Barebones Character Creation

Overview

  1. Roll for your character’s first and last Name as well as Age (2d20+10).
  2. Roll for your characters’ Attributes and Hit Protection.
  3. Roll for your character’s Traits.
  4. Roll for your character’s Background and starting gear.
  5. Roll for the rest of your character’s Weapon & Armor.

Names

d100 Name Surname
1 Adair Abbot
2 Alaric Addyman
3 Alder Ashwell
4 Amaris Balfe
5 Anwen Baxter
6 Arlo Bevan
7 Ash Beran
8 Aster Blackwood
9 Ballad Bowen
10 Barley Brewer
11 Basil Broder
12 Beatrix Bukharin
13 Birch Cadwallan
14 Bram Carter
15 Briar Cobb
16 Brook Collier
17 Bryn Cooper
18 Cai Crowther
19 Callan Dempsey
20 Carver Dermody
21 Cedric Domański
22 Cinder Dymov
23 Cliff Fairweather
24 Corin Fedorov
25 Crow Fletcher
26 Dain Fuller
27 Darnel Galen
28 Dax Glinka
29 Dorian Glover
30 Eira Golubov
31 Elowen Gradnik
32 Ember Granger
33 Eon Grobar
34 Evander Halberg
35 Falcon Harkin
36 Faris Hlebar
37 Fern Hromada
38 Finch Horgan
39 Flint Iliev
40 Freya Ivanec
41 Gale Joryn
42 Garen Kamensk
43 Hazel Kavanagh
44 Hemlock Kovac
45 Idris Kovalenko
46 Ivy Kravec
47 Juniper Krznar
48 Kael Kuchar
49 Kavi Kvasnikov
50 Keir Lethbridge
51 Leif Llewellyn
52 Liora Locke
53 Lucan Lovett
54 Lyra Lukanov
55 Lysander Maddox
56 Marius Malinov
57 Marlowe Marinov
58 Milo Markov
59 Moss Mason
60 Nazira Melnik
61 Neria Mercer
62 Noa Milner
63 Nyx Morozov
64 Onyx Novak
65 Orla Obradov
66 Pan O’Callaghan
67 Patch O’Farrell
68 Perran O’Leary
69 Quill Osipov
70 Rain Pavlenko
71 Reed Pekar
72 River Petrov
73 Robin Pisarev
74 Rowan Powell
75 Rune Price
76 Rush Radoslav
77 Rye Reeve
78 Sable Rogov
79 Sage Romanov
80 Selene Rowanfield
81 Shade Rybak
82 Silas Sawyer
83 Sky Shepherd
84 Soren Shevchenko
85 Sparrow Slater
86 Stellan Smirnov
87 Stone Sokolov
88 Storm Tanner
89 Talon Thatcher
90 Thistle Tallow
91 Thorn Vukovic
92 Thresh Webb
93 Valen Whitlock
94 Vesper Wicklowe
95 Vex Wightman
96 Willow Wilkin
97 Winslow Wright
98 Wisp Wynne
99 Wren Yarrow
100 Yarrow Zidar

Attributes

  • Player Characters have three Attributes: Strength (STR), Dexterity (DEX), and Willpower (WIL).
  • Roll 3d6 for each of your character’s Attributes, in order. You may then swap any two results.
  • Attributes are not universal descriptors. A character with a low STR is not necessarily hopelessly weak; they can still attempt to lift a heavy door or survive a deadly fight—their risk is simply higher.

Hit Protection

  • Roll 1d6 to determine your PC’s starting Hit Protection (HP), which reflects their ability to avoid damage in combat. It does not indicate a character’s health or fortitude, nor do they lose it for very long. See Healing & Recovery.
  • If an attack would take a PC’s HP exactly to 0, the player must roll on the Scars table.

Inventory

  • Characters have 10 inventory slots but can only carry 4–5 items comfortably without the help of bags, backpacks, horses, carts, etc.
  • Each PC starts with a Backpack that can hold up to 6 slots of items or Fatigue. Carts (pulled with both hands), horses, or mules meaningfully increase carrying capacity. Hirelings can also be paid to carry equipment.
  • Inventory is abstract and dependent on the fiction as adjudicated by the Warden. Anyone carrying a full inventory (all 10 slots) is reduced to 0 HP. A character cannot fill more than ten slots.

Inventory Slots

  • Most items take up one slot unless otherwise indicated.
  • Petty items do not take up any slots. Bulky items take up two slots.
  • A bag of coins worth 100gp is petty and does not occupy a slot.

Traits (d10)

Physique

       
1 Athletic 6 Scrawny
2 Brawny 7 Short
3 Flabby 8 Statuesque
4 Lanky 9 Stout
5 Rugged 10 Towering

Skin

       
1 Birthmarked 6 Soft
2 Marked 7 Tanned
3 Oily 8 Tattooed
4 Rosy 9 Weathered
5 Scarred 10 Webbed

Hair

       
1 Bald 6 Long
2 Braided 7 Luxurious
3 Curly 8 Oily
4 Filthy 9 Wavy
5 Frizzy 10 Wispy

Face

       
1 Bony 6 Perfect
2 Broken 7 Rakish
3 Chiseled 8 Sharp
4 Elongated 9 Square
5 Pale 10 Sunken

Speech

       
1 Blunt 6 Gravelly
2 Booming 7 Precise
3 Cryptic 8 Squeaky
4 Droning 9 Stuttering
5 Formal 10 Whispery

Clothing

       
1 Antique 6 Frayed
2 Bloody 7 Frumpy
3 Elegant 8 Livery
4 Filthy 9 Rancid
5 Foreign 10 Soiled

Virtue

       
1 Ambitious 6 Honorable
2 Cautious 7 Humble
3 Courageous 8 Merciful
4 Disciplined 9 Serene
5 Gregarious 10 Tolerant

Vice

       
1 Aggressive 6 Lazy
2 Bitter 7 Nervous
3 Craven 8 Rude
4 Deceitful 9 Vain
5 Greedy 10 Vengeful

Background

   
d100 Background & Starting Gear
1 Alchemist: Acid, Lens, Oilskin Bag
2 Acolyte: Parchment & Ink (3 uses), Spellbook, Incense
3 Alchemist: Acid, Lens, Oilskin Bag
4 Apothecary: Antitoxin, Bandages (3 uses), Sealable Bottle
5 Artisan: Chisel, Hammer, Rope (25 ft)
6 Astrologer: Compass, Spyglass, Hourglass
7 Barber-Surgeon: Bandages (3 uses), Scissors, Sedative
8 Beadle: Bell, Whistle (petty), Manacles
9 Beekeeper: Gloves (petty), Honey, Fire Oil
10 Bell Ringer: Rope (25 ft), Gloves (petty), Whistle (petty)
11 Bird Keeper: Net, Whistle (petty), Sack
12 Blacksmith: Hammer, Iron Tongs, Whetstone
13 Boatman: Pole (10 ft), Rope (25 ft), Waterproof Bag
14 Bookbinder: Parchment & Ink (3 uses), Stylus, Sewing Kit
15 Bounty Hunter: Manacles, Rope (25 ft), Whistle (petty)
16 Brickmaker: Chisel, Hammer, Tar
17 Butcher: Saw, Sack, Bandages (3 uses)
18 Candlemaker: Candle (3 uses, petty), Perfume, Sealable Bottle
19 Carpenter: Saw, Hammer, Metal File
20 Cartographer: Compass, Parchment & Ink (3 uses), Stylus
21 Cartwright: Saw, Hammer, Metal File
22 Charlatan: Disguise Kit, Perfume, Cards
23 Chimney Sweep: Rope (25 ft), Sack, Hammer
24 Clockmaker: Metal File, Magnifying Glass, Stylus
25 Cobbler: Sewing Kit, Pliers, Sack
26 Cook: Pail, Chisel, Sack
27 Courier: Compass, Whistle (petty), Parchment & Ink (3 uses)
28 Crypt Keeper: Shovel, Lantern, Perfume
29 Cultist: Incense, Chisel, Perfume
30 Dowser: Dowsing Rod, Sealable Bottle, Shovel
31 Drunkard: Alcohol, Blanket, Metal Cup
32 Duelist: Whetstone, Cloak, Gloves (petty)
33 Entertainer: Lute, Songbook, Perfume
34 Executioner: Cloak, Whetstone, Rope (25 ft)
35 Falconer: Whistle (petty), Gloves (petty), Rope (25 ft)
36 Farmer: Shovel, Sack, Rope (25 ft)
37 Fence: Lock & Key, Sack, Perfume
38 Fisher: Fishing Rod, Net, Chisel
39 Fletcher: Chisel, Whetstone, Sack
40 Gambler: Dice, Cards, Perfume
41 Gardener: Gloves (petty), Chisel, Sack
42 Glassblower: Lens, Fan, Pliers
43 Gong Farmer: Shovel, Sack, Oilskin Bag
44 Grain Merchant: Sack, Scale Weight, Sealable Bottle
45 Gravedigger: Shovel, Lantern, Rope (25 ft)
46 Guard: Manacles, Whistle (petty), Lantern
47 Herald: Signal Flag, Perfume, Whistle (petty)
48 Herbalist: Mugwort, Antitoxin, Sack
49 Hermit: Blanket, Pail, Pole (10 ft)
50 Highway Robber: Grappling Hook, Rope (25 ft), Poison
51 Hunter: Small Trap, Rope (25 ft), Chisel
52 Illusionist: Flash Powder, Mirror, Candle (3 uses)
53 Innkeeper: Alcohol, Perfume, Parchment & Ink (3 uses)
54 Jester: Cards, Lute, Perfume
55 Jeweler: Magnifying Glass, Pliers, Perfume
56 Knight: Signal Flag, Whetstone, Gloves (petty)
57 Lamplighter: Lantern, Oil Can (6 uses), Whistle (petty)
58 Leech Collector: Sealable Bottle, Net, Gloves (petty)
59 Librarian: Parchment & Ink (3 uses), Stylus, Candle (3 uses)
60 Locksmith: Lock & Key, Metal File, Pliers
61 Lumberjack: Pickaxe, Rope (25 ft), Spiked Boots
62 Mason: Chisel, Hammer, Rope (25 ft)
63 Merchant: Spyglass, Perfume, Parchment & Ink
64 Miller: Sack, Rope (25 ft), Lantern
65 Miner: Pickaxe, Lantern, Rope (25 ft)
66 Monk: Incense, Parchment & Ink (3 uses), Candle (3 uses)
67 Musician: Fiddle, Songbook, Perfume
68 Naturalist: Spyglass, Net, Stylus
69 Navigator: Sextant, Compass, Spyglass
70 Oil Collector: Oil Can (6 uses), Sealable Bottle, Lantern
71 Painter: Stylus, Parchment & Ink (3 uses), Perfume
72 Peddler: Cart (+4 slots, bulky), Sack, Perfume
73 Philosopher: Parchment & Ink (3 uses), Stylus, Perfume
74 Physician: Bandages (3 uses), Sedative, Antitoxin
75 Pilgrim: Pole (10 ft), Poncho (petty), Blanket
76 Priest: Incense, Candle (3 uses), Perfume
77 Prospector: Pickaxe, Lantern, Compass
78 Rat Catcher: Small Trap, Net, Sack
79 Sailor: Rope (50 ft), Spyglass, Waterproof Bag
80 Scribe: Parchment & Ink (3 uses), Stylus, Candle (3 uses)
81 Shepherd: Whistle (petty), Rope (25 ft), Cloak
82 Smuggler: Oilskin Bag, Lock & Key, Rope (25 ft)
83 Soldier: Spiked Boots, Whetstone, Lantern
84 Spy: Mirror, Disguise Kit, Perfume
85 Street Preacher: Incense, Bell, Parchment & Ink
86 Tailor: Sewing Kit, Scissors, Perfume
87 Tanner: Tar, Gloves (petty), Pliers
88 Tax Collector: Sealable Bottle, Parchment & Ink (3 uses), Whistle (petty)
89 Thief: Lockpick, Grappling Hook, Cloak
90 Tinker: Pliers, Hammer, Oil Can (6 uses)
91 Toll Keeper: Bell, Lock & Key, Parchment & Ink (3 uses)
92 Toymaker: Chisel, Pliers, Perfume
93 Undertaker: Perfume, Bandages (3 uses), Shovel
94 Vagabond: Poncho (petty), Blanket, Rope (25 ft)
95 Vintner: Alcohol, Sealable Bottle, Rope (25 ft)
96 Wayfinder: Compass, Chalk (petty), Rope (25 ft)
97 Weaver: Scissors, Rope (25 ft), Perfume
98 Witch: Wolfsbane, Candle (3 uses), Spellbook
99 Witchfinder: Spyglass, Rope (25 ft), Whistle (petty)
100 Woodcutter: Saw, Pickaxe, Rope (25 ft)

Armor & Weapon

All PCs start with the following gear:

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)

Additionally, roll on the following tables for your character’s armor, weapons, and additional gear:

Armor (d6)

d6 Result
1 Shield (+1 Armor)
2 Helmet (+1 Armor)
3 Gambeson (+1 Armor)
4 Brigandine (1 Armor, bulky)
5 Chainmail (2 Armor, bulky)
6 Plate (3 Armor, bulky)

Weapons (d6)

d6 Result
1 Dagger, Cudgel, Sickle, Staff, etc. (d6 damage)
2 Spear, Sword, Mace, Axe, Flail, etc. (d8 damage)
3 Halberd, War Hammer, Long Sword, etc. (d10 damage, bulky)
4 Sling (d6 damage)
5 Bow (d6 damage, bulky)
6 Crossbow (d8 damage, bulky)

Additional Gear

d100 Gear
1 Acid
2 Air Bladder
3 Alcohol
4 Antitoxin
5 Bandages (3 uses)
6 Bell
7 Bellows
8 Blanket
9 Boltcutters
10 Cage
11 Caltrops
12 Candle (3 uses, petty)
13 Cards
14 Cart (+4 slots, bulky)
15 Chain (10ft)
16 Chalk (petty)
17 Chisel
18 Climbing Spikes
19 Cloak
20 Compass
21 Crowbar
22 Dice
23 Disguise Kit (wig, paint, mask)
24 Dowsing Rod
25 Ether
26 Explosive
27 Fan
28 Fiddle
29 Fire Oil
30 Fishing Rod
31 Flash Powder
32 Flour
33 Garrotte
34 Gloves (petty)
35 Glue
36 Goggles
37 Grappling Hook
38 Grease
39 Hammer
40 Hammock
41 Hand Drill
42 Hemp Rope (50ft)
43 Honey
44 Horn
45 Hourglass
46 Incense
47 Iron Chain (5ft)
48 Iron Tongs
49 Ladder (10 ft, bulky)
50 Lantern
51 Large Trap
52 Lens
53 Lock & Key
54 Lockpick
55 Lodestone
56 Lute
57 Magnifying Glass
58 Manacles
59 Marbles
60 Metal File
61 Mirror
62 Mugwort
63 Net
64 Oil Can (6 uses)
65 Oilskin Bag
66 Pail
67 Parchment & Ink (3 uses)
68 Perfume
69 Pickaxe
70 Pipe
71 Pliers
72 Poison
73 Pole (10ft)
74 Poncho (petty)
75 Pulley
76 Random Spellbook
77 Rope (25ft)
78 Sack
79 Saw
80 Scissors
81 Sealable Bottle
82 Sedative
83 Sewing Kit
84 Sextant
85 Shovel
86 Signal Flag
87 Small Trap
88 Smokebomb
89 Smoking Herbs (3 uses)
90 Songbook
91 Spiked Boots
92 Spyglass
93 Stylus
94 Tar
95 Tent (fits 2, bulky)
96 Tongs or Pliers
97 Waterproof Bag
98 Whetstone
99 Whistle (petty)
100 Wolfsbane

You may reroll any duplicate gear.

Spellbooks

     
1 Adhere An object is covered in extremely sticky slime. Adjacent objects stick to the book with great force.
2 Anchor A strong wire sprouts from your arms, affixing itself to two points within 50ft on each side. If a rope is pulled through the iron loop on its spine, it becomes as heavy as an elephant.
3 Animate Object An object obeys your commands as best it can. Moldable like clay. Childish laughter sprouts from its pages.
4 Anthropomorphize An animal either gains human intelligence or human appearance for one day. Whimpers, purrs and growls depending on its treatment.
5 Arcane Eye You can see through a magical floating eyeball that flies around at your command. Needs a spritz of water to open.
6 Astral Prison An object is frozen in time and space within an invulnerable crystal shell. Silent, abstract, faces scream in anguish within.
7 Attract Two objects are strongly magnetically attracted to each other if they come within 10 feet. Nearby compasses spin uselessly.
8 Auditory Illusion You create illusory sounds that seem to come from a direction of your choice. Produces random and occasionally inopportune sounds throughout the day.
9 Babble A creature must loudly and clearly repeat everything you think. It is otherwise mute. When the text is read aloud, the words of others become unintelligible.
10 Bait Flower A plant sprouts from the ground that emanates the smell of decaying flesh. Attracts flies.
11 Beast Form You and your possessions transform into a mundane animal. Covered in thick fur, its edges lined with small teeth.
12 Befuddle A creature of your choice is unable to form new short-term memories for the duration of the spell. Its contents shift and change each time it is opened.
13 Body Swap You switch bodies with a creature you touch. If one body dies, the other dies as well. The front cover shows an image of the last creature to read it.
14 Charm A creature you can see treats you as a friend. Warm to the touch, and smells of roses.
15 Command A target obeys a single three-word command that does not cause it harm. Grows thinner over time, until finally disappearing forever.
16 Comprehend You become fluent in all languages for a short while. Drips letters, staining whatever it touches.
17 Cone of Foam Dense foam sprays from your hand, coating the target. Spongy and moist with a soapy residue.
18 Control Plants Nearby plants and trees obey you and gain the ability to move at a slow pace. Leaves grow along the spine, and it smells faintly of decay.
19 Control Weather You may alter the type of weather at will, but you do not otherwise control it. Highly resistant to fire and water damage.
20 Cure Wounds Restore 1d4 STR per day to a creature you can touch. Smells of vinegar and thyme. Turns red after use.
21 Deafen All nearby creatures are deafened. Nearby instruments occasionally sound off, as if in protest.
22 Detect Magic You can see or hear nearby magical auras. Becomes warm to the touch if magic is used nearby.
23 Disassemble Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them. Regenerates any torn or defaced pages.
24 Disguise You may alter the appearance of one character at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny. The surface makes a perfect mirror.
25 Displace An object appears to be up to 15ft from its actual position. Bits of string, clothing, and leaves are sometimes stuffed inside.
26 Earthquake The ground begins shaking violently. Structures may be damaged or collapse. Sand dribbles from the corners, seemingly without stop.
27 Elasticity Your body can stretch up to 10ft. Smells of taffy, and is very flexible.
28 Elemental Wall A straight wall of ice or fire 50ft long and 10ft high rises from the ground. Skin and warmer substances stick to it after use.
29 Filch A visible item teleports to your hands. An ally’s prized possession may occasionally be found tucked between its covers.
30 Fish Lung A target can breathe underwater until they surface again. Smells strongly of the sea. Attracts wild animals.
31 Flare A bright ball of energy fires a trail of light into the sky, revealing your location to friend or foe. Faintly glows in complete darkness.
32 Fog Cloud A dense fog spreads out from you. When submersed in water, the book eventually turns all the liquid to vapor.
33 Frenzy A nearby creature erupts in a frenzy of violence. Rough, sandpaper cover that destroys any book it touches.
34 Gate A portal to a random plane opens. A large hole is carved into the center, ending in a void. Items dropped within are never seen again.
35 Gravity Shift You can change the direction of gravity, but only for yourself. Attaches itself to the largest object nearby.
36 Greed A creature develops the overwhelming urge to possess a visible item of your choice. The cover changes depending on the owner, subtly hinting at their deepest desires.
37 Haste Your movement speed is tripled. Pages flip wildly while open. Can cause paper cuts.
38 Hatred A creature develops a deep hatred of another creature or group and wishes to destroy them. Long term exposure to the book can cause suspicion, paranoia and distrust of others.
39 Hear Whispers You can hear faint sounds clearly. The reader’s voice is amplified for a short period of time afterwards.
40 Hover An object hovers, frictionless, 2ft above the ground. It can hold up to one humanoid. Floats if dropped.
41 Hypnotize A creature enters a trance and will truthfully answer one yes or no question you ask it. Eye-catching, swirling spirals don its covers.
42 Icy Touch A thick ice layer spreads across a touched surface, up to 10ft in radius. Gloves required. Nonflammable.
43 Identify Owner Letters appear over the object you touch, spelling out the name of the object’s owners, if there are any. The book’s interior lists the name of its previous owner.
44 Illuminate A floating light moves as you command. When held in light, the pages become a prism of vibrant rainbows.
45 Invisible Tether Two objects within 10ft of each other cannot be moved more than 10ft apart. Its pages are not attached by glue or thread, yet stay together nonetheless.
46 Knock A nearby mundane or magical lock unlocks loudly. Locked. A new owner “produces” the key after their next meal.
47 Leap You jump up to 10ft high, once. When thrown, it just keeps going.
48 Liquid Air The air around you becomes swimmable. Floats of its own volition, bouncing off of whatever it touches.
49 Magic Dampener All nearby magical effects have their effectiveness halved. Relics within 100ft of the spellbook cannot be recharged.
50 Manse A sturdy, furnished cottage appears for hours. You can permit and forbid entry to it at will. If left inside, both the book and the cottage vanish forever.
51 Marble Craze Your pockets are full of marbles and will refill every 30 seconds. When jostled, makes a playful rattling sound.
52 Masquerade A character’s appearance and voice becomes identical to those of a character you touch. Extended use causes the owner to develop unconscious yet noticeable tics.
53 Miniaturize A creature you touch is shrunk down to the size of a mouse. The text is ludicrously, comically large.
54 Mirror Image An illusory duplicate of yourself appears and is under your control. Over time, the owner begins to question who is the original, and who is the duplicate.
55 Mirrorwalk A mirror becomes a gateway to another mirror that you looked into today. Will not open unless the owner politely knocks on the cover.
56 Multiarm You temporarily gain an extra arm. After use, the caster is wracked with phantom limb syndrome for a day.
57 Night Sphere A 50ft-wide sphere of darkness displaying the night sky appears before you. Displays a prominent constellation on its cover.
58 Objectify You become any inanimate object between the size of a grand piano and an apple. The owner experiences intense pareidolia for days after use.
59 Ooze Form You become a living jelly. Slowly drips an acid that eventually eats away anything it touches.
60 Pacify A creature near you has an aversion to violence. Smells of jasmine and incense. Attracts children.
61 Passage Creates a temporary path through wood, stone or brick. An object dropped on top of the book inevitably falls through the other side.
62 Phobia A nearby creature becomes terrified of an object of your choice. Over time, haunting, abstract art begins to fill its pages.
63 Pit A pit 10ft wide and 10ft deep opens in the ground. A standard piton can be safely stored in its spine.
64 Primal Surge A creature rapidly evolves into a future version of its species. The owner is haunted by strange visions of their own ancestors.
65 Push/Pull An object of any size is pulled directly towards you or pushed directly away from you with the strength of one man. Any force against the book is comically amplified.
66 Raise Dead A skeleton rises from the ground to serve you. They are incredibly stupid and can only obey simple orders. The owner becomes more and more fascinated with bones after each use.
67 Raise Spirit The spirit of a nearby corpse manifests and will answer 1 question. The answers (but not their questions) are forever inscribed in its pages.
68 Read Mind You can hear the surface thoughts of nearby creatures. Long-term possession can cause the reader to mistake the thoughts of others as their own.
69 Repel Two objects are strongly magnetically repelled from each other within 10 feet. Closed by two powerful straps that spring open at inopportune times.
70 Scry You can see through the eyes of a creature you touched earlier today. The owner’s eyes turn milky-white for an hour after use.
71 Sculpt Elements Inanimate material behaves like clay in your hands. Slowly decays on contact with wood or cloth. Bury in dirt or submerge in water to refresh.
72 Sense Choose one kind of object (key, gold, arrow, jug, etc). You can sense the nearest example. The book’s previous owner is always aware of the book’s current location.
73 Shield A creature you touch is protected from mundane attacks for one minute. Bound in rusty ring-mail and is quite heavy. If held, provides +1 Armor.
74 Shroud A creature you touch is invisible until they move. Invisible to any but the book’s current owner.
75 Shuffle Two creatures you can see instantly switch places. If stolen but not yet read, it reappears wherever its owner last left it.
76 Skillful Repair You make minor repairs to a nonliving object. Sewn from the vellum of one hundred books, no two pages are alike.
77 Sleep A creature you can see falls into a light sleep. Soft as a pillow, but yields only fitful sleep.
78 Slick Every surface in a 30ft radius becomes extremely slippery. Gloves are required for handling, lest the book is dropped in a most comical fashion.
79 Smoke Form Your body becomes a living smoke that you can control. Smells of campfire. The pages cannot be burnt, but are very sensitive to moisture.
80 Sniff You can smell even the faintest traces of scents. Expresses a strong odor detectable only by its owner.
81 Snuff The source of any mundane light you can see is instantly snuffed out. If left in one place for long periods, nearby light sources eventually dim, then finally go out.
82 Sort Inanimate items sort themselves according to categories you set. Rights itself when dropped or thrown.
83 Spellsaw A whirling blade flies from your chest, clearing any plant material in its way. It is otherwise harmless. Wrapped in stained leather, it should be oiled at least once a month.
84 Spider Climb You can climb surfaces like a spider. New cobwebs must be pushed aside prior to each use. They are hard to remove.
85 Swarm You become a swarm of crows, rats, or piranhas. You can only be harmed by blast attacks. Easily broken into a dozen distinct parts that slowly move towards one another over time.
86 Target Lure An object you touch becomes the target of any nearby spell. Attracts all manner of magical creatures, spell leaks, and scrying.
87 Telekinesis You may mentally 1 move item under 60lbs. The owner can summon the book through mental command alone (WIL save or become deprived afterwards).
88 Telepathy Two creatures can hear each other’s thoughts, no matter how far apart. The holder can hear (but not respond) to the thoughts of whoever last possessed it, and vice versa.
89 Teleport An object or person you can see is transported from one place to another in a 50ft radius. Can be destroyed to create a portal to another dimension.
90 Thicket A thicket of trees and dense brush up to 50ft wide suddenly sprouts up. Wrapped in vines that must be destroyed again with each use.
91 Time Control Time in a 50ft bubble slows down or increases by 10% for 30 seconds. _Alternates its appearance as either impossibly old or freshly written.
92 True Sight You see through all nearby illusions. Cannot be concealed by magic, and sticks out like a sore thumb.
93 Upwell A spring of seawater appears. Hardened leather bindings caked in salt and living barnacles..
94 Vision You completely control what a creature sees. An unnerving, lidless eye graces the front cover.
95 Visual Illusion A silent, immobile, room-sized illusion of your choice appears. Filled with rich, colorful pages very much like a children’s bedtime story.
96 Ward A silver circle 50ft across appears on the ground. Choose one species that cannot cross it. The covers are decorated with bizarre, otherworldly creatures with thousands of eyes.
97 Web Your wrists shoot thick webbing. The text is alien, yet somehow intelligible, for it is the language of dreams.
98 Widget A primitive version of a drawn tool or item appears before you and disappears after a short time. Smells of iron and rust, sweat and effort. Faint sounds of harsh labor emanate from deep within its pages.
99 Wizard Mark Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you and can be seen at any distance, even through solid objects. Inside the front cover is a small pocket containing a thin pad of paper, listing the name and date of death of all previous owners.
100 X-Ray Vision You can see through walls, dirt, clothing, etc. Long-term exposure can cause hair loss, blurry vision, and fatigue.