Barebones Character Creation
Overview
- Roll for your character’s first and last Name as well as Age (2d20+10).
- Roll for your characters’ Attributes and Hit Protection.
- Roll for your character’s Traits.
- Roll for your character’s Background and starting gear.
- 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. |