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The caster’s voice turns into loud whistling for 1d6 turns.
The caster’s hands turn to slippery fish heads for 1d6 turns.
Caster cannot lie and thinks out loud until the next sunrise.
Caster grows thorns from their skin and smells like roses for 1d6 days.
Doves keep flying out of the caster’s pockets, at random intervals, for an hour.
A small gnome ringing a silver bell appears and starts shaming the caster.
All non-magical weapons around the caster are turned into flowers.
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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
2
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.
3
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).
4
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.
5
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.
6
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.
7
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.
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1. Animal Friendship - Targeted wild animal must make a WIL
save or else become friendly towards the caster.
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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.
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1. Alter Size - Grow or shrink target creature. Unwilling targets
may make a WIL save to resist the effect.
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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.
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tion for recovering Stress and healing Wounds.
14
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
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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)
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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 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.*