Sorcerer Perk: Your Magic Dice return on a 1-5, or 1-3 for spells outside your school. Drawback: You can’t learn spells from other schools and must make an Intelligence check to cast from scrolls and spellbooks. You take a 4 point penalty when trying to identify spells. Cantrips: 1. You can talk to spells and potentially summon them back or steal them out of others’ heads with a successful Charisma check. 2. Touch a creature to implant or remove a memory, unwilling creatures get a Save to resist. 3. A ritual costing 1 hp and an exploration turn can move spells you understand from a scroll or spellbook into your head. Spell List 1. Hold Portal R: 20’ T: portal D: [sum]x10 minutes The gate, door, or similar portal is held shut for the duration. Creatures with greater than 2 HD can remove 10 minutes from the duration for each HD they have each round. 2. Haste R: 60’ T: [dice] creatures D: [sum] rounds, splittable Creatures gain +4 to Movement and Dexterity checks, +2 to Dexterity attacks, and gains an additional action each turn. This action can only be used to gain one additional attack, even if you could normally use one action for two attacks. 3. Confusion R: 50’ T: creature D: [sum] rounds, concentration One creature is befuddled as long as you can maintain your concentration, but no longer than [sum] rounds. Befuddled creatures cannot distinguish two things from another. They attack random people, run through random doors, etc. 4. Precognition R: 0 T: self D: 2 hours You gain +2 to Initiative, Attack, Defense, and Saves. You cannot be surprised. 5. Floating Disk R: 10’ T: conjured disk D: [dice] hours You conjure up a floating disk. It will remain at your waist level and follows you around, though you can direct it to move 100’ away. It can carry up to 500+[dice]x100 pounds. It must be conjured in an empty space. 6. Acid Arrow (Biomancy)  Range: 50’ T: creature D: [dice] rounds Target takes [sum] damage and then d4 damage for [dice] rounds unless they spend a turn washing it off. The caster has to succeed on an Attack roll in order to hit with the [dice] as the to-hit bonus. 7. Command R: 50’ T: living creature D: [dice] hours You shout out a command to a living creature that must Save or obey If the command lasts more than one round, the creature gets another Save to resist at the beginning of each round. Adding additional [dice] increases the effects. You can also use this to dispel another’s command. Adding 1 MD allows you to affect two more targets, increase the length of your command by two words, or increase the duration between checks by two rounds. 8. Invisibility R: touch T: creature/object D: [dice]x10 minutes, splittable A creature becomes invisible. Anything they are holding wearing is invisible so long as it remains on their person. If it is set down, it becomes visible. The spell ends if the target attacks or casts a spell. 9. Darkness R: 60’ T: object or creature D: [dice]x2 hours A point in space is shrouded in darkness radiating out to 15’ for each [die] invested. The caster can see through this darkness. If you invest 4 [dice] or more, it becomes impenetrable to even creatures with darkvision. Alternatively, this spell can be used to extinguish [sum] mundane light sources or [sum]/[dice] magical ones. 10. All Things Adjacent R: 0’ T: self D: [dice] rounds You are adjacent to all things within your line of sight. You can interact with anything you can see. However, you are affected as if you were in every location at once. You don’t suffer multiple effects from the same hazard. Casting this spell within sight of the sun is obviously fatal. Emblem Spells 11. Web R: 60 T: area D: up to 1 hour Enough webbing to fill up 10 cubic feet per [die] invested spews from your hands. Trapped creatures can make a Strength check to escape. The webs are flammable and burn up in 5’ cubes each round. 12. Lightning Bolt R: [dice]x100’ T: 5’ area D: 0 Creature takes [sum] damage, Save for half. You can blast through materials (50’ of range) or bounce it off hardier surfaces. Creatures hit multiple times only take [sum] damage but must Save multiple times in order to halve the damage taken. Any creature wearing metal armor automatically fails its Save. Mishaps: 1. Gain 1 insanity point. 2. Take 1d6 damage. 3. Random mutation for 1d6 rounds, then Save. If failed, it is permanent. 4. MD only return on a 1-3 for 24 hours. 5. Spell targets you (if harmful) or enemy (if beneficial) or fizzles if neutral. 6. Any spells in your head return to your spellbook. Dooms: 1. You take 1 damage every time you cast a spell. 2. You must Save or suffer a Mishap every time you invest 2 or more [dice] into a spell. 3. You can no longer distinguish between spells and gain an insanity point when you put one in your head.