Spells

Spells are living spirits trapped by runes carved on obsidian tablets. Spells are usually found in deep and dangerous places. The creation of spells is an art lost to all but the most learned wizards.

Designer's Note

Be creative. Magic allows for a variety of solutions. Sometimes simple damage is less effective than illusions or pure wickedness.

Pasted image 20241015001519.png|banner

Spellcasting Rules

Casting spells takes one action if cast during combat. The GM is the final arbiter of how the spell manifests and how it affects the situation.

To cast a spell, you must hold the spell tablet in one hand and read it aloud. Casting a spell is super obvious.

  1. Add a Exhausted condition to inventory, occupying one slot.
  2. Decide the Power to cast it with, up to the number of usage dots remaining on the spell.
  3. Roll a number of d6 equal to the power the spell is cast with. The spell has an effect, which varies on the number of DICE invested, and the SUM of the dice results and the level "L" of the caster.
Playtest for later

If a caster rolls a 6, he must roll another d6 and add it to the spell result.

Miscasts

Whenever one or more 6s are rolled when casting a spell, the caster takes d6 damage to WIL for each 6 rolled. Then make a WIL Danger Roll.

If failed, take the Mad condition and figure out with the players what Miscast actually does.

You find a Spell!

Roll on this table of spells as loot, or use these spells as examples for creating your own.

1d20 Spell Effect
1 Babel Tongues Whisper unintelligibly and stare intently at a target's eyes of level L or lower. Whilst this continues, he will splutter confusedly. You may force him to say SUM + DICE words.
2 Be understood Make your meaning clear to DICE creatures of another species for L turns.
3 Charm Person A single humanoid who makes eye contact must make a WIL Danger Roll or be charmed for DICE days, viewing the caster as a close friend and obeying commands, with suicidal commands always being refused. Undead and monsters of level higher than L are not affected.
4 Darkness Create a zone-wide sphere of pure night for DICE turns.
5 Fireball Shoot a fireball Far. Deal SUM + DICE damage to all creatures Close to the blast. Flammable objects ignite instantly.
6 Form Familiaris Destroy another cast spell by feeding it to a Familiar. Match the power of the other spell with DICE. If the your SUM < their SUM, roll for Miscasts: a familiar to appear in the material world, though fat and sated with the magic.
7 Ghost hog Create an illusory pig that can carry 6 inventory slots for DICE turns.
8 Grow Grow a creature to DICE + 1 times its original size for 1 turn.
9 Heal Heal SUM STR damage and remove the Injured condition from a creature.
10 Invisibility Make creature invisible for DICE turns. Any movement reduces duration by 1 turn.
11 Invisible ring Creates a ring of magic that can fit DICE + L creatures. It is invisible and immovable. Lasts DICE turns.
12 Knock Open a door or container, as if a Danger Roll were made with STR score of 10 + DICE + L.
13 Lich Craft Animate DICE undead of level L or lower. The risen are wide eyed, eager to serve. Stupid and obey simple orders. After 3 days, a vengeful ghost will appear every d4 days and seek to kill the one holding the spell.
14 Light Force DICE creatures to make a WIL save or become stunned. Alternatively, create light as bright as a torch for SUM turns.
15 Lightning Bolt Cast a bolt of magical lightning with SUM damage and shocks with DICE DEX damage. Will ricochet and also damage up to L closest targets.
16 Phantasmal Form Create an illusion. It will disperse when touched. If used to “create” a monster, it will have Armour = DICE and HP = SUM (will scatter when reaching 0 HP).
17 Restore Remove Exhausted or Injured condition from 1 + DICE creatures.
18 Skybolt Deal SUM + DICE damage to a creature within sight.
19 Sleep Creatures totaling up to SUM levels within eye contact fall into magical slumber for DICE Rounds, affecting lowest-level creatures first; single creatures above level L or undead are immune, and sleepers awaken if slapped or harmed.
20 Wizard Lock Magically seals a Nearby door, gate, or lockable item. The seal is permanent but can be bypassed by the caster, a Knock spell, or any magic-user of at least DICE + L levels. Bypassing does not dispel the lock.