The Spellmakers

Sorcerers consider themselves to be more disciplined and academic than wizards. Rather than forcing magic into form they work with what is arround them. Far safer, more predictable. If magic were wood, they say, the sorcerer would scour the shore for driftwood, only working with what he found, while the wizard would take his axe to the trees and still be surprised when they fell on him.




  • Spellmaking is equal to Skill+Magic:Sorcery
  • Every morning draw scrabble tiles equal to Spellmaking
  • To cast a spell, form the spell name
  • Discard a tile to cause it to become "wild", standing in for any letter.
  • May test Luck to re-draw tiles. E.g. Discard 4, draw 4.


If you don't own a scrabble set use this table. Roll once per point of Spellmaking (Skill+Sorcery). Produces similar effects, less fun.

1-12 - E
13-21 - A
22-30 - I
31-38 - O
39-44 - N
45-50 - R
51-56 - T
57-60 - L
61-64 - S
65-68 - U
69-72 - D
73-75 - G
76-77 - B
78-79 - C
80-81 - M
82-83 - P
84-85 - F
86-87 - H
88-89 - V
90-91 - W
92-93 - Y
94 - K
95 - J
96 - X
97 - Q
98 - Z
99-100 - Wild

Or use this




Sorcerous makings

Sorcerers are subtle makers of magic, using only nimble movements and poses to perform their work. Unless obviously elsewise, their magic is quiet, only requiring free movement of the body. Armour imposes a 1 letter penalty per degree of protection.



BIG
The sorcerer inflates their body to three times their usual size.

DIM
A target of this spell must test their Luck or be dumbfounded. Beware, for a confused creature can be still more dangerous.

DOC
The sorcerer corrects the energies of another, causing them to regain D6 Stamina.

DOP
Unlocks the locked, unbolts the bolted. Any mundane hindrance will be undone.

DOZ
Cause a creature to test its Luck or act as though it were trapped in a dream. Their movements will be one sixth as fast and they will appear as though floating through time.

DUD
The caster can throw a glamour upon an object, causing it to appear as a bountiful piles of riches. The reactions of those seeing it are their own.

DUM
Cause a creature to drop what it is holding.

FAL
The sorcerer may alter his relationship with gravity, causing himself to float gently to the ground for a number of minutes equal to Spellmaking.

FAR
A making of distant sight. The sorcerer may have visions of the near-future, though they are vague and out of his control.

FIX
This making will fix a person or object in time and space, causing it to remain so until the sorcerer leaves the vicinity.

FOF
Creates an invisible barrier in front of the sorcerer, guided by his spread palm. No magic may pass without permission for turns equal to his Spellmaking, but must be maintained.

FOG
The sorcerer issues a billowing fog from his fingers. It will fill enclosed places quickly, causing all those within to be blinded, but outside is will dissipate readily. 

GAK
The sorcerer may cause themselves to appear terrifying. All those watching must test their Luck or become hopelessly intimidated.

GOD
Cause those interacting with the caster to take an instant liking to them. They will not act outside of their manner, but they will treat them like an old friend.

HOT 
Create a flaming ball from thin air. Engulfs one target for 2d6 damage and they must test their Luck of be set ablaze.

HOW
The sorcerer can predict the next step towards the safest route to escape. It can indicate the correct doorway or turning, the left or the right, and so on.

HUF
The sorcerer may huff and may puff and may blow forth a mighty gale. Man-sized targets may tumble and fall, objects can be knocked off shelves and feeble constructions may be toppled.

JIG
Open a subject's mind to the pipping beyond the edge of creation. They will dance madly until they successfully test their Luck.


KID
This versatile making can cause a number of creatures equal to Spellmaking to believe an illusion fabricated by the sorcerer. It can be anything he wishes, but if he or anyone else acts in such a way as to compromise the verisimilitude of the vision, its effect is immediately lost.

KIN
This spell causes a creature from the mirror spheres to pass through and make battle with it's counterpart. Win or lose, it will disappear on the conclusion of their battle.

LAW
When this spell is laid upon an unintelligent creature it's will is enchained by the sorcerer. It may test Luck, otherwise it is obedient for a number of hours equal to Spellmaking.

MAG
The sorcerer may form this spell very quickly in response to magical assault. They may re-roll any rolls to resist the effects, if they were not permitted one they may now test their Luck.

MUD
Cause the floor at an assailant's feet to become soft and permeable. Their feet sink in and there they stay. Depending on the material the floor is made of, this may be a serious predicament. Lasts for a number of minutes equal to Spellmaking.

NAP
A number of creatures equal to Spellmaking must test their Luck or become drowsy and fall asleep. If they are threatened or otherwise disturbed they will awaken, but otherwise will sleep soundly.

NIF
A smell so virulently offensive that all those within a few metres of the sorcerer will be nauseated unless they test their Luck. The sorcerer may be offended but is unhindered by his own stench.

NIP
The sorcerer, while under this making, may think and act three times as fast. It lasts for a number of turns equal to Spellmaking.

NIX
Making this spell causes the sorcerer to shrink to such a miniscule size that their seem to disappear. This lasts for a number of minutes equal to Spellmaking.

PEP
For a number of minutes equal to Spellmaking the sorcerer become six times stronger, able to perform miraculous feats of strength.

POX
This subtle working causes the target to be open to disease. Those subject to this will shortly become feverish, sniffly and sick.

QIS
This spell enables the sorcerer to see life energy as though a dimly glowing light. Lasts for a number of minutes equal to Spellmaking.

RAP
The sorcerer may use this fabrication to understand and talk to intelligent creatures without previously grasping their language. The effect lasts for one encounter.

RAZ
When cast upon a bladed object it becomes twice as sharp, twice as damaging. Lasts for one significant use (a single battle, hacking apart a door etc.)

RES
A corpse may be brought back to life for a number of minutes equal to Spellmaking. It will be dull and dozy, but may answer questions and wander about. Be wary of the hostile dead.

ROK
The target of this casting begins to calcify. Each turn they must test their Luck, each turn they grow slower and slower as more of them turns to stone. If three tests are failed they turn into an inert statue.

SAP
Cause an individual to lose the will to carry on. In a battle this will result in them having a -1 to all rolls due to their new fatalism.

SIX
The sorcerer divides into six mirrored selves. Assailants will not know which is the real one, since they all look identical. In truth, they are all the sorcerer projecting himself as through a sorcerous prism. Lasts for a number of minutes equal to Spellmaking, if projections are killed the sorcerer loses one letter per loss.


SUN
Cause an object to glow brightly. The intensity is under the control of the sorcerer, who may make it blindingly brilliant or just light enough to read by. Lasts a number of hours equal to Spellmaking.

SUS
The suspicious sorcerer may cast this spell to determine whether he is justified in crying danger.

TEL
The sorcerer may view a target's surface thoughts like images on water.

VAN
This renders the sorcerer invisible. Mostly. This is not true invisibility, but an elaborate illusion. Any wishing to see the sorcerer may test Luck to do so.

WAL
Causes a physical barrier to sprout out of the earth in front of the sorcerer. The barrier is as hardy as the material it was born of and last for a number of turns equal to Spellmaking.

XOS
The ordered makings of the sorcerer are not primed for chaos, but they can open the window. A small pinprick hole is made in the fabric of the spheres, allowing a minute amount of raw creation in. All present must test Luck or lose 2d6 Stamina.

YAP
The sorcerer may communicate with most animals and creatures of the lower orders. Lasts for one encounter.

YOB
Reach through and summon an extraplanar creature. What creature it is is not under the sorcerer's control, but it will not be native and may be unhappy.

ZAP
Hurl lightning from your fingertips. Inflict damage equal to your Spellmaking

ZED
An intriguing spell whose effects are not rightly known. What is  known is that all who have cast it disappear and are never seen again.

ZEN
The sorcerer may cause himself to float at any height desired and drift about at a leisurely pace. This lasts as long as desired. 

ZIP
The sorcerer may pass short distances as though they were adjacent. Instantly shift from one point to another within a number of metres equal to Spellmaking. This effect is blocked by thick walls, lead, and silver. Lead and silver may have disastrous reactions if unwittingly passed through.







Vowel based listing, for those of us who are terrible at scrabble. Line up the vowels, add the consonants


FAL
FAR
GAK
LAW
MAG
NAP
RAP
RAZ
SAP
VAN
WAL
YAP
ZAP

PEP
RES
TEL
ZED
ZEN

BIG
DIM
FIX
JIG
KID
KIN
NIF
NIP
NIX
QIS
SIX
ZIP

DOC
DOP
DOZ
FOF
FOG
GOD
HOT
HOW
POX
ROK
XOS
YOB

DUD
DUM
HUF
MUD
SUN
SUS



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