Barebones Edition
Core Rules
Attributes
Each Attribute is used in different circumstances (see Saves):
- STR: lifting/bending, forcing doors, resisting poison, enduring harm, melee exertion.
- DEX: dodging, balancing, climbing, stealth, delicate tasks, ranged finesse.
- WIL: persuading, deceiving, intimidating, perception under stress, spell manipulation.
Saves
- A save is a roll to avoid negative outcomes from risky choices. Roll d20 and compare to the appropriate Attribute. If you roll equal to or under that Attribute, you succeed; otherwise, you fail. A 1 is always a success, and a 20 is always a failure.
- If two opponents are each trying to overcome the other, whoever is most at risk should save.
- If two characters act together, whoever is most at risk should save (usually the character with the lowest relevant Attribute).
Healing & Recovery
- Short rest (a few moments and a drink of water) restores lost HP but may leave the party exposed. Bandages can stabilize a character that has taken critical damage.
- Attribute loss (see Critical Damage) is usually restored with a week’s rest, facilitated by a healer or appropriate expertise.
- Some healing services are free; magical or expedient methods may come at a cost.
Deprivation & Fatigue
- A PC lacking a crucial need (food, rest, warmth) is Deprived. Anyone Deprived for more than a day adds Fatigue to their inventory, one per day. A Deprived PC cannot recover HP, Attributes, or slots from Fatigue.
- PCs may also gain Fatigue after casting spells or due to events in the fiction. Each Fatigue fills one slot and lasts until the PC can recuperate (e.g., a full night’s rest in a safe place).
- If a character must add Fatigue and has no free slots, they must drop an item.
Armor
- Before applying damage to HP, subtract the target’s Armor from the damage roll.
- Shields and similar items provide a +1 Armor bonus while held/worn; some may have additional benefits, depending on the fiction.
- Armor caps at 3.
Reactions
When the PCs encounter an NPC whose reaction isn’t obvious, roll 2d6:
| 2 | 3–5 | 6–8 | 9–11 | 12 |
|---|---|---|---|---|
| Hostile | Wary | Curious | Kind | Helpful |
Morale
- Enemies must pass a WIL save to avoid fleeing when they take their first casualty and again when they lose half their number.
- Some groups may use their leader’s WIL in place of their own. Lone foes must save when they’re reduced to 0 HP.
- Morale does not affect PCs.
Hirelings
- Parties can recruit hirelings for their skills and aid.
- Create a hireling by choosing a role from the Marketplace, rolling 3d6 for each Attribute and 1d6 for HP, giving appropriate equipment, then rolling on the Character Traits tables to flesh them out.
- Alternatively, choose a background and name from Character Creation, then roll (or choose) for that background’s tables; roll Rations, Gold, Attributes, HP, and Age.
Die of Fate
- Optionally roll 1d6 when an outcome is uncertain or to simulate randomness.
- 4–6 generally favors the PCs; 1–3 usually favors the world.
Combat
Rounds
- A Round is roughly ten seconds of in-game time and proceeds with each side taking turns. Each round starts with any PC able to act, followed by their opponents. Results resolve simultaneously.
- During the first round of combat, each PC must make a DEX save to act. Special circumstances, abilities, items, or skills may negate this. PCs who fail lose their turn for round one.
- Then opponents act; the next round begins with PCs, and so on until one side is defeated or flees.
Actions
On their turn, a character may move up to 40 ft and take one action (cast a spell, attack, move again, interact, etc.). PCs declare actions before dice are rolled. If an action is risky, the Warden calls for saves.
Attacking & Damage
- Attacks automatically hit; roll your weapon’s damage, subtract Armor, then apply the remainder to HP.
- If multiple attackers target the same foe, roll all damage dice and keep the highest single result. All actions are declared before resolution.
- If an attack would reduce a PC’s HP exactly to 0, roll on Scars.
Attack Modifiers
- Impaired: If fighting from a position of weakness (cover, bound hands, chaos), roll 1d4 damage regardless of weapon. Unarmed attacks are d4.
- Enhanced: If fighting from a position of clear advantage (helpless foe, ambush, daring maneuver), roll 1d12 damage instead of the normal die.
- Blast: Affects all targets in an area; roll separately for each. If unsure how many targets can be affected, roll the related damage die for a count.
- Two-Weapon: Roll both damage dice and keep the highest (e.g., d8+d8).
Critical Damage
-
Damage that reduces HP below 0 is subtracted from STR by the amount remaining. The target must immediately make a STR save (using the new STR) to avoid Critical Damage.
- Failure: the target is down, bleeding out, and dies within an hour without aid.
- Success: the target stays in the fight (with reduced STR) but must keep saving if further damage reaches STR again.
- Bandages immediately stop bleeding and restore +1 STR.
- NPCs/monsters that fail a Critical Damage save are typically dead (Warden’s discretion). Some enemies may trigger special effects when a target fails a Critical Damage save.
Attribute Loss
- Damage outside combat typically reduces an Attribute (often STR).
- STR 0 = death. DEX 0 = paralyzed. WIL 0 = delirious.
- Complete DEX or WIL loss renders the character unable to act until restored by extended rest or extraordinary means.
Character Death
- When a character dies, the player creates a new character or takes control of a hireling, joining the party immediately to minimize downtime.
Detachments
- Large groups of similar combatants function as a single Detachment. When a detachment takes Critical Damage, it routs or is significantly weakened. At 0 STR, it is destroyed.
- Attacks against detachments by individuals are Impaired (except Blast). Attacks by detachments against individuals are Enhanced and deal Blast damage.
Retreat
- Running from danger requires a successful DEX save and a safe destination.
Ranged Attacks
- Ranged weapons can target any enemy within clear sight (close dungeon ranges). Attacks against especially distant targets are Impaired.
- Ammunition isn’t tracked unless specified.
Scars
If damage would reduce a PC’s HP to exactly 0, consult the table based on HP lost in that attack (e.g., from 3 HP to 0 → entry #3).
Scars Table
| HP Lost | Result |
|---|---|
| 1 | Lasting Scar: Roll 1d6. 1 Neck, 2 Hands, 3 Eye, 4 Chest, 5 Legs, 6 Ear. Roll 1d6; if the total exceeds your max HP, take the new result. |
| 2 | Rattling Blow: You’re shaken; describe how you refocus. Roll 1d6; if higher than your max HP, take it as new max. |
| 3 | Walloped: You’re sent flying; you’re Deprived until resting a few hours. Then roll 1d6 and add to max HP. |
| 4 | Broken Limb: Roll 1d6 (1–2 Leg, 3–4 Arm, 5 Rib, 6 Skull). Once mended, roll 2d6; if higher than max HP, take it. |
| 5 | Diseased: Gross infection. When you recover, roll 2d6; if higher than max HP, take it. |
| 6 | Head Wound: Roll 1d6 (1–2 STR, 3–4 DEX, 5–6 WIL). Roll 3d6; if higher than current attribute, take it. |
| 7 | Hamstrung: You can barely move until serious help and rest. After recovery, roll 3d6; if higher than max DEX, take it. |
| 8 | Deafened: Cannot hear until extraordinary aid. Make a WIL save; if you pass, increase max WIL by 1d4. |
| 9 | Re-brained: A hidden psyche shifts. Roll 3d6; if higher than max WIL, take it. |
| 10 | Sundered: An appendage is ruined (Warden chooses). Make a WIL save; if you pass, increase max WIL by 1d6. |
| 11 | Mortal Wound: You are Deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6; take as new max HP. |
| 12 | Doomed: If your next Critical Damage save fails, you die horribly. If it succeeds, roll 3d6; if higher than max HP, take it. |
Magic
Spellbooks
- Spellbooks contain a single spell and take one slot. They cannot be easily transcribed or created; they’re recovered from tombs, dungeons, and manors.
- Spellbooks often have unusual properties (moon-ink, whispers, intelligent margins) and attract attention.
Casting Spells
- Anyone can cast by holding a Spellbook in both hands and reading aloud; then add 1 Fatigue.
- With time and safety, a spell can be enhanced (more targets, greater effect) at no additional cost.
- If Deprived or in danger (e.g., combat), the Warden may require a WIL save to avoid ill effects. On failure, consequences match the intended scale: extra Fatigue, destroyed Spellbook, injury, even death.
Scrolls
- Petty, single-use, no Fatigue, crumbles after use.
Relics
- Items imbued with magical power. Do not cause Fatigue. Usually limited uses and a Recharge condition.
Dungeon Exploration
The Basics
- The dungeon exploration cycle (see below) is divided into a series of Turns, Actions, and their consequences.
- On their turn, a character can move a distance equal to their torchlight’s perimeter (~40 ft) and perform one action. Players can use their action to move up to three times that distance, though that will increase the chance of triggering a roll on the Dungeon Events table.
- The Warden should present obvious information about an area and its dangers freely and at no cost. Moving quickly or without caution may increase the chance of a wandering monster, springing a trap, or triggering Dungeon Events.
“Dungeon” can be any dangerous locale: mansions, farmhouses, ruins, ships, temples, etc.
Dungeon Exploration Cycle
- The Warden describes surroundings and any immediate dangers (combat, traps, surprises). Players declare movement and actions.
- The Warden resolves actions simultaneously, including any already in progress. The Die of Fate is useful when in doubt.
- Players record resource loss and new conditions (item use, Deprivation, etc.). The cycle repeats. If appropriate, the Warden rolls on Dungeon Events. Use common sense when interpreting results.
Dungeon Events
Roll when the party:
- Spends more than one cycle in a single room/location
- Moves quickly or haphazardly
- Enters a new area/level/zone
- Creates a loud disturbance
| d6 | Result | Effect |
|---|---|---|
| 1 | Encounter | Roll on a local encounter table; may be hostile (see Reactions). |
| 2 | Sign | Clue/spoor/track, abandoned lair, scent, victim, etc. |
| 3 | Environment | Conditions shift or escalate (water rises, ceilings crumble, rituals progress). |
| 4 | Loss | Torches blown out, ongoing spell fizzles, etc. Resolve before proceeding. |
| 5 | Exhaustion | Party must rest (trigger another event roll), add Fatigue, or consume a ration. |
| 6 | Quiet | The party is left alone—for now. |
Actions
- Actions include searching for traps, forcing a door, listening, disarming, engaging in combat, casting a spell, dodging a trap, running away, resting, etc.
- Some actions have special rules (below) or take multiple turns.
- Loud/noticeable actions may trigger an Encounter.
Searching
- Spend a turn to exhaustively search one object or location, revealing hidden treasure, traps, secret doors, etc.
- Larger or complex spaces may take multiple turns.
- Searching first is safer—but it costs time.
Resting
- Spend a turn to restore all HP.
- Requires light and a safe location. Present or oncoming danger makes resting impossible.
- Resting does not clear Fatigue; it is impossible to safely Make Camp in a dungeon.
Panic
- A character surrounded by enemies, plunged into darkness, or facing a greatest fear may suffer panic. Typically, a WIL save is required to avoid becoming panicked.
- A panicked character may spend their action to save (WIL) and recover.
- A panicked character has 0 HP, does not act in the first round of combat, and all of their attacks are Impaired.
Dungeon Elements
Light
- Torches illuminate ~40 ft clearly; beyond that, only dim shapes.
- A torch can be lit 3 times before it’s spent. A lantern can be relit 6 times per oil can but uses more slots.
- Characters without light may suffer panic until conditions improve.
Doors
- Doors may be locked, stuck, or blocked. Characters can force, wedge, or work around doors with appropriate means (spikes, glue, leverage) or raw ability.
- Marching order determines who suffers whatever lies beyond.
- Careful observation (listening, smelling) can reveal signs through doors and walls.
Traps
- Cautious characters should be given information allowing them to avoid traps. Unwary characters trigger traps per the fiction, or else on 2-in-6.
- Searching usually detects traps.
- Trap damage typically applies to Attributes (often STR or DEX), not HP. Armor reduces damage only when applicable (a shield won’t help vs noxious gas).
Character Creation
Attributes, Hit Protection, and Traits
- Roll for your Characters’ Attributes and Hit Protection.
- Roll for the rest of your character’s Background.
- Finally, roll for your character’s Age (2d20+10).
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.
Backgrounds
Fighter
Starting Gear
- 3d6 Gold Pieces
- Rations (3 uses)
- Torches (3 uses)
- Sword (d8)
- Shield (+1 Armor)
- Gambeson (+1 Armor)
- Bandages (3 uses)
- Token from a fallen comrade (petty)
Thief
Starting Gear
- 3d6 Gold Pieces
- Rations (3 uses)
- Lantern
- Oil Can (6 uses)
- Dagger (d6)
- Sling (d6)
- Thieving Tools (Lockpick, Metal File, etc.)
- Rope (25ft)
- Black Hood (petty)
Magic-User
Starting Gear
- 3d6 Gold Pieces
- Rations (3 uses)
- Spellbook (roll d100 on Spellbooks table)
- Dagger (d6)
- Torches (3 uses)
- Chalk (petty) and Parchment (3 uses)
- Robes (petty)
Cleric
Starting Gear
- 3d6 Gold Pieces
- Rations (3 uses)
- Mace (d8)
- Holy Symbol (petty)
- Gambeson (1 Armor)
- Bandages (3 uses)
- Vestments (petty)
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. |