OSR: Academic Classification of Spells

Boff! Magazine, a weekly satirical periodical, ran a comic illustration. In first panel, a solemn conference of wizards sit around a table eating dinner. The caption reads "They have agreed not to mention the Question of Classification." In the second panel, the table is overturned. Wizards bludgeon each other with soup spoons. Dignified beards are yanked, hats are punched flat, dishes and spells fly. The caption reads, "They mentioned it."

The Question of Classification has consumed the theoretical magic community for a generation. The former system of eight "Grand Schools" (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation), a system that fit so neatly into the eightfold paradigm, suffered several esoteric but devastating blows. Transmuting base metals was shown to be a property of raw magic, not a separate school or class of spell. A huge number of spells were proven to be minor variants on force plate. Illusionists wrested light-magic away from Evocationists, who in turn split into Elementalists and a bewildering array of sub-factionalists.

Only a few hoary old souls still support the Grand Schools unconditionally, but no coherent system has emerged to replace it. In the meantime, tempers run high. Prof. Welpish and Prof. Curitan fought a duel over whether dancing lights should be classified as an Illusion or an Evocation. At a faculty dinner, a visiting lecturer was heard to shout, "If cure wounds is Necromancy then I am a jackass!" to which another guest sarcastically replied, "Pray ma'am, we are not discussing polymorph at this time."
The table below covers all spells separately identified by the College of Endon. Spells in the same row share the same "family", in increasing potency or sophistication from left to right. Spells are further divided by "blocks" and "schools". The placement of any given spell on this table is subject to considerable debate and future revision. Some spells are given in a general sense (e.g. detect covers detect magic, detect traps, detect gold, etc.)

Hedge Magic covers all spells that don't fit into any other school or whose placement is so controversial that they can't safely be assigned a school without endless fights.

Nothing in this table affects practical wizards, who cheerfully reference spell-tables a century out of date... or a few decades ahead of the curve.

Note: If there are any (non-cleric non-druid) spells that aren't on this list that you feel should be included, please report them in the comments. Feel free to do your best outraged wizard impression. Ditto for misclassifications.

Spell Level: Low (0-2) Medium (3-5) High (6-8) Very High (9+)
Countermagic Deflect Spell Counterspell Spell Immunity Antimagic Field
Lesser Restoration Remove Curse Greater Restoration -
Warding Warding Mark Warding Circle Banish Imprisonment
Impedence Resistance Protection - -
Alteration (formerly Transmutation)
Biomancy Alter Self Temporary Polymorph Permanent Polymorph Mass Polymorph
Minor Healing Major Healing Regenerate Mass Healing
Space Rope Trick Tiny Hut    
Time - Slow   Temporal Stasis
Creation Mending Fabricate Disintegrate -
- Minor Creation - -
Summons Summon Animal Summon Lesser Monster Summon Greater Monster -
Augries Guidance Commune Vision Astral Projection
Augry - Scry the Past Foresight
- - Vision -
Detections Detect Reveal - -
Identify - - -
Scryings Locate Object Locate Creature - -
- Scry - -
- Clairaudience - -
Seeings Darkvision Clairvoyance True Sight -
- - - -
Elemental (formerly Evocation)
General Control [Element] Wall of [Element] Control Weather -
  Summon [Element]al - -
Stone Earth Tremor Dig Earthquake -
- Stone to Mud Flesh to Stone -
Water Create Water Water Breathing Flood Tsunami
Ice Ice Knife Ice Storm Freezing Sphere -
Ray of Frost Cone of Cold - -
Chill Touch - - -
Frostbite - - -
Fire Fire Bolt Fireball Delayed Blast Fireball Meteor Swarm
Create Flame - Incendiary Cloud -
Scorching Ray Flame Arrow - -
Burning Hands - - -
Heat Metal - - -
Lightning Spark Lightning Bolt Chain Lightning -
Shocking Grasp Call Lightning - -
Acid Acid Arrow Dissolve - -
Acid Splash - - -
Air Gust Deflect Arrows Whirlwind -
Void/Vacuum Shatter Implosion - -
Thunderclap - - -
Shielding Mage Armor Protection Immunity Invulnerability
Shield of Force Wall of Force Forcecage -
Manipulation Mage Hand Telekinesis Repulsion -
Floating Disc - - -
Hold Person - - -
Light Invisibility Radiating Invisibility Mass Invisibility -
Light Continual Light Sunbeam -
Darkness Continual Darkness Maddening Darkness -
Colour Spray - - -
Dancing Lights - - -
Workings Minor Illusion Illusion Permanent Illusion -
- Hallucinatory Terrain - -
Illusionary Sound - - -
Mind-Altering (formerly Enchantment)
Charms Charm Animal Charm Monster Mass Charm -
Charm Person Dominate Geas -
Memories Enthrall Suggestion Mass Suggestion -
Forget Modify Memory Mental Prison -
Share Thoughts Mental Bond - -
Emotions/States Calm Emotions Induce Emotions - -
Hypnotism Confusion - -
Sleep Fear - -
Teleportation False Teleport Reciprocal Teleport True Teleport Permanent Gate
Gravitation Levitate Fly Wind Walk -
Featherfall - Reverse Gravity -
- Haste - -
Spider Climb - - -
The Dark Art Speak with Dead Animate Lesser Undead Animate Greater Undead Ressurect
Drain Life Cloudkill - -
Soul Curses Hex Bestow Curse Stunning Word Killing Word
Flesh Curses Enfeebling Ray Paralyzation - -
- Contagion - -
- Phantasmal Killer - -
- Feeblemind - -
Blindness - - -
Deafness - - -
Hedge Magic
  Alarm - - -
  Fog - - -
  Grease - - -
  Lock / Unlock - - -
  Magic Missile - - -
  Silence - - -
  Stinking Cloud - - -
  Web - - -


OSR: Elsewhere Creatures and Elsewhere Rifts

There are three types of teleport spells. The first, the False Teleport, transforms the caster into a cloud of smoke, a tiny insect, or a floating spark. It’s used for short jaunts of 100’ or less. All transformative magic has risks, but the False Teleport’s short duration makes it relatively safe.

The second type, the Reciprocal Teleport, exchanges the caster and an approximately equal mass of air or stone at the destination. Safe range is a few miles. Botched Reciprocal Teleports lead to tales of wizards embedded in stone, split neatly in half, or dropped from great heights.

The third type, the True Teleport, has effectively unlimited range. The caster is “folded Elsewhere”. They vanish with a warp and a thunderclap of displaced air and, almost immediately, unfold at their destination. Sometimes, a little too frequently for comfort, the caster fails to reappear or emerges mangled and torn by unseen forces. Outside of Dread Necromancy, True Teleportation has the greatest number of cautionary tales attached to it. Merely memorizing a teleport spell is risky. A botched fireball might melt your earwax and painfully scorch your sinuses, but an accidentally triggered teleport can launch your prefrontal cortex into the air.

Even worse, creatures from Elsewhere
sometimes slip back into our world.

Elsewhere Creatures

# Appearing: □ 1 □ □ 1d6 □ □ □ 2d6. (□ = tempo). Can be all of the same type or all different types.

The HD, Appearance, Voice, Move, and Damage of Elsewhere Creatures varies widely. See the Tables below.

Wants: completely inscrutable. To observe, to devour, to change, to freeze; who can say?

Morality: none detectable.

Intelligence: mechanical.

Move: equivalent to fly normal. 

Morale: 12

 or 1d12 or 2d6.

Elsewhere Creatures come from... Elsewhere. Other worlds, other dimensions, other planes; it’s unclear and a topic of wild speculation among fringe wizards. Classification is nearly impossible. They might be seed pods, angels, exploratory ships, or blind rampaging animals. They don’t obey local physical laws.

Sorry for the images. I usually prefer to post text, but it seems blogger doesn't like my formatting right now. Oh well.
Astronomers Bartholomeus Anglicus, ‘Livre des propriétés des choses’ (‘De proprietatibus rerum’, French translation of Jean Corbechon), Bruges ca. 1470 BnF, Français 134, fol. 169r

Elsewhere Rifts

Elsewhere Rifts are portals to other worlds. They are typically ringed with white fog and octarine sparks. Creatures and objects can pass through a rift, though the world on the other side may be hazardous, toxic, or actively hostile. There’s a rubbery forcefield across a rift. Objects require a little push to enter or exit.

Portals remain stable for  □ 1 hour □ □ 1d6 hours □ □ □ 1d6 days. Exploring the “other side” is possible and occasionally rewarding. It can also strand explorers.

 Read straight across for “sensible” rifts or roll for each column (6x d10s) for more unusual and esoteric worlds.

Igor Vitkovskiy

PDF Version

This post is also available as a fancy PDF. This content (after editing and additional playesting) will appear in Magical Industrial Revolution, but it might be useful right now for your games.
I've tried to make a truly alien creature and environment generator that can still be used at the table. I don't expect it to be used every session, so I've tried to make it as compact as possible while still providing plenty of inspiration and flavor.


GPT-2 Plot Generator

You may have heard about the GPT-2 language model. It's one those fancy new programs that generates reasonable-sounding paragraphs, essays, or news articles from a single prompt. Adam King (@AdamDanielKing) has created Talk to Transformer, a fun little site where you can enter a prompt and let a (weak) version of GPT-2 fill in a paragraph or two.

The responses don't make a lot of sense but sometimes they make excellent plot hooks or setting fodder for D&D-type games. Text in bold was my prompt; all other text is the response.

Let's just say I'm at sea...

Putting in "This promised to be an excellent [weird adjective] adventure" usually generates something good.

See what I mean? I suspect this thing could eventually give a few RPG publishers a run for their money.
You can see why the authors were worried their model could be used to create plausible but vacuous papers, newspaper articles, reviews, etc.
On the other hand it still has a ways to go...
Suddenly, Nixon!
Now that's how you introduce a psychic apocalypse.
Can any Lord of the Rings fans confirm if this is canon? /s
Seems it can do occult horror too.

It can even generate dialogue if it's given a prompt with the right format. Nobody told it what dialogue is. It just figured it out.

Anyway, give it a try! It's a fun little tool. Post links to really good ones in the comments or create a blogpost of your own.

EDIT: Folks, we're all out of work.


OSR: The Wrothful Lemure - Harry Clarke Bestiary

For Emmy Allen's Harry Clarke Bestiary project.

(a disfigured child-hunting monster), Lemure (a restless dead spirit), and Lemur (a tree-dwelling primate native to Madagascar) all share a common etymological origin: an "open-mouthed, devouring spirit". The nightmare mouth-that-consumes, the distorted face of pre-human nightmares and Invasion of the Body Snatchers.

In our world, the lamia, the lemure, and the lemur were split apart. Other worlds were not so lucky.

Wrothful Lemure

HD: 9 (45 HP)
Number Appearing:

a human face and hair, beautiful but mad. An ape's furred body. A long tail ending in resplendent plumes and five delicate, unnatural fingers, each representing the five senses: one is an eye, one is covered in nose-hairs, one folds like an ear, one crinkles with sensitive pink skin, and one is wet and slithering like a tongue.

a deep rasping inhalation, a reverse-roar.

to devour things, preferably children.



as leather. Cannot be harmed by non-magical weapons.

normal, climb all surfaces, charge 2x normal.


1d8+1 stabbing insensate sword / 1d6 claw / 1d6 claw or 2d8 devour

The Wrothful Lemure is wrothful; it will attack every target it can see, including itself. If no targets are available it will stab itself through the brain with the insensate sword and lie, apparently dead, on the ground. The sword will draw itself out when a potential target approaches. No scavengers will approach a dead Wrothful Lemure.

Targets struck by the insensate sword must Save or lose all physical senses for 1d6 rounds. Even if they recover, they must Save a second time or have a random sense permanently dulled. If a target is small and particularly delicious, the Wrothful Lemure will unhinge its jaw and gobble it up.

The Wrothful Lemure attacks from ambush, striking and retreating, pursuing targets for days waiting for an opportunity to strike decisively and fatally. It haunts the outskirts of villages, desolate wastelands, unfrequented paths, half-collapsed farmyards, and old overgrown roads.

Kill one and you can wield its insensate sword, but beware. No one knows how Wrothful Lemures are born or made, and no one knows from where they get their dreadful narrow-bladed swords.



OSR: Emergency One-Page Dungeon Folder

I've got a folder marked "For Emergencies". It contains printed copies of all the one-page dungeons I think I might need at some point. I can usually improvise a dungeon but some days the ol' brain just needs a break. It contains most of the Trilemma Adventures, some of Ben Milton's one-page dungeons, a whole stack of entries to the one-page dungeon contest, some trimmed dungeons from Echoes from Fomalhaut, and some assorted dungeons from the non-OSR side of things like Markerslinger's Mind Mine.

One-page dungeons are a challenge for GMs. You need to think on your feet. There's just enough information to get you started but you'll need to improvise, create stats, and answer questions without hope of finding answers in the text.

Here are my standards for deciding if something goes into the folder.

Does the art and/or map complement the text?

There's so little space in a one-page dungeon that sacrificing a huge chunk of it for a series of blank rooms seems excessive. Art is hard. My one-page dungeons don't usually have any unless someone talented steps up.

The map or art should enhance the text without repeating it. If possible, it should add more colourful detail and things to riff off. The highest possible ideal is to have a one-page dungeon where either the art or the text could be run as a standalone item.

How is the information presented?

With limited space, bold sections, headings, and careful use of paragraph breaks become vital. Bolding monsters and italicizing treasure is a start. If there are rooms, is information presented from most relevant to least relevant (general impression, movement, enemies, smells, sounds, details), or at least in some sort of logical order? The smaller the font size, the more vital it is to present information clearly and concisely.

Are the tone and theme consistent?
If I skim the dungeon and mentally file it away as a pseudo-medieval semi-realistic adventure, will I get a nasty surprise when the Lunatic Lemur Legion attacks in the last room? Can this dungeon be integrated into a campaign without too much effort? Are dungeon-specific words and concepts described in enough detail?

Is there tension?
It's easy to accidentally write a one-page dungeon where there's nothing to do. Some NPCs, some enemies, some treasure, but no tension, no held kinetic energy. A one-page dungeon should feel unstable and interesting. One of the weaker Trilemma adventures I've run was The God Unmoving. It's a great location. There's lots of cool detail but it's fundamentally a stable environment. There's no obvious reason for the PCs to interfere or set things in motion, or chances to play one faction against another, or come up with a really cunning plan to exploit the situation. It was still a great session but wasn't quite what I'm looking for as emergency adventure fodder.

Is the dungeon better than something I could improvise?

This one's a given. If the dungeon is called "Flying Cottage of the Bakery Witch" and I could improvise a better dungeon based on the name alone, it's not going in the folder.

The Trilemma Kickstarter

Michael Prescott has a Kickstarter up. You might want to consider backing it. Beautiful art, linked adventures, an index, an implied setting; it's got it all. It's also much nicer to use than a folder full of loose paper.
Full disclosure: I wrote one of the one-page dungeons in the compilation. The original plan was to see if Michael was interested in commissions and then paying him to do the map. Things went a bit differently.

Trivia: Room 2's description is "Grand Foyer: Arches, vases, dead ferns, old paintings in gilt frames." I'd intended "arches" to imply height and solidity, like arched ceilings and doorways. Michael interpreted it as "big mysterious stone arches in the room" in the art. And that's way better. In tests, the mysterious arches of standing stones have come up every time. Cultural memories of Tomb of Horrors, I suppose.


OSR: Magical Industrial Music and Jokes

Magical Industrial Revolution has very few long backstory sections. Instead, I've decided to add in little popular songs or jokes to provide a sense of immersion (if the GM feels like singing) or background (if not). I'm not sure how many of these will make it into the final book, or if they'll all end up in some disused appendix, but it's a fun exercise.
(Prof. Runcible is a lecturer on history at Loxdon College.)
Professor Runcible
Is easily distractable
And totally intractable
And utterly implacable
His eyebrows are impeccable
His knowledge undebatable
But quite incomprehensible
Is our Professor Runcible
(Fatty Satan is a large crocodile that allegedly lives under the New Bridge. He's wildly popular with children.)
Fatty Fatty Satan,
Knocking at the door.

Silly maid let him in
He tossed her to the floor.
Gobbled up the children,
They say he ate a score.
Fatty Fatty Satan,
Knocking at the door.

Fatty Fatty Satan,

Hiding in a lane.
The costermonger's daughter,
Was never seen again.
Coppers searched the town for him
He always gets away.
Fatty Fatty Satan,

Hiding in a lane.

Fatty Fatty Satan,
Went to school one day.
Teacher tried to whack him,

Teacher went away.
All the happy schoolboys
Cried hip hip hooray.
Fatty Fatty Satan,
Went to school one day.
(George Miles, the inventor of the Moving Miracle, has a well-known and much-mocked dream of one day reaching the moon. Here's a popular "love ballad" on the topic.)
Where are you going,
Oh Miles oh Miles,
Where are you going,
Oh Miles of mine?
To the moon my dear Fanny,
Oh Fanny oh Fanny,
To the moon my dear Fanny,
Oh Fanny of mine.

They say on the moon there's a queen dressed in silver

With ivory skin and a palace of songs
Oh Miles oh Miles, if e're you meet her,
Will you be content to return to my arms?

I'll pick for you Fanny a bundle of roses,
Silvery roses that grow on the moon.
Oh Fanny oh Fanny, I'll fly to you safely,
You know I'll return to your loving arms soon.

And how will you get there?

Oh Miles oh Miles,
How will you fly there,
Oh Miles of mine?

On a tower of magic,

Oh Fanny oh Fanny,
I'll toss up a tower,
Oh Fanny of mine.
(The introduction of Portable Room, extra-dimensional spaces that can be added on to existing buildings, solved the housing crisis in Endon but introduced new complications.)
I've a room of my very own I do,
A room of my very own,
At the back of a house,
At the top of the stairs,
Is a room to ease all my troubles and cares.
It's a comfortable room I know.
For everyone tells me so.
I've a room of my very own I do,
A room of my very own,
At the back of a house,

At the top of the stairs,
Through a cupboard or two,
And then over some chairs.
It's a comfortable room I know,
For everyone tells me so.

I've a room of my very own I do,
A room of my very own,
Through a cupboard or two,

And a hostler's shop,
It's quite a long climb,
To get to the top.
It's a comfortable room I know,
For everyone tells me so.

I've a room of my very own I do,
A room of my very own.

I've yet to go in for it takes me a day,
To get from the street to the room where I stay...
And then I turn round and return on my way,It's a comfortable room I know,
For everyone tells me so.


The following jokes were written to match Punch Magazine's style; a bit clunky by modern standards but excellent for setting tone and adding flavour. Some of them were adapted from actual Punch cartoons.

SCENE: A Tax Collector visits the house of a woman with nine unmarried daughters.

TAX COLLECTOR: Now, have you any enchantments?
WOMAN: None but dear Bertha's eyes, and our Mabel's singing voice, and it has been said Christina's lips are bewitching...

QUESTION: Is eating polymorphed meat advisable?

ANSWER: Yes, if you have a polymorphed stomach.

SCENE: A wizard berates a group of apprentices. 
WIZARD: You foolish, lazy, untrustworthy wretches. Which one of you threw an apple at my experiment?
PASSER-BY: You are far too kind to your apprentices. Back at my shop in Redding Cross...
WIZARD: Redding Cross? Redding Cross? There is no Redding Cross anymore! Now which one of you threw an apple at my experiment?

SCENE: A doctor examines a patient.
DOCTOR: This is a very serious case. I prescribe a long ice-cold bath every morning.
PATIENT: Surely that will give me pneumonia.

DOCTOR: True, but I know how to cure pneumonia.

SCENE: A child questions a wizard on a park bench.
CHILD: Is teleportation quite safe?

WIZARD: Yes child, quite safe. [pats child on the head]
CHILD: There are no adverse effects?
WIZARD: None at all. [pats child on the other head].

SCENE: Two coal magnates examine a newspaper.
FIRST MAGNATE: Did you read this? Another hundred people suffocated in the night due to thick fog. This is terrible.

SECOND MAGNATE: Yes, terrible. I will raise funds at once.
SECOND MAGNATE: To buy out the publishers of this d--ned paper.

QUESTION: If it is possible to polymorph a mouse into a whale, could the Prime Minister be polymorphed into a wise man?
ANSWER: Some things are not possible even with magic.

QUESTION: If one is served by an illusionary servant, is it correct to leave a gratuity?

ANSWER: No. The production of illusionary money is illegal.

SCENE: A very nervous apprentice wizard is examined by a circle of glowering masters.
APPRENTICE: The eight colours of light are... red... white... claret... port...
MASTER WIZARD: No no, start over. Red, orange...

APPRENTICE: Lemon... pine-apple...


OSR: Fantasy Prosthetics

The Death and Dismemberment Table is harsh. Adventurers are likely to lose digits, eyes, and limb. In theory, though I don't have any options to support it currently, they could even start without them. Sometimes, taking an Early Retirement or Retiring to Safety is the only way out, but rich, ambitious, or desperate characters might seek ways to remain ready for adventure.
Late eighteenth century beggar, clearly a former soldier, with two wooden legs. A. Smit after Pieter Barbiers. (Rijksmusuem.)
Taken from this article.

Basic Tier

Available nearly everywhere. Made from locally sourced materials (wood, leather, bone, iron, etc.).

Artificial Leg / Peg Leg: reduces Movement by 2. If both legs are replaced, user requires crutches, and can only wield daggers or other small weapons and at a significant penalty.

Artificial Arm / Hook Hand: cannot use the hand. Sharp hands deal 1d4 damage on a hit. Slightly fancier versions can have alternate attachments (fork, knife, pen, etc.) or support a shield. If both arms/hands are replaced, user cannot wield weapons.

Eyepatch / Mask / Wooden Eyeball: covers the hole(s) in your head and some of your scars. No bonuses but it might stop people from staring.

Fancy Tier

Masterwork creations of clockwork, springs, wire, and wood, these expensive non-magical replacements are only available in large cities. They take at least a month to build and test.

Artificial Leg:
Reduces Movement by 2. Can include a hollow compartment that can hold 1 dagger, 1 wand, or 1 vial of liquid. If both legs are replaced, user requires crutches, and can only wield daggers or other small weapons and at a significant penalty. Has a knee.

Artificial Arm / Mechanical Hand: can use the hand for some tasks, but cannot wield weapons. Deals 1 damage on a hit. Makes a distinct ratcheting sound. Extremely fancy versions can have a concealed dagger inside.

Glass Eye / Silver Nose / Painted Face Mask: covers most of the damage. May only be noticeable within 5', and even then only if people are paying attention.
Pamplona Bible 1197, Bibliothèque municipale, ms. 108, fol. 179r

Magical Replacements

The soul is approximately the same shape as the body. This explains why ghosts have mostly human forms and why absent limbs "tingle" or experience false pain. After a traumatic injury, it can take the soul a long time to adjust to the body's new proportions.

A magic prosthetic limb simply replaces the original, trapping a portion of the user's soul in the same  manner as an enchantment (or undead binding, though few artificers relish the comparison). For maximum integration, a magical prosthetic must be permanently fused with the user's bones and flesh.

1. Troll Limb

The cheapest and deadliest method. Find a troll of a suitable size, lop off a limb, and stick it on to your bleeding stump. Stitches are useful for the first few hours. If your immune system survives the shock, you'll have a fully operational and mostly obedient new limb. A troll arm is considerably stronger than a human arm (+1 Strength) and regenerates damage just like a full troll. If the user dies or suffers a serious illness, the troll arm colonizes the body, takes over, and creates a new (if somewhat undersized) troll.

2. Living Wood

A misnomer; the wood is usually dead and varnished. Carefully fitted silver joints, wood measured and carved exactly to match the user's other limb (if possible), and layers of delicate enchantments can replicate the form and function, if not the feel, of mortal flesh. Such items are legendary works, kept as ancestral relics or produced by master enchanters for royal patrons. Their owners would be wise to keep the limb covered near avaricious wizards.

Desperate fools sometimes attack dryads to use their limbs. It could work in theory. In practice, death and misery are the only results.

3. Ghost Limb

Enchantments bound to the stump stabilize the soul-projection of the user's arm. (Ghost legs, while possible, are significantly less useful.) The arm is ethereal and invisible, but it can lift intangible items, interact with illusions, hold ghosts, and sometimes meddle with poorly designed magical locks and enchantments. A sufficiently magical or self-willed person may not even need extra enhancement to wield a ghost limb.

4. Fire Limb

The sort of thing undergraduate elementalists invent to deal with coursework-related injuries. Fire limbs fuse a fire enchantment to the user's soul. The user can project a mostly functional limb made of flame. Unarmed attacks deal 1d6 fire damage, but the limb also deals 2 damage per round to the user. It's more of a fashion statement.

5. Skeleton Graft

Bone remembers. Skeletons are soul-shaped containers just waiting for a spare soul or suitably crafted spell to hop in. Necromancers can attach a dead limb (the user's, if available, is best) and use a few simple techniques to convince the user's soul to inhabit the remaining structure. Users often report unpleasant cold shivers and vivid nightmares. A skeleton arm is a great way to meet the local authorities and see an spontaneous community-based bonfire event.

6. Gem Eye

Fairly common among wizards. Find a suitably large gem, enchant it, bind it to the user's soul, hope for the best. Poor-quality enchantments provide a smeared oil-painting view of the material world. The finest let users see souls, magic, ley-lines, magnetic fields, or the location of the stars during daylight.

7. Illusions
Elf Wizards can beautify and de-age a target with magic. This can't replace lost limbs, but it might restore hideous facial wounds,  missing teeth, and other perils of adventuring.

João Bragato
8. Crossbow Limb
Is this a good idea? Probably not. But some people are going to try. The enchantments are just to ward off infection and stabilize the bow.

9. Snake Limb

One of those rituals wizards read about in books and shrug off as fiction. Find a suitably large snake (none from Around Here; maybe in Foreign Parts). Cut off its tail and bind it bone-to-bone. Mingle the snake's soul and the user's soul in a high-power marriage ceremony. The user gains a limb with astonishing flexibility and a potentially venomous bite. The snake gains free meals forever. Some personality changes are inevitable.

10. Powderkeg Leg

Invented at least three times on three separate occasions, a powderkeg leg contains a powerful magical or conventional motive force. The user might hop twenty feet on a smoking column of fire or sail gracefully across a canyon on a beam of raw magic. Lightning strikes, botched landings, and the wrath of people they crash into tend to shorten the lifespan of their users.

11. Enchanted Armour
Plate armour can sometimes be enchanted to combat the deficiencies of its occupant. Despite being blind, nearly deaf, dropsical, and eighty-nine years old, King Gundobart the Bad of Waxburg famously killed twenty knights in at the Battle of Bogwell, though it is documented that four knights were from his own retinue. The king's enchanted armour gave him great strength and ferocious battle-sense, if not the finesse that he might have desired.

12. Golem Limb

Baked clay and a carefully worded scroll. The user must speak commands: "step", "grasp", etc, but the limb often functions with all the strength and ability of a flesh one. A mis-spoken command or a damaged scroll can lead to disaster.

13. Mindspikes

Found in forgotten tombs or carved from the un-spines of mind-devouring parasites, these fabled implements allow one creature to experiences all the senses of another. Blinded and scarred wizards might drive one spike into their own skulls and a second into a trusted acolyte or loyal familiar. 
Dan Mason
14. Fingerworms

Fat pink worms with lamprey mouths. Stick them on your finger-stumps and they obey your commands and suck on your blood. They're not as strong as normal fingers and they tend to alarm people if discovered. In fact, why are these things even on this list? They're gross.

15. Force Projection
Rather than a full limb, a properly aligned spell creates a permanent force-plate where the foot or palm of the user would normally rest. It's only as effective as a peg leg or hook hand, but it's completely invisible. Swords and tripwires pass right through the space between plate and the stump.

16. Ear Trumpets

Screwed directly into the brain. In theory, they could be enchanted to merely replace lost hearing, but why stop there? Hear through walls, translate languages, detect secret whispers of conspiracy and murder. Wizards tend to go a little overboard. Prolonged used leads to madness.

17. Magic Blaster
More than one wizard, clutching the stump of their shorn-off arm and surveying the remains of their latest disastrous experiment, has wished for a cannon-hand. The process is very basic and only requires bone-level integration if the user wants to trigger the device at a thought. The wand-limb can fire anything a normal wand could; some have slots for several devices. Be prepared for the recoil.

18. Grappling Limb
Fires up to 20' of rope or chain with a magical claw on the end. Yanks the user around. This might seem convenient but the strain on a user's frame inflicts 1d6 damage with each use.

19. Omnieye

Paranoid wizards enchant orbiting eyes or spinning spheres that can look in all directions at once. Someone with 360' vision is difficult to surprise but rapid movement or tumbling results in crippling nausea. The presence of a medusa is also unwelcome.

20. Mutation

Just pump a whole bunch of raw magic into the afflicted area and see if something useful bubbles up. What's the worst that could happen?
Nikola Matkovic

Replacement Parts as Treasure

Put some of these in your dungeons. Characters are always losing body parts. If they can't use a replacement limb, somebody else can and they'll probably pay well for it.

Your average village witch or reclusive wizard probably won't fashion magical prosthetic, but a large college or conference will probably have someone with the right tools and mindset.