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ICRPG Index Card RPG KG Khan's Spells & Feats Vol 2
ICRPG Index Card RPG KG Khan's Spells & Feats Vol 2
KHAN’S
AN’S
SSPELLS
PE L L S
&
FFEATS
EATS
Vo
Vol.
l. 22
1
K HAN ’ S S P ELLS & F EATS V ol. 2
C op y r i gh t K HAN IS T GAMES 20 20
@KhanistGames www.khanist.com
S P EC IAL THAN K S :
R u n eh a mmer Ga mes
R oll F or Effor t You Tu be C h a n n el Tea m
R u n eh a mmer .on li n e F or u ms
S h i eld Wa ll
N OTE:
Th i s i s a s u p p lemen t wr i tten for IN D EX C AR D R P G ( IC R P G) r ole- p la y i n g
ga me s y s tem wr i tten by R UN EHAMMER GAMES . IC R P G C OR E a n d IC R P G
MAGIC book s by R UN EHAMMER GAMES a r e r equ i r ed to be a ble to u s e th i s
book to i ts fu ll p oten ti a l. K HAN ’ S S P ELLS & F EATS V ol. 1 i s r ecommen d ed .
You ca n bu y th es e book s fr om www.d r i v eth r u r p g.com.
K
2
TABLE OF CONTENTS
MATTER SPELLS 51
GM TIPS
MIND SPELLS 55
SPELLS AND FEATS CAN BE... 5 TIME SPELLS 59
ONLY THE FIRE TYPE? 5 TRANSMUTATION SPELLS 63
CONSUMABLE LOOT 6
UTILITY FEATS 77
CHARACTERS
MAGE KINDS 8
TABLES
MAGE CLASSES 9 SPELL ROLLERS 82
3
INTRODUCTION
WELCOME CANTRIPS
After writing KHAN'S SPELLS & FEATS (now CANTRIPS are regular LEVEL I SPELLS which
known as Vol. 1) last year, I thought I was can only be cast at POWER 1 and they have
done creatively and I wouldn't be able to find no HP COST when casting.
inspiration for new things. Believe it or not, it
was a hard job and beat me down creatively. SPELLS chosen as CANTRIPS cannot be cast
Also, truth be told, I didn't think there was a at a higher POWER, ever. This is the cost of
need for something else in the same vein learning them as CANTRIPS. Optionally, a
anyway. I used to consider that book MAGE can choose to sacrifice 3 HP to forgo
complete. the casting ATTEMPT altogether and make a
guaranteed cast.
Yet, almost one year later, I find myself
sitting at nights with new ideas in my head These two rules make CANTRIPS as
and see that the creative well is full again dependable as they come.
and started to see some gaps in spells and
feats where there were none! Or so I A MAGE can pick 2 (or how many you think is
thought... Therefore it is time to pour the proper) LEVEL I SPELLS to be CANTRIPS at
well into a new book. character creation.
So here is the second volume, which shall be CANTRIPS do not occupy inventory space.
known as Khan's SPELLS & FEATS Vol. 2
henceforth, with some awesome new toys to
play with!
NEW SPELL TYPE: CHAOS
Working and thinking on it, my love for
ICRPG keeps growing with each passing CHAOS is the 13th SPELL TYPE and it is
month. I hope the same happens to you, too! extremely fitting for number 13. It can make
With every opportunity I say this out loud: or break you.
ICRPG community is the best, most fun, most
helpful and most positive community I have It is unpredictable, dangerous, but also
ever seen and I am proud to be a part of it. wondrous at the same time, provided that
This is one of the ways I'm giving back to this the gods smile upon you. If not, you will be in
awesome community. trouble, so it is not for the faint of heart.
I hope you enjoy KHAN'S SPELLS & FEATS In any case be assured that you will have
Vol. 2! plenty of fun and more often than not, you
will have to think on your feet.
- Khan, 2020
There are two special rules regarding the
casting of CHAOS SPELLS:
WHAT’S NEW?
• New SPELL TYPE: CHAOS. • You can't determine the POWER of a
• 200+ new and exciting SPELLS and CHAOS SPELL beforehand. Roll 1D4 to
METAMAGIC SPELLS. determine its POWER randomly and pay
• New CANTRIP rules for using selected the COST accordingly.
SPELLS over and over again without
paying any HP COST and optionally with • If you roll a NATURAL 20 for the casting
guaranteed success with a little COST. ATTEMPT, ignore the negative portions
of the SPELL (if there are any). For
• 10 new MAGE CLASSES and MAGE KINDS. example, Balance On The Edge (p.17)
• 45 new FEATS. makes all your ATTEMPTS EASY instead of
• Comprehensive SPELL ROLLER TABLES making you roll a percentage to
collected from multiple books and sorted determine whether your ATTEMPTS will
by LEVEL and TYPE. be EASY or HARD.
• 200 new CONSUMABLE LOOT.
• 100 new RARE INGREDIENTS. Now go ahead and cry havoc!
• Some GM Tips.
4
GM TIPS
SPELLS AND FEATS CAN BE... the needs of your campaign.
— Used as inspiration to create unique — Can be turned to LOOT.
and dangerous monsters.
SPELLS and FEATS (their curated forms to
Create an attack or a trait for a monster be precise - see below) can be found as
inspired by a SPELL or a FEAT. That LOOT for more variety in the game. This
monster will certainly be dangerous and way players will have the opportunity to
memorable. However don't use SPELLS or experience different SPELLS and FEATS in
FEATS as-is because they are designed for a limited fashion.
HEROES only.
To create a piece of LOOT, follow the
As a general guideline, disregard HP guidelines on the left for adjusting SPELLS
COST for both SPELLS and FEATS when and FEATS for monsters and then put it on
adding them to monsters. a suitable item. That’s it!
For SPELLS, generally favor LEVEL I and
II SPELLS for regular monsters and adjust ONLY THE FIRE TYPE?
the description so it will fit in a single line. Fire, fire, fire... Uh, what about different
Only use a single POWER for simplicity. ELEMENTS, chief?
For FEATS, you can discard or retain the SPELLS listed under FIRE TYPE can be
activation roll depending on the FEAT and reskinned into any other element, as long
the difficulty of the monster. Again, only as they make sense. This will allow more
use a single TIER. variety and more flavor in the game without
complicating the rules.
— Added to ROOMS.
This is not limited only to FIRE TYPE; you can
Some rooms can buff, curse, debuff, heal change the element specified in the text
or damage the HEROES and some rooms of any SPELL if it fits a character concept
can do the same for monsters. better (also there are SPELLS and MAGE
KINDS that do this).
Imagine HEROES fighting in a room that
constantly buffs the monsters. Even a Here's a list of possible element types (see
handful of silly Gerblins can be a p.82 for ELEMENT TYPE TABLE): ACID, COLD,
formidable obstacle this way. DEMON, ENERGY, FIRE, HOLY, LIGHTNING
and SONIC. DEMON is necrotic or negative,
— Used as inspiration or seed for an HOLY is radiant or positive. ICRPG doesn't
adventure. have damage types but you can add them to
things very easily if you want to:
For example, just reading DIMENSIONAL
SENSE (p.31) can inspire you to create an DAMAGE RESISTANCE against a certain
adventure where teleportation is element means half damage/EFFORT and
rampant. DAMAGE VULNERABILITY means double
damage/EFFORT.
— Can be used as buffs, boons, curses for
individual characters. A simpler and maybe better approach might
be doing this narratively instead of trying
This can be a god's grace to a HERO or can to add damage types to each and every
be a permanent effect as a reward for SPELL and every piece of LOOT. Some areas
some heroic deed or a punishment. The of a dungeon might be under a strong
possibilities are endless. necrotic influence and damage from DEMON
SPELLS might be twice (or half) as effective as
— Can be "reskinned". normal, for example.
SPELLS and FEATS can be converted to This kind of thinking will add flavor to the
each other, to SUPER POWERS, PSIONIC game without bogging the game down with
POWERS or similar things depending on extra mechanics but the choice is up to you.
5
GM TIPS
CONSUMABLE LOOT from least to most powerful but you will be
the judge. Assign a suitable amount of
Finding LOOT is fun. Consumable LOOT is HEARTS accordingly.
more fun because a) you can award your
PLAYERS way more than regular LOOT since Alternatively, you can mandate only a couple
they are not permanent, and b) PLAYERS go successful ATTEMPTS to keep things simple
through them quickly and there is a nice or you can forgo the ATTEMPT roll and only
rotation. This will inspire your PLAYERS to require EFFORT rolls.
come up with different tactics each time,
depending on their consumables at hand. To make things even more exciting, you can
This is probably the best idea in this book! let your PLAYERS craft one time use
Also, there is no real reason why a Potion SPELLS which they don't know in potion
of Healing should be single use. form, to have some excitement. Casting the
same SPELLS over and over again isn't that
Just like regular LOOT, you can create fun.
CONSUMABLE LOOT from a SPELL or a FEAT.
Find a container to put a selected SPELL or Obviously, this one time use item crafting
FEAT, give it a number of uses and you are (like POTIONS mentioned in ICRPG MAGIC,
done. but for SPELLS they don't know) should
require less HEARTS than learning a new
Also remember that per ICRPG MAGIC, SPELL.
SPELLS can be turned into POTIONS, and
therefore can be found as one time use
potions as well. You can increase this EFFORT AND STATS
number on occasion. Roll a SPELL randomly When a SPELL or FEAT mentions EFFORT, it
using the SPELL LOOT TABLE to create a means the caster's EFFORT unless otherwise
potion and award it to your PLAYERS. noted.
Alternatively, you can use the SPELL ROLLERS For RARE INGREDIENTS and CONSUMABLES,
(p.82) to roll against all SPELLS found in three it is the EFFORT of whoever is using it on
books: ICRPG MAGIC, KHAN'S SPELLS & themselves or whoever the ingredient is
FEATS Vol 1. and KHAN'S SPELLS & FEATS Vol applied on.
2 (this book). You should definitely try this!
A STAT is one of all STATS (between STR-CHA,
There are two CONSUMABLE LOOT tables plus ARMOR and ALL EFFORTS) as per ICRPG
(p.103) in this book; one for fantasy and one rules, unless otherwise noted. Sometimes
for sci-fi/futuristic. some SPELLS limit these to six STATS
between STR and CHA.
IDEAS FOR ITEM CRAFTING
You can use RARE INGREDIENTS and TIMERS
CONSUMABLE LOOT in this book and in the Any durations mentioned in SPELL and FEAT
first volume of KHAN'S SPELLS & FEATS descriptions are TIMERS. Anything that
(RARE INGREDIENTS only) to let your HEROES affects TIMERS can affect those.
craft them. They can also craft brand new
ingredients and consumables which are not Have fun with TIME SPELLS!
listed in any of these books. Allow their
imagination to flourish. Who knows what
they will come up with? HEY, IT IS YOUR GAME!
This book is written with the widest audience
Just assign one or multiple HEARTS to an in mind. Hopefully everyone can find
ingredient or a consumable and let your something here but this also means that
PLAYERS roll ATTEMPTS and EFFORTS some things may not align with how you run
whenever they get the opportunity. Like we your game. Therefore if you think something
all know, time is precious in ICRPG. Take a is too powerful, too weak, out of place or
look at TIME chapter in ICRPG CORE if you simply doesn't fit your gaming style, feel free
have any trouble with managing game time. to change, limit or remove it.
YOU ARE THE BOSS!
Ingredients are usually listed on the tables
6
CHARACTERS
"It was heralded a long time ago that a strange looking person would come
and save everyone in the village. Oh, how wrong they were..."
7
MAGE KINDS
CHOOSE YOUR KIND
Mage KINDS allow you to specialize your caster in different and powerful ways. You will find
new KINDS below. Pick one you like, or if you want, roll randomly using a D10.
1. AGENT
Agent of CHAOS... An agent of utmost unpredictability.
When a SPELL is cast NEAR you (including yours) it is either doubly (60% chance) or half
effective (40% chance). It is up to you which property of the SPELL is affected.
2. ALCHEMIST
Even if you can't smell what this person is cooking, it is certainly useful.
When you create a POTION (from a SPELL or otherwise), it has 1D4 additional uses.
3. BATTERY
Some mages have unusually deep reserves.
You have a single separate HEART from which you can pay the COSTS of SPELLS. Any
healing or RECOVERY done to you fills it the same amount.
4. EXPERT
Getting things done and well. Preferably quickly.
Add +1/LEVEL of the SPELL to its EFFORT.
5. FLUXOR
Some mages are more in tune with magic than others.
Cast the first 1D4 SPELLS at POWER 1 and 2 for free each encounter or ROOM.
6. RESOURCEFUL
They are gravely mistaken if they think you are done for.
Pick one LEVEL II SPELL as a CANTRIP in addition to your regular ones.
7. SCHOLAR
Knowing is good. Knowing more is better.
You know twice the number of CANTRIPS normally allowed.
8. SPECIALIST
Easy and hard are relative. You know where you stand.
Pick a SPELL TYPE. All casting ATTEMPTS of that TYPE are always EASY.
9. SUPPLE
Open with a bang!
Cast one SPELL for free once for each encounter or ROOM.
10. TOPSYTURVY
Chaos is their middle name. What is up, is down, but only sometimes and maybe not.
Start with CHAOS TYPE MASTERED.
8
MAGE CLASSES
CHOOSE YOUR CLASS
A mage CLASS determines the 3 TYPES of SPELLS your caster knows at character creation.
You will find new CLASSES below. Pick one you like, or if you want, roll randomly using a D10.
1. CHOSEN
You bring balance to things. Or so everyone believes.
CHAOS, GLYPH, MATTER.
2. DOOMBRINGER
You bring death, doom and chaos to wherever you go.
CHAOS, DEMON, FIRE.
3. DRUID
You are life and life is you. Simple as that.
BLOOD, ELDER, TRANSMUTATION.
4. FATEMAKER
Entire nations' fate is in your hands, if you act correctly.
DIMENSION, GLYPH, TIME.
5. HAND
The hand of a powerful person or an entity to carry its master’s orders.
BLOOD, ELDER, ENERGY.
6. INFILTRATOR
Infiltrate them and work from within.
CURSE, ENERGY, TRANSMUTATION.
7. PRESERVER
Try to keep things the same; don't let people and things get destroyed.
BLOOD, GLYPH, TIME.
8. RUINER
Bring everything down, leave nothing standing. It is the most stable state.
ENERGY, FIRE, MATTER.
9. STALKER
Work from a distance, in the shadows, and bring them down quietly.
CURSE, DIMENSION, MIND.
10. PACIFIST
The best course of action is to do nothing and let things find their own way in time.
ELDER, MIND, TIME.
9
SPELLS
“Studying magic... It is very simple actually. There are only three outcomes:
You give up, you die, or you survive." - Grand Sage Marthull
10
SPELL INDEX
BLOOD SPELLS 13 DEMON SPELLS 27
LVL I: Blindsight LVL I: Corpse Reaper
LVL I: Controlled Mutation LVL I: Blade of Pain
LVL I: Physical Prowess LVL I: Dark Sphere
LVL I: Wound Resistance LVL I: Sharp Bone
LVL II: Mow Down LVL II: Aura of Terror
LVL II: Physical Burst LVL II: Dark Slime
LVL II: Shoot Down LVL II: Incorporeal
LVL II: Vitality LVL II: Left for Undeath
LVL III: Bodily Malfunctions LVL III: Demotivate
LVL III: Hardened Body LVL III: Meat Explosion
LVL III: Instrument of War LVL III: Soul Sword
LVL III: Rage LVL III: Ultimate Darkness
LVL IV: Blood Clots LVL IV: Finger of Death
LVL IV: Blood Frenzy LVL IV: Reaper
LVL IV: Contagion LVL IV: Slaying Arrows
11
SPELL INDEX
ENERGY SPELLS 39 LVL II: Burrow
LVL I: Channel Energy (Metamagic) LVL II: Pillar of Relaxation
LVL I: Energy Resistance LVL II: Pillar of Sacrilege
LVL I: Energy Sponge LVL III: Assimilation
LVL I: Floating Shield LVL III: Black Blade
LVL I: Force Shield LVL III: Cave In
LVL II: Force Aura LVL IV: Superior Apparatus
LVL II: Khan’s Grip LVL IV: Ultimate Defender
LVL II: Lift
LVL II: Magic Block MIND SPELLS 55
LVL II: Spark Jump (Metamagic) LVL I: Astral Projection
LVL III: Chain Bolt LVL I: Imposing Cast (Metamagic)
LVL III: Lash Out LVL I: Mental Prowess
LVL III: Take In LVL I: Mind Over Mind
LVL IV: Absorb Spell LVL I: Subtle Spell (Metamagic)
LVL IV: Magic Immunity LVL II: Free Casting (Metamagic)
LVL II: Mental Burst
FIRE SPELLS 43 LVL II: Rally Minions
LVL I: Animate Fire LVL III: Bolster Summon
LVL I: Blob LVL III: Mind Mirror
LVL I: Cocoon LVL III: Rally Crowd
LVL I: Fire Pit LVL III: Surge of Subjugation
LVL I: Flaming Weapon LVL IV: Concerto
LVL I: Hot Body LVL IV: Master of Puppets
LVL I: Snuff Out LVL IV: Stealer of Souls
LVL II: Breathe Life into Fire
LVL II: Burning Grasp TIME SPELLS 59
LVL II: Heatwave LVL I: Fluctuating Attempt
LVL II: Immune to Fire LVL I: Fluctuating Effort
LVL III: Aura of Immunity LVL I: Swap Timers
LVL III: Cloak of Lava LVL I: Swift Song (Metamagic)
LVL III: Scorching Rays LVL I: Time Heist
LVL IV: Blazing Rocket LVL II: Glimpse
LVL II: Spell Echo (Metamagic)
GLYPH SPELLS 47 LVL II: Time Slide
LVL I: Beacon LVL II: Time’s Up
LVL I: Hymn of Glory LVL III: Clone Timer
LVL I: Light LVL III: Keep Them at Bay
LVL I: Protection LVL III: Time Anomaly
LVL I: Rise Up LVL IV: Alternate Reality
LVL II: Evade LVL IV: Back Yourself Up
LVL II: Flash LVL IV: Time Dilation
LVL II: Killing Eye
LVL II: Pain Dampening TRANSMUTATION SPELLS 63
LVL III: Capacitor LVL I: Camouflage
LVL III: Discrimination LVL I: Copy Writing
LVL III: Mass Protection LVL I: Hard as a Rock
LVL III: Observer LVL I: Loot Solution
LVL IV: Forbidden LVL I: Superior Vision
LVL IV: Irradiation LVL II: Animate Object
LVL II: Hour of the Fittest
MATTER SPELLS 51 LVL II: Mist Form
LVL I: Apparatus LVL II: Tailwind
LVL I: Battering Ram LVL III: Corroding Cloud
LVL I: Deconstruct LVL III: Gravel Thorns
LVL I: Pillar of Life LVL III: Razor Claws
LVL I: Sandy Fog LVL III: Were Form
LVL I: Silent Bubble LVL IV: Deadly Form
LVL I: Subatomic Coherence LVL IV: Elemental Storm
12
BLOOD SPELLS
BLINDSIGHT CONTROLLED MUTATION
LEVEL I BLOOD LEVEL I BLOOD
One TARGET/POWER within NEAR gains Start mutating and add 1 POINT/POWER to
the ability to 'see' in total darkness or one of your STATS and subtract the same
when blind(ed) for 1D6 ROUNDS. amount from another STAT of your choice
Target will have no penalties regarding to for 1D4 ROUNDS.
sight. This mutation is always clearly visible and
The darkness may be magical in nature. obvious like the enlargement of your cra-
nium when you increase your INT.
13
BLOOD SPELLS
II
MOW DOWN PHYSICAL BURST
LEVEL II BLOOD LEVEL II BLOOD
One target NEAR you makes 1/POWER Touch one TARGET to boost its STR, DEX or
EASY melee attacks right now. CON (your choice) for 1 ROUND/POWER.
If you cast this SPELL on yourself, make Target gains +3D4 to that STAT.
one additional attack.
INSTANT 1 ROUND/POWER
14
BLOOD SPELLS
III
BODILY MALFUNCTIONS HARDENED BODY
LEVEL III BLOOD LEVEL III BLOOD
One TARGET within FAR starts to get differ- Harden the skin, bones and muscles of
ent illnesses for 1D6 ROUNDS. It gets -1/ one target within FAR for 1D8 ROUNDS.
POWER to a STAT between STR, DEX, CON, Target gains 3/POWER DAMAGE REDUC-
INT, WIS and CHA (your choice). Next TION.
ROUND, pick another STAT. You cannot
pick a STAT more than once every 3
ROUNDS. If a STAT other than CON drops
below 0, target becomes incapacitated. If
its CON drops below 0, it dies.
15
BLOOD SPELLS
IV
BLOOD CLOTS BLOOD FRENZY
LEVEL IV BLOOD LEVEL IV BLOOD
Clotting starts in the blood of one TARGET/ Put one target you touch into a maddening
POWER that you can see. frenzy for 1D8 ROUNDS.
Target rolls CON each ROUND or takes 1 Target gains +2 STR, CON, WEAPON and
CON damage for 1D6 ROUNDS. If its CON ULTIMATE EFFORT/POWER. It takes half
drops below 0, it dies. damage from any source; is immune to
fear and similar effects and heals 2 HP
whenever it hits an ENEMY.
Target automatically fails any INT, WIS or
CHA rolls and cannot act like a rational
person.
1D6 ROUNDS 1D8 ROUNDS
CONTAGION
LEVEL IV BLOOD
Touch a living target to infect it with a
deadly pathogen for 2D6 ROUNDS.
Each ROUND the pathogen will spread to
1/POWER new ENEMY that is within NEAR
of an infected target.
Those who are infected roll CON each
ROUND or take MAGIC DAMAGE/POWER.
2D6 ROUNDS
SINGLE TOUCH
ARTIFACT, STUDY
- "Gods are usually defined by two common
traits: They either rain fire from the sky, or they
cause deadly illnesses as a form of punish-
ment." - Master Historian Degell Flamehand
16
CHAOS SPELLS
ANGEL OF CHAOS BALANCE ON THE EDGE
LEVEL I CHAOS LEVEL I CHAOS
Cast as a REACTION when you take dam- Your ATTEMPTS have 50% chance of being
age. EASY and 50% chance of being HARD by
There is a 25% CHANCE/POWER that a default for 1D6 ROUNDS.
guardian spirit is summoned to protect Each POWER increases the chance of being
you. It has 2 HEARTS, +2 ALL ROLLS and it EASY by 10%.
flies and lasts for 1D8 ROUNDS.
If the summoning fails, you still pay the
COST. You can cast this SPELL multiple
times in a single ROUND and you can sum-
mon multiple angels this way.
1D8 ROUNDS (NOT AN ACTION) 1D6 ROUNDS
SELF SELF
SELF SPELL
SCROLL BOON
Good at something, bad at something else. Fortune favors the bold. Force the gods to take
Gods giveth and they taketh away. double or get left behind in the dust.
17
CHAOS SPELLS
GAMBLE INVERSION
LEVEL I CHAOS (METAMAGIC) LEVEL I CHAOS
Immediately roll to cast a SPELL of LEVEL Cast as a REACTION when a SPELL is cast
equal to, or lower than his SPELL'S POWER. NEAR you.
If successful, you don't pay any COST at all You invert the effect of the TARGET SPELL;
(for both SPELLS) and you heal 1D8 HP in- it heals instead of harming, it constructs in-
stead. stead of destruction and so on.
If not, you pay the COST of GAMBLE plus POWER must be at least equal to target
1D4 HP. SPELL'S LEVEL.
If POWER is not enough, INVERSION fails
but you still pay its COST.
18
CHAOS SPELLS
TIPPING THE SCALES UNCERTAINTY
LEVEL I CHAOS LEVEL I CHAOS
Attacks against a touched target have 50% One TARGET within NEAR is shrouded by
chance of being EASY and 50% chance of uncertain energies for 1D4 ROUNDS/
being HARD for 1D4 ROUNDS by default. POWER.
Each POWER increases the chance of being Whenever target rolls an ATTEMPT, there is
HARD by 10% (Tip: Roll a D10 to determine a 50% chance it deducts 1D10 from it.
the result).
II
CHAOS STORM HEAL OR HARM
LEVEL II CHAOS LEVEL II CHAOS (METAMAGIC)
Disrupt the flow of the universe within Pick one NEAR TARGET. There is a 70%
NEAR of a point you can see for 1D4 chance of it taking MAGIC DAMAGE/
ROUNDS/POWER. POWER and 30% chance of it getting
After your TURN is done, first 1D4 failed healed for 1D6 HP/POWER each ROUND
ATTEMPTS succeed automatically and all for 1D6 ROUNDS.
successful ATTEMPTS must be rerolled Roll the percentage each ROUND and de-
once, until it is your TURN again. termine whether you are healing or harm-
Repeat this each ROUND. ing.
At the time of casting, you can switch the
odds of healing and harming.
1D4 ROUNDS/POWER 1D6 ROUNDS
19
CHAOS SPELLS
LITTLE BUFF SHROUD OF MYSTERY
LEVEL II CHAOS LEVEL II CHAOS
One of your STATS, which is determined Create a shroud of unpredictable energies
randomly, gets +1D8 for 1D6 ROUNDS/ around you for 1D4 ROUNDS/POWER.
POWER. At the start of your TURNS, the old effect is
removed and a new random effect is ap-
plied to you.
1: -3 to your ARMOR
2: You become invisible.
3: Roll ULTIMATE for any EFFORT.
4: Heal 1D6 HP.
SELF SELF
SPELL VARIABLE
BOON SCROLL
The term 'boon' is sometimes used loosely. Very, It is chaos... Pure chaos... It is like people lost
very loosely. their minds.
20
CHAOS SPELLS
CONDUCTOR UNSTABLE CHANNELING
LEVEL III CHAOS LEVEL III CHAOS
Make yourself a target and a focus for Cast SPELLS for FREE for 1D4 ROUNDS/
freakish energies for 1D12 ROUNDS. POWER but you roll MERCURIAL FAILURE if
On your TURNS, lightning strikes only you any of your SPELL ATTEMPTS is a NATURAL
(10% chance) or strikes you and a target 5 or less.
you can see (90% chance) for DOUBLE
MAGIC DAMAGE/POWER.
Each time the lightning strikes you, roll DEX
to completely avoid it or take 1D6 damage.
21
CHAOS SPELLS
CHAOS MINIONS LOST TO CHAOS
LEVEL IV CHAOS LEVEL IV CHAOS
Summon 1D4 Chaos Minions right now. One TARGET/POWER within FAR rolls WIS
1D4 ROUNDS later, 1D4 new Chaos Min- each ROUND with -1D10 to its roll for 1D4
ions will arrive. Repeat this ONCE/POWER ROUNDS.
times. If a target fails its roll, it is claimed by
All Minions disappear 1D4 ROUNDS after CHAOS and disappears from existence.
the last wave. You can change the targets each ROUND
Chaos Minion: 1 HEART, 2 ACTIONS, does whether they succeed or fail their CHECKS.
ULTIMATE melee and ranged damage.
MASS REARRANGING
LEVEL IV CHAOS
You and ALLIES within NEAR add 1D8 to
one STAT between STR-CHA of their choice
and they subtract the same amount from
another STAT'S ATTEMPTS and CHECKS for
1D8 ROUNDS/POWER. The other STAT is
determined randomly between STR-CHA
but it cannot be the same STAT that was
increased. Affected creatures also add +1/
POWER to their chosen STAT, which is not
subtracted from the other.
1D8 ROUNDS/POWER
ARTIFACT, REBIRTH
Imagine a group of people... Some can't walk,
some can't talk, some can't think, but they are
magnificent all the same.
22
CURSE SPELLS
BANE BLEED AWAY
LEVEL I CURSE LEVEL I CURSE
One TARGET/POWER within NEAR you sub- No ROLL required.
tracts 1D4 from all of its EFFORTS for 1D8 One corporeal living TARGET you touch
ROUNDS. starts bleeding from all orifices and loses 1
HP/POWER each ROUND for 1D8 ROUNDS.
23
CURSE SPELLS
II
BINDING SEAL DEADLY PROMISE
LEVEL II CURSE LEVEL II CURSE
Place a binding curse on one TARGET/ Persuade or deceive a target to give its
POWER so that it cannot move more than promise to you to finish a task within a
DOUBLE FAR from its current place will- time frame and cast this SPELL.
ingly. If target takes an action that is detrimental
If it is forcibly moved, it will do everything to the completion of the task, its HP maxi-
to return. mum is lowered by 1/POWER each time.
Duration depends on POWER (1=1 DAY, If maximum HP drops to 0 or less, or the
2=1 WEEK, 3=1 MONTH, 4=1 YEAR). duration expires without completing the
Sacrifice any number of HP to multiply the task, target dies. Duration can be anything
duration. less than 1 WEEK.
VARIABLE VARIABLE
24
CURSE SPELLS
III
END OF ALL CURSES HELLSPAWN BREEDER
LEVEL III CURSE LEVEL III CURSE
One touched TARGET/POWER is cleansed One corporeal living TARGET that currently
of all curses on it but all healing done to it has two HEARTS or less rolls CON or dies in
is halved for 1D12 ROUNDS. 1D4 ROUNDS.
When it dies, a HELLSPAWN bursts out of
its body and it is under your control.
Hellspawn: 1 HEART, +1/POWER ALL
ROLLS.
25
CURSE SPELLS
IV
HAG’S DISAPPOINTMENT JOKE’S ON YOU
LEVEL IV CURSE LEVEL IV CURSE
Touched target is immune to all curses Turn a magical LOOT you touch into
(magical or otherwise) for 1 WEEK/POWER. CURSED LOOT. Its bonuses turn into penal-
This immunity cannot be removed by regu- ties and any abilities turn into their nega-
lar means. tive versions where possible.
If this is not possible or does not make
sense, roll on the CURSED LOOT table to
determine the item’s properties.
1 WEEK/POWER PERMANENT
MEDUSA’S GAZE
LEVEL IV CURSE
Turn your eyes into gray pebbles and look
one TARGET/POWER in the eye to turn it
into stone.
Target makes a CONTESTED ROLL against
your spellcasting ATTEMPT with its DEX,
CON or WIS (its choice).
If you win, 1 HEART HP worth of parts of
the target turn into stone, starting from its
legs. When all HEARTS of the target are
turned to stone, it is nothing but a statue.
CONCENTRATION
NEAR, 1/POWER
26
DEMON SPELLS
BLADE OF PAIN CORPSE REAPER
LEVEL I DEMON LEVEL I DEMON
Enchant your melee weapon with the pain Black smoke appears over one NEAR
of unspeakable and terrible darkness for CORPSE or UNDEAD/POWER and drains its
1D4 ROUNDS/POWER. necromantic energy.
Targets damaged by your weapon roll WIS Each target takes BASIC DAMAGE and you
with -1/POWER to their rolls or they be- heal the same amount (only once).
come frightened by you and your ALLIES Regular corpses can only be reaped up to
for 1D4 ROUNDS. They can't come closer three times; undeads can be reaped until
towards you and your ALLIES or attack any they are destroyed.
of you.
Some ENEMIES might be immune to this.
1D4 ROUNDS/POWER INSTANT
27
DEMON SPELLS
II
AURA OF TERROR DARK SLIME
LEVEL II DEMON LEVEL II DEMON
You gain a dark, frightening aura for 1D6 Secrete a slimy, disgusting and sticky sub-
ROUNDS. stance to cover your entire body and
ENEMIES that come NEAR you or are al- equipment for 1D4 ROUNDS/POWER.
ready within NEAR roll WIS or CHA (their Melee attackers stick to you unless they
choice) and those who fail will want to stay roll STR after their attacks.
at least NEAR away from you and they can- Stuck ones need to roll STR on their next
not attack you. TURN to break free. Any grappling initiated
by you is EASY.
Stuck targets take BASIC DAMAGE each
ROUND.
1D6 ROUNDS 1D4 ROUNDS/POWER
SELF SELF
28
DEMON SPELLS
III
DEMOTIVATE MEAT EXPLOSION
LEVEL III DEMON LEVEL III DEMON
A TARGET you can see within FAR rolls Pick a target you can see within FAR that is
CON or loses half of its current HP. flesh and bone. Roll spellcasting ATTEMPT and
Target’s CON roll is made with -1/POWER. do BASIC EFFORT to pour dark energies into it
If the roll succeeds, target still takes MAGIC each ROUND. When you accumulate 1 HEART
DAMAGE. of EFFORT this way, target explodes and every-
one around it becomes sticky with bloody goo.
They need to roll STR to break free. They can
still attack (HARD roll) but they can't move. The
distance of the explosion depends on POWER
(1=CLOSE, 2=NEAR, 3=FAR, 4=DOUBLE FAR).
INSTANT SPECIAL
29
DEMON SPELLS
IV
FINGER OF DEATH REAPER
LEVEL IV DEMON LEVEL IV DEMON
Point your finger towards one living TAR- Create a pure black scythe for 1D8
GET/POWER you can see. ROUNDS. It is a two handed melee
Target rolls CON or drops to 0 HP. weapon. Use your spellcasting STAT to at-
CON roll depends on the difference be- tack with it.
tween POWER and TARGET'S maximum It does DOUBLE ULTIMATE DAMAGE to liv-
HEARTS ( -1 or less=Fails only on a NATU- ing targets.
RAL 1, 0=EASY, 1=NORMAL, 2=HARD, 3 or Whenever you attack, if your attack roll is
more=No CON roll). MODIFIED 15+ and target has less than
two HEARTS after your damage, it drops to
0 HP instead.
INSTANT 1D8 ROUNDS
SLAYING ARROWS
LEVEL IV DEMON
Create 1 DEADLY ARROW/POWER (or an-
other kind of projectile) with +1/POWER
ATTEMPT and EFFORT bonuses.
Any target hit with this arrow rolls CON or
drops to 0 HP.
If target succeeds its CON roll, it still takes
regular damage.
PERMANENT
1/POWER
SCROLL, STUDY
One shot, one kill.
Anything less is a waste of time and reveals your
lack of skill for everyone else to see.
30
DIMENSION SPELLS
BLINK DIMENSIONAL SENSE
LEVEL I DIMENSION LEVEL I DIMENSION
You continuously go back and forth be- You sense and know any dimensional
tween this dimension and another one for travel and their exact locations (to or from)
1D4 ROUNDS/POWER. within DOUBLE FAR around you for 1D6
You take half damage from area of effect ROUNDS/POWER.
attacks (including SPELLS) and any CHECKS You can try to prevent up to one such
against them are EASY. TRAVEL/POWER per ROUND with a HARD
Your melee attacks are EASY. INT ATTEMPT as a REACTION.
SELF SELF
31
DIMENSION SPELLS
WARPING WORK AROUND
LEVEL I DIMENSION LEVEL I DIMENSION (METAMAGIC)
Warp space-time around you for 2 Immediately cast an area of effect SPELL of
ROUNDS/POWER. LEVEL equal to this SPELL'S POWER with-
Attacks aimed at you will hit someone out rolling but by paying its COST.
CLOSE to you (your choice) instead. You can choose precisely which targets in
If there is no one CLOSE to you, this SPELL the area of effect are affected and which
has no effect. targets are not.
2 ROUNDS/POWER INSTANT
SELF SPELL
II
FINGERPRINT ISOLATION SPACE
LEVEL II DIMENSION LEVEL II DIMENSION
Touch to mark an object with your unique Bend space around itself up to a NEAR ra-
energy fingerprint which lasts for 1 DAY. dius of a point you can see.
Until the mark expires, you can teleport Nothing can pass through the sphere in
next to the object as an ACTION. any direction.
The maximum distance of teleportation The borders of the sphere appear pure
depends on POWER (1=FAR, 2=DOUBLE black and you cannot see through it.
FAR, 3=1 MILE, 4=10 MILES). The duration depends on POWER (1=1D6
If the object is farther than this, then the ROUNDS, 2=10 MINUTES, 3=1 HOUR, 4=1
teleportation fails. DAY).
1 DAY VARIABLE
32
DIMENSION SPELLS
PASSTHROUGH SLIDE
LEVEL II DIMENSION LEVEL II DIMENSION (METAMAGIC)
Pass through solid objects and creatures. Immediately cast another SPELL of LEVEL
The maximum thickness of material you equal to this SPELL'S POWER without
can pass through depends on POWER rolling but by paying its COST.
(1=Up to CLOSE, 2=Up to NEAR, 3=Up to Pick a point you can see to designate the
FAR, 4=Up to DOUBLE FAR). target SPELL'S origin, even if it is said to be
If you re-materialize within a solid, you SELF or TOUCH.
take ULTIMATE DAMAGE and you are
pushed back to your starting location.
INSTANT INSTANT
SELF SPELL
III
PLANAR ADJUSTMENT SUMMON AMORPHIOUS
LEVEL III DIMENSION LEVEL III DIMENSION
Protect 1D4 TARGETS/POWER you can see Summon an amorphous, a partially incor-
from all negative and harmful effects of poreal servant to achieve one specific
the dimension or plane you are currently physical goal for you.
on for 1 DAY. AMORPHIOUS will work on the task for a
In addition to that, targets can live and certain amount of time, which depends on
function there normally without any dam- POWER (1=5 ROUNDS, 2=10 MINUTES, 3=1
age or penalties. HOUR, 4=4 HOURS). After that, it will disap-
pear.
It flies, can pass through solid objects and
its ATTEMPTS are always EASY.
1 DAY VARIABLE
33
gate
way
DIMENSION SPELLS
SUMMON INTELLECTUA DISTORTION IV
SOOTHING RETREAT
LEVEL IV DIMENSION
Create a gate to a small temporary plane
next to you for 1 + 1 ROUND/POWER. Only
you and whose names you utter can enter.
The gate will stay open for 1 ROUND and
then it will vanish. Those inside are cured
from all negative conditions and effects
and heal ULTIMATE EFFORT amount of HP
each ROUND.
When the SPELL ends, everyone inside is
sent back to the location of the gate.
1 + 1 ROUND/POWER
VARIABLE
SCROLL, STUDY
- "Maybe we should take a rest."
+ "In the middle of combat?? Have you lost your
mind??"
- "Yes to first, because rest is important. No to
second. You should join me."
34
e-
y
ELDER SPELLS
ARMOR OF ZEALOTS CONCENTRATED CASTING
LEVEL I ELDER (METAMAGIC) LEVEL I ELDER
Immediately cast a SPELL of equal LEVEL to Do not roll MERCURIAL FAILURE for 1
this SPELL'S POWER without rolling but by ROUND/POWER.
paying its COST.
You gain +1D4 ARMOR/POWER for 1D8
ROUNDS.
SPELL SELF
INSTANT INSTANT
SPELL SINGLE
35
ELDER SPELLS
REFLECTION HOLY AIM II
SPELL SELF
36
ELDER SPELLS
SUPPRESS MAGIC TOUCHED BY ANGELS
LEVEL II ELDER LEVEL II ELDER
One TARGET/POWER that is touched by One NEAR target gains 2/POWER DAMAGE
you rolls WIS or CHA (its choice) or it can- REDUCTION from SPELLS, energy effects
not use any SPELLS, magic or magical and other non-physical damage for 1D4
LOOT for 1D6 ROUNDS. ROUNDS.
Deduct DAMAGE REDUCTION from all sep-
arate incoming damage.
III
ABSORPTION AURA PULSING RADIANCE
LEVEL III ELDER LEVEL III ELDER
Create a separate HP pool that is empty Start pulsating with a godly light for 1D6
but has the capacity of one HEART/POWER. ROUNDS.
Fill it with MAGIC EFFORT as an ACTION. If ENEMIES that see you roll CON or become
the pool is reduced to zero or below, it is blind until the SPELL ends.
destroyed and the SPELL must be recast. Any ENEMIES CLOSE to you take ULTIMATE
All physical and energy damage done to DAMAGE.
you is deducted from this pool first. CLOSE undeads and demons take DOUBLE
DAMAGE. Also dispel any magical darkness
around you.
You cannot hide or become invisible.
UNTIL NEXT DAWN 1D6 ROUNDS
SELF VARIABLE
37
ELDER SPELLS
RESTORATION SPELL FUSION IV
INSTANT PERMANENT
STUDY STUDY
- "Uhh, I feel much better. Thank you!" With great power comes great fun.
+ "Why? Being a frog didn't suit you?"
- "Not really, but butterflies were tasty, I must
confess."
SPELL MIMIC
LEVEL IV ELDER (METAMAGIC)
Immediately cast a SPELL of LEVEL equal to
this SPELL'S POWER without rolling but by
paying its COST.
You don't have to know the SPELL and you
can pick it from any SPELL TYPE.
INSTANT
SPELL
38
ENERGY SPELLS
CHANNEL ENERGY ENERGY RESISTANCE
LEVEL I ENERGY (METAMAGIC) LEVEL I ENERGY
Immediately cast another SPELL without One TARGET/POWER you touch becomes
rolling but by paying its COST. resistant to any energy type you specify
Cast the target SPELL normally. like acid, cold or similar for 1D6 ROUNDS.
Sacrifice any number of HP and grant it to Target deducts 1D8 from any damage that
someone or something else NEAR. is caused by that specified energy type.
Damage source can be magical or a SPELL.
39
ENERGY SPELLS
FORCE SHIELD FORCE AURA II
SELF SELF
40
ENERGY SPELLS
MAGIC BLOCK SPARK JUMP
LEVEL II ENERGY LEVEL II ENERGY (METAMAGIC)
Touched item or creature becomes resis- Immediately cast another SPELL that has
tant to magic for 1D8 ROUNDS/POWER. only a single target (including SELF and
Anything that wants to affect the target TOUCH) of LEVEL equal to this SPELL'S
with magic has to make a HARD ROLL with POWER without rolling but by paying its
its spellcasting STAT first to overcome the COST.
block and then rolls the spellcasting AT- SPELL affects the first target normally,
TEMPT normally, if successful. which can be you. Anyone else NEAR the
This only works against magic that directly first target rolls DEX or gets affected as
affects the target, not against physical well.
effects created by magic like FIREBALL.
1D8 ROUNDS/POWER INSTANT
III
CHAIN BOLT LASH OUT
LEVEL III ENERGY LEVEL III ENERGY
Magical energy darts from a fingertip to hit Augment your melee and ranged attacks
your initial target. Then roll a single spell- with crackling energy for 1D8 ROUNDS.
casting ATTEMPT to hit 1D4 TARGETS NEAR Whenever you attack, add MAGIC EFFORT/
it. If you succeed, keep going by attacking a POWER to damage.
new initial target from those and then
spread it again, until you fail any of your
ATTEMPT rolls.
You can pick previous targets again.
Each bolt does MAGIC DAMAGE/POWER.
41
ENERGY SPELLS
TAKE IN ABSORB SPELL IV
SELF SELF
MAGIC IMMUNITY
LEVEL IV ENERGY
Touched item or creature becomes im-
mune to all magic, SPELLS and their effects
(including physical ones, like FIREBALL).
The duration depends on POWER (1=1
ROUND, 2=1 MINUTE, 3=1 HOUR, 4=1
DAY).
VARIABLE
SINGLE TOUCH
42
FIRE SPELLS
ANIMATE FIRE BLOB
LEVEL I FIRE LEVEL I FIRE
Animate a NEAR fire that is no smaller than Throw a blob of fire from your hand within
a campfire for 1D6 ROUNDS. NEAR.
It cannot move farther away than NEAR Anyone CLOSE to that point takes MAGIC
from its source. DAMAGE/POWER.
Animated Fire: 1 HEART, +1 ALL ROLLS/
POWER.
43
FIRE SPELLS
FLAMING WEAPON HOT BODY
LEVEL I FIRE LEVEL I FIRE
Create one weapon (melee or ranged) out Your body starts glowing with fire for 1D6
of pure fire for 1D4 ROUNDS/POWER. ROUNDS/POWER.
Use your spellcasting STAT for attack AT- You illuminate your surroundings up to
TEMPTS and the weapon does ULTIMATE FAR and anyone CLOSE to you takes BASIC
DAMAGE. DAMAGE.
SELF SELF
44
FIRE SPELLS
BURNING GRASP HEATWAVE
LEVEL II FIRE LEVEL II FIRE
Your hands become fire and your grasp Cause a heatwave to form and increase
burns for 1D6 ROUNDS/POWER. the ambient temperature NEAR a point
When you make an unarmed attack or you can see for 1D6 ROUNDS.
grapple a target, you do ULTIMATE DAM- FIRE SPELLS and SPELLS that have to do
AGE in addition to your regular damage. with fire do additional BASIC DAMAGE/
POWER within the area.
All creatures in the area take 1 DAMAGE
each ROUND due to excessive heat.
45
FIRE SPELLS
CLOAK OF LAVA SCORCHING RAYS
LEVEL III FIRE LEVEL III FIRE
Touch one TARGET/POWER to cover it with Shoot one RAY OF FIRE/POWER from your
a lava like cloak and make it possible to fingers each ROUND at a target within FAR
function in fiery domains. for 1D6 ROUNDS.
Target doesn't take any damage from the Roll DEX to hit for each ray and each ray
environment and it can breathe and func- does ULTIMATE DAMAGE.
tion normally for 1D4 HOURS. Additionally, Each ROUND you can pick another target.
it can resist 1D8 fire damage from attacks
and SPELLS.
IV
BLAZING ROCKET
LEVEL IV FIRE
Turn into a ball of fire and launch yourself
flying towards a point you can see within
DOUBLE FAR.
You smash into that point and if that point
is on a normal sized vehicle or structure, it
rolls CON or is automatically destroyed.
You do DOUBLE ULTIMATE DAMAGE/
POWER to everything NEAR around the im-
pact point.
INSTANT
DOUBLE FAR
ARTIFACT, BOON
- "Damn, we have to get to their spaceship and
we have to do it right now!"
+ "Don your EVAs and leave the rest to me."
46
GLYPH SPELLS
BEACON HYMN OF GLORY
LEVEL I GLYPH LEVEL I GLYPH
Draw an intricate and invisible GLYPH on You can draw this GLYPH in the air.
an object or a creature you touch. You and any of your ALLIES that are NEAR
You can concentrate as an ACTION and the glyph are cleansed of fear, insanity and
know its general direction and approxi- similar negative mind effects and they are
mate distance from you. immune to them for 1D8 ROUNDS.
Duration depends on POWER (1=10 MIN- They also gain +1/POWER to their AT-
UTES, 2=1 HOUR, 3=8 HOURS, 4=1 DAY). TEMPTS and CHECKS.
LIGHT PROTECTION
LEVEL I GLYPH LEVEL I GLYPH
You can draw this GLYPH in the air. Draw this GLYPH on one target you touch.
Create a GLYPH within NEAR that gives off Target gains one temporary HEART/
light for 1 HOUR. POWER for 1D6 ROUNDS.
The brightness of the light depends on
POWER (1=Candle, 2=Torch, 3=Powerful
light, 4=Sunlight).
47
GLYPH SPELLS
RISE UP EVADE II
48
GLYPH SPELLS
PAIN DAMPENING CAPACITOR III
49
GLYPH SPELLS
OBSERVER FORBIDDEN IV
IRRADIATION
LEVEL IV GLYPH
You can draw this GLYPH in the air.
Each ROUND, all ENEMIES within NEAR of
the GLYPH roll CON or they get -1 to their
STR, DEX, or CON (your choice) for 1D4
ROUNDS/POWER.
If a STAT other than CON drops below 0,
targets become incapacitated.
If CON drops below 0, targets die.
1D4 ROUNDS/POWER
NEAR AT GLYPH
50
MATTER SPELLS
APPARATUS BATTERING RAM
LEVEL I MATTER LEVEL I MATTER
Create any mundane weapon, tool or simi- Create a battering ram CLOSE to you from
lar non-complicated small object you mundane things around you that has 1
know. It appears in your hand. HEART, +1 DAMAGE/POWER and lasts for
It lasts for 1D4 ROUNDS/POWER and then 1D6 ROUNDS.
turns to dust. Use your movement to ram it into things
Make an INT roll if you want to create using your spellcasting STAT (you can still
something with a specific function like a use your own ACTION).
key but you must know how to do it. Does WEAPON EFFORT to creatures.
If you fail this roll, object will still be cre- Attacking structures and vehicles is EASY
ated but it will not be perfect. with ULTIMATE EFFORT.
1D4 ROUNDS/POWER 1D6 ROUNDS
SELF SELF
51
MATTER SPELLS
SANDY FOG SILENT BUBBLE
LEVEL I MATTER LEVEL I MATTER
Create a fog which consists of sand like Control the air and ground around within
particles that makes things difficult around NEAR you to dampen their vibrations for
a point you can see with NEAR radius for 1D4 ROUNDS/POWER.
1D4 ROUNDS/POWER. No sound can be transmitted into, to out-
ENEMIES' CHECKS and ATTEMPTS are side or within the bubble.
HARD and they can only see up to HALF
NEAR.
TOUCH SELF
STUDY STUDY
- "We need to protect that staff at all costs!" Camp in the walls to ambush them.
+ "Thankfully it won't be as costly as you think."
52
MATTER SPELLS
PILLAR OF RELAXATION PILLAR OF SACRILEGE
LEVEL II MATTER LEVEL II MATTER
Erect a pillar with tranquilizing runes on Erect a pillar with disturbing runes on the
the ground NEAR you for 1D6 ROUNDS. ground NEAR you for 1D6 ROUNDS.
You and ALLIES NEAR it heal 1 HP/POWER ENEMIES NEAR it take 1 HP/POWER DAM-
each ROUND. AGE each ROUND.
III
ASSIMILATION BLACK BLADE
LEVEL III MATTER LEVEL III MATTER
Touch a target to assimilate its matter into Create a flying jet black melee weapon for
you. 1D8 ROUNDS.
You do ULTIMATE DAMAGE/POWER to the On your TURNS, you can make it fly NEAR
target and gain half of it. Any excess be- and attack a target using your spellcasting
comes temporary HP for you. STAT.
A creature that drops to 0 HP or lower rolls Blade does MAGIC DAMAGE/POWER.
CON or it is instantly atomized. You can play your own TURN normally.
53
MATTER SPELLS
CAVE IN SUPERIOR APPARATUS IV
ULTIMATE DEFENDER
LEVEL IV MATTER
Create a large construct under your con-
trol from mundane materials NEAR you.
It has 4 HEARTS.
Distribute 12 + 1/POWER STAT points.
Its attack EFFORT depends on POWER
(1=BASIC, 2=WEAPON, 3=MAGIC, 4=ULTI-
MATE).
Give it 1 TAG/POWER on creation.
You can only control one ULTIMATE DE-
FENDER at a time.
PERMANENT UNTIL DESTROYED
SELF
BOON, STUDY
~~PLINKK~~ ~~PLONKK~~ ~~CRUSH~~
54
MIND SPELLS
ASTRAL PROJECTION IMPOSING CAST
LEVEL I MIND LEVEL I MIND (METAMAGIC)
Go somewhere else you have been before Immediately cast another SPELL of LEVEL
on the same planet, while leaving your equal to this SPELL'S POWER without
body behind in a sleeping state. rolling but by paying its COST.
You can choose to reveal your astral form Your spellcasting is more impressive than
to anyone and you can talk to them. usual.
Astral form is incorporeal, can be invisible, Anyone who sees you casting the target
can fly and is immune to everything. SPELL needs to make a successful WIS roll
The duration depends on POWER (1= Up to first to be able to target you or your ALLIES
1 MINUTE, 2=Up to 10 MINUTES, 3= Up to 1 for 1D4 ROUNDS/POWER.
HOUR, 4=Up to 4 HOURS).
VARIABLE 1D4 ROUNDS/POWER
SELF SPELL
55
MIND SPELLS
SUBTLE SPELL FREE CASTING II
INSTANT INSTANT
SPELL SPELL
1 ROUND/POWER 2 ROUNDS/POWER
56
MIND SPELLS
III
BOLSTER SUMMON MIND MIRROR
LEVEL III MIND LEVEL III MIND
Make one target you touch that is under Project your consciousness into 2/POWER
your control (like summons, animations, targets you personally know.
mind control and similar) stronger for 1D8 You can converse back and forth with
ROUNDS. them at the same time and they can talk to
Pick any two STATS and increase them by each other for up to 1 HOUR.
1D4/POWER. You and all targets must be on the same
plane of existence.
STUDY STUDY
"Vunar's tiger familiar became twice as big and People talking over each other is extremely an-
tore through the building like it was made out of noying.
papyrus." - Chronicles of Vunar
57
MIND SPELLS
IV
CONCERTO MASTER OF PUPPETS
LEVEL IV MIND LEVEL IV MIND
Utter their names and eavesdrop on the Suggest a course of action to 1D8 TARGET-
thoughts of up to 1D8 TARGETS/POWER S/POWER you come across until midnight.
that are no farther apart than a village Starting from next dawn, targets will try to
from each other and from you for 1D12 follow that course to the best of their abil-
MINUTES/POWER. ity.
You can hear their surface thoughts and/or This effect lasts up to 1D4 DAYS on them
their deep thoughts if their mind is fo- and each midnight they roll WIS to shake it
cused on something. off.
Also you can try to collect information
about one topic.
1D12 MINUTES/POWER 1D4 DAYS
STEALER OF SOULS
LEVEL IV MIND
Borrow one ABILITY/POWER from a target
you can see.
Target makes a CONTESTED CON or WIS
roll (its choice) against your spellcasting
ATTEMPT’S result for each ABILITY you
want to steal. If target succeeds, you can’t
steal that ABILITY.
For 1D6 ROUNDS, you can use borrowed
abilities as if they are your own and target
cannot use them.
1D6 ROUNDS
SINGLE VISIBLE
ARTIFACT, REBIRTH
It is not stealing; it is borrowing but “Borrower
of Souls” sounds terrible.
58
TIME SPELLS
FLUCTUATING ATTEMPT FLUCTUATING EFFORT
LEVEL I TIME LEVEL I TIME
Roll 2D4 D20s and record them. Roll 2D6 EFFORT DICE in any combination
Use them to replace yours and others’ D20 of your choice and record them.
rolls (including the GM's) for 1 ROUND/ Use them to replace yours or others’ EF-
POWER. FORT dice (including the GM's) for 1
Discard the unused dice when the dura- ROUND/POWER.
tion ends. An EFFORT can only be replaced with the
same type; you can only replace a D4 with
a D4.
Discard the unused dice when the dura-
tion ends.
1 ROUND/POWER 1 ROUND/POWER
SELF SELF
SCROLL SCROLL
Borrow some time to bankrupt them. "I didn't see her cast a spell. It was so fast.
Everything was over in the blink of an eye.”
- Qwudar Raksam
59
TIME SPELLS
TIME HEIST GLIMPSE II
SELF SELF
INSTANT INSTANT
60
TIME SPELLS
TIME’S UP CLONE TIMER III
INSTANT INSTANT
INSTANT INSTANT
61
TIME SPELLS
IV
ALTERNATE REALITY BACK YOURSELF UP
LEVEL IV TIME LEVEL IV TIME
Create a second character before using Converge two different timelines and sum-
this SPELL. mon a duplicate of yourself within FAR for
Replace your character with your alternate 1D4 ROUNDS/POWER.
character for 1D4 ROUNDS/POWER. It is under your control but your duplicate
When the duration ends, your original is as greedy as you are, so he/she/it won't
character returns in the same state when give up any LOOT or do anything you won't
he/she/it left. do.
If your alternate dies, you can't cast this
SPELL again before 7 DAYS and you need
to create a new alternate character.
1D4 ROUNDS/POWER 1D4 ROUNDS/POWER
SELF SELF
TIME DILATION
LEVEL IV TIME
Change the duration of an ongoing effect
or process (natural or otherwise) only once
by upgrading or downgrading its time
frame to the next one for each POWER.
ROUNDS -> MINUTES -> HOURS -> DAYS ->
WEEKS -> MONTHS -> YEARS -> DECADES -
> CENTURIES -> MILLENNIA.
INSTANT
SINGLE EFFECT
62
TRANSMUTATION SPELLS
CAMOUFLAGE COPY WRITING
LEVEL I TRANSMUTATION LEVEL I TRANSMUTATION
Change your skin and equipment to blend Wave your hand over a document to copy
in with the surrounding environment for it exactly to an empty document next to it.
1D6 ROUNDS/POWER. The copying speed is one PAGE/POWER/
You only fail STEALTH rolls on a NATURAL ROUND. Some difficult magical writings
1. may require a NORMAL or a HARD INT
If someone is actively looking for you, they CHECK to copy successfully; some of them
need to roll MODIFIED 20 + 1/POWER to might be impossible to copy.
notice you.
63
TRANSMUTATION SPELLS
SUPERIOR VISION ANIMATE OBJECT II
64
TRANSMUTATION SPELLS
TAILWIND CORRODING CLOUD III
65
TRANSMUTATION SPELLS
WERE FORM DEADLY FORM IV
ELEMENTAL STORM
LEVEL IV TRANSMUTATION
Create a deadly storm with an element
type (acid, lightning, fire etc.) within FAR for
1D4 ROUNDS/POWER.
The storm does ULTIMATE DAMAGE within
NEAR of a point each ROUND.
Anything that is vulnerable to the chosen
element type takes DOUBLE DAMAGE.
The storm can reduce hearing and visibility
(your choice).
1D4 ROUNDS/POWER
NEAR AT LOCATION
STUDY
"It's raining... icebergs??"
66
FEATS
"I cannot teach you how not to feel pain, but I can make damn sure
you survive through the worst of it." - Grand-master Baltur
67
FEAT INDEX
DEFENSIVE FEATS 69
Backup
Defender
Direction
Grit Your Teeth
Intuitor
Low Maintenance
Pointer
Rally
Reflection
Resist Magic
Robust
Safer Casting
Spell Block
Spell Sponge
Tranquility
68
DEFENSIVE FEATS
BACKUP DEFENDER
DEFENSIVE DEFENSIVE
Your presence makes them feel confident. Defend your friends at all costs.
HP 2: Roll INT, WIS or CHA to activate when HP 3: Roll STR or CON to activate when you
you are CLOSE to a target. are CLOSE to a target.
As long as you stay CLOSE, target gains +1 As long as you stay CLOSE, target gains +3
to its ATTEMPTS and CHECKS for 1D6 ARMOR for 1D6 ROUNDS.
ROUNDS. HP 4: +4 to target's ARMOR.
HP 3: +2 to target's ATTEMPTS and HP 5: +5 to target's ARMOR.
CHECKS.
HP 4: +3 to ATTEMPTS and CHECKS.
HP 5: +4 to ATTEMPTS and CHECKS.
20 INT, WIS or CHA 20 STR or CON
69
DEFENSIVE FEATS
INTUITOR LOW MAINTENANCE
DEFENSIVE DEFENSIVE
You have an advanced sixth sense. You know how to get by with little things.
HP 1: Roll WIS to activate. You can sense HP 1: Roll CON or WIS to activate. You last
the dangers around you like hidden/invisi- twice as long when endurance is required
ble enemies, traps, ambushes and you can and you can go without nourishment for
tell whether you are being lied to for 1D6 1D6 HOURS.
ROUNDS. You know even if you can't di- HP 2: Same as above and if you ever have to
rectly see them or any evidence pointing to roll against an effect that has to do with en-
them. durance, the roll is EASY.
HP 2: Same as above and your WIS rolls re- HP 3: Same as above and RECOVERY rolls re-
garding to these situations are EASY. lated to endurance succeed automatically.
20 WIS 20 CON or WIS
SELF SELF
- "This feels way too easy. I have a bad feeling "Huff, puff!"
about this..."
+ "Indeed, you are correct."
POINTER RALLY
DEFENSIVE DEFENSIVE
Point at the weak targets. You standing next to them rallies them.
HP 4: Roll INT or WIS to activate when you HP 5: Roll INT, WIS or CHA to activate when
are CLOSE to a target. you are CLOSE to a target. As long as your
As long as your stay CLOSE, target adds stay CLOSE, target is healed for BASIC EF-
BASIC EFFORT to its ranged damage for FORT each ROUND for 1D4 ROUNDS.
1D4 ROUNDS. HP 6: Target is healed for WEAPON EF-
HP 5: Target adds WEAPON EFFORT to its FORT.
damage. HP 7: Target is healed for MAGIC EFFORT.
HP 6: Target adds MAGIC EFFORT.
HP 7: Target adds ULTIMATE EFFORT.
20 INT or WIS 20 INT, WIS or CHA
70
DEFENSIVE FEATS
REFLECTION RESIST MAGIC
DEFENSIVE DEFENSIVE
Hit them with their own spells. Magic doesn't sting you as much.
VARIABLE (4+): Roll INT, WIS or CHA to ac- HP 2: Roll CON, INT or CHA to activate.
tivate when you are directly targeted by a You take only half damage from SPELLS
SPELL (not area of effect). Reflect it back to and magical effects (including LOOT) for
its caster. Sacrifice any number of HP to 1D4 ROUNDS.
add it to the damage (even if the SPELL HP 3: Duration is 1D6 ROUNDS.
doesn't do any damage). HP 4: Duration is 1D8 ROUNDS.
When MASTERED, add twice the sacrificed
HP to the damage.
Minimum cost of activation is 4 HP.
20 INT, WIS or CHA 20 CON, INT or CHA
SPELL SELF
- "Lay down your staff, wizard! It is over!" Laughing at the face of magic sounds heroic but
+ "Ha ha ha! You don't know what you are up caution is still advised. Try not to laugh directly
against you fool!" at the faces of mages though, because that
- "I do, and I'm counting on it, you piece of frog would be extremely rude.
turd!"
SELF SELF
- "Let me drink it first." Magic is still dangerous but it may be consid-
+ "You sure? It might be poisonous." ered an acceptable risk.
- "Hence, my point."
71
DEFENSIVE FEATS
SPELL BLOCK SPELL SPONGE
DEFENSIVE DEFENSIVE
It is hard to affect you with a spell. Absorb their magic to fuel your own.
HP 3: Roll OPPOSING CON, INT or CHA to HP 4: You always have a single, separate
activate when you are directly targeted by and empty HEART. Roll your spellcasting
a SPELL (not area of effect). STAT to activate when you are hit with a
If you win, the SPELL has no effect on you. SPELL or magical ability (LOOT included) that
HP 4: Add +3 to your roll. does damage. The damage goes directly into
this HEART and you don't take any damage.
You can use this HEART to pay the COSTS of
your SPELLS and FEATS.
HP 6: Activation roll is EASY.
20 OPPOSING CON, INT or CHA 20 SPELLCASTING STAT
INSTANT INSTANT
SELF SELF
Old warriors know the importance of using a Just because you can absorb their magical in-
shield. Why should this be any different? sults, it doesn't mean you need to go out of your
way to find mages.
TRANQUILITY
DEFENSIVE
Bring some predictability to something
that is inherently unpredictable.
HP 4: Roll your spellcasting STAT to acti-
vate.
Do not roll MERCURIAL FAILURE for 1
ROUND.
HP 5: For 2 ROUNDS.
HP 6: For 3 ROUNDS.
20 SPELLCASTING STAT
VARIABLE
SELF
Safety doesn't come cheap. Especially when you
have to pay it in blood.
72
OFFENSIVE FEATS
ARMOR PIERCER ARROW STORM
OFFENSIVE OFFENSIVE
Drive the stake into them. It rains projectiles today.
HP 2: Roll STR or DEX to activate after you HP 4: Roll DEX to activate before you make
hit a target. It loses 3 ARMOR for 1D4 a ranged attack. Attack 1D4+1 targets with
ROUNDS. You can do this multiple times separate ATTEMPTS.
for the same target but a creature cannot HP 6: Attack 1D6+1 targets.
have less than 10 ARMOR.
HP 3: Duration is 1D6 ROUNDS.
HP 4: Duration is 1D8 ROUNDS.
HP 5: Same as above and the activation
roll is EASY.
20 STR or DEX 20 DEX
VARIABLE INSTANT
73
OFFENSIVE FEATS
EYE FOR AN EYE GAG
OFFENSIVE OFFENSIVE
It is always payback time for you. Pressure them so they can't concentrate.
HP 4: Pick a target and roll INT or WIS to HP 3: Roll STR, DEX, INT or WIS to activate
activate for 1D6 ROUNDS. when you are CLOSE to a target.
Whenever that target attacks you, attack it As long as you stay CLOSE, target needs to
back in the same style (melee or ranged) if roll EASY DEX or CON first (its choice) to be
you have the correct weapon in hand. able to cast a SPELL, activate LOOT or initi-
HP 6: Your attack roll is EASY. ate a magical effect for 1D6 ROUNDS.
HP 4: Target's ATTEMPT is NORMAL.
HP 5: Target's ATTEMPT is HARD.
74
OFFENSIVE FEATS
SHARPSHOOTER SNIPER
OFFENSIVE OFFENSIVE
Land your hits wherever you want. Go straight for the kill shot.
HP 3: Roll DEX to activate before you make HP 4: Roll STR or DEX to activate before
a ranged attack. You can target any specific you make an attack, depending on your
part of a target with a NORMAL ATTEMPT. weapon in hand. Make a regular attack
If you hit, add WEAPON EFFORT to the with a HARD roll. If it hits, TARGET drops to
damage. If you miss, don't pay any COST 0 HP. If not, don't pay any COST for this ac-
for this activation. tivation. You can snipe only once per
HP 4: Your attack ATTEMPT is EASY. ROUND.
HP 5: Same as above but add ULTIMATE HP 5: Attack roll is NORMAL.
EFFORT to the damage. HP 6: Attack roll is EASY.
20 DEX 20 STR or DEX
INSTANT INSTANT
75
OFFENSIVE FEATS
STEADY TACTICAL MANEUVER
OFFENSIVE OFFENSIVE
Patiently wait for the right moment to be Squeeze them into unfavorable combat
absolutely sure. spots.
HP 6: Roll any STAT between STR-CHA to HP 4: Roll DEX, INT or WIS to activate when
activate. Next ATTEMPT or CHECK with the you are CLOSE to a target. As long as you
same STAT within 1D4 ROUNDS succeeds stay CLOSE, target takes additional WEAPON
automatically. DAMAGE each time it is damaged for 1D4
HP 8: Activation roll is HARD. Next AT- ROUNDS.
TEMPT is a CRITICAL SUCCESS as if you HP 5: It takes additional MAGIC DAMAGE.
have rolled a NATURAL 20. HP 6: It takes additional ULTIMATE DAMAGE.
TAG
OFFENSIVE
Don't leave enough room for your oppo-
nent to properly position itself.
HP 3: Roll STR, DEX, INT or WIS to activate
when you are CLOSE to a target.
As long as you stay CLOSE, target's AT-
TEMPTS are HARD for 1D6 ROUNDS.
HP 4: Same as above and target's EFFORTS
are halved.
1D6 ROUNDS
SINGLE CLOSE
- "You... Won’t... Succeed!"
76
UTILITY FEATS
DISCOUNT CASTING GRANDEUR
UTILITY UTILITY
When you learn this FEAT, pick three Watching you in action is a sight to behold.
SPELLS you know. Cast the chosen SPELLS HP 3: Choose one STAT between STR and
for half COST. CHA to activate.
This stacks with SPELL MASTERY and other Add that STAT bonus to all EFFORT done
things that reduce the COST of casting with that STAT for 1D6 ROUNDS.
SPELLS. HP 4: Also add an additional +2 to all EF-
SPELL 1: __________________________________ FORT done with that STAT.
SPELL 2: __________________________________
SPELL 3: __________________________________
SPECIAL SELF
You will still pay the cost in blood but it will be Doing more, better and faster. That is efficiency.
more bearable this way.
SPECIAL SPECIAL
SPECIAL SPECIAL
Build and repair to be free from needing any Make it an inseparable part of you. It is one of
help. the things that define you.
77
UTILITY FEATS
INTIMIDATOR MAGIC SENSITIVITY
UTILITY UTILITY
Become as menacing as possible to bend You feel where magic is.
people to your will. HP 2: Roll INT or WIS to activate.
HP 1: Roll STR or CHA to activate before You can feel magic sources, magical crea-
you make an intimidation ATTEMPT. tures, magical LOOT and the use of magic
STR or CHA rolls that are related to intimi- around you for 1D6 ROUNDS. You will
dation are EASY for 1D6 ROUNDS. know the general direction and distance of
HP 2: Same as above and double your STR/ the source up to FAR.
CHA when making a roll for intimidation. HP 3: The distance is up to DOUBLE FAR
HP 3: Same as above and you do DOUBLE and the DURATION is 1D8 ROUNDS.
EFFORT if EFFORT is needed.
20 STR or CHA 20 INT or WIS
SELF SELF
- "Now, you slimy idiot... Tell me where your There are hounds that sniff and find bones and
boss is!" there is you sniffing and finding magic.
+ "I... I... I can't... She'll kill me!"
- "Tell me and I will kill her instead!"
VARIABLE SPECIAL
SELF SPECIAL
- "Hello Mr. Brundenbay. Your usual table?" Give your most prized possessions the best pro-
+ "Yes please." tection: your mind.
78
UTILITY FEATS
META PHYSICAL
UTILITY UTILITY
You make magic even more dangerous than You are an athlete.
it should be. HP 1: Roll STR or DEX (depending on the
HP 2: Roll your spellcasting STAT to activate. task) to activate before you roll a related
Cast the next 1D4 METAMAGIC SPELLS for ATTEMPT.
free. Any athletic or acrobatic roll is EASY for
HP 3: Next 1D6 METAMAGIC SPELLS are 1D6 ROUNDS.
free. HP 2: Same as above and double your STR
HP 4: Same as above and each METAMAGIC or DEX when making such roll.
SPELL cast successfully heals you for 1 HP HP 3: Same as above and you do DOUBLE
for 1D6 ROUNDS. EFFORT if EFFORT is needed.
20 SPELLCASTING STAT 20 STR or DEX
SELF SELF
A virtuoso of magic, playing the strings of the Tumble, jump, roll and do these while walking
universe. on a tightrope.
SLEAZY TAUNT
UTILITY UTILITY
How to make friends and influence people. Taunt enemies to attack only you.
HP 2: Roll CHA to activate before you make HP 1: Roll INT or CHA to activate. Taunt
a roll to persuade or deceive someone. CHA 1D4 ENEMIES for 1D4 ROUNDS. If they at-
rolls that are related to this are EASY for tack, they must attack you and their at-
1D6 ROUNDS. tacks are HARD.
HP 3: Same as above and double your CHA HP 2: Taunt 1D6 ENEMIES.
when making a roll for sleaziness. HP 3: Taunt 1D8 ENEMIES.
HP 4: Same as above and you do DOUBLE HP 4: Taunt 1D12 ENEMIES.
EFFORT if EFFORT is needed.
SELF VARIABLE
Sometimes you are someone’s best friend and “Go and boil your bottoms, you sons of a silly
sometimes the worst friend. person! I blow my nose at you!
I fart in your general direction!
Your mother was a hamster, and your father
smelt of elderberries!”
79
UTILITY FEATS
TREASURE HUNTER UNTAPPED ARCANA
UTILITY UTILITY
Nothing can stand between you and a pile HP 1: Roll your spellcasting STAT to create a
of gold. separate full HEART to pay the COST of your
HP 2: Roll WIS to activate. You can find the SPELLS. It lasts for 1D4 ROUNDS.
shortest path to treasure for 1D6 ROUNDS. HP 2: Lasts for 1D6 ROUNDS.
HP 3: Same as above and any rolls you HP 3: Lasts for 1D8 ROUNDS.
make while in pursuit of treasure are EASY.
HP 4: Same as above and when you roll for
LOOT, roll twice.
Roll WIS to keep both of them. If you fail,
keep the one you like.
20 WIS 20 SPELLCASTING STAT
SELF SELF
"Oooh, shiny!" Hit them when they are absolutely sure that you
have nothing left.
UNTAPPED RESERVES
UTILITY
There is always more to be found.
HP 1: Roll CON, WIS or CHA to activate and
create a separate full HEART to pay the
COST of your FEATS. It lasts for 1D4
ROUNDS.
HP 2: Lasts for 1D6 ROUNDS.
HP 3: Lasts for 1D8 ROUNDS.
VARIABLE
SELF
Just when you are about to give up, remember
this: History isn't written by quitters.
80
TABLES
81
SPELL ROLLERS
RANDOM SPELL ROLLING
You can use the tables below and on the following pages to roll for a SPELL randomly for a
character or for LOOT. These tables list all the SPELLS found in ICRPG MAGIC (IM), KHAN’S
SPELLS & FEATS Vol. 1 (KS&F1) and KHAN’S SPELLS & FEATS Vol. 2 (KS&F2 - this book). SPELL
entries show the book in which they are written and their page numbers for easy reference.
There are separate SPELL LOOT TABLES just for the SPELLS written in this book (SPELL LOOT
TABLE p.96).
Roll on the tables below to determine the SPELL’S TYPE and LEVEL and then roll on the
relevant TYPE and LEVEL table.
ELEMENT TYPE TABLE can be used to change a SPELL’S element into something else.
BLOOD SPELLS
LEVEL I (D20)
1. Blindsight (KS&F2 p.13). Targets can see in total darkness.
2. Blood Focus (KS&F1 p.11). Metamagic. Cast a SPELL for free at the risk of rolling MERCURIAL FAILURE.
3. Blood Mist (IM p.38). Sap life from a creature and give it to another.
4. Controlled Mutation (KS&F2 p.13). Increase one of your STATS and decrease another.
5. Cure (KS&F1 p.11). Heal one or multiple creatures you touch.
6. Durendel’s Blessing (IM p.38). Target is immune to all harmful magic.
7. Enhanced Senses (KS&F1 p.11). Target’s chosen senses (like hearing, smell, etc.) are amplified.
8. Flesh to Oak (KS&F1 p.11). Gain bonus to your ARMOR and gain a temporary HEART.
9. Jump (KS&F1 p.12). Target can jump NEAR (up or forward). This is not a move.
10. Physical Prowess (KS&F2 p.13). Targets' all physical ATTEMPTS and CHECKS are EASY.
11. Reflex Boost (KS&F1 p.12). Targets add your BASIC EFFORT to their CHECKS, ATTEMPTS, or EFFORTS.
12. Speak with the Dead (IM p.38). Ask questions to a dead creature.
82
SPELL ROLLERS
13. Speedy (KS&F1 p.12). Targets can move TRIPLE NEAR as their normal movement.
14. Wither (IM p.38). Delete STAT points from the target.
15. Wound Resistance (KS&F2 p.13). Touched targets gain DAMAGE RESISTANCE.
16.+ --Reroll--
LEVEL II (D12)
1. Accelerated Metabolism (KS&F1 p.13). Target gains HP each TURN and rerolls 1s for EFFORTS.
2. Adrenaline (KS&F1 p.13). Target gains temporary HEARTS and bonus to EFFORT rolls.
3. Bind Soul (IM p.39). Trap the soul of a creature when it dies.
4. Blood Pact (KS&F1 p.13). Linked to someone. If something happens to one of you, it happens to the other.
5. Donation (KS&F1 p.13). Sacrifice HP and one or multiple targets gain them.
6. Driven (IM p.39). INT, WIS, CHA rolls are HARD, STR, DEX, CON rolls are EASY.
7. Mow Down (KS&F2 p.14). Make multiple melee attacks.
8. Physical Burst (KS&F2 p.14). Make a touched target gain a huge boost to STR, DEX or CON.
9. Shoot Down (KS&F2 p.14). Make multiple ranged attacks.
10. Sickening Smell (KS&F1 p.14). ENEMIES NEAR you get sickened and their rolls become HARD.
11. Transfusion (IM p.40). One target loses HP, other gains it.
12. Vitality (KS&F2 p.14). Targets are healed a little and they gain bonus to STR, DEX and CON.
LEVEL III (D10)
1. Bodily Malfunctions (KS&F2 p.15). Target gets sick and loses different STATS each ROUND.
2. Disease Carrier (KS&F1 p.14). People around the sick creature lose HP each ROUND.
3. Hardened Body (KS&F2 p.15). Target gains DAMAGE REDUCTION.
4. Heal (KS&F1 p.14). Heal a target and any excess is stored as temporary HP.
5. Instrument of War (KS&F2 p.15). Get extremely tuned for melee or ranged combat.
6. Learn By Blood (IM p.40). Use your blood for SPELL creation.
7. Life (IM p.41). Heal one HEART on a creature with its CON added.
8. Rage (KS&F2 p.15). Target becomes a lot stronger but mental things become HARD.
9. Regeneration (KS&F1 p.14). Target regenerates HP each ROUND.
10. --Reroll--
LEVEL IV (D10)
1. Blood Clots (KS&F2 p.16). Targets roll CON or take CON damage and they die.
2. Blood Frenzy (KS&F2 p.16). Target becomes extremely powerful physically, but cannot act rationally.
3. Cleanse (KS&F1 p.15). Targets are restored to full HP and all negative effects are removed.
4. Contagion (KS&F2 p.16). Target spreads disease and everyone that is sick takes damage each ROUND.
5. Deadly Mutation (KS&F1 p.15). Target mutates until death but gets stronger each ROUND.
6. Death (IM p.41). Kill target's HEARTS.
7. Healing Wave (KS&F1 p.15). Spread a wave from your body to heal your ALLIES around you.
8. Sudden Death (KS&F1 p.15). Weak creatures CLOSE to you roll CON or they die.
9. Vampire (IM p.41). Convert a living target into a vampire.
10. --Reroll--
CHAOS SPELLS
LEVEL I (D10)
1. Angel of Chaos (KS&F2 p.17). A guardian spirit might be summoned when you take damage.
2. Balance on the Edge (KS&F2 p.17). Your ATTEMPTS are either EASY or HARD.
3. Chaotic Effort (KS&F2 p.17). Randomly increase one of your EFFORTS and lower another one.
4. Double or Nothing (KS&F2 p.17). Metamagic. There is a possibility of doubling a property of a SPELL.
5. Gamble (KS&F2 p.18). Metamagic. Either cast a SPELL for free and gain HP, or just lose HP.
6. Inversion (KS&F2 p.18). Invert the effects of a SPELL cast NEAR you.
7. Random Rearranging (KS&F2 p.18). Increase a STAT of a target and decrease another one randomly.
8. Spread the Chaos (KS&F2 p.18). If you have to roll MERCURIAL FAILURE, it affects someone else.
83
SPELL ROLLERS
9. Tipping the Scales (KS&F2 p.19). Attacks against a target can be either EASY or HARD.
10. Uncertainty (KS&F2 p.19). ATTEMPTS of a target might be reduced greatly.
LEVEL II (D6)
1. Chaos Storm (KS&F2 p.19). All successful ATTEMPTS must be rerolled in an area.
2. Heal or Harm (KS&F2 p.19). Either you will heal a target, or you will harm it.
3. Little Buff (KS&F2 p.20). One random STAT of yours gets a huge increase.
4. Shroud of Mystery (KS&F2 p.20). Each TURN you get a different effect, most of them beneficial.
5. Spell Boon (KS&F2 p.20). Metamagic. Cast a random SPELL you don't even know.
6. --Reroll--
LEVEL III (D4)
1. Aura of Chaos (KS&F2 p.20). Everyone around you attacks a random target.
2. Conductor (KS&F2 p.21). Lightning strikes you first and then a target.
3. Unstable Channeling (KS&F2 p.21). Cast SPELLS for free at the risk of rolling MERCURIAL FAILURE.
4. Wave of Disorder (KS&F2 p.21). All TIMERS around you are rerolled.
LEVEL IV (D4)
1. Aura of Mystification (KS&F2 p.21). Heal or harm multiple creatures each ROUND.
2. Chaos Minions (KS&F2 p.22). Summon Chaos Minions in multiple waves.
3. Lost to Chaos (KS&F2 p.22). Targets repeatedly make WIS rolls or will disappear from existence.
4. Mass Rearranging (KS&F2 p.22). Increase a STAT of targets a lot, and decrease another one randomly.
CURSE SPELLS
LEVEL I (D20)
1. Bane (KS&F2 p.23). Targets subtract 1D4 from their EFFORTS.
2. Bleed Away (KS&F2 p.23). Target slowly loses HP each ROUND.
3. Cursed Swarm (KS&F1 p.16). Targets are swarmed with insects. They take damage and maybe skip their TURN.
4. Hex (KS&F1 p.16). Target gets a penalty to its ATTEMPTS and CHECKS with the chosen STATS.
5. Life Sucker (KS&F2 p.23). Slowly suck targets’ life each ROUND and heal yourself.
6. Marked for Death (KS&F1 p.16). Targets take damage each ROUND and attacks are EASY against them.
7. Molok's Mutation (IM p.42). Target rolls CON or gains a mutation each ROUND.
8. Opportunistic Bite (KS&F2 p.23). A damaged target slowly takes additional damage.
9. Plague of Doubts (IM p.42). Target's rolls are HARD, all rolls against it are EASY.
10. Thousand Papercuts (KS&F1 p.16). Target loses small amounts of HP for a long time.
11. Touch of Death (KS&F1 p.17). Targets cannot regain HP.
12. Trembling Hands (KS&F1 p.17). Targets reroll their successful ATTEMPTS and CHECKS.
13. Wooden Legs (KS&F1 p.17). Targets cannot move.
14+. --Reroll--
LEVEL II (D12)
1. Binding Seal (KS&F2 p.24). Targets cannot leave an area.
2. Cleanse the Cursed (IM p.42). Cleanse multiple conditions on o target.
3. Curse (KS&F1 p.18). Targets’ ATTEMPTS less than a NATURAL 5 are blunders and attacking them is EASY.
4. Deadly Promise (KS&F2 p.24). Make a target promise that it will finish a task or it will die.
5. Incantation of Fear (IM p.42). Fill an area with fear and anything will flee.
6. Slow (KS&F1 p.18). Targets can either move or take a single ACTION. Movements are HARD.
7. Sound of Silence (IM p.42). Suppress all sound in an area surrounding you.
8. Swarm of Leeches (KS&F2 p.24). Put leeches on targets to damage them and heal yourself over time.
9. Time Bomb (KS&F2 p.24). Put a hidden curse inside a target that will go off with big damage.
10. Uncurse (KS&F1 p.18). Remove a CURSE or a MUTATION.
11. Word of Khuul (KS&F1 p.18). Targets' EFFORTS are halved.
12. --Reroll--
84
SPELL ROLLERS
LEVEL III (D10)
1. Arrow Magnet (KS&F1 p.19). Any ranged attack will hit someone you designate with a 50% chance.
2. Dumbed Down (KS&F1 p.19). Reduce a target's intellect to the level of a toddler.
3. End of All Curses (KS&F2 p.25). Target is cleared of all curses but becomes resistant to healing.
4. Hellspawn Breeder (KS&F2 p.25). Weak target dies and breeds a disgusting minion for you.
5. Khan's Good Fortune (KS&F1 p.19). Target loses all STAT bonuses for some time.
6. Kill Unseen (IM p.43). Kill a target you have touched from a distance.
7. Self Hate (KS&F2 p.25). Target will attack itself if it can't make a CHECK.
8. Terminal Disease (KS&F1 p.19). Inflicted targets will die in a couple of days.
9. Withering (KS&F2 p.25). Target will slowly lose its HP maximum and will eventually die.
10. --Reroll--
LEVEL IV (D6)
1. Creeping Death (KS&F1 p.20). Name a population and lots of its members will die.
2. Hag's Disappointment (KS&F2 p.26). Touched target is immune to all curses for some time.
3. Joke's on You (KS&F2 p.26). Turn a magical LOOT into a CURSED one by touching it.
4. Medusa's Gaze (KS&F2 p.26). Turn creatures you look in the eye into stone.
5. Seal Fate (KS&F1 p.20). Utter a fate for a target you had touched and it will come true.
6. --Reroll--
DEMON SPELLS
LEVEL I (D20)
1. Animate Dead (IM p.44). Create skeletons under your control.
2. Animate I (KS&F1 p.21). Create skeletons and skeletal bats under your control.
3. Bat (IM p.44). Turn into a bat.
4. Blade of Pain (KS&F2 p.27). Enchant your melee weapon with dark energy which causes fear.
5. Control Undead (KS&F1 p.21). Try to control an undead for some time or control multiple for shorter time.
6. Corpse Reaper (KS&F2 p.27). Collect necrotic energy from corpses and undead to heal you.
7. Dark Sphere (KS&F2 p.27). Create a sphere of total darkness.
8. Extended Animation (KS&F1 p.21). Make your undead minions last longer.
9. Hellish Steed (KS&F1 p.21). Create or summon an undead or demonic riding animal.
10. Instill Fear (KS&F1 p.22). Targets are overcome with fear and cannot attack you or move towards you.
11. Repel Undead (KS&F1 p.22). Undead creatures cannot get close to you.
12. Sap Lifeforce (KS&F1 p.22). Target loses multiple STAT points and you gain them.
13. Shadow Form (IM p.45). Turn into a smoke-like shadow and slide through tiny cracks.
14. Sharp Bone (KS&F2 p.27). Turn an ordinary bone into a powerful melee weapon.
15+. --Reroll--
LEVEL II (D12)
1. Animate II (KS&F1 p.22). Create ghouls or zombies under your control.
2. Aura of Terror (KS&F2 p.28). Feared ENEMIES stay away from you.
3. Dark Slime (KS&F2 p.28). Secrete a slimy substance and melee attackers stick to you and get damaged.
4. Excise (KS&F1 p.23). Cast out an entities that are possessing others.
5. Incorporeal (KS&F2 p.28). Become ghostly and incorporeal to fly and hide.
6. Left for Undeath (KS&F2 p.28). Targets become skeletons after they die.
7. Possession (IM p.45). Call down a lesser demonic spirit to possess someone.
8. Rain of Bones (KS&F1 p.23). Sharp bones fall from the sky around a point.
9. Skull (IM p.46). Rolls against a chosen creature type are EASY and you do more damage.
10. Swarm of Filth (KS&F1 p.23). Summon a swarm of large demonic insects in an area.
11. Undeath to Death (KS&F1 p.23). Instantly destroy multiple weak undeads.
12. --Reroll--
85
SPELL ROLLERS
LEVEL III (D10)
1. Animate III (KS&F1 p.24). Create wights or wraiths under your control.
2. Demotivate (KS&F2 p.29). Target rolls CON or loses half of its current HP.
3. Living to Undeath (KS&F1 p.24). Kill multiple targets and turn them into undeads under your control.
4. Meat Explosion (KS&F2 p.29). Work on a target for some time and it explodes.
5. No Rest For the Wicked (KS&F1 p.24). Stop all bodily functions for a couple days.
6. Scythe (IM p.46). Create the Reaper’s weapon. Kills instantly or disappears.
7. Siphon (KS&F1 p.24). Target loses multiple HEARTS and you gain them.
8. Soul Sword (KS&F2 p.29). Create a ghostly sword in your hand that sucks HEARTS from targets.
9. Ultimate Darkness (KS&F2 p.29). Create a big and a long lasting area of darkness.
10. --Reroll--
LEVEL IV (D6)
1. Animate IV (KS&F1 p.25). Create banshees or shamblers under your control.
2. Bone Demon (KS&F1 p.25). Turn into a giant, bony demon with horns, wings and a tail.
3. Clone Puppet (KS&F1 p.25). Create an evil clone of a target under your control.
4. Finger of Death (KS&F2 p.30). Point at and kill multiple targets with a single gesture.
5. Reaper (KS&F2 p.30). Create a black scythe and kill melee targets instantly.
6. Slaying Arrows (KS&F2 p.30). Create deadly projectiles that kill targets on hit.
DIMENSION SPELLS
LEVEL I (D20)
1. Accompany (KS&F1 p.26). When you move, take people CLOSE with you.
2. Attractor (IM p.47). Create a gravity well to pull NEAR things and damage them.
3. Blink (KS&F2 p.31). Start blinking and take half damage from area of effect attacks.
4. Bounce (KS&F1 p.26). Bounce all around by teleporting each TURN.
5. Dimensional Sense (KS&F2 p.31). Sense and know any dimensional travel around you.
6. Gate Expert (KS&F2 p.31). Know if teleportation occurs around you and maybe prevent it.
7. Oubliette (IM p.47). When underground, create a small extra-dimensional chamber.
8. Phase (IM p.47). Blend into astral dimension and only energy or magic attacks can harm you.
9. Pocket Dimension (KS&F1 p.26). Create a useful pocket dimension to store things.
10. Seal Gate (KS&F1 p.26). Destroy gates or similar dimensional connections.
11. Small Step (KS&F1 p.27). Teleport to a place you can see, anytime.
12. Swap (KS&F1 p.27). Swap places of two beings or two objects.
13. Timeout (KS&F2 p.31). Send target to a temporary dimension.
14. Vanish (KS&F1 p.27). Targets disappear and reappear on getting hit and they do not take damage.
15. Warping (KS&F2 p.32). Attacks aimed at you will hit someone CLOSE instead.
16. Work Around (KS&F2 p.32). Metamagic. Choose which targets are affected in an area for a SPELL.
17+. --Reroll--
LEVEL II (D12)
1. Beyond the Wall (KS&F1 p.28). Teleport targets away from the current room.
2. Depths (IM p.48). Target is pulled downward in water.
3. Fingerprint (KS&F2 p.32). Mark an object and teleport next to it later.
4. Imprison (KS&F1 p.28). Teleport multiple targets to a pocket dimension.
5. Interdimensional Lock (KS&F1 p.28). Prevent teleportation and dimensional travel around you.
6. Isolation Space (KS&F2 p.32). Nothing can pass through the border of the sphere in any direction.
7. Khan's Portals of Spying (KS&F1 p.28). Create two invisible portals and spy one through the other.
8. Passthrough (KS&F2 p.33). Pass through solid objects.
9. Phase Hold (IM p.48). Visible creatures cannot teleport or blink.
10. Slide (KS&F2 p.33). Metamagic. Move a SPELL'S origin to somewhere else even if it is SELF or TOUCH.
11. Summon Object (KS&F1 p.29). Teleport an object you have seen next to you.
12. --Reroll--
86
SPELL ROLLERS
LEVEL III (D8)
1. Banish (KS&F1 p.29). Send multiple targets to their home dimension or to another one.
2. Planar Adjustment (KS&F2 p.33). Protect targets from harmful environmental effects.
3. Shadow Pour (KS&F1 p.29). Summon lots of shadows.
4. Summon Amorphious (KS&F2 p.33). Summon a servant that does physical things.
5. Summon Creature (KS&F1 p.29). Teleport a creature you know next to you.
6. Summon Intellectua (KS&F2 p.34). Summon a servant that does mental things.
7. Winter (IM p.48). Open a doorway to frost dimension to spread the cold.
8. --Reroll--
LEVEL IV (D6)
1. Distortion (KS&F2 p.34). Nothing can influence an area from the outside.
2. Ethereal Walk (KS&F1 p.30). You and multiple targets vanish into a parallel dimension.
3. Portal (IM p.48). Open a gateway between dimensions or times.
4. Soothing Retreat (KS&F2 p.34). Open a gateway to a safe dimension where you and ALLIES can heal.
5. Teleport (KS&F1 p.30). Teleport to a place you have been or you know of with others.
6. Void (KS&F1 p.30). Open a gateway to nothingness, which will suck everything in.
ELDER SPELLS
LEVEL I (D20)
1. Armor of Zealots (KS&F2 p.35). Metamagic. Casting a SPELL increases your ARMOR.
2. Concentrated Casting (KS&F2 p.35). Do not roll MERCURIAL FAILURE for a short time.
3. Control Machine (KS&F1 p.31). Control any machine or mechanical creatures for some time.
4. Detect Magic (KS&F1 p.31). Know the location of magical things.
5. Dispel Magic (KS&F1 p.31). End or suppress an ongoing SPELL.
6. Disruption (KS&F2 p.35). Metamagic. Cast a SPELL and dispel another.
7. Enchant Item (KS&F1 p.31). Item does additional EFFORT for a little while.
8. Farther (KS&F1 p.32). Metamagic. Enhance the range of the target SPELL.
9. Keen Eye (KS&F1 p.32). Targets' next successful ATTEMPTS become critical successes.
10. Locate (KS&F1 p.32). Learn the location of a specific thing.
11. Personal Connection (KS&F2 p.35). Learn the current state of a target you personally know.
12. Raven Prism (IM p.49). Summon a raven. You can use it as your SPELLS' origin point.
13. Reflection (KS&F2 p.36). Reflect a SPELL that targets you back to its caster.
14. Unstoppable (KS&F1 p.32). The movement of targets cannot be impeded by any means.
15. Winged Spell Stone (IM p.49). Store a SPELL you know into it to get a guaranteed cast later.
16. Zeke's Last Dance (IM p.50). Others seeing you dance will dance too.
17+. --Reroll--
LEVEL II (D20)
1. All Seeing Eye (KS&F1 p.33). Create a big eye that sees everything hidden and invisible.
2. Deny (KS&F1 p.33). Counter a SPELL that is just cast or a magical effect just activated.
3. Double Cast (KS&F1 p.33). Metamagic. Cast two SPELLS or cast one SPELL twice.
4. Frogs (IM p.50). Create lots of frogs.
5. Hand of the Gods (KS&F1 p.33). Targets cannot be harmed by outside sources for some time.
6. Holy Aim (KS&F2 p.36). Let gods guide your hand and gain bonus to attack ATTEMPTS.
7. Possession (IM p.45). Call down a lesser demonic spirit to possess someone.
8. Inner Strength (KS&F2 p.36). Metamagic. Cast a SPELL and increase your spellcasting STAT.
9. Mirror Image (KS&F1 p.33). Create fake duplicates of you that get destroyed on hit.
10. No Spell Zone (KS&F2 p.36). No SPELL can be cast around you. Ongoing ones are suspended.
11. Olfan's Overture (IM p.50). Start to sing and as long as you are singing, reduce incoming damage.
12. Ray of Souls (IM p.51). Fire souls into creatures and drop them to 1 HP.
13. Suppress Magic (KS&F2 p.37). Targets cannot use SPELLS or magical LOOT.
14. Touched by Angels (KS&F2 p.37). Target gains DAMAGE REDUCTION.
15+. --Reroll--
87
SPELL ROLLERS
LEVEL III (D10)
1. Absorption Aura (KS&F2 p.37). Create a separate HP pool that you can fill and use as a shield.
2. Antimagic Aura (KS&F1 p.34). No SPELL or other magical things can function around you.
3. Aura of Perseverance (KS&F1 p.34). ALLIES that are DYING are healed automatically.
4. Grasp of the Ogdru (IM p.51). Conjure giant tentacles.
5. Lore of Ages (KS&F1 p.34). Know things that is/was publicly known about something.
6. Murky Wood Melody (IM p.52). Sing or hum to find your way.
7. Pulsing Radiance (KS&F2 p.37). Blind and damage ENEMIES.
8. Raise Dead (KS&F1 p.35). Bring a very recently deceased creature back to life.
9. Restoration (KS&F2 p.38). Turn target to its original form and also remove MUTATIONS.
10. --Reroll--
LEVEL IV (D8)
1. Convene with the Elders (KS&F1 p.35). Convene with the ELDERS to gain various bonuses.
2. Endless Spells (IM p.52). If your spellcasting ATTEMPT was MODIFIED 13+, cast the SPELL again.
3. Resurrection (KS&F1 p.35). Bring back a long deceased creature back to life.
4. Spell Ascendency (KS&F1 p.35). Cast a SPELL you know for free and it is always EASY.
5. Spell Fusion (KS&F2 p.38). Combine two SPELLS to create a new SPELL.
6. Spell Mimic (KS&F2 p.38). Metamagic. Cast any SPELL from any SPELL TYPE.
7. Xanarasath Memoria (IM p.52). Change the memories of a target.
8. --Reroll--
ENERGY SPELLS
LEVEL I (D20)
1. Bifurcate (KS&F1 p.36). Metamagic. Target SPELL can have additional targets.
2. Breath of Udin (IM p.53). Create a wall of blasting wind, which is HARD to pass.
3. Channel Energy (KS&F2 p.39). Metamagic. Cast a SPELL and grant some of your HP to someone.
4. Charge (KS&F1 p.36). Transfer your life energy to other things and beings.
5. Energy Resistance (KS&F2 p.39). Targets take less damage from the specified energy type.
6. Energy Sponge (KS&F2 p.39). Soak energy from something and heal yourself and others.
7. Floating Shield (KS&F2 p.39). Create an energy shield that reduces incoming damage.
8. Focus (KS&F1 p.36). Metamagic. Apply target SPELL multiple times on a single target.
9. Force of Elders (KS&F1 p.36). Push or pull things.
10. Force Shield (KS&F2 p.40). Cast against a physical attack and take no damage.
11. Homing Missile (KS&F1 p.37). Shoot energy missiles to targets. No ATTEMPT needed.
12. Ice Barrage (IM p.53). Throw a shard of ice to do damage to an area.
13. Lightning Lash (IM p.53). Create an energy whip to pull and damage a target.
14. Overcharge (KS&F1 p.37). Metamagic. Target SPELL does double damage.
15. Repel (IM p.53). Nothing can come CLOSE to a point.
16. Wave of Udin (KS&F1 p.37). Push and damage things around you.
17. Zeke's Immolation (IM p.54). Surround yourself with fire and anything CLOSE takes damage.
18+. --Reroll--
LEVEL II (D12)
1. Backlash (KS&F1 p.38). Target caster receives its SPELL'S damage.
2. Fly (KS&F1 p.38). You can fly FAR as your movement.
3. Force Aura (KS&F2 p.40). Create an aura with HEARTS that absorbs external damage.
4. Force Lightning (KS&F1 p.38). Spread arcs of lightning to damage lots of targets.
5. Khan's Grip (KS&F2 p.40). Grab things from a distance and move them.
6. Lift (KS&F2 p.40). Create an upward blowing force to lift things up.
7. Magic Block (KS&F2 p.41). Affecting a target with magic is difficult.
8. Pulsar (KS&F1 p.38). Shoot force balls to damage targets each TURN.
88
SPELL ROLLERS
9. Sharpshooter (KS&F1 p.39). Shoot a force beam up to DOUBLE FAR.
10. Spark Jump (KS&F2 p.41). Metamagic. Cast a SPELL and unrelated targets can be affected.
11. Water Wonder (IM p.54). Conjure a water elemental.
12. --Reroll--
LEVEL III (D8)
1. Acid Vomit (KS&F1 p.39). Vomit acid and damage everything in a path.
2. Chain Bolt (KS&F2 p.41). Shoot an energy bolt that jumps from target to target.
3. Lash Out (KS&F2 p.41). Augment your melee and ranged attacks to do extra damage.
4. Shooting Star (KS&F1 p.39). Shoot energy bolts to multiple targets.
5. Take In (KS&F2 p.42). Absorb the damage of a SPELL that targets you and use it to cast your own.
6. Wall of Blades (KS&F1 p.39). Create a wall of energy blades that is difficult to pass.
7. Whip (IM p.55). Conjure a multi-tailed whip to lash targets.
8. --Reroll--
LEVEL IV (D6)
1. Absorb Spell (KS&F2 p.42). Absorb a SPELL that was cast on you and recast it multiple times later.
2. Enhance Spell (IM p.55). Create a new SPELL by upgrading a SPELL you already know.
3. Magic Immunity (KS&F2 p.42). Target becomes immune to all kinds of magic.
4. Sparkling Storm (KS&F1 p.40). Call lighting at a point to damage everything around it.
5. Supernova (KS&F1 p.40). Explode in a blinding energy and damage all ENEMIES around you.
6. --Reroll--
FIRE SPELLS
LEVEL I (D20)
1. Animate Fire (KS&F2 p.43). Animate a fire and it becomes a creature under your control for a time.
2. Bind (IM p.56). Fiery bindings restrain a target and it takes damage.
3. Blob (KS&F2 p.43). Throw a blob of fire and do damage to anything CLOSE where you throw it.
4. Cocoon (KS&F2 p.43). Melee attackers take damage and your FIRE SPELLS do additional damage.
5. Control Fire (KS&F1 p.41). Control and shape a natural fire or flame.
6. Create Fire (KS&F1 p.41). Create a natural fire on a creature or an object to burn it.
7. Dragon's Breath (KS&F1 p.41). Breathe fire to all NEAR targets.
8. Fire Armor (KS&F1 p.41). Give a flaming ARMOR to targets.
9. Fire Elemental (KS&F1 p.42). Turn into a fire elemental and gain fiery abilities.
10. Fire Pit (KS&F2 p.43). Create flames on the ground. Creatures that pass through them take damage.
11. Fire Shield (KS&F1 p.42). Target is engulfed in flames and melee attackers take damage.
12. Flaming Weapon (KS&F2 p.44). Create a weapon out of fire. Use your spellcasting STAT to attack.
13. Hot Body (KS&F2 p.44). You illuminate your surroundings and anyone staying CLOSE takes damage.
14. Maximize (KS&F1 p.42). Metamagic. All of target SPELL'S dice use the highest value.
15. Melt (IM p.56). Melt solid things into liquid.
16. Snuff Out (KS&F2 p.44). Kill natural or magical fires, or send fire elementals back to their homes.
17+. --Reroll--
LEVEL II (D12)
1. Breathe Life into Fire (KS&F2 p.44). Create fire elementals from mundane fire.
2. Burning Arrows (IM p.56). Create arrows from fire.
3. Burning Grasp (KS&F2 p.45). Your hands are on fire and your unarmed attacks gain additional damage.
4. Fireball (KS&F1 p.42). Hurl an exploding ball of fire at a point and burn everything around it.
5. Flame Blade (IM p.57). Coat a melee weapon with fire to do additional damage.
6. Friendly Fire (KS&F1 p.43). Summon fire elementals under your control.
7. Glyph of Fire (IM p.57). Etch a rune on a surface and make it explode when a trigger occurs.
8. Heat Death (KS&F1 p.43). Heat one target after another as long as each one dies.
9. Heatwave (KS&F2 p.45). Increase the temperature to slowly damage creatures. Fire spells gain damage.
89
SPELL ROLLERS
10. Immune to Fire (KS&F2 p.45). Targets become immune to fire.
11. Tentacles of the Depths (KS&F1 p.43). Fiery tentacles erupt from your body to damage targets.
12. Wings of Fire (KS&F1 p.43). Fly with fiery wings.
LEVEL III (D8)
1. Aura of Immunity (KS&F2 p.45). You and anyone NEAR you is immune to fire.
2. Cloak of Lava (KS&F2 p.46). Targets gain protection against fiery environments for a long time.
3. Firestorm (KS&F1 p.44). Explode and burn everything NEAR.
4. Flame Vortex (IM p.58). Create a tornado of fire to burn everything.
5. Scorching Rays (KS&F2 p.46). Shoot rays of fire from your fingers each ROUND.
6. Smoke and Fumes (KS&F1 p.44). ENEMIES roll CON or skip their turn and attacking ALLIES is HARD.
7. Wall of Fire (KS&F1 p.44). Create a wall of fire that is difficult to pass.
8. --Reroll--
LEVEL IV (D4)
1. Armageddon (KS&F1 p.44). Make it rain meteorites from the sky each ROUND.
2. Blazing Rocket (KS&F2 p.46). Turn into a ball of fire and launch yourself towards a point to destroy.
3. Fiery Nature (KS&F1 p.45). Turn into fire itself and engulf everything.
4. Fire Wonder (IM p.58). Turn a creature into a giant fiery beast.
GLYPH SPELLS
LEVEL I (D20)
1. Alarm (KS&F1 p.46). Know if an area is trespassed and who did it.
2. Beacon (KS&F2 p.47). Touch an object and later know its general direction and distance.
3. Circle of Exclusion (KS&F1 p.46). Name a creature type and they cannot enter the circle.
4. Diversion (KS&F1 p.46). ENEMIES have to roll INT before attacking a target.
5. Glyph of Armor (KS&F1 p.46). ARMORS of ALLIES CLOSE to the GLYPH become 20.
6. Hymn of Glory (KS&F2 p.47). ALLIES are cleansed of, and immune to fear and similar effects.
7. Khan's Mark (KS&F1 p.47). Marked target takes extra damage on attacks.
8. Light (KS&F2 p.47). Create light with adjustable brightness.
9. Motivation (KS&F1 p.47). Targets gain one temporary HEART each.
10. Protection (KS&F2 p.47). Target gains temporary HEARTS.
11. Rest the Dead (IM p.59). Protect a corpse from being raised as undead.
12. Rise Up (KS&F2 p.48). DYING ALLIES get back up if they roll a NATURAL 10+ for a DEATH ROLL.
13. Seven's Luck (KS&F1 p.47). ALLIES roll 1D20 when attacked and on a NATURAL 15+, they evade it.
14. Shimmering (KS&F1 p.47). Make a target glow and attacks on it are EASY.
15+. --Reroll--
LEVEL II (D12)
1. Defense Turret (KS&F1 p.48). GLYPH will shoot arrows at all NEAR ENEMIES each ROUND.
2. Duplicate (KS&F1 p.48). Duplicate an object with all of its properties.
3. Evade (KS&F2 p.48). Target can evade a physical attack entirely if it can roll DEX.
4. Flash (KS&F2 p.48). Throw the GLYPH. It explodes and anyone NEAR rolls CON or they are stunned.
5. Fountain of Life (KS&F1 p.48). ALLIES NEAR GLYPH gain the maximum amount of HP from all healing.
6. Helping Hand (KS&F1 p.48). When touched target drops to 0 HP, it will automatically get healed..
7. Killing Eye (KS&F2 p.48). Designated targets take additional damage when they get hit.
8. Lock (IM p.59). Lock a doors and gates.
9. Mesmerize (KS&F1 p.49). ENEMIES roll CHA or skip their TURN.
10. Pain Dampening (KS&F2 p.49). Target only takes a small amount of damage from each attack.
11. Summoning Circle (IM p.60). Summon a creature or an entity you have seen.
12. --Reroll--
90
SPELL ROLLERS
LEVEL III (D8)
1. Capacitor (KS&F2 p.49). Store ambient magic energy. Use it to cast SPELLS or healing/harming.
2. Discrimination (KS&F2 p.49). ATTEMPTS and EFFORTS done against a certain creature type gain bonuses.
3. Good Omen (KS&F1 p.49). ALLIES gain bonuses to their ATTEMPTS and EFFORTS.
4. Magic Bane (IM p.60). Cancel all magic in an area.
5. Mass Protection (KS&F2 p.49). ALLIES NEAR the GLYPH gain temporary HEARTS.
6. Observer (KS&F2 p.50). ENEMIES cannot hide and they cannot use any magic.
7. Pain of Ages (KS&F1 p.49). ENEMIES have to roll CON before any CHECK or ATTEMPT.
8. Symbol of Destruction (KS&F1 p.49). Creatures, free objects and structures take damage each ROUND.
LEVEL IV (D6)
1. Circle of Exhaustion (KS&F1 p.50). ENEMIES in the circle get penalties to ALL ROLLS.
2. Forbidden (KS&F2 p.50). An event that you specify cannot happen in an area.
3. Glyph of Illusions (KS&F1 p.50). Create illusions in an area.
4. Glyph of Teleport (IM p.60). Teleport between two of your GLYPHS.
5. Irradiation (KS&F2 p.50). ENEMIES roll CON or get -1 to one of their physical STATS.
6. --Reroll--
MATTER SPELLS
LEVEL I (D20)
1. Apparatus (KS&F2 p.51). Create a mundane weapon or a tool.
2. Battering Ram (KS&F2 p.51). Create a battering ram that you can move and attack with it.
3. Chains of Misery (KS&F1 p.51). Chains come out of the ground and immobilize a target.
4. Create Acid (IM p.61). Conjure a mass of acid to damage everything CLOSE.
5. Crush 'Em (KS&F1 p.51). Crush the internal organs or internal structure of lots of targets.
6. Deconstruct (KS&F2 p.51). Destroy objects from a distance.
7. Destroy Object (IM p.61). Destroy lots of pounds of mass.
8. Khan's Drill (KS&F1 p.51). Create a hole where you touch with adjustable length and diameter.
9. Melt Armor (KS&F1 p.51). Reduce targets’ ARMOR. You can do this multiple times.
10. Molok's Steel (IM p.62). Animate an object that levitates and does damage.
11. Pillar of Life (KS&F2 p.51). Erect a pillar that stabilizes DYING ALLIES.
12. Quicksand (KS&F1 p.52). Turn the ground into a quicksand so things standing on it start to sink.
13. Sandy Fog (KS&F2 p.52). ENEMIES can only see up to NEAR and their rolls are HARD.
14. Silent Bubble (KS&F2 p.52). No sound can be transmitted or received around you.
15. Storm of Knives (IM p.62). Conjure daggers that strike NEAR targets.
16. Subatomic Coherence (KS&F2 p.52). Protect an object you touch from all damage for some time.
17. Thaumavore (IM p.62). Create food which also heals 1 HP.
18. Unstable Terrain (KS&F1 p.52). Make the terrain difficult to move on.
19+. --Reroll--
LEVEL II (D10)
1. Antoine's Acid Dart (IM p.63). Shoot a an acid missile that damages a target and destroys its LOOT.
2. Bridge Under My Feet (KS&F1 p.52). Walk over an edge and a bridge will appear underneath you.
3. Burrow (KS&F2 p.52). Burrow and move through solid materials.
4. Create Ingredient (KS&F1 p.52). Create random RARE INGREDIENTS.
5. Fracture (IM p.63). Destabilize an object and it will break on the next use.
6. Molok's Hammer (IM p.63). Create a flying hammer that attacks multiple targets each ROUND.
7. Pillar of Relaxation (KS&F2 p.53). Erect a pillar that heals you and your ALLIES each ROUND.
8. Pillar of Sacrilege (KS&F2 p.53). Erect a pillar that damages ENEMIES each ROUND.
9. Produce (KS&F1 p.53). Convert raw materials into processed goods.
10. Tons of Fun (KS&F1 p.53). Targets are crushed and they fall prone if they cannot roll STR.
91
SPELL ROLLERS
LEVEL III (D10)
1. Assembly (KS&F1 p.53). Combine processed materials into a finished product.
2. Assimilation (KS&F2 p.53). Touch a target to damage it and heal yourself at the same time.
3. Black Blade (KS&F2 p.53). Create a flying melee weapon that moves and attacks on your TURN.
4. Cave In (KS&F2 p.54). Bring down the ceiling on creatures and bury them underneath.
5. Disintegrate (KS&F1 p.53). Disintegrate a target for a lot of damage and if it dies, it turns to dust.
6. Earth Shaper (KS&F1 p.54). Change the shape of the terrain in a huge area.
7. Explode (IM p.64). Explode and disintegrate an object or parts of it.
8. Imbue (IM p.64). Put a SPELL you know into an object. Anyone can use it and cast the SPELL.
9. Shield Guardian (KS&F1 p.54). Create a powerful construct guardian under your control.
10. --Reroll--
LEVEL IV (D8)
1. Architect (IM p.65). Assemble any raw material into a structure.
2. Create Object (KS&F1 p.54). Create small objects or parts of a big object.
3. Destroyer of Worlds (KS&F1 p.54). Destroy one object or part of a structure each ROUND.
4. Meteor (IM p.65). Make a meteor from space crash on earth with a HARD roll to vaporize a huge area.
5. Superior Apparatus (KS&F2 p.54). Create any complicated device.
6. Ultimate Defender (KS&F2 p.54). Create a powerful construct guardian with any abilities as you want.
7. Waves of Destruction (KS&F1 p.55). ENEMIES within FAR take damage and they may fall prone.
8. --Reroll--
MIND SPELLS
LEVEL I (D20)
1. Astral Projection (KS&F2 p.55). Leave your body behind and go to a place you have been.
2. Awaken (KS&F1 p.56). If a specified condition gets triggered, you will know it and you will wake up.
3. Baffle (IM p.66). One of target's mental STATS becomes 0.
4. Befriend (KS&F1 p.56). Touch a target and it will consider you a friend for a time.
5. Detect Minds (KS&F1 p.56). Know whether there is some kind of intelligence around you.
6. Disguise (KS&F1 p.56). Appear as someone or something else in the minds of others.
7. Imposing Cast (KS&F2 p.55). Metamagic. Anyone seeing you casting the target SPELL is impressed.
8. Mental Prowess (KS&F2 p.55). Targets’ all mental ATTEMPTS and CHECKS are EASY.
9. Mind Over Mind (KS&F2 p.55). Roll CHA related ATTEMPTS and EFFORTS with a bonus.
10. Send Message (KS&F1 p.57). Send a short telepathical message to someone you know far away.
11. Subtle Spell (KS&F2 p.56). Metamagic. Target SPELL is cast in an unnoticeable way.
12. Telepathy (KS&F1 p.57). You and multiple targets talk to each other telepathically.
13. Tongues (IM p.66). Target can speak and understand any language.
14. Universal Translator (KS&F1 p.57). Understand any spoken or written language.
15. Unseen (IM p.66). Make a creature or an object 'invisible' to others.
16. --Reroll--
LEVEL II (D10)
1. Apocalyptica (IM p.66). Implant visions of cataclysms into the mind of a target.
2. Command (KS&F1 p.57). Targets must obey your single command.
3. Force the Truth (KS&F1 p.58). Targets cannot lie to you.
4. Free Casting (KS&F2 p.56). Metamagic. Target SPELL is cast for free.
5. Illusions and Wonders (IM p.66). Implant an image or a scene in the minds of targets.
6. Love and Lust (IM p.66). Create a love (obsession) potion.
7. Mental Burst (KS&F2 p.56). Target gains a big boost to INT, WIS or CHA.
8. Prince Charming (KS&F1 p.58). Your CHA rolls are EASY and you gain +3 to CHA related EFFORTS.
9. Rally Minions (KS&F2 p.56). Some minions under your control gain bonus to all rolls.
10. Read Mind (KS&F1 p.58). Hear the current thoughts of NEAR targets.
92
SPELL ROLLERS
LEVEL III (D10)
1. Astral Flight (IM p.67). Turn incorporeal and become invisible. Only energy or magic can harm you.
2. Bolster Summon (KS&F2 p.57). Increase any two STATS of one of your summons a lot.
3. Control Creature (KS&F1 p.58). Fully control targets.
4. Mental Shield (KS&F1 p.59). Targets become immune to all mind affecting things.
5. Mind Mirror (KS&F2 p.57). Telepathically converse with multiple beings over infinite distances.
6. Mind of Metal (IM p.67). Any time your mind is affected, roll INT to ignore it.
7. Mind Probe (KS&F1 p.59). Look for facts and information in the target's mind.
8. Paralyze (KS&F1 p.59). Targets cannot move or take any ACTIONS.
9. Rally Crowd (KS&F2 p.57). Rally a crowd around your cause for some time.
10. Surge of Subjugation (KS&F2 p.57). Fully control lots of targets until your next TURN.
LEVEL IV (D6)
1. Alter Memory (KS&F1 p.59). Add, change or delete a single memory in a target's mind.
2. Concerto (KS&F2 p.58). Say the names of lots of targets and hear all of their thoughts.
3. Horrid Phantasms (KS&F1 p.60). Induce horrific images in targets' mind to kill them.
4. Master of Puppets (KS&F2 p.58). Suggest an action for lots of targets and they will try to do it.
5. Possess (KS&F1 p.60). Possess a living creature and live in its body for days.
6. Stealer of Souls (KS&F2 p.58). Borrow multiple abilities from a target.
TIME SPELLS
LEVEL I (D20)
1. Arcane Timer (KS&F1 p.61). Metamagic. Target SPELL goes off in predetermined number of ROUNDS.
2. Certain Outcome (KS&F1 p.61). Targets automatically succeed their next rolls.
3. Chain Reaction (IM p.68). If a specified event happens, it repeats itself each TURN.
4. Extend (KS&F1 p.61). Metamagic. Target SPELL'S duration is doubled.
5. Fluctuating Attempt (KS&F2 p.59). Roll multiple D20s and use them to replace yours and others’ rolls.
6. Fluctuating Effort (KS&F2 p.59). Roll multiple EFFORT DICE and use them to replace yours and others’ rolls.
7. Khan's Interruption (KS&F1 p.61). When targets are about to act, make them skip their TURN.
8. Second Chance (KS&F1 p.62). Target rerolls failed CHECKS and ATTEMPTS, each of them once.
9. Spell Trigger (KS&F1 p.62). Metamagic. Target SPELL goes off when a specified trigger happens.
10. Stasis Field (KS&F1 p.62). Put a creature or an object in stasis so it is preserved for a long time.
11. Swap Timers (KS&F2 p.59). Swap any two TIMERS.
12. Swift Song (KS&F2 p.59). Metamagic. Casting the target SPELL does not consume your ACTION.
13. Time Heist (KS&F2 p.60). Steal EFFORT dice and use them later yourself.
14. Unlock (IM p.68). Unlock locked doors, gates, chests etc.
15. Unravel (IM p.68). Target instantly ages a lot.
16+. --Reroll--
LEVEL II (D10)
1. Failsafe (KS&F1 p.62). Target object is restored back to its earlier condition when damaged.
2. Forward (KS&F1 p.63). Decrease one or multiple TIMERS.
3. Glimpse (KS&F2 p.60). Add a big bonus to your next ATTEMPT and increase your chance of getting a critical.
4. Growth (IM p.68). Grow a creature to an incredible size.
5. Moon Changer (IM p.69). Change the phase of the moon.
6. Repeat (KS&F1 p.63). Repeat an ACTION or an event that happened in the previous ROUND or earlier.
7. Rewind (KS&F1 p.63). Increase one or multiple TIMERS.
8. Spell Echo (KS&F2 p.60). Metamagic. Target SPELL is applied twice.
9. Time Slide (KS&F2 p.60). Move one NON-ROOM TIMER to someone else with its effect.
10. Time's Up (KS&F2 p.61). Kill a NON-ROOM TIMER and whatever was going to happen will happen now.
93
SPELL ROLLERS
LEVEL III (D10)
1. Again (IM p.69). Repeat an event that will happen in the following ROUNDS.
2. Clone Timer (KS&F2 p.61). Duplicate and give NON-ROOM TIMERS with their effects to others.
3. Foresee (KS&F1 p.63). You know exactly what targets under the GM’s control will do on their TURNS.
4. Haste (KS&F1 p.64). Targets each play an additional TURN after their upcoming TURNS.
5. Interject (KS&F1 p.64). Immediately play an extra TURN during the GM'S TURN.
6. Keep Them At Bay (KS&F2 p.61). Pause a TIMER for a long time.
7. Pause (KS&F1 p.64). Pause TIMERS as long as you concentrate.
8. Time Anomaly (KS&F2 p.61). Move a NON-ROOM TIMER to someone else with the TIMER'S effect.
9. Undo (KS&F1 p.64). Undo an ACTION or an event that happened in the last ROUND or earlier.
10. --Reroll--
LEVEL IV (D8)
1. Alternate Reality (KS&F2 p.62). Switch to your second character and play with it for a while.
2. Back Yourself Up (KS&F2 p.62). Summon yourself from another timeline under your control.
3. Erase From Timeline (KS&F1 p.65). Erase something or someone from timeline. Only you will remember it.
4. Inevitability (KS&F1 p.65). An event you describe will happen soon.
5. Swap Timelines (KS&F1 p.65). Swap timelines of two objects or two beings. Their conditions will swap.
6. Time Dilation (KS&F2 p.62). Change the duration of an ongoing effect by making it longer or shorter.
7. Time Warp (IM p.69). Bend time and rewind, skip or hold still a whole ROUND.
8. --Reroll--
TRANSMUTATION SPELLS
LEVEL I (D20)
1. Animal Form (KS&F1 p.66). Turn into a mundane animal with your equipment.
2. Arc (IM p.70). Enhance a projectile and fire it. Make multiple attacks with it, as long as you keep hitting.
3. Camouflage (KS&F2 p.63). Blend into your surrounding environment.
4. Copy Writing (KS&F2 p.63). Copy a document page by page to another one.
5. Disruptor Ray (IM p.70). Target cannot attack or move until the SPELL ends.
6. Elemental Enchantment (KS&F1 p.66). Target item does additional damage of the chosen element type.
7. Hard As a Rock (KS&F2 p.63). Turn into a non-living thing. You don’t take damage in this form.
8. Invisible Barrier (KS&F1 p.66). Nothing corporeal can pass through the invisible barrier that surrounds you.
9. Loot Solution (KS&F2 p.63). Absorb one piece of LOOT into your body. You can hide it easily.
10. Mend (KS&F1 p.66). Repair broken things.
11. Mutagen (IM p.70). Create a potion that takes all STAT points and puts them onto a single STAT.
12. Painless (IM p.70). Create a potion that suspends all pain and reduces all damage.
13. Reform (KS&F1 p.67). Change target SPELL'S element into something else.
14. Resize (KS&F1 p.67). Grow or shrink the target into very big or very small.
15. Spiked Armor (KS&F1 p.67). Target’s melee attackers take damage.
16. Superior Vision (KS&F2 p.64). Targets gain one of superior vision, night vision, or heat vision.
17. Swiftness (IM p.71). Create one speed potion. Move twice and still have an ACTION.
18. Titan Skin (KS&F1 p.67). Target receives only 1 damage from all physical attacks for a short time.
19+. --Reroll--
LEVEL II (D12)
1. Animate Object (KS&F2 p.64). Temporarily animate an object under your control.
2. Ant Venom (IM p.71). Create a poison that does damage.
3. Convert Material (KS&F1 p.68). Turn something non-living into something else.
4. Duranium (IM p.72). Turn a non-living object into duranium to make it extremely durable.
5. Feast of Udin (KS&F1 p.68). Create a delicious meal for lots of people that heals.
6. Flying Form (KS&F1 p.68). Turn into a flying animal with your equipment.
94
SPELL ROLLERS
7. Garland's Sphere (IM p.72). Create a sphere that strips magic from magical equipment.
8. Hand of Khan (KS&F1 p.68). Create a hand that flies and works like a real hand under your control.
9. Hour of the Fittest (KS&F2 p.64). Targets can live and function without any harm in a different environment.
10. Mist Form (KS&F2 p.64). Turn into a mist that looks natural. Only take damage from area effects.
11. Tailwind (KS&F2 p.65). Create a strong wind. ATTEMPTS with it are EASY, against it are HARD.
12. --Reroll--
LEVEL III (D10)
1. Corroding Cloud (KS&F2 p.65). Create a deadly and corroding cloud that does double damage to metal things.
2. Fluid Form (KS&F1 p.69). Turn into any animal or beast of choice with your equipment. Gain STAT bonuses.
3. Gravel Thorns (KS&F2 p.65). Grow sticky thorns that make movement very difficult and damaging.
4. Molok's Machines (IM p.72). Mutate a target and fuse mechanical parts into its body.
5. One With Nature (KS&F1 p.69). Learn facts about your environment.
6. Petrificatum (IM p.73). Create a potion that turns the target slowly into stone.
7. Polymorph (KS&F1 p.69). Turn targets into creatures you know from other TRANSMUTATION SPELLS.
8. Razor Claws (KS&F2 p.65). Grow huge claws. Do lots of damage and attack twice each TURN.
9. Were Form (KS&F2 p.66). Turn into a type of lycanthrope with your equipment.
10. --Reroll--
LEVEL IV (D6)
1. Deadly Form (KS&F2 p.66). Turn into any creature you want. Gain STAT bonuses and TAGS.
2. Elemental Storm (KS&F2 p.66). Create a storm of any element type you want.
3. Magical Form (KS&F1 p.69). Turn into a magnificent magical beast.
4. Master of Forms (KS&F1 p.70). All your FORM SPELLS gain extra duration and EFFORT.
5. Reactor (IM p.73). Start a chain reaction that turns a mass of matter into another one.
6. Udin's Weather (KS&F1 p.70). Gain total control of the weather within DOUBLE FAR.
95
SPELL LOOT TABLE (LEVEL I)
96
SPELL LOOT TABLE (LEVEL I)
97
SPELL LOOT TABLE (LEVEL II-III)
98
SPELL LOOT TABLE (LEVEL II-III)
51. Hour of the Fittest. Level II Transmutation. Targets can function without any harm in a different environment.
52. Mist Form. Level II Transmutation. Turn into a mist that looks natural.
53. Tailwind. Level II Transmutation. Create a strong wind. ATTEMPTS with it are EASY, against it are HARD.
54. Bodily Malfunctions. Level III Blood. Target gets sick and loses different STATS each ROUND.
55. Hardened Body. Level III Blood. Target gains DAMAGE REDUCTION.
56. Instrument of War. Level III Blood. Get extremely tuned for melee or ranged combat.
57. Rage. Level III Blood. Target becomes a lot stronger but mental things become HARD.
58. Aura of Chaos. Level III Chaos. Everyone around you attacks a random target.
59. Conductor. Level III Chaos. Lightning strikes you first and then a target.
60. Unstable Channeling. Level III Chaos. Cast SPELLS for free at the risk of rolling MERCURIAL FAILURE.
61. Wave of Disorder. Level III Chaos. All TIMERS around you are rerolled.
62. End of All Curses. Level III Curse. Target is cleared of all curses but becomes resistant to healing.
63. Hellspawn Breeder. Level III Curse. Weak target dies and breeds a disgusting minion for you.
64. Self Hate. Level III Curse. Target will attack itself if it can't make a CHECK.
65. Withering. Level III Curse. Target will slowly lose its HP maximum and will eventually die.
66. Demotivate. Level III Demon. Target rolls CON or loses half of its current HP.
67. Meat Explosion. Level III Demon. Work on a target for some time and it explodes.
68. Soul Sword. Level III Demon. Create a ghostly sword in your hand that sucks HEARTS from targets.
69. Ultimate Darkness. Level III Demon. Create a big and a long lasting area of darkness.
70. Planar Adjustment. Level III Dimension. Protect targets from harmful environmental effects.
71. Summon Amorphious. Level III Dimension. Summon a servant that does physical things.
72. Summon Intellectua. Level III Dimension. Summon a servant that does mental things.
73. Absorption Aura. Level III Elder. Create a separate HP pool that you can fill and use as a shield.
74. Pulsing Radiance. Level III Elder. Blind and damage ENEMIES.
75. Restoration. Level III Elder. Turn the target to its original form and also remove MUTATIONS.
76. Chain Bolt. Level III Energy. Shoot an energy bolt that jumps from target to target.
77. Lash Out. Level III Energy. Augment your melee and ranged attacks to do extra damage.
78. Take In. Level III Energy. Absorb the damage of a SPELL that targets you and use it to cast your own.
79. Aura of Immunity. Level III Fire. You and anyone NEAR you is immune to fire.
80. Cloak of Lava. Level III Fire. Targets gain protection against fiery environments for a long time.
81. Scorching Rays. Level III Fire. Shoot rays of fire from your fingers each ROUND.
82. Capacitor. Level III Glyph. Store ambient magic energy. Use it to cast SPELLS or healing/harming.
83. Discrimination. Level III Glyph. ATTEMPTS and EFFORTS done against a certain creature type gain bonuses.
84. Mass Protection. Level III Glyph. ALLIES NEAR the GLYPH gain temporary HEARTS.
85. Observer. Level III Glyph. ENEMIES cannot hide and they cannot use any magic.
86. Assimilation. Level III Matter. Touch a target to damage it and heal yourself at the same time.
87. Black Blade. Level III Matter. Create a flying melee weapon that moves and attacks on your TURN.
88. Cave In. Level III Matter. Bring down the ceiling on creatures and bury them underneath.
89. Bolster Summon. Level III Mind. Increase any two STATS of one of your summons a lot.
90. Mind Mirror. Level III Mind. Telepathically converse with multiple beings over infinite distances.
91. Rally Crowd. Level III Mind. Rally a crowd around your cause for some time.
92. Surge of Subjugation. Level III Mind. Fully control lots of targets until your next TURN.
93. Clone Timer. Level III Time. Duplicate and give NON-ROOM TIMERS with their effects to others.
94. Keep Them At Bay. Level III Time. Pause a TIMER for a long time.
95. Time Anomaly. Level III Time. Move a NON-ROOM TIMER to someone else with the TIMER'S effect.
96. Corroding Cloud. Level III Transmutation. Create a deadly and corroding cloud.
97. Gravel Thorns. Level III Transmutation. Grow sticky thorns that make movement very difficult.
98. Razor Claws. Level III Transmutation. Grow huge claws. Do big damage and attack twice each TURN.
99. Were Form. Level III Transmutation. Turn into a type of lycanthrope with your equipment.
100. –Reroll--
99
SPELL LOOT TABLE (LEVEL IV)
1-2. Blood Clots. Level IV Blood. Targets roll CON or take CON damage and they die.
3-4. Blood Frenzy. Level IV Blood. Target becomes extremely powerful but cannot act rationally.
5-6. Contagion. Level IV Blood. Target spreads disease and sick ones take damage each ROUND.
7-8. Aura of Mystification. Level IV Chaos. Heal or harm multiple creatures each ROUND.
9-10. Chaos Minions. Level IV Chaos. Summon Chaos Minions in multiple waves.
11-12. Lost to Chaos. Level IV Chaos. Targets repeatedly make WIS rolls or will disappear from existence.
13-14. Mass Rearranging. Level IV Chaos. Increase a STAT of targets and decrease another one randomly.
15-16. Hag's Disappointment. Level IV Curse. Touched target is immune to all curses for some time.
17-18. Joke's on You. Level IV Curse. Turn a magical LOOT into a CURSED one by touching it.
19-20. Medusa's Gaze. Level IV Curse. Turn creatures you look in the eye into stone.
21-22. Finger of Death. Level IV Demon. Point at and kill multiple targets with a single gesture.
23-24. Reaper. Level IV Demon. Create a black scythe and kill melee targets instantly.
25-26. Slaying Arrows. Level IV Demon. Create deadly projectiles that kill targets on hit.
27-28. Distortion. Level IV Dimension. Nothing can influence an area from the outside.
29-30. Soothing Retreat. Level IV Dimension. Open a gateway to a safe dimension where you can heal.
31-32. Spell Fusion. Level IV Elder. Combine two SPELLS to create a new SPELL.
33-34. Spell Mimic. Level IV Elder (Metamagic). Cast any SPELL from any SPELL TYPE.
35-36. Absorb Spell. Level IV Energy. Absorb a SPELL that was cast on you and recast it multiple times.
37-38. Magic Immunity. Level IV Energy. Target becomes immune to all kinds of magic.
39-40. Blazing Rocket. Level IV Fire. Turn into a ball of fire and launch yourself towards a point.
41-42. Forbidden. Level IV Glyph. An event that you specify cannot happen in an area.
43-44. Irradiation. Level IV Glyph. ENEMIES roll CON or get -1 to one of their physical STATS.
45-46. Superior Apparatus. Level IV Matter. Create any complicated device.
47-48. Ultimate Defender. Level IV Matter. Create a powerful construct with any abilities as you want.
49-50. Concerto. Level IV Mind. Say the names of lots of targets and hear all of their thoughts.
51-52. Master of Puppets. Level IV Mind. Suggest an action for lots of targets and they will try to do it.
53-54. Stealer of Souls. Level IV Mind. Borrow abilities from a target.
55-56. Alternate Reality. Level IV Time. Switch to your second character and play with it for a while.
57-58. Back Yourself Up. Level IV Time. Summon yourself from another timeline under your control.
59-60. Time Dilation. Level IV Time. Change the duration of an ongoing effect.
61-62. Deadly Form. Level IV Transmutation. Turn into any creature you want. Gain STAT bonuses and TAGS.
63-64. Elemental Storm. Level IV Transmutation. Create a storm of any element type you want.
65-66. Blood Clots. Level IV Blood. Targets roll CON or take CON damage and they die.
67-68. Blood Frenzy. Level IV Blood. Target becomes extremely powerful but cannot act rationally.
69-70. Aura of Mystification. Level IV Chaos. Heal or harm multiple creatures each ROUND.
71-72. Chaos Minions. Level IV Chaos. Summon Chaos Minions in multiple waves.
73-74. Lost to Chaos. Level IV Chaos. Targets repeatedly make WIS rolls or will disappear from existence.
75-76. Mass Rearranging. Level IV Chaos. Increase a STAT of targets and decrease another one randomly.
77-78. Hag's Disappointment. Level IV Curse. Touched target is immune to all curses for some time.
79-80. Reaper. Level IV Demon. Create a black scythe and kill melee targets instantly.
81-82. Distortion. Level IV Dimension. Nothing can influence an area from the outside.
83-84. Soothing Retreat. Level IV Dimension. Open a gateway to a safe dimension where you can heal.
85-86. Spell Fusion. Level IV Elder. Combine two SPELLS to create a new SPELL.
87-88. Magic Immunity. Level IV Energy. Target becomes immune to all kinds of magic.
89-90. Blazing Rocket. Level IV Fire. Turn into a ball of fire and launch yourself towards a point.
91-92. Forbidden. Level IV Glyph. An event that you specify cannot happen in an area.
93-94. Ultimate Defender. Level IV Matter. Create a powerful construct with any abilities as you want.
95-96. Concerto. Level IV Mind. Say the names of lots of targets and hear all of their thoughts.
97-98. Time Dilation. Level IV Time. Change the duration of an ongoing effect.
99-100. Elemental Storm. Level IV Transmutation. Create a storm of any element type you want.
100
RARE INGREDIENTS TABLE
1. Crumpled Papyrus. Your face turns into some random person’s face for 1 HOUR.
2. Sailor's Savior. Smell this to become sober immediately.
3. Pink Splinter. Put this in your boots to jump FAR for 1D4 ROUNDS.
4. Lion Heart. Eat to get rid of any fear effect.
5. Turmeric Plant. Eat to get rid of all diseases.
6. Tea Tree Oil. Drink to get rid of all poisons.
7. Mesmerizing Petal. Smell to get rid of all mind effects.
8. Holy Tome Page. Cast out an entity that is possessing a NEAR target.
9. Crawler Sensor Gland. Gain enhanced senses (smell, sight etc.) for 1D4 ROUNDS.
10. Exploding Smoke. Throw this in the air to cover NEAR radius with smoke.
11. Silver Seed. Eat this to suspend all metabolic functions for 1 DAY. No need for air, water or food.
12. Purple Seed. Eat this to lower your heart rate so low that you are considered dead for 1 HOUR.
13. Cigar Butt. Burn this to know where all the TRAPS are within FAR.
14. Cigarette Butt. Burn this to know where all the unseen ENEMIES are within FAR.
15. Trapnip. Anyone who smells this rolls CON or passes out for 1D4 HOURS.
16. Nightplant. You can see in total darkness for 1D6 ROUNDS.
17. Redplant. You have heat vision for 1D6 ROUNDS.
18. Sunflower Petal. Undeads cannot attack or target you for 1D4 ROUNDS.
19. Olive Petal. Creatures non-native to this plane cannot attack or target you for 1D4 ROUNDS.
20. Scattered Twig. Teleport to a random location within FAR.
21. Leafy Twig. Sprinkle this on the ground and teleport there in up to 10 MINUTES.
22. Repelling Salt. Sprinkle on the ground with NEAR diameter. No extraplanar creature can pass.
23. Dagger Fragment. Stab a target with this and it will vanish for 1D6 ROUNDS and then reappear.
24. Underdark Mirror Shards. Create 1D6 of your mirror images. They get destroyed when hit.
25. Agate Powder. Sprinkle on a CLOSE target to stun it for 1D4 ROUNDS.
26. Paralisplant. Throw on a CLOSE target. It cannot move or act for 2 ROUNDS.
27. Grave Soil. Throw on a CLOSE target. It cannot regain HP or get healed for 1D4 ROUNDS.
28. Sticky Talc. Pour on a CLOSE target. All EFFORTS against it are increased by +1D6 for 1D4 ROUNDS.
29. Sticky Yellow Moss. Stick on a CLOSE target. It can't cast SPELLS or use magic items for 1D4 ROUNDS.
30. Grave Dust. Sprinkle on a CLOSE undead target to control it for 1D4 ROUNDS.
31. Cursed Twigs. Drop on a CLOSE target and make it lose all STAT bonuses for 1D4 ROUNDS.
32. Dusk Allergen. Sprinkle on a CLOSE target. It loses 1D4 HP each ROUND for 1D6 ROUNDS.
33. Acidic Allergen. Pour on a CLOSE target. It loses 1D8 HP each ROUND for 1D4 ROUNDS.
34. Slithering Tongue. Next deception or persuasion automatically succeeds (if possible).
35. Lake Salt. Sprinkle on a CLOSE demon or fiendish creature to send it back to its home plane.
36. Broken Mirror. MERCURIAL FAILURE you have just rolled has no effect.
37. Broken Mirror Shards. Next 1D4 MERCURIAL FAILURES won't affect you.
38. Green Potato. Cast the next 1D4 METAMAGIC SPELLS for free.
39. Ritual Candle. Cast the next SPELL without paying any COST.
40. Blessed Candle. Activate the next FEAT without paying any COST.
41. Dried Necro Blood. Put on an undead minion. It gains +1 ALL ROLLS.
42. Dried Lich Skin. Put on an undead minion. It gains +3 ALL ROLLS.
43. Bonemarrow Oil. Smear on an undead minion to make it last 1D4 DAYS longer.
44. Awakening Oil. Smear on an undead minion. It regains intelligence for 1D4 HOURS.
45. Creeper Mushroom. Eat this to gain +5 STR for 1D8 ROUNDS.
46. Grey Mushroom. Eat this to gain +5 DEX for 1D8 ROUNDS.
47. Fever Mushroom. Eat this to gain +5 CON for 1D8 ROUNDS.
48. Soothing Leaves. Eat these to heal 2D8 HP.
49. Crow Heart. Gain 2 temporary HEARTS for 1D8 ROUNDS.
50. Raven Heart. Gain 3 temporary HEARTS for 1D8 ROUNDS.
101
RARE INGREDIENTS TABLE
51. Albatross Heart. Gain 1 temporary HEART.
52. Troll Gut. Regenerate 6 HP/ROUND for 1D6 ROUNDS.
53. Troll Heart. Regenerate 10 HP/ROUND for 1D4 ROUNDS.
54. Clam Shell. +4 ARMOR for 1D6 ROUNDS.
55. Turtle Shell. +5 ARMOR for 1D4 ROUNDS.
56. War Beetle Shell. Your ARMOR becomes 20 for 1D4 ROUNDS.
57. Sureleaf. Automatically succeed your next CHECK.
58. Surepetal. Automatically succeed your next ATTEMPT.
59. Eel Nerve. Take half damage from elemental and energy sources for 1D6 ROUNDS.
60. Demon Scales. EFFORTS done to you are halved for 1D4 ROUNDS.
61. Fiend Scales. Any EFFORT done to you is maximum 3 for 1D6 ROUNDS.
62. Lucky Charm. Next attack against you misses or you succeed your next CHECK (your choice).
63. Stimulanti. Move up to FAR as bonus movement.
64. Small Bait. Summon 1D6 small creatures appropriate to your surroundings. 1 HP each.
65. Tasty Bait. Summon 1D12 small creatures appropriate to your surroundings. 1 HP each.
66. Arcanic Lubricant. Apply to an item or weapon. It will do DOUBLE EFFORT for 1D4 ROUNDS.
67. Shining Lubricant. Apply to an item or weapon. It will do ULTIMATE EFFORT for 1D4 ROUNDS.
68. Orsprey Beak. Add +1D12 to your next EFFORT.
69. Dove Beak. Add +10 to your next EFFORT.
70. Nuthatch Beak. Add DOUBLE ULTIMATE to your next EFFORT.
71. Beryl Shard. Add +1D6 to your next 1D4 BASIC EFFORTS.
72. Charoite Shard. Add +1D6 to your next 1D4 WEAPON EFFORTS.
73. Aventurine Shard. Add +1D6 to your next 1D4 MAGIC EFFORTS.
74. Ametrine Shard. Add +1D6 to your next 1D4 ULTIMATE EFFORTS.
75. Kite Beak. Add +1D6 to your next 1D4 EFFORTS.
76. Vulture Beak. Add +1D8 to your next 1D4 EFFORTS.
77. Eagle Beak. Add +1D12 to your next 1D4 EFFORTS.
78. Focusing Crystal. Add +4 to all EFFORTS for 1D6 ROUNDS.
79. Sharpening Crystal. Add +6 to all EFFORTS for 1D4 ROUNDS.
80. Two Fingered Claw. Roll MAGIC EFFORT for any EFFORT for 1D8 ROUNDS.
81. Four Fingered Claw. Roll ULTIMATE EFFORT for any EFFORT for 1D6 ROUNDS.
82. False Idol. Smash this to automatically succeed your next 2 ATTEMPTS or CHECKS.
83. Prayer Beads. Eat this to make your SPELLS do DOUBLE EFFORT for 1D6 ROUNDS.
84. Monk Beads. Eat this to make your SPELLS do TRIPLE EFFORT for 1D4 ROUNDS.
85. Meteor Fragment. You can't be harmed for 1D4 ROUNDS.
86. Speedy Spores. Inhale these to play another TURN after this one.
87. Speedy Fingernails. Eat these to make 1D4 additional ATTACKS (melee or ranged) this TURN.
88. Speedy Toenails. Eat these to cast 1D4 additional SPELLS this TURN.
89. Speedy Toe Bone. Gnaw on this to do 1D4 additional ACTIONS this TURN.
90. Slow Poison. Put on a weapon. On hit, living target rolls CON or drops to 0 HP in 1D6 ROUNDS.
91. Teal Water. Pour on a weapon. On hit, undead target rolls CON or turns to dust in 1D4 ROUNDS.
92. Murder Poison. Put on a weapon. On hit, living target rolls CON or drops to 0 HP.
93. Mad Poison. Put on a weapon. On hit, living target drops to 0 HP.
94. Shapeshifter Fingernail. Swallow this and get a random new appearance for 1D4 HOURS.
95. Unstable Star Shard. Break this to deal TRIPLE ULTIMATE DAMAGE to all NEAR.
96. Drop of Giant Blood. Add +2 to all of your STATS for 1D8 ROUNDS.
97. Blossom. Find 3 new RARE INGREDIENTS.
98. Ripe Blossom. Find 5 new RARE INGREDIENTS.
99. Torn Tome Page. Roll HARD INT to learn a new FEAT immediately.
100. Broken Weight. Roll HARD STR to learn a new FEAT immediately.
102
CONSUMABLE MAGICAL LOOT
1. Nippy Seeds. 10 seeds; eat to become drunk instantly. You are immune to mind effects while you are drunk.
2. Rainbow Feathers. 8 feathers; throw one to fall really slowly until you touch the ground.
3. Fish Scales. 10 uses; rub on so nothing can stick to you and you stick to nothing for 1D8 ROUNDS.
4. Oil of Madfire. 8 uses; pour on something to set it ablaze instantly. Dousing the fire needs 2 HEARTS.
5. Northern Crystal. 8 uses; smash on something to flash freeze it.
6. Windmaster's Token. 6 rubs; create a very strong wind which can even move ships for 1 HOUR.
7. Rose Thorns. 4 uses; sting someone with it and it falls in love with you for 1 DAY.
8. Chitinous Glue. 8 drops; drop onto a surface to glue something else to it. Strong and dries instantly.
9. Break Up Acid. 10 drops; drop onto the connection between two objects to separate them.
10. Undying Candles. 10 candles; light to produce torch-like light for 5 DAYS.
11. Tiny Dilution. 8 drops; drink and shrink to the size of an insect for 1D8 ROUNDS.
12. Night Stinger. 6 stingers; stab yourself in the eye to see perfectly in the dark for 1 HOUR.
13. Opium Oil. 5 smears; smear to your temples and move things via telekinesis for 1D6 ROUNDS.
14. Potion of Clear Thought. 8 sips; get rid of any mind effects on you.
15. Skeleton Key. 3 keys; open a lock without rolling.
16. Night's Eye. 8 uses; when a situation warrants initiative order, play before anyone else.
17. Babelfish. 5 fishes; put them in your ear to understand any language you hear for 1 HOUR.
18. Adrenaline Mushroom Bag. 30 mushrooms; eat to move up to FAR as your move once.
19. Whistle of Opening. 8 whistles; open an openable object (door, chest etc.) within earshot.
20. Fruit Basket. 15 meals; each meal completely nourishes 2D4 people for 1 DAY.
21. Radiant Candles. 20 candles; lasts for 1D4 HOURS and undeads cannot come within FAR of it.
22. Cat Tail Strands. 20 strands; throw in the air to gain perfect balance for 1D8 ROUNDS.
23. Moonstones. 5 stones; instantly teleport to somewhere you can see. Doesn't count as a move.
24. Cream of Silence. 10 dabs; smear on your boots. Make no sound when you move for 1D6 ROUNDS.
25. Oil of Floating. 12 dabs; smear on your boots to float above ground (even water).
26. Grease of Preservation. 4 swabs; put on an object to protect it from all damage for 1D4 HOURS.
27. Sticky Grease. 4 swabs; put on an object to secure it in its location. It cannot be moved by any means.
28. Healing Ointment. 8 smears; heals 1D12 HP.
29. Potion of Flight. 5 sips; you can fly as your movement for 1D6 ROUNDS.
30. Bird Seeds. 4 pieces; summon a bird familiar (one HEART) which will follow your orders until it dies.
31. Spider Balm. 10 licks; climb any surface as your move, unaffected by webs or similar for 1D6 ROUNDS.
32. Demon Wax. 20 dabs; you are immune to fire for 1D4 ROUNDS.
33. Chameleon Skin. 10 patches; eat to perfectly blend into your environment for 1D6 ROUNDS.
34. Potion of Energy Resistance. 10 sips; take half damage from an energy type. Determine randomly.
35. Potion of Lesser Healing. 10 sips; heals 1D8 HP.
36. Fish Gills. 10 gills; eat to breathe underwater for 1 HOUR.
37. Essence of Ghosts. 5 charges; when you are hit, 50% chance for the hit to miss for 1D12 ROUNDS.
38. Cleansed Cloth. 5 breaths; filters the air with each breath and makes it safe for 1D12 ROUNDS.
39. Flayer Tentacles. 4 tentacles; wrap around your neck to 'see' what's behind a solid object for 1D4 ROUNDS.
40. Telepath Toenails. 8 toenails; eat these to gain telepathy for 1D8 ROUNDS. Targets can't talk back.
41. Telepath Fingernails. 8 fingernails; read the surface thoughts of a creature you can see for 1D4 ROUNDS.
42. Potion of Healing. 4 sips; heals 2D8 HP.
43. Smoke Beetles. 12 beetles; squeeze these to create thick smoke NEAR. It lasts for 1D12 MINUTES.
44. Truesight Balm. 10 uses; see everything changed/hidden/invisible in their true form for 1D6 ROUNDS.
45. Brawler Seeds. 10 seeds; eat to make your punches do ULTIMATE DAMAGE for 1D6 ROUNDS.
46. Potion of Greater Healing. 4 sips; heals 4D8 HP.
47. Snake Venom. 6 applications; put on a weapon. 1D4 DAMAGE each ROUND for 1D6 ROUNDS.
48. Explosive Oil. 6 smears; put on a projectile. Explodes on hit for 3D12 DAMAGE to everything CLOSE.
49. Radiant Cloth. 5 pieces; wrap around a weapon. Destroys undead on hit, if it currently has less than 2 HEARTS of HP.
50. Ball Magnets. 6 pieces; stick to a weapon. Destroys a mechanical thing on hit, if it currently has less than 2 HEARTS of HP.
103
CONSUMABLE MAGICAL LOOT
51. Cotton Balls. 10 pairs of balls; put these in your ears to be immune to any sound for 1D6 ROUNDS.
52. Invisible Leaves. 10 leaves; smell these to become invisible until you take an ACTION.
53. Invisible Petals. 5 petals; make yourself and creatures CLOSE invisible for 1D8 ROUNDS.
54. Potion of Health. 5 sips; remove all negative conditions and effects.
55. Letters of Authority. 3 letters; have a warrior (one HEART, +2 ALL ROLLS) under your command for 1D4 DAYS.
56. Shackling Briars. 4 uses; throw on a target to make it get stuck in its place for 1D6 ROUNDS.
57. Shifty Smoke. 8 smells; your ARMOR becomes 20 for 1D4 ROUNDS.
58. Horn of Truth. 4 blows; blow to know the true answer to a question.
59. Corked Bottle. 8 pops; summon an air elemental (2 HEARTS, +2 ALL ROLLS) for 1D20 ROUNDS.
60. Jumble Jelly. 6 uses; eat to rearrange your STATS however you want for 1D8 ROUNDS.
61. Lucky Leaves. 12 leaves; drop to make all CHECKS EASY for 1D8 ROUNDS.
62. Cat Whiskers. 10 whiskers; poke yourself to make all DEX rolls EASY for 1D6 ROUNDS.
63. Magical Arrows. 20 arrows; +2 ATTEMPTS and EFFORT with them.
64. Arcane Coil. 8 charges; lightning hits everyone in a line and does 2D8 DAMAGE.
65. Clam Shell. 5 uses; get an extra CHECK against the next SPELL on you, even if it doesn't allow one.
66. Bleeding Poison. 6 smears; put on a weapon. Target loses 1D6 HP each ROUND for 1D6 ROUNDS.
67. Time Capsule. 8 capsules; swallow to add 1D4 to one of your active TIMERS.
68. Reverse Time Capsule. 8 capsules; swallow to subtract 1D4 from one of your active TIMERS.
69. Necromancer's Keychain. 5 tiny skeletons; rip one off to raise a skeleton (one HEART).
70. Scorching Pudding. 10 drenches; fire a ray from your pudding drenched finger for 3D8 DAMAGE.
71. Levitating Mushroom. 10 pieces; eat to levitate upwards slowly for 1D8 ROUNDS.
72. Padding of Defense. 6 hits; wear to completely block a physical attack that hit you. Take no damage.
73. Sunstones. 4 stones; throw them on the ground to teleport to a place you have been.
74. Icon of Magical Defense. 6 hits; wear to completely block a SPELL or magical effect that targets you.
75. Leech Blood. 5 smears; melee weapon sucks 1D4 HP from the target and heals you for 1D4 ROUNDS.
76. Displacer Antenna. 20 antennas; next successful hit misses you because you blink out of existence.
77. Arcane Crystal. 3 slots; cast a SPELL on it to cast it later without rolling and for free. Destroyed after 3rd SPELL is cast.
78. Spell Crystal. 3 slots; store a SPELL that targets you and cast it later for free. Destroyed after 3rd SPELL is cast.
79. Arcane Candles. 5 candles; lasts for 1D4 ROUNDS and illuminates purple. SPELLS are cast for FREE within NEAR.
80. Rabbit Paw. 5 nails; pull one nail to reroll one single die each ROUND for 1D6 ROUNDS.
81. Refreshing Tonic. 4 sips; drink and you are healed to maximum HP.
82. Smooth Pillow. 4 uses; +1 maximum HEART for 1 DAY.
83. Bull Horn. 5 uses; blow to gain +4 STR for 1 HOUR.
84. Cat Paws. 5 paws; rub to gain +4 DEX for 1 HOUR.
85. Licorice Sticks. 5 sticks; smell to gain +4 CON for 1 HOUR.
86. Crow Eye. 5 eyes; eat to gain +4 INT for 1 HOUR.
87. Owl Eye. 5 eyes; squeeze to gain +4 WIS for 1 HOUR.
88. Eagle Eye. 5 eyes; crush to gain +4 CHA for 1 HOUR.
89. Avenger Totem; 5 uses; Your attackers take the same amount of damage they do to you for 1D6 ROUNDS.
90. Troll Toes. 5 toes; burn or dip into acid to regenerate 5 HP/ROUND for 1D6 ROUNDS.
91. Potion of Power. 4 sips; add +10 to your SPELL EFFORTS for 1D4 ROUNDS.
92. Cheetah Nails; 5 nails; get an additional ACTION this TURN. You can break multiple nails in one go.
93. Killer Arrows. 4 arrows; creature hit with this rolls CON or dies.
94. Potion of Titan Strength. 3 sips; gain +10 STR for 1D4 ROUNDS.
95. Potion of Godly Intellect. 3 sips; gain +10 INT for 1D4 ROUNDS.
96. Potion of Angel Charm. 3 sips; gain +10 CHA for 1D4 ROUNDS.
97. Weaponmaster's Oil. 3 smears; behead/crush the head of a creature on a CRITICAL ATTEMPT, once.
98. Soulstealer. 3 charges; roll STR to touch this gem to a living creature and it dies immediately.
99. Gem of Nine Lives. 9 charges; when you drop to 0 HP, get back up with one full HEART.
100. Death Stone. 3 charges; when your DEATH TIMER expires and you die, you come back with full HP.
104
CONSUMABLE FUTURISTIC LOOT
1. Nippy Seeds. 10 seeds; eat to become drunk instantly. You are immune to mind effects while you are drunk.
2. Light Thrusters. 8 boosts; fall really slowly until you touch the ground.
3. Slick Agent. 10 uses; rub on so nothing can stick to you and you stick to nothing for 1D8 ROUNDS.
4. Flash Burner. 8 uses; pour on something to set it ablaze instantly. Dousing the fire needs 2 HEARTS.
5. Supercold Fluid. 8 uses; pour on something to flash freeze it.
6. Light Weather Device. 6 uses; create a very strong wind which can even move ships up to 1 HOUR.
7. Pheromone Pill. 4 pills; make someone eat or drink it and they fall in love with you for 1 DAY.
8. Super Glue. 8 drops; drop onto a surface to glue something else to it. Strong and dries instantly.
9. Melter Acid. 10 drops; drop onto the connection between two objects to separate them.
10. Durable Flashlight. 10 charges; light to produce torch-like light for 5 DAYS.
11. Shrinker Module. 8 charges; activate and shrink to the size of an insect for 1D8 ROUNDS.
12. Nightvision Lenses. 6 pairs; wear them to see perfectly in the dark for 8 HOURS.
13. Tractor Beamer Module. 5 beams; move objects you can see for 1D6 ROUNDS.
14. Mindclear Pills. 8 pills; get rid of any mind effects on you.
15. Fast Hacking Circuit Board. 3 keys; open an electronic lock without rolling.
16. Alertness Pills. 8 pills; when a situation warrants initiative order, play before anyone else.
17. Babelfish Headphones. 5 charges; put them on your ears to understand any language for 4 HOURS.
18. Adrenaline Pack. 30 shots; inject to move up to FAR as your move once.
19. Wireless Hacking Board. 8 transmissions; open a remotely openable object (like a door) you can see.
20. Potent Rations Pack. 15 meals; each meal completely nourishes 2D4 people for 1 DAY.
21. Light EMP Module. 20 charges; mechanical creatures cannot come within FAR of it for 1D4 HOURS.
22. Balance Thrusters. 20 bursts; attach to your body to gain perfect balance for 1D8 ROUNDS.
23. Short Range Beamer. 5 charges; instantly teleport to somewhere you can see. This is not a move.
24. Noise Canceling Pads. 10 pads; make no sound when you move for 1D6 ROUNDS.
25. Floater Thrusters. 12 charges; attach to your boots to float slightly above ground (even water).
26. Portable Force Field. 4 modules; put CLOSE to an object to protect it from all damage for 1D4 HOURS.
27. Sticky Grease. 4 swabs; put on an object to secure it firmly in its location. It cannot be moved.
28. Stim Pack. 8 packs; heal 1D12 HP.
29. Short Range Thrusters. 5 boosts; attach to your body and you can fly as your move for 1D6 ROUNDS.
30. Drone Pack. 4 drones; launch a remote controlled drone (one HEART). It has clip arms to manipulate things.
31. Vacuum Gloves and Boots. 10 uses; climb any surface as your movement for 1D6 ROUNDS.
32. Antiflammant Gel. 20 dabs; you are immune to fire for 1D4 ROUNDS.
33. Camouflage Cover. 10 uses; cover yourself to perfectly blend into your environment for 1D6 ROUNDS.
34. Injection of Resistance. 10 injections; take half damage from an energy type. Determine randomly.
35. Injection of Lesser Healing. 10 sips; heals 1D8 HP.
36. Compact Breathing Module. 10 charges; put on your mouth to breathe underwater for 1 HOUR.
37. Variable Blinking Module. 20 uses; when hit, 50% chance for it to miss for 1D12 ROUNDS.
38. Cheap Filtration Unit. 12 breaths; filters the air with each breath and makes it safe for 1D20 ROUNDS.
39. X-Ray Lenses. 10 pairs; see what's behind a solid object unless it is made of lead or similar for 1D4 ROUNDS.
40. Voice Beamer. 8 uses; talk to others you can see covertly for 1D8 ROUNDS. They can't talk back.
41. Disposable EEG Laser. 8 bursts; read the surface thoughts of a NEAR creature for 1D4 ROUNDS.
42. Stimulant Injections. 5 shots; heals 2D8 HP.
43. Emergency Smoke. 12 capsules; squeeze to create thick smoke NEAR. Lasts for 1D12 MINUTES.
44. Cheap Scanner Visor. 10 uses; see everything changed/hidden/invisible in their true form for 1D6 ROUNDS.
45. Surge Injection. 10 shots; make your punches do ULTIMATE DAMAGE for 1D6 ROUNDS.
46. Greater Stim Pack. 5 packs; heals 4D8 HP.
47. Snake Venom. 6 applications; put on a weapon. 1D4 DAMAGE each ROUND for 1D6 ROUNDS.
48. Incendiary Oil. 6 smears; put on a projectile. Explodes on hit for 3D12 DAMAGE to everything CLOSE.
49. EMP Bomb. 5 pieces; stick on a weapon. It destroys a machine on hit, if it currently has less than 2 HEARTS of HP.
50. Noise Canceling Buds. 10 pairs; put in your ears to be immune to any sound for 1D6 ROUNDS.
105
CONSUMABLE FUTURISTIC LOOT
51. Short Life Cloak. 10 uses; cover yourself to become invisible until you take an ACTION.
52. Area Disruptor. 5 uses; make yourself and creatures CLOSE invisible for 1D8 ROUNDS.
53. Dose of Health. 5 sips; remove all negative conditions.
54. Letters of Authority. 3 letters; take a warrior (one HEART, +2 ALL ROLLS) under your command for 1D4 DAYS.
55. Immobilizing Conductors. 4 uses; throw on a target to make it get stuck in its place for 1D6 ROUNDS.
56. Defensive Force Field. 8 uses; your ARMOR becomes 20 for 1D4 ROUNDS.
57. Hidden Mainframe Access Circuit. 4 uses; know the true answer (hopefully) to a question.
58. Combat Drone. 8 uses; flying drone (2 HEARTS, +2 ALL ROLLS, melee and ranged attacks) for 1D20 ROUNDS.
59. Jumble Jelly. 6 uses; eat to rearrange your STATS however you want for 1D8 ROUNDS.
60. Concentraition Pills. 12 pills; swallow to make all CHECKS EASY for 1D8 ROUNDS.
61. Dexterous Pills. 10 pills; swallow to make DEX ATTEMPTS and CHECKS EASY for 1D6 ROUNDS.
62. Guided Bullets. 20 bullets; +2 ATTEMPTS and EFFORT with them.
63. Lightning Coil. 8 charges; lightning hits everyone in a line and does 2D8 DAMAGE.
64. Subspace Disruptor. 5 uses; get an extra CHECK against the next energy effect on you, even if it doesn't allow one.
65. Bleeding Poison. 6 smears; put on a weapon. Target loses 1D6 HP each ROUND for 1D6 ROUNDS.
66. Time Capsule. 8 capsules; swallow to add 1D4 to one of your active TIMERS.
67. Reverse Time Capsule. 8 capsules; swallow to subtract 1D4 from one of your active TIMERS.
68. Compact Soldiers. 5 tiny drones; drop one onto the ground for it to become full size (one HEART).
69. Depleted Ray Gun. 10 shots; fires a ray for 3D8 DAMAGE.
70. Damaged Blower. 10 uses; put on the ground and levitate upwards slowly above it for 1D8 ROUNDS.
71. Force Absorption Coating. 6 hits; wear this to completely block a physical attack and take no damage.
72. Portable Teleportation Pad. 4 pads; throw on the ground to teleport to a place you have been.
73. Flow Disruptor. 6 hits; wear this to completely block a SPELL, magical or energy effect that targets you.
74. Leech Gun. 5 hits; ranged weapon sucks 1D4 HP from the target and heals you for 1D4 ROUNDS.
75. Shortwave Blinker. 20 uses; next successful hit misses you because you disappear and reappear.
76. Arcane Crystal. 3 slots; cast a SPELL on it to cast it later without rolling and for free. Destroyed after 3rd SPELL is cast.
77. Spell Crystal. 3 slots; store a SPELL that targets you and cast it later for free. Destroyed after 3rd SPELL is cast.
78. Arcane Candles. 5 candles; lasts for 1D4 ROUNDS and illuminates purple. SPELLS are cast for FREE within NEAR.
79. Rabbit Paw. 5 nails; pull one nail to reroll one single die each ROUND for 1D6 ROUNDS.
80. Emergency Stim Pack. 4 packs; you are healed to maximum HP.
81. Smooth Pillow. 4 uses; +1 maximum HEART for 1 DAY.
82. Anabolic Steroid. 5 pills; gain +4 STR for 1 HOUR.
83. Activation Steroid. 5 pills; gain +4 DEX for 1 HOUR.
84. Cardiovascular Declogger. 5 injections; gain +4 CON for 1 HOUR.
85. Activation Pill. 5 pills; gain +4 INT for 1 HOUR.
86. Relaxing Pill. 5 pills; gain +4 WIS for 1 HOUR.
87. Fluency Pill. 5 pills; gain +4 CHA for 1 HOUR.
88. Reflector Shield; 5 activations. Attackers take the same damage they do to you for 1D6 ROUNDS.
89. Metaboost Tablet. 5 tablets; regenerate 5 HP/ROUND for 1D6 ROUNDS.
90. Injection of Power. 4 injections; add +10 to your SPELL EFFORTS for 1D4 ROUNDS.
91. Temporary Time Dilation. 5 uses; additional ACTION this TURN. Can activate multiple times at once.
92. Dissolver Bullets. 4 bullets; creature hit with this rolls CON or dies.
93. Injection of Strength Surge. 3 shots; gain +10 STR for 1D4 ROUNDS.
94. Injection of Intellect Surge. 3 shots; gain +10 INT for 1D4 ROUNDS.
95. Injection of Charisma Surge. 3 shots; gain +10 CHA for 1D4 ROUNDS.
96. Mini Rocket Launcher. 20 rockets; launch up to 5 rockets (ULTIMATE DAMAGE each) with a single attack.
97. Subatomic Sharpener. 3 uses; behead/crush the head of a creature on a CRITICAL ATTEMPT, once.
98. Heart Stop Solution. 3 smears; weapon or ammo coated with this kills a creature immediately on hit.
99. Portable Defibrilator. 9 charges; when you drop to 0 HP, get back up with one single full HEART.
100. Death Stone. 3 charges; when your DEATH TIMER expires and you die, come back with full HP.
106
NAME: BIOFORM:
ORIGIN: DESTINY:
MAGE KIND: MAGE CLASS:
BASIC
ARMOR
STR BASE LOOT
4
BASE LOOT
MAGIC DYING: 6
BASE LOOT
CON BASE LOOT
8
BASE LOOT
GEAR MISC
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