Spells (Scrolls)
TableLand of Eem Bestiary · p.192
Open source p.192No table.
Spells can be found in scrolls, which are one-time use items. Unless specified otherwise, the effects of spells last indefinitely, and the caster must have line of sight to the target and be within Faraway range. All references to [Level] refer to the caster's Level. Some spells are more freeform and open-ended than others. If there is ever a need for more detail (size, area, duration, power) the caster makes a Mettle Check to guide the results; however, a poor result doesn't mean the spell fails.
| 1d100 | Spell | Effect |
|---|---|---|
| 1 | Abner's Amnesia | Make a target forget the last [Level] minutes. |
| 2 | Animate | Animate an inanimate object. It cannot speak but obeys commands. |
| 3 | Ashrandir's Living Construct | Summon a golem servant (Attack:, Defense:, Courage:15, Dread:, Block:) for [Level] days. |
| 4 | Blinding Light | All Close and Nearby Adversaries are BLINDED. Subterranean and undead Adversaries suffer Dread. |
| 5 | Blink | Teleport at will to a Nearby or Faraway spot within line of sight for [Level] minutes. Gain -2 Defense in Combat. |
| 6 | Bloom | Make an area bloom and grow thick with plant life. |
| 7 | Bone Armor | Grant Block to a target for a session. |
| 8 | Bookworm | Summon a little worm that can read a book in 10 seconds and relay all important information therein. The bookworm disappears in 1 day. |
| 9 | Boon | Gain 3 random BOONS (see Boons table in Core Rulebook). |
| 10 | Cantrip | Cast a simple cantrip (snuff out a torch, pants someone, tidy up a room, emit a spray of colors.) |
| 11 | Chronowalk | The caster and [Level] others at the current location can go back in time up to years at the same location. Lasts [Level] hours. |
| 12 | Curse | Cast a random CURSE (p190). |
| 13 | Cyclone | Conjure a small cyclone. In Combat, it envelops Adversaries for rounds. They can't escape, attack, or be attacked while inside. |
| 14 | Dazzle | All Goons and Bruisers become distracted for [Level] minutes, or STUNNED for rounds in Combat. |
| 15 | Dimwittification | Make a target shockingly dumb for 1 hour, and suffer Disadvantage on Knowhow Skill Checks. |
| 16 | Doohagenberry's Ballad | Sing an enchanting ballad that inspires a crowd, or endears one target to the caster. |
| 17 | Dorgon Nose | Pick up the scent of anything in an area for a session. |
| 18 | Dragon's Greed | A target becomes greedy for a specific thing and will stop at nothing to acquire it for [Level] hours. |
| 19 | Dream Walk | The caster and [Level] others can enter the dreams of a sleeping target for [Level] minutes. |
| 20 | Dwimmerwild | Cast a random spell from the Spells table. |
| 21 | Ember Light | Cast a magical hovering flame as dim or as bright as desired. Lasts the session unless made to cast blinding light (Vitality Check to resist being BLINDED). |
| 22 | Embiggen | Make a target creature or item grow up to 10 times its size for [Level] hours. |
| 23 | Enchanted Arms | Make a weapon Magic for the session. It grants Attack, +2 Dread, and glows with blue energy. |
| 24 | Ensorcell | ENSORCELL a target. They will not harm themselves or someone they love. Lasts [Level] rounds OR out of Combat, [Level] minutes. |
| 25 | Entangling Vines | ENTANGLE a target. They suffer Disadvantage to escape. |
| 26 | Evendra's Evening | All combatants have their current Courage added up and divided equally among them. No one may exceed their maximum Courage. |
| 27 | Exhaust | The target becomes TIRED and is easily winded from physical activity. Lasts until they take 2 Long Sleeps. |
| 28 | Faerie Glamor | Cast a simple auditory or visual illusion to make those in the area see or hear something that's not really there. Lasts for [Level] x 10 minutes. |
| 29 | Familiar | Bind a Small critter or creeper to the caster as their magical servant. |
| 30 | Featherweight | A target or item becomes as light as a feather for up to [Level] x 10 minutes. |
| 31 | Fifer's Faerie Scout | Summon a tiny faerie that flies around at the caster's command and report its findings. Stays until it meets other faeries. |
| 32 | Fish Walk | The caster and [Level] others can breathe and swim underwater like fish for [Level] hours. |
| 33 | Flabisham's Armored Squire | Summon an animated suit of armor that will do the caster's bidding for a session. It has in all Stats and 20 Courage. |
| 34 | Flight | Give a target the power to fly for a session. |
| 35 | Fornby's Giant Insect | Summon a Large insect that can act as a mount for the session. May attack once every round in Combat. (Attack:, Dread:, Defense:, Courage:10, Mettle:). |
| 36 | Fright | Make Goons or a Bruiser FRIGHTENED. |
| 37 | Futuresight Garrobaldy's | Focus on a subject in mind and see an imprecise vision of the future related to that subject (as described by the GM). |
| 38 | Instant Understanding | Receive the answer to a riddle or puzzle. Alternatively, become permanently fluent in a language. |
| 39 | Ghost Walk | The caster and [Level] others can pass through walls like a ghost for [Level] minutes. |
| 40 | Giant Strength | The target automatically succeeds on Might Checks for feats of strength and inflicts +3 Dread in melee for [Level] hours. Summon a mindless, undead SKELETON servant. If no dead skeleton is present, the |
| 41 | Gloom Thrall | skeleton arrives in days. Roll with Disadvantage: On a 100, the skeleton retains its intelligence, personality, and agency from life. |
| 42 | Gloomtongue | Speak with the dead and undead for [Level] hours. |
| 43 | Gnomenclature | Speak fluently with all critters and animals for the session. |
| 44 | Grasping Hand | A big magical arm and hand extends from the caster up to 10' x [Level]. |
| 45 | Gust | Cast a powerful gust of wind, strong enough to topple trees and knock people over. |
| 46 | Ice Wall | Conjure a wall of ice that can block passageways, barricade doors, or hinder pursuers in open space. |
| 47 | Ilfendorf's Escape | The caster and [Level] others automatically escape Combat and can't be pursued by those Adversaries for [Level] hours. |
| 48 | Invisible Cloak | Turn invisible for [Level] minutes. 193193 |
| 49 | Ix's Incredible Locator | Name a person or thing and know the straight line direction to locate it. |
| 50 | Jasper's Dispellification | Counter a spell or undo a magical effect. |
| 51 | Klutz | Cause a target to be obscenely clumsy, unable to cleanly catch, move or run without fumbling about for [Level] minutes. Any Checks of 1–5 count as Complete Failures. Throw a magic orb that bursts with toxic gas, causing those in an area to cough and |
| 52 | Larbie's Exploding Orb | gag. In Combat, the target and anyone Close and Nearby to them suffer Dread and are SLOWED and WEAKENED. |
| 53 | Lionheart | Grant a target an extra Action per round for [Level] rounds. |
| 54 | Linell's Magic Eye | See through walls and barriers for [Level] minutes. |
| 55 | Locusts | Call forth a swarm of locusts that devour and lay waste to a specific location or Hex. |
| 56 | Melt | Melt metal or another inorganic substance susceptible to heat. Creatures in metal armor suffer Dread. |
| 57 | Mileus's Muting | Make a target unable to speak for [Level] hours. |
| 58 | Mule | The target gains Inventory Slots for the session. |
| 59 | Mung | Turn into a mung for up to [Level] hours. Able to slide under doors and through cracks, and disintegrate a Mundane item within the mung's body every hour. |
| 60 | Nap | All Nearby Goons immediately fall asleep for [Level] minutes. Mettle Check: On a 6+, Bruisers fall asleep as well, and on a 12+, Champions too. |
| 61 | Noodle Arms | The target's arms become thin and noodly for [Level] minutes, and they can hardly lift a dagger, let alone perform tasks that require any strength. |
| 62 | Old Fog | Summon GLOOM over an area. |
| 63 | Orlin's Gambit | Cheat at a game or competition without anyone noticing. If Checks are involved, the caster gains Advantage. |
| 64 | Peace | All Nearby Goons and Bruisers become non-hostile for the encounter. |
| 65 | Poison Daggers | Magical daggers fly from the caster's hands automatically POISONING a target. |
| 66 | Portal Hop | Create two linked portals within Distant range that remain for up to [Level] hours. |
| 67 | Rune Tongue | Detect and understand any magic, and read any writing for a session. |
| 68 | Schlemrick's Slippery Swap | Swap an item in the caster's hand with another item within sight. |
| 69 | Seamus the Red's Everlasting Ration | Conjure a special Gourmet Ration. Roll after each use. On a 1, the ration is consumed. |
| 70 | Secret Door | Open a secret door to an alternate passageway or hiding place within the current location. |
| 71 | Shadow Walk | The caster and [Level] others can sneak through shadows and darkness unimpeded and undetected for [Level] minutes. |
| 72 | Shapeshift | Transform into a Large or smaller critter for up to [Level] hours. |
| 73 | Shrinkage | Shrink a target to Tiny size for up to [Level] hours. |
| 74 | Slime | Cover a surface or target in slippery slime. |
| 75 | Sluggish | Target is SLOWED. In combat, they lose one action per round for [Level] rounds. |
| 76 | Sparrow-Sprite | Summon a sparrow-sprite to send a message to anyone in Eem. The bird returns with a reply in days. |
| 77 | Spider Walk | The caster and [Level] others can walk on surfaces like a spider for [Level] minutes. |
| 78 | Summon | Summon a random Wandering Intruder with a random Reaction roll. |
| 79 | Swiftness | Make [Level] targets as swift as a horse (2 Speed) for [Level] minutes. Permanantly imbue an item with intelligence and personality. Roll on the Random NPC |
| 80 | Talking Item | table for details. Weapon: grants Attack. Armor: grants Block. Tool, Clothing, Trinket: grants to relevant Skill Checks. |
| 81 | Taunt | Make a target attack the caster or an ally for [Level] rounds. Confuse a target with technical jargon and roundabout logic, obfuscating the truth on |
| 82 | Technobabble | a subject, and rendering them unable to make a decision or think clearly regarding the subject. |
| 83 | Teeloa's Truesight | See through tricks, illusions and disguises for a session. |
| 84 | Telepathy | Caster may speak telepathically for a session. |
| 85 | Terror | Make a target deathly afraid of a specific thing or concept. Lasts for [Level] hours on Champions, and permanently on Goons and Bruisers. |
| 86 | The Sorcerer's Smoke Thelonius's | Turn into smoky vapor. Caster is able to pass through walls and is immune to physical Dread for [Level] rounds. |
| 87 | Amazing Regeneration Spell | Heal all WOUNDS, BLEEDING, and POISON and Lasting Injuries on a target. |
| 88 | Thought Seed | Plant a thought or idea into the mind of a target. |
| 89 | Thought Steal | Learn the general surface thoughts of a target or their deep thoughts on a specific subject. |
| 90 | Throngweed | A thicket of prickly, brambly THRONGWEED sprouts from the earth in an area. Conjure a Huge, powerful wave of water that inflicts Dread, knocks over trees |
| 91 | Tidal Wave | and damages structures. The main target of the wave and anyone Close, Nearby and Faraway are washed away to Distant range in random directions. |
| 92 | Tigby's Teleportation | The caster and [Level] others can teleport to another location in the same realm. |
| 93 | Transmogrify | Turn a willing target into a different creature or critter for [Level] days. Or, turn an unwilling target into a random creature or critter for [Level] days. |
| 94 | Twifflemoot's Trick | Summon a double of the caster (with the same gear except for Magic items and Relics), who is able to act autonomously at the caster's command for [Level] minutes. |
| 95 | Ventriloquism | The caster can make it appear as if their own voice, or one they mimic, is coming from another source, such as a person or object. |
| 96 | Ward | Name a person or type of creature, critter, or creeper. The named being(s) cannot enter or harm anything within an area of the caster's designation for [Level] hours. |
| 97 | Warp | Warp an object or surface into a new shape of roughly equivalent mass. |
| 98 | Weatherwise | Change the weather in a Hex Cluster to a desired type for [Level] days. |
| 99 | Webbing | Conjure sticky spider webs in an area. All within are SLOWED and must make an Athletics Check or become ENTANGLED. |
| 100 | Winds of Deflection | No ranged Attacks can hit the chosen target for an encounter. 195195 |