ICRPG Index Card RPG KG Khan's Spells & Feats Vol 1
ICRPG Index Card RPG KG Khan's Spells & Feats Vol 1
ICRPG Index Card RPG KG Khan's Spells & Feats Vol 1
KHAN’S
H AN ’S
SP
SPELLS
ELLS
&
FE
FEATS
ATS
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K HAN ’ S S P ELLS & F EATS
C op y r i gh t K HAN IS T GAMES 20 19
Wr i ti n g, D es i gn a n d All Ar twor k by K h a n
S P EC IAL THAN K S :
R u n eh a mmer Ga mes
R oll F or Effor t You tu be C h a n n el Tea m
R u n eh a mmer .on li n e F or u ms
S h i eld Wa ll
Gr eg K elly ( Bi gGr u mp )
N OTE:
Th i s i s a s u p p lemen t wr i tten for In d ex C a r d R P G
( IC R P G) r olep la y i n g ga me s y s tem wr i tten by
R UN EHAMMER GAMES .
IN D EX C AR D R P G C OR E a n d IC R P G MAGIC book s by
R UN EHAMMER GAMES a r e r equ i r ed to be a ble to
u s e th i s book to i ts fu ll p oten ti a l. You ca n bu y th os e
book s fr om www.d r i v eth r u r p g.com.
FOREWORD by RUNEHAMMER
In the few but fast-moving years since ICRPG's release, the DIY community has made themselves
known in force. The framework of ICRPG stays backstage, allowing GM's and players to cut or add
and make a perfect fit for their unique table.
Thus, KHAN'S SPELLS & FEATS does just that, and for a very specific kind of game: what I call the
'deep knowledge' game. These are players who love to add listed abilities and magicks, who revel
in ingredients and trinkets, who cross-check synergies and create wondrous 'broken' combos in
moments of total desperation.
KHAN's book provides an expansive landscape, more than can be easily learned in one reading,
for such a player.
Do some SPELLS overlap others? Do some mechanics outweigh others in cost or combat value?
Are some feats more powerful than others? Sure, but the joy is in collecting, comprehending, and
commanding this sea of options, not balancing them on a razor's edge.
K
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TABLE OF CONTENTS
INTRODUCTION FEATS
WHY THIS BOOK? 4 WHAT ARE FEATS? 72
FEATS vs SPELLS 73
CHARACTERS FEATS vs LOOT 73
MAGE KINDS 6
FEAT INDEX 74
MAGE CLASSES 7
DEFENSIVE FEATS 75
OFFENSIVE FEATS 80
SPELLS
UTILITY FEATS 86
SPELL INDEX 9
BLOOD SPELLS 11
TABLES
CURSE SPELLS 16
RARE INGREDIENTS TABLE 92
DEMON SPELLS 21
MERCURIAL FAILURE TABLE (I-II) 94
DIMENSION SPELLS 26
MERCURIAL FAILURE TABLE (III-IV) 96
ELDER SPELLS 31
SPELL LOOT TABLE (LEVEL I) 98
ENERGY SPELLS 36
SPELL LOOT TABLE (LEVELS II-III) 100
FIRE SPELLS 41
SPELL LOOT TABLE (LEVEL IV) 102
GLYPH SPELLS 46
MATTER SPELLS 51
MIND SPELLS 56
TIME SPELLS 61
TRANSMUTATION SPELLS 66
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INTRODUCTION
WHY THIS BOOK? WHAT IS A MAGE?
I’ve been a huge fan of ICRPG since its inception. It was MAGE is a generic term for those who cast SPELLS no
a dream come true: a simple system that is similar to a matter their source, be it arcane, divine, natural,
well-known-but-it-shall-not-be-named RPG game in primal or anything else. There is no fundamental
essence, but without any excess fat, cruft and difference between a healer, a wizard or a bard under
pointless details that slow down the game play. It is this system. The difference between classes is created
my go-to game for any setting I imagine, and I love it. only by your imagination. There are no artificial
boundaries here.
ICRPG MAGIC enhanced the spell casting system
immensely and elevated the game to the level where it
should have been all along. I wrote this book to inspire A FEW NOTES ABOUT SPELLS
myself and you, dear readers, and to elevate the game • All SPELLS occupy inventory slots even if you cast
further. them with WIS, unlike WIS POWERS in ICRPG
CORE.
In addition to new SPELLS and new METAMAGIC
• SPELL casting STATS. There are three obvious
SPELLS introduced in this book, new FEAT mechanics
choices:
complete the ICRPG system, at least in my eyes.
• Just use INT to cast all SPELLS. This is the
I hereby present to you KHAN’S SPELLS & FEATS. default with ICRPG MAGIC.
- Khan, 2019 • Instead of INT, characters can use WIS or CHA
as their spellcasting stat and cast all SPELLS
with that. This choice has to be made at
WHAT’S NEW HERE? character creation.
A LOT OF NEW SPELLS: There are over 200 new • Some SPELL TYPES are cast with another STAT
SPELLS in this book. This supplement gives you the instead; like WIS = Blood, Curse, Elder and CHA
ability to quickly pick a SPELL for your character = Demon, Glyph, Mind. The rest are cast with
instead of trying to come up with all its intricacies at INT as usual. This method creates more flavor
the table. But do create, it is fun and mostly and better dynamics for the game at the
rewarding! expense of inconveniencing some casters.
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CHARACTERS
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MAGE KINDS
CHOOSE YOUR KIND
Mage KINDS allow you to specialize your caster in different and powerful ways. You will find new KINDS below. Pick
one you like, or if you want, roll randomly using a D10.
1. CONDUIT
Some prefer to pay some price beforehand to make life easy.
Before casting a SPELL, you can pay 3 HP to make the roll EASY.
2. CONJURER
Those who can enlist the aid of extradimensional beings are feared throughout the worlds.
Cast summoning, conjuration and Dimension SPELLS at half cost and double duration.
3. DESTROYER
Some people just don’t like to see intact buildings and people after they are finished with them.
For an additional 1/LEVEL HP COST, make SPELLS do double damage.
4. ELEMENTALIST
Because casting Fireball and burning things over and over again isn’t that fun for some.
Before casting, change the element of a SPELL into another one (like fire to acid).
5. HERBALIST
Rare ingredients are very valuable and those who can use them wisely have an edge.
You have a 50% chance to prevent the destruction of a rare ingredient after use.
6. METACASTER
Magic is powerful on its own but you can shape it even sharper than others.
Start with any 4 METAMAGIC SPELLS and they occupy no inventory space.
7. MNEMONIC
There are countless skills a person can have. Remembering is the most important of them all.
Up to 5 SPELLS of your choice occupy no inventory space.
8. NECROMANCER
Whining and complaining of people is exhausting. The dead have no such downsides.
Start with Demon TYPE MASTERED.
9. OVERCHARGER
It’s over 9000!
You can cast SPELLS at POWER 5.
10. ZEALOUS
Concentration is the key for enlightenment.
Cast SPELLS with double duration.
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MAGE CLASSES
CHOOSE YOUR CLASS
A mage CLASS determines the 3 TYPES of SPELLS your caster knows at character creation. You will find new
CLASSES below. Pick one you like, or if you want, roll randomly using a D10.
1. ENCHANTER
Body and mind is your domain. Your control over them is unrivaled.
BLOOD, GLYPH, MIND.
2. DARKMAGE
You are way too cozy with otherworldly dangers.
CURSE, DEMON, DIMENSION.
3. HARBINGER
Your arrival signals the end of an era and the beginning of a new one. Not necessarily for the better.
MATTER, TIME, TRANSMUTATION.
4. HEALER
You are always there to heal and to help, even in the darkest hours.
BLOOD, ELDER, GLYPH.
5. NATURALIST
You are one with nature.
BLOOD, MATTER, TRANSMUTATION.
6. OUTCAST
People with mysterious powers are always feared and cast out from society.
CURSE, DEMON, MIND.
7. OUTLANDER
You are from far away, both literally and figuratively. Really far away.
DIMENSION, ELDER, TIME.
8. TRANSMUTER
You are never content with what you are and what you have. You always change things.
ENERGY, MATTER, TRANSMUTATION.
9. WARLOCK
Who doesn’t like to play with fire and undeath? Not you, that’s for sure.
DEMON, ENERGY, FIRE.
10. WARMAGE
You can both heal and harm. That screams combat.
BLOOD, ENERGY, GLYPH.
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SPELLS
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SPELL INDEX
BLOOD SPELLS 11 DIMENSION SPELLS 26
LVL I: Cure LVL I: Accompany
LVL I: Blood Focus (Metamagic) LVL I: Bounce
LVL I: Enhanced Senses LVL I: Pocket Dimension
LVL I: Flesh to Oak LVL I: Seal Gate
LVL I: Jump LVL I: Small Step
LVL I: Reflex Boost LVL I: Swap
LVL I: Speedy LVL I: Vanish
LVL II: Accelerated Metabolism LVL II: Beyond The Wall
LVL II: Adrenaline LVL II: Imprison
LVL II: Blood Pact LVL II: Interdimensional Lock
LVL II: Donation LVL II: Khan’s Portals of Spying
LVL II: Sickening Smell LVL II: Summon Object
LVL III: Disease Carrier LVL III: Banish
LVL III: Heal LVL III: Shadow Pour
LVL III: Regeneration LVL III: Summon Creature
LVL IV: Cleanse LVL IV: Ethereal Walk
LVL IV: Deadly Mutation LVL IV: Teleport
LVL IV: Healing Wave LVL IV: Void
LVL IV: Sudden Death
ELDER SPELLS 31
CURSE SPELLS 16 LVL I: Control Machine
LVL I: Cursed Swarm LVL I: Detect Magic
LVL I: Hex LVL I: Dispel Magic
LVL I: Marked for Death LVL I: Enchant Item
LVL I: Thousand Papercuts LVL I: Farther (Metamagic)
LVL I: Touch of Death LVL I: Keen Eye
LVL I: Trembling Hands LVL I: Locate
LVL I: Wooden Legs LVL I: Unstoppable
LVL II: Curse LVL II: All Seeing Eye
LVL II: Slow LVL II: Deny
LVL II: Uncurse LVL II: Double Cast (Metamagic)
LVL II: Word of Khuul LVL II: Hand of the Gods
LVL III: Arrow Magnet LVL II: Mirror Image
LVL III: Dumbed Down LVL III: Antimagic Aura
LVL III: Khan’s Good Fortune LVL III: Aura of Perseverance
LVL III: Terminal Disease LVL III: Lore of Ages
LVL IV: Creeping Death LVL III: Raise Dead
LVL IV: Seal Fate LVL IV: Convene with the Elders
LVL IV: Resurrection
DEMON SPELLS 21 LVL IV: Spell Ascendency
LVL I: Animate I
LVL I: Control Undead ENERGY SPELLS 36
LVL I: Extended Animation LVL I: Bifurcate (Metamagic)
LVL I: Hellish Steed LVL I: Charge
LVL I: Instill Fear LVL I: Focus (Metamagic)
LVL I: Repel Undead LVL I: Force of Elders
LVL I: Sap Lifeforce LVL I: Homing Missile
LVL II: Animate II LVL I: Overcharge (Metamagic)
LVL II: Excise LVL I: Wave of Udin
LVL II: Rain of Bones LVL II: Backlash
LVL II: Swarm of Filth LVL II: Fly
LVL II: Undeath to Death LVL II: Force Lightning
LVL III: Animate III LVL II: Pulsar
LVL III: Living to Undeath LVL II: Sharpshooter
LVL III: No Rest for the Wicked LVL III: Acid Vomit
LVL III: Siphon LVL III: Shooting Star
LVL IV: Animate IV LVL III: Wall of Blades
LVL IV: Bone Demon LVL IV: Sparkling Storm
LVL IV: Clone Puppet LVL IV: Supernova
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SPELL INDEX
FIRE SPELLS 41 MIND SPELLS 56
LVL I: Dragon’s Breath LVL I: Awaken
LVL I: Control Fire LVL I: Befriend
LVL I: Create Fire LVL I: Detect Minds
LVL I: Fire Armor LVL I: Disguise
LVL I: Fire Elemental LVL I: Send Message
LVL I: Fire Shield LVL I: Telepathy
LVL I: Maximize (Metamagic) LVL I: Universal Translator
LVL II: Fireball LVL II: Command
LVL II: Friendly Fire LVL II: Force the Truth
LVL II: Tentacles of the Depths LVL II: Prince Charming
LVL II: Heat Death LVL II: Read Mind
LVL II: Wings of Fire LVL III: Control Creature
LVL III: Firestorm LVL III: Mental Shield
LVL III: Smoke and Fumes LVL III: Mind Probe
LVL III: Wall of Fire LVL III: Paralyze
LVL IV: Armageddon LVL IV: Alter Memory
LVL IV: Fiery Nature LVL IV: Horrid Phantasms
LVL IV: Possess
GLYPH SPELLS 46
LVL I: Alarm TIME SPELLS 61
LVL I: Circle of Exclusion LVL I: Arcane Timer (Metamagic)
LVL I: Diversion LVL I: Certain Outcome
LVL I: Glyph of Armor LVL I: Extend (Metamagic)
LVL I: Khan’s Mark LVL I: Khan’s Interruption
LVL I: Motivation LVL I: Second Chance
LVL I: Seven’s Luck LVL I: Spell Trigger (Metamagic)
LVL I: Shimmering LVL I: Stasis Field
LVL II: Defense Turret LVL II: Failsafe
LVL II: Duplicate LVL II: Forward
LVL II: Fountain of Life LVL II: Repeat
LVL II: Helping Hand LVL II: Rewind
LVL II: Mesmerize LVL III: Foresee
LVL III: Good Omen LVL III: Haste
LVL III: Pain of Ages LVL III: Interject
LVL III: Symbol of Destruction LVL III: Pause
LVL IV: Circle of Exhaustion LVL III: Undo
LVL IV: Glyph of Illusions LVL IV: Erase from Timeline
LVL IV: Inevitable
MATTER SPELLS 51 LVL IV: Swap Timelines
LVL I: Chains of Misery
LVL I: Crush ‘Em TRANSMUTATION SPELLS 66
LVL I: Khan’s Drill LVL I: Animal Form
LVL I: Melt Armor LVL I: Elemental Enchantment
LVL I: Quicksand LVL I: Invisible Barrier
LVL I: Unstable Terrain LVL I: Mend
LVL II: Bridge Under My Feet LVL I: Reform (Metamagic)
LVL II: Create Ingredient LVL I: Resize
LVL II: Produce LVL I: Spiked Armor
LVL II: Tons of Fun LVL I: Titan Skin
LVL III: Assembly LVL II: Convert Material
LVL III: Disintegrate LVL II: Feast of Udin
LVL III: Earth Shaper LVL II: Flying Form
LVL III: Shield Guardian LVL II: Hand of Khan
LVL IV: Create Object LVL III: Fluid Form
LVL IV: Destroyer of Worlds LVL III: One With Nature
LVL IV: Waves of Destruction LVL III: Polymorph
LVL IV: Magical Form
LVL IV: Master of Forms
LVL IV: Udin’s Weather
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BLOOD SPELLS
CURE BLOOD FOCUS
LEVEL I BLOOD LEVEL I BLOOD (METAMAGIC)
Heal a creature you touch for MAGIC EFFORT. At higher Immediately cast another SPELL of LEVEL equal to this
POWERS either heal another creature you can touch or SPELL's POWER without rolling and without paying any
increase the healing done by MAGIC EFFORT. COST. If your roll for BLOOD FOCUS was a NATURAL 5 or
less, roll MERCURIAL FAILURE.
INSTANT INSTANT
“Klylia kneeled next to Zordan. She put her gentle hands on Sometimes all that is needed is a single drop of blood. The
his chest and closed her eyes. With a single word, Zordan problem is, you may not be able to afford it all the time.
was made whole.” - The Book of Origin
It was reported that the stealthy strike party out of “I dare you to strike me again!” - Jan Darius
Werendell was tracked and followed for many days. Nobody
knew who the tracker was or how he or she was able track
the strike party.
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BLOOD SPELLS
JUMP REFLEX BOOST
LEVEL I BLOOD LEVEL I BLOOD
In addition to its normal movement, one One TARGET/POWER adds your BASIC EFFORT roll to its
TARGET/POWER you touch can jump up to NEAR height next CHECK, ATTEMPT or EFFORT (its choice).
or up to NEAR distance for 1D4 ROUNDS.
- “Hey, do you need help up there?” War masters of Purble University have been debating for
+ “No, but I might need some when I’m coming down!” years whether it is better to have more armor or better
agility in combat. It doesn’t look like they are about to come
to a conclusion any time soon.
SPEEDY
LEVEL I BLOOD
One TARGET/POWER you touch can move up to triple
NEAR and still take an ACTION for 1D4 ROUNDS.
1D4 ROUNDS
TOUCH, 1/POWER
STUDY
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BLOOD SPELLS
II
ACCELERATED METABOLISM ADRENALINE
LEVEL II BLOOD LEVEL II BLOOD
Target heals 1 HP/POWER each TURN for 1D4 ROUNDS Target creature gains one temporary HEART/POWER and
and rerolls all 1s for all EFFORT. +1/POWER to all EFFORT ROLLS for 1D4 ROUNDS. After
the SPELL expires, ALL ROLLS are HARD for the target for
ROUNDS equal to SPELL's POWER.
Never underestimate the power of a single drop. It has the - “Hey Borrel, will you slow down for a second?”
potential of turning into a flood. + “I’d love to, but alas, I can’t!”
BOONE STUDY
“Why don’t you let me try something interesting.” - Famous “From me to you, it flows.” - High Priestess Elaniel
last words.
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BLOOD SPELLS
Sickening smell DISEASE CARRIER III
SCROLL STUDY
“For the love of what is good and holy, what’s that smell!” It can be fun casting this spell on yourself and walking
around the town. Pray that the townsfolk have a sense of
humor. By the Gods, do pray.
HEAL REGENERATION
LEVEL III BLOOD LEVEL III BLOOD
Target is healed for DOUBLE ULTIMATE EFFORT/POWER. Target regenerates HPs for 1D6 ROUNDS. The amount to
Any excess HP is stored as temporary HP. regenerate depends on POWER (1=BASIC, 2=WEAPON,
3=MAGIC, 4=ULTIMATE). Target can also regrow lost
limbs and organs this way and any fresh scars are
healed.
Powerful healers are always in high demand. It is rumored Losing a limb doesn’t have to be final, except your head of
that the Battle of Borvere was won thanks to the efforts of a course. Try to keep it attached to your neck.
single healer.
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BLOOD SPELLS
I
CLEANSE DEADLY MUTATION
LEVEL IV BLOOD LEVEL IV BLOOD
One TARGET/POWER is restored to full HP and all HARD roll. A target you can see starts to undergo a
negative effects and conditions are removed. horrible, deadly mutation. Each ROUND it gains
+1/POWER to a random EFFORT, but it also gets MAGIC
EFFORT/POWER damage.
SCROLL STUDY
Fenror said: “...and I was on the floor, bleeding out from A mutation can be a double edged sword. In this case it is a
gods know where”. “What happened then?!” asked Gweonyr. deadly edged sword.
“Nothing. Suddenly I was fully healed and it felt great.”
“Ezebel stood there, silently, under a rain of arrows. One by - “How the hell did they all die at the same time?”
one, all of her allies around her started to heal. She did not + “Why do you ask me?”
notice the arrows that struck her, ‘cause she was on a - “Because they were all around you.”
mission from her God.” - Memoirs of Zalban the Wise. + “Huh. I don’t know. Must be fate.”
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CURSE SPELLS
CURSED SWARM HEX
LEVEL I CURSE LEVEL I CURSE
Call forth an insect swarm that encircles one Choose one STAT/POWER of a target. All rolls made with
TARGET/POWER for 1D6 ROUNDS. Target takes BASIC that STAT get -3 for 1D8 ROUNDS. You can cast HEX
DAMAGE each ROUND and if it can't roll CON each again on the same STAT(S) and the effects are
ROUND, it skips its TURN trying to repel the swarm. cumulative.
“With a single gesture of his hand, Handor summoned an Simple but effective. You can’t say that for many things.
insect swarm around all of his enemies. It was a sight to
behold!” - Domrer, former party member of Handor
“The hobgoblin was being hammered from all around him “Look at that bastard. He is withering by the minute.
by Thosten’s allies. Little he knew that Thosten’s dark god Nobody beats me at dice!” - Mendon, at a party
was one of them.” - Chronicles of Zodrick, Chapter IX
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CURSE SPELLS
TOUCH OF DEATH TREMBLING HANDS
LEVEL I CURSE LEVEL I CURSE
One TARGET/POWER can't regain HPs by any means One TARGET/POWER rerolls its successful ATTEMPTS and
except gaining temporary HEARTS for 1D6 ROUNDS. CHECKS (once) for 1D6 ROUNDS.
Some are believed to be in close relationship with Grim It must be frustrating to fail over and over again.
Reaper or whatever form it chose to take nowadays.
WOODEN LEGS
LEVEL I CURSE
One TARGET/POWER can't move for 1D6 ROUNDS (but it
can act).
1D6 ROUNDS
NEAR, 1/POWER
SCROLL
“You wanna run? You wanna hide? Tell me where the gold is
and I’ll let you go. Maybe.” - Xodrik, to a thug
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CURSE SPELLS
II
CURSE SLOW
LEVEL II CURSE LEVEL II CURSE
When one TARGET/POWER rolls a NATURAL 5 or less for Targets NEAR a point you choose within FAR either move
an ATTEMPT or a CHECK for 1D6 ROUNDS, it is a blunder or take an ACTION during their TURN for 1D4
as if it rolled a 1. Attacking a cursed target is EASY. ROUNDS/POWER; they can't do both. Their attack
ATTEMPTS and movement related CHECKS are HARD.
Throughout the ages, people have been burned or drowned “You know the story of the tortoise and the rabbit? Well, in
for suspicions of being a witch. this story the tortoise isn’t the one who wins.” - Raddick the
“Many were innocent. Many were not. Quick
Use this power wisely or you’ll be burn’d.” - Anonymous
People love those who have the power to lift a curse as It is fun to watch people struggle even with the simplest of
much as they hate those who cast them in the first place. tasks.
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CURSE SPELLS
III
ARROW MAGNET DUMBED DOWN
LEVEL III CURSE LEVEL III CURSE
Pick a target you can see. There is a 50% chance that any Reduce a target's intellect to the level of a toddler for
ranged ATTACK or SPELL from ENEMIES aimed NEAR one DAY/POWER unless it rolls WIS. Target repeats the
your target will hit it instead of the intended target for WIS roll at each dawn.
1D6 ROUNDS/POWER. You can choose a different target
each ROUND.
“What are the odds of getting hit by each and every arrow It has been reported that nobody saw the mayor of Dortown
shot around you? Let’s find out.” - Basham the Trickster for a couple of days. Nobody knows why, maybe except his
daughter.
BOONE SCROLL
- “Aaand now she’s stripped.” - “Remember the guard at the gate that caused many
+ “What do you mean ‘stripped’??” people trouble?”
- “I mean; she’s lost her every edge.” + “Yeah, what about him?”
+ “Oh. I see...” - “Let’s just say he won’t be troubling people anymore.”
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CURSE SPELLS
I
CREEPING DEATH SEAL FATE
LEVEL IV CURSE LEVEL IV CURSE
Name a village, population or a group of creatures living HARD roll. Utter a fate you seem fit for a target you had
together on the same planet you currently are and curse touched any time. In 1D4 - POWER DAYS, the fate will
them. In 1D4 DAYS, POWER 1=10 people, 2=100 people, come true (if not impossible). If the result is 0 or less, it
3=1,000 people, 4=10,000 people will die of various will happen in the next ROUND.
causes like accidents, poisoning, diseases and so on. Roll
MERCURIAL FAILURE.
Curses... There are lots of them. Some weak, some powerful. In this world nothing can be said to be certain, except death
Some are earth shatteringly devastating and can change the and some curses.
course of an entire nation or even a planet.
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DEMON SPELLS
ANIMATE I CONTROL UNDEAD
LEVEL I DEMON LEVEL I DEMON
Create one UNDEAD/POWER with 1 HP under your Control an undead within NEAR for 1D4 ROUNDS. If it is
control from corpses. They crumble to grave dust at reasonably intelligent, roll contested WIS to control it. At
dawn. higher POWERS either control an additional undead or
Skeleton: Just a pile of bones. Nothing special. increase the duration by 1D4 ROUNDS/POWER.
Skeletal Bat: Can fly up to NEAR and can take an
ACTION.
SCROLL STUDY
“What you see when you look at dead bodies is dread and “If I didn’t create it, I can still control it” - Farlon the Dark,
despair. What I see when I look at them is utility.” - Morgan moments before his death.
Nadaras
What is better than animating rotting corpses? Them lasting The biggest problem with skeletons and demons is that they
longer. look very cool.
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DEMON SPELLS
INSTILL FEAR REPEL UNDEAD
LEVEL I DEMON LEVEL I DEMON
One TARGET/POWER is overcome with fear that is Undead creatures cannot get close to you (POWER
projected from you for 1D6 ROUNDS. It cannot move 1=NEAR, 2=FAR, 3=NEAR and they get ULTIMATE
towards you or attack you unless it rolls WIS each time. DAMAGE/ROUND if they are within, 4=FAR and they get
Some CHA rolls against feared targets are EASY. ULTIMATE DAMAGE/ROUND if they are within). If they
are already within the area of effect, they try to leave. If
they are unable to leave, they can’t act at all.
Fear... The greatest ‘motivator’ ever invented. Just because you are a necromancer that doesn’t mean you
like the company of undeads all the time.
“What’s mine is mine, what’s yours is mine, too.” - Jemmehel “Grrrr, argghhh!”
the Greedy.
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DEMON SPELLS
EXCISE Rain of Bones
LEVEL II DEMON LEVEL II DEMON
You cast out an entity that is possessing one Sharp bones fall from the sky around a point you choose
TARGET/POWER. You also break any remote effect or within FAR. Anything within the area of effect (POWER
control someone else has over the target. Some 1=CLOSE, 2=NEAR, 3=FAR, 4=DOUBLE FAR) gets DOUBLE
powerful entities may require a contested WIS roll in MAGIC DAMAGE.
which case you get +1/POWER to your roll.
PERMANENT INSTANT
“The power of Azatoth compels you! - “Damn, what’s that noise? It must be hailing outside!”
The power of Azatoth compels you! + “Sort of, but not quite.”
The power of Azatoth compels you!
I cast you out!” - An old priest, and a young priest together
“Bzzzzz, vzzzz, jzzzz.” Ashes to ashes, dust to dust, and bones to dust, too.
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Christian Vergara (order #20428773)
DEMON SPELLS
III
ANIMATE III LIVING TO UNDEATH
LEVEL III DEMON LEVEL III DEMON
Create one UNDEAD/POWER with two HEARTS under Roll contested CON for one TARGET/POWER that
your control from corpses until next dawn. currently has less than three HEARTS of HP. If you win,
Wight: +2 ALL ROLLS, two ATTACKS, heals 1 HP with target dies and rises as an undead with one HEART and
each successful attack. +4 ALL ROLLS under your control.
Wraith: +3 ALL ROLLS, flies NEAR, incorporeal, target
rolls CON or is stunned for 1 ROUND.
STUDY STUDY
Undead soldiers are very valuable. They don’t require “I am a busy person. Why waste valuable time killing
maintenance and when they are destroyed, you can always someone first and then raising the remains as an undead?
create more. Actually, why wait for them to be gone to Tsk, tsk... Such inefficiency, such a waste of time.” - Waznar
create more? Darkholme, Councilmember of Crimson Blood Guild.
“Do I look more rotten than usual today?” - Valura, daughter “Do you plan to keep on breathing? No? Excellent!”
of Hermod
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Christian Vergara (order #20428773)
DEMON SPELLS
I
ANIMATE IV BONE DEMON
LEVEL IV DEMON LEVEL IV DEMON
Create one UNDEAD/POWER with three HEARTS under You turn into a giant bony demon that has horns, wings
your control from corpses for 1D4 DAYS. and a tail for 1D4 ROUNDS/POWER. +2 ALL STATS, you
Banshee: +3 ALL ROLLS, flies NEAR, incorporeal, wails can fly FAR, your ARMOR becomes 20, your BASIC
NEAR to do ULTIMATE DAMAGE. EFFORT is DOUBLED and you gain an extra tail attack
Shambler: +4 ALL ROLLS, slams CLOSE for DOUBLE that does ULTIMATE DAMAGE. You can also grab things
ULTIMATE DAMAGE. with your tail.
“Say hello to my little undead friend!” - Bhakto Zulltar Horns, wings and a tail. You are a stuff from nightmares.
Even nightmares may not be scary enough.
CLONE PUPPET
LEVEL IV DEMON
Create an accursed clone of a living target you have
seen. The clone obeys all of your commands and is
indistinguishable from the original by regular
examination but it sometimes exhibits evil behavior
when carrying out your orders. The clone lives for 1D4
DAYS/POWER.
1D4 DAYS/POWER
SELF
BOONE, ARTIFACT
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Christian Vergara (order #20428773)
DIMENSION SPELLS
ACCOMPANY BOUNCE
LEVEL I DIMENSION LEVEL I DIMENSION
When you move or otherwise change your location, take For one ROUND/POWER you can teleport anywhere you
one CLOSE TARGET/POWER with you for 1D4 ROUNDS. can see that is within NEAR from your initial location
Target disappears and then reappears next to you. once per TURN. This doesn't count as a move and you
can teleport just before an ENEMY is about to act. At the
end of each of your own TURNS, your current location
becomes your new initial location.
“Come with me, if you want to live.” - Multiple different “I’m here, I’m there, I’m everywhere.” - Ulfur the Rabbit
sources
INSTANT INSTANT
Pocket dimensions are very versatile and they are an “’No more!’ shouted Elandeli, after closing the portal the
important tool in a secretive mage’s arsenal, which most of demonic creatures were pouring out of, like sand in a
them happen to be. sandstorm. ‘That’s enough of you!’” - Multiple witnesses from
the Battle of Scorching Rocks
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Christian Vergara (order #20428773)
DIMENSION SPELLS
SMALL STEP SWAP
LEVEL I DIMENSION LEVEL I DIMENSION
Teleport to a place you can see up to NEAR. You can cast Swap places of two BEINGS or two OBJECTS/POWER that
this SPELL any time and it is not an ACTION. POWERS 2 are of comparable size. Both targets must be within
and 3 have no additional effect. At POWER 4, you can NEAR of each other.
teleport up to FAR.
STUDY SCROLL
Teleporting to places at will is very useful and powerful. Imagine the pranks you can pull off with this.
VANISH
LEVEL I DIMENSION
Next time one TARGET/POWER is hit and about to be
damaged, it vanishes and reappears at a random
location CLOSE to its original position. The hit misses.
INSTANT
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Christian Vergara (order #20428773)
DIMENSION SPELLS
II
BEYOND THE WALL IMPRISON
LEVEL II DIMENSION LEVEL II DIMENSION
Teleport one TARGET/POWER within FAR behind a wall Teleport 1D4/POWER targets within NEAR to a pocket
so that it leaves current room or encounter. dimension for 1D4 ROUNDS. After the SPELL ends, they
teleport back to their original location if it is not
occupied, or to the closest available position.
“I said, go away!” - Everyone, at least once in their lifetime. Tranquility and calmness is sometimes hard to come by.
Thankfully mages have the advantage in that regard.
FAR VARIABLE
As Rinu tried to teleport away Orren said “Not so fast, thief! Nobody is really safe from the prying eyes of a nosy mage.
We are not done here. Now... Where is the gold you stole Someone might be watching you right now!
from me?”
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Christian Vergara (order #20428773)
DIMENSION SPELLS
SUMMON OBJECT BANISH III
- “Here’s the bed you asked for.” “Oops. I think I sent them somewhere bad.” - Xizan the Mad
+ “Bed? What bed?”
- “The one you asked for.”
+ “I said ‘bread’ you idiot!”
FAR VARIABLE
What are the odds of a place called The Shadow Mansion - “Didn’t you say that the vault keeper is a dwarf?”
being overrun by a legion of shadows during a dark + “Yeah?”
experiment? Very high it seems. - “Then why does this guy have a tail?”
+ “...”
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Christian Vergara (order #20428773)
DIMENSION SPELLS
I
ETHEREAL WAlk TELEPORT
LEVEL IV DIMENSION LEVEL IV DIMENSION
You and two more TARGETS/POWER vanish into a Teleport yourself and up to two TARGETS/POWER to any
temporary dimension for 1D8 ROUNDS. You are invisible place you have been or have detailed information about.
and can walk through things. You can see everything in If the information is wrong, incomplete or inaccurate,
the dimension you just left as a silhouette but you can't you will teleport to a different location. Unwilling targets
affect anything there. roll WIS to resist.
- “How are we supposed to go in there?” Teleportation is the apex of the mastery of space. You can
+ “Don’t worry, I know a way.” go anywhere you want at any time. Those who also master
time are simply unstoppable because they can go anywhere,
any time.
VOID
LEVEL IV DIMENSION
You open a huge gateway at a point you can see, to a
place that is pitch black and devoid of energy. Each
ROUND every creature that cannot roll STR and anything
that cannot resist the pull moves toward it HALF NEAR.
Things NEAR the VOID take MAGIC DAMAGE/POWER
each ROUND.
CONCENTRATION
ANYWHERE VISIBLE
REBIRTH
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Christian Vergara (order #20428773)
ELDER SPELLS
CONTROL MACHINE DETECT MAGIC
LEVEL I ELDER LEVEL I ELDER
Control any mechanical device or creature within NEAR Learn the location of ongoing SPELLS or anything
for 1D4 ROUNDS. If it is intelligent, roll contested INT to magical within NEAR for 1D4 ROUNDS/POWER. You also
control it. At higher POWERS either control an additional learn SPELLS' TYPES, POWERS and LEVELS with an EASY
machine or increase the duration by 1D4 INT roll.
ROUNDS/POWER.
Employing mechanical defenses only can be a bad idea in - “Mmm, I sense something...”
case someone decides to control them. + “What?”
- “A first level energy spell cast at power three.”
+ “OK, that’s... very specific...”
Getting dispelled while magically flying should be a valuable What is better than sharpening a blade? Sharpening it using
lesson for anyone lucky enough to survive. magic.
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Christian Vergara (order #20428773)
ELDER SPELLS
FArTHER KEEN EYE
LEVEL I ELDER (METAMAGIC) LEVEL I ELDER
Immediately cast another SPELL of LEVEL equal to this Next successful ATTEMPT of one TARGET/POWER is a
SPELL's POWER without rolling but by paying its COST. critical success.
Any distance of the target SPELL is upgraded to the next
step; for example: SELF/TOUCH -> CLOSE -> NEAR -> FAR
-> DOUBLE FAR. If there are no steps to upgrade, double
the distance instead.
INSTANT INSTANT
Those who can reach farther can usually shoot first; those - “You need to hammer this into the beast’s heart to kill it!”
who shoot first will usually be the last ones standing. + “Are you crazy? How am I gonna do that??”
- “Just strike the beast and leave the rest to me.”
LOCATE UNSTOPPABLE
LEVEL I ELDER LEVEL I ELDER
Learn the location of a specific creature or a thing. HARD roll if The movement of one TARGET/POWER cannot be
you have never seen the target yourself. If target is within FAR, impeded by any condition, SPELL or effect and the target
you will know its exact location. Otherwise you will know the does not roll any ATTEMPTS or CHECKS for movement
general direction and the general distance. Maximum range of for 1D6 ROUNDS.
the SPELL depends on POWER (1=Same town, 2=Same country,
3=Same continent, 4=Same planet).
Don’t be that creepy person and do not try to use this to - “How are we supposed to cross that bridge when this
locate your ex. It is over, just accept it. blizzard doesn’t look like it is about to slow down any time
soon?”
+ “Simple. We will walk directly onto it.”
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Christian Vergara (order #20428773)
ELDER SPELLS
II
ALL SEEING EYE DENY
LEVEL II ELDER LEVEL II ELDER
Create a big floating eye out of pure energy CLOSE to Counter one SPELL that is just cast or cancel a MAGICAL
you. During your TURNS, you can move it up to NEAR EFFECT that is just activated (including LOOT and other
distance each time. You can see all invisible and hidden sources). You can cast this SPELL anytime and it is not an
things through it in all directions, up to NEAR. ACTION. A subsequent casting of this SPELL in the same
ROUND requires one higher POWER than the previous
one.
SELF SPELL
--SCANNING-- --SCANNING-- --SCANNING-- --SCANNING-- “There is nothing you can do, that I cannot simply deny” -
Rakhmore Spellsinger to Xavaran Blackheart, at their duel
at the top of mount Embershard
For those times when casting just one spell isn’t enough. When the champions of Orfur emerged from the inferno
caused by the dragon’s breath without even a scratch,
everyone cheered - some in disbelief.
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Christian Vergara (order #20428773)
ELDER SPELLS
MIRROR IMAGE ANTIMAGIC AURA III
SELF VARIABLE
“Are you guys sextuplets?” Magic is great but sometimes it can also be a headache.
Stop the headache for some time.
VARIABLE ANYTHING
“Let’s not worry about unpleasant little things like death for - “Did you know that the butcher’s wife cheated on him?”
a little while, shall we?” - Hundar Darkhand + “Is there anyone who doesn’t know that?”
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Christian Vergara (order #20428773)
ELDER SPELLS
RAISE DEAD CONVENE WITH THE ELDERS I
- “Damn, I feel like crap. Did anyone see what struck me?” “Elders! Guide us to victory!” - Vejna Sharpblade, Paladin
+ “Yup. It is called death. Usually carries a big sickle.”
INSTANT PERMANENT
TOUCH SPELL
Ashes to ashes, dust to dust - yet sometimes things can work Free is way better than cheap and easy is better than hard.
also in reverse.
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Christian Vergara (order #20428773)
ENERGY SPELLS
BIFURCATE CHARGE
LEVEL I ENERGY (METAMAGIC) LEVEL I ENERGY
Immediately cast another SPELL of LEVEL equal to this You can transfer your life energy to any object or being
SPELL's POWER without rolling but by paying its COST. you touch. Sacrifice any number of HP. Target receives
That SPELL can target an additional 1D4 targets. Trying that HP multiplied by POWER.
to bifurcate BIFURCATE itself can be hilarious, but
deadly.
INSTANT INSTANT
SPELL TOUCH
SCROLL STUDY
“With a single move of our wizard, all of our enemies have Sacrificing one’s health and well-being is the noblest of all
vanished. I haven’t seen her affect this many creatures ever sacrifices.
before.” - Memoirs of Johun Starkhand
INSTANT INSTANT
Multiplying the effect of a spell that is meant to affect A very versatile spell.
multiple targets on a single target will surely be devastating
for your enemies and a boon for your allies. Try not to burn
yourself though.
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Christian Vergara (order #20428773)
ENERGY SPELLS
HOMING MISSILE OVERCHARGE
LEVEL I ENERGY LEVEL I ENERGY (METAMAGIC)
No roll needed to cast this SPELL. Shoot one energy Immediately cast another SPELL of LEVEL equal to this
MISSILE/POWER at any target within NEAR to deal MAGIC SPELL's POWER without rolling but by paying its COST.
DAMAGE. You can direct each missile to a different That SPELL does double damage. If you roll a NATURAL
target. Roll DEX if you want to hit a specific part or 1, take DOUBLE ULTIMATE DAMAGE in addition to the
section of a target. regular MERCURIAL FAILURE.
INSTANT INSTANT
If you are going to miss, why bother with shooting in the Putting more energy into a spell can backfire. But if it does
first place? not, the results are spectacular. So are the results of failure.
WAVE OF UDIN
LEVEL I ENERGY
A wave of energy blasts out from you in a direction you
choose. All NEAR objects and creatures on the path of
the wave get pushed away up to NEAR and take BASIC
DAMAGE/POWER.
INSTANT
MULTIPLE NEAR
STUDY
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Christian Vergara (order #20428773)
ENERGY SPELLS
II
BACKLASH FLY
LEVEL II ENERGY LEVEL II ENERGY
Target that just cast a SPELL takes that SPELL's damage. A target you touch can fly up to FAR and still take an
If the SPELL did no damage, target takes MAGIC ACTION for 1D8 ROUNDS/POWER.
DAMAGE/LEVEL of the SPELL instead. You can cast this
SPELL anytime and it is not an ACTION. A subsequent
casting of this SPELL in the same ROUND requires one
higher POWER than the previous one.
NEAR TOUCH
“One by one, all the mages got struck with the energies of Mankind’s most common dream is to be able to fly.
their own spells. When everything was said and done, they
had no choice but to kneel to Hudna, now the master of the
Order.” - Hudna’s Life by Sage Lohender
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Christian Vergara (order #20428773)
ENERGY SPELLS
SHARPSHOOTER ACID VOMIT III
INSTANT INSTANT
SCROLL SCROLL
The best way to kill someone is from hiding and from out of Vomiting all around is disgusting but extremely deadly.
their range.
SPELL FAR
If you can, shoot them before they shoot you. If not, shoot “It was a sight to behold. The wall of blades moved with her
them more than they shoot you. and cut everything down. She didn’t even have to move a
finger. “ - A witness on Elra’s forceful entry into the castle.
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Christian Vergara (order #20428773)
ENERGY SPELLS
I
SPARKLING STORM
LEVEL IV ENERGY
Clouds form up in the sky and lightning strikes the
ground each ROUND for 1D4 ROUNDS/POWER. You can
direct the lightning to a point you choose. Anything
NEAR that point rolls DEX or takes MAGIC DAMAGE.
1D4 ROUNDS/POWER
NEAR AT LOCATION
STUDY
SUPERNOVA
LEVEL IV ENERGY
Explode in a blast of blinding energy and deal ULTIMATE
DAMAGE/POWER to all ENEMIES within NEAR. Affected
ENEMIES will also be blinded for 1D4 ROUNDS.
1D4 ROUNDS
NEAR ENEMIES
ARTIFACT, SCROLL
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Christian Vergara (order #20428773)
FIRE SPELLS
DRAGON’S BREATH CONTROL FIRE
LEVEL I FIRE LEVEL I FIRE
Breathe fire to all NEAR targets for MAGIC Control and shape any natural fire or flame within FAR
DAMAGE/POWER. for 1D4 ROUNDS/POWER. You can change its size
(double or halve its size each ROUND) and you can make
it attack to CLOSE things for BASIC DAMAGE.
“Breathing fire is amusing at a circus but deadly on a Uncontrolled fire can be dangerous. Controlled fire can be
battlefield.” - Gustav Fireborn more so in the wrong hands. Or in the right hands,
depending on your point of view.
Mankind’s mastery over fire was the first step towards Fire doesn’t have to be destructive all the time.
enlightenment.
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Christian Vergara (order #20428773)
FIRE SPELLS
FIRE ELEMENTAL FIRE SHIELD
LEVEL I FIRE LEVEL I FIRE
You turn into a FIRE ELEMENTAL for 1D8 ROUNDS. A POWER A target you touch is engulfed in flames. Target gains
also gives the benefits of all lower POWERS. POWER 1=You can one temporary HEART and is immune to fire damage for
shoot fire up to FAR for MAGIC DAMAGE and your melee 1D6 ROUNDS. Melee attackers get damage according to
attacks do additional BASIC DAMAGE (fire), 2= You can fly POWER (1=BASIC, 2=WEAPON, 3=MAGIC, 4=ULTIMATE).
NEAR, 3=You can cast FIREBALL (pay its COST), 4= You gain one At POWER 4, target also gains an additional temporary
temporary HEART and resist half of all physical damage. HEART.
SELF TOUCH
Become the fire that burns and burn forever. The best defense is the one that hurts more than any
offense itself.
MAXIMIZE FIREBALL II
INSTANT INSTANT
Overcome randomness and chaos with your fiery resolve. A very popular spell among mages for mysterious reasons.
Maybe explosions are too much fun. Let them burn!
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Christian Vergara (order #20428773)
FIRE SPELLS
FRIENDLY FIRE TENTACLES OF THE DEPTHS
LEVEL II FIRE LEVEL II FIRE
Summon a fire elemental that has two HEARTS, +3 to 1D4 TENTACLES/POWER that are made of fire erupt from
ALL ROLLS and flies FAR for 1D4 ROUNDS under your your body and hit NEAR targets you choose. Tentacles
control. At higher POWERS either summon one more do MAGIC DAMAGE each and can attack different
elemental per POWER or increase the duration by 1D4 targets.
ROUNDS.
VARIABLE INSTANT
NEAR SELF
Fire can be a person’s best friend if you are careful. “Those who come close to me shall taste the flames of Nine
Hells!” - Awson the Pyromancer
FAR TOUCH
Let them burn from the inside! The best thing about fiery wings is that you can fly as close
to the sun as you want without getting them burned.
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Christian Vergara (order #20428773)
FIRE SPELLS
III
FIRESTORM SMOKE AND FUMES
LEVEL III FIRE LEVEL III FIRE
A wave of fire explodes from you. Everything within Smoke and foul fumes cover the area within FAR for 1D4
NEAR takes DOUBLE ULTIMATE DAMAGE/POWER. ROUNDS/POWER. ENEMIES within roll CON or skip their
Anything flammable that isn’t carried by a creature will TURN. Attacking you and your ALLIES is HARD.
be set on fire.
Try not to burn your friends. Security through obscurity, which also happens to have a
terrible stench.
Let them pass or let them burn. Let fire and flames rain from the sky and take your rightful
place in religious books. Let them talk about you for ages.
They will say you are a god because according to them only
gods can be cruel enough to destroy everything with fire!
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Christian Vergara (order #20428773)
FIRE SPELLS
FIERY NATURE
LEVEL IV FIRE
Shed your physical body and turn into hellish fire itself
for 2 ROUNDS/POWER. You can instantly enlarge and
engulf buildings, shrink and move through tiny cracks.
You can set things on fire that happen to be engulfed by
you for DOUBLE ULTIMATE DAMAGE/ROUND.
2 ROUNDS/POWER
SELF
ARTIFACT
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Christian Vergara (order #20428773)
GLYPH SPELLS
ALARM CIRCLE OF EXCLUSION
LEVEL I GLYPH LEVEL I GLYPH
Draw one invisible GLYPH/POWER on the ground, NEAR Draw a circle with NEAR diameter around you. Name a
diameter, within DOUBLE FAR. If trespassed, you will creature, a being, a group of people, a race or a creature
know it and who trespassed it until next dawn. type. Those who are named cannot enter the circle for
1D4 ROUNDS/POWER. If they are already inside, they try
to leave unless they roll HARD WIS.
The world is filled with thieves and intruders. At least they “You... Shall... Not... Pass!” - A wise, grey and old wizard
are not going to catch you off-guard.
“Look! There is a dragon behind you!” “Try hitting my friends again, you slimy disgusting gerblin!” -
Haknor the Bard
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Christian Vergara (order #20428773)
GLYPH SPELLS
KHAN’S MARK MOTIVATION
LEVEL I GLYPH LEVEL I GLYPH
Put a glowing mark on a target you touch for 1D4 Draw a GLYPH on one CLOSE TARGET/POWER. It gains
ROUNDS/POWER. Whenever it is hit, it also takes BASIC one temporary HEART. A target cannot have more than
DAMAGE/POWER. Target cannot hide or be stealthy. one temporary HEART at a time this way.
BOONE STUDY
Kick them while they are down. - “What the Emperor asks is impossible. I don’t have enough
men.”
+ “Perhaps I can find new ways to motivate them.”
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Christian Vergara (order #20428773)
GLYPH SPELLS
II
DEFENSE TURRET DUPLICATE
LEVEL II GLYPH LEVEL II GLYPH
Draw an invisible GLYPH where you touch. When Draw a GLYPH on an object that is no larger than a cart.
ENEMIES come NEAR it, the GLYPH will shoot one An exact copy will appear next to it. The duplicate has
ARROW per ENEMY using your DEX bonus each ROUND, the same properties and abilities as the original. It will
for 2 ROUNDS/POWER. disappear after 1D6 ROUNDS/POWER.
Traps are set up at unsuspected locations for a reason. “I like your flaming, undead-bane sword...”
BOONE STUDY
- “We are all gonna die down here, there are too many of Helping those who are in need is the highest form of
them!!” selflessness.
+ “No, were are not! Just keep healing!”
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Christian Vergara (order #20428773)
GLYPH SPELLS
MESMERIZE GOOD OMEN III
2 ROUNDS/POWER 1 ROUND/POWER
ENEMIES that see the GLYPH YOU and ALLIES that see the GLYPH
Cripple them so that they can’t even lift their swords. “Allie Soderson held the door all by herself against the army
of the necromancer. First she cast Circle of Exclusion, then
cast Symbol of Destruction on top of it. When she was done,
only a pile of bones was left.” - The Defense of Fort Eilenron
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Christian Vergara (order #20428773)
GLYPH SPELLS
I
CIRCLE OF EXHAUSTION
LEVEL IV GLYPH
Draw a circle on the ground with NEAR diameter around
you. ENEMIES in the circle get -2/POWER to ALL ROLLS
for 2 ROUNDS/POWER.
2 ROUNDS/POWER
NEAR ENEMIES
SCROLL
GLYPH OF ILLUSIONS
LEVEL IV GLYPH
You can create any illusion you want within FAR of the
GLYPH for one HOUR/POWER. Illusions have sound but
when they are touched, their true nature will be
revealed.
1 HOUR/POWER
FAR AT GLYPH
SCROLL, STUDY
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Christian Vergara (order #20428773)
MATTER SPELLS
CHAINS OF MISERY CRUSH ‘EM
LEVEL I MATTER LEVEL I MATTER
Chains come out of the ground, beneath a NEAR target Crush the internal organs or internal structure of 1D4
and immobilize it. Target rolls STR each ROUND to break NEAR TARGETS/POWER for MAGIC DAMAGE.
free or takes BASIC DAMAGE/POWER each ROUND and
skips its TURN. Lasts up to 4 ROUNDS.
Up to 4 ROUNDS INSTANT
“Grab them hard, “You have failed me for the last time...” - Lord Dark Helmet
Hold them tight.
Don’t let them go,
Show them your might.” - Anonymous
INSTANT INSTANT
The words “bank heist” come to mind. - “What the hell happened to you? Why are you in your
pants?!”
+ “A damn mage happened, that’s why!”
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Christian Vergara (order #20428773)
MATTER SPELLS
QUICKSAND UNSTABLE TERRAIN
LEVEL I MATTER LEVEL I MATTER
Crush the ground into a quicksand NEAR a point you can Crumble and deform the ground around a point you can
see. Things start to sink and will be completely engulfed see. Creatures trying to pass through it need to roll DEX
in 1D4 ROUNDS. Creatures have to roll DEX to climb out. or they cannot advance. POWERS 2 and 3 have no
Higher POWERS reduce the duration by 1 additional effect. At POWER 4 the radius is NEAR.
ROUND/POWER. If the result is 0 or less, things sink and
disappear immediately.
Being unsure of the ground you are standing on is an “The ground shook and at first we thought it was an
uneasy feeling. earthquake, but it wasn’t. Poor suckers got stuck at a choke
point.” - Xal-den-mar
II
BRIDGE UNDER MY FEET CREATE INGREDIENT
LEVEL II MATTER LEVEL II MATTER
Create one RARE INGREDIENT/POWER. Roll on the RARE
Start walking from a ledge. Instead of falling, dust will fly and
fuse to create a "bridge" under you as you walk. You can adjust INGREDIENTS TABLE.
the shape and the elevation of this bridge while it is forming.
Maximum length of the bridge depends on POWER (1=CLOSE,
2=NEAR, 3=FAR, 4=DOUBLE FAR). You can construct the bridge
over multiple ROUNDS.
PERMANENT PERMANENT
SELF SELF
- “Come on, we need to jump to the next building before Having a rare ingredient in the pocket can be very helpful
they come and catch us!” under the right circumstances.
+ “Jumping? What are we? Peasants?”
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Christian Vergara (order #20428773)
MATTER SPELLS
PRODUCE TONS OF FUN
LEVEL II MATTER LEVEL II MATTER
Convert raw materials into produced/processed goods One TARGET/POWER within FAR is crushed as if rocks fell
like a tree trunk into planks, iron ore into nails and so on it and takes DOUBLE ULTIMATE DAMAGE. If it cannot
on. The maximum volume of the raw material to be used roll STR, it also falls prone.
depends on POWER (1=Up to an average person, 2=Up
to a cart, 3=Up to a house, 4=Up to a castle).
PERMANENT INSTANT
With this spell, you can always find work. Better yet, you “Stay down!”
won’t need to find it at all.
III
ASSEMBLY DISINTEGRATE
LEVEL III MATTER LEVEL III MATTER
Combine and assemble pre-processed materials or goods into A target you can see receives DOUBLE ULTIMATE
non-living mundane things like planks, nails and rope into a DAMAGE/POWER. If target drops to 0 HP or less, only
bridge. You need to have the necessary materials at hand. The dust remains.
volume of the result depends on POWER (1=Up to an average
person, 2=Up to a cart, 3=Up to a house, 4=Up to a castle). You
can cast this SPELL repeatedly to create bigger things.
PERMANENT INSTANT
Why waste coin on workers when you can single handedly Let dust turn to dust and let sleeping dust lie.
do a better job?
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Christian Vergara (order #20428773)
MATTER SPELLS
EARTH SHAPER SHIELD GUARDIAN
LEVEL III MATTER LEVEL III MATTER
Change the shape of the terrain in any way you choose. Create a construct guardian from mundane materials
You can create trenches, walls, pillars, roads, ditches and NEAR you. It has one HEART/POWER and +1 ALL
raise or flatten the ground. However, you cannot turn a ROLLS/POWER. Its size depends on POWER (1=Small,
material into another one; you can only use what is 2=Medium, 3=Giant, 4=Huge). If you do not give it any
already available. The radius you can affect depends on orders, it will try to protect you to the best of its ability.
POWER (1=CLOSE, 2=NEAR, 3=FAR, 4=DOUBLE FAR). You can control at most 4 guardians at a given time.
PERMANENT PERMANENT
VARIABLE NEAR
I
CREATE OBJECT DESTROYER OF WORLDS
LEVEL IV MATTER LEVEL IV MATTER
Create one OBJECT/POWER that is no larger than your fist. You You wreck and destroy one non-living thing you can see
can create it in any shape and out of any material (or any or a part of it: objects, structures, buildings, vehicles and
combination of materials). If you create something out of a so on. The maximum volume destroyed is one
valuable material (like gold), roll MERCURIAL FAILURE. You can CART/POWER each ROUND. Items on creatures are
cast this SPELL multiple times to create a bigger object. Roll INT unaffected.
to create an object from memory.
PERMANENT CONCENTRATION
If you want to get rich quickly, know that there are costs and “Where I pass, nothing shall remain...” - Anwh’bozzu, Prince
some are significant. of Destruction
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MATTER SPELLS
WAVES OF DESTRUCTION
LEVEL IV MATTER
Strike the ground to create destructive waves that
spread from you. ENEMIES within FAR take MAGIC
DAMAGE/POWER. If they cannot roll STR, they also fall
prone.
INSTANT
FAR ENEMIES
ARTIFACT
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MIND SPELLS
AWAKEN BEFRIEND
LEVEL I MIND LEVEL I MIND
Specify a condition or an event. If and when it triggers A target you touch considers you a friend and behaves
NEAR you within 2 HOURS/POWER, you will know it. If accordingly for 1D8 ROUNDS. CHA rolls (if required)
you are asleep, you will wake up. against that target are EASY. For higher POWERS either
add another target or increase the duration by 1D8
ROUNDS.
2 HOURS/POWER VARIABLE
Being on alert is the first step of survival. You are a man’s best friend, at least for a short amount of
time.
VARIABLE SELF
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MIND SPELLS
SEND MESSAGE TELEPATHY
LEVEL I MIND LEVEL I MIND
Send a short telephatical message to a target you know You and an intelligent enough target you can see can
within range. It can give you a short reply if it chooses to talk to each other telepathically for 1D6 ROUNDS. You
do so. Maximum range of the SPELL depends on POWER will understand each other regardless of language. For
(1=Same town, 2=Same country, 3=Same continent, higher POWERS either add another target or increase
4=Same planet). the duration by 1D6 ROUNDS. Multiple targets can
"hear" each other.
INSTANT VARIABLE
Being in contact with far away people can have many Telepathy is considered to be the highest form of
strategic advantages. communication.
- “ĦŊŒ ŦħĐŢIJĬ” You say jump and they don’t even ask how high.
+ “It says you’ve been quite a pain in its...”
- “Neck?”
+ “No.”
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MIND SPELLS
FORCE THE TRUTH PRINCE CHARMING
LEVEL II MIND LEVEL II MIND
Target cannot lie to you for 1D6 ROUNDS. At higher All your CHA rolls are EASY and you add +3 EFFORT to
POWERS either add another target or increase the CHA related tasks for 1D4 ROUNDS/POWER.
duration for 1D6 ROUNDS.
I’ll have none of you lying!” - High Judge of Winterpass It is said that a bard armed with a pretty smile is more
powerful than a warrior armed with a huge plasma rifle.
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MIND SPELLS
MENTAL SHIELD MIND PROBE
LEVEL III MIND LEVEL III MIND
One TARGET/POWER you touch becomes immune to all Look for a single FACT or INFORMATION/POWER in a
kinds of mind affecting SPELLS and other effects for one being's mind that you can see. If it is highly intelligent,
DAY. roll contested INT.
1 DAY INSTANT
Food for thought; armor for your mind. Some minds are more cluttered than certain wardrobes.
CONCENTRATION INSTANT
Gotta know when to fold ‘em, or when to “hold” ‘em. Memory is most precious but also most unreliable.
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MIND SPELLS
HORRID PHANTASMS POSSESS
LEVEL IV MIND LEVEL IV MIND
You induce horrifying images in targets’ minds. Roll Possess a corporeal living creature for one DAY/POWER. You
contested WIS check for each target. If you win, target keep your INT, WIS and CHA but use the rest of the STATS of
drops to 0 HP. If not, it gets DOUBLE MAGIC DAMAGE the host. Your body stays in deep slumber for the duration of
instead. One TARGET/POWER. the SPELL. If you are excised from the host body by any means
or you host dies, you take ULTIMATE DAMAGE and you
immediately wake up in your own body.
INSTANT 1 DAY/POWER
It has been long rumored that people die in their sleep due Make no mistake; it is a violation of the victim.
to night terrors. Maybe there is some truth to that.
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TIME SPELLS
ARCANE TIMER CERTAIN OUTCOME
LEVEL I TIME (METAMAGIC) LEVEL I TIME
Immediately cast another SPELL of LEVEL equal to this A NEAR target automatically succeeds its next ATTEMPT
SPELL's POWER without rolling but by paying its COST. or CHECK. Higher POWERS add another target or
Target SPELL goes off in up to 10 ROUNDS (your choice). another auto success. A single target can't have more
than two pending auto successes at a given time.
VARIABLE INSTANT
Precisely timing things can separate success from failure. It is extremely comfortable knowing that one can’t fail no
matter what.
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TIME SPELLS
SECOND CHANCE SPELL TRIGGER
LEVEL I TIME LEVEL I TIME (METAMAGIC)
NEAR target rerolls failed ATTEMPTS or CHECKS for one Immediately cast another SPELL of LEVEL equal to this
ROUND/POWER but rerolls each ATTEMPT or CHECK SPELL's POWER without rolling but by paying its COST.
only once. Target SPELL is stored for 1 DAY. Specify a condition or
an event for the SPELL to go off. You can have only one
SPELL stored at a given time. You can replace the stored
SPELL by casting SPELL TRIGGER again.
1 ROUND/POWER 1 DAY
Life doesn’t give people many second chances. You can fix Being prepared gets you halfway to victory.
this.
Who needs a fridge? Safeguarding things against damage might come in handy.
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TIME SPELLS
FORWARD REPEAT
LEVEL II TIME LEVEL II TIME
Either subtract 1 from one TIMER/POWER or subtract Repeat an ACTION or an event that happened in the
1/POWER from a TIMER. previous ROUND. For each POWER either repeat it once
more or repeat another ACTION or event.
INSTANT INSTANT
Sometimes all ‘time’ needs is a little push. Repeating something over and over again can both be a
boon and a curse. Repeating something over and over again
can both be a boon and a curse. Repeating something over
and over again can both be a boon and a curse...
INSTANT INSTANT
Time doesn’t always have to be against you. “Everything is proceeding as I have foreseen.” - A certain
Emperor
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TIME SPELLS
HASTE INTERJECT
LEVEL III TIME LEVEL III TIME
You or one TARGET/POWER plays an additional TURN Immediately play a TURN. You can only cast this SPELL
after its next TURN. during GM's TURN and only once per ROUND. This SPELL
can only be cast at POWER 1.
PAUSE UNDO
LEVEL III TIME LEVEL III TIME
Pause one TIMER/POWER so it doesn’t count up or down Undo an ACTION or an event that happened in the last
as long as you can concentrate. ROUND since the end of your last TURN. Higher POWERS
let you undo in the previous ROUNDS.
CONCENTRATION INSTANT
STUDY ARTIFACT
Controlling time is controlling fate. “Nope. That didn’t happen at all.” - Asmendel the Time Mage
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TIME SPELLS
I
ERASE FROM TIMELINE INEVITABILITY
LEVEL IV TIME LEVEL IV TIME
Name a being, an object or an event and remove it from existence. An event you describe will happen NEAR you in exactly 4
Nobody except you will remember it. Your current timeline may ROUNDS. If your description is nonsensical or
change in unforeseen ways. Some powerful beings or objects may be impossible, the SPELL will fail. Higher POWERS bring the
immune to this SPELL. Erasing a being requires a HARD roll and if you event closer for 1 ROUND/POWER. If you roll a NATURAL
fail (or the target is immune) roll MERCURIAL FAILURE. You can erase 10 or less, roll MERCURIAL FAILURE.
something from the past. You can only cast this SPELL at POWER 4.
INSTANT INSTANT
-Flavor text has been erased from timeline- “You hear that Mr. Anderson? That is the sound of
inevitability... It is the sound of your death.” - Agent Smith to
Neo.
SWAP TIMELINES
LEVEL IV TIME
Pick two OBJECTS or two BEINGS/POWER. You swap their
timelines so that they switch places and all of their
current conditions like position, damage, disease, dying
and so on switch.
INSTANT
SCROLL
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TRANSMUTATION SPELLS
ANIMAL FORM ELEMENTAL ENCHANTMENT
LEVEL I TRANSMUTATION LEVEL I TRANSMUTATION
Turn into an animal with your equipment for 1D4 You imbue an item you touch with an element you
ROUNDS/POWER. You can't activate items or cast SPELLS in choose like fire, acid, cold, lightning and so on. That item
this form. does 1D6 additional damage of that element type for
Bear: Double STR, CON and WEAPON EFFORT. Gain two 1D4 ROUNDS/POWER.
temporary HEARTS.
Cheetah: Double DEX, WEAPON and ULTIMATE EFFORT. You
can move FAR and still take an ACTION.
Giant Spider: +3 ARMOR. You can jump FAR and still take an 1D4 ROUNDS/POWER
ACTION and can climb on any surface. Shoot web with a DEX
roll to immobilize a target for 1D4 ROUNDS. SINGLE TOUCH
Wolf: Double STR, BASIC and WEAPON EFFORT. Rolls involving
sight and smell are EASY.
BOONE, STUDY
1D4 ROUNDS/POWER
“A flaming sword? How unimaginitive of you. Like there are
no other elements in nature.” - Menzan Druxx, teacher at
SELF
Highwolf University of Spellcraft
SCROLL
“Give us some time, will ya?” - Brean, son of Modir, just In some cultures, it is widely believed that a tailor cannot
outside of the gate of Castle Berrinx during the first orc patch her own clothes. How wrong they are!
siege.
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TRANSMUTATION SPELLS
REFORM RESIZE
LEVEL I TRANSMUTATION (METAMAGIC) LEVEL I TRANSMUTATION
Immediately cast another SPELL of LEVEL equal to this Touched target grows or shrinks (your choice) to
SPELL's POWER without rolling but by paying its COST. DOUBLE or HALF SIZE/POWER and stays that way for
Change the target SPELL's element into something else. 1D8 ROUNDS. GM may adjust any relevant STATS
accordingly. Helpful hint: POWER 1=Double, 2=4 times,
3=8 times, 4=16 times.
Let fireballs turn into acidballs to confuse your adversaries How small a person gets at 1/16th size is left as an exercise
even further. to the reader.
“Come at me, you sons of unpleasants! I won’t even lift my “Come at me, you sons of unpleasants! I won’t even lift my
weapon at you!” - Last words of a brave adventurer weapon at you!” - Unforgettable words of then Baron Soren,
now King of Arcadia
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TRANSMUTATION SPELLS
II
CONVERT MATERIAL FEAST OF UDIN
LEVEL II TRANSMUTATION LEVEL II TRANSMUTATION
Turn one non-living target that has no real monetary Create a satisfying and delicious meal for 1D4
value into another like water into rock, rock into pebbles, TARGETS/POWER from mundane materials. Those who
fire into soil and so on. Maximum volume of the target eat this meal heal one HEART and do not need another
depends on POWER (1=Up to an average person, 2=Up nourishment for 1 DAY. Leftovers won't be spoiled for 1
to a car, 3=Up to a house, 4=Up to a small castle). You DAY/POWER.
can convert an object partially.
INSTANT 1 DAY/POWER
SCROLL BOONE
Conversions can be handy when used at the right time. “Let us feast like there is no tomorrow!” - Untar the Paladin,
to his troops before their legendary raid into the caves of
the Rat Men.
FAR
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TRANSMUTATION SPELLS
III
FLUID FORM ONE WITH NATURE
LEVEL III TRANSMUTATION LEVEL III TRANSMUTATION
Turn into any animal or a beast you choose with your Learn one FACT/POWER about your surroundings like
equipment for 1D4 ROUNDS/POWER and gain +8 STAT the location of buildings, fresh water sources, certain
points. You can distribute them to your STATS any way types of creatures and so on up to a couple of miles.
you want. You can use all mundane abilities of the
animal like breathing underwater when you turn into a
fish. You can activate items and cast SPELLS.
A bat? Or a cat? Or a mouse? Or a crocodile? Whatever you - “I know where the gerblins are!”
want to become, whenever you want to become. + “Did you really have to pick up and smell their poop to
know that?”
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TRANSMUTATION SPELLS
MASTER OF FORMS UDIN’s WEATHER
LEVEL IV TRANSMUTATION LEVEL IV TRANSMUTATION
When you learn this SPELL, all your Form SPELLS gain You have total control of the weather within DOUBLE FAR for
1D4 ROUNDS extra duration and +2 to ALL EFFORT. one HOUR/POWER. You can create clouds, winds, storms,
rains, blizzards and make it scorching hot or freezing cold. You
can change the conditions of the weather each ROUND. Using
harsh weather conditions, you can cause MAGIC DAMAGE
within NEAR of a point each ROUND.
SPECIAL 1 HOUR/POWER
Better, stronger and longer! - “Damn, how are we going to catch their ship?”
+ “Don’t worry, Udin is with us. Though, ‘behind us’ is more
accurate in this case.” - The great chase of Pundan River
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FEATS
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INTRODUCTION
WHAT ARE FEATS? ACTIVATING FEATS
FEATS are exceptional and special abilities of You can activate a FEAT any time unless otherwise
characters that enable them to be HEROIC and noted in its description. Some FEATS specify
AMAZING and make them stand apart from others. conditions for their activation like “when a melee
attack hits you” - you can only active them when that
A blademan in the midst of a mob doing a whirlwind condition is met.
attack and hitting everyone, a warrior tucking herself
behind her shield and shrugging off a dragon's breath, There is no limit on how many FEATS you can activate
and a monk ducking, dodging and breaking arrows are at a given time.
primary examples.
Activating a FEAT is NOT AN ACTION and you can
FEATS can easily be incorporated into any setting and use a FEAT as a reaction to an ENEMY. Example: You
into any type of play. can activate Defense FEAT to increase your ARMOR
after an ENEMY hits you. This way you can make the
• FEATS are part of a character. Once learned, they hit miss.
cannot be looted, destroyed or otherwise forcibly
removed. ACTIVATION: To activate a FEAT, pay the COST of the
TIER you choose in HP and make the necessary
• FEATS enable you to grow and customize your ATTEMPT roll for activation. If you succeed, then
character in a direction that does not depend on you’ve activated the FEAT. Well done.
random LOOT rolls.
If you fail the activation roll, you can't activate the
• You can easily modify an existing class by adding a FEAT and you don’t pay any COST. Also you can’t
FEAT to it, to add your unique flavor. attempt to activate that FEAT again this ROUND for
the same target or condition. If the target or the
• FEATS allow you to play without acquiring or condition changes, you can try to activate again.
needing any LOOT if you want to do so. Example: Break Projectile - you can try to activate this
for each new projectile aimed at you in the same
• FEATS have multiple TIERS that have different ROUND regardless of your previous activation failures.
abilities and different HP COSTS. FEATS that are
powerful have more expensive TIERS, so you can If you roll a NATURAL 20 when activating a FEAT,
only use them occasionally. Others have cheap you pay no HP COST!
TIERS and you can use them over and over again.
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INTRODUCTION
ACTIVATE OR BURN
You can activate a FEAT by bypassing the COST and
any required roll(s) but you can't use the FEAT again
until you get a full rest in SAFETY.
FEATS vs SPELLS
FEATS are mundane abilities, as in non-magical and
non-supernatural, and entirely separate from SPELLS.
However, there is a FEAT called "Single Spell" that lets
you pick a SPELL for your character without having to
be a MAGE. This way you can bridge two separate
worlds with ease.
FEATS vs LOOT
FEATS and LOOT are very similar but also have a few
key differences.
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FEAT INDEX
DEFENSIVE FEATS 75
Break Projectile
Danger Is My Middle Name
Defense
Dodge
Duck
Expect The Unexpected
Hardened
Just a Scratch
Luck
Nine Lives
Over Here
Parry
Relentless
Second Wind
Shield Turtle
Thirsty
Under My Protection
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DEFENSIVE FEATS
BREAK PROJECTILE DANGER IS MY MIDDLE NAME
DEFENSIVE DEFENSIVE
You can deflect or break missiles, arrows, and any type You flirt with danger and come out alive, at least most of
of projectile aimed at you. the time.
HP 1: Roll DEX to activate when a projectile hits you. If HP 1: Activate when you are about to roll a CHECK or
you succeed, the projectile misses you. Optionally roll make any defensive roll, and add +3 to it. You can do this
STR if you want to break it as well. only once per ROUND.
HP 2: DEX roll is EASY. HP 2: Add +5.
HP 3: DEX roll is EASY and you can direct the projectile to
any NEAR target instead.
20 DEX 20 NO ROLL
INSTANT INSTANT
DEFENSE DODGE
DEFENSIVE DEFENSIVE
You know how to protect yourself. You are hard to hit from afar, almost like a rabbit. Why
HP 1: Roll CON to activate and add +3 to your ARMOR for rabbit? Who knows.
1D4 ROUNDS. HP 2: Roll opposing DEX to activate when a ranged
HP 2: Add +5. attack (including SPELLS) hits you. If you win, the hit
HP 3: Add +5 and the duration is 1D6 ROUNDS. misses.
HP 3: Add +3 to the DEX roll.
HP 4: Same as above and you gain +3 ARMOR for 2
ROUNDS.
20 CON 20 OPPOSING DEX
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DEFENSIVE FEATS
DUCK EXPECT THE UNEXPECTED
DEFENSIVE DEFENSIVE
You like your head attached to your body. You never let your guard down and you sleep with a
HP 2: Roll DEX to activate when you are damaged. sword under your pillow.
Attacker rerolls the damage. HP 1: Roll DEX to activate when you are about to be
HP 4: Take the lower value after rerolling. surprised and you will not be.
HP 2: Same as above and you gain a TURN and act
immediately, before whatever was about to surprise
you.
20 DEX 20 DEX
INSTANT INSTANT
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DEFENSIVE FEATS
LUCKY NINE LIVES
DEFENSIVE DEFENSIVE
You seem to do way better than expected. All that trouble, not a single scratch.
HP 1: Roll your highest STAT (except ARMOR) to activate HP 1: Roll the same STAT to activate and reroll the failed
and reroll the failed ATTEMPT you just rolled. You can do CHECK you just rolled. You can do this multiple times in
this only once per ROUND. a ROUND, but for different CHECKS.
HP 2: Same as above but reroll an EFFORT you just HP 2: Same as above but if you fail again, you can reroll
rolled, if you rolled 1 or 2. You can do this only once per the CHECK once more.
ROUND.
INSTANT INSTANT
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DEFENSIVE FEATS
RELENTLESS SECOND WIND
DEFENSIVE DEFENSIVE
You just don't know when to quit. Catch your breath with your exceptional stamina.
HP 2: Roll CON to activate. Lasts for 1D4 ROUNDS. When HP 3: Roll CON to activate. Lasts for 1D4 ROUNDS. When
you drop to 0 HP or less, roll CON to drop to 1 HP you make a RECOVERY roll, add +2 HP.
instead. HP 4: Same as above and the RECOVERY roll is EASY.
HP 3: Same as above but the CON roll is EASY and the HP 5: The roll is EASY and add either your CON BONUS
duration is 1D8 ROUNDS. again or add your BASIC EFFORT (your choice).
HP 4: Same as above but the duration is 1D12 ROUNDS.
20 CON 20 CON
20 STR 20 CON
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DEFENSIVE FEATS
UNDER MY PROTECTION
DEFENSIVE
You are a true and a selfless guardian.
HP 1: Roll INT to activate. ENEMIES attacking anyone
CLOSE to you attack you instead for 1D6 ROUNDS.
HP 2: Same as above and add +3 to your ARMOR for 1D6
ROUNDS.
20 INT
1D6 ROUNDS
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OFFENSIVE FEATS
ACCURATE BULLEt SHOWER
OFFENSIVE OFFENSIVE
Your hits land more and better. Punish multiple ENEMIES that are bunched up together.
VARIABLE: Roll STR or DEX (depends on your weapon in VARIABLE: Attack a ranged target. If you hit, roll DEX to
hand) to activate and sacrifice any number of HP to add activate and sacrifice any number of HP to attack half
them to your ATTACK rolls for 1D4 ROUNDS. When that many targets that are CLOSE to the original one.
MASTERED, add twice the sacrificed HP. When MASTERED, attack one target for each HP. Roll
separate ATTEMPTS.
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OFFENSIVE FEATS
DEVASTATING STRIKE EXPLOSIVE ATTAck
OFFENSIVE OFFENSIVE
You put everything you have behind this attack. Cut them to pieces!
VARIABLE: After you hit a target and damage it, roll STR HP 3: Roll STR or DEX to activate (depends on your
to activate and sacrifice any number of HP to add it to weapon in hand). Lasts for 1D4 ROUNDS. Whenever you
your damage. When MASTERED, add twice the sacrificed roll in the upper half of an EFFORT die when doing
HP to your damage. damage, roll it again and again until you roll under.
HP 4: Lasts for 1D6 ROUNDS.
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OFFENSIVE FEATS
FOLLOW UP ATTAck FRENZY
OFFENSIVE OFFENSIVE
You are an expert in exploiting the weaknesses of your Your attacks are more brutal than usual.
enemies. HP 4: Roll STR to activate. Your attacks do DOUBLE
HP 2: Activate after you roll MODIFIED 13+ for an DAMAGE for 1D4 ROUNDS.
ATTACK. Attack again and again until you roll under. You HP 6: Your attacks do TRIPLE DAMAGE for 1D4 ROUNDS.
can attack a different target each time. You can activate
this FEAT only once per ROUND.
HP 3: Threshold is 12+.
HP 4: Threshold is 11+.
20 NO ROLL 20 STR
FURY MARK
OFFENSIVE OFFENSIVE
You know how to hit critial spots. You mess with the balance of your enemy with your hit.
HP 3: Roll DEX to activate. Your attacks crit with HP 1: Roll STR to activate after you hit a target. All
NATURAL 18-20 for 1D8 ROUNDS. attacks on the target are EASY until your next TURN.
HP 4: Crit with NATURAL 16-20. HP 2: Same as above and all attacks do extra WEAPON
HP 5: Crit with NATURAL 14-20. DAMAGE to the marked target.
HP 3: Same as above but all attacks do extra ULTIMATE
DAMAGE.
20 DEX 20 STR
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OFFENSIVE FEATS
RAGE RETALIATION
OFFENSIVE OFFENSIVE
Occasionally you go into a rage and wreck things. You do not take kindly when things hurt you.
HP 1: +2 STR, +2 CON, +2 WEAPON EFFORT and +2 HP 1: When an ENEMY hits you, roll INT or WIS to
ULTIMATE EFFORT for 1D4 ROUNDS. activate. You attack back in the same style (melee or
HP 2: +2 STR, +2 CON and add your STR to your WEAPON ranged) if you have the proper weapon in hand. You can
and ULTIMATE EFFORTS for 1D4 ROUNDS. do this only once per ROUND.
HP 3: Same as above but roll CON at the start of each of HP 2: Your ATTACK is EASY.
your TURNS after the duration ends. If successful, the HP 3: You can RETALIATE up to 1D6 times this ROUND
rage continues. (pay 1 HP for each) and they are EASY.
20 STR 20 INT or WIS
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OFFENSIVE FEATS
SHIELD BASH STUN
OFFENSIVE OFFENSIVE
A shield in your hand is just as effective as a weapon. You love making your opponents count imaginary stars.
HP 1: Roll STR to activate. When you attack, also attack HP 1: Roll STR to activate after a successful attack. Target
the same target with your shield for 1D6 ROUNDS. The rolls CON or can't act for 1D4 ROUNDS.
shield does BASIC DAMAGE. HP 2: Same as above but target’s CON roll is HARD.
HP 2: Same as above and your shield does WEAPON
DAMAGE.
HP 3: Same as above and your shield also knocks the
target prone on a successful hit.
20 STR 20 STR
MELEE MELEE
Only amateurs use their shields solely for defense. “zzzZzzZz”
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OFFENSIVE FEATS
TWO WEAPONS Unarmed Onslaught
OFFENSIVE OFFENSIVE
You wield two weapons with great aptitude and you also Roundhouse kicks abound.
look very cool. HP 1: Roll STR to activate. Your unarmed attacks do
HP 1: Roll STR or DEX to activate (depends on your ULTIMATE EFFORT this ROUND.
weapon in hand). When you attack, also attack with your HP 2: Your unarmed attacks do ULTIMATE EFFORT for
second weapon for 1D4 ROUNDS. Roll separate attack 1D4 ROUNDS.
ATTEMPTS. HP 3: Same as above and your unarmed attacks are
HP 2: One of your attacks is EASY (your choice). EASY for the duration.
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UTILITY FEATS
ADVENTURER BRILLIANCE
UTILITY UTILITY
You know how to handle yourself when delving into the Get a temporary boost to a STAT.
unknown. VARIABLE: Choose one STAT except ARMOR when
HP 1: Roll WIS to activate when underground or inside a picking up this FEAT. Roll that STAT to activate and
building. You know exactly where you are and which way sacrifice up to 3 HP to add it to your rolls using that STAT
is north. for 1D4 ROUNDS. When MASTERED, only pay 1 HP. You
HP 2: Navigation is EASY for 1D4 ROUNDS. can pick this FEAT multiple times for different STATS.
HP 3: Find or create 1 SUPPLY, or goods that are worth STAT: _________________________
10 COINS.
20 WIS 20 CHOSEN STAT
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UTILITY FEATS
EXTRA EFFORT FAST RELOAD
UTILITY UTILITY
Go the extra mile when doing tasks. You are a master of reloading things.
HP 3: Roll CON to activate. Whenever you roll EFFORT for HP 1: Roll DEX to activate and instantly reload any
anything, it is at least MAGIC EFFORT for 1D4 ROUNDS. weapon or item that requires reloading. When
HP 5: All your EFFORTS are ULTIMATE EFFORT for 1D4 MASTERED, don't roll for activation.
ROUNDS.
EFFORT SELF
- “We need to go past that door quickly!” PLINK PLINK PLINK.
+ “Don’t worry, I’m already done.”
- “That quick? Impressive.”
FOCUS FOOTWORK
UTILITY UTILITY
Take your sweet time to do it right. You are a master of misdirection in combat.
HP 3: Roll INT or WIS to activate at the start of your HP 1: Roll INT to activate when an attack misses you.
TURN. Skip your TURN and next time you do any EFFORT, Direct it to a target CLOSE to you with a new roll.
add DOUBLE BASIC EFFORT to it. HP 2: Add WEAPON EFFORT to damage if the directed
HP 4: Add DOUBLE WEAPON EFFORT. attack is successful.
HP 5: Add DOUBLE ULTIMATE EFFORT. HP 3: Add +3 to the new roll and add ULTIMATE EFFORT
to damage.
INSTANT INSTANT
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Christian Vergara (order #20428773)
UTILITY FEATS
I GO FIRST LEADER
UTILITY UTILITY
You always race to be the first. Command your allies to victory.
HP 1: Activate and add +5 to your INITIATIVE roll. HP 1: Activate this before you play your TURN. Skip your
HP 3: Same as above but add +10. TURN and one of your ALLIES plays a TURN in place of
HP 5: Activate and roll your INITIATIVE normally, but play you. This doesn’t prevent your ALLY to play her regular
an EXTRA TURN before anyone else (including the GM). TURN.
HP 2: Also ALLY's rolls are EASY during this TURN.
HP 3: See above and ALLY is also healed for BASIC
EFFORT.
20 NO ROLL 20 INT, WIS or CHA
INSTANT INSTANT
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Christian Vergara (order #20428773)
UTILITY FEATS
RESILIENT SHARP FOCUS
UTILITY UTILITY
They need more to knock you down. Tune the world out.
HP 2: Roll CON to activate. Lasts for 1D8 ROUNDS. When HP 1: Activate and add +2 ROUNDS to other FEATS that
you drop to 0 HP, roll CON to be stable and if you you activate and which have duration. SHARP FOCUS
succeed, don’t roll for DYING. itself lasts for 1D6 ROUNDS.
HP 3: Same as above and all CON rolls are EASY for the HP 2: Same as above but SHARP FOCUS lasts for 1D12
duration. ROUNDS.
HP 4: Same as above and when you drop to 0 HP and
you are stable, get back to 1 HP in 1D4 ROUNDS.
20 CON 20 NO ROLL
EFFORT FEATS
It is like a cheap horror movie. Just make sure you get back “Shhh, let me concentrate...”
up when they least expect it for most dramatic effect.
SPECIAL VARIABLE
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Christian Vergara (order #20428773)
UTILITY FEATS
SPRINT SURE EFFORT
UTILITY UTILITY
Sometimes it is necessary to get there faster. Your efforts are dependable.
HP 1: Roll CON to activate. Move up to NEAR. You can do HP 2: Roll DEX, INT or WIS to activate and reroll all 1s
this once per ROUND. when doing EFFORT for 1D8 ROUNDS.
HP 2: Same as above but move up to FAR. HP 3: Reroll all 1s and 2s.
HP 4: Reroll all 1-2-3s.
SELF EFFORT
Contrary to popular belief, speed doesn’t kill anyone. Steady hands and a steady mind.
Coming to a sudden stop is what kills. So, don't stop.
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TABLES
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Christian Vergara (order #20428773)
RARE INGREDIENTS TABLE
1: Youth Cream. Apply this to become 1D10 years younger.
2: Daylily. Whoever eats this falls asleep.
3: Thick Feather. Fall slowly and don't take any damage from falling for 1D4 ROUNDS.
4: Bat Wing. Eat this to become immune to fire and fire damage for 2D6 ROUNDS.
5: Grave Moth. Know precise locations of any demonic or necromantic sources within 1 mile.
6: Dried Gill. You can breathe underwater and in any other liquid.
7: Delicious Salve. You don't need any nourishment or water for 1 DAY.
8: Squid Heart. +5 to all fear related CHECKS and ATTEMPTS for 1D8 ROUNDS.
9: Snake Tongue. Understand and speak any language for 1 HOUR.
10: Snake Bladder. Neutralize a poison. Can be ingested or put on a wound.
11: Frog Leg. Eat to be able to jump up to FAR height or distance for 1D8 ROUNDS.
12: Dragon's Tail. Eat it to fly FAR for 1D4 ROUNDS.
13: Xeno Acid. Burn through almost any material.
14: Spiked Hide. Melee attackers take 1D6 damage for 1D4 ROUNDS.
15: Shrunken Head. Summon 1D12 ghosts under your control for 1D8 ROUNDS. 1 HP each.
16: Crimson Beetle Scales. Drop these on the ground. Whoever steps on them takes 2D12 damage.
17: Eye of the Beast. See invisible things, and everything in their true form for 1D4 ROUNDS.
18: Battered Petals. Put these on an object. In 1D4 ROUNDS it will be shattered and destroyed.
19: Miraculous Balm. Dispel any ongoing SPELL or magical effect on a creature.
20: Red-Black Ointment. You become sensitive to MAGIC. Know all magic sources within NEAR.
21: Maple Seed. Vines will come out of the soil and attack your ENEMIES that come CLOSE for 1D4 ROUNDS.
22: Dreamy Compound. In your dreams, visit a place you have been before.
23: Limestone Dust. Pour a line or a circle. Undeads and demons can't go through.
24: Scorpion Husk. Become immune to poison for 1D4 HOURS.
25: Gnoll Ears. Have superior sight and smell up to FAR for 1D8 ROUNDS.
26: Ball of Slime. Target becomes sticky and can't move unless it rolls STR for 1D6 ROUNDS.
27: Butterfly Husk. Put this on a creature. +5 to your CHA CHECKS and ATTEMPTS against it for 1D6 ROUNDS.
28: Fluorecent Moss. Eat to hear the thoughts of creatures within NEAR for 1D4 ROUNDS.
29: Tattered Seaweed. Gain perfect access to your memory for 1D4 ROUNDS.
30: Glittering Dust. Pour on an invisible thing or creature to turn it visible.
31: Lump of Coal. Makes something vulnerable to fire.
32: Grey Potato. Cast the next METAMAGIC SPELL for free.
33: Green Ash. Pour this on an object to make it invisible for 1 HOUR.
34: Twilight Fungus. Eat this to become invisible for 1D4 ROUNDS.
35: Antique Bone Shards. Drop these onto the ground. ENEMIES that see it flee in fear for 1D4 ROUNDS.
36: Sulfurous Pebble. Reduce all incoming damage by 1D8 for 1D4 ROUNDS.
37: Bone Scraps. Throw on a target. It does half EFFORT for 1D8 ROUNDS.
38: Hardened Tusk. Use this as a weapon that does DOUBLE ULTIMATE DAMAGE for 1D4 ROUNDS.
39: Thick Mud. Repair one broken object.
40: Mummified Heart. Gain 3 temporary HEARTS.
41: Ectoplasm. Drink this to be incorporeal for 1D8 ROUNDS.
42: Displacer Tentacle. Teleport anywhere you can see for 1D8 ROUNDS as your move.
43: Green Ash. Pour this on an object to make it invisible for 1 HOUR.
44: Dry Intestines. Next time you drop to 0 HP, stabilize automatically.
45: Vanilla Orchid. Automatically succeed any STEALTH roll for 1D6 ROUNDS.
46: Burnt Grass. You don't leave any trace when moving for 1D6 ROUNDS.
47: Skull Fragment. +3 ARMOR for 1D8 ROUNDS.
48: Singed Mahogany. +1D4 STR for 1D4 HOURS.
49: Lavandula. +1D4 DEX for 1D4 HOURS.
50: Wild Onion. +1D4 CON for 1D4 HOURS.
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RARE INGREDIENTS TABLE
51: Violet Trumpet. +1D4 INT for 1D4 HOURS.
52: Paper Birch. +1D4 WIS for 1D4 HOURS.
53: Scurvy Petal. +1D4 CHA for 1D4 HOURS.
54: Cursed Bone Marrow. Whoever eats this loses all STAT bonuses for 1D6 ROUNDS.
55: Refreshing Lotion. Heal 3D8 HP.
56: Mummy Wraps. Animate a corpse for 1D4 HOURS. 2 HEARTS, +4 all rolls.
57: Splintered Horn. Stab an undead to destroy it.
58: Yog Shard. Break and throw it to deal 4D12 explosion damage NEAR.
59: War Beetle. Your ARMOR becomes 20 for 1D8 ROUNDS.
60: Bitten Liver. Use this on a DYING creature. It will get up with 1 HP.
61: Wild Oak Bark. Take half damage for 1D6 ROUNDS.
62: Rum Cherry. +1D6 to next EFFORT.
63: Black Maple. +1D8 STR for 1D4 ROUNDS.
64: Spider Fang. +1D8 DEX for 1D4 ROUNDS.
65: Purple Carrot. +1D8 CON for 1D4 ROUNDS.
66: Hogweed. +1D8 INT for 1D4 ROUNDS.
67: Shimmering Spores. +1D8 WIS for 1D4 ROUNDS.
68: Thin-leaved Rose. +1D8 CHA for 1D4 ROUNDS.
69: Assorted Minerals. Give someone immunity to an element (like fire or acid) for 1D6 ROUNDS.
70: Blue-Green Algae. +1D6 to all CHECKS and ATTEMPTS for 1D6 ROUNDS.
71: Unholy Powder. Whoever eats this rolls CON or dies.
72: Troll Finger. Regenerate 5 HP/ROUND for 1D8 ROUNDS.
73: Blood Ink. Cast the next SPELL for free.
74: Burnt Truffle. Lose half your HP. Gain +5 to all attack ATTEMPTS for 1D6 ROUNDS.
75: Arcane Blood. SPELLS cost half for 1D8 ROUNDS.
76: Protea Aristata. Drop to 1 HP. Cast the next SPELL for free and change all its EFFORT dice to ULTIMATE.
77: Tears of Angels. Undo a CURSE or a MUTATION.
78: Blackened Spleen. Your attacks crit on MODIFIED 15+ for 1D8 ROUNDS.
79: Spider Eggs. Your SPELLS crit on MODIFIED 15+ for 1D6 ROUNDS.
80: Gnawed Bone. Stick this into an undead and take full control of it.
81: Dusky Emollient. Eat this to remove all negative effects and undo one MUTATION.
82: Sour Mushroom. Add +2 to all individual EFFORT dice for 1D8 ROUNDS.
83: Four Leaf Clover. Automatically succeed the next 4 CHECKS and ATTEMPTS.
84: Wild Tobacco Leaf. All your EFFORT dice become maximum for 1D4 ROUNDS.
85: Moth-Eaten Leaves. +1D4 to ALL STATS for 1D4 ROUNDS.
86: Thee Fingered Claw. Roll only ULTIMATE in place of any EFFORT for 1D4 ROUNDS.
87: Pure Water. Heal to maximum HP.
88: Tiger Toe. Play an additional TURN immediately.
89: Piranha Teeth. Make 1D8 additional attacks this TURN.
90: Antique Coin. Worth 100 regular COINS.
91: Diamond Powder. You can cast 1D4 additional SPELLS this TURN.
92: Purple Twig. Reroll the MERCURIAL FAILURE roll you just rolled.
93: Quartz Crystal. Reroll the LOOT you just rolled.
94: Marble Skull. Reroll the RARE INGREDIENT you just rolled.
95: Obsidian Remnant. Destroy any LOOT or item you touch.
96: Bone Dust. Duplicate a creature out of dust, under your control. Has the same STATS and abilities as the original.
97: Time Shard. Undo your current TURN or last TURN and play it again.
98: Sparkling Gemstone. Destroy this to find one piece of LOOT.
99: Ember Scroll Fragment. Roll INT to learn a new SPELL immediately.
100: Piece of Star Ruby. 40% chance to permanently gain +1 to any STAT of your choice.
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Christian Vergara (order #20428773)
MERCURIAL FAILURE TABLE (I-II)
1: Gods have forsaken you! Roll THREE TIMES on this table. Ignore results between 1-5.
2: Gods pity you! Roll TWICE on this table. Ignore results between 1-5.
3: Major Mishap. You and anyone CLOSE take ULTIMATE DAMAGE and roll AGAIN on this table. Ignore between 1-5.
4: Mishap. You and anyone CLOSE take MAGIC DAMAGE and roll AGAIN on this table. Ignore results between 1-5.
5: Minor Mishap. You and anyone CLOSE take BASIC DAMAGE and roll AGAIN on this table. Ignore between 1-5.
6: Atomization. Randomly destroy one of your LOOT.
7: Fatal Surge. Roll CON or drop to 0 HP and roll for DYING.
8: Doomed. One of your ALLIES rolls CON or drops to 0 HP.
9: Death Tether. For 1D6 ROUNDS, when you drop to 0 HP, a random ALLY drops to 0 HP with you.
10: Life Leech. For 1D6 ROUNDS, roll CON each ROUND or drop to 0 HP.
11: Confused. Roll WIS each ROUND to be able to act, for 1D6 ROUNDS.
12: Uncontrolled Blast. Pay the COST. SPELL does MAGIC DAMAGE times SPELL's LEVEL damage NEAR.
13: Shatter. Your ARMOR is destroyed.
14: Open Wound. You receive maximum damage from next 1D6 successful attacks.
15: Spikes. Pay the COST. SPELL does WEAPON EFFORT times SPELL's LEVEL damage NEAR.
16: Arcs. Pay the COST. SPELL does BASIC EFFORT times SPELL's LEVEL damage NEAR.
17: Frozen. You are literally frozen within an ice block for 1D4 ROUNDS.
18: Stripped. You can't use magic at all, including LOOT for 1D6 ROUNDS.
19: Silence. You can't speak for 1D4 ROUNDS. You can't cast SPELLS that require you to speak.
20: Heavy Backlash. Pay the COST. SPELL does ULTIMATE EFFORT times SPELL's LEVEL damage to you.
21: Major Backlash. Pay the COST. SPELL does MAGIC EFFORT times SPELL's LEVEL damage to you.
22: Minor Backlash. Pay the COST. SPELL does BASIC EFFORT times SPELL's LEVEL damage to you.
23: Misfortune. -2 to all EFFORT dice for 1D4 ROUNDS.
24: Feeble. Your STR, DEX and CON become 0 for 1D6 ROUNDS.
25: Fried. Your spellcasting STAT becomes 0 for 1D6 ROUNDS.
26: Sapped. Your INT, WIS and CHA become 0 for 1D6 ROUNDS.
27: Weak. -1D4 to STR for 1D4 ROUNDS.
28: Clumsy. -1D4 to DEX for 1D4 ROUNDS.
29: Sick. -1D4 to CON for 1D4 ROUNDS.
30: Dimwitted. -1D4 to INT for 1D4 ROUNDS.
31: Foolish. -1D4 to WIS for 1D4 ROUNDS.
32: Babbler. -1D4 to CHA for 1D4 ROUNDS.
33: Bleed. Lose 1D4 HP for 1D4 ROUNDS.
34: Sucked Dry. 1D4 ROUNDS of SPELLBURN.
35: Vulnerable. Attacks do DOUBLE DAMAGE to you for 1D6 ROUNDS.
36: Unstable. For 1D6 ROUNDS, there is a 10% chance of you rolling MERCURIAL FAILURE after casting a SPELL.
37: Chaos. For 1D4 ROUNDS, there is a 20% chance of you casting a random SPELL instead the one you intended.
38: Spontaneous Combustion. You are ablaze and you take 1D4 damage each ROUND until you put out the fire.
39: Weakened. -2 to all EFFORT for 1D4 ROUNDS.
40: Poor. All COINS and SUPPLIES on you are destroyed.
41: Random. SPELL hits a random ALLY instead of an ENEMY or vice versa, or hits a random location.
42: Opposite. SPELL damages instead of healing, or vice versa. If it is a buff, it gives penalties instead.
43: Randomness. SPELL hits a random target or location.
44: Cry. Whenever an ALLY gets damaged, you lose 1 HP for 1D8 ROUNDS.
45: Mercy. Whenever an ENEMY gets damaged, you lose 1 HP for 1D6 ROUNDS.
46: Charged. One random target NEAR you takes MAGIC lightning damage for 1D4 ROUNDS.
47: Fiery. One random target NEAR you takes MAGIC fire damage for 1D4 ROUNDS.
48: Positive Resistance. You can't be affected by any beneficial magic for 1D6 ROUNDS.
49: Healing Immunity. You can't regain HP no matter the source for 1D4 ROUNDS.
50: Healing Resistance. You can't regain HP by any magical means for 1D4 ROUNDS.
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MERCURIAL FAILURE TABLE (I-II)
51: Feeble. The STAT you cast this SPELL becomes 0 for 1D4 ROUNDS.
52: Dispelled. Any ongoing SPELLS or magical effects on you and NEAR you are dispelled.
53: Sensitive. When an ALLY casts a SPELL, roll CHA or take MAGIC DAMAGE for 1D6 ROUNDS.
54: Ghosts. Pay the COST of the SPELL and summon 1D8 ghosts that attack randomly. 1 HP each.
55: Banned. Lose access to the SPELL's TYPE for 1D8 ROUNDS.
56: Blink. After every move, disappear and reappear randomly on the map for 1D6 ROUNDS.
57: Plagued. You show all signs of a deadly plague for 1D4 DAYS but you are otherwise healthy.
58: Hallucinations. You see ENEMIES where there are none for 1D6 ROUNDS.
59: Tired. -1 to all EFFORT dice for 1D4 ROUNDS.
60: Vertigo. You fall prone and can't get up until you roll DEX.
61: Forgetful. Lose the SPELL for 1D8 ROUNDS.
62: Ghostly. You turn ethereal and can't affect matter for 1D4 ROUNDS. You can cast SPELLS.
63: Fear. All rolls are HARD for 1D4 ROUNDS.
64: Leech. SPELLS cost an additioinal 1 HP/LEVEL for 1D6 ROUNDS.
65: Resistance. You can only be healed for half for 1D6 ROUNDS.
66: Mind Blank. Lose the SPELL for 1D4 HOURS.
67: Highlight. ENEMIES prefer to attack you for 1D4 ROUNDS.
68: Slow. You can only move CLOSE instead of NEAR for 1D4 ROUNDS.
69: Baffled. You can't attack or cast SPELLS beyond CLOSE for 1D6 ROUNDS.
70: Defenseless. Your ARMOR becomes 10 for 1D6 ROUNDS.
71: Dazzled. You can't attack or cast SPELLS beyond NEAR for 1D6 ROUNDS.
72: Shape Shift. Pay the COST and you turn into a small animal (your choice) for 1D6 ROUNDS.
73: Unlucky. Any damage rolled against you is rolled twice and the higher roll applies for 1D4 ROUNDS.
74: Paranoid. You think everybody is after you for 1D4 ROUNDS.
75: Blind. You can't see for 1D4 ROUNDS.
76: Deaf. You can't hear for 1D4 ROUNDS.
77: Flight. You are thrown in the air. Roll DEX or take 2D4 damage from the fall and you are prone.
78: Stiff. You can't control one of your limbs (roll randomly).
79: Shrunk. You shrink half your size and your movement is halved for 1D4 ROUNDS.
80: Time Jump. You are thrown 2 ROUNDS into the future.
81: Gender Confusion. You change sex for 1D4 DAYS.
82: Clone. You look exactly like one of your ALLIES for 1D4 DAYS.
83: Makeup. You look like you are a different BIOFORM for 1D4 DAYS.
84: Bright. You glow with magical energy for 1D6 ROUNDS. You can't hide.
85: Inperceptable. You are totally invisible and inperceptable to your ALLIES for 1D6 ROUNDS.
86: Weightless. Gravity is one-fourth for you for 1D6 ROUNDS.
87: Light sensitivity. Any bright light (sunlight or otherwise) is very painful for you for 1D6 ROUNDS. All rolls are HARD.
88: Loot Swap. 1D4 random LOOT of yours swap places with one of your ALLIES' LOOT.
89: Loud. You make loud noises. You can't hide and everybody knows where you are for 1D6 ROUNDS.
90: Jumbled. Your equipped and carried LOOT swap places.
91: Teleportation. Disappear and reappear at a random place on the map.
92: More Payment. SPELL fires normally but you pay the COST twice.
93: Kittens. Pay the COST of the SPELL and summon 1D10 cute kittens.
94: Wasted Effort. Pay the COST of the SPELL but nothing happens.
95: Nothing. At least you still have your pants.
96: Boost. +1 to all EFFORT for 1D6 ROUNDS.
97: In the Flow. Pay half the COST of the SPELLS you cast in the next 1D4 ROUNDS.
98: Boone. +3 to all EFFORT for 1D6 ROUNDS.
99: Invulnerability. You are immune to any and all damage for 1D4 ROUNDS.
100: Magical energy flows through you. Add +1D4 to all STATS for 1D6 ROUNDS.
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Christian Vergara (order #20428773)
MERCURIAL FAILURE TABLE (III-IV)
1: Gods have forsaken you! Roll THREE TIMES on this table. Ignore results between 1-5.
2: Gods pity you! Roll TWICE on this table. Ignore results between 1-5.
3: Heavy Overload. You and anyone NEAR take ULTIMATE DAMAGE and roll AGAIN on this table. Ignore between 1-5.
4: Overload. You and anyone NEAR you take MAGIC DAMAGE and roll AGAIN on this table. Ignore results between 1-5.
5: Minor Overload. You and anyone NEAR take BASIC DAMAGE and roll AGAIN on this table. Ignore between 1-5.
6: Mutation. Uncontrolled powerful energies mutate you. Roll random MUTATION.
7: Heavy Cost. Permanently lose 1 STAT point (your choice).
8: Broken. If you have more than 1 HEART, permanently lose 1 HEART. If not, drop to 0 HP and roll for DYING.
9: Destruction. Randomly destroy two of your LOOT.
10: Atomization. Randomly destroy one of your LOOT.
11: Erasure. Permanently lose one random SPELL.
12: Evil Twin. Your evil twin with a goatee appears within NEAR and tries to kill you & your ALLIES for 1D6 ROUNDS.
13: Life Leech. For 1D6 ROUNDS, roll CON each ROUND or drop to 0 HP.
14: Dampening Field. You and your ALLIES lose all STAT bonuses for 1D8 ROUNDS.
15: Fatality. Drop to 0 HP and roll for DYING.
16: Sacrifice. One of your ALLIES (determine randomly) drops to 0 HP.
17: Drained. Drop to 1 HP. All rolls are HARD for 1D6 ROUNDS.
18: Zapped. One of your ALLIES (determine randomly) rolls CON or drops to 1 HP.
19: Misfortune. -3 to all EFFECT dice for 1D6 ROUNDS.
20: Agony. For 1D8 ROUNDS, roll CHA each ROUND or do 1 EFFORT maximum for each EFFORT die.
21: Crushed. For 1D8 ROUNDS, roll DEX each ROUND or you can only move CLOSE.
22: Distracted. For 1D8 ROUNDS, roll INT each ROUND or do half EFFORT.
23: Hesitant. For 1D8 ROUNDS, roll WIS each ROUND to be able to act. You can move normally.
24: Glued. For 1D8 ROUNDS, roll STR each ROUND or you can't move. You can act normally.
25: Misplaced. Your ALLIES are sent 1D4 ROUNDS into the future.
26: Reinforcements. You summon ENEMIES so that their numbers are doubled.
27: Motivation. ENEMIES get +2 to ALL ROLLS for 1D6 ROUNDS.
28: Inspiration. ALL ROLLS of ENEMIES are EASY for 1D6 ROUNDS.
29: Nova. Pay the COST. SPELL does ULTIMATE EFFORT times SPELL's LEVEL DAMAGE to everything within FAR.
30: Fiery Blast. Pay the COST. SPELL does MAGIC EFFORT times SPELL's LEVEL DAMAGE to everything within FAR.
31: Force Punch. Pay the COST. SPELL does WEAPON EFFORT times SPELL's LEVEL DAMAGE to everything within FAR.
32: Major Backlash. Pay the COST. SPELL does ULTIMATE EFFORT times SPELL's LEVEL DAMAGE to you.
33: Minor backlash. Pay the COST. Magical energies do MAGIC EFFORT times SPELL's LEVEL DAMAGE to you.
34: Unstable. For 1D6 ROUNDS, there is a 30% chance of you rolling MERCURIAL FAILURE after casting a SPELL.
35: Antimagic Aura. You and everyone within FAR can't use magic at all, including LOOT for 1D6 ROUNDS.
36: Chaos. For 1D8 ROUNDS, there is a 20% chance of you casting a random SPELL instead of the one you intended.
37: Death Aura. When ALLIES within FAR are damaged, they take DOUBLE DAMAGE for 1D6 ROUNDS.
38: Sucked dry. 1D8 ROUNDS of SPELLBURN.
39: Confused. You cannot tell your ALLIES from your ENEMIES for 1D6 ROUNDS.
40: Random. SPELL hits a random target or location.
41: Naked. Lose all STAT bonuses for 1D8 ROUNDS.
42: Positive Resistance. You can't be affected by any beneficial magic for 1D8 ROUNDS.
43: Healing Immunity. You can't regain HP no matter the source for 1D8 ROUNDS.
44: Healing Resistance. You can't regain HP by any magical means for 1D6 ROUNDS.
45: Unfortunate. There is a 50% chance of any healing done to you harming you instead, for 1D6 ROUNDS.
46: Feeble. Your STR, DEX and CON become 0 for 1D6 ROUNDS.
47: Fried. Your spellcasting STAT becomes -3 for 1D6 ROUNDS.
48: Sapped. Your INT, WIS and CHA become 0 for 1D6 ROUNDS.
49: Weak. -1D4 to STR for 1D8 ROUNDS.
50: Clumsy. -1D4 to DEX for 1D8 ROUNDS.
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Christian Vergara (order #20428773)
MERCURIAL FAILURE TABLE (III-IV)
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Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVEL I)
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Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVEL I)
51: Alarm. Level I Glyph. Draw GLYPHS on the ground. When they are trespassed, you’ll know.
52: Circle of Exclusion. Level I Glyph. Those that are named cannot get into the circle.
53: Diversion. Level I Glyph. ENEMIES have to roll INT to attack the protected targets.
54: Glyph of Armor. Level I Glyph. ALLIES that are CLOSE get 20 ARMOR.
55: Khan’s Mark. Level I Glyph. Marked target gets extra damage with each hit.
56: Seven’s Luck. Level I Glyph. Protected ALLIES don’t get hit if they roll NATURAL 15+.
57: Motivation. Level I Glyph. Targets gain one temporary HEART.
58: Shimmering. Level I Glyph. Marked target is EASY to hit.
59: Chains of Misery. Level I Matter. Target gets damage and cannot move or act unless it rolls STR.
60: Crush ‘Em. Level I Matter. Crush the internal organs of targets.
61: Khan’s Drill. Level I Matter. Create a hole in a solid thing.
62: Melt Armor. Level I Matter. Targets get -3 ARMOR.
63: Quicksand. Level I Matter. Turn the ground into a quicksand where things sink into.
64: Unstable Terrain. Level I Matter. Turn the ground into difficult terrain to slow down movement.
65: Awaken. Level I Mind. When an event you specify happens, you get notified.
66: Befriend. Level I Mind. Targets consider you a friend.
67: Disguise. Level I Mind. You appear as someone or something else.
68: Detect Minds. Level I Mind. Know the location of other beings.
69: Send Message. Level I Mind. Send and receive a short telepathical message to/from a distant target.
70: Telepathy. Level I Mind. You can talk to other creatures telepathically.
71: Universal Translator. Level I Mind. Understand and talk any language and understand any written thing.
72: Arcane Timer. Level I Time (Metamagic). Cast another SPELL with a delay.
73: Certain Outcome. Level I Time. Targets automatically succeed their next rolls.
74: Extend. Level I Time (Metamagic). Cast another SPELL with a longer duration.
75: Khan’s Interruption. Level I Time. Make ENEMIES skip their ACTIONS.
76: Second Chance. Level I Time. Target rerolls failed rolls.
77: Spell Trigger. Level I Time (Metamagic). Cast another SPELL that goes off when a condition is met.
78: Stasis Field. Level I Time. Preserve a thing or a creature for a long time.
79: Animal Form. Level I Transmutation. Turn into an animal to gain certain bonuses.
80: Elemental Enchantment. Level I Transmutation. Imbue an item with an element to do extra elemental EFFORT.
81: Invisible Barrier. Level I Transmutation. Nothing corporeal can pass through, unless you allow it.
82: Mend. Level I Transmutation. Repair broken things.
83: Reform. Level I Transmutation (Metamagic). Cast another SPELL but change its element.
84: Resize. Level I Transmutation. Target grows or shrinks.
85: Spiked Armor. Level I Transmutation. Melee attackers get damage.
86: Titan Skin. Level I Transmutation. Target receives only 1 damage from any physical attack.
87: Cure. Level I Blood. Heal multiple creatures you touch.
88: Enhanced Senses. Level I Blood. Target’s chosen senses are amplified. Rolls using those senses are EASY.
89: Hex. Level I Curse. Target’s rolls get -3 with specified STATS.
90: Sap Lifeforce. Level I Demon. Sap STATS of a target and use them yourself.
91: Small Step. Level I Dimension. Teleport up to FAR where you can see.
92: Detect Magic. Level I Elder. Know the location of SPELLS and magical things.
93: Charge. Level I Elder. Transfer HP from you to another.
94: Fire Elemental. Level I Fire. Turn into a fire elemental and gain different abilities.
95: Khan’s Mark. Level I Glyph. Marked target gets extra damage with each hit.
96: Quicksand. Level I Matter. Turn the ground into a quicksand where things sink into.
97: Telepathy. Level I Mind. You can talk to other creatures telepathically.
98: Second Chance. Level I Time. Target rerolls failed rolls.
99: Animal Form. Level I Transmutation. Turn into an animal to gain certain bonuses.
100: Invisible Barrier. Level I Transmutation. Nothing corporeal can pass through, unless you allow it.
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Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVELS II-III)
1: Adrenaline. Level II Blood. Target gains bonuses to all EFFORT and gains temporary HEARTS.
2: Accelerated Metabolism. Level II Blood. Target heals HP each TURN and rerolls all 1s for EFFORT.
3: Blood Pact. Level II Blood. You are linked with a target. When one is healed or damaged, other is also affected.
4: Sickening Smell. Level II Blood. ENEMIES around you get sick and their rolls are HARD.
5: Donation. Level II Blood. Sacrifice HP, targets get that amount.
6: Curse. Level II Curse. Attacking a cursed target is EASY and if it rolls 5 or lower, it is a blunder.
7: Slow. Level II Curse. Targets either move or take an ACTION but not both. Attacks and move CHECKS are HARD.
8: Uncurse. Level II Curse. Remove any CURSE or MUTATION from a target.
9: Word of Khuul. Level II Curse. Targets do half EFFORT.
10: Animate II. Level II Demon. Animate 1 HEART zombies or ghouls.
11: Excise. Level II Demon. Cast out an entity that possessing another one, or break its control over the target.
12: Rain of Bones. Level II Demon. Sharp bones fall out of the sky to damage everything in an area.
13: Swarm of Filth. Level II Demon. Summon a swarm of demonic insects to damage ENEMIES.
14: Undeath to Death. Level II Demon. Destroy multiple undeads that have less than 2 HEARTS.
15: Beyond the Wall. Level II Dimension. Teleport a target out of the current room.
16: Khan’s Portals of Spying. Level II Dimension. Create two portals to spy one from the other.
17: Imprison. Level II Dimension. Teleport multiple targets to a pocket dimension for a limited time.
18: Interdimensional Lock. Level II Dimension. Prevent dimensional travel within FAR.
19: Summon Object. Level II Dimension. Teleport an object next to you.
20: All Seeing Eye. Level II Elder. Creat a big floating eye that sees everything hidden and invisible.
21: Deny. Level II Elder. Counter a SPELL or a magical effect just activated.
22: Double Cast. Level II Elder (Metamagic). Cast two other SPELLS or cast the same SPELL twice.
23: Hand of the Gods. Level II Elder. Touched targets can’t be harmed by outside sources for a limited time.
24: Mirror Image. Level II Elder. Create multiple fake copies of you.
25: Backlash. Level II Energy. Target that just cast a SPELL takes damage.
26: Fly. Level II Energy. You can fly up to FAR.
27: Force Lightning. Level II Energy. You hit targets with arcs of lightning from your fingers.
28: Pulsar. Level II Energy. Shoot force balls each TURN at multiple targets.
29: Sharpshooter. Level II Energy. Shoot a force beam up to DOUBLE FAR.
30: Fireball. Level II Fire. Hurl a ball of fire that explodes.
31: Friendly Fire. Level II Fire. Summon fire elementals.
32: Tentacles of the Depths. Level II Fire. Fiery tentacles come out of your body to attack targets.
33: Heat Death. Level II Fire. Heat a target and do damage. If it dies, heat another one.
34: Wings of Fire. Level II Fire. You can fly with wings.
35: Duplicate. Level II Glyph. Draw it on an object to temporarily copy it with all its statistics and abilities.
36: Helping Hand. Level II Glyph. When target drops to 0 HP it is healed back up.
37: Mesmerize. Level II Glyph. ENEMIES that see the GLYPH roll CHA or skip their TURN.
38: Defense Turret. Level II Glyph. ENEMIES get shot when they come NEAR the GLYPH.
39: Fountain of Life. Level II Glyph. ALLIES around the GLYPH get maximum amount from healing.
40: Bridge Under My Feet. Level II Matter. Walk in the air to create a bridge under you.
41: Create Ingredient. Level II Matter. Roll on the RARE INGREDIENTS table.
42: Produce. Level II Matter. Convert raw materials into processed goods.
43: Tons of Fun. Level II Matter. Targets are crushed and if they cannot roll CON, they fall prone.
44: Command. Level II Mind. Targets must obey your command if they cannot roll CHA.
45: Force the Truth. Level II Mind. Targets cannot lie.
46: Read Mind. Level II Mind. Hear the current thoughts of targets.
47: Prince Charming. Level II Mind. Your CHA rolls are EASY and you get +3 EFFORT to CHA related tasks.
48: Failsafe. Level II Time. If target object is damaged or is tampered with, it returns to its original condition.
49: Forward. Level II Time. Decrease a TIMER.
50: Repeat. Level II Time. Repeat an ACTION or an event that happened in the previous ROUND.
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Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVELS II-III)
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Christian Vergara (order #20428773)
SPELL LOOT TABLE (LEVEL IV)
1-2: Cleanse. Level IV Blood. Restore a target to full HP and remove any negative effects.
3-4: Healing Wave. Level IV Blood. ALLIES around you heal every ROUND.
5-6: Deadly Mutation. Level IV Blood. Damage and mutate a target until it dies.
7-8: Sudden Death. Level IV Blood. Living ENEMIES under 2 HEARTS roll CON or they drop to 0 HP.
9-10: Creeping Death. Level IV Curse. Name a population and many people will die there in a couple of DAYS.
11-12: Seal Fate. Level IV Curse. Utter a fate for a target and it will come true.
13-14: Animate IV. Level IV Demon. Animate banshees and shamblers with 3 HEARTS.
15-16: Bone Demon. Level IV Demon. Turn into a giant bone demon to gain multiple abilities.
17-18: Clone Puppet. Level IV Demon. Create an evil clone of a target. It obeys you but occasionally does evil things.
19-20: Ethereal Walk. Level IV Dimension. You and multiple targets go to another dimension but see what’s here.
21-22: Teleport. Level IV Dimension. Teleport yourself and multiple targets to another place.
23-24: Void. Level IV Dimension. Open a big gateway to nothingness. It will suck everything in.
25-26: Convene with the Elders. Level IV Elder. Mentally visit ELDERS and get guidance from them.
27-28: Resurrection. Level IV Elder. Target that has been dead for a long time is brought back to life.
29-30: Spell Ascendency. Level IV Elder. Cast a SPELL without any COST but forget multiple SPELLS in return.
31-32: Sparkling Storm. Level IV Energy. Shoot lightning from the clouds.
33-34: Supernova. Level IV Energy. Explode in a blinding energy to do damage and blind your ENEMIES.
35-36: Fiery Nature. Level IV Fire. Turn into fire itself and burn everything.
37-38: Armageddon. Level IV Fire. Make it rain meteorites from the sky.
39-40: Circle of Exhaustion. Level IV Glyph. ENEMIES in the circle get penalties to all rolls.
41-42: Glyph of Illusions. Level IV Glyph. Create any illusion you want in an area.
43-44: Create Object. Level IV Matter. Create any small object.
45-46: Wave of Destruction. Level IV Matter. Spread a wave that damages ENEMIES and make them fall prone.
47-48: Destroyer of Worlds. Level IV Matter. Destroy things and objects around you each ROUND.
49-50: Alter Memory. Level IV Mind. Manipulate the memories of a target.
51-52: Horrid Phantasms. Level IV Mind. Induce horrifying images in a target’s mind to damage or kill it.
53-54: Possess. Level IV Mind. Possess another creature for a couple of HOURS.
55-56: Erase From Timeline. Level IV Time. Erase something from existence.
57-58: Inevitable. Level IV Time. An event you describe will happen very soon.
59-60: Swap Timelines. Level IV Time. Swap two creatures’ or two objects’ timeline.
61-62: Magical Form. Level IV Transmutation. Turn into a dragon or a hydra to gain new abilities.
63-64: Master of Forms. Level IV Transmutation. All your Form SPELLS gain extra duration and bonus to EFFORT.
65-66: Udin’s Weather. Level IV Transmutation. Totally control the weather.
67-68: Healing Wave. Level IV Blood. ALLIES around you heal every ROUND.
69-70: Sudden Death. Level IV Blood. Living ENEMIES under 2 HEARTS roll CON or they drop to 0 HP.
71-72: Seal Fate. Level IV Curse. Utter a fate for a target and it will come true.
73-74: Animate IV. Level IV Demon. Animate banshees and shamblers with 3 HEARTS.
75-76: Bone Demon. Level IV Demon. Turn into a giant bone demon to gain multiple abilities.
77-78: Teleport. Level IV Dimension. Teleport yourself and multiple targets to another place.
79-80: Resurrection. Level IV Elder. Target that has been dead for a long time is brought back to life.
81-82: Supernova. Level IV Energy. Explode in a blinding energy to do damage and blind your ENEMIES.
83-84: Armageddon. Level IV Fire. Make it rain meteorites from the sky.
85-86: Circle of Exhaustion. Level IV Glyph. ENEMIES in the circle get penalties to all rolls.
87-88: Glyph of Illusions. Level IV Glyph. Create any illusion you want in an area.
89-90: Wave of Destruction. Level IV Matter. Spread a wave that damages ENEMIES and make them fall prone.
91-92: Destroyer of Worlds. Level IV Matter. Destroy things and objects around you each ROUND.
93-94: Alter Memory. Level IV Mind. Manipulate the memories of a target.
95-96: Inevitable. Level IV Time. An event you describe will happen very soon.
97-98: Magical Form. Level IV Transmutation. Turn into a dragon or a hydra to gain new abilities.
99-100: Udin’s Weather. Level IV Transmutation. Totally control the weather.
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Christian Vergara (order #20428773)
NAME: BIOFORM:
ORIGIN: DESTINY:
MAGE KIND: MAGE CLASS:
BASIC
BASE LOOT
ARMOR BASE LOOT
HP = 10 HP
STR 4
GEAR MISC GEAR MISC
WEAPON
BASE LOOT BASE
DEX 6
LOOT
MAGIC
BASE LOOT BASE LOOT BASE LOOT
CON 8 DYING: 6
GEAR MISC GEAR MISC GEAR MISC
ULTIMATE
BASE LOOT BASE LOOT Portrait
INT 12
GEAR MISC GEAR MISC
BASE LOOT
CHA
GEAR MISC
BLOOD CURSE DEMON DIMENSION ELDER ENERGY FIRE GLYPH MATTER MIND TIME TRANSMUTATION
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COINS: HERO
103 COIN SUPPLIES:
Christian Vergara (order #20428773)
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Christian Vergara (order #20428773)