Incantations are a concept that was introduced during the third edition of the world’s oldest Role Playing Game and is here updated to work with the Spheres of Power system. If you are interested in seeing how Incantations would look designed for the core Pathfinder magic system, we recommend Zombie Sky Press’ “Incantations in Theory and Practice” and “Rituals from the Other Side: Spirit Magic” as excellent examples.

Incantations, like rituals, are elaborate ceremonies designed to bring about powerful effects. However, while rituals require a caster level and accomplish their feats through gestures, chanting, and the use of expensive components, incantations have no required caster level and could involve chanting, gesturing, dancing, building elaborate machines, sacrificing gnomes under a full moon, carving the name of god onto a stone and dropping it into a bottomless well, or any number of other possible conditions.

Incantations are a completely different type of magic from anything else presented in this book. Where other magic uses caster levels and spell points, incantations use skill checks. Where other magic is reliable, broad, and generally carries no risk for the caster, incantations are often costly, dangerous, and very specific in what they accomplish. There are no class requirements to using most incantations, and virtually anyone can use an incantation if they are willing to pay the high cost of success and risk the even higher cost of failure.

The Role of Incantations

More so than any other form of magic presented in this book, incantations are almost completely defined by their role in the campaign.

Rituals and advanced talents are both designed to be player driven forms of advanced magic: if a player possess the planeshift ritual and has the gold to cast it, he may sojourn the planes as often as he sees fit. With an incantation, on the other hand, a player may only know how to visit a specific plane and might only be able to do so one day a year or only when they fulfill a special requirement, such as holding the heart of a recently slain black dragon. Using an incantation is often a very special event, and entire quests and adventures could revolve around performing—or stopping—an incantation from being used.

Usually, incantations serve one of three purposes: plot device, party aid, and flavor.

Plot Device: Incantations are often very specific, both in effect and requirement. Through incantations, a GM can allow the party to raise the dead, travel across worlds, or speak to spirits in ways that don’t upset the rest of the game world. Alternately, villains could summon ancient demons, turn a city to stone, or place a king in an eternal slumber without necessarily being too high level for the party to handle. No matter what the story demands, an incantation can be crafted to fit the requirement.

Party Aid: Sometimes a party lacks something the GM feels they need. This could be a method of healing or tracking, a means for long-range communication, or a party scout. Through incantations, a GM can give a party new abilities that change the way they play, from giving them the ability to summon a spirit scout, to letting them heal their wounds at night without need for the Life sphere. In this way, incantations can become a treasure more valuable than gold and definitely worth a quest or two to acquire.

Flavor: Incantations allow a GM to customize the place of magic in their world, mixing setting, plot, and character together in ways other magic systems simply can’t contain. In the case of low-magic worlds or horror-themed games, incantations could even completely replace other magic systems, adding a sense of wonder and danger to magic that extends beyond what many consider ‘traditional’ gameplay. Indeed, incantations needn’t even strictly be magic; it is an easy thing to adapt the incantation rules to cover meditative trances, risky medical procedures, or the creation of steam-powered technological wonders, if that is the feel a particular world demands.

Discovering Incantations

While rituals and spells have clear-cut rules for player-conducted research, there are no universal rules for discovering incantations, as each incantation is something wholly unique unto itself. Players may discover an incantation in an ancient library, as part of the rites of a hidden temple, in an old nursery rhyme or children’s tale, or among a blacksmith’s notes detailing his last, greatest creation. Incantations might be found as treasure or might require the party to quest in search of secret knowledge.

Using Incantations

To use an incantation, a creature must meet all of its included criteria. While the exact rules and requirements differ from incantation to incantation, every incantation has the following basic components:

Casting Time: Every incantation has a casting time, which could range from a matter of minutes to several days or more.

Components: Most incantations require some variety of components, such as focus, material, somatic, and verbal components. In addition, some require secondary performers (abbreviated SP in an incantation’s description).

Secondary Performers (or Secondary Casters): Incantations often require multiple participants to successfully complete them. However, only one participant can be the primary performer. Secondary performers can make skill checks in place of the primary performer. However, performers cannot use the aid another action to assist in required skill checks. Incantations can be performed with more performers than necessary, so if certain participants cannot continue, others can replace them.

Skill checks: Every incantation lists a series of skill checks that must be successfully made in order to complete the incantation. Each incantation lists how many successful checks are required to cast it. Unless otherwise specified, you make a skill check every 10 minutes; failing a check means the incantation takes an additional 10 minutes to complete. Often, an incantation’s required skill checks can be performed in any order. Occasionally, however, a particular sequence is required either in total or in part. In this case, the required skill checks will be labeled with “in order” in the incantation description. Any of the checks listed after this label must be performed in the same sequence listed; any listed before this label may be performed in any order either before or after the entirety of the sequenced checks. For example, in the case of “Skill Checks Knowledge (arcana) DC 20, 1 success; in order—Sense Motive DC 20, 1 success; Bluff DC 20, 3 successes; Survival DC 20, 3 successes,” you must make 1 Sense Motive check, followed by 3 Bluff checks, and then by 3 Survival checks. However, the lone Knowledge (arcana) check may be performed either before the Sense Motive check or after the last Survival check.

Backlash and Failure: Many rituals include some sort of backlash that affects you whether the incantation was successful or not. In addition, if the caster fails two consecutive skill checks, the entire incantation fails. Failing to cast an incantation still expends all material components and always bestows additional consequences.

Failed Incantations

If two consecutive skill checks are unsuccessful—even if made by different performers—the incantation fails. If an effect is listed in an incantation’s description specifically for failure, it targets the performer that failed the second check (in addition to a possible backlash). There are many possible consequences for failure, with the most common listed below.

Attack: A summoned creature attacks you—and likely everyone else nearby.

Augment: Instead of destroying the target as it was supposed to, the incantation makes the target more powerful.

Betrayal: Though the incantation seems to succeed, the subject of the incantation—or even you—actually undergoes a dramatic alignment change. For the next 1d6 minutes, the subject’s alignment becomes the extreme opposite of what it was previously (for instance, lawful good becomes chaotic evil, or chaotic neutral becomes lawful neutral; a neutral subject randomly becomes lawful good, lawful evil, chaotic good, or chaotic evil). The subject generally tries to keep its new outlook a secret.

Damage: You or the target takes damage as the consequence of failure.

Death: Someone dies. This is usually you or the target. Some incantations allow a saving throw to avoid this consequence of failure.

Delusion: You believe the incantation worked, but actually, it had no effect—or a very different one from that intended.

Falsehood: The incantation (typically a divination) provides you with false results, but you believe it to be true.

Hostile Spell: You are targeted by a harmful effect, specified in the incantation’s description.

Mirrorcast: The incantation has the opposite effect of what was intended.

Reversal: The incantation affects you rather than the intended target.

Special Rules

Interrupting Incantations: Incantations take a long time to perform, but they aren’t as delicate and exacting as other forms of magic. You don’t provoke attacks of opportunity while performing them, and you can even pause the ritual for a short time in order to fight, use magic, or take other actions. However, for each round the incantation is interrupted, the DC of all subsequent skill checks to complete the performance increases by 1. Time spent during the interruption of an incantation does not count toward its casting time.

Saving Throws: If an incantation allows a save, the formula to calculate the save is included in the incantation’s description.

Spell Resistance: When making magic skill checks to overcome spell resistance, divide the incantation’s skill check DC by 2 to find its effective MSB. (For opposed checks, use the default DC for the incantation’s sphere modified by any bonuses or penalties listed in the incantation for the opponent’s roll; divide this value by 2.) Use this value even if you are a caster.

Taking 10: As long as you are not threatened or distracted, you may take 10. However, incantations with backlash components or similarly harmful aspects count as threats, preventing you from taking 10. You may never take 20 when attempting to complete an incantation.

Table: Modifying Incantations
Factors Check DC Modifier
Skill Checks Requires checks involving more than one skill -1
Casting Time 1 hour between checks -1
Casting time is restricted (such as, only during full moon) -4
Casting time is severely restricted (such as, only during lunar eclipse) -8
Focus and Material Components Expensive material component (500 gp) -1
Expensive material component (5,000 gp) -2
Expensive material component (25,000 gp) -4
Expensive focus (5,000 gp) -1
Expensive focus (25,000 gp) -2
Extra Performers 10 or fewer secondary performers -2
11-100 secondary performers -6
101 or more secondary performers -10
Range Touch to Close/Close to Touch +2/-2
Close to Medium/Medium to Close +2/-2
Medium to Long/Long to Medium +2/-2
Area Doubling area/halving area +3/-3
Target Unwilling target must be helpless -2
Limited targets (by HD, creature type, and so on) -3
Single target to multiple targets +4
Duration Rounds to minutes/minutes to rounds +2/-2
Minutes to hours/hours to minutes +4/-2
Hours to days/days to hours +6/-2
Days to permanent or instantaneous/permanent or instantaneous to days +10/-4
Saving Throw None (or harmless) to save partial/save partial to none (or harmless) +2/-2
Save partial to save negates/save negates to save partial +2/-2
Spell Resistance Yes to no (or harmless)/no (or harmless) to yes +4/-4
Backlash Per 2d6 points of damage -1
Performer is exhausted -2
Per negative level performer gains -2
Performer reduced to -1 hp -3
Performer infected with disease -4
Backlash affects secondary performers too -1
Lesser Incantations Per incantation effective level less than 6th -2

Creating New Incantations

While there are rules for player-driven research for both rituals and spellcrafting, creating new incantations is exclusively the realm of the GM (although it is possible for players to attempt the creation of an incantation under strict GM supervision).

Creating new incantations can be a difficult balancing act: if an incantation is too difficult, too costly, or too dangerous, players may avoid using it altogether, while if an incantation is too easy, players may use it endlessly. Likewise, while some low-magic games leave the players with little option but incantations, in other games the players may have access to so many advanced talents and rituals that they needn’t rely on incantations except for the most pressing of circumstances. As such, judgment and common sense should always be used when creating new incantations; all numbers and values given below should be seen as guidelines rather than hard rules.

As a rule of thumb, each incantation should have at least one aspect (high DC, expensive component, extremely-specific effect or requirements, strong backlash or risk of failure) to discourage overuse; each use of an incantation should feel like a major event, if not the focus of its own adventure.

While incantations may be as varied and unique as the GM desires, the following guidelines will help balance new incantations.

Determine Sphere: When creating an incantation, first decide which sphere or spheres it most thematically resembles. Each sphere has a specific DC associated with it that serves as the base skill check DC. If an incantation combines themes from multiple spheres, choose the most important one to determine the incantation’s base DC, and add 1/3 of the DC of the other spheres to the total DC.

Each summary below specifies the range, target, duration, and other aspects of an incantation associated with a particular sphere.


Skill Check DC 32; Range Close; Target one creature; Duration minutes; Saving Throw Fort negates (or harmless); Spell Resistance yes


Skill Check DC 30; Range Close; Target one creature; Duration hours; Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


Skill Check DC 30; Range Close; Target one 20-ft. cube of matter; Duration hours; Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


Skill Check DC 30; Range Medium; Area 20-ft. radius burst (or 1 person for meld); Duration minutes; Saving Throw none or Fort negates (harmless); Spell Resistance no or yes (harmless)


Skill Check DC 34; Range Close; Target one or more creatures or corpses; Duration instantaneous; Saving Throw Fort negates (or none); Spell Resistance no


Skill Check DC 32; Range Close; Area 5-ft. wide bolt or 20-ft. radius burst; Duration instantaneous; Saving Throw Reflex half; Spell Resistance yes


Skill Check DC 30; Range long; Target personal; Duration minutes; Saving Throw none; Spell Resistance no


Skill Check DC 32; Range Close; Target one creature or 20 cubic ft. of matter; Duration minutes; Saving Throw Fort negates (or harmless); Spell Resistance yes


Skill Check DC 32; Range medium; Area 5-ft. wide bolt or 20-ft.-radius burst; Duration instantaneous; Saving Throw Reflex half; Spell Resistance yes


Skill Check DC 32; Range touch; Target one living creature or 20 cubic ft. of matter; Duration minutes; Saving Throw Will disbelief; Spell Resistance yes


Skill Check DC 32; Range medium; Area 1 creature; Duration instantaneous; Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)


Skill Check DC 30; Range medium; Area 20-ft.-radius burst; Duration minutes; Saving Throw None; Spell Resistance yes


Skill Check DC 32; Range close; Target one living creature; Duration minutes; Saving Throw Will negates; Spell Resistance yes


Skill Check DC 30; Range close; Target 20-ft.-radius burst; Duration minutes; Saving Throw Reflex negates; Spell Resistance yes


Skill Check DC 32; Range close; Target one or more creatures, no two of which can be more than 30 ft. apart; Duration minutes; Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


Skill Check DC 32; Range close; Target one or more creatures or objects, no two of which can be more than 30-ft. apart; Duration minutes; Saving Throw Will negates; Spell Resistance yes


Skill Check DC 32; Range close; Target one or more creatures, no two of which can be more than 30-ft. apart; Duration minutes; Saving Throw Fort negates; Spell Resistance yes


Skill Check DC 32; Range close; Target 20-ft.-radius burst; Duration rounds; Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)


Skill Check DC 30; Range close; Target one creature; Duration instantaneous; Saving Throw Fort negates; Spell Resistance yes


Skill Check DC 32; Range medium; Area 20-ft.-radius burst; Duration minutes; Saving Throw none; Spell Resistance no

Modify DC

For the next step, determine what adjustments, if any, are required of the base DC, factoring in the specifics of your incantation (see Table: Modifying Incantations for a list of how certain factors change the skill check DC). Use this list as a guideline for modifications that aren’t listed, such as new backlash effects.

Set Level Finally, set the effective level of the incantation. Incantations are comparable to spells and rituals, and have the same level system (0-9). When determining the level of an incantation, it is often useful to compare it to spells or rituals to determine an appropriate level. Or, if comparing it to its base sphere, assume a level of 1/3 the needed caster level +1 per spell point required. This effective level determines a number of aspects of the incantation, such as how many total successes are required, save DCs, and sometimes its range and duration.

Skill DC: For every level an incantation possesses below 6th, decrease its starting DC by 2. The minimum DC for an incantation is 8 + (2 x level of the incantation). This equals a DC 10 for 1st level, DC 12 for 2nd level, DC 14 for 3rd level, DC 16 for 4th level, and DC 18 for 5th level.

Total Successes: Equal to the incantation’s effective level.

Save DC: 10 + incantation’s effective level + the principle caster’s casting ability modifier.

Duration and Range: When determining the duration, range, and other variables, assume a caster level of twice the incantation’s level. Duration and range are determined as usual: if a duration is given in minutes, it will have a duration of 1 minute per caster level. If the range is Medium, it will have a range of 100 ft. + 10 ft. per caster level. Thus, a level 5 ritual with a duration of minutes and a range of Medium would have a duration of 10 minutes, and a range of 300 ft. These details are often specified in an incantation’s description. If not, assume a caster level of twice the incantation’s level and use the same formula a similar spell would use. For example, an incantation with a duration of minutes would last 12 minutes as it’s effectively a 6th level ritual. The same incantation with a range of medium can affect a target up to 220 ft. away.

Opposed Checks

Some incantations use opposed ability or skill checks instead of checks with static DCs. Creating these incantations is almost identical to creating ones with static DCs; you must still choose the sphere and use the same default values, however, replacing the starting DC in this case with an opposed check, such as Bluff vs. Sense Motive or Disguise vs. Perception. When modifying the incantation, instead of applying adjustments to a static DC, apply adjustments to the target’s check result. For example, if creating an incantation that required an opposed Bluff vs. Sense Motive check, if you increased the duration from minutes to hours, you would then apply a +4 adjustment to the target’s check result. This means the opposed check would now be your Bluff result vs. the target’s Sense Motive result +4. If, instead, you reduced the duration from minutes to rounds, you would apply a -2 adjustment to the target’s Sense Motive check.

In an incantation description, using the current example, an opposed check would be designated “Bluff vs. Sense Motive +4”. The skill or other quantity that you use is the first listed, in this case Bluff. The one you’re opposing uses the second skill or the other quantity listed, in this case Sense Motive. Any modifier listed for you or your opponent is applied to the respective checks.


For an upcoming storyline, the GM needs the players to be able to travel quickly over otherwise impassable mountains. Thinking it over, she decides it might be fun to give the players an incantation that turns them into birds—great for long-distance flights without the complications of a teleport ritual.

An incantation that transforms people into birds sounds like the Alteration sphere, which starts the incantation with the following statistics:

Skill Check DC 32; Range close; Target one creature; Duration minutes; Saving Throw Fort negates (or harmless); Spell Resistance yes

The GM needs the incantation to affect multiple targets (+4) and to last for hours instead of minutes (+4), which results in a Skill Check of DC 40. This number seems a bit high to her, so she decides it should have multiple skill checks involved (-1), secondary performers (-2, the group to be transformed to a maximum of 10), and have a small material component (-1). She also thinks it should leave all performers exhausted after the transformation is over, since this will discourage using the incantation to descend on enemies (-2, -1 for affecting secondary performers as well).

Currently, the incantation looks like this: Skill Check DC 33; Range close; Target up to 10 creatures; Duration hours; Saving Throw Fort negates (or harmless); Spell Resistance yes Cost up to 500 gp, Secondary Performers up to 10, Backlash all performers exhausted.

She wants them to turn into tiny birds, which sounds like beast shape II, a 4th level spell. Setting the incantation’s level at 4 decreases the DC by another 4, making the final skill check 29 with 4 total successes needed. This still seems high to her (she doesn’t want the incantation to be difficult, just not abusable in some way) so she decides to lower the skill DC, but add a caveat that severely limits its usage.

The players have met an NPC witch who lives on a high mountain. Perhaps that would be a great place for them to learn this incantation:

Heart of the Wind

Throwing yourself off of the cliff, you invoke the god of the winds to accept your offering and save you from dying. If you speak well, the god of the winds might just catch you, transforming you into one of his own for a few hours.

Sphere Alteration; Level 4th
Skill Checks in order— Climb DC 20 3 successes, Diplomacy DC 22 1 success.
Casting Time 40 minutes
S, V, M (mountaintop flower, incense worth 150 gp or more)
Target up to 10 willing creatures
Duration 8 hours
Saving Throw none; Spell Resistance no


Atop Mt. Erre is a high cliff, which the locals call “Suicide Fall”. Dropping of this cliff is fatal to all but the strongest adventurers (10d6 falling damage), but this cliff is also unusually connected to the god of wind. There is a flower that blooms once per month on top of Mt. Erre, and if this flower is plucked and carried to Suicide Fall, may be used to supplicate the god of the wind for aid.

First, at least one supplicant must climb to the summit of the mountain to retrieve the flower (Climb checks), and then the group that wishes the god’s blessing must burn incense while explaining to the god why they need his aid (the Diplomacy check). Once the supplication has been made, the group must burn the mountaintop flower and throw themselves off of the cliff.

If they are successful, all targets (up to 10) who threw themselves off of the cliff transform mid-fall into Tiny-sized birds as if using beast shape II, but with a duration of 8 hours.

Using any magic during this process causes the incantation to fail. The supplicators cannot use magic to scale the mountain, nor use magic to protect them from the fall. Relying on anything other than the god’s intervention and using anything other than their own strength will never result in the desired result.

Backlash All supplicators are exhausted. If the incantation is a success, targets only become exhausted once the duration expires.

Failure If you fail two consecutive Climb checks, you cannot reach the mountaintop to gain the flower. If you fail the Diplomacy check, you do not transform mid-fall and instead suffer 10d6 points of falling damage.

Sample Incantations

Wake the Forest Watcher

Around the Illingrad forest they tell a local legend, where a girl lost in the forest at night sang and danced to keep away fear. The forest watcher, entranced by her voice and movements, came and showed her the way out. To this day, children who grow up near the Illingrad forest learn this story and its accompanying song and dance. Outsiders think it a quaint tradition, but the local children know if they are ever lost in the forest, the Forest Watcher may be their only salvation.

Sphere Divination; Effective Level 3rd
Skill Checks in order— Perform (Singing) DC 19 1 success, Perform (Dance) DC 19 1 success, Diplomacy DC 19 1 success
Casting Time 10 minutes
Components S, V (must speak Sylvan)
Range Long (640 ft)
Target the Forest Watcher
Duration 1 round
Saving Throw none; Spell Resistance no


By repeating this Sylvan song and dance at night while within the confines of the Illingrad forest, you entreat the Forest Watcher to appear and give you aid. The song begins with the story of the girl who first met the Forest Watcher and ends with the performer or performers spinning around frantically, entreating the Forest Watcher to come to their aid.

When the performer or performers complete the first Perform (Singing) and Perform (Dance) check, they feel a rush of wind through the trees, and a soft voice asks what is desired. They must then politely ask one question with the Diplomacy check.

The Forest Watcher may be entreated for directions to anything within or on the edge of the forest, always revealing the shortest path. The Forest Watcher may also be asked questions about what is currently within the forest, although it cannot reveal more than what an observer could discover. You may only ask one question of the Forest Watcher in a single night in this manner.

Backlash All performers and secondary performers are exhausted.

Failure If you fail 2 consecutive skill checks, you have offended the Forest Watcher. All creatures within the forest become hostile to you for 1 week.

The Lacidy Portal

A series of old, rusty contraptions decorate the Lacidy manor home’s tallest tower, with no evidence of their use of function. However, if one should find Sir Lacidy’s old notebooks detailing their use, and if that one should activate the machine during a storm, that one might just find themselves facing what Sir Lacidy spent his whole life trying to find: the gateway to Heaven.

Sphere Warp; Effective Level 9th
Skill Checks in order— Knowledge (engineering) DC 24 6 successes, Knowledge (nature) DC 24 1 success, Knowledge (engineering) DC 24, 2 successes
Casting Time 9 hours
Components S, V, M (focusing diamond worth 5,000 gp)
Range close (40 ft.)
Effect 20 ft. diameter vertical gateway
Duration 20 rounds
Saving Throw none; Spell Resistance no


This incantation is found in Sr Lacidy’s notes, and details the workings of the machine in the highest tower of his manor. This machine harnesses power from lightning and, with the aid of a focusing diamond (destroyed upon usage), opens a portal to the Outer Planes of Heaven, as the gate spell.

Each check takes 1 hour to complete as the machine is coaxed to life through Knowledge (engineering) checks, Lightning is anticipated through a Knowledge (nature) check, and the machine’s work is finished through more Knowledge (engineering) checks. Magical lightning will not do; only natural lightning can power the machine. While this machine can be used to travel to Heaven, alternate means (or an assistant to open the portal again from the Material Plane side) must be employed to return.

Backlash The planar energies channeled through the machine alter everything around it. All performers gain 1 temporary negative level that lasts 1 day, with a chance of becoming permanent.

Failure If you fail two consecutive skill checks, the machine backfires, flooding the area with planar energy. All creatures within 400 ft. of the machine suffer 4 permanent negative levels.

Table: Weather Conditions
Severity Wind Cold Precipitation Heat
1 Light Cool None Cool
2 Moderate Chilled Mist Warm
3 Strong Cold Light/Fog Hot
4 Severe Severe Moderate Severe
5 Windstorm Extreme Heavy Extreme
6 Hurricane Arctic Flash Flood Burning
7 Tornado Killing Great Flood Boiling
Table: Wind
Severity Level Wind Speed Ranged Attacks Normal/Siege Weapons1 Checked Size2 Blown Away Size3 Fly Penalty
1 (light) 0–10 mph —/—
2 (Moderate) 11–20 mph —/—
3 (Strong) 21–30 mph –2/— Tiny –2
4 (Severe) 31–50 mph –4/— Small Tiny –4
5 (Windstorm) 51–74 mph Impossible/–4 Medium Small –8
6 (Hurricane) 75–174 mph Impossible/–8 Large Medium –12
7 (Tornado) 175–300 mph Impossible/impossible Huge Large –16

1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.

2 Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.

3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

Table: Cold
Severity Level Effects
3 (below 40° F) Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage.
4 (below 0° F) Same as level 3, but a check every 10 minutes.
5 (below –20° F) 1d6 cold damage every minute (no save) and a Fortitude save (DC 15, +1 per previous check) or take 1d4 nonlethal damage.
6 (below -60° F) Same as severity level 5, but damage and Fortitude saves happen each round.
7 (below -120° F) 3d6 cold damage each round (no save). Being encased in ice increases this to 10d6.
Table: Precipitation
Severity Level Rain Effects Combined with Cold 4 and higher (Snow Effects) Combined with Winds 4 and higher (Storm Effects)
1 None None None
2 Mist Light Frost Mist
3 Light/Fog Snow Light Storm
4 Moderate Heavy Snow Storm
5 Heavy Blizzard Powerful Storm
6 Flash Flood Great Blizzard Monsoon
7 Great Flood Avalanche Typhoon
Table: Heat
Severity Level Effects
3 (above 90° F) Fortitude save each hour (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.
4 (above 110° F) Same as level 3, but a check every 10 minutes.
5 (above 140° F) 1d6 fire damage every minute (no save), and a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 nonlethal damage.
6 (above 180° F) Same as severity level 5, but damage and Fortitude saves happen each round.
7 (above 212° F) 3d6 fire damage each round, no save. Immersion in boiling liquids increases this to 10d6.

Section 15: Copyright Notice

Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers

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