Ghastly Affair Character Record Sheets Now Available

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The Ghastly Affair Character Record Sheets are now available as a separate file in the Downloads section. The PDF contains the Player Character Record, Secondary Player Character Record, and Non-Player Character Record. All can be printed for personal, non-commercial use. Enjoy!

Ghastly Affair – The Gothic Game of Romantic Horror

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Hello! Its been a long while since I’ve posted here, but I’ve been working on the Gothic RPG that I’ve long been promising. Now I’m ready to share it with you.

Ghastly Affair is an OGL Role Playing Game where players portray typical characters from Gothic fiction, set in the delirious years between 1765 and 1820. It utilizes a simple “roll-under-ability” system, with a loose play style that emphasizes high drama and immersion. Its intended to be a game where defending yourself against vicious slanders in High Society is as important as combating the demons possessing the bodies of your spouse and children. While not necessarily combat-centered, there are certainly opportunities for destroying the forces of evil. Or for becoming them…

If you want to…

  • explore the dark castles of mysterious noblemen
  • rescue hapless prisoners from the clutches of an ancient vampyre
  • steal the money (and hearts) of decadent aristocrats
  • confront a howling ghost in a long-abandoned chamber
  • wander the lonely moors, seeking your lost love
  • plot revolution in a dark coffeehouse, wary of royal spies
  • defend your village from the depredations of a werewolf
  • pursue scientific truth beyond the bounds of morality
  • bargain with a witch for wealth and fortune
  • attend lavish masquerades where reputations are destroyed with flicks of a lady’s fan

then Ghastly Affair is for you!

I wrote Ghastly Affair because it’s the game I wanted to run with my diverse group of Players. It has its roots, of course, in the Gothic material that I published on this blog. I decided, however, to create my own game designed to better emulate the Gothic genre. I’m sharing it for the benefit of those who might want to play a Gothic Romance RPG, with minimal pick-up time. Also, the game is almost entirely Open Game Content.

Ghastly Affair is available in the Download section. Enjoy!

Note: Ghastly Affair includes some potentially disturbing material drawn from pre-Victorian Gothic literature and late eighteenth-century history. Although the game can support a variety of play-styles from darkly comedic to action-packed, the text is intended for mature readers.

Ammunition of the Freeshooter – An Artifact From German Folklore

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The German folktale of the “Freischütz” or Freeshooter, has inspired both an opera by Weber, and a musical by Tom Waits,William S. Burroughs, and Robert Wilson.

Ammunition of the Freeshooter

Ammunition of the Freeshooter can be found as arrows, bullets, throwing knives, or any other kind of single use artillery. Whatever the form, there will always be seven pieces of Ammunition, and all will look identical. Six of them will unerringly hit and instantly kill whatever they are aimed at, requiring neither a to-hit or damage roll. The seventh piece of Ammunition, however, is under the complete control of Evil. When it is used it will automatically strike and kill either the user, or someone dear to them (equal chances for either). If the Ammunition targets a loved one, it can travel half way around the world to kill them.

To simulate the Ammunition, the Player should be given seven playing cards, one of which is the Ace of Spades. Every time a piece of Ammunition is used, the Player has to draw one of the cards. If the card is not the Ace of Spades, the shot is not cursed, and the card is discarded. If the Ace of Spades is drawn, the Player’s character has used the cursed seventh shot. Once the cursed shot is used, any remaining Ammunition disappears.

Ammunition of the Freeshooter is made by, or under the direction of, the Craft Devils. It is often provided to the foolish and desperate by the Pact Devils, who will demand the petitioner’s soul in exchange for the “gift”.

It is not possible to mark the Ammunition in any way, and no magic can indicate which piece of Ammunition in the group is the cursed one. A Wish can be used to keep the next shot from being the cursed one, but if the cursed seventh shot is the only one left, a Wish will not change its nature. Naturally, Remove Curse is completely useless against Ammunition of the Freeshooter, but the caster will always think the spell has worked. The Devil that provides the Ammunition may actually encourage the Ammunition’s owner to attempt to remove its curse, for the sadistic pleasure of laughing at the owner when they nonetheless suffer the consequences of the seventh shot.

More Folkloric Spells For Castles & Crusades

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Barrenness, Druid 2, Cleric 2,Wizard 3
CT: 1 round | R: Touch | D: Permanent
SV: Constitution negates (if undesired) | SR: Yes | Comp: V, S, M

The recipient becomes completely unable to produce offspring. Although generally considered a curse, libertines, demimondaines, and prostitutes often seek out magicians who will use this spell on them. Likewise, women who are afraid to die in childbirth will sometimes ask to be made barren.

Magically inflicted Barrenness can be removed with Remove Curse, or by Fertility.

The Material Component is a piece of earth from a barren field.

Bind Sorcerer, Wizard 6
CT: 1 hour | R: Unlimited | D: Until next New Moon
SV: Charisma negates | SR: Yes | Comp: V, S, M

The user prevents a specific spell caster from using magic against a specific person, place, or thing. A spell caster so bound is completely unable to use any kind of magic on the prohibited object, including magic from enchanted items. The affected spell caster will know that they have been bound, and who has bound them.

Bind Sorcerer is extremely hard to remove, resisting both Remove Curse and Dispel Magic. Usually nothing less than a Limited Wish will undo it. Slaying the person who placed the binding will also undo it.

In the most insidious use of the spell, a caster can even be bound against using magic on themselves!

The Material Component is a poppet representing the spell caster to be bound, inside of which is sewn a piece of the victim’s body (such as hair or blood) and a part of the thing to be protected. Note that pieces of the victim and protected thing must be collected on separate occasions, if they are to be used in separate castings of the spell.

Blacken Sky, Druid 4, Cleric 5,Illusionist 4, Wizard 5
CT: 1 round | R: ½ mile radius around the user | D: 1 hour
SV: None (if undesired) | SR: No | Comp: V, S

The sky overhead turns as black as a starless night. If it is already night, the stars and moon will no longer be visible within the affected area. Creatures who are nocturnal or damaged by the sun can function normally in the area covered by the spell, even if it is used during the normal hours of daylight. The affected area receives enough light from the surrounding environment that Twilight Vision will still be usable.

The spell is static, and does not move with the user in any way. It has no effete if used indoors.

Blast Crops, Druid 2,Cleric 3,Wizard 3
CT: 1 round | R: 1 acre | D: Permanent
SV: Charisma negates – see below | SR: Yes | Comp: V, S, M

All the edible and useful plants present in an acre of land become blighted and ruined. Such crops cannot be eaten or used in any way. The spell does not kill weeds, useless plants, or poisonous plants. Monstrous plants are likewise immune.

The owner of a cultivated field hit by Blast Crops is entitled to a Charisma Saving Throw to prevent their crops from being destroyed. If a field of edible or useful plants has no owner, there is no Save against the spell.

In most places, simply knowing how to Blast Crops is enough to warrant a death sentence.

The Material Component is a twig from an oak tree killed by lightning.

Change Gender, Wizard 4
CT: 1 round | R: 1 nearby visible creature | D: Until next New Moon
SV: Charisma negates | SR: Yes | Comp: V, S, M

The recipient changes gender. The change is physical, and not an illusion of any kind. The recipient can fulfill all the biological functions of the new gender, including reproductive. In the case of a man who is changed into a woman, any child conceived will be miscarried on the New Moon, unless the spell is renewed every month for 9 months.

People cannot be made into hermaphrodites by means of Change Gender. Such an effect requires the magic of Polymorph.

Change Gender can be undone with Remove Curse.

The Material Component is a small poppet depicting a figure of the opposite gender as the recipient.

Eat Sin, Wizard 6
CT: 1 hour | R: 1 person | D: Instantaneous
SV: None | SR: No | Comp: V, S, M

The recipient of this spell enjoys all the benefits of Atonement, without actually amending their behavior or attitudes. It can restore lost Paladin status, for example, even if the former Paladin is completely unrepentant in their heart. Those who have been denied Atonement by the religious authorities (rightly or wrongly) sometimes seek out a magician who can Eat Sin.

The spell can also be used on behalf of a recently deceased person. In particular, a deceased recipient of the spell will not rise again as an Undead, even if their misdeeds might otherwise cause them to.

The Eat Sin ceremony consists of ritually transferring the recipient’s sins into a meal (usually of bread and wine) and consuming it. Since the outward form of the ceremony is easy to do, and the average person has no way of knowing when actual magic is being done, there are many who fraudulently claim to Eat Sin!

The user takes on the guilt and burden of all the recipient’s sins. For example, if a magician eats the sin of a murderer, Angels who subsequently meet the magician will believe him to be a murderer. Furthermore, a magician who has eaten the sin of another is always detected as Evil by spells which detect Alignments.

The primary benefit for the Sin-Eater is the money that can be made by using the spell. Generally, people willing to become Sin-Eaters believe they are already damned to Hell. Naturally, it is impossible to eat ones own sins! Naturally, actual Clerics hate Sin-Eaters.

The Material Component is the meal consumed to create the effect.

Fertility, Druid 1, Cleric 2, Wizard 2
CT: 10 minutes | R: One creature | D: One time
SV: Constitution negates (if undesired) | SR: Yes | Comp: V, S, M

The next time the recipient has the opportunity to possibly conceive offspring (or impregnate another), it will happen. Although usually thought of a blessing, the spell is considered a curse by libertines, demimondaines, and women in unwanted marriages.

Note that the spell does not guarantee the safe delivery of offspring, or the survival of women in childbirth.

The Material Component is a rabbit.

Galeanthropy, Druid 2, Wizard 3
CT: 1 round | R: Personal | D: Until dawn
SV: None | SR: No | Comp: V, S, M

The user is transformed into a form similar to black domestic cat, but almost as big as a man. The user gains natural Armor Class, strength, senses, and attacks equal to a Mountain Lion, while retaining their own mind. The user retains the ability of speech, and can freely change back and forth between their natural and cat form until dawn.

Each time the user changes form they are healed of 1 Hit Point of damage per Level. If the user is killed they instantly resume the true form.

The spell does not transform the user’s clothing or equipment.

The Material Component is a pinch of black cat hair.

Inflict Love, Cleric 2, Illusionist 1, Wizard 1
CT: 10 minutes | R: Unlimited | D: Permanent, but see text
SV: Charisma negates | SR: Yes | Comp: V, S, M

The user names a desired person, who must save versus Charisma or fall completely in love with either the user, or someone on whose behalf the spell is being cast.. The victim will travel any distance to find their beloved, defying social conventions and personal discomfort to be with the object of their new love. If the desired lover succeeds at their Save, however, they will thereafter regard the other person with antipathy.

Inflict Love carries a number of serious drawbacks. The victim will never want to be apart from their beloved under any circumstances. The victim becomes incredibly jealous, and will be extremely aggressive towards anyone they think is a rival for the attention and affection of their beloved. Worst of all, if beloved person ever actually spurns the victim of Inflict Love, the victim will immediately attempt to murder their beloved in the most violent way possible.

Understandably, Inflict Love is one of those spells that most Wizard use once, and only once.

Inflict Love can be undone with either Remove Curse or Dispel Magic.

The Material Component is a small poppet representing the intended object of the spell, and something from that person body (such as hair or blood).

Note: The CK is advised not to have NPCs use this spell on PCs, without prior permission from the Players.

Rain of Blood, Cleric 4, Wizard 5
CT: 1 round | R: 150 foot radius around user. | D: 1 minute
SV: Special – see text | SR: No | Comp: V, S, M

A large quantity of blood falls from the sky, with the following spells:
All people under Level 6 in the affected area must Save versus Wisdom or suffer the effects of a Scare spell.
All movement in the area is reduced by half due to the downpour and slippery pools of blood on the ground. Those who fail a Dexterity Check will fall down when they attempt to move on the ground.
All predatory animals within 1 mile will be attracted to the area, and will move at high speed towards it.
Any vampires (or similar blood drinking monsters) in the rain will be strengthened, enjoying +1 hit point per HD until dawn.

The blood is real. After its falls it coagulates and decomposes just like any other blood.

The Material Component is a vial of blood thrown upwards.

Rain of Fish, Druid 3, Wizard 3
CT: 1 round | R: 150 foot radius around user. | D: 1 minute
SV: Special – see text | SR: No | Comp: V, S, M

A large quantity of living fish fall from the sky, with the following consequences:
All intelligent creatures under Level 6 in the affected area must Save versus Wisdom or stand and stare dumfounded for the entire duration of the spell.
Everyone who stays in the affected area will suffer 1 point of nonlethal damage per round from being hit with fish.
All predatory animals within 1 mile will be attracted to the area, and will move at high speed towards it.
Any unintelligent carnivorous creature already in the affected area will stop whatever they are doing to consume the fallen fish.

The fish are real, and will be of a random type not necessarily native to the area. The spell can be used to stock ponds and streams. Fish that do not fall into appropriate water will die and decompose just like any other fish.

The Material Component is a packet of fish scales thrown upwards.

Rain of Flesh, Cleric 3, Wizard 3
CT: 1 round | R: 150 foot radius around user. | D: 1 minute
SV: Special – see text | SR: No | Comp: V, S, M

Chunks of bloody flesh fall from the sky, with the following consequences:
All people under Level 6 in the affected area must Save versus Wisdom or suffer the effects of a Scare spell.
Everyone who stays in the affected area will suffer 1 point of nonlethal damage per round from being hit with meat.
All predatory animals within 1 mile will be attracted to the area, and will move at high speed towards it.
Any unintelligent carnivorous creature already in the affected area will stop whatever they are doing to consume the fallen meat.

The flesh is real. After its falls it decomposes just like any other flesh.

The Material Component is a piece of meat thrown upwards.

Rain of Frogs, Druid 3, Wizard 3
CT: 1 round | R: 150 foot radius around user. | D: 1 minute
SV: Special – see text | SR: No | Comp: V, S, M

This spell is similar in most respects to Rain of Fish, except that the falling animals are frogs or toads..

The Material Component is a dried frog thrown upwards.

Reconcile/Separate, Illusionist 4, Wizard 3
CT: 20 minutes | R: 2 people located anywhere | D: Instantaneous
SV: Charisma negates | SR: Yes | Comp: V, S, M

The user makes two former friends or lovers resume their relationship, or causes two current friends or lovers to feel antipathy for each other. Each unwilling subject of the spell receives a Charisma Save to resist. Whether the spell succeeds or not, the relationship between the two people will thereafter proceed as normal. Reunited lovers or friends could be subsequently separated for the usual reasons.

The Material Component is a pair of poppets representing the people to be affected, bound together with a cord. The cord is cut during the casting of Separate.

Steal Gender, Druid 5, Wizard 5
CT: 1 round | R: 1 nearby visible creature | D: Until next New Moon
SV: Charisma negates | SR: Yes | Comp: V, S, F

The recipient loses all physical attributes of gender, which are teleported to an area determined by the user. The recipient becomes a completely neuter being. The stolen attributes are preserved without rotting. On the positive side, spells which target specific genders no longer function on the recipient. The recipient is likewise immune to any affect that affects romantic love or arousal, such as Inflict Love. Thus, the spell might actually be purposefully employed by those who need to do battle with Succubi!

The user must designate a place where the body parts taken from the recipient will be stored. The place of storage could be a box or bag, or even in the branches of a tree! The body parts cannot be destroyed. If an attempt is made to do so, the parts are transported back to their owner, breaking the spell. If the body parts are ever found by their owner, gender can be restored by simply pressing the stolen organs back onto the appropriate locations on the owner’s body.

Remove Curse will not restore stolen attributes of gender, but Dispel Magic will undo the spell.

The focus is the specially prepared place where the stolen body parts are to be held.

27 New Spells For Castles & Crusades

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Attract Lover, Level 2 Wizard, Level 2 Cleric
CT: 20 min. R: Touch D: Until next New Moon.
SV: None SR: Yes Comp: V, S, M

The recipient will meet a devoted lover at the next possible opportunity. The new lover will be of the desired gender, and will be of at least average appearance. The recipient must be in a social situation where they could potentially meet such a lover. For example, if the spell is used while alone in the desert it will have no power until the user come into town. There is no guarantee that the new lover is socially appropriate for the recipient, and the recipient will have to deal with any consequences if they decide to pursue a forbidden affair.

The lover will depart at the next full moon, unless the spell is used again. Attracted lovers can also be kept with such spells as Charm Person.

The material component is a magnet imbedded in an apple.

Ball Lightning, Level 3 Druid, Level 3 Wizard
CT: 1 round R: 1 mile D: Until a target is struck
SV: Dex. for half SR: No Comp: V, S, M

The user shoots a ball of crackling energy which can move around obstacles, and explodes for 5d6 points of damage when it hits a solid object. The ball of lightning can be as small as a walnut, or as large as a man’s head, and any color desired by the user. It sheds light equal to a torch. The user can select any visible target for the ball, and it will thereafter pursue the target at any speed desired, up to human running speed. It can even be programmed to stay immobile and wait to ambush a target. The ball moves in a semi-intelligent manner, going around obstructions whenever possible, and is capable of finding windows and other means of entry into buildings. The ball can be intentionally hit with a thrown object and thus discharged, but the thrower must succeed at an attack against Armor Class 20.

The Material Component is a small ball of guano, tar, powdered iron, and shredded silk.

Banish Spirit, Level 1 Cleric, Level 1 Wizard
CT: 10 minutes R: 50′ D: Until dawn
SV: Wisdom negates SR: No Comp: V, S, F

The user forces one or more extra-planer beings or incorporeal Undead creatures to flee from an area or recipient. The total Hit Dice affected are equal to the user’s Level. The spell lasts until dawn, and the spirit(s) can thereafter return if they want. The spirits are not forced back to their home plane. During the spell’s duration, however, Banished spirits (but only the Banished spirits) will be unable to go near the user, or the area they were banished from.

Typically, Banish Spirit is used in conjunction with spells such as Summon Spirit and Bind Spirit. Summoned spirits usually need to be sent away with Banish Spirit, and the spell is likewise used as a backup for times when Bind Spirit goes wrong.

A spirit must be physically present in order to be Banished, so the protection cannot be extended until the previously banished spirit tries to molest the user again. More enduring protection from spirits is conferred by spells such as Protection From Evil.

This spell does not count as an “attack”.

The Focus for the Wizard version of this spell is a specially inscribed sword costing 200gp. Clerics require only their Holy Symbol

Banish Vermin, Level 1 Cleric, Level 2 Druid, Level 1 Wizard
CT: 1 round. R: 1 room, or a 25′ radius D: Until dawn.
SV: None SR: Yes Comp: V, S

All normal vermin in the nearby area are forced to flee. The spells banishes such things as rats, lice, fleas, bedbugs, cockroaches, spiders, centipedes, mice, and other such unwanted small animals. This spell is commonly used to create a restful area for sleep. It has no effect on giant or monstrous versions of vermin.

Bewitch Cattle, Level 3 Cleric, Level 2 Druid, Level 3 Wizard
CT: 1 round R: 1 visible head of livestock per user Level D: Until next New Moon
SV: Con. negates SR: Yes Comp: V, S, M

The user causes livestock such as cattle, sheep, goats, and horses to die in strange ways. The exact result of the spell on animals that fail their Save is determined with a d4 on the following table:
1. Animal loses 1d6 points of damage each day, seeming to waste away
2. Animal immediately goes mad and attempts to kill itself
3. Animal bleeds uncontrollably, losing 1 point of Constitution per day.
4. Animal grows weaker, losing 1 point of Strength each day.

Bewitch Cattle is defeated by Remove Curse.

The Material Component is a branch from a tree killed by lighting.

Bind Spirit, Level 1 Wizard
CT: 10 minutes R: 50′ D: 1 day per user Level; see text
SV: Chr. negates SR: No Comp: V, S, F

The user forces a spirit (Devil, Demon, Archon, Angel, Fairy or incorporeal Undead) to perform one or more tasks. The maximum Hit Dice of spirit that can be affected is equal to the user’s Level. The user can force the spirit to perform a task that can takes as many days to complete as the user has Levels, or to refrain from acting in a particular way. Furthermore, if the user is higher Level than the spirit they can make the spirit perform additional tasks, equal to the user’s Level minus the spirit’s Level. For example, a 10th Level user can force a 6 HD spirit to perform 5 tasks specified during the Binding (1 initial +4 additional ones).

The player must actually articulate the Binding the character imposes, such as “Go forth and bring me the contents of the Baron Von Gurent’s treasure vault, slay the Baron, return to the Outer Darkness, and never molest me or my loved ones in the future.” Since spirits hate to be Bound, they will always look for ways to subvert the terms of any Binding and make the user suffer appropriate consequences. The user must at least expect that the spirit will forever after regard them with hatred, unless the spirit has been commanded to do something harmonious with its own goals and nature. For example, commanding a Devil to bring food to starving orphans to going to make it very unhappy, while commanding an Angel to do the same might actually impress the being. Conversely, an Angel commanded to steal on behalf of the user will probably thereafter bring down the wrath of Heaven.

A user can only attempt to Bind a spirit once per encounter.

A spirit commanded to do something impossible is released from the spell, and the user had better have some other means prepared to deal with the angry being.

This spell does not count as an “attack”.

The Focus is a specially constructed and inscribed rod costing 200 gp

Discover Dead, Level 1 Cleric, Level 2 Wizard
CT: 1 round R: 20′ radius around user D: 1 hour
SV: None SR: No Comp: V, S, M

For the next hour the user can sense all dead bodies in their nearby area, even if hidden or buried. The spell moves with the user. Corpses and revenants can be discovered by means of this spell, but not incorporeal souls or ethereal creatures. For example, the spell can reveal an Amorous Revenant, but not a presence of a Ghost.

The Material Component is a forked branch of hazel wood.

Discover Treasure, Level 3 Wizard
CT: 30 minutes R: 1 day’s journey D: Effect occurs next day
SV: None SR: No Comp: V, S, M

The day after employing this spell the user will learn the location of a treasure. The method of discovery will vary, and can include everything from overhearing a drunken pirate bragging in a bar, to finding a long-forgotten map in a recently purchased book. The treasure will be located within 1 day’s journey of the user’s current location, and will be worth at least enough to keep the user in an Upper Class lifestyle for a year. The spell does not in any way guarantee recovery of the treasure.

Needless to say, most people who chase treasures tend to have short lives

The Material Component is an incense costing 50 gp

Elf Stroke, Level 2 Druid, Level 1 Wizard
CT: 1 round R: 1 visible target D: Instantaneous
SV: None SR: Yes Comp: V, S

The user shoots an invisible force at the brain of a visible recipient, automatically striking for 1d6 points of damage regardless of the target’s Armor Class or other protections. Only complete cover, Invisibility, or a Shield spell protects a target against an Elf Stroke. Inanimate objects, non-living beings, and creatures that do not have actual brains cannot be affected by an Elf Stroke.

As indicated by the name, this spell is extremely popular with Fae, Fairy Folk, and Elven Wizards.

Enhanced Hearing, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient’s sense of hearing becomes similar to that of a cat. The recipient can hear small mice moving inside walls, as well as sound too highly-pitched to be detected by human ears. The recipient suffers only a -2 Penalty (instead of the usual -4) when fighting opponents they cannot see.

Unfortunately, the recipient also suffers a -4 Penalty on Saves against sonic spells such as Shout.

The Material Component is the ear from an animal with keen hearing.

Enhanced Sense of Smell, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient gains a sense of smell equal to that of a dog. The recipient can actually distinguish individuals by their smell, defeating Illusion spells that disguise personal appearances without altering scent. The recipient is able to smell bodies buried in shallow graves, or animals burrowing close to the surface. Additionally, the recipient has the ability to track creatures by scent until the end of the spell.

Unfortunately, the recipient also suffers a -4 Penalty on Saves against olfactory spells such as Stinking Cloud.

The Material Component is the snout from an animal with keen smell.

Enhanced Sense of Taste, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient gains a sense of taste far exceeding the most talented wine expert. The recipient can easily distinguish between flavors that seem identical to ordinary people. The recipient gains a +4 Bonus on any Intelligence Checks to determine a substance’s identity and properties by taste. Since the recipient can also detect the most minute concentrations of flavors and react accordingly, they also gain a +4 on Saving Throws to avoid ingested poisons. The most common use for this spell, however, is for a magician to impress potential lovers with his incredible gastronomic connoisseurship!

Unfortunately, the recipient becomes completely unable to swallow anything but the best food and drink. Things like ship biscuit become disgustingly inedible.

The Material Component is a snake’s tongue.

Enhanced Sense of Touch, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient gains a sense of touch so acute that he can actually read inked pages in total darkness. The recipient can make also an Intelligence Check to distinguish a solid substance by touch alone. For example, in total darkness the recipient might be able to tell if the walls of a building are granite or ordinary field stone, or if a coin is copper or gold.

Unfortunately, the recipient user also suffers a -4 Penalty on Saves against Pain spells.

The Material Component is a cat’s whiskers

Enhanced Vision, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient can see in daylight with an ability similar to an eagle. The recipient is able to distinguish detail and recognize faces at a range of 1 mile in clear conditions.

Unfortunately, the recipient also suffers a -4 Penalty on Saves against blindness or bedazzlement from bright light (such as from Pyrotechnics).

The Material Component is the eye from an animal with keen sight.

Gambler’s Curse, Level 2 Illusionist, Level 2 Wizard
CT: 1 round R: 1 person within 20′ D: 1 hour
SV: Chr. negates SR: Yes Comp: V, S

The recipient is more likely to lose at games of chance. To replicate the spell’s effect, the Player must re-roll any dice used to determine the results of games of chance within the adventure, taking the worse result. When the recipient is playing cards, the Player is dealt two hands, keeping the lesser hand as the one actually dealt to the character.

Gambler’s Luck, Level 2 Illusionist, Level 2 Wizard
CT: 1 round R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient is more likely to win at games of chance. To replicate the spell’s effect, the Player can re-roll any dice used to determine the results of games of chance within the adventure, taking the better result. When their character is playing cards, the Player is dealt two hands, keeping the desired hand as the one actually dealt to the character.

The Material Component is the foot of a rabbit.

Ignore Pain, Level 3 Druid, Level 3 Illusionist, Level 3 Wizard
CT: 30 minutes R: Touch D: Until dawn
SV: None SR: No Comp: V, S, M

The recipient become immune to all pain and pain spells, mundane or magical, for the duration of the spell. Ignore Pain is often used by sorcerers and witches that fear that they are about to be tortured.

The Material Component is special salve costing 100 gp

Steal Milk, Level 1 Cleric, Level 1 Druid, Level 1 Wizard
CT: 1 minute R: 100′ D: Instantaneous
SV: Charisma negates – see below SR: No Comp: V, S, F

The user steals all the milk from inside the udder of a nearby cow, goat, or ewe, and teleports it into a desired container. The animal will subsequently be unable to provide any more milk that day. The owner of the animal gets a Charisma Saving Throw to prevent the cow’s milk form being stolen. If the cow has no owner, it gets no Save.

A typical day’s milking for a cow is 1 gallon.

The Focus for this spell is a special dedicated bucket.

Summon Spirit I, Level 1 Wizard
CT: 10 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user causes the appearance of an extra-planer creature (such as a Devil, Demon, Archon, Angel, Elemental, Fairy, or incorporeal Undead) with 1 or 2 Hit Dice. The spirit is not controlled in any other way, so if the spirit is unfriendly other spells will be needed to protect the user and force the spirit to obey commands.

Typically, before summoning a spirit the user will protect themselves with Protection From Evil or a Magic Circle. Sometimes, the spirit will be summoned into a inwardly-directed Magic Circle, as a secondary layer of protection. Unfriendly spirits must usually be forced into obedience with Bind Spirit, and/or sent away with Banish Spirit.

If the user wants, they can forgo using coercive spells such as Bind Spirit, and try bargaining with a spirit so it will perform a task voluntarily. Spirits will typically demand tributes, according to their natures:

  • A Devil will demand that the user perform one or more evil deeds, or even offer up their soul.
  • An Angel will desire some benevolent or righteous act.
  • A Demon will want a blood sacrifice, or the performance of some destructive act.
  • An Archon will likely desire some seemingly nonsensical action that actually furthers the plans of Fate.
  • A Fairy will probably want the user to participate in some act of mischief, present a work of art, or even obtain a seemingly impossible object (such as a hawk’s whisper).
  • An Incorporeal Undead will usually want the user to avenge their death in some way, or else complete some work that was left unfinished by the death of the spirit’s former body.
  • An Elemental will want the user to perform some action that increases the power of their associated element (such as a Fire Elemental demanding that the user start a conflagration).

Such bargaining must be role-played out, with offers and counter-offers proposed until both sides agree to the terms. Mortal summoners should be aware that the spirits have been at the bargaining game for a very long time, and are experts at making people give far more than they get. On the other hand, bargaining with a spirit can prevent angering it or its allies, as usually happens in cases where a magician resorts to using Bind Spirit.

In order to Summon any spirit, the user must first know the being’s name and sigil. A spirit’s sigil is a unique glyph that encapsulates the spirit’s existence. Names and sigils of specific spirits are found in the manuals of magic known as grimoires, and true grimoires are jealously guarded by the magi who possess them.

The Material Component of this spell is incense of a type that the spirit finds pleasing (brimstone for Devils, frankincense for Angels, etc.). The Focus is a small plaque of precious metal inscribed with the spirit’s sigil, costing 100gp per Hit Dice of the spirit.

Summon Spirit II, Level 2 Wizard
CT: 20 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 3 or 4 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit III, Level 3 Wizard
CT: 30 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 5 or 6 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit IV, Level 4 Wizard
CT: 40 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 7 or 8 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit V, Level 5 Wizard
CT: 50 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 9 or 10 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit VI, Level 6 Wizard
CT: 1 hour R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 11 or 12 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit VII, Level 7 Wizard
CT: 70 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 13 or 14 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit VIII, Level 8 Wizard
CT: 80 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 15 or 16 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit IX, Level 9 Wizard
CT: 1 ½ hours R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 17 or 18 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Witch’s Mount – Another Spell From the Grotesque Grimoire

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WITCH’S MOUNT, Level 4 Magician Incantation, Level 2 Magician Ceremony, Level 6 Magician Talisman, Level 4 Wizard, Level 4 Cleric
Confers strength and flying ability on a humanoid, and compels them to serve as a mount or beast of burden

This powerful work of maleficium forces a single humanoid victim to become the mount of a witch. The subject is entitled to a Charisma saving throw. If they fail, they are under the witch’s control. Controlled people will allow the witch to ride on their back or shoulders, and can be directed as if they were horses. The mount so bewitched retains his or her natural humanoid shape, but is granted the following abilities:

  • Flight (as per the Fly spell),
  • Base movement speed of 60 ft.,
  • Carrying capacity equal to a riding horse (i.e. 150 lbs as a light load, 300 lbs as a medium load, 450 lbs as a heavy load.).

Powerful witches and warlocks will use the Witch’s Mount spell to fly to their gatherings, or simply for their own amusement. Both they and their Infernal patrons consider this to be a better mode of transportation than a simple Flying charm, due to the misery it inflicts upon the hapless mount. Alternately, the spell can also be used to turn unlucky people into virtual draft animals, who can then be harnessed to help plow fields or drag heavy loads. A Witch’s Mount can only be used in any way that a normal mount or draft animal would be. They are not compelled to fight on behalf of their new mistress, for example. If actually attacked, they can defend themselves.

Like many other works of maleficium, the spell cannot take effect before nightfall, and lasts until dispelled by the rays of the rising sun. A victim’s memories of the time they spent as a Witch’s Mount will be hazy, and the entire experience will seem to have been a dream.

The Talisman version of the Witch’s Mount spell is particularly insidious, as it creates an item which transforms the victim if it is worn at night. If the Talisman is worn during the day, it will have no effect, but as soon as night falls the hapless victim becomes a Witch’s Mount.

Incantation
Damage: 4 Points Subdual | R: 1 Victim | D: From sunset until dawn
SV: Chr. negates | SR: Yes

Ceremony:
CT: 60 min | R: 1 Victim | D: From sunset until dawn
SV: Chr. negates | SR: Yes Cost: 40 gp

Talisman:
CT: 6 hours | R: Personal | D: From sunset until dawn
SV: Chr. negates | SR: Yes Cost: 3,600 gp

Wizard & Cleric Spell
CT: 1 | R: 1 Victim | D: From sunset until dawn
SV: Chr. negates | SR: Yes | Comp: V, S, M
The material component is a small human-shaped doll made of wax  and  wearing a miniature bit and bridle.

Some Characteristically Gothic Objects

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Characteristically Gothic Objects
An Anatomical Venus
An Automation
A Blood-Stained Dagger
A Book Of Anatomy
A Cameo
A Cerement, or Burial Shroud
A Cloak
A Coffin
A Corpse Eaten By Animals
A Deck Of Fortune-Telling Cards
A Dissected Corpse
A Dummy
An Elaborate Bed
An Exotic Weapon
A Festival Mask
Gloves
A Grimoire
An Iron Maiden
Jars Filled With Strange Objects
A Lady’s Fan
A Legendary Gem
A Locket
A Marionette
A Memoir Filled With Disturbing Revelations
A Mounted Animal Head
A Mummified Hand
A Murdered Corpse
A Pipe Organ
A Portrait
A Ring With a Hidden Compartment
A Robe
A Skeleton
A Skull
A Spyglass
A Suit Of Armor
A Sword
A Vial of Poison
A Wax Sculpture
A Wedding Gown
A Wheel Of Fortune
A Whip
An Unusual Mirror
Used Surgical Instruments

Gothic Environments

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Characteristic Gothic Locations
A Blasted Tree
A Cave
A Crossroads
A Dark Forest
A Dark Lake
The Gallows or Hanging Tree
A Gypsy Camp
A Hill On An Otherwise Level Plain
A Miasmal Swamp
The Moors
A Narrow, Crooked Street
An Old Battlefield.
An Overgrown Garden
A Plantation
A Refuse Dump
A Road Through The Wilderness
The Site Of A Legendary Crime
A Slave Market
A Stark Mountain Side
A Well
An Isolated Village

Gothic Buildings & Structures
An Ancient Abbey
An Asylum
A Black Passenger Carriage
A Brothel
A Dark Castle
A Drawing Room
A Gambling House
A House Built On the Site Of An Ancient Temple
An Inn Filled With Unfriendly People
A Manor House
An Old Convent
An Old Mill
An Opium Den
A Prison
A Ruined Temple
A Seemingly Deserted Ship
The Sewers
A Slaughterhouse
The Stables
A Theater
A Wax Museum
A Wrecked Ship

Gothic Parts of Buildings
The Ball Room
The Catacombs
The Cells
The Concealed Chamber of Magic
The Forbidden Wing Of An Ancestral Home
The Forgotten Nursery
Gargoyles
The Harem
The Initiation Chamber
The Laboratory
A Locked Tower
The Obscenely-Decorated Bedchamber
The Operating Theater
The Orgy Chamber
The Oubliette
The Secret Hiding Place In The Hearth
Secret Passages
The Sickbed.
The Torture Chamber
The Trophy Room
The Walled-Up Room
The Wine Cellar

Typical Characters of Gothic Fiction

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Typical Gothic Characters
The Bandit With a Code of Honor
The Beautiful Gypsy Woman
The Black Widow
The Boastful Man Who Challenges the Devil
The Brutal Ruffian
The Circus Freak
The Criminal Anatomist
The Cruel Relative
The Deformed Henchman
The Deluded Heretic
The Depraved Religious Figure
The Deranged Demoniac
The Desperate Debtor
The Desperate Drug Fiend
The Diseased or Deformed Beggar
The Disgusting Cannibal
The Duplicitous Conspirator
The Evil Nobleman
The Exotic Slave
The Feisty Woman Disguised As a Man
The Femme Fatale
The Frightened Innkeeper
The Gentle Giant
The Gentleman With A Troubled Past
The Glib Philosopher
The Greedy Banker
The Gypsy Fortune Teller
The Haughty Patron of the Arts
The Ignored Prophet
The Immoral Foreigner
The Imprisoned Wife
The Innocent Maiden
The Insidious Succubus/Incubus
The Insightful Clown
The Knowing Madman
The Lawyer With a Secret Agenda
The Lonely Vampyre
The Long-Lost Heir With a Murky Past
The Long-Suffering But Dutiful Servant
The Love-Struck Devil
The Mad Scientist
The Murderous Husband
The Mysterious Stranger At the Door
The Noble Savage
The Obsessive Demon Hunter
The Old Tinkerer With a Strange Artifact
The Opportunistic Body Snatcher
The Orphaned Governess or Nanny
The Pathetic Child Beggar
The Repentant Sinner
The Ruthless Ship-Wrecker
The Scheming Stepmother
The Self-Made Man Whose Past Is a Lie
The Senile Dowager
The Sinister Dwarf
The Sophisticated Courtesan
The Stalwart Huntsman
The Starving Peasant
The Stubborn Skeptic
The Stuffy Academic
The Suicidal Lover
The Swashbuckling Pirate
The Tormented Artist
The Tribesman With Savage Customs
The Tricky, Pact-Making Devil
The Twisted Necromancer
The Vain Seductress
The Virtuous, But Disinherited Nobleman
The Vulgar Drunk
The Werewolf Horrified By Himself
The Wicked Libertine

Typical Events in a Gothic Story

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Typical Events in a Gothic Story
An Abduction
The Black Sabbath
A Blizzard
A Circus
A Costumed Religious Procession
A Deal With the Devil
A Disembodied Voice is Heard
A Dissection
A Door Opens By Itself
A Drowning
An Earthquake
An Empty Suit of Armor Moves
An Erotic Dance
An Execution
An Exhumation
A Forced Internment in a Convent or Monastery
A Forced Wedding
A Fortune Reading
A Game of Cards or Dice
A Ghost Appears
An Improbable Transformation
A Lightning Strike
A Masquerade Ball
A Murder
An Opium-Induced Dream
A Portrait Being Painted
A Prisoner is Rescued
A Protracted Illness
A Puppet Show (Marionettes, Dummies, or Shadow Puppets)
A Purse-Snatching
A Room Becomes Inexplicably Cold
A Salon is Held
A Secret Room or Passage is Discovered
A Sham Trial
A Skeleton Moves
A Statue Walks
A Story is Told by a Fire
A Stranger Knocks on the Door
A Strange Letter is Delivered
A Thunder Storm
A Vampire Attack
A Violation
A Wolf Attack

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