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Book of Earth Magic (MicroChapRPG Magic-3)
Book of Earth Magic (MicroChapRPG Magic-3)
0: What is The Book of Earth Magic: It is ultra simple rules for adding Choose a new spell that is orthogonally adjacent to one spell you
earth 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 Earth 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 Sprout Before 1 A small green plant grows from the
Master. Each level has a number of spells listed. The small circle will be Combat earth slowly throughout combat.
Once combat is over, you may
filled in when you learn a spell. The shield contains the Willpower cost harvest the plant and eat it for 1D3
to cast the spell. It is also the cost to attempt to learn the spell. health.
5.0: Starter Spell: You always begin as an Acolyte and can learn the
starting spell (Sprout) by spending 1 Willpower and making a successful APPRENTICE
Wit roll. If you fail the roll, you may always spend the Willpower to try
again. Fill in the small circle to show you’ve learned it. Spell Time Will Effect
Pebble Ranged 2 You fire a spray of pebbles
6.0 Casting: Each spell has a “Time.” This is when the spell may be cast Combat targeting up to 3 enemies and
during gameplay. To cast a spell you must pay the Willpower cost of the dealing 1D2 damage to each (odds 1
spell and then make a Wit roll. If the roll succeeds the spell works. If it dmg, evens 2 dmg on 1D6).
fails, the magic fizzles out. There is no effect. If you roll a 6 while
Blossom Before 2 A beautiful flower grows from the
casting a spell, the spell backfires. Your character takes 1D3 damage. Combat earth slowly throughout combat.
Once combat is over, you may
7.0: Learning New Spells: After completing a dungeon and slaying the harvest the plant and eat it for 1D6
boss, you may attempt to learn a new spell (as you now have the time to health.
study the book of magic more). Alternatively, you may also attempt to
Dirt Fist Melee 2 Your hand hardens into dirt clay.
learn a new spell after clearing any room in the dungeon where you just Combat Punching an enemy with that fist
used a spell you already have. However, while learning in the dungeon deals 1D2 damage. Roll 1D6. On a 1-2
your Wit roll is made at +1 (in addition to other modifiers) and the the dirt gets in their eyes and
Willpower cost is doubled. (For Wizards, this just removes their -1 blinds them. Hitting that enemy on
modifier and makes the spell cost the normal Willpower it would for future melee combat rolls is made
at -1 ST.
other classes).
PROFESSIONAL
MASTER