How Spells Work

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:

  1. Animorphosis
  2. Apotropaism
  3. Cunning Craft
  4. Diabolism
  5. Elementalism
  6. Mundane Tricks
  7. Necromancy
  8. Physiurgy
  9. Psychomancy
  10. Spiritualism
  11. Translocation
  12. 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.

  1. Animorph
  2. Bestow [Animal] Aspect
  3. Call of the [Animal]
  4. Contortion
  5. Cordyceps Apotheosis
  6. Curse of the [Animal]
  7. Feline Reflexes
  8. Fly Swarm
  9. Frighten Beast
  10. Inkspray
  11. Keen Senses
  12. Nine Lives
  13. Possess Pet
  14. Silky Spinneret
  15. Singularity of Purpose
  16. Tarantella
  17. Tentacle Arm
  18. The [Animal] Allure
  19. Venomous Fangs
  20. Web
  21. Zoophobia

Apotropaism

Sturdy wards against curses and evil.

  1. Against Prying Eyes
  2. Amulet of the Open Hand
  3. Beckon Doom
  4. Beseech
  5. Circle of Sand
  6. Deflection
  7. Deliver from Malison
  8. Doom Foretold
  9. Empty Palm
  10. Flames of Truth
  11. Heka Mirror
  12. Karmic Retribution
  13. Loyal Steel
  14. Principle of Cutting
  15. Return to Sender
  16. Rite of the Seventh Day
  17. Sacrifice to the Sun
  18. Scapegoat
  19. Seal of Retribution
  20. Seal of the Wonder King
  21. Smite the Wicked
  22. The Ten Wards
  23. Thief Trap
  24. Warning Light
  25. White Hand of Discipline
  26. Writ of the Underworld

Cunning Craft

Old curses and nature magic from druids and witches.

  1. Blackstaff
  2. Blade of Grass
  3. Bramble Burrow
  4. Chain-Of-The-Bloodline
  5. Disguise
  6. Druidcraft
  7. Fey Ring
  8. Floral Salvage
  9. Folk Tongue
  10. Geas
  11. Kladenets
  12. Life Crescendo
  13. Mermaid's Curse
  14. Moonlust
  15. Old Rune
  16. Pass Without Trace
  17. Puff Ball
  18. Scry
  19. Shadow Walk
  20. Sky-Blind Curse
  21. Smothering Smoke
  22. Speak with Birds
  23. Star Concerto
  24. Steeped Stones
  25. Totem
  26. Tune of the Yondkind
  27. Walking Tree
  28. Watching Heads
  29. Witchmark
  30. Wolf Witching

Diabolism

The binding of angels and devils, creatures that make the laws of this universe.

  1. Bind
  2. Black Powder
  3. Borrow Name
  4. Call for Judgement
  5. Chiaroscuro
  6. Circle of Protection
  7. Conjure
  8. Contact Dragon
  9. Covenant
  10. Death Contract
  11. Devour Light
  12. Enrage Believer
  13. Evil Gift
  14. Gleam
  15. Hellfire Engine
  16. Hellforge
  17. Illusion of Youth
  18. Loan
  19. Miasma
  20. Petition
  21. Red Hands of Wrath
  22. Servitude
  23. Shadow Betrayal
  24. Sigil of Bezaliel
  25. Sigil of Phanuel
  26. Sigil of Shamsiel
  27. Sigil of Zagzagel
  28. Smell Sin
  29. Steal Face
  30. Summon Lemures
  31. Unerring Seeker
  32. Zizanny

Elementalism

Dealing with the capricious spirits of the land, which are the building blocks of all matter.

  1. Ancient Flame
  2. Calcite Song
  3. Chariot of Air
  4. Charm Sand
  5. Chastising Tremor
  6. Cloak of [Element]
  7. Cold Snap
  8. Cut the Wind
  9. Dust to Water
  10. Elementamorphosis
  11. Foam Veil
  12. Magnetic Fissure
  13. Metal to Flame
  14. Metallic Murmurs
  15. One with the Elements
  16. Phase Element
  17. Pyrokinesis
  18. River Dance
  19. Rockspeech
  20. Seduce Water
  21. Smoke Signal
  22. Step of the Wind
  23. Stone Skin
  24. Stormspeech
  25. Subterranean Gullet
  26. Summon Water
  27. Thunderous Wave
  28. Trap Lightning
  29. Wall of Ice
  30. Wall of Stone
  31. Wind Barrier
  32. Wind Salvation
  33. Yakob's Ladder

Mundane Tricks

The art of enchanting everyday objects in an utilitarian way. Include rope tricks, spoon tricks, painter tricks, etc.

  1. A Rope Is Always Handy
  2. Amplify Resonance
  3. Animate Book
  4. Animate Food
  5. Animate Object
  6. Animate Scribble
  7. Candlemass
  8. Candy Regalia
  9. Chef's Intention
  10. Command Coins
  11. Command Iron
  12. Draw Depth
  13. Excambion
  14. Explode Alcohol
  15. Garbage Armor
  16. Gingerbread House
  17. Glasswarp
  18. Golden Paddle
  19. Grease
  20. Length of a String
  21. Matchstick Men
  22. Mill
  23. Nail Gun
  24. Object Reading
  25. Pack Neatly
  26. Pinky Knot
  27. Rope Bind
  28. Shuffle the Mortal Coils
  29. Stupendous Strands
  30. Tangle
  31. The Cat's Craddle
  32. The Rope Trick
  33. Turn to Art
  34. 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.

  1. Danse Macabre
  2. Death Mask
  3. Death Ward
  4. Death's Scythe
  5. Desiccate
  6. Detonate Corpse
  7. Ectoplasmogenesis
  8. Finger of Death
  9. Ghost Orchestra
  10. Hollow Bones
  11. Inflict Wound
  12. Lichcraft
  13. Life Channel
  14. Necrophone
  15. Occult Consultation
  16. Poltergeist
  17. Skull Bomb
  18. Skull Ghost
  19. Soul Harvest
  20. Soul Transfer
  21. Transmigration
  22. Undying Oath
  23. Vision of Death
  24. Wail of Grief

Physiurgy

Midwives’ brews and witch-doctors’ remedies.

  1. Alchemical Elementalism
  2. Aura of Intoxication
  3. Aura of Renewal
  4. Beautify
  5. Blood Scabbard
  6. Blood Thrall
  7. Blood to Rope
  8. Copper to Poison
  9. Cure
  10. Death unto Life
  11. Fingerbreaker
  12. Hibernation
  13. Inner Hearth
  14. Isotope Tag
  15. Last Oath
  16. Milk and Honey
  17. Poppy's Milk
  18. Potpourri
  19. Psilocybic Vision
  20. Reanimate
  21. Restore
  22. Sacrament of Life
  23. Salvation
  24. Salvific Apport
  25. Shadoom's Serpication
  26. Speak with Blood
  27. Vascular Draining
  28. Vigor
  29. Water to Wine

Psychomancy

Mind tricks which provide temporary benefits.

  1. Bewitch
  2. Brain Burst
  3. Calm Emotions
  4. Command
  5. Comprehension
  6. Dominate
  7. Dread Manifestation
  8. Dream Eater
  9. Dust of the Sandman
  10. Déjà Vu
  11. Empathic Vessel
  12. Extract Memory
  13. Fascinating Gaze
  14. Flower War
  15. Hallucinogenesis
  16. Implant Idea
  17. Kill Idea
  18. Link Fate
  19. Obsecration
  20. Palace of Thorns
  21. Plasmic Manipulation
  22. Possess Castle
  23. Summon Party
  24. Swap Senses
  25. Telekinetic Burst
  26. Telepathy
  27. Thaumaturgy
  28. Unspeakable Speech

Spiritualism

The study of magic itself.

  1. Arcane Mark
  2. Astral Projection
  3. Calculate Probability
  4. Colour Spray
  5. Conduit
  6. Dream
  7. Edit Spell
  8. Enforce Trope
  9. Ethereal Boundary
  10. Excitation
  11. Exhaust
  12. Hekaphage
  13. Illusion
  14. Kastromancy
  15. Maleficence
  16. Metaphorical Edge
  17. Plasmic Key
  18. Prism
  19. Radiance
  20. Reality Shift
  21. Second Sight
  22. Shield
  23. Shroud
  24. Silence
  25. Star Map
  26. Surreal Form
  27. Unbreak
  28. Unmake
  29. Wish

Translocation

The paradox-prone manipulation of space and time.

  1. Absolute Reality
  2. All Things Adjacent
  3. Alter Gravity
  4. Bargain
  5. Blink
  6. Change Mass
  7. Delay
  8. Disconnection
  9. Disintegrate
  10. Divide
  11. Draw Heat
  12. Extrude
  13. Floating Disk
  14. Focus Light
  15. Fold Space
  16. Lengthen
  17. Levitation
  18. Living Gate
  19. Medley
  20. Mirror Image
  21. Mirror Road
  22. Orbit
  23. Portal
  24. Project Self
  25. Recall
  26. Revisitation
  27. Spatial Coincidence
  28. Stasis
  29. Sturdy Circle
  30. Teleportation
  31. Transmit Breath
  32. Vacuum
  33. Voluminous Equivalence

Vivimancy

The gruesome science of flesh, growth and evolution.

  1. Become Disgusting
  2. Belly Drum
  3. Bloodlust
  4. Caloric Burn
  5. Elevate Beast
  6. Fumigate
  7. Genoplasm
  8. Graft
  9. Grow Organ
  10. Indolence
  11. Make Delicious
  12. Meat Hive
  13. Quickening
  14. Ravening
  15. Relentless Vigor
  16. Serpent's Kiss
  17. Shrivel
  18. Simulacrum
  19. Spark of Life
  20. Steal Limb
  21. Stone to Teeth
  22. Transcendence
  23. Universal Solvent
  24. Venom Bullet
  25. Vitalize