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Published by cfmgomes, 2021-05-10 13:51:52

DungeonCrawlClassics-Corebook

DungeonCrawlClassics-Corebook

Table 4-5: Spell Duel Check Comparison

Compare attacker’s spell check (column headers) to defender’s spell check (row headers). If a die type is indicated,
roll that die on table 4-6: Counterspell Power. If the two spell checks are the same result, the table shows PD and
you should refer to table 4-7: Phlogiston Disturbance.
Invoke patron has special results – see accompanying text.

Attacker’s Spell Check*

12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28+

Defend- 12 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10 d12 d12 d14 d16

er’s Spell 13 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10 d12 d12 d14
Check*
14 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10 d12 d12

15 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10 d12

16 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10

17 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10

18 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8

19 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8

20 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7

21 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7

22 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6

23 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6

24 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5

25 d12 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5

26 d12 d12 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4

27 d14 d12 d12 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3

28+ d16 d14 d12 d12 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD

* Note that both spell checks must succeed at the normal spell check threshold as a prerequisite to comparison on this table. For
example, a level 2 spells need a minimum result of 14 to be useful in a spell duel.

may wish to delay their initiative to be in a better position 17 = The Emerald Sorcerer
for counterspelling. This is acceptable. But if multiple wiz- 15 = the two emerald soldiers
ards all decide to delay, the final “order of actions” is still 12 = Magnus the Gray
resolved by initiative order, with the highest roll going first 6 = Athle the Astounding
and the lowest roll going last. Round one. The Emerald Sorcerer casts magic missile. Magnus
A counterspell is all: A caster may use the counterspell me- immediately declares a counterspell of magic shield. Athle
chanic only to cast a spell that specifically counters a previ- the Astounding declines to counterspell. Even though the
ously cast spell. The counterspell “special initiative action” emerald soldiers are next in initiative order, the spell duel
may not be used to “cast just any old spell.” is resolved first.
The counterspell may kill creatures out of initiative order: A Both players lay a d20 momentum tracker in front of them,
counterspell allows a wizard with a later initiative count showing a starting figure of 10.
to effectively “skip ahead,” and thus the counterspell may The Emerald Sorcerer rolls 13 on his spell check, while
have consequences for creatures that, technically, had a Magnus rolls 16. Both checks succeed. The defender’s roll
higher initiative count than the counterspeller. For exam- is high. Therefore, Magnus the Gray’s momentum tracker
ple, a fireball countered with a fireball – where both spells is incremented to 11.
go off – may kill warriors whose initiative count was before Comparing the spell check results of 16 and 13 on Table
that of the wizard who counterspelled. So be it: counter- 4-5: Spell Duel Check Comparison, we get a roll of d5. The
spells are special. difference in momentum trackers is 1 (11 on one die and
Example of Spell Dueling: The combat consists of The Em- 10 on the other), so the defender rolls d5+1 on Table 4-6:
erald Sorcerer, his two emerald soldiers, his nemesis Mag- Counterspell Power.
nus the Gray, and Magnus’ apprentice Athle the Astound-
ing. Initiative rolls are as follows:

Page 100

Table 4-6: Counterspell Power

Roll Defender High Attacker High

1 Mitigate d4: roll d4 and subtract this from the at- Push-through d4: roll d4 and subtract this from
tacker’s spell check. Attacker’s spell still carries defender’s spell check. Defender’s spell takes ef-
through at this lower spell check; defender’s spell fect at this lower result, and attacker’s spell takes
is cancelled. effect simultaneously at normal spell check result.

2 Mitigate d6: roll d6 and subtract this from the at- Push-through d8: roll d8 and subtract this from
tacker’s spell check. Attacker’s spell still carries defender’s spell check. Defender’s spell takes ef-
through at this lower spell check; defender’s spell fect at this lower result, and attacker’s spell takes
is cancelled. effect first at normal spell check result.

3 Mitigate d8: roll d8 and subtract this from the at- Overwhelm: attacker’s spell takes effect
tacker’s spell check. Attacker’s spell still carries and defender’s
through at this lower spell check; defender’s spell spell is cancelled.
is cancelled.

4 Mutual mitigation d10: roll d10 and subtract this Overwhelm: attacker’s spell takes effect and de-
from the attacker’s spell check and the defender’s fender’s spell is cancelled.
spell check. Both spells take effect simultaneously at
this lower spell check result.

5 Mutual cancellation: both attacker’s and defend- Overwhelm: attacker’s spell takes effect and de-
er’s spells are cancelled. fender’s spell is cancelled.

6 Push-through d6: roll d6 and subtract from de- Overwhelm and reflect d8: roll d8 and subtract
fender’s spell check. Defender’s spell takes effect this from defender’s spell check. Attacker’s spell
at this result, and attacker’s spell is cancelled. takes effect simultaneously at normal spell check
result, and defender’s spell check is reflected back
on him at this lower spell check result.

7 Push-through d4: roll d4 and subtract from de- Overwhelm and reflect d8: roll d8 and subtract
fender’s spell check. Defender’s spell takes effect this from defender’s spell check. Attacker’s spell
at this result, and attacker’s spell is cancelled. takes effect first at normal spell check result, and
defender’s spell check is reflected back on him at
this lower spell check result.

8 Overwhelm: attacker’s spell is cancelled, and de- Overwhelm and reflect d6: roll d6 and subtract
fender’s spell takes effect at normal result. this from defender’s spell check. Attacker’s spell
takes effect first at normal spell check result, and
defender’s spell check is reflected back on him at
this lower spell check result.

9 Reflect: defender’s spell is cancelled, and attack- Overwhelm and reflect d4: roll d4 and subtract
er’s spell reflects back on him at the spell check this from defender’s spell check. Attacker’s spell
result rolled. takes effect first at normal spell check result, and
defender’s spell check is reflected back on him at
this lower spell check result.

10+ Reflect and overwhelm: defender’s spell takes ef- Reflect and overwhelm: attacker’s spell takes ef-
fect at normal result, and attacker’s spell reflects fect at normal spell check result, and defender’s
back on him at the spell check result rolled. spell check is reflected back on him at normal spell
check.

The result of 3 shows that Magnus’s magic shield fails, but spells. Therefore, neither loses the ability to cast their spells.
he reduces the magic missile check by d8. Magnus rolls 4 on Once the spell duel is resolved, the combat round proceeds:
the d8, so The Emerald Sorcerer’s spell check of 13 becomes
9. That is below the minimum threshold of 12 for success, • The emerald soldiers attack Magnus and the normal at-
so both spells fail. tack process is resolved.
Even though both spells failed to take effect, both cast-
ers were able to summon sufficient energy to initiate their • At Magnus’ initiative count, he can take no action be-
cause he already counterspelled.

Page 101

• Athle the Astounding did not counterspell, so he moves Comparing The Emerald Sorcerer’s 18 and Magnus’ 19
and casts magic missile against The Emerald Sorcerer. spell checks to Table 4-5: Spell Duel Check Comparison, we
The Emerald Sorcerer could not counterspell anyway get a roll of d3. The difference in momentum trackers is 1
because he is first in initiative order, and because he (11 on The Emerald Sorcerer’s die and 12 on Magnus’), so
already used his action. Athle rolls 15, succeeds in his Magnus rolls d3+1 on the “defender high” column in Table
check, and damages The Emerald Sorcerer with a spell 4-6: Counterspell Power.
check. Simultaneously, comparing the Emerald Sorcerer’s 18 and
Athle’s 14 spell checks, we get a roll of d5. The difference
Round two. In the second round, The Emerald Sorcerer in momentum trackers is 1 (11 on The Emerald Sorcerer’s
launches another magic missile. In this round, both Magnus die and 10 on Athle’s), so the Emerald Sorcerer rolls d5+1
the Gray and Athle the Astounding choose to counterspell. on the “attacker high” column in Table 4-6: Counterspell
Magnus casts magic shield again, while Athle casts magic Power.
missile. And now our example ends, but you get the drift of it. At
The Emerald Sorcerer rolls an 18 on his spell check. Mag- this point you can see how there can be multiple defending
nus rolls 19, and Athle rolls 14. and attacking spells interacting with each other.
A d20 momentum tracker set at 10 is now placed in front of
Athle, since he has now entered the spell duel. The Emerald
Sorcerer lost his comparison to Magnus, so Magnus’ exist-
ing 11 is incremented to 12. The Emerald Sorcerer won his
comparison to Athle, so his 10 is now incremented to 11.

Page 102

Table 4-7: Phlogiston Disturbance

Roll 1d10, regardless of spells involved.

Roll Result
1 Pocket dimension. Both casters are instantaneously transferred to a pocket dimension that is spontaneously

created by the interaction between their spells. They remain within the pocket dimension until one is killed,
at which point the interaction of their spells ceases and the survivor is transferred back to the material plane
one millisecond after his departure. Observers see only a brief flicker and the disappearance of the loser,
whose body is lost forever. The pocket dimension appears as (roll 1d6) (1) a mountaintop surrounded by red
clouds, (2) a bubble adrift in space, (3) a sweltering island in a sea of lava, (4) an upside-down forest where
the trees grow down from the sky above, (5) a dust mote atop the point of a needle, (6) the left nostril of an
intergalactic whale.
2 Alignment rift. Both casters are transferred to an alignment plane. If both are the same alignment, they go
to that plane; if they are opposed, or if either is neutral, they transfer to the plane of neutrality. They return
to the material plane after (roll 1d4) (1) one caster is killed (both bodies return), (2) 1d8 days, (3) 3d6 rounds
for each caster, rolled separately, (4) The End of Days.
3 Time accelerates. Both casters see everything around them slow down; in reality, they are accelerating, and
surrounding characters see them move at incredible speeds. Resolve an additional 2d4 rounds of combat
between the casters only; no other characters may act in this time. At the end of this time, they slow back
into the mainstream flow of time.
4 Time slows. The casters perceive the world around them as normal but observers see their reactions slow to
a crawl. Roll 1d3 and resolve that many rounds of combat among other participants before the casters can
react again.
5 Backward loop in time. The casters are tossed backward in time to relive the last few moments repeatedly.
Roll 1d4 and repeat the last spell interaction that many times, re-rolling spell checks and incrementing mo-
mentum trackers but ignoring any subsequent Phlogiston Disturbance results (treat same-check results as
“both spells cancelled”). For example, if the attacker cast magic missile and the defender cast magic shield, the
two would repeat 1d4 repetitions of that same spell check result. No spell can be lost during this time – a
below-minimum result indicates only a failure, and the spell cast repeats on the next loop. When this time
loop is concluded, the two casters re-enter the normal initiative count.
6 Spells merge. In a freak of eldritch energy, the two spells merge to create something greater than both. This
result requires judge mediation. Generally speaking, the resulting effect is centered directly between the two
casters and is either: (a) twice as powerful as the normal spell (if two opposing spells had cancelled each
other), or (b) some weird agglomeration of spell effects (if two different spells were used). For example, if
two fireballs were cast, there may be a super-fireball that impacts between the two casters. Or, if fire resis-
tance countered fireball, a flameless fireball could be set off, generating concussive noise and astounding
force but no flames.
7 Supernatural influence. The casters create a rift in space and some supernatural influence filters through.
Both spells fail and roll 1d4: (1) a randomly determined elemental energy suffuses the surrounding around,
causing minor effects (for example, flames and heat fill the air to cause 1 damage to everyone within 50’ or
a massive rainstorm erupts centered on the casters); (2) negative energy drains through, granting +1d8 hit
points to all un-dead and demons nearby; (3) shadow energy fills the air, limiting eyesight to half normal
range; (4) ethereal mists swirl about, and 1d4 randomly determined ghosts enter the world.
8 Supernatural summoning. The combined spell results inadvertently pull a supernatural creature through
the fabric of space and time. Randomly determine the nature of the supernatural creature: (roll 1d3) (1)
elemental, (2) demon, (3) celestial. The creature has 1d4+1 HD. Determine the creature’s reaction by rolling
1d5: (1) hostile to all, (2) hostile to one caster (randomly determined) and neutral to other, (3) friendly to one
caster (randomly determined) and hostile to other, (4) neutral to all parties, (5) friendly to all parties.
9 Demonic invasion. 1d4 randomly determined demons are summoned at the exact midpoint between the
two casters. Determine their reaction randomly as with result 8 above. The demons are of a type as deter-
mined here: (roll 1d4) (1) type I, (2) type II, (3) type III, (4) type IV.
10 Mutual corruption. Both spells fail, and both casters suffer 1d4+1 corruption results. Roll corruption as nor-
mal for the spells involved.

Page 103

Chapter Five

MAGIC

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.

Page 104

Page 105

Magic comes from gods and demons who are ca- or higher than a base DC of 10 + (2x spell level). The higher
pricious and unconcerned with your character’s you roll, the more extraordinary the result, according
flyspeck of a life. Those who would use magic are to the casting table.
best served to always have a backup plan. Make the spell check when the spell is first cast, even if
Summoning magical energies is arduous, expensive, and the casting time is more than one round. High results may
dangerous. No wizard does it lightly. As a result, there are reduce casting time.
no mundane magics, no spells used simply to light a cor- A novice wizard cannot cast magic beyond his comprehen-
ridor, for example. Use a torch, fool; it is much safer! sion, but he may attempt to cast a spell of any level he has
learned. This means he may attempt to cast spells where
KINDS OF MAGIC he suffers a significant chance of failure, based on his spell
check modifier. If he judges the attempt worthwhile, so be
Wizards and clerics tap into different kinds of magic. Wiz- it; but there are consequences to failure.
ards specialize in the better-known fields of black magic, Criticals and fumbles: A spell check result of a natural 20
elemental magic, and enchantment. Clerics receive the di- is a critical success. The caster receives an additional bonus
rect assistance of their gods in a style of magic called idol to his check equal to his caster level. Compare to the casting
magic, which may or may not be similar to the powers of table for that specific spell for the result.
wizards. A spell check result of a natural 1 is always a failure. A re-
Black magic is learned from demons’ lips. It includes witch- sult of 1 may also result in corruption or disapproval, as
craft, shamanism, and totems, as well as necromancy, diab- described below.
olism, mind control, and other concentrations of negative Concentration: Some spells require concentration. While
energy. Black practitioners hold power over mortals but are concentrating, a wizard or cleric can take no action beyond
slaves to their demonic masters. Cthulhu cults practice black walking at half speed. Combat damage, a fall, or other sig-
magic, as do zombie masters, witches, and voodoo shamans. nificant interruptions require the spellcaster to make a Will
Binding and summoning are considered black magic. save against DC 11 or lose concentration.
Elemental magic includes invocations relating to earth, air, Spell checks by other classes: Foolish warriors have been
fire, and water, including the energies and other forms as- known to read magical scrolls in dangerous attempts to
sociated with them (such as light, fog, flight, and other such wield magic. A warrior, thief, or other character untrained in
things). Some elemental magics harness the purest form of magic may attempt to cast a spell from magical instructions
an element, while others are based on pacts with mighty he encounters. A character from an untrained class rolls
elemental lords. 1d10 for his spell check instead of 1d20. He does not add
Enchantment, also known as white magic, is the most mun- any modifier for an ability score or caster level. A trained
dane of the magics, as it is grounded in the overlap of the thief may roll a higher die, as shown on Table 1-9: Thief.
material plane of existence with other planes. White ma- Saving throws against spells: In general, a saving throw
gicians manipulate the nature of things to conjure, divine, against a spell effect uses a DC equal to the spell check. For
trick, and obfuscate. Astral projection, ethereal travel, and example, a color spray cast with a spell check result of 17 re-
journeys to the lands of unnatural geometries are part of quires a Will save of 17 or higher to resist. If a spell does not
enchantment. Dwarves use runes to practice enchantment, specify a specific DC for a save, the save is made against the
and gypsies do it with entrails. The best alchemists often spell check result.
know a bit of minor enchantment. Astrologists practice a Reversing spells: Some spells can be reversed to perform
quotidian form of the extraplanar aspects of enchantment. the opposite function for which they were intended. For ex-
Idol magic, or divine magic, is any magic granted by wor- ample, mending can be reversed to tear an object, or enlarge
ship of a god or other higher power. Most clerics practice can be reversed to shrink an object. Although spell rever-
idol magic. Falling out of favor with one’s idol severs ac- sal sounds simple and straightforward as a concept, think
cess to this kind of magic. about it in practical terms. It’s not that easy. To use an anal-
ogy, can you un-cook a chicken pot pie by following the in-
SPELL CHECKS structions in reverse? No. Magic cannot be simply reversed.
To reflect the difficulty of reverse-spellcasting in practical
When your character casts a spell, you roll 1d20 and add terms, these simple rules apply:
your caster level, and apply your luck modifier. This is
called a spell check. You also add your Personality modifier • A wizard can learn a spell in one of its versions, nor-
if you are a cleric or your Intelligence modifier if you are a mal or reversed. For example, he can learn mending as
wizard. Wizards also apply modifiers for wearing bulky ar- a spell slot, or he can learn tear as a spell slot. He casts
mor (see Table 3-3), and there may be other modifiers spe- either of these spells as normal.
cific to certain situations.
Compare the result to the casting table for that spell. In • If the wizard attempts to cast the reverse of a spell in
general, your spell succeeds if your spell check is equal to his repertoire, he makes the spell check at a reduced die
type (based on the standard dice chain).

Page 106

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 abil-
ity 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 re-
quire 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 natu-
ral 20.

Page 107

Regaining spells via spellburn: A wizard may use spell- Healing spellburn damage: In playtests, many wizards
burn to cast spells he has lost for the day (through previ- attempted to partner with clerics to reduce the impact of
ous casting, for example). If a wizard expends a lost spell’s spellburn. A common action is to have a cleric handy to
level in ability score points, he can cast the spell as if he heal ability score damage as the wizard utilized spellburn.
still had it. For example, a wizard could burn 2 points of The author encourages the judge and players to remember
ability scores to cast a level 2 spell he had lost for the day. the underlying role playing activities associated with these
The wizard must expend additional spellburn to gain a bo- actions. Spellburn represents a mortal sacrifice to a super-
nus to the spell check. For example, a wizard could burn 4 natural entity for strictly selfish purposes. A cleric’s ability
points of ability scores to cast a level 2 spell at a +2 bonus to heal represents drawing on the power of a god to further
to the spell check. that god’s agenda in the mortal realms. These are inherently
Failed spellburn: Any magic-user who rolls a natural 1 on contradictory activities. A god that observes his follower re-
a spell check while using spellburn suffers the loss of abil- peatedly healing a devotee of another entity, whose self-
ity points and the associated corruption (see below), and inflicted wounds serve no greater agenda than a personal
also loses 1 point of ability score permanently. pursuit of power, will surely object to that cleric’s action!
Spellburn by clerics: Spellburn is a form of magic gener- Clerics who engage in this sort of behavior will soon find
ally reserved for wizards. However, under highly unusual themselves out of favor with their divine allies.
circumstances (mostly associated with great magic items or Spellburn in practical terms: The wizard player should
rare formulae), clerics can also utilize spellburn. Clerics can role-play the action that drives spellburn, as appropriate to
never utilize spellburn for normal spells; only under spe- the ability score sacrificed. Alternately, you can roll on table
cialized circumstances the judge will specify. When a cleric 5-1 to provide some illustration.
does utilize spellburn, it invariably involves ritualized be-
havior associated with the rites of his deity.

Page 108

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 as-

sisted 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 super-

natural creature.
16 The wizard sees maggots drip from his

sleeves. When not wearing a shirt, nothing
happens and his torso appears normal. How-
ever, when wearing a shirt, he constantly
sees maggots falling from his sleeves.
17 The wizard starts to itch! He has strange, un-
controllable itches and scratches constantly.
18 The wizard develops an odd tic: he twitches
his nose, tilts his head, or blinks one eye con-
stantly.
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 fa-
vored possessions.
23 The wizard must walk on one leg for the re-
mainder of the day.
24 Roll again twice.

Page 109

REGAINING SPELLS MERCURIAL MAGIC

Spellcasting is draining. A spellcaster can exert himself a The firstborn son of a witch hanged at trial wields black
finite number of times in one day before he is exhausted magic adroitly. An orphan raised by satyrs is a precocious
and unable to cast another spell. Depending on the kind of student of druidry. Cosmic caprice determines skill in mag-
magic, this can be a reflection of mental recall, godly favor, ic: birth order, family lineage, horoscope, and matters even
access to a demon’s plane, soul-drain, magical ingredients, more abstruse have as much influence on a wizard’s spell-
or other factors. casting as his hard work and native intelligence.
Each spell’s casting table will indicate “lost” or “not lost” As a result, the effect of a magical spell varies according
in each result entry. A result of “lost” means your character to who casts it. A magical rite invoked by one mage may
cannot cast that spell again in that day. “Not lost” means be more powerful – or even different – than the same ritual
the character retains the use of that spell. Generally, only exercised by a peer. These variegations are not predictable,
wizard spells are lost when a casting fails. as the subtleties that produce them can never be fully cata-
Clerics suffer a different difficulty. Each time a cleric fails to logued.
cast a spell, he suffers a cumulative increase to his natural The mercurial nature of magic is reflected in game terms.
disapproval range for the balance of the day. More informa- When a wizard learns a new spell, he rolls on table 5-2 to
tion on this penalty can be found in the cleric class descrip- determine how that spell manifests in his hands. This per-
tion. centile roll is adjusted by his Luck modifier x 10%; i.e., a +2
In general, spells are regained within a day of being lost. Luck modifier counts as +20% on the check.
The exact trigger depends on the magic in question. White The player rolls on table 5-2 for every spell he learns, and
magic is regained at the next sunrise; black magic upon the effects are specific to that spell.
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.

Page 110

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 wiz-
ard’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 primi-
tive 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 de-
vices, 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.

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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 caus-
ing 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 cor-
roded 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 tar-
get 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 comple-
tion 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 hal-
lucinations 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.

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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
33 immersed in water; (4) while intoxicated; (5) after fasting for 24 hours; (6) underground; (7) during the cold of
34 winter; (8) while naked; (9) from an elevated position; (10) when reduced to 50% or less of total hit points.
35 Hairy magic. The wizard’s head hair (hair, beard, eyebrows, ear hair, etc.) grows 1” each time this spell is
36 cast.
37 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.
38 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.).
39 Demonic voice. The words of the spell are in a demonic tongue unknown to mortals. A demon is compelled/
40 allowed to speak the spell through the wizard’s own throat. The strain of channeling the unnatural voice
41-60 leaves the wizard unable to speak for 1d4 rounds after the spell has been cast.
61 Aura of decay. The spell drains the physical form of all material of a certain type within 20 feet of the caster,
62 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)
63 fabrics and leathers fray and tear; (5) food and drink spoils; (6) flesh ages and all creatures within the effect
64 age one year.
65 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
66 cast: (1-2) d16; (3-4) d20; (5) d24; (6) d30. This d6 roll supersedes the wizard’s normal action die and the dice
67 chain.
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.
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.
No change. The spell manifests as standard.
Loud enough for you? Due to the ineffable demands of magic, this spell must be shouted when cast, effec-
tively negating any chance of the caster remaining undetected before the casting is completed.
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.
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.
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).
Casting circle. The spell’s power can be amplified with the assistance of other wizards. For each wizard pres-
ent 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.
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.
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.

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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 audi-
tory 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 look-
ing at the caster must make DC 10 Will saves or be
entranced for 1d3 rounds. Attacking entranced char-
acters 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-communi-
cations 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.

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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 follow-
ing 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 invol-
untary 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 incre-

ments of 10%).

Page 115

CORRUPTION

Low-level wizards are powerful. High-level wizards fear for their souls. Continual use of magic results in…changes. Ex-
posure 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 bray-
ing 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.

Page 116

Page 117

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 Agil-

ity, 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 dam-

age; (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) shim-

mering 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.

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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 slow-
ly turns into a full-fledged bird or squid beak over the next 1d12 months. Character gains a bite attack
for 1d3 damage.

Page 119

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 pow-
ers, 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 pet-
als; 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 de-
termined 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 121

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 min-

utes, 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 fol-
lower 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 charac-
ters 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 crip-
pled, 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.

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Table 5-7: Disapproval, continued

13 The cleric loses access to two randomly deter-
mined 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. Cal-
culate the cleric’s total net worth in gold pieces.
The cleric immediately incurs a permanent -4 pen-
alty to all spell checks. The only way to remove
this penalty is for the cleric to sacrifice his mate-
rial 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 destruc-
tion, 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 crea-
tures. The cleric regains the ability after 1d4 days.

19 The cleric is stained with the mark of the unfaith-
ful. This physical mark appears like a brand, tat-
too, 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 123

THE WIZARD GRIMOIRE RITUALIZED MAGIC

All wizards are jealous with their knowledge, as a wizard’s The spells listed here are primarily oriented around an ad-
safety is only ensured insofar as he can best his strongest venturing wizard. As such, they do not include the great
rival. There are no schools of magic, only masters willing to rites and rituals of the era: those magical invocations which
take apprentices. Yet masters are miserly in their training, take weeks or months to complete and which can tap into
lest the prices of their devil-bargains be bargained higher recondite energies beyond the scope of Man. Know that
by too many callers. There are secrets in the deep places, there are more powerful rituals -- of a longer duration and
and he who knows the most gains an advantage. more difficult casting time -- than those described here.
As such, a wizard’s spell book, or grimoire, is never par- These rituals typically mandate spellburn and sacrifices of
ticularly thick. Its contents are determined as much by the various kinds, for which the caster can summon forth un-
chance falling of cosmic dust as by anything else. Every earthly creatures from beyond space and time, whose pow-
spell is rare and powerful. Ingredients are scarce, rituals are ers are not limited by the physics we know. Such works of
lengthy, and mind, soul, and body can be threatened with magic are reserved for future volumes.
each casting. Thus, grimoires are guarded fiercely. With that caveat, it is also possible to cast ritualized versions
A grimoire can have many forms. White wizards use spell of the spells presented here, which are more powerful than
books; shamans use strings of carved bones; necromancers their more mundane brethren. Especially for wizards, a rit-
record spells on scrolls of flayed flesh; Cthulhu cults have ualized casting of a normal spell can generate exceptional
rune-inscribed stones; clerics use prayer beads; idolaters results. Typically this ritualized version is actually a differ-
utilize sacred gongs; and star-sayers record constellations ent incantation than the normal version of the spell, and as
whose forms contains power. such is considered specialized knowledge that must be dis-
An experienced wizard learns to recognize magic in all its covered or devised in its own manner. Ritualized magic for
form, so that he can better steal it. clerics can also involve some of the following conditions
Determining spells at a new level: A wizard knows spells but is typically influenced by the highly specialized rites
as indicated on table 1-12: Wizard. At each level, the wizard associated with the worship practices of the cleric’s deity.
learns new spells. The following conditions apply to ritualized magic, subject
In the course of his travels, a wizard may come across re- to the approval and interpretation of the judge.
cordings of spells. He may steal another wizard’s grimoire. Circle of mages: Having a spell invoked by multiple wiz-
He may find etchings in a lost tomb. He may make acquain- ards at once can improve its power. One wizard amongst
tance with a generous demon. He may consult with the the circle is the primary caster and contributes his spell
corpse of a deceased rival. Should a wizard have a source of check and die type to the casting. Each wizard past the first
knowledge for a new spell, he may choose to learn that spell adds half his spell check bonus (including spellburn) to
when he reaches a new level instead of rolling randomly. the collective spell checks (tracking fractional benefits, so
If the wizard has not come across sources of such knowl- it takes two individual +1 contributors to grant a +1 bonus
edge, then his spell choice is determined randomly. He to the circle) to a maximum benefit of +10. When the spell
chooses the level of spell he wishes to learn, as limited by check die is rolled, the casting mage can roll a number of
the Max Spell Level for his wizard level, and randomly de- times equal to the number of mages in the circle, keeping
termines the spell. Duplicate results may be re-rolled. The only the highest die roll and ignoring all lower results. For
random results reflect the chaos of fate: a spell is a result of example, if there are five wizards in the casting circle, the
finding a transcription, translating and understanding it, caster can roll up to five times and keep the highest result.
communing with whatever powers are necessary to cast it, A casting circle has a minimum casting time of 1 turn per
acquiring the requisite ingredients, and, finally, succeeding mage involved and is often closer to 1 hour per mage in-
in the associated rituals. At any given time a wizard may volved, and may be longer still depending on the nature
be working on unlocking a variety of spells, but the ones in of the spell. Additionally, if any corruption does occur, it is
which he succeeds are limited. shared by all mages involved.
Learning a spell: Just because a wizard finds a description One additional benefit of a casting circle is the ability for
of how to cast a spell doesn’t mean he can actually pull multiple mages to contribute to any additional spells cast
it off. Your character must make a check to learn the new during the ritual. For example, the spells wizard staff and
spell to which he is exposed. Your judge will give you the breathe life may require casting additional spells to imbue
criteria for this check. a staff or golem with a particular power. With multiple
Picking and rolling: Although the concept of randomly mages involved in a casting circle, the primary caster may
determined spells is entertaining and fits with the original have access to special properties beyond those in his own
concept of Vancian magic, the author has found that it can spell list.
be disruptive in actual play. No one wants to play the wiz- Sacrifice: Sacrificing treasure or creatures can improve the
ard with four useless spells! If the random determination result of a spell check. Treasure typically must have some
results in a level 1 wizard with useless spells, the author relevance as an ingredient to the spell being cast (for ex-
recommends allowing the player to drop up to half the ran- ample, a stash of gemstones may help a color spray casting).
domly produced spells and choose replacements. Depending on the nature of the spell, a benefit of up to +4

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Page 125

can be obtained via material sacrifice, in rapidly advancing KNOWN SPELLS OF THE
increments: up to 500 gp = +1, 501-2,000 gp = +2, 2,001- CURRENT ERA
5,000 gp = +3, and 5,001+ gp = +4. Sacrificing the enemies
of the caster or his patron or creatures appropriate to the There are 716 wizard spells. No more, no less. This number
spell type (e.g., un-dead corpses for a chill touch spell) can is known because Leetore the Limicker, a great mage of the
grant a bonus of up to +1 for every 5 HD of creatures sac- fourth aeon, successfully contacted a somnolent elder god
rificed, to a maximum benefit of +4. The judge’s discretion that susurrated several secrets (in limerick form, of course)
and good taste is encouraged in limiting sacrifices of living before drowsing off forever. It is the measure of success for
creatures or humanoids within the game. Sacrifices always every wizard to fill his spell book with as many of these 716
require a ritual in the manner of their offering, which typi- spells as can be found in his lifetime.
cally takes an hour or more. Thus, the spells that follow are by no means all the spells
Location of power: Casting a spell at a place of power can in the world. They are merely some that are known among
improve its result. Sometimes this place of power is a ley the more quotidian wizards of Aéreth. As most wizards
line, a standing stone, a cemetery, or other place of natural will never see more than a few of these spells recorded to-
magical significance; other times, it is a place specific to the gether, they are listed here as a convenience for play, noth-
spell, such as the elemental plane of fire for a fireball spell. ing more. Should your character ever know more than this
Casting a ritualized version in a location of power typically many spells, he will be a great mage.
increases the die type by one size (according to the dice Cleric spells are not so rigidly defined. Each god’s domain
chain) but adds at least 1 turn and possibly a full hour to offers both powers and limitations, such that the boundar-
the casting time. ies of a cleric’s magic are a bit more flexible. And the gods
Rare ingredients: Extraordinarily rare spell components themselves change over time, of course.
may require a quest to obtain, but can aid in a casting with Spells are organized alphabetically. The tables below or-
a bonus of up to +4. The ritual to prepare the ingredients ganize the spells by level, while each spell entry provides
takes time in the questing, time for pre-casting preparation, more detail.
and time in the actual casting. Spell entries: Each spell includes the following elements:
Automatic corruption: Offering one’s own mortal shell for Manifestation: When one spellcaster faces another, he does
the consumption of supernatural powers can greatly aid a not necessarily know what spells are being thrown at him;
casting but is extremely painful. Any casting ritual where all he can observe is the visual effect. This entry provides
the caster offers to voluntarily accept corruption can add options for the visual manifestation of a spell. When a cast-
an extra +2 to +6 bonus to the spell check result, at the re- er first learns a spell, he learns to create it with one of these
sult of a mandatory corruption of minor (+2), major (+4), or manifestations. (The player can roll randomly or choose.)
greater (+6) variety. The same spell may have completely different manifesta-
Extra duration: Extended casting times, with relevant tions in the hands of different casters.
chanting, bell tolling, incense burning, and other contribu- Corruption: For wizard spells, a randomized list of potential
tions, can aid a spell check. Typically, every day spent in corruption effects, which can potentially occur when the
casting adds an additional +1 to the spell check. The wiz- caster rolls a natural 1.
ard may be required to fast during this time to contribute Misfire: For wizard spells, a randomized list of potential
to the duration. Any time spent casting does not count as misfire effects, which can potentially occur when the caster
normal rest, and the wizard catches only short, restless cat rolls a natural 1.
naps during this time; he is not well-rested and will not
heal naturally or recover spells during this time.

Page 126

Table 5-8: Wizard Spells (with page number)

1st Level 2nd Level 3rd Level 4th Level 5th Level
1 Animal Control fire 238 Hepsoj’s fecund
Arcane affinity 162 Binding* 270 fungi 247
summoning 129

2 Cantrip 130 Detect evil* 259 Breathe life 202 Control ice 239 Lokerimon’s un-
erring hunter 249

3 Charm person 131 Detect invisible 165 Consult spirit 204 Lokerimon’s or- Magic bulwark 251
derly assistance 241

4 Chill touch 133 ESP 166 Demon summoning Polymorph 243 Mind purge 252
206

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 Invisibility 172 Emirikol’s entropic
languages 136 maelstrom 213

8 Detect magic* 260 Invisible Eternal champion
companion 173 214

9 Ekim’s mystical Knock 175 Fireball 216
mask 137

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 Monster Make potion 223
143 summoning 184

15 Invoke patron** 144 Nythuul’s Paralysis* 264
porcupine coat 186

16 Magic missile 144 Phantasm 187 Planar step 225

17 Magic shield 146 Ray of Runic alphabet, fey
enfeeblement 190 227

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
Water breathing
22 Runic alphabet, Strength 198 235
mortal 154 Write magic 236
(Patron spell)***
23 Sleep 155 Wizard staff 199

24 Spider climb 156 (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 ap-
plies 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.

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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 Righteous fire
gods 295 301
2 Darkness 258 Binding 270 Bolt from the blue Cause earthquake Weather control
287 296 302

3 Detect evil 259 Cure paralysis 272 Exorcise 288 Sanctify / desecrate Whirling doom
298 303

4 Detect magic 260 Curse 273 Remove curse 289 Vermin blight 300

5 Food of the gods Divine symbol 275 Speak with the
262 dead 290

6 Holy sanctuary 263 Lotus stare 276 Spiritual weapon
291

7 Paralysis 264 Neutralize poison True name 293
or disease 277

8 Protection from evil Restore vitality 278
265

9 Resist cold or heat Snake charm 280
266

10 Second sight 267 Stinging stone 282
11 Word of command Wood wyrding 284

268

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 1st Level 2nd Level 3rd Level
Bobugbubilz results
Tadpole Glorious mire 326 Bottomfeeder bond
Page 322 transformation 325 328
Snake trick 333 Kith of the hydra 334 Reap the whirlwind
Azi Dahaka Page 330 335
Sequester 339 Shield maiden 340 Phylactery of the
Sezrekan Page 336 soul 341
Forest walk 345 Warhorn of elfland The dreaming 347
The King of Elfland Page 342 346
Blade of Atropos 351 Curse of Moirae 352 Warp & weft 353
The Three Fates Page 348 N/A N/A N/A
Yddgrrl, the World Page 354
Root N/A N/A N/A
Obitue-Que Page 355 N/A N/A N/A
Ithha, Prince of Page 366
Elemental Wind

Page 128

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 irresist-
ible; (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 lo-
custs; (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) cast-
er 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)
2-11 corruption, (3) patron taint (or corruption if no patron), (4+) misfire.
12-13 Lost. Failure.
The caster summons one mundane animal of 1 HD or less. The animal remains for up to 1 hour, though
14-17 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%
18-19 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 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.
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.
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 di-
rectly harm the creature summoned.

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24-27 The caster summons one mundane animal of up to 8 HD, two animals of 4 HD, four animals of 2 HD, or
28-29 up to eight animals of 1 HD or less. The animals remain for up to 2 hours, though they hunger, thirst, and
30-31 rest as normal. The animals obey the caster’s commands within normal bounds – suicidal commands or
32+ 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 summon-
ing, the caster cannot directly harm the animals summoned.
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 summon-
ing, the caster cannot directly harm the animals summoned.
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.
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 audi-
tory 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 dam-
age. For example, a dollop of acid or a freezing chill.
Page 130

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 nor-
mally. 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 +
2-11 patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
12-13 Lost. Failure.
14-17 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.
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 other-
20-23 wise 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.
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 other-
wise perform. The target is able to operate at full normal functionality while charmed. The target receives
another save to break the charm ac-
cording 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.
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 per-
form actions that are suicidal or
which a devoted friend would not
otherwise perform. The target is
able to operate at full normal func-
tionality while charmed. The target
receives another save to break the

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24-27 charm according to its original Intelligence, as follows: Int 3-6 = one month; Int 7-9 = three weeks; Int 10-
28-29 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 1d6 + caster level. Each target must make a Will save
32+ 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.
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.
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.
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.

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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 corrup-
tion; (8) greater corruption.

Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one ran-
domly 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)
2-11 corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
12-13 Lost. Failure.
14-17 The caster’s hands are charged with negative energy! On the next round, the next creature the caster at-
tacks 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! 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
20-23 additional +2 points of damage.
The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
24-27 rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an
additional +2 points of damage.
28-29 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
30-31 additional +2 points of damage.
The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to at-
32+ tack 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.
The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to at-
tack 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.
The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to at-
tack 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.
The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any crea-
ture 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).

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Level: 1 Range: 50’ or more Choking Cloud Save: None
General
Duration: Varies Casting time: 1 action

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
Corruption the target; (5) yellow-green cloud; (6) red mist; (7) thick, oily fog; (8) blue cloud.
Roll 1d8: (1) caster’s breath is now a toxic gas; whenever he exhales, anyone immediately adjacent must make
Misfire 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.
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) corrup-
2-11 tion; (2) patron taint (or corruption if no patron); (3+) misfire.
12-13 Lost. Failure.
14-17 One designated target is engulfed in a caustic, stinking cloud for 1d4 rounds, suffering a -1 penalty to all rolls
18-19 (including attacks, damage, skills, and saves). The cloud follows the target; it cannot escape.
20-23 Up to 1d4 small individual clouds of toxic gas appear around selected multiple targets, all of which must be
24-27 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.
28-29 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
30-31 point of damage each round. The caster can direct the cloud by concentrating; it moves up to 50’ per round at
his command.
32+ 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
Page 134 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.
A single acidic, poisonous cloud appears with a radius of 20’ centered on a target of the caster’s choosing with-
in 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.
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.
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.
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 concentrat-
ing; they move up to 50’ per round at his command.

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
Misfire a rainbow pattern; (2) caster’s eyes each change to a new, different color; (3) caster’s hair changes color;
Manifestation (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.
Roll 1d3: (1) colored energy blasts back on the caster, blinding him for 1d4 rounds; (2) color spray is de-
layed 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.
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, washed-
out 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)
2-11 corruption; (2) patron taint (or corruption if no patron); (3+) misfire.
12-13 Lost. Failure.
14-17 One target within range must make a Will save or be blinded for 1d4 rounds. Sightless creatures are im-
18-19 mune.
20-23 Up to two individual targets within range must make a Will save or be blinded for 1d4 rounds. Sightless
creatures are immune.
24-27 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.
28-29 Duration is 2d4+1 rounds. Sightless creatures are immune.
Up to three targets within range can be targeted. Each target of 2 or less HD is automatically affected;
30-31 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
32+ creatures are immune.
A blast of colored chaos affects all targets in a cone 40’ long and from 10’ to 30’ wide (caster can de-
cide). 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.
A blast of colored chaos affects all targets in a cone 40’ long and from 10’ to 30’ wide (caster can de-
cide). 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.
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 crea-
tures are immune.
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 cast-
er’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.

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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 conver-
sation 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 ten-
tacles 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)
2-11 corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
12-13 Lost. Failure.
14-17 The caster can read writing in one terrestrial language for 1 turn. Terrestrial languages are those spoken
by mortal, earthbound creatures, such
18-19 as dwarves, giants, and goblins. Some
sample of the language in question
20-23 must be visible in front of you.
The caster can read and understand
(but not speak or write) one terres-
trial language for 1 turn. Terrestrial
languages are those spoken by mor-
tal, earthbound creatures, such as
dwarves, giants, and goblins.
The caster can read, write, understand,
and speak one terrestrial language for
1 turn. Terrestrial languages are those
spoken by mortal, earthbound crea-
tures, such as dwarves, giants, and
goblins. The caster can speak the lan-
guage in a very simple form, at the
speech level of a young child. For ex-
ample, he can communicate basic de-
sires but nothing complex.
The caster can read, write, understand,
and speak one language for 1 hour.
The language can be terrestrial, super-
natural or extraplanar in origin. For
example, he could speak with a demon
or an elemental. The caster can speak
the language fluently.

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24-27 The caster can fluently read, write, understand, and speak any one language for 1 hour per caster level or
28-29 grant this ability to one creature he touches. If the target is unwilling, it can resist the casting with a Will
30-31 save.
The caster can fluently read, write, understand, and speak any one language for 1 day per caster level,
32+ 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.
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.
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.

Level: 1 Range: Self Ekim’s Mystical Mask Save: See below

Duration: 1 round per CL Casting time: 1 action

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 re-
veal 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 hyper-
sensitive 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 asphyxi-
ation; 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)
2-11 corruption; (3+) misfire.
12-13 Lost. Failure.
14-17 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.
18-19 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
20-23 takes on a mirror-like quality while this mask is in effect.
The mask helps defend the caster against baneful magical spells. All spells cast directly at the wizard suf-
fer 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.
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 137

24-27 can attempt to affect one creature each round for the duration of the spell and can try to instill fear on the
28-29 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.
30-31 The mask protects the caster against physical attacks, granting him a +4 bonus to AC while the spell is
32+ 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.
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.
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 inci-
dental 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.
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).

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Level: 1 Enlarge

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 re-
duced 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 perma-
nently 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) tar-
get 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)
2-11 corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
12-13 Lost. Failure.
The target increases in size and mass by 10%. It becomes visibly larger and potentially intimidating, but
14-17 not enough to confer statistical bonuses. Depending on the situation, this may be enough to reach a ledge
18-19 that was previously out of reach, or otherwise pass some barrier. Armor and equipment worn by the
20-23 target are similar enlarged.
The target increases in size by 25%, conferring a +1 bonus to attacks, damage, and AC due to greater size
24-27 and strength.
The target increases in size by 50%, conferring a +2 bonus to attacks, damage, and AC due to greater size
28-29 and strength.
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 giant-
sized transfers to his normal hit point pool only if he first loses all 10 bonus hit points.
The target triples in size. A normal man becomes giant-sized with this result, receiving a +6 bonus to at-
tacks, 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 giant-
sized transfers to his normal hit point pool only if he first loses all 20 bonus hit points.
The caster is able to select up to three targets, which all triple in size. Each receives a +6 bonus to all at-

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30-31 tack, damage, and AC due to larger size and strength. In addition, the targets receive +20 hp from the new
32+ 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.
The caster is able to select up to three targets, which all triple in size. Each receives a +6 bonus to all at-
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. The duration is
increased to one day per caster level, but can be individually ended by the decision of any target.
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 los-
es 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.

Level: 1 Feather Fall

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)
2-11 corruption; (2) patron taint (or corruption if no patron); (3+) misfire.
12-13 Lost. Failure.
14-17 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.
18-19 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.
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.

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20-23 Caster and six additional creatures fall at a rate of 50’ round. They take no damage if they land before the
24-27 spell expires. Otherwise they suffer half damage and are allowed a Fort save (DC 10 +1 for each 20’ fallen)
to avoid all damage.
28-29 Caster gains the ability to glide on the air by leaping from a height 30’ or more above the ground. The
30-31 caster soars on the breeze, drifting back to earth at a vertical rate of 10’ per round, arriving on the ground
32+ 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.
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.
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.
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 tempera-
tures generated by re-entry into an atmosphere from a vacuum.

Level: 1 Range: Self Find Familiar

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 fol-
lowing 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.

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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 drip-
ping 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)
2-11 corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
12-13 Lost. Failure.
14-17 A single blast of fire strikes one target within range for 1d3 points of damage.
18-19 Spell produces a blast of fire that burns a single target within range for 1d6 points of damage.
20-23 Spell produces a blast of fire that burns a single target within range for 1d6+CL points of damage.
Spell produces a blast of fire that
24-27 burns up to three targets within
range for 1d6+CL points of dam-
28-29 age. All targets must be within 10’
of one another.
30-31 Spell produces a blast of fire that
burns up to three targets within
32+ range for 2d6+CL points of dam-
age. All targets must be within 10’
of one another.
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.
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.
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 al-
lies in that position). All creatures
within the affected arc, out to a
range of 40’, are immolated, tak-
ing damage equal to 4d10+CL.

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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 suc-
cessful 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
Corruption 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
Misfire tip.
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.
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) cor-
2-11 ruption; (3) patron taint (or corruption if no patron); (4+) misfire.
12-13 Lost. Failure.
14-17 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
18-19 a range of 25’ per caster level.
20-23 The wizard forms a floating platform of force energy 3’ above the ground. This disk-shaped, 3’ diameter plat-
24-27 form follows him at a distance of 5’ but can be commanded to move up to 25’ away from the wizard’s posi-
tion by thought alone. The platform can carry up to 100 lbs. per caster level and remains for 1d6+CL turns. If
28-29 circumstances prevent the disk from remaining within range of the caster, the platform vanishes.
The caster calls into being a tower shield-sized wall of force at a point within 25’. It exists for 2d6 rounds and
30-31 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.
32+ As above, but the spell creates two shield walls. Each also provides protection against magic missiles 50% of the
time.
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 in-
flicted 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.
The caster creates a wall of force 10’ square per level in size. He can form this wall into a spherical or hemi-
spherical 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.
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.
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 143

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 accord-
ing 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 ac-
cording 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.

Level: 1 Range: 150’ or more Magic Missile
Save: None
Duration: Instantaneous Casting time: 1 action or 1 turn (see below)

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 144

1 character within 100’ for 1d4 damage (strikes the caster if there are no other targets) – if no 1 is rolled in
2-11 24 hours, risk passes without damage; (5) caster becomes charged with force energy, such that the next
12-13 creature or object he touches suffers a blast damage for 1d6+1 damage to target and 1 point of damage
14-17 to caster; (6) force energy manifests in downward direction, burning a hole in the ground under caster –
18-19 ground beneath him rapidly disintegrates to a depth of 1d20 feet, and he sinks with the falling depth of
20-23 the ground to find himself at bottom of pit – there is no initial falling damage since he “rides” the drop in
24-27 ground level but depth of pit may open to lower level of the dungeon (potentially causing damage), and
28-29 he must now climb out.
30-31
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)
32+ corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
Lost. Failure.
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).
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).
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).
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).
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).
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).
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 absorb-
ing the missiles (roll individually for each missile). Any missiles that make it through do damage equal
to 1d8 + caster level, as noted above.
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 145

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, grant-
ing 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+)
2-11 misfire.
12-13 Lost. Failure.
14-17 The caster conjures a weak shield that provides a +2 bonus to AC for 1d6 rounds.
18-19 The caster conjures a shield that provides a +4 bonus to AC for 2d6 rounds.
20-23 The caster conjures shield that provides a +4 bonus to AC for 1d3 turns. When casting the spell, the caster
24-27 can apply the shield to himself or one ally touched.
The caster conjures a shield that provides a +4 bonus to AC for 1d3 turns. When casting the spell, the
28-29 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).
30-31 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
32+ 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.
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 de-
scription); 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.
The caster conjures a battalion of magical shields that protect him and his allies. The caster is automati-
cally 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.
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 ben-
efits: it provides a +8 bonus to AC; it blocks magic missiles automatically (see magic missile spell descrip-
tion); 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.

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Level: 1 Range: 5’ Duration: Varies Mending

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 green-
ish 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+)
2-11 misfire.
12-13 Lost. Failure.
The caster repairs a minor defect in a simple object of non-magical, non-living nature. The repair lasts for
14-17 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. Ex-
18-19 amples: mend a torn shirt, repair a dent in a helmet, connect the two halves of a broken sword, or restring
a broken bow.
20-23 The caster repairs a minor defect in a simple object of non-magical, non-living nature. The repair lasts for
24-27 one week. The defect to be repaired must be of a single material, be no more than 1 cubic foot in volume,
28-29 and contain no moving parts or complex mechanisms. Once repaired, the object is as good as new. Ex-
30-31 amples: mend a torn shirt, repair a dent in a helmet, connect the two halves of a broken sword, or restring
a broken bow.
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!
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.
The caster permanently repairs a large, complex object of mundane origin, with moving parts and mul-
tiple 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.
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.
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

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the scope of the normal casting of this spell. For example, a chinked magic sword could be mended nor-
mally, 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 cast-
ing 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

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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
12-13 Failure. Unlike normal spells, this spell is lost for an entire month, not simply one day.

14-17 The caster makes contact with his patron and suc- The caster forms a simple bond between the subject
cessfully negotiates the terms of the compact. He and his patron. The patron is aware of this subject, who
18-19 learns the spell invoke patron as it relates to his pa- is one among many. The subject may attempt a Luck
tron but may only cast it once per week. Each time check once per month, at a -4 penalty, to ask a minor
20-23 the caster casts invoke patron, he is indebted to his favor from the patron, which manifests in a non-mag-
patron, who will call in the debt at some point. ical manner. (For example, if short of gold to pay for a
The caster’s patron marks him as its servant via ferry crossing, the subject may be lucky enough to find
an inconspicuous brand or symbol somewhere on a fisherman willing to offer a free trip across the river.)
the caster’s body. 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).

The caster makes contact with his patron and is The caster forms a bond between his patron and the sub-
considered a useful pawn. The caster receives ject, who is attuned to the desires of the caster’s patron.
a prominent mark of the patron on his hand or The subject receives a prominent mark of the patron on
face. The caster learns the spell invoke patron as his hand or face, and may attempt a Luck check once
it relates to his patron and may cast it once per per month, at a -2 penalty, to ask a minor favor from
day. Each time he casts invoke patron, the caster is the patron, which manifests in a non-magical manner.
indebted to his patron, who will call in the debt at Each time such a Luck check is attempted there is a 1%
some point. 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).

The caster makes contact with his patron and is The caster forms a bond between his patron and the
granted a mark of favor. He receives a prominent subject, who is important to the goals of the caster’s
mark of the patron on his face. The caster learns patron. The subject receives a prominent mark of the
the spell invoke patron as it relates to his patron patron on his hand or face, and may attempt a Luck
and may cast it once per day at a +1 bonus to the check once per month to ask a minor favor from the
spell check. Each time he casts invoke patron, the patron, which manifests in a non-magical manner.
caster is indebted to his patron, who will call in Each time such a Luck check is attempted there is a 1%
the debt at some point. 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).

The caster arrives at an agreeable arrangement The caster forms a bond between his patron and
with his patron. He receives a prominent mark of the subject. For reasons unknown, the patron is
the patron on his face. The caster learns the spell inexplicably fond of this subject; the patron prob-
invoke patron as it relates to his patron and may ably has some use for this subject in the future,
cast it twice per day at a +1 bonus to the spell which comes to light when the time is right. The
check. Each time he casts invoke patron, the caster patron bestows a minor boon on the caster in the
is indebted to his patron, who will call in the debt form of a +2 bonus on the next casting of invoke
at some point. 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 some-
thing 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).

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