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Creating A Character How To Play

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Currency and Gear

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Spell casting

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GAME
MASTER

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How to GM Strength Save

Stat scores Dexterity Save

Mind Save

Saves
Luck

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The World

Damage

Turns

Madness

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The Life of a Player

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Interpreting Magic

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Instability

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Rules of Magic and the
GM Brick.

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Magical Artifacts

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Roll Charts

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STARTING GEAR
Possessions
Roll d6 to select column then d20 for row. Do this 1d4 times

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STARTING GEAR
Money
d4 for row then again for column
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STARTING GEAR
Quirk
Roll d4. If you get a 4 then roll on this chart for a quirk.
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Insanity
Roll for the form of insanity a character descends into. Choose their wizard level for column roll
d20 for row. This should be done secretly between the player and GM without telling the other
players the result.
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Magical Corruption
Whenever you gain a wizard level roll here. d4 for column and d20 for row. If above wizard
level 3 add 1 to the d4. The result is now a permanent part of your character. If a choice
conflicts with any earlier corruption or other effects or if it is a duplicate of one you already have
or simply does not apply then reroll.

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Magical Artifacts
Wands
Wands are akin to magical guns. They fire one particular spell a certain number of times and
then are spent. Roll on all the charts below to build a wand. The materials charts it mentions are
at the end of the magic artifacts section.

Size
Determines size of wands and number of shots it can fire. Roll d10.
1 2 or 3 4 to 7 8 or 9 10

Spell Form
What the spell comes out as. Roll d4 for row and then for column. Certain forms such as auras
or spreading mist or orbiting orbs persist for the entire length of combat or 10 minutes outside of
combat.
1 2 3 4
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Modifier
Roll d10. On 10 roll on this chart to add a modifier to the spell form. D4 for column and again
for row.
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Wand Detail
Roll d4 and on 4 roll on this chart to give the wand a special detail. D8 for row and d4 for
column.
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Wand construction material
This is the material that the wand itself is made out of. Roll on this chart 1d4 times. Those are
the materials your wand is made of.
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Magic material
This is the stuff that the magic is made of. The spell Lightning bolt would have lightning or
electricity as its material. Roll a d10. On 1 to 7 roll on the magic materials table found at the
end of this section once. On 8 or 9 roll twice. On 10 roll 3 times.
Magic Power
Think of this like the spell strength roll you have for player spells. Use the same rules. Roll d20.

1 2 to 3 4 to 12 13 to 17 18 or 19 20
Spell Strength
Staff
A staff is different from a wand in that it offers more control. Wands fire off the same spell
each time with no variation. A staff instead allows a player to control a specific material such as
how a pyromancer controls fire. Simple things such as forming simple shapes or just hurling
chunks of the controlled material require no roll. Complex actions should require a mind save.
Some staffs can generate the material they control this uses up one of the staffs charges and
counts as an action just as controlling the material uses a charge and counts as an action. The
amount produced and the amount the staff is able to control is the same. Several of the roll
charts used for staffs are the same as wands so to save space I have just directed you to use the
wand charts rather then reprint them here.

Size
Determines size of the staff and number of times it can be used. Roll d10.
1 2 or 3 4 to 7 8 or 9 10
Strength
This is how much material a staff can control with any 1 action. Roll d4. On a 4 the staff can
also produce up to this much material as an action. Roll d20 for this chart.
1 2 or3 4 to 12 13 to 17 18 or 19 20
Strength
Controlled Material
The material that the staff controls. Roll a d20. On 1 to 17 roll on the magic materials table
found at the end of this section once. On 18 or 19 roll twice. On 20 roll 3 times.

Detail and Construction


Same as wand.

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Grimoire
Grimoires are magical tomes which allow creatures to be summoned. They have a varying number
of creatures which can be summoned without counting against your mind stat but each creature
can be summoned only once. If the creature dies or is desummoned it is gone for good. All
creatures have stats determined by the power of the book. Roll to determine the nature of the book
and then as many times on the creature tables as necessary.

Color
Roll d4. On 3 use 2 colors. On 4 use 3. D6 for row and again for column

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Detail
Roll d4. On 4 roll once on this table to give the grimoire a detail.
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Number of Summons
Each Grimoire has a certain number of summons contained within. Once summoned a creature can
not be summoned again. Once all summons have been used the Grimoires power is expended. Roll
d10.
1 2 or 3 4 to 7 8 or 9 10
Strength of Summons
Roll d10 here to determine the dice used to roll for the creatures stats and the dice used by the
creature to deal damage as well as the size of the creature.

1 2 or 3 4 to 6 7 to 9 10

Summoned Creature
Creatures summoned by Grimoires are odd chimeras and sometimes of a strange construction. Roll
d4 times on the creature table and mix those creatures together into a single mutant beast. Then
roll d4 again and if you get 4 then roll once on the magic materials chart. The creature is made
of that material instead of normal flesh.
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Magic Materials
This is a list of magical materials the substance that magic is made of. Force lighting for
reference would have the magical material Lightning or electricity. D4 for column and d20 for row.

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