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. Contorsion
  5. Cordyceps Apotheosis
  6. Curse of the [Animal]
  7. Feline Reflexes
  8. Fly Swarm
  9. Inkspray
  10. Keen Senses
  11. Nine Lives
  12. Possess Pet
  13. Silky Spinneret
  14. Singularity of Purpose
  15. Tarantella
  16. Tentacle Arm
  17. The [Animal] Allure
  18. Venomous Fangs
  19. Web
  20. Zoophobia

Apotropaism

Sturdy wards against curses and evil.

  1. Against Prying Eyes
  2. Amulet of the Open Hand
  3. Circle of Sand
  4. Deflection
  5. Deliver from Malison
  6. Doom Foretold
  7. Empty Palm
  8. Flames of Truth
  9. Heka Mirror
  10. Karmic Retribution
  11. Loyal Steel
  12. Principle of Cutting
  13. Return to Sender
  14. Rite of the Seventh Day
  15. Sacrifice to the Sun
  16. Scapegoat
  17. Seal of Retribution
  18. Seal of the Wonder King
  19. Smite the Wicked
  20. The Ten Wards
  21. Thief Trap
  22. Warning Light
  23. White Hand of Discipline
  24. 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. Disguise
  5. Druidcraft
  6. Fey Ring
  7. Floral Salvage
  8. Folk Tongue
  9. Geas
  10. Mermaid's Curse
  11. Moonlust
  12. Old Rune
  13. Pass Without Trace
  14. Scry
  15. Shadow Walk
  16. Sky-Blind Curse
  17. Smothering Smoke
  18. Speak with Birds
  19. Steeped Stones
  20. Tune of the Yondkind
  21. Watching Heads
  22. Witchmark
  23. 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. Evil Gift
  13. Gleam
  14. Hellfire Engine
  15. Hellforge
  16. Illusion of Youth
  17. Miasma
  18. Petition
  19. Red Hands of Wrath
  20. Servitude
  21. Shadow Betrayal
  22. Smell Sin
  23. Steal Face
  24. Summon Lemures
  25. Unerring Seeker
  26. 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. Cut the Wind
  8. Dust to Water
  9. Elementamorphosis
  10. Foam Veil
  11. Magnetic Fissure
  12. Metal to Flame
  13. Metallic Murmurs
  14. One with the Elements
  15. Phase Element
  16. Pyrokinesis
  17. River Dance
  18. Rockspeech
  19. Seduce Water
  20. Smoke Signal
  21. Step of the Wind
  22. Stone Skin
  23. Stormspeech
  24. Subterranean Gullet
  25. Summon Water
  26. Thunderous Wave
  27. Trap Lightning
  28. Wall of Ice
  29. Wall of Stone
  30. Wind Barrier
  31. Wind Salvation
  32. 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. Chef's Intention
  9. Command Coins
  10. Command Iron
  11. Draw Depth
  12. Explode Alcohol
  13. Garbage Armor
  14. Glasswarp
  15. Grease
  16. Length of a String
  17. Matchstick Men
  18. Mill
  19. Nail Gun
  20. Object Reading
  21. Pack Neatly
  22. Pinky Knot
  23. Rope Bind
  24. Shuffle the Mortal Coils
  25. Stupendous Strands
  26. Tangle
  27. The Cat's Craddle
  28. The Rope Trick
  29. Turn to Art
  30. 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. Fingerbreaker
  10. Ghost Orchestra
  11. Hollow Bones
  12. Inflict Wound
  13. Lichcraft
  14. Life Channel
  15. Necrophone
  16. Occult Consultation
  17. Poltergeist
  18. Skull Bomb
  19. Skull Ghost
  20. Soul Harvest
  21. Soul Transfer
  22. Transmigration
  23. Undying Oath
  24. Vision of Death
  25. 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. Cure
  9. Death unto Life
  10. Hibernation
  11. Inner Hearth
  12. Isotope Tag
  13. Last Oath
  14. Milk and Honey
  15. Poppy's Milk
  16. Potpourri
  17. Reanimate
  18. Restore
  19. Salvation
  20. Salvific Apport
  21. Shadoom's Serpication
  22. Speak with Blood
  23. Vascular Draining
  24. Vigor
  25. Water to Wine

Psychomancy

Mind tricks which provide temporary benefits.

  1. Bewitch
  2. Command
  3. Comprehension
  4. Dominate
  5. Dread Manifestation
  6. Dream Eater
  7. Dust of the Sandman
  8. Déjà Vu
  9. Empathic Vessel
  10. Fascinating Gaze
  11. Flower War
  12. Hallucinogenesis
  13. Implant Idea
  14. Kill Idea
  15. Obsecration
  16. Palace of Thorns
  17. Plasmic Manipulation
  18. Possess Castle
  19. Summon Party
  20. Telekinetic Burst
  21. Thaumaturgy
  22. 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

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. Divide
  10. Draw Heat
  11. Extrude
  12. Floating Disk
  13. Focus Light
  14. Fold Space
  15. Lengthen
  16. Levitation
  17. Living Gate
  18. Mirror Image
  19. Mirror Road
  20. Orbit
  21. Portal
  22. Project Self
  23. Recall
  24. Revisitation
  25. Spatial Coincidence
  26. Stasis
  27. Sturdy Circle
  28. Teleportation
  29. Transmit Breath
  30. Vacuum
  31. 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. Grow Organ
  9. Indolence
  10. Make Delicious
  11. Meat Hive
  12. Quickening
  13. Ravening
  14. Relentless Vigor
  15. Serpent's Kiss
  16. Shrivel
  17. Simulacrum
  18. Spark of Life
  19. Steal Limb
  20. Stone to Teeth
  21. Totem
  22. Transcendence
  23. Universal Solvent
  24. Venom Bullet
  25. Vitalize