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Spell List

This document contains a compendium of magical spells and abilities organized alphabetically. Some spells listed include Acidic Bile which causes bile to erupt from a target, Adhesive Ichor which causes a sticky substance to ooze from a target, and Aerobatics which allows the caster enhanced acrobatic abilities. The compendium covers a wide variety of magical spells and abilities ranging from combat magic to illusion magic to magic that enhances physical abilities.

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0% found this document useful (0 votes)
18 views38 pages

Spell List

This document contains a compendium of magical spells and abilities organized alphabetically. Some spells listed include Acidic Bile which causes bile to erupt from a target, Adhesive Ichor which causes a sticky substance to ooze from a target, and Aerobatics which allows the caster enhanced acrobatic abilities. The compendium covers a wide variety of magical spells and abilities ranging from combat magic to illusion magic to magic that enhances physical abilities.

Uploaded by

vetinad453
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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Compendium of the Most

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

Range: near (10m) Duration: [dice] hours

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:

The empty body will lie dormant and


soulless until it is possessed by Amnesia
opportunistic aetherofauna. Thus, a
Grasp the target’s forehead and look into
Homunculus is created, and will possess
their eyes to cause them to forget
a random spell, or you may imbue it with
everything that happened during the last
a spell that you know.
[dice] x10mins. Investing 5 [dice] means
The homunculus also gains the victim can forget up to a day. They
characteristics beyond the original are usually very confused and can
design, based on whatever spell it was respond to their new situation with
imbued with. A homunculus imbued hostility or fear.
with Conflagration might have their skin
glow bright red, or their fingers turn
black.
Annihilate
3. Obedience:
Range: near (10m)
The Homunculus will regard you as its
A blast of hideously bright light and
parent and is bound to serve you. If you
impossible, stone-melting heat blares
abuse it however, it will become resentful
from your hand. You take [dice]x2
and recalcitrant, and may start to obey
damage. All targets in a 10m cone in
only the word of your orders, and not the
front of you take [sum]x2 damage, Save
spirit.
vs Agility for half. Ash shadows of the
If you die your Homunculus will go mad, annihilated are left on the surfaces
either retreating into itself, going behind them, the only reminder of their
berserk, or becoming suicidal. This can existence.
be prevented by another spellcaster
investing 2 [dice], spilling their blood
upon its forehead, and offering to Astral Abduction
become its new parent.
Range: far (50m)

Duration: [sum] rounds


You shunt a target into a parallel planar If they pass their saves, they still take -
place. The target is still visible, but is [dice] x 2 on all actions requiring vision
frozen in time and space, invulnerable, for as long as the spell lasts. After the
unable to interact with or be affected by spell has worn off, they must Save vs
the world. Body. If they pass, they recover. If they
fail again, they are permanently
The maximum size of the object depends damaged. Eye coverings give +4 to these
on how many [dice] are invested in the saves.
spell:

• 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.

Using this on a living creature causes


flowers to erupt from their wounds.
Auspicious Intervention
Target takes damage for every point of
Roll [dice]+1 d20s. Whenever you or a damage it has already taken, not
target must roll a d20 after casting this exceeding 2[sum]. Save vs Ego for half.
spell, you may instead use then discard
If this damage kills the target, their
one of the rolled results.
corpse is entirely consumed by plant
growth, and turns into a beautiful
quivering tree covered in flowers. Height
Babble is 2d4 x creature's HD in feet.

Range: far (50m) If you take the corpse flowers and make
them into tea, you will get high.
Duration: [sum] minutes

The target Saves vs Mind. On a failure,


they cannot speak or comprehend any Befuddling Ray
language written or spoken. If casted
Range: [dice] x5m cone
with 5 [dice] the effect lasts a day.
A ray of wavering multicoloured light
bursts from your hands. The target must
Beauteous Blinding Sun be sighted. If [sum] is equal or greater to
Range: far (50m) the target’s HD, it is confused for 1d6
rounds. If [sum] is three times the
Radius: 20m creature's HD or more, it is stunned for a
Duration: [sum] rounds round, then confused for 1d6 rounds. If
[sum] is five times the target’s HD, it is
All creatures within radius must Save vs
stunned for 1d6 rounds, then confused
Body as the sun grows brighter and
for 1d6 rounds.
brighter. If they fail their save, they are
blinded for the duration. Confused means the target cannot
differentiate between friend or foe,
different directions, or specific items, so 2. 10 Minutes
long as they are even slightly similar. 3. 1 Hour
4. 2 Stages
When attacking or casting a spell, they 5. 1 Day
pick randomly between eligible targets.
Whenever going through a door, they
pick a random one, etc.
Blink

Range: [sum] x10m


Beguile
Instantaneously transports up to [dice]
Range: near (10m) targets (including you, if desired) up to
the range in a straight line. Everything in
Duration: [dice] separate interactions the path takes [sum] damage, Save vs
Smile at a person, lay on your charm. Weird for half. If the transported would
The person must make a Save vs Ego or end up inside a solid object which was
regard you as a good friend for the not destroyed by this damage, they take
duration, ignoring the obvious magics the same.
affecting them. If you invest at least 5
[dice] into this spell, the duration
becomes permanent. Anything that Cacophony
might ruin a friendship may still do so.
Range: far (50m)

Radius: [sum] x5 metres


Bleed True Dark
Duration: [sum] minutes
Range: far (50m) You may cause a noise loud enough to
Radius: [dice] x10m be heard up to a 500m away.

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.

Passive: You may walk on hot surfaces


Chariot of Air (flames, metal, etc) without harm. Every time
you suffer a Critical hit, you unleash
Outdoors, toss a smooth blue stone into Conflagration with the power of 1 [dice].
the air and then catch it. A tumult of air
spirits, prismatic and cacophonous,
bears you aloft in any direction desired. Contact Elsewhere
Buffeted this way and that, no subtle
actions or communications may be You commune with an Outsider which
attempted over the roar and incoherent dwells in Elsewhere
babbling of The Winds. Despite the many
voices they have stolen, these creatures You may ask [dice] questions of the
only communicate by caresses and entity contacted.
madly wail in confusion if not in contact This answer is always correct if you have
with you. recently done something the entity
The duration depends on the [dice] approves of, or, has a 2-in-6 chance of
invested: being a lie otherwise. If the question is
outside it’s area of knowledge it’ll pretend
1. 1 Round to know what you’re talking about but all
2. 1 Minute bets are off as far as accuracy goes.
3. 10 Minutes
4. 1 Hour You may choose which spent [dice] to
5. One Stage use to contact the [sum] entity:

1. Five-Sided Skull, which approves


of decay and disapproves of
Clotted Cord technological innovation. Knows
about everything now destroyed.
Duration: [sum] minutes
2. Sabal Sabash Sabazos, which 12. The Jade Throne, which
approves of human laws and approves of detachment and
disapproves of time travel. Knows disapproves of nothing. Only
everything humans plan on doing. answers with a "yes" or a "no".
3. Mouth Mother, which approves of
huge amounts of wasted food and
disapproves of human laws. Knows Control Element
about everything hidden from the
sun. Range: far (50m)
4. Hati Moon-Eater, which approves
Duration: [sum] minutes
of sappy romanticism and
disapproves of haute culture. You control an amount of a chosen
Knows about everything difficult element according to [dice] invested.
and painful.
1. Fist
5. Abad Not the First or Second, 2. Person
which approves of monster- 3. Wagon
hunting and disapproves of lies. 4. House
Knows about everything it hates
You can move it and reshape it as you
(monsters, mystics, moneylenders).
wish.
6. Susamun, which approves of
keeping important secrets and Example elements include: Air, Blood,
disapproves of books. Knows about Earth, Fire, Metal, Water, Wood
everything ever written.
7. Backla, which approves of large
sacrificial offerings and Communion
disapproves of you not paying
attention to her. Knows about Duration: [dice] x10 minutes
anything she cares about (luxury,
cash, dishes of warm cream). You dig a pit 60cm square, into which is
8. Wailing Cicatrix, which approves poured wine, fragrant herbs, and the
of nothing and disapproves of all. blood of a sacrifice. This may only be
Knows too much. done at either dawn or dusk.
9. Old Man Under the Ice, which
You call out to the soul of a dead person.
approves of reports from the
This can be anyone, from long-dead
surface and disapproves of
kings to freshly killed party members.
contacting other entities. Knows
about everything that happens in You will need to carve the dead soul a
the cities. mouth with a bone knife inlaid with
10. The Desert, which approves of silver if you want them to be able to talk.
insanity and disapproves of
kindness. Knows about everything Roll on a d6 on the table below.
that happens in the wilderness.
11. King-Smith, which approves of Bonuses:
kindness and disapproves of
+1 for each [dice] invested in this spell.
voting. Knows about all craft, skill
+1 if the soul died within a week.
and art.
+1 if the soul has unfinished business.
+1 if you know the soul’s name, have a
treasured possession, or their remains. Corporeal Invasion
+4 if you personally knew the soul before
it died. Duration: [sum] x10 minutes

Penalties You inhabit the body of a creature you


touch. In order for this to work, you
-1 for each of the creature's original HD. must press a wound on your body
-1 if the soul was an occultist. against a wound on theirs. Then allow
-1 if the soul is angry or irritated with for 1 excruciating minute for all your
you. bodily fluids to slither inside.
-2 if you have only a vague name or
You may control the victim’s body but
description.
they have three Saves vs Body to resist
-4 if the soul was a necromancer or had
at crucial moments.
significant magical powers in life.
When the duration ends, your new body
Result: will begin to violently rebel its occupier.
You will suffer 1 damage every 10
0 or lower: The soul is raised but lashes
minutes you have not returned to your
out in anger and annoyance. You take
old self as the innards twist in protest
2d6 damage. If this damage reduces you
and the immune system begins a
to 0 HP, you are dragged straight to the
guerrilla war against you, sabotaging
afterlife.
your most vital infrastructures.
1. The soul is raised, but it cannot be
put down. If there is a corpse nearby the
spirit will possess it. Otherwise, it will Corpulence
act as a Spectre of appropriate HD.
You invite the corporium into your body,
2. The wrong soul is raised. It may be your meat bulging as the flesh-swell
more or less useful than the intended becomes you. The fat and fibre the
spirit. bulklord bestows upon you grants,
rounding down:
3. The soul is raised, but its answers are
mocking and cruel. +[sum] HP,

-[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.

7 or higher. The soul is raised and can Corrosive Cloud


be given one command.
Range: far (50m)

Radius: [sum] x5m

Duration: [dice] minutes


You may exhale a cloud of mist the size Curdle
of the radius. The cloud is tinged a sickly
yellow, and creatures in the cloud take Range: near (10m)
[dice] acid damage per round. If eyes are
You speak directly to the blood of your
unprotected, they Save vs Body or go
victim, causing it to congeal with threats
blind. Save again after 10 minutes. If
and terrible curses.
failed again, they remain blind
permanently. If [dice] is less the target’s HD but above
half, then for [sum] rounds their speed is
reduced and their physical rolls are
reduced by [sum]/2.
Cruel Combustion
If [dice] is equal to the target’s HD, then
Radius: HD x5m for [sum] rounds their speed is reduced,
Expending 2[dice] per HD, any creature their physical rolls are reduced by
that you touch must Save vs Ego. On a [sum]/2, and they take [sum]/2 damage.
failed save, the chemicals within that They may Save vs Body to resist this.
creature begin to become unstable. If [dice] is double the target’s HD, then
After an hour, or sooner if you so will it, in over two rounds they seizure, stiffen
the creature will detonate. The molecules and die from a full body clot.
of their body superheating and
combusting, showering the surrounding
area with bone shards and steaming Cursed Caltrops
gore. This deals HD[sum] damage to
anything within the radius. Range: very far (100m)

Those in the radius may Save vs Agility Radius: [dice] x10m


for half damage. Duration [dice] minutes
You may use this spell on yourself You solidify then shatter the atmospheric
which, in my opinion, is the best way to aether and the radius is filled with tiny
die. sharp shards of reality matter. They
drive into the flesh of anything that
moves too quickly through the area: if a
Crystallise Thought creature moves more than 5m per round
through the region, they take 1d4
Range: near (10m) damage per 5m extra they move. You
can lock the [dice] to make the spell
A target creature takes [dice] damage +/-
permanent.
its Mind mod x2. Non-sentient creatures
are immune. Creatures killed by this
magic will have crystallised brains.
Crystals made from the brains of Deafen
geniuses will appear as fine as
diamonds. The gems generated are worth Radius: [dice] x10m centred on caster
£((Mind x Mind)/2)x100) Duration: [sum] minutes

Ring a grey metal bell with no clapper.


All creatures besides you in the radius
are deafened. They may make a Save vs 2. The radius loses all gravity.
Weird to resist. 3. The direction of gravity in the
radius changes (for yourself only).

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.

Every time this spell is casted the vicinity


gets colder and darker. Both the caster
Denounce and the target must make a Save vs
Body or gain a level of Exhaustion.
Shout at the target, demean it, curse it.
If the target isn’t alive, wreak destruction
relative to [dice] invested.
Disguise
1. A few blows with a hammer
2. Two fellas with tools Duration: [dice] hours
3. Six tradesfolk with tools and ropes
You cloak an object in illusion, making it
4. Twelve tradesfolk with heavy
visually appear as another object of the
equipment.
same type. A weapon could be disguised
If the target is alive they suffer no as any other type of weapon; a table
damage but must Save vs Ego or be could be disguised as any other type of
shouted prostrate. furniture. A humanoid can be disguised
as any other humanoid of comparable
size.
Dictate Gravity The maximum size of the object depends
on how many dice are invested in the
Range: far (50m) spell:
Radius: [dice] x10m
• 1 [dice]: chest-sized
Duration [dice] minutes • 2 [dice]: human-sized,
• 3 [dice]: wagon-sized,
You have three options.
• 4 [dice]: tavern-sized,
1. The gravity in the radius doubles. • 5 [dice]: ship or bridge sized.
Fall damage, movement speed etc,
are all affected.
Dissolve three questions, and it will answer
truthfully with the knowledge of The
Range: far (50m) Dead, though the answers will often
bring you suffering.
The target you stare at begins to
dissolve, boring a hole 5cm wide and Oinomancy: Divination by symbol.
leaving a lot of deconstituted sludge on Watch the flights of birds, trace the
the floor. grooves on the bodies of the deformed,
study the patterns in layers of dust.
[dice] ½m per 10 minutes through stone,
These will tell you when something
[dice] ½m per minute through wood.
dangerous, supernatural, or determined
[dice] ½m per 30 seconds through flesh.
is nearby.
Has no effect on metal.
Pyromancy: Divination through flame.
A creature takes [sum] acid damage each
Throw bones, turtle shells or aromatic
round as their flesh sloughs away. This
wood into the fire. Read the heat
damages armour first.
deformations and see shapes in the
flame. You will see a series of images
that tell you of events to come before the
Divine next sunrise.
“Will I be safe on the road tomorrow?” Ask your question. The results of your
“Should I flee before the battle starts?” divinations depend on [sum].
“When does it all get better?”
+1 if you are unharmed, under no curses
Casting Time: 1 hour or supernatural effects.
Choose a method to specialise in. +1 if you are under no pressure.
Anthropomancy: Divination by entrails. +1 if you have copious amounts of your
Produces strange visions, encoded in divination medium.
shadowed symbols, that show a possible
-1 to your roll for each time you have
future or past for a question asked.
already divined today.
Asterimancy: Divination through stars.
The sky, star maps, globes and pools 1-2: Vague answers, cryptic, lots of
that reflect the heavens. Some stars symbols, nothing direct.
move, some blink out, some are born. 3-4: An answer requiring less
Reveals what sort of dire events - interpretation, some explanation,
weather, war, murder, curses, and familiar things and obvious clues.
ghosts - are quickly approaching. Offers
no knowledge of what occurs indoors. 5-6: Clear answer, obvious people or
creatures, no real trickery, still
Geomancy: Divination by earth. Break somewhat encoded.
rocks, listen to how soil slides through
the hand, hear the vibrations of trees, 7+: Exact answer, no room for
and then you will know what has interpretation.
happened recently in your area.

Necromancy: Divination via The Dead.


Take a skull, paint it, lavish it with oils,
and then lay it in a dark place. Ask it
Dominate Elegant Judgement

Range: near (10m) Range: very far (100m)

Duration: [dice] per HD rounds Radius: [dice] x5m

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

Radius: [dice] x10m

Dread Hail Duration: [sum] hours, or [dice] minutes


(in bright sunlight or strong wind)
Range: far (50m)
A huge quantity of grey fog pours forth
Radius: [dice] x50m from your mouth and nose, spreading to
cover the radius for the duration.
Duration: [sum] rounds
The density and effects of the fog vary
You cause massive hailstones to form in
with the [dice] invested.
the atmosphere above and rain down on
those below. For the duration, all within • 1 [dice]: The fog is sufficient to
the radius have a 2-in-6 chance of being obscure details (faces, etc) and
battered by a chunk of ice every round. If apply Disadvantage to ranged
they are larger than a human this attacks made through it.
chance raises to 3-in-6. If this occurs, • 2 [dice]: The fog is sufficient to
they take 1d6 + [dice] damage. obscure objects more than 3m
away in their entirety.
• 3 [dice]: The fog is thick enough to
Dream conceal an outstretched hand, and
completely opaque even to
Duration: [sum] minutes supernatural vision.
• 4 [dice]: The fog deals [best]
Snort some powdered teeth. Send a
damage to creatures (that breathe)
dream to any creature capable of
other than you with every breath,
dreaming which you have seen before
and they must Save vs Body each
and can name or clearly visualise. You
round or be struck blind for
may appear in the dream and make it as
[worst] days if it contacts their
pleasant or as horrifying as you wish.
eyes directly.
• Dog, max 1 [dice]
• Human, max 2 [dice]
Esoteric Elasticity • Cow, max 4 [dice]
• Elephant, max 6 [dice]
Duration: [dice] x10 minutes
• Whale, max 8 [dice]
Whatever you touch, you can stretch up
Should this be used for demolition
to double its length per [dice]. This
purposes, consult the below list for what
includes parts of your own body. An
the full brunt of the explosion could
unwilling target can Save vs Body to
destroy.
resist.
• 1 [dice]: Fabrics and Hides
• 2 [dice]: Wood
Entropy • 3 [dice]: Reinforced Wood
• 4 [dice]: Mudbrick
Range: near (10m) • 5 [dice]: Cobblestone
Brandish the front leg of a cat to speed • 6 [dice]: Solid Stone
the process of aging and decay in a • 7 [dice]: Metal
target. You may age an amount of
material equal to a human.

Creatures take [dice]x2 damage and


False Life
Save vs Body for half damage and to
Touch a creature and sprinkle them with
resist falling prone. Books sprout into
salt that has lain on a corpse for a
mould, wood becomes soggy, lamps run
night to imbue them with corrupted
out of fuel, stone is entirely unaffected.
vitality. They are healed for 2[sum] HP
The time the target is aged depends on
up to [sum] points higher than their
[dice] invested.
maximum HP.
1. [sum] days
Creatures healed this way are
2. [sum] months
temporarily tainted, cannot regain HP by
3. [sum] years
any other means for [dice] days and
Corporeal undead are healed [sum] + enrage the undead with their presence.
[dice] HP.

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

Filthify In the radius, strands of lurid reality-silk


materialise as you pull forth the weave of
Range: near (10m) the world. The web physically hampers
and mentally beleaguers all within it.
Duration [sum] hours
Anything in the web except you moves at
The target is made dirtier and more half speed, has -4 to EV, and has
disgusting. Dirt and questionable fluids Disadvantage on physical rolls (including
gather on its surface, teeth yellow, skin Attacks).
blemishes, gouges form. No one will want
to touch this thing or like this person. Passive: You may materialise a forearm-
Deals [sum] damage to Soul. length of such silk as an action. It is tough,
sharp and garotte-like.
If cast with more [dice] than the target’s
HD, the effects are permanent. The
target can Save vs Ego to resist this.
Genoplasm

A living target you touch gains [dice]


Flashpoint random Mutations. The target makes a
Save vs Body once per mutation to resist.
Range: far (50m) If the target chooses to fail its Saves,
You will [dice] targets to ignite, double the number of mutations and you
regardless of material. If cast on a get to choose which half are gained.
creature they may Save vs Weird to Touching a creature in combat requires
resist. Deals [sum] damage and the an Attack roll.
target is set alight, taking d4 damage per
Alternatively, your touch can cause the
turn until they take an action to
chaotic workings of life to permeate
extinguish the flames.
contiguous non-living matter,
approximately the size of one human per
[dice].
Force Field
10 minutes of contact leads to material
Range: near (10m) softening and weakness, as veins,
entrails and other organic appurtenances
You may create a shimmering 3x3m wall metastasise, and after 30 minutes of
of immaterial force within range. contact, the matter collapses entirely
Alternatively, you may create a sphere into warm, pulsing gore.
3m in diameter centred on yourself.
Nothing can pass through the field. It
has [sum] HP. All attacks against it hit.
Unless it’s destroyed, it lasts for as long Godmetal
as MD are invested.
Creates up to [sum] inventory slots
worth of low-quality, flash-forged,
potmetal items or equipment, so fragile
Fractal Gossamer that each individual piece will break
irreparably after one use. Alternately,
Range: far (50m)
creates [dice] inventory slots of slightly- 5. Explode: Death if crucial organ.
higher-quality objects, each sturdy Permanent cessation of function
enough to last until a fumble is rolled and 2[sum] damage if not.
and capable of holding moderate detail.

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: far (50m)


Hand of Hate Radius: [dice] x5m

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:

• Thick hide, granting 4 Cut,


Illusion Pierce, Blunt AC and a
scintillating shifting pattern of
Range: far (50m)
your choice.
Duration: 1 hour • Dense substance, granting [sum]
HP and causing the creature's
You may create an illusion perceivable to
corpse to count as a meal. (eating
[dice] senses.
more than twice a week can cause
It may be up to the size of a person, be a Mutation)
hearable from shouting distance, and • Natural weapons, allowing a
have the solidity of glass. It may move at 2x 1d8 C, attack.
your will. • Functioning wings, allowing
flight.
Illusions can only add, not subtract.
• Great size, doubling HP and
They can cover up a hole, but not create
allowing it to be ridden.
one.
• Fervour, granting Morale 12.
• Many eyes, allowing vision like
your own.
Ingression • Human lips, allowing speech in
your voice.
Wear thin the World-Wound to summon
an Outsider dwelling in Elsewhere, • Unlikeness, resembling anyone
ranging from the slightest of influences to you wish. Looks a little off though.
the mightiest and most aberrant • Permanence, removing the time
unrealities. limit on its existence.
• Phantasmal, allowing it to phase
Duration: [dice] stages through walls and obstacles.
Casting Time: [dice] x5 minutes • Not quite here, making it fractal
and incorporeal, granting
To exert control over the Outsider when resistance to mundane damage.
it is summoned, Save vs Weird with a • Mirror-thing, making it visible
penalty equal to [dice]. You may expend only in reflections, and only able
1 [dice] to reroll a failed save. If the save to impact the world when in view
is failed, the Outsider may do as it of a reflective surface,
wishes, to whomever it wishes. If you
• Impatient Legs, doubling its
achieve control, you may command it.
speed,
You have summoned a small, crawling, • Alternate Enervation, meaning
fluctuating blind thing (1HP, no EV, its attack damages another
Attack of 1 Mind) with two appendages Attribute of your choice.
Invested [dice] only return when the An unenthusiastic sigh of dull, grey,
being dies or is dismissed. uninspiring energy saunters out of your
mind, affecting [sum] creatures.
You may summon multiple Outsiders at
once. For example, you may use 4 [dice] The target(s) roll their eyes, yawn, and
to summon 2, each getting 4 details, and Save vs Body or gain [dice] levels of
existing for 2 hours. Exhaustion. (Each level grants -1 on all
rolls, and 6 levels will kill).
If Cosmic Chaos is caused then roll a d4.
On a 1, the world-wound stays open for
another stage. Every hour it stays open a
randomly generated Outsider worth Lich Blast
d6[dice] will emerge.
Range: far (50m)

Brandish a piece of carved and


Iridescent Missile polished bone to instantly kill a creature
of HD equal to or less than [dice] and
You may hurl a homing dart of shining cause them to deconstitute into damp
energy. Deals [sum] + [dice] damage. dust. The target may make a Save vs
Weird to resist and instead take [sum]
When hit the target begins to glisten and
damage. You take d2 damage per [dice].
glow as if they were covered in opal dust.
Attacks against them are at Advantage to There is a 1-in-6 chance that the soul of
hit for a [dice] rounds. This glow a creature slain this way will rise, either
illuminates dimly for 3m. immediately or in the future, dedicated
in undeath to vengeance against you.

Knock
Lightning
Range: far (50m)

[dice] creatures or objects are opened. Range: [dice] x50m


Doors are flung wide, locks are broken, You conjure a twisting web of lightning
shackles are bent open, belts come in a 3m diameter line extending from
undone. Treat this as a Strength check your outstretched fingertips to the end of
made with Str 10 + [dice]x4. If target is the range, dealing [sum] shock damage +
an armoured creature, they Save vs [sum] non-lethal shock damage with a
Weird or their armour falls off. If target is Save vs Body for half.
an unarmoured creature, they Save vs
Body or vomit for 1d4 rounds. If cast under cloudy skies or within
range of a powerful source of electricity,
you may choose to instead summon up
to [dice] lightning bolts from the sky or
Lethargy Wave energy source.
Range: far (50m)
Cram a fistful of mud and corroded
Limb Gift
coins down your throat.
Duration: 1 hour
You materialise [dice] extra appendages A creature you can see cannot be seen or
out of arcanoflesh and fuse them to heard by anyone but you for the
yourself or another. Every 2 extra arms duration. The target may Save vs Weird
you have, grants an extra Attack during to resist if they spend their round
combat. Every 2 legs you have doubles shouting and waving their arms around
your speed. and otherwise trying to attract attention.

Lipstitch Matchstick Men

Range: near (10m) Duration: 2[sum] rounds

Duration: [dice] hours Transform a handful of burning wood or


paper into tiny fire sprites. [sum] sprites
A target of [dice] HD or lower has their
appear, audacious and spirited, 5cm
lips sealed together. Using more [dice]
high. They fade quickly but will obey
than the target’s HD makes the spell
your commands.
permanent. The victim can cut their
mouth open again but this takes time,
and a sharp knife.
Meat Hive

Touch [dice] HD worth meat (it can be


Lock living meat) and it is filled with [sum]
holes containing eyeless carnivorous
Range: far (50m)
burrowing honeybee-like things (1HP, EV
Duration: 10 minutes 12, Stings require Morale Checks). The
bees are hungry, and aggressive to
[dice] creatures or objects are closed and
everything but their own hive.
become locked. If the object is a door,
chest, or similar object, it will slam shut,
dealing [sum] damage to any creature
passing through it and then trapping Mirror Object
them. This spell works on things that
aren't technically portals (for example, a Duration: [dice] stages
sword could be locked in its scabbard). You reach into a mirror-like surface and
Requires a Save vs Strength with pull out a copy of an object adjacent to
Disadvantage to open. the mirror. The object that you pull out
Alternatively, this spell can be cast on a must be within reach of the mirror-
creature's orifice. The creature gets a surface and small enough to fit through
Save vs Body to resist, and another Save (as if it were a window).
at the end of each of its turns. The mirror object looks and feels exactly
like the object it copied. It doesn't copy
any magical properties of the object.
Lonesomeness Duplicating a living thing in this way
creates a cold and lifeless copy.
Range: very far (100m)

Duration: [dice] minutes


Mirrorpassage Muddle the Mind

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.

Mind’s Veil New Self

Duration: up to [sum] minutes Duration: As long as [dice] are invested

Your appearance radically changes. You


Select [dice] senses. You cannot be
may increase [dice] physical attributes
perceived with these senses.
by up to [best] points for the duration of
the spell, and may choose to resemble
any basically humanoid creature. You
Modify Memory may change your voice. You may alter
your gait, your mannerisms, and add or
A creature that you touch the skin of, if
remove tics and nervous habits. If you
unwilling, must Save vs Weird. If they
can memorize enough details, you may
fail you can modify their memories.
impersonate anyone perfectly. This spell
[dice] memories can be introduced,
ends if you die; otherwise, it cannot be
altered or forgotten. The [dice] invested
dispelled or seen through.
also increases the timeframe that can be
modified.

1. Last [sum] minutes Ossify


2. Last [sum] days
3. Last [sum] years Duration: 10 minutes
4. Any memories
Touch a target and cause bone plates to
Incoherent memories or those that don't erupt through their skin, dealing
align with the creature's other memories [dice]d4 damage. This extra armour
will be rejected as false, likely from a grants +3C, +3B, +3P +3 Cut, Pierce,
dream. Blunt AC [dice]. This imposes
Disadvantage on Agility rolls.
You may instead cause [dice] bones in Phantasmal Self
your target to fracture. (2 [dice] for a
skull). They may Save vs Body to resist You may split into [dice] copies of
this, but they may not Save if you are yourself. Your mirror-twins behave as
making direct contact with one of their you wish. They can walk and talk, but it
bones, even one removed from their cannot pick touch anything. You can see
body. through their eyes and hear through
their ears. You can cast spells through
them. You can switch places with them
once per round.
Paranoia
They exist for as long as you leave the
Range: far (50m) [dice] invested. A mirror twin pops like a
Duration: 10[sum] seconds bubble if it suffers a solid blow.

Target Saves vs Soul or considers all


things a devious threat for the duration.
Plumata

Duration: [dice] hours


Petrichor
Your arms turn into huge bird wings for
Duration: [dice] hours the duration with whatever plumage you
choose. This affords you a clumsy but
Casting Time: 10 minutes functioning flight.
If there's not a cloud in the sky, this spell
has no effect. If it's cloudy, you can make
it rain for 500m around you. Cannot be Polymorph
cast indoors and a little dance is
necessary, as is proper. The Soul is consistent, the Body is not.

Transforms a target you touch into


something else for the duration. If an
Perfect Pallid Palanquin inanimate object is polymorphed into
something living, it will act with the
Duration: [dice] hours
inanimate mind if once had.
Creates a flat disc of pearlescent,
warbling force, 3m in diameter, that The degree of change that can be
levitates 3m off the ground. It can achieved is based on the number of
support the weight of about 1 average [dice] invested:
human per [dice]. You can move it
0 [dice]: Same nature, different
laterally at will. It can travel 30m per
appearance (human to a different human,
round if carrying an unencumbered
sword to different type of sword).
human. Slower if there’s more weight.
1 [dice]: Same size and type (sword to
axe, human to chimp, pine to spruce).

2 [dice]: Change size OR type slightly


(sword to shield or dagger, human to
gorilla or baby human, pine to oak or Prismatic Spray
sapling).
Range: very far (100m)
3 [dice]: Similar size and type (sword to
waterskin or wheelbarrow, human to dog Unleash the Colours of Chaos! The target
or warhorse, pine to hawthorn). suffers a different effect depending on
which colour strikes it.
4 [dice]: Different size and type (sword to
Roll a d10:
earring or sailing ship, human to
elephant, pine to daisy). 1. Red. Target takes [sum] fire
damage and is ignited for d4. Save
5 [dice]: Different size and kingdom vs Agility for half.
(sword to whale, human to silver spoon, 2. Orange. Target takes [sum] Blunt
pine to human). damage and Saves vs Body or is
knocked prone.
Duration: depends on [dice]:
3. Yellow. Target takes [sum] Shock
0. [sum] rounds damage, Save vs Agility for half.
Jumps to nearby targets carrying
1. [sum] minutes metal.
4. Green. Target takes [sum] Acid
2. [sum] hours damage, Save vs Agility for half.
Damages armour first.
3. [sum] days
5. Blue. Target takes [sum] Cold
4. permanent damage. Save vs Agility for half.
Gains a level of Exhaustion.
6. Purple. Target takes [sum] Deathly
damage and is blinded for [sum]
Primordial Lungs rounds. Save vs Body negates.
7. 8. 9. Struck twice. Roll a d6 twice.
Duration: 1 hour Add effects; make one save.
You may bestow upon [sum] creatures 10. Struck thrice. Roll a d6 three
the ability to breathe an element either times.
in or out.

• Breathing in an element allows


them to breathe that element, but Psychokinetics
only that element.
Range: far (50m)
• Breathing out an element allows
them, at will, to exhale this You may lift, move and throw objects up
element in a spray in front of to 10m dealing [sum] damage to them
them. Affects vary per element. and anything they impact with a Save vs
Agility for half.
Some elements include: Fire, Water,
Blood, Mud, Wind. If used to crush, tear, etc, you deal
[sum] damage per round.
This is limited to targets of approximate
mass relative to the number
of [dice] invested:
1. a handheld object or small animal immune. Only blocked by lead or
2. a person plus gear stone.
3. a horse plus rider and gear
4. a fully laden wagon
5. a small cottage and its furniture Raise

Shed the blood of a sacrifice with a bone


Psychometry knife inlaid with silver and drip it onto
a corpse of up to [dice]*2 HD to raise it.
You are adept at the extrasensory It retains its pre-death stats, with some
gleaning of knowledge though touch. The modifiers.
DM answers [dice] yes or no questions
Undead are non-sentient but can still be
about a touched object that you have
commanded. They understand
covered in a pouch-worth of ash.
commands of up to two words, optionally
accompanied by pointing at something.

Radiate If you die while undead are under your


control, each undead has a 50% chance
Range: near (10m) of either apathetically continuing its
mindless task, or seeking to devour your
Duration: [sum] hours corpse and then attack the nearest living
Unleash impossible, imperceivable thing.
wavelengths that have no respect for the Raised creatures will rot for 1 HP per day
fragility of humanity. if not preserved. Embalming and
Can be used to make an Attack roll preservative materials cost £100 per HD
against a sighted creature. If you + £100, and take a day per HD to apply.
succeed, the creature is blinded for
[sum] rounds.
Raise Undead
For the duration you, or touched object,
radiate energy of a type dependant on Shed the blood of a sacrifice with a bone
[dice] invested. You are immune to all ill- knife inlaid with silver and drip it onto
effects. a corpse of up to [dice]*2 HD to raise it.
1. Bright light out to 10m, dim light It retains its pre-death stats, with some
out to 20m, warms like a hearth. modifiers.
2. Bright light out to 50m, warms Undead are non-sentient but can still be
like a pyre. commanded. They understand
3. Invisible rays of blinding heat. commands of up to two words, optionally
Deals [dice] damage per round accompanied by pointing at something.
within 20m, any who look at it
within that range Save vs Body or If you die while undead are under your
are permanently blinded. control, each undead has a 50% chance
4. Invisible rays of poison fire. Deals of either going wild and attacking the
[dice] STR damage per round nearest living thing, or seeking to devour
within 10m to all targets. You are your corpse and then attack the nearest
living thing.
Raise Autophage: +2 maximum HD. Has Red Ruin
7 HP per HD. Takes 1 dmg per minute
equal to HD. Requires a piece of dead Duration: [sum] rounds
flesh and gnawed bone both from the
Grant a creature you touch a +[dice]
corpse of a sapient creature, a handful of
bonus to melee attack rolls, a +[highest]
mud, coins, and ten minutes to force all of
bonus to melee damage, and a -[lowest]
the above down the target's throat and
penalty to EV for the duration.
into its stomach.
Steel-skinned, wild eyes, body swollen
Raise Poppet: 3 HP per HD. +1 EV. High
with vein and muscle. Foam pours from
stealth. Each day a poppet must be fed 1
gnashing teeth as they move with
HP of blood for each HD it possesses or it
twitchy, erratic purpose.
crumbles into powder. Not created from
one corpse, but the leftovers of at least 10 They must attempt to attack the nearest
corpses (any fewer will result in an creature, regardless of friend or foe. If
insane poppet). They are the only dead there is no one nearby, they instead self-
that show signs of emotion, they like to harm for 1 HP per round. They may Save
watch you whilst you sleep. vs Ego each round to end the effect early.

Raise Servitor: HD as base creature. EV


10. Has a 50% chance upon death to
return to 1 HP. This resets if it is then Regeneration
healed above 1 HP. Will rot for 1 HP per
Duration: [dice] hours
day if not preserved. Embalming and
preservative materials cost £100 per HD + A creature you touch regenerates 1 HP
£100, and take a day per HD to apply. every 10 minutes. If 5 [dice] is used, they
can also regrow missing limbs and
damaged organs.
Reckless Revenant Reanimation

Duration: 1 hour Resurrection


At the cost of 2 levels of Exhaustion, you
You drag the shade of a deceased sapient
may touch a dead person and return
creature out of the Quiet Manse, through
them to life, exactly as they were when
the Bleached Gate, and back into their
they died.
body. They must have died within [dice]
Their HP is 2[sum], up to their normal stages. You gain a level of Exhaustion as
maximum HP. You cannot use this spell the chill of the Deathly World touches
against anyone who died more than 10 you.
minutes ago. When the duration elapses,
If their HD/Level was greater than [dice],
the body disintegrates. The person is not
they return to life with subtracted
aware they have died, will ignore their
HD/Level. If the target is a PC, they lose
wounds, lack of a beating heart and open
d4 from each Attribute except one they
brainpan, and will respond unreasonably
choose. They keep any permanent
and aggressively to anyone pointing this
wounds and also gain a Madness.
out.
Invoking the aid of a deity can waive the
time requirement for this spell but the
target must now follow the deity’s Tenets 5. 10,000 miles
and not break its Taboos, or they will be
Cursed.
Severance

Reverse Time Duration: [sum] minutes

You may pull the target apart into two


You may step back through time,
pieces along a thin, clean line for the
undoing a few precious seconds. You
duration, after which the two pieces will
may step back up to [dice] x10 seconds.
fly back together. Severing body parts
You retain your HP, wounds, and any
does not cause damage or pain.
other conditions. Spells that you have
cast on yourself remain. Targeting a creature during combat
requires an Attack, and they can Save vs
Body to resist.
Savage Morphology If cast on a target with more than 1
[dice] per HD, the severance is
Duration: [dice]x10 minutes permanent.
Spines, tentacles, horns, talons, fangs.
You have become a monster bred for
battle. Shocking Strike
You gain [sum] temporary hit points.
Your hand must be outside when you
Your unarmed attacks now deal 2d6 +
cast this magic. You imbue your hand
[dice] C, damage. You gain a much
with the power of the storm, so that it
heightened sense of smell which
discharges [sum] + 2[dice] Shock
functions like night vision up to 50m.
damage to the next thing it touches. If
you deal more than 12 damage, you and
your target must both Save vs Strength
Scry or be flung apart, knocked prone, and
deafened for [sum] rounds.
You can see a creature you know the
name or appearance of. Or you can see a
place you have seen before.
Sinew Song
You need something to scry through (a
mirror, quiet pool, clouds, bonfire). You may heal [sum] HP of [dice]
creatures which can hear your mending
If you invest at least 2 [dice] you can
song. Investing over 4 [dice] on once
hear as well.
creature allows the reattaching of
The range increases relative to [dice] recently severed limbs.
invested. This lasts as long as you keep
[dice] invested.

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] hours

Sliverslash Meditate while holding a twig with three


forks and one dead leaf over your heart.
The Wind is a natural extension to your Your spirit is momentarily liberated from
swing. You may make a melee attack its flesh cage and may venture forth.
from a cutting weapon in your hand, to a Your body is rendered comatose.
target within 50m.
You may move through objects and
Gain +[dice] to the Attack and +[sum]
surfaces in this state, as if they had the
damage.
consistency of thick mud.
Objects and creatures in the path of the
spell but not the target must Save vs You may see spirits and the souls of the
Strength or fall prone. recently dead. You can attempt to
communicate but you are only allowed
The Winds always let loose a keening [sum] words.
shriek when this magic is used. It gets
them excited. When in this state, you can reach into
the minds of others to raid surface
thoughts. They may Save vs Mind to
resist you unearthing deep thoughts. If
Sludgefy
they succeed you are sent you back into
Beautiful squishy prince. your corporeal body.

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

A number of creatures or objects equal to Stolen Firmament


[dice] may occupy the same space as
another physical object, which must be Range: far (50m)
large enough to contain the largest of the Duration: 10 minutes
things. Unwilling subjects must be forced
into an object and may Save vs Strength You conjure either:
to resist. • (a) A hemisphere that is 5m in
diameter for every invested [die],
While in an object, creatures may not
• (b) A surface 3x3m for every
move, although they continue to perceive
invested [die].
events around them as if filtered through
a dim haze. The surface is intangible, but you can
control what each side shows. It can be
Spell subjects may exit and enter the
either:
space for the duration, if you allow it.
• The night’s sky, foreign and
inscrutable, with alien
Steal Stature constellations and shifting stars.
• Dim light out to 10m sourced from
Duration: [sum] minutes a baleful and unkind sun.
• A mirror
You double in size [dice] times, a
creature you touch decreases in size the • Transparent
same amount, or vice versa. Both sides do not have to show the same
thing, so one side could show a mirror
You get +4 Strength and Con and -4
surface while the other can be
Agility each time your size is doubled
transparent. You can change these
and anything worn or carried by you is
likewise increased in size. For every time surfaces with a thought.
size is multiplied, weight is quadrupled.

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

Duration: [sum] rounds Terror


You have hidden your shadow inside Range: far (50m)
your body to protect it. Now, it protects
you. Reduce all damage taken by Duration: [sum] rounds
[dice]x2 for the duration. [sum] creatures of [dice] HD must Save
vs Fear/Morale Check or become
Frightened (suffering Disadvantage on
Synaptic Scream their Attacks, Checks, and Saves vs
Mind whilst they can see the source of
Range: [dice] x5m their fear).
This magic doesn’t require an action to If unable to flee, targets that fail their
cast. A dry whisper escapes from your Save cower unresponsively, tormented by
mouth, its volume belying its severity. It the terrors in their head.
shakes the skulls of those who hear it as
If cast on one target with more than 1
their nervous systems spasm and rebel.
[dice], creatures unused to supernatural
Deals [sum] damage to up to [dice] occurrences (peasants, domesticated
creatures. They must Save vs Mind or dogs, etc.) age 2d10 years.
make their next roll at Disadvantage. If a
creature is killed by this damage, its
head explodes, dealing HD*1d6 damage
Thaumaturgic Anchor
to nearby unfortunates. If you so choose,
instead of killing a creature you can Radius [dice] x10m
cause them to become comatose for a
month. Duration: up to an hour

An object you touch becomes the target


of all magic cast within a radius around
Telepathy it. Magic that passes through this radius
is also affected.
Range: very far (100m)

Duration: [dice] hours


The Big Leap
Link up to [dice] + 1 willing creatures,
that you can see, to one another; they You can jump up to [sum] x 10m into
can communicate telepathically over any the air, regardless of your encumbrance.
distance. You can keep the [dice]
invested to make the effect permanent.

The Gibbering

Temporal Interference Range: far (50m)

Duration: up to [sum] minutes Duration: [sum] minutes

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

Duration: [sum] rounds Transmuting Blast

Touch a creature and their muscles Range: far (50m)


tense like iron and the air hums and
Duration: [sum] rounds
displaces around them. Their speed is
tripled, and they gain an additional A target takes [sum] damage. 30cm per
action per round. [dice]/a random body part turns to 1d6:

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

A human sized target (or you, if desired) Range: near (10m)


that you touch disappears, is flung Duration: 1 hour
through Elsewhere, and reappears in a
visible, area up to [dice] x 50m away. The fates of [dice] +1 creatures are
bound together. They may Save vs Weird
Creatures so moved must Save vs Weird to resist, at Disadvantage if they are
or fall prone and spend d6 rounds touching. All things affecting one will
vomiting up psychedelic aetheric affect the other(s), regardless of the
effluence. If they fail this Save they gain distance between them.
2 Trauma.
• Alert you under specific conditions
if you’re not paying attention or
Vanish sleeping.

Duration: [dice] x10m

[dice] targets up to human size are Warp Emotions


invisible as long as they don’t move.
Each round of movement reduces the Range: far (50m)
duration by 10 minutes. Invisible things
Radius: 50m
can see other invisible things.
Duration: 1 hour

You may choose to suppress or intensify


Vivigraphy the emotions of those inside the radius
by one emotional degree per [dice].
A living body you touch is compelled to
answer [dice] questions. This is the flesh For example:
answering, not the mind. And flesh
Brave > Confident > Anxious > Fearful >
always answers honestly.
Terrified
A body sees/hears/experiences Repulsed > Opposed > Indifferent >
everything the mind does, but they only
Receptive > Obsessed
remember things that involve food, sex,
pain, adrenaline responses, stuff like Hostile > Unfriendly > Neutral > Friendly
that. > Helpful

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).

It's understandable, although a bit weird. Wave of Mutilation

Range: near (10m)

Wandering Eye Unleash a flensing whirlwind of cuts and


spite. Deal [sum] C damage to everything
Duration: [dice] stages in a 10m cone in front of you.

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

Duration: [dice] minutes

The air in a 3m radius around you


becomes, for all intents and purposes,
water. To you it is swimmable and
breathable.

Woodwarp

A bit of wood you touch warps as you


wish. Straight doors can be warped and
Profane Druidic Magics
Contents
Atavism ..................................................................................................................................... 35
Babble ...................................................................................................................................... 35
Beautiful Touch ........................................................................................................................ 35
Corrosion .................................................................................................................................. 35
Entangle ................................................................................................................................... 35
Lignify ....................................................................................................................................... 35
Plant Form ................................................................................................................................ 36
Primal Call ................................................................................................................................ 36
Revolting Technology ................................................................................................................. 36
Seduce Waters .......................................................................................................................... 36
Terran Form .............................................................................................................................. 36
Transfix..................................................................................................................................... 36
Uproot....................................................................................................................................... 36
Wild Gift.................................................................................................................................... 37
Woodwarp ................................................................................................................................. 37
Worldspeech ............................................................................................................................. 37
Zoanthropy ............................................................................................................................... 37

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.

A Druid may regain a DD by gaining 1 Exhaustion and sacrificing d4 HP.


Atavism quivering tree covered in flowers. Height
is 2d4 x creature's HD ft.
Range: near (10m)
If you take the corpse flowers, make
Duration: [dice] stages. them into tea and then drink the tea, you
will get high.
You may revert a target creature to a
frenzied, primaeval state. In this state
the creature is unable to determine
friend from foe. During the duration it Corrosion
may gain a bonus to any physical roll or
Save depending on [dice], in exchange Corrode any metal you touch, even gold.
for taking half as much damage. This To touch an unwilling target requires an
damage is non-lethal. Attack. One touch is enough to reduce it
to a pitted, warped mess. A minute’s
1. d4
contact will reduce it to a pile of dust.
2. d6
The amount of material effected scales
3. d8
with [dice].
4. d10
5. d12 1. a knife-sized item
2. a two-handed sword sized item
3. a suit of plate armour
4. a portcullis
Babble
5. anything larger…
Range: far (50m)
Target: [sum] creatures
Entangle
Duration: [dice] stages
Radius: [dice] x10m
The targets Save vs Mind. On failure they
cannot speak or comprehend any You cause the plants in the area to grow,
language, written or spoken, for the bend and otherwise ensnare and entwine
duration. Investing 4 [dice] makes this around the contents of the radius.
effect permanent. Creatures so ensnared may Save vs
Agility to avoid being caught, but will still
move through the area at half speed.
Creatures must Save vs Strength to free
Beautiful Touch
themselves.
You may cause wondrous, luscious
flowers to grow on surfaces you touch in
a radius of [sum] metres. Lignify
Using this on a living creature causes Duration: [dice] stages
flowers to erupt from their wounds. The Cell walls in the muscles toughen and
target takes damage for every point of blood begins to run thick like sap. Touch
damage it has already taken, not a creature to cause them to reduce all
exceeding 2[sum]. Save vs Ego for half. incoming damage by [dice] for the
duration. The affect ends if they are
If this damage kills the target, their
damaged [sum] times.
corpse is entirely consumed by plant
growth, and turns into a beautiful
Plant Form
Touch a living creature to turn it into a Terran Form
plant fitting for its size. This has no effect
on targets with greater than [sum]x3 HP. You call for aid from the substance of the
This spell lasts for as long as you like. ground to fill any wound you touch. The
You can use this on yourself. target gains [sum] HP (this can go over
max HP). For every 3 HP over max this
magic grants a creature, they lose 1 from
Primal Call a random attribute, d4:

1. Plant: lose from Body as moss and


You can summon [sum] HD worth of
fungi colonise organs
animal(s) to your location. Every 10
2. Dirt: lose from Mind as mud oozes
minutes, d4 HD worth will arrive.
into cephalic folds
The type of animal summoned will be 3. Wood: lose from Strength as twigs
limited by what lives in the area, but you replace tendons
may specify the type if you wish. When 4. Stone: lose from Agility as bones
they arrive they will behave as they petrify
usually do.

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

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