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. Circle of Sand
  5. Deflection
  6. Deliver from Malison
  7. Doom Foretold
  8. Empty Palm
  9. Flames of Truth
  10. Heka Mirror
  11. Karmic Retribution
  12. Loyal Steel
  13. Principle of Cutting
  14. Return to Sender
  15. Rite of the Seventh Day
  16. Sacrifice to the Sun
  17. Scapegoat
  18. Seal of Retribution
  19. Seal of the Wonder King
  20. Smite the Wicked
  21. The Ten Wards
  22. Thief Trap
  23. Warning Light
  24. White Hand of Discipline
  25. 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. Life Crescendo
  11. Mermaid's Curse
  12. Moonlust
  13. Old Rune
  14. Pass Without Trace
  15. Puff Ball
  16. Scry
  17. Shadow Walk
  18. Sky-Blind Curse
  19. Smothering Smoke
  20. Speak with Birds
  21. Star Concerto
  22. Steeped Stones
  23. Tune of the Yondkind
  24. Watching Heads
  25. Witchmark
  26. 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. 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. 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. Grease
  19. Length of a String
  20. Matchstick Men
  21. Mill
  22. Nail Gun
  23. Object Reading
  24. Pack Neatly
  25. Pinky Knot
  26. Rope Bind
  27. Shuffle the Mortal Coils
  28. Stupendous Strands
  29. Tangle
  30. The Cat's Craddle
  31. The Rope Trick
  32. Turn to Art
  33. 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. Copper to Poison
  9. Cure
  10. Death unto Life
  11. Hibernation
  12. Inner Hearth
  13. Isotope Tag
  14. Last Oath
  15. Milk and Honey
  16. Poppy's Milk
  17. Potpourri
  18. Psilocybic Vision
  19. Reanimate
  20. Restore
  21. Salvation
  22. Salvific Apport
  23. Shadoom's Serpication
  24. Speak with Blood
  25. Vascular Draining
  26. Vigor
  27. 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. Totem
  23. Transcendence
  24. Universal Solvent
  25. Venom Bullet
  26. Vitalize