Spells from the Forbidden tradition exist to make the world worse, to subject its targets to torments unspeakable, disgusting, and profoundly wrong.
Consisting of spells conjured from the most unhinged minds and refined by the truly macabre, Forbidden magic offers dread power to those with the willingness to accept the ravages that its unholy knowledge can inflict on the body.
Most people who discover the Forbidden tradition do so out of hatred, despair, or madness, falsely believing the secrets of the tradition will alleviate their suffering. Devils, in particular, love to share the Forbidden tradition with mortals, for no other strain of magic is more dependable when it comes to delivering the souls of its practitioners into their eager hands. Other practitioners might stumble across spells from the tradition in dark tomes filled with dreadful knowledge that no mortal was meant to learn.
Black Tongue
Duration 1 minute
For the duration, you make Intellect and Will attack rolls with 1 boon against demons, devils, spirits, and undead.
Carve The Flesh
Target One living creature within short range
You curl your fingers into a fist, as if you were rending the target’s skin. Make an Intellect attack roll against the target’s Strength. On a success, the target takes 1d3 + 2 damage, its flesh ripped in such a way that it leaves a scar.
Attack Roll 20+ The target takes 1d3 extra damage.
Face Rip
Target One creature that has a face and that you can reach
You claw at the target. Make an Intellect attack roll against the target’s Agility. On a success, you tear at the target’s face, causing it to take 1d6 damage. Each creature within 1 yard of the target other than you must get a success on a Will challenge roll or gain 1 Insanity.
Attack Roll 20+ The target takes 1 extra damage, and any creature that can see the target must make the Will challenge roll.
Harm
Target One creature you can see within short range
Invisible barbs tear at the target’s body. Make an Intellect attack roll against its Strength. On a success, the target takes a –5 penalty to Health for 1 minute.
Attack Roll 20+ The penalty to Health is –10 instead.
Hateful Defecation
Target One living creature with a physical body within medium range
The target’s guts twist and rumble noisily. If the target’s Health is 10 or less, it dies instantly, streams of blood and feces gushing from all of its orifices. If its Health is higher than 10, make an Intellect attack roll against the target’s Strength.
On a success, the target takes 1d6 + 2 damage and becomes dazed for 1 round, as its guts violently and spectacularly expel their contents. If this damage incapacitates the target, excrement, organs, and blood explode from its body, which instantly brings about its death. Each creature within 2 yards of a point in the target’s space must make a Will challenge roll; on a failure, it becomes impaired for 1 round.
Attack Roll 20+ The target takes 1d6 extra damage.
Obedience
Target One creature you can see within short range
You hook the target’s soul. Make an Intellect attack roll against its Will. On a success, for the next 1 minute, the target must choose at the end of each round whether to take 1d6 damage or to become compelled for 1 round.
Seal the Cavity
Target One Size 1 or smaller living creature within short range
You run your fingers across your face as you intone the spell. Make an Intellect attack roll against the target’s Strength. On a success, a flap of skin covers certain parts of the target’s bod y; choose from the effects described below. The effect lasts until the target or another creature uses an action to cut away the flap of skin with a blade, which deals 1d6 damage to the target.
Seal Mouth and Nose The target cannot speak, cast spells that require speech, or breathe. It is in danger of suffocation.
Seal Eyes and Ears The target is blinded and deafened.
Seal Genitals and Anus The target is impaired. When impaired in this way, the target is fatigued and slowed. The target takes 2d6 damage after 1d6 + 2 hours, and again at the end of each hour thereafter, from the building pressure in its guts. If the target becomes incapacitated by this damage, it dies as its bladder and bowels burst inside its body.
Attack Roll 20+ The target is subject to two of the three effects instead of one.
Aftereffect You must make a Strength challenge roll. On a failure, you are subject to one of this spell’s effects of the GM’s choice.
Serpent Tongue
Duration 1 minute
Your tongue lengthens and forces itself out of your mouth, where it immediately sprouts two barbs that drip poison. Your tongue remains in this form for the duration, and you cannot talk until the spell ends.
You can use your tongue to attack one creature you can reach when you cast the spell, and again by using an action on your turn to do so. Make an Intellect attack roll against the target’s Agility. On a success, your tongue’s barbs strike the target and deal 1d6 + 2 damage. If the target is living, it must get a success on a Strength challenge roll or take 1d6 damage from poison and become poisoned for 1 minute. If the target is already poisoned, it instead takes 1d6 extra damage.
Tongue Rip
Target One creature that is capable of speech within short range
You spit at the target. Make an Intellect attack roll against its Will. On a success, your tongue forks and you take over the target’s mouth for as long as you concentrate, up to 1 hour. Until the effect ends, whenever you speak you can do so from your mouth or the target’s mouth, provided you are within 1 mile of the target. When you speak from the target’s mouth, it uses its own voice.
Attack Roll 20+ The effect does not require you to concentrate.
Ghastly Visage
Target One creature within short range that you can see and that does not have the horrifying trait
Make an Intellect attack roll against the target’s Strength. On a success, the creature undergoes a hideous transformation that lasts for 1 minute. Until the effect ends, the creature has the horrifying trait. You and other members of your group that you choose when you cast this spell are immune to this creature’s horrifying trait.
Attack Roll 20+ Other creatures make challenge rolls to resist the effects of the target’s horrifying trait with 3 banes.
Grotesque Fantasies
Target One living creature within short range
You make a crude, filthy gesture at the target, awakening in its mind foul and disturbing images of a sexual bent. Make an Intellect attack roll against the target’s Will. On a success, the target becomes dazed for 1 minute. When dazed in this way, the target grants 2 banes on attack rolls made against it. At the end of each round, the target can make a Will challenge roll with 1 bane and removes the dazed affliction from itself on a success. On a failure, however, the target gains 1 Insanity.
Attack Roll 20+ The target takes 1d3 damage at the end of each round from the violence it does to its sexual organs.
Ravenous Maggots
Target One living creature within medium range
Duration 1 minute
Hungry maggots fill the target’s belly, dealing 2d6 damage to it. At the end of each round for the duration, the target must make a Strength challenge roll; on a failure, it takes 1d6 damage and becomes impaired for 1 round. On a success, there is no effect; on the third success, the target vomits a knot of squirming maggots and the effect ends.
A target that becomes incapacitated from the spell’s damage dies instantly, and a cloud of black flies spreads through a 5-yard-radius sphere from a point within its space. The flies heavily obscure the area and remain for 1 minute or until dispersed by fire or wind.
Vision’s End
Target One sighted creature within short range
The target’s eyes bulge and strain in its head. If its Health is 15 or less, it takes 2d6 damage and becomes blinded as its eyes explode.
If its Health is 15 or more, make an Intellect attack roll against the target’s Strength; the attack roll is made with 1 bane if its Health is 30 or more. On a success, the target becomes blinded for as long as you concentrate, up to 1 minute. At the end of each round until the effect ends, the target must make a Strength challenge roll, taking 1d6 damage on a failure. If it gets three failures before the effect ends, the blinded affliction becomes permanent—the target’s eyes burst, ocular juices painting its face.
Attack Roll 20+ The effect does not require you to concentrate.
Desire’s End
Target One sighted creature within short range
The target experiences a sharp internal pain. Make an Intellect attack roll against its Strength. On a success, the target takes 3d6 damage and becomes dazed for 1d6 rounds as the sad remains of its reproductive organs fall from its body.
Attack Roll 20+ The target takes 3d6 extra damage and also falls prone; it cannot stand up while it is dazed in this way.
Hunger
Target One creature you can see within medium range
Make an Intellect attack roll against the target’s Strength. On a success, the target takes a –2d6 penalty to Health that remains for 1 hour. While the target has this penalty, it is fatigued and slowed, and deals half damage on all weapon attacks.
Attack Roll 20+ The target takes a –3d6 penalty to its Health instead of –2d6.
Part Bone From Flesh
Target One creature that has bones in its body within medium range
The target’s bones shift under its skin. Make an Intellect attack roll against its Strength. On a success, the target takes 6d6 damage. If the target becomes incapacitated by this damage, it dies instantly; its bones tear free from the flesh to become an animated corpse of the target’s Size that occupies its former space. The animated corpse attacks the creature nearest to it each round, choosing its target randomly if presented with multiple targets.
Attack Roll 20+ The target takes 2d6 extra damage.
Summon Fleshraker
Area A cube of space, 1 yard on each side, resting on a solid surface and originating from a point within short range
Duration 1 hour
If you concentrate for 1 minute, a fleshraker appears in the area and remains for the duration. When it appears, you can make an Intellect attack roll with 1 bane against the fleshraker’s Will. On a success, the fleshraker is compelled until you die, until it dies, or until the spell ends.
Fleshraker
Size 1 horrifying faerie (devil)
Perception 15 (+5); darksight
Defense 14; Health 24; Insanity --; Corruption 6
Strength 11 (+1), Agility 14 (+4), Intellect 13 (+3), Will 11 (+1)
Speed 10
Immune damage from disease, fire, poison; gaining Insanity; asleep; diseased. frightened; poisoned.
Ultraviolence A fleshraker makes attack rolls with 1 boon, and it grants 1 boon on attack rolls made against it.
ATTACK OPTIONS
Bone Razor (melee) +4 with 1 boon (1d6 + 2 plus Bleeding Wound on attack roll 20+)
Bleeding Wound A living creature must get a success on a Strength challenge roll or suffer a bleeding wound until it heals any damage. At the end of each round when a creature suffers a bleeding wound, it takes 1d6 damage.
Unruly Organs
Target One living creature of flesh and blood that you can see within medium range
You grab at your belly, pulling at the skin. Make an Intellect attack roll against the target’s Strength. On a success, you bestow animation and wicked sentience upon the target’s organs, which immediately twist about in an effort to tear themselves free. The target takes 2d6 damage. At the end of each round for 1 minute, the target must get a success on a Strength challenge roll with 1 bane or take 2d6 extra damage. If the target becomes incapacitated from taking this damage, it falls prone, takes damage equal to its Health, and gives birth to 1d6 tiny monsters (Shadow, page 247) that take the next available turn. The monsters are hostile to all other creatures.
Attack Roll 20+ The target takes 2d6 extra damage.
Vivisection
Target One creature you can see within medium range
Make an Intellect attack roll against the target’s Strength. On a success, the target takes 5d6 damage from unseen blades that pass through its body. If the damage incapacitates the target, it dies and falls to the ground in neat, 1-inch thick slices, and any creature that can see this event must get a success on a Will challenge roll with 1 bane or gain 1 Insanity.
Attack Roll 20+ The target takes 2d6 extra damage.
Reveal Secret Face
Target One living creature that is not a monster and is within medium range
Tendrils of writhing darkness fly from your hand toward the target. Make an Intellect attack roll against the target’s Strength. If the target has Health 20 or lower, you make the attack roll with 1 boon. If the target has Health 40 or higher, you make the attack roll with 1 bane. On a success, you transform the target into a hideous monster of its Size that uses the monster’s statistics in place of its own. The target also gains the horrifying trait. The effect lasts for 1 minute, during which time the target uses an action each round to make an attack. When the effect ends, the target returns to its normal form and must get a success on a Will challenge roll or gain 1d3 Insanity.
Soul Exchange
Target Two living mortal creatures within medium range
You grasp the targets’ souls. Make an Intellect attack roll against each target’s Will. On a success, the target becomes dazed for 1 minute.
Attack Roll 20+ The target also becomes stunned while it is dazed in this way.
Special If you get a success against both targets, their souls permanently swap bodies. Each target gains 1d6 Insanity. Each soul brings the following to its new body, but otherwise uses the new body’s attributes, characteristics, and abilities:
- All languages and professions
- Intellect and Will scores (recalculate Perception if necessary)
- Insanity and Corruption scores
- All talents
- All traditions it has discovered and all spells it knows
Spectacular Expulsion
Target Up to three living creatures within short range
Intense nausea strikes the targets. Each target must get a success on a Strength challenge roll with 2 banes or take 2d6 damage and spew corrosive vomit in a 3-yard-long cone originating from its mouth in a random direction.
The vomit deals 3d6 damage to everything in the area. A creature that would take this damage must make an Agility challenge roll. A creature vomits, as described above, on a failure, or just takes half the damage on a success. After a creature vomits, it becomes dazed for 1 round.
Unspeakable Graft
Requirement You must have a body part such as an eye, finger, hand, or leg harvested from a living creature that is still alive
Target One creature you can reach
You touch the harvested body part to the place where it would be located on the target’s body. If the target creature is not missing the body part you would graft to it, you must remove the appropriate part for the spell to have an effect. If you concentrate for 1 minute, during which time you must maintain contact with the target, you graft the part to the body, enabling the target to make full use of the part. The grafted body part might have special characteristics, such as claws, the ability to see in the dark, and so on; such benefits are conferred to the target. The target gains 1 Corruption.
The creature from which the body part was harvested still receives information from it, such that it can feel what a grafted hand feels or see what a grafted eye sees. Although this extended sensory perception can have a variety of benefits, it causes great mental distress in the creature from which the part was harvested and the creature who received the graft. Whenever either creature completes a rest, it must get a success on a Will challenge roll with 1 bane or gain 1d3 Insanity. After a creature completes three rests, this effect ends for it.
If the creature from which you harvested the body part dies, roll a d6. On a 1–3, the donated body part dies after 1d3 minutes.
Sacrifice You can use an action and expend a casting of this spell to cast the part bone from flesh spell.
Bestow Corruption
Target Up to three living creatures within short range
You reach into the target’s body and awaken the demonic nature of its soul. Each target must get a success on a Will challenge roll with 1 bane or gain 1d6 Corruption. A target that gains 3 Corruption or more automatically gains a mark of darkness (Shadow, page 36).
A target that gains Corruption in this way also becomes compelled for a number of rounds equal to its Corruption total. If a compelled target becomes incapacitated, it dies, and its soul erupts from its body to become a demon of the target’s Size. The demon can take the next available turn and is hostile to all creatures other than you.
Hook The Soul
Target One living, mortal creature you can see within medium range
You reach out and curl your fingers into hooks. Make an Intellect attack roll against the target’s Will. You make the roll with 3 banes against a target with a Health score of 50 or higher. On a success, the target gains 2d6 Insanity. If the Insanity gained would cause the target to go mad, you wrench its soul from its body, killing it instantly and causing the soul to become a shadow that appears inside an open space within 1 yard of the target. The shadow can take the next available turn and is hostile to all creatures other than you.
If the target remains alive, it is compelled for a number of rounds equal to its Insanity score. When compelled in this way, the target cannot willingly move more than 20 yards away from you. If it is forcibly moved beyond this distance, it falls prone and becomes unconscious until it is within 20 yards of you once more. When the target removes the compelled affliction from itself, it gains 1 Corruption.
Attack Roll 20+ The target gains 1d6 extra Insanity.
Horrid Joining
Target Two creatures you can see within short range of each other and within medium range of you
The targets’ forms become indistinct for a moment. Make an Intellect attack roll against each target’s Strength. On a success, the target takes 3d6 damage and becomes impaired for 1 round.
Attack Roll 20+ The target takes 3d6 extra damage.
Special If you get a success against both targets, their bodies permanently merge to form a single creature, which becomes impaired until after it completes a rest. The merged creature’s appearance is up to you.
The merged creature combines the attributes, characteristics, and other abilities of the targets as follows:
- It has the higher of the targets’ Strength and the lower of their Agility scores. Each target retains its own Intellect and Will.
- It gains 2d6 Insanity, replacing the targets’ Insanity scores (if any). The targets’ Corruption scores, if any, are added together.
- The targets occupy the same space, adding their Sizes together. Add together the higher of the targets’ Health and half the other target’s Health. The merged creature’s Speed becomes 6.
- The merged creature has the traits and talents of both targets, and it gains the horrifying trait if neither target already had that trait.
- Although they share one body, each target can take one turn each round. One must take a fast turn and the other a slow turn; if they can’t decide, each rolls a d6 and the high roller chooses.
Inscribe Yellow Sign
Requirement You must have special ingredients worth 100 gc, including mercury, phosphorus, powdered lead, sulfur, and arsenic. You must also have at least 6 Insanity.
Target A flat surface you can reach
Duration Permanent (see effect)
You use the ingredients to inscribe the Yellow Sign on a flat surface you can reach. The sigil remains until the surface on which it is inscribed is destroyed. Any living creature that sees the Yellow Sign must make a Will challenge roll with 3 banes. On a failure, the creature gains Insanity equal to its Will score and goes mad. On a success, the creature becomes immune to this particular sigil until it completes a rest.
As long as the Yellow Sign remains, it enhances attack spells from dark magic traditions. Anyone within 10 yards of the Yellow Sign makes attack rolls with 1 boon from casting such spells, and creatures make challenge rolls with 1 bane to resist those castings.