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Reaction Dying Barter

GRIM If the PCs come across a monster or NPC whose


disposition is unknown, roll 2d on the table below.
2d

2
Reaction
Hostile. They are angered and immedi-
When a PC is damaged to 0 Health, they obtain a
Scar. Roll 1d on the table below:
1d
1
Scar
Scabbed. Gain an ugly blemish or defect.
During a visit to a settlement, each PC can stake an
item of Quality, roll 2d, and add their WIL ability. If
the total is 10 or higher, the PC obtains an item of
equal Quality. If not, the PC obtains an item of lower
quality. You cannot go below Quality 0.

RATS
ately attacks the PCs.
2 Broken. An ability is reduced by 1.
Unfriendly. They may attack the PCs Quality 0: Common item, common service, light
3-5 3 Maimed. Max Health is reduced by 1.
depending on the situation. weapon, single coin, impoverished living
Neutral. They are uncertain of the PCs 4 Wounded. Lose the use of a body part. Quality 1: Specialty item, specialty service, ranged
6-8
or indifferent to them. 5 Twisted. Roll a Mutation. weapon, shield, several coins, poor living
Curious. They will help as long as it is Quality 2: Light armor, heavy weapon, potion, merce-
Grim Rats is a fantasy adventure game of explora- 9-11 6 Splintered. Roll an Insanity.
made worth their while. nary service, small bribe, bag of coins, frugal living
tion, problem-solving, and survival. One player acts
Helpful. They are friendly and will help When a PC is damaged to below 0 Health, they are Quality 3: Heavy armor, luxury item, small magic item,
as the Game Master (GM) while the remaining play- 12
even if it is inconvient to them. Mortally Wounded. A Mortally Wounded character expert service, lockbox of coins, martial living
ers take on the role of Player Characters (PCs).
is beyond mundane and magically repair, but their Quality 4: Small transport, medium bribe, small enter-
Although paper, pencils, and dice are involved, the Initiative player chooses how they would like to exit the stage. prise or detachment, chest of coins, ordinary living
core of the game is a conversation; the GM tells the If one side surprised the other, they automatically They may take one last turn, say a few words, or
Quality 5: Property, specialty transport, large bribe,
players what is happening, the players tell the GM gain initiative, as well as advantage on all attack rolls something else deemed appropriate by the GM.
medium enterprise or detatchment, decent living
what their characters to do in response, and the GM during the first round. Otherwise, all player charac-
When a PC is slain, its player creates a new first level Quality 6: Luxury transport, large detatchment, a keep,
describes how their actions in turn affect the world. ters roll a DEX danger roll. Those that succeed take
PC, or takes over an NPC hireling. The GM should tower, temple, or establishment, rich living
their turns first. Then the enemies take their turn.
Danger Rolls Then alternate sides between players and enemies
have them rejoin the group as soon as possible. Quality 7: Stronghold, massive detatchment, a dragon’s
mound of coins and gems, covetously wealthy living
Whenever possible, a PC’s actions should be resolved until one side retreats or is defeated. A turn lasts Healing
by its player simply describing what the character about five seconds in real-time.
does. If the action is risky or uncertain, the GM will
A day of rest in a sanctuary restores health back to its Leveling Up
On a side’s turn, each of its characters, in any order, maximum. A dose of medicine restores 1 point of
call for a Danger Roll. The player rolls 2d (two six- All PCs begin at level 1, and gain levels over the
may move 25 feet or one zone and take one action Health. Restoring Health to a PC stops them from course of the campaign. At the end of each session,
sided dice), and adds the relevant ability. If the total
including: attack a target within range, cast a spell, bleeding out and brings them to consciousness. the group will answer the following questions:
is 10 or higher, the PC succeeds in avoiding the dan-
drink a potion, move 15 feet or one zone more, etc.
ger. If not, the GM describes how things go wrong. Morale -Did I explore somewhere new?
-Did we overcome a notable foe?
• Add the Strength bonus (STR) when using raw Combat When an NPC or hireling faces more danger than
-Did we obtain a valuable treasure?
power, stamina, or physical resilience. Characters have a base armor rating of 6. Light ar- they were expecting, the GM may call for a WIL dan-
-Did we change the world?
• Add the Dexterity bonus (DEX) when using mor and shields provide +1 armor each, while heavy ger roll to see if they rout or beg for mercy.
-Did we work together as a party?
speed, agility or precision. armor provides +2 armor. Characters in heavy armor Typical situations for making a morale check include
• Add the Will bonus (WIL) when using force of cannot gain advantage on DEX danger rolls. PCs gain 1 XP for each time they answer “yes.”
when an NPC loses half of their force (when in a
personality, perception, or willpower. When a PC has enough XP, they gain that level.
When one character attacks another, the attacker group), loses half of their health (when alone), loses
If one character takes an action against another, the makes an Attack Roll by rolling 2d and adding their their leader, or is attacked by magic. Level XP Gain
GM may decide to call for an Opposed Danger Roll. Attack Bonus (AB) based on the weapon they use. Most NPCs should not get into fights that they can- 1 0 -
In this case, both characters make a danger roll, with Unarmed attacks have -1 AB. Light weapons have +1 not win, and should tactically retreat or sue for peace 2 2 +1 to an ability
each trying to beat the other’s total instead of trying AB. Heavy weapons have +2 AB. Ranged weapons if it makes sense, even without a WIL danger roll. 3 6 +1 feature
to roll a 10+. Defenders win ties. have +0 AB. Attacking with a ranged weapon is im- 4 12 +1 to an ability
possible while in melee combat. Encumbrance 5 20 +1 feature
Advantage All of a PC’s items must have a location: worn, in the
Compare the attack total to the defender’s armor. If 6 30 +1 to an ability
If the risk of an action is reduced due to the PC’s backpack, on the belt, or carried in the hands. Belts
the attacker’s total exceeds the defender’s armor, the 7 42 +1 feature
preparation or situational factors, the GM may grant carry up to two items, and backpacks can carry up to
attack hits and deals damage to the defender equal 8 56 +1 to an ability
Advantage to the roll. In this case, the player rolls 3d six items. Belt items can be grabbed at any time, but
to the difference between the two scores. Subtract 9 72 +1 feature
instead of 2d and uses the two highest dice. If several backpack items take a whole round to find.
the damage from the defender’s Health. 10 90 +1 to an ability
advantages apply to the PC’s action, the action is
usually no longer risky.

“Maze Rats,” from which this hack was made was originally created by Ben Milton (CC BY 4.0). This hack is by Sam Doebler. See more games and ramblings in the same vein at dreamingdragonslayer.wordpress.com
4. Roll one starting weapon 7. Roll starting background
Using the table above, roll 2d. The first die is the tens place,
Roll 2d twice. The first roll is for your weapon’s
the second is the ones place. Take the items on the same row.
trait. The second is for the weapon type.
2d Trait Weapon 2d Background Item A Item B
Create your character at the beginning of the ses- 11 Pot of Glue (3) Mushroom (3)
2 Cursed Dagger (light/ranged) Bog Dwarf
sion along with the other players. If your character
3 Soggy Club (light/heavy) 12 Crag Dwarf Manacles Lantern helm
dies during the game, you should make a new one
4 Slimey Crossbow (ranged) 13 Deep Dwarf Whip Potion (random)
right away. The random tables from the Charac-
5 Broken Staff (light/heavy)
ters pages can be used to flesh out your character 14 Exiled Noble Bodyguard Signet
6 Bent Bow (ranged)
if you want a bit more detail. Drawing a portrait of 15 Forester Saw Flash tinder (3)
7 Chipped Shortsword (light)
your character is encouraged, as is adopting a 16 Friar Folk songbook Jug of honey wine
8 Ugly Spear (light/heavy/ranged)
mannerism or two when speaking in your charac-
9 Mossy Battleaxe (heavy) 21 Gambler Serrated card Loaded dice
ter’s voice.
10 Stained Longsword (light/heavy) 22 Grave Robber Shovel Talking skull
To randomly pick an item from the 6x6 tables, roll 11 Shiny Halberd (heavy)
23 Grit Assassin Poison ring Antitoxin
2d separately. The first die points to a group, while 12 Luxury Magic sword (light/heavy)
the second die points to an item within that group. 24 Guild Thief Skeleton key Guild credentials
5. Roll starting item 25 Herbalist Seed collection (3) Bag of dirt
1. Roll starting abilities Roll 2d once and read across the row. Random Items A 26 Herdsman Pan-pipes Sheep
Your PC has 3 abilities: Strength, Dexterity, and and B can be found on the table to the right. Ask the GM 31 Hermit Camouflage Owl
Will. Roll 1d to find their starting values, or simply if you roll Potion or Relic as your item. 32 Holy Knight Fear spellbook Shield
choose a row. PCs increase an ability by 1 every 2d Item
33 Hypnotist Charm spelbook Ether
other level. A PC’s abilities may never be raised 2 Mystery egg
higher than +4. 3 Bag of wind (4) 34 Illusionist Mirror Image spelbook Mirrorwalk scroll
4 Blast bombs (3) 35 Initiate Ward spellbook Order symbol
1d Strength Dexterity Will
1 +2 +1 +0 5 Potion 36 Jailer Flagon Diseased rat
2 +2 +0 +1 6 Random Item A 41 Magician Spell scroll (random) Fireworks (3)
3 +1 +2 +0 7 Spell scroll
42 Minstrel Mandolin Love letter
4 +0 +2 +1 8 Random Item B
43 Moss Alchemist Alchemical fire Bloodvine
5 +1 +0 +2 9 Shield
10 Light armor 44 Outlander Jawbone helm Fossil
6 +0 +1 +2
11 Heavy armor 45 Parcel Runner Letter bag Horse
2. Record maximum health 12 Relic 46 Pedlar Wares (3) Cart
Your PC begins with 6+STR maximum Health. PCs
add 1 to their maximum Health when they in-
6. Roll three starting tools 51 Physician Medicine (3) Ether
52 Pit Fighter Armor of choice Rival’s tooth
crease their STR ability. Animal scent Chisel Grease
53 Pixie Catcher Gremlin jar Appearance dust (3)
Bear trap Crowbar Hacksaw
3. Roll an archetype Bedroll Fishing net Hammer 54 Raconteur Outragerous hat Pamphlets (30)
PCs begins as one of the archtypes gain their start- Caltrops Glass marbles Hand drill 55 Ranger Large trap Hound
ing features. PCs gain a new feature they have not Chain (10 ft.) Glue Horn 56 Road Warden Horse Lasso
yet chosen from their archetype every other level. Chalk Grappling hook Iron spikes
See their features on the next page. 61 Spell Scribe Arcane vellum (3) Ink
Iron gauntlets Metal file Ten foot pole 62 Travelling Acrobat Living rope Costume
1d Archetype
Lantern and oil Rations (3) Tinderbox 63 Troll Slayer Bear Pheromones (3)
Mage. User of magic and keeper of secrets.
1-2 Large sack Rope (50 ft.) Torches (3)
You wield forces beyond comprehension. 64 Watchman Chainmail Lantern
Lockpicks (3) Spyglass Vial of acid
Disciple. An acolyte to a saint, idea, or 65 Wild Tamer Throwing bola Silver whistle
3-4 Manacles Steel wire (10 ft.) Vial of holy water
power. Your devotion fuels divine ambitions.
Medicine (3) Steel mirror Vial of poison 66 Witch Hunter Hand crossbow Net
Vagabond. Warrior adept in combat. Your
5-6
skills demand testing from impressive foes. 8. Record name, level, and XP
Keep your name short and memorable. You begin at level 1 and with zero XP.
Mage Disciple Vagabond Mage Implements
Amulet Broach Gloves
You start with two random spells and two es- You have the four miracles listed below. You You start by rolling or choosing a Vagabond Anklet Circlet Goggles
sence. You may use one essence to cast any of may use up to three prayers after commun- Weapon to be your Signature Weapon. Roll or Bandana Cloak Hat
your memorized spells. When you conduct ing at your temple. Using a prayer activates choose an Effect or Element that enhances Book Crown Ingot
the ritual in your sanctum, roll new spells and a miracle of your choice. Roll or choose a Dis- your Signature Weapon. Only you can wield Boots Earring Locket
replenish your essence. Roll or choose a Mage ciple Domain to be your Favored Domain. the magic of your Signature Weapon. Bracelet Fake eye Mask
Implement. Roll or choose an Element or Your Favored Domain determines what ef- Then select a Path of your choice. When your Necklace Scarf Tie
Form to be your Quintessence. Whenever you fect the miracle "Dominion" has. Path applies to the situation at hand, gain an Orb Scroll Totem
cast a spell, you may enhance that spell with additional effect or advantage.
Phylactery Spectacles Valu. Material
Protection: A small, flat, immovable, im-
your Quintessence. Pipe Staff Veil
penetrable barrier wall forms near you. Briarborn: tracking, foraging, survival, Ring Symbol Vest
Light: You imbue an object with light for wilderness, nature Rod Tattoo Wand
Features to choose at levels 3, 5, 7, and 9:
a long duration, or create a blinding flash Fingersmith: tinkering, crafting, picking
Widen: Gain two spells.
Deepen: Gain two essence.
for a short duration. locks or pockets Disciple Domains
Purify: You heal a friendly target near you Roofrunner: climbing, leaping, balancing, Animal Conquest Gateway
Increase: Gain one spell and one essence.
for 1d damage or hurt an unholy target scaling, crawling
Balance Death Judgement
Infuse: Roll or choose an Element or Form Book Destiny Light
near you for 1d damage.
to add to your Quintessence. Shadowjack: moving silently, hiding in the Chance Dreams Knowledge
Dominion: This miracle's effect is created shadows, sneaking
Augment: After rolling your spells, roll an Chaos Element Monster
by you and based on your Favored Do-
Effect for each spell. Truthweaver: convincing, commanding, Circles Form Moon
main. manipulating, demanding
Recall: You may pick up to two spells to Music Protection The Sea
keep before conducting the ritual. NPC Secrets Time
Features to choose at levels 3, 5, 7, and 9:
Extract: When you conduct the ritual, you Features to choose at levels 3, 5, 7, and 9: Oaths Storms Underworld
Craft: “Protection” becomes a shape of Skirmish: Gain +1 Attack Bonus. Your At-
may choose the last spell instead of rolling. Order Summer Wealth
your choice. tack Bonus when unarmed is the same as Plague Sun Wilderness
Shape: After each roll for your spells, you
Permeable: “Protection” can be moved when using a light weapon. Purification The Forge Winter
may add or subtract 2 before selecting a
through in a direction of your choice.
spell from that effort. Fortitude: Gain +2 Health. You may make a
Experiment: You create an original spell
Quickened: "Protection" can be activated Danger Roll when Mortally Wounded to Vagabond Weapons
when it is not your turn. stay alive. Blowgun Cleaver Gauntlet
that you may replace one spell with during
Dazzle: “Light” deals 1d damage to all tar- Amplify: Roll or choose an Effect to add to Boomerang Club Greataxe
the ritual. Cane sword Crossbow Halberd
gets who see it. your Signature Weapon.
Beacon: “Light” grants +2 on all danger Cat claw Cutlass Hammer
Evolve: Roll or choose an Element to add Chakram Dagger Hand crossbow
and attack rolls to the wielder of the im- to your Signature Weapon. Claymore Flail Hatchet
bued object.
Reflexes: You always go first in initiative.
Smite: “Purify” hurts any target for 2d Javelin Morningstar Sling
Riposte: Once per round, you may make an Longbow Pistol Spear
damage.
immediate attack against a target that Longsword Shield Staff
Ward: “Purify” heals one target near you dealt damage to you. Mace Shortsword Trident
for an additional 1d damage. An excess
Skilled: Gain a second Path. Machete Shovel Warhammer
healed damage becomes temporary Maul Sickle Whip
Expert: Gain a third Path.
Health until the target rests.
Master: Gain a fourth Path.
Enhance: “Dominion” has an additional
or increased effect.
Expand: Gain an additional miracle
based on your Favored Domain.
Physical Effects Ethereal Effects Female Names Male Names
Animating Crushing Fusing Avenging Compelling Dispelling Adelaide Clover Esme Balthazar Destrian Florian
Attracting Diminishing Grasping Banishing Concealing Emboldening Alma Constance Fern Basil Ellis Fox
Binding Dividing Hastening Bewildering Deafening Encoding Barsaba Damaris Hester Bertram Erasmus Godwin
Blossoming Duplicating Hindering Blinding Deceiving Energizing Beatrix Daphne Hippolyta Blaxton Faustus Hannibal
Consuming Enveloping Illuminating Charming Deciphering Enlightening Bianca Demona Jessamine Chadwick Finn Jasper
Creeping Expanding Imprisoning Communicating Disguising Enraging Cleopha Elsbeth Jilly Clovis Fitzhugh Jiles

Levitating Reflecting Sealing Excruciating Nullifying Soothing Morgot Pepper Trillby Jules Oswald Silas
Opening Regenerating Shapeshifting Foreseeing Paralyzing Summoning Minerva Phoebe Tuesday Leopold Percival Stilton
Petrifying Rending Shielding Intoxicating Revealing Terrifying Nerissa Piety Ursula Merrick Peregrine Stratford
Phasing Repelling Spawning Maddening Revolting Warding Odette Poppy Vivian Mortimer Quentin Tenpiece
Piercing Resurrecting Transmuting Mesmerizing Scrying Wearying Olga Silence Wendy Ogden Redmaine Waverly
Pursuing Screaming Transporting Mindreading Silencing Withering Orchid Sybil Zora Orion Reinhold Webster

Physical Elements Ethereal Elements Lower Class Surnames Upper Class Surnames
Acid Clay Glass Ash Ectoplasm Light Barrow Coffin Gimble Belvedere Dunlow Gastrell
Amber Crow Honey Chaos Fire Lightning Beetleman Crumpling Graveworm Bithesea Edevane Girdwood
Bark Crystal Ice Distortion Fog Memory Berrycloth Culpepper Greelish Calaver Erelong Gorgon
Blood Ember Insect Dream Ghost Mind Birdwhistle Dankworth Hardwick Carvolo Febland Grimeson
Bone Flesh Wood Dust Harmony Mutation Borrin Digworthy Hatman De Rippe Fernsby Gruger
Brine Fungus Lava Echo Heat Negation Chips Dreggs Hovel Droll Fisk Hitheryon

Moss Sand Thorn Plague Smoke Thunder Knibbs Rumbold Slee La Marque Portendorfer Stavish
Obsidian Sap Vine Plasma Snow Time Midnighter Rummage Slitherly Malmora Romatet Vandermeer
Oil Serpent Water Probability Soul Void Needle Sallow Stoker Miter Rothery Wellbelove
Poison Slime Wine Rain Star Warp Nethercoat Saltmarsh Tarwater Oblington Skorbeck Westergren
Rat Stone Wood Rot Stasis Whisper Pestle Silverless Tumbler Onymous Slora Wexley
Salt Tar Worm Shadow Steam Wind Relish Skitter Villin Phillifent Southwark Wilberforce

Physical Forms Ethereal Forms Mutation Insanity


Altar Chain Elemental Aura Bubble Cone Ages Animal eyes Cyclops Results in quotation marks are things that are believed to
Armor Chariot Eye Beacon Call Cube Attracts birds Animal head Extra arms be true by the insane character.
Arrow Claw Fountain Beam Cascade Dance Child-form Animal legs Extra eyes Always lies Fears birds Fears horses
Beast Cloak Gate Blast Circle Disk Corpulence Animal mouth Extra legs Always polite Fears blood Fears iron
Blade Colossus Golem Blob Cloud Field Covered in hair Animal skin Forked tongue “Animal-form” Fears books Fears music
Cauldron Crown Hammer Bolt Coil Form Animal arms Animal-form Gender swap Cannot count Fears darkness Fears own hand
Horn Sentinel Tentacle Gaze Pyramid Swarm Hunchback Monster Trait Shrinks Cannot lie Fears fire Fears PC
Key Servant Throne Loop Ray Torrent Item-form No eyes Shrivels Faceblind Fears gold Fears rain
Mask Shield Torch Moment Shard Touch Long arms No mouth Skin boils Fears rivers “Genius” “Mon. Feature”
Monolith Spear Trap Nexus Sphere Vortex Lose all hair P. Element-skin Slime trail Fears silence “Gorgeous” “Monster Trait”
Pit Steed Wall Portal Spray Wave Loses teeth Second face Translucent skin Fears sleep Hates violence Must sing
Prison Swarm Web Pulse Storm Word Monster Feature Sheds skin Weeps blood Fears sunlight “Invisible” New Personality
Fears the moon “Invulnerable” Says thoughts
Fears trees “Mon. Ability” Sees dead people
126. Befuddle: A creature of your 152. Disguise: You may alter the ap- 215. Hatred: A creature develops a
108 Spells choice is unable to form new short- pearance of one character at will as deep hatred of another creature or
of Power term memories for the duration of
the spell.
long as they remain humanoid. At-
tempts to duplicate other characters
group and wishes to destroy them.
216. Hear Whispers: You can hear
To get a spell, roll 3d. The first die is 131. Bless: You or a creature have en- will seem uncanny. faint sounds clearly.
halved and is the hundreds place. The hanced attacks. 153. Displace: An object appears to be 221. Hover: An object hovers, friction-
second die is the tens place. The third 132. Bird Wings: Your arms turn into up to 15ft from its actual position. less, a few feet above the ground. It
die is the ones place. large bird wings. 154. Earthquake: The ground begins can hold up to one humanoid.
133. Body Swap: You switch bodies shaking violently. Structures may be 222. Hypnotize: A creature enters a
111. Acid Stomach: Anything you eat with a creature you touch. If one damaged or collapse. trance and will truthfully answer one
dissolves instantly. body dies, the other dies as well. 155. Elasticity: Your body can stretch yes or no questions you ask it.
112. Adhere: Object is covered in ex- 134. Change Weather: You may alter up to 15ft. 223. Icy Touch: A thick ice layer
tremely sticky slime. the type of weather at will, but you do 156. Elemental Wall: A straight wall of spreads across a touched surface, up
113. Anchor: A strong wire sprouts not otherwise direct it. ice or fire 50ft long and 10ft high rises to 15ft in radius.
from your arms, affixing itself to two 135. Charm: A creature you can see from the ground. 224. Illuminate: A floating light
points within 25ft on each side. treats you as a friend. 161. Fear: A creatures become terri- moves as you command.
114. Animate Object: An object obeys 136. Comprehend: You become flu- fied of a type of object or person of 225. Invisibility: You and all worn
your commands as best it can. ent in all languages for a short while. your choice. items cannot be seen for one minute.
115. Anthropomorphize: An animal 141. Command: A target obeys a sin- 162. Filch: A visible item teleports to 226. Invisible Tether: Two objects
either gains human intelligence or gle three-word command that does your hands. within 15ft of each other cannot be
human appearance for one day. not harm it. 163. Flare: A bright ball of energy fires moved more than 15ft apart.
116. Arcane Eye: You can see through 142. Cone of Foam. Dense foam a trail of light into the sky, revealing 231. Knock: A nearby mundane or
a magical floating eyeball that flies sprays from your hand, coating the your location to friend or foe. magical lock unlocks – loudly.
around at your command. target. 164. Fog Cloud: A dense fog spreads 232. Leap: You jump up to 50ft, once.
121. Astral Prison: An object is frozen 143. Control Plants: Nearby plants out from you. 233. Liquid Air: The air around you
in time and space within an invulner- and trees obey you and gain the abil- 165. Frenzy: A nearby creature erupts becomes swimmable.
able crystal shell. ity to move at a slow pace. in a frenzy of violence. 234. Magic Dampener: All nearby
122. Attract: Two objects are strongly 144. Cure Wounds: Restore 1d Health 166. Gate: A portal to a random plane magical effects have their effective-
magnetically attracted to each other to a creature you touch. opens. ness halved.
if they come within 25ft. 145. Deafen: All nearby creatures are 211. Ghost Sound: You create illusory 235. Manse: A sturdy, furnished cot-
123. Babble: A creature must loudly deafened. sounds that seem to come from a di- tage appears for 12 hours. You can
and clearly repeat everything you 146. Detect Magic: You can see or rection of your choice. permit and forbid entry to it at will.
think. It is otherwise mute. hear nearby magical auras. 212. Gravity Shift: You can change the 236. Magic Missile: You shoot an ar-
124. Bait Flower: A plant sprouts from 151. Disassemble: Any of your body direction of gravity for yourself. cane missile that can seek its target
the ground that emanates the smell parts may be detached and reat- 213. Greed: A creature develops an around corners.
of your choice. tached at will, without causing pain overwhelming urge to possess a visi- 241. Manipulate Gravity: The gravity
125. Beast Form: You and your pos- or damage. You can still control ble item of your choice. in a circle with a radius of 50ft triples
sessions transform into a mundane them. 214. Haste: Your movement speed is or is reduced to one-third.
animal. tripled.
242. Marble Craze: Your pockets are 264. Push/Pull: An object is pulled to- 325. Sniff: You can smell even the 346. Thicket: A thicket of trees and
full of marbles, and will refill every 6 wards/pulled away from you with the faintest traces of scents. dense brush up to 50ft wide suddenly
seconds. strength of three men. 326. Sort: Inanimate items sort them- sprouts up.
243. Masquerade: A character’s ap- 265. Raise Dead: A skeleton rises from selves according to categories you 351. Time Rush: Time in a bubble with
pearance and voice becomes identi- the ground to serve you. They are in- set. a 25ft radius starts moving two times
cal to those of a character you touch. credibly stupid and can only obey 331. Spark: You create a blinding light faster.
244. Miniaturize: A creature you simple orders. followed by a frighteningly loud 352. Time Slow: Time in a bubble with
touch is shrunk down to the size of a 266. Ray of Frost: A creature or object boom. a 25ft radius starts moving two times
mouse. is encased in ice. 332. Speak with Dead: The spirit of a slower.
245. Mirror Image: An illusory dupli- 311. Read Mind: You can hear the sur- dead body rises and will answer three 353. Tristan: A benign, ordinary, aver-
cate of yourself appears and is under face thoughts of nearby creatures. questions truthfully. age man appears until end of spell.
your control. 312. Repel: Two objects are strongly 333. Spider Climb: You can climb sur- He will obey polite commands.
246. Mirrorwalk: A mirror becomes a magnetically repelled from each other faces like a spider. 354. True Sight: You see through all
gateway to another mirrored surface if they come within 15ft. 334. Stoneskin: A creature’s skin be- nearby illusions.
that you looked into today. 313. Scry: You can see through the eyes comes solid rock. 355. Upwell: A spring of seawater ap-
251. Missile Shield: A creature you of a creature you touched earlier to- 335. Switcheroo: You swap places pears.
touch is protected from mundane day. with a creature. 356. Vision: You completely control
missile attacks. 314. Sculpt Elements: All inanimate 336. Summon Cube: Once per second what a creature sees.
252. Multiarm: You gain an extra material behaves like clay in your you may summon or banish a 5-foot- 361. Visual Illusion: A silent, immo-
arm. hands. wide cube of earth. New cubes must bile, room-sized illusion of your
253. Night Sphere: A 50ft wide sphere 315. Shroud: All creatures around you be affixed to the earth or to other cu- choice appears.
of darkness displaying the night sky are invisible until they move. bes. 362. Ward: A silver circle 50ft across
appears before you. 316. Shuffle: Two creatures you can 341. Summon Idol: A carved stone appears on the ground. Choose one
254. Null Magic: You counter a spell see instantly switch places. statue the size of a mule rises from species that cannot cross it.
or negate a magical effect. 321. Sleep: A creature you can see falls the ground. 363. Web: Your wrists shoot thick
255. Objectify: You become any inan- into a light sleep. 342. Swarm: You become a swarm of webbing.
imate object between the size of a 322. Slick: Every surface in a 50ft ra- crows, rats, or piranhas. You can only 364. X-Ray Vision: You can see
grand piano and an apple. dius becomes frictionless and slip- be harmed by blast attacks. through walls, dirt, clothing, etc.
256. Ooze Form: You become a living pery. 343. Telekinesis: You may mentally 365. Wizard Mark: Your finger can
jelly. 323. Smoke Form: Your body becomes move 1 item under 60lbs. shoot a
261. Pacify: A creature near you has an living smoke. 344. Telepathy: Two creatures can stream of ulfire-colored paint. This
aversion to violence. 324. Snail Knight: 10 minutes after hear each other’s thoughts, no matter paint is only visible to you, and can be
262. Pit: A pit up to 15ft wide and 15ft casting, a knight sitting astride a gi- how far apart they move. seen at any distance, even through
deep opens in the ground. ant snail rides into view. He is able to 345. Teleport: An object or person you solid objects
263. Primal Surge: An creature rap- answer most questions related to can see is transported from one place 366. Zone of Truth: All creatures in a
idly evolves into a mutated version of quests and chivalry, and may aid you to another in a 50ft radius. 50ft bubble are compelled to speak
its species. if he finds you worthy. the truth.

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