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Island Rats: Adventure Game Guide

In Island Rats, initiative is determined by Dexterity rolls, with surprises granting initiative advantage. Combat allows one action per turn such as attacking or casting spells. Health is restored through rest and medicine. Exploration and travel occur over Watches, with encumbrance tracking item locations. Settlements offer services in exchange for bartering items of varying Quality representing their value.

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Lawson Leong
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0% found this document useful (0 votes)
781 views6 pages

Island Rats: Adventure Game Guide

In Island Rats, initiative is determined by Dexterity rolls, with surprises granting initiative advantage. Combat allows one action per turn such as attacking or casting spells. Health is restored through rest and medicine. Exploration and travel occur over Watches, with encumbrance tracking item locations. Settlements offer services in exchange for bartering items of varying Quality representing their value.

Uploaded by

Lawson Leong
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Initiative Healing Barter

ISLAND If one side surprised the other, they automatically


gain initiative, as well as advantage on all attack rolls
during the first round. Otherwise, all player charac-
ters roll a DEX danger roll. Those that succeed take
A day of rest in a sanctuary, like Hot Springs City,
restores health back to its maximum. A dose of med-
icine restores 1 point of Health. Restoring Health to
a PC stops them from bleeding out and brings them
Once during a visit to a settlement like Hot Springs
City, each PC can make a Barter roll. The player
stakes something of Quality, rolls 2d, and adds their
WIL ability. If the total is 10 or higher, the PC obtains

RATS
Island Rats is a fantasy adventure game of explora-
tion, problem-solving, and survival. One player acts
their turns first. Then the enemies take their turn.
Then alternate sides between players and enemies
until one side retreats or is defeated.
On a side’s turn, each of its characters, in any order,
may move 25 feet or one zone and take one action
including: attack a target within range, cast a spell,
to consciousness.

Morale
When an NPC or hireling faces more danger than
they were expecting, the GM may call for a WIL dan-
ger roll to see if they rout or beg for mercy. Typical
situations for making a morale check include when
an item of equal Quality. If not, the PC obtains an
item of lower quality. You cannot receive an item
with a Quality lower than 0.
Quality 0: Common item, common service, light
weapon, single coin, impoverished living
Quality 1: Specialty item, specialty service, ranged
drink a potion, move 15 feet or one zone more, etc. weapon, shield, several coins, poor living
as the Game Master (GM) while the remaining play- an NPC loses half of their force (when in a group),
Quality 2: Light armor, heavy weapon, potion, merce-
ers take on the role of Player Characters (PCs). Combat loses half of their health (when alone), loses their
leader, or is attacked by magic. nary service, small bribe, bag of coins, frugal living
Although paper, pencils, and dice are involved, the Characters have a base armor rating of 6. Light ar-
Quality 3: Heavy armor, luxury item, small magic item,
core of the game is a conversation; the GM tells the
players what is happening, the players tell the GM
mor and shields provide +1 armor each, while heavy
Encumbrance expert service, lockbox of coins, martial living
armor provides +2 armor. Characters in heavy armor
All of a PC’s items must have a location: worn, in the Quality 4: Small transport, medium bribe, small enter-
what their characters to do in response, and the GM cannot gain advantage on DEX danger rolls.
backpack, on the belt, or carried in the hands. Belts prise or detachment, chest of coins, ordinary living
describes how their actions in turn affect the world. When one character attacks another, the attacker carry up to two items, and backpacks can carry up to Quality 5: Property, specialty transport, large bribe,
Danger Rolls makes an Attack Roll by rolling 2d and adding their six items. Belt items can be grabbed at any time, but medium enterprise or detatchment, decent living
Attack Bonus (AB) based on the weapon they use. backpack items take a whole round to find.
Whenever possible, a PC’s actions should be resolved Quality 6: Luxury transport, large detatchment, a keep,
Unarmed attacks have -1 AB. Light weapons have +1
by its player simply describing what the character tower, temple, or establishment, rich living
does. If the action is risky or uncertain, the GM will
AB. Heavy weapons have +2 AB. Ranged weapons Exploration Quality 7: Stronghold, massive detatchment, a dragon’s
have +0 AB. Attacking with a ranged weapon is im- Most actions in the wilderness are considered to
call for a Danger Roll. The player rolls 2d (two six- mound of coins and gems, covetously wealthy living
possible while in melee combat. take one Watch, which lasts 4 hours. Standard ac-
sided dice), and adds the relevant ability. If the total
is 10 or higher, the PC succeeds in avoiding the dan- Compare the attack total to the defender’s armor. If tions include: Leveling Up
the attacker’s total exceeds the defender’s armor, the -Investigate a point of interest further All PCs begin at level 1, and gain levels over the
ger. If not, the GM describes how things go wrong.
attack hits and deals damage to the defender equal -Explore the current hex course of the campaign. At the end of each session,
• Add the Strength bonus (STR) when using raw -Travel to a neighboring hex
to the difference between the two scores. Subtract the group will answer the following questions:
power, stamina, or physical resilience. -Travel to a known point of interest
the damage from the defender’s Health. -Did I explore somewhere new?
• Add the Dexterity bonus (DEX) when using Most actions in the dungeon take 1 hour. When the -Did we complete a contract?
speed, agility or precision. Dying PCs spend time or do something that might attract -Did we overcome a notable foe?
• Add the Will bonus (WIL) when using force of attention in the wilderness or dungeon, roll 1d:
When a PC is damaged to 0 Health, they obtain a -Did we change the world?
personality, perception, or willpower. Scar. Roll 1d: 1d Hazard Roll -Did we work together as a party?
If one character takes an action against another, the 1d Scar 1 Danger. One or more threatening enemies
GM may decide to call for an Opposed Danger Roll. PCs gain 1 XP for each time they answer “yes.” When
1 Scabbed. Gain an ugly blemish or defect. descend upon the party. a PC has enough XP, they gain a level.
In this case, both characters make a danger roll, with 2 Encounter. Someone or something finds
2 Broken. An ability is reduced by 1.
each trying to beat the other’s total instead of trying 3 Maimed. Max Health is reduced by 1. the party. Determine their disposition. LVL XP Rank Gain
to roll a 10+. Defenders win ties. 4 Wounded. Lose the use of a body part. 3 Clue. The party hears, smells, sees, or finds 1 0 Porcelain -
2 2 Copper +1 to an ability
Advantage 5 Twisted. Roll a Mutation. evidence of the next encounter.
6 Splintered. Roll an Insanity. 4 Expiration. Ongoing effects end, torches 3 6 Silver +1 feature
If the risk of an action is reduced due to the PC’s
run out, lanterns need fuel, bellies rumble. 4 12 Gold +1 to an ability
preparation or situational factors, the GM may grant When a PC is damaged to below 0 Health, they are
5 Environment. The surrounding’s state 5 20 Platinum +1 feature
Advantage to the roll. In this case, the player rolls 3d Mortally Wounded. A Mortally Wounded character
shifts or escalates in some way. 6 30 Emerald +1 to an ability
instead of 2d and uses the two highest dice. If several is beyond mundane and magically repair, but their
6 Discovery. The party finds something in- 7 42 Ruby +1 feature
advantages apply to the PC’s action, the action is player chooses how they would like to exit the stage.
teresting and possibly beneficial. 8 56 Sapphire +1 to an ability
usually no longer risky. They may take one last turn, say a few words, or
something else deemed appropriate by the GM. 9 72 Pearl +1 feature
10 90 Diamond +1 to an ability

“Maze Rats,” from which this hack was made was originally created by Ben Milton (CC BY 4.0). “Island Rats” is by Sam Doebler. See more games and ramblings in the same vein at [Link]
1 2 3 4 5 6
5. Roll or choose two tools 1E Corner Beggar Inept Painter Herdsman Game Keeper Ex-Slaver Sea Captain
street contacts forged art goddess flute man trap rescued slave black spot
Record the location of all items, armor, and weap-
thieves’ cant glowing chalk sling (+0) oak pet whistle whip (+1) phoenix feather
ons: hands, worn, belt, or backpack. Belts carry up to
two items, and backpacks can carry up to 10 items. 2E Hypnotist Fisherman Ember Alchemist Grave Robber Burglar Gang Leader
silver charm tall tale net smoke flask spade of bones monster’s egg unreliable mooks
Create your character at the beginning of the session Animal scent Chisel Grease melodic voice old willow rod bag of desert wind forgotten will keyless lock bad reputation
along with the other players. If your character dies Bear trap Crowbar Hacksaw 3E Secret Initiate Forsaken Boatman Monster Hunter Counterfeiter Templar Footsoldier
during the game, you should make a new one right Bedroll Fishing net Hammer
holy water vial mossy rowing boat dragon heart fake coins (100) etched promise traitor’s mark
alabaster symbol shell of lost voices dowsing claw forged certificate full armor heavy noose
away. The random tables from the Characters pages Caltrops Glass marbles Hand drill
can be used to flesh out your character if you want a Chain (10 ft.) Glue Horn 4E Champion Fortune Teller Old Sea Wolf City Watch Herbalist Rat Catcher
coveted prize unfinished tarot lost hand or leg spectre lantern seed collection ten-foot pole
bit more detail. Drawing a portrait of your character Chalk Grappling hook Iron spikes lover’s token rabid rat’s foot pirate flag pierce shield (+1) fae companion bag of tricks
is encouraged, as is adopting a mannerism or two
when speaking in your character’s voice. Iron tongs Metal file Ten foot pole 5E Hollow Jailer Wanted Gambler Town Agitator Failed Inventor Troll Slayer Tattoo Artist
buddies’ flagon loaded dice pamphlets returning wrench regeneration read runes
Lantern and oil Rations (3) Tinderbox disease-immune serrated card (+0) dog whistle sky-warped gear animal scent inking tools
To randomly pick an item from the 6x6 tables, roll 2d
Large sack Rope (50 ft.) Torches (3)
separately. The first die points to a group, while the 6E Folk Hero Royal Guard Road Warden Decay Seer Forester Bounty Hunter
Lockpicks (3) Steel wire Vial of acid estate deed rusted banner spirit’s true name cracked bones faerie tinder expired contract
second die points to an item within that group. tokens of favor princess’ locket family horse bloodsap axe (+2) poison
Manacles Shovel Vial of poison afterworld eyewear

Medicine (3) Steel mirror Waterskin 1O Mercenary Witch Hunter Lost Legionnaire Coachman Star Lawyer Grizzled Lawman
1. Roll or choose abilities bloodoath coin hex-catcher ancient horn hardy pony gown with wig royal credentials

Your PC has 3 abilities: Strength, Dexterity, and Will. 6. Roll or choose two items burden of souls engraved pistol (+1) last orders blunderbuss (+1) book of law lasso

Roll 1d to find their starting values, or simply choose Book Cow Horn
2O Prospector Pixie Catcher Parcel Knight Hedge Knight Assassin Stage Actor
map to riches gremlin jar introduction letter official signet guild reptile dramatic fame
a row. PCs increase an ability by 1 every other level. A Bottle Dice set Hourglass bombs (4) appearance dust tower shield (+2) steadfast squire blowgun (+0) wigged disguise
PC’s abilities may never be raised higher than +4. Bucket Face paint Incense 3O Troubadour Pit Fighter Rustler Fire Eater Convicted Noble Targeteer
1d Strength Dexterity Will Candles (5) Fake jewels Instrument stolen lute rival’s tooth stolen stock spinning torch (+1) lover’s ring elven longbow (+1)
magic music box brass knuckles (+1) exotic mount trick manacles faithful follower lucky arrow
1 +2 +1 +0 Card deck Fishing rod Keg
2 +2 +0 +1 Chicken Ham Lens 4O Vengeful Hermit Physician Knife Thrower Foreign Slave Family Artisan Cursed One
pet vermin serpent’s tears unflattering cut skeleton key trade tools weighted stone
3 +1 +2 +0 hate list poison, ether balanced blades alien culture work hut bane claymore (+2)
Marbles Pick Soap
4 +0 +2 +1
Metal file Pig Sponge 5O Exiled Monarch Hound Breeder Outlander Party Animal Stargazer Angelic Offspring
5 +1 +0 +2 bodyguard pet hound obscuring hood raised by wolves telescope feather wings
Mirror Pipe Spyglass
6 +0 +1 +2 pet eagle mind link lost culture party tricks astronomolgy lay on hands
Mystery egg Saw Tongs
6O Demigod Loxodon Gnome Fae-touched Elemental Infernal
2. Record maximum health Nails Skull Waterskin divine talent eternal memory darkvision invisible powder natural infusion telltale sign

Your PC begins with 6+STR maximum Health. PCs Perfume Small bell Whistle nectar of the gods radiant staff wand of illusion dazzling lights mute dealbinding scroll

add 1 to their maximum Health when they increase


their STR ability.
7. Roll or choose goal 8. Roll or choose a relationship 9. Roll or choose background
A better life Enlightenment Infamy Adviser Client Idiot twin Using the table above, roll 3d. Match the row
3. Choose an archetype Acceptance Fame Infiltrate faction Blackmailer Confidant Informant using the number of the first die and the parity
PCs begins as one of the archtypes gain their start- Acquire item Found faction Justice Business partner Debtor Master of the second die, either even (E) or odd (O).
ing features. PCs gain a new feature they have not Craft item Freedom Kidnap NPC Business rival Disciple Mentor Then match the column to the number of the
yet chosen from their archetype every other level. Destroy faction Glory Lead faction Buyer Guardian Nemesis third die.
Destroy item Impress NPC Learning Captor Henchman Offspring
4. Roll or choose weapon package Choose if the background comes from your fa-
Locate NPC Resolve dispute Serve evil Parent Right hand Stalker ther’s side of the family or your mother’s side.
1d Weapon Package
1 Light armor, shield, light weapon, ranged Love Restore faction Serve faction Patron Romantic rival Suitor Then take all of the items and features of that
Mastery Reveal a secret Serve ideology Political rival Servant Supplicant background.
2 Light armor, shield, light weapon, ranged
Power Revenge Serve leader Prisoner Sibling Supplier
3 Light armor, light weapon, heavy weapon
Reach location Sabotage faction Serve the needy
10. Record name, level, and XP
4 Light armor, heavy weapon, ranged Protégé Social rival Sweetheart
Rescue NPC Serve a deity Wealth Keep your name short and memorable. It won’t
5 Heavy armor, light weapon, ranged Quarry Spouse Unrequited love
save you. You begin at level 1 and with zero XP.
6 Heavy armor, heavy weapon
Mage Disciple Vagabond Mage Implements
Amulet Broach Gloves
You start with two random spells and two es- You have the four miracles listed below. You You start by rolling or choosing a Weapon to
Anklet Circlet Goggles
sence. You may use one essence to cast any of may use up to three prayers after communing be your Signature Weapon. Roll or choose an Bandana Cloak Hat
your memorized spells. When you conduct the at your temple. Using a prayer activates a mir- Effect or Element that enhances your Signa- Book Crown Ingot
ritual in your sanctum, roll new spells and re- acle of your choice. Roll or choose a Domain to ture Weapon. Only you can wield the magic of Boots Earring Locket
plenish your essence. Roll or choose an Imple- be your Favored Domain. Your Favored Do- your Signature Weapon. Bracelet Fake eye Mask
ment. Roll or choose an Element or Form to main determines what effect the miracle "Do- Then select a Path of your choice. When your Necklace Scarf Tie
be your Quintessence. Whenever you cast a minion" has. Path applies to the situation at hand, gain an Orb Scroll Totem
spell, you may enhance that spell with your additional effect or advantage. Phylactery Spectacles Valu. Material
Protection: A small, flat, immovable, im-
Quintessence. Pipe Staff Veil
penetrable barrier wall forms near you. Briarborn: tracking, foraging, survival, Ring Symbol Vest
Light: You imbue an object with light for a wilderness, nature Rod Tattoo Wand
Features to choose at levels 3, 5, 7, and 9:
long duration, or create a blinding flash Fingersmith: tinkering, crafting, picking
Widen: Gain two spells.
Deepen: Gain two essence.
for a short duration. locks or pockets Disciple Domains
Purify: You heal a friendly target near you Roofrunner: climbing, leaping, balancing, Animal Conquest Gateway
Increase: Gain one spell and one essence.
for 1d damage or hurt an unholy target scaling, crawling Balance Death Judgement
Infuse: Roll or choose an Element or Form
near you for 1d damage. Book Destiny Light
to add to your Quintessence. Shadowjack: moving silently, hiding in the
Dominion: This miracle's effect is created Chance Dreams Knowledge
Augment: After rolling your spells, roll an shadows, sneaking Chaos Element Monster
by you and based on your Favored Do-
Effect for each spell. Truthweaver: convincing, commanding, Circles Form Moon
main. manipulating, demanding
Recall: You may pick up to two spells to Music Protection The Sea
keep before conducting the ritual. NPC Secrets Time
Features to choose at levels 3, 5, 7, and 9:
Extract: When you conduct the ritual, you Features to choose at levels 3, 5, 7, and 9:
Craft: “Protection” becomes a shape of Oaths Storms Underworld
may choose the last spell instead of rolling. Skirmish: Gain +1 Attack Bonus. Your At- Order Summer Wealth
your choice. tack Bonus when unarmed is the same as
Shape: After each roll for your spells, you Plague Sun Wilderness
Permeable: “Protection” can be moved when using a light weapon. Purification The Forge Winter
may add or subtract 2 before selecting a
through in a direction of your choice.
spell from that effort. Fortitude: Gain +2 Health. When you make
Experiment: You create an original spell
Quickened: "Protection" can be activated a Dying roll, roll 3d and choose two dice. Vagabond Weapons
when it is not your turn. Blowgun Cleaver Gauntlet
that you may replace one spell with during Amplify: Roll or choose an Effect to add to
Dazzle: “Light” deals 1d damage to all tar- your Signature Weapon. Boomerang Club Greataxe
the ritual.
gets who see it. Evolve: Roll or choose an Element to add Cane sword Crossbow Halberd
Beacon: “Light” grants +2 on all danger Cat claw Cutlass Hammer
to your Signature Weapon.
and attack rolls to the wielder of the im- Chakram Dagger Hand crossbow
Reflexes: You always go first in initiative. Claymore Flail Hatchet
bued object.
Riposte: Once per round, you may make an
Smite: “Purify” hurts any target for 2d Javelin Morningstar Sling
immediate attack against a target that
damage. Longbow Pistol Spear
dealt damage to you. Longsword Shield Staff
Ward: “Purify” heals one target near you
Skilled: Gain a second Path. Mace Shortsword Trident
for an additional 1d damage. An excess
Expert: Gain a third Path. Machete Shovel Warhammer
healed damage becomes temporary Health Maul Sickle Whip
Master: Gain a fourth Path.
until the target rests.
Enhance: “Dominion” has an additional or
increased effect.
Expand: Gain an additional miracle based
on your Favored Domain.
Physical Effects Ethereal Effects Female Names Lower Class Surnames
Animating Crushing Fusing Avenging Compelling Dispelling Adelaide Clover Esme Barrow Coffin Gimble
Attracting Diminishing Grasping Banishing Concealing Emboldening Alma Constance Fern Beetleman Crumpling Graveworm
Binding Dividing Hastening Bewildering Deafening Encoding Barsaba Damaris Hester Berrycloth Culpepper Greelish
Blossoming Duplicating Hindering Blinding Deceiving Energizing Beatrix Daphne Hippolyta Birdwhistle Dankworth Hardwick
Consuming Enveloping Illuminating Charming Deciphering Enlightening Bianca Demona Jessamine Borrin Digworthy Hatman
Creeping Expanding Imprisoning Communicating Disguising Enraging Cleopha Elsbeth Jilly Chips Dreggs Hovel

Levitating Reflecting Sealing Excruciating Nullifying Soothing Morgot Pepper Trillby Knibbs Rumbold Slee
Opening Regenerating Shapeshifting Foreseeing Paralyzing Summoning Minerva Phoebe Tuesday Midnighter Rummage Slitherly
Petrifying Rending Shielding Intoxicating Revealing Terrifying Nerissa Piety Ursula Needle Sallow Stoker
Phasing Repelling Spawning Maddening Revolting Warding Odette Poppy Vivian Nethercoat Saltmarsh Tarwater
Piercing Resurrecting Transmuting Mesmerizing Scrying Wearying Olga Silence Wendy Pestle Silverless Tumbler
Pursuing Screaming Transporting Mindreading Silencing Withering Orchid Sybil Zora Relish Skitter Villin

Physical Elements Ethereal Elements Male Names Upper Class Surnames


Acid Clay Glass Ash Ectoplasm Light Balthazar Destrian Florian Belvedere Dunlow Gastrell
Amber Crow Honey Chaos Fire Lightning Basil Ellis Fox Bithesea Edevane Girdwood
Bark Crystal Ice Distortion Fog Memory Bertram Erasmus Godwin Calaver Erelong Gorgon
Blood Ember Insect Dream Ghost Mind Blaxton Faustus Hannibal Carvolo Febland Grimeson
Bone Flesh Wood Dust Harmony Mutation Chadwick Finn Jasper De Rippe Fernsby Gruger
Brine Fungus Lava Echo Heat Negation Clovis Fitzhugh Jiles Droll Fisk Hitheryon

Moss Sand Thorn Plague Smoke Thunder Jules Oswald Silas La Marque Portendorfer Stavish
Obsidian Sap Vine Plasma Snow Time Leopold Percival Stilton Malmora Romatet Vandermeer
Oil Serpent Water Probability Soul Void Merrick Peregrine Stratford Miter Rothery Wellbelove
Poison Slime Wine Rain Star Warp Mortimer Quentin Tenpiece Oblington Skorbeck Westergren
Rat Stone Wood Rot Stasis Whisper Ogden Redmaine Waverly Onymous Slora Wexley
Salt Tar Worm Shadow Steam Wind Orion Reinhold Webster Phillifent Southwark Wilberforce

Physical Forms Ethereal Forms Mutation Insanity


Altar Chain Elemental Aura Bubble Cone Ages Animal eyes Cyclops Results in quotation marks are things that are believed to
Armor Chariot Eye Beacon Call Cube Attracts birds Animal head Extra arms be true by the insane character.
Arrow Claw Fountain Beam Cascade Dance Child-form Animal legs Extra eyes Always lies Fears birds Fears horses
Beast Cloak Gate Blast Circle Disk Corpulence Animal mouth Extra legs Always polite Fears blood Fears iron
Blade Colossus Golem Blob Cloud Field Covered in hair Animal skin Forked tongue “Animal-form” Fears books Fears music
Cauldron Crown Hammer Bolt Coil Form Animal arms Animal-form Gender swap Cannot count Fears darkness Fears own hand
Horn Sentinel Tentacle Gaze Pyramid Swarm Hunchback Monster Trait Shrinks Cannot lie Fears fire Fears PC
Key Servant Throne Loop Ray Torrent Item-form No eyes Shrivels Faceblind Fears gold Fears rain
Mask Shield Torch Moment Shard Touch Long arms No mouth Skin boils Fears rivers “Genius” “Mon. Feature”
Monolith Spear Trap Nexus Sphere Vortex Lose all hair P. Element-skin Slime trail Fears silence “Gorgeous” “Monster Trait”
Pit Steed Wall Portal Spray Wave Loses teeth Second face Translucent skin Fears sleep Hates violence Must sing
Prison Swarm Web Pulse Storm Word Monster Feature Sheds skin Weeps blood Fears sunlight “Invisible” New Personality
Fears the moon “Invulnerable” Says thoughts
Fears trees “Mon. Ability” Sees dead people
134. Change Weather: You may alter the type of 166. Gate: A portal to a random plane opens.
108 Spells weather at will, but you do not otherwise direct it.
135. Charm: A creature you can see treats you as a
211. Ghost Sound: You create illusory sounds that
seem to come from a direction of your choice.
of Power friend.
136. Comprehend: You become fluent in all lan-
212. Gravity Shift: You can change the
direction of gravity for yourself.
To get a spell, roll 3d. The first die is halved and is guages for a short while. 213. Greed: A creature develops an overwhelming
the hundreds place. The second die is the tens place. 141. Command: A target obeys a single three-word urge to possess a visible item of your choice.
The third die is the ones place. command that does not harm it. 214. Haste: Your movement speed is tripled.
142. Cone of Foam. Dense foam sprays from your 215. Hatred: A creature develops a deep hatred of
111. Acid Stomach: Anything you eat dissolves in- hand, coating the target. another creature or group and wishes to destroy
stantly. 143. Control Plants: Nearby plants and trees obey them.
112. Adhere: Object is covered in extremely sticky you and gain the ability to move at a slow pace. 216. Hear Whispers: You can hear faint sounds
slime. 144. Cure Wounds: Restore 1d Health to a creature clearly.
113. Anchor: A strong wire sprouts from your arms, you touch. 221. Hover: An object hovers, frictionless, a few feet
affixing itself to two points within 25ft on each side. 145. Deafen: All nearby creatures are deafened. above the ground. It can hold up to one humanoid.
114. Animate Object: An object obeys your com- 146. Detect Magic: You can see or hear nearby magi- 222. Hypnotize: A creature enters a trance and will
mands as best it can. cal auras. truthfully answer one yes or no questions you ask it.
115. Anthropomorphize: An animal either gains hu- 151. Disassemble: Any of your body parts may be de- 223. Icy Touch: A thick ice layer spreads across a
man intelligence or human appearance for one day. tached and reattached at will, without causing pain touched surface, up to 15ft in radius.
116. Arcane Eye: You can see through a magical or damage. You can still control them. 224. Illuminate: A floating light moves as you com-
floating eyeball that flies around at your command. 152. Disguise: You may alter the appearance of one mand.
121. Astral Prison: An object is frozen in time and character at will as long as they remain humanoid. 225. Invisibility: You and all worn items cannot be
space within an invulnerable crystal shell. Attempts to duplicate other characters will seem seen for one minute.
122. Attract: Two objects are strongly magnetically uncanny. 226. Invisible Tether: Two objects within 15ft of each
attracted to each other if they come within 25ft. 153. Displace: An object appears to be up to 15ft from other cannot be moved more than 15ft apart.
123. Babble: A creature must loudly and clearly re- its actual position. 231. Knock: A nearby mundane or magical lock un-
peat everything you think. It is otherwise mute. 154. Earthquake: The ground begins shaking vio- locks – loudly.
124. Bait Flower: A plant sprouts from the ground lently. Structures may be damaged or collapse. 232. Leap: You jump up to 50ft, once.
that emanates the smell of your choice. 155. Elasticity: Your body can stretch up to 15ft. 233. Liquid Air: The air around you becomes swim-
125. Beast Form: You and your possessions trans- 156. Elemental Wall: A straight wall of ice or fire 50ft mable.
form into a mundane animal. long and 10ft high rises from the ground. 234. Magic Dampener: All nearby magical effects
126. Befuddle: A creature of your choice is unable to 161. Fear: A creatures become terrified of a type of have their effectiveness halved.
form new short-term memories for the duration of object or person of your choice. 235. Manse: A sturdy, furnished cottage appears for
the spell. 162. Filch: A visible item teleports to your hands. 12 hours. You can permit and forbid entry to it at
131. Bless: You or a creature have enhanced attacks. 163. Flare: A bright ball of energy fires a trail of light will.
132. Bird Wings: Your arms turn into large bird into the sky, revealing your location to friend or foe. 236. Magic Missile: You shoot an arcane missile that
wings. 164. Fog Cloud: A dense fog spreads out from you. can seek its target around corners.
133. Body Swap: You switch bodies with a creature 165. Frenzy: A nearby creature erupts in a frenzy of 241. Manipulate Gravity: The gravity in a circle with
you touch. If one body dies, the other dies as well. violence. a radius of 50ft triples or is reduced to one-third.
242. Marble Craze: Your pockets are full of marbles, 313. Scry: You can see through the eyes of a creature 344. Telepathy: Two creatures can hear each other’s
and will refill every 6 seconds. you touched earlier today. thoughts, no matter how far apart they move.
243. Masquerade: A character’s appearance and 314. Sculpt Elements: All inanimate material be- 345. Teleport: An object or person you can see is
voice becomes identical to those of a character you haves like clay in your hands. transported from one place to another in a 50ft ra-
touch. 315. Shroud: All creatures around you are invisible dius.
244. Miniaturize: A creature you touch is shrunk until they move. 346. Thicket: A thicket of trees and dense brush up
down to the size of a mouse. 316. Shuffle: Two creatures you can see instantly to 50ft wide suddenly sprouts up.
245. Mirror Image: An illusory duplicate of yourself switch places. 351. Time Rush: Time in a bubble with a 25ft radius
appears and is under your control. 321. Sleep: A creature you can see falls into a light starts moving two times faster.
246. Mirrorwalk: A mirror becomes a gateway to an- sleep. 352. Time Slow: Time in a bubble with a 25ft radius
other mirrored surface that you looked into today. 322. Slick: Every surface in a 50ft radius becomes starts moving two times slower.
251. Missile Shield: A creature you touch is pro- frictionless and slippery. 353. Tristan: A benign, ordinary, average man ap-
tected from mundane missile attacks. 323. Smoke Form: Your body becomes living smoke. pears until end of spell. He will obey polite com-
252. Multiarm: You gain an extra arm. 324. Snail Knight: 10 minutes after casting, a knight mands.
253. Night Sphere: A 50ft wide sphere of darkness sitting astride a giant snail rides into view. He is 354. True Sight: You see through all nearby illusions.
displaying the night sky appears before you. able to answer most questions related to quests and 355. Upwell: A spring of seawater appears.
254. Null Magic: You counter a spell or negate a chivalry, and may aid you if he finds you worthy. 356. Vision: You completely control what a creature
magical effect. 325. Sniff: You can smell even the faintest traces of sees.
255. Objectify: You become any inanimate object be- scents. 361. Visual Illusion: A silent, immobile, room-sized
tween the size of a grand piano and an apple. 326. Sort: Inanimate items sort themselves accord- illusion of your choice appears.
256. Ooze Form: You become a living jelly. ing to categories you set. 362. Ward: A silver circle 50ft across appears on the
261. Pacify: A creature near you has an aversion to 331. Spark: You create a blinding light followed by a ground. Choose one species that cannot cross it.
violence. frighteningly loud boom. 363. Web: Your wrists shoot thick webbing.
262. Pit: A pit up to 15ft wide and 15ft deep opens in 332. Speak with Dead: The spirit of a dead body rises 364. X-Ray Vision: You can see through walls, dirt,
the ground. and will answer three questions truthfully. clothing, etc.
263. Primal Surge: An creature rapidly evolves into a 333. Spider Climb: You can climb surfaces like a spi- 365. Wizard Mark: Your finger can shoot a
mutated version of its species. der. stream of ulfire-colored paint. This paint is only vis-
264. Push/Pull: An object is pulled towards/pulled 334. Stoneskin: A creature’s skin becomes solid rock. ible to you, and can be seen at any distance, even
away from you with the strength of three men. 335. Switcheroo: You swap places with a creature. through solid objects
265. Raise Dead: A skeleton rises from the ground to 336. Summon Cube: Once per second you may sum- 366. Zone of Truth: All creatures in a 50ft bubble are
serve you. They are incredibly stupid and can only mon or banish a 5-foot-wide cube of earth. New cu- compelled to speak the truth.
obey simple orders. bes must be affixed to the earth or to other cubes.
266. Ray of Frost: A creature or object is encased in 341. Summon Idol: A carved stone statue the size of
ice. a mule rises from the ground.
311. Read Mind: You can hear the surface thoughts 342. Swarm: You become a swarm of crows, rats, or
of nearby creatures. piranhas. You can only be harmed by blast attacks.
312. Repel: Two objects are strongly magnetically re- 343. Telekinesis: You may mentally move 1 item un-
pelled from each other if they come within 15ft. der 60lbs.

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