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Caster is shrunk to 1/10th their current size for 2d6 turns.

A bushy field of poison ivy springs up around the caster.

The caster’s voice turns into loud whistling for 1d6 turns.

The caster’s hands turn to slippery fish heads for 1d6 turns.

Caster gets turned into a sheep for 1d6 turns.

Caster becomes blinded for 1d6 turns.

Caster cannot lie and thinks out loud until the next sunrise.

Caster and the target(s) of the spell switch places.

It starts raining sardines.

All footwear disappears in the area around the caster.

Caster grows thorns from their skin and smells like roses for 1d6 days.

A small wooden outhouse materializes around the caster.

Doves keep flying out of the caster’s pockets, at random intervals, for an hour.

Caster gains 20 pounds. (Flip a coin to determine weight or


wealth.)

A small gnome ringing a silver bell appears and starts shaming the caster.

Caster becomes mildly allergic to fur for 1d6 hours.

Gravity affecting the caster becomes reversed for 1d4 rounds.

Caster falls asleep.

All non-magical weapons around the caster are turned into flowers.

Caster becomes under review by the Council of Numbers. A tem‐


poral scribe will follow them for a week, silently taking notes.

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Writing, Illustration & Layout Editing

Special thanks to Hedwig Klamer and the patrons who supported me during this
zine’s creation, including Billy Longino, Greyson Yandt, Hairic Lilred, Herschel,
Jon Mines, Joseph Lucas, Kerobuki, Peter Eijk, Philip Reed and zacobin

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This alternative system changes how spellcasting works in
DURF. Spells are easier to cast, succeeding on rolls of over 10 in‐
stead of over 16; however, all failures now result in Blunders, in‐
stead of only those on a die result of 1. PCs gaining a new HD
can no longer choose to learn a spell; however, PCs can now
cast spells directly from spellbooks they carry. Finally, PCs with
higher WIL can cast more powerful spells than those with lower
WIL. These changes give more options for spellcasters, intro‐
duce difficulty to make spellcasting more interesting, and create
potential for new player-set goals as their characters venture for
new spells.

To cast a spell that you carry with you in a spellbook or on a


scroll, you roll a d20 and add your WIL.

If the result is higher than 10 you


succeed and the spell is cast and
you take a Stress. If the result is 10
or less the spell fails and you must
roll on the Blunder table (reprinted
in the inside of the cover).

If you take a full turn to cast a


spell, you still receive a Stress but
do not have to make a WIL roll and
automatically cast the spell.

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Some spells contain an “X” in their description, swap this out
for half the caster’s WIL rounded up.
You can only attempt to cast a spell if your X value is at least
equal to the spell’s level (noted as L# behind each spell).

Cantrips (level 0 spells), can be cast by anyone and succeed


automatically. They still cause the caster to gain Stress.

Whenever an NPC attempts to cast a spell, the GM makes a


roll just like a PC would but uses the NPC’s Skill score in‐
stead of WIL. The X value of NPCs is half their Skill rounded
up.
NPCs don’t receive Stress and do not roll on the Blunders ta‐
ble.
Instead of receiving Stress, NPC spellcasters are only able to
cast each spell once each day, unless otherwise stated. They
do not roll on the Blunders table, and they are assumed to
have memorized the spells they cast.

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A scroll is a spell infused Spellbooks are tomes con‐
in a piece of parchment. It taining multiple spells. Most
allows a creature to cast can contain up to three
the infused spell without spells. As opposed to
having to make a WIL roll scrolls, spellbooks are not
and take Stress, and with‐ destroyed after a spell from
out being restricted by the it is cast.
spell’s level. Casting the
spell destroys the scroll.

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For an amount of gold equal to 100 x the spell’s level, a char‐
acter can copy a spell from any source, onto a blank scroll or
into a spellbook that has two or less spells. A PC can only
copy spells they would be able to cast. This process takes a
full week. Any book of blank papers can be turned into a
spellbook by copying spells into it.
Level 0 spells cost no gold to copy but still take up a spell‐
book space and a day to copy.

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If you are using these alternative spellcasting rules, con‐
sider using these two new character archetypes instead of
the Magic-User and Cleric from the Character Archetypes
micro-supplement.

The wizard starts with a random spellbook and can cast


spells of a level that is 1 higher than their X value. They also
may choose to memorize a spell each time they gain a HD.
They must have access to the spell to memorize it, but after
memorizing they can cast it without the need to carry it in a
scroll or book.

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The priest starts with a spellbook containing the spell Turn
Undead or Healing Hand and carrying a holy symbol of their
religion.
Turn Undead - L1 - Undead creatures with a combined
amount of HD equal to the caster’s WIL flee in terror.
Healing Hand - L1 - Heals X+2 Wounds of a creature touched
by the caster
In addition to this, any weapon a priest carries is considered
magical when fighting creatures resistant to mundane
weapons, so long as the priest is also carrying their holy
symbol.

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1. Animate Armor - Animates a set of armor for one turn. It
becomes a loyal NPC (0 HD, Skill 0) with an Armor score
equal to that of the animated set.

2. Bee - A single bee is summoned at a location near the


caster. It disappears after 1 turn.

3. Footfall - The sounds of footsteps sound from a nearby lo‐


cation that is determined by the caster.

4. Grease - An area near the caster becomes slick and slip‐


pery.
5. Liquid Liar - A liquid targeted by the caster gains, for a turn,
the appearance of another type of liquid.

6. Magelight - Summons a floating orb of light that follows the


caster for 3 turns. It illuminates the area and reveals sub‐
jects of invisibility magic.

7. Magic Weapon - A weapon touched by the caster becomes


magical for 1 turn, making it able to damage creatures nor‐
mally resistant to mundane weapons.

8. Mend - Restores a worn weapon or a small crack or tear in


an object.

9. Night Eye - Grants one of the caster’s eyes night vision.


Cast twice to see with depth perception.

10. Talk with Spirit - Summons the spirit of a corpse touched


by the caster to answer one “yes” or “no” question. The
spirit only knows what they knew while they were alive.

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1. Animal Friendship - Targeted wild animal must make a WIL
save or else become friendly towards the caster.

2. Bark Skin - Target’s skin grows a layer of bark for a turn,


providing a buffer of X additional Armor points that regener‐
ates every round.

3. Bolt - Throw X bolts of magical lightning; each bolt deals 3


dmg.

4. Healing Hand - Heals X+2 Wounds of a creature touched by


the caster.
5. Lock - Magically locks a door or container touched by the
caster.

6. Push - Pushes up to X creatures and/or objects with an in‐


visible force.

7. Shadow Blade - Summons a blade made of shadowy


smoke. It exists for 1 turn and deals 3+X dmg. When attack‐
ing with it, the caster may use their WIL instead of STR. If
cast during combat, the caster may immediately make an
attack.

8. Summon Flock - Summons X sheep (0 HD); the sheep dis‐


appear in a cloud of bubbles after they die.

9. Swarm Form - Transform self into a swarm of bugs, rats or


bats for up to X turns.

10. Weave Light - A visual illusion manifests nearby or around


an object or creature. It lasts for X turns.

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1. Acid Rain - Start raining acid for X turns in a nearby area
designated by the caster. The rain deals 2 dmg each round
to each creature in the area.

2. Demonic Servant - Summons a demon to complete a sim‐


ple task. Disappears after 1 turn or when it has finished its
task.

3. Fireball - Throw a ball of fire that explodes at a location


nearby, dealing 6 dmg to each creature in the area of the ex‐
plosion, or 3 dmg on a successful DEX save.
4. Gills - Up to X creatures grow gills to breathe underwater
for an hour.

5. Grasp of Yahzahar - Up to X creatures must make a STR


save or else are grabbed by a shadowy hand and held in
place for 1d4 rounds.

6. Lighteater - Summons a little homunculus that eats the


light in the surrounding area. On command it explodes, cre‐
ating a bright blinding flash that deals no dmg. Explodes on
its own after X turns.

7. Mask - The caster’s face morphs into another face of their


choice for X turns.

8. Protection from Heat - Target becomes immune to extreme


heat for X turns.

9. Raise Bones - X skeletons (1 HD, Skill 3) rise from the


ground to do the caster’s bidding.
10. Silence - An area designated by the caster becomes devoid
of sound.

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1. Alter Size - Grow or shrink target creature. Unwilling targets
may make a WIL save to resist the effect.

2. Charm - Target must make a WIL save or else become


friendly towards the caster for X turns.

3. Levitate - Up to X targets can levitate themselves for a turn.

4. Pippi’s Slumber - Nearby targets with a combined HD total


of no more than X+2, fall asleep.

5. Shroud - A creature or object touched by the caster turns in‐


visible for X turns, or until they attack another creature.

6. Telepathic Bond - Up to X creatures can talk to each other


telepathically for X turns.

7. Touch of the Grave - Target touched by the caster takes 5


direct Wounds. If this kills them, they rise as a 1 HD zombie
under the control of the caster.

8. Unravel - Targeted spell or other magical effect unravels


and its magical energy is released back into the world. This
cancels the spell, but the caster has to roll on the Blunder
table to see how the released energy affects them. If this
spell is cast as a reaction to another spellcaster, the casting
roll is an opposed WIL roll vs. the other other spellcaster.
Permanent enchantments are only unraveled for X turns.

9. Wall of Ice - A wall of ice springs up at a location near the


caster. The wall can take 12 dmg before it is broken. Fire
deals double damage. Creatures at the target location must
make a DEX save or else become stuck in the wall.
10. Worm Ray - Target must make a WIL save or is turned into
an arm-sized worm for X turns.

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1. Banish - Target creature is banished to another plane; the
target may make a WIL save to resist banishment. The crea‐
ture returns after X turns. However, if the creature is from a
different plane than where the spell was cast, it will return
to its plane of origin rather than to the plane where the spell
was cast.

2. Command - Target must make a WIL save or else follow a


one-word command. The command cannot cause the tar‐
get to harm itself directly.
3. Gateway - Opens a person-sized portal to a location visited
before by the caster. It stays open for 1 turn or until the
caster dismisses it.

4. Head Lopper - Summons a colossal spectral blade of an an‐


cient warrior hero. While the sword is summoned anyone
can challenge another creature to a duel. Refusal means in‐
stant death. The duel is fought with a single opposed STR
roll. After the duel the blade swings down, decapitating the
loser, after which it fades away.

5. Petrify - Target creature must make a STR save or else is


turned to stone. Creatures with 8 or more HD can only be
partially turned to stone using this spell.

6. Polymorph - Target creature is morphed into another form


determined by the caster. The effect lasts for X Turns. Un‐
willing targets may make a WIL save to resist the effect.

7. Sanctuary - A bubble the size of a small hut forms at a loca‐


tion determined by the caster. It remains there for one full
day. Creatures not invited in by the caster cannot enter it
and the interior is warm, pleasantly lit, and smells faintly of
cinnamon. The inside of the bubble counts as a safe loca‐

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tion for recovering Stress and healing Wounds.

8. Winds of Terror - A wind starts blowing in the area around


the caster. It whispers fear into the hearts and minds of the
caster’s enemies caught in it, forcing them to make a
Morale check with a -2 penalty.

1. Breath of Kelkanesh - Dead creature touched by the caster


comes back to life. Only works on creatures that have been
dead for less than a turn.
2. Death Spell - Creature touched by the caster must make a
STR save or else die.

3. Nullsphere - Creates a large zone in which magic and magi‐


cal items don’t work.

4. Rewind Time - Rewinds time to a point up to 1 turn before.


Only the caster knows this has happened.

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Use this generator to quickly create a starting spellbook for
the wizard archetype or as treasure.
Step 1: Determine contents. Roll a d20 on the table below for
each of the three spaces in the spellbook. To determine the
spells you can either roll on the spell lists or pick them your‐
self.

Empty

Level 0 spell

Level 1 spell

Level 2 spell

Level 3 spell

Level 4 spell

Level 5 spell

Step 2: Roll for a spellbook quirk or make one up yourself.

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Written in blood on sheets of human skin
Cold to the touch with cold vapor drifting from its
pages.
A set of clay tablets bound together. The inscriptions
glow like embers.
A large eye on the spine opens when spells are cast
from it.
A bunch of dried flowers are pressed between the
pages.
The cover is overgrown with vines that bloom with
sweet smelling roses during the full moon.
Hairy.
Audibly greets the reader every time it is opened.
The front cover is a mirror that shows the person look‐
ing at it as an old person.
Always seems to be slightly wet and smells like fish.
Incredibly dusty. No matter how much it is cleaned.
On command it turns into a flying paper bat that follows
its owner around.

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Pippi’s Tome of Dreams
A book wrapped in soft corduroy.
Smells of hot anise milk.
• Summon Flock (L1)
• Lighteater (L2)
• Pippi’s Slumber (L3)

Mizziril’s Compendium of Secrets


An electrum bound book that
seems to disappear when placed
in shadows.
• Magelight (L0)
• Lock (L1)
• Shroud (L3)

The Book of the Dead


A dark leather tome covered in
depictions of dancing skeletons.
Utters a faint unintelligible whis‐
per when it is opened.
• Raise Bones (L2)
• Touch of the Grave (L3)
• Breath of Kelkanesh (L5)

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Use these if you like magical failure to come with a greater price.
Entries marked with an asterisk (*) have a 1-in-10 chance to be permanent.

All light sources near the caster Caster becomes made of slime for
burn out in a violent flash, dealing 4 1d4 days. Everything they hold be‐
dmg (DEX save for half) to each comes slightly wet and they can
creature close to it. squeeze through tight gaps.*

Caster's face moves to their belly for


1d4 days.* Caster's skin turns blue and smells
like blue cheese for 1d6 days.*
Roll a d4 (1 - right arm, 2 - left
arm, 3 - right leg, 4 - left leg), that
part of the caster turns to ash and Caster's eyes merge into one for
slowly grows back in 1d6 days.* 1d6 days. When they kill a creature
they heal 2 Wounds.*

All metal weapons near the


caster rust and become worn. For 1d6 days, while underground, the
caster's eyes project beams of light.*

Creatures near the caster wither and


take dmg equal to the caster's WIL. Caster physically disappears for
1d4 turns.

Caster's body becomes overgrown A heavy rainstorm is summoned in


with crystals that rip apart any the immediate area around the
clothes or armor the caster might be caster that blows for 1d4 watches.
wearing. Remains for 1d4 turns.* Blows out unprotected fires. It does
not follow the caster if they move.

Caster's brain escapes from their


skull and runs away. Caster has 0 Caster gains +1 WIL while their
WIL until it is put back in. genitals disappear for 1d6 days.*

Caster's skin becomes thin and Caster grows a long white beard.
cracked for 2d4 turns. Any Wounds
they take are doubled.
Caster grows fur and can talk with
animals for 1d4 weeks. Each morn‐
Caster becomes weightless for ing a woodland critter brings them
1d6 turns.* one ration.*

Caster's body conjoins with that of a


The spell is still cast, but it deals 4 nearby creature. They naturally peel
direct Wounds to the caster. apart after 1d4 days.*
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In keeping with the tradition of DURF, this zine made to be hacked, pulled apart and
built on top of. All text and art in this, with the exception of the CULT OF THE LIZARD
KING logo, falls under Creative Commons BY 4.0.

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