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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 

Spell  Time  Will  Effect 

Rock  Ranged  3  You fire a rock the size of a fist at 


Combat  one enemy dealing 1D6 damage to 
them. 

Creeper Vine  Before  3  Fresh vines grow up from the 


Combat  ground, grabbing onto all enemies 
in the room for 1D6 rounds of 
combat. All attack rolls are made at 
-1ST/DE. Enemies deal 1 less 
damage to a minimum of 1. 

Dirt Blast  Melee  3  You punch an enemy, releasing a 


Combat  massive spray of dirt into its face 
from your hand. This deals 1D3 
damage.Roll 1D6. On a 1-4 the dirt 
gets in their eyes and blinds them. 
Hitting that enemy on future melee 
combat rolls is made at -1 ST. 
 

MASTER 

Spell  Time  Will  Effect 

Boulder  Ranged  4  You fire a massive boulder at one 


Combat  enemy dealing 2D6 damage to them. 

Venus Flytrap  Before  5  A giant Venus Flytrap grows. Each 


Combat  melee round it makes its own attack 
dealing 1D6 damage (you roll your 
WI for the attack). It can take 
damage if it misses and has its own 
LF of 15. 

Earthquake  Melee  4  You punch the ground, causing an 


Combat  Earthquake. Each enemy takes 1 
damage and is “shaken” meaning it 
deals 1 less damage for the next 
round of combat. 
 
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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