Roll Spells by rolling for words on the Star, Sun, and Moon Tables. These can create game-altering effects at a moment's notice and are essential for the success of any party. Click the "Spell Roller" button below when you are ready to begin rolling up your spell.
To roll up a Spell with the Spell Roller:
To cast a Spell:
The general strength and potency of Spellcasting is regulated by this chart. The referee can alter this chart for a certain Spell if the player can agree to a downside or condition.
| Level | Damage | Status Effects | Bouts | Rounds | Turns |
|---|---|---|---|---|---|
| 1-3 | 1d12 | 1 | 3 | 2 | 1 |
| 4-5 | 2d12 | 2 | 4 | 3 | 2 |
| 6-7 | 3d12 | 3 | 5 | 4 | 3 |
| 8-9 | 4d12 | 4 | 6 | 5 | 4 |
| 10 | 5d12 | 5 | 7 | 6 | 5 |
Applied directly to Health or Armor on a successful cast. Deals minimum damage on an unsuccessful cast. Spells that do Damage can only have a Duration measured in Bouts.
Any bonus or penalty applied to a player character or non-player character or to the caster. For example, improving a character's Attack roll, making oneself invisible, or making a character unable to move would both be Status Effects. The table shows how many Status Effects can be applied concurrently.
One Bout is equivalent to ten seconds, and is the unit of time for Combat Roleplaying. One Round is equivalent to ten minutes, and is the unit of time for Exploration Roleplaying. For longer outdoor journeys, the term Turns are used for Exploration Roleplaying. For the purposes of spellcasting, Rounds and Turns are interchangeable. A Spell with a Duration measured in Bouts cannot have a Duration measured in Rounds or Turns, and vice versa.