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6 6 6 X X

THE MAYHEMIC MISSSILE METHOD


Tenscore and Sixteen Ways
for Sorcerists, Witches, and Other Thaumatrophs
to Defend Their Indefensible Persons

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)

WORDS: EZRA CLAVERIE


ART: YANNICK BOUCHARD
LAYOUT AND DESIGN: ALEX MAYO
EDITING: MATTHEW POOK

Text© 2021 Ezra Claverie


Issued Under Exclusive License

First Edition, First Printing 2021


Published by Lamentations of the Flame Princess
www.lotfp.com

Printed in Finland by Otava Book Printing Ltd., Keuruu


First Printing: 2000 Copies
ISBN 978-952-7238-53-0 (Print) / 978-952-7238-54-7 (PDF)
INTRODUCTION
The Lamentations of the Flame Prin- absence thereof, the caster must meet
cess rulebook describes the spell Magic this prerequisite.
Missile as follows:
Unless a description explicitly says
‘Each Magic-User’s Magic Missile that a Misssile affects a ‘single target’
is unique in appearance and (using that phrase), then a caster with
always looks the same. […] Each multiple damage dice may designate
different “signature” for a Magic multiple targets, allocating the dice
Missile must be researched and/ among them before rolling. In such a
or transcribed as if it were a case, each target can make a saving
different spell.’ throw versus Magic to suffer only half
damage (rounded down). Note that
6×6×6: The Mayhemic Misssile Method some Misssiles have special effects if
elaborates on that system. directed at a single target, per their
descriptions.
GENERAL RULES
A Mayhemic Misssile takes up a first-
level spell slot, but a Magic-User may,
at any time, convert any other spell
that she has prepared, of any level,
into any Misssile from her repertoire.
In such extemporaneous casting, the
Misssile only inflicts damage rolled
on the lower half of a die’s range
(i.e. numbers on the lower side of
the range that the die can generate).
Damage rolled on the upper half of the
range gets ignored, and any modifiers
to damage on that die become void.
For example, if the player rolls a d4
that shows a ‘3’ (in the upper half of
the die’s range), the target ignores the
damage.

All Misssiles assume that the caster


has human anatomy, at least before
casting (if not during). If a description
specifies a body part used in casting
(e.g. a hand), then the caster must
have at least one such living part,
attached and functional, in order
to cast that Misssile. Likewise, if a
description specifies a garment or the

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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,

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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).

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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-

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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.

Autosonic Convulsions (page 14)

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.

Corruptic Ablation (page 17)

The caster’s gaze causes parts of a target to suffer accelerated entropy,


corrosion, and decay. Anything destroyed by this Ablation dribbles and
flakes into dust. For an hour after casting, the caster’s eyes bulge,
unblinking; no mortal can bear their sight, and the caster fails all Reac-
tion checks.

The caster’s bug-eyed stare might hurt Reaction checks, but


couldn’t it help in other ways? It might, for example, grant the
caster +4 to d20 rolls related to intimidation, such as an attempt
to dominate a Summoned creature. During the hour of ‘Ablation
stare’, a Morale check for the caster’s foes might use not 2d6, but
2d8. And maybe the stare grants a bonus to saving throws to resist
gaze attacks.

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Neutronian Rain (page 40)

Just above a target appear specks of neutron star material: heavy-nu-


cleus crystals from the crust or droplets of quark fluid from the interior.
These fall, tunneling through the target and anything below. Anything
directly below a target thus destroyed must save versus Magical Device or
suffer half of the damage inflicted on the main target. In one casting out
of 144, this causes an earthquake of 2d6 on the Modified Mercalli Inten-
sity scale.

Maybe the Referee studied geology, and has homebrewed earth-


quake tables prepared against this day, but more likely, he doesn’t
care to simulate an earthquake in granular terms. He might there-
fore treat this side effect as the seventh-level Cleric spell Earth-
quake. And depending on the setting, simpler approaches suggest
themselves.

‘The bridge collapses.’

‘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.’

Resistless Dart, The (page 44)

The caster can direct this cannon-fired, fin-stabilized, kinetic-energy pen-


etrator against a single target only, but anyone behind that target must
save versus Magical Device or suffer half of the Dart’s damage. The next
being behind the secondary target must also save or suffer one quarter of
the damage, so on.

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.

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Undimensioned Without Vectors (page 57)

This sub-dimensional strike causes part or all of a three-dimensional


object to roll up into a point, radiating a fierce violet-white. This point
does not move but hangs in the air; over the next d12 hours it fades until
no sign remains.

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.

Vastation by Acceleration (page 60)

A single target suffers a momentary increase in weight, as if from intense


acceleration. A target on its feet must save versus Paralysis to avoid
stumbling and falling. If a firm substrate lies beneath the target, then the
target suffers damage normally; if no firm substrate lies beneath, then
the target sinks or falls. A target killed by the Vastation may flatten, its
solid and liquid parts separating under too much gravitational accelera-
tion.

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.’

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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.

Accident at the Fireworks-Works


2. 1-1-2
Works Fire Upon Thee, The
From up the caster’s sleeves come showers of exploding pyrotechnic stars,
colored by burning metallic carbonates, chlorides, and nitrates. They auto-
matically ignite any exposed fireworks or gunpowder (but not other combusti-
bles) within ten yards of a target.

3. 1-1-3 Algetic Scansion


The caster’s amplified mind probes neurons, meridians, orgones, chakras,
processor cores, body thetans, and the like. This causes pain, spasms, hemor-
rhaging, and, if the Scansion overcomes the target’s hit points, combustion or
even explosion.

4. 1-1-4 Alucardian Bellows


With one or both hands, the caster peels down the skin covering her larynx.
That larynx then detaches from its upper end and curls forward, emitting a
sonic lance of coherent blasphemies. The Bellows inflict an additional point of
damage per die against animate targets composed of thin and brittle materi-
als (e.g. a stony carapace), and they automatically shatter glass or crockery.
For the next three hours, the caster’s voice cracks.

5. 1-1-5 Anomalous Reentry Profile


A target suffers as would the crew of an orbital spacecraft making an uncon-
trolled reentry into Earth’s atmosphere. Winds of monatomic oxygen at
speeds of Mach 25 and higher blast targets with fragments of safety glass,
seat restraints, helmet rings, ablative heat shielding, and metal liquefied by
aerodynamic heating. A target thus killed suffers partial or total dismember-
ment, its remains scattered in an ellipse (d12 × d100) yards on its long axis. In
one casting out of sixteen, exotic debris left by the spell will prove useful to
the caster who collects and sifts it.

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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.

7. 1-2-1 Artificing Inseminard


In the corner of a single target’s eye looms a worker in an extradimensional
livestock- or slave-breeding facility, clad in black leather or plastic. The
worker stabs the target with a two-handed injection gun, which then pumps
into the target a luminous germ plasm. (Bystanders not gifted with supernat-
ural vision see only the wound and any fluids that escape.) A target of flesh
suffers an extra d4 damage from this Misssile. Usually, the germ plasm takes
no hold, but an animate creature killed by this Misssile has a one in sixty-four
chance of engendering the growth of an alien being. Treat this birth as a ran-
dom Summoned creature having the same Hit Dice as the caster. The offspring
treats the caster as its father, regardless of both the caster’s sex and the
caster’s opinion about the relationship.

8. 1-2-2 Asemically Bloodwritten


This spell captures some of a single target’s blood (or other constituent liquid)
and splashes it into flamboyant but illegible calligraphy consisting of two-foot
high characters hanging in the air. These hang for 2d12 seconds before falling
earthward. During this time, any spellcaster or any person suffering from
psychosis or intoxication who concentrates on the Bloodwriting may attempt
to roll her Wisdom score or lower on d20: success grants intuitive understand-
ing of some truth, reflected in a +4 to one non-attack d20 roll in the next
twenty-four hours (player’s choice). Targets with no liquid part suffer only
one-quarter damage from getting Bloodwritten, but slimes and other fluid
beings suffer double damage.

9. 1-2-3 Assimilations Reborn


The caster enjoins the materials that constitute the target—hydrocarbons,
photons, ectoplasm, whatever—to recapitulate their ontogeny. Fragments of
the target therefore reshape themselves into the forms of objects and organ-
isms that once contained them, which now fall around the target. A target
destroyed by the Assimilations becomes a heap of animal, vegetable, mineral,
and other debris, its former self no longer recognizable.

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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

11 loophole hewn from living rock 10 self-guiding flechettes

12 hole melted through armor plating 11 lightning

12 disintegrating rays

11. 1-2-5 Autosonic Convulsions


The caster amplifies, shifts downward in pitch, and focuses back at a target
the sounds of the target’s own body: breathing, heartbeat, borborygmus, and
so on. If the caster selects a single target, that target must save versus Paral-
ysis 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.

12. 1-2-6 Awakening to Carnal Quiddity


Targets reel with a sickening sense of oneness with a demiurgic being lurking
behind all life, which blinds them to light and opens their sight to darkness.
Those who survive this Awakening can recover hit points normally, but any-
thing reduced to zero hit points unravels into a heap of veins, nerve-like hairs
(or hair-like nerves), and drooling mouths; eyeless, it nevertheless drags itself
toward the nearest darkness, where it will rot. (This Misssile has no effect on
targets not made of flesh.)

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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.

14. 1-3-2 Bestial Decapitation


With antlers, fangs, horns, or tusks, this still-bloody animal head strikes a
single target, possibly holding on. Scale the beast according to the damage its
head inflicts. The target must save versus Poison or get sprinkled with fleas,
lice, or other parasites.

15. 1-3-3 Between Abyssward and Voidward Throned


Targets experience the flux of Hawking radiation that obtains between the
positive and negative spacetime-curvature horizons inside a spacecraft’s light-
speed drive. A target destroyed by getting thus Throned burns from the inside
out.

16. 1-3-4 Blade of the Mountain's Tears, The


This stream from a water-jet cutter carries abrasive minerals, usually garnet
or boron nitride, and it slices at a single target, which suffers an extra point
of damage per die. Anyone directly behind that target must save versus Mag-
ical Device or suffer half of the Blade’s damage. Anything destroyed falls in
smoothly cut pieces.

17. 1-3-5 Bloodfog Bow


Part of the target expands into a disc of vapor. For the next d12 minutes, this
vapor emits light in whatever color predominates in the liquid part of the
target (e.g. red for vertebrates). Roll d12 for shape: 1: double rainbow; 2-9:
single, curved; 10: supernumerary (i.e. with a smaller, full-spectrum rainbow
inside: roll again for shape); 11-12: twinned (from a single base).

18. 1-3-6 Blood of the Substar


Amid billows of vapor comes a high-pressure jet of liquid helium, hydrogen, or
oxygen. Anything thereby destroyed may freeze solid.

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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.

20. 1-4-2 Born of the Cryoseism


This spell conjures hot, proton-ordered water ice, formed under heavy gravity
on another planet and displaced by an icequake. Scalding chunks of ice-ten
may, despite their heat, ‘freeze’ to targets that contain significant amounts
of water (e.g. humans); such targets must save versus Poison or suffer an
extra point of damage per die as the ice adheres. Against targets composed
of fluid (e.g. slimes) use the next larger die for damage. After an hour, the ice
sublimes into vapor.

21. 1-4-3 'By Detonation Forge, My Spear'


This explosively-formed penetrator of liquefied metal strikes a single target
only, but anyone behind that target must save versus Magical Device at +4 or
suffer the Spear’s full damage. In one casting out of sixty-four, the Spear uses
a precious metal, worth (d12 × 50) silver pieces.

22. 1-4-4 Carabineer of Plutoid Frosts


From up a sleeve or beneath a coat the caster produces an improbably large
and exotic firearm, apparently composed of methane and nitrogen ice. Bil-
lowing with fog, it discharges spikes of ice in the manner of a repeating spear
gun. After firing, it falls to pieces, subliming into gas.

23. 1-4-5 Cephalash of MegaVirus One-One, The


Bursting scalp and skull, the caster’s ‘brain’ unfurls, revealing itself as a
tightly-coiled, muscular worm. This worm flings cartilaginous darts not unlike
the gypsobelum of a snail, but larger, and covered in neurotoxin. Any mortal
struck must save versus Poison or suffer envenomation, which for the next
ten minutes causes a -4 penalty on d20 rolls. After the spell, the worm snaps
back, drawing the parted cranium shut; between castings, the caster’s head
appears normal (though postmortem analysis may reveal oddities).

24. 1-4-6 Chastisements of the She-Boar


A giant, unseen, cloven hoof strikes targets in their centers of mass. If a ver-
tebrate dies of Chastisement, examination of the remains will reveal that its
canine teeth have turned outward to resemble the tusks of a yearling pig.

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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.

26. 1-5-2 Corruptic Ablation


The caster’s gaze causes parts of a target to suffer accelerated entropy, cor-
rosion, and decay. Anything destroyed by this Ablation dribbles and flakes into
dust. For an hour after casting, the caster’s eyes bulge, unblinking; no mortal
can bear their sight, and the caster fails all Reaction checks.

27. 1-5-3 Covalency Forgotten


This Misssile interferes with electron sharing, causing solids to liquefy and
liquids to sublime into gas. A target thus destroyed collapses into a bubbling
heap.

28. 1-5-4 Cromulent Defacements


An alien or disembodied intelligence takes control of the caster’s hand, which
moves in the spasmodic strokes of automatic writing in the air. Simultaneous
to this pantomime, the targets erupt with cold streaks of fire delineating
hieroglyphs, logograms, runes, Keziah-Klein field equations, and the like. In
one casting out of sixty-four, these transient characters offer useful occult
knowledge.

29. 1-5-5 Cry Yourself To Ash


This effect has half the normal range. The caster’s tear ducts engorge to
the size of lemons, then squirt twin jets of burning petroleum, thickened by
aluminum salts of naphthenic and palmitic acids. These require a saving throw
versus Paralysis from any target that does not wish to burn; failure means
another die of damage on the next round from the sticky flames. The cast-
er’s tear ducts snap back to normal size, but both eyes remain bloodshot for
hours.

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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.

31. 1-6-1 Deathblackened Star, Claws of the


Near its targets, this spell opens momentary wormholes connecting to the
space just outside a black hole’s event horizon. Tidal forces rip objects to
pieces; anything destroyed by the Claws gets partially sucked through the
wormholes as they close.

32. 1-6-2 Deathblackened Star, Howls of the


Near its targets, this spell opens momentary wormholes from which jets of
ions flow from a supermassive black hole. Anything destroyed by this radiation
ignites, flaring with radiation that inflicts a die of damage to anyone within
two paces.

33. 1-6-3 Deathlight of Exciplexive Engravement


Commandeered pulses from medical or industrial ultraviolet lasers, their
beams invisible, vaporize a target’s soft parts and raise clouds of sparks from
its hard parts. The sparks and this Deathlight emit scarcely any heat. A target
protected by a metal shield or metal armor and who saves versus Magical
Device takes only half damage.

34. 1-6-4 Deathlight of Nuclear Boneburn


From a Crookes-Hittorf tube array or ablative propulsion laser come X-ray
pulses, invisibly cooking targets from the bones outward. Anyone behind a
target must save versus Magical Device at +4 or suffer half of the damage
inflicted on the main target. A target composed entirely of water-based liq-
uids (e.g. a slime) only suffers half damage.

35. 1-6-5 Deathlight of Scriptic Recension


From unseen laser emitters, coherent light etches ancient, exotic, or alien
writing onto targets—then crosses characters out, adding revisions, notes, or
proofreader’s marks. In one casting out of thirty-six, the resultant text holds
relevance to the caster’s research.

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.

37. 2-1-1 Decompressing the Abyssic


When a hyperbaric craft opens without first equalizing with the pressure of
the surface, its contents explode outward, and this spell summons part of one
such explosion. (The casting may even cause the explosion; learned opinions
differ.) Suddenly released, a pressure between ten and one thousand atmo-
spheres propels a hypersonic blast front, carrying fragments of the craft’s
occupants (which somehow miss the caster’s allies). The single target of this
Misssile must save versus Poison or become deaf for the next d20 minutes;
a natural one means collapsed eardrums. In one of thirty-six castings, a
Magic-User who examines the former bathonauts discovers extraterrestrial
remains that prove useful in her current research.

38. 2-1-2 Denial, Nucleonic


The caster negates the strong nuclear force in some volume of the tar-
get(s). Atomic nuclei dissolve, causing mass to radiate away as ions. A target
destroyed by this Misssile leaves on the retinas of observers the positive
afterimage of its hard parts (e.g. luminous bones).

39. 2-1-3 Denial, Quark


The caster negates the weak nuclear force in some volume of the target(s).
Gluons fail, causing mass to radiate away as deconfined quarks. A target
destroyed by this Misssile leaves on the retinas of observers the negative
afterimage of its hard parts (e.g. bones shadowed amid luminous flesh).

40. 2-1-4 Descanting the Palinacoustic


An uncanny sound comes from within the targets’ bodies, disrupting the
processes of those bodies (natural or otherwise). Anything killed becomes
accursed into undeath: a pale and vaporous spirit exits the expiring form,
doomed to wander, listening in dread and confusion to the Descanting that no
others can hear.

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)

3 burrowing cockroach (Macropanesthia)

4 cicada nymph (Hyalessa)

5 bristletail (Gollumjapyx)

6 gooseneck barnacle (Lepas)

7 horseshoe crab (Limulus)

8 labidognathid spider (Atax)

9 land crab (Birgus)

10 mygalomorph spider (Poecilotheria)

11 pseudoscorpion (Chthonius)

12 remipede (Xibalbanus)

13 rhinoceros beetle (Orcytes)

14 sea spider (Colossendeis)

15 shrimp (Synalpheus)

16 spider crab (Macrocheira)

17 springtail (Holacanthella)

18 stick insect (Extatosoma)

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.

43. 2-2-1 Disjunctive Ligature of Envoidment


In a volume of space intersecting with a single target, the caster warps time.
From the surface of the target swells a reflective blister or bubble; inside this
four-dimensional moat, time moves faster than without, causing the trapped
quantity of the target to age rapidly or to die as if held too long by a tour-
niquet. The warp disappears with a pop, revealing that portion of the target
decayed, deliquescent, or otherwise destroyed. A target of flesh suffers an
extra point of damage per die.

44. 2-2-2 Double Diver


From behind or beside the caster steps a two-dimensional double, composed
of shadow, fire, smoke, luminous vapor, sparks, dust, cubes of prismatic
light, or the color swirls of an oil projector. This double leaps into the target,
interfering with its bodily processes. If the caster designates multiple targets,
then the double leaps from one to the next. Any mortal slain by the Diver falls
dead, unmarked except for an unaccountable expression of smugness.

45. 2-2-3 Doves of the Prestidigitatrix


From within the clothing of allies, enemies, or bystanders, or simply from out
of sight behind nearby objects, come fluttering doves. They converge on the
spell’s targets, then explode. The remains of the birds—scorched, jellied, and
tainted by high explosive—appear otherwise normal.

46. 2-2-4 Drawing Down the Black Blood


The caster calls from ceiling or sky a tendril of what looks like blood, lumpy
with clots, but which behaves like plasma filament. Down it licks anomalous
harms, lacerating and corroding. A mortal target slain by the Black Blood will
fall dead, but its blood will drip upward.

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.

48. 2-2-6 Electric Bullet, The


These tiny Leyden bottles shatter upon impact, discharging high-voltage elec-
tric shocks. A target struck by multiple dice of the Electric Bullet must save
versus Poison or lose its action the following round, stunned.

49. 2-3-1 Empyred in Biblioclasm


This spell pounds its targets with the substance of a book burning, drenched
with accelerant and already ablaze: scrolls, broadsides, pamphlets, codices,
newspapers, microfilm rolls, comic books, bound journals, and more. In one
casting out of sixty-four, the caster can salvage unburned fragments bearing
legible, exotic text useful in her current research.

50. 2-3-2 Enduring Photonic Molestations


This spell pirates ambient heat and light to refocus it against a single target.
The caster becomes a black silhouette, and the surrounding air dims and
chills, so that breath turns to fog (or snow); the casting snuffs any flames
within two paces. Simultaneously, targets erupt with sparks and flame.

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.

1 beaks, giant cephalopod 11 obsidian blades

2 beaks, waterbird 12 ovipositors, ichneumon wasp

3 bone shards, oozing marrow 13 punji sticks

4 crystals, jagged 14 quills, giant echidna or porcupine

5 fangs, cave bear 15 railroad spikes

6 fingers, statue (marble or bronze) 16 steel blades, random lost knives

7 femurs, sharpened human stingers, giant wasp (envenomed only


17 with the caster’s saliva)
8 flesh darts (bony, calcerous, or chitinous)
18 teeth, crocodile
9 plant spines or thorns
19 teeth, shark
10 proboscides, giant mosquito
20 tusks, rotting

After firing the Skullburst, the caster’s head shuts and the seam disappears.
Headgear of any kind thwarts the casting.

52. 2-3-4 Epigonic Fecundation


From the substance of a target, tiny epigones of the caster form, tearing
themselves free and shouting in triumph. They die in seconds.

53. 2-3-5 Epistaxial Bloodhammer


What looks like blood runs from the nose, mouth, and eyes of the caster to
form a hammer that the caster then hurls with preternatural force. In flight,
the hammer divides sagittally into as many separate projectiles as the caster
has designated targets; these pass through inanimate objects but cause
strange ruptures in the animate (living and otherwise).

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).

1 tetrahedron 11 excavated dodecahedron

2 hexahedron 12 icosidodecahedron

3 octahedron 13 rhombicosacron

4 dodecahedron 14 rhombic hexecontahedron

5 icosahedron 15 octahemioctahedron

6 stellated octahedron 16 disdyakis triacontahedron

7 cuboctahedron 17 tetrahemihexacron

8 snub dysphenoid 18 hexahemioctacron

9 toroidal polyhedron 19 cubitruncated cuboctahedron

10 truncated tetrahedron great dodecahemicosahedron, with a


20 stylized goat-head engraved in every
five-pointed side

55. 2-4-1 Excessive Attentions of the Eternal Electron


Some theorize that the observable universe contains a single, very busy elec-
tron, moving not only in three dimensions of space, but also backwards and
forwards through time. This spell apparently causes the Eternal Electron to
linger on part of a target, which then erupts with actinic glare and sparks as if
from an arc welder.

56. 2-4-2 Executioner from the White Lotus Temple


In the air beside the caster appears a cloud of sparks in the shape of a human
hand. This Executioner flies to a single target, prodding with impossibly quick
fingertips, thereby disrupting arteries, pressure points, meridians (both the
twelve principal and the eight extraordinary), or other vital channels. The
Executioner has no effect on inanimate objects, but it does effect machines
and undead; a target of living flesh suffers an additional die of damage.
Anything killed by the Executioner looks and feels unharmed until it tries to
take any action more strenuous than talking quietly, upon which it falls dead,
eyes wide, no mark on its body. Otherwise, this condition of suspended death
lasts until some force restores the target to full hit points or the target dies
of thirst, exposure, or the like.

57. 2-4-3 Exhalations of Geysir, The


From beneath each target erupts a geyser of steam, scalding mud, and sulfu-
rous vapor.

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.

59. 2-4-5 Exorbitant Eyebite, The Combustive


The head of a long-bodied or long-necked carnivorous animal pushes its way
out of the caster’s cranium, displacing an eye, which now dangles by the optic
nerve. This animal’s head trails an impossibly long neck or body, the bulk of
which may appear to exceed the volume of the caster’s skull. Roll d20 for
head type.

1 alligator gar 11 gharial

2 arapaima 12 lamprey

3 caecilian 13 mata-mata turtle

4 centipede 14 moray eel

5 cheese fly maggot 15 mosquito larva

6 coccinellid beetle larva 16 Opabinia

7 elasmosaur 17 pit viper

8 eunicid polychaete worm 18 rice eel

9 eupithecid moth caterpillar 19 sea krait

10 ferret 20 vine snake (Ahaetulla, the Eye-Plucker)

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.

60. 2-4-6 Exorbitant Eyebite, The Concussive


One of the caster’s eyes launches from its socket as if fired by compressed air,
flattening upon impact into a gelatinous disc; in the manner a high-explosive
squash head munition, the splatted eye then detonates. Meanwhile, in the
vacant socket, a new eye schlups into place, as if from deeper inside the cra-
nium. For every die of the Misssile, another eye launches, alternating sockets
(unless the caster elects to use only one). In one casting out of thirty-six, one
eye will not match the old; the new eye now becomes the standard on that
side, and only a spell of permanent transformation (e.g. Polymorph) can reset
its appearance.

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.

62. 2-5-2 Expulsions from Paradisiacal Fountains


From a space fountain—a tower extending from a planet’s surface to beyond
its atmosphere—the caster summons part of the magnetic stream of ferrous
mass-pellets that holds the structure aloft. A target destroyed by the Expul-
sions gets partially or entirely shredded, its fragments scattering back into
the pellet-stream of the faraway space fountain.

63. 2-5-3 Extreme Unctuation


Above each target appears a volume of hot oil from a deep-fat fryer (home,
commercial, or execution), which then falls. The air fills with the aroma of
cooking.

64. 2-5-4 Faneburnt Stabbings of the Misbeliever


From a place of worship set ablaze by heretics or infidels, burning debris now
falls: bells, roof tiles, and temple name boards; roof trusses, amid a drizzle
of molten lead; collapsing domes, pagodas, steeples, or stupas, their finials
blazing earthward.

65. 2-5-5 'Feast, O Mouths of Earth and Air'


From each target this spell captures a thin, cylindrical coring, as if taken by a
hollow drill passing all the way through the target’s body, and then draws that
coring forth, usually to spill onto the ground. The coring has a variable thick-
ness that depends on the power of the Misssile, ranging from silken thread to
ship’s hawser and beyond.

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.

67. 2-6-1 Flagitiosity of the Trilobitten


The caster throws a handful of pale and vaporous spheres, which unfurl as
the ghosts of Acropyge habilis, a race of intelligent and long-extinct trilo-
bites. And not just any A. habilis, but hardened, post-apocalyptic gladiators
from the last days of that doomed race. At the ungilled behemoths that have
usurped their world, these gladiators slash with cutlasses of obsidian and
razor clam, and stab with lances tipped with coral or stingray spine.

68. 2-6-2 Forge of Deflagration, The


The caster opens one or more gateways to a carbon-oxygen white dwarf star
undergoing re-ignition, as the spontaneous fusion blasts its outer layers away
at 5-7% of the speed of light. Targets flare as if struck by invisible blow-
torches.

69. 2-6-3 From Affectation to Dismemberment


The caster reaches down and removes one of her legs from the knee down,
revealing that limb as a prosthesis that doubles as a missile weapon. Roll d8
for the weapon.

1 coilgun

2 crossbow (repeating)

3 grenade launcher

4 muzzle-loading firearm (possibly multi-barrel)

5 repeating firearm

6 ray gun

7 rocket pod

8 spear gun, repeating

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.

1 allosaur (e.g. Acrocanthosaurus) 11 megalodon (e.g. Otodus)

2 ammonite (e.g. Parapuzosia) 12 megatheriid (e.g. Eremotherium)

3 ankylosaur (e.g. Euoplocephalus) 13 mosasaur (e.g. Tylosaurus)

4 archaeocete (e.g. Basilosaurus) 14 planocraniid (e.g. Boverisuchus)

5 arthrodire (e.g. Dunkleosteus) 15 plesiosaur (e.g. Thalassomedon)

6 ceratopsian (e.g. Centrosaurus) 16 physeteroid (e.g. Brygmophyseter)

7 ceratosaur (e.g. Skorpiovenator) 17 sauropod (e.g. Mamenchisaurus)

8 eurypterid (e.g. Carcinosoma) 18 stegosaur (e.g. Kentrosaurus)

9 hyaenid (e.g. Pachycrocuta) 19 stereospondyl (e.g. Prionosuchus)

10 machairodont (e.g. Smilodon) 20 therapsid (e.g. Inostrancevia)

One in thirty-six targets destroyed by this spell instantly fossilizes, turning to


stone.

71. 2-6-5 From the Imperial Table of Drops


Around each target appear one or more nooses, each trailing a few feet of
rope; these trailing ropes then go taut as if the target had fallen in a long-
drop hanging planned according to the tables of an execution handbook. If the
rolled damage exceeds a target’s hit points (i.e. generating more than 1,800
newton-meters of force), dismemberment may result.

72. 2-6-6 From the Starving Time


Each target feels debilitating hunger and weakness, suffering losses and defi-
ciencies not just of nutrients, but of flesh itself. Anyone slain by this Misssile
appears to have died after months of starvation; moreover, the corpse bears
signs of post-mortem butchery or consumption by others of its species. (This
Misssile has no effect on targets not made of flesh.)

73. 3-1-1 Frost Burial


On each target falls part of a glacier, serac, or fumarolic ice tower. Anything
slain gets partially or wholly buried.

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.

75. 3-1-3 Furnace of the Mathematrician


From an array of mirrors under a sun-drenched sky far away, the caster
re-directs concentrated sunlight to char, boil, or melt.

76. 3-1-4 Fusillading F.I.S.T., The


In the manner of a rocket pod or superposed-load firearm, one of the caster’s
hands discharges in a burst of gory reports, launching multiple phalanges (and
if the F.I.S.T. has many dice, then metacarpals and even carpals). These pro-
jectiles explode on impact; meanwhile, in a fraction of a second, lost joints
and flesh regrow. Casting the F.I.S.T. destroys anything worn on that hand
(and, if the metacarpals or carpals fire, anything on the forearm).

77. 3-1-5 Geometric Exception


The caster temporarily changes the physical laws in small volumes of space,
for example, by reversing the first operator in the Pythagorean Theorem that
describes four-dimensional space-time. As energy-momentum vectors change,
biological molecules might begin to emit light and heat, as their Brownian
motion slows and they store rather than expend chemical energy. Such trans-
formations disrupt vital processes; targets may undergo anomalous evapora-
tion, sloughing, or crystallization.

78. 3-1-6 Get Your Gun


This spell abducts parts of the blast of a high-explosive artillery shell. If it
kills a target, then anyone behind that target must save versus Magical Device
or suffer half of the damage inflicted on the primary target, from splinters of
metal and chunks of the primary target.

79. 3-2-1 Ghost Lightning


The caster exhales one or more luminous, coronal orbs: plasma cavitons gen-
erated by an electrical storm’s microwave radiation. These orbs pass through
inanimate obstacles to discharge with a flash, reeking of ozone and nitrogen
oxides.

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).

81. 3-2-3 Greeted as Liberators


Against this Misssile’s target fly splinters of metal, as from a truck filled with
fertilizer-based explosives.

82. 3-2-4 Grim and Frostbitten Ravenstrike


From up her sleeve, the caster flings one or more ravens, frozen solid and
moving at aircraft-cruising speeds. Feathery snarge may erupt from either
side of a target destroyed by the Ravenstrike.

83. 3-2-5 Gunnz of Helslammur, The


From behind the caster’s face, one or more firearms discharge, blasting
through the maxillary, nasal, or zygomatic bones. The lost flesh regrows
in less than a second, but during this interval a careful observer can see
(through gunsmoke and blood-mist) the barrels of whatever extradimensional
muzzleloaders, repeaters, or rotary cannon discharged. For the next few
days, the skin of the caster’s face will peel as sunburnt; after one casting in
sixty-four, the eyes regrow in a new color.

84. 3-2-6 Hadean Miasmata


This spell calls forward in time the superheated gases that belched from the
primordial, molten version of the nearest planet. From beneath targets erupt
lung-baking flames, reeking of volatile sulfur compounds.

85. 3-3-1 Hand of Fire, The


In the air appears the Hand, much larger than human and gloved in scutes
of metal. It opens, revealing nozzles on its palm or fingertips. These nozzles
spew fire, limned with bombastic motes of jet. If the caster directs the Hand
against a single target of human size, that target must save versus Paralysis or
get knocked down and scorched for an extra d4 damage.

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.

87. 3-3-3 Here Flows Thy Tomb


The caster hijacks streams from a lahar, a volcanic mudflow. The lahar travels
at speeds up to a hundred miles per hour, carrying enough pumice to give
it the mass of wet concrete and the temperature of fresh-brewed espresso.
Anything slain ends up at least partially buried and cooking.

88. 3-3-4 Hexaquark Bolt


This pale beam has double the normal range, but it can strike only a single
target, which dribbles, melting without heat.

89. 3-3-5 His Crooked Jaw


From beneath a single target rises the spectral maw of a sperm whale skull,
its lower jaw sometimes deformed into a sideways curve, sometimes into a
coil. But no matter how deformed, His Crooked Jaw bites with malice. Against
anyone who has fished at sea in the past year, the Jaw uses the next larger
die for damage.

90. 3-3-6 Homuncular Detonation


For every die of this Misssile, d4 doll-sized but perfectly-formed homunculi
of the caster appear close to the target, for example, stepping from behind
it, emerging from its pockets, or falling from immediately overhead. In tiny
voices, they declare the caster’s greatness, then explode.

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.

TERM 'X' TERM 'Y'


1 arrow 11 gulf 1 acid 11 ghost

2 axe 12 hammer 2 apocalypse 12 holocaust

3 ball 13 hand 3 blood 13 ice

4 blade 14 mouth 4 boils 14 iron

5 bolt 15 ring 5 cataclysm 15 knife

6 claw 16 sword 6 comet 16 lightning

7 demon 17 throne 7 death 17 meteor

8 fist 18 wall 8 fire 18 plague

9 fracture 19 witch 9 flame 19 stone

10 gate 20 worm 10 frost 20 thunder

The homunculus then spontaneously combusts, along with its toy versions of the
caster’s belongings.

92. 3-4-2 Horns of Shocktrocution, The


From up the caster’s sleeve comes this dart trailing hair-thin wires. The dart
delivers an electric shock: a single target of flesh with human or smaller mass
must save versus Poison or lose its action the following round, stunned. The
wires connect to nothing in this world; one in thirty-six castings brings a dart
with wires of some metal rare enough to prove useful to occult experimenters
(and worth 3d20sp).

93. 3-4-3 Hydraulic Rupture


This hydraulic fluid, under enormous pressure, travels in needle-thin jets that
can puncture metal. Any target holding an open flame must save versus Paral-
ysis or the fluid ignites, causing an extra die of damage.

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.

95. 3-4-5 Iconoclasmic Abasement


Still reeking of accelerants or explosives come these fragments of holy objects
destroyed by nonbelievers. The fragments may include mosaics, bas-reliefs,
or panel paintings; enameled, silvered, or gilt riza; prayer cards, beads, or
ropes; statuary of wood, stone, or bronze; and relics, including mantles,
robes, sandals, teeth, bones, and bodies (embalmed, mummified, or gilt). In
one of sixteen castings, this debris contains some object useful as a compo-
nent in the research or casting of a spell.

96. 3-4-6 Impacts Oortspheric


Traveling several miles per second, these chunks of ammonia, carbon dioxide,
carbon monoxide, or methane ice arrive amid an explosion of vapor.

97. 3-5-1 Impulsions from the Dead Mountain


Freezing gales throb with infrasound, and they hurl slabs of snowpack heavy
enough to break skulls. Those slain by these Impulsions freeze solid, often in
paradoxical acts (e.g. removing clothing), and their bodies show inexplicable
injuries (e.g. missing tongues, radiation burns, and the like).

98. 3-5-2 In Doomcrawling Emblackened


In a small volume near a single target, the caster reduces the speed of light
to a mere d216 feet per second, too slow for most neurotransmisssion. The
affected volume turns a lusterless black. This volume does not move relative
to its surroundings, so a target not slain must save versus Poison. Failure indi-
cates that in the process of tearing itself free, the target suffers an additional
point of damage per die. Usually, the spell’s Emblackened volumes evaporate
over the next d12 minutes, as the normal laws of physics creep back, but one
in 144 times, they evaporate over (144)d12 years.

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.

100. 3-5-4 Intersective Revelation


Light from unseen sources illuminates the targets of this spell, as the caster
momentarily reveals their intersections with other dimensions. This weird-
ward illumination allows beings and other inimical forces native to those
other dimensions to interact with targets of the Revelation, causing strange
excisions, inversions, and less classifiable injuries. Any target thus destroyed
gets yanked from our universe into some other; once in sixty-four castings,
the outsiders leave in the target’s place a changeling, dying, but with time to
whisper one last secret.

101. 3-5-5 In the Claustrophobium


A target finds itself clawed, trodden, and borne down by the fear-maddened
ghosts of persons who died in coffins, gas chambers, collapsed tunnels, burn-
ing submarines, pilgrim stampedes, or breached air-raid shelters.

102. 3-5-6 In the Shadow of the Horn


From the cable of a space elevator come these filaments of monomolecular
carbon or another material with even greater tensile strength. Released sud-
denly from tension, they scythe forward, before snapping back to their world.

103. 3-6-1 In the Star Sewer


Flickers of shadow momentarily transpose targets into zones of numbing cold
and cosmic feculence, dark-matter sumps where lurk beings that want privacy
for what they do to the living. Bystanders perceive only a moment’s shadow
occluding the spell’s targets, but targets experience subjectively longer cap-
tivities In the Star Sewer. Those who survive return battered, smeared, and
torn by half-remembered intrusions. The rest do not return, although they
might, to their misfortune, survive. (This Misssile has no effect on targets not
made of flesh.)

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).

105. 3-6-3 Jaculation Magmatic, The


This jet of molten rock has half the normal range, but anyone struck must
save versus Paralysis or suffer another die of heat damage during the follow-
ing round. Combustibles ignite, and a target slain by it roasts beneath glowing
rock.

106. 3-6-4 Judgment of the Mountain


This landslide may comprise mud, talus, moraine, or slabs of bedrock, and it
may carry trees and the ruins of habitations. Death by this Judgment results
in partial or complete burial.

107. 3-6-5 King of Ten Thousand Demons Beastfist


One of the caster’s fists clenches to iron firmness, then launches itself,
rocket-propelled and self-guiding. It can strike multiple targets in succession;
if the Beastfist destroys something, then the Beastfist always punches clear
through, whether or not additional targets remain. Meanwhile, a new hand
sprouts from the charred stump of the caster’s forearm, and the Beastfist
consumes itself in flame. A sleeve not rolled up prior to casting gets charred,
if not set ablaze.

108. 3-6-6 Kiss of the Sugar Snake


From the surface of the target(s) grow black snakelike forms that curl back
to snap with black teeth. After this attack, this tangle crumbles to the earth,
spontaneously combusting. They leave behind several handfuls of unburnt
sugar. Roll d8 for type: 1, golden rock sugar (crystals); 2, brown rock sugar
(whole huángtáng blocks); 3, white rock sugar (misri crystals); 4, jaggery; 5,
muscovado (powder); 6, coconut sugar (nodules); 7, palm sugar (whole gula
mera cakes); 8 saccharin (benzoic sulfimide powder).

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.

110. 4-1-2 Last Visit to the Baron's Laboratory


Held by half-seen hands, pitchforks and billhooks stab at targets amid
flickering torchlight and the reek of smashed chemical apparatus. Against a
Magic-User (including the caster), the Last Visit uses the next larger die for
damage.

111. 4-1-3 Legendary Weapons of the Black


From nowhere fly simulacra of various thrown weapons: cleavers, shuriken,
boomerangs, rope darts, chakrams, quoits, kpingas, meteor hammers, Swiss
arrows, plumbatae, and flying guillotines. All consist of something like black
lacquer; eleven out of twelve evaporate within seconds, while the rest crum-
ble during the next minute.

112. 4-1-4 Lightning Eye


The caster opens a momentary spatial gate upon a sentient convection cell on
a gas giant planet, from which the caster borrows cilia of lightning. Roll 2d20,
for the Eye’s predominant color and the color of its cilia.

1 metal halide white 11 green

2 inframagenta 12 system-crash blue

3 red 13 actinic blue

4 orange 14 beer-bottle puce

5 yellow 15 indigo (CMYK: 42, 100, 0, 49)

6 stygian mauve 16 ultracyan

7 video-noise gray blacklight (mostly ultraviolet; fluores-


17 cents fluoresce)
8 chartreuse
18 ‘The Colour Out of Space’
9 white chartreuse
19 Die Farbe
10 vantachartreuse
20 Die, Monster, Die!

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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.

114. 4-1-6 Logorrheic Necrophilology


Mouths open on the target to blaspheme, lament, plead, remonstrate, or
warn. But by opening, these mouths spill a target’s interior substances (e.g.
blood), which both interferes with the clarity of the mouth’s speech and also
costs the target hit points. The mouths close at the end of the round.

Long-Armed Monkey Dethrones


115. 4-2-1
the Fifth Warlord
This unseen claw of force rakes dust from stone and sparks from metal. If it
destroys a target with a backbone, the Monkey uproots the spine and leaves it
jutting from the back, a warning.

116. 4-2-2 Macroversal Infestation


Either from a sample or from her own body, the caster flings one or more
arthropod parasites: lice, ticks, fleas, chiggers, follicular mites, and the like.
In flight, these parasites enlarge to the size Eurasian badgers, and when they
land on their targets, they bite and burrow. Doomed by their ill fit with the
macroscopic world, the parasites sicken, dying in seconds.

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.

118. 4-2-4 Metals in Flight


This Misssile has half the normal range. From the thruster of a nuclear-pro-
pulsion spacecraft or the barrel of a nuclear shaped charge comes this stream
of ionized tungsten, osmium, or another high-Z metal. A target struck by
multiple dice of the Metals in Flight must save versus Paralysis or catch fire,
suffering a die of damage every round until it extinguishes the flames.

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.

120. 4-2-6 Meteoroidal Mayhem, Mineral


At a single target flies this lump of chondrite or achondrite, heated red by
atmospheric ram pressure. A target of human size or smaller must save versus
Paralysis or get knocked down.

121. 4-3-1 Mothhammer of the Luminous Fairies


Down comes the tarsus of a gigantic, luminous, ghostly moth, to kick, stomp,
or grind.

122. 4-3-2 Mouth Moray


From a target’s mouth emerges an eyeless creature that resembles a moray
eel in sliminess, ferocity, and at least one inner set of pharyngeal jaws, which
it extends to bite the target’s exterior, as if attempting to gnaw a way back
in. If a target has no mouth, then the Moray exits through another orifice;
in absence of orifices, the Moray chews one, causing the target an extra die
of damage. If a Mouth Moray destroys a fleshly target, it chews its way back
inside, then encysts in a shell of mucus to estivate for d216 years.

123. 4-3-3 Mucopurluent Bombardment


Part of the caster’s body distends rapidly to the size of a melon, then rup-
tures, precisely throwing boiling pus, sebaceous filaments, and shards of kera-
tinous cysts. The body part which the caster discharged then snaps back to its
normal proportions, the wound closing. The caster must save versus Magic to
avoid stains to the surrounding clothing, and the site of the infection remains
tender and inflamed for the next d6 hours.

124. 4-3-4 Muonic Reducer


This tongue of auroral glow has one third of the normal range, but anyone
behind a target must save versus Magical Device or also suffer the Reducer’s
full damage. The muons catalyze a secondary eruption of subatomic particles
within targets, which may disintegrate along weirdward lines of force.

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.

126. 4-3-6 Nanomechanical Snotrocket


The caster presses shut one nostril and from the other blows strings of char-
treuse phlegm, thick with molecular nanomachines. They have only half the
normal range, but on contact, they begin to dismantle their targets. Roll dam-
age, adding one per die, and then divide by three, rounding up: the target
loses this number of hit points every round for three rounds. At the Referee’s
discretion, removing tainted gear or casting spells like Cure Disease, Dispel
Magic, or Bind Nanomachines will mitigate or even halt the damage. For the
next hour, the caster’s nose will run with mucus as corrosive as aqua regia.

127. 4-4-1 Necronomination of the Eschatongued


The caster summons throngs of disembodied dead (either from various
after-lives or through time, via nightmares they had while still living). In their
billions, these ghosts whisper insults against a target, insults that, through
quantum renaming, overwhelm that target’s actual or aspirational properties:
professional success, cell respiration, electron sharing, and so on. A target
reels, chilled and sickened; anything killed by this Necronomination dies with-
out visible injury.

128. 4-4-2 Necropithecus erectus


Amid grunted proto-language, the targets of this spell find themselves
pummeled by ghostly hominid fists and torn by ghostly hominid teeth. If the
Necropithecenes kill a target of flesh, they will continue, for the next d6 min-
utes, to trample and gnaw their victim beyond recognition, unless dismissed
by the caster or Turned. Treat these ghosts as having, collectively, as many Hit
Dice as the caster has levels of experience.

129. 4-4-3 Nefandous Analogy of the Tunnel


The caster induces a momentary conjuction between the spacetime occupied
by the targets and that occupied by a hurtling underground train. This inflicts
injuries ranging from contusions and friction burns to third-rail electrocution
and dismemberment under the wheels. Any target destroyed by this subway
accident has a one in four chance of getting dragged into the world of the
train.

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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.

131. 4-4-5 Neutronian Rain


Just above a target appear specks of neutron star material: heavy-nucleus
crystals from the crust or droplets of quark fluid from the interior. These fall,
tunneling through the target and anything below. Anything directly below a
target thus destroyed must save versus Magical Device or suffer half of the
damage inflicted on the main target. In one casting out of 144, this causes an
earthquake of 2d6 on the Modified Mercalli Intensity scale.

132. 4-4-6 Obscenities of the Hell-Writ


From inside the target, demonic beings carve on its surface lines of inverted
fire, visible as characters of ancient, exotic, or even familiar languages.
In one casting out of thirty-six, the caster finds among these Obscenities a
credo, slander, name cartouche, scatological joke, map coordinate, lèse-
majesté, or unspeakable geometric proof somehow useful in future research.

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.

1 blood of enemies 11 steel gauntlet

2 bracelets in profusion 12 tattooed icons

3 fatness 13 tattooed portrait

enough body hair to make humanity 14 tattooed slogan


4 doubtful
theatrically spiked bracelets and arm-
gnarly veins 15 bands
5
6 quilted and embroidered sleeve 16 war paint, freshly applied

7 ring mail 17 war paint, running from sweat

8 scars, battle 18 wounds, bandaged

9 scars, ritual 19 wounds, bleeding

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.

134. 4-5-2 Out of the Void


From the caster’s mouth fly tiny spacecraft, one per die of damage: rockets,
spaceplanes, flying saucers, ramscoops, or other designs. The spacecraft
then accelerate to hypersonic speed toward targets. A vessel that destroys its
target crashes through, then departs, free; a vessel that fails to destroy its
target explodes. One in 144 of these collisions leaves behind exotic metals,
tiny artifacts, or biological fragments useful to the caster’s research.

135. 4-5-3 Parturiating the Skullspider


The caster’s head swells and bursts, and amid its ruin stands an ambigu-
ous creature, a skull-like spider or a spider-like skull, larger than the head
that birthed it. Legs of bone perch on the caster’s shoulders, and it cradles
beneath its belly the silken orb of an egg-sac. From the Skullspider’s vacant
eye-sockets shoot threads of something luminous and corrosive, evaporating
even as it eats into targets. After this attack, the Skullspider disintegrates, as
if made of but papery spider-molts; below, the caster tears open the silken
sac to reveal her original head, unharmed.

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.

137. 4-5-5 Phobocosmic Trajectile, Uncleftish


Into thin air swells an object resembling a spherical mirror just over an inch
across, which then strikes at high speed whatever targets the caster desig-
nates. It will tunnel through any inanimate obstacle, but steers around the
animate. An Uncleftish Trajectile that destroys a target punches through it,
sometimes looping to pass through multiple times. After striking, the Uncleft-
ish Trajectile shrinks back out of sight.

138. 4-5-6 Phobocosmic Trajectile, Weirdsome


The caster exhales one or more pellets of outré luminosity that exert a pow-
erful negative gravity, driving away other masses. If a pellet destroys a target,
that target flies apart in 3d12 pieces. After striking, the Weirdsome Trajectiles
evaporate.

139. 4-6-1 Pierced from Below


From the upper surfaces of a target stab various sharp objects, exiting with-
out apparent entrance. Their sizes depend on their damage relative to the
victim’s hit points, but they may include pins, nails, injection needles, thorns,
fountain pens, shivs, porcupine quills, icepicks, railroad spikes, steel rebars,
narwhal tusks, and stalactites (pointing upward, a further crime against
nature). They retract immediately, leaving nothing but wounds.

140. 4-6-2 Plasmantic Meltdown


The caster disrupts the higher-order patterns that give objects their shape:
the crystalline lattices in metals, cellulose and other polysaccharides in
plants, and the fibrils of collagen in animal tissues. As these structures fail,
the target erupts in blisters, chancres, fissures, and worse.

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.

142. 4-6-4 Prickings of the Legerdementor


The caster pulls from her hat, hair, or ear what looks like a white-hot hatpin,
and with a flick of the wrist, reveals it as or transforms it into a fan of iden-
tical spikes. With another flick, the caster hurls the Spines with preternatural
accuracy and force.

143. 4-6-5 Probings of the Icemoon


From the air around the targets converge bristling masses of cryoprobes, nee-
dles that inject tiny quantities of supercooled liquid. Any target destroyed by
these Probings freezes solid, covered in punctures.

144. 4-6-6 Professor Uab's Most Celebrated Phossy Lung


This spell has half of the normal range. The caster coughs her lungs momen-
tarily inside out, showering targets with dust that ignites on contact with air.
Anything struck must save versus Paralysis or suffer another die of damage the
following round, as the Lung continues to burn.

145. 5-1-1 Pyroclastic Downfall


Chunks of airborne magma, cooled into aerodynamic shapes, rain down on
the targets. If directed against a single target, that target must save versus
Paralysis or get knocked down by the impact.

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).

148. 5-1-4 Reborning the Poppets


Half-seen scissors, awls, and seam-rippers attack targets from within and
without. Anything slain gets turned into a skin-doll version of itself, a taxi-
dermy mount finished in careless and unconvincing haste: buttons for eyes,
straw jutting from seams, edges and orifices still damp. (This Misssile has no
effect on targets not made of flesh.)

149. 5-1-5 Recrudescing the Insalubrious


Malignant forces call old hurts and sicknesses from across time to re-afflict
the target. Punctures and palsies, infections and impactions, misalignments
and malfunctions, syncopes and seizures: these recur, some worse than ever.

150. 5-1-6 Reduplicated in Embudment


From the target sprout fractal copies of the target, half-formed duplicates
that draw material and sustenance from their host. Any animate being killed
by this Embudment blooms into a mewling heap of travesties of its former
self, which soon die.

151. 5-2-1 Resistless Dart, The


The caster can direct this cannon-fired, fin-stabilized, kinetic-energy penetra-
tor against a single target only, but anyone behind that target must save ver-
sus Magical Device or suffer half of the Dart’s damage. The next being behind
the secondary target must also save or suffer one quarter of the damage, and
so on.

152. 5-2-2 Restitutions of the Saw


From the targets flicker the blades of saws—hand, pit, crosscut, pull, bow,
keyhole, band, wire, circular, and chain—as if cutting through from inside.
Careful observers may note among these blades a single razor, dragging care-
ful lacerations.

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.

154. 5-2-4 Rods of the Redlined


The pistons of internal combustion engines sometimes blow through engine
blocks, steel hoods, helmets, safety barriers, grandstands, and spectators.
Some of these pistons end up as Rods.

155. 5-2-5 Ruptured in Virulence


This spell causes bacteriophages near the surface of a target to enlarge to the
size of chickens. Each viron then grabs hold, pierces with its protein stinger,
and attempts to inject its colossal parody of DNA. Mercifully, the phages begin
to dissolve within seconds of transposition to macroscopic size, but any fleshly
target still suffers an extra die of damage from this assault. A target killed
ruptures as hundreds of chick-sized bacteriophages writhe from its carcass,
already beginning to dissolve.

156. 5-2-6 R.U.R. (Robots Universally Rebel)


From across space and time reach industrial, exploratory, and caregiving
robots to crush, wrench, and puncture. Against a target composed at least
partially of metal (i.e. not merely armored), this spell uses the next larger die
for damage, as the Robots mistake that target for a member of a reactionary
faction.

157. 5-3-1 'Safety Solutions, Powered by NuFlesh'


Fissures open in the caster’s head and trunk, through which lean polypous
tumors armed with brickbats, slingshots, hand crossbows, zip guns, empty
liquor bottles, or sawed-off shotguns. After the tumors discharge their mis-
siles, the fissures close with a squelch that sounds like the phrase ‘passionate
about safety’. The caster’s clothes get bloodied every time.

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.

159. 5-3-3 Saponic Exhalements


The caster exhales thousands of swooping iridescent bubbles, which surround
targets, then pop, igniting in a concussion of flame. For the next hour, the
caster’s mouth will taste of soap, and any cough, sneeze, or laugh will release
d4 explosive bubbles.

160. 5-3-4 Scumslave Rend(er)ing


From an unseen hole in the air reaches a scaly arm some ten feet long, with
orange scales, one joint too many, and zygodactyl talons; it smells like a ren-
dering plant on a summer afternoon, and even the white, flea-like creatures
leaping from it seem to find it repulsive. If the caster designates multiple tar-
gets, then for each one, another portal opens, and through it reaches another
arm to throttle and tear. (Opinions differ as to whether these arms belong
to one being at one time, the same being at different times, or several such
beings.) Once in thirty-six castings, the Scumslave’s parasites have some prop-
erty—like brood-pouches or seasonal pheromones—that makes them useful
to occultists who take the trouble to collect them. A target of human size or
smaller killed by the Scumslave gets yanked through a portal, never to return.

161. 5-3-5 Shadowless Fist


The caster performs a one-inch punch while warping space, such that the
blow strikes one or more non-adjacent targets and delivers force as if from
a much larger fist. A target destroyed by the Shadowless Fist bears knuckle
prints each larger than the caster’s entire hand.

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.

163. 5-4-1 Sibonetic Hostility Takes Flight


The caster’s head bursts like a seed pod as one or more creatures resembling
winged brains launch themselves at targets, exploding on contact. Roll d12 for
the nature of their wings.

1 archaeopteryx 7 dragonfly

2 bat 8 hawkmoth

3 hummingbird 9 housefly

4 owl (i.e. silent) 10 scarab

5 pterodactyl 11 swallowtail butterfly

6 raven skeleton membraned by iridescent


12 mucus (roll d6 for skeleton type)

In a blink, the caster’s head knits itself back together. Headgear of any kind
prevents the casting.

164. 5-4-2 Skull Wolf Bloodletting (Attrition Invoked)


From the center of a target’s mass emerges a yawning wolf-skull made of
gore, hemolymph, ichor, or other lifeblood. The Skull Wolf howls once, then
splatters to the ground before the echoes fade. This emergence leaves no
wound.

165. 5-4-3 Skyfish


No video artifact, these many-winged, jet-propelled rods fly from the caster’s
mouth to embed their toothy, gnawing faces in the targets of the Misssile.
Skyfish cannot survive in such a thin atmosphere, and they soon die, their
blood and other fluids boiling away.

47
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).

167. 5-4-5 Spear of Wondrous Extermination


At a single target flies this Temple-style toggle harpoon, its iron corroded by
saltwater and its haft gnawed by shipworms. Against a target of flesh, the
Spear inflicts an extra point of damage per die; furthermore, a target of flesh
must save versus Magical Device or the Spear gets stuck, costing another die
of damage to remove.

168. 5-4-6 Spinal Mount G.U.N.W.A.L.K


The caster’s chest splits across the diaphragm, and the upper part of the torso
folds backward with a spine-breaking crack. From where one would expect to
find heart and lungs jut the muzzles of one or more guns, possibly belonging
to guns much longer than the caster’s torso should contain. After these guns
discharge, the torso snaps back into its ordinary condition. This destroys light
garments not first opened in preparation; heavy garments prevent casting.

169. 5-5-1 Splinters of the Spaceflight


Flecks of carbonate- and superalloy-matrix composites from a destroyed
spacecraft strike targets at d144 miles per second. If the caster directs them
against a single target, then anyone behind that target must save versus Magi-
cal Device or take the Splinters’ full damage.

170. 5-5-2 Stellation First: Toward the Atomic Sky


A volume of plasma from the outer chromosphere of a star appears touching
or surrounding a single target. Extremely hot and thin (i.e. only 1×10−3 to
1×10−5 atmospheres), this plasma implodes, causing a shockwave and an extra
die of damage. A mortal target must save versus Paralysis or get stunned,
losing its next action; on a natural one, the target’s eardrums burst.

48
49
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.

172. 5-5-4 Stellation Third: Through the Wall of Light


A tiny volume of plasma from the main hydrogen-fusing region of a star
appears beside or even inside a single target, and due to the plasma’s
immense pressure (2.56 × 1011 or more atmospheres), it explodes. The target
must save versus Paralysis or get stunned, losing its next action. On a natural
one on this Save, the target also catches fire, suffering one additional die of
damage per round until someone extinguishes the flames.

173. 5-5-5 Sternutation Thermobarique, The


The caster sneezes a cloud of fine, combustible particles—aluminum, coal,
flour, pollen, sugar, and so on—that somehow avoids allies, but winds around
targets. This cloud then ignites, creating shock waves. If directed against a
single target, that target suffers an extra point of damage per die and must
save versus Magic or get stunned, losing its next action.

174. 5-5-6 Suboptical Maser


These coherent microwaves inflict an extra point of damage per die against
living flesh, and double damage against any fluid target without solid parts
(e.g. slime). A target protected by a metal shield or metal armor and who
saves versus Magical Device will suffer only one point of damage per die.

175. 5-6-1 Tachyonic Avulsion


The caster exhales a gust of tachyons that carry away bits of the target’s
mass, energy, and the like, scattering it backwards through time. A target
destroyed by this Avulsion loses bodily integrity, and it may disappear from
the present, smeared backwards across decades. For the rest of the day, the
caster recalls the savor of foods not eaten since childhood.

50
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.

177. 5-6-3 Theophantic Eraser


This spell attracts the attention of a godlike being, which from some abyss
gazes upon a target’s present, past, and future. This gigantic attention inter-
feres with the target’s vitality at the quantum level, degrading cell function,
especially cognition and memory. Any target killed suffers no visible injuries
but falls, blank-eyed and brain-dead. No spells of resurrection or communica-
tion can reach a victim of the Eraser.

178. 5-6-4 Thunder Kiss of T.A.N.G.U. Fortress


The caster’s tongue snakes more than a foot before splitting down the middle.
Between the halves of the tongue climb arcs of electricity, and when they
reach the tips, they snap closed into flying rings. After the Thunder Kiss, the
tongue retracts, resuming its normal appearance, but the caster’s breath
reeks of ozone for the rest of the day.

51
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

5 eagle 5 jet fighter

6 horse, skeletal 6 jet ski

7 gibbon 7 motorcycle, cruiser

8 grasshopper 8 motorcycle, sport bike

9 iguana 9 muscle car, fastback

10 pteranodon self-balancing scooter (one or


10 two wheeled)
11 shark
spy plane, Lockheed A-12, SR-71,
12 wolf 11 or SR-72
tank, British Mark V series (any
12 model)

180. 5-6-6 Torchbite of the Cathode Cutter


An unseen plasma torch gouges a trench of fire across one or more targets.
Anything destroyed by the Torchbite falls in several pieces.

181. 6-1-1 To Ride the Winds of Exoterian Stars


The caster summons a jet of exotic and fast-decaying particles, such as
onium, pionium, or antiprotonic helium, which decay, releasing gamma
rays and other radiation. In the eyes of nearby observers, the Winds leave
an afterimage of strange mathematical figures, but the caster always and
automatically blinks at the key moment, and thus never sees the figures. In
one casting out of sixteen, the transcription, translation, and study of these
figures will grant the caster useful knowledge.

52
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.

183. 6-1-3 Toyetic Exploder


This Misssile conjures against a single target a brightly colored, plastic-coated
submunition from a cluster bomb, which detonates in a spray of metal splin-
ters. Anyone within two paces of the primary target must save versus Magical
Device or suffer a die’s worth of collateral damage. Any mortal secondary
target that rolls a one on this Saving Throw loses an extremity, regardless of
damage it suffers.

184. 6-1-4 Tramplers Unseen


Upon the targets rain blows as from the unseen hoofs of odd- or even-toed
ungulates, including creatures of historic, alien, or cryptozoological origin.

185. 6-1-5 Transmutation, Dipteran


With a great buzzing, part or all of a target changes into an equivalent mass
of flies. They take flight, but they may return to flesh left raw by this Trans-
mutation.

186. 6-1-5 Transmutation, Frizzantic


Part or all of a target changes into ten times its volume in iridescent bubbles.
Roll d12 for type.

1 foam, heavier than air big bubbles, neutrally buoyant, filled


8 with crematorium smoke
2 foam, lighter than air
polygons inside other polygons, lighter
3 foam, neutrally buoyant 9 than air
foam, neutrally buoyant, filled with polygons inside other polygons, lighter
4 woodsmoke 10 than air, the inner polygons filled with
tiny butterflies
5 big bubbles, heavier than air
polygons inside other polygons, lighter
6 big bubbles, lighter than air 11 than air, the inner polygons filled with
incense smoke
7 big bubbles, neutrally buoyant
polygons inside other polygons, lighter
12 than air, the inner polygons filled with
combustible gas

53
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.

188. 6-2-2 Transmutation, Pedicular


Part or all of a target changes into an equivalent mass of hungry lice.

189. 6-2-3 Transmutation, Plumbic


The nuclei of some of a target’s atoms gain enough protons and neutrons
to turn to lead. Lead has a large atomic radius (180 picometers) relative to
common lighter elements like oxygen (60pm), carbon (70pm), and silicon
(110pm), so the transmuted parts instantly explode. (This Misssile has no
effect on a target composed of matter denser than lead.)

54
190. 6-2-4 Transmutation, Vermiform
Part or all of a target changes into an equivalent mass of earthworms.

191. 6-2-5 Unbespeakable K.I.S.S.


The caster raises her skirts or drops her trousers to reveal a bestial face, as
big as the caster’s own, where one would normally find an anus. This face
reputedly belongs to one of various classes of demons, such as the 6666
Knights Inflicting Sodomitic Slaughter, one of the duotringintillion Kennelled in
Scatological Servitude, or one of the dvajagranisamani Killers Immured Sca-
brous and Shitebound. (Opinions differ.) This demon projectile-vomits boiling
substances of human origin. Roll 2d12 to determine both demon and fluid.

DEMON SHAPE FLUID


1 bat 1 black bile

2 cat 2 blood, thick with clots

3 cockroach feces, loose (Type Six on the Bristol Stool


3 Scale)
4 goat
feces, watery (Type Seven on the Bristol
5 gorilla 4 Stool Scale)

6 ox 5 lymph

7 pig miscarriage blood, thick with blighted


6 ova, uterine tissue, and other debris
8 rat
7 phlegm
9 silverfish
8 semen
10 toad
9 urine
11 vulture
10 vomit, undigested foods locally tabooed
12 wolf
vomit, undigested pieces of what resem-
11 ble (to the chromosome) the caster’s
flesh and hair

12 yellow bile

Between castings, the caster’s anatomy appears normal, but for an hour after
casting, its lower regions emit sulfurous odors.

55
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.

3 A repeating crossbow of furred hide: it shoots cloven-hoofed bolts.

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.

A black-swallower (Chiasmodon) fish-gun: it vomits fang-toothed deep-sea fish, possibly in


11 greater quantities than even its distensible belly should contain.

12 A male Hercules beetle (Dynastes), gripping the caster’s forearm: it squirts napalm.

After firing, the weapon putrefies and blackens, crumbling to dust.

193. 6-3-1 Undimensioned in Dual Vectors


This sub-dimensional strike unfolds the atoms of a three-dimensional object,
flattening part or all of it into two dimensions. The affected mass flows out
into a luminous, flat slick that hangs in the air; other objects can perturb this
slick, but its contents cannot leave their plane. A target completely Undimen-
sioned by this spell gets smeared into a slick many times wider than the orig-
inal target’s height. After d12 minutes, its luminosity fades, and the remains
become imperceptible to three-dimensional beings.

56
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.

195. 6-3-3 Undimensioned Without Vectors


This sub-dimensional strike causes part or all of a three-dimensional object to
roll up into a point, radiating a fierce violet-white. This point does not move
but hangs in the air; over the next d12 hours it fades until no sign remains.

57
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

2 baboon 2 corrosive gas breath

3 ceratopsian dinosaur 3 cryogenic fluid

4 dragonfly larva 4 fire-ring breath

5 flatworm 5 guided rockets

6 millipede 6 keratinous projectiles (e.g. darts)

7 prawn 7 laser gaze

8 sawfish 8 lightning cough

9 sea cucumber 9 neutron-radiation breath

10 stag beetle oxygen lances (i.e. spears of burning


10 metal)
11 theropod dinosaur
rainbow that makes things on the far end
Venus flytrap (not actually a head, 11 explode
12 increasing the Perversion)
12 sonic-knife scream

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

sewn together from the bodies of several


6 individuals of the same species

7 skin ulcerated or melting in strings

8 skinless or flayed, and bleeding

9 spiny or quilled

10 translucent

wearing the tanned hide of others of its


11 kind, as armor
wrong skin: inappropriately chitinous,
12 feathered, and so on

58
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.

198. 6-3-6 Up Into the Night Sky They Blast


Against a single target, this Misssile conjures thrust from a rocket engine
burning solid propellant (e.g. polyurethane-bound aluminum perchlorates).
The victim must save versus Poison or suffer an extra point of damage per die
from toxic gases released by the combustion.

199. 6-4-1 Upon the Mordwand Impaled


For every target, this spell conjures an icicle falling from some cliff, cornice,
or frozen waterfall.

59
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

6 decomposition: advanced decay 15 prosthetic hand, metallic robot

7 decomposition: livor mortis 16 reptilian hide and claws

8 fingerless leather glove 17 silken pajama sleeve

9 fur and claws 18 sores or lesions

10 gauntness 19 sutures, healing

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.

201. 6-4-3 Vastation by Acceleration


A single target suffers a momentary increase in weight, as if from intense
acceleration. A target on its feet must save versus Paralysis to avoid stumbling
and falling. If a firm substrate lies beneath the target, then the target suffers
damage normally; if no firm substrate lies beneath, then the target sinks or
falls. A target killed by the Vastation may flatten, its solid and liquid parts
separating under too much gravitational acceleration.

202. 6-4-4 Visceral Warburst


The caster’s abdomen and chest rupture, throwing out boiling blood, sizzling
fat, and loops of scalding viscera, all in greater quantities than the trunk
seems capable of holding. The Warburst destroys light garments not first
opened in preparation; heavy garments prevent casting. Afterwards, the
trunk re-seals, severing any stray flesh; between ruptures, the trunk shows no
abnormality except a few hairline scars. The expelled offal remains, attract-
ing scavengers at twice the normal speed.

60
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.

204. 6-4-6 Vitreous Pulse


Against targets within fifteen feet, this jet of molten silicate glass retains
enough heat to ignite combustibles. Within this range, a target must save
versus Magical Device or suffer an extra point of damage per die. The glass
quickly cools and shatters.

205. 6-5-1 Vivisepulchral Revision


A target finds itself suddenly gnawed, smothered, and above all criticized by
the ghosts of dissident scholars buried alive by a tyrant. One in sixteen survi-
vors of the Revision recalls a name or phrase spoken by the ghosts, informa-
tion that could prove useful to the caster.

206. 6-5-2 Volleys from Spider's Web Castle


Against each target, the caster directs a flight of yard-long arrows, some of
which connect. After striking, the arrows fall to rust and dry-rotted wood.

61
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

5 bullhead catfish 15 pirhana

6 cane toad 16 quoll

7 eelpout 17 rat

8 Gila monster raven (with two pairs of skeletal wings


18 per bird)
hammerhead shark, baby (which should
9 not even have bony skeletons) 19 rattlesnake

10 hellbender 20 tortoise

As quickly as they form, these skeletons disintegrate into a smoke reeking of


burnt hair.

208. 6-5-4 Warmoon Children, Hexings of the


The caster’s hands shift blue, as she accelerates motes of atmospheric dust
to a large fraction of the speed of light. The Hexings leave dozens of pinhole
entry and exit wounds.

209. 6-5-5 Warmoon Children, Thievings of the


The spell pirates a tiny amount of mass from an object moving at more than
80% of the speed of light and directs it toward a single target. Anyone
behind that target must save versus Magical Device or suffer half damage
from the Thievings.

62
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.

211. 6-6-1 'We, the Gammaburnt'


From a supernova or quark nova come these photons carrying more than a
hundred electron volts each, invisible rays that cause internal radiation burns.
They inflict only one-quarter damage against any target composed of water-
based fluids without solid parts (e.g. slime).

212. 6-6-2 Whisper of the Pyroclasm


From an explosive volcanic eruption, the caster draws bursts of superheated
sulfur dioxide carrying ash and pumice, which can bend steel and strip flesh
from bone.

213. 6-6-3 Wind of Pain


Upon the targets the caster sends a hail of corroded torture implements:
thumbscrews, Spanish boots, heretics’ forks, shrews’ fiddles, slave sticks,
Tucker telephones, double-spiked collars, iron bits and scold’s bridles,
and all manner of truncheons, mallets, and hooks. Something about the
transit from remote times and places accelerates the corrosion these tools
have already suffered, and within a minute all have crumbled.

63
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.

215. 6-6-5 Wrath of the Spine-Begotten


The caster’s head opens like a bloody flower. The facial
bones, eyeballs, and scalp fall limp while the neuro-
cranium, trailing an impossibly long chain of vertebrae,
rises like the head of a cobra. From its empty eye
sockets, the neurocranium squirts boiling cerebrospinal
fluid. After this discharge, the neurocranium retracts,
and the head schlups back together, leaving no sign of
rupture. If this Wrath slays a living target that has a
skull, that skull and the head surrounding it turn inside
out over the next hour.

216. 6-6-6 'You, Voidhanger'


The spell conjures against the target a small volume of
the vacuum of intergalactic space (9.87×10−10 to
< 2.96×10−20 atmospheres), which implodes, creating a
shockwave. If directed against a single target, that tar-
get must save versus Magic or suffer an additional point
of damage per die. Anything thus killed has a one in
four chance of getting pulled into deep space, as
the gate that delivered the vacuum sometimes
fails to close properly.

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