| Main Stat | Name | Description | |
|---|---|---|---|
| Strength | Riches | No abilities… but when you live in a society, money and privilege is the greatest ability of them all. | |
| Strength | Training | None | |
| Speed | Contemplation | You know... when you think about it, what really IS a 'power source'? I don't know, but I feel like I've learned something just by meditating on the concept. | |
| Speed | Experience | Regardless of where you learned it, you treat every encounter like you've done something similar before. | |
| Knowledge | Divine | None | |
| Knowledge | Study | None | |
| Intuition | Nature | In return for all your love and understanding, finally these flipping plants are gonna give something back for once. | |
| Intuition | Rural Experience | Not an advertised source, you take it as an option within Experience. | |
| Body | Primality | Nothing personal, but… if this is what humanity is like… I'd rather be a beast. | |
| Body | Heart | Your magic comes from your inherently magical body, so you might need to eat and drink a lot. | |
| Soul | Arts | None | |
| Soul | Discipline | You believe strongly in a specific philosophy. Through the repeated practice of telling yourself that you can do magic, you can do magic. |
| Strength | |
| Speed | |
| Knowledge | |
| Intuition | |
| Body | |
| Soul |
| Name | Point Cost | Source | Effect |
|---|---|---|---|
| Relatable | 0 | Training | If you know no magic, your mundanity makes you relatable to the average person. Add Soul to all social interactions. |
| Extra Ingredient | 1 | Study | Add one level to a prepared spell. You can do this once per set of prepared spells (that you prepare during a rest period). |
| "Study" Magic | 0 | Study | During a rest period, you spend all of your mana to create spells in advance (in the form of single-use scrolls, potions, or magical gadgets, your choice!). These last until the next rest. You can "cast" any of your spells whenever you want by using the objects you prepared earlier. |
| Portable Spells | 1 | Study | When you would cast a spell, you can instead give that spell (as a potion or a small gadget for example) to someone else. They can then cast it at any point. For balance reasons, long-tem storage is an issue. I recommend only allowing a character to hold one stored spell at a time. |
| Adjust Recipe | 1 | Study | You may swap one of your prepared spells for another one (at the same spell level). You can do this once per set of prepared spells (that you prepare during a rest period). |
| Climbing Speed | 1 | Rural Experience | Climbing speed? |
| Ranger | 1 | Rural Experience | You have a number of "ammunition" equal to your Experience level. When you throw or shoot your ammunition into an enemy (as an ordinary weapon attack), it lodges there. As an attack, you can "retrieve" all of your ammunition, doing your weapon damage to every enemy again. |
| Another One | 1 | Rural Experience | Each time you kill an enemy, get +1 to all attack rolls against any similar enemies until the next rest period. |
| Magic Archer | 1 | Rural Experience | You learn 2 spells from the Magic list: you cast these spells by summoning and shooting an arrow with their effect, the spells gain the range of your usual bow attacks. The arrow disappears when it hits its target, causing the spell's effect instead. |
| Screw the rules, I have money | 1 | Riches | Riches times per session, do something. Your roll succeeds. |
| Nah, this has to go | 1 | Riches | Riches times per session, cancel anything's roll. |
| Pretty Princess | 1 | Riches | You may convert all of the Strength stat you gained from Riches to a different stat. All rings and necklaces have no weight for you and you can combine any of their effects into a single item or items. |
| I Know a Guy | 1 | Riches | Once in a session, if you are or were in a location accessible by people, you have an associate in that location who can (or already did) help you out with a problem. For example someone who knows the local area or wildlife and told you (or can tell you) some information you would otherwise have to roll for. or you know one of the guards or local officials that can get you out of jail. |
| Go Primal | 0 | Primality | None |
| Adrenaline Rush | 1 | Primality | You can feel it later: when you take damage, you may choose to not take that damage, wait a number of turns up to your Primality level, then take the damage. You can only have one Adrenaline Rush on the go at once (so you might still die if you're hit with two attacks). Thematically, even if a big attack should kill you or knock you out, any remainder of your body can still act on instinct and finish what you were thinking about as long it's within the duration of your adrenaline rush. |
| Predator/Prey | 0 | Primality | When you take the Primality power source, you are either predator or prey. Predator frightens any adjacent enemy into having to attack you, and can happily eat uncooked meat. Prey gains 3 spaces of movement speed, minus one per point of armour worn. |
| "Nature" Magic | 0 | Nature | Can only cast spells when in friendly nature: within proximity to plants, water, life, etc. Spend extra mana when casting a spell to have some nature spread from somewhere adjacent to you to 1 space plus 1 space per mana spent: for example: if you have some seeds in your pocket and you want to cast a spell, spend one mana to have those seeds immediately sprout and have their plants fill the space that you're standing in, another space next to you, and in the same action you cast your spell. |
| Weather Magic | 1 | Nature | You can affect the weather slightly within natural spaces, making the air feel hotter or more humid, or more… staticky. As an action, every creature (including you) standing in a natural space in a 5 meter radius around you is vulnerable to an element. Choose that element when you get this ability. |
| Natural Connection | 1 | Nature | You gain a connection to a specific plant, animal, or rock. as an action you can either transform into the thing you are connected with or summon one. You can speak to and understand these things (although they don't gain more intelligence than they actually have just because you're speaking to them). |
| Synergy with Nature | 1 | Nature | You have a deep connection with all nature. You can walk on snow or leaves without crushing them underfoot, and you can ride animals without impeding their movement. |
| "Blood" Magic | 0 | Heart | When learning spells, learn 1 less spell than the usual amount (you still have a minimum of 1). |
| Magical Blood Clot | 1 | Heart | When you take damage, the magic in your blood clots, giving you one temporary magical armour per Body (your magic Stat for Heart): you can't gain more of this armour until after you've lost it again! When you take damage that is negated by this armour, lose the armour. |
| Magical Body | 1 | Heart | While casting a spell during blood rage, you can convert mana points into hit points (1 to 1). |
| Blood Rage | 1 | Heart | While enraged, your spells cost hit points instead of mana: the spell power squared. You unleash your full magical-ness: everyone around you knows you've done this, but it's up to them whether or not they like it. You are always either in a state of "blood rage" or not, its exact theming is up to you. |
| Waste Magic | 1 | Heart | After casting any spell, you may roll to randomly choose any spell that you don't know. You can then cast that spell at the same power once (it costs the same amount of mana). If you do it immediately, it happens on it's own and doesn't require an action, otherwise, you can hold it until you do anything else. |
| Ambush Planner | 1 | Experience | Use your action to give someone that can hear you your flanking damage this round: you can't do flanking damage this turn but they do the damage on their attack, regardless of whether they're flanking anything or not. If the round ends and they haven't done the damage, you get your ability to flank back as normal. |
| Upper Hand | 1 | Experience | When you successfully hit an enemy with your flanking attack, you can cast any of your Experience spells. Instead of spending Mana, spend your flanking damage dice for that attack. If the spell asks you to roll to hit, automatically succeed that roll (as you already hit with your flanking attack). If the spell says it costs an action, it's the same action as you used to do the flanking attack. If the spell says to do an attack, it's the same attack as you did with your flanking attack (e.g. Dash Attack). If you want the spell to happen before your attack (e.g. Dipped Weapon) it can. |
| Long Story | 1 | Experience | Gain an extra backstory bonus (+5) |
| Improvise | 1 | Experience | For one roll, swap any two stats around. Do this a number of times equal to your Experience level per rest period. |
| Done this a thousand times | 1 | Experience | If you roll a d20 lower than your Experience level, you can change the roll's result to twice your Experience level. |
| "Borrowed" Magic | 1 | Experience | You either stole, were given, or taught, a small amount of magic by someone else at some point in your life. Choose one spell and one source, you can use that spell with that source's spellcasting feature (but Experience's mana pool). |
| Flanking | 0 | Experience | If you attack an enemy that is "flanked" - adjacent to someone else that it's fighting, or is otherwise distracted and not looking at you - you do an additional amount of damage based on your Experience level. You can only do this once per round (if you somehow have multiple attacks in a round). |
| Deliberate Prayer | 1 | Divine | When asking your patron to cast a spell, you can roll two dice and take one away from the other (with a minimum spell level of zero). |
| Practiced Invocation | 1 | Divine | Choose one Divine spell to get for one mana cheaper. (This means you can cast it at level 1 for free). You can choose another one of these at Divine levels 3, 6, and 9, for a total of 4 spells. |
| "Divine" Magic | 0 | Divine | Instead of casting a spell, roll a dice to ask your patron for help. Choose any dice and roll it, the spell is cast using that amount of mana. If you roll higher than the amount of mana you have, the spell fails. If your patron has an element, you can change a spell's element to your patron's element. |
| Emergency Plea | 1 | Divine | When asking your patron for a spell, if you roll too high and the spell fails, you can choose to cast the spell anyway at half the Power per Mana. |
| Watcher | 1 | Discipline | "He's just standing there... menacingly..." If you stay still and look at someone who doesn't know you're there, when they notice you they become scared and you gain advantage on all checks to understand anything about them. |
| "Discipline" Magic | 0 | Discipline | Your max Mana is Strength + Soul. Through practised and specific movements, you can use your attacks to cast spells (either before or after you roll for weapon damage, and your attack doesn't have to hit anything to cast the spell). The spells are always at Power 1 (and cost 1 Mana). |
| Sniff Dissent | 1 | Discipline | Your "Soul" times per day, you can try to sense within 10 spaces of yourself any object, place, or action that would offend your Discipline's philosophy. |
| Contemplation | 0 | Contemplation | After slowing yourself down for a while, you can then slow the entire universe down to catch up. If you do nothing else on your turn, you can instead "contemplate". For each adjacent consecutive turn you've spent contemplating you can then take that many actions on your turn, with a maximum equal to your Contemplation level. Your movement speed doesn't change. |
| Deflect | 1 | Contemplation | While defending and hit with a ranged attack, roll your weapon dice and take away that amount from the damage of the attack. |
| Avatar of the Elements | 1 | Contemplation | Choose an element: you can cast all spells of that element. Your weapon attacks can also use this element for their damage. (You can take this ability multiple times, choosing different elements) |
| "Arts" Magic | 0 | Arts | Your max Mana is Speed + Soul. You are always either performing or not performing. To start performing, roll a d20 to get your "performance score" This is an action, but you can cast a spell as part of the beginning of the performance. You can then cast spells as usual, but any spell that involve a dice roll use your current performance score. Each time you cast a spell, reduce your performance score by d4. Your spells and art come from your emotions, so you can't cast spells or begin a performance while you are emotionally compromised: that means frightened, charmed, depressed, etc. You also need to be able to hear your music, so you can't cast spells if you cannot hear or if there is a continous loud noise drowning you out. You can still create music while unable to see. |
| Tortured Artist | 1 | Arts | When you are "emotionally compromised" and would usually not be able to perform, you instead gain a Soul bonus to your performance score. You lose this bonus (reducing your current performance score) if you lose your status. You also get this bonus while blinded, bearing in mind that you can't see with your eyes closed, and that you're making music the whole time. |
| Instrument Tuning | 1 | Arts | When you begin a performance, roll 2 d20s (instead of 1) and pick one. |
| Interrupter | 1 | None | When you start a fight, you can interrupt the first player's turn for free and take your turn instead: uninterruptible for the rest of the round. |
| Quick Study | 1 | None | You may use the full backstory bonus of anyone who is able to talk you through what you are doing (within earshot and able to speak, and willing to help). If you succeed a Knowledge check, you may maintain this bonus for specific future actions after being told it - for example: if you plan with your ally that you will "go over there and interact with this object" you can use their bonus for interacting with that object, even if you don't get there for an hour. |
| Lucky | 1 | None | Instead of any roll, make a Luck roll (Luck rolls use your Soul as a bonus) to see if you get lucky and the problem solves itself. Of course, some things are less likely to happen than others (and therefore require a higher difficulty Luck roll). Also, consider using average bonuses: for example Strength+Luck divided by 2 to be strong enough to throw something and lucky enough for it to hit the target. |
| Perfect Recall | 1 | None | You can recall picture-perfect details from things that you commit to memory. If you spend at least 1 minute observing an object or creature, you can perfectly recall any observable information about that creature or object point in the future. For example, you could perfectly memorize a map, a page from a tome, a work of art, or the appearance of a creature. |
| Star Gazing | 1 | None | Gain a backstory bonus in identifying constellations and such. Each time you look up at the sky and rest, foretell one dice roll: roll it and remember the result, then use that result in place of one other roll at any point (before that roll is made). |
| Linguist | 1 | None | By default, all player characters know one common language: English, Chinese, Arabic... Whatever you want! (Obviously the intention is for you to pick the language you share with your party in real life!) They may also know their native language, if they have one that isn't the common language. With this ability, you learn another common language, AND any uncommon language: for example Goblin, or Welsh. |
| Footstep Recognition | 1 | None | You can tell what type of creature you're hearing when you can hear or feel the vibration of their footsteps. |
| Mastermind | 1 | None | Reroll any dice Knowledge times per session. "Of course, using my mastermind intellect I expected this to happen: that's why I have THIS" |
| Instruction | 1 | None | Allies that you can talk to may use your full backstory bonus for one of their actions (within earshot and able to speak, and willing to help). If they succeed a Knowledge check, they may maintain this bonus for specific future actions after being told it - for example: if you plan with your ally that they will "go over there and interact with this object" they can use your bonus for interacting with that object, even if they don't get there for an hour. |
| Dwarven | 1 | None | Like a rock, you can transfer any of your Soul Stat points into Strength, Body, or Knowledge. You also grow the sort of thick and huge beard you expect a dwarf to have. You may take one Training Ability, without needing the Training source. |
| Elven | 1 | None | Old, graceful, and connected to nature, you can transfer any of your Body Stat points into Speed, Intuition, or Soul. You may take one Nature Ability, without needing the Nature source. |
| Hobbit | 1 | None | You are much smaller than most people. About... half the size, I'd say. |
| Chef | 1 | None | Once per rest period, instead of your party taking a lunch break, you can cook any amount of food that the party would have eaten. If eaten immediately, this cooked food is twice as effective and refills all hope. This is "hearty" food, for any effect that asks for that. Of course, thematically this will take time, require some space for cooking, and possibly other cooking utensils. |
| Spellsword | 1 | None | Exchange your weapon damage and spell damage dice up and down opposingly during a rest period. The available dice sizes are: d4, d6, d8, d10, and d12. |
| Concealed Weapon | 1 | None | Your weapon is concealed. I mean, any weapon can be concealed… but yours is REALLY concealed. NO-ONE will find it under there. Under where? Exactly. |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Dash Attack | 1 | Sprint, then attack. | Action | None | Weapon damage | None | None |
| Jump Attack | 1 | You only do one attack (if you can normally do multiple attacks). Add another of your weapon attack dice for each Mana you spend. | None | None | Weapon damage per Power | None | None |
| Spin Attack | 1 | Attack in a circle, hitting everyone in range with an attack. Spend a Mana for each one you hit after the first. (If you usually do two attacks and there are two enemies, you can do four total attacks for 1 mana). | None | None | None | None | None |
| Skewer | 1 | Melee attack something, and also hit something on the opposite side of it with another melee attack. (Repeatable for more mana, although I don't know how many enemies your melee weapon will reach through!) This gives you advantage to grapple or attach to the first thing you hit. | None | None | None | None | None |
| Push | 1 | When you hit an enemy with an attack, you can also move it 1 space per power, or push it over (so it's lying down) for 1 additional mana. (Standing up again uses 1 space of movement, but with disadvantage against interrupts. Crawling doesn't have disadvantage against interrupts, but uses twice as much movement per space). | None | None | None | None | None |
| Passing Attack | 1 | Slash at the enemy while moving quickly away or to the side at the same time: use your attack action at the same time as you use your movement (deciding after you already know you are moving). This allows you to (for example) make an interrupt to move away from an attack, and then attack yourself without being vulnerable to another interrupt from your opponent. | Action | None | None | None | None |
| Counter Attack | 1 | Make a Defend action, if you are attacked (by something that you could have attacked), you can make an attack in response without spending another action. | Action | None | None | None | None |
| Furious Attack | 1 | Do your attack action twice. Then, every attack has advantage against you for a turn (because you are tired). | Action | None | None | None | None |
| Sudden Parry | 1 | If you take a Defend action as part of an interrupt for an attack, negate the attack you interrupted. | Free | None | None | None | None |
| Shield Bash | 1 | Using your shield, when you defend you can also push an adjacent enemy. | Action | None | None | None | None |
| Shield Drum | 1 | Bang on your shield, attracting attention and making a noise. | Action | None | None | None | None |
| Shield Launch | 1 | Use your action to crouch and put your shield over your head: if someone runs up and jumps onto your shield, (this only uses their movement) you can throw them 1 space for each of your Strength in any direction. | Action | None | None | None | None |
| Spinning Shield | 1 | Spin nimbly, blocking attacks from every direction. This is a Defend action that also changes your stance e.g. from lying down to standing or from flying through the air to standing as part of the action. It also moves you up to 2 spaces, continuously defending throughout that movement. | Action | None | None | None | None |
| Shield Throw | 1 | Throw your shield up to 2 spaces per Strength: this does Weapon damage. Then, the shield bounces or boomerangs back to your hand. If you can make multiple attacks as an action, your shield goes from enemy to enemy first rather than back to you for each attack. | None | 2 spaces per Strength | Weapon damage | None | None |
| Barrage | 1 | Make additional weapon attacks in this action - 1 per Mana. Only the normal number of them do damage (you choose which ones: probably the ones that hit!). (The attacks that don't do damage still count for the "Ranger" ability). | Action | None | None | None | None |
| Rain Projectile | 1 | At normal range, make your ranged attack into the air to come down on its target from above. | None | None | None | None | None |
| Cleave | 1 | You can only attack once this turn. Add another weapon attack damage for each Mana you spend, up to a maximum of how many enemies are in range of you. If that enemy is defeated by your attack, the overflow damage can go to another adjacent enemy (and if that enemy is defeated, the next one etc). | Action | None | None | None | None |
| Charged Attack | 1 | "Charge up" and get ready to do a big hit, not attacking for one attack and then doing double damage with the next attack. | Action | None | None | None | None |
| Launch | 1 | Use your action to crouch and get ready: if someone runs up and jumps onto you, (this only uses their movement) you can throw them 1 space for each of your Strength in any direction. | Action | None | None | None | None |
| Revenge Attack | 1 | Use an attack to start "charging up" to do another attack: this attack will do one weapon attack damage as normal. For as long as you are charging, each time you are attacked add another weapon attack die to the attack you'll release. | Action | None | None | None | None |
| Momentum | 1 | Do 1 attack this turn, spend 1 Mana. Next turn, do 2 attacks and spend 2 Mana. You can continue this pattern indefinitely, unless you're interrupted. You have advantage against being interrupted: wrestled and held down, hit by some webs, etc. | Action | None | None | None | None |
| Tackle | 1 | Do a Strength contest with a target to try and push it over. This uses 1 space of movement (not an action). | Movement | None | None | None | None |
| Plunging Attack | 1 | Drop down onto an enemy and attack: gain an extra damage die for each space you fall (up to a maximum of twice this spells Power). | Action | None | Up to twice per Power | Instant | None |
| Weapon Spin | 1 | Spin your weapon around really fast, blocking or deflecting incoming ranged attacks (magical or mundane). Roll your Weapon or Spell damage dice (more if you have multiple attacks) and subtract that amount of damage from any incoming attack for the rest of the turn. | Action | None | None | None | None |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Feather Run | 2 | Run at high speed (twice your movement speed, with a minimum of 10 spaces), either up walls or across water. This uses your move, you cannot cast this spell if you have already used your movement, or if you are unable to move for some reason. | Action | None | None | Instant | None |
| Question Motives | 0 | If you know the reason for a character's actions, you can question whether what they're doing is really right or wrong. If you correctly know the character's motives, and can make a good point on why what they're doing might not be a good thing: do spell damage. Also, make a roll for your character to make a good point: if that succeeds, do spell damage. | Action | None | Spell damage per level +1 | Instant | Emotional |
| Momentum | 1 | Do 1 attack this turn, spend 1 Mana. Next turn, do 2 attacks and spend 2 Mana. You can continue this pattern indefinitely, unless you're interrupted. You have advantage against being interrupted: wrestled and held down, hit by some webs, etc. | Action | None | None | None | None |
| Weapon Spin | 1 | Spin your weapon around really fast, blocking or deflecting incoming ranged attacks (magical or mundane). Roll your Weapon or Spell damage dice (more if you have multiple attacks) and subtract that amount of damage from any incoming attack for the rest of the turn. | Action | None | None | None | None |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Dash Attack | 1 | Sprint, then attack. | Action | None | Weapon damage | None | None |
| Passing Attack | 1 | Slash at the enemy while moving quickly away or to the side at the same time: use your attack action at the same time as you use your movement (deciding after you already know you are moving). This allows you to (for example) make an interrupt to move away from an attack, and then attack yourself without being vulnerable to another interrupt from your opponent. | Action | None | None | None | None |
| Counter Attack | 1 | Make a Defend action, if you are attacked (by something that you could have attacked), you can make an attack in response without spending another action. | Action | None | None | None | None |
| Dipped Weapon | 1 | Dip your weapon in a coating of Poison, changing the element of its next attacks (1 per Mana) to Poison. If you have something else that could coat it, or you have an ally that can change the elements of spells, dip in that instead to have the attacks be a different element. | Minor Action | None | None | None | None |
| Stealth | 1 | Hide behind something, becoming unseen for 1 turn per Mana in combat (cancelled if someone must have seen you!). You hide in such a way that those around you aren't sure exactly where you hid (but they don't forget you exist entirely). | Minor Action | None | None | None | None |
| Explosive | 1 | Use an action to plant a bomb. Either leave a slow burning fuse (that will explode after a time up to a minute) or a fast burning fuse or trail of powder that you can lead to anywhere and light as an action. It does double Spell damage per Spell Power. | Action | None | None | None | None |
| Shockwave Powder | 1 | Throw a quick explosive to blast everything adjacent to it away by 1 space. (This includes you, and includes up). | Action | None | None | None | None |
| Smoke Bomb | 1 | Drop a smoke bomb, making everyone currently looking at you no longer able to see you. They can see you again once the smoke is gone (after this round). They also still know where you are: they assume you're where you dropped the smoke. | Action | None | None | None | None |
| Rope Trip | 1 | Attach a rope (or something else that trips) to something as a hazard to trip someone. The hazard can be longer than 1 space: set up both ends of the hazard. You could also attach directly to the target and just pull them over. Attaching both ends can be done as part of the same action, or separate actions. If it's a rope then the end of the rope has some sort of hook on it and you can swing it and hook it onto something up to 3 spaces away. Otherwise, set up the hazard adjacent to you. | Action | None | None | None | None |
| Steal | 1 | Bump into someone and snatch something from them. If they're not distracted by anything else, you'll have to roll Strength to wrestle it away from them. | Action | None | None | None | None |
| Formless Dodge | 1 | If you interrupt something that does damage to you to move out of the way of it, for the rest of the round you can spend 1 Mana to use this ability and move out of the way again as a Free Interrupt. | Free | None | None | None | None |
| Weak Point Strike | 1 | Focus a target's weak point: if you know where the point is and can reach it, you can attack it to do double damage (or 10 bonus damage?) and ignore damage resistances, but it's 5 points harder to hit than normal unless the target is held in place. It doesn't cost a mana to spend an action and examine a target to search for its "weak point" (roll Knowledge or Intuition). Multiple creatures with the same weak point don't all need to be searched individually. Obviously teammates can immediately all tell each other about weak points, just like any information. | Action | None | None | None | None |
| Plunging Attack | 1 | Drop down onto an enemy and attack: gain an extra damage die for each space you fall (up to a maximum of twice this spells Power). | Action | None | Up to twice per Power | Instant | None |
| Venom | 1 | Make an attack: if that attack hits, your target makes an Organ check: if they fail they have disadvantage on all rolls for one minute. If you envenomate them again during that minute, the minute is reset and they also take one weapon damage every turn. | Action | Weapon | None | None | None |
| Trip | 1 | Make an attack: if that attack hits, your target makes a Speed check: and falls over if they fail. | Action | Weapon | None | None | None |
| Disarm | 1 | Make an attack: if that attack hits, your target makes a Strength or Speed check: if they fail then they lose grip of whatever they're holding. It either falls to the floor adjacent to them, or flies Strength spaces away. | Action | Weapon | None | None | None |
| Daze | 1 | Make an attack: if that attack hits, your target loses either its action or its movement. | Action | Weapon | None | None | None |
| Blind | 1 | Make a melee attack: if that attack hits, blind your target for 2 minutes, or until they manage to wipe the dirt out of their eyes (this would require some kind of cloth or water). | Action | Melee | None | None | None |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Break | 1 | An object of inorganic (or otherwise dead or plausibly-fracturable) material immediately cracks and fractures into many pieces. Cracks travel between connected objects, doing 1 dice less damage for each object after the first. Materials include stone, crystal, and metal. A living creature makes an Organ check to half damage. | Action | 12 spaces | Spell damage per level +1 | Instant | None |
| Confusion | 0 | Cause a target to temporarily think that something is true (or at least not really think about it). At Power 0 you make a passing comment, which lasts for a minute, and the target realises and is mad at you when it's over. Each additional Power adds one of the following effects: -Increase duration by 1 minute -Make them not mad at you after the duration -Add advantage to deception roll | Action | Audible range | None | 1 minute | Emotional |
| Fireball | 0 | Shoots a fireball. Per Power above 0, add 2 spaces of range and 1 space of radius (starting from 20 squares and no radius). Make a roll to hit the main target, targets in the radius make a Speed roll to dodge away. | Action | 20+ spaces. Radius per Power. | Spell damage per Power +1 | Instant | Fire |
| Connect | 0 | Choose a number of things or people equal to (or less than) the power of the spell: whatever happens to one thing happens to the other. | Action | None | None | 30 minutes | None |
| Illusion | 0 | With each Power (+1) you can cause one of these effects, you can't cast the spell twice at the same time (e.g. 10 different level 0 spells). Of course, multiple people can cast spells at the same time, but it would take significant coordination for them to line up (an ability check). -Static image within 1 space (cube) -Sound -Smell -Movement | Action | None | None | None | None |
| Imbue | 0 | For each Power, you can cause the universal atmosphere to imbue an object or creature with a sort of fey "life" that involves one of the following concepts: -Ability to think -Ability to speak -Ability to remember things that happened to it in the past -Ability to move and act -The new creature will follow your orders -The duration raises from 10 minutes to 24 hours -Increase the maximum size by 1 space (squared) Obviously, an object or creature that can already do some of these is easier to imbue than one that can't. At level 0, you can "imbue" a minor sensory effect, that gives something the appearance of coming to life e.g. small ghostly movements or contorting into the shape of a face. | Action | 1 space | None | 10 minutes | Emotional |
| Improvise | 0 | Add any amount of mana points to a roll after you've made it. | Free | None | None | Instant | None |
| Light | 0 | You hold up whatever you do magic with: a light glows at the end of it (touch range) with a radius of 6 spaces. It keeps glowing as long as you are holding it. For each additional Power, add: -20 spaces of range (creating the light at a point within the range) -4 spaces of radius -Increase the duration of the light to 10 minutes, then an hour, then a day (allowing the creation of multiple lights). The light can travel with something, or stay floating in place. -The light appears suddenly, stunning anyone within a 1+Power space radius (if they fail a Speed roll to cover their eyes). The light remains as normal afterwards | Action | Touch | None | While held | None |
| Lightning | 0 | Attack comes from above | None | None | Spell damage per Power +1 | None | None |
| Magical Strike | 0 | Make a weapon attack using your spellcasting stat instead of strength. Add 1 guaranteed damage per Power. Magic Blades Summon a magically conjured dagger (or daggers): does magic damage per Power. Range ? Magic Spear Summon and throw a spear using your Strength as the range and doing magic damage. | Action | None | 1 per level | Instant | None |
| Shield | 0 | Add a weightless point of armour to someone in touching range. For each spell level, either add a minute to the duration or another point of armour. You can interrupt an attack to cast this spell and the "instant" duration will give you the point of armour for that attack. | Action | 1 space (adjacent) | None | Instant | None |
| Shockwave | 0 | The caster chooses points placed within 1 meter from either the caster or a previously placed point. A creature touching a point takes one spell damage and is pushed a meter away from the caster - creatures can be touching multiple points, and points can be placed on top of each other. Choose 1 point per Power+1. | Action | None | Spell damage per point | Instant | Air |
| Summon | 0 | Summon a tiny playing card sized object, with each added level, increase the effectiveness of the spell with one of the following effects: - Increase the size of the object: 1 meter cubed, 1 space (human sized), 2x2 spaces - Increase the complexity of the object to allow it to function - Increase the complexity of the object further to allow it to be self-powered and move on its own - Summon the object 5 spaces further away | Action | 1 space (adjacent) | None | 1 hour | None |
| Telekinesis | 0 | Telekinetically interact with something, lifting it up and interacting with it at a distance without touching it physically. While the spell is active you can change what you are lifting, but only lift one thing at a time. Victims can make a Strength check to hold onto something (and avoid being lifted). At Power 0 you can lift up to 5kg. At every level above that you can lift 100kg per level. Alternatively, use the spell to fling an object as an attack: Causes a nearby (within 3 spaces) object to move rapidly towards a target (within 10 spaces): doing spell damage per Power+1. The object starts from from either your location (if there's nothing in between you and it) or its location. The maximum weight of the object is 2kg per Power (if the weight is lower than the maximum, add spaces to the range). For reference, an average goblin weighs about 20kg. | Action | 12 spaces | Spell damage per Power+1 | 10 minutes | Physical |
| Teleport | 0 | At level 0, you can teleport 1 space using an action. At any other level you can either teleport as a Minor Action or teleport a creature you can touch. Each level increases the range by 2 spaces. Remember to ask the question "How would my character know where they were teleporting to?" before choosing a target space. If you can't see it, I suggest rolling an Intuition check! Alternatively, cast this spell as a "ritual teleport": you can teleport a much greater distance, but with different parameters. The party should all link hands in a circle (and/or whatever other sort of ritual stuff they want to do) for a significant period of time. Once it seems significantly ritually, the spell casts and all participants are teleported to or around the target location (only the main one, with the Teleport spell, spends Mana). This could also trigger when a player is defeated in battle (potentially 'overspending' Mana at the same time). -You are holding an object from that place (taken from that place recently, or strongly associated with it in some way). - 2 Mana -You used to live there (for some significant period of time, and you are familiar with the place) - 2 Mana -You've been there before - 8 Mana -You've been there before and specifically thought "I am going to teleport back here later" (and actually planned to do it) - 5 Mana -You have someone else with you with any of the previous things - Halfway between that amount of Mana and 12 (or whatever you have) -You have a picture of the place, a map of the place, or someone has vividly described the place to you - 12 Mana -All participants fall asleep during the ritual, when they awake they are in the target location. - 1 Mana | Action | 1 space | None | Instant | None |
| Time Slow | 0 | Choose either a target or a space (per power). If it's a target, roll to hit. If it's a space, this spell effects everything in that space for the duration. Things affected by this spell are 'slowed' and move at half their speed through time (while things around them move twice as fast). Because it's not a physical slowing, impacts and forces are the same in relation to the rest of the world (attacks and fall damage are the same for example). For any creature that is 'slowed': their movement speed is halved, they have disadvantage on all interrupt contests, and they can only take one action (no minor or additional actions). At 0 power, the duration is 1 turn. "Limpets… TIME limpets…" | Action | 5 spaces | None | 1 minute | None |
| Transform | 1 | You change your form to something else humanoid (or roughly the same form, if you aren't humanoid!). If you are attacked (or undertake some other sufficiently physical activity) the guise falls and you change back. At the time of casting you can spend an extra mana to increase the solidness of your transformation, stopping it from being broken by attacks. This solidness could also benefit your abilities, if you choose to add claws for climbing or a wetter nose for smelling, for example. You can spend an extra mana to extend the duration by another minute without having to recast the spell. | Action | Touch/Self | None | 1 minute | None |
| Walking | 0 | choose a surface (of solid, liquid, or gas) and a direction to be down. for the duration of the spell, every creature in a radius around you is able to walk on that surface as if it were a solid object in the shape of the surface with gravity applying in the direction you chose to be gravity. a creature can either be using the effect or not (choosing deliberately to fall or swim) or could reach over the side of the radius, the part of them inside the radius experiencing the effect and the part of them outside not experiencing the effect. If you are beneath the "surface" when choosing to use the effect the new "object" around you becomes semi-solid - requiring you to hold your breath but placing handholds under your hands to allow you to climb to the top. At power 0: the radius is only the space you are standing in and the duration is 1 minute. Add more power to increase the radius by 1 space or the duration to 10 minutes, 1 hour, 1 day, 1 week. | Action | 0 space radius | None | 1 minute | None |
| Wish | 0 | Recreate a spell of one level lower. "Tree, you ARE aflame!" | Action | None | None | None | None |
| Recoil | 1 | When you cast a spell that hits a target, push that target away 2 spaces per Power and push yourself in the opposite direction 1 space per Power. | Minor Action | None | None | Instant | None |
| Foresight | 0 | See the result of your potential actions, approximately one turn (or action) in the future per Power. | Free | None | None | Instant (from your perspective) | None |
| Mind Walk | 0 | You look into the eyes of your target (based on your eyesight, not theirs): taking you and the target on a "Mind Walk": where your minds are transported to another dimension. In this dimension, time moves slower than in the real world, allowing six actions inside in the amount of time of one action outside. A single action inside can be a Minor Action outside. While on a Mind Walk, your physical body in the real world stays perfectly still and your eyes turn white. Power 0: You may send a telepathic message, for the target to realise they are in a Mind Walk and make a response they must either stay in the Mind Walk until their turn or succeed an interrupt (Speed) or Intuition roll. For each additional Power, add: -Psychic demonstration: the environment of the Mind Walk looks like you are walking in a sky (clouds or starry, etc) by default. Change the environment to anything you want. -Entering memories, with consent. This includes what they are currently seeing -Attempt to hold target in mindwalk forcibly: contest your spell Stat with their Soul stat -Target doesn't know they are in a mind walk (unless they figure it out) -Passively control your and your target's actions in the real world: they don't have to stare into your eyes the whole time, they can keep walking, sitting, or acting casual during the Mind Walk while you walk away etc. -Slow time further: 12 times slower instead of 6 -You can both take physical (mental) damage inside the Mind Walk | Free | Line of sight | None | Until broken | None |
| Elemental Spray | 0 | When you take this spell, choose an element; rename the spell accordingly: flamethrower, poison spray, cone of cold, etc. Everything in a cone (the width at any given point is the same as the distance from the origin) takes spell damage of that element. (Range at 0 power is 1 space) For each extra power: Add a space of range. Change the element to a different one. | Action | 1 space | Spell damage | Instant | None |
| Frozen Pillar | 0 | Freeze the air into ice, trapping anything in the area inside of it and creating a large block of ice. Frozen enemies are resistant to damage (from outside the ice) and will try to escape from the ice. Only the air outside of them was frozen when the spell was cast: they won't freeze to death at 0 degrees, and their body heat might melt the ice on its own. They can roll an Organ check to melt the space they're in, or a Strength check to try and smash out of the ice as an action. At Power 0, you can freeze the feet of an enemy, immobilising them, or the floor, causing creatures walking over it to have to roll a Speed check not to slip over. For each Power above that, the Pillar is alternatingly 1 space taller and 1 space wider (1 space tall and 1 space wide at Power 1, 2 spaces tall and 1 space wide at Power 2, 2 spaces tall and 2x2 spaces wide at Power 3). | Action | None | None | None | None |
| Boon | 0 | When you take this spell, choose an element. Add that element to a target's next weapon attack. For each additional power, add another effect: -Raise duration from one attack to a minute. -Choose a different element | Action | None | None | None | None |
| Spellhold | 1 | Cast another spell simultaneously: that spell does nothing now, but it's stored inside an object with a specific trigger condition. | Minor Action | None | None | None | None |
| Quickspell | 1 | Cast another spell, but change it's casting time to Minor Action (allowing you to cast two spells in one turn). | Free | None | None | None | None |
| Painful Glow | 1 | The energy of your spells fizzles and cracks, zapping, burning, or otherwise harming anyone in range of it: you can do Spell damage to each target in range of any spell you cast, one per Power. | Free | None | Spell damage | None | None |
| Guardian Orb | 1 | A friendly orbs appears and orbits a target. When that target is hit with an attack, that attack loses 1 of its damage die, and the orb is destroyed instead. The orb expires automatically after 1 minute. You can choose to use a Minor Action but no Mana to change what any of your orbs is orbiting around. You can choose whether the attack is blocked or not (to save the orb for later). | Minor Action | None | None | None | None |
| Salamander | 0 | A scrabbling little lizard made of fire appears from your spell, burning things as it runs around. It moves one space for each space of range, but not in a straight line: you choose its path. Each target it passes over takes spell damage. Add Power to increase range by 2. It can only go to places you can see (it can go from one place you can see to another place you can see in a straight line, passing behind something). You can choose to create more than one lizard at once (up to the Power of the spell), but the total range is the same (split between them). " "-excerpt from a lizard's autobiography (work in progress) | Action | 8 spaces | Spell damage | 1 turn | Fire |
| Seism | 0 | Shoot a rock out of the ground into the air - approximately perpendicular with the surface it's coming from (i.e. straight up). It appears from within (range) of you, and goes up to (range) into the air. It does spell damage. For each additional Power, add: -Increase range by 2 -Increase the size of the rock by a space, leaving a space sized hole and creating a space sized block. Instead of firing the material straight into the air, you can instead have it float 1-2 spaces above it's original position for 1 round (giving you enough time to cast this spell again on it). | Action | 6 spaces | Spell damage | None | Physical |
| Magic Platform | 1 | Summon a magic platform (that you can stand on) underneath you: can be cast in mid-air. The platform is 1 space per Power. The platform disappears as soon as you jump again. | Minor Action | None | None | None | None |
| Speed Transfer | 0 | Transfer points of movement from one target to another. If there are enough movement points and enough targets, you can spread the movement any way between them you want. One target must be within 5 spaces of you, the other targets should be within either 5 spaces of you or another target. You can transfer up to 3 spaces of movement per Power (or 1 at Power 0). | Minor Action | 5 spaces (+) | None | One round | None |
| Homing | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. If your projectile misses, don't forget it. It will circle back around to its target next turn, make another attack roll to see if the target dodges a second time. When you use this spell with a Minor Action, you can keep spend more mana to extend its use to additional projectiles, including projectiles that have already had Homing cast on them and missed multiple times. This means you can have multiple attacks in the air at once, repeatedly missing and circling back around: as long as you keep spending 1 mana for each, each time. You can choose the target of the projectile when you cast the spell, this means that you can deliberately miss a shot and have it arrive later (as long as you keep casting the spell it can stay in a "holding pattern" until you choose a target) or increase the range of the projectile (the distance it moves per turn is equal to its usual range). | Minor Action | None | None | None | None |
| Ricochet | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. Your attack can bounce off walls (or other reasonable solid objects) and keep moving at the same speed. Make additional bounces with additional Power. If it makes a bounce somewhere that it's final target can't see, gain advantage on your attack roll. | Minor Action | None | None | None | None |
| Effecting Shot | 0 | Add a status effect: frozen, aflame, asleep, blinded, stunned to an attack. This might be too thematically boring, these things are all done cooler by other spells! "Trick Arrows"? | Minor Action | None | None | None | None |
| Scopic Sight | 1 | Increase the range of any ranged action or spell: Power 1 doubles the range, Power 2 multiplies the range by 10. Each subsequent Power further doubles the range again (exponentially). A spell with a range of 10 spaces (10 meters) and a Power 6 Scopic Sight reaches approximately a mile. | Minor Action | None | None | None | None |
| Transient Effigy | 0 | Create an illusory copy of yourself within your movement range. You (your real self) become invisible: enemies are fooled into thinking that the effigy is you. When you cast spells, the origin of the spell can be from your effigy or from the invisible you. If a spell comes from the real you, if you perform a weapon attack, or if you move, the spell is broken: the effigy disappears and you become visible again. If the spell requires making physical contact with something (e.g. the floor or a ladder), your effigy can do that (as little as is required by the spell). The spell lasts for a round per Power (until the end of your turn at Power 0). | Action | Movement range | None | None | None |
| Fear | 0 | The front of your body becomes very very scary. Anything that can see you in a cone in front of you (the width at any given point is the same as the distance from the origin) becomes scared and has to run away. They can do anything else they like (attack your teammates, etc), as long as they run away from you. For each additional Power, add one of: -Add 2 spaces to the range -Add 1 round to the duration | Action | 2 spaces | None | 1 round | Emotional |
| Numb | 0 | Cause a target to ignore one of their senses temporarily. For each Power, prevent a target from using one of their senses: blinding them, deafening them, preventing them from feeling pain, causing them to ignore something, stopping them from speaking, balancing etc. If the effects would be severe or the target knows you're casting it, the DM may call for a Body check. You can have multiple targets: one Power per sense per target. This lasts as long as you continously cast the spell, using your action each turn. | Action | 12 | None | While held | Emotional |
| Bane | 0 | Reduce all of a target's dice rolls by d4 until the next round. Add a Power to: Extend the effect by a round Extend the effect to another target Increase the amount by one dice: d4, d6, d8, d10, d12. | Action | 6 spaces | None | None | None |
| Vengeance | 0 | In your next attack, for every point of damage previously done to you or one of your allies by the target, do twice that amount of damage (in addition to any normal damage done by the attack). This damage is limited to the maximum amount you could roll on your spell damage dice (one dice per Power +1). | Minor Action | None | None | None | Emotional |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Break | 1 | An object of inorganic (or otherwise dead or plausibly-fracturable) material immediately cracks and fractures into many pieces. Cracks travel between connected objects, doing 1 dice less damage for each object after the first. Materials include stone, crystal, and metal. A living creature makes an Organ check to half damage. | Action | 12 spaces | Spell damage per level +1 | Instant | None |
| Confusion | 0 | Cause a target to temporarily think that something is true (or at least not really think about it). At Power 0 you make a passing comment, which lasts for a minute, and the target realises and is mad at you when it's over. Each additional Power adds one of the following effects: -Increase duration by 1 minute -Make them not mad at you after the duration -Add advantage to deception roll | Action | Audible range | None | 1 minute | Emotional |
| Fireball | 0 | Shoots a fireball. Per Power above 0, add 2 spaces of range and 1 space of radius (starting from 20 squares and no radius). Make a roll to hit the main target, targets in the radius make a Speed roll to dodge away. | Action | 20+ spaces. Radius per Power. | Spell damage per Power +1 | Instant | Fire |
| Connect | 0 | Choose a number of things or people equal to (or less than) the power of the spell: whatever happens to one thing happens to the other. | Action | None | None | 30 minutes | None |
| Illusion | 0 | With each Power (+1) you can cause one of these effects, you can't cast the spell twice at the same time (e.g. 10 different level 0 spells). Of course, multiple people can cast spells at the same time, but it would take significant coordination for them to line up (an ability check). -Static image within 1 space (cube) -Sound -Smell -Movement | Action | None | None | None | None |
| Imbue | 0 | For each Power, you can cause the universal atmosphere to imbue an object or creature with a sort of fey "life" that involves one of the following concepts: -Ability to think -Ability to speak -Ability to remember things that happened to it in the past -Ability to move and act -The new creature will follow your orders -The duration raises from 10 minutes to 24 hours -Increase the maximum size by 1 space (squared) Obviously, an object or creature that can already do some of these is easier to imbue than one that can't. At level 0, you can "imbue" a minor sensory effect, that gives something the appearance of coming to life e.g. small ghostly movements or contorting into the shape of a face. | Action | 1 space | None | 10 minutes | Emotional |
| Improvise | 0 | Add any amount of mana points to a roll after you've made it. | Free | None | None | Instant | None |
| Light | 0 | You hold up whatever you do magic with: a light glows at the end of it (touch range) with a radius of 6 spaces. It keeps glowing as long as you are holding it. For each additional Power, add: -20 spaces of range (creating the light at a point within the range) -4 spaces of radius -Increase the duration of the light to 10 minutes, then an hour, then a day (allowing the creation of multiple lights). The light can travel with something, or stay floating in place. -The light appears suddenly, stunning anyone within a 1+Power space radius (if they fail a Speed roll to cover their eyes). The light remains as normal afterwards | Action | Touch | None | While held | None |
| Lightning | 0 | Attack comes from above | None | None | Spell damage per Power +1 | None | None |
| Magical Strike | 0 | Make a weapon attack using your spellcasting stat instead of strength. Add 1 guaranteed damage per Power. Magic Blades Summon a magically conjured dagger (or daggers): does magic damage per Power. Range ? Magic Spear Summon and throw a spear using your Strength as the range and doing magic damage. | Action | None | 1 per level | Instant | None |
| Shield | 0 | Add a weightless point of armour to someone in touching range. For each spell level, either add a minute to the duration or another point of armour. You can interrupt an attack to cast this spell and the "instant" duration will give you the point of armour for that attack. | Action | 1 space (adjacent) | None | Instant | None |
| Shockwave | 0 | The caster chooses points placed within 1 meter from either the caster or a previously placed point. A creature touching a point takes one spell damage and is pushed a meter away from the caster - creatures can be touching multiple points, and points can be placed on top of each other. Choose 1 point per Power+1. | Action | None | Spell damage per point | Instant | Air |
| Summon | 0 | Summon a tiny playing card sized object, with each added level, increase the effectiveness of the spell with one of the following effects: - Increase the size of the object: 1 meter cubed, 1 space (human sized), 2x2 spaces - Increase the complexity of the object to allow it to function - Increase the complexity of the object further to allow it to be self-powered and move on its own - Summon the object 5 spaces further away | Action | 1 space (adjacent) | None | 1 hour | None |
| Telekinesis | 0 | Telekinetically interact with something, lifting it up and interacting with it at a distance without touching it physically. While the spell is active you can change what you are lifting, but only lift one thing at a time. Victims can make a Strength check to hold onto something (and avoid being lifted). At Power 0 you can lift up to 5kg. At every level above that you can lift 100kg per level. Alternatively, use the spell to fling an object as an attack: Causes a nearby (within 3 spaces) object to move rapidly towards a target (within 10 spaces): doing spell damage per Power+1. The object starts from from either your location (if there's nothing in between you and it) or its location. The maximum weight of the object is 2kg per Power (if the weight is lower than the maximum, add spaces to the range). For reference, an average goblin weighs about 20kg. | Action | 12 spaces | Spell damage per Power+1 | 10 minutes | Physical |
| Teleport | 0 | At level 0, you can teleport 1 space using an action. At any other level you can either teleport as a Minor Action or teleport a creature you can touch. Each level increases the range by 2 spaces. Remember to ask the question "How would my character know where they were teleporting to?" before choosing a target space. If you can't see it, I suggest rolling an Intuition check! Alternatively, cast this spell as a "ritual teleport": you can teleport a much greater distance, but with different parameters. The party should all link hands in a circle (and/or whatever other sort of ritual stuff they want to do) for a significant period of time. Once it seems significantly ritually, the spell casts and all participants are teleported to or around the target location (only the main one, with the Teleport spell, spends Mana). This could also trigger when a player is defeated in battle (potentially 'overspending' Mana at the same time). -You are holding an object from that place (taken from that place recently, or strongly associated with it in some way). - 2 Mana -You used to live there (for some significant period of time, and you are familiar with the place) - 2 Mana -You've been there before - 8 Mana -You've been there before and specifically thought "I am going to teleport back here later" (and actually planned to do it) - 5 Mana -You have someone else with you with any of the previous things - Halfway between that amount of Mana and 12 (or whatever you have) -You have a picture of the place, a map of the place, or someone has vividly described the place to you - 12 Mana -All participants fall asleep during the ritual, when they awake they are in the target location. - 1 Mana | Action | 1 space | None | Instant | None |
| Time Slow | 0 | Choose either a target or a space (per power). If it's a target, roll to hit. If it's a space, this spell effects everything in that space for the duration. Things affected by this spell are 'slowed' and move at half their speed through time (while things around them move twice as fast). Because it's not a physical slowing, impacts and forces are the same in relation to the rest of the world (attacks and fall damage are the same for example). For any creature that is 'slowed': their movement speed is halved, they have disadvantage on all interrupt contests, and they can only take one action (no minor or additional actions). At 0 power, the duration is 1 turn. "Limpets… TIME limpets…" | Action | 5 spaces | None | 1 minute | None |
| Transform | 1 | You change your form to something else humanoid (or roughly the same form, if you aren't humanoid!). If you are attacked (or undertake some other sufficiently physical activity) the guise falls and you change back. At the time of casting you can spend an extra mana to increase the solidness of your transformation, stopping it from being broken by attacks. This solidness could also benefit your abilities, if you choose to add claws for climbing or a wetter nose for smelling, for example. You can spend an extra mana to extend the duration by another minute without having to recast the spell. | Action | Touch/Self | None | 1 minute | None |
| Walking | 0 | choose a surface (of solid, liquid, or gas) and a direction to be down. for the duration of the spell, every creature in a radius around you is able to walk on that surface as if it were a solid object in the shape of the surface with gravity applying in the direction you chose to be gravity. a creature can either be using the effect or not (choosing deliberately to fall or swim) or could reach over the side of the radius, the part of them inside the radius experiencing the effect and the part of them outside not experiencing the effect. If you are beneath the "surface" when choosing to use the effect the new "object" around you becomes semi-solid - requiring you to hold your breath but placing handholds under your hands to allow you to climb to the top. At power 0: the radius is only the space you are standing in and the duration is 1 minute. Add more power to increase the radius by 1 space or the duration to 10 minutes, 1 hour, 1 day, 1 week. | Action | 0 space radius | None | 1 minute | None |
| Wish | 0 | Recreate a spell of one level lower. "Tree, you ARE aflame!" | Action | None | None | None | None |
| Recoil | 1 | When you cast a spell that hits a target, push that target away 2 spaces per Power and push yourself in the opposite direction 1 space per Power. | Minor Action | None | None | Instant | None |
| Foresight | 0 | See the result of your potential actions, approximately one turn (or action) in the future per Power. | Free | None | None | Instant (from your perspective) | None |
| Mind Walk | 0 | You look into the eyes of your target (based on your eyesight, not theirs): taking you and the target on a "Mind Walk": where your minds are transported to another dimension. In this dimension, time moves slower than in the real world, allowing six actions inside in the amount of time of one action outside. A single action inside can be a Minor Action outside. While on a Mind Walk, your physical body in the real world stays perfectly still and your eyes turn white. Power 0: You may send a telepathic message, for the target to realise they are in a Mind Walk and make a response they must either stay in the Mind Walk until their turn or succeed an interrupt (Speed) or Intuition roll. For each additional Power, add: -Psychic demonstration: the environment of the Mind Walk looks like you are walking in a sky (clouds or starry, etc) by default. Change the environment to anything you want. -Entering memories, with consent. This includes what they are currently seeing -Attempt to hold target in mindwalk forcibly: contest your spell Stat with their Soul stat -Target doesn't know they are in a mind walk (unless they figure it out) -Passively control your and your target's actions in the real world: they don't have to stare into your eyes the whole time, they can keep walking, sitting, or acting casual during the Mind Walk while you walk away etc. -Slow time further: 12 times slower instead of 6 -You can both take physical (mental) damage inside the Mind Walk | Free | Line of sight | None | Until broken | None |
| Elemental Spray | 0 | When you take this spell, choose an element; rename the spell accordingly: flamethrower, poison spray, cone of cold, etc. Everything in a cone (the width at any given point is the same as the distance from the origin) takes spell damage of that element. (Range at 0 power is 1 space) For each extra power: Add a space of range. Change the element to a different one. | Action | 1 space | Spell damage | Instant | None |
| Frozen Pillar | 0 | Freeze the air into ice, trapping anything in the area inside of it and creating a large block of ice. Frozen enemies are resistant to damage (from outside the ice) and will try to escape from the ice. Only the air outside of them was frozen when the spell was cast: they won't freeze to death at 0 degrees, and their body heat might melt the ice on its own. They can roll an Organ check to melt the space they're in, or a Strength check to try and smash out of the ice as an action. At Power 0, you can freeze the feet of an enemy, immobilising them, or the floor, causing creatures walking over it to have to roll a Speed check not to slip over. For each Power above that, the Pillar is alternatingly 1 space taller and 1 space wider (1 space tall and 1 space wide at Power 1, 2 spaces tall and 1 space wide at Power 2, 2 spaces tall and 2x2 spaces wide at Power 3). | Action | None | None | None | None |
| Boon | 0 | When you take this spell, choose an element. Add that element to a target's next weapon attack. For each additional power, add another effect: -Raise duration from one attack to a minute. -Choose a different element | Action | None | None | None | None |
| Spellhold | 1 | Cast another spell simultaneously: that spell does nothing now, but it's stored inside an object with a specific trigger condition. | Minor Action | None | None | None | None |
| Quickspell | 1 | Cast another spell, but change it's casting time to Minor Action (allowing you to cast two spells in one turn). | Free | None | None | None | None |
| Painful Glow | 1 | The energy of your spells fizzles and cracks, zapping, burning, or otherwise harming anyone in range of it: you can do Spell damage to each target in range of any spell you cast, one per Power. | Free | None | Spell damage | None | None |
| Guardian Orb | 1 | A friendly orbs appears and orbits a target. When that target is hit with an attack, that attack loses 1 of its damage die, and the orb is destroyed instead. The orb expires automatically after 1 minute. You can choose to use a Minor Action but no Mana to change what any of your orbs is orbiting around. You can choose whether the attack is blocked or not (to save the orb for later). | Minor Action | None | None | None | None |
| Salamander | 0 | A scrabbling little lizard made of fire appears from your spell, burning things as it runs around. It moves one space for each space of range, but not in a straight line: you choose its path. Each target it passes over takes spell damage. Add Power to increase range by 2. It can only go to places you can see (it can go from one place you can see to another place you can see in a straight line, passing behind something). You can choose to create more than one lizard at once (up to the Power of the spell), but the total range is the same (split between them). " "-excerpt from a lizard's autobiography (work in progress) | Action | 8 spaces | Spell damage | 1 turn | Fire |
| Seism | 0 | Shoot a rock out of the ground into the air - approximately perpendicular with the surface it's coming from (i.e. straight up). It appears from within (range) of you, and goes up to (range) into the air. It does spell damage. For each additional Power, add: -Increase range by 2 -Increase the size of the rock by a space, leaving a space sized hole and creating a space sized block. Instead of firing the material straight into the air, you can instead have it float 1-2 spaces above it's original position for 1 round (giving you enough time to cast this spell again on it). | Action | 6 spaces | Spell damage | None | Physical |
| Magic Platform | 1 | Summon a magic platform (that you can stand on) underneath you: can be cast in mid-air. The platform is 1 space per Power. The platform disappears as soon as you jump again. | Minor Action | None | None | None | None |
| Speed Transfer | 0 | Transfer points of movement from one target to another. If there are enough movement points and enough targets, you can spread the movement any way between them you want. One target must be within 5 spaces of you, the other targets should be within either 5 spaces of you or another target. You can transfer up to 3 spaces of movement per Power (or 1 at Power 0). | Minor Action | 5 spaces (+) | None | One round | None |
| Homing | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. If your projectile misses, don't forget it. It will circle back around to its target next turn, make another attack roll to see if the target dodges a second time. When you use this spell with a Minor Action, you can keep spend more mana to extend its use to additional projectiles, including projectiles that have already had Homing cast on them and missed multiple times. This means you can have multiple attacks in the air at once, repeatedly missing and circling back around: as long as you keep spending 1 mana for each, each time. You can choose the target of the projectile when you cast the spell, this means that you can deliberately miss a shot and have it arrive later (as long as you keep casting the spell it can stay in a "holding pattern" until you choose a target) or increase the range of the projectile (the distance it moves per turn is equal to its usual range). | Minor Action | None | None | None | None |
| Ricochet | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. Your attack can bounce off walls (or other reasonable solid objects) and keep moving at the same speed. Make additional bounces with additional Power. If it makes a bounce somewhere that it's final target can't see, gain advantage on your attack roll. | Minor Action | None | None | None | None |
| Effecting Shot | 0 | Add a status effect: frozen, aflame, asleep, blinded, stunned to an attack. This might be too thematically boring, these things are all done cooler by other spells! "Trick Arrows"? | Minor Action | None | None | None | None |
| Scopic Sight | 1 | Increase the range of any ranged action or spell: Power 1 doubles the range, Power 2 multiplies the range by 10. Each subsequent Power further doubles the range again (exponentially). A spell with a range of 10 spaces (10 meters) and a Power 6 Scopic Sight reaches approximately a mile. | Minor Action | None | None | None | None |
| Transient Effigy | 0 | Create an illusory copy of yourself within your movement range. You (your real self) become invisible: enemies are fooled into thinking that the effigy is you. When you cast spells, the origin of the spell can be from your effigy or from the invisible you. If a spell comes from the real you, if you perform a weapon attack, or if you move, the spell is broken: the effigy disappears and you become visible again. If the spell requires making physical contact with something (e.g. the floor or a ladder), your effigy can do that (as little as is required by the spell). The spell lasts for a round per Power (until the end of your turn at Power 0). | Action | Movement range | None | None | None |
| Fear | 0 | The front of your body becomes very very scary. Anything that can see you in a cone in front of you (the width at any given point is the same as the distance from the origin) becomes scared and has to run away. They can do anything else they like (attack your teammates, etc), as long as they run away from you. For each additional Power, add one of: -Add 2 spaces to the range -Add 1 round to the duration | Action | 2 spaces | None | 1 round | Emotional |
| Numb | 0 | Cause a target to ignore one of their senses temporarily. For each Power, prevent a target from using one of their senses: blinding them, deafening them, preventing them from feeling pain, causing them to ignore something, stopping them from speaking, balancing etc. If the effects would be severe or the target knows you're casting it, the DM may call for a Body check. You can have multiple targets: one Power per sense per target. This lasts as long as you continously cast the spell, using your action each turn. | Action | 12 | None | While held | Emotional |
| Bane | 0 | Reduce all of a target's dice rolls by d4 until the next round. Add a Power to: Extend the effect by a round Extend the effect to another target Increase the amount by one dice: d4, d6, d8, d10, d12. | Action | 6 spaces | None | None | None |
| Vengeance | 0 | In your next attack, for every point of damage previously done to you or one of your allies by the target, do twice that amount of damage (in addition to any normal damage done by the attack). This damage is limited to the maximum amount you could roll on your spell damage dice (one dice per Power +1). | Minor Action | None | None | None | Emotional |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Break | 1 | An object of inorganic (or otherwise dead or plausibly-fracturable) material immediately cracks and fractures into many pieces. Cracks travel between connected objects, doing 1 dice less damage for each object after the first. Materials include stone, crystal, and metal. A living creature makes an Organ check to half damage. | Action | 12 spaces | Spell damage per level +1 | Instant | None |
| Confusion | 0 | Cause a target to temporarily think that something is true (or at least not really think about it). At Power 0 you make a passing comment, which lasts for a minute, and the target realises and is mad at you when it's over. Each additional Power adds one of the following effects: -Increase duration by 1 minute -Make them not mad at you after the duration -Add advantage to deception roll | Action | Audible range | None | 1 minute | Emotional |
| Fireball | 0 | Shoots a fireball. Per Power above 0, add 2 spaces of range and 1 space of radius (starting from 20 squares and no radius). Make a roll to hit the main target, targets in the radius make a Speed roll to dodge away. | Action | 20+ spaces. Radius per Power. | Spell damage per Power +1 | Instant | Fire |
| Connect | 0 | Choose a number of things or people equal to (or less than) the power of the spell: whatever happens to one thing happens to the other. | Action | None | None | 30 minutes | None |
| Illusion | 0 | With each Power (+1) you can cause one of these effects, you can't cast the spell twice at the same time (e.g. 10 different level 0 spells). Of course, multiple people can cast spells at the same time, but it would take significant coordination for them to line up (an ability check). -Static image within 1 space (cube) -Sound -Smell -Movement | Action | None | None | None | None |
| Imbue | 0 | For each Power, you can cause the universal atmosphere to imbue an object or creature with a sort of fey "life" that involves one of the following concepts: -Ability to think -Ability to speak -Ability to remember things that happened to it in the past -Ability to move and act -The new creature will follow your orders -The duration raises from 10 minutes to 24 hours -Increase the maximum size by 1 space (squared) Obviously, an object or creature that can already do some of these is easier to imbue than one that can't. At level 0, you can "imbue" a minor sensory effect, that gives something the appearance of coming to life e.g. small ghostly movements or contorting into the shape of a face. | Action | 1 space | None | 10 minutes | Emotional |
| Improvise | 0 | Add any amount of mana points to a roll after you've made it. | Free | None | None | Instant | None |
| Light | 0 | You hold up whatever you do magic with: a light glows at the end of it (touch range) with a radius of 6 spaces. It keeps glowing as long as you are holding it. For each additional Power, add: -20 spaces of range (creating the light at a point within the range) -4 spaces of radius -Increase the duration of the light to 10 minutes, then an hour, then a day (allowing the creation of multiple lights). The light can travel with something, or stay floating in place. -The light appears suddenly, stunning anyone within a 1+Power space radius (if they fail a Speed roll to cover their eyes). The light remains as normal afterwards | Action | Touch | None | While held | None |
| Lightning | 0 | Attack comes from above | None | None | Spell damage per Power +1 | None | None |
| Magical Strike | 0 | Make a weapon attack using your spellcasting stat instead of strength. Add 1 guaranteed damage per Power. Magic Blades Summon a magically conjured dagger (or daggers): does magic damage per Power. Range ? Magic Spear Summon and throw a spear using your Strength as the range and doing magic damage. | Action | None | 1 per level | Instant | None |
| Shield | 0 | Add a weightless point of armour to someone in touching range. For each spell level, either add a minute to the duration or another point of armour. You can interrupt an attack to cast this spell and the "instant" duration will give you the point of armour for that attack. | Action | 1 space (adjacent) | None | Instant | None |
| Shockwave | 0 | The caster chooses points placed within 1 meter from either the caster or a previously placed point. A creature touching a point takes one spell damage and is pushed a meter away from the caster - creatures can be touching multiple points, and points can be placed on top of each other. Choose 1 point per Power+1. | Action | None | Spell damage per point | Instant | Air |
| Summon | 0 | Summon a tiny playing card sized object, with each added level, increase the effectiveness of the spell with one of the following effects: - Increase the size of the object: 1 meter cubed, 1 space (human sized), 2x2 spaces - Increase the complexity of the object to allow it to function - Increase the complexity of the object further to allow it to be self-powered and move on its own - Summon the object 5 spaces further away | Action | 1 space (adjacent) | None | 1 hour | None |
| Telekinesis | 0 | Telekinetically interact with something, lifting it up and interacting with it at a distance without touching it physically. While the spell is active you can change what you are lifting, but only lift one thing at a time. Victims can make a Strength check to hold onto something (and avoid being lifted). At Power 0 you can lift up to 5kg. At every level above that you can lift 100kg per level. Alternatively, use the spell to fling an object as an attack: Causes a nearby (within 3 spaces) object to move rapidly towards a target (within 10 spaces): doing spell damage per Power+1. The object starts from from either your location (if there's nothing in between you and it) or its location. The maximum weight of the object is 2kg per Power (if the weight is lower than the maximum, add spaces to the range). For reference, an average goblin weighs about 20kg. | Action | 12 spaces | Spell damage per Power+1 | 10 minutes | Physical |
| Teleport | 0 | At level 0, you can teleport 1 space using an action. At any other level you can either teleport as a Minor Action or teleport a creature you can touch. Each level increases the range by 2 spaces. Remember to ask the question "How would my character know where they were teleporting to?" before choosing a target space. If you can't see it, I suggest rolling an Intuition check! Alternatively, cast this spell as a "ritual teleport": you can teleport a much greater distance, but with different parameters. The party should all link hands in a circle (and/or whatever other sort of ritual stuff they want to do) for a significant period of time. Once it seems significantly ritually, the spell casts and all participants are teleported to or around the target location (only the main one, with the Teleport spell, spends Mana). This could also trigger when a player is defeated in battle (potentially 'overspending' Mana at the same time). -You are holding an object from that place (taken from that place recently, or strongly associated with it in some way). - 2 Mana -You used to live there (for some significant period of time, and you are familiar with the place) - 2 Mana -You've been there before - 8 Mana -You've been there before and specifically thought "I am going to teleport back here later" (and actually planned to do it) - 5 Mana -You have someone else with you with any of the previous things - Halfway between that amount of Mana and 12 (or whatever you have) -You have a picture of the place, a map of the place, or someone has vividly described the place to you - 12 Mana -All participants fall asleep during the ritual, when they awake they are in the target location. - 1 Mana | Action | 1 space | None | Instant | None |
| Time Slow | 0 | Choose either a target or a space (per power). If it's a target, roll to hit. If it's a space, this spell effects everything in that space for the duration. Things affected by this spell are 'slowed' and move at half their speed through time (while things around them move twice as fast). Because it's not a physical slowing, impacts and forces are the same in relation to the rest of the world (attacks and fall damage are the same for example). For any creature that is 'slowed': their movement speed is halved, they have disadvantage on all interrupt contests, and they can only take one action (no minor or additional actions). At 0 power, the duration is 1 turn. "Limpets… TIME limpets…" | Action | 5 spaces | None | 1 minute | None |
| Transform | 1 | You change your form to something else humanoid (or roughly the same form, if you aren't humanoid!). If you are attacked (or undertake some other sufficiently physical activity) the guise falls and you change back. At the time of casting you can spend an extra mana to increase the solidness of your transformation, stopping it from being broken by attacks. This solidness could also benefit your abilities, if you choose to add claws for climbing or a wetter nose for smelling, for example. You can spend an extra mana to extend the duration by another minute without having to recast the spell. | Action | Touch/Self | None | 1 minute | None |
| Walking | 0 | choose a surface (of solid, liquid, or gas) and a direction to be down. for the duration of the spell, every creature in a radius around you is able to walk on that surface as if it were a solid object in the shape of the surface with gravity applying in the direction you chose to be gravity. a creature can either be using the effect or not (choosing deliberately to fall or swim) or could reach over the side of the radius, the part of them inside the radius experiencing the effect and the part of them outside not experiencing the effect. If you are beneath the "surface" when choosing to use the effect the new "object" around you becomes semi-solid - requiring you to hold your breath but placing handholds under your hands to allow you to climb to the top. At power 0: the radius is only the space you are standing in and the duration is 1 minute. Add more power to increase the radius by 1 space or the duration to 10 minutes, 1 hour, 1 day, 1 week. | Action | 0 space radius | None | 1 minute | None |
| Wish | 0 | Recreate a spell of one level lower. "Tree, you ARE aflame!" | Action | None | None | None | None |
| Recoil | 1 | When you cast a spell that hits a target, push that target away 2 spaces per Power and push yourself in the opposite direction 1 space per Power. | Minor Action | None | None | Instant | None |
| Foresight | 0 | See the result of your potential actions, approximately one turn (or action) in the future per Power. | Free | None | None | Instant (from your perspective) | None |
| Mind Walk | 0 | You look into the eyes of your target (based on your eyesight, not theirs): taking you and the target on a "Mind Walk": where your minds are transported to another dimension. In this dimension, time moves slower than in the real world, allowing six actions inside in the amount of time of one action outside. A single action inside can be a Minor Action outside. While on a Mind Walk, your physical body in the real world stays perfectly still and your eyes turn white. Power 0: You may send a telepathic message, for the target to realise they are in a Mind Walk and make a response they must either stay in the Mind Walk until their turn or succeed an interrupt (Speed) or Intuition roll. For each additional Power, add: -Psychic demonstration: the environment of the Mind Walk looks like you are walking in a sky (clouds or starry, etc) by default. Change the environment to anything you want. -Entering memories, with consent. This includes what they are currently seeing -Attempt to hold target in mindwalk forcibly: contest your spell Stat with their Soul stat -Target doesn't know they are in a mind walk (unless they figure it out) -Passively control your and your target's actions in the real world: they don't have to stare into your eyes the whole time, they can keep walking, sitting, or acting casual during the Mind Walk while you walk away etc. -Slow time further: 12 times slower instead of 6 -You can both take physical (mental) damage inside the Mind Walk | Free | Line of sight | None | Until broken | None |
| Elemental Spray | 0 | When you take this spell, choose an element; rename the spell accordingly: flamethrower, poison spray, cone of cold, etc. Everything in a cone (the width at any given point is the same as the distance from the origin) takes spell damage of that element. (Range at 0 power is 1 space) For each extra power: Add a space of range. Change the element to a different one. | Action | 1 space | Spell damage | Instant | None |
| Frozen Pillar | 0 | Freeze the air into ice, trapping anything in the area inside of it and creating a large block of ice. Frozen enemies are resistant to damage (from outside the ice) and will try to escape from the ice. Only the air outside of them was frozen when the spell was cast: they won't freeze to death at 0 degrees, and their body heat might melt the ice on its own. They can roll an Organ check to melt the space they're in, or a Strength check to try and smash out of the ice as an action. At Power 0, you can freeze the feet of an enemy, immobilising them, or the floor, causing creatures walking over it to have to roll a Speed check not to slip over. For each Power above that, the Pillar is alternatingly 1 space taller and 1 space wider (1 space tall and 1 space wide at Power 1, 2 spaces tall and 1 space wide at Power 2, 2 spaces tall and 2x2 spaces wide at Power 3). | Action | None | None | None | None |
| Boon | 0 | When you take this spell, choose an element. Add that element to a target's next weapon attack. For each additional power, add another effect: -Raise duration from one attack to a minute. -Choose a different element | Action | None | None | None | None |
| Spellhold | 1 | Cast another spell simultaneously: that spell does nothing now, but it's stored inside an object with a specific trigger condition. | Minor Action | None | None | None | None |
| Quickspell | 1 | Cast another spell, but change it's casting time to Minor Action (allowing you to cast two spells in one turn). | Free | None | None | None | None |
| Painful Glow | 1 | The energy of your spells fizzles and cracks, zapping, burning, or otherwise harming anyone in range of it: you can do Spell damage to each target in range of any spell you cast, one per Power. | Free | None | Spell damage | None | None |
| Guardian Orb | 1 | A friendly orbs appears and orbits a target. When that target is hit with an attack, that attack loses 1 of its damage die, and the orb is destroyed instead. The orb expires automatically after 1 minute. You can choose to use a Minor Action but no Mana to change what any of your orbs is orbiting around. You can choose whether the attack is blocked or not (to save the orb for later). | Minor Action | None | None | None | None |
| Salamander | 0 | A scrabbling little lizard made of fire appears from your spell, burning things as it runs around. It moves one space for each space of range, but not in a straight line: you choose its path. Each target it passes over takes spell damage. Add Power to increase range by 2. It can only go to places you can see (it can go from one place you can see to another place you can see in a straight line, passing behind something). You can choose to create more than one lizard at once (up to the Power of the spell), but the total range is the same (split between them). " "-excerpt from a lizard's autobiography (work in progress) | Action | 8 spaces | Spell damage | 1 turn | Fire |
| Seism | 0 | Shoot a rock out of the ground into the air - approximately perpendicular with the surface it's coming from (i.e. straight up). It appears from within (range) of you, and goes up to (range) into the air. It does spell damage. For each additional Power, add: -Increase range by 2 -Increase the size of the rock by a space, leaving a space sized hole and creating a space sized block. Instead of firing the material straight into the air, you can instead have it float 1-2 spaces above it's original position for 1 round (giving you enough time to cast this spell again on it). | Action | 6 spaces | Spell damage | None | Physical |
| Magic Platform | 1 | Summon a magic platform (that you can stand on) underneath you: can be cast in mid-air. The platform is 1 space per Power. The platform disappears as soon as you jump again. | Minor Action | None | None | None | None |
| Speed Transfer | 0 | Transfer points of movement from one target to another. If there are enough movement points and enough targets, you can spread the movement any way between them you want. One target must be within 5 spaces of you, the other targets should be within either 5 spaces of you or another target. You can transfer up to 3 spaces of movement per Power (or 1 at Power 0). | Minor Action | 5 spaces (+) | None | One round | None |
| Homing | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. If your projectile misses, don't forget it. It will circle back around to its target next turn, make another attack roll to see if the target dodges a second time. When you use this spell with a Minor Action, you can keep spend more mana to extend its use to additional projectiles, including projectiles that have already had Homing cast on them and missed multiple times. This means you can have multiple attacks in the air at once, repeatedly missing and circling back around: as long as you keep spending 1 mana for each, each time. You can choose the target of the projectile when you cast the spell, this means that you can deliberately miss a shot and have it arrive later (as long as you keep casting the spell it can stay in a "holding pattern" until you choose a target) or increase the range of the projectile (the distance it moves per turn is equal to its usual range). | Minor Action | None | None | None | None |
| Ricochet | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. Your attack can bounce off walls (or other reasonable solid objects) and keep moving at the same speed. Make additional bounces with additional Power. If it makes a bounce somewhere that it's final target can't see, gain advantage on your attack roll. | Minor Action | None | None | None | None |
| Effecting Shot | 0 | Add a status effect: frozen, aflame, asleep, blinded, stunned to an attack. This might be too thematically boring, these things are all done cooler by other spells! "Trick Arrows"? | Minor Action | None | None | None | None |
| Scopic Sight | 1 | Increase the range of any ranged action or spell: Power 1 doubles the range, Power 2 multiplies the range by 10. Each subsequent Power further doubles the range again (exponentially). A spell with a range of 10 spaces (10 meters) and a Power 6 Scopic Sight reaches approximately a mile. | Minor Action | None | None | None | None |
| Transient Effigy | 0 | Create an illusory copy of yourself within your movement range. You (your real self) become invisible: enemies are fooled into thinking that the effigy is you. When you cast spells, the origin of the spell can be from your effigy or from the invisible you. If a spell comes from the real you, if you perform a weapon attack, or if you move, the spell is broken: the effigy disappears and you become visible again. If the spell requires making physical contact with something (e.g. the floor or a ladder), your effigy can do that (as little as is required by the spell). The spell lasts for a round per Power (until the end of your turn at Power 0). | Action | Movement range | None | None | None |
| Fear | 0 | The front of your body becomes very very scary. Anything that can see you in a cone in front of you (the width at any given point is the same as the distance from the origin) becomes scared and has to run away. They can do anything else they like (attack your teammates, etc), as long as they run away from you. For each additional Power, add one of: -Add 2 spaces to the range -Add 1 round to the duration | Action | 2 spaces | None | 1 round | Emotional |
| Numb | 0 | Cause a target to ignore one of their senses temporarily. For each Power, prevent a target from using one of their senses: blinding them, deafening them, preventing them from feeling pain, causing them to ignore something, stopping them from speaking, balancing etc. If the effects would be severe or the target knows you're casting it, the DM may call for a Body check. You can have multiple targets: one Power per sense per target. This lasts as long as you continously cast the spell, using your action each turn. | Action | 12 | None | While held | Emotional |
| Bane | 0 | Reduce all of a target's dice rolls by d4 until the next round. Add a Power to: Extend the effect by a round Extend the effect to another target Increase the amount by one dice: d4, d6, d8, d10, d12. | Action | 6 spaces | None | None | None |
| Vengeance | 0 | In your next attack, for every point of damage previously done to you or one of your allies by the target, do twice that amount of damage (in addition to any normal damage done by the attack). This damage is limited to the maximum amount you could roll on your spell damage dice (one dice per Power +1). | Minor Action | None | None | None | Emotional |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Barrage | 1 | Make additional weapon attacks in this action - 1 per Mana. Only the normal number of them do damage (you choose which ones: probably the ones that hit!). (The attacks that don't do damage still count for the "Ranger" ability). | Action | None | None | None | None |
| Rain Projectile | 1 | At normal range, make your ranged attack into the air to come down on its target from above. | None | None | None | None | None |
| Stepping Stone | 1 | Do a flying kick, then use your target as a foothold to jump. This attacks that target once and allows you to jump twice in one action. (Your jump height in spaces is your Strength minus weight plus Speed, divided by three). | Action | None | None | None | None |
| Effecting Shot | 0 | Add a status effect: frozen, aflame, asleep, blinded, stunned to an attack. This might be too thematically boring, these things are all done cooler by other spells! "Trick Arrows"? | Minor Action | None | None | None | None |
| Stake | 1 | Stakes something into something. Roll Strength to put it in, that roll is the difficulty to get it out. If your weapon is ranged, you can stake the target with it at half the range of a normal ranged weapon attack. | Action | None | Weapon damage | None | None |
| Scopic Sight | 1 | Increase the range of any ranged action or spell: Power 1 doubles the range, Power 2 multiplies the range by 10. Each subsequent Power further doubles the range again (exponentially). A spell with a range of 10 spaces (10 meters) and a Power 6 Scopic Sight reaches approximately a mile. | Minor Action | None | None | None | None |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Jump Attack | 1 | You only do one attack (if you can normally do multiple attacks). Add another of your weapon attack dice for each Mana you spend. | None | None | Weapon damage per Power | None | None |
| Furious Attack | 1 | Do your attack action twice. Then, every attack has advantage against you for a turn (because you are tired). | Action | None | None | None | None |
| Cleave | 1 | You can only attack once this turn. Add another weapon attack damage for each Mana you spend, up to a maximum of how many enemies are in range of you. If that enemy is defeated by your attack, the overflow damage can go to another adjacent enemy (and if that enemy is defeated, the next one etc). | Action | None | None | None | None |
| Charged Attack | 1 | "Charge up" and get ready to do a big hit, not attacking for one attack and then doing double damage with the next attack. | Action | None | None | None | None |
| Launch | 1 | Use your action to crouch and get ready: if someone runs up and jumps onto you, (this only uses their movement) you can throw them 1 space for each of your Strength in any direction. | Action | None | None | None | None |
| Revenge Attack | 1 | Use an attack to start "charging up" to do another attack: this attack will do one weapon attack damage as normal. For as long as you are charging, each time you are attacked add another weapon attack die to the attack you'll release. | Action | None | None | None | None |
| Momentum | 1 | Do 1 attack this turn, spend 1 Mana. Next turn, do 2 attacks and spend 2 Mana. You can continue this pattern indefinitely, unless you're interrupted. You have advantage against being interrupted: wrestled and held down, hit by some webs, etc. | Action | None | None | None | None |
| Tackle | 1 | Do a Strength contest with a target to try and push it over. This uses 1 space of movement (not an action). | Movement | None | None | None | None |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Break | 1 | An object of inorganic (or otherwise dead or plausibly-fracturable) material immediately cracks and fractures into many pieces. Cracks travel between connected objects, doing 1 dice less damage for each object after the first. Materials include stone, crystal, and metal. A living creature makes an Organ check to half damage. | Action | 12 spaces | Spell damage per level +1 | Instant | None |
| Confusion | 0 | Cause a target to temporarily think that something is true (or at least not really think about it). At Power 0 you make a passing comment, which lasts for a minute, and the target realises and is mad at you when it's over. Each additional Power adds one of the following effects: -Increase duration by 1 minute -Make them not mad at you after the duration -Add advantage to deception roll | Action | Audible range | None | 1 minute | Emotional |
| Fireball | 0 | Shoots a fireball. Per Power above 0, add 2 spaces of range and 1 space of radius (starting from 20 squares and no radius). Make a roll to hit the main target, targets in the radius make a Speed roll to dodge away. | Action | 20+ spaces. Radius per Power. | Spell damage per Power +1 | Instant | Fire |
| Connect | 0 | Choose a number of things or people equal to (or less than) the power of the spell: whatever happens to one thing happens to the other. | Action | None | None | 30 minutes | None |
| Illusion | 0 | With each Power (+1) you can cause one of these effects, you can't cast the spell twice at the same time (e.g. 10 different level 0 spells). Of course, multiple people can cast spells at the same time, but it would take significant coordination for them to line up (an ability check). -Static image within 1 space (cube) -Sound -Smell -Movement | Action | None | None | None | None |
| Imbue | 0 | For each Power, you can cause the universal atmosphere to imbue an object or creature with a sort of fey "life" that involves one of the following concepts: -Ability to think -Ability to speak -Ability to remember things that happened to it in the past -Ability to move and act -The new creature will follow your orders -The duration raises from 10 minutes to 24 hours -Increase the maximum size by 1 space (squared) Obviously, an object or creature that can already do some of these is easier to imbue than one that can't. At level 0, you can "imbue" a minor sensory effect, that gives something the appearance of coming to life e.g. small ghostly movements or contorting into the shape of a face. | Action | 1 space | None | 10 minutes | Emotional |
| Improvise | 0 | Add any amount of mana points to a roll after you've made it. | Free | None | None | Instant | None |
| Light | 0 | You hold up whatever you do magic with: a light glows at the end of it (touch range) with a radius of 6 spaces. It keeps glowing as long as you are holding it. For each additional Power, add: -20 spaces of range (creating the light at a point within the range) -4 spaces of radius -Increase the duration of the light to 10 minutes, then an hour, then a day (allowing the creation of multiple lights). The light can travel with something, or stay floating in place. -The light appears suddenly, stunning anyone within a 1+Power space radius (if they fail a Speed roll to cover their eyes). The light remains as normal afterwards | Action | Touch | None | While held | None |
| Lightning | 0 | Attack comes from above | None | None | Spell damage per Power +1 | None | None |
| Magical Strike | 0 | Make a weapon attack using your spellcasting stat instead of strength. Add 1 guaranteed damage per Power. Magic Blades Summon a magically conjured dagger (or daggers): does magic damage per Power. Range ? Magic Spear Summon and throw a spear using your Strength as the range and doing magic damage. | Action | None | 1 per level | Instant | None |
| Shield | 0 | Add a weightless point of armour to someone in touching range. For each spell level, either add a minute to the duration or another point of armour. You can interrupt an attack to cast this spell and the "instant" duration will give you the point of armour for that attack. | Action | 1 space (adjacent) | None | Instant | None |
| Shockwave | 0 | The caster chooses points placed within 1 meter from either the caster or a previously placed point. A creature touching a point takes one spell damage and is pushed a meter away from the caster - creatures can be touching multiple points, and points can be placed on top of each other. Choose 1 point per Power+1. | Action | None | Spell damage per point | Instant | Air |
| Summon | 0 | Summon a tiny playing card sized object, with each added level, increase the effectiveness of the spell with one of the following effects: - Increase the size of the object: 1 meter cubed, 1 space (human sized), 2x2 spaces - Increase the complexity of the object to allow it to function - Increase the complexity of the object further to allow it to be self-powered and move on its own - Summon the object 5 spaces further away | Action | 1 space (adjacent) | None | 1 hour | None |
| Telekinesis | 0 | Telekinetically interact with something, lifting it up and interacting with it at a distance without touching it physically. While the spell is active you can change what you are lifting, but only lift one thing at a time. Victims can make a Strength check to hold onto something (and avoid being lifted). At Power 0 you can lift up to 5kg. At every level above that you can lift 100kg per level. Alternatively, use the spell to fling an object as an attack: Causes a nearby (within 3 spaces) object to move rapidly towards a target (within 10 spaces): doing spell damage per Power+1. The object starts from from either your location (if there's nothing in between you and it) or its location. The maximum weight of the object is 2kg per Power (if the weight is lower than the maximum, add spaces to the range). For reference, an average goblin weighs about 20kg. | Action | 12 spaces | Spell damage per Power+1 | 10 minutes | Physical |
| Teleport | 0 | At level 0, you can teleport 1 space using an action. At any other level you can either teleport as a Minor Action or teleport a creature you can touch. Each level increases the range by 2 spaces. Remember to ask the question "How would my character know where they were teleporting to?" before choosing a target space. If you can't see it, I suggest rolling an Intuition check! Alternatively, cast this spell as a "ritual teleport": you can teleport a much greater distance, but with different parameters. The party should all link hands in a circle (and/or whatever other sort of ritual stuff they want to do) for a significant period of time. Once it seems significantly ritually, the spell casts and all participants are teleported to or around the target location (only the main one, with the Teleport spell, spends Mana). This could also trigger when a player is defeated in battle (potentially 'overspending' Mana at the same time). -You are holding an object from that place (taken from that place recently, or strongly associated with it in some way). - 2 Mana -You used to live there (for some significant period of time, and you are familiar with the place) - 2 Mana -You've been there before - 8 Mana -You've been there before and specifically thought "I am going to teleport back here later" (and actually planned to do it) - 5 Mana -You have someone else with you with any of the previous things - Halfway between that amount of Mana and 12 (or whatever you have) -You have a picture of the place, a map of the place, or someone has vividly described the place to you - 12 Mana -All participants fall asleep during the ritual, when they awake they are in the target location. - 1 Mana | Action | 1 space | None | Instant | None |
| Time Slow | 0 | Choose either a target or a space (per power). If it's a target, roll to hit. If it's a space, this spell effects everything in that space for the duration. Things affected by this spell are 'slowed' and move at half their speed through time (while things around them move twice as fast). Because it's not a physical slowing, impacts and forces are the same in relation to the rest of the world (attacks and fall damage are the same for example). For any creature that is 'slowed': their movement speed is halved, they have disadvantage on all interrupt contests, and they can only take one action (no minor or additional actions). At 0 power, the duration is 1 turn. "Limpets… TIME limpets…" | Action | 5 spaces | None | 1 minute | None |
| Transform | 1 | You change your form to something else humanoid (or roughly the same form, if you aren't humanoid!). If you are attacked (or undertake some other sufficiently physical activity) the guise falls and you change back. At the time of casting you can spend an extra mana to increase the solidness of your transformation, stopping it from being broken by attacks. This solidness could also benefit your abilities, if you choose to add claws for climbing or a wetter nose for smelling, for example. You can spend an extra mana to extend the duration by another minute without having to recast the spell. | Action | Touch/Self | None | 1 minute | None |
| Walking | 0 | choose a surface (of solid, liquid, or gas) and a direction to be down. for the duration of the spell, every creature in a radius around you is able to walk on that surface as if it were a solid object in the shape of the surface with gravity applying in the direction you chose to be gravity. a creature can either be using the effect or not (choosing deliberately to fall or swim) or could reach over the side of the radius, the part of them inside the radius experiencing the effect and the part of them outside not experiencing the effect. If you are beneath the "surface" when choosing to use the effect the new "object" around you becomes semi-solid - requiring you to hold your breath but placing handholds under your hands to allow you to climb to the top. At power 0: the radius is only the space you are standing in and the duration is 1 minute. Add more power to increase the radius by 1 space or the duration to 10 minutes, 1 hour, 1 day, 1 week. | Action | 0 space radius | None | 1 minute | None |
| Wish | 0 | Recreate a spell of one level lower. "Tree, you ARE aflame!" | Action | None | None | None | None |
| Recoil | 1 | When you cast a spell that hits a target, push that target away 2 spaces per Power and push yourself in the opposite direction 1 space per Power. | Minor Action | None | None | Instant | None |
| Foresight | 0 | See the result of your potential actions, approximately one turn (or action) in the future per Power. | Free | None | None | Instant (from your perspective) | None |
| Mind Walk | 0 | You look into the eyes of your target (based on your eyesight, not theirs): taking you and the target on a "Mind Walk": where your minds are transported to another dimension. In this dimension, time moves slower than in the real world, allowing six actions inside in the amount of time of one action outside. A single action inside can be a Minor Action outside. While on a Mind Walk, your physical body in the real world stays perfectly still and your eyes turn white. Power 0: You may send a telepathic message, for the target to realise they are in a Mind Walk and make a response they must either stay in the Mind Walk until their turn or succeed an interrupt (Speed) or Intuition roll. For each additional Power, add: -Psychic demonstration: the environment of the Mind Walk looks like you are walking in a sky (clouds or starry, etc) by default. Change the environment to anything you want. -Entering memories, with consent. This includes what they are currently seeing -Attempt to hold target in mindwalk forcibly: contest your spell Stat with their Soul stat -Target doesn't know they are in a mind walk (unless they figure it out) -Passively control your and your target's actions in the real world: they don't have to stare into your eyes the whole time, they can keep walking, sitting, or acting casual during the Mind Walk while you walk away etc. -Slow time further: 12 times slower instead of 6 -You can both take physical (mental) damage inside the Mind Walk | Free | Line of sight | None | Until broken | None |
| Elemental Spray | 0 | When you take this spell, choose an element; rename the spell accordingly: flamethrower, poison spray, cone of cold, etc. Everything in a cone (the width at any given point is the same as the distance from the origin) takes spell damage of that element. (Range at 0 power is 1 space) For each extra power: Add a space of range. Change the element to a different one. | Action | 1 space | Spell damage | Instant | None |
| Frozen Pillar | 0 | Freeze the air into ice, trapping anything in the area inside of it and creating a large block of ice. Frozen enemies are resistant to damage (from outside the ice) and will try to escape from the ice. Only the air outside of them was frozen when the spell was cast: they won't freeze to death at 0 degrees, and their body heat might melt the ice on its own. They can roll an Organ check to melt the space they're in, or a Strength check to try and smash out of the ice as an action. At Power 0, you can freeze the feet of an enemy, immobilising them, or the floor, causing creatures walking over it to have to roll a Speed check not to slip over. For each Power above that, the Pillar is alternatingly 1 space taller and 1 space wider (1 space tall and 1 space wide at Power 1, 2 spaces tall and 1 space wide at Power 2, 2 spaces tall and 2x2 spaces wide at Power 3). | Action | None | None | None | None |
| Boon | 0 | When you take this spell, choose an element. Add that element to a target's next weapon attack. For each additional power, add another effect: -Raise duration from one attack to a minute. -Choose a different element | Action | None | None | None | None |
| Spellhold | 1 | Cast another spell simultaneously: that spell does nothing now, but it's stored inside an object with a specific trigger condition. | Minor Action | None | None | None | None |
| Quickspell | 1 | Cast another spell, but change it's casting time to Minor Action (allowing you to cast two spells in one turn). | Free | None | None | None | None |
| Painful Glow | 1 | The energy of your spells fizzles and cracks, zapping, burning, or otherwise harming anyone in range of it: you can do Spell damage to each target in range of any spell you cast, one per Power. | Free | None | Spell damage | None | None |
| Guardian Orb | 1 | A friendly orbs appears and orbits a target. When that target is hit with an attack, that attack loses 1 of its damage die, and the orb is destroyed instead. The orb expires automatically after 1 minute. You can choose to use a Minor Action but no Mana to change what any of your orbs is orbiting around. You can choose whether the attack is blocked or not (to save the orb for later). | Minor Action | None | None | None | None |
| Salamander | 0 | A scrabbling little lizard made of fire appears from your spell, burning things as it runs around. It moves one space for each space of range, but not in a straight line: you choose its path. Each target it passes over takes spell damage. Add Power to increase range by 2. It can only go to places you can see (it can go from one place you can see to another place you can see in a straight line, passing behind something). You can choose to create more than one lizard at once (up to the Power of the spell), but the total range is the same (split between them). " "-excerpt from a lizard's autobiography (work in progress) | Action | 8 spaces | Spell damage | 1 turn | Fire |
| Seism | 0 | Shoot a rock out of the ground into the air - approximately perpendicular with the surface it's coming from (i.e. straight up). It appears from within (range) of you, and goes up to (range) into the air. It does spell damage. For each additional Power, add: -Increase range by 2 -Increase the size of the rock by a space, leaving a space sized hole and creating a space sized block. Instead of firing the material straight into the air, you can instead have it float 1-2 spaces above it's original position for 1 round (giving you enough time to cast this spell again on it). | Action | 6 spaces | Spell damage | None | Physical |
| Magic Platform | 1 | Summon a magic platform (that you can stand on) underneath you: can be cast in mid-air. The platform is 1 space per Power. The platform disappears as soon as you jump again. | Minor Action | None | None | None | None |
| Speed Transfer | 0 | Transfer points of movement from one target to another. If there are enough movement points and enough targets, you can spread the movement any way between them you want. One target must be within 5 spaces of you, the other targets should be within either 5 spaces of you or another target. You can transfer up to 3 spaces of movement per Power (or 1 at Power 0). | Minor Action | 5 spaces (+) | None | One round | None |
| Homing | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. If your projectile misses, don't forget it. It will circle back around to its target next turn, make another attack roll to see if the target dodges a second time. When you use this spell with a Minor Action, you can keep spend more mana to extend its use to additional projectiles, including projectiles that have already had Homing cast on them and missed multiple times. This means you can have multiple attacks in the air at once, repeatedly missing and circling back around: as long as you keep spending 1 mana for each, each time. You can choose the target of the projectile when you cast the spell, this means that you can deliberately miss a shot and have it arrive later (as long as you keep casting the spell it can stay in a "holding pattern" until you choose a target) or increase the range of the projectile (the distance it moves per turn is equal to its usual range). | Minor Action | None | None | None | None |
| Ricochet | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. Your attack can bounce off walls (or other reasonable solid objects) and keep moving at the same speed. Make additional bounces with additional Power. If it makes a bounce somewhere that it's final target can't see, gain advantage on your attack roll. | Minor Action | None | None | None | None |
| Effecting Shot | 0 | Add a status effect: frozen, aflame, asleep, blinded, stunned to an attack. This might be too thematically boring, these things are all done cooler by other spells! "Trick Arrows"? | Minor Action | None | None | None | None |
| Scopic Sight | 1 | Increase the range of any ranged action or spell: Power 1 doubles the range, Power 2 multiplies the range by 10. Each subsequent Power further doubles the range again (exponentially). A spell with a range of 10 spaces (10 meters) and a Power 6 Scopic Sight reaches approximately a mile. | Minor Action | None | None | None | None |
| Transient Effigy | 0 | Create an illusory copy of yourself within your movement range. You (your real self) become invisible: enemies are fooled into thinking that the effigy is you. When you cast spells, the origin of the spell can be from your effigy or from the invisible you. If a spell comes from the real you, if you perform a weapon attack, or if you move, the spell is broken: the effigy disappears and you become visible again. If the spell requires making physical contact with something (e.g. the floor or a ladder), your effigy can do that (as little as is required by the spell). The spell lasts for a round per Power (until the end of your turn at Power 0). | Action | Movement range | None | None | None |
| Fear | 0 | The front of your body becomes very very scary. Anything that can see you in a cone in front of you (the width at any given point is the same as the distance from the origin) becomes scared and has to run away. They can do anything else they like (attack your teammates, etc), as long as they run away from you. For each additional Power, add one of: -Add 2 spaces to the range -Add 1 round to the duration | Action | 2 spaces | None | 1 round | Emotional |
| Numb | 0 | Cause a target to ignore one of their senses temporarily. For each Power, prevent a target from using one of their senses: blinding them, deafening them, preventing them from feeling pain, causing them to ignore something, stopping them from speaking, balancing etc. If the effects would be severe or the target knows you're casting it, the DM may call for a Body check. You can have multiple targets: one Power per sense per target. This lasts as long as you continously cast the spell, using your action each turn. | Action | 12 | None | While held | Emotional |
| Bane | 0 | Reduce all of a target's dice rolls by d4 until the next round. Add a Power to: Extend the effect by a round Extend the effect to another target Increase the amount by one dice: d4, d6, d8, d10, d12. | Action | 6 spaces | None | None | None |
| Vengeance | 0 | In your next attack, for every point of damage previously done to you or one of your allies by the target, do twice that amount of damage (in addition to any normal damage done by the attack). This damage is limited to the maximum amount you could roll on your spell damage dice (one dice per Power +1). | Minor Action | None | None | None | Emotional |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Break | 1 | An object of inorganic (or otherwise dead or plausibly-fracturable) material immediately cracks and fractures into many pieces. Cracks travel between connected objects, doing 1 dice less damage for each object after the first. Materials include stone, crystal, and metal. A living creature makes an Organ check to half damage. | Action | 12 spaces | Spell damage per level +1 | Instant | None |
| Confusion | 0 | Cause a target to temporarily think that something is true (or at least not really think about it). At Power 0 you make a passing comment, which lasts for a minute, and the target realises and is mad at you when it's over. Each additional Power adds one of the following effects: -Increase duration by 1 minute -Make them not mad at you after the duration -Add advantage to deception roll | Action | Audible range | None | 1 minute | Emotional |
| Fireball | 0 | Shoots a fireball. Per Power above 0, add 2 spaces of range and 1 space of radius (starting from 20 squares and no radius). Make a roll to hit the main target, targets in the radius make a Speed roll to dodge away. | Action | 20+ spaces. Radius per Power. | Spell damage per Power +1 | Instant | Fire |
| Connect | 0 | Choose a number of things or people equal to (or less than) the power of the spell: whatever happens to one thing happens to the other. | Action | None | None | 30 minutes | None |
| Illusion | 0 | With each Power (+1) you can cause one of these effects, you can't cast the spell twice at the same time (e.g. 10 different level 0 spells). Of course, multiple people can cast spells at the same time, but it would take significant coordination for them to line up (an ability check). -Static image within 1 space (cube) -Sound -Smell -Movement | Action | None | None | None | None |
| Imbue | 0 | For each Power, you can cause the universal atmosphere to imbue an object or creature with a sort of fey "life" that involves one of the following concepts: -Ability to think -Ability to speak -Ability to remember things that happened to it in the past -Ability to move and act -The new creature will follow your orders -The duration raises from 10 minutes to 24 hours -Increase the maximum size by 1 space (squared) Obviously, an object or creature that can already do some of these is easier to imbue than one that can't. At level 0, you can "imbue" a minor sensory effect, that gives something the appearance of coming to life e.g. small ghostly movements or contorting into the shape of a face. | Action | 1 space | None | 10 minutes | Emotional |
| Improvise | 0 | Add any amount of mana points to a roll after you've made it. | Free | None | None | Instant | None |
| Light | 0 | You hold up whatever you do magic with: a light glows at the end of it (touch range) with a radius of 6 spaces. It keeps glowing as long as you are holding it. For each additional Power, add: -20 spaces of range (creating the light at a point within the range) -4 spaces of radius -Increase the duration of the light to 10 minutes, then an hour, then a day (allowing the creation of multiple lights). The light can travel with something, or stay floating in place. -The light appears suddenly, stunning anyone within a 1+Power space radius (if they fail a Speed roll to cover their eyes). The light remains as normal afterwards | Action | Touch | None | While held | None |
| Lightning | 0 | Attack comes from above | None | None | Spell damage per Power +1 | None | None |
| Magical Strike | 0 | Make a weapon attack using your spellcasting stat instead of strength. Add 1 guaranteed damage per Power. Magic Blades Summon a magically conjured dagger (or daggers): does magic damage per Power. Range ? Magic Spear Summon and throw a spear using your Strength as the range and doing magic damage. | Action | None | 1 per level | Instant | None |
| Shield | 0 | Add a weightless point of armour to someone in touching range. For each spell level, either add a minute to the duration or another point of armour. You can interrupt an attack to cast this spell and the "instant" duration will give you the point of armour for that attack. | Action | 1 space (adjacent) | None | Instant | None |
| Shockwave | 0 | The caster chooses points placed within 1 meter from either the caster or a previously placed point. A creature touching a point takes one spell damage and is pushed a meter away from the caster - creatures can be touching multiple points, and points can be placed on top of each other. Choose 1 point per Power+1. | Action | None | Spell damage per point | Instant | Air |
| Summon | 0 | Summon a tiny playing card sized object, with each added level, increase the effectiveness of the spell with one of the following effects: - Increase the size of the object: 1 meter cubed, 1 space (human sized), 2x2 spaces - Increase the complexity of the object to allow it to function - Increase the complexity of the object further to allow it to be self-powered and move on its own - Summon the object 5 spaces further away | Action | 1 space (adjacent) | None | 1 hour | None |
| Telekinesis | 0 | Telekinetically interact with something, lifting it up and interacting with it at a distance without touching it physically. While the spell is active you can change what you are lifting, but only lift one thing at a time. Victims can make a Strength check to hold onto something (and avoid being lifted). At Power 0 you can lift up to 5kg. At every level above that you can lift 100kg per level. Alternatively, use the spell to fling an object as an attack: Causes a nearby (within 3 spaces) object to move rapidly towards a target (within 10 spaces): doing spell damage per Power+1. The object starts from from either your location (if there's nothing in between you and it) or its location. The maximum weight of the object is 2kg per Power (if the weight is lower than the maximum, add spaces to the range). For reference, an average goblin weighs about 20kg. | Action | 12 spaces | Spell damage per Power+1 | 10 minutes | Physical |
| Teleport | 0 | At level 0, you can teleport 1 space using an action. At any other level you can either teleport as a Minor Action or teleport a creature you can touch. Each level increases the range by 2 spaces. Remember to ask the question "How would my character know where they were teleporting to?" before choosing a target space. If you can't see it, I suggest rolling an Intuition check! Alternatively, cast this spell as a "ritual teleport": you can teleport a much greater distance, but with different parameters. The party should all link hands in a circle (and/or whatever other sort of ritual stuff they want to do) for a significant period of time. Once it seems significantly ritually, the spell casts and all participants are teleported to or around the target location (only the main one, with the Teleport spell, spends Mana). This could also trigger when a player is defeated in battle (potentially 'overspending' Mana at the same time). -You are holding an object from that place (taken from that place recently, or strongly associated with it in some way). - 2 Mana -You used to live there (for some significant period of time, and you are familiar with the place) - 2 Mana -You've been there before - 8 Mana -You've been there before and specifically thought "I am going to teleport back here later" (and actually planned to do it) - 5 Mana -You have someone else with you with any of the previous things - Halfway between that amount of Mana and 12 (or whatever you have) -You have a picture of the place, a map of the place, or someone has vividly described the place to you - 12 Mana -All participants fall asleep during the ritual, when they awake they are in the target location. - 1 Mana | Action | 1 space | None | Instant | None |
| Time Slow | 0 | Choose either a target or a space (per power). If it's a target, roll to hit. If it's a space, this spell effects everything in that space for the duration. Things affected by this spell are 'slowed' and move at half their speed through time (while things around them move twice as fast). Because it's not a physical slowing, impacts and forces are the same in relation to the rest of the world (attacks and fall damage are the same for example). For any creature that is 'slowed': their movement speed is halved, they have disadvantage on all interrupt contests, and they can only take one action (no minor or additional actions). At 0 power, the duration is 1 turn. "Limpets… TIME limpets…" | Action | 5 spaces | None | 1 minute | None |
| Transform | 1 | You change your form to something else humanoid (or roughly the same form, if you aren't humanoid!). If you are attacked (or undertake some other sufficiently physical activity) the guise falls and you change back. At the time of casting you can spend an extra mana to increase the solidness of your transformation, stopping it from being broken by attacks. This solidness could also benefit your abilities, if you choose to add claws for climbing or a wetter nose for smelling, for example. You can spend an extra mana to extend the duration by another minute without having to recast the spell. | Action | Touch/Self | None | 1 minute | None |
| Walking | 0 | choose a surface (of solid, liquid, or gas) and a direction to be down. for the duration of the spell, every creature in a radius around you is able to walk on that surface as if it were a solid object in the shape of the surface with gravity applying in the direction you chose to be gravity. a creature can either be using the effect or not (choosing deliberately to fall or swim) or could reach over the side of the radius, the part of them inside the radius experiencing the effect and the part of them outside not experiencing the effect. If you are beneath the "surface" when choosing to use the effect the new "object" around you becomes semi-solid - requiring you to hold your breath but placing handholds under your hands to allow you to climb to the top. At power 0: the radius is only the space you are standing in and the duration is 1 minute. Add more power to increase the radius by 1 space or the duration to 10 minutes, 1 hour, 1 day, 1 week. | Action | 0 space radius | None | 1 minute | None |
| Wish | 0 | Recreate a spell of one level lower. "Tree, you ARE aflame!" | Action | None | None | None | None |
| Recoil | 1 | When you cast a spell that hits a target, push that target away 2 spaces per Power and push yourself in the opposite direction 1 space per Power. | Minor Action | None | None | Instant | None |
| Foresight | 0 | See the result of your potential actions, approximately one turn (or action) in the future per Power. | Free | None | None | Instant (from your perspective) | None |
| Mind Walk | 0 | You look into the eyes of your target (based on your eyesight, not theirs): taking you and the target on a "Mind Walk": where your minds are transported to another dimension. In this dimension, time moves slower than in the real world, allowing six actions inside in the amount of time of one action outside. A single action inside can be a Minor Action outside. While on a Mind Walk, your physical body in the real world stays perfectly still and your eyes turn white. Power 0: You may send a telepathic message, for the target to realise they are in a Mind Walk and make a response they must either stay in the Mind Walk until their turn or succeed an interrupt (Speed) or Intuition roll. For each additional Power, add: -Psychic demonstration: the environment of the Mind Walk looks like you are walking in a sky (clouds or starry, etc) by default. Change the environment to anything you want. -Entering memories, with consent. This includes what they are currently seeing -Attempt to hold target in mindwalk forcibly: contest your spell Stat with their Soul stat -Target doesn't know they are in a mind walk (unless they figure it out) -Passively control your and your target's actions in the real world: they don't have to stare into your eyes the whole time, they can keep walking, sitting, or acting casual during the Mind Walk while you walk away etc. -Slow time further: 12 times slower instead of 6 -You can both take physical (mental) damage inside the Mind Walk | Free | Line of sight | None | Until broken | None |
| Elemental Spray | 0 | When you take this spell, choose an element; rename the spell accordingly: flamethrower, poison spray, cone of cold, etc. Everything in a cone (the width at any given point is the same as the distance from the origin) takes spell damage of that element. (Range at 0 power is 1 space) For each extra power: Add a space of range. Change the element to a different one. | Action | 1 space | Spell damage | Instant | None |
| Frozen Pillar | 0 | Freeze the air into ice, trapping anything in the area inside of it and creating a large block of ice. Frozen enemies are resistant to damage (from outside the ice) and will try to escape from the ice. Only the air outside of them was frozen when the spell was cast: they won't freeze to death at 0 degrees, and their body heat might melt the ice on its own. They can roll an Organ check to melt the space they're in, or a Strength check to try and smash out of the ice as an action. At Power 0, you can freeze the feet of an enemy, immobilising them, or the floor, causing creatures walking over it to have to roll a Speed check not to slip over. For each Power above that, the Pillar is alternatingly 1 space taller and 1 space wider (1 space tall and 1 space wide at Power 1, 2 spaces tall and 1 space wide at Power 2, 2 spaces tall and 2x2 spaces wide at Power 3). | Action | None | None | None | None |
| Boon | 0 | When you take this spell, choose an element. Add that element to a target's next weapon attack. For each additional power, add another effect: -Raise duration from one attack to a minute. -Choose a different element | Action | None | None | None | None |
| Spellhold | 1 | Cast another spell simultaneously: that spell does nothing now, but it's stored inside an object with a specific trigger condition. | Minor Action | None | None | None | None |
| Quickspell | 1 | Cast another spell, but change it's casting time to Minor Action (allowing you to cast two spells in one turn). | Free | None | None | None | None |
| Painful Glow | 1 | The energy of your spells fizzles and cracks, zapping, burning, or otherwise harming anyone in range of it: you can do Spell damage to each target in range of any spell you cast, one per Power. | Free | None | Spell damage | None | None |
| Guardian Orb | 1 | A friendly orbs appears and orbits a target. When that target is hit with an attack, that attack loses 1 of its damage die, and the orb is destroyed instead. The orb expires automatically after 1 minute. You can choose to use a Minor Action but no Mana to change what any of your orbs is orbiting around. You can choose whether the attack is blocked or not (to save the orb for later). | Minor Action | None | None | None | None |
| Salamander | 0 | A scrabbling little lizard made of fire appears from your spell, burning things as it runs around. It moves one space for each space of range, but not in a straight line: you choose its path. Each target it passes over takes spell damage. Add Power to increase range by 2. It can only go to places you can see (it can go from one place you can see to another place you can see in a straight line, passing behind something). You can choose to create more than one lizard at once (up to the Power of the spell), but the total range is the same (split between them). " "-excerpt from a lizard's autobiography (work in progress) | Action | 8 spaces | Spell damage | 1 turn | Fire |
| Seism | 0 | Shoot a rock out of the ground into the air - approximately perpendicular with the surface it's coming from (i.e. straight up). It appears from within (range) of you, and goes up to (range) into the air. It does spell damage. For each additional Power, add: -Increase range by 2 -Increase the size of the rock by a space, leaving a space sized hole and creating a space sized block. Instead of firing the material straight into the air, you can instead have it float 1-2 spaces above it's original position for 1 round (giving you enough time to cast this spell again on it). | Action | 6 spaces | Spell damage | None | Physical |
| Magic Platform | 1 | Summon a magic platform (that you can stand on) underneath you: can be cast in mid-air. The platform is 1 space per Power. The platform disappears as soon as you jump again. | Minor Action | None | None | None | None |
| Speed Transfer | 0 | Transfer points of movement from one target to another. If there are enough movement points and enough targets, you can spread the movement any way between them you want. One target must be within 5 spaces of you, the other targets should be within either 5 spaces of you or another target. You can transfer up to 3 spaces of movement per Power (or 1 at Power 0). | Minor Action | 5 spaces (+) | None | One round | None |
| Weapon Spin | 1 | Spin your weapon around really fast, blocking or deflecting incoming ranged attacks (magical or mundane). Roll your Weapon or Spell damage dice (more if you have multiple attacks) and subtract that amount of damage from any incoming attack for the rest of the turn. | Action | None | None | None | None |
| Homing | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. If your projectile misses, don't forget it. It will circle back around to its target next turn, make another attack roll to see if the target dodges a second time. When you use this spell with a Minor Action, you can keep spend more mana to extend its use to additional projectiles, including projectiles that have already had Homing cast on them and missed multiple times. This means you can have multiple attacks in the air at once, repeatedly missing and circling back around: as long as you keep spending 1 mana for each, each time. You can choose the target of the projectile when you cast the spell, this means that you can deliberately miss a shot and have it arrive later (as long as you keep casting the spell it can stay in a "holding pattern" until you choose a target) or increase the range of the projectile (the distance it moves per turn is equal to its usual range). | Minor Action | None | None | None | None |
| Ricochet | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. Your attack can bounce off walls (or other reasonable solid objects) and keep moving at the same speed. Make additional bounces with additional Power. If it makes a bounce somewhere that it's final target can't see, gain advantage on your attack roll. | Minor Action | None | None | None | None |
| Effecting Shot | 0 | Add a status effect: frozen, aflame, asleep, blinded, stunned to an attack. This might be too thematically boring, these things are all done cooler by other spells! "Trick Arrows"? | Minor Action | None | None | None | None |
| Scopic Sight | 1 | Increase the range of any ranged action or spell: Power 1 doubles the range, Power 2 multiplies the range by 10. Each subsequent Power further doubles the range again (exponentially). A spell with a range of 10 spaces (10 meters) and a Power 6 Scopic Sight reaches approximately a mile. | Minor Action | None | None | None | None |
| Transient Effigy | 0 | Create an illusory copy of yourself within your movement range. You (your real self) become invisible: enemies are fooled into thinking that the effigy is you. When you cast spells, the origin of the spell can be from your effigy or from the invisible you. If a spell comes from the real you, if you perform a weapon attack, or if you move, the spell is broken: the effigy disappears and you become visible again. If the spell requires making physical contact with something (e.g. the floor or a ladder), your effigy can do that (as little as is required by the spell). The spell lasts for a round per Power (until the end of your turn at Power 0). | Action | Movement range | None | None | None |
| Fear | 0 | The front of your body becomes very very scary. Anything that can see you in a cone in front of you (the width at any given point is the same as the distance from the origin) becomes scared and has to run away. They can do anything else they like (attack your teammates, etc), as long as they run away from you. For each additional Power, add one of: -Add 2 spaces to the range -Add 1 round to the duration | Action | 2 spaces | None | 1 round | Emotional |
| Numb | 0 | Cause a target to ignore one of their senses temporarily. For each Power, prevent a target from using one of their senses: blinding them, deafening them, preventing them from feeling pain, causing them to ignore something, stopping them from speaking, balancing etc. If the effects would be severe or the target knows you're casting it, the DM may call for a Body check. You can have multiple targets: one Power per sense per target. This lasts as long as you continously cast the spell, using your action each turn. | Action | 12 | None | While held | Emotional |
| Bane | 0 | Reduce all of a target's dice rolls by d4 until the next round. Add a Power to: Extend the effect by a round Extend the effect to another target Increase the amount by one dice: d4, d6, d8, d10, d12. | Action | 6 spaces | None | None | None |
| Vengeance | 0 | In your next attack, for every point of damage previously done to you or one of your allies by the target, do twice that amount of damage (in addition to any normal damage done by the attack). This damage is limited to the maximum amount you could roll on your spell damage dice (one dice per Power +1). | Minor Action | None | None | None | Emotional |
| Name | Min Power | Effect | Casting Time | Range | Damage | Duration | Element |
|---|---|---|---|---|---|---|---|
| Break | 1 | An object of inorganic (or otherwise dead or plausibly-fracturable) material immediately cracks and fractures into many pieces. Cracks travel between connected objects, doing 1 dice less damage for each object after the first. Materials include stone, crystal, and metal. A living creature makes an Organ check to half damage. | Action | 12 spaces | Spell damage per level +1 | Instant | None |
| Confusion | 0 | Cause a target to temporarily think that something is true (or at least not really think about it). At Power 0 you make a passing comment, which lasts for a minute, and the target realises and is mad at you when it's over. Each additional Power adds one of the following effects: -Increase duration by 1 minute -Make them not mad at you after the duration -Add advantage to deception roll | Action | Audible range | None | 1 minute | Emotional |
| Fireball | 0 | Shoots a fireball. Per Power above 0, add 2 spaces of range and 1 space of radius (starting from 20 squares and no radius). Make a roll to hit the main target, targets in the radius make a Speed roll to dodge away. | Action | 20+ spaces. Radius per Power. | Spell damage per Power +1 | Instant | Fire |
| Connect | 0 | Choose a number of things or people equal to (or less than) the power of the spell: whatever happens to one thing happens to the other. | Action | None | None | 30 minutes | None |
| Illusion | 0 | With each Power (+1) you can cause one of these effects, you can't cast the spell twice at the same time (e.g. 10 different level 0 spells). Of course, multiple people can cast spells at the same time, but it would take significant coordination for them to line up (an ability check). -Static image within 1 space (cube) -Sound -Smell -Movement | Action | None | None | None | None |
| Imbue | 0 | For each Power, you can cause the universal atmosphere to imbue an object or creature with a sort of fey "life" that involves one of the following concepts: -Ability to think -Ability to speak -Ability to remember things that happened to it in the past -Ability to move and act -The new creature will follow your orders -The duration raises from 10 minutes to 24 hours -Increase the maximum size by 1 space (squared) Obviously, an object or creature that can already do some of these is easier to imbue than one that can't. At level 0, you can "imbue" a minor sensory effect, that gives something the appearance of coming to life e.g. small ghostly movements or contorting into the shape of a face. | Action | 1 space | None | 10 minutes | Emotional |
| Improvise | 0 | Add any amount of mana points to a roll after you've made it. | Free | None | None | Instant | None |
| Light | 0 | You hold up whatever you do magic with: a light glows at the end of it (touch range) with a radius of 6 spaces. It keeps glowing as long as you are holding it. For each additional Power, add: -20 spaces of range (creating the light at a point within the range) -4 spaces of radius -Increase the duration of the light to 10 minutes, then an hour, then a day (allowing the creation of multiple lights). The light can travel with something, or stay floating in place. -The light appears suddenly, stunning anyone within a 1+Power space radius (if they fail a Speed roll to cover their eyes). The light remains as normal afterwards | Action | Touch | None | While held | None |
| Lightning | 0 | Attack comes from above | None | None | Spell damage per Power +1 | None | None |
| Magical Strike | 0 | Make a weapon attack using your spellcasting stat instead of strength. Add 1 guaranteed damage per Power. Magic Blades Summon a magically conjured dagger (or daggers): does magic damage per Power. Range ? Magic Spear Summon and throw a spear using your Strength as the range and doing magic damage. | Action | None | 1 per level | Instant | None |
| Shield | 0 | Add a weightless point of armour to someone in touching range. For each spell level, either add a minute to the duration or another point of armour. You can interrupt an attack to cast this spell and the "instant" duration will give you the point of armour for that attack. | Action | 1 space (adjacent) | None | Instant | None |
| Shockwave | 0 | The caster chooses points placed within 1 meter from either the caster or a previously placed point. A creature touching a point takes one spell damage and is pushed a meter away from the caster - creatures can be touching multiple points, and points can be placed on top of each other. Choose 1 point per Power+1. | Action | None | Spell damage per point | Instant | Air |
| Summon | 0 | Summon a tiny playing card sized object, with each added level, increase the effectiveness of the spell with one of the following effects: - Increase the size of the object: 1 meter cubed, 1 space (human sized), 2x2 spaces - Increase the complexity of the object to allow it to function - Increase the complexity of the object further to allow it to be self-powered and move on its own - Summon the object 5 spaces further away | Action | 1 space (adjacent) | None | 1 hour | None |
| Telekinesis | 0 | Telekinetically interact with something, lifting it up and interacting with it at a distance without touching it physically. While the spell is active you can change what you are lifting, but only lift one thing at a time. Victims can make a Strength check to hold onto something (and avoid being lifted). At Power 0 you can lift up to 5kg. At every level above that you can lift 100kg per level. Alternatively, use the spell to fling an object as an attack: Causes a nearby (within 3 spaces) object to move rapidly towards a target (within 10 spaces): doing spell damage per Power+1. The object starts from from either your location (if there's nothing in between you and it) or its location. The maximum weight of the object is 2kg per Power (if the weight is lower than the maximum, add spaces to the range). For reference, an average goblin weighs about 20kg. | Action | 12 spaces | Spell damage per Power+1 | 10 minutes | Physical |
| Teleport | 0 | At level 0, you can teleport 1 space using an action. At any other level you can either teleport as a Minor Action or teleport a creature you can touch. Each level increases the range by 2 spaces. Remember to ask the question "How would my character know where they were teleporting to?" before choosing a target space. If you can't see it, I suggest rolling an Intuition check! Alternatively, cast this spell as a "ritual teleport": you can teleport a much greater distance, but with different parameters. The party should all link hands in a circle (and/or whatever other sort of ritual stuff they want to do) for a significant period of time. Once it seems significantly ritually, the spell casts and all participants are teleported to or around the target location (only the main one, with the Teleport spell, spends Mana). This could also trigger when a player is defeated in battle (potentially 'overspending' Mana at the same time). -You are holding an object from that place (taken from that place recently, or strongly associated with it in some way). - 2 Mana -You used to live there (for some significant period of time, and you are familiar with the place) - 2 Mana -You've been there before - 8 Mana -You've been there before and specifically thought "I am going to teleport back here later" (and actually planned to do it) - 5 Mana -You have someone else with you with any of the previous things - Halfway between that amount of Mana and 12 (or whatever you have) -You have a picture of the place, a map of the place, or someone has vividly described the place to you - 12 Mana -All participants fall asleep during the ritual, when they awake they are in the target location. - 1 Mana | Action | 1 space | None | Instant | None |
| Time Slow | 0 | Choose either a target or a space (per power). If it's a target, roll to hit. If it's a space, this spell effects everything in that space for the duration. Things affected by this spell are 'slowed' and move at half their speed through time (while things around them move twice as fast). Because it's not a physical slowing, impacts and forces are the same in relation to the rest of the world (attacks and fall damage are the same for example). For any creature that is 'slowed': their movement speed is halved, they have disadvantage on all interrupt contests, and they can only take one action (no minor or additional actions). At 0 power, the duration is 1 turn. "Limpets… TIME limpets…" | Action | 5 spaces | None | 1 minute | None |
| Transform | 1 | You change your form to something else humanoid (or roughly the same form, if you aren't humanoid!). If you are attacked (or undertake some other sufficiently physical activity) the guise falls and you change back. At the time of casting you can spend an extra mana to increase the solidness of your transformation, stopping it from being broken by attacks. This solidness could also benefit your abilities, if you choose to add claws for climbing or a wetter nose for smelling, for example. You can spend an extra mana to extend the duration by another minute without having to recast the spell. | Action | Touch/Self | None | 1 minute | None |
| Walking | 0 | choose a surface (of solid, liquid, or gas) and a direction to be down. for the duration of the spell, every creature in a radius around you is able to walk on that surface as if it were a solid object in the shape of the surface with gravity applying in the direction you chose to be gravity. a creature can either be using the effect or not (choosing deliberately to fall or swim) or could reach over the side of the radius, the part of them inside the radius experiencing the effect and the part of them outside not experiencing the effect. If you are beneath the "surface" when choosing to use the effect the new "object" around you becomes semi-solid - requiring you to hold your breath but placing handholds under your hands to allow you to climb to the top. At power 0: the radius is only the space you are standing in and the duration is 1 minute. Add more power to increase the radius by 1 space or the duration to 10 minutes, 1 hour, 1 day, 1 week. | Action | 0 space radius | None | 1 minute | None |
| Wish | 0 | Recreate a spell of one level lower. "Tree, you ARE aflame!" | Action | None | None | None | None |
| Recoil | 1 | When you cast a spell that hits a target, push that target away 2 spaces per Power and push yourself in the opposite direction 1 space per Power. | Minor Action | None | None | Instant | None |
| Foresight | 0 | See the result of your potential actions, approximately one turn (or action) in the future per Power. | Free | None | None | Instant (from your perspective) | None |
| Mind Walk | 0 | You look into the eyes of your target (based on your eyesight, not theirs): taking you and the target on a "Mind Walk": where your minds are transported to another dimension. In this dimension, time moves slower than in the real world, allowing six actions inside in the amount of time of one action outside. A single action inside can be a Minor Action outside. While on a Mind Walk, your physical body in the real world stays perfectly still and your eyes turn white. Power 0: You may send a telepathic message, for the target to realise they are in a Mind Walk and make a response they must either stay in the Mind Walk until their turn or succeed an interrupt (Speed) or Intuition roll. For each additional Power, add: -Psychic demonstration: the environment of the Mind Walk looks like you are walking in a sky (clouds or starry, etc) by default. Change the environment to anything you want. -Entering memories, with consent. This includes what they are currently seeing -Attempt to hold target in mindwalk forcibly: contest your spell Stat with their Soul stat -Target doesn't know they are in a mind walk (unless they figure it out) -Passively control your and your target's actions in the real world: they don't have to stare into your eyes the whole time, they can keep walking, sitting, or acting casual during the Mind Walk while you walk away etc. -Slow time further: 12 times slower instead of 6 -You can both take physical (mental) damage inside the Mind Walk | Free | Line of sight | None | Until broken | None |
| Elemental Spray | 0 | When you take this spell, choose an element; rename the spell accordingly: flamethrower, poison spray, cone of cold, etc. Everything in a cone (the width at any given point is the same as the distance from the origin) takes spell damage of that element. (Range at 0 power is 1 space) For each extra power: Add a space of range. Change the element to a different one. | Action | 1 space | Spell damage | Instant | None |
| Frozen Pillar | 0 | Freeze the air into ice, trapping anything in the area inside of it and creating a large block of ice. Frozen enemies are resistant to damage (from outside the ice) and will try to escape from the ice. Only the air outside of them was frozen when the spell was cast: they won't freeze to death at 0 degrees, and their body heat might melt the ice on its own. They can roll an Organ check to melt the space they're in, or a Strength check to try and smash out of the ice as an action. At Power 0, you can freeze the feet of an enemy, immobilising them, or the floor, causing creatures walking over it to have to roll a Speed check not to slip over. For each Power above that, the Pillar is alternatingly 1 space taller and 1 space wider (1 space tall and 1 space wide at Power 1, 2 spaces tall and 1 space wide at Power 2, 2 spaces tall and 2x2 spaces wide at Power 3). | Action | None | None | None | None |
| Boon | 0 | When you take this spell, choose an element. Add that element to a target's next weapon attack. For each additional power, add another effect: -Raise duration from one attack to a minute. -Choose a different element | Action | None | None | None | None |
| Spellhold | 1 | Cast another spell simultaneously: that spell does nothing now, but it's stored inside an object with a specific trigger condition. | Minor Action | None | None | None | None |
| Quickspell | 1 | Cast another spell, but change it's casting time to Minor Action (allowing you to cast two spells in one turn). | Free | None | None | None | None |
| Painful Glow | 1 | The energy of your spells fizzles and cracks, zapping, burning, or otherwise harming anyone in range of it: you can do Spell damage to each target in range of any spell you cast, one per Power. | Free | None | Spell damage | None | None |
| Guardian Orb | 1 | A friendly orbs appears and orbits a target. When that target is hit with an attack, that attack loses 1 of its damage die, and the orb is destroyed instead. The orb expires automatically after 1 minute. You can choose to use a Minor Action but no Mana to change what any of your orbs is orbiting around. You can choose whether the attack is blocked or not (to save the orb for later). | Minor Action | None | None | None | None |
| Salamander | 0 | A scrabbling little lizard made of fire appears from your spell, burning things as it runs around. It moves one space for each space of range, but not in a straight line: you choose its path. Each target it passes over takes spell damage. Add Power to increase range by 2. It can only go to places you can see (it can go from one place you can see to another place you can see in a straight line, passing behind something). You can choose to create more than one lizard at once (up to the Power of the spell), but the total range is the same (split between them). " "-excerpt from a lizard's autobiography (work in progress) | Action | 8 spaces | Spell damage | 1 turn | Fire |
| Seism | 0 | Shoot a rock out of the ground into the air - approximately perpendicular with the surface it's coming from (i.e. straight up). It appears from within (range) of you, and goes up to (range) into the air. It does spell damage. For each additional Power, add: -Increase range by 2 -Increase the size of the rock by a space, leaving a space sized hole and creating a space sized block. Instead of firing the material straight into the air, you can instead have it float 1-2 spaces above it's original position for 1 round (giving you enough time to cast this spell again on it). | Action | 6 spaces | Spell damage | None | Physical |
| Magic Platform | 1 | Summon a magic platform (that you can stand on) underneath you: can be cast in mid-air. The platform is 1 space per Power. The platform disappears as soon as you jump again. | Minor Action | None | None | None | None |
| Plunging Attack | 1 | Drop down onto an enemy and attack: gain an extra damage die for each space you fall (up to a maximum of twice this spells Power). | Action | None | Up to twice per Power | Instant | None |
| Speed Transfer | 0 | Transfer points of movement from one target to another. If there are enough movement points and enough targets, you can spread the movement any way between them you want. One target must be within 5 spaces of you, the other targets should be within either 5 spaces of you or another target. You can transfer up to 3 spaces of movement per Power (or 1 at Power 0). | Minor Action | 5 spaces (+) | None | One round | None |
| Homing | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. If your projectile misses, don't forget it. It will circle back around to its target next turn, make another attack roll to see if the target dodges a second time. When you use this spell with a Minor Action, you can keep spend more mana to extend its use to additional projectiles, including projectiles that have already had Homing cast on them and missed multiple times. This means you can have multiple attacks in the air at once, repeatedly missing and circling back around: as long as you keep spending 1 mana for each, each time. You can choose the target of the projectile when you cast the spell, this means that you can deliberately miss a shot and have it arrive later (as long as you keep casting the spell it can stay in a "holding pattern" until you choose a target) or increase the range of the projectile (the distance it moves per turn is equal to its usual range). | Minor Action | None | None | None | None |
| Ricochet | 1 | Cast this at the same time as you use a ranged spell or ranged weapon attack that can miss. Your attack can bounce off walls (or other reasonable solid objects) and keep moving at the same speed. Make additional bounces with additional Power. If it makes a bounce somewhere that it's final target can't see, gain advantage on your attack roll. | Minor Action | None | None | None | None |
| Effecting Shot | 0 | Add a status effect: frozen, aflame, asleep, blinded, stunned to an attack. This might be too thematically boring, these things are all done cooler by other spells! "Trick Arrows"? | Minor Action | None | None | None | None |
| Scopic Sight | 1 | Increase the range of any ranged action or spell: Power 1 doubles the range, Power 2 multiplies the range by 10. Each subsequent Power further doubles the range again (exponentially). A spell with a range of 10 spaces (10 meters) and a Power 6 Scopic Sight reaches approximately a mile. | Minor Action | None | None | None | None |
| Transient Effigy | 0 | Create an illusory copy of yourself within your movement range. You (your real self) become invisible: enemies are fooled into thinking that the effigy is you. When you cast spells, the origin of the spell can be from your effigy or from the invisible you. If a spell comes from the real you, if you perform a weapon attack, or if you move, the spell is broken: the effigy disappears and you become visible again. If the spell requires making physical contact with something (e.g. the floor or a ladder), your effigy can do that (as little as is required by the spell). The spell lasts for a round per Power (until the end of your turn at Power 0). | Action | Movement range | None | None | None |
| Fear | 0 | The front of your body becomes very very scary. Anything that can see you in a cone in front of you (the width at any given point is the same as the distance from the origin) becomes scared and has to run away. They can do anything else they like (attack your teammates, etc), as long as they run away from you. For each additional Power, add one of: -Add 2 spaces to the range -Add 1 round to the duration | Action | 2 spaces | None | 1 round | Emotional |
| Numb | 0 | Cause a target to ignore one of their senses temporarily. For each Power, prevent a target from using one of their senses: blinding them, deafening them, preventing them from feeling pain, causing them to ignore something, stopping them from speaking, balancing etc. If the effects would be severe or the target knows you're casting it, the DM may call for a Body check. You can have multiple targets: one Power per sense per target. This lasts as long as you continously cast the spell, using your action each turn. | Action | 12 | None | While held | Emotional |
| Bane | 0 | Reduce all of a target's dice rolls by d4 until the next round. Add a Power to: Extend the effect by a round Extend the effect to another target Increase the amount by one dice: d4, d6, d8, d10, d12. | Action | 6 spaces | None | None | None |
| Vengeance | 0 | In your next attack, for every point of damage previously done to you or one of your allies by the target, do twice that amount of damage (in addition to any normal damage done by the attack). This damage is limited to the maximum amount you could roll on your spell damage dice (one dice per Power +1). | Minor Action | None | None | None | Emotional |