An interview with ghost busting gamers, Grant Wilson and Mike Richie

Mike Richie and Grant Wilson from Rather Dashing Games
Mike Richie and Grant Wilson from Rather Dashing Games

Grant Wilson is best known as one of the co-founders The Atlantic Paranormal Society from which sprang the shows “Ghost Hunters”, “Ghost Hunters International”, and “Ghost Hunters Academy.”  In recent years Grant and his childhood friend, Michael Richie joined forces to form a gaming company, Rather Dashing Games.  These industrious gentlemen now have published five games, a steampunk novel and much more to come.

John N Collins (JNC):Could you give us a quick lineup of your products?

Grant and Michael: As far as books go, we have only released the first one so far. Our second book should be out late summer/early fall. As for products from our company Rather Dashing Games, we currently have five games out with two more to be released sometime this year. Our two bestsellers, Dwarven Miner and Pirates, Ninjas, Robots, and Zombies are fun, approachable titles that scratch the itch of more complex games. Our next game, Graveyards, Ghosts, and Haunted Houses is going to be a blast!

JNC: You also have a novel that you co-authored that is of the steampunk genre. Tell us a bit about it.

Mike: It’s called “Brotherhood of the Strange”. It’s the first of our hopefully many Steampunk adventures. We both love Steampunk, and wanted to make an immersive sandbox style world that included the many various aspects of the genre, rather than only focusing on one or two of them. The story focuses around an inventor named Degory Priest who is trying to secretly undo the damage done by the Brotherhood of the Strange, a secret society to which he and his estranged brother Edward belong.

JNC: How did you two become involved in steampunk?

Grant & Mike: We have always loved Jules Verne, Sherlock Holmes, & H.P. Lovecraft, as well as old machinery and clockwork. Once we saw this emerging genre at cons such as Dragoncon, we both fell in love and dove head first into it. Grant even cosplayed as a steampunk ghostbuster. A “Spectral Eradicator” if you will. Mike enjoys prop making and coming up with believable ways that the fictional technologies could work in the world of Steampunk.

JNC: Now Grant, this may surprise some of your fans, but I hear you also have been pursuing another career, this one in music. Tell us about that.

Grant: Well, I taught myself how to play piano and guitar when I was 14. I’ve been composing every since. I’ve been in a few alternative rock bands over the years but it wasn’t until relatively recently that I was able to focus on it. I have my band, Carpetshark, that is currently on hold for a few, but my big push is with my solo piano music. I have one album out right now “1.618” and another on the way “Liquid Earth”. It’s just very relaxing piano music. I was really surprised by how people reacted to it. I get emails from people saying they are getting married to it, meditating to it, and how it helps kids focus, or rest. All good stuff!

JNC: Will you be bringing CD’s and Games to sell to the convention in addition to copies of your books for signing?

G&M: I imagine we will!

JNC: Games, Books, Movies, and Ghosts! Do you have any other surprises coming our way?

Grant: I don’t know about any more surprise categories but we will have many surprises in each of those categories. After our the Kingship series, we plan to write our baby; our series of high-fantasy novels we have been working on since we were teenagers. It’s an epic story that has grown and matured over the years. One we are very excited to tell.

JNC: Where can folks find more information on your games, books, music, and such?

Rather Dashing Games
The Brotherhood of the Strange Books
Grant Wilson on CD Baby
Grant Wilson’s official website

JNC: Many of us were disappointed you couldn’t make it to the Wizard World Fan Festival in Chicago a few weeks ago but we are looking forward to seeing you in Cincinnati in a few weeks! Thanks so much for the update!

Grant: I was just as disappointed. Let’s collectively blame the weather!

Grant and Mike will be at the International Steampunk Symposium in Cincinnati this weekend April 24 to 26, 2015.

Grant and Carpetshark will be performing at Origins in June and Gen Con in July.

For more about John N. Collins, find him on TwitterInstagram, Youtube, and Facebook.

Treasury of Games: Alternate Adventuring Rogue

This is a system-agnostic alternative rogue class for D&D style adventures which goes well with the previously posted Cleric, Fighter, and Wizard.

Rogues are skilled tricksters who live by guile and cunning. Their skills are much sought-after by other adventurers, because delving dungeons and fighting evil often reward an indirect approach. Rogues gain their level bonus to tasks only if they know one or more skills in the related skill tree. The bonus is only half level without. Rogue skills are divided into 4 trees, as follows:

Tree Skilled in
Thuggery Dirty tricks and mischief
– Thugs are skilled in combat, but in sneaky ways rather than how a fighter is. Initiative is a good skill for them, but they’re only half-level skilled in attack rolls unless pulling off some kind of sneaky trick, such as a low blow, sneak attack, or feint.

Traps Laying, recognizing, and disarming traps
– Called pranksters or “security experts” depending on respectability, rogues with these skills can lay and recognize traps with skill. They are also skilled with locks and other mechanisms, and often well versed in figuring out magical items.

Stealth Hiding, silence, noticing others, tracks
– Sneak-thieves can be identified mainly by which valuables are missing after they’ve been through. They also find work as spies and scouts, often being skilled at following tracks without being tracked, as well as noticing others while remaining un-noticed.

Deception Lying, forgery, reading faces, appraisal
– Charmers and confidence men, these rogues not only know how valuable your mother’s antique vase is, but can talk you into believing it’s worth a tenth of what it ought to be – and then talk their next mark into believing it’s worth twice what it ought.

Any kind of rogue is skilled at gambling, including cheating. Of course, the style of play and cheating will change depending on the skills of the rogue, but it is an activity which exists at the perfect sweet spot between all rogue skills.

Whenever a Rogue learns a skill, he or she also gains (or remembers) a contact, who not only teaches (or taught) the Rogue that skill – but ended up owing him or her a favor when they last parted. Thus, for each skill the Rogue knows, there is a contact out there who has similar skills and can be called upon for a favor trade, and the Rogue starts one up in the trading. For example, Jimmy the first level rogue starts off with the Thuggery skill “Twist the Knife.” He’ll always remember the crazy old hobo who taught him how to really make someone squeal when he shanked them, so they wouldn’t mess with him again. If he ever needs backup for going after someone near his hometown, it’s that hobo he’d probably look for. After all, he did always buy him another bottle, whenever he had the cash.

Hit Die: d6

There are five levels of skill in a tree, each requiring a certain number of skills already learned in that tree:

Level Name Required Skills
1 New Fish 0
2 Beginner 2
3 Competent 4
4 Old Hand 6
5 Teacher 8

Thuggery New Fish Skills

– When an opponent is in a bad position, this rogue knows how to get a cheap shot in. Double any penalties to defense suffered versus this rogue’s attacks.

Twist the Knife
– This rogue – possibly due to a slightly off-kilter psyche – enjoys inflicting pain. When damaging an enemy with an attack, the rogue inflicts a -1 penalty to d20 rolls due to pain. This penalty can stack up to the rogue’s Level.

Quick Escape
– Rogues often learn when it’s best to get OUT of a fight. When an enemy misses with an attack, the rogue may take an extra move action away from that opponent, once per round.

Thuggery Beginner Skills

Cloak and Dagger
– When an opponent believes the rogue is unarmed, the first attack she makes on him rolls twice for damage and takes the better result.

Shiv and Blackjack
– This rogue is skilled with improvised and unusual weapons. No matter the environment, if anything can be brought to hand besides the rogue’s own body, a 1d6 weapon can be fashioned out of it.

Groin Shot
– Rogues will take the dishonorable action just to shock an opponent into some kind of reaction. By foregoing damage on an attack against a sentient opponent with whom the rogue shares a language, that opponent may be stunned for 1d4 rounds.

Thuggery Competent Skills

– An unaware opponent is a dead opponent waiting to happen. When the target is taken by surprise, this rogue does double damage.

Nimble Evasion
– The rogue is comfortable hanging upside down from a ledge or walking a tightrope or in any precarious fighting situation. Nothing short of being bound hand and foot gives the rogue a penalty to defense – and the penalty for being restrained without being fully immobilized is only -2 defense.

Brazen Pickpocket
– When striking or struck by an enemy in melee, the rogue may make a check as if picking the enemy’s pockets, and if successful may take any item carried on the enemy’s person – including a weapon or other item held in the hand.

Thuggery Old Hand Skills

Eye Gouge
– This rogue is quite practiced at going for the eyes, suffering no called shot penalty to do so.

Dark Alley
– In his element, this rogue is quite intimidating. If encountered in a close, dark setting, this rogue may provoke a save versus terror when revealing a weapon.

Thuggery Teacher Skills

Stumbling Attack
– Whenever this rogue deals damage, she also knocks an opponent prone.

Rusty Blade
– This rogue’s idea of caring for a weapon would sicken any real warrior. However, this also sickens people he stabs. A save versus disease is required the next time anyone wounded by the rogue rests; a failed save indicates a crippling disease has been contracted.

Traps New Fish Skills

Small Game
– Traps set by this rogue are undetectable to small game such as rabbits or squirrels.

Large Game
– This rogue can set traps for large game such as deer or bison which the game will not detect.

Man Trap
– Traps set for people may be made to deal damage as an oversized weapon (1d12) or to immobilize (effectively tied up and unable to act until freed, on failed save).

Traps Beginner Skills

Cunning Mechanism
– Finding this rogue’s traps without setting them off is half again as difficult as normal.

Rugged Design
– Attempting to simply smash the mechanism of this rogue’s traps will set the trap off instead.

Poisonous Trap
– This rogue can safely set up a poisonous trap, never poisoning himself with his trap materials.

Traps Competent Skills

Quick Traps
– A trap may be set up as quickly as one combat turn – however, it will benefit from no other skills but this one. One other skill may be applied per additional combat turn of setup.

Contingent Trap
– This is the skill to flawlessly design a specific way around a trap. For example, a pressure plate trigger designed not to go off when stepped on at a specific spot, or a series of tripwires which allow a certain pattern of steps and ducks to get through safely.

Inconvenient Trap
– Traps to do less obvious things like marking someone with a smell or color, indicate that an area has been searched, or other objectives are possible without a check with this skill.

Traps Old Hand Skills

Personal Hazard
– Attacking a rogue with this skill is dangerous. When missed in combat, the attacker must save against a trap hidden on the rogue’s own person. This is actually a reactive action taken by the rogue, but the rogue has prepared the weapons for it in such a way that it must be defended against like a trap.

Complicated Mechanism
– A single trap can be made to perform multiple attacks, triggering multiple saves with one trigger, using this skill. Up to the rogue’s level in different save effects may be keyed to one trap without needing to roll.

Traps Teacher Skills

Redundant Mechanism
– Traps this rogue sets must be successfully detected and disarmed twice, because there are back-up triggers and extra hidden delivery mechanisms.

Natural Danger
– Normally, it requires fairly extensive materials to set up a trap, or at least that the rogue have some kind of tools and supplies. This skill represents a mastery of using found objects to create traps. This rogue can set up traps using random detritus which are equally effective as traps crafted with proper tools and materials.

Stealth New Fish Skills

Hold Still
– Once this rogue has found a hidden spot, assuming she does nothing but stay put and says nothing, nobody will find her short of tripping over her. That is, opposed rolls against her stealth can’t be retried if she has a hiding place.

Don’t Breathe
– For one combat turn per level, the rogue can move at full pace without making a single sound, even breathing.

Tactical Movement
– If this rogue begins and ends his movement in total cover or concealment, treat the condition as not ending due to the movement.

Stealth Beginner Skills

– It is possible with this skill to focus attention on just one person and be invisible to that person by avoiding his or her gaze, even though others nearby can see the rogue.

Crowd Sense
– This skill covers disappearing in crowds by becoming a member of them. With affectations of posture and mannerisms – and sometimes a quick change of a clothing item – the rogue becomes indistinguishable from just another person on the street. This allows attempts to hide in plain sight as long as there is a crowd present.

Movement and Color
– This rogue knows how to use movements and colors in the environment as camouflage. Blending in with natural elements of scenery, the rogue may move without penalty to stealth so long as he hasn’t gotten involved in combat or other activities which would alert observers.

Stealth Competent Skills

Where You Least Expect
– There are a lot of places people just don’t tend to look very often, including anywhere a few feet above or below eye level. Rogues trained to know how to recognize these excellent hiding places gain double the bonus to stealth from having any cover at all, and can take advantage of unusual cover such as pressing themselves into the corner of wall and ceiling.

– Trained well, a rogue can vanish in the momentary distraction provided by a smoke bomb, flash bomb, or even dropping a curtain over enemies. This skill eliminates any penalties for opponents being aware of the rogue’s presence before she tries to enter stealth, as long as she has some kind of tool of distraction.

– Using tricky echoes, a rogue can make sounds which seem to come from somewhere he isn’t, tricking an opponent into looking in the wrong place. When using stealth to evade pursuit, this skill doubles the margin of victory when the rogue wins the opposed check.

Stealth Old Hand Skills

Faster than the Eye
– Darting back and forth, rolling, flipping, jumping off scenery; this rogue is everywhere except where an enemy is looking. With no cover at all, a rogue trained this way can still make an opposed check to gain stealth until her action ends; this requires moving flat out, but never in a straight line.

Sounds Unheard
– Trained to listen to background noise carefully, this rogue can match his movements to the timing of environmental noise. Any bonuses to moving unheard for ambient noise are doubled for this rogue, therefore.

Stealth Teacher Skills

Brazen Palming
– This rogue’s hands are so quick, she may take any object small enough to be lifted easily in one hand and conceal it on her person in plain sight with no penalty to the check not to be noticed, even under intense scrutiny and right out in the open.

Cover Up
– If this rogue gets initiative over an enemy who has noticed him, he may kill that enemy (save or die on hit) silently, so that no others will notice him.

Deception New Fish Skills

White Lie
– It’s easier to conceal small things, especially by omission. If no evidence to the contrary is available to the deceived, then he cannot make an opposed check to detect this rogue’s lies. He must decide whether or not to believe based on the rogue sounding genuine and reasonable, and the rogue’s reputation.

Good Rep
– Getting away with deceit is easier when you’re trusted already. This rogue has learned to make a habit of doing small favors for people in her downtime – and should often be called on for bigger favors during play. In return, NPCs should always have one category better reactions to her, unless she’s specifically made a mortal enemy of a particular NPC.

Selective Truth
– The best way to persuade is often to share only the facts which support your case. This rogue is skilled at this, and thus may safely capitulate against an opposed roll to sense his truthfulness when using this tactic – he will seem truthful because everything he is saying is true. An opponent can’t determine he’s leaving things out without an independent source.

Deception Beginner Skills

Honest Mistake
– Unless solid proof of this rogue’s ill intent is presented, no character will blame her for providing false or misleading information; she must have made an honest mistake. Reaction categories of NPCs will therefore not decrease without specific evidence.

Wishful Thinking
– If this rogue knows what his opponent wants, he can use that desire to make the opponent persuade him or herself in the rogue’s case. This forces the opponent to succeed at a save in such a case before even trying to make the opposed check with the rogue, automatically failing the check and being convinced if the save fails.

– Words can be twisted to mean almost anything, by making irrational assumptions but backing them up as if they should be taken seriously. No penalty is applied to the opposed check made by a rogue with this skill for lacking evidence for his claims.

Deception Competent Skills

– This rogue doesn’t always hurt the one she loves, but when she does, they never see it coming. Attacks against characters who trust her are always unexpected. Obviously, any given character will stop trusting her after she starts attacking!

Poker Face
– If the rogue chooses not to say anything, nobody can make him talk. The rogue may choose to make a save before an opposed check for someone questioning or scrutinizing him; if he makes the save, then he automatically wins the opposed check.

Read Tells
– Liars often need to know if they’re being lied to. Skilled in reading tells, this rogue knows when someone else is lying, unless that person makes a successful save.

Deception Old Hand Skills

Freudian Slip
– Sexual arousal loosens lips. Any character who is attracted to the rogue loses any attribute bonus on an opposed check to avoid being persuaded by her.

In Vino Veritas
– Skilled at working his marks with alcohol, this rogue gains double advantage when his opponent in a social situation is drunk to any degree.

Deception Teacher Skills

Late is the Hour
– Double all fatigue penalties to opposed social checks against this rogue, and halve the penalties she suffers from fatigue to such checks. She is skilled in overcoming fatigue, and using it against her enemies, because late at night is the best time for her work.

– Anger is weakness; this rogue may turn an opponent’s anger against his own purposes. Negative reaction modifiers instead become bonuses for this rogue, who has equal ease using a person’s good or bad opinions to persuade him.

Ian Price, author of the Tabletop Treasury posts on this site, is the creator of Kitsune: of Foxes and Fools and Bad Decisions, and has contributed to the Ghouls, Carthians, and Chronicler’s Guide books for Vampire: The Requiem. Bad Decisions has a Kickstarter project, which successfully funded!

Treasury of Games: Alternate Adventuring Wizard

This is a system-agnostic alternative wizard for D&D-style adventures which goes along with the previously posted fighter and cleric classes.

Wizards, Magic Users, Mages, Magicians, Warlocks, Witches – such are the names given to those whose inquest of the world unlocks the secrets of magical power. To learn spells requires the deepest study and commitment, leaving little time for other pursuits – but in the course of this study, is is required to learn supporting skills. The lore of forgotten lands and times is known to these wise ones, for in those ancient places magic was first developed. Magic requires a balance of the body and the mind, so wizards are often surprisingly athletic, despite their scholastic bent. Those who see reason find wizards quite compelling, because their knowledge gives them mastery over logic, and they pair this with a cunning intuition – both skills learned along the path to mastering their spells.

Hit Die: d6

Spells affect your personality when prepared. The more powerful the spell, the more it influences you – although, if it is a spell within your level of understanding, the influence is quite controllable. Spells a MU works out for him/herself may be prepared without a spellbook. Those learned from other sources must be recorded and referenced to be used. Each level, a magic user works out one spell, within the following range of mastery:

1-4: 1st
5-8: 1st or 2nd
9-12: or 3rd
13-16: or 4th
17-20: or 5th

A Magic User may also prepare one spell per day per level. It is possible to prepare the same spell multiple times, if its fully unleashed effect is desired more than once, or the mage wishes to retain the attuned effect after once using the full effect.

Level 1 Magic User Spells

1 Magic Hand
Prepared: The mage may use an invisible force to manipulate objects he can see with a strength and dexterity equal to half his intelligence. This may be used to make attacks by wielding a weapon with the force.
Cast: For 1 hour/level, an invisible force with strength 18 will perform a simple task – such as carrying objects loaded onto it, holding a door closed or open, and so on. The invisible force may also be expended all at once, in attempting to do one-time tasks such as forcing a locked door open or bursting chains; for this purpose, the force adds the mage’s intelligence bonus and level to the check, instead of using its strength score. If used to make an attack, the one-time force does damage equivalent to a crossbow without making an attack roll.

2 Arcane Understanding
Prepared: While attuned, this spell allows a mage to read any language – including the languages and codes of magic spells in written form.
Cast: If cast on a person, that person’s language becomes understandable to the caster, who may also speak it, for 1 hour/level. If cast on a magical effect, the mage understands that magical effect, unless it is protected by concealment magic of a higher level mage; in which case, the spell is not expended. If cast on the mage herself, she can see invisible things and listen to the surface thoughts of those she can see as if those thoughts were spoken aloud, for 1 hour/level.

3 Mystical Charm
Prepared: Attuned to the charm spell, a mage seems more charismatic, adding his intelligence bonus to his charisma bonus for checks to influence others.
Cast: If cast on a group, then a group of creatures (1/level) will consider the mage a trusted friend for 1 hour/level or until he does something to prove otherwise (such as associating in a friendly way with people who recently attacked the targets). Only works on groups of like-minded individuals, such as a band of orcs or a squad of city guards. If cast on a single target, that target will consider the mage a friend indefinitely, and doesn’t automatically see through the deception unless the mage directly attacks her; other causes of suspicion (such as the aforementioned association with enemies, or perhaps borrowing too much money without paying any back) merely give her a new attempt to save.

4 Light and Shadow
Prepared: While attuned, this spell allows a mage to cause any object she touches to glow as bright as a torch, or dim any terrestrial light source to nothing (she may not dim the sun, moon, or stars – but may dim lamps, bonfires, torches, and lights created by other mages). Creating or dimming a light source takes a turn in combat, and these effects last until the sun next rises or sets.
Cast: For darkness, a zone up to (Level) meters in radius is entombed in darkness, impenetrable even to the sun, moon, and stars, for an hour per level. For light, the mage may either cause an object to shine as bright as a bonfire indefinitely, or summon up (level) floating torches which move and orient themselves according to his will until the sun next rises or sets. These floating torches may shed any color of light, and may even set things aflame as a torch would – or be perfectly cool, at the mage’s will. Finally, the mage may make himself or one willing creature invisible for 1 minute/level, bending light instead of snuffing or creating it.

5 Sound and Symbol
Prepared: Attuning to this spell allows a mage to write on any surface which could hold ink that he can see using only his thoughts, and similarly to make his voice come out of any object in his line of sight instead of his mouth.
Cast: Manipulating sound and meaning, the mage may do many things: erase any writing he can see, an effect which remains available for 1 minute/level; the erasure may instead be used all at once on the mind of an enemy, who if she fails her save will forget up to 1 minute/level of memories which happened up to 1 day/level ago; send an audible message up to 1 mile/level to a known recipient; record an audible message which will play back from an object when a known recipient comes near it; or create any sound he can imagine and make it originate from any point in his line of sight.

6 Baleful Fingers
Prepared: The terrible potential in the mage’s hands forces mundane portals to obey his will; any non-magical lock will lock or unlock at the mage’s will.
Cast: This is the most destructive spell of the first level, capable of wreathing a mage’s hands with fire or lightning for 1 combat turn/level; lightning strikes as a heavy melee weapon (d8 damage), fire as a light thrown weapon (d4 damage), but both use intelligence bonus instead of strength and will set flammable materials on fire. The destructive force may be inverted to create a shield, which grants the mage +4 defense for 1 hour/level, and +2 to save versus spells which attack physically. If focused on a nonmagical object in the mage’s line of sight, the destructive force shatters it; if someone is holding the object, they must save or take 1d6 damage.

7 Might and Weakness
Prepared: Any person or object the mage touches may be grown or shrunk by 50% for 1 minute/level. While shrunk, Strength is -2, Dexterity is +2; reverse these modifiers while grown.
Cast: If focused inwards, the mage’s strength is increased to 18 or by +2, whichever gives the higher result, for 1 minute/level. This effect may be granted to an ally for 1 combat turn/level. If focused only on the hands and feet, this strength may be used for gripping power, allowing the mage or the ally (same durations as the previous effects) to climb any surface without equipment at normal movement speed. If focused on another for baleful effect, this spell weakens them, removing (twice Mage’s level) from the target’s strength score if the save is failed. If focused balefully on the hands and feet, the target who does not save is unable to stand or hold onto anything, because the feet and hands have no grip.

8 Heroic Power
Prepared: Attuned to this noble magic, the mage can sense the presence of inherently evil creatures, or whether a person bears her evil intent.
Cast: The power may be infused into a person or an object. A person so infused is protected for 1 minute/level, becoming immune to spells cast for evil reasons by lower-level magic users, or gaining +4 to save against those cast by higher level magic users; physical attacks from inherently evil creatures suffer -4 to hit the protected person. This protection may also be inscribed in an immobile circle, large enough to protect 2 persons/level, for the same duration. If the power is infused into an object, the object radiates magic and becomes obviously magical and desirable to evil creatures and those of selfish and evil intent. Those who fail their save against this last effect will gladly accept the worthless trinket (which they think is potently magical) in exchange for sparing the caster and/or his friends, or some other trade, which will be honored for 1 hour/level as the goodness in the magic prevents the target from taking the evil actions it has been talked out of.

9 Cords, Ropes, and Tendrils
Prepared: The mage may cause ropes to coil around things and tie themselves in knots, as if used by someone with great skill (use int bonus and level bonus to the check).
Cast: Up to 1 square meter/level of net, weighted net, or sticky web is created. Nets and weighted nets are permanent in their existence. They may catch a target as if thrown upon them when the spell is cast (int + level bonuses for the attack). Webs instead prompt all targets within their area (the mage may exclude allies) to save or become stuck; but the webs will only remain for 1 minute/level. Alternately, a single tendril of magical power may be formed from the mage’s shadow, which will obey the mage’s will for 1 hour/level, capable of holding objects or grappling targets with strength and skill based on the mage’s intelligence and level; the tendril’s action is at the mage’s will, but independent of the mage’s own opportunities to act.

10 Fire and Smoke
Prepared: Any normal fire may be affected mentally while attuned to this spell. The mage may pick up the flame itself with his bare hands, cause it to burn without consuming material or consume it twice as fast. He may make the flames jump across a gap (if used to attack, use int and level bonuses) to new flammable material, and he may double or halve the size of a nonmagical fire each combat turn he concentrates his action on it. Nonmagical fire may not hurt the mage while this spell is ready, nor will he suffer by breathing nonmagical smoke or incense of any sort.
Cast: Flammable material within line of sight may be set alight; if cast on a living thing, it gets a save, but on a failure takes 1d4 damage/level and is on fire. On a successful save, it is merely on fire, taking no extra damage for the initial burst. An existing fire may instead be caused to explode, dealing 1d6/level damage to anyone within 5 meters of it; a successful save allows for half damage. All within the radius are set on fire regardless of save. Finally, the mage may release a cloud of choking smoke. Only the mage and those who can see the invisible may see through this cloud, and those caught within it who are not the mage are forced to save versus drowning due to the asphyxiating nature of the smoke.

Level 2 Magic User Spells

1 Minor Time-Spell
Prepared: The hours may be made to press heavily on one target per combat turn of concentration; affected targets must save or be put to sleep. Alternately, this may speed the rest of those already asleep, waking one sleeper per combat turn as if fully rested.
Cast: Fully unleashed, time is temporarily sped up or slowed down for a single target. A sped target gains +2 defense and initiative, +1 to attack and damage, and may move twice as far in a combat turn; this lasts 1 turn/level. A slowed target gets -2 defense and initiative, -1 to attack and damage, and may only move half as far – similarly for 1 turn/level. There is no save versus the slowing effect. It is possible to attempt to stop the target entirely instead of slowing it; this prompts a save, and on a failed save, the target may not move or take any action for 1 turn/level. However, the target may not be harmed during this time either – though this spell does not prevent it being moved around by outside forces, those forces simply cannot alter the time-stopped individual.
Side effect: The mage is somewhat absent-minded, and tends to lose track of time. This may impose penalties to noticing things if the mage is lower level than 5.

2 Mystic Eye
Prepared: The mage projects her senses to another location, which she must know how to travel to. As long as she concentrates on that location, she may perceive events there. When her senses are not projected, the mage has the ability to see perfectly well in pitch darkness.
Cast: The mage may project her senses along with the ability to see in darkness, and may locate known or described persons or objects (with only a description, a check based on intelligence and level bonus is required, difficulty based on the quality of the description) regardless of knowing how to travel to the location – it is even possible to scry on other planes of existence thus, without knowing a gateway to those planes. This scrying ability is attached to a reflective object and may be used by gazing into that object for 1 hour/level. While the mage gazes into the object, what the mage sees may be seen by any who look upon it. If the spell is cast without projecting the senses, it may instead reveal curses to the mage, who may then (at his option) negate them with the spell’s power (one curse per casting). If the mystic eye is laid over another’s eyes with a false image in it, then casting the spell instead suggests a course of action, confuses the target’s senses (causing him to act randomly for 1 minute/level), causes intense fear (cower in fear for 1 turn/level), or creates a mental illusion (1 minute/level) which may only be disbelieved when someone not part of it attempts to interact with it. A mental illusion of an altered landscape may be placed on all targets in the mage’s line of sight for 1 turn/level, but if any target disbelieves, then all do. All baleful uses of this spell prompt a save.
Side effect: the mage becomes a major snoop, and fails to respect anyone’s privacy. This may impose a social penalty on mages lower than level 5 who prepare this spell.

3 Minor Distance Spell
Prepared: One non-magical attack per round automatically misses the mage.
Cast: The mage may travel, or cause one willing person or inanimate object to travel, instantaneously to any point in the mage’s line of sight. Unwilling targets may be chosen, but get a save. If used to dig up the ground, 10 cubic meters per combat turn may be moved for 1 turn/level; the dirt and rocks so dug up require an attack roll (int + level) to hit if transported above an enemy. Finally, space may be warped into a safe camping spot for the mage and his allies, which none may enter from the outside, which lasts until the next sunrise or sunset.
Side effect: The mage becomes extremely cocksure and smug. Mages below level 5 who prepare this spell may have to save in order to back down from a clearly idiotic confrontation, which they are likely to bring on themselves.

4 Command the Sky
Prepared: The mage may fly as fast as he could run, but without tiring (as though engaged in only sedentary activity, such as reading). While not flying, the mage may cause the wind to blow in any direction desired – including strong gusts of up to 100kph. Individuals caught by these gusts must save or be knocked head over heels, unless they are much more massive than humans.
Cast: The wind may be formed into a whirlwind, picking up and flinging even massive objects, potentially many kilometers away; this whirlwind may be conjured for only 1 effective turn, and it takes a full minute to form, dissipating over the next minute after the touchdown on the hapless target. The wind may instead gather stormclouds, causing hail over 1 square kilometer/level which deals 1d6 damage/round for 1 turn/level to all except the mage. In addition or instead, the stormclouds may strike one target per round with lightning, which requires the target to save or take 1d6 damage/level.
Side effect: Mages with this spell ready have tempestuous temperaments. When under stress, this spell is likely to cause the mage to suddenly change to the opposite mood. If below level 5, his mood swings may come regardless of stress, requiring a save to avoid alienating friends with nonsensical actions.

5 Sear and Freeze
Prepared: The mage may fire an arrow (int + level bonus to hit, 1d6 damage) of fire or ice once per round. Ice arrows which hit objects will spread out to cover a small area (though will melt or stay frozen according to ambient temperature). Fire arrows will, of course, set things on fire.
Cast: The manipulation of flame and frost may create a wall of either – a wall of ice remains magically frozen, providing cool air near it and also staying solid with 10 hp/level for 1 hour/level. The wall of fire does 1d8 damage/level to any creature passing through it; if it is summoned on top of a creature, that creature may save to get out of the way. The wall is up to 1/4 meter tall and 1 meter long per level. Alternately, a burst of flame or frost may be hurled, striking a sphere or cone of targets with a radius of 1 meter per level for 1d6 damage per level, save for half. Finally, the burst or wall may also be set down as a trap. The condition of the trap is linked to an object, and may be linked to an action. The mage may exclude herself and one additional person per level from the condition. The trap will persist for 1 day/level. Actions the trap could trigger on include “picking up this sword” or “reading these words” or “walking through this corridor,” and so on.
Side effect: Mages using this spell are sensual and forward. Indeed, if the mage is below level 5, she may be so overcome by passion that she will thrust herself on any attractive partner she meets, unless she makes a saving throw.

6 Meta-Spell
Prepared: Any spell “cast” while the meta-spell is prepared will act as though cast by a mage one level higher in all respects.
Cast: Meta-spell will recall any spell the mage has already cast that day to attunement.
Side effect: Mages using Meta-Spell are practical and blunt. Mages below level 5 using Meta-Spell may have to save in order to value a comrade’s life when it’s a choice between trying to complete a plan or saving the friend.

7 Control of Bodies
Prepared: While this spell is attuned, the mage is unhindered by the need to breathe, and may even appear to be dead (requiring an opposed int check, with the mage getting her level bonus, for someone to tell the truth).
Cast: When unleashed, Control of Bodies may transform a target into any other creature (or plant). The creature resulting must be one the mage is familiar with. It is even possible to transform multiple targets at once, if all targets (1/level) are changed into the same creature (or plant). Unwilling targets get a save – and in the case of a mass casting, one successful save covers all. This transformation can produce a perfect physical disguise, if the mage is familiar with the person to be impersonated.
Side effect: The mage’s features tend to shift and moliate when he isn’t paying attention. In mages below level 5, this is so severe he will often not be recognized after being separated from friends, until he focuses his will on looking like himself!

8 Material Dweomer
Prepared: Any object which was crafted for a purpose, the mage may mend to wholeness if all the parts are present – so long as she witnessed the object in wholeness and can identify it from its pieaces after the breaking.
Cast: Infusing an object’s dweomer with magic, it becomes enchanted and unbreakable without magic. In weapons and armor, this gives an enchanted bonus equal to 1/4 the mage’s level. A similar bonus is applied to other checks which might be made with other items. Other thematic improvements may be made as well, based on other spells the mage has prepared at the time – such as paper which does not burn, but reveals its writing when held in fire.
Side effect: Being more interested in things than people while this spell is prepared, the mage develops sticky finges. If she is below level 5, she may be forced to make a save to avoid stealing objects she is interested in, which are small enough to be hidden on her person.
9 Conjure Familiar
Prepared: A small creature of some kind finds the mage who prepares this spell. It will follow him around and obey his spoken commands – it may even speak in human tongue, as well as communicating with other animals of its kind as animals do. It posesses the same level and hit die type as the mage and attributes of 10 (no bonus or penalty). The creature conjured may be the same type every time the spell is attuned, or it may vary from time to time.
Cast: The creature grows to monstrous size, gaining an attack as a heavy weapon (1d8), and temporarily boosting its attributes to 18. This burns up the power of the spell, causing the conjured familiar to vanish at the end of 1 combat turn/level.
Side effect: The mage gains some physical and mental traits of his familiar. For example, a rat familiar may grant whiskers and a cowardly attitude, while a cat could grant facial hair which looks like the cat’s head fur and a very selfish demeanor. Characters below level 5 may be mistaken for monsters because of the degree of transformation! (requires a charisma (no level bonus) check, opposed, for the mage to convince someone he’s not a monster – the mage gains half his level bonus to convince allies).

10 Anti-Spell
Prepared: If she holds her action, the mage may make an opposed (int + level bonus) check against another person casting a spell once per round, countering and dispelling the spell as it is cast if successful. This may counter prepared or cast uses of spells – although fully cast spells get +2 per spell level to the opposed check.
Cast: As with prepared, this spell may cancel a spell as it is used – however, there is no check, it always succeeds. Also, even if used to counter a “prepared” use of a spell, the spell is de-attuned from the caster as if expended. Alternately, the Anti-Spell may be wrapped around the mage or an ally she touches, protecting them from any spell of lower level than the mage herself could create (so if the mage is level 5, it will protect against level 1 and 2 spells) for 1 minute/level. Finally, the Anti-Spell may be placed on an area, preventing any magic at all from operating within a 1 meter/level radius for 1 hour/level.
Side Effect: The Anti-Spell creates antipathy for other spells, and while she has it prepared, the mage will be loath to cast the others. A mage below level 5 may even have to save successfully in order to try to cast any other spell.

Level 3 Magic User Spells

1 Necromancy
Prepared: The Hound of Death follows the mage everywhere he goes while attuned to this spell. If any bear him ill intent, it senses them (even if they are invisible) and growls at them. If the mage wishes, it will attack. Its bite deals 1d6 damage and it has Strength 18; however, its defence has no bonus, and if struck it will vanish, only reappearing after combat is over.
Cast: The magic bound into the hound may be expended several ways: to animate a corpse, to cause a single target to die instantly, or to create a cloud with a short duration which could kill anything which breathes it. If the hound is discorporated, the mage casts this spell at -1 level.
When a corpse is animated, the hound seems to leap inside its mouth, animating it with a number of d12 hit dice equal to the mage’s level, and it is then otherwise identical to the hound. The hit dice may be divided up to form multiple animated corpses, causing a black cloud to spew from the mouth and nostrils of the first corpse and take residence in the other corpses, minimum of 1/2 hit die each (for 1d6 hp per corpse). If the hit die is halved, the strength of the corpse drops to 10 and it can no longer perceive invisible creatures.
If used to kill, a single target will be slain. A save may be attempted, but it is at -5. If the killing energy is released as a cloud, then any who breathe the 1 square meter/level cloud must save (no penalty) or die; the cloud persists for 1 round/level.
Side Effect: Attuning to the Necromancy spell fills the mage with morbid fascinations. Given the slightest reason, he will kill without mercy. Mages below level 9 may be forced to save against the spell to choose not to kill a foe when they have the chance – regardless of the costs of doing so.

2 Queen of the Tempest
Prepared: A pair of elementals, one of air and one of water, accompany the mage and do her bidding while attuned to this spell. They are equal to the mage in level and in all respects have the same abilities as standard elementals of their type.
Cast: Unleashing the spell fully, the elementals may be called on for a service before they depart.
– Weather: the mage may control the skies, conjuring any weather she desires. It takes 10 minutes of concentration to change the weather (over which time the skies darken or lighten, or the wind picks up or the sun intensifies, etc.), and the control remains for 1 hour/level. It is not possible to control individual lightning bolts, but it is possible to direct where a tornado goes.
– Water: a body of water may be caused to flow in unnatural ways. The water level may be lowered by 1 meter/level over 10 minutes of concentration, and it will then stay at that level for the next 1 hour/level. This may even affect an entire ocean, causing an unusual tidal fluctuation. The water may also be parted, creating a dry pathway from one bank to the other for as long as it takes the mage and her party to cross it.
– Air: The mage may provide herself and 1/level additional people with an air supply which remains fresh and unimpeachable for 1 hour/level. While so provided for, the affected person can fly at the same speed they could walk or run, but without the physical exertion.
Side Effect: Attuning and casting this spell requires a blood sacrifice to the elementals, requiring 1d6 hp lost to attune and another 1d6 to cast. If she is below level 9, the HP loss is 1d10 instead, each time.

3 Lord of Earth and Metal
Prepared: The mage gains +2 strength and +1 defence as his muscles become hard as stone or iron, and at his very touch he may cause rock to melt away into mud (1kg/level per round).
Cast: For the next 1 minute/level, the mage becomes the Lord of Earth and metal, gaining these abilities –
– Wall: A wall of metal or stone may be raised with 1 combat turn. Stone walls are 1 meter tall by 2 meters long per level, metal walls are half these dimensions. Stone walls have 10 hp/level; metal walls have 12/level hp, and are immune to attacks from hand weapons. Wall are real and permanent once created.
– Move Earth: Loose earth weighing 1 ton/level may be moved up to 10 meters/level over the course of 1 minute/ton; this takes the whole spellcast to do.
– Shape Stone: Solid stone of 1 cubic meter/level may be shaped as desired over 1 minute/cubic meter, moving no further from its starting point than 10 meters/level. This takes the whole spellcast to do.
Side Effect: The mage becomes dumb as rocks, dropping his intelligence by 2. If he is below level 9, his int drops by 4 instead.

4 Greater Mystic Hand
Prepared: The mage gains the use of a translucent hand (mostly invisible, requires opposed int bonus (mage gets level bonus) roll to perceive) with strength 10 + level which may be directed mentally without the use of actions. The hand is invulnerable except to dispelling magic.
Cast: Instead of a hand, the mage may create an invisible and immovable wall of magical force. This wall has no thickness, and may form only one contiguous shape (meaning no holes; it must be a wall, not a grid or swiss cheese), although it may be reshaped into a new contiguous shape each action (sphere to hemisphere to rectangle to pyramid etc.). The wall may be formed as the mage desires within her line of sight. If a wall is not a suitable force, then the force may affect objects in any way as though they were affected by Strength and Dexterity of 10 + (twice mage’s level). Blows from the force itself strike as gauntlets (1d4 damage), or it may be used to wield weapons. The force may pick up any number of objects and use them in concert as the mage’s action; the total weight may not exceed 50kg/level. If the force is used simply to hold one creature, then it does so without save for its duration. All these uses of the invisible force may be swapped between from round to round, for a duration of 1 minute/level.
Side Effects: The mage is so distracted by directing the arcane forces she wields that she forgets to direct her own body, losing 2 dexterity. If she is below level 9, she insead loses 4 dexterity, as the mental strain is truly overwhelming.

5 Major Distance Spell
Prepared: The mage may cause the distance between himself and any location within his line of sight to act as though doubled or halved while concentrating part of his attention (which does not take his action in combat) on this effect. This can halve the time necessary for overland travel. By using his action in combat, he may pass through 1 meter/level of solid wall by not traveling through the intervening space.
Cast: As a boon, this spell transports the mage and 1 willing ally/level to anywhere on the same plane of existence which the mage has previously seen. 100kg/level of gear and possessions may come with.
– Used balefully, the spell may instead target an enemy of the mage, which must save or die as its constituent parts are rearranged at random so that nothing is left but dust and mist, and a puff of warm air. On a successful save, the target taked 1d8/level damage instead of instantly dying.
Side Effects: While the energies of this spell are harnessed, the mage has absolutely no sense of direction, and may not apply any bonus to finding his way on foot to anywhere, regardless of attribute, class or legacy bonuses which would normally apply. Mages below level 9 instead automatically fail, and may be forced to save against the spell in order to accept that the route they’ve picked is wrong.

6 Thought Control
Prepared: So powerful are the mage’s thoughts while attuned to this spell that she remembers everything that the places she walks and items she touch remember. When it comes to knowledge of history and myth about items or places the mage has seen, while this spell is prepared she receives the maximum twice-level bonus to her intelligence check.
Cast: The thoughts of another may be controlled through a Geas – a potent spell which affects the thoughts of the very world. When Geas is invoked, the mage states a condition with an exception. Unless the Geas is broken by other magic (such as could remove a curse), the condition will hold true in all circumstances save the exception. The Geas could state, “you will serve me from this day until I betray your trust,” and the subject of it would be unable to do otherwise. There is no saving throw against a Geas; only its exception or a curse-removing spell may get rid of it. Geasa may also state conditions that do not involve action, such as “you will die only when a red-haired woman seduces and poisons you,” and the world will conspire to make it true.
– If simply turned to the bane of a foe, the control of thoughts may crush them altogether, reducing Int, Wis, and Cha to 1 until the curse is removed. A successful save means they are instead only reduced to 3, enough to retain the ability to speak the person’s native tongue haltingly.
Side Effects: Unbidden, the power of this spell will control the minds of others. Anyone who disagrees with the mage in conversation while she is attuned to this spell must make a save against the spell or be force to change his mind. If the mage is below level 9, then she won’t even notice that the spell is doing this to people around her.

7 Dominion Over Flesh
Prepared: Attuned to power over the flesh, the mage’s own body becomes hale and hardy, ready to fight and spill blood. He gains access to one of the fighter abilities and all the bonuses based on level a fighter would have, and +2 to strength and constitution.
Cast: A creature may be deprived of its flesh by the mage’s will, turning it to stone – or creatures so enchanted may be freed and returned to their flesh; hale and healthy and whole, even from partial dust of the statue they became, should the mage know this dust was once part of a creature. Other fragments of the statue elsewhere will disappear when the mage brings the stone to life again as a whole person at his own location.
– Dead flesh may even be returned to life, but as the intervention of man may not refute the cycle of life and death, the new flesh the spirit is reincarnated in will not be the person’s original body; consequently, the person’s memories of their former life will be vague and faded. The same general friendships and allegiences will remain, but specific events will be difficult to remember. There is a 50% chance of gender swap, and in any case the person will be physically unrecognizable. The person’s class (or species, in the case of racial classes such as Elf) remains unchanged, as does her level. This use of the spell will automatically affect the mage himself if he should die while the spell is attuned! The mage’s spirit may refuse it, or delay it for up to 1 hour/level, in case his situation was not good for getting back up without instantly being slain again when he died.
Side Effects: The mage will disdain magic as a form of combat while attuned to this spell. His body is a fighting machine, and magic has already honed it as much as could be; he will not use magic to fight unless he has already lost half his hit points to damage. If he is below level 9, he will refuse to cast any other spell until he has used up Dominion Over Flesh even then.

8 Mage-Lord’s Eye
Prepared: While attuned to the Eye, the mage may look through any opaque material as if it were transparent, of thickness up to 1 meter/level. Additionally, this and any other spell which creates an illusion or mental effect completely fails to affect the mage while this spell is prepared.
Cast: For 1 minute/level, the mage may project any image her imagination can conjure into the minds of all within her line of sight. Those who fail their saves will interact with the images as if real, even taking damage from them if appropriate. This is the dominion of the Eye over the lesser senses of those who do not possess it.
– The Eye may instead be infused into an object, which causes those who fail the save to be repelled by the object, running in fear from it – or cowering in fear if they cannot run.
Side Effects: It’s quite easy to walk into solid objects when one is incautious in peering through them transparently. The mage must make a dexterity (half level bonus) check to avoid stumbling into solid objects for 1d4 damage whenever running while thie spell is prepared. Mages below level 9 get no level bonus at all to this check.

9 Arctic Chill
Prepared: The mage is immune to fire or frost based damage – including inclement effects of hot or cold environments – while attuned to this spell. As far as the mage is concerned, is is always a perfectly comfortable “freezing.”
Cast: Any 10 cubic meter/level area the mage chooses within his line of sight is filled with a cold snap which deals 1d8/level damage; half on a successful save.
– This spell may be prepared and cast reversed as “Volcanic Heat.” In this case, the temperature which the mage feels is a pleasantly balmy “boiling,” and the damage of the spell is fire based instead of ice.
Side Effects: Depending on which way the spell was prepared, the mage’s body is either as cold as ice (literally, 0 degrees celsius) or boiling hot (again, literally, 100 degrees C). While the mage finds this comfortable, others likely do not. Mages below level 9 experience even more intense temperature extremes (which do not bother them), and will inadvertently cause 1d8 damage to things they touch if they aren’t extremely careful. While this could be used in combat, it’s more troubling that this will set most clothes on fire (or freeze and then shatter them), and otherwise render most tools unusable to the low-level mage as well.

10 Soul Inscription
Prepared: Attuned to the Soul Inscription, the mage’s own surroundings protect him from harm. If he is pursued by enemies, a thick fog will rise up, obscuring all vision (even darkvision) beyond 10 feet – save the mage’s own. Any door the mage wishes to be secure will be locked, and not unlock without magic. If an enemy of the mage pursues him up or down a set of stairs, that enemy will be caught in sticky webs as per the web casting of the Ropes and Tendrils spell. If the mage takes a turn out of sight of a pursuer, it is 50% likely that the evidence will be confused, showing his passage to go a way he actually didn’t. Doors will appear to be plain walls if they would lead the enemy closer to the mage, and the enemy fails to save versus this spell. Finally, any magic which attempts to undo any of these safeguards, the mage may check against as if countering it with the prepared effect of Anti-Spell; this does not take an action.
Cast: If inscribed on another creature and a gem, the Soul Inscription may transfer that creature’s soul into the gemstone; as part of this process, the mage may inscribe himself as well, causing his mind to transfer into the target creature’s body. Instead of a standard saving throw, there is an opposed check using intelligence, wisdom, charisma, and level bonuses for both parties (always level, never half or double or inapplicable). The loser is trapped in the gem; the winner controls the body of his choice. If the mage loses, he still retains the ability to use spells.
– If instead inscribed on the empty air, it conjures an incomplete soul which may be fashioned to hunger the life of a person the mage has previously met. This stalker is invisible (if seen by someone who can see the invisible, it looks like something from the mage’s nightmares – unique to each mage’s soul). It unerringly moves at a sedate float (equal to a man’s walking pace) in the shortest path possible to the target. It can fit through spaces as a breath of air would. When it closes with the targt, it will start attacking with teeth and claws; these always hit the target, and deal 1d6 damage – which may not be healed by healing magic, as it has damaged the soul. The stalker has 4 hp per level of the mage who created it, and no defenses other than its invisibility.
Side Effects: The passive effects of preparing this spell key off the mage’s subconscious and the intentions of others, also subconsciously. It won’t distinguish between people the mage simply doesn’t like and people he really needs to hide from. If the mage is below level 9, it will sometimes not even distinguish between friend and foe – seeking to obfuscate the mage from ANYONE who seeks to find him, for whatever reason.

Level 4 magic user spells

1 Wicked Vanity
Requirement: To attune to this spell requires an expensive and masterfully-crafted full-length mirror.
Prepared: The mage becomes exceptionally attractive and magnetic in personality, doubling her charisma bonus or adding +4 charisma, whichever is the greater bonus. She is so charming that even plants will speak to her – although plants usually don’t have much to say, they do know when and how they have been touched and what shadows have fallen on them.
Cast: If unleashed fully upon herself, then all who gaze upon the mage at the time of casting will be affected as though by the single-target application of the first level spell Mystical Charm.
– The spell may instead be unleashed upon another. As a boon, this gives that target the same benefit the mage would have gotten. As a bane, it creates the opposite effect: instead of being charmed, those who view the mage’s victim will have an irrational hatred of him.
– Those who view the subject of this spell get saving throws, which act on a per-individual basis.
Side Effects: A part of the mage’s soul is trapped in the mirror while this spell is attuned. Roll 1d6 to determine which moral quality she loses while this spell is prepared:
1: Chastity
2: Honesty
3: Frugality
4: Loyalty
5: Charity
6: Courage
– If the mage is below level 13, then the quality indicated by the die roll is the ONLY moral quality she RETAINS while attuned.

2 Terrible Command
Requirement: To attune to this spell, a made needs apiece of paper with one of the true names of God written in angelic script with gold ink, which he must eat while preparing the spell.
Prepared: As his action in a round, the mage may order someone to perform an action; the target will perform that action repetitively until allowed to stop if it fails to save.
Cast: The mage may command reality to forget him, rendering him immune to scrying and divination of all kinds.
– The mage may command a target to grant his desire, so long as the target has no more than twice his hit dice, and the desire is within the target’s power. (this spell imparts knowledge of what is in the target’s power, and may be withdrawn if the target hasn’t the power to accomplish the end desired)
– The mage’s target may instead be commanded to do nothing; this traps the target’s mind in an inner world which affects nothing outside it, while its body wastes away.
– There is no save against this spell when cast.
Side Effects: The mage’s personality turns unpleasant while attuned to this spell. All charisma checks save Intimidation fail for him automatically. If he is below level 13, even Intimidation fails, and only through magic may he influence others’ decisions and actions.

3 Truespell
Requirement: The truespell may not be prepared without a master-crafted sword to hold it.
Prepared: While residing in the sword, the weapon becomes able to move according to the mage’s will without taking her action, and it attacks with the mage’s intelligence and twice-level bonus. It deals double damage for a weapon of its type, and is unbreakable; it is capable of damaging creatures regardless of their resistance to damage.
Cast: If taken into herself, the mage is protected from all other spells by the Truespell, for 1 hour/level.
– If instead cast upon another spell with a non-instant, non-permanent duration, the truespell makes that spell permanent.
Side Effects: Other spells are cast as if the mage were 1 level lower while the Truespell is attuned, because of how much of her magical potential it ties up. If she is below level 13, then other spells are cast as if she were 2 levels lower instead.

4 Complete Soul Glyph
Requirement: A priceless gem, masterfully cut to attune; to cast, the target’s true name must be etched into the gem or at least spoken aloud.
Prepared: The mage may cast a spell into the gem at any time while the glyph is attuned to it, or attach the prepared effect of a spell to the glyphed gem. Then, leaving the gem somewhere away from his person, the stored effect will notify the mage if a valid target comes in range – the mage will get to see the target from the gem’s perspective, and decide whether to trigger the stored spell effect.
Cast: By inscribing a person’s true name in the symbols of magic within the glyph on the gem, that person’s soul will be trapped in the gem if they ever lay eyes upon it (a save may be made not to look at the gem if the target is aware of this, but there is no save upon looking).
– By calling out the target’s true name while holding the glyphed gem, the power will instead stun the named target, disallowing any action (including dodging or parrying based defense bonuses) for 1 turn/level. If the target is looking at the gem at the time, then the spell also blinds its target permanently.
Side Effects: The gem prepared for this spell is unnaturally desirable. Any who can be swayed by greed must save against the spell or else try to take the jewel for themselves when they see it. If the mage is below level 13, then any who see the gem, greedy or not, must save or begin desiring it so intensely.

5 Profane Conjuration
Requirement: the true name of a demon of at least twice the mage’s hit dice.
Prepared: A simulacrum of the mage may act as she wishes it to, carrying out her own activities in another place. The simulacrum may even be attuned to spells, although these come out of the mage’s own allocation. If the simulacrum is left without specific orders, though, it will enjoy itself in the most selfish and evil way its creator has ever wanted to.
Cast: If the mage dies with this spell attuned, it may be cast as she expires to transport her soul into the simulacrum, so that the simulacrum becomes her real body. Mages who do this are always subtly changed by the experience, usually becoming more selfish and aggressive, or otherwise enhancing bad character traits.
– To fully unleash it without dying, the mage speaks the true name of the demon empowering this spell, while in the presence of the simulacrum. Doing so uses the spell’s force to reach into the nether planes and summon up the demon’s true form, replacing the simulacrum of the mage with the demon itself. This spell provides no protection against the demon, so the mage is best advised to seek such protection before she uses this spell.
Side Effects: Receive less benefit from holy magic (it is cast upon the mage as if at -1 caster level), much less (-2 levels) if she is below 13th level.

6 Hellblast
Requirement: A piece of brimstone from hell, used to focus the attunement.
Prepared: A mage attuned to this spell may not be harmed by the elements, or magic which calls upon them – only by force of arms, illness, or disease.
Cast: Unleashing this spell causes the elements to condemn and reject a target or a target area of up to 1 meter/level radius. The damage in either case is 10/level, and the element which afflicts each being which takes damage is fire, unless another element would hurt more – in which case, it is that element. For example, a fire dragon would instead be afflicted by freezing cold, while the mortal human army fighting alongside it burned.
Side Effects: The mage becomes sadistic, delighting in the suffering of others; he becomes murderous instead if below 13th level, craving to see living things die.

7 The Lie of Substance
Requirement: Attuning this spell requires keeping an important secret from a trusted friend.
Prepared: The mage may reduce herself to her shadow alone while this spell is prepared, slipping through two-dimensional spaces by virtue of being no thicker than said shadow. While taking this form, the mage always adds twice her level to checks for stealth, because it is very easy to hide when you have no body. However, while most things cannot harm a shadow, any attack which can (such as thrusting a torch into the shadow) deals triple damage.
Cast: Unleashing the Lie upon any creature or object may permanently change it into any other creature or object. Creatures transformed into objects are not killed, but the objects are not granted any special mobility by the fact that the creature’s senses are now tied to them. However, such objects radiate magic to appropriate senses, and occasionally exhibit strange magical properties – especially if they are left as such for a long time. Objects transformed into creatures exhibit personalities and attributes typical of the original object. For example, a rock turned into a horse would have exceptional endurance, while a stream turned into a woman would have an exceptional flowing figure.
– The caster may instead cause himself, or one willing ally, to gain the ability to become a stone statue at will for 1 hour/level. This may be used as a defense against an attack (reducing the damage of any standard weapon by 20 as the attack strikes the unyielding stone), or as camouflage (since, apart from a weak magical aura, the character is simply a statue of stone). The shift from flesh to statue and back is instantaneous and may happen as often as desired.
Side Effects: Incapable of directly speaking the truth; if below 13th level, actively tries to mislead everyone about everything.

8 Mastery of Strength and Weakness
Requirement: A mage may only attune to this spell if damage has been experienced in the past, both dealing and receiving, through physical combat.
Prepared: Attuned to this spell, any object the mage touches may be made steel-hard so long as he is touching it. Cosequently, any clothing the mage wears is treated as full plate armor for protection purposes during this time.
Cast: Unleashing this spell reverses the effect in the mage’s favor; the mage may pass through solid objects unhindered at will for 1 minute/level. This includes the weapons of enemies, as well as walls, floors, ceilings, etc. The mage may selectively pass parts of his body through while treating the objects as solid to other parts of his body as well.
Side Effects: People seem like objects; halve any bonuses to understand people’s desires. Less than level 13, eliminate bonuses.

9 True Conjury
Requirement: May only be cast at sunrise or sunset.
Prepared: While ready, this spell allows the mage to bring to her hand any object she owns, instantly teleported, as a simple action taking 1 turn in combat time. The mage also is able to concentrate for a mere moment and know the location of any object she could summon with this ability, without even taking an action in combat time.
Cast: Unleashed at the proper time of day, this spell binds a potent beast to the mage’s will until the sun next crosses the horizon. Any creature she is familiar with (whether through encounter or study) of up to half again her own hit dice may be so summoned and bound. Unfortunately, without extra precautions, when this spell wears off the creature does NOT return from whence it came – it merely is no longer bound by this spell.
Side Effect: Though her will reaches across the veil of distance, her sight is clouded in turn by the displaced veil. The mage has impaired vision (no bonuses to any checks for spotting things) while attuned to this spell. If below level 13, blinded instead.

10 Destroy the Senses
Requirement: Stare into the sun while attuning.
Prepared: The mage and up to 10 allies/level may be invisible as long as he desires it to be so.
Cast: A target object or creature, or part of one, vanishes. At the mage’s option, it may be transported somewhere else (either a location the mage is familiar with, or some random safe place in the world, suitably far away as to not be back soon), or it may be simply made ingangible, invisible, inaudible – in every way, as if it were not there, even though it is; detectable only by a faint aura of magic as if it were there. Creatures deprived of a vital body part in this way must save or die. Objects deprived of a key support will crumble, because the intangible object is not supporting weight. Returning the object later is possible with a reversed casting of the spell (and in the catastrophic cases mentioned, would make working out what happened to cause the catastrophy very difficult).
Side Effects: Invisibility doesn’t turn off for the mage. If lower than 13, mage also can’t be heard.

Level 5 magic user spells.

1 Greater Geas
Requirement: To cast this spell, a ruler with legitimate authority over the group it will govern must make the pronouncement it will enforce. The mage may do it herself if she is a queen or similarly in charge of a nation, or else the mage must become an advisor to a highly placed individual of that sort in order to get them to make the edict. This spell cannot function on a scale smaller than a nation.
Prepared: While attuned to the Greater Geas, the mage speaks with preternatural authority about things to come. Her predictions usually (70% chance) come true in the near future – and can always be seen as truth with hindsight later. This gives a practical benefit to the mage, who is never surprised; stealth is impossible against her, and because she knows the immediate outcome of all her actions before undertaking them, there is no task she does not get at least her whole level as the bonus to the d20 check for.
Cast: The mage, or the ruler she advises, makes a grand pronouncement of bane and blessing. Everything pronounced in this edict will come true, no matter what those governed by it wish or attempt to do about it. This spell must balance itself; mages are wise to consider carefully the boon and bane they wish pronounced, because attempts to avoid the cycle of fate will only produce catastrophe. Greater Geasa last until the ruler who pronounced them revokes them. There are several models of greater geas:
– Exclusive Blessing, in which only those who meet the description included in the exclusive group gain the blessing. Such as, “Only men with red hair may father children who shall become warriors.” This would ensure that red-haired men would indeed father many warriors, and others would not.
– Inclusive Blessing, in which a blessing is made which excludes only a small group. For example, “Except for women whose dress reveals their thigh, none of this land shall need to fear rape.” This would cause rape to be a virtually unknown crime in the kingdom – but women whose thighs were exposed would provoke unnatural lust.
– Exclusive Bane, confining a pronouncement of evil tidings to a small group. If it were pronounced, “Any who speak the name of the King or Queen except to honour them will die within the hour of so speaking,” terrible tragedies would indeed occur each time someone spoke incautiously the names of the King or Queen.
– Inclusive Bane, in which only a small group are protected from a bane inflicted on everyone else. Thus, the Geas might say, “You of this rebellious land shall suffer poverty and diseases of every kind; only those who have never raised a hand or a voice in anger against King or Country will be spared.”
– Specific Boon, describing a particular good which will definitely occur. “On her sixteenth birthday, the most beautiful woman in the land will surely marry the king, for she will love him most of all.” Wise mages use this model sparingly, as there is always some form of unexpected problem which balances out the good gained this way.
– Specific Bane, causing an explicit tragedy to occur. “A one-legged man will kill you before the week is out.” Wise mages take care with this as well, for there is certain to be good in the resolution of such a Geas which aids the person cursed and his or her allies.
– Sacrifice Exchanged for Boon, in which the mage, ruler, and/or kingdom give up some good or invite some evil in return for getting rid of some evil or gaining some good. “Though crops will fail for three years hence, yet none will starve who would have been fed had they come in, and the hands of the oppressors of the poor will be revealed – then cut off.”
– Other models may exist at the GM’s discretion. The effects of a Greater Geas rarely cause an immediate reaction or effect, but it may be possible to do so – if the balancing doom is sufficient.
Side Effects: While attuned to fate and portent, the good luck afforded to the mage’s allies is siphoned off. She causes any nearby allies (line of sight) who fail to do so critically. If she isn’t yet level 17, her allies may not critically succeed, and must reroll any successful checks, only succeeding if the second roll also succeeds.

2 Name Un-Speaking
Requirement: This spell may only be cast upon someone whose true name the mage has heard spoken by a heavenly being, or which he has read from the Book of Life in Heaven.
Prepared: By speaking someone’s name, the mage deals 1d6 damage/level (save for half) to that person, if they are within earshot. By speaking the person’s true name instead of what they are called, the damage is maximized.
Cast: Unleashed, this spell un-speaks the target’s name in the Voice of God. Their name is unwritten from the Book of Life. Not only does the target die with no save, but any mortal who never knew the target’s true name forgets the target ever existed.
Side Effects: Every word the mage speaks is agony to hear. Anything he writes sears the eyes of those who read. He may not speak a name WITHOUT hurting its bearer, if heard by the unfortunate person named. Anyone who understands the mage’s meaning even through telepathic means or reading body language will suffer pain for the understanding, so tainted and wrong is he because of this spell. A mage below 17th level attempting to attune to this spell must save; on success, the spell is not attuned, and the pain the mage has caused himself teaches him of his folly. On failure, the mage suffers the spell’s fully unleashed effects on himself, for recklessly attempting to contain a power he could not understand

3 Judgment of Heaven
Requirement: A representative of heaven (such as an angel or a level 17+ good cleric) must grant permission for the mage to attune to this spell. It may also not be cast without such a representative present and in approval.
Prepared: Heaven protects its messenger of judgment. Attuned to this spell, the mage may not be harmed in any way.
Cast: Holy bolts and meteors of judgment rain down from the skies, smiting any and all targets within the mage’s line of sight which she desires with 2d10 damage/level, save for half.
Side Effects: While attuned to this spell, the mage may not refuse or ignore instructions from the representative of heaven who authorized her to attune it. If the mage is below 17th level, she may not ignore ANY cleric or holy being’s requests, being forced to do as they say!

4 Door of Roads
Requirement: May only be attuned in the presence of a natural border crossing between the mundane world and that of faerie.
Prepared: Any road the mage travels may lead anywhere he wishes it to. The journey from one destination to another will take as long as it ought, but the mage need not know the way – he need simply travel on a road, and it will at some point along the way transition to being the right road. This applies to any allies traveling alongside him as well, though not to fellow travelers going to different destinations – they will either pull ahead or be left behind and not make the same transition.
Cast: The mage opens a door from the inside of a building, and it leads to anywhere the mage desires. The mage might want it to open into the bordello of an emperor in a far off nation – there it will be. Even heaven, hell, or any world in between are accessible. If the place exists, a door may be opened to it.
Side Effect: No matter where the mage goes, trouble follows. Random encounters will be with persons or beings specifically seeking the mage with mischief in mind, and enemies will generally seek to harm the mage before his companions. If the mage is below level 17, then he will soon find himself pursued by many powers of the worlds of level 17+ who wish to control the spell.

5 Entomb
Requirement: May only be attuned while the mage is buried alive, deeper than this spell would let her escape.
Prepared: The mage may escape any bonds, and cannot be contained by spell or by physical barriers thinner than 1cm/level.
Cast: A single being within the mage’s line of sight is trapped (with no save) in a tomb of solid anti-magical stone (cannot be affected by spells), 2cm/level thickness. The stone is real and permanent once thus created.
Side Effects: Aside from a tendency not to be supported by floors, walls, or furniture at all if below 17th level, the mage will feel severely claustrophobic and avoid enclosed spaces which could actually hold her while attuned to this spell, regardless of level.

6 Time-Spell
Requirement: Preparing this spell is only possible after the mage has just arrived too late to accomplish something of great importance.
Prepared: Attuned to the Time-Spell, the mage may step in and out of time’s flow at will. He may interact with objects while outside of time’s flow, but doing so will bring those objects (or beings!) outside of the flow along with the mage, until the mage steps back into the flow.
Cast: A single subject is placed into a state where time may not affect it. Only a second application of this spell or the removal of a curse by a mage as potent as the original caster may revoke this stasis. Luckily for the subject, while in this state, it is completely invulnerable.
Side Effects: The mage does not age while this spell is prepared, but neither does he heal wounds. If below 17th level, his personal time flow is so disrupted by the spell that he may not even digest food or drink.

7 Chaos Magic
Requirement: This spell may only be attuned and may also only be fully unleashed when within a zone of wild magic.
Prepared: Wherever the mage goes, a zone of wild magic extends for 3 meters/level around her.
Cast: A completely random spell (of a random level), save that the mage may specify it be good or bad for the target, is cast upon a subject in the mage’s line of sight.
Side Effects: The randomness of all things near the mage is increased. All d20 checks in the mage’s line of sight vicinity are given a bonus or penalty of 1d10 – 1d10 (bonus if the difference is positive, penalty if negative – choose which is the first and which is the second die before rolling). If the mage is below 17th level, double the bonus or penalty caused.

8 Illusion and Substance
Requirement: This spell may only be cast when the mage is shown his own reflection in a mirror by someone who saved against its prepared effect; the mage must successfully save against his own spell, then decide to cast it.
Prepared: The caster appears to any who look on him and fail a save to be any creature he can imagine. Those who believe the illusion will react as if interacting with it to the extent possible, even believing themselves wounded or dead.
Cast: The mage becomes the substance of his current illusion in truth, permanently, including gaining the use of any magical powers the new form would have.
Side Effects: The mage does not remember what his original form looks like while attuned to this spell. If below level 17, the mage is also afflicted by a mental sickness which prevents him from believing that anyone else’s face is their real face either.

9 Escape Body
Requirement: Attuning Escape Body is only possible while near death (1% or less HP).
Prepared: The mage may telepathically communicate with any willing person she has ever talked to while attuned to this spell. This communication need not be limited to words; she may exchange entire experiences in memory with her allies.
Cast: The mage and 1 ally/level shed their bodies, which dissolve into the world’s dweomer, undertaking a journey into the Astral. After accomplishing their journey, they may return to their bodies – assuming they can find their way back to the material plane, and all who wish to return are present with the mage when she does so. The mage may later return any astral spirit she encounters which she freed from its body in the first place, as well.
Side Effects: It is easier to kill someone whose spirit is so tenuously connected to its body. The mage’s maximum HP is halved while attuned to this spell. If she is below level 17, she is reduced to 1HP maximum.

10 Angelic Visitation
Requirement: This spell may only be taught by an angel, whose true name the mage must know. It always calls upon the same angel; if that angel falls in battle, the spell is useless for a thousand years while the angel recovers in the heavenly realms. No mage has ever been recorded to receive the honor of permission to summon a second angel.
Prepared: While watched over by an angel, the mage may not die. If he takes enough damage to kill him, his body disappears and he will reappear later when enough damage has healed that he may awaken (as per normal healing over time rules).
Cast: An angel from heaven descends in a beam of sunlight (or moonlight or starlight), and will aid the mage as it sees fit.
Side Effect: While attuned, the mage may not intentionally harm others, nor intentionally allow harm to come to them through inaction – even enemies. If the mage is below level 17, he must even go out of his way to serve the needs and desires of anyone he interacts with, friend or foe.

Ian Price, author of the Tabletop Treasury posts on this site, is the creator of Kitsune: of Foxes and Fools and Bad Decisions, and has contributed to the Ghouls, Carthians, and Chronicler’s Guide books for Vampire: The Requiem. Bad Decisions has a Kickstarter project, which successfully funded!