Magical Effects

His Majesty the Worm · p.200

Open source p.200

There are ten spells for each branch of sorcery.

The spell descriptions are generally minimalist. They are designed to be versatile and allow sorcerers to find clever uses for them.

  • Perhaps Gust of Wind can blast open a closed door.
  • Perhaps a Flare can momentarily rob a medusa of her petrifying gaze.
  • Perhaps you can escape from manacles by casting Shrink on yourself.

These uses are not explicitly mentioned, but seem like worthwhile applications of these spells. GMs are encouraged to work with players to define the parameters of spells. Some spells have variable effects depending on how much Resolve is spent to cast them. For example, the spell Stinking Cloud fills 1 zone per Resolve spent.

  • The sorcerer chooses how much Resolve they want to spend when they cast the spell.
  • If a spell specifies a single target, a sorcerer can always add target for each additional Resolve spent.
  • Sometimes a little negotiation with the GM is permissible for extra effects or larger targets by spending additional Resolve.

Several spells refer to the idea of zones (p. 109). Zones are an easy way to demarcate different conceptual areas both during Challenges and the Crawl. The GM should make it clear how these spells work if zones have not previously been established in this scene.