100% found this document useful (2 votes)
766 views73 pages

Sorcery Is A Sword Without A Hilt

This document describes four magical realms - the Weald, Wastes, Weird, and Welkin - that interact with the mortal realm. It explains how sorcerers can study these realms' magic and cast spells by using symbolic components to summon magical energies. Casting a spell causes a violent reaction as the realms clash. The document provides rules for sorcerers to prepare components and potentially scavenge for them in the Underworld.

Uploaded by

Drago Rinato
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
766 views73 pages

Sorcery Is A Sword Without A Hilt

This document describes four magical realms - the Weald, Wastes, Weird, and Welkin - that interact with the mortal realm. It explains how sorcerers can study these realms' magic and cast spells by using symbolic components to summon magical energies. Casting a spell causes a violent reaction as the realms clash. The document provides rules for sorcerers to prepare components and potentially scavenge for them in the Underworld.

Uploaded by

Drago Rinato
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 73

“Dalla told me something once.

Val’s sister, Mance Rayder’s wife.


She said that sorcery was a sword without a
hilt. There is no safe way to grasp it.”

“A wise woman.” Melisandre rose, her red


robes stirring in the wind. “A sword without
a hilt is still a sword, though, and a sword is
a fine thing to have when foes are all about.”

– A Storm of Swords, George R.R. Martin


S o r c e r y
is a sword
without a hilt

Spells for use with


His Majesty the Worm
(or other old-school-ish games)

Words by Josh McCrowell

Editing by M. Finch

Cover art by Tom Kilian (http://www.tkillustration.com)


Many thanks to Tom for his kindness and generosity

Permission is granted to reproduce the text (but not art) for personal use. All authors
retain the right to be identified as such. In all cases this notice must remain intact. The
mechanics of this game may be reused freely.
iii
Table of Contents
The Far Realms . . . . . . . . . . . 2 Spells of the Weald. . . . . . . . . 42
Control Animal........................................ 43
Casting a Spell . . . . . . . . . . . . 3
Defy Depths............................................. 44
Maleficence . . . . . . . . . . . . . 7 Flare......................................................... 45
Maleficence of the Wastes......................... 8 Gust of Wind............................................ 46
Maleficence of the Weald.........................10 Protection from the Elements................. 47
Maleficence of the Weird..........................13 Speak to Animal....................................... 48
Maleficence of the Welkin........................16 Thunderclap............................................. 49
Totem....................................................... 50
Spells of the Wastes. . . . . . . . 19
Wall of the Elements............................... 52
Brainfever ............................................... 20
Woodweave.............................................. 53
Command Undead ...................................21
Darklight ................................................. 22 Spells of the Welkin. . . . . . . . 54
Fear.......................................................... 23 Augury...................................................... 55
Fleshcraft................................................. 24 Binding.................................................... 56
Malediction ............................................. 25 Charm.......................................................57
Necromancy............................................. 27 Circle of Protection.................................. 58
Raise Ghoul.............................................. 28 Feather..................................................... 59
Stinking Cloud......................................... 29 Guardian Angel........................................ 60
Withering ................................................ 30 Heavenfire.................................................61
Life........................................................... 62
Spells of the Weird. . . . . . . . . 31
Seal Pact................................................... 63
Animate Object........................................ 32
Veritas...................................................... 64
Change Size ............................................. 33
Enrage...................................................... 34 His Majesty the Worm
Give Form to Nothingness...................... 35 Conversion Guide. . . . . . . . . . 65
Illusion..................................................... 36 Effects........................................... 66
Mirror Meld............................................. 37
Portable Hole........................................... 38
Scry.......................................................... 39
Shroud..................................................... 40
Sleep..........................................................41

iv
HUMANS KNOW
that they are experiencing only a narrow band of reality.
Their dogs can smell scents that their noses cannot.

Their cats can see through darkness their eyes cannot penetrate.

They know that to some things humans are truly blind.


And that is terrifying.

Just beyond the bounds of our perception there are different


worlds, different realities. And sometimes—just sometimes—forces
from these realms will cross the threshold and actually enter our
world. These intrusions are never subtle. The stuff of the far realms
reacts violently with the stuff of earth—an alchemical reaction
of the worst degree. Just like water and oil reject each other, the
realms of men and the realms of spirits are anathema to the other.
When they interact, the universe itself is warped and torn with the
wrongness of it all. That is terrifying, too.

Some people, however, willingly participate in this cosmic


blasphemy. They seek to see beyond the veil of this world. They
open the door to the things that lurk on the threshold and offer
them entrance. They open the window to rain and unbar the gates
to enemies. They measure the effects this has on the world. They
try to replicate these effects. They write down notes about the event
in their books.

These people are sorcerers.


Nobody likes them.

1
The Far Realms
There are four realms of spirits, The Weird is an ever-changing
sometimes called the “far place. It is dream. It is madness.
realms,” that are tangent to the The realm of Weird is half
plane of Flesh, where men and allegory and half nonsense.
dwarves and dogs and cows Feline smiles become the
and all other mortal creatures crescent moon, which waxes
live. These are called the Weald, into the full moon—a croquet
the Wastes, the Weird, and the ball knocked about by a red
Welkin. All magic has its origin queen wielding a flamingo
in one of these realms. club. Dreamers sometimes visit
the Weird when they sleep;
The Weald is a wild place. It is prophets live half in the Weird
alive. It is chaos. It is a place of and half in the realm of Flesh.
twisting vines tangled together
down into impossibly deep The Welkin is a bright and
roots, and spreading branches terrible place. It is order. It is
stretching up into formless and law. It’s a place of blue skies
churning storm clouds. and rainbow bridges leading
to cloud cities where winged
The Wastes are a barren women bring mead to ancestor
place. It is dead. It is death. kings, who wage endless
It is a place of grey skies and battles in preparation for the
miasmic fens stretching to the apocalypse.
horizon, scattered with bones
piled high from wars that were
ancient before the creation of
the mortal world.

2
Casting a Spell
When energy from one of the far Sorcerers use the Prepare
realms enters the plane of Flesh, Components City Action to fill
it burns our own reality, causing their pack with components.
a strange, unpredictable, and This involves going to the
violent reaction. This is called a Tower Gnostic, bartering
“spell.” with talismongers, paying off
some unseemly contacts, and
A sorcerer is someone who has venturing outside the City
studied the art magic. Sorcerers for rare herbs and strange
deal in spells. They make study ingredients. When the sorcerer
of them, learn them, trade Prepares Components, they
them, and use them. You may may fill their pack with as many
cast spells if you have one of the spell components as they wish.
“Magic” talents from the Path Each component takes up one
of Wands. pack slot.

Spells are summoned into our Scavenging


world by use of representational
and iconic objects, called
Components in the
components. Underworld
●● Components are not It might be possible (though
consumed when used. rare and difficult) for a
If the component is resourceful sorcerer to
something like powder, prepare a component in the
the sorcerer merely Underworld. This would
expends a pinch and require them to find the proper
has enough for almost requisite items and prepare
innumerable castings. them ritualistically during the
●● Components may be flow of game—probably as a
destroyed, lost, or stolen. Camp Action. The GM will
adjudicate this as necessary.

3
Process of Casting In summation, to cast a spell,
you must:
A spell is cast when a sorcerer ●● Spend 1+ points of
holds the component in Resolve
their hand and expends an
effort of will with a point of ●● Hold the spell component
Resolve. in one hand
●● You may cast a spell on ●● Not wear or carry a
anything you can touch significant amount of
or see. metal
●● You must be able to ●● Be able to speak loudly
speak loudly and clearly. ●● Be able to see or touch
Casting a spell is super your target
obvious.
●● If the talent being used is Concentration
in training, you must also
Some spells may be maintained
use 1XP to cast the spell.
with concentration. You
may only maintain
Iron resists magic. That is
concentration on one spell
because iron is the bones of the
at a time.
plane of Flesh.
●● Spells cast on iron objects If you’re hurt while you are
fail. concentrating on a spell,
●● Spells cast on a target you lose the spell and suffer
carrying a significant maleficence (see below) unless
amount of iron also you succeed in a test of Wands.
fail. During a Challenge, this
●● You cannot cast a spell requires that you use the Test
if you are carrying a Fate action.
significant amount of iron ●● If you succeed at that test
or steel (since steel is an of Wands you maintain
iron alloy). the spell.
●● If you fail you lose the
spell and maleficence
occurs.

4
Targeting the Iron
Environment the Anti-Magic
During the Crawl, you may
Iron is the core of the plane of
easily cast spells that target
Flesh. As such, it is antithetical
untended items or the
to both spirits and magic.
environment. This requires no
tests, only an expenditure of
Magic cannot affect objects
Resolve.
made of iron. No spell can be
cast on an iron nugget, an iron
During a Challenge,
statue, an iron sword, or an
you must use the Speak
iron shield. The fail fizzles, as if
Incantation action to affect the
countered.
environment, but the action’s
value is irrelevant.
You cannot cast a spell if
you have a significantly-
Targeting a sized piece of iron or steel
Creature anywhere on your person.

During the Crawl, if your spell What is a significant size of


targets a creature or anything iron? A coin is okay. A cast iron
carried or worn, you must pan is not. A steel sword is not.
spend a Resolve and succeed in Metallic armor is definitely not.
a test of Wands. On a success,
the spell takes effect. On a If a creature is wearing iron
failure, the target avoids or armor that covers at least 75%
resists the spell. of their body, they cannot be
targeted by any spells. Magic
During a Challenge, you must might still have an effect on
use a Speak Incantations action. them—a fire started by a spell
The Speak Incantation total still burns an iron-clad knight,
must exceed your target’s but the knight himself cannot
Initiative to succeed. be targeted with a spell to light
their clothing on fire.

5
The Effects of Spells
Each realm of sorcery has ten Some spells have variable
spells. Each spell is detailed in effects depending on how much
full starting on page 20. Resolve is spent to cast it. For
example, the spell Stinking
The spell descriptions are Cloud will fill 1 zone per Resolve
generally minimalist. They are spent.
versatile and allow sorcerers to ●● The sorcerer chooses how
find clever uses for them. much Resolve they want
●● Perhaps Gust of Wind can to spend when they cast
blast open a closed door. the spell.
●● Perhaps a Flare can ●● If a spell specifies a single
momentarily rob a target, a sorcerer can
medusa of her petrifying always add +1 target for
gaze. each additional Resolve
●● Perhaps you can escape spent.
from manacles by casting ●● Sometimes a little
Shrink on yourself. negotiation with the GM
is permissible for extra
These effects are not explicitly effects or larger targets
mentioned, but seem like by spending additional
worthwhile applications of these Resolve.
spells. GMs are encouraged
to work with players to
define the parameters of
the spells.

6
M a l e f i c e n c e

When magic goes wrong, draw on the appropriate maleficence


table. This represents a catastrophic intrusion of the energies of the
far realms into the realm of Flesh.

Here are some circumstances where magic goes wrong:


●● The sorcerer is hurt while maintaining concentration
●● Two spells cancel each other out
●● The sorcerer is interrupted during spellcasting
●● Other instances, per the GM’s devising

When maleficence comes into play, things get interesting.

7
Maleficence of the Wastes
Draw 1 minor arcana
I. A number of imps appear equal to the value of the top
card in the minor arcana’s discard pile. The suit of that
card will tell you what the imps want.
Swords: They desire meat. Flesh. Blood.
Pentacles: They want to get the shiniest thing. Then they
want to throw it into a deep pit.
Cups: They want something to keep as a pet. (Woe to
whatever they decide to “adopt.”)
Wands: They crave the blood of sorcerers.
II. The sorcerer vomits a pregnant rat, which falls to
the ground and explodes as a surfeit of baby rats
spill bloodily from her belly. Disease oozes from the
undulating mass.
III. The putrid stink of a mass grave fills the area. If the
adventurers stay in the area, they all become Stressed
due to the smell.
IV. Demonic flies begin buzzing. If the adventurers stay in
the area, all perishable items will soon be consumed as
the flies swarm into their packs, leaving behind demonic
maggots.
V. A chill, green fog rises. All exposed metal items the guild
carries will suffer two Notches as the strange fog rusts
and corrupts it.
VI. Wounds stop closing. Until the decks are reshuffled with
the appearance of the Fool, the guild cannot heal any
Wounded talents or the Injured condition.
VII. The sorcerer begins to uncontrollably weep blood. It’s
hard to see anything through bloody tears (disfavor in
combat or any vision based activities). And, of course, it
ruins your robes. This condition persists until the decks
are reshuffled with the appearance of the Fool.

8
VIII. An invisible mark appears on the forehead of the
sorcerer. The sorcerer is the primary target of all undead
creatures. They wish to talk to them, to touch them, to
kiss them, to hurt them, to make them understand. This
lasts until the mark is cleansed (per GM’s discretion).
IX. The sorcerer’s shadow departs to perform some
mischief. It will return once it’s gotten into some sort of
trouble. Until then, the sorcerer lacks a shadow.
X. The sorcerer immediately begins vomiting up a parasitic
twin in chunks: little hands, eyes, hair, teeth. They can
do very little until the whole thing is out. In a Challenge,
this gives you the Stunned effect. This maleficence lasts
for an entire watch.
PP The sorcerer’s pupils become golden, like a wolf’s. This
change is permanent.
KK The sorcerer grows black, goat-like horns. These are
permanent, but can be sawed off without any pain. Just
the stumps will remain.
QQ The sorcerer’s reflection (in mirrors and other reflective
surfaces) begins to rapidly decompose. Eventually, he’ll
only see his bleached white skull when he looks into a
mirror. This effect is permanent.
KK The hex the sorcerer is in is blighted. Plants wither and
die. Mothers yield only stillbirths. If this hex was near a
place of civilization, there will be consequences.

9
Maleficence of the Weald
Draw 1 minor arcana
I. A hairless ape crawls into reality. It disembowels itself
and presents its intestines to the sorcerer with an
ingratiating smile. It then proceeds to die, smiling all the
while.
II. Shrieker mushrooms quickly bloom around the sorcerer.
Any movement through the area raises a mighty
ruckus that provokes a wandering monster draw on the
Meatgrinder table.
III. The weather goes from bad to worse. Cool nights become
freezing cold. Warm days become blistering. Rains
become hurricanes.
If the sorcerer is currently in the Underworld (or
some other underground area) the weather manifests
physically around them—the caverns fill with torrential
rains, blizzards, or simooms.
IV. Grasping, thorny vines sprout and fill the sorcerer’s
zone, giving the Root effect to everybody therein.
Everybody must take the time to untangle themselves (a
Recover action during a Challenge).
V. Any potions carried by the sorcerer explode. The bottles
are Destroyed. This causes anything written adjacent to
them on the sorcerer’s character sheet to be ruined.
VI. All wooden objects (wands, doors, chests, staffs, torches,
bows, etc.) within three zones of the sorcerer warp and
twist, as if bent by a giant’s hands. All wooden objects
in this area are Destroyed. Traps on wooden doors or
chests are triggered and affect whatever’s nearest them,
as applicable.

10
VII. Lightning arcs out of the sorcerer’s body and Wounds
everybody carrying metal within three zones, friend or
foe.
VIII. Every animal on the Meatgrinder table for this region
is drawn towards the sorcerer. The next watch is an
automatic encounter with every animal in the area.
IX. The sorcerer’s clothes and gear catch on fire. They
immediately take a Wound.
The sorcerer must put themselves out or they will
continue to burn. For the most part, this effort should
be automatically successful. The GM should arbitrate
how effective the method is, and what secondary effects
it might have. For example, rolling on the ground might
smash delicate items in their pack (clayware pipes
or glass bottles). Submersion in water might destroy
rations or scrolls.
X. An earthquake shakes the area within one mile of the
sorcerer. Structures not built to last are destroyed.
PP The sorcerer begins to bud with thick, meaty fungus that
grows like an insipid cancer on their skin. This effect is
permanent until the disease can be cured.
(Those who dare can try to eat the fungus. It has the
taste and texture of human flesh. It is delicious and
causes all those who eat of it become addicted.)
KK The sorcerer’s legs turn backwards and grow fur,
reminiscent of a goat’s. This effect is permanent.

11
QQ The sorcerer is inflicted with the Curse effect of
lycanthropy. When the moon shines, the sorcerer
undergoes a change: it is messy, uncontrolled, and
violent. However, time doesn’t flow normally in the
Underworld and the GM needs not track a lunar
calendar. If the top card in the discard pile is a face
card (page, knight, queen, or king) during the Camp
phase, the moon shines and the consequences of
the lycanthropy will be dealt with in step 3 of the
Camp phase. This effect is permanent unless a cure is
discovered (which can be the source of an entire quest).
KK The sorcerer and their entire guild are now subjects of
the Wild Hunt, as per the arcane pronouncements of
the semi-divine fay queen, the Witchmother. A withered
gnome politely informs the guild that they now have a
one-day head start before an army of wood elves does
their very best to try and kill them. Good luck.

12
Maleficence of the Weird
Draw 1 minor arcana
I. The sorcerer loses their voice. Until the decks are
reshuffled with the appearance of the Fool, the sorcerer
is Silenced. Later, the sorcerer’s friends and relatives will
have sworn they could have heard the sorcerer’s voice
calling to them from the darkness.
II. Nightmarish idols of Jungian manifestations are rapidly
built by invisible hands out of any available material
near the sorcerer: floorboards, stones, leaves, fallen
branches, mushrooms, snow, etc.
III. Everybody in the sorcerer’s zone (including the sorcerer)
must immediately make a test of Wands. All those who
fail suffer the Knockout effect and fall asleep. They may
be awoken by a sharp slap (or worse).
IV. Everybody in the sorcerer’s zone (including the sorcerer)
immediately suffers the Inspired effect. Determine
the emotion Inspired by looking at the top card of the
discard pile:
I-II: Anger, III-IV: Distaste, V-VI: Sadness, VII-VIII:
Joy, IX-X: Surprise, Page-Knight: Trust, Queen-King:
Fear
The emotion is centered on whatever those affected first
see. Role-play as appropriate.
V. A mouth appears on the back of the sorcerer’s skull.
It babbles in Tylwyth. The GM immediately delivers a
rumor to anybody who can understand its talk.
The mouth, drooling, remains until the Fool causes the
decks to be reshuffled.
VI. The sorcerer’s skin, organs, and muscles become
invisible. Until the decks reshuffle via the Fool, the
sorcerer appears to be an animate skeleton with an
interwoven system of nerves and veins. It’s creepy as
fuck. You elicit horrified reactions by default.
13
VII. The sorcerer begins weeping gooey, saline-tasting tears.
They also weep out several small oozes that crawl away
to eat and get big.
VIII. The sorcerer becomes a living illusion. An illusion is
nothing but a hologram—you do not produce smell,
sensation, or sound (thus, no casting spells). You cannot
interact with the plane of Flesh, but you can see and
be seen. However, anything illusory is real to you. An
illusory sword can cut you. An illusory dragon can eat
you.
This condition persists until the decks are reshuffled
with the appearance of the Fool.
IX. The sorcerer is no longer able to speak except in rhyme.
Everything they say in character must be in the form of
rhyming couplets. This effect lasts until after the next
Camp phase.
X. The sorcerer’s worst nightmare manifests in the realm of
Flesh physically during stage 3 of the next Camp phase.
The GM and the sorcerer’s player should talk beforehand
about what this is.
PP The sorcerer grows a third eye in the center of their
forehead. Whenever they use Dwimmercraft to employ
second sight, this eye opens. Otherwise, you can keep
it closed and it is all but unnoticeable. This effect is
permanent.

14
KK The sorcerer’s coloring pales. Their hair, skin, and irises
become milky white. This effect is permanent.
QQ A hekatephage manifests and begins following the
sorcerer. A hekatephage is invisible and intangible (but
may be seen through second sight). A hekatephage
devours magic.
While the hekatephage is manifested, no spells may be
concentrated on in the proximity of the caster; their
durations immediately end as the hekatephage eats
them. This even ends spells with no set durations (like
malediction).
A hekatephage does not go away on its own. The sorcerer
must find some way to banish or defeat it.
KK The sorcerer is permanently under the Silence effect.
However, anything the sorcerer speaks manifests as
illusions of text that hover over their head for a few
moments; this is somewhat reminiscent of speech
balloons. Luckily, this effect allows the sorcerer to cast
spells.

15
Maleficence of the Welkin
Draw 1 minor arcana
I. Divine locusts swarm; these locusts are golden in color,
with hard metallic shells and heads reminiscent of
human faces. The locusts destroy all foliage and plant
life in the sorcerer’s hex.
II. Painful boils rise on the sorcerer’s skin, a side effect from
undiluted celestial radiation. The sorcerer is Stressed
and takes a Wound.
III. All rations in the sorcerer’s hex become strangely
tainted: water turns to blood and dried meat becomes
pulsing, half-living flesh. Only rations made purely from
vegan sources are unaffected.
IV. The players that sit to the left and the right of the
sorcerer have all of their Wounds Healed. The sorcerer
suffers the same amount of Wounds. (If this kills the
sorcerer, they are counted as a martyr of the Mythric
faith, for whatever that’s worth.)
V. An angelic chant manifests around the sorcerer. The
music is beautiful, but somewhat loud. Stealth is
impossible for the sorcerer while it continues. The
chanting will subside the next time the Fool shuffles the
decks.
VI. The sorcerer manifests the piteous wounds of Mythrys.
The sorcerer gains a Wound which cannot be healed
until they enter a Mythraeum (a church of the Cult).
While thus hurt, the sorcerer also suffers the Exhausted
effect.
VII. Greed is a vile sin. Precious coins and gems on the
sorcerer’s person instantly and permanently become
scarabs.

16
VIII. All weapons (except those explicitly made of iron)
being carried in the sorcerer’s zone are permanently
transformed into tools of a similar size or shape.
For example, a sword might be transformed into
ploughshares or a spear into a pruning hook.
IX. The sorcerer’s brow is lit with a halo. Everybody is
suitably impressed, except for spirits. A spirit (of any
of the far realms) has an automatic negative reaction
to the sorcerer and, in combat, will target them above
all others. This halo lasts until the sorcerer enters a
Mythraeum (a church of the Cult).
X. Upon their return to the City, any guild members who
are parents are informed that their firstborn child has
died. It is reported that the sorcerer’s name is written in
runes across their deceased child’s forehead.
PP A ghostly hand manifests nearby and begins scribing a
prophecy in Vetus on a nearby surface. The prophecy
foretells of some doom that will befall the sorcerer and
their companions unless a very specific, and unlikely, set
of requirements are fulfilled.
KK A golem is born from the living earth (even as Mythrys
was). It looks almost exactly like the sorcerer, except that
it’s made of stone. Its only mission is to kill and replace
the sorcerer.

17
QQ Like Maiden Wisdom, you become supernaturally
pregnant. You become eight months pregnant,
regardless of whether or not you have the normal
equipment for this state.
For as long as this is true, you suffer from the Stun effect
during a Challenge.
If you carry it to term, you give birth to a semi-divine
child. If you lack a birth canal, you give birth via
vomiting.
KK A discharge-brown star appears in the sky. At the end
of the third night, a tremendous meteor will destroy a
random district of the City, and generally make the City
uninhabitable for weeks and weeks.

18
S p e l l s
of the

W a s t e s

19
Brainfever

Component: A pouch of powder made from wild marjoram,


thyme, verbena, and myrtle leaves

The sorcerer takes a pinch of the component powder and blows it


towards the target of this spell. The target creature enters a
rage.
●● Attack actions the target creature makes gain favor, but
they must always play the lowest value card they draw for
their Initiative.
●● Creatures immune to anger (such as non-sentient constructs)
are not affected by this spell.
●● This spell is maintained with concentration.

20
Command Undead

Component: Poppet woven of branches and tied with grass


picked from a graveyard on the night of the new moon

This spell allows the sorcerer to exert control over an undead


creature. The target undead suffers the Control effect.
●● Your order may have a number of words equal to your
Wands attribute.
●● Longer commands may be issued by spending multiple
Resolve on this spell—each additional Resolve grants [Wands
score] more words.
●● This spell lasts until the order is fulfilled. The Resolve spent
on casting this spell can never refresh as long as this spell is
active.

21
Darklight

Component: The pickled left hand of a hanged murderer

A candle held in the component hand will not go out while this
spell is active. This candle provides light only for the one holding
it.
●● The candle ignores “Torches gutter” events on the
Meatgrinder.
●● The light is not seen by any others nearby. This allows you to
move stealthily with perfect visibility.
●● You can spend additional points of Resolve when activating
this spell to add one additional person per point who can see
in the darklight.
●● This spell is maintained with concentration.

22
Fear

Component: A candle made of the fat of a black serpent with the


wick comprised of the hair of a murdered woman

The sorcerer weaves an illusion visible only to the target. This


illusion makes it seem as if a second willing creature within the
sorcerer’s line of sight is a source of terrible fear for the primary
target. The target suffers the Inspire Fear effect towards the
illusion-cloaked creature.
●● A fearful creature will attempt to flee the source of its fear.
These creatures will try and avoid combat unless combat is
necessary to escape. They prioritize high value cards for their
Initiative.
●● Creatures that do not feel emotions or are not affected by
illusions are not affected by this spell.
●● This spell is maintained by concentration, but any actions
that would move the target’s disposition from the fear bloom
will also end this spell.

23
Fleshcraft

Component: Silver athame

The sorcerer cuts off one of his body parts with the silver knife,
which can then move independently but clumsily on its own.
●● A detached body part can only take 1 Wound (which deals a
Piercing wound to you). This causes the spell’s effect to end.
●● If you place the detached part back in its original position,
the body part willingly rejoins your body.
●● A detached hand can crawl like a spider. It’s very difficult to
notice. It can choke a sleeping person or drop poison into a
cup relatively easily.
●● A detached eye can roll around on the ground. If you who
close your other eye, you can see through the detached eye
perfectly.
●● A detached ear sort of flops like a fish on land. You can hear
through it perfectly.
●● A detached mouth can speak normally.
●● This spell is maintained with concentration to keep the
detached body part animate. The Resolve spent on casting
this spell can never refresh as long as this spell is active.

24
Malediction

Component: Pickled eye of a miser buried in a pauper’s grave

If cast on a creature, they will suffer a random Curse effect—


draw on the table below to find out which one. Sorcerers will use
this spell to bully others into completing quests or working their
will.

Unlike other spells, the Curse effect will stay with the target until
you dismiss it (which you can do at any time) or it is counter-
spelled. The Curse cannot be overcome with the Recovery action.
This spell is not maintained with concentration. The Resolve spent
on casting this spell can never refresh as long as this spell is active.

I. Dogs hate you. Any dog you V. You gain the appearance of
meet automatically is going a desiccated corpse. Most NPCs
to try and attack you, and will default as hostile towards
prioritize you over all other you. Nobody wants to sleep
targets. At the end of the City with you. On the plus side, most
phase, you’re either Staggered undead will ignore you.
(because you were savaged) or VI. You’re cursed to speak in
Stressed (because you spent the rhymes. Everything you say in-
entire time hiding from dogs)— character must rhyme.
50/50 chance either way. VII. Your weapons rust and
II. You’re afflicted with bad break easily. If you ever spend
dreams. You have a 50% chance a card of 10 or higher value on
to wake from sleep Stressed due the Attack action, your weapon
to your nightmares. suffers a Notch. Wooden
III. Food has a 50% chance of weapons can suffer one Notch,
becoming ash when you eat it. iron weapons can suffer two,
If this happens, you waste that and steel weapons can suffer
ration. three before breaking.
IV. You are doomed. You suffer
the Exhausted effect.

25
VIII. You transform into a to burn two charged Bonds to
member of the opposite sex. It’s heal instead of one. You are
weird (but maybe exciting?). (regrettably) immune to the
IX. Rats and other vermin fall Heal effect.
in love with you. They follow K. You grow old for the
you around everywhere. They duration of the curse—like a
want to sleep in your mouth. withered crone. You are ugly
Every night, there is a 50% and unattractive. You cannot
chance they’ll relieve you of see more than 30’ in front of
something in your pack that you through your cataracts. You
they know you don’t want and cannot take the Dash action.
replace it with garbage. Nice Q. You can only speak
garbage. Tylwyth. Is that a language you
X. Every footstep you take understand? No? Then you
rings an ethereal, unseen sound like you’re just speaking
bell that accompanies a voice gibberish.
that says SHAME. Stealth is K. When you enter a stressful
impossible. situation (like combat), test
P. You grow sick and infirm. Wands. If you fail, you turn into
Wounded talents and the a chicken for one round.
Injured condition require you

26
Necromancy

Component: Pickled tongue tattooed with sigils of speech

Place the component tongue inside the skull of a dead person. The
sorcerer can now speak to the target as if it were alive.
●● The dead creature is under no compulsion to help you or be
truthful, but it can be bargained with as normal. The dead
sometimes care about finishing their unfinished business,
gaining revenge, saying farewell to their loved ones, or
sundry other tasks.
●● This spell is maintained by concentration.

27
Raise Ghoul

Components: Mithril ink

The sorcerer spends a watch tracing arcane symbols in mithril


ink around a body. Through this ritual, the sorcerer beckons a devil
from the Waste to crawl into the corpse and binds the devil to their
service. This creates a ghoul.
●● A ghoul has no attribute bonuses. They are rotting flesh.
However, they generally have all the physical capabilities
possessed in life.
●● A sorcerer can issue orders to a bound ghoul during a
Challenge by taking the Command action. The ghoul will
obey most commands in genuinely good faith and with
reasonable intelligence. The ghoul will even obey suicidal
commands.
●● A ghoul remains bound until it has obeyed [Wands score]
commands or performed [Wands score] tasks for the
sorcerer.
●● You may invest multiple Resolve into a casting of this spell—
each additional Resolve spent grants extra [Wands score]
commands.
●● When the number of services is reached, the devil claims the
body for its own purposes. The ghoul may then attack you,
shuffle away, or crumble into a heap of ash.
●● This spell lasts until the services are complete; it is not
maintained with concentration. The Resolve spent on casting
this spell can never refresh as long as this spell is active.

28
Stinking Cloud

Components: Mummified green frog stuffed with grave dirt

The miasma of a thousand opened coffins is expelled from the


sorcerer’s mouth. The sorcerer’s current zone or one adjacent is
filled with a stinking cloud.
●● All those who begin the round in the cloud suffer the Stun
effect and draw one less card at the beginning of the round.
●● This effect is cumulative. For example, if a target remains in
the cloud for a second round, it suffers two Stun effects and
draws two less cards for that round. If a target stays in the
cloud for four rounds, the target suffers the Knockout effect.
●● You can make the stinking cloud larger by spending more
Resolve on this spell. By spending 2 Resolve, the cloud
engulfs two zones; by spending 3 Resolve, the cloud engulfs
three zones, etc.
●● Those who do not breathe are immune to this spell.
●● This spell must be maintained by concentration.

29
Withering

Component: Jar of hundreds of old fingernails, each etched with


the rune of decay

If cast on a creature, the creature suffers a Wound as a grave


chill grips them.
●● Creatures are afflicted with obvious signs of aging—grey hair,
wrinkled skin, jaundiced eyes, liver spots—until this Wound
is healed.
●● This spell transforms a ghoul into a skeleton. This spell
transforms a skeleton into a wraith.

If cast on an object, the object shows obvious signs of decay.


●● Food become rotten; chains become rusted; wood becomes
moldy; stone is unaffected.
●● This deals a Notch to an object. If 2 Resolve is spent on this
spell, the object suffers the Destroy effect instead.

30
S p e l l s
of the

W e i r d

31
Animate Object

Component: Vial of quicksilver

The sorcerer commands an object to fulfill its intended


purpose. A dagger stabs. A key unlocks. A pick digs.
●● Command the object to fulfill its function with an instruction
consisting of [Wands score] number of words. The item then
obeys the order as if wielded by an invisible hand.
●● You can cast the spell for +1 Resolve to gain additional
[Wands score] words for each Resolve spent.
●● The GM interprets what the object does based on the
instruction given.
●● An item will only ever fulfill one task per casting of this spell,
no matter how many words are spoken in explanation. A
key will unlock either the door to the cell, or your manacles,
or your friend’s manacles, but never all three in the same
casting. By this token, an unattended weapon will only strike
once per casting.
●● In a Challenge, the item’s action has the same value as the
sorcerer’s Speak Incantation action.
●● This spell lasts until the item fulfills its task. The Resolve
spent on casting this spell can never refresh as long as this
spell is active.

32
Change Size

Component: A twine of tails from a rat king

There are essentially three sizes you can be: normal sized,
uncomfortably large, and bizarrely small. The target of this
spell either moves up or down on this scale as they sustain the
Shrink or Grow effect.
●● A size-changed creature shrinks or grows to either half
or double their original height. When this would be
advantageous (squeezing into holes, sneaking around), gain
favor. When this would be disadvantageous (contests of
strength), gain disfavor. The size difference never affects
normal Attack values, but might influence actions like
Roughhouse.
●● This spell is maintained with concentration.

33
Enrage

Component: Mummified viper

The sorcerer weaves an illusion visible only to the target. This


illusion makes it seem as if a second willing creature within the
sorcerer’s line of sight is a nebulous but hated foe. The target
suffers the Inspire Anger effect towards the illusion-cloaked
creature.
●● In combat, anger makes people stupid and clumsy. The angry
creature will try and focus on the source of their anger. An
angry creature will attack recklessly, with little regard to the
environment.
●● Creatures that do not feel emotions or are not affected by
illusions are not affected by this spell.
●● This spell is maintained by concentration, but any actions
that would move the target’s disposition from the anger
bloom will also end this spell.

34
Give Form to Nothingness

Component: A drum made of the hide of an albino deer writ with


runes of flesh

When the component drum is played and the spell cast, the
sorcerer may target one zone that they can see. All intangible or
invisible entities or objects in that zone are now both tangible and
visible.
●● This spell’s component, a rune-painted drum, is standard
size but requires two hands to play during a Challenge.
●● You may target an additional zone for +1 Resolve.
●● This spell lasts as long as you plays the drum.

35
Illusion

Components: Seven-faceted prism

The sorcerer creates an illusory seeming of any object or


creature.
●● The illusion is merely an image—a hologram—and has no
weight or substance, creates no sound, no smells, etc.
●● Illusions are only additive, never subtractive. Making
something unseen is the purview of the Shroud spell.
●● The image obeys your mental commands. During a
Challenge, this is done with a Miscellaneous Action.
●● This spell is maintained with concentration.
●● While maintaining the spell, you may add details to the
illusion by spending +1 Resolve. For example, you may
elect for an illusion of a knight to pull a new item (such as a
scroll or weapon) from their pack by spending +1 Resolve to
declare the new detail.

36
Mirror Meld

Component: A vial of tears collected from dreaming children

The sorcerer sprinkles the component on the surface of a mirror to


create a portal into the mirror through which one creature
may step.
●● The person who steps into the mirror becomes just a
reflection; they are only visible within the mirror. They see
and hear everything said near the mirror, but cannot interact
with the world.
●● The mirror must be large enough to allow transit; a halfling
can step into a relatively small mirror, whereas it must be
truly large to accommodate a troll. Multiple creatures may
inhabit the same mirror as reflections. A creature dwelling in
the mirror may exit at any time by stepping back through the
mirror portal.
●● Items may be left in the mirror. They will be visible but
intangible to the outside world.
●● If the mirror is broken, the reflected characters are shunted
back into reality and take 2 Wounds. Items in the mirror
will be Destroyed when they return to reality.
●● By spending additional Resolve, you may target additional
creatures with this spell.
●● This spell persists until the creatures inside choose to leave
or the mirror is broken.

37
Portable Hole

Component: A circle, of a diameter no larger than nine inches,


cut from the hide of a black calf sacrificed at midnight

When the sorcerer speaks the incantation and places the


component circle of calfskin, the component becomes an
opening through any non-living material.
●● While the spell is active, the circle is essentially a hole—a
window—to the immediate other side of the inorganic
material. This creates an opening through walls/doors/
chests, through which things can pass.
●● This spell never damages the actual integrity of the
transposing surface. Even if a portable hole is placed in a
strategic load bearing section, the structure itself remains
whole.
●● If the inorganic material has no other “side,” e.g., if it’s
placed on the solid ground, a hole about a foot deep opens.
Items placed in this hole are swallowed, but not damaged by,
the surrounding material when the spell ends.
●● This spell simply doesn’t function on living beings.
●● Things that fit somewhere in the blurred line of living and
non-living (silicon viruses, undead, and animate stone
gargoyles) are left up to the discretion of the GM.
●● This spell is maintained with concentration. When the spell
ends, the window closes back into the component circle of
calfskin.

38
Scry

Component: A crystal ball

The sorcerer peers into the crystal ball and can see one location
that they have visited before.
●● By default, this spell only functions if the chosen location is
in the same metaphysical area that you are currently in, e.g.,
same city, same dungeon level, same forest, etc.
●● If the location is in another area, this spell requires +1
Resolve to cast.
●● This spell is maintained with concentration.

39
Shroud

Component: The funerary winding-sheet of one who died by an


elf’s arrow

The sorcerer spreads the component sheet over the target of the
spell. The target and everything they carry becomes invisible and
benefits from the Shroud effect.

However, the illusory magic required to hide an image becomes


confused and strained when a target of this spell interacts with
visible objects. If the subject sharpens his sword, drinks a potion
from his belt, or puts on a disguise, the invisibility is maintained.
If the subject opens a door, fires an arrow at a foe, or ties a friend’s
shoelaces together, an additional Resolve is required to maintain
the spell.
●● A Shrouded creature is impossible to see without the aid of
magic or special senses. Typically, if a Shrouded creature
stands still and stays quiet, they cannot be deliberately
targeted by creatures that can’t see them.
●● If the Shrouded creature moves, those nearby may have a
vague sense of their presence. All attempts to target them are
made with disfavor.
●● Harmful actions made by shrouded creatures are made with
favor.
●● If cast on an object like a door or a wall, it becomes
transparent.
●● This spell is maintained with concentration.

A Shroud is a Shroud
In playtests, the question was raised whether the Shrouded
sorcerer should be able to carry a torch. The GM pointed out that
the funerary winding-sheet was not inflammable, and was likely
to catch fire if covered over with the spell component.

40
Sleep

Component: A pouch of powder made from crushed lotus seeds,


sand, and wormwood

The sorcerer takes a pinch of the component powder and blows it


towards the target of this spell. The target falls under the influence
of a supernatural soporific.
●● If not in a tense or dangerous situation, the subject takes the
Knockout effect and can only be awoken with a sharp slap.
●● If cast with 4 Resolve, the target doesn’t age or require food
while asleep.
●● If in a tense or dangerous situation (like combat), the subject
becomes drowsy and suffers the Stun effect until he suffers a
sharp slap (or worse damage).

41
S p e l l s
of the

W e a l d

42
Control Animal

Component: A scepter made of a lion’s bone writ with runes of


domination

This spell allows the sorcerer to exert control over a beast of the
field, forest, or waters. The target animal suffers the Control
effect.
●● Your order can be a number of words equal to your
Wands attribute.
●● Longer commands may be issued by spending multiple
Resolve on this spell—each additional Resolve grants [Wands
score] more words.
●● Animals will not obey obviously suicidal orders.
●● This spell lasts until the order is fulfilled. The Resolve spent
on casting this spell can never refresh as long as this spell is
active.

43
Defy Depths

Component: A calcified mermaid fetus

If cast on an object about the size of a chest, it will float on the


surface of the water, even if submerged or sunken. If cast on a
person, they can walk on the surface of the water.
●● Small ships (like rowboats) can be raised for +1 Resolve.
Large ships for +3 Resolve.
●● By spending additional Resolve, you may target additional
creatures with this spell.
●● This spell is maintained with concentration.

44
Flare

Component: Guano of a dire bat

This spell targets a light source. The light source violently flares
then fizzles out.
●● Candles simply pop wax and go out; they can be lit again
later.
●● Torches and lamps flare dramatically and Wound the
bearer. They catch on fire.
□□ Lamps may be re-lit later; torches cannot.
●● Campfires cause a bomb-like explosion. Test the sorcerer’s
Speak Incantation total value against the Initiative of each
creature in the zone. If the Speak Incantation total is higher,
the creature is Blind.
□□ The Blind effect will last for a minute or two. During a
Challenge, affected creatures can use the Recover action
to end the Blind effect.

45
Gust of Wind

Component: Beetle shells etched with runes

With a tumult of wind, you Displace a target of humanoid size to


a new space a zone away.
●● The targets of this spell land gently and the movement
doesn’t harm them, but they might be set down in a
hazardous space (such as a pool of acid).
●● You may use this spell on yourself to navigate around the
battlefield and cross gaps.

46
Protection from the Elements

Component: A leather bag made out of the stomach of a chaos


goat filled with beads

The target of the spell becomes almost immune to damage


from one of the chosen elements.
●● If the target is protected against fire, they and their gear take
no damage from heat or flames up to and including a forge’s
fire.
●● If the target is protected against water, they and their gear
take no damage from cold or icy blasts.
●● If the target is protected against air, they do not need to
breathe.
●● If the target is protected against earth, they do not suffer
damage from falling.
●● For +1 Resolve, an additional element may be chosen per
casting.
●● For +1 Resolve, an additional person may be targeted with
this casting.
●● This spell is maintained by concentration.

47
Speak to Animal

Component: Mummified dire spider egg

The sorcerer places the component under their tongue. A dire


spider’s egg is about the size of a chicken egg, so this garbles their
speech in a way that’s comprehensible to animals. The sorcerer can
now talk to animals as if the animal was capable of normal speech.
●● The animal is under no particular compulsion to help the
sorcerer, but animals are generally helpful and truthful.
●● Normal animals are a bit simple.
●● By that token, animals care a lot about things in their
particular sphere and generally ignore things outside of it.
They care about food, fucking, and safety—and very little
else. For example, it is easy for sheep to distinguish members
of their own herd, but almost impossible for a sheep to
distinguish between two elves.
●● This spell is maintained by concentration.

What Is An “Animal”?
If it was in a medieval bestiary, it was probably an animal. This
includes stuff like krakens and owlbears and cockatrices, yes. It
doesn’t include things like skeletons and golems. Animals eat and
shit in the woods.

48
Thunderclap

Component: A shard of broken thunderbolt iron

The last syllable of the sorcerer’s incantation resounds like a


thunderclap throughout one zone the sorcerer can see.
●● This instantly shatters all fragile objects in the zone: un-
tempered glass, porcelain, and the like.
●● All creatures in the zone, except the sorcerer, must decide to
either
1. Drop everything they’re holding to hold their hands
over their ears; or
2. Suffer the Stun effect and immediately discard one card.

49
Totem

Component: The last acorn dropped from an elder oak

Place the acorn into the mouth of the target of this spell. The target
transforms into a unique animal shape representative of their
soul’s totem.
●● Talk to your GM about what your animal is (or randomly
determine it using the tables on the next page).
●● Animals only have one attribute. This attribute is the animal
name and governs anything that animal is known for doing
well. This attribute is ranked at +4. All tests outside of this
specialty are made at +0.
●● The transformation is near instantaneous, but it transforms
neither items nor objects, which fall to the ground around
the target.
●● Spitting the acorn out ends the spell. So, whenever the
animal would want to talk, or eat, or drink, or pick something
up with their mouth, the spell ends.

50
I of Swords Ape I of Cups Rat
II of Swords Armadillo II of Cups Pelican
III of Swords Badger III of Cups Peacock
IV of Swords Bat IV of Cups Rabbit
V of Swords Bear V of Cups Raccoon
VI of Swords Cat VI of Cups Seal
VII of Swords Cattle VII of Cups Snake
VIII of Swords Crab VIII of Cups Stoat
IX of Swords Crocodile IX of Cups Swan
X of Swords Deer X of Cups Tiger
Page of Swords Dog Page of Cups Turtle
Knight of Swords Eagle Knight of Cups Vulture
Queen of Swords Elk Queen of Cups Walrus
King of Swords Fox King of Cups Wolf

I of Pentacles Frog I of Wands Bonnacon


II of Pentacles Goat II of Wands Capricorn
III of Pentacles Hedgehog III of Wands Centipede, Dire
IV of Pentacles Hog IV of Wands Coatl
Grasshopper,
V of Pentacles Hyena V of Wands
Dire
VI of Pentacles Jackdaw VI of Wands Griffin
VII of Pentacles Kangaroo VII of Wands Hippogriff
VIII of Pentacles Leopard VIII of Wands Mammoth
IX of Pentacles Lion IX of Wands Owlbear
X of Pentacles Mouse X of Wands Rat, Dire
Page of Pentacles Mule Page of Wands Roc
Knight of Pentacles Opossum Knight of Wands Snail, Dire
Queen of Pentacles Otter Queen of Wands Spider, Dire 
King of Pentacles Owl King of Wands Thunder Lizard
51
Wall of the Elements

Component: A snail’s shell filled with mellified mummy

For each Resolve spent on this spell, the sorcerer conjures one
10x2’ section of wall. This wall is conjured out of one of the four
elements.
●● Walls of earth are opaque and tough as stone.
●● Walls of wind aren’t opaque but missile weapons or flying
creatures cannot pass through.
●● Walls of fire are opaque but permeable—any creature passing
through it suffers a Wound.
●● Walls of water are opaque and impermeable. They can only
be raised in bodies of water, but prevents ships or other
watercraft from approaching.
●● This spell is maintained with concentration.

52
Woodweave

Component: Vial of woodwose blood

The sorcerer can control the growth of plants and the shape
of wood.
●● If cast on a living plant, the plant can grow very quickly,
benefiting from the Grow effect, or be withered back to a
seed and suffer the Shrink effect.
●● If cast on a wooden object, the sorcerer can inflict the Notch
effect on it as the wood warps and reshapes.
●● Given raw materials of equivalent size, the sorcerer can
instantly shape a wooden tool using this spell.
●● If cast in a place of vegetation, the sorcerer can conjure
entangling vines to Root a single target.

53
S p e l l s
of the

W e l k i n

54
Augury

Component: Copy of the Codex Sophia, the sacred book of the


Mythric faith

The sorcerer receives supernatural wisdom to intuit the meaning


of signs and portents by practicing rhapsodomancy—a form of
book-based divination. Using this spell, a sorcerer can avoid the
consequences of failure or critical failures by looking into the
future and forestalling doom

If a test of fate would be called for and the sorcerer has time to
consult a random page of the Codex Sophia and cast this spell, the
GM draws the card. The GM describes the contents of the card as a
parable from the Codex Sophia.
●● For example, the X of Swords would yield the description,
“And it said that / a man, stabbed many times, lying face
down / may be very wounded, or very dead. / His face is
turned away.”
●● You may use your out-of-character knowledge of the
iconography of the tarot to interpret these results in
character. You’re not allowed to use outside help (no
checking your phone).
●● Once the spell has been cast, a member of the guild may
choose to attempt the task or not. If the attempt is made, the
GM reveals the card.
●● Because casting this spell technically comes before making
the test of fate, the player who makes the attempt of the test
may elect to spend a Resolve for favor. The player may push
fate with this test as normal.
●● If the guild decides to not partake a course of action based on
the augury of a sorcerer, the bound by fate rule is still obeyed
(see core rules). That action would either be successful (or
not) until the situation significantly changes.

55
Binding

Component: Finger bone of holy person buried in sacred soil for


a year

When casting this spell, the sorcerer holds the component out as a
ward and names one creature. Any creature so named in an entire
zone suffers the Root effect.
●● This Root effect will not end until the sorcerer’s
concentration is interrupted. The monster cannot use the
Recover action on this spell, although the effect may be cured
or the spell countered/interrupted.
●● If the name is specific (“John Doe”) the spell affects everyone
by this specific name.
●● If the name is generic (“human”) the spell affects every
creature of that type.
●● Per the GM’s adjudication, castings that are vague or
confusing might create maleficence.
●● This spell is maintained with concentration.

56
Charm

Component: Oils of myrrh burned in an ivory censer

The sorcerer weaves an illusion visible only to the target. This


illusion makes it seem as if a second willing creature within
the sorcerer’s line of sight is an undefined but trusted friend to
the primary target. The target suffers the Inspire Trust effect
towards the illusion-cloaked creature.
●● In combat, creatures with the trust Disposition not inclined
to fight. A trusting creature believes the target to be a friend
until their actions prove otherwise.
●● Creatures that do not feel emotions or are not affected by
illusions are not affected by this spell.
●● This spell is maintained by concentration, but any actions
that would move the target’s disposition from the trust bloom
will also end this spell.

57
Circle of Protection

Component: Ashes from a venerated saint held in a small silver


monstrance

As preparation for casting, the sorcerer spends a watch


sketching out a circle of protective runes with the ashes. This circle
encompasses a radius of no more than 10 feet.

When the sorcerer incants this spell, they select one of the far
realms (Waste, Weald, Weird, or Welkin). Creatures and spirits
native to that far realm are unable to pass or harm those on the
other side of the circle.
●● If the sorcerer traces the circle but does not incant to
empower it, it is possible that they could use it as a “trap” for
a spirit.
●● Additional far realms may be banned per +1 Resolve spent.
●● This spell is maintained by concentration.

58
Feather

Component: Feather of a lamassu

The target item or creature floats as its weight is reduced to


that of a feather.
●● If falling, the target floats gently to the ground. You may cast
this spell quickly in response to falling, but you must already
have the feather component in your hand to do so.
●● If moving across a surface, the target takes no damage from
hazardous environments (like spikes) and will not trigger
pressure plate traps.
●● Heavy objects are easily moved.
●● This spell is maintained with concentration.

59
Guardian Angel

Component: A vial of water collected by a virgin from a sacred


spring

When the sorcerer casts this spell, they summon a minor welkin
spirit known as a guardian angel.
●● During a Challenge, hand the target the card you used to
play Speak Incantations. This card is placed face down in
front of the target player. At the target’s discretion, they can
flip the card up and use its total value either as a Dodge or
Riposte action.
●● This spell’s total value is additive of other actions of the
same type, e.g., if you play a Dodge and use your Guardian
Angel card as a Dodge, the two actions values will be added
together.
●● This spell does not count as a face down card in terms of
the “only one face down card” limit. However, you cannot
have multiple evocations of this spell at the same time.
●● Sorcerers can clearly see this spirit using second sight, and
almost everybody can glimpse this spirit out of the corner of
their eye.
●● This spell will last until used.

60
Heavenfire

Component: Votive candle made of the rendered fat of a


sacrificed white bull

You summon a gout of heavenfire towards the target.


Heavenfire is a bright flame that burns with light but no heat. It
does not consume whatever it is burning.
●● If cast on a living, sighted target, the sudden light Blinds
them.
□□ The Blind effect will last for a minute or two. During a
Challenge, affected creatures can use the Recover action
to end the Blind effect.
●● If cast on the undead and spirits of the Wastes, this spell
will deal Piercing damage as they are consumed with
heavenfire.
●● If you cast it on yourself, an object of your choice glows with
bright light. Because heavenfire does not create heat, you
may light the tip of your wand or hat or anything else.
●● Heavenfire acts (in most ways) like normal flame. It can be
extinguished through water or lack of oxygen.
●● Items lit with heavenfire go out when the Meatgrinder
declares that Torches Gutter.

61
Life

Component: Feather from a phoenix

If cast in the Underworld on someone who is on Death’s Door,


the target is healed of that condition. That person takes the
Stressed condition and might draw for a Scar, following the
procedure in the core book.
●● If cast on an afflicted creature, the affliction reduces one
stage. If this would cure the first stage of affliction, the
affliction is cured (see core book for affliction rules).
●● If cast on the undead, the undead suffers a Wound.
●● If cast on a living creature, there are no immediate or obvious
benefits; the creature is already benefiting from life.
●● If cast on a plant, the plant will grow very quickly, benefiting
from the Grow effect.
●● For +1 Resolve, an additional target may benefit from this
casting.

62
Seal Pact

Component: Bag of goblin teeth and finger joints

When cast, the sorcerer magically seals a contract or oath


made by two willing parties.
●● Additional parties may be added to the pact for +1 Resolve
per person.
●● If a party to the oath ever violates the terms of the pact, two
things happen:
1. All other parties of the oath are immediately aware of the
violation, and
2. The violator becomes doomed. This means that at the
absolutely most crucial moment in the future, the violator
will automatically suffer a great failure when testing fate.
●● Being doomed isn’t necessarily a death sentence, but taken in
concert with disgruntled parties, it often is.
●● This spell is permanent unless it is dispelled.
●● Dispelling this spell triggers the first consequence but not
the second. Once the pact is violated, however, these magical
consequences cannot be dispelled or removed by any means.

63
Veritas

Component: Sacramental wine made of vitis vinifera grapes in a


golden ciborium

The sorcerer casts this spell on a person. As long as this spell is


active, the sorcerer knows if the target tells a knowing lie.
●● While under the effect of the spell, the target knows that they
are essentially hooked up to a magical polygraph.
●● This spell is maintained with concentration.

64
His Majesty the Worm
Conversion Guide
An advantage of OSR games is that it’s simple to convert between
them. His Majesty the Worm plays like an old school game but
is not a retroclone. A little more braingrease must be applied to
convert rules, modules, and monsters between game formats. Your
guess is in many ways as good as mine, but here’s some guidelines:

●● Spells are levelless. Sorcerers can only cast a certain number


of spells per day. We call this effort “Resolve.” For your
system, this might equal the caster’s level and/or Intelligence
bonus.

●● A monster’s Health = Hit Dice (HD). This converts on a 1


to 1 basis. Monsters are about as tough as in any retroclone. 

●● A Wound is how much damage you’d take from a single hit


from a medium sized weapon.

●● Favor/disfavor is is about +4/-4 on a d20.

●● Attributes break down thus:


□□ Swords = Strength bonus
□□ Pentacles = Dexterity bonus
□□ Cups = Wisdom bonus
□□ Wands = Charisma bonus

●● Saves are just attribute tests in His Majesty the Worm. 

●● A list of effects is included at the end of the book. Interpret


them as you would a spell whose text described the result.
For example “Root” just means “cannot move.”
65
E f f e c t s
Effects are ways of describing the way that creatures and the
environment affect adventurers. Effects are usually generic,
describing only the mechanical impact that it has on characters.
It is up to the GM and the players to interpret the flavor of how
effects interact with the world. For example, a dart envenomed
with sleeping poison and a blow to the back of the head might both
give the Knockout effect—however, a sleeping person might be able
to be shaken to cure them of this effect, whereas a person knocked
unconscious would need medical care.

Blind a Controlled creature will


●● A Blind creature cannot perform a commanded
see and cannot gain any action as a minor action.
visual information. The creature’s total value
●● A Blind creature makes for the action taken will
all tests and actions with be equal to the value of
disfavor. A Blind creature the action used to Control
can’t make missile attacks it.
at all.
Critical
●● All harmful actions
against a Blind creature ●● When struck with a
are made with favor. Critical attack, mark the
Injured condition. If
Control already Injured, mark the
Dead condition.
●● A Controlled creature
must obey the order given Curse
to them. As soon as the
order is completed, or if it ●● Curse is a generic effect
cannot be completed, the for “bad thing,” as
effect ends. determined by the GM.
Turned to stone by a
●● During a Challenge, once medusa? Fused with a
under the Control effect, party member? Changed
66
into a baby? These are all as determined by the
Curses. The GM will tell initiating creature or
you what it means. effect.

Deafen Exhaust
●● A Deafened creature ●● An Exhausted creature
cannot hear and cannot makes all tests and
gain any auditory actions with disfavor.
information.
●● Speak Incantation actions Heal
are made with disfavor ●● The Heal effect instantly
because the new condition removes one Wound.
makes it difficult to
articulate clearly. Inspire
●● A character who
Destroy is Inspired must
●● A Destroyed object is immediately role-play one
rendered broken and of the seven Dispositions
unusable. It can only be to the best of their
repaired by effects that ability, following the
specifically remove the basic guidelines of the
Destroyed condition. Dispositions listed in the
core book.
Disarm ●● The Dispositions are:
●● The Disarmed creature anger, distaste, sadness,
drops something they are joy, surprise, trust, fear.
carrying. If an adventurer
is carrying neither a melee Knockout
weapon or shield, Attacks ●● A Knocked-out creature
against them gain favor. It is unconscious and
requires a miscellaneous incapacitated. They
action to retrieve each cannot take any actions.
object dropped.
Notch
Displace
●● When an item suffers an
●● A Displaced creature is attack that compromises
moved to another zone, its durability, it suffers a
67
Notch. Shrink / Grow
●● Fragile items break after ●● A size-changed creature
one Notch. shrinks or grows to either
●● Items intended for half or double his original
durability break after two. height.
●● Items made of tempered ●● When this would be
steel can suffer three. advantageous (squeezing
●● Notched items can be into holes, sneaking
repaired with a tinker’s around), gain favor.
kit, at a forge, or in the ●● When this would be
City. disadvantageous (contests
of strength), gain
Piercing disfavor.
●● A Piercing attack cannot
be absorbed by armor or Shroud
shield. ●● A Shrouded creature is
●● A successful Piercing impossible to see without
attack always causes a the aid of magic or special
Wound. senses.
●● Harmful actions made by
Root shrouded creatures are
●● A Rooted creature cannot made with favor.
move from the spot they ●● Typically, if a Shrouded
are standing. They cannot creature stands still and
take the Avoid, Dash, or stays quiet, they cannot
Move actions. be deliberately targeted
by creatures who can’t
Silence see them. However, if
●● A Silenced creature the Shrouded creature is
cannot speak, scream, moving and interacting
whisper or make any with their environment,
vocal sounds. they can be targeted,
though all such attempts
●● They cannot make the are made with disfavor.
Speak Incantation action.

68
Stun
●● When Stunned, a player
must immediately discard
a Challenge card. If a
character begins the
round Stunned, the player
draws one less Challenge
card.

Trip
●● A Tripped creature falls
prone.
●● Prone creatures cannot
Avoid, Move, or Dash.
●● Melee attacks against a
prone creature are made
with favor.
●● Missile attacks against a
prone creature are made
with disfavor.

69

You might also like