Owl House RPG
Owl House RPG
Disclaimer 3
Character Creation 5
Races 5
Magic 7
Bile Sacs and Glyphs 7
Palismen 9
Status 10
Starting Stats 11
Max Health 13
Leveling Up 13
Covens 13
Abomination Coven 14
Bard Coven 15
Beast Keeping Coven 17
Contruction Coven 19
Healing Coven 20
Illusionist Coven 22
Oracle Coven 23
Plant Coven 26
Potion Coven 27
Emperor’s Coven 29
Bad Girl’s Coven (Wild Magic) 29
Artificial Magic 32
Conditions/Spell Effects 32
Combat 33
Monster Catalog 42
Beasties 42
Undead 44
NPCs and Common Animals 45
Disclaimer
I do not own the Owl House. I am not selling this work. This is a fan-made work made just for
fun. The art in this role playing game handbook and the Owl House belongs to it’s respective
owner. This work contains spoilers. Go and watch the series, it is amazing. Special thanks to
Dana Terrace for creating such amazing work, whoever edits and creates pages for the owl
house wiki, and to you, for giving this RPG a chance! I hope you have fun!
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This is a playtest. There still needs to be additions to the monster catalog, pregenerated
characters, adding the glyphs I made for the coven, and possibly more spells, though
there will likely be even more changes, so please keep that in mind! If you have
suggestions, please let me know by leaving a comment at bluubugarcade.itch.io under
the project!
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The Owl House RPG is a place where ANYTHING can happen! Wheter that's for the
better or the worst is entirely up to you. This place is full of witches, demons, and sometimes,
even humans!
The Boiling Isles is f beautiful, chaotic, and full of adventure, and we wouldn’t want it any
other way! As for your role as a player in the Boiling Isles, this is the best word of advice:
“Look, kid, everyone wants to believe they're "chosen". But if we all waited around for a
prophecy to make us special, we'd die waiting. And that's why you need to choose yourself.”
-Eda Clawthorne
The Owl House RPG is a free fan table-top role playing game that is based on the
series The Owl House created by Dana Terrace. The goal of this game is to create a way for
you to explore the Boiling Isles along with its unique magic system.
This RPG uses a eight-sided dice (d8) dice for abilities. The level is equal to the
amount of d8s you will roll. The number you roll for is equal to a difficulty check. In this game
you roll for many things, including casting spells and making strangers think you're cool and
totally not the person on the wanted poster next to them.
Note: You’ll still need a full set of polyhedral dice for this game.
Levels Chart
This chart shows how many dice you will roll based on your skill level. Not matter the skill
level, if you roll all 1s, it will be a failure.
Difficulty Chart
Game Narrators, this chart is for you! This chart shows you what the target number of a task
based on its difficulty. For example, jumping over a small wet rock might be a 4, almost
impossible to fail. Remember to only have players roll when it matters. For example, maybe if
they failed the wet rock check, they’d fall into a lake!
5 Easy
10 Average
20 Difficult
30 Hard
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Agility
This attribute is a description of a character’s dexterity. Wheter that’s running or dancing at
Grom, this ability has a variety of applications.
Guts
This attribute is a description of a character’s strength, brute force, and overall toughness.
Insight
This attribute is a description of a character’s wisdom. It’s a reflection of their common sense,
ability to see other’s true intentions, and their intuition.
Charisma
This attribute is a description of how charming a character is. This will show your character’s
ability to convince, persuade, intimidate, and even perform!
Keep in mind, just because your character has high or low stats in a certain area, that doesn’t
mean they can’t be intelligent or awkward. Maybe someone with a high charisma stat has stage
fright! Or maybe someone with a high mind score has studied only one subject!
Each Coven prioritzies off certain attributes, so if you’d like to, randomly pick 1 or 2 main
attributes to help you find your coven! Of course, feel free to just pick your Coven if you’d like.
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Character Creation
Races
Human
By far the rarest race in the Boiling Isles. These round-eared humanoids rely on glyphs in order
to perform magic, much like the earliest Witches. (See Glyphs chapter)
Witch
The closest to humans you’ll find in the Boiling Isles. Trade marked by their pointed ears, these
humanoid residents have a Bile Sac! (See Bile Sac chapter)
Demons
Demons are divided into 3 types, each with their own abilities.
Biped
On top of having a Bile Sac, pick one of these abilities:
Pick one:
● Raise your Mind one level and lower your Guts one level.
● Raise your Guts one level and lower your Mind one level.
● Add your luck to your health (can only do once, at the start if character creation)
Beast
Pick two:
● Raise your Guts one level and lower your Mind one level.
● Start by knowing 3 glyphs instead of 2 (If your Game Narrator allows your beast
demon to have a bile sac, disregard this ability AND only pick one ability.)
● You can be immune to one effect, but prone to another. (Ie. Can never be frozen,
but is weak to being burned.)
Bug
Pick two:
● Enhanced Mobility
○ Wheter that’s stretching, flight, etc. In order to use this ability, roll Agility
with advantage (or disadvantage) depending on you Game Narrator.
● Communicate through Dance (Body Language)
○ You have the ability to communicate silently with other Bug demons (Roll
your charisma with advantage.)
○ Non-bug demons have no idea what you are trying to communicate
unless they pass a Charisma 15 check. No one but those who pass can
decipher your message.
● Slight Disortion
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○ A part of you can change size/shape. For example, some fairies can
transform and have extra large, sharp teeth. Each transform can last as
long as your Charisma level in hours.
Magic
Every witch is able to use all magic, (at least before they join a coven), but for the tracks you are
able to use most efficiently, you’ll need to pick three. Here’s a list: (They are covered more in-
depth under their similarly named covens under the Coven section!)
Abomination: Create (or become) an Oracle:See into the future and manipulate
abomination! fate!
Bard: Blend your creativity with magic! Plant :Control and communicate with
Beast Keeping: Summon beasts and plants!
become one! Potion: Make all kinds of potions!
Contruction: Build and make things of your
wildest dreams!
Healing: Help your allies and community
overcome hardship!
Illusionist :Create wonderful illusions!
The tracks you pick will be in order from first(1) to last(2).
When picking your magic tracks, keep in mind what order you want them in. Track 1 will be your
strongest, with track 3 being one of you weakest tracks of magic.
Track 1:
You can cast this kind of magic 8 times before needing to rest.
Track 2:
You can cast this kind of magic 4 times before needing to rest.
Track 3:
You can cast this kind of magic 2 times before needing to rest.
Other tracks:
You can cast this kind of magic 1 time before needing to rest.
Note: Failed attempts count as casting magic. Rest is assumed to be at least a good night’s
sleep, but this will be left for your game narrator to determine.
Neutral Magic
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Every non-human witch, regardless of coven or tracks, can also use neutral magic. Neutral
magic are things like making objects float, creating a magic cage, and shooting energy blasts.
You can find a list of these spells in the Natural Magic Section. Use this in the ‘Other’ magic
section. You can use natural magic as many times as your character level.
Glyphs
Every human or non-bile sac having spellcaster must use glyphs in order to cast magic. You
start off knowing 2 kinds of glyphs. Everytime you level up, you will learn a new glyph. Once you
are out of glyphs you must take at least 4 hours studying and preparing new ones. (To be clear,
glyph users CAN cast coven spells. We are assuming they also have glyphs.)
Glyphs can be prepared anytime, however, it is advised they are prepared one of two ways-
Players can challenge themselves to prepare them in real life! Give them 5 minutes (or any time
limit) and see what they can do!
OR
Allow players to automatically prepare an amount of glyphs equal to glyphs they have learned
(Game narrators, which spells they’ve learned will be up to you) plus an insight skill roll.
Other tracks:
You can cast this kind of magic using glyphs 1 time before needing to rest.
Invisibility: Light, Fire, and another Light Glyph. If used on themselves, they must hold
their breath. Roll a guts check with a goal of 2, then 4, then 6 and higher and higher every in-
game minute. (Pictured right)
Snow: Light and Fire with 2 Ice glyphs
Use can create combos, but they are up to the game narrator. If they approve, write down your
combo so that it can stay consistent.
Mist: Ice and Fire glyphs
Natural Magic
Anyone who uses glyphs is unable to cast neutral magic, therefore they are able to fully harness
the usage of Natural Magic. Natural magic comes in four types- Light, Ice, Plant, Fire. (Plant is
technically also a coven, but since these are the four basic glyphs Luz knows, it is being
considered a natural magic here.)
Natural Magic is considered a ‘track’. However, if not picked as a 1st or 2nd track, use it in the
‘Other’ magic section. (You can use it as many times as your level.)
Natural Magic spell lists will be explained more in the Natural Magic Section.
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Palismen
Witchs have palismen that go on the end of their staffs. If you would like a palisman feel free to
choose whatever you’d like. You can carry it however you’d like. If you would like it to be
random, here's a d100 chart.
Palismen Chart
1. Cat 35. Sloth 68. Unicorn
2. Raven/Crow 36. Anteater 69. Pegasus
3. Alpaca 37. Flying Fish 70. Alicorn
4. Eagle 38. Giraffe 71. Rabbit
5. Lion 39. Beaver 72. Hare
6. Tiger 40. Raccoon 73. Armadillo
7. Bear 41. Starfish with one 74. Goat
8. Octopus eye 75. Hedgehog
9. Bat 42. Frog 76. Porcupine
10. Mouse 43. Snail 77. Capybara
11. Squerill 44. Squid 78. Deer
12. Imp 45. Dragonfly 79. Reindeer/Elk
13. Owlbear 46. Sawfish 80. Moose
14. Griffin 47. Frog 81. Cow/Ox/Buffalo
15. Gorrila 48. Demon-Bird 82. Horse
16. Slime Monster 49. Goose with a bell 83. Donkey/Mule
17. Skelleton 50. Plant-being 84. Parrot
18. Cricket 51. Living Monster 85. Jerboa
19. Beetle Hand 86. Dolphin
20. Ant 52. Cardinal 87. Kangaroo
21. Sheep 53. Dog-frog 88. Turtle
22. Dog 54. Panther 89. Seal
23. Elephant/Wooly 55. Long-necked cat 90. Whale
Mammoth 56. One-eyed beast 91. Wolverine
24. Crocodile/Alligator 57. Many-eyed beast 92. Koala
25. Fox 58. Phoenix 93. Snake
26. Owl 59. Drake 94. Goat
27. Pig/Boar 60. Wyvern 95. Hyena
28. Dragon 61. Penguin 96. Rhinoceros
29. 3-headed animal 62. Ferret 97. Mongoose
30. Hawk 63. Otter 98. Zebra
31. Bee 64. Dinosaur 99. Narwhal
32. Crab 65. Lady bugs 100. Platypus
33. Manticore 66. Spiders
34. Chameleon 67. Mantis
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Status
This optiontial mechanic is a reflection of your
social status and reflects how a random
person might react to you.
Everyone starts at True Neutral (3). If you
would like to randomly assign your status, roll
a d6. (If done this way, it’s advised you roll
twice and take the best result.)
Status is an optional mechanic, but can be used to add consequence and depth to the actions
and eneraction players have with NPCs.
Status Chart
0 1-2 3 4-5 6
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Status and the things that change it can be as playful or serious as you would like. If played not
seriously, it is advised that you drop the status requirement in order to join Covens.
14
15
Starting Stats
In this game, you level up because of important events. When you experience 4
important events (for example, your character learns a new glyph), you level up! That’s the
same as one page in the experience tracker on your character sheet.
Most stop leveling up at level 10. Leveling up is merely a way to tell that you have had
meaningful and potentially life-changing experiences. However, keep in mind that leveling up is
not a matter of age but experiences. Is it entirely up to the game narrator and the players.
All stats start at level 1, except for one stat that starts at 2.
Max Health
This is equal to your (10 + guts level) times 2. As you level up, if you change your guts level
your max health will not reflect this change.
Everytime you level up, roll a d8 and add the result to your health or add 3 to your health.
Resting for at least 4 hours will restore ½ of your max health. Resting for anywhere
between 8 to 10 hours will restore all of your health.
Leveling Up
In this game, you level up because of important events. When you experience 4
important events, you level up! That’s the same as one page in the experience tracker on your
character sheet.
Most stop leveling up at level 10. Leveling up is merely a way to tell that you have had
meaningful and potentially life-changing experiences. However, keep in mind that leveling up is
not a matter of age but experiences. Is it entirely up to the Game Narrator and the players.
Whenever you level up, from levels 2 through 10, raise one of your stats by 1 level
OR you can add an extra d8 to your health.
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Covens
Note: Some of these magic spells or covens may reflect real magic practices, though it’s
important to note that this is not a how-to guide in any sense. Please respect others in all that
you do, including role-playing games! :)
What happens when you join the Emporer’s Coven or the Bad Girl’s Coven(Wild
Magic)?
Pick two tracks of magic to cast with advantage. You must be recruited to join the
Emperorer’s Coven. (How and by whom is determined by the game narrator. Normally it is by
performing extremely well in public competitions or by somekind of political influence.)
Abomination Coven
Known to be one of the most difficult (and potentially lucrative
covens on the Boiling Isles) this coven priotizies the mind
attribute. This is one of the few covens that prioritizes only one
attribute. Only prioritzing one attribute means that the
requirements will likely be higher than normal.
Those in this coven have the access to create abominations of various sizes. Starting at level 6,
they can turn themselves into one!
Spell list
Create abomination
Abominations will always have a guts level equal to the witch’s mind level.
Small (3-5ft tall)
Requirement: --
Goal: Mind 10
All stats at level 2. (Expect guts)
Can create 4 at a time.
Transform (Abomination)
Self into abomination
Requirement: Level 6
Goal: Mind 30
All stats are raised 2 levels. (Can go to level 5.)
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Bard Coven
The Bard Coven is full of wonderful musicians, artists, and the like.
They priotize the charisma attribute. The demands for coven that only
priotize one attribute are always high. However, like always, the pay
off is fantastic.
At the lowest levels (1-4), those in this coven have access to uplight
and harm spells and make things float. At higher levels (5-8), they
have access to pause time spells and the spells to nullify magic.
Optional Lowest Status Requirement to join this coven: 4
Spell list
All spells on the Bard track must be performed in some way.
Amplify
An ally, or yourself, will be able to roll their next roll as if it is one level
higher than it is. If their next roll would be for damage, double the damage.
Requirement:--
Goal: Charisma 10
Sharp note
Play a wrong note. Does d4 damage. Those who fail a Charisma check of 12, suffer from the
saddened effect.
Requirement:--
Goal: Charisma 6
Lullaby
Sing a beautiful song and make those who hear it that fail a Charisma check of 12, fall asleep.
Requirement: Must be level 2
Goal: Charisma 8
Smoke of deception
Create a cloud of smoke to keep you safe for 60 seconds.
Requirement: Level 2
Goal: Charisma 6
Pause time
Stop time for as long as you are performing (up to 5 minutes).
Requirement: Level 7
Goal: Charisma 20
Spell list
Restraining Spell
Create bonds to restrain beings. Does not harm them. The being must beat you at both an
insight and guts check to be freed. (They do not have to win both of the checks at the same
time, just as long as they win both eventually.) Restrains will disappear after 3 hours.
Requirement: ---
Goal: Insight 4, Guts, 4
Beast Communication
Bonding
This spell allows you to create a bond with a beast. This beast will be able to be
summoned. Can be bonded to 1 beast per level.
Requirement: --
Goal: Varies, see description below
Size
Small: Insight 5
Medium: Insight 10
Large: Insight 15
Mood
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Talking to beasts
This spell allows you to communicate effectively with beasts that you do not have a bond
with.
Requirement: --
Goal:Varies, see description
A beast of vast intelligence: Insight 5
A beast of average intelligence: Insight 10
A beast of low intelligence: Insight 15
Tranformation
Partial
Transform part of your body! For
example, turn your skin into scales or your
nose into a trunk.
Requirement: --
Goal: Guts 5
Whole
Transform your entire body at will! For
example, turn into a ravenous wolf-person.
Requirement:Must be level 5
Goal: Guts 10
Summoning
Summoning is the act of calling apon bonded beasts. By creating a portal for them, they can join
you, wherever you are. (They will have knowledge of what to do as soon as they enter the
scene.)
Must pass all listed goals.
Ally
Call them to your area (Use this if they are nearby and do not need to be portal-
summoned)
Requirement: --
Goal: Insight 3, Guts 3
Small
Summon a small beast
Requirement:--
Goal: Insight 5
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Medium
Summon a medium beast
Requirement: Must be level 3
Goal: Insight 10, Guts 5
Summon a medium beast
Examples: Young griffin,
Large
Requirement: Must be Level 5
Goal: Insight 20, Guts 15
Summon a large beast
Examples: Griffin, lion
Towering
Requirement: Must be Level 7
Goal: Insight 30, Guts 20
Summon a towering beast
Examples: Giraffe, Giant Wormrat
Contruction Coven
Due to the intricacies of engineering and the difficulty of lifting and gathering necessary
materials, this coven priotizies the mind and guts attributes.
At the lowest levels (1-4), those in this coven can build small tools lke small hooks or even lock
picking kits. At higher levels (5-8), they can build all kinds of things, even houses!
Golem Spell
Create a large, growing pillar. Can look however the caster wants.
Requirement:---
Goal: Mind 7
Note: The following spells also use supplies. Any supplies are
rocks, sticks, etc. Decent quality supplies are things like coins,
keys, and scrap wood. Impressive supplies must be brought from a store and must be
supplies specifically made for the purpose it is being used for.
Building
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This spell allows you to create buildings, walls, windows, etc. incredibly easily using
supplies found anywhere. The better the supplies, the better thing you can build. This includes
armor.
Requirement:must be level 2, must have supplies
Goal: Varies, see below
Armor or up to 5ft by 5ft space: Guts 5, can use any supplies
Up to 10ft by 10ft space : Guts 10, must use decent quality supplies
Anything larger than 10 by 10 ft space: Guts 15, must use impressive supplies
Crafting
This allows you to create things at will. Using supplies found on the forest floor (or
brought for cheap) you build all kinds of gadets. This includes weapons.
Requirement:must have supplies
Goal: Varies, see below
Anything palm sized: Mind 5
Up to 5ft by 5 ft in size (largest option): Mind 10, must use decent quality
supplies
Weapons: Mind 15, must use impressive supplies
Harsh Weather
At level 3, when frozen, if you roll a guts check of 16, you free yourself. (Cannot use this
ability when a frozen effect invoking spell is rolled with maximum accuracy.)
Requirement: Must be level 3
Deconstruction
At level 4, when trapped if you roll a guts
check of 16, you free yourself. (Cannot use this ability
when trapped by non-physical means OR when
trapped is rolled with maximum accuracy.)
Requirement: Must be level 4
Unbirdled Strength
This can be embedded into an object, or cast on
yourself. Doubles the guts stat of the living being
attached or makes an object indestructible for d8
minutes.
Requirement: Must be level 5 to create, anyone can use
Goal: Guts 10
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Healing Coven
This coven must work carefully and slowly. Even the slightest
movements can mean life or death. However, a decisive spirit is
necessary to get things done, Therefore this coven priotizies the
agility OR charisma attributes.
At the lowest levels (1-4), those in this coven can build small tools
lke small hooks or even lock picking kits. At higher levels (5-8),
they can build all kinds of things, even houses!
Spell list
Heal
Heal whoever you can touch for d8 hearts.
Requirement: ---
Goal: Agility 4, Charisma 4
Fuse
Infuse food with healing properties. (Also makes the food taste amazing.) Each meal or snack
heals the target for d8 divided by 2 stats.
Requirement: Must be level 2
Goal: Agility 4, Charisma 4
Tough Stuff
You are immune to poison. At level 3, when poisoned, if you roll a agility OR charisma check of
12, to heal yourself. (Cannot use this ability when a poison effect invoking spell is rolled with
maximum accuracy.)
Requirement:Must be level 3
Drain
Take the health from someone else, and give it to yourself or allies. They are hurt for d8 health,
and caster is healed for d8 health.
Requirement: Must be level 3
Goal: Agility 8, Charisma 8
Poison
Directly poison food, drinks or a person. (Must be in touch with a person. The poison spell
destory clothes.)
Requirement: Must be level 4
Goal: Agility 12, Charisma 12
Requirement:---
Goal: None. Caster must be truly willing. Any half-heartedness or doubt in taking on the
other’s burden will make you unable to cast the spell correctly.
Acupuncture
The air becomes as sharp as needles. Can be used to heal or invoke the exhausted spell
effects.
Requirement: Must be level 5
Goal: Agility 10, Charisma 10
Dream-venturing
Go into someone’s dreams. They must be asleep when the spell is cast. You can stay in their
dreams as long as they are awake. If you die in their dreams, you die in real life. What you do in
their dreams affects their waking body. (ie. erase a memory, they forget what you erased.). If
they die while you are in their dreams, you die as well.
Requirement: Must be level 5
Goal: Agility 12, Charisma 12
Duration: Up to 8 hours, until they wake up
Amnesia Spell
Cause someone to forget the last 10 minutes. If you roll a goal of 20 for agility and charisma,
you can have them forget whatever you want. (A memory up to a length of 5 minutes.)
Goal: Agility 14, Charisma 14
Illusionist Coven
This coven is perfect for those who want to act or create all kinds of
spectacles and celebrations. Yet, for as powerful as this coven is, they
lack the direct ability to physically harm, so they must become skilled in
doging, sneaking and hiding. These skills also help with making realistic
illusions. This coven priotizies the agility attributes. This is one of the
few covens that prioritize only one attribute.
At the lowest levels (1-4), those in this coven can create fragile illusion
and light spectacles. At higher levels (5-8), they can create illusions that
can cover entire buildings!
Spell list
Copy and Paste
25
Spectacle
Make a sign made of lights, or a floating ball of light. Can be used to teleport someone
else. (Via a cloud of smoke. Must be not less than 10ft away)
Requirement:----
Goal: Agility 4
Clarity
You are immune to confusion. At level 3, when confused, if you roll a agility check of 12, to heal
yourself. (Cannot use this ability when a confusion effect invoking spell is rolled with maximum
accuracy.)
Requirement:Must be level 3
Reflections
Make copies of yourself that are sentient. (Can only be used for yourself.)
Requirement:Must be level 3
Goal: Agility 10
Small Illusion
Create a small illusion in a 5 by 5ft space.
Requirement: Must be level 3
Goal: Agility 12
Covering Illusion
Cover something or someone in an
illusion.
Requirement: Must be level 4
Goal: Agility 15
Room Illusion
Cover an entire room in an illusion.
Requirement: Must be level 5
Goal: Agility 20
Invisibility
Become invisible for d8 minutes.
Requirement:Must be level 5
Goal: Agility 30
Building Illusion
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Oracle Coven
Note: This is not at all reflective of real fortune telling, card
divination, or any kind of real world magic, etc. Please respect
others in all that you do.
At the lowest levels (1-4), those in this coven have the access to
tell the near future and summon weak abiritions. At higher levels (5-8), they can summon all
kinds of phantoms from the Inbetween plane!
Spell list
Heart
Every oracle has an item that is close to their heart. At level 1, pick an item (this will be the
same item that you use for some of your spells. This item must be kept on you at all times.
Without this you will be unable to use your Fate or Summoning spell. (or more if the DM
decides) This item can be whatever you’d like- a deck of cards, a crystal ball, a set of dice,
whatever you’d like.
As many times as you’d lke a day, you can choose to use your chosen Heart item in order to
cast your spell. Flip a coin or roll a die. Odds or Head and you have disadvantage, meaning you
roll twice and take the highest. Evens or Tails and you have advantage, meaning you roll twice
and take the highest.
Fate
For Fate, roll a d8 equal to the level of the Fortune spell. (For example, Fortune 2 rolls 2d8).
Fates are read in 3 categories, cautious, neutral, celebration.
Fates can be told with whatever means you have. You can use your heart item, pull a lot for
them, pull a card from a deck, etc.
Note: This is not at all reflective of real fortune telling, card divination, etc. Please respect others
in all that you do.
Fate 1
Tell the fate of whoever you’d like.
Requirement: --
Goal: Insight 5
Possibilities result chart
Roll Result Near Future
5-8 Celebration
Raise one stat by 1 for 24 hours
OR
Fate 2
Requirement: Level 4
Goal: Insight 10
Possibilities result chart
Roll Result Near Future
5-7 Celebration
Raise one stats by 1 level for 24 hours
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8 Celebration 2
Raise two stats by 1 level OR one stat by
2 levels for 24 hours
OR
Summoning
Summon a being from places unknown.
Ghost
A ghostly being appears from your chosen item. All of it’s stats are at level 3. It has 10
health. While it can go between walls, it will only exist for half an hour.
Requirement: Level --
Goal: Insight 5
Spectre
A spectre appears from your chosen item. It can go through walls and exists for up to 8
hours. All of it’s stats are at level 4. It has 15 health.
Requirement: Level 4
Goal: Insight 10
Zombie
A zombie is summoned for your chosen item. Must use a living or previous living item in
order to cast. (For example you could use a dead bug or a piece of bacon.) It exists until it is
destroyed.
Requirement: Level 6
Goal: Insight 15
Ancient Wisdom
Wise and insightful tales have been passed down to you through those that have preceded you.
For your next non-insight check, roll insight instead.
Requirement: ---
Goal:Insight 7
Plant Coven
This coven focuses on harnessing the power of plant life.
Cactus, trees, mushrooms, all of it can be harnessed by
this coven. Wheter used to grow a beautiful garden or to
trap those chasing you, this has a variety of uses. The plant
coven prioritizes the use of the plants to do amazing things.
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Growth
Grow a plant that will act as an extension of yourself.
Requirement: --
Goal:Varies, see descriptions
Area of growth...
Small (3-5ft tall)
Goal: Insight 5
From a...
Dying plant: Add 10 to goal
Seed: Add 5 to goal
Adult plant: Add none to goal
Plant in it’s natural habitat: Subtract 5 from goal
Plant grown by caster: Subtract 10 from goal
Talking to plants
This spell allows you to communicate effectively with
plants. (Seeds cannot talk.)
Requirement:--
Goal:Varies, see description
Plant in good health: Insight 10
Sick or injured plant: Insight 15
Potion Coven
This coven makes the potion of the Boiling Isles. Everything from
healing potions to potions that stall curses. While they somewhat
draw from every coven, they are a coven in their own right. Their
work is more than necessary to the Boiling Isles.
Heart Potion
Heals whoever consumes it for as many d8s as the caster level.
Requirement: ---
Goal: Mind 5
Poison
Creates a tasteless poison. Posion whoever drinks it.
Requirement:---
Goal: Mind 5
M. A. G. I. C. Potion
Whoever drinks this potion will have two abilities raised by one level for 24 hours.
Requirement: Level 2
Goal: Mind 5
Blinding
A flash of light bursts from the container when it is broken. Whoever it seems is confused.
Requirement:Level 3
Goal: Mind 10
Scrying Potion
Use this potion to scry for up to 10 minutes.
Requirement: Level 4
Goal: Mind 10
Explosion
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A fire erupts when the container this is in is broken. It does a d8 of damage and burns whoever
fails an agility goal of 15.
Requirement:Level 4
Goal: Mind 10
Hide Self
Consumers are able to disguise themselves for up to 12 hours.
Requirement:Level 7
Goal: Mind 18
Wild Potion
The caster is able to create their own potion. Must be game narrator approved and the
description of it maybe in no more than one sentence and it’s effects can last no longer than 12
hours.
May know 3 wild potions recipies at a time. After creation, the mind goal is lowered to 15.
Requirement:Level 7
Goal: Mind 20
Emperor’s Coven
The highest coven in the land. Serve the emperor directly
and be free to use magic from every coven. It is
impossible to join this coven without being recruited.
Possible Recruiters: Emperor Belos, Lilith, The Golden
Gaurd, Kikimora
Discipline
Choose 1 coven to cast with advantage. (This coven must be chosen from your three covens
picked in character creation.)
Parasocial
Whenever interacting with someone outside of the Emperor’s coven when you are in uniform or
wearing an emblem/badge, roll Charisma with advantage.
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Rebellion
Choose 2 covens to cast with advantage and one coven to cast with
disadvantage. (This coven must be chosen from your three covens
picked in character creation.)
Levitation
Can be used on yourself. Make items float around you for a few minutes.
Requirement: --
Goal:(Any) 3
Flight
Allows you to fly. If you have a palisman or wings, roll with advantage.
Requirement: Must have a witch’s broom or wings.
Goal: Agility 7
Trap
Creates a trap around the target.
Goal: Guts 8
Barrier Spell
Creates a barrier around an area. Nothing can leave or come out without the caster deciding to
let it. Must be recast every 4 hours.
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Spell Nullification
Creates a trap around the target.
Goal: Any two abilities at 15 difficulty. (GN decides)
Speed Spell
Doubles all results of agility for 4 rounds.
Goal: Agility 10
Elemental Spell
Creates a portal where an element comes out.
Goal: Decided by GN. Goal must be above 12.
Shrinking Box
Create a box that shrinks.
Goal: Charisma 12
Scanning Spell
Scans things with one criteria in mind.
Goal: Mind 10
Portal Spell
Create a portal equal to the distance that you would like to teleport. It’s much easier to teleport
items than people.
Goal: Any 5
Materialization Spell
Create a small effect (one of the 5 senses) for 1 minute.
Goal: Charisma 7
Cut/Dematerialization Spell
Instantly cut or dematerialize (Magically burn) something.
Goal: Guts 7
Everlasting Oath
Goal: none- both must be willing
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Plant
This natural magic category is able to cast all of the spells in the plant coven. Among the magic
types in this category it is the most defensive.
Any damage done with Plant magic is a d6. If max accuracy is rolled, the target suffers
from the trapped effect. (Caster can choose not to invoke effect.)
Ice
Use ice spells in order to create ice. Wheter you make pillars or sharp icicles, the abilities of Ice
magic can be offensive or defensive.
Any damage done with Ice magic is a d6. If max accuracy is rolled, the target suffers
from the frozen effect. (Caster can choose not to invoke effect.)
Light
This category focuses on making light. You can use this category to do things like light up the
darkness or blind your enemies. Don’t underestimate this valuable class!
Any damage done with Light magic is a d4. If max accuracy is rolled, the target suffers
from the confused effect. (Caster can choose not to invoke effect.)
Fire
This kind of natural magic is undoubtly the most dangerous. It burns with the raw emotion
(wheter angry or happy or sad) of it’s caster. In the natural magic spell list it is undoubtedly the
most offensive.
Any damage done with this Fire magic is a d8. If max accuracy is rolled, the target suffers
burned effect. (Caster can choose not to invoke effect.)
Artificial Magic
Artficial magic is when items are infused with glyphs or other spells that allow that effect.
Most items have 1 use (glyphs on paper), but there are other items, like staffs of artificial magic,
that allow users to cast magic similar to how those with bile sacs would. Since this mechanic
can be especially game altering, we advise game narrators to allow artificial magic to work the
same as glyphs or have a limited amount of uses per day.
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Conditions/Spell Effects
Burned
This kind of condition comes from fire magic or extreme heat. Take d4 damage for 3 turns.
Frozen
This kind of condition comes from ice magic or extreme cold. Takes d4 damage (1 turn) and
cannot move for 2 turns.
Poisoned
This kind of condition can come from anything poisonous or toxic. Take d6 damage for 2 turns.
Saddened
This condition can be caused by anything that makes a character suddenly unhappy, like the
spell Sharp Note from the Bard Coven. Lower charisma level until next rest.
Enraged
This condition is caused by anything that make a character suddenly incredibly angry. Even
when the anger subsides, the frustration lingers. One of the spells that causes this is the Fate
from the Oracle Coven. Lower mind level until next rest.
Exhausted
This condition is what happens to characters that have extremely overworked themselves, are
sick, or are affected by a spell like ….from the ….. Coven. Lower guts level until next rest.
Trapped
This condition is what happens to characters has a spell cast on them that may trap them.
(They are only trapped if they have less agility than the caster) The one trapped will be
unable to move for d4 turns. Each turn, you can try to escape. The Game Narrator must
determine if the action is enough to escape.
Asleep
This condition can be brought on by anything that would make a character instantly sleepy, like
the Lullaby effect from the Bard Coven. Characters that are asleep will be unable to act or react
for 4 turns.
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Combat
Combat, just like in the world of the Boiling Isles, is incredibly dangerous. Battle against other
inhabitants of the isles may be safer, depending on their level, but battle against monsters can
go bad very fast and is always dangerous.
Combat in this game is dynamic. The state of combat is always changing and strategy is
important even if you have the upper hand. It’s advised that you use something to keep track of
your action points since they can change inbetween turns.
If your character reaches negative of their max health, they die. Once your character reach 0
health they become on unconcious.
Areas:
There are 3 areas of combat. Close, far, and out of combat.
Close combat: This is an area where hand to hand combat and weapon combat can take place.
Far combat: Only long range weapons and spells can reach other areas from here.
Out of combat: In this area, you cannot attack nor be attacked. Combat ends if all player
characters reach this area.
Starting Combat
During Combat
Step 2: Act
You have 3 choices. Attack (using a spell or improvised weapon), move, prepare
or use an item. You only get to do one at a time. (Moving counts as moving to a different area in
combat, either far, close or out of combat.) When you choose to prepare, if you are attacked
before your next turn, roll Agility against the attacker to attempt to dodge the attack. An
unsuccessful dodge only takes half damage.
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This section is all about tips and tricks running this game smoothly and as fun as
possible! If you ever have any suggestions, feel free to reach out to where you probably
downloaded this- bluubugarcade.itch.io
For two player parties it’s advised to have 1 offensive coven and 1 defensive coven.
For three player parties it’s advised to have 1 offensive coven, 1 defensive coven, and 1 support
coven.
For four player parties or more, it’s advised to have at least 2 support covens users.
If all of your players want to join the Bad Girl Coven (wild magic) it’s still a good idea to
specialize, even if only slightly.
Coven category list (Some covens may appear twice. In this case, it depends on how you play
them.) These categories are not hard and fast rules, only suggestions! Remember, having fun
is the most important rule!
Offensive Covens
These are covens that have abilities that allow them deal alot of damage.
Abomination, Beast, Plant, Oracle
Defensive Covens
These covens have abilities that in one way or another, can protect their caster.
Bard, Construction, Illusionist, Plant
Support Covens
These covens have the abilities to help their party in one way or another.
Construction, Healing, Oracle, Potion
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Any
Bad Girl Coven (Wild Magic), Emperor’s Coven
Running Combat
When you run combat, make sure that you remember to give players time to react
before you declare damage. That way they are able to make a reaction if they’d like to!
If you’re worried about keeping track of the action points, try using coins to keep track!
Also, due to demons being sentient, it’s important to keep in mind alot of combat will be
against sentient beings, not mindless monsters. However, a monster catalog is still provided!
Note: When monsters or enemies do not have to get into the negatives to be defeated. If their
health is at 0 they are defeated.
Glyph Variant
You could use my fan-made glyphs and require players to memorize them in order to use or
learn glyphs! Check with your group though, so may find this fun but some may not.
If your group isn't a fan of requiring memorizing glyphs in order to use them, you could just give
the players that do enjoy this variant rule a bonus instead.
Event List
List of events that have occurred in The Owl House in case you would like to use them.
Grom
Moonlight Conjuring
Weather Events
Gornado
Shail hail
Painbow: Turns you inside out. There’s an elixir that fixes this effect if used within 60
seconds.The elixir is given out for free twice a year. (When the painbow usually occurs.)
Acid Rain: Take d4 damage per acid drop that hits you.
Location List
List of locations that have occurred in The Owl House in case you would like to use them.
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Titan Realm
Bonesborough
Bonesborough Library
Slayground
Hexside
Secret Room of Shortcuts
The Woods (Outside of Bonesborough)
The Owl House
Forearm Forest
Looking Glass Ruins: An illusionist graveyard
Dead Man’s Curve: A place where people race, a dangerous roll
Night Market: A illegal market that meets at night
Lake Lacune
Latissa A port town located outside Bonesborough, located in the armpit of the titan.
The Knee
The Witch Arena
Eclipse Lake
Gravesfield
Gravesfield Historical Society
List of Schools (Location Unkown)
Gladus High
St.Epiderm
Uncharted Island: An uncharted island
Titan Heart
Emperor’s Castle
In Between Realm
A realm in between the human realm and the titan realm
Weapon Catalog
Weapons aren’t common in the Boiling Isles due to magic being so prevalent, but there are
some weapons for those who’d like them. With the exception of the saff, weapons are soley
available at the Night Market, and are consequently usually very expensive and hard to get.
Item Catalog
There are many items in the Boiling Isles that can be campaign altering! Here is a list of items,
campaign altering and non-campaign altering, that you may find in the Boiling Isles.
It’s advisable to have players start with (d8 times 25) snails.
The Good Witch Azura Most books in the Boiling 7 to 20 snails a book. 25
(books) Isles are found at random snails if it’s hardback.
and it’s not uncommon to find
a perfectly good book on the
forest floor.
Healing Hat (Ancient Relic) An ancient hat capable of Usually not for sale
healing all damage to it’s
wearer. Location: Emperor’s Castle
Green Thumb Gauntlet A tan gauntlet capable of Usually not for sale
(Ancient Relic) growing a plant instantly.
Location: Emperor’s Castle
This relic allows this user to
instantly grow any plant. Not
only is this plant considered
to be raised by the caster, but
all goals are halved.
Galdorstone (Ancient Relic) An ancient stone capable of Usually not for sale
boosting all magic cast with it,
excluding illusionist magic. Location: Looking Glass
Ruins
(When casting magic while
holding this stone, double the
result of your roll)
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Oracle Sphere (Ancient A giant pearl wrapped by a Usually not for sale
Relic) two headed golden snake
with sapphires for eyes. Location: Emperor’s Castle
Monster Catalog
Beasties
These are the beasts of the Boiling Isles. Often these beasts are neutral creatures, despite often
being territorial.
Name: Giraffe
Level: 1
Health: 8
Description: They were banished for a reason.
Mind Agility Guts Insight Charisma
2 1 1 1 1
Special Power:
The Longest Neck- (2 AP) If hit with max damage, can react by sweeping it’s neck across the
area in front of it. Those in that area must roll Agility with a goal of 4 in order to not take
damage. If they fail, they take 2 damage.
Attack:
Hoof: (1 AP) The Giraffe swings its hooves. If it hits, d4 damage.
Spots: (2 AP) The Giraffe makes its spots move. Anyone who sees it rolls an insight check. If
they roll less than 5, they are confused for 1 turn.
1 3 1 1 1
Special Power:
Sting-(2 AP) If enraged, they will attempt to sting (Roll agility against each other.) If Fire Bee
wins, the target will be burned for one turn and poisoned for two turns. After stinging, the
Fire Bee will be defeated.
Attack:
Claw- (1 AP) The Fire Bee’s knees have spikes. Watch out! Does d4 damage.
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Name: Griffin
Level: 3
Health: 24
Description: These gentle giants are normally very kind. Meeting an aggressive Griffin is highly
uncommon. However, if you mess with a Giffin’s eggs or they’re young, you’ll have a serious
problem.
Mind Agility Guts Insight Charisma
2 2 1 1 1
Special Power:
Righteous Anger- Griffins are immune to being enraged, instead, double their attack damage
for the round(s) that they would have been enraged.
Attack:
Bite:(1 AP) It does d4 damage.
Claw: (1 AP) It does d6 damage.
2 2 1 1 1
Special Power:
Web-(2 AP) Can use their web to instantly escape combat or to trap a target. Target is trapped
if they lose in a mind check vs the Giant Spider.
Attack:
Bite:(1 AP) It does d6 damage.
Name: Selkidomus
Level: 8
Health: 64
Description:
Drops: Selkigris (doesn’t have to be defeated to drop this)
Mind Agility Guts Insight Charisma
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2 2 1 1 1
Special Power:
Intensity-Starts with 4 AP each turn instead of 2.
Attack:
Bite:(1 AP)
Tail Whip: (2 AP)
Undead
Most undead must be summoned, however there can be undead creatures that appear at
random.
Name: Skeletons
Level: 2
Health: 19
Description: They lurk forgotten places and are suspected to be born from the wishes of those
that remember them.
Mind Agility Guts Insight Charisma
2 1 1 2 1
Special Power:
Already Asleep-Skeletons are immune to sleep and poison.
Experienced- Can attack up to 3 times a turn.
Attack:
Frail Punch:(1 AP) It does d4 damage.
Bite:(1 AP) It does d4 damage.
Name: Vampire
Level: 6
Health: 35
Description: Whatever they were before is likely long lost. T
Mind Agility Guts Insight Charisma
2 1 1 2 1
Special Power:
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Supernatural Hunger-Whenever the vampire rolls a failure or a critical they attempt to steal
blood from a random target. Roll accuracy again, if evens, they take d8 health from the player
and add it to their own. On odds, the vampire fails.
Experienced- Can attack up to 3 times a turn.
Bat Form- Can turn into bat form if needed up to twice a battle. Bat form has a separate health
of 7. Once the health is depleted, the vampire will immediately turn back into their natural form
and take any damage the bat form could not shield them from.
Attack:
Punch:(1 AP) It does d6 damage.
Bite:(1 AP) It does d6 damage.
Name: Gaurd
Level:3
Health: 17
Description: Often in groups of 2 or 3, they patrol the city and outposts.
Mind Agility Guts Insight Charisma
1 2 3 2 1
Special Power:
--
Attack:
Punch:(1 AP) It does d6 damage.
Spear: (1 AP) It does d8 damage.
Name: Scout
Level:5
Health: 40
Description: Often in groups of 4 or 5, they patrol the city and outposts (This is their collective
health).
Mind Agility Guts Insight Charisma
1 2 3 2 1
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Special Power:
--
Attack:
Punch:(1 AP) It does d6 damage.
Spear: (1 AP) It does d8 damage.
Crossbow: (2 AP) It does d8 damage(short range) or d6 damage(long range).
1 2 3 2 1
Special Power:
Steal- (2 AP) Roll an agility check vs the common thief. If they win, they take one random thing
from you. This ability can be used outside of battle.
Attack:
Punch:(1 AP) It does d4 damage.