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0: What is The Book of Air Magic: It is ultra simple rules for adding Air Choose a new spell that is orthogonally adjacent to one spell you
magic into any of your Micro Chapbook RPG games. already learned. This means you can learn the spell directly above,
below, or to either side of a current spell you know. Spend the Willpower
2.0: What You Need: Any Micro Chapbook (or the Micro Chapbook Deluxe Cost (in the shield) for that spell and make the Wit roll. If you pass,
Core Rules) and a print out of the spells sheet included here. learn the new spell (fill in the bubble). If you fail, you don’t learn the
spell. You can spend the Willpower to immediately try again. If you are
3.0: Using This Chapbook: Any character class may use the Book of Air in the dungeon when you fail, a new monster will appear (but only 1
Magic by spending 3 gold during character creation to purchase a “book monster), sneaking up on you while you are reading. Roll on the Monster
of magic.” Books of magic may also be purchased in between dungeons at Chart to randomly determine the monster.
any town. The Wizard class will have an easier time with magic and
gains one book of magic for FREE during character creation. Wizards pay 8.0: Spells
half the Will cost to cast any spell (to a minimum of 1). They also receive
ACOLYTE
-1 to any Wit roll to learn a new spell.
Spell Time Will Effect
4.0: Setting Up: Start by taking the Spell Sheet. There are 4 Levels of
learning in any book of magic: Acolyte, Apprentice, Professional, and Ant’s Breath Melee 1 You breath on one enemy, forcing
Master. Each level has a number of spells listed. The small circle will be Combat them backward into a wall and deal
1 damage. Roll 1D6. On a 6 the enemy
filled in when you learn a spell. The shield contains the Willpower cost is knocked out and can’t deal
to cast the spell. It is also the cost to attempt to learn the spell. damage for 1D3 rounds of combat.
5.0: Starter Spell: You always begin as an Acolyte and can learn the
starting spell (Ant’s Breath) by spending 1 Willpower and making a APPRENTICE
successful Wit roll. If you fail the roll, you may always spend the
Willpower to try again. Fill in the small circle to show you’ve learned Spell Time Will Effect
it. Breeze Ranged 2 A heavy breeze sweeps over all
Combat enemies in the room, dealing 1
6.0 Casting: Each spell has a “Time.” This is when the spell may be cast damage to each.
during gameplay. To cast a spell you must pay the Willpower cost of the
spell and then make a Wit roll. If the roll succeeds the spell works. If it Cat’s Breath Melee 2 You breath on one enemy, forcing
Combat them backward into a wall and deal
fails, the magic fizzles out. There is no effect. If you roll a 6 while 1D3 damage. Roll 1D6. On a 5+ the
casting a spell, the spell backfires. Your character takes 1D3 damage. enemy is knocked out and can’t deal
damage for 1D3 rounds of combat.
7.0: Learning New Spells: After completing a dungeon and slaying the
boss, you may attempt to learn a new spell (as you now have the time to Wind Fall Before 2 A huge gust of wind rushes into the
Combat room, knocking the enemies off
study the book of magic more). Alternatively, you may also attempt to their feet, making them prone. For 1
learn a new spell after clearing any room in the dungeon where you just round of combat, enemies deal half
used a spell you already have. However, while learning in the dungeon the damage. Additionally all
your Wit roll is made at +1 (in addition to other modifiers) and the player attack rolls (both ranged
Willpower cost is doubled. (For Wizards, this just removes their -1 and melee) are made at-1 modifier
modifier and makes the spell cost the normal Willpower it would for
other classes).
PROFESSIONAL
MASTER