05 WW2401 SWW Spells Final

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Chapter

5:

Spells



Some believe magic possible for the residual
energies used to fashion reality from nothing.
Others believe magic a gift from the gods, a quirk
of reality’s mutable nature, or sources from some
dark wellspring at the center of all things. Users of
magic gain their abilities from time and training,
natural gifts, service to the gods, or by bargaining
with fell powers. With these capabilities, there is
little that magic-users cannot accomplish.
Spells serve as magic’s clearest expression in the
world. All spells belong to a particular tradition, a
family of spells united by a common theme. A spell
could be a tradition’s only spell or one of many.
This book presents 33 traditions, each with many
spells which you can learn. The Book of Heroes
explains how you discover traditions, the benefits
from doing so, and how to learn spells from
traditions.
TRADITIONS OF MAGIC
Tradition Description
Aeromancy Wind and weather
Alchemy Object creation and transformation
Alteration Transformation and enhancement
Animism Nature
Astromancy The Sun, the stars, and moons
Chaos Randomness and uncertainty
Chronomancy Time
Conjuration Bringing forth and sending away
Cryomancy Cold and ice
Dark Arts Evil and suffering
Destruction Ruin and disaster
Divination Prediction and espionage
Eldritch Strange, alien powers
Enchantment Manipulation and control
Evocation Uttering words of power
Geomancy Earth and stone
Hydromancy Water
Illusion Deception
Invocation Calling upon the gods for aid
Necromancy Death and undeath
Oneiromancy Dreams
Order Law, force, and predictability
Primal Beasts and violence
Protection Defensive effects and healing
Psionic Mind
Pyromancy Fire
Shadowmancy Darkness
Skullduggery Subterfuge
Spiritualism Spirit World and spirits
Symbolism Runes and symbols
Technomancy Technology
Teleportation Travel
War Combat
1
Words on the Wind
Aeromancy Casting You prepare for 1 minute and cast this spell
From blasts of wind to crackling bolts of lightning, when you finish. You can cast this spell a number of
discovery of Aeromancy puts control of the times equal to 3 + your level.
weather in the hands of casters. Effect The wind blows around you while you prepare,
during which time you speak at whatever volume you
wish. When you cast the spell, you name one creature
Starting Spells known to you. If the creature is anywhere in your
environment, the wind carries your words to it. If the
Control Wind wind finds the creature, it repeats what you said at
the volume you said it, enabling creatures to hear
Casting You spend 1 minute in preparation and cast this
those words if within range.
spell when you finish. You can cast this spell a number
of times equal to 3 + your level.
Effect The air moves around you. When you cast this Novice Spells
spell and, again, when you use a minor action to do so,
you can either calm the wind in your zone, cause the
wind to blow in a direction you choose. You can vary
Booming Thunder
Target One zone you can see within three zones.
the strength of the wind from a faint breeze to a gust
Effect Booming thunder deals 1d6 damage to each
powerful enough to fill the zone with challenging
creature and object in the target zone. A creature in
terrain or propel a sailing ship. The spell lasts 1 hour.
the zone also makes a luck roll and, on a failure, takes
As a reaction when a creature makes a ranged attack
an extra 2d6 damage and becomes deafened for 1
against a target in your zone, you can end the spell
minute.
early to impose 3 banes on the roll.

Forceful Buffeting Flensing Wind


Casting You can cast this spell three times.
Casting You can cast this spell three times.
Target One creature or object within three zones.
Target One creature or unsecured object in your zone
Effect The wind scrapes the ground of dust, grit, and
or an adjacent one.
pebbles and whips them toward the target. The target
Effect You gather the wind and send it smashing into
takes 1d6 damage and you make a Will roll against
the target. Make a Will roll against the target’s
the target’s Strength. On a success, the target takes an
Strength. On a success, you push the target into an
extra 2d6 damage. If the result of the roll is 20 or
adjacent zone. If the result of the roll is 20 or higher
higher and exceeds the target number by at least 5,
and exceeds the target number by 5 or more, the
the target becomes Strength impaired until the end of
target also falls prone.
its next turn.
Sparking Hands Forked Lightning
Casting You cast this spell as a minor action. You can
Casting You can cast this spell three times.
cast this spell a number of times equal to 3 + your
Target One or two creatures or objects within three
level.
zones.
Effect Electricity dances over your hand for 1 minute.
Effect Lightning leaps from your hands and forks into
You make rolls for unarmed attacks against metal
two streaks. For each target separately, make a Will
targets or those wearing medium and heavy armor
roll against its Agility. You succeed automatically
with 1 boon and your unarmed strikes deal an extra
against a target object. You roll with 1 boon if the
1d6 damage.
target is metal or wears medium or heavy armor. On a
success, the target takes 1d6 damage, and an extra
Soaring Leap 1d6 damage if the result of your roll was 20 or higher
Casting You cast this spell as a move. You can cast this and exceeds the target number by at least 5.
spell three times.
Effect You jump into the air and land in a zone within
three zones of you, and take no damage on landing. If
Gusting Wind
Casting You can cast this spell three times.
the zone does not contain a surface capable of
Target One zone you can see within six zones.
supporting your weight, you fall until you encounter
Effect Strong wind blows into the target zone. The wind
one that can.
scatters unsecured lightweight objects into the
adjacent zone in the direction the wind blows,
Still the Air extinguishes all unprotected flames, and imposes 1
Target Your zone. bane on rolls to attack targets in the zone, as well as
Effect Silence descends. No sound penetrates the target to targets of ranged attacks originating from within
zone or emanates from inside it for 1 hour. This spell
prevents the speech required to cast of spells
2
the target zone. Finally, all creatures treat the entire way and then lands prone at the end of this
zone as challenging terrain. movement.
Any creature that starts its turn in the target zone The wind picks up unsecured objects weighing 100
makes a Strength roll. On a failure, the creature falls pounds or less and sends them bouncing in the
prone and then becomes Strength impaired until the direction the wind is blowing until they exit the
end of its next turn. furthest target zone. Any creature in a zone through
The spell lasts for 1 minute or until you end it as a which these objects move makes a luck roll and takes
minor action. 1d6 damage and falls prone on a failure. Heavier
unsecured objects slide into the adjacent zone in the
Shrieking Barrier direction the wind blows.
Casting You can cast this spell three times. A creature attempting to move in a target zone
Target One border of your zone. treats the entire zone as challenging terrain. If the
Effect A barrier of wind forms across the target border creature attempts to move against the wind, it makes
that lasts for 1 minute or until you end it as a minor a Strength roll first. On a failure, the creature makes
action. The barrier produces the following effects: no progress and its use of a move produces no effect.
• The wind forming the barrier shrieks. The sound of The wind’s noise causes all creatures in a target
it drowns out all noises within adjacent zones that zone to be deafened for as long as they remain there.
are softer than a shout. Finally, the winds impose 2 banes on rolls to attack
• The barrier blocks projectiles and thrown weapons with melee weapons and causes rolls to attack with
from passing through it; such objects spin away and ranged or thrown weapons to fail automatically.
harmlessly land in the zone.
• A creature that moves through the barrier makes a Lightning Bolt
Strength roll with 1 bane. On a failure, the creature Casting You can cast this spell three times.
stops moving at the edge of the zone and cannot Target One creature within six zones.
attempt to pass through the barrier again until it Effect A crackling bolt of lightning leaps from your hand
takes another turn. and deals 4d6 damage to the target. Make a Will roll
against the target’s Agility. You roll with 1 boon if the
Stolen Breath target is metal or wears medium or heavy armor. On a
Target One creature in your zone or an adjacent one. success, the target takes an extra 4d6 damage. If the
Effect You reach for and pull out the breath from the result of your roll is 20 or higher, it also catches fire
target’s body. Make a Will roll against the target’s (luck ends).
Strength. On a success, the target becomes weakened
until it overcomes this effect with a successful Sword of Air
Strength roll. Casting You cast this spell as a minor action.
Target One sword you are holding.
Expert Spells Effect You imbue the weapon with elemental power
that persists for 1 minute or until you end the effect
as a minor action. The spell grants the following
Air Stride benefits:
Effect You gather the winds to your and gain the ability • A creature holding the sword can fly and hover.
to fly for 1 hour. When the spell would end, you can • A creature wielding the sword can choose targets
make a Will roll and, on a success, extend the duration for its sword attacks among those in its zone or an
by another hour. Otherwise, when the spell ends, you adjacent zone. The sword leaps from the creature’s
descend gently to a surface that can hold your weight. hand, strikes the target, and returns to the
wielder’s hand.
Howling Gale • A creature can use any attribute for rolls to attack
Target A line of three zones extending away from one of with this weapon.
the borders of your zone. • The weapon has the Fast and Reach properties.
Effect Tremendous sustained winds tear through the • The wielder’s attacks with the sword deal an extra
target zones for 1 minute or until you dismiss them as 2d6 damage.
a minor action. The winds deal 2d6 damage to each
creature and object in the target zones when you cast Thunderous Arrival
the spell and again at the start of each of your turns Target One zone you can see within ten zones.
until the spell ends. Effect You hurl yourself into the air and land in a space
Any creature in a target zone that becomes injured, inside the target zone. A booming noise fills the air of
Strength impaired, weakened, stunned, or that zone, dealing 3d6 damage to each creature and
unconscious, blows away in the direction the wind is object in the zone. A creature makes a Strength roll
blowing, moving through each zone until it exits a and, on a failure, becomes dazed and deafened (luck
target zone or encounters a closed border. The ends both).
creature takes 1d6 damage per zone it moves in this
3
Unexpected Updraft When the spell ends, the chariot dissipates and
Target One zone you can see within three zones. everything inside it falls gently and lands safely on a
Effect Wind blows every creature or object in the target surface that can bear its weight below the chariot.
zone upward to either slam into the ceiling, if there is
one, and then fall, or to fly into the zone above and Control Weather
then fall. Either way, each affected creature or object Requirement You are outdoors.
takes 4d6 damage. A creature makes a Strength roll Casting You can cast this spell a number of times equal
and, on a failure, takes an extra 4d6 damage and lands to 3 + your level.
prone. Target Your environment.
Effect You make a single, immediate change to the
Master Spells weather in your environment that lasts for 1d20
hours, after which the weather gradually returns to
the normal conditions for the climate and the season.
Ball Lightning Typical changes to the weather are described below;
Target One zone you can see within three zones. other effects might be possible, with the Sage’s
Effect A ball of electricity appears in the center of the consent and with effects determined by the Sage.
target zone where it remains for 1 minute. The ball • Heat Wave The temperature climbs until
produces flickering dim light for 1 minute. The ball unprotected creatures in your environment
has Defense 0 and Health 20. Any creature in the become affected by exposure. The increase in heat
ball’s zone that attacks it or that touches it takes 5d6 causes snow and ice to melt after a few minutes
damage and makes a Strength roll. On a failure, the and steam to obscure all outdoor zones for 1 hour.
creature becomes dazed until the end of its next turn. The sudden appearance of liquid water might cause
When the ball appears and again on each of your flooding, as the Sage decides.
turns, each creature in the ball’s zone makes a luck • Cold Snap The temperature drops until
roll. The creature with the lowest failed result is unprotected creatures in your environment
struck by a tongue of lightning, takes 5d6 damage and become affected by exposure. The increase in cold
becomes dazed until the end of its next turn. causes liquid water to freeze and precipitation to
fall as snow or ice. The sudden temperature change
Chain Lightning could cause containers that hold liquid to burst.
Target Up to five creatures or objects all in one zone • Precipitation Heavy clouds gather above your
you can see within six zones. environment and release precipitation in a form
Effect A hissing and spitting bolt of lightning leaps from suitable for the season. You determine the intensity
you. Starting with any one target, make a Will roll of the precipitation, from a gentle mist to a
against its Agility. You roll with 1 boon if the target is torrential downpour. Falling snow and ice might
metal or wears medium or heavy armor. On a success, create areas of challenging terrain, and heavy rain
the target takes 20d6 damage. can flood the environment.
Then repeat the roll against the second target and, • Thunderstorm A storm rages through your
on a success, it takes 15d6 damage. Repeat the roll environment, causing heavy rain, hail, wind,
against the third target and, on a success, it takes lightning, and thunder. While you can see the
10d6 damage. Again, repeat the roll against the fourth storm, you can use an action to call down a bolt of
target, which takes 5d6 damage on a success. Finally, lightning to strike a creature or object you can see.
roll against the fifth target, which takes 1d6 damage The target makes an Agility roll, taking 10d6
on a success. Any roll that results in 20 or higher damage on a failure or half damage on a success.
causes the target to take an extra 5d6 damage. After you call down the lightning, you can do so
again after 1d6 minutes.
• Windstorm You cause strong winds to blow
Cloud Chariot through your environment. The winds might be
Requirement You are outdoors. strong enough to uproot trees, flatten wooden
Target Your zone. structure, and make travel in the environment
Effect You call down wind-gathered clouds to form a impossible, as you choose.
chariot drawn by cloud steeds. There’s room in the • Cosmetic You can create clouds in the sky or
chariot for you and ten other people. The chariot is remove them. You can shape the clouds so that they
immune to all harm and can fly. When traveling by the look like castles, creatures, or even words. You can
chariot, the Sage rolls 10d6 to determine the distance change the color of the sky, and you can make it
traveled during the travel day. The chariot remains for seem as if the stars have changed position or you
24 hours or until you finish a rest, whichever occurs can dim the light of the sun, such that it appears
first. At any time before then, you can use an action to eclipsed. You can make the moon appear in any
end this spell early and regain all castings of one phase you choose.
expert Aeromancy spell you know.

4
Summon Air Pneuma • Spinning Destruction Each creature and object
Casting This spell takes effect at the end of the round in caught in the whirlwind takes 5d6 damage and
which you cast it. makes a luck roll. On a failure, it takes an extra 5d6
Target An empty space in your zone. damage. If the result of the roll is 0 or less or 20 or
Effect An air pneuma under your control forms in the higher, the whirlwind ejects the creature or object,
target zone. It serves as your companion for 24 hours, sending it flying 2d6 zones in a random direction,
until it becomes incapacitated, or until you acquire where it takes 5d6 damage and falls prone. A
another companion from a magical source. The air creature that takes this damage makes a Strength
pneuma appears as a 10-foot-tall twisting column of roll and takes half the damage on a success.
air with a pair of electric blue eyes floating in the • Flying Debris The whirlwind launches debris in all
center of its form. The air pneuma uses the following directions, dealing 4d6 damage to each creature
rules: and object in each zone adjacent to it. A creature
that would take this damage makes a luck roll and,
Air Pneuma on a failure, takes an extra 4d6 damage.
Level 4 Type Animated Object • Raging Storm Make a Will roll. On a success, you
Senses Awareness 3 can move the whirlwind up to three zones in any
Defense 16 Health 30 direction. On a failure, the Sage can move the
Strength 15 (+5) Agility 15 (+5) whirlwind up to one zone in any direction.
Intellect 8 (–2) Will 15 (+5) When the spell ends, each creature and object
Immune asleep, blinded, deafened, immobilized, caught by the whirlwind take 2d6 damage and land
impaired, poisoned, prone, weakened prone in the zone the whirlwind vacated.
Storming Presence The air pneuma causes wind to
blow in its zone in a direction it chooses. In addition,
when a creature in the same zone as the pneuma
attacks it, the creature makes a luck roll. On a failure,
lightning leaps from the pneuma to deal 1d6 damage
to the attacking creature.
Special Movement Fly, Slippery, Squeeze (1/2 inch)
Explosive End When the air pneuma becomes
incapacitated, wind pushes each creature and
unsecured object in its zone into an adjacent zone.
Wind Blast (action) The air pneuma releases a blast of
wind at one creature or object in its zone. Make a
Strength roll with 1 boon against the target’s
Strength. On a success, the target takes 3d6 damage. If
the result was 20 or higher, the target moves into an
adjacent zone and falls prone.

Wrath of the Storm


Master Aeromancy
Target One zone you can see.
Effect A whirlwind forms in the target zone and persists
for 1 minute. The sound causes all creatures within 5
zones of it to become deafened. When you cast this
spell and again on each of your turns until the spell
ends, resolve the following effects in order.
• Sucking Vortex Each creature, unsecured object,
and secured object with Health 50 or less in the
whirlwind’s zone and each adjacent one become
sucked into the whirlwind and whipped around
inside it until the spell ends. Such creatures and
objects move with the whirlwind. A creature that
would be moved in this way can make a Strength
roll with 1 bane. On a success, the creature falls
prone, but stays put. If the result of the roll is 20 or
higher, the creature does not fall prone. A creature
caught by this effect can attempt to overcome it
with a successful Strength roll made with 3 banes.
On a success, the creature lands prone in a zone of
its choice within two zones of the whirlwind’s zone.

5
Transmutation
Alchemy Target One object you hold in your hands.
A mixture of science and the occult, Alchemy Effect Choose one of the following effects:
reveals the nature of things and grants the ability • The target regains 1d6 Health and the spell ends.
to produce wonderous effects from ordinary • The target loses 3d6 Health and the spell ends.
• You change the material of the target object from
substances. one to another, provided the new material is of the
same kind as the old. You could turn an iron bar into
Starting Spells 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 hands.
Admixture of Acidification
Requirement You have an alchemist’s kit.
Casting You spend 1 minute in preparation and cast this Warp Object
spell when you finish. Target One object that is not magical in your zone.
Target The natural liquid in one container you hold. Effect If the target is one worn or carried by a creature
Effect The liquid becomes acid for 24 hours. other than you, the creature makes a luck roll and the
spell has no effect on it with a successful roll.
Otherwise, the target no longer functions as intended.
Admixture of Purification A weapon becomes an improvised weapon, an open
Requirement You have an alchemist’s kit. door doesn’t close or closed door doesn’t open, or a
Casting You spend 1 minute in preparation and cast this
ladder loses its rungs.
spell when you finish.
Target One empty bottle.
Effect You fill the bottle with a magical fluid that retains Novice Spells
potency until consumed or until after a full night’s
rest, whichever occurs first. A creature can pour the Betrayal of Arms
bottle’s contents into another liquid or drink it as if it
Casting You can cast this spell three times.
were a consumable (see Book of Gear). If added to a
Target Any number of weapons that are not natural
liquid, the fluid purifies it, turning it into ordinary
weapons and are carried by enemies in your zone.
water. If consumed, the creature that drank the
Effect An enemy holding a target weapon makes an
contents makes a luck roll. On a success, the creature
Agility roll. On a failure, the enemy takes 1d6 damage.
ends one infection or the poisoned affliction from
On a success, the enemy drops whatever it is holding.
itself and regains 1d6 Health if it ends either one.

Brew Remedy Disassemble Object


Casting You can cast this spell three times.
Requirement You have an alchemist’s kit.
Target One object in your zone.
Casting You spend 1 minute in preparation and cast this
Effect The target loses 20 Health. If the object is worn
spell when you finish.
or carried by a creature other than you, the creature
Target One empty bottle.
makes a luck roll and ignores this effect on a
Effect You fill the bottle with a magical fluid that retains
successful roll.
potency until consumed or until after a full night’s
rest, whichever occurs first. A creature can drink the
fluid as if it were a consumable (see Book of Gear) Gooey Glue
and, after doing so, increases its Health by 3 makes Requirement You have an alchemist’s kit.
Strength rolls to resist harmful effects with 1 boon for Target The ground in one zone you can see within three
1 hour. At the end of each hour, the creature can make zones.
a luck roll and, on a success, extends the duration by 1 Effect A thick, sticky glue the color of fresh snot spreads
hour. across the target ground and dries after 1 minute.
While sticky, any creature in the zone when you cast
the spell is immobilized. A creature can overcome the
Ironglass effect with a successful Strength roll, but if it doesn’t
Target One glass object of your size or smaller in your leave the zone before the end of its turn, it becomes
zone.
immobilized once more. A prone creature makes the
Effect Either the target gains the hardness of iron, while
roll with 1 bane.
still appearing as glass or you transform the object
into a melee weapon that counts as being iron while
still appearing as glass. Weapons created by this spell Lesser Animation
gain the Keen property if they don’t have it already Target One object in your zone.
and enable the use of this property without having to Effect The target becomes an animated object and your
meet the requirement. controlled companion for 1 hour, until it is
incapacitated, or you acquire another companion
6
from a magical source. If the target is unsecured, it Blade Black
can move. Otherwise, it is immobile. The target uses Requirement You have an alchemist’s kit.
the following rules: Casting You spend 1 minute in preparation and cast this
Lesser Animated Object spell when you finish.
Level 1/2 Type Animated Object Target One weapon in reach.
Senses Awareness 3 Effect You prepare a viscous toxin and apply it to the
Defense 6 Health 10 target weapon, causing it to turn black and reflect no
Strength 11 (+1) Agility 8 (–2) light. The toxin retains potency for 1 hour. Each time a
Intellect — Will — creature takes damage from the target weapon while
Immune asleep, blinded, deafened, impaired, poisoned, the toxin is potent, the creature makes a Strength roll.
weakened On a failure, the creature loses 1d6 Health and
Melee Attack—Appendage Strength with 1 bane becomes poisoned (luck ends). Once three creatures
against Defense. On a success, the target takes 1d6 have made this roll, you make a luck roll after each
damage. successful attack. On a failure, the spell ends early.

Rusted Arms Dissolve Obstacle


Casting You can cast this spell three times. Requirement You have an alchemist’s kit.
Target Any number of metal objects in your zone that Target One obstructed border or one object that is not
are not magical. magical and can fit inside a cube, 30 feet on a side,
Effect A target takes 20 damage. If a creature is holding within three zones of you.
a target, it can make a luck roll and ignores the effect Effect The target obstruction or object melts into a
on a successful roll. watery puddle that dries 1d6 hours later.

Wood or Stone Explode Weapon


Casting You can cast this spell three times. Casting You can cast this spell three times.
Target One wooden object or one stone object in your Target One weapon that is not a natural weapon and is
zone. carried by a creature in your zone or an adjacent one.
Effect A wooden target becomes stone and a stone Effect The weapon’s Health drops to 0 and explodes.
target becomes wood. An object turned to stone Each creature and object in its zone, other than you,
weighs five times what it did, while an object turned takes 2d6 damage and makes a luck roll. On a failure,
to wood weighs one-fifth its former weight. A the creature or object takes an extra 2d6 damage.
predominately wooden weapon turned to stone gains
the Slow property. Revivification
Requirement You have an alchemist’s kit.
Target One creature dead no longer than 1 minute
Expert Spells Effect The target returns to life, regains 1 Health, and
heals 1 damage. After 1 minute, the target loses 1
Animate Object Health.
Target One person-sized or smaller object in your zone
or an adjacent one. Sentient Flesh-Eating Slime
Effect The target becomes an animated object and your Requirement You have an alchemist’s kit.
controlled companion for 8 hours, until it is Target An empty space in your zone or an adjacent one.
incapacitated, or you acquire another companion Effect You release a flesh-eating slime onto the ground
from a magical source. The target uses the following in the target zone, where it remains until it’s
rules: destroyed. The flesh-eating slime is under the Sage’s
control and treats all creatures of flesh and blood as
Animated Object
enemies. The slime takes its turn when it next can and
Level 2 Type Animated Object
attacks the enemy nearest to it. The slime uses the
Senses Awareness 3
following rules:
Defense 6 Health 40
Strength 11 (+1) Agility 8 (–2) Sentient Flesh-Eating Slime
Intellect — Will — Level 3 Type Monster
Immune asleep, blinded, deafened, impaired, poisoned, Senses Awareness 3
weakened Defense 6 Health 50
Melee Attack—Appendage Strength with 1 boon Strength 12 (+2) Agility 8 (–2)
against Defense. On a success, the target takes 2d6 Intellect 8 (–2) Will 15 (+5)
damage. Immune blinded, deafened, immobilized, prone
Burned by Sunlight At the start of the slime’s turn if it
is in a zone lit by direct sunlight, the slime loses 2d6

7
Health and becomes weakened until the start of its consuming the substance makes a luck roll. On a
next turn. success, the creature heals all damage, regains all
Special Movement Climber, Squeeze (1 inch), no Health, ends any infection affecting it, and ends the
running poisoned affliction. On a failure, the creature loses
Melee Attack—Pseudopodia Strength with 1 boon 15d6 Health and becomes poisoned (luck ends).
against Agility. On a success, a target takes 6d6
damage and becomes Strength impaired (luck ends). Thicken Air
Requirement You have an alchemist’s kit.
Master Spells Target Up to three contiguous zones, each of which is
within three zones.
Effect The air in the target zone thickens and becomes
Animate Huge Object noxious for 1 hour. A creature in a target zone
Target One large object within three zones. becomes dazed and weakened until it starts its turn
Effect The target becomes an animated object and your in an unaffected zone. In addition, at the end of each
controlled companion for 8 hours, until it is round, each creature in the area makes a Strength roll
incapacitated, or you acquire another companion and, on a failure, becomes immobilized until the spell
from a magical source. The target uses the following ends. Finally, the thickened air imposes 1 bane on
rules. rolls to attack targets in the zone or behind the zone
Huge Animated Object from attackers using ranged weapons.
Level 4 Type Large Animated Object
Senses Awareness 3 Transmute Metal
Defense 5 Health 70 Target One metal object that can fit inside a 1-foot cube
Strength 15 (+5) Agility 10 (+0) of space in your zone.
Intellect — Will — Effect The target’s material changes to a different kind
Immune asleep, blinded, deafened, impaired, poisoned, of metal. An iron sword could become bronze, while a
weakened silver candelabrum turns into gold. Every 24 hours
Melee Attack—Appendage Strength with 1 boon for the next three days, the Sage rolls luck. Three
against Defense. On a success, the target takes 4d6 successes make the spell permanent, while a failure
damage. causes the target to explode and deal 10d6 damage to
everything in the target’s zone. A creature in the zone
Blood to Acid makes a luck roll and takes half damage on a success.
Target Any number of flesh and blood creatures you
choose all in one zone you can see within three zones.
Effect You transform the water in the target’s bodies to
acid. A target loses 5d6 Health and makes a Strength
roll. On a failure, a creature becomes poisoned (luck
ends). At the end of each round when a target is
poisoned in this way, it takes 3d6 damage.

Melt Metal
Requirement You have an alchemist’s kit.
Target Each metal object, neither magical nor under the
effects of magic, in one zone you can see within three
zones.
Effect Each target becomes a liquid for 3 rounds.
Anything touching the target when you cast this spell
takes 10d6 damage and it catches fire if flammable. A
creature wearing metal armor takes this damage
again at the end of each round until the spell ends.
Target objects are destroyed when the spell ends.

Panacea?
Requirement You have an alchemist’s kit.
Casting You spend 1 minute in preparation and cast this
spell when you finish.
Target One empty bottle in reach.
Effect You fill the bottle with a potent curative agent
that retains potency until consumed (as a
consumable) or after a full night’s rest. A creature
8
Alteration
other sensory improvements as the Sage decides. For
example, the creature might be able to smell smoke
from miles away, detect poison or other
A tradition of subtle magic, Alteration spells
contamination by ingesting a single drop of drink, and
manipulate the creatures’ physical forms, feel the lightest abrasions left on a surface. The spell
endowing them physical power, great size, and lasts 1 hour, but ends early if the target is
keen senses. The spells can also wreak havoc on unconscious.
targets, melting their bodies or causing skin to
split open with no warning. Toughened Hide
Casting You can cast this spell three times.
Starting Spells Target One creature in reach.
Effect The target’s skin hardens until it becomes akin to
thick leather. If the target wears light or no armor, the
Break the Mirror spell increases the target’s Defense by 3. The spell
Castings You can cast this spell three times. lasts 1 hour, but ends early if the target becomes
Target One creature in your zone. unconscious.
Effect The target’s facial features warp until they appear
monstrous. All normal mirrors in the target’s zone
crack. The target imposes 1 bane on rolls to attack it Novice Spells
by creatures that can see it, though a creature
immune to the frightened affliction is immune to this Expeditious Healing
effect. The spell lasts 1 minute, but ends early if the Castings You cast this spell as a minor action.
target becomes unconscious. Target One creature in reach.
Effect At the end of each round, the target heals 1d6
Brute Strength damage. The spell lasts 1 minute, but ends early if the
Target One creature in reach target takes any damage.
Effect The target can carry twice as many objects as
normal. It makes Strength rolls to kick down doors, Harmful Development
lift gates, and perform other physical feats with 1 Target One creature in your zone.
boon, though this benefit does not extend to its rolls Effect The target’s body suffers some mishap, causing it
to attack. The spell lasts 1 hour, but ends early if the to take 3d6 damage. If the target becomes injured as a
target becomes unconscious. result of this damage, it makes a Will roll and, on a
failure, becomes weakened until the end of its next
Burst of Speed turn.
Castings You cast this spell as a minor action. You can
cast this spell three times. Masks for All Occasions
Target One creature in reach. Casting You can cast this spell three times.
Effect You grant the target a move that it can use Target Up to three creatures in your zone.
immediately. Effect You change the target’s physical appearance so
that appears to be someone else. You can change a
Fleeting Beauty target’s height, weight, and any other physical details
Casting You spend 1 minute in preparation and cast this as you wish, as long as the target retains its relative
spell when you finish. size. The spell can cause a creature to appear as a
Target Up to three creatures in your reach. member of a different ancestry, but it does not affect
Effect The target’s blemishes and scars become the target’s traits. The spell leaves objects that the
invisible, and any unattractive physical features target wears and carries unchanged. The spell lasts 4
disappear. Members of the target’s ancestry find the hours, but ends early if the target becomes
target’s appearance appealing. Creatures that would unconscious.
be attracted to the target’s kind start with friendly
dispositions in social situations. The spell lasts 8 Physical Alteration
hours, but ends early if the target becomes Castings You cast this spell as a minor action. You can
unconscious. cast this spell three times.
Target One creature in your zone.
Sensory Aid Effect You either enhance or impair your choice of the
Target One creature in reach. target’s Strength or Agility.
Effect The target’s senses sharpen. The target treats If you enhance the attribute, the target makes rolls
faint light as dim light, and dim light as bright light. using it with 1 boon and imposes 1 bane on rolls
The target can see twice as far as normal, can hear against the attribute for 1 minute.
noises from four times the normal distance, and gains

9
If you impair the attribute, the target becomes automatically succeeds on rolls to overcome being
impaired in the chosen attribute (luck ends). grabbed, and it is immune to the immobilized
affliction. The spell lasts 1 hour, but ends early if the
Mighty Thews target becomes incapacitated.
Castings You cast this spell as a minor action.
Target One creature in reach. Large as a Giant, Small as an Ant
Effect The target’s melee attacks and unarmed attacks Casting You can cast this spell three times.
deal an extra 1d6 damage once per round. The spell Target One creature in your zone or in an adjacent one.
lasts 1 minute, but ends early if the target becomes Effect The target either grows until it doubles or triples
unconscious. its height or shrinks down to half or a third of its
height. If the spell doubles the creature’s height,
Tough as Nails multiply its original weight by eight. If the spell
Target One creature in reach. triples its height, multiply its original weight by
Effect The spell increases the target’s Health score by twenty-seven. Shrinking a target has a similar effect
10. The spell lasts 1 hour, but ends early if the target on its weight is divided. The spell also affects
becomes unconscious. everything the target wears and carries.
An enlarged target counts as being large, makes
Strength rolls with 1 boon, imposes 1 bane on rolls
Expert Spells against the target’s Strength, grants 1 boon on rolls
against the target’s Defense, increases the target’s
Awaken the Monster Within Health by 10, or 20 if its dimensions triple, and its
Target One creature in reach. melee attacks and ranged attacks using Thrown
Effect The target becomes an unleashed monster with weapons deal an extra 1d6 damage. Finally, the
an appearance you decide. The target uses the rules target’s melee attacks and unarmed attacks count as
presented below in place of its own. It treats all if they have the Reach property.
creatures it can see as enemies. The spell lasts 1 hour, A shrunken target counts as being small, makes
but ends early if the target becomes unconscious. Strength rolls with 1 bane, grants 1 boon on rolls
When the spell ends, the target becomes Will against its Strength, but makes Agility rolls with 1
impaired until after a full night’s rest. At the end of boon and imposes 1 bane on rolls against its Defense
each round, the target can make a luck roll with 1 and Agility. When the target walks, it can move to the
bane and, on a success, ends the spell early. edge of the zone and no further; it must run to leave
Each creature other than you that sees the its zone.
transformation makes a Will roll. On a failure, become The spell lasts 1 hour, but ends early if the target
frightened of the hostile monster until the creature becomes unconscious.
overcomes the affliction with a successful Will roll.
Seasoned Traveler
Unleashed Monster Target Any number of creatures in your zone.
Level 2 Type Monster Effect Increase the target’s Health score by 5. The target
Senses Night Vision becomes immune to deprivation, exposure, and
Defense 12 Health 20 infection. Finally, if at least one target creature
Strength 13 (+3) Agility 10 (+0) belongs to a group that travels, the target adds an
Intellect 6 (–4) Will 12 (+2) extra 1d6 to the groups progress. The spell lasts 8
Melee Attack—Claws and Teeth Strength with 1 boon hours.
against Defense. Roll with 1 boon against a frightened
target. On a success, the target takes 2d6 damage.
Swim Like Fish
Target Any number of creatures in your zone that are
Body Renewed partly or fully submerged in water.
Target Up to five creatures in your zone. Effect Each target can breathe air while submerged in
Effect The target falls prone and asleep for 8 hours. If water. The target needs no light to see while
the target remains asleep for the full 8 hours, it underwater, and it succeeds automatically on
regains any limbs and organs it has lost, all scars fade, attribute rolls to swim. The spell lasts 4 hours, but
the target heals twice as much damage from resting, ends early for a target if it becomes unconscious.
and regains an extra 2d6 Health.
Warp the Flesh
Flow Like Water Casting You can cast this spell three times.
Target One creature in reach. Target One creature in your zone.
Effect The target’s body becomes soft and malleable. It Effect The target’s body bends and twists, warping out
can stretch to reach anything in its zone, can squeeze of true. The target becomes Strength impaired and
through openings 1-inch wide and can rid itself of Agility impaired, and grants 1 boon on rolls against its
manacles and rope bindings as a minor action. It
10
Defense. At the end of each round, the target makes a If the target’s Strength score is 6 or higher, its
Strength roll. On a failure the target loses 1d6 Health. Strength becomes 5. Its Agility increases to 12 if it
The spell lasts until the target overcomes it with a was lower than 12, and its Defense equals its
successful Will roll or it becomes incapacitated. Agility score.
The target might gain traits depending on the
Master Spells 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
Fly Like Birds with 1 boon. If the target turns into a frog, it can
Target Up to seven creatures in reach. breathe air and while submerged in water. If the
Effect The target sprouts large feathery or leathery target turns into a fish, it breathes only when
wings from its back, which grant it the ability to fly submerged in water, but succeeds on all rolls to
while it is not injured. The spell lasts 8 hours, but swim. The Sage decides what additional traits the
ends early for a target if it becomes unconscious. target gains based on the target’s new form.
• Predator The target, along with everything it
Idealized Form wears and carries, transform into a beast similar to
Target One creature in reach. a wolf, bear, or lion. The target loses the traits of its
Effect The target becomes physically perfect, or very ancestry and uses the following rules for its new
nearly so. It enjoys the following benefits: form instead.
• The target’s Strength and Agility scores become 20 Predator
if they are not 20 already. Level 4 Type Beast
• The target counts as being under the effect of the Senses Night Vision
Sensory Aid spell. Defense 12 Health 50
• The target can use an additional action each round. Strength 14 (+4) Agility 12 (+2)
• At the end of the round, the target heals 3d6 Intellect/Will unchanged
damage, regains 1d6 Health, and removes one Melee Attack—Claws and Teeth Strength with 1 boon
affliction from itself. against Defense. On a success, the target takes 4d6
The spell lasts 1 minute, but it ends early if the damage.
target becomes unconscious.
Turn to Stone
Myriad Forms Target One creature in your zone or an adjacent one.
Casting You cast this spell as a minor action. Effect The target’s body becomes like stone. The target
Target You or one creature in reach. takes 3d6 damage, becomes immobilized (luck ends),
Effect You transform the target into one of the following and makes a Strength roll. On a failure, the target
forms and it remains in that form for 4 hours or until takes an extra 15d6 damage. If the target becomes
it becomes unconscious. If you target yourself, you incapacitated by the damage, it turns into a stone
can use a minor action to switch your form to a statue and dies.
different one and each transformation in this way
enables you to heal 3d6 damage, but you lose 1 hour
from the spell’s remaining duration. Unleash the Fighter
• Different Person The target takes the form of a Target One creature in reach.
different individual, either a unique person of your Effect The target’s Strength becomes 17 if it is less than
own design or a duplicate of another individual. 17, it’s Health becomes 66 if it is less than 66, and one
The person can be no more than a few feet taller or attack it makes each round deals an extra 3d6
shorter than the target. If the new form has a damage. The spell lasts 1 hour, but it ends early if the
different ancestry, the target gains the ancestry’s target becomes unconscious.
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:

11
Animism
Effect A blackthorn sapling appears on the ground and
grows into a small tree that remains for 1 minute. If
you take the tree in hand as a minor action, it pulls
Spells from the Animism tradition open a dialogue
easily from the ground to become a blackthorn staff
between the caster the spirits in the natural world. that retains potency for 8 hours. When the spell ends,
Each spells enables the caster to make a specific the staff crumbles into dust.
request and the spirits answer by producing the In your hands, and in your hands only, the staff
desired outcome: producing food, awakening a functions as a magical quarterstaff that increases
tree to fight as your ally, or causing the grasses to your Defense by 2 while you wield it. When you
grasp and drag to the ground your enemies. attack with the staff, you can use Will in place of the
attribute you would normally use and, if so, you roll
with 1 boon. Finally, when you carry the staff and
Starting Spells walk or run, add one to the number of zones you
move.
Animal Friend
Casting You spend 1 minute in preparation and cast this Fiery Pinecones
spell when you finish. Requirement You are outdoors.
Target A small empty space in your zone. Casting You cast this spell as a minor action. You can
Effect The spirit of a small harmless animal appears on cast this spell three times.
the ground, in the air, or in a body of water within the Target Up to five pinecones, acorns, or similar items.
target zone. The animal spirit understands what you Effect You awaken the spirit of fire in the targets, which
say, though it cannot speak. The animal becomes a remains awake for 1 minute or until the last target
companion under your control for 8 hours, until it is pinecone is thrown.
incapacitated, or until you acquire another As an action, you can throw a target at one creature
companion from a magical source. or object within two zones. Make a Will roll against
The animal performs services for you, if it is in its the target’s Agility. On a success, the target takes 1d6
power to perform the service. Some common options damage. If the result is 20 or higher and exceeds the
include the following: target number by at least 5, the target catches fire. On
• Find Provisions The animal spends 1 hour a failure, the pinecone lands on the ground nearby
searching nearby zones and returns to you at the and sputters out.
end of this time. Make a luck roll. On a success, the
animal finds 1 day of provisions and clean water. If Natural Concealment
the result was 20 or higher, the animal found 1d6 + Requirement You are outdoors.
1 days of food and water instead. On a failure, the Effect You become invisible to creatures outside your
animal found nothing of use. You must move at zone for 1 minute or until you use an action of any
least 20 zones from where you sent the animal kind, a reaction, or move.
searching before you can request this service again.
• Find Shelter The animal spends 1 hour searching
nearby zones and returns to you at the end of this
Nature Walk
time. Make a luck roll. On a success, the animal Casting You spend 1 minute in preparation and cast this
found suitable shelter for you and up to five other spell when you finish.
adult humans. On a failure, there was no suitable Effect You ignore the effects of moving across
shelter nearby and you must move at least 20 zones challenging terrain caused by natural terrain features
from where you sent the animal searching before and plants. When you move, you can leave no tracks
you can request this service again. or the tracks of any animal you choose. You can treat
• Deliver Message You tie a small note or one item liquid surfaces if they were solid. If you travel while
the animal can carry onto the animal’s body and under the effects of this spell for the entire travel day,
name one person you know to exist and the zone add 1d6 to your group’s progress. Finally, you ignore
where you expect that person to be. The animal the effects of exposure, wind, and natural
races off to deliver the message or item. If the precipitation.
location is somewhere the animal can reasonably The spell lasts 8 hours. You can use a reaction when
reach before the spell ends, it arrives and waits you become poisoned or exposed to infection to end
until the named person takes the message or item, the spell early, ending the poisoned affliction and
at which point the spell ends. curing the infection as a result.
• Follow Tracks You point out tracks to the animal
and the animal follows them until you tell it to stop. Snare Trap
Casting You can cast this spell three times.
Blackthorn Staff Target One creature within three zones.
Target An empty space on the ground in your zone.

12
Effect The target cannot move out from its zone for 1 back to the river, if you happen to be lost. As one of
minute or until it overcomes the effect with a your questions, you can also produce provisions for
successful Strength roll. up to five creatures or find the nearest suitable
shelter within your environment. You can also
Novice Spells request a blessing from the land, with each blessing
counting as a single question. You can benefit from a
blessing just once per casting of this spell.
Aggressive Overgrowth • Blessing of Adaptation You take half damage from
Casting You can cast this spell three times. magical sources for 1 hour.
Target Your zone or an adjacent one. • Blessing of Hastened Travel You and any number
Effect A profusion of grasses, vines, and roots spread of creatures in your reach instantly travel to an
across the ground in the target zone and entangle outdoor zone you have seen at least once before in
each creature and object on it, other than you. The your environment.
ground becomes challenging terrain and unsecured • Blessing of Health You or one creature in reach
objects on the ground become secured. Each creature heals 1d6 damage.
on the ground in the target zone when you cast the • Blessing of Might Increase your extra damage by
spell makes a Strength roll. On a failure, the creature 1d6 for 1 hour.
becomes immobilized until it overcomes the effect • Blessing of Protection If you wear no armor or
with a successful Strength or Agility roll. The growth light armor, you impose 1 bane on rolls to attack
remains until cleared away. If you target a zone you for 1 hour.
indoors or where there is no growth, the zone counts • Blessing of Wisdom Choose one starting spell you
as a wilderness zone until cleared. In addition, if you know. You regain all expended castings of that spell.
cast this spell on a zone containing edible plants or
plants that produce edible fruit, the spell creates ten Eerie Mist
days of provisions. Casting You can cast this spell three times.
Target One to four contiguous zones with at least one of
Armor of the Ancient Oak which being either adjacent to your zone or is your
Requirement You wear no armor. zone.
Effect Brown, woody nobs and patches form all over Effect Mist rises up from the ground to obscure the
your body and spread until a thick layer of bark target zone. Each creature in the zone, other than you,
covers your skin. Your Defense becomes 16, but you is Intellect impaired for as long as it remains there,
take an extra 1d6 damage from fire and make luck and treats the entire zone as challenging terrain. The
rolls to end being on fire with 1 bane. Finally, you can mist ignores the effect of wind and remains in the
hide in wilderness environments even if you are being target zones for 1 hour or until you use an action to
observed. The spell lasts 8 hour, but ends early if you disperse them.
become unconscious.
Summon Good Dog
Clear a Path Target An empty space on the ground in your zone.
Casting You can cast this spell three times. Effect At the end of the round, a magical hound appears
Target One adjacent zone or a line of two or three zones on the ground in the target zone. The hound is
extending away from one adjacent zone. friendly to you and becomes a companion under your
Effect The spell moves each creature and unsecured control for 8 hours, or until incapacitated, you end
object in a target zone into the nearest zone not this effect as a minor action, or you gain another
targeted by this spell. A creature moved in this way companion from a magical source. When the spell
makes an Agility roll and, on a failure, falls prone. You ends, the hound howls once and vanishes. The hound
then gain a move, which you can use before the end of uses the following rules:
your turn or lose it.
Good Dog
Level 1 Type Spirit
Counsel of the Land Senses Keen Scent
Requirement You are outdoors. Defense 10 Health 10
Casting You spend 1 hour in preparation and cast this Strength 11 (+1) Agility 10 (+0)
spell when you finish. Intellect 9 (–1) Will 11 (+1)
Target Your zone. Protector The good dog imposes 1 bane on rolls to
Effect Spirits of earth, air, and water appear inside the attack its allies in its zone.
target zone and converse with you for up to 1 hour, Melee Attack—Teeth Strength with 1 boon against
until you leave the zone, or you end the spell as a Defense. On a success, the target takes 1d6 damage,
minor action. You can ask the spirits up to six or 2d6 damage if the target is prone. If the result is 20
questions about creatures, objects, and zones in your or higher and exceeds the target number by at least 5,
environment. You could ask where to find a particular the target makes a Strength roll if it’s not larger than
animal, where a temple might be found, or the way
13
the good dog. On a failure, the target falls prone and Effect Three warhorses or six horses appear in empty
cannot stand up until after the good dog’s next turn. spaces on the ground inside the target zone and
become your companions for 24 hours or until they
Expert Spells are incapacitated. The steeds are under the control of
their riders or you if they lack riders. Rules for these
creatures appear in the Secrets of the Weird Wizard
Breath of Spring book. When the spell ends, the creatures disappear.
Target One to three contiguous zones, each of which is
within three zones. Summon the Wise, Old Owl
Effect Billowing clouds of sticky, yellow pollen obscure Target Your zone.
the target zones. When the clouds appear and again at Effect At the end of the round, a magical giant owl
the start of each of your turns, each living and swoops into the target zone and lands. The giant owl
breathing creature in the zones make a Strength roll. is friendly to you and becomes a companion under
On a failure, the creature becomes weakened. A your control for 8 hours, or until incapacitated, you
creature can remove this affliction by overcoming it end this effect as a minor action, or you gain another
with a successful Strength roll, but only if the creature companion from a magical source. When the spell
is in a zone not affected by this spell. If the creature is ends, the owl hoots once and vanishes. The giant owl
already weakened, it takes 1d6 damage and falls uses the following rules:
prone.
The spell lasts 1 minute, until cleared away by Giant Owl
wind, or you use an action to clear it away. If you cast Level 2 Type Spirit
this spell in the spring, all green and growing things Senses Night Vision
in a target zone produces twice as much fruit during Defense 12 Health 20
the next harvest. Strength 12 (+2) Agility 12 (+2)
Intellect 11 (+1) Will 13 (+3)
Claw and Catch Special Movement Fly, Mount, Silent
Target One to three contiguous zones, each of which is Melee Attack—Talons Strength with 1 boon against
within three zones. Defense. On a success, the target takes 2d6 damage.
Effect The ground in each target zone becomes
challenging terrain from the sudden appearance of The Trample of Hooves
thorny brambles. Each zone contains four bramble Target A line of up to six zones extending away from an
patches. A patch has Health 20 and takes double adjacent zone.
damage from fire. Effect You throw wide your arms to reveal a
Any creature in one of the target zones when the shimmering portal from which spill an untold number
brambles appear, or that moves into or through a of hooved beasts that then race through the target
bramble patch, makes an Agility roll with 1 bane. On a zones and disappear. Each creature and object in a
failure, the creature takes 3d6 damage and becomes target zone takes 3d6 damage. Such a creature makes
immobilized until it overcomes the affliction with a a Strength roll and, on a failure, it takes an extra 3d6
successful Strength or Agility roll. damage and falls prone.

Slithering Sticks
Requirement You have a handful of sticks.
Master Spells
Casting You can cast this spell three times.
Target Your zone. Awaken Tree
Effect You scatter the required sticks on the ground and Casting This spell takes effect at the end of the round in
they instantly transform into vipers. When you cast which you cast it.
the spell and on each of your turns for 1 minute, the Target One tree in your zone.
vipers strike each enemy on the ground in the target Effect The target tree uproots itself and becomes your
zone. While the spell is in effect, you can use an action companion for 24 hours, until it becomes
to move the vipers into an adjacent zone. An enemy incapacitated, or until you acquire another
on the ground in the affected zone makes an Agility companion from a magical source. When the spell
roll with 1 bane. On a failure, it takes 3d6 damage, ends, the tree sinks its roots into the ground and
and becomes poisoned (luck ends). When the spell becomes an ordinary tree once more. It uses the
ends, the vipers turn back into sticks. following rules:
Awakened Tree
Summon the Wild Stallions Level 4 Type Plant
Casting This spell takes effect at the end of the round in Senses Awareness 3
which you cast it. Defense 7 Health 60
Target Your zone. Strength 13 (+3) Agility 9 (–1)
Intellect — Will —
14
Immune asleep, blinded, deafened, impaired, weakened Plagues of Insects
Flammable Once per round, when the tree takes Casting You can cast this spell three times.
damage from fire, it takes double the damage, loses Target One to three contiguous zones you can see
1d6 Health, and makes a luck roll. On a failure, the within three zones.
tree catches fire (luck ends). Effect A multitude of insects appear in and obscure the
Melee Attack—Limbs and Roots Strength with 1 boon target zone and also cover the ground with
against Defense. On a success, the target takes 5d6 challenging terrain. As an action, you can move the
damage. If the result of the roll is 15 or higher, the insects into an adjacent zone provided that zone is
target makes a Strength roll and falls prone on a within the spell’s range. If a creature in the target
failure. zone tries to move out of the zone, it makes a Will roll.
On a failure, the creature stops moving at the edge of
Circle of Stones the zone and its movement ends. At the end of each
Target Your zone. round until the spell ends, each creature in the target
Effect The target becomes a zone of standing stones, zone makes a Strength roll with 1 bane and takes 6d6
which features eight large rocks, each 12 feet tall, 8 damage on a failure. The insects remain in the zone
feet wide, 4 feet thick. A rock weighs 33 tons. The for 1 minute or until you end it as a minor action.
stones stand erect in a circle at the target's location.
The stones emit dim light, faint light, or no light at all Wrath of Nature
as you choose. The stones remain in place until you Target One to three contiguous zones, at least one of
cast this spell again. which is in contact with the ground, within three
Any creature other than your enemies that rests in zones.
the space inside the circle heals an extra 1d6 damage Effect The nature spirits become enraged in the target
after each hour of resting. If such a creature rests zones for 1 minute. The ground in each target zone is
continuously for 8 hours, it also regains 1d6 Health. challenging terrain and grants partial cover to
If you cast an Aeromancy, Animism, Cryomancy, creature or object in it. At the end of each round, each
Geomancy, Hydromancy, Primal, or Pyromancy spell enemy takes 3d6 damage and makes a luck roll. On a
that has a duration of at least 1 minute inside the failed luck roll, roll a d6 to see what happens to it:
circle of stones, the spell's effect lasts twice as long as 1: Vines, branches, and grasses coil around the enemy,
normal. You make any roll for the casting of the spell trying to rip it to pieces. No additional effect.
with 1 boon and impose 1 bane on any roll to resist 2: A vine or root trips the enemy, causing it to fall
the casting. prone. A prone enemy in a target zone cannot stand
Finally, if you are in an environment in the same up until it leaves the zone or until it overcomes the
world as the stones, you can use an action to expend a affliction with a successful Strength roll. If the
casting of this spell. You, along with any allies in your enemy was already prone, it takes an extra 2d6
zone, teleport to the circle of stones. damage.
3: Weeds rise up in a tangle around the enemy. The
Cornucopia enemy becomes immobilized until it overcomes the
Casting You spend 1 hour in preparation and cast this effect. If the enemy was already immobilized, it
spell when you finish. takes an extra 3d6 damage.
Target Your zone or one zone you can see. 4: A tree lashes out with its branches. The enemy
Effect Provisions enough to feed one hundred people takes an extra 4d6 damage.
appear in the zone. Anyone who consumes the 5: A vine curls around the enemy. The enemy takes an
provisions within the next 24 hours heals 3d6 extra 4d6 damage and is pulled into a zone of your
damage and increases its Health by 5 for 8 hours. In choice.
addition, anyone who consumes these provisions 6: The enemy stumbles into a cloud of toxic spores,
ends the effects of infection. pollen, or something else. The enemy loses 1d6
Health and becomes poisoned (luck ends).
Follow the Ley Line
Casting You spend 1 hour in preparation and cast this
spell when you finish.
Effect Name one environment you have previously
visited or seen on a map. Your vision shifts and you
see a direct path to the place you named. If you follow
the path for 24 hours without stopping, you and
anyone who follows you enters the edge of that
environment, no matter how distant the destination
or severe the intervening obstacles.
Alternatively, you can use an action to expend the
casting of this spell to increase the number of moves
you can make by one on each of your turns for 1 hour.
15
Radiant Flare
Astromancy Casting You can cast this spell three times.
Spells from the Astromancy tradition harness the Effect A ball of light streaks from your hand and travels
light from the heavens for use on Erth. Starlight, in a straight line out to a distance of ten zones or until
moonlight, and sunlight become the magic-user’s it encounters an obstacle, at which point it bounces
off it without harm to fall onto the nearest flat
weapons, who can use them to scorch, blind, and surface. The ball briefly illuminates each zone
baffle foes. through which it travels and once it stops moving, it
sheds bright light for 1 minute before guttering out.
Starting Spells
Novice Spells
Create Illumination
Requirement You have one hand free. Falling Stars
Casting You can cast this spell three times. Target One zone unsheltered from the sky that you can
Effect A ball of light appears in the palm of your hand see within three zones.
and emits bright for 1 hour or until you dismiss it as a Effect A cascade of fiery motes fall upon the target zone
minor action. until the end of your next turn. While the motes fall,
You can attach the light to an object in your zone or dim light fills the zone and each creature in the zone
throw it up into the air. If you attach the light to an as well as any creature that enters it takes 2d6
object, the object emits the light for the duration. If damage from the motes unless the creature is under
you throw the light up into the air, it hangs suspended total cover.
in your zone until the spell ends.
Luring Lights
Dazzling Lights Target One zone within three zones.
Casting You cast this spell as a minor action. You can Effect A pattern of lights appear in the target zone and
cast this spell a number of times equal to 3 + your move in a manner to captivate anyone who sees it.
level. The spell emits bright light for 1 minute.
Target Up to three creatures in your zone. When a creature starts its turn and can see the
Effect Each sighted target makes rolls to attack with 1 target zone, the creature makes a Will roll. On a
bane until the end of your next turn. success, the creature becomes immune to this casting
of the spell. On a failure, the creature uses its move to
Eureka! walk toward the lights on its turn. If the creature
Casting You cast this spell as a minor action. You can cannot, it becomes stunned until the end of its turn.
cast this spell three times.
Effect The first time you make an Intellect roll or a Will Moon Frenzy
roll after you cast this spell, you roll with 1 boon and Target One creature within three zones.
the spell ends. If you have not made such a roll within Effect For a moment, the target’s eyes shine with silvery
1 minute of the casting, the spell ends with no light. Make an Intellect roll against the target’s Will. If
additional effect. the target is in a zone lit by moonlight, you get an
automatic success. If the target is in a zone lit by
Flash sunlight, you get an automatic failure.
Casting You can cast this spell three times. On a success, the target becomes Will impaired
Target One creature in your zone. (luck ends). Until the affliction ends, the target uses
Effect A sudden intense light flashes from you. The an action to attack on each of its turns and chooses
target makes a luck roll and, on a failure, becomes the targets of its attacks at random, treating its allies
blinded until the end of the creature’s next turn. as its enemies. In addition, the target grants 1 boon
on rolls to attack it. If the target took damage during
Incandescent Mote the round, it makes the luck roll to end the affliction
Casting You can cast this spell three times. with 1 bane.
Target One creature within three zones. If you fail your Intellect roll, make a luck roll. On a
Effect A glimmering mote of light drifts from your hand success, you regain the casting you expended to cast
to fall upon the target’s body. Make an Intellect roll this spell.
against the target’s Agility. On a success, the target
takes 1d6 damage and emits dim light (luck ends). Moonshadow
While it emits this light, the target’s attempt to hide Requirement You can see the moon.
fail. Target One creature or object in a zone lit by moonlight.

16
Effect The target becomes invisible when not in zones Firelight
lit by moonlight. The effect lasts 1 hour, but ends early Effect A 3-foot-diameter ball of fire forms between your
if the target harms another creature. hands and then floats away in a direction you choose
out to a distance of up to twenty zones. When the ball
Scintillating Ray arrives at its destination or can travel no farther, it
Casting You can cast this spell three times. hangs in the air and emits the equivalence of sunlight.
Target One creature within three zones. At the end of each round, the heat from the ball deals
Effect Light streaks from your hand to deal 1d6 damage 3d6 damage to each creature and object that is not
to the target. Then, make a Will roll against the earth, metal, or stone and is in the zone. The spell
target’s Agility. On a success, the target takes an extra lasts 1 hour, but you can end it early as a minor action
2d6 damage. If the result of your roll is 20 or higher as long as you can see it.
and exceeds the target number by at least 5, the
target becomes weakened until the end of your next Scorching Beams
turn unless it is immune to the blinded affliction. Casting You can cast this spell three times.
Target Up to three creatures or objects all in one zone
Sunburn you can see within six zones.
Target One zone within three zones. Effect Flames wreathe your hands and you send these
Effect Bright light flashes in the target zone. Each flames streaking toward each target. For each target,
creature in the zone takes 1d6 damage from the light, make a separate Will roll against its Agility. On a
and becomes Agility impaired (luck ends). If a success, the target takes 6d6 damage. If the result of
creature is injured by this damage, it also catches fire your roll is 20 or higher and exceeds the target
(luck ends). number by at least 5, the target also catches fire (luck
ends).
Expert Spells Shooting Stars
Effect Tiny glowing motes swirl around you for 1
Bright Spear minute, during which time you emit dim light. When
Requirement You have one hand free. you cast this spell and when you use an action to do
Casting You cast this spell as a minor action. so anytime during that minute, you launch a mote
Effect A spear formed from solidified light appears in from you to a zone within three zones. When the mote
your hand where it remains until the spell ends. The arrives at its destination or can travel no farther, it
spear emits bright light and functions as a spear explodes to deal 2d6 damage to each creature or
except that when you attack with it, you can use your object in its zone. A creature makes an Agility roll
Intellect or Will in place of the attribute you would and, on a failure, takes an extra 2d6 damage.
ordinarily use. When you attack with it, you roll
against the target’s Agility. Finally, the first attack you
make the weapon each round deals an extra 2d6
Wall of Light
damage. Target One border of a zone within three zones.
The spell lasts 1 hour, until you become Effect A lattice of light spreads across the target border
unconscious, or you end the spell as a minor action. and remains there for 1 hour. The lattice emits bright
light in a direction away from you. Any creature or
object, such as a projectile, that moves across the
Eye in the Sky affected border takes 6d6 damage and catches fire
Requirement You can see the moon. (luck ends). Each creature in a zone when the bright
Effect Your visual perspective shifts to give you a view light appears makes a luck roll and becomes blinded
from above over your whole environment, as if you (luck ends) on a failure.
were the moon. While you perceive in this way, you
are blinded in regards to your own body unless your
body is in plain view of the moon. As a minor action, Master Spells
you can switch perspectives so you can see from your
body or from the sky as you choose, but each time you Invisible Fire
switch the perspective, reduce the remaining Target One zone you can see within three zones.
duration of the spell by one hour. The spell lasts 8 Effect The target zone emits dim light for 1 minute. For
hours. the duration and 1 hour after, any creature that starts
Alternatively, you can use a move to expend the a turn loses 3d6 Health and makes a luck roll. On a
casting of this spell to teleport to another space you failure, the creature becomes weakened and catches
can see that’s illuminated by moonlight. fire (one luck roll with 3 banes ends both). Each time
the target takes damage from the flames, it also loses
1d6 Health. The flames are invisible.

17
Meteorite Strike Sunbeam
Requirement You are outdoors. Target A line of three zones extending away from one of
Target One zone you can see. the borders of your zone.
Effect Make a Will roll. On a success, you bring down a Effect Sunlight blazes through the target zones. Each
meteorite that strikes the target zone. On a failure, the creature in an affected zone makes a Strength roll
meteorite instead strikes a zone of the Sage’s choice with 1 bane. A creature that has the Sunlight
within 2d6 zones of the target zone. When the Vulnerability trait fails the roll automatically. On a
meteorite hits, it explodes. failure, the creature takes 10d6 damage and becomes
The explosion deals 10d6 damage to each creature blinded (luck ends). A creature injured by this
and object in the zone struck by the meteorite. A damage also catches fire (luck ends).
creature makes an Agility roll with 1 bane and takes
an extra 10d6, falls prone, and becomes dazed and
catches fire (luck ends both) on a failure.
The explosion spreads out from the zone struck,
sending fire and debris through all zones within five
zones of the impact zone. Creatures and objects take
5d6 damage from the debris and a creature makes an
Agility roll. On a failure, the creature takes an extra
5d6 damage and falls prone.

Nova
Effect Light and heat explode from your zone to deal
7d6 damage to each creature and object outside your
zone and within six zones. A creature makes a
Strength roll and, on a failure, takes an extra 3d6
damage and becomes blinded for 1 minute. A creature
that becomes injured because of this 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.

Rainbow
Requirement You have both hands free.
Casting You cast this spell as a minor action.
Effect For 1 minute or until you drop it, you wield a
magical rainbow-colored bow that emits dim light. As
an action, you launch a magical beam from the bow at
one creature or object within twelve zones. Make an
Intellect or Will roll against the target’s Agility. On a
success, the target takes damage. To determine how
many dice of damage the target takes, roll 3d6. For
example, if you roll 10 on 3d6, the target takes 10d6
damage.

Spontaneous Combustion
Target One creature within three zones.
Effect You kindle the flames of the sun inside the
target’s body, which causes it to emit dim light for 1
minute. If the target is injured, it emits bright light
instead. In either case, the target is weakened until
the spell ends, and, at the start of its turns, it makes a
Strength roll with 1 bane. On a failure, the target loses
3d6 Health, and each creature and object in the
target’s zone takes 3d6 damage. If the target’s Health
drops to 0 or the target becomes incapacitated, it
explodes to deal 10d6 damage to each creature and
object in the zone. Each creature in the zone makes a
Strength roll and takes half the damage on a success.

18
Chaos
Target One zone you can see within three zones that
contains at least one creature or object.
Effect Roll a d6 to see what happens:
Chaos spells weaken reality’s laws to produce
1: The orb appears in the target zone, then flies back
unpredictable outcomes. Such spells might toward you and explodes in your zone. Each creature
provide unexpected windfalls that enable casters and object in the zone take 2d6 damage, but creatures
to triumph over impossible situations, but are just can make Agility rolls and take no damage on a
as likely to make even the simplest task success.
impossible. Chaos magic appeals most to risk 2–3: The orb strikes a randomly determined creature
takers and ignored, shunned even, by those who in the target zone. The creature makes an Agility roll
prefer to remain in control of the magic they and takes 3d6 damage on a success.
wield. 4–6: The orb explodes in the target zone, dealing 1d6
damage to each creature and object in it. A creature
can make an Agility roll and takes half the damage on
Starting Spells a success.

Baffling Shield Twist Fate


Casting You can use a reaction to cast this spell when an Casting You cast this spell as a minor action. You can
enemy you can see makes a roll against you. You can cast this spell three times.
cast this spell three times. Effect You tweak your destiny. The next time you make
Effect Make a luck roll. On a success, you impose 1d6 an attribute roll or a luck roll before the end of your
banes on rolls against you until the end of your next next turn, roll a d6. If you roll an even number on the
turn. Each attack against you during that time reduces d6, add double that number to the roll. If you roll an
by 1 the number of banes you impose on the next odd number on the d6, subtract that number from the
such attack. The effect ends early if the number of roll.
banes drops to 0.
On a failure, chaotic energy deals 1d6 damage to Unpredictable Transformation
you and each creature or object in your zone. A Casting You can cast this spell three times.
creature makes an Agility roll and takes no damage Effect For 1d6 hours, you become something else. Roll a
on a success. d6 to determine your new form. You can end this spell
early by overcoming its effect with a successful Will
Desperate Effort roll, using the Will score of your normal form.
Casting You can cast this spell three times. 1: You transform into a potted plant. You can’t use
Effect Make a luck roll. On a success, choose a starting reactions or moves, and you can use actions only
spell you know and resolve its effect as if you had just for attempts to overcome the effect.
cast it. If the result of the roll is 20 or higher, you can 2: You transform into a mouse (a harmless animal).
instead choose a novice or expert spell from a 3: You retain your ancestry but you appear to be a
tradition you have discovered, but the spell need not different person with an appearance determined by
be one that you have learned. the Sage. You retain your attribute scores, even if
On a failure, roll a d6 and refer to the following list you appear completely different.
for the spell's effect: 4: You transform into a raptor.
1: You catch fire (luck ends). 5: You transform into a horse.
2: The sound of applause deafens all creatures in your 6: You transform into a level 3 beast of the Sage’s
zone until the end of the round. choice.
3: You regain an expended casting of one starting
spell have learned. Wild Magic
4: You disappear, sucked into the Void, where you Casting You can cast this spell three times.
remain until the end of the round, at which point Effect Roll a d20 to see what happens:
you reappear in your zone. Roll a d20. If you roll a 1: You become stunned (luck ends).
13, you return possessed by demon. The Sage has 2: You become dazed (luck ends).
rules for formless demons. 3: Butterflies fill your zone, obscuring it until the end
5: Energy explodes from you to deals 2d6 damage to of your next turn.
each creature or object in your zone or one 4: Every object in your zone that is not being worn
adjacent one. A creature also makes an Agility roll nor carried and is not under a magical effect turns to
and takes an extra 2d6 damage on a failure. glass if it is not glass already.
6: You regain the casting of this spell. 5: Colorful marbles spill all over the floor in your
zone, covering the ground in challenging terrain until
Itinerant Orb the end of your next turn. The marbles then hatch,
Casting You can cast this spell three times. and worms bearing your facial features wriggle out
and slither off in all directions. Any creature in your
19
zone that takes a turn before the marbles hatch or
that enters your zone before the marbles hatch makes Novice Spells
an Agility roll and falls prone on a failure.
6: A large clay pot filled with mayonnaise or some Anarchic Blast
tasty sauce appears in the center of the zone. The pot Target One creature within three zones.
holds enough substance to grant five creatures Effect Bright, multicolored energy streaks toward the
provisions for 1 day. target from your hands. Make an Intellect roll or a
7: Thin beams of energy fly out from you in all Will roll against the target’s Agility. On a success, roll
directions. Each creature in your zone other than you 2d6. The total rolled is the number of d6s you then
makes an Agility roll and takes 1d6 damage on a roll for damage. If the damage causes the target to
failure. become injured, roll a d6, and consult the following
8: A peasant appears in your zone. Each time you get list to see what happens.
this result, the same peasant appears. If the peasant 1: You take the same amount of damage that the
dies, all future rolls of 8 from your casting of this spell target took.
cause the peasant’s remains to appear in your zone 2–5: Each creature in the target’s zone takes half as
instead. This continues until there’s nothing left to much damage as the target took, though a creature
summon. can make a Strength roll and takes half damage on
9: Your skin, hair, and eyes turn blue until you get this a success.
result again, whereupon your previous coloration 6: The target takes the damage a second time.
returns and you can be affected by this effect once If you fail the attribute roll, the energy deals 1d6
more. damage to each creature and object within 1d6 zones.
10: An anvil falls on one creature within three zones.
The target makes a luck roll and, on a failure, it takes Cheat Death
1d6 damage and falls prone. Casting You can use a reaction to cast this spell when
11: You disappear from existence (luck ends). The you are injured or incapacitated.
only thing you can do is make this luck roll at the end Effect Make a luck roll. On a success, you teleport to a
of each of your turns. When the effect ends, you zone you can see within ten zones that has a surface
reappear in the zone you left and you roll a d6. On a on which you can stand. On a failure, you teleport to a
1–3, you become frightened of yourself until the end zone of the Sage’s choice within 1d20 zones and has a
of the next round. On a 4–6, you heal all damage. surface that can hold you. In either case, you heal all
12: You produce the effect of the wandering orb spell damage.
without expending a casting, even if you don't know
that spell.
13: Buzzing light surrounds an ally of the Sage’s
Concentrate Magic
choice and an enemy of your choice, both of which are Casting You cast this spell as a minor action.
in the same zone within three zones. The ally makes Target Your zone.
an Agility roll. On a success, the enemy takes 3d6 Effect Magic intensifies in the zone for 1 minute. All
damage. On a failure, the ally takes 1d6 damage. magical effects originating from the target zone that
14: You and each creature in your zone emit bright deal damage, heal damage, cause Health loss or
light for 24 hours or until you get this result again, restore Health now deal, heal, cause, or restore an
whereupon the lights go out and you can be affected extra 1d6 damage or Health. Creatures in the target
by this effect once more. zone have 1 boon on rolls from the casting a spell or
15: You learn one language of the Sage’s choice. using a magical talent and 1 bane on rolls to resist
16: You sprout an extra, fully functional arm that magical effects.
remains for 8 hours, after which time it falls off your At the end of each round, roll a d6. On a roll of a 1,
body and rots away after a few minutes. the spell ends and no magic functions in the target
17: You forget this spell and learn a different minor zone for 1 minute. Spells cannot be cast in the zone,
spell of the Sage’s choice from any tradition. magical effects created outside the zone cease
18: Choose up to three enemies, each of which is functioning when brought into the zone, and
either in your zone or an adjacent one. Your first creatures and objects produced by magic that appear
choice becomes frightened of you, the second in the zone immediately disappear. Time spent in the
becomes your ally (luck ends), and the third becomes zone counts against an effect’s duration and creatures
dazed (luck ends). and objects that disappear in the zone reappear,
19: You become weakened (luck ends). While provided their durations have not expired, when
weakened in this way, you can fly. If you are flying magic begins to function in the zone once more.
when this effect ends, you fall.
20: A blast of scintillating color deals 10d6 damage to Flickering Form
one enemy you can see. Casting You cast this spell as a minor action. You can
cast this spell three times.

20
Effect For 1 minute, when any creature succeeds on a the round, and on a result of 0 or lower, you also
roll to attack you, the roll is a failure instead if the lose 1d6 Health.
result is an even number.
Prismatic Barrage
Salvation or Doom Effect Brilliant multicolored light erupts from you to
Target One zone you can see within three zones. create bright light until the end of the round. Choose a
Effect Roll 4d6 and calculate the total. Then, roll a d6 for number between one and seven. Roll a d20 and find
each creature in the target zone. On a 1–3, the the number rolled on the following list, and then
creature takes damage equal to the total. On a 4–6, reduce the number you chose by 1d6 (to a minimum
the creature heals damage equal to the total. 0). If the number has not yet dropped to 0, roll
another d20 and find the number rolled on the
Spatial Havoc following list, applying the effects of that roll. When
Target Your zone and each one adjacent to it. the number you chose reaches 0, the spell ends.
Effect Space distorts in the target zones for 1 minute. 1: The sound of a trombone making a sad noise fills
Whenever a creature moves out of a target zone, the the air and then quiets. You stop making rolls for
creature rolls a d6 and consults the following list to this casting.
see what happens. 2–3: One enemy you choose within eight zones makes
1: The creature becomes stunned until the start of its an Agility roll and, on a failure, it becomes
next turn. controlled by you for 1 minute. While controlled in
2: The creature exits the zone and then immediately this way, the enemy makes attribute rolls with 1
teleports to a space of its choice in the zone it left. boon.
3–4: The creature moves normally. 4: You disappear until the end of the round, when you
5: The creature exits the zone and then immediately reappear in the space you vacated or in an empty
teleports to a zone of its choosing adjacent to the space nearest to that space. Roll a d20. On a 13, you
one it entered. return possessed by a formless demon.
6: The creature disappears into the Void until the end 5–6: One enemy you choose within eight zones makes
of the round. When the creature returns, it does so an Agility roll. On a failure, it takes 8d6 damage and
to a zone of its choice within six zones of the one it catches fire (luck ends).
left. Then, the creature rolls a d20. On a 13, the 7: You become dazed (luck ends). Each time you get
creature becomes possessed by a formless demon. this result after the first, you take 1d6 damage.
8–9: One enemy you choose within eight zones makes
a luck roll. On a failure it becomes frightened of
Expert Spells you.
10: You take 2d6 damage.
Bang or Whimper 11–12: One enemy you choose within eight zones
Target One zone you can see within three zones. makes an Agility roll. On a failure, it transforms into
Effect Make a luck roll. On a success, each creature or an insensate, inanimate object of your choice (luck
object in the target zone takes 48 damage. On a ends).
failure, each creature or object in the zone takes 8 13: You teleport to a zone of the Sage’s choice within
damage. eight zones.
14–15: One enemy you choose within eight zones
makes an Agility roll. On a failure, it and each other
Magical Wellspring creature or object in its zone takes 6d6 damage.
Casting You cast this spell as a minor action. 16: You heal all damage.
Effect Pops, sparks, and streams of multicolored smoke 17–18: One enemy you choose within eight zones
emanate from your for 1 minute. The spell produces
makes an Agility roll. On a failure, it becomes
all of the following effects until it ends:
stunned (luck ends).
• You impose 1 bane on rolls against you. 19: You become stunned (luck ends). Each time you
• When you take damage and you are not the source get this result after the first, you lose 1d6 Health.
of that damage, you only take half the damage.
20: One enemy you choose within eight zones makes
• When you cast a spell that deals damage, the spell
an Agility roll. On a failure, it takes 12d6 damage
deals double damage. and then teleports to a zone of your choice within
• When you cast a spell whose effects end on a eight zones.
successful luck roll, you impose 1 bane on the
target's luck roll.
• When you cast a spell that lasts 1 minute or longer, Reckless Release
its duration is doubled. Target Roll a d6 to determine how many creatures you
• At the end of each round until this spell ends, make can target anywhere within six zones. If the indicated
a Will roll. On a success, one enemy of your choice number of targets are not available, the spell instead
in your zone or an adjacent one takes 3d6 damage. targets only you.
On a failure, you become stunned until the end of
21
Effect Roll a d6 and refer to the following list. A target Chaos Vortex
makes a luck roll. On a success, it heals half the Target One zone you can see within three zones.
amount of damage or it takes half damage, and in Effect A spinning vortex of colorful clouds appears in
either case it does not gain an affliction. the target zone and remains there for 1 minute.
1: The target heals 4d6 damage. At the end of each round, the vortex kills all
2: The target takes 6d6 damage and becomes Intellect creatures in its zone that have a Health score of 20 or
impaired (luck ends). lower, turning their bodies into vapors that the vortex
3: The target heals 8d6 damage and becomes dazed then absorbs. Each creature in the vortex's zone that
until the end of your next turn. has a Health score of 21 or higher makes a Strength
4: The target takes 8d6 damage and becomes roll and takes 5d6 damage on a failure.
immobilized until the end of your next turn. The chaos vortex reacts to the use of magic. Each
5: The target heals 10d6 damage and becomes time a magical effect is produced in its zone or an
stunned until the end of your next turn. adjacent one, roll a d6 to see what happens:
6: The target takes 12d6 damage. 1: Wild magic erupts from the vortex, dealing 5d6
damage to every creature or object in its zone. A
Unchained Probabilities creature makes a Strength roll and takes an extra
Casting You cast this spell as a minor action. 5d6 damage on a failure.
Effect For 1 minute, you can use a move to teleport to a 2: If appropriate, the vortex moves one zone toward
space in a zone you can see within two zones. the source of the magic.
In addition, when a creature in your zone makes an 3: The vortex rumbles with menace. Nothing else
attribute roll or a luck roll, the creature rolls an happens.
additional d20 and you roll a d6. (If the creature rolls 4: The vortex moves one zone away from the source
any additional d20s for any other reason, it ignores of the magical effect.
this effect.) If you roll a 3 or lower on the d6, the 5: The vortex moves one zone in a direction the Sage
creature uses the lower number it rolled on either chooses.
d20. If you roll a 4 or higher, the creature uses the 6: Wild magic explodes from the vortex, dealing 10d6
higher number instead. damage to every creature or object in its zone and
in each adjacent zone, and then the spell ends. A
Wild Idea creature makes an Agility roll and takes an extra
Casting You cast this spell as a minor action. You can 10d6 damage on a failure.
cast this spell three times.
Effect Make a luck roll. On a success, you make the next Eye of the Chaos Storm
attribute roll before the end of your next turn with Target Your zone.
1d6 boons. On a failure, you become cursed for 1 Effect A chaos storm erupts in the target zone and rages
minute. If you are cursed already, you become there for 1 minute. The storm obscures its zone for all
stunned for 1 minute instead. creatures other than you. Creatures in the zone that
make attribute rolls to use magic roll with 2 boons.
Master Spells Creatures in the zone that make attribute rolls or luck
rolls to resist magical effects roll with 2 banes.
At the end of each round, make a luck roll. On a
Bend Reality success, a bolt of chaos lightning strikes a creature
Effect You seize reality around you in hopes of bending you choose in your zone or an adjacent one. Then,
it to your will. Make a Will roll with 1 bane. On a make a Will roll against the creature’s Agility. On a
success, choose one of the following effects: success, the creature takes 5d6 damage and becomes
• Cast any one expert spell from a tradition you have dazed (luck ends). If you get a failure on the Will roll,
discovered, but you need not have learned the spell. roll a d6 to see what happens:
• Cast one starting spell or novice spell from any 1: The storm expands into each adjacent zone.
tradition. 2: A bolt of chaos lightning strikes you. Make an
• Summon a level 5 creature the Sage’s choice. The Agility roll. On a failure, you take 5d6 damage and
creature becomes controlled by you for 24 hours or become dazed (luck ends).
until it becomes incapacitated, and then it 3: Every creature or object inside zones containing
disappears. the storm takes 10d6 damage.
• Cause one creature or object you can see to take 4: Each creature in the storm makes a Will roll, and on
22d6 damage. a failure becomes dazed until the end of its next
• Cause one creature or object you can see to heal turn.
22d6 damage. If this healing drops the target’s 5: A bolt of chaos lightning strikes a creature in the
damage total to 0, it also regains all Health. storm chosen by the Sage, with the same effect as
On a failure, you take 10d6 damage, fall prone, and described for a roll of 2.
become stunned (luck ends).

22
6: The storm contracts, disappearing from the zones Effect A creature of chaos appears on the ground in the
it most recently expanded into. If the storm target zone. The creature combines the forms of many
occupies just one zone, the spell ends. different creatures into one shifting, heaving mass.
Roll a d6 to determine its level and make a luck roll.
Pandemonium Egg On a success, the creature acts as a companion under
Target Your zone. your control for 24 hours, until it becomes
Effect A pandemonium egg comes into existence, incapacitated, or until you acquire another
hovering inside the target zone, where it remains for companion from a magical source, at which point the
24 hours or until it hatches. A creature in the egg’s creature of chaos disappears.
zone and that has a hand free can take the egg as a On a failure, the creature of chaos is your enemy
minor action. and acts under the Sage’s control, remaining until it is
The egg has Defense 0 and Health 10. It absorbs destroyed.
damage from magical sources. Whenever it or the Creature of Chaos I
creature holding it takes damage of that sort, the Level 1 Type Small Monster
creature takes no damage and the egg absorbs it, Defense 11 Health 10
adding the damage to its total. Strength 11 (+1) Agility 11 (+1)
When the egg is destroyed or the total damage it Intellect 8 (–2) Will 11 (+1)
absorbs equals or exceeds 66, the egg hatches. Roll a Immune frightened, Will impaired
d6 to see what happens: Explosive End When the creature of chaos becomes
1: The egg shells disappear with no other effect. incapacitated, its body explodes to deal 1d6 damage
2: Magic explodes from the broken egg, dealing 10d6 to each creature and object in its zone. A creature
damage to each creature and object in its zone and makes a luck roll and takes no damage on a success.
in each adjacent zone. A creature also makes a Melee Attack—Claws, Teeth, and Tentacles Strength
Strength roll and takes an extra 10d6 damage. If the with 1 boon against Defense. On a success, the target
creature was holding the egg, the creature fails the takes 1d6 damage.
roll automatically. Chaos Unleashed (1/day, reaction, when the creature
3: A creature holding the egg regains all expended of chaos’s damage total equals or exceeds 5 damage)
castings of its spells or, if the egg is not being held, The creature casts the Wild Magic spell.
all creatures within three zones regain all expended
castings of their starting spells and novice spells. Creature of Chaos II
The egg’s remains disappear. Level 2 Type Monster
4: The egg teleports to a zone of your choice within Defense 10 Health 20
1d20 zones and detonates, dealing 30d6 damage to Strength 12 (+2) Agility 12 (+2)
each creature or object within three zones of it. A Intellect 7 (–3) Will 12 (+2)
creature makes a Will roll. On a success, instead of Immune frightened, Will impaired
taking the damage, it heals that amount of damage. Explosive End When the creature of chaos becomes
5: The egg teleports itself and each creature in its incapacitated, its body explodes to deal 2d6 damage
zone to a zone of your choice anywhere in your to each creature and object in its zone. A creature
environment that you have seen at least once makes a luck roll and takes no damage on a success.
before, and then the egg’s remains disappears. Melee Attack—Claws, Teeth, and Tentacles Strength
6: The egg releases a demon of a random type with 2 boons against Defense. On a success, the target
determined by the Sage. The demon is hostile and takes 2d6 damage.
considers all creatures it can see as its enemies. Chaos Unleashed (1/day, reaction, when the creature
of chaos’s damage total equals or exceeds 10 damage)
Spatial Exchange The creature casts the Wild Magic spell.
Casting You cast this spell as a minor action. You can
Creature of Chaos III
cast this spell three times.
Level 3 Type Monster
Target Your zone.
Defense 10 Health 30
Effect Make a Will roll. On a success, the target zone and
Strength 13 (+3) Agility 13 (+3)
each creature, object, and anything else in it swaps
Intellect 6 (–4) Will 13 (+3)
positions with another zone in your environment. The
Immune frightened, Will impaired
Sage choose a zone at least ten zones away from you.
Explosive End When the creature of chaos becomes
Creatures, objects, and anything else in the other zone
incapacitated, its body explodes to deal 3d6 damage
are moved with it. On a failure, roll a d20 as if you had
to each creature and object in its zone. A creature
cast the expect the unexpected spell to see what
makes a luck roll and takes no damage on a success.
happens.
Melee Attack—Claws, Teeth, and Tentacles Strength
with 3 boons against Defense. On a success, the target
Unpredictable Summons takes 3d6 damage.
Target Your zone.

23
Chaos Unleashed (1/day, reaction, when the creature
of chaos’s damage total equals or exceeds 15 damage)
The creature casts the Wild Magic spell.
Creature of Chaos IV
Level 4 Type Monster
Defense 10 Health 40
Strength 14 (+4) Agility 14 (+4)
Intellect 5 (–5) Will 14 (+4)
Immune frightened, Will impaired
Explosive End When the creature of chaos becomes
incapacitated, its body explodes to deal 4d6 damage
to each creature and object in its zone. A creature
makes a luck roll and takes no damage on a success.
Melee Attack—Claws, Teeth, and Tentacles Strength
with 4 boons against Defense. On a success, the target
takes 4d6 damage.
Chaos Unleashed (1/day, reaction, when the creature
of chaos’s damage total equals or exceeds 20 damage)
The creature casts the Wild Magic spell.
Creature of Chaos V
Level 5 Type Monster
Defense 10 Health 50
Strength 15 (+5) Agility 15 (+5)
Intellect 4 (–6) Will 15 (+5)
Immune frightened, Will impaired
Explosive End When the creature of chaos becomes
incapacitated, its body explodes to deal 5d6 damage
to each creature and object in its zone. A creature
makes a luck roll and takes no damage on a success.
Melee Attack—Claws, Teeth, and Tentacles Strength
with 5 boons against Defense. On a success, the target
takes 5d6 damage.
Chaos Unleashed (1/day, reaction, when the creature
of chaos’s damage total equals or exceeds 25 damage)
The creature casts the Wild Magic spell.
Creature of Chaos VI
Level 6 Type Monster
Defense 10 Health 60
Strength 16 (+6) Agility 16 (+6)
Intellect 3 (–7) Will 16 (+6)
Immune frightened, Will impaired
Explosive End When the creature of chaos becomes
incapacitated, its body explodes to deal 6d6 damage
to each creature and object in its zone. A creature
makes a luck roll and takes no damage on a success.
Melee Attack—Claws, Teeth, and Tentacles Strength
with 6 boons against Defense. On a success, the target
takes 6d6 damage.
Chaos Unleashed (1/day, reaction, when the creature
of chaos’s damage total equals or exceeds 30 damage)
The creature casts the Wild Magic spell.

24
Chronomancy
number of banes to 3, but you make a luck roll after
resolving the attack. After the attack, you are removed
from existence until the end of the round, at which
The Chronomany tradition offers spells meddle
point you return to the zone you left. If you make a
with time. The spells can manipulate the rate at luck roll and get a failure, you become removed from
which time passes, causing it to speed up, slow existence (luck ends).
down, or stop altogether. The tradition also
enables some manipulation of events, such that Timely Advise
caster can call forth a future self to help in a pinch, Casting You use a reaction to cast this spell when a
or trap an enemy in a paradox from which there is creature within three zones would make an attribute
no hope of escape. roll.
Target The creature that enabled the casting of this
Starting Spells spell.
Effect The target either makes its attribute roll with 2
boons or 2 banes, as you decide. At the end of your
Anticipate Consequences next turn, make a luck roll. On a success, you
Casting You use a reaction to cast this spell when the disappear and then reappear in any empty space in
result of your attribute roll is a failure. your zone at the start of your next turn. On a failure,
Effect Add 10 to the result of the roll. Then, make a luck you become Intellect impaired until the end of your
roll. On a failure, you become weakened until the end next turn.
of your next turn.

Borrow Moment
Novice Spells
Casting You cast this spell as a minor action.
Effect You gain an action that you use before the end of An Extra Moment
your turn or lose it. At the end of your turn, make a Casting You cast this spell as a minor action.
luck roll. On a failure, you become dazed until the end Target One creature in your zone.
of your next turn. Effect The target gains an action to use immediately.
The target makes any rolls from the use of the action
with 1 boon. After the target finishes using the action,
Flow with Time the target makes a luck roll. On a failure, the target
Casting You cast this spell as a minor action. You can becomes dazed (luck ends).
cast this spell three times.
Effect You gain a move that use you before the end of
your turn or lose it. Also, you have the Slippery trait Displace from Time
until the end of your turn. At the end of your turn, Casting You cast this spell as a minor action.
make a luck roll. On a failure, you become Target One creature within three zones.
immobilized until the end of your next turn. Effect The target creature disappears (luck ends). When
the spell ends, the target reappears in the space it
vacated or in an empty space nearest to that space.
Roll Back the Clock You then make a luck roll. On a failure, you become
Effect Roll Intellect. On a success, you and each creature immobilized (luck ends).
in your zone see time in your zone roll backwards for
up to 1 hour. If you move out of your zone, the spell
ends early. Each minute, you see events around you Entangle Timeline
roll back one minute into the past, seeing creatures Target One creature in your zone or an adjacent one.
and events that recently occurred happen in reverse. Effect Make an Intellect roll. On a success, you tangle
For example, if you cast this spell in a room where a the target’s timeline for 1 minute. On a failure, you
murder occurred ten minutes before, ten minutes regain the casting of this spell after 1 minute.
after you cast this spell, you would see the murder A target with a tangled timeline becomes dazed,
occur and then, you would see the events leading up cannot leave its zone, and makes an Intellect roll at
to the murder. the end of each round. On a failure, it becomes
If you fail the Intellect roll, you cannot see beyond stunned until the end of the next round. If the target
the borders of any zone in which you happen to be for is harmed by a source other than this spell, the spell
1 hour. ends.
While this spell is in effect, you make an Intellect
roll at the end of the round. On a failure, you become
Temporal Disjunction dazed until the end of the next round.
Casting You cast this spell as a reaction when an enemy
attacks you.
Effect You disjoin yourself from time, which imposes 1 Entrap in a Time Loop
bane on the enemy’s roll. You can increase the Target One enemy in your zone or an adjacent one.

25
Effect You attempt to trap the target in a time loop. an empty space in the zone it left. If the target falls
Make an Intellect roll against the target’s Will. On a three luck rolls, it is never seen again and
success, the next time the target takes a turn before memories of the target eventually fade.
the end of your next turn, the target must do exactly 2: The target reappears in an empty space inside the
what it did on its last turn. If prevented from doing so, target zone and makes a Will roll. On a failure, the
it becomes stunned until the end of your next turn. target is stunned (luck ends).
If your Intellect roll was a failure, you regain the 3: The target reappears in an empty space inside the
casting you expended to cast this spell after 1 minute. target zone, but takes 6d6 damage.
After you cast this spell, make a luck roll. On a 4: The target reappears in an empty space inside the
failure, you become subject to the spell’s effects until target zone.
the end of your next turn. 5: The target reappears in an empty space inside the
target zone and heals 6d6 damage.
Fold Space 6: The target and a duplicate of the target appear in
Casting You cast this spell as a minor action. You can empty space inside the target zone. The targets
cast this spell three times. possessions appear in a pile on a surface in the
Target Your zone and one zone within six zones. zone or under the zone. The target and its
Effect You bend space time so that both zones count as duplicates use the same rules, but are hostile to one
being adjacent. Anyone leaving one target zone can another and if they don’t attempt to harm the other
choose to enter the other, appearing anywhere inside when they can see each other on their turns, they
the destination zone. The spell lasts until the end of lose 3d6 Health at the end of their turn.
your next turn, at which point, you make a luck roll.
On a failure, the Sage teleports you to a space within Fling through Time
three zones. Target One creature within three zones.
Effect The target disappears. Roll Intellect and note the
Temporal Distortion result of your roll. At the end of each round, roll a d6
Casting You can cast this spell three times. and subtract the number rolled from your result.
Target One enemy within three zones. When the result drops to 0 or less, the target
Effect Light bends and writhes around you. Until the reappears in the space it vacated or an empty space
end of your next turn, the target grants 1 boon on nearest to it. When the target reappears, make a luck
rolls against its Defense or its Agility, and it makes roll. On a failure, you become stunned until the end of
Agility rolls with 1 bane until the end of your next your next turn.
turn. In addition, until the spell ends, the target gives
up a move or an action. When the spell ends, make a Inescapable Past
luck roll. On a failure, you become dazed (luck ends). Casting You use a reaction to cast this spell when a
While dazed in this way, you are also Intellect and creature within three zones takes damage.
Will impaired. Target The creature that enabled the casting of this
spell.
Expert Spells Effect The target takes damage equal to half its damage
total from the replaying of past events appear around
the target and recall past harm. Then, make a luck
Create Paradox roll. On a failure, you lose 1d6 Health.
Target One zone within three zones.
Effect A shimmering, undulating tangle of tortured time Momentary Respite
appears in the center of the target zone and remains Effect Roll Intellect. On a success, you move yourself out
there for 1 minute. When you cast the spell, and again of time and into a dark space. An hour passes in that
at the start of each of your turns, choose three space, during which time you can rest, cast spells, or
different numbers between 1 and 20, so that on the perform other activities, but you cannot target
second round, you have chosen six numbers, nine anything other than yourself with spells, talents, or
numbers on the third, and so on. Whenever a creature other effects. You can end the spell at any time, at
in the target zone or an adjacent one makes an which point time flows normally for you again. If you
attribute roll or luck roll and the number rolled on fail the Intellect roll, you become dazed (luck ends)
the die matches a number you chose, after resolving and you regain the casting of this spell after 1 minute.
the effects of the roll, the solidified time yanks the
creature into its mass, where it remains until the spell
ends.
Slow the Clock
Casting You cast this spell as a minor action.
When the spell ends, roll a d6 for each creature
Target Up to three creatures in your zone.
yanked into the tortured time to see what happens
Effect The target becomes dazed for 1 minute or until it
from the following list.
overcomes the effect with a successful Will roll. It
1: The disappears. Every 24 hours, the target can
makes attribute rolls and luck rolls with 1 bane. When
make a luck roll. On a success, the target returns to
26
the spell ends, make a luck roll and, on a failure, you • Each object becomes secured and ignores all harm.
become weakened (luck ends). You make the luck roll • Each creature in the zone, other than you, or that
to end the affliction with 1 bane for each creature you enters it counts as an object until the spell ends.
targeted. • Continuous effects in the target zone have no effect
until time resumes. Poison gas, acid, and other
Speed the Clock ongoing effects simply have no effect. Rounds spent
Casting You cast this spell as a minor action. in the zone of stopped time do not count against
Target Up to three creatures in your zone. durations.
Effect For 1 minute, each target increases the number of You can freely enter and exit the target zone. You
moves it can make on its turn by one, makes attribute can use an action to move creatures and objects in the
rolls with 1 boon, and imposes 1 bane on rolls against zone but you make a Strength roll with 1 bane and the
its Defense or any of its attributes. The target makes target moves only on a success. The Sage might
luck rolls with 1 boon. When the spell ends, make a impose 1 or more banes on the roll depending on the
luck roll and become immobilized (luck ends) on a target’s size and material composition. Creatures and
failure. You make the luck roll to end this affliction objects in the zone, however, are immune to damage
with 1 boon for each creature you targeted. 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.
Master Spells
Temporal Surge
Summon Self Target You and any number of allies in your zone.
Target Your zone. Effect For 1 minute, each target takes two turns per
Effect A future version of yourself appears on the round, but can take the initiative just once per round.
ground inside the target zone. After 1 minute or when At the end of the round after you cast this spell, you
it is incapacitated, the future version disappears. The make a Will roll and, on a failure, you choose either to
future version of yourself grants the following lose 2d6 Health or end the spell early.
benefits and drawbacks:
• You are identical and use the same attributes and Time Bomb
having access to the same traits, talents, spells. Target One zone you can see within three zones.
However, you share access to the same pool of uses Effect A warbling sphere appears inside the target zone.
and castings. If one casts a spell, both expend the When it appears, you decide how long it remains, up
casting. to 6 rounds. When you cast the spell and on each of
• Your duplicate has a copy of everything you wear your turns until the spell ends, the time bomb gains 1
and carry. If you drop an object, the copied object time token. When the spell ends, the bomb explodes,
disappears from the duplicate. If an object you dealing 5d6 damage per time token accumulated to
wear or carry is destroyed, it too is destroyed for each creature and object in its zone and in each
the duplicate. Similarly, any wear and tear, dirt, adjacent zone. A creature makes a luck roll and takes
dampness that applies to you, also applies to your half the damage on a success.
other.
• You each take a turn during the round.
• You count as one creature for the purpose of
Time Travel
Effect You disappear into the future. Choose an amount
tracking damage and Health. If one takes damage
of time in rounds, minutes, hours, days, months, or
or loses Health, the damage or loss applies to both.
• If either of you are incapacitated, the other years. When the chosen amount of time passes, you
reappear in the space you left and become weakened
becomes so as well. If you die, your future self
(luck ends). If something occupies that space, you
disappears.
take 5d6 damage, fall prone, and become stunned
• The paradox created by your dual existence causes
(luck ends), in addition to being weakened.
you, your duplicate, and all other creatures that are
in either of your zones to become weakened for as
long as they remain there. Time’s March Toward Oblivion
When the spell ends, you and the future version of Casting You can cast this spell three times.
yourself vanish. After 1 minute, you reappear in an Target One natural creature in your zone.
empty space in the zone occupied by your future Effect You cause a target to experience rapid,
version, and you become Will impaired (luck ends). deleterious aging. Make an Intellect roll against the
target’s Will. On a success, the target begins aging,
Stop Time becoming weakened (luck ends). At the end of each
round the target is weakened in this way, it loses 3d6
Target Your zone.
Health. If the target’s Health drops to 0, it turns to
Effect Time stops in the target zone and does not pass
dust. If you fail the Intellect roll, the target instead
until you use an action to cause time to resume. The
effects are as follows.
27
becomes Strength impaired until the end of your next
turn.

28
Produce Water
Conjuration Target One container in your zone.
The Conjuration tradition encompasses spells that Effect One gallon of water, ale, wine, beer, or some other
summon creatures and create objects from natural, harmless liquid fills the target. If the target
seemingly nothing. Spells can cause horses to lacks the capacity to hold the quantity, the excess
spills out of any openings or, if there are no opening,
appear, releasing billowing clouds of smoke, or the pressure reduces the container’s Health to 0 and
cause acid to fall like rain. Some believe there’s a the fluid spills onto the ground.
Conjuration spell to produce any kind of thing that
creeps, crawls, swims, and flies. It is just a matter Smoke Screen
of discovering them. Casting You cast this spell as a minor action. You can
cast this spell a number of times equal to 3 + your
CONJURATION AND THE WORLD
level.
It would be nice to think that Conjuration spells create
Effect Until the end of your next turn, smoke fills your
things from magic, but, in truth, the spells find real
zone, rending you invisible and filling the zone with
objects in the world and bring them to the caster. This obscurement until the end of the round. When the
means, a spell like raining blades, snatches up a variety spell ends, make a luck roll. On a success, you regain
of edged and pointed things from everywhere, drops the casting of this spell.
them onto the targets, and then whisks them back to
the place from which they came. In places where
Weighty Surprise
conjurers practice their magic, it’s nothing to find a knife
Casting You can cast this spell three times.
go missing only to reappear after a few minutes covered
Target One creature in your zone or an adjacent one.
in blood or a horse vanish from the stable only to Effect A heavy object appears in the air over the target
reappear with a few more miles on its proverbial and falls. The target makes a luck roll. If the target can
odometer. That the tradition’s spells can summon odd, see you, it can make an Agility roll instead. On a
unusual things reveals there to be more in the world failure, the object hits the target and deals 2d6
than most people realize. damage to it. A target injured by this damage falls
prone. The conjured object disappears after it lands.
Starting Spells
Novice Spells
Conjure Useful Item
Casting You cast this spell as a minor action. You can Acid Rain
cast this spell three times. Target One zone you can see within three zones.
Effect You cause one piece of gear (see Chapter 3) Effect A plane of green, gelatinous droplets appear in
worth 5 cp or less to appear in your hands or at your the air of the target zone and then falls. The droplets
feet if your hands are full. The item disappears after 1 deal 2d6 damage to each creature and object in the
hour. zone that is not under a hard shelter. A creature that
becomes injured from this damage becomes
Magic Arrow weakened (luck ends). While weakened in this way, it
Casting You cast this spell as a minor action. You can loses 1 Health at the end of each round.
cast this spell three times.
Target One creature or object within six zones. Conjure Arsenal
Effect You cause a flying arrow to appear and streak Effect You cause weapons, whose total value, is 3 gp or
toward the target. Make an Intellect roll with 1 boon less, to appear in your hands or at your feet. If you
against the target’s Defense. On a success, the target conjure a ranged weapon, you also conjure
takes 1d6 damage. If the result of your roll is 20 or ammunition for the weapon. The weapons remain for
higher and exceeds the target number by at least 5, 1 hour and then go back to wherever it was from that
the target takes an extra 1d6 damage. After resolving you took them.
the effect, the arrow disappears.
Oil Slick
Produce Flames Target One zone you can see within three zones.
Target One creature in your zone. You can cast this spell Effect Oil covers everything in the target zone and
three times. remains until cleaned or burned away. The oil
Effect Flames spray out from your hands. Make an produces the following effects:
Intellect roll against the target’s Agility. On a success, • All uncovered surfaces in the zone become
the target takes 2d6 damage. If the result of the roll is challenging terrain. Any creature that moves while
20 or higher and exceeds the target number by at on a covered surface makes an Agility roll with 1
least 5, the target also catches fire (luck ends). bane and falls prone and stops moving on a failure.
29
• Oil slathered all over the walls makes climbing
surfaces in the zone impossible by natural means. Expert Spells
• Any creature picking up an object covered in the oil
makes an Agility roll with 1 bane and, on a failure, Conjure Iron Wall
the object squirts out of their hand and slides to Target One open or obstructed border of a zone you can
some other part of the zone. see within three zones.
• If the oil in the zone takes any damage from fire, it Effect A 1-inch-thick iron wall spreads across the
ignites and flames spread over everything in the border, causing it to become closed. Each 10-foot-by-
zone, burning for 1 minute and clearing the zone of 10-foot section of the wall has Health 40.
oil. Anything combustible and covered in the
flaming oil also catches fire (luck ends). The fire Produce Plasma
fills the air with thick black smoke that fills the Target One creature or object within three zones.
zone and each adjacent zone with two instances of Effect A braided rope of fiery plasma spills from your
obscurement. hand to reach toward the target. The plasma deals
6d6 damage to the target and then you make an
Produce Lightning Intellect roll against the target’s Agility. On a success,
Target One creature within three zones. the target takes an extra 6d6 damage and catches fire
Effect You gather lightning in your hands and release it (luck ends).
to streak toward the target and deal 2d6 damage to it. Droplets of the plasma fall to the ground in a line
Make an Intellect roll against the target’s Agility. You that stretches from you to the target. The burning
roll with 1 boon if the target is metal or wears plasma fills its zone with dim light for 1d6 rounds.
medium or heavy armor. On a success, the target Anyone touching this substance takes 1d6 damage.
takes an extra 2d6 damage. If the result of your roll is
20 or higher and exceeds the target number by at Rain of Blades
least 5, the target also catches fire (luck ends). Casting You can cast this spell three times.
Target One zone you can see within three zones.
Summon Servant Effect Blades of a many different shapes and sizes
Casting This spell takes effect at the end of the round in appear in the air above the target zone and then fall.
which you cast it. The falling blades deals 2d6 damage to each creature
Target Your zone. and object in the zone not under some kind of hard
Effect A peasant appears on the ground inside the cover. A creature also make a luck roll and, on a
target zone and remains for 8 hours, until it becomes failure, takes an extra 2d6 damage. The blades then
incapacitated, or until you acquire another disappear.
companion from a magical source. When the spell
ends, the peasant disappears. The peasant is friendly Spin the Spider’s Web
to you, and becomes a companion under your control Target One zone you can see within three zones.
until the spell ends. Effect Thick webs appear throughout the zone and
remain there for 1 minute. The webs produce the
Summon Vicious Animal following effects:
Casting This spell takes effect at the end of the round in • Each creature in the zone when the webs appear
which you cast it. becomes immobilized until it overcomes the effect
Target Your zone. with a successful Strength roll.
Effect A vicious animal, which can be any quadruped • The entire zone is challenging terrain. In addition, a
the size of a small dog, appears in an empty space on creature moving into or through the zone makes an
the ground inside the target zone and becomes a Agility roll and, on a failure, becomes immobilized
companion under your control for 24 hours, until it is as described above.
incapacitated, or you acquire another companion • The sticky strands grant partial cover to creatures
from a magical source. When the spell ends, the in the zone.
vicious animal disappears. The animal uses the The strands ignite if touched by fire and burn away
following rules: at the end of the round. Anything in the zone takes
2d6 damage, while creatures immobilized by the
Vicious Animal strands in the zone take an extra 2d6 damage. Fire
Level 1/2 Type Beast clears the strands away and ends the spell.
Defense 9 Health 5
Strength 10 (+0) Agility 12 (+2)
Intellect 8 (–2) Will 15 (+5) Sudden Shelter
Melee Attack—Teeth Agility against Defense. On a Target Your zone.
success, either the target takes 1d6 damage or makes Effect A structure no larger than a house appears on the
an Agility roll and falls prone on a failure. ground inside your zone and remains for 12 hours, at
which point it disappears, returning to the place from

30
which you conjured it. The shelter contains whatever inside the target zone takes 5d6 damage. Injured
contents it had before you conjured it. The residual creatures inside the zone are also weakened for as
magic left over from the casting speeds the healing of long as they remain there.
any creature resting under the shelter to double its
normal rate. Mansion of the Mists
You can cast this spell on a liquid surface, in which Casting You spend 1 hour in preparation and cast this
you cause a boat to appear instead of a house or other spell when you finish.
shelter. The effects are otherwise the same. Target Four empty contiguous zones, each of which is
within ten zones.
Surprising Boulder Effect A mansion appears in the target zones and
Target One zone you can see within three zones. remains there for 24 hours. It has an appearance as
Effect A boulder appears in the target zone. It has appropriate to the environment in which you cast this
Health 100. If you conjure the boulder so that it spell; it could be a manor house, castle, fortress, or
appears in the air, it falls on up to three creatures or just a nice cottage. The place comes with furnishings
objects under it in the zone. The falling boulder deals and anyone in the mansion when you conjured it
2d6 damage to anything upon which it falls and a appears inside it. Creatures traveling with the
creature makes a luck roll. On a failed roll, the mansion are friendly to you and your allies and try to
creature takes an extra 2d6 damage, falls prone, and make you as comfortable as possible for the duration
becomes immobilized until the boulder is destroyed, of your stay.
rolled off it with a successful Strength roll with 2 If you own a structure and that structure is in your
banes, or the creature overcomes the affliction with a environment when you cast this spell, you can
successful Strength roll with 2 banes. A creature conjure it to appear in the target zones instead of a
immobilized in this way cannot stand up. random one. In addition, the conjured structure
remains in this new place until you cast this spell
Master Spells again to move it.

Produce Lava
Embed Foreign Object Target One zone you can see within three zones.
Casting You can cast this spell three times. Effect Lava covers the ground in the target zone with
Target One creature within three zones. challenging terrain, where it remains until it cools
Effect You cause an object to appear inside the target’s into rock. When the lava appears, it deals 10d6
body and resulting trauma causes the target to lose damage to each creature and object in the target zone.
6d6 Health and become weakened (luck ends). At the Any creature entering the zone also takes this
end of each round the target is weakened in this way, damage.
it loses an extra 1d6 Health. When the affliction ends, During the next round, and each subsequent round,
the embedded object returns to from wherever it the lava deals damage to any creature or object on the
came. ground in the zone or that enters it, but the damage
dealt is reduced by 2d6, such that the lava deals 8d6
Fill the Space damage on round two, 6d6 on round three, and so on.
Target One zone you can see within six zones. While the lava can deal damage, toxic gasses rise
Effect You cause rock, dirt, sand, fallen trees, and other from the zone and obscure it. Creatures in the zone
materials to fill the zone completely. Each creature are affected by suffocation until they leave it.
inside the target zone that is not immobilized makes a
luck roll. On a success, the creature leaps free and Summon Monstrosity
lands prone at the edge of an adjacent zone. On a Casting This spell takes effect at the end of the round in
failure, the creature takes 10d6 damage and becomes which you cast it. You can cast this spell three times.
immobilized by the rubble. While immobilized in this Target Your zone.
way, the creature can see or hear, has total cover from Effect A monstrosity, which has any appearance you
everything outside the zone, and becomes subject to choose, appears on the ground inside the target zone
suffocation. and becomes a companion under your control for 24
hours, until it is incapacitated, or you acquire another
Hellish Furnace companion from a magical source. When the spell
Target One zone you can see within six zones. ends, the monster disappears. The monster uses the
Effect Thick metal plates close all of the target zone’s following rules:
open and obstructed borders. Then intense heat
builds inside the zone, scorching everything trapped Summoned Monstrosity
inside. A ten-foot wide and tall section of plate has Level 4 Type Monster
Defense 0 and Health 40. Destroying a plate allows a Senses Night Vision
creature in the zone to leave the zone by normal Defense 10 Health 50
movement. At the end of each round, everything Strength 15 (+5) Agility 10 (+0)
31
Intellect 8 (–2) Will 14 (+4)
Regenerate If not incapacitated at the end of the round,
the monster heals 1d6 damage.
Melee Attack—Claws and Teeth Strength with 1 boon
against Defense. On a success, the target takes 4d6
damage.

32
Cryomancy
Effect Falling sleet obscures the zone for 1 minute and
covers uncovered surfaces with challenging terrain. If
you target a zone already covered in snow or ice, each
The magic of cold and ice belongs to the
creature in the zone when you cast the spell makes a
Cryomancy tradition. The magic works by Strength roll and takes 1d6 damage.
siphoning heat and energy from the caster’s
surroundings to produce sudden drops of Swirling Snow
temperature, while inuring the caster to cold’s Casting You can use a reaction to cast this spell when a
worst effects. The tradition also reveals how to creature you can see attacks you.
seize moisture from the air and freeze it into Effect Fat, fluffy snowflakes appear in the air around
useful forms. you, swirling to stay with you for 1 minute or until
you become injured. The snow imposes 1 bane on
Starting Spells rolls to attack you by creatures that can see you.

Chill Hands Novice Spells


Casting You cast this spell as a minor action. You can
cast this spell three times. Frostbite
Effect Your hands radiate cold for 1 minute, which Target One creature within three zones.
causes your unarmed attacks to deal an extra 1d6 Effect Cold sinks its fangs into the target, causing it to
damage. In addition, if the result of your roll to attack take 1d6 damage. Then, make an Intellect or Will roll
with an unarmed strike is 20 or higher and exceeds against the target’s Strength. On a success, the target
the target number by at least 5, the target becomes becomes dazed and weakened (luck ends both). If the
Strength impaired (luck ends). result of your roll is 20 or higher and exceeds the
target number by at least 5, the target takes an extra
Cold Snap 1d6 damage.
Casting You can cast this spell three times.
Target One zone you can see within three zones. Hoarfrost Weapon
Effect The temperature in the target zone plunges to far Casting You cast this spell as a minor action. You can
below freezing, forcing each creature in the zone to cast this spell three times.
make a Strength roll. On a failure, the creature Requirement One melee weapon you wield.
becomes Strength impaired until the end of your next Effect A gray-blue ice forms over the target and remains
turn. for 1 minute, you end the effect as a minor action, or
you take 10 damage or more from fire. Until the effect
Freeze Ray ends, you take no damage from cold and half damage
Casting You can cast this spell three times. from fire.
Target One creature within three zones. You can touch the weapon to liquid, causing a cube
Effect Sparkling blue and white light streaks from your of liquid, 1 foot on each side, to freeze solid. You can
hand toward the target. Make an Intellect or Will roll touch the weapon to any natural fire, extinguishing it.
against the target’s Agility. On a success, the target The spell causes the first attack you make with the
takes 2d6 damage. If the result of your roll is 20 or weapon each round to deal an extra 3d6 damage from
higher and exceeds the target number by at least 5, the cold radiating from it. In addition, when you
the target becomes immobilized until the end of your attack with this weapon, you can use Intellect or Will
next turn. On a failure, you regain the expended in place of the attribute you would normally use.
casting of this spell after 1 minute.
Ice Barrier
Skate Casting You can cast this spell three times.
Casting You cast this spell as a minor action. Target One border of a zone you can see within three
Effect Slippery ice forms under your feet, which lets you zones.
move more quickly for 1 minute. Whenever you walk Effect A barrier of ice, 6-feet thick, forms across and
or run, you can add one the number of zones you can closes the border for 1 minute or until destroyed.
move. You can also move across liquid surfaces as if Each 10-foot-by-10-foot section of the barrier has
they were solid, but if you end your movement on a Health 20 and takes double damage from fire.
liquid surface, you sink.
Icicle Fall
Sleet Storm Target Up to three creatures in your zone.
Casting You can cast this spell three times. Effect Long spikes fly from your hand. Each target takes
Target One zone you can see within three zones. 1d6 damage. Then, for each target, make an Intellect
or Will roll against its Defense. On a success, the

33
target takes an extra 2d6 damage. If the result of your damage on a failure. If the damage causes the
roll is 20 or higher and exceeds the target number by creature to become injured, it becomes immobilized
at least 5, the target takes an extra 1d6 damage. until it takes any damage from fire or it overcomes
the affliction with a successful Strength roll.
Rime
Casting You can cast this spell three times. Katabatic Blast
Target One creature or object or one surface in one Target A line of three zones extending away from one of
zone you can see within three zones. your zone’s border.
Effect The spell produces an effect determined by the Effect A super-cold wind tears through the target zones
target. Extreme heat in the target’s zone ends the and deals 6d6 damage to each creature and object in
effect immediately. them. The wind causes liquids to freeze and the cold
• A target creature takes 1d6 damage and makes a beards all surfaces with ice to make them challenging
Strength roll. On a failure, the target becomes terrain for 1 hour. A creature in the zone makes a
immobilized for 1 minute or until it overcomes the Strength roll and on a failure the creature takes an
affliction with a successful Strength roll. At the end of extra 3d6 damage, falls prone, and becomes Strength
each round the target is immobilized in this way, it impaired (luck ends).
takes 1d6 damage.
• A target object is covered in ice for 1 minute. If the Ice Storm
object can normally be opened or closed, it cannot be Target One to three contiguous zones, each of which is
opened or closed until the spell ends. If a creature within six zones.
touches the object, it takes 1d6 damage, but no more Effect Until the end of your next turn, huge chunks of
than once per round. ice fall to the ground in the target zones to cover it
• Ice covers the target surface with challenging with challenging terrain that remains for 10 minutes
terrain for 1 minute. Any creature that moves across or until the ice melts from extreme heat. The noise of
the surface makes an Agility roll and, on a failure, falls the falling ice deafens all creatures in the target
prone and takes 1d6 damage. zones.
All creatures and objects in the target zones that
Snowstorm are not under hard cover when the ice starts falling or
Target Your zone and each zone within twenty zones. that enters it before the spell ends takes 3d6 damage
Effect As the temperatures plummet in the target zones, and makes a Strength roll with 1 bane. On a failure,
thick, gray clouds form and release heavy snow to fall the creature takes an extra 4d6 damage and falls
throughout all the zones for 1 hour. The snow counts prone.
as two instances of obscurement and, after 1 minute,
it covers the ground in challenging terrain. Snow Devil
While you are in a zone affected by this spell, you Casting You can use a reaction to cast this spell when an
make rolls from the casting of your Cryomancy spells enemy attacks you.
with 1 boon and you impose 1 bane on rolls to resist Effect Freezing wind, snow, and ice whip around you for
your Cryomancy spells. 1 minute. You impose 2 banes on rolls to attack you
and any creature in your zone that attacks you takes
Expert Spells 3d6 damage and makes a Strength roll. On a failure,
the creature becomes weakened until the end of its
next turn.
Deep Freeze
Target One creature within three zones.
Effect Bands of lethal cold wind around the target and
Teeth of Winter
deal 4d6 damage to it, and cause the target to become Target One zone you can see within three zones.
Strength impaired (luck ends). While Strength Effect Long, sharp ice blade form throughout the target
zone and remain there for 1 minute. Each creature in
impaired, whenever the target takes damage, it takes
the zone when the blades appear takes 3d6 damage
an extra 1d6 damage.
and makes an Agility roll. On a failure, the creature
takes an extra 3d6 damage. Until the blades
Freezing Fog disappear, they cover the entire zone with challenging
Target One to six contiguous zones, each of which are terrain and any creature that falls prone in the target
within ten zones. zone takes 1d6 damage.
Effect Billowing white fog spreads through the target
zones, riming all exposed surfaces, which become
challenging terrain for 1 hour, or 1 minute in hot Master Spells
climates. The fog lingers in the zone for 1 minute,
totally obscuring the zones so that creatures in it are Absolute Zero
blinded. Finally, whenever a creature ends its turn in Target One zone you can see within three zones.
the zone, it makes a Strength roll and takes 6d6
34
Effect The air temperature becomes lethally cold for 1 • A block of ice, each dimension can be up to 10 feet
minute. At the end of each round, any creature with a long, appears on the ground in an empty space in
Health score of 10 or lower dies and creatures with your zone.
Health scores greater than that take 4d6 damage and • A weapon that lacks moving parts or ammunition
make a Strength roll. On a failed roll, the creature for a weapon forms from ice in your hand. Your
takes an extra 6d6 damage and becomes weakened attacks with such weapons or ammunition deal an
for as long as it remains in the zone and for 1 minute extra 3d6 damage.
thereafter. Any creature injured by this damage as
becomes immobilized until the spell ends. Polar Lance
The spell freezes all liquids in the zone and causes Casting You can cast this spell three times.
them burst their containers. Natural and magical fire Target One creature within nine zones.
deals half damage to anything in the zone and nothing Effect A blue-white beam of utter cold leaps from you
in the zone can catch fire. toward the target. Make an Intellect or Will roll
against the target’s Agility. On a success, the cold
Form Glacier deals 20d6 damage to the target, and if the result of
Target One zone you can see within three zones. your roll is 20 or higher and exceeds the target
Effect Ice fills the target zone completely. The ice number by 5 or more, the target becomes
crushes secured objects in its zone, dealing 100 immobilized (luck ends).
damage to each, while unsecured objects take 50
damage and are moved into the nearest adjacent zone Summon Ice Pneuma
if not destroyed. Each creature in the zone takes 10d6 Casting This spell takes effect at the end of the round in
damage and, if incapacitated, dies, its body smeared which you cast it.
across the ground under the ice. If not incapacitated, Target Your zone.
the ice pushes the creature into the nearest adjacent Effect Ice crystals gather in the target zone to form into
zone and the creature makes a Strength roll, falling ice pneuma that becomes a companion under your
prone on a failure. control for 24 hours, until it is incapacitated, or you
The ice lasts for 1 month in a temperate acquire another companion from a magical source.
environment, a couple weeks in a warm environment, The ice pneuma appears as a 10-foot-tall humanoid
or a few days in a hot environment. In a cold formed from ice shards with glowing white eyes. The
environment, the ice stays until melted away. ice pneuma uses the following rules:

Frigid Blast Ice Pneuma


Target Your zone or an adjacent one. Level 4 Type Animated Object
Effect A blast of cold rips through the zone, causing all Senses Awareness 3
creatures and objects in it to take 4d6 damage. A Defense 10 Health 30
creature makes a Strength roll and, on a failure, takes Strength 15 (+5) Agility 10 (+0)
an extra 6d6 damage and becomes immobilized (luck Intellect 10 (+0) Will 15 (+5)
ends). Immune asleep, blinded, deafened, immobilized,
impaired, poisoned, prone, weakened; damage from
cold
Heart of Winter Weapon Resistance A ice pneuma takes half damage
Casting You cast this spell as a minor action. from weapons that are not magical.
Effect You gain the ability to create and shape ice into Freezing Release If the ice pneuma becomes
useful forms for 8 hours. As an action, you can incapacitated, a blast of super cold air rushes out
produce any one of the following effects. An effect from the pneuma, dealing 2d6 damage to everything
created by this spell ends immediately after taking in its zone. A creature can make a Strength roll and
damage from magical fire. ignores this damage on a success. Then, frigid blows
• A 9-foot-diameter, 9-foot-deep hole appears in a through the zone the pneuma vacated for 1 hour, and
surface of ice in your zone. creatures in it are Strength impaired for as long as
• Ice covers the floor in your zone with challenging they stay in the zone.
terrain or you clear away snow or ice from the Freezing Presence The ice pneuma radiates cold. When
zone. a creature in the pneuma’s zone attack its and the
• A person-sized sculpture of ice appears in your weapon lack’s the Reach property, the attacking
zone or an ice sculpture in your zone moves in a creature makes a Strength roll and, on a failure, it
lifelike manner until the end of your next turn. takes 1d6 damage, and becomes Strength impaired
• Snow falls in one zone you can see within three until the end of its next turn.
zones and fills it with obscurement. Melting Ice When the ice pneuma is harmed by heat or
• A bridge of ice spans a chasm you can see. fire, it loses 2d6 Health and mist obscures its zone
• A walkway of ice appears on the surface of a lake until the end of the round.
you can see for.

35
Melee Attack—Fist Strength with 1 boon against
Defense. On a success, the target takes 4d6 damage.

36
Dark Arts
an unarmed attack before this spell ends, you can also
lose 1 Health to roll with 1 boon.
You can use an action to end the spell early to
There can be no mistaking the evil inherent in the
poison one drink or meal. The target is poisonous for
Dark Arts traditions; each spell serves to make the 24 hours. Any creature that consumes the drink or
world a bit worse than it was before by creating food makes a Strength roll and, on a failure, becomes
suffering, sickness, and sorrow. A tradition of last poisoned (luck ends). A poisoned creature makes
resort for people seeking unlimited power—no rolls to end this affliction with 1 bane.
matter the consequences, studying the Dark Arts
stains the soul and ensures the population of the Hateful Expulsion
Netherworld increases by one upon the caster’s Target One creature of flesh and blood in your zone.
death. Efforts to stamp out the Dark Arts should Effect The target’s body bloats and it experiences severe
make discovering the tradition a challenge, yet its cramping that causes it to become weakened until the
secrets have a way of surviving the bonfires and end of the round. When the spell ends, the target
makes a Will roll. You can choose to lose 1 Health to
purging to infect more and more with its false
impose 1 bane on the target’s roll if you are still in the
promises and cruel effects. target’s zone. On a failure, the target spews corrosive
MAGIC OF THE NETHERWORLD fluid from its body on one other creature in the
Fiends in the Netherworld introduced the Dark Arts to target’s zone. That creature makes an Agility roll with
1 boon and, on a failure, takes 1d6 damage.
the mortal world, offering potent and ruinous magic in
return for their souls. It’s believed that the gods despise
the Dark Arts and that knowledge of even a single spell Forked Tongue
from this tradition can doom a soul to the Netherworld. Effect Your tongue forks in your mouth and remains
For this reason, the Dark Arts makes a poor tradition for bifurcated for 1 hour. When you would pass off a lie as
heroes. Sometimes, though, casters find evil a powerful the truth in a social situation, you make an Intellect
weapon for use against its authors and thus these roll with 1 boon against the target’s Intellect and, on a
insidious spells might find their way into a spellcaster’s success, the target believes what you say to be true.
When the spell ends, you can choose to lose 1
arsenal.
Health in return for regaining the casting of this spell.

Starting Spells Hex


Target One creature in your zone or an adjacent one.
Craft Poppet Effect With your forefinger, you cause a fiery red
Requirement You have a few strands of hair, a drop of pentagram to appear in the air around the target and
blood, and a bit of nail, all from the same creature. then disappear. The target becomes cursed (luck
Casting You spend 1 hour in preparation and cast this ends).
spell when you finish. When the spell ends, you can choose to lose 1
Effect You construct from the required materials and Health in return for regaining the casting of this spell.
wax, cloth, or chestnuts a small doll (Defense 0,
Health 5). The doll, or poppet, retains potency until Hobble
you cast this spell again. When you cast a spell that Target One creature in your zone or an adjacent one.
normally targets one creature, you can choose to lose Effect Something snaps in the target’s body, causing it to
1 Health and target the poppet instead, transferring become Agility impaired (luck ends). While the target
spell’s effect to the creature the doll represents has this affliction, it cannot run and, if the target uses
provided you are in the same environment. an action and moves on the same turn, it loses 1d6
In addition, if you deal damage directly to the Health.
poppet, the target becomes weakened (luck ends). If When the spell ends, you can choose to lose 1
you destroy the poppet, the target makes a Will roll Health in return for regaining the casting of this spell.
with 1 boon and becomes stunned (luck ends) on a
failure. At the end of each round the target is stunned
in this way, the target loses 1 Health. Novice Spells
Foulest Fingers All-Consuming Fires of Hell
Casting You cast this spell as a minor action. Casting You can cast this spell three times.
Effect Your fingertips turn black for 1 minute. When you Target One creature within three zones.
succeed on a roll to make an unarmed attack against a Effect Screams fill the air as black fire gathers in your
creature of flesh and blood, the target makes a hands and then streaks toward the target. Make an
Strength roll or becomes poisoned. When you make Intellect roll against the target’s Agility. On a success,
the target takes 3d6 damage and catches fire (luck

37
ends). The target makes rolls to end this effect with 1 Effect The target’s soul returns to its body, and the body
bane. If the result of your roll is 20 or higher and partly animates, behaving in a manner appropriate to
exceeds the target number by at least 5, you regain one who knows it has died and desperately wants to
the expended casting of this spell. On a failure, either live. Each creature that can see the target, other than
the target takes 1d6 damage or you can choose to lose you, makes a Will roll and, on a failure, becomes
2 Health in return for treating the failure as a success. frightened of the target until the spell ends or the
creature overcomes the affliction with a successful
Exquisite Agony Will roll.
Casting You can cast this spell three times. When you cast the spell and once each round on
Target One creature within three zones. your turn, you can ask the soul one question. The soul
Effect Pain grips the target. Make an Intellect roll answers using the target’s mouth, by gesturing, or
against the target’s Will. You can choose to lose 2 writing and uses the knowledge it had in life and
Health in return for making the roll with 1 boon. On a speaks truthfully. When not answering queries, it
success, the target becomes cursed for 1 minute, or blubbers, complains, and begs for help.
for 1 hour if the result of your roll was 20 or higher At the end of each round, roll a d6. On any number
and exceeds the target number by at least 5. While other than 6, the spell ends unless you lose 2 Health.
cursed in this way, whenever the target falls prone,
takes damage, or loses Health, it becomes weakened Insidious Vexation
(luck ends). On a failure, you regain the expended Casting You can cast this spell three times.
casting of this spell after 1 minute. Target One creature in your zone or in an adjacent zone.
You can choose to lose 4 Health in return for targeting
Flesh Blight two or three creatures all in the same zone.
Target One creature of flesh and blood in your zone or Effect For 1 minute, the target is cursed. Each time the
an adjacent one. target succeeds on an attribute or luck roll, roll a d6
Effect Blisters appear all over the target’s body as the to see what happens to the target.
spell tries to take hold. Make a Will roll against the 1: The target falls prone.
target’s Strength. You can choose to lose 2 Health in 2: The target takes 1d6 damage.
return for making the roll with 1 boon. On a success, 3: The target becomes weakened until the end of its
the target loses 1d6 Health, and becomes cursed for 1 next turn.
minute. While cursed in this way, the target is also 4: The target, or one of its allies in its zone, takes 2d6
weakened. damage.
If the target takes damage from an attack from a 5: The target or one of its allies in the same zone
creature in its zone and the creature’s weapon lacks becomes dazed (luck ends).
the Reach property, a bubo on the target’s body 6: The target, or one of its allies in its zone, takes 4d6
bursts to spray the attacking creature. This creature damage.
makes an Agility roll and, on a failure, becomes
affected as if you had cast the spell on it.
If your Will roll results in a failure, you regain the
Expert Spells
expended casting of this spell after 1 minute.
Appalling Hemorrhage
Casting You can cast this spell three times.
One True Love Target One creature of flesh and blood in your zone or
Target One creature in your zone.
an adjacent one.
Effect The target’s eyes briefly turn black as you make Effect The target takes 4d6 damage from the sudden
an Intellect roll against its Will. On a success, the
rush of blood pouring out from its wounds. Then,
target sees you as its one true love for 1 hour. The
make Intellect roll against the target’s Strength. On a
target is your ally until you harm it, its friends or
success, the target loses 4d6 Health, or 6d6 Health if
loved ones, or its property. The spell also ends for the
the result of your roll is 20 or higher and exceeds the
target if it learns it is affected by this spell or
target number by at least 5, and blood spraying from
witnesses you perform an act it would find
the target’s body obscures its zone until the end of
objectionable. On a failure, the target becomes your
your next turn. Regardless of the roll’s result, you can
enemy if it is not already and henceforth the target
choose to lose 4 Health in return for regaining the
makes rolls against you with 1 boon. Regardless of the
expended casting of this spell.
result of your roll, you can choose to lose 2 Health in
return for regaining the casting of this spell.
Freedom Delusion
Casting You can cast this spell three times.
Recall Soul Target One creature in your zone or in an adjacent zone.
Casting You spend 1 hour in preparation and cast this
You can choose to lose 4 Health in return for targeting
spell when you finish.
two or three creatures in the same zone.
Target One dead creature in your zone.

38
Effect The target becomes cursed (luck ends). When the Senses Awareness 0
target takes a turn and is still within range, the target Defense 14 Health 10
can choose to become controlled until the end of the Strength 12 (+2) Agility 12 (+2)
round or take 4d6 damage. Intellect — Will —
Immune asleep, blinded, deafened
Part Bone from Flesh Special Movement Immobile
Target One human-sized creature in your zone that has Melee Attack—Tentacle Strength against Agility. On a
a skeleton. success, the target takes 1d6 damage and it becomes
Effect The target’s bones move around inside its body grabbed. If the target is already grabbed, it takes an
as you make a Will roll against the target’s Strength. extra 1d6 damage instead, and the target remains
On a success, the target takes 12d6 damage, or 16d6 grabbed until the end of the tentacle’s next turn.
damage if the result of your roll is 20 or higher and
exceeds the target number by at least 5. If the damage Vivisection
incapacitates the target, the target dies and, at the Casting You can cast this spell three times.
end of the round, an animated skeleton pulls itself Target One creature in your zone or an adjacent one.
free from the target’s corpse and stands up. The Effect Faint red lines appear all over the target’s body.
animated skeleton becomes an undead companion Make an Intellect roll against the target’s Strength. On
under your control until it’s destroyed. The creature a success, the target takes 12d6 damage, or 14d6
uses the rules that follow. damage if the result of your roll is 20 or higher and
exceeds the target number by at least 5. If the damage
Animated Skeleton incapacitates the target, it dies and its body slides
Level 1 Type Undead apart into hundreds of ultrathin slices. On a failure,
Senses Awareness 3 you can choose to lose 4 Health in return for
Defense 12 Health 10 regaining the casting of this spell.
Strength 11 (+1) Agility 13 (+3)
Intellect 8 (–2) Will 15 (+5)
Immune asleep, blinded, deafened, poisoned Master Spells
Undead Resilience While not injured, the animated
skeleton takes half damage from weapons. The Body Puppet
animated skeleton takes half damage from cold. Target One creature in your zone or an adjacent one.
Divine Doom Undead make luck rolls with 1 bane. Effect A target with Health 60 or less (80 or less if you
Melee Attack—Claws Agility with 1 boon against lose 8 Health) becomes cursed until you or the target
Defense. On a success, the target takes 1d6 damage. dies. A target with a higher Health score becomes
cursed (luck ends). When a target cursed by this
The Certainty of Fools effect takes a turn and you can see it, you can use a
Target One creature in your zone or in an adjacent zone. reaction to exert your will over the target if it is in
You can choose to lose 4 Health in return for targeting your zone or an adjacent one. Make a Will roll against
two or three creatures in the same zone. the target’s Will. On a success, the target becomes
Effect Make a Will roll against the target’s Intellect. On a controlled until the start of its next turn. On a failure,
success, the target becomes dazed and Intellect the target takes 8d6 damage.
impaired (luck ends both). If the result of your roll is
20 or higher and exceeds the target number by at Into the Oubliette
least 5, the target also becomes stunned until the end Target One creature in your zone or an adjacent one.
of your next turn. At the end of each round the target Effect You make the target a prisoner of its own body.
is impaired in this way, it reduces its Intellect score by Make a Will roll against the target’s Intellect. On a
1. The reduction is permanent. success, if the target has 60 Health or less, it becomes
cursed (luck ends). While cursed in this way, the
Vile Tentacles target is stunned, cannot make use any of its senses,
Target One zone you can see within three zones. and takes half damage from all sources. When the
Effect From a point in the zone emerge three purple and spell ends, the target makes a Will roll and becomes
black tentacles, sucker-covered and dripping slime. frightened of you on a failure. The frightened
You can increase the number of tentacles to six by affliction persists until you become incapacitated.
losing 4 Health. The tentacles remain for 1 minute or A target with a Health score greater than 60 is
until they are destroyed. instead cursed (luck ends). While cursed in this way,
The tentacles act as creatures and count as the target is also weakened and immobilized.
companions under your control. They use the If you failed the roll, you can lose 8 Health to regain
following rules: the casting.
Vile Tentacle
Level 1 Type Monster Liquefy Flesh
Target One creature within three zones.
39
Effect The target loses 15d6 Health, or 20d6 Health if At the end of each round after the first, make a luck
you lose 8 Health. If the loss drops the target to roll. The dark hole closes on a success, and you roll a
Health 25 or less, the target drops to 0 Health. A d6 on a failure. If you roll a 6 on the d6, another type I
target reduced to 0 Health melts into a reeking demon appears in an empty space within a few feet of
puddle that dries a few days later. the hole.

Part Soul from Flesh


Target One human-sized mortal creature in your zone.
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 and dies. You can affect a target with a
Health score of 80 or less if you lose 8 Health. If the
target dies, a hateful ghost appears in the air above
the target’s body. The hateful ghost is your spirit
companion until it’s destroyed. The creature takes its
turn when you do, and you decide what it does on its
turn using the rules that follow.
Hateful Ghost
Level 3 Type Spirit
Senses Awareness 3
Defense 15 Health 20
Strength 10 (+0) Agility 12 (+2)
Intellect 10 (+0) Will 11 (+1)
Immune asleep, blinded, deafened, immobilized, prone
Weapon Resistance A ghost takes half damage from
weapons that are not magical.
Special Movement Fly, Hover, Insubstantial, Silent,
Slippery
Melee Attack—Touch Will with 1 boon against
Strength. On a success, the target takes 3d6 damage
and makes an Agility roll, falling prone and dropping
whatever it holds on a failure.
Aggressive (reaction, when the hateful ghost sees an
enemy and has no enemy in reach; 1/minute) The
ghost gains a move and can use it immediately.

Pillars of Salt
Target Any number of creatures all in the same zone
you can see within three zones.
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 then dies. If you lose 8 Health,
targets with Health of 60 or less are affected in this
way instead. A target with a Health score greater than
this threshold instead takes 10d6 damage.

Release the Demon


Casting This spell takes effect at the end of the round in
which you cast it. If you lose 8 Health, when the
demon appears, you can make a Will roll against its
Will and, on a success, the demon is controlled for 1
minute, after which time the demon returns to the
Void.
Target Your zone or an adjacent one.
Effect A type I demon appears in an empty space on the
ground inside the target zone. The demon is an
enemy under the Sage’s control and it uses the rules
the Sage has. When it is incapacitated, the demon
disappears.
40
Destruction
you 1 boon on all rolls against it until the end of your
next turn.
Destruction magic has one purpose: to reduce
everyone and everything into ruin. The spells Novice Spells
belonging to this tradition have straightforward
effects and offer much to casters needing potent, Break the Body
offensive spells. Target Up to three creatures in your zone or in an
adjacent zone.
Starting Spells Effect The target becomes Agility impaired until the end
of your next turn. When the spell ends, the target
takes 3d6 damage.
Brittle Bones
Target One creature in your zone or an adjacent one Demolish
that has a skeleton. Casting You can cast this spell three times.
Effect You attempt to make the target vulnerable. The Target One natural object in your zone or an adjacent
target takes 1d6 damage and then you make a Will one that is neither worn nor carried by another
roll against the target’s Strength. On a success, the creature.
target becomes Strength impaired until the end of Effect The target takes 3d6 damage. If the damage
your next turn. If the target is harmed while it has this destroys the target, it explodes to deal 1d6 damage to
affliction, it falls prone and takes 1d6 damage. each creature and object in its zone. A creature in the
zone can make a luck roll and takes no damage on a
Crumbling Ruin success.
Casting You cast this spell as a minor action.
Target One natural object in your zone or an adjacent Feed on Ruin
one. Casting You cast this spell as a minor action.
Effect Fractures appear all over the target. It loses 10 Effect For 1 minute, whenever a creature becomes
Health. incapacitated or an object is destroyed and you are in
its zone, you make attribute and luck rolls with 1
Entropic Power boon until the end of your next turn.
Effect Dark energy flows into you to empower your
spells. Once per round when you deal damage to a Lesser Destruction
creature or object with a spell you cast or magical Target One creature or object in your zone or an
talent you use, the target takes an extra 1d6 damage. adjacent one.
At the end of the round, the ground in your zone takes Effect The target takes 3d6 damage.
6 damage. When the ground takes 20 damage or
more, it becomes challenging terrain until cleared
away. The spell lasts 1 minute.
Maim
Target One creature in your zone or an adjacent one.
Effect The target becomes weakened (luck ends).
Failure in Flesh
Casting You can cast this spell three times.
Target One creature in your zone or an adjacent one.
Ray of Dissolution
Casting You can cast this spell three times.
Effect You cause the target to become weakened until
the end of your next turn. Target Each creature and object in your zone.
Effect You sweep a lime-colored beam around you. The
beam deals 2d6 damage to target objects. A target
Fault in Steel creature makes an Agility roll and takes 3d6 damage
Casting You cast this spell as a minor action. on a failure.
Target One weapon that is not magical held or carried
by a creature in your zone.
Effect The weapon snaps, breaks, and crumbles to Expert Spells
pieces. It drops to 0 Health.
Cascading Ruin
Ruinous Strike Casting You can cast this spell three times.
Target One creature within three zones. Target One creature that you can see within three
Effect Dark energy spills from your hand, reaching zones.
toward the target. Make a Will roll against the target’s Effect The target takes 4d6 damage and becomes
Agility. On a success, the target takes 3d6 damage. If cursed (luck ends). At the end of each round that the
the result of your roll was 20 or higher and exceeds target is cursed in this way, it takes 1d6 damage.
the target number by at least 5, the target also grants
41
Destruction Annihilation Stone
Target One creature or object within three zones. Casting You cast this spell as a minor action.
Effect The target takes 9d6 damage. Target One zone you can see within three zones.
Effect A black rock appears in and hovers at the center
Detonate of the target zone for 1 minute. At the end of each
Casting You can cast this spell three times. round, the rock pulses and releases energy that deals
Target One natural object within six zones. 8d6 damage to each creature and object in the zone. A
Effect The target loses 6d6 Health. If target drops to 0 creature makes a Strength roll and takes half damage
Health, it explodes dealing 8d6 damage to each on a success. Anything incapacitated or destroyed by
creature and object in its zone. A creature can make a this effect evaporates into mist that disperses at the
luck roll and takes no damage on a success. end of the next round.

Dismantle Disintegration
Casting You can cast this spell three times. Target One creature within six zones; you need not
Target One object within three zones. have an unobstructed path toward this target.
Effect A target neither held, worn, nor carried by Effect You fling a black beam from your hand. Make an
another creature loses 36 Health. If the target is held, Intellect roll against the target’s Agility. On a success,
worn, or carried by a creature, the creature makes a the target takes 30d6 damage. If incapacitated or
luck roll. On a success, the creature takes 6d6 damage. destroyed, the target disappears. On a failure, the
On a failure, the object takes 6d6 damage. 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
Entropy Storm success.
Casting You can cast this spell three times.
Target One zone you can see within three zones.
Effect Threads of dark energy spread out from a central Entropic Doom
point in the target zone. Each creature and object in Target Any number of creatures all in one zone you can
the zone loses 1d6 Health. A creature makes a see within three zones.
Strength roll and, on a failure, loses an extra 1d6 Effect For each target, make an Intellect roll against its
Health and becomes weakened (luck ends). A Agility. On a success, the target becomes weakened
creature makes the roll to end the affliction with 1 for 1 minute. While weakened in this way, the target
bane. A creature or object reduced to 0 Health is also dazed and takes 5d6 damage at the end of each
vanishes, erased from existence. of its turns. Any creature incapacitated by this
damage collapses into a puddle of black liquid and
dies. If the result of your roll is 20 or higher, the target
Obliteration also becomes cursed for as long as it is weakened.
Casting You cast this spell three times.
Target Each creature in one zone within three zones.
Effect A target with a Health score of 20 or less pops, Greater Destruction
spraying blood, flesh, and bone in all directions. Target One creature within six zones.
Targets with Health scores greater than 20 instead Effect The target takes 15d6 damage.
take 3d6 damage.
Singularity
Master Spells Target One zone you can see within three zones.
Effect A 1-foot-radius black sphere appears and hovers
in the center of the target zone for 1 minute. Anything
All-Consuming Sphere that touches the sphere loses 30 Health and
Effect A sphere with a radius equal to your height plus disappears if reduced to 0 Health.
half your height again completely envelops you. You The sphere consumes air in the zone, causing wind
can see normally from within the sphere, but the to blow toward it until the spell ends. The wind is
sphere blocks all light from reaching into it. The sufficient to carry lightweight objects into the sphere.
sphere reduces damage from thrown weapons or Larger, heavier unsecured objects slide toward the
projectiles used against you to 0 and destroys them. sphere at the end of each round. Make a luck roll and,
The sphere moves with you when you move, on a success, the objects slide into the sphere.
remaining centered on you. When you move so the The wind makes the entire zone challenging
sphere can touch a creature or object in your path, an terrain. Also, a creature in the zone that attempts to
object loses 5d6 Health. A creature makes an Agility leave makes a Strength roll and, on a failure, stops at
roll and loses 5d6 Health on a failure. Anything the edge of the zone.
dropped to 0 Health by the sphere disappears, erased Each creature in the zone at the end of each round
from existence. The spell lasts 1 minute and then the until the spell ends makes a Strength roll. On a failure,
sphere vanishes. a creature slides toward the sphere and becomes
42
immobilized until it overcomes the affliction with a
successful Strength roll. If the target was already
immobilized, it removes the affliction from itself and
falls into the sphere.
Anything that touches the sphere and has Health
remaining teleports to a zone of its choice within
three zones.

43
Divination
target, the amount of time since anyone handled the
target, and a hint about the target’s origins.
Beyond reading entrails or finding omens in the
shapes of the clouds, Divination uses magic to Reveal Peril
Casting You spend 1 minute in preparation and cast this
reveal possible futures and offers ways for those
spell when you finish.
armed with foreknowledge to avoid or mitigate Effect If there are enemies, including traps, plant
disaster. Some spells employ the fakir’s craft of growths, and harmful features, within three zones of
card or tea leaf reading, as ways to focus the mind, you, you know it, though the spell fails to reveal the
but the greater spells see the merging of the direction in which such threats lay or their exact
caster’s consciousness with all of time and space positions.
to gain true and lasting insight into what is to
come. Swift Warning
Casting You can this spell as a reaction when you would
Starting Spells be harmed. You can cast this spell three times.
Effect Make an Intellect roll. On a success, you either
roll to resist the harmful effect with 1 boon or you
Guided Strike impose 1 bane on the roll to harm you. If you fail the
Casting You cast this spell as a minor action. roll, you regain the casting you expended 1 minute
Effect The next time you attack before the end of your later.
next turn, you use Intellect in place of the attribute
you normally use, you roll with 1 boon, and your
attack deals an extra 1d6 damage on a success, or half
Novice Spells
damage on a failure.
Eavesdrop
Magic Keyhole Casting You can cast this spell three times.
Casting You can cast this spell three times. Target One zone within six zones.
Target One door or similar object in your zone. Effect You hear from the target zone as if you were
Effect For you and you alone, the target becomes there instead of where you happen to be. The spell
transparent, enabling you see what lays beyond it lasts 1 hour or until you use a minor action to end it
provided there is sufficient light in the space beyond early.
to see by.
Experience Revelations
Perform Reading Requirement You have dice, cards, tea leaves, sticks, or
Requirement You have dice, cards, tea leaves, sticks, or some other implement of divination.
some other implement of divination. Casting You spend 1 minute in preparation and cast this
Casting You spend 1 minute in preparation and cast this spell when you finish.
spell when you finish. Effect Roll a d20 three times and note the number
Target One creature present for the entire period of rolled on each die. At any time before you cast this
preparation. spell again, you can expend one result to replace the
Effect You use your implement of divination to make number rolled on a d20 with the result you expended.
predictions about the target’s future. Make an The spell ends when you expend the last result or
Intellect roll. You offer three predictions on a success, when you cast the spell again.
or just one on a failure. The predictions retain
potency until expended or you cast this spell again. Interpret Omen
The target can expend a prediction to either make an Casting You use a reaction to cast this spell when you or
attribute roll or a luck roll with 1 boon, impose 1 bane a creature you can see in your zone makes an
on an attribute roll against it or reroll all boons or attribute or luck roll. You can cast this spell three
banes that apply to one roll the target makes. times.
Effect You either add 3 to or subtract 3 from the roll
Psychometry that enabled the casting of this spell.
Casting You spend 1 minute in preparation and cast this
spell when you finish. Locate Quarry
Target One object you hold while casting the spell. Casting You spend 1 minute in preparation and cast this
Effect You know all the target’s properties and how to spell when you finish.
activate them. In addition, you can make an Intellect Effect Name one creature or object you have seen
roll and garner more information about the target on before at least once. If it is within three zones, you
a success: the identity of the last person to handle the know where it is. If you have handled the object or
have something from the creature such as a drop of
44
blood, a lock of hair, or bit of nail, then you know Omnipotent Eye
where the creature or object is if it is in your Effect Your eyes cloud until they turn completely white.
environment. For 1 hour, you have the following benefits:
The spell reveals the location of the creature or • You ignore obscurement’s effects on your vision.
object at the time you cast the spell and you retain the • You ignore any effect that would conceal, disguise,
knowledge of the location indefinitely, though the or render invisible any creature or object in your
quality of this information depends on whether or not line of sight.
the creature leaves its zone or someone moves the • You see auras around creatures and objects affected
object from its zone. by magic.
• You recognize illusions you see as illusions and can
Pronounce Doom ignore them.
Target One creature in your zone. • See transformed creatures in their true forms.
Effect You reveal some future calamity or mishap to • See through 1 yard of wood, 1 foot of stone, and 1
befall the target. If the target can hear and inch of metal as if the intervening object were not
understand you, it makes a Will roll with 1 bane. On a there.
failure, the target becomes frightened of you for 1 • Whenever you roll a 0 or less on an attribute or
minute or until it overcomes the affliction with a luck roll, you see something awful in your
successful Will roll. In addition to the effects of being periphery and you are frightened of your zone until
frightened, whenever the target makes an attribute you overcome the affliction with a successful Will
roll, it subtracts 5 from the result of any attribute roll roll.
and luck rolls it makes.
Query the Void
Weal or Woe Requirement You have dice, cards, tea leaves, sticks, or
Requirement You have a deck of cards, set of dice, some other implement of divination.
notched sticks, or some other implement of Casting You spend 1 hour in preparation and cast this
divination. You spend 1 minute in preparation and spell when you finish.
cast this spell when you finish. Effect Ask the Sage one question. The Sage answers
Effect Describe a possible course of activity, such as “I truthfully in one of the following ways: yes, no, true,
open the door on the west wall, I pick the lock on the false, unknown, or unclear. The Sage might give a
chest, I talk to that man over there.” Then, make an more expansive answer to the question, perhaps
Intellect roll. On a success, the Sage tells you offering the answer in the form of a riddle, but the
truthfully if the activity is likely to have a good or bad essence of the answer is true.
outcome for you. If the Sage decides the chance for a
good or bad outcome is more or less even, you receive Remote View
an answer of uncertain. If you fail the roll, the Sage is Casting You can cast this spell three times.
free to answer truthfully, lie, or just give you an Target One zone within twelve zones.
answer of uncertainty. Regardless of the outcome of Effect You see from a point inside the target zone as if
your roll, you make attribute rolls with 1 boon for 1 you were there instead of where you happen to be.
hour after you cast this spell. The spell lasts 1 hour or until you use a minor action
to end it early.
Expert Spells
Sure Strike
Battle Prescience Casting You cast this spell as a minor action.
Effect For 24 hours while you are in combat, you make Effect The next time you roll to attack before the end of
attribute rolls with 1 boon and you impose 1 bane on your next turn, you add 20 to the result.
attribute rolls against you.
Master Spells
Dreadful Ending
Target Up to three creatures in your zone that can hear Avoid Certain Death
you and understand what you say. Effect The first time you become incapacitated or die in
Effect You reveal to each creature how they will die and the next 24 hours, you ignore the damage or the effect
this revelation has the ring of truth to it. Each target that would have rendered you incapacitated or killed
becomes frightened of you for 24 hours or until it you.
overcomes the affliction with a successful Will roll
with 1 bane. While frightened of you, whenever the
target fails an attribute roll or luck roll while it is
Consult Power
frightened, it grants 1 boon on rolls to attack it until Requirement You have dice, cards, tea leaves, sticks, or
the start of its next turn. And, when the target takes some other implement of divination.
damage, it takes an extra 1d6 damage.
45
Casting You spend 1 hour in preparation and cast this the zone appears on the surface and remains for as
spell when you finish. long as you use an action each round to hold it there,
Effect You cast your senses out to the cosmos in the up to 1 hour. The image shows a bird’s eye view of the
hopes of gaining the information you seek. You learn zone and you can swivel the image to see into the
of the following: zone from any angle. Also, sounds of normal
• The identity of the individual most responsible for conversation reach you as whispers and sounds of
an event you describe that occurred in the last month. shouts and other loud noises sound as if they were
• The location of one object you have seen, touched, pitched at the volume of normal conversation. You
or read about provided the object is real. cannot make out whispers from the zone, however.
• The identity and location of your nemesis or a On a failed Intellect roll, you are Intellect impaired
nemesis of one of your allies. until after a full night’s rest.
• Secret information related to an area of knowledge.
• A crucial clue or piece of information related to
your quest of the Sage’s choice.

Not Your Time to Die
Casting You can use a reaction to cast this spell when an
ally in your zone becomes incapacitated, but before
the ally falls prone.
Target The ally that enabled the casting of this spell.
Effect The target heals all damage and makes attribute
rolls with 1 boon for 1 minute.

Precognition
Effect You open your mind to anticipate future
happenings. You gain the following benefits for 24
hours.
• Creatures in your zone cannot hide from you.
• You impose 1 bane on all rolls against you.
• You make attribute rolls and luck rolls with 1 boon.
• You increase your Defense by your Intellect
modifier.
• You take half damage from all sources.
• You grant each ally in your zone that can hear you
and understand what you say 1 boon on their
attribute rolls and luck rolls.

Prognostication
Requirement You have dice, cards, tea leaves, sticks, or
some other implement of divination.
Casting You spend 1 minute in preparation and cast this
spell when you finish.
Effect For 12 hours, you know of an event to occur. At
any time before the spell ends, you can decide you
foresaw the moment and add 5 to the results of all
your attribute rolls 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 roll with 1 boon. On a success, an image of

46
Secret Face
Eldritch Casting You use a reaction cast this spell when a
Eldritch magic explores the forbidden. It taps into creature attacks you. You can cast this spell three
cosmic force best left undisturbed, by calling forth times.
monstrosities from other realities or contorting Target The creature that enabled the casting of this
spell.
reality in such ways that it can never be righted. Effect Make a Will roll with 1 boon and take 1 damage
Studying the tradition offers considerable on a failure. Then, the target makes a Will roll and
advantages and its spells can produce spectacular becomes frightened of you until the end of its turn on
outcomes, but the cost of using such magic weighs a failure.
heavily upon the mind until it finally buckles and
breaks into a million different pieces. Unlight
Casting You cast this spell as a minor action. You can
Starting Spells cast this spell three times.
Target One object you wield or carry.
Effect Make a Will roll and take 1 damage on a failure.
Defy Geometry Then, for 1 hour, the target sheds bright light.
Casting You cast this spell as a minor action. You can Whenever a creature in the light rolls a 13 on the die
cast this spell three times. for an attribute roll or luck roll, the creature sees
Effect You make a Will roll and take 1 damage on a something horrifying at the edges of its vision and
failure. Then, you perceive distortions in reality that makes a Will roll. On a failure, the creature becomes
bring far things close to you. For 1 minute, you treat frightened of you until it overcomes the affliction with
everything within three zones of you as being in your a successful Will roll.
zone, and everything more than three zones from you
but within six zones of you as being within an Unspeakable Revelations
adjacent zone. When the spell ends, make a Will roll. Effect Make a Will roll and take 1 damage on a failure.
On a failure, you become Intellect impaired (luck
For 1 minute, you are dazed. While dazed in this way,
ends). whenever you cast a spell, make a luck roll. On a
success, you immediately regain the casting and cast
Flutter of Wings the spell again, at which point you expend the casting.
Target Your zone. When this spell ends, you become stunned (luck
Effect You make a Will roll and take 1 damage on a ends).
failure. Then, large, gray moths fill the air to obscure
the target zone for 1 minute. Whenever a creature in
the zone fails an Intellect or Will roll, the creature Novice Spells
becomes dazed (luck ends). While dazed, the creature
cannot willingly leave the target zone. Betrayal of Flesh
Target One creature within three zones.
Null Result Effect Make a Will roll and take 1d6 damage on a failure.
Target Your zone. For 1 minute, the target makes a Will roll with 1 bane
Effect Make a Will roll and take 1 damage on a failure. at the start of its turn. On a failure, its arm (or a
Then, reality buckles and heaves around you for 1 similar) limb deals 2d6 damage to it and the target
minute. Roll 5d20 and note the number rolled on each becomes weakened until the start of its next turn.
die. Whenever a creature in your zone makes an
attribute roll or luck roll and the number on the die Creeping Mist
matches one of the numbers you rolled, discard the Target Your zone.
number and the triggering creature vanishes into a Effect You make a Will roll and take 1d6 damage on a
null space (luck ends). failure. For 1 minute, gray mist with streaks of green
A creature in a null space exists between realities rises from the ground and obscures the target zone.
and cannot do anything on its turn except make the The mist ignores wind.
luck roll to end the effect. When the creature succeeds At the end of each round, the mist spreads into each
on a luck roll, it reappears in the zone it vacated and adjacent zone and one creature of your choice in
becomes Will impaired (luck ends). every zone containing the mist makes a Strength roll.
When the spell ends, discard any remaining results On a failure, the creature takes 1d6 damage, falls
of your rolls, but, if you discard three results, you prone, and is dragged to a different zone of your
disappear into null space, as described above. choice obscured by this effect. If even one zone
contains no creatures, you make a Strength roll and
take 1d6 damage, fall prone, and are dragged to a

47
zone obscured by the mist of the Sage’s choice on a Wild Beast of the Dark Woods
failure. Target One creature within three zones.
Effect Make a Will roll and take 1d6 damage on a failure.
Hijack Corpse Then, a target with Health 20 or less transforms into a
Target One dead, human-sized creature in your zone wild beast of the dark woods. It appears bestial and
that is not undead. strange, but it retains its traits. Any creature, or than
Effect You make a Will roll and take 1d6 damage on a you, that sees this transformation makes a Will roll
failure. Your body is prone and unconscious and you and is frightened of the target until the creature
possess the target until it is destroyed or you use an overcomes the affliction with a successful Will roll.
action to end this effect. The target treats all creatures as its enemies and
The target is an animated object with Health 20. attacks on each of its turn. After 24 hours, the target
The target uses your Intellect score for its Defense can make a Will roll. On a success, the spell ends. On a
and Agility, and your Will score for its Strength. The failure, the spell is permanent.
target does not breathe and thus is incapable of A target with a Health score greater than 20 takes
speech. You control the body as if it were your own. 2d6 damage and makes a Will roll and, on a failure,
the target is frightened of you until it overcomes the
Rats in the Walls affliction with a successful Will roll.
Target One zone you can see within three zones.
Effect Make a Will roll and take 1d6 damage on a failure.
For 1 minute, human-faced rats cover all surfaces in
Expert Spells
the target zone with challenging terrain. At the end of
each round, each creature in the zone makes a Will Gnashing of Teeth
roll. On a failure, the creature is frightened of the rats Target Your zone.
until it overcomes the affliction with a successful Will Effect Make a Will roll and take 2d6 damage on a failure.
roll. While frightened of the rats, it cannot move out Then, for 1 minute, mouths bite creatures in the
of its zone. Then, on each of your turns, the rats either target zone. When you cast this spell and, again, on
move into an adjacent zone of your choice or force each of your turns, each creature in the target zone
each enemy in their zone to make an Agility roll and makes an Agility roll. On a failure, the creature takes
take 2d6 damage on a failure. 4d6 damage and becomes immobilized until the spell
ends or until it overcomes the affliction with a
successful Strength roll. If the creature is already
Summon Maggot of Sharzak-Ka prone or immobilized, it takes an extra 2d6 damage
Casting This spell takes effect at the end of the round in
for each one of these afflictions that it has.
which you cast it.
Target Your zone.
Effect You make a Will roll and take 1d6 damage on a Hostile Color
failure. Then, from the fabled city of Sharzak-Ka, Target One zone you can see within three zones.
visible only in the unlight of the new moon, comes Effect Make a Will roll and take 2d6 damage on a failure.
forth a giant maggot to appear on the ground in the Then, for 1 minute, an undulating smear of color
target zone. The maggot becomes a companion under hangs in the air at the center of the target zone. When
your control for 24 hours, until it is incapacitated, or the color appears, each creature that can see it makes
you acquire a new companion from a magical source. a Will roll and, on a failure, becomes frightened of the
The maggot uses the following rules: color until it overcomes the affliction with a
successful Will roll.
Giant Maggot At the end of each round, each creature in the
Level 1 Type Monster target zone makes an Agility roll with 1 bane. On a
Defense 6 Health 10 failure, the creature becomes dazed (luck ends).
Strength 11 (+1) Agility 8 (–2) While dazed, it is also Strength impaired and Agility
Intellect 5 (–5) Will 10 (+0) impaired, and it treats all creatures it perceives as
Injured Wailing If the maggot is injured at the end of enemies. At the end of each round when a target is
the round, each frightened enemy in its zone takes dazed in this way, it takes 2d6 damage.
1d6 damage.
Hideous Transformation At the end of each round in Purple Mold
combat, roll a d6. On a 6, the maggot transforms into Target One zone you can see within three zones.
a human-headed giant fly that can fly while it is not Effect Make a Will roll and take 2d6 damage on a failure.
injured. Any creature other than you that can see the Until burned away, purple mold covers all exposed
transformation makes a Will roll and, on a failure, surfaces in the target zone. The mold causes all living
become frightened of the giant fly until the creature and breathing creatures in the zone to be Intellect
overcomes the affliction with a successful Will roll. impaired and Will impaired for as long as they remain
Melee Attack—Teeth Strength with 1 boon against there. When a creature leaves the zone, it becomes
Defense. On a success, the target takes 1d6 damage. Intellect impaired and Will impaired (luck ends). In
48
addition, any creature in the zone that is harmed At the end of each round, each creature in the zone,
while in the zone treats you as an ally for 24 hours or other than you, makes a Will roll and takes 5d6
until you harm it. If the creature is level 2 or lower, it damage on a failure. If frightened, the creature takes
becomes controlled for as long as it is your ally. an extra 2d6 damage. Any creature incapacitated by
the damage disappears along with whatever it was
Sentient Growth wearing or carrying, never to be seen again.
Target One creature within three zones.
Effect Make a Will roll and take 2d6 damage on a failure. Summon Hoary Winged Thing
For 1 minute, the target has a large growth Casting This spell takes effect at the end of the round in
somewhere on its body, which causes the target to which you cast it.
become dazed. At the end of each round that the Target Your zone.
target is dazed in this way, it makes a Will roll and, on Effect Make a Will roll and take 2d6 damage on a failure.
a failure, becomes controlled until the end of the next Then, a hoary winged thing, an enormous knot of
round. flapping gray feathers, appears on the ground inside
When the spell ends, the growth bursts and drains, the target zone and becomes a companion under your
causing the target to lose 9d6 Health. control for 24 hours, until it is incapacitated, or you
If the target dies before the spell ends, at the end of acquire another companion from a magical source.
the round, the growth tears free and becomes a When the spell ends, the hoary winged thing vanishes
companion under your control until it’s incapacitated. and gray feathers obscure its zone until the end of the
It uses the following rules: next round. The hoary winged uses the following
rules:
Liberated Growth
Level 2 Type Monster Hoary Winged Thing
Defense 9 Health 20 Level 4 Type Large Monster
Strength 11 (+1) Agility 12 (+2) Senses Awareness 3
Intellect 9 (–1) Will 11 (+1) Defense 10 Health 60
Spurt Once per round, when the growth takes damage, Strength 15 (+5) Agility 10 (+0)
each creature in its zone makes a luck roll. The Intellect 5 (–5) Will 15 (+5)
creature with the lowest failed roll becomes blinded Immune blinded, deafened
until the end of its next turn. Special Movement Fly, Mount
Melee Attack—Tendrils Agility with 1 boon against Melee Attack—Wings Strength against Defense. On a
Defense. On a success, the target takes 2d6 damage. If success, the target takes 4d6 damage.
the result of the Agility roll is 20 or higher, the target
loses 1d6 Health and the growth heals damage equal
to the amount of Health lost.
Master Spells
LOST CITIES OF SHARZAK-KA AND NAKTHRAKKA Awaken the Dead Dreamer
The Eldritch tradition formed in ancient, now lost city- Casting This spell takes effect at the end of the round in
states that peaked thousands of years ago somewhere which you cast it.
in the mysterious west, beyond the Devastation. Not Target Your zone.
much is known of these places, but manuscripts written Effect You become stunned (luck ends) and weakened
in script that conforms to the reader’s linguistic ability until after a full night’s rest. Also, make a Will roll
have made their way to the continent and driven to with 3 banes. You take 10d6 damage on a failure, or
madness the few to have found them. Scholars of half the damage on a success.
antiquity believe the peoples of both cities met their The ground fractures as the dead dreamer pulls
ends through worship of Ancient Ones. itself up and free, sending chunks of earth and stone
rolling from its back, which spreads challenging
Shadows of Nakthrakka terrain across the ground in its zone. When it
Target Your zone. straightens, the dead dreamer reveals itself in all its
Effect Make a Will roll and take 2d6 damage on a failure. nightmarish glory. The dead dreamer is as an enemy
to all creatures, is under the Sage’s control, and
Then, for 1 hour, darkness from the accursed city of
remains until incapacitated, at which point it
Nakthrakka fills the target zone. The darkness
prevents creatures in the zone from leaving it by disappears. The dead dreamer uses the following
natural means creatures attempting to stop at the rules.
edge of the zone and can go no further. Dead Dreamer
Each creature other than you in the zone makes a Level 8 Type Large Monster
Will roll and, on a failure, is frightened of the Defense 7 Health 100
darkness until it overcomes the affliction with a Strength 18 (+8) Agility 12 (+2)
successful Will roll with 1 bane. Intellect 7 (–3) Will 18 (+8)
Immune controlled, dazed, frightened, stunned
49
Horrifying An enemy makes a Will roll with 2 banes nearest empty space. Any creature still inside the
when it sees the dead dreamer. On a failure, the darkness when the spell ends must wait until another
enemy becomes stunned (luck ends) and frightened door opens from a casting of this spell, and can then
of the dead dreamer until either the dead dreamer resume trying to find its way free.
becomes incapacitated or the enemy overcomes the While the door is open, a creature trapped in the
affliction with a successful Will roll. The frightened darkness contends with horrors it finds there. The
affliction forces the enemy to run away from the dead darkness prevents a creature from gaining
dreamer. If the enemy cannot run away from it, the nourishment from food or drink and makes sleeping
enemy becomes dazed and weakened until the start impossible. The nature of these horrors are left to the
of its next turn. An enemy that succeeds on the roll or imagination but can be quickly resolved with rolls.
that ends the affliction becomes immune to the dead The trapped creature makes a Strength roll, Agility
dreamer’s Horrifying trait until the combat ends. roll, Intellect roll, Will roll, and a luck roll, one of its
Cry of the Dead Dreamer At the end of the round, each choice on each of its turns. Once the creature
enemy within three zones makes a Will roll. On a succeeds on the roll, it need not make that roll again.
failure, the dead dreamer pulls enemy one zone closer If a creature fails a roll, 1d6 hours pass before it can
to itself and the creature becomes immobilized until make the next roll.
the end of the next round.
Melee Attack—Fist Strength with 3 boons against Drone of the Insatiable Host
Defense. On a success, the target takes 7d6 damage, Target Your zone.
and falls prone. If the result of the Strength roll is 20 Effect Make a Will roll with 3 banes and take 6d6
or higher, the target also moves three zones away damage on a failure. Each creature in the target zone
from the dead dreamer, falls prone, and becomes becomes Will impaired for as long as it is in the zone.
stunned until the end of the next round. At the end of the round, the drone grows louder and
produces increasingly more severe effects as shown
THE DEAD DREAMER below. You can use an action to roll Intellect if you are
A dead dreamer is the rotting offspring of the Ancient
in an affected zone and, on a success, the spell ends.
Ones, a sort of proto-deity charged with divine power
Otherwise, the effect worsens by one degree. The
and yet impotent when it comes to drawing on its deific effects are cumulative.
heritage to affect change in its environment or even Round 1 The drone spreads into adjacent zones and
deciding its own fate. The dreamers were imprisoned in each creature in an affected zone becomes Intellect
the depths of the earth by the daeva and only the most impaired also.
powerful magic can draw them forth. Round 2 Each creature in an affected zone becomes
Strength and Agility impaired also.
Behold the Impossible Round 3 The effect spreads to each adjacent zone and
Target Any number of creatures within three zones of each creature in an affected zone becomes weakened
you. also.
Effect Make a Will roll with 2 banes and take 1d6 Round 4 Each creature in an affected zone treats all
damage on a failure. Then, each target makes a luck creatures as enemies and uses an action to attack the
roll and averts its eyes on a success, or sees some nearest creature to it. If there is no creature to attack
alien vista, and becomes blinded until the end of your in its zone, the creature becomes stunned and loses
next turn. A target blinded in this way is also dazed 10d6 Health. If reduced to 0 Health, black, oily fluids
(luck ends) when the blindness wears off and is spill from all the openings on its head for 1d6
weakened and grants you 1 boon on rolls you make minutes.
against it until it removes the dazed affliction. Finally,
for 1 hour, whenever the target fails an attribute roll, Pale Rider
it suffers from this effect again, as alien vista swims Target One creature within three zones.
across its vision once more. Effect Make a Will roll with 3 banes and take 3d6
damage on a failure. Then, for 1 minute, a pale rider, a
Beware the Black Door strange man-like thing, clings to the target’s back and
Target One creature in your zone. cannot be removed in any way. The target is
Effect Make a Will roll with 3 banes and take 4d6 frightened of the pale rider, the target cannot use
damage on a failure. Then, a stone doorframe appears reactions, and it gives up a move or an action on each
in the space behind the target and remains there for of its turns, fighting to free itself from the pale rider.
24 hours, at which time it vanishes. Darkness prevails In addition, the first time in each round when the
inside the frame. When the frame appears, pale hands target fails an attribute roll or a luck roll, it takes 5d6
snatch the target and drag into the darkness. damage, and the pale rider cackles, forcing each
Until the spell ends, a creature that moves through enemy in its zone to make a Will roll and, on a failure,
the frame vanishes into the darkness. Anyone inside run in a direction chosen by the Sage.
the darkness is trapped between worlds until it can
find its way free and emerges from the door into the
50
Slick of Undigested Dreams
Casting This spell takes effect at the end of the round in
which you cast it.
Target Your zone.
Effect You are dazed and weakened (luck ends both).
Make a Will roll with 3 banes and take 5d6 damage on
a failure.
A slick of undigested dreams appears in the air in
the target zone and becomes controlled until it is
incapacitated or is in a zone containing no other
creatures at the end of a round, at which point it
disappears. The slick appears as a floating, oily mass
in which one can spy distorted faces, some laughing,
other screaming. It uses the following rules.
Slick of Undigested Dreams
Level 5 Type Monster
Senses Awareness 3
Defense 9 Health 40
Strength 14 (+4) Agility 10 (+0)
Intellect — Will —
Immune blinded, deafened, immobilized, impaired,
prone
Lost in Nightmare The slick projects mind-altering
delusions. Each enemy in its zone is Will impaired for
as long as it remains there.
Any enemy that moves out of the slick’s zone makes
a Will roll. On a failure, the enemy stops moving at the
edge of the zone and its move ends.
Special Movement Slippery, Squeeze (1 inch)
Melee Attack—Caress Strength with 1 boon against
Strength. On a success, the target takes 8d6 damage,
and makes a Will roll. On a failure, the slick steals its
dreams, causing the target to become cursed (luck
ends). While cursed, the target is also weakened. If
the target is cursed in this way already, the target
loses 2d6 Health.

51
Enchantment
holds its attention on its next turn and if it cannot
move, it instead takes 1d6 damage. On a failure, you
regain the casting of this spell after 1 minute.
Enchantment magic manipulates emotions. Its
spells can make friends of enemies or turns
warriors into cravens. The tradition’s spells key to
Overflowing Joy
Target One creature in your zone or an adjacent one.
specific emotions, such as fear, joy, anger, and Effect The target experiences a surge of joy and
surprise, and uses those emotions to lead becomes dazed (luck ends). While dazed, the makes
opponents to their downfalls. attribute rolls with 1 boon.

Starting Spells Novice Spells


Baffling Surprise Bond of Friendship
Target One creature in your zone or an adjacent one. Target One creature in your zone or an adjacent one.
Effect The target experiences brief, but intense, Effect You awaken feelings of goodwill toward you in
bafflement. Make an Intellect roll against the target’s the target. Make an Intellect roll against the target’s
Will. On a success, the target becomes dazed until the Will. On a success, the target becomes friendly to you
end of its next turn. On a failure, you regain the for 1 hour, though, if the target is your enemy, it
casting of this spell after 1 minute. remains your enemy. The spell ends early if you harm
the target, its loved ones, or its property. If you fail the
Crushing Rue Will roll, you regain the casting of this spell 1 minute
Casting You use a reaction to cast this spell when a later.
creature in your zone or an adjacent one ends its turn.
Target The creature that enabled the casting of this Dreadful Presence
spell. Target Up to three creatures in your zone.
Effect The creature experiences intense shame for its Effect Each target feels dread in your presence (luck
previous efforts. Make an Intellect roll against the ends). An affected target that ends its turn in your
target’s Will. On a success, the target becomes zone takes 1d6 damage.
weakened until the end of its next turn. On a failure,
you regain the casting of this spell after 1 minute. Force Confession
Target One creature in your zone.
Disastrous Outburst Effect Feelings of guilt drown out the target’s emotions
Target One creature in your zone or an adjacent zone. until it has no choice but to confess any and all of its
Effect Fury bubbles up in the target. Make an Intellect crimes. Make an Intellect roll against the target’s Will.
roll against the target’s Will. On a success, the anger On a success, the target becomes dazed for 1 minute
forces the target to use a reaction to attack a or until it overcomes the affliction with a successful
randomly determined creature in its zone. If the Will roll. During this time, the target cannot willingly
target has already used a reaction, it instead becomes or knowingly lie to you or omit truths from what it
dazed until the end of its next turn. On a failure, you tells you. On a failure, the target becomes immune to
regain the casting of this spell after 1 minute. this spell for 1 hour, but you regain the casting of this
spell after 1 minute.
Grave Offense
Target One creature in your zone or an adjacent one. Incandescent Rage
Effect The target experiences strong contempt for one Target One creature in your zone or an adjacent one.
creature you choose in the target’s zone. Make an Effect Anger overtakes the target’s self-control. Make an
Intellect roll against the target’s Will. On a success, Intellect roll against the target’s Will. On a success,
the target makes rolls to attack the creature for which the target counts all creatures as enemies, makes rolls
it has contempt with 1 boon and makes rolls to attack to attack with 1 boon, and its attacks deal 1d6 extra
different targets with 1 bane. This effect lasts until the damage. The target uses an action to attack on each of
end of your next turn. On a failure, you regain the its turns. When it takes a turn, it makes a luck roll. On
casting of this spell after 1 minute. a success, it chooses the target of its attack. On a
failure, you do. The spell lasts 1 minute or until you
Interest Piqued use an action to end it early, provided you are in the
Target One creature in your zone or an adjacent one. target’s zone. If you fail the Intellect roll, you regain
Effect A creature or object you and the target can both the casting of this spell after 1 minute.
see within draws the target’s attention. Make an
Intellect roll against the target’s Will. On a success,
the target moves closer to the creature or object that

52
Spook You! Effect Unreasonable, white-hot anger swells up and
Casting You cast this spell as a minor action. You can drowns out the target’s self-control. Make an Intellect
cast this spell three times. roll against the target’s Will. On a success, the target
Target One creature in your zone or an adjacent one. moves up to three zones in a direction you choose.
Effect You startle the target, causing it to drop whatever When the target enters a zone, each other creature in
it is holding in its hands. If the target is not holding the zone makes a luck roll and, on a failure, takes 6d6
anything in its hands, it instead falls prone. damage. Each time the target exits a zone, it takes 2d6
damage. If you failed your Intellect roll, you regain the
casting of this spell after 1 minute.
Temper Emotions
Casting You can cast this spell three times.
Target One creature in your zone or an adjacent one. Make a Demand
Effect Make an Intellect roll against the target’s Will. On Target One creature in your zone or an adjacent one.
a success, the target becomes dazed for 1 minute or Effect Make an Intellect roll against the target’s Will. On
until it overcomes the affliction with a successful Will a success, the target becomes dazed until the end of
roll. If the target takes damage or loses Health, the the round, during which time you can describe to it
effect ends. While dazed in this way, the target is one activity that the target should perform and that it
indifferent to all creatures, is immune to the can complete in 1 minute or less. Examples include,
controlled, frightened, Intellect impaired, and Will opening a door, moving something, handing over
impaired afflictions, and makes rolls to attack with 1 documents, attacking a creature, preventing anyone
bane. On a failure, you regain the casting of this spell from entering a particular zone, or leaving it. The
after 1 minute. target then spends each turn attempting to complete
the activity you assigned to it.
If you fail the Intellect roll, you regain the casting of
Expert Spells this spell after 1 minute, but the target becomes
immune to your casting of this spell for 24 hours.
Awaken Fear
Casting You can cast this spell three times. Sense of Revulsion
Target Up to three creatures all in your zone or in an Target Up to five creatures all in one zone within three
adjacent one. zones.
Effect Feelings of unease magnify until they become Effect Choose one creature or object you can see. Then,
fear. For each target, make an Intellect roll against its for each target, make an Intellect roll against its Will.
Will. If you target just one creature, you roll with 1 On a success, the target becomes Intellect impaired
boon. On a success, the target becomes frightened of (luck ends). Until the affliction wears off, the target is
you (luck ends) or until it overcomes the affliction weakened while it can see the creature or object you
with a successful Will roll. chose. In addition, at the end of the round, a target
that is in the chosen creature or object’s zone makes a
Bestow Courage Will roll and, on a failure, takes 2d6 damage.
Casting You cast this spell as a minor action.
Target Up to three creatures all in one zone within Master Spells
three zones.
Effect The target ends the frightened affliction on itself
if it has it and becomes immune to the affliction for 1 Awaken the Hero
hour. In addition, the target increases its Health by 16, Casting You cast this spell as a minor action.
but grants 1 boon on rolls against its Defense. Target One creature in your zone or an adjacent one.
Effect The target feels invincible for 1 hour, and gains all
of the following benefits:
Charm the Mind • The target makes attribute rolls with 1 boon and
Casting You can cast this spell three times. imposes 1 bane on rolls against its attributes.
Target One creature in your zone. • The target’s attacks deal an extra 1d6 damage.
Effect You make the target interested in you. Make an • The target imposes 1 bane on rolls against its
Intellect roll against the target’s Will. If the target is Defense.
level 2 or lower, you succeed automatically. On a • The target has its Health increased by 30.
success, the target becomes Will impaired for 1 hour • The target becomes immune to the dazed,
or until you harm it, its loved ones, or its property. frightened, and stunned afflictions.
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 minute. Captive Audience
Target Any number of creatures you choose in your
zone or an adjacent one.
Incite Rampage Effect A level 2 or lower-level target becomes stunned.
Target One creature within three zones. A higher-level target makes an Intellect roll and
53
becomes dazed on a failure. A target with the hear you to become controlled (luck ends). When this
affliction can see and hear only you. The affliction affliction wears off, the spell ends for the target.
persists for as long as the targets can see you. If a If you failed the Intellect roll, you regain the casting
target is harmed, the spell ends for that target early. of this spell after 1 hour.

Confound Minds
Target Up to five creatures all in one zone within three
zones.
Effect The target can’t form clear thoughts and becomes
dazed (luck ends). When the target takes a turn, roll a
d6 to see what it does.
1: The target howls, cries, screeches, or mutters; it
does nothing on its turn.
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.
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 Up to 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 Up to 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 roll with 1 boon. On a
success, the target takes 15d6 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).

Worship Me
Target One creature in your zone or an adjacent one.
Effect Feelings of affection toward you overtake all
common sense in the target. Make an Intellect roll
against the target’s Will. On a success, the target
becomes dazed for 24 hours or until you or one of
your allies harms it. While dazed, the creature is
friendly to you and your allies, aids you in any way
that it can short of harming itself, its loved ones, or its
property.
At any time before the spell ends, you can use a
minor action to cause a dazed target that can see and

54
Evocation
Target One creature that can hear you in your zone.
Effect The next time the target takes a turn, it uses a
move to walk into an adjacent zone.
The Evocation tradition arose from discovering
fragments of an ancient language, the tongue
spoken by the gods, the Ancient Ones, or Novice Spells
whomever brought creation into existence. By
speaking the syllables, one compels reality to Command to Attack
conform to the speaker’s desires. Often, Evocation Requirement You are not cursed.
spells force creatures who hear the sounds to act Target One creature that can hear you in your zone.
in manners they otherwise would not, but its Effect The target uses a reaction if it can to attack a
spells can also break objects or repair them. target you choose in your zone. The target makes the
roll with 1 bane.
Dangerous Casting: Each time after you cast an
Evocation spell, make a luck roll. On a success, you
regain the casting of the spell. On a failure, you
Command to Surrender
Requirement You are not cursed.
lose Health, the amount of which depends on the Target One creature that can hear you in your zone.
tier of the spell you cast, and you become cursed Effect The target becomes dazed until the end of your
(luck ends). You lose 1 Health for a starting spell, next turn. While dazed, the target cannot harm any
1d6 Health for a novice spell, 2d6 Health for an creature or object.
expert spell, and 4d6 Health for a master spell.
Confounding Word
Starting Spells Requirement You are not cursed.
Target One creature that can hear you in your zone.
Effect The target becomes dazed until the end of your
Command to Delay next turn. When the affliction would wear off, the
Requirement You are not cursed. target makes a Will roll and, on a failure, becomes
Target One creature that can hear you in your zone. Intellect impaired (luck ends).
Effect The target waits to take its next turn just before
the end of the round, after each other combatant has
taken a turn.
Terrifying Word
Requirement You are not cursed.
Target One creature that can hear you in your zone.
Command to Kneel Effect The target becomes frightened of you until the
Requirement You are not cursed. end of your next turn. When the affliction would wear
Target One creature that can hear you in your zone. off, the target makes a Will roll and, on a failure, it
Effect The target falls prone and cannot stand up until becomes frightened of you until you become
the end of your next turn. incapacitated or the target overcomes the affliction
with a successful Will roll.
Command to Speak
Requirement You are not cursed. Word of Hatred
Target One creature that can hear you in your zone. Requirement You are not cursed.
Effect You ask the target a question and the target must Target One creature that can hear you in your zone.
answer your question to the best of its ability, Effect Until the end of your next turn, the target regards
speaking truly, and omitting no detail. one creature you choose from among those you and it
can see in your zone as its enemy. During the target’s
Command to Stay next turn, it uses an action to harm this enemy if it
Requirement You are not cursed. can.
Target One creature that can hear you in your zone.
Effect Until the end of your next turn, the target cannot Word of Love
exit your zone. Requirement You are not cursed.
Target One creature that can hear you in your zone.
Word of Breaking or Repairing Effect The target becomes dazed until the end of your
Requirement You are not cursed. next turn. While dazed, the target regards one
Target One object in your zone. creature you choose from among those you and it can
Effect The target loses 1d6 Health or regains 1d6 see in your zone as its ally. The first time this ally
Health. would be attacked before the affliction wears off, the
target makes itself the target of the attack.
Word of Dismissal
Requirement You are not cursed.
55
Expert Spells 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.
Harming Utterance In addition, the target’s screaming drowns out all
Requirement You are not cursed. noise in its zone. When this affliction would wear off,
Target One creature that can hear you in your zone. the target makes a Will roll. On a failure, the target
Effect The target takes 6d6 damage. becomes cursed for 24 hours.

Healing Word Killing Word


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 target heals 6d6 damage. Effect Roll 2d6 + 3. If the sum of the roll equals or
exceeds the target’s Strength score, it dies. If not, the
Resounding Word target becomes weakened (luck ends).
Requirement You are not cursed.
Target Each creature and object in your zone or an Ruinous Word
adjacent one. Requirement You are not cursed.
Effect Your voice booms, causing each target takes 6d6 Target Each creature and object within three zones.
damage. Effect Each target takes 10d6 damage.

Word of Binding Stunning Word


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 target becomes dazed and immobilized until Effect Roll 2d6 + 3. If the sum of the roll equals or
the end of your next turn. When the afflictions would exceeds the target’s Will score, it is stunned for 1
wear off, the target makes a Will roll and becomes minute. If not, the target becomes dazed (luck ends).
dazed and immobilized (luck ends both) on a failure.
Word of Unmaking
Word of Obedience Requirement You are not cursed.
Requirement You are not cursed. Target One creature or object that can hear you in your
Target One creature that can hear you in your zone. zone.
Effect The target becomes controlled by you until the Effect The target loses 10d6 Health. If this loss drops
end of your next turn. When the affliction would wear the target to 0 Health, the target vanishes.
off, the target makes a Will roll. On a failure the target
becomes controlled by you (luck ends).

Word of Summoning
Requirement You are not cursed.
Target Your zone.
Effect Name one ally. The ally appears on the ground in
your zone.

Master Spells
Blinding Word
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.

Command to Suffer
Requirement You are not cursed.
Target One creature that can hear you in your zone.
56
Shape Earth
Geomancy Requirement You are in contact with a surface of earth
Magic flows through the earth, collecting in stone, or stone.
and shifts with the dunes as they creep across the Casting You spend 1 minute in preparation and cast this
wastes. Geomancy gives power over earth, iron, spell when you finish. You can cast this spell three
times.
sand, and dirt. Target One object of earth or stone that’s up to 3-feet
on a side within your zone.
Starting Spells 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 different kind of object provided that the
Heavy Metal new form has no moving parts. You could turn a
Requirement You are in contact with a surface of earth
stalagmite into a maul, for example, or you can seal
or stone.
off a door by covering it in stone moved from the
Target One metal object, one metal creature, or a suit of
floor. The new shape is permanent.
medium or heavy armor worn by one creature, any of
which is in your zone.
Effect For 1 minute, the target weighs many times as Stone Fists
much as it normally weighs for 1 minute. The target Requirement You are in contact with a surface of earth
determines what happens. or stone. You have both hands free.
• A target object sinks into any surface on which it Casting You cast this spell as a minor action. You can
rests. If a creature could normally pick up or move the cast this spell three times.
object, it uses an action to make a Strength roll in Effect Your hands close into stone fists for 1 minute.
order to do so. The creature makes the roll with 3 Until the spell ends, your unarmed attacks deal an
banes and drops the item at the end of its turn. extra 1d6 damage and count as having the Crushing
• A target metal creature gives up an action or a properties. However, the spell makes it impossible to
move on each of its turns. unclench your hands or move your fingers.
• A target creature wearing medium or heavy armor
is affected as if it were metal and also makes a Troubling Tremors
Strength roll. On a failure, the creature falls prone and Requirement You are in contact with a surface of earth
can stand up only if it overcomes the affliction with a or stone.
successful Strength roll. Casting You can cast this spell three times.
Target The ground in one zone you can see within three
Interposing Eruption zones.
Requirement You are in contact with a surface of earth Effect The ground in the zone becomes challenging
or stone. terrain until the end of your next turn. Any creature
Casting You use a reaction to cast this spell when an on the ground in the target zone when you cast the
enemy you can see attacks you. spell or that enters it before the spell ends makes an
Effect Rocks, dirt, sand, and other debris burst upward Agility roll with 1 bane and falls prone on a failure.
between you and the attacker. The attacker either
chooses a different target for its attack or takes 1d6
damage and then makes the roll to attack with 1 bane.
Novice Spells
Root in Place Boulder Brute
Requirement You are in contact with a surface of earth
Requirement You are in contact with a surface of earth
or stone.
or stone.
Target Your zone.
Casting You cast this spell as a minor action.
Effect A boulder pushes up from the ground in the
Effect You become immobilized for 1 minute. You ignore
target zone and animates to become a companion
natural effects that would move you, impose 1 bane
under your control for 1 minute, until it becomes
on rolls against your Defense, and your attacks
incapacitated, you end this effect as a minor action, or
against targets in contact with an earthen or stone
you gain another companion from a magical source.
surface deal an extra 1d6 damage.
The boulder brute use the following rules.
If a creature with a Strength score of 16 or higher
attempts to knock you prone or shove and succeeds Boulder Brute
on the roll, make a luck roll. On a success, this spell Level 1 Type Animated Object
ends early. On a failure, your legs break off at the Senses Awareness 3
knees, causing you to lose Health equal to twice your Defense 9 Health 20
level. Strength 12 (+2) Agility 8 (–2)
Intellect — Will —

57
Immune asleep, blinded, deafened, impaired, poisoned, Warp Metal
weakened Requirement You are in contact with a surface of earth
Melee Attack—Fists Strength against Defense. On a or stone.
success, the target takes 1d6 damage. Casting You can cast this spell three times.
Target Any number of natural metal objects in your
Bury Alive zone.
Requirement You are in contact with a surface of earth Effect The targets bend out of shape, such that metal
or stone. bars pull apart, a metal hinge pulls itself out of a wall,
Target One human-sized creature on the ground within or a metal wall rips open to create a ragged hole. If a
three zones. target is one worn or carried by a creature, the
Effect A fissure opens under the target and snaps shut. creature can make a luck roll and the spell has no
The target falls prone, and then makes an Agility roll effect on the object on a success. On a failure, the
with 1 bane. On a failure, the target tumbles into the object loses all functionality and, if it was a weapon,
hole before it closes, takes 2d6 damage, and starts now counts as an improvised weapon.
suffocating. A suffocating target is buried until it
overcomes the effect with a successful Strength roll
with 1 bane. Each time the target fails this roll, it Expert Spells
takes 1d6 damage. When the target overcomes the
effect, it digs its way free, landing prone on the Bare the Teeth
ground. Requirement You are in contact with a surface of earth
or stone.
Mountain Might Target The ground in one zone you can see within three
Requirement You are in contact with a surface of earth zones.
or stone. Effect Sharp stalactites carpet the ceiling and
Casting You cast this spell as a minor action. stalagmites the ground in the target zone. Each
Effect Earth magic flows into you, bolstering your creature and object on the ceiling or ground in the
abilities for 1 minute or until you lose contact with an zone takes 4d6 damage. A creature makes an Agility
earth or stone surface. The spell grants you the roll and, on a failure, takes an extra 2d6 damage and
following benefits: becomes immobilized until it overcomes the affliction
• You make Strength rolls with 1 boon and impose 1 with a successful Strength roll. While immobilized in
bane on rolls against your Strength. this way, the creature cannot be moved by natural
• Your Health increases by 5. means. Any magical movement automatically ends
• Your melee attacks deal an extra 1d6 damage. the affliction.
• Your Geomancy spells deal an extra 1d6 damage.
• The ground in your zone is challenging terrain for Geomantic Pentacle
all creatures other than you. Requirement You are in contact with a surface of earth
or stone. You have an iron medallion worth 1 sp.
Rain of Stone Casting You cast this spell as a minor action.
Target One zone you can see within three zones. Effect Magic flows into the pentacle where it remains
Effect Rocks fall into the target zone until the end of for 1 minute. When you attack, you can choose any
your next turn. The rocks cover the ground with target on a surface of earth, sand, or stone within
challenging terrain until cleared away. Each creature three zones of you. The pentacle causes a hand or
and object in the zone or that enter it and that not weapon matching the one you wield to rise up from
under some form of hard cover makes an Agility roll the ground and strike the target. You use Will for the
and, on a failure, takes 3d6 damage. roll and you roll with 1 boon. On a success, the attack
deals 6d6 damage. If the result of your roll is 20 or
Violent Eruption higher, the target also becomes immobilized (luck
ends).
Requirement You are in contact with a surface of earth
or stone.
Target One zone you can see within three zones. Magnetize Metal
Effect The ground in the zone bulges and then bursts, Requirement You are in contact with a surface of earth
dealing 3d6 damage to everything in the zone. A or stone.
creature can make an Agility roll and falls prone on a Target One metal object within six zones.
failure, or takes no damage on a success. Rubble Effect You cause the target object to exert a strong
covers the ground in the target zone and each magnetic force for 1 minute, which apply the
adjacent zone with challenging terrain that lasts until following effects when you cast the spell and again at
cleared away. the end of each of your turns.:
• Each unsecured metal object within three zones of
the target slides one zone toward metal object.

58
• Each creature within three zones of the target Agility roll and takes an extra 4d6 damage and falls
that’s holding a metal object makes a Strength roll prone on a failure.
with 1 bane. On a failure, the field wrenches the
object from its hand and the object flies toward the Walls of Stone
target until it can move no closer. All creatures in Requirement You are in contact with a surface of earth
the target’s zone make luck rolls. On a failure, the or stone.
creature is struck by the flying object and takes 1d6 Target Up to four borders, each of which is within three
damage. zones.
• Each creature within three zones of the target Effect A stone wall closes the border. Each cube of
that’s wearing metal armor makes a Strength roll stone, 6-feet on a side, has Health 40.
with 2 banes. On a failure, the field drags the
creature one zone closer to the target. If the
creature is dragged into the target’s zone, the Master Spells
creature slams into it and takes 2d6 damage.
• Any metal creature or creature wearing medium or Earthbond
heavy armor in the target’s zone becomes Requirement You are in contact with a surface of earth
immobilized until the creature overcomes the or stone.
affliction with a successful Strength roll with 1 Effect You harness the magic of elemental earth for 4
bane. hours or until you lose contact with an earth, stone,
• A creature within three zones of the target makes sand, or metal surface. When you cast this spell and
rolls to attack using metal weapons or ammunition again when you use an action to do so, choose one of
with 1 bane. the following effects:
• A metal creature or a creature wearing metal armor • Raise a series of stepping stones across a deep fast-
treats all zones within three zones of the target as flowing stream.
challenging terrain. If such a creature falls prone, it • Produce a pillar with plenty of hand holds to rise
slides one zone toward the target. up and out of your zone and into an adjacent zone
• Ranged attacks using thrown metal weapons and above you.
projectiles against targets in the zone around the • Cover the ground in the zone with rubble or thick
target affected by this spell deal an extra 1d6 mud that acts as challenging terrain.
damage. • Fill in a space inside a target zone with stone. The
space is a cube, up to 10-feet on each side. Creatures
Mountainclad in the zone are pushed into adjacent zones.
Requirement You are in contact with a surface of earth • Cause loose earth, sand, or rock in your
or stone and you are not injured. surrounding zone to move to a different position in
Casting You cast this spell as a minor action. the same zone. You can use this effect to clear away
Effect Stone plating forms in the ground around you rubble, to dig through soft earth, or divert blowing
and rises up to fuse itself to your body. For 1 hour, or sand to pass around you.
until you become injured, your Defense is 17 if it’s • Change the shape of any earth, sand, or stone object
lower than 17. In addition, you take half damage from you touch and that you can wield in both hands. You
fire, lightning, and weapons that are not magical. In could, for example, turn a large rock into a sword or
exchange, you can use a move or an action on your shield or a bucket.
turns, not both, and you cannot use reactions. • Seal off one open border of your zone with stone as
When you take damage, you can use a reaction to if you had cast the wall of stone spell.
end the spell early. The stone plates fly from your • Cause a hole, up to 12-feet in diameter and up to
body with great speed and force. The flying debris 120 feet deep, to open on one earthen, sand, or stone
deals 4d6 damage to each creature and object in your surface you can reach. The hole extends no wider or
zone. deeper than the surface allows. Producing this effect
ends the spell early.
Sudden Shockwave • Cause an object made of earth, sand, or stone to
Requirement You are in contact with a surface of earth take damage equal to its Health and collapses into a
or stone. pile of rubble.
Target A line of three zones starting at one of your • Turn ground becomes challenging terrain.
zone’s borders and extending away from it. • Cause a wall with a thickness of 3 feet or less to
Effect A shockwave tears through the ground in each completely crumble, blanketing half the zone to other
target zone, causing the surface to ripple like the side in challenging terrain. Thicker walls drop chunks
water in a pond. The ground in the zones becomes from the face that cover the ground below with
challenging terrain until cleared away, while the challenging terrain.
shockwave deals 4d6 damage to everything on the • Cause the ceiling, up to 3 feet of it, to break apart
ground and double this damage to objects in contact and fall into the zone, dealing 2d6 damage to
with the ground. A creature in a target zone makes an everything under it and covering the ground in

59
challenging terrain. A creature makes an Agility roll takes 6d6 damage, and becomes immobilized until
and takes half damage on a success, or falls prone on the spell ends or the target overcomes the affliction
a failure. Depending on the ceiling’s thickness, with a successful Strength roll. At the end of the
anything in the zone above might tumble into the round, each creature immobilized by the spell takes
target zone, dealing extra damage to everything in the 3d6 damage. For each target immobilized by the spell,
zone, the amount of which the Sage decides. reduce the number of creatures and objects you
choose during your next turn by one.
Earthquake
Requirement You are in contact with a surface of earth Stone Form
or stone. Requirement You are in contact with a surface of earth
Target The ground in your environment. or stone.
Effect An earthquake shakes the ground in the target Effect You turn yourself into a living statue. For 1 hour,
environment, centered on your zone. The shaking you have following traits in addition to your normal
deals 6d6 damage to each creature and object, other traits:
than you, on the ground in your zone and each zone • You make Strength rolls with 1 boon and you
within three zones. The damage applies to creatures impose 1 bane on rolls against your Strength.
on or inside objects on the ground in your zone. The • You increase your Health score by 20.
spell deals 4d6 damage to similarly disposed • Your unarmed strikes deal an extra 1d6 damage.
creatures in objects more than three zones from you, • You take half damage from fire, lightning.
but within six, and deals 2d6 damage to such • Weapon Resistance You take half damage from
creatures and objects beyond three zones to the edges weapons that are not magical.
of the environment. Objects take double this damage. • You are immune to the effects of deprivation,
A creature that takes the damage makes an Agility exposure, and suffocation. In addition, you are
roll and, on a failure, falls prone and instead takes immune to damage from cold.
double the damage. • You cannot swim. If you enter a liquid, you sink to
Any structure destroyed by this damage collapses the bottom and treat the ground there as
and any creature inside them take 4d6 damage and challenging terrain.
become buried under the rubble. • If you fall prone, you cannot stand up until you
The earthquake might have additional effects as the overcome the affliction with a successful Strength
Sage decides depending on the environment. In a roll.
body of water, the earthquake might produce a tidal
wave that floods nearby shores. The quake could Summon Earth Pneuma
cause dams to break, bridges to fall, and more. Requirement You are in contact with a surface of earth
An aftershock repeats the spell’s effect in the same or stone.
environment after 1d6 hours. Casting This spell takes effect at the end of the round in
which you cast it.
Release the Avalanche Target Your zone.
Requirement You are in contact with a surface of earth Effect An earth pneuma forms on the ground in the
or stone. target zone and becomes a companion under your
Target A line of three zones starting at one of your control for 24 hours, until it is incapacitated, or you
zone’s borders and extending away from it. acquire another companion from a magical source.
Effect The ground along the border churns, heaving up The earth pneuma is a magical animated object that
a pile of rocks that then tumble through each zone appears as a 10-foot-tall humanoid hulk formed from
until they reach the zone farthest from you. Each dirt, sand, and stone, with only the most rudimentary
creature and object in the path of the debris takes features. The earth pneuma uses the following rules:
10d6 damage. Unsecured objects are picked up and
moved into the farthest zone. Each creature that takes Earth Pneuma
this damage makes a Strength roll. On a failure, the Level 4 Type Animated Object
creature moves to the farthest zone where it falls Senses Awareness 3
prone and becomes buried in the rubble. Defense 8 Health 30
Strength 15 (+5) Agility 8 (–2)
Intellect 8 (–2) Will 15 (+5)
Rock Dragons Immune asleep, blinded, deafened, immobilized,
Requirement You are in contact with a surface of earth impaired, poisoned, prone, weakened
or stone. Weapon Resistance An earth pneuma takes half
Target One zone you can see within three zones. damage from weapons that are not magical.
Effect From the ground form three tentacles of rocks Explosive End If the pneuma becomes incapacitated,
that harass your foes for 1 minute. When you cast the the pneuma’s body blows apart, dealing 2d6 damage
spell and again on each of your turns until the spell to each creature and object in its zone. A creature
ends, choose three creatures or objects in the target makes a luck roll and takes an extra 2d6 damage on a
zone. A target makes an Agility roll and, on a failure,
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failure. Then, rubble spreads challenging terrain
across the ground in the zone the pneuma previously
occupied that remains until cleared away.
Pass through Earth and Stone The earth pneuma can
move across challenging terrain and through
obstacles caused by earth, sand, and stone as if they
did not exist,
Melee Attack—Fist Strength with 1 boon against
Defense. On a success, the target takes 4d6 damage,
makes a Strength roll and falls prone on a failure.
Earthshattering Stride (move) The earth pneuma
moves into an adjacent zone. Each creature on the
ground in that zone makes an Agility roll and falls
prone on a failure.

61
Hydromancy
Target One creature or object within three zones.
Effect A powerful blast of water rushes at the target.
Make a Will roll against the target’s Agility. On a
Hydromancy offers control over liquids and
success, the target takes 1d6 damage and makes a
vapors, so that casters can create and control both Strength roll. If the result of your roll is 20 or higher
with a word and a gesture. and exceed the target number by at least 5, the target
takes an extra 1d6 damage and makes its Strength roll
Starting Spells with 1 bane. On a failed Strength roll, you move the
target up to one zone, unless it is a secured object,
and then the target falls prone.
Breathe Water
Target Up to five creatures in your zone.
Effect Water fills the lungs of each target, yet the target Novice Spells
can breathe normally. For 1 hour, or until the target
uses a minor action to cough out the water in its Fluidity of Form
lungs, the target can breathe while submerged in any Effect Your body flows like liquid for 1 minute. Your
liquid. In addition, the target is immune to any ignore the effects of moving across challenging
inhaled toxins. terrain, you have the Slippery trait, and you make
rolls to swim with 2 boons. You can squeeze through
Drown the Land openings as narrow as 1 inch. Finally, when an effect
Target The ground in one zone within three zones. would cause you to become immobilized, you can use
Effect The target ground becomes a soupy mess of a reaction to overcome the affliction without having
slippery mud for 1 hour, at which time it dries and to make an attribute roll.
regains its normally consistency. Any creature on the
ground in the zone when you cast the spell or that Flying Jellyfish
enters it makes an Agility roll and, on a failure, falls Casting You can cast this spell three times.
prone and becomes covered in mud. Target One creature or object within three zones.
Effect A jellyfish flies toward the target. Make a Will roll
Raise Fog against its Agility. On a success, the thing hits and
Target Up to six contiguous zones within ten zones. deals 5d6 damage. If the result of your roll is 20 or
Effect Mist rises from the ground in each target zone, higher, the target also becomes immobilized (luck
thickening until it becomes dense fog. The fog ends). At the end of the round, for 1 minute, the target
obscures each zone and prevents creatures in those loses 1d6 Health. A target can use an action to wash
zones from seeing anything outside them. The spell away the poison and end the loss of Health effect.
lasts for 1 hour or until you use an action to end it
early. Harden Water
Target One zone within three zones.
Steam Blast Effect A ball of water forms in your hands, hardens to
Target One creature or object in your zone or an ice, and flies from you. When the ball reaches the
adjacent one. target zone or encounters an obstacle before then, it
Effect A jet of steam blasts the target, dealing 1d6 explodes, dealing 1d6 damage to each creature and
damage to it. Make a Will roll against the target’s object in the zone. A creature makes a Strength roll
Strength. On a success, the target takes an extra 1d6 with 1 boon and, on a failure, takes an extra 2d6
damage and becomes Agility impaired until the end of damage and becomes Strength impaired until the end
its next turn. Regardless of the result, the mist of its next turn. Ice crystals obscure then obscure the
obscures the target’s zone until the start of your next zone until the end of your next turn.
turn.
Quicken Clouds
Water from a Stone Target One zone and each one adjacent to it within six
Target One stone object in your zone. zones.
Effect Water gushes forth from the target object for 1 Effect Thick clouds form at the top of each target zone
minute, during which time four canteens or and release rain, sleet, or snow, depending on the
waterskins can be filled with the liquid (assuming prevailing temperature, for 1 minute. The
suitable containers are available). Anyone who drinks precipitation extinguishes all natural flames,
a full container of the water heals 1d6 damage and is disperses natural vapors, and washes away all tracks
immune to deprivation from thirst for 24 hours. and other signs of passage. Any containers left open
in a target zone fill with water. The precipitation
Water Jet obscures all zones and, finally, impose 1 bane on rolls
Casting You can cast this spell three times. to attack targets in these zones or beyond them using
ranged attacks.
62
At the end of the hour, if you are still within six Hydromantic Chalice
zones of the target zones, you can use an action to Requirement You have in your hands a metal chalice
extend the duration by 1 hour. You can extend the worth 5 sp or more.
spell for up to 24 hours. Target The required chalice.
Effect Elemental magic flows into the chalice, causing it
Tidal Influence to fill with water or some other liquid—wine, beer,
Casting You cast this spell as a minor action. juice, or broth. When tipped, the liquid bubbles up
Target Your zone and each adjacent one. from the bottom of the chalice to fill it to the brim. If
Effect An invisible tide rolls in and rolls out for 1 held at an angle, liquid pours out of the chalice in a
minute. Whenever a creature starts its turn in a target constant stream, producing about 6 gallons each
zone, it makes a Strength roll. On a failure, the target round.
is pushed into an adjacent zone if it is in your zone, or While you hold the chalice, you can intensify the
pulled into your zone if it is in an adjacent zone. A pressure of the liquid to release a blast from it. As an
target moved in this way grants 1 boon on rolls made action, point the chalice at one creature or object
against its Defense and Agility. within three zones and make a Will roll against the
target’s Agility. On a success, the target takes 9d6
Watery Wall damage, is pushed into an adjacent zone, and then
Target One border within three zones. falls prone.
Effect Water forms a barrier across the target border The spell causes the chalice to produce liquid for 1
and remains there for 1 hour. A creature can move minute or until you end the effect early.
across the border, but when it does, it make a
Strength roll. On a failure, the water snatches the Ochre Mist
creature and carries it up toward the top of the wall, Target One zone within three zones.
and then drops it prone in the zone it attempted to Effect Thick yellow fog appears in the target zone and
leave. The barrier causes all rolls for ranged attacks remains for 1 minute. The fog is thick enough to block
against targets beyond it to fail. all forms of light. Any creature that takes a turn in the
fog takes 6d6 damage and makes a Strength roll. On a
Expert Spells failed roll, the becomes Intellect impaired and
poisoned (luck ends both). While it has these
afflictions, the creature cannot leave the zone.
Corrosive Cloud
Target One zone within three zones. Watery Sphere
Effect From the center of the target zone spill out Target One zone within three zones.
tendrils of green mist that obscure the zone for 1 Effect A hovering sphere of water, 15-feet in diameter,
minute. Any creature that takes a turn in the zone appears in the target zone and remains for 1 minute.
takes 5d6 damage from the corrosive droplets, plus When the sphere appears, it attempts to engulf one
an extra 1d6 damage at the end of each round (luck creature in its zone. Then, on each of your turns, you
ends). Organic materials such as leather, wool, cotton, can move the sphere into an adjacent zone and
and the like disintegrate. attempt to engulf another creature in its zone. The
sphere can flow around obstacles smaller than it
Fill the Lungs when it moves.
Casting You can cast this spell three times. When the sphere attempts to engulf a creature,
Target One air-breathing creature in your zone or an make a Will roll with 1 boon against the creature’s
adjacent one. Agility. On a success, the creature moves into the
Effect Water suddenly fills the target’s lungs, causing it sphere’s space and remains there until the spell ends.
to take 2d6 damage and suffocate. The target can While engulfed, the creature moves with the sphere
overcome the suffocation effect with a successful when it moves. The creature is affected by suffocation
Strength roll with 1 bane. unless it can breathe while submerged in water.
Finally, the engulfed creature can target no creature
Forceful Geyser outside of the sphere for its attacks, spells, talents,
Target One zone within six zones. and other effects it would produce.
Effect The ground splits open to release a geyser of An engulfed creature remains so until it overcomes
super-heated water. The steam and scalding water the effect with a successful Strength roll with 1 bane,
deal 8d6 damage to each creature and object in the On a success, the creature lands prone in the sphere’s
target zone. Each creature in an adjacent zone makes zone.
a Strength roll and, on a failure, takes half this The sphere can have up to five human-sized
damage. The steam obscures the target zone and each creatures captured at a time. If it captures a creature
adjacent zone until the end of your next turn. beyond this number, each other engulfed creature
makes a luck roll and the creature with the highest
result automatically overcomes the effect.
63
Certain effects can target the sphere. Any cold- water resumes its normal behavior. Creatures in a
producing effect that targets the sphere or the zone it target water move with the water to remain inside it.
is in freezes the sphere in place until the end of your • Choose one zone you can see. Fill it with water,
next turn. Being frozen in place prevents the sphere drain it of water, or form a dry passage through it
from moving or engulfing creatures, but each creature that stretches from one side of the zone to the
it has engulfed takes 3d6 damage and attempts it other.
makes to overcome the effect fail automatically. • You affect up to 1 mile of a river or smaller course
Any fire-producing effect that targets the sphere or of flowing water. You can still the waters, dam one
the zone it is in causes scalding steam to obscure the side, causing flooding behind it, slow the speed of
zone until the end of your next turn. The steam deals the river, speed it up to make it treacherous, or
3d6 damage to each creature in the zone. divide the river into two rivers.
Any lightning-producing effect that targets the • You can affect any body of water that has a
sphere deals 5d6 damage to each creature the sphere diameter of up to 1 mile. You can raise the waters,
has engulfed. In addition, the engulfed creature makes causing flooding along the edges, or lower it so that
a Strength roll and, on a failure, becomes stunned the waters completely drain away. You can also
until the end of its next turn. make a dry trail through the waters, such that the
waters recede to either side and remain there for
Master Spells
the duration.
For larger bodies of water, you can affect a cube of
water, 1 mile on each side. This might cause localized
Fog of Death flooding, wash away bridges, capsize vessels, and the
Target One zone with three zones. like. You can also lower the surface of the water in a
Effect Crimson mist gathers at the bottom of the zone larger body, creating a whirlpool that deals 2d6
and remains there for 1 minute. Any creature that damage to everything caught inside it. Avoiding,
starts its turn in the zone loses 5d6 Health and makes sailing out, or rowing out of the whirlpool requires a
a Strength roll. On a failure, the creature loses an successful attribute roll with 1 bane. The attribute
extra 5d6 Health. Until the spell ends, you can use an used depends on the activity, such that a swimmer
action if you are within range of the mist to move it and a person rowing a boat would make a Strength
into an adjacent zone. roll, while someone sailing a boat might make an
Agility or Intellect roll.
Liquid Ice
Casting You can cast this spell three times. Raise the Waters
Target One creature within three zones. Target Up to six contiguous zones, each of which is
Effect Freezing cold water pours from your hands. Make within twenty zones.
a Will roll with 1 boon against the target’s Agility. On Effect You either fill the target zones with water or turn
a success, the target takes 20d6 damage. If the result the ground in the zones into a soupy morass. The
of your roll is 20 or higher and exceeds the target effects of either option follow:
number by at least 5, the target takes an extra 5d6 • Water-Filled Water rises in each zone until they
damage. If the damage causes the target to become become completely filled. The magic holds the
injured, it also becomes immobilized from the ice that water in these zones for 1 hour or until you end the
now covers its body. The affliction persists until the spell as a minor action. When the spell ends, water
target overcomes it with a successful Strength roll. At rushes out of the zones, spreading through
the end of each round when the target is immobilized connected zones until it disperses. Each creature
in this way, it takes 1d6 damage from cold. and unsecured object in a zone adjacent to a water-
If your roll is a failure, water spreads out across the filled zone takes 3d6 damage and must make a
ground in the zone and then freezes. Any creature on Strength roll. On a failure, the creature takes an
the ground in the zone makes a Strength roll. On a extra 4d6 damage and is moved one zone in the
failure, it becomes immobilized (luck ends). For 1 direction the water moves and then falls prone. The
minute, ice covers the ground in challenging terrain. water douses all exposed flames within six zones of
the target zones.
Ocean Heart • Morass Earth, sand and stone in the zones become
Effect You can control water for 24 hours. When you slippery, wet mud down to a depth of 10 feet and
cast this spell and again when you use an action to do retains this consistency for 1 hour. Any creature or
so before the spell ends, choose one of the following object on the surface sinks to the bottom. To get
effects, targeting one body of water you can see—a out, a creature can swim to a zone’s edge.
river, pond, or lake, or part of a larger body of water If there’s an open space within 15 feet under
such as a sea or an ocean. Note that many the zones, the mud breaks through and drains into
consequences from casting this spell are left for the the zone below until it fills the volume of space
Sage to decide. Each effect lasts until this effect ends below or the until the zone is drained of mud. The
or until you use an action to end it, at which point the
64
draining mud carries with it any creatures and makes a Strength roll with 1 boon and, on a failure,
objects on the ground when you cast this spell. falls prone.
If you target zones overhead, the mud falls, Special Movement Slippery, Squeeze (1/2 inch),
crashing down and dealing 7d6 damage to Swimmer, Water Walk
everything underneath it. A creature makes a Explosive End When the pneuma becomes
Strength roll, falling prone on a failure, or taking incapacitated, each creature in its zone is pushed into
half damage on a success. the nearest adjacent zone.
Depending on where you cast this spell, you Melee Attack—Wave Strength with 1 boon against
might damage structures, cause bridges to collapse, Agility. On a success, the target takes 4d6 damage, the
walls to topple, and even buildings to slide, as the pneuma moves it into an adjacent zone, and the target
Sage adjudicates. makes a Strength roll, falling prone on a failure.
The mud gradually dries until it returns to its
normal consistency.

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 hour or until you end the spell as a minor action.
Replace your traits with the following:
• You cannot speak.
• You cannot lift, move, or interact with objects.
• You make Agility rolls with 1 boon.
• You ignore suffocation and attempts to grab you
fail.
• You can squeeze through openings wide enough to
permit the passage of water.
• You automatically succeed on rolls to swim.
• You are invisible while submerged in any liquid.
• You take half damage from all sources, except cold.
When you take damage from cold, you become
immobilized (luck ends) but your Defense
increases by 5 for as long as the affliction lasts.

Summon Water Pneuma


Casting This spell takes effect at the end of the round in
which you cast it.
Target Your zone.
Effect You cause a water pneuma to form in an empty
space in the target zone and become a companion
under your control for 24 hours, until it is
incapacitated, or you acquire another companion
from a magical source. The water pneuma appears as
a 10-foot-long serpent formed from water. The water
pneuma uses the following rules:
Water Pneuma
Level 4 Type Animated Object
Senses Awareness 3
Defense 17 Health 30
Strength 13 (+3) Agility 13 (+3)
Intellect 8 (–2) Will 15 (+5)
Immune asleep, blinded, deafened, immobilized,
poisoned, prone
Frozen Pneuma When the water pneuma takes damage
from cold, it cannot leave its zone until the end of its
next turn, but its Defense increases by 5 until then.
Watery Presence Mist obscures the pneuma’s zone and
extinguishes all natural flames in its zone. At the end
of each round, each creature in the pneuma’s zone

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Illusion
Effect For 1 hour, sound emanates from a point inside
the target zone. The sound can be noise or speech in a
language you know, and its volume can be as quiet as
Illusion magic fools the senses. The simplest spells
a whisper or as loud as thunder. Exceptionally loud
affect just one sense—people see things that aren’t noise deafens creatures in the zone for as long as they
there or hear phantom noises. Advanced spells can remain in the zone, and make it impossible to hear
transform areas, making what is foul into a whispers in zones adjacent to the target zone. You can
sumptuous, lavish paradise. They can mask freely change the sound to mimic effects such as the
dangers or hide entire zones from view. They can clash of blades, a conversation, or the approach or
also make victims believe themselves to have been retreat of footsteps.
harmed and even create hideous things that seem
so real their claws and teeth open actual wounds. Seeming
Although nothing the tradition produces is real, Casting You can cast this spell three times.
the impression the spells trick the mind into Target Up to five creature in your zone.
Effect You disguise each target with an illusion that
believing the sights and sounds until they find it
lasts 1 hour. You make all decisions about the
almost impossible to discern reality from fantasy. disguise, including apparent ancestry, height, weight,
A target lacking an Intellect score is immune to and any other physical or cosmetic detail you choose.
harm from Illusion spells. Changes to height and weight cannot exceed a 25
percent difference—taller or shorter, thinner or
Starting Spells thicker. The spell also disguises whatever the target
wears and carries, causing such objects to appear as
you choose. The disguise conceals only one’s
Beset with Vertigo appearance and has no effect on sounds the target
Target One creature within three zones. makes from armor worn or equipment carried.
Effect The target becomes Agility impaired (luck ends).
While impaired in this way, the target makes an
Agility roll when it moves and falls prone on a failure. Novice Spells
Create Image Allies to Enemies
Casting You can cast this spell three times. Target One creature in your zone
Target One cube of empty space, up to 10 feet on each Effect The target becomes dazed (luck ends). When the
side, in your zone or an adjacent one. target takes a turn, it makes an Intellect roll. On a
Effect For 1 minute, the target space contains an image success, the spell ends for the target. On a failure, the
of a creature, object, or force. The image appears real target sees its allies as its enemies and you and your
and, if you produce an image of a creature, it moves in allies as its allies until the end of its turn.
a lifelike manner. The illusion can move anywhere you
choose inside its zone. A creature that touches the Create Cacophony
illusion automatically recognizes it as false. Casting You can cast this spell three times.
Target One zone you can see within three zones.
Distort Appearance Effect A loud noise sounds in the target zone and
Target One creature in your zone or an adjacent one. carries for ten zones. Each creature in the zone makes
Effect The target appears blurry and indistinct for 1 an Intellect roll and, on a failure, the creature takes
minute. The spell imposes 1 bane on rolls against the 2d6 damage and becomes deafened (luck ends).
target’s Defense and Agility.
Glamer
False Harm Casting You can cast this spell three times.
Target One creature in your zone. Target One creature, object, cube of space, up to 10 feet
Effect The target believes it has been harmed in some on a side, in your zone.
way. Make an Intellect roll against the target’s Effect You create a visual illusion to make the target
Intellect. On a success, the target reduces its Health appear to be whatever you choose and remains there
by 5 for 1 minute. If the result of your roll is 20 or for 1 hour. A creature might look like a column, a pit
higher and exceeds the target number by at least 5, could look like a rug, a roaring fire can appear to be a
the reduction to Health becomes 10. On a failure, you swirling cloud of rose petals, and a door might appear
regain the casting of this spell after 1 minute. as a blank stretch of wall. The illusion holds up under
visual inspection only; if touched, the spell ends.
Hullabaloo
Casting You can cast this spell three times.
Target One zone within three zones.

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Illusory Envoy moves and if it does, as well as what, if any, sounds it
Target One empty person-sized space in your makes.
environment that you have seen at least once before. Any movements and sounds created by the spell
Effect An illusion of yourself appears in the target space continue for 1 hour before starting over at the
and remains for 8 hours. As a minor action, you can beginning, as if you had just cast the spell.
merge your mind with the illusion so that you can A creature suspicious of the target zone can use an
perceive from it as if you were there and speak action to make an Intellect roll. On a success, the
through it in your own voice. While under this effect, creature sees the zone for what it is.
your body counts as being unconscious. You control The spell lasts 24 hours or until you use an action
this illusion as if it were you and if you cast a spell, it while within six zones of the effect to end it early.
originates from the illusion. The illusion uses your
attribute scores, Defense scores, and other Create Phantasm
capabilities, but its Health score equals your Intellect Target Your zone.
score. If the illusion is destroyed, the spell ends early. Effect A phantasm appears in an empty space on the
ground inside the target zone. The phantasm
Illusory Force becomes a companion under your control for 1 hour,
Casting You can cast this spell three times. or until it is incapacitated, and then disappears. The
Target One creature in your zone or an adjacent one. phantasm uses the following rules:
Effect Make an Intellect roll against the target’s Phantasm
Intellect. On a success, the target takes 4d6 damage. If Level 2 Type Animated Object
the result of the roll is 20 or higher and exceeds the Senses Awareness 1
target number by at least 5, the target also falls prone. Defense 17 Health 10
If the roll results in a failure, you regain the expended Strength 12 (+2) Agility 12 (+2)
casting of this spell after 1 minute. Intellect — Will —
Immune all afflictions
Thimblerig Fearsome Impose 1 bane on rolls to attack it by
Casting You cast this spell as a minor action. enemies not immune to the frightened affliction.
Effect Until destroyed, four illusionary copies of you Melee Attack—Claws and Teeth Strength against
move with you when you move and continually Intellect. On a success, the target takes 3d6 damage.
change places.
When a creature that can see you succeeds on a roll Dislocate Self
against your Defense, Strength, or Agility, make a luck Casting You can use a reaction to cast this spell when an
roll with a number of boons equal to the duplicates enemy you can see attacks you.
you have remaining. On a success, the roll targets a Effect You become invisible while an illusory copy of
duplicate and that duplicate disappears. On a failure, yourself springs into existence a few feet away from
roll targets you. you. When you perform an activity, you make it seem
as if the illusion performs the activity. When a
Expert Spells creature succeeds on a roll to attack you and is not
aware of your true position, the creature strikes the
copy and destroys it. At the end of the round, a new
Create Mirage copy appears. The spell lasts 1 minute.
Casting You spend 1 minute in preparation and cast this
spell when you finish. You can cast this spell three
times.
False Healing
Target One zone or smaller space within six zones. Casting You can cast this spell three times.
Effect An illusion changes what creatures see, hear, Target One creature in your zone.
smell, and feel in the target space. You can create Effect You convince the target that it has healed its
illusions that alter a few details or make the zone wounds. The target increases its Health by 10 for 1
appear completely different. You could conceal a trap hour. Make an Intellect roll against the target’s
or make it seem one exists. You can render fire Intellect. On a success, the target’s Health increases
invisible or make it seem to burn somewhere else in by an additional 15. When the spell ends, if the target
the zone. You can incorporate existing features into has any damage, the target makes a Will roll and
the new appearance, hide features, and introduce become weakened for 1 minute on a failure.
new ones. You can produce harmless illusions of
creatures that behave in whatever manner you Imaginary Death
choose. Casting You can cast this spell three times.
You can make the illusion constant or one triggered Target One creature within three zones.
by the appearance of one or more creatures, the Effect The target becomes invisible and an illusion of its
reaching of a particular time, or if something corpse appears on the ground at its feet, apparently
happens. Regardless, you decide how the image having fallen there. The illusion appears and smells
67
real, but any creature that touches it recognizes it as You can introduce harmful features to the
being false and becomes immune to the target’s environment so that they take whatever form you
invisibility from this spell. If the target harms a choose. A harmful feature deals 6d6 damage to a
creature that cannot see it, the creature it harms creature once per round and a creature can make an
makes a Will roll and, on a failure, become frightened Intellect roll and takes no damage on a success.
of its zone until the end of its next turn. The spell can alter the appearance of creatures in
the environment, but has no effect on their rules or
Mask Presence general dimensions, though they might behave in a
Target One creature or object in your zone or an different manner based on their forms. For example, a
adjacent one. bear might appear as a bear-sized fluffy stuffed
Effect Other creatures cannot perceive the target using animal, but still remain dangerous.
a sense you choose when you cast this spell. You could You can also populate the environment with
make the target invisible or mask the taste of poison harmless illusory creatures that otherwise seem fully
in a cup. The spell ends if the target is harmed or real.
consumed. The spell lasts 1 hour or until you use an
action to end it early. Create Phantasmal Monstrosity
Target One zone you can see within three zones.
Master Spells Effect A phantasmal monstrosity appears in on the
ground inside the target zone and becomes a
companion under your control until you become
Alter Reality unconscious or you acquire another companion from
Effect You can reshape reality with illusions for 1 hour. the casting of a spell or use of a talent, at which point
You can cast any of the following spells that you know the phantasmal monstrosity disappears. The
without expending a casting from them: Create Image, phantasmal monstrosity uses the following rules:
Create Phantasm, Glamer, Hullabaloo, Illusory Force,
and Mask Presence. In addition, you are immune to Phantasmal Monstrosity
Illusion spells and you automatically recognize them Level 4 Type Animated Object
for what they are. Senses Awareness 1
Defense 10 Health 40
Strength 13 (+3) Agility 12 (+2)
Create Doppelganger Intellect — Will —
Target Your zone. Immune all afflictions
Effect An illusion of yourself appears in the target zone Fearsome Impose 1 bane on rolls to attack it by
to become a companion under your control. The enemies not immune to the frightened affliction.
illusion looks and sounds real. It uses your rules, but Melee Attack—Claws and Teeth Strength with 1 boon
is a magical animated object. Whenever you move, against Intellect. On a success, the target takes 4d6
you can move the illusion in the same manner. When damage.
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 Hallucinatory Torment
roll. On a success, you instantly switch places with the Target Up to three creatures in the same zone you can
illusion so that it is the target of the attack instead of see within three zones.
you. The illusion remains for 24 hours or until Effect Each target hallucinates for 1 minute or until it
destroyed. 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
Create Phantasmagoria turn, it makes a Will roll. On a failure, the target uses
Target Your environment. its action to attack something it perceives but isn’t
Effect You mask the target environment with illusions real.
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 Horror Revealed
the illusion or introduce completely new ones as you Casting You can cast this spell three times.
choose. The illusion has visual, auditory, tactile, and Target One zone you can see within three zones.
olfactory components, which impose 2 banes on rolls Effect An illusion of something horrific appears in the
to discern the environment’s illusory nature. target zone and then vanishes. Each creature other
The illusion can suppress harmful features, such than you that can see the illusion makes a Will roll. On
that neither fire nor lava emit heat, traps cease to a failure, the creature drops whatever it is holding
function, and the like. The illusion can replace and becomes frightened of the target zone (luck
existing terrain with new terrain and normal terrain ends). While frightened in this way, the creature runs
features with different ones. You can render features away from the target zone on each of its turns and, at
invisible or call attention to them. the end of each round, takes 6d6 damage
68

69
Speak in Tongues
Invocation Effect When you speak, any creature that can hear you
The Invocation tradition sources from the gods and that knows at least one language can understand
themselves. Any god might grant access to the what you say. The spell lasts 1 hour.
tradition through sworn service, in addition to
other traditions of the caster’s choice. Invocation Novice Spells
spells manifest the divine in the world and can call
down the fires of divine wrath, whisk the faithful Divine Aid
to safety, and rouse the dead. Target One injured or weakened creature in your zone.
Effect The target heals 3d6 damage and ends the
Starting Spells weakened affliction, if it has it.

Divine Intervention
Battle Blessing Casting You use a reaction to cast this spell when you or
Casting You cast this spell as a minor action. an ally within three zones takes damage.
Target You and each ally in your zone. Target You or the ally that enabled the casting of this
Effect Each target makes rolls to attack and to resist the spell.
frightened affliction with 1 boon. The spell lasts 1 Effect Reduce the damage to 0 and you are dazed until
minute. the end of your next turn.

Consecrated Circle Genuflection


Casting You cast this spell as a minor action. Target Up to three creatures in your zone that can see
Target Your zone. you.
Effect A ring, of any size up to the edge of the target Effect A target falls prone and makes a Will roll. On a
zone, appears on the ground and remains there for 1 failure, the target takes 3d6 damage. If the target
minute. The ring imposes 1 bane on rolls to attack becomes injured as a result of this damage, it
anyone inside it from a creature outside it. In becomes frightened of you (luck ends).
addition, you or an ally inside the ring can, use an
action to end the spell early and heal 1d6 damage.
Holy Weapon
Target One weapon you wield.
Divine Fortune Effect The target weapon emits bright light for 1
Casting You use a minor action to cast this spell. You can minute. When you attack with it, you can use Will in
cast this spell three times. place of the attribute you would normally use, you
Effect You make luck rolls with 1 boon for 1 minute. roll with 1 boon, and the attack deals an extra 1d6
damage. Finally, if the result of your roll to attack with
Holy Water the weapon is 20 or higher and exceeds the target
Casting You can cast this spell three times. number by at least 5, the target of your attack makes
Target One container of clean water. a Will roll and becomes frightened of you until the
Effect The target liquid in the target container is holy end of your next turn on a failure.
for 24 hours, until it is expended, or after a full night’s
rest. Sacred Light
You or an ally can use an action to drink the liquid Target One creature within three zones.
and heal 1d6 damage. Effect A beam of holy light streaks toward the target.
Alternatively, you can throw the liquid at one Make a Will roll against the target’s Strength. On a
demon, faerie, fiend, spirit, or undead in your zone or success, the target takes 2d6 damage and it becomes
an adjacent one. If you succeed, the target loses 1d6 blinded until the end of your next turn. If the result of
Health and becomes dazed until the end of your next your roll is 20 or higher and exceeds the target
turn. number by at least 5, the target takes an extra 1d6
damage. On a failure, you heal 1d6 damage.
In a God’s Hands
Casting You can use a reaction to cast this spell when Shield of Righteousness
you make a Strength, Agility, Intellect, or luck roll. You Casting Any number of allies in your zone.
can cast this spell three times. Effect For 1 minute, each target’s Defense equals your
Effect You can substitute Will for the next attribute roll Will score. If it’s already higher than your Will score,
you make before the end of your next turn and you it increases its Defense by your Will modifier. While
roll with 1 boon. the target is under the spell’s effects, the target makes
luck rolls with 1 boon. The effects for any target that
ends its turn in a zone other than yours.
70
Expert Spells Effect Religious fervor burns in your heart for 1 minute,
granting you the following benefits:
• You make Strength rolls with 1 boon.
Called to Serve • You increase your Health by 12.
Casting You use a reaction to cast this spell when an ally • Your attacks deal an extra 1d6 damage.
within three zones shouts your name. • Once per round, when you take damage and are not
Target One creature within three zones. incapacitated as a result, heal 1d6 damage.
Effect You teleport to an empty space in the target’s
zone and make an attack. You can use Will in place of
the attribute you would normally use, you roll with 1
Master Spells
boon, the attack deals an extra 6d6 damage. If the
result of your roll is 20 or higher and exceeds the Apocalypse
target number by at least 5, the target also falls prone. Target Each enemy in one zone you can see.
On a failure, you regain the casting of this spell after 1 Effect Each level 5 or lower-level target dies, its body
minute. breaking apart into a swirl of ashes. Each other target
takes 10d6 damage.
Divine Vengeance
Casting You use a reaction to cast this spell when you or Benison
an ally in your zone takes damage. You can cast this Target One creature in your zone.
spell three times. Effect Choose one of the following: the target heals all
Target The source of the damage. damage, regains 5d6 Health, ends the blinded or
Effect A bolt of lightning strikes target. The target deafened affliction, or recovers from infection or any
makes a luck roll and takes 3d6 damage on a success, other ailment.
or 6d6 damage on a failure.
Divine Judgement
Guiding Light Target One creature within nine zones.
Casting You cast this spell as a minor action. Effect A bolt of lightning strikes the target. The target
Target The highest-level enemy within three zones. takes 10d6 damage and makes a Strength roll. On a
Effect For 1 minute, the target emits dim or faint light, failure, the target takes an extra 3d6 damage and falls
grants 1 boon on rolls to attack it, and makes rolls to prone. If the target becomes injured by this damage, it
resist harmful effects with 1 bane. When you succeed also becomes stunned and catches fire (luck ends
on a roll to attack the target, you can end the spell both).
early to deal an extra 9d6 damage to it.
Holy Word
Crown of Light Target Any number of creatures you choose in your
Effect You emit bright light for 1 hour. Each enemy in zone or an adjacent one.
your zone becomes cursed and weakened for as long Effect A target’s level determines the spell’s effect, as
as it remains in your zone. Demons, enemy faeries, shown below:
fiends, spirits, and undead in your zone take 2d6 • A level 5 or lower target dies, crumbling into a pile
damage at the end of each round, and your attacks of greasy ashes.
against cursed targets deal an extra 3d6 damage. • A level 6 or 7 target becomes stunned (luck ends)
and makes a Will roll. On a failure, the target
Holy Communion becomes permanently blinded and deafened.
Casting You spend 1 hour in preparation and cast this • A level 8 or 9 target becomes frightened of you
spell when you finish. until you become unconscious or it overcomes the
Effect You have three blessings until you spend them or affliction with a successful Will roll with 1 bane.
cast this spell again. You can use a reaction to spend a The frightened target runs away from you on each
blessing when any of the following conditions are met of its turns.
to produce the associated effect: • A level 10 or higher makes a Will roll and becomes
• When you make an attribute roll, roll with 3 boons. weakened (luck ends) on a failure.
• You impose 3 banes on rolls against you.
• When you would take damage, take half damage. Resurrection
• When you would gain an affliction, remove the Target Any number of dead creatures in your zone.
affliction. Effect Each target returns to life, regains 1d6 Health,
• When an ally moves in your zone or starts its turn and becomes weakened for 24 hours. You become
there, you cause the ally to heal 6d6 damage. weakened until the start of your next quest.

Zeal Supplication
Casting You cast this spell as a minor action. Casting You can cast this spell three times.
71
Target Any number of creatures you choose from those
you can see in any zone within three zones.
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).

72
Preserve Corpse
Necromancy Casting You spend 1 minute in preparation and cast this
Necromancy magic grants control over death and spell when you finish. You can cast this spell three
the dead. Although counted as one of the dark times.
traditions, not all who study it deserve the stigma Target One dead creature or undead in your zone.
Effect The target becomes is immune to decay and gives
attached to it. People study the magic to off no odor for 24 hours. An undead target also heals
understand life’s darkest chapter, to use the 1d6 damage.
powers of death to destroy evil they find in the
world, and to bend undead to their will, thus UNDEAD AND DECAY
preventing them from doing harm. Many Necromancy spells let you make undead servants.
The magic slows normal decay, but cannot stop it

Starting Spells completely. Unless you take steps to maintain your


undead servants, they decay between quests.

Blight the Living


Target Your zone.
Novice Spells
Effect Inky darkness blooms all over your body and
drains away to spread across the ground to stain Bone Burst
creatures in the target zone. A creature other than Target One enemy of flesh and blood in your zone or an
you makes a luck roll and becomes Strength impaired adjacent one.
(luck ends) on a failure. Effect The bones in the target’s body writhe to the point
of bursting. The target takes 2d6 damage, and you
Death Touch make an Intellect roll against the target’s Strength. On
Casting You cast this spell three times. a success, the target takes an extra 2d6 damage, of
Target One creature of flesh and blood in your zone or 4d6 damage if the result of your roll is 20 or higher
an adjacent one. The target can be behind total cover. and exceeds the target number by at least 5. If the
Effect Shadows form a glove over your hand that then target becomes injured as a result, the target falls
flies toward the target, passing through obstacles. prone. If the target becomes incapacitated as a result,
Make an Intellect roll against the target’s Agility. On a bones burst from its body and deal 1d6 damage to
success, the target loses 1d6 Health. If the result of each creature and object in its zone right before the
your roll is 20 or higher and exceeds the target target dies.
number by at least 5, the target loses an extra 1d6
Health. Crawling Hand
Target One severed hand within reach.
Death’s Door Effect Dark magic transforms the target into a crawling
Casting You cast this spell as a minor action. You can hand that becomes an undead companion under your
cast this spell three times. control for 1 hour or until it is incapacitated. The
Target One incapacitated creature in your zone. crawling hand understands what you say, but cannot
Effect Either the target dies or it heals 1d6 damage. If speak. When the spell ends, the hand decays instantly
the target dies, you heal 1d6 damage. until nothing remains. The hand uses the following
rules:
Exterminating Gas Crawling Hand
Target Your zone. Level 1/2 Type Small Undead
Effect Green mist spreads through the target zone and Senses Awareness 3
dissipates. Each creature in the zone other than you Defense 10 Health 5
makes a Strength roll. On a failure, the creature takes Strength 10 (+0) Agility 10 (+0)
2d6 damage. Intellect — Will —
Immune asleep, blinded, deafened, impaired, poisoned
Grave Mask Undead Resilience While the crawling hand is not
Effect You assume an unhealthy pallor that lasts for 8 injured, it takes half damage from weapons.
hours. During this time, you make rolls to resist Divine Doom Undead make luck rolls with 1 bane.
infection with 1 boon. In addition, you are invisible to Special Movement Climber
undead. If you harm an undead, the spell temporarily Melee Attack—Nails Strength with 1 boon against
ends (luck ends). Defense. On a success, the target takes 1d6 damage.

Flay
Casting You can cast this spell three times.

73
Target One enemy of flesh and blood within three Intellect — Will —
zones. Immune asleep, poisoned, weakened
Effect The target takes 1d6 damage from the rending of Undead Resilience While not injured, undead take half
its flesh. Make an Intellect roll against the target’s damage from weapons. Undead always take half
Strength. If the target is wearing no armor, you roll damage from cold.
with 1 boon. On a success, the target takes an extra Divine Doom Undead make luck rolls with 1 bane.
2d6 damage, or 4d6 damage if the result of your roll Special Movement no running
is 20 or higher and exceeds the target number by at Melee Attack—Hands Strength with 1 bane against
least 5. If the target becomes injured as a result, it Defense. On a success, the target takes 1d6 damage.
takes an extra 1d6 damage. If the target becomes
incapacitated as a result, the target dies, its skin
stripped from its body.
Expert Spells
Life Drain Bloated Dead
Target One creature of flesh and blood within three Casting You spend 1 minute in preparation and cast this
zones. spell when you finish.
Effect The target takes 2d6 damage and you heal 1d6 Target One undead in your zone or an adjacent one or
damage. one dead creature that is not undead.
Effect If you target an undead, it heals 9d6 damage.
If you target a dead creature, you transform it into a
Osseus Blade bloated dead, and it stands up to becomes an undead
Casting You cast this spell as a minor action. companion under your control until it is
Effect You form a long thin blade from a bit of bone. The
incapacitated, at which point the meat of its body
one-handed weapon remains for 24 hours. Attacks sloughs away and the bones melt into reeking jelly.
with the weapon deal 2d6 damage and the weapon
You can have one bloated dead companion at a
has the Keen property. You benefit from this property time. If you gain another, the oldest bloated dead
without needing to meet the requirement.
stops being your companion and becomes an enemy
When you attack with the weapon, you can use to all creatures until destroyed.
Intellect in place of the attribute you would normally
The bloated dead uses the following rules:
use. In addition, when your attack with the weapon
causes a living creature to become incapacitated, the Bloated Dead
creature dies and, at the end of the round, stands up Level 2 Type Undead
as a walking dead (see walking dead spell). The Senses Dark Vision
walking dead becomes a companion under your Defense 8 Health 20
control for 1 minute and then collapses, becoming an Strength 13 (+3) Agility 8 (–2)
ordinary corpse. This walking dead does not count Intellect — Will —
against your limits on controlling walking dead. Immune asleep, poisoned, weakened
Undead Resilience While not injured, undead take half
Walking Dead damage from weapons. Undead always take half
Casting You spend 1 minute in preparation and cast this damage from cold.
spell when you finish. Divine Doom Undead make luck rolls with 1 bane.
Target One human-sized undead in your zone or an Stench A foul smell emanates from the bloated dead,
adjacent one or one dead human-sized creature in causing enemies of flesh and blood in its zone to
your zone. become weakened for as long as they remain there.
Effect If you target an undead, it heals 3d6 damage. Melee Attack—Hands Strength against Defense. On a
If you target a dead creature, you transform it into a success, the target takes 2d6 damage. If the result of
walking dead. It stands up and becomes an undead the roll is 15 or higher, the target is also grabbed. If
companion under your control until it is the result of the roll is 20 or higher, the bloated dead
incapacitated, at which point it rots away at the end of can use a reaction to make a teeth attack against the
the round. same target.
You can have up to four walking dead companions Melee Attack—Teeth One grabbed or immobilized
at a time. If you gain another, the oldest walking dead creature. Strength with 1 boon against Defense. On a
stops being your companion and becomes an enemy success, the target takes 3d6 damage.
to all creatures until destroyed.
The walking dead use the following rules. Bone Carapace
Casting You cast this spell as a minor action.
Walking Dead Effect Bones you hold in your hands soften and spread
Level 1/2 Type Undead across your body at which point they harden into
Senses Dark Vision armor. Your Defense becomes 17 for 8 hours or until
Defense 8 Health 10
you become incapacitated, which ends the spell early.
Strength 9 (–1) Agility 8 (–2)
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The bones render you immune to damage from cold The running dead uses the following rules:
and impose 1 bane on rolls to attack you by creatures
that can see you and that are not immune to the Running Dead
frightened affliction. Level 2 Type Undead
Senses Dark Vision
Defense 13 Health 20
Death Smoke Strength 13 (+3) Agility 13 (+3)
Target Your zone. Intellect — Will —
Effect Smoke smelling of crematorium spills out of your Immune asleep, poisoned, weakened
mouth to fill the target zone with darkness that lasts Undead Resilience While not injured, undead take half
for 1 minute. At the end of each round, the smoke damage from weapons. Undead always take half
moves into one adjacent zone of your choice, and each damage from cold.
creature in a zone containing the smoke takes 3d6 Divine Doom Undead make luck rolls with 1 bane.
damage. You, spirits, undead, and animated objects Special Movement Run +1
are immune to this damage. A creature that takes this Melee Attack—Claws Agility with 1 boon against
damage also makes a Strength roll with 1 boon and Defense. On a success, the target takes 2d6 damage.
loses 1d6 Health on a failure.

Eaters of the Dead Master Spells


Target One creature within three zones.
Effect You shake your hands and from them fall a Abominable Dead
profusion of flesh-eating insects that then flow Casting You spend 1 minute in preparation and cast this
toward the target and envelop its body. The target spell when you finish.
becomes blinded for 1 minute or until it takes 10 Target One undead in your zone or an adjacent one or
damage or more from cold, fire, or lightning. If the one dead creature in your zone.
target is blinded at the end of the round, it makes a Effect If you target an undead, it heals 15d6 damage.
Strength roll. On a failure, the target loses 3d6 Health If you target a dead creature, you transform it into
and becomes weakened until the end of the next an abominable dead, and it stands up to becomes an
round. If the target’s Health drops to 0, it and undead companion under your control until it is
everything it was wearing and carrying that was not incapacitated, at which point it explodes, showering
made of bone or metal disappear. its zone with wet, slippery chunks of rotten meat.
You can have one abominable dead companion at a
Grave Grasp time. If you gain another, the oldest stops being your
Target One zone you can see within three zones. companion and it becomes an enemy to all creatures
Effect Pale, grasping hands rise up from the ground in until destroyed.
the target zone to turn it into challenging terrain for 1 The abominable dead uses the following rules:
minute. At the end of each round, each creature on
Abominable Dead
the ground in the zone makes an Agility roll. On a
Level 4 Type Large Undead
failure, the creature takes 3d6 damage and becomes
Senses Dark Vision
immobilized until the spell effect ends or the creature
Defense 6 Health 70
succeeds on a Strength roll to overcome the affliction.
Strength 14 (+4) Agility 8 (–2)
A creature already immobilized takes an extra 3d6
Intellect — Will —
damage and falls prone instead.
Immune asleep, poisoned, weakened
Undead Resilience While it is not injured, the
Running Dead abominable dead takes half damage from weapons.
Casting You spend 1 minute in preparation and cast this Stench A foul smell emanates from the abominable
spell when you finish. dead, causing enemies of flesh and blood in its zone to
Target One undead in your zone or an adjacent one or become weakened for as long as they remain there.
one dead human-sized creature that is not undead in Melee Attack—Fist Strength against Defense. On a
your zone. success, the target takes 4d6 damage, falls prone, and
Effect If you target an undead, it heals 9d6 damage. becomes weakened until the end of its next turn. If
If you target a dead creature, you transform it into a the result of the Strength roll is 20 or higher, the
running dead, and it stands up to becomes an undead abominable dead can use a reaction to make a foot
companion under your control until it is stomp attack.
incapacitated, at which point it rots away in a matter Melee Attack—Foot Stomp One prone creature. The
of moments. target takes 4d6 damage and makes a Strength roll
You can have one running dead companion at a and becomes stunned until the end of its next turn on
time. If you gain another, the oldest running dead a failure.
stops being your companion and becomes an enemy
to all creatures until destroyed.

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Angel of Death Death
Target One zone you can see within three zones. Target Your zone and each adjacent one.
Effect An angel of death appears in the target zone and Effect Shadows writhe in the target zones. Roll 15d6. A
remains there for 1 minute. creature of flesh in blood other than you with a
Each creature that sees it, other than you, makes a Health score equal to or less than the sum of this roll
Will roll. On a failure, the creature becomes that is in a target zone dies.
frightened of the angel of death until the spell ends or
the creature overcomes the affliction with a Shrieking Skull
successful Will roll. Casting You can cast this spell three times.
The angel of death is immune to attacks and Target One detached skull in your zone.
harmful effects. Effect You grip the skull and whisper into its eye
When a creature in the target zone becomes sockets. The skull rises into the air and hovers there.
incapacitated, the angel of death swoops toward the The skull becomes an undead companion under your
creature to steal its soul, which prevents it from being control for 1 hour or until it is incapacitated, at which
restored to life and the spell’s duration extends by an point, the skull falls and shatters on the ground. The
extra minute. skull understands what you say, but it cannot speak.
When a creature in the zone becomes injured, the The skull uses the following rules.
angel scurries toward it and the creature makes a luck
roll with 1 bane. On a failure, the creature takes 6d6 Shrieking Skull
damage. Level 2 Type Small Undead
When the spell ends, the zone fills with darkness Senses Dark Vision
that thwarts all light for 1 minute and then dissipates. Defense 15 Health 10
Strength 5 (–5) Agility 15 (+5)
Army of the Dead Intellect — Will —
Target Your zone and up to three adjacent zones. Immune asleep, poisoned, weakened
Effect Pools of mist appear in each zone that then rise Undead Resilience While it is not injured, the shrieking
until they obscure the zones for 1 minute, after which skull takes half damage from weapons.
time the spell ends. Special Movement Fly, Hover, Slippery
At the end of the round in which you cast this spell, Shriek (action) The skull shrieks. Each enemy in the
one controlled mob of walking dead rises from the skull’s zone makes a Will roll and, on a failure, takes
ground in each zone and remains until the spell ends. 2d6 damage, and becomes frightened of the skull
Each enemy that can see at least one mob makes a until the skull becomes incapacitated or the creature
Will roll. On a failure, the enemy becomes frightened overcomes the affliction with a successful Will roll. A
of all mobs until the spell ends or the creature target that succeeds on the roll to resist being
overcomes the affliction with a successful Will roll frightened or that overcomes the affliction becomes
with 1 bane. immune to being frightened by this skull’s Shriek.
The mobs use the following rules:
Slay
Undead Mob Casting You cast this spell three times.
Level 4 Type Large Undead Target One creature within three zones.
Senses Dark Vision Effect The target takes 7d6 damage and you make an
Defense 6 Health 80 Intellect roll against the target’s Strength. On a
Strength 12 (+2) Agility 9 (–1) success, the target takes an extra 7d6 damage, or
Intellect — Will — 10d6 damage if the result of your roll was 20 or
Immune asleep, poisoned, weakened higher and exceeds the target number by at least 5. A
Undead Resilience While not injured, the undead mob creature incapacitated by this damage dies.
takes half damage from weapons.
Special Movement No running
Spawn Walking Dead When the mob becomes
incapacitated, a walking dead appears in its zone. The
walking dead considers all creatures that are not
undead as enemies.
Grasping Hands (action) The mob reaches out for any
number of creatures in its zone. For each target, make
a Strength roll with 1 boon against its Defense. On a
success, the target takes 2d6 damage. If the mob’s
damage total is less than 40, the target takes an extra
2d6 damage.

76
Oneiromancy
dazed and Will impaired (luck ends both). Until the
affliction wears off, all other creatures are invisible to
the target and the zone appears to be safe and
Oneiromancy is the key that unlocks the door to
comfortable. If harmed, the target can make an
Dream, the place to which all sleeping creatures go Intellect roll and ends the spell early on a success. If it
and where they experience situations and people fails this roll, the target also becomes frightened of
formed from their dreaming mind. the zone until the spell ends. If you fail the roll, the
target just becomes weakened until the end of your
Starting Spells next turn.

Dream Visitation
Cause Fatigue Target One sleeping creature in your environment from
Casting You can cast this spell three times. which you have an object that belonged to the target,
Target One creature within three zones. a bit of its hair, nail, or a drop of its blood.
Effect Waves of lethargy wash over the target. Make an Effect You search for the target’s sleeping mind. Make
Intellect roll with 1 boon against target’s Will. On a an Intellect roll against its Will. On a success, you find
success, the target becomes Strength impaired and the target’s mind and enter its dreams. To the target’s
cannot use reactions or run until the end of your next dreaming self, you present yourself as anyone you
turn. choose and you communicate with the target
regardless of having any languages in common. In
Dream Catcher addition, you make the target’s dreams pleasant,
Target One creature in your zone. meaning that the target heals twice as much damage
Effect You catch glimpses of the target’s last dreams. as normal when it wakens, or unpleasant, in which
Make an Intellect roll against target’s Intellect. On a case the target derives no benefit from resting.
success, you learn one of the target’s secrets as
determined by the Sage. Whether the result is a Frighten
success or a failure, you make rolls against the target Casting You can cast this spell three times.
with 1 boon until the end of your next turn. Target One creature in your zone or an adjacent one
Effect You exaggerate the target’s fears. Make an
Lucid Dream Intellect roll against the target’s Will. On a success,
Effect You fall asleep for 1 hour. If you sleep the whole the target becomes frightened of you until you
time, you make attribute rolls with 1 boon until you become incapacitated or the target overcomes the
fail a luck roll or after a full night’s rest. affliction with a successful Will roll with 1 boon. If the
result of the roll is 20 or higher and exceeds the target
Nap number by at least 5, the target makes the roll to
Target Any number of allies in your zone. overcome the affliction with 1 bane instead. If you fail
Effect Each target falls prone and asleep for 1 minute. If the roll, the target grants you 1 boon on the next roll
the target sleeps for the full duration, it benefits as if you make against it before the end of your next turn if
it had rested for 1 hour. the target is not immune to fear.

Recall Nightmare Hypnotize


Casting You can cast this spell three times. Target One creature in your zone.
Target One creature within three zones. Effect You place the target into a dreamlike state, and
Effect The target makes attribute rolls against you with cause it to become your choice of Intellect impaired
1 bane until the end of your next turn. A target or Will impaired until the end of your next turn. When
immune to being frightened ignores this effect. the affliction wears off, provided you are still in the
target’s zone, you can make an Intellect roll against
Restful Sleep the target’s Will. On a success, the target becomes
dazed, Intellect impaired, and Will impaired (luck
Target Any number of sleeping creatures in your zone.
ends all). If you take a turn and the target is in your
Effect If the target sleeps for 1 hour after you cast this
zone, you can use an action to prevent the target from
spell, it heals an extra 1d6 damage.
making a luck roll to end this effect.

Novice Spells Imaginary Friend


Target Your zone.
Daydream Effect An invisible imaginary ally forms on the ground
Target One creature in your zone. inside the target zone to become a companion under
Effect The target’s mind wanders. Make an Intellect roll your control for 1 hour. If the imaginary friend
against its Will. On a success, the target becomes becomes incapacitated, you dismiss it as a minor

77
action, or you gain another companion from a magical If you failed the roll, you regain the expended
source, the spell ends early. If the imaginary becomes casting of the spell after 1 minute.
incapacitated, you make a Will roll and you become
stunned until the end of your next turn on a failure. Night Terrors
You can see your imaginary friend; you decide on Target Up to three creatures in one zone you can see
its appearance. The friend uses your Intellect score within three zones.
for its Defense, Health, and attributes. The friend Effect You bring to life the targets’ nightmares. For each
cannot harm other creatures directly, though it can target, make an Intellect roll against its Will. On a
use actions to carry things for you, help you with success, the target is affected based on its level.
tasks, and perform other activities as you choose. A level 4 or lower target falls prone and asleep
(luck ends). While sleeping, the target takes 4d6
Sleep damage at the end of each round; this harm does not
Target Any number of creatures in your zone or an waken it.
adjacent one. A target of level 5 or higher becomes weakened
Effect A level 1 target falls prone and asleep (luck ends), (luck ends). If a creature weakened in this way
though the target can be wakened by normal means, becomes injured or becomes weakened again, it is
which ends the spell for it. affected by this spell as if it were a level 2 creature.
Each other target makes a Will roll. On a failure, the
target becomes Strength impaired until harmed, or Nightmare
until the target overcomes the affliction with a Target One creature within three zones.
successful Will roll. Effect A level 4 or lower-level target becomes stunned.
A higher-level target makes a Will roll and becomes
Expert Spells dazed on a failure. At the end of each round, the target
makes an Intellect roll. On a success, nothing happens.
On a failure, the target takes 4d6 damage. If the target
Killing Dream succeeds on three rolls or if it suffers harm from any
Casting You can cast this spell three times. source other than this effect, the spell ends.
Target One creature within three zones.
Effect You make the target recall its nightmares. Make
an Intellect roll against the target’s Intellect. On a
Shattered Dreams
Target Up to three creatures in one zone you can see
success, the target becomes weakened until it
overcomes the affliction with a successful Will roll. At within three zones.
Effect You dash the targets’ hopes. The target becomes
the end of each round, the affected target takes 3d6
damage. A target that is immune to the frightened cursed and dazed (luck ends both). At the end of each
round the target is cursed, it falls prone and becomes
affliction is immune to this effect.
If you failed the roll, you regain the expended weakened until the end of the next round.
casting of the spell after 1 minute.
Slumber
Mind Bondage Target Any number of creatures all in one zone you can
see within three zones.
Target One creature in your zone.
Effect A creature of level 4 or lower falls prone and
Effect You attempt to bend a creature to your will. Make
an Intellect roll against the target’s Will. On a success, asleep (luck ends). If the target is wakened before it
the target becomes dazed (luck ends) and you apply succeeds on the luck roll, the target becomes
weakened (luck ends). A creature of level 5 or higher
one of the following effects to the target:
instead becomes weakened (luck ends).
• The target becomes controlled. If the target is
harmed, the spell ends immediately.
• Describe an activity you want the target to perform Master Spells
at some point within the next 24 hours that within
the power of the target to perform, does not
directly cause its death or bring harm to its loved
Dream Prison
ones or property. For example, you might suggest Target One creature in your zone.
Effect A target of level 6 or lower becomes cursed. A
the target unlock a door, speak a phrase, or start a
higher-level target becomes cursed (luck ends). While
fire. As part of the activity’s description, you also
define the event that triggers the activity. The event cursed in this way, the target’s eyes close and its mind
could be the expiration of a period of time, a signal enters the dreamlands until it is no longer cursed.
While in the dreamlands, the target perceives
of some kind, or the arrival at a particular place.
nothing of its surroundings; instead, the target
When you finish, the target is bound to perform the
stated activity when the triggering event occurs perceives its surroundings in the dreamlands, where
and does so unless somehow prevented. it might think it eats, drinks, loves, fights, and does
other things, believing this realm to be its new reality.

78
A target cursed in this way no longer involves itself Effect Choose one environment adjacent to yours. You
in what is goes on around it and falls under the Sage’s fix this environment in your mind as you and each
control. A target that can end this effect with a other target fall prone and asleep for 8 hours. If any
successful luck roll also removes the cursed affliction target is wakened before this time, the spell ends
from itself if harmed. early with no effect. If each target sleeps the entire
Since a target consumes dream food and drink, it time, all targets when they waken do so in a zone of
dies from deprivation. Also, with no means to identity the Sage’s choice inside the environment you chose
danger around it, the target might fall victim to any when you cast this spell.
number of mishaps. In combat, the target takes a turn
as normal and performs one of the following activities Eternal Sleep
determined by rolling a d6. Target One creature within three zones.
1: The target becomes stunned until the start of its Effect The target becomes dazed. At the end of the
next turn. round, the target makes a Will roll. The target makes
2: The target runs off in a random direction. the roll with 1 boon for each level it is higher than 6
3: The target jumps around and yells. and 1 bane for each level it is lower than 6, while a
4: The target attacks a creature in its zone, but makes level 3 or lower-level creature fails the roll
the roll with 3 banes. automatically.
5: The target falls prone and goes to sleep for 2d6 On a failure, the creature falls prone and becomes
hours. stunned. On a success, the target removes the dazed
6: The target pretends to eat, drink, clean itself, buy, affliction. A stunned target makes a Will roll at the
sell, or talk to someone that isn’t there. end of the next round, with the same number of
boons or banes as the previous roll. On a failure, the
Dreamscape target becomes asleep until it dies, until you die, or
Target Each creature in your zone. until you, and only you, use an action to waken it.
Effect For 1 minute, each target falls prone and falls
asleep for 1 minute. The target sleeps through harm Fear Incarnate
and attempts to waken it. Target One creature within three zones.
You create a dreamscape into which each target’s Effect A shadowy figure appears inside the target’s
mind travels. You make all decisions about the zone. The target sees this figure as the incarnation of
dreamscape’s appearance, but it cannot be any larger its greatest fear and becomes frightened of it until it
than six zones across in any direction. A creature that overcomes the affliction with a successful Will roll
would move beyond this distance, enters the zone on with 2 banes, which also ends the spell. The figure
the opposite side of the dreamscape. follows the target, always staying where the target
Depending on the nature of the dreamscape, the can see it. At the end of each round the target is
Sage might decide it features hazards and challenging frightened in this way, the target loses 6d6 Health.
terrain.
Each target believes it remains in the dreamscape
for 4 hours and benefits from resting this long if it
Night Horrors
Target Any number of creatures all in one zone you can
remains unconscious for the full minute.
see within three zones.
If you cast this spell in combat, you resolve the
Effect Nightmarish figures appear in the target zone
combat in the dreamscape as if it were real. Any
and attack the targets for 1 minute. Each target is
damage taken by a dreamer applies to its body. Any
frightened of the figures, and while frightened in this
creature that dies in the dreamscape dies.
A creature affected by this spell can use an action to way, the target cannot leave its zone. At the end of
each round, the affected target makes a Will roll,
roll Will. On a success, the creature’s imagination
taking 5d6 damage on a failure, or half damage on a
grants it one of the following benefits of its choice:
success. A target can attack a nightmarish figure: the
• The creature can fly until the spell ends.
figure has a Defense equal to your Intellect score. On a
• The creature imposes 1 bane on rolls against it
success, the target ends the effect for itself.
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.
79
Logic Armor
Order Casting You can use a reaction to cast this spell when an
Efforts to control magical energies, which, by their enemy attacks you. You can cast this spell three times.
natures, tend toward chaos and unpredictability Effect Until the end of your next turn, whenever you
led to the creation of the Order tradition. Order would take a variable amount of damage or lose a
variable amount of Health, the source treats any roll
spells apprehend magical energies and solidify of a die to determine the amount as if it has rolled a 1.
them into a “force,” a usually invisible energy that
has the property of solidity, but eventually
dissipates. As one might also expect, Order magic Novice Spells
also includes several spells to reduce randomness,
and to coerce others into performing certain Dampen Magic
activities. Casting You cast this spell as a minor action.
Target Each zone within three zones.
Effect When a creature in the target zone uses magic, it
Starting Spells first makes a Will roll. On a failure, the magic has no
effect. The spell lasts 1 minute.
Certain Outcome
Effect The next time you make an attribute roll before Inevitable Sword
your next turn ends, do not roll. Instead, determine Requirement You have at least one hand free.
the result of the roll as if you had rolled a 20 on the Casting You cast this spell as a minor action. You can
die. cast this spell three times.
Effect A blade of solidified magic emerges from your
Counter Spell hand and remains for 1 minute or until you become
Casting You use a reaction to cast this spell when a unconscious. When you use an action to attack with
creature within range uses an action to produce a the blade, you succeed on the roll automatically and
magical effect. You can cast this spell three times. the target takes 2d6 damage. Although it resembles a
Target The magical effect as it is being produced. weapon, the blade does not count as such.
Effect Make an Intellect roll. If the source of the magic is
a higher level than you, you roll with a number of Logic Prison
banes equal to the difference. If the source of the Casting You can cast this spell three times.
magic is a lower level than you, you roll with a Target One creature within three zones.
number of boons equal to the difference. On a success, Effect The creature becomes immobilized and remains
the magical effect ends immediately. so for 1 minute. While immobilized in this way, the
target makes rolls to attack with 1 bane, but the field
Force Binding around the target imposes 1 bane on rolls to attack it.
Target One creature in your zone or an adjacent one. An affected target can use an action to make an
Effect The target becomes immobilized until the end of Intellect roll. On a success, it solves the mathematical
your next turn. puzzle and the spell ends immediately.

Force Blast Mitigate Risk


Casting You can cast this spell three times. Effect Once per round, when a creature in your zone
Target Each creature in reach. makes a luck roll, you can add 5 or subtract 5 from
Effect You push the target out of your reach and the the result. The spell lasts 1 minute.
target makes an Agility roll. On a failure, the target
falls prone. Ordered Minds
Casting You can use a reaction to cast this spell when an
Force Platform enemy makes an attribute roll against your Intellect
Target Your zone. or Will or the Intellect or Will of an ally in your zone.
Effect A 1-inch-thick invisible plane of force covers a Target You and any number of creatures in your zone.
space on the ground. The plane can be up to 6 feet Effect Each target becomes immune to the frightened,
wide and long. As a minor action, you can lift or lower Intellect impaired, Will impaired, dazed, and stunned
the plane by up to 6 feet, regardless of what’s on it afflictions for 1 minute.
and it remains there until the spell ends or you move
it again. A creature can shove the platform, moving it Stasis Field
up to 6 feet per action used. The platform has Health Target One open border in your zone or an adjacent
40 and, if destroyed, drops everything on it. The one.
platform remains for 1 hour or until it’s destroyed. Effect A field obstructs the border for 1 minute. Any
object coming into contact with the field stops
80
moving. A creature that moves through the field the creature and magical effects it produces that
makes a Strength roll and, on a failure, it too stops target the creature's Strength or Agility target the
moving. The field even stops fire, cold, and energy bubble instead. Similarly, attacks the target makes
effects. and magical effects it produces that target other
Anything the field stops moving is held in stasis creatures’ Defense, Strength, or Agility target the
until the spell ends. The field prevents the creature or bubble instead.
object from using its senses, using actions, reactions, As an action, you to move the bubble into any
or moves, and renders it immune to damage, Health adjacent zone where it remains until you move it
loss, afflictions, and other effects. again or the spell ends. The spell lasts 1 minute, but
When the spell ends, everything caught in the field ends early when the bubble is destroyed. The bubble
resumes its movement as if nothing had happened to has Health 40. When the spell ends, anything in the
it. Resolve their effects starting with the first creature bubble falls.
or object held in stasis. Projectiles from ranged
attacks affect randomly determined targets between Geas
available creatures and objects in the zone. Other Casting You spend 1 minute in preparation and cast this
moving objects finish their moves and come to a stop. spell when you finish.
Creatures finish their moves and, if they had been Target One creature in your zone that is present for the
arrested mid-turn, the finish their turn immediately. entire time you spend in preparation.
Effect Roll 9d6. If the sum of the dice rolled plus the
Expert Spells target’s damage total equals or exceeds the target’s
Health score, the target becomes controlled for 24
hours.
Compel Activity You can use an action before the spell ends to
Casting You can cast this spell three times. bestow an obligation or prohibition on the target.
Target Each creature in your zone other than you. Doing so ends the spell early.
Effect Choose one activity that requires the use of an • Obligation The target becomes cursed. Describe a
action such as attack, cast a spell, help, or hinder. A service within the target’s power to perform. The
target makes a Will roll and, on a failure, must use an service can be anything you choose, but it cannot
action to perform that activity during its next turn. If obviously suicidal or bring direct harm to the
the target cannot perform the activity, the target target’s loved ones or property. You could, for
becomes stunned until the end of your next turn. example, force the target to seek out a fabled
artifact, slay a giant, or travel to some far-flung
Flying Platform place. If the service you described is possible, the
Target Your zone. target works toward fulfilling the obligation. If the
Effect An invisible platform, 1 inch thing, up to 10 feet target does otherwise, the target becomes
wide and 10 feet long, forms on the ground in the weakened and derives no benefits from resting
target zone. When you move, you can move the until it resumes its efforts to complete its quest.
platform a similar distance as a minor action. If you Fulfilling the obligation removes the cursed
stand on the platform, you can fly and hover. The affliction from the target.
platform remains for 8 hours or until it’s destroyed. • Prohibition The target becomes cursed, and you
The platform has a Defense equal to your Intellect can forbid the target from performing a specific
score while it is flying and Health 60. When the spell activity while it is cursed. Examples include casting
ends, anything on the platform falls. spells, taking lives, or drinking alcohol. The
prohibition cannot be an activity the target needs
Force Barrier to perform in order to live; you could not, for
Casting You can cast this spell three times. example, prohibit the target from eating, though
Target One border or a smaller opening in a zone you you can prohibit the target from eating a particular
can see within three zones. kind of food. If the target violates the prohibition, it
Effect An invisible barrier closes the border or seals off loses 3d6 Health and becomes weakened until after
the opening. The barrier remains for 1 hour or until it it rests 8 hours. After one year and one day, the
is destroyed. The barrier has Health 40, but “heals” target removes the cursed affliction from itself
1d6 damage at the end of each round.
Negate Magic
Force Bubble Target A magical effect affecting one creature or object,
Target One creature within three zones. or contained inside any size space within three zones.
Effect A bubble of magical force forms around the target Effect Make a luck roll. On a success, the target effect
and traps it so that the target cannot move and no ends. On a failure, you regain the casting of this spell
attacks or effects originating from outside the bubble after 1 hour.
can reach inside it. Similarly, nothing from inside the
bubble can affect anything outside it. Attacks against
81
Master Spells Law Hammer
Target One zone you can see within six zones.
Effect An enormous hammer of magical force appears
Dominate Minds in the air and slams down. Each creature and object in
Target Each enemy in your zone. the zone takes 10d6 damage, moves to the border,
Effect The target becomes dazed until the end of your and hangs suspended there, immobilized, until the
next turn. While dazed in this way, the target takes its end of your next turn, at which point the creatures
turn at the end of the round. If the target is level 5 or and objects fall prone at the edges of the zone.
lower, the target also becomes controlled.
Quell Magic
Force Globe Target Your zone and each adjacent one.
Effect A globe of magical force forms around you to Effect A field spreads through the target zones and
protect you for 1 hour or until destroyed. Until the remains in place for 1 hour. The field prevents magic
spell ends, your Health increases by 60 and you from producing effects in a target zone, within the
become immune to afflictions and effects from any following parameters:
source other than yourself. If your damage total • Creatures in the target zones count as if they had 0
reaches 60 before the spell ends, you heal 60 damage castings of any spells they have learned and uses or
and the spell ends early. charges for any magical talent or object they have.
• Creatures and objects ignore all magical effects
Hand of Force from sources that originate from outside the target
Casting You cast this spell as a minor action. zones.
Target One zone within three zones. • Any magical effect affecting a creature or object
Effect A hand of magical force appears and hovers in the that enters a target zone ceases to function for as
target zone. The spell lasts 1 hour. Whenever you use long as it is in the target zone, but time spent in the
a move, you can also move the hand into an adjacent zone counts against the spell’s duration, if any.
zone. You can also use an action to have the hand • Any creature or object created by magic that enters
perform any one of the following activities: a target zone disappears until this effect ends and
• Swat The hand swats up to three creatures in its time spent disappeared counts against its duration.
zone. Each target makes an Agility roll and, on a • Any creature in a target zone that uses a magic
failure, takes 6d6 damage and falls prone. consumable tracks the consumable’s duration
• Grab The hand reaches for one creature or object while in a target zone and the consumable
in its zone. The target makes an Agility roll and, on produces its effects, if any, when the creature
a failure, is grabbed by the hand until the end of enters a zone not affected by this spell.
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.
• Punch 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.
• Offend 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.

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Primal
your appearance only; you leave prints as you
normally would and make noises depending on the
clothing you wear and objects you carry. Anyone
Primal magic flows from the world itself, giving
touching you can immediately see through the
casters the means to access the beast within magical disguise. The spell lasts for 1 hour, but ends
themselves. All Primal spells provide early if you harm another creature.
augmentations to the caster, causing claws to
spring from the tips of fingers, gain incredible
stamina, speed, and other qualities. Often, these
Novice Spells
spells grant special attacks that reflect the caster’s
temporary bestial nature. Bestial Vigor
Effect You feel wild might flow into your body. Increase
your Health by 6. You make Strength rolls with 1 boon
Starting Spells and you impose 1 bane on rolls against your Strength.
The first melee attack you make each round deals an
Bestial Senses extra 1d6 damage. The spell lasts 1 hour or until you
Casting You can cast this spell three times. become unconscious.
Effect Your senses sharpen until you can treat faint light
as if it were bright light. In addition, you can smell Furious Outburst
creatures of flesh and blood out to a range of two Casting You can cast this spell three times.
zones. Such creatures cannot hide from you. The spell Target Any number of creatures in your zone.
lasts 1 hour. Effect Primal fury drives you to violence. For each
target, make a Strength roll with 1 boon against its
Predator’s Pace Defense. On a success, the target takes 2d6 damage,
Casting You can cast this spell three times. or 4d6 damage if the result of your roll is 20 or higher
Effect Your chest widens to accommodate your larger and exceeds the target number by at least 5.
lungs. You ignore the drawbacks from running.
Furthermore, if you move at least one zone before you Go for the Throat
attack, your attack deals an extra 1d6 damage. The Requirement You are under the effect of your Tooth
spell lasts 1 hour or until you cause a creature to and Claw spell.
become incapacitated. Casting You can cast this spell three times.
Target One creature in your zone.
Shake it Off Effect You leap toward the target, claws extended, teeth
Casting You can cast this spell three times. bared. Make a Strength roll against the target’s Agility.
Casting You use a reaction to cast this spell when you On a success, the target takes 4d6 damage, or 6d6
take damage. You can this spell three times. damage if the result of your roll is 20 or higher and
Effect Reduce the damage that enabled the casting of exceeds the target number by at least 5. For each 6
this spell by 1d6 (minimum 0). you roll on a die rolled for damage, you deal an extra
1d6 damage. On a failure, you regain the expended
casting of this spell after 1 minute.
Tooth and Claw
Effect Your nails lengthen into claws and your teeth
become fangs. Your claws count as one-handed Rending Claws
natural weapons and your fangs count as off-handed Requirement You are under the effect of your Tooth
natural weapons that each deal 1d6. The spell lasts 8 and Claw spell.
hours or until you become unconscious. Until it ends, Target One creature in your zone.
you can use a minor action to temporarily end the Effect You sweep your claws back and forth to cut your
effect or restore it. opponent to ribbons. Make a Strength with 1 boon
against the target’s Defense. On a success, the target
takes 6d6 damage, or 8d6 damage if the result of your
Wild Stalker roll is 20 or higher and exceeds the target number by
Casting You can cast this spell three times. at least 5. On a failure, you regain the expended
Effect Your body grows sleeker and nimbler. You make casting of this spell after 1 minute.
Agility rolls to sneak with 1 boon. You can hide in
wilderness zones, even if you’re being observed. The
spell lasts 1 hour or until you cause a creature to Spring Attack
become incapacitated. Requirement You are under the effect of your Tooth
and Claw spell.
Casting You can cast this spell three times.
Wolf in Sheep’s Clothing Target One creature within two zones.
Effect To all others, you appear as an ordinary animal of
a kind suited for your environment. The spell masks
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Effect You move to where you can reach the target and Beast Form
attack it. Make a Strength roll with 1 boon against the Level as your level Type Beast
target’s Defense. On a success, the target takes 4d6 Senses Keen Scent Languages cannot speak; make only
damage, or 6d6 damage if the result of your roll is 20 the sounds that a wolf can make.
or higher and exceeds the target number by at least 5. Defense 15 Health Increase your Health by 30
In addition, the target makes a Strength roll and falls Strength 13 (+3) Agility 12 (+2)
prone on a failure. Intellect/Will Unchanged
Special Movement Run +1
Wild Fury Melee Attack—Teeth Strength with 1 boon against
Casting You cast this spell as a minor action. Defense. You roll with 2 boons if the target has
Effect You throw your head back and howl as the fury of already been attacked this round. On a success, the
wild animals builds inside you. Whenever you roll a 5 target takes 4d6 damage and makes a Strength roll.
or less on the die for a roll to attack a target in your On a failure, the target falls prone.
zone, you can roll another d20 and add the number
rolled to your roll. The spell lasts for 1 hour, but ends Mauling Strike
early if you become unconscious. Requirement You are under the effect of your Tooth
and Claw spell.
Expert Spells Target One creature in your zone.
Effect You leap toward the target to rend its flesh. The
target takes 9d6 damage and you make a Strength roll
Bloodthirsty Aggression against the target’s Strength. On a success, the target
Requirement You are under the effect of your Tooth takes an extra 9d6 damage. If the target is injured by
and Claw spell. this damage, it also becomes Strength and Agility
Casting You can cast this spell three times. impaired (luck ends both).
Target One or two creatures in the same zone you can
see within two zones. Rip Them in Half
Effect You run to the target’s zone and rake each target Requirement You are under the effect of your Tooth
with your claws and fangs. A target takes 2d6 damage and Claw spell.
and you make a Strength roll with 1 boon against its Target One creature in your zone.
Defense. On a success, the target takes an extra 2d6 Effect You latch onto the target’s body, causing it to
damage, or 4d6 damage if the result of your roll is 20 become grabbed and take 2d6 damage. Then, make a
or higher and exceeds the target number by at least 5. Strength roll against the target’s Strength. On a
success, the target takes an extra 6d6 damage, or 8d6
Dominating Presence damage if the result of your roll is 20 or higher and
Requirement You are under the effect of your Tooth exceeds the target number by at least 5.
and Claw spell. If the damage causes the target to become
Casting You can use a reaction to cast this spell when an incapacitated, you tear it into two pieces and each
enemy in your zone would moves out of it, but before enemy in your zone that can see you must make a Will
it leaves. You can cast this spell three times. roll and, on a failure, become frightened of you until
Target The enemy that enabled your casting of this you become unconscious or the target overcomes the
spell. affliction with a successful Will roll.
Effect You lash out with your claws to catch the target
before it escapes. Make a Strength roll with 2 boons Wild Strike
against the target’s Defense. On a success, the target Casting You use a reaction to cast this spell when you
takes 3d6 damage and becomes immobilized until the succeed on a roll to attack using a melee weapon. You
end of your next turn. can cast this spell three times.
Target The target of the attack that enabled the casting
Howl of the Beast of this spell.
Casting You cast this spell as a minor action. Effect The target takes an extra 4d6 damage.
Effect You howl as you transform into a beast. You
remain in this form for 1 hour, but the spell ends early
if you become unconscious or you use a minor action Master Spells
to return to your normal form. While in this form, you
use the following rules in place of your own. Any Primal Avatar
damage you have when you cast this spell migrates to Casting You cast this spell as a minor action.
your new form; any damage you take in your new Effect Primal magic flows into your body causing you to
form carries over to your normal form when the spell grow to twice your normal height and eight times
ends. your normal weight. Your clothing and equipment
transform with you. You remain at this new size for 1
minute, but the spell ends early if you become
84
unconscious. When the spell ends, you become Throat Rip
weakened until you finish a full night’s rest. Casting You cast this spell as a reaction when a flesh
The spell grants you the following benefits: and blood enemy in your zone becomes injured.
• When an enemy sees you, it makes a Will roll. On a Target The enemy that enabled the casting of this spell.
failure, the target becomes frightened of you until Effect You lunge for the enemy’s throat. Make a Strength
the spell ends or it overcomes the affliction with a roll with 1 boon against the target’s Agility. On a
successful Will roll. A creature that succeeds on the success, the target lose 4d6 Health, falls prone, and
roll or overcomes the affliction becomes immune to begins suffocating. The target can end the suffocation
this aspect of the spell. if it heals any damage or it overcomes it with a
• You increase your Health by 48. successful Strength roll with 1 bane.
• Creatures of flesh and blood within two zones of
you cannot hide from you.
• When you run, you can move one additional zone.
Winnow the Weak
• When you run into a zone, each creature in it makes Target Up to five creatures or objects in your zone.
an Agility roll and takes 2d6 damage on a failure. Effect Wild fury overtakes you and you become a
• You have claws and teeth that count as a single two- whirlwind of claws and teeth. Each target takes 7d6
handed weapon that deals 4d6 damage. The damage. Then, for each target, make a Strength roll
weapon has the Brutal property and you need not against its Defense. On a success, the target takes an
meet the requirement for using this property. extra 7d6 damage, or 10d6 damage if the result of
your roll is 20 or higher an exceeds the target number
by at least 5.
Run Down the Enemy
Target One creature you can see within three zones.
Effect You run toward the target and the target makes a
Will roll with 1 bane. On a failure, the target becomes
frightened of you until you become unconscious or
the target overcomes the affliction with a successful
Will roll. While frightened of you, the target, on its
turn, takes 2d6 damage and runs away from you.
While the target is frightened of you, you make rolls
to attack it with 1 boon, and your attacks against it
deal an extra 4d6 damage.

Taste for Blood


Casting You can cast this spell three times.
Target One creature in your zone.
Effect Make a Strength roll with 1 boon against the
target’s Defense. On a success, the target takes 10d6
damage, or 15d6 damage if the result of your roll is
20 or higher and exceeds the target number by at
least 5. Then, 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.

Tear Free the Still-Beating Heart


Requirement You are under the effect of your Tooth
and Claw spell.
Target One creature in your zone.
Effect You clawed hand darts out to punch into the
target’s chest. The target takes 10d6 damage. If the
target becomes injured as a result, it takes an extra
10d6 damage. If the target becomes incapacitated,
you rip free its heart (or similar organ) and the target
dies. Each creature that sees you kill the target in this
way makes a Will roll and, on a failure, becomes
frightened of you (luck ends).

85
Protection
that awakens you if you are asleep but not others, or a
noise as loud as a shout that awakens any sleeping
creatures that can hear it. The spell lasts 8 hours.
Protection spells safeguard creatures and objects,
by preventing harm from befalling them, curing
wounds, and creating magical wards. Novice Spells
Starting Spells Concealing Ward
Target One creature in your zone.
Effect As long as the target remains in the zone where
Blessed Relief you cast the spell, none of its enemies can see it or
Casting You can cast this spell three times. hear it. The spell lasts 1 minute, but it ends early if
Target One creature in your zone under an effect that a the target harms another creature.
successful luck roll ends.
Effect The spell enables the target to immediately make
a luck roll to end one harmful effect affecting it that a
Electric Fence
Target Your zone or an adjacent one.
successful luck roll could end.
Effect A field spreads across each open border of the
target zone. Any creature that crosses the affected
Forceful Push border takes 2d6 damage and makes a Strength roll.
Casting You can cast this spell a number of times equal On a failure, the creature becomes Strength impaired
to 3 + your level. until the end of its turn. This spell lasts until the end
Target One creature within three zones. of your next turn.
Effect A ghostly hand shoves the target. Make an
Intellect roll against the target’s Strength. On a
success, you move the target into an adjacent zone of
Flame Ward
Target Any number of creatures in your zone.
your choice. If the result of your roll is 20 or higher,
Effect A target takes half damage from fire and cannot
the target makes an Agility roll and falls prone on a
catch fire. The spell lasts 1 hour, but the spell ends
failure.
early if the target becomes incapacitated from fire.
Peaceful Rest Light Healing
Target One creature in your zone.
Casting You can cast this spell three times.
Effect If the target starts resting before the end of your
Target One creature in your zone.
next turn and then rests for at least 1 hour, it heals
Effect The target heals 2d6 damage.
1d6 damage.

Privacy Screen Resistance to Damage


Target One creature in your zone.
Casting You can cast this spell three times.
Effect The first time in each round when the target
Target Your zone.
takes damage, the spell reduces the damage by 1d6.
Effect A gray field spreads across each of the target’s
The spell lasts 1 minute.
open 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 Shimmering Shield
from hearing any sound that emanates from inside Casting You use a reaction to cast this spell when an
the zone. The spell lasts 1 minute. enemy attacks an ally in your zone or an adjacent one.
You can cast this spell three times.
Target The ally that enabled the casting.
Secure Portal Effect A shimmering shield floats in front of the target
Casting You can cast this spell three times.
and imposes 1 bane on rolls to attack it. The spell
Target One door or similar object on a border of your
lasts 1 minute.
zone.
Effect You and you alone can open and close the target.
The spell lasts 1 hour, but ends early if the target is Expert Spells
destroyed.
Lift Curse
Ward Site Target One creature in your zone.
Target Your zone. Effect You remove the cursed affliction from the target if
Effect Faint light spreads through the target zone and it has it. For 1 hour afterward, the target makes luck
then dissipates. The spell alerts you each time an rolls with 1 boon.
enemy moves into the target zone. Choose the form of
the alert when you cast this spell: a soundless tingling

86
Mass Healing Magic Resistance
Target Any number of creatures in your zone. Target One creature in your zone.
Effect Each target heals 6d6 damage. Effect The target takes half damage from magical
sources, imposes 1 bane on rolls against it from
Moderate Healing magical sources, and makes rolls to resist magical
Casting You can cast this spell three times. effects with 1 boon. The spell lasts 24 hours.
Target One creature in your zone.
Effect The target heals 6d6 damage. Restore Health
Target One creature in your zone.
Purge Toxins Effect The target regains 5d6 Health.
Target One creature in your zone.
Effect You remove the poisoned and weakened Supreme Security
afflictions from the target. You also cure it of all Requirement You are inside a constructed structure.
infections and render it immune to infection and Casting You spend 1 hour in preparation and cast this
poison for 1 hour. spell when you finish.
Target The required structure.
Reveal Refuge Effect You secure the target structure, which gains all of
Target Your zone. the following benefits for 24 hours.
Effect A stationary two-dimensional magical door, up to • The spell reveals to you the location of any enemy
3 feet wide and 9 feet tall, appears and opens in the inside the structure and causes you and you alone to
target zone. The door has any appearance you choose. hear a chime when a creature enters the target
When it is closed, the door is invisible to all creatures structure.
other than you. The door serves as the border • Objects inside the structure as well as the structure
between your zone and an extradimensional space itself take half damage.
that remains in existence until the spell ends. The • All doors, windows, and other objects close and
space is empty and bare, with smooth walls, floor, and lock throughout. Only you and any creature you touch
ceiling of a color you choose. Dim or faint light fills using a minor action can open these objects.
the space. The air inside is at a constant, comfortable • Mist obscures all zones inside the structure.
temperature. • No creature can enter or exit the structure by
Creatures outside the door can move into the magical means.
extradimensional space provided the door is open. • You can use an action to sound an alarm that
Creatures inside the space can see the door and open persists until the spell ends or you end it as a minor
or close it as they choose. action. The noise of the alarm causes creatures in the
The spell lasts 24 hours. Any creatures in the structure to become deafened for as long as they
extradimensional space when the spell ends makes a remain in it.
luck roll. On a success, the appear inside the target
zone. On a failure, they disappear into the Void where Total Healing
they find whatever fate the Sage deems fit. Target One creature in your zone.
Effect The target heals all damage and ends all
Ward Against Harm afflictions.
Target One creature in your zone.
Effect The spell imposes 1 bane on rolls against the
target. The spell lasts 1 hour.

Master Spells
Bestow 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.

Greater Healing
Casting You can cast this spell three times.
Target One creature in your zone.
Effect The target heals 10d6 damage.
87
Will of Iron
Psionic Casting You cast this spell as a minor action. You can
Each mind contains a reservoir of magic, which cast this spell three times.
sometimes reveals itself in those eureka moments, Effect You firm your mental defenses. You impose 1
revelations, or sensations of dé jà vu. Spellcasters bane on rolls against your Intellect and your Will. In
addition, if you become Intellect impaired, Will
who discover the Psionic tradition tap into this impaired, controlled, dazed, or stunned, you can make
reservoir and use it to expand their minds until a luck roll and, on a success, you end the affliction.
they can hear thoughts and move things by The spell lasts 1 hour.
concentrating on them.
Unlike other spells, you can cast Psionic spells Telepathy
without having to speak. Casting You cast this spell as a minor action. You can
cast this spell a number of times equal to 3 + your
Starting Spells level.
Effect You can communicate with allies within six zones
without having to speak. Communication goes both
Kinetic Armor ways; allies can think their responses and you hear
Casting You cast this spell as a minor action. If you use them in your mind. Communication occurs regardless
an action to cast this spell, it lasts 1 minute and you of languages known so long as an ally knows at least
do not need to use an action to extend the duration. one language. The spell lasts 1 hour.
Effect A field of mental force springs into existence
around you and remains until the end of your next
turn. You can use an action before the spell ends to Novice Spells
extend its duration until the end of your next turn, up
to a maximum of 1 minute. The field imposes 1 bane Dancing Weapon
on rolls against you and halves all damage you take. Casting You cast this spell as a minor action. You can
cast this spell three times.
Kinetic Thrust Target One weapon neither held nor carried by a
Casting You cast this spell as a minor action. You can creature other than you that is in your zone.
cast this spell a number of times equal to 3 + your Effect The target leaps from your hand and hovers in
level. the air for 1 minute. When you use a move, you can
Target Any number of creatures and objects in your also move the target weapon up to two zones. If you
zone. move the target more than two zones away from you,
Effect Each target moves into an adjacent zone of your the spell ends early.
choice and then makes an Agility roll. The target falls You can attack with this weapon as if you held it,
prone on a failure. but use Will in place of the attribute you normally use
and the attack deals an extra 2d6 damage. Finally, the
Mind Over Matter target counts as being an off-hand weapon until the
Casting You cast this spell as a minor action. spell ends.
Effect Focusing your mind lets you manipulate objects
and make unarmed attacks from a distance. You treat Levitation
adjacent zones as being within in your zone for the Casting You cast this spell as a minor action. If you use
purpose of manipulating objects and making an action to cast this spell, you can target one or two
unarmed attacks. So can open a door in an adjacent additional creatures or objects in the same zone as
zone, shove a chest across the floor, or trigger trap in the target.
that zone. Any activity you would normally perform Target One creature or unsecured object within three
using one or both hands, you can perform using your zones.
mind. If the activity you would perform would require Effect The target rises six feet above the surface on
a roll, you use Will in place of the attribute you would which it stood and hangs in place there for 1 minute.
normally use. The spell lasts 1 hour. An unwilling target can make a Strength roll and the
spell has no effect on it if it gets a success. An affected
Sense Thoughts target is Strength and Agility impaired until the spell
Casting You cast this spell as a minor action. You can ends. The target can move only by crawling and then
cast this spell three times. only if it can reach a surface.
Effect You know the location of each creature and object On each of your turns, you can raise or lower the
in your zone and in each adjacent zone provided the target by up to 6 feet as a minor action.
creature or object has an Intellect score. The spell
lasts 1 minute. Link Minds
Casting You cast this spell as a minor action.

88
Target Any number of allies in your zone. Agility roll. On a failure, the target takes an extra 2d6
Effect You link minds with each target and remain damage.
connected for 1 hour, but the spell ends early if you
become controlled, dazed, stunned, or unconscious. Crushing Thoughts
Each target can communicate telepathically with each Casting You cast this spell as a minor action.
other target provided they know at least one Target One creature within three zones.
language, but need not have any languages in Effect You wrap the target in bands of psychic force and
common. A target is also immune to the blinded, crush the life from it. The target becomes
deafened, and dazed afflictions until the spell ends. immobilized and Strength impaired for 1 minute or
You can also use a reaction to end the spell early until the target overcomes the affliction with a
when a target becomes stunned. The target ends the successful Strength roll. At the end of the round, if the
affliction on itself. target still has these afflictions, it takes 2d6 damage.
While the target is in range and has these afflictions,
Mental Stowaway can use a minor action to cause the target to take 2d6
Casting You cast this spell as a minor action. damage.
Target One creature in your zone or an adjacent one
that has an Intellect score. Elude Perception
Effect You attempt to invade the target’s mind. Make an Casting You cast this spell as a minor action. If you use
Intellect roll against the target’s Will. On a success, an action to cast this spell, you can target up to three
you know the target’s exact location for the next 24 additional creatures in the same zone as the target.
hours. You can also use an action to perceive from the Target One creature within three zones.
target’s body instead of your own until you use an Effect The target becomes dazed (luck ends). While
action to switch perspectives. While you perceive dazed in this way, you are invisible and silent to it.
from the target’s body, you see, hear, and otherwise The target can still sense your presence using other
perceive as if you were in the target’s space and senses and the effects of your presence in your
perceive nothing from your own. In addition, the surroundings. The target can see a shadow you cast,
target grants you 1 boon on rolls you make against it. an amount of water you displace, and the visible
If you failed your Intellect roll, make a luck roll. On a effects of your actions.
success, you regain the casting of this spell.
Erase Memories
Mindwrack Casting You cast this spell as a minor action. If you use
Casting You cast this spell as a minor action. If you use an action to cast this spell, instead of the normal
an action to cast this spell, you roll with 1 boon and effects, the spell causes the target to forget memories
you deal an extra 1d6 damage on a success. of the last 24 hours.
Target One creature within three zones. Target One creature in your zone.
Effect Your solidified thoughts deal 1d6 damage to the Effect You reach into the target’s mind to strip away its
target. Then, make a Will roll against the target’s memories. Make an Intellect roll against the target’s
Strength. On a success, the target takes an extra 2d6 Will. On a success, the target becomes dazed (luck
damage. If the result of your roll is 20 or higher and ends). You erase the most recent 10 minutes of the
exceeds the target number by at least 5, the target target’s memories so that while the target knows that
also falls prone. time has passed, it cannot ever recall what happened
during that time. If the result of your roll is 20 or
Psychic Healing higher and exceeds the target number by at least 5,
Casting You spend 1 minute in preparation and cast the you erase the most recent 1 hour of the target’s
spell when you finish. You can cast this spell three memories instead. On a failure, the target becomes
times. dazed until the end of your next turn.
Effect You either heal 3d6 damage or regain 1d6 Health.
Kinetic Restraints
Expert Spells Casting You cast this spell as a minor action. If you use
an action to cast this spell, the targets take 2d6
damage at the end of each round they are
Cloud of Knives immobilized.
Casting You cast this spell as a minor action. Target Up to three creatures in one zone you can see
Effect Rocks, dust, rubbish lift up from the ground in within three zones.
your zone and shape themselves into knives that Effect The target becomes immobilized (luck ends).
obscure your zone. The knives move with you when
you move to stay inside your zone for 1 minute. When
you cast this spell and, again as a minor action, you
can sweep the cloud at one creature or object in your
zone, causing it to take 2d6 damage and make an
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Read Mind Effect You heal 6d6 damage and gain one of the
Casting You cast this spell as a minor action. If you use following benefits: regain 2d6 Health, cure one
an action to cast this spell, you roll with 1 boon. You infection affecting you, or end one of your harmful
can cast this spell three times. affliction
Target One creature in your zone that has an Intellect
score. Open Mind
Effect You reach into the target’s mind sort through its Casting You cast this spell as a minor action.
thoughts. Make an Intellect roll against the target’s Effect For 24 hours, you become immune to the blinded
Will. On a success, the target becomes Intellect and deafened afflictions as long as there is at least
impaired for 1 minute. If the result of your roll is 20 one ally in your zone. You can benefit from any
or higher, the target is also Will impaired for the sensory traits possessed by allies in your zone.
duration. When you cast the spell and again on each Finally, you can locate each creature with an Intellect
of your turns until the spell ends, you can ask a score within three zones of you.
question and the Sage answers based on what the
target knows or thinks it knows. Alternatively, you Rend Asunder
can just search for any information, in which case the Casting You cast this spell as a minor action.
Sage reveals one thing in the target’s thoughts per Target One creature in your zone or an adjacent one.
round until the spell ends. Effect With your mind, you lift the target 6 feet into the
air and pin it in place (luck ends). The target is
Master Spells immobilized and takes 5d6 damage at the end of each
round. If the target is incapacitated by this damage,
you tear it to pieces and the chunks of it fall to the
Kinetic Outburst ground in a wet heap.
Casting You cast this spell as a minor action.
Target Your zone and any number of adjacent zones.
Effect You open your mind and release an expanding
wall of telekinetic force to bash anything in its path.
Each creature in the target zone takes 2d6 damage
and makes a Strength roll. On a failure, the creature
takes an extra 3d6 damage, and falls prone. Each
object in a target zone takes 30 damage, and, if the
object is unsecured, it moves one zone away from you.

Mind Blast
Casting You cast this spell as a minor action.
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).

Mind Control
Casting You cast this spell as a minor action.
Target One creature in your zone or an adjacent one.
Effect You reach into the target’s mind to take control of
the target’s body. If the target is level 8 or higher, the
spell ends with no effect. Otherwise, the target
becomes controlled by you until the end of your next
turn. You can use an action to extend the spell’s
duration until the end of your next turn, up to a
maximum of 1 hour. If the target is harmed, the target
makes a Will roll with 1 bane and ends the spell early
on a success.

Mind over Body


Casting You cast this spell as a minor action.

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Take Hold of the Flame
Pyromancy Casting You cast this spell as a minor action. You can
Pyromancy grants control over flames, smoke, and cast this spell three times.
cinders. It stokes the flames of passion, and stirs Effect You can use an action to produce any one of the
the ashes to kindle the fires once more. following effects:
• Double the light emitted by one fire in your zone or
an adjacent one, but the fire burns twice as fast.
Starting Spells • Halve the light emitted by one fire in your zone or
an adjacent one, but the fire burns twice as long.
Fiery Burst • Extinguish one fire in your zone or an adjacent one
and fill its zone with obscurement from smoke until
Requirement You are not submerged in a liquid.
the end the next round.
Target One zone you can see within six zones.
• You move one cube of fire, up to 1 foot on a side, to
Effect Fire explodes in the target zone, dealing 2d6
anywhere inside its zone or into an adjacent zone.
damage to each creature and object in it. A creature
• For 1 minute, one fire in your zone or an adjacent
makes a luck roll and takes no damage on a success.
one holds a particular shape—a humanoid, a
monstrous face, or words.
Finger of Flame • Light a candle, torch, lantern, or kindling in your
Requirement You have at least one hand free, and you zone or an adjacent one.
are not submerged in a liquid. The spell lasts 1 hour, but you can use a minor
Casting You cast this spell as a minor action. You can action to end it early.
cast this spell three times.
Effect A flame dances on the tip of your finger and
sheds faint light for 1 hour. You can use an action to Novice Spells
end the spell early by sending the flame at one
creature within three zones. Make a Will roll with 1 Brilliant Display
boon against the target’s Agility. On a success, the Requirement You are not submerged in a liquid.
target takes 1d6 damage, or 2d6 damage if the result Casting You can cast this spell three times.
of your roll is 20 or higher and exceeds the target Effect Sparks fly from you in a direction you choose,
number by at least 5. traveling up to twenty zones away from you. When
the sparks arrive at their destination or can travel no
Inflame Anger further, they explode. Each creature in the target zone
Casting You can cast this spell three times. makes a luck roll and, on a failure, becomes dazed
Target One creature in your zone or an adjacent one. (luck ends). While dazed in this way, the creature is
Effect The target makes rolls to attack with 1 boon for 1 blinded and deafened.
minute. Then, for 1 minute, smoke obscures the target zone
and each zone adjacent to it.
Memory of the Forge
Casting You cast this spell as a minor action. Burning Weapon
Target One metal object in your zone or an adjacent Requirement You are not submerged in a liquid.
one. Casting You cast this spell as a minor action. You can
Effect If the target is something carried, the creature cast this spell three times.
carrying it can drop it or take 1d6 damage. If the Target One melee weapon carried by a creature in your
target is something worn, the creature takes 1d6 zone.
damage and makes a Strength roll. On a failure, the Effect Flames spread across the target weapon and
creature takes an extra 1d6 damage. If the target is burn without harming the weapon or its wielder. The
neither worn nor carried, it grows blazing hot and weapon emits dim light. Attacks with the weapon deal
warms its zone for 1 hour. an additional 1d6 damage from the flames. The spell
lasts 1 minute or until the weapon is submerged in
Smoke Cloud water or sand.
Casting You cast this spell as a minor action. You can
cast this spell three times. Fire Arrow
Target One fire within three zones. Requirement You are not submerged in a liquid.
Effect The target fire belches black smoke to fill its zone Casting You can cast this spell three times.
with darkness that lasts until the end of your next Target One creature within three zones.
turn. In addition, each creature not immune to Effect You hurl a fiery arrow at the target. Make a Will
suffocation in the zone when the smoke appears or roll against its Agility. On a success, the missile hits
that enters it a Strength roll, and becomes Strength and deals 4d6 damage, or 5d6 damage if the result of
impaired until the spell ends on a failure. your roll is 20 or higher and exceeds the target
number by at least 5. On a failure, you have 1 boon on
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all rolls you make against the target until the end of Target Up to three creatures or objects in your zone.
your next turn. Effect Each target makes an Agility roll and takes 3d6
damage on a failure.
Jet of Flames
Requirement You are not submerged in a liquid. Fire Whip
Target One creature within three zones. Requirement You are not submerged in a liquid. You
Effect The target takes 2d6 damage. Then, make a Will have one hand free.
roll against the target’s Agility. On a success, the Casting You cast this spell as a minor action. You can
target takes an extra 2d6 damage, and it also catches cast this spell three times.
fire (luck ends) if the result of your roll is 20 or higher Effect A fiery whip appears in your hand and remains
and exceeds the target number by at least 5. for 1 hour. The whip emits dim light. The whip
functions as a normal whip, but attacks with it deal
Light the Candle 2d6 damage and it lacks the Simple property.
Target One creature within six zones. Furthermore, you ignore the weapon’s normal Special
Effect The target smolders. Make a Will roll against its rule. Finally, when attack with this weapon and the
Agility. On a success, the target takes 4d6 damage and result of your roll is 20 or higher and exceeds the
catches fire (luck ends). If the target is incapacitated, target number by at least 5, you can either cause the
it disappears in a cloud of ashes. If you fail the roll, target to fall prone or become immobilized until the
choose one creature behind the target and within start of your next turn.
range and then repeat the roll against that target. If
this roll fails too, you regain the casting of this spell Fireball
after 1 minute. Requirement You are not submerged in a liquid.
Effect A ball of fire forms in your hands and then flies
Spray of Cinders from you, traveling up to six zones in a direction you
Requirement You are not submerged in a liquid. choose. When the ball reaches its destination or can
Casting You use a reaction to cast this spell when an travel no further, it explodes to deal 4d6 damage to
enemy in your zone attacks you. each creature and object in its zone. Flammable
Target The enemy that enables the casting. objects catch fire. A creature that takes this damage
Effect The target takes 2d6 damage and makes an makes an Agility roll and, on a failure, takes an extra
Agility roll. On a failure, the target becomes blinded 4d6 damage and catches fire (luck ends).
until the end of the round.
Wall of Fire
Expert Spells Requirement You are not submerged in a liquid.
Casting You can cast this spell three times.
Target Up to four borders in one zone you can see
Dancing Flames within three zones.
Requirement You are not submerged in a liquid. Effect A barrier of flame stands in each target border
Casting You cast this spell as a minor action. You can for 1 minute or until extinguished. Anything passing
cast this spell three times. through the flames takes 3d6 damage. At the end of
Effect You have the following benefits for 1 hour: each round, everything in a zone takes 1d6 damage
• You shed dim or faint light. per border its zone has filled with flame. A creature
• You are immune to damage from fire. makes a Strength roll and takes no damage on a
• You take half damage from cold and ice. success. A creature that can reach the border makes
• You ignore the effects of exposure from cold. the roll with 1 bane and takes half damage on a
• When an enemy touches you, the enemy makes a success.
luck roll and takes 1d6 damage on a failure.
• When you move into a space filled with fire, you are Wand of Fire
aware of each other space of the same size or larger Requirement You are not submerged in liquid.
that’s filled with flame within three zones. You can Effect A metal wand appears in your hand and remains
then use a move to emerge from that other flame. for 1 hour. While you carry the wand, you can use an
• You can use an action to ignite one flammable action to produce either of the following effects.
object you can reach and that is neither worn nor • Produce one of the effects of the Take Hold of the
carried by a creature other than you. Flame spell.
• Cast the Fire Arrow spell without expending a
Eruption casting, even if you do not know the spell.
Requirement You are not submerged in a liquid.
Casting You can use a reaction to cast this spell when an
enemy in your zone attacks you. You can cast this
spell three times.

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Master Spells Pyroclastic Strike
Requirement You are not submerged in a liquid.
Target One zone you can see within six zones.
Burning Cloud Effect Fiery debris falls into the target zone until the
Requirement You are not submerged in a liquid. end of the round. The debris deals 10d6 damage to
Target One zone you can see within three zones. each creature and object in the zone that is not under
Effect A black cloud shot through with flames fills the some form of hard cover as well as to anything that
target zone with darkness and remains there for 1 enters it.
minute. Any creature in the cloud that moves out of it The debris covers the zone’s ground in challenging
makes an Intellect roll and is lost in the cloud until terrain that stays until cleared away. Toxic gasses
the start of its next turn or exits on a success. At the rising from the debris obscure the zone for 1 minute.
end of each round, the flaming debris deals 6d6 Any creature that takes a turn in the zone makes a
damage. A creature makes a Strength roll and takes Strength roll with 1 bane and loses 1d6 Health and
half damage on a success, or becomes weakened until becomes weakened (luck ends) on a failure.
the end of the next round on a failure.
Summon Fire Pneuma
Form of Fire Casting This spell takes effect at the end of the round in
Casting You cast this spell as a minor action. which you cast it.
Effect Flames engulf you for 1 minute. The flames harm Target Your zone.
neither you nor anything you wear and carry, and Effect You cause a fire pneuma to form in an empty
they produce the following effects: space on the ground in the target zone and become
• You emit bright light. your companion for 24 hours, until it is incapacitated,
• You are immune to harm from fire, heat, cold, and or you acquire another companion from a magical
ice. source. The fire pneuma appears as a 10-foot-tall
• You are immune to the effects of exposure for the roiling ball of flame with a white, blazing eye. A
duration and for 8 hours thereafter. creature that succeeds on a luck roll takes no damage.
• Your melee attacks deal an extra 2d6 damage from The fire pneuma takes its turn when you do and you
the flames. decide what it does on its turns. It uses the following
• Your damage-dealing Pyromancy spells, other than rules:
this one, deal an extra 2d6 damage.
• Each enemy in your zone that attacks you, after the Fire Pneuma
attack, makes a Strength roll and, on a failure, take Level 4 Type Animated Object
2d6 damage. Senses Awareness 3
• Each time you cast a Pyromancy spell, roll a d6 and Defense 15 Health 20
keep a running total of each roll. When the total Strength 13 (+3) Agility 13 (+3)
reaches or exceeds 15, flames burst from you, Intellect 8 (–2) Will 15 (+5)
dealing 3d6 damage to each creature in your reach. Immune asleep, blinded, deafened, immobilized,
Then, reduce the total to 0. impaired, poisoned, prone, weakened; damage from
cold and fire
Incinerate Blazing Presence Smoke obscures the fire pneuma’s
Target One creature in your zone or an adjacent one. zone. At the end of each round, a jet of flame leaps at
Effect The target takes 15d6 damage and catches fire one enemy of its choice in its zone. The target makes
(luck ends). an Agility roll and takes 2d6 damage on a failure.
Special Movement Slippery, Squeeze (1 inch)
Explosive End When the fire pneuma becomes
Inferno incapacitated, fire roars from its body and deals 2d6
Requirement You are not submerged in liquid. damage to everything in the zone. A creature that
Target One zone you can see within six zones. succeeds on a luck roll takes no damage.
Effect Flames fill the target zone for 1 minute. They deal Melee Attack—Touch Strength with 1 boon against
5d6 damage to each creature and object in it when Agility. On a success, the target takes 4d6 damage,
the flames appear and again on each of your turns and if the result of the Strength roll is 20 or higher,
until the spell ends. At the end of each round, the the target also catches fire (luck ends).
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.

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Shadowmancy
Effect Your shadow stretches across the floor until it
reaches into a space in an adjacent zone. You then
follow the shadow without enabling enemies to make
From the gloomy Underworld comes the magic of
free attacks against you.
Shadowmancy. A tradition drenched in darkness;
it’s spells reveal all the dangers that dwell in the Twilight Descends
shadows. Casting You cast this spell as a minor action. You can
See in Shadows Whenever you cast a cast this spell a number of times equal to 3 + your
Shadowmancy spell, you gain the Night Vision trait level.
(see the Darkling Transformation spell, below) if Target One zone you can see within three zones.
you don’t have it already and the benefit lasts for 1 Effect Magical shadows obscure the target zone for 1
minute. minute.

Starting Spells Novice Spells


Darkest Mantle Blackest Razors
Requirement You are in a zone lit by dim, faint, or no Target Up to five creatures all in your zone or one
light. adjacent zone.
Casting You can cast this spell three times. Effect You sweep your arm to let loose blades of
Effect You become invisible for 1 minute. The spell ends solidified darkness to streak toward the targets. For
early if you harm a creature or you move into a zone each target, make a separate Intellect roll against its
of lit by bright light. Agility. If you target three creatures or fewer, you roll
with 1 boon, 2 boons for two targets, or 3 boons
Darklight against a single target. On a success, the target takes
4d6 damage. If the result of your roll is 20 or higher
Target One object in your zone.
Effect For 1 hour, the target emits dim light, but only and exceeds the target number by at least 5, the
target takes an extra 1d6 damage.
you and your allies can benefit from its light.

Ebon Eye Blinding Blot


Requirement You are in a zone lit by dim, faint, or no Requirement You are in a zone lit by dim, faint, or no
light.
light.
Casting You can cast this spell three times. Casting You can cast this spell three times.
Target One sighted creature within three zones.
Effect One of your eyes turns solid black and remains so
for 1 hour. Until the spell ends, you know the location Effect An undulating ball of darkness flies from you
toward the target. Make an Intellect roll against its
of each space lit by dim, faint light, or no light within
Agility. On a success, the target becomes blinded until
three zones. As a minor action, you can see from any
the end of your next turn. If the result of your roll is
one of these spaces and see from that space as if you
20 or higher and exceeds the target number by at
were there. You perceive in this way until the spell
least 5, the target instead becomes blinded (luck
ends, or you use a minor action to perceive from a
ends).
different space. The spell ends early if you are
harmed.
Clutching Shadows
Nightfall Blade Casting You can cast this spell three times.
Target One creature within three zones.
Requirement You are in a zone lit by dim, faint, or no
Effect Shadows gather around the target. Make an
light.
Casting You cast this spell as a minor action. You can Intellect roll with 1 boon against the target’s Agility.
cast this spell three times. On a success, the target takes 4d6 damage and is
dragged into your reach. If the result of your roll is 20
Effect A nightfall blade appears in your hand and
or higher and exceeds the target number by at least 5,
remains for 1 hour. The blade uses the rules for a
dagger, gains the Fast properties, and loses the Light the target also becomes weakened until the end of
your next turn.
property. When you attack with this weapon, you can
roll Intellect in place of the attribute you would
normally use. Dark Bolts
Requirement You are in a zone lit by dim, faint, or no
Shadow Path light.
Casting You use a move to cast this spell. You can cast Casting You can cast this spell a number of times equal
this spell a number of times equal to 3 + your level. to 3 + your level.

94
Effect A shadowy bolt flies from you. Make an Intellect Darkling Transformation
roll with 1 boon against the target’s Agility. On a Target You or one ally in your zone.
success, the target takes 2d6 damage and is moved Effect Inky shadows gather around the target and seep
one zone away from you. If the result of the roll is 20 into its skin, transforming it into a darkling for 1 hour.
or higher and exceeds the target number by at least 5, The target gains the following traits until the spell
the target takes an extra 1d6 damage. ends:
• Night Vision The target treats dim or faint light as
Enveloping Darkness bright light.
Casting You can cast this spell three times. • Impose 1 bane on rolls against its Defense or its
Target One zone you can see within three zones. Agility by enemies that can see it.
Effect Magical darkness fills the target zone for 1 hour. • Sunlight Weakness At the start of the target’s turn
Creatures except you cannot see while in the zone. A if it is in a zone lit by direct sunlight, it becomes
creature that moves out of it first makes an Intellect weakened until the start of its next turn.
roll and, on a failure, becomes lost in the zone until • Shadow Blend The target is invisible while in zone
the end of its turn and cannot exit. lit by dim or faint light or by no light, provided the
zone contains no other creatures.
Into the Darkness • Special Movement Climber, Silent.
Requirement You are in a zone lit by dim, faint, or no
light. Midnight Razor
Casting You cast this spell as a move. You can cast this Requirement You are in a zone lit by dim, faint, or no
spell three times. light.
Effect You know the location of each space in dim or Casting You cast this spell as a minor action. You can
faint light, faint light, and darkness within three zones cast this spell three times.
for 1 minute. Provided you are in dim or faint light, Effect An utterly black razor appears in your hand and
faint light, or darkness, you can move from your space remains for 1 hour. The razor uses the rules for a
to another one in a zone with dim or faint light or scimitar, but you can use Intellect in place of the
darkness within three zones. attribute you would normally use for the attack, and
you roll with 1 boon if the target is in dim or faint
Expert Spells light or 3 boons in darkness. You can also make use of
all its properties without needing to meet the
requirements. When you attack with the weapon and
Black Blade Barrage the result of your roll is 20 or higher and exceeds the
Requirement You are in a zone lit by dim, faint, or no target number by at least 5, the target also loses 2d6
light. Health.
Casting You can cast this spell three times.
Target One zone you can see within three zones. See in Darkness
Effect Long spikes emerge from the front of your body Effect You need no light to see for 24 hours. The spell
and then leap free, speeding toward the target zone. ends early after a full night’s rest.
Each creature in the zone takes 2d6 damage and
makes an Agility roll. The creature makes the roll
with 1 bane if the zone is lit by dim or faint light or 3
Shadow Monster
banes if the target is in darkness. On a failure, the Requirement You are in a zone lit by dim, faint, or no
creature takes an extra 2d6 damage. If the result of light.
the roll was 0 or less, the creature also becomes Target Your zone.
weakened (luck ends). Effect A shadow monster, appearing in whatever shape
you choose, forms in on the ground inside the target
zone and becomes your controlled companion for 1
Chilling Darkness hour, until it is incapacitated, or you acquire another
Target One zone you can see within three zones. companion from a magical source. When the spell
Effect Magical darkness fills the target zone for 1 ends, the shadow monster disappears and magical
minute. All creatures in the zone except you cannot darkness fills its zone until the end of the next round.
see while there. A creature that moves out of it first The darkness cancels all natural light sources. The
makes an Intellect roll and, on a failure, becomes lost shadow monster uses the following rules.
in the zone until the end of its turn and cannot exit
the zone. Shadow Monster
At the end of each round, each creature in the zone Level 2 Type Animated Object
makes a Strength roll and, on a failure, takes 4d6 Senses Awareness 3
damage, and becomes Strength impaired until the end Defense 14 Health 22
of its next turn. Strength 14 (+4) Agility 14 (+4)
Intellect — Will —

95
Immune asleep, blinded, deafened, impaired, poisoned, of the hole on a success. On a failure, anything that
weakened entered the hole disappears, never to be seen again.
Shadowy Threat The shadow monster obscures its
zone and it is invisible in zones lit by no light or dim Scissoring Shadows
or faint light. Requirement You are in a zone lit by dim, faint, or no
Sunlight Weakness At the start of the shadow light.
monster’s turn if it is in a zone lit by direct sunlight, it Effect Blades of solidified darkness crisscross the zone
becomes weakened until the start of its next turn. and remain in place until the end of your next turn.
Special Moves Silent The blades deal 5d6 damage to each creature in the
Melee Attack—Claws Strength with 1 boon against zone. A creature that takes this damage makes an
Agility. On a success, the target takes 1d6 damage. If Agility roll with 1 bane and, on a failure, takes an
the result of the roll is 20 or higher, the target extra 5d6 damage. A creature injured by the damage
becomes blinded until the end of the next round. loses 1d6 Health at the end of each round (luck ends).

Master Spells Shadow Killer


Target One creature in a zone lit by bright light or dim
Devouring Darkness or faint light within two zones.
Effect A shadow killer, appearing in whatever shape you
Target Up to four contiguous zones, each of which is
choose, forms on the ground inside the target zone
within six zones.
and becomes your controlled companion for 1
Effect Magical darkness fills the target zone and
remains for 1 hour. Creatures in the zone, except you, minute, until it is incapacitated, or you acquire
another companion from a magical source. When the
cannot see. If a creature in the zone would move out
of it, it makes an Intellect roll. On a failure, the spell ends, the shadow killer disappears. The shadow
killer can attack the target of this spell only. The killer
creature becomes lost in the zone until the end of its
turn and cannot exit the zone. uses the following rules.
At the end of each round, each creature in a target Shadow Killer
zone, except you, loses 5d6 Health. A creature Level 4 Type Animated Object
reduced to 0 Health vanishes, along with whatever it Senses Awareness 3
was wearing and carrying. Defense 13 Health 37
Strength 13 (+3) Agility 13 (+3)
Haunted Darkness Intellect 9 (–1) Will 15 (+5)
Target Up to four contiguous zones, each of which is Immune asleep, blinded, deafened, impaired, poisoned,
within three zones. weakened
Effect Magical darkness fills the target zone and Shadowy Threat The shadow killer obscures its zone
remains for 1 hour. Creatures in the zone, except you, and it is invisible in zones lit by no light or dim or
cannot see. If a creature in the zone would move out faint light.
of it, it makes an Intellect roll. On a failure, the Target Bound The shadow killer can attack only the
creature becomes lost in the zone until the end of its spell’s target.
turn and cannot exit the zone. Sunlight Weakness At the start of the shadow killer’s
At the end of each round, each creature in a target turn if it is in a zone lit by direct sunlight, it becomes
zone, other than you, makes a luck roll. On a failure, weakened until the start of its next turn.
the creature takes 4d6 damage and becomes Special Movement Run +1, Squeeze (1 inch), Silent
immobilized until the end of its next turn. While Melee Attack—Blade Strength with 1 boon against
immobilized in this way, the creature is also Will Agility. On a success, the target takes 5d6 damage
impaired. plus an extra 1d6 damage if the target is in a zone lit
by dim or faint light or 2d6 damage if in a zone lit by
Obsidian Gate bright light.
Target Your zone.
Effect A black hole opens in the target zone and remains Steal One’s Shadow
so for 1 hour. When you cast the spell and when you Casting You can cast this spell three times.
use an action to do so again while you are in the Target One creature in your zone or an adjacent one.
target zone anytime in the next hour, you can choose Effect You tear free the target’s shadow so that the
one zone you have seen at least once before and cause target casts no shadow for 8 hours. Until the spell
a second hole to open in an empty space inside of that ends, you always know the target’s location in
zone. Until you choose a different zone, anything relation to your own. For your attacks, spells, and
passing through one hole emerges from the other. talents, you can target the target’s shadow instead of
If the hole has no exit, anything that moves through the target and the effects apply to the target
it makes a luck roll and emerges from the other side regardless of the distance between you. The target’s
shadow uses the target’s Defenses and attributes.
96
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
5d6 damage.

97
Skullduggery
make rolls to climb with 1 boon. The spell lasts 1
hour.
Skullduggery magic provides a tool for every and
any job. The tradition solves problems, typically in Novice Spells
underhanded ways.
Danger Sense
Starting Spells Effect You know the location of each creature within
three zones, which prevents such creatures from
hiding from you. In addition, when a creature
Controlled Descent succeeds on a roll to attack you, you can use a
Casting You use a reaction to cast this spell when you reaction to make a luck roll. On a success, you turn the
fall or when a creature or object in your zone or an success into a failure. The spell lasts 1 minute.
adjacent one falls, but before you or they land. You
can cast this spell three times.
Target You or the creature or object that enabled the
Flee the Scene
Casting You can use a reaction to cast this spell when
casting of the spell.
you become injured. You can cast this spell three
Effect The target loses no Health from landing after a
times.
fall. The spell lasts 1 minute.
Effect You run to a space within six zones. During this
movement, you have the Slippery trait.
Hide in Plain Sight
Casting You can cast this spell a number of times equal
to 3 + your level.
Locate Traps
Casting You can cast this spell three times.
Effect You become hidden from all creatures and you
Target Your zone and any adjacent zone.
need not meet any of the requirements for becoming
Effect If the target zone contains any traps, you know it
hidden. The spell lasts for 1 hour, but it ends early if
and where to find them.
you harm another creature, run, or speak at a volume
greater than whisper.
Revealing Flames
Light Steps Casting You use a minor action to cast this spell. You can
cast this spell three times.
Casting You use a move to cast this spell. You can cast
Target One creature or object in your zone or an
this spell three times.
adjacent one.
Effect You walk and, for 1 hour, your steps leave behind
Effect Ghostly flames leap from you toward the target,
no prints regardless of the surface on which you
which cause it to emit faint light (luck ends). While
move. In addition, you make rolls to sneak with 1
the target emits light in this way, it grants 1 boon on
boon.
rolls against Defense and Agility. The spell ends after
1 minute, if not before then.
Prison Pocket
Requirement You wear clothing or armor.
Effect You create a pocket in your clothing that remains
Sabotage Object
Casting You can cast this spell three times.
for 24 hours, but ends early after a full night’s rest.
Target One object in your zone.
The pocket can hold ten items without affecting your
Effect You either cause the target to stop functioning or
carrying limits. No one other than you can find the
to take 10 damage. With this spell, you could break a
pocket or retrieve the items it holds other than you.
lock, disarm a trap, or break a glass bottle.
When the spell ends, if the pocket has not been
emptied, everything spills out of the pocket and falls
to the ground under your space. Sticky Fingers
Casting You can cast this spell three times.
Read Anything Effect You make rolls to steal with 1 boon. In addition,
as a reaction when you move to where you can reach
Casting You can cast this spell three times.
a creature, you can attempt to steal something from
Effect You can read any script you see. The spell lasts 1
that creature. The spell lasts 1 minute.
hour.

Wall Crawler Expert Spells


Requirement You have both hands free.
Casting You can cast this spell three times. Break On Through
Effect When you use a move to climb, you can climb into Casting You prepare for 1 minute and cast this spell
an adjacent zone, can climb across ceilings and when you finish. You can cast this spell a number of
overhangs, grants no boons on rolls to attack, and you times equal to 3 + your level.
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Effect You press yourself against a flat surface you can luck roll. If either roll succeeds, the roll is a success.
reach. If the surface is less than 3 feet of wood, 1 foot The spell lasts 1 hour.
of stone, or 1 inch of metal, you pop through to an
open space on the other side. Break the Rules
Effect You can perform each of the following options
Filch Skill once before the spell ends. The spell lasts 1 hour.
Casting You can cast this spell three times. • Turn a failed roll into a successful one.
Target One creature in your zone. • Automatically evade any pursuers in a chase.
Effect The target gains an impaired affliction of your • Grant 3 boons on the next roll a creature in your
choice (luck ends). While the target is impaired in this zone makes before the end of your next turn.
way, you make attribute rolls using the attribute you • Impose 3 banes on the next roll a creature in your
chose for the affliction with 1 boon. zone makes before the end of your next turn.
• Heal all damage.
Invisibility • Regain all Health lost.
Casting You can cast this spell three times. • Cast an expert, novice, or starting spell without
Effect You become invisible for 1 hour or until you harm expending a casting or without having to know the
another creature. spell.
• Deal maximum damage for an attack.
• Remove all afflictions from yourself.
Murderous Strike • Ignore one feature in a zone, such as obscurement,
Requirement You wield a weapon.
challenging terrain, or a damaging hazard until this
Casting You can cast this spell three times.
effect ends.
Target One creature in your zone or an adjacent one
from which you are hidden.
Effect The target takes 6d6 damage and you gain a Freedom
move that you must use before the end of your turn or Effect You have the following benefits for 8 hours:
it’s lost. If you use this move to walk or run, you count • Any lock you touch unlocks.
as if you had the Slippery trait. • You do not trigger traps.
• You can squeeze through any opening wide enough
to permit the passage of air.
My Spying Eye • You are Slippery.
Target You have at least two eyes.
• You can leave any space that would confine you,
Effect You become weakened as one of your eyes
including magical spaces.
separates from your body and becomes an animated
object with a Defense equal to your Intellect score + 3
and Health equal to your level. The eye is your Phasing
controlled companion. You decide on each of your Effect For 1 hour, you have the following benefits and
turns through which eye you see. If the eye is drawbacks:
destroyed, the ruined organ grows back and intact • You can move through obstacles and can end your
after a full night’s rest. The spell lasts 1 hour, but you movement inside an obstacle, though you die if the
can end it early as a minor action by placing the eye spell ends while you occupy the same space as an
back in the socket. object.
• You can move in any direction as if you were
moving across solid ground.
Quick Change • You ignore challenging terrain.
Casting You use a minor action to cast this spell. • You are immune to the immobilized and prone
Effect You completely change your appearance so that afflictions.
you appear to be someone else of approximately your
• You take half damage from all sources except
age. You can change your ancestry to a different one,
magical sources.
thereby losing your traits and gaining the ones from • Your attacks deal half damage.
the new ancestry. You can alter your height and
weight to fall within the limits of your ancestry. The
spell lasts 8 hours, but it ends early if you become Superior Invisibility
fully immersed in water. Effect You are invisible and make no noise for 1 minute.

Woo Lady Luck


Master Spells Effect You gain a pool of luck tokens. You generate this
pool by making a luck roll and noting the result. If you
Bend Fate roll a 10 or less, add 10 to the number you rolled.
Effect You make luck rolls with 1 boon. In addition, Whenever you make an attribute roll or an
whenever you make an attribute roll, you also make a attribute roll is made against you, you can spend

99
tokens from your pool and either add them to your
roll or subtract them from the roll.
The spell lasts 8 hours, but it ends early when you
spend the last luck token.

100
Spiritualism
your person, or open or close an unlocked door or
chest.
The Spiritualism tradition grants access to the
spirits haunting the Ephemera. Its spells call forth Spirit Sight
Effect You can see invisible spirits. In addition, when
spirits or brings forth their disturbing influence.
you would make a roll against a target’s Defense, you
can roll against its Agility instead. The spell lasts 1
Starting Spells minute.

Call Apparition Novice Spells


Casting You can cast this spell three times.
Target Your zone or an adjacent one. Ectoplasmic Bolt
Effect A haunt appears in a space of your choice inside
Target One creature within three zones.
the target zone and remains until the start of your
Effect You gather up a mass of ectoplasm, stretch it into
next turn. The Sage has rules for this creature.
the shape of an arrow, and throw it at the target.
Make a Will roll against the target’s Agility. On a
Disgorge Ectoplasm success, the target takes 4d6 damage, or 5d6 damage
Target Your zone. if the result of your roll is 20 or higher and exceeds
Effect A cloud of ectoplasm obscures the target zone for the target numb by at least 5, and it becomes
1 minute. Each enemy in the zone is Intellect impaired in an attribute of your choice until the end
impaired and Will impaired for as long as it remains of your next turn. On a failure, you regain the casting
in the zone. The spell lasts 1 minute, but if you leave of this spell after 1 minute.
the zone the cloud dissipates and the spell ends early.
Spirit Strike
Eerie Haunting Target One creature in your zone.
Target One zone you can see within three zones. Effect You disturb the target’s spirit, causing it to
Effect Invisible wicked spirits emerge in the target become dazed and frightened of you (luck ends both).
zones and produce one of the following effects of your
choice.
• Cause the temperature in the zone to fall to freezing
Spiritual Aid
Casting You cast this spell as a minor action.
for 1 hour. The cold grants 1 boon on rolls to attack
Target One ally in your zone.
targets in the zone.
Effect A friendly spirit lends aid to the target for 1
• Cause an unpleasant odor to fill the air in the target
minute. The target increases its Health by 6, becomes
zone for 1 minute. Air-breathing creatures become
immune to the frightened affliction, and makes
weakened while they remain in the zone.
attribute and luck rolls with 1 boon. When the spell
• Cause blood to run from the walls, mirrors to crack,
ends, however, the target makes a Will roll. On a
mad laughter to fill the air. Each creature in the
failure, the target becomes frightened of you until it
zone that is not immune to being frightened makes
overcomes the affliction with a successful Will roll.
a Will roll with 1 boon. On a failure, the creature
becomes frightened of the zone (luck ends).
Summon Spirit Companion
Helpful Spirits Casting You can cast this spell three times.
Target Your zone.
Effect You summon helpful, whispering spirits to aid
Effect A spirit companion forms on the ground inside
you. They remain for 1 hour or until you exhaust their
the target zone and becomes your controlled
aid. Whenever you make an attribute roll, you can
companion for 8 hours, until it is incapacitated, or you
gain aid from the spirits to roll with 1 boon. After
acquire another companion from a magical source.
resolving the roll, roll a d6 and keep a running total of
When you cast a spell, you can have the spell originate
all the d6s you roll in this way. When the total reaches
from you or the companion. When the spell ends, the
13 or higher, the spirits depart and the spell ends
companion vanishes. The spirit companion uses the
early.
following rules.
Personal Poltergeist Spirit Companion
Target Your zone. Level 1 Type Spirit
Effect You summon an invisible, harmless spirit to Senses Awareness 3
accompany you for 1 hour, or until you become Defense 10 Health 10
unconscious. Until the spell ends, once per round, the Strength 10 (+0) Agility 10 (+0)
poltergeist can move one item you wear or carry to Intellect 10 (+0) Will 10 (+0)
your hand or stow one item you are holding, retrieve Immune asleep, blinded, deafened, immobilized,
an item from anywhere in your zone and bring it to poisoned, prone
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Weapon Resistance A spirit companion takes half If you are incapacitated while in the spirit world,
damage from weapons that is not magical. you make a Will roll. On a failure, you die and your
Special Movement Fly, Hover, Insubstantial, Silent, spirit moves on. On a success, the spell ends.
Slippery
Melee Attack—Touch Agility with 1 boon against Noisy Spirit
Agility. On a success, the target takes 1d6 damage. Target One zone you can see within three zones.
Effect A noisy spirit haunts the target zone for 1 minute.
Vexing Spirit Creatures in the target zone or an adjacent zone
Target One creature within three zones. cannot hear. In addition, at the end of each round, the
Effect The target becomes cursed (luck ends). While spirit throws an object at an enemy of your choice in
cursed in this way, the target makes a Will roll when it your zone or an adjacent one. The enemy takes 2d6
moves. On a success, the target moves as normal. On a damage and makes an Agility roll. On a failure, the
failure, the target takes 2d6 damage. enemy takes an extra 2d6 damage and falls prone.

Wicked Spirits Possessing Spirit


Target Spirits emerge partly from the spirit world to Target One enemy in your zone.
harry your enemies. Each enemy in the target zone is Effect The enemy becomes dazed for 1 minute.
cursed for as long as it remains in the zone. An enemy Whenever it takes a turn, the target makes a Will roll
cannot walk or run out of the zone for as long as it is and becomes controlled on a failure. If the target’s
cursed. The spell lasts 1 minute, but it ends early if Will result is 20 or higher, the spell ends early.
you leave the zone. When the spell ends, the spirit leaves the target’s
body and shrieks. Each creature other than you in the
Expert Spells target’s zone makes a Will roll and, on a failure,
becomes frightened of you until you become
unconscious or it overcomes the affliction with a
Dreadful Haunting successful Will roll.
Target One zone you can see within three zones.
Effect The target zone becomes haunted for 1 minute. Seance
Each creature that takes a turn in the zone makes a Casting You spend 1 minute in preparation and cast the
Will roll and, on a failure, becomes frightened of the spell when you finish.
zone until it overcomes the affliction with a successful Effect Roll a d6. A number of spirits equal to number
Will roll. A frightened creature runs away from the you rolled move into your body and stay until you
target zone on each turn and cannot make rolls to release the last spirit. Until the spell ends, you exhale
overcome the fear until it can no longer see the zone ectoplasm, if you breathe, and orbs flicker around
and is at least three zones away from it. your body. You can release a spirit at any time to
produce any of the following effects:
Ghost Walk • Heal 3d6 damage.
Effect You enter the spirit world and remain there for as • Make an attribute roll with 1 boon.
long as you wish, up to 1 hour. • Each creature that can see you makes a Will roll
While in the spirit world, you can see into the and, on a failure, becomes frightened of you for 1
mortal world where the spirit world overlaps it, minute, until you become unconscious, or until the
though everything appears hazy, as if it were creature overcomes the affliction with a successful
obscured, and sounds seem muted, as if originating Will roll.
from two zones farther away from you. You are • Release three spirits to ask the Sage a question that
invisible to creatures on the mortal world, however. can be answered with a yes or no. The Sage truly
You can move freely in the spirit world. You can answers with a yes, no, or unknown.
move across liquid surfaces as if they were solid
ground, ignore the effects of moving across Summon Malicious Spirit
challenging terrain, and you can pass through solid Target Your zone.
objects provided they are 6 feet thick or less. Effect A malicious spirit appears in the air inside the
You can attempt to interact with objects in the target zone and becomes your companion for 1 hour,
mortal world, such as to thrown an object, open a until it is incapacitated, or you acquire another
door, or move something. Doing so requires you to companion from a magical source. The spirit
use an action to make a Will roll. disappears when the spell ends. The spirit uses the
You can attack creatures in the mortal world and following rules:
target them with spells you cast and talents you use.
You make rolls to do so with 1 bane and the target Malicious Spirit
takes half the damage, loses half the Health, and Level 2 Type Spirit
makes rolls to resist or end harmful effects from you Senses Awareness 3
with 1 boon. Defense 12 Health 10
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Strength 10 (+0) Agility 11 (+1) Protector Spirit
Intellect 10 (+0) Will 13 (+3) Target An empty space in your zone.
Immune asleep, blinded, deafened, immobilized, Effect A protector spirit appears in the target space and
poisoned, prone becomes your companion for 1 hour, until it is
Weapon Resistance A spirit takes half damage from incapacitated, or you acquire another companion
weapons that is not magical. from a magical source. The spirit disappears when
Special Movement Fly, Hover, Insubstantial, Silent, the spell ends and you heal 3d6 damage. The spirit
Slippery uses the following rules.
Melee Attack—Touch Agility with 1 boon against
Agility. On a success, the target loses 2d6 Health, and Protector Spirit
makes a Will roll. On a failure, the target becomes Level 4 Type Spirit
frightened of the spirit until the spirit becomes Senses Awareness 3
incapacitated or the target overcomes the affliction Defense 12 Health 20
with a successful Will roll. If the target is already Strength 14 (+4) Agility 10 (+0)
frightened of the spirit, the target takes 1d6 damage. Intellect 10 (+0) Will 15 (+5)
If the target overcame the spirit’s Frightening trait, Immune asleep, blinded, deafened, immobilized,
the target is immune to this aspect of the attack. poisoned, prone
Weapon Resistance A spirit takes half damage from
Master Spells weapons that is not magical.
Protector The spirit imposes 1 bane on rolls to attack
its allies in its zone.
Astral Projection Special Movement Fly, Hover, Insubstantial, Slippery
Casting You spend 1 minute in preparation and cast this Melee Attack—Touch Strength with 1 boon against
spell when you finish. Agility. On a success, the target takes 4d6 damage,
Effect Your soul leaves your body and your body and falls prone.
becomes an object. If the body takes any damage,
loses Health, gains an affliction, or suffers any other Spirit Bind
harmful effect, you can make a luck roll and, on a Target One ally in your zone.
success, the spell ends early, which restores your soul Effect A spirit emerges from the spirit world and binds
to your body. If your body dies, you make a Will roll. itself to the target for 1 hour. The spell ends early if
On a success, the spell lasts until your spirit form is the target becomes incapacitated. The target gains the
destroyed. On a failure, your spirit disappears, following benefits:
dragged to whatever fate you earned in life. • Fearsome Impose 1 bane on rolls to attack it by
Your spirit is invisible and insubstantial. It has your enemies not immune to the frightened affliction.
general shape and provides you with the following • The target’s Health score increases by 20.
benefits and drawbacks: • The target makes attribute and luck rolls with 1
• Senses Awareness 3 boon.
• Your Defense equals your Intellect score. In addition, the target gains one of the following
• You use Will in place of Strength and Intellect in benefits of your choice:
place of Agility. • Extra Moves The target increases the number of
• Your Health score equals your Will score + your moves it can make on its turn by 1.
level. You take half damage from non-magical and • Special Movement Fly
magical sources. If your spirit form is incapacitated, • The target’s attacks deal an extra 1d6 damage.
the spell ends early, but your Intellect and Will When the spell ends, the target makes a Will roll.
scores drop to 1. At the end of each week, make a On a failure, the target becomes frightened of you
luck roll. On a success, the scores in each increase until you become incapacitated or the target
by 1 until you reach your original scores. overcomes the affliction with a successful Will roll.
• Immune blinded, deafened, immobilized, poisoned,
prone
• Special Movement Fly, Hover, Insubstantial,
Spirit Eater
Slippery Target An empty space you can see within three zones.
Effect A hideous spirit appears in the target space,
• Possession You can use an action to make a
shrieks, and disappears. Each creature in the zone in
Strength roll with 1 boon against the Agility of one
dazed, stunned, or unconscious creature in your which the spirit appeared makes a Will roll with 1
zone. On a success, your spirit enters the target’s bane. On a failure, the creature becomes deafened
(luck ends). A creature deafened by this effect
body and remains there for as long as you use an
transforms into a monstrous killer burdened with a
action on each of your turns to maintain this effect.
While inside the body, the target is controlled by hunger for raw meat. The creature treats all creatures
you. On a failure, the target becomes immune to of flesh and blood as enemies and runs toward the
nearest enemy and attacks it on each of its turns,
your use of Possession for 24 hours.

103
making the roll to attack with 1 boon and deal an
extra 2d6 damage on each attack it makes.
When the affliction wears off, the creature becomes
stunned until the end of its next turn.

Storm of Spirits
Target Your zone.
Effect Spirits obscure the target zone for 1 minute. Each
enemy in the zone when the spirits appear makes a
Will roll. On a failure, the enemy takes 5d6 damage,
and becomes frightened of the zone until the spell
ends or it overcomes the affliction with a successful
Will roll with 1 bane. A target frightened by the spell
cannot move out of the zone.
At the end of each round, each enemy in the zone
makes a Will roll. A frightened enemy makes the roll
with 1 bane. On a failure, the enemy takes 2d6
damage and falls prone.

Wail of the Banshee


Target One zone you can see within six zones.
Effect A shadowy figure appears in the zone and wails.
Each creature that hears the sound becomes cursed
(luck ends). Spirits and undead are immune to this
effect. At the end of each round, a creature cursed by
this spell loses 3d6 Health.

104
Symbolism
The glyph disappears when triggered and a mouth
appears on spot it left and remains there for 1 minute.
You can hear and speak through the mouth as if you
The tradition most commonly associated with
were in its space provided you are in the same
writing, its spells imbue runes, signs, and, environment as the mouth.
naturally, symbols with magical energy that can
enhance, secure, or destroy. Rune of Puissant Defense
PREPARED SYMBOLS Target One creature or object in your zone that bears
Many Symbolism spells target creatures and objects the rune of puissant defense.
Effect For 1 hour, the rune sheds dim or faint light and
bearing certain marks such as a rune tattooed on the
increases the target’s Defense by 2. If the target is a
skin or a symbol painted on a shield. You can freely
suit of armor, it confers the increase to its wearer.
prepare such marks in advance for any Symbolism spell
you have learned that targets such a sign. You could, for
example, get a tattoo of a rune or paint an elaborate Rune of Sure Striking
symbol on your breastplate. Once prepared, you can Casting You cast this spell as a minor action. You can
target the symbol with the associated spell provided you cast this spell three times.
Target One weapon in your zone that bears the rune of
can clearly see the symbol and the symbol remains
sure striking.
complete with no part worn away or broken.
Effect For 1 minute, the rune grants the target’s wielder
If you don’t have a symbol prepared in advance, it
1 boon on rolls to attack with the target weapon.
takes 1 minute of work using a writing kit to paint, draw,
or otherwise illustrate the symbol on the surface.
Novice Spells
Starting Spells Brand of Cruelest Burning
Casting You use a reaction to cast this spell when you
Apotropaic Mark succeed on a roll to attack an enemy in your zone.
Target One creature or object in your zone. Target The target that enabled the casting of this spell.
Effect A mark appears on the target and remains there Effect For 1 minute, the target emits dim or faint light
for 1 minute. The mark imposes 1 bane on rolls and takes an extra 1d6 damage the first time it takes
against the target from magical sources and grants damage in each round.
the target 1 boon on rolls to resist magic. In addition,
if the target is cursed, it can use a reaction to end this
effect and remove the cursed affliction from itself.
Brand of Unrelenting Agony
Casting You use a reaction to cast this spell when you
succeed on a roll to attack an enemy in your zone.
Brand of Unwanted Notice Target The target that enabled the casting of this spell
Casting You use a reaction to cast this spell when you Effect For 1 minute, the target emits strobing dim or
succeed on a roll to attack an enemy in your zone. You faint light and is impaired in an attribute of your
can cast this spell three times. choice.
Target The target that enabled the casting of this spell.
Effect The target emits bright light and grants 1 boon
on rolls to attack it. The spell lasts 1 minute.
Entrapping Circle
Target Your zone or an adjacent one.
Effect An invisible circle forms on the ground in the
Foreboding Mark target zone and remains there for 24 hours or until
Target One ally in your zone. activated. Any enemy moving into, within, or out of
Effect A mark appears on the target’s body and remains the target zone makes a luck roll. On a failure, the
there for 1 minute. The mark imposes 1 bane on rolls enemy activates the circle, which causes it to emit
by enemies against the target. An enemy immune to bright golden light and form an impenetrable barrier
the frightened affliction is immune to this effect. around it. The barrier remains until it’s destroyed; it
has Health 20. Until then, nothing can pass through
Glyph of the Speaker the barrier.
Target A glyph of the speaker on a surface in your zone.
Effect Magic imbues the target until something triggers Glyph of Destruction
the glyph. Decide what triggers the glyph: a creature, Target A glyph of destruction on a surface in your zone.
ally, or enemy, which might be a specific individual or Effect Magic imbues the target until something triggers
not, touches the glyph, moves into the glyph’s zone, or it. Decide what triggers the glyph: a creature, ally, or
moves into a zone within up to three zones of the enemy, which might be a specific individual or not,
glyph. touches the glyph, moves into the glyph’s zone, or

105
moves into a zone within up to three zones of the Effect A circle of protection, which can have any
glyph. diameter so long as it fits inside your zone, appears
Once triggered, the glyph disappears and fire on the ground in the target zone and stays there for 1
spreads through the zone, dealing 3d6 damage to hour. The circle hedges out something of your choice,
everything in it. A creature makes a luck roll and which you choose when you cast the spell from the
takes half damage on a success. following options.
• A particular kind of magical creature, such as
Mark of the Beast demons, fiends, angels, or undead.
Target One enemy in your zone. • Objects not under the effects of magic.
Effect A mark appears on the target’s body and remains • Cold, fire, ice, lightning, wind, water, or earth and
there for 1 minute. The mark grants creatures 1 boon stone.
on rolls to attack the target and the target takes an • Allies or enemies.
extra 1d6 damage from attacks. In addition, the target Creatures, objects, or effects of the chosen kind
cannot hide from you. cannot cross the circle by any means. For example,
fire would not reach into the area protected by the
circle and a demon could not make attacks against
Rune of Unflagging Vigor creatures inside the circle. However, an enemy
Target One creature or object in your zone that bears
prevented from entering the circle could shoot arrows
the rune of unflagging vigor.
at targets inside it.
Effect The rune emits dim or faint light for 1 hour and
If anything is laid across the circle, the spell ends
during that time it increases the bearer’s Health by
immediately.
10. If the target is a suit of armor, it confers the
increase to its wearer.
Rune of Titanic Might
Target One creature or object in your zone that bears
Expert Spells the rune of might.
Effect The rune emits dim or faint light for 4 hours and
Glyph of the Illustrated Guardian it grants the target 1 boon on its Strength rolls,
Target A glyph of the illustrated guardian on a surface imposes 1 bane on rolls against the target’s Strength,
in your zone. and the target’s melee attacks deal an extra 1d6
Effect Magic imbues the target until something triggers damage.
it. Decide what triggers the glyph: a creature, ally, or
enemy, which might be a specific individual or not, Seal of Aryal
touches the glyph, moves into the glyph’s zone, or Target Your zone.
moves into a zone within up to three zones of the Effect A 3-foot diameter seal of Aryal appears on the
glyph. ground in the target zone and stays there for 1 minute
Once triggered, the glyph disappears and an or until activated. The seal emits bright light. A
illustrated guardian appears on the ground inside the creature activates the seal by moving onto it, which
glyph’s zone and becomes your companion for 1 hour causes the creature assumes an angelic appearance,
or until the guardian is forced out of its zone, at which with metallic skin and feathery wings for 1 hour. The
point the guardian disappears. The guardian uses the creature gains the following benefits:
following rules. • Fearsome Impose 1 bane on rolls to attack it by
enemies not immune to the frightened affliction.
Illustrated Guardian • Flight A creature can fly while not injured.
Level 2 Type Animated Object • The creature imposes 1 bane on rolls against its
Senses Awareness 3 Defense and Agility.
Defense 10 Health 20 • At the end of the round, the creature heals 1d6
Strength 13 (+3) Agility 10 (+0) damage.
Intellect — Will —
Immune asleep, blinded, deafened, impaired, poisoned,
weakened
Seal of Balefrons
Melee Attack—Fist Strength with 1 boon against Target Your zone.
Defense. On a success, the target takes 2d6 damage Effect A 3-foot diameter seal of Balefrons appears on
and becomes immobilized until the end of the the ground in the target zone and stays there for 1
guardian’s next turn. minute or until activated. The seal emits dim or faint
Intercepting Strike (reaction, when an enemy enters light. A creature activates the seal by moving onto it,
the guardian’s zone) The guardian attacks the enemy at which point it becomes stunned until the start of its
that enabled the use of this talent. next turn. Then, for 1 hour, the creature’s head
changes to resemble that of a beast with burning eyes.
Plumes of smoke spill from its nostrils. The creature
Protective Circle has the following benefits:
Target Your zone.
106
• Fearsome Impose 1 bane on rolls to attack it by • Night Vision The creature treats dim or faint light
enemies not immune to the frightened affliction. as bright light.
• Night Vision The creature treats dim or faint light • The target’s melee attacks have the Reach property
as bright light. and deal an extra 2d6 damage.
• Fast When the creature runs, increase the number
of zones it moves by one. THE SEALS OF SYMBOLISM
• The creature makes rolls to attack with 1 boon. Four spells presented here produce seals of supernatural
• The creature’s attacks deal an extra 1d6 damage beings. A seal steals something from that being and uses
• At the end of the round, the creature heals 1d6 the essence to transform the recipient into a simulacrum
damage. of it. Use of these spells calls attention to the caster and
such attention might, at the Sage’s discretion, might
Symbol of Awe have consequences unless the caster takes steps to
Target One surface in your zone or an adjacent one. safeguard their identity. Doubtless, other seals exist,
Effect The symbol of awe appears on the target surface offering access to the potency claimed by some of the
and stays there for 24 hours. Each creature other than mightiest figures in the cosmos.
you that takes a turn and can see the symbol makes a
Will roll with 1 bane. The creature becomes Symbol of Chaos
frightened of the symbol on a failure, and immune to Target Your zone or an adjacent one.
this symbol for 24 hours on a success. A frightened Effect The symbol of chaos appears on a surface inside
creature drops whatever it is holding and runs away the target zone and stays there for 24 hours. A
from the symbol on each turn until it can no longer creature, other than you, that starts a turn in the
see it. The affliction persists until the target target zone makes a Will roll. A creature of a level
overcomes the affliction with a successful Will roll or higher than 7 makes the roll with 1 boon. On a failure,
the spell ends. A creature that succeeds on the roll or the creature becomes stunned until the start of its
overcomes the affliction ignores this effect for 24 next turn. On a success, the creature is immune to the
hours. symbol of chaos for 24 hours.

Master Spells Symbol of Death


Target Your zone or an adjacent one.
Effect The symbol of death appears on a surface inside
Awaken Runes the target zone and stays there for 24 hours. A
Target Each creature or object in your zone that bears a
creature, other than you, that starts a turn in the
rune associated with a Symbolism spell.
target zone takes 2d6 damage and makes a Strength
Effect Each rune activates if you had cast its associated
roll. On a failure, the creature takes an extra 2d6
spell.
damage. A creature becomes immune to this symbol
on a success.
Brand of Imminent Defeat
Casting You use a reaction to cast this spell when you Symbol of Pain
succeed on a roll to attack an enemy in your zone.
Target Your zone or an adjacent one.
Target The target of the triggering attack.
Effect The symbol of pain appears on a surface inside
Effect The enemy emits bright light and becomes dazed
the target zone and stays there for 24 hours. A
and weakened for 1 minute. At the end of each round,
creature harmed in the target zone makes a Will roll
the target makes a Strength roll and takes 3d6
and, on a failure, takes 2d6 damage and becomes
damage on a failure.
weakened (luck ends). A creature becomes immune
to this symbol on a success.
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 Impose 1 bane on rolls to attack it by
enemies not immune to the frightened affliction.
• Has a Strength score of 18.
• Has its Health increased by 30.
• Immune frightened; damage from cold

107
Technomancy
Effect You modify the armor with additional plating that
increases the wearer’s Health score by 5. If the wearer
takes 10 damage or more from an attack, the plates
Grease and soot, a scattering of tools, and sheaves
break and fall to the ground, and the wearer heals
of blueprints: these are the trappings of anyone 1d6 damage.
who studies Technomancy. The tradition’s spells
enables casters to imbue magic into mechanical Gadget
creations to enhance their usefulness. Requirement You have a tool kit and assign 1
Components When you discover Technomancy, component.
you also gain a container (a box, bag, or barrel) of Target One object you hold in one hand.
components. You fill this container with Effect You turn the target into mechanical toy. Any
components you gain from the spells you learn. creature holding the target turn it off or on as a minor
You have 1 component for each starting spell, 2 for action. While on, the target can perform one of the
each novice spell, 4 for each expert spell, and 8 for following activities, chosen when you make the
gewgaw.
each master spell. If you lose this container, you
• Shed dim light.
replace for free after you complete your quest. • Move in random directions around in its zone.
Until then, you can make use of spare parts. (See • Make noise or music at the volume of normal
Spare Parts Substitutions, below.) conversation.
Assigning Components When you cast a
Technomancy spell, assign some number of Needle Launcher
components to the spell, which creates a magical Requirement You have a tool kit and assign 1
device you can use or share with your component.
companions. Components assigned to a spell are Effect You construct an off-hand ranged weapon that
unavailable until the device created by the spell is launches needles. The weapon deals 2d6 damage has
destroyed or dismantled. the Precise and Range 2 properties. You can make six
Salvaging Components You can salvage attacks with the weapon before it falls to pieces.
components from any device you created by
casting a Technomancy spell. If the device is Night Vision Goggles
Requirement You have a tool kit and assign 1
destroyed, you can recover the components, but
component.
they need repair using a tool kit for 1 hour per Effect You construct a pair of goggles. Any creature that
component. You can also dismantle a device you wears them over their eyes has the Night Vision trait,
created, which takes 1 minute of work with a tool which lets it treat dim or faint light as bright light.
kit. When you finish, you are free to assign these
components to other Technomancy spells you Portable Ram
cast. Requirement You have a tool kit and assign 1
Spare Parts Substitutions You can use spare component.
parts for components, with one set being equal to Target One object you hold in one hand.
one component. Devices you create with spare Effect You construct a steam-powered ram. The ram
parts retain their functionality for 24 hours and grants 3 boons on rolls made to break objects.
then the device drops to 0 Health and is destroyed.
You can recover any components you assigned, but Weapon Battery
you lose any spare parts used to build the device Requirement You have a tool kit and assign 1
component.
Technomancy Inscriptions A Technomancy
Target One metal weapon in reach.
spell in written form shows one how to build a Effect You affix a power supply to the weapon. The
device. To produce the effect, the caster must use power supply has three charges. It regains all
spare parts unless the caster has components expended charges after a full night’s rest. When a
from discovering this tradition. wielder succeeds on a roll to attack with the weapon,
the wielder can expend a charge to deal an extra 1d6
Starting Spells damage.

Weapon Returner
Ablative Plating Requirement You have a tool kit and assign 1
Requirement You have a tool kit and assign 1 component.
component. Target One melee weapon that lacks the Slow property.
Target One suit of medium or heavy armor in your Effect You affix a small device to return the weapon to
zone. its wielder that grants the weapon the Thrown 1
108
property. A creature that throws the weapon can use Defense 10 Health 10
a reaction to recall it. If the weapon is in an adjacent Strength 13 (+3) Agility 10 (+0)
or closer zone, the weapon returns to the creature’s Intellect — Will —
hand or feet if the creature’s hands are full. Immune asleep, blinded, deafened, impaired, poisoned,
weakened
Novice Spells Melee Attack—Fist Strength with 1 bane against
Defense. On a success, the target takes 1d6 damage.

Bolt Thrower Power Fist


Requirement You have a tool kit and assign 2 Requirement You have a tool kit and assign 2
components. components.
Effect You construct a bolt thrower, which counts as two Effect You construct a power fist, which is an oversized,
objects for the purpose of carrying limits. Anyone heavy metal gauntlet fitted with pistons and
carrying the bolt thrower can use an action to deploy clockwork mechanisms to enhance the wearer’s
it on the ground in an empty space in the zone, at strength. A creature wearing the power fist makes
which point it is a companion until a creature in its Strength rolls with 1 boon and can use the power fist
zone uses an action to deactivate it. as a one-handed melee weapon that deals 2d6
Bolt Thrower damage and has the Brutal, Crushing, and Slow
Level 1/2 Type Animated Object properties. A wielder need not meet the requirements
Senses Awareness 6 to benefit from these properties.
Defense 8 Health 5
Strength 5 (–5) Agility 10 (+0) Repeating Crossbow
Intellect — Will — Requirement You have a tool kit and assign 2
Immune asleep, blinded, deafened, impaired, poisoned, components.
weakened Target One crossbow in your zone.
Ranged Attack—Bolt (Range 6) Agility with 1 boon Effect You build an automatic loading mechanism for
against Defense. On a success, the target takes 1d6 the target weapon that removes the Slow property
damage. from the weapon.

Handy Staff Weapon Energizer


Requirement You have a tool kit and assign 2 Requirement You have a tool kit and assign 2
components. components.
Effect You construct a special quarterstaff that grants 1 Target One melee weapon in your zone.
boon on rolls to attack with it. In addition, a creature Effect You equip the target with a power pack that has 3
wielding the weapon can perform any of the following charges. The pack regains all expended charges 8
activities as a minor action. hours after its last use. When a creature attacks with
• Shrink it until it is only so that it is 3-inches long. the weapon and succeeds on the roll, the creature can
• Expand it until it is 10-feet long. use a reaction to expend a charge from the pack to
• If expanded, cause it to sprout rungs so it serves as deal an extra 2d6 damage. For 1 minute after
a ladder. expending the charge, anyone wielding the weapon
• If expanded, cause it to widen into a 6-inch-wide makes rolls to attack with it with 1 boon.
bridge.
• Turn the quarterstaff into a mace, spear, or trident.
• Place the staff anywhere, even in the air, and affix it
Expert Spells
to that spot so it cannot be moved. You or the creature
that affixed the target can use an action to remove it Augmented Firearm
from its position. Requirement You have a tool kit and assign 4
• Transform it into a portable battering ram that components.
grants 1 boon on rolls to open doors. Target One flintlock.
• Turn the target into a shovel, crowbar, or sledge. Effect You enhance the target weapon. The weapon’s
attacks deal an extra 1d6 damage, the weapon’s
Mechanical Porter Range property increases to 4, and the weapon loses
Requirement You have a tool kit and assign 2 the Slow property. Finally, the wielder makes rolls to
components. attack with this weapon with 1 boon.
Effect You construct a mechanical porter, which is a
controlled companion that uses the following rules: Chain Sword
Requirement You have a tool kit and assign 4
Mechanical Porter components.
Level 1/2 Type Animated Object
Senses Awareness 3
109
Effect You construct a chain sword. The sword has a 1- Intellect — Will —
pint capacity tank. If filled with oil, anyone carrying Immune asleep, blinded, deafened, poisoned, weakened
the weapon can use an action to activate it. One pint Awareness The marvelous steed knows the location of
of oil allows for 1 hour of continuous use. While each creature and object within three zones.
activated, the chain sword makes enough noise to Battle-Trained When a rider makes an attack, it makes
drowns out anything quieter than a shout in its zone. the roll with 1 boon.
When not activated, the chain sword functions as a Grind the Gears The steed can increase the number of
sword. When activated, it functions as a two-handed actions and moves it can make on its turn by one, but
weapon that deals 4d6 damage and has the Brutal, makes a luck roll at the end of the round or become
Driving, and Keen properties. The wielder rolls to stunned until the end of its next turn.
attack with this weapon with 1 bane. Special Movement Mount
Melee Attack—Hooves and Teeth Strength against
Eye Spy Defense. On a success, the target takes 2d6 damage.
Requirement You have a tool kit and assign 4
components. Mechanical Soldier
Effect You construct an eye spy, which is a controlled Requirement You have a tool kit and assign 4
companion that uses the following rules. components.
Target One mechanical body constructed from
Eye Spy materials worth at least 10 gp, one sword, and one
Level 1/2 Type Small Animated Object shield, all of which are in your zone.
Senses Awareness 6 Effect You transform the target into a short, squat metal
Defense 18 Health 10 soldier, which is your controlled companion. The
Strength 5 (–5) Agility 10 (+0) soldier uses the following rules.
Intellect — Will —
Immune asleep, blinded, deafened, impaired, poisoned, Mechanical Soldier
weakened Level 2 Type Animated Object
Special Movement Fly, Hover Senses Awareness 3
Reconnoiter The eye spy records images of the zones it Defense 12 (shield) Health 30
enters, retaining record of up to ten zones, losing Strength 12 (+2) Agility 10 (+0)
memory of oldest zone when it would record one Intellect — Will —
after the tenth. If it’s in your zone, you can use an Immune asleep, blinded, deafened, impaired, poisoned,
action to cause the eye to project an image of its weakened
previous movements, which reveals everything it Melee Attack—Sword Strength with 1 boon against
sees. Defense. On a success, the target takes 2d6 damage.

Lightning Shield
Requirement You have a tool kit and assign 4
Master Spells
components.
Effect You construct a lightning shield. It has 3 charges Articulated Wings
and it regains all expended charges 8 hours after its Requirement You have a tool kit and assign 8
last activation. The shield functions as a normal components.
shield, but the wielder can use a reaction when an Effect You construct a set of mechanical wings. Any
enemy in its zone attacks it to activate the shield and creature wearing the wings can fly and hover,
expend a charge. The enemy makes an Agility roll and increases its Defense by 3, and makes Agility rolls
makes the roll with 1 bane if it is metal or wears with 1 boon.
medium or heavy armor. On a failure, the enemy takes
3d6 damage, falls prone, and the attack automatically Dragon Gun
fails. Requirement You have a tool kit and assign 8
components.
Marvelous Steed Effect You construct a dragon gun. It counts as three
Requirement You have a tool kit and assign 4 objects—nozzle, hose, and tank. The tank can hold 8
components. pints and you expend one pint of fuel mixture each
Effect You construct a marvelous steed that is the time you attack with the dragon gun. You make a fuel
controlled companion of you or any creature that mixture by adding 1 sp of rare chemicals to 1 pint of
rides it. The steed uses the following rules. oil. Filling the tank takes 1 minute of work.
A creature carrying the dragon gun can use an
Marvelous Steed action to fire it at up to three creatures, either all in
Level 2 Type Animated Object the creature’s zone or in an adjacent one. Expend one
Defense 8 Health 29 pint of fuel mixture and each target takes 5d6 damage
Strength 14 (+4) Agility 10 (+0)

110
and makes an Agility roll. On a failure, the target takes The armor’s battery has enough power for 8 hours
an extra 3d6 damage, and catches fire (luck ends). of continuous use. It replenishes its charge after 8
If a creature carrying the dragon gun takes damage hours of inactivity.
from fire or lightning and the dragon gun’s tank has at
least 1 pint of fuel, the creature makes a luck roll and, Radiant Blade
on a failure, the tank explodes, dealing 7d6 damage to Requirement You have a tool kit and assign 8
everything in its zone. A creature makes a luck roll components.
and takes no damage on a success. Effect You construct a radiant blade, which looks like an
ordinary sword handle. A creature holding the radiant
Flitter Blades blade can thumb the switch as a minor action, which
Requirement You have a tool kit and assign 8 causes a 3-foot-long bar of solid light to emerge from
components. the end of the handle. While activated, the radiant
Effect You construct 4 flitter blades. Any creature blade counts as an off-handed melee weapon that
holding one or more flitter blades can activate them deals 4d6 damage and has the Brutal, Fast, Finesse,
all using an action. The flitter blades take their turns and Precise properties. The wielder benefits from
when the creature that activated them does and that
creature decides what they do on each of their turns,
using the following rules.
these properties without needing to meet the
requirements.
Flitter Blades
Level 1/2 Type Small Animated Object
Senses Awareness 3
Defense 12 Health 5
Strength 5 (–5) Agility 12 (+2)
Intellect — Will —
Immune asleep, blinded, deafened, impaired, poisoned,
weakened
Special Movement Fly, Hover
Melee Attack—Blade Wings Agility against Defense.
On a success, the target takes 1d6 damage.

Kinetic Field Emitter


Requirement You have a tool kit and assign 8
components.
Effect You construct a kinetic field emitter. It has 3
charges and it regains all expended charges 8 hours
after its last activation.
A creature carrying the emitter can use an action to
place it on the ground and activate it, which causes a
pink membrane to balloon outward in all directions
to any distance up to its zone’s borders and remain
for 1 hour before shutting off. The membrane
prevents solid creatures and objects moving faster
than a walk from passing through the field. Creatures
and objects moving at a faster speed stop at the field,
which pushes them to the border of the zone and
knocks them prone.

Power Armor
Requirement You have a tool kit and assign 8
components.
Target One suit of full plate armor in reach.
Effect You turn the target into power armor. Any
creature that dons the armor has Defense 20 and is
immune to all airborne toxins, poisons, diseases,
smoke, and similar atmospheric effects. The wearer
takes half damage from all sources, grants 1 boon on
the wearer's Strength rolls, and imposes 1 bane on
rolls against the wearer’s Strength. Finally, the
wearer’s attacks deal an extra 1d6 damage.
111
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
Teleportation magic enables instantaneous
the back of the other, so that anything placed in the
transport of themselves, other creatures, and front of one comes out of the back of the other and
objects. Its spells also create portals and gaps in vice versa. When the portals close, they sever
reality that casters can weaponize for use against anything in them.
their opponents.
Novice Spells
Starting Spells
Dismissal
Escape Artist Casting You can cast this spell three times.
Requirement You are grabbed, immobilized, or bound Target One creature in your zone or an adjacent one.
in rope, chains, or some other bindings. Effect You attempt to send the target away. Make an
Casting You use a minor action to cast this spell. You can Intellect roll against the target’s Will. On a success,
cast this spell three times. you teleport the target so that it appears on a solid
Effect You teleport to an empty space in your zone. If surface in a zone you can see within ten zones. If the
you were grabbed, the effect ends. If you were result of your roll is 20 or higher, the surface can be
immobilized, the affliction ends. If you were bound in within twenty zones. On a failure, you regain the
some way, you leave the bindings behind. expended casting of this spell after 1 minute.

Fetch Far Step


Casting You can cast this spell three times. Casting You use a move to cast this spell. You can cast
Target One object in your zone or an adjacent one that this spell three times.
you can hold in one hand. Effect You teleport to an empty space within three
Effect If no creature holds, carries, or wears the target, zones.
it teleports to your hand or your feet, if your hands
are full. Remove Object
Otherwise, make an Intellect roll against the Agility Target One object that can fit inside a 10-foot cube of
of the creature wearing or carrying the target. On a space that is neither worn nor carried by a creature
success, the target teleports to your hand or your feet, other than you.
if your hands are full. If the roll results in a failure, Effect The target disappears. After 1 minute, the target
you regain the expended casting of this spell after 1 reappears in the place it left.
minute.
Scatter
Quick Escape Target Up to five creatures in your zone.
Casting You can use a reaction to cast this spell when a Effect You attempt to force the targets away from you.
creature fails a roll to attack you. For each target, make a separate Intellect roll against
Effect Teleport to an empty space in an adjacent zone. its Will. On a success, you teleport the target onto an
empty solid surface in a zone within two zones. If the
Reverse Arrows result of your roll is 20 or higher and exceeds the
Casting You use a reaction to cast this spell when an target number by at least 5, you teleport the target to
enemy makes a ranged attack against you. You can a solid surface within five zones.
cast this spell three times.
Effect You switch the target from yourself to the enemy Sever
that enabled the casting of this spell. Target One creature within three zones.
Effect You attempt to teleport a portion of the target’s
Sudden Swap body away. Make an Intellect roll against the target’s
Casting You cast this spell as a minor action. You can Strength. On a success, the target loses 6d6 Health, or
cast this spell three times. 8d6 Health if the result of your roll was 20 or higher
Target You and one ally you can see within three zones. and exceeds the target number by at least 5. If this
Effect Teleport yourself and the target into each other’s drops the target’s Health by half or more, it loses one
zones. of its limbs of your choice. If the loss reduces the
target to 0 Health, the target loses its head or an
Wormhole equivalent extremity. Otherwise, the target becomes
Target Two 6-inch diameter, 1-inch-thick spaces, one in weakened (luck ends). If the roll results in a failure,
the zone where you cast this spell and the other in a you regain the expended casting of this spell after 1
one zone you can see within three zones. minute.

112
Summon Creature
Casting You cast this spell as a minor action.
Master Spells
Target One creature you can see within ten zones.
Effect Teleport the target onto an empty solid surface in Banish
your zone. 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
Expert Spells nothing. Roll 30d6. If the sum of the dice plus the
target’s damage total equals or exceeds its Health
Deploy Allies score, the target reappears in the Void. Otherwise, the
Casting You can cast this spell three times. target reappears in the zone it left after 1d6 minutes.
Target You and any number of allies in your zone.
Effect Teleport each target onto an empty solid surface Gate
of its choice within three zones. Then, until the end of Casting You spend 8 hours in preparation and cast this
your next turn, each target makes rolls to attack with spell when you finish.
1 boon. Target One open border of your zone.
Effect Make an Intellect roll with 1 bane. On a success,
Division for 1 hour or until you dismiss it as a minor action, a
Casting You cast this spell three times. portal stretches across the target border. The portal
Target One creature within three zones. connects to a zone that exists anywhere, even in
Effect You attempt to teleport parts of the target’s body another world. The portal has a front and a back.
away from it. Make an Intellect roll against the Anything passing from the front of one gate emerges
target’s Strength. On a success, the target takes 12d6 from the back of the other and vice versa. On a failure,
damage, or 14d6 damage if the result of your roll is nothing happens and you become weakened until
20 or higher and exceeds the target number by at after a full night’s rest.
least 5. If the target becomes incapacitated, it
disappears, and pieces of its body cover the ground all Magic Doorway
around the zone. On a failed roll, you can teleport to Target Two door-sized empty spaces, one in your zone
an empty space in a zone you can see within three and another in a zone you have seen at least once and
zones. that is in your environment.
Effect A rectangular opening appears in each target
Hidden Passages zone and remains there for 1 hour. The opening has a
Casting You cast this spell as a minor action. You can front and back. Anything passing through the front of
cast this spell three times. the door emerges from the back of the other and vice
Effect You teleport to a zone within six zones. versa.

Hostile Portal Portal Network


Target One creature within three zones. Target Up to ten zones, each of which is within ten
Effect The target takes 9d6 damage. If the target is zones.
incapacitated by the damage, it dies and half of its Effect For 1 hour, a portal stands open in a target space
body falls prone in its space and the other half of your choice in each zone. Number each portal. Each
appears somewhere else, liking ruining the day of appears as a glowing white two-dimensional disk that
anyone nearby. sheds dim or faint light. Anything passing through
one portal emerges from the portal of the next
highest number. Depending on how the portals are
Remove from Play arranged, it might be possible for a target to pass
Target One creature or object within three zones.
through multiple portals in a row. If so, a target can
Effect The target is removed from play (luck ends). pass through each portal created by this spell just
While removed in this way, the target perceives once per round, which might happen if the portals all
nothing and can do nothing except make luck rolls in
appear in a stack or in some similar arrangement.
an attempt to end this effect. When the spell ends, the
target reappears in the space it vacated or in an
empty space nearest to that space and becomes dazed Sequester
(luck ends). Target One ally or object neither worn nor carried by a
creature other than you within three zones.
Effect For 24 hours or until you use an action to recall
Teleport the target, the target disappears into a bubble that
Casting You can cast this spell three times.
floats in the gap between reality and for it no time
Effect Teleport to a zone you know to exist and have passes. When the spell ends, the target reappears in
seen at least once before in your environment. an empty space inside your zone.

113
Teleportation Circle
Target You and any number of creatures in the same
zone who each touch at least one other.
Effect You teleport each target to a zone you have seen
at least once and is in your world.

114
War Novice Spells
Magic used to enhance one’s fighting capabilities Celeritous Moves
belongs to the War tradition. It’s spells enable Casting You cast this spell as a minor action. You can
expeditious moves, powerful strikes, and decisive cast this spell three times.
counterstrikes, all of which make casters into Effect You make rolls to attack with 1 boon and
deadly fighters. whenever you attack, you can use a reaction to
retreat. The spell lasts 1 minute.
Starting Spells Concussion Strike
Casting You use a reaction to cast this spell when the
Arcane Maneuvers result of your roll to attack is a success.
Casting You cast this spell as a minor action. You can Effect Each enemy in your zone other than the target of
cast this spell three times. your attack makes a Strength roll. On a failure, the
Effect You reduce the combat token cost to perform enemy takes 2d6 damage and is pushed into an
combat maneuvers by 1 (minimum 0) for 1 minute. In adjacent zone.
addition, until the spell ends, you roll to attack with 1
boon.
Flurry of Strikes
Requirement You are wielding a weapon.
Combat Cunning Target Any number of creatures in your zone.
Casting You cast this spell as a minor action. Effect Each target takes 1d6 damage and makes a
Effect When you roll to attack, you can use any attribute Strength roll. On a failure, the target takes an extra
in place of the attribute you would normally use. 2d6 damage.
When you fail a roll to attack by 5 or less, you increase
the result of your roll by 5, turning the failure into a
success. The spell lasts 1 minute.
From Out of Nowhere
Requirement You are wielding a weapon.
Target One enemy within two zones of you.
Face Me Effect You teleport to an empty space in the target’s
Casting You cast this spell as a minor action. You can zone and make an attack. If you attack the spell’s
cast this spell three times. target, you make the roll with 2 boons and the attack
Target One creature in your zone. deals an extra 3d6 damage. If the roll to attack results
Effect The target grants you 1 boon on rolls to attack it in a failure, you can teleport to an empty space you
for 1 minute. can see within two zones.

Magician, Arm Thyself Martial Insights


Requirement You have at least one hand free. Casting You cast this spell as a minor action.
Casting You cast this spell as a minor action. Effect For 1 minute, you impose 1 bane on rolls to
Target One weapon in your zone or an adjacent one. attack you, you increase your extra damage by 2d6,
Effect The target flies to your hand. If the target is worn and your attacks with weapons ignore the Unskilled
or carried by a creature, that creature makes an property.
Agility roll and the spell has no effect on it with a
success, or it takes 1d6 damage in addition to losing
the weapon on a failure.
True Strike
Requirement You are wielding a melee weapon.
Target One enemy in reach.
Speed into Position Effect The target takes 3d6 damage.
Casting You use a move to cast this spell. You can cast
this spell three times.
Effect You move to an empty space within three zones. Expert Spells
For this movement, you have the Slippery trait.
Avalanche Strike
Subtle Strike Requirement You are wielding a weapon.
Casting You can use a reaction to cast this spell when Casting You can cast this spell three times.
you fail a roll to attack a creature. You can cast this Target One creature in your zone.
spell three times. Effect Make an Intellect roll with 1 boon against the
Target One creature in your zone. target's Defense. On a success, the target takes 12d6
Effect The target takes 1d6 damage. damage. If the result of your roll is 20 or higher and
exceeds the target number by at least 5, the target
takes an extra 3d6 damage.
115
Break their Spirits target takes an extra 10d6 damage. On a failure, you
Target Any number of creatures in your zone. regain the casting of this spell after 1 minute.
Effect Each target makes a Strength roll and a Will roll.
On a failed Strength roll, the target takes 8d6 damage From All Directions
and falls prone. On a failed Will roll, the target Requirement You are wielding a weapon.
becomes frightened of you (luck ends). If the target Target Any number of creatures you choose in your
fails both rolls, the target also becomes stunned until zone.
the end of your next turn. Effect You rapidly teleport around your zone, attacking
each target when you appear. For each target, make a
Cast Down from Heaven separate Intellect roll with 1 boon against its Defense.
Requirement You are wielding a melee weapon. On a success, the target takes 20d6 damage. After you
Target One creature in reach. have attacked the last target, you can teleport to an
Effect Attack the target. For the roll, you can use empty space in your zone or an adjacent one.
Intellect in place of the attribute you would normally
use and roll with 3 boons. On a success, you deal Immovable Stance
damage as normal and then you and the target fly up Casting You cast this spell as a minor action.
to six zones straight up into the air. When you reach Effect Until you move, you have the following benefits:
that zone or can fly up no further, you cast the target • Increase your Defense by 5.
down to the ground, where it takes normal damage • Ignore any effect that would move you against your
from landing after a fall. You then land safely in an will.
empty space on a surface that can bear your weight • Use a minor action and one enemy you see makes a
within three zones of the one you left. If you fail the Will roll. On a failure, the enemy must move toward
roll to attack, you can fly for 1 minute, or until you you on its next turn by the fastest means and the
become injured. shortest available route.
• Any creature damaged by an attack you make
Drive Them Back becomes immobilized (luck ends).
Requirement You are wielding a weapon. • When an enemy attacks you with a melee weapon,
Target Any number of creatures in your zone. the enemy takes 3d6 damage.
Effect Each target takes 4d6 damage and makes an
Agility roll. On a failure, the target takes an extra 4d6 Killing Strike
damage, is pushed into an adjacent zone, and falls Requirement You are wielding a weapon.
prone. Casting You can cast this spell three times
Target One creature in your zone.
Fateful Strikes Effect The target takes 10d6 damage.
Castings You cast this spell as minor action. You can
cast this spell three times. Surge of Slaughter
Effect Whenever you roll an even number on the die for Requirement You are wielding a weapon.
a successful attack, the attack deals an extra 3d6 Effect You run up to four zones. Each time you enter a
damage. The spell lasts 1 minute. zone for the first time, each enemy in the zone takes
4d6 damage and makes an Agility roll with 1 bane. On
Part the Waters a failure, the enemy takes an extra 4d6 damage.
Requirement You are wielding a weapon.
Casting You can cast this spell three times. Ultimate Weapon
Target One creature in your zone. Casting You cast this spell as a minor action.
Effect Make an Intellect roll with 1 boon against the Target One weapon you wield.
target’s Defense. On a success, the target takes 10d6 Effect You imbue the target weapon with magic that
damage, or 12d6 damage if the total of your roll is 20 lasts 8 hours. When a creature wielding the weapon
or higher and exceeds the target number by at least 5. attacks with it, it makes the roll with 1 boon, the
Then, you can walk into an adjacent zone and force attack deals an extra 5d6 damage.
each enemy in that zone to make a luck roll. On a
failure, the enemy takes 3d6 damage.

Master Spells
Decisive Strike
Effect Make an attack with a weapon you wield. You 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
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