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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 

Spell  Time  Will  Effect 

Gale  Ranged  3  A gale sweeps over all enemies in 


Combat  the room, dealing 1D3 damage to 
each. 

Lions Breath  Melee  3  You breath on one enemy, forcing 


Combat  them backward into a wall and deal 
1D6 damage. Roll 1D6. On a 4+ the 
enemy is knocked out and can’t deal 
damage for 1D3 rounds of combat. 

Wind Orb  Before 3  A swirling orb of wind surrounds 


Combat  the player for 1D6 rounds of 
combat. While the orb is in motion 
enemies deal 1 less damage 
(minimum 1) and always take 1 
damage while dealing damage. 
 

MASTER 

Spell  Time  Will  Effect 

Tornado  Ranged  4  A tornado sweeps over all enemies 


Combat  in the room, dealing 1D6 damage to 
each. 

Dragon’s Breath  Melee  5  You breath on one enemy, forcing 


Combat  them backward into a wall and deal 
2D6 damage and 1 damage to all 
other enemies as the body hits them 
going by. Roll 1D6. On a 3+ the 
enemy is knocked out and can’t deal 
damage for 1D6 rounds of combat. 

Wind Wall  Before 4  A huge wall of wind separates the 


Combat  player from the enemies for 1D6 
rounds. Enemies deal half damage 
and always take 1D3 damage while 
dealing damage. 
 
9.0: Notes on Spellcasting:​ Spells that are an attack replace your attack 
(either melee or ranged) for the turn. These attacks, whether ranged or 
melee, are always made with a WI roll instead of ST or DE. Spells before 
combat don’t replace an attack.    
CHAPBOOK ASSEMBLY INSTRUCTIONS 
1. Print off the first two pages back to back. 
2. Fold the pages in half to form a chapbook folio so that the cover 
art is on the front of the chapbook and the Master Spells are on 
the back.  
3. Print the third page separately. 
4. Cut off these assembly instructions (and the Note on Gameplay) 
and discard them leaving you with just the spell sheet. 
 
 
Copyright © 2020 Noah Patterson   

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