GM Scratchpad

Unused Spell Notes
Healing (Whatever Earl and Bob currently have) Speed (Improve running speed or combat actions) Combat (melee/missile increase) Nerves (Dexterity improvement) Spirit (Wisdom improvement)

Summoning You also saw Shealis cast a summoning spell. The casting is like fireball, but you must first contact and form a pact with the creatures which you will be summoning. This requires a ritual — which is in Shealis’ spellbook — but the Shahalesti spirits which she summoned would not be as friendly to you. You’ll need to figure out who you want to form a pact with, and what you will offer in return. (No, don’t try to make me think up what the creatures want in return, I have too many other tasks.)

IDEA Roll until Ready = remove 1 die each roll (plus time) IDEA Retry Threshold Failure = Threshold + 1 IDEA Divine Spells which can interrupt

super stealth?

Resist Fire Spells

Resist fire:

Summon Salamander

Fire runes

MEDIC: revives fallen comrade by removing all stun. Also halts bleeding. Sword of Righteousness — does no wounds to non-evil humans for remainder of battle. Does +1 stun to evil humans. Only affects humans.

Magical Tattoos: These tattoos act as single use magical items. Summon Guardian: Guardian appears if anyone attacks you while you are unconscious. Roll as defense against all attacks. Dice based on price. Neutralize Poison: Removes lingering poisons and protects for a duration based on price. Mirror Image: Creates a second you under your control and with all your abilities, except that you cannot both cast a spell in the same round. Duration based on price.''

''Summoning: You also saw Shealis cast a summoning spell. The casting is like fireball, but you must first contact and form a pact with the creatures which you will be summoning. This requires a ritual — which is in Shealis’ spellbook — but the Shahalesti spirits which she summoned would not be as friendly to you. You’ll need to figure out who you want to form a pact with, and what you will offer in return. (No, don’t try to make me think up what the creatures want in return, I have too many other tasks.)''

''IDEA Divine Spells which can interrupt -- super stealth? -- Resist Fire Spells -- Resist fire: -- Summon Salamander -- Fire runes -- MEDIC: revives fallen comrade by removing all stun. Also halts bleeding. -- Sword of Righteousness — does no wounds to non-evil humans for remainder of battle. Does +1 stun to evil humans. Only affects humans.

Dangers of Magic (in work, ignore for the present)
Never a bad result when 1 victory is rolled.

-- Even numbers only?

-- Different Result for Victory or Loss? Losses draw monsters while victories create special effects?


 * When magic number = __, a random Horror appears
 * Horror has attack and defense dice = casting dice minus threshold dice (<1 = no horror but threshold still lowered).
 * Horror appears near target on successful casting, otherwise near caster.
 * Appearance of Horror temporarily lowers threshold by 3 dice.

??? Creates beacon and big noise Gold spell summons foe of deity Horror-downed character has special system shock roll Very weak horrors may only be pests, may hang around, even be helpful Could horror be sorcerer-type demon? Increase stats, grant powers? Could there be long-term effects? Stalker, Murphy demon, leave trail?

Need list of random horrors!

Ideas for Possible New Spells
Ice Storm (like Fireball) Demon Armor (small demons appear to intercept blow) Spell Parry Make trap which summons monster spell to resist detection (how general??) summon poltergeist ?? azure predict weather azure make talisman for combat use of spell which cannot be cast in combat

''GM note to self: Need to account for these: Red: Divination 3 Talisman (can boost)

Add [new Arcane Circle]; like Arcane Circle but larger, longer lasting and not dispelled by crossing. Add all Azure require 4 people or 3 people and double cost -- or make high fat cost divided over people casting?