Forbidden Lands Players Handbook
RESULTEFFECTMAGIC MISHAPS11–13 Someone witnesses your magic and tells others. Your Reputation increasesone step.14–15 Your magic makes you very HUNGRY.16–21 The spell suddenly makes you very THIRSTY.22–23 The magic disturbs your sleep. You won’t be able to sleep for D6 days,which makes you SLEEPY.24–25 Your spell drains your energy, inflicting 1 point of damage to Agility.26–31 Your magic hurts your body and you suffer 1 point of damage to Strength.32–33 You are overwhelmed by the power of your own magic and feel thatpeople around you are mere ants compared to you. You suffer 1 point ofdamage to Empathy.34–35 The spell unleashes demonic visions which inflict 1 point of damage to Wits.36–41 The spell triggers a magical disease with a Virulence of 2D6. You and everyonewithin ARM’S LENGTH of you for the next Quarter Day are exposedto the contagion.42–45 The spell also affects a friend or other unintended victim. A healing orhelping spell affects an enemy alongside the intended target.46 Your magic permanently alters your appearance. The GM decides how.51 The spell blinds you. You act as in total darkness for the next full day.52–55 The spell ravages your mind. Immediately roll for a critical injury (mentaltrauma).56 The force of the magic breaks bones in your body. Immediately roll for acritical injury (blunt force).61 Your magic attracts a demon from another dimension. The GM can createa demon randomly (see page 78 in the Gamemaster’s Guide) or createit herself. The demon appears within the next Quarter Day and will createall kinds of trouble.62–65 The spell backfires. An offensive spell affects you instead of your intendedtarget. A protective or healing spell wounds instead of healing. A shapeshiftgoes horribly wrong and you become a dumb animal. A summonedundead, demon, or illusion turns against you. The GM specifies the details.66 Your magic rips open a rift to another dimension, and a demon pulls youover to the other side. Time to make a new character. Your old characterwill come back as an NPC after D66 days but will be … changed.119magic
GRIMOIRESYou don’t need your spellswritten down to cast them, butit makes it easier to get it right.Grimoires are highly sought-afterartifacts among sorcerers.If you cast a spell from a bookor a scroll, its rank is consideredone step lower than usual. Incombat, you must spend a fastaction readying your grimoirebefore you can cast the spell.Writing down a spellrequires that you first cast itonce. Then, you must spend atleast a Quarter Day with quillin hand and make a successfulLORE roll. Writing down a ritualtakes two Quarter Days.NPCS & SPELLCASTINGNPCs cast spells in the same way as PCs. TheGM uses his general pool of Willpower Pointsfor this purpose, in the same way as per talents.Read more on page 63.EXAMPLEThe half-elf Nirmena has rank 2 in thePATH OF BLOOD talent, and can cast BloodMagic spells of up to that rank. When sheis confronted by an armed Rust Brother atNEAR range, she chooses to attempt to IMMO-LATE him. He carries a torch, which helpsher channel the fire in the Rust Brother’sblood. She spends two Willpower Points topower her spell. As she is a half-elf, thesecount as three WP, and she rolls three BaseDice. She rolls one x and two l ! The PowerLevel is 5 (3 from the Willpower Points,one for the x, and one for the torch ingredient).The Rust Brother suffers 5 points ofdamage and burns like a human torch. Unfortunately,Nirmena also suffers a magicmishap due to the l . Nirmna rolls 43 andthe GM decides that the fire spreads throughthe room and that Nirmena’s friend, Tyrgar,also suffers the damage.GENERAL SPELLSThe magic disciplines in the Forbidden Landsdiffer, but there are certain effects and spellsthat all sorcerers and druids can use if skilledenough. These are called general spells. Theyalso come in ranks, but you can use any magictalent to cast them.GENERAL SPELLSSPELLRANKMagical Seal 1Sense Magic 1Dispel Magic 2Obscure Magic 2Bind Magic 3Transfer 3120chapter 6
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RESULT
EFFECT
MAGIC MISHAPS
11–13 Someone witnesses your magic and tells others. Your Reputation increases
one step.
14–15 Your magic makes you very HUNGRY.
16–21 The spell suddenly makes you very THIRSTY.
22–23 The magic disturbs your sleep. You won’t be able to sleep for D6 days,
which makes you SLEEPY.
24–25 Your spell drains your energy, inflicting 1 point of damage to Agility.
26–31 Your magic hurts your body and you suffer 1 point of damage to Strength.
32–33 You are overwhelmed by the power of your own magic and feel that
people around you are mere ants compared to you. You suffer 1 point of
damage to Empathy.
34–35 The spell unleashes demonic visions which inflict 1 point of damage to Wits.
36–41 The spell triggers a magical disease with a Virulence of 2D6. You and everyone
within ARM’S LENGTH of you for the next Quarter Day are exposed
to the contagion.
42–45 The spell also affects a friend or other unintended victim. A healing or
helping spell affects an enemy alongside the intended target.
46 Your magic permanently alters your appearance. The GM decides how.
51 The spell blinds you. You act as in total darkness for the next full day.
52–55 The spell ravages your mind. Immediately roll for a critical injury (mental
trauma).
56 The force of the magic breaks bones in your body. Immediately roll for a
critical injury (blunt force).
61 Your magic attracts a demon from another dimension. The GM can create
a demon randomly (see page 78 in the Gamemaster’s Guide) or create
it herself. The demon appears within the next Quarter Day and will create
all kinds of trouble.
62–65 The spell backfires. An offensive spell affects you instead of your intended
target. A protective or healing spell wounds instead of healing. A shapeshift
goes horribly wrong and you become a dumb animal. A summoned
undead, demon, or illusion turns against you. The GM specifies the details.
66 Your magic rips open a rift to another dimension, and a demon pulls you
over to the other side. Time to make a new character. Your old character
will come back as an NPC after D66 days but will be … changed.
119
magic