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Spells

Name Type Level
Alignment Mask Divine 2
Arcane Lasso Conjuration 2
Bless Divine 1
Blink TimeAndSpace 3
Bramble Nature 3
Breathe Water Healing 2
Bumblebees Nature 2
Change Size Transform 3
Charcoal Grip Conjuration 1
Charm Psionic 3
Cold Ball Conjuration 3
Cold Resistance Nature 2
Cone of Cold Conjuration 2
Consecrate Divine 1
Cramp Healing 1
Create Feast Nature 2
Cure Affliction Healing 3
Curse Healing 3
Darkness Illusion 3
Detect Alignment Divine 3
Detect Magic Wizardry 3
Dispel Magic Wizardry 3
Engrave Crafting 1
Fae Lights Nature 1
Find Familiar Wizardry 1
Fire Ball Conjuration 3
Fire, Resistance Nature 2
Flame Blast Conjuration 2
Floating Disc Kinesis 1
Force Armor Kinesis 2
Force Beam Kinesis 1
Force Shield Kinesis 1
Force Sphere Kinesis 3
Gaseous Form Transform 3
Giant Strength Transform 2
Hand Blade Conjuration 1
Heal Damage Healing 1
Hold Portal Kinesis 1
Infravision Illusion 2
Invisibility Illusion 3
Kaleidoscopic Image Illusion 2
Knock Kinesis 1
Liberate Nature 1
Light Illusion 1
Lightning Blast Conjuration 2
Lightning Bolt Conjuration 3
Magic Missile Conjuration 1
Magic Mouth Illusion 1
Mimic Voice Illusion 1
Polymorph Transform 5
Protection from Alignment Divine 1
Read Languages Wizardry 1
Return From Stone Healing 4
Shocking Grasp Conjuration 1
Silence Illusion 2
Sleep Psionic 1
Smite Psionic 3
Stink Illusion 1
Suggest Psionic 1
Sunburst Illusion 3
Telekinesis Psionic 2
Telepathy Psionic 2
Teleport TimeAndSpace 5
Thunderwave Conjuration 3
Turn to Stone Nature 4
Turn Unbelievers Divine 1
Ultravision Illusion 3
Ventriloquism Illusion 1
Web Nature 2
Wish Wizardry 3
Wizard Eye Wizardry 3
Alignment Mask
2nd Level Divine.
Aspects:Falsifies Alignment. SEP. Dur: 1 Day.
An alignment mask does not look like anything when active, but anyone trying to sense the character's alignment will only pick up on what the caster wants them to see, namely an aura of Good, Neutral or Evil.

When it comes to powers such as Detect Alignment, that spell needs to beat the strength of the Alignment Mask to see past it.

Alignment Mask can be cast on multiple characters and each cast lasts one day. It can also be cast on a building or place to mask its alignment but the larger the place is the harder the casting becomes.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Arcane Lasso
2nd Level Conjuration.
Rng:Reach 8. Aspects:Def Mus or Spi, Dur Conc.
A pulsating crackling current of arcane energy whips out from your hands to lasso whatever it has been cast at. If the thing cannot defeat the strength of the spell with a Muscle or Spirit check then it is caught, unable to do anything until it breaks free. Flying or floating creatures may be pushed or pulled with a speed of 4 SPR per success to the extent of the spell’s reach. Those standing on the ground can only be moved 1 SPR per success.

Crossing the Streams. Other characters using this power can help you lasso a creature, adding to the strength of the grapple, but doing so risks crossing the streams. Each character should make a Luck Save, a full fail causes an explosion doing 10i per stream. The blast has a 15 step radius and emanates out from the creature being lassoed. The lassos themselves disappear after the blast.
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Date Created:05/22/2025.
Last Updated:10/13/2025.
Bless
1st Level Divine.
Area:Curve 3. Aspects: Easy Checks. Time: 3. SEP. SUP. Dur: 1 day.
A successful cast fills those that have been blessed by it with an unearthly energy. Everything they try to do becomes easier for 1 day. A half fail makes people feel good but that's about it.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Bramble
3rd Level Nature.
Area:Cloud 6. Aspects:1d8 PS in tears to hack thru. Time: 4.
This power causes a sudden massive growth of prickers, vines and other vegetation, making an area impassable without hacking through the bramble first. Roll 1d8 per success and that is the amount of tear damage it takes for a Sharp attack to carve a single path through the bramble (other types of damage are ineffective against the bramble). Those already caught in the area only have to do half as much damage to get free of it.

The environment in which Bramble is cast will effect the spell. It is easy to cast this one in an area overrun by plant life and harder if not impossible in a desert, ocean or any place devoid of vegetation
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Breathe Water
2nd Level Healing.
Aspects:1 Character PS. Dur: 1 day.
Each success gives a medium-sized character the ability to breath air or water for one day. The spell does give out gradually over the course of 1d6 minutes. During this time the character will be given a single breath of air to return to what they normally breath.
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Date Created:05/22/2025.
Last Updated:10/13/2025.
Bumblebees
2nd Level Nature.
Dmg:6 Mixed. Rng:Short. Aspects:No Cover. Def: DC.
A fast flutter of small golden orbs shoot from the caster's hand, looking to explode against whatever they have been sent after.

What separates bumblebees from a magic missile is that the orbs have an almost animal intelligence allowing them to turn corners, flow around cover and reportedly even fly through a key hole to get to their target. DC defends against the damage it does.
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Date Created:05/22/2025.
Last Updated:08/07/2025.
Change Size
3rd Level Transform.
Rng:Close. Aspects:Each success changes 1d4 Body Sizes. Time: 2. SEP. SUP. Dur Enc.
This spell enlarges or shrinks whatever it has been cast on for the length of the encounter. Each success changes 1d4 body sizes in a desired direction, bottoming out at Tiny and topping out at Gargantuan. The change includes the body of the character and all immediate possessions. It effects both the hit point count of a character as well as any damage the character has taken while in a transformed state.
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Date Created:05/22/2025.
Last Updated:10/14/2025.
Charcoal Grip
1st Level Conjuration.
Aspects:Punch Dmg +2 PS or Weapon Dmg +1 PS. Fire. SEP. Dur Enc.
Charcoal grip causes one of the caster’s hands to burst alight with magical flame. Each success grants Damage +2 to a punch or Damage +1 to a melee weapon as magical flames spread out over it. The weapon itself will not be damaged by the magic.

Charcoal Grip can be dismissed at any time and needs to be dismissed for the caster to pick something up without toasting it. Careful though, the power only fire-proofs the caster's arm up to the elbow. Catching a sneeze while ones hand is alight is not a pleasant experience.

Double Hand Cast. By default the spell only effects one hand. You can light up both hands but doing so hardens the cast.
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Date Created:05/22/2025.
Last Updated:10/14/2025.
Charm
3rd Level Psionic.
Rng:Close. Aspects:Ecstatic Reaction. Save Spi.
This turns whoever has been charmed into the caster's new best friend, same as an Ecstatic roll on the Reaction table. It lasts until the charmed character can defeat the strength of the spell with a Spirit Save or the caster releases the spell. The save can be performed once per day. After the charm is over the character will remember all that happened but have no idea why they did what they did.

Ecstatic Reaction! Ecstatic means the charmed character is enamored of the caster. They will bend rules, maybe even break them, but they will not do anything crazy or suicidal. They can be called on to attack their friends, but they will only attempt to subdue them and not kill or seriously injure anyone.

Mass Charm. Charm can be used on a crowd of people, hardening the cast in exchange for a Curve 3 area effect. Anyone caught in it will be charmed with the same strength and have the same Ecstatic reaction should they fail to save against it.

Counter Charm. If you know or suspect someone has been charmed, you can use Charm to free them from it. All it takes is beating the strength of the original charm with your own charm strength. After that you may release them, otherwise they are now enamored of you!
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Date Created:05/22/2025.
Last Updated:10/14/2025.
Cold Ball
3rd Level Conjuration.
Dmg:10 Sharp. Rng:Short. Area:Blast 6. Aspects:Time: 1. Cold.
The caster pitches a white shimmering ball of cold that expands as it flies. When it touches down it explodes, flash-freezing everything in the area.

Cold Bolt. With this variant the cold ball expands to the size of a boulder and flies forward to freeze everything along a two-step wide path. When minis are not in use it hits 2 creatures per success. Cold Bolt causes the spell to do Dmg 12s. Its aspects change to Freeze 2 PS. Time: 1. Stream 12. Cold..

Cold Condor. This variant of Cold Bolt unfolds to become a bird made of frigid air. It is a hard cast to make. Without miniatures it can freeze 4 creatures per success. With miniatures it freezes a two step wide streak across the battle mat, one that can turn up to 90 degrees four different times.
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Date Created:07/05/2025.
Last Updated:07/07/2025.
Cold Resistance
2nd Level Nature.
Aspects:1 Med Char PS. Dur Enc.
Every success can make 1 medium-sized character cold resistant for one encounter. Half damage will be taken from cold attacks. It is good to keep in mind that while this does protect against freezing, it will not stop a cold attack from freezing the character in place. A cold proof character will still need to hack their feet free once covered in ice.

Cold Proof. Hardening the cast can change the spell to Cold Proof which means no damage will be taken from cold attacks.

Duration. The duration of this power can be lengthened beyond the encounter for an additional penalty.
1 Hour : Hit -2
1 Day : Hit -4
1 Week : Hit -6
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Date Created:07/05/2025.
Last Updated:10/14/2025.
Cone of Cold
2nd Level Conjuration.
Dmg:8 Sharp. Area:Cone 3. Aspects:2hds. Cold.
Frost shoots from the caster's out-stretched hands, flash-freezing whatever it hits. If minis are not in use then up to six different characters can be hit providing they are standing close together.

Cone of Cold makes an excellent fire extinguisher. However, this only works with normal fire and it may take a few casts to extinguish a burning building. Ask your DM.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Consecrate
1st Level Divine.
Aspects:Time: Enc.
This spell claims a place as the territory of the caster's alignment. A good cleric will sanctify it. An evil one will desecrate it. The area itself can be about as big as a farm house. Trying to consecrate anything larger than that will make the cast proportionally harder. Otherwise, anything can be consecrated. Holy water is a small vial of consecrated water and an easy feat of consecration.

Gamewise, what the spell does is impart an Alignment Strength equal to the casting of the spell on the area. Creatures with an alignment opposing it need to beat that strength with a Spirit check before entering it or even looking at it. Any divine magic of an opposing alignment cast inside a consecrated area will be defeated if it cannot first beat the area’s alignment strength.

The only way to remove an alignment strength is to either consecrate it in the opposite direction with a strength that beats the original or use the power Liberate to nullify the alignment strength altogether. Consecration is a ritual that takes one encounter to perform. When time is of the essence, it takes 1d10 minutes.

The evil version of this spell is often referred to as Desecrate which is less of a mouthful than Consecrate to Evil although that is exactly what it is doing.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Cramp
1st Level Healing.
Rng:Close. Aspects:Each Success makes harder. Def: Spi or Mus. SEP. Dur Conc.
Anyone hit by this spell will be over-run by painful muscle cramps that last as long as the spell does. Every success makes anything they try to do one rung harder than usual.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Create Feast
2nd Level Nature.
Aspects:1d6 Meals PS. Time: 3.
Each success causes enough food and water to feed 1d6 medium sized characters to materialize out of thin air. The food will be simple yet substantial. A more elaborate meal may be created but this makes the spell harder to cast. It has been widely rumored that every use of this power causes a crop to fail somewhere. While this has never been proven, it’s probably best not to brag about it around farmers.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Cure Affliction
3rd Level Healing.
Aspects:Cures by beating Ailment Str. Time: 3. Touch.
Cure Affliction is used to cure diseases, poisons, curses, fear or pretty anything it can beat the strength of. If that strength is not known, roll 3d6 to replace it. Cure Affliction cannot heal damage, bring characters back from the dead or return them from being turned to stone.

Repeated use of Cure Affliction may cause side-effects such as: wisdom penalties, dice fudging, attacks of opportunity, simple chronic necrosis, gnoll mouth, jellomail, gygaxian prose, armpit screamers, neo-otyucks, and spastic gnome syndrome.

Consult a cleric if any of these persist past the first week.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Curse
3rd Level Healing.
Rng:Short. Aspects:Time: 3. SUP. Save Luck.
Curse causes a detriment to descend on the recipient of the spell. It cannot directly kill, but it can make life miserable. The caster needs to come up with the curse (think boils, blindness, absent-mindedness, unable to speak, etc) and the spell will be made hard by just how punishing it seems.

Whoever has been cursed may attempt to defeat it with a Luck Save when the curse is first cast and again once per week until it ends. The caster of Curse may dismiss it at any time. A Dispel Magic or Cure Affliction will dismiss it when strong enough to defeat the curse's strength. When the curse’s strength has been forgotten, roll 3d6 to replace it.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Darkness
3rd Level Illusion.
Rng:Short. Area:Dome 2. Aspects:Def: Dex. Dur 4 PS.
This spell creates a dome of darkness as black as ink surrounding whatever the spell has been cast on. It lasts 4 rounds per success. Sources of light outside the dome will not shine into it. Sources of light inside the dome will not shine out, nor will they be visible inside the dome. Even Infravision and Ultravision are stopped by the dome.

If the spell is cast at someone but cannot beat a Dexterity check it will stick to the spot where the character had been standing rather than the character. Otherwise the dome sticks to the character and moves with them until it ends.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Detect Alignment
3rd Level Divine.
Aspects:See by the light of alignment. Dur: Conc.
This power allows you to see concentrations of Good and Evil the way Infravision sees hot and cold.

The world itself will lose most of its color and allow otherwise invisible auras to shine forth with Good shrouded in blue, purple and white while Evil is steeped in red, orange and black. The stronger the alignment is the more intense the colors will be.

It is good to keep in mind that places can have an alignment just as readily as people and that this will effect what Detect Alignment perceives. An evil creature hiding in an evil place will remain hidden in the red miasma. Meanwhile a good character will stick out like a sore thumb.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Detect Magic
3rd Level Wizardry.
Aspects:See by the light of magic. Dur: Conc.
A better name for this power would actually be See Magic, what it does is let its caster see the world by the light of magic. Everything normal turns a grainy black and white. Anything magical will glow with inexplicable color. People often theorize about what the different colors mean but nobody knows for sure.

Inactive magic items will glow but not as brightly as an active one. Like normal light, it does not take much to stop this glow. A blanket or sword sheath is enough to hide the shine. A item given a quality bonus by way magic will glow but dimmer than most other magical items.

Characters under the effects of spells such as Charm or Curse will glow ever so slightly as the magic radiates from inside their heads.

Illusions will still be seen but they will also glow with a hint of magic. Anyone trying to tell if the illusion is real will make an Easy Wisdom check. The same goes for anyone trying to see something rendered magically invisible.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Dispel Magic
3rd Level Wizardry.
Rng:Close. Area:Blast 3. Aspects:Dead Zone -2 PS. Dur: Conc.
While it may seem counter-intuitive. Dispel Magic works by using magic to suck the magical energy out of an area, essentially creating a Dead Zone with a penalty of -2 per success. It has a Blast 3 area and lasts as long as its caster concentrates on making it last (to the max of one encounter).

Direct Nullification. When used directly against a spell all Dispel Magic needs to do is beat the strength of the spell to break it. If the spell strength has been forgotten, roll 3d6 + spell level to replace it.

Destroy Magic Items. Magic items can be squelched by casting Dispel Magic directly on them (sorry, no area attack). The item defends with a strength of 4d6 plus any quality bonus it possesses. Beat it and the item loses its magic.

Quality items that simply bear a bonus, such as a Sword +1, are often made by magic but not powered by magic so there is no way to dispel the bonus that it has.

Magic Creatures. Creatures that run on magic, such as Golems and Liches, cannot be directly dispelled. The best you can do is create a dead zone around them. The penalty will effect everything they try to do. Do enough to reduce the creature’s Magic ability to 4 or worse and they will slip into a coma until the spell is over.

Topographical Magic. Magically charged lands such as Vortexes and Weirds are too powerful for this spell to permanently change. You might as well be trying to empty an ocean with a thimble.

You may cast Dispel Magic in a Dead Zone but the casting of the spell will take the dead zone’s penalty just like any other spell. However! If you use it to create a -4 inside a -2 dead zone, that deadening effect will be compounded to create a -6 dead zone in the spell’s area of effect.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Engrave
1st Level Crafting.
Aspects:Carves a message. Time: 1 second per letter. Dur: 1 minute.
Engrave uses magic to carve a message into whatever it has been cast on. The letters themselves can be up to four inches high per success and are generally carved a quarter of an inch deep. Rock is the default substance for engraving. Carving into something softer like wood makes the spell easier to cast.

It takes 1 second per letter to cast engrave and its duration of 1 minute means that up to 60 letters may be engraved per cast. During this time the caster can do nothing but cast the spell. All changes are permanent.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Fae Lights
1st Level Nature.
Rng:Close. Aspects:Def: Dex. Dur: Enc.
Sometimes called Faerie Fire or Elven Lights, this spell causes brilliant colored lights to flit about in a desired pattern. The greater the strength of the cast the more elaborate and beautiful a pattern you can create.

While often seen as a purely artistic endeavor, Fae Lights can be cast at someone and if it hits them the lights will buzz around that creature, marking them for the rest of the encounter, giving away any attempt to hide or turn invisible. Fae Lights cannot blind a creature like a light spell but they can intentionally obscure vision and harden any action that depends on sight.

While the fae lights are bright enough that they can be seen during the day (although the colors tend to wash out) they can never be bright enough to replicate daylight.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Find Familiar
1st Level Wizardry.
A familiar is as much a pet as a lion is just another cat. Even when separated by thousands of miles a familiar and its master can communicate through their thoughts. With some concentration, a character can observe all that their familiar observes. With the right magic circle and a successful check of the spell, the character can open a gateway allowing spells to be cast through ones familiar, just as long as the spell does not require any material components that the familiar cannot provide.

Relationship. As far as control is concerned, a familiar is not a zombie. It is a good friend who will generally do what is asked yet may disobey orders to preserve itself. Forget the spell Find Familiar and the telepathic link will be broken. If not reestablished within a week the familiar will wander off never to be seen again.

Anthropomorphication. Having a familiar does come with a few drawbacks. It is often an anthropomorphized version of the character. A slow meticulous wizard might end up with a tortoise. A vibrant grandstanding illusionist could end up with a cockatoo. A particularly vicious warlock might have to account for why there is always a toy poodle following him around. The familiar is chosen by the DM and may tell the world far more about the caster than the character desires.

Familiar Death. If the familiar dies while psychically connected to a character a Hard Constitution Save should be made as the familiar’s death is experienced first hand. If failed, even with a half fail, the caster dies as well. While the spell can be forgotten in an instant, it takes at least an hour for the telepathic link between character and familiar to fully dissolve.

One Familiar At A Time. While a character can have many pets, you can only have one familiar at a time. Once gone it takes at least half a year before a new familiar can be found. Of course, with fate being what it is, do not be surprised when the same kind of familiar comes waltzing back into your life.
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Date Created:07/05/2025.
Last Updated:07/07/2025.
Fire Ball
3rd Level Conjuration.
Dmg:12 Blunt. Rng:Short. Area:Blast 6. Aspects:Time: 1. Fire.
The caster pitches an apple-sized ball of fire that expands as it flies and explodes as it touches down, roasting everything in its area.

Fire Bolt. With this variant the fireball expands to the size of a boulder and flies forward roasting everything along a two-step wide path. When minis are not in use it fries 2 creatures per success. The damage increases to Dmg 14b. The Aspects line changes to Fry 2 PS. Time: 1. Stream 12. Fire.

Fire Eagle. This variant of Fire Bolt unfolds to become a eagle made of fire. The cast hardens but the bird can fry up to 4 creatures per success. When using minis it burns a two step wide streak across the battle mat, one that can turn up to 90 degrees four different times.
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Date Created:07/05/2025.
Last Updated:07/07/2025.
Fire, Resistance
2nd Level Nature.
Aspects:1 Med Char PS. Dur Enc.
Every success can make 1 medium-sized character fire resistant for one encounter. Half damage will be taken from fire and heat based attacks. They make an Easy Luck Save when seeing if they have been set on fire. Their immediate possessions will be made flame-retardant; however, constant exposure will cause them to burn in time.

Fire Proof. For a hardening of the spell it can be changed to Fire Proof which means no damage will be taken by the character or their equipment. They cannot be set on fire.

Duration. The duration of this power can be lengthened beyond the encounter for an additional penalty.
1 Hour : Hit -2
1 Day : Hit -4
1 Week : Hit -6
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Date Created:07/05/2025.
Last Updated:07/08/2025.
Flame Blast
2nd Level Conjuration.
Dmg:10 Blunt. Area:Cone 3. Aspects:2hds. Fire.
A plume of fire bursts forth from the casters out-stretched hands, roasting the area before them. If minis are not in use then up to six different characters can be hit by it providing they are standing close together.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Floating Disc
1st Level Kinesis.
Aspects:Carries 200lbs PS. SUP. Dur: 1 day.
This creates a semi-transparent floating disc capable of carrying 200 lbs per success. It floats two to three feet above the ground and will always remain within three steps of its caster or wink out of existence if forced to do otherwise.

You may ride your floating disc but not without some trepidation. There is no resistance between the disc and the ground! Once moving it will glide through the air with amazing speed as there is nothing but wind resistance to slow you down. How one manages to steer the disc is left to the imagination.

It has been theorized that combining Flame Blast with Floating Disc will create what is tantamount to a rocket-powered sled. This remains only a theory since no one who has tried it has been heard from since.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Force Armor
2nd Level Kinesis.
Aspects:Armor 4 PS. SEP. SUP. Dur Enc.
Force Armor wraps its caster in a tight fitting force field. Gamewise the character gains 4 points of armor per success. This adds to the protection of any armor the character is wearing but cannot be used with any other close-fitting force fields, such as what is generated by a Ring of Protection (which is essentially Force Armor).

Force Armor looks a bit like a transparent suit of armor drawn about the character using thin lines of pulsing colored light. The divine incarnation of force armor will announce its wearer's true alignment with its color. For others, no one is quite sure why the lines take on the hues that they do.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Force Beam
1st Level Kinesis.
Aspects:Length 1+1 steps PS. SUP. Dur 10.
This creates an invisible beam of force about as big around as a quarterstaff. It can be of any length but maxes out at 1 step plus 1 per success, so a triple success could create a beam up to four steps long (i.e. 12 feet).

The beam is nigh-unbreakable and has a muscle strength equivalent to its Spell Strength x 10. This can be used to prop up a collapsing ceiling, hold open compacting walls or bar a door from swinging shut.

The beam lasts 10 rounds. At the end of its duration the caster will sense it starting to give and may recast the spell before it does. This reinforces the beam but to a different strength. If the casting fails the beam suddenly gives out.
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Date Created:07/05/2025.
Last Updated:10/15/2025.
Force Shield
1st Level Kinesis.
Rng:Reach 4. Aspects:Shield 5 PS. SEP. SUP. Dur Conc.
This power projects a shimmering shield of force from the caster's hand. It grants 5 points of protection per success. The shield's Reach 4 means it can be projected away from the caster to protect others from attack.

Even though the shield only projects from one hand, its caster needs to concentrate to keep the shield up and cannot do anything but move around while active.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Force Sphere
3rd Level Kinesis.
Area:Dome 1. Aspects:Cover 10 PS. Dur Conc.
This spell forms a soap bubble as strong as steel around its caster. Gamewise, it provides 10 points of protection per success in every direction.

Unfortunately, it also protects anything inside the sphere from getting out. Anyone foolish enough to cast something like fireball inside one will turn it into a blast furnace. Light and sound may pass through its walls but that's about it. While it takes no time to drop a sphere you may not dismiss it and recast it all in the same round.

The caster of force sphere may move around and the sphere will follow, just as long as everything inside the sphere moves along with it. A sphere can be erected around something that is both inside and outside the sphere (like a tree growing near-by) but once established the sphere cannot move from that spot.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Gaseous Form
3rd Level Transform.
Aspects:Mist moves 3 SPR. Dur 1d10 PS.
This power turns the caster’s body and all immediate possessions into a mist-like substance that can flow with a speed of 3 SPR through even the tightest of cracks. Wind will easily overpower this motion and carry the character where it will. The mist form lasts 1d10 rounds per success, an amount of time only the DM should know.

A Luck Save should be made when the spell is not dismissed before its time is up. Success changes the character back into oneself without problem. A Half Fail causes the character to fall 1d12 feet. A Hard Fail does 2d10m damage as the character reforms around something the mist was flowing over at the time. A Crash purees the character, killing them instantly.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Giant Strength
2nd Level Transform.
Rng:Close. Aspects:Adds 2x Strength to Muscle. SEP. SUP. Dur Enc.
This spell adds double its strength to any Muscle check made by whoever it's been cast upon. Muscle powered attacks gain a hit bonus equal to the spell strength divided by four. It does not change movement rates or hit points.
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Date Created:05/22/2025.
Last Updated:10/18/2025.
Hand Blade
1st Level Conjuration.
Dmg:3 Sharp. Rng:Close. Aspects:Dmg +2 PS. SEP. Dur Enc.
Hand Blade causes an invisible blade of razor sharp force to wrap around one of the caster's hands, allowing it to be used like a knife. It can even shave facial hair and is often used for grooming (the greater the success the closer the shave!)

As a weapon, the hand can cut like a knife doing 3p for damage plus 2 per success. It cannot be conjured up and used all in the same round.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Heal Damage
1st Level Healing.
Dmg:8 Mixed. Aspects: Time: 3. Touch.
This spell heals damage in the way that other spells might inflict it. Armor will interfere with it, using DC to negate the healed damage, and is best removed before casting.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Hold Portal
1st Level Kinesis.
Aspects:Binds Str x 2, loses 1 per hour. Time 3. SEP.
Hold Portal temporarily binds two touching surfaces, most often a door and its frame. This can be broken by beating double the strength of the spell with a Muscle check.

When trying to bust down a door that has been held, use either the door’s Break strength or the Hold Portal strength, whichever is greater.

The binding naturally loses 1 point of strength per hour until it is gone. Unlike the spell Glue, its caster may dismiss Hold Portal at any time.
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Date Created:07/07/2025.
Last Updated:07/07/2025.
Infravision
2nd Level Illusion.
Aspects:1 Character PS. Time 1. Touch. Dur: 1 Day.
Infravision lets you see by way of heat rather than light and is often used to see in the dark. Each success is another character the power can be shared with. Anyone sharing the power must wait until either the spell is dismissed by its caster or it runs out of time. To pass the power around the caster must touch the eyelids of each character it is given to.
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Date Created:05/22/2025.
Last Updated:10/16/2025.
Invisibility
3rd Level Illusion.
Aspects:Dur Conc.
This power turns its caster completely invisible, but it does not cover sound, stench or strange footprints left in the snow. The invisibility lasts as long as its caster concentrates on making it work. A stunning blow will dismiss it and there is no way to make an attack without letting go of it.

Cloak. Invisibility can be expanded to cover a Dome 1 area but this hardens the cast. Anything inside the dome not physically connected to something outside of it, such as the ground or a tree, will be turned invisible.

The size of the dome may be increased by trading a -1 for each extra step of radius. The dome will move to stay centered around its caster.

Is This Thing On? While an invisible character will be able to see right through oneself, characters inside a cloaking field will not know if it is working. There is no way to tell without stepping outside the dome and looking into it.
Anyone stepping into a cloaking field will suddenly see everyone hiding inside it.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Kaleidoscopic Image
2nd Level Illusion.
Aspects:Dur Enc.
Anyone looking at the caster will see revolving mirror images of the caster doing whatever that character is doing. Melee attacks made against the caster will be made harder. Ranged attacks should roll a die based on the success of the spell:
1: 1d6.2: 1d8.3: 1d10.4: 1d12.5: 1d20

Rolling a 1 hits the caster, otherwise the attack harmlessly slices through an image. Kaleidoscopic Image provides no protection against area attacks.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Knock
1st Level Kinesis.
Aspects:Str x 4 against doors. Time 4. Touch.
A rap of the caster's knuckles or staff unleashes a massive blow of force. Gamewise, this will hit a door with quadruple its casting strength in an attempt to break it down.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Liberate
1st Level Nature.
Aspects:Removes Alignment. Time Enc.
This druidic power does just one thing and that is erase the alignment strength of a divine power. It needs to be cast to a strength that is greater than the area's alignment strength. See the spell Consecrate for more on how this works. Liberate is a ritual that takes one encounter to perform. When time is of the essence it takes 1d10 minutes.
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Date Created:05/22/2025.
Last Updated:10/17/2025.
Light
1st Level Illusion.
Rng:Close. Aspects:Light 2 PS. SUP. Save Dex. Dur Enc.
This spell creates a globe of light that sticks to whatever it has been cast on. Each success illuminates a Light 2 area with an increasingly bright light that can approach but not replicate daylight.

Blind Em! To blind an opponent you need to cast the spell to beat a Dex Save. Do so and anyone hit by it will find everything they do made harder by glowing orb stuck to their face.

Perpetual Light. With a hard cast Light can be made perpetual, meaning it will last until the spell is cast again or its caster dies.
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Date Created:05/22/2025.
Last Updated:10/17/2025.
Lightning Blast
2nd Level Conjuration.
Dmg:12 Impact. Area:Cone 3. Aspects:2hds. Elec.
Crackling currents of electricity spark forth from the caster’s out-stretched hands, blasting the area before them. Without minis up to six characters can be hit providing they are all standing close together.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Lightning Bolt
3rd Level Conjuration.
Dmg:16 Impact. Area:Stream 12. Aspects:Targets 2 PS. Time: 1. Elec.
A lightning bolt shoots from the caster's hands. With minis it can hit anyone standing along a two-step wide path. Without minis it electrifies up to 2 creatures per success.

Lightning Hawk. With this variant, the cast hardens but the lighting takes the form of a bird that can turn up to 90 degrees four different times. When minis are not in use it can fry up to 4 creatures per success.

Lightning Ball. A small roiling storm cloud forms in the caster's hand. Once chucked it will touch down and explode with a cavalcade of lightning striking in every direction. It has Dmg 14i. Time: 1. Long Range. Blast 6. Elec.

Thunder? These lightning bolts are loud but not as loud as actual lightning bolts. They will create a small thunder clap but not anything that can do damage, ala Thunderwave.
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Date Created:07/05/2025.
Last Updated:07/07/2025.
Magic Missile
1st Level Conjuration.
Dmg:6 Sharp. Rng:Short.
A bolt of scintillating magic shoots forth from the caster's hand to blast whatever it hits. Magic Missile can also make a burst attack called a Magic Salvo. The bigger the burst is the harder the spell is to cast.
Light 1d4: Hit -1
Small 1d6: Hit -2
Medium 1d8: Hit -4
Large 1d10: Hit -6
Heavy 1d12: Hit -8
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Magic Mouth
1st Level Illusion.
Aspects:Touch sensitive message.
After casting this spell, anyone touching what it has been cast on will cause a disembodied voice to speak a pre-recorded message. This can be up to a minute long but not loud enough to damage the listener. The greater the success is the longer the spell will last into the future, meaning years if not centuries. However, the more times the message is played the weaker the mouth becomes until nothing remains.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Mimic Voice
1st Level Illusion.
Aspects:Def Wis. Dur Enc
The caster can change their voice to perfectly mimic the sound of someone else. Anyone who knows that voice and can defeat the spell with a Wisdom check will realize that it is not who it seems to be. While the spell does require vocalization, there is nothing special that needs to be said to cast it. You simply open your mouth and speak in the other person’s voice.

A character who knows Mimic Voice as well as Ventriloquism can cast them both as one spell.
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Date Created:07/07/2025.
Last Updated:07/07/2025.
Polymorph
5th Level Transform.
Aspects:Save Spi or Mus.
Polymorph turns whoever it is cast on into some kind of creature. The character initially defends against it with a Spirit or Muscle save. After that they may attempt to defeat the spell once per day using the character’s original Spirit ability.

Aside from memories and the metaphysical abilities (Spirit, Magic and Luck), a polymorphed character becomes the new creature in every way. Gamewise, they should use a monster stat block in place of their character sheet.

Familiarity. This new form needs to be a living creature that the caster has laid a hand on and touched for at least 1 round at some time in the recent past. It also needs to be a living creature. It cannot be undead, resoundingly magical, technological, or a spirit being such as an elemental.

Size Differences. Gamewise, the greater the size difference between the two forms the harder the polymorph will be to cast. It is extremely hard to turn a dragon into a pig as well as a pig into a dragon. Just how hard is left up to the DM.

Polymorph Self. When used on oneself the new form may be kept indefinitely and dismissed without problem, but at the end of each day the character should make an Intellect Save using the Intellect of the creature they turned into. If the save fails the character forgets how to turn back into their original self and will remain that creature for the rest of their life, or at least until someone uses a polymorph spell to turn them back again.

Massmorph. This variant of polymorph takes an additional Time 1 and hardens the cast but strikes a Cloud 3 area, seeking to polymorph everyone inside it into the same kind of creature, such as a bunch of pigs (casters really do have a thing for pigs).
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Protection from Alignment
1st Level Divine.
Rng:Close. Area:Dome 2. Aspects:Align barrier Str x 2. Dur Enc. SUP.
This erects an strong invisible alignment barrier. Anything opposing that alignment trying to cross, attack or even look at it must first beat double its strength with a Spirit check. Neutral creatures will not even notice the barrier. It can be fixed to a spot or cast around its caster. With the latter the barrier moves along with the character, keeping them at its center.

Thaumaturgic Circles. When at least 2d6 minutes are spent drawing a thaumaturgic circle on the ground the protection can be made to emanate up from it. This creates a stronger barrier with a +2 to the cast. Spend a day or more drawing the circle and it becomes a +4. Of course, these circles are fixed in place and cannot move from where they have been drawn.

Duration. Unlike a Consecration, these alignment barriers are temporary and only last for one encounter, 10 minutes tops. As that deadline approaches the caster will feel the barrier start to weaken and should be given the chance to recast the spell before it gives out.
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Date Created:05/22/2025.
Last Updated:10/18/2025.
Read Languages
1st Level Wizardry.
Aspects:Dur Conc.
This lets a caster read languages they do not know. The check will be made harder by the more complex, rare or antiquated the language is.
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Date Created:07/07/2025.
Last Updated:07/07/2025.
Return From Stone
4th Level Healing.
Area:Cone 4.
This cone of orange light turns anyone turned to stone back into flesh, providing it can beat the strength of whatever stoned the character in the first place. If that strength is not known, roll 4d6 to replace it.

An interesting side effect of this is that characters released from the stone will have no knowledge of any time passing. For them, centuries will have seemed like seconds.

Unfortunately, anything broken off the statue will be broken off the character. Carving a new arm and affixing it to the statue will not fix the damage done. You need the actual rock the character had been turned into.
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Date Created:10/15/2025.
Last Updated:10/16/2025.
Shocking Grasp
1st Level Conjuration.
Dmg:14 Impact. Aspects:Time 1. Touch. HA. Elec. Dur Enc.
The joy buzzer of the magic-casting world, cast this spell and the next person you touch will be zapped by it. Armor only half-protects against it.

While there are no tell-tale signs that this power is active, anyone looking at its caster with Detect Magic will see a strong glow surrounding their dominant hand. That hand will stay charged and ready to zap for up to one encounter. After its use the spell needs to be cast again.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Silence
2nd Level Illusion.
Rng:Short. Area:Dome 2. Aspects:Def: Dex. Dur 4 PS.
Silence creates an invisible bubble of silence. No sound can get in or out or even move around inside it. Spell-casters and divine-caster may not cast spells from inside one.

Cast silence at someone and if they cannot defeat it with a Dexterity check it will stick to them, following them around wherever they go. Otherwise it sticks to the spot where they were standing.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Sleep
1st Level Psionic.
Area:Cloud 3. Aspects:Def: Mus or Spi.
Sleep creates an invisible psychic cloud which will cause anyone who cannot defeat the spell with a Spirit or Muscle check to fall asleep. Duration depends on its success:
9: 1d6 millennia.
8: 1d6 centuries.
7: 1d6 decades.
6: 1d6 years.
5: 1d6 months.
4: 1d6 days.
3: 1d6 hours.
2: 1d6 minutes.
1: 1d6 rounds.

This sleep is not natural. It is more like stasis. While asleep the creature will not age or starve. When they wake up it will be as if a single night of sleep has passed, providing they have spent eight or more hours asleep.

Magic Sleep may be dismissed by defeating its strength with Dispel Magic. If that strength has been lost, replace it with a 3d6.

Sleep does not work on the undead, spirits, technological beings or overly magical beings. You need an organic brain in order to be put to sleep.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Smite
3rd Level Psionic.
Dmg:12 Blunt. Rng:Close. Aspects:Def: DG.
You glare at a creature and an invisible force wallops it. Because the attack cannot be seen DG is used to defend against it. When death results the creature’s head explodes.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Stink
1st Level Illusion.
Rng:Short. Area:Cloud 3. Aspects:Dur Enc.
Stink fills the air with any smell the caster desires, as long as it is not actually poisonous and not powerful enough to damage those who smell it.

For example, you could create the smell of burning wood to simulate a forest fire but you could not asphyxiate a creature with smoke or sting its eyes to obscure its vision.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Suggest
1st Level Psionic.
Rng:Close. Area:Curve 2. Aspects:SUP. Save Spi.
These are not the druids you are looking for. Anyone who cannot defeat a suggestion with a Spirit Save will believe what has been said hook, line and sinker. They will follow the command with an Ecstatic reaction. However, the more unappealing the suggestion is the harder the spell should be to cast. The wording of the suggestion needs to be something the player character can say in three seconds or less.

Once a suggestion has been followed or a day has passed without it being fulfilled, the desire to do so will wear off. The characters will remember what they did but have no idea why they did it. It just seemed like a good idea at the time.

Suggest is a single use power! Should you use it to send some guards on a wild goose chase and then use it again on a different bunch of guards, that second use will release the first bunch of guards, causing them to suddenly come to their senses.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Sunburst
3rd Level Illusion.
Area:Cone 10. Aspects:Blinds 1d10 PS. Ultravision x2. Save Luck. 2hds. SEP.
Sunburst causes a few seconds of light as bright as sunlight to flash from the caster's hands. Like glancing at the sun, this will temporarily blind anyone who cannot defeat the spell with a Luck Save. Blindness lasts 1d10 rounds per success, double that against anyone with ultravision, anything they try to do will be Herculean in difficulty. Sunburst may scare the undead but it will not effect them like normal daylight.
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Date Created:05/22/2025.
Last Updated:07/07/2025.
Telekinesis
2nd Level Psionic.
Dmg:6. Rng:Reach 10. Aspects:Move 25 lbs PS. Dur Conc.
Each success can lift up to 25 lbs and move it in any direction within reach. The lighter the item is the faster it can be moved. When used to make an attack, 6 is used for damage and the damage type depends on what is being thrown. The spell needs to be recast for each attack made.

Telekinesis can be used to trip, throw, tackle or rush an opponent. Simply use the strength of the spell as its offensive strength.
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Date Created:07/08/2025.
Last Updated:07/08/2025.
Telepathy
2nd Level Psionic.
Aspects:Def Spi. Dur Conc.
Telepathy lets you talk back and forth with other beings using your mind. Success determines how far it can reach.
6: Absolutely anywhere!
5: Anywhere on the same planet.
4: Within 10,000 miles.
3: Within 1,000 miles.
2: Within 100 miles.
1: Within eye sight.

You can communicate with more than one character at a time, but if they don't want to talk to you they can shut you out by defeating its strength with a Spirit check. Yes, defending with spirit is optional.

Token Telepathy. If you have an item which was a close personal possession of a character for at least a year or more, you may use this to focus your telepathy and connect to them no matter where they are with just a single success.
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Date Created:05/22/2025.
Last Updated:07/08/2025.
Teleport
5th Level Time & Space.
Rng:Extreme. Area:Dome 2. Aspects:Time: 1.
Teleport causes its caster and anything within two steps to instantly disappear and then reappear in some other place that the caster can see within extreme range. This effects the casting of the spell just like making a ranged attack. The spell will not teleport anything which is physically too big to fit inside the dome (such as the ground beneath the caster's feet or a near-by tree or wall). The dome can be expanded. Each additional step of radius brings a hit -1.

Crashing the spell should be followed by the caster making a Luck Save. If it succeeds everything teleported appears above the point of its destination and takes 2d20 in falling damage. If the save fails everything teleported materializes underground. Any living creatures die instantly.

If the caster knows the celestial coordinates of a destination they can teleport to it without a range penalty no matter how far away it is or if they can see the destination or not. Celestial coordinates are often closely guarded information and can only be found in rare magical atlases. However, once a character has teleported to one they should be able to remember it well enough to travel to it again.
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Date Created:05/22/2025.
Last Updated:11/16/2025.
Thunderwave
3rd Level Conjuration.
Dmg:18. Area:Torus 6. Aspects:Time: 1.
This spell lets loose a massive wall of sound, a peal of thunder strong enough to do damage and be heard for miles around. It can be cast as a broad curve or as a torus, essentially a thunder doughnut, with the caster protected from the blast at its center.
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Date Created:05/22/2025.
Last Updated:07/08/2025.
Turn to Stone
4th Level Nature.
Area:Cone 6. Aspects:Def Dex. Save Spi / Dex. Dur Conc.
A cold blue light shines from the caster's eyes. Anyone who sees it and cannot defeat it with a Spirit Save will be turned to stone. This effects both infravision and ultravision. Only the blind will be spared. Trying to hide your eyes from the light requires a Dexterity Save to beat the strength of the spell.

Heal Damage, Cure Affliction, Remove Curse and other healing powers are not strong enough to free someone who has been turned to stone. Only Return From Stone will work.
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Date Created:05/22/2025.
Last Updated:10/15/2025.
Turn Unbelievers
1st Level Divine.
Area:Dome 8. Aspects:Time 1. Def Spi. NA. Dur Conc.
With the help of a holy symbol, a character with this power can turn anyone divinely aligned against them. Those who can defeat the turn will be left unaffected. Otherwise...
4: Divine Incineration. Unbelievers take 1d6m PS. Those stuck in the area take the same amount of damage round after round. Armor does not protect against it.
3: Forced to Flee. Unbelievers will run in a random direction for 2d6 rounds, terrified for their lives.
2: Held at Bay. Unbelievers are forced to move outside the area and will stay there or be paralyzed by fear if unable.
1: Repulsed. Unbelievers inside the area or aiming into it suffer a -6 to everything they do.

Note that these successes compound each other. Anyone hit by divine incineration will also be forced to flee if they can.

The character making the turn can do nothing but hold their holy symbol aloft and move about at normal speed (meaning no trying hard to move). The dome of its effect will radiate around the character, emanating from the holy symbol in all directions.

Turn Unbelievers will not work against those of the same Good/Evil alignment as its caster. Neutral characters make an easier defense. Creatures with a strong tie to a divine power, such as the undead, get to add their level bonus to their defense.

Cleric Vs Cleric. Watching two divine power users try to turn each other is a sight to behold! Instead of defending with a Spirit check, both should use the strength of Turn Unbelievers to defend themselves with.
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Date Created:05/22/2025.
Last Updated:10/16/2025.
Ultravision
3rd Level Illusion.
Aspects:1 Character PS. Time 1. Touch. Dur 1 Day.
Ultravision lets you see by way of the trace amounts of radiation that everything gives off, perceiving the world with fluorescent colors similar to those in a black light poster.

Each success is another character the power can be shared with. While its caster can instantly dismiss it, anyone sharing the power has to wait until it is dismissed or the spell runs out of time. To pass the power along the caster must touch the eyelids of the character it will be given to.
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Date Created:05/22/2025.
Last Updated:07/08/2025.
Ventriloquism
1st Level Illusion.
Rng:Short. Aspects:Def Wis.
You throw your voice so it emanates from someplace else, typically within sight of where you are. Successwise...
1: You throw your voice.
H: Your voice emanates 10' away from you.
F: Your voice emanates from your mouth.

The volume of ventriloquism cannot be louder than a shout. Anyone defeating the spell with a Wisdom check will realize that the voice is not what it appears to be yet still hear it coming from the desired direction. Characters with Ventriloquism as well as Mimic Voice can use the two together as a single power.
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Date Created:05/22/2025.
Last Updated:07/08/2025.
Web
2nd Level Nature.
Rng:Close. Aspects:Muscle vs Str x 2.
This shoots a mass of webbing from the caster's hand, enough to cover a hallway or tangle up a single creature. In either case the strands carry double the strength of the spell. Anyone trying to break through it needs to beat that strength with a Muscle check.

Magical webbing quickly deteriorates, losing 1 strength point per minute. Anyone with a sharp weapon can cut through it, removing 1 strength point per tear of damage done.

Dry strands that are only sticky on the tips can be created to make an impromptu rope. The spell creates up to 25' per success.
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Date Created:05/22/2025.
Last Updated:07/08/2025.
Wish
3rd Level Wizardry.
Aspects:Time: 1.
Often known as the Original Spell, wish is the spell from which all other magic spells sprung. Of course, if wish was predictable and effective there would be no need for other spells.

At base, wish is a very weak spell meant to grant simple wishes. You could wish to set a candle alight, loosen a belt, or unravel the stitching on a sack laden with gold. From there the sky is the limit, but the more change you ask for the harder the wish becomes. Wishing to take a life or dramatically alter the future becomes incredibly hard to do. Altering past events is beyond herculean.

Ask your DM.

Replicating Other Spells. You may wish to replicate another spell but the wish will take that spell’s level as a penalty in addition to its own spell level difficulty.

Web is a 2nd level spell. Using wish to cast a web will take a -2 from the web spell as well as a -3 from the wish spell. That -5 is the reason why other spells exist.

Wish Trickery. When a wish succeeds it often does so in a straight-forward fashion. With a full fail it does nothing. With a half fail? That is where you get some of the trickery that wishes are known for. Something will happen, but it's probably not what you had in mind. When a wish crashes?

That’s when all hell breaks loose.
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Date Created:05/22/2025.
Last Updated:08/04/2025.
Wizard Eye
3rd Level Wizardry.
Aspects:Move = Spell Str. Dur Conc.
Wizard Eye requires a clear crystal orb about the size of a billiard ball. When the spell is cast the orb silently takes flight, moving about with a speed equal to its spell strength in SPR. The caster loses touch with their own senses and starts perceiving the world through the glass eye, seeing in every direction at once. Success determines how well the caster can see and in some cases hear through the orb.
3: You have no problem seeing in any level of light.
2: You see and hear through the orb.
1: You see through the orb.
F: You get a grainy black & white picture.
C: You are struck blind for 1d6 hours.

Each success builds on the lesser successes. So at three successes you get to see and hear through the orb as well as see in complete darkness. A caster who can hear through the orb will continue to hear what is going on around them back at their body.

Distance? There is no limit to how far a wizard eye can travel, but if the spell is abandoned or lost before the orb returns to its caster, the glass eye will drop to the ground and probably be lost. Wizard Eye cannot be started up again without first touching the orb its caster will use.

Batter Up! Being clear crystal does not make the orb invisible. Any creature who notices it floating around may try to knock it out of the sky. This takes a single hit doing 6 or more points of damage from a mixed, blunt or impact attack, 10 or more from a piercing or sharp attack.

The shock of having the eye destroyed in this way before the spell can be released (which takes 1 round to do) will render its caster blind for 1d6 hours.
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Date Created:05/22/2025.
Last Updated:07/08/2025.
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