Wednesday, September 16, 2020

The Wanderer (I guess I'm posting crappy short fiction now?)

I reread A Wizard of Earthsea recently and was inspired to write a bad, extremely derivative short story. This doesn't really have anything to do RPGs, although the setting may be rather like Carolingia, I guess. Yes, I know it's also the name of a GLOG class I wrote. No, I don't care. Wanderers are cool.
 

The Wanderer

The wanderer came into the village out of the high moors one bright day late in the summer. She was tall and stern, carrying a long staff of pale aspen that matched her height. Her hooded cloak of green wool was plain and functional, but it was pinned with a fine bronze brooch. She went to the household of a yeoman in the village, who gave her bread and stew and a spot by the hearth for the night, as is the custom. When those gathered asked her for her name, where she came from, and to where she went, she merely shrugged and smiled, eyes glittering with laughter. That night, as repayment for his hospitality, although none was expected, she went to his son, who had fallen from a tall tree on to his head a week ago and had not since woken up. She laid a hand upon his forehead, spoke a single word in a language that none who heard it could understand, and tapped her staff gently on the ground. The boy settled imperceptibly in his cot and began to breathe deeper. Come morning she was gone and the boy was awake, full of life.
 
Some days later the wanderer appeared in a larger town some distance from the village, and it was the day of a festival, when the coming of fall was celebrated. The people were gathered in the square of the town, singing songs of veneration and dancing dances of joy. When the wanderer came to the square she joined her voices to all the others. Those near her remarked upon both the strength and gentleness of her song, and the way she knew every song of the festival as if by heart. After the singing and the dancing was done, all the folk of the town gathered close to eat of the bounty of the harvest; to drink good cider, ale, and mead; and to hear the young bard of the town sing the great lay that was sung for this festival: the Lay of Windbéatan. Although young and fresh from her apprenticeship the chanter was very skilled, and it was a pleasure to hear her recite the ancient poesy in her lively and inimitable style. 
 
After several hours she was done and the townsfolk were preparing to disperse for the night, but the wanderer stepped forwards before the crowd and began to chant. She sang, slow and solemn and beautiful, a tale of an ancient queen of this land, and the eldest amongst the crowd recalled that the old chanter of the town had sung this tale before he had died decades ago, leaving the town with no chanter for some years. The grace and glory of the wanderer’s epic surpassed even that of the young chanter’s, and the town listened as if spellbound for some hours. After she finished, the people slowly began to depart to their sleep, quiet and drowsy in happiness. The young chanter came to the wanderer and offered the hospitality of her home, which was gratefully accepted. The whole of the next day the wanderer spent teaching the chanter the poem she had sung that the chanter might sing it every equinox. The night she spent again in the home of the chanter, and departed ere the cocks crowed.
 
Not more than a month after the equinox, the greatest city of the land was invested by raiders hailing from a far-off country. They built works of war about the walls of the city, set their ships in the river to ensure none could escape by that avenue, and despoiled the countryside with fire and rapine. As the siege grew tighter and fiercer, the woman appeared in the market square of the city, though none knew how she had slipped through the leaguer of the raiders or how she had entered the city unseen by its watchful guardians. There she sat in the street, staff across her knees, closed her eyes, and began to chant slowly in a strange language. As tales had already spread across the land of a woman possessed of great lore and magic, she remained there unmoving and unmolested for seven days as the siege grew ever closer and more hardly contested. On the seventh day the raiders had finally fought their way atop the walls of the city, and yet as their first man began to descend into the city a blinding sheet of white fire suddenly shot up atop the walls. This great light began to expand, slowly but inexorably, forcing the invaders off the walls, then itself dropping down to the ground below. The wall of flame, which somehow did not scorch the ground upon which it stood, broke its circle and began to stretch out in a vast line, spreading across the river and a wide front on each side. The raiders fled from it in terror, and their ships were forced down the river. They were corralled by this terrible magic to their ships and forced from the land in a rout. As the final ship left the country, the wanderer slumped over on her side in the square of the city and knew no more.
 
The wanderer was taken into the household of the king himself, and gently nursed back to health. The king himself took great interest in her well-being, often conversing with her on the mysteries of the world at her bedside once she was well enough to talk. Within a fortnight she was largely recovered from her great effort and made clear her intentions to depart soon. The king besought her to stay at his court and join his service as a mage, offering riches and honor and all that she could wish for. At this she merely shook her head sadly and took her leave. As she left the palace, there was a great horde of the wealthiest and most powerful in the country gathered before the gates, all pleading with her to perform some task and offering inestimable reward. She ignored them all and strode forth, out of the city. 
 
The wanderer walked for weeks, going all the way to the farthest and most remote part of the country. She paid her way in small deeds of healing and service, exchanged for the simplest of hospitality, and finally arrived at the poorest village in all the land. As she walked the rutted mud pit that passed for its main way, she beheld a bandaged and pitiful figure lying in the dirt begging for scraps: a leper. The wanderer went into the nearby woods and did not return for a week, until she had gathered great store of herbs, including many with commonplace medical usages and many thought to be useless. When she returned, she went to the leper with no superstition or fear and took him to the stream, anointing him with water, and set piles of herbs around him. She set the herbs alight, their fragrant smoke spiraling off into the heavens, and began to sing a low, slow song. Each day for a month she would return to the leper and perform this ritual, or one similar but with different herb and song, or a with a different liquid to touch his brow. Finally, on the 27th day, as her song drew to a close, the leper’s bandages split to reveal a healed man below. Without further ado, the wanderer set off into the wilds, never to be seen again.

Sunday, September 13, 2020

My Favorite GLOG Classes

People have been posting about their favorite GLOG classes so I may as well jump on the bandwagon. Here's the other posts (let me know if I missed yours so I can link it too!):
 Ok, without further ado, here's my list (many duplicates from the other posts because those classes are just that good!):
  • The Sage: This deserves to top every list of classes, GLOG or otherwise, in my humble opinion. It lets you interact with the world so fully and completely, more so than any other class I've ever seen. I'm playing one right now in Deus ex Parabola's Face campaign and it is by far my favorite character of all time (although, to be fair, Deus' excellent color heresies system helps with that a good deal). This class effortlessly epitomizes the classic "wise man" character and feels magical without actually being able to do overt magic before D template. Once you do get to D template, you can bust out some serious power, but before then you are wise and knowledgeable and famous and mysterious - everything a true wizard should be. This is probably the only class I haven't written that I'd allow in a Carolingia game (even though I stole tons of it for my Wanderer), and it would fit the setting perfectly.
  • The Gun Priest: Another Squig class, because he's very very good at making them (there's several other excellent classes on his blog that didn't quite make the cut but that you should certainly read). This class is a superlative priest class, even though I don't usually like that archetype much - it can't summon up insane miracles, but it has a bunch of small thematic abilities that feel very priestly. And it can use guns. Who doesn't love guns? I wouldn't allow it in my games, because there's neither guns nor a religion which these priests would have anything to do with, but it's nonetheless very cool.
  • The Far Traveler: With how much travel most D&D-like games involve, it's both a surprise and a pity that there aren't more classes like this. It's just got a lot of good features - random abilities are one of my favorite things (you'll notice that the majority of the classes on this list have something of the sort; Sage and Gun Priest have them too), and that's basically all this class has. You've been to cool places and learned from them, you've done cool things and adopted those ways. You can also shape your environment actively by knowing people from all over the world (or in this case, the World Turtle). This is another class that I stole a great deal from for my Wanderer.
  • The Zouave: The Zouave is another class that's basically perfectly designed to appeal to me: random abilities, pretty much about traveling. It's the smallest thing, but I love the +1 inventory slot per template - it interacts with the game in a way I don't think I've seen a single other class do, and it captures the feeling of a war-worn well-traveled veteran perfectly. The Tall Tales are all excellent and flavorful abilities. You also get some abilities that can really reshape your social interactions to help you interact with the world on a deeper level with Respect and Old Friends.
  • The Monkey Dad: This class is absolutely, totally fucking bonkers. It also works perfectly. A "Monkey Dad" sounds insane, but the features of the class support it totally. You're first and foremost the Dad (not necessarily the father) of [level] party members, who you love and support when they're nearby. You're also a monkey, and you mean business. It's insane in all the best ways (including random abilities!), and it includes the best line ever written about a monkey doing dice manipulation: "Powerful wizards won't appreciate it if you meddle with them directly, but probably they can't do anything about it."
  • The various Paladins from Vayra's Mountain PHB: This is sorta four classes, sorta one, but I'll just discuss them all at once. I normally dislike paladins just as much as I do priests. Religion should be something everyone does, in a setting where it works. Why should there be special powers for these religious people but not the other ones? But this, this is how a paladin should be. An iconoclast, a heretic, and an outcast, driven by their sheer outspoken belief that they and they alone are right, that they alone are righteous. Then you add in the abilities: making up the Saint you venerate on this day and the facts of their life on the spot to get your miracles? Brilliant. And the 4 sub-types: Bard-paladins, monk-paladins (or maybe pankration-paladins), ranger-paladins, and wizard-paladins. You're not just a priest with a sword; you're skilled beyond just your faith.
  • The various Witches from Vayra's Mountain PHB: Once again, sorta four classes but I'll address them all as one. Unlike paladins, I pretty much always love witches, and these are really excellent. They're all full spellcasters, but this isn't the interesting part. They've got some really cool curses they can all lay at an HP cost, but this also isn't the most interesting part. The four sub-types are: Gun Witch, Bug Witch, Friend Witch, and Cancer Witch. The names alone are evocative, and the abilities are yet more so. A Gun Witch's familiars are guns with which they are supernaturally adept; a Bug Witch's familiars are a swarm of arthropods which can defend, attack, fly, and generally be extremely useful; a Friend Witch is much like a 3.5e Binder - their familiars are sentient beings they bind to their souls for various benefits; and a Cancer Witch's familiars are bizarre nefarious diseases inhabiting your body. All are excellent.
  • The Very Heavy Cube: This class is another that's totally bizarre in all the best ways. You have an extremely heavy tungsten cube, and a suit which allows you to telekinetically control the movement of this cube, including accelerating it very fast indeed. Then it really starts to get weird. The cube starts to take over. Your mind merges with the cube's, and trust me, it has one. It will hatch, and you will ascend with it, to be the only god that survives this cataclysm. This class is gloriously weird and I adore it.
  • The Weather Witch: Like the Sage and the Gun Priest, this class is perfect for being magical without being as overt and as direct as a traditional spellcaster. Your Workings, you minor magics, are inconsistent and draining, but they are magic in a world where there's none else. I don't have too much else to say about it, but the Workings are really nice and I love the implications of a world where this is the only magic, or at least the only regularly encountered magic.
  • The Original Acrobat: All of the classes in Goblin Guts are really good. There's a reason that creative and interesting classes have become one of the signatures of the GLOG - because it started with them. But I think the Acrobat really stands out. I played one in Squig's Seas of Sand game, which sadly had to end prematurely, and it was a fantastic experience (the 15 Str and 16 Dex didn't hurt, of course). The Acrobat, or even just the idea of playing an Acrobat, has so much potential for creative problem-solving and so much applicability to the normal problems of D&D, even to dungeon delving, and the Acrobat's abilities support that to the fullest. The very first GLOG class, by age-and-alphabetical-order, and certainly not the least.

There's certainly some classes that I love which I've forgotten but that should be on here. Maybe I'll think of them some time and add them. But the fact that I can think of brilliantly designed classes and come up with so, so many (there's a lot of classes which I thought about adding but didn't because I've already put down a bunch which I think just slightly edge them out) is probably the best thing about the GLOG and the GLOG community. 

Tuesday, September 8, 2020

GLOG: The Cat

Unlike most GLOG animal classes, this one has no descriptive adjectives. It isn't the Very Obnoxious Cat or the Very Cuddly Cat, it's just the Cat. Cats need no superlatives, because they are all superlative in their own unique and ineffable ways. You are a small cat, whether a domestic cat or some variety of small wildcat. (Edited like two and a half hours after I first posted it because I came up with some cool abilities after I decided to hit post).

The Cat

Starting Equipment: Self-possession and dignity, a killer instinct, a warm coat, hooked claws, and sharp teeth.

Skills: Cat and 1d4: 1. Street Cat, 2. House Cat, 3. Farm Cat, 4. Wild Cat

The Cat skill involves doing everything that is innate to being a cat. You'll know it when you see it.

Damage: 1d3
 
The Cat gains +1 AC and +1 to grappling checks every template.

A: Cat, Curiosity, Nine Lives
B: Cat's Eye, Cat's Reflexes
C: Toxoplasmosis, Scream
D: Monarch

Cat: You are a cat, with all that entails. You are light and always land on your feet (take no fall damage for falls 20' or less, 1/2 fall damage beyond that), can fit through very small spaces, can see in the dark so long as there is any light at all, can feel with your whiskers, can smell acutely... You only take 1/10th of a ration per day. Your claws are a -1 grapple weapon and your jaws are a -2 grapple weapon. If you bite an enemy, they must Save vs Disease or contract blood poisoning. You cannot wear armor, wield weapons, or carry objects. When you grapple opponents, they can still move. All your ability scores represent cat abilities - even with an 18 Strength you'll never be able to lift a heavy stone and even with 18 Intelligence you'll never be able to speak or read, but you exercise your virtues in your own ways.

Curiosity: If your curiosity leads you to mess with something that probably shouldn't be messed with and things go horribly wrong, you have a 1-in-6 chance to miraculously avoid any negative consequences. This chance increases to 2-in-6 at the C Template of Cat.

Nine Lives: You have nine lives. Mark one off each time you are reduced to negative hitpoints or would die in some other way. You are instead reduced to zero hitpoints or do not die. When you only have one life remaining, this ability no longer has any effect.

Cat's Eye: You can see through all magical illusions and can see any magical effects within your line of sight. You can Save vs Magic to identify what any given magical effect does.
 
Cat's Reflexes: If you are surprised, you can immediately leap away to safety. You have advantage on any Saves which involve quick reflexes.
 
Toxoplasmosis: Any living mammal you spend at least 10 minutes in close contact with must Save vs Charm or become charmed by you indefinitely. While charmed, they will be friendly to you unless given good reason not to and will be extremely reluctant to harm you under any circumstances. They may refer to you incessantly as "such a good kitty" and constantly tell anyone around "oh, look, aren't they soooooo cute?" If you harm a charmed creature, they can Save against this ability again.
 
Scream: You can let out a bloodcurdling scream of extraordinary volume for such a small creature. All creatures who can hear you must Save vs Fear or become frightened for 1 minute. Once a creature has been affected with this ability (whether or not they Saved), they cannot be affected by it for a day.
 
Monarch: You are a monarch of cats. If you are in an area where there would reasonably be cats, you can spend an hour to gather 1d4 cats to your service, and can repeat this until you amass as many cats as could really be in that location (3-4 cats in a forest, 5-6 in a rural area, 10-15 in a town, and unlimited in a city). These cats have 1/2 HD and Morale 6. They will due your bidding without undue risk and will not leave the local area. Gathering enough cats in an area with a different cat monarch may attract their ire if the other monarch doesn't assent first.

Religions of Carolingia

This post was originally going to have mechanics allowing every single PC to potentially gain divine blessings (with a material sacrifice in the case of Aeternean polytheism and a HP cost for Sjóhaf-Lofthimn).

Aeternean Polytheism

There are two main religions in Carolingia. The first, we'll call it Aeternean polytheism, after the fallen empire it came to approach its present form in. It has many hundreds of gods worshiped in many hundreds of places, as it is the main religion of the majority of Carolingia, but there are several listed here who are extremely popular. Aeternean polytheism has a very strong monastic tradition. Nothing presented here is an absolute truth but is generally a common belief in the time the game is set in. Players should certainly feel welcome to create their own minor gods or their own traditions about worship of other gods, although veneration is owed to all gods by all.

Medeis-Arvum

Medeis-Arvum is the Twofold God and ruler of all the gods. They are a manifestation of two separate beings, Medeis and Arvum. Medeis is the goddess of magic and stars; Arvum is the god of the earth and fertility. Portrayals in various myths present them as a singular being, spouses, siblings, mortal foes, or some combination of the above. They are usually reserved and noble.
  • Sacred Objects and Symbols: Staffs, wands, jays, jewels, and rowans for Medeis; axes, lions, elephants, wheat, and laurels for Arvum.
  • Preferred Sacrifices: Honey, passerines, magical items and bronze for Medeis; wine, sheep, farming equipment, and platinum for Arvum.

Proellia

Proellia is the goddess of war and the sea. She is often portrayed as a daughter of Medeis-Arvum, and is married to Amare. She is usually kind, respectful, and fierce.
  • Sacred Objects and Symbols: Spears, slings, falcons, gulls, ships, and cedars. 
  • Preferred Sacrifices: Mustelids, arms and armor, ships, and steel.

Amare

Amare is the goddess of love and practicality. She is generally the daughter of Caelos and a wind-nymph, and is married to Proellia. She is usually arrogant and faithful.
  • Sacred Objects and Symbols: Ropes, knives, carts, cats, and willows.
  • Preferred Sacrifices: Spirits (alcohol, not ghosts), cows, fine cloths, high fashion, and gold.

Venatus

Venatus is the god of hunting, trees, and the moon. He is generally considered to have been born of a lightning bolt hitting a fir tree and is married to either Caelos or Fidea (occasionally both). He is usually angry and intelligent.
  • Sacred Objects and Symbols: Bows, lances, horses, hawks, the moon, and all trees (but especially beeches and spruces).
  • Preferred Sacrifices: Cider, wheat, hunted game, and silver.

Caelos

Caelos is the god of the sky and of artisans. He is often portrayed as a son of Medeis-Arvum, and is often married to Venatus. He is usually inveterately unfaithful and righteous.
  • Sacred Objects and Symbols: Javelins, eagles, crows, amethysts, looms, and firs.
  • Preferred Sacrifices: Perfume, incense, goats, tapestries, and arsenical bronze.

Fidea

Fidea is the goddess of honor, fealty, and loyalty. She is generally the twin sister and foe of Medeis, and is often married to Venatus. She is usually condescending and honorable.
  • Sacred Objects and Symbols: Swords, arm-rings, dogs, horns, and cypresses.
  • Preferred Sacrifices: Mead, boar, pigs, dogs, statuary, swords, and gold.

Shamolis

Shamolis is the goddess of the sun, fire, and of song. She is originally of Limosian origin, and a relatively new introduction to Aeternean religion. She is generally born of an ash tree, and is usually proud and reckless.
  • Sacred Objects and Symbols: Clubs, chariots, cheetahs, stringed instruments, and sunflowers.
  • Preferred Sacrifices: Deer, antelopes, chariots, instruments, and electrum.

Luitgarda

Luitgarda is the Quadian queen who, some 40 years ago, established the Aeternorum sive Quadiorum Imperium (Empire of the Aeterneans and Quadi). Since her death, she has become the object of a great deal of reverence. She had several husbands in life, outliving all of them, and a raven companion supposedly sent to guide her by Proellia, who she is often associated with.
  • Sacred Objects and Symbols: Lily flowers, ravens, aquamarines, swords, and heather.
  • Preferred Sacrifices: Flowers, antelopes (especially chamois), aquamarines, and weaponry.

Sjóhaf-Lofthimn

Sjóhaf-Lofthimn is the bitheistic religion of much of the far south of Carolingia. It is named for the twin Gods it worships (capital G because this is most certainly not a polytheistic religion): Sjóhaf, God of the sea, and Lofthimn, God of the sky. The two deities have somewhat different domains, with Sjóhaf's including war and fertility, and Lofthimn's including magic and poetry. All faithful of this religion are followers of either Sjóhaf or Lofthimn depending on whether they were born during the day (Lofthimn) or night (Sjóhaf), and have an ethereal animal spirit accompanying them from birth, although it's almost never visible. Followers of Sjóhaf can have sea animals, followers of Lofthimn can have air animals, and both can have land animals. Making this animal manifest and able to interact with the world takes an extreme toll both physically and mentally, and as your companion dies when you do, only the extremely hardy and strong of will (read: those with enough HP to not immediately die) can generally use their animal companions to much effect.

Humans are viewed as inhabiting the neutral ground (land) between the holy domains of the sea and the sky. Sjóhaf and Lofthimn are simultaneously foes, lovers, and, according to some, the same being. Their worship is not an organized faith by any means, so there's a profusion of beliefs and ethical stances all falling under its name. Generally, there is belief in reincarnation upon death, the holiness of righteous sacrifice and death in battle, and in the holy joy of singing.

Thursday, September 3, 2020

GLOG: All My Spells in One Place

At this point the spells I've written are spread out over at least 3 posts, so this post is just collecting all of my spells into one place. It doesn't have any new material. Edit: As of 11/8/2020, changed a bunch of spells to Save for half damage instead of Save to negate.

Acid Splash
Casting Time: 1 action
Duration: [dice] * 2 rounds
Range: 60'
All creatures within 5' of a point within range must Save vs Magic or take [sum] damage, and take [dice] damage on each subsequent round for the duration unless they wash the acid off. On a successful Save, the target takes only half of [sum] damage and the secondary effect is not inflicted.

Animate Dead
Casting Time: 1 minute
Duration: Indefinite
Range: 10'
You raise [dice] humanoid corpses as either 1 HD zombies or 1 HD skeletons under your control, depending on how decayed they are. They remain under your control until you allow the spell to lapse or until they are destroyed. In combat, they act on your initiative. They only do what you directly command, and cannot perform complex or dexterous actions. All dice committed to this spell are automatically expended no matter their roll, and cannot be regained until the spell ends.

Animate Objects
Casting Time: 1 minute
Duration: [sum] minutes
Range: 10'
You animate [dice] * 2 mundane objects no heavier than 10 lbs. These objects, while animated, can fly, and have 1 HD. They can attack for 1d4 damage, or for 1d8 if they are weapons. They remain animated and under your control while the duration of the spell lasts.  In combat, they act on your initiative. They only do what you directly command, and cannot perform complex or dexterous actions, or actions that are unfeasible given their form. Objects can autonomously perform their intended action while animated (i.e. a broomstick can sweep and a spindle can spin), and if this action is the only thing these objects do for the duration, the spell instead lasts for [dice] hours (does not apply to weapons).

Bane
Casting Time: 1 action
Duration: [sum] days
Range: 30'
[dice] + 2 creatures in range must Save vs Magic or have a -1d6 penalty to their rolls on a d20 for the duration.

Bestow Curse
Casting Time: 1 action
Duration: [dice] years
Range: Touch
A creature in range must Save vs Magic or become cursed for the duration. Choose one of the following options: 1. They can only speak in rhymes, 2. They can only walk backwards, 3. Animals will either run from them or attack them on sight while yowling loudly, 4. They become infertile, 5. They're always in shadow, even if they're standing outside on a sunny day, 6. Any product of their profession has a 3-in-6 chance of being non-functional or spoiled. If you cast the spell with at least 4 MD, it lasts indefinitely.

Blight
Casting Time: 1 action
Duration: 0
Range: 30'
A creature or plant in range must Save vs Magic or take [sum] damage. If the target is a sentient plant, it takes double damage. If the target is a mundane plant, it immediately sickens and dies.

Blindness/Deafness
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[dice] creatures in range must Save vs Magic or become either blind or deaf (your choice) for the duration.

Catapult Element
Casting Time: 1 action
Duration: 0
Range: 120'
You fling a significant amount of any element other than air or lightning towards a target within range. The target must Save vs Magic or take [sum] damage and suffer an additional effect based on the element you flung. Water: Target is stunned for [dice] rounds. Earth: Target is winded and has disadvantage on all rolls for [sum] rounds. Fire: Target is burned and takes +1 damage from all sources for [sum] days. Wood: Splinters strike all adjacent creatures for [dice] damage. Metal: Target takes [sum] additional damage. Acid: Target is covered in acid and takes [dice] damage at the start of each subsequent round for [dice] rounds unless they wash the acid off. On a successful Save, the target takes only half of [sum] damage and the secondary effect is not inflicted.

Chain Lightning
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
[dice] + 1 creatures are struck by a bolt of lightning hopping from one to the next, the first of whom must be within range, and all the others of whom must be within 30' of the creature prior to them, must Save vs Magic. On a failed Save, each creature takes [sum] damage. 

Charm Animal
Casting Time: 1 action
Duration: [dice] hours
Range: 30'
[dice] animals in range must Save vs Magic or become extremely friendly to you for the duration. If you invest at least 4 dice into the spell, it lasts indefinitely.

Charm Person
Casting Time: 1 action
Duration: [dice] hours
Range: 30'
A person in range must Save vs Magic or regard you as a close friend for the duration. If you invest at least 4 dice into the spell, it lasts indefinitely.

Circle of Death
Casting Time: 10 minutes
Duration: Indefinite
Range: 0
You inscribe a large rune (at least 1' across) on a surface. Any creature, except for any you designate to be immune (who must be present when you cast the spell), that comes within 5' of the rune must Save vs Magic. On a failure, if they have less than [dice] HD, they die, and if they have more than [dice] HD, they take [sum] * 2 damage. Once the spell has killed or dealt damage [dice] times, the rune disappears and the spell ends. In order to cast this spell, you must have [dice] * 50 d. worth of silver dust, 10 d. worth of chalk, a cypress twig, and an animal sacrifice of at least a chicken. On a successful Save, the target takes only half of [sum] damage regardless of their HD.

Clairvoyance
Casting Time: 1 action
Duration: [dice] rounds
Range: 120'
You create an invisible magical sensor at any point within range. You don't have to be able to see this point, but the spell fails if the sensor is within a solid object. For the duration of the spell, you can see, hear, and smell as if you were at the sensor, but you cannot see, hear, or smell your surroundings. You can end the spell prematurely if you wish.

Cloak of Darkness
Casting Time: 1 minute
Duration: [dice] hours
Range: 5'
The area within 5' of you becomes shrouded in magical shadows. You can see out of this darkness, but only to a distance of 30'. Any creatures outside the darkness when it was cast must Save vs Magic to even notice its presence. If they do succeed the save, they still only perceive a sphere of darkness. If a creature comes within the area of the darkness after it was cast, if they failed their Save they only notice a chill and unsettling sensation. All creatures who were within the darkness when it was cast can perceive the darkness and move at double normal speed while still within the darkness. Non-magical light cannot penetrate this darkness, and magical light can only penetrate it if it is from an effect with more MD than this spell was cast with (DM's discretion for non-spell magic).

Command
Casting Time: 1 action
Duration: 0
Range: 60'
[dice] creatures in range who can hear and understand you must Save vs Magic or immediately obey your [dice]-words command to the best of their ability. If in combat, they carry this out on their next available turn.

Commune
Casting Time: 10 minutes
Duration: 0
Range: [dice] miles while above ground, [dice] * 100 feet while underground
You commune with the world and learn 1 of the following things about the area within range: 1. The names (in the local language) and locations of all major terrain features, 2. The location of a creature who's name you know, 3. The location of the highest HD monster, 4. The location of the most powerful spellcaster, 5. The location of the most politically and socially influential creature, 6. The location of the largest concentration of sentient creatures.

Cone of Cold
Casting Time: 1 action
Duration: [dice] minutes
Range: 30' cone
All creatures in range must Save vs Magic or take [sum] damage and be slowed by [dice] * 5' for the duration. All water in the area is frozen over.

Consuming Shadows
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
You create a sphere of complete magical darkness within range, with a radius of [dice] * 5'. Every round a creature starts in the darkness, they must Save vs Magic or take [dice] damage and gain a -1 cumulative penalty to all rolls for 1d4 days. Non-magical light cannot penetrate this darkness, but any magical light can.

Control Rain
Casting Time: 1 hour
Duration: [sum] hours
Range: [dice] miles
For the duration of the spell, you can make the weather within range one of the following: 1. Clear, 2. Overcast, 3. Drizzling, 3. Gently Raining, 4. Raining, 5. Pouring, 6. Severe storm. Casting the spell requires burning 20 * [dice] d. of incense and an animal sacrifice of at least a chicken. If the area is in the grip of a particularly severe drought or period of inundation, you only have a [dice]-in-6 chance of successfully changing the weather.

Control Water
Casting Time: 1 action
Duration: 0
Range: 30'
You can waterbend control any water within range that is not inside a creature. You can freeze, melt, or move up to [dice] ^ 3 cubic feet of water or ice (hitting somebody with this water is Save vs Magic or [sum] damage, freezing them in place is a Save vs Magic to avoid getting trapped and a Save vs Magic each round to escape), or turn [dice] ^ 3 cubic feet of water into ([dice] ^ 3) * 5 cubic feet of fog.

Crown of Madness
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
A creature in range goes mad as a crown of iron wraps itself around their head. For the duration, they must Save vs Magic at the start of each round. On a success, they can act normally. On a failure, they move to the nearest creature and melee attack it.

Crown of Stars
Casting Time: 1 action
Duration: [dice] hours
Range: 120'
[dice] * 2 small stars appear circling your head. You can, as an action, fire a star at a creature within range, which must Save vs Magic or take [sum] / 2 damage. You cast light in a radius of 10' times the number of stars remaining.

Cure Disease
Casting Time: 1 minute
Duration: 0
Range: Touch
A creature within range who is currently diseased makes an additional Save vs Disease with a [dice] bonus. They suffer none of the usual ill effects on a failed save.

Dancing Lights
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You summon [dice] * 4 balls of light, each of which can be any color of your choice, each at a point of your choice within range. For the duration, these balls cast light within 10', and you can move them 30' per round so long as they remain within range.

Darkness
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
You create a sphere of complete magical darkness within range, with a radius of [dice] * 10'. Non-magical light cannot penetrate this darkness, and magical light can only penetrate it if it is from an effect with more MD than this spell was cast with (DM's discretion for non-spell magic).

Darkvision
Casting Time: 1 action
Duration: [sum] minutes
Range: 0
For the duration, you can see through both non-magical and magical darkness.

Detect Magic
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, you can see any magical effects within sight. You know the class of the spellcaster who created the effect, if applicable, and may Save vs Magic to gain a general sense of what the magic does. Some effects may be obvious, such as a divination sensor (as clairvoyance or scrying) or an invisible creature. You can also tell whether a creature is a spellcaster by staring into their eyes.

Detect Thoughts
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[dice] creatures within range must Save vs Magic. On a failure, you can read their thoughts. You know their location, their surface thoughts, and what they're about to say or do. In combat, they have disadvantage on attacks against you, and you have advantage on attacks against them and saves you must make because of their actions. If you probe deeper, you can learn their emotional state and may gain some insight into their motivations, but they will immediately know you're rooting around in their mind. You do not have to be able to see a creature to target it with this spell.

Elemental Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You summon an elemental spirit with [dice] HD. This spirit is intelligent, speaks the languages you do, and will do your bidding, but it may have its own agenda as well. This spirit can be of one of the base 4 elements (air, water, earth, fire) at 1 MD, of those, wood, or metal at 2 MD, or of those, acid, or lightning at 3 MD. At 4 MD, you can pick 2 elements. Casting this spell requires [dice] * 10 d. of silver dust, an animal sacrifice of at least a chicken, and an environment containing a significant amount of the chosen element. 

Entangle
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
Plants sprout in a [dice] * 5' radius circle around a point in range. Creatures within this area must Save vs Paralysis or become restrained. Whenever a creature first enters the area, they must also save. Restrained creatures cannot move. At the end of their turns, restrain creatures may save again, freeing themselves on a success. Once a creature has freed itself, they still move at half speed within the area.

Enthrall
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
[dice] creatures of your choice within range who can see you must Save vs Magic or become enthralled for the duration. While they are enthralled, the only creature they can perceive is you, and they must successfully Save vs Magic in order to attack you every time they wish to do so. If they are harmed or affected by another creature, they are no longer enthralled.

Fear
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
[sum] creatures of your choice within range who can see you must Save vs Magic or flee from you in fear. While afraid, they have disadvantage on all rolls and must use all of their movement to get away from you. Once they are no longer in your line of sight, they may Save vs Magic at the end of each round, ending the effect on a success.

Feign Death
Casting Time: 1 action
Duration: [sum] hours
Range: 0
[dice] willing or unconscious creatures you touch fall unconscious if they were not already and appear completely and entirely dead, even to magical detection, for the duration.

Find Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You summon a spirit in the form of an animal with no more than [dice] HD. This spirit is intelligent, speaks the languages you do, and will do your bidding, but it may have its own agenda as well. You can also bind a creature of no more than [dice] HD you already have a close bond with to you with this spell. This creature does not become intelligent, but it becomes able to understand you in the languages you speak and will do your bidding. Casting this spell requires [dice] * 10 d. of silver dust and an animal sacrifice of at least a chicken. 

Find the Path
Casting Time: 10 minutes
Duration: [dice] hours
Range: Self
For the duration, you know the shortest and most direct route to a fixed location of your choice. You  also know how far you are from it in a direct line and the exact direction it is in.

Fireball
Casting Time: 1 action
Duration: 0
Range: 90'
All creatures within 20' of a point in range must Save vs Magic or take [sum] damage. All flammable objects within the area are set on fire.

Floating Disk
Casting Time: 1 minute
Duration: [sum] hours
Range: 0
You create a floating disk of magical energy, which follows 10' behind you. It can carry [dice] * 10 slots worth of items.

Forcecage
Casting Time: 1 action
Duration: [sum] hours
Range: 60'
You can create a cage of almost invisible, impenetrable magical energy enclosing [sum] creatures. These creatures can Save vs Magic to escape the cage when it first appears. Creatures attempting to teleport into or out of the cage must first Save vs Magic. The cage cannot be damaged by non-magical means, and has [dice] * 4 HD.

Gust of Wind
Casting Time: 1 action
Duration: 0
Range: 30'
You create a strong wind 5' wide and [dice] * 30' long at a point in range. All loose objects weighing less than [sum] * 50 lbs are thrown to the end of the wind, and all creatures in the area must Save vs Magic or be thrown to the end of the wind as well. If the thrown objects and creatures hit a solid object as they are thrown, they take 1d6 damage per 10' they are moved before hitting. You can also use this spell when you are hit by a ranged attack to negate [sum] damage. If you negate all of the damage, the attack is redirected to its source.

Hemorrhage
Casting Time: 1 action
Duration: [sum] rounds
Range: 30'
A creature in range must Save vs Magic. On a failure, they take [sum] damage and take [dice] damage at the start of each subsequent round as they suffer massive internal bleeding.

Hex
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
A creature within range takes an additional [dice] damage whenever it takes damage for the duration. Whenever you directly deal damage to it (with a weapon attack or a spell, for example), instead of dealing [dice] additional damage, you deal [sum] additional damage. The creature must Save vs Magic or have disadvantage on attack rolls against you.

Hideous Laughter
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
A creature within range must Save vs Magic or laugh uncontrollably for the duration. While laughing, they are incapacitated and rolling on the ground, unable to do anything. If cast with at least 4 dice, the duration is permanent (until the creature dies of thirst or hunger).

Hoarfrost Hauberk
Casting Time: 1 action
Duration: [dice] hours
Range: 0
You sheathe yourself in a spiked cuirass of ice. This cuirass has [sum] hitpoints, which take damage that would otherwise have damaged you. If an enemy hits you with a melee attack while any of these hitpoints still remain, they take [dice] damage.

Hurricane
Casting Time: 1 hour
Duration: [dice] hours
Range: [dice] miles
You summon an enormous swirling storm around yourself. [dice] * 20% of the buildings, developed land, and vegetated areas within range are devastated or destroyed by flooding and high winds over the course of the spell. There is a calm area within 100' of where you cast the spell. While in the area of the storm, no ranged attacks can be made and movement speed is halved due to winds, there may be dangerous flooding or landslides, and the strength of all magical wind and lightning effects is doubled. Casting this spell requires [dice] * 100 d. of fine wine and a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3 MD), or a human (4 MD).

Illusion 
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
An illusion no larger than a [dice] * 5' cube affecting [dice] senses of your choice appears within range. You can choose the exact way in which it affects those senses (i.e. exact appearance, exact texture, exact smell). Creatures can Save vs Magic to notice it is an illusion if they have reason to suspect it, and they will notice it is an illusion automatically if it is clearly proven. The illusion can cast light up to 30' away and can smell awful enough to inflict disadvantage on all d20 rolls by creatures in the area. It can be dismissed at any time.

Imp Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You summon an imp with [dice] HD. This imp is intelligent, speaks the languages you do, and will follow your commands precisely to the word, but it may have its own agenda as well. The imp has [dice] / 2 MD (round down), which are expended on any use and regenerate over a week, not a day, and knows [dice] random Demonic Mage spells. Casting this spell requires [dice] * 20 d. of silver dust and a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3 MD), or a human (4 MD).

Inflict Wounds
Casting Time: 1 action
Duration: 0
Range: Touch 
A creature in range must Save vs Magic or take [sum] + [dice] damage. If the target is undead, this spell instead acts as an invigorate spell against them. On a successful Save, the target takes only half of [sum] damage.

Insect Swarm 
Casting Time: 1 action
Duration: [sum] rounds
Range: 30'
You summon a swarm of various flying insects at a point within range. It has [dice] HD and can hit for 1d6 damage. Targets it hits must Save vs Poison or take an additional [dice] damage. In combat, it acts on your initiative. It will only do what you specifically command, and cannot perform complex or dexterous actions. As is usual for a swarm, it only takes 1 damage from non-area effects but takes double damage from area effects. It remains under your control until destroyed or until the duration ends, at which point it dissipates.

Invigorate
Casting Time: 1 action
Duration: 0
Range: Touch
A creature within range regains [sum] + [dice] hitpoints. If target is undead, this spell instead acts as an inflict wounds spell against them.

Kulning
Casting Time: 1 minute
Duration: [dice] minutes
Range: [dice] * 100'
All domesticated ungulates within range gather to you and follow you around for the duration. If you choose, instead of affecting all domesticated ungulates within range, you can affect up to [dice] specific domesticated animals of any kind you can see. As you are singing for the duration, you produce a significant amount of noise. You can end the spell at any point.

Locate Object
Casting Time: 1 hour
Duration: 0
Range: [dice] * 50 miles
You learn the location of a single specific object or living thing you know the name of. If there are multiples of this specific thing within range, you learn the locations of the nearest [dice] of them. The quality of the location information is up to the DM, but should be exact enough to allow relatively straightforwards navigation to it. If at least 4 dice are invested, the range of this spell is indefinitely large.

Mage Hand
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
You create a spectral floating hand at a point within range. The hand is under your direct control. It can move 30' in a round, and can lift at most [dice] * 5 lbs. If wielding a one-weapon, it deals 1d6 damage with a to-hit bonus of 1 + the weapon's to-hit bonus. The hand has 1 HD and an AC of 13.

Magic Missile
Casting Time: 1 action
Duration: 0
Range: 60'
You create [sum] arrows of magical energy, which each hit a target of your choice within range (you can hit a single target more than once if you wish), dealing [dice] damage.

Magic Stone
Casting Time: 1 action
Duration: [dice] hours
Range: 0
You touch [sum] small stones and turn them into +1 magic weapons. Rocks are base -2 grapple weapons with -1 thrown 20/60, and the stones can also be used as ammunition for a sling.

Magic Weapon
Casting Time: 1 action
Duration: [sum] rounds/minutes/hours/days
Range: 0
A weapon you touch is turned into a +1 magic weapon for the duration. If you cast this spell with 4 MD and also expend rowan ash, tea tree oil, salt, iron filings, and 100 s. of silver and gold dust, it is permanent.

Mending
Casting Time: 1 minute
Duration: 0
Range: Touch
You repair a broken object within range that is no larger than a [dice]' cube or [dice] objects no larger than a 1' cube. You cannot repair magical items with this spell.

Mold Earth
Casting Time: 1 action
Duration: [dice] minutes
Range: 0
For the duration, you can shape the earth with your bare hands. Each round, you can displace [dice]^3 * 125 cubic feet of earth, or [dice]^3 cubic feet of stone.

Moonbeam
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
A 10' radius circle around a point within range is filled with moonlight. Any creature beginning their turn in this area must Save vs Magic or take [sum] damage. Shapechangers do not get a save against this spell, take maximum damage from it, and are forced to revert to their original shape while within the area.

Pass Without Trace
Casting Time: 1 minute
Duration: [dice] * 2 hours
Range: 20'
All creatures of your choice within range leave no tracks and cannot be tracked by nonmagical methods. None of these creatures can be found while attempting to be stealthy in a natural area.

Phantasmal Force 
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
You create an illusory creature at a point within range. This illusion appears differently to all of your enemies, looking like their worst fear. The illusion acts on your initiative in combat and can only attack. It can hit for 1d10 damage. If a creature is hit by the illusion, that target must Save vs Illusion. On a success, they see through the illusion and can no longer hit it or be hit by it. On a failure, they become frightened for the duration. If any creature who believes in the illusion hits it (AC 12), it is destroyed.

Polymorph
Casting Time: 1 action
Duration: [dice] hours
Range: 30'
A creature within range must Save vs Magic or be turned into an animal of your choice with no greater HD than their level. The creature can deliberately fail their save if they wish to. The creature gains no benefit from any of their special abilities unless they can be sensibly used by their new form, but does gain the abilities of their new form. All damage and injuries are reflected between your original form and your polymorphed form at the beginning and end of the spell. You can end the spell at any time you wish. If you invest at least four dice, this spell lasts indefinitely.

Produce Flame
Casting Time: 1 action
Duration: [dice] hours
Range: Self
You summon a flame in your hand for the duration. It casts light as a torch. You can, as an action, throw this flame at a target within 60'. They must Save vs Magic or take [sum] damage. Throwing the flame ends the spell. On a successful Save, the target takes only half of [sum] damage.

Ray of Frost
Casting Time: 1 action
Duration: [dice] rounds
Range: 90'
You shoot a ray of cold at a target within range. The target must Save vs Magic or take [sum] damage and suffer a debuff based on hit location for the duration. 1d4: 1. Head, -[dice] on Saves. 2. Torso, lose 1 HD permanently. 3. Arms, -[dice] on attack rolls. 4. Legs, -[dice] * 10' movement speed. On a successful Save, the target takes only half of [sum] damage and the secondary effect is not inflicted.

Ray of Sickness
Casting Time: 1 action
Duration: [dice] rounds
Range: 90'
You shoot [dice] rays of sickening energy at [dice] targets in range. Each target must Save vs Magic or take [dice] damage and become sickened for the duration. The target receives a -1 to-hit and AC penalty each round they are sickened (the penalty lasts for [sum] days), and may Save vs Magic at the end of each round to end the effect.

Remove Curse
Casting Time: 1 minute
Duration: 0
Range: Touch
You remove a harmful magical effect from a creature within range. If the effect was cast with more dice than this spell is cast with or is particularly powerful, you must Save vs Magic or fail to remove the effect. Some extremely powerful curses cannot be removed with this spell or may require this spell as well as further magical rituals to remove. This spell requires burning 10 * [dice] d. of incense and an animal sacrifice of at least a chicken.

Restoration
Casting Time: 1 minute
Duration: 0
Range: Touch
You remove a negative effect from a creature within range. The type of effect that can be removed depends on the dice you invest in the spell as follows: 1 die for blindness, deafness, or paralysis; 2 dice for charm or petrification; 3 dice for hit point maximum reduction or to heal [sum] ability score damage; 4 or more dice for experience drain. This spell requires burning 10 * [dice] d. of incense.

Ritual of Lichdom
Casting Time: 24 hours
Duration: 0
Range: 0
You must cast this spell with at least 4 MD. You take [sum] damage and automatically trigger a Necromancer Doom. When you trigger the final Necromancer Doom, instead of dying as you normally would, you become a lich. Casting this spell requires a stone altar, a ritual circle of sycamore ash and at least 1000 d. of silver dust, a dagger worth at least 1000 d., and at least 100 human sacrifices. In addition, for the final casting of this spell to be successful, someone must let your blood with the dagger upon the altar as you cast the spell and you must have a phylactery worth at least 5000 d.

Sanctuary 
Casting Time: 1 action
Duration: [dice] hours
Range: Touch
[dice] creatures within range becomes magically protected. Any creature wishing to harm the targets in any way must first Save vs Magic. On a failure, they are unable to harm the targets, even indirectly, for the duration of the spell. The first time a creature succeeds on its save, the spell ends.

Scorching Ray
Casting Time: 1 action
Duration: 0
Range: 90'
You shoot [dice] rays of heat at [dice] targets within range. Each target must Save vs Magic or take [sum] damage. If you target a flammable object, it instantly bursts into flame.

Scrying 
Casting Time: 1 minute
Duration: [dice] hours
Range: [dice] * 100 miles
You pick a creature who's name you know within range. You create an invisible sensor watching them for the duration. You must invest at least 3 dice in order to hear through the sensor as well. If you don't have a body part (at least a fingernail clipping or strand of hair) from the target, you only have a [dice]-in-6 chance of successfully scrying on them. Scrying requires a reflective surface or crystal ball, on which the image is shown, and either [dice] * 10 d. of silver dust or moonlight. You can end the spell at any time.

Silent Image
Casting Time: 1 action
Duration: [dice] hours
Range: 60'
You create a visual illusion within range that is no larger a than [dice] * 5' cube or a [dice] * 10' square. Creatures can Save vs Magic to notice it is an illusion if they have reason to suspect it, and they will notice it is an illusion automatically if it is clearly proven. The illusion can cast light up to 30' away. You can cause the illusion to change while you can see it and with considerable concentration. It can be dismissed at any time.

Slow Poison
Casting Time: 1 action
Duration: [dice] hours
Range: Touch
[dice] poisoned creatures within range can make an additional Save vs Poison, suffering no ill effects on a failed save. In addition, the action of the poison within them is halted for the duration.

Song of Charming
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[sum] people in range must Save vs Magic or regard you with admiration and respect for the duration. They will not take hostile action against you while charmed.

Song of Freedom
Casting Time: 1 action
Duration: [dice] rounds
Range: Self
For the duration, physical bonds cannot hold you, magical bonds or mind-altering effects have a 4-in-6 chance of not affecting you, and previously locked objects have a 3-in-6 chance of opening to your touch.

Song of Protection
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range have +2 AC and +1 to all Saves against physical harm.

Song of Restoration
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range gain 1d4 hitpoints every minute and, if affected by a harmful condition, may make an additional Save against that effect every minute.

Song of Slaying
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, you have +1 to-hit, +1 damage, +1 AC, and proficiency in wrestling if you did not already have it. You cannot do anything other than slay your foes, but you may cooperate with your allies towards that goal. If one of your allies damages you or interferes with your slaying, they are now a foe.

Song of Slumber
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[dice] creatures in range must Save vs Magic or fall asleep for the duration. They will awake if any hostile action is taken against them, or if they are touched. If you simultaneously perform a dance, the targets have disadvantage on the Save.

Song of Staying
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range have +[sum] to all Saves and cannot fall unconscious or be incapacitated in any way.

Song of Strength
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, you have +[sum] to all Strength and Constitution checks you make, as well as +1d4 damage on melee attacks.

Song of Whelming
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
You attempt to subject a creature within range to your force of will. They are incapacitated for the duration, although they can still talk or sing. They Save vs Magic each round, and are able to act as normal that round on a success. If they succeed [sum] saves, they break free of the spell. If they fail 5 saves, they fall unconscious. 

Speak with Animal
Casting Time: 1 action
Duration: [dice] hours
Range: Self
For the duration, you choose [dice] classes of animals (in the taxonomic sense, i.e. mammals, birds, insects, arachnids, or cephalopods) to speak with. You can talk to these animals and they will understand you, and you will be able to understand their communications as if they were speaking. Their intelligence is not increased and they are not automatically friendly to you.

Speak with Dead
Casting Time: 1 action
Duration: [dice] minutes
Range: Touch
You can converse with a humanoid corpse in range. The corpse may or may not be particularly cooperative or helpful, and certainly won't be too inclined to help you if you killed it. You can, however, force the corpse to answer [dice] questions. Casting this spell requires cypress ash and 10 * [dice] d. of silver dust.

Speak With Elements
Casting Time: 1 action
Duration: [dice] minutes
Range: 0
For the duration, you can speak to [dice] elements of your choice: air, water (including ice), earth (including stone or magma), fire, acid, lightning, wood, and metal. These elements may not be friendly or helpful, but they remember everything which has happened in their vicinity for as long as they have been in their current form and state of matter.

Starlight Lance
Casting Time: 1 action
Duration: [sum] rounds
Range: 120'

You launch a javelin of hard light at a target within range. The target must Save vs Magic or take [sum] damage and be launched backwards [dice] * 10' to the ground or until they hit a wall, where they are fixed in place for the duration. Each round they are fixed in place they may Save vs Magic, escaping once they have succeeded [dice] times. The javelin casts light in a 10' radius. On a successful Save, the target takes only half of [sum] damage and the secondary effect is not inflicted.

Summon
Casting Time: 10 minutes
Duration: 0
Range: Touch
You summon a random supernatural creature (In Carolingia, 1d3 for 1. Demon, 2. Fey, 3. Starspawn). The creature has HD determined by dice invested: 1 die for 1d4 HD, 2 dice for 1d6 + 1 HD, 3 dice for 1d8 + 3 HD, and four or more dice for 1d10 + [dice] HD. If you know the true name of a specific creature, you can instead summon it directly, as long as the dice you invested allow a creature of that HD to be summoned. The creature makes a reaction roll to determine its feeling about being summoned, unless it would clearly feel a specific way about it already. As part of casting this spell, you can expend 100 d. of silver dust or salt, 10 d. of chalk, 5 candles, and the blood of a freshly killed humanoid to create a magical circle. If you do so, the summoned creature is trapped within the circle until you release it. You may banish the summoned creature at any time while you can see it, although if it is unwilling to be banished you must first Save vs Magic. If you fail the save, you cannot banish the creature.

Summon [creature type]
Casting Time: 10 minutes
Duration: 0
Range: 0
You summon a random [creature type]. The creature has HD determined by dice invested: 1 die for 1d6 HD, 2 dice for 1d8 + 1 HD, 3 dice for 1d10 + 3 HD, and four or more dice for 1d12 + [dice] HD. If you know the true name of a specific [creature type], you can instead summon it directly, as long as the dice you invested allow a creature of that HD to be summoned. The creature makes a reaction roll to determine its feeling about being summoned, unless it would clearly feel a specific way about it already. As part of casting this spell, you can expend 100 d. of silver dust or salt, 10 d. of chalk, 5 candles, and the blood of a freshly killed humanoid to create a magical circle. If you do so, the summoned creature is trapped within the circle until you release it. You may banish the summoned creature at any time while you can see it, although if it is unwilling to be banished you must first Save vs Magic. If you fail the save, you cannot banish the creature.

Unseen Servant
Casting Time: 1 minute
Duration: [sum] hours
Range: [dice] * 60'
You summon an invisible, intangible servant. It will do your bidding and can perform any and all unskilled mundane tasks at the speed a human could perform them. It cannot take harmful action and cannot go further than the range of the spell away from the location where the spell was cast.

Vampiric Touch
Casting Time: 1 action
Duration: 0
Range: 0
One creature you can touch must Save vs Magic or take [sum] damage. You regain hitpoints equal to the damage dealt. On a successful Save, the target takes only half of [sum] damage and you gain no hitpoints.

Wall of Force
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You create an almost invisible, impenetrable wall of magic within range. This wall can be in any shape with an area of [dice] * [dice] * 100 square feet. It cannot intersect any creature, but may intersect and go through inanimate objects. If you enclose a creature, they can Save vs Magic to escape. This wall cannot be damaged by non-magical means, and it has [dice] * 3 HD.

Wall of Ice
Casting Time: 1 action
Duration: Indefinite
Range: 60'
You create a thick wall of ice within range. This wall can be in any shape with an area of [dice] * [dice] * 200 square feet, and it is [dice] * 5' thick. It cannot intersect any creature. If you enclose a creature, they can Save vs Magic to escape. Each 5' by 5' pillar of ice has 5 HD. The wall lasts until it melts.

Wall of Light
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You create a wall of blinding light in a color of your choice within range, which casts light 30'. This wall can be in any shape with an area of [dice] * [dice] * 100 square feet. It cannot intersect any creature, but may intersect and go through inanimate objects. If you enclose a creature, they can Save vs Magic to escape. Physical objects and magical effects can pass through this wall. If a creature passes through the wall, they are blinded for [dice] rounds and must Save vs Magic or take [dice] damage.

Wall of Stone
Casting Time: 1 action
Duration: Indefinite
Range: 60'
You create a wall of stone within range. This wall can be in any shape with an area of [dice] * [dice] * 50 square feet, and it is 2' thick. It cannot intersect any creature. If you enclose a creature, they can Save vs Magic to escape. Each 5' section of wall has 7 HD and can't be damaged by martial weaponry. Pickaxes deal 1d6 damage.

Werelight
Casting Time: 1 action
Duration: [dice] hours
Range: [dice] * 10'
You create a light which hovers over your shoulder. It casts light within range, although you may dim it to cast light within a smaller radius of your choice at will, as well as brightening it up to its maximum radius.

Wild Shape 
Casting Time: 1 action
Duration: [dice] hours
Range: Self
You turn into an animal of no more HD than [dice]. You keep your mind, but you can only use class abilities that make sense for the animal form you assume. You can only speak languages that your original form and your wild shaped form share. All damage and injuries are reflected between your original and wild shaped forms at the beginning and end of the spell. You can end the spell at any time you wish.

Word of Beauty
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
For the duration, a creature within range is supernaturally attractive and charming, no matter their condition (injured, unkempt, exhausted, ill-tempered, none of it matters). Creatures who wish to attack you must Save vs Magic. On a success, they have +2 to-hit because you're busy being beautiful, but on a failure they cannot harm you. You have a [dice] bonus to reaction rolls.

Word of Death
Casting Time: 1 action
Duration: 0
Range: 60'
A creature within range who has no more HD than [dice] must Save vs Magic or die.

Word of Pain
Casting Time: 1 action
Duration: [dice] * 3 rounds
Range: 60'
A creature within range who has no more HD than [dice] * 2 must Save vs Magic or become wracked with agony. For the duration, they have -2 on all rolls and must Save vs Pain each round or be unable to act.