Master List of Spells
Master List of Spells
Master List of Spells
An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is
otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.
Contact Spirits
Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to
you. It is bound to answer any one question you ask to the best of its ability.
Detect Magic
For a brief period you are attuned to any magic nearby. The GM will tell you what is Magical, and its potential properties.
Invisibility
Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the
spell is ongoing you can’t cast a spell.
Telepathy
You Form a telepathic bond with a single person you touch, enabling you to converse with that person through your thoughts. You
can only have one telepathic bond at a time. The spell ends when you or the other person sleeps. While this spell is ongoing you take
-1 to Cast a Spell.
Charm
A creature you touch is bewitched into treating you as a trusted friend for about an hour, and you take +1 Forward with them for as
long as the spell lasts. Once the spell ends, they know full well the effects of your magic.
Magic Missile
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
Alarm
Walk a wide circle as you cast this spell. Until you next rest, your magic will alert you if a creature crosses that circle. Even if you are
asleep, the spell will shake you from your slumber.
Knock
This spell unlocks any mundane object that requires a key. Upon casting, a distressingly audible “KNOCK” is heard.
Darkness (Ongoing)
An area you designate is blanketed by supernatural darkness and shadow while the spell is ongoing. Torches, lanterns, and other
mundane lights within the area are also snuffed out.
Mending
With a touch, you can repair fabrics, mundane objects, or simple tools.
Extinguish
End any small, non-magical fire, water or gas that you can see.
Greater: Make it more bigger?
Haste
An ally you touch becomes magically more nimble; they gain +1 Forward to any move that uses DEX, and they may add +1d6 to any
damage roll that move allows. This spell cannot be used on the caster.
Decipher (Ongoing)
The symbols, patterns and sounds of any written language become understandable to you while this spell is active, though you may
not speak or write them yourself. While the spell is ongoing you take –1 to Cast a Spell.
Stick (Ongoing)
Point at an object – it becomes stuck to whatever it’s touching, and cannot be separated without damaging it or the thing it’s stuck to
(whichever is more fragile). The spell lasts until you dismiss it or cast another spell.
Grease
A nearby area or object is covered in very slippery grease. Anything contacting the grease is likely to lose its balance or hold on the
area or object. The grease will last until cleaned off with soap or other emulsifiers, or until worn away by use.
Icecraft (Ongoing)
You create an object no bigger than a person out of ice that materializes nearby. The spell ends when you cast another spell, at
which point the object will quickly melt unless kept in very cold conditions.
Thunderous Voice
Your voice is massively magnified for one utterance, up to two words per . It can be heard miles away, and if you yell or scream
anything in your immediate presence will likely take 1d6 damage and be staggered by the sheer volume.
Swift Dressing
A set of clothing or armour will move onto a nearby target, dressing or armouring them in the blink of an eye. You must be touching
either the person to be clothed, or the clothing, when casting the spell.
Ignite
A flammable object you can see, at near range, catches fire. This might deal damage to creatures nearby, depending on what it is.
Sleep
1d4 enemies you can see of the GM’s choice fall asleep. Only creatures capable of sleeping are affected. They awake as normal:
loud noises, jolts, pain.
Immunity (ONGOING)
Name one specific source of harm, such as burning, cutting, lightning, poisonous gas, or mundane projectiles; for as long as this
spell is ongoing, you are immune to harm from that source (but not to any secondary effects; choking smoke, etc).
Forcecage (ONGOING)
A single foe is held in a cage of magical force through which nothing can get in or out. While the spell is ongoing, the caged creature
can hear your thoughts and you cannot leave sight of the cage.
Fireball
You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage (fiery, area).
Mirror Image
You create an illusory image of yourself. When you are attacked, roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, the
image then dissipates and the spell ends.
Mimic
You take the form of someone you touch. Your physical characteristics match theirs exactly, though your behavior may not. This
change persists until you take damage or choose to return to your own form. While this spell is ongoing you lose access to all your
Sorcerer moves.
Magic Mouth
You may implant a message (no more than 100 words or so) into a small container such as a bottle or a box. When opened by the
appropriate person, a floating rendition of your mouth will appear, and repeat your message 3 times before disappearing forever.
Cage
The target is held in a cage of magical force. Nothing can get in or out of the cage. The cage remains until you cast another spell or
dismiss it. While the spell is ongoing, the caged creature can hear your thoughts and you cannot leave sight of the cage.
Feather (ONGOING)
A creature you can see becomes as light as a feather; their body (and any objects they are carrying) has 0 weight while this spell is
ongoing. While this spell is ongoing, take -1 to Cast a Spell.
Untiring
You or someone you touch will continue to run, swim, climb or jump continuously, until such time as they decide to stop. The target
will then collapse in exhaustion.
Never Hungry
Choose a target you can touch. They will not require rations this day, and if they Make Camp while under this spell they restore an
additional 1d6 of health.
Fog: Name a location within range. It is completely blanketed in thick fog that prevents anyone from seeing further than a foot in front
of them. While this spell is ongoing, the fog will not dissipate and cannot be blown away by wind, and you take -1 to Cast a Spell.
Stoneskin
Your touch makes an ally’s skin as hard as stone: they have +3 armor against non-magical attacks. In addition, the ally cannot wear
armor and is fully encumbered (without penalty). The spell ends when the ally takes damage or you cancel the spell; while this spell
is ongoing, you take -1 to Cast a Spell.
Locate
Name a specific object or a type of object. While ongoing, this spell will indicate which direction it is in, and where it is exactly if it is
within a short walking distance. If you name a type of object, the spell points you toward the nearest one. While this spell is ongoing,
you take -1 to Cast a Spell.
Darkness
For a short while, nearby light sources are extinguished by a magical darkness. It spreads behind corners and fills holes, and is
impervious to non-magical light.
Mind Meld
You form a telepathic bond with a creature you touch, allowing you to share thoughts, emotions, and memories. You can only
maintain one such psychic connection at a time, but you may dismiss it whenever you like.
Bull
An ally you touch is magically bolstered; they gain +1 Forward to any move that uses STR, and they may add +1d6 to any damage
roll that move allows. This spell cannot be used on the caster.
Torrential Wave
A wave of water appears, forcefully washing your target and everything nearby off their feet and away from you.
Earthbend
In an instant, you can move about one grave’s worth of earth and loose stone, either carefully nearby, or flung over a distance.
Anything struck by the flying earth will take d6 damage and probably have to dig itself free.
Piercing Sight
When cast this spell lets you briefly look through one obscuration as if it wasn’t there – a layer of armour or clothing, a wall, an
illusion – but only the one specific obscuring thing you specify when you cast the spell. You can only use this to see through an
illusion if you know there is an illusion to be seen through.
Acquire
Describe or name an object, using no more than one word per . If such a thing is within far range and is no heavier than 5 weight, it
flies towards you.
Plant Growth
A living plant you touch grows quickly out of control, entangling everything nearby. Dead plant matter will return to life, sprouting new
limbs and foliage, and rapidly warping in shape.
Forked Lightning
Lightning strikes out at your foes. Roll 2d10, then pick one dice to be the amount of damage it deals (ignoring armour), and the other
to be the number of enemy targets the GM picks to get hit.
Spelltwine
Choose two or more spells you know whose combined s are less than or equal to 5. Those spells take effect with the casting of this
spell.
Entangle
You cause your target to become ensnared by roots, webs, or magical bindings, immobilising them until they break free or until you
release them.
Risk: They can still move, but only slowly.
Greater: On a 12+, the snare either deals 1d6 damage or paralyses them entirely, your choice.
Summon Monster
A monster appears and aids you as best it can. Treat it as your character, but with access to only the basic moves. It has +1 modifier
for all stats,HP, and uses your damage dice. The monster also gets your choice of 1d6 of these traits:
● It has +2 instead of +1 to one stat
● It’s not reckless
● It does 1d8 damage
● Its bond to your plane is strong: +2 HP for each you have
● It has some useful adaptation
The GM will tell you the type of monster you get based on the traits you select. The creature remains on this plane until it dies or you
dismiss it. While the spell is ongoing you take -1 to Cast a Spell.
Polymorph (Ongoing)
Your touch reshapes a creature entirely, they stay in the form you craft until you cast a spell. Describe the new shape you craft,
including any stat changes, significant adaptations, or major weaknesses. The GM will then tell you one or more of these:
● The form will be unstable and temporary
● The creature’s mind will be altered as well
● The form has an unintended benefit or weakness
●
Fly
You or an ally you touch can fly for a short while. While this spell is ongoing, you cannot Cast a Spell.
Cloudkill
A cloud of fog drifts into this realm from beyond the Black Gates of Death, filling the immediate area. Whenever a creature in the area
takes damage it takes an additional, separate 1d6 damage which ignores armor. This spell persists so long as you can see the
affected area, or until you dismiss it.
Fear
Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is
up to them: flee, panic, beg, fight. You cannot target entities with less than animal intelligence (magical constructs, undead,
automatons, and the like). While this spell is ongoing you take -1 to Cast a Spell.
Trap Ward
Place your hands on any mundane object. You deal your damage to the next person who touches this object that isn’t you.
Shield
You summon an invisible barrier that surrounds an ally you can touch. They receive +3 armor until they take damage. While this spell
is ongoing, you take -1 to Cast a Spell.
Breath
You or an ally you can touch no longer needs to breath. Water, gas or lack of oxygen do not affect them for the duration. While this
spell is ongoing, you take -1 to Cast a Spell.
Displacement
You bind your pattern loosely to time and space. Gain 3 hold. When you would take damage, you may spend 1 hold to avoid the
damage, vanish and reappear somewhere safe a short distance away. If you spend hold, but there is no safe place a short distance
away, you still move, but take damage and the spell ends. If you run out of hold the spell ends. While the spell is ongoing, you cannot
Cast a Spell.
Deepcrush (Ongoing)
A sphere of water materializes in place, enveloping a small area and subjecting all within to crushing, suffocating pressure. Only the
strongest or fastest enemies can swim free of the sphere, and those that can’t are subjected to 2d8 damage after a short time, and
will likely drown shortly after that. The sphere lasts until you make (or are forced to make) another move.
Ice Trap
Mutter a password and draw a glowing sigil on a solid surface. The first creature that touches or disturbs the sigil without first
speaking the password causes it to trigger. The triggering creature and any others close to it are harmlessly encased in ice, unable to
move. Those encased are freed if they take any damage, although the ice gives them 3 armor.
Dominate: Your touch pushes your mind into someone else’s. You gain CHA+1 Hold. Spend Control to make the target take one of
these actions:
● Speak a few words of your choice
● Give you something they Hold
● Make a concerted attack on a target of your choice
● Truthfully answer one question
If you run out of Hold the spell ends, If the target takes damage loseHold. While the spell is ongoing you cannot Cast a Spell.
True Seeing: You see all things as they truly are. This effect persists until you tell a lie or dismiss the spell. While this spell is ongoing
you take -1 to Cast a Spell.
Lightning
A bolt of lightning strikes down from the sky, the clouds, or from out of your own body, striking the target and everyone nearby,
inflicting 1d6 damage which ignores armor.
Risk: Burnt items, allies hurt, reaction to nearby water, etc
Greater: Chain Lightning!
Shadow Walk
The shadows you target with this spell become a portal for you and your allies. Name a location, describing it with a number of words
up to your level. Stepping through the portal deposits you and any allies present at the location you described. The portal may only
be used once by each ally.
Cosmic Alarm
Describe an event. The GM will tell you when that event occurs, no matter where you are or how far away the event is. If you choose,
you can view the location of the event as though you were there in person. You can only have one Alert active at a time.
Wizard’s Mark
You mark a person or object that you touch with invisible magic. Unless the mark is dispelled, you can always recognize it. Wherever
the mark goes, you will be able to find it. You may only use this spell on one object at a time.
Lightning: A bolt of lightning strikes down from the sky, the clouds, or from out of your own body, striking the target and everyone
nearby, inflicting 1d6 damage which ignores armor.
Word of Recall
Choose a word. The first time after casting this spell that you speak the chosen word, you and any allies touching you when you cast
the spell are immediately returned to the exact spot where you cast the spell. You can only maintain a single location; casting Word
of Recall again before speaking the word replaces the earlier spell.
Perfect Summons
You teleport a creature to your presence. Name a creature or give a short description of a type of creature. If you named a creature,
that creature appears before you. If you described a type of creature, a creature of that type appears.
Shelter
You create a structure out of pure magical power. It can be as large as a castle or as small as a hut, but is impervious to all
non-magical damage. The structure endures until you leave it or you end the spell.
Soul Gem
You trap the soul of a dying creature within a gem. The trapped creature is aware of its imprisonment but can still be manipulated
through spells, parley, and other effects. All moves against the trapped creature are at +1. You can free the soul at any time but it can
never be recaptured once freed.
Antipathy
Choose a target and describe a type of creature or disposition. Creatures of the specified type cannot come within sight of the target.
If a creature of the specified type does find itself within sight of the target, it immediately flees. This effect continues until you leave
the target’s presence or you dismiss the spell. While the spell is ongoing you take -1 to Cast a Spell.
Bubble
You create a fixed bubble of time around you. Within, time passes extremely quickly, and the world outside is frozen. While you are
within the bubble you may make any one move, as long as you do not affect a target outside the bubble.
Death’s Touch
Choose a creature whose true name you know. This spell creates permanent runes on a target surface you can touch. If the creature
comes in contact with this object, the creature is marked as Death’s own and will cross the threshold soon. The GM will tell you how -
as well as a way for the creature to avoid demise You may only use this spell on one object at a time.
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Other options: Paralysis, Shield, Speed, Stasis, Shrink/Grow, Silence, Force type spells, Defensive Wall, Slow, Haste
Cleric spells:
Sunbeam: An object you touch glows or projects a warm yellow light that functions as sunlight does—illuminating the darkness,
nourishing plants, and burning vampires. While this spell is ongoing, you take -1 to Cast a Spell.
Truth: A creature you can touch is prevented from saying anything they know to be a deliberate lie. While this spell is ongoing, you
take -1 to Cast a Spell.
Nixed Spells:
Passwall: Point to a flat surface nearby. A magical doorway will open, allowing you and any allies you can touch to step through; the
other side will always deposit you where the sky is visible, usually in the nearest open space. The doorway will then close
immediately.