Professional Documents
Culture Documents
By Catherine Gilbert
Art by Waxanie, Dee Campbell, Catherine Gilbert,, Annah Kennedy, Dave Macleod and JLS
Drawing.
A special thank you to the players in the podcast, Further Than Fillory: the podcast who
have been play testing the first edition and helped me with the building of the second. You
guys have been an anchor and deeply inspiring. I can't wait to start the second season
with this edition!
1
Introduction 1
The Magicians 1
Chapter 1 3
Part I—Determining the Ability Score 3
Races of Earth 6
Humans 6
Vampires 8
Werewolves 10
Librarians 12
Races of Fillory 14
Fillorians 14
Fairies 16
Talking Animals 18
Tradesmen 20
Niffin 22
Magician 32
Hedge Witch 33
Part V: Specializations 38
Choosing a Specialization 38
Disciplines 39
Choosing a Specialization 46
Money 53
Chapter 2 56
Part I—Important mechanics 56
Modifiers 57
Saving Throws 58
Ability Check 58
Passive Check 59
Abilities 59
Resting 61
Inspiration Points 61
Part II—Combat 62
Initiative 62
What’s In a Turn 62
Surprise Attack 63
Fleeing 63
Taking Damage 63
Part III—Spells 65
Magical Points 66
Area of Effect 67
Cooperative Spells 67
Over-Spelling Yourself 68
Part IV—Level 69
Part V- Push 74
Part VI-Welters 77
Chapter 3 79
Part I—Magic 79
Human Magic 79
God Magic 80
Dragon Magic 81
Fairy Magic 82
Part III—Earth 86
Brakebills 87
Hedge Witches 91
Lovelady 93
Ibiza 93
Magician Camp 93
Part III.I 94
Fillory and Further: the Books and the Truth 94
The Books 94
The Truth 95
Part IV—Fillory 97
The Wellspring 98
The Beast 99
Loria 110
Creatures 111
Fairies 111
Elysium 125
Tartarus 126
Cantrips 134
Spells 137
Appendix 1: Character Sheet 142
Appendix 2: D100 Niffin Outcome 145
Appendix 3: Circumstance Ideas for Welters 148
Appendix 4: The Tale of the Seven Keys 149
Appendix 5: The Binder Story 153
Appendix 6: Spells 155
References 186
Introduction
The Magicians
The Magicians is a book trilogy written by Lev Grossman (2009) and adapted to television by
SYFY in 2015. It follows Quentin Coldwater, a depressive genius who is accepted into a magical
school in New York. There, he meets many friends and learns to be a magician. His childhood
friend, Julia Wicker, was not accepted and yet remembers that magic is real. Through her
Through a series of unfortunate events, Julia, Quentin and his friends discover a way to go to
the world presented in his favourite fantasy book: Fillory. There, they learn that magic isn’t a
Mostly known under the name of Dungeons & Dragons (DnD), which stood as one of the first
tabletop role-playing games, DnD is now both used as a noun and as a brand. Tabletop role-
playing games started in the mid 1960s and have evolved through the years to be the
worldwide phenomenon we know now. The fifth edition of DnD now being used evolved as
new media emerged and is now mixed with podcasts or with Twitch, both allowing spectators
Of course, there is more than one type of tabletop roleplaying system (RPG) and they have
different ways of being played, creating adventures and even impacting the characters. Bigger
names include Pathfinder, Shadowrun, Vampire: The Masquerade and World of Darkness.
1 All content is based on season four, as when I wrote this book, season five was in production and had not yet been aired.
1
Much like a radio drama, the game is based on relating a story through talking. From the Game
Master (GM) who describes the damp and dark forest to the players who decided to investigate
the light in the middle of a pond, it is by talking that the story goes forward. Imagination,
willingness to take risks and fun are the main ingredients to have a true RPG experience.
The mechanic of being a GM or a player is unique to each system. In this book, you will learn
the Fillorian system. Created by Catherine Gilbert in 2018, it is based mostly on the fifth edition
of Dungeons and Dragons, GURPS and on the Broomstix and Kauldronz system created for
Needed to play
★ Deck of 54 cards
2
Chapter 1
Building Your Character
When building your character the first question you have to ask yourself is what kind of
character you want to play. There is more to it than race. In this chapter, we will create the
player’s characters. This will serve as a base and will evolve through the game as levels will be
There are six major ability scores which cover all the other skills a character can have: Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma. They will be fully explained in the
How to Play chapter. Those abilities are important, as they show an overview of what the
To know your ability’ score, roll 1d10 four times. Take the highest score and write it next to your
first ability. Repeat for all of them. For example, if a player rolls to know their Dexterity and
The rest of this chapter may add a positive or a negative bonus. It is important to write them
next to the ability score and to always add them up when you roll for an ability.
Example: A character has a 5 in dexterity and one of the character traits they chose gave them
a bonus of +1 in dexterity. It will be noted as 5 (+1) on their character sheet and counted as 6
when used.
3
Part II: Determining Hit Points
In some games, the principle of Hit Points (HP) can be complicated, but in this case, it has been
stripped to its bare minimum. Basically, hit points are the life of a character and their capacity
for survival.
To determine your HP, roll your hit dice (1d8) three and keep the best score. Then, add their
Strength modifier. This is your maximum HP for level one. It will improve as the character gains
levels. A battle will make you lose your temporary hit points. For more information, see Part II—
As a reminder, in each new level, a character gains new Hit Points (HP) and adds one hit dice to
their total. As explained earlier, a character gets one hit dice per level. If a player is level six,
When it is time to calculate your new maximum HP roll one hit dice .This total will be added to
the amount already existing. For example, if the new roll earns a player 5 HP and they
Only during a level up can a player change the cantrips and spells they know. If they exceed the
number allowed, they must unlearn a spell in order to add the new one.
The first steps into joining the game is to create the character you will play during the
campaign. In the second edition, the type of character you can play has been expanded.
Instead of being limited to magicians or hedge witches, it will try to lean on the diversity of
creatures present in the lore of The Magicians. This is why there will now be the concept of
4
First, you have to ask yourself if your character comes from Earth or from Fillory, as this will
Each world gives you three type of race that are playable. Once you choose your race, then you
can choose their magical status (p.6), their magical aptitude, (p.33), their specialization, (p.38)
3 Those are other races present in the lore, the DM is more than welcome to create their own template for those
classes. They were not added to have the same amount of choices between Fillory and Earth.
5
Races of Earth
Humans
Humans are the main race from this world,
extinction.4
6
Attribute Modifiers
7
Vampires
Little is known about vampires in the lore of The Magicians except for their existence through a
fully transformed. 7
8
from a GM to another, though it is known as a weakness of theirs. The legends say that holy
A vampire can eat human food without any problems, but this does not satisfy their hunger.
Only blood, preferably still warm and fresh, would truly satisfy them. One can survive a week
without feeding, though the more they waits, the more feral they gets. After a week, instinct
would make the creature a merciless killer who do not recognize enemy from ally. If nothing is
Attribute Modifiers
9
Werewolves
In the lore of The Magicians, a werewolf is not a curse but a sexually transmitted virus a human
can catch. Known as L positive, they do not seem to change, though some newly-infected
people might turn a milder form within the first moon9 ; they mostly become hairy, have a deep
crave meat.
increases.
ends.
9 In S02E09, Josh is showing some mild lycanthropy symptoms after sleeping with a werewolf
10
Attribute Modifiers
11
Librarians
Members of the Order of the Library10, the librarians are workers bound to a one million year
contract (S02E08) that is still extendable beyond their death. The Library of Knowledge
(S01E10) is so vast that it has a branch in the Underworld as well as in the world of living.
12
hedge witches have been depicted as librarians. It is up to the GM if they want to extend that
canon.
Attribute Modifiers
13
Races of Fillory
Fillorians
Humans living in Fillory have a way of living that mirror a more rural or medieval way of living;
they work on farms, in outdoor markets, have no electricity, no cars, etc. They are depicted as
fantasy books.
N e v e r t h e l e s s , t h e y a re p re s e n t
throughout Fillory.
14
a magic user13. In fact, the only one who can are Children of Earth: the humans that come to
Attribute Modifiers
Stats: +2 Athletics, +1 Street Smarts, +1 Quirk: When Children of Earth talk, sometimes
Nature, they talk about things that have no specific
-1 Library Use sense or meaning for the Fillorians.
13 The only Fillorian we saw having magic power in the show is Illario, a Fillorian who uses a wand in order to make Whitespire
disappear in s02e06. For the purpose of the gameplay, and since he was the only human from Fillory displaying magic in all of the
lore of the show and the books, we will assume that the wand he was using was the magical object and not Illario himself.
14 More information about Fillory in p.98
15
Fairies
The history of the fairies in The Magicians is long and quite sad.15; almost chased to extinction
by magicians on Earth, they fled to a world between worlds that is an exact replica of Fillory. In
16
After many debates and political turmoil, the fairies give back Fillory to the High King in
exchange for protection for their people. They are allowed a part of the land, are protected by
the crown and now try to grow their society back. In an ultimate sacrifice, the Fairy Queen
strikes a deal that would assure her people full protection and the inability for magicians to
Attribute Modifiers
Quirk: Fillory and any dry land isn’t good for their
Stats:+2 Intimidation, +1 Intelligence, +1 Nature, skin and they must moisturize, take baths, and
-1 Charisma shower daily in order for their skin not to become
crusty
17
Talking Animals
“If animals can speak with each other, they can also tell stories,
The talking animals are a major part of Fillory’s population18 and yet rather underrepresented
problems.
intelligence.
18
Attribute Modifiers
19
Tradesmen
anyone to use.
can do.
20 in S02E09, Fen’s father’s blade has an enchantment that HAD to be read by a magician
20
Attribute Modifiers
21
Races Achievable Only During the Game Play
Niffin
When a human becomes a Niffin, it is usually by accident and due to an excess of magical
energy. It is a painful process in which magic burns away the physical body and the shade (soul)
of the caster. A Niffin is not a powerful version of the same human. They become a creature
made of magic and without any morality or conscience. They become magic itself.
Niffins understand magic on a deeper level and all the different ways it is connected to the
universe, as well as the laws of magic. For example, a Niffin would only need a few seconds to
perform a spell that would take hours for a magician to prepare (s02e06). But being linked to
magic has a cost. If Niffins are trapped in a world where there is no magic, they will slowly die
A Niffin has a mind of their own and can’t be controlled. It is theorized that they are
bloodthirsty creatures, but someone who has been a Niffin before describes it as feeling free to
do whatever they wanted and explore their own magic (s03e02). Their lack of shade might be
the reason why some of their actions are seen as evil from a human perspective. The principle
With time, magicians have found a way to trap Niffins so they cannot inflict harm. To do so, a
wooden box that has been enchanted with a month-long incantation must be held in front of
the creature while casting Seni Bağlıyorum or Seni Bağlamak, both meaning, “I bind you” in
Turkish. (s01e03). The Niffin is then eternally bound to the box, though it has been reported
that some powerful Niffins were able to free themselves. Altho we have no canonical
Many have tried to bring back a Niffin to its human form and every time, the process failed. For
a long time, it was thought impossible, but in the second season of the show, Quentin found
22
the missing key. He discovered that Niffins lose their shade when they are consumed by magic,
The incantation to bring a Niffin back to its original form requires a large source of magic, the
shade of the Niffin, and a cage placed over a sigil to trap the Niffin. When the Niffin and the
shade are in the same space, the magician must cast a spell and use the magical source to have
enough power to merge the creature with its shade. If they succeed, the Niffin becomes human
again.
When it returns to its human state, the ex-Niffin’s body will slowly lose all the knowledge of
magic they had, their brain being too small for all the information. Casting magic spells again
will take them weeks, as they didn’t return to their old body but to a new one that doesn’t have
Known Niffins
Play. If the player meets the criteria, there will be several changes made to their character sheet
and to their way of playing. It is important that the GM and the player are aware of said
changes.
Character Sheet
To accommodate the abilities and knowledge of the new form, the player needs to dismiss their
23
First, the player must remove any modifier they had during their human life. They can keep any
magical objects (and their modifiers) if they were wearing them at the time of death. This
applies to items such as jewelry, cloaks and markings. Weapons, books and potions are lost.
When the sheet is clear, the player will add the following modifiers:
When levelling up, they will follow the same table as the one they had prior to their
transformation. For example, if the player was a hedge witch before, they has to follow the
The next step is also mandatory. The player will receive more modifiers by rolling 1d20. To do
so, they must choose the good outcome they would like (maximum 3) and the roll must at least
match the associated cost. If the cost is 10, the player must roll at least 10 to claim the good
outcome. If the player fails, they must take the bad outcome. (The GM is allowed to add more
to this table)
24
Learn five more spells than
12 The player loses the additional Magic Points
allowed
Once a day the player can ask a
11 Once a day, a god (the GM) can get hinder one of your actions.
god (the GM) a yes/no question.
Critical hit (20): The player can select two good outcomes and will only need to roll for the third outcome
Critical miss (1): The player must choose a bad outcome and the GM can worsen it.
As Niffins are made of raw magic, their spell casting and ability to control it is much more
unpredictable. To showcase this, the player will use an adaptation of Wild Magic from
A Niffin has access to every spell possible in the book, but before casting, the player must roll a
d6. If the number is three or below, the spell fails, creates a magical reaction, and has a
different income than the intended spell. If the number is four and up, the spell does not have a
Controlled Chaos
Once every battle, the Niffin can ask to used control chaos to get advantage toward their
Magical Reaction roll. This will give the player the chance to re-roll. When used, only a long rest
The amount of time a Niffin can control chaos during battle can be made higher by the GM, in
or out of playtime. When a Magical Reaction happens, the player rolls a d100 and looks at the
Luck
Every Niffin has an amount of luck they get during the transformation to this race. The GM
might give more throughout the campaign, but it is not mandatory. If the player had inspiration
25
With this Luck point, the Niffin can make a roll that didn’t go well succeed. It can’t be used
towards the Magical Reaction to make a failed spell work, but the player can use it towards their
other abilities, give the luck to another player for their move to work or as an instant
resurrection for bringing back a dead character. Once the point is spent, it is not renewable and
26
Gods and Goddess
Gods are immensely powerful magical entities that are worshipped by one or several worlds.
They are able to create and undo worlds, as well as give or take away magical power. They are
There seems to be a hierarchy between the gods that includes the old gods and newer gods.
We are not sure who the old gods are, but they seem to be those who created the universe and
its laws, magic included. They are intangible (04e12) and nearly impossible to kill. As they were
experimenting with their capacity of creation, the old gods have created two indestructible and
magically powerful siblings. They have feared them for decades but these creatures are now
contained in a portal between realities 21 We are not sure of the exact reason, but the old gods
have left the Material Universe and reside in a place of their own.
Newer gods are seen as the "children" of the old gods. This explains why old gods have more
power than the new ones. God magic is like a seed and has to be nourished. Any creatures or
humans can receive it, but for the power to grow, the holders must show that the way they will
use their power is selfless and good. This is how Julia Wicker became a goddess named Our
Lady of the Trees (s03e13). They have to ability to create worlds and their inhabitants,
becoming most of the time the god of that said world (i.e Ember and Umber creating Fillory
and becoming gods of that place). They are able to have an active part in the daily life of the
inhabitants of their world, thought most of them choose not to. Some will show when a special
ritual or sacrifice is made. Rare are those who talk to any intelligent creatures. Some of them
Modern gods can take many shapes and forms. From what we saw in the fourth season, they
either can take on a unique physical form or take over the body of a human but killing them in
the process (i.e. Richard). Most of them have unique and distinct shapes, making it easy for their
27
If modern gods see living creatures like toys to be played with, it is said that they are for Old
Known Gods
The first one is to be born as one, but for the purpose of the game and to make sure everyone
starts on equal ground, this option is not possible from the beginning. Of course, the DM can
The second way is through the gift of another god, much like Julia, who is given the seed, the
potential, to become a goddess if she nurtured the magic it gives her (s03E05 up to s04e13).
The third way is via a ritual. As we learn in season four, four Librarians turned themselves into
gods by killing one of them and putting her power into stones. Those stones were magically
inserted into their chests and they developed their god power and status from it. (S04E05 and
S04E11)
Character Sheet
To accommodate the abilities and knowledge of the new form, the player needs to take the
gods character sheet and dismiss the one they are presently using.
First, the player must remove any modifier they had during their human life. They can keep any
magical object (and their modifiers) if it was being worn at the time of deification. This applies
to items such as jewelry, cloaks and markings. Weapons, books and potions are lost.
28
When the sheet is clear, the player will add those modifiers:
The next step is also mandatory. The player will receive more modifiers by rolling 1d20. To do
so, they must choose the good outcome desired (maximum 3) and the roll must at least match
the associated cost. If the cost is 10, the player must roll at least 10 to claim the good outcome.
The player knows all the spells but is unable to name them or to
Ability to know a spell without 15 teach them to others. They is stuck with knowledge they can’t
researching it share.
Learn 5 more spells than allowed 12 The player loses 10 Spell Points
Once a day the player can ask an Once a day, a god (the GM) can overrule one of the player’s
11
old god (the GM) a yes/no question. actions.
Critical hit: The player can select two good outcomes, they will only need to roll for their third
outcome.
Critical miss: The player must choose the bad outcome and the GM can worsen it.
29
Particularity of Playing This Race
The Naming
In order to be named a god of something, the player can either be told by any gods and
goddess above them in the hierarchical system, or be named by a population of a world that
will start worshiping them. This will provide the player advantage on each roll that has to do
with something they is known from. For example, as Julia is named Our Lady of the Trees,
A player who is an “undecided” god, or does not have a name yet has to roll with disadvantage
Offerings
In order to make the race playable and entertaining for others to play with, the gods have an
extra vulnerability from the others; they must have an “offering” weakness.
★ Food offering: once a week, food must be offered to the gods either as a gif or as a
meal dedicated to them. If they do not get any for one week, they will lose 10 HP per
★ Sacrifice offering: once a week, a sacrifice must be made in the name of the god. The
player decides if it is animal, human, blood or others. If none is made that week, the god
★ Gold offering once a month: the god must be gifted with gold from objects or coins. If
none of it is made that month, them and their party loose all their possessions.
★ Nature offering: once a week the god requires to be gifted something from nature, from
flower to apple seed to hay. If they does not receive it, they becomes unable to cast
30
magic higher than half their level 22. Animals in the forest become more aggressive
★ Technology offering: once a month, the god has to be gifted something new and
technological. An old iPod nano would not work since there is something newer than
this for them. If they does not get a proper offering, the deity falls into a coma that only
★ Music offering: once a week, a song must be sung in honour of the god. If nobody
praises them by music, they are unable to cast any magic and their HP is cut in half. The
only way for the god to return to their fully healed state is for a follower to create a new
★ A player can create his own offering with the okay of the GM
22 So if the god is level 10, they can only cast level five and fewer spells
31
Part IV: Magical Aptitude (MA)
Magician
Can be used by Human, Vampire, Librarian, and Werewolf
Magicians are academically trained practitioners of magic on Earth. Through the course of an
entrance exam, those showing great potential and enough connection with magical energy are
selected to study and learn how to manipulate it. And through their years in school, they learn
their discipline and specialization, which we will explore in the next steps of character creation.
Only remarkably smart individuals can practise magic. Every student is a prodigy or has been
top of their class. Even the less-capable Brakebills student is ten times smarter than any non-
magical human.
Brakebills’s students are seen as “real” magic handlers and generally look down on hedge
Relation to Magic
There are three types of magicians. Those who had no idea magic was a thing and discovered
the whole world, those who had knowledge of magic from a family member, and those who
were raised by a magical family. Much like J.K. Rowling’s Harry Potter series, with mudbloods,
half-bloods, and pure bloods. Though it doesn’t have the same implication as in Harry Potter, it
can impact the way of playing and interacting with others. Someone raised in a magical family
might not be surprised to interact with a pixie or to pass an entrance exam to enter Brakebills,
but someone who had no idea magic was real, might be surprised, excited, or even reluctant to
BASIC STATS
+1 INTELLIGENCE
+2 WISDOM
+3 MAGICAL POINTS,
+1 LIBRARY USE,
-1 STREET SMARTS 32
Hedge Witch
Can be used by Human, Vampire, Librarian and Werewolf
into Brakebills, but for them, the main reason is their low
on Earth. It often leads them to try to learn spells on their own and to find them on the black
market.
In other cases, hedge witches spent time at Brakebills and got expelled. As the knowledge of
practical and theoretical magic is too deep in their minds, their memories are not wiped but
taken away and hidden in a unique box. Instead of having false memories of the time spent in
the magical world, these people are left with a hole in their lives. It pushes many to dig deeper
to figure out why, making them wish for their lost knowledge to be returned.
33
Finally, it is also possible hedges were raised in a magical family but were not invited to
Brakebills or refused to take the entrance exam. Most hedges know some magic from years of
living with magicians or older hedge witches but never received a proper training.
Safe House
The existence of an underground hedge witch organization is what differentiates the group
from someone who has learned magic from their relatives and without the support of a proper
academic system. For more information, see Part III—Earth in Chapter 3: World Building.
To know a character’s strength and what type of spells a hedge witch can cast, the organization
created a system of multiple five-pointed star tattoos. Upon gaining their first level, hedge
witches receive a star with a lock in the middle. It grants them access to any safe house. The
first spell that grants them another level is called First Flash (see the Appendix 1: Spells &
Cantrips for its effect). The more complicated a learned spell is, the higher in rank the witch
gets. In the books, one star equals a level, but in the TV adaptation, they earn stars by bulk of
five, 10, 50, or 100. Therefore, if someone has two stars, one with 50 in its centre and another
one with five, the person is a level 55 hedge witch. The maximum level is 250, but rare are
those who reach it. The TV show seem to have the stars to be few and mostly on the forearm,
while the book talks of having tattoos on every inch of the skin, since it is rare a hedge witch
climbs more than five stars at a time. This is up to the player or GM to decide.
If a hedge witch is banned by a safe house’s leader, red crosses appear over their stars, a clear
sign for other safe houses that this person is not welcome. For this to happen, someone has to
BASIC STATS
+3 STREET SMARTS
+2 MAGICAL POINTS
+1 LIBRARY USE
FIRST FLASH
(THIS CANTRIP DO NOT USE A SPOT)
34
Muggle (Or Non-Magical Character)
Can be used by Human, Vampire, Librarian, Werewolf, Fillorian, Talking Animal, and Tradesmen
In the TV show and the books, people without magical powers are called “muggles”23and it is a
clear reference to Harry Potter by J.K. Rowling. It is a simpler and faster way to get the concept
of non-magical people across, since the word is now part of pop culture. From now on, this
book will use the term ‘muggle’ to refer to non-magical humans. It is up to the GM to use the
term or not, but for obvious copyright reasons, we wanted to explain its origins.
It is important to understand that, by using this class, there is no way a character can do magic.
A muggle does not have any magical energy and cannot bend magic to its will. There is no
“suddenly you cast a magic spell by simply trying the hand movement and incantation,” move.
If humans on Earth are not aware of the presence of magic in their world, people and creatures
living in Fillory are fully aware that their land is running on magic 24 and without training, many
Since they start with a disadvantage of not having magic, any characters who are muggles start
BASIC STATS
+1 STREET SMARTS
+2 STRENGTH
+2 MEDICINE
-1 LIBRARY USE
23 people who are believed to have magical power but do not have any are called Squibs, though it is considered a
slur (S04E02)
24 More information on The Wellspring in p.99
35
With Magical Training
Can be used by Fairies and Tradesmen
It has been hinted in the third season of The Magicians that Fillory has magical academies which Loria
seems to desire to have access to or even create its own.25 Since this part is not explained in the book or
Those magical academies help individuals to understand the basics of magic and how to manipulate it.
Most of the classes are taught by magical creatures and scholars. Not every Tradesman goes to the
academies, since the selection is rather rigorous and only take ten students per year maximum. More
often than not, this capacity is not even reached. This is why most of the tradesmans’ magic is rustic and
The Tradesmen who have magical training usually have a member of their family accepted when they
become of age (around 20 in human years,) so they can continue the quality of work in their shops. If the
family has more than one child, the elders must choose who will have a proper training and who will
learn from home. Usually, those families are the ones that deal directly with Whitespire and provide what
the monarchs require. Even if they are merchants, they are seen as the best of Fillory and may have
At first, these academies were used by magical creatures who desired to expand their powers and
humans that were Tradesmen who needed to put magic into their work. When the Fairies became
citizens of Fillory, those from Earth never learned any magic and were welcome to study there so they
caused some worry in the Fillorian population; since the BASIC STATS
Fairy Queen had overthrown their leaders, having more
+2 LIBRARY USE
fairies with magic might cause it to happen again. However, +2 MAGICAL POINT
+1 WISDOM
Whitespire fairies and others of their kind try to reassure -1 ANIMAL HANDLING
that they are now existing in Fillory with peaceful intentions.
25 S03E10
26 As Fen’s grandfather created the enchanted blade for a king (s02e09) and was the one who made the deal have
her marry the high king, (s01e13) we can assume that Fen’s family was one of those that was magically trained.
36
Born With Magic
Can be used by Fairies, (talking animals are allowed at GM’s discretion)
Many creatures in Fillory are born with magic within themselves. Some, like the fairies, are
made of magic. They do not require any training to learn how to manipulate magic around
Fairies that invaded Fillory under the Fairy Queen’s order and took over the land are well aware
of their magical power. Contrary to those who have been saved from Earth, those Fillorian
fairies are highly capable of doing magic and their capacity is not directly linked to the
Wellspring of magic.27
Even when magic was gone from all the worlds, those born with magic were still able to cast
spells, travel between worlds and create illusions. Their magic is from within themselves and
They are rare and highly esteemed by other worlds. While Fillory is rather peaceful towards
them, other worlds like Earth understand their potential and have been known to hunt them.
Many became extinct and those who managed to survive did so by hiding or finding asylum in
another world (S03E10). If captured, those born with magic can be killed and their body turned
into dust. As they are made of magic, the dust is consumed and gives the user magical power
for a few hours. This dust is researched in many worlds, sold for an exorbitant amount, and has
BASIC STATS This constant chase and the near extinction of this kind
+1 STREET SMARTS of magical being has made them highly suspicious, and
+3 DEXTERITY
+3 MAGICAL POINT some are even hostile to strangers.
37
Part V: Specializations
Most of the characters created will have magical powers and will have to choose a discipline.
Even if a hedge witch does not have a proper discipline in the book and tv canon, it is assumed
that everyone with magical power has one. However they do not have a system that
acknowledges their specialty. A fairy is obligated to be in the Illusion magic sector, but their
A Tradesman can choose to take a discipline in which the character will be good at
manipulating for their craft or can decide to take one of the classes offered for non-magical
players.
Muggles, as they do not have magical power, will not choose a discipline but a class, following
Choosing a Specialization
As your character evolves in the world and encounters dangers and foes, they will gain levels
and power. (For more information see Part IV—Level of Chapter 2: How to Play.) When a
character reaches level three, they will be allowed to specialize in a certain type of magic from
their chosen discipline. Each specialization has its own bonuses and advantages and cannot be
changed.
Each specialization has exclusive spells. When deciding which spells to take, one of these
unique spells does not count into the “known spells” allowed and counts as a bonus. If the
player wants to use more than one specialization specific spell, the second and third spells
count as “known spells”. For example if a person was playing a character with the Crystal
Healing specialization and currently had two spells available, they would be able to choose two
38
spells from the list, as well as an additional “bonus” spell from their specialization. In this case
that would be either Detect Poison and Disease, or Heal. However if they wanted both of the
spells from their specialization, only the first would count as a bonus.
Find below a list of all specializations the books and TV show mentions. Since there are many
more possibilities, players can create their own and decide the bonus it grants. It is mandatory
Disciplines
When creating a character, the player has to think of the discipline the character’s magic is
linked to. The Brakebills’s system is divided into six umbrella terms that cover more specific
magic. They are: Physical, Natural, Illusion, Knowledge, Healing, and Psychic. While some find
their discipline rapidly due to an obvious specialization, others might have a kind of magic that
fits under many categories. When the player chooses their discipline, it is important they keeps
Physical
Physical magic is a type of unrefined magic that manipulates the properties of matter and
energy, allowing a magician to play with the laws of physics and even modify the structure of an
atom.
The physical students, known as the Physical Kids, live in a Victorian-era house called The
Cottage28. The first floor holds the kitchen and a large living room where some objects are
magically glued to the walls and ceiling due to past memorable parties. The students’
28 Note to GM: In the books, there are fewer than a dozen students who possess that discipline. The TV show seems to
disregard that aspect, having a fuller house. It is up to you to decide which approach you prefer.
39
Natural
Natural magic practitioners are known to be in sync with
Knowledge
Knowledge is the magical ability held by scholars of magic. The practitioners of Knowledge
magic have a deep understanding of magic itself and many are great spell creators.
Understanding the magical energy and how to create your own magic is hard work, which leads
The Knowledge students are housed in the attic over the school library and have a privileged
access to it when it is closed. The main area consists mostly of study rooms and large
bookshelves.
BONUS: +2 MAGICAL POINT, + 1 LIBRARY USE, + 1 HISTORY, CHOOSE ONE EXTRA SPELL
ALLOWED BY YOUR LEVEL.
40
Illusion
Illusion is the art of mastering the five senses and being able
Healing
Contrary to the Muggle approach, magical healing rarely has to do with casts, surgery or
prescribing simple medicine. Students of healing magic, called healers, can cure and fix most
injuries via different types of spells, potions, incantations, crystals etc.29 They must master a
large range of magic types. After all, if magic can help, it can also harm, and they must know
There is little known about the healer’s housing, but it is most likely near or over the clinic,
allowing students to rapidly access patients, have practical classes and do most of their
experiments.
BONUS: +1 MAGICAL POINTS, + 1 LIBRARY USE, + 2 MEDICINE, THE CHARACTER ALWAYS HAS
THE INGREDIENTS NEEDED TO CREATE A HEALING POTION.
29 Note to GM: The TV show seems to hint that healers get their knowledge from the school infirmary, where they treat
students and staff members. It is more of a practical approach to magic than a theoretical one, which differs from
other disciplines. Since it is not explored in the books, it is up to you to have students at the clinic.
41
Psychic
Psychic magic is related to the mind and the soul. It takes a great mental strength to practice it
and beginners need to concentrate and meditate long hours. By mastering it, they can
communicate telepathically, tell when one lies and in rare case, read minds. Many noted that as
someone gets immersed in psychic magic, their obsession with death or seeing the future
grows.
The psychics are housed in a simple building on the campus. Inside, everything is made for the
students’ minds to open and for them to get focused. They have special coves to meditate and
a room designed to amplify their psychic powers. The house has a calming atmosphere and
42
Name Description Bonus Bonus Spells
Physical
+1 Nature, - Control and Create
Aquamency Water manipulation Advantage on water Water
spells - Water Breathing
+1 Nature
- Control and Create Ice
Cryomancy Ice manipulation Advantage on ice
- Ice Storm
spells
+1 Medicine
Fixing small to
Mending medium objects
Advantage minor - Mending
healing spells
- Daylight
Phosphoromanc Light manipulation +1 Nature, +1 Stealth - Pass without trace
y - Sun Flare
Natural
+1 Nature,
Rock and soil - Earthquake
Geomancy manipulation
Advantage Natural
- Move Earth
Spells
+1 Nature, +1
Plant study for
Medicine,
Herbalism medicinal and mental Ability to create - Locate Plants
use
potions
+1 Nature
- Plant Growth
Plant manipulation Plant manipulation Advantage on spells
- Speak with Plants
requiring plants
Illusion
Blending into your +1 Street Smarts, +1 - Alter Self
Camouflage immediate environment Stealth - Mislead
43
Usually reading the - Nystul Magic Aura
minds of lower-
Mind Reading intelligence creatures or
+1 Bluff, +1 Insight - Mind Reading
- Phantasmal Force
people without wards
Capacity of projecting
- Mirage
Projection objects and places in a +1 Bluff, +1 Library use - Weird
room
Knowledge
+1 Medicine, +1 - Blood Magic
Hemocology Study of blood (magic) Intimidation - Word as Bond with Blood
- Manipulate Time
+1 Concentration, +1
Horomancy* Study of time Athletics
- Time Port
- Time Stop
- Elemental Weapon
+1 Library use
Metamagic Study of magic Advantage on any
Ability to create own spell
academic spell with GM approval
Study of the
+1 Insight, +1 - Augury
Probability* probability of an
Perception - Probabilty
event
Healing
- Heal
Using crystal - Detect Poison and
+1 Religion, +1 Disease
Crystal magic properties to
Medicine
diagnose or heal
Advantage on rolls when
use with crystal
44
Mastering the art of +1 Medicine, +1
potion creation for Inspiration Point,
Potion Magic many healing Ability to make
solutions potion
+1 Medicine, +1
Care of Magical Focus on healing Animal Handling - Heal
Creatures methods for animals Advantage on animal - Restoration
healing
Psychic
- Astral Projection
Projecting one’s mind +1 Concentration, +1
Astral Projection outside of their body Investigation
- Dream Projection
- Planar Visit
- Dream Sending
Ability to manipulate - Dream Viewing
Dream manipulation someone’s dreams +1 Bluff, +1 Religion
- Nightmare
- Clairvoyance
Ability to see or +1 Insight, +1
Divination predict the future Perception
- Send Spirit
- Summon Spirit
Manipulating, adding or
- Manipulate Memory
Memory magic removing one’s +1 History, +1 Bluff - Retrogression
memories
Controlling a creature
with lower +1 Animal Handling, - Command
Mind Control intelligence or +1 Intimidation - Suggestion
without wards
*Though it is classified as a specific discipline, it is its own form of magic and is only classified for housing purposes.
45
Choosing a Specialization
As explained before, some characters will have no access to magical power. In order to balance
their stats, and since they do not have a discipline, they are allowed to choose a class. Theses
are inspired by Dungeons and Dragons 5th edition, GURPSS, and online discussion about
Scholar
Scholars are known in both worlds to be highly educated, resourceful and with a specific field
of interest where their knowledge grows constantly. They value knowledge and its power,
Adventurer
Adventurers are known to always be where the action is, and they are generally seen as
“generic heroes”31 but do not mind breaking or bending the rules when needed. Some might
see them as a group of lawful people or total chaos agents, but in fact, most adventurers deal
in shades of grey; heroes that only do good (or bad) are for books and are rare in real life.
In Fillory, they are known to rarely stay in one place, walking the land, doing quests and
exploring new places. They are the heroes people sing songs about in taverns, and their
exploits speak for the kind of adventurer they are. On Earth, they are those who explore the
world, seek adventure and rarely stay in one place their entire lives. Many of them have either
books about their exploits, youtube channels, blogs or even media coverage.
46
Fighter
Fighters are known to be where the action is! When a
if need be.
Artist
Do not look upon an artist, for they are those who paint the world the way we see it! From
their melody to their craftsmanship, artists are versatile and can learn new skills quicker than
others.
In both worlds, musicians are known and appreciated by most of the population; however, on
Earth, this career can lead you to glory or poverty. In Fillory, most artists goes from village to
village, selling their skills and honing and improving their crafts. For most Fillorians, the artistic
47
Commoner
The commoner is also known as the everyday person; the one who wakes up in the morning,
lives their life, and goes back home in the evening to be with their family or loved ones. There
are many heroes in the world, but for them, adventures and fights are for other people.
Commoners enjoy the simpler life that sometimes might look boring, but in the long run, they
are known to survive longer, since they rarely chase danger and danger rarely finds them.
48
Name Description Bonus
Scholar
Adventurer
Quester Walks the world with a specific goal in mind +1 Nature, +1 Medicine
Fighter
49
Local heroes of a town, people know them for
Folk Heroes +1 Charisma, +1 Wisdom
their exploits
Artist
Commoner
Farmer Those who plow the earth to grow food +1 Nature, +1 Strength
50
Part VI: Flaws
In order flesh out around your character and make the game more interesting, your character
must have one to two flaw that they will carry during their adventures. Below is a list of
suggested flaws; however, a player can create its own flaw with the permission of the GM.
51
Affected by dyslexia, a Only concerned with
learning disorder marked increasing power and
Dyslexic by impairment of the ability Power Hungry
knowledge, no matter what
to recognise and stands in their way
comprehend written words.
Always underestimated by
Would rather use war and people and rarely taken
Hostile violence than words when Todd seriously, even when a
resolving an issue situation is important
52
Part VII- Equipment
Much like any tabletop role playing game, characters will gather equipment, spell components
and trinkets throughout the game as they face foes, go to shops or at the GM’s discretion.
Starting Equipment
Depending on the choices players make during the creation of their characters, they
will start with different type of equipment at the beginning of the game. Those can be
Talking Animal 2d4 +80G Whetstone to sharpen claws, English dictionary, 3 candles
Money
To simplify the exchange rate, $1 (Earth Money) equals 1G (Fillorian Gold). It is at the
GM’s discretion to decide if both worlds accept the other’s money or if players need to
53
Weapons and Armour
Other than spells, and as some do not carry magic, the use of weapons and armour is
important during battle. As most of them are handmade, the craftsmen who produce them are
as important as the items themselves. A well-made blade can save a life, while a poorly-made
one will give you problems, no matter the price you paid for it.
This game will use the frame of Dungeons and Dragons 5th edition (p.143-149) and simplify it.
Weapons
Propriety Description
Provide a specific advantage but has a cost at every turn (i.e lost
Cursed
of hp, disadvantage on roll, unable to use for two turns, etc.)
54
The amount and types of weapons are only limited to the players’ imagination! In more than
one action movie, a mundane thing becomes the weapon that will save the day. There are two
types of weapons and they are both needed in battle. The melee weapon is used during close
combat, while the range weapon is better at long-distance targets (more or less five feet or
more away).
The price of the weapon and the bonus damage is up to the GM.
Armour
There are many types of armour and protection and their rules may vary between the different
The GM is encouraged to use the table above to create different types of armour with their
own stats or added magical proprieties (and the bonus it might imply).
55
Chapter 2
How to Play
Dice Rolling and Their Meanings
There are two major ways to roll in the mechanics of the game. One is in combat, the other is
In combat will be fully explained in Part III of the book where mechanics are explained, but as a
quick introduction, when two players are playing against one another, they must roll 1d20 and
add their modifier. The one with the higher roll is the winner. In case of a tie, the person who
instigated the combat wins. For example, if a player rolls an eight and has 2 modifier, they get
a 10. If the second player rolls a 12 and their modifier is -1, they now have 11. The second
player win.
While doing an action is mostly using your ability check and other skills. In order to simplify the
system, for this game, a player rolls 1d20, adds the modifiers, and checks the results.
56
The action does not succeed and even has a
Failure 1 or below* consequence or bad outcome
Bumbling Success 6-10 The action mostly works but part of it may fail
*If a player falls on 1 or 20 with the roll of dice, their modifiers do not apply. We called theses
rolls ‘’natural’’ (natural 1, natural 20) and they have the strongest effect on a good or bad
Modifiers
There are six main abilities in the game: Strength, Dexterity, Constitution, Intelligence and
Charisma. In the character table, they are referred to as Skills. When required, they are also
Dexterity: Agility
Charisma: Personality
57
We suggest that monsters encountered have their own modifiers depending on their type. Of
course, the stronger they are, the more powerful they should be. Modifiers can also be
negative. For example, if a monster is particularly stupid, they can have a modifier of -3 in
intelligence.
an advantage or a disadvantage. These can be literal game changers that the GM can grant.
Bear in mind that monsters and enemies can also have them.
An advantage allows players to roll their dice twice and to choose the highest number rolled. If
the first roll is a five and the second is a 10, the player disregards the 5 and plays with the last
roll.
A disadvantage is the opposite. The player rolls twice and keeps the lowest number. In the
Saving Throws
A saving throw is the attempt to resist a spell, a trap, a poison or anything thrown at the player.
The player rolls 1d20 and adds the modifier required. For example, if a monster casts a spell
toward the player who wants to dodge it, they will have to add the Acrobatics modifiers and
Ability Check
When performing an action, a player might be asked by the GM to roll 1d20 for one of their
abilities to see if the action worked. For example, if a player wants to sneakily enter the
Brakebills library after hours, the GM could ask them to roll a sneak check. The player has a
58
modifier of +1 in sneak and rolls a six. Therefore, their score is seven, which corresponds to a
partial failure. The GM could then grant them access to the library, but with a consequence
Passive Check
A passive check can be made when the quest requires the same skill to be tested repeatedly.
Instead of rolling every time, the GM can ask everyone to perform that action, and base their
decision on the results. The passive score equals: skill score + modifier +10.
For example, this part of the game asks for a lot of perception check in order to find a hidden
door. The GM asks for the player’s passive check. As they have +3 in perception and we add
10, the passive check’s result is 13. Therefore, we can assume that the perception actions for
this quest are always going to be a bumbling success. If the player wants to challenge this and
have a complete success, they can roll. However, if the results are lower than what the passive
check gave, the player must stick to their new results. Therefore, if the player rolls and sadly
gets a two, if we add the +3, they will get a partial failure for this specific search. In conclusion,
contesting a passive check can be at your own risk, but you could pay big.
Abilities
★ Acrobatics: Movements that require body dexterity such as reflexes, avoiding damages
★ Animal Handling: Whenever there is an animal involved in the action, this ability helps you
to either tame it, mount it or to try to determine what its next action will be.
★ Athletics: Movements that require body strength such as jumping, swimming, climbing, etc.
59
★ Insight: Helps to find the true intentions of a person in front of you, by reading body
language, speaking habits or telling if they are lying. Good to counter- bluffing.
★ Intimidation: When a character tries to influence another person with threats, physical
★ Investigation: When a character looks around for clues or tries to deduce a solution from
what they are seeing. On a good roll, players can either find a specific object, recall an
★ Library Use: Useful when a character tries to recall a fact, a spell, or a historical event. Can
also help when players try to find a new spell in a book, a bookstore or library.
★ Medicine: Grants knowledge of diseases. Helps with diagnosing and stabilizing another
player.
★ Nature: These characters know a lot about plants, trees, rocks, etc. They can, for example,
tell if certain plants are edible or if the ground is in good condition to cast a natural spell.
★ Perception: Gives characters awareness of their surroundings with visual clues, odours or
★ Religion: The character knows a lot about deities and their magic, cults, holy symbols, etc.
★ Sleight of hand: Comes in handy whenever this character tries to use hand tricks, like
pickpocketing someone. Also important for magicians for spell casting, as their hand
movements are complex, and a bad sleight of hand could make the spell fail.
★ Street Smarts: This character knows a lot about the underground system, its people, and
60
Resting
During their adventures, characters will have to take some down time or well-earned rest. This
is important not only for the logical aspect of storytelling but also for the characters to get
their hit points back. For each level gained, use an additional hit dice.
Short Rest
A short rest lasts between one and two hours. Usually, it is a rest before a fight, when players
are eating or taking a short nap. A player uses half of their hit dice to roll the number of hit
points they get back. If the player is level one, they get no hit dice for a short rest and if the
Long Rest
A long rest lasts between three to six hours. Usually it is a long discussion, the planning of a
fight, a ride toward a place or a long nap. The player rolls all their hit dice, so if the player is
Inspiration Points
Inspiration is a mechanic the GM may use during the whole campaign and aim to reward the
player. It can be given at the GM’s discretion and can be awarded for many different reasons;
quick thinking, good use of an object, in-game bonding moment, bringing something exciting
into the game, etc. When used, the inspiration points give the players advantage on the roll
they are making. Once used, they disappear and will not be regenerated. Only the GM can
61
Part II—Combat
As your quest advances, you might have to fight against people, beasts, or other horrors your
GM can come up with. To avoid confusion, there is a system to make the combat less chaotic
Initiative
Using the same system as Dungeons & Dragons 5th
edition, to know the order of attack, each player and creature/opponent rolls a d20. The
highest score will start and then everyone else’s turn will follow, from highest to lowest number.
When everyone has played their turn, repeat the same order until the battle is over.
Creatures/opponents may be counted as one roll and attack at the same time, or as several roll
attacks at different times. It depends on the type of foe and if many attacks would slow the
pace of the game. It is up to the GM to decide what is best for the game.
What’s In a Turn
Each player’s turn in battle consists of two main components: an action, an attack or a
defence.
62
An action could be walking toward the creature, hiding behind a column to create a surprise
attack. or gathering the ingredients needed to invoke something. Talking is a free action.
An attack can be physical (with fists) or magical (with spells). Spells have a point system and
some might take more points than others to be cast. See Part III—Spells for more information.
Surprise Attack
If a character surprises an opponent, they gets to perform a round of attack before rolling
initiative, as the opponent is unaware of a presence and its intentions. However, if the party is
Fleeing
At a player’s turn, they can decide to flee instead of attacking. It still counts as an action.
Fleeing is used either to retreat to one’s party that was far away or get away from the scene.
The opponent gets to perform one last round of attacks as the player runs away.
Taking Damage
If the player is hit either by physical or magical power, they
will lose hit points. Most of the spells will tell what kind of
player. For that spell, the opponent has to roll 2d8. You
then add the results of each roll to know how much has to
63
Temporary Hit Points
When taking damage, the section Temporary Hit Points of the players’ character sheet takes
importance, as it allows the player to write when they lose points and to know their health
damages taken are higher than the Hit points available. Do not fear, as it does not mean that
Zero means unconscious. The player has passed out and can’t move or play for the rest of the
turn. To save themselves from death, a player must roll 1d20. If players get at least 10, they are
safe from death, unconscious, but alive. If they get nine or less, it’s a failure. A player can roll
failed attempts.
If the damages taken are so high that the HP doesn’t only go below zero but reaches half of
the character’s hit points, they die instantly. For example, the character’s maximum hit points is
20 and the damage taken is 30, which brings their score to -10. Since 10 is half of 20, the
64
Part III—Spells
The world of The Magicians revolves heavily around people and creatures with magical powers.
Magic is an element in all the different worlds, just as earth, air, fire or water. For this reason,
player might know the spell, but if it is not listed in the known spells of the character sheet, it is
impossible for a character to cast it. If a player learns a spell through gameplay via books or
other players, they will be able to cast it, with disadvantage. Any failed attempt gives them 1d8
32 A list of all the spells and cantrips is provided from p.134 up to 165
65
If the suggested level is higher than the maximum level achievable by anyone other than a
good or niffin (anything over 30), the player who wants to cast the spell must find an item that
grants them the power needed. Those objects always come with a price. They are rare and well
protected.
Magical Points
Magic is not an unlimited resource magicians can tap into whenever they want. It has
limitations and if the character exceeds them, the consequences are catastrophic (see Over-
Spelling Yourself or: How to Become a Niffin). To represent these limitations, a point system will
In the spell section of the index, you will notice that each spell has points. Those are the
amount of magical points needed to cast it. The magical points are restored after a long rest or
Cantrips do not require the use of a points and can be used at any moment.
out loud. As explained in World Building, they will learn how to nonverbally cast during their
harsh training in Brakebills South. If the character is a first year, they will not be able to cast
non-verbal spells until then. If the character is gagged or silenced by another spell, they will
If the game is played in any other timeline, the mechanics of the game require that you need
to be at least level five to be able to do non-verbal spells without any problem. This translates
as follows:
66
Area of Effect
Some spells have an area of effect, meaning they target a general area and not one specific
point. It is usually specified in the spell description. The centre of the spell will be more
effective than the extremity of the circle. To know the damages caused, roll 1d8 or what the
spell recommends.
For example: the player casts a spell that causes 20 points of damages and has an area of
effect of 10 feet (three metres). Any creature or character within that range will receive
damage.
Cooperative Spells
As you will see in the list of spells, there are some spells that require to be cast by more than
one magician at the same time. Sometimes, but not always, it requires a specific number of
casters. Usually, this is due to the high energy demand of the spell.
If one of the casters rolls a failure, the cooperative spell automatically fails. Otherwise, use the
In combat, for the spell to be a success, the result must be higher than the opponent’s. In the
The spell points have to be divided between the caster; however, the distribution can be
unequal. In a 10 point spell, one character could use one point while the second one uses five
and the last one uses three. The total will be 10. This is to symbolize that some characters are
67
Over-Spelling Yourself
or How to Become a Niffin
Your magical strength is the amount of magical power you have within you. As explained
before, humans have a limited amount of magic they can use without harming themselves.
However, they can cast despite not having the level or the magical points.
First, the player announces their intention to the GM. This can’t be done in secret. Then, the
player rolls d20, minus the number of magical points missing, to be able to cast the spell. The
Bumbling Success 6-10 The action mostly works but part of it fails
For example, a player wants to cast a spell that has 10 magical points, but the player only has
six. They then must subtract 4 from the roll. If the 1d20 was a 13, we do 13 – 4 = 9, which is a
bumbling success; the spell succeeds, but the player takes 3d8 damage.
If the player turns into a Niffin, it is important to read the Niffin section in Character Creation –
68
Part IV—Level
2 HP 3
3
3 HP, +1 Magical Point, +1 Ability Score
4 HP 7
6 HP 10
4
7 HP, +1 Skill, +1 Ability Score 11
8 HP
12
9 HP, +1 Magical Point, +2 Skill
10 HP 14
12 HP 16
17 HP 19
19 HP 21
69
LEVEL UP FOR HEDGE WITCH
Cantrips Spells
Level Gain known Known
2 HP 2
2
3 HP, +1 Dexterity +1 Ability Score
4 HP 3
6 HP 8
3
7 HP, + 1 Skill, +1 Ability Score 10
8 HP
11
9 HP, +1 Inspiration, +2 Skill
10 HP 13
12 HP 16
16 HP 19
18 HP 20
20 HP 22
70
LEVEL UP FOR MUGGLE
Level Gain
1 HP, +1 Inspiration
2 HP
3 HP, +1 Skill, +1 Ability Score
10 HP
11 HP, +1 Strength, +1 Ability Score
12 HP
13 HP, +3 Inspiration, + 1 for 3 Ability Score
14 HP +1 Strength
15 HP, +1 Skill, +1 Bonus Attack per Fight
16 HP
20 HP
71
LEVEL UP FOR THOSE WITH MAGICAL TRAINING
Cantrips
Level Gain known Spells Known
2 HP 2
3
3 HP, +1 Strength, +1 Ability Score
4 HP 5
6 HP 9
3
7 HP, +1 Skill, +1 Ability Score 11
8 HP
12
9 HP, +1 Dexterity, +1 Skill
10 HP 14
12 HP 16
18 HP 20
20 HP 22
72
LEVEL UP FOR THOSE BORN WITH MAGIC
Cantrips
Level Gain Spells Known
known
2 HP 3
3
3 HP, +1 Strength, +1 Ability Score
4 HP 7
6 HP 10
8 HP
12
9 HP, +1 Ability Score, +2 Skill
10 HP 14
12 HP 16
16 HP 19
18 HP 20
20 HP 22
73
Part V- Push
‘’Okay, the rules of Push are simple. It's like the game War.
Two players. Each draws a card. High card wins the hand. When the deck is gone, the game's
over.
But the real art of the game is knowing how to cheat. See, a shuffled deck of cards is not a
fixed thing. It's a cloud of possibilities and you can change the odds if you know how. Put
the right card into your hand, or the wrong card into your opponent’s ... The more
probability spells that you throw around, the more improbable things can get. ... Breaking a
tie is complicated. Get the hats. You throw cards into a hat, and whichever you sink, you
score like a poker hand. Straight flush.’’
As the above excerpt from the fourth season shows, Push is a game of mastering the
probabilities, spells, and surprising your adversary. There are even more rules in the book
version of Push, but as the game already needs to be simplified for a tabletop purposes, they
will be ignored. Know that the GM is more than welcome to incorporate those wild cards and
74
Rules
2. The player casts a spell on either the deck of cards, their opponent's hands, or their
★ Jack is worth 11
★ Queen is worth 12
★ King is worth 13
★ Ace is worth 14
★ Joker is worth 0
5. If the players draw the same cards, and to replace the odds of throwing cards in a hats,
★ At the end of the five rolls, the players will have between zero to five cards. They
add the total of the cards they have. The highest number wins.
75
Casting Spells
To cast a spell, the player must roll 1d20 + Sleight of Hand. To determine if it works or not,
Partial You keep the same nothing changes in the player's hand, the card stays the
5-11
failure card you have drawn same
Partial
20+ You automatically win the turn
Success
76
Part VI-Welters
‘’ Welters is a game of circumstances. Simply put; we beat that squad of flower power ass
clowns by casting to capture those squares…the squares won’t make that easy. Each
one represents a different location and a different set of circumstances, so you can’t
just cast. You actually have to know how to cast for those complications that adjust
in a dozen ways. If you get any one of them wrong, the whole thing goes to ash. ‘’
centre, two teams of five people face each other. Each tile
The black tile is the hardest to gain. When a spell has been successfully cast, the casting team
wins it. The goal of the game is to conquer as many tiles as possible.
Therefore, before the game, the GM will have prepared a unique board of 4x5” and have
prepared their own circumstances, keeping the two hardest to accomplish for the two black
squares. You will find an empty template at the end of the book. GMs are more than welcome
77
1.Each team has a maximum of five people. If a team has only three players, the
2.Each tile has a number from one to 20. This allows everyone to know on which tile
3.The player rolls 1d20, the number will equal one of the tiles on the floor.
4.The GM will announce the circumstance, but if the tile has already been claimed,
5.To claim the tile, the player casts a spell that matches the circumstance.33 If they
succeed, the square becomes taken, no one else can use it, and the team gets a
point. If the player fails, they lose their turn and get no point.
★ Magical points count! Casting a cantrip might be a safer bet, but you
The spell goes against you and you get the amount of damage it
Critical
1 inflicts. If it is not a battle-specific spell, roll 1d10 of damage, unable to
Miss
heal until the game is over.
2-5 Failure The spell barely worked or didn’t at all. The player can’t claim the tile.
5-11 Neutral The spell worked, the player can claim the tile.
11-19 Success The spell worked, the player can claim the tile and reroll
The spell was really successful and roll 1d10 to know the number of
Critical tiles they have taken out, counting the one they were aiming at (so
20
Hit nine others). Those tiles have to be connected and near where the
spell was cast.
78
Chapter 3
World Building
This portion is mainly for the GM, who will create the different adventures and encounters of
the players. Of course, if a player isn’t familiar with one aspect of the world, this chapter is
meant as a guide for these circumstances. It is recommended to have read Lev Grossman’s
Part I—Magic
Human Magic
To cast a spell, humans either have to perform an invocation using a specific ritual or to cast
with precise hand movements. Humans are granted magic by the gods and its energy is bright
white and blue. We see an example of its embodiment in The Wellspring in Fillory. If humans
The level of connection to magical energy isn’t equal for all humans. Some have a strong
connection, while some have to concentrate and focus rather intensely in order to find it, and
others don’t have any connection at all. This may be one of the reasons why humans have a
limit on the magic they can channel. If they use too much of it at once, their body will be
consumed by magic and they will turn into a niffin, a creature made of pure magic. For more
information, see Niffin under Chapter one Part III—Races Achievable only During Gameplay.
79
God Magic
Gods are higher powers who created the different worlds magicians and other creatures live in.
The old gods are the same as in Ancient Greece. The new gods seem to currently be in charge
Transmitted by the parents, god magic can also be removed from the holder by an older deity.
This explains why old gods have more power than the new ones. God magic is like a seed and
has to be nourished. Any type of creature or human can receive it, but for the power to grow,
the holder must show that the way they will use the power is selfless and good. This is how
Julia Wicker became a goddess named Our Lady of the Trees in the third season of the
television adaption.
There has been a hint that god magic is also linked to other mythical magical events, such as
The Wind of Fate whom, if blown near you, can give you a glimpse of a potential future you
could have.
★ Reynard
80
Dragon Magic
Known to live both on land and underwater, there are several types of dragons. They resemble
what mainstream media portraits of dragons: giant fire-breathing lizards. They are known to
hoard precious magical items and to have the ability to speak human languages.
As actual magical creatures, dragons are able to create portals between worlds, but they also
serve as a portal themselves. For example, if a human is eaten by a dragon, the person would
portal.
requests (s04e08).
Riders of Porn.
Baby dragons and dragon eggs possess strong pheromones that, when touched by a human,
enchant the person to become as protective and parental as it was their own child. It makes
81
those affected go into a ‘’pheromonal craziness ‘’ state that clouds their judgment and the only
This can have a strong effect and the aftermath was coined as an ‘’egg hangover,’’ where the
person enchanted has a deep need to touch normal eggs and eat any egg-based meal.
Known Dragons:
★ Bookwyrm: Neitherland’s library dragon who feeds on books that need to be sent to the
underworld)
Fairy Magic
Just like dragons, fairies are magic and obey different laws than humans. They wield a darker
82
using it when there is a shortage of magic to gain more power while they can (S03E10).
humans. Indeed, when their access to magical energy is cut out, both creatures on Earth and in
Fillory are still able to cast magic. It has been theorized that it is because they are made of
magic and it is therefore part of them, not dependent on an outside force like it is for humans.
In an episode of the third season, we learn that a Traveller’s magic follows the same rule.
Despite being unable to cast a magic spell, a magician traveller can move from one place to
another without problems. This power is a part of them, theoretically in their DNA, and not a
try to strip away the magic he had granted them. This is why he created seven golden keys,
using his own magical powers to give humans another way of accessing magical energy. He
then hid them on Earth and in Fillory. The person seeking them would then have to pass a
series of tasks to prove themselves worthy. Many have tried and many have failed. We know of
On the TV show, the first quest is completed by finding a nameless and authorless white book a
the New Jersey library. The book appears empty at first, but eventually the first chapter forms,
explaining the first task of the quest. The second chapter appears only when the first key is
83
retrieved. In the book, the tale is told by the first person
quests aren’t the same, but the keys exist for the same
★ Illusion: Creates an illusion of what one fears most. Changes from person to
person.
★ Truth: Reveals hidden things such as a secret or someone that was hidden in the
room by magic.
★ Time: Brings one back in time to Fillory, before the Chatwin reign, to a small
cottage where a puzzle must be solved. There, one will find 784 tiles of 15
different35 colours and must find a way to show the beauty of all life. 36
★ Abyss: Reveals one’s darkest thoughts by embodying a version of the key holder
that only they can see. It will then point out every single bad thing and self-
criticism the holder has thought of themsleves. Most of the time, it leads an
★ Unity: Brings back all the quest participants together, as inevitably one of them
will feel left behind.
34 For the complete story seek Appendix 4: The Tale of the Seven Keys, p.173
35: 17,366,606,286,739,300,000,000,000,000,000 possible patterns
36: The answer being a life lived, full of happiness, love and family bound. Only at the end of your life you can reflect on how
beautiful your life really was (s03e5).
84
Tattoo Magic
In the universe of The Magicians, tattoos are more than decorative. They are able to contain a
lot of power, show ranks, and even stop magic itself. From context clues, it seems to be mostly
practiced by Hedge Witches, though those who are classically trained are also known to use it
on rare occasions.
Hedge witches’ tattoos are known to be less precise, which means the same shape might
encounter different effects or counteract with a traditional spell, creating a magical outburst
that kills the tattoo holder . This was discovered accidentally, when the Library did a spell
tracking money the hedge witches were using that were killing those with less precise tattoos.
Known Tattoos:
● Cacodaemon Barrier: heavily intricate and personalized with the first letter of the name
of the host: it opens a portal that allows a Cacodaemon (fire demon) to be put inside
your skin and can be released when set free by the host with a specific set of words
chosen by the person during the time of binding. The process is painful and once the
● Hedge Witches Level System: As explained in the character creation chapter, the Hedge
Witches use a system of stars and numbers to show what level they are, how strong they
● Reed’s Mark: Symbol that stops any kind of magic to be casted, voluntary or not.
● Kady’s tattoo: Gives Kady Orloff-Diaz a 20/20 vision in the dark (01x06)
● Anchor: Keep traveler’s body bound to one place, making them unable to travel
between places, whether voluntary or involuntary. This does not stop them from astral
projecting, however.
85
The Dewey System
‘’... As in Melvil Dewey, the most famous librarian of all time. He has his own decimal system ... In
the new world order, there's just enough magic in the air to keep the boring masses fat and
happy, but you got an itch to do something bigger, you have to file a request with the Library.
They decide if you're trustworthy, and they give you a cute little battery in the shape of a
coin.They put the faces of famous librarians on there, but Dewey's the only one people can
remember. Well, and Laura Bush, but Bushes just never stuck. ‘’
Deweys are rare and hard to get. The background is exhaustive and seems to be largely given
to people that already held power. It seemed nearly impossible for a commoner to have access
to it. There is also a credit-card-like system used by the Library where the holder can get as
many Deweys as they want, no questions asked. It is heavily implied that only people that are
looking to keep the system in place or with a large amount of power have access to them, and
only a few of them exist in the world. The cards are almost impossible to counterfeit and the
moment one is reported stolen, the card ceases to give unlimited access to magic.
It seems that the Dewey system did not survive the collapse of The Order of The Library (see
page 121) at the end of season four, though this part is purely speculative.
Part III—Earth
“If magicians on opposite sides of the world develop varietals of the same spells without
ever crossing paths, imagine what we could accomplish by working with each other.”
- Meliss Weigert
The Magicians plays a lot with the concepts of alternate worlds, multiverses, and alternate
timelines.
86
This is why this chapter is divided by worlds and not places. The main world is Earth, where
most magicians and Hedge Witches come from. The book mentions the existence of many
magical schools all over the planet, though this is never explored further.
★ Dragons ★ Cacodaemon
★ Niffins
Brakebills
Established in 1763, Brakebills College for Magical Pedagogy, or Brakebills University in the TV
show adaptation, is the first magical institution to have been built in North America. Located
somewhere in the vicinity of Brooklyn (New York), it houses many students who, in the course of
37: In the books, it takes five years to complete the program, while it takes three years in the TV adaptation.
87
over the world. Brakebills takes pride in having some of the most brilliant and renowned
Admission
It is through a selective admission process that the students are chosen to enroll. Anyone who
fails the entrance exam will have their memories wiped, only to forget a few hours of their day.
The test is divided into two parts. First, the applicant will have to fill an enchanted booklet that
has the appearance of a written exam, but changes depending on the answers given. This helps
determine the applicant’s true potential. At the end, a large percentage of the students will be
cut from the process. The second part of the test is a practical test, which takes place in front of
a board of examiners, mostly professors or members of the school board, as well as the dean.
After the candidate shows their abilities, they will be asked to leave and those who are selected
will meet with the dean. He will then explain the schools’ curriculum, the potential dangers, and
make the applicant sign a contract. It is only when the contract is signed that the applicant is
considered a student. Accepted students then move into a temporary dorm until their discipline
is assigned.
It has been hinted in the book that if the number of students accepted doesn’t reach 20,
Disciplines
There are six major disciplines studied at Brakebills: Physical, Natural, Illusion, Knowledge,
Healing and Psychic. Through a series of tests proctored by different professors, the students
are assigned to one of them and can move to their permanent house. (See Part V—Chosing a
Specialization in Chapter 1: Building Your Character.) Disciplines are a type of magic a student
will have a natural gift for. From it emerges each student’s specialization. There are as many
88
At the beginning of the year, most classes are shared
share classes.
Alumni Week
In Mendings, Major and Minor (s01e5), the dean organized a Welters tournament during this
week opposing the different specializations to showcase his students’ talent. It doesn’t seem to
The Trials
The trials are an invention of the TV show that still share a goal with some of the books’ events:
In the book, the third-year students are divided into two groups and one disappears until the
middle of the year, when it is time for the other group to disappear. Nobody in the higher years
is allowed to explain where the students are going. They will only discover it when, in the
middle of the night, they are awoken by a staff member, brought to a tower and turned into
geese. The students then fly as a flock towards the Antarctic, to Brakebills South.
In the show, the trials are the first year’s midterm exam. All students will perform a series of
complicated task to weed out the first years. Organized by the second-year students, the tasks
89
involve knowledge but also explores the task taker’s personality and ability to think outside of
the box; a good magician might have to break the rules for a spell to be perfect. The last task is
a ritual during which the students are paired and paint each other before binding their hands
and having to unbind themselves by telling one of the deepest secrets they carry, most of the
time displaying their vulnerability and their fear. When the ritual is complete, and the spell
succeeds, the student transforms into a goose that will fly towards Brakebills South.
Brakebills South
Hidden somewhere in Antarctica, Brakebills South is the second campus of Brakebills. There,
time seems to be as frozen as the ice outside. There are no clocks, and the sun never fully goes
down, hinting that it must be summer. On campus, everything is white: the view, the walls, the
bedding and the uniforms. Everything is designed to be monotonous and to avoid any kind of
silencing spell is cast upon the students for the first few weeks. The spell disappears by itself
most of the time without students noticing, as they have learned by then that silence is
sometimes necessary.
Brakebills South is designed to be one of the hardest moments in the students’ curriculum.
There, they work day and night to learn how to perform unspoken spells. Being able to cast
without saying a word and only thinking about them requires mental strength and deep
concentration. The students are isolated in their rooms, focusing on the spell they are required
to cast.
To return home, the book offers two options: a portal or a test. The test consists in crossing
Antarctica in the snow and the cold without clothes or accessories and only using magic. This is
meant to prove strength. While it is not mandatory, professors look highly upon those who try it.
In the show, at the end of their stay, students are sent back to Brakebills through a portal where
90
warmth awaits them. Contrary to the book’s half a semester stay in Brakebills South, in the
Seen only in the books, the final exam takes place during the last year at Brakebills. Students
are required to come up with their own test and to try to solve it with magical means. For
example, Quentin decides to try to fly to the moon, which requires him to cast a flying spell, to
account for oxygen deprivation and for loss of density in space. Failing the final exam does not
application. In Quentin’s case, he failed to reach the moon, yet graduated at the end of the
year.
Hedge Witches
Safe Houses
Safe houses are an underground system for hedge witches to find security, share secrets,
practice magic and be with other people who know about the existence of magic. There are
several in a city and each is run by a high-level hedge witch. Those leaders answer to the top
Safe houses are usually found in an abandoned warehouse, secret rooms behind stores, or in a
highly-protected apartment; these places are meant to be secret and hard to find. Only an
initiate to the system should be able to know how to find them so no mere muggle waltzes in.
Magicians are aware of their existence and can also find them.
To enter, the hedge witch must be invited or have earned their first tattoo, as it shows any gate
keeper they is part of the organization. For more information on tattoos, see Hedge Witch in
91
Each house has its own binder of accumulated knowledge. It contains spells and rituals that
were earned through trades, theft, or exchange from other safe houses or magicians. Some
houses have more knowledge than others, making them more reputable.
FTB is an online chat resource for over-educated and depressed people, or at least, that is what
the website is pretending to be. A hedge witch who stumbles upon it will find a chatroom with
many other hedge witches from around the world. There, they share spells, life stories, and
support each other. It is a small but friendly group that is only active online. To protect their
identity, every user has a nickname and goes by it. No one uses their real name.
House in Murs
Situated in Murs, in the southern part of France, this house hosted level-250 hedge witches.
There, the small group exchanged spells and toyed with higher types of magic. Tragically, this
In the show, this group has been replaced by a group from FTF
Black Market
many magical items that are more or less legal can be found.
even trade. There are no questions asked about why you need
92
Lovelady
Much like the ‘’Dread Pirate Roberts’’ in The Princess Bride, Lovelady is a title that is given to
only one person at a time and can only be given by the predecessor of the title. This name has
great power within the underground magical community and is known to have many contacts
Usually, someone meets Lovelady through one of the contacts they already have. Before even
presenting himself, he will ask for a show of magic in order to assess a magician’s potential.
The name of the current Lovelady as of season four is Pete, a hedge witch who used to be the
second in command of the number-one safe house in New York. However, he now has the
Reed’s Mark, which makes him unable to cast any magic, though his connexion to the magic
Ibiza
Ibiza is a Spanish island known for its white sand, clear water, and parties for which magicians
receive an invitation titled “Magical festival-cum-orgy” (s01e06).
Magician Camp
Held by Genji, a world renown magician, it is hinted in the TV show that only promising and
The Plover House
Situated in Cornwall, England, the mansion-like estate is now a tourist attraction for any Fillory
and Further fan. The house is said to be haunted by the ghosts of Plover’s darker past and some
93
Christopher Plover
The fans know that despite the fact that his death certificate says he died of a heart attack,
Plover’s body was never found. Theories suggest he might still be alive, having found a way to
Fillory and exploring the land he once wrote about (See below for full detail on what really
happened.)
Part III.I
Fillory and Further: the Books and the Truth
The Books
Fillory and Further is a series of five books written by Christopher Plover during World War II. It
tells the story of the Chatwin kids: Rupert, Martin, and Jane (Fiona and Helen only appearing in
The Magicians books) and how they found a way to a magical land through a portal in a
94
Titles of the Books:
Later, Jane Chatwin wrote the sixth book, The Magicians, in which she explained her side of
the story and what truly happened to her and Martin. The story is eventually lost to time and
many consider it only a fan theory. In the TV show, Quentin will start writing the seventh book,
Title To be Determined, relaying his first attempt at killing the Beast with his friends (s01e13).
The Truth
Rare are those who know the real story of the Chatwins and Plover, but it is no fairy tale. The
grandfather clock Martin found and that leads to Fillory is really at the Plover estate, but the
older man manipulated the children into telling their adventures, which he simply transcribed
and published. Plover claims the idea of Fillory comes from the children’s imagination and that
he simply developed the idea and made the children heroes of their own stories so they would
feel a sense of happiness in the world. It helped hide the fact that he was just a con artist.
As his books gained in popularity, Plover became harsher with the kids, asking them to go to
Fillory to bring him new adventures but failing to understand that that the doors to the other
world don’t follow the children’s will, but Fillory’s. It’s during that same period that Plover
developed an unhealthy relationship with Martin, using his power over him to emotionally and
This eventually led Martin to fear Plover and create a deep need in him to stay safe in Fillory.
Unfortunately, the Gods, sensing a growing darkness in Martin, banished him from their world.
95
It would then take years for Martin to go back to Fillory, using trickery and powerful magic
before disappearing. Years later, he would reappear stronger and more powerful under a name
feared by all in Fillory: The Beast. Martin would then go back to the writer’s house and kidnap
Plover, who would then never be seen for decades. For more information, see The Beast in Part
IV—Fillory.
Plover was put in the dungeon of the Invisible Castle in Fillory and was kept alive by having his
forehead carved with enchantments that made him unable to age or die. He was tortured by
Martin for years until The Beast had a new target to torment: a group of kids sent by Jane.
These young magicians would try 40 times to destroy him (See The Beast for more information).
The group would end up saving Plover when they come to save a traveler girl that Martin had
Plover would then be sent to the Library to work under their order for eternity. This doesn’t last,
as he manages to escape with Alice Quinn, who sent him to a world where the air itself is
poison. Only the carving on his head made him survive this hostile environment and he would
end up leaving with two women: Zelda Schift and Kady Orloff-Diaz, who had come to the world
It happened that the same group that saved him from the Beast also saved him from the Poison
World. For a brief period he had access to Fillory to see the Drowned Garden he’d written in his
book, but the group’s clear distaste for him made him take a step back and return to Earth. As
of the end of season four, we have no idea where the author is.
In the TV show, Plover’s sister will eventually start killing the children to make sure Plover has a
quiet place to write and create. Their death is such a strong act of hate that the events got
stuck in a loop, making the ghosts relive the events over and over. Sighting of the murdered
kids and rumours amongst the employees of the tour contributed to the rumours of the house
being haunted.
96
Part IV—Fillory
Fillory is the name of the magical world in Christopher Plover’s book Fillory and Further and is
also a real place. Created by the Gods Ember and Umber, the world has one main land
separated in two distinct realms: Fillory and Loria. The continent is surrounded by many islands,
and the world’s air contains 0.02% opium. There are several types of creatures living there:
humans, dryads, nymphs, dwarves, and sentient trees. Humans occupy places of power and rule
appearance of a ram, but in the TV show, it is closer to a Satyr. As brothers, they are the
embodiment of chaos (Ember) and order (Umber). They created Fillory and the rules of the
land. It is because of them that only children of Earth can be crowned. For more information on
Both deities rarely interfere in mortals’ everyday problems, but they do try to help when a
group of magicians comes seeking assistance, as they see it as a form of entertainment and
because Ember easily gets bored. The show explores their demises at the end of the second
season. Upon discovering that his brother wasn’t dead but had fled to Earth, Ember kills Umber
in a rage. He then decides that this action was the last straw and triedsto completely get rid of
Fillory. This will lead to Quentin killing Ember with a sword. The death of Ember and Umber
angered the old gods and they decided to remove magic from Fillory and Earth, thus proving
97
Ember’s Security Message
‘’Well, this glorious emanation can only be triggered by world war, pandemic, arrival of hostile
or uninvited gods onto Fillorian soil, revolt of dwarves, or mass rising of the dead’’
Ember (04x01)
The security message placed by the god Ember is still in place despite his death and will
appear only to the crowned High King in a dream. It can’t provide answers to what is the actual
threat is or how to face it but warns the High King about a problem they might not be aware of
yet.
The Wellspring
Hidden in a half-rotten wooden shack in the middle of a forest, the Wellspring is a direct link to
the source of all magic in the universe. This type of magic is not only used by humans but also
by the worlds it is linked to. As Fillory is a magical land, growing a garden is done using magic
instead of fertilizer. There are many accesses to the source of all magic, but in Fillory, it is
A circular golden door decorated with alchemical symbols keeps the access to the Wellspring,
and the key to open it is a magic marble that has to be inserted in the middle of the door. This
marble is highly magical and only a master magician or someone with godlike powers can
When the Beast started drinking from the stream, his magical capacity increased drastically, but
at a great cost, as every ounce of magic taken away from the well wasn’t restored, causing
98
The Beast
After finding a way to get back into Fillory, Martin Chatwin decided to stay there forever to
avoid Plover’s mistreatment. To ensure he would not get kicked out by the gods, he realized he
needed to be more powerful than them. Martin eventually learned about the magical
properties of the Wellspring and began drinking directly from it, granting him god-like power.
With time, he also learned about darker forms of magic and encountered creatures who would
lead him to decide to part with his shade. Once shadeless, he lost most of his humanity, as he
was not burdened by emotions or moral implications, and his magical power grew. Eventually,
he would grow a sixth finger on his dominant hand, improving his casting abilities.
In time, the people of Fillory would start fearing him. and only the Watcherwoman seemed to
have the ability to scare him. But as Martin kept drinking from the Wellspring, Fillory lost more
of its magic and soon, the land that once thrived on magical power began to die and fade, only
Eventually, Ember and Umber will tried to confront him but Martin, now named The Beast,
overpowered them with dark magic. He then struck a deal with Umber, who agreed to be
forever banished to Earth. Through manipulation and illusion, the Beast and Umber make
Ember believe his brother was killed by The Beast so he would not try to find him. Seeing the
death of his brother convinced Ember of The Beast’s superiority. The Beast then exiled Ember
It will take the Watcherwoman’s magic and 39 attempts from the same group of magicians for
the Beast to be defeated. It is finally done when one of them, Alice Quinn, becomes a niffin to
kill him. In the end, a being made of magic was the key to defeat The Beast.
Despite the magicians’ victory, The Beast leaves Fillory in a poor state, his path of destruction
still visible through the land’s many problems, such as a lack of farming magic and magical
blackouts.
99
The Watcherwoman
In Fillory and Further, the Watcherwoman is a mystical figure that manipulates time and grows
a forest of clock-embedded trees. She wears a dark cloak, her face is never shown. She is
feared by many creatures and Fillorians. Martin, Rupert, and Jane flee when they sense her
Wishing to face and overpower her, Jane starts to learn magic and develop her powers. She
would soon have to put her newfound abilities on hold, however, as rumours spread through
the land that Martin was still alive and working with evil forces.
On her journey to stop Martin, she is sent by a questing creature to meet with the dwarves
near the mountain. There, they will teach her time magic (horomancy) and give her a pocket
quest.38
confront.
38:The old man being Quentin, who was trapped in the past in a quest to get magic back. He finds the key after living a full and
long life in Fillory. This whole story is explored in Life in the Day (s03e5).
100
Using her power of horomancy, Jane will create different sets of events, hoping that one will
end in the death of the Beast. As the time loops happen, a pattern starts to emerge and she
deems Quentin Coldwater to be the key to defeating the Beast. Each time his death happens
in a timeline, she will reset it, hoping that he will survive a new set of changes she had made.
Martin will track her down and in the 39th time loop to prevent her from succeeding; he will
possess a Brakebill alumnus named Mike and strangle her to death, making this timeline the
last she could ever try to defeat him. Luckily for her, it is during this time loop that The Beast is
In the books, Jane’s death is quite different. After the Beast is killed, the pocket watch breaks
as the time she played with catches up to her. As a result, she ages faster and ends her days
living in a small house near the dwarves’ mountain and tending to a garden.
★ 11- This timeline is compared to 1984 by George Orwell, as it is heavily implied that the
muggle government is aware of magic and is regulating it to a point of almost making it
criminal. (We see a hedge witch being arrested for having her tattoos) Death of the
main characters unknown.
★ 23- In this timeline, many people are killed in a terrible way by the Beast, but Alice
Quinn survives. After being contacted by Quentin from timeline 40 with the Tesla
Flexion, she finds hope in getting back Quentin from her own timeline and goes to the
underworld to bring him back. However, what she doesn’t know is that he doesn’t have
his shade, which makes him cruel and without morals. Quentin wanted Fillory for himself
so he easily killed the Beast, then the god Ember (which causes the gods to punish
humanity by removing magic in every world as a consequence). Quentin becomes afraid
of the potential of magic and admits to Alice that the only person who truly loved Fillory
like he did was the Beast. So he takes up his clothing, his way of terrorising people39
39 Such as using moths to cover his faces, growing a sixth finger etc.
101
and decides to kill every magician on Earth and every magical creature in Fillory40 . Only
a small pocket of people still survive in a post-apocalyptic way.
★ 40- The final timeline where Jane dies, so nothing could be rebooted. The Beast dies
when Alice Quinn sacrifices herself and becomes a Niffin. The main change Jane made
was not to admit Julia Wicker to Brakebills, leading her to be a hedge witch instead of
one of Brakebills’ most brilliant students.
40 We see him eating the White Lady, a Questing Creature and one of the most magical things in Fillory
41 See The Seven Key on page 173
42 See The Twin Monster on page 129
102
Castle Whitespire
Castle Whitespire is the main residence of Fillory’s monarchy. Built like a fortress, it has high
towers at every corne, protective walls, and a large wooden door. Inside, there are many people
working day and night to make the castle run, from cooks to guards and servants. The throne
room is large, and it is where the kings and queens spend most of their time working with the
council. The room has four thrones, one for each true ruler of Fillory.
The armoury isn’t for swords and armour, but for magical knowledge. As there was a large gap
of time between the reign of the Chatwins and the Waugh era, it has been ransacked of its
most valuable books. Through the revival of the castle, the armoury is slowly being filled again
so the monarchs and future monarchs can use it. When the Fairies took over the kingdom, any
constantly rotates the castle ever so slightly. After its destruction, the rulers discussed the idea
of not rebuilding the mechanism, but the decision was never known.
103
Known rooms:
The Monarchy
“By decree of Ember and Umber, the magical
world of Fillory, its native people and its
talking animals are ruled by Children of
Earth. Obviously.”
those four, one is named High King and one is named High Queen.43 They both have more
weight in decision-making, but ultimately, it is the High King who has the final word when a
The book gives no explanation on the coronation, but in the TV show, to be crowned, the
Children of Earth have to cross the Rainbow Bridge—a wooden bridge covered by thousands of
flowers blooming in a rainbow pattern—and on the other side, a knight waits for them to
challenge the future High King to a trivia contest. The purpose of the challenge is to prove that
the future kings and queens are not Fillorian, as only a Child of Earth would know the answers.
It consists mostly of trivia on TV shows, actors, and other pop culture knowledge. When the test
43: In the TV Show, there is a blade that can only harm High King and High Queens, making it easier to know who would be
ruling within the four members.
104
is passed, the High King is crowned and will then choose his High Queen and two people to
Before the Hanson reign, no Fillorian had ever sat on the throne to rule. It is only when Margo
Hanson gave temporary power to Lady Fen, before leaving on a quest to get magic back, that
Lady Fen became the first Fillorian to sit on a throne while a Child of Earth was still in charge.
The Elections
the campaign, members of the council and the High King ran
contrary to 500 000 Fillorians) cast their vote for a third party,
This will change the political views of Fillory for the future. For
The Coup
Newly-elected High King Margo left the kingdom rather quickly in order to bring back magic to
her land and other worlds. However, despite her success and Fillory having access to magic, it
105
took her several months to return44 . After receiving her crown back from Acting King Fen, High
King Margo quickly focuses on her Birthright Box (see below) and solving a problem with the
Talking Animals, who become unable to speak due to a foreign plant that had started to grow
and revert them back to their animalistic traits. She shows herself to be a dominant and violent
High King who threatens Codswall’s leader to give them the beets that would help the talking
animals; otherwise, she would kill their sacred animal (s04x07). When the new leader of Loria,
Queen Ru, (see Loria civil war for more details) comes to the castle, she schemes with a
reluctant Fen to overthrow Margo and put the Fillorian back to the throne. During a royal ball,
Margo learns that she must be overthrown and banished to be accepted by the Foremost from
a desert tribe. Fen obeys her wishes and use Ru’s soldiers to take over the Fillorian crown and
become High King, marking Margo in red iron. This is a sign to others that she is forever
High King Fen and Josh because ‘’The Gods had cursed them both’’ (s04x13).
44She had been under a spell, making her forget who she was and her position as High King. It took someone to break the spell for
her to come back to her old self. (s04x01, s04x02)
106
rule over Fillory until a new ruler comes.
Birthright Box
Guarded by Lord Fresh, a questing creature, this box has been prophesied to belong to High
King Margo. It is said that the prophecy talked about her reign, her memory wipe, and her
return to Fillory, where the box would be helpful. This is why, when she is still under the
influence of the memory spell, Lord Fresh seeks Margo out and tells her to come back once she
is herself. She does this almost as soon as she comes back as High King.
Inside the box there is a non-talking sand lizard that will help her in her quest in the desert and
those we have seen are the only ones or if there was more that simply were not shown:
1. The Bare-Breasted Laments : it is to assume that the widow cries while showing their
breasts
2. The Last Lay: the widow lays in her marital bed, buried in the garments of her deceased
love
has, but in s04e11, Fen and Tick sing a song about thirteen kings and one of the lines goes like
this: ‘’Thirsty Roderick, Thirteenth of his line, always liked to have a good time.’’
107
There is also a game of Bearskip, which is a whimsical version of Hopscotch, only there is a
specific pattern on the floor and some tiles have bears. It seems you need to avoid them.
There are many rules and few of them made sense to Earthers, as is obvious in this excerpt
Josh: Okay.
Josh: Duck?
Josh: Seriously? That one got my leg. Okay! ‘’Oh, no. Don't get me bear! ‘’
Tick: Cause you successfully "skipped the bear," you get to throw the sweetberry.
Whitespire does have a hallway with the Bearskip pattern that, when played correctly, reveals a
hidden chamber that leads to the Drowned Garden, as well as The Secret Sea.
108
The Drowned Garden
The Drowned Garden is tucked away in a secret chamber before The Secret Sea, and its flowers
react to a visitor’s emotions. If someone is sad, a flower will bloom. If someone is happy,
nothing will bloom. There is one plant that will cure the curse placed on The Secret Sea;
In the book, the garden is found in the Far Side of Fillory (A new version of Fillory in process of
being created,) and is described like this by Julia: “The plants aren't just plants, they're
thoughts and feelings. A new thought happens and a new plant springs up. A feeling fades
away and the plant dies. Some of the more common one are always in bloom - fear, anger,
happiness, love, envy ‘’ (The Magician’s Land p.389). Julia, now a demi-goddess and Queen of
wanted to make sure that no one ever tried to do the same thing again, so he drained the Secret
Sea, using the last few drops to set a trap for anyone who might one day try to refill it. A
curse.’’ (s04e12)
The curse Martin placed on The Secret Sea is that whomever drinks it will turn into a Fillorian Fish, a
type of fish that needs constant eye contact or else it dies. The only way to cure the curse is with a
Castle Blackspire
Contrary to Earth, Fillory is flat, which gives the world edges leading to nowhere. To maintain
balance, Umber created another darker version of the land where castle Blackspire exists. It is
an almost perfect replica of castle Whitespire but was built with black stones named Living
109
Stone. They are made out of blood, making anyone able to travel. It is also the back door to the
magical essence for which the god Prometheus created seven keys. For centuries, it also served
as a jail for a monster that even gods fear. 45 This monster managed to escape when a group of
Loria
At the border of the city-state of Fillory is another kingdom named Loria. It is a land of harsh
tundra with much colder temperatures. There, people don’t practise magic. A race of warriors,
the Lorians have been in a century-long feud with Fillory to gain access to its magic and nicer
climate.
When the Beast was a threat, the two kingdoms were on a truce, but as soon as the threat
passed, the king of Loria tried to gain power. He sought an alliance with High King Eliot but the
High Queen harshly refused, putting both kingdoms at war. It is through parlay that both kings
avoided bloodshed and made history by agreeing to equally share the magic of the wellspring.
However, as magic disappeared, the kingdom of Loria took advantage of its physical strength
to gain more land, breaking the deal made with Fillory. The King of Loria retracted his army only
after High King Waugh promised him a magical school would be built after magic returned.
than ever before. This is when his sister, Ru, declares war against him, which leads Loria into a
civil war.
When asked for allegiance by both sides, Acting High King Fen tries to emulate what Margo
110
This does ultimately not matter, as the civil war ends with the separation of the city-state (Loria
North and Loria South) but with Queen Ru as a main ruler. We do not know what happened to
Afterward, Ru traveled to Whitespire, she helped to overthrow High King Margo and put Fen
back on the throne as the true High King of Fillory instead of the acting king. We can assume
that, since then, relations between Loria and Fillory are the best they have ever been.
★ The Castle
★ The Cock Barrens: a desert-like place where a forest with phallic-shaped rocks are found.
Known also as the FU Fighters, they aren’t above murder and claim to have killed more than
one non-Fillorian who had access to the throne. It isn’t mentioned how big the movement is or
Creatures
Fairies
Fairies are creatures feared by many others. Around the Earth year 1600, they were living on
Earth but were hunted to near extinction when humans discovered that inhaling fairy powder (a
To save her people, the Fairy Queen made a deal with the McAllisters, a powerful magical
family. The family would send the queen and her people to another world if some of them
would become their servants. The volunteers were then bound for life to an anti-magic collar
111
that would strip them of the ability to use magic, as any magical act would automatically kill the
caster. Over the 400 years of captivity, only one of the volunteers survived: a fairy named Dust
who lost all hope as he saw his kind suffer and die one by one.
Respecting their side of the deal, the McAllisters sent the Fairy Queen and her people to Fillory
and there, too, they were hunted and tortured. In Fillory, they
In time, the Fairy Queen died and allowed her child to ascend
46 An older member of the McAllister family killed one of his grandchildren for disagreeing with fairy slavery and wanting to
reveal the truth. The victim was strangled in his bedroom in Brakebills (s03e4).
112
Queen went to see for herself what had happened to her people that had been left behind.
Having believed them dead for centuries, the Fairy Queen freed the enslaved fairies and broke
the deal her mother had made with the McAllisters. It occurred during a family reunion of the
McAllisters and as soon as the enslaved fairies were freed, they turned against the family and
killed everyone but Irene McAllister. This bloody murder is known as “the red dinner”.
The Fairy Queen promised there would be consequences for her breaking the deal, but what
Asking help from the fairies can be risky. Although “all pirates made a deal with a fairy one day”
(s03e3) most people would advise against it, even as a last resort. Once a deal has been made,
it is impossible to change one’s mind or to bargain another solution. If someone wants to make
a deal with a fairy, an ambassador will come to negotiate the terms of the contract. If insulted or
vaguely dismissed, the ambassador will take his latest offer as the only solution available, and it
When the terms are set, the fairy will deliver what is requested from them and get what they ask
in exchange. The person who made the deal will, from then on, be able to see the fairies. If the
person who made the deal has someone else pay the price, the person affected by the deal will
also be able to see the fairies. The only other way to see a fairy without making a deal with
The only person able to break a contract is the Fairy Queen. It has been done only once, and
Known Fairies:
★ Dust
★ Sky
★ Fairy Queen (deceased)
113
Talking Animals
Fillory has many animals and contrary to Earth, some of those have human-like intelligence, can
talk, and often express their opinions. While some of them can speak the same language as
Sentient animals led to a dilemma for hunters: which animals can be killed and which animals
are too smart to be hunted? To answer that question, they started using magical snares that
would test the intelligence of the captured animal. If the prey could answer the riddle or the
question, the snare would free it. Otherwise, it would be acceptable for the hunter to kill it.
The first Fillorian election brought many unspoken problems of the kingdom to light, one being
114
Questing Beasts
The questing beasts are rather different in the TV and in the books. In the books, there are
twelve unique beasts that grant specific powers to those who capture them. One of them is the
Questing Beast, as it is a hard journey to capture it. In the TV show, there are seven beasts, all
of which are questing beasts. All grant different types of magic or wishes to the person who
captures them.
1. The White Lady: A white doe that 1. The Questing Beast/Winter’s Doe: A white
grants three wishes to Whoeverr doe that grants three wishes to whoever
captures her. captures it.
2. Otter: An otter able to provide an 2. Seeing Hare: A hare that can predict the
object that brings you to Fillory (i.e. future of whoever captures it.
the button).
3. Great Bird of Peace: A large, flightless,
3. Rabbit: A messenger rabbit who has cassowary-like bird that can stop fights
the ability to announce pregnancies with its presence.
(s02e2).
4. Unseen Monitor: A large lizard that can, if
4. The Great Cock: The White Lady’s they wish, turn a person invisible for a
brother. He can sense magical items year.
across the worlds.
5. Utter Newt: N/A
5. Sir Effingham: Pig in a victorian attire:
6. Kind Wolf: N/A
he bestows quests.
7. Parallel Beetle: N/A
6. Napster: Able to see the future, this
cat-like creature goes into dreams to
influence leaders or anyone that has a
historical importance to Fillory. She
can only be caught in dreams.
115
The Bunny System
It doesn’t seem to be common knowledge, but bunnies can
survive via trade to farmers (s04e09) and from their own gathering and hunting. They mostly live
They call their leader the Foremost, who is a sworn enemy of Fillory and its monarchy. 47 As the
desert is known to have demons, the Foremost possess two special axes that expel demons
from any possessions but also control them to specific target (s04e10).
red silhouette. They were known by the Southern Nomads as demons that were targeting men
who were near females expressing strong emotions only and, for a long time, only the Foremost
could save them with his axes. It was said that a lengthy possession was able to cause paralysis
47They agree to talk with Margo only after seeing that she was marked as banished from Fillory forever. Prior to that, they were
hostile and ready to kill her. (S04e10)
116
As Margo was having her own meltdown in the desert in s04e10, she learned the true story of
the Foremost and how he and others in power used them to control their people and make
them submissive. Indeed, the demons are spirits that roam the land and protect women.
However, those who expressed strong distress were found by the spirits who were possessing
the men that were causing the trouble. They are, in fact, not demons but protectors, and they
will leave the men only if the distressed woman tells them they can leave.
person who is possessed. When Margo tries to borrow them, he explains that the axes are
enchanted to him.
Black Sand
In order to get her own axes, the Foremost tells Margo that for every hundred grains of white
sand, there is a black one. She must fill a bag with the black grains only and then she will be
able to make her own axes with them. Her warns her that she can’t use magic and to be sure
So Margo tirelessly works on filling the bag with black grains and, with the help of a
hallucination (see Lizard!Eliot below) she ends up having a massive breakdown where she
recognizes her flaws but also her strengths. This will summon the spirits, who will explain the
real reason for their presence and help her fill her bag with black sand.
The morning after, when she brings it to the Foremost, he laughs in her face, saying that all of it
was a lie and those were simple magical weapons he acquired; the sand had nothing to do with
it. She was told to do it so she would break down and never be seen again (as the Foremost
117
This sends Margo into a fit of rage, and she frees all the spirits the Foremost had imprisoned,
knocking him down and using his axes to control the spirits and possess all the men in the
camp. She also tells the women how their leader had used his knowledge to make them docile
and how to get rid of the demons without the axes. She then leaves the desert and go back to
Earth with the axes that she kept after making sure the women in the tribe would be safe.
In the third book, the Foremost asked Janet to perform the same excruciating task so she
would prove her strength of mind and her place amongst the tribe. She will fill the bag with
black sand by herself and without the help of the spirits. She will create the axes after she
learned the Foremost lied to her and said he sent her on the quest to break her spirit, and that
he would never accept a woman into his tribe. Out of anger, she cut his spear in half and
formed axe heads made of ice before destroying the camp. Those axes will stay with her and
Notes on Lizard!Eliot
Margo’s Birthright Box contained a lizard from the southern desert of Fillory that was destined
to be her spiritual guide during her journey through the desert and with the nomads. As she
licked the skin of the animal, the help from the lizard becomes represented by a hallucination of
Eliot, who guides her and gives her courage by singing. Talking together while she performs
the black sand task will lead her to important introspection of herself and cause an emotional
meltdown that will bring the desert spirits to help her in her task. Lizard!Eliot will also guide her
out of the desert, knowing she has grown from the experience.
Many Questing Beasts have hinted that Margo being banished and getting the axes would
change Fillory forever 48. The lizard guide’s invaluable help is another example of Fillory’s
48Lord Fresh says that this will be important for her destiny, Napster warns Fen that she must banish Margo for the good of Fillory,
and another Questing Beast went into Queen Ru’s dream and told her to help Fen overthrow Margo for the good of Loria.
118
Other Places in Fillory49
★ The Flying Forest: makes any traveller so high they lose their way
★ ‘’A wild Fillorian clock tree has sprouted up, leaving a village stuck in time’’ (s04e09)
Known as “a place between places,” the Neitherlands is a world existing nowhere in particular
and is only there to allow transition between worlds. Time goes slower there, as an hour there
equals one week on Earth. Although all the worlds have their own time and different pace, the
In the books, the Neitherlands is a deserted city with one large fountain of black inky water in
its center. Each world is represented by a unique-looking building. In the show, the buildings
are replaced by fountains with normal water. They are decorated by a statue representing the
49 Those are the best known. For more ideas, see the map of Fillory in the annex.
119
world they lead to.
The Library
The Library of the Neitherlands is where all the knowledge of the universe is stored.
Travellers created this place as a way to track the knowledge of all the different worlds. The
librarians in charge eventually created the Order of the Librarians, mostly composed of people
seeking refuge in the Library and repaying their protection by working and of travellers who
can access the different worlds and get back books that are late or should be stored away.
Usually, employees are bound by a contract and have to work for one million years, including
after they die. When a librarian dies, they are transferred to the Underworld’s branch of the
Library.
Zelda Schiff is the head of the order and is really strict about who can access the library’s
knowledge.50
A section of the Library contains bookshelves holding the stories of all people inhabiting a
certain world. In the book series, those are stored in different buildings. There is usually a
single book per person, and it contains all information on someone, from their birth to their
death. There have been rare cases of a person’s story being so big that two books are needed.
Books can be re-shelved to other parts of the Library when the person plays with time magic or
The person writing all the life story books is named Cassandra. She is an old woman with long
white hair who has the power to see the past, the present, and the future. This is the power
that allows her to write the books. She doesn’t seem mentally stable and not much else is
50:In the TV show, her desire for control will lead Zelda to create a syphon, bringing all magic to the Library and forcing the
other worlds’ residents to ask her permission if they want to access magic (s03e13).
120
Rules:
★ If a librarian dies, a corpse eater will come and eat their body. It will then lead their soul
to the Underworld’s section of the Library.
Known Librarians:
★ Agnus ★ Kathy
★ Bacchus ★ Penny Adiyodi (dead)
★ Bruce ★ Phyllis (dead)
★ Cyrus ★ Shanya
★ Derek (Leader of the Underworld Branch of ★ Sheila Cozener
The Library)
★ Everett (Former leader of The Agnus)
★ Sylvia (dead)
★ Bacchus
★ Zelda Schift
Known branches:
★ The Underworld
★ The poison room: a room filled with a toxin that gives a rapid and painful type of cancer.
The room contains the most dangerous books of the Library. It is a portal to another
world accessible via the fountain.
121
The Order of The Library
The Librarians formed the Order of the Library of the Neitherlands, a group that guards and
protects the “flame of knowledge’’ in the Library. There is no deep background and historical
context to it, but it is understood that The Order oversees the work of the library, decides what
to do with certain books and/or certain knowledge that is deemed dangerous, as well as tries
Everett, the leader, had tasked his second in command, Zelda, to get the Library in control of
under its control, they are the one who assigns the level
(see p 186).
can get more, etc. In the end, he will get all of that
While Everett is gathering his power, the Library will be attacked by the Twin Monsters (see p.
129) who will kill a large portion of the librarians as well as destroy the facility. Once everything
is over, Zelda Schift refuses the position of leader of the Order, as she is scared to turn like
Everett. She then asks for Alice Quinn to be the leader, as she is outside of the organization
that Zelda deems corrupted. As of now, we do not know if Alice accepted the position.
122
The War on Hedge Witches
As magic becomes regulated by the Order of The Library, hedge witches can only do magic
with the bare minimum that is allowed on Earth at the moment. The way for them to get a
Dewey is to get it through the Black Market or by gambling for them. Many of them can’t even
do magic, as the ambient magic is too low for their capacity to control it.
Some hedge witches start to drop dead without reason, which creates fear in them and adds to
the frustration of it all. When Kady Orloff-Diaz and Lovelady warn them that the Library has
trackers on Deweys and those counteract with their tattoos, which is the cause of death of so
many of them, many hedge witches become angry and want revenge. Kady manages to calm
most of them, trying to prove to them that magicians and hedge witches can work together to
In the end, it will be with the help of hedge witches all over the world casting the same spell at
the same time (alongside magicians) that Alice and Quentin will be able to create an
We do not know what became of the community of hedge witches now that magic is back to
normal, but it has been strongly hinted that Kady took over the role of leader that Marina
As anger and frustration is created after learning that The Library is the cause of so many
deaths, some hedge witches will try to seek revenge, despite Kady’s warning. A group will
decide to target a branch of the Library that is hidden in the library of the college of Modesto,
and bomb it. Not only does this destroy the branch, but it will kill several librarians who were
The Order of the Library will declare this as a terrorist attack and will give them a reason to
restrain their ambient magic and to continue the tracking that kills them ‘’by accident.’’
123
The Serpent and the Blood Worm
Another answer from the attack in modesto will come from Everett, the leader of the Order of
The Library, who will create a fake terrorist organization named the Serpent, a fake hedge witch
vigilante group who target magicians and infect them with a Blood Worm. This worm painfully
kills anyone infected who tries to cast magic. Their effects are described as ‘’boiling you alive.’’
The Order of the Library will then tell hedge witches and anyone who has been infected that
they can get Reed’s mark, a tattoo that makes them unable to do magic. Everett sells it as a
temporary solution until they find a real one, then they will remove the mark without cost. Of
course, all of it is a lie and is designed to simply diminish the number of magic users.
The Serpent is created as a way to make hedge witches and magicians fight against one
another instead of fighting the library, create fear, and as a way to infect people without the
Lovelady will become infected with the Bloodworm and get the mark to save his life but as of
now, we do not know if they found a solution and if the mark was ever removed.
The Underworld is the place where the humans’ souls go when their body dies. Upon arrival,
any soul enters a room resembling the lobby of a hotel. There, they will be registered into the
system and sent to one of the three possible fields. As being processed can take a while, there
are smaller ecosystems designed to make people comfortable, such as bowling alleys, ping-
After processing, it is up to the soul to decide when to move on to their field, but we don’t
have a lot of information on the definition of “moving on.” It is also unclear how someone goes
“beyond” but rumours mention a metro system that is described “like this giant, long, pig-type
124
creature that you, like, climb into, and then it takes you wherever you need to go next” (Sylvia,
s03e10).
★ If someone caused the death of someone else, this person is not allowed to be near the
victim, even if they are from the same family.
librarians aren’t allowed to enter. It is a secret research project involving the Order of the Library
and Hades. People selected to go there to “unload their conscience” come back from it hurting
and crying but holding a ticket to the metro system, allowing them to move on. There was a
rumor of hooded figures with glowing red eyes that extract deep dark secrets from a person,
but in reality, it is a position that only a few librarians have. As of season four, Penny Adiyodi (of
timeline 40) is now one of the agents that help unburden the person who died and help them
Elysium
Elysium is a sumptuous manor-like estate where Persephone used to stay when she was directly
in contact with the Underworld.52 There, she gathered all the shades that got ripped from their
owners and allows them to play together and perform small miracles in the different worlds,
51:We ignore where someone in that position might go, but it seems to be a place where people really don’t want to go. A
soul without a shade will have a large hole from their chest to their stomach. The longer they stay in the Underworld, the
bigger the hole gets.
52 For reasons unknown, the old gods are thought to have disappeared from all of the worlds, but they do appear once in a
while.
125
like allowing a starving child to find money for a meal. A large portrait of Persephone is in one
of the corridors and in the estate, she is known as Our Lady Underground.
Tartarus
Though it is not directly mentioned in the TV show or in the books, when Marina Andrieski of
timeline 40 dies, she later mentions a horrible dark place she is terrified to return to. Since
Greek mythology seems to apply to the Underworld, we assume she refers to Tartarus, the
worst place for a soul to be sent. In Greek mythology, it is where creatures and demons roam
and where horrible punishments are given to the souls of those who committed terrible deeds.
This is, of course, mostly conjecture, as there is no information about this place.
Little is known about the Mirror Realm, except that it is dangerous and unpredictable. The only
person who has a better understanding of the place is Alice Quinn, as she explored the realm
when she was a Niffin. When she was restored to her human state, her brain was not able to
remember all the knowledge she had, so before she forgot, Alice wrote everything she
The Mirror Realm replicates a place but not completely. For example, if there is photography or
a painting, visitors would see the back of it; everything seems without colour and saturated
grey.
126
Doing magic in the mirror world is extremely dangerous, as it seems the dimension doesn’t
have the same rules or doesn’t react the same way as other dimensions. When a spell is cast,
magic ‘’bounces around and destroys everything in its path. It’s pretty gruesome’’ (s04e08).
This place is feared and rare are those who adventure in it. It is why some people have hidden
things they desire to be gone forever, such as The Binder (p.128). Contrary to the poison room,
The Seam
What seems to be the reason why the Mirror Realm exists is due to what it is called the Seam.
This is the place where the universe and the antiverse53 touch. If it is not fully joined, some
magic comes out and ‘’creates a pocket universe where everything’s all backward and
lifeless.’’ (S04E13) The Seam is represented by a large mirror inside the mirror world. Instead of
reflection, we can see what seems to be raw energy or magic moving. Even as a Niffin, Alice
Quinn was scared of going there, and it is one of the most dangerous places in the universe
(s04e13).
Mirror Bridge
It is possible, yet dangerous and extremely complicated, to travel from one mirror to another by
using the blood of a traveller who creates a bridge between the two mirrors in the mirror world.
If the blood dries, is erased, or one of the mirrors shatter, those who were on the bridge are
stuck in the mirror world. If one of the mirrors is shattered, it might result in the mirror realm
shattering the person stuck on the bridge in as many fragments, splitting the person's
personality. Alice Quinn called those replica Shards; they are extremely dangerous and many
53Antiverse is an abstract concept in science that implies a parallel universe where one would be an exact replica of ours but
everything is backwards and has its own laws. It has not been proven or even truly researched by scientists and is merely a theory.
127
Part VIII — Realm of The Gods
We barely know anything about the Realm of The Gods, only that it exists and that is where
they do not have a tangible form but are made of thoughts. Attacking them in their own Realm
There is a key to their realm that had been found on Earth a long time ago. This key is in the
form of a scroll and meant to be the final test for mortals to access to the gods, but it had been
taken away by the Library until the Twin Monsters (see below) got it back from the poison room.
They ended up losing it again and Quentin and Josh used it to find a solution to defeat the
Twins (s04e13).
succeeded, but not without blood and murder. The whole story is told by a librarian who had
been cursed and turned into a book named the Binder. Appendix 5, on p.177 will offer a
The Binder
The Binder was a Librarian who was researching the magical energy that emanated from gods.
He had theorized that when a god is killed, its energy is lost, but could be contained into
objects. Objects that, if in possession of magicians powerful enough, could make them gods
themselves. He shared this knowledge with other librarians who successfully applied the theory.
He was then cursed and transformed into a book so he could never speak the truth of those
It is by using the Binder’s theory that the Librarians Iris, Agenus, Bacchus, and Heka trapped
and killed one of the Twin Monsters. Her energy then transferred in four egg-shaped rocks that
128
were magically placed inside of their chests. This gave them god powers and ascended them to
the gods we know now.54 They hid the Binder, now turned into a book, inside the Mirror Realm,
However, the second Twin Monster, who had been imprisoned for years, managed to escape
and found each of the stones, killing the Librarian-gods in the process. The Binder was found by
Alice Quinn while she was in the Mirror Realm. Alice gave the book to Julia Wicker, who was
A long time ago, the gods decided to experiment and wanted to create an immortal, unkillable
being made out of pure magic. This resulted in the Twins, one male and one female, who were
powerful and untamable. Afraid of their creation and unable to kill them, the gods gave the
female twin to a group of librarians who were testing the limits of magic and were trying to be
gods. (see above). The male felt lost and scared without his sister and was starting to forget
who he was or what he was. They imprisoned him in a castle built on Living Stone that made it
impossible for him to leave (s04e05). This castle was designed by Calypso and was at the End
The Monster stayed there for centuries, guarded by a knight named Ora. There were other
monsters and creatures the gods had imprisoned, but the Monster overpowered them all and
killed them. He even ate some of them. Remaining the only prisoner, lonely and still childish, he
started a relationship with Ora, who would entertain him. In turn, he would not be any danger
to her.
54 By removing the rocks from their chest, their immortality and god powers disappear and they become mere mortals.
129
Everything changed when a group of magicians came into the castle to have access to a
fountain Prometheus had placed there, giving mortals access to magic if they had the seven
golden keys (see Tale of the Seven Keys, p. 173). Ora had made a deal with a magician,
Quentin Coldwater, so he would take her place and she would be free of guarding the place. In
exchange, she would open the door for them. He agreed and as they were presenting Quentin
to the monster, one of his friends decided to shoot the mortal body the Monster was
possessing (a mortal named Charlton), unaware the monster was unkillable (s03e13).
Those magicians opened the door back to magic, but the Library captured them and wiped
their memories for them to forget who they were and what they did. The Monster took the
had tried to kill him. He managed to escape into the real world and
far away from his prison, being free for the first time in centuries.
Quentin, who was memory wiped and now went under the name of
Brian. The Monster managed to find him and together they worked
Ultimately, Quentin got his memory back and lead The Monster to
gods. The Monster didn’t remember his sister but knew they had
the four stones that contained his sister. It was Julia who found the
answer that the rocks were body parts, and it started a series of
confusing memories for The Monster, who was still struggling with
who and what he was. Then, with the help of Penny!23, they dug
into his memories and remembered the ritual the Librarians had
130
performed with his sister, which terrified the magicians but delighted The Monster.
The magicians had been helping The Monster in the hopes of getting Eliot (who was still alive)
back in his body, but they understood that the stakes had changed. When Margo arrived from a
quest in Fillory with axes that were removing demons possessing the body of a person, they
knew they didn’t need to help The Monster anymore, and they worked on a plan to get rid of
him. (s04e11)
However, The Monster didn’t need them, either. He had the four rocks and remembered his
sister, who he wanted back. He began a ritual to regenerate her and took the body of a mortal
female to do so, but her body was too weak and rejected the presence of the female monster.
So The Monster captured Julia, who had been struggling with being immortal yet not a
goddess. Her body, unable to die, was able to host his sister and they were finally reunited after
The Twins planned to get revenge on the gods who had created them, then abandon them to
misery. The sister was the head and the planner of the two and knew there was a key to their
realms in the Library. They went there and killed everyone in their path until they found the
poison room and the scroll they needed. That is when Quentin, Alice, and Penny!23 arrived and
used Margo’s axe to remove her from Julia’s body and bottle her under an incorporeal bond55
(s04e13).
Meanwhile, The Monster had fled and was now roaming the woods, realizing that he did not
want to end up like his sister and starting to see the beauty of simply living and not seeking
revenge. But Margo, Quentin, and Penny!23 attacked him and, with Margo’s axe, got him out of
Quentin and his friends sent the bottle into the Seam (see p.127) where there is no possibility
55A spell that puts a magic seal over a place or an object. A lot of magic is needed to cast it; Quentin and Alice had to get god-
power magic to perform it and it took all the magicians and hedge witches of Earth to create one for The Monster
131
Part IX- Incorporeal places
Astral Plane
An astral plane is a plane over the world currently lived where a traveller can project their mind
and soul while their body stays on Earth. They can travel anywhere in their world and, if strong
There, nobody can see them or hear them. It is extremely hard to move an object and takes a
Hyman Cooper
Hyman Cooper was a traveller and student at Brakebills during the 1920’s. He used his gift to
attend classes and was known to use it to watch the women in the bathroom. This gave him the
nickname of The Pervert Ghost of Brakebills. As a prank, someone took his body and hid it,
making him unable to return back to it. Since then, he has been stuck in the astral plane and
has been following the lives of Brakebills students, whom he views as characters of a book or
TV show. His comments on shipping characters or what relationships or quests work or don’t is
an echo to what the fans are saying on the internet and a nod from the author that they know
taking over their bodies. There, they live their best memories and can revisit happy moments of
their lives over and over, blissfully forgetting their need to escape.
The moment they leave this happy part of their mind and explore other memories, creatures
come and try to attack and kill them. Charlton explains that those creatures are in fact the other
132
prisoners in Blackspire that The Monster ate. If they manage to kill them, they will truly die and
become unable to come back to their bodies, even if The Monster is gone.
The Happy Place is the only place where The Monsters can’t go, presumably so they do not
have to fight and can stay ignorant of their fate by creating a place they do not want to leave.
There is a door hidden in the Remembrance that holds the visitor’s most repressed memory.
This door will grant him or her access back to their body for a few seconds. For Charlton it was
his childhood bedroom and for Eliot, it was the day he refused Quentin’s suggestion they start a
133
Cantrips
Acid Splash Chkhartishvili’s Enveloping Warmth
Range: 60 feet Range: Self
Language: Russian
You hurl a bubble of acid. Choose one creature within
range (60ft) or choose two creatures within range that Generates warmth within the body to ensure survival
are within five feet of each other. A target must in extremely cold environment:, only lasts an hour.
succeed on a Dexterity saving throw or take 1d6 acid
damage..
Coldwater’s mending
Range: 15 feet
Anasazi’s Vision Spell Material:Any object, but if it is bigger than one foot, the
Range: 30 feet
repair will be visible.
Bujold’s Sorcerous Nail Extraction Make a dreamer aware of being in a dream and able
Material: Nails
to stop it. The person must put their finger in the
middle of their palm to make it happen
Counter-spell to Legrand’s Hammer Charm. Instead
of hammering a nail through a surface this spell
extracts it.
Fire Bolt
Range
Chill Touch
Range: 90 feet An object hit by this spell bursts into flames. Doesn’t
affect objects that are being worn. Damage roll:1d10
You create a ghostly, skeletal hand in the space of a
creature within range. Make a ranged spell attack against
the creature to assail it with the chill of the grave. On a hit,
the target takes 1d8. The hand clings to the target and
causes damage every turn until dismissed.
134
First Flash Light
Range: 120 feet Range: 50 feet
Material: An object no bigger than 10 feet (three
A level one hedge witch spell that causes a quick metres)
burst of light to appear between the caster’s fingers.
Any object no larger than 10 feet can be
enchanted to light a 20-foot radius . The caster
Force Push can choose the light’s colour. The light stay for
Range: 10 feet
one hour
135
Thunderclap
Range: 5 feet
137
As battle magic is not taught in Brakebills anymore, there are few relevant canonical spells for
use in combat. In the first edition, the book tried to be pure and only have the spells from the
book or the show. It quickly became clear that it needed enhancement, so many new spells
have been introduced in the second edition. If a GM decides to allow only book or show spells,
they will be highlighted in grey. Any spell level written with a C denotes that it must be a
cooperative spell and the total of all the level must equal the number.
Healing Word
All Indian Night-Vision Charm Specializations
Lucifier’s Cleaning Charm Sanctuary Care of Magical Creatures
Level 1
Modus Hex Spare the Dying ✴Heal
Accuracy Spell
Poll Spell Relieve Addiction ✴Restoration (lvl 3 & 5)
Armor of Agathys
Detect Magic Level 7 Level 3 Curse Breaker
Dixon’s Charm Mann’s Reveal Aura of Vitality ✴ Detect Curse (lvl 1)
Harper’s Fire Shaping ✴ Remove Curse (lvl 3)
Cure Disease
Magic Armor Level 8
Purify Water Alonso’s Reverse Crystal Magic
Level 4
Teukoisky’s Locator Spell Thermogenesis ✴Detect Poison or Disease (lvl 1)
Aura of Life
✴Heal (lvl 6)
Aura of Purity
Level 2 Level 9
Dark Vision Koyosegi’s Ward Major & Minor Injuries
Level 5
Find Traps ✴Merle's Mass Cure Wound (lvl 9)
Power Word Heal
Lesser Cavaleri ✴Restoration (lvl 3 & 5)
Level 10+
Locate Object Sex Magical Beacon (c) Level 7
Magic Missile Word as Bond (c) Persian Fainting Charm
The Magician’s Land (c) Hedgewitches
Level 3 Level 1
Level 9
Counterspell Alarm
Mayakovsky’s Mind Control Healing Death Ward
ATM Insight
Romanian Flying Level 1
Level 10 + Une Chaleur Temporaire
Enchantment Stop Bleeding
Awaken (c)
Sleep Level 3
Level 2 Voltaric Transfer (c)
Woven Strength Hex
Level 4 Aid
Confusion Delay Poison
138
Level 4 Level 10 + Level 2
Modus Hex Voltaric Transfer (c) Blurr
Locate Person Necromantic Résurrection Darkness
Scarlotti's Web (c) Digital Underground
Level 5 Incorporate Bond Fergus’ Spectral Armory
Dempsey’s Silent Thermogenesis Osseus Coferum Zone of Truth
Miller’s Flare McNaughton’s Unstealable Charm
Vampire Touch Telsa Flexion (c) Level 3
Ars Deicidium Cholmodeley’s Spell
Level 6 Contact the Other Side (c) Mirror Image
Emotion Bottles The Rhinemann Ultra
Fergus’ A Whole Lot of Other Wish Level 5
Really Useful Combat Spell Bigby’s Hand
Specialization
Level 7 Hemocology Level 6
Decay ✴Blood Magic (lvl 7) Dispel Illusion
Symbols ✴Word as Bond with Blood (lvl 20)
Level 7
Level 10 + Hormonally Coptic Illusion Spell
Paralysis Spell ✴Manipulate Time (lvl 8)
Scarlotti's Web (c) ✴Time Stop (lvl 9) Level 8
Incorporate Bond Programed Illusion
The Quarterback Luck
McNaughton’s Unstealable Charm ✴Bad Luck Bear Spell (lvl 5) Level 9
The Fish Hook (c) ✴Luck (lvl 3)
True Seeing
Metamagic
Knowledge ✴Elemental Weapon (lvl 3)
Level 10 +
Level 1 Scrlotti's Web
Antimagic Field Necromancy Telsa Flexion
Comprehend Language ✴Blight (lvl 11)
Identify ✴Feign Death (lvl 3) Specializations
Turkish Binding Spell ✴Necromantic Résurrection (lvl 6) Camouflage
✴Alter Self ( lvl 3)
Level 2 Spell Manipulation ✴Mislead (lvl 6)
Zone of Truth ✴Displace Spell (lvl 3) ✴Invisibility (lvl 2 & 5)
✴Suspend Spell (lvl 5)
Mind Reading
Level 3
✴Nystul Magic Aura (lvl 2)
Symbols
Illusion ✴Mind Reading (lvl 2)
Level 1 ✴Phantasmal Force (lvl 3)
Level 4
Antimagic Field
Locate Person
Burning Hands Projection
Minor Illusion ✴Mirage (lvl 7)
Phantom Flame ✴Weird (lvl 4)
139
Sensory Manipulation Specializations Level 7
✴Prestidigitation (lvl 1) Aquamancy Persian Fainting Charm
✴Sensory Manipulation ( lvl 2 & 8) ✴Control and Create Water (lvl 2)
✴Water Breathing (lvl 3) Level 8
Physical Antipathy/Sympathy
Cryomancy Golem
Level 1
✴Control and Create Ice (lvl 2) Hivemind
Feather Fall
✴Ice Storm (lvl 4)
Turkish Binding Spell
Level 9
Flight
Level 2 Julia's Memory Box
✴Fly (lvl 2 & 5)
Digital Underground True Seeing
Mage Lock Mending
Level 10 +
✴Mending (lvl 2 & 5)
Level 3 Voltaric Transfer
Czechoslovakian Unlocking Charm Phosphoromancny Matarese Summoning Spell
Golem Spell ✴Daylight (lvl 3) Telsa Flexion
Levitate ✴Pass without Trace (lvl 2)
✴Sun Flare (lvl 4) Specializations
Level 4 Astral Projection
Wall of… Portal Creation ✴Astral Projection (lvl 3)
✴Portal Spell (lvl 9) ✴Dream Projection (lvl 3)
Level 5 ✴Planar Visit (lvl 2)
Miller’s Flare Pyromancy
✴Control and Create Fire (lvl 2) Dream Manipulation
✴Control and Create Lightning (lvl 2) ✴Dream Sending (lvl 4)
Level 6
✴Dream Viewing (lvl 1)
Alice Quinn Ward-and-Shield
Telekinesis ✴Nightmare (lvl 6)
Fergus’ a Whole Lot of Other Really
✴ Telekinesis (lvl 5)
Useful Combat Spell Empath
Otto Irresistible Dance ✴Calm Emotion (lvl 2)
Level 7
Psychic ✴Implant Emotion (lvl 8)
✴Sense Emotion (lvl 1)
Reverse Gravity Level 1
Charm Person
Interdimensional Travel
Level 8 Hide Thoughts
✴Banishment (lvl 4)
Golem Spell Turkish Binding Spell ✴Blink (lvl 3)
✴Teleport (lvl 7)
Level 9 Level 2
Imprisonment Fergus Spectral Armory Memory Magic
✴Manipulate Memory (lvl 9)
Level 10 + Level 3 ✴Retrogression (lvl 7)
Incorporate Bond Golem
Mind Control
Voltaric Trasfer
✴Command (lvl 4)
Woven Strength
✴Suggestion (lvl 2 & 6)
McNaughton’s Unstealable Charm 140
Telepathy Specializations
✴Lend Skill (lvl 3) Geomancy
✴Telepathy (lvl 8) ✴Earthquake (lvl 8)
✴Move Earth (lvl 5)
Natural
Herbalism
Level 1
✴Locate Plante (lvl 2)
Burning Hand
Thorn of Whip
Plant Manipulation
✴Plant Growth (lvl 3)
Level 2
✴Speak with Plants (lvl 3)
Gust of Wind
Shatter Weather Control
✴Control Weather (lvl 2)
Level 3 ✴Ice Storm (lvl 4)
Daylight ✴Sunburst (lvl 8)
Stinking Cloud
Zoomancy
Level 4 ✴Beast Sense (lvl 2)
Stoneskin ✴Locate Plant (lvl 2)
Wall of…
Level 5
Commune with Nature
Insect Plague
Miller’s Flare
141
Appendix 1: Character
Sheet
142
143
144
Appendix 2: D100 Niffin Outcome 57
Caster and target switch positions after Spectral shield, +2 AC, no magic missile for one
2 52
spell minute
3 Can see invisible creatures 53 Caster gains 3’monkey tail for one hour
6 Caster explodes with plant growth 56 Hair falls out, grows back within 24 hours
Cast fireball at 3rd level centered on
7 57 Caster’s face blackened by small explosion
self
Weapons in 60’ radius turn into food for For one minute, flammable touch ( does not
8 58
one minute worn or carried)
Change height by 1d10 for 24h; Even: A confused bear appears within 60’ for one
11 grow Odd: shrink 61 minute
14 Cast thunder wave centered on self 64 Cast fog cloud centered on self
Regain 5 HP every round for one minute Caster can only breathe underwater for next
15 in game 65 minute
Swarm of rats carry caster 30’ in random Frightened by nearest creature until end of next
18 direction 68 turn
57 From Reddit post ‘’A True 1d100 Wild Magic Surge’’ with minor changes and corrections for the purpose of the book
145
If target dies in next minute, its ghost haunts
19 Cast grease centered on self 69 caster
Creatures within 30’ are stuck in place Everyone in 30’: invisible for one minute or until
20 vs Strength DC 15 70 attac/cast
For 1 minute, spell targets have All within 60’ saves vs Wisdom 15 or drops
21 disadvantage on saves 71 whatever they hold
Caster can only speak to animals for 24 Random creature within 60’ is poisoned for 24
24 hours 74 hours
Caster’s hands become covered in sticky Illusory butterflies or flowers flutter in 5’ radius
30 goop 80 one min.
Transported to Astral Plane until end of
31 next turn 81 Caster trapped in a giant glass ball
Max damage of next damaging spell cast Caster’s fists become huge, deal 1d8 Bludgeoning
33 in next minute 83 damage, one min.
Caster can mimic target’s voice Others in 30’: 1d10 necrotic dmg. Gain HP equal
34 perfectly for 24 hrs 84 to loss
Age changes 1d10 years. Odd: Younger,
35 Even: Older for the length of the combat 85 Loud voice ridicules caster for one min
or 24 hours if not in combat
146
39 Regain 2d10 HP 89 Large floating eye follows caster for one hour
Gravity reverses in 30’ radius till start of Become invisible/silent for one minute or until
40 next turn 90 attacked or dispelled
Become potted plant until start of next Caster’s Intelligence and Strength swap for one
41 turn 91 hour
45 Cast levitate on self 95 All light sources within 60’ radius extinguished
Caster’s money cycles: CP -> SP -> GP -> You and all in 30’: vulnerable to piercing damage
46 CP 96 one min.
Unicorn appears within 5’ for next Caster becomes frightened of a color for one
47 minute 97 hour
The caster have a song (up to the GM) Surrounded by faint, ethereal music for one
48 stuck in its head for 7 days 98 minute
49 Cannot speak, emit pink bubbles instead 99 Caster suffers a head cold for 24 hours
147
Appendix 3: Circumstance Ideas
for Welters
★ Cast a specific type of spell (i.e. psychic, elemental, etc.)
★Disadvantage on roll
★Roll a natural 10
★The spell takes a long time to cast, skip a turn then roll to see if you can claim the
tile
★You can only count your roll if they are on odd number
★You can cast a spell that doesn't have a specific letter in the title
148
Appendix 4: The Tale of the Seven Keys
Long ago, in a far-off kingdom, lived the daughter of a brave knight. The knight had always
wanted a son to whom he might pass on his skills. So, while father and daughter loved one
One day, a witch kidnapped the knight. The daughter pleaded with her to return him. The witch
said no, but he could be rescued if the girl could complete a quest.
“There are seven keys,” said the witch. “Find them, and you can open your father’s prison the
The witch told the daughter the first key was to be found on an island beyond her kingdom, so
she sailed past the Outer Islands. And while the voyage was treacherous, her destination was
The knight’s daughter, she found [the key] in a sentient cave that just kept asking her riddles
and wouldn’t let her in until it deemed her worthy. Rupert Chatwin found the same cave in the
first Fillory book, The World in the Walls, while being chased by a belligerent cassowary. He
finds this mountain of treasure, but only takes one item; a golden key, to bring to his friend that
149
Chapter 3: Quentin Coldwater and Eliot Waugh, s03e05
Quentin: The Daughter’s training to become a knight, right? And it is sort of fascinating how it
Quentin: Right here, the mosaic, the puzzle. You use the tiles to create a design that reflects the
beauty of all life, and when you do, there’s a-a mystery prize: a so-called key to greater magic.
Eliot: (SIGHS) Don’t you love it when the metaphors turn out to be literal? Let’s go.
Mid-voyage we wound up on this random island, just, like, covered in treasures. Places like this
are so rare. There are only two species of dragon that even build treasure nests. Anyway, this
was in one of them with a bunch of cool stuff. But the thing [about the key] that got me was I
could feel something coming off it … The key does have a power. It takes the darkest parts of
you and makes a kind of well, you met it. It’s kind of, like, a depression monster? Looks like you,
talks like you. But don’t worry, it can’t actually hurt you unless it gets in your head and convinces
This chapter of the book unfolds a musical partition that, when played, sends the quest takers
into a pocket universe where one of theirs has been trapped. As the quest takers are a group,
one would inevitably feel left out. A demon called a Traumesser captures that person and gives
them a world filled with their desires and fantasies. That person will stay there until the other
notice and, through unity, bring him back to reality. When the quest takers join together against
150
the pocket world, the Traumesser gives them the Unity key and leads them to the exit so the
The book says that the Sixth Key is in the Throne Room at Whitespire. [..] So in this chapter, the
daughter, she finally becomes the knight that she set out to be and right after she’s knighted,
her shield catches a moonbeam and it reflects it back. The book says the moonlight has to hit
Note from the author: The moonlight will reveal the realm of the fairies atop Fillory that was
built with the help of the seventh key. It is possible to see the realm by smoking a certain kind
The book says that only the sixth key is one that gives a vision of the future. In season 3 of The
Magicians, it is retrieved after the seventh key, but it is considered the sixth.
The Knight remained imprisoned at the Castle at the End of the World. Not even a warrior as
great as he could break the bonds placed on him by the Witch. He could not escape. But his
daughter, now every bit the knight her father was, and more so, never gave up.
She fought monsters, real and imagined, without as well as within. She had won all seven keys,
and now she set sail for the Castle at the End of the World.
151
She faced the door of the castle. In the door, there were seven keyholes. The door swallowed
the keys whole and slowly opened. Up ahead, she saw her father, bound by seven chains.
She placed the keys into the locks, and when she turned the seventh…
Note from the author: The chapter is left unfinished but, from what we can infer, she saves her
father and takes his place in the castle. What happens at the end of the episode, after turning
the seventh key, a fountain starts pouring liquid magical energy, bringing back magic to Earth
152
Appendix 5: The Binder Story
(transcript of S04e11)
‘’And the Binder stood before them, and as they stared, eyes full of wonder, the Binder thought to
himself "Took you long enough”. The Binder knew Julia had many questions. She'd been searching
‘’The Binder had no idea what she was talking about. The Binder explained he had answers, but it
would require they learn how he came to be. The Binder's story began in a place known simply as a
Library. The Library. He was studying the limits of power. His specialty was the magic inherent in
Gods. The Binder had a theory. When a being of great power, such as a god, is killed their energy is
lost, but he believed it could be preserved by binding it to an object. That object, in turn, could be
bound to a Magician of sufficient training and preparation, effectively turning the Magician into a
god. ‘’
‘’Yeah, but every time a mortal tries to kill a god, all magic gets shut off.’’ ...
‘’It was a problem that perplexed The Binder and his fellow Librarians, but, as it turned out, the Old
gods themselves provided a solution. Two siblings. Mistakes. Born with the power of many gods.
They were created with one unique quality that made them essential to this experiment. They could
not die. So no matter what you did to them it wouldn't trigger the Old gods to take away magic.
Without fear of the Old gods' retribution, The Librarians were safe to move forward with their
experiment. One of the Monsters was captured: the older, more dominant one. The female.’’
‘’Natch’’
‘’ The one left behind would be confused, afraid, like a child. Without his sister, he'd have trouble
153
‘’She was split into four parts. Each part bound in a stone. Each stone bound in a Librarian. Bacchus.
Iris. Heka. Aengus. … When they were finished, The Binder came to regret what he had done. But
the New Gods he had built were afraid of him. He alone held the secret that could make them
‘’In that form, he became something they could control. Hide from the rest of The Order, from
history. It was only by chance that a young Librarian read his book and was convinced to hide The
Binder in the mirror world, where he hoped no one would find him again. Until word reached The
154
Appendix 6: Spells
Accuracy Spell Alice Quinn Ward-and-Shield
All - Level 1 - 1 MP Physical - Level 6 - 3 MP
Duration: Instantaneous Range: Self
Duration: Instantaneous
Used to improve accuracy of a projectile. Invented by Alice Quinn, it protects the caster’s
hands from the intense heat released by molten
metal.
Aid
Healing- Level 2 - 1 MP
Range: 30 feet Alonso’s Reverse Thermogenesis
Duration: 3 Rounds All- Level 8 - 4 MP
Material: A tiny strip of white cloth Range: Touch
Duration: 3 Hours
155
Antimagic Field Ars Deicidium
Illusion & Knowledge - Level 1 - 1 MP Knowledge- Level 30 - 18 MP
Range: 10 feet radius Range: Touch
Duration: 1 Hour Duration: Instantaneous
Material: A metallic object to enchant. (Heavily suggested)a
magical artifact that grants superior magical power
A 10-foot-radius invisible sphere of antimagic
surrounds you. This area is divorced from the
Allows the user of the spell to turn metal objects into
magical energy that suffuses the multiverse.
“God-Killing weapons”. The magical power needed
Within the sphere, spells can't be cast,
to work the spell is tremendous and no ordinary
summoned creatures disappear, and even
amount would suffice. Damage 5d10
magic items become mundane. Until the spell
ends, the sphere moves with you, centred on
Astral Projection
Specialization: Astral Projection- Level 3 - 3 MP
Antipathy/Sympathy Range: Touch
Psychic- Level 8 - 4 MP Duration: Instantaneous
Range: 50 feet Material: Every person extra you want to bring in the astral plane
Duration: 1 Hour cost you 1000G or $. There are some magical tattoos that will avoid
Material: Either a lump of salt soaked in vinegar for the the cost, they have to be precise and put on knuckles.
antimapthy effect, or a drop of honey for the sympathy
effect The material body you leave behind is unconscious and
in a state of suspended animation; it doesn't need food
Repel or attract respectively a low intelligence or air and doesn't age. Your astral body resembles
creature if they are within 50 feet. your mortal form in almost every way, replicating your
game statistics and possessions. An astral body can
travel between worlds and planes. The astral body
Armor of Agathys must go back to the physical form when it ends;
All- Level 1 - 1 MP otherwise, you instantly die. You can bring with you up
Range: Self to 8 people. For each person traveling with you, you
Duration: 1 Hour
156
Augury Aura of Vitality
Specialization: Probability- Level 5 - 4 MP Healing- Level 3 - 2 MP
Duration: Instantaneous Range: 30 feet radius
Material: Specially-marked sticks, bones, or similar tokens Duration: 10 minutes
By casting gem-inlaid sticks, rolling dragon bones, Healing energy radiates from you in an aura
laying out ornate cards, or employing some other with a 30-foot radius. Until the spell ends, the
divining tool, you receive an omen from an aura moves with you, centered on you. You can
otherworldly entity about the results of a specific use a bonus action to cause one creature in
course of action that you plan to take within the next the aura (including you) to regain 2d6 hit
30 minutes. The GM chooses from the following points
possible omens:
Weal, for good results
Woe, for bad results Awaken
Weal and woe, for both good and bad results Healing- Level 10 (c) - 6 MP
Nothing, for results that aren’t especially good or Duration: 30 Days
bad Material: Take 8 hour to cast, can be cast by one
person or many
Aura of Life You touch any size beast or plant. The target
Healing- Level 4 - 2 MP must have either no Intelligence score or an
Range: 30 feet radius
Intelligence of 3 or less. The target gains an
Duration: 10 minutes
Intelligence of 10. The target also gains the
ability to speak one language you know. If
Life-preserving energy radiates from you in an the target is a plant, it gains the ability to
aura with a 30-foot radius. Until the spell ends, move its limbs, roots, vines, creepers, and so
the aura moves with you, centered on you. forth, and it gains senses similar to a human’s.
Each person who had a HP of 0 now has 1 HP. Your GM chooses statistics appropriate for
the awakened plant, such as the statistics for
Aura of Purity the awakened shrub or the awakened tree.
Healing- Level 4 - 2 MP The awakened beast or plant is charmed by
Range: 30 feet radius you for 30 days or until you or your
Duration: 10 minute Hour companions do anything harmful to it. When
the charmed condition ends, the awakened
Purifying energy radiates from you in an aura creature chooses whether to remain friendly
with a 30-foot radius. Each non-hostile creature to you, based on how you treated it while it
in the aura (including you) can’t become was charmed.
diseased, has resistance to poison damage,
and has advantage on saving throws against
effects that cause any of the following
conditions: blinded, charmed, defended,
frightened, paralyzed, poisoned, and stunned.
157
Bad Luck Bear Bigby's Hand
Specialization: Luck- Level 5 - 5 MP Illusion- Level 5 - 3 MP
Duration: Until bad luck item is destroyed Range: 120 feet
Material: Two objects to be enchanted Duration: 1 minute
The spell caster enchants one object that gives You create a large hand of shimmering,
luck and one that will receive bad luck. One translucent force in an unoccupied space
person is assigned to each object. When the that you can see within a range of 120ft.
person who has the lucky object experiences The hand lasts for the spell's duration, and
luck, the person who has the unlucky object it moves at your command, mimicking the
will experience bad luck up to the discretion of movements of your own hand.
the GM. The greater the luck experienced by
the holder of the lucky item, the greater bad
luck experienced by the holder of the unlucky Blight
item. Specialization: Necromancy- Level 6 - 4 MP
Range: 30 feet
Duration: Instantaneous
Banishment
Specialization: Interdimentional Travel -
Necromantic energy washes over a creature of
Level 5 - 5 MP
your choice that you can see within range,
Range: 60 feet
draining moisture and vitality from it. The
Duration: 1 minute
target must make a saving throw. The target
takes 8d8 necrotic damage on a failed save, or
You attempt to send one creature that you can
half as much damage on a successful one.
see within range (60ft) to another plane of
existence. The target must succeed on a
Charisma saving throw or be banished. The Blink
Banishment is up to 1 minute before the Specialization: Interdimentional Travel -
creature returns. Level 3 - 2 MP
Range:Self
Duration: 1 minute
Beast Sense
Specialization: Zoomancy- Level 2 - 1MP Roll a d20 at the end of each of your turns for
Range: Touch
the duration of the spell. On a roll of 11 or
Duration: 1 Hour
higher, you vanish from your current plane of
existence and appear in the Ethereal Plane.
The caster can see/hear/feel through the There you can't touch anything, move
senses of a willing beast. anything, and no one can hear you. Any attack
toward you has no effect.
158
Calm Emotions
Blood Magic Specialization: Empath- Level 2 - 1 MP
Specialization: Hemocology- Level 7 - 4 MP Range: 60 feet
Range: Self Duration: 20 minutes
Duration: 1 Hour Material: Either a lump of salt soaked in vinager for the
Material: Minimum of one ml of blood, max of one L. antimapthy effect, or a drop of honey for the sympathy
Wooden bowl. Latin speaking incantation effect
159
Color Spray Comprehend Languages
Hedgewitch- Level 1 - 1 MP Knowledge- Level 1 - 1 MP
Range: 15 feet cone Range: Self
Duration: 1 Round Duration: 1 Hour
Material: An object worth at least 1000G or $
For the duration, you understand the literal
A dazzling array of flashing, colored light springs
meaning of any spoken language that you hear.
from your hand. Roll 6d10; the total is how many
You also understand any written language that
hit points of creatures this spell can effect.
you see, but you must be touching the surface
Creatures in a 15-foot cone originating from you
on which the words are written. It takes about 1
are affected in ascending order of their current hit
minute to read one page of text. This spell
points (ignoring unconscious creatures and
doesn’t decode secret messages in a text or a
creatures that can’t see). Starting with the
glyph, such as an arcane sigil, that isn’t part of a
creature that has the lowest current hit points,
written language.
each creature affected by this spell is blinded
until the spell ends. Subtract each creature’s hit
points from the total before moving on to the
creature with the next lowest hit points. Contact the Other Side
Knowledge- Level 40 (c) - 24 MP
Duration: 15 minute
Command Material: Candles, bones, sand, cardamom
Specialization: Mind Control- Level 4 - 2 MP
Range: 60 feet Said to allow the casters to contact someone
Duration: 1 Round who had passed away. There is no proof of it
working but casting it does open a door between
You speak a one-word command to a creature worlds. Requires four casters and must be cast at
you can see within range. The target must midnight.
succeed on a Wisdom saving throw or follow the
command on its next turn. The spell has no effect
Control Weather
if the target is undead, if it doesn’t understand
Specialization: Weather Control - Level 8 - 4
your language, or if your command is directly
MP
harmful to it. Range: 5 miles
Duration: 10 minutes
Commune with Nature Material: Burning incense and bits of earth and wood mixed
in water
Natural- Level 5 - 3 MP
Range: 3 miles
You take control of the weather within five miles
Duration: Instantaneous
of you for the duration. You must be outdoors to
cast this spell. Moving to a place where you don’t
You briefly become one with nature and gain have a clear path to the sky ends the spell early.
knowledge of the surrounding territory. In the When you cast the spell, you change the current
outdoors, the spell gives you knowledge of the weather conditions, which are determined by the
land within three miles of you. GM based on the climate and season. You can
change precipitation, temperature, and wind. It
takes 1d4 × 10 minutes for the new conditions to
take effect. Once they do so, you can change the
conditions again.
160
Coptic Illusion Spell Create and Control Lightning
Illusion- Level 7 - 4 MP Specialization: Pyromancy- Level 2 - 1 MP
Duration: While skin is wet Range: 150 feet
Duration: Instantaneous
Allows the caster to take the appearance of
whoever the other person longs to see the You can create and control lightning for a range up
most, or presumably, anyone they wish. Only to 60ft. They can take the form of a bolt, a cone, a
works on wet skin. ball, or a shield. If you create a shield, add +1 MP.
Counterspell
All- Level 3 - 2MP Create and Control Water
Range: 60 feet Specialization: Aquamancy- Level 2 - 1 MP
Range: 150 feet
Duration: Instantaneous
Duration: Instantaneous
You can create and control ice for a range up Unlocks non-magical locks.
to 60ft. They can take the form of a bolt, a
cone, a ball, or a shield. If you create a shield,
add +1 MP.
161
Darkness
Illusion- Level 2- 1 MP Decay
Range: 60 feet Hedgewitch- Level 7 - 5 MP
Duration: 10 minutes Range: 20 feet
Material: Bat fur and a drop of pitch or piece of coal Duration: 5 Turns
Magical darkness spreads from a point you Remove 2 HP for five turns or until the creature
choose within range to fill a 15-foot-radius or person hits 1 HP.
sphere for the duration. The darkness spreads
around corners. A creature with dark vision
can’t see through this darkness, and non
Digital Underground
Illusion- Level 2 - 1 MP
magical light can’t illuminate it. Range: Self
Duration: 24 hours
Dark Vision
All- Level 2 - 1 MP By having a subject insert a part of their body
Range: Touch into an orifice of the caster, the caster's same
Duration: 8 hours body part morphs into an exact replica of the
Material: Either a pinch of dried carrot or an agate subjects. For example if the subjects right index
finger is inserted into the mouth of the caster,
You touch a willing creature to grant it the the casters right index finger will turn into an
ability to see in the dark. For eight hours, that exact replica of the subjects for 24 hours
creature has dark vision out to a range of 60 including fingerprints. Used in 2x07 with the
feet. banker's finger.
163
Dixon’s Charm Dreaming Viewing
Illusion- Level 1 - 1MP Specialization: Dream Manipulation - Level 1 -
Range: 30 feet 2 MP
Duration: Instantaneous Duration: 1 hour
Material: A subject who is asleep
Freezes water. Does not work on any other
liquids. You are able to see the dream of someone
through a mirror. Caster is unable to interact with
the dream. -2 modifier if the caster does not
Dream Projection know the subject's native language. -2 modifier if
Specialization: Astral Projection- Level 3 -
the caster and subject don't know each other.
1 MP
Duration: Instantaneous
Material: Someone sleeping and dreaming
Earthquake
You are able to project into someone's dream. Specialization: Geomancy- Level 8 - 8 MP
The dreamer is able to interact with the person Range:500 feet
projecting. Duration: 1 minute
Material: A pinch of dirt, a piece of rock, and a lump of clay
164
Elemental Weapon Feign Death
Specialization: Necromancy- Level 3 - 1 MP
Specialization: Metamagic Level 3 - 3MP
Range: Self
Range: Touch
Duration: 1 hour
Duration: 1 hour
167
Imprisonment Invisibility (lesser)
Physical Level 9 - 5 MP Specialization: Camouflage - Level 2 - 1MP
Range: 30 feet Range: Touch
Duration: Until Dispelled Duration: 1 hour
You create a magical restraint to hold a You or a creature you touch becomes invisible
creature that you can see within range. The until the spell ends. Anything the target is
target must succeed on a Wisdom saving wearing or carrying is invisible as long as it is on
throw or be bound by the spell; if it succeeds, the target’s person. The spell ends for a target
it is immune to this spell if you cast it again. that attacks or casts a spell.
Locks an object with a four-dimensional point, You can cast the spell up to 5 creatures
making it unmovable.
Julia’s Memory Box
Indian Night-Vision Charm Psychic- Level 9 - 5 MP
All- Level 4 - 3 MP Range: Touch
Duration: 1 minute Duration: Until Dispelled
Spoken language: Sanskrit
Removes part of your memories. Contrary to the
Allows the caster to see in the dark up to one wipe spell used at Brakebills, the memories are
hour. still within the person, simply boxed in an
enchanted ward. This can be removed and the
Insect Plague person will remember the forgotten memories.
Natural- Level 5 - 3 MP Takes one hour to cast.
Range: 30 feet
Duration: 10 minute
Material: a few grains of sugar, some kernels of grain, and a Koyosegi’s Ward
smear of fat All- Level 9 - 5 MP
Range: 90 feet
For 10 mins, swarming, biting locusts fill a 20- Duration: Until Dispelled
foot-radius sphere centred on a point you choose
within 30ft. The sphere spreads around corners. Shields a space and offers protection from
The sphere remains for the duration, and its area outside forces. Stronger than the basic protection
is lightly obscured. The sphere’s area is difficult ward, it covers up to 50,000 square feet and
terrain. When the area appears, each creature in nullifies any spell cast within the boundaries.
it must make a Constitution saving throw. A
creature takes 4d10 piercing damage on a failed
save, or half as much damage on a successful
one.
168
Locate Plant
Lend Skill Specialization: Herbalism- Level 2- 1 MP
Specialization: Telepathy- Level 3 -2 MP Range: 5 Miles
Range: 90 feet Duration: Instantaneous
Duration: 1 Turn
Gifts small inanimate objects with a facsimile of Describe or name an object that is familiar to
life up to 15 minutes. you. You sense the direction to the object’s
location, as long as that object is within 1,000
feet of you. If the object is in motion, you know
Levitate the direction of its movement.
Physical Level 3 - 2 MP
Range: Sight
Duration: 10 minutes Locate Person
Hedgewitch- Level 4- 2 MP
One creature or object of your choice that you Range:1000 feet
can see within range rises vertically, up to 20 Duration: 1 hour +
feet, and remains suspended there for the Material: Map (of the place, city, world etc.)
duration. The spell can levitate a target that
weighs up to 500 pounds. An unwilling Describe or name a creature that is familiar to
creature that succeeds on a strength saving you. You sense the direction to the creature’s
throw is unaffected. location, as long as that creature is within 1,000
feet of you. If the creature is moving, you know
the direction of its movement. If it is further away,
Locate Animal it takes one hour per 1,000 feet to locate.
Specialization: Zoomancy- Level 2- 1 MP Someone who is located at 3,000 feet would take
Range: 5 Miles two hours to find before the spell points to the
Duration: Instantaneous position on a map.
170
Manipulate Memories Manipulate Time
Specialization: Memory Magic- Level 9 -6 MP Specialization: Horomancy- Level 3- 1 MP
Range: 30 feet Range: 120 feet
Duration: 1 minutes Duration: 1 minute
You attempt to reshape another creature’s You alter time around up to six creatures of your
memories. One creature that you can see must choice in a 40-foot cube within range. Each target
make a Wisdom saving throw. If you are fighting must succeed on a Wisdom saving throw or be
the creature, it has advantage on the saving affected by this spell for the duration. For slowing
throw. On a failed save, the target becomes down time: An affected target's speed is halved, it
has a -2 dexterity modifier, and can only act every
charmed by you for the duration. The charmed
other turn. For accelerating time: An affected
target is incapacitated and unaware of its
target's speed is doubled, it has a +2 dexterity
surroundings, though it can still hear you. If it
modifier, and has an additional action every turn.
takes any damage or is targeted by another spell,
Creatures make an additional Wisdom saving
this spell ends, and none of the target’s memories throw at the end of each turn.
are modified. While this charm lasts, you can
affect the target’s memory of an event that it
experienced within the last 24 hours and that Mann’s Reveal
lasted no more than 10 minutes. You can All- Level 7- 4 MP
Range: 60 feet
permanently eliminate all memory of the event,
Duration: Instantaneous
allow the target to recall the event with perfect
clarity and exacting detail, change its memory of
Reveals something invisible. The spell is
the details of the event, or create a memory of
performed by the caster making a small window
some other event. You must speak to the target to with the thumb and index finger of their hands.
describe how its memories are affected, and it
must be able to understand your language for the
modified memories to take root. Its mind fills in Matarese Summoning Spell
any gaps in the details of your description. If the Psychic- Level 12- 6 MP
spell ends before you have finished describing the Range: Touch
Duration: 24 hours
modified memories, the creature’s memory isn’t
Material: Totem of the Matarese
altered. Otherwise, the modified memories take
hold when the spell ends. A modified memory
doesn’t necessarily affect how a creature behaves, By placing a totem of the Matarese on the victim
and using the spell, it will cause the bug spirit to
particularly if the memory contradicts the
awaken and inhabit the subject's body, shortening
creature’s natural inclinations, alignment, or
out the cerebral cortex and breaking an illusion. It
beliefs. An illogical modified memory, such as
is then up to the victim to release themselves from
implanting a memory of how much the creature
the spell (ex: Quentin’s scorpion in s01x04).
enjoyed dousing itself in acid, is dismissed,
perhaps as a bad dream. The GM might deem a
modified memory too nonsensical to affect a
creature in a significant manner. A remove curse
or greater restoration spell cast on the target
restores the creatures true memory.
171
McNaughton’s Unstealable Charm Minor Illusion
Hedgewitch, Physical and Knowledge- Level 19 - All- Level 2- 1 MP
11 MP Range: 30 feet
Range: Touch Duration: 1 minute
Duration: Instantaneous Material: A bit of fleece
Material: The object being enchanted
You create a sound or a small image of an object
Makes an item impossible to steal. This spell is within range that lasts for the duration. The
applied to the Alumni Keys of Brakebills graduates. illusion also ends if you dismiss it as an action or
cast this spell again.
Makes the caster glow with an intense light and Mirror Image
generates heat. Illusion- Level 3- 2 MP
Range: Self
Duration: 1 minute
Mind Reading
Specialization: Mind Reading Level 2 - 1 MP
Range: 30 feet Three illusory duplicates of yourself appear in
Duration: 1 minute your space. Until the spell ends, the duplicates
Material: A copper piece move with you and mimic your actions, shifting
position so it’s impossible to track which image is
real. You can use your action to dismiss the
For the duration you can read the thoughts of
illusory duplicates. Each time a creature targets
certain creatures. When you cast the spell and as
you with an attack during the spell’s duration, roll
your action on each turn until the spell ends, you
a d20 to determine whether the attack instead
can focus your mind on any one creature that you
targets one of your duplicates.
can see within 30 feet of you. If the creature you
choose has an Intelligence of 3 or lower or doesn’t
speak any language, the creature is unaffected.
172
Mislead Necromantic Resurrection
Specialization: Camouflage- Level 6 - 3 MP Specialization: Necromancy Level 11- 6 MP
Range: Self Range: Touch
Duration: 1 hour Duration: 2 minutes
Material: One relatively fresh corpse. The last requirement
You become invisible at the same time that an of the spell is to burn the book from which it came.
173
Osseus Confervium Persian Fainting Charm
Knowledge- Level 16 - 8 MP Healing and Psychic Level 7- 7 MP
Material: Bones Range: 30 feet
Duration: 1 minute
The first step in building a new body with magic,
called “bone-knitting”. It requires a lot of magic Causes the target to lose consciousness.
power and actual bones to bind together in order
to create a skeleton.
Phantasmal Force
Specialization: Mind Reading Level 3- 2 MP
Otto's Irresistible Dance Range: 60 feet
Physical- Level 6 - 4 MP Duration: 1 minute
Range: 30 feet
Duration: 1 minute You craft an illusion that takes root in the mind of
a creature that you can see within range. The
The target begins a comic dance in place: target must make an Intelligence saving throw.
shuffling, tapping its feet and capering for the On a failed save, you create a phantasmal object,
duration. Creatures that can't be charmed are creature, or other visible phenomenon of your
immune to this spell. Most likely used by Eliot choice that is no larger than a 10-foot cube and
Waugh's Wrecking Ball. that is perceivable only to the target for the
duration. This spell has no effect on undead or
Pass Without Trace constructs. The phantasm includes sound,
Specialization: Phosphoromancny Level 2 - 1 MP temperature, and other stimuli, also evident only
Range: Self to the creature.
Duration: 1 hours
Phantom Flame
Using the reflection of the sun's rays, you are able Illusion- Level 1 - 1 MP
to mask you and your companions from detection. Range: 30 feet
For the duration, each creature you choose within Duration: 1 hour
30 feet of you (including you) has a +10 bonus to
Dexterity (Stealth) checks and can’t be tracked Creates an area of imaginary flame. Those nearby
except by magical means. A creature that receives feel heat and pain, if they touch it; items inside
this bonus leaves behind no tracks or other traces of appear to burn. However, the flame does not
its passage. spread, and does no real damage. Even the pain it
creates subsides to a tingling after the first shock.
Paralysis Spell
Hedgewitch- Level 10 - 7 MP Planar Visit
Range: 60 feet
Specialization: Astral Projection- Level 2 - 1 MP
Duration: 1 hour Duration: 1 hour
Extremely potent and capable of incapacitating a You are allow to travel in spirit to a place you have
large crowd, and even a deity if the caster has not been before. You can't interact with anything
great powers. The spell is shown to immediately or anyone. If you want to bring someone with you,
freeze its target (who can only move their eyes) add +1 MP per person
and has an adjustable area of effect (on the body
or the environment). Can only be used on areas,
174
not target a specific person. Disadvantage roll on
the opponent if the spell succeed.
Plant Growth Prestidigitation
Specialization: Plant Manipulation- Level 3 - 2 MP Specialization: Sensory Manipulation Level 1-
Range: 150 feet 1 MP
Duration: Instantaneous Range: 10 feet
Duration: 1 hour
This spell channels vitality into plants within a
specific area. There are two possible uses for the You create one of the following magical effects
spell, granting either immediate or long-term within range:
benefits. If you cast the spell using 1 action, choose ✴ You create an instantaneous, harmless
a point within range. All normal plants in a 100-foot sensory effect, such as a shower of sparks, a
radius centred on that point become thick and puff of wind, faint musical notes, or an odd
overgrown. If you cast this spell over 8 hours, you odour.
enrich the land. All plants within a half-mile radius ✴ You instantaneously light or snuff out a
centred on a point within range are enriched for one candle, a torch, or a small campfire.
year. The plants yield twice the amount of food ✴ You instantaneously clean or soil an object
when harvested. no larger than 1 cubic foot.
✴ You chill, warm, or flavour up to 1 cubic foot
Poll Spell of nonliving material for 1 hour.
All- Level 4 - 2 MP ✴ You make a colour, a small mark, or a
Range: 200 feet symbol appear on an object or a surface for
Duration: Instantaneous 1 hour.
✴ You create a nonmagical trinket or an
Creates quick survey on a specific notion in a given
area (ex: number of animals in a forest). Probability Spell
Specialization: Probability- Level 35 (c) - 22 MP
Range: Self
Portal Spell Duration: Instantaneous
Specialization: Portal Creation- Level 9 - 5 MP Material: Double-sided coin, candles, and some
Duration: Instantaneous
hallucinogenic herbs
Purify Water
All- Level 1 - 1 MP Restoration (major)
Range: 30 feet Specialization: Minor and Major Injuries- Level
Duration: Instantaneous 5 - 3 MP
Range: Touch
Duration: 1 hour
Spell that purifies water up to 1L, the amount of
water can be bigger if done in cooperation. Up to
the GM's discretion. You can end one of the following effects on the
target: One effect that charmed or petrified the
target. One curse, including the target’s
Relieve Addiction attainment to a cursed magic item. Any reduction
Healing- Level 8 - 2 MP to one of the target’s ability scores. One effect
Range: Touch
reducing the target’s hit point maximum
Duration: Instantaneous
176
Retrogression Sanctuary
Specialization: Memory Magic- Level 7 - 4 MP Healing- Level 2- 1 MP
Range: 120 feet Range: 30 feet
Duration: 1 second Duration: 1 minute
The target experience memories from their past You ward a creature within range against attack.
vividly. Caster can choose a specific memory if Until the spell ends, any creature who targets the
they are already aware of that memory's existence warded creature with an attack or a harmful spell
or can choose a more general memory. Caster must first make a Wisdom saving throw. On a
cannot use this spell to view the subject's failed save, the creature must choose a new
memories. An unwilling subject must pass a target or lose the attack or spell. This spell
Wisdom saving throw. doesn’t protect the warded creature from area
effects, such as the explosion of a fireball. If the
Reverse Gravity warded creature makes an attack or casts a spell
Physical- Level 7 - 5 MP that affects an enemy creature, this spell ends.
Range: 100 feet
Duration: Instantaneous
Scarlotti’s Web
Hedgewitch- Level 17 (c) - 9 MP
This spell reverses gravity in a 50-foot-radius, 100- Range: 10 miles
foot high cylinder centred on a point within range.
All creatures and objects that aren’t somehow Traps the caster’s target inside a dark prison within
anchored to the ground in the area fall upward their own mind. The prison shapes itself to
and reach the top of the area when you cast this p s y c h o l o g i c a l l y d e s t ro y t h e t a rg e t a n d
spell. A creature can make a Dexterity saving permanently incapacitate them.
throw to grab onto a fixed object it can reach, thus
avoiding the fall. If some solid object (such as a
ceiling) is encountered in this fall, falling objects Sense Spirit
and creatures strike it just as they would during a Divination- Level 5 - 4 MP
normal downward fall. If an object or creature Range: 120 feet
reaches the top of the area without striking Duration: Instantaneous
anything, it remains there, oscillating slightly, for Material: Bee’s Wax
the duration. At the end of the duration, affected
objects and creatures fall back down. Find any ghosts, spirits, or supernatural entities
within the area of effect. On a good roll, it gives the
caster a general impression of what kind of being is
Romanian Flying Enchantment present.
All- Level 3 - 2 MP
Range: 50 feet
Duration: Until Dispelled
Language: Romanian
You instantly learn the target’s prevailing emotion, A sudden loud ringing noise, painfully intense,
whether it’s love, anger, pain, fear, calm, or erupts from a point of your choice within 90ft.
something else. If the target isn’t actually Each creature in a 10-foot-radius sphere centred
humanoid or it is immune to being charmed, you on that point must make a Constitution saving
sense that it is calm. throw. A creature takes 3d8 thunder damage on a
failed save, or half as much damage on a
Sensory Manipulation (lesser) successful one.
Specialization: Sensory Manipulation, Level 2 -
1 MP Sleep
Range: 100 feet
All- Level 3 - 1MP
Duration: 1 hour Range: 90 feet
Duration: 1 minute
You manipulate the 5 senses of the subject to Material: A pinch of fine sand, rose petals, or a cricket
experience a minor sensation. Some possibilities
are, but are not limited to: pain, odour, loud noise, This spell sends creatures into a magical slumber.
itchiness, spasms, a small tap, tickling, hunger, Roll 5d8, the total is how many hit points of
thirst, etc. These can be positive or negative. creatures this spell can affect. Creatures within 20
feet of a point you choose within range are
Sensory Manipulation (greater) affected in ascending order of their current hit
Specialization: Sensory Manipulation, Level 8 - points (ignoring unconscious creatures).
6MP
Range: 100 feet
Spare the Dying
Duration: 12 hour
Healing- Level 2 - 1 MP
Range: 30 feet
You manipulate the 5 senses of the subject in a Duration: Instantaneous
major way. Some possibilities are, but are not
limited to: blindness, deafness, inability to feel Touch a living creature that has 0 hit points. The
pain, etc. creature becomes stable. This spell has no effect on
undead.
Stoneskin
Natural- Level 4 - 2 MP
Suggestion (greater)
Range: Touch Specialization: Mind Control Level 6- 4 MP
Range: 90 feet
Duration: 1 hour
Duration: 24 hours or until attacked
Material:Diamond dust
Material: A snake’s tongue and either a bit of honeycomb or
a drop of sweet oil
This spell turns the flesh of a willing creature you
touch as hard as stone. Until the spell ends, the
Same effect as lesser suggestion, but with a
target has resistance to non magical bludgeoning,
piercing, and slashing damage. higher range and duration time
Stop Bleeding
Healing- Level 1 - 1 MP
Range: Touch
Duration: Instantaneous
This spell instantly transports you and up to eight Rewinds time 15 seconds. As it is an extremly
willing creatures of your choice that you can see unstable and unpredictable spell and requires a
within range, or a single object that you can see machine in order to cast it. After 5 rewinds, it
within range, to a destination you select. If you breaks.
target an object, it must be able to fit entirely
inside a 10-foot cube, and it can’t be held or
carried by an unwilling creature.The destination
you choose must be known to you, and it must
be on the same plane of existence as you.
181
The Fish Hook The Rhinemann Ultra
Hedgewitch- Level 22 (c)- 13 MP Knowledge- Level 22 (c)- 13 MP
Duration: Instantaneous Range 20 feet
Material: Drawn Sigil Duration: Instantaneous
Harnesses energy from a large floor-drawn sigil in Presumably the most powerful battle magic spell
the shape of an anchor. Can be used to pull an known, it is recommended that no one, except
object from one location to another by looping it for the target, stands within a 20-feet (6 metres)
through dimensions, theoretically being radius of the large energy blast that the spell
untraceable. The spell requires at least two creates. Damage roll: 8d10
magicians to perform and the chanting of an
incantation as well.
Thorn Whip
Natural- Level 1- 1 MP
The Magician’s Land Range: 10 feet
All- Level 100 (c) - 100 MP
Duration: Takes 18 hours to cast
Duration: Takes 18 hours to cast
This spell gives the willing creature you touch the The touch of your shadow-wreathed hand can
ability to see things as they actually are. For the siphon force from others to heal your wounds.
duration, the creature has true sight, notices Make a melee spell attack against a creature within
secret doors hidden by magic. your reach. On a hit, the target takes 3d6 necrotic
damage, and you regain hit points equal to half the
amount of necrotic damage dealt
Turkish Binding Spell
Physical- Level 1- 2 MP
Range: 30 feet Voltaic Transfer
Duration: Instantaneous Healing, Physical, Psychic and Knowledge -
Material: Coffin-shaped wooden box Level 10 (c)- 5 MP
Language: Turkish Range: Touch
Duration: Instantaneous
Material: Crushed rocks and animal fat. When the concoction Duration: 1 minute
183
Wards Wish
All- Level 4- 2 MP Knowledge- Level 100 (c)- 100 MP
Range: 120 feet
Duration: 1 hour Wish is the mightiest spell a mortal creature can cast.
Material: Burning incense, a small measure of brimstone and
By simply speaking aloud, you can alter the very
oil, a knotted string, a small amount of umber hulk blood,
foundations of reality in accord with your desires.
and a small silver rod worth at least 10G or $
184
Word as Bond Woven Strength
All- Level 15 (c)- 8 MP All- Level 11- 6 MP
Range: Touch Range: 50 feet
Duration: 5 minutes
185
References
123 Ideas For Character Flaws - Writers Write". Writers Write, 2019, https://writerswrite.co.za/123-
ideas-for-character-flaws/. Accessed 1 June. 2019
Becker, Paul. The Magicians Tuts: Art of Choreography. YouTube, 17 Jan. 2017, www.youtube.com/
watch?v=F2nyRQIWfGY.
"Can Someone Explain To Me The Entire Push Scene? : Brakebills". Reddit, https://www.reddit.com/
r/brakebills/comments/ao0r64/can_someone_explain_to_me_the_entire_push_scene/ Accessed July
12 2019
Crawford, Jeremy, and al. GM Handbook (Dungeons & Dragons), Wizards of the Coast LLC, 2014.
---. Player’s Handbook (Dungeons & Dragons), Wizards of the Coast LLC, 2014.
“DnD - 5e - How Do Hit Dice Work?” Reddit: Dungeon and Dragon, 2014, www.reddit.com/r/DnD/
comments/2c0rdr/5e_hp_how_do_hit_dice_work. Accessed 13 Sep. 2018.
Grossman, Lev. “A Brief Guide to the Hidden Allusions in The Magicians.” Tor.com, 2011,
www.tor.com/2011/08/11/a-brief-guide-to-the-hidden-allusions-in-the-magicians. Accessed 9
Sep. 2018.
Karlin, Susan. “Finger Tutting Casts A Spell On Syfy’s ‘The Magicians.’” Fast Company, 2016,
www.fastcompany.com/3056913/finger-tutting-casts-a-spell-on-syfys-the-magicians. Accessed
9 Sep. 2018.
McElroy, Clint, Justin McElroy and Travis McElroy. The Adventure Zone: Amnesty. 2018, 12 episodes,
Online Podcast.
McElroy, Clint, Griffin McElroy, Justin McElroy and Travis McElroy. The Adventure Zone: Balance. 2014
to 2017, 69 episodes, Online Podcast.
186
Slavicsek, Bill and Richard, Baker Dungeons & Dragons 4th Edition for Dummies. Wiley, 2008.
Sorensen, Jared A, and Nonny Jennings. “Broomstix and Kauldronz: A Harry Potter Roleplaying
Guide.” N/A, 2015.
Stoddard, William H et al. GURPS Fantasy 4th Edition, Steve Jackson Games, 2018.
The Magicians: Season One. Created by Sera Gamble and John McNamara, NBCUniversal Television
Distribution, 2015.
The Magicians: Season Two. Created by Sera Gamble and John McNamara, NBCUniversal Television
Distribution, 2017.
The Magicians: Season Three Created by Sera Gamble and John McNamara, NBCUniversal Television
Distribution, 2018.
The Magicians: Season Four Created by Sera Gamble and John McNamara, NBCUniversal Television
Distribution, 2019.
"The Theory Of Parallel Universes Is Not Just Maths – It Is Science That Can Be Tested". The
Conversation, http://theconversation.com/the-theory-of-parallel-universes-is-not-just-maths-it-is-
science-that-can-be-tested-46497 Accessed June 22 2019
187