TEXT: Spiked Goblin Punch
  A GLOG Hack by Skerples
  
  Core Rules
  •
  GM Guidance
  •
  The Core Mechanic
  •
  Skills
  •
  Stats
  •
  Associated Numbers
  •
  Opposed Rolls
  •
  Adjudicating Rolls
  Combat
  •
  Initiative
  •
  On Their Turn
  •
  Attack Rolls
  •
  Damage
  •
  Hit Points
  •
  Healing
  •
  Weapon Pro�ciency
  •
  Reaction Rolls & Morale
  Death And Dismemberment Table
  •
  Fatal Wounds
  •
  Injuries
  •
  Interesting Scars
  Inventory & Items
  •
  Inventory Slots
  •
  Encumbrance
  •
  Fatigue
  •
  Armour
  •
  Melee Weapons
  •
  Ranged Weapons
  •
  Light Sources
  •
  Hirelings
  Dungeon & Wilderness Procedures
  Introduction For New Players
  Character Generation
  •
  The Base Adventurer
  •
  Ultra-Core Classes
  •
  Core Classes
  •
  Novelty Classes
  •
  Templates and Multiclassing
  •
  Levelling Up
  Table of Races
  The Setting
  The First Estate
  •
  Indulgences
  •
  Generic Services
  The Second Estate
  •
  Barony Revenue
  •
  County and Duchy Revenue
  Classes
  •
  Fighter
  •
  Barbarian
  •
  Knight
  •
  Thief
  •
  Hunter
  •
  Monk / Nun
  •
  Wizard
  •
  Animist
  •
  Biomancer
  •
  Curse-Eater
  •
  Drowned
  •
  Elementalist
  •
  Elf
  •
  Garden
  •
  Geometer
  •
  Illusionist
  •
  Necromancer
  •
  Orthodox
  •
  Spider
  •
  White Hand
  •
  Sorcerer
  •
  Summoner
  •
  1d100 Entities
  •
  Cannoneer
  •
  Exorcist
  •
  Inventor Necromancer
  •
  Goblin
  •
  Many Goblins
  •
  Paladin of the Word
  •
  Cannibal Gourmet
  •
  Surly Gnome
  1d00 Medieval Professions
  1d100 Camp Followers
  Horse Complication and Death Table
  1d100 Barbarian Delicacies
  Price List
  Credits
  Core GLOG rules and a fair number of classes based on Arnold
  K’s version: goblinpunch.blogspot.com/2016/05/the-glog.html
  Classes credited at the bottom of the page where necessary.
  CC BY-NC-SA
  1
  Table of Contents
  
  Spiked Goblin Punch is based on Arnold K.’s “Goblin Laws of
  Gaming” homebrew, also known as the GLOG.
  This rules set is designed for old-school D&D-like games. It is
  broadly compatible with most published Old School Revival
  (OSR) products (i.e. equally incompatible with all of them). The
  main goal is to create a system that is:
  1. Intuitive for new players.
  2. Adaptable and hackable.
  3. Compact.
  This PDF assumes you know what an RPG is, what dice are,
  and the basics of OSR games, and how to adjudicate rules on
  the �y. Rather than a complete system, this hack is designed to
  allow experience GMs to run games for experienced players.
  In short, there are bits missing. Read another, much more
  complete OSR system, then �ll in the missing bits.
  GM Guidance
  Only roll or call for a roll if both success and failure are
  interesting. If failure is inevitable because of the �ction, don’t roll.
  A PC can’t test Strength to �ap their arms and �y to the moon. If
  failure is boring, don’t roll. If the PCs fail to pick a simple
  mundane lock, and they have all the time in the world, they’ll just
  keep rolling until they succeed. Just let them open it or apply a
  time penalty. If the PCs not spotting something means they’ll
  never see it, just tell them what they see. No rolls required.
  Failed rolls have consequences. The most obvious one is time.
  Wasted time means more chances for bad things to happen to
  the PCs.
  Roll sparingly. Because stats are randomly generated and
  assigned, it’s possible two PCs in the same party will have vastly
  different chances of performing the same task. Minimize this by
  using Attack and Save (which are the same for most Pcs at the
  same level), automatic failures, and automatic successes.
  From a player’s point of view, a roll is a risk. Testing Strength to
  leap across a chasm is risky. Putting a ladder across a chasm
  and climbing across is less risky and does not require a roll.
  Fighting is a risk. Avoiding the �ght entirely may not require a
  roll.
  The Core Mechanic
  Almost everything is based on rolling a d20. If you roll equal to or
  under a target number, you succeed. Roll over, and you fail.
  Throughout the text, whenever you see “Roll under...”, it means
  “Roll equal to or under...” It’s just a pain to write that out every
  single time.
  Skills
  Skills are just a word that describes something a PC knows how
  to do. There are no speci�c rules for using them. You may call
  for rolls under Intelligence or another stat, but in general, just let
  the PC with the skill do the thing the skill describes.
  Stats
  Characters have 6 stats. Each stat has a “bonus”, which is a sort
  of shorthand condensation of a stat. Don’t add the bonus to rolls.
  Strength: Roll under Strength to open doors, tear apart chains,
  or climb a cliff. The number of items a character can carry is
  determined by their Strength score. The damage a character
  in�icts in melee combat is modi�ed by their Strength bonus.
  Dexterity: Roll under Dexterity to dodge traps, leap over
  obstacles, or perform delicate tasks under pressure. A
  character's Defense, Movement, and Stealth are modi�ed by
  their dexterity bonus.
  Constitution: Roll under Constitution to resist cold, disease,
  fatigue, drowning, and poison. A character’s Hit Points are based
  on their Constitution.
  Intelligence: Roll under Intelligence to solve dif�cult puzzles,
  read obscure texts, or identify items and treasure.
  Wisdom: Roll under Wisdom to see through lies, spot hidden
  dangers, and avoid mind-altering spells. Characters will also use
  Wisdom to determine the order of combat.
  Charisma: Roll under Charisma to �atter, beguile, or barter. A
  character’s Save is modi�ed by their Charisma bonus.
  Associated Numbers
  Attack: Starts at 11. Increases with level. Roll under Attack,
  opposed by the enemy’s Defense, to hit.
  Defense: 10 + Dex. Bonus or bonus from armour. Leather is +2,
  Chain is +4, Plate is +6, a shield is +1.
  Movement: 12 + Dex. Bonus. How fast a character can move.
  Penalized by armour (-0 for leather, -2 for Chain, -4 for Plate).
  Stealth: 5 + Dex. Bonus. Applied as a penalty to opponents
  Wisdom to see if a character is noticed. Penalized by armour (-0
  for leather, -2 for Chain, -4 for Plate).
  Save: 5 + Cha. Bonus. Increases with level. If an effect, attack,
  or challenge doesn’t fall under any of the other stats or values,
  roll Save. This represents a character’s luck and determination
  to resist the cruel hand of fate.
  Opposed Rolls
  A character or NPC must roll equal to or under their stat,
  modi�ed by 10-[the relevant stat of their opponent].
  E.g. Shoving. The PC has 11 Strength, the orc has 14 Strength.
  The PC needs to roll a 7 or less to succeed (11 + [10-14] ).
  Chess. The PC has a Intelligence of 6, the goblin has an
  Intelligence of 4. The PC needs to roll a 12 or less to succeed.
  Racing. The PC has a Movement of 12, the gladiator has a
  Movement of 14. The PC must roll under 8 to thoroughly beat
  the gladiator in a race.
  Adjudicating Rolls
  A -4 penalty is approximately the same as “reroll and take the
  worse of the two results.” A +4 bonus is approximately the same
  as “reroll and take the better result.”
  Apply bonuses or penalties to rolls as needed. Go as far as you
  need to go, bearing in mind that if you’re adding enough
  bonuses or penalties rolling may be pointless.
  CC BY-NC-SA
  2
  Core Rules
  Stat
  Bonus
  Stat
  Bonus
  Stat
  Bonus
  1
  -3
  9
  0
  17
  2
  2
  -3
  10
  0
  18
  3
  3
  -2
  11
  0
  19
  3
  4
  -2
  12
  1
  20
  3
  5
  -2
  13
  1
  21
  4
  6
  -1
  14
  1
  22
  4
  7
  -1
  15
  2
  23
  4
  8
  -1
  16
  2
  24
  5
  
  Combat
  Switch to combat rounds when it looks like someone might get
  hurt.
  If someone (or a group) attacks by surprise, they get to act
  before any Initiatives are rolled for the round. Once all
  ambushers have acted, everyone rolls for Initiative.
  Initiative
  Each round of combat, a PC must roll under their Wisdom. If
  they succeed, they act before their enemies. If they fail, they act
  afterwards. They act in order of their rolls, lowest to highest.
  Some particularly quick enemies might impose a penalty on
  PCs’ Wisdom, or act twice in each round.
  On Their Turn
  A PC or enemy can do one of the following:
  •
  Make an Attack roll against a target.
  •
  Run about 50’+Movement (or 60’).
  •
  Make a charge attack against a target (Move
  20’+Movement and then make an Attack roll).
  •
  Cast a spell or activate a magic item.
  •
  Retrieve an item from a non-quickdraw slot.
  •
  Reload a crossbow, etc.
  •
  Try to trip, shove, or push a target.
  •
  Attempt to remove a Fatal Wound from a dying ally.
  In addition, a PC or enemy can move 20’+Movement (or 30’).
  Talking, shouting, or dropping an item can be done freely, and
  possibly even in other peoples’ turns. Basically, you can do one
  big thing a turn, plus move a bit.
  Attack Rolls
  Roll under Attack, opposed by the enemy’s Defense, to hit.
  E.g. A 1st-level Thief with Attack 11 tries to hit a goblin with no
  armour. The Thief has to roll under 11.
  A 1st-level Thief with Attack 11 tries to hit a very nimble tiger
  (armour as chain). The Thief has to roll under 7 (11+ [10-14] ).
  Other effects (drunkenness, fog, being on �re, etc.) may impose
  penalties to Attack.
  Ranged weapons get -1 to Attack for every 10’ beyond their
  listed range.
  Most spells do not require an Attack roll. If a spell does require
  one, it will be noted in the spell’s description. Touching an
  unwilling target always requires an Attack roll.
  Critical Successes and Failures
  On an unmodi�ed Attack roll of 1, the attack deals double
  damage (roll twice the number of dice and add any bonuses
  twice).
  On an unmodi�ed Attack roll of 20, the attack automatically
  misses. Further penalties may apply if the situation is risky. A
  critical failure in a one-on-one �ght in a clear meadow might just
  be a miss. A critical failure in a tight corridor, with allies and
  enemies jostling together, might result in an ally being hit, a
  weapon being dropped, or the attacker falling prone.
  Damage
  •
  Light weapons (daggers) deal 1d6 + Strength bonus
  damage.
  •
  Medium weapons (swords) deal 1d8 + Strength bonus
  damage if wielded in one hand or 1d10 + Strength bonus
  damage if wielded in both hands.
  •
  Heavy weapons (hammers) deal 1d12 + Strength bonus
  damage but must be wielded in both hands.
  •
  Thrown light weapons deal 1d6 damage.
  •
  Bows and Slings deal 1d6 damage.
  •
  Crossbows deal 1d12 damage.
  Hit Points
  The danger a character can resist before taking injury is
  quanti�ed by Hit Points (HP). They are better thought of as
  “Don’t Get Hit” Points. There are no mechanical effects for being
  reduced to 0 HP. Any damage in excess of this (i.e. negative HP)
  is known as Lethal Damage, which always incurs a roll on the
  Death and Dismemberment Table.
  PCs have a maximum HP of 20. Enemies have variable HP
  base on their Hit Dice (HD). A hit dice is a d8. Roll the number of
  HD listed and add the numbers together. An enemy with
  surprisingly low HP might be sickly or wounded. An enemy with
  high HP might be a champion (or two enemies).
  Healing
  1. Lunch heals a character for 1d6+Level HP. Lunch takes 1
  hour, requires a safe place, and consumes 1 ration.
  2. A Good Night’s Rest. Restores all HP. Requires 8 hours of
  rest, a safe place, a �re or heat source, and consumes 1 ration.
  3. Magical Healing. Some spells or potions restore HP. Others
  can heal Injuries.
  If a character has negative HP (i.e. has taken Lethal Damage),
  the next Lunch or Good Night’s Rest heals them to 0 and not
  over 0.
  Weapon Pro�ciency
  All classes are pro�cient with daggers. A PC is also pro�cient
  with any weapons they gain from a class or background. A PC
  has -4 to Attack with a weapon until they gain pro�ciency by
  landing 8 successful hits in combat.
  Reaction & Morale Rolls
  When encountering monsters, roll 2d6 + the Charisma bonus of
  the most visible party member.
  Monsters (or hirelings) may try to run away or surrender if
  combat turns against them. Monsters have a Morale value listed
  from 2 (craven) to 12 (unbreakable). Check Morale when:
  1. The side (PCs or monsters) takes their �rst death.
  2. When half the side has been incapacitated or killed.
  3. If some particularly frightening or spectacular effect occurs.
  Roll 2d6. If the result is over the creatures’ Morale score, the
  creature attempts to retreat, surrenders, or panics. Morale can
  be adjusted (unless 2 or 12) by situational bonuses.
  CC BY-NC-SA
  3
  Combat
  2d6+
  Result
  Notes
  2 or less
  Immediate Attack
  Offended or disgusted.
  3-7
  Unfavourable
  May attack if victory likely.
  8-11
  Favourable
  Parley or bargaining.
  12 or more Very Favourable
  May choose to cooperate.
  
  CC BY-NC-SA
  4
  Death & Dismemberment Table
  Result
  1. Arm
  2. Leg
  3-4. Torso
  5-6. Head
  1+
  Disabled X Days
  Disabled X Days
  Cracked Ribs X Days
  Concussed X Days
  11+
  1 Fatal Wound
  Mangled
  1 Fatal Wound
  Mangled
  1 Fatal Wound
  Crushed
  1 Fatal Wound
  Skullcracked
  16+
  X-15 Fatal Wounds
  X-15 Fatal Wounds
  X-15 Fatal Wounds
  X-15 Fatal Wounds
  Result
  Acid, Fire / Cold, Ice
  Lightning
  Venom / Toxin
  Magic
  1+
  Scorched / Frostbite X Days
  Burned X Days
  Sickened X Days
  Anathema X Days
  11+
  1 Fatal Wound
  Burned / Frozen
  1 Fatal Wound
  Fried
  1 Fatal Wound
  Wracked
  1 Fatal Wound
  Marked
  16+
  X-15 Fatal Wounds
  X-15 Fatal Wounds
  X-15 Fatal Wounds
  X-15 Fatal Wounds
  Death and Dismemberment Roll
  1d12+ Lethal Damage + Number of Current Injuries
  The effects are cumulative. If a PC with -8 HP and no current
  Injuries rolls a 10 on a d12, to the leg, X = 10+8+0 = 18. They
  gain 4 Fatal Wounds, the leg is Mangled, and also Disabled for
  18 days.
  Fatal Wounds
  A PC has 3 rounds to clear all their Fatal Wounds or they die. They can attempt
  to remove a Fatal Wound on their turn by rolling 1 on a d6. PCs with Fatal
  Wounds are unconscious. This does not mean they are quiet or asleep (they can
  be screaming and holding a stump), but it means they cannot take conscious or
  deliberate actions. Remove oldest Fatal Wounds �rst. You may want to use
  different coloured d6s to represent Fatal Wounds acquired on different rounds.
  Up to two adjacent allies can try to remove Fatal Wounds from a dying character
  by spending their turn doctoring the wounded PC and then rolling under ½
  Intelligence (unless they have a useful skill).
  Injuries
  Some injuries on this list aren’t on the Death and Dismemberment table. They
  can be accumulated by other means, GM choice, or deliberate actions.
  Anathema: Cannot bene�t from magical healing or be the target of bene�cial
  magic.
  Blind: Cannot see. -8 to Attack and Defense. Automatically hit by area-of-effect
  attacks.
  Burned / Frozen: Save. If failed, roll on the table below. If passed, lose 1d6
  digits (roll randomly using a d20) and reduce all future damage of the appropriate
  type (acid, �re, ice, etc.) by 2.
  1. Lose 2d6 digits.
  2. Lose all but 1 digit.
  3. Lose both hands.
  4. Lose both feet.
  5. Lose both hands, both feet, and nose. -2 Charisma.
  6. Lose both hands, both feet, nose, and both eyes. Blind. -2 Charisma.
  Cracked Ribs: The PC’s maximum HP is reduced by 4 (to a minimum of 1).
  Crushed: Save. If failed, roll on the table below. If passed, gain an Interesting
  Scar.
  1. Permanently lose 1 Strength.
  2. Permanently lose 1 Dexterity.
  3. Permanently lose 1 Constitution.
  4. Crushed Throat. Cannot speak louder than a whisper.
  5. Crushed Guts. Constitution is 4 for the purposes of holding your breath.
  Cannot swim or dive.
  6. Broken Spine. Paralyzed from the neck down. Save to recover after 1d6 days.
  If failed, Save again after 1d6 weeks. If both Saves are failed, the PC is
  permanently paralyzed.
  Concussed: The PC’s Wisdom becomes 4 for Initiative.
  Deaf: Cannot hear. If ambushed, always act last.
  Disabled: The injured limb becomes unusable. A Disabled arm cannot hold
  anything; held items are dropped. A Disabled leg cannot support the PC’s weight.
  A PC with two working arms but no working legs can move at 1/20th their normal
  Movement.
  Fried: Save. If failed, roll on the table below. If passed, reduce all future lightning
  damage by 2 and gain an Interesting Scar.
  1. Deaf.
  2. Left eye lost. -1 to range attacks. If both eyes lost, Blind.
  3. Right eye lost. -1 to range attacks. If both eyes lost, Blind.
  4. All items carried lost. Permanently lose 1 from a random stat.
  5. Palsied. Permanent -2 to Attack and Defense.
  6. Lose one hand, one foot, and both eyes. Blind. -2 Charisma.
  Mangled: Save. If failed, lose the limb. If passed, Save again. If failed, lose 1
  digit. If passed, gain an Interesting Scar.
  Marked: Save. If failed, any magical attack against the PC automatically deals
  double damage or applies a -4 penalty to Save. If passed, the PC has a
  permanent -2 to Save against magic, but reduces all incoming magic damage by
  2. They also gain an Interesting Scar (known as a curse-mark).
  Scorched / Frostbite: Cannot wear armour. Dif�culty gripping or climbing.
  Skullcracked: Save. If failed, roll on the table below. If passed, gain an
  Interesting Scar.
  1. Permanently lose 1 Intelligence.
  2. Permanently lose 1 Wisdom.
  3. Permanently lose 1 Charisma.
  4. Left eye lost. -1 to range attacks. If both eyes lost, Blind.
  5. Right eye lost. -1 to range attacks. If both eyes lost, Blind.
  6. Coma. Unconscious. Save to recover after 1d6 days. If failed, Save again after
  1d6 weeks. If both Saves are failed, the PC is permanently unconscious.
  Wracked: Save. If failed, roll on the table below. If passed, reduce all future
  poison / toxin damage from the same or similar sources by 2 and gain an
  Interesting Scar.
  1. Permanently lose 1 from a random stat.
  2. Permanently lose 1 from all stats.
  3. Lose a random limb and one eye. -1 to range attacks. If both eyes lost, Blind.
  4. Lose 2 from Strength and Constitution. Gain +1 to Intelligence and Wisdom.
  5. Enfeebled. Take double damage from ingested poisons or rotten food.
  6. Heart Pain. Cannot run.
  Interesting Scars
  The scar must be a mangled, twisted, gnarled thing, a worm of �esh buried
  under the skin. It provies a +2 bonus to Charisma while interacting with people
  who appreciate a good scar and a good story (barbarians, barber-surgeons,
  knights, suitors, poets, etc.)
  If they took a further 1 point of damage (-9 HP), they would roll
  1d12 + 9 (Lethal Damage) + 1 (Mangled) + 1 (Disabled) for
  1d12+11.
  If required, roll 1d6 for hit location.
  
  Inventory Slots
  PCs have a number of Inventory Slots equal to their Strength.
  Only items carried count towards this limit. Horses, hirelings, and
  carts do not count. Clothing, minor non-magical jewellery, and
  other cosmetic items do not take up inventory slots unless they
  are particularly bulky.
  An Inventory Slot can contain:
  •
  3 Light Weapons (daggers)
  •
  1 Medium Weapon (sword)
  •
  0.5 Heavy Weapons (hammers)
  •
  1 Bow
  •
  20 Arrows
  •
  3 Bottles or Flasks
  •
  1 Lantern
  •
  3 Books
  •
  3 Rations
  The �rst 3 Inventory Slots are Quick-Draw Slots, and can be
  accessed at any time. It takes 1 round to retrieve an item from
  any other Inventory Slot.
  Inventory management is crucial. Selecting and tracking
  problem-solving tools is a player skill.
  Encumbrance
  Any items in excess of a character’s Inventory Slots (Strength)
  gain 1 point of Encumbrance per slot. Each point of
  Encumbrance imposes a -1 penalty to Stealth, Movement, and
  Defense.
  With 6 or more points of Encumbrance, moving quickly is
  impossible. With 10 or more points of Encumbrance, moving
  beyond a crawl is exhausting.
  Fatigue
  Sprinting repeatedly, outdoor travel without rest, or excessively
  tiring activities in�ict Fatigue. Each level of Fatigue takes up 1
  Inventory Slot. It is usually removed by resting.
  Armour
  •
  Leather armour takes up 0 Inventory Slots and provides +2
  to Defense.
  •
  Chain armour takes up 2 Inventory Slots and provides a +4
  bonus to Defense. It also imposes a -2 penalty to
  •
  Movement and Stealth.
  •
  Plate armour takes up 4 Inventory Slots and provides a +6
  bonus to Defense. It also imposes a -4 penalty to
  Movement and Stealth.
  •
  Shields take up 1 Inventory Slot and provide a +1 bonus to
  Defense. A PC can sunder their shield to reduce incoming
  damage by 1d12. The shield is broken afterwards.
  Melee Weapons
  •
  Light weapons (daggers) take up 1/3rd of an Inventory Slot
  and deal 1d6 + Strength bonus damage in melee.
  •
  Medium weapons (swords) take up 1 Inventory Slot and
  deal 1d8 + Strength bonus damage if wielded in one hand
  or 1d10 + Strength bonus damage if wielded in both hands.
  •
  Heavy weapons (hammers) deal 1d12 + Strength bonus
  damage but must be wielded in both hands.
  Ranged Weapons
  Ranged weapons get -1 to Attack for every 10’ beyond their
  listed range.
  •
  Thrown light weapons (daggers) take up 1/3rd of an
  Inventory Slot and deal 1d6 damage and have a 20’ range.
  •
  Slings take up 1 inventory slot. They deal 1d6 damage and
  have a 20’ range.
  •
  Bows take up 1 inventory slot. They deal 1d6 damage and
  have a 30’ range.
  •
  Crossbows take up 1 inventory slot. They deal 1d12
  damage and have a 30’ range. A crossbow takes 1 round to
  reload.
  Both bows and crossbows use arrows. One Inventory Slot can
  contain 20 arrows. After combat, arrows can be recovered. 50%
  will be usable.
  Light Sources
  Outside of the listed light range, light sources illuminate
  shadows. Vague shapes, movement, and re�ective surfaces will
  be visible in shadows, but no details can be distinguished.
  Light Source Radius
  Duration
  Torch
  20’ light, 20’ shadows
  1 hour
  Lantern
  30’ light, 30’ shadows
  3 hours / �ask of oil.
  Candle
  5’ light, 10’ shadows
  1 hour
  CC BY-NC-SA
  5
  Inventory & Items
  Lighting a torch or lantern takes 1 round. PCs are assumed to be
  carrying basic �restarting gear. Magic or cantrips may ignite a
  light source immediately.
  Hirelings
  Hired at a �xed rate (see the price list). Dangerous work may
  require bonuses. Generic hirelings have 10 in all stats, 5 HP, and
  no skills outside their profession.
  PCs can have up to 2+their Charisma bonus hirelings without
  any issues. Characters from the Second Estate can have up to
  6+their Charisma bonus. Extra hirelings can be acquired, but
  may be disloyal, cunning, or poor quality.
  Above any items required for their job, a hireling can carry 3
  Inventory Slots worth of items for the PC.
  
  Dungeon Procedures
  Time tracking is critical. I use minutes and hours.
  Movement
  PCs can cautiously move 20 10’ squares (200’) in 10 minutes .
  Round up to the nearest 10 minutes. PCs moving cautiously
  spot signs of all traps. The fun part isn’t noticing the trap, it’s how
  to disarm it. No skills. Use common sense and inventory items.
  PCs can quickly move 60 10’ squares (600’) in 10 minutes. PCs
  moving incautiously may get a chance to roll under Wisdom to
  notice a trap (GM’s discretion). Otherwise, they �nd traps via HP
  and hirelings.
  If you want to modify these movement rates based on
  Movement, use 20’+the lowest Movement in the group for
  cautious movement and 3x that value for rapid movement. In
  practice, it rarely seems to matter.
  Searching
  •
  A cursory search of a 20’x20’ room takes 1 minute and
  reveals only the most obvious information.
  •
  A proper search takes 30 minutes and reveals most hidden
  information.
  •
  A detailed search takes 1 hour and reveals all hidden
  information.
  •
  Multiple PCs can combine their efforts to search a larger
  room in the same time or a smaller room in less time.
  Random Encounters
  Roll for a Random Encounter every 30 minutes or whenever a
  loud noise occurs. Usually, that’s a 1 on a d6. Some people use
  an overloaded/hazard dice, where results of 2-6 do anything
  from ticking down light sources to providing clues. I don’t bother.
  Time tracking works just as well.
  If the PCs are moving cautiously, they get the Omen before the
  encounter. If they are moving quickly or incautiously, they don’t
  get the Omen.
  Roll 2d6 for Morale. If the result is equal to or under Morale, the
  creature is hostile. If over, positive or uncertain. Modify Morale
  by anything from +4 to -4 depending on circumstances.
  Light
  Review the Light rules. Lanterns illuminate 30’ clearly and
  provide dim outlines and shadows for a further 30’. In the dark,
  light sources are visible miles away.
  Other Activities
  •
  Picking a mundane lock takes 10 minutes.
  •
  Identifying a magic item takes 10 minutes.
  •
  Deciphering an inscription, reading a book, or sorting
  through items takes 30 minutes.
  •
  Lunch takes 1 hour. Test for random encounters twice.
  •
  There are about 6 combat rounds in 1 minute. Don’t worry
  about the exact number of rounds. Just assume combat, a
  breather afterwards, and looting take about 10 minutes.
  •
  Eyeball other activities based on real-life experience.
  Round up a bit.
  CC BY-NC-SA
  6
  Dungeon & Wilderness Procedures
  Wilderness Procedures
  Hexes are 6 hours across. Not miles, hours. If miles are needed,
  the PCs can travel 30 miles a day. Horses don’t let the PCs
  travel more quickly, but they do make the journey easier.
  Every hex travelled on foot �lls 1 Inventory Slot with Fatigue.
  Riding a horse or a cart negates the Fatigue gain unless the
  weather is terrible or the road is very rough.
  Hexes contain an obvious feature (something the PCs will
  encounter) and a Hidden Feature (something the PCs might
  encounter if they search the hex, spend time there, or visit
  multiple times).
  Test for a random encounter every 6 hours or whenever the PCs
  make a lot of noise or do something that’s likely to attract
  attention. Usually, that’s a 1 on a d6.
  Roll for the weather each day.
  Most activities takes 1 hour.
  PCs can safely travel for 12 hours per day (2 hexes), or push
  their luck with 18 hours (3 hexes), losing the bene�ts of resting
  and having lunch.
  In Civilized Parts, villages and peasants are everywhere. In
  wilderness areas, roads may not exist. All land is owned, even
  trackless wastes.
  
  There are elements of chance.
  Ever played cops and robbers or any other made-up games?
  Did you ever meet the one kid who said "Nuh uh, you didn't hit
  me, I have a bulletproof vest!" In this game of make-believe,
  there are a few rules to help decide who hits who, and how hard,
  and other things like that.
  Your characters are also going to have some random numbers
  assigned to them. Sometimes the numbers will be good, and
  sometimes they'll be bad, and there's not much you can do
  about it. In this game the numbers aren't that important.
  Sometimes, a character will terrible stats and survive for ages,
  while a character with brilliant stats dies in the �rst hour of game.
  There are elements of skill.
  In Settlers of Catan, the rules are �xed and solid and balanced.
  You can't go "Hey Steve, I'll take my Knights and you take your
  Knights and we'll go pillage that Sheep tile." That's not in the
  rules. And that's �ne. But in a game like this, you can come up
  with any plans you want to. In that way the game is like a real
  world, and the people in it are like real people. Nobody minds
  too much if you go around smashing pottery and looting houses
  in a video game, but in this game, that sort of thing has real
  consequences. Similarly, you can't lure Bowser out of his castle
  with a delicious meal in the video game because cooking wasn't
  coded into the game.
  Coming up with a good plan and executing that plan is
  important. Be smart. Pay attention. Think of solutions that the
  rules don't cover.
  In Character vs Out of Character
  You don't have to do silly voices or wear costumes. You'll �gure
  out how comfortable you are acting as your character as we go
  along. The main thing, right now, is to remember that your
  character knows things you don't know, and that you know
  things your character doesn't know.
  Your character knows things about the world that you, as a
  player, don't know. They know how to ride a horse or make
  poison or identify magic runes. If there's a situation where that
  applies, I'll just tell you what your character knows. If I'm not
  sure, I might make you roll for it.
  Similarly, there are things you know that your characters don't
  know. The main one is reason. We live in a logical age; the
  characters you're playing don't. They don't have the bene�t of a
  post-Enlightenment education. They might not even be literate.
  You aren't afraid of the weather because you understand what
  weather is. Your characters don't. They might not understand
  things that we take for granted, and they might act on motives
  that we'd �ne archaic or ridiculous.
  You, the player, might know things about other characters or the
  world that your character doesn't. You might know a secret about
  another character's past, or the best way to kill a vampire. But
  remember, your character can only act on knowledge they have
  in the game.We'll discuss this more as it comes up.
  Your characters are going to die.
  Did you ever play Super Mario Bros? Mario died a lot in that
  game. Sometimes he died because you made a mistake.
  Sometimes it was chance, or luck, or you were distracted, or you
  didn't understand how an enemy worked. This game is like that,
  except in the video game, Mario comes back again and again. In
  this game, each time you get a new character.
  Having a character die doesn't mean you made a mistake or
  failed. It's part of the learning process. Sometimes it's just
  random chance.
  You get to make a new character, and I'll �nd a way to introduce
  them to the group. You start at Level 1 again but it's not a big
  deal. A Level 1 character is just as useful as a Level 4 character
  almost every way. You'll never be completely outclassed.
  Leveling
  You level up and improve your character by looting treasure.
  Imagine a dragon and its hoard. Kill the dragon and you get 0
  XP. Steal the treasure, by force or stealth, and it counts. You
  have to get it out of the dungeon and take it somewhere safe,
  but once it's safe - buried, spent, invested, or donated - it counts.
  The Social Contract
  If you like this game and you're having fun, show up on time, or
  tell me in advance if you can't make it. If you don't like this game,
  let me know and we'll make changes. If anything about this
  game makes you uncomfortable, bring it up immediately. If you
  don't feel comfortable doing that, or it only occurs to you later,
  you can always email me.
  Please don't bring out your phones during game unless there's
  something urgent. Ideally this is the most interesting thing going
  on. In the same vein, understand that there are 5 other people in
  the room, so don't deliberately waste time.
  The setting of this game is semi-medieval. That means that
  terrible things happen on a regular basis. It would feel like I was
  whitewashing or disney�ng the past if I said that this setting
  doesn't include things like misogyny, racism, sexual violence,
  etc. These things happen in the real world. It'd be strange to
  have a �ctional world without them. That being said, they won't
  form a major part of this game.
  Gender is also much more important in this game than it is in the
  modern world, but possibly less important than you might fear. At
  the very high end of society, you can get away with breaking
  gender norms by wealth, power, law, and ability. At the very low
  end, nobody cares. It's only the middle classes and the Church
  who obsess over propriety and station. It probably won't be an
  important part of most sessions.
  The Rules
  Are always available for you to read. They aren't secret. If you
  �nd inconsistencies or errors, let me know, but the rules aren't
  the law. As the GM, what I say goes, and if need be, what I say,
  went. If you think you've found a loophole, but the results of that
  loophole don't make any sense, it will stop working immediately.
  Questions
  If you have questions, let me know. Some example questions
  include:
  "Can I hit him with an arrow at this distance?"
  "What does X taste like?"
  "Does my character know anything about X?"
  "How much damage does a longsword do if I throw it at
  someone?"
  Before we start, do you have any questions right now?
  CC BY-NC-SA
  7
  Introduction for New Players
  
  1. Choose or roll for your Race. Your character’s Race will grant
  them a Perk, a Drawback, and one Stat they can reroll.
  2. Roll your Stats. 3d6 in order. You may reroll the Stat given by
  your Race and pick the higher result.
  3. Choose or roll for your Class. Gain the �rst template (A) and
  any other items and bonuses.
  4. Roll for any skills or items requested by your class.
  5. Gain 1d10cp. If the entire group is level 1, all PCs also gain a
  blanket (1 slot) and 3 rations (1 slot).
  The Base Adventurer
  A newly created PC without any class templates is expected to
  be reasonably competent in most areas but not specialized in
  any one direction. The GLOG is not about classes. Classes are
  just a set of extra tools to do things. Classes are signi�cantly
  less important than What You Do Around The Table.
  Ultra-Core Classes
  The basic, balanced, and entirely sensible classes. Suitable for
  new players, uncertain players, or small groups.
  •
  Fighter, Thief, and Wizard (Orthodox).
  Core Classes
  The nine classes listed here have been tested in multiple
  combinations and function reasonably well.
  •
  Fighter, Barbarian, Knight.
  •
  Thief, Hunter, Monk.
  •
  Wizard, Sorcerer, Summoner.
  Novelty Classes
  The classes listed here require unusual playstyles, GM
  adjudication, or a speci�c kind of setting.
  •
  Cannoneer
  •
  Exorcist
  •
  Inventor Necromancer
  •
  Goblin
  •
  Many Goblins
  •
  Paladin of the Word
  Extra
  Extra classes cannot be taken as a �rst template. They are odd,
  obscure, and strange. Adapt them if someone wants to level as a
  Vampire or something.
  •
  Surly Gnome
  •
  Cannibal Gourmet
  Templates & Multiclassing
  Each class has 4 Templates. Templates are gained sequentially
  (A, then B, then C, then D). To multiclass, simply pick the lowest
  template from another class. E.g. A level 4 character could pick
  Fighter A, Wizard A, Monk A, and Fighter B.
  Multiclassing should make sense. Multiclassing for optimization
  or mechanical reasons should be strongly discouraged by the
  GM. The game is not about the mechanics or having the biggest
  numbers. Bigger numbers will not save you.
  Levelling Up
  PCs gain experience points (XP) by looting stuff. Wages don’t
  count. The loot must be taken to a place of safety and divided or
  assigned to the PCs to become XP. Items or equipment used by
  the characters and not sold don’t count for XP purposes. Players
  should track a PC’s XP (the total amount of treasure they have
  accumulated) along with their current cash. Purely frivolous
  spending converts 10% of the money spent into XP.
  Whenever a PC levels, increase their HP, Attack, and base Save
  (before their Charisma bonus is added). A PC can also test to
  improve a stat of their choice. Declare the stat and roll 3d6. If the
  result is over, the stat’s value increases by 1.
  At Level 5, and every time a PC levels up past Level 5, they can
  retire to safety. The GM cannot torment them anymore. If they
  can afford it, they can buy some land, set up a shop, teach at a
  wizard college, or beg in the gutter. At Level 10 and beyond, a
  PC who dies can �ght death. If they succeed, they can return to
  life. All future Saves to avoid death will be at a penalty, but they
  gain a second chance.
  CC BY-NC-SA
  8
  Character Generation
  1d10 Core Classes
  1d6
  Novelty Classes
  1
  Fighter
  1
  Cannoneer
  2
  Barbarian
  2
  Exorcist
  3
  Knight
  3
  Inventor Necromancer
  4
  Thief
  4
  Goblin
  5
  Hunter
  5
  Many Goblins
  6
  Monk
  6
  Paladin of the Word
  7
  Wizard
  8
  Sorcerer
  9
  Summoner
  10
  [Reroll] or Novelty
  1d12 Wizard Schools
  1
  Animist (Outlawed)
  7 Geometer (Chartered)
  2
  Biomancer (Outlawed)
  8 Illusionist (Chartered)
  3
  Curse-Eater (Outlawed)
  9 Necromancer (Outlaw)
  4
  Drowned (Outsider)
  10 Orthodox (Chartered)
  5
  Elementalist (Chartered) 11 Spider (Outsider)
  6
  Elf (Outsider) or
  Garden (Chartered)
  12 White Hand (Chartered)
  Level
  XP
  HP
  (20 Max)
  Class
  Templates
  Attack
  Base
  Save
  1
  -
  Con - 4
  1
  11
  6
  2
  200
  Con - 2
  2
  12
  7
  3
  400
  Con
  3
  12
  7
  4
  700
  Con + 2
  4
  13
  7
  5
  1,000
  Con + 4
  -
  13
  8
  6
  1,400
  Con + 6
  -
  14
  8
  7
  1,800
  Con + 7
  -
  14
  8
  8
  2,200
  Con + 8
  -
  15
  9
  9
  2,600
  Con + 9
  -
  15
  9
  10
  3,000
  Con + 10
  -
  15
  10
  +1
  +500
  +1
  -
  15
  10
  Stat
  Bonus
  Stat
  Bonus
  Stat
  Bonus
  1,2
  -3
  9,10,11
  0
  18,19,20
  3
  3,4,5
  -2
  12,13,14
  1
  21,22,23
  4
  6,7,8
  -1
  15,16,17
  2
  24+
  5
  
  1d50
  Race
  Reroll
  Bonus
  Weakness
  1-10
  Human
  Choice
  +1 to Strength for Inventory Slots. Gain a random item.
  -4 to Save against being mutated or transformed.
  The “hu” was a small, pink, avaricious, ugly little mole-like creature that the humans exterminated out of shame.
  11-12
  Elf
  CHA
  Do not require a Ration to heal at Lunch.
  Save when you see ugly things or shun them,
  Elves are improved, polished, and upgraded humans. The High Elves keep them as servants or pets. They are better than you. They are better than everyone.
  13
  Gnome
  INT
  Become invisible if you close eyes, hold breath, don’t move.
  -2 to Movement.
  Border-raiders, wilderness �ghters, and mean bastards. Wearer of the ‘bloodkap’.
  14
  Spiderling
  DEX
  Can secrete 30’ of rope per day.
  Cannot see anything more than 30’ away.
  Outcast and shunned. Practitioners of a religion outside the Church. Weavers, money-lenders, scholars, doctors, and poor farmers.
  15
  Magpieling
  DEX
  Always know the approximate value of mundane items.
  Must Save or pick up shiny objects.
  Terrible and mostly undeserved reputation for petty crime and occasional acts of violence.
  16
  Eelling
  INT
  Can instantly strand up from prone.
  Cannot see anything nearer than 1’.
  Marsh-farmers, trader, and roving doctors.
  17
  Antling
  CON
  +2 to Strength for Inventory Slots.
  Save vs Fear when alone.
  Live in matriarchal town-like colonies of hundreds. Deeply religious, though somewhat naïve. Secretive.
  18
  Hedgehogling
  WIS
  +2 Defense.
  Cannot wear armour on chest or limbs.
  A surprising number of minor saints are hedgehoglings.
  19
  Deerling
  CHA
  Antlers (as a light weapon, bludgeoning).
  When afraid, will run instead of staying still.
  Rather offended by the idea that they all live timid pastoral lives in the forest. A few families are excellent bankers.
  20
  Slothling
  STR
  Automatically pass Saves vs Fear.
  -2 to Wisdom for Initiative. Can never act in Surprise rounds.
  An ancient line from untouched forests. Laughably poor warriors, according to popular tales.
  21
  Mouseling
  WIS
  Can very convincingly play dead.
  -2 to Strength for Inventory Slots.
  Raised in humility and duty, mouselngs are frequently members of the First Estate.
  22
  Boarling
  CON
  Tusks (as a light weapon, piercing).
  Constant snuf�ing. -2 Stealth.
  Strong military tradition in many families. Often among the nobility.
  23
  Hawkling
  INT
  Can see detail at a great distance.
  Must eat uncooked food. Rations spoil in 2 days.
  Frequently members of the Second Estate. Raised in a culture of boldness.
  24
  Houndling
  CHA
  Can track a creature by smell.
  Save to avoid obeying direct commands for 1 round.
  Jowly. Found throughout Creation, but rarely in positions of power.
  25
  Beetleling
  STR
  +1 Defense, take ½ fall damage.
  Cannot wear armour on chest or limbs.
  Either solitary hermits or from tight-knit town-based families.
  26
  Fishling
  CON
  Can hold breath for 10 minutes.
  Drink twice as much water.
  Urban or rural, �shlings have vast families and great ambitions.
  27
  Swanling
  DEX
  Can shout and sing incredibly well.
  Cursed. -2 to Save.
  Legend says swanlings are cursed to die beautifully.
  28
  Owlling
  WIS
  Can rotate head 180 degrees.
  Cough up disgusting pellets after every meal.
  Rumour that wisdom accumulates in one member of a family, sparing all the others.
  29
  Slugling
  STR
  Cannot be pushed in combat.
  Salt deals 1d4 damage / round to you.
  Renowned as farmers, orchard-keepers. Hermaphroditic, which is conveniently ignored by society and the Church.
  30
  Flyling
  DEX
  Can eat rotten food as rations.
  Will not notice details unless they move.
  Farmers and merchants. Half don’t mind being seen as dung-eaters, half frantically try to “improve” their reputation.
  31
  Rabbitling
  DEX
  Jump twice as high.
  When afraid, will freeze instead of running.
  Good solid farmers, emergency peasant leavies, and fools.
  32
  Gooseling
  CON
  Prehensile neck, can �t head through small spaces.
  When afraid, Save or attack enemy.
  Notorious for elaborate weddings. Strong tradition of carefully organized community vengeance on outsiders.
  33
  Ravenling
  CHA
  Can eat rotten food as rations.
  Must Save or pick up shiny objects.
  Reputation, possibly in�ated, for wisdom, dark magic, and low cunning.
  34
  Weaselling
  STR
  Can crawl through narrow spaces.
  Must eat uncooked food. Rations spoil in 2 days.
  Often boatmen, coastal sailors, and sappers. Frequently fussy over their fur.
  35
  Frogling
  CHA
  Prehensile tongue (as a whip, 10’, 1d4 damage).
  Drink twice as much water.
  Widely dispersed through society. Traditional rivalry with Toadlings.
  36
  Toadling
  STR
  Jump twice as high.
  Contagious warts.
  Widely dispersed through society. Less prosperous than their traditional rivals, the Froglings.
  37
  Ratling
  INT
  Can crawl through narrow spaces.
  Save vs Fear when alone.
  Acts of bravery in war have redeemed the ratling in the eyes of many.
  38
  Goatling
  DEX
  No penalties to Movement for rough terrain.
  Pervasive, unique stink. -2 to Stealth.
  Popular poets, balladeers, and destroyers of community moral standards. Some become famous theologians.
  39
  Foxling
  WIS
  Can hear as accurately as sight at 20’.
  Cannot tell the direct, blunt truth.
  The life of any party. Traditionally barred from the clergy, save for exceptional circumstances.
  40
  Wormling
  INT
  Can shrink or grow by 25% in 1 round.
  -2 to Strength for Inventory Slots.
  Very few wormlings become scholars. Notoriously accident prone.
  41
  Flealing
  STR
  Can drink blood as rations.
  Cannot wear armour on chest or limbs.
  Widely despised. Constant utterly groundless rumours of child abduction, murder, and treachery.
  42
  Batling
  WIS
  Can roll Wis to “hear” walls and major features in the dark.
  Will never notice details unless they move.
  Rumoured to be theatrical and slightly eccentric. Prefer to work at night, adding to sinister tales.
  43
  Mothling
  WIS
  Can produce 1 cubic foot of rags per day.
  Save or stare at bright lights for 1 round.
  Often dressed in dozens of layers of clothing. Frequently solitary and studious.
  44
  Badgerling
  STR
  Can dig or excavate as if you have 2 shovels.
  Incredibly surly. Save to suffer fools gladly.
  Popular �ction describes them as solitary and violent, though they sometimes rise to leadership positions.
  45
  Newtling
  CHA
  Cannot be tied up or entangled in rope.
  Heat of the noonday sun deals 1d4 damage / round to you.
  Rare, brightly coloured, and furtive. Frequently from marshy areas. Known for strong family pride.
  46
  Duckling
  CON
  Can hold breath for 10 minutes.
  Cannot whisper.
  Bright and swaggering males, dun and cunning females, or so public opinion goes.
  47
  Moleling
  INT
  Can track a creature by smell.
  Cannot see anything more than 30’ away.
  Raised in a culture of modesty and caution.
  48
  Cricketling
  STR
  Can jump twice as high.
  Constant musical rasping. -2 Stealth.
  Natural musicians, but primarily farmers in fertile plains.
  49
  Sparrowling
  WIS
  Climb as fast as you can run.
  When afraid, will run instead of staying still.
  Notoriously nervous and prone to gossip, sparrowlings travel in small groups as mercenaries or pilgrims.
  50
  Goblin
  DEX
  Can see/smell 20’ in the dark.
  ½ starting HP and Int. Speak in words of 2 syllables or fewer.
  Universally loathed. Made of leftovers. Goblinism is contagious.
  Table of Races
  CC BY-NC-SA
  9
  In a medieval setting it's hard to get players to care about the petty regional
  feuds between people from not-Wessex and not-Sussex, but they "get" the local
  friction between froglings vs �ylings. The world is full of small factions.
  Everything in italics is a lie or an oversimpli�cation and can probably be ignored.
  
  Bottom Up View
  There is a pattern to the world. A sense of organization.
  Everything in its place, and put there for a reason. The Third
  Estate supports the weight of the social order. From rich
  merchants to starving farmers, nearly everyone belongs to this
  Estate, and knows their place in the world. The Second Estate,
  or the nobility, live by the sword. Warfare is their profession. In
  theory, they protect the other Estates from heathens and
  criminals. In practice, they are all too often the source of sorrow,
  con�ict, and misery. The First Estate, or the clergy, worships the
  Authority and maintains the Church. They see to spiritual
  matters. The rising class of merchants and the suspicious orders
  of wizards are lumped into the Third Estate. Anyone outside this
  social order is an Outlaw, unprotected but also unburdened by
  feudal society. Around Here, the world makes sense but is slowly
  falling into disorder. In Foreign Parts, anything goes.
  You live in a town, city, or village inside a barony. Your baron
  maintains knights and other lesser nobles and answers to a
  Count or Duke. The Counts and Dukes in turn answer to the
  King. Everything is inherited; changing your status is next to
  impossible. But the times are disordered and the rule of law is
  breaking down. The Plague stalks the land. The War grows ever
  more desperate. Famine looms. Death is certain. The world is
  small and mysterious. Forget your modern certainty. Rainbows,
  eclipses, meteors, lightning strikes, dead �sh and living stones;
  all are signs of the Authority’s power or His displeasure. Books
  are extremely rare, literacy is limited, and expert knowledge is a
  mix of superstition, ritual, custom, and guesswork. Rationality
  has no place here.
  The default setting for this hack is a mix of 10th-14th century
  France, Italy, England, Scotland, and Germany, with a few traces
  of countries further a�eld. The Church helps hold the world
  together with dogma, literacy, training, and diplomacy.
  Top Down View
  In the beginning, the Authority created everything. The Authority
  is omnipotent, but cannot change His own laws, lest Creation
  unravel. He is omniscient, but he cannot see the future, lest time
  itself grind to a halt. He created the stars, the sun, the moon,
  and Creation. It is possible he did this accidentally (by creating
  hydrogen and gravity and time). In any case, the Authority
  seems to have goals and plans for life. His �rst few attempts at
  living creatures produced angels, devils, spells, spirits, and
  souls, all of which are pretty much the same thing. His initial
  attempts at physical matter produced elementals. He later began
  fusing the ethereal soulmatter to more common matter,
  producing life. The �rst few attempts at life were more robust
  than intended. There are vast strata of compressed trolls
  beneath the continents, squeezed into a thick but still living oil,
  and above them, strata of fossilized vampires. The Authority had
  to invent plate tectonics to �x a few errors.
  The soul controls the body, and not the other way around.
  Normally the body’s death results in the soul’s dissipation or
  judgement, but some particularly willful creatures can remain
  alive without a fully living body, returning as ghosts, undead, or
  stranger creatures. Virtuous souls are collected and taken to
  Heaven, a �oating city high above the world, for their eternal
  reward. Corrupt souls are collected by the Adversary instead.
  The �rst of the Authority’s creations, the Adversary was given the
  task of tempting mortals from the path of righteousness, or so it
  is believed. The Adversary is not a rebel or a traitor, but instead
  a useful member of the divine order. Though widely feared,
  demons serve only to draw mortals away from the righteous
  path. The rewards they offer are bait to ensnare the greedy, the
  foolish, or the corrupt. There are no other planes or parallel
  words. You could reach heaven with a very tall ladder or hell with
  a very deep mine. Both, according to myth, have happened.
  Overview of the Estates
  1. The First Estate
  The Church. The clergy.
  2. The Second Estate
  The Nobility. Knights and feudal lords.
  3. The Third Estate
  Almost everyone else.
  The Monarch and his immediate family in theory sit outside the
  Estates, but in practice, they can be treated as very high ranked
  members of the Second Estate. Outlaws and criminals sit
  outside the Estates and the entire feudal structure. People from
  Foreign Parts are assumed to �t into the structure as well. Mind-
  bending leaps of logic may be required, but if you are from
  Foreign Parts and an ally, someone will try to �gure out where
  you should sit. If you have an impressive title and act like a
  noble, you'll be treated as a member of the Second Estate. If
  you don't have an impressive title but you have a lot of money,
  you'll be treated as a high-ranking member of the Third Estate.
  Otherwise, you are somewhere between the lower Third Estate
  and Outlaw status.
  Imagine you are a warlord. You lead a vast and squabbling
  nation and take over a bunch of land. You want to keep your
  lieutenants happy and loyal. To keep them on your side, you
  grant them land in your name. Your lieutenants have followers,
  and to keep them happy, they grant their followers land in the
  lieutenant's name, and so on, in a vast pyramid of land and titles
  and loyalty. You owe the guy who gave you land military service
  and rent. He owes his lord military service and rent. The King
  doesn't owe anybody anything but most of the time he's given
  away a lot of his land. Fast forward a few centuries and you
  have feudalism.
  In disordered parts of the world, feudalism bends under the
  weight of money. Mercenary armies clash and duel, bought and
  paid for by wealthy towns. Merchants, guilds, and even republics
  throw off feudal obligations and rule vast regions in their own
  right, �ghting the Church and warlords for supremacy.
  CC BY-NC-SA
  10
  The Setting
  
  CC BY-NC-SA
  11
  The First Estate
  Ranks listed are equivalent to Ranks in the Second Estate. A
  Cardinal, as a "Prince of the Church" ranks equal to or slightly
  higher than a secular prince. Income for some ranks depends on
  degree of corruption and debauchery.
  Anyone can enter the First Estate at Rank 0. If you are a
  Deacon, you need to be male, or present as male. You have
  been ordained by your Bishop. Your bishop is your lord in the
  feudal sense. You owe them rent, service, and obedience. In
  return, they will protect you, guide you, and promote you. You
  can perform minor services and assist a priest in major services.
  If you are an Initiate, you have taken holy orders. You promise
  to obey your Abbot or Abbess, but you do not swear fealty to
  them. You are not an ordained priest and cannot perform
  services. You have chosen to separate yourself from the world.
  Since cloistered retreat makes for poor gaming and group
  collaboration, you are, for some reason, out in the world. Maybe
  you were dispatched on a mission. Maybe you ran away.
  Bene�ts of the First Estate
  •
  Reasonably well respected.
  •
  Immune to civil justice. Can only be tried by a bishop or
  council of bishops.
  •
  Literate.
  •
  No upper limit on promotion provided you are politically
  savvy.
  •
  If ordained, can sell Indulgences.
  Restrictions of the First Estate
  •
  Expected to perform spiritual labour.
  •
  Expected to remain celibate and chaste.
  Indulgences
  Indulgences cancel the ususal penance (fasting, vigils, and
  prayers) required for certain acts. They do not cancel out the
  secular consequences for your sins. If you commit murder, you
  can purchase and indulgence to protect your soul, but you can't
  protect your neck from the hangman's noose.
  Spending money on Indulgences counts as frivolous spending.
  10% of the money spent counts as bonus XP.
  Generic Services
  The day-to-day activities of the First Estate can also be assigned
  �xed fees. “General Services” are 2 hour standard service with
  singing or miracles. “Perpetual Services” are usually bought near
  death and involve weekly services for the dead noble’s soul.
  Rank
  Title
  13
  Archpriest
  -
  11
  Cardinal
  -
  10
  Patriarch (in Foreign Parts)
  -
  9
  Metropolitan / Archbishop
  -
  9-2
  Bishop
  Abbott / Abbess
  [Rank]x100gp / month
  5gp / month or [Rank]x100gp
  0
  Priest
  Monk / Nun
  -4gp / month
  0gp / month or 5gp / month
  0
  Deacon
  Initiate
  -1gp / month
  0gp / month
  Offense
  1d20
  1d50
  Indulgence
  (Speculated)
  Indulgence
  (Committed
  Adultery
  1
  5cp
  11
  1gp / year
  Fornication
  2
  -
  12
  1sp / act
  Perversion (Heterosexual)
  3
  5cp / act
  13
  5sp / act
  Perversion (Homosexual)
  4
  1sp / act
  14
  1gp / act
  Perversion (Other)
  5
  5cp / act
  15
  5sp / act
  Vanity (Mild)
  6
  5cp
  16
  1sp
  Missing Church Service
  7
  1cp
  17
  5cp
  Holiday Exemption
  8
  -
  18
  1sp
  Blasphemy
  9
  1cp
  19
  5cp
  Slander (3rd Estate)
  10
  -
  20
  5cp
  Slander (Monarchy)
  21
  1sp
  36
  10gp
  Slander (1st Estate)
  22
  5cp
  37
  5gp
  Slander (2nd Estate)
  23
  5cp
  38
  5gp
  Vanity (Extraordinary)
  24
  1sp
  39
  1gp
  Concubinage
  25
  5cp
  40
  6gp / year
  Violence (1st Estate)
  26
  5sp
  41
  5gp
  Violence (3rd Estate)
  27
  5cp
  42
  5sp
  Murder (Outlaw)
  28
  2cp
  43
  5sp
  Murder (Blood Relative)
  29
  5sp
  44
  10gp
  Murder (Stranger)
  30
  2sp
  45
  1gp
  Murder (for Pro�t)
  31
  5sp
  46
  10gp
  Perversion (Astonishing)
  32
  8sp / act
  47
  2gp / act
  Forbidden Magic
  33
  5cp / spell
  48
  5sp / spll
  Perjury
  34
  5sp
  49
  10gp
  Theft
  35
  1sp
  50
  1/10th value
  Event or Service
  Cost
  Baptism
  1sp
  Wedding (2nd Estate)
  [Sum of Noble Ranks]x10gp
  Wedding (3rd Estate)
  1sp
  Funeral (2nd Estate)
  [Sum of Noble Ranks]x15gp
  Funeral (3rd Estate)
  3sp
  General Service
  5cp
  Perpetual Service
  [Noble Rank]x100gp
  Creation of Holy Water
  2gp / �ask
  Consecrating an Area
  5sp / 10’ square
  
  CC BY-NC-SA
  12
  Ranks listed are equivalent to Ranks in the Second Estate. A
  Cardinal, as a "Prince of the Church" ranks equal to or slightly
  higher than a secular prince. Income for some ranks depends on
  degree of corruption and debauchery.
  Knights enter the First Estate at Rank 1. To move up the
  ranks, �nd feudal overlords to promote you or take over territory
  and make aggressive declarations.
  •
  Lords (Rank 4 and above) can make Knights and Courtiers
  (Rank 3 and below).
  •
  Counts (Rank 8 and above) can make Barons (Rank 6 and
  below).
  •
  Dukes (Rank 10 and above) can make Counts (Rank 8 and
  below), though they will probably need to get their monarch
  involved.
  •
  Kings and the king’s heirs (Rank 11 and 12) can create any
  rank or revoke any title.
  When a character enters the Second Estate, they are required to
  swear fealty to their lord. Your terms of service, expectations,
  and duties are also set. This also applies when you inherit a title
  or become eligible to inherit a title. Around Here, most of the
  time, only men can be given titles and land. In Foreign Parts,
  anything goes.
  The function of the Second Estate is warfare. You cannot work,
  you rarely study, and your maintain a strict separation from the
  concerns and behaviours of the Third Estate.
  Bene�ts of the Second Estate
  •
  In charge of everything.
  •
  Civil justice heavily biased in your favour.
  •
  Instantly know your place in the world.
  •
  Can openly carry weapons, lead groups of people, and
  cause trouble without anyone questioning it.
  Restrictions of the Second Estate
  •
  Expected to serve your overlord.
  •
  Expected to uphold chivalric ideals (not really).
  •
  Expected to avoid working for a living.
  Barony Revenue
  Values listed here are post-tax, -tithes, -expenses, and -
  conversion fees. The barony’s owner still needs to pay the
  Monthly Expenses for their Rank.
  County and Duchy Revenue
  Counts and Dukes have revenue equal to their core Barony and
  any other Baronies they own directly, plus a set amount from
  each hex in their County or Duchy. Hexes owned by the Church
  or the King directly are not counted.
  The Second Estate
  Rank
  Title
  Monthly Expenses
  12
  King
  180gp
  11
  Soverign Prince
  168gp
  11
  Prince
  156gp
  10
  Sovereign Duke
  156gp
  10
  Duke
  144gp
  9
  Marquis / Earl
  132gp
  8
  Count
  120gp
  7
  Viscount
  108gp
  6
  Baron (Large Barony)
  96gp
  6
  Baron (Medium Barony)
  84gp
  6
  Baron (Small Barony)
  72gp
  5
  Baronet / Knight Bannerette
  60gp
  4
  Lord / Manorial Knight
  48gp
  3
  Courtier / Household Knight
  36gp
  2
  Gentleman
  24gp
  1
  Provincial Gentleman
  12gp
  Baronial Hex
  Revenue
  (per month)
  Revenue
  (per year)
  Core
  75gp
  900gp
  Developed
  50gp
  600gp
  Undeveloped
  30gp
  360gp
  Wasteland
  10gp
  120gp
  City
  75gp
  900gp
  Town
  20gp
  240gp
  County/Duchy Hex
  Revenue
  (per month)
  Revenue
  (per year)
  Core
  1gp
  12gp
  Developed
  0.5gp
  6hp
  Undeveloped
  0gp
  0gp
  Wasteland
  0gp
  0gp
  
  1d3
  1d6
  Male Fighter Skills
  1
  Farmer
  1
  You were forcibly conscripted, in violation of your few rights, by
  an unscrupulous lord. Your farm was siezed in your absence.
  2
  You are the [1d10+2]th son of a poor farmer. You needed to
  leave or risk starvation. If your siblings die you inherit the farm.
  3
  Your farm and village were burned during a war. The only
  profession you can �nd other than begging is warfare.
  4
  You hoarded your money carefully but it was not enough to save
  your farm from pillagers. Gain 1gp.
  5
  Years of practice have made you a deadly shot. Gain 20 extra
  arrows and one entertaining trick shot.
  6
  You abandoned your family and your land to seek wealth, glory,
  and a better position. Gain 2 rations and lingering guilt.
  2
  Soldier
  1
  You’ve served across the seas and over the mountains. Make
  up 1d6 ludicrous lies and gain the “Foreign Parts” skill.
  2
  Your mercenary service has not been well rewared. You’re
  seeking your fortune elsewhere.
  3
  You are a professional outlaw and lawless brigand. Start with 20
  extra arrows, 3 rations, and many enemies.
  4
  You served in a mercenary band that was disbanded and
  scattered. Start with 2gp and 1 camp follower.
  5
  You were free with your money and accumulated 1d4+1 camp
  followers. You may have a reputation as a generous soldier.
  6
  Your skill with your weapon of choice has brought you fame as a
  sellsword and bodyguard. Start with an insufferable swagger.
  3
  Sailor
  1
  You can swim, even in leather armour. You learned this at great
  cost. Roll on the Table of Professions and gain the skill listed.
  2
  You served aboard a galley. You are immune to exhaustion from
  heat. You sometimes have nightmares of drumming and waves.
  3
  Your ship was wrecked in a storm. You may reroll reaction rolls
  when interacting with water or lightning elementals.
  4
  You saw a sea monster once. Gain a +2 to Save vs Fear against
  creatures larger than a cottage.
  5
  You can eat anything. Save to reroll negative effects from
  spoiled food, dungeon meat, etc.
  6
  You fought many battles on the decks of ships. You can stand up
  from prone and attack or move in the same round.
  1d3
  1d6
  Female Fighter Skills
  1
  Frontier
  1
  You lived on the edge of civilization, in the unmapped hills and
  mountains. Gain a +2 to Save vs Fear and an extra ration.
  2
  Your parents were new arrivals, seeking a better life in a newly
  conquered area. It didn’t go well.
  3
  You were a street rat or a wilderness child. Replace your bow
  and arrows a sling and 20 rocks.
  4
  Your village was so small and isolated that you and 1d6 of your
  sisters were trained in archery and swords�ghting.
  5
  Your parents were barbarian mercenaries. You have a slightly
  exotic look. You can �re a bow from horseback without penalty.
  6
  You escaped from a nunnery and took up arms to defend
  yourself. Gain the “Religion” skill and an old habit.
  2
  Soldier
  1
  You followed your husband or lover to war but returned alone.
  Gain a wheelbarrow, 50’ of rope, and a bundle of rags.
  2
  The war became desperate. Surrounded and in great danger,
  you took up warms. Gain an Interesting Scar and +1 HP.
  3
  You were the leader of a group of irreverent brigands. Start with
  1d4+1 camp followers.
  4
  You suffered through a long siege. You do not need to eat a
  ration at lunch to heal. You still need to rest.
  5
  You served in a noble court and were secretly trained by a
  sergeant-at-arms. Gain the “Courtesy” skill.
  6
  You took up arms to revenge a monstrous wrong. Gain +2 to
  Save vs Fear.
  3
  Unusual (Gain the skill listed.)
  1
  Your parents, maddened by grief at the death of their only son,
  insisted you replace him. Gain the “Disguise” skill.
  2
  You have a letter that proves you were a soldier transformed by
  a spell or curse. 10% chance this is true. Gain the “Law” skill.
  3
  You were taken as a squire by a lecherous, poor, eccentric, or
  nearsighted knight. Gain the “Horses” skill.
  4
  You’ll try your hand at anything. Roll twice on the Table of
  Professions, gaining both skills listed.
  5
  You were part of the retinue of a powerful mercenary captain.
  Gain 1gp and the “Courtesy” skill.
  6
  You were raised in a mercenary camp. Your manners are
  shocking. Gain 2 daggers and 5sp.
  Fighter
  Starting Equipment: leather armor, sword, bow, 20 arrows
  Starting Skill: Roll on adjacent table.
  A: Parry, +1 attack per round
  B: Notches
  C: Quick Learner, +2 Attack stat
  D: Impress, Cleave
  You gain +1 HP for each Fighter template you possess.
  A: Parry
  Once per day you can reduce incoming damage by 1d12 points.
  If you also choose to sunder your shield, you can reduce the
  damage by 12 points instead of 1d12.
  B: Notches
  Each time you attain a total of 10, 20, 30, and 50 kills with a
  weapon type (such as 10 kills with a dagger), you unlock a new
  ability for that weapon, chosen from the list below. Keep track of
  your kills and special abilities on the back of your character
  sheet.
  •
  +1 Damage
  •
  Expanded critical range (+1)
  •
  Special ability (negotiated with GM, one per weapon).
  Examples: ability to draw the weapon from any slot, knock a
  target prone on a critical, wield a two-handed weapon in one
  hand, gain a bonus to use the weapon as a tool, etc.
  For example, a Fighter with 50 �ail kills (4 notches) could have
  +1 damage, a critical range of (1-3), and the ability to stun an
  opponent for one round on a critical hit. The GM decides what
  counts as a kill.
  C: Quick Learner
  You can become pro�cient with a new weapon after 4 successful
  hits (instead of 8). If your �rst attack is a critical hit, you
  immediately become pro�cient.
  D: Impress
  Whenever you win a �ght against challenging foes, people who
  don't like you make a new reaction roll with a +4 bonus. This
  even works on people you just defeated in combat, unless you
  caused them undeserved or disproportionate harm. Hirelings get
  a +2 to Morale or a new Save vs Fear.
  D: Cleave
  Whenever you reduce a creature to 0 HP with an attack, you can
  make another attack with the same weapon against a target
  within 5’. You can only cleave an number of targets equal to your
  Level in a single round.
  Who Are You?
  You are probably a member of the Third Estate. In Civilised
  Parts, you theoretically owe service to a lord. Carrying a sword is
  probably illegal, everything you do is taxed, and changing your
  station in life is almost impossible. If there’s a war on, all the
  usual rules stop applying. You might be a soldier from a levied
  army seeking an independent fortune, a mercenary with grand
  plans, or an unscrupulous highway robber. You’re likely to be
  practical, worldy-wise, and skeptical. Most �ghters Around Here
  are male. There are many exceptions.
  CC BY-NC-SA
  13
  
  1d6
  1d6
  Barbarian Skills
  1
  Mountaineer (You cannot wear chain or plate armour.)
  1
  You lived in the high alpine passes, feuding with your
  neighbours. Gain a set of winter clothes and 1 goat.
  2
  You lived on the back of a great glacier or a trackless snow�eld.
  Each morning, if above ground, Save to predict the weather.
  3
  You were a noble in a minor nation in the mountains. Gain the
  “Courtesy” skill and a Noble Rank of 1 (upkeep 12gp/month).
  4
  You were a great skirmisher and high-pass �ghter. Gain 50’ of
  rope, a grappling hook, and a weather-worn face.
  5
  You were a mercenary and a guide. Sometimes you lead armies
  to their death. Gain 1gp and a sword.
  6
  You searched the mountains for rare beasts. Gain fur robes
  worth 20gp that you won’t sell even if threatened with death.
  2
  Raider (You cannot wear plate armour.)
  1
  Your appearance is so outlandish that people stare at you. Gain
  a situational +2 or -2 bonus to Reaction rolls.
  2
  Your culture rewards glorious death in battle. You must Save to
  retreat from a �ght. Gain a +2 to Save vs Fear.
  3
  You were an expert looter. You can evaluate the worth of looted
  treasure (as a Thief). Gain a brightly coloured silk cloak.
  4
  You must spend at least 1 round chanting and painting your face
  before entering a rage. This may force your enemies to take a
  Morale check or Save vs Fear. Gain a pot of war paint.
  5
  You are an expert slave-catcher. If you grapple a human-sized
  target, you can make an Attack roll to disarm them.
  6
  You travelled here to join or start a mercenary company. Storms
  claimed all but 1 camp follower.
  3
  Horses (You cannot wear plate armour.)
  1
  You are completely at ease in the saddle of a horse. Gain a bow
  and 20 arrows, but no horse (it died recently).
  2
  Gain a riding animal of an unusual breed (a six-legged horse, a
  camel, a giant centipede). Its is identical to a horse mechanically
  and too weird to sell. Replacements cost 200gp.
  3
  You can instantly evaluate a horse’s condition and worth just by
  inspecting it. If you sell a horse, you always get a good price.
  4
  You are part of a vast warrior nation that lurks just beyond the
  horizon. Gain a horse and a ceremonial dagger.
  5
  You are an expert on riding over rough terrain. Gain a horse.
  While riding, you never need to make checks for terrain.
  6
  You were a horse-thief and roving trader. Gain a horse, 1gp, and
  a long list of enemies.
  4
  Soldier
  1
  You were part of a mercenary army brought here for a war.
  When the war ended, you were left behind. Gain a shield.
  2
  You were born into a mercenary family and know no other life.
  Gain 1gp and 1 camp follower.
  3
  You were an expert night-raider. You can see as well in dim light
  above ground as most people can see in daylight.
  4
  Your battle-rage is terrifying. If you kill an enemy, you can spend
  the subsequent round ritually de�ling the corpse to force your
  enemies to take a Morale check or Save vs Fear.
  5
  You brawl indiscriminately. Thrown improvised weapons deal
  1d6+Strength bonus damage (instead of 1d4).
  6
  You have �sts like stones. Your unarmed attacks deal
  1d6+Strength Bonus damage (instead of 1d4+Strength bonus).
  5
  Sailor (You cannot wear chain or plate armour.)
  1
  You can swim, even in leather armour. You can hold your breath
  for twice as long as normal.
  2
  Your ship was half wrecked in a storm and you drifted for
  months. Make up 1d6 ludicrous lies about Foreign Parts.
  3
  You kissed a mermaid once. The �rst time you would die from
  drowning, you instead wash up with 0 HP.
  4
  You raided a monastery but underwent a miraculous conversion.
  You will not harm any monk or nun. Start in the First Estate.
  5
  You guarded a merchant who died on a sea voyage. Start with
  1d10gp. You speak small fragments of a dozen languages.
  6
  The horrifying things you saw at sea convinced you dry land was
  safer. Gain +2 to Save vs Fear.
  6
  Unusual (Gain the skill listed.)
  1
  You were a holy warrior �ghting for an obscure cause. Gain the
  “Religion” skill and a small religious icon.
  2
  You know a secret ritual. Gain the 1st Necromancer cantrip. You
  can use it once per day. Gain the “History” skill.
  3
  You have hardened your soul. Gain a +2 bonus to Save vs all
  spells and the “Religion” skill.
  4
  You are a natural leader. Your hirelings can reroll failed Morale
  checks or Saves vs Fear. Gain the “Speechmaker” skill.
  5
  Once (ever), if a suitably dramatic event occurs, you can declare
  “the prophecy is ful�lled” and gain a +2 to all rolls for the rest of
  the encounter. Gain the “Farmer” skill.
  6
  You cannot lie under any circumstances. Your oaths are iron.
  Start with the “Law” skill.
  Barbarian
  Starting Equipment: heavy weapon, leather armour.
  Starting Skill: Foreign Parts. Also, roll on adjacent table.
  A: Rage
  B: Danger Sense, A Taste of Home
  C: Feat of Strength, Die Hard
  D: Tough
  You gain +2 HP for each Barbarian template you possess. You
  get +1 Stealth if you possess 2 or more Barbarian templates.
  A: Rage
  You can choose to enter a rage at the start of your turn, or in
  response to taking damage. You might froth, or stare in battle-
  focus, or merely let a facade drop and give in to your ancient
  urges, brutal warrior training, or religious fanaticism.
  While in a rage:
  •
  You gain +4 to Wisdom for Initiative purposes. You act
  before all other PCs in a round.
  •
  You gain +1 attack per round.
  •
  All your melee attacks in�ict +1 damage.
  •
  You can only cast damaging spells. All your spells deal +2
  damage (if single target) or +1 damage (if multiple targets).
  •
  You are immune to pain and fear.
  •
  You cannot do anything defensive, curative, or tactical with
  your allies. All you can do is attempt to kill things.
  You cannot stop �ghting until you kill, subdue, or drive off all
  enemies. If an ally has injured you this �ght, they count as an
  enemy. To stop raging, Save at the start of your turn.
  B: Danger Sense
  If you are surprised, you have a 50% chance to act in the
  surprise round anyway. If you encounter a creature no one in the
  group has seen before, you can roll under Intelligence to
  remember a detail or weakness, provided the creature is not
  unique.
  B: A Taste of Home
  You can consume a special ration to regain 1d6+1 HP. This
  takes 1 round. Roll on the Table of Barbarian Delicacies. One
  “dose” costs 1gp and can be purchased in any trading city. 3
  doses �t in a single inventory slot. You cannot eat while raging,
  but you can immediately enter a rage after eating the ration. If
  you have any Lethal Damage, you instead heal to 0 HP. If an ally
  waves the ration under you nose, you can roll under Constitution
  to wake up.
  C: Feat of Strength
  Once per day, you have 22 Strength for 1 round. Your Strength
  bonus is +4.
  C: Die Hard
  You have 4 rounds instead of 3 to remove all your Fatal Wounds.
  D: Tough
  Reduce all incoming damage by 1 point. Gain +2 to Save vs.
  Mind Altering Effects.
  Where Are You From?
  You are from Foreign Parts. The language of people Around
  Here is strange to you; their customs are sometimes amusing
  and sometimes disgusting. You might worship the Authority as
  they do, but you might be from a heretical sect or cult. You are a
  probably a member of the Third Estate or an Outlaw. Barbarians
  can be male or female. You carry your own law and customs.
  CC BY-NC-SA
  14
  
  Knight
  Starting Equipment: chainmail, shield, sword, horse, 5sp.
  Starting Skill: Courtesy. Also, roll on adjacent table.
  A: Challenge, Champion
  B: Bodyguard
  C: Dragon Slayer, Parry
  D: Aura of Courage, Inspire
  You gain +2 to Save vs Fear for each Knight template you
  possess.
  A: Challenge
  This ability only works on creatures that can understand you and
  are capable of being offended. If you challenge a creature
  outside combat, they must Save or accept your challenge. In
  civilized areas, this could mean a duel, a joust, or a brawl. The
  challenged party can set conditions for the duel. Leaders may
  send out champions.
  In combat, you can challenge one creature each turn as a free
  action. The creature must Save. If they fail they must attack you.
  This ability cannot force an enemy to make major tactical errors.
  A: Champion
  After all enemies have completed their turns in a combat round,
  select one enemy that only targeted you with attacks, and that
  you targeted with your attack. Make a second attack against that
  enemy. Effectively, this gives you two attacks per round if you
  are �ghting an enemy one-on-one.
  B: Bodyguard
  Once per round, if an adjacent ally would take damage from a
  physical attack, you may make an Attack roll. If you succeed,
  you take the damage instead.
  C: Dragon Slayer
  Once per day, you may add +X damage to one of your physical
  attacks, where X is the HD of the most powerful monster killed
  by you or your party. Keep track of this. If you miss, this ability is
  not expended.
  C: Parry
  Once per day you can reduce incoming damage by 1d12 points.
  If you also choose to sunder your shield, you can reduce the
  damage by 12 points instead of 1d12.
  D: Aura of Courage
  Allies who can see and hear you can use your Save vs Fear
  instead of their own. This ability has no effect if you are currently
  afraid.
  D: Inspire
  Once per day, allies who can see and hear you heal 1d4 HP. If
  they were at full HP, they instead gain +2 to their next Attack roll.
  Who Are You?
  You are a member of the Second Estate, an armour-clad warrior
  on horseback. Knights from Around Here are universally male or
  must appear as male. Anything goes in Foreign Parts. You lend
  legitimacy to any group. You may be granted titles, gifts of land,
  or castles. Everyone else has to work furiously to get into your
  social class. People respect you.
  If you are from Around Here your weapon of choice is the sword
  and you ride a horse. In Foreign Parts, knights might use bows
  and ride lizards, but Foreign Parts are disreputable. Honour and
  chivalry are ideals often disregarded in practice.
  The Second Estate
  Your starting Noble Rank is 1. Your expenses are 12gp/month.
  Roll on the table below to see how you are supported.
  The highest rank you can possibly inherit is 1d6+2. This might
  be your father’s uncle’s title or something equally remote. This
  might require divine intervention, a plague, or a most dreadful
  amount of killing. If you are a bastard, you cannot inherit unless
  you are legitimized by a higher noble (usually a King).
  Roll at least once for Field. If 1 or 2 is rolled, next result must be
  3-8. Roll once for Division, designating sections as different Field
  colours. Roll 1d4 times for Charges, with 1d4 copies of each
  charge. Muck around with the idea a bit. This generator will
  infuriate students of heraldry. Deal with it.
  CC BY-NC-SA
  15
  1d3
  Knightly Support
  1
  Large Farm
  You hold a prosperous farm and a minor title. You
  have 1d6 tenants (total, not families), a small house,
  and no prestige. The farm pays 12gp per month.
  2
  Dubious Stipend
  Your family is prosperous, but you are a minor son of
  a minor branch. Your stipend pays 12gp per month,
  but each month roll 1d10. On a 10 it stops forever.
  3
  No Support
  You are a knight without land or support. There is a
  50% chance you are a bastard. If you fail to pay your
  expenses you will drop out of the Second Estate.
  1d3
  1d6
  Knight Skills
  1
  Farmer
  1
  You never attend formal court unless summoned. In high-
  pressure situations, you follow shiny and con�dent people.
  2
  2d6 squabbling tenant families write you frequent letters asking
  for advice or informing on their treasonous neighbours.
  3
  Your armour is dented, your horse is used to the plough, and
  your sword is rusty. Other knights laugh at you... for now.
  4
  Your family is on the decline. Given half the chance, you’ll slip
  out of the Second Estate entirely.
  5
  You migrated here, invented a tale, and assumed the garb of a
  knight. Gain the “Foreign Parts” skill.
  6
  You are deeply pious (or pretend to be so). You pray to a patron
  saint, quote holy texts, and protect relics and churches.
  2
  Soldier
  1
  To you, honour is everything. Maintaining your image as a
  chivalric paragon often clashes with the realities of life.
  2
  You love to �ght. You read reports of battles and tournaments
  with glee. New weapons or �ghting styles �ll you with joy.
  3
  You distinguished yourself in several tournaments. Other nobles
  might recognize your heraldry or colours.
  4
  A famous ancestor distinguished themselves in battle. You are
  expected to do the same or die trying.
  5
  Your relatives continually write to you insisting you marry. They
  suggest alarming brides with alarming regularity.
  6
  You love brightly coloured silks, long pointed shoes, fancy
  hawks, and rare spices.
  3
  Unusual (Gain the skill listed.)
  1
  You are the bastard son of a noble. You’ve fought in half a dozen
  wars to earn his attention. Gain the “Siege Warfare” skill.
  2
  Gain the “Foreign Parts” skill and a riding animal of an unusual
  breed (a six-legged horse, a camel, a giant centipede). Its is
  identical to a horse mechanically and too weird to sell.
  Replacements cost 200gp.
  3
  You are the bastard son of a noble, and a real mean bastard too.
  Gain the “Poison” skill and a small vial of deadly poison.
  4
  Your family is so large they more-or-less forgot about you. Gain
  the “History” skill.
  5
  You �ght with an unusual weapon. Gain a heavy weapon (if
  Strength >12) or a dagger (if <12) and the “Horses” skill.
  6
  You fell in love with a noble lady. Her family did not approve.
  Gain the “Poetry” skill and a memento of her love.
  1d10 Heraldry Generator
  Field (Base Colour)
  Division (Overlay)
  Charge (Decoration)
  1
  Argent (Silver)
  Fess (top/bottom)
  Escutcheon (shield)
  2
  Or (Gold)
  Pale (left/right)
  Lozenge (diamond)
  3
  Azure (Blue)
  Bend (diagonal S)
  Roundel (circle)
  4
  Gules (Red)
  Bend sinister (diag. Z)
  Billet (vert. rectangle)
  5
  Very (Green)
  Saltire (quart. X)
  Mullet (star)
  6
  Indigo
  Cross (quart. +)
  Crescent (moon)
  7
  Vilette (Violet)
  Chevron (half ^)
  Cross
  8
  Sable (Black)
  Pall (split Y)
  Angel
  9
  Sanguine (Blood)
  Wavy (half ~)
  Lion
  10
  Tenne (Tawny)
  Dancetty (half ^^^^^)
  Sword
  
  Thief
  Starting Equipment: leather armour, lockpicks, dagger.
  Starting Skill: Locksmith and Pickpocket. Also, roll on the
  adjacent table. You may roll on the Table of Professions for a
  cover story. Gain the item but not the skill listed.
  A: Always Prepared, Evaluate, Wall Crawler
  B: Lucky, Quick Draw
  C: Backstab
  D: Great Escape, Very Lucky
  You gain +1 to Stealth for each Thief template you possess.
  A: Always Prepared
  In town, you may spend any amount of money to buy an
  Unlabelled Package. When the package is unwrapped, you
  declare what it contains, as long as the contents comprise the
  appropriate number of Inventory Slots, don’t cost more than you
  originally paid, and are available in town. You can put multiple
  items inside a large Unlabelled Package, including smaller
  Unlabelled Packages. You can have up to two Unlabelled
  Packages at a time.
  A: Evaluate
  You automatically know the worth of mundane items. Unique
  items may require you to roll under Intelligence.
  A: Wall Crawler
  You can climb as well without climbing gear as most people can
  with climbing gear. Simple climbs do not require a test. You can
  attempt impossible climbs.
  B: Lucky
  You may reroll 1 d20 roll per day.
  B: Quick Draw
  Gain an additional 3 Quick Draw Slots.
  C: Backstab
  Whenever you have a situational bonus to an Attack roll, attacks
  that hit deal +1d6 damage.
  D: Great Escape
  Once per day, you can automatically escape from something
  that is restraining you and that you could plausibly escape from.
  This includes grapples, lynchings, pit traps, and awkward social
  situations, but not sealed cof�ns.
  D: Very Lucky
  You may use your Lucky ability twice per day. An adjacent ally
  can use one of your rerolls, provided you could have plausibly
  assisted them.
  What Did You Do?
  You are a member of the Third Estate or an Outlaw. You blend in
  with society or slide around it, seeking opportunities for wealth
  and status. You don’t dress like a thief. There are no guilds of
  thieves. If you are caught you will be maimed, hanged, or worse.
  Nobody cares about your gender; everyone cares about your
  crimes, or your potential usefulness in their schemes.
  CC BY-NC-SA
  16
  1d6
  1d6
  Thief Skills
  1
  Bandit
  1
  You were an archer in a band of wild and unruly mercenaries.
  Gain a bow and 20 arrows.
  2
  You specialized in ambushing merchant caravans. Gain a red
  silk cloak and fur hat worth 5sp.
  3
  You’ve roamed the world, free of morality and law. Start with the
  “Foreign Parts” skill. Make up 1d6 ludicrous lies.
  4
  You specialized in killing heavily armoured knights with a dagger
  to the joints. In melee, plate armour counts as chain to you.
  5
  After acquiring 100gp, your fellow bandits agreed to split it in a
  very odd and unfair way. Gain 1gp and the “Logic” skill.
  6
  You raided castles and forti�ed houses by night. Gain 30’ of rope
  and a grappling hook.
  2
  Soldier
  1
  You were recruited for a war but caught looting a church, against
  your lord’s command. Gain a bow and 20 arrows.
  2
  You were part of a mercenary company and a respectable
  fence, brawler, and leader. Gain 1d4 camp followers.
  3
  You worked as a kidnapper, targeting valuable citizens. Gain
  manacles and 1gp.
  4
  You were a sapper and a tunnel rat. Gain a shovel and no fear
  of enclosed or underground spaces.
  5
  Your pay never arrived. You turned to petty crime in retaliation.
  Gain 2cp and a travelling cloak.
  6
  Violence is sometimes the answer. Gain a heavy weapon, a
  saucy grin, and a willingness to break kneecaps.
  3
  Farmer
  1
  You stole something minor and inconsequential (a loaf of bread,
  a ribbon, eggs, etc.). The guilt of that theft haunts you forever.
  2
  You believe you are cursed. One year, the crops failed, your
  friends �ed, and your cattle died. The world is against you.
  3
  While pretending to be a simple farmer, you are in fact an agent
  of a foreign power. Gain the “Spy” skill. You can read and write.
  4
  You were branded and exiled for theft. Gain a thief-mark brand
  on your hand. You may desire revenge.
  5
  You abandoned your family and land to seek wealth and glory.
  Gain 2 extra rations and a lingering sense of guilt.
  6
  You stole cattle in a lawless border region. Gain 30’ of rope and
  a black cloak.
  4
  Frontier
  1
  The region where you grew up was very poor. Iron was a rarity.
  Gain +15% XP for frivolous purchases (instead of +10%).
  2
  You were hired to protect a village. If you betrayed them, gain
  5sp. If you helped them, gain 3 rations and a goat.
  3
  You raided from horseback, stealing and then �eeing into the
  hills. Gain a horse.
  4
  You are very, very acquisitive. Gain any number of mundane
  items you can write down now before the GM rolls a 6 on a d6.
  5
  You sometimes dropped trees on travellers, trapping them or
  knocking over their horses. Gain a saw.
  6
  You lived in the trackless wilderness, retreating to inhospitable
  areas when threatened. Gain a waterproof �oppy hat.
  5
  Scum (Gain the skill listed.)
  1
  You sold your body, or assisted others in the same trade. Gain
  the “Prostitute” skill and a makeup (disguise) kit.
  2
  You sold false relics and indulgences. Gain the “Religion” skill
  and 3 trinkets worth 1sp to the credulous.
  3
  You earned a reputation in a famous city. Gain the “Poison” skill
  and a small vial of deadly poison.
  4
  Greed, a secret vice, or tragedy lead you astray. Roll on the
  Table of Professions and gain the skill listed.
  5
  You earned a living by blackmail. Make up a rumour about every
  other PC. Players vote if the rumour is true or false. Roll on the
  Table of Professions and gain the skill listed.
  6
  You were a pirate or a sea-raider. Gain the “Sailor” skill and the
  ability to swim.
  6
  Unusual (Gain the skill listed.)
  1
  You are a failed apprentice wizard. Gain a random cantrip from a
  random wizard school and the “Literature” skill.
  2
  A divine vision commanded you to roam the world and make
  adjustments, or so you claim. Gain the “Religion” skill.
  3
  The life of an outlaw attracted you for unusual reasons. Gain the
  “Poetry” skill and a book of verse.
  4
  You committed a terrible crime but were saved by legal
  chicanery. Gain the “Law” skill.
  5
  Fire erases many sins. Gain the “Carpenter” skill, a lantern, and
  3 �asks of lamp oil. Lose your eyebrows.
  6
  You stole silver from a mine. Gain the “Miner” skill, a pickaxe,
  and 5sp.
  Based on the Thief by Oorlof:
  thethingswedoforxp.blogspot.com/2019/10/glog-classes-scoundrel-and-thief.html
  
  Hunter
  Starting Equipment: bow, 40 arrows, dagger, leather armour.
  Starting Skill: Wilderness. Also, roll on adjacent table.
  A: Range�nder, Wilderness Sense
  B: Crippling Shot, Precision
  C: True Caution
  D: Impossible Shot, Vanish
  You gain +1 to Stealth for each Hunter template you possess.
  A: Range�nder
  You get -1 to attack with ranged weapons for every 20’ past the
  listed range, instead of every 10’.
  A: Wilderness Sense
  After the GM gives you the Omen for an encounter, you can
  choose to reroll the encounter and get a different Omen. You
  must accept the new result. You have a 50% chance to act in
  surprise rounds.
  B: Crippling Shot
  If you hit an enemy with a ranged weapon, you can choose to
  deal 1 damage instead of rolling for damage. The next attack
  made by the enemy deals ½ normal damage.
  B: Precision
  When you gain this template, choose either Strength or
  Dexterity. Add the chosen stat’s bonus to damage rolls made
  with ranged weapons (bows, crossbows, thrown daggers, etc.)
  C: True Caution
  After the GM gives you the Omen for an encounter, you can
  choose to reroll the encounter and get a different Omen. You can
  choose between the two Omens (and Encounters). You can
  always act in a surprise round.
  D: Impossible Shot
  Once per combat, you can make an impossible shot with a
  ranged weapon. The attack automatically hits the target,
  provided it is within 2x the weapon’s listed rage. The attack can
  bounce around corners, cut a coin in half, or part a single hair on
  a target’s head.
  D: Vanish
  If you are in dense forests, hills, caves, or other terrain with
  abundant line-of-sight-blocking features, you can choose to
  vanish. While vanished, you cannot affect the world or be
  affected by it. This ability is limited by plausibility. You can
  reappear at any time by climbing down a tree, walking over a hill,
  emerging from a shrub, etc.
  Who Are You?
  You are a member of the Third Estate or an Outlaw. You are a
  hunter, either of beasts or people. You use ranged weapons
  (traditionally a bow) with exceptional skill. When danger
  threatens, you retreat, study, plan, and strike. In a dangerous
  world your hard-earned skills are valuable.
  CC BY-NC-SA
  17
  1d6
  1d6
  Hunter Skills
  1
  Farmer
  1
  Your farm was constantly under threat from beasts from the
  woods. Gain a wolf pelt cloak worth 1sp.
  2
  You kept herds of goats in the hills. You really, really hate goats.
  Gain 30’ of rope.
  3
  You patrolled the estates of a great noble to protect their
  interests from poachers. Gain a grey cloak and cap.
  4
  You �ed your farm after committing an infamous crime. Replace
  your bow with a crossbow.
  5
  A hideous monster slaughtered your family. You lost its trail, but
  revenge still burns in your heart. Gain a sword.
  6
  You are the 3d6th child of a poor family. You must seek your
  fortune elsewhere in the world. Gain a bag of 5 apples.
  2
  Soldier
  1
  You travelled here to join a mercenary band. Gain 1 camp
  follower.
  2
  Your army was routed, your friends slaughterer or scattered.
  Gain a warm woollen cloak.
  3
  You served in a defeated army. Replace your bow with a
  crossbow. Gain an Interesting Scar.
  4
  You served in a victorious army. Replace your bow with a
  crossbow. Gain 1gp and 3 bottles of wine.
  5
  You helped acquire provisions for a mercenary band. Gain 3
  rations and an inaccurate map.
  6
  You scouted enemy camps. Gain 2 different sets of livery in the
  colours of 2 different mercenary bands.
  3
  Frontier
  1
  A small band of mercenaries burned your homestead. You’ve
  been tracking them for months. Revenge will be yours.
  2
  You hunt the most dangerous game... man. Or your own race.
  Gain +1 critical range for attacks that target your own race.
  3
  You hunt the most dangerous game... owlbears. Gain an
  owlbear talon dagger worth 5sp.
  4
  You play the most dangerous game... chess. Gain a chessboard
  with wood pieces worth 5sp.
  5
  You cut a dashing �gure. Gain a cap, cloak, and boots of a color
  of your choice.
  6
  You lived above the treeline. Gain a pair of bone snow goggles
  and a fur coat.
  4
  Bandit
  1
  You were forced to prove your skills in an archery contest. Gain
  1gp and 3 rations. Lose all heirs.
  2
  During a raid, you shot a noble in the eye. Partially blinded, they
  have vowed revenge. Gain 2sp and a powerful enemy.
  3
  You poached with the aid of well-trained dogs. Only one
  managed to escape with you. Gain a small but vicious dog.
  4
  You ambushed scouts and lone travellers. Gain monk robes and
  1gp.
  5
  Look at all these chickens you stole. Gain 1d6 chickens. If 6,
  gain 6x1d6x1d6 chickens instead. Do not gain any way to store,
  feed, or corral these chickens.
  6
  You robbed from the rich and gave to the poor, sometimes on
  purpose. You have a reputation in a nearby city or town.
  5
  Scum (Gain the skill listed.)
  1
  You lured someone to the woods to kill them. Unfortunately, you
  became rather attached. Gain a random camp follower and the
  “Poison” skill.
  2
  You �ed a town after spectacularly failing at a profession. Roll on
  the Table of Professions and gain the skill listed.
  3
  You tracked another PC. Make up 1d6 rumours about them.
  Players vote if the rumour is true or false. Gain the “Spy” skill.
  4
  You prefer �nishing off your quarry up close. Gain a heavy
  weapon and the “Butcher” skill.
  5
  You hunt at close range with thrown weapons. Replace your
  bow and arrows with 9 daggers. Gain the “Juggler” skill.
  6
  You hunt rats and wild dogs, dye their fur, and sell it as ermine
  and mink. Gain the “Dyer” skill and a patchy fur coat worth 1sp.
  6
  Unusual (Gain the skill listed.)
  1
  You are completely at ease in the saddle of a horse. Gain the
  “Foreign Parts” skill and a battle-scarred horse.
  2
  You have a charm made from a wizard’s skull. Gain a random
  cantrip from a random wizard school and the “History” skill.
  3
  You wanted to be a hermit but people kept bothering you. Gain
  the “Religion” skill.
  4
  You trained your body to resist snakebites. You are immune to
  most venom, though it still hurts. Gain the “Snakes” skill.
  5
  You hunt unnatural creatures of the night. Gain 10 silver-tipped
  arrows, the “Cults” skill, and a tragic backstory.
  6
  You hunt ghosts. Gain 20 salt-tipped arrows, 1 �ask of holy
  water, the “Religion” skill, and pure white hair.
  
  Monk / Nun
  Starting Equipment: robes, holy book.
  Starting Skill: Religion. Also, roll on adjacent table.
  A: Literacy, Restrictions of your Order, Unarmed Strike
  B: Flighty, Stunning Fist
  C: Evasion, Obscure Knowledge
  D: Improved Dodge, Pronouncement
  A: Literacy
  You can read and write exceptionally well. Your letters allow for
  Charisma tests at a distance. You can roll to see the intentions of
  an author, the delicate themes of a poem, and inconsistencies in
  a contract. To most people this is sorcery.
  A: Restrictions of your Order
  You can wear armour, but it takes up 2 additional Inventory
  Slots. You are expected to avoid the use of violence and magic,
  practice celibacy, and live righteously. Make up at least 2 other
  behavioural restrictions. In practice, do what you want, as long
  as you don’t get caught.
  A: Unarmed Strike
  You do not start with pro�ciency in any weapons, even daggers.
  (You have -4 to Attack with a weapon until you gain pro�ciency
  by landing 8 successful hits in combat.) On a successful Attack
  roll you deal a maximum of 1 damage. If you gain a template in a
  �ghter-type class, this restriction no longer applies.
  B: Flighty
  If you choose to Act Defensively instead of attacking in a combat
  round, you count as wearing plate armour (16 Defence).
  B: Stunning Fist
  If you hit a target with an attack on the �rst round of combat and
  the target wasn’t expecting it, you deal normal damage
  (1+Strength Bonus for a punch, 1d6+Strength Bonus for a
  dagger, etc.). If the target had total trust in your non-violent
  ways, they must also Save or be Stunned for 1 round.
  C: Evasion
  You can never be pinned in a corner by dif�cult topics or
  arguments. You can always retreat to authority, throw up textual
  obstacles, or deploy dogma. No one can make you admit
  something in conversation that you did not intend to admit; any
  accidental disclosures are retroactively �xed, if possible.
  C: Obscure Knowledge
  Once per session, you can declare something is to be true
  because you read it in a book. The base chance of the thing
  actually being true is 50%. There has to be a plausible way you
  could know about it from reading books (new discoveries, minor
  details, and personal secrets are unlikely). You don't know
  whether or not it is true right away; the GM will roll when it
  matters. You might only be partially correct, but you will never be
  catastrophically wrong. If you have access to a library of 50
  books, the base chance increases to 80%.
  D: Improved Dodge
  Once per session, you can declare that an attack that hit you
  missed you instead. This won’t save you from falls or landslides,
  but traps will fail and spells will turn away.
  D: Pronouncement
  You can speak for up to 3 hours without pause on a given topic.
  No tests required. Peasants, nobles, and other sensible people
  will hear you out politely, unless they've got something better to
  do. Monsters will still devour you, dragons might argue with you.
  Who Are You?
  You are a member of the First Estate. You start at Religious
  Rank 1: Initiate. If male, you are a Monk. If female, you are a
  Nun. You answer to an Abbot or Abbess, and they answer to a
  Bishop or Archbishop. You don't have to be pious or devout to be
  a monk or a nun. You are expected to retreat from the world to a
  life of spiritual labour. Prayer, devotion, instruction, and solitude
  are your only goals. Expectation and reality rarely meet. For
  some reason you have left your holy retreat, perhaps
  permanently, and now wander the rest of the world.
  CC BY-NC-SA
  18
  1d3
  1d6
  Monk Skills
  1
  History
  1
  You have read about fallen empires, lost kingdoms, and ancient
  cultures. Gain a book of history and a sense of wistful nostalgia.
  2
  You keenly understand the recent political history of the local
  region. Gain an inaccurate map.
  3
  You read a book from Foreign Parts. The desire to travel gnaws
  at you. Gain a leather bag full of dried peas.
  4
  You identify with an ancient saint. Once per session, you can
  reroll one d20 roll by explaining how your patron saint met with
  and overcame a similar situation. The link can be tenuous.
  5
  Your study of history has left you melancholy. You know all the
  local famous defeats, deaths, and tragedies. Gain a black robe.
  6
  You paid very close attention to the accounts of treasure hauls.
  You can roll under Int. to evaluate mundane items (as a Thief).
  2
  Literature
  1
  You memorized large chunks of beautiful prose. You are
  sentimental. Gain a basket of �owers.
  2
  You memorized endless passages of invective, abuse, and
  slander. You are bitter. Gain a wheelbarrow.
  3
  You memorized thousands of stanzas of poetry. Start with 1
  camp follower. They remind you of an embarrassing love.
  4
  You read a very controversial piece of courtly literature. You
  either support or mock chivalric romance.
  5
  You have remarkable handwriting. Your script is used as a
  template for other initiates. Gain 1sp, a quill, and a blank book.
  6
  You have literary aspirations. Gain 2d10 un�nished drafts and
  parchment scraps in a leather bag.
  3
  Medicine
  1
  You tended to the mad or the slow-witted. Gain an iron bell and
  unshakeable patience.
  2
  You were often at the beside of the dying, ready with words of
  comfort. Gain a white cloth.
  3
  You studied herbs, poltices, and infusions. Gain the “Plants” skill
  and a cloth bag of useless but good-smelling herbs.
  4
  You have read all the books of ancient medicine. You will always
  provide a diagnosis and treatment, even if you fail a test, for any
  disease or condition. Your suggestions might be dangerous.
  5
  You are used to treating battle�eld wounds. If you successfully
  remove a Fatal Wound from a dying person, you can roll again
  (under ½ Int.) to immediately remove a second Fatal Wound.
  6
  You have read books of unorthodox medicine from Foreign
  Parts. If you roll an unmodi�ed 20 on a Medicine skill check,
  your treatment is instantly successful. If you roll an unmodi�ed 1,
  your patient must Save or Die, and you may become a
  laughingstock or an outlaw.
  
  Wizard
  Starting Equipment: varies by Wizard School. Select a school or
  roll for one on the adjacent table.
  Starting Skill: Roll on the appropriate adjacent table for the
  school’s status (Chartered, Outsider, or Outlaw).
  A: Spellcasting, +1 MD, +1 Spell Slot, +2 Spells (1-6)
  B: +1 MD, +1 Spell Slot, +1 Spell (1-8), Book Casting
  C: +1 MD, +1 Spell Slot, +1 Spell (1-10), Friendly Spell
  D: +1 MD, +1 Spell Slot, Choose 4 spells.
  Spellcasting
  Spells are living creatures. Spells, enchantments, ghosts, and
  souls are all more or less the same. A wizard's spells range in
  intelligence from pond scum to ferrets. A spellbook is a
  menagerie-prison. A well-trained brain is a mind-gun loaded with
  spell-bullets. Minor spells, called cantrips, infest a wizard's soul
  and bind to it. It takes 1hr to move any number of spells between
  a spell slot in your brain and a spellbook, scroll, or wand.
  To cast a spell, select a number of Magic Dice (MD) you wish to
  invest, roll them, and add the numbers together. As a Wizard,
  you get +1 MD per Wizard template. Most spells depend on the
  number of [dice] invested and the [sum] they show. Doubles
  generate Mishaps; triples generate Dooms. Casting a spell from
  a scroll provides +1 MD as the scroll burns.
  Dice that roll 1-3 return to your casting pool and can be used
  again that day. Dice that roll 4-6 are removed from your casting
  pool for the day. Your spells return at sunrise to last location they
  were imprisoned, when the octarine light of the sun touches the
  world and infuses Creation with an extra boost of raw magic.
  Your MD return if you get a good night's sleep. If you didn't sleep
  well, you can Save for each MD to have them return to your pool
  anyway.
  When you gain Template A, roll 2 d6s and gain the spells listed.
  Template B, roll 1d8. Template C, roll 1d10. Template D, choose
  4 spells from the list. If a duplicate spell is rollled, you may
  choose to keep it or reroll.
  You can try to bodge together a spell-like effect appropriate to
  your school by pouring any number of MD into a target and
  hoping for the best. Effects are adjudicated by the GM, but are
  usually haphazard and dangerous. Mishaps and Dooms apply.
  You can detect strong ambient magic if you are not distracted. To
  learn details about spells or magic items, roll under Intelligence.
  B: Book Casting
  You can cast from a scroll or a spellbook in a way that does not
  consume the scroll. This allows you to cast directly from your
  spellbook without loading the spell into your brain �rst. You do
  not gain the bonus MD that consuming a scroll generates. You
  must declare you are casting a spell from a book before
  initiatives are rolled for the turn.You automatically go last in the
  initiative round, and you automatically fumble the spell if you
  take any damage during the round. The spell vanishes from the
  scroll or book and returns the next morning.
  C: Friendly Spell
  Apply a random mutation to a spell you frequently cast.
  Who Are You?
  You are a member of the Third Estate or an Outlaw. You might
  be a respectable wizard in recognisable robes, a member of an
  ancient tradition, radical sect, or curious group of explorers, or
  you might use forbidden magic to bend the world to your will.
  You are both useful and a liability.
  Chartered Wizards
  Some schools of magic have royal charters. They are protected
  by law in many kingdoms. Their pedigree is established, their
  students (while raucous and troublesome), are predictable, and
  their utility in war or in peace is undeniable. However grudgingly,
  they are allowed a place in the order of the world. Chartered
  schools also charge ruinous tuition, requiring the use of Wizard
  Student Loans. Graduates of these schools must pay back
  10,000gp + 1d1000gp, in monthly instalments of 20gp or more.
  Magic items, strange spells, and ancient books dragged out of
  dungeons and tombs are accepted in lieu of gold; that’s the
  whole point of the Wizard Student Loans.
  Outsider Wizards
  Some wizards are neither within the law nor opposed by it. They
  are strange, ancient schools, forgotten by most, or simply
  ignored by society at large.
  Outlawed Wizards
  Some wizard schools are illegal. Church doctrine and public
  opinion pursue them with torches, daggers, and the law.
  CC BY-NC-SA
  19
  1d6 Chartered Wizard Skills
  1
  You were a foundling, given to a chartered college as part of a town’s
  ancient agreement. Gain the “History” skill and a college-based name (e.g.
  “Peter Purplestripe” for Purplestripe College for “Gertrude Tower” for the
  White Tower of Elderstone.
  2
  You are the child of a prosperous merchant. Roll on the Table of
  Professions and gain the skill and item listed. Your parents are
  disappointing in you no matter what you do.
  3
  Your village scraped together enough money to send you, the cleverest
  child in generations, to school. Gain the “Farmer” skill.
  4
  Your studies were progressing well, but you suffered a terrible setback.
  Gain the “Literature” skill, an Interesting Scar and a fear of some
  innocuous event, item, or circumstance.
  5
  You have just agreed to become a War Wizard (also known as a Wizard
  Ordinary) to a local baron, mercenary captain, or civil leader. Gain the
  “Poetry” skill and an inaccurate map.
  6
  A local noble or warlord sponsored your studies. Your Wizard Student
  Loans will be paid as long as you work for your sponsor in whatever
  capacity they had planned. Gain the “History” skill.
  1d12 Wizard Schools
  1
  Animist (Outlawed)
  7
  Geometer (Chartered)
  2
  Biomancer (Outlawed)
  8
  Illusionist (Chartered)
  3
  Curse-Eater (Outlawed)
  9
  Necromancer (Outlaw)
  4
  Drowned (Outsider)
  10 Orthodox (Chartered)
  5
  Elementalist (Chartered)
  11 Spider (Outsider)
  6
  Elf (Outsider) or Garden (Chartered)
  12 White Hand (Chartered)
  1d6 Outsider Wizard Skills
  1
  You were tutored in a small group by a wise wizard. You known 1d4 other
  students from the school and can write them letters. Roll on the Table of
  Professions and gain the skill and item listed.
  2
  You were inducted into an ancient, secretive tradition. Gain the “Poison”
  and “Painter” skills and a secret handshake or signal.
  3
  You were exiled from your home for openly practicing magic. Gain the
  “Farmer” skill and 3 rations.
  4
  You owe secret allegiance to a lord and have served them in the past in
  matters best kept secret from Chartered wizards. Gain the “Courtesy” skill,
  a set of formal robes, and 2sp.
  5
  You once offended a powerful Bishop. They will take revenge if they can
  �nd you. Gain the “History” skill.
  6
  You somehow acquired a Camp Follower. You might have saved their life,
  or you might have caused some minor disaster. Roll on the Table of
  Professions and gain the skill listed.
  1d6 Outlaw Wizard Skills
  1
  You took up the forbidden arts to avenge a monstrous wrong or injustice.
  Gain the “Frontier” skill and 5sp.
  2
  No matters your abilities, you consider yourself a terrible wizard, a lousy
  �ghter, and a bad friend. Gain the “Poetry” skill.
  3
  You abandoned your master when the mob closed in. Roll on the Table of
  Professions and gain the skill listed. Gain 1gp and nightmares.
  4
  You experienced a terrible magical catastrophe. Gain the “Bandit” skill.
  Choose an elemental damage type (acid, air, �re, ice, lightning, stone, or
  water). Reduce all damage from the chosen source by 2.
  5
  You have great ambitions. Gain the “History” skill and a Camp Follower.
  They are your loyal minion; the �rst of many.
  6
  To avoid detection, you masquerade as a soldier of fortune. Gain the
  “Soldier” skill, leather armour, and a sword. You are not pro�cient with the
  sword. (You have -4 to Attack with it until you gain pro�ciency by landing 8
  successful hits in combat.)
  
  Animist Wizard
  Starting Equipment: dagger, spellbook, ink and quill. You dress
  for concealment.
  Animist Wizards are also known as witches. These are the bad
  wizards, the ones who live in shacks on the edge of town or
  castles on the edge of reality. They are the cursed ones, robed
  in black, who you seek when all other hopes fail. When the
  Church turns its back on you, when you scream curses into the
  night, when your very soul burns, then you are in need of an
  Animist Wizard... or ready to become one.
  Perk
  If someone makes a bargain with you and breaks it, Save. If you
  pass, you instantly know they have broken the bargain. Your
  spells can target parasites and unborn children without targeting
  their hosts.
  Drawback
  You cannot bathe. You cannot return another person’s love.
  Cantrips
  1. Transform into an oily formless creature with your face that
  has either a) a �y speed of 2x Movement, b) 3x Movement, c) a
  swim speed of 2x Movement, d) a burrow speed of Movement,
  e) the ability to squeeze through gaps smaller than a human
  head.
  2. Dim or extinguish all non-magical light sources in a 20’ radius.
  3. Touch someone to learn if they have killed another sentient
  creature in the last 24hrs.
  Animist Wizard Spell List
  1. Powerful Presence
  R: 0 T: self D: [dice] hours
  You seem to grow in magni�cence and poise, and gains +2x[dice] bonus to Save
  vs Domination, Charm, or Fear effects. Easily frightened creatures (horses, mice,
  guilt-ridden murderers) must test Morale or �ee.
  2. Telekinetic Shove
  R: 50‘ T: creature or object D: 0
  An object or creature within range is hurled through the air. Save negates. A
  human-sized creature travels 10’ per [dice], and takes 1d6 damage for every 10'
  travelled. A creature thrown at another creature requires an Attack roll to hit and
  in�icts 1d6 damage for every 10' travelled. This spell will also blow open all the
  closed but unlocked doors in a room, shatter all the windows in a building, or
  knock the thatched roof off a peasant's shack.
  3. Shrivel
  R. 50' T: [dice] creatures D: 1d6 rounds / permanent
  Target loses half of its current HP and loses 6 Strength (affecting the damage it
  deals). Save negates. When the spell ends, the lost HP and Strength return. If
  this spell is cast this spell with 3 or more [dice] against a single target, the lost
  HP does not return, and the Strength damage is permanent. The apparent age of
  the target increases considerably for the spell's duration.
  4. Charm Person
  R: 50' T: person D: [dice] hours
  Target person regards the caster as a good friend and ignores the obvious spell
  you just cast on them. If you invest 4 [dice] or more into this spell, the duration
  becomes permanent.
  5. Control Water
  R: 50’ T: a bucket’s worth of water D: concentration
  Control a bucket’s worth of water. At one [die]: (a) propel a small boat, (b) carry a
  small item through the water, (c) allow someone to swim at 2x speed, (d) force
  someone to swim at half speed, (e) splash something no more than 5' away, (f)
  dry something that is wet. Each [dice] you invest increases the effects. At 4
  [dice], sink ships or move small lakes.
  6. Sleep
  R: 50' T: [sum] HD of creatures D: 10 min / permanent
  Target falls into a magical slumber, and can't be awoken by anything less
  vigorous than a slap. Save negates. Non-alert, unaware targets do not get a
  Save. If [sum] is at least 4 times the creature's HD, the duration becomes
  permanent (until slapped) and the creature no longer needs to eat or drink while
  sleeping. If you also invested 3 [dice] or more into this spell, the duration
  becomes permanent, and you can set the only condition that will cause the
  creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
  7. Dream Eater
  R: 50‘ T: creature D: 0
  A sleeping creature within 50' takes [sum] damage. The caster heals for the
  same amount. No Save. When you gain this spell, if you don't know sleep
  already, you learn it the next time you would roll to gain a spell. It replaces one of
  the spells you'd roll for.
  8. Scorching Ray
  R: 100' T: creatures or objects D: 0
  Fire a ray at a target, dealing 1d10 �re damage with a successful attack roll.
  Each [dice] you invest in this spell allow you to �re an additional ray at the same
  target or at a new target. Creatures are not set on �re, but very �ammable
  objects such as candles, dry straw, or paper will catch �re 1 round after being
  struck. Instead of using this spell to deal damage, you can instead use it to light
  all the candles in a single room.
  9. Scry
  R: [dice]x100' T: point in space D: concentration
  You conjure an invisible, intangible, �oating eyeball to a point in space that you
  designate. Unlike most spells, you do not have to have line of sight to cast it. As
  long as you maintain concentration, you can see through this sensor with your
  normal senses. This spell requires something to scry on, usually a mirror, quiet
  pool, clouds, or bon�re. If you invest 2 or more [dice], you can also hear through
  the sensor (it grows an ear). If you invest at 3 or more [dice], you can also speak
  through the sensor (it grows a dribbly little mouth). If you use an actual crystal
  ball when casting this spell, the range is instead [dice] miles. Crystal balls are
  rare enough that they are never offered for sale, but are worth upwards of
  3,000gp. Most are ancestral relics.
  10.Alter Self
  R: 0 T: self D: [dice]x10 minutes
  Alter your form to resemble that of another creature of your type (usually
  humanoid). You do not gain any special abilities from this transformation.
  11. Doom
  R: 50' T: creature D: concentration
  Target feels cold. If you invest 3 [dice] or more, and you loudly pronounce doom
  on them for the next 2 turns (without being interrupted or breaking line of sight),
  target dies on the 3rd turn. You need to truly hate the target for this spell to work,
  or convince yourself that you hate the target. Even a sliver of pity cancels the
  spell.
  12. Curse
  R: 50' T: mortal creature D: permanent
  You in�ict a Minor or Major curse on the target. Save negates. For a minor curse,
  you must invest 2 [dice]. For a major curse, you must invest 4 [dice]. Dice used
  to cast this spell are automatically exhausted. You cannot dispel your own curses
  but you must set a thematically appropriate cure or method of breaking it.
  CC BY-NC-SA
  20
  1d6 Animist Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  Resembles your transformation.
  4
  Blind for 1d6 rounds.
  5
  Deafened for 1d6 rounds.
  6
  Spell targets you (if harmful) or enemy (if bene�cial) or �zzles (if neutral).
  Animist Wizard Dooms
  1
  Some aspect of your transformation manifests for 1 day.
  2
  Some aspect of your transformation becomes permanent. You become
  crueller and greedier.
  3
  Your transformation becomes permanent. You become bestial and
  monstrous. You become a dangerous NPC.
  1d10 Minor Curses (examples)
  1
  Lovelorn
  Will never �nd love. No one wants to sleep with you.
  2
  Fragile
  Critical range of attacks against victim increased by +2.
  3
  Foggy Eyes
  Cannot see more than 50’.
  4
  Nightmares
  60% chance of having a restful sleep.
  5
  Delicious
  Monsters that eat people want to eat victim �rst.
  6
  Hollow Guts
  Consume 3x as many rations. Must snack hourly.
  7
  Flashing Eyes
  Eyes spark and glimmer. Very hard to hide or sneak.
  8
  Bad Luck
  -2 to Save. Constant minor inconveniences.
  9
  Blighted
  Milk, bread, cheese rot in 1 day within 100’ of victim.
  10 Witchmarked
  Random mutation in�icted on target.
  1d10 Major Curses (examples)
  1
  Jellybones
  All bones dissolve. Victim is a liquid sack. All stats 1d6.
  2
  Doomed
  Victim automatically fails next Save vs Death.
  3
  Blinded, Muted, or Deafened
  4
  Evil Twin
  Malicious duplicate of victim appears.
  5
  Spirit Head
  Tiny gremlin lives in victim’s ears, brings home food.
  6
  Gravewaker
  Corpses within 20’ of victim sometimes rise as undead.
  7
  Cursed Blood
  Apply minor curse to victim’s family and descendants.
  8
  Die in a Fire
  Victim takes triple damage from �re.
  9
  Unreality
  50% chance to vanish for 1d6 mins when not observed.
  10 Fragmented
  Up to 10 body parts fall off. They still work, move, etc.
  
  Biomancer Wizard
  Starting Equipment: spellbook, ink and quill, 2 black thumb rings,
  and 3 random potions (same type).
  Biomancy is forbidden. The Authority’s law is clear; mortals were
  meant to live for a time, age, and die. Flesh is temptation and
  corruption. Biomancers revel in the �esh, seeking power and
  immortality by adjusting their physical forms. Some masquerade
  as physicians, philosophers, or wizards of other schools.
  Perk
  When you drink a potion, you have a 50% chance to recycle it
  via whatever ori�ce you prefer. You have 10 minutes to excrete
  the potion.
  Drawback
  Whenever you receive magical healing (except for the
  regeneration spell), Save. If you fail, gain a random mutation.
  Cantrips
  1. Transfer a blemish or cosmetic feature from one creature to
  another. E.g. swap eye colours, warts from a toad to a princess.
  You cannot transfer major features (poison, wings, etc.)
  2. Taste blood to tell what kind of creature it came from.
  3. If you wish, your appearance will no longer age. This may fail
  in times of dire stress.
  Biomancer Wizard Spell List
  1. Acid Arrow
  R: 50' T: creature D: 0
  Target takes [sum] damage, and [sum-4] damage over the next 2 turns unless
  washed.
  2. Alter Self
  R: 0 T: self D: [dice]x10 minutes
  Alter your form to resemble that of another creature of your type (usually
  humanoid). You do not gain any special abilities from this transformation.
  3. Animate Potion
  R: touch T: potion or liquid D: [sum] hours
  You turn a potion into an obedient homunculus (HD 0). It is tiny (1' tall) and
  feeble (Str 1), but it can go where you direct and even bring you small items (like
  a single coin). The potion can be delivered by touch or by “drinking” the
  homunculus. Aware targets can swat the homunculus away to avoid the potion's
  effects. Works on any liquid except water.
  4. Extract Venom
  R: touch T: creature D: 0
  Touch a creature or object to draw all the venom out, which then pools in your
  hand or a vial. Unwilling venomous creatures can Save to negate. If you use this
  to remove the poison from a poisoned creature, that creature gets a new Save
  with a +4 bonus.
  5. Shrivel
  R. 50' T: [dice] creatures D: 1d6 rounds / permanent
  Target loses half of its current HP and loses 6 Strength (affecting the damage it
  deals). Save negates. When the spell ends, the lost HP and Strength return. If
  this spell is cast this spell with 3 or more [dice] against a single target, the lost
  HP does not return, and the Strength damage is permanent. The apparent age of
  the target increases considerably for the spell's duration.
  6. Hand of the Hound
  R. self T: one or both hands D: 10 minutes
  Your hand falls off and grows into a monstrous version of itself.
  HD: [dice]
  Attack: [dice]+d10
  Defense: 14
  Strength: 16
  You continue to control it, but if it dies, you don't have a hand anymore.
  Alternatively, you can have this affect both hands, but you’ll look quite foolish.
  7. Infantilize
  R: touch T: creature of [dice]x2 HD or less D: [sum] minutes
  Target Saves or becomes an adorable, if slightly eerie, child version of itself.
  Creatures lose 1 HD (-6 max HP, -1 to hit, -1 to Save). The target's Strength is
  reduced by 5. The target is now so adorable that all who see it must Save the
  �rst time they try to harm it or hesitate. If they fail this Save, they can act
  normally the next round.
  8. Monsterize
  R: touch T: creature with 0 HD (vermin) D: [sum] minutes
  Target vermin (rat, scorpion, termite, etc) becomes huge and aggressive.
  HD: [dice]x2
  Attack: [dice]+d10
  Defense: 12
  Strength: 14
  Monstri�ed vermin attack the nearest foe, and casters usually throw the vermin
  as they cast this spell. Works on goblins and other low HD monsters. There is a
  1-in-10 chance that this spell will be permanent. If you invest 4 [dice], the
  creature also mutates.
  9. Regeneration
  R: touch T: creature D: [dice] hours
  Target regenerates 1 HP every 10 minutes. If a suf�ciently magical object (a troll
  heart, a unicorn horn, an aboleth eye, etc.) is used in the casting, target also
  regrows missing limbs or damaged organs.
  10. Become Delicious
  R: 50’ T: creature of [dice]x4 HD or less D: [sum] varies
  Target creature smells and tastes delicious for the spell's duration. The smell
  radiates 20' in calm air, but can spread via wind or leave a trail. Sentient
  creatures can usually resist the urge to eat the target without a Save, but animals
  and other ravenous creatures must Save or select the spell's target as their
  primary attack target. Insects will be attracted to the target for the spell's
  duration. The target may Save at the end of each duration interval to negate the
  effects. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This
  spell can also affect dead creatures
  11. Wave of Mutilation
  R: 30' T: area D: 0
  Everything in a 30' cone takes [sum] slashing damage. This spell leaves dozens
  of deep cuts. It shreds clothing, paper, and other fragile items.
  12. Mutate
  R: touch T: creature D: permanent
  Target gains [dice] random mutations. Save negates, Save once per mutation. If
  the creature chooses to fail its Save, roll double the number of mutations, and
  the caster chooses which half are gained.
  CC BY-NC-SA
  21
  1d6 Biomancer Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save with a -4 penalty. Permanent
  if you fail.
  4
  Agony for 1d6 rounds.
  5
  Ravenously hungry. Cannot cast spells or attack until you eat 1 ration.
  6
  Slough skin. Takes 1d6 rounds to remove. Disgusting.
  Biomancer Wizard Dooms
  1
  Your appearance, race, and mutations randomize for 1 day.
  2
  Save at the start of each day. If you fail, gain a random mutation. Save
  again at the end of each day. If you fail, the mutation becomes permanent.
  3
  You become a ravening chaotic pyschoplasm.
  
  Curse-Eater Wizard
  Starting Equipment: spellbook, ink and quill. Both your smallest
  �ngers or one eye are missing (and devoured).
  The line between a curse and an enchantment is almost
  invisible. Curse-Eaters are wizards who specialize in personal
  and forbidden magic. They are widely reviled by the Church and
  by other wizards, for their powers inevitably corrupt and twist the
  spells of others.
  Perk
  You can take 1 MD from an adjacent wizard’s pool and add it to
  your spell. They know you have done this. On a 1-3, the MD
  returns to their pool (as normal). If the MD does not return, you
  can choose to either heal the wizard for 1d6 HP or in�ict 1d6
  magic damage.
  Drawback
  Barring exceptional circumstances, you cannot enter a good
  afterlife. Domesticated animals fear you.
  Cantrips
  1. Touch a creature or object to discover if it is cursed (i.e. if it
  has a negative but hidden magical effect applied to it). You can
  roll under Intelligence to divine the nature of the curse.
  2. Touch a recently deceased person, perform a 10 minute ritual,
  and Save. If you pass, you take all their sins upon yourself. They
  arrive in the afterlife with only their positive deeds remembered.
  3. Spit to crack all non-magical mirrors within 50’. Calm water
  will ripple. Other re�ective surfaces may crack or darken.
  Curse-Eater Wizard Spell List
  1. Fingerbreaker
  R: 100' T: creature of [dice]x2 HD or less D: 0
  The target of this spell must have �ngers. You snap your �ngers and your
  target's �ngers (or limbs) crack, break, and bend. They take [sum] damage and
  must immediately Save or drop whatever they are holding. You can choose to
  have the target take no damage, but they get +2 to their Save.
  2. De�ect Spell
  R: 100' T: spell D: 0
  You may cast this spell as a reaction. Save, with a bonus equal to [sum]. A roll of
  20 always fails. If you succeed, an incoming spell is de�ected to [dice]x10’ away.
  The incoming spell must target you or a point within 10’ of you.
  3. Crush Flames
  R: [dice]x20' radius T: area D: 0
  Mundane �ames in the area of this spell are extinguished with a great deal of
  smoke. Torches �ll a 10’ cube with smoke, bon�res �ll a 30’ cube with smoke.
  Wind dissipates the smoke in 10 minutes. If you cast this spell with 3 or more
  [dice], living creatures lose 1 HP per round while they remain in the smoke.
  4. Transfer Disease
  R: touch T: two creatures D: 0
  Touch a diseased creature and a healthy creature. [Dice] diseases move
  between targets. If the recipient is unwilling they get a Save. If the disease is
  magical it also gets a Save.
  5. Forget
  R: 10’ T: creature of [dice]x4 HD or less D: 10 minutes
  Target creature must Save or get the last 10 minutes. They may recall vague
  details but not useful information.
  6. Enfeebling Sigil
  R: touch, 50' T: object D: [sum] rounds
  A writhing arcane symbol appears on an object you touch. Any creature within
  100' of the sigil who looks at it must Save or be reduced to Strength 1 for [dice]
  rounds. Nothing can cause their Strength to drop lower than 1 while they are
  under the effects of this spell. The symbol vanishes after [sum] rounds. If you
  invest 3 [dice] or more, you can instead set the duration of this spell to
  permanent, provided no one looks at the sigil. Once it is seen, the duration
  becomes to [sum] round as usual.
  7. Abjure
  R: 100’ T: creature or object D: [sum] rounds
  Name and point at creature or object. The target cannot approach within
  [dice]x10’ of you for the duration of this spell. The target can Save once at the
  start of the duration to negate.
  8. Drain Life
  R: 50' T: creature D: 0
  Target living creature takes [sum] damage, Save for half. You heal for ½ [sum]. It
  costs 2 HP to remove 1 negative HP and 4 HP to remove one Fatal Wound.
  9. Cure Wounds
  R: touch T: creature D: 0
  Target creature heals [sum] HP. It costs 2 HP to remove 1 negative HP and 4 HP
  to remove 1 Fatal Wound. This spell cannot restore lost limbs, remove injuries,
  or cure diseases.
  10. Remove Curse
  R: touch T: creature or object D: 1 hour / permanent
  Up to [dice] curses or diseases are removed from the target. If [sum] is greater
  than 12, the effect is permanent.
  11. Cloudkill
  R: 30’ T: [dice] 10’ cubes D: 24 hours
  Summon a cloud of ghastly yellow-green vapour. Creatures of 2 HD or less in the
  cloud are instantly slain (no Save). Creatures of 3 to 5 HD must Save or die each
  round. Creatures of 6 or more HD must Save or take 3d6 damage each round.
  The cloud is heavier than air and slowly drifts. It moves 10’ per round in a gentle
  breeze. A strong wind disperses the cloud in 10 minutes.
  12. Death Ward
  R: touch T: self D: [sum] days
  Designate a date up to [sum] days in the future. You cannot die until that date.
  You can be hideously mangled, burned, mashed, spread across the cobbles, or
  torn apart, but your soul will still remain in your body (or its remains) until the
  date designated. On that date, you automatically fail all Saves.
  CC BY-NC-SA
  22
  1d6 Curse-Eater Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Blind for 1d6 rounds.
  5
  Agony for 1d6 rounds.
  6
  Spell targets ally (if harmful) or enemy (if bene�cial) or �zzles (if neutral).
  Curse-Eater Wizard Dooms
  1
  You are transported to Hell for 24 hours. You aren’t tortured, but you are
  carefully examined and audited before being returned.
  2
  You cannot enter sancti�ed spaces. Touching silver in�icts 1 damage per
  round. Silver weapons deal 2x damage to you.
  3
  1d4 angels and 1d4 demons, plus any religious �gures they can �nd along
  the way, descend upon your location to drag you bodily to Hell.
  Some ideas by Iron and Ink:
  swordsandscrolls.blogspot.com/2018/07/osr-class-sin-wizard.html
  
  Drowned Wizard
  Starting Equipment: spellbook, ink and quill, silver signet ring, 3
  servings of tea or 3 bottles of wine.
  No one is entirely sure what happened, or why, but two facts are
  perfectly clear to the survivors. First, the ocean fell in love with
  the city, in literal and all too real way. The sea is �ckle and vast
  and but it did love Anostos, and it claimed it for its own. Second,
  the mages of Anostos were dragged immediately to Hell.
  This is why they are called Drowned Wizards by the irreverent
  masses. The ocean loves them and wants to drown them, and if
  they drown, they will go to Hell.
  Some mages were away from their city when disaster struck. In
  secret monastaries and towers they try to keep their traditions
  alive, but they are a shattered school, bent and warped by
  schemes of world domination and secret power. You practice
  secret rituals to hide yourself from the ocean.
  Perk
  You can cast spells silently. You inherit a decrepit and badly
  maintained spy network. If you are broke, 1d10cp will appear in
  your mouth at dawn each day.
  Drawback
  You cannot drink water. Other water-based liquids are �ne.
  Cantrips
  1. Convince another creature that anyone who dies by drowning
  will instantly go to Hell. This is what Drowned Wizards believe.
  The effect lasts for 1 hour.
  2. Cause a loud bell to ring from somewhere due north. Only
  spellcasters can hear the bell.
  3. Spit to de�ect an incoming arrow or thrown weapon. Requires
  a Save. If successful, the attack barely misses you.
  Drowned Wizard Spell List
  1. Command Coins
  R: 30’ T: [sum]x100 coins D: [dice] hours
  Coins will leap up and obey your single-word commands. Affects all unattended
  coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide
  in crevices, or serve as rollers for heavy statues. They are mindless and feeble.
  2. Detect Metals
  R: 100’ T: self D: [sum] minutes
  Allows you to identify the eight true metals. In order of brightness: occultum,
  gold, silver, mercury, iron, and tin. Lead and copper are nearly invisible. You see
  them through walls and barriers as faint shifting afterimages, but the spell bleeds
  into you other senses. If you cast this spell with 3 or more [dice], your eyes turn
  gold and the effects are permanent.
  3. Magic Missile
  R: 200' T: creature D: 0
  Target takes [sum] + [dice] damage, no Save. As a Drowned Wizard, your spell is
  a coruscating bolt of pure magic, cast with appropriate hand gestures.
  4. Desiccate
  R: 30’ T: creature D: 0
  Hydrated target within 30' takes 1d6+[dice] damage. Can also be used to turn
  meat into jerky or concentrate water-based liquids (wine, most acids), up to 2
  gallons per [dice]. You can make a cup full of very strong brandy from a bottle of
  wine.
  5. Grease
  R: 50' T: object, surface D: [dice]x2 rounds
  Can be cast directly on a creature or a 10' x 10' x [dice] surface. All creatures
  affected must Save vs Dex or drop held objects, or, if moving, drop prone.
  6. Slam Portal
  R: 100’ T: door or doors D: 0
  Slams a door shut and/or locks it (if it has a lock). Most wooden doors will get
  stuck shut, and require a Strength check to open. Works on any number of door
  within 100', but only doors. If you invest 2 or more [dice] and target a single door,
  it becomes magically locked for [sum] hours. If you invest 3 or more [dice], you
  may magically lock any number of targeted doors for [sum] hours.
  7. Light
  R: touch T: object or creature D: [dice]x2 hours
  Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you
  can make an Attack roll against a sighted creature. If you succeed, the creature
  is blinded for [sum] rounds. If [sum] is greater than 12, the creature is
  permanently blinded. You can chose the colour of the light. If you invest 4 [dice]
  or more this light has all the qualities of natural sunlight. Alternatively, if you
  invest 4 [dice] or more the light can be purest octarine, although it will only last
  for 1 round. Octarine light is extremely dangerous.
  8. Metal Chime
  R: touch T: metal object D: [dice] days
  You touch and enchant a piece of metal to make a terri�c noise the next time it
  strikes a solid surface or is struck. All creatures within 50' (except you) must
  Save or be deafened for 1 minute. If used as a signal, it can be heard up to a
  mile away.
  9. Spite
  R: 50‘ T: creature D: [sum] varies
  Whenever the target creature would roll a critical success, it becomes a critical
  failure instead. Target will also feel anxious and irritable for the spell's duration.
  Duration: 1 [dice]: rounds, 2 [dice]: days, 3 [dice]: weeks, 4 [dice] months.
  10. Fog
  R: 30’ T: self D: [dice] hours
  You breath out a bunch of fog. Everything up to 30' away from you is obscured.
  Sunlight, wind, or heat dissipates the fog in 10 minutes. If you cast this spell with
  3 or more [dice], other casters lose 1 MD while they remain in the fog.
  11. Mighty Lungs
  R: 0 T: self D: 0
  Your next inhalation allows you inhale 10x the normal amount of air. Not only
  does this allow you to hold your breath for 10x as long, but if you exhale
  forcefully it will release a blast of air strong enough to knock pigeons out of air
  and polish your teeth. A human-sized creature travels 10’ per [dice], and takes
  1d6 damage for every 10' travelled. A creature or object blown at another
  creature requires an Attack roll to hit and in�icts 1d6 damage for every 10'
  travelled. This spell will also blow open all the closed but unlocked doors in a
  room, shatter all the windows in a building, or knock the thatched roof off a
  peasant's shack. If you cast this spell with 3 or more [dice], Save or your teeth
  shatter.
  12. Magic Cramp
  R: 100’ T: creature D: 0
  Target takes 1d4+1 damage per the maximum number of MD (magic dice) they
  possess, or 1d4 damage per HD for magical creatures (unicorns, dragons, etc.).
  Additionally, they lose [dice] MD for [dice] rounds. Save for half damage and to
  negate MD loss. Nonmagical creatures, or creatures that have no spellcasting
  ability, are unaffected by this spell.
  CC BY-NC-SA
  23
  1d6 Drowned Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Blind for 1d6 rounds.
  5
  Deafened for 1d6 rounds.
  6
  Vomit 1d100 litres of seawater.
  Drowned Wizard Dooms
  1
  You can no longer swim. You cannot cast spells if you are touching free-
  �owing water (not damp socks but a river).
  2
  Save vs Fear whenever you encounter a body of water larger than a
  teacup.
  3
  The tide will rise to your current location and drag you down. Expect at
  least 3d20 merfolk or drowned corpses and one 8+1d10 HD sea monster
  or dragon. It will be the storm of the century. Anyone drowned along the
  way will join them.
  
  Elementalist Wizard
  Starting Equipment: spellbook, ink and quill, grey robes hemmed
  in the colour of your elemental preference (or white if an
  apprentice, black if an archmage or ambitious wizard).
  Elementalist Wizards speak to and rely on elemental spirits.
  They are a wild bunch, disreputable and windblown, but trained
  in formal colleges and fully integrated into society. In rural areas,
  they are beloved as rain-bringers and �ood-calmers, but they are
  also run out of town or hung following forest �res and
  earthquakes. This is not always ignorant superstition. Attracting
  the attention of powerful elemental spirits is very dangerous.
  The elements are acid, air, �re, ice, lightning, stone, and water.
  Perk
  Reduce all incoming damage from a chosen elemental source
  by 2. You can choose the element after rolling for spells, but you
  cannot change it later.
  Drawback
  Increase all incoming damage from a chosen elemental source
  by 2. You can choose the element after rolling for spells, but you
  cannot change it later.
  Cantrips
  1. Meditate for 1 hour to gain Elemental Vision. Your training
  allows you to anthropomorphize elemental spirits. The ground
  appears to be made of interlinked stone bodies. A camp�re is a
  jolly spirit devouring logs. Clouds appear as fat naked people
  rolling through the sky. You can speak to the spirits - you always
  could, anyone can - but when you are attuned like this, they are
  more inclined to listen. They won't obey you, and they may be
  hostile, but they may also offer advice, tell tales, demand
  offerings, or simply ignore you.
  2. Summon a minor example of an element (a drop of acid, a
  puff of �ame, a few �akes of ice, a spark, etc.). This cannot deal
  damage.
  3. You know the current weather and the approximate weather
  for the next 2 days.
  Elementalist Wizard Spell List
  1. Circle of Frost
  R: self T: [dice]x10’ radius D: 3 rounds
  All creatures in area take 1d4 damage, Save to Dodge for half. Everything that
  fails its Save is frozen to whatever surface they were touching. Boots are frozen
  to the ground, keys are frozen in their locks. Creatures can roll under Strength to
  break free at the start of each round.
  2. Dissolve
  R: 50' T: object or creature D: concentration
  Target you stare at takes 1d4 acid damage per round and begins to dissolve.
  Save vs Con for half damage. Can bore holes in walls, but it only makes a hole
  1' wide and creates a lot of acidic sludge on the �oor. [dice]”/10 minutes through
  stone, [dice]”/minute through wood, cannot affect metal. Heals slimes and oozes
  by 1d4 HP per round.
  3. Control [Element]
  When you gain this spell, choose an element. You cannot change it later.
  R: 50’ T: example of [element] D: concentration
  Each [dice] you invest increases the effects. One [die] is minor, 4 [dice] is a
  legendary display of elemental control.
  Acid: Control a small amount of acid. At one [dice], (a) pop the cork out of �ask,
  (b) cause a bottle of acid to �ow uphill, (c) �ing all the acid off a person, or (d)
  concentrate all the acid in a bucket into a small area.
  Air: Control a gust of wind. At one [die], use wind to (a) clear away fog or gas,
  (b) extinguish a �re no larger than a torch, (c) blow all the papers off a desk, or
  (d) with concentration, provide enough of a breeze to power a tiny sailboat.
  Fire: Control a small �re. At one [die]: (a) cause the �re to double in size, power,
  and brightness, (b) create a huge amount of smoke, (c) extinguish a �re no
  larger than a torch, or (d) control the direction or speed of the �re’s spread.
  Ice: Control a bucket’s worth of ice. At one [die]: (a) ask ice to support you while
  crossing a stream, (b) slide a block of ice 10’, (c) drop an icicle spike on
  someone, or (d) �ing up 30’ of snow in all directions.
  Lightning: Elementalists, as a rule, are discouraged from playing with lightning.
  Stone: Control a �st-sized stone. At one [die]: (a) excavate a bucket's worth of
  gravel, (b) smooth and �ll the same amount, (c) tip over a small pillar, unstick a
  door, or break stone hinges, (d) rock the earth with a minor tremor.
  Water: Control a bucket’s worth of water. At one [die]: (a) propel a small boat, (b)
  carry a small item through the water, (c) allow someone to swim at 2x speed, (d)
  force someone to swim at half speed, (e) splash something no more than 5'
  away, (f) dry something that is wet.
  4. [Element] Breath
  R: [dice]x20‘ cone T: area D: 0
  When you gain this spell, choose an element. You cannot change it later. This
  spell deals 1d4 damage to anything in the cone, Save for half damage. Wind or
  Water breath extinguishes all �res smaller than a bon�re. Fire breath sets things
  on �re. Acid breath bleaches the colour from objects and irritates eyes.
  5. Stoneskin
  R: touch T: creature D: 10 min
  Reduce all physical damage the target takes by [dice]x2. The target cannot
  swim, jump, or run.
  6. Anklecrusher
  R: 50' T: [dice]x2 objects or creatures D: 0
  Target creature or object is grabbed by the ground. Target takes 1d6 damage
  and is immobilized. Roll under Dexterity to negate, prone creatures automatically
  fail. Target is immobilized until it can win an opposed Strength test against the
  ground. The effective Strength of the ground depends on what it is made out of:
  Dirt 8, Clay 12, Limestone 16, Basalt 18.
  7. Protection from [Element]
  R: touch T: [dice]x[dice] targets D: 10 minutes / 8 hours
  When you cast this spell, choose an element. Reduce all damage of the chosen
  type by 4 for the next 10 minutes. Alternatively, the spell protects its targets from
  the negative effects of the element (desert heat, arctic chill) for the next 8 hours.
  8. Ignite
  R: 50' T: object or creature D: 0
  Target object or object takes [sum] damage and catches on �re. Save negates.
  9. Breathe [Element]
  R: touch T: [dice] creatures D: 2 hr
  When you cast this spell, choose an element. Target can breath in the chosen
  element, in addition to their normal modes of respiration. Clearing your lungs
  before the spell expires is mandatory. Does not grant you protection from that
  element, just from drowning in it.
  10. Wind Scythe
  R: 50' T: object or creature D: 0
  Apply a melee attack from a slashing weapon in your hand to a target within 50’.
  If you are unarmed, counts as a dagger (1d6). Gain +2 to Attack and deal +[sum]
  damage. Even on a miss, human-sized targets must Save or be knocked prone.
  11. Wall of [Element]
  When you gain this spell, choose an element. You cannot change it later. You
  summon the element to form a 10’ by 10’ panel per [dice]. You can mold the wall,
  similar to cutting holes and notches in a sheet of paper. Walls may or may not
  block line of sight. Some deal 1d6 elemental damage to anything that passes
  through it and may have other effects at the GM’s discretion.
  12. Shocking Grasp
  R: 0 T: self D: 10 min
  You enchant your hand so that it discharges [sum]+[dice]x2 damage worth of
  lightning into the next thing you touch. Touching an unwilling opponent requires
  an Attack roll against their unarmoured Defense. You cannot wear any metal on
  the hand you enchant. If you deal more than 12 damage, you and your target
  must both Save or be �ung apart, knocked prone, and deafened for 1d6 rounds.
  CC BY-NC-SA
  24
  1d6 Elementalist Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Inconvenienced based on the nature of the spell cast. Soaked,
  dehydrated, �ung upwards, buried, etc.
  5
  Deafened for 1d6 rounds.
  6
  Wild elemental spirits �ee your body for 1d6 rounds. Everyone who can
  see you must Save each round or be stunned.
  Elementalist Wizard Dooms
  1
  Take suf�cient elemental damage to reduce you to 0 HP.
  2
  Each time you cast an elemental spell, Save. If you fail, the spell �ies out
  of control. If the spell likes you, the effects might not be too bad.
  3
  The elements turn against you. Expect 1d4+4 powerful spirits to arrive
  shortly. In the meantime, �re chases you, stones seek to crush you, and
  lightning bolts fall from the sky.
  
  Elf Wizard
  Starting Equipment: spellbook, ink and quill, bow and 20 arrows.
  Your spellbook is very elegant and nearly impossible to damage.
  Frogling scholars insist that humans are, by rights, "Hu-lings".
  The hu was a small, pink, extremely ugly creature that
  resembled a naked mole with hideous teeth and patches of
  greasy fur. Just as froglings resemble frogs, so did humans
  resemble the hu. They also insist that humans exterminated the
  hu out of a sense of shame. According to various satirical poets,
  the hu was a greedy, wasteful, promiscuous, puritanical, and
  stupid creature.
  Elves are to humans what humans are to the (possibly
  mythological) hu. Being an Elf is the best. Being an Elf Wizard is
  even better.
  Perk
  You may add +1 MD to a spell if you are touching a large tree (at
  least 50’ high, roots count) This extra MD does not return to your
  pool or trigger Mishaps and Dooms.
  Drawback
  If you are scarred, dis�gured, or �lthy, you must Save each
  morning or be unable to cast spells that day.
  Cantrips
  1. Create a pleasant musical ringing sound.
  2. Any target you hit with an arrow counts as being at range
  “Touch” for the purposes of your spells.
  3. Touch a wound to prevent it from bleeding. You do not negate
  any damage or remove Fatal Wounds, but it does keep things
  neat and tidy. Faint white �oral scars will form.
  Elf Wizard Spell List
  1. Clarity
  R: 30’ T: [dice] creatures D: 0
  All emotional effects of the target (fear, anger, sadness, pleasure, pain) end.
  Emotions slowly return in 10 minutes, but subdued. You can target yourself.
  2. Speak with Birds
  R: 200’ T: birds D: 20 minutes
  You can talk to birds and they can talk back. If there is a party of 3-6 adventurer's
  moving through the forest nearby, a random songbird has a [sum]x10% chance
  of knowing where they are and if they're doing anything extra weird. Birds of prey
  are rarer, but more observant. Most birds are neurotic but easily bribed.
  3. Blossom
  R: touch T: plant D: permanent
  Touched plant �ourishes. Seeds germinate, �owerbuds swell and bloom, and a
  sickly plant regains vigor. Heals [sum] HP to a plant creature. If cast on a fruit,
  the fruit will grow up to the maximum normal size or 2x as big (whichever is
  smaller). Can be used to double fruit-based rations.
  4. Illusion of Youth
  R: touch T: creature D: [dice] days, or, if [sum] > 12, permanent (until death)
  Touched creature is cloaked with an illusion that makes them appear to be in
  their physical prime. The illusion may �icker or fade if the target is struck by
  strong magic.
  5. Locate Animal
  R: [dice] miles T: creature D: [dice] hours
  Name a common animal. You know where the nearest example of the animal is.
  If the area is infested with manticores, they count as common creatures.
  6. Unseen Orchestra
  R: 0 T: self D: [sum] minutes
  You are surrounded by the harmonious sounds of a �ve-piece band for the
  duration of the spell. The exact instruments vary caster to caster, and the unseen
  band can play any song you've heard before. It cannot duplicate speech. You
  can also opt to centre the effect on an adjacent location, rather than on yourself.
  7. Floral Salvage
  R: touch T: creature D: 0
  Flowers (caster chooses the type) erupt from the target's wounds. Target takes 1
  damage for every unhealed point of damage it has already taken, not exceeding
  [sum]x4. Save for half. If this damage kills the target, their corpse is entirely
  consumed by plant growth, and turns into a beautiful tree covered in �owers.
  Height is 2d4 x creature's HD in feet.
  8. Beautify
  R: touch T: creature or object D: [sum] hours >6 permanent
  Target made more beautiful. Dirt falls away, pimples disappears, teeth whiten,
  lice vanish, gouges �ll in, and varnish looks new again. Will also restore 1d4
  points of Charisma if damaged, to former max.
  9. Magic Missile
  R: 200' T: creature D: 0
  Target takes [sum] + [dice] damage, no Save. As an Elf Wizard, you have to �re
  this spell using a bow. The spell is the arrow.
  10. Serpents of the Earth
  R: touch T: section of natural soil or stone D: concentration
  [Sum] enormous serpents of HD 1d4 crawl up from the dirt. Serpents are not
  controlled by the caster. They're just pissed off snakes.
  HD: 1d8
  Attack: 14
  Defense: 14
  Damage: 1d6+HD damage. If HD is 1, 1 damage + Save or die poison instead.
  11. Elegant Judgement
  R: 200' T: 20’ diameter D: 0
  Does [sum] damage, Save vs. Charisma for half. Like a �reball, but the �ames
  are purple and gold. Creatures with 17 or more Charisma, non-sentient
  creatures, beautiful objects, the dead, or other Elves are immune to this spell.
  12. Rain of Arrows
  R: 200' T: 20’ diameter D: 0
  Does [sum] damage. As �reball except that the caster �res an arrow into the air
  (which turns into a multitude) and the damage is all piercing damage. Doesn't
  work in places with low ceilings (less than 100').
  CC BY-NC-SA
  25
  1d6 Elf Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save with a +4 bonus. Permanent
  if you fail.
  4
  Agony for 1d6 rounds.
  5
  Blind for 1d6 rounds.
  6
  Lose one MD for 24 hours.
  Elf Wizard Dooms
  1
  Lose the ability to cast spells for 1 day.
  2
  Lose the ability to cast spells, draw or �re a bow, or draw a blade for 3
  days.
  3
  Lose the ability to cast spells permanently. You can wield only your nails
  and teeth. You can only speak in monosyllables.
  
  Geometer Wizard
  Starting Equipment: spellbook, ink and quill, protractor, ruler,
  plumb line. You also have a magnetic compass and black robes
  marked with white starcharts.
  The procession of equinoxes, the rise and fall of constellations,
  the movement of �xed and wandering stars; all fascinate the
  Geometer. Some parts of the world seem to follow perfect
  mathematical laws.This is not a coincidence because nothing is
  ever a coincidence. Other parts are disordered, but perhaps
  within the disorder there are hidden patterns and symmetries
  waiting to be discovered.
  Perk
  If you are casting with sunlight on you, your MD return to your
  pool on 1-4 (instead of 1-3).
  Drawback
  You cannot carry iron items. You must cast spells with a
  magnetic compass in your hand. You can make a new compass
  with 8 hours of effort and some basic tools.
  Cantrips
  1. Know the exact angle and distance to any point you can see.
  2. Instantly count how many objects are in a pile.
  3. Before your roll MD for a spell, declare “odds” or “evens”. If
  the [sum] rolled matches your prediction, heal 1 HP or increase
  the damage dealt by the spell by 1.
  Geometer Wizard Spell List
  1. Magic Missile
  R: 200' T: creature D: 0
  Target takes [sum] + [dice] damage, no Save. As a Geometer Wizard, your spell
  is a right-angle lightning bolt of light.
  2. Reform
  R: touch T: creature with mutations D: [sum] hours / permanent
  You remove or cure [dice] randomly selected mutations or magical
  transformations affecting a creature. Unwilling targets may Save to negate. If 4
  or more [dice] are invested, the duration is permanent.
  3. The Astrologer's Helper
  R: 10' T: self D: [sum] minutes
  Outlines of the planets, major stars, sun, and moon appear around you. You can
  use them to determine the time of day, true north, and your approximate position
  on the globe. You can also spend 5 minutes to read the horoscope of [dice]
  sentient creatures per casting. Roll 1d10. 1-8. No effect aside from the usual
  platitudes. 9. Doom. Creature must reroll their next Save and take the worse
  result. 10. Triumph. Creature automatically passes their next Save.
  4. Moon Lust
  R: 50' T: creature D: varies
  Target creature loves the moon. They want to stare at it, jump up and hold it, or
  write poems about it. If [sum] is equal to or greater than the target's HD, they are
  stunned for 1d6 rounds. If [sum] is greater than 12, the target is stunned for 2d6
  rounds and becomes permanently obsessed with the moon.
  5. Package Neatly
  R: 20' T: objects D: concentration / permanent
  Up to [dice]x500lbs of nonliving objects, as you designate, are packed neatly.
  You must name the objects or their general category when you cast the spell
  ("those coins", "the contents of that room") If no packing materials are provided,
  the objects will be stacked into compact cubes, with the largest and most stable
  objects at the bottom. If chests, paper and twine, sacks, carts, etc. are provided,
  the spell will use them as you direct. The packages created will take up the
  minimum space possible, and will be remarkably sturdy. The spell will continue to
  pack objects for as long as you maintain concentration. The objects must be able
  to move freely. You could not use this spells to pack clothes someone was
  wearing. The objects will not lift more than 10' off the ground during the packing
  process.
  6. Control Iron
  R: 50’ T: example of [element] D: concentration
  Control a handful of iron. At one [die]: (a) steer a chain like a snake, (b) �ing a
  sword through the air, (c) open an iron lock or (d) pull the nails out of a small and
  badly built piece of furniture. Each [dice] you invest increases the effects. At 4
  [dice], collapse a room or knock over a small army of knights.
  7. Light
  R: touch T: object or creature D: [dice]x2 hours
  Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you
  can make an Attack roll against a sighted creature. If you succeed, the creature
  is blinded for [sum] rounds. If [sum] is greater than 12, the creature is
  permanently blinded. You can chose the colour of the light. If you invest 4 [dice]
  or more this light has all the qualities of natural sunlight. Alternatively, if you
  invest 4 [dice] or more the light can be purest octarine, although it will only last
  for 1 round. Octarine light is extremely dangerous.
  8. Magnetic Blast
  R: 50’ T: line D: 0
  Designate a straight line up to 50’ long. The line can pass through solid objects.
  Any living creatures along the line take 1d6 damage. Anything in metal armour
  takes [sum] damage instead. Creatures made of iron, or with metal implants or
  piercings or delicate components, take 2x[sum] damage instead.
  9. Track Ley Lines
  R: [dice]x5 mile radius T: area D: 10 minutes
  You trace the shape of ley lines, invisible rivers of magic that �ow through the
  world. They can reveal hidden sites of magic power, ancient standing stones, or
  current rituals. If [sum] is 12 or more, you also know the location of a ley line
  node. Any spellcaster resting there may Save to gain a temporary bonus MD
  each morning.
  10. Sturdy Circle in the Air
  R: 100' T: point D: [sum] minutes
  You draw a circle [dice]x5' in radius in the air. The circle is made of force, as solid
  as iron. You can draw the circle at any orientation.
  11. True Teleport
  R: Creation T: self and 1+[dice] people or objects D: 0
  The caster, and any number of willing people or objects touching the caster,
  teleport to a designated location the caster has seen before or knows well
  enough to visualize. They are swapped with an equivalent mass of matter from
  the target location. There is a 1% chance something goes awry during the
  teleportation. Teleporting east-west is safe, but changes in attitude require a roll
  under Dexterity on arrival, with a -1 penalty for every 100 miles travelled.
  12. Resurrection
  R: touch T: recently dead creature D: 0
  Target creature that died within the last [sium] rounds returns to life. Time brie�y
  rewinds. They are restored to exactly the state they were in before combat. Any
  inconvenient bookkeeping can be adjusted arbitrarily by the GM. The target’s
  base Save becomes 1 and cannot be raised. If they were 10th level or suf�ciently
  important (a king, a dragon, etc.), a Paradox Angel may be dispatched to
  investigate.
  CC BY-NC-SA
  26
  1d6 Geometer Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Blind for 1d6 rounds.
  5
  Can only move limbs at right angles for 1d6 rounds. -8 to Attack and
  Defense. -4 to Dexterity and Movement.
  6
  Spell targets you (if harmful) or an enemy (if helpful) or �zzles (if neutral).
  Geometer Wizard Dooms
  1
  Become two dimensional for 24 hours. Triple all damage received, but you
  can slide under doors. Beware of strong winds.
  2
  You become painfully magnetic for 1d6 days.
  3
  You are folded by the fundamental forces of nature. You vanish between
  time and space. In 1d6 hours, 1d6 Paradox Angels will arrive and scour
  the area for any trace of you.
  Some ideas by Oblidisideryptch:
  oblidisideryptch.blogspot.com/2018/06/5eglog-wizard-order-of-solar-geometers.html
  
  Garden Wizard
  Starting Equipment: spellbook, ink and quill, quarterstaff, spade,
  brown robes, and a good pair of leather boots.
  Everyone's favourite kind of wizard. If you live in a feudal society
  where crop failure can result in total existence failure, having
  someone around who can talk to plants, move trees, and get
  crops to grow is incredibly valuable. Nobles sponsor them; up-
  and-coming merchants and landowners want to marry them.
  Peasants leave them gifts and come to them with all sorts of
  problems. Alone, among wizards, they are beloved.
  Except by druids. The garden is the antithesis of the forest.
  Gardens are shrines to domesticated plants. A big wheat �eld is
  impressive, but a garden is a tiny segment of the wilderness
  made perfect and smooth. Dogs are tamed wolves. Gardens are
  tamed forests. We tell stories about how real life ought to be,
  and we build gardens to make nature the way it ought to be.
  Perk
  You gain +1 to Attack and Defense while wielding a quarterstaff.
  Drawback
  To regain magic dice, you must meditate for 10 minutes each
  morning within sight of natural beauty. Even some mold growing
  on a rock counts. You must describe this to other players.
  Cantrips
  1. Permanently change the colour or form of a small plant.
  2. Plants grow just a little bit better in a [level] mile radius around
  you. It takes at least a season to be noticeable.
  3. You can sleep anywhere, in any position, with a few moments
  notice. You can set environmental conditions that will wake you,
  such as “sunrise” or “rain”.
  Garden Wizard Spell List
  1. Clarity
  R: 30’ T: [dice] creatures D: 0
  All emotional effects of the target (fear, anger, sadness, pleasure, pain) end.
  Emotions slowly return in 10 minutes, but subdued. You can target yourself.
  2. Woodbend
  R: touch T: staff D: [dice] hours
  A bit of wood bends or unbends. Straight doors can be warped and stuck.
  Warped doors can be straightened and unstuck. Wooden-hafted weapons may
  become unusable or impose signi�cant penalties. Trees can likewise be molded.
  3. Dendrigraphy
  R: touch T: tree D: 10 minutes
  Allows you to ask a [dice] questions of a plant that you touch. Answer appears in
  letters on the trunk. Trees are fairly intelligent. They know about weather and
  have a great sense of time, but they have a hard time differentiating between
  animals, except by size. They also gossip among themselves, and may have
  gossip from distant lands. This spell also works on Dryads.
  4. Whirling Staff
  R: touch T: staff D: [sum] rounds
  You can cast this spell as a free action. Your Defense becomes 16. The next
  attack you make with the staff deals +1d6+[dice] damage and counts as magical.
  You can also throw a whirling staff 60' with a standard attack, dealing 1d6+[dice]
  damage. It does not return.
  5. Locate Animal
  R: [dice] miles T: creature D: [dice] hours
  Name a common animal. You know where the nearest example of the animal is.
  If the area is infested with manticores, they count as common creatures.
  6. Magic Missile
  R: 200' T: creature D: 0
  Target takes [sum] + [dice] damage, no Save. As a Garden Wizard, your spell is
  an invisible blast of force or a green-white bolt of lightning, cast with appropriate
  hand gestures.
  7. Obedient Stone
  R: touch T: stone D: [dice] hours
  Cast this spell on a stone small enough to �t in your palm and then give it a
  command. It will attempt to follow your commands to the best of its ability. If
  thrown at a target, gain +10 to Attack. The stone deals 1d6 damage on a hit. It
  can also be asked to trip targets, jump off a shelf when a certain person enters
  the room, etc.
  8. Control Stone
  R: 50’ T: example of [element] D: concentration
  Control a �st-sized stone. At one [die]: (a) excavate a bucket's worth of gravel,
  (b) smooth and �ll the same amount, (c) tip over a small pillar, unstick a door, or
  break stone hinges, (d) rock the earth with a minor tremor.
  9. Light
  R: touch T: object or creature D: [dice]x2 hours
  Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you
  can make an Attack roll against a sighted creature. If you succeed, the creature
  is blinded for [sum] rounds. If [sum] is greater than 12, the creature is
  permanently blinded. You can chose the colour of the light. If you invest 4 [dice]
  or more this light has all the qualities of natural sunlight. Alternatively, if you
  invest 4 [dice] or more the light can be purest octarine, although it will only last
  for 1 round. Octarine light is extremely dangerous.
  10. Sleep
  R: 50' T: [sum] HD of creatures D: 10 min / permanent
  Target falls into a magical slumber, and can't be awoken by anything less
  vigorous than a slap. Save negates. Non-alert, unaware targets do not get a
  Save. If [sum] is at least 4 times the creature's HD, the duration becomes
  permanent (until slapped) and the creature no longer needs to eat or drink while
  sleeping. If you also invested 3 [dice] or more into this spell, the duration
  becomes permanent, and you can set the only condition that will cause the
  creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
  11. Wall of Stone
  You summon stone to form a 10’ by 10’ panel per [dice]. You can mold the wall,
  similar to cutting holes and notches in a sheet of paper. The wall can form a
  bridge provided both ends are anchored.
  12. Uproot
  R: touch T: tree D: [sum] rounds
  You touch a tree or [sum] of smaller plants, and they uproot and march to a new
  location. If you invest 3 or more [dice], they march until you tell them to stop.
  Otherwise, they root themselves when the spell’s duration ends. Trees move
  6’/round, smaller plants move 12’/round. This is equivalent to charm person or
  forced march, but targeting plants.
  CC BY-NC-SA
  27
  1d6 Garden Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Plants wither in a 5xd20’ radius around you.
  5
  Save vs Fear against �re for the next 24hrs.
  6
  Plants erupt from your �ngers and toes. Everyone in a 50’ radius must roll
  under Dexterity or be entangled and slowed. The plants fade in 1 hour.
  Garden Wizard Dooms
  1
  Take suf�cient �re damage to reduce you to 0 HP.
  2
  You can no longer read maps or symbolic representations of places or
  non-magical languages.
  3
  Your memory fades. You cannot memorize spells. Save every hour or
  forget all details from the previous few hours.
  
  Illusionist Wizard
  Starting Equipment: spellbook, ink and quill, rainbow-coloured
  gloves.
  Illusionists study light, mirrors, and the nature of truth. Their
  school is a dangerous one; the Mirror Realms are perilous.
  Illusionists are light-magicians. They are a recently revived
  school. Their theories on light and optics are considered radical
  by most and utter nonsense by the peasantry. Illusionists have
  invented many speculative and outright false theories to explain
  their magic. For every gaudy show-wizard travelling between
  villages to earn a living, there is an obsessive wizard living in a
  mirror-lined tower, probing the secrets of Creation.
  Perk
  Your Illusions spells can be maintained by concentration. If you
  break concentration, they expire at the end of their duration.
  Drawback
  You cannot cast spells unless you can see all 7 colours. Your
  magic provides the 8th: octarine.
  Cantrips
  1. Create a shower of illusory sparks or a puff of illusory smoke
  from your hands.
  2. Touch another caster’s illusion and make an opposed
  Intelligence test. If you succeed, you gain control of their illusion.
  3. You always know the position of the sun in the sky.
  Illusionist Wizard Spell List
  1. Illusion
  R: 50' T: [dice]x5' diameter D: 1 minute
  You create an illusion of whatever object or creature you want. It can move at
  your will, but cannot make any sound or smell. Illusions can only add, not
  subtract. They can cover up a hole, but not create the illusion of a hole. At 1
  [dice] you can create a 6’ tall illusory humanoid.
  2. Disguise
  R: touch T: object D: [dice] hours
  You cloak the object in illusion, making it appear as another object of the same
  type. An apple could be disguised as any other type of fruit; a table could be
  disguised as any other type of furniture. A humanoid can be disguised as any
  other humanoid of comparable size. This only extends to the visual properties of
  the object. The maximum size of the object depends on how many dice are
  invested in the spell: 1 [dice]: human-sized, 2 [dice]: ogre- or wagon-sized, 3
  [dice]: dragon- or tavern-sized, [dice]: ship- or bridge-sized.
  3. Prismatic Ray
  R: 200' T: [dice] creatures or objects D: 0
  Target suffers a different effect depending on which color strikes the target. Roll
  1d10: 1. Red. Target takes [sum] �re damage, Save for half. 2. Orange. Target
  takes [sum] bludgeoning damage and is knocked prone. Save negates. 3.
  Yellow. Target takes [sum] lightning damage, Save for half. 4. Green. Target
  takes [sum] acid damage, Save for half. 5. Blue. Target takes [sum] ice damage,
  Save for half. 6. Purple. Target takes [sum] necrotic damage and is blinded for
  [sum] rounds. Save negates. 7, 8, 9. Struck twice. Roll a d6 twice. Add effects;
  make one save. 10. Struck thrice. Roll a d6 three times.
  4. Mirror Image
  R: 0 T: self D: 10 minutes
  You create 1d4+[dice] illusory images of yourself, which move as you move and
  always stay within 5' of you. They are constantly stepping through each other, so
  that it is impossible to tell which is which. When an enemy attacks you, roll to see
  if they hit you or an image. An image vanishes as soon as it suffers a solid
  impact. Area effects such as a dragon's breath will cause all images to vanish.
  5. Mirror Object
  R: touch T: mirror D: [dice] hours
  You reach into a mirror-like surface and pull out a copy of an object adjacent to
  the mirror. The object that you pull out must be within reach of the mirror (as if it
  were a window), small enough to �t through the mirror (as if it were a window)
  and light enough for you to pull through with one hand. The mirror object looks
  and feels exactly like the object it copied. It doesn't copy any magical properties
  of the object. You cannot duplicate living things in this way. The mirror object
  pops like a bubble if it suffers a solid blow. If you invest at least 4 [dice] into this
  spell, it can copy the magical properties of an item, but those magical properties
  will only function once. For items with continuous properties, such as a �ying
  carpet, the magic properties will last no longer than 10 minutes.
  6. Light
  R: touch T: object or creature D: [dice]x2 hours
  Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you
  can make an Attack roll against a sighted creature. If you succeed, the creature
  is blinded for [sum] rounds. If [sum] is greater than 12, the creature is
  permanently blinded. You can chose the colour of the light. If you invest 4 [dice]
  or more this light has all the qualities of natural sunlight. Alternatively, if you
  invest 4 [dice] or more the light can be purest octarine, although it will only last
  for 1 round. Octarine light is extremely dangerous.
  7. Hypnotic Orb
  R: touch T: object D: [sum] minutes
  You enchant a mostly-spherical object so that it's surface is covered with a
  captivating, shimmering pattern. Any creature who sees the enchanted object
  must Save or be compelled to sit still and observe it for the spell's duration.
  Flying creatures will land or circle it. The caster is not immune to this effect. The
  effect is broken if line of sight is broken, if something startles a target (a loud
  adjacent shout), or if the target see signs of obvious danger (such as someone
  killing their friends).
  8. Colour Spray
  R: [dice]x10' cone T: sighted creatures D: 0 / varies
  If [sum] is equal or greater to the creature's HD, it is befuddled for 1d6 rounds. If
  [sum] is three times the creature's HD or more, it is stunned for a round, then
  befuddled for 1d6 rounds. If [sum] is �ve times the creature's HD, it is stunned for
  1d6 rounds, then befuddled for 1d6 rounds.
  9. Wizard Vision
  R: touch T: sighted creature D: 10 min / permanent
  If you invest one [die]: Target can see invisible things. Target can see through
  illusions. Non-magical disguises are not penetrated.
  If you invest two or more [dice]: This can only be cast on yourself. As above,
  except you can also see through magical darkness, and see the true forms of
  shapeshifters. There are also some permanent effects: (a) You can forever see
  invisible things as a slight warping or lensing of light. You know “there's
  something over there” and what size it roughly is, but nothing else. (b) You can
  tell if someone else is a spellcaster by looking them in the eyes.
  The price for this gift is your mind. You suffer a permanent loss of 1d6 Wisdom
  (as you reject the true nature of Creation and go slightly mad) or 1d6 Charisma
  (as you accept the true nature of Creation and alienate yourself from your peers).
  10. Wall of Light
  R: 50' T: wall or sphere D: 10 min
  You conjure either (a) a hemisphere [dice]x5’ in diameter, or (b) a 10' by 10'
  panel per [dice], which can be arranged in any contiguous formation joined by
  their edges. The wall is intangible, but you can control what each side shows. It
  can be either (a) inky darkness, (b) light out to 30', (c) mirror, (d) transparency, or
  (e) a simple texture, such as stone, brick, or carpet. Both sides do not have to
  show the same thing. You can change these surfaces with a thought. If you
  invest 4 [dice] or more into this spell, you may make the duration permanent.
  11. Mirror Self
  R: touch T: mirror D: 10 minutes
  You reach into a mirror-like surface and pull out [dice] copies of yourself. The
  mirror must be large enough for you to pass through. Your mirror clones behave
  as you wish. They can walk and talk, but it cannot pick anything up. You can see
  through their eyes and hear through its ears. You can cast spells through them.
  You can switch places with your mirror twin as a free action. A mirror twin pops
  like a bubble if it suffers a solid blow.
  12. Fade
  R: 50' T: creature or object D: [sum] rounds
  Target phases out and becomes unable to affect the world in any way except
  visually. It stands or �oats like an illusion until the spell concludes. Not even
  magic can affect the target. If they would be in a solid object when the spell
  expires, they are harmlessly shunted into the nearest open space. The maximum
  size of the object depends on how many dice are invested in the spell: 1 [dice]:
  human-sized, 2 [dice]: ogre- or wagon-sized, 3 [dice]: dragon- or tavern-sized,
  [dice]: ship- or bridge-sized.
  CC BY-NC-SA
  28
  1d6 Illusionist Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Blind for 1d6 rounds.
  5
  All sighted creatures are invisible to you for 24 hours.
  6
  Eruption of illusions from your hands. Everyone who can see you must
  Save to do anything relying on sight for 1d6 rounds.
  Illusionist Wizard Dooms
  1
  A 10’ square mirror appears and you are compelled to enter. You lose a
  random item, gain a random item of approximately equal value, and have
  0 HP. You return the next morning, shivering and afraid.
  2
  You turn into an illusion for a day. You can make no sound and cannot be
  felt. Solid impacts pop you. You lose 1d6 permanent HP and reform the
  next day.
  3
  You turn into an illusion permanently.
  
  Orthodox Wizard
  Starting Equipment: spellbook, ink and quill, dagger, red robes.
  Orthodox wizards are chartered, historic, and sensible wizards.
  Their colleges only accept male students, but in small struggling
  colleges, anyone with a false beard and a sack of gold will do.
  It’s an open and widely mocked secret. Orthodox wizards study
  all �elds of magic, test theories, explore tombs,and �ght in wars.
  Their red robes are famous; to many peasants, a wizard without
  red robes isn’t a wizard at all.
  Perk
  You can roll for a spell normally, or you can roll on the 1d100
  Orthodox Spell List instead. You must accept the new result.
  Drawback
  None.
  Cantrips
  1. Change the colour or texture of an object smaller than a horse
  for 10 minutes.
  2. Create a tiny light as bright as a match on a �ngertip.
  3. Move a light object with a wave of your �nger. You could
  cause a coin to roll along the ground or turn the pages of a book.
  Orthodox Wizard Spell List
  1. Lock
  R: 50' T: [dice] creatures or objects D: 10 minutes
  Non-living object closes and becomes locked. If the object is a door, chest, or
  similar object, it will slam shut, dealing [sum] damage to any creature passing
  through it and then trapping them. This spell works on things that aren't
  technically portals (lock a sword in its scabbard, etc.). Requires Str 10+[dice]x4
  to open. Alternatively, this spell can be cast on a creature's ori�ce. The creature
  gets a Save to resist, and another Save at the end of each of its turns.
  2. Knock
  R: 50' T: [dice] objects D: 0
  Object is opened. Doors are �ung wide, locks are broken, shackles are bent
  open, belts come undone. Treat this as a Strength check made with Str 10 +
  [dice]x4. If target is an armoured creature, Save or armour falls off. If target is an
  unarmoured creature, Save or vomit for 1d4 rounds.
  3. Grease
  R: 50' T: object, surface D: [dice]x2 rounds
  Can be cast directly on a creature or a 10' x 10' x [dice] surface. All creatures
  affected must Save vs Dex or drop held objects, or, if moving, drop prone.
  4. Force Field
  R: 10' T: plane or sphere D: concentration
  Creates a shimmering force �eld, 10‘x10’, centered up to 10' away. Alternatively,
  create a sphere centered on the caster 5' in diameter (large enough for the
  caster and +1 person). The force �eld has [sum] HP. All attacks against it hit.
  5. Levitate
  R: 50' T: creature object D: concentration
  You will an object to raise, lower, or hover. You cannot move the object
  horizontally, and you cannot move it more than 10' per turn. Maximum weight is
  [dice]x500 lbs. Lasts as long as you concentrate, but you take 1d6 psychic
  damage per round after [dice]x3 rounds.
  6. Magic Missile
  R: 200' T: creature D: 0
  Target takes [sum] + [dice] damage, no Save. As an Orthodox Wizard, your spell
  is unique to you and can be any shape, colour, and pattern your describe.
  7. Feather Fall
  R: 10’ T: [dice] creatures or objects D: 0I
  f you would take fall damage, you can cast this spell as a reaction to negate it.
  You �oat gently to the ground (possibly alarmingly late).
  8. Sleep
  R: 50' T: creature D: 10 min
  R: 50' T: [sum] HD of creatures D: 10 min / permanent
  Target falls into a magical slumber, and can't be awoken by anything less
  vigorous than a slap. Save negates. Non-alert, unaware targets do not get a
  Save. If [sum] is at least 4 times the creature's HD, the duration becomes
  permanent (until slapped) and the creature no longer needs to eat or drink while
  sleeping. If you also invested 3 [dice] or more into this spell, the duration
  becomes permanent, and you can set the only condition that will cause the
  creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
  9. Light
  R: touch T: object or creature D: [dice]x2 hours
  Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you
  can make an Attack roll against a sighted creature. If you succeed, the creature
  is blinded for [sum] rounds. If [sum] is greater than 12, the creature is
  permanently blinded. You can chose the colour of the light. If you invest 4 [dice]
  or more this light has all the qualities of natural sunlight. Alternatively, if you
  invest 4 [dice] or more the light can be purest octarine, although it will only last
  for 1 round. Octarine light is extremely dangerous.
  10. Wizard Vision
  R: touch T: sighted creature D: 10 min / permanent
  If you invest one [die]: Target can see invisible things. Target can see through
  illusions. Non-magical disguises are not penetrated.
  If you invest two or more [dice]: This can only be cast on yourself. As above,
  except you can also see through magical darkness, and see the true forms of
  shapeshifters. There are also some permanent effects: (a) You can forever see
  invisible things as a slight warping or lensing of light. You know “there's
  something over there” and what size it roughly is, but nothing else. (b) You can
  tell if someone else is a spellcaster by looking them in the eyes.
  The price for this gift is your mind. You suffer a permanent loss of 1d6 Wisdom
  (as you reject the true nature of Creation and go slightly mad) or 1d6 Charisma
  (as you accept the true nature of Creation and alienate yourself from your peers).
  11. Prismatic Ray
  R: 200' T: [dice] creatures or objects D: 0
  Target suffers a different effect depending on which color strikes the target. Roll
  1d10: 1. Red. Target takes [sum] �re damage, Save for half. 2. Orange. Target
  takes [sum] bludgeoning damage and is knocked prone. Save negates. 3.
  Yellow. Target takes [sum] lightning damage, Save for half. 4. Green. Target
  takes [sum] acid damage, Save for half. 5. Blue. Target takes [sum] ice damage,
  Save for half. 6. Purple. Target takes [sum] necrotic damage and is blinded for
  [sum] rounds. Save negates. 7, 8, 9. Struck twice. Roll a d6 twice. Add effects;
  make one save. 10. Struck thrice. Roll a d6 three times.
  12. Fireball
  R: 200' T: 20' diameter D: 0
  Does [sum] �re damage to all objects.
  CC BY-NC-SA
  29
  1d6 Orthodox Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Lose 1 MD for 24 hours.
  5
  Agony for 1d6 rounds.
  6
  Cannot cast spells for 1d6 hours.
  Orthodox Wizard Dooms
  1
  Lose the ability to cast spells for 1 day.
  2
  Lose the ability to cast spells for 3 days.
  3
  Lose the ability to cast spells permanently.
  
  Necromancer Wizard
  Starting Equipment: spellbook, ink and quill, dagger, ritual
  ingredient (1 slot). You may �ll as many inventory slots as you’d
  like with corpse fragments (bones, dried �esh, etc.).
  Necromancers are outlawed and outcast wizards. Their
  profession is a curse; their very name a byword for unholy acts
  and blasphemous deeds. Yet necromancers persist on the
  fringes of society, doing necessary blasphemies.
  Perk
  You can cause creatures you touch to reroll any Fatal Wounds
  they are trying to remove. You can do this in addition to providing
  First Aid. You can force them to reroll successful or reroll failed
  tests. If a creature successfully removes a Fatal Wound because
  of a reroll you provided, they permanently lose 1 HP.
  Drawback
  You require a ritual ingredient (salt, herbs, etc.) to cast your
  spells. The ingredient costs 2cp and is not consumed, but �re,
  water, or isolation could render you unable to cast spells.
  Cantrips
  1. Target reasonably fresh corpse of a creature 2 HD or less
  answers 3 questions posed by the caster. The corpse can lie.
  2. You can ritually protect a corpse against possession by
  wandering spirits, or deliberately invite them to possess a
  corpse. The ritual takes 10 minutes. The most dangerous time is
  between death and dawn.
  3. You can permanently lose 1 HP to add 1 MD to a spell. You
  can only lose 1 HP per spell.
  Necromancer Wizard Spell List
  1. Fear
  R: 50' T: creatures up to [sum] HD D: 0
  Target creatures must Save vs Fear or take a morale check, or �ee from you. If
  you cast this spell with 4 [dice], creatures must also Save or age 2d10 years.
  2. Fog
  R: 30’ T: self D: [dice] hours
  You breath out a bunch of fog. Everything up to 30' away from you is obscured.
  Sunlight, wind, or heat dissipates the fog in 10 minutes. If you cast this spell with
  3 or more [dice], other casters lose 1 MD while they remain in the fog.
  3. Explode Corpse
  R: 50' T: corpse D: 0
  Target corpse explodes, dealing damage in a [dice]x5' radius, Save vs Dexterity
  for half. The maximum damage dealt is dependent on the creature's size: Rat: 1,
  Dog: 1d6, Human: 2d6, Cow: 3d6, Elephant: 6d6, Whale: 8d6. This spell cannot
  target undead creatures unless you control them.
  4. Rot
  R: touch T: creature or object D: 0
  Target living creature takes 2x[dice] damage, Save for half. Target undead is
  haled for [sum]+[dice] HP, or 1 permanent HP is restored. Target object ages
  [sum] months. If [sum] is greater than twelve, it ages [sum] years instead.
  5. Raise Undead
  R: 20' T: [dice]x2 HD corpse D: 2 hours
  Target is raised as a speci�c type of undead that is obedient to the caster. The
  type of undead raised depends on the target and the [dice] invested.
  [Dice] HD Type of Undead Raised
  1
  1-2 Corpse snake, crawling claw, skeleton, zombie.
  2
  1-4 Wight
  3
  1-6 Mummy, War Spirit.
  4
  1-8 Something impressively terrifying.
  CC BY-NC-SA
  30
  1d6 Necromancer Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Save vs Fear against the target of your spell. Target is fully healed if
  undead, but is no longer under your control (if it ever was).
  5
  1d6 nearby corpses rise as zombies and attack you for 1d6 rounds.
  6
  Your soul leaves your body. Roll under Intelligence each hour to �nd your
  way back.
  Raise Spirit Bonuses
  Raise Spirit Penalties
  +1 For each [die] invested.
  -1
  For each of the creature’s HD.
  +1 If the spirit died within a week.
  -1
  If the spirit was a wizard.
  +1 If the spirit is restless.
  -1
  If the spirit is angry with you.
  +1 True name known.
  -2
  Only vague details known.
  +4 If you knew the creature.
  -4
  If the spirit was a necromancer.
  Other bonuses and penalties may apply at the GM’s discretion.
  Necromancer Wizard Dooms
  1
  You die, and spend the next 1d6 days wandering Creation as a feeble
  ghost. Your body will rot after 2 days unless preserved (pickling, salting,
  cold, embalming, etc.) If you inhabit a rotting body, you become undead.
  2
  You become undead, permanently. If you were already undead, you
  instead permanently lose 6 HP (to a minimum of 1)
  3
  By direct decree of the Authority, all corpses within 20 miles will rise as
  skeletons and zombies and attempt to kill you. If you have been
  particularly notorious, priests or a demon or two will accompany them.
  1d6+ Raise Spirit Results
  <1
  Spirit is raised but lashes out in annoyance. You take 2d6 damage. If this
  damage kills you, you are dragged to the afterlife (no Save).
  1
  Spirit is raised but cannot be put down. It will try to possess a nearby
  corpse. Otherwise, it will act as a disembodied spirit of appropriate HD.
  2
  Wrong spirit is raised. It may be more or less useful than the target.
  3
  Spirit is raised, but its answers are mocking and cruel.
  4
  Spirit is raised and answers your questions truthfully.
  5
  Spirit is raised and provides useful information to unasked questions.
  6
  Spirit is raised for an additional 1d6 minutes.
  >6
  Spirit is raised and can be given one command (as command undead).
  Undead typically have reduced stats compared to their living form. Undead of 5
  HD or less are nearly mindless. If you die while undead are under your control,
  the spell's duration expires, or you try to end the spell, there is a [HD]-in-10
  chance the undead remains active. Otherwise, it collapses.
  Instead of letting the spell expire, you can keep the [dice] you spent on the spell
  invested. The spell's duration becomes permanent as long as those [dice]
  remain invested. Alternatively, if you spend 3 [dice] to raise a 1 or 2 HD creature,
  the spell's duration becomes permanent and no [dice] need to be invested.
  Creatures may retain some special abilities they had in life.
  6. Raise Spirit
  You automatically gain this spell at �rst level. Roll for your other spell normally.
  R: touch T: spirit D: [sum] minutes
  This spell can only be cast between sunset and dawn. You call out to a spirit: a
  long-dead king, a newly-murdered party member, etc. Roll 1d6 on the table
  below, modi�ed by the following:
  7. Innocent Revenant
  R: Touch T: corpse D: 0
  A creature that died in the last 3 turns immediately returns as an undead version
  of itself with full HP. It loses 1 HP and 1 point of Intelligence and Wisdom to a
  minimum of 5, every hour until it reaches 0 HP and disintegrates. It is unaware
  that it ever died, and �ies into a rage if confronted with evidence.
  8. Command Undead
  R: 50' T: undead D: [dice] hours
  You shout a single-word command to your target, who must Save or obey. If the
  command lasts more than a single round, intelligent undead or undead under the
  control of another necromancer get a new Save at the beginning of their turn.
  You can spend additional [dice] to increase the effects.
  +1 MD: Affect +2 targets.
  +1 MD: You may increase then length of your command by +2 words.
  +1 MD: You may increase the duration between checks by +2 rounds.
  9. Corpse Mask
  R: touch T: corpse D: [dice]x10 min
  You touch a corpse and the face peels off like a mask. The rest of the corpse
  shrivels up and �akes into dust. When you wear the mask, you will look and
  sound like the person whose face you're wearing, but only to sentient people (no
  effect on animals, spirits, or elementals). The mask will rot into uselessness after
  [sum] days. If [dice] is at least 4, the mask is permanent.
  10. Death Scythe
  R: touch T: corpse D: [dice]x10 min
  The corpse disintegrates as you pluck a black scythe from its chest. The scythe
  deals 1d8+Strength Bonus damage. It deals 2x to creatures of the same species
  as the corpse used to create the scythe.
  11. Finger of Death
  R: 50' T: creature D: 0
  Target living creature must Save or die. Creatures with a signi�cant magical
  nature gain a bonus equal to their HD. Frail mortal creatures may not get a Save.
  This spell requires 2 [dice] to cast against a creature of 5 HD or less, 3 [dice] for
  a creature between 6 and 8 HD, and 4 [dice] for creatures with 9 or more HD.
  12. Fatal Doom
  R: 10' T: intelligent creature D: permanent
  You must invest 4 [dice] to cast this spell. You describe how the creature will die
  including details and events, and it will be so; and soon. Nothing else will kill
  them. You cannot list impossible events. Try to select a thematic fatal doom.
  
  Spider Wizard
  Starting Equipment: spellbook, ink and quill, dagger, red robes.
  Spider Wizards are strange, reclusive, and dangerous wizards.
  Their tradition is ancient and nearly unknown in the wider world.
  They are mercenary and pragmatic wizards, rarely interested in
  research or complex magic.
  Perk
  You are immune to spider venom. Spiderwebs don’t stick to
  you.
  Drawback
  You must eat meat as a major component of any ration.
  Cantrips
  1. Perform a startling leap up to 20’ horizontally or 10’ vertically.
  2. Touch a woven object to learn how long ago it was created.
  You may also receive impressions of its creator.
  3. At will, you can remain perfectly motionless. You still need air,
  but you do not appear to breathe. You can remain in this state
  for a number of hours equal to your Constitution.
  Spider Wizard Spell List
  1. Speak with Spiders
  R: 0 T: self D: [dice] minutes
  You can talk to spiders and they can talk back. Small spiders know about water,
  wind, and bugs. Larger spiders know about people and may even be able to tell
  them apart. Really large spiders, the dangerous ones, know all sorts of things.
  Spiders will generally treat people who can speak to them with cautious respect.
  2. Hold Person
  R: 50' T: creature D: concentration, up to [sum] rounds
  Target creature is locked in place. You must maintain concentration for this spell
  to work. Target can breathe and move their eyes, but cannot swim, �y, or perform
  any other action. If the creature is particularly willful, blasphemous, or a
  spellcaster, it may Save each round to break free, with a penalty equal to the
  [dice] you invested.
  3. Featherfall
  R: 10’ T: [dice] creatures or objects D: 0
  If you would take fall damage, you can cast this spell as a reaction to negate it.
  You �oat gently to the ground (possibly alarmingly late).
  4. Entangling Web
  R; 50' T: area D: 0
  At a point you designate, a [dice]x10' radius sphere of web bursts into existence.
  Anything in the web moves at half speed and takes a -4 penalty to Attack and
  Defense.
  5. Spontaneous Generation
  R. touch T: object D: 0
  You hand another creature a nonmagical object. They must willingly take it from
  you. The maximum size of the object depends on how many dice are invested in
  the spell: 1 [dice]: pebble-sized, 2 [dice]: grape-sized, 3 [dice]: bucket or helmet-
  sized, 4 [dice]: person-sized. Up to [sum] rounds later, at a time you chose, the
  object permanently turns into spiders (or one big spider). The spiders aren't
  hostile or venomous, but their bites itch and they probably don't want to be held.
  6. Gift of Silk
  R: touch T: point D: [sum] hours
  A rope [dice]x50' long appears where you designate. You can choose to have
  one end anchored securely to a solid surface. The rope is very strong and
  slightly sticky.
  7. Gift of Fangs
  R: touch T: [dice] weapons D: 1 hour
  Weapons you touch become venomous, dealing an additional 1d4 damage.
  8. Spiderclimb
  R: touch T: [dice] creatures D: [sum] minutes
  Targets can climb or walk up any solid surface as well as a spider could, even
  upside-down. Crumbling surfaces, liquids, or jumping will break the spell.
  9. Poisoned Words
  R: 50' T: creature of [sum] HD or less D: 0
  Target creature vomits up 2d10 litres of spiders. The spiders aren't hostile or
  venomous, but their bites itch and they probably don't want to be held. This spell
  does not deal any damage, but it may require a Morale check.
  10. Widower's Friend
  R: 0 T: self D: [dice] hours
  You summon a tiny black spider with yellow markings. Its venom requires
  creatures of 4 HD or less to Save or Die. You can name and describe one target.
  The spider will try to �nd the target and bite them within the duration of the spell.
  After that, it still exists, but it forgets who it needs to hunt. You can remind it by
  speaking to it. The spider has 1 HP and moves at normal speed.
  11. Spiderform
  R: 0 T: self D: [sum] hours
  You transform into a spider the size of a pebble. You can �t through a keyhole.
  You have 1 HP and Defense 16 (as Plate). If you are reduced to 0 HP, you die.
  You move at normal speed, but you can climb as a spider, descend on a silk
  thread, and do other plausible spider things. You can cast spells you have
  memorized, but you cannot use any gear. You are not venomous unless you cast
  the gift of fangs spell. Your venom then deals 1d4 damage. You can see 30' in all
  light conditions.
  12. Trapdoor Monster
  R: 50' T: point D: varies.
  A gigantic trapdoor spider appears beneath a solid surface within 10' of a point
  you designate. The exact position of the perfectly camou�aged trap door isn't
  know to you or anyone else. The spider will attack the nearest creature smaller
  than it or of approximately equal size. It owes you nothing and is not friendly. The
  size, HD, and damage of the spider depends on the [sum] rolled:
  1-7: person-sized, 2 HD, 2d6 damage
  8-12: ogre-sized, 4 HD, 3d6 damage
  >12: cottage-sized, 6 HD, 4d6 damage
  Creatures reduced to 0 HP are dragged into the spider's lair. If you invest 4
  [dice], the spider is permanent, although it will spend 1d6+HD hours wrapping
  and eating its prey before attacking again. Otherwise, it vanishes after attacking
  one creature.
  CC BY-NC-SA
  31
  1d6 Spider Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Blind for 1d6 rounds.
  5
  Panic for 1d6 rounds.
  6
  Vomit 2d10 litres of spiders.
  Spider Wizard Dooms
  1
  You transform into a spider (as spiderform) for 1 day.
  2
  You transform into a spider (as spiderform) for 3 days. Living creatures
  (other than spiders) �nd you exceptionally disgusting and will squish you if
  they can.
  3
  You transform into a spider (as spiderform) permanently. Each week you
  are a spider, you must Save or forget 1 year of your previous life. Living
  creatures (other than spiders) wil go out of their way to squish or eat you.
  
  White Hand Wizard
  Starting Equipment: spellbook, ink and quill, grey robes with a
  white circle on them.
  Wizards of the White Hand are a chartered order imported from
  Foreign Parts. They are not numerous but their feats are
  legendary. They are seen as the kindest of all wizard schools,
  mostly due to propaganda efforts and feats in battle. Some
  White Hand Wizards tattoo white circles on their foreheads.
  Perk
  Any spell with a range of “Touch” can be cast on a target you
  have previously touched, up to 10 miles per wizard template.
  Drawback
  You cannot eat meat. You must wear a white circle on your
  robes or belt.
  Cantrips
  1. Press your hands together to count as Strength 20 against
  being pushed, shoved, or moved.
  2. Spend 10 minutes running your hands over your clothing to
  remove any stains or dirt.
  3. If an attack would reduce you from full HP to 0 HP or less, you
  may spend all your remaining MD to survive it with 1 HP. You
  must spend at least 1 MD.
  White Hand Wizard Spell List
  1. Cure Wounds
  R: touch T: creature D: 0
  Target creature heals [sum] HP. It costs 2 HP to remove 1 negative HP and 4 HP
  to remove 1 Fatal Wound. This spell cannot restore lost limbs, remove injuries,
  or cure diseases.
  2. Vigour
  R: touch T: creature D: 24 hours
  Touched creature has its maximum HP increased by 2x[dice]. Alternatively, target
  creature can skip one rest without penalty or immediately gets a new Save
  against fatigue or magical sleep.
  3. Protection from [Element]
  R: touch T: [dice]x[dice] targets D: 10 minutes / 8 hours
  When you cast this spell, choose an element. Reduce all damage of the chosen
  type by 4 for the next 10 minutes. Alternatively, the spell protects its targets from
  the negative effects of the element (desert heat, arctic chill) for the next 8 hours.
  4. Light
  R: touch T: object or creature D: [dice]x2 hours
  Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you
  can make an Attack roll against a sighted creature. If you succeed, the creature
  is blinded for [sum] rounds. If [sum] is greater than 12, the creature is
  permanently blinded. You can chose the colour of the light. If you invest 4 [dice]
  or more this light has all the qualities of natural sunlight. Alternatively, if you
  invest 4 [dice] or more the light can be purest octarine, although it will only last
  for 1 round. Octarine light is extremely dangerous.
  5. Magic Missile
  R: 200' T: creature D: 0
  Target takes [sum] + [dice] damage, no Save. As a Wizard of the White Hand,
  your spell is a coruscating bolt of white light or a glowing �st.
  6. Mighty Thews
  R: touch T: creature D: [dice] hours
  Touched target treats their Strength bonus as 1 point higher when calculating
  weapon damage.
  7. Olfactory Revelation
  R: 0 T: self D: [dice] minutes
  You gain an unbelievable sense of smell. Functions like darkvision up to 60’.
  Doesn't allow you to identify things you haven't smelled before.
  8. In�ict Pain
  R: Touch T: creature D: 0
  Target takes [sum]+[dice] psychic damage. Save negates. Only works on things
  that feel pain. Cannot in�ict Fatal Wounds or drop a creature below 0 HP.
  9. Necrography
  R: Touch T: corpse D: 10 minutes
  Touched corpse is compelled to answer [dice] questions. This is the �esh body
  answering, not the mind. The body will answer honestly, but �esh bodies
  technically see/hear/experience everything the living body does, but they only
  remember things that involve food, sex, pain, adrenaline responses, and stuff
  like that. Usually the corpse will talk using it's normal mouth, but it may also
  communicate the response in other ways. It's always understandable, although
  sometimes a bit cryptic.
  10. Black Hand
  R: 0 T: self D: [sum] minutes
  One of your arms turns invisible. You get a magic invisible arm on the same side
  that you can control freely. Small objects, like a dagger, held in this arm become
  invisible. The arm can interact with ghosts, pass through walls, etc.
  11. White Hand
  R: 0 T: self D: [sum] rounds
  One of your hands becomes as hard and durable as steel. It doesn't become any
  heavier and deals no extra damage, but it is completely impervious to damage.
  You can even use it to parry sword blows. It grants +1 to Defense. It can pick up
  anything, manipulate �re, stir acid, etc.
  12. Vivigraphy
  R: touch T: creature D: 10 minutes
  Touched living creature is compelled to answer [dice] questions. This is the �esh
  body answering, not the mind. The body will answer honestly, but �esh bodies
  technically see/hear/experience everything the living body does, but they only
  remember things that involve food, sex, pain, adrenaline responses, and stuff
  like that. Usually the body will talk using it's normal mouth, but it may also
  communicate the response in other ways, like spelling out answers in freckles.
  It's always understandable, although sometimes a bit cryptic.
  CC BY-NC-SA
  32
  1d6 White Hand Wizard Mishaps
  1
  MD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4
  Blind for 1d6 rounds.
  5
  Deafened for 1d6 rounds.
  6
  Spell targets you (if harmful) or enemy (if bene�cial) or �zzles (if neutral).
  White Hand Wizard Dooms
  1
  You fade from existence for a day, leaving only your shadow behind.
  2
  You fade from existence for 3 days, leaving only your shadow behind.
  Your shadow roams without you.
  3
  You permanently fade, leaving a ravenous shadow behind.
  
  Sorcerer
  Starting Equipment: Outlandish costume worth 1sp.
  Starting Skill: Foreign Parts
  A: +1 SD, Soul Casting, 1 Ambient Sorcery
  B: +1 SD, Billowing Robes
  C: +1 SD, Soul Vision
  D: +1 SD, Magic Ward
  You gain +2 to Save vs Mind Altering Effects (charm, sleep, mind
  control) for each Sorcerer template you possess.
  If you have a Sorcerer template, your base Save value does not
  increase as you level. It will always be 5+Charisma Bonus.
  A: Soul Casting
  You alter the world through sheer force of will. You need no
  charms, no runes, no spells, no incantations. Reality is yours to
  command.
  To change the world, select an ability (Alter, Create, or Harm)
  and a number of Sorcerer Dice (SD) you wish to invest, roll
  them, and add the numbers together. As a Sorcerer, you get +1
  SD per Sorcerer template. Some effects depend on the number
  of [dice] invested and the [sum] they show. Doubles, triples and
  quadruples result in Calamities.
  SD can be used any number of times per day. Unlike a wizard’s
  MD, they always return to your pool. Each time you use your
  sorcerous powers past the �rst time per day, add +1 ID
  (Instability Die) to your pool. These dice do not count towards
  the [dice] and [sum] of sorcerous effects, but they do count
  towards doubles. Use 2 different colours of dice. Increasing the
  power of your sorcerous effects may also add ID.
  Sorcerers don't run out of steam. They have the opposite
  problem.
  B: Billowing Robes
  If you are wearing an outlandish costume worth at least 10gp,
  your armour counts as Leather. If you are wearing an outlandish
  costume worth at least 100gp, your armour counts as Chain. If
  you are wearing an outlandish costume worth at least 1,000gp,
  your armour counts as Plate.
  C: Soul Vision
  You can see the souls of living creatures. This allows you to
  guess the approximate location of invisible creatures. You can
  also immediately tell if a person is possessed, undead, protected
  by the Authority, or a spellcaster. The price for this gift is your
  connection to others. You permanently lose 1d6 Wisdom (as the
  constant scrutiny of souls warps your mind) or 1d6 Charisma (as
  you become callous and jaded).
  D: Magic Ward
  Reduce all incoming magic damage by 2. This does not apply to
  self-in�icted damage. Once per day, negate a spell that targets
  you. This does not apply to spells generated by Calamities.
  Who Are You?
  Your pride, sense of self, and sheer bloody-mindedness override
  reality. You brook no master or competition; there can be only
  one sorcerer in any given party, city, cabal, or cult. To the feudal
  system, you are an Outlaw. To the Church, you are an appalling
  spectacle, and should be put in your place (or in the ground)
  before you harm anyone else.You might be tempted to optimize
  your Sorcerous Powers, but consider... is that what a power-
  addled, overcon�dent, and utterly self-assured sorcerer would
  do? Would they do the best thing or the coolest thing?
  Sorcerous Effects
  Harm
  Deal [sum]+[dice] damage to one target creature or object you can see.
  Creatures and magical objects can Save to negate. Flavour however you'd like:
  lightning bolts, beams of light, grasping hands from the underworld. It’s your soul
  vs. the target’s soul. Unlike your other abilities, this effect is permanent.
  +1 ID for each prior sorcerous effect you've used today.
  +1 ID per additional target.
  Alter
  Make a declarative statement affecting one creature or object you can see. The
  statement is true for [dice] rounds. The statement cannot cause damage directly
  (use Harm), move a creature or object, or create new objects or effects (use
  Create). Creatures and magical objects can Save to avoid being altered.
  +1 ID for each prior sorcerous effect you've used today.
  +1 ID per additional target.
  +1 ID to affect an area the size of a wagon.
  +2 ID to affect an area the size of a cottage.
  +3 ID to affect an area the size of a village.
  +1 ID to make the effect last for [dice] minutes.
  +2 ID to make the effect last for [dice] hours.
  +3 ID to make the effect last for [dice] days.
  Create
  Create something. The creature or object created exists for [dice] rounds.
  Without adding ID, the creature is person-sized or smaller and has 2 or fewer
  HD. Objects are person-sized or smaller.
  Creatures created cannot deal damage. You can create objects with magical
  effects (�ying carpets, invisibility cloaks), but created objects cannot deal magical
  damage (you can make a regular sword but not a +10 vorpal sword of �re) or or
  provide permanent effects (healing potions only heal for the duration listed, rings
  of permanent stat gain only work for the duration). You can make a sword that
  looks like a +10 vorpal sword of �re though.
  +1 ID for each prior sorcerous effect you've used today.
  +1 ID per additional object or creature created.
  +2 ID to create a creature of up to +4 HD.
  +1 ID to create an object the size of a wagon.
  +2 ID to create an object the size of a cottage.
  +3 ID to create an object the size of a village.
  +1 ID to create a magical or suf�ciently weird object.
  +1 ID to make the creature or object last for [dice] minutes.
  +2 ID to make the creature or object last for [dice] hours.
  +3 ID to make the creature or object last for [dice] days.
  CC BY-NC-SA
  33
  1d6 Doubles
  1
  Brightly coloured sparks �y from your ears.
  2
  You make a noise like a thunderclap.
  3
  A strong wind billows around you, extinguishing all torches within 30’.
  4
  You act last in the next initiative round.
  5
  Take 1 damage.
  6
  Take 1d6 damage.
  1d10 Outlandish Costume
  Ambient Sorcery
  1
  Long woven cloak of many colours.
  Clap hands to take 1 damage and
  teleport 1’.
  2
  Thick coat made of human skin,
  teeth, and hair.
  Can read any language, but must
  read out loud.
  3
  Living full-body tattoo of scenery,
  birds, and clouds.
  Do not need to eat or drink. Instead,
  eat 1gp as a ration.
  4
  Turban and billowing silk robes.
  Thumb can glow like a candle.
  5
  Three conical felt hats stacked
  inside of each other.
  Hold breath to weigh as much as a
  feather.
  6
  Coat made of pierced sea-shells.
  Can walk on water for 1 round.
  7
  Nude, save for a few leather scraps. Pleasant spicy smell.
  8
  Geometric robes with silver symbols. Invisible to birds.
  9
  One narrow strip of cloth.
  Rain or snow will not fall on you.
  10 Extraordinary long hair and nails.
  Invisible to cats.
  1d6 Triples
  1
  Effect targets adjacent legal target instead or creates a related item.
  2
  Teleport 1d6x10’ in a random direction.
  3
  A random spell is also cast on your target.
  4
  Take 1d6 damage. You are �ung 1d10’ in a random direction.
  5
  Add +1 ID to all rolls for the rest of the day. Take 1 damage.
  6
  Take 2d6 damage. If below 0 HP, explode. 3d6 damage, 20’ radius.
  1d6 Quadruples
  1
  Lose 1d6 permanently from a random stat.
  2
  Effect is reversed (harm heals, creates the opposite of intended item, etc.)
  3
  Effect is maliciously altered (harm strikes an ally, alters unhelpfully, etc.)
  4
  A random spell is also cast, targeting you.
  5
  Roll on the Death and Dismemberment table. (1d12+previous injuries).
  6
  Take 4d6 damage. If below 0 HP, explode. 5d6 damage, 50’ radius.
  
  Summoner
  Starting Equipment: 2 sets of robes, dagger.
  Starting Skill: Roll on adjacent table.
  A: +1 SD, +2 Entities, Summoning
  B: +1 SD, +1 Entity, Powerful Hold
  C: +1 SD, +1 Entity, Soul Vision
  D: +1 SD, +1 Entity (Chosen), Banish
  A: Summoning
  There are 99, and only 99, Entities that can be summoned. Each
  has a name, a description, and a list of abilities.
  To summon an Entity, select a number of Summoning Dice (SD)
  you wish to invest, roll them, and add the numbers together. As a
  Summoner, you get +1 SD per Summoner template. Some
  effects depend on the number of [dice] invested and the [sum]
  they show. Doubles generate Mishaps; triples generate Dooms.
  Dice that roll 1-3 return to your summoning pool and can be
  used again that day. Dice that roll 4-6 are removed from your
  casting pool for the day. Entities are summoned for [sum] hours.
  You can banish an Entity you have summoned at will, and
  summon the same Entity multiple times per day (provided you
  have SD left).
  By default, Summons have 10 in all stats, 10 HP, are intelligent,
  can speak and hear, and will obey the Summoner’s commands.
  When you gain Template A, roll 2 d100s and gain the Entities
  listed. Template B and C, roll 1d100. Template D, choose one
  Entity or roll 1d100. If a duplicate Entity is rolled, reroll.
  You can try to end reality-warping or summon-type effects by
  pouring any number of SD into a target and hoping for the best.
  Effects are adjudicated by the GM, but are usually haphazard
  and dangerous. Mishaps and Dooms apply.
  You can detect the presence of summoned creatures or
  unnatural effects if you are not distracted. To learn details about
  the effect, roll under Intelligence.
  B: Powerful Hold
  Choose one Entity you know how to summon. The Entity is
  summoned for [sum]x2 hours instead of [sum] hours. Whenever
  you gain a level, you can change which Entity this effect targets.
  C: Soul Vision
  You can see the souls of living creatures. This allows you to
  guess the approximate location of invisible creatures. You can
  also immediately tell if a person is possessed, undead, protected
  by the Authority, or a spellcaster. The price for this gift is your
  connection to others. You permanently lose 1d6 Wisdom (as the
  constant scrutiny of souls warps your mind) or 1d6 Charisma (as
  you become callous and jaded).
  D: Banish
  Point at an unnatural or summoned creature within 100’ and
  invest any number of SD. If [sum] is equal to or greater than the
  creature’s HD, it is banished to wherever it came from.
  Creatures with 3 or more HD can Save to negate.
  Who Are You?
  You are a member of a secret organisation that protects and
  uses the True Names of various Entities. You have been trained
  in arts that are not magic or miracles but something in between...
  or far stranger. You might be a member of the First Estate, the
  Third Estate, or an Outlaw.
  CC BY-NC-SA
  34
  1d3
  Summoner Skills
  1
  Cultist
  Gain 2 daggers and 1d10gp. Based on the 2 Entities you can summon,
  describe your cult. Why did you leave? Are there other members? Aare
  they hunting you? Are you hunting them?
  2
  Religion
  Gain a religious icon worth 1gp. Based on the 2 Entities you can
  summon, describe your religious attitude (and potentially the attitude of
  your fellow worshippers). Did you oppose or support the Church? Is your
  religion ancient and primordial or new and exciting?
  3
  History
  Gain a book, ink, quill, and a general sense of conspiracy. Based on the
  2 Entities you can summon, describe your organization’s effect on
  history. What signi�cant events did you alter, and how? What goals do
  you pursue? Are other members of your organization working with you
  or against you?
  Summoner Dooms
  1
  Vanish for 1d6 hours to a strange world of blinding light and geometric
  shapes made of neon clay. Perform strange acts under the light of a
  thousand blazing stars.
  2
  Vanish for 3d6 hours, as above. Return with 0 HP.
  3
  Vanish permanently.
  1d6 Summoner Mishaps
  1
  SD only return to your pool on a 1-2 for 24hrs.
  2
  Take 1d6 damage.
  3
  Mute and Blind for 1d6 rounds.
  4
  Agony for 1d6 rounds.
  5
  Summon has a 1-in-6 chance of vanishing each hour after being
  summoned. Roll at the start of each hour.
  6
  Summon is not under your control. It will pursue its own agenda for the
  duration of the summon
  
  1d100 Entities
  1. Melchior, of Eyes Unblinded
  Enters from somewhere not observed by the summoner. Appears as a withered
  old man in �ne robes, or a beautiful young woman with no hair. In either form,
  Melchior will mutter constantly, repeating meaningless phrases or snippets of
  conversation. As long as Melchior can see the tongue of a creature, it can tell if
  the creature is lying. It will hiss and lunge at anyone who lies for purely sel�sh
  reasons, and will seek to remove their tongue. Melchior will carry items for you
  and will provide banal and useless advice if asked. Believed to be one of the
  most powerful Entities. Armour as plate, at least 30 HP.
  2. Cantopas, the Grey Mirage
  Enters and moves like smoke. Appears as a rippling cloud of grey-white fabric.
  Sheds light like a candle. An object smaller than an apple given to Cantopas will
  vanish. Cantopas moves as quickly as an arrow (150 miles per hour), and will
  bring the object to the location or person you designate, provided it can reach
  them before vanishing. If it cannot, it will try and drop the item somewhere along
  the quickest path. If Cantopas descends onto the head of a living creature, the
  creature must Save or be deafened and blinded for 1 round. Cantopas has 1 HP.
  3. Thoriel, who Demands Reverence
  Enters with a thunderclap. Appears as two rotating rings of white light, one inside
  the other, tumbling through the air. The size of a clenched �st. Shakes, as if
  enraged. Speaks in high-pitched monotone. Up to [dice] times per summon, can
  demand a single creature it can see "PRAY". The creature must make the sign of
  the Authority or, the next round, by struck by a 4d6 lightning bolt. Animals of
  Creation will kneel or bow instead. Can sense the presence of those who have
  consciously rejected the Church within 100', but cannot sense mindless
  creatures, undead, or those who were never converted.
  4. Rone, the Blade of Love
  Enters silently, in the summoner's hand. Appears as a black dagger of stone and
  grey leather. Cannot speak or see, but can hear very, very well. Creatures
  injured by Rone feel no pain, only a curious sensation of pressure. If you hold it
  like a pen and use blood as ink, Rone will write the answers to any questions you
  ask, provided it has overheard the answers since you summoned it. It could
  transcribe a conversation in perfect detail or tell you how many people entered a
  room, what they said, and when they left. If anyone holds Rone against the
  summoner's will, they must Save or take 1d6 damage, and Rone vanishes. If
  anyone holds Rone with the summoner's permission, they must Save. If they fail,
  each morning they must Save against the desire to hold Rone again.
  5. Gornim, Lord of Vermin
  Enters on a cloud of �ies and biting insects. Appears as statue of a child made of
  clay. Crude. Gluttonous. Can command vermin to move, assemble, or bring
  tribute (food). Any other requests are met with suspicion and peevish demands.
  If provided with suf�cient food (a larder or storeroom), Gormin will call all vermin
  within [dice] miles to him for a grand feast.
  6. Malrane, the Scholar's Aide
  Enters from somewhere not observed by the summoner. Appears as a thin, tired
  young man or woman with wiry hair. Can speak and translate any language,
  living or dead. Will not speak or translate blasphemies, or prayers to any god but
  the Authority. Can only offer a literal translation unless reading by the light of the
  noonday sun, in which case, a full allegorical and contextual translation is
  prepared. Cannot, or refuses to, write.
  7. Esilan, the Keeper of Hours
  Enters in a shower of feathers. Appears as a �oating hourglass orbited by wings.
  Can accurately and precisely measure any time interval it sees. Up to [dice]
  times per summon, can demand a single creature it can see "AGE". Target
  creature's age mirrors for [sum] rounds. A 20-year-old creature becomes 2 years
  old. A 92-year-old creature becomes 29. A 106 year old dragon becomes 601.
  This cannot directly cause a creature to die or suffer any damage, but it may
  affect HP or stats. If confronted by blasphemies, glows as bright as a torch.
  8. Simpulex, Carnal Bookkeeper
  Enters from just behind the summoner. Appears as an androgynous humanoid
  wrapped in a silk ribbon. Is extremely beautiful. If Simpulex touches a creature, it
  learns the creature's entire sexual history in graphic detail. Will attempt to
  seduce a suitable target it if not directly observed by the summoner. Uses poetry
  and �attery. If the target willingly kisses Simpulex, both the target and Simpulex
  vanish. The target never returns.
  9. Bantos, Life-Leech
  Enters by squirming up from cracks in the ground. Appears as a smiling man
  who vaguely resembles the summoner. Creatures touched by Bantos take 1d4
  damage per round. Bantos heals 1d4 HP per round. Bantos has a Strength of 16
  and does not need to breathe.
  10. Hisbic, the Coin Counter
  Enters in a puff of greasy smoke. Appears as a squashed and twisted humanoid,
  with a huge mouth and gut, no neck or eyes, and tiny limbs. Floats and tumbles
  through the air like a leaf. Will devour any coins given to it. Will regurgitate the
  coins at the summoner's request, at any point, even if summoned years later.
  Loves the taste of rare or unusual coins. Will only swallow metal coins, not
  jewelry, shells, or promissory notes. Can accurately guess the amount of
  currency a person is carrying at any given time. Can convert 10 gp per hour from
  one currency to another, in any format. Loathes counterfeiters.
  CC BY-NC-SA
  35
  11. Raspalan, the Urgent Guide
  Enters by running in via a door or window. Appears as a thin human with a
  scraggly beard and no clothes other than sandals. Cannot stop running. Will lead
  the summoner to any destination they name, provided it can be reached by
  running at a breakneck pace and leaping over obstacles. Will attempt to warn the
  summoner of traps, monsters, jumps, spikes, and other hazards in time to allow
  a Save. If the summoner does not follow or falls behind, Raspalan will still run to
  the destination and then vanish when not observed. If trapped, manacled, or
  cornered, will come up with some means of escape that may also bene�t the
  summoner. Cannot be persuaded to run into a battle, but often runs through
  them accidentally.
  12. Gemwick, Spell Tutor
  Enters in a shower of sparks. Appears as a red humanoid the size of an acorn.
  Has a wizard's robe, hat, and staff. If a wizard sacri�ces a limb or eye (of their
  choice), Gemwick will either teach them a new spell or improve (mutate) a spell
  they already know. Is respectful, but slightly bored of the summoner. Once per
  day, can summon 1d6 Limb Homonculi (as Apes, with 1HP), which are made
  from the fused limbs and eyes of wizards he has assisted in the past. The
  homunculi obey only Gemwick. Gemwick desires magical items, spells, and the
  shapely limbs of wizards.
  13. Banzatoul, the Morphing Chain
  Enters with a musical clang. Appears as a �oating ring of chain the size of a
  barrel, spinning slowly. If a living creature passes through the centre of the chain,
  it is temporarily randomized. Roll for a random gender, appearance, and new
  stats (3d6 in order). The creature's species does not change. A creature can only
  be changed once per day. When Banzatoul vanishes, the effects end. Arrows
  �red through Banzatoul have a 50% chance to catch on �re. Spells with an
  elemental damage type that pass completely through Banzatoul on the way to
  their target have a 50% chance of changing elemental damage types.
  14. Quen, the Truculent Goat
  Enters with a clatter of hooves. Appears as a six-legged grey goat. Attack 14,
  armour as chain. Loves to charge things. If Quen charges and hits an enemy of 2
  HD or less, the enemy is automatically knocked prone. Any gate or door less
  than 20' tall or wide and not protected by magic that is charged and hit by Quen
  bursts open. Quen prefers to charge targets taller than it, targets with horns, or
  targets that look cheerful. If no targets are designated by the summoner, it has a
  50% chance of charging a random target each hour.
  15. Fizby, Friend of the Stars
  Enters with a faint hiss and crackle. Appears as a tiny blue sphere the size of a
  berry. Glows as brightly as a candle. Will move as you direct and follow people or
  objects. Each hour it is summoned, there is a 10% chance a falling star fragment
  will strike Fizby, or the area directly above Fizby if not exposed to the sky. Roll
  1d6+[dice] for the type of stone summoned. 1. Tiny fragment of cold stone (no
  damage). 2-5. Minor stone fragment, 2d6 bludgeoning damage. 6. Minor iron
  fragment. 2d6 damage but worth [damage]x5gp to wizards or blacksmiths. 7-8.
  Major stone fragment. 4d6 bludgeoning damage, target must Save or be
  knocked prone. 9. Major iron fragment. 4d6 damage, target must Save or be
  knocked prone, worth [damage]x5gp to wizards or blacksmiths. 10. Star Core.
  Everything in a 1 mile radius takes 6d6 �re damage. Everything in a 100' radius
  is obliterated. The star core is the size of a �st and burns for 2d10 days while
  slowly evaporating into nothingness.
  16. Doron, the Shield of the Righteous
  Enters with a small thunderclap. Appears as a round shield of brass engraved
  with tightly packed combatants. Can be carried by anyone as a shield (+1
  Defense). If you "sunder" the shield (reducing incoming damage by 1d12), Doron
  does not break, but instead reveals one of your sins or failings to all present in a
  disgusted tone. It will present your sins in the least charitable way possible. If
  you are attacked by an agent of the Authority (a paladin, an angel, etc.), Doron
  will still defend you but will reveal one sin every round.
  17. Astokepolos, Diagnosticator
  Enters in a stream of leaves and smoke. Appears as a gnarled walking stick with
  a serpent wrapped around it. Astokepolos can diagnose one illness per day, no
  matter how obscure or complex, and offer a cure. Roll 1d6+[dice]. 1. Cure is
  impossible (decapitation), 2-4. Cure is dif�cult but possible (the blood of an
  albino donkey, the tears of a virtuous raven, a stone from a lost temple), 5-6.
  Cure is possible to achieve shortly (a rare local plant, a particular ritual), 7-8.
  Cure is trivial (a common plant, a short ritual chant), 9. Cure is instant (a
  pressure point, a single word), 10. Cure is instant but the target will die in 1d6
  days, target is not offered a choice. Any creatures cured with Astokepolos's
  advice owe their souls, or a portion of them, to him, and he will claim them at
  death unless prevented. He bears no ill will if prevented provided it is done
  politely. Astokepolos can also speak to and translate for serpents.
  18. Orniel, the Ash Knight
  Enters in a cloud of ash. Appears as a suit of charred plate armour, stacked
  neatly on the ground. Any humanoid who puts on the helmet will be compelled
  (Save once to immediately remove the helmet) to put on the rest of the armour. If
  they succeed, they immediately immolate, and the Ash Knight is created. The
  Ash Knight has Attack 14, armour as plate, and the HP of the person inside the
  armour. It wields a sword made of smoke and cinders (1d8+2 damage, cannot
  be parried or blocked by shields). The creature inside the armour can be faintly
  heard screaming as they burn to death. The Ash Knight loses 1 HP per hour, and
  disappears when the summon ends. It does not speak, but will obey most
  commands without hesitation.
  
  19. Weeblen, Blade Tamer
  Enters from somewhere not observed by the summoner. Appears as a portly
  man with grey eyes and slightly stained traveling clothes. Can sharpen any
  blade. Up to [sum] times per summon, can (a) create a sword, dagger, arrow, or
  axe that lasts for the duration of the summon (b) sharpen a weapon to give it +1
  slashing damage until the end of a combat, (c) identify who forged a blade and
  when or (d) identify when a blade was last used. Weeblen will not �ght, but will
  assist with mundane tasks if given ale or rations.
  20. Creston, who Adjudicates
  Enters by �oating down from above. Appears as a �oating stone sphere the size
  of a cabbage, carved to resemble a stylized human head. Speaks in a booming
  tone. If two objects, items, values, or issues are presented to Creston, along with
  a criteria, Creston will judge them. For example, you could ask "Which of these
  gems is most valuable?", "Which of my friends is most cowardly?" or "Which of
  these two wines would I enjoy most?" Creston cannot answer questions that are
  not local and immediate. It cannot answer "Which country will win the war?" or
  "Which hallway did the King run down?". Creston enjoys �nely made handicrafts
  and loathes cheats and pretenders.
  21. Jalpirtan, the First Assassin
  Enters from the shadows. A thin woman in black and grey, beautiful, but cold.
  Speaks in whispers. Once per day, Jalpartian can kill a single mortal target you
  name, provided you have a piece of the target's hair or �esh, and the target can
  be reached within the duration of the summon. Jalpirtan will demand an equal
  sacri�ce: a lord for a lord, a peasant for a peasant, or the equivalent value in
  lives, calculated by some obscure process. Alternatively, she can offer advice in
  the arts of poison-making, stealth, burglary, and knife-�ghting. If the advice is
  simple and the conversation is pleasant, she may not demand a price, but she
  might demand the summoner test their new-found knowledge on an arbitrary
  target. If the summoner provides her with a suitable apprentice (a child under 10
  with no living family, who has killed at least one person), Jalpirtan will take the
  apprentice and provide the summoner with a detailed plan to locate and kill one
  mortal target of the summoner's choice.
  22. Antrac, the Dark Flame
  Enters in a �are of �re. Appears as a �oating orb of dark red �ame that emits no
  light. The orb is the size of a horse. Antrac can imitate any voice it has heard
  while summoned. It can shrink to the size of a marble. The �ame causes no
  damage to living creatures or plants but otherwise burns as a normal �re.
  23. Louchan, the Scythe of Bones
  Enters silently, in the summoner's hand. Appears as a scythe of bones. Can be
  wielded with two hands (d6 slashing damage). Any creatures reduced below 0
  HP by the scythe have a 50% chance to crumble to dust and rise as skeletons of
  appropriate size and HD in 1d6 rounds. The skeletons last for the duration of the
  summon, and obey whoever holds Louchan. Both Louchan and the skeletons it
  creates instantly crumble to dust if exposed to sunlight.
  24. Sbendis, Helpful Vermin
  Enters by burrowing from beneath the earth. Appears as a thin, �attened,
  asymetrical crustacean. Speaks in a whistling tone. If you boil and eat Sbendis
  (which she readily encourages), the delicious broth formed by her body can
  nourish up to 10 creatures for a day. If you consume her entire body without
  cooking it, you gain 10 temporary HP for the duration of the summon. Sbendis
  can burrow into the body of a creature that died no more than 1 minute ago and
  control its body for up to an hour. She is a very poor mimic and is nearly useless
  in combat.
  25. Hypanian, the Land-Ship
  Enters with a ruble of earth. Appears as a stone ship, crudely carved, with stone
  sails and a stone rudder. Can only be summoned in an area with solid ground.
  Will move at 2 miles per hour across land, cutting a furrow that folds behind it.
  Ignores trees, mountains, hills, elevation, and lava. Treats rivers and glaciers as
  reefs and islands. Ignores wind as well. Can carry up to 10 people or equivalent
  goods in moderate discomfort. Hypanian is intelligent and understands
  commands, but sometimes forgets to warn passengers of danger.
  26. Goamloamer, the Warming Beast
  Enters with a shuf�e and a pop. Appears as a pig-like creature with no face.
  Gloamloamer is twice the size of a horse, moves as slowly as a person walking,
  and cannot attack. It has 20 HP, is always hit by melee attacks, and feels no
  pain. It is very warm. You cannot eat its �esh, but if you sleep next to it, you
  count as being inside a tent. If you place a healthy egg under Gloamloamer it will
  hatch in 1/100th the usual time (5hrs for a chicken's egg). You can put up to 20
  eggs under Gloamloamer at once.
  27. Lukian, the Eye of the Gatekeeper
  Enters with a trumpet blast. Appears as a grey glass orb the size of a marble,
  �ickering with faint shadows. Hovers and faintly chants hymns. No ghost or
  demon can willingly come within a 10' radius of Lukian. Any invisible ghosts or
  demons within 30' are fully revealed in their true form. Lukian can also tell false
  priests of the Authority from true ones.
  28. Xeriandel, Whose Form is Agony
  Enters with a hideous shrieking noise. Appears as a pulsing rift of light the size of
  a clenched �st. Targets looking at Xeriandel must Save or take 1 damage per
  round. Even if they Save, targets develop a splitting headache. Xeriandel will
  always remain within 20' of the summoner, passing through walls and barriers if
  needed. If not given instructions every 10 minutes, will slowly drift towards the
  summoner's line of sight. If the summoner falls unconscious with Xeriandel
  nearby, Xeriandel will descend into the summoner's ear and reduce them to 0HP.
  CC BY-NC-SA
  36
  29. Jentro, the Mirror of Life
  Enters by stepping up from the summoner's shadow. Appears as an identical
  duplicate of summoner, save for some subtle detail, such as eye colour or a
  missing scar. Will act as directed for the spell's duration, with the summoner's
  stats or 10, whichever is higher. Is intelligent enough to carry out very complex
  tasks, but has trouble improvising. Cannot deal damage or cast spells, but can
  appear to do so via illusions. The illusions are always minor and short-lived.
  30. Kylon, Discord Manifest
  Enters with a clatter of stones. Appears as a dusty stone idol the size of a brick.
  Up to [sum] times per summon, Kylon can cause two people to Save or disagree
  on topic they were discussing. The disagreement may be resolved, or it may turn
  to violence. If the dust from Kylon is rubbed into a book or letter, the text will
  change to contain veiled insults and contradictions for the duration of the
  summon. Kylon can hear and speak, but prefers to remain smug and silent.
  31. Uziam, the Creeping Death
  Enters as a black stain on a surface. The summoner has [sum] minutes to �ee
  the area. After [sum] minutes, a white �gure with tar-like hand and footprints will
  crawl from the stained surface. Uziam will stalk and strangle (Strength 14) any
  sentient living creatures in the area, starting with those closest to the summoning
  point. Serious opposition will cause Uziam to vanish and select a new target.
  Uziam can pass through walls and turn invisible if required. It only targets the
  fearful, the isolated, and the weak. Uziam cannot enter areas of direct sunlight,
  but it can extinguish non-magical �ames at will, provided it is hunting a target. It
  will happily hunt and strangle the summoner.
  32. Krentos, Knight of Leaves
  Enters with a storm of dried leaves. Appears as ancient suit of animated plate
  armour with branches growing from the joints. The Knight of Leaves has Attack
  14, armour as plate, and HP equal to the hours of the day remaining until sunset
  (18 to 8, depending on the season). At night, or if not exposed to sunlight in the
  past 2 hours, the Knight of Leaves is completely dormant. While active, it will
  attack any targets you designate. It does not speak. Dryads and tree-creatures
  will be polite to anyone in the company of the Knight of Leaves.
  33. Enti, Kite of Eyes
  Enters with an accompanying host of winds. Appears as a tattered blue kite with
  painted eyes. In a good wind (not provided), Enti will rise up to 1,000 feet in the
  air over the course of the summon. While in the air, anyone holding the other end
  of Enti's kite string and spool will be able to see from Enti's eyes. You can use
  this ability at any time (to peek around corners or under doors, for example), but
  Enti is happiest while �ying, and may provide insight into the things it sees while
  in the air. Anyone holding Enti's string and spool can cast spells through its eyes.
  34. Ophinania, Rot Butter�y
  Enters with a cloud of stinking air. Appears as an ordinary yellow-grey butter�y. Is
  invulnerable to harm. Constantly produces an odour so foul that a) no one within
  100' can eat unless starving b) food rots or spoils in 1/10th the usual time c)
  white fabric or paint becomes discoloured and d) creatures with a sense of smell
  must Save once to enter the area, and once again to enter within 10' of
  Ophinania. The summoner is immune to the last effect, but allies are not. The
  last effect only applies if creatures are voluntarily approaching Ophinania.
  Walking towards a creature does not require them to Save or �ee. Ophinania can
  tell how long a body has been dead, a �ower cut, bread left since baking, or any
  other duration related to rot and spoiling. She will examine up to [sum] items per
  summon.
  35. Banalor, the Light of Creation
  Enters with a shimmer of golden light. Appears as �oating sphere of golden
  �ame. The sphere sheds light as a torch. Up to [dice] times per summon,
  Banalor can �are and illuminate, brie�y, an area 100' in radius. Sighted creatures
  in the area who are not aware of Banalor's �are must Save or be blinded for 1d6
  rounds. The �are temporarily cancels magical darkness, which will re-emerge at
  10' per round from its source. Banalor's �are does not have the properties of
  sunlight, but unholy or unnatural creatures will instinctively �inch from it. Banalor
  knows a great deal about scripture, hymns, and glassworking.
  36. Irukan, the Tick of Wakefulness
  Enters by scuttling out from the summoner's sleeve or coat. Appears as blue-
  white tick the size of a thumb, with three beady black eyes. Once per summon,
  Irukan can attach himself to a living target. For the duration of the summon, the
  target cannot be fatigued or knocked unconscious, and does not require sleep
  for 10 hours after the summon ends. Irukan will grow gradually more bloated as
  the summon progresses. He has 1HP and, if burst, anyone within 10' must Save
  or fall asleep (as per the sleep spell). Irukan does not like being burst, and will
  give the summoner nightmares. If Irukan is burst 3 times within a week, he will
  lay painful (1 damage) eggs in the summoner's blood, and in 1d6 weeks a
  swarm of baby ticks will crawl from the summoner's tear ducts. If kept warm and
  �attered, Irukan can also purify a creature's blood, allowing a new Save vs
  Disease or Poison.
  37. Thosban, Cloak of Beasts
  Enters by falling into the summoner's hands. Appears as thick cloak of mixed
  furs, crudely sewn. Anyone who puts on the cloak and names a furred, �esh-
  eating beast they have personally killed transforms into that beast for the
  duration of the summon. They must Save each hour past the �rst or let the
  beast's nature take hold. They can remove the cloak at any time, provided they
  have Saved for the hour. Thosban provides guttural advice, suggesting mayhem,
  death, and gorging on �esh.
  
  38. Leticular, Stairway Between Realms
  Enters silently, subtly, and nearly invisibly. Appears as a faint stairway of glass,
  rising either up or down (randomly determined). The steps appear to be 1' high,
  but in fact raise anyone stepping on them by 1', 10', 100', 1,000', etc.
  respectively. By the 5th step up, the air becomes cold. The 6th step up causes
  nearly instant death by freezing cold and lack of air. Similarly, if the staircase,
  leads down, you can descend the �rst 1', 10', 100', and 1000' safely (though you
  will emerge into solid rock unless you step off very carefully). By the 5th step, the
  air is intolerably warm. Any further, and you are either incinerated by the heat or
  dragged from the stairs by the guardians of Hell. You can step off the stair at any
  time, and if you carefully judge your step, emerge at a useful height.
  39. Zantaliar, Lord of War
  Enters with a stiff march. Appears as a scowling man in heavy robes. Will consult
  and advise on any matters of military strategy, from the raiding of a camp to the
  invasion of a continent. His advice is useful to amateurs but redundant and
  irritating to experts or those unwilling to grasp the realities of war. He will refuse
  to assist in tomb-robbing, burglary, or other unsavory acts. His advice is no more
  than a year behind the cutting edge of the area or con�ict he is examining.
  Zantaliar will not �ght for you, and will occasionally shout advice to your enemies
  if they seem particularly disorganized.
  40. Oswing, the Merchant of Delight
  Enters from somewhere unseen by the summoner. Appears as a thin grey-
  skinned man or woman in a pale blue cloak. Up to [sum] times per summon, can
  touch a willing living creature to transport them to a rapturous ecstasy that lasts
  [dice]+1d6 hours. Only pain can wake them from their vision. Oswing will
  demand payment for the visions. At �rst, the payment will be trivial, but it will
  quickly escalate to outrageous sums, cruel tasks, or impossible items. The weak-
  willed, the desperate, or the poetic must Save after the �rst vision or forever
  desire another. Oswing will not give you a share of its payments, but will allow
  the Summoner to enjoy a 1hr vision, per summon, for free. If paid or �attered, it
  can tell you what visions its clients enjoyed best.
  41. Iescophcos, Arrowhead of Sorrow
  Enters in the summoner's pocket or boot. Appears as black stone arrowhead,
  shiny like glass. If placed on a horizontal surface, the arrowhead will rotate to
  point at the nearest newborn person, no matter the distance. Newborn, in this
  case, means within thee days of birth. If Iescophcos is brought within 10' of a
  newborn, it begins to shake. If plunged into a newborn's heart, two effects will
  occur: the child's heart will forever beat at a steady, slow pace, and on their
  sixteenth birthday, they will be compelled to seek out and obey (as a permanent
  charm person spell) whoever held the arrowhead at the time they were wounded.
  The infant is not otherwise harmed. If attached to an arrow, the arrow deals
  1d6+[sum] damage on a successful hit, but the summon immediately ends.
  Iescophcos speaks a language no one can understand.
  42. Antoban, the Harbinger of Winter
  Enters in a storm of freezing air, from a nearby door or window. Appears as a
  pale white humanoid of the same species and gender as the summoner, but stiff
  and frozen like a frostbitten corpse. An area 100' in radius around Antoban will
  always be uncomfortably cold. An area 10' in radius around Antoban will,
  provided Antoban is not moving, become painfully cold (1d4 cold damage per
  round, unless creatures are well insulated or immune to arctic temperatures).
  Antoban takes half damage from all weapons and spells, but double damage
  from �re. It can discuss the history of winters in the area, focusing on famine,
  madness, and murder wherever possible. Ice elementals fear and revere
  Antoban, but it will not command them for any reason. In battle, it wields a short
  iron sword (1d6 damage).
  43. Noroyo, the Useless Fish
  Enters with a loud plop. Appears as a horse-sized �sh with green scales and
  whiskers. Sits quietly, slowly breathing and looking around. Despite being out of
  the water, will not die. Noroyo's �esh is edible but tastes foul and vanishes at the
  end of the summon, possibly with disastrous effects. If summoned in water,
  Noroyo appears as a stunted pony with short limbs, and swiftly sinks. The main
  use of Noroyo is summoning it in the air to squash your enemies (in�icting 3d6
  bludgeoning damage on a typical summon, Save vs Dex negates).
  44. Uskip, Protector of the Virtuous
  Enters with a ringing sound. Appears as a purple disc of light, �oating 2' over the
  summoner's head. Any objects falling on the summoner from above, no matter
  how heavy, are instantly stopped by the disc. If trapped by a rockfall or
  avalanche, Uskip will shield the summoner and create a small air space around
  their body. This will not help the summoner escape, but will prevent them from
  being crushed or immediately suffocated. Additionally, for the duration of the
  summon, the summoner gains a +2 to Save vs Magic. Uskip vanishes if the
  summoner utters any blasphemies or strikes a priest.
  45. Warlence, the Perpetual Relative
  Enters with a shuf�e. Appears as a peasant in appropriate local dress, with a
  rucksack full of rags and rotten onions. Up to [dice] times per summon, Warlence
  can designate a target who is not aware Warlence is an unnatural creature. The
  target will treat Warlence as a distant relative. At a minimum, this will involve a
  simple meal (Warlence is ravenous) and a warm bed for one night. Warlence is
  happy to go along with any deceptions the summoner suggests, but cannot
  invent lies on its own. Will carry supplies and assist with other simple activities,
  but will not �ght for you.
  CC BY-NC-SA
  37
  46. Loswach, the Universal Chisel
  Enters in the summoner's hand. Appears as an iron chisel with a wooden handle.
  Loswach can separate any two layers. You can use it too separate skin from
  muscle, gold foil from wood, rust from iron, or bark from a tree. You can't
  separate things that are not fused, so Loswach couldn't chisel the armour off a
  warrior or the nose off a statue (at least, not any more than a normal chisel
  could). In combat, Loswach counts as a dagger. Loswach cannot speak, but it
  will carve answers to simple questions into stone, if guided by an idle hand.
  47. Benlib, Door of Possibilities
  Enters on a nearby wall. Appears as an ordinary wooden door. Will allow [sum]
  creatures plus the summoner to pass through it, once per summon, and walk
  through any other door the summoner has seen and marked with a tiny symbol.
  The door must be within [dice] miles, and must not be locked or magically
  protected. Benlib vanishes after [sum] creatures or spells have passed through it.
  Non-living objects pass through Benlib normally, appearing at the door the
  summoner designated.
  48. Nauox, Tapestry of Lies
  Enters with a thump and cloud of dust. Appears as a rolled up tapestry, 6' by 10',
  with ornate designs featuring scenes from the summoner's life as well as �ctional
  scenes. All of them are slightly embarrassing to the summoner, but this is only
  noticeable on very close examination. Nauox can speak and insists it is a �ying
  carpet. It is not. It also insists it can crush anyone wrapped in it. This is also a lie.
  The tapestry is animated, and can walk (very slowly) on its corners. Though it will
  claim otherwise, it cannot be harmed by acid, �re, or spells. A solid hit from an
  arrow or spell will knock it over.
  49. Eb, the Tasting Lizard
  Enters around the summoner's neck. Appears as a sleek yellow lizard with a
  bright blue tongue. Eb can taste poison gas on the air, and provide information
  about the source of odours, smoke, or fog. Eb always knows the local tides, and
  will tell you which hour in the day will be most propitious for sailing, �shing, or
  conceiving children. Eb desires warm stones.
  50. Yigmarial, the Soul Cache
  Enters with a glimmer of light. Appears as a tiny grey cloth ef�gy of the
  summoner, with strange wet-looking eyes. For the duration of the summon, the
  summoner automatically passes all Saves vs Death. Decapitation or extreme
  bodily harm will still kill the summoner, but almost everything else will merely
  knock them unconscious. The ef�gy has 1HP and, if torn, burnt, or damaged,
  immediately requires the summoner to Save vs Death, which is not automatically
  passed (of course).
  51. Rix, Bisector
  Enters in a shower of gold light. Appears as an old man with a long golden beard
  and a pair of comically oversized gold scissors. Rix will cackle and snip [dice]
  creatures objects in half, then vanish. Objects are not harmed in any way and will
  remain bisected for the duration of the summon. When the summon ends, the
  halves join back together, no matter the distance or implausibility. Both halves
  function independently. Halves of creatures have 1/2 the HP of the original.
  Creatures or objects can be as large as a castle.
  52. Dave
  Enters with a leaden thump, a brief fall, and a short scream. Appears as a
  bedraggled teenage human with brown hair and a dull brown robe. Dave was
  once a wizard's apprentice. A botched spell trapped him in a pocket dimension.
  Dave lives on, immortal, invulnerable, and extremely confused. He is perpetually
  being dragged into combat, danger, dismemberment, and extremely awkward
  situations. Dave will sort-of obey you for the duration of the summon, but he is
  only an immortal teenager. He's awful at everything. Dave only lasts for [sum]
  minutes instead of [sum] hours. If you summon Dave with 3 or more [dice],
  Dave's efforts are accompanied by appropriately dismal music.
  53. Clippet, Lord of Ducks
  Enters with a regal quack. Appears as a white duck with a golden crown. Clippet
  can command all ducks (with reasonable success). He desires bread, tribute,
  �attery, and clean water to splash in. Up to [dice] times per summon (but at least
  once), Clippet will engage someone in conversation. Anyone speaking with
  Clippet must Save each hour or continue speaking. They can take other actions,
  but are distracted and possibly dismayed by the duck's fascinating wordplay. If
  he is well �attered, the summoner may be able to direct him to speak with
  speci�c targets. Otherwise, he will just pick interesting people at random.
  54. Cerein, The Sword of Strange Girdles
  Enters with a triumphant orchestral roar in the summoner's outstretched hand.
  Appears as an amazing enchanted sword. Its pommel is a crown. Its blade is
  mirror bright and covered in strange runes. Its hilt is two dragons devouring each
  other. The sword appears with [dice] other supernatural effects (�ames, clouds of
  rose petals, lightning, etc.) and mythical connections appropriate to the era and
  location. It is a perfectly ordinary sword and deals 1d6 non-magical damage. The
  summoner cannot drop the sword. If spun or left to drift, Cerein can tell true kings
  and knights from false ones.
  55. Elorham, Wand of Repulsion
  Enters with a moist pop in the summoner's hand. Appears as a thin wand of
  willow wood covered in scowling faces. Constantly �res a 30' stream of egg-like
  projectiles that weigh as much as a scrap of paper. The projectiles deal no
  damage. They could �ll three 10'x10'x10' cubes per hour. They could slowly
  knock a candlestick off a table. A creature struck by the full stream must Save
  with a +8 bonus. If it fails, it cannot move towards the wand's wielder this round.
  
  56. Pentornax, Traitor's Friend
  Enters silently with a slight drop in temperature. Appears as a faint humanoid
  shadow on a wall. Up to [dice] times per summon, Pentornax can step away from
  the wall and strike a creature with a concealed shadow dagger, dealing
  [dice]x2d6 damage. Creatures targeted must be friends of the summoner or have
  pledged loyalty to the summoner. Pentornax only betrays. Dogs can sense
  Pentornax but must Save vs Fear to approach it. Pentornax does not speak but it
  does obey commands, no matter how complex. It can move as fast as an arrow.
  57. Fasin-Gelth, the Zone of Madness
  Enters with a shimmer. Appears as a faint outline around [dice]x10' cubes, visible
  only to the summoner and owls. Anyone inside Fasin-Gelth cannot see out or
  affect the outside world. Instead, they see to a featureless white plain and a
  cloudless white sky. Creatures outside Fasin-Gelth can see and affect creatures
  inside. Creatures can pass in and out freely, but Fasin-Gelth will disorient them
  and Stun them for 1 round. Sighted and mobile creatures who spend more than
  10 minutes inside Fasin-Gelth take 1 Wisdom damage every 10 minutes.
  58. Nessalor, Cloudlight
  Enters with a soft glimmer of light. Appears as a �oating sphere of �ne white hair
  lit from within. The size of a person's head. Moves as if underwater. Casts light
  as a candle. Up to [dice] times per summon, Nessalor can �ll a 40' radius with
  dense fog. Alternatively, it can suck in and absorb a 40' radius of fog or smoke.
  Nessalor has 1 HP and, if struck, bursts and �lls a 40' radius with fog (as above).
  59. Yorax, Avian Sommelier
  Enters with a polite cough just behind the summoner. Appears as an elderly
  raven the size of a man. Yorax can shrink to the size of a wren, but prefers to
  maintain its full (impressive) size. It can determine the vintage, quality, and
  market value of any wine by tasting it and write a short review on a scrap of
  parchment using one immaculately sharpened claw. If provided with a bottle of
  wine worth at least 50gp, or 50 fresh eyeballs, Yorax will also set one object (not
  creature) on �re for you, provided the target can be reached within the duration
  of the summon and set on �re with a torch. Yorax will not �ght for you, but it
  might be persuaded to carry you out of danger.
  60. Fensington, the Consolation of Conscience
  Enter with a shuf�e. Appears as a middle-aged, bland, faintly concerned human.
  Further descriptions are impossible; Fensington's appearance evades memory.
  Fensington's voice is low and soothing. Fensington will assist anyone in justifying
  any behavior, plan, or crime. People who engage Fensington in conversation
  must Save or be calmed and freed from guilt or doubt. Fensington has no secret
  knowledge but may hint vaguely at schemes, accusations, religious authority,
  etc. Fensington will not �ght for you, but any arrows or projectiles aimed at
  Fensington or anyone within 10' automatically miss.
  61. Burchub, Bringer of Infatuation
  Enters from above in a shower of rose petals. Appears as a portly baby with
  dove's wings, a bow, and a quiver full of sickly pink arrows. Burchub will �y
  around giggling and poking things. He will shoot [dice]x2 targets, always in pairs,
  per summon. Each pair is must Save (once per pair, chose the highest Save) or
  fall in deep, romantic love for the duration of the summon (or possibly beyond it).
  Nothing physical, just bad poetry, longing gazes, shy conversation, and capital-F-
  Feelings. Burchub's bow has a 60' range and hits on a 19-in-20. On a critical
  miss, the shot strikes an adjacent creature or object. Burchub will also open any
  mundane lock provided it separates two people.
  62. Pultrudia, Worm of Worry
  Enters with a moist plop on the summoner's shoulder. Appears as an earthworm
  with a scowling face. Pultrudia induces anxiety. Anyone within 100' is mildly
  worried. Anyone within 10' is extremely concerned, paranoid, and doubtful.
  Anyone holding Pultrudia, or allowing her to nestle against their neck (her
  favourite spot), is immune to all mind-altering effects and cannot be surprised.
  They also immediately assume the worst in any given situation and cannot relax,
  sleep, or enjoy idle pleasures. Up to [dice] times per summon, Pultrudia can sing
  a horrible piping song that causes milk to curdle, leaves to fall from trees, and
  fruit to rot within 300'.
  63. Robolotanobar, The Un-Cursed Sphere
  Enters with a thunderclap. Appears as a bright red orb the size of an apple.
  Casts light as a candle. Makes a quiet but ominous keening, like someone using
  a bandsaw in a distant room. Robolotanobar will follow a target you designate for
  the duration of the summon, steadily drawing nearer and nearer. Its speed
  increases to match the target but with a few moments of lag time. It cannot be
  blocked, dispelled, diverted, tricked, or avoided. It will touch the target just before
  the summon ends. Nothing happens.
  64. Kwis Bizmac, Swift Sustenance
  Enters with the patter of running feet. Appears as a scruffy-looking person in an
  off-white, stained, and ragged uniform. Kwis Bizmac will hand the summoner a
  package containing [dice] rations, bow politely, and run off. The rations are
  bizarre and inconsistent. They are usually warm, highly spiced, and very salty.
  Seafood, strange cured meats, sweet sauces, unusual vegetables. The rations
  have all normal effects, but also completely remove hunger for the duration of
  the summon. Any items handed to Kwis Bizmac will be returned
  (contemptuously) the next time it is summoned as if no time has passed.
  65. Lisnan, Solemn Guardian
  Enters with a warp and ripple of �esh. Appears as a bulky, ogre-like humanoid
  with blue �esh and no head. Its face, small and crude and cruel, is sunk into its
  chest. Lisnan has a Strength of 16 and will carry things or lift heavy objects. Up
  to [dice] times per summon, Lisnan will roar, pose, or glower, forcing a reroll on a
  Morale check or a Reaction roll. This can be positive (your hirelings are
  encouraged by the giant blue enforcer) or negative (the goblins are dismayed) or
  confusing (the king isn't sure who you are but rethinks his position). Lisnan will
  not �ght for you, but will block people attacking you with precise whip-fast blows,
  granting you +2 Defense. Lisnan wants to drop beautiful and expensive things
  from a very great height and watch them smash.
  66. Orlinhorn, the Tree of Slumber
  Enters with a draft of warm air. Appears as an acorn in the summoner's hand.
  The acorn will sprout into a sapling in 2 rounds, then grow into a 100' tall, 50'
  wide oak tree in 10 minutes. The oak will grow straight upwards from wherever
  the acorn was planted. It has an effective Strength of 20 when it comes to
  smashing walls, lifting objects, and pushing upwards. It will bend to avoid very
  strong obstacles. Its trunk is grey and its leaves are green and silver. Any water
  that touches the leaves becomes a sleeping draught. If ingested, Save or sleep
  for 1d6 hours or until the summon ends. If you can speak with trees, Orlinhorn
  will tell you everything its roots and leaves touch. Orlinhorn disappears when the
  summon ends.
  67. Melwax, Protocherub
  Enters with a moist plop. Appears as a ball of �esh 3" in diameter with a wet and
  toothless mouth. Screams and cries like an infant. Melwax has 1 HP, but can
  only be damaged by the summoner. It can be eaten to provide 1 ration. It can be
  thrown (as a dagger). If you summon Melwax with 2 or more [dice], it has tiny
  arms with grabbing hands. If thrown, it will stick to whatever it hits and remain
  their for the duration of the summon. If you summon Melwax with 4 or more
  [dice], it also grows tiny wings and will �y around screaming, pulling on peoples
  hair, and throwing a tantrum. You can feed Melwax a few drops of a potion to
  determine the effects.
  68. Iplimble, She Who Denounces
  Enters with a roar and a shouted accusation, 10-[sum] hours after the summon is
  initiated. Appears as a middle-aged woman of a suitable race and appearance
  for the area and situation. Iplimble will denounce the summoner in general terms
  (Coward! Thief! Adulterer! Poisoner!) and drag the summoner away. Iplimble's
  appearance may be enough to convince guards or authority �gures of her right to
  take the summoner prisoner. If that fails, she can produce false documents,
  seals, food, and even bribes. She will drag the summoner out of sight and then
  vanish. Her Strength is 18. She will not rescue anyone else, return for dropped
  equipment, or heal the summoner . No barriers, magical or otherwise, can hinder
  Iplimble, but she will only take the summoner to the next unlocked and
  unobserved area.
  69. Bhors, Fire Crane
  Enters with a �ash of orange light. Appears as a human-sized bird with long legs,
  a long sharp beak, and feathers made of �ame. Bhors casts light as a torch. It
  will attack any frogs or �shes it sees without hesitation. It can be bribed (with
  �shes, frogs, or �attery) to attack other targets. Its beak deals 1d6 piercing + 1d4
  �re damage. It can speak, but it isn't very clever, and mostly wants to talk about
  eating small wriggling things.
  70. Gundobart, Vision-Keeper
  Enters by hopping. Appears as a fat green toad the size of a housecat. Surly
  yellow eyes, many warts. Gundobart speaks with a hoarse, deep voice. Anyone
  who licks Gundobart must Save or vividly hallucinate for [dice] hours. Gundobart
  does not particularly enjoy being licked. Objects swallowed by Gundobart
  effectively cease to exist for the duration of the summon. He spits them back out
  before he vanishes. He will only swallow things that look delicious but he is
  easily tricked.
  71. Knorlian, Beast Trapper
  Enters from somewhere not observed by the summoner. Appears as an old man
  wearing a heap of furs. Carries a large iron cage. Up to [dice] times per summon,
  Knorlian will try to stuff a single creature into the cage. An aware and unwilling
  creature gets a Save with a bonus equal to its HD. Somehow, no matter the size,
  the creature �ts inside the cage, though they may look compressed and
  unhappy. They remain in the cage for the duration of the summon. Knorlian will
  not drop the cage, throw it into danger, or allow people to attack creatures inside
  it. Knorlian can also track any creature by footprints, smell, or signs. He will also
  lecture for [dice] hours on a trapped creature's habits, biology, weaknesses,
  dietary needs, and unusual characteristics.
  72. Xrim, He Who Desecrates
  Enters as a pool of blood. The summoner has [sum] minutes to �ee the area.
  After [sum] minutes, an alligator-like beast made of bone and congealing blood
  will emerge from the pool. Xrim will try to destroy any artwork, carvings,
  decoration, or written works it can see. It has 30 HP, Attack 12, armour as chain,
  and very good eyesight. It will not attack any living creatures (unless they are
  decorated) except for the summoner, who it particularly loathes. It is intelligent
  enough to use �re, sabotage, and threats to destroy artwork, and will progress
  from area to area smashing things and wreaking havoc until the summon ends.
  CC BY-NC-SA
  38
  
  73. M'tubana, the Wobbling Stone
  Enters in the summoner's hand. Appears as a stone idol of a round, stylized,
  humanoid �gure with a cheerful grin. Anyone holding M'tubana cannot be
  knocked prone, pushed, or tripped. If you would fall into a pit or off a cliff,
  M'tubana wobbles you back to safety at the last possible moment. It won't help if
  the building collapses, your airship explodes, your broomstick fails, etc. If you are
  about to be hit by an attack, there is a 50% chance M'tubana �ings you 10' in a
  random direction before the attack hits. Additionally, any soups made with
  M'tubana in the pot are never poisonous or toxic.
  74. Postidon-Pru, the Telescope Worm
  Enters by falling from the ceiling in a heap. Appears as a white rope, 30' long,
  with a lamprey-like mouth at both end. The mouths can be stuck to any surface.
  Postidon-Pru can be stretched an additional [dice]x100'. Just before the summon
  ends, Postidon-Pru will contract to 5' long. It has an effective strength of 20. If
  properly coiled, it can lift heavy objects, crush people, or pull two things closer
  together. If Postidon-Pru's two mouths are connected together, it contracts
  immediately and the summon ends. If the both mouths are not stuck to a surface,
  small objects (coins, etc.) placed in one end appear at the other end in 1 hour.
  75. Malo�n, Cursed Instigator
  Enters with a low whistle. Appears as a stick-thin monkey-like �gure in ragged
  blue robes. Has a huge toothy grin and tiny red eyes. Up to [dice] times per
  summon, Malo�n will taunt a target you designate. Malo�n's taunts, capers,
  jeers, gestures, and wails are extremely distracting. Targets must Save or attack
  Malo�n �rst. If they were previously neutral or friendly, they may need to Save or
  become hostile. Malo�n is extremely annoying. It has armour as plate. It will run
  away from any �ght to taunt again from a safe distance. Malo�n can also climb
  and perform simple tasks with a monkey's patience and skill.
  76. Soriel, Monstrous Bat
  Enters with a �ap of leathery wings. Appears as a mouse-sized bat with eight
  spider legs, three red eyes, and a fanged drooling mouth. Anyone who sees
  Soriel must Save or believe Soriel is gigantic, at least elephant sized, possibly
  larger if outdoors at night. Any inconsistent movements are explained away as "a
  near miss" or "unnaturally folding itself". Soriel likes to frighten people, but will
  apologize if anyone starts crying or screaming. Its voice sounds like glass being
  crushed, so apologies rarely help. Soriel can speak to bats and spiders and will
  translate for you.
  77. Moriana, whose Word is Peace
  Enters with a polite knock on a door or a quiet shuf�e. Appears as an old woman
  in very clean black travelling clothes. Carries an empty scabbard but no sword.
  Once per summon, Moriana will read a story for [dice] hours. In order to begin
  the area must be relatively quiet and at least one sentient creature must be
  present. While reading, no violent actions can take place within 100'. Non-
  sentient creatures will quietly wait at the edge of the circle. Sentient creatures
  (including the summoner) who can hear must Save or sit down somewhere
  convenient to listen. If they pass, they can move freely, Anyone making a noise
  louder than a dropped coin will cause Moriana to shush them. Shushed
  creatures are affected by the sleep and hold person spells for the duration of the
  story. They can still hear Moriana speak. Moriana appreciates well-crafted books
  and well-told stories. She speaks and reads all languages, but won't read tales
  without artistic or moral merit.
  78. Wilinspat, Chest of Torment
  Enters with a loud crash. Appears as a plain wooden chest large enough to
  contain a person. Screams quietly when opened. Flickering red light comes from
  within. If a creature is placed inside Wilinspat, both vanish for the duration of the
  summon. A creature inside Wilinspat temporarily lose 1 HP and 1 Wisdom (to a
  minimum of 1) for each hour they spend in the chest. At the end of the summon,
  Wilinspat returns, disgorges its passenger, then vanishes. Creatures remember
  nothing of their experience, but are feverish, nervous, and prone to nightmares.
  79. Grenchan, Roving Limb
  Enters with a wet thud. Appears as a blue-green arm and hand. If the shoulder is
  attached to a person (it sticks to skin), Grenchan will act as an extra limb. On a
  willing person, it grants +1 attack per round. It can wield any one-handed
  weapon, carry a shield or a lantern, or assist with climbing. If attached to an
  unwilling creature, Grenchan will punch them in the nearest vulnerable spot,
  dealing 1d4 damage per round. Grenchan has a Strength of 14 for punching or
  removal purposes. If detached, it can be stuck to [dice] additional creatures per
  summon.
  80. Ieducomer, Cauldron of Uniformity
  Enters with a clatter of iron. Appears as an iron cauldron with �ve clawed feet.
  Ieducomer is just large enough to contain a curled-up person. Up to [dice] times
  per summon, if completely �lled (use water or sand to �ll in the gaps), Ieducomer
  will grumble, grind, and mix everything inside it into a perfectly uniform slurry. It
  will then dump this slurry on the ground unless speci�cally instructed not to. One
  person can ride inside Ieducomer, but it only travels at a walking pace.
  81. Vorgar, Death's Harbinger
  Enters with a sudden drop in temperature and a cold shudder. Appears as a
  deformed, eyeless skeleton in ragged black robes. Vorgar is visible only to the
  summoner, creatures near death (0 HP or below), and wizards. Once per
  summon, Vorgar can remove [dice] fatal wounds from a dying creature, or add
  [dice] fatal wounds to a creature at 0 HP or below. Undead creatures cannot
  willingly approach within 30' of Vorgar. If a creature has evaded death through
  unnatural means, Vorgar will �ght them. Attack 15, defense as plate, 20 HP,
  1d8+2 damage and 1 level drained on a hit. The summoner has 1/2 HP for the
  duration of the summon.
  82. Barlinfort, Spirit of Delight
  Enters with a poof of magic sparks. Appears as a tiny glowing humanoid the size
  of an apple. Barlinfort constantly makes a noise like quiet silver bells. It can �y
  and speak in a high-pitched whine. Barlinfort will sprinkle glowing dust on up to
  [dice] creatures. The creatures will �y for the duration of the summon provided
  the constantly compliment Barlinfort. If they stop complimenting Barlinfort, they
  will begin to sink. If they insult Barlinfort they will fall. Barlinfort has 1 HP and no
  sense of shame or irony. If bored, it will cast light as a candle, �y around the
  summoner's head, nest in their hair, pick �owers, or chatter inanely.
  83. Caperlin, Avatar of Debauchery
  Enters with a cheerful roar and a drunken hug. Appears as a portly monk with
  brown robes, a tankard full of beer, and a rosy complexion. Caperlin is absolutely
  smashed and very cheerful. Unless provided with a party (at minimum, snacks
  and two happy people), Caperlin will fall asleep in [dice] hours. If a party is
  provided he will continue to drink from his ever-full tankard, tell wild tales,
  propose mad schemes, sing songs in all languages, give very solemn yet very
  shallow advice, and occasionally vomit. He cheers up any low-class social event
  and scandalizes anyone tasteful. Caperlin can locate up to [dice] things per
  summon, provided they are party related and can be reached within the duration
  of the summon. Examples: more beer, a safe place to crash, a person of
  negotiable virtue, musicians.
  84. Subansu, the Rose of Luck
  Enters with a shimmer in the summoner's hand. Appears as a red rose with a
  silver stem. Anyone wearing Subansu above their heart gains +[dice] to their
  Save and may reroll up to [dice] d20 rolls for the duration of the summon. If a
  random effect would target one person in a group of people, someone wearing
  Subansu is not selected. Subansu induces con�dence. Anyone wearing it must
  Save vs. Wisdom when presented with a risky but thrilling plan or accept it. If
  Subansu is stabbed into the heart of a dying person, that person remains alive
  for the duration of the summon. They gain no other bene�t.
  85. Yingilnip, the Three Fingers of Regret
  Enters with a cold swirl of air. Appears as a withered three-�ngered hand and
  wrist lying on a convenient surface. Yingilnip grants wishes. Bend a �nger back
  and speak a wish and Yingilnip will grant it. Effects last only for the duration of
  the summon. Yingilnip will twist wishes in every possible malicious way, including
  ignoring the original phrasing. Wish for gold and a huge block falls on your head.
  Wish to be a king and get kidnapped by political conspirators. Wish for a friend to
  come back to life and they rise as a revenant. With to travel to a distant city and
  Yingilnip �ings you through the air or drags you through the earth. Etc. You may
  be able to convince someone to use Yingilnip. You probably won't be able to
  convince them to use it twice.
  86. Ootremak, Unquiet Spirit
  Enters with a rolling fog. Appears as a swarm of tiny ghosts, nothing more than
  an acorn-sized head and a faint trail of vapour. There are [sum] ghosts. One
  vanishes each hour. A single ghost can push a sheet of paper, rustle a curtain, or
  roll a coin along the ground. They can barely coordinate their efforts. Any number
  of Ootremak's spirits can possess dying or mentally shattered creatures of
  [dice]x2 HD or less for the duration of the summon, controlling them until the
  summon ends. They are monumentally stupid and easily distracted.
  87. Murlspeth, Slaughtercaller
  Enters with a sizzle in the summoner's hand. Appears as a red stone the size of
  an apple, carved to resemble a snarling tiger biting its own tail. All damage dealt
  within a 30' radius of Murlspeth is doubled. If Murlspeth is thrown (as a dagger)
  or dropped it returns to the summoner's hand in one round. Murlspeth is warm
  enough to melt wax. It growls just before ambushes.
  88. Koilcren, who is Lost
  Enters with a polite shuf�e. Appears as ragged and tired middle-aged man or
  woman with bright blue eyes. Anyone who engages Koilcren in conversation
  must Save or give them directions to a location Koilcren names. The summoner
  can designate up to [dice] locations at the time of the summon. Directions given
  will be to the best of the target's knowledge, and may include the location of
  locked doors and keys, traps, hazards, patrols, supernatural effects, etc. Ask a
  peasant how to get to the moon and he'll shrug and suggest a mountain. Ask the
  Grand Archmage of the College of Elderstone and you might get a very different
  answer. Koilcren will not �ght for you, and will watch with disinterest if a �ght
  occurs.
  89. Joolsorel, the Ravenous Maw
  Enters with a rumble and grind. Appears as a 2' wide ring of bone and teeth
  �oating in the air. Anything that touches Joolsorel takes 1d6 damage per round. It
  moves at a slow walking pace. The summoner can designate a point and
  Joolsorel will move directly towards it, chewing everything in the way. You can
  de�ne [dice] points in the route (so 1 is a straight line, 2 is an L-bend or a patrol,
  3 is a triangular patrol, etc.). Joolsorel will slowly chew through wood but will just
  noisily grind against stone and metal. Soft objects thrown into Joolsorel are
  immediately shredded.
  90. Koskalbanodan, First Among Horses
  Enters with a clatter of hooves. Appears as an ordinary-looking but very tidy grey
  mare. Koskalbanodan can speak to horses and will translate contemptuously.
  She will not �ght for you. She will permit one person to ride her, but will travel at
  a slow trot unless racing another creature. She will win all races over any terrain,
  no matter how terrifying or improbable. The race can be to a destination or to
  exhaustion. If you invest 3 or more [dice], Koskalbanodan will consider racing
  inanimate objects, spells, the weather, etc.
  CC BY-NC-SA
  39
  
  91. Narthiel, the Sight that Binds
  Enters with a thunderclap. Appears as a �oating white eye with a pupil of black
  �re. Up to [dice] times per summon, time stops in a 30' cone in front of Narthiel
  for [sum] rounds. Anything that moves into the cone gets sucked in and freezes
  on the edge. Living creatures partially struck by the cone, or creatures that move
  into the cone, take 2d4 damage. While stopping time, Narthiel cannot move.
  Narthiel's sight also reveals any invisible creatures and illusions in a 30' cone.
  92. Alifane, the Hat of Marvels
  Enters with a brief burst of light on a person's head within 100' of the summoner.
  Appears as a magni�cent hat, crown, turban, etc. appropriate to the wearer's
  desired social status and Alifane's whimsy. Wearing Alifane grants +2 to
  Defense. Spells speci�cally targeting Alifane's wearer have a 25% chance to fail.
  Alifane can hear the wearer's thoughts. It despises murderous intentions or cruel
  behavior and will shout warnings (in a nasal, peeved voice) to anyone the wearer
  is thinking of attacking. It will also judge fashion shows or evaluate the worth of
  clothing.
  93. Quis-Quispon, Immaculate Draughtsman
  Enters with a polite cough. Appears as a young man in very �ne clothing. If
  provided with suitable materials and a work surface (anything from paper and a
  pencil to blood and a stone �oor will do), Quis-Quispon will accurately and
  meticulously draw anything it can see. It takes 1hr for a basic sketch, 5hrs for a
  detailed drawing, and 10hrs for a drawing that resembles life itself, frozen. Quis-
  Quispon's drawings are worth at least 10gp per hour invested. Anyone who
  views them and Saves vs Intelligence can discern hidden allegorical meanings
  and hints. Quis-Quispon will not �ght for you and will try to seduce any nearby
  beautiful people. He hates distractions, wind, birds, and coarse things. He will
  offer mocking etiquette lessons.
  94. Prokiglov, Master of the Dance
  Enters with a merry burst of music. Appears as a person in red robes. Age and
  appearance vary, Prokiglov's expression and clothing rarely do. Prokiglov will
  play casual but re�ned music on any instrument provided. One per summon,
  Prokiglov will draw its own instrument (varies) and play a tune. Everyone within
  200' must Save or be compelled to dance. They can still move normally, but
  some actions may be dif�cult. If combat occurs during the dance, any odd
  numbered attack rolls succeed or fail as normal, but any even-numbered attack
  rolls automatically fail. All participants have a pool of points equal to their
  Dexterity that they can use to modify rolls by +1 or -1. Prokiglov cannot abide
  disobedient or noisy children, cats, and lavender.
  95. Husbap, Sea-Speaker
  Enters with a moist slap and a smell of seawater. Appears as a cat-sized purple
  octopus. Husbap can speak with any body of water larger than a cup. Husbap's
  touch in�icts 1d6 poison and 1d6 electrical damage, but Husbap moves very
  slowly on land and does not like being thrown around, attached to weapons, or
  put in danger. It will shock the summoner if it feels threatened. It can �t through
  2" wide gaps and report on what it sees, though it tends to exaggerate. Up to
  [dice] times per summon, Husbap can emit a horrible keening noise as loud as a
  church bell. No one knows why.
  96. Krepsobar, the Laddermaker
  Enters with a shuf�e and a polite greeting. Appears as a dishevelled middle-aged
  man in brown overalls. Carries a tool belt and a very large canvas bag. Up to
  [dice] times per summon, Krepsobar can pull a wooden ladder from his bag that
  reaches between two points the summoner can see. This might be convenient
  (up a cliff, across a chasm), improbable (through a portal, to the bottom of a
  river) or mythological (to the sun). The ladders created are only made of wood
  and vanish when the summon ends. They will not fall on their own but they can
  be broken. Krepsobar will also offer advice on carpentry, map-making, and,
  incongruously, dark and illegal magic.
  97. Valsbur, the Throne of Power
  Enters with a trumpet blast. Appears as a chipped wooden throne with eight
  wooden legs. All the gold has been scraped off, taking most of the red paint with
  it. Anyone sitting in the throne can project their voice clearly up to 200'. They are
  also immune to all mind-altering effects. Halsbur moves at a slow walking pace.
  If threatened with �re, Halsbur can run as fast as a horse, though it will try and
  toss anyone sitting on it into water.
  98. Bowoworth, Primordial Slime
  Enters with a sulphrous burbling. Appears as a grey goo boiling up from the
  ground, �lling [sum] 10' squares to a depth of 1'. Bowoworth will very slowly
  digest plant and animal matter. It has effectively unlimited HP but deals no
  damage. Anyone moving through Bowoworth must Save vs Dexterity or fall
  prone. If ingested by a creature, Bowoworth reverts them one evolutionary step
  (elves become humans, humans become apes, lizardmen become lizards, etc.)
  for [dice]x10 minutes.
  99. Yeltran, Bearer of the Cups of Haste
  Enters with a billow of steam. Appears as a silver tray with six spindly silver legs.
  Carries 2x[dice] cups of a miraculous liquid. Anyone who drinks the liquid acts
  twice per round for 2d6 rounds. They are jittery, excitable, and unable to focus.
  Yeltran will follow the summoner, acting as a mobile tray or carrying light
  burdens. Any poisons poured into Yeltran's cups have a 50% chance of being
  neutralized. If they are not neutralized, the poisons become doubly effective.
  100.
  There are only 99 entities in all creation. If a 100 is rolled, roll again twice and
  allow the summoner to select an Entity based on the name only.
  CC BY-NC-SA
  40
  
  Cannoneer
  Starting Equipment: 2lb cannon, cannon cart, swab & rod, 3 shot
  + gunpowder packets.
  Starting Skill: Cannoneer. Also, roll on the adjacent table.
  A: Bombard’s Eye, Trained Crew
  B: Bomme-Maker
  C: Furious Engine
  D: Master Cannoneer
  A: Bombard’s Eye
  If you �re a cannon at a stationary or nearly stationary target and
  miss, your next Attack roll against the target gains +4. This
  bonus does not stack with multiple attempts. If you would only hit
  on a critical success (400’-600’), you still only hit on a critical
  success.
  A: Trained Crew
  Gain two hirelings trained in the use and maintenance of a
  cannon. All their stats are 10 except Strength, which is 12. Your
  manage their Inventory Slots. They are reasonably competent,
  mostly loyal, willing to follow you into combat, and dif�cult to
  replace. You need to pay them 2gp per month each.
  B: Bomme-Maker
  You can rapidly craft a crude but controlled gunpowder Bomme
  without any risk or roll. Crafting requires 1 charge of gunpowder
  and some added shrapnel. It takes 2 rounds to craft a Bomme.
  The Bomme deals 2d6 damage in a 20’ radius. The fuse can be
  set for any time from instant (explodes in hand) to 10 minutes. It
  can be thrown (as a dagger, 30’ range). It can also be used to
  open doors or crack stone blocks.
  C: Furious Engine
  If you lead a trained team of 3, you can reload a cannon in 4
  rounds rather than 5. If you rush, you can reload a cannon in 3
  rounds, but you must roll on the Mis�re table. Additionally,
  anyone who surprises you while you are working on a Bomme
  or reloading a Cannon must Save vs Fear or make a Morale
  check when you yell at them.
  D: Master Cannoneer
  You can reroll a result on the Mis�re table. You must accept the
  new result. Addtionally, you can select small or unlikely targets
  with your cannon (someone’s hat, a doorknob at 200’, an apple
  on a child’s head, someone hiding around a corner, etc.).
  Who Are You?
  Cannons are rare, new, and dangerous. For most people, the
  �rst cannon they ever see will be yours. There are no gender
  restrictions in this class. People might scoff but never to your
  face. You belong to the Third Estate, but your profession earns
  you a certain level of respect.
  Range
  Roll Required To Hit Target
  <10’
  Attack +8
  10’ - 200’
  Attack
  200’ - 400’
  Attack -8
  400’ - 600’
  Only on a critical success.
  Cannon (2lb)
  Targets of a cannon do not gain a Defense bonus from armour.
  On a miss, something is still hit. If the target is very large or a
  densely packed horde, an Attack roll may not be required.
  Cannons also make a lot of noise. The GM should roll for a
  random encounter every time it is �red. Everyone within 20’
  should Save or be partially deafened for 1d6 hours. Smoke also
  �lls a 10’ cube in front of the cannon.
  Damage: 4d6. The target must also Save or be stunned. If a 1
  or 2 HD creature is killed, creatures immediately behind them in
  a straight line take any excess damage.
  Reloading: Reloading takes 5 rounds and requires a Swab &
  Rod. A trained team can rush (4 rounds) but must roll on the
  Mis�re table. An untrained team can reload a cannon in 10
  rounds but must roll on the Mis�re table.
  Inventory: When fully assembled, the cannon resembles a 2-
  wheeled barrow. It can be pushed or pulled by 2 people at a
  normal walking pace, even up stairs. It takes 4 rounds for a
  trained team to assemble the cart and cannon.
  Cannons are so rare they cannot be purchased. Casting a new
  cannon takes 300gp in materials, access to a forge, and 2
  weeks. Magic cannons may be possible.
  CC BY-NC-SA
  41
  1d3
  1d6
  Cannonner Skills
  1
  Soldier
  1
  You served well and fought bravely, but your service was not
  rewarded. Gain 1d10cp and a leather bag.
  2
  You served on the losing side of a recent war. Gain a silk shirt
  worth 1sp and some unresolved grudges.
  3
  A former pupil stole your secrets and usurped your position.
  Gain a dagger.
  4
  You were wounded in an explosion that also killed your
  employer. Gain an Interesting Scar and 1d10sp.
  5
  You participated in a very long and tedious siege. Gain 3 rations.
  6
  Your experience in the War changed you. If you fail a Save vs
  Fear, you will freeze rather than run. If you pass, your hirelings
  will also automatically pass.
  2
  Foreign Parts
  1
  You have travelled for most of your life. You never gain Fatigue
  from walking or riding.
  2
  Gain an appearance and native language so unusual that, to
  most people, your profession is the second most shocking thing
  about you. Make up 1d6 ludicrous lies about Foreign Parts.
  3
  Your clothing is strange. Gain robes worth 5sp. You can conceal
  an apple-sized item inside them.
  4
  In your country, cannons are as common as rabbits and wars
  are prosecuted without mercy. Gain a pair of leather gloves.
  5
  Your crimes in Foreign Parts were numerous and disreputable.
  You can roll under Int. to evaluate mundane items (as a Thief).
  6
  Numbers are your friends. Gain the Mathematics skill.
  3
  Unusual (Gain the skill listed.)
  1
  You made a pact with a �re elemental. Gain a very small lantern
  (10’ illumination, lasts 24 hours / �ask) and 3 �asks of oil. If the
  lantern remains lit, reduce all incoming �re damage by 4. If the
  �ame in the lantern goes out, lose half your current HP.
  2
  You woke up next to your cannon with no memory of how you
  got here. Your skills are fresh; your memory is blank. Roll in the
  Table of Professions and gain the skill and item listed.
  3
  You believe gunpowder can cure many ailments. You can eat a
  spoonful of gunpowder and Save to remove a curse, disease, or
  enchantment. You can only make 1 attempt per condition.Gain
  the “Folklore” skill.
  4
  Your back is strong. You can spend 2 HP to gain +1 Strength
  (and +1 Inventory Slot) for 1 hour. You can repeat this process
  as many times as you would like. Gain the “Farmer” skill.
  5
  You are missing 3 �ngers and 1 eye. Gain +2 HP and the “First
  Aid” skill. You don’t sleep well.
  6
  Choose a visible profession (Wizards, Priests, Cheesemongers ,
  etc.). A member of that profession wronged you in the past. You
  have sworn revenge on all the whole pack. Roll on the Table of
  Professions and gain the skill listed.
  1d6 Mis�re
  1
  No effect. Cannon �res after a brief but worrying pause.
  2
  Match extinguished. Cannon can be �red normally next round.
  3
  Dud. Powder does not ignite. Must clear and reload (5 rounds).
  4
  Bad load. Powder half-detonates. The ball �ies 30’, deals 2d6 damage to
  anything it hits.
  5
  Split. Ball shatters as it leaves the barrel. 30’ cone, 1d6 damage, Save for
  half. Crew must also Save or be hit by the shrapnel.
  6
  Shattered. Cannon detonates spectacularly. 30’ radius, 3d6 damage, Save
  for half. Cannon is gone.
  Item
  Inventory Slots Cost (Urban)
  Cost (Rural)
  Cannon
  12
  -
  -
  Cannon Cart
  6
  3gp
  3gp
  Shot
  1 / 3rd
  1sp
  2sp
  Gunpowder (per shot)
  1 / 3rd
  4sp
  -
  Shot & Gunpowder Packet
  1
  5sp
  -
  Swab & Rod
  2
  2sp
  2sp
  
  Exorcist
  Starting Equipment: travelling robes, ceremonial robes, holy
  book, wooden holy symbol, 3 candles.
  Starting Skill: Religion. Also, roll on the adjacent table.
  A: Rite of Exorcism, Undead Sense
  B: Warding Marks
  C: Brandish
  D: Soul of Iron, Zone of Truth
  A: Rite of Exorcism
  Through ritual and prayer you invoke the Authority’s power and
  restore the natural order of Creation. Make an opposed
  Charisma test against a spirit, curse, demon, or disease inside a
  living creature. Apply the bonuses and penalties below. You must
  be within 10’ of the creature to make this check, and the creature
  must be able to see and hear you. If you pass, the target is
  banished. If you fail, you take the creature’s HD in damage. You
  can attempt this test once per hour.
  A: Undead Sense
  You can sense undead up to 50’ away, even in total darkness.
  You can also sense their approximate number and strength.
  B: Warding Marks
  You can use special coins, pieces of parchment, or ribbons to
  ward an area. The marks can be used in 2 different ways. The
  marks can only be used safely once per day. If you use them a
  2nd time, drop to 0 HP. If you use them a 3rd time or more, Save
  or die. The marks last until cancelled or destroyed. Only 1 set of
  marks can be active at any given time.
  1. Detection
  Any undead passing within 1’ of a mark will cause it to chance
  colour, glow, or �icker. An area up to 20’x[Exorcist Templates] in
  radius can be warded. The marks cannot be fooled.
  2. Barrier
  An area up to 10’x[Exorcist Templates] in radius is covered in
  marks. There must be solid surfaces on all sides. All doors and
  windows are warded. Undead outside the marks cannot enter;
  undead inside the marks cannot leave. The marks also block
  scrying spells. If the Exorcist crosses the boundary for any
  reason the effect ends.
  C: Brandish
  If you suddenly raise your holy symbol, you can cause an
  undead creature, spirit, or spell to turn aside. They must Save to
  approach within 10’ of you. Creatures get a bonus to their Save
  equal to their HD. Spells get a bonus equal to the number of MD
  used to cast them. Some spells might de�ect and seek a new
  target. Very minor (0 or 1 HD) undead or spirits must Save or be
  banished.
  As long as you keep the symbol raised (roll under Constitution
  each hour, with a -1 penalty per hour), the creatures or spells
  �rst affected by this ability cannot approach you. If you attempt
  this ability while in doubt over your faith, nothing happens.
  D: Soul of Iron
  You can take 1 damage to gain a +2 bonus to any Save against
  Fear, a direct demonic attack (hell�re, soul drain), or any soul-
  altering effect (such as a curse or enchantment). You can spend
  as many HP as you would like, including in�icting Lethal
  Damage. Wounds appear as stigmata or premature ageing.
  D: Zone of Truth
  You are unsettling and odd. No one can lie to you about murder
  and must Save to lie about any other topic. They can evade or
  remain silent, but if they speak they cannot lie. Every minute
  spent in conversation with you imposes a -1 penalty to Morale.
  Who Are You?
  You are either a member of the First Estate or an Outlaw. In
  either case, you think like a member of the First Estate. You are
  part of an elite order, a very small group of men and women
  outside the usual structures and demands of the Church. Your
  profession is dangerous and necessary. You roam Creation,
  seeking neither fame nor riches nor glory, but only to do your
  duty or perish in the attempt. But if along the way you should
  acquire wealth incidentally, and help the poor or live comfortably
  for a time, who could blame you?
  CC BY-NC-SA
  42
  1d3
  1d6
  Exorcist Skills
  1
  Bell (Gain the “Music” skill.)
  1
  You trained in a choir. Gain an excellent singing voice.
  2
  Gain a silver bell instead of a holy symbol. The bell is only
  audible to undead. Living people feel it, but can’t hear it.
  3
  You became an exorcist as penance for a terrible crime. Gain a
  dagger.
  4
  You can become selectively deaf to a speci�c sound or person.
  You require 2 rounds to prepare your selective deafness.
  5
  You have wandered across Creation to ful�l your duties. Gain
  the “Foreign Parts” skill and a long-necked string instrument.
  6
  You sense spirits with the dubious aid of a trained cat. Gain a
  trained cat and 3 rations.
  2
  Book (Gain the “Literature” skill.)
  1
  You have studied ancient records of legendary undead �gures.
  Roll under Intelligence to identify the true name of any intelligent
  undead of 7 HD or more that you encounter.
  2
  You have studied demonology and know the secrets of the
  Adversary. When interacting with demons, gain +2 Charisma.
  3
  Your memory is shoddy so you write everything down. Gain 3
  blank books, ink, & quill.
  4
  You trust ancient religious authorities. Gain a book of religious
  sayings, quotations, and denunciations.
  5
  You believe sinful behaviour leads to disease, death, and
  damnation. Gain a whip.
  6
  You have participated in a successful exorcism. You are old and
  grey. Gain a walking stick.
  3
  Sword (Gain the “Soldier” skill.)
  1
  Sometimes, it’s best to beat the devil out of people. Your
  unarmed attacks deal 1d6+Strength Bonus damage (instead of
  1d4+Strength bonus).
  2
  You worked as a gravedigger until a supernatural experience
  sent you down the path of exorcism. Gain a shovel.
  3
  The Church has granted you a dubious assistant. Gain a
  random Camp Follower.
  4
  Praise the Authority and sharpen your weapons. Gain a sword
  and a shield.
  5
  You roamed battle�elds at night, dispatching the wounded and
  warding corpses. Gain a lantern and 3 �asks of lamp oil.
  6
  You aspired to a high rank in the Church, but war and forbidden
  magic upturned your life. Gain a gold locket worth 1gp.
  Exorcism Bonuses
  Exorcism Penalties
  +1 Per Book Exorcist template
  -1
  Per HD of the spirit.
  +1 If assisted by a priest or very
  devout person.
  -2
  If the spirit has possessed the
  target for a day, a week, a month,
  or a year (so a year = -8).
  +1 Per hour spent in uninterrupted
  ritual before attempting the test.
  -#
  If in crisis over your faith (#
  determined by GM).
  +1 True name known.
  -2
  Only vague details known.
  Other bonuses and penalties may apply at the GM’s discretion.
  
  Inventor Necromancer
  Starting Equipment: spellbook, ink & quill, dagger, 2 Inventor
  Necromancer Components.
  Starting Skill: Roll on the Outlaw Wizard skill table.
  A: +1 Masterwork Invention, Emergency Invention
  B: +1 Masterwork Invention
  C: +1 Masterwork Invention
  D: +1 Masterwork Invention or Masterwork Upgrade
  Inventor Necromancer Components
  An Inventor Necromancer Component takes up 1 Inventory Slot.
  They can be replenished in any town for 10gp (or scrounged in
  the �eld. Ask your GM). Bits of wire, string, glass vials full of
  strange �uids, sharp serrated blades, dead �esh in leather
  wrappings, salt, pickled eyeballs; all are useful to an Inventor
  Necromancer.
  A: Emergency Invention
  You can create a device to solve one particular problem. It uses
  up 1 Inventor Necromancer Component. The device can imiate
  any existing mundane tool or item. It lasts for 1 hour per Inventor
  Necromancer template. Examples:
  •
  30’ of intestinal rope.
  •
  A lantern made of bone with a phosphorescent rot core.
  •
  A dagger made of bone
  •
  Acid to dissolve a lock.
  A: Masterwork Invention
  The devices below are unique. Your Inventor Necromancer
  created them and only they can use them. If damage or
  destroyed, the invention can be rebuilt with 100gp in
  components, at least one corpse, and 24 hrs of work (spread
  over several days if necessary).
  If you work on a speci�c project, you can either deliberately
  create one of the inventions below when you level or work with
  your GM to build something new. Items, tools, and corpses you
  �nd in your travels may provide useful inspiration and
  components. Want goggles that use wizard eyes to see 360
  degrees (and in several new colours)? Sure! Use the items
  below to calibrate your invention's power and utility. If you don't
  have a speci�c project when you level up, roll randomly.
  D: Masterwork Upgrade
  Choose a Masterwork Invention you already own. Work with the
  GM to increase its effects. Examples: your Ectoplasm Cannon
  can draw the souls from low-level undead as well. Your Soul
  Transfer Helmets can be used to extract intelligence from
  helpless targets. Your Unliving Armour shoots bone projectiles.
  Who Are You?
  Necromancy is a dangerous art. Loading deaths-spells into a
  living brain is often fatal. Many apprentice necromancers are
  disassembled and reused by their more cautious masters. Some
  necromancer chart a safer path to power. Working by the light of
  human fat candles they push the frontiers of human - and
  inhuman - knowledge. Necromancers are hunted outlaws;
  Necromancer Inventors are rarer still. They hide among
  alchemists, tannery workers, butchers, monks, and scholars.
  Some have extended their lives for centuries, hopping from body
  to body, one step ahead of authorities and suspicious villagers.
  Others, in�amed with ideas from Foreign Parts or ancient texts,
  pour their lives (and the lives of others) into their work.
  1. The Memory Pipe
  An elaborate hookah pipe connected to a cloth tube and a sharp steel needle.
  Stab it into the forehead of a corpse and smoke its memories. For [# of Inventor
  Necromancer templates] hours, gain all the skills, languages, and memories of
  the corpse. If the creature was magical or particularly strong-willed, Save or gain
  some aspect of the creature's personality for the duration. The corpse must be
  fresh (within 2 hours of death unless preserved) to gain the full bene�t. If you
  smoke an old corpse, you gain a few random glimpses or skills.
  2. Ectoplasma Cannon
  A large tube of metal with a crossbow grip. Aim at a ghost and make an Attack
  roll. If you succeed, deal 1d6 damage. If the ghost is reduced to 5 HP or less,
  you also suck it into your cannon. You can unleash all the ghosts from the
  cannon to deal 1d6 damage to anything between the cannon and a point up to
  200' away. At the point, it deals [# of ghosts]x1d6 damage in a 30' radius,
  spreading around corners as a �reball. The cannon can hold a maximum of 4
  ghosts. Particularly powerful spirits may count as multiple ghosts.
  3. Undead Gladiator
  A skeleton clad in iron with chainsaw hands. A zombie in shrieking iron, crude
  and vicious. A six-legged beast with toothed hands and cruel spikes. Whatever
  you've created, it's deadly, hardy, and single-minded. It can climb but not swim.
  HD: 1 (8 [x# of Inventor Necromancer templates] HP)
  Wants: to smash the living. Only the living.
  Armour: as plate
  Move: normal
  Morale: 12
  Damage: 1d8+1. Damage type varies depending on how you've built your
  monster.
  4. Arti�cial Life Engine
  A gold insect with hooked limbs. You can make up to [# of Inventor Necromancer
  templates] implants. If placed on a dying creature (any number of Fatal Wounds),
  the Arti�cial Life Engine restores them to their maximum HP. The creature
  returns to a grey half-life. They lose 1d6 from all stats (roll individually). 1 pint of
  blood or one small living creature, like a bird or a rat, must be placed into the
  Arti�cial Life Engine per day or it ceases to function, killing the creature it
  supported. Creatures supported by the Arti�cial Life Engine do not age. Instead
  of healing normally, they heal 1 point of damage per day.
  5. Flesh Sculpting Ray
  A metal box full of gears, wires, and bubbling alchemical �asks. Insert a scrap of
  �esh, fresh or ancient, then aim the box at a living creature. The target must be
  restrained, helpless, or unconscious. The box will reshape the target's body to
  match the scrap of �esh. Ideally, you should target the same species. You can
  bring back dead friends (in the �esh only; the mind will not change) or the
  bloodline of ancient kings. If used on two creatures of different species,
  monsters, deformed abominations, and messy explosions of steaming blood and
  �esh may result. The process takes 1 hour and is agonizing beyond belief. If the
  target is conscious they permanently lose 1d6 Wisdom.
  6. Soul Transfer Helmets
  Two silver skullcap-sized helmets connected by 6' of dense cables and tubes. If
  placed on the head of two living creatures, the creatures must Save or swap
  souls. Use the highest Save value. If they Save, both creatures take 1d6
  damage. The soul carries most memories with it, but some may remain behind to
  plague a body's new inhabitant. If the difference in HD between the two
  creatures is more than 4, the creature of lower HD must also Save or explode.
  Creatures cannot be smaller than a cat or larger than an ogre.
  7. Emergency Phylactery
  A gold pendant. Give it to someone. If you die while they are wearing it, Save
  with a bonus equal to the number of Inventor Necromancer templates you
  possess and a penalty equal to the person or creature's HD. If you pass, you
  take over their body, no matter where it is. If you fail, you die.
  8. Unliving Armour
  A suit of bone, sinew, and �esh. Step inside, seal it around you. The suit has
  armour as chain and 10 HP. You can spend 6 hours to fully repair it. While
  wearing the suit, your Strength is 18. When not in use, the suit lumbers or
  slithers behind you.
  9. Obedient Servants
  Create a number of obedient undead servants equal to the number of Inventor
  Necromancer templates you possess. All servants must be of the same type
  (though you can retro�t them to a new type with 100gp in components, at least
  corpse, and 24 hrs of work). Servants have a skill related to their type.
  Examples: dancing skeletons, scout skeletons, philosopher zombies, warrior
  constructs, lab assistants.
  HD: 1 (5 HP)
  Wants: to ful�ll their function.
  Armour: none
  Move: normal
  Morale: 12
  Damage: 1d6 (if Warrior servants), 0 otherwise.
  10. Unnatural Healing Oils
  Made from essential salts, vital �uids, alchemically reduced marrow and
  powdered memories. You can create 3 doses from a humanoid corpse and can
  only carry 3 doses at any given time. Each dose heals [# of Inventor
  Necromancer templates]x1d4 HP. Flesh healed appears grey and bloodless.
  Wounds are sealed with wire and crude staples.
  CC BY-NC-SA
  43
  
  Goblin
  Yes.
  Start Stuff: daggar, bad pants, one shoo.
  Start Know: goblan.
  Get Good:
  Each time Get Good, roll one time on list. Same thing, roll new.
  Get four thing only (eh, bee, sea, dee). Each time get good, no
  make stats better (except by list roll).
  CC BY-NC-SA
  44
  1d20 Get Good
  1
  Good Guts
  +2 HP, no poison eats.
  2
  Good Brains
  +2 Int, learn random little wizard spell.
  3
  Good Face
  +2 Chisma. Big big smile grin, ear to ear. Big eyes.
  4
  Good Ears
  +2 Wisdum, not never sneaked up on.
  5
  Good Sneaks
  +2 Dexty, +4 Stealth. So sneaks.
  6
  Good Punch
  +2 Strangth, +2 Attack stat. Like to Fight. Fight you.
  7
  More TEEF
  Mouth is daggers now. Can chew rocks, sticks.
  8
  Not Dead
  Fatal Woonds go away on 1, 2, or 3, not just 1.
  9
  Beetle Friend
  Can ride it. If dead, is sad, �nd new beetle next day.
  10 Sticky
  +4 climb. Easy climb but �ngs get gummed up.
  11 Weird Goblan
  Newtate one time.
  12 Ankle Bite
  If �ght thing bigger than you, 1 Attack a Round.
  13 Goblin Friend
  Is good. Mebe make more goblans? If dead, sad, but
  �nd new friend next day.
  14 Bug Barf
  One time in day, barf up big sack of spider, worms.
  15 Wut?
  Never afraids. No thinks to read or control.
  16 Lucky Goblan
  +2 Save. Also, one time in day, reroll big round dice.
  17 New Stuff
  If lost arm or leg, grows back in some days.
  18 No Squish
  If fall, no die. Bounce instead.
  19 Ooze Friend
  Little squishy friend. No acid or guts or ooze hurt you.
  20 Greasy
  Can no be tied up or grabbled.
  Many Goblins
  Many Goblins act as one character. There are a lot of them
  (though the exact amount seems to vary from scene to scene)
  and they contribute about as much as one actual character (at
  best). They are a bunch of goblins milling about in the back of
  the scene, doing goblin things, kind of half-paying attention, and
  mostly serving as colourful detail.
  Starting Equipment: many daggers, �lthy rags, �eas, etc. Roll for
  1 random item from the Table of Professions.
  Starting Skill: goblan.
  A: Shared Totals
  B: +1 Goblin Warlord
  C: +1 Goblin Warlord, Use Thing
  D: +1 Goblin Warlord, New Thing
  Many Goblins gain +2 HP every level. If this would take them
  over 20 HP, they instead split into Two Many Goblins and lose
  half their maximum HP. One half runs away.
  A: Shared Totals
  Many Goblins have a shared HP pool just like a normal
  character. Every point of damage causes a single goblin to die in
  an inconsequential background sort of way. Area of affect
  attacks and traps only affect them once. Single-target Save or
  Die effects instead cause Many Goblins to lose 1 HP. Other
  single-target spells usually affect all the goblins. Mutations might
  affect all the goblins or become a Thing they can use (see Use
  Thing below).
  Somehow they consume the same ration as one person.
  If Many Goblins are reduced to 0 HP, they become strewn about
  the place, wounded and moaning, miserable and unable to help
  anyone until healed. If they are reduced below 0 HP they all die
  in a suitably tragic-comic fashion. The only survivors will be the
  Goblin Warlords (see below).
  Many Goblins have 5 inventory slots total. They can carry more
  things but they will inevitably lose, smash, ruin, sell, or eat all but
  5 items. Weapons and armour are carried separately and do not
  occupy inventory slots. In order to gain any bene�t from a
  weapon, armour set, or magic item, Many Goblins need 10
  copies. Give them 10 swords and they deal sword damage, etc.
  They spend money collectively and irresponsibly.
  If you need to determine exactly how Many Goblins are present,
  roll 1d12+6. This number varies encounter to encounter and
  even round to round. When performing basic unskilled labour,
  like digging a trench or carrying buckets, Many Goblins count as
  10 people for the �rst hour, 5 people the next hour, and give up
  after the third hour. They occupy an area 20' square whenever
  possible, spreading as needed (a 5' wide 80' long line, etc.)
  B: Goblin Warlord
  One goblin in the swarm has earned a name. Once per
  encounter, for one round, the named goblin can do something
  different than the other Many Goblins. They could run to warn
  the PCs while the rest of the Many Goblins �ght something. At
  the end of the round, the Goblin Warlord is absorbed back into
  the swarm. Goblin Warlords get a name and a very short
  description like, "has a horned helmet" or "smells of cheese."
  If the Many Goblins die, each Goblin Warlord becomes a Level 1
  Goblan with no bonuses, the stats of the Many Goblans, and 2
  HP. If the Goblin Warlords �nd some more goblins, or spend
  some time in an area where goblins are likely to be found, they
  can recombine to form a new Level 2 Many Goblans. Only 1
  Goblin Warlord survives this process. You can use orphans,
  urchins, drunkards, wastrels, and particularly cunning feral dogs
  to �ll out the ranks. Goblinism is contagious.
  C: Use Thing
  Many Goblins can now be given magic items or special tools.
  They can use them once per encounter, collectively. This could
  be a Goblin Warlord action. The goblin with the magic wand �res
  it, the goblin with the serrated weasel-thrower uses it, then steps
  back into the crowd.
  D: New Thing
  Many Goblins gain a special 6th inventory slot that contains a
  random item rolled on the Table of Professions. Roll the item
  randomly each encounter. If the Many Goblins run into another
  room or out of sight (one round at least) and then run back (a
  second round) they can reroll the item.
  Many Goblins based on the Rake by Joseph Manola:
  udan-adan.blogspot.com/2018/05/bx-class-rake.html
  
  Paladin of the Word
  Starting Equipment: chainmail, sword, wooden holy symbol.
  Starting Skill: Roll on the adjacent table.
  A: +1 DD, No Voice, The Divine Word
  B: +1 DD
  C: +1 DD
  D: +1 DD, The Shout
  You gain +2 to Save against mind-altering effects (charm, sleep,
  fear, mind control) for each Paladin template you possess.
  A: No Voice
  Your pledge to give up your voice was accepted. Your voice is
  gone. You cannot speak.
  A: The Divine Word
  You have spell-like abilities, but they are not the same as a
  wizard’s spells. To use an ability, select a number of Divinity Dice
  (DD) you wish to invest, roll them, and add the numbers
  together. As a Paladin, you get +1 DD per Paladin template.
  Most abilities depend on the number of [dice] invested and the
  [sum] they show.
  Dice that roll 1-3 return to your casting pool and can be used
  again that day. Dice that roll 4-6 are removed from your casting
  pool for the day. You can use your abilities any number of times
  per day provided you have DD to invest. Your DD return if you
  get a good night's sleep. If you didn't sleep well, you can Save
  for each DD to have them return to your pool anyway.
  With 1 Paladin template, you can cast command. You can only
  target people who speak your language.
  With 2 Paladin templates, you can cast ventriloquism. Your
  command ability can target creatures who do not share a
  language with you.
  With 3 Paladin templates, you can cast shatter. Your command
  ability can target all things, even inanimate objects. You could
  command a tree to give you fruit or a grave to give up a corpse.
  When you use command or shatter, you speak with the
  Authority’s voice. The words speak directly to the nature of
  matter. It works on the deaf or in total vacuum.
  Bonuses
  •
  If you know a creature’s true name, it gets -4 to its Save.
  •
  If you have gone at least a full day without using an ability,
  your target gets -2 to their Save. A full week, a full month, a
  full year, a full three years, and a full decade each give the
  target a cumulative -2 to their Save.
  •
  If you have gone at least three days without using an ability,
  you get a free +1 DD to spend on an ability.
  D: The Shout
  You begin to proclaim the Word of the Authority. Your lips crack
  and bleed from the shockwave. You will be partially deaf for 2
  days afterwards. Each round, you deal 2d6 sonic damage in a
  50’ cone in front of you and you take 1d6 damage. If you wish to
  end the Shout, you can Save at the start of your turn. While
  shouting, you cannot move or be moved. You can still fall.
  Who Are You?
  You are not a member of the First Estate, although you probably
  think like one. You are an Outlaw. You pass through the world
  like a stagehand wandering onto the set of a play. You are
  expected to seek Justice, love Kindness, and walk Humbly.
  Paladin of the Word Abilities
  Command
  R: 50’ T: person D: [dice] hours
  You shout a single-word command to your target, who must
  Save or obey. If the command lasts longer than 1 round, the
  target gets a new Save at the start of each of its turns. You can
  spend additional DD to increase the effects:
  +1 DD: Affect +2 targets.
  +1 DD: Increase the length of the command by +2 words.
  +1 DD: Increase the duration between checks by +2 rounds.
  Ventriloquism
  R: 50’ T: creature or object that makes noise D: [sum] rounds
  Target creature or object speaks for you. You could target a
  squeaky door hinge, but not a stone wall or an iron ingot. The
  voice is clearly unnatural or strained. It’s the object speaking, not
  you (your voice is gone).
  Shatter
  R: 50’ T: creature or object D:0
  Target takes [sum] force damage. If the target is made of an
  in�exible material, such as stone or glass, the target takes
  [sum]x2 damage. Save for half damage. This represents any
  command that deals direct damage to the target (e.g. DIE,
  TEAR YOURSELF APART, etc.)
  +1 DD: Affect +2 targets. The damage is split as evenly as
  possible between all targets.
  CC BY-NC-SA
  45
  1d3
  1d6
  Paladin of the Word Skills
  1
  History
  1
  You were trained in a distant monastery, chosen from birth for
  the Paladin’s role. You have no body hair (except eyebrows).
  2
  You read saints tales until you nearly went mad. You can
  instantly identify any icon or picture of a saint.
  3
  You memorized tales of hubris, lost civilizations, and folly. Gain a
  gold ring worth 1gp, shaped like a broken crown.
  4
  You were trained to investigate and uncover the truth. Gain a
  blank book and the ability to wiggle your eyebrows.
  5
  You illustrated manuscripts. You can produce beautiful and
  detailed drawings on demand. Gain ink & a quill.
  6
  You cannot read or write, but you have an exceptional memory
  for detail.
  2
  Wilderness
  1
  You were a hermit for many years. Save vs Fear when
  presented with a crowd or busy social scene unless you’ve had
  10 minutes to prepare yourself. You do not require water.
  2
  Chose a type of weather. You are immune to fatigue from that
  typer of weather.
  3
  You can march inde�nitely, without rations or water, provided
  you do not stop. If and when you stop, you gain Fatigue to �ll up
  all your emptly Inventory Slots +1.
  4
  Once per week, you can cast speak with animals for 1 hour. You
  can’t speak to them (unless you use your ventriloquism ability),
  but they will understand your gestures and intent. Pious animals
  will obey you.
  5
  You were struck by lightning. You are deaf in one ear. Reduce all
  incoming lightning damage by 2.
  6
  You are a natural wanderer. You can walk in bare feet as if you
  were wearing thick boots.
  3
  Unusual (Gain the skill listed.)
  1
  Your appearance is unremarkable in every way. You aren’t any
  more stealthy, but you will be overlooked in a crowd. Roll on the
  Table of Professions and gain the skill listed.
  2
  War is your profession. You are pro�cient in all weapons. Gain
  the “Soldier” skill.
  3
  You are from Foreign Parts and look like it. Gain the “Foreign
  Parts” skill and an outlandish costume worth 1sp.
  4
  You are so pious that any harmful spell that speci�cally targets
  you has a 1-in-6 chance of failing. Gain the “Religion” skill.
  5
  You have attracted a small group of followers or an accidental
  assistant. Gain 1d4 Camp Followers and the “Carpentry” skill.
  6
  You can use your powers in a subtle way. You can whisper a
  command by spending +1 DD. Gain the “Poetry” skill.
  
  Cannibal Gourmet
  Surly Gnome
  Prerequisite: you must have eaten another intelligent creature
  and enjoyed it. You cannot choose Template A from this class
  unless you have Template A from another class (so, effectively,
  you can't enter this class until you are 2nd level).
  A: Butchery, Gourmet
  B: Cannibal Eye
  C: Cannibal Guts, Follow Your Nose
  You gain +1 HP for each Cannibal Gourmet template you
  possess.
  A: Butchery
  Your can tell how many rations can be extracted from a person
  or corpse and where the most delicious parts can be found. If
  you prepare a ration where the primary component is meat, the
  ration heals +1 HP (in addition to any other effects).
  A: Gourmet
  You must Save to resist trying new dishes, meats, or spices. You
  do not have to collect spices, recipes, and cooking implements,
  but it is encouraged.
  B: Cannibal Eye
  You can tell (very approximately) what the effects of eating a
  creature might be. The GM will describe very approximate
  effects and their relatively likelihood. You can immediately meat
  is poisoned or diseased.
  C: Cannibal Guts
  If a meal provides a random effects (including the 1d6+[Level]
  HP healed at lunch) or requires a roll on a table, you may
  permanently lose 1d6 from a Stat to reroll the effect. You can
  only do this once per day.
  C: Follow Your Nose
  If you have eaten a creature, you can track its species by smell.
  You can smell their exact location within 30', or follow an
  approximate smell trail no more than 1 day old by rolling under
  Wisdom.
  Prerequisite: you must be a Gnome. You cannot choose
  Template A from this class unless you have Template A from
  another class (so, effectively, you can't enter this class until you
  are 2nd level).
  A: Brawler, Feck Off!
  B: Powerful Hat
  C: Gnome Rage, Truculence.
  A: Brawler
  Your unarmed attacks deal 1d6+Strength Bonus damage. Gain a
  +2 bonus to Strength for the purposes of grappling and shoving.
  A: Feck Off!
  If you pass a Save vs Fear, you may immediately make an
  attack against whatever caused you to Save. You can use a
  weapon, a spell, a thrown object, your �sts, etc. You cannot draw
  a weapon or prepare an item before attacking; it must be
  immediate.
  B: Powerful Hat
  Once per day, you can remove your red felt cap and use it to
  negate an incoming ranged attack. The target must be you, an
  adjacent ally, or the area you are standing in. The arrow, spell,
  �ying rock, etc. vanishes into your hat. Write down everything
  your hat eats. When you die, it will all come spraying back out.
  C: Gnome Rage
  You gain +1 Attack per round if you are attacking with a dagger
  or your bare �sts. Other suitably close-and-personal weapons
  may be acceptable. The maximum number of Attacks per round
  is 2.
  C: Truculence
  You are immune to any spells or effects that would alter your
  natural disposition, goals, or views, from charm spells to total
  perspective vortices.
  CC BY-NC-SA
  46
  
  1d50
  Escaped Nun Background
  1
  You were an unruly, rebellious, brawling child. Your family hoped the convent would reform your ways. It hasn’t.
  2
  When your husband died, his greedy but powerful relative stole your inheritance and locked you in a convent.
  3
  You fell in love with a priest and entered the convent to be close to him, but he spurned you cruelly.
  4
  You accused a powerful noble of assaulting you, and your family shut you away to keep the scandal from spreading.
  5
  Your family could not afford to keep you, their sixth and coincidentally least attractive daughter, and sent you to a convent.
  6
  You are being educated in a convent to prepare you for marriage to a hideous elderly merchant.
  7
  You believe in actively doing good works in the world. The more impressive, the better. You are naive but motivated.
  8
  You entered the convent as a widow. You are old, wise, and full of wanderlust and pent-up adventuring spirit.
  9
  You fell in love with another nun. You lack the vocabulary to describe your feelings, but you’re pretty sure it’s a sin.
  10
  (Male) You pretended to be a mute simpleton to work in gardens and seduce some of the nuns. You were discovered.
  11
  You willingly entered the convent for spiritual reasons, but now believe your calling is elsewhere in the world.
  12
  You accidentally killed another nun. Your crime has not been discovered, but it is only a matter of hours.
  13
  Your overbearing family promised you to the Church at your birth. You have never had a real or meaningful choice in your life.
  14
  You were accused of illegal sorcery and witchcraft, and sentenced to life inside the convent instead of death.
  15
  You covet a luxury unobtainable inside the convent, and will do anything to acquire it.
  16
  You entered the convent to learn about the world through reading. What you read only made you more curious.
  17
  You were sent to the convent to conceal an embarrassing pregnancy. Turns out, you were just ill, but you can’t leave.
  18
  You deliberately killed a priest and framed another nun. You are willing to help the framed nun escape too.
  19
  You discovered a secret about the Abbess and you believe your life is in danger.
  20
  (Male) You dressed as a woman to enter the convent and seduce the nuns. You were discovered.
  21
  You entered the convent to evade a powerful and frightening suitor. He has found your retreat; you need to �ee.
  22
  You chose this life to gain some control over your fate, but discovered you’d merely changed one prison for another.
  23
  You took up an unsuitable profession; your family hoped the convent would cure you of your deviant behaviour.
  24
  You have outlived two husbands, buried eight children, and suddenly realized you are tired of being told what to do.
  25
  You were committed to the convent as an infant; the daughter of a minor rebellious noble.
  26
  You received a letter from your family with news of a disaster or invasion. Your superiors insist nothing is wrong.
  27
  You are obstinate, sharp-tongued, hot-headed, and right more often than not. You’re a �ne leader but a lousy nun.
  28
  Your husband exiled you to a convent to be rid of you. You have just received word of his demise.
  29
  You were caught sleeping with a particularly embarrass priest, and are sure to be exposed and punished.
  30
  (Male) You broke into the convent to rescue your sister or your lover and need to make a hasty escape.
  31
  You thought you could �ll the hole in your heart with prayer. Turns out, gold might work instead. Lots and lots of gold.
  32
  You are the illegitimate child of a noble lady and a servant, sent to the convent to keep you out of trouble.
  33
  Your family sent you to the convent believing you were half-witted, but you are just careful. You have a plan.
  34
  Your father and stepmother sent you to the convent to obtain your inheritance. Your half-siblings are keen to keep you there.
  35
  You have some minor deformity that bars you from polite society; your family exaggerates its severity for sympathy.
  36
  Your secret practice with forbidden weapons has been discovered. Punishment will be severe. You should �ee.
  37
  You were placed in a convent as a child by direct orders of the local Bishop, due to a case of mistaken identity.
  38
  Your ceremony to take holy orders and unbreakable vows is tomorrow, and you just realized you don’t want to do it.
  39
  There are wrongs in the world that need righting, and you can’t do it from inside the convent. You are committed to a cause.
  40
  (Male) You are a visitor to the convent caught in a web of deceit, love, and escape plots. You blundered into this.
  41
  You were planning on betraying your sisters’ escape plans to the Abbess, but you are now too deeply involved to avoid blame.
  42
  You aren’t from the convent at all. You were sent to in�ltrate it and assist in this escape attempt for unspeci�ed reasons.
  43
  You really want to get married. Not just any man will do though. Your ideals have been in�uenced by chivalric poetry.
  44
  Your parents live in poverty to support you in the convent. You think they’d be better off if you disappeared.
  45
  You were caught in a particularly blasphemous or compromising act. You didn’t do anything wrong in but it sure looks like it.
  46
  You want to resume your former career, no matter the risks.
  47
  Your family sends you grimly patronizing letters, saying that it’s �ne you’ll never do anything memorable or useful.
  48
  Your hated rival in the convent was just promoted, glori�ed, and given more authority. You can’t stand her.
  49
  You’ve been secretly stealing and eating roast turnips. Your guilt is unbearable. You are growing paranoid.
  50
  (Male) You were travelling and stayed at the convent overnight. You fell in love with a nun who really wants to escape.
  1d50 Escaped Nun Backgrounds
  CC BY-NC-SA
  47
  Better Run Better Run,
  Faster Than My Nun
  Use this table instead of starting a group in a tavern. If the
  original party dies, reroll a group of escaped nuns. Roll on the
  table above before rolling for race and selecting a class. If this
  doesn't work for your setting or group, remove the gender notes
  entirely and make up some excuse, or invert them. All the
  characters have made a pact (solemn or otherwise) to escape
  together and support each other in any future hardships.
  1d10
  Convent Quality
  1
  Collapsing. Roof leaks, no food, corrupt leadership.
  2
  Strict. Scrubbed to perfection, utterly joyless.
  3
  Debauched. Close to a brothel. Not restful.
  4
  Cloying. Loving, caring, syrup-sweet.
  5
  Indebted. Finances are imploding.
  6
  Isolated. Nearest civilized place is over the horizon.
  7
  Dominated. The Abbess rules by force.
  8
  Cursed. Nuns keep dying of tragic accidents.
  9
  Hospitable. Stopover point for pilgrims and merchants.
  10
  Factionalized. Groups vie for control.
  
  1d100 Profession
  Guild? Item
  1
  Armourer
  G
  Plate Helmet
  2
  Astrologer
  Book of Star Tables
  3
  Bag-maker
  G
  3 Leather Bags
  4
  Baker
  G
  3 Rations
  5
  Barber-Surgeon
  Needle and Thread
  6
  Basket-maker
  G
  3 Small Baskets
  7
  Belt-maker
  G
  3 Sturdy Belts
  8
  Blacksmith
  G
  Iron Tongs
  9
  Brasier
  G
  Brass Handle
  10
  Brewer
  G
  Tiny Barrel of Beer
  11
  Bridle-maker
  G
  Leather Saddle
  12
  Broom-maker
  G
  Broom
  13
  Butcher
  G
  Live Lamb (0 slots)
  14
  Carder
  G
  Bundle of Wool
  15
  Carpenter
  G
  Plumb Line, 10 Nails
  16
  Cartwright
  G
  Handcart (0 slots)
  17
  Chalk Cutter
  G
  5 Pieces of Chalk
  18
  Chandler
  G
  3 Candles
  19
  Charcoal Burner
  G
  3 Torches
  20
  Cheese-maker
  G
  Wheel of Cheese
  21
  Clerk
  Parchment, Quill, Ink
  22
  Cobbler
  G
  Bag of Tacks
  23
  Cook
  Bag of Herbs
  24
  Cooper
  G
  Large Barrel (0 slots)
  25
  Dog Breeder
  Clever Dog (0 slots)
  26
  Drunkard
  3 Bottles of Wine
  27
  Dyer
  G
  3 Vials of Dye
  28
  Embroiderer
  G
  Fine Cloak
  29
  Farrier
  G
  3 Horseshoes
  30
  Felt-maker
  G
  Fine Cloak
  31
  Fisherman
  G
  10’ Net
  32
  Fletcher
  G
  20 Arrows
  33
  Furbisher
  G
  Wooden Stool
  34
  Gambler
  Loaded Dice (0 slots)
  35
  Glassblower
  G
  3 Glass Bottles
  36
  Goatherd
  Live Goat (0 slots)
  37
  Gongfarmer
  G
  Sack of Nightsoil
  38
  Gravedigger
  Wooden Grave Marker
  39
  Jailer
  Manacles
  40
  Jeweller
  10’ of Wire Scraps
  41
  Leatherworker
  G
  Leather Helmet
  42
  Link Boy
  3 Torches
  43
  Mason
  G
  Bag of Mortar, Hammer
  44
  Mercer
  G
  Bag of 5 Apples
  45
  Midwife
  Bundle of Rags
  46
  Miller
  G
  Bag of Flour
  47
  Miner
  G
  Lantern
  48
  Minstrel
  G
  Lute
  49
  Miracle Play Actor
  G
  Disguise Kit
  50
  Needlemaker
  G
  10 Needles
  1d100 Profession
  Guild? Item
  51
  Pack Handler
  G
  Donkey (0 slots)
  52
  Painter
  G
  3 Tubes of Paint
  53
  Parchment-maker
  G
  3 Pieces of Parchment
  54
  Parent
  3 Rations
  55
  Plasterer
  G
  Bucket and Brush
  56
  Poacher
  Dead Rabbit
  57
  Porter
  G
  Wheelbarrow (0 slots)
  58
  Potter
  G
  Bag of Clay
  59
  Poultry-keeper
  3 Chickens
  60
  Prostitute
  G
  Disguise Kit
  61
  Rag Man
  Bundle of Rags
  62
  Rat Catcher
  Small but Vicious Dog
  63
  Rope-maker
  G
  30’ of Rope
  64
  Salter
  G
  Bag of Salt
  65
  Scullion
  Large Iron Pot
  66
  Sculptor
  G
  3 Chisels
  67
  Servant (Domestic)
  Livery
  68
  Servant (Military)
  Livery
  69
  Shepherd
  Live Sheep (0 slots)
  70
  Shipwright
  G
  10 Large Nails
  71
  Stonecutter
  G
  Heavy Chisel, Hammer
  72
  Swineherd
  Live Pig (0 slots)
  73
  Tailor
  G
  5’x2’ of Rolled Cloth.
  74
  Tanner
  G
  Waterproof Bag
  75
  Thatcher
  G
  Bundle of Reeds
  76
  Trumpeter
  Enormous Trumpet
  77
  Weaponsmith
  G
  File and Hammer
  78
  Wet Nurse
  3 Cloth Diapers
  79
  Woodcarver
  G
  Devotional Statue
  80
  Woodcutter
  G
  Bundle of Wood
  81
  Woolwinder
  G
  Bundle of Wool
  High-Status Professions
  82
  Alchemist
  3 Flasks of Glue
  83
  Apothecary
  G
  Bag of Herbs
  84
  Architect
  G
  Measuring Sticks
  85
  Banker
  G
  Set of Scales
  86
  Bookbinder
  G
  Defective Book
  87
  Bureaucrat
  Paper, Quill, Ink
  88
  Chirurgeon
  Needle and Thread
  89
  Clock-maker
  G
  File and Hammer
  90
  Engineer
  G
  3 Flasks of Grease
  91
  Falconer
  Glove, Trained Hawk
  92
  Goldsmith
  G
  Set of Scales
  93
  Herbalist
  Bag of Herbs
  94
  Illustrator
  Paper, Quill, Ink
  95
  Leading Servant
  Livery, Club
  96
  Locksmith
  G
  Lockpick Set
  97
  Poet
  Book of Poetry
  98
  Sea Navigator
  G
  30’ of Rope
  99
  Storyteller
  Hand Puppets
  100
  Tax Collector
  Lockbox
  1d100 Medieval Professions
  CC BY-NC-SA
  48
  Profession Details
  Working in a profession for a full month generates 5sp.
  Guild Professions (marked with a G) require membership in a
  guild. The guild charges dues (already subtracted from the
  income provided by the profession), but may offer some
  protection and assistance in times of crisis.
  High Status Professions (82-100) earn double income
  (1gp/month). Some might earn more. You are also treated better,
  even as an apprentice, than most other professions.
  
  1d100 Camp Followers
  1
  Infant
  Noisy, fragile, and inconvenient. If this is your only camp follower, you may roll again.
  2
  Urchin
  Follows you around and assists with minor tasks.
  3
  Brawler Urchin
  Will �ght and bite anyone and anything, including horses, dogs, and other party members.
  4
  Wild Urchin
  Doesn’t speak, runs around, �nds animals and sticks and puts them in your tent.
  5
  Cunning Urchin
  Watches and waits. Has a hoard of 1d10sp, a dagger, and a plan. Might run off with a sack of gold.
  6
  Militant Urchin
  Plays at being a soldier. Marches around, guards things, challenges passers-by.
  7
  Your Child
  Resembles you. 1d10 years old. The child is illegitimate unless you have a spouse.
  8
  Orphan
  You knew at least one of the parents. 1d10 years old, thinks of you as an important �gure.
  9
  Blind Man
  Navigates with a reed, can see ghosts and spells clearly, refuses to admit this or be useful. Twitchy.
  10
  Blind Man
  Navigates with a stick. Uncanny ability to hit ankles. Swears like a sailor.
  11
  Spouse
  Beautiful, courteous, and kind. Loyal but constantly (accidentally) gives you reasons to doubt.
  12
  Spouse
  Terri�ed, hides most of the time. Can read and write. Helpful during calm times.
  13
  Spouse
  Moderately attractive, extremely hard-headed. Can throw a dagger as well as anyone.
  14
  Spouse
  Quite ugly, complains, but helps, cooks, and defends your interests.
  15
  Spouse
  Drunk most of the time, surly while sober. Not particularly attached to you.
  16
  Parent
  Disapproves of your life choices, your clothes, your hair, and your companions. Slightly tipsy.
  17
  Parent
  Conspires with you and provides wise counsel. Badly injured in combat.
  18
  Barber-Surgeon
  Shaves, haircuts, teeth pulled, blood let, bones set, and minor ailments treated. Practical and dour.
  19
  Barber-Surgeon
  Can’t shave or pull teeth but can lop off gangrenous limbs with a sharp saw. Worrying hobbies.
  20
  Deathbed Comfort
  Has seen a lot of people die and knows the right words. Solemn and quiet.
  21
  Natural Fool
  Helpful, cheerful, but profoundly dim. Really tries. Endearing.
  22
  Natural Fool
  Puns and jests. Prone to �ts and shocking outbursts of violence against random target.
  23
  Murderer
  Killed once, needlessly. Has terrible nightmares. Fears anyone resembling their victim.
  24
  Cup-Bearer
  Terri�ed of any work other than table service. Weeps from time to time for no reason.
  25
  Old Man
  Older than your grandfather. Skin like paper. Full of history and details. 50% are true.
  26
  Old Man
  Bitter and wise. Will offer sound but timorous advice. Hates children, singing, fun, priests, and cats.
  27
  Casualty
  Hideously scarred but otherwise unharmed. Face is shocking but heart is kind.
  28
  Casualty
  Solder missing a leg and a hand. Can tutor people in basic combat. Drinks heavily.
  29
  Casualty
  Thoroughly mangled by war. Tries to help but isn’t much use. No real talents.
  30
  Priest
  Performs daily services. Baptisms, weddings, funerals, 5sp to 2gp each.
  31
  Fallen Priest
  Performs brief daily services. Baptisms, weddings, funerals, 5sp or 1 bottle of wine each.
  32
  Mad Priest
  Raving sermons at all hours. Undead creatures, demons, etc. will approach with caution.
  33
  Old Woman
  Rarely speaks. Stares at things. Vanishes just before danger appears. Can run very, very fast.
  34
  Old Woman
  Knows which herbs cure which common ailments. Demands strong wine and better living conditions.
  35
  Nurse
  Will take care of infants and children. If none are available, will pray endlessly and scowl at people.
  36
  Nurse
  Will take care of infants and children. If none are available, will perform basic tasks and �irt.
  37
  Mistress
  Pregnant and annoyed at you.
  38
  Mistress
  Moderately attractive. Not particularly attached to you.
  39
  Mistress
  Moderately attractive and extremely attached to you. Will grow jealous or nervous.
  40
  Fisherman
  Depending on location, brings in 1d10 rations of �sh per day. Mostly an excuse to avoid work.
  41
  Drudge
  Couldn’t develop a personality at knifepoint. Performs basic tasks well, otherwise silent and dull.
  42
  Guard
  Idle, narcoleptic, credulous. Will sit in front of something for days without complaining.
  43
  Farmer
  Displaced and lost in the wide world. Full of folk wisdom. Critical of wizards.
  44
  Deserter
  Unsuited for war or real work. Likely to be executed if caught. Unshaven. Shivers at night.
  45
  Assayer
  Can accurately determine the value (by weight) of gold, silver, and some gems. Exorbitant rates.
  46
  Laundress
  Expert in cleaning, but always distracted by affairs, gossip, spying, or �irting. Causes trouble.
  47
  Laundress
  Expert in cleaning. Filthy mind, tragically hideous body.
  48
  Rat-Catcher
  Scarred �ngers. Enormous surly cat or small but vicious dog. Insists
  49
  Merchant
  Lost everything, too broken to continue. Knows many things about Foreign Parts, currency, trade.
  50
  Guy Who Goes “Heh” Probably touched in the head. Mumbles, squints, carries heavy objects if asked several times.
  51
  Page
  Extremely young. Holds your horse and runs errands. Inadvisably run towards danger.
  52
  Provision-Seller
  Has a small cart full of items. Journeys into town once a week, if possible, to restock.
  53
  Carpenter
  Can make decent camp structures with tool and assistance. Incomprehensible accent.
  54
  Foreigner
  Sits to the side and listens. Suspicious until you realize he doesn’t speak any known languages.
  55
  Enforcer
  Fight in camp and he breaks your �ngers. Face like a slab of meat, hands like iron. Otherwise kind.
  56
  Wizard Apprentice
  Disgraced. Cannot cast spells but can detect magic occasionally. Can read and write.
  57
  Wizard Apprentice
  Dead-brained. Any spells targeting the apprentice bounce in a random direction.
  58
  Wizard Apprentice
  Cursed. Pick a curse, apply a mutation, or otherwise ruin their life.
  59
  Scribe
  Writes things down for you, can do sums. Power goes to their head immediately.
  60
  Scribe
  Writes things down for you, can do sums, but badly. Terri�ed of being exposed.
  1d100 Camp Followers
  CC BY-NC-SA
  49
  
  1d100 Camp Followers (cont’d)
  61
  Prostitute
  Will sleep with anyone for 5sp. Offers discounts for novelty.
  62
  Prostitute
  Will sleep with anyone not too offensive for 5sp.
  63
  Prostitute
  Laughably bad at it. Starts off endearing, becomes annoying. 3sp for a brief encounter.
  64
  Prostitute
  Highly experienced. Can also keep accounts, lie convincingly, and handle a knife. 8sp.
  65
  Prostitute
  Visibly diseased. Not fatal, but unattractive to most. 5cp.
  66
  Falconer
  Birds died, was exiled. Hates birds but knows their secrets. Can whistle very loudly.
  67
  Astrologer
  Can cast a horoscope for 5cp, 5sp, or 5gp. They do nothing. Has a chest full of papers and tools.
  68
  Embarrassing Lover
  Forbidden by culture, status, or common sense. All they do is hide, fawn over you, and cause trouble.
  69
  Rag Picker
  A heap of cloth with feet. Can patch anything. Can convert rags into clothing or clothing into rags.
  70
  Fletcher
  Makes 20 arrows per day, 5cp each. Requires feathers, wood, iron tips. Good singing voice.
  71
  Torch-Maker
  Makes 10 good torches per day, 1cp each. Requires wood, resin, and �bre. Very slow.
  72
  Holy Visionary
  Eccentric, sings constantly, might become a saint one day if they live.
  73
  Court Attendant
  Brie�y served a noble house. Tells the same stories over and over. Knows some courtly rituals.
  74
  Sharpener
  Carries a small pedal grindstone in a cart. 5cp to sharpen a dagger, 15cp for a sword.
  75
  Minstrel
  No talent but lots of bawdy songs. Has inappropriate preferences in partners.
  76
  Minstrel
  Moderately talented. Will attempt to seduce nearly people in order of attractiveness.
  77
  Crier
  Extremely loud voice, delights in broadcasting gossip.
  78
  Night Owl
  Stays up all night, sleeps all day. No explanation given. Will keep a decent watch.
  79
  Chicken Keeper
  Astonishingly lazy. 1d20+2 chickens, loose and troublesome. Sells eggs, 2cp each.
  80
  Goatherd
  Cunning, wizened, and crafty from outwitting goats. 1d6 goats. On a 6, +1d6 goats, etc.
  81
  Shepherd
  Frantic and depressed from dealing with sheep. 1d6 sheep. On a 6, +1d6 sheep, etc.
  82
  Swineherd
  Jolly but crude. 1d4 hogs. If 4, one truly enormous hog the size of a small horse instead.
  83
  Blacksmith
  Unless provided with a forge and equipment, just a strong man with burn scars. Mean and bitter.
  84
  Whittler
  Whittles things out of wood. Some are amusing. Will carve icons of saints and monsters.
  85
  Escaped Nun
  Hard worker, terri�ed of her family and being captured again.
  86
  Gambler
  Always cheerful, tells amusing tales. Usually broke, sometimes af�uent.
  87
  Dog Trainer
  Horrible smell, always exhausted. 1d6 dogs, 1 of which is partially trained. The rest are nearly feral.
  88
  Rake
  In it for the thrill. Utterly debauched and amoral. Will do something fatal eventually.
  89
  Cidermaker
  Has a small cart full of barrels. Smells like apples. Always drunk. 2cp for a cup of cider.
  90
  Cook
  Reliably produces the same grey slop, even during famine or long sieges. 2cp per ration. Scowling.
  91
  Cook
  Has maintained the same pot of stew for �fteen years. Flavour varies. 2cp per ration. Rotund.
  92
  Pragmatic Cook
  Can roast any animal. Will gleefully regale you with tales of cannibalism and madness. 3cp per ration.
  93
  Experimental Cook
  Tries new ingredients. 2cp for a bowl of the latest creation. 1-in-10 chance of being awful/delicious.
  94
  Legendary Cook
  Meals costs 5sp but heal +1 HP. Requires �attery, donations, and safety.
  95
  Butcher
  5cp for a rabbit, 5sp for a deer, 1gp for anything larger. Competent, ef�cient, and corpulent.
  96
  Shirtless Man
  Spends most of his time in the sun. Does menial tasks badly but looks good doing them.
  97
  Freak
  Deformed in some amusing way. Quite intelligent and loyal, given time.
  98
  Scrounger
  50% chance of leaving camp for the day and returning with something useful. Flea-infested.
  99
  Horse Trainer
  Calms frightened horses, �xes horrible horse ailments. Thin and twitchy.
  100
  Scholar
  Knows more than most people about one speci�c but useless topic. Literate and witty.
  CC BY-NC-SA
  50
  1d20
  Horse Quality
  1
  Catastrophe
  Roll for Horse Death. No refunds.
  2
  Lame
  Unable to ride for 1d10 days
  3
  Mad
  1-in-6 chance of refusing to move.
  4
  Wobbly
  Jelly legs. Nauseating.
  5
  Surly
  Must be coaxed into action.
  6
  Vicious
  Will bite 1d10 people per day.
  7
  Ugly
  An odd assortment of features
  8
  Patchy
  Missing some hair.
  9
  Mawkish
  Sentimental and attached to owner.
  10
  Fisheyed
  Stares in strange directions.
  11
  Hungry
  Nips and licks things.
  12
  Stable
  Utterly unremarkable.
  13
  Skittish
  Startles at the strangest things.
  14
  Jumper
  Clears fences and hedges easily.
  15
  Danger Sense Senses ambushes, bad weather.
  16
  Swift
  Faster than most horses.
  17
  Lordly
  Earns the respect of most horses.
  18
  Warrior
  Delights in battle. Kicks accurately.
  19
  Stoic
  Utterly un�appable.
  20
  Beautiful
  Smart, loyal, and glossy.
  1d20
  Horse Death
  1
  Heart Failure
  Lurches, falls over, dies immediately.
  2
  The Sweats
  Drips, then dies in 1d6 hours.
  3
  Toothmaggots
  Teeth fall out. Death in 2d6 days.
  4
  Lungfoam
  Red froth, then death in 1d6 days.
  5
  The Spots
  Skin sloughs off. Death in 1d6 hours.
  6
  Joint Pains
  Slowly stiffens and dies in 1d6 days.
  7
  Tendonsnap
  Limbs �y askew. Death in 1d6 days.
  8
  Grippe-Guts
  Bloats, then explodes in 1d6 days.
  9
  Colic
  Terrible gas, then death in 2d6 days.
  10
  Water-Spout
  Drinks constantly. Death in 1d6 hours.
  11
  Hoof-Rot
  Feet melt, then death in 2d6 days.
  12
  Set-Fast
  Limbs lock, bruise. Death in 1d6 days.
  13
  Honey-Pus
  Weeping sores. Death in 1d6 hours.
  14
  Gutworms
  Bloats, then splits in 1d6 hours.
  15
  Brain-Fever
  Flails, bites, froths for 1d6 days.
  16
  Tired Blood
  Sleeps constantly, dies in 1d6 days.
  17
  Tremors
  Head shakes, then dies in 1d6 days.
  18
  Glassbones
  Legs snap. Death immediately.
  19
  Skinseams
  Splits along bones, dies in 1d6 hours.
  20
  Collapse
  Horse simply falls apart immediately.
  Horse Quality & Death Tables
  
  1d100 Barbarian Delicacies
  Meat
  1
  Hanging Meat
  Salted, �attened, left to air dry.
  2
  Pickled Eyeballs
  Mostly �avourless, slightly greasy.
  3
  Dried Eel
  Leathery. Smells like wet dog.
  4
  Weird Bit
  The wattle. The gibs.
  5
  Organ Sack
  Stomach �lled with other bits
  6
  Rotting Fish
  Very speci�c �sh in a bottle.
  7
  Dried Crickets
  Served in honey..
  8
  Fermented Crab
  Dubious aphrodisiac. Smells terrible.
  9
  Dried Meat
  Mashed with fat and berries.
  10
  Mashed Stoat
  Minty fresh for some reason.
  More Meat
  11
  Baked Rat
  Not a local rat. A smug foreign rat.
  12
  Pig Grease
  Crunchy. Kept in a jar.
  13
  Mashed Ants
  Cooked in a pot with grain.
  14
  Whole Songbird
  Coated in a foul-smelling paste.
  15
  Fermented Bird
  Stored in a sack.
  16
  Dried Lizards
  Tiny. Eaten by the handful. Very dry.
  17
  Rabbit Ears
  With the fur still on.
  18
  Sea Thing
  Sea insect. Too many legs.
  19
  Tiny Flat Fish
  Smoked then kept in a sack.
  20
  Teeth
  Handfuls of broken teeth in sauce.
  Eggs
  21
  Cooked Eggs
  Boiled in something unmentionable.
  22
  Fermented Eggs
  Buried in clay for a month. Crumbly.
  23
  Mashed Eggs
  Mixed with some horrible root.
  24
  Candied Eggs
  Put in an urn with sugar and tubers.
  25
  Fish Eggs
  Lots of tiny eggs in glass bottles.
  26
  Insect Eggs
  White, the size of a thumb.
  27
  Lumpy Eggs
  A bird with the hiccoughs, maybe?
  28
  Snail Eggs
  Pickled in brine.
  29
  Sea Eggs
  Not sure if a plant or a �sh. Briny.
  30
  Exotic Eggs
  Blue and green with stripes. Watery.
  Strong Drink
  31
  Herbal Liquor
  Sold in tiny glass bottles.
  32
  Blessed Water
  Blessed by a speci�c kind of priest.
  33
  Green Infusion
  Apparently made by monks.
  34
  Brown Liquor
  Very strong, made by alchemists.
  35
  Honey Beer
  Comes in clay pots.
  36
  Fermented Cloves More of a mash than a drink.
  37
  Red Liquor
  Thick like treacle, tastes like fruit.
  38
  Bitter Leaves
  Makes a medicinal infusion.
  39
  Pale Brown Liquor Made from trees somehow.
  40
  Buttery Wine
  Not made from grapes. Slimy.
  Root Vegetables
  41
  Fat Purple Turnips Eaten raw. Crunchy and stringy.
  42
  Long Grey Carrots Very, very spicy.
  43
  Rock Vegetable
  Devoured raw, leaks milk.
  44
  Green Lumps
  Some kind of nut?
  45
  Thin White Roots Faint smell of cut hay.
  46
  Corkscrew Turnips Worse than regular turnips.
  47
  Fat White Root
  Like an obese �avourless carrot.
  48
  Infernal Onion
  Red, sharply acidic.
  49
  Lumpy Root
  Shaped like a deformed animal.
  50
  Hairy Yellow Root From a �ower. Tastes like vinegar.
  1d100 Barbarian Delicacies
  CC BY-NC-SA
  51
  Leafy Vegetables
  51
  Broad Leaves
  Opens the pupils.
  52
  Diamond Leaves
  Tingly, stains the teeth green.
  53
  Grey Leaves
  Ashy. Sold by apothecaries.
  54
  Frayed Leaves
  Tastes like soap to most people.
  55
  Fern Leaves
  Tastes like grass but with sap.
  56
  Orange Leaves
  Dried and crispy.
  57
  Round Leaves
  Tastes like copper.
  58
  Veiny Leaves
  Like eating leather.
  59
  Curled-up Leaves Little green balls.
  60
  Flat Green Leaves Slowly rots into slime.
  Bread
  61
  Hard Cakes
  Solid pucks of �our and starch.
  62
  Drip Cakes
  Bread thrown into boiling fat.
  63
  Spice Bread
  A spice from Foreign Parts.
  64
  Rolled Bread
  Layered meat and cheese.
  65
  Yellow Bread
  Made from a strange grain.
  66
  Corpse Bread
  Like bread that’s been left to die.
  67
  Hole Bread
  Full of holes for some reason.
  68
  Stack Bread
  Tiny loaves hammered �at.
  69
  Failed Bread
  Flour and water rolled.
  70
  Round Bread
  Spheres of dough with meat.
  Cheese
  71
  Blue-black Cheese In the stomach lining of a goat.
  72
  Lumpy Cheese
  In a wineskin. Acidic and dribbly.
  73
  Runny Cheese
  Tastes like sand and salt.
  74
  Yellow Cheese
  Looks �ne but tastes appalling.
  75
  Monk Cheese
  From the milk of blessed cows.
  76
  Travel Cheese
  All the water squeezed out.
  77
  Purple Cheese
  Made with blood or something.
  78
  Soft White Cheese In clay jars.
  79
  Meat Cheese
  Made from sea creatures.
  80
  Grey Hard Cheese Thick rind, smells like cow dung.
  Mushrooms
  81
  Folded Mushroom Moist and curled.
  82
  Black Mushroom
  Tastes like soggy wood.
  83
  Crinkly Mushroom Crunches like frost.
  84
  Red Mushroom
  Makes everything feel tingly.
  85
  Mottled Mushroom Deadly to dogs and cattle.
  86
  Pink Mushroom
  White spots, perfectly round.
  87
  Tall Mushroom
  Like little spears. Greasy.
  88
  Plate Mushroom
  Tastes like wood. Hard to chew.
  89
  Puffball Mushroom Round white balls.
  90
  Eye Mushroom
  Wet black spots like eyes.
  Exotic
  91
  Brown Beans
  Tastes like sawdust and bleach.
  92
  White Beans
  Like pebbles but chewy.
  93
  Red Beans
  Tastes metallic.
  94
  Horrible Sea Thing Like a nightmare phallus.
  95
  Pointy Red Fruit
  Full of seeds. Burns like �re.
  96
  Oval Green Fruit
  Bitter, salty, and chewy.
  97
  Snake Venom
  Makes the tongue go black.
  98
  Pink Salt
  From the mountains.
  99
  Cat Milk
  A thin custard. Who milks a cat?
  100
  Magic Powder
  Ground up wizard skulls.
  
  Item
  Cost
  (Urban)
  Cost
  (Rural)
  Food and Cooking
  Small Beer
  2cp
  1cp
  Bottle of Wine
  5cp
  1sp
  Standard Meal
  5cp
  3cp
  Fancy Meal
  3sp
  -
  Ration (3/slot)
  1sp
  5cp
  Animal Feed (per day)
  3cp
  2cp
  Cheese (5bs)
  5sp
  4sp
  Cookpot
  1sp
  2sp
  Dried Fruit (bag)
  2sp
  1sp
  Eggs (12)
  7cp
  3cp
  Herbs (bag)
  3cp
  1cp
  Lard (5lbs)
  1cp
  1cp
  Soap (1lb)
  1cp
  2cp
  Wooden Tub
  2sp
  1sp
  Armour
  Leather Armour (Defense 12)
  25sp
  50sp
  Chain Armour (Defense 14)
  10gp
  -
  Plate Armour (Defense 16)
  100gp
  -
  Shield (Defense +1)
  5sp
  5sp
  Weapons
  Light Weapon (d6+Str. B) (3/slot)
  5sp
  5sp
  Medium Weapon (d8/d10+Str. B)
  2gp
  5gp
  Heavy Weapon (d12+Str. B) (0.5/slot)
  5gp
  15gp
  Sling (d6)
  3sp
  3sp
  Bow (d6)
  25sp
  25sp
  Crossbow (d12)
  5gp
  -
  Arrows/Bolts (20/slot)
  5cp each
  5cp each
  Light
  Candle (small, 1hr) (3/slot)
  1cp
  1cp
  Reading Candle (3hrs)
  5cp
  5cp
  Lantern
  3sp
  5sp
  Lamp Oil (�ask, 3/slot, 3hrs)
  5cp
  5cp
  Tinderbox
  1sp
  5sp
  Torch (3hrs) (3/slot)
  1cp
  1cp
  Animals
  Cattle
  1gp
  8sp
  Chicken
  2cp
  1cp
  Dog
  1gp
  5sp
  Hawk
  10gp
  -
  Hog
  5sp
  3sp
  Horse (riding)
  10gp
  10gp
  Horse (war)
  75gp
  65gp
  Donkey
  8sp
  5sp
  Sheep
  3sp
  1sp
  Tools
  Anvil
  2gp
  3go
  Axe
  4sp
  3sp
  Bellows
  4gp
  6gp
  Block and Tackle
  3sp
  3sp
  Chisel
  1sp
  2sp
  Drill
  5sp
  5sp
  Hammer
  1sp
  2sp
  Hoe
  3sp
  2sp
  Iron Plough
  15gp
  17gp
  Nails (bag of 10)
  3cp
  5cp
  Pick
  6sp
  12sp
  Prybar
  2sp
  2sp
  Shovel
  3sp
  2sp
  Speciality Tools
  2gp
  -
  Spike (iron)
  1sp
  2sp
  Price List
  CC BY-NC-SA
  52
  Item
  Cost (Urban) Cost (Rural)
  Adventuring Gear
  Air Bladder
  1sp
  1sp
  Bedroll
  2sp
  1sp
  Caltrops (bag of 30)
  4sp
  -
  Fishing Gear
  1sp
  1sp
  Grappling Hook
  3sp
  5sp
  Holy Water
  25sp
  25sp
  Ladder (10’)
  6sp
  3sp
  Pole (10’)
  1sp
  5cp
  Rope (30’)
  3sp
  3sp
  Tent (3-ling)
  1gp
  2gp
  Tent (personal)
  5sp
  10sp
  Vial, Bottle, or Flask
  2sp
  -
  Waterskin
  1sp
  1sp
  Whistle
  5cp
  5cp
  Clothing
  Peasant Clothes
  1sp
  5cp
  Working Clothes
  5sp
  6sp
  Noble Clothes
  30gp
  -
  Leather Boots
  3sp
  -
  Furs
  50gp
  -
  Rags
  5cp
  3cp
  Books and Vanity Items
  Book (blank)
  3gp
  -
  Book (magic)
  30gp
  -
  Book (reading, poetry, etc.)
  6gp
  -
  Holy Symbol (plain wood)
  2cp
  2cp
  Hourglass
  10gp
  -
  Ink
  1cp
  5cp
  Mirror (silver)
  3gp
  -
  Plates, Cups, Cutlery (6 sets)
  1gp
  -
  Gold Ring
  1gp
  -
  Scroll Case
  1sp
  3sp
  Hirelings and Followers
  Useless Peasant
  2sp/month
  1sp/month
  Labourer
  5sp/month
  5sp/month
  Scribe
  6sp/month
  -
  Archer or Light Infantry
  1gp/month
  1gp/month
  Mason
  1gp/month
  1gp/month
  Camp Follower
  15sp/month
  15sp/month
  Armourer or Blacksmith
  2gp/month
  2gp/month
  Master Builder
  5gp/month
  5gp/month
  Barber-Surgeon
  6gp/month
  8gp/month
  Galley Crew (60)
  30gp/month
  -
  Transportation and Lodging
  Sailboat
  600gp
  -
  Cart
  3gp
  3gp
  Raft
  5sp
  5sp
  Wagon
  15gp
  8gp
  Galley
  800gp
  -
  Inn
  5sp/night
  3sp/night
  Currency Calibration
  1gp = 10sp = 100cp = $1 modern American = 1 ~1300 French
  denier. Prices are based on historical research and guesswork.
  
SOURCE: textdata/thevault/Goblin Laws of Gaming (GLOG) (osr)/GLOG - Version 2.pdf