April 18, 2021 invective theory

Date: 04/18/21

Perfection Trap

There is a common tendency to try and find the best’ way to do things. The best initiative system, the best HP system, the superior class-and-skill formulation.
Most of these appeal to people who like designing systems and games.
Many players just want to play the game - and the value of lessening the resistance to that (less to learn etc.) cannot be overstated.
Of course, you can mitigate this by black-boxing’ the rules - letting the GM handle all of that. That said, some players enjoy directly manipulating the rules. I think it is a mistake to prioritise our pursuit of perfect play over the enjoyment some players can get.

Then again, the game you build will dictate the players it attracts. I think most people have a game they want to run and find players for it, rather than my process of having a very stable set of players and finding games we all want to play.

Shockingly, the answer seems to be there is no right answer.”

April 2, 2021 rules guns violence

Violence

Been tooling about with a fast, nasty system for violence resolution and then I stumbled on this

Update 18/11/2024 - Major overhaul uploaded. Lot of shit changed, added, tweaked etc. Have fun.

Update 11/10/2021 - As a number of people have asked - please feel free to use Violence in your own creations - I only ask you credit me for Violence, and don’t make anything hateful.

Update 14/05/2021 - added a better system for dis/advantage cribbed from Shadow of the Demon Lord. Added non-combat resolution. Melee is not unified under the dis/advantage system to leave it shockingly nasty and feeling like a different thing entirely. Part of me doesn’t like having non-violence be so similar to violence as a mechanic element. They should feel different. If it is is not obvious, games using this system should not principally be about doing combat. The parameters below should exert more of a negative influence - serious and likely consequences, hopefully mapping to something like real life.

Update 11/05/2021 - added Initiative and Suppression. I might sub out initiative for Troika style chitpull for maximum chaos - but that makes getting domed sting even worse. It’s a lot slower than d6 side-based but when so much can happen per-turn that seems like the right way to do it. Changed Shooting - being in Cover or on the move is now the assumption - stolen from Nights Black Agents lol. Tightened up the melee bands - realised it was too brutal probably. That said, knife fights really do fucking suck.

PDF HERE

Violence.

Initiative.

Roll a d20 for each individual or group 1 involved in the combat. Write these down and resolve, highest first.

Do this at the beginning of each round.

Shooting.

To shoot someone, roll 16+ on a d20.
Roll with an Advantage when the target is not in cover or moving. Similarly, those with training may take an Advantage.
When firing multiple shots, add +1 per additional shot to a maximum of +6. If successful, roll for how many shots find their mark. Resolve each bullet individually.

When someone is shot, roll a d20 and apply the following modifiers. This is called a Injury Check elsewhere.

  • Each Injury they have adds +2.
  • Rifle calibres add +4.
  • Shotguns add +5 at close ranges and +2 at medium.
  • Concealed or civilian armour subtracts -2.
  • Military hardsuits subtract -4.
d20 Result
1-6 Flesh wound. No effect.
8-12 Injury.
13+ Down.

Melee.

Compare melee modifiers. Note the difference between them. Below is only a sample.

  • Improvised weapons add +1.
  • Small weapons add +2.
  • Large weapons add +3.
  • Training adds +2.
  • Masterful training adds +3.
  • Injuries subtract -2.

Both combatants roll a d12. The combatant with the highest total modifiers adds the difference to their roll.
The highest roll wins.

  • If the difference between them is 1 or less, both are Injured and go Down.
  • If the difference is 2-3, the victor is Injured. The defeated is Injured and goes Down.
  • Is the difference is 4+, the defeated is Injured and goes Down.

Injury.

An Injury is not just an abstract measurement of damage. The referee should endeavour to make Injuries real: broken bones, debilitating wounds, blows to the head.

Down.

After the violence is concluded, roll a d20 for each person Down. Add +2 for each Injury. On a 16+, they are dead. Otherwise, they are Critically Injured and will die without medical attention.

Rolling with Dis/Advantage.

When making a d20 roll, keep a track of all factors which afford a Disadvantage or Advantage. These factors should be easy to spot in natural language, but might also be called out in the text.
Advantages and Disadvantages cancel each other out. Once all factors are considered, follow one of the procedures below:

  • Advantages and Disadvantages cancel one another out. Roll 1d20 normally.
  • Remaining Advantages. Roll 1d20 and a number of d6s equal to the number of remaining Advantages. Add the highest rolled value of d6s to the d20 roll.
  • Remaining Disadvantages. Roll 1d20 and number of d6s equal to number of remaining Disadvantages. Subtract the highest rolled value of d6s to the d20 roll.

Sources of Dis/Advantages include things such as position, training, traits, equipment, weapons, assistance, elevation, weather, light levels, blessings, curses, illness, psionic destabilisation or injuries.

Edge Cases.

Explosives.

Resolve as Shooting against all in the blast radius.

  • Those in the kill-zone automatically receive 1d6 Injuries. They add +8 to be Shot and +6 to the Injury Check.
  • Those in the shrapnel-zone automatically receive 1d6-2 Injuries. They Add +6 to be Shot and +4 to the Injury Check.
  • Those in the tertiary-zone add +4 to be Shot and +2 to the Injury Check.

Suppression.

When firing to suppress, no roll is required.
When a suppressed target attempts to take an action which could expose them, roll 1d6. If the number rolled is equal to or less than the number of people firing to suppress, the target is shot. The number rolled is how many individuals hit. Resolve each separately, determining randomly which shooter hits.

If Suppression is at hidden or obscured targets, it only has half effect (e.g. 2 people would have to fire to have a 1-in-6 chance of shooting individuals as they take action.)

Firing to suppress uses half the ammunition in a weapon. Weapons without magazines or similar cannot be used to suppress. If a shooter doubles their ammunition expenditure, they count as 2 people firing.

Machine-guns and the like use only 1/10th of their ammunition to suppress.

Non-Violence.

When discussion and common sense is insufficient to resolve an issue, roll 1d20 and try and score over a Difficulty Value. This DV is set by the Handler and stated publicly - they should be able to justify this, excluding any hidden difficulties unbeknownst to the characters.
This roll is subject to Dis/Advantages, which might come from training or the situation.

Characters.

Characters should mostly be defined by their competencies. Some of these will be broad - a job role or archetype - whilst others will be more specific. Competent characters have 3-6 skills. Newer, inexperienced characters will have less.

More fantastical games might have Traits or similar too - Exceptional Strength, Amazing Agility and the like.

After notable experiences, players should record these on their character sheet. The referee can also dictate that an experience must be recorded. These Experiences can be invoked to give dis/advantage. Characters may have a maximum of 5 experiences by default, erasing old ones if desired - or required.

Characters will also accumulate injuries and skills through adventure and training. Skills should take a significant investment to develop, whilst injuries can be caused in an instant. For a lighter, pulpier game, allow skills to be accumulated after each adventure’ or major obstacle, and injuries to be recovered from after 1-2 such excursions. More dour games will require in-world time spent training, researching and practice. Whilst a skill is being actively trained, allow it to be used as a normal skill. You’ll have to research the healing time for various injuries, and consider what impacts they’ll have.

Where important, you may want to generate the background details of the characters. Over-defining this can lead to solved’ character who are uninteresting, but having some concrete details to riff from can be very useful.

Making it Yours.

Much of these rules were developed as needed - in the vernacular style. Think less of what you want to achieve and more of what you need to run your game. Avoid building any further than that - channel that energy into making more content for your game. That said, some of the things you’ll want to consider up front:

  • What are the primary definitions of characters?
  • Do characters have anything beyond skills and primary definitions?
  • Will there be a provided skill list or should players just determine their own skills?
  • Do they need a defined background prior to play?
  • Are you sure?
  • What can I steal from other games to make this easier?

Pseudohistorical Violence.

Modified Melee Procedure.

Use this to make melee slower and more involved. Good for if it’s going to come up a lot, like in a fantasy or historical game.

Both combatants roll a d12 and add relevant modifiers. Highest roll wins.
Combatants compare their relative levels of effectiveness, however it is derived. The difference between them is added to the more skilled combatant.

  1. Untrained.
  2. Drilled/Blooded.
  3. Trained/Experienced.
  4. Veteran.
  5. Elite/Hardened.
  6. Trained with Masters/Natural Born Killer.

Compare the weapons used by each combatant. Always apply the modifier to the Player Character’s roll. If only one party is using a shield, modify the above values in their favour by 1.

Weapon Used / Weapon vs Fi Da S.Sw Sw 2.Sw H.Ax B.Ax 2.Ax Cl Ma Fl Wh Sp Ha Po St
Fist 0 -2 -2 -2 -3 -2 -2 -3 -2 -2 -2 -2 -3 -3 -2 -3
Dagger 2 0 -1 -1 -1 -1 -1 -2 -1 -1 -1 -1 -2 -2 -1 -2
Short Sword 2 1 0 -1 -2 1 0 0 1 1 1 1 -2 -1 -1 -1
Sword 2 1 1 0 -1 1 0 0 1 0 1 1 -2 -1 -1 -1
2H Sword 3 1 2 1 0 2 1 1 2 1 2 2 0 0 -1 0
Handaxe 2 1 -1 -1 -2 0 -1 -2 0 -1 0 -1 -2 -1 -1 -1
Battleaxe 2 1 0 0 -1 1 0 -1 1 1 1 1 -1 -1 -1 0
2H Axe 3 2 0 0 -1 2 1 0 2 1 1 1 0 -1 -1 0
Club 2 1 -1 -1 -2 0 -1 -2 0 -1 -1 -1 -2 -2 -1 -1
Mace 2 1 -1 0 -1 1 -1 -1 1 0 1 0 -2 -2 -1 -1
Flail 2 1 -1 -1 -2 0 -1 -1 1 -1 0 -1 -2 -2 -1 0
Warhammer 2 1 -1 -1 -2 1 -1 -1 1 0 1 0 -2 -2 -1 -1
Spear 3 2 2 2 0 2 1 0 2 2 2 2 0 -1 -1 -1
Halberd 3 2 1 1 0 1 1 1 2 2 2 2 -1 0 0 1
Poleaxe 2 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1
Staff 3 2 1 1 0 1 0 0 1 1 0 1 1 -1 -1 0
  • If the difference between them is 1 or less, both are Injured and make an Injury Check.
  • If the difference is 2-3, the victor is Injured. The defeated is Injured and makes an Injury Check.
  • Is the difference is 4+, the defeated is Injured and makes an Injury Check.

Injury Checks resulting from melee combat are modified by the interaction between weapons and armour.

Weapon Used Light Medium Heavy
Fist -4 -6 -7
Dagger -2 -2 -2
Short Sword -2 -4 -5
Sword -1 -3 -6
2H Sword 0 -2 -3
Handaxe -2 -4 -5
Battleaxe -1 -2 -3
2H Axe 0 0 -3
Club -3 -5 -6
Mace -3 -3 -3
Flail -3 -4 -5
Warhammer -3 -3 -3
Spear -3 -4 -6
Halberd -1 -2 -4
Poleaxe 0 -1 -2
Staff -1 -4 -6

Ranged Combat

Resolve shots normally, requiring a 16+ to hit. Targets without a shield grant an Advantage.

For Injury Checks, apply the modifiers as listed below.

Weapon Used Light Medium Heavy
Thrown Stone -6 -8 -10
Handaxe -4 -6 -7
Hunting Bow -3 -6 -7
Warbow -2 -4 -5
Light Crossbow -3 -3 -5
Heavy Crossbow -2 -2 -3
Javelin -3 -4 -5
Sling -4 -6 -8

Modern Federal Paranormal Horror & Investigation Toolkit.

These modifications were used to run a game where all players were federal agents inducted into a covert, unsanctioned government faction looking to investigate and contain inexplicable happenings. Most notably this means curtailing the initial types of characters and the skill listings.

Agent Creation.

Before play, generate an Agent.

  1. Federal Agency - determine and record which Agency and capacity the Agent works/worked for.
  2. Proficiencies - determine and record 1d6+2 skills of note the Agent has. These can overlap with their Agency role, representing particular skill.
  3. Characters with 3-4 Skills are Young (20-30), 5-6 Mature (31-60) and 7+ Old (61+). Record this.
  4. Determine Family using Age on the table below.
  5. Provide a name for the Agent and any Family they have.
  6. Work with your Handler to determine [REDACTED].
  7. Determine and record your Everyday Carry.

Family Table

Age Spouse/Partner % Chance Children % Chance + Number
Young 30% 20% 1d6-2
Mature 60% 60% 1d6
Old 40 2% 60% 1d6
d20 Federal Agencies d20 Federal Agency
1 Air Force Intelligence 11 Environmental Protection Agency
2 Foreign Agriculture Service 12 National Park Service
3 Army Intelligence & Security Command 13 Drug Enforcement Administration
4 Defence Intelligence Agency 14 Federal Bureau of Investigation
5 Defence Investigative Service 15 U.S. Marshals Service
6 National Reconnaissance Office 16 Office of Naval Intelligence
7 National Security Agency 17 Bureau of Alcohol, Tobacco and Firearms
8 Energy Intelligence Directorate 18 Federal Research Division, Library of Congress
9 Center for Disease Control & Prevention 19 Central Intelligence Agency
10 U.S. Postal Inspection Service 20 Office of Export Enforcement, Intelligence Division
d100 Skill d100 Skill
1-2 Accounting 51-52 Library Use
3-4 Anthropology 53-54 Listen
5-6 Archaeology 55-56 Locksmith
7-8 Art 57-58 Martial Arts
9-10 Astronomy 59-60 Mechanical Repair
11-12 Biology 61-62 Medicine
13-14 Boating 63-64 Melee Weapons
15-16 Botany 65-66 Natural History
17-18 Brawling 67-68 Navigation
19-20 Carpentry 69-70 Occult
21-22 Chemistry 71-72 Operate Heavy Machine
23-24 Climb 73-74 Pharmacy
25-26 Computers 75-76 Photography
27-28 Cryptography 77-78 Physics
29-30 Demolitions 79-80 Pilot
31-32 Dodge 81-82 Psychology
33-34 Drive 83-84 Ride
35-36 Electronics 85-86 Sailing
37-38 First Aid 87-88 Shooting
39-40 Forgery 89-90 Surgery
41-42 Geology 91-92 Survival
43-44 History 93-94 Swim
45-46 Jump 95-96 Throw
47-48 Language (Pick one) 97-98 Tracking
49-50 Law 99-100 Zoology

[REDACTED]

Paranormal investigators are scarred by the experiences they have. Experiences the Referee dictates as needing to be recorded cannot be erased or replaced as part of accumulating other experiences. If all 5 slots are filled and the character needs to record another, they break down. For most this means abandoning their beliefs and retreating into whatever safety they can construct from the tatters of their old lives.

The Inhuman Violence.

Impossible beings respond differently to Violence.

Evasion: Any modifiers to shooting attacks against the entity.
Shooting: The target number the entity uses to hit when shooting, and any modifiers to the Down roll.
Melee: How many dice the entity rolls in melee combat, and any notes about damage or restrictions.
Harm: A per-entity procedure on how to manage Injuries, Downs and Death. These replace the usual Injury Check procedure.

Evasion is simply determining if you actually hit the thing - let the Harm section determine whether the entity is harmed or not. Harm is meant to be a bit tricky to get right - try a few different things. Sometimes a creature is just immune to certain effects.

Monsters

The Dead

Flesh borrowed or robbed from rightful rest. What festers within? An animus against the living carried all life long. Or an imposter that would puppet flesh with no concern for the mind that once dwelt within. Or simply the will of another killing the mind and hollowing the body to be worn as you might put on a suit.

Evasion: +3 (No evasive moves taken.)
Shooting: 20/per weapon.
Melee: 2d6. Always receives one Injury as it fights without self preservation. Adds +1d6 for each additional Dead assisting.
Harm: Whenever the Dead are Injured or Downed, roll 1d6 on the table below. Keep track of their Injuries.

Xd6 Result
1-20 The Dead rise up despite their horrific injuries. When rolling on this table again, add an additional 1d6.
21+ The Dead is destroyed, body rendered useless.

Mi-Go

The fun-guys from Yuggoth. Ya boys. When using their heat-weapons, they simultaneously attack a target and suppress the area, counting as four people firing. All flammable objects in the are ignited.

Evasion: -4 (Flight)
Shooting: 16+/ Causes 1d6 additional injuries on a hit.
Melee: 1d12+2.
Harm: Whenever a Mi-Go would be Injured or Downed, instead roll 1d20 and consult the chart below.

1d20 Result
1-14 The attack is ineffective against the alien flesh of the Mi-Go.
15-16 Heat Weapon (if carried) is struck - exploding and causing 2d6 additional injuries (resolved with this procedure.) Otherwise as 1-14.
17-18 One of the many limbs of the creature is struck - roll on the Limb Chart.
19 A brain-cluster within the fungal flesh is struck - the creature is stunned for d6 turns.
20 The Mi-Go takes a Injury Check.
1d6 Limb
1-2 Wing - If currently flying, crashes to the ground, making a Harm roll. If 2+ wings are damaged, loses the ability to fly.
3-4 Pincer Limb - If holding a Heat Weapon, this is dropped. Takes a -1 penalty to all melee checks.
5-6 Support Limb - 2-in-6 chance of being knocked down. +1 to the roll per Support Limb previously shot.

Black Hound

The Peril, The Warden’s Dogs, Vanguards.
A face shredded like a bouquet of flowers, wrapped in black plastic and left by the side of the road. Behind this disaster a long body of taut flesh over many-knuckled bones, flexing and moving independently. There are too many legs.

From ridges and tears in the real the hounds emerge, silent, ignoring any gravity or terrain. The unfortunate notice that each leg terminates in a human hand, some with rings.

They hunt those who survive initial breach events, each marked for death. They are left as dust, all moisture driven from them. Electronic devices cannot perceive them, although they trigger moisture-sensitive systems as found in archives and museuems.

To Hit: -4 (Speed)
Shooting: N/A
Melee: 2d8. Always causes 1 Injury regardless of result.
Harm: Black Hounds ignore Injured results from shooting. Downed results send them sprawling, but continue the hunt next round. In melee, they take Injuries and Down results normally.
Any Injury or Down result from an explosive destroys them utterly.

2d6 Appearing. If killed, bodies rapidly liquefy, leaving only purified water.

The Teeming Augur

Stream-steeds, Dream Carriers, Graceful Mounts, Slow Angels.
In their thousands they buzz and dance, dwelling upon the shores of Time. They skitter across the surface freely, compound eyes drinking in all the sights offered, drinking deeply where some eddy in the flow gives their fanged proboscis purchase.

To the human eye they are each the size of ponies, scaled, built out with limbs too-slight to bear their weight. Wings of soap-bubble thin gossamer twitch frenetically from their back.

They can be ridden through time, although they will take a companion to incubate a brood of their eggs. They leave it up to those who would ride upon them to decide who bears this burden.

To Hit: -1 (Speed)
Shooting: N/A
Melee: 2d10.
Harm: Whenever a Teeming Augur would be Injured or Downed, roll a d20 and consult the chart below.

d20 Result
1-12 The attack ricochets off their armoured hide.
13-15 The weapon used reverts to its base materials: metal to ore, wood to seed. God help those who attack unarmed.
16+ Teeming Augur takes a Injury Check.

Summoned, they appear in amount specified by the summoner. Upon the shores of the Lake of Seasons or beyond the conventional timestream, there are millions.

Entropy Survivors

The Black Worms, The Coils of Consumption, The Eels of Season.
When all energy spreads infinitely thin, something will survive as a concentration in the flat empty dark. These entities will seek one another, winnowing down their numbers to eke out some few millennia more of existence. Predators and basking sharks, immense coils of ribbed worm set behind mouths fit to extinguish suns. Within the Lake of Seasons, some echo of these final inheritors of existence lurk, preying instead upon those who come to the Lake too early. They are tiny in comparison - merely the size of underground trains. They are attracted to heat, light and movement. They consume electricity, radioactivity and light before resorting to living things.

To Hit: Automatic hits.
Shooting: N/A.
Melee: Those targeted must dodge or be consumed and destroyed utterly.
Harm: Whenever an Entropy Survivor would be Injured or Downed, roll a d20, adding +1 for each prior roll this engagement. On a 20+, it is driven away for d8 hours.

1d6-4 appearing. If more than one appear, they fight over prey.

Colonial Philippines by Nico Santagoy
Laid out & combined version of The Country, written by me and laid out by Roz


  1. *Groups can be used for larger scale actions involving, for example, 3-4 bands per side” of a conflict.↩︎

  2. (40-70 represent a dead partner. Roll for Children as normal.)↩︎

March 17, 2021 invective system theory

Against Incentive

Incentivising behaviour is bad for your game.

Axiom - Most players, most of the time, will take the most optimal option.

Incentives create optimal choices - a mechanical reinforcement for taking certain paths - whether negative (you will lose XP if you do bad things) or positive (you will gain XP if you RP well). Optimal choices, once discovered, become boring. You can incentivize the human out of the decision - there is only A Correct Choice. By removing Correct Choices, you widen the field of play - more possibilities will be evaluated, considered. In the absence of a Correct choice, everything becomes possible.

Are you interested in seeing players make choices with their characters or just slotting in to your grand design? RPGs can be more than Rube Goldberg machines culminating in your intended experience. RPGs should be more than this - and removing the idea of incentives for desired behaviour is key. Desiring behaviour in play is something we do to opponents, not collaborators. The idea of the only reason players would do something because Number Go Up’ is video-game design. Besides which - if they don’t want to do something, why is that a problem? Are they not an equal contributor to the game?

When a player acts against optimal choices, we are engaged and excited - when they reject Number Go Up, refuse the mechanical temptation and take a choice as a character - doing something which means enough to them to take a firm decision. Instead, a game could be made entirely of these moments - taking the situation as your springboard, without reference to an external, invisible, intangible rule-set.

Being Good

Many will reward good’ behaviour with XP. You save the village, you only take prisoners, you’re nice to everyone. Being good for a reward isn’t being good - it’s just optimal play. Acts of sacrifice and kindness in opposition to ease - when actively chosen despite potential loss - are what marks being good.’

Experience and Advancement

The ultimate example - and perhaps the oldest, in the field of games - is the Experience Point. How you obtain these, often, is described as the point of the game’. Cementing an objective like this can lock off possibilities, and encourage mechanical thinking’ - we should do action to accrue more XP. However, some schema are more indifferent - they do not dictate how they must be achieved. The classic GP for XP formula does not have to specify how the GP is gained - violence, theft, mercantile aspirations, MLM etc. But beyond this, why do we gather XP?

To advance.

Advancement-as-reward poisons the well of player action and agency. It is the expression of Number Go Up - some systems attach more than numbers, but the core is the same - this is the carrot being used to drive gameplay. By removing Advancement, we ask players - why are you playing - what do you want to do, freed from the tyranny of Number Go Up. This is agency and responsibility - to find worthy and entertaining objectives in the absence of an objective measurement.

Of course, characters can still grow - simply advance them internally, without reference to some prescriptive metric of advancement. If they choose to engage with local powers, ranks and titles might work. Equipment is a concern for bandits, soldiers and guerillas alike. Seeking notable treasures (and techniques) are staples of adventure fiction - characters do not become static, but collections of experiences.

An elegant example of this can be seen in What time near dawn did they climb up the other shore, Drying their wings?

But What About Themes?

A common use of Incentives is to encourage/reinforce/enforce tone - for doing things which align to the source fiction, you are rewarded. Instead, we could talk to our fellow players about what we’d like to see and agree to work towards it without the use of incentive - why do we need our efforts rewarded’? Isn’t playing fun?
We can trust out playing companions to build towards those themes - or let them drift and change in the chaos of play. Anything is better than trying to subtly encourage people like children.

March 14, 2021 odnd monster mmm

Ogres

Muscle cords thicker than greed.
Take up all you possess, and carry it with you.
See what you desire, and come to possess it.

This is one of the paths a man could walk to leave humanity behind.

HD 4 / AC as Chain / Damage 1d6+2

Expanded, revised & collected:

US itch

March 5, 2021 troika background

Demiurge Assassin

Some seek Heaven through violence. This sect aim to bring violence to Heaven, and use it to kill the Demiurge.
They have spent hours poring over many tomes - and from such synthesise their creed.
To reach heaven, they must be Good.
To be Good is to forgo cruelty, spite and malice.
To be Good is to never allow the weak to be bullied by the strong.
To be Good is to make do with the humble, and to scorn the riches of the world.
Nothing in this life may be taken with them - and so their body must become the weapon.
They must die at the pinnacle of their ability - dying too soon would waste their attempt.

Possessions

  • Simple Robe
  • 2d6 Incompatible Religious Icons

Advanced Skills

  • 5 Unarmed Fighting
  • 2 Charity
  • 2 Comparative Mythology
February 27, 2021 odnd rules

Magic Outside of Levels

Effects beyond the mundane are achieved through the invocation of properties or through pacts with the supernatural.

The knowledge of these rituals in treasure in itself. The material components for One Use effects are consumed in the casting - disintegrating, cracking or simply becoming magically inert.

Spell Achieved By Effect
Alter Self One Use: Consume a simulacrum of the target crafted with their hair and blood mixed with 100 chrysalises/cocoons. 1/day: Blasphemous induction into the Doppelganger cult. Unspeakable rites and child sacrifice. The caster is able to reshape themselves in the image of another humanoid. Lasts 36 Turns.
Animal Growth One Use: The blood of a pregnant animal mixed with stewed lilac, left to brew for a year. Flicked at the target. 1d6 Animals become Giant (see Volume 2: Monsters &) for 12 Turns.
Animate Dead One Use: The teeth of a Hydra are scattered over the area. 5d6 Skeletons rise from the earth, bound to the will of the caster.
Anti-Magic Shield One Use: A circle described with ’chalk’ formed from diamond-dust and dragonbone. No magic may pass through, under or over this barrier - those within are utterly immune to magic.
Baleful Polymorph One Use: A fragment of undifferentiated Chaos, thrown as a javelin and fuelled with malice. The victim is transformed, as desired by the caster.
Bless* One Use: Blast upon a horn wrenched from the skull of a Satyr or Narwhal. 1/day Blast upon a horn gifted by the unicorn. REVERSED One Use: Release a dirge on a horn wrenched from the skull of a 6HD or less Demon. 1/day: Release a dirge on a horn wrenched from the skull of 7HD or more Demon. Allies of the caster receive a +1 to Hit and to Morale for 6 Turns. REVERSED The enemies of the caster are subject to a penalty of -1 to Hit and to Morale for 6 Turns.
Charm Monster One Use: Craft a mask of the creatures to be charmed, using their skin, blood, hair and horn. For each HD, 1 corpse must be processed. 1/day: Become a monster yourself. This one of the paths a man could walk to leave mortality behind. 3d6 HD of creatures are bound to the will of the caster. Orders antithetical to their nature cause them to break free if they are able to make a Warding saving throw.
Charm Person One Use: A thick pearlescent slug, gathered from the home of Dryad and spat at the target. 1/day: Ascend a mountain of stunning beauty with twelve companions, all of equal drive and knowledge. One may descend the mountain alive, cursed with this power. A single human or post-human must make a Warding saving throw - if failed, they are bound to the will of the caster. Orders antithetical to their nature cause them to break free if they are able to make a Warding saving throw.
Circle of Invisibility One Use: Powder derived from the eyes of a Medusae is scattered in the area. All within this area are subject to Invisibility.
Circle of Protection One Use: The caster coats their mouth with blessed oils and performs glossolalia effortlessly. The origin of the blessing determines whom the protection is effective against. 1/day: The prospective caster is tattooed with exhortations and banishments, using ink from a giant squid or a gall harvested from a centuries-old tree. All those within the are are subject to Protection.
Clairvoyance One Use: A fragile blade of obsidian must be used to open the casters forehead, allowing their presence to slip forth. 1/day: The caster is trepanned using a drill of star-metal which is discarded in a pool unsullied by fish. The caster’s awareness is freed form the body, and able to travel up to half a mile from their body for 36 Turns. They may not pass through lead or 20’ of stone.
Cloudkill One Use: The lungs of certain dragons, formed into bellows. A thick, heavier-than-air poisonous fog is summoned. Those caught within must make a Physique save or die wretched deaths.
Colour Spray One Use: Behead a light-drinking cave-eel. 1/day: The eye-lens of a beached whale is held up before a light-source. A glare of alien colours stuns those unable to make a Warding save, rendering them unable to take action for 1d6 rounds.
Comprehend Languages One Use: A local, poisonous serpent must be swallowed alive. Lasts 1d4 days._1/day:_ An ancient grammar must be recovered and eaten. Permanent: The casters tongue is split open with a golden sickle beneath a moon hidden behind the fallen Tower of Babel. All languages may be understood, spoken, read and written.
Confusion One Use: The skull of a hermit, filled with poppy-seeds is shaken like a rattle, inflicting the spell upon those who hear it. Up to 3d6 HD of creatures become confused - they defend themselves 2-in-6, otherwise uncomprehending eyes stare at a world untethered from system.
Continuous Light One Use: The heart of a dead forge is tossed towards the target. 1/day: Some fragment of a sun must be swallowed. An area is permanently light by actual sunlight, emanating from a source chosen by the caster.
Control Water One Use: The true name of the body of water must be invoked. Being transient, the name will change each time. Water may be commanded to allow passage through it or to rise up and flood an area.
Control Weather One Use: Gather the first fledgling bird hatched in the area. Gather the first-born mammal born in the area. Gather the first-spawned amphibian in the area. Commingle their blood and their flesh beneath the sky and make your demand. The caster determines which weather permanently affects the region.
Cure Critical Wounds One Use: A salve brewed from the blood of a Troll and bitter roots. Each Troll corpse yielding enough for a single dose after successive reductions. 3d6+2 HP is restored.
Cure Light Wounds One Use: Harvest the herbs and mushrooms from the grave of a witch unburnt. Boil them down. Spread upon wounds. 1/day: Accept a Subtle Spirit into your protection. They are hard to find, and make demands upon you. Counts as a hireling. 1d6+1 HP is restored.
Cure Serious Wounds One Use: Flesh for flesh - a bath of blood. Every 1HD of creature blood spilled heals 1HP. Can be used by multiple people.
Detect Invisibility One Use: Three drops of fluid left by ghost in each eye. 1/day: Replacing an eye with a huge pearl. The caster can always see Invisible creatures.
Detect Magic One Use: A drop of pure-white or pure-black dog blood in each eye. 1/day: Replacing an eye with a lump of quartz. All magic within eyesight reveals itself for 3 Turns.
Dimension Door One Use: A dagger prepared with the blood of a Realm Spider is used to describe a door. The caster teleports anywhere within line of sight by stepping through the door they drew.
Disintegrate One Use: A fragment of Outer Dark, released from a container, snakes outwards. A single target is destroyed. They may make a Dodging saving throw at -4.
Dispel Magic One Use: Salt from a dead ocean, cast at the enchanted object. 1/day: Leaving a limb in a jar of salt, allowing all moisture to be drained away - leaving only a withered limb. Removes magic not bound into an object.
Enervate Dead One Use: Blessed lily-smoke is released from a container. The smoke seeks the restless dead. 4d6 Undead are frozen in place for 12 Turns.
Fear One Use: A mask-and-cape of Wolf-Hide is worn. 1/day: Kill a primordial wolf-mother and re-enact the Birth of the First Wolves. All opponents of the caster make a Warding saving throw. NPCs who fail must flee for six Turns. Characters who fail may not engage in combat with the caster for six Turns.
Fireball One Use: Throw the shrivelled heart of a salamander, stored in cooking oil. 1/day: Sojourn to a Place of Fire and sacrifice a limb to the beings within. A ball of flame explodes, dealing 5d6 damage to all in a 50’ radius. Victims may make a Dodge saving throw to halve damage received.
Fly One Use: A bar of goose-fat, hemlock and nightshade berries is smeared on the body. A feather of gold is crushed. 1/day: Become spouse to a griffon or similar. Permanent: Become a Sphinx or Harpy. Fly, travelling at triple-speeds through the air. Lasts for 1d6 Turns.
Fog Wall One Use: The caster swallows eight frogs whole to charge the spell - vomiting out fog at will. 1/day: Deliver freedom to a mist-wight. A 20’ thick bank of fog rolls in. It is immobile and opaque.
Hallucinatory Terrain One Use: A vellum map with diamond-dust infused inks is produced, describing the illusory terrain. It is then burnt. Creates an illusionary overlay which can hide, exaggerate or entirely change the underlying geography. At a distance, it is flawless.
Haste* One Use: Consume the meat of a bird or hare killed by lightning. 1/day: Survive being struck with lightning. Hasted creatures always go first in initiative, and take a second set of actions after all other actions are resolved. Lasts 3 Turns.
Hold Monster One Use: Break the legs of a statuette found in iron slag and wrapped in the flowers of an invasive species. 1d6 monsters are rendered immobile if they fail a Warding saving throw.
Hold Person One Use: Break the legs of a wood figurine unshaped by blades and buried for two months. 1d6 humans are rendered immobile if they fail a Warding saving throw.
Hold Portal One Use: The caster fills the mouth with gravel and holds a fragment of the portal between their teeth. 1/day: Devotion to the Opener of the Way - through the murder of those bound to capture and imprison people - at least one every two months. A single opening or portal is magically locked, unable to be opened without destroying the surroundings or the casters permission.
Insect Plague One Use: Innumerable evils must be laid upon the caster, who is willing to give their flesh up as a brood-chamber for the imminent swarm. They are destroyed utterly in the process. A thick carpet of insects spreads across the land. All organic material is devoured. The sun is blotted out. Starvation follows. The insects die a cannibal frenzy, devouring one another as all else is gone beneath wing and limb.
Invisibility One Use: Powdered silver is cast into the air. As long as the caster does not disturb the particles with their breath, the effect is retained. 1/day: The eyes of three members of royalty must be formed into a necklace. Permanent: Infection from an Unseen. Spread through bite. As long as caster does not take hostile action, they cannot be seen.
Knock One Use: A valuable key of unknown origin and use is broken. 1/day: A small pact with the Opener of the Way to capture and imprison at least one human being a month. A single portal becomes unlocked.
Levitate One Use: A bar of goose-fat, hemlock and nightshade berries is smeared on the body. A feather of silver is crushed. The caster levitates up to 6” above the ground. Lasts 6 Turns.
Light* One Use: Charcoal from an arson is crushed and wet into a paste. The paste carries the enchantment. 1/day: Drill a hole into the top of the skull to let the light in - and then pour it forth from the mouth. REVERSED One Use: Burst the eye of a mother fox or bat. Fling the pulp. 1/day: Make a home for darkness in your chest cavity - a glazed clay sphere, inserted surgically. Alternatively, find some Talking Darkness and strike a deal. Light, as if cast by a torch, flows from an object as determined by the caster. Lasts 12 hours. REVERSED Total darkness suffuses an area, out to the distance a torch would illuminate. No light may pierce such magical darkness. Lasts 24 hours.
Lightning Bolt One Use: Burn the ring-finger of a Cloud Giant, and blow the ash at the target. 1/day: Feed your right hand to Wraith dwelling beneath the Riven Oak. A bolt of lightning is flung, dealing 4d6 damage to the victim. It passes directly through the victim, potentially injuring others. It might (4-in-6) bounce of any hard surface, doubling back. All victims may make a Dodging saving throw to halve damage received.
Locate Object One Use: The skull of a bloodhound (or similar scenthound) is filled the skulls of nine different species of rodent. This rattle is then shaken, the sound an indicator of direction. The caster gains an intuitive sense of where a known or thoroughly described object is, able to unerringly navigate towards it for 3 days. In the case a general class of object is Located, they are led to the nearest instance of it.
Magic Jar One Use: A soul-vessel is prepared, requiring a huge investment in research, blood and treasure. The transferral ritual takes a full month, during which the body must be maintained by others - any lapse in concentration causes failure. This one of the paths a man could walk to leave mortality behind. The soul of the caster is moved to the soul-vessel. The spirit may leave and attempt to animate soulless bodies or vie with other souls for control of their own bodies. In this case, both make a Warding saving throw. If one passes and the other fails, they gain/retain control of the body. If both fail, the body dies, leaving only the caster. If both succeed, they now cohabitate the body.
Move Earth One Use: The hateful, parasitic Peak Crown flower is planted in the earth, where one wishes the earth to move to. The earth moves to destroy it, hills converging like wolves. 1d6 hills or equivalent move to the location violently, destroying structures and disrupting armies.
Neutralize Poison One Use: Bronze is poured over a de-fanged venomous snake. The resulting wand is waved at the envenomed object. 1/day: A poison-gland from a live serpent, worn around the belt and milked every morning, can drain the poison from objects. This fetish is useless if the donor serpent dies. An envenomed object or creature is purified, rendered harmless.
Passwall One Use: A fragment of a chisel from lost Uruk is used to mark a passage. Close your eyes and wait 1 minute. Creates a tunnel up to 5’ in diameter and 15’ deep. The tunnel is permanent.
Phantasm One Use: A sheet of gold-foil is folded into a paper approximation of the Phantasm to be evoked. 1/day: The caster must break down the barrier between their own imagination and perception through massive hallucinogen usage and several mystical revelations. An illusionary creature is animated and given life - convincing enough to deal real damage. Those observing closely may make a Warding saving throw to disbelieve the Phantasm - banishing it in doing so.
Plant Growth One Use: The caster imbibes a brew of rich loam and five lambs. They then cut themselves and flick their blood over the area. The vegetation in an area rapidly grows, becoming an impassable tangle in minutes.
Polymorph One Use: The caster wills themself into a new form over weeks of visualisation, will and deprivation. This new form is hidden in the confines of the mind and invokes through certain gestures and forms. Of course, in hindsight, they never changed form at all. The caster transforms themselves into a new form.
Project Image 1/day: The caster murders themselves in a different dimension or space, gaining the ability to invoke this other-self. An illusion of the self is projected forth and acts as double - albeit one under control. Physical attacks pass through it harmlessly - magical attacks are redirected to the caster. Lasts 6 turns.
Protection One Use: The caster anoints the target with blessed water. The origin of the blessing determines whom the protection is effective against. Those the Protection is against take a -2 penalty on To Hit rolls against those under effect of a Protection. Lasts 6 Turns
Protection from Missiles One Use: A bundle of arrows, each used to kill, is snapped. 1/day: A charm made of golden arrowheads, each used to kill a man, is worn. All normal missiles glance harmlessly from the target of this blessing. Lasts 12 Turns.
Sixth Sense One Use: The dessicated head of a shark, pierced with two rods of silver, is used as dowsing rod. 1/day: A series of slender copper, silver and gold rods are inserted into the vertebrae of the prospective caster. The caster is able to hear the surface thoughts of all beings within 60’, and determine distance and direction to each creature heard’. Lasts 12 Turns.
Slaying Spell One Use: A natural rat-king is killed with a mallet. 10d6 HD of creatures die, starting with the nearest to the caster. Those with over 6HD are entitled to a Warding saving throw to resist.
Sleep One Use: A bear’s fecal plug is smoked and exhaled. 1/day: The caster travels through Dream and back out again in a single sleep. 2d6+2 creatures are robbed of wakefulness, sleeping for 24 Turns if undisturbed.
Slow One Use: Mud gathered from an ocean trench is flung. 1/day: A herd of one hundred and one lamed horses must be kept alive by the caster or their estate. A single target makes a Warding saving throw. If failed, they are Slowed - acting only every other round. Lasts 3 Turns.
Speak with Animals One Use: The tongue of a pig and the brain of an owl are left to fester in a buried jar for six months. The resulting fluid is imbibed. 1/day: A series of platinum tongue-sheaths, corresponding to different manners of beasts, can be crafted. For 6 Turns, the caster is able to converse with animals.
Speak with Dead One Use: Through the use of divinatory methods, vague and uncertain answers can be interpreted. The caster may ask 1d6 questions of a corpse. The corpse does not have to answer, although many have craved communication in their long repose.
Speak with Plants One Use: Sap flowing through the veins allows speech with plants - and is sure to cause death. For 6 Turns, the caster is able to understand and be understood by plants.
Stone to Flesh One Use: The waters flowing from the eyes of petrified gods and demons are filled with the will to return to flesh. Stone becomes flesh.
Teleport One Use: Meteoritic iron-dust and ambergris, thrown at the ground. The caster, or victim, is instantly transported to a location familiar to the caster.
Transmute Rock to Mud One Use: The heart of a dormant volcano, topping a copper spike which is driven into the rock. A 30’ by 30’ area of stone becomes mud, collapsing tunnels and crushing those within to death.
True Seeing One Use: The eyes of black cat - the runt of the litter. 1/day: Spectacles carved from the skull of a hermit. For 18 Turns, all illusions and magical visual alterations do not affect the caster. All hidden objects reveal themselves. The true nature of any magically changed item or creature is obvious.
Turn Undead Each burial practice has their own rituals to drive the dead back to their graves. The beliefs of the corpse in life are all that matter.
Wall of Fire One Use: The blood of a star, or other being of flame, is used to draw a line. As long as the caster concentrates, a wall of fire, 5’ thick, 15’ long and 20’ high rages. Those attempting to move through it take 3d6 damage and are set alight.
Wall of Ice One Use: The residue left by a Wall of Fire can be boiled and re-used. A wall of ice, 5’ thick, 15’ long and 20’ high forms instantly. A single blow dealing over 10 damage is required to destroy it. Unbroken, it melts over 6 Turns.
Water Breathing One Use: A dried powder of frog-mother and buoyant seaweed is snorted. Drying the powder takes weeks. 1/day: Gills are tattooed using the blood of a giant moray eel. For 12 turns, the caster and ten companions may breath underwater.
Web One Use: A huge golden web of delicate threads is folded back into a small nugget. As it is thrown, it boils away, revealing the web it represents. 1/day: An infestation of spiders in the blood - introduced in egg-form and kept sated with sacrifice. A ball of web explodes outwards - all in a 30’ area may make a Dodging saving throw. Those failing are stuck fast in magically regenerating web which fights to keep them immobile. This web is highly flammable. Giants are their like are strong enough to ignore the Web. It lasts for 3 Turns.
Witch Eye One Use: The eye of a witch, inflated as a balloon. Acts as a detached third eye the caster may see through at any distance. It is invisible, and moves through the air at the pace of walking person. It lasts for 6 Turns.

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