Links elsewhere
Gameplay & Combat
Equipment
NPCs & Followers
Additional Rules
Optional Rules
RESEARCHING SPELLS
A magic casting character may research an arcane word at the cost of 1d6 x 1000gp (they may subtract their WIT modifier x 1000, to a minimum of 1000gp). It takes 1d6 days of solid study (they subtract a number of days equal to their DIS modifier, to a minimum of 1). The character chooses whether they researched a verb or a noun, and rolls on the following table (re-rolling duplicates).
They may combine two (or more) words to create a spell, agreeing with the Host a spell effect, and spending another 1d6 days (modified by DIS) to create the specific spell.
They may choose to try and combine two words on the fly while adventuring to create a spell effect. They may do so on a successful challenge roll. If they fail, they may face a magical repercussion for toying with magic without due diligence. The Host should warn what sort of mishap might happen. If the Guest suggests a worse consequence, the character gets a bonus to their challenge roll.
Verb
d66 | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
1 | Absorb | Blind | Divide | Grow | Inflict | Shrink |
2 | Animate | Commune | Extract | Hasten | Manipulate | Slow |
3 | Attract | Confuse | Find | Heal | Open | Summon |
4 | Awaken | Deafen | Fling | Heat | Paralyse | Teleport |
5 | Banish | Diminish | Form | Hide | Project | Understand |
6 | Bind | Disguise | Freeze | Hold | Seal | Ward |
Noun
d66 | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
1 | Acid | Death | Earth | Gold | Memory | Silver |
2 | Air | Decay | Fear | Human | Message | Sound |
3 | Animal | Desire | Fire | Iron | Plant | Stone |
4 | Clothing | Device | Flavour | Life | Relationship | Water |
5 | Courage | Disgust | Flesh | Light | Salt | Weight |
6 | Darkness | Door | Fog | Limb | Silence | Wood |
Barrowmaze-Specific Rules
ESCAPE THE BARROWS! If for whatever reason the party has not returned to a place of safety by the end of the day (session), the group gets split up as the thick, impenetrable fog falls and every character must make a Saving Throw to avoid the dangers of the night. Anyone who fails must roll 2d6:
Moral of the story: be back by nightfall! CAROUSING Characters may drown their sorrows / toast the fallen / celebrate their success by a night on the town. Whatever the outcome, they generally feel better prepared for adventuring afterwards. The player, having decided that the character is going to go carousing tonight, first rolls a d6 x 100: this is both the expense incurred and the amount of XP received from the night's events. If the character doesn't have enough gold to cover the cost, they are now in debt to an NPC. The GM will roll randomly to determine what the character got up to while 'under the influence'. |