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Magic

All characters can learn magic, but it comes at a cost. You can start with as many Rituals as you dare to learn. If you overextend yourself and your health or any attribute reaches 0, your character has died. Make a new one.

To learn a Ritual, roll on the Ritual Generator or choose something from another game. Then roll 1d3 and reduce either your maximum health or one of your attributes by that amount permanently. Once you have decided to learn a Ritual you can’t change your mind - you have to roll and pay the price.

New Rituals must be discovered in play. When you discover a new Ritual and try to learn it, roll 1d3 and reduce your maximum health or one of your attributes by that amount permanently. Then roll under your Cunning on a d20. If the roll succeeds you learn the Ritual. If it fails, that Ritual is forever lost to you - you can never learn it. You can exert yourself on this roll.

Using Rituals

To perform a Ritual, roll under your Cunning on a d20. If you succeed the Ritual takes effect. If you roll your Cunning score exactly it either lasts twice as long, or is twice as effective (your choice). If you roll over your Cunning score, the Ritual fails. Roll on the Mishap table, adding the difference between your failed roll and your Cunning score to your roll.

Rituals that deal damage deal Adventurer Level x 1d6 damage.

There are three kinds of Ritual: Words, Sigils, and Ceremonies.

  • Words take no time to cast, occur instantly, and fade as soon as they have taken effect.
  • Sigils take a minute to draw, can be triggered at will or when a certain condition is met, and their effects last for ten minutes per Adventurer Level of the caster.
  • Ceremonies take an hour or more to perform, occur as soon as the ceremony is complete, and their effects last for one day per Adventurer Level of the caster.

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Ritual Generator

Rituals are made up of three parts - the Ritual Type and two words that are combined to create the Ritual’s effect. Interpret your spells as you see fit and put them to creative use. You’ve paid the price to learn them; now they work for you.

To generate a Ritual, roll 1d3 for the Ritual Type. Then roll 1d20 twice, once on Word List A and once on Word List B. These Words form your Ritual.

Ritual Type

  1. Word
  2. Sigil
  3. Ceremony

1d20 List A List B
1 Hungering Death
2 Entropic Life
3 Corrupting Swarm
4 Shifting Hate
5 Rotting Light
6 Preserved Darkness
7 Violating Silence
8 Desecrating Noise
9 Summoning Violence
10 Sloughing Peace
11 Rambling Bears
12 Creating Abominations
13 Imbibing Flesh
14 Glimmering Blood
15 Evading Ooze
16 Wandering Flight
17 Concealing Alarm
18 Revealing Stone
19 Lingering Grief
20 Combusting Sword

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Mishaps

Roll 2d6 + the difference between your failed roll and your Cunning, then apply the effect below.

Unless specified otherwise, you don't remember new Words that replace those in the Ritual you failed to cast once the Ritual is complete.

2d6+Failure Effect
3 Replace the first Word in your Ritual with a random different Word and cast it on the same target. Add the new Word to your list of Words known.
4 Replace the second Word in your Ritual with a random different Word and cast it on the same target.
5 Replace the first Word in your Ritual with a random different Word and cast it on a different target.
6 Replace both Words in your Ritual with different random Words and cast it on a different target, in addition to your original Ritual.
7 Take 1d6 damage. If you take 4 or more damage, forget the second Word in your Ritual and learn a new one in its place.
8 Take 1d6 damage. Your Ritual works as intended.
9 Take 1d6 damage. If you take 4 or more damage, your Ritual fails. If you take 3 or less damage, your Ritual works as intended.
10 Your spell has the opposite effect.
11 Summon 2 x Adventurer Level bears.
12 Lose 1d3 Brawn permanently.
13 Lose 1d3 Agility permanently.
14 Lose 1d3 Cunning permanently.
15 Lose 250 x Adventurer Level XP. If this takes you below 0 XP you die.
16 Roll twice and apply both effects. This result stacks.
17+ You permanently lose the ability to perform Rituals.

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