d100 spells

When creating a PC with a starting spell, refer to Spell Origins to learn where the spell was found. When cast from a single-use spell (like a scroll or runestone), the spell only uses 1 Magic Die (1d6). For more power, copy a spell into a grimoire (bulky).

Spell Tags

The range of a spell is always nearby unless specified. When a caster must maintain concentration, they cannot do any other action except concentrate on the spell and move.

  • {dice} refers to how many Magic Dice were rolled (for a scroll, this is always 1 and with a focus, you may add 1)
  • {sum} refers to the sum of the Magic Dice rolled

Some spells below have their own mishaps and dooms. These are listed with the spell.

d100 Spell Effect
1 Aid {dice} targets gain +damage die for {sum} rounds while the caster concentrates.
2 Alarming Arrows Plant {dice} arrows into {dice} surfaces. If a creature is within 1 zone of an arrow, they must make a DEX save or suffer the static {sum} damage from a magic arrow. Caster may designate any number of creatures to be immune to this effect.
3 Alter Size Targets double or halve in size for {sum} rounds. Each {dice} increases the number of the doublings or halvings. For example, two dice quadruples or quarters a creature’s size.
4 Anchor Strong wires out of an object, affixing itself to {dice} close points designated by the caster.
5 Banish A target with {sum} Guard or less. The target is banished for {dice} rounds. If the target is from a different plane of existence, they are banished to their home plane and cannot be resummoned for 24 hours.
6 Bell of Lies The caster rings an ethereal bell. Creatures that can hear the bell cannot knowingly lie for {dice} turns so long as the caster concentrates.
7 Bewitch The caster bewitches {dice} creatures while they concentrate for {sum} turns. On a failed CTRL save, hostile creatures become neutral, neutral creatures friendly, and friendly creatures infatuated.
8 Binding Chains Summon {dice} chains to trap an equal number of creatures. They can break out with a STR save. Objects may also be bound.
9 Blood Drinker The target grows fangs and gains a bite attack with a damage dice that steps up: 1 die = 1d4; 2 dice = 1d6; 3 dice = 1d8; 4 dice = 1d10; 5 dice = 1d12 and so on to a max of d12. The target restores half {sum} HP on a successful hit, draining blood. Mishap 5: Target cannot distinguish friend from foe. Mishap 6: Target is permanently monstrous.
10 Bubble of Silence For {dice} rounds, create an invisible dome of air that silences all sound within a sphere of 1 zone.
11 Cone of Cold Caster blasts a cone of frost hitting {dice} zones, inflicting 2 x {sum} cold
12 Control Plants For {sum} rounds, {sum} plants within range obey you and gain a creeping speed of 5’ per round. On your turn, in addition to your action, you may command your plants to attack or perform some other action. 0HD. 1HP. 1 atk +{dice} 1d4 bludgeoning, entangling. Entangling: Target must make a +str save vs caster’s int def or have their movement reduced to 0 for 1 round.
13 Counterspell As a reaction to a spell cast or as an action against an ongoing magical effect, the spellcaster who cast the original spell must make a CTRL with a difficulty floor of {dice}
14 Create Light As light: Lasts {sum} turns when emitting light. Touch an item to shed bright light (double torch range). As an attack: Blinds target for {dice} rounds. Investing at least 4 {dice} makes this light sunlight. As an attack: {sum} radiant damage only if the target is weak to sunlight.
15 Crown of Stars The caster summons {dice} stars of light that orbit their head, emitting 3 x torch radius of magical light, dispersing any magical darkness. The caster may hurl a star (range 2 zones) and inflict {sum} radiant damage.
16 Darkness Fills a 2 zone sphere with darkness while the caster concentrates. All light sources are snuffed out and cannot penetrate the barrier of the darkness. Investing 3 {dice} causes creatures with dark vision to be unable to see in the area. Magical light cannot penetrate unless the caster has HD over the {dice} invested. Lasts {dice} turns.
17 Darkvision For {sum} turns, {dice} targets can see in the darkness as if in dim light. Targets’ eyes burn in the sunlight: Actions requiring sight taken in the sunlight are at disadvantage.
18 Death Mask Steal and wear a dead person’s face as a mask. The mask blends in perfectly and creates a perfect disguise as the dead person. In {sum} days, it rots away, unless 4 {dice} are invested, which makes the mask permanent.
19 Death Touch Touch one creature, inflicting a quarter of their HP in necrotic damage with 1 magic {dice}, half of their HP with 2 magic {dice}. Invest at least 3 magic {dice}: The caster must maintain concentration and line of sight for three rounds (not counting the casting round) on the target. On the final round, the target dies. Investing additional magic {dice} reduces the number of rounds by 1. With 6 {dice}, the effect is instant. On any mishap result, the target rises as a revenant in {dice} days set on killing the caster.
20 Deep Freeze A wave of cold in a sphere emanates from a point, freezing the ground. On a successful hit, creatures in the target area suffer {sum} cold damage and have their speed halved for {dice} rounds. The area is difficult terrain.
21 Detect Magic The spell vibrates in the air, detecting sources of magic. The caster knows the type of magic of any magical item or effect in close range for {dice} turns as long as they are concentrating.
22 Disguise The caster alters the appearance of {dice} people to make them look like other non-monster people only. Lasts for {sum} hours.
23 Dissolve Caster sprays acid, inflicting {sum} acid blast damage on targets in range. Alternatively, this spell may target objects that could be dissolved by a powerful acid.
24 Earthen Wall A wall of earth double the height of the caster bursts out of the floor in a straight line, a curve, or a circle. Any creatures in the area of effect must succeed on a dex save or suffer {sum} bludgeoning damage and be restrained and have full cover until the duration. Lasts {dice} rounds.
25 Earthquake The area suffers tremors for {sum} rounds, causing all creatures in the affected space except the caster to fall prone and objects to fall, which could inflict damage. The area becomes difficult terrain.
26 Elasticity Target’s limbs extends 1 limb length per {dice} invested for {sum} rounds.
27 Eldritch Arms The target grows {dice} tendrils made of darkness, gaining that many attacks per round. Each attack with a tendril inflicts 1d6 bludgeoning damage. The tendrils may also be armed with weapons. Lasts {sum} rounds
28 Entangling Terrain The area is overgrown with vines, becoming difficult terrain. Any creatures within the area when the spell is first cast must make a str or dex save or be restrained. The save may be repeated every round for the duration. Lasts for {sum} rounds and affects {dice} range.
29 Envenom The caster touches a weapon and imbues it with venom. On a successful hit with this weapon, the target suffers weapon damage + 1d6 poison damage. On Critical Damage, the target is poisoned and will die in {sum} hours without treatment.
30 Eternal Mark The caster places {dice} marks on a surface or an object only they can see. This mark is visible no matter where they are. Casting this again destroys the marks previously cast.
31 Ethereal Ring All magical effects and spells within this zone are nullified for {dice} rounds.
32 Ethereal Vision Target’s eyes turn black and can see invisible things and through illusions for {dice} turns so long as the caster concentrates. At 3 {dice}, the target can see through magical darkness and see the true form of shapeshifters. Mishap 6: Target is blind for {dice} cycles.
33 False Life {dice} targets gain {sum} Life Points as a separate pool of damage reduction. Targets count as undead while they have these extra Life Points. They cannot regain any STR, Guard, or Life Points.
34 False death For {sum} days, {dice} targets die, to return to life after a time determined by the caster. Targets do not gain or roll for omens. Mishap 6: Targets return with half STR.
35 Featherfall {dice} targets fall slowly and lightly for {sum} turns. They cannot suffer fall damage during the duration.
36 Fireball Hurl a fireball inflicting {dice} + {sum} fire damage to everything inside 1 zone. Flammable objects catch fire.
37 Flame Curse Target takes {sum} fire damage each time they attack for {dice} rounds.
38 Floating Disc Conjure a floating black disc that floats 5 inches above the floor. Cannot go over pits. Can be directed. Can hold {dice} x 500 lbs.
39 Flying {dice} targets gain a fly speed equal to their walking speed for {sum} rounds while the caster concentrates.
40 Fog While concentrating, the caster summons a cloud of opaque fog that can be moved and shifted for {sum} rounds covering {dice} zones.
41 Fold Space Caster teleports to a place they have been before up to {dice} miles away. Mishaps. 6: You are duplicated. 5: A concussive blast emits from the folded space, flinging {dice} creatures close to the caster into the air, inflicting {sum} falling damage. Doom: 3rd: Caster is torn in half.
42 Ghostly Servant A ghostly servant appears for {dice} turns. It takes actions on your turn but cannot attack, follows polite instructions, and has no inventory (but can carry things).
43 Gravity Bomb Gravity reverses for a moment in the space around the caster, flinging {dice} creatures within range in the air, inflicting {sum} falling damage.
44 Grease A blob of slippery, flammable grease appears nearby, covering {dice} zones.
45 Heart Swap On a failed CTRL save, the target and caster swap STR scores.
46 Heat Metal The target metal object becomes unbearably hot for {sum} rounds. Any creature in contact suffers 1 STR damage per round.
47 Hold On a failed CTRL save, a nearby target cannot perform any action or move as the caster concentrates on an agonizing grasp for up to {dice} rounds.
48 Ignite A close target is engulfed in flames from within. May be used to light a candle or torch or fuse. When used on a creature, the creature must make CTRL save or suffer {sum} STR damage as they are engulfed in flames.
49 Illusions The caster concentrates on an illusion in the space for {sum} turns. The image cannot move unless 3 {dice} are invested. The image cannot make a sound unless 4 {dice} are invested.
50 Indolence Induces lethargy. While the caster concentrates, the target’s speed is halved and their attacks are impaired and all attacks against them are enhanced. May also be cast on mechanism or runaway carts to slow movement. Invest 4 {dice} to stop objects or mechanisms in motion completely. Must maintain concentration.
51 Inflict Wounds With a touch, the caster inflicts {dice} + {sum} necrotic damage on a single target as they are riddled with wounds. Mishaps. 6: Inflicts same damage on all targets in close range.
52 Instill Fear The caster inspires fear in {dice} targets, forcing a CTRL save. They must flee for {sum} rounds.
53 Invisibility {dice} targets become invisible for {sum} turns while the effect is concentrated on. The effect ends as soon as the targets attack or cast a spell. For every 3MD, the caster may instead turn 1 target invisible and the target may make attacks and cast spells for the duration while maintaining invisibility.
54 Jinx For {sum} rounds, while the caster concentrates, {dice} creatures must roll their saves at disadvantage.
55 Knock {dice} mundane or magical locks spring open with a loud knocking noise that can be heard far away.
56 Lightning Bolt The caster shoots a bolt of lightning, striking up to {dice} targets in a chain, inflicting {sum} lightning per target. If there are fewer than {dice} targets, the remaining damage goes multiple times into the final target in the chain.
57 Lightning Trap The caster may lay {dice} invisible traps. When a creature comes close to this trap, they must make a DEX save or suffer {sum} lightning damage and end their movement. The caster can designate any number of creatures to be immune to this effect.
58 Lock The caster touches {dice} mundane objects and they seal shut for {sum} turns.
59 Mage Armor The caster imbues clothing or armor with magical armor until the next dawn. Armor is increased by {dice}, up to a maximum of 4.
60 Magic Missile The caster fires {dice} magical bolts at up to {dice} targets. The targets suffer {sum} + {dice} force damage.
61 Mirror Image The caster creates {dice} illusory duplicates all within close range for {sum} turns. When the caster would suffer a hit, the attacker must roll to see if the hit strikes a duplicate (equal chance). If a duplicate is hit, it is destroyed. Blast attacks destroy all of the duplicates and hit the caster.
62 Passwall The caster touches a wall and creates a magical opening for the duration, tall enough for a person to pass through and {dice} x 5 feet thick.
63 Portal A portal splits open, leading to a liminal space that contains another portal to a location desired by the caster within {dice} miles. This space and the portals remain for {sum} rounds. Doom: 1st: Outsiders appear in the liminal space and attempt to escape.
64 Project Sound The caster creates illusory sounds from a point that is at most a far distance away.
65 Protect The caster protects a target. For {sum} rounds, all attacks against the target are impaired.
66 Puppet Strings emerge from the caster’s fingers. While concentrating, the caster takes exact control over the target for the {dice} rounds.
67 Quickening The target’s speed is doubled for {sum} rounds. For every 3 magic {dice} invested, the target may take any extra action, such as making another attack. Afterward, the target takes a Fatigue.
68 Raise Dead The caster touches {dice} corpses. These undead follow the caster’s commands for {sum} days. 2GD, 12 STR, 1d6 claws. The undead stop following the caster after the duration ends but continue walking until destroyed. Their vibes depend on their treatment.
69 Recall The caster must first designate a location with a ritual. {dice} targets teleport to the location. Mishap: 6: The targets are sent to a liminal space for {sum} hours.
70 Sapping Spines The caster places an invisible trap. When a creature comes close, ethereal needles inject into the target. They must succeed on a DEX save suffer {sum} STR damage. Half of the damage suffered is restored to the caster as STR as the ethereal needles sap the target’s energy.
71 Scry Entering a catatonic state while gazing into a reflective surface and holding a possession of a target, the caster enters the mind of the target and senses everything they sense. Mishap: 6: The creature enters the caster’s mind for the duration.
72 Send Message The caster whispers a message to a target within {dice} miles, who can respond with a brief message.
73 Serpent’s Kiss The target grows fangs, allowing them to draw out poison, negating poison and inflicting 1 STR damage. Venom is stored to be inflicted later. An attack made with these fangs inflicts 1d6 damage. If there is venom stored, then on STR damage, the target of the attack suffers 1d4 STR damage for {dice} rounds from the venom.
74 Shatter A loud thunderous burst forces creatures nearby you to make a STR save or suffer {sum} thunder damage and become deafened. Objects in the area crumble, buckle, or shatter.
75 Shield As a reaction to a successful hit, the caster may add {dice} to their armor score even if this would take them over 4 armor. Lasts {sum} rounds. Blocks magic missiles.
76 Shield of Gales Swirling winds cover a single zone. No missiles may pass in or out of this barrier for {sum} rounds.
77 Shocking Grasp The caster grasps the target and inflicts {dice} + {sum} electrical damage. If the target is wearing or made of metal, the damage is inflicted on the caster as well and both are flung 1 zone away from each other and fall prone (if a creature). When the target is a metal object, the effect depends on the size but it may interrupt a mechanism’s function.
78 Shuffle {dice} creatures swap places with one another. If there is an odd number, the caster is shuffled as well.
79 Sleep {sum} targets fall into a magical sleep for {dice} turns and can’t be awoken by anything less than a slap (full action).
80 Soul Transfer The caster steps into an ethereal dimension for {sum} rounds. Investing 4 magic {dice} allows the caster to escape their body and be stored in a vessel used to cast this spell. The body remains inert. If the vessel is touched by another creature, they must make a CTRL save or be possessed by you, repeating the save every day. If the possessed body is slain, the soul returns to the vessel. The caster may cast this spell again to return to their original body. Doom: 3rd: When 4 {dice} are invested, an ethereal creature possesses the body.
81 Speak with Dead The caster can speak freely with the target for {dice} minutes (using a real timer). Once a target has been spoken to, it cannot be spoken to again.
82 Spear of Smiting While concentrating, the caster attacks the target with a spear of sunlight, inflicting {sum} + {dice} sunlight damage and restraining the target. The target must make a STR save to escape. While concentrating on the spear, the caster can use an action to reel the target toward them. Sunlight emits from the spear for the duration, bathing 1 zone in light.
83 Spiderclimb The target gains a spiderclimb speed equal to their walking speed for {dice} turns.
84 Stoneskin All non-magical damage is halved for the target for {sum} rounds.
85 Stop Time Time stops for all but the caster for {dice} rounds. This effect ends if the caster attacks anyone. If you roll your 3rd doom for this spell, time resumes for everyone but you forever.
86 Summon In a semi-circle gesture, the caster summons a non-monstrous creature they have seen before for {sum} rounds. It serves the caster during the duration. The size of the creature changes based on MD invested: 1MD=mouse, 2MD=dog, 3MD=human, 4MD=bear, 5MD=elephant, 6MD=blue whale.
87 Suspend Objects While concentrating, the caster suspends {dice} objects in time and they cannot be moved, even if they are in the air. Lasts {sum} turns.
88 Swarm The target turns into a swarm of insects for {sum} rounds and cannot be targeted except by blast attacks. The target cannot cast spells or make weapon attacks.
89 Sympathy For {sum} rounds, when the caster is hurt, the target suffers the same amount of damage.
90 Tap in While concentrating, the caster delves into the target’s memories and thoughts for {dice} turns.
91 Telekinesis While concentrating, the caster can move {dice} objects with their mind, or hurl {dice} human-sized creatures up to {dice} zones away if the creatures fail a STR save.
92 Telepathy While concentrating, the caster can read and send thoughts telepathically for {dice} turns.
93 Thunderous Blast Caster summons a thunderous wave. The target is hurled {dice} zones away and suffers {sum} damage.
94 Tongues While concentrating, the caster can understand, speak, write one language perfectly for the duration, with an example of the language present (written sample or speaker), for {dice} turns.
95 Transfer Life The caster touches the target and heals {sum} HP at the cost of half {sum} of the caster’s HP.
96 Water Breathing {dice} targets can breathe underwater for {sum} turns
97 Water Surge A point you touch gushes with {dice} + {sum} gallons of clean spring water. Alternatively you may attack {dice} creatures for {sum} damage with a gush of water.
98 Web The area becomes sticky. When creatures enter or start in the area, they are stuck to the web. Lasts {sum} rounds.
99 Wither Plants in the area are desiccated, or on a CTRL save, {dice} targets suffer {sum} STR damage as water is drained from them.
100 *Create a spell  

Spell Creation

d20 verb noun
1 manipulate fire
2 hurl emotions
3 create metal
4 grow wood
5 reduce writing
6 ward flesh
7 detect water
8 hide darkness
9 summon animals
10 shape treasure
11 damage stone
12 halt senses
13 disguise weather
14 awaken plants
15 purify clothing
16 mend decay
17 adjust dead
18 separate memories
19 understand connections
20 fuse devices

Additional compatible spells can be found at the following sites. Usable at the referee’s discretion.

  • Glog, Trenchoat Edition
  • Glog Spells
  • Cairn Glog Spells
  • Spell Speaking
    • You may invest multiple magic dice on spell speaking, taking the higher/highest value. You must always take fatigue when casting these workings.
      1. Finding
      2. Mending
      3. Binding
      4. Healing
      5. Weather Working
      6. Songs
      7. Illusions
      8. High Art: Summoning
      9. High Art: Changing
      10. High Art: Naming
      11. High Art: Patterning
  • Hand of Gaub

Spell Origins

Spells can be found throughout the world in strange places. They are portrayed in pictograms, words, and diagrams. When creating a player character that has a spell, you may roll on the table below to determine where they discovered the spell and what object it is depicted on. Spell origins are not limited to these.

1d12 The spell was
1 Carved into a floorboard
2 Carved into a stone tablet
3 Etched into loose teeth wrapped in a bundle
4 Found in the forbidden section of a library
5 Heard in a dream and feverishly written down in a diary
6 Observed in the reflections of a glass vial filled with water
7 Painted on a cave wall and painstakingly chipped off
8 Revealed in a shard of glass created by lightning striking sand
9 Scorched on a skull found in the cinders of a hearth
10 Scrawled on a burial shroud
11 Traced out in the fog of a hand mirror
12 Written under the bark of a shedding tree