07 Spells v29
07 Spells v29
07 Spells v29
1
Discovering
cast the tradition’s spells to a greater effect, but
often you can choose any tradition that interests
you. If you discover a tradition and find another
Traditions
more suited to your tastes, you can simply
discover another tradition as a downtime activity
and turn your attention to learning spells from the
You learn spells from the traditions you have new tradition.
discovered. Discovery comes as a result of study,
revelation, mishap, and experimentation. The
rules reflect the various ways of discovery by Learning Spells
letting you discover traditions as a benefit from Once you have learned a starting spell, you can
the paths you take and the activities you perform learn other, more potent spells from the traditions
during downtime. Upon discovering a tradition, you discover. Your paths tell you when you can
you immediately learn a starting spell from that learn spells and how many spells you can learn.
tradition. The spell represents your eureka For the most part, you can only learn spells from
moment, when your efforts to untangle a traditions you have discovered.
particular strain of magic pays off. When your level increases, you can trade out
one spell of a particular tier in your tradition for a
TRADITIONS OF MAGIC different one.
Tradition Description
Abjuration Protection and healing
Aeromancy Wind and weather Spell Tiers
Alteration Transformation and enhancement. All spells belong to one of the following tiers:
Animism Nature starting, novice, expert, or master. The tier
Celestial The Sun, the stars, and moons
describes the spell’s overall potency, while also
Chaos Randomness and uncertainty
Chronomancy Time
indicating when you might generally learn it. Your
Conjuration Bringing forth and sending away path informs you when you learn a spell of what
Cryomancy Cold and ice tier from which you may choose the spell.
Dark Arts Evil and suffering
Divination
Eldritch
Prediction and espionage
Strange, alien powers
Casting Spells
Enchantment Manipulation and control Rules for casting spells appear in chapter 1: Game
Entropy Ruin and disaster Rules.
Geomancy Earth and stone
Hydromancy Water
Illusion Deception
Invocation Language
Necromancy Death and undeath
Oneiromancy Dreams
Order Law, force, and predictability
Primal Beasts and violence
Psionic Mind
Pyromancy Fire
Shadowmancy Darkness
Skulduggery Subterfuge
Spiritualism Spirit World and spirits
Symbolism Runes and symbols
Technomancy Technology
Teleportation Travel
Theurgy Gods
Transmutation Creation and transformation
War Combat
This rulebook presents 33 traditions that cover
everything from protection to healing magic, to
magic of the gods, war, witchery, and more. Your
path can specify a specific tradition you discover,
especially when the path’s benefits aim to help you
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Abjuration Novice Spells
Abjuration spells protect. They ward people to Conceal
prevent harm, speed healing, and create havens Target One creature in your zone.
where you and your companions can catch your Effect As long as the target remains in the zone where you cast
breath. Focused as it is on defense, Abjuration the spell, none of its enemies can see it or hear it. The spell
offers few offensive options, but its spells enable lasts 1 minute, but it ends early if the target harms another
creature.
your allies to fight longer and without fear of
injury.
Electric Fence
Target Your zone or an adjacent one.
Starting Spells Effect A field spreads across each open border of the target
zone. Any creature that crosses the affected border takes
1d6 damage and makes a Strength roll. On a failure, the
Peaceful Rest creature becomes Strength impaired until the end of its turn.
Target One creature in your zone. This spell lasts until the end of your next turn.
Effect If the target starts resting before the end of your next
turn and then rests for at least 1 hour, it heals 1d6 damage.
Flame Ward
Target Any number of creatures in your zone.
Push Effect A target takes half damage from fire and cannot catch
Casting You can cast this spell a number of times equal to 1 + fire. The spell lasts 1 hour, but the spell ends early if the
your level. target becomes incapacitated from fire.
Target One creature within three zones.
Effect A ghostly hand shoves the target. Make an Intellect roll
against the target’s Strength. On a success, you move the
Light Healing
Casting You can cast this spell three times.
target into an adjacent zone of your choice. If the result of
Target One creature in your zone.
your roll is 20 or higher, the target makes an Agility roll and
Effect The target heals 2d6 damage.
falls prone on a failure.
Screen Resistance
Target One creature in your zone.
Casting You can cast this spell three times.
Effect The first time in each round when the target takes
Target Your zone.
damage, the spell reduces the damage by 1d6. The spell lasts
Effect A gray field spreads across each of the target’s open
1 minute.
borders and creates a buzzing sound that drowns out all
noise. The field prevents creatures from seeing into the
target zone from outside it and from hearing any sound that
emanates from inside the zone. The spell lasts 1 minute.
Expert Spells
Secure Portal Lift Curse
Casting You can cast this spell three times. Target One creature in your zone.
Target One door or similar object on a border of your zone. Effect You remove the cursed affliction from the target if it has
Effect You and you alone can open and close the target. The it. For 1 hour afterward, the target makes luck rolls with 1
spell lasts 1 hour, but ends early if the target is destroyed. boon.
3
Effect The spell imposes 1 bane on rolls against the target. The • The spell reveals to you the location of any enemy inside
spell lasts 1 hour. the structure and causes you and you alone to hear a
chime when a creature enters the target structure.
• Objects inside the structure as well as the structure itself
Purge Toxins take half damage.
Target One creature in your zone.
• All doors, windows, and other objects close and lock
Effect You remove the poisoned and weakened afflictions from throughout. Only you and any creature you touch using a
the target. You also cure it of all infections and render it
minor action can open these objects.
immune to infection and poison for 1 hour.
• Mist obscures all zones inside the structure.
• No creature can enter or exit the structure by magical or
Refuge supernatural means.
Target Your zone. • You can use an action to sound an alarm that persists until
Effect A stationary two-dimensional magical door, up to 3 feet the spell ends or you end it as a minor action. The noise of
wide and 9 feet tall, appears and opens in the target zone. the alarm causes creatures in the structure to become
The door has any appearance you choose. When it is closed, deafened for as long as they remain in it.
the door is invisible to all creatures other than you. The door
serves as the border between your zone and an Total Healing
extradimensional space that remains in existence until the Target One creature in your zone.
spell ends. The space is empty and bare, with smooth walls,
Effect The target heals all damage and ends all afflictions.
floor, and ceiling of a color you choose. Dim light fills the
space. The air inside is at a constant, comfortable
temperature.
Creatures outside the door can move into the
extradimensional space provided the door is open. Creatures
inside the space can see the door and open or close it as they
choose.
The spell lasts 24 hours. Any creatures in the
extradimensional space when the spell ends makes a luck
roll. On a success, the appear inside the target zone. On a
failure, they disappear into the Void where they find
whatever fate the Sage deems fit.
Master Spells
Greater Healing
Casting You can cast this spell three times.
Target One creature in your zone.
Effect The target heals 10d6 damage.
Invulnerability
Target One creature in your zone.
Effect Whenever the target takes damage, the damage is
reduced to 0. The spell lasts 1 minute, however, each time
the spell reduces 20 or more damage to 0, the target makes a
luck roll. On a failure, the spell ends early.
Magic Resistance
Target One creature in your zone.
Effect The target takes half damage from magical sources,
imposes 1 bane on rolls against it from magical sources, and
makes rolls to resist magical effects with 1 boon. The spell
lasts 24 hours.
Restore Health
Target One creature in your zone.
Effect The target regains 5d6 Health.
Supreme Security
Requirement You are inside a constructed structure.
Casting You spend 1 hour in preparation and cast this spell
when you finish.
Target The required structure.
Effect You secure the target structure, which gains all of the
following benefits for 24 hours.
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Aeromancy
Effect No sound penetrates the target zone or emanates from
inside it for 1 hour.
5
• A creature that moves through the barrier makes a
Strength roll with 1 bane. On a failure, the creature stops
Sword of Air
Casting You cast this spell as a minor action.
moving at the edge of the zone and cannot attempt to pass
Target One sword you are holding.
through the barrier again until it takes another turn.
Effect You imbue the weapon with elemental power that
persists for 1 minute or until you end the effect as a minor
Expert Spells action. The spell grants the following benefits:
• A creature holding the sword can fly and hover.
• A creature wielding the sword can choose targets for its
Gale sword attacks among those in its zone or an adjacent
Target A line of three zones extending away from one of the zone. The sword leaps from the creature’s hand, strikes
borders of your zone. the target, and returns to the wielder’s hand.
Effect Tremendous sustained winds tear through the target • You can use any attribute for rolls to attack with this
zones for 1 minute or until you dismiss them as a minor weapon.
action. The winds deal 1d6 damage to each creature and • The weapon has the reach and swift properties, and the
object in the target zones when you cast the spell and again wielder can benefit from them without need to meet
on each of your turns until the spell ends. requirements.
Any creature in a target zone that becomes injured, • The wielder’s attacks with the sword deal an extra 2d6
Strength impaired, weakened, stunned, or unconscious, damage.
blows away in the direction the wind is blowing, moving
through each zone until it exits a target zone or encounters a Updraft
closed border. The creature takes 1d6 damage per zone it
Target One zone you can see within three zones.
moves in this way and then lands prone at the end of this
Effect Wind blows every creature or object in the target zone
movement.
upward to either slam into the ceiling, if there is one, and
The wind picks up unsecured objects weighing 100 then fall, or to fly into the zone above and then fall. Either
pounds or less and sends them bouncing in the direction the
way, each affected creature or object takes 4d6 damage. A
wind is blowing until they exit the furthest target zone. Any
creature makes a Strength roll and, on a failure, takes an
creature in a zone through which these objects move makes
extra 4d6 damage and lands prone.
a luck roll and takes 1d6 damage and falls prone on a failure.
Heavier unsecured objects slide into the adjacent zone in the
direction the wind blows.
A creature attempting to move in a target zone treats the
Master Spells
entire zone as challenging terrain. If the creature attempts to
move against the wind, it makes a Strength roll first. On a Ball Lightning
failure, the creature makes no progress and its use of a move Target One zone you can see within three zones.
produces no effect. Effect A ball of electricity appears in the center of the target
The wind’s noise causes all creatures in a target zone to zone where it remains and produces flickering dim light for
be deafened for as long as they remain there. 1 minute. The ball has Defense 0 and Health 20. Any creature
Finally, the winds impose 2 banes on rolls to attack with in the ball’s zone that attacks it or that touches it takes 5d6
melee weapons and causes rolls to attack with ranged or damage and makes a Strength roll. On a failure, the creature
thrown weapons to fail automatically. becomes dazed until the end of its next turn.
When the ball appears and again on each of your turns,
Lightning Bolt each creature in the ball’s zone makes a luck roll. The
creature with the lowest failed result is struck by a tongue of
Casting You can cast this spell three times.
lightning, takes 5d6 damage and becomes dazed until the
Target One creature within six zones.
end of its next turn.
Effect A crackling bolt of lightning leaps from your hand and
deals 4d6 damage to the target. Make a Will roll against the
target’s Agility. You make the roll with 1 boon if the target is Chain Lightning
metal or wears medium or heavy armor. On a success, the Target One, two, three, four, or five creatures or objects all in
target takes an extra 4d6 damage. If the result of your roll is one zone you can see within six zones.
20 or higher, it also catches fire (luck ends). Effect A hissing and spitting bolt of lightning leaps from you.
Starting with any one target, make a Will roll against its
Sirocco Agility. You make this roll with 1 boon if the target is metal
or wears medium or heavy armor. On a success, the target
Effect Fire and wind rush from your zone and travel up to
takes 20d6 damage.
three zones away from you before dissipating. The fire and
Then repeat the roll against the second target and, on a
wind deal 2d6 damage to each creature and object in the
success, it takes 15d6 damage. Repeat the roll against the
zone it enters and each creature in such a zone makes a
third target and, on a success, it takes 10d6 damage. Again,
Strength roll. A creature takes an extra 1d6 damage and
repeat the roll against the fourth target, which takes 5d6
becomes weakened until the end of its next turn on a failure.
damage on a success. Finally, make the roll against the fifth
target, which takes 1d6 damage on a success. Any roll that
Sonic Boom results in 20 or higher causes the target to take an extra 5d6
Target One zone you can see within ten zones. damage.
Effect You fly to and land in the target zone. A booming noise
fills the air of that zone, dealing 2d6 damage to each
creature and object in the zone. A creature makes a Strength
Control Weather
Requirement You are outdoors.
roll and, on a failure, becomes dazed and deafened (luck
Casting You can cast this spell a number of times equal to 1 +
ends both).
your level.
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Target Your environment.
Effect You make a single, immediate change to the weather in
Summon Air Daemon
Casting This spell takes effect at the end of the round in which
your environment that lasts for 1d20 hours, after which the
you cast it.
weather gradually returns to the normal conditions for the
Target Your zone.
climate and the season. Typical changes to the weather are
Effect An air daemon under your control forms in the target
described below; other effects might be possible, with the
zone. It serves as your companion for 24 hours, until it
Sage’s consent and with effects determined by the Sage.
becomes incapacitated, or until you acquire another
• Heat Wave. The temperature climbs until unprotected
companion from a magical or supernatural source. The air
creatures in your environment become affected by
daemon appears as a 10-foot-tall twisting column of air with
exposure. The increase in heat causes snow and ice to
a pair of electric blue eyes floating in the center of its form.
melt after a few minutes and steam to obscure all outdoor
The air daemon uses the following rules:
zones for 1 hour. The sudden appearance of liquid water
might cause flooding, as the Sage decides. Air Daemon
• Cold Snap. The temperature drops until unprotected Level 4 Defense 15 Health 35
creatures in your environment become affected by Strength 15 (+5) Agility 15 (+5) Intellect 8 (–2) Will 15 (+5)
exposure. The increase in cold causes liquid water to Immune asleep, blinded, deafened, immobilized, poisoned,
freeze and precipitation to fall as snow or ice. The sudden prone; free attacks; deprivation, exposure, infection,
temperature change could cause containers that hold suffocation
liquid to burst. Animated Object Magic enables air to behave as a creature. If
• Precipitation. Heavy clouds gather above your it becomes incapacitated, each creature and unsecured
environment and release precipitation in a form suitable object in its zone moves into an adjacent zone. Then, for 1
for the season. You determine the intensity of the hour, wind blows through the zone previously occupied by
precipitation, from a gentle mist to a torrential downpour. the daemon.
Falling snow and ice might create areas of challenging Windy Presence Wind blows in the air daemon’s zone.
terrain, and heavy rain can flood the environment. Awareness The air daemon knows the location of each
• Thunderstorm. A storm rages through your environment, creature and object within three zones.
causing heavy rain, hail, wind, lightning, and thunder. Malleable An air daemon can squeeze through openings at
While you can see the storm, you can use an action to call least 1 inch wide.
down a bolt of lightning to strike a creature or object you Lightning Lash When a creature in the daemon’s zone attacks
can see. The target makes an Agility roll, taking 10d6 it and the weapon lacks the reach property, the creature
damage on a failure or half damage on a success. After you makes a luck roll and, on a failure, takes 2d6 damage from
call down the lightning, you can do so again after 1d6 lightning.
minutes. Wind Blast As an action, the air daemon releases a blast of
• Windstorm. You cause strong winds to blow through your wind at one creature or object in its zone. Make a Strength
environment. The winds might be strong enough to roll with 1 boon against the target’s Strength. On a success,
uproot trees, flatten wooden structure, and make travel in the target takes 3d6 damage. If the result was 20 or higher,
the environment impossible, as you choose. the target moves into an adjacent zone and falls prone.
• Cosmetic. You can create clouds in the sky or remove
them. You can change the color of the sky, and you can
make it seem as if the stars have changed position or you
can dim the light of the sun, such that it appears eclipsed.
You can also make the moon appear in any phase you
choose.
Flensing Wind
Casting You can cast this spell three times.
Target One zone within six zones
Effect Wind picks up grit, pebbles, and small debris and hurls
them into the target zone. Each creature and object in the
zone takes 10d6 damage. A creature injured by this damage
becomes weakened (luck ends). A creature incapacitated by
this damage dies as the wind strips its body down to the
bone.
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Alteration
target’s Defense by 3. The spell lasts 1 hour, but ends early if
the target becomes unconscious.
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weight by eight. If the spell triples its height, multiply its Effect Increase the target’s Health score by 5. The target
original weight by twenty-seven. Shrinking a target has a becomes immune to deprivation, exposure, and infection.
similar effect on its weight but reduced. The spell also affects The spell lasts 8 hours.
everything the target wears and carries.
An enlarged target makes Strength rolls with 1 boon,
imposes 1 bane on rolls against the target’s Strength, grants
Warp
1 boon on rolls against the target’s Defense, increases the Casting You can cast this spell three times.
Target One creature in your zone.
target’s Health by 10, or 20 if its dimensions triple, and its
Effect The target’s body bends and twists, warping out of true.
melee attacks and ranged attacks using thrown weapons
The target becomes Strength impaired and Agility impaired,
deal an extra 1d6 damage. Finally, the target’s melee attacks
and grants 1 boon on rolls against its Defense. At the end of
and unarmed attacks count as if they have the reach
each round, the target makes a Strength roll. On a failure the
property.
target loses 1d6 Health. The spell lasts until the target
A shrunken target makes Strength rolls with 1 bane,
overcomes it with a successful Will roll or it becomes
grants 1 boon on rolls against its Strength, but makes Agility
incapacitated.
rolls with 1 boon and imposes 1 bane on rolls against its
Defense and Agility. When the target walks, it can move to
the edge of the zone and no further; it must run to leave its
zone.
Master Spells
The spell lasts 1 hour, but ends early if the target becomes
unconscious. Fly Like Birds
Target Any number of creatures in your zone.
Malleability Effect The target sprouts large feathery or leathery wings from
Target One creature in your zone. its back, which grant it the ability to fly while it is not
Effect The target’s body becomes soft and malleable. It can injured. The spell lasts 8 hours, but ends early for a target if
squeeze through openings 1-inch wide and can rid itself of it becomes unconscious.
manacles and rope bindings as a minor action. It
automatically succeeds on rolls to overcome being grabbed, Martial Prowess
and it is immune to the immobilized affliction. The spell lasts Target One creature in your zone.
1 hour, but ends early if the target becomes incapacitated. Effect The target’s Strength becomes 17 if it is less than 17, it’s
Health becomes 66 if it is less than 66, and its attacks deal an
Monstrous Apotheosis extra 2d6 damage. The spell lasts 1 hour, but it ends early if
Target One creature in your zone. the target becomes unconscious.
Effect The target becomes a hostile monster with an
appearance you decide. The target uses the rules presented Perfection
below in place of its own. It treats all creatures it can see as Target One creature in your zone.
enemies. The spell lasts 1 hour, but ends early if the target Effect The target becomes physically perfect, or very nearly so.
becomes unconscious. When the spell ends, the target It enjoys the following benefits:
becomes Will impaired until after a full night’s rest. At the • The target’s Strength and Agility scores become 20 if they
end of each round, the target can make a luck roll with 1 are not 20 already.
bane and, on a success, ends the spell early. • The target counts as being under the effect of the heighten
Each creature other than you that sees the transformation senses spell.
makes a Will roll. On a failure, become frightened of the • The target can use an additional action each round.
hostile monster until the creature overcomes the affliction • At the end of the round, the target heals 3d6 damage,
with a successful Will roll. regains 1d6 Health, and removes one affliction from itself.
The spell lasts 1 minute, but it ends early if the target
Hostile Monster becomes unconscious.
Level 2 Defense 10 Health 21
Strength 13 (+3) Agility 10 (+0) Intellect 6 (–4) Will 12 (+2)
Night Vision A hostile monster treats dim light as bright light. Petrify
Melee Attack—Claws and Teeth Strength with 1 boon against Target One creature in your zone or an adjacent one.
Defense. Make the roll with 1 boon against a frightened Effect The target’s body becomes like stone. The target takes
target. On a success, the target takes 2d6 damage. 3d6 damage, becomes immobilized (luck ends), and makes a
Strength roll. On a failure, the target takes an extra 15d6
damage. If the target becomes incapacitated by the damage,
Swim Like Fish it turns into a stone statue and dies.
Target Any number of creatures in your zone that are partly or
fully submerged in water.
Effect Each target can breathe air while submerged in water. Restoration
The target needs no light to see while underwater, and it Target One, two, three, four, or five creatures in your zone.
succeeds automatically on attribute rolls to swim. The spell Effect The target falls prone and asleep for 8 hours. If the
lasts 4 hours, but ends early for a target if it becomes target remains asleep for the full 8 hours, it regains any
unconscious. limbs and organs it has lost, heals twice as much damage
from resting, and regains 2d6 Health.
Tolerance
Target Any number of creatures in your zone. Shapeshift
Casting You cast this spell as a minor action.
Target You or one creature of level 6 or lower that is in your
zone.
9
Effect You transform the target into one of the following forms
and it remains in that form for 4 hours or until it becomes
unconscious. If you target yourself, you can use a minor
action to switch your form to a different one and each
transformation in this way enables you to heal 3d6 damage,
but you lose 1 hour of the spell’s remaining duration.
Different Person The target takes the form of a different
individual, either a unique person of your own design or a
duplicate of another individual. The person can be no more
than a few feet taller or shorter than the target. If the new
form has a different ancestry, the target gains the ancestry’s
traits and lose its own ancestry traits. If the target
transforms into a unique creature, you can increase either its
Strength or its Agility by up to 2 points to a maximum of 15,
but you decrease the other attribute score by an equal
amount. If the target duplicates another person, it uses the
person’s Strength and Agility scores in place of its own.
Harmless Animal The target, along with everything it
wears and carries, transforms into a small, harmless animal
such as a bird, fish, cat, or toad. In this form, the target loses
all the traits of its ancestry and makes the following
adjustments to its rules:
• If the target’s Strength score is 6 or higher, its Strength
becomes 5. If the target’s Strength is 5 if it was higher
than 5, its Agility increases to 12 if it was lower than 12,
and its Defense equals its Agility score.
• If the target’s Agility score is 11 or lower, its Agility
becomes 12.
• The target might gain traits depending on the form
adopted. For instance, if turned into a bird, the target can
fly while it’s not injured. If the target turns into a cat, it
makes rolls to climb and sneak with 1 boon. If the target
turns into a frog, it can breathe air and while submerged
in water. If the target turns into a fish, it breathes only
when submerged in water, but succeeds on all rolls to
swim. The Sage decides what additional traits the target
gains based on the target’s new form.
Predator The target, along with everything it wears and
carries, transform into a beast similar to a wolf, bear, or lion.
The target loses the traits of its ancestry and uses the
following rules for its new form instead.
Predator
Level 4 Defense 12 Health 62
Strength 14 (+4) Agility 12 (+2) Intellect/Will as base form
Languages —
Night Vision A predator treats dim light as bright light.
Melee Attack—Claws and Teeth (brutal, keen +1d6) Strength
with 1 boon against Defense. On a success, the target takes
4d6 damage.
10
Animism
Effect The spirits reveal a place of shelter large enough to
accommodate you and up to five other creatures within
twenty zones of you. For the next 24 hours, any creature that
Everything in nature—trees and rocks, clouds, rests in this location is invisible to anyone outside it.
grasses, and anything else one finds in the wilds—
has a spirit. When you discover the Animism Find Tracks
tradition, you learn how to commune with the Casting You spend 1 minute in preparation and cast this spell
spirits and use magic to enlist their aid. Such aid when you finish. You can cast this spell three times.
Target Your zone.
might take the form of the grasses and trees Effect Each track on the ground in the zone, no matter how
snatching your enemies and pulling them apart or faint, emits faint light for 1 minute. If you follow one set of
helping you find safe places to sleep, food to eat, tracks, the effect ends in the target zone and the tracks you
and water to drink. follow glow for as long as you are in the same zone as them
or the tracks stop. This latter effect lasts 8 hours.
Divine Magic Animism spells behave in the
manner of other spells and follow the normal
Snare
rules, but for the purpose of resolving effects that Casting You can cast this spell three times.
interact with spells and magic, Animism spells Target One creature within three zones.
produce supernatural effects. Effect The target cannot move out from its zone for 1 minute or
until it overcomes the effect with a successful Strength roll.
Starting Spells
Novice Spells
Animal Friend
Casting You spend 1 minute in preparation and cast this spell Camouflage
when you finish. Requirement You are outdoors.
Target Your zone. Target Your zone.
Effect The spirit of a small harmless animal appears on the Effect The zone renders invisible each creature and object in it
ground, in the air, or in a body of water within the target to creatures outside the target zone. The spell lasts 1 hour,
zone. The animal spirit understands what you say, though it but it ends early if any creature inside the zone harms
cannot speak. The animal becomes a companion under your another creature inside the zone.
control for 8 hours, until it is incapacitated, or until you
acquire another companion from a magical or supernatural Clear a Path
source.
Casting You can cast this spell three times.
The animal performs services for you, such as showing
Target One zone or a line of two or three zones extending away
you the way out of a maze, leading you to a source of clean
from one adjacent zone.
water, or carrying a message on your behalf. If you give it a
Effect The spell moves each creature and unsecured object in a
task that is in the animal’s power to accomplish, it does its
target zone into the nearest zone not targeted by this spell. A
best to perform it.
creature moved in this way makes an Agility roll and, on a
failure, falls prone.
Blackthorn Staff
Target Your zone. Counsel of the Land Spirits
Effect A blackthorn sapling appears on the ground and grows
Requirement You are outdoors.
into a small tree that remains for 1 minute. If you take the
Casting You spend 1 hour in preparation and cast this spell
tree in hand as a minor action, it pulls easily from the ground
when you finish.
to become a blackthorn staff that remains for 8 hours.
Target Your zone.
In your hands, and in your hands only, the staff functions
Effect Spirits of earth, air, and water appear inside the zone
as a supernatural quarterstaff with the martial property.
and converse with you for up to 1 hour or until you leave the
When you attack with the staff, you can use Will in place of
zone. You can ask the spirits up to six questions about
the attribute you would normally use and, if so, you make
creatures, objects, and zones in your environment. You could
the roll with 1 boon. Finally, when you carry the staff and
ask where to find a particular animal, where a temple might
walk or run, add one to the number of zones you move.
be found, or the way back to the river, if you happen to be
lost. As one of your questions, you can also produce the
Find Provisions effects of the find provisions and find shelter spells.
Requirement You are outdoors.
Casting You spend 1 minute in preparation and cast the spell Eerie Mist
when you finish.
Casting You can cast this spell three times.
Effect You know the location of safe edible forage within six
Target One zone or two, three, or four contiguous zones with
zones. The spirits provide provisions for one creature. The
at least one of which being adjacent to your zone or is your
provisions spoil by the end of the quest.
zone.
Effect Mist rises up from the ground to obscure the target zone.
Find Shelter Each creature in the zone, other than you, is Intellect
Requirement You are outdoors. impaired for as long as it remains there, and treats the entire
Casting You spend 1 minute in preparation and cast this spell zone as challenging terrain. The mist ignores the effect of
when you finish. wind and remains in the target zones for 1 hour.
11
Loyal Hound Effect The ground in each target zone becomes challenging
terrain from the sudden appearance of thorny brambles.
Target Your zone.
Each zone contains four bramble patches. A patch has Health
Effect At the end of the round, a supernatural hound appears
20 and takes double damage from fire.
on the ground in the target zone. The hound is friendly to
Any creature in one of the target zones when the
you and becomes a companion under your control for 8
brambles appear or that moves into or through a bramble
hours, or until incapacitated, you end this effect as a minor
patch makes an Agility roll with 1 bane. On a failure, the
action, or you gain another companion from a magical or
creature takes 3d6 damage and becomes immobilized until
supernatural source. When the spell ends, the hound howls
it overcomes the affliction with a successful Strength or
once and vanishes. The hound uses the following rules:
Agility roll.
Loyal Hound
Level 1 Defense 11 Health 13 Giant Owl
Strength 13 (+3) Agility 11 (+1) Intellect 9 (–1) Will 13 (+3) Target Your zone.
Protector The loyal hound imposes 1 bane on rolls to attack its Effect At the end of the round, a supernatural giant owl swoops
allies in its zone. into the target zone and lands. The giant owl is friendly to
Keen Scent A loyal hound knows the location of each creature you and becomes a companion under your control for 8
and dead creature within one zone of it. hours, or until incapacitated, you end this effect as a minor
Melee Attack—Teeth Strength with 1 boon against Defense. action, or you gain another companion from a magical or
On a success, the target takes 1d6 damage, or 2d6 damage if supernatural source. When the spell ends, the owl hoots
the target is prone. once and vanishes. The giant owl uses the following rules:
Expert Spells thunder, you can use a reaction to end this spell early and
reduce the damage by 3d6 (to a minimum of 0).
12
Master Spells Tree Ally
Casting This spell takes effect at the end of the round in which
you cast it.
Assembly of Nature Spirits Target One tree in your zone.
Casting You spend 1 hour in preparation and cast this spell Effect The target tree uproots itself and becomes your
when you finish. companion for 24 hours, until it becomes incapacitated, or
Effect Spirits of the land come to you and lend their aid. Choose until you acquire another companion from a magical or
one of the following effects: supernatural source. When the spell ends, the tree sinks its
• The land in your zone yields provisions for up to five roots into the ground and becomes an ordinary tree once
people. more. It uses the following rules:
• You learn the shortest path to a specific location in your
environment. If you then travel toward it, you and your Tree Ally
group arrive at that location by the end of the day, Level 4 Defense 13 Health 40
regardless of where you were when you started. Strength 14 (+4) Agility 9 (–1)
• You can ask the Sage three questions about the Immune asleep, blinded, deafened
environment, and the Sage answers your questions Awareness The awakened tree knows the location of each
truthfully. creature and object within three zones.
• You heal 8d6 damage, regain 4d6 Health, and become Flammable The tree loses 1d6 Health whenever it takes
immune to deprivation for 24 hours. damage from fire.
Melee Attack—Limbs and Roots One creature. Strength with
1 boon against Defense. On a success, the target takes 3d6
Cornucopia damage. If the result of the roll is 15 or higher, the target
Casting You spend 1 minute in preparation and cast this spell makes a Strength roll and falls prone on a failure.
when you finish. Forest Assault As an action, the tree ally makes two Limbs and
Target Your zone. Roots attacks, choosing a different target for each attack.
Effect Provisions enough to feed one hundred people appear in
the zone. Anyone who consumes the provisions within the
next 24 hours heals 3d6 damage and increases its Health by Wrath of Nature
5 for 8 hours. Target One zone or two or three contiguous zones, at least one
of which is in contact with the ground, within three zones.
Effect The nature spirits become enraged in the target zones
Plague of Insects for 1 minute. The ground in each target zone is challenging
Casting You can cast this spell three times. terrain and grants partial cover to creature or object in it. At
Target One zone or two or three contiguous zones you can see the end of each round, roll a d6 for each enemy in a target
within three zones. zone to see what happens to it:
Effect A multitude of insects appear in and obscure the target 1: A vine or root trips the enemy. The enemy makes an
zone and also cover the ground with challenging terrain. As Agility roll and takes 3d6 damage and falls prone on a
an action, you can move the insects into an adjacent zone failure. An enemy knocked prone in this way cannot stand
provided that zone is within the spell’s range. If a creature in up until it leaves the zone or until it overcomes the
the target zone tries to move out of the zone, it makes a Will affliction with a successful Strength roll. If the enemy was
roll. On a failure, the creature stops moving at the edge of the already prone, it takes 5d6 damage instead.
zone and its movement ends. At the end of each round until 2: Weeds rise up in a tangle around the enemy. The enemy
the spell ends, each creature in the target zone makes a makes a Strength roll. On a failure, it takes 3d6 damage
Strength roll with 1 bane and takes 6d6 damage on a failure. becomes immobilized until it overcomes the effect. If the
The insects remain in the zone for 1 minute or until you end enemy was already immobilized, it takes 6d6 damage
it as a minor action. instead.
3: A tree lashes out with its branches. The enemy makes an
Standing Stones Agility roll with 1 bane and takes 7d6 damage on a failure.
Target Your zone. 4: A vine curls around the enemy. The enemy makes a
Effect The target becomes a zone of standing stones, which Strength roll. On a failure, it takes 7d6 damage and is
features eight large rocks, each 12 feet tall, 8 feet wide, 4 feet pulled into a zone of your choice.
thick, and weighing 33 tons, appearing and standing erect in 5: The enemy stumbles into a cloud of toxic spores, pollen,
a circle at the target's location. The stones emit dim light. or something else. The enemy makes a Strength roll with
The stones remain in place until you cast this spell again. 1 bane. It loses 3d6 Health and becomes poisoned (luck
Any creature other than your enemies that rests in the ends) on a failure, or loses half the Health and does not
space inside the circle heals twice as much damage after become weakened on a success.
each hour of resting. If such a creature rests continuously for 6: Vines, branches, and grasses coil around the enemy, trying
8 hours, it also regains twice as much Health. to rip it to pieces. The enemy takes 3d6 damage.
If you cast an Aeromancy, Animism, Cryomancy,
Geomancy, Hydromancy, Primal, or Pyromancy spell that has
a duration of at least 1 minute inside the circle of stones, the
spell's effect lasts twice as long as normal. You make any roll
for the casting of the spell with 1 boon and impose 1 bane on
any roll to resist the casting.
Finally, if you are in an environment in the same world as
the stones, you can use an action to expend a casting of this
spell. You, along with any allies in your zone, teleport to the
circle of stones.
13
Celestial
and emits dim light (luck ends). While it emits this light, the
target’s attempt to hide fail.
Starting Spells damage from the motes unless the creature is under total
cover.
14
Agility impaired (luck ends). If a creature is injured by this Effect A lattice of light spreads across the target border and
damage, it also catches fire (luck ends). remains there for 1 hour. The lattice emits bright light. Any
creature or object, such as a projectile, that moves across the
affected border takes 6d6 damage and catches fire (luck
Expert Spells ends). Each creature in a zone bordered by the barrier when
it appears and that can see the barrier makes an Agility roll
and becomes blinded (luck ends) on a failure.
Bright Spear
Requirement You have one hand free.
Casting You cast this spell as a minor action. You can cast this
spell three times.
Master Spells
Effect A spear formed from solidified light appears in your
hand where it remains until the spell ends. The spear emits Inner Light
bright light and functions as a spear except that when you Target One creature within three zones.
attack with it, you can use your Intellect or Will in place of Effect You kindle the flames of the sun inside the target’s body,
the attribute you would ordinarily use. You make the roll to which causes it to emit dim light for 1 minute. If the target is
attack with it against your target’s Agility. Your attacks with injured, it emits bright light instead. In either case, the target
the weapon deal an extra 2d6 damage. is weakened until the spell ends, and, at the start of its turns,
The spell lasts 1 hour, until you become unconscious, or it makes a Strength roll with 1 bane. On a failure, the target
you end the spell as a minor action. loses 2d6 Health, and each creature and object in the target’s
zone takes 2d6 damage. If the target’s Health drops to 0 or
the target becomes incapacitated, it explodes to deal 10d6
Eye in the Sky damage to each creature and object in the zone.
Requirement You can see the moon.
Effect Your visual perspective shifts to give you a view from
above over your whole environment, as if you were the Invisible Fire
moon. While you perceive in this way, you are blinded in Target One zone you can see within three zones.
regards to your own body unless your body is in plain view Effect The target zone emits dim light for 1 minute. For the
of the moon. As a minor action, you can switch perspectives duration and 1 hour after, any creature that starts a turn
so you can see from your body or from the sky as you loses 3d6 Health and makes a luck roll. On a failure, the
choose, but each time you switch the perspective, reduce the creature becomes weakened and catches fire (one luck roll
remaining duration of the spell by one hour. The spell lasts 8 with 3 banes ends both). The flames are invisible.
hours.
Rainbow
Firelight Requirement You have both hands free.
Effect A 3-foot-diameter ball of fire forms between your hands Casting You cast this spell as a minor action. You can cast this
and then floats away in a direction you choose out to a spell three times.
distance of up to twenty zones. When the ball arrives at its Effect For 1 minute or until you drop it, you wield a rainbow-
destination or can travel no farther, it hangs in the air and colored bow that emits dim light. The bow functions as an
emits the equivalence of sunlight. At the end of each round, ordinary bow, except that you can choose a target within
the heat from the ball deals 2d6 damage to each creature twelve zones and can use Will in place of Agility on your roll
and object that is not earth, metal, or stone and in the zone. to attack. On a success, roll 3d6. To determine how much
The spell lasts 1 hour, but you can end it early as a minor damage the attack deals, roll a number of d6s equal to the
action as long as you can see it. total of that roll.
15
damage takes an extra 3d6 damage and catches fire (luck
ends).
After you cast this spell, dim light shines in each of the
target zones for 24 hours.
Sunbeam
Casting You can cast this spell three times.
Target A line of three zones extending away from one of the
borders of your zone.
Effect Sunlight blazes through the target zones. Each creature
in an affected zone makes a Strength roll with 1 bane. On a
failure, the creature takes 15d6 damage and becomes
blinded (luck ends). A creature injured by this damage also
catches fire (luck ends).
16
Chaos
bearing your facial features wriggle out and slither off in
all directions. Any creature in your zone that takes a turn
before the marbles hatch or that enters your zone before
Chaos spells dispense with the usual safeguards the marbles hatch makes an Agility roll and falls prone on
that prevent normal spells from going awry, so a failure.
6: A large clay pot filled with mayonnaise or some tasty
when a Chaos spell is cast, almost anything can sauce appears in the center of the zone. The pot holds
happen. Such spells tend to backfire on their enough substance to grant five creatures provisions for 1
casters or alter circumstances so that they become day.
even more difficult. Chaos magic appeals to the 7: Thin beams of energy fly out from you in all directions.
Each creature in your zone other than you makes an
unhinged, the erratic, and the nihilists who just
Agility roll and takes 1d6 damage on a failure.
want to see everything burn. 8: A peasant appears in your zone. Each time you get this
result, the same peasant appears. If the peasant dies, all
Starting Spells future rolls of 8 from your casting of this spell cause the
peasant’s remains to appear in your zone instead. This
continues until there’s nothing left to summon.
Baffling Shield 9: Your skin, hair, and eyes turn blue until you get this result
Casting You use a reaction to cast this spell when an enemy again, whereupon your previous coloration returns and
you can see makes a roll against you. You can cast this spell you can be affected by this effect once more.
three times. 10: An anvil falls on one creature within three zones. The
Effect Make a luck roll. On a success, you impose 1d6 banes on target makes a luck roll and, on a failure, it takes 1d6
rolls against you until the end of your next turn. Each attack damage and falls prone.
against you during that time reduces by 1 the number of 11: You disappear from existence (luck ends). The only thing
banes you impose on the next such attack. The effect ends you can do is make this luck roll at the end of each of your
early if the number of banes drops to 0. turns. When the effect ends, you reappear in the zone you
On a failure, chaotic energy deals 1d6 damage to you and left and you roll a d6. On a 1–3, you become frightened of
each creature or object in your zone. A creature makes an yourself until the end of the next round. On a 4–6, you
Agility roll and takes no damage on a success. heal all damage.
12: You produce the effect of the wandering orb spell
without expending a casting, even if you don't know that
Desperation spell.
Casting You can cast this spell three times. 13: Buzzing light surrounds an ally of the Sage’s choice and
Effect Make a luck roll. On a success, choose a starting spell you an enemy of your choice, both of which are in the same
have learned and resolve its effect as if you had just cast it. If zone within three zones. The ally makes an Agility roll. On
you roll a 20, you can instead choose a novice or expert spell a success, the enemy takes 3d6 damage. On a failure, the
from a tradition you have discovered, but the spell need not ally takes 1d6 damage.
be one that you have learned. 14: You and each creature in your zone emit bright light for
On a failure, roll a d6 and refer to the following list for the 24 hours or until you get this result again, whereupon the
spell's effect: lights go out and you can be affected by this effect once
1: You catch fire (luck ends). more.
2: The sound of applause deafens all creatures in your zone 15: You learn one language of the Sage’s choice.
until the end of the round. 16: You sprout an extra, fully functional arm that remains for
3: You regain an expended casting of one starting spell have 8 hours, after which time it falls off your body and rots
learned. away after a few minutes.
4: You disappear, sucked into the Void, where you remain 17: You forget this spell and learn a different minor spell of
until the end of the round, at which point you reappear in the Sage’s choice from any tradition.
your zone. Roll a d20. If you roll a 13, you return 18: Choose one, two, or three enemies, each of which is
possessed by demon. The Sage has rules for formless either in your zone or an adjacent one. Your first choice
demons. becomes frightened of you, the second becomes your ally
5: Energy explodes from you to deals 2d6 damage to each (luck ends), and the third becomes dazed (luck ends).
creature or object in your zone or one adjacent one. A 19: You become weakened (luck ends). While weakened in
creature also makes an Agility roll and takes an extra 2d6 this way, you can fly. If you are flying when this effect
damage on a failure. ends, you fall.
6: You regain the casting of this spell. 20: A blast of scintillating color deals 10d6 damage to one
enemy you can see.
Expect the Unexpected
Casting You can cast this spell three times. Wandering Orb
Effect Roll a d20 to see what happens: Casting You can cast this spell three times.
1: You become stunned (luck ends). Target One zone you can see within three zones that contains
2: You become dazed (luck ends). at least one creature or object.
3: Butterflies fill your zone, obscuring it until the end of your Effect Roll a d6 to see what happens:
next turn. 1: The orb appears in the target zone, then flies back toward
4: Every object in your zone that is not being worn nor you and explodes in your zone. Each creature and object
carried and is not under a magical effect turns to glass. in the zone take 2d6 damage, but creatures can make
5: Colorful marbles spill all over the floor in your zone, Agility rolls and take no damage on a success.
covering the ground in challenging terrain until the end of
your next turn. The marbles then hatch, and worms
17
2–3: The orb strikes a randomly determined creature in the
target zone. The creature makes an Agility roll and takes
Flicker
Casting You cast this spell as a minor action. You can cast this
3d6 damage on a failure.
spell three times.
4–6: The orb explodes in the target zone, dealing 1d6
Effect For 1 minute, when any creature succeeds on a roll to
damage to each creature and object in it. A creature can
attack you, the roll is a failure instead if the result is an even
make an Agility roll and takes half the damage on a
number.
success.
18
Prismatic Barrage d20 and you roll a d6. (If the creature rolls any additional
d20s for any other reason, it ignores this effect.) If you roll a
Effect Brilliant multicolored light erupts from you to create
3 or lower on the d6, the creature uses the lower number it
bright light until the end of the round. Choose a number
rolled on either d20. If you roll a 4 or higher, the creature
between one and seven. Roll a d20 and find the number
uses the higher number instead.
rolled on the following list, and then reduce the number you
chose by 1d6 (minimum 0). When the number you chose
reaches 0, the spell ends. Wild Idea
1: The sound of a trombone making a sad noise fills the air Casting You can cast this spell three times.
and then quiets. You stop making rolls for this casting. Effect Make a luck roll. On a success, you make the next
2–3: One enemy you choose within eight zones makes an attribute roll before the end of your next turn with 1d6
Agility roll and, on a failure, it becomes controlled by you boons. On a failure, you become cursed for 1 minute. If you
for 1 minute. While controlled in this way, the enemy are cursed already, you become stunned for 1 minute
makes attribute rolls with 1 boon. instead.
4: You disappear until the end of the round, when you
reappear in the space you vacated or in an empty space
nearest to that space. Roll a d20. On a 13, you return
Wild Magic
possessed by a formless demon. Casting You cast this spell as a minor action.
5–6: One enemy you choose within eight zones makes an Effect Wild magic produces all of the following effects for 1
Agility roll. On a failure, it takes 8d6 damage and catches minute:
fire (luck ends). • You impose 1 bane on rolls against you.
7: You become dazed (luck ends). Each time you get this • When you take damage and you are not the source of that
result after the first, you take 1d6 damage. damage, you only take half the damage.
8–9: One enemy you choose within eight zones makes a luck • When you cast a spell that deals damage, the spell deals
roll. On a failure it becomes frightened of you. double damage.
10: You take 2d6 damage. • When you cast a spell whose effects end on a successful
11–12: One enemy you choose within eight zones makes an luck roll, you impose 1 bane on the target's luck roll.
Agility roll. On a failure, it transforms into an insensate, • And when you cast a spell that lasts 1 minute or longer, its
inanimate object of your choice (luck ends). duration is doubled.
13: You teleport to a zone of the Sage’s choice within eight • At the end of each round until this spell ends, make a Will
zones. roll. On a success, one enemy of your choice in your zone
14–15: One enemy you choose within eight zones makes an or an adjacent one takes 3d6 damage. On a failure, you
Agility roll. On a failure, it and each other creature or become stunned until the end of the round, and on a
object in its zone takes 6d6 damage. result of 0 or lower, you also lose 1d6 Health.
16: You heal all damage.
17–18: One enemy you choose within eight zones makes an
Agility roll. On a failure, it becomes stunned (luck ends).
Master Spells
19: You become stunned (luck ends). Each time you get this
result after the first, you lose 1d6 Health. Bend Reality
20: One enemy you choose within eight zones makes an Effect Make a Will roll with 1 bane. On a success, choose one of
Agility roll. On a failure, it takes 12d6 damage and then the following effects:
teleports to a zone of your choice within eight zones. • Cast any one expert spell from a tradition you have
discovered, but you need not have learned the spell.
Reckless Blast • Cast one starting spell or novice spell from any tradition.
Target Roll a d6 to determine how many creatures you can • Summon a level 5 creature the Sage’s choice. The creature
target anywhere within six zones. If the indicated number of becomes controlled by you for 24 hours or until it
targets are not available, the spell instead targets only you. becomes incapacitated, and then it disappears.
Effect Roll a d6 and refer to the following list. Each target • Cause one creature or object you can see to take 22d6
makes a luck roll. On a success, it heals half the amount of damage.
damage or it takes half damage, and in either case it does not • Cause one creature or object you can see to heal 22d6
gain an affliction. damage. If this healing drops the target’s damage total to
1: The target heals 4d6 damage. 0, it also regains all Health.
2: The target takes 6d6 damage and becomes Intellect On a failure, you take 10d6 damage, fall prone, and
impaired (luck ends). become stunned (luck ends).
3: The target heals 8d6 damage and becomes dazed until the
end of your next turn. Pandemonium Egg
4: The target takes 8d6 damage and becomes immobilized Target Your zone.
until the end of your next turn. Effect A pandemonium egg comes into existence, hovering
5: The target heals 10d6 damage and becomes stunned until inside the target zone, where it remains for 24 hours or until
the end of your next turn. it hatches. A creature in the egg’s zone and that has a hand
6: The target takes 12d6 damage. free can take the egg as a minor action.
The egg has Defense 0 and Health 10. It absorbs damage
Unchained Probabilities from magical sources. Whenever it or the creature holding it
Casting You cast this spell as a minor action. takes damage of that sort, the damage becomes 0 and the
Effect For 1 minute, you can use a move to teleport to a zone damage absorbed by the egg increases by the amount of
you can see within two zones. damage dealt.
In addition, when a creature in your zone makes an
attribute roll or a luck roll, the creature rolls an additional
19
When the egg is destroyed or the total damage it absorbs 1: The storm expands into each adjacent zone.
equals or exceeds 66, the egg hatches. Roll a d6 to see what 2: A bolt of chaos lightning strikes you. Make an Agility roll.
happens: On a failure, you take 5d6 damage and become dazed
1: The egg disappears with no other effect. (luck ends).
2: The egg explodes, dealing 10d6 damage to each creature 3: Every creature or object in the storm takes 10d6 damage.
and object in its zone and in each adjacent zone. A 4: Each creature in the storm makes a Will roll, and on a
creature also makes a Strength roll and takes an extra failure becomes dazed until the end of its next turn.
10d6 damage. If the creature was holding the egg, the 5: A bolt of chaos lightning strikes a creature in the storm
creature fails the roll automatically. chosen by the Sage, with the same effect as described for a
3: A creature holding the egg regains all expended castings roll of 2.
of its spells or, if the egg is not being held, all creatures 6: The storm contracts, disappearing from the zones it most
within three zones regain all expended castings of their recently expanded into. If the storm occupies just one
starting spells and novice spells. The egg then disappears. zone, the spell ends.
4: The egg teleports to a zone of your choice within 1d20
zones and detonates, dealing 10d6 damage to each
creature or object within three zones of it. A creature
Swap Spaces
Target Your zone.
makes a Will roll. On a success, instead of taking the
Effect Make a Will roll. On a success, the target zone and each
damage, it heals that amount of damage.
creature, object, and anything else in it swaps positions with
5: The egg teleports itself and each creature in its zone to a
zone of your choice anywhere in your environment and another zone in your environment. The Sage choose a zone
at least ten zones away from you. Creatures, objects, and
then loses all chaos points and disappears.
anything else in the other zone are moved with it. On a
6: The egg splits open, releasing a demon of a random type
failure, roll a d20 as if you had cast the expect the unexpected
determined by the Sage. The demon is hostile and
spell to see what happens.
considers all creatures it can see as its enemies.
20
Chronomancy
Target The creature that enabled the casting of this spell.
Effect The target gains one paradox token, and then either
makes its attribute roll with 2 boons or 2 banes, as you
With Chronomancy, spellcasters can manipulate decide. At the end of your next turn, you disappear and then
time. Often, such manipulations speed up time or reappear in any empty space in your zone at the start of
your next turn.
slow it down, but the more advanced offerings
reveal ways to borrow moments, to leap head in
time, and call oneself from the future to gain aid in See the Past
Effect Roll Intellect. On a success, you and each creature in
the present. Meddling with time risks much; the your zone see time roll backwards for up to 1 hour. If you
universe resents tampering with the flow of things move out of your zone, the spell ends early. Each minute, you
and, from time to time, cosmic forces might assert see events around you roll back one minute into the past,
themselves to restore order to the chaos this seeing creatures and events that recently occurred happen
in reverse. For example, if you cast this spell in a room where
tradition can create. a murder occurred ten minutes before, ten minutes after you
Paradox Tokens: As a consequence of your cast this spell, you would see the murder occur and then,
casting Chronomancy spells, you and others might you would see the events leading up to the murder.
gain paradox tokens. When any creature gains a If you fail the Intellect roll, you lose one paradox token.
paradox token, the creature makes a luck roll. The
creature makes the roll with a number of banes Temporal Disjunction
Casting You cast this spell as a reaction when an enemy attacks
equal to the paradox tokens it has. On a success, you.
nothing happens, unless the result of the roll is 20 Effect You disjoin yourself from time, which imposes 1 bane on
or higher, in which case the creature gains an the enemy’s roll. You can increase the number of banes to 3,
action and a move and use both before the end of but you gain one paradox token. After the attack, you are
removed from existence until the end of the round, at which
the round or lose them. On a failure, the creature point you return to the zone you left.
discards all paradox tokens and takes 1d6 damage
per paradox token discarded in this way. If the
creature 6 damage or more, it becomes dazed Novice Spells
(luck ends). If the creature takes 18 damage or
more, it becomes stunned (luck ends) instead of Grant Time
Casting You cast this spell as a minor action.
dazed.
Target One creature in your zone.
Effect The target gains one paradox token, in return for which
Starting Spells the target gains an action to use immediately. The target
makes any rolls from the use of the action with 1 boon.
21
While this spell is in effect, you make an Intellect roll at Effect The target takes damage equal to half its damage total
the end of the round. On a failure, you become dazed until and you gain one paradox token for every 10 damage taken
the end of the next round. You can gain one paradox token in by the target.
return for becoming immune to this aspect of the casting.
Momentary Respite
Temporal Distortions Effect Roll Intellect. On a success, you move yourself out of
Casting You can cast this spell three times. time and into a dark space. An hour passes in that space,
Target One enemy within three zones. during which time you can rest, cast spells, or perform other
Effect Until the end of your next turn, the target grants 1 boon activities, but you cannot target anything other than yourself
on rolls against its Defense or its Agility, and it makes Agility with spells, talents, or other effects. You can end the spell at
rolls with 1 bane until the end of your next turn. In addition, any time, at which point time flows normally for you again. If
until the spell ends, the target gives up a move or an action. you fail the Intellect roll, you gain one paradox token and
When the spell ends, make a luck roll. On a success, you lose you regain the casting of this spell after 1 minute.
one paradox token. On a failure, you gain one paradox token.
Paradox
Folded Space Requirement You have one paradox token.
Casting You cast this spell as a minor action. You can cast this Casting You can cast this spell three times.
spell three times. Target One creature within three zones.
Effect Make an Intellect roll. You can gain one paradox token to Effect Roll Intellect. On a success, discard one paradox token
succeed. On a success, you teleport to a zone you can see and, for 1 minute, the target becomes trapped in a paradox.
within ten zones. The paradox grants 1 boon on all rolls the target makes, but
the target treats successes as failures and failures as
successes. The target can overcome this effect with a failed
Time Displacement Intellect roll. If you fail the Intellect roll, you gain one
Casting You cast this spell as a minor action.
paradox token and then regain the expended casting of this
Target One creature within three zones.
spell after 1 minute.
Effect The target creature disappears, then reappears at the
start of your next turn in the space it vacated or in an empty
space nearest to that space. Make a luck roll. The Sage loses
one paradox token on a success, or gains one on a failure.
Master Spells
Recall Self
Expert Spells Target Your zone.
Effect A future version of yourself appears on the ground
inside the target zone. After 1 minute or when it is
Accelerate incapacitated, the future version disappears. The future
Casting You cast this spell as a minor action.
version of yourself grants the following benefits and
Target One, two, or three creatures in your zone.
drawbacks:
Effect For 1 minute, each target increases the number of moves
• Your dual existence imposes 1 bane on both of your
it can make on its turn by one, makes attribute rolls with 1
attribute rolls.
boon, and imposes 1 bane on rolls against its Defense or any
• You are identical and use the same attributes and having
of its attributes. The target makes luck rolls with 1 boon.
access to the same traits, talents, spells, and equipment.
When the spell ends, make a luck roll and gain one paradox
• You each take a turn during the round.
token per target on a failure.
• You count as one creature for the purpose of sharing
resources. If one takes damage or loses Health, the
Decelerate damage or loss applies to both. If one expends a casting of
Casting You cast this spell as a minor action. a spell, the casting is expended for both. If one suffers an
Target One, two, or three creatures in your zone. affliction or benefits from an effect, the affliction and
Effect The target becomes dazed for 1 minute or until it effect apply to both.
overcomes the effect with a successful Will roll. It makes • Your future self has identical copies of everything you
attribute rolls and luck rolls with 1 bane. When the spell wear and carry, though the consumption of one item
ends, make a luck roll and gain one paradox token per target consumes the copy as well and charges or uses of an item
on a failure. used are used for both.
• If either of you are incapacitated, the other does as well. If
you die, your future self disappears.
Fling through Time • At the end of each round, you gain one paradox token.
Target One creature within three zones. When the spell ends, you and the future version of
Effect The target disappears. Roll Intellect and note the result yourself vanish. After 1 minute, you reappear in the zone
of your roll. After a number of rounds equal to the number occupied by your future version, and you become weakened
rolled, the target reappears in the same zone. You gain one (luck ends).
paradox token for every full 5 rounds the target is
disappeared.
Spin the Clock’s Hands
Target Any number of allies in your zone.
Inescapable Past Effect For 1 minute, each target takes two turns per round, but
Casting You use a reaction to cast this spell when a creature can take the initiative just once per round. At the end of the
within three zones takes damage. round after you cast this spell, you make a Will roll and, on a
Target The creature that enabled the casting of this spell. failure, you gain one paradox token and you either lose 2d6
22
Health or the spell ends. You cannot prevent this loss by any
means.
Stop Time
Target Your zone.
Effect Time then stops in the target zone and does not pass
until you use an action to cause time to resume. The effects
are as follows.
• Each object becomes secured and ignores all harm.
• Each creature in the zone, other than you, or that enters it
counts as an object until the spell ends.
• Continuous effects in the target zone have no effect until
time resumes. Rounds spent in the zone of stopped time
do not count against durations.
You can freely enter and exit the target zone. You can use
an action to move creatures and objects in the zone but you
make a Strength roll with 1 bane and the target moves only
on a success. The Sage might impose 1 or more banes on the
roll depending on the target’s size and material composition.
Creatures and objects in the zone, however, are immune to
damage while they remain in the zone. If you push a creature
or object outside the zone, that creature is no longer affected
by the spell.
When the spell ends, you gain 1d6 paradox tokens.
Time Bomb
Target One zone you can see within three zones.
Effect You detonate a time bomb in the target zone and you
gain 1d6 paradox tokens. For 1 minute, objects in the zone
count as secured and ignore all harm. Each creature in the
zone makes a Will roll, becoming an object and affected as
such on a failure, or dazed until the end of its next turn on a
success.
Time Travel
Effect Make an Intellect roll. On a failure, you gain 1d6 paradox
tokens. Either way, you disappear. Choose an amount of time
in rounds, minutes, hours, days, months, or years. When the
chosen amount of time passes, reappear in the space you left
and are weakened (luck ends). If something occupies that
space, you take 5d6 damage, fall prone, and become stunned
(luck ends).
23
Smoke Screen
Conjuration Casting You cast this spell as a minor action.
Effect Until the end of your next turn, smoke fills your zone,
One of the more overtly magical tradition,
rending you invisible. When the spell ends, make a luck roll.
Conjuration spells seem to produce something On a success, you regain the casting of this spell.
from nothing. If you find yourself in need of a
steed, why not conjure one. Need a flame, produce Weighty Surprise
one from thin air. A spell exists for nearly every Casting You can cast this spell three times.
kind of thing one might imagine, but the most Target One creature in your zone or an adjacent one.
common spells are presented here. Effect A heavy object appears in the air over the target and
falls. The target makes a luck roll. If the target can see you, it
Conjuration and the World It would be nice to can make an Agility roll instead. On a failure, the object hits
think that Conjuration spells create things from the target and deals 2d6 damage to it. A target injured by
magic, but, in truth, the spells find real objects in this damage falls prone. The conjured object disappears
the world and bring them to the caster. This when it lands.
means, a spell like raining blades, snatches up a
variety of edged and pointed things from Novice Spells
everywhere, drops them onto the targets, and then
whisks them back to the place from which they Acid Rain
came. In places where conjurers practice their Target One zone you can see within three zones.
magic, it’s nothing to find a knife go missing only Effect A plane of green, gelatinous droplets appear in the air of
the target zone and then fall. The falling droplets deals 2d6
to reappear after a few minutes covered in blood damage to each creature and object in the zone that is not
or a horse vanish from the stable only to reappear under a hard shelter. A creature that becomes injured from
with a few more miles on its proverbial odometer. this damage loses 1 Health at the end of each round (luck
That the tradition’s spells can summon odd, ends).
unusual things reveals there to be more in the
world than most people realize. Hat Trick
Effect Choose one object worth 25 gp or less. The object’s value
determines how long before it disappears.
Starting Spells 1 sp or less 48 hours
2–4 sp 24 hours
5–10 gp 8 hours
Conjure Arrows 11–15 gp 4 hours
Casting You can cast this spell three times. 16–20 gp 1 hour
Target One, two, or three creatures all in the same zone within 21–25 gp 1 minute
three zones
Effect Arrows appear in the air and fly toward each target. A
target makes a luck roll with 1 bane and, on a failure, takes Oil Slick
1d6 damage. Target One zone you can see within three zones.
Effect Oil covers everything in the target zone and remains
until cleaned or burned away. The oil produces the following
Conjure Useful Item effects:
Casting You cast this spell as a minor action. You can cast this • All uncovered surfaces in the zone become challenging
spell three times. terrain. Any creature that moves while on a covered
Effect One natural item worth 1 gp or less appears in your surface makes an Agility roll with 1 bane and falls prone
hand or at your feet if your hands are full. It disappears after and stops moving on a failure.
1 hour. • Oil slathered all over the walls makes climbing surfaces in
the zone impossible by natural means.
Produce Flames • Any creature picking up an object covered in the oil
makes an Agility roll with 1 bane and, on a failure, the
Target One creature in your zone.
object squirts out of their hand and slides to some other
Effect The target takes 1d6 damage and makes a luck roll. On a
part of the zone.
failure, the target also catches fire (luck ends).
• If the oil in the zone takes any damage from fire, it ignites
and flames spread over everything in the zone, burning
Produce Water for 1 minute and clearing the zone of oil. Anything
Target One container in your zone. combustible and covered in the flaming oil also catches
Effect One gallon of water, ale, wine, beer, or some other fire (luck ends). The fire fills the air with thick black
natural, harmless liquid fills the target. If the target lacks the smoke that fills the zone and each adjacent zone with two
capacity to hold the quantity, the excess spills out of any instances of obscurement.
openings or, if there are no opening, the pressure reduces
the container’s Health to 0 and the fluid spills onto the
ground.
Produce Lightning
Target One creature within three zones.
Effect You gather lightning in your hands and release it at the
target, causing it to take 2d6 damage. Make an Intellect roll
24
against the target’s Agility. You make the roll with 1 boon if
the target is metal or wears medium or heavy armor. On a
Conjure Iron Wall
Target One open or obstructed border of a zone you can see
success, the target takes an extra 2d6 damage. If the result of
within three zones.
your roll is 20 or higher, the target also catches fire (luck
Effect A 1-inch-thick iron wall spreads across the border,
ends).
causing it to become closed. Each 10-foot-by-10-foot section
of the wall has Health 40.
Summon Servant
Casting This spell takes effect at the end of the round in which
you cast it.
Conjure Shelter
Target Your zone.
Target Your zone.
Effect A structure no larger than a house appears on the
Effect A peasant appears on the ground inside the target zone
ground inside your zone and disappears after 12 hours. The
and remains for 8 hours, until it becomes incapacitated, or
shelter contains whatever contents it had before you
until you acquire another companion from a magical or
conjured it. The residual magic left over from the casting
supernatural source. When the spell ends, the peasant
speeds the healing of any creature resting under the shelter
disappears. The peasant is unfriendly to you, but if you
to double its normal rate.
succeed on an Intellect roll against the peasant’s Will, the
You can cast this spell on a liquid surface, in which you
peasant becomes a companion under your control.
cause a boat to appear instead of a house or other shelter.
The effects are otherwise the same.
Summon Vicious Animal
Casting This spell takes effect at the end of the round in which
you cast it.
Produce Plasma
Target One zone you can see within three zones.
Target Your zone.
Effect A undulating ball of liquid fire appears in the zone,
Effect A vicious animal, which can be any quadruped the size of
suspended in the air, where it remains until the end of your
a small dog, appears in an empty space on the ground inside
next turn. The ball emits bright light. Each creature in the
the target zone and becomes a companion under your
ball’s zone is Strength impaired for as long as it remains
control for 24 hours, until it is incapacitated, or you acquire
there.
another companion from a magical or supernatural source.
On your turn, you can use an action to extend the duration
When the spell ends, the vicious animal disappears. The
of the spell until the end of your next round. You can extend
animal uses the following rules:
the duration in this way to a maximum of 6 rounds.
Vicious Animal When the spell ends, the ball explodes and deals 6d6
Level 1/2 Defense 12 Health 10 damage to each creature and object in its zone and in each
Strength 10 (+0) Agility 12 (+2) Intellect 8 (–2) Will 15 (+5) adjacent one. For each round you extended the spell’s
Melee Attack—Teeth Agility against Defense. On a success, duration, the spell deals an extra 2d6 damage. A creature
either the target takes 1d6 damage or makes an Agility roll that takes this damage makes an Agility roll. On a failure, the
and falls prone on a failure. creature takes an extra 6d6 damage and catches fire (luck
ends).
25
Embed Summoned Monster
Casting You can cast this spell three times. Level 4 Defense 10 Health 35
Target One creature within three zones. Strength 15 (+5) Agility 10 (+0) Intellect 8 (–2) Will 14 (+4)
Effect You cause an object to appear inside the target’s body Night Vision A monster treats dim light as bright light.
and resulting trauma deals 5d6 damage to it, and cause the Regenerate If not incapacitated at the end of the round, the
target to become weakened (luck ends). When the affliction monster heals 1d6 damage.
ends, the embedded object returns to from wherever it Melee Attack—Claws and Teeth (brutal) Strength with 1
came. boon against Defense. On a success, the target takes 3d6
damage.
Hellish Furnace
Target One zone you can see within six zones.
Effect Thick metal plates close all of the target zone’s open and
obstructed borders and then intense heat builds inside the
zone, scorching everything trapped inside. A ten-foot wide
and tall section of plate has Defense 0 and Health 40.
Destroying a plate allows a creature in the zone to escape it.
At the end of each round, everything inside the target zone
takes 5d6 damage. Injured creatures inside the zone are also
weakened for as long as they remain there.
Produce Lava
Target One zone you can see within three zones.
Effect Lava covers the ground in the target zone with
challenging terrain, where it remains until it cools into rock.
When the lava appears, it deals 5d6 damage to each creature
and object in the target zone. Any creature entering the zone
also takes this damage.
During the next round, and each subsequent round, the
lava deals damage to any creature or object on the ground in
the zone or that enters it, but the damage dealt is reduced by
1d6, such that the lava deals 4d6 damage on round two, 3d6
on round three, and so on.
While the lava can deal damage, toxic gasses rise from the
zone and obscure it. Creatures in the zone are affected by
suffocation until they leave it.
Summon Monster
Casting This spell takes effect at the end of the round in which
you cast it. You can cast this spell three times.
Target Your zone.
Effect A monster, which has any appearance you choose,
appears on the ground inside the target zone and becomes a
companion under your control for 24 hours, until it is
incapacitated, or you acquire another companion from a
magical or supernatural source. When the spell ends, the
monster disappears. The monster uses the following rules:
26
Cryomancy
Target One zone you can see within three zones.
Effect Falling sleet obscures the zone for 1 minute and covers
uncovered surfaces with challenging terrain. If you target a
Cryomancy magic offers control over zone already covered in snow or ice, each creature in the
temperatures, specifically by robbing heat from zone makes a Strength roll and takes 1d6 damage.
places so that cold reigns supreme. The tradition
also allows casters to form and shape ice into Novice Spells
useful and deadly forms. Whether you would trap
your enemies on the surface of slippery or freeze Frostbite
them solid, this tradition offers a great deal of Target One creature within three zones.
versatility despite its narrow focus. Effect Cold sinks its fangs into the target, causing it to take 2d6
damage. Then, make an Intellect or Will roll against the
target’s Strength. On a success, the target takes an extra 3d6
Starting Spells damage and becomes dazed and weakened (luck ends both).
If the result of your roll is 20 or higher, the target takes an
extra 1d6 damage.
Chilling Touch
Casting You cast this spell as a minor action. You can cast this
spell three times. Hoar Blade
Effect Your hands radiate cold for 1 minute, which causes your Requirement You have at least one hand free.
unarmed attacks to deal an extra 1d6 damage. In addition, if Casting You cast this spell as a minor action.
the result of your roll to attack with an unarmed strike is 20 Effect A gray-blue sword appears in your hand, and tendrils of
or higher, the target becomes Strength impaired (luck ends). mist unfurl from the blade. The blade remains in existence
for 1 hour or until you take 10 damage or more from fire.
The hoarfrost blade uses the rules for a sword except it
Coldsnap has the wounding property, which you can use even if you do
Casting You can cast this spell three times. not meet the requirements for doing so. You can use Intellect
Target One zone you can see within three zones. or Will in place of the attribute you would normally use
Effect The temperature in the target zone plunges to far below when you attack with it and your attacks with this weapon
freezing, forcing each creature in the zone to make a deal an extra 2d6 damage from the cold radiating from the
Strength roll. On a failure, the creature becomes Strength blade.
impaired until the end of your next turn.
Ice Barrier
Freeze Casting You can cast this spell three times.
Casting You can cast this spell three times. Target One border of a zone you can see within three zones.
Target One creature within three zones. Effect A barrier of ice, 6-feet thick, forms across and closes the
Effect Sparkling blue and white light streaks from your hand border for 1 minute or until destroyed. Each 10-foot-by-10-
toward the target. Make an Intellect or Will roll against the foot section of the barrier has Health 20 and takes double
target’s Agility. On a success, the target takes 2d6 damage. If damage from fire.
the result of your roll is 20 or higher, the target becomes
immobilized until the end of your next turn. On a failure, you
regain the expended casting of this spell after 1 minute. Piercing Icicles
Target One, two, or three creatures in your zone.
Effect Long spikes fly from your hand. Each target takes 1d6
Ice Knife damage. Then, for each target, make an Intellect or Will roll
Requirement You have at least one hand free. against its Agility. On a success, the target takes an extra 2d6
Casting You cast this spell as a minor action. You can cast this damage. If the result of your roll is 20 or higher, the target
spell three times. takes an extra 1d6 damage.
Effect A blade of ice appears in your hand and disappears after
1 minute or if you take damage from fire. The ice knife uses
the rules for a knife, but lacks the light property. You can use Rime
Intellect or Will in place of the attribute you would normally Casting You can cast this spell three times.
use to attack with it. Finally, if the result of your roll to attack Target One creature or object or one surface in one zone you
with the knife is 20 or higher, the target becomes Strength can see within three zones.
impaired (luck ends). Effect The spell produces an effect determined by the target.
Extreme heat in the target’s zone ends the effect
immediately.
Skate • A target creature takes 1d6 damage and makes a Strength
Casting You cast this spell as a minor action. roll. On a failure, the target becomes immobilized for 1
Effect Slippery ice forms under your feet, let you move more minute or until it overcomes the affliction with a
quickly for 1 minute. Whenever you walk or run, you can add successful Strength roll. At the end of each round the
two the number of zones you can move. You can also move target is immobilized in this way, it takes 1d6 damage.
across liquid surfaces as if they were solid, but if you end • A target object is covered in ice for 1 minute. If the object
your movement on a liquid surface, you sink. can normally be opened or closed, it cannot be opened or
closed until the spell ends. If a creature touches the
Sleet object, it takes 1d6 damage, but no more than once per
Casting You can cast this spell three times. round.
27
• Ice covers the target surface with challenging terrain for 1
minute. Any creature that moves across the surface makes
Razor Ice
Target One zone you can see within three zones.
an Agility roll and, on a failure, falls prone and takes 1d6
Effect Each creature in the zone takes 2d6 damage and makes
damage.
an Agility roll and take an extra 2d6 damage on a failure
from the sudden appearance of long, sharp blades of ice
Snowstorm thrusting up from the ground in the target zone and remain
Target Your zone and each zone within ten zones. for 1 minute. The blades cover the ground in challenging
Effect As the temperatures plummet in the target zones, thick, terrain and any creature that falls prone in this zone takes
gray clouds form and release heavy snow to fall throughout 1d6 damage.
all the zones for 1 hour. The snow counts as two instances of
obscurement and, after 1 minute, it covers the ground in
challenging terrain.
Snow Devil
Effect Freezing wind, snow, and ice whip around you for 1
While you are in a zone affected by this spell, you make
minute. You impose 2 bane on rolls to attack you and any
rolls from the casting of your Cryomancy spells with 1 boon
creature in your zone that attacks you takes 2d6 damage and
and you impose 1 bane on rolls to resist your Cryomancy
makes a Strength roll. On a failure, the creature becomes
spells.
Strength impaired until the end of its next turn.
28
Polar Lance Awareness The ice daemon knows the location of each
creature and object within three zones.
Casting You can cast this spell three times.
Melting Ice When the ice daemon is harmed by heat or fire, it
Target One creature within nine zones.
loses 2d6 Health and mist obscures its zone until the end of
Effect A blue-white beam of utter coldness streaks from you
the round.
toward the target. Make an Intellect or Will roll against the
Melee Attack—Fist Strength with 1 boon against Defense. On
target’s Agility. On a success, the cold deals 20d6 damage to
a success, the target takes 5d6 damage.
the target, and if the result of your roll is 20 or higher, the
target becomes immobilized (luck ends). On a failure, you
regain the expended casting of this spell after 1 minute.
Sculpt Ice
Casting You cast this spell as a minor action.
Effect You gain the ability to create and shape ice into useful
forms for 8 hours. As an action, you can produce any one of
the following effects. An effect created by this spell ends
immediately after taking damage from magical or
supernatural fire.
• A 9-foot-diameter, 9-foot-deep hole appears in a surface
of ice in your zone.
• Ice covers the floor in your zone with challenging terrain
or you clear away snow or ice from the zone.
• A person-sized sculpture of ice appears in your zone or an
ice sculpture in your zone moves in a lifelike manner
until the end of your next turn.
• Snow falls in one zone you can see within three zones and
fills it with obscurement.
• A bridge of ice spans a chasm you can see.
• A walkway of ice appears on the surface of a lake you can
see for.
• A block of ice, each dimension can be up to 10 feet long,
appears on the ground in an empty space in your zone.
• A weapon that lacks moving parts or ammunition for a
weapon forms from ice in your hand.
Ice Daemon
Level 4 Defense 10 Health 45
Strength 15 (+5) Agility 10 (+0) Intellect 10 (+0) Will 15 (+5)
Immune asleep, blinded, deafened, immobilized, poisoned,
prone, damage from cold; deprivation, exposure, infection,
suffocation
Damage Resistance A ice daemon takes half damage from
weapons that are neither magical nor supernatural.
Animated Object Magic enables ice to behave as a creature. If
it becomes incapacitated, a blast of super cold air rushes out
from the daemon, dealing 2d6 damage to everything in its
zone. A creature can make a Strength roll and ignores this
damage on a success. Then, frigid blows through the zone
the daemon vacated for 1 hour, and creatures in it are
Strength impaired for as long as they stay in the zone.
Freezing Presence The ice daemon radiates cold. When a
creature in the daemon’s zone attack it and the weapon
lack’s the reach property, the attacking creature makes a
Strength roll and, on a failure, it takes 1d6 damage, and
becomes Strength impaired until the end of its next turn.
29
Dark Arts
against the target’s Intellect and, on a success, the target
believes what you say to be true.
When the spell ends, you can choose to lose 1 Health in
There can be no mistaking the evil inherent in the return for regaining the casting of this spell.
Dark Arts traditions; each spell serves to make the
world a bit worse than it was before by creating Hex
suffering, sickness, and sorrow. A tradition of last Target One creature in your zone or an adjacent one.
resort for people seeking unlimited power no Effect With your forefinger, you cause a fiery red pentagram to
appear in the air around the target, which causes it to
matter the consequences, studying the Dark Arts become cursed (luck ends).
stains the soul and ensures the population of the When the spell ends, you can choose to lose 1 Health in
Netherworld increases by one upon the caster’s return for regaining the casting of this spell.
death. Efforts to stamp out the Dark Arts should
make discovering the tradition a challenge, yet its Hobble
secrets have a way of surviving the bonfires and Target One creature in your zone or an adjacent one.
Effect Something snaps in the target’s body, causing it to
purging to infect more and more with its false become Agility impaired (luck ends). While the target has
promises and cruel effects. this affliction, it cannot run and, if the target uses an action
Doomed to the Netherworld One might have and moves on the same turn, it loses 1d6 Health.
the best intensions for studying the Dark Arts, but When the spell ends, you can choose to lose 1 Health in
return for regaining the casting of this spell.
explanations of how one was to triumph over evil
and save the innocence fall on deaf ears when the
soul sinks into the Netherworld. Fiends use the
Poppet
Requirement You have a few strands of hair, a drop of blood,
Dark Arts to tempt mortals to darkness and thus and a bit of nail, all from the same creature.
most of the tradition’s spells offer ways to enhance Casting You spend 1 hour in preparation and cast this spell
their effects at the expense of Health. A creature when you finish.
Effect You construct from the required materials and wax,
who dies while it has Health lost from using Dark cloth, or chestnuts a small doll (Defense 0, Health 5). The
Arts spell goes straight to the Netherworld. doll, or poppet, retains potency until you cast this spell
again. When you cast a spell that normally targets one
Starting Spells creature, you can choose to lose 1 Health and target the
poppet instead, transferring spell’s effect to the creature the
doll represents provided you are in the same environment.
Foul Fingers In addition, if you deal damage directly to the poppet, the
target becomes weakened (luck ends). If you destroy the
Casting You cast this spell as a minor action.
poppet, the target makes a Will roll with 1 boon and
Effect Your fingertips turn black for 1 minute. When you
becomes stunned (luck ends) on a failure. At the end of each
succeed on a roll to make an unarmed attack against a
round the target is stunned in this way, the target loses 1
creature of flesh and blood, the target makes a Strength roll
Health.
or become poisoned. When you make an unarmed attack
before this spell ends, you can lose 1 Health to make the roll
with 1 boon.
You can use an action to end the spell early to poison one
Novice Spells
drink or meal. The target is poisonous for 24 hours. Any
creature that consumes the drink or food makes a Strength All-Consuming Fires of Hell
roll and, on a failure, becomes poisoned (luck ends). A Casting You can cast this spell three times.
poisoned creature makes rolls to end this affliction with 1 Target One creature within three zones.
bane. Effect Screams fill the air as black fires gather in your hands
and they streak toward the target. Make an Intellect roll
Hateful Expulsion against the target’s Agility. On a success, the target takes 2d6
Target One creature of flesh and blood in your zone. damage and catches fire (luck ends). The target makes rolls
Effect The target’s body bloats and the target experiences to end this effect with 1 bane. If the result of your roll is 20
severe cramping that cause it to become weakened until the or higher, you regain the expended casting of this spell. On a
end of the round. When the spell ends, the target makes a failure, either the target takes 1d6 damage or you can
Will roll. You can choose to lose 1 Health to impose 1 bane choose to lose 2 Health in return for treating the failure as a
on the target’s roll if you are still in the target’s zone. On a success.
failure, the target spews corrosive fluid from its body on one
other creature in the target’s zone. That creature makes an Exquisite Agony
Agility roll with 1 boon and, on a failure, takes 1d6 damage. Casting You can cast this spell three times.
Target One creature within three zones.
Forked Tongue Effect Make an Intellect roll against the target’s Will. You can
Effect Your tongue forks in your mouth and remains bifurcated choose to lose 2 Health in return for making the roll with 1
for 1 hour. When you would pass off a lie as the truth in a boon. On a success, the target becomes cursed for 1 minute,
social situation, you make an Intellect roll with 1 boon or for 1 hour if the result of your roll was 20 or higher. While
cursed in this way, whenever the target falls prone, takes
damage, or loses Health, it becomes weakened (luck ends).
30
On a failure, you regain the expended casting of this spell 4: The target, or one of its allies in its zone, takes 2d6
after 1 minute. damage.
5: The target or one of its allies in the same zone becomes
dazed (luck ends).
Flesh Blight 6: The target, of its allies in its zone, takes 4d6 damage.
Target One creature of flesh and blood in your zone or an
adjacent one.
Effect Blisters appear all over the target’s body as the spell
tries to take hold. Make a Will roll against the target’s
Expert Spells
Strength. You can choose to lose 2 Health in return for
making the roll with 1 boon. On a success, the target Freedom Delusion
becomes cursed for 1 minute. While cursed in this way, the Casting You can cast this spell three times.
target is also weakened. Target One creature in your zone or in an adjacent zone. You
If the target takes damage from an attack from a creature can choose to lose 4 Health in return for targeting two or
in its zone and the creature’s weapon lacks the reach three creatures in the same zone.
property, a bubo on the target’s body bursts to spray the Effect The target becomes cursed (luck ends). When the target
attacking creature. This creature makes an Agility roll and, takes a turn and is still within range, the target can choose to
on a failure, becomes affected as if you had cast the spell on become controlled until the end of the round or take 2d6
it. damage.
If your Will roll results in a failure, you regain the
expended casting of this spell after 1 minute.
Hemorrhage
Casting You can cast this spell three times.
One True Love Target One creature of flesh and blood in your zone or an
Target One creature in your zone. adjacent one.
Effect The target’s eyes briefly turn black as you make an Effect The target takes 4d6 damage from the sudden rush of
Intellect roll against its Will. On a success, the target sees blood pouring out from its wounds. Then, make Intellect roll
you as its one true love for 1 hour. The target is your ally against the target’s Strength. On a success, the target loses
until you harm it, its friends and loved ones, or its property. 4d6 Health, or 6d6 Health if the result of your roll is 20 or
The spell also ends for the target if it learns it is affected by higher, and blood spraying from the target’s body obscures
this spell or witnesses you perform an act it would find its zone until the end of your next turn. Regardless of the
objectionable. On a failure, the target becomes your enemy if roll’s result, you can choose to lose 4 Health in return for
it is not already and henceforth the target makes rolls regaining the expended casting of this spell.
against you with 1 boon. Regardless of the result of your roll,
you can choose to lose 2 Health in return for regaining the
casting of this spell.
Idiocy
Target One creature in your zone or in an adjacent zone. You
can choose to lose 4 Health in return for targeting two or
Recall Soul three creatures in the same zone.
Casting You spend 1 hour in preparation and cast this spell Effect Make a Will roll against the target’s Intellect. On a
when you finish. success, the target becomes dazed and Intellect impaired
Target One dead creature in your zone. (luck ends both). If the result of your roll is 20 or higher, the
Effect The target’s soul returns to its body, and the body partly target also becomes stunned until the end of your next turn.
animates, behaving in a manner appropriate to one who At the end of each round the target is impaired in this way, it
knows it has died and desperately wants to live. Each reduces its Intellect score by 1. The reduction is permanent.
creature that can see the target, other than you, makes a Will
roll and, on a failure, becomes frightened of the target until
the spell ends or the creature overcomes the affliction with a
Part Bone from Flesh
successful Will roll. Target One human-sized creature in your zone that has a
When you cast the spell and once each round on your skeleton.
turn, you can ask the soul one question. The soul answers Effect The target’s bones move around inside its body as you
using the target’s mouth, by gesturing, or writing and uses make a Will roll against the target’s Strength. On a success,
the knowledge it had in life and speaks truthfully. When not the target takes 18d6 damage, or 22d6 damage if the result
answering queries, it blubbers, complains, and begs for help. of your roll is 20 or higher. If the damage incapacitates the
At the end of each round, roll a d6. On any number other target, the target dies and, at the end of the round, an
than 6, the spell ends unless you lose 2 Health. animated skeleton pulls itself free from the target’s corpse
and stands up. The animated skeleton becomes an undead
companion under your control until it’s destroyed. The
Vex creature uses the rules that follow.
Casting You can cast this spell three times.
Target One creature in your zone or in an adjacent zone. You Animated Skeleton
can choose to lose 4 Health in return for targeting two or Level 1 Defense 13 Health 11
three creatures all in the same zone. Strength 11 (+1) Agility 13 (+3) Intellect 8 (–2) Will 15 (+5)
Effect For 1 minute, the target is cursed. Each time the target Immune asleep, blinded, deafened, poisoned
succeeds on an attribute or luck roll, roll a d6 to see what Undead An animated skeleton is not alive. While it is not
happens to the target. injured, it takes half damage from weapons.
1: The target falls prone. Awareness The animated skeleton knows the location of each
2: The target takes 1d6 damage. creature and object within three zones.
3: The target becomes weakened until the end of its next Melee Attack—Claws (keen +1d6) Agility with 1 boon against
turn. Defense. On a success, the target takes 1d6 damage.
31
Vile Tentacles A target with a Health score greater than 60 is instead
cursed (luck ends). While cursed in this way, the target is
Target One zone you can see within three zones.
also weakened and immobilized.
Effect From a point in the zone emerge three purple and black
If you failed the roll, you can lose 8 Health to regain the
tentacles, sucker-covered and dripping slime. You can
casting.
increase the number of tentacles to six by losing 4 Health.
The tentacles remain for 1 minute or until they are
destroyed. Part Soul from Flesh
The tentacles act as creatures and count as companions Target One human-sized mortal creature in your zone.
under your control. They use the following rules: Effect You cast out your hand to push the target’s soul from its
body. A target with a Health score of 60 or less falls prone
Vile Tentacle and dies. You can affect a target with a Health score of 80 or
Level 1 Defense 13 Health 13 less if you lose 8 Health. If the target dies, a hateful ghost
Strength 13 (+3) Agility 13 (+3) appears in the air above the target’s body. The hateful ghost
Immune asleep, blinded, deafened is your spirit companion until it’s destroyed. The creature
Awareness The vile tentacle knows the location of each takes its turn when you do, and you decide what it does on
creature and object within its zone. its turn using the rules that follow.
Zone-Bound A tentacle cannot move or be moved out of its
zone. Hateful Ghost
Melee Attack—Tentacle Strength against Agility. On a success, Level 3 Defense 12 Health 30
the target takes 1d6 damage and it becomes grabbed. If the Strength 10 (+0) Agility 12 (+2) Intellect 10 (+0) Will 11 (+1)
target is already grabbed, it takes an extra 1d6 damage Fearsome The hateful ghost imposes 1 bane on rolls to attack
instead, and the target remains grabbed until the end of the it. A creature immune to the frightened affliction is immune
tentacle’s next turn. to this trait.
Immune asleep, blinded, deafened, immobilized, prone, free
Vivisection attacks
Damage Resistance A ghost takes half damage from weapons
Casting You can cast this spell three times.
that are neither magical nor supernatural.
Target One creature in your zone or an adjacent one.
Awareness The ghost knows the location of each creature and
Effect Faint red lines appear all over the target’s body. Make an
object within three zones.
Intellect roll against the target’s Strength. On a success, the
Airborne A ghost flies and hovers.
target takes 12d6 damage, or 14d6 damage if the result of
Spirit A ghost can move through or end its movement inside a
your roll is 20 or higher. If the damage incapacitates the
solid object. While it is inside a solid object, the ghost cannot
target, it dies and its body slides apart into hundreds of
be harmed until the object is destroyed. The ghost ignores
ultrathin slices. On a failure, you can choose to lose 4 Health
the effects of wind and other kinds of challenging terrain
in return for regaining the casting of this spell.
that can ordinarily affect flying creatures. The ghost makes
no noise unless it chooses to do so.
Master Spells Melee Attack—Touch Will with 1 boon against Strength. On a
success, the target takes 1d6 damage and makes an Agility
roll, falling prone and dropping whatever it holds on a
Control failure.
Target One creature in your zone or an adjacent one. Aggressive As a reaction when the ghost sees an enemy, the
Effect A target with Health 60 or less (80 or less if you lose 8 ghost can move one zone toward that enemy.
Health) becomes cursed until you or the target dies. A target Once the ghost uses this talent, it loses access to it until
with a higher Health score becomes cursed (luck ends). the combat ends.
When a target cursed by this effect takes a turn and you can
see it, you can use a reaction to exert your will over the Pillars of Salt
target if it is in your zone or an adjacent one. The target
Target Any number of creatures all in the same zone you can
makes a Will roll and takes 8d6 on a failure, or becomes
see within three zones.
controlled until the end of the next round.
Effect Salt crystals form on each target’s body. A target with a
Health score of 40 or less freezes in place, turns into salt and
Liquefy then dies. If you lose 8 Health, targets with Health of 60 or
Target One creature within three zones. less are affected in this way instead. A target with a Health
Effect The target loses 8d6 Health, or 12d6 Health if you lose 8 score greater than this threshold instead takes 10d6
Health. If the loss drops the target to Health 25 or less, the damage.
target drops to 0 Health. A target reduced to 0 Health melts
into reeking puddle that dries a few days later. Release Demon
Casting This spell takes effect at the end of the round in which
Oubliette you cast it. If you lose 8 Health, when the demon appears,
Target One creature in your zone or an adjacent one. you can make a Will roll against its Will and, on a success,
Effect You make the target a prisoner of its own body. Make a the demon is controlled for 1 minute, after which time the
Will roll against the target’s Intellect. On a success, if the demon returns to the Void.
target has 60 Health or less, it becomes cursed (luck ends). Target Your zone or an adjacent one.
While cursed in this way, the target is stunned, cannot make Effect A type I demon appears in an empty space on the
use any of its senses, and takes half damage from all sources. ground inside the target zone. The demon is an enemy under
When the spell ends, the target makes a Will roll and the Sage’s control and it uses the rules the Sage has. When it
becomes frightened of you on a failure. The frightened is incapacitated, the demon disappears.
affliction persists until you become incapacitated.
32
At the end of each round after the first, make a luck roll.
The dark hole closes on a success, and you roll a d6 on a
failure. If you roll a 6 on the d6, another type I demon
appears in an empty space within a few feet of the hole.
33
Divination
though the spell fails to reveal the direction in which such
threats lay.
Pronounce Doom
Reading Target One creature in your zone.
Requirement You have dice, cards, tea leaves, sticks, or some Effect You reveal some future calamity or mishap to befall the
other implement of divination. target. If the target can hear and understand you, it makes a
Casting You spend 1 minute in preparation and cast this spell Will roll with 1 bane. On a failure, the target becomes
when you finish. frightened of you for 1 minute or until it overcomes the
Target One creature present for the entire period of affliction with a successful Will roll. In addition to the effects
preparation. of being frightened, whenever the target makes an attribute
Effect You use your implement of divination to make roll, it subtracts 5 from the result of any attribute roll and
predictions about the target’s future. Make an Intellect roll. luck rolls it makes.
You offer three predictions on a success, or just one on a
failure. The predictions retain potency until expended or you
cast this spell again. The target can expend a prediction to Revelations
either make an attribute roll or a luck roll with 1 boon, Requirement You have dice, cards, tea leaves, sticks, or some
impose 1 bane on an attribute roll against it or reroll all other implement of divination.
boons or banes that apply to one roll the target makes. Casting You spend 1 minute in preparation and cast this spell
when you finish.
Effect Roll a d20 three times and note the number rolled on
Reveal Peril each die. At any time before you cast this spell again, you can
Casting You spend 1 minute in preparation and cast this spell expend one result to replace the number rolled on a d20
when you finish. with the result you expended. The spell ends when you
Effect If there are enemies, including traps, plant growths, and expend the last result or when you cast the spell again.
harmful features, within three zones of you, you know it,
34
Weal or Woe Remote View
Requirement You have a deck of cards, set of dice, notched Casting You can cast this spell three times.
sticks, or some other implement of divination. You spend 1 Target One zone within twelve zones.
minute in preparation and cast this spell when you finish. Effect You see from a point inside the target zone as if you were
Effect Describe a possible course of activity, such as “I open the there instead of where you happen to be. The spell lasts 1
door on the west wall, I pick the lock on the chest, I talk to hour or until you use a minor action to end it early.
that man over there.” Then, make an Intellect roll. On a
success, the Sage tells you truthfully if the activity is likely to
have a good or bad outcome for you. If the Sage decides the
Sure Strike
Casting You cast this spell as a minor action.
chance for a good or bad outcome is more or less even, you
Effect The next time you roll to attack before the end of your
receive an answer of uncertain. If you fail the roll, the Sage is
next turn, you add 20 to the result.
free to answer truthfully, lie, or just give you an answer of
uncertainty. Regardless of the outcome of your roll, you
make attribute rolls with 1 boon for 1 hour after you cast
this spell.
Master Spells
Avoid Certain Death
Expert Spells Effect The first time you become incapacitated or die in the
next 24 hours, you ignore the damage or the effect that
Battle Prescience would have rendered you incapacitated or kill you.
Effect For 24 hours while you are in combat, you make
attribute rolls with 1 boon and you impose 1 bane on Consult Power
attribute rolls against you. Requirement You have dice, cards, tea leaves, sticks, or some
other implement of divination.
Dreadful Ending Casting You spend 1 hour in preparation and cast this spell
when you finish.
Target One, two, or three creatures in your zone that can hear
Effect You cast your senses out to the cosmos in the hopes of
you and understand what you say.
gaining the information you seek. You learn of the following:
Effect You reveal to each creature how they will die and this
• The identity of the individual most responsible for an
revelation has the ring of truth to it. Each target becomes
event you describe that occurred in the last month.
frightened of you for 24 hours or until it overcomes the
• The location of one object you have seen, touched, or read
affliction with a successful Will roll with 1 bane. While
about provided the object is real.
frightened of you, whenever the target fails an attribute roll
• The identity and location of your nemesis or a nemesis of
or luck roll while it is frightened, it grants 1 boon on rolls to
one of your allies.
attack it until the start of its next turn. And, when the target
• Secret information related to an area of knowledge.
takes damage, it takes an extra 1d6 damage.
• A crucial clue or piece of information related to your
quest of the Sage’s choice.
Omnipotent Eye
Effect Your eyes cloud until they turn completely white. For 1
hour, you have the following benefits:
Not Your Time to Die
Casting You can use a reaction to cast this spell when an ally in
• You ignore obscurement’s effects on your vision.
your zone becomes incapacitated, but before the ally falls
• You ignore any effect that would conceal, disguise, or
prone.
render invisible any creature or object in your line of
Target The ally that enabled the casting of this spell.
sight.
Effect The target heals all damage and makes attribute rolls
• You see auras around creatures and objects affected by
with 1 boon for 1 minute.
magic.
• You recognize illusions you see as illusions and can ignore
them. Precognition
• See transformed creatures in their true forms. Effect You open your mind to anticipate future happenings. You
• See through 1 yard of wood, 1 foot of stone, and 1 inch of gain the following benefits for 24 hours.
metal as if the intervening object were not there. • Creatures in your zone cannot hide from you.
• Whenever you roll a 0 or less on an attribute or luck roll, • You impose 1 bane on all rolls against you.
you see something awful in your periphery and you are • You make attribute rolls and luck rolls with 1 boon.
frightened of your zone until you overcome the affliction • You increase your Defense by your Intellect modifier.
with a successful Will roll. • You take half damage from all sources.
• You grant each ally in your zone that can hear you and
Query understand what you say 1 boon on their attribute rolls
and luck rolls.
Requirement You have dice, cards, tea leaves, sticks, or some
other implement of divination.
Casting You spend 1 hour in preparation and cast this spell Prognostication
when you finish. Requirement You have dice, cards, tea leaves, sticks, or some
Effect Ask the Sage one question. The Sage answers truthfully other implement of divination.
in one of the following ways: yes, no, true, false, unknown, or Casting You spend 1 minute in preparation and cast this spell
unclear. The Sage might give a more expansive answer to the when you finish.
question, perhaps offering the answer in the form of a riddle, Effect For 12 hours, you know of an event to occur. At any time
but the essence of the answer is true. before the spell ends, you can decide you foresaw the
moment and add 5 to the results of all your attribute rolls
35
and luck rolls for 1 minute. Until this effect ends, you
subtract 5 from the result of any roll against you. If you fail a
roll during this time, the spell ends early and you become
dazed (luck ends).
Scry
Requirement You have a crystal ball, a decanter of still water,
or a mirror.
Casting You spend 1 minute in preparation and cast this spell
when you finish.
Effect Choose one zone you know exists somewhere in the
world, and make an Intellect roll. If you use a crystal ball,
you succeed automatically. If you use a mirror, you make the
roll with 1 boon. On a success, an image of the zone appears
on the surface and remains for as long as you use an action
each round to hold it there, up to 1 hour. The image shows a
bird’s eye view of the zone and you can swivel the image to
see into the zone from any angle. Also, sounds of normal
conversation reach you as whispers and sounds of shouts
and other loud noises sound as if they were pitched at the
level of normal conversation. You cannot make out whispers
from the zone, however.
On a failed Intellect roll, you are Intellect impaired until
after a full night’s rest.
36
Eldritch
reappears in the zone it vacated and becomes Intellect
impaired (luck ends).
When the spell ends, discard any remaining results of
With magic, anything is possible, but with such your rolls, but, if you discard three results, you disappear
breadth comes peril. Too often, the nihilist, the into null space, as described above.
power-hungry, or the downright evil use magic to
further their atrocious interest, whether those Secret Face
interests involving growing their might without Casting You use a reaction cast this spell when a creature
attacks you. You can cast this spell three times.
regard for the consequences or using magic to Target The creature that enabled the casting of this spell.
reduce everything to ruin. Traditions such as Effect Make a Will roll with 1 boon and take 1 damage on a
Necromancy, the Dark Arts, and others represent failure. Then, the target makes a Will roll and becomes
the possible ways magic might pervert the natural frightened of you until the end of its turn on a failure.
order, but these spells, as awful as they are, cannot
compare with the horror unleashed by the Unlight
Casting You cast this spell as a minor action. You can cast this
Eldritch tradition. spell three times.
Eldritch magic explores the forbidden. It taps Target One object you wield or carry.
into cosmic force best left undisturbed, by calling Effect Make a Will roll and take 1 damage on a failure. Then, for
forth monstrosities from other realities or 1 hour, the target sheds bright light. Whenever a creature in
the light rolls a 13 on the die for an attribute roll or luck roll,
contorting reality in such ways that it can never be the creature sees something horrifying at the edges of its
righted. Studying the tradition offers considerable vision and makes a Will roll. On a failure, the creature
advantages and its spells can produce spectacular becomes frightened until it overcomes the affliction with a
outcomes, but the cost of using such magic weighs successful Will roll.
heavily upon the mind until it finally buckles and
breaks into a million different pieces. Unspeakable Revelation
Effect Make a Will roll and take 1 damage on a failure. For 1
minute, you are dazed. While dazed in this way, whenever
Starting Spells you cast a spell, make a luck roll. On a success, you
immediately regain the casting and cast the spell again, at
which point you expend the casting. When this spell ends,
Defy Geometry you become stunned (luck ends).
Casting You cast this spell as a minor action. You can cast this
spell three times.
Effect You make a Will roll and take 1 damage on a failure. Novice Spells
Then, you perceive distortions in reality that bring far things
close to you. For 1 minute, you treat everything within three
zones of you as being in your zone, and everything more Betrayal of Flesh
than three zones from you by within six zones of you as Target One creature within three zones.
being within an adjacent zone. When the spell ends, make a Effect Make a Will roll and take 1d6 damage on a failure. For 1
Will roll. On a failure, you become Intellect impaired (luck minute, the target makes a Will roll with 1 bane at the start
ends). of its turn. On a failure, its arm (or a similar) limb deals 2d6
damage to it and the target becomes weakened until the
start of its next turn.
Flutter of Wings
Target Your zone.
Effect You make a Will roll and take 1 damage on a failure. Creeping Mist
Then, large, gray moths fill the air to obscure the target zone Target Your zone.
for 1 minute. Whenever a creature in the zone fails an Effect You make a Will roll and take 1d6 damage on a failure.
Intellect or Will roll, the creature becomes dazed (luck For 1 minute, gray mist streaked with green tendrils rises
ends). While dazed, the creature cannot willingly leave the from the ground and obscures the target zone. The mist
target zone. ignores wind.
At the end of each round, the mist spreads into each
adjacent zone and one creature of your choice in every zone
Null Result containing the mist makes a Strength roll. On a failure, the
Target Your zone. creature takes 1d6 damage, falls prone, and is dragged to a
Effect Make a Will roll and take 1 damage on a failure. Then, different zone obscured by this effect. If even one zone
reality buckles and heaves around you for 1 minute. Roll contains no creatures, you make a Strength roll and take 1d6
5d20 and note the number rolled on each die. Whenever a damage, fall prone, and are dragged to a zone obscured by
creature in your zone makes an attribute roll or luck roll and the mist of the Sage’s choice on a failure.
the number on the die matches one of the numbers you
rolled, discard the number and the triggering creature
vanishes into a null space (luck ends). Hijack Corpse
A creature in a null space exists between realities and Target One dead, human-sized creature in your zone that is
cannot do anything on its turn except make the luck roll to undead.
end the effect. When the creature succeeds on a luck roll, it Effect You make a Will roll and take 1d6 damage on a failure.
Your body is prone and unconscious and you possess the
37
target until it is destroyed or you use an action to end this
effect. Expert Spells
The target is an animated object with Health 20. The
target uses your Intellect score for its Defense and Agility,
and your Will score for its Strength. The target does not
Gnashing of Teeth
Target Your zone.
breathe and thus is incapable of speech. You control the
body as if it were your own. Effect Make a Will roll and take 2d6 damage on a failure. Then,
for 1 minute, mouths bite creatures in the target zone. When
you cast this spell and, again, on each of your turns, each
Rats in the Walls creature in the target zone makes an Agility roll. On a failure,
Target One zone you can see within three zones. the creature takes 1d6 damage and becomes immobilized
Effect Make a Will roll and take 1d6 damage on a failure. For 1 until the spell ends or until it overcomes the affliction with a
minute, rats cover all surfaces in the target zone with successful Strength roll. If the creature is already prone or
challenging terrain. At the end of each round, each creature immobilized, it takes an extra 2d6 damage for each one of
in the zone makes a Will roll. On a failure, the creature is these afflictions that it has.
frightened of the rats until it overcomes the affliction with a
successful Will roll. While frightened of the rats, it cannot
move out of its zone. Then, on each of your turns, the rats
Hostile Color
either move into an adjacent zone of your choice or force Target One zone you can see within three zones.
Effect Make a Will roll and take 2d6 damage on a failure. Then,
each enemy in their zone to make an Agility roll and take
for 1 minute, an undulating smear of color hangs in the air at
1d6 damage on a failure.
the center of the target zone. When the color appears, each
creature that can see it makes a Will roll and, on a failure,
Summon Maggot of Sharzak-Ka becomes frightened of the color until it overcomes the
Casting This spell takes effect at the end of the round in which affliction with a successful Will roll.
you cast it. At the end of each round, each creature in the target zone
Target Your zone. makes an Agility roll with 1 bane. On a failure, the creature
Effect You make a Will roll and take 1d6 damage on a failure. becomes dazed (luck ends). While dazed, it is also Strength
Then, from the fabled city of Sharzak-Ka, visible only in the impaired and Agility impaired, and it treats all creatures it
unlight of the new moon, comes forth a giant maggot to perceives as enemies. At the end of each round when a target
appear on the ground in the target zone. The maggot is dazed in this way, it takes 1d6 damage.
becomes a companion under your control for 24 hours, until
it is incapacitated, or you acquire a new companion from a
magical or supernatural source. The maggot uses the
Purple Mold
Target One zone you can see within three zones.
following rules:
Effect Make a Will roll and take 2d6 damage on a failure. Until
Giant Maggot burned away, purple mold covers all exposed surfaces in the
Level 1 Defense 8 Health 11 target zone. The mold causes all living and breathing
Strength 11 (+1) Agility 8 (–2) Intellect 5 (–5) Will 10 (+0) creatures in the zone to be Intellect impaired and Will
Injured Wailing If the maggot is injured at the end of the impaired for as long as they remain there. When a creature
round, each frightened enemy in its zone takes 1d6 damage. leaves the zone, it becomes Intellect impaired and Will
Hideous Transformation At the end of each round in combat, impaired (luck ends). In addition, any creature in the zone
roll a d6. On a 6, the maggot transforms into a human- that is harmed while in the zone treats you as an ally for 24
headed giant fly that can fly while it is not injured. Any hours or until you harm it. If the creature is level 1 or lower,
creature other than you that can see the transformation it becomes controlled for as long as it is your ally.
makes a Will roll and, on a failure, become frightened of the
giant fly until the creature overcomes the affliction with a Sentient Growth
successful Will roll. Target One creature within three zones.
Melee Attack—Teeth Strength with 1 boon against Defense. Effect Make a Will roll and take 2d6 damage on a failure. For 1
On a success, the target takes 2d6 damage. minute, the target has a large growth somewhere on its
body. The target is dazed. At the end of each round, the
Wild Beast of the Dark Woods target makes a Will roll and, on a failure, is controlled until
Target One creature within three zones. the end of the next round.
Effect Make a Will roll and take 1d6 damage on a failure. Then, When the spell ends, the growth bursts and drains,
a target with Health 20 or less transforms into a wild beast causing the target to lose 3d6 Health.
of the dark woods. It appears bestial and strange, but it If the target dies before the spell ends, at the end of the
retains its traits. Any creature, or than you, that sees this round, the growth tears free and becomes a companion
transformation makes a Will roll and is frightened of the under your control until it’s incapacitated. It uses the
target until the creature overcomes the affliction with a following rules:
successful Will roll. The target counts all creatures as its
enemies and attacks on each of its turn. After 24 hours, the
Liberated Growth
Level 2 Defense 12 Health 21
target can make a Will roll. On a success, the spell ends. On a
Strength 11 (+1) Agility 12 (+2) Intellect 9 (–1) Will 11 (+1)
failure, the spell is permanent.
Spurt Once per round, when the growth takes damage, each
A target with a Health score greater than 20 takes 2d6
creature in its zone makes a luck roll. The creature with the
damage and makes a Will roll and, on a failure, the target is
lowest failed roll becomes blinded until the end of its next
frightened of you until it overcomes the affliction with a
turn.
successful Will roll.
Melee Attack—Tendrils Agility with 1 boon against Defense.
On a success, the target takes 2d6 damage. If the result of the
38
Agility roll is 20 or higher, the target loses 1d6 Health and Effect You become stunned (luck ends) and weakened until
the growth heals damage equal to the amount of Health lost. after a full night’s rest. Also, make a Will roll with 3 banes.
You take 10d6 damage on a failure, or half the damage on a
LOST CITIES OF SHARZAK-KA AND NAKTHRAKKA success.
The Eldritch tradition formed in ancient, now lost city- The ground fractures as the dead dreamer pushes itself
states that peaked thousands of years ago somewhere free, sending chunks of earth and stone rolling from its back,
which spreads challenging terrain across the ground in its
in the mysterious west, beyond the Devastation. Not
zone. When it straightens, the dead dreamer reveals itself in
much is known of these places, but manuscripts written all its nightmarish glory. The dead dreamer is as an enemy to
in script that conforms to the reader’s linguistic ability all creatures, is under the Sage’s control, and remains until
have made their way to the continent and driven to incapacitated, at which point it disappears. The dead
madness the few to have found them. Scholars of dreamer uses the following rules.
antiquity believe the peoples of both cities met their
Dead Dreamer
ends through worship of Ancient Ones. Level 8 Defense 12 Health 106
Strength 18 (+8) Agility 12 (+2) Intellect 7 (–3) Will 18 (+8)
Shadows of Nakthrakka Horrifying An enemy makes a Will roll with 2 banes when it
Target Your zone. sees the dead dreamer. On a failure, the enemy becomes
Effect Make a Will roll and take 2d6 damage on a failure. Then, stunned (luck ends) and frightened of the dead dreamer
for 1 hour, darkness from the accursed city of Nakthrakka until either the dead dreamer becomes incapacitated or the
fills the target zone. The darkness prevents creatures in the enemy overcomes the affliction with a successful Will roll.
zone from leaving it by natural means creatures attempting The frightened affliction forces the enemy to run away from
to stop at the edge of the zone and can go no further. the dead dreamer. If the enemy cannot run away from it, the
Each creature other than you in the zone makes a Will roll enemy becomes dazed and weakened until the start of its
and, on a failure, is frightened of the darkness until it next turn. An enemy that succeeds on the roll or that ends
overcomes the affliction with a successful Will roll with 1 the affliction becomes immune to the dead dreamer’s
bane. Horrifying trait until the combat ends.
At the end of each round, each creature in the zone, other Immune controlled, dazed, frightened, stunned.
than you, makes a Will roll and takes 2d6 damage on a Cry of the Dead Dreamer At the end of the round, each enemy
failure. If frightened, the creature takes an extra 2d6 within three zones makes a Will roll. On a failure, the dead
damage. Any creature incapacitated by the damage dreamer pulls enemy one zone closer to itself and the
disappears along with whatever it was wearing or carrying, creature becomes immobilized until the end of the next
never to be seen again. round.
Melee Attack—Fist (brutal, concussing, wounding) Strength
with 3 boons against Defense. On a success, the target takes
Summon Hoary Winged Thing 10d6 damage, and falls prone. If the result of the Strength
Casting This spell takes effect at the end of the round in which roll is 20 or higher, the target also moves three zones away
you cast it. from the dead dreamer, falls prone, and becomes stunned
Target Your zone. until the end of the next round.
Effect Make a Will roll and take 2d6 damage on a failure. Then,
a hoary winged thing, an enormous knot of flapping gray THE DEAD DREAMER
feathers, appears on the ground inside the target zone and A dead dreamer is the dead offspring of the Ancient
becomes a companion under your control for 24 hours, until
Ones, a sort of proto-deity charged with divine power
it is incapacitated, or you acquire another companion from a
magical or supernatural source. When the spell ends, the and yet impotent when it comes to drawing on its deific
hoary winged thing vanishes and gray feathers obscure its heritage to affect change in its environment or even
zone until the end of the next round. The hoary winged uses deciding its own fate. The dreamers were imprisoned in
the following rules: the depths of the earth by the daeva and only the most
powerful magic can draw them forth.
Hoary Winged Thing
Level 4 Defense 10 Health 60
Strength 15 (+5) Agility 10 (+0) Intellect 5 (–5) Will 15 (+5) Behold the Impossible
Immune blinded, deafened Target Any number of creatures within three zones of you.
Awareness The hoary winged thing knows the location of each Effect Make a Will roll with 2 banes and take 1d6 damage on a
creature and object within three zones. failure. Then, each target makes a luck roll and averts its
Mount A hoary winged thing can carry an ally as a rider. eyes on a success, or sees some alien vista, and becomes
Flight The hoary winged thing can fly while not injured. blinded until the end of your next turn. A target blinded in
Melee Attack—Wings Strength against Defense. On a success, this way is also dazed (luck ends) when the blindness wears
the target takes 4d6 damage. off and is weakened and grants you 1 boon on rolls you
make against it until it removes the dazed affliction. Finally,
Master Spells for 1 hour, whenever the target fails an attribute roll, it
suffers from this effect again, as alien vista swims across its
vision once more.
Awaken the Dead Dreamer
Casting This spell takes effect at the end of the round in which Beware the Black Door
you cast it. Target One creature in your zone.
Target Your zone. Effect Make a Will roll with 3 banes and take 4d6 damage on a
failure. Then, a stone doorframe appears in the space behind
39
the target and remains there for 24 hours, at which time it A slick of undigested dreams appears in the air in the
vanishes. Darkness prevails inside the frame. When the target zone and becomes controlled until it is incapacitated
frame appears, pale hands snatch the target and drag into or is in a zone containing no other creatures at the end of a
the darkness. round, at which point it disappears. It uses the following
Until the spell ends, a creature that moves through the rules.
frame vanishes into the darkness. Anyone inside the
darkness is trapped between worlds until it can find its way Slick of Undigested Dreams
free and emerges from the door into the nearest empty Level 5 Defense 10 Health 54
space. Any creature still inside the darkness when the spell Strength 14 (+4) Agility 10 (+0)
ends must wait until another door opens from a casting of Immune blinded, deafened, immobilized, prone, free attacks
this spell, and can then resume trying to find its way free. Maddening The slick projects mind-altering delusions. Each
While the door is open, a creature trapped in the darkness enemy in its zone is Will impaired for as long as it remains
contends with horrors it finds there. The darkness prevents there.
a creature from gaining nourishment from food or drink and Awareness The slick knows the location of each creature and
makes sleeping impossible. The nature of these horrors are object within three zones.
left to the imagination but can be quickly resolved with rolls. Airborne The slick can fly and hover.
The trapped creature makes a Strength roll, Agility roll, Malleable A slick can squeeze through openings at least 1 inch
Intellect roll, Will roll, and a luck roll, one of its choice on wide.
each of its turns. Once the creature succeeds on the roll, it Lost in Nightmares Any enemy that moves out of the slick’s
need not make that roll again. If a creature fails a roll, 1d6 zone makes a Will roll. On a failure, the enemy stops moving
hours pass before it can make the next roll. at the edge of the zone and its move ends.
Melee Attack—Caress Strength with 1 boon against Strength.
On a success, the target takes 8d6 damage, and makes a Will
Drone of the Insatiable Host roll. On a failure, the slick steals its dreams, causing the
Target Your zone. target to become cursed (luck ends). While cursed, the
Effect Make a Will roll with 3 banes and take 6d6 damage on a target is also weakened. If the target is cursed in this way
failure. Each creature in the target zone becomes Will already, the target loses 2d6 Health.
impaired for as long as it is in the zone. At the end of the
round, the drone grows louder and produces increasingly
more severe effects as shown below. You can use an action to
roll Intellect if you are in an affected zone and, on a success,
the spell ends. Otherwise, the effect worsens by one degree.
The effects are cumulative.
Round 1 The drone spreads into adjacent zones and each
creature in an affected zone becomes Intellect impaired
also.
Round 2 Each creature in an affected zone becomes
Strength and Agility impaired also.
Round 3 The effect spreads to each adjacent zone and each
creature in an affected zone becomes weakened also.
Round 4 Each creature in an affected zone treats all
creatures as enemies and uses an action to attack the
nearest creature to it. If there is no creature to attack in
its zone, the creature becomes stunned and loses 3d6
Health. If reduced to 0 Health, black, oily fluids spill from
all openings on its head for 1d6 minutes.
Pale Rider
Target One creature within three zones.
Effect Make a Will roll with 3 banes and take 3d6 damage on a
failure. Then, for 1 minute, a pale rider, a strange man-like
thing, clings to the target’s back and cannot be removed in
any way. The target is frightened of the pale rider, the target
cannot use reactions, and it gives up a move or an action on
each of its turns. In addition, the first time in each round
when the target fails an attribute roll or a luck roll, it takes
2d6 damage, and the pale rider cackles, forcing each enemy
in its zone to make a Will roll and, on a failure, become
frightened of the pale rider until it overcomes the affliction
with a successful Will roll.
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Enchantment
target to use a reaction to attack a randomly determined
creature in its zone. If the target has already used a reaction,
it instead becomes dazed until the end of its next turn. On a
Enchantment magic manipulates emotions. Its failure, you regain the casting of this spell after 1 minute.
spells can make friends of enemies and turn other
foes into shrieking cowards, fleeing for their lives.
The tradition’s spells key to specific emotions,
Novice Spells
such as fear, joy, anger, and surprise, and uses
Calm Emotions
those emotions to lead opponents to their own Casting You can cast this spell three times.
ruin. Enchantment might lack the flash and bang Target One creature in your zone or an adjacent one.
of other traditions, but its spells are no less Effect Make an Intellect roll against the target’s Will. On a
effective. success, the target becomes dazed for 1 minute or until it
overcomes the affliction with a successful Will roll. If the
target takes damage or loses Health, the effect ends. While
Starting Spells dazed in this way, the target is indifferent to all creatures, is
immune to the controlled, frightened, Intellect impaired, and
Will impaired afflictions, and makes rolls to attack with 1
Baffling Surprise bane. On a failure, you regain the casting of this spell after 1
Target One creature in your zone or an adjacent one. minute.
Effect The target experiences brief, but intense, bafflement.
Make an Intellect roll against the target’s Will. On a success,
the target becomes dazed until the end of its next turn. On a
Confession
Target One creature in your zone.
failure, you regain the casting of this spell after 1 minute.
Effect Feelings of guilt drown out the target’s emotions until it
has no choice but to confess any and all of its crimes. Make
Crushing Rue an Intellect roll against the target’s Will. On a success, the
Casting You use a reaction to cast this spell when a creature in target becomes dazed for 1 minute or until it overcomes the
your zone or an adjacent one ends its turn. affliction with a successful Will roll. During this time, the
Target The creature that enabled the casting of this spell. target cannot willingly or knowingly lie to you. On a failure,
Effect The creature experiences intense shame for its previous the target becomes immune to this spell for 1 hour, but you
effort. Make an Intellect roll against the target’s Will. On a regain the casting of this spell after 1 minute.
success, the target becomes weakened until the end of its
next turn. On a failure, you regain the casting of this spell
after 1 minute.
Dreadful Presence
Target One, two, or three creatures in your zone.
Effect Each target feels dread in your presence (luck ends). An
Grave Offense affected target that ends its turn in your zone takes 1d6
Target One creature in your zone or an adjacent one. damage.
Effect The target experiences strong contempt for one creature
you choose in the target’s zone. Make an Intellect roll against
the target’s Will. On a success, the target makes rolls to
Friendship
Target One creature in your zone or an adjacent one.
attack the creature for which it has contempt with 1 boon
Effect You awaken feelings of goodwill toward you in the
and makes rolls to attack different targets with 1 bane. This
target. Make an Intellect roll against the target’s Will. On a
effect lasts until the end of your next turn. On a failure, you
success, the target becomes friendly to you for 1 hour. If the
regain the casting of this spell after 1 minute.
target is your enemy, it remains your enemy. The spell ends
early if you harm the target, its loved ones, or its property. If
Interest Piqued you fail the Will roll, you regain the casting of this spell 1
Target One creature in your zone or an adjacent one. minute later.
Effect A creature or object you and the target can both see
within draws the target’s attention. Make an Intellect roll
against the target’s Will. On a success, the target move
Rage
Target One creature in your zone or an adjacent one.
scloser to the creature or object that holds its attention on
Effect White-hot anger overtakes the target’s self-control until
its next turn and if it cannot move, it instead takes 1d6
it rages. Make an Intellect roll against the target’s Will. On a
damage. On a failure, you regain the casting of this spell after
success, the target counts all creatures as enemies, makes
1 minute.
rolls to attack with 1 boon, and its attacks deal 1d6 extra
damage. The target uses an action to attack on each of its
Overflowing Joy turns. When it takes a turn, it makes a luck roll. On a success,
Target One creature in your zone or an adjacent one. it chooses the target of its attack. On a failure, you do. The
Effect The target experiences a surge of joy and becomes dazed spell lasts 1 minute or until you use an action to end it early,
(luck ends). While dazed, the makes attribute rolls with 1 provided you are in the target’s zone. If you fail the Intellect
boon. roll, you regain the casting of this spell after 1 minute.
41
Effect You startle the target, causing it to drop whatever it is
holding in its hands. If the target is not holding anything in
Repulsion
Target One, two, three, four, or five creatures all in one zone
its hands, it instead falls prone.
within three zones.
Effect Choose one creature or object you can see. Then, for
Expert Spells each target, make an Intellect roll against its Will. On a
success, the target becomes Intellect impaired (luck ends).
Until the affliction wears off, the target is weakened while it
Charm can see the creature or object you chose. In addition, at the
Casting You can cast this spell three times. end of the round, a target that is in the chosen creature or
Target One creature in your zone. object’s zone makes a Will roll and, on a failure, takes 2d6
Effect You make the target interested in you. Make an Intellect damage.
roll against the target’s Will. If the target is level 1 or lower,
you succeed automatically. On a success, the target becomes
Will impaired for 1 hour or until you harm it, its loved ones, Master Spells
or its property. Until the affliction wears off, the target
considers you an ally and is friendly to you. If you fail the
Intellect roll, you regain the casting of this spell after 1
Adoration
Target One creature in your zone or an adjacent one.
minute.
Effect Feelings of affection toward you overtake all common
sense in the target. Make an Intellect roll against the target’s
Courage Will. On a success, the target becomes dazed for 24 hours or
Casting You cast this spell as a minor action. until you or one of your allies harms it. While dazed, the
Target One, two, or three creatures all in one zone within three creature is friendly to you and your allies, aids you in any
zones. way that it can short of harming itself, its loved ones, or its
Effect The target ends the frightened affliction on itself if it has property.
it and becomes immune to the affliction for 1 hour. In At any time before the spell ends, you can use a minor
addition, the target increases its Health by 16, but grants 1 action to cause a dazed target that can see and hear you to
boon on rolls against its Defense. become controlled (luck ends). When this affliction wears
off, the spell ends for the target.
If you failed the Intellect roll, you regain the casting of this
Demand spell after 1 hour.
Target One creature in your zone or an adjacent one.
Effect Make an Intellect roll against the target’s Will. On a
success, the target becomes dazed until the end of the round, Awaken the Hero
during which time you can describe to it one activity that the Casting You cast this spell as a minor action.
target should perform and that it can complete in 1 minute Target One creature in your zone or an adjacent one.
or less. Examples include, opening a door, moving Effect The target feels invincible for 1 hour, and gains all of the
something, handing over documents, attacking a creature, following benefits:
preventing anyone from entering a particular zone, or • The target makes attribute rolls with 1 boon and imposes
leaving it. The target then spends each turn attempting to 1 bane on rolls against its attributes.
complete the activity you assigned to it. • The target’s attacks deal an extra 1d6 damage.
If you fail the Intellect roll, you regain the casting of this • The target imposes 1 bane on rolls against its Defense.
spell after 1 minute, but the target becomes immune to your • The target has its Health increased by 30.
casting of this spell for 24 hours. • The target becomes immune to the dazed, frightened, and
stunned afflictions.
Fear
Casting You can cast this spell three times. Captivation
Target One, two, or three creatures all in your zone or in an Target Any number of creatures you choose in your zone or an
adjacent one. adjacent one.
Effect Feelings of unease magnify until they become fear. For Effect A level 2 or lower-level target becomes stunned. A
each target, make an Intellect roll against its Will. If you higher-level target makes an Intellect roll and becomes
target just one creature, you make the roll with 1 boon. On a dazed on a failure. A target with the affliction can see and
success, the target becomes frightened of you (luck ends) or hear only you. The affliction persists for as long as the
until it overcomes the affliction with a successful Will roll. targets can see you. If a target is harmed, the spell ends for
that target early.
Rampage
Target One creature within three zones. Confound
Effect Anger swells up and drowns out the target’s self-control. Target One, two, three, four, or five creatures all in one zone
Make an Intellect roll against the target’s Will. On a success, within three zones.
the target moves up to three zones in a direction you choose. Effect The target can’t form clear thoughts and becomes dazed
When the target enters a zone, each other creature in the (luck ends). When the target takes a turn, roll a d6 to see
zone makes a luck roll and, on a failure, takes 6d6 damage. what it does.
Each time the target exits a zone, it takes 2d6 damage. If you 1: The target howls, cries, screeches, or mutters; it does
failed your Intellect roll, you regain the casting of this spell nothing on its turn.
after 1 minute. 2: The target runs into an adjacent zone and then does
nothing.
3: The target attacks the creature nearest to it.
4: The target acts normally.
42
5: The target falls prone, but can then act normally.
6: The target becomes stunned until the end of its next turn.
Killing Spree
Target One, two, three, four, or five creatures all in your zone
or an adjacent one.
Effect The target’s emotions boil into hatred. The target
becomes dazed (luck ends). While dazed in this way, the
target is also Intellect impaired and Will impaired, grants 1
boon on rolls against it, and its attacks deal an extra 3d6
damage. The target regards all creatures as enemies and
uses an action to attack a randomly determined target in its
zone on each of its turns. If there are no enemies in its zone,
it instead runs toward the largest number of creatures it can
see.
Scare to Death
Target One, two, three, four, or five creatures all in one zone
within three zones.
Effect The targets experience intense fear. For each target,
make an Intellect roll against its Will. If you target just one
creature, you make the roll with 1 boon. On a success, the
target takes 7d6 damage and becomes frightened of you
until you become incapacitated or the target overcomes the
affliction with a successful Will roll. On a failure, the target
becomes frightened of you (luck ends).
43
Entropy
Effect The target becomes Agility impaired until the end of
your next turn. When the spell ends, the target takes 1d6
damage and loses 1d6 Health.
Entropy magic concerns itself with endings, those
of people, things, the universe itself. Its spells Demolish
erode and weaken whatever they affect, spreading Casting You can cast this spell three times.
death and destruction everywhere. Target One natural object in your zone or an adjacent one that
is neither worn nor carried by another creature.
Effect The target takes 2d6 damage. If the damage destroys the
Starting Spells target, it explodes and deals 1d6 damage to each creature
and object in its zone. A creature in the zone can make a luck
roll and takes no damage on a success.
Brittle Bones
Target One creature in your zone or an adjacent one.
Effect The target takes 1d6 damage and then make a Will roll Flatten
against the target’s Strength. On a success, the target Casting You cast this spell as a minor action. You can cast this
becomes Strength impaired until the end of your next turn. If spell three times.
the target is harmed while it has this affliction, it falls prone Target Your zone.
and takes 1d6 damage. Effect Dark energy spreads out from you and dissipates. Each
object in the target zone takes 1d6 damage. Each creature in
the target zone makes a Strength roll and, on a failure, the
Crumbling Ruin creature takes 1d6 damage and falls prone.
Casting You cast this spell as a minor action. You can cast this
spell three times.
Target One natural object in your zone or an adjacent one. Lesser Destruction
Effect The target’s Health drops by 6. Target One creature or object in your zone or an adjacent one.
Effect The target takes 3d6 damage.
Entropic Power
Casting You cast this spell as a minor action. Maim
Effect Dark energy flows into you and makes more potent your Target One creature in your zone or an adjacent one.
spells. Once per round when you deal damage to a creature Effect The target loses 1d6 Health and becomes weakened
or object with a spell you cast or magical talent you use, the (luck ends).
target takes an extra 1d6 damage. At the end of the round,
the ground in your zone takes 6 damage. When the ground Ray of Dissolution
takes 20 damage or more, it becomes challenging terrain Casting You can cast this spell three times.
until cleared away. The spell lasts 1 minute. Target Each creature and object in your zone.
Effect You sweep a lime-colored beam around you. The beam
Failure in Flesh deals 2d6 damage to target objects. A target creature makes
Casting You can cast this spell three times. an Agility roll and takes 2d6 damage on a failure.
Target One creature in your zone or an adjacent one.
Effect You cause the target to become weakened until the end
of your next turn. Expert Spells
Fault in Steel Destruction
Casting You cast this spell as a minor action. Target One creature or object within three zones.
Target One weapon that is neither magical nor supernatural Effect The target takes 9d6 damage.
held or carried by a creature in your zone.
Effect The weapon snaps, breaks, and crumbles to pieces. It Detonate
drops to 0 Health. Casting You can cast this spell three times.
Target One natural object within six zones.
Ruinous Strike Effect The target loses 6d6 Health. If target drops to 0 Health, it
Target One creature within three zones. explodes dealing 6d6 damage to each creature and object in
Effect Dark energy spills from your hand toward the target. its zone. A creature can make a luck roll and takes no
Make a Will roll against the target’s Agility. On a success, the damage on a success.
target takes 3d6 damage. If the result of your roll was 20 or
higher, the target also grants you 1 boon on all rolls against it Dismantle
until the end of your next turn. Casting You can cast this spell three times.
Target One object within three zones.
Novice Spells Effect A target neither held, worn, nor carried by another
creature loses 36 Health. If the target is held, worn, or
carried by a creature, the creature makes a luck roll. On a
Break the Body success, the creature takes 3d6 damage. On a failure, the
Target One, two, or three creatures in your zone or in an object takes 6d6 damage.
adjacent zone.
44
Entropy Storm Entropic Doom
Casting You can cast this spell three times. Target Any number of creatures all in one zone you can see
Target One zone you can see within three zones. within three zones.
Effect Threads of dark energy spread out from a central point Effect For each target, make an Intellect roll against its Agility.
in the target zone. Each creature and object in the zone loses On a success, the target becomes weakened for 1 minute.
1d6 Health. A creature makes a Strength roll and, on a While weakened in this way, the target is also dazed and
failure, loses an extra 1d6 Health and becomes weakened takes 1d6 damage at the end of each of its turns. Any
(luck ends). A creature makes the roll to end the affliction creature incapacitated by this damage collapses into a
with 1 bane. A creature or object reduced to 0 Health puddle of black liquid and dies. If the result of your roll is 20
vanishes, erased from existence. or higher, the target also becomes cursed for as long as it is
weakened.
Obliteration
Casting You cast this spell three times. Greater Destruction
Target Each creature all in one zone within three zones. Target One creature within six zones.
Effect A target with a Health score of 20 or less pops, spraying Effect The target takes 15d6 damage.
blood, flesh, and bone in all directions. Targets with Health
scores greater than 20 instead take 3d6 damage.
Singularity
Target One zone you can see within three zones.
Remove Obstacle Effect A 1-foot-radius black sphere appears and hovers in the
Casting You can cast this spell three times. center of the target zone for 1 minute. Anything that touches
Target One natural object that can fit inside a cube of space, up the sphere loses 30 Health and disappears if reduced to 0
to 10 feet on a side, that you can see within three zones. Health.
Effect The target drops to 0 Health and disappears, erased The sphere consumes air in the zone, causing wind to
from existence. blow toward it until the spell ends. The wind is sufficient to
carry lightweight objects into the sphere. Larger, heavier
unsecured objects slide toward the sphere at the end of each
Master Spells round. Make a luck roll and, on a success, the objects slide
into the sphere.
The wind makes the entire zone challenging terrain. Also,
All-Consuming Sphere a creature in the zone that attempts to leave makes a
Effect A sphere with a radius equal to your height plus half Strength roll and, on a failure, stops at the edge of the zone.
your height again completely envelops you. You can see Each creature in the zone at the end of each round until
normally the sphere, but the sphere blocks all light from the spell ends makes a Strength roll. On a failure, a creature
reaching into it. The sphere reduces damage from thrown slides toward the sphere and becomes immobilized until it
weapons or projectiles used against you to 0 and destroys overcomes the affliction with a successful Strength roll. If the
them. target was already immobilized, it removes the affliction
The sphere moves with you when you move, remaining from itself and falls into the sphere.
centered on you. When you move so the sphere can touch a Anything that touches the sphere and has Health
creature or object in your path, an object loses 2d6 Health. A remaining teleports to a zone of its choice within three
creature makes an Agility roll and loses 2d6 Health on a zones.
failure. Anything dropped to 0 Health by the sphere
disappears, erased from existence. The spell lasts 1 minute
and then the sphere vanishes.
Annihilation Stone
Casting You cast this spell as a minor action.
Target One zone you can see within three zones.
Effect A black rock appears in and hovers at the center of the
target zone for 1 minute. At the end of each round, the rock
pulses and releases energy that deals 4d6 damage to each
creature and object in the zone. A creature makes a Strength
roll and takes half damage on a success. Anything
incapacitated or destroyed by this effect evaporates into
mist that disperses at the end of the next round.
Disintegration
Target One creature within six zones; you need not have an
unobstructed path toward this target.
Effect You fling a black beam from your hand. Make an Intellect
roll against the target’s Agility. On a success, the target takes
30d6 damage. If incapacitated or destroyed, the target
disappears. On a failure, the beam misses the target but
sweeps through its zone, dealing 10d6 damage to each
creature and object in it. A creature makes a luck roll and
takes no damage on a success.
45
Geomancy
Casting You use a reaction to cast this spell when an enemy
you can see attacks you.
Effect Rocks, dirt, sand, and other debris burst upward
Armed with Geomancy magic, one can shape earth between you and the attacker. The attacker either chooses a
and stone into useful forms, move such materials different target for its attack or takes 1d6 damage and
makes the roll to attack with 1 bane.
out of the way or move them to close off passages
and litter the ground with debris. Geomancy magic
flows up from the ground and those who study it Shape Earth
Casting You spend 1 minute in preparation and cast this spell
can feel it thrumming through their feet. when you finish. You can cast this spell three times.
Target One object of earth or stone that’s up to 3-feet on a side
Starting Spells within your zone.
Effect You change the target object’s shape or move it to a
different place in your zone. You can shape the object into a
Adamantine Grip different kind of object provided that the new form has no
Requirement You are in contact with a surface of earth or moving parts. You could turn a stalagmite into a maul, for
stone. example. Or, you can seal off a door by covering it in stone
Target Your zone or an adjacent one. moved from the floor. The new shape is permanent.
Effect From the ground rises an animated human-sized hand
formed from earth and stone that remains in its zone for 1 Stone Fists
minute. When the hand appears and on each of your turns, Requirement You have both hands free.
you can direct the hand to grab one creature on the ground Casting You cast this spell as a minor action. You can cast this
in the hand’s zone. The target makes an Agility roll and, on a spell three times.
failure, becomes immobilized until the spell ends, the hand Effect Your hands close into fists and become as clubs for 1
grabs a different creature, or the creature overcomes the minute. Your attacks with them against objects deal an extra
affliction with a successful Strength roll. 1d6 damage. The spell makes it impossible to unclench your
hands or move your fingers.
Heavy Metal
Target One metal object, one metal creature, or a suit of
medium or heavy armor worn by one creature, any of which
Novice Spells
is in your zone.
Effect For 1 minute, the target weighs many times as much as it Entomb
normally weighs for 1 minute. The target determines what Requirement You are in contact with a surface of earth or
happens. stone.
• A target object sinks into any surface on which it rests. If a Target One human-sized creature on the ground within three
creature could normally pick up or move the object, it zones.
uses an action to make a Strength roll in order to do so. Effect A fissure opens under the target and snaps shut. The
The creature makes the roll with 3 banes and drops the target falls prone, and then makes an Agility roll with 1 bane.
item at the end of its turn. On a failure, the target tumbles into the hole before it closes,
• A target metal creature gives up an action or a move on takes 2d6 damage, and starts suffocating. A suffocating
each of its turns. target is buried until it overcomes the effect with a
• A target creature wearing medium or heavy armor is successful Strength roll with 1 bane. Each time the target
affected as if it were metal and also makes a Strength roll. fails this roll, it takes 1d6 damage. When the target
On a failure, the creature falls prone and can stand up overcomes the effect, it digs its way free, landing prone on
only if it overcomes the affliction with a successful the ground.
Strength roll.
Eruption
Immovability Requirement You are in contact with a surface of earth or
Requirement You are in contact with a surface of earth or stone.
stone. Target One zone you can see within three zones.
Casting You cast this spell as a minor action. Effect The ground in the zone bulges and then bursts, dealing
Effect You become immobilized for 1 minute. You ignore 2d6 damage to everything in the zone. A creature can make
natural effects that would move you, impose 1 bane on rolls an Agility roll and falls prone on a failure, or takes no
against your Defense, and your attacks against targets in damage on a success. Rubble covers the ground in the target
contact with an earthen or stone surface deal an extra 1d6 zone and each adjacent zone with challenging terrain that
damage. lasts until cleared away.
If a creature with a Strength score of 16 or higher
attempts to knock you prone or shove and succeeds on the
roll, make a luck roll. On a success, this spell ends early. On a Mountain Might
failure, your legs break off at the knees, causing you to lose Requirement You are in contact with a surface of earth or
Health equal to twice your level. stone.
Casting You cast this spell as a minor action.
Effect Earth magic flows into you, bolstering your abilities for 1
Interposing Eruption minute or until you lose contact with an earth or stone
Requirement You are in contact with a surface of earth or surface. The spell grants you the following benefits:
stone. • You make Strength rolls with 1 boon and impose 1 bane
on rolls against your Strength.
46
• Your Health increases by 5. • Each creature within three zones of the target that’s
• Your attacks deal an extra 1d6 damage. wearing metal armor makes a Strength roll with 2 banes.
• Your Geomancy spells deal an extra 1d6 damage. On a failure, the field drags the creature one zone closer to
• The ground in your zone is challenging terrain for all the target. If the creature is dragged into the target’s zone,
creatures other than you. the creature slams into it and takes 2d6 damage.
• Any metal creature or creature wearing medium or heavy
armor in the target’s zone becomes immobilized until the
Rain of Stone creature overcomes the affliction with a successful
Target One zone you can see within three zones.
Strength roll with 1 bane.
Effect Rocks fall into the target zone until the end of your next
• A creature within three zones of the target makes rolls to
turn. The rocks cover the ground with challenging terrain
attack using metal weapons or ammunition with 1 bane.
until cleared away. Each creature and object in the zone or
• A metal creature or a creature wearing metal armor treats
that enter it and that not under some form of hard cover
all zones within three zones of the target as challenging
makes an Agility roll and, on a failure, takes 2d6 damage.
terrain. If such a creature falls prone, it slides one zone
toward the target.
Tremors • Ranged attacks using thrown metal weapons and
Requirement You are in contact with a surface of earth or projectiles against targets in the zone around the target
stone. affected by this spell deal an extra 1d6 damage.
Casting You can cast this spell three times.
Target The ground in one zone you can see within three zones. Shockwave
Effect The ground in the zone becomes challenging terrain
Requirement You are in contact with a surface of earth or
until the end of your next turn. Any creature on the ground
stone.
in the target zone when you cast the spell or that enters it
Target A line of three zones starting at one of your zone’s
before the spell ends makes an Agility roll with 1 bane and
borders and extending away from it.
takes 2d6 damage and falls prone on a failure.
Effect A shockwave tears through the ground in each target
zone, causing the surface to ripple like the water in a pond.
Warp Metal The ground in the zones becomes challenging terrain until
Target Any number of natural metal objects in your zone. cleared away, while the shockwave deals 2d6 damage to
Effect The targets bend out of shape, such that metal bars pull everything on the ground and double this damage to objects
apart, a metal hinge pulls itself out of a wall, or a metal wall in contact with the ground. A creature in a target zone
rips open to create a ragged hole. If a target is one worn or makes an Agility roll and takes an extra 2d6 damage and
carried by a creature, the creature can make a luck roll and falls prone on a failure.
the spell has no effect on the object on a success. On a
failure, the object loses all functionality and, if it was a Stone Armor
weapon, now counts as an improvised weapon.
Requirement You are in contact with a surface of earth or
stone and you are not injured.
Expert Spells Casting You cast this spell as a minor action.
Effect Stone plating forms in the ground around you and rises
up to fuse itself to your body. For 1 hour, or until you become
Geomantic Pentacle injured, your Defense is 17 if it’s lower than 17. In addition,
Requirement You have an iron medallion worth 1 sp. you take half damage from fire, lightning, and weapons that
Casting You cast this spell as a minor action. are neither magical nor supernatural. In exchange, you can
Effect Magic flows into the pentacle where it remains for 1 use a move or an action on your turns, not both, and you
minute. When you attack, you can choose any target on a cannot use reactions.
surface of earth, sand, or stone within three zones of you. When you take damage, you can use a reaction to end the
The pentacle causes a hand or weapon matching the one you spell early. The stone plates fly from your body with great
wield to rise up from the ground and strike the target. You speed and force. The flying debris deals 1d6 damage to each
use Will for the roll and you make the roll with 1 boon. On a creature and object in your zone.
success, the attack deals 6d6 damage. If the result of your
roll is 20 or higher, the target also becomes immobilized Sudden Stalagmites
(luck ends). Requirement You are in contact with a surface of earth or
stone.
Magnetize Target The ground in one zone you can see within three zones.
Target One metal object within six zones. Effect Sharp stalagmites carpet the ground in the target zone
Effect You cause the target object to exert a strong magnetic with sharp spikes. Each creature and object on the ground in
force for 1 minute, which apply the following effects when the zone takes 2d6 damage. A creature makes an Agility roll
you cast the spell and again at the end of each of your turns.: and, on a failure, takes an extra 2d6 damage and becomes
• Each unsecured metal object within three zones of the immobilized until it overcomes the affliction with a
target slides one zone toward metal object. successful Strength roll. While immobilized in this way, the
• Each creature within three zones of the target that’s creature cannot be moved by natural means. Any magical or
holding a metal object makes a Strength roll with 1 bane. supernatural movement automatically ends the affliction.
On a failure, the field wrenches the object from its hand
and the object flies toward the target until it can move no Walls of Stone
closer. All creatures in the target’s zone make luck rolls. Requirement You are in contact with a surface of earth or
On a failure, the creature is struck by the flying object and stone.
takes 1d6 damage. Target Up to four borders, each of which is within three zones.
47
Effect A stone wall closes the border. Each cube of stone, 6-feet Any structure destroyed by this damage collapses and any
on a side, has Health 40. creature inside them take 4d6 damage and become buried
under the rubble.
The earthquake might have additional effects as the Sage
Master Spells decides depending on the environment. In a body of water,
the earthquake might produce a tidal wave that floods
nearby shores. The quake could cause dams to break,
Avalanche bridges to fall, and more.
Requirement You are in contact with a surface of earth or An aftershock repeats the spell’s effect in the same
stone. environment after 1d6 hours.
Target A line of three zones starting at one of your zone’s
borders and extending away from it.
Effect The ground along the border churns, throwing up a Stone Body
heaving pile of rocks that then tumble through each zone Effect You turn yourself into a living statue. For 1 hour, you
until the reach the zone farthest from you. Each creature and have following traits in addition to your normal traits:
object in the path of the debris takes 2d6 damage. • You make Strength rolls with 1 boon and you impose 1
Unsecured objects are picked up and moved into the farthest bane on rolls against your Strength.
zone. Each creature that takes this damage makes a Strength • You increase your Health score by 20.
roll. On a failure, the creature takes an extra 2d6 damage and • Your unarmed strikes deal an extra 1d6 damage.
moves to the farthest zone where it falls prone and becomes • You take half damage from fire, lightning, and weapons
buried in the rubble. that are neither magical nor supernatural.
• You are immune to the effects of deprivation, exposure,
and suffocation. In addition, you are immune to damage
Control Earth from cold.
Requirement You are in contact with a surface of earth or • You cannot swim. If you enter a liquid, you sink to the
stone. bottom and treat the ground there as challenging terrain.
Effect You harness the magic of elemental earth for 4 hours or • If you fall prone, you cannot stand up until you overcome
until you lose contact with an earth, stone, sand, or metal the affliction with a successful Strength roll.
surface. When you cast this spell and again when you use an • You ignore the effects of moving across challenging
action to do so, choose one of the following effects: terrain from earth, stone, or metal.
• Raise a series of stepping stones across a deep fast-
flowing stream.
• Produce a pillar with plenty of hand holds to rise up and Stone Wyrms
out of your zone and into an adjacent zone above you. Requirement You are in contact with a surface of earth or
• Cover the ground in the zone with rubble or thick mud stone.
that acts as challenging terrain. Target One zone you can see within three zones.
• Fill in a space inside a target zone with stone. The space is Effect From the ground form three tentacles of rocks that
a cube, up to 10-feet on each side. Creatures in the zone harass your foes for 1 minute. When you cast the spell and
are pushed into adjacent zones. again on each of your turns until the spell ends, choose three
• Cause loose earth, sand, or rock in your surrounding zone creatures or objects in the target zone. A target makes an
to move to a different position in the same zone. You can Agility roll and, on a failure, takes 2d6 damage, and becomes
use this effect to clear away rubble, to dig through soft immobilized until the spell ends or the target overcomes the
earth, or divert blowing sand to pass around you. affliction with a successful Strength roll. AT the end of the
• Change the shape of any earth, sand, or stone object you round, each creature immobilized by the spell takes 2d6
touch and that you can wield in both hands. You could, for damage. For each target immobilized by the spell, reduce the
example, turn a large rock into a sword or shield or a number of creatures and objects you choose during your
bucket. next turn by one.
• Seal off one open border of your zone with stone as if you
had cast the wall of stone spell. Summon Earth Daemon
Casting This spell takes effect at the end of the round in which
Earthquake you cast it.
Requirement You are in contact with a surface of earth or Target Your zone.
stone. Effect An earth daemon forms on the ground in the target zone
Target The ground in your environment. and becomes a companion under your control for 24 hours,
Effect An earthquake shakes the ground in the target until it is incapacitated, or you acquire another companion
environment, centered on your zone. The shaking deals 6d6 from a magical or supernatural source. The earth daemon is
damage to each creature and object, other than you, on the a magical animated object that appears as a 10-foot-tall
ground in your zone and each zone within three zones. The humanoid hulk formed from dirt, sand, and stone, with only
damage applies to creatures on or inside objects on the the most rudimentary features. The earth daemon uses the
ground in your zone. The spell deals 4d6 damage to similarly following rules:
disposed creatures in objects more than three zones from
you, but within six, and deals 2d6 damage to such creatures Earth Daemon
and objects beyond three zones to the edges of the Level 4 Defense 8 Health 24
environment. Objects take double this damage. Strength 15 (+5) Agility 8 (–2) Intellect 8 (–2) Will 15 (+5)
A creature that takes the damage makes an Agility roll Immune asleep, blinded, deafened, immobilized, poisoned,
and, on a failure, falls prone and instead takes double the prone; deprivation, exposure, infection, suffocation
damage. Damage Resistance An earth daemon takes half damage from
weapons that are neither magical nor supernatural.
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Animated Object Magic enables earth and stone to behave as a
creature. If it becomes incapacitated, the daemon’s body
blows apart, dealing 2d6 damage to each creature and object
in its zone. A creature makes a luck roll and takes an extra
2d6 damage on a failure. Then, rubble spreads challenging
terrain across the ground in the zone the daemon previously
occupied that remains until cleared away.
Awareness The earth daemon knows the location of each
creature and object within three zones.
Stone Strider The earth daemon ignores challenging terrain
and obstacles caused by earth, sand, and stone. It ignores the
immobilized and prone afflictions.
Rumbling Presence When the earth daemon moves, each
creature on the ground in its zone makes an Agility roll and
falls prone on a failure.
Melee Attack—Fist Strength with 1 boon against Defense. On
a success, the target takes 5d6 damage, makes a Strength roll
and falls prone on a failure.
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Hydromancy Novice Spells
Hydromancy is the magic of water, primarily, but Cloudburst
its spells can also produce fogs, mists, and other Target One zone and each one adjacent to it within six zones.
vapors. The tradition is also home to those spells Effect Thick clouds form at the top of each target zone and
that create corrosives. release a deluge of rain, sleet, or snow, depending on the
prevailing temperature, for 1 minute. The precipitation
extinguishes all natural flames, disperses natural vapors,
Starting Spells and washes away all tracks and other signs of passage. Any
containers left open in a target zone fill with water. The
precipitation obscures all zones and, finally, impose 1 bane
Fog on rolls to attack targets in these zones or beyond them
Target Up to six contiguous zones within ten zones. using ranged attacks.
Effect Mist forms in each target zone, thickening until it At the end of the hour, if you are still within six zones of
becomes dense fog. The fog obscures each zone and prevents the target zones, you can use an action to extend the
creatures in those zones from seeing anything outside them. duration by 1 hour. You can extend the spell for up to 24
The spell lasts for 1 hour or until you use an action to end it hours.
early.
Corrosive Dart
Mire Casting You can cast this spell three times.
Target The ground in one zone within three zones. Target One creature or object within three zones.
Effect The target ground becomes a soupy mess of slippery Effect A dart-shaped glob of corrosive jelly flies toward the
mud for 1 hour, at which time it dries and regains its target. Make a Will roll against its Agility. On a success, the
normally consistency. Any creature on the ground in the glob hits and deals 3d6 damage. If the result of your roll is
zone when you cast the spell or that enters it makes an 20 or higher, the target also becomes weakened (luck ends).
Agility roll and, on a failure, falls prone and becomes covered At the end of the round, for 1 minute, the target loses 1d6
in mud. Health. A target can use an action to wash away the
corrosive jelly and thus end the loss of Health effect.
Steam
Target One creature or object in your zone or an adjacent one. Fluidity of Form
Effect A jet of steam blasts the target, dealing 1d6 damage to it. Effect Your body flows like liquid for 1 minute. Your ignore the
Make a Will roll against the target’s Strength. On a success, effects of moving across challenging terrain, your movement
the target takes an extra 1d6 damage and becomes Agility does not enable free attacks, and you make rolls to swim
impaired until the end of its next turn. Regardless of the with 2 boons. You can squeeze through openings as narrow
result, the mist obscures the target’s zone until the start of as 1 inch. Finally, when an effect would cause you to become
your next turn. immobilized, you can use a reaction to automatically
overcome the affliction.
Water Breathing
Target One, two, three, four, or five creatures in your zone. Hard Water
Effect Water fills the lungs of each target, yet the target can Target One zone within three zones.
breathe normally. For 1 hour, or until the target uses a minor Effect A ball of water forms in your hands, hardens to ice, and
action to cough out the water in its lungs, the target can flies from you. When the ball reaches the target zone or
breathe while submerged in any liquid. In addition, the encounters an obstacle before then, it explodes, dealing 1d6
target is immune to any inhaled toxins. damage to each creature and object in the zone. A creature
makes a Strength roll with 1 boon and, on a failure, takes an
Water Jet extra 1d6 damage and becomes Strength impaired until the
Casting You can cast this spell three times. end of its next turn. Ice crystals obscure then obscure the
Target One creature or object within three zones. zone until the end of your next turn.
Effect A powerful blast of water rushes at the target. Make a
Will roll against the target’s Agility. On a success, the target Tidal Forces
takes 1d6 damage and makes a Strength roll. If the result of Casting You cast this spell as a minor action.
your roll is 20 or higher, the target takes an extra 1d6 Target Your zone and each adjacent one.
damage and makes its Strength roll with 1 bane. On a failed Effect An invisible tide rolls in and rolls out for 1 minute.
Strength roll, you move the target up to one zone, unless it is Whenever a creature starts its turn in a target zone, it must
a secured object, and then the target falls prone. make a Strength roll. On a failure, the target is pushed into
an adjacent zone if it is in your zone, or pulled into your zone
Water from a Stone if it is in an adjacent zone. A target moved in this way grants
Target One stone object in your zone. 1 boon on rolls made against its Defense and Agility.
Effect Water gushes forth from the target object for 1 minute,
during which time four canteens or waterskins can be filled Wall of Water
with the liquid (assuming suitable containers are available). Target One border within three zones.
Anyone who drinks a full container of the water heals 1d6 Effect Water forms a barrier across the target border and
damage and is immune to deprivation from thirst for 24 remains there for 1 hour. A creature can move across the
hours. border, but when it does, it make a Strength roll. On a failure,
50
the water snatches them up, blasts them toward the top of
the wall, and drops them prone in the zone they attempted
Watery Sphere
Target One zone within three zones.
to leave. The barrier causes all rolls for ranged attacks
Effect A hovering sphere of water, 15-feet in diameter, appears
against targets beyond it to fail.
in the target zone and remains for 1 minute. When the
sphere appears, it attempts to engulf one creature in its
Expert Spells zone. Then, on each of your turns, you can move the sphere
into an adjacent zone and attempt to engulf another creature
in its zone. The sphere can flow around obstacles smaller
Corrosive Cloud than it when it moves.
Target One zone within three zones. When the sphere attempts to engulf a creature, make a
Effect From the center of the target zone spills out tendrils of Will roll with 1 boon against the creature’s Agility. On a
green mist that obscure the zone for 1 minute. Any creature success, the creature moves into the sphere’s space and
that takes a turn in the zone takes 3d6 damage from the remains there until the spell ends. While engulfed, the
corrosive droplets, plus an extra 1d6 damage at the end of creature moves with the sphere when it moves. The creature
each round (luck ends). Organic materials such as leather, is affected by suffocation unless it can breathe while
wool, cotton, and the like disintegrate. submerged in water. Finally, the engulfed creature can target
no creature outside of the sphere for its attacks, spells,
talents, and other effects it would produce.
Drown An engulfed creature remains so until it overcomes the
Casting You can cast this spell three times. effect with a successful Strength roll with 1 bane, On a
Target One air-breathing creature in your zone or an adjacent success, the creature lands prone in the sphere’s zone.
one. The sphere can have up to five human-sized creatures
Effect Water suddenly fills the target’s lungs, causing it to take captured at a time. If it captures a creature beyond this
3d6 damage and suffocate. The target can overcome the number, each other captured creature makes a luck roll and
suffocation effect with a successful Strength roll with 1 bane. the creature with the highest result automatically overcomes
the effect.
Geyser Certain effects can target the sphere. Any cold-producing
Target One zone within six zones. effect that targets the sphere or the zone it is in freezes the
Effect The ground splits open to release a geyser of super- sphere in place until the end of your next turn. Being frozen
heated water. The steam and scalding water deal 6d6 in place prevents the sphere from moving or engulfing
damage to each creature and object in the target zone. Each creatures, but each creature it has engulfed takes 1d6
creature in an adjacent zone makes a Strength roll and, on a damage and attempts it makes to overcome the effect fail
failure, takes half this damage. The steam obscures the automatically.
target zone and each adjacent zone until the end of your Any fire-producing effect that targets the sphere or the
next turn. zone it is in causes scalding steam to obscure the zone until
the end of your next turn. The steam deals 1d6 damage to
each creature in the zone.
Hydromantic Chalice Any lightning-producing effect that targets the sphere
Requirement You have in your hands a metal chalice worth 5 deals 2d6 damage to each creature the sphere has captured.
sp or more. In addition, the captured creature makes a Strength roll and,
Target The required chalice. on a failure, becomes stunned until the end of its next turn.
Effect Elemental magic flows into the chalice, causing it to fill
with water or some other beverage—wine, beer, juice or
broth. When tipped, the water bubbles up from the bottom Master Spells
of the chalice to fill it to the brim. If held at an angle, water
pours out of the chalice in a constant stream, producing
about 6 gallons of water each round. Control Water
While you hold the chalice, you can intensify the pressure Effect You can control water for 24 hours. When you cast this
of the water to release a blast from it. As an action, point the spell and again when you use an action to do so before the
chalice at one creature or object within three zones and spell ends, choose one of the following effects, targeting one
make a Will roll against the target’s Agility. On a success, the body of water you can see—a river, pond, or lake, or part of a
target takes 2d6 damage, is pushed into an adjacent zone, larger body of water such as a sea or an ocean. Note that
and then falls prone. many consequences from casting this spell are left for the
The spell causes the chalice to produce water for 1 minute Sage to decide. Each effect lasts until this effect ends or until
or until you end the effect early. you use an action to end it, at which point the water resumes
its normal behavior. Creatures in a target water move with
the water to remain inside it.
Poisonous Fog • Choose one zone you can see. Fill it with water, drain it of
Target One zone within three zones. water, or form a dry passage through it that stretches
Effect Thick yellow fog appears in the target zone and remains from one side of the zone to the other.
for 1 minute. The fog is thick enough to block all forms of • You affect up to 1 mile of a river or smaller course of
light. Any creature that takes a turn in the fog takes 1d6 flowing water. You can still the waters, dam one side,
damage and makes a Strength roll. On a failed roll, the causing flooding behind it, slow the speed of the river,
becomes Intellect impaired and poisoned (luck ends both). speed it up to make it treacherous, or divide the river into
While it has these afflictions, the creature cannot leave the two rivers.
zone. • You can affect any body of water that has a diameter of up
to 1 mile. You can raise the waters, causing flooding along
the edges, or lower it so that the waters completely drain
51
away. You can also make a dry trail through the waters, higher, the target takes an extra 5d6 damage. If the damage
such that the waters recede to either side and remain causes the target to become injured, it also becomes
there for the duration. immobilized by the ice covering its body until it overcomes
For larger bodies of water, you can affect a cube of water, the affliction with a successful Strength roll. At the end of
1 mile on each side. This might cause localized flooding, each round when the target is immobilized in this way, it
wash away bridges, capsize vessels, and the like. You can takes 1d6 damage from cold.
also lower the surface of the water in a larger body, creating If your roll is a failure, water spreads out across the
a whirlpool that deals 2d6 damage to everything caught ground in the zone and freezes. Any creature on the ground
inside it. Avoiding, sailing out, or rowing out of the whirlpool in the zone makes a Strength roll. On a failure, it becomes
requires a successful attribute roll with 1 bane. The attribute immobilized (luck ends). For 1 minute, ice covers the ground
used depends on the activity, such that a swimmer and a in challenging terrain.
person rowing a boat would make a Strength roll, while
someone sailing a boat might make an Agility or Intellect
roll.
Shape of Water
Effect You, along with everything you wear and carry,
transform into a being of water and stay in this form for 1
Flood hour or until you end the spell as a minor action. Replace
Target Up to six contiguous zones, each of which is within your traits with the following:
twenty zones. • You cannot speak.
Effect You either fill the target zones with water or turn the • You cannot lift, move, or interact with objects.
ground in the zones into a soupy morass. The effects of • You make Agility rolls with 1 boon.
either option follow: • You ignore suffocation and attempts to grab you fail.
Water-Filled Water rises in each zone until they become • You can squeeze through openings wide enough to permit
completely filled. The magic holds the water in these zones the passage of water.
for 1 hour or until you end the spell as a minor action. When • You automatically succeed on rolls to swim.
the spell ends, water rushes out of the zones, spreading • You are invisible while submerged in any liquid.
through connected zones until it disperses. Each creature • You take half damage from all sources, except cold. When
and unsecured object in a zone adjacent to a water-filled you take damage from cold, you become immobilized
zone takes 3d6 damage and must make a Strength roll. On a (luck ends) but your Defense increases by 5.
failure, the creature takes an extra 4d6 damage and is moved
one zone in the direction the water moves and then falls
prone. The water douses all exposed flames within six zones
Summon Water Daemon
Casting This spell takes effect at the end of the round in which
of the target zones.
you cast it.
Morass Earth, sand and stone in the zones become
Target Your zone.
slippery, wet mud down to a depth of 10 feet and retains this
Effect You cause a water daemon to form in an empty space in
consistency for 1 hour. Any creature or object on the surface
the target zone and become a companion under your control
sinks to the bottom. To get out, a creature can swim to a
for 24 hours, until it is incapacitated, or you acquire another
zone’s edge.
companion from a magical or supernatural source. The
If there’s an open space within 15 feet under the zones,
water daemon
the mud breaks through and drains into the zone below until
appears as a 10-foot-long serpent formed from water. The
it fills the volume of space below or the until the zone is
water daemon uses the following rules:
drained of mud. The draining mud carries with it any
creatures and objects on the ground when you cast this spell. Water Daemon
If you target zones overhead, the mud falls, crashing down
Level 4 Defense 13 Health 29
and dealing 7d6 damage to everything underneath it. A
Strength 13 (+3) Agility 13 (+3) Intellect 8 (–2) Will 15 (+5)
creature makes a Strength roll, falling prone on a failure, or
Immune asleep, blinded, deafened, immobilized, poisoned,
taking half damage on a success.
prone; free attacks; deprivation, exposure, infection,
Depending on where you cast this spell, you might
suffocation
damage structures, cause bridges to collapse, walls to topple,
Animated Object Magic enables water to behave as a creature.
and even buildings to slide, as the Sage adjudicates.
If it becomes incapacitated, each creature in its zone is
The mud gradually dries until it returns to its normal
pushed into the nearest adjacent zone. Then, mist obscures
consistency.
the zone the daemon previously occupied for 1 hour.
Frozen Daemon When the water daemon takes damage from
Killing Mist cold, it cannot leave its zone until the end of its next turn,
Target One zone with three zones. but its Defense increases by 5 until then.
Effect Crimson mist gathers at the bottom of the zone and Awareness The water daemon knows the location of each
remains there for 1 minute. Any creature that starts its turn creature and object within three zones.
in the zone loses 2d6 Health and makes a Strength roll. On a Malleable A water daemon can squeeze through openings
failure, the creature loses an extra 2d6 Health. Until the spell wide enough to permit the passage of water.
ends, you can use an action if you within range of the mist to Watery Presence Mist obscures the daemon’s zone and
move it into an adjacent zone. extinguishes all natural flames in its zone. At the end of each
round, each creature in the daemon’s zone makes a Strength
roll with 1 boon and, on a failure, falls prone.
Liquid Ice Melee Attack—Wave Strength with 1 boon against Agility. On
Casting You can cast this spell three times. a success, the target takes 4d6 damage, the daemon moves it
Target One creature within three zones. into an adjacent zone, and the target makes a Strength roll,
Effect Freezing cold water pours from your hands. Make a Will falling prone on a failure.
roll with 1 boon against the target’s Agility. On a success, the
target takes 20d6 damage. If the result of your roll is 20 or
52
Seeming
Illusion Casting You can cast this spell three times.
Target Up to five creature in your zone.
Illusion magic fools the senses. The simplest spells
Effect You disguise each target with an illusion that lasts 1
affect just one sense. They cause people to see hour. You make all decisions about the disguise, including
things that aren’t there or hear noises. Advanced apparent ancestry, height, weight, and any other physical or
spells can transform areas, making what is foul cosmetic detail you choose. Changes to height and weight
cannot exceed a 25 percent difference—taller or shorter,
into a sumptuous, lavish paradise, mask dangers, thinner or thicker. The spell also disguises whatever the
or hide entire zones from view. They can also target wears and carries, causing such objects to appear as
make victims believe themselves to have been you choose. The disguise conceals only one’s appearance
harmed and even create hideous things that seem and has no effect on sounds the target makes from armor
worn or equipment carried.
so real their claws and teeth open actual wounds.
Although nothing the tradition produces is real,
the impression the spells trick the mind into Vertigo
Target One creature within three zones.
believing the sights and sounds until they find it Effect The target becomes Agility impaired (luck ends). While
almost impossible to discern reality from fantasy. impaired in this way, the target makes an Agility roll when it
Intellect Required: A target lacking an Intellect moves and falls prone on a failure.
score is immune to harm from Illusion spells.
Novice Spells
Starting Spells
Allies to Enemies
Distortion Target One creature in your zone
Effect The target becomes dazed (luck ends). When the target
Target One creature in your zone or an adjacent one.
takes a turn, it makes an Intellect roll. On a success, the spell
Effect The target appears blurry and indistinct for 1 minute.
The spell imposes 1 bane on rolls against the target’s ends for the target. On a failure, the target sees its allies as
its enemies and you and your allies as its allies until the end
Defense and Agility.
of its turn.
Hullabaloo Glamer
Casting You can cast this spell three times.
Casting You can cast this spell three times.
Target One creature, object, cube of space, up to 10 feet on a
Target One zone within three zones.
side, in your zone.
Effect For 1 hour, sound emanates from a point inside the
Effect You create a visual to make the target appear to be
target zone. The sound can be noise or speech in a language
whatever you choose and remains there for 1 hour. A
you know, and its volume can be as quiet as a whisper or as
creature might look like a column, a pit could look like a rug,
loud as thunder. Exceptionally loud noise deafens creatures
a roaring fire can appear to be a swirling cloud of rose
in the zone for as long as they remain in the zone, and make
petals, and a door might appear as a blank stretch of wall.
it impossible to hear whispers in zones adjacent to the
The illusion holds up under visual inspection only; if
target zone. You can freely change the sound to mimic effects
touched, the spell ends.
such as the clash of blades, a conversation, or the approach
or retreat of footsteps.
Illusory Force
Image Casting You can cast this spell three times.
Target One creature in your zone or an adjacent one.
Casting You can cast this spell three times.
Effect Make an Intellect roll against the target’s Intellect. On a
Target One cube of empty space, up to 10 feet on each side, in
success, the target takes 4d6 damage. If the roll results in a
your zone or an adjacent one.
failure, you regain the expended casting of this spell after 1
Effect For 1 minute, the target space contains an image of a
minute.
creature, object, or force. The image appears real and, if you
produce an image of a creature, it moves in a lifelike manner.
The illusion can move anywhere you choose inside its zone. Sending
A creature that touches the illusion automatically recognizes Target One empty person-sized space in your environment
it as false. that you have seen at least once before.
Effect An illusion of yourself appears in the target space and
remains for 8 hours. As a minor action, you can merge your
mind with the illusion so that you can perceive from it as if
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you were there and speak through it in your own voice. Target One zone or smaller space within six zones.
While under this effect, your body counts as being Effect An illusion changes what creatures see, hear, smell, and
unconscious. You control this illusion as if it were you and if feel in the target space. You can create illusions that alter a
you cast a spell, it originates from the illusion. The illusion few details or make the zone appear completely different.
uses your attribute scores, Defense scores, and other You could conceal a trap or make it seem one exists. You can
capabilities, but its Health score equals your Intellect score. render fire invisible or make it seem to burn somewhere
If the illusion is destroyed, the spell ends early. else in the zone. You can incorporate existing features into
the new appearance, hide features, and introduce new ones.
You can produce harmless illusions of creatures that behave
Thimblerig in whatever manner you choose.
Casting You cast this spell as a minor action.
You can make the illusion constant or one triggered by the
Effect Until destroyed, four illusionary copies of you move with
appearance of one or more creatures, the reaching of a
you when you move and continually change places.
particular time, or if something happens. Regardless, you
When a creature that can see you succeeds on a roll
decide how the image moves and if it does, as well as what, if
against your Defense, Strength, or Agility, make a luck roll
any, sounds it makes.
with a number of boons equal to the duplicates you have
Any movements and sounds created by the spell continue
remaining. On a success, the roll targets a duplicate and that
for 1 hour before starting over at the beginning, as if you had
duplicate disappears. On a failure, roll targets you.
just cast the spell.
A creature suspicious of the target zone can use an action
Expert Spells to make an Intellect roll. On a success, the creature sees the
zone for what it is.
The spell lasts 24 hours or until you use an action while
Concealment within six zones of the effect to end it early.
Target One creature or object in your zone or an adjacent one.
Effect Other creatures cannot perceive the target using a sense Phantasm
you choose when you cast this spell. You could make the Target Your zone.
target invisible or mask the taste of poison in a cup. The Effect A phantasm appears in an empty space on the ground
spell ends if the target is harmed or consumed. The spell inside the target zone. The phantasm becomes a companion
lasts 1 hour or until you use an action to end it early. under your control for 1 hour and then disappears. The
phantasm uses the following rules:
Dislocation
Casting You use a reaction to cast this spell when an enemy Phantasm
you can see attacks you. Level 2 Defense 12 Health 20
Effect You become invisible and an illusory copy of yourself Strength 12 (+2) Agility 12 (+2)
springs into existence a few feet away from you. When you Fearsome The phantasm imposes 1 bane on rolls to attack it. A
perform an activity, you make it seem as if the illusion creature immune to the frightened affliction is immune to
performs the activity. When a creature succeeds on a roll to this trait.
attack you and is not aware of your true position, the Immune all afflictions; deprivation, exposure, infection,
creature strikes the copy and destroys it. At the end of the suffocation
round, a new copy appears. The spell lasts 1 minute. Animated Object Magic creates an illusion that behaves as a
creature. If it becomes incapacitated, the spell ends.
Melee Attack—Claws and Teeth Strength against Intellect. On
False Healing a success, the target takes 3d6 damage.
Casting You can cast this spell three times.
Target One creature in your zone.
Effect You convince the target that it has healed its wounds. Master Spells
The target increases its Health by 5 and you make an
Intellect roll against the target’s Intellect. On a success, the
target’s Health increases by an additional 15. When the spell Alter Reality
ends, if the target has any damage, the target makes a Will Effect You can reshape reality with illusions for 1 hour. You can
roll and become weakened on a failure. cast any of the following spells that you know without
expending a casting from them: image, hullabaloo, glamer,
illusory force, concealment, hallucinations, mirage, and
Imaginary Death phantasm. In addition, you are immune to Illusion spells and
Casting You can cast this spell three times. you automatically recognize them for what they are.
Target One creature within three zones.
Effect The target becomes invisible and an illusion of its corpse
appears on the ground at its feet, apparently having fallen Doppelganger
there. The illusion appears and smells real, but any creature Target Your zone.
that touches it recognizes it as being false and becomes Effect An illusion of yourself appears in the target zone to
immune to the target’s invisibility from this spell. If the become a companion under your control. The illusion looks
target harms a creature that cannot see it, the creature it and sounds real. It uses your rules, but is a magical animated
harms makes a Will roll and, on a failure, become frightened object. Whenever you move, you can move the illusion in the
of its zone until the end of its next turn. same manner. When you cast a spell, you can choose to have
it originate from you or the illusion. Finally, whenever a
creature succeeds on a roll against you, you can make a luck
Mirage roll. On a success, you instantly switch places with the
Casting You spend 1 minute in preparation and cast this spell illusion so that it is the target of the attack instead of you.
when you finish. You can cast this spell three times. The illusion remains for 24 hours or until destroyed.
54
Hallucinations Melee Attack—Claws and Teeth Strength with 1 boon against
Intellect. On a success, the target takes 4d6 damage.
Target Up to three creatures in the same zone you can see
within three zones.
Effect Each target hallucinates for 1 minute or until it
overcomes the effect with a successful Intellect roll. A
hallucinating target is weakened and cannot see anything
outside of its zone. When the target takes a turn, it makes a
Will roll. On a failure, the target uses its action to attack
something it perceives but isn’t real.
Horror
Casting You can cast this spell three times.
Target One zone you can see within three zones.
Effect An illusion of something horrific appears in the target
zone and then vanishes. Each creature other than you that
can see the illusion makes a Will roll or drop whatever it is
holding and become frightened of the illusion (luck ends).
While frightened in this way, the creature runs away from
the target zone on each of its turns.
Phantasmagoria
Target Your environment.
Effect You mask the target environment with illusions to make
it appear as something other than it is. You make all
decisions about the environment’s appearance. You can
incorporate existing elements in the illusion or introduce
completely new ones as you choose. The illusion has visual,
auditory, tactile, and olfactory components, which impose 2
banes on rolls to discern the environment’s illusory nature.
The illusion can suppress harmful features, such that
neither fire nor lava emit heat, traps cease to function, and
the like. The illusion can replace existing terrain with new
terrain and normal terrain features with different ones. You
can render features invisible or call attention to them.
You can introduce harmful features to the environment so
that they take whatever form you choose. A harmful feature
deals 6d6 damage to a creature once per round and a
creature can make an Intellect roll and takes no damage on a
success.
The spell can alter the appearance of creatures in the
environment, but has no effect on their rules or general
dimensions, though they might behave in a different manner
based on their forms. For example, a bear might appear as a
bear-sized fluffy stuffed animal, but still remain dangerous.
You can also populate the environment with harmless
illusory creatures that otherwise seem fully real.
Phantasmal Monstrosity
Target One zone you can see within three zones.
Effect A phantasmal monstrosity appears in on the ground
inside the target zone and becomes a companion under your
control until you become unconscious or you acquire
another companion from the casting of a spell or use of a
talent, at which point the phantasmal monstrosity
disappears. The phantasmal monstrosity uses the following
rules:
Phantasmal Monstrosity
Level 4 Defense 12 Health 43
Strength 15 (+5) Agility 12 (+2)
Fearsome The phantasmal monstrosity imposes 1 bane on
rolls to attack it. A creature immune to the frightened
affliction is immune to this trait.
Immune all afflictions; deprivation, exposure, infection,
suffocation
Animated Object Magic creates an illusion that behaves as a
creature. If it becomes incapacitated, the spell ends.
55
Invocation Novice Spells
Arcane scholars believe the Invocation tradition to Go
derive its potency by using fragments of some Ur- Requirement You are not cursed.
language, the tongue spoken by the gods, the Target One creature that can hear you in your zone.
Ancient Ones, or whomever brought creation into Effect The target becomes dazed until the end of your next
existence. By speaking the syllables, one compels turn. While dazed, the target uses a move on its turn and use
that move to move as far away from you as possible. When
reality to conform to the speaker’s desires. Often, the affliction would wear off, the target makes a Will roll
Invocation spells force creatures who hear the and, on a failure, become dazed (luck ends).
sounds to act in manners they otherwise would
not, but its spells can also break objects or repair Hate
them. Requirement You are not cursed.
Dangerous Casting: Each time after you cast an Target One creature that can hear you in your zone.
Effect Until the end of your next turn, the target regards one
Invocation spell, make a luck roll. On a success, creature you choose from among those you and it can see in
you regain the casting of the spell. On a failure, you your zone as its enemy. During the target’s next turn, it uses
lose Health, the amount of which depends on the an action to harm this enemy if it can.
tier of the spell you cast, and you become cursed
(luck ends). You lose 1 Health for a starting spell, Love
1d6 Health for a novice spell, 2d6 Health for an Requirement You are not cursed.
Target One creature that can hear you in your zone.
expert spell, and 4d6 Health for a master spell. Effect The target becomes dazed until the end of your next
turn. While dazed, the target regards one creature you
Starting Spells choose from among those you and it can see in your zone as
its ally. The first time this ally would be attacked before the
affliction wears off, the target makes itself the target of the
Break attack.
Requirement You are not cursed.
Target One object in your zone. Retreat
Effect The target takes 1d6 damage. Requirement You are not cursed.
Target One creature that can hear you in your zone.
Delay Effect The target becomes frightened of you until the end of
Requirement You are not cursed. your next turn. When the affliction would wear off, the
Target One creature that can hear you in your zone. target makes a Will roll and, on a failure, it becomes
Effect The target waits to take its next turn just before the end frightened of you until you become incapacitated or the
of the round, after each other combatant has taken a turn. target overcomes the affliction with a successful Will roll.
Depart Strike
Requirement You are not cursed. Requirement You are not cursed.
Target One creature that can hear you in your zone. Target One creature that can hear you in your zone.
Effect The next time the target takes a turn, it uses a move to Effect The target uses a reaction if it can to attack a target you
walk into an adjacent zone. choose in your zone. The target makes the roll with 1 bane.
Invite Surrender
Requirement You are not cursed. Requirement You are not cursed.
Target One creature that can hear you in your zone. Target One creature that can hear you in your zone.
Effect Until the end of your next turn, the target cannot exit Effect The target becomes dazed until the end of your next
your zone. turn. While dazed, the target cannot harm any creature or
object.
Kneel
Requirement You are not cursed. Expert Spells
Target One creature that can hear you in your zone.
Effect The target falls prone and cannot stand up until the end
of your next turn. Call
Requirement You are not cursed.
Target Your zone.
Repair Effect Name one ally. The ally appears on the ground in your
Requirement You are not cursed. zone.
Target One object or destroyed object in your zone.
Effect The target regains 1d6 Health.
Harm
Requirement You are not cursed.
Target One creature that can hear you in your zone.
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Effect The target loses 6d6 Health. Effect The target becomes cursed until the end of your next
turn. While cursed in this way, the target is also weakened
and takes double damage from all sources. In addition, the
Heal target’s screaming drowns out all noise in its zone. When
Requirement You are not cursed.
this affliction would wear off, the target makes a Will roll. On
Target One creature that can hear you in your zone.
a failure, the target becomes cursed for 24 hours.
Effect The target heals 6d6 damage.
Obey Unmake
Requirement You are not cursed.
Requirement You are not cursed.
Target One creature or object that can hear you in your zone.
Target One creature that can hear you in your zone.
Effect The target loses 10d6 Health. If this loss drops the target
Effect The target becomes controlled by you until the end of
to 0 Health, the target vanishes.
your next turn. When the affliction would wear off, the
target makes a Will roll. On a failure the target becomes
controlled by you (luck ends).
Seize
Requirement You are not cursed.
Target One creature that can hear you in your zone.
Effect The target becomes dazed and immobilized until the end
of your next turn. When the afflictions would wear off, the
target makes a Will roll and becomes dazed and immobilized
(luck ends both) on a failure.
Shout
Requirement You are not cursed.
Target Each creature and object in your zone or an adjacent
one.
Effect Your voice booms, causing each target takes 6d6
damage.
Master Spells
Blind
Requirement You are not cursed.
Target One creature that can hear you in your zone.
Effect The target becomes blinded until the end of your next
turn. When the affliction would wear off, the target makes a
Will roll and, on a failure, the target becomes blinded for 24
hours. If the target is still blinded at the end of the 24-hour
period, the target makes another Will roll and, on a failure,
the affliction becomes permanent.
Die
Requirement You are not cursed.
Target One creature that can hear you in your zone.
Effect Roll 3d6. If the sum of the roll equals or exceeds the
target’s Strength score, it dies.
Mighty Shout
Requirement You are not cursed.
Target Each creature and object within three zones.
Effect Each target takes 10d6 damage.
Stun
Requirement You are not cursed.
Target One creature that can hear you in your zone.
Effect Roll 3d6. If the sum of the roll equals or exceeds the
target’s Will score, it is stunned for 1 minute.
Suffer
Requirement You are not cursed.
Target One creature that can hear you in your zone.
57
Psionic
field imposes 1 bane on rolls against you and halves all
damage you take.
58
Novice Spells Mindwrack
Casting You cast this spell as a minor action. Casting this spell
expends 2 mental energy tokens. If you expend 1 additional
Dancing Weapon token, you make the roll with 1 boon and you deal an extra
Casting You cast this spell as a minor action. Casting this spell 1d6 damage on a success.
expends 2 mental energy tokens. If you expend 1 additional Target One creature within three zones.
token, the spell lasts 1 hour and you make rolls to attack Effect Your solidified thoughts deal 1d6 damage to the target.
with the target weapon with 1 boon. Then, make a Will roll against the target’s Strength. On a
Target One weapon neither held nor carried by a creature success, the target takes an extra 2d6 damage. If the result of
other than you that is in your zone. your roll is 20 or higher, the target also falls prone.
Effect The target leaps from your hand and hovers in the air for
1 minute. When you use a move, you can also move the
target weapon up to two zones. You can attack with this
Tranquility
Casting You spend 1 minute in preparation and cast the spell
weapon as if you held it, but use Will in place of the attribute
when you finish. Casting this spell expends 2 mental energy
you normally use. When you attack with this weapon and
tokens. If you expend 1 additional token, you both heal
succeed on the roll you can spend a number of mental
damage and regain Health.
energy tokens equal to half your level or less; for each token
Effect You either heal 3d6 damage or regain 2d6 Health.
spent, the attack deals an extra 1d6 damage. Finally, the
target weapon counts as having the off-hand trait until the
spell ends. Will Hammer
Casting You cast this spell as a minor action. Casting this spell
Levitate expends 2 mental energy tokens. If you expend 1 additional
token, you make the roll with 1 boon and deal an extra 1d6
Casting You cast this spell as a minor action. Casting this spell
damage on a success.
expends 2 mental energy tokens. If you expend 2 additional
Target One creature within three zones.
tokens, you can target one or two additional creatures or
Effect You savage the target’s mind. Make an Intellect roll
objects in the same zone as the target.
against the target’s Will. On a success, the target takes 1d6
Target One creature or unsecured object within three zones.
damage, and becomes dazed (luck ends). If the result of your
Effect The target rises six feet above the surface on which it
roll is 20 or higher, the target takes an extra 1d6 damage. On
stood and hangs in place there for 1 minute. An unwilling
a failure, you regain 1 mental energy token.
target can make a Strength roll and the spell has no effect on
it if it gets a success. An affected target is Strength and
Agility impaired until the spell ends. The target can move
only by crawling and then only if it can reach a surface.
Expert Spells
On each of your turns, you can raise or lower the target by
up to 6 feet as a minor action. Cloud of Knives
Casting You cast this spell as a minor action. Casting this spell
Mental Stowaway expends 4 mental energy tokens.
Effect Rocks, dust, rubbish lift up from the ground in your zone
Casting You cast this spell as a minor action. Casting this spell
and shape themselves into knives that obscure your zone.
expends 2 mental energy tokens. If you expend 1 additional
token, you make the roll with 1 boon. The knives move with you when you move to stay inside
your zone for 1 minute. When you cast this spell and, again
Target One creature in your zone or an adjacent one that has
as a minor action, you can sweep the cloud at one creature
an Intellect score.
or object in your zone, causing it to take 1d6 damage and
Effect You attempt to invade the target’s mind. Make an
make an Agility roll. On a failure, the target takes an extra
Intellect roll against the target’s Will. On a success, you know
2d6 damage.
the target’s exact location for the next 24 hours. You can also
use an action to perceive from the target’s body instead of
your own until you use an action to switch perspectives. Crushing Thoughts
While you perceive from the target’s body, you see, hear, and Casting You cast this spell as a minor action. Casting this spell
otherwise perceive as if you were in the target’s space and expends 4 mental energy tokens.
perceive nothing from your own. In addition, the target Target One creature within three zones.
grants you 1 boon on rolls you make against it. If you failed Effect You wrap the target in bands of psychic force and crush
your Intellect roll, make a luck roll. On a success, you regain the life from it. The target becomes immobilized and
1 mental energy token. Strength impaired for 1 minute or until the target overcomes
the affliction with a successful Strength roll. At the end of the
Mind Link round, if the target still has these afflictions, the target takes
1d6 damage. While the target is in range and has these
Casting You cast this spell as a minor action. Casting this spell
afflictions, can use a minor action to cause the target to take
expends 2 mental energy tokens.
2d6 damage.
Target Any number of allies in your zone.
Effect You link minds with each target and remain connected
for 1 hour, but the spell ends early if you become controlled, Elude Perception
dazed, stunned, or unconscious. Each target can Casting You cast this spell as a minor action. Casting this spell
communicate telepathically with each other target and is expends 4 mental energy tokens. If you expend 1 or 2
immune to the blinded, deafened, and dazed afflictions until additional tokens, you can target an equal number of
the spell ends. You can also use a reaction to end the spell additional creatures in the same zone as the target.
early when a target becomes stunned. The target ends the Target One creature within three zones.
affliction on itself.
59
Effect The target becomes dazed (luck ends). While dazed in
this way, you are invisible and silent to it. The target can still
Mind Control
Casting You cast this spell as a minor action. Casting this spell
sense your presence using other senses and the effects of
expends 8 mental energy tokens.
your presence in your surroundings. The target can see a
Target One creature in your zone or an adjacent one.
shadow you cast, an amount of water you displace, and the
Effect You reach into the target’s mind to take control of the
visible effects of your actions.
target’s body. If the target is level 8 or higher, the spell ends
with no effect. Otherwise, the target becomes controlled by
Forget you until the end of your next turn. You can use an action to
Casting You cast this spell as a minor action. Casting this spell extend the spell’s duration until the end of your next turn,
expends 4 mental energy tokens. If you expend 2 additional up to a maximum of 1 hour. If the target is harmed, the
tokens, instead of the normal effects, the spell causes the target makes a Will roll with 1 bane and ends the spell early
target to forget memories of the last 24 hours. on a success.
Target One creature in your zone.
Effect You reach into the target’s mind to strip away its
memories. Make an Intellect roll against the target’s Will. On
Mind over Body
Casting You cast this spell as a minor action. Casting this spell
a success, the target becomes dazed (luck ends). You erase
expends 8 mental energy tokens.
the most recent 10 minutes of the target’s memories so that
Effect You heal 20 damage and gain one of the following
while the target knows that time has passed, it cannot ever
benefits: regain 2d6 Health, cure one infection affecting you,
recall what happened during that time. If the result of your
or end one of your harmful affliction
roll is 20 or higher, you erase the most recent 1 hour of the
target’s memories instead, or 1 week if you expended
additional mental energy when you cast this spell. On a Psychic Awareness
failure, the target becomes dazed until the end of your next Casting You cast this spell as a minor action. Casting this spell
turn. expends 8 mental energy tokens.
Effect For 24 hours, you become immune to the blinded and
Mind-Reading deafened afflictions as long as there is at least one ally in
your zone. You can benefit from any sensory traits possessed
Casting You cast this spell as a minor action. Casting this spell
by allies in your zone. Finally, you can locate each creature
expends 4 mental energy tokens. If you expend 2 additional
with an Intellect score within three zones of you.
tokens, you make the roll with 1 boon and if your roll results
in a failure, you regain half of the mental energy you
expended to cast this spell. Psychokinetic Outburst
Target One creature in your zone that has an Intellect score. Casting You cast this spell as a minor action. Casting this spell
Effect You reach into the target’s mind sort through its expends 8 mental energy tokens.
thoughts. Make an Intellect roll against the target’s Will. On a Target Your zone and any number of adjacent zones.
success, the target becomes Intellect impaired for 1 minute. Effect You open your mind and release an expanding wall of
If the result of your roll is 20 or higher, the target is also Will telekinetic force to bash anything in its path. Each creature
impaired for the duration. When you cast the spell and again in the target zone takes 2d6 damage and makes a Strength
on each of your turns until the spell ends, you can ask a roll. On a failure, the creature takes an extra 3d6 damage,
question and the Sage answers based on what the target and falls prone. Each object in a target zone takes 30
knows or thinks it knows. Alternatively, you can just search damage, and, if the object is unsecured, it moves one zone
for any information, in which case the Sage reveals one thing away from you.
in the target’s thoughts per round until the spell ends.
Rend Asunder
Restrain Casting You cast this spell as a minor action. Casting this spell
Casting You cast this spell as a minor action. Casting this spell expends 8 mental energy tokens.
expends 4 mental energy tokens. If you expend 2 additional Target One creature in your zone or an adjacent one.
tokens, the targets take 1d6 damage at the end of each round Effect With your mind, you lift the target 6 feet into the air and
they are immobilized. pin it in place (luck ends). The target is immobilized and
Target One, two, or three creatures in one zone you can see takes 5d6 damage at the end of each round. If the target is
within three zones. incapacitated by this damage, you tear it to pieces and the
Effect The target becomes immobilized (luck ends). chunks of it fall to the ground in a wet heap.
Master Spells
Mind Blast
Casting You cast this spell as a minor action. Casting this spell
expends 8 mental energy tokens.
Target One zone within three zones.
Effect You flood the zone with hostile psychic energy that has
variable effects on creatures in it based on their levels. A
creature of level 4 or lower suffers a cranial explosion and
dies. A creature of level 5 to 7 takes 5d6 damage and
becomes stunned (luck ends). A creature of level 8 or higher
takes 5d6 damage and becomes dazed (luck end).
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Necromancy
boon. In addition, you are invisible to undead. If you harm an
undead, the spell temporarily ends (luck ends).
Crawling Hand
Death’s Door Level 1/2 Defense 10 Health 11
Casting You cast this spell as a minor action. You can cast this Strength 11 (+1) Agility 10 (+0)
spell three times. Immune asleep, poisoned; deprivation, infection, suffocation
Target One incapacitated creature in your zone. Undead A crawling hand is not alive. While it is not injured, it
Effect Either the target dies or it heals 1d6 damage. If the takes half damage from weapons.
target dies, you heal 1d6 damage. Awareness The crawling claw knows the location of each
creature and object within three zones.
Melee Attack—Nails Strength with 1 boon against Defense. On
Exterminate a success, the target takes 1d6 damage.
Target Your zone.
Effect Green mist spreads through the target zone and
dissipates. Each creature in the zone other than you takes Flay
1d6 damage. Casting You can cast this spell three times.
Target One enemy of flesh and blood within three zones.
Effect The target takes 1d6 damage from the rending of its
Grave Mask flesh. Make an Intellect roll against the target’s Strength. If
Effect You assume an unhealthy pallor that lasts for 8 hours.
the target is wearing no armor, you make the roll with 1
During this time, you make rolls to resist infection with 1
boon. On a success, the target takes an extra 3d6 damage, or
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5d6 damage if the result of your roll is 20 or higher. If the You can have one bloated dead companion at a time. If
target becomes injured as a result, it takes an extra 1d6 you gain another, the oldest hulking dead stops being your
damage. If the target becomes incapacitated as a result, the companion and becomes an enemy to all creatures until
target dies, its skin stripped from its body. destroyed.
The bloated dead uses the following rules:
Life Drain Bloated Dead
Target One creature of flesh and blood within three zones. Level 2 Defense 8 Health 25
Effect The target takes 2d6 damage and you heal 1d6 damage. Strength 13 (+3) Agility 8 (–2)
Immune asleep, poisoned, weakened; deprivation, infection,
Osseus Blade suffocation
Casting You cast this spell as a minor action. Undead A bloated dead is not alive. While it is not injured, it
Effect You form a long thin blade from a bit of bone. The takes half damage from weapons.
weapon remains for 24 hours. Your attacks with it deal 2d6 Stench A foul smell emanates from the bloated dead, causing
damage and the weapon has the keen +1d6, martial, and enemies of flesh and blood in its zone to become weakened
wounding properties. When you attack with the weapon, for as long as they remain there.
you can use Intellect in place of the attribute you would Dark Vision A bloated dead needs no light to see in its zone.
normally use. In addition, when your attack with the weapon Melee Attack—Hands Strength against Defense. On a success,
causes a living creature to become incapacitated, the the target takes 1d6 damage. If the result of the roll is 15 or
creature dies and, at the end of the round, stands up as a higher, the target is also grabbed. If the result of the roll is 20
walking dead (see walking dead spell). The walking dead or higher, the bloated dead can use a reaction to make a
becomes a companion under your control for 1 minute and teeth attack against the same target.
then collapses, becoming an ordinary corpse. Melee Attack—Teeth One grabbed or immobilized creature.
Strength with 1 boon against Defense. On a success, the
target takes 2d6 damage.
Walking Dead
Casting You spend 1 minute in preparation and cast this spell
when you finish. Bone Carapace
Target One human-sized undead in your zone or an adjacent Casting You cast this spell as a minor action.
one or one dead human-sized creature in your zone. Effect Bones you hold in your hands soften and spread across
Effect If you target an undead, it heals 3d6 damage. your body at which point they harden into armor. Your
If you target a dead creature, you transform it into a Defense becomes 17 for 8 hours or until you become
walking dead. It stands up and becomes an undead incapacitated, which ends the spell early. The bones render
companion under your control until it is incapacitated, at you immune to damage from cold and impose 1 bane on
which point it rots away at the end of the round. rolls to attack you by creatures that can see you and that are
You can have up to four walking dead companions at a not immune to the frightened affliction.
time. If you gain another, the oldest walking dead stops
being your companion and becomes an enemy to all Death Smoke
creatures until destroyed. Target Your zone.
The walking dead use the following rules. Effect Smoke smelling of crematorium spills out you’re your
mouth to fill the target zone with darkness that lasts for 1
Walking Dead minute. At the end of each round, the smoke moves into one
Level 1/2 Defense 9 Health 11
adjacent zone of your choice, and each creature in a zone
Strength 11 (+1) Agility 9 (–1)
containing the smoke takes 1d6 damage. You, spirits,
Immune asleep, poisoned, weakened; deprivation, infection,
undead, and animated objects are immune to this damage. A
suffocation
creature that takes this damage also makes a Strength roll
Undead A walking dead is not alive. While it is not injured, it with 1 boon and loses 1d6 Health on a failure.
takes half damage from weapons.
Dark Vision A walking dead needs no light to see in its zone.
Slow The walking dead cannot run. Eaters of the Dead
Melee Attack—Hands Strength against Defense. On a success, Target One creature within three zones.
the target takes 2d6 damage. Effect You shake your hands and from them fall a profusion of
flesh-eating insects that then flow toward the target and
envelop its body. The target becomes blinded for 1 minute or
Expert Spells until it takes 10 damage or more from cold, fire, or lightning.
If the target is blinded at the end of the round, it makes a
Strength roll. On a failure, the target loses 1d6 Health and
Bloated Dead becomes weakened until the end of the next round. If the
Casting You spend 1 minute in preparation and cast this spell target’s Health drops to 0, it and everything it was wearing
when you finish. and carrying that was not made of bone or metal disappear.
Target One undead in your zone or an adjacent one or one
dead creature that is not undead.
Effect If you target an undead, it heals 9d6 damage. Grave Grasp
If you target a dead creature, you transform it into a Target One zone you can see within three zones.
bloated dead, and it stands up to becomes an undead Effect Pale, grasping hands rise up from the ground in the
companion under your control until it is incapacitated, at target zone to turn it into challenging terrain for 1 minute. At
which point the meat of its body sloughs away and the bones the end of each round, each creature on the ground in the
melt into reeking jelly. zone makes an Agility roll. On a failure, the creature takes
1d6 damage and becomes immobilized until the spell effect
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ends or the creature succeeds on a Strength roll to overcome Strength roll is 20 or higher, the abominable dead can use a
the affliction. A creature already immobilized takes an extra reaction to make a foot stomp attack.
2d6 damage and falls prone instead. Melee Attack—Foot Stomp One prone creature. The target
takes 4d6 damage and makes a Strength roll and becomes
stunned until the end of its next turn on a failure.
Running Dead
Casting You spend 1 minute in preparation and cast this spell
when you finish. Angel of Death
Target One undead in your zone or an adjacent one or one Target One zone you can see within three zones.
dead human-sized creature that is not undead in your zone. Effect An angel of death appears in the target zone and
Effect If you target an undead, it heals 9d6 damage. remains there for 1 minute.
If you target a dead creature, you transform it into a Each creature that sees it, other than you, makes a Will
running dead, and it stands up to becomes an undead roll. On a failure, the creature becomes frightened of the
companion under your control until it is incapacitated, at angel of death until the spell ends or the creature overcomes
which point it rots away in a matter of moments. the affliction with a successful Will roll.
You can have one running dead companion at a time. If The angel of death is immune to attacks and harmful
you gain another, the oldest running dead stops being your effects.
companion and becomes an enemy to all creatures until When a creature in the target zone becomes
destroyed. incapacitated, the angel of death swoops toward the
The running dead uses the following rules: creature to steal its soul, which prevents it from being
restored to life and the spell’s duration extends by an extra
Running Dead minute.
Level 2 Defense 13 Health 21 When a creature in the zone becomes injured, the angel
Strength 13 (+3) Agility 13 (+3) scurries toward it and the creature makes a luck roll with 1
Immune asleep, poisoned, weakened; free attacks; deprivation, bane. On a failure, the creature takes 6d6 damage.
infection, suffocation When the spell ends, the zone fills with darkness that
Undead A running dead is not alive. While it is not injured, it thwarts all but supernatural light for 1 minute and then
takes half damage from weapons. dissipates.
Dark Vision A running dead needs no light to see in its zone.
Fast When a running dead runs, increase the number of zones
it moves by one.
Army of the Dead
Melee Attack—Claws Agility with 1 boon against Defense. On Target Your zone and up to three adjacent zones.
a success, the target takes 2d6 damage. Effect Pools of mist appear in each zone that then rise until
they obscure the zones for 1 minute, after which time the
spell ends.
Master Spells At the end of the round in which you cast this spell, one
controlled mob of walking dead rises from the ground in
each zone and remains until the spell ends. Each enemy that
Abominable Dead can see at least one mob makes a Will roll. On a failure, the
Casting You spend 1 minute in preparation and cast this spell enemy becomes frightened of all mobs until the spell ends or
when you finish. the creature overcomes the affliction with a successful Will
Target One undead in your zone or an adjacent one or one roll with 1 bane.
dead creature in your zone. The mobs use the following rules:
Effect If you target an undead, it heals 15d6 damage.
If you target a dead creature, you transform it into an Undead Mob
abominable dead, and it stands up to becomes an undead Level 4 Defense 9 Health 59
companion under your control until it is incapacitated, at Strength 11 (+1) Agility 9 (–1)
which point it explodes, showering its zone with wet, Immune asleep, poisoned, weakened; free attacks; deprivation,
slippery chunks of rotten meat. infection, suffocation
You can have one abominable dead companion at a time. Undead An undead mob dead is not alive. While it is not
If you gain another, the oldest stops being your companion injured, it takes half damage from weapons.
and it becomes an enemy to all creatures until destroyed. Dark Vision An undead mob needs no light to see in its zone.
The abominable dead uses the following rules: Slow An undead mob cannot run.
Spawn Walking Dead When the mob becomes incapacitated, a
Abominable Dead walking dead appears in its zone. The walking dead
Level 4 Defense 8 Health 70 considers all creatures that are not undead as enemies.
Strength 14 (+4) Agility 8 (–2) Melee Attack—Hands Any number of creatures. Strength
Immune asleep, poisoned, weakened; free attacks; deprivation, against Defense. Make the roll with 1 boon if the mob’s
infection, suffocation damage total is 16 or lower. On a success, the target takes
Undead A running dead is not alive. While it is not injured, it 2d6 damage if its damage total is 33 or lower. Otherwise, the
takes half damage from weapons. target takes 1d6 damage.
Stench A foul smell emanates from the abominable dead,
causing enemies of flesh and blood in its zone to become
weakened for as long as they remain there.
Death
Dark Vision An abominable dead needs no light to see in its Target Your zone and each adjacent one.
zone. Effect Shadows writhe in the target zones. Roll 15d6. A
Melee Attack—Fist Strength against Defense. On a success, the creature of flesh in blood with a Health score equal to or less
target takes 4d6 damage, falls prone, and becomes than the sum of this roll that is in a target zone dies.
weakened until the end of its next turn. If the result of the
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Shrieking Skull
Casting You can cast this spell three times.
Target One detached skull in your zone.
Effect You grip the skull and whisper into its eye sockets. The
skull rises into the air and hovers there. The skull becomes
an undead companion under your control for 1 hour or until
it is incapacitated, at which point, the skull falls and shatters
on the ground. The skull understands what you say, but it
cannot speak. The skull uses the following rules.
Shrieking Skull
Level 2 Defense 15 Health 13
Strength 5 (–5) Agility 15 (+5)
Immune asleep, poisoned, weakened; free attacks; deprivation,
infection, suffocation
Undead A shrieking skull is not alive. While it is not injured, it
takes half damage from weapons.
Dark Vision A shrieking skull needs no light to see in its zone.
Airborne The shrieking skull can fly and hover.
Shriek As an action, the skull shrieks. Each enemy in the skull’s
zone makes a Will roll and, on a failure, takes 2d6 damage,
and becomes frightened of the skull until the skull becomes
incapacitated or the creature overcomes the affliction with a
successful Will roll. A target that succeeds on the roll to
resist being frightened or that overcomes the affliction is
immune to being frightened by the same skull.
Slay
Casting You cast this spell three times.
Target One creature within three zones.
Effect The target takes 7d6 damage and you make an Intellect
roll against the target’s Strength. On a success, the target
takes an extra 8d6 damage. A creature incapacitated by this
damage dies.
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Oneiromancy
ends. If you fail the roll, the target just becomes weakened
until the end of your next turn.
Novice Spells other creatures directly, though it can use actions to carry
things for you, help you with tasks, and perform other
activities as you choose.
Daydream
Target One creature in your zone. Sleep
Effect The target’s mind wanders. Make an Intellect roll against Target Any number of creatures in your zone or an adjacent
its Will. On a success, the target becomes dazed (luck ends). one.
Until the affliction wears off, all other creatures are invisible Effect A level 1 target falls prone and asleep (luck ends),
to the target and the zone appears to be safe and though the target can be wakened by normal means, which
comfortable. If harmed, the target can make an Intellect roll ends the spell.
and ends the spell early on a success. If it fails this roll, the Each other target makes a Will roll. On a failure, the target
target also becomes frightened of the zone until the spell becomes Strength impaired until harmed, or until the target
overcomes the affliction with a successful Will roll.
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Expert Spells Effect You dash the targets’ hopes. The target becomes cursed
and dazed (luck ends both). At the end of each round the
target is cursed, it falls prone and becomes weakened until
the end of the next round.
Killing Dream
Casting You can cast this spell three times.
Target One creature within three zones. Slumber
Effect You make the target recall its nightmares. Make an Target Any number of creatures all in one zone you can see
Intellect roll against the target’s Intellect. On a success, the within three zones.
target becomes weakened until it overcomes the affliction Effect A creature of level 3 or lower falls prone and asleep
with a successful Will roll. At the end of each round, the (luck ends). If the target is wakened before it succeeds on
affected target takes 3d6 damage. A target that is immune to the luck roll, the target becomes weakened (luck ends). A
the frightened affliction is immune to this effect. creature of level 4 or higher instead becomes weakened
If you failed the roll, you regain the expended casting of (luck ends).
the spell after 1 minute.
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A creature affected by this spell can use an action to roll
Will. On a success, the creature’s imagination grants it one of
the following benefits of its choice:
• The creature can fly until the spell ends.
• The creature imposes 1 bane on rolls against it until the
spell ends.
• The creature makes attribute rolls with 1 boon until the
spell ends.
• The creature can remove or add a feature of its choice to
the dreamscape. The feature can affect up to one-quarter
of a zone’s area or a full border, such as creating a fire,
wall, or something else.
Dream Travel
Casting You spend 1 minute in preparation and cast the spell
when you finish.
Target You and each ally in your zone.
Effect Choose one environment adjacent to yours. You fix this
environment in your mind as you and each other target fall
prone and asleep for 8 hours. If any target is wakened before
this time, the spell ends early with no effect. If each target
sleeps the entire time, all targets when they waken do so in a
zone of the Sage’s choice inside the environment you chose
when you cast this spell.
Eternal Sleep
Target One creature within three zones.
Effect The target becomes dazed. At the end of the round, the
target makes a Will roll. The target makes the roll with 1
boon for each level it is higher than 6 and 1 bane for each
level it is lower than 6, while a level 3 or lower-level creature
fails the roll automatically.
On a failure, the creature falls prone and becomes
stunned. On a success, the target removes the dazed
affliction. A stunned target makes a Will roll at the end of the
next round, with the same number of boons or banes as the
previous roll. On a failure, the target becomes asleep until it
dies, until you die, or until you, and only you, use an action to
waken it.
Fear Incarnate
Target One creature within three zones.
Effect A shadowy figure appears inside the target’s zone. The
target sees this figure as the incarnation of its greatest fear
and becomes frightened of it until it overcomes the affliction
with a successful Will roll with 2 banes, which also ends the
spell. The figure follows the target, always staying where the
target can see it. At the end of each round the target is
frightened in this way, the target loses 6d6 Health.
Night Horrors
Target Any number of creatures all in one zone you can see
within three zones.
Effect Nightmarish figures appear in the target zone and attack
the targets for 1 minute. Each target is frightened of the
figures, and while frightened in this way, the target cannot
leave its zone. At the end of each round, the affected target
makes a Will roll, taking 2d6 damage on a failure, or half
damage on a success. A target can attack a nightmarish
figure: the figure has a Defense equal to your Intellect score.
On a success, the target ends the effect for itself.
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Order Novice Spells
Efforts to control magical energies, which, by their Dampen Magic
natures, tend toward chaos and unpredictability Casting You cast this spell as a minor action.
saw the creation of the Order tradition. Many Target Each zone within three zones.
spells apprehend these energies and solidify them Effect When a creature in the target zone uses magic, it first
into a “force,” a usually invisible energy that has makes a Will roll. On a failure, the magic has no effect. The
spell lasts 1 minute.
the property of solidity, but dissipates into nothing
once the magic responsible for its formation ends.
Eradicate Luck
As one might also expect, Order magic also Effect You have a pool of die results consisting of three 20s and
includes several spells to reduce randomness, and three 1s. When a creature in your zone makes a luck roll, you
to coerce others into performing certain activities. can use a reaction to swap out the number rolled with either
a 1 or a 20 by expending the number from your pool. The
spell lasts 1 minute or until you expend the last result.
Starting Spells
Inevitable Sword
Certain Outcome Requirement You have at least one hand free.
Effect The next time you make an attribute roll before your Casting You cast this spell as a minor action. You can cast this
next turn ends, do not roll. Instead, determine the result of spell three times.
the roll as if you had rolled a 20 on the die. Effect A blade of solidified magic emerges from your hand and
remains for 1 minute or until you become unconscious.
When you use an action to attack with the blade, you
Counterspell succeed on the roll automatically and the target takes 2d6
Casting You use a reaction to cast this spell when a creature damage. Although it resembles a weapon, the blade does not
within range uses an action to produce a magical effect. You count as such.
can cast this spell three times.
Target The magical effect as it is being produced.
Effect Make an Intellect roll. If the source of the magic is a Logic Prison
higher level than you, you make the roll with a number of Casting You can cast this spell three times.
banes equal to the difference. If the source of the magic is a Target One creature within three zones.
lower level than you, you make the roll with a number of Effect The creature becomes immobilized and remains so for 1
boons equal to the difference. On a success, the magical minute. While immobilized in this way, the target makes
effect ends immediately. rolls to attack with 1 bane, but the field around the target
imposes 1 bane on rolls to attack it. An affected target can
use an action to make an Intellect roll. On a success, it solves
Force Chains the mathematical puzzle and the spell ends immediately.
Target One creature in your zone or an adjacent one.
Effect The target becomes immobilized until the end of your
next turn. Ordered Minds
Casting You use a reaction to cast this spell when an enemy
makes an attribute roll against your Intellect or Will.
Force Missile Target You and any number of creatures in your zone.
Casting You can cast this spell three times. Effect Each target becomes immune to the frightened, Intellect
Target One creature within six zones. impaired, Will impaired, dazed, and stunned afflictions for 1
Effect The target takes 1d6 damage. minute.
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if they had been arrested mid-turn, the finish their turn • Obligation The target becomes cursed. Describe a service
immediately. within the target’s power to perform. The service can be
anything you choose, but it cannot obviously suicidal or
bring direct harm to the target’s loved ones or property.
Expert Spells You could, for example, force the target to seek out a
fabled artifact, slay a giant, or travel to some far-flung
place. If the service you described is possible, the target
Compel Activity works toward fulfilling the obligation. If the target does
Casting You can cast this spell three times. otherwise, the target becomes weakened and derives no
Target Each creature in your zone other than you. benefits from resting until it resumes its efforts to
Effect Choose one activity that requires the use of an action complete its quest. Fulfilling the obligation removes the
such as attack, cast a spell, help, or hinder. A target makes a cursed affliction from the target.
Will roll and, on a failure, must use an action to perform that • Prohibition The target becomes cursed, and you can
activity during its next turn. If the target cannot perform the forbid the target from performing a specific activity while
activity, the target becomes stunned until the end of your it is cursed. Examples include casting spells, taking lives,
next turn. or drinking alcohol. The prohibition cannot be an activity
the target needs to perform in order to live; you could not,
Flying Platform for example, prohibit the target from eating, though you
Target Your zone. can prohibit the target from eating a particular kind of
Effect An invisible platform, 1 inch thing, up to 10 feet wide food. If the target violates the prohibition, it loses 3d6
and 10 feet long, forms on the ground in the target zone. Health and becomes weakened until after it rests 8 hours.
When you move, you can move the platform a similar After one year and one day, the target removes the cursed
distance as a minor action. If you stand on the platform, you affliction from itself
can fly and hover. The platform remains for 8 hours or until
it’s destroyed. The platform has a Defense equal to your Negate Magic
Intellect score while it is flying and Health 60. When the Target A magical effect affecting one creature or object, or
spell ends, anything on the platform falls. contained inside any size space within three zones.
Effect Make a luck roll. On a success, the target effect ends. On
Force Barrier a failure, you regain the casting of this spell after 1 hour.
Casting You can cast this spell three times.
Target One border or a smaller opening in a zone you can see
within three zones. Master Spells
Effect An invisible barrier closes the border or seals off the
opening. The barrier remains for 1 hour or until it is Force Globe
destroyed. The barrier has Health 40, but “heals” 1d6
Effect A globe of magical force forms around you to protect you
damage at the end of each round.
for 1 hour or until destroyed. Until the spell ends, your
Health increases by 60 and you become immune to
Force Bubble afflictions and effects from any source other than yourself. If
Target One creature within three zones. your damage total reaches 60 before the spell ends, you heal
Effect A bubble of magical force forms around the target and 60 damage and the spell ends early.
traps it so that the target cannot move and no attacks or
effects originating from outside the bubble can reach inside Obedience
it. Similarly, nothing from inside the bubble can affect
Target Each enemy in your zone.
anything outside it. Attacks against the creature and magical
Effect The target becomes dazed until the end of your next
effects it produces that target the creature's Strength or
turn. While dazed in this way, the target takes its turn at the
Agility target the bubble instead. Similarly, attacks the target
end of the round. If the target is level 3 or lower, the target
makes and magical effects it produces that target other
also becomes controlled.
creatures’ Defense, Strength, or Agility target the bubble
instead.
As an action, you to move the bubble into any adjacent Quell Magic
zone where it remains until you move it again or the spell Target Your zone and each adjacent one.
ends. The spell lasts 1 minute, but ends early when the Effect A field spreads through the target zones and remains in
bubble is destroyed. The bubble has Health 40. When the place for 1 hour. The field prevents magic from producing
spell ends, anything in the bubble falls. effects in a target zone, within the following parameters:
• Creatures in the target zones count as if they had 0
castings of any spells they have learned and uses or
Geas charges for any magical talent or object they have.
Casting You spend 1 minute in preparation and cast this spell
• Creatures and objects ignore all magical effects from
when you finish.
sources that originate from outside the target zones.
Target One creature in your zone that is present for the entire
• Any magical effect affecting a creature or object that
time you spend in preparation.
enters a target zone ceases to function for as long as it is
Effect Roll 9d6. If the sum of the dice rolled plus the target’s
in the target zone, but time spent in the zone counts
damage total equals or exceeds the target’s Health score, the
against the spell’s duration, if any.
target becomes controlled for 24 hours.
• Any creature or object created by magic that enters a
You can use an action before the spell ends to bestow an
target zone disappears until this effect ends and time
obligation or prohibition on the target. Doing so ends the
spent disappeared counts against its duration.
spell early.
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• Any creature in a target zone that uses a magic
consumable tracks the consumable’s duration while in a
target zone and the consumable produces its effects, if
any, when the creature enters a zone not affected by this
spell.
Hand of Force
Casting You cast this spell as a minor action.
Target One zone within three zones.
Effect A hand of magical force appears and hovers in the target
zone. The spell lasts 1 hour. Whenever you use a move, you
can also move the hand into an adjacent zone. You can also
use an action to have the hand perform any one of the
following activities:
• The hand swats up to three creatures in its zone. Each
target makes an Agility roll and, on a failure, takes 6d6
damage and falls prone.
• The hand reaches for one creature or object in its zone.
The target makes an Agility roll and, on a failure, is
grabbed by the hand until the end of your next turn. The
hand’s Strength score equals the higher of your Intellect
or Will scores. If the target is already grabbed by the
hand, the target takes 6d6 damage and remains grabbed
until the end of your next turn. If the damage
incapacitates the target, the target collapses in on itself
and squirts out the top and bottom of the closed hand.
• The hand punches at one creature in its zone. The target
makes an Agility roll with 1 bane and takes 8d6 damage
on a failure.
• The hand makes an offensive gesture. Each enemy that
can see it makes a Will roll and is offended (luck ends) on
a failure. An offended creature makes rolls with 1 bane,
cannot speak in an articulate manner, and attacks on each
of its turns.
Implosion
Target One creature within three zones.
Effect Pressure builds on all sides of the target, which causes it
to take 15d6 damage. If the target becomes injured from this
damage, it takes an extra 15d6 damage. If it becomes
incapacitated, the target compresses until it becomes a small
hard, ball that rolls around the ground and continues to
shrink in on itself until it eventually disappears.
Law Hammer
Target One zone you can see within six zones.
Effect An enormous hammer of magical force appears in the
air and slams down. Each creature and object in the zone
takes 10d6 damage, moves to the border, and hangs
suspended there, immobilized, until the end of your next
turn, at which point the creatures and objects fall prone at
the edges of the zone.
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Primal
1d6 damage and your increases Health by 16. The spell lasts
8 hours or until you become unconscious.
Hunter’s Senses
Effect Your senses sharpen until you can treat faint light as if it Pounce
were bright light. In addition, you can smell creatures of Requirement You are under the effect of your bestial weapons
flesh and blood out to a range of two zones. Such creatures spell.
cannot hide from you. The spell lasts 8 hours. Casting You can cast this spell three times.
Target One creature within two zones.
Effect You move to the target’s zone and attack it. Make a
Hunter’s Stance Strength roll with 1 boon against the target’s Defense. On a
Effect Your body grows sleeker and nimbler. You make Agility success, the target takes 4d6 damage, or 6d6 damage if the
rolls to sneak with 1 boon. You can hide in wilderness zones, result of your roll is 20 or higher. In addition, the target
even if you’re being observed. The spell lasts 8 hours or until makes a Strength roll and falls prone on a failure.
you cause a creature to become incapacitated.
Rending Claws
Predator’s Pace Requirement You are under the effect of your bestial weapons
Effect Your chest widens to accommodate your larger lungs. spell.
You ignore the drawbacks from running. If you moved at Target One creature in your zone.
least one zone before you attack, the attack deals an extra Effect You sweep your claws back and forth to cut your
1d6 damage. The spell lasts 8 hours or until you cause a opponent to ribbons. Make a Strength with 1 boon against
creature to become incapacitated. the target’s Defense. On a success, the target takes 6d6
damage, or 8d6 damage if the result of your roll is 20 or
Thick Hide higher. On a failure, you regain the expended casting of this
Effect Your skin, or its equivalent, thickens, toughens. Increase spell after 1 minute.
your Defense by 1 and your Health by 4. The spell lasts 8
hours or until you become unconscious. Wild Fury
Casting You cast this spell as a minor action.
Wolf in Sheep’s Clothing Effect You throw your head back and howl as the fury of wild
Effect To all others, you appear as an ordinary animal of a kind animals builds inside you. For 1 hour, whenever you roll a 5
suited for your environment. The spell masks your or less on the die for a roll to attack a target in your zone,
appearance only; you leave prints as you normally would you can roll another d20 and add the number rolled to your
and make noises depending on the clothing you wear and roll.
objects you carry. Anyone touching you can immediately see
through the magical disguise. The spell lasts for 1 hour, but
ends early if you harm another creature.
Expert Spells
Bloodthirsty Aggression
Novice Spells Requirement You are under the effect of your bestial weapons
spell.
Bestial Vigor Casting You can cast this spell three times.
Effect You feel primal might flowing through your body. You Target One or two creatures in the same zone you can see
make Strength rolls with 1 boon and you impose 1 bane on within two zones.
rolls against your Strength. Your melee attacks deal an extra Effect You run to the target’s zone and rake each target with
your claws and fangs. A target takes 4d6 damage and you
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make a Strength roll with 1 boon against its Defense. On a your normal form. While in this form, you have the following
success, the target takes an extra 4d6 damage, or 6d6 benefits and drawbacks:
damage if the result of your roll is 20 or higher. • You make only sounds a bear can make.
• Increase your Health by 12.
• You impose 1 bane on rolls to attack your allies that are in
Dominating Presence your zone.
Requirement You are under the effect of your bestial weapons • You know the location of each creature of flesh and blood
spell.
within two zones of you.
Casting You can use a reaction to cast this spell when an enemy
• Your teeth and claws become natural weapons that deal
in your zone would moves out of it, but before it leaves. You
3d6 damage and martial properties.
can cast this spell three times.
Target The enemy that enabled your casting of this spell.
Effect You lash out with your claws to catch the target before it
escapes. Make a Strength roll with 2 boons against the
Master Spells
target’s Defense. On a success, the target takes 4d6 damage
and becomes immobilized until the end of your next turn. Primal Avatar
Casting You cast this spell as a minor action.
Howl of the Dire Wolf Effect Primal magic flows into your body causing you to grow
to twice your normal height and eight times your normal
Casting You cast this spell as a minor action.
weight. Your clothing and equipment transform with you.
Effect You howl as you transform into a wolf-like creature. You
You remain at this new size for 1 minute, but the spell ends
remain in this form for 1 hour, but the spell ends early if you
early if you become unconscious. When the spell ends, you
become unconscious or you use a minor action to return to
become weakened until you finish a full night’s rest.
your normal form. While in this form, you have the following
The spell grants you the following benefits:
benefits and drawbacks:
• When an enemy sees you, it makes a Will roll. On a failure,
• You make only sounds a wolf can make.
the target is frightened of you until the spell ends or it
• Increase your Health by 8.
overcomes the affliction with a successful Will roll. A
• You know the location of each creature of flesh and blood
creature that succeeds on the roll or overcomes the
within two zones of you.
affliction becomes immune to this aspect of the spell.
• When you run, you can move one additional zone.
• You increase your Health by 48.
• Your teeth become natural weapons that deal 2d6 damage
• Creatures of flesh and blood within two zones of you
and have the finesse and martial properties.
cannot hide from you.
• When you attack a target that has already been attacked
• When you run, you can move one additional zone.
during the round, you make the roll with 1 boon.
• When you run into a zone, each creature in it must
• If the result of your roll to attack is 20 or higher, you also
succeed on an Agility roll or take 2d6 damage.
knock the target prone.
• You have claws and teeth as natural weapons that deal
4d6 damage and have the brutal and martial properties.
Mauling Strike You benefit from the brutal property even if you do not
Requirement You are under the effect of your bestial weapons meet the requirement.
spell.
Target One creature in your zone.
Effect You leap toward the target to rend its flesh. The target
Run Down the Enemy
Target One creature you can see within three zones.
takes 6d6 damage and you make a Strength roll against the
Effect You run toward the target and the target makes a Will
target’s Strength. On a success, the target takes an extra 6d6
roll with 1 bane. On a failure, the target becomes frightened
damage. If the target is injured by this damage, it also
of you until you become unconscious or the target
becomes Strength and Agility impaired (luck ends both).
overcomes the affliction with a successful Will roll. While
frightened of you, the target, on its turn, takes 1d6 damage
Rip Them in Half and runs away from you. While the target is frightened of
Requirement You are under the effect of your bestial weapons you, you make rolls to attack it with 1 boon, and your attacks
spell. against it deal an extra 4d6 damage.
Target One creature in your zone.
Effect You latch onto the target’s body, causing it to become
grabbed and take 2d6 damage. Then, make a Strength roll
Slaughter the Weak
Target One, two, three, four, or five creatures or objects in your
against the target’s Strength. On a success, the target takes
zone.
an extra 6d6 damage, or 8d6 damage if the result of your roll
Effect Wild fury overtakes you and you become a whirlwind of
is 20 or higher.
claws and teeth. Each target takes 7d6 damage. Then, for
If the damage causes the target to become incapacitated,
each target, make a Strength roll against its Defense. On a
you tear it into two pieces and each enemy in your zone that
success, the target takes an extra 7d6 damage, or 10d6
can see you must make a Will roll and, on a failure, become
damage if the result of your roll is 20 or higher.
frightened of you until you become unconscious or the
target overcomes the affliction with a successful Will roll.
Taste for Blood
Roar of the Bear Casting You can cast this spell three times.
Target One creature in your zone.
Casting You cast this spell as a minor action.
Effect Make a Strength roll with 1 boon against the target’s
Effect You roar as you transform into a bear-like creature. You
Defense. On a success, the target takes 10d6 damage, or
remain in this form for 1 hour, but the spell ends early if you
15d6 damage if the result of your roll is 20 or higher. Then,
become unconscious or you use a minor action to return to
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for 1 minute, you know the target’s location if it is within
three zones of you.
If you failed the Strength roll, your next attack against it
before the end of your next turn deals an extra 5d6 damage.
Throat Rip
Casting You cast this spell as a reaction when a flesh and blood
enemy in your zone becomes injured.
Target The enemy that enabled the casting of this spell.
Effect You lunge for the enemy’s throat. Make a Strength roll
with 1 boon against the target’s Agility. On a success, the
target lose 4d6 Health, falls prone, and begins suffocating.
The target can end the suffocation if it heals any damage or
it overcomes it with a successful Strength roll with 1 bane.
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Inflame Anger
Pyromancy Casting You can cast this spell three times.
Target One creature in your zone or an adjacent one.
Pyromancy concerns itself with the element of fire
Effect The target makes rolls to attack with 1 boon for 1
and its spells grant caster the ability to start fires minute.
and extinguish them, stoke their flames, or
produce them from nothing. Magicians with an eye Memory of the Forge
toward combat magic could do worse than Casting You cast this spell as a minor action.
focusing on what Pyromancer; some of the most Target One metal object that is worn or carried by another
famous battle spells come from it. creature in your zone or an adjacent one.
Effect If the target is something carried, the creature carrying
it can drop it or take 1d6 damage. If the target is something
Starting Spells worn, the creature takes 1d6 damage and makes a Strength
roll. On a failure, the creature takes an extra 1d6 damage.
Billowing Smoke
Casting You cast this spell as a minor action. You can cast this Novice Spell
spell three times.
Target One fire within three zones.
Effect The target fire belches black smoke to fill its zone with
Fireworks
Requirement You are not submerged in a liquid.
darkness that lasts until the end of your next turn. In
Casting You can cast this spell three times.
addition, each creature not immune to suffocation in the
Effect Sparks fly from you in a direction you choose and travel
zone when the smoke appears or that enters it a Strength
up to twenty zones away from you. When the sparks arrive
roll, becoming Strength impaired until the spell ends on a
at their destination or can travel no further, they explode.
failure.
Each creature in the target zone makes a luck roll with 1
bane and, on a failure, becomes dazed (luck ends). While
Control Flames dazed in this way, the creature is blinded and deafened.
Casting You cast this spell as a minor action. You can cast this Then, for 1 minute, smoke obscures the target zone and
spell three times. each zone adjacent to it.
Effect You can use an action to produce any one of the
following effects:
• Double the light emitted by one fire in your zone or an
Flame Jet
Requirement You are not submerged in a liquid.
adjacent one, but the fire burns twice as fast.
Target One creature within three zones.
• Halve the light emitted by one fire in your zone or an
Effect The target takes 2d6 damage. Then, make a Will roll
adjacent one, but the fire burns twice as long.
against the target’s Agility. On a success, the target takes an
• Extinguish one fire in your zone or an adjacent one and
extra 2d6 damage, and it also catches fire (luck ends) if the
fill its zone with obscurement from smoke until the end
result of your roll is 20 or higher.
the next round.
• You move one cube of fire, up to 1 foot on a side, to
anywhere inside its zone or into an adjacent zone. Flame Missile
• For 1 minute, one fire in your zone or an adjacent one Requirement You are not submerged in a liquid.
holds a particular shape—a humanoid, a monstrous face, Casting You can cast this spell three times.
or words. Target One creature within three zones.
• Light a candle, torch, lantern, or kindling in your zone or Effect You hurl a fiery missile at the target. Make a Will roll
an adjacent one. against its Agility. On a success, the missile hits and deals
The spell lasts 1 hour, but you can use a minor action to 4d6 damage, or 5d6 damage if the result of your roll is 20 or
end it early. higher. On a failure, you have 1 boon on all rolls you make
against the target until the end of your next turn.
Finger of Flame
Requirement You have at least one hand free, and you are not Flaming Weapon
submerged in a liquid. Requirement You are not submerged in a liquid.
Casting You cast this spell as a minor action. You can cast this Casting You cast this spell as a minor action. You can cast this
spell three times. spell three times.
Effect A flame dances on the tip of your finger and sheds faint Target One melee weapon carried by a creature in your zone.
light for 1 hour. You can use an action to end the spell early Effect Flames spread across the target weapon and burn
by sending the flame at one creature within three zones. without harming the weapon for 1 minute. The weapon
Make a Will roll with 1 boon against the target’s Agility. On a emits dim light and attacks with the weapon deal an
success, the target takes 1d6 damage, or 2d6 damage if the additional 1d6 damage from the flames.
result of your roll is 20 or higher.
Immolation
Fire Burst Target One creature within six zones.
Requirement You are not submerged in a liquid. Effect The target smolders. Make a Will roll against its Agility.
Target One zone you can see within six zones. On a success, the target takes 6d6 damage and catches fire
Effect Fire explodes and deals 1d6 damage to each creature (luck ends). If the target is incapacitated, it disappears in a
and object in it. cloud of ashes. If you fail the roll, choose one creature
behind the target and within range and then repeat the roll
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against that target. If this roll fails too, you regain the casting this damage makes an Agility roll and, on a failure, takes an
of this spell after 1 minute. extra 4d6 damage and catches fire (luck ends).
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Effect Flames fill the target zone for 1 minute. They deal 3d6
damage to each creature and object in it when the flames
appear and again on each of your turns until the spell ends.
At the end of each round, the flames spread into each
adjacent zone, subjecting each creature and object to the
spell’s effect. Flammable objects in affected zones catch fire
and any injured creature in the flames catches fire (luck
ends) as well. A creature can attempt to extinguish the
flames only after it is no longer in an affected zone.
Pyroclastic Strike
Requirement You are not submerged in a liquid.
Target One zone you can see within six zones.
Effect Fiery debris falls into the target zone until the end of the
round. The debris deals 10d6 damage to each creature and
object in the zone that is not under some form of hard cover
as well as to anything that enters it.
The debris covers the zone’s ground in challenging terrain
that stays until cleared away. Toxic gasses rising from the
debris obscure the zone for 1 minute. Any creature that
takes a turn in the zone makes a Strength roll with 1 bane
and loses 1d6 Health and becomes weakened (luck ends) on
a failure.
Fire Daemon
Level 4 Defense 13 Health 29
Strength 13 (+3) Agility 13 (+3) Intellect 8 (–2) Will 15 (+5)
Immune asleep, blinded, deafened, immobilized, poisoned,
prone; damage from cold and fire; free attacks; deprivation,
exposure, infection, suffocation
Animated Object Magic enables fire to behave as a creature. If
it becomes incapacitated, fire roars from the daemon’s body
and deals 2d6 damage to everything in the zone. A creature
that succeeds on a luck roll takes no damage.
Awareness The fire daemon knows the location of each
creature and object within three zones.
Malleable A fire daemon can squeeze through openings at
least 1 inch wide.
Blazing Presence Smoke obscures the fire daemon’s zone. At
the end of each round, a jet of flame leaps at one enemy of its
choice in its zone. The target makes an Agility roll and takes
2d6 damage on a failure.
Melee Attack—Touch Strength with 1 boon against Agility. On
a success, the target takes 4d6 damage, and if the result of
the Strength roll is 20 or higher, the target also catches fire
(luck ends).
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Shadowmancy
Casting You can cast this spell three times.
Target One sighted creature within three zones.
Effect An undulating ball of darkness flies from you toward the
Shadowmancy draws darkness from a place in target, Make an Intellect roll against its Agility. On a success,
between the mortal world and the Underworld, the target becomes blinded until the end of your next turn. If
the result of your roll is 20 or higher, the target instead
and enables the caster to shape this darkness into becomes blinded (luck ends).
malevolent forms. The tradition’s spells also
manipulate light, plunging everything into gloom. Darkness
Casting You can cast this spell three times.
Starting Spells Target One zone you can see within three zones.
Effect Magical darkness fills the target zone for 1 hour.
Creatures except you cannot see while in the zone. A
Darklight creature that moves out of it first makes an Intellect roll and,
Target One object in your zone. on a failure, becomes lost in the zone until the end of its turn
Effect For 1 hour, the target emits dim light, but only you and and cannot exit.
your allies can benefit from its light.
Obsidian Arrow
Hide in Shadows Casting You can cast this spell three times.
Requirement You are in a zone lit by dim light or no light. Target One creature within three zones.
Casting You can cast this spell three times. Effect You shape an arrow from solidified shadow and release
Effect You become invisible for 1 minute. The spell ends early if it to fly toward the target. Make an Intellect roll against the
you harm a creature or you move into a zone of lit by bright target’s Agility. On a success, the target takes 2d6 damage,
light. and if the result of your roll is 20 or higher, the target cannot
see until the end of your next turn.
Gathering of Shadows
Requirement You are in a zone lit by dim light or no light. Obsidian Shards
Casting You use a reaction to cast this spell when an enemy Target One, two, three, four, or five creatures all in your zone
attacks you. You can cast this spell three times. or one adjacent zone.
Effect You impose 1 bane on rolls against your Defense or your Effect Black razors formed from solidified shadow fly at the
Agility by creatures that can see you for 1 minute. targets. For each, make an Intellect roll against the target’s
Agility. If you target three creatures or fewer, you make the
roll with 1 boon, 2 boons for two targets, or 3 boons against
Nightfall Blade a single target. On a success, the target takes 4d6 damage. If
Requirement You are in a zone lit by dim light or no light. the result of your roll is 20 or higher, the target takes an
Casting You cast this spell as a minor action. You can cast this extra 1d6 damage.
spell three times.
Effect A nightfall blade appears in your hand and remains for 1
hour. The blade uses the for a dagger with the swift property. Shadow Leap
It also counts as a blade implement. Finally, when you attack Requirement You are in a zone lit by dim light or no light.
with this weapon, you can roll Intellect in place of the Casting You cast this spell as a minor action. You can cast this
attribute you would normally use. spell three times.
Effect You know the location of each space in dim light, faint
light, and darkness within three zones for 1 minute.
Shadow Spy Provided you are in dim light, faint light, or darkness, you
Requirement You are in a zone lit by dim light or no light. can move from that space to another zone with dim light,
Casting You can cast this spell three times. faint light, or darkness within three zones.
Effect You know the location of each space lit by dim light, faint
light, or darkness within three zones for 1 hour. As a minor
action, you can switch your senses from your space to any Shadow Reach
one of these spaces and perceive from that space as if you Requirement You are in a zone lit by dim light or no light.
were there. You perceive in this way until the spell ends, or Casting You cast this spell as a minor action. You can cast this
you use a minor action to perceive from a different space. spell three times.
The spell ends early if you are harmed. Effect You can touch anything within three zones that is in dim
light, faint light, or darkness for 1 minute. When you make
an attack against a target in zone with these lighting
Shadowfall conditions, you make the roll with 1 boon.
Casting You cast this spell as a minor action. You can cast this
spell three times.
Target One zone you can see within three zones.
Effect Magical shadows obscure the target zone for 1 minute.
Expert Spells
Chilling Darkness
Novice Spells Target One zone you can see within three zones.
Effect Magical darkness fills the target zone for 1 minute. All
creatures in the zone except you cannot see while there. A
Blinding Blot creature that moves out of it first makes an Intellect roll and,
Requirement You are in a zone lit by dim light or no light.
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on a failure, becomes lost in the zone until the end of its turn Silent A shadow monster makes sounds when it moves only if
and cannot exit the zone. it chooses.
At the end of each round, each creature in the zone makes Melee Attack—Claws Strength with 1 boon against Agility. On
a Strength roll and, on a failure, takes 1d6 damage, and a success, the target takes 1d6 damage. If the result of the
becomes Strength impaired until the end of its next turn. roll is 20 or higher, the target becomes blinded until the end
of the next round.
Ebon Razor
Requirement You are in a zone lit by dim light or no light. You Shadow Quills
have a hand free. Requirement You are in a zone lit by dim light or no light.
Casting You cast this spell as a minor action. You can cast this Casting You can cast this spell three times.
spell three times. Target One zone you can see within three zones.
Effect An ebon razor appears in your hand and remains for 1 Effect Long spikes emerge from the front of your body and
hour. The razor uses the rules for a scimitar, but you can use then leap free, speeding toward the targets. Each creature in
Intellect in place of the attribute you would normally use for the zone takes 2d6 damage and makes an Agility roll. The
the attack, and you make the roll with 1 boon if the target is creature makes the roll with 1 bane if the zone is lit by dim
in dim light or 3 boons in darkness. When you attack with light or 3 banes if the target is in darkness. On a failure, the
the weapon and the result of your roll is 20 or higher, the creature takes an extra 2d6 damage. If the result of the roll
target also loses 2d6 Health. was 0 or less, the creature also becomes Strength impaired
(luck ends).
See in Darkness
Effect You need no light to see for 24 hours. The spell ends
early after a full night’s rest.
Master Spells
Shadow Creeper Devouring Darkness
Target Up to four contiguous zones, each of which is within six
Target You or one ally in your zone.
zones.
Effect Inky shadows gather around the target and seep into its
Effect Magical darkness fills the target zone and remains for 1
skin, transforming it into a shadow creeper for 1 hour. The
hour. Creatures in the zone, except you, cannot see. If a
target has the following benefits and drawback:
creature in the zone would move out of it, it makes an
• Night Vision The target treats dim light as bright light.
Intellect roll. On a failure, the creature becomes lost in the
• Shadow Blend The target is invisible while in zone lit by
zone until the end of its turn and cannot exit the zone.
dim light or by no light, provided the zone contains no
At the end of each round, each creature in a target zone,
other creatures.
except you, loses 2d6 Health. A creature reduced to 0 Health
• Climber When the target uses a move to climb, it can
vanishes, along with whatever it was wearing and carrying.
climb into an adjacent zone, can climb across ceilings and
overhangs, grants no boons on rolls to attack, it makes
rolls to climb with 1 boon. Haunted Darkness
• Silent The target makes sounds when it moves only if it Target Up to four contiguous zones, each of which is within
chooses. three zones.
• Impose 1 bane on rolls against its Defense or its Agility by Effect Magical darkness fills the target zone and remains for 1
enemies that can see it. hour. Creatures in the zone, except you, cannot see. If a
• Is weakened while in zones lit by sunlight. creature in the zone would move out of it, it makes an
Intellect roll. On a failure, the creature becomes lost in the
Shadow Monster zone until the end of its turn and cannot exit the zone.
At the end of each round, each creature in a target zone,
Requirement You are in a zone lit by dim light or no light.
other than you, makes a luck roll. On a failure, the creature
Target Your zone.
takes 3d6 damage and becomes immobilized until the end of
Effect A shadow monster, appearing in whatever shape you
its next turn. While immobilized in this way, the creature is
choose, forms in on the ground inside the target zone and
also Will impaired.
becomes your controlled companion for 1 hour, until it is
incapacitated, or you acquire another companion from a
magical or supernatural source. When the spell ends, the Obsidian Blades
shadow monster disappears and magical darkness fills its Target One zone lit by bright light or dim light within three
zone until the end of the next round. The darkness cancels zones.
all natural light sources. The shadow monster uses the Effect Blades of solidified darkness crisscross the zone and
following rules. remain in place until the end of your next turn. The blades
deal 5d6 damage to each creature in the zone. A creature
Shadow Monster that takes this damage makes an Agility roll with 1 bane and,
Level 2 Defense 14 Health 22 on a failure, takes an extra 5d6 damage. A creature injured
Strength 14 (+4) Agility 14 (+4) by the damage loses 1d6 Health at the end of each round
Immune asleep, blinded, deafened, poisoned; deprivation, (luck ends).
exposure, infection, suffocation
Sunlight Weakness A shadow monster is weakened while in
zones lit by direct sunlight. Shadow Door
Awareness The shadow monster knows the location of each Target Your zone.
creature and object within three zones. Effect A black hole opens in the target zone and remains so for
Shadowy Threat The shadow monster obscures its zone and it 1 hour. When you cast the spell and when you use an action
is invisible in zones lit by no light or dim light. to do so again while you are in the target zone anytime in the
next hour, you can choose one zone you have seen at least
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once before and cause a second hole to open in an empty
space inside of that zone. Until you choose a different zone,
anything passing through one hole emerges from the other.
If the hole has no exit, anything that moves through it
makes a luck roll and emerges from the other side of the
hole on a success. On a failure, anything that entered the
hole disappears, never to be seen again.
Shadow Killer
Target One creature in a zone lit by bright light or dim light
within two zones.
Effect A shadow killer, appearing in whatever shape you
choose, forms on the ground inside the target zone and
becomes your controlled companion for 1 minute, until it is
incapacitated, or you acquire another companion from a
magical or supernatural source. When the spell ends, the
shadow killer disappears. The shadow killer can attack the
target of this spell only. The killer uses the following rules.
Shadow Killer
Level 4 Defense 13 Health 37
Strength 13 (+3) Agility 13 (+3) Intellect 9 (–1) Will 15 (+5)
Immune blinded, deafened, poisoned; deprivation, exposure,
infection, suffocation
Sunlight Weakness A shadow killer is weakened while in
zones lit by direct sunlight.
Shadowy Threat The shadow killer obscures its zone and it is
invisible in zones lit by no light or dim light.
Awareness The shadow killer knows the location of each
creature and object within three zones.
Fast When the shadow killer runs, increase the number of
zones it moves by one.
Malleable A shadow killer can squeeze through openings at
least 1 inch wide.
Silent A shadow killer makes sounds when it moves only if it
chooses.
Melee Attack—Blade The spell’s target. Strength with 1 boon
against Agility. On a success, the target takes 5d6 damage
plus an extra 1d6 damage if the target is in a zone lit by dim
light or 2d6 damage if in a zone lit by bright light.
Steal Shadow
Casting You can cast this spell three times.
Target One creature in your zone or an adjacent one.
Effect You tear free the target’s shadow so that the target casts
no shadow for 8 hours. Until the spell ends, you always know
the target’s location in relation to your own. For your
attacks, spells, and talents, you can target the target’s
shadow instead of the target and the effects apply to the
target regardless of the distance between you. The target’s
shadow uses the target’s Defenses and attributes. Each time
you harm the target through its stolen shadow, the target
makes a Will roll with 1 bane and, on a success, the spell
ends early.
In addition, you make rolls against the target with 1 boon,
impose 1 bane on rolls the target makes against you, and
your attacks against the target deal an extra 3d6 damage.
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Disable Object
Skullduggery Casting You can cast this spell three times.
Target One object in your zone.
The Skullduggery tradition offers spells suited to
Effect You either cause the target to stop functioning or to take
those engaged in criminal or otherwise shady 10 damage. With this spell, you could break a lock, disarm a
pursuits. Such spells thwart traps, break locks, and trap, or break a glass bottle.
render the caster invisible.
Find Traps
Starting Spells Casting You can cast this spell three times.
Target Your zone and any adjacent zone.
Effect If the target zone contains any traps, you know it and
Break-Fall where to find them.
Casting You use a reaction to cast this spell when you fall or a
creature or object in your zone or an adjacent one falls, but Flee!
before you or they land. You can cast this spell three times. Casting You use a reaction to cast this spell when you become
Target You or the creature or object that enabled the casting of injured. You can cast this spell three times.
the spell. Effect You run to a space within six zones without enabling
Effect The target loses no Health from landing after a fall. The free attacks.
spell lasts 1 minute.
Spider Climb
Decipher Requirement You have both hands free.
Casting You can cast this spell three times. Casting You can cast this spell three times.
Effect You can read any script you see. The spell lasts 1 hour. Effect When you use a move to climb, you can climb into an
adjacent zone, can climb across ceilings and overhangs,
Fancy Dress grants no boons on rolls to attack, and you make rolls to
Requirement You are wearing clothing that is not armor. climb with 1 boon.
Casting You can cast this spell a number of times equal to 1 +
your level. Sticky Fingers
Effect Your clothes become superior clothing of a kind and Casting You can cast this spell three times.
appearance you choose. Any article of clothing removed Effect You make rolls to steal with 1 boon. In addition, as a
from your person reverts to its normal quality. The spell reaction when you move into a zone containing a creature,
lasts 8 hours, but you can end it early as a minor action. you can attempt to steal something from that creature. The
spell lasts 1 minute.
Fool’s Gold
Casting You can cast this spell three times.
Effect You pluck 1 gp out of thin air. You retain this coin for 24
Expert Spells
hours or until you cast this spell again. If you drop the coin
or give it away, the coin teleports to your hand after 1 hour. Invisibility
The spell lasts 8 hours. Casting You can cast this spell three times.
Effect You become invisible for 1 hour or until you harm
Lightfoot another creature.
Casting You can cast this spell three times.
Effect Your steps leave behind no prints regardless of the Portable Door
surface on which you move. In addition, you make rolls to Target Your zone.
sneak with 1 boon. This spell lasts 1 hour. Effect A wooden door appears on a closed border in the target
zone. The door can be person-sized or smaller. If opened, the
Look Away door reveals a cavity of the same shape at the door that
Casting You can cast this spell three times. extends up to 9-feet into the surface on which it appears,
Target One creature in your zone or an adjacent one. possibly granting access to whatever is on the other side of
Effect You become invisible to the target until the end of your the closed border on which the door appears. The spell lasts
next turn. 8 hours, but you can end the spell early as a minor action.
Sabotage
Novice Spells Casting You can cast this spell three times.
Target One object in your zone that can fit inside a 10-foot
Danger Sense cube and is neither magical nor supernatural.
Effect You know the location of each creature within three Effect The target’s Health drops to 0.
zones, which prevents creatures from hiding from you. In
addition, when a creature succeeds on a roll to attack you, Spying Eye
you can use a reaction to make a luck roll. On a success, you Target You have at least two eyes.
turn the success into a failure. The spell lasts 1 minute. Effect You become weakened as one of your eyes separates
from your body and becomes an animated object with a
Defense equal to your Intellect score + 3 and Health equal to
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your level. The eye is your controlled companion. You decide • You can move in any direction as if you were moving
on each of your turns through which eye you see. If the eye is across solid ground.
destroyed, the ruined organ grows back and intact after a • You ignore challenging terrain.
full night’s rest. The spell lasts 1 hour, but you can end it • You are immune to the immobilized and prone afflictions.
early as a minor action by placing the eye back in the socket. • You take half damage from all sources except magical and
supernatural sources.
• Your attacks deal half damage.
Steal Skill
Casting You can cast this spell three times.
Target One creature in your zone. Superior Invisibility
Effect The target gains an impaired affliction of your choice Effect You are invisible and make no noise for 1 minute.
(luck ends). While the target is impaired in this way, you
make attribute rolls using the attribute you chose for the
affliction with 1 boon.
Woo Lady Luck
Effect You gain a pool of luck tokens. You generate this pool by
making a luck roll and noting the result. If you roll a 10 or
Wicked Wound less, add 10 to the number you rolled.
Casting You can cast this spell three times. Whenever you make an attribute roll or an attribute roll is
Target One creature in your zone. made against you, you can spend tokens from your pool and
Effect The target loses 3d6 Health and loses an additional 1d6 either add them to your roll or subtract them from the roll.
Health at the end of each round (luck ends). If the target The spell lasts 8 hours, but it ends early when you spend
heals any damage, the spell ends early. the last luck token.
Master Spells
Bend Fate
Effect You make luck rolls with 1 boon. In addition, whenever
you make an attribute roll, you also make a luck roll. If either
roll succeeds, the roll is a success. The spell lasts 1 hour.
Freedom
Effect You have the following benefits for 8 hours:
• Any lock you touch unlocks.
• You do not trigger traps.
• You can squeeze through any opening wide enough to
permit the passage of air.
• Enemies making free attacks against you automatically
fail their rolls.
• You can leave any space that would confine you, including
magical spaces.
Phasing
Effect For 1 hour, you have the following benefits and
drawbacks:
• You can move through obstacles and can end your
movement inside an obstacle, though you die if the spell
ends while you occupy the same space as an object.
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Spiritualism Novice Spells
Spiritualism’s spells grant access to spirits of the Ectoplasmic Exhalation
spirit world. Such access results in free Target Your zone.
communication with these entities, but might also Effect A cloud of ectoplasm obscures the target zone for 1
bring them forth into the mortal realms where minute. Each enemy in the zone is Intellect impaired and
they can serve in whatever capacity they can. Will impaired for as long as it remains in the zone. The spell
lasts 1 minute, but if you leave the zone the cloud dissipates
However, a dark thread runs through this tradition and the spell ends early.
and it can be used to bind unhoused spirits to
mortal vessels, either to replace one’s soul with Spirit Strike
that of one who lived before or to merge them to Target One creature in your zone.
become even mightier through their cooperation. Effect The target becomes dazed and frightened of you (luck
ends both).
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Wicked Spirits When the spell ends, the spirit leaves the target’s body
and shrieks. Each creature other than you in the target’s
Target Your zone.
zone makes a Will roll and, on a failure, becomes frightened
Effect Supernatural entities emerge partly from the spirit
of you until you become unconscious or it overcomes the
world to harry your enemies. Each enemy in the target zone
affliction with a successful Will roll.
is cursed for as long as it remains in the zone. An enemy
cannot walk or run out of the zone for as long as it is cursed.
The spell lasts 1 minute, but it ends early if you leave the Seance
zone. Casting You spend 1 minute in preparation and cast the spell
when you finish.
Expert Spells Effect Roll a d6. A number of spirits equal to number you rolled
move into your body and stay until you release the last
spirit. Until the spell ends, you exhale ectoplasm, if you
breathe, and orbs flicker around your body. You can release a
Dreadful Haunting spirit at any time to produce any of the following effects:
Target One zone you can see within three zones.
• Heal 3d6 damage.
Effect The target zone becomes haunted for 1 minute. Each
• Make an attribute roll with 1 boon.
creature that takes a turn in the zone makes a Will roll and,
• Each creature that can see you makes a Will roll and, on a
on a failure, becomes frightened of the zone until it failure, becomes frightened of you for 1 minute, until you
overcomes the affliction with a successful Will roll. A
become unconscious, or until the creature overcomes the
frightened creature runs away from the target zone on each
affliction with a successful Will roll.
turn and cannot make rolls to overcome the fear until it can
• Release three spirits to ask the Sage a question that can
no longer see the zone and is at least three zones away from
be answered with a yes or no. The Sage truly answers
it.
with a yes, no, or unknown.
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luck roll and, on a success, the spell ends early, which
restores your soul to your body. If your body dies, you make
Spirit Bind
Target One ally in your zone.
a Will roll. On a success, the spell lasts until your spirit form
Effect A spirit emerges from the spirit world and binds itself to
is destroyed. On a failure, your spirit disappears, dragged to
the target for 1 hour. The spell ends early if the target
whatever fate you earned in life.
becomes incapacitated. The target gains the following
Your spirit is invisible and insubstantial. It has your
benefits:
general shape and provides you with the following benefits
• Fearsome The target imposes 1 bane on rolls to attack it.
and drawbacks:
A creature immune to the frightened affliction is immune
• Your Defense equals your Intellect score.
to this trait.
• You use Will in place of Strength and Intellect in place of
• The target’s Health score increases by 20.
Agility.
• The target makes attribute and luck rolls with 1 boon.
• Your Health score equals your Will score + your level. You
In addition, the target gains one of the following benefits
take half damage from non-magical and magical sources.
of your choice:
If your spirit form is incapacitated, the spell ends early,
• The target increases the moves it can make by one.
but your Intellect and Will scores drop to 1. At the end of
• The target can fly.
each week, make a luck roll. On a success, the scores in
• The target’s attacks deal an extra 1d6 damage.
each increase by 1 until you reach your original scores.
When the spell ends, the target makes a Will roll. On a
• Immune blinded, deafened, immobilized, poisoned,
failure, the target becomes frightened of you until you
prone; free attacks; deprivation, exposure, infection,
become incapacitated or the target overcomes the affliction
suffocation.
with a successful Will roll.
• Awareness You knows the location of each creature and
object within three zones.
• Airborne You fly and hover. Spirit Eater
• Spirit You can move through or end your movement Target One zone you can see within three zones.
inside a solid object. While inside a solid object, you Effect A hideous spirit appears in the target zone, shrieks, and
cannot be harmed until the object is destroyed. You ignore disappears. Each creature in the zone makes a Will roll with
the effects of wind and other kinds of challenging terrain 1 bane. On a failure, the creature becomes deafened (luck
that can ordinarily affect flying creatures. You make no ends). A creature deafened by this effect transforms into a
noise unless it chooses to do so. monstrous killer burdened with a hunger for raw meat. The
• Possession You can use an action to make a Strength roll creature treats all creatures of flesh and blood as enemies
with 1 boon against the Agility of one dazed, stunned, or and runs toward the nearest enemy and attacks it on each of
unconscious creature in your zone. On a success, your its turns, making the roll to attack with 1 boon and deal an
spirit enters the target’s body and remains there for as extra 2d6 damage on each attack it makes.
long as you use an action on each of your turns to When the affliction wears off, the creature becomes
maintain this effect. While inside the body, the target is stunned until the end of its next turn.
controlled by you. On a failure, the target becomes
immune to your use of Possession for 24 hours.
Storm of Spirits
Target Your zone.
Protector Spirit Effect Spirits obscure the target zone for 1 minute. Each enemy
Target Your zone. in the zone when the spirits appear makes a Will roll. On a
Effect A protector spirit appears in the air inside the target failure, the enemy loses 4d6 Health, and becomes frightened
zone and becomes your companion for 1 hour, until it is of the zone until the spell ends or it overcomes the affliction
incapacitated, or you acquire another companion from a with a successful Will roll with 1 bane. A target frightened by
magical or supernatural source. The spirit disappears when the spell cannot move out of the zone.
the spell ends and you heal 3d6 damage. The spirit uses the At the end of each round, each enemy in the zone makes a
following rules. Will roll. A frightened enemy makes the roll with 1 bane. On
a failure, the enemy loses 1d6 Health and falls prone.
Protector Spirit
Level 4 Defense 10 Health 22
Strength 14 (+4) Agility 10 (+0) Intellect 10 (+0) Will 15 (+5) Wail of the Banshee
Immune asleep, blinded, deafened, immobilized, poisoned, Target One zone you can see within six zones.
prone; free attacks; deprivation, exposure, infection, Effect A shadowy figure appears in the zone and wails. Each
suffocation. creature that hears the sound becomes cursed (luck ends).
Damage Resistance A spirit takes half damage from weapons Spirits and undead are immune to this effect. At the end of
that are neither magical nor supernatural. each round, a creature cursed by this spell loses 3d6 Health.
Protector The spirit imposes 1 bane on rolls to attack its allies
in its zone.
Dark Vision A protector spirit needs no light to see in its zone.
Airborne The spirit can fly and hover.
Spirit A protector spirit can move through or end its
movement inside a solid object. While it is inside a solid
object, the protector spirit cannot be harmed until the object
is destroyed. The protector spirit ignores the effects of wind
and other kinds of challenging terrain that can ordinarily
affect flying creatures. The protector spirit makes no noise
unless it chooses to do so.
Melee Attack—Touch Strength with 1 boon against Agility. On
a success, the target takes 4d6 damage, and falls prone.
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Symbolism
can hear and speak through the mouth as if you were in its
space provided you are in the same environment as the
mouth.
Symbolism spells imbue runes, sigils, symbols,
patterns, and other markings with magical energy. Rune of Puissant Defense
Some produce consistent effects for as long as the Target One creature or object in your zone that bears the rune
marking remains, while others release their magic of puissant defense.
until something ordained happens. Symbolism Effect For 1 hour, the rune sheds dim light and increases the
target’s Defense by 2. If the target is a suit of armor, it
spells can enhance, punish, secure, and kill. confers the increase to its wearer.
Prepared Symbols: Many Symbolism spells
target creatures and objects bearing certain Rune of Sure Striking
marks, such as a rune tattooed on the skin or a Casting You cast this spell as a minor action. You can cast this
symbol painted on a shield. You can freely prepare spell three times.
such marks in advance for any Symbolism spell Target One weapon in your zone that bears the rune of sure
striking.
you have learned that targets such a sign. You Effect For 1 minute, the rune grants the target’s wielder 1 boon
could, for example, get a tattoo of a rune or paint on rolls to attack with the target weapon.
an elaborate symbol on your armor’s breastplate.
Once prepared, you can target the symbol with the
associated spell provided you can clearly see the
Novice Spells
symbol and the symbol remains complete with no
part worn away or broken.
Brand of Cruelest Burning
Casting You use a reaction to cast this spell when you succeed
If you don’t have a symbol prepared in advance, on a roll to attack an enemy in your zone.
it takes 1 minute of work using a writing kit to Target The target that enabled the casting of this spell.
paint, draw, or otherwise illustrate the symbol on Effect For 1 minute, the target emits dim light and takes an
extra 1d6 damage the first time it takes damage in each
the surface.
round.
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attack the target and the target takes an extra 1d6 damage Effect The rune emits dim light for 4 hours and it grants the
from attacks. In addition, the target cannot hide from you. target 1 boon on its Strength rolls, imposes 1 bane on rolls
against the target’s Strength, and the target’s melee attacks
deal an extra 1d6 damage.
Rune of Unflagging Vigor
Target One creature or object in your zone that bears the rune
of unflagging vigor. Seal of Aryal
Effect The rune emits dim light for 1 hour and during that time Target Your zone.
it increases the bearer’s Health by 10. If the target is a suit of Effect A 3-foot diameter seal of Aryal appears on the ground in
armor, it confers the increase to its wearer. the target zone and stays there for 1 minute or until
activated. The seal emits bright light. A creature activates the
seal by moving onto it, which causes the creature assumes
Expert Spells an angelic appearance, with metallic skin and feathery wings
for 1 hour. The creature gains the following benefits:
• Fearsome The target imposes 1 bane on rolls to attack it.
Circle of Protection A creature immune to the frightened affliction is immune
Target Your zone. to this trait.
Effect A circle of protection, which can have any diameter so • Flight A creature can fly while not injured.
long as it fits inside your zone, appears on the ground in the • At the end of the round, the creature heals 1d6 damage.
target zone and stays there for 1 hour. The circle hedges out
something of your choice, which you choose when you cast
the spell from the following options. Seal of Balefrons
• A particular kind of magical or supernatural creature, Target Your zone.
such as demons, fiends, angels, or undead. Effect A 3-foot diameter seal of Balefrons appears on the
• Objects not under the effects of magic. ground in the target zone and stays there for 1 minute or
• Cold, fire, ice, lightning, wind, water, or earth and stone. until activated. The seal emits dim light. A creature activates
• Allies or enemies. the seal by moving onto it, at which point it becomes
Creatures, objects, or effects of the chosen kind cannot stunned until the start of its next turn. Then, for 1 hour, the
cross the circle by any means. For example, fire would not creature’s head changes to resemble that of a beast with
reach into the area protected by the circle and a demon burning eyes. Plumes of smoke spill from its nostrils. The
could not make attacks against creatures inside the circle. creature has the following benefits:
However, an enemy prevented from entering the circle could • Fearsome The target imposes 1 bane on rolls to attack it.
shoot arrows at targets inside it. A creature immune to the frightened affliction is immune
If anything is laid across the circle, the spell ends to this trait.
immediately. • Night Vision The creature treats dim light as bright light.
• Fast When the creature runs, increase the number of
zones it moves by one.
Glyph of the Illustrated Guardian • The creature makes rolls to attack with 1 boon.
Target A glyph of the illustrated guardian on a surface in your • The creature’s attacks deal an extra 1d6 damage
zone. • At the end of the round, the creature heals 1d6 damage.
Effect Magic imbues the target until something triggers it.
Decide what triggers the glyph: a creature, ally, or enemy,
which might be a specific individual or not, touches the Symbol of Awe
glyph, moves into the glyph’s zone, or moves into a zone Target One surface in your zone or an adjacent one.
within up to three zones of the glyph. Effect The symbol of awe appears on the target surface and
Once triggered, the glyph disappears and an illustrated stays there for 24 hours. Each creature other than you that
guardian appears on the ground inside the glyph’s zone and takes a turn and can see the symbol makes a Will roll with 1
becomes your companion for 1 hour or until the guardian is bane. The creature becomes frightened of the symbol on a
forced out of its zone, at which point the guardian failure, and immune to this symbol for 24 hours on a
disappears. The guardian uses the following rules. success. A frightened creature drops whatever it is holding
and runs away from the symbol on each turn until it can no
Illustrated Guardian longer see it. The affliction persists until the target
Level 2 Defense 10 Health 25 overcomes the affliction with a successful Will roll or the
Strength 13 (+3) Agility 10 (+0) spell ends. A creature that succeeds on the roll or overcomes
Immune asleep, blinded, deafened, poisoned, weakened; the affliction ignores this effect for 24 hours.
deprivation, exposure, infection, suffocation.
Animated Object Magic creates an object that behaves as a
creature. If it becomes incapacitated, the spell ends. Master Spells
Awareness The illustrated guardian knows the location of each
creature and object within three zones.
Melee Attack—Fist Strength with 1 boon against Defense. On
Awaken Runes
a success, the target takes 2d6 damage and becomes Target Each creature or object in your zone that bears a rune
immobilized until the end of the guardian’s next turn. associated with a Symbolism spell.
Intercepting Strike As a reaction when an enemy enters the Effect Each rune activates if you had cast its associated spell.
guardian’s zone, the guardian attacks that enemy.
Brand of Imminent Defeat
Rune of Titanic Might Casting You use a reaction to cast this spell when you succeed
Target One creature or object in your zone that bears the rune on a roll to attack an enemy in your zone.
of might. Target The target of the triggering attack.
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Effect The enemy emits bright light and becomes dazed and
weakened for 1 minute. At the end of each round, the target
makes a Strength roll and takes 3d6 damage on a failure.
Seal of Tatengol
Target Your zone.
Effect A 3-foot diameter seal of Tatengol appears on the
ground in the target zone and stays there for 1 minute or
until activated. A creature activates the seal by moving onto
it, which stuns the creature until the start of its next turn.
Then, for 1 hour, the creature is a towering humanoid with
midnight blue skin and shaggy white hair, with all of the
following benefits:
• Fearsome The target imposes 1 bane on rolls to attack it.
A creature immune to the frightened affliction is immune
to this trait.
• Has a Strength score of 18.
• Has its Health increased by 30.
• Immune frightened; damage from cold
• Night Vision The creature treats dim light as bright light.
• The target’s melee attacks have the reach property and
deal an extra 2d6 damage.
Symbol of Chaos
Target Your zone or an adjacent one.
Effect The symbol of chaos appears on a surface inside the
target zone and stays there for 24 hours. A creature, other
than you, that starts a turn in the target zone makes a Will
roll. A creature of a level higher than 7 makes the roll with 1
boon. On a failure, the creature becomes stunned until the
start of its next turn. On a success, the creature is immune to
the symbol of chaos for 24 hours.
Symbol of Death
Target Your zone or an adjacent one.
Effect The symbol of death appears on a surface inside the
target zone and stays there for 24 hours. A creature, other
than you, that starts a turn in the target zone takes 2d6
damage and makes a Strength roll. On a failure, the creature
takes an extra 2d6 damage. A creature becomes immune to
this symbol on a success.
Symbol of Pain
Target Your zone or an adjacent one.
Effect The symbol of pain appears on a surface inside the
target zone and stays there for 24 hours. A creature harmed
in the target zone makes a Will roll and, on a failure, takes
2d6 damage and becomes weakened (luck ends). A creature
becomes immune to this symbol on a success.
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Technomancy
Effect You attach the electric candle to the target. Anyone
holding the object can, as a minor action, switch the candle
on, in which case it sheds dim light, or off.
Grease and soot, a scattering of tools, and sheaves
of blueprints: these are the trappings of the Filtration Helmet
technomancers. Engineers who saw in magic an Requirement You have a tool kit and assign 1 component.
opportunity to merge their technological work Target One suit of medium or heavy armor in your zone.
with the occult sciences to produce wondrous Effect Assign 1 component. You modify the armor’s headgear
to filter out smoke, gas, and airborne toxins. A creature
machines capable of all manner of things brought wearing the target armor makes rolls to resist and end the
the Technomancy tradition into the world. Its effects created by gas, vapor, smoke, and mist with 1 boon.
magic creates things from components and
bestows on those objects special properties. Gewgaw
Components: When you discover Technomancy, Requirement You have a tool kit and assign 1 component.
you also gain a container of components. You fill Target One object you hold in one hand.
Effect You turn the target into mechanical toy. Any creature
this container with components you gain from the holding the target turn it off or on as a minor action. While
spells you learn. You gain 1 component for each on, the target can perform one of the following activities,
starting spell, 2 for each novice spell, 4 for each chosen when you make the gewgaw.
expert spell, and 8 for each master spell. If you • Shed faint light.
• Move in random directions around in its zone.
lose this container, you can replace it as a • Make noise or music at the volume of normal
downtime activity with a number of components conversation.
up to your maximum number.
Assigning Components: When you cast a Make Item
Technomancy spell you assign some number of Requirement You have a tool kit and assign 1 component.
components to the spell, which creates a magical Effect Choose one object worth 1 gp or less. The component
functions as this object.
device you can use or share with your
companions. Components assigned to a spell are
unavailable until the device created by the spell is
Night Vision Goggles
Requirement You have a tool kit and assign 1 component.
destroyed or dismantled. Effect You construct a pair of goggles. Any creature that wears
Salvaging Components: You can salvage them over their eyes has the Night Vision trait, which lets it
components from any device you create by casting treat dim light as bright light.
a Technomancy spell. If the device is destroyed,
you can recover the components, but they need Weapon Returner
repair using a tool kit for 1 hour per component. Requirement You have a tool kit and assign 1 component.
Target One melee weapon that lacks the heavy property.
You can also dismantle a device you created, which Effect You affix a small device to return the weapon to its
takes 1 minute of work with a tool kit. When you wielder. A creature that throws the weapon can use a
finish, these components are free to be assigned to reaction to recall it. If the weapon is in an adjacent or closer
a Technomancy spell you cast. zone, the weapon returns to the creature’s hand or feet if the
creature’s hands are full.
Spare Parts Substitutions: You can use spare
parts for components, with one set being equal to
one component. Devices you create with spare Novice Spells
parts retain their functionality for 24 hours and
then the device drops to 0 Health and is destroyed. Bolt Thrower
You can recover any components you assigned, but Requirement You have a tool kit and assign 2 components.
Effect You construct a bolt thrower, which counts as two
you lose any spare parts used to build the device objects for the purpose of carrying limits. Anyone carrying
Technomancy Inscriptions: A Technomancy the bolt thrower can use an action to deploy it on the ground
spell in written form shows one how to build a in an empty space in the zone, at which point it is a
device. Unless the caster has components, the companion until a creature in its zone uses an action to
deactivate it.
caster uses spare parts to build it with the effects
of doing so as described above. Bolt Thrower
Level 1/2 Defense 10 Health 13
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Awareness The bolt thrower knows the location of each
creature and object within six zones. Expert Spells
Ranged Attack—Bolt (range 6) Agility with 1 boon against
Defense. On a success, the target takes 1d6 damage.
Augmented Firearm
Requirement You have a tool kit and assign 4 components.
Handy Staff Target One flintlock.
Requirement You have a tool kit and assign 2 components. Effect You enhance the target weapon. The weapon gains the
Effect You construct a special quarterstaff that grants 1 boon brutal, punishing, and rapid fire properties. The weapon’s
on rolls to attack with it. In addition, a creature wielding the range increases to 3. The wielder can benefit from these
weapon can perform any of the following activities as a properties without needing to meet the requirements. The
minor action. wielder makes rolls to attack with this weapon with 1 boon.
• Shrink it until it is only so that it is 3-inches long.
• Expand it until it is 10-feet long.
• If expanded, cause it to sprout rungs so it serves as a
Chain Sword
Requirement You have a tool kit and assign 4 components.
ladder.
Effect You construct a chain sword. The sword has a 1-pint
• If expanded, cause it to widen into a 6-inch-wide bridge.
capacity tank. If filled with oil, anyone carrying the weapon
• Turn the quarterstaff into a mace, spear, or trident.
• Place the staff anywhere, even in the air, and affix it to that can use an action to activate it. One pint of oil allows for 1
hour of continuous use. While activated, the chain sword
spot so it cannot be moved. You or the creature that
makes enough noise to drowns out anything quieter than a
affixed the target can use an action to remove it from its
shout in its zone. When not activated, the chain sword
position.
functions as a sword. When activated, it functions as a
• Transform it into a portable battering ram that grants 1
weapon that deals 3d6 damage and has the brutal, heavy,
boon on rolls to open doors.
martial, punishing, and wounding properties. The wielder
• Turn the target into a shovel, crowbar, or sledge.
makes attacks using this weapon with 1 bane.
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Awareness The marvelous steed knows the location of each activated them does and that creature decides what they do
creature and object within three zones. on each of their turns, using the following rules.
Mount A marvelous steed can carry an ally as a rider.
Battle-Trained When a rider makes an attack, it makes the roll Flitter Blades
with 1 boon. Level 1/2 Defense 13 Health 9
Grind the Gears The steed can increase the number of actions Strength 5 (–5) Agility 13 (+3)
and moves it can make on its turn by one, but makes a luck Immune asleep, blinded, deafened, poisoned, weakened;
roll at the end of the round or become stunned until the end deprivation, exposure, infection, suffocation
of its next turn. Awareness The flitter blade knows the location of each
Melee Attack—Hooves and Teeth Strength against Defense. creature and object within three zones.
On a success, the target takes 2d6 damage. Airborne The flitter blade can fly and hover.
Melee Attack—Blade Wings Agility against Defense. On a
success, the target takes 2d6 damage.
Mechanical Soldier
Requirement You have a tool kit and assign 4 components.
Target One mechanical body constructed from materials worth Kinetic Field Emitter
at least 10 gp, one sword, and one shield, all of which are in Requirement You have a tool kit and assign 8 components.
your zone. Effect You construct a kinetic field emitter. It has 3 charges and
Effect You transform the target into a short, squat metal it regains all expended charges 8 hours after its last
soldier, which is your controlled companion. The soldier activation.
uses the following rules. A creature carrying the emitter can use an action to place
it on the ground and activate it, which causes a pink
Mechanical Soldier membrane to balloon outward in all directions to any
Level 2 Defense 14 (shield) Health 24 distance up to its zone’s borders and remain for 1 hour
Strength 12 (+2) Agility 10 (+0) before shutting off. The membrane prevents solid creatures
Immune asleep, blinded, deafened, poisoned, weakened; and objects moving faster than a walk from passing through
deprivation, exposure, infection, suffocation the field. Creatures and objects moving at a faster speed stop
Awareness The mechanical soldier knows the location of each at the field, which pushes them to the border of the zone and
creature and object within three zones. knocks them prone.
Melee Attack—Sword Strength with 1 boon against Defense.
On a success, the target takes 2d6 damage.
Power Armor
Requirement You have a tool kit and assign 8 components.
Master Spells Target One suit of full plate armor.
Effect You turn the target into power armor. Any creature that
dons the armor has Defense 20 and is immune to all
Articulated Wings airborne toxins, poisons, diseases, smoke, and similar
Requirement You have a tool kit and assign 8 components. atmospheric effects. The wearer takes half damage from all
Effect You construct a set of mechanical wings. Any creature sources, grants 1 boon on the wearer's Strength rolls, and
wearing the wings can fly and hover, increases its Defense by imposes 1 bane on rolls against the wearer’s Strength.
3, and makes Agility rolls with 1 boon. Finally, the wearer’s attacks deal an extra 1d6 damage.
The armor’s battery has enough power for 8 hours of
continuous use. It replenishes its charge after 8 hours of
Dragon Gun inactivity.
Requirement You have a tool kit and assign 8 components.
Effect You construct a dragon gun. It counts as three objects—
nozzle, hose, and tank. The tank can hold 8 pints and you Radiant Blade
expend one pint of fuel mixture each time you attack with Requirement You have a tool kit and assign 8 components.
the dragon gun. You make a fuel mixture by adding 1 sp of Effect You construct a radiant blade, which looks like an
rare chemicals to 1 pint of oil. Filling the tank takes 1 minute ordinary sword handle. A creature holding the radiant blade
of work. can thumb the switch as a minor action, which causes a 3-
A creature carrying the dragon gun can use an action to foot-long bar of solid light to emerge from the end of the
fire it at up to three creatures, either all in the creature’s handle. While activated, the radiant blade counts as a melee
zone or in an adjacent one. Expend one pint of fuel mixture weapon that deals 2d6 damage and has the brutal, finesse,
and each target takes 3d6 damage and makes an Agility roll. martial, off-hand, precise, swift, and wounding properties.
On a failure, the target takes an extra 4d6 damage, and The wielder benefits from these properties without needing
catches fire (luck ends). to meet the requirements.
If a creature carrying the dragon gun takes damage from
fire or lightning and the dragon gun’s tank has at least 1 pint
of fuel, the creature makes a luck roll and, on a failure, the
tank explodes, dealing 7d6 damage to everything in its zone.
A creature makes a luck roll and takes no damage on a
success.
Flitter Blades
Requirement You have a tool kit and assign 8 components.
Effect You construct 4 flitter blades. Any creature holding one
or more flitter blades can activate them all using an action.
The flitter blades take their turns when the creature that
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Teleportation
Effect For 1 minute, two circular portals, about 6 inches in
diameter, appear in the air where you choose in each target
zone. The front of one portal connects to the back of the
Teleportation magic finds the gaps in reality and other, so that anything placed in the front of one comes out
widens them so that casters can travel distances in of the back of the other and vice versa. When the portals
close, they sever anything in them.
an instant. As a vehicle for transportation,
Teleportation magic has no rival, but the tradition
also offers ways to rid the world of intruders from Novice Spells
other realms, to take apart enemies, and let
casters completely disregard obstacles. The Dismiss
tradition also shines in battle, as its spells can Casting You can cast this spell three times.
move combatants around difficult foes or Target One creature in your zone or an adjacent one.
Effect You attempt to send the target away. Make an Intellect
completely frustrate an enemy’s attempts to close roll against the target’s Will. On a success, you teleport the
in for the kill. Disarming foes at a distance, target so that it appears on a solid surface in a zone you can
sending opponents hurtling through a series of see within ten zones. If the result of your roll is 20 or higher,
portals, and even causing a target’s body to the surface can be within twenty zones. On a failure, you
regain the expended casting of this spell after 1 minute.
teleport itself into a pile of pieces represent just a
few things this tradition makes possible.
Far Step
Casting You cast this spell as a minor action. You can cast this
Starting Spells spell three times.
Effect You teleport to an adjacent one.
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Effect Teleport each target to a solid surface of its choice
within three zones. Then, until the end of your next turn,
Magic Doorway
Target Your zone and another zone you have seen at least once
each target makes rolls to attack with 1 boon.
and that is in your environment.
Effect A rectangular opening appears in each target zone and
Division remains there for 1 hour. The opening has a front and back.
Casting You cast this spell three times. Anything passing through the front of the door emerges
Target One creature within three zones. from the back of the other and vice versa.
Effect You attempt to teleport parts of the target’s body away
from it. The target takes 4d6 damage. Make an Intellect toll
against the target’s Strength. On a success, the target takes
Portal Network
Target Up to ten zones, each of which is within ten zones.
an extra 4d6 damage, or 6d6 damage if the result of your roll
Effect For 1 hour, a portal stands open in a target space of your
is 20 or higher. If the target becomes incapacitated, it
choice in each zone. Number each portal. Each appears as a
disappears, and pieces of its body cover the ground all
glowing white two-dimensional disk that sheds dim light.
around the zone.
Anything passing through one portal emerges from the
portal of the next highest number. Depending on how the
Hidden Passages portals are arranged, it might be possible for a target to pass
Casting You cast this spell as a minor action. You can cast this through multiple portals in a row. If so, a target can pass
spell three times. through each portal created by this spell just once per
Effect You teleport to a zone within six zones. round, which might happen if the portals all appear in a
stack or in some similar arrangement.
Hostile Portal
Target One creature within three zones. Sequester
Effect The target takes 9d6 damage. If the target is Target One ally or object neither worn nor carried by a
incapacitated by the damage, it dies and half of its body falls creature other than you within three zones.
prone in its space and the other half appears somewhere Effect For 24 hours or until you use an action to recall the
else, liking ruining the day of anyone nearby. target, the target disappears into a bubble that floats in the
gap between reality and for it no time passes. When the spell
ends, the target reappears in your zone.
Remove from Play
Target One creature or object within three zones.
Effect The target is removed from play (luck ends). While Teleportation Circle
removed in this way, the target perceives nothing and can do Target You and any number of creatures in the same zone who
nothing except make luck rolls in an attempt to end this each touch at least one other.
effect. When the spell ends, the target reappears in the space Effect You teleport each target to a zone you have seen at least
it vacated or in an empty space nearest to that space and once and is in your world.
becomes dazed (luck ends).
Word of Return
Teleport Casting You can cast this spell three times.
Casting You can cast this spell three times. Target One creature in your zone.
Effect Teleport to a zone you can see. Effect Once, during the next 24 hours, if the target is in your
environment, it can use a minor action to teleport to your
zone.
Master Spells
Banish
Target One creature within three zones.
Effect The target is removed from play. While removed in this
way, the target perceives nothing and can do nothing. Roll
15d6. If the sum of the dice plus the target’s damage total
equals or exceeds its Health score, the target reappears in
the Void. Otherwise, the target reappears in the zone it left
after 1d6 minutes.
Gate
Casting You spend 8 hours in preparation and cast this spell
when you finish.
Target One open border of your zone.
Effect Make an Intellect roll with 1 bane. On a success, for 1
hour or until you dismiss it as a minor action, a portal
stretches across the target border. The portal connects to a
zone that exists anywhere, even in another world. The portal
has a front and a back. Anything passing from the front of
one gate emerges from the back of the other and vice versa.
On a failure, nothing happens and you become weakened
until after a full night’s rest.
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Speak in Tongues
Theurgy Effect When you speak, any creature that can hear you and that
knows at least one language can understand what you say.
The Theurgy tradition comes from the gods.
The spell lasts 1 hour. When it ends, you heal 1d6 damage.
Whether one follows the tenets of the Old Faith or
champions the Church of the High One, the faithful Triumph of Faith
draw their magic from this tradition. Much of Casting You use a reaction to cast this spell when you make a
Theurgy magic offers aid to those in need, while Strength, Agility, Intellect, or luck roll. You can cast this spell
also arming the devout with the power to smite three times.
their enemies. Effect You can substitute Will for the next attribute roll you
make before the end of your next turn and you make the roll
Divine Magic: Theurgy spells behave in the with 1 boon.
manner of other spells and follow the normal
rules, but for the purpose of resolving effects that
interact with spells and magic, Theurgy spells do Novice Spells
not count as magic. They are each manifestations
of divine will reaching into the world through a Divine Aid
Target One injured or weakened creature in your zone.
mortal or immortal vessel. A Theurgy spell’s effect Effect The target heals 3d6 damage and ends the weakened
is a small miracle that can be performed again and affliction, if it has it.
again by those who learn the necessary words to
perform them. Theurgy spells ignore magic Forceful Rebuke
resistance and Theurgy spells ignore any effect Target One, two, or three creatures in your zone that can see
that would diminish or negate magic effects. you.
Effect A target takes 2d6 damage and you push it into an
adjacent zone. A magical or supernatural target takes an
Starting Spells extra 2d6 damage and makes a Will roll. On a failure, the
target is frightened of you (luck ends).
Battle Blessing
Casting You cast this spell as a minor action. Holy Strikes
Target You and each ally in your zone. Target One weapon you wield.
Effect Each target makes rolls to attack and to resist the Effect The target weapon emits bright light for 1 minute. When
frightened affliction with 1 boon. The spell lasts 1 minute. you attack with it, you can use Will in place of the attribute
you would normally use, you make the roll with 1 boon, and
the attack deals an extra 1d6 damage. Finally, if the result of
Consecrated Circle your roll to attack with the weapon is 20 or higher, the target
Casting You cast this spell as a minor action. of your attack makes a Will roll and becomes frightened of
Target Your zone. you until the end of your next turn on a failure.
Effect A ring, of any size up to the edge of the target zone,
appears on the ground and remains there for 1 minute. The
ring imposes 1 bane on rolls to attack anyone inside it from Righteous Shield
a creature outside it. In addition, you or an ally inside the Requirement You are wielding a shield.
ring can, once each, use an action to heal 1d6 damage. Casting You can cast this spell three times.
Effect Make an attack with your shield. On a success or failure,
you impose 1 bane on rolls to attack allies in your zone until
Divine Symbol the end of your next turn.
Casting You can cast this spell three times.
Effect A symbol appears in the air above your head and
remains there for 1 minute. The symbol impose 1 bane on Sacred Light
rolls to attack you by creatures that can see it. Target One creature within three zones.
Effect A beam of holy light streaks toward the target. Make a
Will roll against the target’s Strength. On a success, the
Holy Water target takes 3d6 damage and it becomes blinded until the
Casting You can cast this spell three times. end of your next turn. If the result of your roll is 20 or higher,
Target One container of clean water. the target takes an extra 1d6 damage. On a failure, you heal
Effect The target liquid in the target container is holy for 24 1d6 damage.
hours, until it is expended, or after a full night’s rest.
You or an ally can use an action to drink the liquid and
heal 1d6 damage. Expert Spells
Alternatively, you can throw the liquid at one
supernatural creature in your zone or an adjacent one. Make
a Strength or Agility roll against the target’s Agility. On a Called to Serve
success, the target loses 1d6 Health and becomes dazed until Casting You use a reaction to cast this spell when an ally within
the end of your next turn. three zones shouts your name.
Target One creature within three zones.
Effect You teleport to the target’s zone and attack it. You can
use Will in place of the attribute you would normally use,
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you make the roll with 1 boon, the attack deals an extra 6d6
damage. If the result of your roll is 20 or higher, the target
Zeal
Casting You cast this spell as a minor action.
also falls prone. On a failure, you regain the casting of this
Effect Religious fervor burns in your heart for 1 minute,
spell after 1 minute.
granting you the following benefits:
• You make Strength rolls with 1 boon.
Divine Intervention • You increase your Health by 12.
Casting You use a reaction to cast this spell when you or an ally • Your attacks deal an extra 1d6 damage.
within three zones takes damage. • Once per round, when you take damage and are not
Target You or the ally that enabled the casting of this spell. incapacitated as a result, heal 1d6 damage.
Effect Reduce the damage to 0 and you are dazed until the end
of your next turn.
Master Spells
Divine Vengeance
Casting You cast this spell as a minor action. Apocalypse
Target One creature within three zones. Target Each enemy in one zone you can see.
Effect You teleport to the target’s zone and then the target Effect Each level 5 or lower-level target dies, its body breaking
makes a Will roll. On a failure, the target becomes frightened apart into a swirl of ash. All other targets take 10d6 damage.
of you until you become incapacitated or it overcomes the
affliction with a successful Will roll with 1 bane.
The next time you attack the target before the end of your
Benison
Target One creature in your zone.
next turn, you can use Will in place of the attribute you
Effect Choose one of the following: the target heals all damage,
would normally use, make the roll with 1 boon, and the
regains 3d6 Health, ends the blinded or deafened affliction,
attack deals an extra 3d6 damage.
or recovers from infection or any other ailment.
Supplication
Casting You can cast this spell three times.
Target Any number of creatures in your zone.
Effect Each target makes a Will roll with 1 bane. On a failure,
the target falls prone and becomes frightened of you until
you become incapacitated or it overcomes the affliction with
a successful Will roll. While frightened, the target cannot
stand up. On a success, the target becomes Strength
impaired (luck ends).
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Transmutation
Effect The target ground bristles with iron spikes for 1 minute.
A creature moving across the target surface makes an Agility
roll and, on a failure, loses 1d6 Health and stops moving. The
Transmutation magic changes the nature of creature is also Agility impaired (luck ends). When the spell
substance. Growing out of attempts to make gold ends, the spikes rust away.
from base metals, its masters have introduced a
range of other spells, some to enhance the Betrayal of Arms
qualities of things, others to change things Casting You can cast this spell three times.
Target Any number of weapons that are not natural weapons
altogether. and are carried by enemies in your zone.
Effect An enemy holding a target weapon makes an Agility roll
Starting Spells with 1 bane. On a failure, the enemy takes 1d6 damage. On a
success, the enemy drops whatever it is holding.
Acidify Disassemble
Target The water in one container you hold. Casting You can cast this spell three times.
Effect The target water becomes acid for 24 hours. Target One object in your zone.
Effect The target loses 20 Health. If the object is worn or
Enhance Arms and Armor carried by a creature other than you, the creature makes a
Casting You can cast this spell three times. luck roll and ignores this effect on a successful roll.
Target One weapon or suit of armor in your zone.
Effect The target becomes superior for 24 hours, though the Dissolve
spell ends early after a full night’s rest. See Chapter 6: Target One creature within three zones.
Equipment for details. Effect You attempt to liquefy the target. The target makes a
Strength roll and, on a failure, takes 6d6 damage. If the
Form Weapon damage incapacitates the target, the target collapses into a
Target One wood, stone, or metal object in your zone. puddle of fluid.
Effect The target is a superior club or quarterstaff for 24 hours.
The spell ends early after a full night’s rest. Rusted Arms
Casting You can cast this spell three times.
Ironglass Target Any number of metal objects in your zone that are not
Target One glass object in your zone. magical or supernatural.
Effect Either the target gains the hardness of iron, while still Effect A target takes 20 damage. If a creature is holding a
appearing as glass or you transform the object into a melee target, it can make a luck roll and ignores the effect on a
weapon that counts as being iron while still appearing as successful roll.
glass. Weapons created by this spell grant 1 boon on rolls to
attack with them. Wood to Stone
Casting You can cast this spell three times.
Lesser Transmutation Target One wooden object or one stone object in your zone.
Target One object you hold in your hands. Effect A wooden target becomes stone and a stone target
Effect Choose one of the following effects: becomes wood. An object turned to stone weighs five times
• The target regains 1d6 Health and the spell ends. what it did, while an object turned to wood weighs one-fifth
• You change the material of the target object from one to its former weight. A predominately wooden weapon turned
another, provided the new material is of the same kind as to stone gain the heavy property.
the old. You could turn an iron bar into gold, or the oak of
a haft into something soft, like balsa. The change lasts for
1 minute, but the effect ends early if the object leaves your
Expert Spells
hands.
Animate Object
Warp Object Target One person-sized or smaller object in your zone or an
Target One object that is neither magical nor supernatural in adjacent one.
your zone. Effect The target becomes an animated object and your
Effect If the target is one worn or carried by a creature other controlled companion for 8 hours, until it is incapacitated, or
than you, the creature makes a luck roll and the spell has no you acquire another companion from a magical or
effect on it with a successful roll. Otherwise, the target no supernatural source. The target uses the following rules:
longer functions as intended. A weapon becomes an
improvised weapon, an open door doesn’t close or closed Animated Object
door doesn’t open, or a ladder loses its rungs. Level 2 Defense 8 Health 43
Strength 11 (+1) Agility 8 (–2)
Immune asleep, blinded, deafened, poisoned, weakened;
Novice Spells deprivation, exposure, infection, suffocation
Animated Object Magic enables this object to behave as a
creature. If it becomes incapacitated, any damage in excess
Bed of Spikes of the its Health score applies to its object form (typically
Target The ground in one zone you can see within three zones. Health 20) and the creature becomes an object once more.
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Awareness The animated object knows the location of each Effect The target becomes an animated object and your
creature and object within three zones. controlled companion for 8 hours, until it is incapacitated, or
Melee Attack—Appendage Strength with 1 boon against you acquire another companion from a magical or
Defense. On a success, the target takes 2d6 damage. supernatural source. The target uses the following rules.
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War Novice Spells
Nearly every tradition offers offensive spells; like Celeritous Moves
anyone, casters benefit from ways to protect Casting You cast this spell as a minor action. You can cast this
themselves. The War tradition, however, exists spell three times.
solely for combat. War spells enhance the caster’s Effect You make rolls to attack with 1 boon and whenever you
fighting capabilities, but they also offer quick attack, you can use a reaction to retreat. The spell lasts 1
minute.
offensive strikes to make enemies vulnerable,
while also granting casters the means to take full
Concussion Strike
advantage of various combat maneuvers and Casting You cast this spell as a minor action.
stunts to utterly devastate their foes. Effect The next time you succeed on a roll to attack before the
end of your next turn, each enemy in your zone makes a
Starting Spells Strength roll. On a failure, the enemy takes 2d6 damage and
is pushed into an adjacent zone.
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Drive Them Back Killing Strike
Requirement You are wielding a weapon. Requirement You are wielding a weapon.
Target Any number of creatures in your zone. Casting You can cast this spell three times
Effect Each target takes 2d6 damage and makes an Agility roll. Target One creature in your zone.
On a failure, the target takes an extra 2d6 damage, is pushed Effect The target takes 10d6 damage.
into an adjacent zone, and falls prone.
Surge of Slaughter
Fateful Strikes Requirement You are wielding a weapon.
Castings You cast this spell as minor action. You can cast this Effect You run up to four zones. Each time you enter a zone for
spell three times. the first time, each enemy in the zone takes 3d6 damage and
Effect Whenever you roll an even number on the die for a makes an Agility roll with 1 bane. On a failure, the enemy
successful attack, the attack deals an extra 2d6 damage. The takes an extra 4d6 damage.
spell lasts 1 minute.
Ultimate Weapon
From Out of Nowhere Casting You cast this spell as a minor action.
Casting You can cast this spell three times. Target One weapon you wield.
Target One creature within three zones. Effect You imbue the target weapon with magic that lasts 8
Effect You teleport to the target’s zone and attack it. You can hours. When a creature wielding the weapon attacks with it,
substitute Intellect for the attribute you would ordinarily it makes the roll with 1 boon, the attack deals an extra 5d6
use, make the roll with 3 boons, and your attack deals an damage.
extra 2d6 damage. If you fail the roll to attack, you teleport
to an empty space in your zone or an adjacent one, and you
regain the casting of this spell after 1 minute.
Master Spells
Decisive Strike
Effect Make an attack with a weapon you wield. You make the
roll with 1 boon. If you roll a 10 or less on the d20, roll
another d20 and add it to the roll. On a success, the target
takes an extra 10d6 damage. On a failure, you regain the
casting of this spell after 1 minute.
Immovable Stance
Casting You cast this spell as a minor action.
Effect Until you move, you have the following benefits:
• Increase your Defense by 5.
• Ignore any effect that would move you against your will.
• Use a minor action and one enemy you see makes a Will
roll. On a failure, the enemy moves one zone closer to you.
• Any creature damaged by an attack you make becomes
immobilized (luck ends).
• When an enemy attacks you with a melee weapon, the
enemy takes 3d6 damage.
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