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Numis-magicCasting a spell ListofDouble-SidedSpells

Roll on this table of spells when mice find caches in Mayfield,


and use the patterns to create your own numis-magic tokens.
Coins ☯ (H) Push ☯ (T) Pull
Only one side of the spell is active at a time. When a
mouse first holds a fully-charged spell, flip a coin (or
the item chit) to discover which side is active. Cast the
1d10 Spells HeadsEffect TailsEffect Recharge
spell as normal, making note of the [SUM] and [DICE]
used, mark Usage, then flip the spell over to the
1 Pull a mouse-weight object
up to [SUM]x[DICE] inches
Push a mouse-weight object
up to [SUM]x[DICE] inches
Suspend on twine stretched
between two trees for three
UnearthedCache opposite side. Push/ toward you. away from you. nights.
When the reverse spell is cast, the same [SUM] and
Pull
Unlike most of the spells known to mousekind as etched
[DICE] (and thus Usage marks) are applied to the effect.
tablets, a small number of infused metal coins have
been circulating around Mayfield. Each coin has one Mark Usage, clear the [SUM] & [DICE] you recorded, and 2 Siphon [SUM] HP (then STR)
damage from a creature, or
Restore [SUM] STR (then HP)
damage from a creature, or
Rub fresh blood from a
willing creature into the
spell stamped on its obverse (heads) side and a flip back to the original side. remove a Condition from a impart a standard Condition ridges of the coin and let it
Siphon/
reversed spell on the reverse (tails) side. Imbue creature you touch. on a creature you touch. dry slowly.
Adventurers repeat rumors of a coffee can stash buried Recharginga spell
somewhere far afield containing dozens or hundreds of
these coins.
Coin spells are depleted and recharged as normal. Once a
spell is recharched, remember to find the new active side!
3 Calm strong winds by up to
[SUM] miles/hour for [DICE]
Whip up winds for [DICE]
Turns to [SUM] miles/hour;
Blow air over it with a
bellows twice daily for two
Flip a coin or the item chit again when adding it back into Doldrum/ Turns, or steady chaotic choosing directional or days.
your mouse’s inventory. Whirlwind winds. chaotic winds as you cast.
Sellingcoinspells
Wizards and traders of adventuring goods place a Miscasts 4 A mouse-scale object is
thoroughly soaked with
A mouse-scale object is dried
on the surface and to a
Pack in sand, inside a sealed
box, and submerge for an
premium on these novel artifacts. They will pay If a miscast is rolled on the initial side, note this. Later, Drench/ water. (2 DICE / 3 DICE - shallow depth. (2 DICE / 3 hour while keeping the coin
2d4x100p for a coin with full charges on both sides, half when the opposite side is cast and the pre-determined Dessicate warband / settlement scale) DICE - warband / settlement) itself dry.
that for coin with both sides exhausted. They will offer [sum] & [dice] are used, again reduce your WIL by d6 and
somewhere in between for partially charged spells then save with WIL. A failed save adds (another) MAD
based on the number of Usage dots remaining. condition. 5 Locate [DICE] specific
objects/creatures within
Hide [DICE] objects for [SUM]
hours. Their appearance,
Wrap in black silk and tuck
between books in a busy
Search/ [SUM] feet distance. scent, and weight blends into place where it must remain
☯ Push ☯ Siphon ☯ Doldrum ☯ Drench ☯ Search Conceal their surroundings. unnoticed for a day.

6 [DICE] touched objects/


creatures become very light
[DICE] objects/creatures
within [SUM] inches fall
Drop from tree-height into a
soft landing three times
Feather/ for one Turn. They fall slowly quickly or stick to the within an hour.
Earthbind and are trivial to push/throw. ground, slowing movement.

☯ Pull ☯ Imbue ☯Whirlwind ☯Dessicate ☯ Conceal 7 Undo the stitching or knots


on an object within [SUM]
Mend a ripped object, or
manupulate string within
Macrame with twine around
the whole coin then pick the
Loosen/ inches. [SUM] inches for [DICE turns] knots apart one by one
Whipstitch into knots, obstacles, etc. without tools.

8 [DICE] touched plants grow


as if [SUM] months have
A [SUM] inch radius sphere of Bury between a live plant
decay follows you, wilting and dead plant for a week.
Nurture/ passed in as many minutes. and defoliating plant life.
☯ Feather ☯ Loosen ☯ Nurture ☯ Haunt ☯ Shell Wither

9 Summon a Ghost for [SUM]


Turns. Its Reaction starts
Capture [DICE] Ghost(s) for
[SUM] Turns. If the Recharge
Place a cicle of 13 candles on
the coin and ensure one is
Haunt/ Talkative, down-stepped for is completed in this time, the always lit until they have all
Ghost Trap each Miscast rolled. Ghosts are banished. burnt down.

☯Earthbind ☯Whipstitch ☯ Wither ☯Ghost Trap ☯Seed Bomb 10 A touched creature’s skin
hardens for [DICE] Turns,,
Conjure [SUM] seeds which
can be thrown (DEX save)
Use the coin to crush 39 hard
seeds into paste.
Shell/ deflecting [SUM] damage individually or in bunches, for
Seed Bomb from attacks before it would DICE damage each. Rupture
affect the creature’s HP/STR on contact or in one Turn.
Double-sided Spells is an independent production by S. McCarthy / Banshee Games and is not affiliated with Losing
Games. It is published under the Mausritter Third Party Licence. Mausritter is copyright Losing Games.
Coin incorporates images CCBY Classical Numismatic Group, Inc. http://www.cngcoins.com.

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