This document provides a spellcasting supplement for the Tunnel Goons tabletop roleplaying game. It describes how spells can be found and cast from scrolls or memorized from spellbooks. When casting a memorized spell, the caster makes an action roll or the spell may backfire. A variety of spells are then listed with their descriptions, difficulty scores, and ranges. The document concludes by thanking readers and developers for their interest in the game.
This document provides a spellcasting supplement for the Tunnel Goons tabletop roleplaying game. It describes how spells can be found and cast from scrolls or memorized from spellbooks. When casting a memorized spell, the caster makes an action roll or the spell may backfire. A variety of spells are then listed with their descriptions, difficulty scores, and ranges. The document concludes by thanking readers and developers for their interest in the game.
This document provides a spellcasting supplement for the Tunnel Goons tabletop roleplaying game. It describes how spells can be found and cast from scrolls or memorized from spellbooks. When casting a memorized spell, the caster makes an action roll or the spell may backfire. A variety of spells are then listed with their descriptions, difficulty scores, and ranges. The document concludes by thanking readers and developers for their interest in the game.
Spells can be found on scrolls or as All of the magical energy in your pages in spell books. Holding a spell body is expended in a rush scroll or page and reading it aloud 1 leaving you drained. Make all will cast the spell without the need to rolls at disadvantage until you make an action roll but after the spell have a full nights rest. ends it will crumble into dust. After a bang and a flash of light You may memorize a number of spells 2-4 you go blind and deaf for a equal to your level. The process takes number of rounds equal to the at least 8 hours per spell. Any scroll spell's difficulty score. that's memorized is destroyed as if read aloud. Misdirected magical energy 5-6 surges through your body briefly Spells are listed like this: like an electric shock. You are stunned for 1 round. Spell Name (DS, Range): Description Whenever you cast a spell from Spells memory make an action roll using the Arcane Transcription (DS10, R): ERUDITE class against that spell’s Give 1 blank scroll of parchment you Difficulty Score (DS). On a success are holding the ability to absorb the the spell works as intended. On a failure the spell fizzles out and can’t next spell cast on it and become a spell scroll. be cast again for one day. Ranges are broken up into four Bless (DS10, C): A number of categories. creatures equal to your level get advantage on their action rolls for a Reach (up to 5ft away) number of rounds equal to your level. - Within reach without moving Blind (DS10, N) : A creature you Close (up to 30ft away) choose within range becomes blind - Within reach if you move for a number of rounds equal to your level. Near (up to 60ft away) Command (DS10, N): A creature - Within reach if you sprint obeys a single sentence command that Far (up to 120ft away) will not cause it harm. - Within sight but unreachable Cornucopia (DS8, C): Enough food If you roll a 1 when casting a spell it appears to feed a number of people will backfire. Roll a d6 and check the equal to your level. It is delicious and suited to each person’s individual list to the right. taste. Darkness (DS8, C): A sphere of Float (DS8, C): When cast on a impenetrable darkness the size of the creature that creature will float gently spell’s range in diameter appears to the ground instead of falling. around the caster. Friction Field (DS8, R): A wall of Deceive (DS10, N): The next sentence magic force 7 feet tall and 5 feet wide you speak after this spell is cast will appears in front of you. Any small be believed as absolute truth by a object that tries to pass through it at number of creatures equal to your high speed will lose it’s momentum level for a number of minutes equal to and fall to the ground. your level. Glow (DS8, R): A small object you are Detect Owner (DS8, C): Letters holding gives off the equivalent of appear above an object you point to torch light for a number of hours and spell out the name of the last equal to your level. person to touch it. Gust (DS8, N): A gust of air 10 feet Dispel (DS12, C): Choose one wide and as long as the spell’s range creature or magical effect. Any spell blasts from you in a direction you with DS14 or lower on the target choose for 1 turn. It will disperse any ends. gas or vapor and push any creature in it’s path that is the size of a human or Displace Earth (DS10, C): You may smaller back a few paces. cause a cube of earth 5 feet wide 10 feet long and with a depth equal to 5 Living Glyph (DS8, R): You become + your level in feet to vanish. two dimensional for a number of rounds equal to your level. You can Effigy (DS8, C): When cast on a pass through narrow places and creature it will appear as if it were cannot be seen when viewed from the made of stone until it moves or is side. touched. Lock (DS8, R): A door that you touch Enshrouded Entrance (DS8, R): You seals itself shut and cannot be opened. draw your fingertips around a doorway and a thin veil of Mage’s Knot (DS8, R): Tie a knot impenetrable darkness appears to while casting this spell. It will untie cover the opening. It last for a itself on your command. number of hours equal to your level. Mend (DS10, R): A creature you touch Envision Demise (DS10, R): You regains 1d6 HP. touch one dead creature and have a vivid vision of the last 10 minutes of Pet Rocks (DS8, C): A number of fist that creature’s life. sized rocks equal to your level gain the ability to roll on their own at Flash (DS10, N): You give off a walking speed and will obey simple blinding flash of light. All creatures in commands. the spell’s range except you go blind for a number of turns equal to your Pilfer (DS8, C): A number of small level. objects equal to your level are teleported into one of your pockets. Portable Hole (DS8, R): Draw a circle worth of drinkable water when completely soaked. as big as your head on a flat surface. It becomes a hole with a number of inventory slots equal to 2 x your level Swarm Form (DS10, R): You take the that lasts for a number of days equal form of a swarm of flies for a number to your level. If the spell ends before of rounds equal to your level. the items inside are removed they are forcibly ejected from the hole before Stinging Cloud (DS10, N): Create a it disappears. cloud of thick purple smoke the size of the spell's range that stings the Resurrect (DS12, R): Bring one eyes and throat of everyone within it. creature that has been dead for 1 All affected creatures are at minute or less back to life. disadvantage to their action rolls until they exit the cloud. Shackle (DS10, C): Spectral chains Tackify (DS8, R): This spell can be rise out of the earth and completely restrain one creature for a number of applied to an object small enough to turns equal to your level. If the target be held in one hand. The next is attacked the shackles will disappear creature to pick this object up after in a puff of smoke. you set it down will be unable to let go of it. Sleep (DS8, C): The target of this spell Thorns (DS8, R): One creature you falls asleep for a number of minutes equal to your level. If the sleeping touch grows finger length thorns all creature takes damage it wakes up. over their skin. Anyone attempting to grapple that creature takes 1 damage Smuggler's Rune (DS8, R): You draw every turn that they hold on. If the a small red rune in the center of a creature isn’t wearing armor the written message. If the rune is seen thorns will cut through any ropes that by anyone other than the message’s bind them. intended recipient the paper will burn up before it can be read. Vivify (DS10, R): One creature you touch receives the benefit of a full Spectral Eye (DS8, F): A floating nights rest without regaining any HP. spectral eye appears just above your head. It can float to any point in the Wall Walk (DS8, R): You gain the spells range at will. You see what it ability to walk on walls and ceilings sees. for a number of minutes equal to your level. Spring (DS8, N): A creature leaps up Water Walk (DS8, R): You can walk to the spell's range. on water as if it were land for a Summon Weapon (DS8, N): An number of minutes equal to your unwielded weapon you choose leaps level. into the air and soars into your open hands. Whisper (DS8, N): Send a single sentence telepathic message to a Super Sponge (DS8, R): A small piece creature capable of understanding of absorbent material you are holding language. gains the ability to store up to 10 days Thanks I'd like to thank all of you out there for taking an interest in this little game jam submission from years ago. The trickle of downloads it continues to get warms my heart. I've been using this as the spell system in my personal games for a while now and have updated it a bit so I decided to make this new version for you all. I'd also like to thank Nate Treme for Tunnel Goons. Before I discovered your rules light systems I thought I didn't have time for this hobby and now I enjoy it often. Copyright Spells for Goons is released under Creative Commons 4.0 International License. You are free to copy and redistribute this material as you see fit and build upon it for any purpose including commercially.