ICRPG Index Card RPG KG Khan's Spells & Feats Vol 1

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 104

K

KHAN’S
H AN ’S
SP
SPELLS
ELLS
&
FE
FEATS
ATS

1
Christian Vergara (order #20428773)
K HAN ’ S S P ELLS & F EATS
C op y r i gh t K HAN IS T GAMES 20 19
Wr i ti n g, D es i gn a n d All Ar twor k by K h a n

S P EC IAL THAN K S :
R u n eh a mmer Ga mes
R oll F or Effor t You tu be C h a n n el Tea m
R u n eh a mmer .on li n e F or u ms
S h i eld Wa ll
Gr eg K elly ( Bi gGr u mp )

N OTE:
Th i s i s a s u p p lemen t wr i tten for In d ex C a r d R P G
( IC R P G) r olep la y i n g ga me s y s tem wr i tten by
R UN EHAMMER GAMES .
IN D EX C AR D R P G C OR E a n d IC R P G MAGIC book s by
R UN EHAMMER GAMES a r e r equ i r ed to be a ble to
u s e th i s book to i ts fu ll p oten ti a l. You ca n bu y th os e
book s fr om www.d r i v eth r u r p g.com.

FOREWORD by RUNEHAMMER
In the few but fast-moving years since ICRPG's release, the DIY community has made themselves
known in force. The framework of ICRPG stays backstage, allowing GM's and players to cut or add
and make a perfect fit for their unique table.

Thus, KHAN'S SPELLS & FEATS does just that, and for a very specific kind of game: what I call the
'deep knowledge' game. These are players who love to add listed abilities and magicks, who revel
in ingredients and trinkets, who cross-check synergies and create wondrous 'broken' combos in
moments of total desperation.

KHAN's book provides an expansive landscape, more than can be easily learned in one reading,
for such a player.

Do some SPELLS overlap others? Do some mechanics outweigh others in cost or combat value?
Are some feats more powerful than others? Sure, but the joy is in collecting, comprehending, and
commanding this sea of options, not balancing them on a razor's edge.

May your dice roll high.

-Ingrid Burnall (History Teacher, Fairview High School - Terra Colony 3)

K
2
Christian Vergara (order #20428773)
TABLE OF CONTENTS
INTRODUCTION FEATS
WHY THIS BOOK? 4 WHAT ARE FEATS? 72

WHAT’S NEW HERE? 4 HOW TO? 72

WHAT IS A MAGE? 4 ACTIVATING FEATS 72

A FEW NOTES ABOUT SPELLS 4 FEAT MASTERY 72

TIPS 4 ACTIVATE OR BURN 73

FEATS vs SPELLS 73
CHARACTERS FEATS vs LOOT 73
MAGE KINDS 6
FEAT INDEX 74
MAGE CLASSES 7
DEFENSIVE FEATS 75

OFFENSIVE FEATS 80
SPELLS
UTILITY FEATS 86
SPELL INDEX 9

BLOOD SPELLS 11
TABLES
CURSE SPELLS 16
RARE INGREDIENTS TABLE 92
DEMON SPELLS 21
MERCURIAL FAILURE TABLE (I-II) 94
DIMENSION SPELLS 26
MERCURIAL FAILURE TABLE (III-IV) 96
ELDER SPELLS 31
SPELL LOOT TABLE (LEVEL I) 98
ENERGY SPELLS 36
SPELL LOOT TABLE (LEVELS II-III) 100
FIRE SPELLS 41
SPELL LOOT TABLE (LEVEL IV) 102
GLYPH SPELLS 46

MATTER SPELLS 51

MIND SPELLS 56

TIME SPELLS 61

TRANSMUTATION SPELLS 66

3
Christian Vergara (order #20428773)
INTRODUCTION
WHY THIS BOOK? WHAT IS A MAGE?
I’ve been a huge fan of ICRPG since its inception. It was MAGE is a generic term for those who cast SPELLS no
a dream come true: a simple system that is similar to a matter their source, be it arcane, divine, natural,
well-known-but-it-shall-not-be-named RPG game in primal or anything else. There is no fundamental
essence, but without any excess fat, cruft and difference between a healer, a wizard or a bard under
pointless details that slow down the game play. It is this system. The difference between classes is created
my go-to game for any setting I imagine, and I love it. only by your imagination. There are no artificial
boundaries here.
ICRPG MAGIC enhanced the spell casting system
immensely and elevated the game to the level where it
should have been all along. I wrote this book to inspire A FEW NOTES ABOUT SPELLS
myself and you, dear readers, and to elevate the game • All SPELLS occupy inventory slots even if you cast
further. them with WIS, unlike WIS POWERS in ICRPG
CORE.
In addition to new SPELLS and new METAMAGIC
• SPELL casting STATS. There are three obvious
SPELLS introduced in this book, new FEAT mechanics
choices:
complete the ICRPG system, at least in my eyes.
• Just use INT to cast all SPELLS. This is the
I hereby present to you KHAN’S SPELLS & FEATS. default with ICRPG MAGIC.
- Khan, 2019 • Instead of INT, characters can use WIS or CHA
as their spellcasting stat and cast all SPELLS
with that. This choice has to be made at
WHAT’S NEW HERE? character creation.
A LOT OF NEW SPELLS: There are over 200 new • Some SPELL TYPES are cast with another STAT
SPELLS in this book. This supplement gives you the instead; like WIS = Blood, Curse, Elder and CHA
ability to quickly pick a SPELL for your character = Demon, Glyph, Mind. The rest are cast with
instead of trying to come up with all its intricacies at INT as usual. This method creates more flavor
the table. But do create, it is fun and mostly and better dynamics for the game at the
rewarding! expense of inconveniencing some casters.

METAMAGIC SPELLS: These are special SPELLS that let


you immediately cast another SPELL with modified TIPS
effects like increased damage, duration and so on.
• When a SPELL mentions EFFORT, it means the
There are 11 of them and they are distributed to
caster's EFFORT unless otherwise noted. For RARE
different SPELL TYPES where they make sense.
INGREDIENTS, it is the EFFORT of whoever is using
it or whoever the ingredient is applied on.
FEATS: Non-LOOT based character progression that
gives new and exciting abilities especially to non- • Use RARE INGREDIENTS and MERCURIAL FAILURE
casters. There are almost 60 FEATS in this book tables in this book instead of those in ICRPG
divided into three TYPES: Defensive, Offensive and MAGIC. This will save you time and you will have
Utility. lots of new options here.
• Don't forget that SPELLS and FEATS in this book
100 NEW RARE INGREDIENTS: New ingredients that can be used by enemies too!
are useful and also sometimes dangerous.
• Nothing written in this supplement is cast in stone.
Use whatever you like, modify whatever you see
200 NEW MERCURIAL FAILURE EFFECTS: Blunders
fit, and discard whatever you don't like.
when casting SPELLS are now far more deadly and
occasionally more fun and powerful! 100 for POWERS I • Most important of all, have fun!
and II, 100 for POWERS III and IV.

4
Christian Vergara (order #20428773)
CHARACTERS

“You want to be a mage? Choose your path,


Choose your destiny.”

5
Christian Vergara (order #20428773)
MAGE KINDS
CHOOSE YOUR KIND
Mage KINDS allow you to specialize your caster in different and powerful ways. You will find new KINDS below. Pick
one you like, or if you want, roll randomly using a D10.

1. CONDUIT
Some prefer to pay some price beforehand to make life easy.
Before casting a SPELL, you can pay 3 HP to make the roll EASY.
2. CONJURER
Those who can enlist the aid of extradimensional beings are feared throughout the worlds.
Cast summoning, conjuration and Dimension SPELLS at half cost and double duration.
3. DESTROYER
Some people just don’t like to see intact buildings and people after they are finished with them.
For an additional 1/LEVEL HP COST, make SPELLS do double damage.
4. ELEMENTALIST
Because casting Fireball and burning things over and over again isn’t that fun for some.
Before casting, change the element of a SPELL into another one (like fire to acid).
5. HERBALIST
Rare ingredients are very valuable and those who can use them wisely have an edge.
You have a 50% chance to prevent the destruction of a rare ingredient after use.
6. METACASTER
Magic is powerful on its own but you can shape it even sharper than others.
Start with any 4 METAMAGIC SPELLS and they occupy no inventory space.
7. MNEMONIC
There are countless skills a person can have. Remembering is the most important of them all.
Up to 5 SPELLS of your choice occupy no inventory space.
8. NECROMANCER
Whining and complaining of people is exhausting. The dead have no such downsides.
Start with Demon TYPE MASTERED.
9. OVERCHARGER
It’s over 9000!
You can cast SPELLS at POWER 5.
10. ZEALOUS
Concentration is the key for enlightenment.
Cast SPELLS with double duration.

6
Christian Vergara (order #20428773)
MAGE CLASSES
CHOOSE YOUR CLASS
A mage CLASS determines the 3 TYPES of SPELLS your caster knows at character creation. You will find new
CLASSES below. Pick one you like, or if you want, roll randomly using a D10.

1. ENCHANTER
Body and mind is your domain. Your control over them is unrivaled.
BLOOD, GLYPH, MIND.
2. DARKMAGE
You are way too cozy with otherworldly dangers.
CURSE, DEMON, DIMENSION.
3. HARBINGER
Your arrival signals the end of an era and the beginning of a new one. Not necessarily for the better.
MATTER, TIME, TRANSMUTATION.
4. HEALER
You are always there to heal and to help, even in the darkest hours.
BLOOD, ELDER, GLYPH.
5. NATURALIST
You are one with nature.
BLOOD, MATTER, TRANSMUTATION.
6. OUTCAST
People with mysterious powers are always feared and cast out from society.
CURSE, DEMON, MIND.
7. OUTLANDER
You are from far away, both literally and figuratively. Really far away.
DIMENSION, ELDER, TIME.
8. TRANSMUTER
You are never content with what you are and what you have. You always change things.
ENERGY, MATTER, TRANSMUTATION.
9. WARLOCK
Who doesn’t like to play with fire and undeath? Not you, that’s for sure.
DEMON, ENERGY, FIRE.
10. WARMAGE
You can both heal and harm. That screams combat.
BLOOD, ENERGY, GLYPH.

7
Christian Vergara (order #20428773)
SPELLS

“What spell are we going to cast today, my master?


Oh... I’m going to regret this question, aren’t I?”

8
Christian Vergara (order #20428773)
SPELL INDEX
BLOOD SPELLS 11 DIMENSION SPELLS 26
LVL I: Cure LVL I: Accompany
LVL I: Blood Focus (Metamagic) LVL I: Bounce
LVL I: Enhanced Senses LVL I: Pocket Dimension
LVL I: Flesh to Oak LVL I: Seal Gate
LVL I: Jump LVL I: Small Step
LVL I: Reflex Boost LVL I: Swap
LVL I: Speedy LVL I: Vanish
LVL II: Accelerated Metabolism LVL II: Beyond The Wall
LVL II: Adrenaline LVL II: Imprison
LVL II: Blood Pact LVL II: Interdimensional Lock
LVL II: Donation LVL II: Khan’s Portals of Spying
LVL II: Sickening Smell LVL II: Summon Object
LVL III: Disease Carrier LVL III: Banish
LVL III: Heal LVL III: Shadow Pour
LVL III: Regeneration LVL III: Summon Creature
LVL IV: Cleanse LVL IV: Ethereal Walk
LVL IV: Deadly Mutation LVL IV: Teleport
LVL IV: Healing Wave LVL IV: Void
LVL IV: Sudden Death
ELDER SPELLS 31
CURSE SPELLS 16 LVL I: Control Machine
LVL I: Cursed Swarm LVL I: Detect Magic
LVL I: Hex LVL I: Dispel Magic
LVL I: Marked for Death LVL I: Enchant Item
LVL I: Thousand Papercuts LVL I: Farther (Metamagic)
LVL I: Touch of Death LVL I: Keen Eye
LVL I: Trembling Hands LVL I: Locate
LVL I: Wooden Legs LVL I: Unstoppable
LVL II: Curse LVL II: All Seeing Eye
LVL II: Slow LVL II: Deny
LVL II: Uncurse LVL II: Double Cast (Metamagic)
LVL II: Word of Khuul LVL II: Hand of the Gods
LVL III: Arrow Magnet LVL II: Mirror Image
LVL III: Dumbed Down LVL III: Antimagic Aura
LVL III: Khan’s Good Fortune LVL III: Aura of Perseverance
LVL III: Terminal Disease LVL III: Lore of Ages
LVL IV: Creeping Death LVL III: Raise Dead
LVL IV: Seal Fate LVL IV: Convene with the Elders
LVL IV: Resurrection
DEMON SPELLS 21 LVL IV: Spell Ascendency
LVL I: Animate I
LVL I: Control Undead ENERGY SPELLS 36
LVL I: Extended Animation LVL I: Bifurcate (Metamagic)
LVL I: Hellish Steed LVL I: Charge
LVL I: Instill Fear LVL I: Focus (Metamagic)
LVL I: Repel Undead LVL I: Force of Elders
LVL I: Sap Lifeforce LVL I: Homing Missile
LVL II: Animate II LVL I: Overcharge (Metamagic)
LVL II: Excise LVL I: Wave of Udin
LVL II: Rain of Bones LVL II: Backlash
LVL II: Swarm of Filth LVL II: Fly
LVL II: Undeath to Death LVL II: Force Lightning
LVL III: Animate III LVL II: Pulsar
LVL III: Living to Undeath LVL II: Sharpshooter
LVL III: No Rest for the Wicked LVL III: Acid Vomit
LVL III: Siphon LVL III: Shooting Star
LVL IV: Animate IV LVL III: Wall of Blades
LVL IV: Bone Demon LVL IV: Sparkling Storm
LVL IV: Clone Puppet LVL IV: Supernova

9
Christian Vergara (order #20428773)
SPELL INDEX
FIRE SPELLS 41 MIND SPELLS 56
LVL I: Dragon’s Breath LVL I: Awaken
LVL I: Control Fire LVL I: Befriend
LVL I: Create Fire LVL I: Detect Minds
LVL I: Fire Armor LVL I: Disguise
LVL I: Fire Elemental LVL I: Send Message
LVL I: Fire Shield LVL I: Telepathy
LVL I: Maximize (Metamagic) LVL I: Universal Translator
LVL II: Fireball LVL II: Command
LVL II: Friendly Fire LVL II: Force the Truth
LVL II: Tentacles of the Depths LVL II: Prince Charming
LVL II: Heat Death LVL II: Read Mind
LVL II: Wings of Fire LVL III: Control Creature
LVL III: Firestorm LVL III: Mental Shield
LVL III: Smoke and Fumes LVL III: Mind Probe
LVL III: Wall of Fire LVL III: Paralyze
LVL IV: Armageddon LVL IV: Alter Memory
LVL IV: Fiery Nature LVL IV: Horrid Phantasms
LVL IV: Possess
GLYPH SPELLS 46
LVL I: Alarm TIME SPELLS 61
LVL I: Circle of Exclusion LVL I: Arcane Timer (Metamagic)
LVL I: Diversion LVL I: Certain Outcome
LVL I: Glyph of Armor LVL I: Extend (Metamagic)
LVL I: Khan’s Mark LVL I: Khan’s Interruption
LVL I: Motivation LVL I: Second Chance
LVL I: Seven’s Luck LVL I: Spell Trigger (Metamagic)
LVL I: Shimmering LVL I: Stasis Field
LVL II: Defense Turret LVL II: Failsafe
LVL II: Duplicate LVL II: Forward
LVL II: Fountain of Life LVL II: Repeat
LVL II: Helping Hand LVL II: Rewind
LVL II: Mesmerize LVL III: Foresee
LVL III: Good Omen LVL III: Haste
LVL III: Pain of Ages LVL III: Interject
LVL III: Symbol of Destruction LVL III: Pause
LVL IV: Circle of Exhaustion LVL III: Undo
LVL IV: Glyph of Illusions LVL IV: Erase from Timeline
LVL IV: Inevitable
MATTER SPELLS 51 LVL IV: Swap Timelines
LVL I: Chains of Misery
LVL I: Crush ‘Em TRANSMUTATION SPELLS 66
LVL I: Khan’s Drill LVL I: Animal Form
LVL I: Melt Armor LVL I: Elemental Enchantment
LVL I: Quicksand LVL I: Invisible Barrier
LVL I: Unstable Terrain LVL I: Mend
LVL II: Bridge Under My Feet LVL I: Reform (Metamagic)
LVL II: Create Ingredient LVL I: Resize
LVL II: Produce LVL I: Spiked Armor
LVL II: Tons of Fun LVL I: Titan Skin
LVL III: Assembly LVL II: Convert Material
LVL III: Disintegrate LVL II: Feast of Udin
LVL III: Earth Shaper LVL II: Flying Form
LVL III: Shield Guardian LVL II: Hand of Khan
LVL IV: Create Object LVL III: Fluid Form
LVL IV: Destroyer of Worlds LVL III: One With Nature
LVL IV: Waves of Destruction LVL III: Polymorph
LVL IV: Magical Form
LVL IV: Master of Forms
LVL IV: Udin’s Weather

10
Christian Vergara (order #20428773)
BLOOD SPELLS
CURE BLOOD FOCUS
LEVEL I BLOOD LEVEL I BLOOD (METAMAGIC)
Heal a creature you touch for MAGIC EFFORT. At higher Immediately cast another SPELL of LEVEL equal to this
POWERS either heal another creature you can touch or SPELL's POWER without rolling and without paying any
increase the healing done by MAGIC EFFORT. COST. If your roll for BLOOD FOCUS was a NATURAL 5 or
less, roll MERCURIAL FAILURE.

INSTANT INSTANT

TOUCH, VARIABLE SPELL

SCROLL BOONE, STUDY

“Klylia kneeled next to Zordan. She put her gentle hands on Sometimes all that is needed is a single drop of blood. The
his chest and closed her eyes. With a single word, Zordan problem is, you may not be able to afford it all the time.
was made whole.” - The Book of Origin

ENHANCED SENSES Flesh to oak


LEVEL I BLOOD LEVEL I BLOOD
Target's chosen sense is amplified for 1D4 ROUNDS: Gain +2 ARMOR/POWER and one temporary HEART for
Sight, smell, touch, taste, hearing, direction or sixth 1D6 ROUNDS.
sense (your choice). All rolls involving that sense are
EASY. At higher POWERS either add 1D4 ROUNDS to the
duration or add another sense.

VARIABLE 1D6 ROUNDS

SINGLE TOUCH SELF

SCROLL, EMBER SCROLL EMBER SCROLL

It was reported that the stealthy strike party out of “I dare you to strike me again!” - Jan Darius
Werendell was tracked and followed for many days. Nobody
knew who the tracker was or how he or she was able track
the strike party.

11
Christian Vergara (order #20428773)
BLOOD SPELLS
JUMP REFLEX BOOST
LEVEL I BLOOD LEVEL I BLOOD
In addition to its normal movement, one One TARGET/POWER adds your BASIC EFFORT roll to its
TARGET/POWER you touch can jump up to NEAR height next CHECK, ATTEMPT or EFFORT (its choice).
or up to NEAR distance for 1D4 ROUNDS.

1D4 ROUNDS INSTANT

TOUCH, 1/POWER NEAR, 1/POWER

EMBER SCROLL BOONE, STUDY

- “Hey, do you need help up there?” War masters of Purble University have been debating for
+ “No, but I might need some when I’m coming down!” years whether it is better to have more armor or better
agility in combat. It doesn’t look like they are about to come
to a conclusion any time soon.

SPEEDY
LEVEL I BLOOD
One TARGET/POWER you touch can move up to triple
NEAR and still take an ACTION for 1D4 ROUNDS.

1D4 ROUNDS

TOUCH, 1/POWER

STUDY

Contrary to popular belief, speed hasn’t killed anyone.


Coming to a sudden stop is what kills.

12
Christian Vergara (order #20428773)
BLOOD SPELLS
II
ACCELERATED METABOLISM ADRENALINE
LEVEL II BLOOD LEVEL II BLOOD
Target heals 1 HP/POWER each TURN for 1D4 ROUNDS Target creature gains one temporary HEART/POWER and
and rerolls all 1s for all EFFORT. +1/POWER to all EFFORT ROLLS for 1D4 ROUNDS. After
the SPELL expires, ALL ROLLS are HARD for the target for
ROUNDS equal to SPELL's POWER.

1D4 ROUNDS 1D4 ROUNDS

SINGLE NEAR SINGLE NEAR

SCROLL, STUDY STUDY

Never underestimate the power of a single drop. It has the - “Hey Borrel, will you slow down for a second?”
potential of turning into a flood. + “I’d love to, but alas, I can’t!”

Blood pact DONATION


LEVEL II BLOOD LEVEL II BLOOD
One target and you are linked by blood for 1D4 Sacrifice any number of your own HP. Either a single
ROUNDS/POWER. When one of you is healed, the other target gains that amount multiplied by POWER, or one
is healed that amount multiplied by POWER. When one TARGET/POWER all gain that amount.
of you is damaged, divide it by POWER for the other. If
you are separated more than FAR, you both drop to 0
HP.

1D4 ROUNDS/POWER INSTANT

SINGLE FAR NEAR, SINGLE or 1/POWER

BOONE STUDY

“Why don’t you let me try something interesting.” - Famous “From me to you, it flows.” - High Priestess Elaniel
last words.

13
Christian Vergara (order #20428773)
BLOOD SPELLS
Sickening smell DISEASE CARRIER III

LEVEL II BLOOD LEVEL III BLOOD


ENEMIES NEAR you get sickened for 1D4 You give a disease to a target. ENEMIES that are NEAR it
ROUNDS/POWER. All their ROLLS are HARD. roll CON each ROUND for 1D4 ROUNDS or lose HPs
depending on POWER (1=BASIC, 2=WEAPON, 3=MAGIC,
4=ULTIMATE).

1D4 ROUNDS/POWER 1D4 ROUNDS

SELF SELF or SINGLE VISIBLE

SCROLL STUDY

“For the love of what is good and holy, what’s that smell!” It can be fun casting this spell on yourself and walking
around the town. Pray that the townsfolk have a sense of
humor. By the Gods, do pray.

HEAL REGENERATION
LEVEL III BLOOD LEVEL III BLOOD
Target is healed for DOUBLE ULTIMATE EFFORT/POWER. Target regenerates HPs for 1D6 ROUNDS. The amount to
Any excess HP is stored as temporary HP. regenerate depends on POWER (1=BASIC, 2=WEAPON,
3=MAGIC, 4=ULTIMATE). Target can also regrow lost
limbs and organs this way and any fresh scars are
healed.

INSTANT 1D6 ROUNDS

SELF or SINGLE VISIBLE SELF or SINGLE VISIBLE

BOONE, STUDY SCROLL, STUDY

Powerful healers are always in high demand. It is rumored Losing a limb doesn’t have to be final, except your head of
that the Battle of Borvere was won thanks to the efforts of a course. Try to keep it attached to your neck.
single healer.

14
Christian Vergara (order #20428773)
BLOOD SPELLS
I
CLEANSE DEADLY MUTATION
LEVEL IV BLOOD LEVEL IV BLOOD
One TARGET/POWER is restored to full HP and all HARD roll. A target you can see starts to undergo a
negative effects and conditions are removed. horrible, deadly mutation. Each ROUND it gains
+1/POWER to a random EFFORT, but it also gets MAGIC
EFFORT/POWER damage.

INSTANT PERMANENT UNTIL DEATH

SELF or VISIBLE, 1/POWER SINGLE VISIBLE

SCROLL STUDY

Fenror said: “...and I was on the floor, bleeding out from A mutation can be a double edged sword. In this case it is a
gods know where”. “What happened then?!” asked Gweonyr. deadly edged sword.
“Nothing. Suddenly I was fully healed and it felt great.”

HEALING WAVE SUDDEN DEATH


LEVEL IV BLOOD LEVEL IV BLOOD
ALLIES NEAR you (but not you) heal DOUBLE MAGIC Living ENEMIES that currently have less than two HEARTS
EFFORT/ROUND up to 1 ROUND/POWER. of HP and are CLOSE to you roll CON or they
immediately drop to 0 HP. CON roll depends on POWER
(1=EASY, 2=NORMAL, 3=HARD, 4=NO ROLL).

CONCENTRATION up to 1 ROUND/POWER INSTANT

NEAR ALLIES NEAR ENEMIES

SCROLL, STUDY REBIRTH

“Ezebel stood there, silently, under a rain of arrows. One by - “How the hell did they all die at the same time?”
one, all of her allies around her started to heal. She did not + “Why do you ask me?”
notice the arrows that struck her, ‘cause she was on a - “Because they were all around you.”
mission from her God.” - Memoirs of Zalban the Wise. + “Huh. I don’t know. Must be fate.”

15
Christian Vergara (order #20428773)
CURSE SPELLS
CURSED SWARM HEX
LEVEL I CURSE LEVEL I CURSE
Call forth an insect swarm that encircles one Choose one STAT/POWER of a target. All rolls made with
TARGET/POWER for 1D6 ROUNDS. Target takes BASIC that STAT get -3 for 1D8 ROUNDS. You can cast HEX
DAMAGE each ROUND and if it can't roll CON each again on the same STAT(S) and the effects are
ROUND, it skips its TURN trying to repel the swarm. cumulative.

1D6 ROUNDS 1D8 ROUNDS

NEAR, 1/POWER SINGLE NEAR

EMBER SCROLL SCROLL

“With a single gesture of his hand, Handor summoned an Simple but effective. You can’t say that for many things.
insect swarm around all of his enemies. It was a sight to
behold!” - Domrer, former party member of Handor

MARKED FOR DEATH THOUSAND PAPERCUTS


LEVEL I CURSE LEVEL I CURSE
One TARGET/POWER takes MAGIC DAMAGE/ROUND for Target loses 1D4 HP/ROUND for 1D8 ROUNDS/POWER.
1D6 ROUNDS and all attacks against it are EASY.

1D6 ROUNDS 1D8 ROUNDS/POWER

NEAR, 1/POWER SINGLE NEAR

STUDY EMBER SCROLL

“The hobgoblin was being hammered from all around him “Look at that bastard. He is withering by the minute.
by Thosten’s allies. Little he knew that Thosten’s dark god Nobody beats me at dice!” - Mendon, at a party
was one of them.” - Chronicles of Zodrick, Chapter IX

16
Christian Vergara (order #20428773)
CURSE SPELLS
TOUCH OF DEATH TREMBLING HANDS
LEVEL I CURSE LEVEL I CURSE
One TARGET/POWER can't regain HPs by any means One TARGET/POWER rerolls its successful ATTEMPTS and
except gaining temporary HEARTS for 1D6 ROUNDS. CHECKS (once) for 1D6 ROUNDS.

1D6 ROUNDS 1D6 ROUNDS

NEAR, 1/POWER NEAR, 1/POWER

EMBER SCROLL EMBER SCROLL

Some are believed to be in close relationship with Grim It must be frustrating to fail over and over again.
Reaper or whatever form it chose to take nowadays.

WOODEN LEGS
LEVEL I CURSE
One TARGET/POWER can't move for 1D6 ROUNDS (but it
can act).

1D6 ROUNDS

NEAR, 1/POWER

SCROLL

“You wanna run? You wanna hide? Tell me where the gold is
and I’ll let you go. Maybe.” - Xodrik, to a thug

17
Christian Vergara (order #20428773)
CURSE SPELLS
II
CURSE SLOW
LEVEL II CURSE LEVEL II CURSE
When one TARGET/POWER rolls a NATURAL 5 or less for Targets NEAR a point you choose within FAR either move
an ATTEMPT or a CHECK for 1D6 ROUNDS, it is a blunder or take an ACTION during their TURN for 1D4
as if it rolled a 1. Attacking a cursed target is EASY. ROUNDS/POWER; they can't do both. Their attack
ATTEMPTS and movement related CHECKS are HARD.

1D6 ROUNDS 1D4 ROUNDS/POWER

FAR, 1/POWER NEAR AT FAR

BOONE, SCROLL STUDY

Throughout the ages, people have been burned or drowned “You know the story of the tortoise and the rabbit? Well, in
for suspicions of being a witch. this story the tortoise isn’t the one who wins.” - Raddick the
“Many were innocent. Many were not. Quick
Use this power wisely or you’ll be burn’d.” - Anonymous

UNCURSE WORD OF KHUUL


LEVEL II CURSE LEVEL II CURSE
Remove one curse effect, mutation or curse SPELL from EFFORTS of one TARGET/POWER is halved for 1D8
a target. If it the effect is a SPELL, POWER must be equal ROUNDS.
or higher than that SPELL's LEVEL.

INSTANT 1D8 ROUNDS

SELF or SINGLE VISIBLE VISIBLE, 1/POWER

BOONE, SCROLL, STUDY EMBER SCROLL, STUDY

People love those who have the power to lift a curse as It is fun to watch people struggle even with the simplest of
much as they hate those who cast them in the first place. tasks.

18
Christian Vergara (order #20428773)
CURSE SPELLS
III
ARROW MAGNET DUMBED DOWN
LEVEL III CURSE LEVEL III CURSE
Pick a target you can see. There is a 50% chance that any Reduce a target's intellect to the level of a toddler for
ranged ATTACK or SPELL from ENEMIES aimed NEAR one DAY/POWER unless it rolls WIS. Target repeats the
your target will hit it instead of the intended target for WIS roll at each dawn.
1D6 ROUNDS/POWER. You can choose a different target
each ROUND.

1D6 ROUNDS/POWER 1 DAY/POWER

SINGLE VISIBLE SINGLE VISIBLE

SCROLL, SPELL STONE BOONE, STUDY

“What are the odds of getting hit by each and every arrow It has been reported that nobody saw the mayor of Dortown
shot around you? Let’s find out.” - Basham the Trickster for a couple of days. Nobody knows why, maybe except his
daughter.

KHAN’S GOOD FORTUNE TERMINAL DISEASE


LEVEL III CURSE LEVEL III CURSE
Target loses all STAT bonuses for 2 ROUNDS/POWER. Inflict one TARGET/POWER with a deadly disease. It will
die in 1D4 DAYS.

2 ROUNDS/POWER 1D4 DAYS

SINGLE VISIBLE VISIBLE, 1/POWER

BOONE SCROLL

- “Aaand now she’s stripped.” - “Remember the guard at the gate that caused many
+ “What do you mean ‘stripped’??” people trouble?”
- “I mean; she’s lost her every edge.” + “Yeah, what about him?”
+ “Oh. I see...” - “Let’s just say he won’t be troubling people anymore.”

19
Christian Vergara (order #20428773)
CURSE SPELLS
I
CREEPING DEATH SEAL FATE
LEVEL IV CURSE LEVEL IV CURSE
Name a village, population or a group of creatures living HARD roll. Utter a fate you seem fit for a target you had
together on the same planet you currently are and curse touched any time. In 1D4 - POWER DAYS, the fate will
them. In 1D4 DAYS, POWER 1=10 people, 2=100 people, come true (if not impossible). If the result is 0 or less, it
3=1,000 people, 4=10,000 people will die of various will happen in the next ROUND.
causes like accidents, poisoning, diseases and so on. Roll
MERCURIAL FAILURE.

1D4 DAYS PERMANENT IN up to 1D4 DAYS

SAME PLANET ANYWHERE on the SAME PLANE

BOONE, REBIRTH ARTIFACT

Curses... There are lots of them. Some weak, some powerful. In this world nothing can be said to be certain, except death
Some are earth shatteringly devastating and can change the and some curses.
course of an entire nation or even a planet.

20
Christian Vergara (order #20428773)
DEMON SPELLS
ANIMATE I CONTROL UNDEAD
LEVEL I DEMON LEVEL I DEMON
Create one UNDEAD/POWER with 1 HP under your Control an undead within NEAR for 1D4 ROUNDS. If it is
control from corpses. They crumble to grave dust at reasonably intelligent, roll contested WIS to control it. At
dawn. higher POWERS either control an additional undead or
Skeleton: Just a pile of bones. Nothing special. increase the duration by 1D4 ROUNDS/POWER.
Skeletal Bat: Can fly up to NEAR and can take an
ACTION.

UNTIL NEXT DAWN VARIABLE

NEAR CORPSES, 1/POWER NEAR UNDEAD, VARIABLE

SCROLL STUDY

“What you see when you look at dead bodies is dread and “If I didn’t create it, I can still control it” - Farlon the Dark,
despair. What I see when I look at them is utility.” - Morgan moments before his death.
Nadaras

EXTENDED ANIMATION HELLISH STEED


LEVEL I DEMON LEVEL I DEMON
Cast on one UNDEAD/POWER you have animated. It will Create one undead or demonic STEED/POWER under
last 1D4 DAYS longer. your control that has one HEART and lasts for 1D4 DAYS.
The steed can take the form of any animal or beast you
have previously seen like a horse (your choice). You can
relinquish the control of the steed to someone else if
you wish.

1D4 DAYS 1D4 DAYS

NEAR UNDEAD, 1/POWER SELF

STUDY EMBER SCROLL

What is better than animating rotting corpses? Them lasting The biggest problem with skeletons and demons is that they
longer. look very cool.

21
Christian Vergara (order #20428773)
DEMON SPELLS
INSTILL FEAR REPEL UNDEAD
LEVEL I DEMON LEVEL I DEMON
One TARGET/POWER is overcome with fear that is Undead creatures cannot get close to you (POWER
projected from you for 1D6 ROUNDS. It cannot move 1=NEAR, 2=FAR, 3=NEAR and they get ULTIMATE
towards you or attack you unless it rolls WIS each time. DAMAGE/ROUND if they are within, 4=FAR and they get
Some CHA rolls against feared targets are EASY. ULTIMATE DAMAGE/ROUND if they are within). If they
are already within the area of effect, they try to leave. If
they are unable to leave, they can’t act at all.

1D6 ROUNDS CONCENTRATION up to 4 ROUNDS

NEAR, 1/POWER VARIABLE

BOONE, EMBER SCROLL STUDY

Fear... The greatest ‘motivator’ ever invented. Just because you are a necromancer that doesn’t mean you
like the company of undeads all the time.

SAP LIFEFORCE ANIMATE II II

LEVEL I DEMON LEVEL II DEMON


A dark ray emanates from your finger. NEAR target hit Create one UNDEAD/POWER with one HEART under your
with the ray temporarily loses 1D6 STAT points of your control from corpses until next dawn.
choice and you gain them for 1D6 ROUNDS/POWER. You Ghoul: +1 ALL ROLLS, can move FAR and take an
can distribute those points however you like. ACTION.
Zombie: +3 ALL EFFORTS, can only move CLOSE and
take an ACTION.

1D6 ROUNDS/POWER UNTIL NEXT DAWN

RANGED ATTACK NEAR CORPSES, 1/POWER

SCROLL EMBER SCROLL

“What’s mine is mine, what’s yours is mine, too.” - Jemmehel “Grrrr, argghhh!”
the Greedy.

22
Christian Vergara (order #20428773)
DEMON SPELLS
EXCISE Rain of Bones
LEVEL II DEMON LEVEL II DEMON
You cast out an entity that is possessing one Sharp bones fall from the sky around a point you choose
TARGET/POWER. You also break any remote effect or within FAR. Anything within the area of effect (POWER
control someone else has over the target. Some 1=CLOSE, 2=NEAR, 3=FAR, 4=DOUBLE FAR) gets DOUBLE
powerful entities may require a contested WIS roll in MAGIC DAMAGE.
which case you get +1/POWER to your roll.

PERMANENT INSTANT

NEAR, 1/POWER VARIABLE AT FAR

STUDY SPELL STONE

“The power of Azatoth compels you! - “Damn, what’s that noise? It must be hailing outside!”
The power of Azatoth compels you! + “Sort of, but not quite.”
The power of Azatoth compels you!
I cast you out!” - An old priest, and a young priest together

SWARM OF FILTH UNDEATH TO DEATH


LEVEL II DEMON LEVEL II DEMON
You summon a swarm of large demonic insects around a Instantly destroy 1D4 UNDEADS/POWER NEAR you that
point you can see. Enemies within NEAR take MAGIC currently have less than two HEARTS.
DAMAGE for 1D4 ROUNDS/POWER. You can move the
swarm each ROUND up to NEAR.

1D4 ROUNDS/POWER INSTANT

NEAR AT VISIBLE LOCATION NEAR UNDEADS, 1D4/POWER

STUDY SCROLL, STUDY

“Bzzzzz, vzzzz, jzzzz.” Ashes to ashes, dust to dust, and bones to dust, too.

23
Christian Vergara (order #20428773)
DEMON SPELLS
III
ANIMATE III LIVING TO UNDEATH
LEVEL III DEMON LEVEL III DEMON
Create one UNDEAD/POWER with two HEARTS under Roll contested CON for one TARGET/POWER that
your control from corpses until next dawn. currently has less than three HEARTS of HP. If you win,
Wight: +2 ALL ROLLS, two ATTACKS, heals 1 HP with target dies and rises as an undead with one HEART and
each successful attack. +4 ALL ROLLS under your control.
Wraith: +3 ALL ROLLS, flies NEAR, incorporeal, target
rolls CON or is stunned for 1 ROUND.

UNTIL NEXT DAWN UNTIL NEXT DAWN

FAR CORPSES, 1/POWER VISIBLE, 1/POWER

STUDY STUDY

Undead soldiers are very valuable. They don’t require “I am a busy person. Why waste valuable time killing
maintenance and when they are destroyed, you can always someone first and then raising the remains as an undead?
create more. Actually, why wait for them to be gone to Tsk, tsk... Such inefficiency, such a waste of time.” - Waznar
create more? Darkholme, Councilmember of Crimson Blood Guild.

NO REST FOR THE WICKED SIPHON


LEVEL III DEMON LEVEL III DEMON
You are one step closer to undeath. You appear undead- Target loses one HEART/POWER unless it can roll
like and you don't need to eat, sleep, breathe and do separate CON for each HEART, and you gain them. Any
other bodily functions for 1D4 DAYS/POWER. excess becomes temporary HP for you.

1D4 DAYS/POWER INSTANT

SELF SINGLE VISIBLE

BOONE, REBIRTH SCROLL

“Do I look more rotten than usual today?” - Valura, daughter “Do you plan to keep on breathing? No? Excellent!”
of Hermod

24
Christian Vergara (order #20428773)
DEMON SPELLS
I
ANIMATE IV BONE DEMON
LEVEL IV DEMON LEVEL IV DEMON
Create one UNDEAD/POWER with three HEARTS under You turn into a giant bony demon that has horns, wings
your control from corpses for 1D4 DAYS. and a tail for 1D4 ROUNDS/POWER. +2 ALL STATS, you
Banshee: +3 ALL ROLLS, flies NEAR, incorporeal, wails can fly FAR, your ARMOR becomes 20, your BASIC
NEAR to do ULTIMATE DAMAGE. EFFORT is DOUBLED and you gain an extra tail attack
Shambler: +4 ALL ROLLS, slams CLOSE for DOUBLE that does ULTIMATE DAMAGE. You can also grab things
ULTIMATE DAMAGE. with your tail.

UNTIL DAWN, 1D4 DAYS LATER 1D4 ROUNDS/POWER

FAR CORPSES, 1/POWER SELF

STUDY, SPELL STONE BOONE, REBIRTH

“Say hello to my little undead friend!” - Bhakto Zulltar Horns, wings and a tail. You are a stuff from nightmares.
Even nightmares may not be scary enough.

CLONE PUPPET
LEVEL IV DEMON
Create an accursed clone of a living target you have
seen. The clone obeys all of your commands and is
indistinguishable from the original by regular
examination but it sometimes exhibits evil behavior
when carrying out your orders. The clone lives for 1D4
DAYS/POWER.

1D4 DAYS/POWER

SELF

BOONE, ARTIFACT

Many years ago The King of Inmoor went crazy and


executed his whole court. A couple of days later his body
was found dead on the throne. No one knew what killed
him. Madness perhaps?

25
Christian Vergara (order #20428773)
DIMENSION SPELLS
ACCOMPANY BOUNCE
LEVEL I DIMENSION LEVEL I DIMENSION
When you move or otherwise change your location, take For one ROUND/POWER you can teleport anywhere you
one CLOSE TARGET/POWER with you for 1D4 ROUNDS. can see that is within NEAR from your initial location
Target disappears and then reappears next to you. once per TURN. This doesn't count as a move and you
can teleport just before an ENEMY is about to act. At the
end of each of your own TURNS, your current location
becomes your new initial location.

1D4 ROUNDS 1 ROUND/POWER

CLOSE, 1/POWER SELF

EMBER SCROLL SCROLL

“Come with me, if you want to live.” - Multiple different “I’m here, I’m there, I’m everywhere.” - Ulfur the Rabbit
sources

POCKET DIMENSION SEAL GATE


LEVEL I DIMENSION LEVEL I DIMENSION
First time you cast this SPELL you create a cubic pocket Destroy one CONNECTION/POWER to another place that
dimension (POWER 1=5-foot, 2=10-foot, 3=15-foot, 4=20- is within FAR. Any active gate, portal, wormhole or
foot). You can open and close it and put stuff into it. Any similar is shut down. A very big or powerful connection
time you cast this SPELL after the first, you access the may require an INT roll (and maybe some EFFORT) to be
same dimension but if you cast it at a lower POWER, you shut down. If you cast this SPELL on your own POCKET
can't access the full volume. DIMENSION, it is lost forever.

INSTANT INSTANT

SELF FAR, 1 CONNECTION/POWER

EMBER SCROLL, STUDY EMBER SCROLL

Pocket dimensions are very versatile and they are an “’No more!’ shouted Elandeli, after closing the portal the
important tool in a secretive mage’s arsenal, which most of demonic creatures were pouring out of, like sand in a
them happen to be. sandstorm. ‘That’s enough of you!’” - Multiple witnesses from
the Battle of Scorching Rocks

26
Christian Vergara (order #20428773)
DIMENSION SPELLS
SMALL STEP SWAP
LEVEL I DIMENSION LEVEL I DIMENSION
Teleport to a place you can see up to NEAR. You can cast Swap places of two BEINGS or two OBJECTS/POWER that
this SPELL any time and it is not an ACTION. POWERS 2 are of comparable size. Both targets must be within
and 3 have no additional effect. At POWER 4, you can NEAR of each other.
teleport up to FAR.

INSTANT (NOT AN ACTION) INSTANT

SELF NEAR AT LOCATION

STUDY SCROLL

Teleporting to places at will is very useful and powerful. Imagine the pranks you can pull off with this.

VANISH
LEVEL I DIMENSION
Next time one TARGET/POWER is hit and about to be
damaged, it vanishes and reappears at a random
location CLOSE to its original position. The hit misses.

INSTANT

SELF or NEAR, 1/POWER

SPELL STONE, STUDY

“Just before Randir was about to be struck by the charging


minotaur, ’Dear heavens!’ shouted Illana. Yet the charge
somehow missed and the minotaur crashed into the wall.
Randir had a smirk on his face.” - Durane, party member

27
Christian Vergara (order #20428773)
DIMENSION SPELLS
II
BEYOND THE WALL IMPRISON
LEVEL II DIMENSION LEVEL II DIMENSION
Teleport one TARGET/POWER within FAR behind a wall Teleport 1D4/POWER targets within NEAR to a pocket
so that it leaves current room or encounter. dimension for 1D4 ROUNDS. After the SPELL ends, they
teleport back to their original location if it is not
occupied, or to the closest available position.

INSTANT 1D4 ROUNDS

FAR, 1/POWER NEAR, 1D4/POWER

SCROLL SCROLL, STUDY

“I said, go away!” - Everyone, at least once in their lifetime. Tranquility and calmness is sometimes hard to come by.
Thankfully mages have the advantage in that regard.

INTERDIMENSIONAL LOCK KHAN’S PORTALS OF SPYING


LEVEL II DIMENSION LEVEL II DIMENSION
Disable and prevent teleportation and other Create two portals for 1D6 ROUNDS; one is next to you and the
dimensional travel within FAR for 1D6 ROUNDS/POWER other is somewhere you name and is invisible. The portals are
and suppress any active dimensional connection for the connected and you can see and hear through the portal next
duration. to you to the other side. Maximum range of the second portal
depends on POWER (1=Same town, 2=Same country, 3=Same
continent, 4=Same planet).

1D6 ROUNDS/POWER 1D6 ROUNDS

FAR VARIABLE

EMBER SCROLL ARTIFACT

As Rinu tried to teleport away Orren said “Not so fast, thief! Nobody is really safe from the prying eyes of a nosy mage.
We are not done here. Now... Where is the gold you stole Someone might be watching you right now!
from me?”

28
Christian Vergara (order #20428773)
DIMENSION SPELLS
SUMMON OBJECT BANISH III

LEVEL II DIMENSION LEVEL III DIMENSION


Teleport an object you have seen next to you. Maximum Send 1D4/POWER targets you can see that are from
range of the SPELL depends on POWER (1=Same town, another dimension permanently to their home
2=Same country, 3=Same continent, 4=Same planet). dimension. If targets are native to this dimension, then
Target object cannot be bigger than a cart. they are sent to a random dimension for one
ROUND/POWER. There is a 10% chance they will be dead
when they return.

INSTANT INSTANT or 1 ROUND/POWER

VARIABLE VISIBLE, 1D4/POWER

STUDY SLAY (ANY OUTSIDER)

- “Here’s the bed you asked for.” “Oops. I think I sent them somewhere bad.” - Xizan the Mad
+ “Bed? What bed?”
- “The one you asked for.”
+ “I said ‘bread’ you idiot!”

SHADOW POUR SUMMON CREATURE


LEVEL III DIMENSION LEVEL III DIMENSION
You open a gateway to the Astral Plane. 1D8 Teleport a target you know or have detailed information
SHADOWS/POWER cross it and attack your ENEMIES for about next to you. If target is not willing, it rolls WIS to
1D6 ROUNDS. resist. Maximum range of the SPELL depends on POWER
Shadow: 1 HP, +3 to ALL ROLLS, can fly FAR and can go (1=Same town, 2=Same country, 3=Same continent,
through the tiniest of cracks. 4=Same planet). If the information is inaccurate, you
may summon the wrong target.

1D6 ROUNDS INSTANT

FAR VARIABLE

STUDY, REBIRTH SPELL STONE

What are the odds of a place called The Shadow Mansion - “Didn’t you say that the vault keeper is a dwarf?”
being overrun by a legion of shadows during a dark + “Yeah?”
experiment? Very high it seems. - “Then why does this guy have a tail?”
+ “...”

29
Christian Vergara (order #20428773)
DIMENSION SPELLS
I
ETHEREAL WAlk TELEPORT
LEVEL IV DIMENSION LEVEL IV DIMENSION
You and two more TARGETS/POWER vanish into a Teleport yourself and up to two TARGETS/POWER to any
temporary dimension for 1D8 ROUNDS. You are invisible place you have been or have detailed information about.
and can walk through things. You can see everything in If the information is wrong, incomplete or inaccurate,
the dimension you just left as a silhouette but you can't you will teleport to a different location. Unwilling targets
affect anything there. roll WIS to resist.

1D8 ROUNDS INSTANT

SELF and MULTIPLE VISIBLE SELF and MULTIPLE NEAR

SCROLL ARTIFACT, SCROLL

- “How are we supposed to go in there?” Teleportation is the apex of the mastery of space. You can
+ “Don’t worry, I know a way.” go anywhere you want at any time. Those who also master
time are simply unstoppable because they can go anywhere,
any time.

VOID
LEVEL IV DIMENSION
You open a huge gateway at a point you can see, to a
place that is pitch black and devoid of energy. Each
ROUND every creature that cannot roll STR and anything
that cannot resist the pull moves toward it HALF NEAR.
Things NEAR the VOID take MAGIC DAMAGE/POWER
each ROUND.

CONCENTRATION

ANYWHERE VISIBLE

REBIRTH

The town of Ywinsburg disappeared overnight. Only a crater


remains.

30
Christian Vergara (order #20428773)
ELDER SPELLS
CONTROL MACHINE DETECT MAGIC
LEVEL I ELDER LEVEL I ELDER
Control any mechanical device or creature within NEAR Learn the location of ongoing SPELLS or anything
for 1D4 ROUNDS. If it is intelligent, roll contested INT to magical within NEAR for 1D4 ROUNDS/POWER. You also
control it. At higher POWERS either control an additional learn SPELLS' TYPES, POWERS and LEVELS with an EASY
machine or increase the duration by 1D4 INT roll.
ROUNDS/POWER.

VARIABLE 1D4 ROUNDS/POWER

NEAR, VARIABLE NEAR

STUDY EMBER SCROLL

Employing mechanical defenses only can be a bad idea in - “Mmm, I sense something...”
case someone decides to control them. + “What?”
- “A first level energy spell cast at power three.”
+ “OK, that’s... very specific...”

DISPEL MAGIC ENCHANT ITEM


LEVEL I ELDER LEVEL I ELDER
Cast on an ongoing SPELL or magical effect to end it. If Touched item does additional EFFORT for 1D4 ROUNDS.
the target is a SPELL, POWER must be at least equal to EFFORT depends on POWER (1=BASIC, 2=WEAPON,
target SPELL's LEVEL. Some magical effects are too 3=MAGIC, 4=ULTIMATE).
powerful for a mortal to dispel, in which case the effect
is suppressed for 1D4 ROUNDS/POWER instead.

INSTANT or 1D4 ROUNDS/POWER 1D4 ROUNDS

NEAR SPELL or MAGICAL EFFECT TOUCH

SCROLL EMBER SCROLL

Getting dispelled while magically flying should be a valuable What is better than sharpening a blade? Sharpening it using
lesson for anyone lucky enough to survive. magic.

31
Christian Vergara (order #20428773)
ELDER SPELLS
FArTHER KEEN EYE
LEVEL I ELDER (METAMAGIC) LEVEL I ELDER
Immediately cast another SPELL of LEVEL equal to this Next successful ATTEMPT of one TARGET/POWER is a
SPELL's POWER without rolling but by paying its COST. critical success.
Any distance of the target SPELL is upgraded to the next
step; for example: SELF/TOUCH -> CLOSE -> NEAR -> FAR
-> DOUBLE FAR. If there are no steps to upgrade, double
the distance instead.

INSTANT INSTANT

SPELL NEAR, 1/POWER

SCROLL EMBER SCROLL

Those who can reach farther can usually shoot first; those - “You need to hammer this into the beast’s heart to kill it!”
who shoot first will usually be the last ones standing. + “Are you crazy? How am I gonna do that??”
- “Just strike the beast and leave the rest to me.”

LOCATE UNSTOPPABLE
LEVEL I ELDER LEVEL I ELDER
Learn the location of a specific creature or a thing. HARD roll if The movement of one TARGET/POWER cannot be
you have never seen the target yourself. If target is within FAR, impeded by any condition, SPELL or effect and the target
you will know its exact location. Otherwise you will know the does not roll any ATTEMPTS or CHECKS for movement
general direction and the general distance. Maximum range of for 1D6 ROUNDS.
the SPELL depends on POWER (1=Same town, 2=Same country,
3=Same continent, 4=Same planet).

INSTANT 1D6 ROUNDS

VARIABLE NEAR, 1/POWER

STUDY SPELL STONE

Don’t be that creepy person and do not try to use this to - “How are we supposed to cross that bridge when this
locate your ex. It is over, just accept it. blizzard doesn’t look like it is about to slow down any time
soon?”
+ “Simple. We will walk directly onto it.”

32
Christian Vergara (order #20428773)
ELDER SPELLS
II
ALL SEEING EYE DENY
LEVEL II ELDER LEVEL II ELDER
Create a big floating eye out of pure energy CLOSE to Counter one SPELL that is just cast or cancel a MAGICAL
you. During your TURNS, you can move it up to NEAR EFFECT that is just activated (including LOOT and other
distance each time. You can see all invisible and hidden sources). You can cast this SPELL anytime and it is not an
things through it in all directions, up to NEAR. ACTION. A subsequent casting of this SPELL in the same
ROUND requires one higher POWER than the previous
one.

CONCENTRATION INSTANT (NOT AN ACTION)

SELF SPELL

SCROLL EMBER SCROLL

--SCANNING-- --SCANNING-- --SCANNING-- --SCANNING-- “There is nothing you can do, that I cannot simply deny” -
Rakhmore Spellsinger to Xavaran Blackheart, at their duel
at the top of mount Embershard

DOUBLE CAST HAND OF THE GODS


LEVEL II ELDER (METAMAGIC) LEVEL II ELDER
Immediately cast two SPELLS of LEVELS lower than or Touch one TARGET/POWER. It can't be harmed by
equal to this SPELL's POWER, without rolling but by outside sources in any way for 1D4 ROUNDS.
paying both SPELLS’ COST. You can cast the same SPELL
twice if you want to.

INSTANT 1D4 ROUNDS

SPELL TOUCH, 1/POWER

STUDY BOONE, STUDY

For those times when casting just one spell isn’t enough. When the champions of Orfur emerged from the inferno
caused by the dragon’s breath without even a scratch,
everyone cheered - some in disbelief.

33
Christian Vergara (order #20428773)
ELDER SPELLS
MIRROR IMAGE ANTIMAGIC AURA III

LEVEL II ELDER LEVEL III ELDER


Create TWO/POWER perfect images of you within NEAR No SPELL, magical LOOT, or magical effect can function
that last for 1D8 ROUNDS. Others have no ordinary way around you within a radius determined by POWER
to tell you apart. When an image is damaged, it is (1=CLOSE, 2=NEAR, 3=FAR, 4=DOUBLE FAR) as long as
destroyed. you keep concentrating.

1D8 ROUNDS CONCENTRATION

SELF VARIABLE

EMBER SCROLL ARTIFACT, REBIRTH

“Are you guys sextuplets?” Magic is great but sometimes it can also be a headache.
Stop the headache for some time.

AURA OF PERSEVERANCE LORE OF AGES


LEVEL III ELDER LEVEL III ELDER
ALLIES that start DYING, or were already DYING when Utter the name of one specific THING, PLACE, CREATURE
you cast this SPELL within a radius around you, are or BEING/POWER. You learn any information about it
healed for MAGIC EFFORT for 1D8 ROUNDS. Radius that is and has been publicly known on the same planet
depends on POWER (1=CLOSE, 2=NEAR, 3=FAR, you are on.
4=DOUBLE FAR).

1D8 ROUNDS INSTANT

VARIABLE ANYTHING

STUDY SPELL STONE

“Let’s not worry about unpleasant little things like death for - “Did you know that the butcher’s wife cheated on him?”
a little while, shall we?” - Hundar Darkhand + “Is there anyone who doesn’t know that?”

34
Christian Vergara (order #20428773)
ELDER SPELLS
RAISE DEAD CONVENE WITH THE ELDERS I

LEVEL III ELDER LEVEL IV ELDER


A dead target you touch becomes alive with 1 HP. It Your mind leaves this plane and you convene with some
cannot be dead for more than one ROUND/POWER. Its ELDERS so they can guide you. You and your ALLIES
CHECKS and ATTEMPTS will be HARD for 1D4 ROUNDS. within NEAR gain benefits for 1D8 ROUNDS depending
on POWER (1=All rolls are EASY, 2=DOUBLE EFFORT,
3=ARMOR 20, 4=Regenerate 1D4 HP/ROUND). A POWER
also gives the benefits of all lower POWERS.

INSTANT 1D8 ROUNDS

TOUCH YOU and NEAR ALLIES

REBIRTH, SLAY ARTIFACT, REBIRTH

- “Damn, I feel like crap. Did anyone see what struck me?” “Elders! Guide us to victory!” - Vejna Sharpblade, Paladin
+ “Yup. It is called death. Usually carries a big sickle.”

RESURRECTION SPELL ASCENDENCY


LEVEL IV ELDER LEVEL IV ELDER
A dead target you touch becomes alive with full HP and Pick a SPELL you already know when you learn SPELL
one temporary HEART/POWER. It cannot be dead more ASCENDENCY. Forget ONE SPELL YOU KNOW/LEVEL of
than one CENTURY/POWER. the target SPELL forever. From now on, cast the target
SPELL without paying any COST and the casting
ATTEMPT is always EASY. If you lose SPELL ASCENDENCY
by any means, you lose all its benefits.

INSTANT PERMANENT

TOUCH SPELL

ARTIFACT, REBIRTH STUDY

Ashes to ashes, dust to dust - yet sometimes things can work Free is way better than cheap and easy is better than hard.
also in reverse.

35
Christian Vergara (order #20428773)
ENERGY SPELLS
BIFURCATE CHARGE
LEVEL I ENERGY (METAMAGIC) LEVEL I ENERGY
Immediately cast another SPELL of LEVEL equal to this You can transfer your life energy to any object or being
SPELL's POWER without rolling but by paying its COST. you touch. Sacrifice any number of HP. Target receives
That SPELL can target an additional 1D4 targets. Trying that HP multiplied by POWER.
to bifurcate BIFURCATE itself can be hilarious, but
deadly.

INSTANT INSTANT

SPELL TOUCH

SCROLL STUDY

“With a single move of our wizard, all of our enemies have Sacrificing one’s health and well-being is the noblest of all
vanished. I haven’t seen her affect this many creatures ever sacrifices.
before.” - Memoirs of Johun Starkhand

FOCUS FORCE OF ELDERS


LEVEL I ENERGY (METAMAGIC) LEVEL I ENERGY
Immediately cast another SPELL that has multiple You push or pull one OBJECT or CREATURE/POWER you
targets, of LEVEL equal to this SPELL's POWER, without can see up to NEAR distance. At POWER 4 the distance is
rolling but by paying its COST. Apply the effect of the FAR.
target SPELL as many times as it has targets onto a
single target. If you roll a NATURAL 5 or less, roll
MERCURIAL FAILURE.

INSTANT INSTANT

SPELL VISIBLE, 1/POWER

STUDY SCROLL, STUDY

Multiplying the effect of a spell that is meant to affect A very versatile spell.
multiple targets on a single target will surely be devastating
for your enemies and a boon for your allies. Try not to burn
yourself though.

36
Christian Vergara (order #20428773)
ENERGY SPELLS
HOMING MISSILE OVERCHARGE
LEVEL I ENERGY LEVEL I ENERGY (METAMAGIC)
No roll needed to cast this SPELL. Shoot one energy Immediately cast another SPELL of LEVEL equal to this
MISSILE/POWER at any target within NEAR to deal MAGIC SPELL's POWER without rolling but by paying its COST.
DAMAGE. You can direct each missile to a different That SPELL does double damage. If you roll a NATURAL
target. Roll DEX if you want to hit a specific part or 1, take DOUBLE ULTIMATE DAMAGE in addition to the
section of a target. regular MERCURIAL FAILURE.

INSTANT INSTANT

MULTIPLE NEAR SPELL

EMBER SCROLL, SCROLL ARTIFACT, SPELL STONE

If you are going to miss, why bother with shooting in the Putting more energy into a spell can backfire. But if it does
first place? not, the results are spectacular. So are the results of failure.

WAVE OF UDIN
LEVEL I ENERGY
A wave of energy blasts out from you in a direction you
choose. All NEAR objects and creatures on the path of
the wave get pushed away up to NEAR and take BASIC
DAMAGE/POWER.

INSTANT

MULTIPLE NEAR

STUDY

“Blast them away,


Let them fly.
Let no rocks standing,
Kiss them all goodbye.” - Poem by Edmonn Loudsong

37
Christian Vergara (order #20428773)
ENERGY SPELLS
II
BACKLASH FLY
LEVEL II ENERGY LEVEL II ENERGY
Target that just cast a SPELL takes that SPELL's damage. A target you touch can fly up to FAR and still take an
If the SPELL did no damage, target takes MAGIC ACTION for 1D8 ROUNDS/POWER.
DAMAGE/LEVEL of the SPELL instead. You can cast this
SPELL anytime and it is not an ACTION. A subsequent
casting of this SPELL in the same ROUND requires one
higher POWER than the previous one.

INSTANT (NOT AN ACTION) 1D8 ROUNDS/POWER

NEAR TOUCH

STUDY EMBER SCROLL

“One by one, all the mages got struck with the energies of Mankind’s most common dream is to be able to fly.
their own spells. When everything was said and done, they
had no choice but to kneel to Hudna, now the master of the
Order.” - Hudna’s Life by Sage Lohender

FORCE LIGHTNING PULSAR


LEVEL II ENERGY LEVEL II ENERGY
Arcs of powerful lightning emanate from your fingers. Shoot a ball of force that does MAGIC DAMAGE from
Do MAGIC DAMAGE to 1D4 NEAR TARGETS/POWER each your aura each TURN for 1D6 TURNS/POWER. Roll DEX
ROUND. to hit for each. You can select a different target for each
ball. Targets must be within FAR.

CONCENTRATION CONCENTRATION up to 1D6 TURNS/POWER

NEAR, 1D4/POWER FAR

BOONE, STUDY SCROLL, STUDY

“Uuunlimiteed pooooweeerrr!” - Source unknown Pew pew pew!

38
Christian Vergara (order #20428773)
ENERGY SPELLS
SHARPSHOOTER ACID VOMIT III

LEVEL II ENERGY LEVEL III ENERGY


Shoot a force beam up to DOUBLE FAR and do Waves of acid burst out of your mouth in a line towards
ULTIMATE DAMAGE/POWER. a direction you choose up to FAR. Anything in the path of
the wave takes MAGIC DAMAGE/POWER.

INSTANT INSTANT

SINGLE DOUBLE FAR MULTIPLE FAR

SCROLL SCROLL

The best way to kill someone is from hiding and from out of Vomiting all around is disgusting but extremely deadly.
their range.

SHOOTING STAR WALL OF BLADES


LEVEL III ENERGY LEVEL III ENERGY
Shoot 4 ENERGY BOLTS/POWER that deal MAGIC Create a wall of energy blades that are whirling, turning and
DAMAGE each to multiple targets you can see. If targets rotating in a shape you want. Those in it take DOUBLE MAGIC
cannot roll CON, they also skip their next TURN. DAMAGE/POWER. Creatures roll DEX to pass through the wall
and those who do so take TRIPLE MAGIC DAMAGE/POWER.
Wall's total length is FAR at most. HARD roll to make the wall
mobile and you can move it with you.

INSTANT 1D6 ROUNDS

SPELL FAR

SPELL STONE STUDY, ARTIFACT

If you can, shoot them before they shoot you. If not, shoot “It was a sight to behold. The wall of blades moved with her
them more than they shoot you. and cut everything down. She didn’t even have to move a
finger. “ - A witness on Elra’s forceful entry into the castle.

39
Christian Vergara (order #20428773)
ENERGY SPELLS
I
SPARKLING STORM
LEVEL IV ENERGY
Clouds form up in the sky and lightning strikes the
ground each ROUND for 1D4 ROUNDS/POWER. You can
direct the lightning to a point you choose. Anything
NEAR that point rolls DEX or takes MAGIC DAMAGE.

1D4 ROUNDS/POWER

NEAR AT LOCATION

STUDY

It was widely believed that only the most powerful entities or


gods can affect the weather. You can prove them wrong - or
right...

SUPERNOVA
LEVEL IV ENERGY
Explode in a blast of blinding energy and deal ULTIMATE
DAMAGE/POWER to all ENEMIES within NEAR. Affected
ENEMIES will also be blinded for 1D4 ROUNDS.

1D4 ROUNDS

NEAR ENEMIES

ARTIFACT, SCROLL

Shine like a star!

40
Christian Vergara (order #20428773)
FIRE SPELLS
DRAGON’S BREATH CONTROL FIRE
LEVEL I FIRE LEVEL I FIRE
Breathe fire to all NEAR targets for MAGIC Control and shape any natural fire or flame within FAR
DAMAGE/POWER. for 1D4 ROUNDS/POWER. You can change its size
(double or halve its size each ROUND) and you can make
it attack to CLOSE things for BASIC DAMAGE.

INSTANT 1D4 ROUNDS/POWER

MULTIPLE NEAR FAR FIRE SOURCE

REBIRTH EMBER SCROLL

“Breathing fire is amusing at a circus but deadly on a Uncontrolled fire can be dangerous. Controlled fire can be
battlefield.” - Gustav Fireborn more so in the wrong hands. Or in the right hands,
depending on your point of view.

CREATe fire FIRE ARMOR


LEVEL I FIRE LEVEL I FIRE
Create a natural fire on an object or creature that is Give a flaming +3 ARMOR to one TARGET/POWER you
NEAR and set it on fire. A target that is burning this way can see for 1D4 ROUNDS.
takes BASIC DAMAGE/POWER each ROUND until the fire
is put out.

INSTANT 1D4 ROUNDS

NEAR VISIBLE, 1/POWER

EMBER SCROLL EMBER SCROLL

Mankind’s mastery over fire was the first step towards Fire doesn’t have to be destructive all the time.
enlightenment.

41
Christian Vergara (order #20428773)
FIRE SPELLS
FIRE ELEMENTAL FIRE SHIELD
LEVEL I FIRE LEVEL I FIRE
You turn into a FIRE ELEMENTAL for 1D8 ROUNDS. A POWER A target you touch is engulfed in flames. Target gains
also gives the benefits of all lower POWERS. POWER 1=You can one temporary HEART and is immune to fire damage for
shoot fire up to FAR for MAGIC DAMAGE and your melee 1D6 ROUNDS. Melee attackers get damage according to
attacks do additional BASIC DAMAGE (fire), 2= You can fly POWER (1=BASIC, 2=WEAPON, 3=MAGIC, 4=ULTIMATE).
NEAR, 3=You can cast FIREBALL (pay its COST), 4= You gain one At POWER 4, target also gains an additional temporary
temporary HEART and resist half of all physical damage. HEART.

1D8 ROUNDS 1D6 ROUNDS

SELF TOUCH

EMBER SCROLL, STUDY EMBER SCROLL, STUDY

Become the fire that burns and burn forever. The best defense is the one that hurts more than any
offense itself.

MAXIMIZE FIREBALL II

LEVEL I FIRE (METAMAGIC) LEVEL II FIRE


Immediately cast another SPELL of LEVEL equal to this Hurl a ball of fire at a point within FAR that explodes.
SPELL's POWER without rolling but by paying its COST. Everything NEAR that point rolls DEX to take MAGIC
Any variables of the target SPELL that depend on dice DAMAGE/POWER. Those who fail take DOUBLE MAGIC
use the highest value. If you roll a NATURAL 1 for this DAMAGE/POWER instead. Anything flammable that isn’t
SPELL, take MAGIC DAMAGE in addition to regular carried by a creature will be set on fire.
MERCURIAL FAILURE.

INSTANT INSTANT

SPELL NEAR AT FAR

EMBER SCROLL, SPELL STONE SCROLL, STUDY

Overcome randomness and chaos with your fiery resolve. A very popular spell among mages for mysterious reasons.
Maybe explosions are too much fun. Let them burn!

42
Christian Vergara (order #20428773)
FIRE SPELLS
FRIENDLY FIRE TENTACLES OF THE DEPTHS
LEVEL II FIRE LEVEL II FIRE
Summon a fire elemental that has two HEARTS, +3 to 1D4 TENTACLES/POWER that are made of fire erupt from
ALL ROLLS and flies FAR for 1D4 ROUNDS under your your body and hit NEAR targets you choose. Tentacles
control. At higher POWERS either summon one more do MAGIC DAMAGE each and can attack different
elemental per POWER or increase the duration by 1D4 targets.
ROUNDS.

VARIABLE INSTANT

NEAR SELF

EMBER SCROLL, SCROLL SCROLL

Fire can be a person’s best friend if you are careful. “Those who come close to me shall taste the flames of Nine
Hells!” - Awson the Pyromancer

HEAT DEATH WINGS OF FIRE


LEVEL II FIRE LEVEL II FIRE
Heat a target up to FAR for DOUBLE MAGIC Fiery wings come out of a target you touch. It can fly up
DAMAGE/POWER. If it dies, heat another one. If it dies, to FAR and still take an ACTION for 1D6
do it again until a chosen target doesn't die. ROUNDS/POWER.

INSTANT 1D6 ROUNDS/POWER

FAR TOUCH

EMBER SCROLL, STUDY STUDY, ARTIFACT

Let them burn from the inside! The best thing about fiery wings is that you can fly as close
to the sun as you want without getting them burned.

43
Christian Vergara (order #20428773)
FIRE SPELLS
III
FIRESTORM SMOKE AND FUMES
LEVEL III FIRE LEVEL III FIRE
A wave of fire explodes from you. Everything within Smoke and foul fumes cover the area within FAR for 1D4
NEAR takes DOUBLE ULTIMATE DAMAGE/POWER. ROUNDS/POWER. ENEMIES within roll CON or skip their
Anything flammable that isn’t carried by a creature will TURN. Attacking you and your ALLIES is HARD.
be set on fire.

INSTANT 1D4 ROUNDS/POWER

MULTIPLE NEAR FAR ENEMIES

EMBER SCROLL, STUDY EMBER SCROLL, SCROLL

Try not to burn your friends. Security through obscurity, which also happens to have a
terrible stench.

WALL OF FIRE ARMAGEDDOn I

LEVEL III FIRE LEVEL IV FIRE


Create a wall of fire in a shape you want. Those in it take Call forth 1D4 METEORITES/POWER each ROUND from
ULTIMATE DAMAGE/POWER, those CLOSE to it take half the sky for up to 1D6 ROUNDS. Roll DEX to hit anything
that. Creatures roll CON to pass through the wall and you can see. Each meteorite can hit a different target
those who do so take DOUBLE ULTIMATE and does DOUBLE ULTIMATE DAMAGE.
DAMAGE/POWER. Wall's total length is FAR at most.
HARD roll to make the wall mobile (it moves with you).

1D6 ROUNDS CONCENTRATION up to 1D6 ROUNDS

FAR MULTIPLE VISIBLE

EMBER SCROLL, SPELL STONE REBIRTH

Let them pass or let them burn. Let fire and flames rain from the sky and take your rightful
place in religious books. Let them talk about you for ages.
They will say you are a god because according to them only
gods can be cruel enough to destroy everything with fire!

44
Christian Vergara (order #20428773)
FIRE SPELLS
FIERY NATURE
LEVEL IV FIRE
Shed your physical body and turn into hellish fire itself
for 2 ROUNDS/POWER. You can instantly enlarge and
engulf buildings, shrink and move through tiny cracks.
You can set things on fire that happen to be engulfed by
you for DOUBLE ULTIMATE DAMAGE/ROUND.

2 ROUNDS/POWER

SELF

ARTIFACT

Becoming fire itself.

45
Christian Vergara (order #20428773)
GLYPH SPELLS
ALARM CIRCLE OF EXCLUSION
LEVEL I GLYPH LEVEL I GLYPH
Draw one invisible GLYPH/POWER on the ground, NEAR Draw a circle with NEAR diameter around you. Name a
diameter, within DOUBLE FAR. If trespassed, you will creature, a being, a group of people, a race or a creature
know it and who trespassed it until next dawn. type. Those who are named cannot enter the circle for
1D4 ROUNDS/POWER. If they are already inside, they try
to leave unless they roll HARD WIS.

UNTIL NEXT DAWN 1D4 ROUNDS/POWER

DOUBLE FAR NEAR

EMBER SCROLL SCROLL, STUDY

The world is filled with thieves and intruders. At least they “You... Shall... Not... Pass!” - A wise, grey and old wizard
are not going to catch you off-guard.

DIVERSion GLYPH OF ARMOR


LEVEL I GLYPH LEVEL I GLYPH
ENEMIES trying to attack one designated ALLY/POWER ALLIES that are CLOSE to the GLYPH get 20 ARMOR for
NEAR the GLYPH must roll INT or find another target to one ROUND/POWER. If they move farther away than
attack for 1D4 ROUNDS. If there is no suitable target, CLOSE, they lose the benefit.
they can’t attack at all. You can change which ALLY is
protected each ROUND.

1D4 ROUNDS 1 ROUND/POWER

NEAR AT GLYPH CLOSE AT GLYPH

SCROLL EMBER SCROLL, STUDY

“Look! There is a dragon behind you!” “Try hitting my friends again, you slimy disgusting gerblin!” -
Haknor the Bard

46
Christian Vergara (order #20428773)
GLYPH SPELLS
KHAN’S MARK MOTIVATION
LEVEL I GLYPH LEVEL I GLYPH
Put a glowing mark on a target you touch for 1D4 Draw a GLYPH on one CLOSE TARGET/POWER. It gains
ROUNDS/POWER. Whenever it is hit, it also takes BASIC one temporary HEART. A target cannot have more than
DAMAGE/POWER. Target cannot hide or be stealthy. one temporary HEART at a time this way.

1D4 ROUNDS/POWER INSTANT

SINGLE TOUCH CLOSE, 1/POWER

BOONE STUDY

Kick them while they are down. - “What the Emperor asks is impossible. I don’t have enough
men.”
+ “Perhaps I can find new ways to motivate them.”

SEVEN’S LUCK SHIMMERING


LEVEL I GLYPH LEVEL I GLYPH
Whenever one ALLY/POWER that is NEAR the GLYPH is Draw a GLYPH on one CLOSE TARGET/POWER and engulf
hit, it rolls 1D20 for 1D6 ROUNDS. On NATURAL 15+, it it in a bright light for 1D6 ROUNDS. All attacks on it are
does not take any damage. You can change which ALLY EASY.
is protected each ROUND.

1D6 ROUNDS 1D6 ROUNDS

NEAR AT GLYPH, 1 ALLY/POWER CLOSE, 1/POWER

BOONE, STUDY EMBER SCROLL

“Luck, oh luck! - “Which one do you want me to attack?”


Luck, oh luck! + “You will know when you see it.”
Why have you forsaken me?
Luck, oh luck...” - A song of bad luck

47
Christian Vergara (order #20428773)
GLYPH SPELLS
II
DEFENSE TURRET DUPLICATE
LEVEL II GLYPH LEVEL II GLYPH
Draw an invisible GLYPH where you touch. When Draw a GLYPH on an object that is no larger than a cart.
ENEMIES come NEAR it, the GLYPH will shoot one An exact copy will appear next to it. The duplicate has
ARROW per ENEMY using your DEX bonus each ROUND, the same properties and abilities as the original. It will
for 2 ROUNDS/POWER. disappear after 1D6 ROUNDS/POWER.

2 ROUNDS/POWER 1D6 ROUNDS/POWER

NEAR AT GLYPH SINGLE TOUCH

SPELL STONE SCROLL

Traps are set up at unsuspected locations for a reason. “I like your flaming, undead-bane sword...”

FOUNTAIN OF LIFE HELPING HAND


LEVEL II GLYPH LEVEL II GLYPH
ALLIES within NEAR of the GLYPH gain the maximum Inscribe a ward on a target you touch that lasts for 2D4
amount of HP from any source that grants or heals a ROUNDS. When target drops to 0 HP, it is immediately
variable amount for 1D4 ROUNDS/POWER. healed for MAGIC EFFORT/POWER.

1D4 ROUNDS/POWER 2D4 ROUNDS

NEAR AT GLYPH SINGLE TOUCH

BOONE STUDY

- “We are all gonna die down here, there are too many of Helping those who are in need is the highest form of
them!!” selflessness.
+ “No, were are not! Just keep healing!”

48
Christian Vergara (order #20428773)
GLYPH SPELLS
MESMERIZE GOOD OMEN III

LEVEL II GLYPH LEVEL III GLYPH


You can draw the GLYPH in the air. It will stay there for 2 You and your ALLIES that can see the GLYPH add your
ROUNDS/POWER. ENEMES that see it roll CHA or skip BASIC EFFORT to their ATTEMPTS and CHECKS and get
their TURN entirely while watching the GLYPH. +2 to ALL EFFORTS for one ROUND/POWER. You can
draw the GLYPH in the air.

2 ROUNDS/POWER 1 ROUND/POWER

ENEMIES that see the GLYPH YOU and ALLIES that see the GLYPH

SPELL STONE STUDY

“ZzzzZzzZzzZ...” Different cultures consider different things as good omens.

PAIN OF AGES SYMBOL OF DESTRUCTION


LEVEL III GLYPH LEVEL III GLYPH
ENEMIES that can see the GLYPH have to roll CON before Draw a GLYPH on the ground where you stand, NEAR
any CHECK or ATTEMPT for 1D6 ROUNDS. If they fail, diameter. Corporeal creatures (except you), objects and
they also automatically fail their CHECK or ATTEMPT and structures within take ULTIMATE DAMAGE/POWER. The
take MAGIC DAMAGE/POWER. You can draw the GLYPH ground gets destabilized if you keep the SPELL up long
in the air. enough. Items on creatures are unaffected.

1D6 ROUNDS CONCENTRATION

ENEMIES that see the GLYPH NEAR

BOONE, STUDY SPELL STONE

Cripple them so that they can’t even lift their swords. “Allie Soderson held the door all by herself against the army
of the necromancer. First she cast Circle of Exclusion, then
cast Symbol of Destruction on top of it. When she was done,
only a pile of bones was left.” - The Defense of Fort Eilenron

49
Christian Vergara (order #20428773)
GLYPH SPELLS
I
CIRCLE OF EXHAUSTION
LEVEL IV GLYPH
Draw a circle on the ground with NEAR diameter around
you. ENEMIES in the circle get -2/POWER to ALL ROLLS
for 2 ROUNDS/POWER.

2 ROUNDS/POWER

NEAR ENEMIES

SCROLL

They won’t even be as effective as children with sticks in


their hands.

GLYPH OF ILLUSIONS
LEVEL IV GLYPH
You can create any illusion you want within FAR of the
GLYPH for one HOUR/POWER. Illusions have sound but
when they are touched, their true nature will be
revealed.

1 HOUR/POWER

FAR AT GLYPH

SCROLL, STUDY

It is known that a master charlatan, who also happens to be


a mage, used to create an illusory entourage for herself.

50
Christian Vergara (order #20428773)
MATTER SPELLS
CHAINS OF MISERY CRUSH ‘EM
LEVEL I MATTER LEVEL I MATTER
Chains come out of the ground, beneath a NEAR target Crush the internal organs or internal structure of 1D4
and immobilize it. Target rolls STR each ROUND to break NEAR TARGETS/POWER for MAGIC DAMAGE.
free or takes BASIC DAMAGE/POWER each ROUND and
skips its TURN. Lasts up to 4 ROUNDS.

Up to 4 ROUNDS INSTANT

SINGLE NEAR NEAR, 1D4/POWER

SCROLL EMBER SCROLL

“Grab them hard, “You have failed me for the last time...” - Lord Dark Helmet
Hold them tight.
Don’t let them go,
Show them your might.” - Anonymous

KHAN’S DRILL MELT ARMOR


LEVEL I MATTER LEVEL I MATTER
Create a hole in an object, in a wall or in the ground One TARGET/POWER within NEAR gets -3 ARMOR. A
where you touch. Diameter and the length of the hole target cannot have less than 10 ARMOR. You can cast
depends on POWER (1=Up to a coin & up to CLOSE, this SPELL on the same target multiple times.
2=Up to a dish & up to NEAR, 3=Up to a person & up to
FAR, 4=Up to a cart & up to DOUBLE FAR).

INSTANT INSTANT

TOUCH NEAR, 1/POWER

STUDY EMBER SCROLL, SCROLL

The words “bank heist” come to mind. - “What the hell happened to you? Why are you in your
pants?!”
+ “A damn mage happened, that’s why!”

51
Christian Vergara (order #20428773)
MATTER SPELLS
QUICKSAND UNSTABLE TERRAIN
LEVEL I MATTER LEVEL I MATTER
Crush the ground into a quicksand NEAR a point you can Crumble and deform the ground around a point you can
see. Things start to sink and will be completely engulfed see. Creatures trying to pass through it need to roll DEX
in 1D4 ROUNDS. Creatures have to roll DEX to climb out. or they cannot advance. POWERS 2 and 3 have no
Higher POWERS reduce the duration by 1 additional effect. At POWER 4 the radius is NEAR.
ROUND/POWER. If the result is 0 or less, things sink and
disappear immediately.

Up to 1D4 ROUNDS INSTANT

NEAR AT LOCATION VARIABLE AT LOCATION

SPELL STONE STUDY

Being unsure of the ground you are standing on is an “The ground shook and at first we thought it was an
uneasy feeling. earthquake, but it wasn’t. Poor suckers got stuck at a choke
point.” - Xal-den-mar

II
BRIDGE UNDER MY FEET CREATE INGREDIENT
LEVEL II MATTER LEVEL II MATTER
Create one RARE INGREDIENT/POWER. Roll on the RARE
Start walking from a ledge. Instead of falling, dust will fly and
fuse to create a "bridge" under you as you walk. You can adjust INGREDIENTS TABLE.
the shape and the elevation of this bridge while it is forming.
Maximum length of the bridge depends on POWER (1=CLOSE,
2=NEAR, 3=FAR, 4=DOUBLE FAR). You can construct the bridge
over multiple ROUNDS.

PERMANENT PERMANENT

SELF SELF

SPELL STONE, STUDY BOONE, STUDY

- “Come on, we need to jump to the next building before Having a rare ingredient in the pocket can be very helpful
they come and catch us!” under the right circumstances.
+ “Jumping? What are we? Peasants?”

52
Christian Vergara (order #20428773)
MATTER SPELLS
PRODUCE TONS OF FUN
LEVEL II MATTER LEVEL II MATTER
Convert raw materials into produced/processed goods One TARGET/POWER within FAR is crushed as if rocks fell
like a tree trunk into planks, iron ore into nails and so on it and takes DOUBLE ULTIMATE DAMAGE. If it cannot
on. The maximum volume of the raw material to be used roll STR, it also falls prone.
depends on POWER (1=Up to an average person, 2=Up
to a cart, 3=Up to a house, 4=Up to a castle).

PERMANENT INSTANT

FAR FAR, 1/POWER

SPELL STONE, STUDY SCROLL

With this spell, you can always find work. Better yet, you “Stay down!”
won’t need to find it at all.

III
ASSEMBLY DISINTEGRATE
LEVEL III MATTER LEVEL III MATTER
Combine and assemble pre-processed materials or goods into A target you can see receives DOUBLE ULTIMATE
non-living mundane things like planks, nails and rope into a DAMAGE/POWER. If target drops to 0 HP or less, only
bridge. You need to have the necessary materials at hand. The dust remains.
volume of the result depends on POWER (1=Up to an average
person, 2=Up to a cart, 3=Up to a house, 4=Up to a castle). You
can cast this SPELL repeatedly to create bigger things.

PERMANENT INSTANT

ALL VISIBLE SINGLE VISIBLE

STUDY ARTIFACT, STUDY

Why waste coin on workers when you can single handedly Let dust turn to dust and let sleeping dust lie.
do a better job?

53
Christian Vergara (order #20428773)
MATTER SPELLS
EARTH SHAPER SHIELD GUARDIAN
LEVEL III MATTER LEVEL III MATTER
Change the shape of the terrain in any way you choose. Create a construct guardian from mundane materials
You can create trenches, walls, pillars, roads, ditches and NEAR you. It has one HEART/POWER and +1 ALL
raise or flatten the ground. However, you cannot turn a ROLLS/POWER. Its size depends on POWER (1=Small,
material into another one; you can only use what is 2=Medium, 3=Giant, 4=Huge). If you do not give it any
already available. The radius you can affect depends on orders, it will try to protect you to the best of its ability.
POWER (1=CLOSE, 2=NEAR, 3=FAR, 4=DOUBLE FAR). You can control at most 4 guardians at a given time.

PERMANENT PERMANENT

VARIABLE NEAR

SPELL STONE BOONE, SCROLL, STUDY

Let there be... castles? ~~CLONK CLONK~~

I
CREATE OBJECT DESTROYER OF WORLDS
LEVEL IV MATTER LEVEL IV MATTER
Create one OBJECT/POWER that is no larger than your fist. You You wreck and destroy one non-living thing you can see
can create it in any shape and out of any material (or any or a part of it: objects, structures, buildings, vehicles and
combination of materials). If you create something out of a so on. The maximum volume destroyed is one
valuable material (like gold), roll MERCURIAL FAILURE. You can CART/POWER each ROUND. Items on creatures are
cast this SPELL multiple times to create a bigger object. Roll INT unaffected.
to create an object from memory.

PERMANENT CONCENTRATION

1 OBJECT/POWER ALL VISIBLE

BOONE, SPELL STONE, STUDY BOONE, SPELL STONE

If you want to get rich quickly, know that there are costs and “Where I pass, nothing shall remain...” - Anwh’bozzu, Prince
some are significant. of Destruction

54
Christian Vergara (order #20428773)
MATTER SPELLS
WAVES OF DESTRUCTION
LEVEL IV MATTER
Strike the ground to create destructive waves that
spread from you. ENEMIES within FAR take MAGIC
DAMAGE/POWER. If they cannot roll STR, they also fall
prone.

INSTANT

FAR ENEMIES

ARTIFACT

Don’t allow them to stand on their feet.

55
Christian Vergara (order #20428773)
MIND SPELLS
AWAKEN BEFRIEND
LEVEL I MIND LEVEL I MIND
Specify a condition or an event. If and when it triggers A target you touch considers you a friend and behaves
NEAR you within 2 HOURS/POWER, you will know it. If accordingly for 1D8 ROUNDS. CHA rolls (if required)
you are asleep, you will wake up. against that target are EASY. For higher POWERS either
add another target or increase the duration by 1D8
ROUNDS.

2 HOURS/POWER VARIABLE

NEAR MULTIPLE TOUCH

EMBER SCROLL, SCROLL STUDY

Being on alert is the first step of survival. You are a man’s best friend, at least for a short amount of
time.

DETECT MINDS DISGUISE


LEVEL I MIND LEVEL I MIND
Scan the area around you for other minds. You'll know You appear as someone else or as some other creature
their exact position for 1D4 ROUNDS. POWER 1=Low INT to others for one HOUR/POWER. Roll INT and if you fail,
beings within NEAR, 2=All beings within NEAR , 3=Low your disguise will have some imperfections which may
INT beings within FAR, 4=All beings within FAR. or may not be noticed by others. If you want to disguise
as a specific person or creature, the INT roll is HARD.

1D4 ROUNDS 1 HOUR/POWER

VARIABLE SELF

SCROLL SCROLL, STUDY

“I sense something...” - “Only the vizier can approve such a request.”


+ “You mean me.”

56
Christian Vergara (order #20428773)
MIND SPELLS
SEND MESSAGE TELEPATHY
LEVEL I MIND LEVEL I MIND
Send a short telephatical message to a target you know You and an intelligent enough target you can see can
within range. It can give you a short reply if it chooses to talk to each other telepathically for 1D6 ROUNDS. You
do so. Maximum range of the SPELL depends on POWER will understand each other regardless of language. For
(1=Same town, 2=Same country, 3=Same continent, higher POWERS either add another target or increase
4=Same planet). the duration by 1D6 ROUNDS. Multiple targets can
"hear" each other.

INSTANT VARIABLE

SINGLE VARIABLE MULTIPLE VISIBLE

EMBER SCROLL, SPELL STONE SCROLL

Being in contact with far away people can have many Telepathy is considered to be the highest form of
strategic advantages. communication.

UNIVERSAL TRANSLATOR COMMAND II

LEVEL I MIND LEVEL II MIND


Understand any spoken language you can hear or any One TARGET/POWER that hears you must obey your
written language you can see for 1D8 ROUNDS/POWER. single command. If the command is something against
If the language is coded or cyphered, roll INT to decode. its goals, it rolls CHA to resist. If the command is directly
You can make any target understand your speech. harmful to it, the CHA check is EASY.

1D8 ROUNDS/POWER INSTANT

ALL WITHIN EARSHOT WITHIN EARSHOT, 1/POWER

STUDY SCROLL, SPELL STONE

- “ĦŊŒ ŦħĐŢIJĬ” You say jump and they don’t even ask how high.
+ “It says you’ve been quite a pain in its...”
- “Neck?”
+ “No.”

57
Christian Vergara (order #20428773)
MIND SPELLS
FORCE THE TRUTH PRINCE CHARMING
LEVEL II MIND LEVEL II MIND
Target cannot lie to you for 1D6 ROUNDS. At higher All your CHA rolls are EASY and you add +3 EFFORT to
POWERS either add another target or increase the CHA related tasks for 1D4 ROUNDS/POWER.
duration for 1D6 ROUNDS.

VARIABLE 1D4 ROUNDS/POWER

MULTIPLE NEAR SELF

SCROLL ARTIFACT, SCROLL

I’ll have none of you lying!” - High Judge of Winterpass It is said that a bard armed with a pretty smile is more
powerful than a warrior armed with a huge plasma rifle.

READ MIND CONTROL CREATURE III

LEVEL II MIND LEVEL III MIND


You hear the current thoughts of a target for 1D4 Fully control a creature within FAR for 1D4 ROUNDS. If it
ROUNDS. At higher POWERS either add another target is highly intelligent, roll contested INT to control each
or increase the duration for 1D4 ROUNDS. ROUND. At higher POWERS either control an additional
creature or increase the duration by 1D4 ROUNDS.

VARIABLE CONCENTRATION, VARIABLE

MULTIPLE NEAR MULTIPLE FAR

BOONE, STUDY SCROLL

That’s naughty... “Now it is I, who’s pulling your strings!” - Peldora, daughter


of Mansuk

58
Christian Vergara (order #20428773)
MIND SPELLS
MENTAL SHIELD MIND PROBE
LEVEL III MIND LEVEL III MIND
One TARGET/POWER you touch becomes immune to all Look for a single FACT or INFORMATION/POWER in a
kinds of mind affecting SPELLS and other effects for one being's mind that you can see. If it is highly intelligent,
DAY. roll contested INT.

1 DAY INSTANT

TOUCH, 1/POWER SINGLE VISIBLE

EMBER SCROLL, SPELL STONE SCROLL

Food for thought; armor for your mind. Some minds are more cluttered than certain wardrobes.

PARALYZE ALTER MEMORY I

LEVEL III MIND LEVEL IV MIND


Prevent 1D4 TARGETS/POWER from moving or taking Add, change or delete a single memory from a target
any ACTIONS as long as you can concentrate. If any of you touch. Memory to be altered cannot be older than a
the targets are highly powerful, roll contested WIS to certain period. POWER 1=1 HOUR, 2=1 DAY, 3=1 WEEK,
paralyze them each ROUND. 4=1 MONTH.

CONCENTRATION INSTANT

NEAR, 1D4/POWER TOUCH

SCROLL, STUDY BOONE

Gotta know when to fold ‘em, or when to “hold” ‘em. Memory is most precious but also most unreliable.

59
Christian Vergara (order #20428773)
MIND SPELLS
HORRID PHANTASMS POSSESS
LEVEL IV MIND LEVEL IV MIND
You induce horrifying images in targets’ minds. Roll Possess a corporeal living creature for one DAY/POWER. You
contested WIS check for each target. If you win, target keep your INT, WIS and CHA but use the rest of the STATS of
drops to 0 HP. If not, it gets DOUBLE MAGIC DAMAGE the host. Your body stays in deep slumber for the duration of
instead. One TARGET/POWER. the SPELL. If you are excised from the host body by any means
or you host dies, you take ULTIMATE DAMAGE and you
immediately wake up in your own body.

INSTANT 1 DAY/POWER

VISIBLE, 1/POWER SINGLE VISIBLE

REBIRTH BOONE, STUDY

It has been long rumored that people die in their sleep due Make no mistake; it is a violation of the victim.
to night terrors. Maybe there is some truth to that.

60
Christian Vergara (order #20428773)
TIME SPELLS
ARCANE TIMER CERTAIN OUTCOME
LEVEL I TIME (METAMAGIC) LEVEL I TIME
Immediately cast another SPELL of LEVEL equal to this A NEAR target automatically succeeds its next ATTEMPT
SPELL's POWER without rolling but by paying its COST. or CHECK. Higher POWERS add another target or
Target SPELL goes off in up to 10 ROUNDS (your choice). another auto success. A single target can't have more
than two pending auto successes at a given time.

VARIABLE INSTANT

SPELL VARIABLE NEAR

SPELL STONE SCROLL

Precisely timing things can separate success from failure. It is extremely comfortable knowing that one can’t fail no
matter what.

EXTEND KHAN’S INTERRUPTION


LEVEL I TIME (METAMAGIC) LEVEL I TIME
Immediately cast another SPELL of LEVEL equal to this Cast this SPELL only during GM's TURN. When one
SPELL's POWER without rolling but by paying its COST. TARGET/POWER you can see is about to act, you can
Any durations related to the target SPELL is doubled. interrupt it and make it skip its ACTION. It can still move.

INSTANT INSTANT (NOT AN ACTION)

SPELL VISIBLE, 1/POWER

STUDY SPELL STONE

Make them last longer. Nope. Not gonna happen.

61
Christian Vergara (order #20428773)
TIME SPELLS
SECOND CHANCE SPELL TRIGGER
LEVEL I TIME LEVEL I TIME (METAMAGIC)
NEAR target rerolls failed ATTEMPTS or CHECKS for one Immediately cast another SPELL of LEVEL equal to this
ROUND/POWER but rerolls each ATTEMPT or CHECK SPELL's POWER without rolling but by paying its COST.
only once. Target SPELL is stored for 1 DAY. Specify a condition or
an event for the SPELL to go off. You can have only one
SPELL stored at a given time. You can replace the stored
SPELL by casting SPELL TRIGGER again.

1 ROUND/POWER 1 DAY

SINGLE NEAR SPELL

EMBER SCROLL BOONE, STUDY

Life doesn’t give people many second chances. You can fix Being prepared gets you halfway to victory.
this.

STASIS FIELD FAILSAFE II

LEVEL I TIME LEVEL II TIME


You put a creature or an object you touch into statis. If the target object is damaged, destroyed or tampered
Time essentially stops for it. Creatures in statis don't with in any way, it is restored back to its condition at the
need sustenance or air. Higher POWERS increase the time of casting this SPELL. This restoration happens only
duration: 1 DAY, 1 WEEK, 1 MONTH, 1 YEAR. You can ONCE/POWER.
multiply this duration by sacrificing additional HP during
casting.

VARIABLE PERMANENT until ACTIVATION

TOUCH SINGLE TOUCH

SCROLL, SPELL STONE REBIRTH

Who needs a fridge? Safeguarding things against damage might come in handy.

62
Christian Vergara (order #20428773)
TIME SPELLS
FORWARD REPEAT
LEVEL II TIME LEVEL II TIME
Either subtract 1 from one TIMER/POWER or subtract Repeat an ACTION or an event that happened in the
1/POWER from a TIMER. previous ROUND. For each POWER either repeat it once
more or repeat another ACTION or event.

INSTANT INSTANT

SINGLE or MULTIPLE TIMERS SINGLE ACTION or EVENT

SPELL STONE SCROLL, STUDY

Sometimes all ‘time’ needs is a little push. Repeating something over and over again can both be a
boon and a curse. Repeating something over and over again
can both be a boon and a curse. Repeating something over
and over again can both be a boon and a curse...

REWIND FORESEE III

LEVEL II TIME LEVEL III TIME


Either add 1 to one TIMER/POWER or add 1/POWER to a Pick one ENEMY/POWER you can see. GM will declare its
TIMER. movements and ACTIONS now and on GM's TURN it will
behave exactly as declared.

INSTANT INSTANT

SINGLE or MULTIPLE TIMERS VISIBLE ENEMIES, 1/POWER

SPELL STONE BOONE

Time doesn’t always have to be against you. “Everything is proceeding as I have foreseen.” - A certain
Emperor

63
Christian Vergara (order #20428773)
TIME SPELLS
HASTE INTERJECT
LEVEL III TIME LEVEL III TIME
You or one TARGET/POWER plays an additional TURN Immediately play a TURN. You can only cast this SPELL
after its next TURN. during GM's TURN and only once per ROUND. This SPELL
can only be cast at POWER 1.

INSTANT INSTANT (NOT AN ACTION)

SELF or VISIBLE, 1/POWER SELF

STUDY SPELL STONE

Act in haste, celebrate in leisure. “Oops.” - Helandil Ironhammer

PAUSE UNDO
LEVEL III TIME LEVEL III TIME
Pause one TIMER/POWER so it doesn’t count up or down Undo an ACTION or an event that happened in the last
as long as you can concentrate. ROUND since the end of your last TURN. Higher POWERS
let you undo in the previous ROUNDS.

CONCENTRATION INSTANT

1 TIMER/POWER SINGLE ACTION or EVENT

STUDY ARTIFACT

Controlling time is controlling fate. “Nope. That didn’t happen at all.” - Asmendel the Time Mage

64
Christian Vergara (order #20428773)
TIME SPELLS
I
ERASE FROM TIMELINE INEVITABILITY
LEVEL IV TIME LEVEL IV TIME
Name a being, an object or an event and remove it from existence. An event you describe will happen NEAR you in exactly 4
Nobody except you will remember it. Your current timeline may ROUNDS. If your description is nonsensical or
change in unforeseen ways. Some powerful beings or objects may be impossible, the SPELL will fail. Higher POWERS bring the
immune to this SPELL. Erasing a being requires a HARD roll and if you event closer for 1 ROUND/POWER. If you roll a NATURAL
fail (or the target is immune) roll MERCURIAL FAILURE. You can erase 10 or less, roll MERCURIAL FAILURE.
something from the past. You can only cast this SPELL at POWER 4.

INSTANT INSTANT

SINGLE, ANYWHERE and ANY TIME NEAR

SPELL STONE BOONE, REBIRTH

-Flavor text has been erased from timeline- “You hear that Mr. Anderson? That is the sound of
inevitability... It is the sound of your death.” - Agent Smith to
Neo.

SWAP TIMELINES
LEVEL IV TIME
Pick two OBJECTS or two BEINGS/POWER. You swap their
timelines so that they switch places and all of their
current conditions like position, damage, disease, dying
and so on switch.

INSTANT

VISIBLE, TWO OBJECTS or BEINGS/POWER

SCROLL

“Those chains and wounds look better on you.” - Zamber the


Trickster, after swapping place with the guard.

65
Christian Vergara (order #20428773)
TRANSMUTATION SPELLS
ANIMAL FORM ELEMENTAL ENCHANTMENT
LEVEL I TRANSMUTATION LEVEL I TRANSMUTATION
Turn into an animal with your equipment for 1D4 You imbue an item you touch with an element you
ROUNDS/POWER. You can't activate items or cast SPELLS in choose like fire, acid, cold, lightning and so on. That item
this form. does 1D6 additional damage of that element type for
Bear: Double STR, CON and WEAPON EFFORT. Gain two 1D4 ROUNDS/POWER.
temporary HEARTS.
Cheetah: Double DEX, WEAPON and ULTIMATE EFFORT. You
can move FAR and still take an ACTION.
Giant Spider: +3 ARMOR. You can jump FAR and still take an 1D4 ROUNDS/POWER
ACTION and can climb on any surface. Shoot web with a DEX
roll to immobilize a target for 1D4 ROUNDS. SINGLE TOUCH
Wolf: Double STR, BASIC and WEAPON EFFORT. Rolls involving
sight and smell are EASY.
BOONE, STUDY
1D4 ROUNDS/POWER
“A flaming sword? How unimaginitive of you. Like there are
no other elements in nature.” - Menzan Druxx, teacher at
SELF
Highwolf University of Spellcraft

SCROLL

INVISIBLE BARRIER MEND


LEVEL I TRANSMUTATION LEVEL I TRANSMUTATION
An invisible barrier surrounds you for 1D4 ROUNDS. Repair one broken THING/POWER you touch that is no
Nothing corporeal can pass through unless you allow it. larger than a cart. If target is bigger, you can repair it
Energy or MAGIC can penetrate it. The radius of the fully by casting this SPELL multiple times.
barrier depends on POWER (1=CLOSE, 2=NEAR, 3=FAR,
4=DOUBLE FAR).

1D4 ROUNDS PERMANENT

VARIABLE TOUCH, 1/POWER

SPELL STONE EMBER SCROLL, STUDY

“Give us some time, will ya?” - Brean, son of Modir, just In some cultures, it is widely believed that a tailor cannot
outside of the gate of Castle Berrinx during the first orc patch her own clothes. How wrong they are!
siege.

66
Christian Vergara (order #20428773)
TRANSMUTATION SPELLS
REFORM RESIZE
LEVEL I TRANSMUTATION (METAMAGIC) LEVEL I TRANSMUTATION
Immediately cast another SPELL of LEVEL equal to this Touched target grows or shrinks (your choice) to
SPELL's POWER without rolling but by paying its COST. DOUBLE or HALF SIZE/POWER and stays that way for
Change the target SPELL's element into something else. 1D8 ROUNDS. GM may adjust any relevant STATS
accordingly. Helpful hint: POWER 1=Double, 2=4 times,
3=8 times, 4=16 times.

INSTANT 1D8 ROUNDS

SPELL SINGLE TOUCH

STUDY SCROLL, STUDY

Let fireballs turn into acidballs to confuse your adversaries How small a person gets at 1/16th size is left as an exercise
even further. to the reader.

SPIKED ARMOR TITAN SKIN


LEVEL I TRANSMUTATION LEVEL I TRANSMUTATION
Things that attack the target in melee get WEAPON Touched target receives only 1 damage from physical
DAMAGE for 1D4 ROUNDS/POWER. attacks for 1 ROUND/POWER.

1D4 ROUNDS/POWER 1 ROUND/POWER

SINGLE TOUCH SINGLE TOUCH

EMBER SCROLL ARTIFACT

“Come at me, you sons of unpleasants! I won’t even lift my “Come at me, you sons of unpleasants! I won’t even lift my
weapon at you!” - Last words of a brave adventurer weapon at you!” - Unforgettable words of then Baron Soren,
now King of Arcadia

67
Christian Vergara (order #20428773)
TRANSMUTATION SPELLS
II
CONVERT MATERIAL FEAST OF UDIN
LEVEL II TRANSMUTATION LEVEL II TRANSMUTATION
Turn one non-living target that has no real monetary Create a satisfying and delicious meal for 1D4
value into another like water into rock, rock into pebbles, TARGETS/POWER from mundane materials. Those who
fire into soil and so on. Maximum volume of the target eat this meal heal one HEART and do not need another
depends on POWER (1=Up to an average person, 2=Up nourishment for 1 DAY. Leftovers won't be spoiled for 1
to a car, 3=Up to a house, 4=Up to a small castle). You DAY/POWER.
can convert an object partially.

INSTANT 1 DAY/POWER

SINGLE NEAR CLOSE

SCROLL BOONE

Conversions can be handy when used at the right time. “Let us feast like there is no tomorrow!” - Untar the Paladin,
to his troops before their legendary raid into the caves of
the Rat Men.

FLYING FORM HAND OF KHAN


LEVEL II TRANSMUTATION LEVEL II TRANSMUTATION
Turn into a flying animal for 1D4 ROUNDS/POWER. Rolls Create a hand out of thin air that lasts for 1D4
involving sight are EASY. You can fly FAR and still take an ROUNDS/POWER. The hand acts on your TURN; it has
ACTION. You can cast SPELLS in this form but cannot one HEART, has the same ARMOR as you, can move up
activate items. to FAR and attack for MAGIC DAMAGE. You can make the
Crow: Double DEX, INT and BASIC EFFORT. hand large or small depending on your needs and it can
Eagle: Double CON, CHA and ULTIMATE EFFORT. do anything a regular hand can do.
Owl: Double STR, WIS and MAGIC EFFORT.
1D4 ROUNDS/POWER

FAR

BOONE, SPELL STONE


1D4 ROUNDS/POWER
What is better than punching your enemies? Punching them
with a huge fist, from a distance.
SELF

SCROLL, SPELL STONE

68
Christian Vergara (order #20428773)
TRANSMUTATION SPELLS
III
FLUID FORM ONE WITH NATURE
LEVEL III TRANSMUTATION LEVEL III TRANSMUTATION
Turn into any animal or a beast you choose with your Learn one FACT/POWER about your surroundings like
equipment for 1D4 ROUNDS/POWER and gain +8 STAT the location of buildings, fresh water sources, certain
points. You can distribute them to your STATS any way types of creatures and so on up to a couple of miles.
you want. You can use all mundane abilities of the
animal like breathing underwater when you turn into a
fish. You can activate items and cast SPELLS.

1D4 ROUNDS/POWER INSTANT

SPELL COUPLE OF MILES

STUDY SCROLL, STUDY

A bat? Or a cat? Or a mouse? Or a crocodile? Whatever you - “I know where the gerblins are!”
want to become, whenever you want to become. + “Did you really have to pick up and smell their poop to
know that?”

POLYMORPH MAGICAL FORM I

LEVEL III TRANSMUTATION LEVEL IV TRANSMUTATION


Turn one TARGET/POWER (except you) into a mundane Turn into a magical beast you choose with your
creature or into a creature you know from other equipment for 1D4 ROUNDS/POWER. You can activate
Transmutation SPELLS of LEVELS I and II, for 2D4 items and cast SPELLS.
ROUNDS. Target also gains one temporary HEART. Dragon: Double ALL STATS, two ACTIONS, you can fly
FAR and still take your ACTIONS. Your Bite (CLOSE) and
Tail attacks (NEAR) do DOUBLE WEAPON DAMAGE to a
single target. Fire Breath: Do ULTIMATE DAMAGE to
2D4 ROUNDS everything NEAR in a direction you choose.
Hydra: Start with 1D4+1 heads, one ACTION per head.
VISIBLE, 1/POWER Each HEART of damage done to you kills one head but
you grow two more in its place. Bite: DOUBLE WEAPON
ARTIFACT, STUDY, SPELL STONE
DAMAGE to a single CLOSE target.
1D4 ROUNDS/POWER
Turning people into frogs gives false hope to many
princesses worldwide.
SELF

SCROLL, SPELL STONE

69
Christian Vergara (order #20428773)
TRANSMUTATION SPELLS
MASTER OF FORMS UDIN’s WEATHER
LEVEL IV TRANSMUTATION LEVEL IV TRANSMUTATION
When you learn this SPELL, all your Form SPELLS gain You have total control of the weather within DOUBLE FAR for
1D4 ROUNDS extra duration and +2 to ALL EFFORT. one HOUR/POWER. You can create clouds, winds, storms,
rains, blizzards and make it scorching hot or freezing cold. You
can change the conditions of the weather each ROUND. Using
harsh weather conditions, you can cause MAGIC DAMAGE
within NEAR of a point each ROUND.

SPECIAL 1 HOUR/POWER

SPECIAL DOUBLE FAR

SPELL STONE BOONE

Better, stronger and longer! - “Damn, how are we going to catch their ship?”
+ “Don’t worry, Udin is with us. Though, ‘behind us’ is more
accurate in this case.” - The great chase of Pundan River

70
Christian Vergara (order #20428773)
FEATS

“For the love of gods,


how the hell did you do that?!”

71
Christian Vergara (order #20428773)
INTRODUCTION
WHAT ARE FEATS? ACTIVATING FEATS
FEATS are exceptional and special abilities of You can activate a FEAT any time unless otherwise
characters that enable them to be HEROIC and noted in its description. Some FEATS specify
AMAZING and make them stand apart from others. conditions for their activation like “when a melee
attack hits you” - you can only active them when that
A blademan in the midst of a mob doing a whirlwind condition is met.
attack and hitting everyone, a warrior tucking herself
behind her shield and shrugging off a dragon's breath, There is no limit on how many FEATS you can activate
and a monk ducking, dodging and breaking arrows are at a given time.
primary examples.
Activating a FEAT is NOT AN ACTION and you can
FEATS can easily be incorporated into any setting and use a FEAT as a reaction to an ENEMY. Example: You
into any type of play. can activate Defense FEAT to increase your ARMOR
after an ENEMY hits you. This way you can make the
• FEATS are part of a character. Once learned, they hit miss.
cannot be looted, destroyed or otherwise forcibly
removed. ACTIVATION: To activate a FEAT, pay the COST of the
TIER you choose in HP and make the necessary
• FEATS enable you to grow and customize your ATTEMPT roll for activation. If you succeed, then
character in a direction that does not depend on you’ve activated the FEAT. Well done.
random LOOT rolls.
If you fail the activation roll, you can't activate the
• You can easily modify an existing class by adding a FEAT and you don’t pay any COST. Also you can’t
FEAT to it, to add your unique flavor. attempt to activate that FEAT again this ROUND for
the same target or condition. If the target or the
• FEATS allow you to play without acquiring or condition changes, you can try to activate again.
needing any LOOT if you want to do so. Example: Break Projectile - you can try to activate this
for each new projectile aimed at you in the same
• FEATS have multiple TIERS that have different ROUND regardless of your previous activation failures.
abilities and different HP COSTS. FEATS that are
powerful have more expensive TIERS, so you can If you roll a NATURAL 20 when activating a FEAT,
only use them occasionally. Others have cheap you pay no HP COST!
TIERS and you can use them over and over again.

• FEATS occupy inventory space. FEAT MASTERY


FEATS are mastered individually and 4 steps of
MASTERY is necessary (four white circles on a FEAT
HOW TO? card) for a FEAT to be MASTERED. Your GM will award
PICKING UP FEATS: Whenever a character gains a you a MASTERY POINT when you accomplish
MILESTONE reward, you can choose a FEAT instead. something incredibly heroic or incredibly stupid using
This way you can go beyond MILESTONE LOOTS, that FEAT.
MILESTONE PATHS and similar LOOT based character
progression. MASTERED FEATS are activated by paying the COST of
the lowest TIER written in the description of the FEAT,
REMOVING FEATS: You can "forget" a FEAT and no matter which TIER you are activating. Most of the
remove it from your character at any time. This is time there is no reason to activate anything other than
probably only useful when you find a piece of LOOT the highest TIER but some FEATS have different
that does a better job than a FEAT you have. But abilities in different TIERS.
beware: LOOT can be destroyed!

72
Christian Vergara (order #20428773)
INTRODUCTION
ACTIVATE OR BURN
You can activate a FEAT by bypassing the COST and
any required roll(s) but you can't use the FEAT again
until you get a full rest in SAFETY.

FEATS vs SPELLS
FEATS are mundane abilities, as in non-magical and
non-supernatural, and entirely separate from SPELLS.
However, there is a FEAT called "Single Spell" that lets
you pick a SPELL for your character without having to
be a MAGE. This way you can bridge two separate
worlds with ease.

As a general rule, if you happen to pick three or more


SPELLS with Single Spell, you should seriously consider
creating a MAGE instead.

FEATS vs LOOT
FEATS and LOOT are very similar but also have a few
key differences.

LOOT can be lost, stolen, damaged or destroyed


whereas a FEAT is a part of a character.

In return FEATS require the character to do something


and they are taxing. That's why they have a COST.

Unlike LOOT, they are not an ACTION and they can be


used reactively, even multiple ones at the same time!

Tip: If you prefer to play your game with LOOT only ,


you can easily convert a FEAT into LOOT. Pick a TIER
you like from a FEAT, make the necessary changes,
and give it a name to create one piece of LOOT. That’s
it, you are done.

73
Christian Vergara (order #20428773)
FEAT INDEX

DEFENSIVE FEATS 75
Break Projectile
Danger Is My Middle Name
Defense
Dodge
Duck
Expect The Unexpected
Hardened
Just a Scratch
Luck
Nine Lives
Over Here
Parry
Relentless
Second Wind
Shield Turtle
Thirsty
Under My Protection

OFFENSIVE FEATS 80 UTILITY FEATS 86


Accuracy Adventurer
Bullet Shower Brilliance
Cleave Come At Me
Crippling Strike Extra Action
Devastating Strike Extra Effort
Explosive Attack Fast Reload
Extra Attack Focus
First Blood Footwork
Follow Up Attack I Go First
Frenzy Leader
Fury Nimble
Mark Peak Performance
Rage Resilient
Retaliation Sharp Focus
Riposte Single Spell
Sure Strike Skilled
Shield Bash Sprint
Stun Sure Effort
Taste of Blood
Terrifying Strike
Two Weapons
Unarmed Onslaught

74
Christian Vergara (order #20428773)
DEFENSIVE FEATS
BREAK PROJECTILE DANGER IS MY MIDDLE NAME
DEFENSIVE DEFENSIVE
You can deflect or break missiles, arrows, and any type You flirt with danger and come out alive, at least most of
of projectile aimed at you. the time.
HP 1: Roll DEX to activate when a projectile hits you. If HP 1: Activate when you are about to roll a CHECK or
you succeed, the projectile misses you. Optionally roll make any defensive roll, and add +3 to it. You can do this
STR if you want to break it as well. only once per ROUND.
HP 2: DEX roll is EASY. HP 2: Add +5.
HP 3: DEX roll is EASY and you can direct the projectile to
any NEAR target instead.
20 DEX 20 NO ROLL

INSTANT INSTANT

AGAINST RANGED ATTACKS AGAINST DANGER


“One by one, Elajhim deflected the arrows shot at him. The “Just as the bridge collapsed, I jumped and managed to
more he deflected, the more furious the archers became. grab the ledge. It was horrible. I thought about giving up
But they forgot one fundamental thing: The best fighter is adventuring but what I can say, I love gold!” - Anateo, the
never angry.” - Book of Wonders, Chapter VII sole survivor of his previous adventuring party.

DEFENSE DODGE
DEFENSIVE DEFENSIVE
You know how to protect yourself. You are hard to hit from afar, almost like a rabbit. Why
HP 1: Roll CON to activate and add +3 to your ARMOR for rabbit? Who knows.
1D4 ROUNDS. HP 2: Roll opposing DEX to activate when a ranged
HP 2: Add +5. attack (including SPELLS) hits you. If you win, the hit
HP 3: Add +5 and the duration is 1D6 ROUNDS. misses.
HP 3: Add +3 to the DEX roll.
HP 4: Same as above and you gain +3 ARMOR for 2
ROUNDS.
20 CON 20 OPPOSING DEX

1D4 or 1D6 ROUNDS INSTANT or 2 ROUNDS

SELF AGAINST RANGED ATTACKS and SPELLS


Become like a rock. Let them come to you. Let them hit you. Simply move behind an obstruction while the Imperium
You will only laugh to their faces. soldiers empty their weapons.

75
Christian Vergara (order #20428773)
DEFENSIVE FEATS
DUCK EXPECT THE UNEXPECTED
DEFENSIVE DEFENSIVE
You like your head attached to your body. You never let your guard down and you sleep with a
HP 2: Roll DEX to activate when you are damaged. sword under your pillow.
Attacker rerolls the damage. HP 1: Roll DEX to activate when you are about to be
HP 4: Take the lower value after rerolling. surprised and you will not be.
HP 2: Same as above and you gain a TURN and act
immediately, before whatever was about to surprise
you.

20 DEX 20 DEX

INSTANT INSTANT

AGAINST ALL ATTACKS AGAINST DANGER


Just duck behind a barrel. Make sure it is not filled with “I sleep with one eye open, and also with two guns under my
flammables or explosives. pillow. There are alarms on the doors and windows,
caltrops behind the couch. Under the bed there is a
trapdoor for escape.” - Hordan the Cautious

HARDENED JUST A SCRATCH


DEFENSIVE DEFENSIVE
It is not easy to get past your defenses and to damage Hitting your weak spots is not so easy. Attacks that
you. should have deeply wounded you only scratch you.
VARIABLE: Roll DEX or CON and sacrifice any number of HP 2: Roll STR or DEX to activate when you are damaged.
HP to deduct half of it from all damage you receive for Reduce the damage you take by WEAPON EFFORT. If
2D4 ROUNDS. When MASTERED, deduct the same your MODIFIED roll is 13+, pay no activation COST.
amount and the roll is EASY. HP 4: Same as above but reduce the damage by
ULTIMATE EFFORT.

20 DEX or CON 20 STR or DEX

2D4 ROUNDS INSTANT

AGAINST ALL ATTACKS AGAINST ALL ATTACKS


Hard as a rock! “Ha ha! Is this the best you can do?”

76
Christian Vergara (order #20428773)
DEFENSIVE FEATS
LUCKY NINE LIVES
DEFENSIVE DEFENSIVE
You seem to do way better than expected. All that trouble, not a single scratch.
HP 1: Roll your highest STAT (except ARMOR) to activate HP 1: Roll the same STAT to activate and reroll the failed
and reroll the failed ATTEMPT you just rolled. You can do CHECK you just rolled. You can do this multiple times in
this only once per ROUND. a ROUND, but for different CHECKS.
HP 2: Same as above but reroll an EFFORT you just HP 2: Same as above but if you fail again, you can reroll
rolled, if you rolled 1 or 2. You can do this only once per the CHECK once more.
ROUND.

20 HIGHEST STAT 20 SAME STAT

INSTANT INSTANT

AGAINST FAILED ATTEMPTS AGAINST DANGER


It is very simple: Being lucky is always better than being You almost failed, but you didn’t. History doesn’t record
good. what ‘almost’ happened.

OVER HERE PARRY


DEFENSIVE DEFENSIVE
Make yourself the most attractive target on the You deflect blows in melee with ease.
battlefield. HP 2: Roll opposing STR to activate when you get hit in
HP 1: Roll CHA to activate. ENEMIES attacking anyone melee. If you win, the hit misses.
CLOSE to you roll HARD for 1D4 ROUNDS. HP 3: Add +3 to the STR roll.
HP 2: Radius is NEAR.
HP 3: Radius is FAR.

20 CHA 20 OPPOSING STR

1D4 ROUNDS INSTANT

AGAINST ALL ATTACKS AGAINST MELEE ATTACKS


Either you are an amazing hero, or you are an amazing fool. If only you could deflect insults as easily...
The only deciding factor is whether you survive or not.

77
Christian Vergara (order #20428773)
DEFENSIVE FEATS
RELENTLESS SECOND WIND
DEFENSIVE DEFENSIVE
You just don't know when to quit. Catch your breath with your exceptional stamina.
HP 2: Roll CON to activate. Lasts for 1D4 ROUNDS. When HP 3: Roll CON to activate. Lasts for 1D4 ROUNDS. When
you drop to 0 HP or less, roll CON to drop to 1 HP you make a RECOVERY roll, add +2 HP.
instead. HP 4: Same as above and the RECOVERY roll is EASY.
HP 3: Same as above but the CON roll is EASY and the HP 5: The roll is EASY and add either your CON BONUS
duration is 1D8 ROUNDS. again or add your BASIC EFFORT (your choice).
HP 4: Same as above but the duration is 1D12 ROUNDS.

20 CON 20 CON

VARIABLE 1D4 ROUNDS

AGAINST DYING AGAINST DANGER


Stand on your feet and keep fighting. When you “huff and puff” you look silly, but your enemies
won’t be alive to mock you afterwards.

SHIELD TURTLE THIRSTY FOR HEALING


DEFENSIVE DEFENSIVE
Tuck yourself behind your shield and challenge the world Don’t waste a single drop. Waste not, want not.
to put you down. HP 3: Roll CON to activate. Whenever you are healed
VARIABLE: You need a shield in your hand. Roll STR to (including RECOVERY) or gain HP in any way, add an
activate and sacrifice any number of HP. Attacks that additional +2 HP to the total for 1D8 ROUNDS.
don’t do more damage than that do not damage you at HP 4: Add +4 HP.
all for 1D6 ROUNDS. When MASTERED, the threshold
becomes twice the sacrificed HP.

20 STR 20 CON

1D6 ROUNDS 1D8 ROUNDS

AGAINST ALL ATTACKS AGAINST DANGER


‘Strategically repositioning’ behind a shield when a dragon Combats are usually battles of attrition. Last longer than
breathes fire on you is a classic move. your enemy to win. It is that simple.

78
Christian Vergara (order #20428773)
DEFENSIVE FEATS
UNDER MY PROTECTION
DEFENSIVE
You are a true and a selfless guardian.
HP 1: Roll INT to activate. ENEMIES attacking anyone
CLOSE to you attack you instead for 1D6 ROUNDS.
HP 2: Same as above and add +3 to your ARMOR for 1D6
ROUNDS.

20 INT

1D6 ROUNDS

AGAINST ALL ATTACKS


“Not on my watch, you scum!” - Xendor Brighthand, Holy
Warrior

79
Christian Vergara (order #20428773)
OFFENSIVE FEATS
ACCURATE BULLEt SHOWER
OFFENSIVE OFFENSIVE
Your hits land more and better. Punish multiple ENEMIES that are bunched up together.
VARIABLE: Roll STR or DEX (depends on your weapon in VARIABLE: Attack a ranged target. If you hit, roll DEX to
hand) to activate and sacrifice any number of HP to add activate and sacrifice any number of HP to attack half
them to your ATTACK rolls for 1D4 ROUNDS. When that many targets that are CLOSE to the original one.
MASTERED, add twice the sacrificed HP. When MASTERED, attack one target for each HP. Roll
separate ATTEMPTS.

20 STR or DEX 20 DEX

1D4 ROUNDS INSTANT

MELEE or RANGED RANGED


Shoot them in the eye, in the hand, or wherever you want. “Anadiel loaded her bow and started shooting. 1... 2... 3...
4... They kept coming and she kept firing like a machine.” -
History of Battle Underpass

CLEAVE CRIPPLING STRIKE


OFFENSIVE OFFENSIVE
Hit many enemies with one fell swoop. Your strikes leave your opponent in a bad shape.
HP 3: You need to have a melee weapon in hand. Roll HP 1: Roll STR or DEX to activate (depends on your
STR to activate. Your next attack hits two CLOSE targets. weapon in hand). Lasts for 1D6 ROUNDS. If you roll
Roll separate ATTEMPTS. MODIFIED 18+ for your attacks and target cannot roll
HP 4: Attack 1D4+2 targets. CON, it drops to 1 HP.
HP 5: Attack all CLOSE targets. HP 2: Threshold is 17.
HP 3: Threshold is 16.
HP 4: Threshold is 15 and target rolls HARD CON.
20 STR 20 STR or DEX

INSTANT 1D6 ROUNDS

MELEE MELEE or RANGED


Why waste time attacking them one by one? Get them with a A single hit can ruin lives.
single swing. Be efficient. Be deadly.

80
Christian Vergara (order #20428773)
OFFENSIVE FEATS
DEVASTATING STRIKE EXPLOSIVE ATTAck
OFFENSIVE OFFENSIVE
You put everything you have behind this attack. Cut them to pieces!
VARIABLE: After you hit a target and damage it, roll STR HP 3: Roll STR or DEX to activate (depends on your
to activate and sacrifice any number of HP to add it to weapon in hand). Lasts for 1D4 ROUNDS. Whenever you
your damage. When MASTERED, add twice the sacrificed roll in the upper half of an EFFORT die when doing
HP to your damage. damage, roll it again and again until you roll under.
HP 4: Lasts for 1D6 ROUNDS.

20 STR 20 STR or DEX

INSTANT 1D4 or 1D6 ROUNDS

MELEE MELEE or RANGED


You can even bring down a giant with a single, well placed Steamroll your enemies. Do it. It is fun.
strike. But at what cost?

EXTRA ATTAck FIRST BLOOD


OFFENSIVE OFFENSIVE
Attack like a machine. Your dominance against enemies that you hurt first is
VARIABLE: You can attack multiple times up to your STR legendary.
or DEX bonus (depends on your weapon in hand) this HP 2: Roll STR or DEX (depends on your weapon in hand) to
ROUND. Roll STR or DEX to activate and sacrifice 2 HP for activate, if you are the first one to draw blood from a target in
each attack after the first. Roll separate ATTEMPTS. You combat before it damages you. Your attacks against the target
can attack a different target each time. When MASTERED, are EASY until the end of combat.
sacrifice 1 HP for each attack after the first. HP 3: Also add WEAPON EFFORT to your damage against it.
HP 4: Add ULTIMATE EFFORT to your damage.
20 STR or DEX 20 STR or DEX

INSTANT UNTIL THE END OF COMBAT

MELEE or RANGED MELEE or RANGED


Attacking multiple times is better than attacking once. You - “I have a clear shot.”
can’t argue with math. + “No, leave him to me.”

81
Christian Vergara (order #20428773)
OFFENSIVE FEATS
FOLLOW UP ATTAck FRENZY
OFFENSIVE OFFENSIVE
You are an expert in exploiting the weaknesses of your Your attacks are more brutal than usual.
enemies. HP 4: Roll STR to activate. Your attacks do DOUBLE
HP 2: Activate after you roll MODIFIED 13+ for an DAMAGE for 1D4 ROUNDS.
ATTACK. Attack again and again until you roll under. You HP 6: Your attacks do TRIPLE DAMAGE for 1D4 ROUNDS.
can attack a different target each time. You can activate
this FEAT only once per ROUND.
HP 3: Threshold is 12+.
HP 4: Threshold is 11+.
20 NO ROLL 20 STR

INSTANT 1D4 ROUNDS

MELEE or RANGED MELEE


Watching a master swordsman or bowwoman fight is like Spare no bones; break them all.
watching a ballerina dance. Just don’t get in their way.

FURY MARK
OFFENSIVE OFFENSIVE
You know how to hit critial spots. You mess with the balance of your enemy with your hit.
HP 3: Roll DEX to activate. Your attacks crit with HP 1: Roll STR to activate after you hit a target. All
NATURAL 18-20 for 1D8 ROUNDS. attacks on the target are EASY until your next TURN.
HP 4: Crit with NATURAL 16-20. HP 2: Same as above and all attacks do extra WEAPON
HP 5: Crit with NATURAL 14-20. DAMAGE to the marked target.
HP 3: Same as above but all attacks do extra ULTIMATE
DAMAGE.

20 DEX 20 STR

1D8 ROUNDS UNTIL YOUR NEXT TURN

MELEE or RANGED MELEE


“Shot through the heart, Average fighters die, good fighters survive, great fighters
And you’re to blame. control the battlefield.
You give your foes
A bad name!” - Father Jon Bon Jovius

82
Christian Vergara (order #20428773)
OFFENSIVE FEATS
RAGE RETALIATION
OFFENSIVE OFFENSIVE
Occasionally you go into a rage and wreck things. You do not take kindly when things hurt you.
HP 1: +2 STR, +2 CON, +2 WEAPON EFFORT and +2 HP 1: When an ENEMY hits you, roll INT or WIS to
ULTIMATE EFFORT for 1D4 ROUNDS. activate. You attack back in the same style (melee or
HP 2: +2 STR, +2 CON and add your STR to your WEAPON ranged) if you have the proper weapon in hand. You can
and ULTIMATE EFFORTS for 1D4 ROUNDS. do this only once per ROUND.
HP 3: Same as above but roll CON at the start of each of HP 2: Your ATTACK is EASY.
your TURNS after the duration ends. If successful, the HP 3: You can RETALIATE up to 1D6 times this ROUND
rage continues. (pay 1 HP for each) and they are EASY.
20 STR 20 INT or WIS

1D4 ROUNDS or MORE INSTANT or CURRENT ROUND

MELEE SAME AS THE ATTACK


Because having a good temper is boring. Kick the chairs, If you don’t punish those who wrong you, what is there to
smash the windows, and behead your enemies. stop them next time?

RIPOSTE SURE STRIKE


OFFENSIVE OFFENSIVE
Punish the fool that gave you an advantage. Your blows hit hard.
HP 1: When an ENEMY misses you, roll DEX or INT to HP 1: Roll STR or DEX to activate (depends on your
activate. You attack it in the same style (melee or ranged) weapon in hand). Lasts for 1D6 ROUNS. If your roll for an
if you have the proper weapon in hand. You can do this attack is MODIFIED 18+, do maximum EFFORT.
only once per ROUND. HP 2: Threshold is16+.
HP 2: Your ATTACK is EASY. HP 3: Threshold is 14+.
HP 3: You can RIPOSTE up to 1D6 times this ROUND (pay HP 4: Threshold is 12+.
1 HP for each) and they are EASY.
20 DEX or INT 20 STR or DEX

INSTANT or CURRENT ROUND 1D6 ROUNDS

SAME AS THE ATTACK MELEE or RANGED


Certain war masters belive that a battle is not won by those “Taranx cut the ogre in two with a single, well placed blow.
who do all the right maneuvers but is lost by those who do The ogre was probably dead before he hit the ground.” -
the wrong ones. Raid of the Dark Caves

83
Christian Vergara (order #20428773)
OFFENSIVE FEATS
SHIELD BASH STUN
OFFENSIVE OFFENSIVE
A shield in your hand is just as effective as a weapon. You love making your opponents count imaginary stars.
HP 1: Roll STR to activate. When you attack, also attack HP 1: Roll STR to activate after a successful attack. Target
the same target with your shield for 1D6 ROUNDS. The rolls CON or can't act for 1D4 ROUNDS.
shield does BASIC DAMAGE. HP 2: Same as above but target’s CON roll is HARD.
HP 2: Same as above and your shield does WEAPON
DAMAGE.
HP 3: Same as above and your shield also knocks the
target prone on a successful hit.
20 STR 20 STR

1D6 ROUNDS INSTANT

MELEE MELEE
Only amateurs use their shields solely for defense. “zzzZzzZz”

TASTE OF BLOOD TERRIFYING STRIKE


OFFENSIVE OFFENSIVE
Killing your enemies is an addiction. Put fear into the heart of your enemy.
HP 1: Roll WIS to activate when you kill a target. Attack HP 1: Roll CHA to activate when you hit a target. It rolls
another target and keep attacking as long as you keep CHA or gets away from you. It can't move towards you
killing with each attack. When MASTERED, don't roll for for 1D4 ROUNDS.
activation. HP 2: Same as above but the duration is 1D8 ROUNDS.
HP 3: Same as above but target’s CHA roll is HARD.

20 WIS or NO ROLL 20 CHA

INSTANT 1D4 ROUNDS or 1D8 ROUNDS

MELEE or RANGED MELEE or RANGED


You are an apex predator. “Boo!”

84
Christian Vergara (order #20428773)
OFFENSIVE FEATS
TWO WEAPONS Unarmed Onslaught
OFFENSIVE OFFENSIVE
You wield two weapons with great aptitude and you also Roundhouse kicks abound.
look very cool. HP 1: Roll STR to activate. Your unarmed attacks do
HP 1: Roll STR or DEX to activate (depends on your ULTIMATE EFFORT this ROUND.
weapon in hand). When you attack, also attack with your HP 2: Your unarmed attacks do ULTIMATE EFFORT for
second weapon for 1D4 ROUNDS. Roll separate attack 1D4 ROUNDS.
ATTEMPTS. HP 3: Same as above and your unarmed attacks are
HP 2: One of your attacks is EASY (your choice). EASY for the duration.

20 STR or DEX 20 STR

1D4 ROUNDS 1 ROUND or 1D4 ROUNDS

MELEE or RANGED UNARMED (MELEE)


Just don’t create the 744,836th Drizzt Do’Urden clone. Let them mock you and belittle you for not wielding a
Seriously. weapon. You *are* the weapon.

85
Christian Vergara (order #20428773)
UTILITY FEATS
ADVENTURER BRILLIANCE
UTILITY UTILITY
You know how to handle yourself when delving into the Get a temporary boost to a STAT.
unknown. VARIABLE: Choose one STAT except ARMOR when
HP 1: Roll WIS to activate when underground or inside a picking up this FEAT. Roll that STAT to activate and
building. You know exactly where you are and which way sacrifice up to 3 HP to add it to your rolls using that STAT
is north. for 1D4 ROUNDS. When MASTERED, only pay 1 HP. You
HP 2: Navigation is EASY for 1D4 ROUNDS. can pick this FEAT multiple times for different STATS.
HP 3: Find or create 1 SUPPLY, or goods that are worth STAT: _________________________
10 COINS.
20 WIS 20 CHOSEN STAT

INSTANT or 1D4 ROUNDS 1D4 ROUNDS

SPECIAL CHOSEN STAT


“Follow me.” Use your untapped power.

COME AT ME EXTRA ACTION


UTILITY UTILITY
Piss off your enemy so much so it only attacks you. Your swiftness is legendary.
HP 1: Roll CHA to activate when you hit a target. It rolls HP 4: Roll DEX to activate before you act on your TURN
INT or chases you and tries to attack only you for 1D4 (you can move). You can take two ACTIONS. You can do
ROUNDS. this only once per ROUND.
HP 2: Same as above but the duration is 1D8 ROUNDS. HP 6: Same as above and your roll for one of your
HP 3: Same as above and also gain +3 ARMOR against ACTIONS is EASY.
the target. HP 8: Same as above but you can skip your TURN and
take those ACTIONS any time until your next TURN.
20 CHA 20 DEX

1D4 ROUNS INSTANT

MELEE or RANGED SELF


“Now go away or I shall taunt you a second time!” - A French “Quickly! We don’t have enough time!”
taunter

86
Christian Vergara (order #20428773)
UTILITY FEATS
EXTRA EFFORT FAST RELOAD
UTILITY UTILITY
Go the extra mile when doing tasks. You are a master of reloading things.
HP 3: Roll CON to activate. Whenever you roll EFFORT for HP 1: Roll DEX to activate and instantly reload any
anything, it is at least MAGIC EFFORT for 1D4 ROUNDS. weapon or item that requires reloading. When
HP 5: All your EFFORTS are ULTIMATE EFFORT for 1D4 MASTERED, don't roll for activation.
ROUNDS.

20 CON 20 DEX or NO ROLL

1D4 ROUNDS INSTANT

EFFORT SELF
- “We need to go past that door quickly!” PLINK PLINK PLINK.
+ “Don’t worry, I’m already done.”
- “That quick? Impressive.”

FOCUS FOOTWORK
UTILITY UTILITY
Take your sweet time to do it right. You are a master of misdirection in combat.
HP 3: Roll INT or WIS to activate at the start of your HP 1: Roll INT to activate when an attack misses you.
TURN. Skip your TURN and next time you do any EFFORT, Direct it to a target CLOSE to you with a new roll.
add DOUBLE BASIC EFFORT to it. HP 2: Add WEAPON EFFORT to damage if the directed
HP 4: Add DOUBLE WEAPON EFFORT. attack is successful.
HP 5: Add DOUBLE ULTIMATE EFFORT. HP 3: Add +3 to the new roll and add ULTIMATE EFFORT
to damage.

20 INT or WIS 20 INT

INSTANT INSTANT

EFFORT AGAINST MELEE or RANGED


Patience is a virtue. “Why do you hit your own men, you fool?”

87
Christian Vergara (order #20428773)
UTILITY FEATS
I GO FIRST LEADER
UTILITY UTILITY
You always race to be the first. Command your allies to victory.
HP 1: Activate and add +5 to your INITIATIVE roll. HP 1: Activate this before you play your TURN. Skip your
HP 3: Same as above but add +10. TURN and one of your ALLIES plays a TURN in place of
HP 5: Activate and roll your INITIATIVE normally, but play you. This doesn’t prevent your ALLY to play her regular
an EXTRA TURN before anyone else (including the GM). TURN.
HP 2: Also ALLY's rolls are EASY during this TURN.
HP 3: See above and ALLY is also healed for BASIC
EFFORT.
20 NO ROLL 20 INT, WIS or CHA

INSTANT INSTANT

SELF SINGLE ALLY


Try not to die first, ‘cause that will be hilarious. Great victories are only possible with great leaders.

NIMBLE PEAK PERFORMANCE


UTILITY UTILITY
You are an expert at manipulating things and people. Boost one of your STATS before a roll.
HP 1: Roll DEX or CHA (depending on the task) to activate VARIABLE: Choose one of STR, DEX, CON, INT, WIS or
and add +1D4 to your BASIC EFFORT for 1D4 ROUNDS. CHA when picking up this FEAT. Activate before making a
HP 2: Whenever you roll BASIC EFFORT, roll DOUBLE roll with the chosen STAT. Sacrifice up to 6 HP to add it
BASIC EFFORT and add your EFFORT bonus twice for 1D4 to your roll. When MASTERED, sacrifice up to 3 HP and
ROUNDS. add twice to your roll. You can pick this FEAT multiple
times for different STATS.
STAT: _________________________
20 DEX or CHA 20 CHOSEN STAT

1D4 ROUNDS INSTANT

EFFORT CHOSEN STAT


“Leave that to me.” Be at the top of your game.

88
Christian Vergara (order #20428773)
UTILITY FEATS
RESILIENT SHARP FOCUS
UTILITY UTILITY
They need more to knock you down. Tune the world out.
HP 2: Roll CON to activate. Lasts for 1D8 ROUNDS. When HP 1: Activate and add +2 ROUNDS to other FEATS that
you drop to 0 HP, roll CON to be stable and if you you activate and which have duration. SHARP FOCUS
succeed, don’t roll for DYING. itself lasts for 1D6 ROUNDS.
HP 3: Same as above and all CON rolls are EASY for the HP 2: Same as above but SHARP FOCUS lasts for 1D12
duration. ROUNDS.
HP 4: Same as above and when you drop to 0 HP and
you are stable, get back to 1 HP in 1D4 ROUNDS.
20 CON 20 NO ROLL

1D8 ROUNDS 1D6 or 1D12 ROUNDS

EFFORT FEATS
It is like a cheap horror movie. Just make sure you get back “Shhh, let me concentrate...”
up when they least expect it for most dramatic effect.

SINGLE SPELL SKILLED


UTILITY UTILITY
During your journeys you came across secrets that Things come easy for you.
taught you how to cast a single SPELL. Cast the SPELL HP 3: Roll DEX or INT to activate and your next ATTEMPT
using ICRPG MAGIC rules but you can MASTER this SPELL or CHECK is EASY.
with FEAT MASTERY. You can pick this FEAT multiple HP 4: All your rolls are EASY this ROUND.
times to learn a different SPELL each time. HP 5: All your rolls are EASY for 1D4 ROUNDS.
SPELL: ________________________________________________________

20 SPECIAL 20 DEX or INT

SPECIAL VARIABLE

SPECIAL AGAINST ALL ATTACKS


A barbarian that casts Healing Wave? A thief with Small “Impressive... Most impressive.” - Lord Dark Helmet
Step? A ranger with Hellish Steed? The possibilities are
endless. And weird. And glorious.

89
Christian Vergara (order #20428773)
UTILITY FEATS
SPRINT SURE EFFORT
UTILITY UTILITY
Sometimes it is necessary to get there faster. Your efforts are dependable.
HP 1: Roll CON to activate. Move up to NEAR. You can do HP 2: Roll DEX, INT or WIS to activate and reroll all 1s
this once per ROUND. when doing EFFORT for 1D8 ROUNDS.
HP 2: Same as above but move up to FAR. HP 3: Reroll all 1s and 2s.
HP 4: Reroll all 1-2-3s.

20 CON 20 DEX, INT or WIS

INSTANT 1D8 ROUNDS

SELF EFFORT
Contrary to popular belief, speed doesn’t kill anyone. Steady hands and a steady mind.
Coming to a sudden stop is what kills. So, don't stop.

90
Christian Vergara (order #20428773)
TABLES

“What seems random to us may be a small part of a grand design


that is beyond our comprehension.” - Wester Masterson, High Mage

91
Christian Vergara (order #20428773)
RARE INGREDIENTS TABLE
1: Youth Cream. Apply this to become 1D10 years younger.
2: Daylily. Whoever eats this falls asleep.
3: Thick Feather. Fall slowly and don't take any damage from falling for 1D4 ROUNDS.
4: Bat Wing. Eat this to become immune to fire and fire damage for 2D6 ROUNDS.
5: Grave Moth. Know precise locations of any demonic or necromantic sources within 1 mile.
6: Dried Gill. You can breathe underwater and in any other liquid.
7: Delicious Salve. You don't need any nourishment or water for 1 DAY.
8: Squid Heart. +5 to all fear related CHECKS and ATTEMPTS for 1D8 ROUNDS.
9: Snake Tongue. Understand and speak any language for 1 HOUR.
10: Snake Bladder. Neutralize a poison. Can be ingested or put on a wound.
11: Frog Leg. Eat to be able to jump up to FAR height or distance for 1D8 ROUNDS.
12: Dragon's Tail. Eat it to fly FAR for 1D4 ROUNDS.
13: Xeno Acid. Burn through almost any material.
14: Spiked Hide. Melee attackers take 1D6 damage for 1D4 ROUNDS.
15: Shrunken Head. Summon 1D12 ghosts under your control for 1D8 ROUNDS. 1 HP each.
16: Crimson Beetle Scales. Drop these on the ground. Whoever steps on them takes 2D12 damage.
17: Eye of the Beast. See invisible things, and everything in their true form for 1D4 ROUNDS.
18: Battered Petals. Put these on an object. In 1D4 ROUNDS it will be shattered and destroyed.
19: Miraculous Balm. Dispel any ongoing SPELL or magical effect on a creature.
20: Red-Black Ointment. You become sensitive to MAGIC. Know all magic sources within NEAR.
21: Maple Seed. Vines will come out of the soil and attack your ENEMIES that come CLOSE for 1D4 ROUNDS.
22: Dreamy Compound. In your dreams, visit a place you have been before.
23: Limestone Dust. Pour a line or a circle. Undeads and demons can't go through.
24: Scorpion Husk. Become immune to poison for 1D4 HOURS.
25: Gnoll Ears. Have superior sight and smell up to FAR for 1D8 ROUNDS.
26: Ball of Slime. Target becomes sticky and can't move unless it rolls STR for 1D6 ROUNDS.
27: Butterfly Husk. Put this on a creature. +5 to your CHA CHECKS and ATTEMPTS against it for 1D6 ROUNDS.
28: Fluorecent Moss. Eat to hear the thoughts of creatures within NEAR for 1D4 ROUNDS.
29: Tattered Seaweed. Gain perfect access to your memory for 1D4 ROUNDS.
30: Glittering Dust. Pour on an invisible thing or creature to turn it visible.
31: Lump of Coal. Makes something vulnerable to fire.
32: Grey Potato. Cast the next METAMAGIC SPELL for free.
33: Green Ash. Pour this on an object to make it invisible for 1 HOUR.
34: Twilight Fungus. Eat this to become invisible for 1D4 ROUNDS.
35: Antique Bone Shards. Drop these onto the ground. ENEMIES that see it flee in fear for 1D4 ROUNDS.
36: Sulfurous Pebble. Reduce all incoming damage by 1D8 for 1D4 ROUNDS.
37: Bone Scraps. Throw on a target. It does half EFFORT for 1D8 ROUNDS.
38: Hardened Tusk. Use this as a weapon that does DOUBLE ULTIMATE DAMAGE for 1D4 ROUNDS.
39: Thick Mud. Repair one broken object.
40: Mummified Heart. Gain 3 temporary HEARTS.
41: Ectoplasm. Drink this to be incorporeal for 1D8 ROUNDS.
42: Displacer Tentacle. Teleport anywhere you can see for 1D8 ROUNDS as your move.
43: Green Ash. Pour this on an object to make it invisible for 1 HOUR.
44: Dry Intestines. Next time you drop to 0 HP, stabilize automatically.
45: Vanilla Orchid. Automatically succeed any STEALTH roll for 1D6 ROUNDS.
46: Burnt Grass. You don't leave any trace when moving for 1D6 ROUNDS.
47: Skull Fragment. +3 ARMOR for 1D8 ROUNDS.
48: Singed Mahogany. +1D4 STR for 1D4 HOURS.
49: Lavandula. +1D4 DEX for 1D4 HOURS.
50: Wild Onion. +1D4 CON for 1D4 HOURS.

92
Christian Vergara (order #20428773)
RARE INGREDIENTS TABLE
51: Violet Trumpet. +1D4 INT for 1D4 HOURS.
52: Paper Birch. +1D4 WIS for 1D4 HOURS.
53: Scurvy Petal. +1D4 CHA for 1D4 HOURS.
54: Cursed Bone Marrow. Whoever eats this loses all STAT bonuses for 1D6 ROUNDS.
55: Refreshing Lotion. Heal 3D8 HP.
56: Mummy Wraps. Animate a corpse for 1D4 HOURS. 2 HEARTS, +4 all rolls.
57: Splintered Horn. Stab an undead to destroy it.
58: Yog Shard. Break and throw it to deal 4D12 explosion damage NEAR.
59: War Beetle. Your ARMOR becomes 20 for 1D8 ROUNDS.
60: Bitten Liver. Use this on a DYING creature. It will get up with 1 HP.
61: Wild Oak Bark. Take half damage for 1D6 ROUNDS.
62: Rum Cherry. +1D6 to next EFFORT.
63: Black Maple. +1D8 STR for 1D4 ROUNDS.
64: Spider Fang. +1D8 DEX for 1D4 ROUNDS.
65: Purple Carrot. +1D8 CON for 1D4 ROUNDS.
66: Hogweed. +1D8 INT for 1D4 ROUNDS.
67: Shimmering Spores. +1D8 WIS for 1D4 ROUNDS.
68: Thin-leaved Rose. +1D8 CHA for 1D4 ROUNDS.
69: Assorted Minerals. Give someone immunity to an element (like fire or acid) for 1D6 ROUNDS.
70: Blue-Green Algae. +1D6 to all CHECKS and ATTEMPTS for 1D6 ROUNDS.
71: Unholy Powder. Whoever eats this rolls CON or dies.
72: Troll Finger. Regenerate 5 HP/ROUND for 1D8 ROUNDS.
73: Blood Ink. Cast the next SPELL for free.
74: Burnt Truffle. Lose half your HP. Gain +5 to all attack ATTEMPTS for 1D6 ROUNDS.
75: Arcane Blood. SPELLS cost half for 1D8 ROUNDS.
76: Protea Aristata. Drop to 1 HP. Cast the next SPELL for free and change all its EFFORT dice to ULTIMATE.
77: Tears of Angels. Undo a CURSE or a MUTATION.
78: Blackened Spleen. Your attacks crit on MODIFIED 15+ for 1D8 ROUNDS.
79: Spider Eggs. Your SPELLS crit on MODIFIED 15+ for 1D6 ROUNDS.
80: Gnawed Bone. Stick this into an undead and take full control of it.
81: Dusky Emollient. Eat this to remove all negative effects and undo one MUTATION.
82: Sour Mushroom. Add +2 to all individual EFFORT dice for 1D8 ROUNDS.
83: Four Leaf Clover. Automatically succeed the next 4 CHECKS and ATTEMPTS.
84: Wild Tobacco Leaf. All your EFFORT dice become maximum for 1D4 ROUNDS.
85: Moth-Eaten Leaves. +1D4 to ALL STATS for 1D4 ROUNDS.
86: Thee Fingered Claw. Roll only ULTIMATE in place of any EFFORT for 1D4 ROUNDS.
87: Pure Water. Heal to maximum HP.
88: Tiger Toe. Play an additional TURN immediately.
89: Piranha Teeth. Make 1D8 additional attacks this TURN.
90: Antique Coin. Worth 100 regular COINS.
91: Diamond Powder. You can cast 1D4 additional SPELLS this TURN.
92: Purple Twig. Reroll the MERCURIAL FAILURE roll you just rolled.
93: Quartz Crystal. Reroll the LOOT you just rolled.
94: Marble Skull. Reroll the RARE INGREDIENT you just rolled.
95: Obsidian Remnant. Destroy any LOOT or item you touch.
96: Bone Dust. Duplicate a creature out of dust, under your control. Has the same STATS and abilities as the original.
97: Time Shard. Undo your current TURN or last TURN and play it again.
98: Sparkling Gemstone. Destroy this to find one piece of LOOT.
99: Ember Scroll Fragment. Roll INT to learn a new SPELL immediately.
100: Piece of Star Ruby. 40% chance to permanently gain +1 to any STAT of your choice.

93
Christian Vergara (order #20428773)
MERCURIAL FAILURE TABLE (I-II)

1: Gods have forsaken you! Roll THREE TIMES on this table. Ignore results between 1-5.
2: Gods pity you! Roll TWICE on this table. Ignore results between 1-5.
3: Major Mishap. You and anyone CLOSE take ULTIMATE DAMAGE and roll AGAIN on this table. Ignore between 1-5.
4: Mishap. You and anyone CLOSE take MAGIC DAMAGE and roll AGAIN on this table. Ignore results between 1-5.
5: Minor Mishap. You and anyone CLOSE take BASIC DAMAGE and roll AGAIN on this table. Ignore between 1-5.
6: Atomization. Randomly destroy one of your LOOT.
7: Fatal Surge. Roll CON or drop to 0 HP and roll for DYING.
8: Doomed. One of your ALLIES rolls CON or drops to 0 HP.
9: Death Tether. For 1D6 ROUNDS, when you drop to 0 HP, a random ALLY drops to 0 HP with you.
10: Life Leech. For 1D6 ROUNDS, roll CON each ROUND or drop to 0 HP.
11: Confused. Roll WIS each ROUND to be able to act, for 1D6 ROUNDS.
12: Uncontrolled Blast. Pay the COST. SPELL does MAGIC DAMAGE times SPELL's LEVEL damage NEAR.
13: Shatter. Your ARMOR is destroyed.
14: Open Wound. You receive maximum damage from next 1D6 successful attacks.
15: Spikes. Pay the COST. SPELL does WEAPON EFFORT times SPELL's LEVEL damage NEAR.
16: Arcs. Pay the COST. SPELL does BASIC EFFORT times SPELL's LEVEL damage NEAR.
17: Frozen. You are literally frozen within an ice block for 1D4 ROUNDS.
18: Stripped. You can't use magic at all, including LOOT for 1D6 ROUNDS.
19: Silence. You can't speak for 1D4 ROUNDS. You can't cast SPELLS that require you to speak.
20: Heavy Backlash. Pay the COST. SPELL does ULTIMATE EFFORT times SPELL's LEVEL damage to you.
21: Major Backlash. Pay the COST. SPELL does MAGIC EFFORT times SPELL's LEVEL damage to you.
22: Minor Backlash. Pay the COST. SPELL does BASIC EFFORT times SPELL's LEVEL damage to you.
23: Misfortune. -2 to all EFFORT dice for 1D4 ROUNDS.
24: Feeble. Your STR, DEX and CON become 0 for 1D6 ROUNDS.
25: Fried. Your spellcasting STAT becomes 0 for 1D6 ROUNDS.
26: Sapped. Your INT, WIS and CHA become 0 for 1D6 ROUNDS.
27: Weak. -1D4 to STR for 1D4 ROUNDS.
28: Clumsy. -1D4 to DEX for 1D4 ROUNDS.
29: Sick. -1D4 to CON for 1D4 ROUNDS.
30: Dimwitted. -1D4 to INT for 1D4 ROUNDS.
31: Foolish. -1D4 to WIS for 1D4 ROUNDS.
32: Babbler. -1D4 to CHA for 1D4 ROUNDS.
33: Bleed. Lose 1D4 HP for 1D4 ROUNDS.
34: Sucked Dry. 1D4 ROUNDS of SPELLBURN.
35: Vulnerable. Attacks do DOUBLE DAMAGE to you for 1D6 ROUNDS.
36: Unstable. For 1D6 ROUNDS, there is a 10% chance of you rolling MERCURIAL FAILURE after casting a SPELL.
37: Chaos. For 1D4 ROUNDS, there is a 20% chance of you casting a random SPELL instead the one you intended.
38: Spontaneous Combustion. You are ablaze and you take 1D4 damage each ROUND until you put out the fire.
39: Weakened. -2 to all EFFORT for 1D4 ROUNDS.
40: Poor. All COINS and SUPPLIES on you are destroyed.
41: Random. SPELL hits a random ALLY instead of an ENEMY or vice versa, or hits a random location.
42: Opposite. SPELL damages instead of healing, or vice versa. If it is a buff, it gives penalties instead.
43: Randomness. SPELL hits a random target or location.
44: Cry. Whenever an ALLY gets damaged, you lose 1 HP for 1D8 ROUNDS.
45: Mercy. Whenever an ENEMY gets damaged, you lose 1 HP for 1D6 ROUNDS.
46: Charged. One random target NEAR you takes MAGIC lightning damage for 1D4 ROUNDS.
47: Fiery. One random target NEAR you takes MAGIC fire damage for 1D4 ROUNDS.
48: Positive Resistance. You can't be affected by any beneficial magic for 1D6 ROUNDS.
49: Healing Immunity. You can't regain HP no matter the source for 1D4 ROUNDS.
50: Healing Resistance. You can't regain HP by any magical means for 1D4 ROUNDS.

94
Christian Vergara (order #20428773)
MERCURIAL FAILURE TABLE (I-II)

51: Feeble. The STAT you cast this SPELL becomes 0 for 1D4 ROUNDS.
52: Dispelled. Any ongoing SPELLS or magical effects on you and NEAR you are dispelled.
53: Sensitive. When an ALLY casts a SPELL, roll CHA or take MAGIC DAMAGE for 1D6 ROUNDS.
54: Ghosts. Pay the COST of the SPELL and summon 1D8 ghosts that attack randomly. 1 HP each.
55: Banned. Lose access to the SPELL's TYPE for 1D8 ROUNDS.
56: Blink. After every move, disappear and reappear randomly on the map for 1D6 ROUNDS.
57: Plagued. You show all signs of a deadly plague for 1D4 DAYS but you are otherwise healthy.
58: Hallucinations. You see ENEMIES where there are none for 1D6 ROUNDS.
59: Tired. -1 to all EFFORT dice for 1D4 ROUNDS.
60: Vertigo. You fall prone and can't get up until you roll DEX.
61: Forgetful. Lose the SPELL for 1D8 ROUNDS.
62: Ghostly. You turn ethereal and can't affect matter for 1D4 ROUNDS. You can cast SPELLS.
63: Fear. All rolls are HARD for 1D4 ROUNDS.
64: Leech. SPELLS cost an additioinal 1 HP/LEVEL for 1D6 ROUNDS.
65: Resistance. You can only be healed for half for 1D6 ROUNDS.
66: Mind Blank. Lose the SPELL for 1D4 HOURS.
67: Highlight. ENEMIES prefer to attack you for 1D4 ROUNDS.
68: Slow. You can only move CLOSE instead of NEAR for 1D4 ROUNDS.
69: Baffled. You can't attack or cast SPELLS beyond CLOSE for 1D6 ROUNDS.
70: Defenseless. Your ARMOR becomes 10 for 1D6 ROUNDS.
71: Dazzled. You can't attack or cast SPELLS beyond NEAR for 1D6 ROUNDS.
72: Shape Shift. Pay the COST and you turn into a small animal (your choice) for 1D6 ROUNDS.
73: Unlucky. Any damage rolled against you is rolled twice and the higher roll applies for 1D4 ROUNDS.
74: Paranoid. You think everybody is after you for 1D4 ROUNDS.
75: Blind. You can't see for 1D4 ROUNDS.
76: Deaf. You can't hear for 1D4 ROUNDS.
77: Flight. You are thrown in the air. Roll DEX or take 2D4 damage from the fall and you are prone.
78: Stiff. You can't control one of your limbs (roll randomly).
79: Shrunk. You shrink half your size and your movement is halved for 1D4 ROUNDS.
80: Time Jump. You are thrown 2 ROUNDS into the future.
81: Gender Confusion. You change sex for 1D4 DAYS.
82: Clone. You look exactly like one of your ALLIES for 1D4 DAYS.
83: Makeup. You look like you are a different BIOFORM for 1D4 DAYS.
84: Bright. You glow with magical energy for 1D6 ROUNDS. You can't hide.
85: Inperceptable. You are totally invisible and inperceptable to your ALLIES for 1D6 ROUNDS.
86: Weightless. Gravity is one-fourth for you for 1D6 ROUNDS.
87: Light sensitivity. Any bright light (sunlight or otherwise) is very painful for you for 1D6 ROUNDS. All rolls are HARD.
88: Loot Swap. 1D4 random LOOT of yours swap places with one of your ALLIES' LOOT.
89: Loud. You make loud noises. You can't hide and everybody knows where you are for 1D6 ROUNDS.
90: Jumbled. Your equipped and carried LOOT swap places.
91: Teleportation. Disappear and reappear at a random place on the map.
92: More Payment. SPELL fires normally but you pay the COST twice.
93: Kittens. Pay the COST of the SPELL and summon 1D10 cute kittens.
94: Wasted Effort. Pay the COST of the SPELL but nothing happens.
95: Nothing. At least you still have your pants.
96: Boost. +1 to all EFFORT for 1D6 ROUNDS.
97: In the Flow. Pay half the COST of the SPELLS you cast in the next 1D4 ROUNDS.
98: Boone. +3 to all EFFORT for 1D6 ROUNDS.
99: Invulnerability. You are immune to any and all damage for 1D4 ROUNDS.
100: Magical energy flows through you. Add +1D4 to all STATS for 1D6 ROUNDS.

95
Christian Vergara (order #20428773)
MERCURIAL FAILURE TABLE (III-IV)

1: Gods have forsaken you! Roll THREE TIMES on this table. Ignore results between 1-5.
2: Gods pity you! Roll TWICE on this table. Ignore results between 1-5.
3: Heavy Overload. You and anyone NEAR take ULTIMATE DAMAGE and roll AGAIN on this table. Ignore between 1-5.
4: Overload. You and anyone NEAR you take MAGIC DAMAGE and roll AGAIN on this table. Ignore results between 1-5.
5: Minor Overload. You and anyone NEAR take BASIC DAMAGE and roll AGAIN on this table. Ignore between 1-5.
6: Mutation. Uncontrolled powerful energies mutate you. Roll random MUTATION.
7: Heavy Cost. Permanently lose 1 STAT point (your choice).
8: Broken. If you have more than 1 HEART, permanently lose 1 HEART. If not, drop to 0 HP and roll for DYING.
9: Destruction. Randomly destroy two of your LOOT.
10: Atomization. Randomly destroy one of your LOOT.
11: Erasure. Permanently lose one random SPELL.
12: Evil Twin. Your evil twin with a goatee appears within NEAR and tries to kill you & your ALLIES for 1D6 ROUNDS.
13: Life Leech. For 1D6 ROUNDS, roll CON each ROUND or drop to 0 HP.
14: Dampening Field. You and your ALLIES lose all STAT bonuses for 1D8 ROUNDS.
15: Fatality. Drop to 0 HP and roll for DYING.
16: Sacrifice. One of your ALLIES (determine randomly) drops to 0 HP.
17: Drained. Drop to 1 HP. All rolls are HARD for 1D6 ROUNDS.
18: Zapped. One of your ALLIES (determine randomly) rolls CON or drops to 1 HP.
19: Misfortune. -3 to all EFFECT dice for 1D6 ROUNDS.
20: Agony. For 1D8 ROUNDS, roll CHA each ROUND or do 1 EFFORT maximum for each EFFORT die.
21: Crushed. For 1D8 ROUNDS, roll DEX each ROUND or you can only move CLOSE.
22: Distracted. For 1D8 ROUNDS, roll INT each ROUND or do half EFFORT.
23: Hesitant. For 1D8 ROUNDS, roll WIS each ROUND to be able to act. You can move normally.
24: Glued. For 1D8 ROUNDS, roll STR each ROUND or you can't move. You can act normally.
25: Misplaced. Your ALLIES are sent 1D4 ROUNDS into the future.
26: Reinforcements. You summon ENEMIES so that their numbers are doubled.
27: Motivation. ENEMIES get +2 to ALL ROLLS for 1D6 ROUNDS.
28: Inspiration. ALL ROLLS of ENEMIES are EASY for 1D6 ROUNDS.
29: Nova. Pay the COST. SPELL does ULTIMATE EFFORT times SPELL's LEVEL DAMAGE to everything within FAR.
30: Fiery Blast. Pay the COST. SPELL does MAGIC EFFORT times SPELL's LEVEL DAMAGE to everything within FAR.
31: Force Punch. Pay the COST. SPELL does WEAPON EFFORT times SPELL's LEVEL DAMAGE to everything within FAR.
32: Major Backlash. Pay the COST. SPELL does ULTIMATE EFFORT times SPELL's LEVEL DAMAGE to you.
33: Minor backlash. Pay the COST. Magical energies do MAGIC EFFORT times SPELL's LEVEL DAMAGE to you.
34: Unstable. For 1D6 ROUNDS, there is a 30% chance of you rolling MERCURIAL FAILURE after casting a SPELL.
35: Antimagic Aura. You and everyone within FAR can't use magic at all, including LOOT for 1D6 ROUNDS.
36: Chaos. For 1D8 ROUNDS, there is a 20% chance of you casting a random SPELL instead of the one you intended.
37: Death Aura. When ALLIES within FAR are damaged, they take DOUBLE DAMAGE for 1D6 ROUNDS.
38: Sucked dry. 1D8 ROUNDS of SPELLBURN.
39: Confused. You cannot tell your ALLIES from your ENEMIES for 1D6 ROUNDS.
40: Random. SPELL hits a random target or location.
41: Naked. Lose all STAT bonuses for 1D8 ROUNDS.
42: Positive Resistance. You can't be affected by any beneficial magic for 1D8 ROUNDS.
43: Healing Immunity. You can't regain HP no matter the source for 1D8 ROUNDS.
44: Healing Resistance. You can't regain HP by any magical means for 1D6 ROUNDS.
45: Unfortunate. There is a 50% chance of any healing done to you harming you instead, for 1D6 ROUNDS.
46: Feeble. Your STR, DEX and CON become 0 for 1D6 ROUNDS.
47: Fried. Your spellcasting STAT becomes -3 for 1D6 ROUNDS.
48: Sapped. Your INT, WIS and CHA become 0 for 1D6 ROUNDS.
49: Weak. -1D4 to STR for 1D8 ROUNDS.
50: Clumsy. -1D4 to DEX for 1D8 ROUNDS.

96
Christian Vergara (order #20428773)
MERCURIAL FAILURE TABLE (III-IV)

51: Sick. -1D4 to CON for 1D8 ROUNDS.


52: Dimwitted. -1D4 to INT for 1D8 ROUNDS.
53: Foolish. -1D4 to WIS for 1D8 ROUNDS.
54: Babbler. -1D4 to CHA for 1D8 ROUNDS.
55: Leech. SPELLS cost an additional 1D4 HP/LEVEL for 1D8 ROUNDS.
56: Necro Magnet. Any undead in the area chase you and only attack you.
57: Time jitter. Each ROUND for 1D6 ROUNDS, one random ALLY skips its TURN.
58: Necrotic Action. 1D8 corpses within FAR animate and attack random targets. 1 HEART each.
59: Blood in the Water. Pay the COST of the SPELL and summon 1D6 hostile animals that attack you and your ALLIES.
60: One of your ENEMIES' consciousness and yours switch bodies for 1D6 ROUNDS. If one of you dies, other dies too.
61: One of your ALLY's consciousness and yours switch bodies for 1D6 ROUNDS. If one of you dies, other dies too.
62: Banned. Lose access to the SPELL's TYPE, and to one other random TYPE you can cast, for 1D8 ROUNDS.
63: Misfortune. Whenever you do EFFORT, do only BASIC EFFORT for 1D6 ROUNDS.
64: Bad luck. Whenever you do EFFORT, do at most WEAPON EFFORT for 1D6 ROUNDS.
65: Reduced. Reroll any EFFORT you do and use the lower total for 1D6 ROUNDS.
66: Dampening Field. Healing within FAR around you is halved for 1D6 ROUNDS.
67: Surge. Magical energies do ULTIMATE DAMAGE to you.
68: Energy Whip. Magical energies do MAGIC DAMAGE to you.
69: Necropsy. You look and smell like a rotting corpse for 1D4 DAYS.
70: Opposite. SPELL damages instead of healing, or vice versa. If it is a buff, it gives penalties instead.
71: Healing Resistance. You can only be healed for half for 1D12 ROUNDS.
72: Random. SPELL hits a random ALLY instead of an ENEMY, or vice versa, or hits a random location.
73: Time Strip. All your LOOT (except those in your hands) is thrown 1D4 ROUNDS into the future.
74: Time Jump. You are thrown 1D4 ROUNDS into the future.
75: Unlucky. Each die of EFFORT done against you is rerolled and you take the highest value for 1D6 ROUNDS.
76: Vulnerable. Attacks do DOUBLE DAMAGE to you for 1D6 ROUNDS.
77: Mind Blank. Lose the SPELL for 1D4 DAYS.
78: Magical Bite. Lose 1 HP each ROUND for 1D12 ROUNDS.
79: Discharge. Pay the COST. A lightning bolt discharges from you in a random direction and does MAGIC DAMAGE.
80: Terror. All rolls are HARD and you do half EFFORT for 1D6 ROUNDS.
81: Vetoed. You can't cast beneficial SPELLS for 1D6 ROUNDS.
82: Denied. You can't cast Dimension SPELLS for 1D6 ROUNDS.
83: Highlight. ENEMIES prefer to attack you for 1D6 ROUNDS.
84: Invisible Shackles. It becomes difficult terrain up to FAR around you. Movements are halved for 1D6 ROUNDS.
85: Time Dilation. Any SPELL you cast is delayed for 1D4 ROUNDS, for 1D6 ROUNDS.
86: Forbidden. You can't cast offensive SPELLS for 1D6 ROUNDS.
87: Stiff. You can't control one of your limbs (roll randomly).
88: Enlarged. You grow twice your size and your movement is halved for 1D8 ROUNDS.
89: Bright. You glow with magical energy for 1D6 ROUNDS. You can't hide and attacking you is EASY.
90: Transform. Your BIOFORM changes (randomly) for 1D4 DAYS. Lose your old racial bonuses and gain new ones.
91: Hurricane. You cause a powerful hurricane around you, up to FAR.
92: More Payment. SPELL fires normally but you pay the COST twice.
93: Extreme Cost. SPELL fires normally but you pay the COST three times.
94: Wasted Effort. Pay the COST of the SPELL but nothing happens.
95: Nothing. At least you still have your pants and they are not on fire.
96: Magical Flow. Immediately cast another SPELL without rolling but by paying its COST.
97: Magical Cascade. Immediately cast another SPELL without rolling and without paying any COST.
98: Become one with MAGIC. Gain +5 to all STATS for 1D4 ROUNDS.
99: Gift of the Gods. One random LOOT materializes in your backpack.
100: Enlightenment. Learn a new SPELL immediately.

97
Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVEL I)

1: Cure. Level I Blood. Heal multiple creatures you touch.


2: Blood Focus. Level I Blood (Metamagic). Cast another SPELL without paying its COST.
3: Enhanced Senses. Level I Blood. Target’s chosen senses are amplified. Rolls using those senses are EASY.
4: Flesh to Oak. Level I Blood. Gain ARMOR bonus and a temporary HEART.
5: Jump. Level I Blood. Target can jump high.
6: Reflex Boost. Level I Blood. Target adds your BASIC EFFORT to rolls.
7: Speedy. Level I Blood. Target can move up to triple NEAR.
8: Cursed Swarm. Level I Curse. An insect swarm damages a target and makes it skip its TURN unless it rolls CON.
9: Hex. Level I Curse. Target’s rolls get -3 with specified STATS.
10: Marked for Death. Level I Curse. Target gets MAGIC DAMAGE each ROUND and attacking it is EASY.
11: Thousand Papercuts. Level I Curse. Target loses 1D4 HP per POWER each ROUND.
12: Touch of Death. Level I Curse. Targets can’t regain HP.
13: Trembling Hands. Level I Curse. Targets reroll any successful ATTEMPTS and CHECKS.
14: Wooden Legs. Level I Curse. Targets can’t move.
15: Animate I. Level I Demon. Animate 1HP Skeletons.
16: Control Undead. Level I Demon. Control undeads for a limited duration.
17: Extended Animation. Level I Demon. Enables you to keep your animated undeads longer.
18: Hellish Steed. Level I Demon. Create an undead or demonic riding ‘animal’.
19: Instill Fear. Level I Demon. Make targets fear you. They can’t come close or attack you.
20: Repel Undead. Level I Demon. Undead creatures can’t get close to you.
21: Sap Lifeforce. Level I Demon. Sap STATS of a target and use them yourself.
22: Accompany. Level I Dimension. When you move, targets move with you.
23: Bounce. Level I Dimension. You can teleport within NEAR each TURN.
24: Pocket Dimension. Level I Dimension. Create and access a pocket dimension where you can put things.
25: Seal Gate. Level I Dimension. Destroy any dimensional connection.
26: Small Step. Level I Dimension. Teleport up to FAR where you can see.
27: Swap. Level I Dimension. Swap places of two beings or objects.
28: Vanish. Level I Dimension. Targets that are hit vanish and reappear to make the hit miss.
29: Control Machine. Level I Elder. Control any mechanical device or a mechanical creature for a limited time.
30: Dispel Magic. Level I Elder. Dispel or suppress any ongoing SPELL or magical effect.
31: Detect Magic. Level I Elder. Know the location of SPELLS and magical things.
32: Enchant Item. Level I Elder. Touched item does additional EFFORT.
33: Farther. Level I Elder (Metamagic). Cast another SPELL which can affect a longer distance.
34: Keen Eye. Level I Elder. Targets’ next successful attempts are automatically a crit.
35: Locate. Level I Elder. Learn the location of anything.
36: Unstoppable. Level I Elder. Targets’ movements cannot be stopped or hindered.
37: Bifurcate. Level I Elder (Metamagic). Cast another SPELL which can target 1D4 more things.
38: Charge. Level I Elder. Transfer HP from you to another.
39: Focus. Level I Elder (Metamagic). Cast another SPELL that targets multiple targets and focus it on a single target.
40: Force of Elders. Level I Elder. Push or pull creatures or objects.
41: Homing Missile. Level I Elder. Shoot missiles to targets that hit automatically.
42: Overcharge. Level I Elder (Metamagic). Cast another SPELL and it does double damage.
43: Wave of Udin. Level I Elder. Push away and damage creatures and objects.
44: Dragon’s Breath. Level I Fire. Breathe fire like a dragon.
45: Control Fire. Level I Fire. Control and shape any fire or flame.
46: Create Fire. Level I Fire. Create fire from nothing.
47: Fire Armor. Level I Fire. Targets get flaming ARMORS.
48: Fire Elemental. Level I Fire. Turn into a fire elemental and gain different abilities.
49: Fire Shield. Level I Fire. Melee attackers get damaged by fire.
50: Maximize. Level I Fire (Metamagic). Cast another SPEL and it does maximum EFFORT.

98
Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVEL I)

51: Alarm. Level I Glyph. Draw GLYPHS on the ground. When they are trespassed, you’ll know.
52: Circle of Exclusion. Level I Glyph. Those that are named cannot get into the circle.
53: Diversion. Level I Glyph. ENEMIES have to roll INT to attack the protected targets.
54: Glyph of Armor. Level I Glyph. ALLIES that are CLOSE get 20 ARMOR.
55: Khan’s Mark. Level I Glyph. Marked target gets extra damage with each hit.
56: Seven’s Luck. Level I Glyph. Protected ALLIES don’t get hit if they roll NATURAL 15+.
57: Motivation. Level I Glyph. Targets gain one temporary HEART.
58: Shimmering. Level I Glyph. Marked target is EASY to hit.
59: Chains of Misery. Level I Matter. Target gets damage and cannot move or act unless it rolls STR.
60: Crush ‘Em. Level I Matter. Crush the internal organs of targets.
61: Khan’s Drill. Level I Matter. Create a hole in a solid thing.
62: Melt Armor. Level I Matter. Targets get -3 ARMOR.
63: Quicksand. Level I Matter. Turn the ground into a quicksand where things sink into.
64: Unstable Terrain. Level I Matter. Turn the ground into difficult terrain to slow down movement.
65: Awaken. Level I Mind. When an event you specify happens, you get notified.
66: Befriend. Level I Mind. Targets consider you a friend.
67: Disguise. Level I Mind. You appear as someone or something else.
68: Detect Minds. Level I Mind. Know the location of other beings.
69: Send Message. Level I Mind. Send and receive a short telepathical message to/from a distant target.
70: Telepathy. Level I Mind. You can talk to other creatures telepathically.
71: Universal Translator. Level I Mind. Understand and talk any language and understand any written thing.
72: Arcane Timer. Level I Time (Metamagic). Cast another SPELL with a delay.
73: Certain Outcome. Level I Time. Targets automatically succeed their next rolls.
74: Extend. Level I Time (Metamagic). Cast another SPELL with a longer duration.
75: Khan’s Interruption. Level I Time. Make ENEMIES skip their ACTIONS.
76: Second Chance. Level I Time. Target rerolls failed rolls.
77: Spell Trigger. Level I Time (Metamagic). Cast another SPELL that goes off when a condition is met.
78: Stasis Field. Level I Time. Preserve a thing or a creature for a long time.
79: Animal Form. Level I Transmutation. Turn into an animal to gain certain bonuses.
80: Elemental Enchantment. Level I Transmutation. Imbue an item with an element to do extra elemental EFFORT.
81: Invisible Barrier. Level I Transmutation. Nothing corporeal can pass through, unless you allow it.
82: Mend. Level I Transmutation. Repair broken things.
83: Reform. Level I Transmutation (Metamagic). Cast another SPELL but change its element.
84: Resize. Level I Transmutation. Target grows or shrinks.
85: Spiked Armor. Level I Transmutation. Melee attackers get damage.
86: Titan Skin. Level I Transmutation. Target receives only 1 damage from any physical attack.
87: Cure. Level I Blood. Heal multiple creatures you touch.
88: Enhanced Senses. Level I Blood. Target’s chosen senses are amplified. Rolls using those senses are EASY.
89: Hex. Level I Curse. Target’s rolls get -3 with specified STATS.
90: Sap Lifeforce. Level I Demon. Sap STATS of a target and use them yourself.
91: Small Step. Level I Dimension. Teleport up to FAR where you can see.
92: Detect Magic. Level I Elder. Know the location of SPELLS and magical things.
93: Charge. Level I Elder. Transfer HP from you to another.
94: Fire Elemental. Level I Fire. Turn into a fire elemental and gain different abilities.
95: Khan’s Mark. Level I Glyph. Marked target gets extra damage with each hit.
96: Quicksand. Level I Matter. Turn the ground into a quicksand where things sink into.
97: Telepathy. Level I Mind. You can talk to other creatures telepathically.
98: Second Chance. Level I Time. Target rerolls failed rolls.
99: Animal Form. Level I Transmutation. Turn into an animal to gain certain bonuses.
100: Invisible Barrier. Level I Transmutation. Nothing corporeal can pass through, unless you allow it.

99
Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVELS II-III)

1: Adrenaline. Level II Blood. Target gains bonuses to all EFFORT and gains temporary HEARTS.
2: Accelerated Metabolism. Level II Blood. Target heals HP each TURN and rerolls all 1s for EFFORT.
3: Blood Pact. Level II Blood. You are linked with a target. When one is healed or damaged, other is also affected.
4: Sickening Smell. Level II Blood. ENEMIES around you get sick and their rolls are HARD.
5: Donation. Level II Blood. Sacrifice HP, targets get that amount.
6: Curse. Level II Curse. Attacking a cursed target is EASY and if it rolls 5 or lower, it is a blunder.
7: Slow. Level II Curse. Targets either move or take an ACTION but not both. Attacks and move CHECKS are HARD.
8: Uncurse. Level II Curse. Remove any CURSE or MUTATION from a target.
9: Word of Khuul. Level II Curse. Targets do half EFFORT.
10: Animate II. Level II Demon. Animate 1 HEART zombies or ghouls.
11: Excise. Level II Demon. Cast out an entity that possessing another one, or break its control over the target.
12: Rain of Bones. Level II Demon. Sharp bones fall out of the sky to damage everything in an area.
13: Swarm of Filth. Level II Demon. Summon a swarm of demonic insects to damage ENEMIES.
14: Undeath to Death. Level II Demon. Destroy multiple undeads that have less than 2 HEARTS.
15: Beyond the Wall. Level II Dimension. Teleport a target out of the current room.
16: Khan’s Portals of Spying. Level II Dimension. Create two portals to spy one from the other.
17: Imprison. Level II Dimension. Teleport multiple targets to a pocket dimension for a limited time.
18: Interdimensional Lock. Level II Dimension. Prevent dimensional travel within FAR.
19: Summon Object. Level II Dimension. Teleport an object next to you.
20: All Seeing Eye. Level II Elder. Creat a big floating eye that sees everything hidden and invisible.
21: Deny. Level II Elder. Counter a SPELL or a magical effect just activated.
22: Double Cast. Level II Elder (Metamagic). Cast two other SPELLS or cast the same SPELL twice.
23: Hand of the Gods. Level II Elder. Touched targets can’t be harmed by outside sources for a limited time.
24: Mirror Image. Level II Elder. Create multiple fake copies of you.
25: Backlash. Level II Energy. Target that just cast a SPELL takes damage.
26: Fly. Level II Energy. You can fly up to FAR.
27: Force Lightning. Level II Energy. You hit targets with arcs of lightning from your fingers.
28: Pulsar. Level II Energy. Shoot force balls each TURN at multiple targets.
29: Sharpshooter. Level II Energy. Shoot a force beam up to DOUBLE FAR.
30: Fireball. Level II Fire. Hurl a ball of fire that explodes.
31: Friendly Fire. Level II Fire. Summon fire elementals.
32: Tentacles of the Depths. Level II Fire. Fiery tentacles come out of your body to attack targets.
33: Heat Death. Level II Fire. Heat a target and do damage. If it dies, heat another one.
34: Wings of Fire. Level II Fire. You can fly with wings.
35: Duplicate. Level II Glyph. Draw it on an object to temporarily copy it with all its statistics and abilities.
36: Helping Hand. Level II Glyph. When target drops to 0 HP it is healed back up.
37: Mesmerize. Level II Glyph. ENEMIES that see the GLYPH roll CHA or skip their TURN.
38: Defense Turret. Level II Glyph. ENEMIES get shot when they come NEAR the GLYPH.
39: Fountain of Life. Level II Glyph. ALLIES around the GLYPH get maximum amount from healing.
40: Bridge Under My Feet. Level II Matter. Walk in the air to create a bridge under you.
41: Create Ingredient. Level II Matter. Roll on the RARE INGREDIENTS table.
42: Produce. Level II Matter. Convert raw materials into processed goods.
43: Tons of Fun. Level II Matter. Targets are crushed and if they cannot roll CON, they fall prone.
44: Command. Level II Mind. Targets must obey your command if they cannot roll CHA.
45: Force the Truth. Level II Mind. Targets cannot lie.
46: Read Mind. Level II Mind. Hear the current thoughts of targets.
47: Prince Charming. Level II Mind. Your CHA rolls are EASY and you get +3 EFFORT to CHA related tasks.
48: Failsafe. Level II Time. If target object is damaged or is tampered with, it returns to its original condition.
49: Forward. Level II Time. Decrease a TIMER.
50: Repeat. Level II Time. Repeat an ACTION or an event that happened in the previous ROUND.

100
Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVELS II-III)

51: Rewind. Level II Time. Increase a TIMER.


52: Convert Material. Level II Transmutation. Turn one material into another.
53: Feast of Udin. Level II Transmutation. Create a delicious meal for multiple people.
54: Hand of Khan. Level II Transmutation. Create a hand that you can operate remotely.
55: Flying Form. Level II Transmutation. Turn into a flying animal to gain certain bonuses.
56: Disease Carrier. Level III Blood. Give a disease to a target. ENEMIES around it lose HP each ROUND.
57: Heal. Level III Blood. Visible target is healed and any excess is stored as temporary HP.
58: Regeneration. Level III Blood. Target regenerates HP and lost limbs.
59: Arrow Magnet. Level III Curse. Ranged attacks or SPELLS have a 50% chance to hit your target instead.
60: Dumbed Down. Level III Curse. Reduce a target’s intellect to the level of a toddler.
61: Khan’s Good Fortune. Level III Curse. Target loses all STAT bonuses.
62: Terminal Disease. Level III Curse. Inflicted target dies in a couple of DAYS.
63: Animate III. Level III Demon. Animate wights and wraiths with 2 HEARTS.
64: Living to Undeath. Level III Demon. Kill a target and turn it into an undead with 1 HEART.
65: No Rest For the Wicked. Level III Demon. You don’t need or do any bodily functions.
66: Siphon. Level III Demon. Target loses HEARTS and you gain them.
67: Banish. Level III Dimension. Send outsider creatures to their home dimension.
68: Shadow Pour. Level III Dimension. Open a gateway and summon shadows with 1 HP.
69: Summon Creature. Level III Dimension. Teleport a creature you know or have information about, next to you.
70: Antimagic Aura. Level III Elder. No SPELL or magical LOOT can function around you.
71: Aura of Perseverance. Level III Elder. ALLIES DYING around you are healed automatically.
72: Lore of Ages. Level III Elder. Name something and you know everything that is or was publicly known about it.
73: Raise Dead. Level III Elder. Bring a recently deceased target to life.
74: Acid Vomit. Level III Energy. Vomit acid in a direction to damage everything in its path.
75: Shooting Star. Level III Energy. Shoot energy bolts to multiple targets. They roll CON or lose their next TURN.
76: Wall of Blades. Level III Energy. Create a wall of energy blades that damages anything that tries to cross it.
77: Firestorm. Level III Fire. Explode in a fire to damage everything around you.
78: Smoke and Fumes. Level III Fire. Create smoke and ENEMIES roll CON or skip their TURN. You are HARD to hit.
79: Wall of Fire. Level III Fire. Create a wall of fire that damages anything that tries to cross it.
80: Good Omen. Level III Glyph. ALLIES that see the GLYPH gain bonuses to their rolls.
81: Pain of Ages. Level III Glyph. ENEMIES roll CON before any CHECK or ATTEMPT or they fail their roll.
82: Symbol of Destruction. Level III Glyph. Draw a GLYPH on the ground and damage everything around it.
83: Assembly. Level III Matter. Assemble goods into finished products.
84: Disintegrate. Level III Matter. Disintegrate a target and turn it to dust.
85: Earth Shaper. Level III Matter. Change the shape of the terrain around you.
86: Shield Guardian. Level III Matter. Create a construct that protects you.
87: Control Creature. Level III Mind. Control multiple targets.
88: Mental Shield. Level III Mind. Targets become immune to mind affecting SPELLS and effects.
89: Mind Probe. Level III Mind. Look for information in a target’s mind.
90: Paralyze. Level III Mind. Freeze targets in their place.
91: Foresee. Level III Time. You know ENEMIES’ ACTIONS before they happen.
92: Interject. Level III Time. Play a TURN before an ENEMY acts.
93: Pause. Level III Time. Pause multiple TIMERS.
94: Undo. Level III Time. Undo an ACTION or an event that happened in the previous ROUNDS.
95: Haste. Level III Time. Targets play one more TURN after they finish their TURN.
96: Fluid Form. Level III Transmutation. Turn into any animal you want and gain STAT bonuses.
97: One With Nature. Level III Transmutation. Learn facts about your environment.
98: Polymorph. Level III Transmutation. Turn targets into creatures you know.
99: Heal. Level III Blood. Visible target is healed and any excess is stored as temporary HP.
100: Control Creature. Level III Mind. Control multiple targets.

101
Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVEL IV)

1-2: Cleanse. Level IV Blood. Restore a target to full HP and remove any negative effects.
3-4: Healing Wave. Level IV Blood. ALLIES around you heal every ROUND.
5-6: Deadly Mutation. Level IV Blood. Damage and mutate a target until it dies.
7-8: Sudden Death. Level IV Blood. Living ENEMIES under 2 HEARTS roll CON or they drop to 0 HP.
9-10: Creeping Death. Level IV Curse. Name a population and many people will die there in a couple of DAYS.
11-12: Seal Fate. Level IV Curse. Utter a fate for a target and it will come true.
13-14: Animate IV. Level IV Demon. Animate banshees and shamblers with 3 HEARTS.
15-16: Bone Demon. Level IV Demon. Turn into a giant bone demon to gain multiple abilities.
17-18: Clone Puppet. Level IV Demon. Create an evil clone of a target. It obeys you but occasionally does evil things.
19-20: Ethereal Walk. Level IV Dimension. You and multiple targets go to another dimension but see what’s here.
21-22: Teleport. Level IV Dimension. Teleport yourself and multiple targets to another place.
23-24: Void. Level IV Dimension. Open a big gateway to nothingness. It will suck everything in.
25-26: Convene with the Elders. Level IV Elder. Mentally visit ELDERS and get guidance from them.
27-28: Resurrection. Level IV Elder. Target that has been dead for a long time is brought back to life.
29-30: Spell Ascendency. Level IV Elder. Cast a SPELL without any COST but forget multiple SPELLS in return.
31-32: Sparkling Storm. Level IV Energy. Shoot lightning from the clouds.
33-34: Supernova. Level IV Energy. Explode in a blinding energy to do damage and blind your ENEMIES.
35-36: Fiery Nature. Level IV Fire. Turn into fire itself and burn everything.
37-38: Armageddon. Level IV Fire. Make it rain meteorites from the sky.
39-40: Circle of Exhaustion. Level IV Glyph. ENEMIES in the circle get penalties to all rolls.
41-42: Glyph of Illusions. Level IV Glyph. Create any illusion you want in an area.
43-44: Create Object. Level IV Matter. Create any small object.
45-46: Wave of Destruction. Level IV Matter. Spread a wave that damages ENEMIES and make them fall prone.
47-48: Destroyer of Worlds. Level IV Matter. Destroy things and objects around you each ROUND.
49-50: Alter Memory. Level IV Mind. Manipulate the memories of a target.
51-52: Horrid Phantasms. Level IV Mind. Induce horrifying images in a target’s mind to damage or kill it.
53-54: Possess. Level IV Mind. Possess another creature for a couple of HOURS.
55-56: Erase From Timeline. Level IV Time. Erase something from existence.
57-58: Inevitable. Level IV Time. An event you describe will happen very soon.
59-60: Swap Timelines. Level IV Time. Swap two creatures’ or two objects’ timeline.
61-62: Magical Form. Level IV Transmutation. Turn into a dragon or a hydra to gain new abilities.
63-64: Master of Forms. Level IV Transmutation. All your Form SPELLS gain extra duration and bonus to EFFORT.
65-66: Udin’s Weather. Level IV Transmutation. Totally control the weather.
67-68: Healing Wave. Level IV Blood. ALLIES around you heal every ROUND.
69-70: Sudden Death. Level IV Blood. Living ENEMIES under 2 HEARTS roll CON or they drop to 0 HP.
71-72: Seal Fate. Level IV Curse. Utter a fate for a target and it will come true.
73-74: Animate IV. Level IV Demon. Animate banshees and shamblers with 3 HEARTS.
75-76: Bone Demon. Level IV Demon. Turn into a giant bone demon to gain multiple abilities.
77-78: Teleport. Level IV Dimension. Teleport yourself and multiple targets to another place.
79-80: Resurrection. Level IV Elder. Target that has been dead for a long time is brought back to life.
81-82: Supernova. Level IV Energy. Explode in a blinding energy to do damage and blind your ENEMIES.
83-84: Armageddon. Level IV Fire. Make it rain meteorites from the sky.
85-86: Circle of Exhaustion. Level IV Glyph. ENEMIES in the circle get penalties to all rolls.
87-88: Glyph of Illusions. Level IV Glyph. Create any illusion you want in an area.
89-90: Wave of Destruction. Level IV Matter. Spread a wave that damages ENEMIES and make them fall prone.
91-92: Destroyer of Worlds. Level IV Matter. Destroy things and objects around you each ROUND.
93-94: Alter Memory. Level IV Mind. Manipulate the memories of a target.
95-96: Inevitable. Level IV Time. An event you describe will happen very soon.
97-98: Magical Form. Level IV Transmutation. Turn into a dragon or a hydra to gain new abilities.
99-100: Udin’s Weather. Level IV Transmutation. Totally control the weather.

102
Christian Vergara (order #20428773)
NAME: BIOFORM:
ORIGIN: DESTINY:
MAGE KIND: MAGE CLASS:

BASIC
BASE LOOT
ARMOR BASE LOOT
HP = 10 HP

STR 4
GEAR MISC GEAR MISC

WEAPON
BASE LOOT BASE
DEX 6
LOOT

GEAR MISC GEAR MISC

MAGIC
BASE LOOT BASE LOOT BASE LOOT
CON 8 DYING: 6
GEAR MISC GEAR MISC GEAR MISC

ULTIMATE
BASE LOOT BASE LOOT Portrait
INT 12
GEAR MISC GEAR MISC

WIS BASE LOOT Notes/Misc.


GEAR MISC

BASE LOOT
CHA
GEAR MISC

BLOOD CURSE DEMON DIMENSION ELDER ENERGY FIRE GLYPH MATTER MIND TIME TRANSMUTATION

Equipped EQUIPMENT & NOTES Carried Equipped EQUIPMENT & NOTES Carried

1. 1.
2. 2.
3. 3.
4. 4.
5. 5.
6. 6.
7. 7.
8. 8.
9. 9.
10. 10.
11. 11.
12. 12.
13. 13.
14. 14.
15. 15.
16. 16.
17. 17.
18. 18.
19. 19.
20. 20.
21. 21.
22. 22.
23. 23.
24. 24.
25. 25.
26. 26.
27. 27.

COINS: HERO
103 COIN SUPPLIES:
Christian Vergara (order #20428773)
NAME: NAME:
TYPE: TYPE:
Effect:____________________________________________________ Effect:____________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
20 STAT:__________________________________________ 20 STAT:__________________________________________

DURATION:___________________________________ DURATION:___________________________________

TARGET:_______________________________________ TARGET:_______________________________________
Flavor:____________________________________________________________ Flavor:___________________________________________________________
___________________________________________________________________ ___________________________________________________________________
___________________________________________________________________ ___________________________________________________________________
___________________________________________________________________ ___________________________________________________________________

NAME: NAME:
TYPE: TYPE:
Effect:____________________________________________________ Effect:____________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
___________________________________________________________ ___________________________________________________________
20 STAT:__________________________________________ 20 STAT:__________________________________________

DURATION:___________________________________ DURATION:___________________________________

TARGET:_______________________________________ TARGET:_______________________________________
Flavor:____________________________________________________________ Flavor:___________________________________________________________
___________________________________________________________________ ___________________________________________________________________
___________________________________________________________________ ___________________________________________________________________
___________________________________________________________________ ___________________________________________________________________

104
Christian Vergara (order #20428773)

You might also like