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0: What is The Book of Water Magic:​ ​It is ultra simple rules for adding  Choose a new spell that is orthogonally adjacent to one spell you 
water magic into any of your Micro Chapbook RPG games.   already learned. This means you can learn the spell directly above, 
  below, or to either side of a current spell you know. Spend the Willpower 
2.0: What You Need: ​ Any Micro Chapbook (or the Micro Chapbook Deluxe  Cost (in the shield) for that spell and make the Wit roll. If you pass, 
Core Rules) and a print out of the spells sheet included here.  learn the new spell (fill in the bubble). If you fail, you don’t learn the 
  spell. You can spend the Willpower to immediately try again. If you are 
3.0: Using This Chapbook:​ Any character class may use the Book of Water  in the dungeon when you fail, a new monster will appear (but only 1 
Magic by spending 3 gold during character creation to purchase a “book  monster), sneaking up on you while you are reading. Roll on the Monster 
of magic.” Books of magic may also be purchased in between dungeons at  Chart to randomly determine the monster.  
any town. The Wizard class will have an easier time with magic and   
gains one book of magic for FREE during character creation. Wizards pay  8.0: Spells 
half the Will cost to cast any spell (to a minimum of 1). They also receive 
ACOLYTE 
-1 to any Wit roll to learn a new spell. 
  Spell  Time  Will  Effect 
4.0: Setting Up: ​Start by taking the Spell Sheet. There are 4 Levels of 
learning in any book of magic: ​Acolyte​, ​Apprentice, Professional​, and  Squirt  Ranged  1  Make a ranged attack that deals 1D3 
Master​. Each level has a number of spells listed. The small circle will be  Combat  DMG to one enemy in the room. 
filled in when you learn a spell. The shield contains the Willpower cost   
to cast the spell. It is also the cost to attempt to learn the spell. 
APPRENTICE 
 
5.0: Starter Spell: ​You always begin as an Acolyte and can learn the  Spell  Time  Will  Effect 
starting spell (Squirt) by spending 1 Willpower and making a successful 
Wit roll. If you fail the roll, you may always spend the Willpower to try  Spray  Ranged  2  Make a ranged attack that deals 
again. Fill in the small circle to show you’ve learned it.   Combat  1D3+2 DMG to 1 enemy in the room. 
 
Seep  Before  2  Water rises up through the floor, 
6.0 Casting:​ ​ Each spell has a “Time.” This is when the spell may be cast  Combat  creating about an inch deep pool 
during gameplay. To cast a spell you must pay the Willpower cost of the  for 1D3 rounds. The water slows 
spell and then make a Wit roll. If the roll succeeds the spell works. If it  enemies and they deal -1 damage 
fails, the magic fizzles out. There is no effect. If you roll a 6 while  (minimum 1) 
casting a spell, the spell backfires. Your character takes 1D3 damage.  
Water Slap  Melee  2  Make a melee attack that deals 
  Combat  1D3+2 DMG to 1 enemy in the room. 
7.0: Learning New Spells:​ ​After completing a dungeon and slaying the 
 
boss, you may attempt to learn a new spell (as you now have the time to 
study the book of magic more). Alternatively, you may also attempt to  PROFESSIONAL 
learn a new spell after clearing any room in the dungeon where you just 
used a spell you already have. However, while learning in the dungeon  Spell  Time  Will  Effect 
your Wit roll is made at +1 (in addition to other modifiers) and the 
Water Missle  Ranged  3  Make a ranged attack that deals 
Willpower cost is doubled. (For Wizards, this just removes their -1  Combat  1D3+2 DMG to 1 enemy in the room. 
modifier and makes the spell cost the normal Willpower it would for  Also roll 1D6. On 6, water gets into 
other classes).   the enemy’s lungs dealing 1 DMG per 
  round of combat.  
Flood  Before  3  This spell causes rain to fall and 
Combat  flood the room for 1D6 rounds of 
combat. Enemies deal -2 DMG 
(minimum 1).  

Puddle  Melee  3  Touch 1 enemy to create a deep pool 


Combat  of water beneath them. They fall in. 
Each new round roll 1D6. If a 1-3 is 
rolled, the enemy takes 1D3 DMG and 
can’t attack. If 4-6, the enemy 
swims out. 
 

MASTER 

Spell  Time  Will  Effect 

Drown  Ranged  4  A sphere of water engulfs 1 enemy’s 


Combat  head. The enemy takes 1D3 DMG and 
then another 1D3 per round of 
combat as it slowly drowns. 

Water Wall  Before  4  A huge wall of water grows in 


Combat  between you and the enemy for 1D6 
rounds of combat. Enemies deal -3 
DMG (minimum 1).  

Tsunami   Before  5  An enormous wave engulfs the room, 


Combat  targeting all enemies and dealing 
1D6 damage to all. Also roll 1D6. On 
4-6, water gets into the enemy’s 
lungs dealing 1 DMG per round of 
combat to each enemy. 
 
9.0: Notes on Spellcasting:​ Spells that are an attack replace your attack 
(either melee or ranged) for the turn. These attacks, whether ranged or 
melee, are always made with a WI roll instead of ST or DE. Spells before 
combat don’t replace an attack.  

 
CHAPBOOK ASSEMBLY INSTRUCTIONS 
1. Print off the first two pages back to back. 
2. Fold the pages in half to form a chapbook folio so that the cover 
art is on the front of the chapbook and the Master Spells are on 
the back.  
3. Print the third page separately. 
4. Cut off these assembly instructions (and the Note on Gameplay) 
and discard them leaving you with just the spell sheet. 
 
 
Copyright © 2020 Noah Patterson   

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