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EZRA CLAVERIE
of the
Flame PrincesS
Adventures
LamentationS
of the black text
Flame PrincesS
Adventures
666 x
THE MAYHEMIC MISSSILE METHOD
x
(Tenscore and Sixteen Ways
for Sorcerists, Witches, and Other Thaumatrophs
to Defend Their Indefensible Persons)
2
3
THE SIX METHODS then every target after the first costs
one die from the caster’s pool. For
A Magic-User casts a Misssile according
example, a fifth-level caster would
to one of the six Methods below. Each
have six dice to use against a sin-
Method calculates damage differently,
gle target, but only five dice to use
and some entail risks to the caster.
against two targets, four dice against
three targets, and so on.
Treat each Method for each Misssile as
a different spell. Thus, the same Miss-
sile memorized twice, but according to
two different Methods, would take up
Method Three:
d6 + d4 damage at first level
two spell slots. Furthermore, to learn
how to cast a familiar Misssile accord-
Method Three begins even more
ing to a new Method, the caster would
deadly, but it offers no advancement.
need to conduct research, apprentice
to a senior, exchange techniques with
If the Misssile description allows
a colleague, or capture the notes of a
multiple targets, then the caster may
rival.
allocate dice between two targets.
Method One:
d4 damage per caster level
Method Four:
d12 + caster level
A Misssile cast using Method One
Potentially devastating even at first
makes a first-level Magic-User roughly
level, Method Four scales up slowly,
even with a civilian armed with a
and it can only ever strike a single
musket: the spellcaster inflicts less
target.
damage but need not roll to hit and
runs no risk of misfire.
Furthermore, on a damage roll of
natural twelve, the caster must make
If the Misssile description allows
a saving throw versus Magic. If she
multiple targets and the caster has
succeeds, then the target suffers the
multiple damage dice, then the caster
damage as rolled, but if the caster
may allocate dice among those targets
fails the saving throw, then both the
at no penalty.
target and the caster each suffer half
of the damage rolled for the Misssile,
rounding down for the target and up
Method Two:
for the caster.
([caster level] +1) times (d4)
damage
If a caster converts another spell into
a Method-Four Misssile, she still risks
Method Two begins deadly and scales
backfire on a roll of ‘12’: if she fails
up.
her save, she suffers half damage from
the roll of ‘12’ (still rounding up),
If the Misssile description allows
while the target suffers none.
multiple targets and the caster wants
to allocate damage dice among them,
4
Method Five: Method Six:
d10 at first level, +d8 at second, d8 at first level, +d6 at second, +d4
and +d6 at third at third, and +1 per level thereafter
Method Five begins mighty and makes This last method offers a high-powered
rapid gains, but it offers no increase start yet still scales up thereafter.
after the caster’s third experience
level. A caster above third level must assign
her plus-one-per-level damage bonus
Moreover, doubles on the damage to a single die, before rolling.
dice indicate a misfire: the two dice
showing the same number cancel each If the Misssile description allows
other out. If the caster has a third die, multiple targets and the caster wants
that die can still damage its target. to allocate damage dice among them,
then each target gets its usual saving
But triples on the damage dice indi- throw versus Magic to halve the
cate a backfire. The caster must make damage (rounding down). If any target
a saving throw versus Magic: success succeeds in its saving throw, then it
means a harmless fizzle, causing no suffers half damage normally, but the
damage to the caster or to any target. other half of the spell backfires on
Failure means that the caster sus- the caster, who must now save versus
tains whatever damage shows on the Magic or sustain the other half of that
dice, while the target sustains none. die’s damage (rounding up).
Additionally, any backfire damage that
exceeds the caster’s hit points, her If a caster converts another spell into
comrades suffer, starting with those a Method-Six Misssile for extempo-
physically nearest. raneous casting, then it only inflicts
damage rolled on the lower half of a
If a caster converts another spell die’s range, per the rules on extem-
into a Method-Five Misssile and then poraneous casting. But if a Method-Six
throws triples on the damage roll, the Misssile backfires, then the caster
backfire only inflicts damage rolled suffers damage rolled anywhere on the
on the lower half of a die’s range (per die’s range (including the plus-one-
the rules on extemporaneous casting). per-level damage bonus, if applica-
For example, if the player rolls a d10, ble).
a d8, and a d6, and each die shows a
‘4’, then the caster suffers damage
only from the d10 and the d8 (where
‘4’ appears on the lower half), but not
from the d6 (where ‘4’ appears on the
upper half).
5
CHOOSING MISSSILES lateral target fails its save, it suffers
half of the damage that the primary
To choose a Misssile randomly, use one
target sustained (except where noted
of the following three techniques.
otherwise).
• Use random number genera-
Some Misssile descriptions include
tion software to produce a number
tables for generating details like
between one and 216.
appearance or the nature of the
injurious force. Some use single-die
• Roll three six-sided dice and line
tables, but others use two or three
them up, X-Y-Z. In the Misssilery, find
dice, multiplying possibilities. The
this sequence in the box after the
Referee may need to decide if a given
base-ten number for each Misssile.
Magic-User’s Misssile always takes the
same form, or if it takes a different
• Roll three six-sided dice, treating
form depending on its Method, or if it
sixes as zeroes, to generate a base-six
varies randomly with every casting. (If
numeral (i.e. ones place, sixes place,
you choose the latter, brace for 144,
and thirty-sixes place). Convert this to
200, or 1,728 possibilities.)
base-ten and then find the number in
the Misssilery.
A few Misssiles run the chance of side
effects. Roll for these using dice in
REFEREEING MISSSILES
pairs: the side effect happens only if
Some Misssiles inflict harm by imma- you roll the maximum on both dice.
terial means, like x-rays, or saws
made of ghostly rat skulls. Other One in sixteen: two fours on 2d4
Misssiles conjure, borrow, or steal One in thirty-six: two sixes on 2d6
missiles in the strict sense—material One in sixty-four: two eights on 2d8
objects already in motion—re-directing One in 144: two twelves on 2d12
them against the Magic-User’s ene- One in 216: three sixes on 3d6
mies. Unless specified, such objects
remain on the scene after the spell’s Some descriptions indicate that a
discharge. Still other Misssiles cause Misssile has no effect on a particular
spatial or temporal disruptions, con- category of target, but often, the
junctions, or substitutions, endanger- descriptions only imply this, tempting
ing targets without propelling anything resourceful or desperate players to
at them. try their luck. The author suggests
that a Referee generally interpret
Some Misssiles risk overpenetration: both Misssile descriptions and monster
passage through a target to damage physiology in favor of the adventurers,
objects behind. Assume that behind especially if bizarre results obtain.
means ‘on the side of the target (‘It seems that this ghost did contain
directly opposite the caster and within blood, which has started pouring
two paces of the target’. In such upward...’)
cases, these secondary or collateral
targets may make saving throws versus
Magical Device to avoid overpenetra-
tion damage. If a secondary or col-
6
Many descriptions suggest opportunities for players and Referees to improvise,
inventing novel uses and abuses for Misssiles, creating both problems and solu-
tions. Here we take six from the Misssilery, first presenting their descriptions,
then following with short discussions of how a Referee might use them to create
unexpected events.
The caster amplifies, shifts downward in pitch, and focuses back at a tar-
get the sounds of the target’s own body: breathing, heartbeat, borboryg-
mus, and so on. If the caster selects a single target, that target must save
versus Paralysis or lose its next action, stunned to incontinence. A mortal
destroyed by these Convulsions finds its viscera blown from its trunk and
its muscles blown from its skeleton, in opposite directions.
Surely any sonic attack makes enough noise either to alert hearing
foes nearby, or to prompt a check for random encounters, or both.
If the caster uses it in a confined area, then anyone not using hear-
ing protection should probably suffer a penalty to die rolls related
to listening for the next few hours. The Referee would have to rule
on what counts as ‘confined’, as well as the severity of the penal-
ty: all attempts to listen at doors fail, anyone trying to listen at a
door must roll twice and take the worse result, and so on.
7
Neutronian Rain (page 40)
‘The hanging glacier breaks free and begins rumbling down the
canyon toward the village.’
‘An hour from now, a tsunami will destroy a village that [Magic-Us-
er] has never heard of and now will never visit.’
This sounds like something that might ricochet, for good and ill. A
casting in close quarters might prompt even allies to make saving
throws versus Paralysis to avoid losing a hit point to spalling. If
the caster had a hard surface against which to bank the Dart, one
would think that she could cast it against targets not in her line of
sight. But must she then roll to hit? Expect to settle such points.
8
Undimensioned Without Vectors (page 57)
What other properties does this mote have? How hot does it burn?
Can someone move it by Telekinesis? Does it offer a pinhole to
another dimension? If so, then maybe anyone who casts a spell of
divination or conjuration within ten feet of the mote doubles her
effective experience level. Maybe any creature apparently killed by
this Misssile actually remains superposed between life and death
for as long as the mote burns, accessible not only by spells like ESP
but also by spells like Speak with Dead.
If someone casts this on a flying bird, does the bird hit the ground?
Or does it plummet for a moment, only to soar the more nobly up-
wards? If a target of the spell dies and collapses on someone, what
damage does that someone suffer? Prepare to solve word problems
in speculative physics or to Gordian-knot them: ‘The sparrow dies,
and so does the horse beneath.’
9
10
1. 1-1-1 Abscessive Eruption
The caster’s gums bulge far out of her mouth, then explode in a burst of gore
as one or more fist-sized and carious teeth fly from the jaw. The wound closes
as quickly as it formed, but for the next d4 hours, the caster’s breath reeks,
causing a penalty of two to all Charisma and Reaction checks from anyone
within two paces.
11
6. 1-1-6 'Armor Avails Not, and Distance Avails Not'
The caster opens a wormhole facing a segment of vehicular armor plating
at the moment that a high-velocity projectile strikes that armor’s far side.
Although the armor usually holds, the impact always causes the armor to
spall, launching debris from its inner side; these strike the targets of the Miss-
sile. In one casting out of eight, the Armor Avails Not, and the debris includes
pyrophoric fragments of the munition itself; these ignite, inflicting two extra
points of damage per die.
12
13
10. 1-2-4 At the Gates
The caster’s head splits, the face sliding away along the coronal (frontal)
plane to reveal not sinuses or a brain, but a loophole through which concealed
shooters fire. Roll d12 for the type of cover and again for the type of fire.
COVER FIRE
1 loophole in a wooden palisade spears tipped with sharpened human
1 bones
2 loophole in a sod house
spears tipped with sharpened scrap
3 loophole in a stone battlement 2 metal
4 embrasure in a mossy or dusty ruin 3 longbow arrows
5 embrasure in a concrete pillbox 4 crossbow bolts
6 loophole in a wall of sandbags 5 ballista bolts
7 gun port in a military vehicle 6 black powder firearms
8 gun port in a luxury vehicle 7 repeating firearms
hole cut in the carapace or blubber of incendiary liquid (Greek fire, Molotov
9 a huge beast 8 cocktails, and so on)
10 knothole in an immense dead tree 9 lasers
12 disintegrating rays
14
13. 1-3-1 Beast of the Carta Marina
From the ground or other nearby surface rises what looks, to bystanders,
like a two-dimensional woodcut sea monster, printed on yellowed paper. To
the targets, the sea monster looks, smells, and above all feels real. If the
Beast kills a human-sized target, it snatches or swallows that victim before
withdrawing. The next time the caster encounters a map of any ocean, roll
d20: on a one, a sea monster drawn on this map carries a likeness of one of
the caster’s victims in its jaws, and it always has. Furthermore, this map now
proves useful in the caster’s research for her next project.
15
19. 1-4-1 Bolts of the War-Master
From over the caster’s shoulder come sharpened bolts thrown by a ballista,
springald, oxybeles, scorpio, or carroballista, their metal corroded and their
wood falling to rot.
16
25. 1-5-1 Corrosive Degurgitation
At a single target, the caster projectile vomits a corrosive (equal chances of
an acid or a base). Roll damage, adding one per die, and then divide by three,
rounding up: the target loses this number of hit points every round for three
rounds, starting now. At the Referee’s discretion, removing soaked gear or
applying a neutralizing agent mitigates the damage. For the next hour, the
caster will belch vapors that smell of a chemical laboratory.
17
30. 1-5-6 Dazzling Killment
Vaporous or extradimensional stone-setting tools attack the surfaces of tar-
gets, stapling them with beads and baubles, sequins and spangles, their size
and number varying with the damage inflicted. One in 216 of these decora-
tions proves valuable, worth (d4 × d6 × d8 × d12 × d20) silver pieces.
18
36. 1-6-6 Death Worm
Out of thin air falls this arsenic-based creature that combines the properties
of a hagfish with those of a rotary hammer drill. Its single target must save
versus Paralysis or suffer another die of damage to the creature’s abundant
and caustic slime. Immediately afterwards, the Death Worm dies of decom-
pression sickness, and over the next hour deliquesces into noxious sludge.
19
41. 2-1-5 Dimension Throatclimber
The caster’s jaw unhinges as a robot resembling an arthropod forces its way
from the caster’s throat. From the caster’s mouth this robot then fires its
integral ray guns. Roll d20 for the Throatclimber’s body plan.
1 amphipod (Alicella)
2 bumblebee (Bombus)
5 bristletail (Gollumjapyx)
11 pseudoscorpion (Chthonius)
12 remipede (Xibalbanus)
15 shrimp (Synalpheus)
17 springtail (Holacanthella)
19 weevil (Lixus)
isopod, on the model of the tongue-eating louse (Cymothoa exigua). The caster
must save versus Paralysis. Failure by more than five means that the Throat-
climber has deposited a biomechanical ‘egg’ painlessly in the caster’s throat; the
next time the caster sleeps, this egg will anesthetize its host’s tongue, sever it
20 (ejecting it through the caster’s mouth), and graft itself in the tongue’s place,
thereafter assuming the tongue’s duties and drawing energy from the host’s
nervous system. Re-roll the caster’s Charisma to reflect her new ways of speaking
(some unconscious). No future Throatclimber will deposit such an egg while the
isopod tongue-robot remains grafted to its host.
After firing, the Throatclimber disappears back down the caster’s throat, leav-
ing behind a range of metallic aftertastes that some enjoy.
20
42. 2-1-6 Disapprobation of the Antecessors
From across the gulf of time, this Misssile conjures the attention of 10(2d4) gen-
erations of the caster’s ancestors (either calling their deathless spirits or sim-
ulating their minds). As they focus their disapproval, their massed perception
disrupts the targets’ life processes at the quantum level, causing chills, palsy,
nausea, and worse. Hit points lost to this Disapprobation return normally
through healing, but any target “killed” falls into a permanent catatonia of
self-recrimination.
21
47. 2-2-5 Elder Butcheries
From thin air appear Oldowan pebble tools—awls, choppers, scrapers, and
hand-axes—clutched in the ghostly hands of pre-human hominids. They hack.
If the hands kill a target of flesh, they will proceed to butcher it for the next
d6 minutes unless dismissed by the caster or Turned; treat these ghosts as
having, collectively, as many Hit Dice as the caster has levels of experience.
After the ghosts depart, their tools remain.
22
51. 2-3-3 Enfiladant Skullburst
The caster’s head splits vertically, opening as if hinged at the occiput. The
opened head reveals inner surfaces bristling with projectiles in the manner
of a multiple rocket launcher. Roll d20 for the nature of the projectiles. All
appear larger than should fit inside the caster’s pre-Skullburst head.
After firing the Skullburst, the caster’s head shuts and the seam disappears.
Headgear of any kind thwarts the casting.
23
54. 2-3-6 Etherically Anvilled
A reactionless kinetic-energy gun delivers this geometric blow. Roll d20 for
the shape of the void stamped into the surface of the target(s).
2 hexahedron 12 icosidodecahedron
3 octahedron 13 rhombicosacron
5 icosahedron 15 octahemioctahedron
7 cuboctahedron 17 tetrahemihexacron
24
58. 2-4-4 Exorbitant Eyebite, The Angiopathic
From around one or both of the caster’s eyeballs erupt great tangled cables
of blood vessels, which lash up to the full range of the spell, to pierce, drink,
and transfuse. Afterwards, the caster’s eyeballs retract, severing the vessels,
which fall to dust. The caster exchanges no fluids with the target, but merely
serves as the vector for some malevolent, otherworldly angioma.
2 arapaima 12 lamprey
With improbable speed, this head snakes out to breathe fire on one or more
targets. Afterwards, the caster’s eye forcibly returns to its socket, severing the
animal’s neck, and the remains of the beast crumble to ash before they hit the
ground.
25
61. 2-5-1 Exorbitant Eyebite, The Impaling
The caster’s eyes pop from their sockets, dangling by the optic nerves, to
make way for thin, stabbing weapons that thrust as if from some much larger
space inside the skull. Pikes, bamboo stakes, knitting needles, fireplace pok-
ers, whale lances, and the like stab at foes, possibly reaching much farther
than such tools should (e.g. the knitting needles). After striking, the weapons
retract, and the eyes re-seat themselves, but the eyes will water, bloodshot,
for the next hour.
26
66. 2-5-6 Fetus ex Fetus in Fetu
From beneath her clothing, the caster reveals a deformed and incomplete
parasitic twin, which then explodes in a broadside of dermoid cysts and
smaller parasitic twins, each of which has well-developed teeth (that bite
reflexively). Between castings, the Magic-User’s body shows no sign of a twin
except for a birthmark with a faintly anthropomorphic outline.
1 coilgun
2 crossbow (repeating)
3 grenade launcher
5 repeating firearm
6 ray gun
7 rocket pod
After firing, the caster replaces the prosthesis, and the leg resumes its nor-
mal, fleshy appearance.
27
70. 2-6-4 From Extinction and Beyond
The ghosts of some extinct animal claw, bite, gore, lash, or trample the
spell’s targets. Roll d20 for the animal’s genus.
28
74. 3-1-2 Fulgurations Fell
With a small thunderclap and a gust of ozone, one of the caster’s little fingers
discharges an arc of electricity. If the caster designates multiple targets,
then the electricity arcs among them, curving around intervening objects. A
target protected by a metal shield or metal armor suffers burns causing an
extra point of damage per die.
29
80. 3-2-2 Gravitic Zulfiqar
This blade composed of coherent ripples in spacetime can strike only one
target, but it disregards all obstacles. Any target destroyed by the Zulfiqar
gets cloven in two or more pieces, and gravity hereafter has no effect on the
sundered body (even as it decays).
30
86. 3-3-2 Heat, Parallel
This beam causes liquids to explode into vapor and combustibles to explode
into flame. Under its invisible gaze, even incombustibles crack, spall, and
melt.
31
91. 3-4-1 Homuncular Idiolection
A dwarfish homunculus of the caster, just over a foot tall and clad in a replica
of her clothing, steps suddenly from behind her, as if it had waited concealed.
The homunculus has a noticeable craniofacial deformity: cleft lip, encephalo-
cele, holoprosencephaly, or the like. (If the caster already has one, then the
homunculus has a different one.) In a child’s voice, it speaks a phrase that
suggests the name of some spell, but without actually naming any spell known
by the characters or the players. Roll 2d12 and use the resulting terms to gen-
erate the name of the spell—‘X of Y’ or ‘X-Y’—and the nature of its effect.
The homunculus then spontaneously combusts, along with its toy versions of the
caster’s belongings.
32
94. 3-4-4 Icewinds from the Unsilent Abyss
From a tornado, sting jet, or other storm on some icy planet, this spell con-
jures hailstones ranging in size from fingertip to football.
33
99. 3-5-3 Infandous and Goreblackened Witchings
The flesh around the caster’s mouth balloons away from the teeth, not unlike
the lips of a person in a wind tunnel, but the effect does not stop there: the
entire face and scalp stretch away until they surround the flayed head like a
satellite dish of skin and hair. Something resembling lightning, but having the
color of clotted blood, then arcs from the head, raising aphotic motes from
whatever it touches. If the Witchings kill anything with blood, the deceased
will begin to bleed from every orifice until it has emitted 2d4 times the
amount of blood it should contain. One casting in thirty-six, this blood has
supernatural properties that make it useful as a material component in spells.
34
104. 3-6-2 'I, Wormrider'
From other spaces reach tools used in the management of gigantic worms:
hooks, bits, prods, rakes, and probes. These gouge and bludgeon non-worm
targets, but against actual giant worms, the spell forces a Morale check: if a
worm fails, it will obey the caster as long as the caster maintains concentra-
tion (as unseen Wormriders bit its spiracles, comb its gills, and the like).
35
109. 4-1-1 Lance of the Heavenly Kings
One or more white bolts strike with a clap of thunder and the stench of righ-
teous ozone. If it overcomes a target’s hit points, a Lance blasts an exit crater
on the side of the target opposite the caster.
36
113. 4-1-5 Live Undeadth
Using the body of a target as a window, the caster looks through time and
conjures simulacra of anything once living that provided mass, energy, or
information later incorporated into that body. Across time reach mouths,
roots, claws, suckers, and less nameable anatomies: specters of these rise
from inside the target, curling back to maul that which fed upon them.
Map-Territory Inversion
117. 4-2-3
(or Diagrammatic Explosion)
This spell causes thin, planar sections of the target to lift away in the manner
of an exploded technical drawing. The sections then fall to earth. A non-fa-
tal Inversion may cost the target shavings of clothing and skin, but a target
destroyed ends up sliced into d36 sections.
37
119. 4-2-5 Meteoroidal Mayhem, Metallic
At a single target fly nodules of kamacite or tetrataenite, moving several
miles per second. If they destroy their target, anyone behind must save versus
Magical Device or suffer half of the Mayhem’s damage.
38
125. 4-3-5 Muroid Skullsaw
A flying ring of ghostly rodent crania swoops and banks, slashing with incisors.
After this raid, the skulls fly apart, as if from centrifugal force, dissolving into
smoke. Anything destroyed by the Skullsaw has inexplicable rodent bites on
parts of its body remote from the killing wounds.
39
130. 4-4-4 Neutronian Erosion
In small volumes of a target, the caster extends the range of the strong
nuclear force by orders of magnitude, causing parts of its mass to collapse
into neutronium, which then falls. Superficial damage from this Erosion may
look like abrasions or pockmarks; major damage, pinhole vertical tunnels,
matching pinhole tunnels into the earth below. Anything directly below a tar-
get thus destroyed must save versus Magical Device at +4 or suffer the same
damage inflicted on the main target.
40
133. 4-5-1 Of Arms and Gunishment
A huge, ghostly arm appears beside the caster, holding a crossbow or pistol
(from early modern to spacefaring). It fires a projectile, and the projectile’s
path curves as needed to strike, with chilling nausea, every target designated
by the caster. Roll d20 for the salient feature of the arm.
skin depilated and oiled to display 20 wounds, fresh human bite marks
10 muscular definition
A target slain by Gunishment falls unmarked but cold, eyes dull, as if it had died
the day before.
41
136. 4-5-4 Phobocosmic Trajectile, Superdimensioned
The caster lobs ordinary objects—pebbles, teacups, apple cores—through
the fourth spatial dimension, so that they land partly or entirely inside their
targets. If the caster designates a single target and also succeeds in a sav-
ing throw versus Magic, then she may use a mêlée weapon to strike at that
target’s vitals through higher-dimensional spaces: roll damage for the mêlée
attack and add it to the damage dice of the Misssile. If the caster fails the
save, then the whole attack misses, causing the target no harm.
42
141. 4-6-3 Poppet Plane of the Lost Flight
From nowhere the caster hurls at each target a small aircraft of folded paper.
Each crashes into (and possibly through) its target with improbably great
force, amid billows of flaming aviation fuel; each rains fragments of paper
engines, paper luggage, paper flight crew, and paper passengers. In one
casting out of thirty-six, investigators of the debris find a tiny paper flight
recorder that holds arcana.
Quintessent Negation by
146. 5-1-2
Phantom Fulguration (or None More Black)
The caster summons lusterless gouts of jet, which chill with negative kinetic
energy. Inside what they strike, they leave behind structures like fulgurites,
but composed of sticky, numbing blackness, zones where the speed of light
has fallen close to zero. If extracted, these objects weld themselves to any
solid object they touch. Over the next hour, they dissolve.
43
147. 5-1-3 Rainbow Risen
Part of a target vaporizes, and through that vapor (from somewhere), pours
light, forming a rainbow. Unless disturbed by wind, then for the next d144
seconds, this rainbow shines. Roll d12 for shape: 1: double; 2-9: single,
curved; 10: supernumerary (i.e. with a smaller rainbow inside: roll again for
shape); 11-12: twinned (from a single base).
44
153. 5-2-3 Ringed Lightnings of the Fishery
This Misssile conjures one or more strands of flying hempen whale line.
As it rushes past the spell’s targets, the hemp inflicts friction burns, blunt
trauma from flying eye-splices, and ligature injuries where the coils catch.
Any human-sized target killed by the Ringed Lightnings gets dragged from the
familiar world into some faraway ocean.
45
158. 5-3-2 Sanctimonious Slaughtergeist
The caster summons ghostly hands armed with electric stunners, captive-bolt
pistols, ikejime spikes and pithing rods, and a variety of knives used for ritual
slaughter. With these tools, the ghostly hands seek to reduce targets to life-
lessness according to standards that the hands believe will impart to the meat
the best moral quality. Yet if the hands of the Slaughtergeist reduce a fleshly
target to zero hit points, they will continue, unless Turned, to apply their
techniques to the corpse, reducing the head to pulp and the throat to mince.
Treat these ghosts as having, collectively, half as many Hit Dice as the caster
has levels of experience.
46
162. 5-3-6 Shrieking Skull, The
Composed of what looks like green flame, this skull resembles that of a
human infant whose teeth had just begun to erupt. It shrieks, passing through
all material obstacles, bringing a chill not unlike that of a son’s grave dug in
winter. Scavengers avoid anything killed by the Skull.
1 archaeopteryx 7 dragonfly
2 bat 8 hawkmoth
3 hummingbird 9 housefly
In a blink, the caster’s head knits itself back together. Headgear of any kind
prevents the casting.
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166. 5-4-4 Spasms of Misbirth
Targets convulse as if within their bodies, unwelcome and too-large crea-
tures struggled to find an exit. A target not destroyed by the Spasms recovers
normally from the resulting internal injuries, but a target destroyed ruptures,
as d4+1 Misbirths do emerge, identical, unearthly, and vaporous; use the Sum-
moning tables to determine their shape. They always depart for their spawn-
ing grounds (though a hastily cast Summoning could induce one to stay).
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171. 5-5-3 Stellation Second: Into the Burning Sky
A small volume of plasma from the photosphere of a star flares against a
single target. That target must save versus Paralysis or suffer another die of
damage the following round due to flames.
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176. 5-6-2 Teratomous Gunhand
One of the caster’s hands inverts, disappearing up into the puckered wrist.
From this orifice now everts a mucus-covered ‘pistol’ of flesh, complete with
thumbnail, knuckles, and a drooling orifice where one would expect a barrel.
The number of targets determines the gun’s type: single-shot, revolver, pep-
perbox (volley gun), and so on. After firing, the Gunhand inverts back up the
wrist, and the normal hand everts again, reeking of sweaty gunpowder.
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179. 5-6-5 To Mecha Therion
From nowhere swoops, lunges, or screams this flamboyantly half-beast,
half-vehicle, all-metal monster. It rakes with steel claws, chainsaw tongue,
razor hooves, or the like, then disappears. Roll 2d12 for appearance.
BEAST VEHICLE
1 armadillo 1 custom van
2 budgerigar 2 hovercraft
3 chalicothere 3 gyrocar
4 cobra 4 helicopter
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182. 6-1-2 Torn by Glasswinds
On some planets, rock melts at noon, and when such planets sit tidally locked
with their stars, the wind carries hails of glass, at speeds of several miles per
second. When a Magic-User conjures these Glasswinds, they can reduce their
targets to sculptural abstractions: planed, hollowed, or stump-limbed.
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187. 6-2-1 Transmutation, Funereal
Part or all of a target changes into an equivalent volume of flowers, fresh cut,
of a kind that local cultures associate with death.
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190. 6-2-4 Transmutation, Vermiform
Part or all of a target changes into an equivalent mass of earthworms.
6 ox 5 lymph
12 yellow bile
Between castings, the caster’s anatomy appears normal, but for an hour after
casting, its lower regions emit sulfurous odors.
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192. 6-2-6 Under the Sign of the Theriophoric Gunmother
The caster reaches a hand into the flesh of her belly and withdraws a weapon,
possibly a weapon much larger than that belly could plausibly hold.
A buckler of toad flesh (Pipa pipa), honeycombed with incubation chambers: it launches a
1 fusillade of high-explosive armor-piercing baby toads.
A rocket pod resembling a macrocephalic and compound-eyed grub: it launches its ‘eyes’
2 as rockets.
A pelvis and vertebral column imitate the shape of a shoulder-fired rocket launcher: it fires
4 sharpened femurs with explosive marrow.
A squamous repeating crossbow: it launches rigid snakes (Oxybelis) or flap-footed lizards
5 (Lialis).
A bracer of marsupial-frog flesh (Hemiphractus or Gastrotheca) surrounds the caster’s arm
6 and bears a raised boss of gnarled flesh: this boss detonates like an antipersonnel mine
(but its shrapnel of hot froglets somehow never strikes the caster’s allies).
7 A wasp’s nest shaped like a fat blunderbuss: it launches a volley of incendiary wasps.
The caster’s hand and forearm have disappeared into the hind opening of the shell of a
8 snapping turtle (Macrochelys): from the fore opening, this turtle-gun fires snapping-turtle
heads, singly or in a burst, and they bite.
A lancetfish, its fins deformed into handgrips and buttstock: it explosively vomits the
9 recently-swallowed, still-thrashing, and hook-clawed tentacles of a predatory squid (e.g.
Mesonychoteuthis).
10 A huge morel: it shoots fist-sized pillbugs with the force of brickbats.
12 A male Hercules beetle (Dynastes), gripping the caster’s forearm: it squirts napalm.
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194. 6-3-2 Undimensioned in One Vector
This sub-dimensional strike unravels a three-dimensional object, drawing
part of its mass away into a single dimension. Part of the target collapses
into a luminous, one-dimensional filament extending away as far as the eye
can follow, passing through three-dimensional obstacles without otherwise
interacting with them. After d12 minutes, this luminosity fades, and with it,
the filament.
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Ungovernable Monster Perversion -
196. 6-3-4
Legend of the UnderBeast
By raising skirt or dropping trousers, the caster reveals a genital opening
enormously stretched to accommodate a monstrous head, as big as the cast-
er’s own, now protruding from the caster’s pelvis. The head of this creature
attacks the caster’s enemies, exhaling, spitting, or otherwise emitting strange
harms. Roll 3d12 to generate the form, oddity, and attack of the UnderBeast.
FORM ATTACK
1 anglerfish 1 ball lightning
ODDITY
After discharging its attack, the Under-
1 armor bolted to skin
Beast retreats into the caster’s neth-
2 covered in gills ers, which show no sign of disturbance
3 cyborg (although the caster will experience
dripping with parasites
soreness for the next hour).
4
5 robot
9 spiny or quilled
10 translucent
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197. 6-3-5 Unsimulation of the Ancestor
This spell either corrupts the universal code that makes possible the simula-
tion of matter and energy, or it convinces matter and energy to behave as if
they were simulated and vulnerable to malicious rewriting. Explanations dif-
fer, but results do not: parts of a target transform into cubes rendered in two,
sixteen, or 256 shades of gray. These cubes have weight but no substance, and
they fall through solid objects, including the ground.
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200. 6-4-2 Valor of the Fallen Lancers
A huge, ghostly warrior’s arm appears beside the caster, holding a spear. The
spear preternaturally lengthens and shortens as needed to strike targets at
different ranges. Roll d20 for the arm’s most salient feature.
1 alien anatomy: double thumb hand of another person sewn onto stump
11 of wrist
2 alien anatomy: extra joints in arm
12 jacket covered in insignia patches
3 alien anatomy: extra joints in hand
13 leather jacket
4 alien anatomy: reversed elbow
parade armor, elaborately quilted,
5 brands on skin 14 fluted, or inlaid
20 track marks
The bodies of those slain by the Fallen Lancers have spear wounds in their backs,
regardless of how they faced or fled the caster.
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203. 6-4-5 Vitreous Blast
The caster pelts targets with supersonic droplets of molten glass, either
tektites thrown by a meteorite impact, or corium, trinitite, or kharitonchiki
thrown by a nuclear explosion. One out of every thirty-six castings produces
droplets useful as a material component in some other spell, thanks to exotic
silicates or radionuclides.
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207. 6-5-3 Vortextual and Deathblackened Swarms
From nowhere coalesce the skeletons of small animals, which spiral down,
rending with their jaws. Roll d20 for the animals’ form.
1 adder 11 jerboa
2 barracuda 12 marmot
3 bilby 13 mink
4 bullfrog 14 newt
7 eelpout 17 rat
10 hellbender 20 tortoise
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210. 6-5-6 Warp Spasmation
The caster enjoins forces from higher dimensions to yank part of target’s
structure out of its three-dimensional shape. Imagine a garment spread flat on
a table, then imagine someone bunching part of that garment into a peak or a
ball, deforming the rest of its two-dimensional outline: this spell does some-
thing similar, but in the fourth dimension. A human arm thus deformed might
look strangely shortened and gnarled; it would function badly, with its shorter
reach and muscles that only work well along vectors now disrupted. Hit points
lost to Warp Spasmation return at the normal rate, as the higher-dimensional
kinks work themselves out into three-dimensional space, but any target thus
destroyed slides completely out of three-dimensional space, crumpling into
itself and out of sight.
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214. 6-6-4 'With My Name I Curse You'
The caster’s lower jaw dislocates, opening impossi-
bly wide to allow the teeth on the upper jaw to grow
longer than a human forearm. With something like
a cough, the caster launches these teeth, which fly
in looping paths to seek their marks. Before rolling
damage, roll d12: on a one through ten, the projected
teeth decay during the following minute; on an ‘11’,
they spontaneously combust during flight, causing an
extra point of damage per die; and on a ‘12’, they
start growing larger upon contact with the target,
inflicting the next larger die of damage. For the next
two hours, the caster’s breath smells of freshly turned
earth.
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