MAGIC Wizards and clerics tap into different kinds of magic. Wizards specialize in the better-known fields of black magic, elemental magic, and enchantment. Clerics receive the direct assistance of their gods in a style of magic called idol magic, which may or may not be similar to the powers of wizards. Black magic is learned from demons’ lips. It includes witchcraft, shamanism, and totems, as well as necromancy, diabolism, mind control, and other concentrations of negative energy. Black practitioners hold power over mortals but are slaves to their demonic masters. Cthulhu cults practice black magic, as do zombie masters, witches, and voodoo shamans. Binding and summoning are considered black magic. Elemental magic includes invocations relating to earth, air, fire, and water, including the energies and other forms associated with them (such as light, fog, flight, and other such things). Some elemental magics harness the purest form of an element, while others are based on pacts with mighty elemental lords. Enchantment, also known as white magic, is the most mundane of the magics, as it is grounded in the overlap of the material plane of existence with other planes. White magicians manipulate the nature of things to conjure, divine, trick, and obfuscate. Astral projection, ethereal travel, and journeys to the lands of unnatural geometries are part of enchantment. Dwarves use runes to practice enchantment, and gypsies do it with entrails. The best alchemists often know a bit of minor enchantment. Astrologists practice a quotidian form of the extraplanar aspects of enchantment. Idol magic, or divine magic, is any magic granted by worship of a god or other higher power. Most clerics practice idol magic. Falling out of favor with one’s idol severs access to this kind of magic. SPELL CHECKS When your character casts a spell, you roll 1d20 and add your caster level, and apply your luck modifier. This is called a spell check. You also add your Personality modifier if you are a cleric or your Intelligence modifier if you are a wizard. Wizards also apply modifiers for wearing bulky armor (see Table 3-3), and there may be other modifiers specific to certain situations. Compare the result to the casting table for that spell. In general, your spell succeeds if your spell check is equal to or
Page 107 SPELLBURN “Blood aids great sorcery,” quoth the mummy, and he was right. A magic-user can harness more magical energies if he is willing to make mortal sacrifice: offer part of his soul to a demon, foster a demi-god’s greedy growth by leeching his strength, or even burn the very life energy in his own cells. Before rolling any spell check, a wizard may declare that he will attempt spellburn. In attempting spellburn, the wizard temporarily expends points of his Strength, Agility, or Stamina score to enhance his spell check. For every ability point he expends, the wizard adds +1 to his spell check. For example, a wizard in a life-or-death situation may need absolute certainty that his next spell functions. He calls to an archdemon with whom he has had past dealings. In offering the demon a share of his life-force, he trades 7 points of Strength to give himself a +7 bonus to his next spell check. Ability scores lost in this way return as the wizard heals. Each day he does not attempt spellburn, he recovers 1 point of ability score. Some spells and magical items require spellburn to function, as noted in their descriptions. Automatic criticals: There is one additional option for spellburn. A wizard who sacrifices a full 20 points of ability scores in one fell swoop automatically treats his next spell check as a roll of natural 20.
Page 108 Regaining spells via spellburn: A wizard may use spellburn to cast spells he has lost for the day (through previous casting, for example). If a wizard expends a lost spell’s level in ability score points, he can cast the spell as if he still had it. For example, a wizard could burn 2 points of ability scores to cast a level 2 spell he had lost for the day. The wizard must expend additional spellburn to gain a bonus to the spell check. For example, a wizard could burn 4 points of ability scores to cast a level 2 spell at a +2 bonus to the spell check. Failed spellburn: Any magic-user who rolls a natural 1 on a spell check while using spellburn suffers the loss of ability points and the associated corruption (see below), and also loses 1 point of ability score permanently. Spellburn by clerics: Spellburn is a form of magic generally reserved for wizards. However, under highly unusual circumstances (mostly associated with great magic items or rare formulae), clerics can also utilize spellburn. Clerics can never utilize spellburn for normal spells; only under specialized circumstances the judge will specify. When a cleric does utilize spellburn, it invariably involves ritualized behavior associated with the rites of his deity. Healing spellburn damage: In playtests, many wizards attempted to partner with clerics to reduce the impact of spellburn. A common action is to have a cleric handy to heal ability score damage as the wizard utilized spellburn. The author encourages the judge and players to remember the underlying role playing activities associated with these actions. Spellburn represents a mortal sacrifice to a supernatural entity for strictly selfish purposes. A cleric’s ability to heal represents drawing on the power of a god to further that god’s agenda in the mortal realms. These are inherently contradictory activities. A god that observes his follower repeatedly healing a devotee of another entity, whose selfinflicted wounds serve no greater agenda than a personal pursuit of power, will surely object to that cleric’s action! Clerics who engage in this sort of behavior will soon find themselves out of favor with their divine allies. Spellburn in practical terms: The wizard player should role-play the action that drives spellburn, as appropriate to the ability score sacrificed. Alternately, you can roll on table 5-1 to provide some illustration.
Page 109 Table 5-1: Spellburn Actions Roll (d24) Result 1 The wizard sacrifices one pound of flesh per spell level, which he must carve from his own body with a knife that is holy to a powerful outsider. 2 The wizard must spill his own blood – one tablespoon per spell level. 3 The wizard swears an oath to a minor demi-god, who aids him in his time of need but curses him with weakness until the oath is fulfilled. 4 The wizard cuts off one of his fingertips. 5 The wizard must yank out his hair and burn it. 6 The wizard magically enervates his body in order to fuel the spell. 7 The wizard promises his soul to serve a powerful demon in the afterlife. 8 The wizard agrees to aid followers of a patron saint. 9 The wizard uses a hot iron to brand a supernatural symbol on his arm or torso. 10 The wizard must tattoo a mystical symbol on his cheek, forehead, or hand. 11 The wizard must pull out a fingernail and burn it with incense. 12 The wizard must speak aloud his own true name, weakening himself as a result. 13 The wizard develops a bleeding sore that will not heal until he pays back the aid of the power that assisted him. 14 The wizard must notch his ear in acknowledgment of each time he has been aided. 15 The wizard is required to ritually scarify his back, chest, or biceps with the symbol of a powerful supernatural creature. 16 The wizard sees maggots drip from his sleeves. When not wearing a shirt, nothing happens and his torso appears normal. However, when wearing a shirt, he constantly sees maggots falling from his sleeves. 17 The wizard starts to itch! He has strange, uncontrollable itches and scratches constantly. 18 The wizard develops an odd tic: he twitches his nose, tilts his head, or blinks one eye constantly. 19 The wizard begins muttering under his breath, repeating the name of the entity that has aided him. He can’t stop. 20 The wizard must cut his cheeks and let the blood flow down his face. 21 The wizard must place his hand into an open flame. 22 The wizard must sacrifice one of his most favored possessions. 23 The wizard must walk on one leg for the remainder of the day. 24 Roll again twice.
Page 110 REGAINING SPELLS Spellcasting is draining. A spellcaster can exert himself a finite number of times in one day before he is exhausted and unable to cast another spell. Depending on the kind of magic, this can be a reflection of mental recall, godly favor, access to a demon’s plane, soul-drain, magical ingredients, or other factors. Each spell’s casting table will indicate “lost” or “not lost” in each result entry. A result of “lost” means your character cannot cast that spell again in that day. “Not lost” means the character retains the use of that spell. Generally, only wizard spells are lost when a casting fails. Clerics suffer a different difficulty. Each time a cleric fails to cast a spell, he suffers a cumulative increase to his natural disapproval range for the balance of the day. More information on this penalty can be found in the cleric class description. In general, spells are regained within a day of being lost. The exact trigger depends on the magic in question. White magic is regained at the next sunrise; black magic upon the moon crossing the sky in full; demon magic after a full eight hours of rest; divine magic after resting and praying to the cleric’s god; and so on, as agreed between player and judge based on the nature of the character’s magic. MERCURIAL MAGIC The firstborn son of a witch hanged at trial wields black magic adroitly. An orphan raised by satyrs is a precocious student of druidry. Cosmic caprice determines skill in magic: birth order, family lineage, horoscope, and matters even more abstruse have as much influence on a wizard’s spellcasting as his hard work and native intelligence. As a result, the effect of a magical spell varies according to who casts it. A magical rite invoked by one mage may be more powerful – or even different – than the same ritual exercised by a peer. These variegations are not predictable, as the subtleties that produce them can never be fully catalogued. The mercurial nature of magic is reflected in game terms. When a wizard learns a new spell, he rolls on table 5-2 to determine how that spell manifests in his hands. This percentile roll is adjusted by his Luck modifier x 10%; i.e., a +2 Luck modifier counts as +20% on the check. The player rolls on table 5-2 for every spell he learns, and the effects are specific to that spell.
Page 111 Table 5-2: Mercurial Magic d% Adjustment to spell effect 01 At great cost. Every time the wizard casts the spell, someone he knows dies (judge’s choice). 02 Extremely difficult to cast. Instead of rolling as normal on a spell check, the wizard rolls a die type reduced by two steps on the dice chain (e.g., if he normally rolls 1d20, he now rolls 1d14). 03 Soul dedication. In order to cast the spell, the wizard must either dedicate the soul of the target to his patron or the soul of a creature with hit dice equal to that of the target. If the caster fails to claim the soul for his patron, the spell cannot be recast until the patron is appeased. 04 Health bane. Casting this spell always temporarily reduces the wizard’s Stamina by 1d3 points. This ability loss is in addition to any spellburn and is deducted before spellburn occurs. 05 Difficult to cast. Instead of rolling as normal on a spell check, the wizard rolls a reduced die (based on the dice chain; i.e., d20 becomes d16). 06 Counter-magic bubble. In the round following the casting of this spell, all other spells (including the wizard’s own) cast within 100’ suffer a -4 penalty to spell checks. 07 Luck distortion. For 1d4 rounds following the spell, the wizard suffers a -2 penalty to all rolls. 08 Count of ten. Each time the wizard casts this spell, one of his fingers (or toes at the judge’s discretion) melts away. For every two digits lost, he suffers a permanent -1 penalty to Agility. The digits can be replaced by magic, but if the wizard ever runs out of them, he cannot cast this spell. 09 Anima drain. The wizard suffers corruption every time he casts the spell, regardless of spell check, unless he spellburns. 10 Blood magic. The power of this spell is partially drawn from spilled blood, a sacrifice to the unknowable lords of Magic. A living creature with hit points equal to or greater than the spell’s level must be offered up before the spell is cast; otherwise, the spell check suffers a -4 penalty or patron taint (judge’s choice). The creature need not be sentient; chickens, goats, and other simple animals with the proper amount of hit points will suffice. 11 Planar rift. Casting the spell tears jagged hole in the warp and weft of the multiverse. There is a cumulative 1% chance that a horror from the outer dark steps through the rift. The fearsome creature has HD equal to the caster’s level + 5. Roll 1d3: (1) the monster steals the spell from the PC’s mind before vanishing forever; (2) the monster attacks the PC with the intent to slay the caster; (3) the monster seeks to strike a bargain with the caster, offering the PC forbidden knowledge (judge’s choice) in exchange for the souls of the caster’s party. 12 Magical reverb. For 1d4 rounds after the spell is cast, a backwash of eldritch energy passes over the wizard. Any spell checks the wizard makes during that time suffer a -4 penalty. 13 Slow cast. The spell requires twice the normal time to cast. 14 Sleep of ages. After casting this spell, the wizard must make a Fort save (DC 5 + the spell’s level) or fall into a deep sleep for 1 day for each level of the spell. He cannot be awakened by any mundane or magical means during this time. 15 Material magic. The spell requires the caster to possess an uncommon substance or item to power its magic, beyond the normal components. This material component is determined by the judge and its rarity should be indicative of the spell’s power. The object or item is consumed by a successful casting. 16 Primordial channel. Memories from before the time of Man flood the caster’s mind as he takes on a primitive demeanor. Every time he casts this spell, the wizard devolves to sub-human tendencies for 1d4 rounds thereafter. During this time, he cannot speak intelligently, cannot cast other spells, cannot use complex devices, cannot read or write, etc. 17 Stolen knowledge. The formula for the spell was stolen from a powerful extraplanar being. Each time the spell is cast there is a 1% chance per spell level that the being emerges to take back its occult knowledge… the hard way. Roll 1d7: (1) Grand Sultan of the Efreet; (2) the great Cthulhu; (3) a Grand Prince of Hell; (4) an elephant-faced godling of the Outer Dark; (5) the spirit of a long dead archmage; (6) a mechanized brain from the distant future; (7) an elemental prince.
Page 112 Table 5-2: Mercurial Magic, continued 18 Vermin attractor. The spell attracts a swarm of bothersome insects to the caster’s location that arrive 1d4 rounds after the spell is completed. These insects mill about the caster, biting for 1 point of damage and causing the caster to suffer a -1 penalty to all saving throws, initiative rolls, and spell checks for 1d10 rounds or until he takes adequate measures to disperse or escape the swarm. 19 Siphon magic. Casting this spell has a 50% chance of causing the caster or another nearby person to forget a spell of equal level for the day as if they had failed a spell check. If it is determined that a spell caster loses a spell, there is a 3 in 4 chance it is the wizard himself and a 1 in 4 chance it affects the next closest spell caster. If the affected spell caster does not have a spell of the appropriate level, he takes damage equal 1d6 + the spell’s level. 20 Rush of wind. A great rush of wind occurs every time the spell is cast, originating from the caster toward his target. Torches flicker and may go out (50% chance). 21 Corrosion touch. The casting of this spell causes a randomly determined item of steel or iron to corrode and pit in a 15’ radius around the caster. The item corroded by the casting is always of dagger-size or larger and chosen at random. If the wizard voluntarily holds or touches a metal item of the appropriate size while casting, that object is destroyed and no other. 22 Sympathetic magic. The spell requires that the caster have a personal belonging or a physical piece of its target in order to function normally. The spell can be cast without this sympathetic connection, but the wizard suffers a -4 penalty to his spell check. 23 Cannibal magic. The caster suffers damage equal to 1d4+the spell’s level each time he casts it, unless he is physically touching another individual willing to suffer the damage in his stead. Unwilling or unknowing individuals cannot be forced to suffer for the wizard. 24 Prismatic distortion. Nearby light is distorted. Roll 1d6: (1) area within 20’ darkens to shadow; (2) all light sources (torches, lanterns, etc.) within 20’ are extinguished magically; (3) incandescent flash upon completion of spell; (4) all colors are drained from within 20’ of wizard for 1d4 rounds; (5) light takes on a green/ orange/blue/yellow hue for 1d4 rounds; (6) shadows multiply from different directions, as if there were additional, invisible light sources, for 1d4 rounds after completion. 25 Terror-inducing. Casting the spell inspires terror in animals and creatures with an Intelligence score of 3 or less. All such creatures within 50’ flee the caster as quickly as possible for 1d14 rounds. If restrained, the animals panic, insensate to all commands. The caster’s familiar, if any, is immune. 26 Auditory feedback. Spell is always associated with unusual sounds. Roll 1d6: (1) crack of thunder, (2) loud buzzing, (3) faint whispers; (4) rush of water; (5) roaring of animals; (6) wailing of bereavement. 27 No range. The spell has no range, and can only be cast by touching the target. If the spell normally has a range of only touch, it can only be cast exactly 10 feet away from the target. 28 Odd growths. Strange growths appear in immediate area whenever spell is cast. Roll 1d6: (1) toadstools; (2) pools of slime; (3) flowers; (4) black fungus; (5) crystals; (6) fields of wheat. 29 Fear and loathing. The caster’s forbidden knowledge inspires fearsome antipathy in intelligent beings. Friendly allies are immune, but all others are affected as follows: those of half the caster’s HD or less must make a morale check or flee, those of greater HD focus all their attacks on the caster. 30 Memories of a dying god. Casting the spell accesses the memories of a dying god. The caster must succeed on a DC 13 Will save or be overcome by hallucinations of a bloody god-war that last 1d3 rounds. If the caster ever succeeds on the Will save with a natural 20, he triumphs over the god and is never troubled by the hallucinations again. Once dispelled, all future spell checks for this spell are made with 1d24. 31 Unwanted attention. Casting the spell draws the attention of a powerful supernatural being, who watches the wizard for 10 minutes. Roll 1d4: (1) a bloodshot eye opens on the wizard’s forehead, seeing everything the wizard sees; (2) a small animal (crow, frog, cat, etc.) appears and follows the wizard around; (3) the wizard and his allies feel as if something huge and terrible is standing right behind them; (4) an agent of the supernatural being appears and interrogates the wizard on his use of the spell.
Page 113 Table 5-2: Mercurial Magic, continued 32 Circumstantial magic. The wizard can only cast this spell under specific environmental or personal conditions. Roll 1d10 to determine the condition: (1) in the dark of night; (2) under the brightness of the sun; (3) while immersed in water; (4) while intoxicated; (5) after fasting for 24 hours; (6) underground; (7) during the cold of winter; (8) while naked; (9) from an elevated position; (10) when reduced to 50% or less of total hit points. 33 Hairy magic. The wizard’s head hair (hair, beard, eyebrows, ear hair, etc.) grows 1” each time this spell is cast. 34 Thunderstruck. A clap of thunder and flash of heat lightning accompanies the casting of this spell, revealing the wizard’s position to all within sight of him. This likely draws both attention and arrows. 35 Joe Average. Instead of a d20, the caster rolls 2d10 for spell checks on this spell. If his check die is another type, he rolls two “half-dice” instead (i.e., 2d7 instead of 1d14, 2d8 instead of 1d16, etc.). 36 Demonic voice. The words of the spell are in a demonic tongue unknown to mortals. A demon is compelled/ allowed to speak the spell through the wizard’s own throat. The strain of channeling the unnatural voice leaves the wizard unable to speak for 1d4 rounds after the spell has been cast. 37 Aura of decay. The spell drains the physical form of all material of a certain type within 20 feet of the caster, causing it to age quickly. Roll 1d6: (1) metal tarnishes and spots of rust appear on it; (2) wood dries out, becoming brittle and cracked; (3) stone becomes smooth and worn, with small cracks appearing in it; (4) fabrics and leathers fray and tear; (5) food and drink spoils; (6) flesh ages and all creatures within the effect age one year. 38 Whimsical patron. The spell draws upon the wizard’s patron to succeed, but this entity’s attentions are notoriously fickle. Whenever this spell is cast, roll 1d6 to determine what die is used whenever this spell is cast: (1-2) d16; (3-4) d20; (5) d24; (6) d30. This d6 roll supersedes the wizard’s normal action die and the dice chain. 39 Blood sweat. Casting the spell causes blood to ooze from the wizard’s pores. No damage is inflicted, but the wizard looks a gory mess. At the judge’s discretion, this may also attract predators. 40 Ravenous. The wizard becomes ravenously hungry after casting the spell. Hungry people are often cranky, so the wizard suffers a -2 Personality until he is able to eat. 41-60 No change. The spell manifests as standard. 61 Loud enough for you? Due to the ineffable demands of magic, this spell must be shouted when cast, effectively negating any chance of the caster remaining undetected before the casting is completed. 62 Gender bender. Casting the spell causes the wizard to temporarily transform into the opposite gender. This sex change remains in effect for one hour per level of the spell. Recasting the spell shifts the caster back into his original sex, but a failure on the spell check causes the wizard to remain as the shifted gender until a full 24 hours have passed. 63 Diurnal/nocturnal magic. The spell’s power is tied to either night or day. During the ascendant period, the wizard rolls 1d24 for spell checks; during the descendent hours he rolls 1d16. If the wizard’s spell check does not use a 1d20, roll an appropriately higher and lower die according to the dice chain. 64 Wealful/woeful magic. Each time this spell is cast, there is a random 10%-60% chance that the wizard’s Luck score is altered by its magic. If the wizard’s Luck is affected, it is either raised 1d3 points (50% chance) or lowered 1d3 points (50% chance). 65 Casting circle. The spell’s power can be amplified with the assistance of other wizards. For each wizard present and willing to assist the caster, the casting wizard gets a +1 modifier to his spell check. Assisting in spell casting does not require knowledge of the spell, but the assistant mages can perform no other action until the spell is cast. 66 Accidental alchemist. Each time the spell is cast, one random item within 20 feet of the caster is turned to lead and another is turned to gold. Both objects probably weigh more than they previously did, and the gold object is worth twice its normal cost or 1gp, whichever is more. 67 St. Gygakk’s fire. Casting this spell results in the wizard being limned by flickering chartreuse fire for 1d4 rounds, granting opponents a +2 bonus to attacks against the caster. It also negates any concealment and invisibility enjoyed by the caster, but does provide a faint illumination to the area immediately surrounding the wizard.
Page 114 Table 5-2: Mercurial Magic, continued 68 Mirror magic. This spell causes an eldritch echo that duplicates the wizard’s appearance as if he had cast a mirror image spell with a spell check of 16-19. However, each duplicate image created saps the caster of a single point of Personality until the image is dispersed. 69 Skeletal caster. The wizard’s skin and internal organs become transparent for 1d4 rounds after casting this spell, making him appear as a clothed skeleton. Although likely to be mistaken as an un-dead, the wizard also enjoys a +2 bonus to his AC against missile attacks. 70 Temporal echo. Each time the wizard casts this spell, he predicts the numerical result of his spell check roll. If he rolls this number exactly, the spell automatically re-casts itself each round for 1d3 rounds. The predicted result must be a successful spell check; predicting a failed result has no effect. 71 Worms of the earth. Pale white worms crawl forth from the earth whenever the wizard casts this spell, writhing in fiery agony (or unholy delight) before expiring on the open ground. Easily crushed underfoot, the worms disintegrate into greasy ash after 1d6 rounds. 72 Chain casting. Each successive casting of the spell grants a +1 bonus to wizard’s spell check, up to a total bonus equal to the caster’s Int or Luck modifier (whichever is higher). If the wizard casts another spell, he breaks the chain, resetting the modifier back to +0. 73 Karmic casting. Before making the spell check, the wizard can choose to add or subtract 1d5 from the roll. If the caster adds 1d5, the next time he casts the spell he must subtract 1d5, and vice versa. After two castings, the karma is reset, and the wizard again gets to choose what modifier to use, if any. 74 Tide of ash. All living vegetative matter within 10’ per spell level is reduced to ash. Vegetative creatures caught within this radius take 1d14 points of damage per spell level. Dead vegetative matter is unaffected. 75 Spell by proxy. The wizard can choose another person or object to deliver this spell in his stead. He must first touch the proxy and then cast the spell, which does not take effect at that time. The proxy releases the spell a number of rounds later equal to 1d4+the spell’s level. Non-intelligent proxies automatically release the spell at this time; intelligent proxies can release it at will at any point prior to the time indicated. 76 Silenced. At his discretion, the wizard is able to cast the spell silently. He need not speak, and any auditory effects of the spell can be suppressed. 77 Call of the Outer Dark. Strange chimes scream in the air and foreign stars waver above the wizard. All looking at the caster must make DC 10 Will saves or be entranced for 1d3 rounds. Attacking entranced characters instantly frees them from their enchantment. 78 Mentalism. The wizard can cast the spell using ESP alone. He need not move, speak, breathe, or use any material ingredients to invoke the effects. 79 Plague of rats. Thousands of rats, mice, moles and voles pour from the caster’s sleeves, robes and pockets, scattering in every direction. Physical attacks against the caster are softened by 1d4 points of damage, the blow cushioned by the squealing tide of rodents. 80 Dimensional schism. By casting the spell, the wizard hurls himself into the warp of multiple realities. 1d7+1 duplicates of the caster appear, identical in nearly every respect, but each drawn from its own parallel universe. Attacks against the caster are randomly assigned across the doppelgangers. The doppelgangers remain for 1 round per spell level. There is a 1% chance per spell level that the original caster vanishes into one of the alternate realities, replaced by a nearly identical incarnation of opposite alignment and patron. 81 Terrible to behold. The wizard becomes fearsome when casting the spell. Roll 1d6: (1) he appears to grow in size; (2) he takes on a horrid expression; (3) he glows a fiery red; (4) his body is shadowed while his face is brightly lit; (5) the aspect of his patron towers above him; (6) the wind whirls around him. 82 Spell killer. Casting the spell steals energy from a dying world, and any use of the spell causes the death of untold thousands. Every night following a casting of the spell, the wizard is haunted by dream-communications from an ancient sorcerer-king desperate to save his people. 83 Blue star. A blue, seven-pointed star flares brightly on the wizard’s forehead each time the spell is cast. The star casts a circle of glaring light 25’ in diameter per spell level.
Page 115 Table 5-2: Mercurial Magic, continued 84 Energy burst. When successfully casting this spell, the wizard is surrounded by a burst of energy. Roll 1d6: (1) wreathes of flame, which do not affect the wizard but ignite flammable objects within 5’ and cause 1d6 damage to melee opponents; (2) crackles of electricity, which arc to the nearest enemy within 10’ and cause 1d6 damage; (3) aura of frost, which causes 1d4 cold damage to everything within 10’ and automatically snuff torches and lanterns in range; (4) cloud of ash, which the wizard can see through but obscures the sight of all others within 5’; (5-6) instead of determining effect at time of spell acquisition, roll 1d4 each time the spell is cast and compare to above results. 85 Psychic shield. In the round immediately following the casting of this spell, the wizard gains a +2 bonus to his AC and any Will saves, as he is encased in a protective barrier of psychic energy. It disperses the following round. 86 Mystic twin. Casting the spell causes a fully functioning twin face to appear in the caster’s chest. The face remains for 1d3 rounds. During that time, this dual face has its own 1d20 action die under the control of the player, with which it can speak, cast spells as the caster, or spout cryptic wisdom. 87 Planar blink. After casting the spell, the caster unpredictably blinks in and out of this plane of existence, granting a +4 bonus to the wizard’s AC at cost of a -4 penalty to all the wizard’s attacks. The effect lasts for 1 round per spell level. There is a 1% chance per spell level that the wizard does not return from his involuntary jaunt across the cosmos. 88 Rain of frogs. Casting this spell sparks a tempest of amphibians that fall in a 30’ diameter centered on the caster. All within that area must make a Ref and Fort save (DC 10+caster’s Int modifier). Failing the Reflex save indicates the character slips on a frog and falls prone; failing the Fort save means the character has been hit by large batrachians for 1d3 points of damage. 89 Phase out. After casting this spell, the wizard shifts out of phase with the world, making him invisible and invulnerable to attack but preventing him from interacting with his environment. This state lasts for 1d6 rounds +1 round per level of the spell. 90 Weatherman. Casting the spell upsets local weather patterns. Roll 1d7: (1) drought: no rain or moisture falls on the land for 1d12 years; (2) bitter winter sweeps over the land for 1d3 years; (3) incessant rain douses the land for 1d20 weeks; (4) a freak lightning storm hammers the area for 1d100 hours; (5) hurricane-like wind scours the earth for 1d7 weeks; (6) a localized eclipse blots out the sun for 1d20 days; (7) no stars are seen in the sky for 1d100 years. The area of effect is up to the judge’s determination. 91 Breath of life. Casting this spell imbues the caster and those around him with beneficial energies. All within 15’ of the caster (both friend and foe) are healed 1d6 points of damage for every level of the spell (i.e., a level 3 spell heals 3d6 damage). 92 Gibbering allies. Chittering, mephitic, rat-sized demons scurry forth from the wizard’s pockets and sleeves, scattering around him in a scratching fury. They attack enemies within 10’ (atk +2, 1d4 dmg) and aid the spell as appropriate before dissipating in a cloud of ash after 1 minute. 93 Greater power. The caster is allowed to roll twice for any random element of the spell (duration, damage, number affected, etc.) and take whichever result he wishes. 94 Fine control. The wizard is adept at reigning in the magical energies of the spell and can choose any result on the spell chart equal to or lower than the one rolled. 95 Psychic focus. Casting this spell clears the caster’s mind and prepares him to channel further energy. For 1d4 rounds after the spell is cast, the wizard receives a +4 bonus to other spell checks. This effect does not stack with itself. 96 Powerful caster. Instead of rolling as normal on a spell check, the wizard rolls a die improved by one step on the dice chain (e.g., d20 becomes d24). 97 Necrotic drain. The spell is powered by the energies of the living. The nearest creature (other than the caster) takes 1d6 hp of damage per spell level. For every 2 hp lost, the spell check result is increased by +1. 98 Natural-born talent. Instead of rolling as normal on a spell check, the wizard rolls a die type improved by two steps on the dice chain (e.g., if he normally rolls 1d20, he now rolls 1d30). 99 Roll again twice. 00 Roll again twice, but instead of rolling d%, roll 4d20 modified by the wizard’s Luck adjustment (in increments of 10%).
Page 116 CORRUPTION Low-level wizards are powerful. High-level wizards fear for their souls. Continual use of magic results in…changes. Exposure to demons, radiation from other planes, elemental energies in toxic quantities, and the servants of Chaos all affect a wizard over the course of his career. Higher-level wizards seek pacts with demons and elementals to sustain their health so they may continue to advance. Each and every time a wizard rolls a natural 1 on a spell check, he suffers the effect of the spell failure. Moreover, his spell may misfire and he may suffer corruption. The individual spell entries include specific results associated with a natural 1 on each spell check, as well as misfire and corruption results specific to the spell. Some results will further direct the player to roll on one of the corruption tables: minor, major, or greater. If this is required, the roll is 1d10 minus the spell’s level plus the wizard’s Luck modifier. In select circumstances, other modifiers may apply as well (e.g., a curse). Certain kinds of black magic may trigger corruption more often, as indicated and adjusted by the spell table. Luck to avoid corruption: A wizard that suffers corruption may burn a point of Luck to avoid the corruption. The Luck can be burned after the player rolls to determine the specific corruption result. Note that Luck cannot be burned to avoid a spell misfire, only to avoid corruption. Patron taint is considered corruption for these purposes. Table 5-3: Minor Corruption D10 Result 1 or lower Character develops horrid pustules on his face. These pustules do not heal and impose a -1 penalty to Personality. 2 Character’s skin on one random portion of his body appears to melt. Like wax, it flows and reforms into odd puddles and shapes. This is an ongoing, constant motion that itches constantly and repulses others. Determine location randomly (1d6): (1) face; (2) arms; (3) legs; (4) torso; (5) hands; (6) feet. 3 One of the character’s legs grows 1d6”. Character now walks with an odd gait. 4 Eyes affected. Roll 1d4: (1) eyes glow with unearthly color; (2) eyes gain light sensitivity (-1 to all rolls in daylight); (3) character gains infravision (sees heat signatures at range of 100’); (4) eyes become large and unblinking, like a fish. 5 Character develops painful lesions on his chest and legs and open sores on his hands and feet that do not heal. 6 Ears mutate. Roll 1d5: (1) ears become pointed; (2) ears fall off (character still hears normally); (3) ears enlarge and look like an elephant’s; (4) ears elongate and look like a donkey’s (character also gains braying laugh); (5) ears shrivel and fold back. 7 Chills. Character shakes constantly and cannot remain quiet due to chattering teeth. 8 Character’s facial appearance is permanently disfigured according to the magic that was summoned. If fire magic was used, his eyebrows are scorched and his skin glows red; if cold magic was used, his skin is pasty white and his lips are blue. If ambiguous magic was used, his appearance grows gaunt and he permanently loses 5 pounds. 9 Character’s hair is suffused with dark energy. Roll 1d4: (1) hair turns bone white; (2) hair turns pitch black; (3) hair falls out completely; (4) hair sticks straight up. 10+ Character passes out. He is unconscious for 1d6 hours or until awakened by vigorous means.
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Page 118 Table 5-4: Major Corruption D10 Result 1 or lower Febrile. Character slowly weakens over 1d4 months, suffering a -1 penalty to Strength for each month. 2 A duplicate of the character’s face grows on his back. It looks just like his normal face. The eyes, nose, and mouth can be operated independently. 3 Consumption. Character’s body feeds on its own mass. Character loses 2d10 pounds in one month and suffers a -1 penalty to Stamina. 4 Corpulence. Character gains 6d12 pounds in one month. The weight gain imposes a -1 penalty to Agility, and the character’s speed is reduced by 5’. 5 Character crackles with energy of a type associated with the spells he most commonly casts. The energy could manifest as flames, lightning, cold waves, etc. 6 Character’s height changes by 1d20-10 inches. There is no change in weight; the character’s body grows thin and tall or short and fat. 7 Demonic taint. Roll 1d3: (1) character’s fingers elongate into claws, and he gains an attack for 1d6 damage; (2) character’s feet transform into cloven hoofs; (3) character’s legs become goat-like. 8 Character’s skin changes to an unearthly shade. Roll 1d8: (1) albino; (2) pitch black; (3) clear; (4) shimmering quality; (5) deep blue; (6) malevolent yellow; (7) ashen and pallid; (8) texture and color of fishy scales; (9) thick bear-like fur; (10) reptilian scales. 9 Small horns grow on the character’s forehead. This appears as a ridge-like, simian forehead for the first month; then buds for the second month; goat horns after the third month; and finally, bull horns after six months. 10+ Character’s tongue forks and his nostrils narrow to slits. The character is able to smell with his tongue like a snake.
Page 119 Table 5-5: Greater Corruption D10 Result 1 or lower A sliver of soul energy is claimed by a demon lord. Character experiences unearthly pain, suffering 3d6 damage, a permanent -2 penalty to all ability scores, and an additional -2 penalty to Luck. 2 Decay. Character’s flesh falls off in zombie-like chunks. Character loses 1d4 hp per day. Only magical healing can stave off the decay. 3 Character’s head becomes bestial in a painful overnight transformation. Roll 1d6: (1) snake; (2) goat; (3) bull; (4) rat; (5) insect; (6) fish. 4 Character’s limbs are replaced by suckered tentacles. One limb is replaced at random each month for four months. At the end of four months, it is impossible to hide the character’s inhuman nature. 5 Small tentacles grow around the character’s mouth and ears. The tentacles are maggot-sized at first, but grow at rate of 1” per month to a mature length of 12”. 6 Third eye. Roll 1d4 for location: (1) middle of forehead; (2) palm of hand; (3) chest; (4) back of head. 7 Fingers on one hand fuse while the thumb enlarges. After one week, the hand has transformed into a crab claw. Character gains a natural attack for 1d6 damage and can no longer grasp normal weapons and objects. 8 Character grows a tail over 1d7 days. Roll 1d6: (1) scorpion tail that can attack for 1d4 damage plus poison (DC 10 Fort save or target loses 1d4 Str permanently); (2) scaly snake tail; (3) forked demon tail (grants +1 Agility); (4) fleshy tail ending in a useable third hand; (5) fused cartilaginous links ending in spiked stump that can attack for 1d6 damage; (6) bushy horse’s tail. 9 Bodily transformation. Roll 1d6: (1) character grows scales across his entire body; (2) character grows gills; (3) character sprouts feathers; (4) character develops webbed toes and feet. 10+ Character grows a beak in place of his mouth. Transformation starts as a puckering of the lips that slowly turns into a full-fledged bird or squid beak over the next 1d12 months. Character gains a bite attack for 1d3 damage.
Page 120 Table 5-6: Generic Spell Misfire Although every spell table includes results for a misfire, the judge may occasionally need generic effects. These can be useful when monsters use spell-like abilities, when the characters roll a natural 1 while using a magic item’s powers, and other such situations. Here are some generic spell misfire tables for use when appropriate. D8 Spell Misfire 1 Nearest ally is partially transformed into an animal (Will save to resist; DC = 10 + (2x spell level)). Roll 1d6 to determine body part: 1 = arms; 2 = legs; 3 = skin; 4 = head; 5-6 = body. Roll 1d8 for animal type: 1 = chicken; 2 = gorilla; 3 = cow; 4 = lizard; 5 = snake; 6 = horse; 7 = dragon; 8 = eagle. The duration of this effect is 1d7 days. On a roll of 7, re-roll as 1d7 weeks. On a second 7, re-roll as 1d7 months. 2 Different spell effect! The wizard inadvertently channels the wrong spell energies. Randomly determine a different spell of the same level. Have the wizard make a spell check roll for that spell. If the spell check is a failure, nothing happens. If it is a success, follow the results. 3 Rain! But it’s not water. The wizard inadvertently causes a torrential downpour of (roll 1d6): 1 = flower petals; 2 = garden snails; 3 = cow dung; 4 = rotten vegetables; 5 = iron ingots; 6 = snakes (5% chance they are poisonous). 4 Explosion centered on nearest creature! That creature takes 1d3 damage per spell level. 5 Transformation! One randomly determined creature among the six closest is transformed into (roll 1d6): 1 = stone; 2 = crystal; 3 = earth; 4 = iron; 5 = water; 6 = fire. (Will save to resist, DC = 10 + (2x spell level)). There is a 10% chance the transformation is permanent; otherwise, the creature returns to normal in 1d7 days. 6 Inadvertent corruption! Roll d12+5 on the minor corruption table and apply the result to one randomly determined creature among the six closest (no Will save to resist). 7 Fireworks! Brilliant colored lights explode all around the caster, creating thundering booms. This effect deals no damage but draws attention to the caster. 8 Cloud of ash! Everyone within 20’ of the caster is coated in fine ash.
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Page 122 DEITY DISAPPROVAL A cleric must serve his immortal master well, lest he fall in disfavor. The cleric who risks the disapproval of his deity finds that he quickly loses access to the extraordinary benefits of being a cleric. Each and every time a cleric rolls a natural 1 on a spell check, he must roll on table 5-7: Disapproval. In addition, any time a cleric rolls within his disapproval range (based on number of failed spell checks on this day), disapproval also occurs. The roll is 1d4 for every point on the spell check. For example, if the cleric rolled a natural 1, he would roll 1d4. If he rolled a natural 4 and that counted as disapproval, he would roll 4d4. And so on. This roll is reduced by the cleric’s Luck modifier. Table 5-7: Disapproval Roll Disapproval 1 The cleric must atone for his sins. He must do nothing but utter chants and intonations for the next 10 minutes, starting as soon as he is able (i.e., if he is in combat, he can wait until the danger is over). 2 The cleric must pray for forgiveness immediately. He must spend at least one hour in prayer, beginning as soon as he is able (i.e., if he is in combat, he can wait until the danger is over). Failure to finish the full hour of prayers within the next 120 minutes is looked upon unfavorably; he incurs a -1 penalty to all spell checks until he completes the full hour. 3 The cleric must increase his god’s power by recruiting a new follower. If he does not convert one new follower to his deity’s worship by the next sunrise, he takes a -1 penalty to all checks on the following day. This penalty resets after 24 hours. 4 The cleric immediately incurs an additional -1 penalty to all spell checks that lasts until the next day. 5 The cleric must undergo the test of humility. For the remainder of the day, he must defer to all other characters and creatures as if they were his superiors. Failure (at the discretion of the judge) means he immediately loses all spellcasting ability (including healing and laying on hands) for the remainder of the day. 6 The cleric incurs an immediate -1 penalty to all attempts to lay on hands until he goes on a quest to heal the crippled. This quest is of his own design, but generally speaking must result in significant aid to the crippled, blind, lamed, sickly, etc. Once the quest is completed, the deity revokes the penalty. While the penalty remains, it applies to all attempts to lay on hands, even if the “normal” disapproval range has been reduced back to a natural 1. 7 The cleric must endure a test of faith. He gains an illness that costs him 1 point each of Strength, Agility, and Stamina. The ability score loss heals at the normal rate of 1 point per day. The cleric may not use magic to heal the loss. If the cleric endures the test to the satisfaction of the deity, he retains his magical abilities. If not (judge’s discretion), his disapproval range immediately increases by another point. 8 The cleric immediately incurs a -4 penalty to spell checks on the specific spell that resulted in disapproval (including laying on hands and turning unholy, if those were the acts that produced disapproval). This lasts until the next day. 9 The cleric immediately incurs an additional -2 penalty to all spell checks that lasts until the next day. 10 The cleric loses access to one randomly determined level 1 spell. This spell cannot be cast until the next day. 11 The cleric is ordered by his deity to meditate on his faith and come to a better understanding of what he has done to earn disapproval. The cleric incurs an immediate and permanent -2 penalty to all spell checks. The only way to lift this penalty is for the cleric to meditate. For every full day of meditation, the cleric can make a DC 15 Will save. Success means the spell check penalties are removed. 12 The cleric is temporarily disowned by his deity. For the rest of the day, the character cannot accumulate XP and may not gain class levels as a cleric. After the time period expires, the character begins to accumulate XP again as normal but does not accrue “back pay” (so to speak) for XP missed while he was disowned.
Page 123 Table 5-7: Disapproval, continued 13 The cleric loses access to two randomly determined level 1 spells. These spells cannot be cast until the next day. 14 The cleric’s deity wishes to test whether the cleric is a man of the faith or a man of the flesh. Calculate the cleric’s total net worth in gold pieces. The cleric immediately incurs a permanent -4 penalty to all spell checks. The only way to remove this penalty is for the cleric to sacrifice his material possessions. For every 10% of his net worth sacrificed to the deity, one point of penalty is removed. Or, in other words, sacrificing 40% of what he owns will return the cleric to a normal spell check penalty. A sacrifice can be destruction, consecration, donation, transformation into a temple or statue, etc. 15 The deity is not forgiving on this day. When the cleric rests for the night, he does not “reset” his disapproval range at the next morning – it carries over from this day to the next. The disapproval ranged resets as normal on the following day. 16 Cleric is temporarily barred from using his lay on hands ability. The deity will not grant healing powers for the next 1d4 days. After that time, the cleric regains the use of his healing abilities. 17 The cleric loses access to 1d4+1 spells, randomly determined from all the character knows. These spells cannot be cast for the next 24 hours. 18 Cleric is temporarily unable to turn unholy creatures. The cleric regains the ability after 1d4 days. 19 The cleric is stained with the mark of the unfaithful. This physical mark appears like a brand, tattoo, or birthmark, with the symbol determined by the cleric’s faith. The symbol is automatically visible to all worshippers of the cleric’s faith, even through clothing, but may be invisible to others. To all who see and comment on the mark, the cleric must explain his sin and describe what he is doing as penance. If he continues to sustain his faith for a week while retaining the mark, it disappears. 20+ The cleric’s ability to lay on hands is restricted. The ability works only once per day per creature healed – no single character can be healed more than once per day. After 24 hours, the ability’s use reverts to normal.
Page 124 THE WIZARD GRIMOIRE All wizards are jealous with their knowledge, as a wizard’s safety is only ensured insofar as he can best his strongest rival. There are no schools of magic, only masters willing to take apprentices. Yet masters are miserly in their training, lest the prices of their devil-bargains be bargained higher by too many callers. There are secrets in the deep places, and he who knows the most gains an advantage. As such, a wizard’s spell book, or grimoire, is never particularly thick. Its contents are determined as much by the chance falling of cosmic dust as by anything else. Every spell is rare and powerful. Ingredients are scarce, rituals are lengthy, and mind, soul, and body can be threatened with each casting. Thus, grimoires are guarded fiercely. A grimoire can have many forms. White wizards use spell books; shamans use strings of carved bones; necromancers record spells on scrolls of flayed flesh; Cthulhu cults have rune-inscribed stones; clerics use prayer beads; idolaters utilize sacred gongs; and star-sayers record constellations whose forms contains power. An experienced wizard learns to recognize magic in all its form, so that he can better steal it. Determining spells at a new level: A wizard knows spells as indicated on table 1-12: Wizard. At each level, the wizard learns new spells. In the course of his travels, a wizard may come across recordings of spells. He may steal another wizard’s grimoire. He may find etchings in a lost tomb. He may make acquaintance with a generous demon. He may consult with the corpse of a deceased rival. Should a wizard have a source of knowledge for a new spell, he may choose to learn that spell when he reaches a new level instead of rolling randomly. If the wizard has not come across sources of such knowledge, then his spell choice is determined randomly. He chooses the level of spell he wishes to learn, as limited by the Max Spell Level for his wizard level, and randomly determines the spell. Duplicate results may be re-rolled. The random results reflect the chaos of fate: a spell is a result of finding a transcription, translating and understanding it, communing with whatever powers are necessary to cast it, acquiring the requisite ingredients, and, finally, succeeding in the associated rituals. At any given time a wizard may be working on unlocking a variety of spells, but the ones in which he succeeds are limited. Learning a spell: Just because a wizard finds a description of how to cast a spell doesn’t mean he can actually pull it off. Your character must make a check to learn the new spell to which he is exposed. Your judge will give you the criteria for this check. Picking and rolling: Although the concept of randomly determined spells is entertaining and fits with the original concept of Vancian magic, the author has found that it can be disruptive in actual play. No one wants to play the wizard with four useless spells! If the random determination results in a level 1 wizard with useless spells, the author recommends allowing the player to drop up to half the randomly produced spells and choose replacements. RITUALIZED MAGIC The spells listed here are primarily oriented around an adventuring wizard. As such, they do not include the great rites and rituals of the era: those magical invocations which take weeks or months to complete and which can tap into recondite energies beyond the scope of Man. Know that there are more powerful rituals -- of a longer duration and more difficult casting time -- than those described here. These rituals typically mandate spellburn and sacrifices of various kinds, for which the caster can summon forth unearthly creatures from beyond space and time, whose powers are not limited by the physics we know. Such works of magic are reserved for future volumes. With that caveat, it is also possible to cast ritualized versions of the spells presented here, which are more powerful than their more mundane brethren. Especially for wizards, a ritualized casting of a normal spell can generate exceptional results. Typically this ritualized version is actually a different incantation than the normal version of the spell, and as such is considered specialized knowledge that must be discovered or devised in its own manner. Ritualized magic for clerics can also involve some of the following conditions but is typically influenced by the highly specialized rites associated with the worship practices of the cleric’s deity. The following conditions apply to ritualized magic, subject to the approval and interpretation of the judge. Circle of mages: Having a spell invoked by multiple wizards at once can improve its power. One wizard amongst the circle is the primary caster and contributes his spell check and die type to the casting. Each wizard past the first adds half his spell check bonus (including spellburn) to the collective spell checks (tracking fractional benefits, so it takes two individual +1 contributors to grant a +1 bonus to the circle) to a maximum benefit of +10. When the spell check die is rolled, the casting mage can roll a number of times equal to the number of mages in the circle, keeping only the highest die roll and ignoring all lower results. For example, if there are five wizards in the casting circle, the caster can roll up to five times and keep the highest result. A casting circle has a minimum casting time of 1 turn per mage involved and is often closer to 1 hour per mage involved, and may be longer still depending on the nature of the spell. Additionally, if any corruption does occur, it is shared by all mages involved. One additional benefit of a casting circle is the ability for multiple mages to contribute to any additional spells cast during the ritual. For example, the spells wizard staff and breathe life may require casting additional spells to imbue a staff or golem with a particular power. With multiple mages involved in a casting circle, the primary caster may have access to special properties beyond those in his own spell list. Sacrifice: Sacrificing treasure or creatures can improve the result of a spell check. Treasure typically must have some relevance as an ingredient to the spell being cast (for example, a stash of gemstones may help a color spray casting). Depending on the nature of the spell, a benefit of up to +4
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Page 126 can be obtained via material sacrifice, in rapidly advancing increments: up to 500 gp = +1, 501-2,000 gp = +2, 2,001- 5,000 gp = +3, and 5,001+ gp = +4. Sacrificing the enemies of the caster or his patron or creatures appropriate to the spell type (e.g., un-dead corpses for a chill touch spell) can grant a bonus of up to +1 for every 5 HD of creatures sacrificed, to a maximum benefit of +4. The judge’s discretion and good taste is encouraged in limiting sacrifices of living creatures or humanoids within the game. Sacrifices always require a ritual in the manner of their offering, which typically takes an hour or more. Location of power: Casting a spell at a place of power can improve its result. Sometimes this place of power is a ley line, a standing stone, a cemetery, or other place of natural magical significance; other times, it is a place specific to the spell, such as the elemental plane of fire for a fireball spell. Casting a ritualized version in a location of power typically increases the die type by one size (according to the dice chain) but adds at least 1 turn and possibly a full hour to the casting time. Rare ingredients: Extraordinarily rare spell components may require a quest to obtain, but can aid in a casting with a bonus of up to +4. The ritual to prepare the ingredients takes time in the questing, time for pre-casting preparation, and time in the actual casting. Automatic corruption: Offering one’s own mortal shell for the consumption of supernatural powers can greatly aid a casting but is extremely painful. Any casting ritual where the caster offers to voluntarily accept corruption can add an extra +2 to +6 bonus to the spell check result, at the result of a mandatory corruption of minor (+2), major (+4), or greater (+6) variety. Extra duration: Extended casting times, with relevant chanting, bell tolling, incense burning, and other contributions, can aid a spell check. Typically, every day spent in casting adds an additional +1 to the spell check. The wizard may be required to fast during this time to contribute to the duration. Any time spent casting does not count as normal rest, and the wizard catches only short, restless cat naps during this time; he is not well-rested and will not heal naturally or recover spells during this time. KNOWN SPELLS OF THE CURRENT ERA There are 716 wizard spells. No more, no less. This number is known because Leetore the Limicker, a great mage of the fourth aeon, successfully contacted a somnolent elder god that susurrated several secrets (in limerick form, of course) before drowsing off forever. It is the measure of success for every wizard to fill his spell book with as many of these 716 spells as can be found in his lifetime. Thus, the spells that follow are by no means all the spells in the world. They are merely some that are known among the more quotidian wizards of Aéreth. As most wizards will never see more than a few of these spells recorded together, they are listed here as a convenience for play, nothing more. Should your character ever know more than this many spells, he will be a great mage. Cleric spells are not so rigidly defined. Each god’s domain offers both powers and limitations, such that the boundaries of a cleric’s magic are a bit more flexible. And the gods themselves change over time, of course. Spells are organized alphabetically. The tables below organize the spells by level, while each spell entry provides more detail. Spell entries: Each spell includes the following elements: Manifestation: When one spellcaster faces another, he does not necessarily know what spells are being thrown at him; all he can observe is the visual effect. This entry provides options for the visual manifestation of a spell. When a caster first learns a spell, he learns to create it with one of these manifestations. (The player can roll randomly or choose.) The same spell may have completely different manifestations in the hands of different casters. Corruption: For wizard spells, a randomized list of potential corruption effects, which can potentially occur when the caster rolls a natural 1. Misfire: For wizard spells, a randomized list of potential misfire effects, which can potentially occur when the caster rolls a natural 1.
Page 127 Table 5-8: Wizard Spells (with page number) 1st Level 2nd Level 3rd Level 4th Level 5th Level 1 Animal summoning 129 Arcane affinity 162 Binding* 270 Control fire 238 Hepsoj’s fecund fungi 247 2 Cantrip 130 Detect evil* 259 Breathe life 202 Control ice 239 Lokerimon’s unerring hunter 249 3 Charm person 131 Detect invisible 165 Consult spirit 204 Lokerimon’s orderly assistance 241 Magic bulwark 251 4 Chill touch 133 ESP 166 Demon summoning 206 Polymorph 243 Mind purge 252 5 Choking cloud 134 Fire resistance 169 Dispel magic 208 Transmute Earth 244 Replication 253 6 Color spray 135 Forget 170 Eldritch hound 211 Wizard sense 245 7 Comprehend languages 136 Invisibility 172 Emirikol’s entropic maelstrom 213 8 Detect magic* 260 Invisible companion 173 Eternal champion 214 9 Ekim’s mystical mask 137 Knock 175 Fireball 216 10 Enlarge 139 Levitate 176 Fly 217 11 Feather fall 140 Locate object 178 Gust of wind 219 12 Find familiar 141 Magic mouth 180 Haste 221 13 Flaming hands 142 Mirror image 182 Lightning bolt 222 14 Force manipulation 143 Monster summoning 184 Make potion 223 15 Invoke patron** 144 Nythuul’s porcupine coat 186 Paralysis* 264 16 Magic missile 144 Phantasm 187 Planar step 225 17 Magic shield 146 Ray of enfeeblement 190 Runic alphabet, fey 227 18 Mending 147 Scare 191 Slow 228 19 Patron bond** 148 Scorching ray 192 Sword magic 229 20 Read magic 152 Shatter 193 Transference 232 21 Ropework 153 Spider web 196 Turn to stone 233 22 Runic alphabet, mortal 154 Strength 198 Water breathing 235 23 Sleep 155 Wizard staff 199 Write magic 236 24 Spider climb 156 (Patron spell)*** (Patron spell)*** 25 Ventriloquism 158 26 Ward portal 160 27 (Patron spell)*** * As per cleric spell of same name. Because the wizard version of the spell is a different spell level, the wizard receives a -2 penalty to spell checks when casting it. For example, binding is a level 2 cleric spell but a level 3 wizard spell; therefore, when rolling on the spell table, the wizard applies a -2 penalty to spell checks. On a result of natural 1, the wizard suffers a 50% chance of major corruption or misfire, rolling on the generic tables as appropriate. ** If either patron bond or invoke patron is rolled, the wizard receives both of these spells, but they count as only one spell slot. *** Ignore this result if the wizard does not have the spell patron bond. If the wizard has that spell, he also gains the appropriate patron spell. Consult your judge for more information.
Page 128 Table 5-9: Cleric Spells (with page number) 1st Level 2nd Level 3rd Level 4th Level 5th Level 1 Blessing 255 Banish 269 Animate dead 285 Affliction of the gods 295 Righteous fire 301 2 Darkness 258 Binding 270 Bolt from the blue 287 Cause earthquake 296 Weather control 302 3 Detect evil 259 Cure paralysis 272 Exorcise 288 Sanctify / desecrate 298 Whirling doom 303 4 Detect magic 260 Curse 273 Remove curse 289 Vermin blight 300 5 Food of the gods 262 Divine symbol 275 Speak with the dead 290 6 Holy sanctuary 263 Lotus stare 276 Spiritual weapon 291 7 Paralysis 264 Neutralize poison or disease 277 True name 293 8 Protection from evil 265 Restore vitality 278 9 Resist cold or heat 266 Snake charm 280 10 Second sight 267 Stinging stone 282 11 Word of command 268 Wood wyrding 284 Table 5-10: Patron Spells (with page number) Patron spells are described in the judge’s chapter. They are summarized here for easy reference. Patron Invoke Patron results 1st Level 2nd Level 3rd Level Bobugbubilz Page 322 Tadpole transformation 325 Glorious mire 326 Bottomfeeder bond 328 Azi Dahaka Page 330 Snake trick 333 Kith of the hydra 334 Reap the whirlwind 335 Sezrekan Page 336 Sequester 339 Shield maiden 340 Phylactery of the soul 341 The King of Elfland Page 342 Forest walk 345 Warhorn of elfland 346 The dreaming 347 The Three Fates Page 348 Blade of Atropos 351 Curse of Moirae 352 Warp & weft 353 Yddgrrl, the World Root Page 354 N/A N/A N/A Obitue-Que Page 355 N/A N/A N/A Ithha, Prince of Elemental Wind Page 366 N/A N/A N/A
Page 129 TABLE OF SPELL RESULTS LEVEL 1 WIZARD SPELLS Animal Summoning Level: 1 Range: 20’ Duration: Varies Casting time: 1 round Save: None General The caster invokes animal spirits to summon forth a mundane animal. The caster must be familiar with the animal type and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, etc.). Manifestation Roll 1d4: (1) an egg shimmers into existence, then hatches into the animal summoned; (2) a flash of dark clouds and the animal appears; (3) the animal’s skeleton appears first, then organs appear, then muscles knit them together, then skin grows, and the animal appears; (4) animal erupts from the ground fully formed. Corruption Roll 1d8: (1) wizard takes on minor facial trait of the animal he attempted to summon, such as whiskers, longer ears, cat eyes, etc.; (2) wizard emits an odor which humans find strange but animals find irresistible; (3-5) minor corruption; (6-7) major corruption; (8) greater corruption. Misfire Roll 1d4: (1) caster inadvertently summons a swarm of aggravating insects, such as bees, wasps, or locusts; (2) instead of summoning an animal, the caster inadvertently sends one away: The caster’s familiar or the next-closest mundane animal vanishes for 1d4 rounds only to return dirty, wet, and angry; (3) caster summons only part of an animal, causing a pile of bloody rabbit ears, severed goat horns, dislocated wolf legs, or bloody viscera to appear; (4) caster correctly summons an animal but incorrectly places it inside a nearby building or terrain feature, or the floor/ground if there is no other nearby feature – the animal dies instantly and its body is difficult to recover now that it is fused with the object. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire. 2-11 Lost. Failure. 12-13 The caster summons one mundane animal of 1 HD or less. The animal remains for up to 1 hour, though it hungers, thirsts, and rests as normal. The animal obeys the caster’s commands within normal bounds – suicidal commands or those contrary to its nature (e.g., ordering a rabbit to consume meat) have a 50% chance of releasing the animal from service, in which case it returns from whence it came. Due to the nature of the summoning, the caster cannot directly harm the creature summoned. 14-17 The caster summons one mundane animal of up to 2 HD, or two animals of 1 HD or less. The animals remain for up to 1 hour, though they hunger, thirst, and rest as normal. The animals obey the caster’s commands within normal bounds – suicidal commands or those contrary to its nature (e.g., ordering a rabbit to consume meat) have a 50% chance of releasing the animal from service, in which case it returns from whence it came. Due to the nature of the summoning, the caster cannot directly harm the creature summoned. 18-19 The caster summons one mundane animal of up to 2 HD, or two animals of 1 HD or less. The animals remain for up to 2 hours, though they hunger, thirst, and rest as normal. The animals obey the caster’s commands within normal bounds – suicidal commands or those contrary to its nature (e.g., ordering a rabbit to consume meat) have a 50% chance of releasing the animal from service, in which case it returns from whence it came. Due to the nature of the summoning, the caster cannot directly harm the creature summoned. 20-23 The caster summons one mundane animal of up to 4 HD, two animals of 2 HD, or up to four animals of 1 HD or less. The animals remain for up to 2 hours, though they hunger, thirst, and rest as normal. The animals obey the caster’s commands within normal bounds – suicidal commands or those contrary to its nature (e.g., ordering a rabbit to consume meat) have a 25% chance of releasing the animal from service, in which case it returns from whence it came. Due to the nature of the summoning, the caster cannot directly harm the creature summoned.
Page 130 24-27 The caster summons one mundane animal of up to 8 HD, two animals of 4 HD, four animals of 2 HD, or up to eight animals of 1 HD or less. The animals remain for up to 2 hours, though they hunger, thirst, and rest as normal. The animals obey the caster’s commands within normal bounds – suicidal commands or those contrary to their nature (e.g., ordering a rabbit to consume meat) have a 25% chance of releasing the animals from service, in which case they return to whence they came. Due to the nature of the summoning, the caster cannot directly harm the animals summoned. 28-29 The caster summons one mundane animal of up to 8 HD, two animals of 4 HD, four animals of 2 HD, or up to eight animals of 1 HD or less. The animals remain for up to a day, though they hunger, thirst, and rest as normal. The animals obey the caster’s commands within normal bounds – suicidal commands or those contrary to their nature (e.g., ordering a rabbit to consume meat) have a 10% chance of releasing the animals from service, in which case they return to whence they came. Due to the nature of the summoning, the caster cannot directly harm the animals summoned. 30-31 The caster summons one mundane animal of up to 16 HD, two animals of up to 8 HD, four animals of up to 4 HD, or up to eight animals of 2 HD or less. The animals remain for up to a day, though they hunger, thirst, and rest as normal. The animals obey the caster’s commands within normal bounds – suicidal commands or those contrary to their nature (e.g., ordering a rabbit to consume meat) have a 10% chance of releasing the animals from service, in which case they return to whence they came. Due to the nature of the summoning, the caster cannot directly harm the animals summoned. 32+ The caster summons a large group of mundane animals. This could be a herd of cattle, a pride of lions, a flock of geese, or a pack of wolves. All animals must be of the same type, and the total hit dice must be 100 HD or less. The herd remains for up to a week, though they hunger, thirst, and rest as normal. The animals obey the caster’s commands and even undertake suicidal commands or those contrary to their nature (e.g., ordering a rabbit to consume meat). Due to the nature of the summoning, the caster cannot directly harm the animals summoned. Cantrip Level: 1 Range: Up to 20’ per caster level Duration: Varies Casting time: 1 action Save: Will vs. spell check as applicable General As wizards learn their craft, they practice many minor incantations that produce simple visual or auditory effects. This spell can be used to apply magical energy to many minor tasks. With the inherent risks that come from spellcasting, few wizards are so bold as to frequently invoke cantrips, but their availability is sometimes valuable. The cantrip spell can be used to enact any effect the caster pronounces at casting, within the limits of the spell, as outlined on the spell check table below. Manifestation Varies Corruption N/A Misfire Roll 1d4: (1) caster accidentally summons a large bee that proceeds to chase him; (2) caster generates a patch of glue that attaches his boot to the floor until it is broken with a DC 15 Strength check; (3) caster’s hair changes color (at judge’s discretion); (4) caster’s eyes change color (at judge’s discretion). 1 Lost, failure, and misfire. 2-11 Lost. Failure. 12-13 The caster creates a simple visual effect at a distance of up to 20’ per caster level. For example, a flash of light, dancing lights, a ray of moonlight, or a patch of darkness. 14-17 As above, or the caster can create a simple auditory effect at similar range. For example, a whispered sentence, enhancing his voice to a booming shout, a fake dog bark, or basic ventriloquism. 18-19 As above, or the caster can create a simple kinetic effect at similar range. For example, shove a mug off a table, tear the buttons off a dress, twist a knob, or cause a deck of cards to shuffle itself. 20+ As above, or the caster can generate a dangerous fluid or energy of some kind that does up to 1d3 damage. For example, a dollop of acid or a freezing chill.
Page 131 Charm Person Level: 1 Range: 120’ Duration: Varies Casting time: 1 round Save: Will vs. check General The caster charms an enemy to become a friend! Any mundane living humanoid can be affected normally. Druids can also use this spell on animals. Wizards can attempt this spell on monsters and un-dead with a -2 check penalty and attempt to affect outsiders and demons with a -4 check penalty. Manifestation Roll 1d6: (1) flash of light; (2) lulling harmony; (3) black cloud; (4) glittering pixie dust; (5) black beam; (6) moonbeam from above. Corruption Roll 1d6: (1-3) minor corruption; (4-5) major corruption; (6) greater corruption. Misfire Roll 1d4: (1) caster falls in love with intended target; (2) 1d4 randomly determined nearby creatures fall in love with each other; (3) caster inadvertently puts intended target to sleep (Will save to resist); (4) target is not charmed but instead repulsed and angered by caster. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 A single target must make a Will save or be dazed for 1d4 rounds. Dazed targets can move at half speed but can perform no other actions. 14-17 A single target must make a Will save or fall under the caster’s complete control, as if it were his friend. However, the target will not perform actions that are suicidal or which a devoted friend would not otherwise perform. Unfortunately, the target’s willpower must be forcibly subverted for the caster to exercise control, so it is but a shell of its former self, operating at a -2 penalty to all rolls, saves, checks, and ability scores while under the wizard’s control. The target receives another save to break the charm according to its original Intelligence, as follows: Int 3-6 = one month; Int 7-9 = three weeks; Int 10-11 = two weeks; Int 12-15= one week; Int 16-17 = three days; Int 18+ = next day. While affected by the spell, the target is marked by a sign of the caster’s control. Roll 1d4: (1) odd facial tic; (2) deep bags under eyes; (3) posture and facial expressions resemble caster; (4) hair stands straight up. 18-19 A single target must make a Will save or fall under the caster’s complete control, as if it were his friend. However, the target will not perform actions that are suicidal or which a devoted friend would not otherwise perform. The target is able to operate at full normal functionality while charmed. The target receives another save to break the charm according to its original Intelligence, as follows: Int 3-6 = one month; Int 7-9 = three weeks; Int 10-11 = two weeks; Int 12-15= one week; Int 16-17 = three days; Int 18+ = next day. While affected by the spell, the target is marked by a sign of the caster’s control, and its posture and facial expressions subtly change to resemble the caster’s. 20-23 The wizard can target a number of creatures equal to his caster level. Each target must make a Will save or fall under the caster’s complete control, as if it were his friend. However, the target will not perform actions that are suicidal or which a devoted friend would not otherwise perform. The target is able to operate at full normal functionality while charmed. The target receives another save to break the
Page 132 charm according to its original Intelligence, as follows: Int 3-6 = one month; Int 7-9 = three weeks; Int 10- 11 = two weeks; Int 12-15= one week; Int 16-17 = three days; Int 18+ = next day. 24-27 The caster can target a number of creatures equal to 1d6 + caster level. Each target must make a Will save or fall under the caster’s complete control, as if it were his friend. However, the target will not perform actions that are suicidal or which a devoted friend would not otherwise perform. The target is able to operate at full normal functionality while charmed. The target receives another save to break the charm according to its original Intelligence, as follows: Int 3-6 = one month; Int 7-9 = three weeks; Int 10-11 = two weeks; Int 12-15= one week; Int 16-17 = three days; Int 18+ = next day. 28-29 The caster can target a number of creatures equal to 2d6 + caster level. Each target must make a Will save or fall under the caster’s complete control, as if it were his friend. However, the target will not perform actions that are suicidal or which a devoted friend would not otherwise perform. The target is able to operate at full normal functionality while charmed. The target receives another save to break the charm according to its original Intelligence, as follows: Int 3-6 = one month; Int 7-9 = three weeks; Int 10-11 = two weeks; Int 12-15= one week; Int 16-17 = three days; Int 18+ = next day. 30-31 The caster can target a number of creatures equal to 3d6 + caster level. Targets of equal to or less HD than the caster do not receive a save. Those with greater HD than the caster must make a Will save or fall under the wizard’s complete control, as if it were his friend. However, the target will not perform actions that are suicidal or which a devoted friend would not otherwise perform. The target is able to operate at full normal functionality while charmed. The target receives another save to break the charm according to its original Intelligence, as follows: Int 3-6 = one month; Int 7-9 = three weeks; Int 10-11 = two weeks; Int 12-15= one week; Int 16-17 = three days; Int 18+ = next day. 32+ The caster can influence the emotions of large groups of people, including crowds of public spectators or armies of angry warriors. The caster can attempt to charm up to 100 people at once, as long as they are within his line of sight – there is no effective range limit, and the targets need not be grouped together (e.g., if the wizard is using scrying means to observe multiple armies, he can target 20 people from each army). Targets of equal to or less HD than the caster do not receive a save. Those with greater HD than the caster receive a Will save. Failure indicates the targets fall under the caster’s complete control and consider him their close friend. The targets receive another save to break the charm according to their original Intelligence, as follows: Int 3-6 = one month; Int 7-9 = three weeks; Int 10-11 = two weeks; Int 12- 15= one week; Int 16-17 = three days; Int 18+ = next day.
Page 133 Chill Touch Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: Will vs. check General This necromantic spell delivers the chill touch of the dead. The caster must spellburn at least 1 point when casting this spell. Manifestation Roll 1d4: (1) the wizard’s hands glow blue; (2) the wizard’s hands turn black; (3) the wizard emits a strong odor of corruption; (4) the wizard’s hands appear skeletal. Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2) skin on caster’s hands falls away to give him skeletal hands; (3) caster permanently glows with a sickly blue aura; (4) un-dead are attracted to caster and flock to him like moths; (5-6) minor corruption; (7) major corruption; (8) greater corruption. Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one randomly determined nearby ally for 1d4 damage; (3) caster sends a blast of necromantic energy into the nearest corpse, animating it as an un-dead zombie with 1d6 hit points (if no nearby corpse, no effect). 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage. 14-17 The caster’s hands are charged with negative energy! On the next round, the caster receives a +2 to attack rolls, and the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage. 18-19 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage. 20-23 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage. Un-dead creatures take an additional +2 points of damage. 24-27 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage. 28-29 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage. 30-31 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to attack rolls, and every creature the caster attacks takes an additional 3d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +6 points of damage. 32+ The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any creature within 10’ of the caster takes 1d6 damage each round it stays within the field, and un-dead creatures take 1d6+2 damage. Until the next sunrise, the caster receives a +8 bonus to all attack rolls, and every creature the caster attacks takes an additional 3d6 damage (with un-dead suffering an extra +8).
Page 134 Choking Cloud Level: 1 Range: 50’ or more Duration: Varies Casting time: 1 action Save: None General The caster summons forth a cloud of caustic, acidic mist that chokes his target. Manifestation Roll 1d8: (1) black cloud; (2) translucent mist; (3) explosion of ash; (4) geyser that erupts from the ground below the target; (5) yellow-green cloud; (6) red mist; (7) thick, oily fog; (8) blue cloud. Corruption Roll 1d8: (1) caster’s breath is now a toxic gas; whenever he exhales, anyone immediately adjacent must make a DC 12 Fort save or be ill for 1d4 hours (-1 to all rolls while sickened); (2) caster is surrounded at all times by a toxic cloud which automatically sickens everyone within 5’ for 1d4 hours unless they make a DC 12 Fort save (-1 to all rolls while sickened); (3) caster’s eyes change to translucent orbs which reveal a whirling cloud of gas; (4) certain kinds of creatures are able to detect the caster automatically if he is within half a mile and are attracted to him, notably incorporeal and ethereal creatures, as well as any monster from the elemental plane of air; (5-8) minor corruption. Misfire Roll 1d4: (1) cloud of toxic gas explodes at a point centered on the caster (1d4x10’ radius, 1d4 damage to all within plus DC 12 Fort save or blinded for 1d4 rounds); (2) caster creates cloud successfully, but it is a healing cloud that heals 1d4 damage to all within 20’ of intended target; (3) cloud of toxic gas inadvertently catches fire, sparked by some nearby torch or lantern, and explodes as it emerges from the caster’s hand, causing 1d8 fire damage to the caster and everyone within 10’ of him; (4) caster successfully creates cloud, but it is entirely useless, serving only to create a vague, misty cloud that has no other impact. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1) corruption; (2) patron taint (or corruption if no patron); (3+) misfire. 2-11 Lost. Failure. 12-13 One designated target is engulfed in a caustic, stinking cloud for 1d4 rounds, suffering a -1 penalty to all rolls (including attacks, damage, skills, and saves). The cloud follows the target; it cannot escape. 14-17 Up to 1d4 small individual clouds of toxic gas appear around selected multiple targets, all of which must be within range. Each cloud inflicts a -1 penalty to all rolls (including attacks, damage, skills, and saves) for 1d4 rounds. The clouds follow their targets; they cannot escape. 18-19 A single acidic, poisonous cloud appears with a radius of 20’ centered on a target of the caster’s choosing. For 1d4+2 rounds, targets in the cloud suffer a -2 penalty to all rolls (attacks, damage, skills, and saves) and take 1 point of damage each round. The caster can direct the cloud by concentrating; it moves up to 50’ per round at his command. 20-23 A single acidic, poisonous cloud appears with a radius of 20’ centered on a target of the caster’s choosing. For 2d4+4 rounds, targets in the cloud suffer a -2 penalty to all rolls (attacks, damage, skills, and saves), take 2 points of damage each round, and must make a Fort save when first exposed or be poisoned (-1d4 Agility, duration 1 day). The caster can direct the cloud by concentrating; it moves up to 50’ per round at his command. 24-27 A single acidic, poisonous cloud appears with a radius of 20’ centered on a target of the caster’s choosing within a 100’ range. For 2d4+4 rounds, targets in the cloud suffer a -4 penalty to all rolls (attacks, damage, skills, and saves), take 4 points of damage each round, and must make a Fort save when first exposed or be poisoned (-2d4 Agility, duration 1 day). The caster can direct the cloud by concentrating; it moves up to 50’ per round at his command. 28-29 A single acidic, poisonous cloud appears with a radius of 30’ centered on a target of the caster’s choosing within a 200’ range. For 3d4+6 rounds, targets in the cloud suffer a -4 penalty to all rolls (attacks, damage, skills, and saves), take 8 points of damage each round, and must make a Fort save when first exposed or be poisoned (-3d4 Agility, duration 1d4 days). The caster can direct the cloud by concentrating; it moves up to 50’ per round at his command. 30-31 The caster can create two acidic, poisonous clouds. Each appears with a radius of 30’ centered on a target of the caster’s choosing within a 200’ range. For 3d4+6 rounds, targets in the clouds suffer a -4 penalty to all rolls (attacks, damage, skills, and saves), take 8 points of damage each round, and must make a Fort save when first exposed or be poisoned (-3d4 Agility, duration 1d4 days). The caster can direct the clouds at will, without concentrating; they move up to 50’ per round at his command. 32+ The caster calls down three toxic clouds of unmatched lethality. For each cloud, he can choose a size ranging from a single target up to a 30’ radius. The clouds can be targeted anywhere within 500’. The clouds come into existence instantly and remain for 1d4 turns. Each target within the clouds must make a Fort save or be killed immediately. Those that survive suffer a -6 penalty to all rolls (attacks, damage, skills, and saves) and take 10 points of damage each round from the toxic gases. The caster can direct the clouds at will, without concentrating; they move up to 50’ per round at his command.
Page 135 Color Spray Level: 1 Range: 40’ Duration: Instantaneous Casting time: 1 action Save: Will vs. check General The caster summons forth a spray of brilliant colors that blind and dazzle the target. Corruption Roll 1d8, noting additional color change table at end of this one: (1) caster’s skin permanently changes to a rainbow pattern; (2) caster’s eyes each change to a new, different color; (3) caster’s hair changes color; (4) caster’s skin changes color; (5-7) minor corruption; (8) major corruption. Roll another 1d10 for color changes: (1) blue; (2) green; (3) yellow; (4) orange; (5) red; (6) purple; (7) silver; (8) gold; (9) white; (10) black. Misfire Roll 1d3: (1) colored energy blasts back on the caster, blinding him for 1d4 rounds; (2) color spray is delayed uncontrollably; judge secretly rolls a die type of his choice; spell is discharged that many rounds later on new re-rolled spell check result; (3) color sprays arc in different random directions rather than together in a cohesive rainbow; roll 1d12 for direction (clock face with 12:00 ahead of caster); 1d4+1 color hues blast out, each in a different direction, causing blindness (1d4 rounds, DC 12 Will save to resist) to first creature in that direction, whether friend or foe. Manifestation Roll 1d8: (1) spray of colored arrows; (2) rainbow from above; (3) flash of variegated hues; (4) spotlight of rotating colors from the sky; (5) cloud of many colors or a single color; (6) shadow of subdued, washedout colors; (7) inversion of colors in the affected area; (8) rope-like coils of light that emanate from the caster’s fingertips. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1) corruption; (2) patron taint (or corruption if no patron); (3+) misfire. 2-11 Lost. Failure. 12-13 One target within range must make a Will save or be blinded for 1d4 rounds. Sightless creatures are immune. 14-17 Up to two individual targets within range must make a Will save or be blinded for 1d4 rounds. Sightless creatures are immune. 18-19 Up to three targets within range can be targeted. Each target must make two Will saves or be affected. Targets that fail one save are blinded; targets that fail both saves are blinded and knocked unconscious. Duration is 2d4+1 rounds. Sightless creatures are immune. 20-23 Up to three targets within range can be targeted. Each target of 2 or less HD is automatically affected; targets of more than 2 HD must make two Will saves or be affected. Targets that fail one save are blinded; targets that fail both saves are blinded and knocked unconscious. Duration is 2d4+1 rounds. Sightless creatures are immune. 24-27 A blast of colored chaos affects all targets in a cone 40’ long and from 10’ to 30’ wide (caster can decide). All targets, including allies, within the cone take 1d4 damage, are knocked unconscious for 3d4+1 rounds, and awake blinded for another 1d4+1 rounds. Creatures of 2 HD or less receive no save; others can attempt a Will save to resist. Sightless creatures are immune. 28-29 A blast of colored chaos affects all targets in a cone 40’ long and from 10’ to 30’ wide (caster can decide). All targets, including allies, within the cone take 1d6 damage, are knocked unconscious for 3d4+3 rounds, and awake blinded for another 2d4+1 rounds. Creatures of 3 HD or less receive no save; others can attempt a Will save to resist. Sightless creatures are immune. 30-31 A blast of colored chaos affects all targets in a cone 100’ long and from 10’ to 40’ wide (caster can decide). The caster may specify whether the cone affects all targets or only enemies. Affected creatures within the cone take 1d8 damage, are knocked unconscious for 3d4+3 rounds, and awake blinded for another 2d4+1 rounds. Creatures of 4 HD or less receive no save; others can attempt a Will save to resist. Sightless creatures are immune. 32+ An incredible surge of rainbow light blasts forth from the caster’s fingertips. The spell creates an arcing pattern around the caster, forming a powerful rainbow shining down from the heavens toward the caster’s fingers. The display of light is visible for several miles. All enemies within 200’ of the caster’s location are potentially affected: creatures of 5 HD or less are affected automatically; all others are affected on a failed save. Affected creatures take 2d6 damage, are knocked unconscious for 1d4+1 turns, and awake blinded for another turn. Moreover, allies who see the display are awed and inspired, and receive a +1 morale bonus to all rolls (attack, damage, saves, skills, etc.) for the next 1d4 rounds.
Page 136 Comprehend Languages Level: 1 Range: Self Duration: Varies Casting time: 1 turn Save: None General The caster can understand non-magical words or images (such as treasure maps) that would otherwise be unintelligible. Manifestation Roll 1d4: (1) caster’s eyes glow; (2) text glows; (3) letters of text flow into new, legible shapes; (4) none. Corruption Roll 1d8: (1) caster’s eyes permanently glow a bright yellow; (2) skin is marred by faintly glowing tattoos of undecipherable enigmatic script; (3) afflicted speech: roll 1d12 any time caster speaks in any way, and on a 12 the words come out in a randomly determined language (each time, roll as wizard on Appendix L); (4) permanent interpretation: caster can permanently understand all spoken languages at juvenile level, including birdsong, insect buzzing, and subsonic speech like bat calls, such that constant drone of conversation around him makes it very difficult to concentrate (-1 to all concentration checks); (5) invisible heat rays from reading: whenever the caster reads any document, his eyes glow red and the document begins to heat up and eventually catches fire: paper in 2 rounds, papyrus in 3 rounds, cloth or vellum in 4 rounds; heat only manifests when reading and cannot cause damage to other creatures; (6) two dozen short tentacles sprout around each of the caster’s eye sockets; (7) minor corruption; (8) major corruption. Misfire Roll 1d4: (1) caster speaks in tongues, indecipherable to all, for 1d4 hours; (2) nearest ally speaks in a randomly determined language (roll as wizard on Appendix L) for 1d4 hours; (3) all creatures within 30’ radius (including caster) stricken with inability to speak for 1d6 minutes; (4) caster loses ability to read and write for 1d4 days. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 The caster can read writing in one terrestrial language for 1 turn. Terrestrial languages are those spoken by mortal, earthbound creatures, such as dwarves, giants, and goblins. Some sample of the language in question must be visible in front of you. 14-17 The caster can read and understand (but not speak or write) one terrestrial language for 1 turn. Terrestrial languages are those spoken by mortal, earthbound creatures, such as dwarves, giants, and goblins. 18-19 The caster can read, write, understand, and speak one terrestrial language for 1 turn. Terrestrial languages are those spoken by mortal, earthbound creatures, such as dwarves, giants, and goblins. The caster can speak the language in a very simple form, at the speech level of a young child. For example, he can communicate basic desires but nothing complex. 20-23 The caster can read, write, understand, and speak one language for 1 hour. The language can be terrestrial, supernatural or extraplanar in origin. For example, he could speak with a demon or an elemental. The caster can speak the language fluently.
Page 137 24-27 The caster can fluently read, write, understand, and speak any one language for 1 hour per caster level or grant this ability to one creature he touches. If the target is unwilling, it can resist the casting with a Will save. 28-29 The caster can fluently read, write, understand, and speak any one language for 1 day per caster level, grant this ability to one creature he touches, or grant this ability to all creatures within 20’, as long as they remain within that range. If any target is unwilling, it can resist the casting with a Will save. 30-31 The caster gains the permanent ability to fluently read, write, understand and speak any one language. He must have exposure to the language, in either written or spoken form, to gain the ability. The caster effectively learns at an extraordinary rate, such that limited exposure is enough to learn, but he must have at least 10 minutes of immersive exposure in the week following the casting of this spell. 32+ The caster gains the ability to read, write, understand, and speak all languages, regardless of origin or modernity, for a period of 1 day per caster level. He can speak to any creature, including unintelligent beasts (like eagles or ants) to the extent that they communicate. Ekim’s Mystical Mask Level: 1 Range: Self Duration: 1 round per CL Casting time: 1 action Save: See below General The caster conjures a mystical mask that covers his face and provides benefits against attacks, spells, and other conditions. On a successful casting, the wizard may choose to invoke an effect of lesser power than his spell check roll to produce a weaker but potentially more useful result. Manifestation Roll 1d4: (1) The caster plucks the mask out of thin air; (2) the flesh on the caster’s face peels away to reveal the mask beneath; (3) the caster’s head becomes momentarily blurred and the mask is in place once the distortion passes; (4) the caster’s head appears to spin 180° revealing a masked face on the back of his head. In addition to these manifestations, each mask alters the caster’s face in a different manner. These alterations are detailed on the spell check table below. Corruption Roll 1d4: (1) the caster’s face takes on an emotionless, artificial mien; (2) the flesh on the caster’s face turns dry and flakes away constantly; (3) the caster develops a phobia about revealing his true face and takes to wearing veils or hooded cloaks; (4) the caster’s nose vanishes completely, leaving his face flat and mask-like. Misfire Roll 1d4: (1) caster is blinded by the mask for 1d3 rounds and suffers a -4 penalty to initiative rolls, attack rolls, saving throws, spell checks, and to avoid being surprised; (2) the caster’s mouth vanishes for 1d3 rounds and no spells may be cast during that time; (3) for the next day, the caster’s eyes become hypersensitive to light and he suffers a -2 penalty to all attacks, saves, spell checks, ability checks, and initiative rolls when in illumination brighter than candle light; (4) the caster’s face vanishes completely, rendering him blind and mute; in addition, he must make a DC 10 Fort save each round or pass out from asphyxiation; his face returns to normal once the spell’s duration has expired. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3+) misfire. 2-11 Lost. Failure. 12-13 The mask grants infravision, allowing the caster to see in the dark up to 60’ away. His eyes reflect light like a cat while this mask is in effect. 14-17 The mask helps protect the caster against gaze attacks such as that from a basilisk (q.v.). The caster enjoys a +4 bonus to saving throws of any type against gaze attacks for the duration of the spell. The caster’s face takes on a mirror-like quality while this mask is in effect. 18-19 The mask helps defend the caster against baneful magical spells. All spells cast directly at the wizard suffer a -2 penalty to their spell checks. Area-of-effect spells or other magics that are not targeted directly at the mask wearer are unmodified. The caster’s face takes on a faceted, quartz-like appearance while this mask is in effect. 20-23 The mask transforms the caster’s face into a horrible visage. Each round he can attempt to instill fear in one creature. The target creature must make a Will save or flee from the caster’s location for 1d4+CL rounds. The targeted creature must be able to see the caster clearly to be affected by the gaze. The caster
Page 138 can attempt to affect one creature each round for the duration of the spell and can try to instill fear on the same creature more than once, requiring it to make a new saving throw with each attempt. The caster’s face becomes monstrously demonic while this mask is in effect. 24-27 The mask protects the caster against physical attacks, granting him a +4 bonus to AC while the spell is in effect. In addition, the caster enjoys a +2 bonus to all saving throws for the duration of the spell. The caster’s face appears encased in shining steel while this mask is in effect. 28-29 The mask reflects melee and ranged attacks back at unlucky assailants. Any attacker that successfully strikes the mask’s wearer with a physical melee or missile attack must make a Luck check or find their attack turned against them. The attacker’s same attack roll (including any and all modifiers) is applied to its own AC and inflicts normal damage if the blow lands successfully. The caster’s face appears to be that of his attacker(s) while the mask is in effect. 30-31 The mask transforms the caster’s entire head into that of a snake. While in effect, the mask grants the caster both the illusion generating and hypnotic gaze powers of a serpent-man (see page 425). As an incidental benefit, it also allows the caster to pass himself off as a serpent-man under cursory inspection. The mask’s effect on the caster’s face is self-evident. 32+ With this powerful casting, the wizard’s face is occluded by a mask that combines all the spell’s possible effects into a single visage. The caster has infravision up to 60’; gains a +4 saving throw bonus against gaze attacks; harmful spells cast directly at the caster suffer a -2 penalty to spell checks; the caster can instill fear against any creature that fails a Will save, forcing it to flee for 1d4+CL rounds; the caster’s AC is improved by +4, and all saves receive a +2 bonus (this stacks with the +4 bonus against gaze attacks); any attacker who successfully strikes the caster with a physical melee or missile attack must make a Luck check or possibly be struck by its own attack (compare the initial attack roll against its own AC); and the caster’s face is transformed into a serpent’s head, granting him the illusionary and hypnotic capabilities of a serpent-man (see page 425). At this level of success, the mask makes no alterations to the caster’s face other than the snake’s head transformation (which can be obscured with the illusion generation ability granted by that alteration).
Page 139 Enlarge Level: 1 Range: Touch Duration: 1 turn per caster level Casting time: 1 round Save: None General By touching a creature or object, or targeting himself, the caster causes the target to grow in size! In this manner, ropes can become longer, doors thicker, tables heavier, swords larger, and so on. Magical objects so increased retain their original magical potency; e.g., a +1 sword does not become a +2 sword, it simply becomes a larger magical sword. The caster can learn the reverse of this spell, reduce, which is used to make things smaller. Multiple castings of this spell do not stack, though reduce may be used to cancel enlarge. Manifestation Roll 1d4: (1) target visibly enlarges; (2) target disappears then re-appears at greater size; (3) hundreds of tiny workmen appear to chop apart the target’s body and re-assemble it in greater volume; (4) target reverse-ages to the size and appearance of a baby, then amazingly grows back to adult appearance at larger than its former size. Corruption Roll 1d16: (1-6) one part of caster’s body is permanently enlarged to (1d3+1)x normal size as follows: (1) eyes, (2) ears, (3) nose, (4) hands, (5) shins, (6) feet; (7-10) one part of caster’s body is permanently reduced to half normal size as follows: (7) eyes, (8) nose, (9) arms (-1 Str), (10) legs (-5’ speed); (11) hirsute: caster’s body hair grows unstoppably for 1d4 days, covering body in gorilla-like fur; (12) caster permanently enlarges in size, increasing his height by 2d6”, his weight by (1d6+1)x10 lbs., and his Str by +1, but his equipment does not enlarge; (13) caster’s fingers each grow by 1d6”, determined randomly by finger, making grasping difficult and inflicting a -1 Agility penalty; (14) minor corruption; (15) major corruption; (16) greater corruption. Misfire Roll 1d4: (1) nearest enemy is enlarged rather than ally by 50%, conferring a +2 bonus to Str (if no nearby enemy, ignore result); (2) all enemies within 50’ are doubled in size, receiving a +3 bonus to Str; (3) target is reduced instead of enlarged, dropping in size by -25% and taking a -1 penalty to Str; (4) everything within 100’, including living creatures, objects, plants, buildings, and other such things, is reduced to mouse-scale; i.e., humans drop to approximately 6” tall, buildings reduce in size to corresponding scale, weapons are the size of toothpicks, and so on; to those affected it appears the world beyond the range has just increased in size exponentially; affected creatures and objects remain affected even if they move beyond range and are restored to normal size in 1 day, but in the meantime they must survive as tiny creatures. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 The target increases in size and mass by 10%. It becomes visibly larger and potentially intimidating, but not enough to confer statistical bonuses. Depending on the situation, this may be enough to reach a ledge that was previously out of reach, or otherwise pass some barrier. Armor and equipment worn by the target are similar enlarged. 14-17 The target increases in size by 25%, conferring a +1 bonus to attacks, damage, and AC due to greater size and strength. 18-19 The target increases in size by 50%, conferring a +2 bonus to attacks, damage, and AC due to greater size and strength. 20-23 The target doubles in size. A normal man becomes ogre-sized with this result, receiving a +4 bonus to attacks, damage, and AC due to greater size and strength. In addition, the target receives +10 hp from the new size. These hit points are lost first when the target is wounded, and damage suffered while giantsized transfers to his normal hit point pool only if he first loses all 10 bonus hit points. 24-27 The target triples in size. A normal man becomes giant-sized with this result, receiving a +6 bonus to attacks, damage, and AC due to greater size and strength. In addition, the target receives +20 hp from the new size. These hit points are lost first when the target is wounded, and damage suffered while giantsized transfers to his normal hit point pool only if he first loses all 20 bonus hit points. 28-29 The caster is able to select up to three targets, which all triple in size. Each receives a +6 bonus to all at-
Page 140 tack, damage, and AC due to larger size and strength. In addition, the targets receive +20 hp from the new size. These hit points are lost first when the targets are wounded, and damage suffered while giant-sized transfer to their normal hit point pools only if they first lose all 20 bonus hit points. 30-31 The caster is able to select up to three targets, which all triple in size. Each receives a +6 bonus to all attack, damage, and AC due to larger size and strength. In addition, the targets receive +20 hp from the new size. These hit points are lost first when the targets are wounded, and damage suffered while giantsized transfer to their normal hit point pools only if they first lose all 20 bonus hit points. The duration is increased to one day per caster level, but can be individually ended by the decision of any target. 32+ The caster transforms himself or one target into a giant of truly godlike proportions. The target grows to a height of up to 100’, at the caster’s discretion. The target’s statistics are similarly improved due to his new size, to a maximum benefit of +10 to attack, damage, and AC if he reaches the full 100’ height. At that full height, he also receives a bonus of up to +100 hit points. These hit points are lost first when the target is wounded, and damage suffered while giant-sized transfers to his normal hit point pool only if he first loses all 100 bonus hit points. The duration of this extraordinary display of power depends on the size of the target: a target transformed to a 100’ height stays at that size for only 1 turn, while sizes of progressively smaller 10’ increments last 1 turn longer. For every 20’ less in size, the benefit to attacks, damage, and AC drops by -1, and the bonus hit points drop by -10, but the duration is extended by 1 turn. For example, a height of 40’ lasts 4 turns, and grants a bonus of +7 to attacks, damage, and AC, and +70 hit points. Feather Fall Level: 1 Range: 25’ Duration: 1 round per caster level or until landing Casting time: instantaneous Save: Will to avoid General The caster impedes his own or another person’s rate of descent when falling. This allows the target to avoid injury or death or to glide upon the breeze. Note that this spell can be cast instantaneously, out of initiative order, if the caster or a target within range is falling. Manifestation Roll 1d4: (1) folds of aerodynamic flesh sprout from the target’s arms and legs; (2) the target glows with a wispy, featherlike aura of canary yellow; (3) the target’s body hair is replaced with downy feathers; (4) the target’s body curls like a fallen leaf to rock upon the winds. Corruption Roll 1d5: (1) caster’s hair stands on end as if permanently plummeting through the air; (2) the caster makes all descents (climbing down ropes, walking down stairs, sliding down poles, etc.) at half normal speed; (3) caster becomes subject to sporadic winds, which do not affect other characters, and must make a Strength check to stay upright (DC 5 for light winds, DC 10 for strong winds, and DC 15 against gusts); (4) caster’s hair permanently replaced by feathers; (5) sound of whistling wind accompanies the caster wherever he goes. Misfire Roll 1d4: (1) caster’s speed of descent is increased, resulting in an additional 1d6 damage upon impact; (2) caster abruptly rises 10’ into the air before falling to the ground (taking 1d6 points of damage, or 2d6 if there is a hard surface 10’ or less above the caster’s head); (3) caster’s clothing and other possessions turn ethereal for 1d6x10 minutes and cannot be worn or used; (4) caster is blown 10-30 feet in a random direction by a gust of ghostly wind. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1) corruption; (2) patron taint (or corruption if no patron); (3+) misfire. 2-11 Lost. Failure. 12-13 Caster reduces the speed at which he falls. With a successful Fortitude save (DC 10 +1 for each 10’ fallen), he takes no damage. On a failed save, he suffers only half damage. 14-17 Caster falls at a graceful rate of 50’ per round and takes no damage if he lands before the spell expires. Otherwise, he suffers half damage and is allowed a Fort save (DC 10 +1 for each 20’ fallen) to avoid all damage. 18-19 Caster and three additional creatures within range fall at a rate of 50’ round. They take no damage if they land before the spell expires. Otherwise, they suffer half damage and are allowed a Fort save (DC 10 +1 for each 20’ fallen) to avoid all damage.
Page 141 20-23 Caster and six additional creatures fall at a rate of 50’ round. They take no damage if they land before the spell expires. Otherwise they suffer half damage and are allowed a Fort save (DC 10 +1 for each 20’ fallen) to avoid all damage. 24-27 Caster gains the ability to glide on the air by leaping from a height 30’ or more above the ground. The caster soars on the breeze, drifting back to earth at a vertical rate of 10’ per round, arriving on the ground when he reaches the maximum distance he can glide. His movement rate is 60’ per round while gliding, and if he fails to reach solid ground before the spell expires, he falls and suffers normal damage upon impact. 28-29 Caster and up to three additional creatures can glide on the winds. They soar on the breeze, drifting back to earth at a vertical rate of 10’ per round, arriving on the ground when reaching the maximum distance they can glide. Their movement rate is 60’ per round while gliding, and if they fail to reach solid ground before the spell expires, they fall and suffer normal damage upon impact. 30-31 Caster and up to six additional creatures can glide on the winds. They soar on the breeze, drifting back to earth at a vertical rate of 10’ per round, arriving on the ground when reaching the maximum distance they can glide. Their movement rate is 60’ per round while gliding, and if they fail to reach solid ground before the spell expires, they fall and suffer normal damage upon impact. 32+ Caster can fall any distance regardless of height or duration of fall without taking damage. Additionally, the caster is immune to any related hazards, such as thin atmosphere, intense cold, or even high temperatures generated by re-entry into an atmosphere from a vacuum. Find Familiar Level: 1 Range: Self Duration: Lifetime Casting time: 1 week Save: None General This lengthy ritual prepares the caster to bond with a familiar. The familiar makes itself known during the ceremony 50% of the time; otherwise, the caster makes its acquaintance sometime in the weeks following the ritual. The spell check is made upon completion of the ritual, and a minimum spellburn of 10 points is required to cast this spell. The caster gains hit points equal to the familiar’s and other powers as well, depending on the creature summoned. Once the caster has summoned a familiar (whether having met it or not), he cannot summon another until the current one dies and a full moon passes. If a familiar dies, the caster immediately keels over in intense pain, loses twice the familiar’s hit points permanently, and suffers a -5 spell check penalty until the next full moon. The judge will provide more information (see page 316). Manifestation Varies Corruption Roll 1d6: (1-3) minor; (4-5) major; (6) greater. Misfire N/A 1 Lost, failure, patron taint, and corruption. Unlike normal spells, the spell is lost for an entire month, not simply one day. 2-11 Lost and failure. Unlike normal spells, the spell is lost for an entire month, not simply one day. 12-13 Per judge. 14-17 Per judge. 18-19 Per judge. 20-23 Per judge. 24-27 Per judge. 28-29 Per judge. 30-31 Per judge. 32+ Per judge.
Page 142 Flaming Hands Level: 1 Range: 15’ Duration: Instantaneous Casting time: 1 action Save: None General The caster produces gouts of fire from his bare hands to burn his enemies. Manifestation Roll 1d4: (1) caster’s hands burst into flames; (2) fires spring from the wizard’s fingertips; (3) caster’s hands turn into roiling, smoking flame; (4) skin blackens and peels away to reveal skeletal hands dripping lava. Corruption Roll 1d4: (1) hands permanently blackened; (2) bare touch causes paper to ignite 25% of the time; (3) body hair burned away permanently; (4) caster suffers a permanent -2 penalty on spell checks to cold-based magics. Misfire Roll 1d4: (1) flame jets from random appendage, spoiling aim; randomly determine where and in what direction the flame gouts; jet causes 1d3 damage to everything within 15’ range in that direction; (2) caster’s hands ignite causing him 1d3 damage; (3) 1d4 random possessions of the caster catch fire and burn to char; (4) all fire within a 15’ radius of the caster is immediately snuffed out. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 A single blast of fire strikes one target within range for 1d3 points of damage. 14-17 Spell produces a blast of fire that burns a single target within range for 1d6 points of damage. 18-19 Spell produces a blast of fire that burns a single target within range for 1d6+CL points of damage. 20-23 Spell produces a blast of fire that burns up to three targets within range for 1d6+CL points of damage. All targets must be within 10’ of one another. 24-27 Spell produces a blast of fire that burns up to three targets within range for 2d6+CL points of damage. All targets must be within 10’ of one another. 28-29 Caster creates a single blast of fire 10’ wide and 30’ long that does damage equal to 3d6+CL to all caught in the blast. 30-31 Caster creates two blasts of fire 10’ wide and 30’ long. Each can be directed within a 180° arc of his position, doing damage equal to 3d6+CL to all caught in the blast. 32+ Caster can blast fire in a 360° arc outward from his body. Within that complete radius he can pick one “wedge” of 0-180° where fire does not blast (i.e., to protect allies in that position). All creatures within the affected arc, out to a range of 40’, are immolated, taking damage equal to 4d10+CL.
Page 143 Force Manipulation Level: 1 Range: 25’ Duration: Varies Casting time: 1 action Save: None General The caster conjures and shapes invisible force energy into useful objects or barriers of a solid nature. On a successful casting, the wizard may choose to invoke any effect of equal to or less than his spell check, allowing a range of options with every successful casting to produce a weaker but potentially more useful result. Manifestation Roll 1d4: (1) caster’s hands shimmer and the air hums with power; (2) cloud of scintillating light motes takes the shape of the object created and then vanishes; (3) blocks of blue energy descend from above to form the object or barrier and then disappear; (4) caster traces the shape to be created in the air with a glowing finger tip. Corruption Roll 1d5: (1) caster loses his sense of touch as if his hands were permanently encased in an envelope of force; (2) small objects are knocked over around the caster by errant bolts of force energy (drinks spill, vases topple, potion bottles fall off tables) – this effect is seldom to the caster’s benefit; (3) caster floats a half-inch above the ground at all time, but still puts pressure on the floor beneath him to set off traps, sink in water, and otherwise suffer the effects of poor terrain; (4) caster’s face turns transparent on occasion to reveal the skull beneath; (5) once per day at the judge’s discretion, a wall of force bars the caster’s passage for 1d3 rounds. Misfire Roll 1d4: (1) caster is struck by force backlash, bludgeoned by invisible blows and must make a DC 13 Fort save or be knocked prone; (2) caster hoisted 3” aloft by force field and cannot move under his own power; must be pushed and pulled until effect wears off in 1 hour; (3) caster encases himself in force bubble and must make a DC 10 Reflex save each round or roll up to 30’ in a random direction; bubble bursts in 1d6 rounds; (4) caster pelted by 1d4 force spheres doing 1 point of damage each. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 The caster creates an apple-sized sphere of force that can be hurled as a weapon. It can be hurled immediately or remain in the wizard’s hand for up to one round per caster level. It inflicts 1d6 damage per caster level with a range of 25’ per caster level. 14-17 The wizard forms a floating platform of force energy 3’ above the ground. This disk-shaped, 3’ diameter platform follows him at a distance of 5’ but can be commanded to move up to 25’ away from the wizard’s position by thought alone. The platform can carry up to 100 lbs. per caster level and remains for 1d6+CL turns. If circumstances prevent the disk from remaining within range of the caster, the platform vanishes. 18-19 The caster calls into being a tower shield-sized wall of force at a point within 25’. It exists for 2d6 rounds and grants a +4 AC bonus to adjacent characters. The wall cannot move from where it was called into existence but remains in existence if the caster moves out of range. 20-23 As above, but the spell creates two shield walls. Each also provides protection against magic missiles 50% of the time. 24-27 The caster creates a wall of force 10’ square per level in size. The wall cannot move but grants complete protection against all physical attacks, magic missiles, heat, cold, and lightning. The wall takes the damage inflicted by such attacks. The wall lasts until 1d6+CL turns have passed or it has absorbed 50 points of damage. The caster cannot attack or cast spells through the wall. 28-29 The caster creates a wall of force 10’ square per level in size. He can form this wall into a spherical or hemispherical shape up to its maximum size in square feet. The wall cannot move, but grants complete protection against all physical attacks, magic missiles, heat, cold, and lightning. The wall takes the damage inflicted by such attacks. The wall lasts until 1d6+CL hours have passed or it has absorbed 100 points of damage. The caster cannot attack or cast spells through the wall. 30-31 The caster creates a wall of force 10’ square per level in size. He can form this wall into any shape he can imagine, up to its maximum size in square feet. The wall cannot move, but grants complete protection against all physical attacks, all spells, and all dragon breath. The wall lasts until 2d6+CL hours have passed or it has absorbed 150 points of damage. The caster cannot attack or cast spells through the wall. 32+ The caster creates a wall of force 20’ square per level in size. He can form this wall into any shape he can imagine, up to its maximum size in square feet. The wall can be moved up to 10’ per round if the caster concentrates. It grants complete protection against all physical attacks, all spells, and all dragon breath. The wall lasts until 2d6+CL days have passed or it has absorbed 300 points of damage. The caster may cast spell through the wall at opponents while enjoying its protection.
Page 144 Invoke Patron Level: 1 Range: Self Duration: Varies Casting time: 1 round, and the spell may be cast only a limited number of times, according to results of patron bond. Save: None General In order to learn this spell, the caster must first cast patron bond. The particulars of this spell vary according to the terms of the patron. In casting this spell, the wizard invokes the name of a supernatural patron to request aid. This spell requires at least 1 point of spellburn. The patron responds by sending aid according to the nature of its followers; the judge will provide specifics. Note that continued casting of this spell may taint the wizard spiritually and physically. Manifestation Varies Corruption Roll 1d8: (1-4) minor; (5-7) major; (8) greater. Misfire N/A 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (3 or less) corruption + patron taint; (4-5) corruption; (6+) patron taint. 2-11 Failure. Unlike other spells, invoke patron may not be lost for the day. Depending on the results of patron bond, the wizard may still be able to cast it. 12-13 Per judge. 14-17 Per judge. 18-19 Per judge. 20-23 Per judge. 24-27 Per judge. 28-29 Per judge. 30-31 Per judge. 32+ Per judge. Magic Missile Level: 1 Range: 150’ or more Duration: Instantaneous Casting time: 1 action or 1 turn (see below) Save: None General The caster hurls a magical missile that automatically hits an enemy. Manifestation Roll 1d10: (1) meteor; (2) flaming arrow; (3) force arrow; (4) screaming, clawing eagle; (5) black beam; (6) ball lightning; (7) splash of acid; (8) ray of frost; (9) force dagger; (10) force axe. Corruption Roll 1d8: (1-4) caster’s hands and forearms change color to match shades of most commonly cast magic missile: (1) electric yellow, (2) icy blue, (3) acid green, (4) vivid red; (5) pupils and irises vanish while eyes turn a chalky white; (6) fingertips turn translucent and nearly invisible, appearing ghost-like or as if they were composed of pure force energy; (7) from now on, every time he casts magic missile, the caster turns invisible for 1d6 rounds; (8) caster gains a permanent force stone that rapidly orbits his head, impacting with any creature that approaches within 3’ to cause searing pain and 1 point of damage every round – which, unfortunately, includes allies attempting to heal or those who fight adjacent to the caster in melee. Misfire Roll 1d6: (1) explosion of missiles sprays in all directions – all creatures within 100’ (allies and enemies) are hit by 1d4-1 missiles, each doing 1 point of damage; (2) missiles launch then ricochet back on caster, who is hit by 1d3-1 missiles for 1 point of damage each; (3) explosion of force energy centered on caster, causing 1d6 damage to caster and all within 10’ (DC 10 Ref save for half); (4) delayed blast – no effect now, but at a random point sometime in the next 24 hours, determined whenever the caster rolls his next 1 on any dice roll (not just a d20), a single magic missile bolts forth to strike one randomly determined
Page 145 character within 100’ for 1d4 damage (strikes the caster if there are no other targets) – if no 1 is rolled in 24 hours, risk passes without damage; (5) caster becomes charged with force energy, such that the next creature or object he touches suffers a blast damage for 1d6+1 damage to target and 1 point of damage to caster; (6) force energy manifests in downward direction, burning a hole in the ground under caster – ground beneath him rapidly disintegrates to a depth of 1d20 feet, and he sinks with the falling depth of the ground to find himself at bottom of pit – there is no initial falling damage since he “rides” the drop in ground level but depth of pit may open to lower level of the dungeon (potentially causing damage), and he must now climb out. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 The caster throws a single missile that does 1 point of damage. He must have line of sight to the target. The missile never misses, though it may be blocked by certain magic (e.g., magic shield). 14-17 The caster throws a single missile that does damage equal to 1d4 + caster level. He must have line of sight to the target. The missile never misses, though it may be blocked by certain magic (e.g., magic shield). 18-19 The caster throws 1d4 missiles that deal damage equal to 1d4 + caster level. All missiles must be aimed at a single target to which the caster has line of sight. The missiles never miss, though they may be blocked by certain magic (e.g., magic shield). 20-23 The caster throws 1d4+2 missiles that do damage equal to 1d6 + caster level. Each missile can be aimed at a separate target to which the caster has line of sight. The missiles never miss, though they may be blocked by certain magic (e.g., magic shield). 24-27 The caster throws a single powerful missile that does damage equal to 4d12 + caster level. The missile must be aimed at a single target to which the caster has line of sight, at a maximum range of 1,000’. The missile never misses, though it may be blocked by certain magic (e.g., magic shield). 28-29 The caster throws 1d6+3 missiles that do damage equal to 1d8 + caster level. Each missile can be aimed at a single target at any range, as long as the caster has line of sight. The missiles never miss, though they may be blocked by certain magic (e.g., magic shield). 30-31 The caster throws 2d6+1 missiles that each do damage equal to 1d8 + caster level. Each missile can be aimed at a separate target. Range is line of sight, regardless of whether a direct path exists; e.g., the caster may launch a magic missile through a crystal ball or other scrying device. These missiles have limited ability to defy magic shield and other protections; compare this spell check against the spell check used to create the magic shield. If the magic missile check is higher, the magic shield has only a 50% chance of absorbing the missiles (roll individually for each missile). Any missiles that make it through do damage equal to 1d8 + caster level, as noted above. 32+ The caster throws 3d4+2 missiles that each do damage equal to 1d10 + caster level. He may direct these missiles individually as a single action, or he may direct them all at a single target that is not present or visible, provided he has specific knowledge of that target. In this case, the caster must have a physical memento of the target (hair, fingernail, vial of blood, etc.) and spend 1 turn concentrating to cast the spell, then continue concentrating as the missiles seek their target. The missiles seek out this target even if it is concealed or invisible, though they have a maximum range of 100 miles. The missiles turn, curve, retrace their route, and make every effort to reach the target, although they cannot cross planes. The missiles can travel up to 10 miles per second provided no obstacles are present, but speed is much lower if, for example, they must navigate underground caverns. Provided a direct route exists, the missiles strike the target unerringly.
Page 146 Magic Shield Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: None General The caster conjures up a magical shield that defends him from opponents. Manifestation Roll 1d6: (1) disc of shimmering blue force; (2) yellowish force-field; (3) giant hand that picks off attacks; (4) buckler that emits radiant light; (5) black, bottomless tear in the seam of reality; (6) whirlwind of air that buffets attackers. Corruption Roll 1d8: (1-4) minor; (5-7) major; (8) greater. Misfire Roll 1d4: (1) caster’s shield appears as force burst aimed inward instead of spreading out, causing 1d4 damage as it explodes against him; (2) shield is accidentally summoned to benefit nearest enemy, granting that enemy a +4 bonus to AC for 1d3 turns; (3) caster accidentally summons shield horizontally below his feet, lifting him up 3” from the ground and causing him to “slide” on it for next 1d3+1 rounds; this increases his speed by +10’ but imposes a -1 penalty to attacks, spell checks, damage, and AC as he slips and slides haphazardly; (4) caster completely encases himself in a shield that blocks all attacks, damage, spells, and physical contact between him and the rest of the world, such that he is completely encased in a transparent bubble which renders him invulnerable to attack but also unable to move or communicate outside the bubble for 1d4 rounds. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2) corruption; (3+) misfire. 2-11 Lost. Failure. 12-13 The caster conjures a weak shield that provides a +2 bonus to AC for 1d6 rounds. 14-17 The caster conjures a shield that provides a +4 bonus to AC for 2d6 rounds. 18-19 The caster conjures shield that provides a +4 bonus to AC for 1d3 turns. When casting the spell, the caster can apply the shield to himself or one ally touched. 20-23 The caster conjures a shield that provides a +4 bonus to AC for 1d3 turns. When casting the spell, the caster can apply the shield to himself or one ally touched. In addition to the AC bonus, the shield also blocks magic missiles automatically (missiles usually have no effect; see magic missile spell description). 24-27 The caster conjures a shield that protects him or an ally touched. The shield lasts 1d4+1 turns and has three benefits: it provides a +4 bonus to AC; it blocks magic missiles automatically (see magic missile spell description); and it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart, or other ranged weapon by 10 points per attack for the duration of the spell. 28-29 The caster conjures two shields that protect him and one ally touched. Each shield lasts 1d4 hours and has four benefits: it provides a +4 bonus to AC; it blocks magic missiles automatically (see magic missile spell description); it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart, or other ranged weapon by 10 points per attack for the duration of the spell; and it provides a benefit in counterspelling equal to a +2 bonus to any subsequent spell check made as a counterspell. 30-31 The caster conjures a battalion of magical shields that protect him and his allies. The caster is automatically shielded, as are all allies within a 10’ radius. Each shield lasts 1d4+1 hours and follows the allies even if they leave the caster’s side. Each shield has four benefits: it provides a +6 bonus to AC; it blocks magic missiles automatically (see magic missile spell description); it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart, or other ranged weapon by 20 points per attack for the duration of the spell; and it provides a benefit in counterspelling equal to a +4 bonus to any subsequent spell check made as a counterspell. 32+ The caster calls forth a globe of shimmering magical energies that protects him and his allies. The caster is automatically encased in this magical shield, as are all allies within a 10’ radius. The shimmering globes last until the next sunrise and follow the allies even if they leave the caster’s side. Each globe has five benefits: it provides a +8 bonus to AC; it blocks magic missiles automatically (see magic missile spell description); it reduces damage on all attacks against its target by 2 points; it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart, or other ranged weapon by 20 points per attack for the duration of the spell; and it provides a benefit in counterspelling equal to a +4 bonus to any subsequent spell check made as a counterspell.
Page 147 Mending Level: 1 Range: 5’ Duration: Varies Casting time: 1 round Save: None General The caster can repair damaged objects, generally of a simple and mundane nature. The reverse spell, tear, can cause minor defects and offers a Fort save to the affected object. Corruption Always minor. Misfire Roll 1d6: (1) caster’s clothes unravel and fall into a pile of threads at his feet; (2) all straps, laces, buckles, and fasteners within 20’ of caster come undone, causing pants to fall off, shields to fall to the ground, sacks to spill their contents, boots to come unlaced, backpacks to slip from shoulders, etc.; (3) deep gouts of rust appear on all metal weapons within 10’, imposing a permanent -1 penalty to damage; (4) a greenish patina tarnishes all precious metals on the caster’s person, reducing their value (and making their metal content suspect) until they are polished; (5) the most complicated mechanical object within 20’ (probably a crossbow but review character sheets to be sure) breaks in a manner that is very difficult to repair; (6) caster suffers a minor but aggravating wound, such as a stubbed toe or bad hangnail, which causes no damage but inflicts a -1 penalty to all rolls for 10 minutes. Manifestation Roll 1d4: (1) object glows; (2) object disappears then reappears mended; (3) swarm of tiny gnomes crawl out from under nooks and crannies to repair object with hammer and anvil, then they run away; (4) object melts and then reforms mended. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1) corruption; (2+) misfire. 2-11 Lost. Failure. 12-13 The caster repairs a minor defect in a simple object of non-magical, non-living nature. The repair lasts for 24 hours. The defect to be repaired must be of a single material, be no more than 1 cubic foot in volume, and contain no moving parts or complex mechanisms. Once repaired, the object is as good as new. Examples: mend a torn shirt, repair a dent in a helmet, connect the two halves of a broken sword, or restring a broken bow. 14-17 The caster repairs a minor defect in a simple object of non-magical, non-living nature. The repair lasts for one week. The defect to be repaired must be of a single material, be no more than 1 cubic foot in volume, and contain no moving parts or complex mechanisms. Once repaired, the object is as good as new. Examples: mend a torn shirt, repair a dent in a helmet, connect the two halves of a broken sword, or restring a broken bow. 18-19 The caster permanently repairs a minor defect in a simple object of non-magical, non-living nature. The defect to be repaired must be of a single material, be no more than 1 cubic foot in volume, and contain no moving parts or complex mechanisms. Once repaired, the object is as good as new. Examples: mend a torn shirt, repair a dent in a helmet, connect the two halves of a broken sword, or restring a broken bow. There is a 50% chance that the repaired object is actually substituted for a similar whole object. For example, instead of mending a torn tunic, an intact but different tunic appears. Somewhere, someone’s intact tunic was replaced by a torn one! 20-23 The caster permanently repairs one normal, complex object with moving parts and multiple elements. For example, he could repair a crossbow or a lock. The size of the object can be up to the caster’s weight or volume. There is no chance of substitution. 24-27 The caster permanently repairs a large, complex object of mundane origin, with moving parts and multiple elements, at a range of up to 100’. For example, he could restore a crumbled statue to its original form or rebuild a collapsed wagon. The object can have a weight or volume up to four times the caster’s own. 28-29 The caster permanently repairs a very large, complex object of mundane origin, even if it has moving parts and multiple elements, at a range of up to 100’. For example, he could reform the broken battlements of a tower with this spell. Larger objects take longer to mend, typically requiring concentration of one round per ton of weight. 30-31 The caster permanently repairs very large objects of great complexity at a range of 100’, even if they are magical in nature. Note that the specific object in question may require additional components beyond
Page 148 the scope of the normal casting of this spell. For example, a chinked magic sword could be mended normally, but mending a broken wizard’s staff may require the same elemental energies that were present when it was created. 32+ The caster permanently repairs very large objects, even if they are complex or magical in nature, at a range of 100’. Optionally, the caster can cast this spell on a living creature to mend its wounds. Casting this spell on a living creature heals one debility per casting (e.g., blindness, deafness, a severed limb, etc.) or the equivalent of 2d6 hit points of damage. Patron Bond Level: 1 Range: Self or touch (see below) Duration: Lifetime Casting time: 1 week + quests as ordered Save: None General The caster commits himself to the service of a supernatural lord, forming a pact to gain its support as his patron so long as he continues to please it with his service. This patron may be a demon, devil, ghost, spirit, elemental, angel, chaos lord, or other supernatural being who accepts the caster’s service. The initial ceremony takes one week to complete. Once the pact is made, the caster may invoke the patron’s support with the spell invoke patron, and it may or may not answer as it sees fit. In return for the patron’s assistance, it may ask the caster to do certain things. The caster must act faithfully in its service at all times, lest it cast him off. The caster may perform more than one ceremony to serve multiple masters, but doing so may raise questions as to his true loyalties. This is dangerous magic; a supernatural patron is not the same as the deity that a cleric may worship. The caster should be forewarned that he is in communion with almighty spirits. Alternately, once the caster has formed a bond with his patron, this spell may be cast to create a bond between another mortal and the caster’s patron. The mortal need not be a spellcaster; in fact, the second mortal usually is not. In this case, both the caster and the recipient must spend a week on the ceremony, which requires a mighty oath to declare allegiance to the patron. Very powerful creatures are more likely to successfully bond with patrons (who look more favorably upon powerful followers). Typically, a casting of patron bond on behalf of another receives a bonus of +2 if the subject is of 5th-level (5 HD) or higher and +4 if the subject is of 9th-level (9 HD) or higher. At the end of the ceremony, the casting of the spell seals the bond. Recruiting additional followers for his patron brings the caster favor and may grant boons to the other followers; though, their patron will ask fealty of them in exchange. Note that continued casting of this spell may taint the caster, both spiritually and physically. Manifestation Varies Corruption N/A – always patron taint Misfire N/A
Page 149 When Cast on Self When Cast on Other 1 Lost and patron taint! Unlike normal spells, this spell is lost for an entire month, not simply one day. 2-11 Failure. Unlike normal spells, this spell is lost for an entire month, not simply one day. 12-13 The caster makes contact with his patron and successfully negotiates the terms of the compact. He learns the spell invoke patron as it relates to his patron but may only cast it once per week. Each time the caster casts invoke patron, he is indebted to his patron, who will call in the debt at some point. The caster’s patron marks him as its servant via an inconspicuous brand or symbol somewhere on the caster’s body. The caster forms a simple bond between the subject and his patron. The patron is aware of this subject, who is one among many. The subject may attempt a Luck check once per month, at a -4 penalty, to ask a minor favor from the patron, which manifests in a non-magical manner. (For example, if short of gold to pay for a ferry crossing, the subject may be lucky enough to find a fisherman willing to offer a free trip across the river.) Each time such a Luck check is attempted there is a 1% cumulative chance that the patron asks for something in return. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receives a +1 bonus to future patron bond and invoke patron checks (max +5 bonus). 14-17 The caster makes contact with his patron and is considered a useful pawn. The caster receives a prominent mark of the patron on his hand or face. The caster learns the spell invoke patron as it relates to his patron and may cast it once per day. Each time he casts invoke patron, the caster is indebted to his patron, who will call in the debt at some point. The caster forms a bond between his patron and the subject, who is attuned to the desires of the caster’s patron. The subject receives a prominent mark of the patron on his hand or face, and may attempt a Luck check once per month, at a -2 penalty, to ask a minor favor from the patron, which manifests in a non-magical manner. Each time such a Luck check is attempted there is a 1% cumulative chance that the patron asks for something in return. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receives a +1 bonus to future patron bond and invoke patron checks (max +5 bonus). 18-19 The caster makes contact with his patron and is granted a mark of favor. He receives a prominent mark of the patron on his face. The caster learns the spell invoke patron as it relates to his patron and may cast it once per day at a +1 bonus to the spell check. Each time he casts invoke patron, the caster is indebted to his patron, who will call in the debt at some point. The caster forms a bond between his patron and the subject, who is important to the goals of the caster’s patron. The subject receives a prominent mark of the patron on his hand or face, and may attempt a Luck check once per month to ask a minor favor from the patron, which manifests in a non-magical manner. Each time such a Luck check is attempted there is a 1% cumulative chance that the patron asks for something in return. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receives a +1 bonus to future patron bond and invoke patron checks (max +5 bonus). 20-23 The caster arrives at an agreeable arrangement with his patron. He receives a prominent mark of the patron on his face. The caster learns the spell invoke patron as it relates to his patron and may cast it twice per day at a +1 bonus to the spell check. Each time he casts invoke patron, the caster is indebted to his patron, who will call in the debt at some point. The caster forms a bond between his patron and the subject. For reasons unknown, the patron is inexplicably fond of this subject; the patron probably has some use for this subject in the future, which comes to light when the time is right. The patron bestows a minor boon on the caster in the form of a +2 bonus on the next casting of invoke patron or a patron spell. The subject receives a prominent mark of the patron on his hand or face, and may attempt a Luck check once per month, at a +1 bonus, to ask a minor favor from the patron, which manifests in a non-magical manner. Each time such a Luck check is attempted there is a 1% cumulative chance that the patron asks for something in return. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receives a +1 bonus to future patron bond and invoke patron checks (max +5 bonus).
Page 150 Patron Bond (continued) When Cast on Self When Cast on Other 24-27 The caster is considered an important person in his patron’s plans. He forms an agreement with his patron and is marked as one in the patron’s service. The caster learns the spell invoke patron as it relates to his patron and may cast it twice per day at a +1 bonus to the spell check. The patron also gives the caster a gift (for which a counter-gift is to be expected, of course). The gift is a single patron spell, selected from the patron’s spell list. The caster can cast this spell once per day in place of a casting of invoke patron. Each time he casts this patron spell or invoke patron, the caster is indebted to his patron, who will call in the debt at some point. The caster forms a bond between his patron and the subject, who is very useful to the patron. The patron bestows a minor boon on the caster in the form of a +2 bonus on the next casting of invoke patron or a patron spell, and grants a minor boon to the subject in the form of a +1 bonus to his next action in the service of the patron. The subject receives a prominent mark of the patron on his hand or face, and may attempt a Luck check once per month to ask a minor favor from the patron, which manifests in a non-magical manner. Each time such a Luck check is attempted there is a 1% cumulative chance that the patron asks for something in return. In addition, the patron sends followers to aid the subject’s natural actions. The followers consist of 1d4+1 warriors, each of level 1d3. All bear the mark of the patron. The warriors serve with absolute loyalty (no morale checks are ever required) and ask for nothing in return save adherence to the principles of the patron. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receive a +1 bonus to future patron bond and invoke patron checks (max +5 bonus). 28-29 The patron considers the caster indispensable to his long-term goals. The caster learns the spell invoke patron as it relates to his patron and may cast it up to three times per day at a +1 bonus to the spell check. The patron also gives the caster a gift (for which a counter-gift is to be expected, of course). The gift is a single patron spell, selected from the patron’s spell list. The caster can cast this spell once per day in place of a casting of invoke patron. Each time he casts this patron spell or invoke patron, the caster is indebted to his patron, who will call in the debt at some point. The caster forms a bond between his patron and the subject, who is extremely useful to the patron. The patron bestows a minor boon on the caster in the form of a +2 bonus on the next casting of invoke patron or a patron spell, and grants a minor boon to the subject in the form of a +1 bonus to his next action in the service of the patron. The subject receives a prominent mark of the patron on his hand or face, and may attempt a Luck check once per month, at a +2 bonus, to ask a major favor from the patron, which may manifest in a magical manner. For example, if attempting a ferry crossing without sufficient gold to pay the ferryman, the subject may suddenly find a giant eagle comes to fly him across the river. Each time such a Luck check is attempted there is a 2% cumulative chance that the patron asks for something in return. In addition, the patron sends followers to aid the subject’s natural actions. The followers consist of 1d4+1 warriors, each of level 1d3. All bear the mark of the patron. The warriors serve with absolute loyalty (no morale checks are ever required) and ask for nothing in return save adherence to the principles of the patron. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receives a +1 bonus to future patron bond and invoke patron checks (max +5 bonus).
Page 151 Patron Bond (continued) When Cast on Self When Cast on Other 30-31 The caster’s patron considers him indispensable to his long-term goals. The caster learns the spell invoke patron as it relates to his patron and may cast it up to three times per day at a +2 bonus to the spell check. The patron also gives the caster a gift (for which a counter-gift is to be expected, of course). The gift is a single patron spell, selected from the patron’s spell list. The caster can cast this spell once per day in place of a casting of invoke patron. Each time he casts this patron spell or invoke patron, the caster is indebted to the patron, who will call in the debt at some point. The caster forms a bond between his patron and the subject, who is indispensable to the patron. The patron bestows a major boon on the caster in the form of a permanent +1 bonus on all castings of invoke patron and patron spells, and grants a major boon to the subject in the form of a +1 bonus once per day to an action preformed in the service of the patron. The subject receives a prominent mark of the patron on his hand or face, and may attempt a Luck check once per month, at a +3 bonus, to ask a major favor from the patron, which may manifest in a magical manner. Each time such a Luck check is attempted there is a 2% cumulative chance that the patron asks for something in return. In addition, the patron sends followers to aid the subject’s natural actions. The followers consist of 1d4+1 warriors, each of level 1d3. All bear the mark of the patron. The warriors serve with absolute loyalty (no morale checks are ever required) and ask for nothing in return save adherence to the principles of the patron. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receives a +1 bonus to future patron bond and invoke patron checks (max +5 bonus). 32+ The patron considers the caster integral to his long-term goals. The caster learns the spell invoke patron as it relates to his patron and may cast it up to four times per day at a +2 bonus to the spell check. The patron also gives the caster a gift (for which a counter-gift is to be expected, of course). The gift is two patron spells, selected from the patron’s spell list. The caster can cast either of these spells once per day in place of a casting of invoke patron. Each time he casts either of these patron spells or invoke patron, the caster is indebted to his patron, who will call in the debt at some point. The caster forms a bond between his patron and the subject, who is indispensable to the patron. The patron bestows a major boon on the caster in the form of a permanent +1 bonus on all castings of invoke patron and patron spells, and grants a major boon to the subject in the form of a +1 bonus once per day to an action performed in the service of the patron. The subject receives a prominent mark of the patron on his hand or face, and may attempt a Luck check once per month, at a +4 bonus, to ask a major favor from the patron, which may manifest in a magical manner. Each time such a Luck check is attempted there is a 2% cumulative chance that the patron asks for something in return. In addition, the patron sends followers to aid the subject’s natural actions. The followers consist of 1d4+1 warriors, each of level 1d3. All bear the mark of the patron. They warriors serve with absolute loyalty (no morale checks are ever required) and ask for nothing in return save adherence to the principles of the patron. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receives a +1 bonus to future patron bond and invoke patron checks (max +5 bonus).
Page 152 Read Magic Level: 1 Range: 5’ Duration: Varies Casting time: 1 round Save: None General The caster can read magical text, such as magical scrolls, books, and tomes, as well as magical inscriptions on swords, arches, and the like. This allows comprehension but does not activate the spell. The caster can learn the reverse of this spell, called obfuscate magic, which renders magical text illegible (even with the aid of this spell). Manifestation Roll 1d4: (1) the caster’s eyes glow; (2) text glows; (3) letters of text flow into new, legible shapes; (4) none. Corruption Roll 1d6: (1-2) minor; (3) caster’s skin is inscribed with 1d6 glowing tattoos of mystic runes; (4) caster’s eyes take on a yellow film whenever he looks upon the printed word; (5) caster’s fingertips are permanently blotted in ink; (6) major. Misfire Roll 1d6: (1) caster’s mind scrambles letters, preventing him from reading for 1d4 days; (2) caster scrambles visual perception for all allies within 20’, meaning none of them can read for 1d3 hours; (3) caster inadvertently enchants nearest text (probably a book on his person but could be further away), translating it into a magical text that can now only be read via read magic; (4) 1d6 printed pages within 100’ are magically distorted such that the letters un-ink, rearrange themselves, and then re-imprint, rendering the page completely unreadable unless the letters are manually resorted; (5) the nearest book is translated into another language entirely (reference Appendix L for ideas; roll d% as wizard); (6) for the next day, every word spoken by the wizard appears visually in front of him as a gust of dark smoke shaped like the appropriate letters, emanating from his mouth. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (1 or less) corruption; (2+) misfire. 2-11 Lost. Failure. 12-13 The caster can read magic text for 1 round, long enough to read a single sentence or phrase. He retains understanding of this phrase even after the duration ends. Reading a complete spell scroll typically takes 1 turn per spell level, so this is not enough time to read a complete spell. 14-17 The caster can read magic text for 1 turn, long enough to read a level 1 spell. He retains understanding of this phrase even after the duration ends. 18-19 The caster can read magic text for 2 turns, long enough to read a level 2 spell. He retains understanding of this phrase even after the duration ends. The caster can also read basic magic runes and glyphs, enough to decipher the general message of a runic alphabet spell or other rune-based inscription. 20-23 The caster can read magic text for 3 turns, long enough to read a level 3 spell. He retains understanding of this phrase even after the duration ends. The caster can also read basic magic runes and glyphs, enough to decipher the general message of a runic alphabet spell or other rune-based inscription. 24-27 The caster and one adjacent ally can read magic text for 1 hour. Both caster and ally can also read basic magic runes and glyphs, enough to decipher the general message of a runic alphabet spell or other runebased inscription. 28-29 For a period of 1 day, the caster and all allies within 20’ can read all magic text, all runes and inscriptions, and 1d4 additional mundane written languages, starting with the first unfamiliar language encountered during the duration and ending after 1d4 have been encountered. 30-31 For a period of 1 week, the caster and all allies within 20’ can read all magic text, all runes and inscriptions, and 1d4+2 additional mundane written languages, starting with the first unfamiliar language encountered during the duration and ending after 1d4+2 have been encountered. 32+ For a period of 1 month, the caster can read all writing – whether mundane or magical, runic or alphabetic, inscribed or invisible. If there is text present within line of sight, the caster can read it.
Page 153 Ropework Level: 1 Range: 30’ or more Duration: Varies Casting time: 1 round Save: None General The caster summons a rope from nowhere and commands it to do his bidding. The rope can be used to entangle foes, climb walls, cross ravines, lift friends or enemies, shape itself into writing, or do other amazing things. Unlike other spells, casting ropework allows the caster to choose any result at or below the spell check. Manifestation Roll 1d4: (1) normal rope appears from thin air; (2) rope drops down from above; (3) rope explodes from the ground like a serpent, then changes to look like rope; (4) multi-colored threads sprout from the ground and coalesce into a rope. Corruption Roll 1d4: (1) caster’s skin takes on ropy look and feel; (2) caster’s arms elongate 1d4+4” and joints soften, giving the limbs a tentacle-like consistency; (3) caster grows a sixth finger on each hand; (4) caster grows a sixth toe on each foot. Misfire Roll 1d4: (1) for next 1d4 hours caster repels ropes as if by an invisible force field – ropes always “bounce away” when he approaches, and they slip out of his hand whenever he tries to grab one; (2) rope is summoned to immediately bind the caster securely (DC 15 Agi or Str check to escape, or rope must be cut); (3) caster plus 1d4 nearest allies are all drawn together by magically summoned rope which proceeds to bind them in a complex knot (DC 15 Agi or Str check to escape, or rope must be cut); (4) 1d4 animated ropes appear and begin attacking all nearby creatures! (AC 8, 5 hp each, atk whip +3 melee (dmg 1d3)). 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3+) misfire. 2-11 Lost. Failure. 12-13 The caster summons a rope of up to 100’ in length from nowhere. The rope remains in existence for 1 turn. 14-17 The caster summons a rope as above. Using an existing rope or the summoned one, he can command the rope to rearrange itself into any shape. This can be a symbol (such as an arrow or square), writing (cursive or block), numbers, or anything else. The rope takes 1d4 rounds to arrange itself, depending on the complexity of the request. 18-19 The caster summons a rope as above. Using an existing rope or the summoned one, he can command the rope to entangle one target. The rope rapidly loops itself around the target, then constricts. The target receives a Reflex save against the spell check DC to escape; otherwise, it is constrained. A constrained target cannot move or take any action other than to talk. Once constrained, the target can attempt on future rounds to escape with a Strength or Agility check (to burst the rope or wiggle free) against the spell check DC. 20-23 The caster summons a rope as above. Using an existing rope or the summoned one, he can command the rope to rise into the air. The rope can rise straight up, at an angle, or hang in the air horizontally. It does not need to be anchored to anything and will support up to 400 pounds of weight without being anchored (anchoring it may allow it to support more weight). The rope can be climbed as normal. The rope remains in this position, magically floating in the air, for up to 1 turn, at which point it drops to the ground. 24-27 The caster summons a rope as above. Using an existing rope or the summoned one, he can command the rope to lift a target into the air. The rope loops itself lightly around the legs and waist of the target (requiring about 5 feet of its total length), then lifts the target to whatever height is indicates, as long as the base of the rope still touches the ground. The rope can lift a target that weighs up to 400 pounds. The target can be lifted straight up or at an angle, at a speed of 50’ per round. 28-29 The caster summons a rope as above. Using an existing rope or the summoned one, he can command the rope to entangle a target (as result 18-19 above) or lift it up (as result 24-27 above), and then also have the rope drag target at a speed of up to 30’ per round. The rope can be commanded to move up to 1 turn as long as one end of it is within 30’ of you. 30-31 As any result above, and the spell’s range is extended to 300’. 32+ As any result above, and the spell’s duration is increased to 1 hour.
Page 154 Runic Alphabet, Mortal Level: 1 Range: One inscribed rune Duration: Until triggered Casting time: 1 turn Save: Will save vs. spell check; -1 penalty if the target has an alignment opposed to the caster General Wizards learn alphabets of magic symbols, which, when traced, cause incredible things to happen. There are different alphabets: dwarven runes, elder sigils, the hieroglyphs of the sphinxes, and the signs of individual mages. With this spell, the caster can create the simplest runes, those comprehensible to mortals. The caster’s alignment is imbued in the rune traced, and a being triggering the rune of an opposing alignment suffers more dire effects. The caster traces the sign using costly rare materials that must be purchased ahead of time for 50 gp per rune. The spell check is made, determining which energies are imbued into the rune; the caster can choose one rune at or below the result of the check, with the choice made when the rune is inscribed. The rune can be traced in any object: brooch, book, tombstone, archway, door, floor, tabletop, etc. Subtract -2 from the spell check to trace the rune in mid-air; -4 to trace the rune invisibly; or -8 to trace the rune permanently (does not vanish when triggered). The effect is triggered per the specific sign as described below: when touched, passed, gazed upon, etc. On a failed spell check, the sign fizzles and dissolves, and the materials use to make it are lost. On a success, the spell check becomes the DC for the opposing save. You can identify an unknown rune with a read magic spell or a successful runic alphabet spell check against the caster’s check result. Manifestation Inscribed rune Corruption Roll 1d4: (1) caster has a non-magical runic shape permanently seared onto one cheek; (2) caster’s forehead wrinkles such that it appears to house a third eye, which disappears upon close inspection; (3) minor; (4) major. Misfire Roll 1d4: (1) randomly determined rune (roll d10+10 on spell table) is inscribed on the caster’s hand, then immediately detonated; (2) rune is traced but it will not activate under any circumstances, effectively providing a costly “tattoo” to the subject marked; (3) caster inadvertently sears a permanent symbol that resembles a silhouette of his face; (4) caster forgets how to read and write for 1d6 turns, during which time he cannot cast this spell or any other that is dependent on literacy. 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 Alarm. A loud alarm sounds when the target object (up to man-sized) is disturbed (no save). Alternately, the alarm can notify the caster mentally and emit no audible noise. The notification has a range of 1 mile. 14-17 Message. The rune chants a predetermined message when triggered (no save). The message may be repeated up to three times. 18-19 Block. Creatures up to man-sized are unable to pass through or by the target door, window, portal, or inanimate object (Will save resists). 20-23 Immobility. Creatures attempting to move the target object (up to man-sized, including aggregated objects such as a pile of coins) cannot lift or move it (Will save resists). 24-27 Veracity. Creatures cannot lie or deceive within sight of this rune (Will save resists). 28-29 Forgetfulness. Creatures viewing the target object (up to the size of one man per caster level) forget that it exists the moment their attention is removed from it (Will save resists). 30-31 Sleep. Creatures viewing the triggering rune fall asleep (Will save resists). The sleep is normal and the target can be awakened through normal means. 32+ Curse. The rune delivers a minor curse to the creature that views it (Will save resists). The curse drains 1d3 points of Luck and may have one other irritating secondary effect. (See appendix C for more info.)