Spell List
Spell List
Glorious Magics
Dissolve ................................................................... 13
Contents
Divine ....................................................................... 13
Acidic Bile ................................................................. 4
Adhesive Ichor ......................................................... 4 Dominate ................................................................ 14
Dread Hail .............................................................. 14
Aerobatics ................................................................. 4
Aethereal Conscription ......................................... 4 Dream ...................................................................... 14
Elegant Judgement ............................................. 14
Agony.......................................................................... 5
Amnesia ..................................................................... 5 Enfoggening ........................................................... 14
Esoteric Elasticity ................................................ 15
Annihilate ................................................................. 5
Entropy.................................................................... 15
Astral Abduction..................................................... 5
Auspicious Intervention ....................................... 6 Explode Corpse ..................................................... 15
False Life ................................................................. 15
Babble ........................................................................ 6
Beauteous Blinding Sun ...................................... 6 Featherweight........................................................ 15
Filthify ..................................................................... 16
Beautiful Touch ...................................................... 6
Flashpoint .............................................................. 16
Befuddling Ray ........................................................ 6
Beguile ....................................................................... 7 Force Field .............................................................. 16
Fractal Gossamer ................................................. 16
Bleed True Dark ..................................................... 7
Genoplasm ............................................................. 16
Blink ........................................................................... 7
Godmetal ................................................................ 16
Cacophony ................................................................ 7
Greed........................................................................ 17
Calcite Gap ............................................................... 7
Hand of Hate ......................................................... 17
Cerebral Exchange ................................................. 8
Heavenly Armour ................................................. 17
Chariot of Air ........................................................... 8
Clotted Cord ............................................................. 8 Hemoclasm............................................................. 17
Hollow Head ........................................................... 17
Conflagration ........................................................... 8
Contact Elsewhere ................................................. 8 Hypnotise................................................................ 17
Illusion..................................................................... 18
Control Element...................................................... 9
Communion ............................................................. 9 Ingression ............................................................... 18
Iridescent Missile ................................................. 19
Corporeal Invasion ...............................................10
Knock ....................................................................... 19
Corpulence .............................................................10
Corrosive Cloud ....................................................10 Lethargy Wave....................................................... 19
Lich Blast................................................................ 19
Cruel Combustion ................................................11
Crystallise Thought .............................................11 Lightning ................................................................. 19
Limb Gift ................................................................. 19
Curdle ......................................................................11
Cursed Caltrops....................................................11 Lipstitch .................................................................. 20
Lock .......................................................................... 20
Deafen ......................................................................11
Lonesomeness ....................................................... 20
Dendigraphy ..........................................................12
Denounce ................................................................12 Matchstick Men .................................................... 20
Meat Hive ................................................................ 20
Dictate Gravity ......................................................12
Mirror Object ......................................................... 20
Dirty Flame.............................................................12
Mirrorpassage ....................................................... 21
Disguise ...................................................................12
Mind’s Veil ..............................................................21 Telepathy ................................................................ 29
Modify Memory......................................................21 Temporal Interference ........................................ 29
Muddle the Mind ..................................................21 Terror ....................................................................... 29
New Self ...................................................................21 Thaumaturgic Anchor ........................................ 29
Ossify........................................................................21 The Big Leap .......................................................... 29
Paranoia ..................................................................22 The Gibbering........................................................ 29
Petrichor ..................................................................22 The Hastening ....................................................... 30
Perfect Pallid Palanquin .....................................22 Thermal Manipulation ........................................ 30
Phantasmal Self ....................................................22 Translocation......................................................... 30
Plumata ...................................................................22 Transmuting Blast ............................................... 30
Polymorph...............................................................22 True-Tether ............................................................ 30
Primordial Lungs ..................................................23 Vanish...................................................................... 31
Prismatic Spray.....................................................23 Vivigraphy .............................................................. 31
Psychokinetics.......................................................23 Wandering Eye ...................................................... 31
Psychometry...........................................................24 Warp Emotions ..................................................... 31
Radiate .....................................................................24 Wave of Mutilation ............................................... 31
Raise Undead.........................................................24 Weird Vision .......................................................... 31
Reckless Revenant Reanimation .....................25 Whale Road ............................................................ 32
Red Ruin .................................................................25 Woodwarp ............................................................... 32
Regeneration ..........................................................25 World Wound......................................................... 32
Resurrection...........................................................25
Reverse Time ..........................................................26
Savage Morphology ..............................................26
Magic Dice
Scry ...........................................................................26
Spellcasters get Magic Dice (MD) equal to
Severance ................................................................26
their Aspects.
Shocking Strike.....................................................26
An MD is a d6, and they are rolled to
Sinew Song .............................................................26
cast spells.
Sleep .........................................................................26
[dice] is the number of MD expended,
Sliverslash ..............................................................27
[sum] is the result.
Sludgefy ...................................................................27
Somnivore ...............................................................27 Rolling 4-6 exhausts the MD, those that
roll 1-3 are returned to the casting pool.
Soul Projection ......................................................27
Spatial Coincidence .............................................28 Rolling doubles causes a roll on the
Cosmic Chaos table.
Steal Stature ..........................................................28
Stolen Face .............................................................28
Stolen Firmament ................................................28
Stoneskin ................................................................28
Subcutaneous Shadow .......................................29
Synaptic Scream ...................................................29
Acidic Bile Aerobatics
Radius: [dice] x3m Touch a target. For the duration they can
fly, with ability depending on [dice].
A torrent of acid rushes from your gullet.
1. Slowly hover
Anything hit by the acid is dealt [sum]
2. Fly quickly but imprecisely
acid damage, and then takes 1d4
3. Fly quickly and precisely
damage for two turns unless washed.
4. Fly quickly, precisely, and strongly
Armour takes damage first.
enough to ignore adverse winds
The acid then remains on the floor until
it evaporates, dealing 1d4 damage to all
who touch it. Aethereal Conscription
Passive: You can drool acid from your mouth, Here is outlined the process of
allowing for acid etching and for the slow conscripting aetherofauna and placing
ruining of metal and anything softer. them within a corpse or body of
arcanoflesh, so that they may render
service to you.
Adhesive Ichor Duration: [dice] hours
Duration: [dice] x10minutes The caster may invite a swarm of
aetherofauna into a corpse. It’s a
Any two things you touch are joined,
coalescence of innumerable utterly mad
held together by a melding ectoplasmic
and alien intelligences puppeting a body.
slime. These two things can be torn
apart, the strength of the bond depends The creature is under your control for
on their material. the duration, upon the end of which the
chaotic presence of the aetherofauna
Investing 5 [dice] makes the duration
dissolves its host body from within.
permanent as the slime solidifies into an
amalgamation of the two materials it If you die with an Aetherofauna Host
links. under your command, 50% chance they
either attack the nearest living thing or
This can be cast on yourself or another
run as far away from your corpse as
creature. Whenever an attack hits the
possible.
target and deals damage, the weapon
sticks. The attacker must Save vs You may also create a Homunculus:
Strength to pry their weapon loose.
You must spend several days fashioning
Passive: You may exude a small amount of a body out of arcanoflesh.
viscous ichor from the palm of your hand. It’s
sticky, looks unpleasant and is just generally 1. Creation & Ingredients:
disturbing.
35 litres of water, 20 kilograms of
carbon, 4 litres of ammonia, 1.5
kilograms of lime, 800 grams of
phosphorus, 250 grams of salt, 100 Agony
grams of nitre, 80 grams of sulphur, 7.5
grams of fluorine, 5 grams of iron, 3 Range: far (50m)
grams of silicon. This shopping list
usually requires a major city and about Duration: [sum] rounds
£15,000, but not always.
The target is afflicted by excruciating
The result will be small human body, pain. If they choose to spend their turn
magically sculpted from inchoate writhing in pain, they take no damage. If
arcanoflesh, appearing how you wish, they choose to act normally, they take
about thigh high. It lacks a bellybutton 1d6 non-lethal damage. The target can
and is sterile. make a Save vs Body to half the
duration, to a minimum of 1 round.
2. Occupation:
• 1 [dice]: chest-sized
• 2 [dice]: human-sized, Beautiful Touch
• 3 [dice]: wagon-sized,
You may cause wonderful, lush, alien
• 4 [dice]: tavern-sized,
flowers to grow on surfaces you touch in
• 5 [dice]: ship or bridge sized.
a radius of [sum] metres.
Range: far (50m) If you take the corpse flowers and make
them into tea, you will get high.
Duration: [sum] minutes
Take [sum]/2 damage. The liquid known Creatures within the radius must Save
as True Dark seeps out of your pores, vs Body or be stunned for [sum]/2
snaking into the air like a swarm of rounds.
pitch-black water snakes. This fills the
radius with total darkness. Light sources
within the area are snuffed out. Calcite Gap
The True Dark can instead be directed
Duration: [sum] rounds
towards a [dice] targets. If a target fails a
Save vs Agility they are blinded for half [dice] creatures that you touch can swim
the duration as the liquid night swims in through soil and stone. They may choose
their eyes. They may make a Save vs to leave behind a cramped tunnel which
Body each round to fight off the lasts for [dice] minutes.
darkness. They are allowed three failures
They may move through calcite
until they can no longer Save.
formations, stalactites, stalagmites,
The duration depends on the [dice] minor crystals, etc. without penalty,
invested: pushing them aside as if they were tall
grass.
1. 1 Minute
Passive: Your blood is the blood of the You may drain yours, or someone else’s
earth - that is to say, black, toxic and blood into the form of a rope. 10m per
flammable. point of inflicted damage. If you cast this
spell with 3 [dice] or more, you can
cause the rope to appear anchored to
Cerebral Exchange any point you can see, provided the other
end can reach your hand.
Over the course of a 24-hour long
meditation ritual you methodically
dismantle the mental defences of two Conflagration
target creatures (one target can be you).
If a target is unwilling and has more HD Radius: [dice] x5m
than [dice] then they can Save vs Weird
A wave of fire rushes from your body.
to resist.
Deals 2[sum] fire damage to all things
If you are successful, then the within the radius centred on yourself,
consciousnesses of the two targets are excluding yourself. Save vs Agility for
swapped. half damage. Flammable objects may
catch fire.
-[sum]/2 Agility
4. The soul is raised and answers your
questions truthfully. and takes up [sum]/2 Inventory Slots.
5. The soul is raised and also provides a During your dreaming hours the new-
useful answer you did not ask for meat sloughs off and collects in putrid
piles to be found in the morn.
6. The soul is raised and remains for 1d6
additional minutes.
Dendigraphy
Dirty Flame
Allows you to ask a [dice] questions of a
plant that you touch. The answers Range: near (10m)
become apparent in the otherwise
A gout of cold, greasy, black fire sputters
imperceivable shifts and curves of the
from your fingertips. It leeches light, life
plant. Trees are fairly intelligent. They
and warmth from all that it touches.
know about weather and have a great
sense of time, but they have a hard time Loose a gout at a target, dealing 2[sum]
differentiating between animals except by cold-fire damage with a successful
size. They also gossip among themselves ranged attack roll. Each [dice] you invest
and may have gossip from distant lands. in this spell allow you to fling an
Grass is shallow and vacuous but knows additional welter at the same target or at
about large areas. a new target.
Speak your domineering mantras to A fierce plume of purple and gold flame
[sum] creatures of [dice] HD. The erupts where you desire as you bring
target(s) must make a Save vs Weird or your disdain to bear. The fire cannot
follow the caster’s one-word command destroy, but it does change things, and
for the duration. painfully.
Every time the target(s) take damage, Deals [sum] damage, Save vs Ego for
they may make another Save vs Weird. half. Creatures with 17 or more Soul,
non-sentient creatures, beautiful objects,
If cast on one target with more than 1
and priests of sun and sky, are immune.
[dice] per HD, the caster may use their
action to instead have complete and
precise control over one target for the
duration for [sum] rounds. Enfoggening
Featherweight
Explode Corpse
Duration: [sum] rounds
Range: far (50m)
The weight of an object that you touch is
Radius: [dice] x5m reduced to 1%. Most things in this state
fall 20m per round.
Fondle a dried frog on a string. The
target corpse explodes, dealing 2[sum] • 1 [dice]: chest-sized
damage in the radius, up to a maximum • 2 [dice]: human-sized,
dependant on the size of the corpse. This • 3 [dice]: wagon-sized,
magic affects the undead. • 4 [dice]: house-sized,
Save vs Agility for half damage. • 5 [dice]: ship or bridge sized.
Radius: [dice] x10m
Heavenly Armour
Greed
Duration: [dice] stages
Duration: [dice] x10 minutes
A shimmering aura of semi-transparent
[sum] creatures that can hear you magical force sticks to a target you
develop an overwhelming urge to possess touch, moulded to its form.
a visible item of your choice. A creature Grants [sum]/2 AC for all damage.
may make a Save vs Weird if the object
looks utterly worthless, (ball of mud,
your mixtape). Hemoclasm
Range: near (10m) Blood and gore out of their every pore.
All creatures in the radius take damage
Outstretch your hand and mimic your
equal to their current damage, not
misdeeds. Roll d5 for the organ in your
exceeding 2[sum]. Save vs Body to halve.
grip.
If someone has a container within arm’s
1. Brain
reach, they can collect about 1 litre of
2. Heart
blood for every 3 damage this spell does.
3. Lung
4. Guts
5. Genitals
Hollow Head
The effect increases the more rounds
spent weaving the magic. You may hold Duration: [sum] hours
the magic for [sum] rounds.
Touch a target. Their brain disappears
1. Caress: A warning, the victim but this causes no problems. Their head
begins to understand your can open like a box, but only they can
intention. open it. They are immune to mind-
2. Clutch: The dreadful realisation, altering magic for the duration. Things
Victim Saves vs Fear/Morale can be stored inside their skull, but if
Check. the spell ends while things are inside,
3. Squeeze: Pain and halved organ they will mix with the brain-matter. This
efficiency. Disadvantage on can be fatal. This can be fun.
relevant rolls.
4. Rupture: Death if crucial organ.
Cessation of function and [sum]
Hypnotise
damage if not.
Range: near (10m)
Duration: 10 minutes and a body like paper, fiberglass and
bismuth both molten and crystalline. It
A creature that you can lock eyes with
is immune to magic, and disintegrates
for a few seconds enters a trance and will
into dust at the end of the duration or
truthfully answer [dice] yes or no
upon death.
questions you ask it. The creature may
make a Save vs Weird to resist. For every [die] invested in an Outsider,
choose two details:
Knock
Lightning
Range: far (50m)
A mirror becomes a gateway to another [dice] creatures have their mind briefly
mirror you looked into today. Entering bamboozled. They treat the last 10*[sum]
the mirror takes you to a reality cyst seconds as if (1d6):
between the two reflective surfaces,
1. It were but a dream
travel through which taking around a
2. They had made it up themselves
minute.
3. It was a story someone else was
Do not stop, do not look behind you, just telling them
keep going. There may be a chance that 4. It had already happened to them
something follows you out. Make a Save 5. It was something they were
vs Weird with a bonus of [sum] so this planning on doing tomorrow
doesn’t happen. 6. It was logically impossible
You may use this magic on other How the target responds to this new
reflective surfaces, (polished metal, perspective is up to them, but it will
obsidian, a surface of water), but this likely require a Save vs Mind to
requires a Save vs Weird. determine.
1. 1 mile Sleep
2. 10 miles
3. 100 miles Range: near (10m)
4. 1,000 miles Duration: [sum] hours
[sum] creatures of [dice] HD Save vs Somnivore
Weird or fall into a deep, coma-like sleep
for the duration, from which they can Bend over your victim and breathe in
only be awoken by vigorous deep. A sleeping creature takes [sum]
slapping/shaking (taking an action), or damage, although they are not aware of
damage, and during which they do not this. You heal for the same amount. You
require any food or water. may increase your HP to up to double its
maximum.
Surprised targets automatically fail their
Saves, and if cast on a single target with
more [dice] than its HD then the effects
are permanent until it is awakened. Soul Projection
Duration: [dice] x5 minutes You can also attempt to take over the
body of anyone within this range. They
Your body begins to lose its form. Your may Save vs Ego to resist
innards liquify and you become a fluid
sack of skin full of dissolved sloshing You may spend [sum] to:
organs and bones. You cannot be • Penalise the Save to resist on a 1
harmed by squeezing or blunt force, you to -1 basis.
can be packed into a container, or • Hop from body to body (costs 1 for
pushed through a small hole. the first hop, 2 for the second, etc)
• Increase range of telepathy and
possession by 10m per.
• Increase duration by an hour per.
[sum] days. If reinforced with 1 [dice]
each day for the duration, the mask will
Spatial Coincidence not rot.
Duration: 10 minutes
Stoneskin
Stolen Face Duration: 1 stage
Duration: [sum] days You, or a target you touch, are coated in
a layer of stone. This grants +6 Cut,
You peel the face off a corpse like a
mask. The rest of the corpse Pierce, Blunt AC.
disintegrates into dust. When you (and Any creature so affected cannot swim,
only you) wear the mask, you will look fly, jump or run and has Disadvantage
and sound like the person whose face on Agility. This will really fuck up a bird.
you're wearing, but only to people, and
not to Spirits, the Dead or the Undead.
The mask will rot into uselessness after
Subcutaneous Shadow
The Gibbering
Time in a 10m radius begins to move A creature you target Saves vs Ego. Upon
either 10x faster, or 10x slower. failure, they start gibbering nonsense
incoherently and uncontrollably. Anyone You may use this to transport [dice]
hearing the noise Saves vs Soul or objects within 10m able to be lifted in
becomes fascinated & unable to focus on one hand.
anything else. Attacking the victim, or a
Due to the reality shift and the strange
fascinated creature, ends the magic
tearing noises, everyone in the vicinity
prematurely.
instinctively knows where such
translocated objects have gone.
The Hastening
1. Bone
2. Jelly
Thermal Manipulation 3. Mud
4. Stone
Range: far (50m) 5. Blood
Radius: [dice] metres. 6. Light
You can increase or reduce the A creature may Save vs Body for half
temperature of metal, making it damage. A creature will heal for half the
boiling/searing, or freezing/cold enough damage taken if they can somehow keep
to burn. Anyone in contact with the the stuff inside them until the spell ends.
object takes d4 damage each round. If this spell kills them, they are
completely transmuted and never revert.
If you heat it enough, up to [sum]
inventory slots of metal explode with Depending on the new material they will
terrible force, dealing [slots + dice] probably take –[dice]x2 to some actions,
damage to anything in the radius. particularly Bone and Stone.
Translocation True-Tether
Usually, the body will talk using its Miserable > Unhappy > Contented >
normal mouth, but it may also Happy > Ecstatic
communicate the response in other
ways, (freckles, lots of flopping about).
You may pluck one of your eyes from Targets bleed a further [sum]/2 on the
your head and release it into the air. It subsequent round unless they Save vs
floats around at your command and you Body.
can see through it. Clothing, paper, and other fragile items
For each [dice] invested, you may have it are all shredded. Any creature so
perform one additional task from this wounded becomes much, much uglier.
list:
• Relay sound.
• Relay touch, taste, and smell. Weird Vision
• Allow you to speak through it.
Duration: 10 minutes
If you invest one [die]: You can see stuck. Warped doors can be straightened
invisible things. You can see through and unstuck. Wooden-hafted weapons
illusions. Non-magical disguises are not may become unusable or impose
penetrated. significant penalties. Trees can likewise
be moulded.
If you invest two [dice]: This can only be
cast on yourself. As above, except you • 1 [dice]: chest-sized
can see through magical darkness, and • 2 [dice]: human-sized,
see the true forms of shapeshifters. • 3 [dice]: wagon-sized,
There are also some permanent effects: • 4 [dice]: tavern-sized,
• You can forever see invisible things • 5 [dice]: ship or bridge sized.
as a slight warping or lensing of
light. You know “there's something
over there” and what size it World Wound
roughly is, but nothing else.
• You can tell if someone else has Duration: 1 hour
magical power by looking them in A gory, pulsing wound-passage opens up
the eyes. on the surface you touch. You can make
The price for this gift is your mind. It is the hole up to standing height tall and
difficult for the human brain to stare at wide, and up to [dice] x 3m deep.
all the aetheropelagic lifeforms that Over the course of the duration the
surround us, and all the unseen angles passage will begin to tighten, around
of parallel universes. ½m every 15 minutes. Anything left
You suffer a permanent loss of 1d6 Mind inside the wound when it closes will be
as you reject the impossible reality you entombed-in-flesh.
are looking at and go a little bit insane. Passive: You may make a wound the
Or 1d6 Soul, as you accept this length of your forearm and width of your
transcendental truth and become forever fist in a creature. This does not harm
alienated from your fellow humans who them. You can leave things inside them if
will now never understand you. you want.
Whale Road
Woodwarp
Druid Dice
Druids get Druid Dice (DD) equal to their Druid Level.
They may know a number of spells equal to Druid Level + 1.
A DD is a d6, and they are rolled to cast spells.
[dice] is the number of DD expended, [sum] is the result.
Transfix
Revolting Technology
You lock gazes with a creature, your eyes
Range: far (50m) pools of wild colours and ill-intent.
[dice] pieces (or handfuls) of technology Psychedelic flushes of pigment leak from
immediately malfunction and stop your eyes and spread across your face,
working. Currency will instead lose its creating mesmerising patterns.
value as people start to realise that it’s
worth nothing. If it is so simple it cannot Fear of your supernatural and predatory
malfunction, then wielding or otherwise nature transfixes the target for as long as
using it is done with –[sum]. If 5 [dice] is you maintain eye contact with them.
invested, the technology becomes so Every round they may Save vs Ego to
ruined as to be irreparable. resist. Simple-minded creatures may not
Save. You may maintain this for [sum]
minutes.
Seduce Waters
Bathing Time: 1 hour Uproot
You may bathe completely naked in Duration: [sum] x10 minutes
water such as a river, lake, bog, or pool,
but not a sea, as those places are wicked Touch [dice] trees or [sum] smaller
beyond measure, and in doing so plants, and they uproot and march to a
commune with that water. new location. If you invest 5 [dice] they
march until you tell them to stop,
The body of water will obey basic otherwise, they root themselves when the
commands, and thus may be parted, spell’s duration ends. Trees move
lowered, or otherwise modified. You may 5m/round, smaller plants move
give 2 commands per [dice]. 10m/round.
1. Baking
2. Hot
Wild Gift 3. Temperate
4. Cold
Casting Time: 10 minutes 5. Freezing
Duration: [dice] (per person) stages Wind
You may transform [dice] creatures into 1. Still
any beasts that you yourself can turn 2. Breezy
into. Targets keep their mental faculties. 3. Windy
Unwilling targets may Save vs Ego to 4. Gusty
resist. A target can be transformed into a 5. Stormy
beast with HD equal to their HD/Level.
Precipitation
1. Clear
2. Light Clouds: Hazy/Spitting
Woodwarp
3. Overcast: Misty/Light Rain
A bit of wood you touch warps as you 4. Cloudy: Foggy/Rain/Hail/Snow
5. Dense Clouds: Dense Fog/Heavy
wish. Straight doors can be bent and
Rain/Large Hail/Heavy Snow
stuck. Bent doors can be straightened
and unstuck. Wooden-hafted weapons
may become unusable or impose
significant penalties. Trees can likewise Zoanthropy
be moulded.
Duration: [dice] stages
• 1 [dice]: chest-sized Touch the head of a creature. It must
• 2 [dice]: human-sized, Save vs Mind. Any creature which fails
• 3 [dice]: wagon-sized, its Save has its cogitatum, its higher
• 4 [dice]: tavern-sized, brain functions, suppressed and reverted
• 5 [dice]: ship or bridge sized. to a feral state. Its drives become base
and instinctual. It does not forget those
it knows, but it will regard them as
befitting of its new cognitive capacities.
Worldspeech
Investing 5 [dice] makes the duration
Casting Time: 10 minutes per level permanent, as does performing this
magic on the same target 5 times in 5
Radius: [sum] miles
days.
Duration: [dice]*2 stages
You may cause the weather within the
radius to change. You must be outdoors
to cast these magics.
The [dice] invested determines by how
many levels the weather can be changed.
Using a Casting Time of 1 hour per level
doubles the number of levels changed.
Temperature