Spell Dice (SD)
You need a least 1 Spell Die to cast spells. They are D6s and you normally get them when taking levels in certain classes.
Whenever you cast a spell, you choose how many SD to invest into it. The result of the spell depends on the number of [dice] and their [sum].
If a SD rolls a 1, 2 or 3, you don’t lose it. Otherwise, you lose it until you get a night of sleep.
Every time you roll doubles or triples with your SD, you get closer to Catastrophe.
Spells
All spell schools originate from Wonders & Wickedness and Marvels & Malisons
Spells by magic school:
- Animorphosis
- Apotropaism
- Cunning Craft
- Diabolism
- Elementalism
- Mundane Tricks
- Necromancy
- Physiurgy
- Psychomancy
- Spiritualism
- Translocation
- Vivimancy
For the complete alphabetical list : All Spells
Lexicon
How to Read a spell
R : Range D : Duration
[dice] : the number of rolled dice.
[sum] : the sum of the rolled dice.
Sigil : Your unique symbol. It makes some spells permanent. It takes 10 minute to scribe and you can only have as many active ones as you have Spell Dice. If you cast a sigil spell above your limit, the oldest sigil fades, but leaves a visible trace behind.
Valuable / Treasure : Means the spell uses a component worth valuables or treasures.
HD : Means Hit Dice, the level of the monster, which the Referee knows. The minimum level is 1.
Catastrophe : Every time you roll doubles with your Spell Dice you gain 1 Doom Point. Roll a D20. If you roll equal to or below your doom score, you trigger a catastrophe. They will end your wizardly career if you don’t quest to avoid your doom.
Duration Philosophy : Each duration unit reflects the intended use of the spell:
- rounds is for in combat.
- minutes is for conversation and is measured in real time.
- 10 minutes is for exploration (a battle takes 10 minutes, exploring a room takes 10 minutes, etc).
- hours is for between rests. A game session.
- sigil is permanent, but is capped by the number of Spell Dice.
Range Philosophy : A human moves 30’ in a turn, so all ranges are in 30’ increments to ease calculation when playing without a grid.
Spell Schools
Animorphosis
Magic that relates to becoming like a specific animal species. Formorphosis is ant magic, mycomorphosis is fungus magic, etc. All iterations of [animal] should be replaced by a specific animal species when the spell is first found.
- Animorph
- Bestow [Animal] Aspect
- Call of the [Animal]
- Contorsion
- Cordyceps Apotheosis
- Curse of the [Animal]
- Feline Reflexes
- Fly Swarm
- Inkspray
- Keen Senses
- Nine Lives
- Possess Pet
- Silky Spinneret
- Singularity of Purpose
- Tarantella
- Tentacle Arm
- The [Animal] Allure
- Venomous Fangs
- Web
- Zoophobia
Apotropaism
Sturdy wards against curses and evil.
- Against Prying Eyes
- Amulet of the Open Hand
- Circle of Sand
- Deflection
- Deliver from Malison
- Doom Foretold
- Empty Palm
- Flames of Truth
- Heka Mirror
- Karmic Retribution
- Loyal Steel
- Principle of Cutting
- Return to Sender
- Rite of the Seventh Day
- Sacrifice to the Sun
- Scapegoat
- Seal of Retribution
- Seal of the Wonder King
- Smite the Wicked
- The Ten Wards
- Thief Trap
- Warning Light
- White Hand of Discipline
- Writ of the Underworld
Cunning Craft
Old curses and nature magic from druids and witches.
- Blackstaff
- Blade of Grass
- Bramble Burrow
- Disguise
- Druidcraft
- Fey Ring
- Floral Salvage
- Folk Tongue
- Geas
- Mermaid's Curse
- Moonlust
- Old Rune
- Pass Without Trace
- Scry
- Shadow Walk
- Sky-Blind Curse
- Smothering Smoke
- Speak with Birds
- Steeped Stones
- Tune of the Yondkind
- Watching Heads
- Witchmark
- Wolf Witching
Diabolism
The binding of angels and devils, creatures that make the laws of this universe.
- Bind
- Black Powder
- Borrow Name
- Call for Judgement
- Chiaroscuro
- Circle of Protection
- Conjure
- Contact Dragon
- Covenant
- Death Contract
- Devour Light
- Evil Gift
- Gleam
- Hellfire Engine
- Hellforge
- Illusion of Youth
- Miasma
- Petition
- Red Hands of Wrath
- Servitude
- Shadow Betrayal
- Smell Sin
- Steal Face
- Summon Lemures
- Unerring Seeker
- Zizanny
Elementalism
Dealing with the capricious spirits of the land, which are the building blocks of all matter.
- Ancient Flame
- Calcite Song
- Chariot of Air
- Charm Sand
- Chastising Tremor
- Cloak of [Element]
- Cut the Wind
- Dust to Water
- Elementamorphosis
- Foam Veil
- Magnetic Fissure
- Metal to Flame
- Metallic Murmurs
- One with the Elements
- Phase Element
- Pyrokinesis
- River Dance
- Rockspeech
- Seduce Water
- Smoke Signal
- Step of the Wind
- Stone Skin
- Stormspeech
- Subterranean Gullet
- Summon Water
- Thunderous Wave
- Trap Lightning
- Wall of Ice
- Wall of Stone
- Wind Barrier
- Wind Salvation
- Yakob's Ladder
Mundane Tricks
The art of enchanting everyday objects in an utilitarian way. Include rope tricks, spoon tricks, painter tricks, etc.
- A Rope Is Always Handy
- Amplify Resonance
- Animate Book
- Animate Food
- Animate Object
- Animate Scribble
- Candlemass
- Chef's Intention
- Command Coins
- Command Iron
- Draw Depth
- Explode Alcohol
- Garbage Armor
- Glasswarp
- Grease
- Length of a String
- Matchstick Men
- Mill
- Nail Gun
- Object Reading
- Pack Neatly
- Pinky Knot
- Rope Bind
- Shuffle the Mortal Coils
- Stupendous Strands
- Tangle
- The Cat's Craddle
- The Rope Trick
- Turn to Art
- Universal Knot
Necromancy
The dangerous manipulation of life and death, usually traded one for one: one life for one life, one death for one death.
- Danse Macabre
- Death Mask
- Death Ward
- Death's Scythe
- Desiccate
- Detonate Corpse
- Ectoplasmogenesis
- Finger of Death
- Fingerbreaker
- Ghost Orchestra
- Hollow Bones
- Inflict Wound
- Lichcraft
- Life Channel
- Necrophone
- Occult Consultation
- Poltergeist
- Skull Bomb
- Skull Ghost
- Soul Harvest
- Soul Transfer
- Transmigration
- Undying Oath
- Vision of Death
- Wail of Grief
Physiurgy
Midwives’ brews and witch-doctors’ remedies.
- Alchemical Elementalism
- Aura of Intoxication
- Aura of Renewal
- Beautify
- Blood Scabbard
- Blood Thrall
- Blood to Rope
- Cure
- Death unto Life
- Hibernation
- Inner Hearth
- Isotope Tag
- Last Oath
- Milk and Honey
- Poppy's Milk
- Potpourri
- Reanimate
- Restore
- Salvation
- Salvific Apport
- Shadoom's Serpication
- Speak with Blood
- Vascular Draining
- Vigor
- Water to Wine
Psychomancy
Mind tricks which provide temporary benefits.
- Bewitch
- Command
- Comprehension
- Dominate
- Dread Manifestation
- Dream Eater
- Dust of the Sandman
- Déjà Vu
- Empathic Vessel
- Fascinating Gaze
- Flower War
- Hallucinogenesis
- Implant Idea
- Kill Idea
- Obsecration
- Palace of Thorns
- Plasmic Manipulation
- Possess Castle
- Summon Party
- Telekinetic Burst
- Thaumaturgy
- Unspeakable Speech
Spiritualism
The study of magic itself.
- Arcane Mark
- Astral Projection
- Calculate Probability
- Colour Spray
- Conduit
- Dream
- Edit Spell
- Enforce Trope
- Ethereal Boundary
- Excitation
- Exhaust
- Hekaphage
- Illusion
- Kastromancy
- Maleficence
- Metaphorical Edge
- Plasmic Key
- Prism
- Radiance
- Reality Shift
- Second Sight
- Shield
- Shroud
- Silence
- Star Map
- Surreal Form
Translocation
The paradox-prone manipulation of space and time.
- Absolute Reality
- All Things Adjacent
- Alter Gravity
- Bargain
- Blink
- Change Mass
- Delay
- Disconnection
- Divide
- Draw Heat
- Extrude
- Floating Disk
- Focus Light
- Fold Space
- Lengthen
- Levitation
- Living Gate
- Mirror Image
- Mirror Road
- Orbit
- Portal
- Project Self
- Recall
- Revisitation
- Spatial Coincidence
- Stasis
- Sturdy Circle
- Teleportation
- Transmit Breath
- Vacuum
- Voluminous Equivalence
Vivimancy
The gruesome science of flesh, growth and evolution.
- Become Disgusting
- Belly Drum
- Bloodlust
- Caloric Burn
- Elevate Beast
- Fumigate
- Genoplasm
- Grow Organ
- Indolence
- Make Delicious
- Meat Hive
- Quickening
- Ravening
- Relentless Vigor
- Serpent's Kiss
- Shrivel
- Simulacrum
- Spark of Life
- Steal Limb
- Stone to Teeth
- Totem
- Transcendence
- Universal Solvent
- Venom Bullet
- Vitalize