OLC Spells


An incomplete collection of Spells and Magic in One Last Coin

To cast a spell you must have access to one, typically from a scroll or spellbook. Select a number of Magic Dice (MD) you wish to Gamble, roll them, and add the numbers together. Most spells depend on the number of (dice) invested and the (sum) they roll.

  • An item is anything you can lift with one hand, and an object is anything up to human sized.
  • Unless otherwise noted, all spells with ongoing effects last up to [dice]×10 minutes, and have a range of up to 40 feet.
  • It takes an hour to move any number of spells between storage.

Spellbooks

A solid volume, with thick vellum pages and a sturdy cover. Inside, special runes and symbols trap spells within the living wood pages. Each book contains 4 spell slots. Spellbooks are waterproof, acid/fire-resistant. An empty spellbook is worth 100gp.

Wands

Living wood wands have a spell slot for storing spells but additionally have the capacity to carry a magical charge. Over the course of 10 minutes you may transfer Magic Dice into a wand. When you do so roll them as if you where Gambling them taking damage equal to the result. These MD can be used by whoever is wielding the wand and can be spent on any spell, not just the one present in the wand.

Mishaps

If you roll a series while casting a spell, such as two 2s or four 5s, compare the (Sum) of the spell to the Mishaps table. Unless otherwise specified, the spell still works. All mishaps, unless noted otherwise, are permanent but may be reversed with a quest.

Sum Mishaps
2 You cannot cast spells for 1d6 hours, and any attempts to manipulate magic will fail.
3 For the next 24 hours, when casting spells you gain a Stress on a die roll of 3+.
4 There is a chain reaction to the spell. Take a Stress.
5 The Spell’s effects are reversed. Gain a Stress.
6 Any objects in your inventory that are not made of metal instantly combust. You are now immune to fire for the day.
7 You are unable to heal HP through magic.
8 You take 1d4 damage when casting spells for till the next day.
9 Your skin turns a dark shade of purple, and you are invisible in moonlight. Your eyes however glow a bright yellow. You count as 2 for Light needed.
10 For 1d4 hours your spirit leaves your body, which remains unconscious. You can fly and pass through walls, but not touch anything. Also, no one can see or hear you through mundane means.
11 You suffer horrible arcane burns; 1d3 max HP. You may gamble magic dice to ignore the effects of a spell on you. Compare (Sum)s.
12 The spell backfires; you lose 1 inventory slot (scratch it off your sheet). You are now surrounded by a magical essence that reduces incoming non-magic damage by 1.
13 The Spell escapes it’s prison. Unbound it causes a little chaos before disappearing.
14 The Spells effects leak into you. Gain a magical mutation.
15 The Spell takes on a physical form. This creature still obeys you though not perfectly.
16 The nearest element fuses to you. Resist 3 damage of that type but take double damage from the opposite element.
17 You are transformed into something weird and unnatural (the Warden will say exactly how). Others will have difficulty looking at you. If someone doesn’t focus on you, you are invisible.
18 Your hands fuse with whatever you are holding. Fusing shut if empty.
19 Large ugly wings sprout from your back, ripping through whatever you are wearing. You can fly but you cannot wear armor or a backpack, and such have only 5 inventory slots.
20 You dimensionally swap limbs with a magical being from an alien plane. Gain its properties (ask the Warden), both good and bad. Also: it’s coming for you, and it’s mad as hell.
21 An extra-planar deity senses your arcane power (ask the Warden which). You are now linked, and can call on it for aide. It can likewise ask you for help, and punish you for non-compliance. Good luck.
22 You gain the heart of a giant. Grow to 9 feet tall, add 1d4 to all strength saves, +1 move, and armour must be custom made (2x cost). Other giants and giant wannabes will try to eat your heart.
23 You create an exact duplicate of yourself. One grows older while the other grows younger. Both age at at the rate of 1 year per day. Your thoughts are joined, and if one dies so does the other.
24 You have become Elemental. Create a True Name for yourself. Magical energies surround you at all times, and mundane attacks against you are impaired. If someone learns your True Name, they can control you. Other Elementals will come for you

Spell List

     
1 Adhere [dice] objects is covered in extremely sticky slime.
2 Anchor A strong wire sprouts from your arms, affixing itself to [dice] points within 50ft on each side.
3 Animate Object [dice] objects obeys your commands as best it can. It can walk 15ft per round.
4 Anthropomorphize A touched animal either gains human intelligence or human appearance for [sum] days.
5 Arcane Eye You can see through a magical floating eyeball that flies around at your command. Magic die as UD, rolling when a torch would.
6 Astral Prison [dice] objects are frozen in time and space within an invulnerable crystal shell.
7 Attract [sum]+1 objects are strongly magnetically attracted to each other if they come within 10 feet.
8 Auditory Illusion You create illusory sounds that seem to come from a direction of your choice.
9 Babble [dice] creatures must loudly and clearly repeat everything you think. It is otherwise mute.
10 Bait Flower A plant sprouts from the ground that emanates the smell of decaying flesh.
11 Beast Form You and your possessions transform into a mundane animal.
12 Befuddle [sum] creatures of your choice are unable to form new short-term memories for the duration of the spell.
13 Body Swap You switch bodies with a creature you touch. If one body dies, the other dies as well.
14 Charm [sum] creatures treat you like a friend.
15 Command A creature obeys a single, [sum] word command that does not harm it
16 Comprehend You become fluent in all languages
17 Cone of Foam Dense foam sprays from your hand, coating [dice] targets.
18 Control Plants [sum] nearby plants and trees obey you and gain the ability to move at a slow pace.
19 Control Weather You may alter the type of weather for [sum] minutes, but you do not otherwise control it.
20 Cure Wounds Restore [dice] STR to a creature you can touch.
21 Deafen [sum] nearby creatures are deafened at random.
22 Detect Magic You hear nearby magical auras singing. Volume and harmony signify the aura’s power and refinement.
23 Disassemble Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them.
24 Disguise You may alter the appearance of [sum] characters at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny
25 Displace An object appears to be up to [sum]×10ft from its actual position.
26 Earthquake The ground begins shaking violently. Structures may be damaged or collapse.
27 Elasticity Your body can stretch up to [dice]×10ft.
28 Elemental Wall A straight wall of ice or fire [dice]×40ft long and 10ft high rises from the ground.
29 Flare A bright ball of energy fires a trail of light into the sky, revealing your location to friend or foe for [dice] minutes.
30 Filch [dice] visible items teleport to your hands.
31 Fog Cloud Dense fog spreads out from you
32 Frenzy [sum] creatures erupt in a frenzy of violence
33 Gate A portal to a random plane opens.
34 Gravity Shift You can change the direction of gravity (for yourself only) up to [dice] per round.
35 Greed [sum] creatures develop an overwhelming urge to possess a visible item of your choice.
36 Haste Your movement speed is multiplied [dice] times.
37 Hatred [dice] creatures develop a deep hatred of another creature or group of creatures and wish to destroy it.
38 Hear Whispers You can hear faint sounds clearly
39 Hover An object hovers, frictionless, [sum] ft above the ground.
40 Hypnotize A creature enters a trance and will truthfully answer [dice] yes or no questions you ask it.
41 Icy Touch A thick ice layer spreads across a touched surface, up to [dice]×10ft in radius.
42 Identify Owner [dice] letters appear over the object you touch, spelling out the name of the object’s owners, if there are any.
43 Illuminate A floating light moves as you command.
44 Invisible Tether Two objects within [dice]x10ft of each other cannot be moved more than [dice]x10ft apart.
45 Knock [dice] nearby mundane or magical locks unlock.
46 Leap You can jump up to [dice]×10ft in the air.
47 Liquid Air The air around you becomes swimmable.
48 Magic Dampener [dice] nearby magical effects have their effectiveness halved.
49 Manse A sturdy, furnished cottage appears for [dice]×12 hours. You can permit and forbid entry to it at will.
50 Marble Madness Your pockets are full of marbles, and will refill for [sum] rounds.
51 Masquerade [dice] characters’ appearances and voices become identical to a touched character.
52 Miniaturize You and [dice] other touched creatures are reduced to the size of a mouse.
53 Mirror Image [dice] illusory duplicates of yourself appear under your control.
54 Mirrorwalk A mirror becomes a gateway to another mirror that you looked into today.
55 Multiarm You gain [dice] extra arms
56 Night Sphere An [sum]×40ft wide sphere of darkness displaying the night sky appears.
57 Objectify You become any inanimate object between the size of a grand piano and an apple.
58 Ooze Form You become a living jelly.
59 Pacify [dice] creatures have an aversion to violence.
60 Phobia [dice] creatures become terrified of an object of your choice.
61 Pit A pit 10ft wide and [sum]x5ft deep opens in the ground
62 Primeval Surge An object grows to the size of an elephant. If it is an animal, it is enraged.
63 Push/Pull [dice] objects of any size are pulled directly towards you or pushed directly away from you with the strength of [sum] men.
64 Raise Dead [sum] skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders.
65 Raise Spirit The spirit of a dead body manifests and will answer [dice] questions.
66 Read Mind You can hear the surface thoughts of [dice] nearby creatures.
67 Repel [sum]+1 objects are strongly magnetically repelled from each other if they come within 10 feet.
68 Scry You can see through the eyes of a creature you touched earlier today.
69 Sculpt Elements All inanimate material behaves like clay in your hands.
70 Sense Choose one kind of object (key, gold, arrow, jug, etc). You can sense the nearest [dice] examples.
71 Shield A creature you touch is protected from mundane attacks for [dice] minutes.
72 Shroud [sum] creatures are invisible until they move
73 Shuffle [sum] creatures instantly switch places. Determine where they end up randomly.
74 Sleep [dice] creatures fall into a light sleep.
75 Slick Every surface in a [dice]x10ft radius becomes extremely slippery.
76 Smoke Form Your body becomes living smoke for [dice] minutes.
77 Sniff You can smell even the faintest traces of scents.
78 Snuff The source of [sum] mundane lights you can see are instantly snuffed out.
79 Sort Inanimate items sort themselves according to categories you set.
80 Spectacle A clearly unreal but impressive illusion of your choice appears for [dice] minutes, under your control. It may be up to the size of a palace and has full motion and sound
81 Spellsaw A whirling blade flies from your chest, clearing any plant material in its way. It is otherwise harmless.
82 Spider Climb You can climb surfaces like a spider for [dice] minutes.
83 Summon Cube [sum] times per round] you may summon or banish a 3-foot-wide cube of earth. New cubes must be affixed to the earth or to other cubes.
84 Swarm You become a swarm of crows, rats, or piranhas. You only take damage from area effects
85 Telekinesis You may mentally move [sum] items.
86 Telepathy [sum]+1 creatures can hear each other’s thoughts, no matter how far apart they move
87 Teleport An object disappears and reappears on the ground in a visible, clear area up to [sum]×40ft away.
88 Target Lure An object you touch becomes the target of any nearby spell.
89 Thicket A thicket of trees and dense brush up to [sum]×40ft wide suddenly sprouts up.
90 Summon Idol A carved stone statue the size of a mule rises from the ground.
91 Time Control Time in a 50ft bubble slows down or increases by 10% for 30 seconds.
92 True Sight You see through all nearby illusions.
93 Upwell A spring of seawater appears.
94 Vision You completely control what a creature sees.
95 Visual Illusion A silent, immobile, illusion of your choice appears, up to the size of a bedroom.
96 Ward A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it
97 Web Your wrists can shoot thick webbing that covers [sum]x10ft.
98 Widget A primitive version of a drawn tool or item appears before you and disappears after a [dice] minutes.
99 Wizard Mark Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you, and can be seen at any distance, even through solid objects.
100 X-Ray Vision You gain X-Ray vision.