WanderResource: Quest Abilities
Game System: QUEST
Chosen for it's newbie-accesibility, gameplay-cleanliness, and absolutely amazing creators, our HTML Wanderpus games are primarily played using the Quest system, created by The Adventure Guild.
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Custom Ability Notes:
Custom, GM-created abilities per HTML Department are listedin the Character Manifest, and are available when a player has levels up and acquires said ability.
Player-created abilities are currently only possible
through Music Lesson RP as "Harmony Ability" Collaborations.
The Fighter charges into battle with a fearsome cry, raising their sword to cleave through enemies. They deftly move between foes, countering their attacks and enduring them when necessary. They rally their comrades, forming unshakable bonds with them.
You can use the Fighter role to play all kinds of martial experts. You can be a stoic knight, a glory-seeking gladiator, a wizened veteran, a meditative pugilist, or a raging berserker.
When an enemy within reach rolls a tough choice or worse on a basic attack against you, you parry their attack and take no damage. If they roll a failure or worse, you may also immediately roll the die to make a basic attack on them. This counterattack does not count as a turn.
You attack with reckless power, disregarding your safety. Describe a signature style for this attack and what it looks like when you make it.
You deal quadruple damage
You deal double damage
You deal double damage to the enemy, but they counterattack you
You miss. All enemies within reach may counterattack you immediately
Your weapon breaks
You use your strength to overpower a commoner or minion within reach. (You cannot use this ability on bosses.) Describe how you overpower them. You put the target in a compromised position until they spend a turn getting out of it. During this time, basic attacks hit them for double damage.
You disarm an NPC within reach. If you have a free hand, you may take the weapon for yourself, or you may toss the weapon aside. You may disarm the NPC on your turn or immediately after they roll a failure or worse on an attack against you.
You compel a nearby creature to fight you in single combat. (The creature must already be hostile toward you.)
If you have the Quest Core Deck, take your Basic Attack, Wild Attack, Overpower, and Disarm cards. (If you don't have this deck, assign these abilities to a standard deck of cards.) Choose three of these cards to use and place them facedown on the table, keeping it secret from the Guide.
The Guide must guess the identity of each card. Reveal the card after each guess. If the Guide guesses correctly, you fail to use the ability on that card. If they guess incorrectly, you use the ability immediately at no AP cost, and it is automatically successful.
If the Guide guesses all three correctly, your foe immediately makes a successful counterattack against you. But if they get all three guesses wrong, you may extend the Duel for another round of three guesses
Make a nearby creature angry at you by saying something or making a rude gesture. Your target must be able to understand your intent. For the next minute, the target focuses its attention on you, ignoring all others. The effect ends if the target is hit by another creature or if hostilities subside.
If a nearby NPC is about to attack someone, you may rush to intercept the attack. (You must say you're using this ability as soon as the Guide declares the attack.) The NPC makes their attack on you instead.
When you intercept the attack, the attacker immediately becomes affected by your Provoke ability.
You lock your gaze on a nearby destination, summoning all of your strength to charge toward it. You violently barrel through any foes in your path, knocking them down and dealing 1 damage to each of them. Creatures you knock down are dazed and cannot use special abilities during their next turn.
You Provoke all nearby enemies to give your allies cover to retreat. If you are in combat, one nearby enemy immediately gets a chance to attack you.
You and any willing allies can then safely and expeditiously disengage from a fight and leave the scene. Commoners and minions will not pursue you, but bosses may still choose to give chase.
You become a tornado of martial fury in an attack so swift that creatures nearby can hear a whistling sound in the air. You may use your body or a weapon for this attack.
You strike all enemies within reach, hitting them for double damage
You hit all enemies within reach
You hit all enemies within reach. Choose one: you deal half damage or your weapon breaks after dealing damage.
You hit one enemy within reach, then your weapon goes flying in the air
You spin wildly until you feel sick, and an enemy disarms you.
CamaraderieSUMMON THE BLOOD
When you regroup (p. 14), you bolster the spirits of your party by reciting a poem. You must recite a poem at the table for your friends. You can write your own or read one from another author, like from a book, movie, or TV show.
When completed, your party recovers an additional 3 HP from regrouping
You inspire your allies with a rousing speech. You can write your own or borrow one from a play or movie. It can be short; reading a few powerful lines is enough.
You must give the speech at the table. When you complete it, each member of the party gains the option to redo their next roll. This option expires at the end of your scene if it has not been used.
Once per game session, you may earn 2 AP by recounting a battle from your past adventures. You can only use this ability during downtime in the story, like when you regroup or undertake a journey. (You can't spout history during combat.)
You must recount a different conflict each time you use this ability. If there is no battle to recount, you can make one up from your character's past.
When you face a serious test of strength, you can organize the help of your allies to overcome it. The whole party must be nearby and able to participate.
Everyone in the party must roll the die. If a majority of players score a success or better, you are able to overcome the challenge.
You can use this for feats that would be improbable to accomplish alone, like breaking through a reinforced door, lifting a wooden beam off of someone, or winning a tug-of-war contest against a giant. The guide decides what is outside of this ability’s limits.
Choose a member of your party to form a special partnership with. They must want to form the bond with you. You may only bond with one party member at a time, and the bond cannot be broken until your partner dies or abandons the party.
You evaluate the capabilities of a nearby creature or group of creatures. The Guide will give you useful insight into their capabilities, strength, vulnerabilities, and/or resistances. At a minimum, you will receive an accurate assessment from the Guide about whether they would pose a fair fight.
The Guide will deliver this information to you narratively. For example, they might say "you notice the giant spider flinching at the sight of your torch," rather than telling you it is vulnerable to fire damage.
If you have time to prepare before a conflict and you can choose when it begins, you may ambush your enemies and take the first round. Before action begins, each party member must say what they will do during their first turn. The Guide will then resolve these actions simultaneously.
You command a nearby commoner or minion to assist you. (They cannot currently be hostile toward you.) You can have them join a fight or perform other tasks, like watching a door, defending an area, or delivering a message. They will follow your commands to the best of their ability, but they won't follow absurd or suicidal orders.
The Guide plays the part of the NPC. After one day or when they complete the task you give them, the recruit will leave you and return to their business.
While in a populated area, you may find and recruit an NPC attendant. The Guide will tell you how you find this person and who they are. The attendant will stay with you permanently until you dismiss their service. You may only have one attendant at a time.
The attendant is a Fighter-based minion who is played by the Guide. They have 10 hit points and can use the Counter Attack, Wild Attack, and Provoke abilities. The Guide will create the rest of the attendant's characteristics.
The attendant is your ally and a capable apprentice. (The Guide plays as the attendant like any other NPC, but you may give them orders.) They'll run errands for you, assist you in combat, and follow other orders to the best of their ability. But they may choose not follow absurd, suicidal, or morally ruinous orders.
This arrangement is based on mutual respect; your attendant follows you to learn what you know. If you betray your attendant, they may abandon you.
You are always deadly, even when not holding a weapon. Attacks with your body (like punches and kicks) now hit for 2 HP
When you roll a 20 on a basic attack, you may briefly enter a state of intense focus. After completing your initial attack, you may immediately make one basic attack on each enemy within reach. These attacks are automatically successful.
Once per scene, you may make a show of bravado to frighten nearby creatures. Any common folk nearby will seek shelter, run away, or attempt to appear non-threatening.
Half of all minions flee the scene.
One minion flees the scene.
One minion flees the scene, unless their boss is present.
They laugh at you.
You pause briefly, closing your eyes and clearing your mind of its reflexive habits. Your restless self fades away as your body becomes your task.
3 AP You immediately use your Flow ability, even if you didn't roll a 20.
4 AP You become wind; until the end of your current fight, minions cannot hit you with basic attacks unless they roll 20. This effect ends if you are hit.
5 AP You purge a poison or illness from your body.
If you would die from an enemy's attack, you may overcome fate to make a last stand. Instead of dying, you stay on your feet but remain at 0 HP. If you also make an appeal to your dream (p. 28), you recover 1 hit point. You must say something that references your dream — to declare why you now live to die another day.
You laugh at death, but death demands a toll. Each time you use this ability, you increase a supernatural bounty on your head. In quiet moments, you begin to feel as if the shadows are watching you.
You achieve a transcendent unity of mind and body that allows you to passively channel the magic around you and push yourself beyond your natural limits.
7 AP You single-handedly rout all nearby minions that you can see in a stunning display of martial fury. You may choose to kill or intimidate any number of them. Describe how you clear the scene of these foes
4 AP You mark an enemy, beginning a relentless assault on them. You automatically make three successful basic attacks on them. Then, you may continue making basic attacks on them until you roll lower than a success.
3 AP You briefly gain unbelievable strength to perform one task. You can do things that were previously impossible, like single-handedly lifting a giant boulder, running through a brick wall, or knocking a giant to the ground. You can now do things that were just beyond your reach, but not things that are absurd. (You can't move a mountain or lasso the moon.) The Guide will decide what's possible.
Tales of your heroic deeds have spread through the lands, elevating your stature into the stratosphere.
You are now a hero, especially to those who value power. Authoritarian-minded people are especially vulnerable to your reputation, and most will defer to you in reverence. This includes town guards, bandits, and others who enjoy using force.
You gain the Recruit ability (p. 38) if you do not already have it, and you may use it for no AP cost on your fans or those who are awestruck by your prestige.
You also gain the Attendant ability (p. 38). It now costs 4 AP to use.
Choose a weapon you own. You form an extraordinary bond with it that cannot be broken unless the weapon is destroyed. You now sense which direction your weapon is in and feel a vague sense of how far away it is. If it is beyond your current plane of existence, you sense nothing but a dull feeling of sadness.
0 AP When you roll a failure when using this weapon, you may reroll the die once. You must take the result of the reroll.
0 AP When you roll a 20 on an attack against a minion while using this weapon, you automatically kill it, unless it has immunity against weapon attacks.
The Invoker closes their eyes and utters a mantra, raising their sword in the sky as it ignites in a glorious flame. They peer into the souls of others to divine their intentions and true nature. They ward their friends from harm, and smite those unworthy of their ideals.
The Invoker is a good choice
if you want to play a character who channels greater truths to achieve their goals. They can be devout paladins serving a righteous god, oath-keeping warriors, quixotic vigilantes, or dark knights.
Once per scene, you may declare a reason for intervening in a matter, steeling your resolve. The reason should be based on your ideal (p. 26) and the scene's context. For example, if you believe in order, you might tell highway robbers they're breaking the law. Or if you believe in honor, you might say there's no honor among thieves.
Choose one result:
When you regroup (p. 14), you may close your eyes and calm your body. You recite a short petition and receive a boon.
You must recite a petition at the table that contains all of these parts:
When you are finished reciting the petition, all of your hit points are restored.
You leave your worldly body behind and create an astral projection of yourself. You must be in a quiet place with no other creatures around to begin the ritual.
While in this trance, you can only vaguely sense if there is danger around your mortal body. You may exit the trance at any time.
Your mind enters a liminal plane of existence. You experience this place like a dreamworld in the stars; it might be a lush paradise in a nebula, an idyllic homestead, or a temple in the fires of creation.
If you have an allegiance to a deity, you meet with their avatar. If you hold no allegiance to a deity or if your deity is merely a figment of your character's imagination, you meet with an avatar of supernatural wisdom.
Set a timer. You may speak to the avatar for 1 minute about anything you like. If you ask any of these questions, the Guide will give you a truthful answer:
You create a vow that permanently binds you in service of an ideal. You may only do this once. There is no turning back.
You can express this bond as devotion to a deity, a people, a cause, or something else that represents or is served by your ideal. (You may use an ideal you chose when creating a character, or choose a new one.) You must be in a safe and quiet place to make the vow, and it must include:
Once the vow is created, you receive these ongoing benefits:
You have a sacred obligation to fulfill the promises you have made. Each time you betray the promises of your vow in a serious way, you feel a sharp pain in your heart, and your maximum HP decreases by 1. You cannot be reduced below 5 maximum HP from this effect.
Your eyes turn black, like shimmering gateways to eternity, as you peer into the eyes of a nearby creature. They become momentarily transfixed on your gaze.
Roll the Dice:
You learn the creature's ideal and flaw. You also learn the worst and best thing they have ever done.
You learn their ideal and flaw.
You learn their ideal and flaw, but one is false.
They resist your invasion and briefly glimpse your recent thoughts.
You brush against a creature for a fleeting moment, feeling its desires. The Guide chooses and reveals to you something specific that the creature routinely craves. You become cursed to also crave that thing and cannot use Impression again until you fulfill the desire. When you fulfill it once, the curse is lifted.
You pause, closing your eyes and quieting your mind. You sense the worst thing that ever happened nearby. The Guide will describe to you the type of thing that happened and what the people involved look like.
For example, you might learn that someone was murdered, a curse was created, or an evil vow was taken.
You seek the location of a specific creature or object by projecting your consciousness into a shadow plane (p. 33). You must know what your target looks like.
Roll the Dice:
You glimpse the target in real time and can see its nearby surroundings. If it is a creature, you may speak to them for 1 minute. They cannot see you, but they hear you in their mind. If you touch them, they feel a faint sensation, as if a breeze passes through them.
You glimpse the target in real time, can see its surroundings, and may watch it for the next minute.
You briefly glimpse the target and can see its surroundings, but you don't know if you're seeing it in the present moment.
You walk the shadow plane for 1 minute, finding only darkness.
You walk in darkness. If you were searching for an enemy, they see you instead, learning your exact location.
You inspire a nearby NPC by reciting a meaningful statement to them. You may invent a famous quote or proverb, or borrow one from the real world. The creature must be able to hear and understand you, and cannot currently be hostile toward you. Until the end of the day, the NPC shapes their behavior around their ideal, and cannot fall victim to their flaw.
Your eyes glow like blue flames as you look into the eyes of a nearby creature and grip their mind.
Roll the Dice:
The target is compelled to answer all questions truthfully for the next 5 minutes. You may set a real timer.
The target is compelled to answer three questions truthfully.
The target is compelled to answer one question truthfully.
The target resists your invasion and senses you tried to manipulate them.
The spell backfires. The target may compel you to answer a question truthfully instead.
While placing your hand on a creature and telling them they are forgiven, they immediately feel guilt fade from their conscience. You must know a specific act or circumstance that the creature feels guilty for. Your words of forgiveness must be in the form of a Petition (p. 42).
If you use this on a commoner or minion, they will become awestruck as if they have received a blessing from a god. They may begin to follow you as if you are a prophet, and they will not willingly cause you harm.
If you use this on a boss, you will temporarily endear them to you. They will not harm you until the next time you meet, unless you or the party tries to harm them. They cannot be affected by this spell twice.
You place your hand on an NPC, channeling the weight of your devotion and resolve. By speaking a word of power, you alleviate them of a character flaw. (You must already know one of their flaws.) They are effectively cured of the flaw and it no longer affects their behavior.
This also has the effect of your Forgive ability and relieves the creature of any guilt for succumbing to their flaw in the past.
Choose a phrase to use for this spell.
You speak the phrase of power, igniting your weapon in a magical flame of any color. While the weapon is on fire, it acts as a torch that casts light nearby. The flame increases the weapon's damage by 1. The flame persists until you roll a failure or worse on an attack with the weapon. You may dismiss the flame at any time.
Choose a word to use for this spell. You speak the word of power, releasing a thunderous shockwave in the direction you are facing. The wave knocks up to three creatures backward and hits them each for 2 damage. Creatures affected by the spell are briefly dazed and cannot use special abilities during their next turn.
You raise your hand to the sky and summon a spectral warhammer into your grip. The hammer is a one-handed weapon that deals 3 damage. It appears to crackle with blue-green light and leaves a deep, reverberating sound in its wake.
If you roll a triumph when using the hammer, it releases a crackling boom and casts your Thunderous Word spell on the target. The hammer vanishes in smoke after one hour or when you dismiss it.
Speak a word or phrase, condemning a nearby creature that you can see. You engulf the target in radiant flame, hitting it for 10 HP. If the damage dealt is enough to kill the creature, it explodes into ash, and its body and spirit are permanently obliterated.
If you destroy a creature with Smite, roll the die. On a 2-20, nothing happens. On a 1, the creature's spirit becomes a dark passenger in your mind. You never know when it may decide to speak to you or observe your behavior.
You recite a magical statement about your ideal while holding a weapon, imbuing it with incredible power. The weapon gains the following benefits:
You can only cast Blazing Avenger on one weapon at a time; casting it again cancels the previous enchantment.
You summon a magical shield that appears as an aura of soft light around your body. The shield blocks up to 3 hit points of damage. (Any damage dealt in excess of 3 HP passes through the shield and hits you.) The shield lasts until it takes 3 or more damage in a single hit.
You draw a magic sigil on an object. The spell lasts until you cancel it or cast Sigil again. You can only cast the spell if no enemies are currently nearby.
Choose a specific creature for the sigil to affect, or a type of creature, like spirits or werewolves. Then draw a circle on a piece of paper at the table. Draw the creature that will be affected by the spell inside of the circle. Choose one of four effects:
Lure: The sigil attracts creatures to its location, where they linger for a minute.
Repel: Creatures who come nearby won't move closer to the sigil or may turn back.
Alert: Receive a signal in your mind when creatures pass by the sigil.
Message: The sigil telepathically sends a short message of up to 10 words in your language to creatures passing nearby.
You may keep your drawing and reuse it later when casting this spell again, and you can choose a new effect each time.
You utter a righteous word or phrase in the direction of a nearby creature that is approaching you during that creature's turn. (The creature cannot already be within reach.) You release a spectral clone of yourself that rushes them, knocks them back several meters, deals 1 damage, and ends their turn. The clone then disappears.
You place both hands on a creature, uttering a loving word or phrase. The creature instantly recovers 6 hit points and wakes up if they are unconscious. Or you may choose to cast this spell with no AP cost by transferring your own hit points to the creature. The creature recovers as many hit points as you are willing to give up.
You curse a creature nearby, restricting their use of magic for the next hour. If they try to cast a spell, they will find it impossible. For example, if the spell is spoken, they forget their lines; if the spell requires hand-waving, they find their arms frozen. If you are casting the spell on a boss, you must concentrate on it to maintain the effect; the spell ends if you move or do something else.
You become a wraith: a creature between two worlds. Now, whenever you have 0 HP, you may instantly become ethereal. You appear translucent and ghostly while ethereal, but you are still visible to others.
Your ethereal form has a maximum of 0 HP and cannot be healed. You are immune to all physical (non-magical) harm while in this form. However, harmful magic hits you for double HP while ethereal, and taking damage can still kill you.
You may revert to your normal form at any time during your turn. But you cannot change forms to avoid taking damage immediately after being hit.
You lay your hands on a creature who has died, bringing it back to life. The creature must still have a corpse that is mostly intact. If the creature died of old age, they receive a new maximum lifespan of the Guide's choice.
The sacrifice withers your soul. Each time you use this ability, you must choose an additional character flaw. Additionally, you permanently lose 2 HP from your maximum hit points.
If you reduce your max HP to 0 by using this ability, you acquire the legendary Wraith ability, and you permanently enter an ethereal form. Using Sacrifice while at 0 maximum HP permanently kills you.
You delve through time to glimpse an NPC's fate. You may only use this ability once during your entire story, so use it wisely.
The choice you make shapes the story for everyone. The prophecy must come true; the Guide is obligated to honor the fate you have chosen at some point in the story. When and how it emerges is up to the Guide. You may keep your choice a secret from the party.
Choose one of the following things. It will eventually become true, as you have foreseen.
Savior: The creature will sacrifice their life to try to save someone or something.
Betrayer: The creature will betray their allies at a pivotal moment in pursuit of a hidden agenda.
Leader: The creature will acquire a meaningful amount of power and authority over a people or place.
Disgraced: The creature will do something so morally ruinous that they become widely known for their misdeed.
Paragon: The creature will do something so morally good that they become widely known for their righteousness.
You project yourself past all realities and glimpse a place outside time and space – into The Beyond.
Here, you may seek and find a single truth by posing a question to eternity itself. The Guide will give you a fulsome and accurate answer to your question. If you explain why you are asking the question, the Guide will do their best to answer in a way that satisfies what you were trying to discover.
For example, if you asked “Is my friend still alive in another dimension?” the Guide will tell you whether they are alive. If you explain that you asked because you want to reunite with them, the Guide might tell you exactly where they are and how to get there. You must seek fact. You won't find satisfying answers to questions like "What is the meaning of life?"
Casting Eternity Gate is a huge risk.
Roll the Dice:
You receive your answer and may ask a follow-up question.
You receive your answer.
You receive your information and return to your body after one week. Your mind ages by 1 year in the week.
You fail to receive the information and return to your body after one week. Your mind is wracked from wrong turns in your search. You age by 10 years. Choose an additional character flaw.
Your mind is trapped in The Beyond for 100,000 years, where you experience an endless search through a maze of other realities. After enduring this ordeal in The Beyond, your mortal consciousness fundamentally changes when you return to your body after one week. The ideals and flaws of your previous self have washed away during your incomprehensible exile. Choose a new ideal, a new flaw, and a new dream to reflect deep changes in your character's personality.
The Ranger is a great choice
for people who want to play a skilled hunter and survivalist who thrives on the fringes of civilization.
Story and SongCOMMUNE
You use the language of outland folks, gaining the trust of a nearby commoner. You must invent a local saying to exchange with the NPC; it can be something like "It's raining cats and dogs" or "Don't judge a book by its cover." Explain what it means at the table.
Then, if you ask any of these questions, the NPC will answer to the best of their ability.
You sing a song that kindles strong feelings in NPCs nearby. (The song has no effect on hostile creatures.)
Read or sing the chorus of a song at the table and describe your performance. You may write your own or use one from another songwriter. Choose a mood to set for your audience:
Bright: Hearts swell with friendly enthusiasm, sparking joyful conversations.
Somber: The audience falls silent and begins a sorrowful reflection on their suffering.
Proud: Zealous feelings are ignited, making the crowd noisy and excitable.
You appeal to a local myth to gain the favor of a commoner. You create the myth using four parts: an obligation, a lesson, a subject, and a story.
Obligation Decide how the myth affects your target.
Lesson: Using the obligation, say what the lesson of the myth is, like "Give refuge to strangers" or "Always be a fair dealer."
Subject: Name a central person or event.
Story: Describe a dramatic situation the person or event is famous for. Perhaps they were a missionary who fed the hungry or it was a great flood that killed many.
Share the myth with your friends at the table. You may reuse a myth you have created without describing it in full.
You scavenge your area for a short time to find a plant-based remedy for an ailment. You find enough for a single dose. The remedy cures temporary illness and eliminates poison
You entreat nearby flora to provide the party with protection while camping in wilderness. (There must be plants nearby.) Shrubs and thorny vines will emerge around the campsite to provide concealment. The shroud lasts until you leave the camp.
The shroud conceals the light from a small campfire. If hostile creatures advance on the party’s campsite, the trees will rustle and howl to provide 5 minutes of early warning. Creatures can pass through the shroud, but they are hit for 1 HP if they push through. When you regroup (p. 14) inside of the Shroud, your party gains the benefit of a rest.
While in wilderness, you create a distress signal that can be seen by other Rangers. Describe how you send your signal: it can be a smoke signal, a message you leave on a tree, or a similar act.
Within the next day, you will meet an NPC Ranger who comes to your aid. Out of respect for you as a colleague, they will stay with you until they finish helping you with a request. Your request cannot be unlimited, and they will not stay with you forever.
The NPC Ranger has 10 hit points, and comes with equipment of the Guide's choice. You can ask them to do things, but they are an independent character who will ultimately act according to their own interests and ideals.
You scavenge your area for a short time to find a single dose of a magic edible. (There must be plants in the area.)
When you ingest the edible, you embark on an inner journey over the next hour for supernatural insight. You may learn the truth about one of the following things:
If an Invoker invites you along when using their Invoke ability (p. 42), you may use Ritual to join them on their journey to an astral plane. The same rules of the Invoke ability apply to you when joining the Invoker.
PathfinderREAD THE WIND
You concentrate on the language of wind, sensing weather patterns in your region of the world. You are able to glimpse a weather forecast for the next few days in your region of the world.
If you spend 2 AP on this ability, you may choose the weather that you foresee in your region over the next few days, as long as it is seasonally appropriate. You might choose light rain, a thunderstorm, fog, a heat wave, or any other weather pattern, except for natural disasters like tornadoes or hurricanes.
You feel the land in your bones. You cannot get lost in wilderness unless magic is inhibiting you.
You navigate your party to one of the following areas when traveling in wilderness
Oasis: You find a reprieve that has a small amount of nourishment.
Shelter: You find a natural cave that offers shelter from harsh weather.
Ruins: You find minor ruins, like an abandoned keep or a withered statue.
Nest: You find the home of an animal or group of animals, like an otter's den.
You make a sound that travels throughout an underground structure, like a natural cave system or dungeon. (You can clap, make an animal noise, or anything else that might echo.) You sense the general layout of the next three areas connected to yours, plus the layout of any passageways between these areas. The Guide will draw you a rudimentary map, noting any major features, like columns, bridges, or crevasses.
Seek: You ask the tree to search the forest. For example, you may ask to locate a specific creature, an object laying somewhere, or a location, like a cave or building. The tree will commune with its friends and then tell you where it is, how to get there, and how long it will take.
Warn: You ask the tree to watch over the party. Until you leave the forest, trees will begin to sway and rustle if you approach a trap or a dangerous creature. The rustling increases as you draw nearer to danger.
When you find tracks, you can instantly identify the type of creature that left them. If it is an animal, the Guide will share a fact that you know about them, like their habits or personality traits.
You can pick up on the trail of an animal of your choice even if there are no tracks nearby, as long as it is native to the environment you're currently in. You must choose a type of animal to find, like a boar or a squirrel. (You can't use this to find a specific creature.) You find the creature after a short search.
You briefly sharpen your senses, surpassing your normal limits. You can make a ranged attack on a faraway target that you can see, even if it is out of range.
Whenever you roll a 20 with a ranged weapon, you can name a specific limb on a creature to hit with your projectile. The limb becomes disabled and cannot be used until it is restored by a healer.
You take aim and focus your senses, automatically scoring a triumph with a ranged weapon on a nearby creature or object that you target. The hit disables the targeted limb.
You and your party can carefully stalk tracked prey without it noticing you, as long as you try to be quiet. Describe the formation of you and/or your party as you go on the hunt.
When you discover the creature or creatures you were tracking, you can ambush them, even if they were preparing to ambush you. Your party takes the first round, and you get an extra turn.
Choose a specific creature you have met before. You mark them as your nemesis. You may only have one nemesis at a time, and you may freely remove the mark at any time.
Your predatory senses allow you to detect whenever your nemesis is present in your scene, even if they are hidden. You feel a tingle in the temples of your forehead when your nemesis is nearby.
You gain these additional benefits when fighting your nemesis:
FriendSPEAK WITH ANIMAL
You touch an animal that is not currently hostile toward you, forming a telepathic bond with it for the next minute. You are capable of interpreting the animal's thoughts and feelings, and you can have an exchange of communication with it. It can give basic information about things, like how it feels, what it has seen, and what it wants, but it does not understand complex ideas.
You recruit a nearby animal companion who will follow your orders to the best of its ability. It can't be smaller than a mouse or bigger than a horse. You may only have one partner at a time.
The animal is an NPC played by the Guide that acts in addition to you during your turn. It won't willingly leave your area, and if you are separated, it will try to find you. It cannot speak to you, but it can vaguely sense your mood and intentions.Your animal partner has 6 HP and can make basic attacks for 2 damage.
You find a friendly animal nearby and whisper to it, giving it instructions to deliver an item. The item must be small and light enough for the animal to reasonably carry. You can have the animal deliver the item to a place or a specific person. The destination must be within a day's travel time.
You develop a unique telepathic bond with your animal partner that lasts until you recruit a new one. You now passively experience your partner's senses; you catch glimpses of what they see, hear, and feel. You also feel a shadow of pain whenever they are harmed.
At any time, you may enter a trance to leave your own body and take control of your partner. You remain dimly aware of what's happening around your own body. While in the trance, you may control your partner as if they were yourself, though you cannot speak. You may exit the trance at any time.
You whisper a message carried by the wind in all directions. You must have a clear sight line to the sky for the spell to work. The message summons a flying animal to your location. You can petition any kind of flying animal, like a raven or a griffin.
The animal arrives one hour later. As long as you are friendly to it, the animal will obey your commands for the next day. For example, you can have it deliver messages, give you a ride, or cause distractions. The animal will not attack enemies unless it is attacked first.
Your presence is now respected by wild creatures everywhere. Wild animals, except bosses, will no longer attack you unless you harm them. (Trained animals and pets can still be commanded to harm you.) You may now use the Speak With Animal (p. 55) and Speak with Trees (p. 53) abilities for no AP cost if you have already learned them.
Your Animal Partner ability (p. 55) now recruits a more powerful animal. Your partner has 10 HP, can hit for 2 HP, and attack twice per turn. If you have an existing animal partner, it is upgraded to these stats.
You send a call while in wilderness to recruit a small army of animals. They stay with you for the next day. You can choose any combination of wild animals as long as they are native to the area. You may command them, and they all act together during your turn. The group is treated like a single creature with 20 hit points, and they collectively hit for 6 HP, distributed among up to 6 targets.
Your experience as a Ranger has taught you to deal with overwhelming odds. Once per scene, you may devastate a group of minions in an impressive acrobatic fashion. You instantly kill half of all nearby minions, rounding up.
You become the friend of a wilderness region that has meaning to you, like a forest or a valley. The region cannot already be under the control of a boss.
You are known to all living things in this area as its ally. You may now use the Shroud (p. 52), Speak with Trees (p. 53), Navigate (p. 53), Track (p. 54), and Speak With Animal (p. 55) abilities within your chosen land for no AP cost, if you have already learned them.
When you become the Friend of the Land, a group of volunteer creatures living in your chosen land will create a natural fort for you in a location of your choice. It takes one week to create. It should resemble in spirit something animals might create, like a giant ant hill, a meerkat manor, a nest in the trees, or a beaver's dam. It has up to 20 rooms, including a kitchen, a great hall, and an armory. The keep is watched over full-time by allied animal sentries who will notify you of intruders or guests.
Additionally, a small staff of volunteer animals will routinely forage for you, making sure the keep is stocked with vegetables, fruits, and other natural foods from the area that they can collect. They will occasionally invite you to play with them.
Play The Naturalist
if you want to explore an intimate bond with the wild creatures and raw elemental forces of your world.
You take the form of a wild animal, adopting its shape, senses, and range of motion. You may choose any creature that is no smaller than a mouse and no larger than a horse. Everything you carry becomes part of your animal form.
While in animal form, you have 6 HP. You may make basic attacks that hit for 2 HP. You can't cast spells, use items, or speak languages while transformed.
You can return to your normal form at any time. When transforming back, you regain the hit points you had before you transformed. Falling to 0 hit points while transformed instantly returns you to your normal form.
You enchant a small amount of water in a container that you are holding. When you spritz the water on a creature, they grow small but visible gills, allowing them to breathe underwater for up to 1 hour. This spell enchants enough water to use 6 times.
You extend your hand and close your eyes, permanently turning a nearby metal object into a weave of delicate plants. (The object cannot have magical properties or be larger than a door.) Describe the plants that the object turns into.
You turn the surface of a nearby commoner or minion to stone for the next minute. The target cannot move, see, hear, or speak during this time. The creature has 50 hit points while petrified. If its hit points are reduced to 0 during the spell, it shatters to pieces and dies.
You encase your armor or clothing with a chitinous shell. The shell absorbs up to 10 hit points of damage. If you were hit by a nonmagical weapon, the weapon shatters to pieces. The carapace crumbles away immediately after it takes damage. You may cast this spell as a reaction to an incoming attack during another creature's turn.
This is a master version of your Animal Form spell (p. 58). The rules are the same, except for these differences:
You open your palm, conjuring a poisonous thorn that you shoot in a straight line toward a nearby target creature or object. The thorn hits for 2 HP.
Roll the Die:
The thorn's poison is amplified. If you hit an organic creature, its skin becomes swollen, it cannot see beyond its reach, and it can't speak or cast spells until the end of its next turn.
You touch a container holding food, water, or oil. For the next minute, the container summons a surplus of its contents, spilling the excess material out generously. For example, if you touch a pitcher of water, it will overflow and cover the floor. Or if you touch a sack of grain, it will burst open, creating a large pile.
You summon a wisp of light high in the sky directly above you. (You must be outdoors to cast this spell.) For the next hour, the wisp sheds light on a huge area, allowing you to see far in the distance. It matches your movement such that it is always located above you. The area the light touches looks as if it were lit by daylight.
Your eyes glitter like dancing wisps as you conjure a dazzling prismatic aurora above you in the sky. The aurora is visible to creatures up to a kilometer away and lasts for the next 10 minutes.
Commoners: Any common folk who can see the aurora are dazzled and stop what they are doing to stare at it.
Minions: Minions are also dazzled by the spell and stop what they are doing to stare at it. Hitting a minion frees them from the spell's effects.
Bosses: The Guide must roll the die. On a 2-10, bosses are dazzled and must choose between moving and acting during their turn. On a 1, they are stunned in place until the spell ends or if they are hit.
You hum a reverberating melody, summoning a coterie of magical wisps from the ages of creation. The wisps were powerful beings of light who once roamed the omniverse. Now, like dying stars, these ethereal remnants are burning the last of their energy. They are no longer sentient, but seem to sense the world around them. For the next minute, the wisps float about the area, restoring the hit points of all creatures and animating new plant life. Every creature in the scene stops what they are doing while the wisps are present and remain still with awe until they fade to the beyond.
You blow cool air, creating freezing winds that swirl around a nearby creature or object. Affected creatures feel a deep chill in their bones and are hit for 1 HP. You can use the spell to snuff out small fires.
You freeze a nearby commoner, minion, or object, encasing it in ice until you leave the scene. If you freeze a creature, it cannot move or act. The ice shatters, and the creature is freed if it takes any additional damage.
You blow hot air, creating scorching winds that swirl around a nearby creature or object. The heat is enough to make the creatures very uncomfortable but not enough to harm them.
You overcharge the spell and ignite the target in flame instead, hitting it for 2 damage and setting it ablaze.
Choose a target creature or object you can see. A bolt of lightning strikes it from the sky or from your hands, dealing 8 damage and creating a deafening blast of thunder. If the creature has metal connected to their body, it becomes molten, hitting them for an extra 2 HP.
You shape an orb of fire suspended in the air in front of you and send it streaking in a straight line toward a target you can see. The fireball explodes on contact, dealing 6 damage to any creatures and objects it hits. You can shape the spell to avoid allies or creatures you do not want to harm.
Roll the Dice:
The explosion hits all creatures near the point of impact for double damage.
The explosion hits up to 4 creatures near the point of impact.
Choose one: the explosion hits you and up to 4 creatures near impact, or the fireball fizzles into a cloud of smoke.
The fireball misses and hits random targets of the Guide's choice.
It explodes in your face, hitting you and up to 3 nearby creatures.
You swirl your hands in the air, producing a thick fog centered on you. The fog rolls out rapidly, spilling around corners and down slopes. Within a few seconds, you blanket everything nearby in fog. Creatures inside the fog cannot see beyond their reach, preventing them from making ranged attacks. The fog disperses after you leave the area, or if the area is hit by strong winds.
You create a howling vortex within a body of liquid that you can see. The vortex lasts until you leave the area. Any creatures touching the vortex are violently sucked in, submerged, and then spit out, each taking 2 damage.
You close your eyes and stir the air, shaping the winds around you. A gale forms that you can spread across an area of any size and shape in your scene, as long as you can see its area of effect. Inside the area of effect, wind blows at ferocious speeds, kicking up dust and sending small objects flying. Creatures inside can't see far away, only what's nearby.
When you begin the spell, the gust knocks creatures to the ground and sends them tumbling backward until they leave the area of effect. Creatures outside of the gust cannot enter it unless they are larger than the area of effect.
You whisper a magical incantation to a flowing river within range. The river gathers a surge of strength upstream. A torrent of water arrives at your location in the path of the river 15 seconds later. All creatures caught in the torrent are swept downstream and deposited on shore far away, beyond where you can see.
You produce a circle of dark, electrically charged clouds somewhere you can see in the sky. The storm lasts until you leave the scene. While the storm is active, you may call upon it to produce these effects:
You cause a downpour.
A deafening crack of thunder shakes the ground. All creatures under the storm cannot hear anything beyond their reach until the end of the scene.
If you have learned the Shock ability, you may use it for 3 AP.
A bolt of chain lightning rips through NPCs you can see, hitting them each for 4 HP. Spend 1 AP per target.
Eagle: You gain eagle-eye vision for the next minute. You can see anything in your line of sight clearly, even if it is far away, and you can detect faraway movement that would be imperceptible to a normal person.
Cat: You purr softly under your breath, imbuing up to 6 nearby creatures with the spirit of the cat. For the next hour, affected creatures gain the ability to see things nearby in complete darkness as if they were in a dimly lit room. The effect cannot pierce magical darkness. Affected creatures may occasionally feel the urge to stop what they are doing and clean themselves.
Wolf: You howl, imbuing up to 6 nearby creatures with haste. (Howl at the table.) For the next hour, creatures affected by the spell can outrun any other creatures while traveling by foot.
You sharpen your sense of danger for the next hour. You feel a subtle signal in your body whenever you will imminently be threatened by another creature. (The hair on your skin might raise, or you might feel a tingling in your bones.) This includes creatures that you can't see.
If you detect a creature this way, your party cannot be ambushed. (If you detect a creature trying to attack you, your party gets the first round in combat.)
You extend your senses for the next hour. Choose two effects each time you use this ability:
Aurasight: Detect a faint outline around anything that is currently affected by a spell.
Infrasight: Detect objects nearby whose relative heat makes them stand out, like creatures with warm bodies. This works through walls.
Darksight: See in darkness nearby as if it were dimly lit.
Mirrorsight: See around corners inside of enclosed spaces, like buildings. You must be within reach of the corner. (For example, you can see around the bend of a hallway.)
Realsight: Detect whether something is an illusion. Illusions you detect with this spell appear to flicker.
You whisper a rhyming couplet to the living plants around you. You can write your own or borrow one from another author. Use one that plants might appreciate, like "Hear my voice ring, and welcome the spring."
Your brief poem entreats the plants to produce a harmless effect by moving or growing slightly. The things you want to manipulate must be within range. You may make trees rustle, cause leaves to fall, get plants to bloom, vines to expand, and seeds to sprout.
If you can explain how, you can have the effect deal 2 HP of damage to a nearby target. For example, you might have vines grow thorns and lash a creature, or have a tree shake its acorns on their head violently.
If you encounter a stone monument, like a mountain, canyon, or statue, you may touch it to channel its ancient wisdom. You must tell the stone a story about your family — perhaps a memory of a gathering, like a holiday. Give this story at the table.
The monument reciprocates your offering by sharing its wisdom.
You manipulate the elements to change the current season everywhere within 1 kilometer of your location. You can choose any season for the world you inhabit, and the effect lasts for the next day. The spell takes a minute to cast; the effect emanates rapidly from your location. The weather inside the zone will be unpredictable, but typical of the season you choose. For example, if you turn a hot season to a cold one, you may bring snow.
Roll the Dice:
You choose the season and may also choose the weather inside the area (excluding natural disasters like hurricanes). The effect lasts for one month.
You choose the season and the weather (excluding disasters).
You choose the season.
The Guide chooses the season, and a storm begins to affect the region that makes travel more difficult.
You accidentally cause a natural disaster to form. The Guide chooses the disaster.
You channel elemental fury. You create a storm centered on you with a radius of 1 kilometer. It lasts as long as you wish to channel it, but you take 1 HP of damage for each turn you spend maintaining the spell. You may choose the size of the storm eye, which is safe inside. Choose the nature of the disaster each time you cast this spell:
Lightning: Electricity streaks through the storm, arcing through conductive objects and lashing any NPCs caught in it. Each NPC caught in the storm is hit for 2 HP during each turn you cast the spell.
Blizzard: Water condenses in the storm field, turning into apple-sized balls of hail. The air temperature in the storm field is freezing. NPCs in the storm field are hit for 1 HP during each turn you maintain the spell. Creatures cannot see beyond their reach in the howling whirl of ice.
Hurricane: Sustained winds of terrifying force whip through the storm field. Weak buildings are completely destroyed, all windows are shattered, many roofs will cave in, and trees may be uprooted. Most unsecured objects are picked up by the storm and sent flying far away. Any NPCs caught in the storm field are blown around, can't move, and are hit for 4 HP for each turn you cast the spell.
Your physical essence becomes permanently intertwined with that of a chosen animal’s form. The animal can be no smaller than a mouse and no larger than an elephant. You may only choose this form once.
You may morph back and forth between your original form and your chosen form at will. When you change between forms, you maintain your current hit points.
You adopt the animal's natural capabilities while you are transformed. For example, if you transform into an eagle, you may fly. Your basic attacks in animal form hit for 3 damage.
You may now cast spells in animal form and speak telepathically to your allies.
You can still use the Animal Form and Shapeshift abilities (p. 58), and the rules for those abilities still function as usual.
You return a crafted object to nature, instantly reducing it to dust.
The object must be small enough to fit inside a 10x10-meter cube. The transformation is permanent and cannot be reversed.
You become the seed for a new world. Casting this spell consumes your life forever; you can never be brought back.
Your entire knowledge of nature manifests in the spell. When you cast it, your body dissipates in radiant light, becoming a cascading wave of energy that transforms the planet you are on. The wave of energy first alters the atmosphere, making it capable of supporting life if it is not already suitable.
Then, a blooming cascade of living flora emanates from your location, rapidly growing and overtaking the planet’s surface. The bloom radiates outward from your location until the entire planet is transformed. The spell forms oceans and rivers if they do not already exist.
If you choose at the time of casting, the spell disintegrates any constructed objects, like buildings or infrastructure, returning the land to nature. Any objects that are destroyed in this way are done so gracefully, such that existing living things, like people and animals, are lowered to the ground unharmed.
This is a permanent transformation that cannot be stopped, interrupted, or reversed by countermagic.
The Doctor is a good choice for people who want to be the party’s healer or someone who plays with the forces of life and death.
You gently touch a creature, immediately restoring 5 HP and mending minor wounds like cuts and bruises. The spell does not remove impairments, heal permanent wounds, or cure disease. You cannot use this spell during combat.
You say something comforting to a nearby creature, alleviating them of anxiety, pain, and discomfort for one hour. In this state, the creature cannot be affected by fear or confusion. For a brief time, they feel better than they have ever felt before.
You embrace a creature with a caring touch, restoring all of their hit points. After a short time, the creature is relieved of any short-term impairments. The spell does not remove permanent conditions. If you are using Heal on another member of the party, they may contribute any amount of their own AP to help pay for the spell.
You touch a living creature, completely restoring them to their normal state over the next few minutes. (You cannot cast this spell while in combat.) The spell restores all hit points and removes any harm or damage. If you are using Restore on another member of the party, they may contribute any amount of their own AP to help pay for the spell.
You whisper a brief lullaby, putting any number of nearby commoners to sleep for up to one hour. You can write your own lullaby or borrow one from another author. Read it at the table.
Creatures affected by the spell collapse and enter a dreamful state, but wake up immediately if they are harmed.
You can intensify the spell to affect nearby minions. Add 1 AP for each minion you wish to put to sleep.
You touch a creature within range, causing its surface to swell and harden. During this time, they feel numb to external pain. Their hardened shell absorbs up to 2 HP from physical hits. Any damage dealt in excess of 2 HP hits the creature normally. The creature's skin returns to normal after 1 minute.
You place up to six nearby creatures in suspended animation for up to an hour. (You may only cast the spell on yourself or willing allies.) Creatures in this state cannot see, feel, speak, or move, but they remain semiconscious and can hear what is happening around them.
Affected creatures become cold to the touch, and their pulse is undetectable, appearing to be dead to onlookers. Only magic can reveal the ruse. Affected creatures wake immediately if they are harmed and may choose to wake at any time.
You touch a creature, reshaping their facial appearance. You can make them look older, younger, or like a completely different person. If you are making them look like a specific person, you must be able to see a reference of their face while you are casting the spell.
The transformation is permanent and can only be reversed with the Restore spell or by casting Reshape again.
You entwine the life-force of two nearby creatures. Choose one effect each time you use this ability:
Two-way link: When either of the linked creatures is dealt damage, the damage is also dealt to the other creature. This does not include damage that hits the creatures simultaneously (like an area of effect spell).
One-way link: Choose one of the linked creatures. Any time damage is dealt to this creature, it is also dealt to the other.
Leyline: When either of the linked creatures is healed, the other creature receives the same amount of healing.
You naturally sense whether any remnants of the dead (spirit creatures) are nearby, but not their positions. The Guide will notify you when this sense is triggered.
You sense whether any sentient creatures have died nearby and how long ago they died. You can sense the location where any creatures died, as well as the general nature of their death; you sense if they were killed by natural causes, an accident, or foul play.
You extend your vision, allowing you to see spirit creatures who are invisible. This effect lasts until you leave the area.
If you are aware of one or more spectral creatures nearby (like ghosts), you may communicate with them. You do not need to be able to see a spirit as long as you have sensed its presence, like with the Deathsense spell.
You may have a conversation with the spirits for up to a minute, and you communicate with them telepathically. You must share a language to understand each other. Spirits must want to respond; if they choose not to speak to you, your adventure point is refunded.
You animate a nearby corpse or skeleton, making it your thrall. It can move around, but it cannot leave your scene. The spell ends when you leave the scene.
You control the creature telepathically. It is not conscious, and it only follows your commands. The creature has 3 HP and can attack for 1 HP.
Dark Passenger: You merge the creatures. The spirit creature becomes a permanent passenger in the living host's mind. The passenger can't control the body, but it can experience its senses and talk to the host telepathically.
Steal Host: The host creature's consciousness fades away. The spirit inhabits and takes full control of the host's body. Fragments of the host creature's memory remain and will occasionally arise in thought. (This can only be used on bosses if they have less than 20 percent of their total HP remaining.)
You grip an organic creature within reach and create a necrotizing wound. The wound turns flesh blackgreen and branches out from where you touched them. The spell hits for 1 HP immediately, and again at the beginning of the target's next turn. (A total of 2 damage.) Affected creatures can only recover these hit points with the Restore spell (p. 67).
You touch a creature, giving them a combination of effects for the next hour. You may choose up to three effects from this list:
Wakefulness, alertness, increased confidence, euphoria, laughter, vivid sensations, relaxedness, sweating, nausea, chills, or irritability.
You touch a creature, cursing them with an affliction that lasts up to 1 month. Roll the Die.
Choose a symptom each time you use this ability:
The Sillies: The creature acts completely out-of-character in a silly and carefree way. This may change their goals.
Clumsy: The creature's extremities feel awkward to use. They are unable to wield weapons effectively and they drop things constantly.
Blighted: The creature can't recover HP.
If you roll a failure, the affliction becomes contagious, rapidly spreading to any creature that touches your target. On a catastrophe, you also become afflicted.
You touch a creature and cause their body to wither. Their lifespan does not change, but they experience some of the effects of advanced age. They begin to feel as if death is approaching on the horizon — a condition that may change the creature's behavior and goals.
You touch a commoner or minion and curse their heart. (This spell only works on creatures with a heart.) You may choose to instantly cause their heart to explode, killing them. Or you may turn their heart into a time bomb that explodes after a delay of up to 1 year.
If you use this spell on a boss, it acts like a tripwire. If the boss is reduced to 20 percent or less of its maximum hit points while cursed, its heart explodes and it dies instantly.
You alter the nature and intensity of a nearby creature's physical sensations for up to 1 hour. Choose one effect each time you use this spell:
Temperature: The creature feels a relaxing sensation of inner warmth or a cool external breeze. Or you can make them feel too hot or too cold.
Nourishment: The creature either sees food and drink as revolting, feels an insatiable hunger and thirst, or feels perfectly fed and hydrated.
Comfort: The creature either feels relaxed wherever they sit or lay, or they cannot find comfort however they arrange their body.
You touch a creature and manipulate their perception of color. For instance, you may make a target creature see green as purple. Or you may combine multiple colors, perhaps making the target see yellow and green as blue. You can also cause the target to see oversaturated colors, undersaturated colors, or give them monochromatic vision. You can choose any number of changes and combinations as long as they do not overlap.
You touch a commoner or minion, transporting one of their senses to a random part of the omniverse for the next day. You may choose to transport a single sense: feeling, sight, hearing, smell, or taste. The creature will experience its new surroundings as if they were actually there.
You touch a creature, causing it to perceive a specific thing or a category of things falsely. For example, you might have them see the town mayor as a clown or all wolves as puppies. Or you might have them think that freshly baked bread smells like fire. The spell lasts until you cancel it or until the creature is harmed by the effects of the deception.
You touch a creature, erasing its memory by up to 1 month in the past from the present day. This ability only works on sleeping creatures.
You may extend the memory loss by spending additional AP on the spell. Each AP you spend increases the effect by up to 1 additional year.
ExaminationExamine the Dead
You evaluate a corpse within reach. The corpse must be intact enough for you to look at it. (It cannot be completely obliterated.) After a minute of inspection, you are able to determine the creature’s exact cause of death. You are also able to determine the time and date of its death.
You touch a creature, extending your senses to diagnose a mysterious affliction, like a disease, spell, or curse. You must correctly guess the entire name of the affliction. If your guess is wrong, the spell fails and you must spend 1 AP to try again.
The Guide will give you blanks to fill in that show how many words are in the name and how many letters are in each word. You may start by guessing letters that appear in the name. If you guess a letter correctly, the Guide will reveal everywhere that letter appears in the name. If you guess incorrectly 6 times, the spell fails. Roll the Die:
The Guide fills in half of the letters in the name.
The Guide fills in one vowel and two consonants.
The Guide fills in one consonant.
Once you have diagnosed an affliction, you can automatically identify it in the future by touching a creature.
If your scene contains something overtly suspicious, like a dead body or blood on the walls, you may investigate by considering things that seem familiar to you. You must pontificate about your past experience at the table to explain what is familiar to you.
Choose three details you already know about your scene. If you need more detail, ask the Guide what you sense.
You can then begin your short speech by saying something like, "This reminds me of the curious case of _________________________." Explain where you have seen the details in your scene before.
When you are finished, the Guide will reveal a useful clue about your scene to you. The Guide will choose one of these clues:
You touch a creature, reversing or accelerating its development to a stage of life of your choosing. (This can only be used on bosses if they have less than 20 percent of their total HP remaining.) For example, you may revert an adult creature into a child, giving it the opportunity to grow old again.
The creature retains all of its memories, unless you revert it to infancy. The creature obtains the basic physical capabilities appropriate for its state of development.
You banish a nearby spirit creature to a random shadow plane for the next hour. You do not know its destination. When its imprisonment is up, it reappears at its previous location.
You permanently banish a nearby spirit creature to a random shadow plane. (This can only be used on bosses if they have less than 20 percent of their total HP remaining.)
You touch a creature within reach, placing them in a permanent and peaceful sleep.
You may choose to tie the spell to a trigger that can cause it to end; for example, cursing them to sleep until they are embraced by a family member, or tying it to an object that must be destroyed to end the spell.
You can end the spell at any time you choose. You can only maintain this spell on one creature at a time; if you cast it again, the previous spell ends, freeing the creature from stasis.
(This can only be used on bosses if they have less than 20 percent of their total HP remaining.)
You touch a creature without selfawareness and bestow them with the bitter gift of selfhood. You must recite a statement at the table about what it means to be alive. It can be a passage from a book, a poem, or something else that expresses ideas about the meaning of life.
The target of the spell falls unconscious for the next minute as their body rapidly experiences 1 million years of evolution toward self-awareness. The evolutionary process alters the animal's physical features and capabilities in ways you may not expect.
The new creature is thrown into the world with competency in one language, a sense of self-identity, and a vague awareness of its past life, including a few specific memories of significant moments. Another way of putting it: they are now a person like you.
The creature knows you gave it life.
You should play The Spy if you want to roleplay a supremely skilled character who relies on practical means to achieve their aims. It’s a great choice for playing a secret agent or roguish assassin.
You are an expert in the study of cosmopolitan cultures, particularly in cities and nations. If you are falsely presenting as a citizen or official of a city or nation and your authenticity is challenged, you may use a local mannerism to fool common people.
You must come up with the mannerism and describe it to the table. It can be a gesture, like a special handshake, a common saying, or some other idiosyncrasy from the people you are pretending to belong to.
If you are caught doing something prohibited or mischevious, you can use clever thinking to evade suspicion.
You must appeal to something that your adversaries find agreeable. The Guide will choose one of these as the right answer, and secretly write it down:
Orders: Someone with authority commanded you to do it.
Ignorance: You didn't know better. It was a genuine mixup!
Graft: You offer something of value from your inventory to make this go away.
You must guess the right approach, and describe how you make the appeal.
For 1 AP, the Guide eliminates one of the incorrect choices.
After you give your story, the Guide will reveal the choice they wrote. If you guess correctly, your adversaries will leave you alone.
You impress common folk and minions by pretending to be someone notable.
You initiate the ruse by giving a special wink to a party member. Then, each of your nearby party members must proclaim an incredible fact that creates your identity. For example, a party member might begin by calling attention to you as a fabled writer, a storied warrior, or a sports hero. The other members of the party should build on this fake identity until everyone has contributed. Each claim should be more fantastical than the previous one.
When everyone is finished, you draw a captive audience of nearby creatures who crowd around you.
You make a basic attack on them.
You incapacitate a commoner or minion by touching one of their pressure points. They fall to the ground unconscious for the next 10 minutes, or until they are harmed.
You kill a commoner or minion instantly. Describe how you take them out.
You combine basic goods from any well-stocked general store to create poison. You create enough poison for one use. You can apply it to weapons, put it in drinks or meals, or serve it to a creature directly. Regardless of delivery method, each use of the poison can only affect one creature.
Choose any combination of effects:
1 AP Blue.
The victim falls asleep for 1 hour.
2 AP White.
The victim writhes in extreme pain for 1 hour and is unable to speak.
3 AP Purple.
The victim collapses and is paralyzed for the next day.
4 AP Black.
Commoners and minions are instantly killed. Bosses are hit for 10 HP.
6 AP Clear.
The victim experiences no symptoms and dies 1 week later. (This does not work on bosses.)
A single-shot hand cannon that uses a silent magic charge to propel a slug. The Death Hand can sense your target and guide your hand to make a perfect shot on any target you can see in your scene, including those that are far away. The shot hits for 6 HP. It instantly kills commoners and minions.
You must spend 3 AP and one turn each time you recharge the weapon.
You place a bounty on a commoner or minion's head for their capture or death. You must offer an item of value as a reward in addition to the AP cost of this ability that is at least rare in quality. Bounty hunters will compete for the prize. If for capture, you may specify where they are to be taken. If you mark them for death, you may require any manner of proof that the deed was done.
Roll the Die:
The deed will be done by the end of your play session.
The deed will be done by the end of your next play session.
The target learns of the bounty and places one on your head. You are not sure who bounty hunters will reach first.
Unless you are actively searched by another creature, you can conceal up to two weapons in your clothing without being noticed, provided you’re wearing enough to reasonably conceal them.
Any time you are in a room like a bedroom, armory, or office, you may find objects to use to put together a convincing disguise. Depending on where you are, the disguise will offer at least one signature element of your deception, like a uniform, a membership insignia, or a style of dress. The disguise automatically fools commoners, but minions and bosses may question you.
A magical messenger pack with a hidden switch in the clasp. When activated, the switch turns the bag’s mouth into a portal to a shadow plane where secret objects may be stored. When the switch is deactivated, the bag functions normally. Spy items stored in the pack do not count against your inventory limit. (This allows you to carry more than 12 items.)
The pack is paired with a magic amulet that has a button on it.
You press the button on the amulet. The Blink Pack is teleported to your hands from wherever it is in the omniverse.
A hilt to a basic weapon, like a sword or dagger.
If you imagine a common weapon while holding it, the hilt instantly morphs into that weapon. It hits for 2 HP in any form. When you no longer need the weapon, it reverts to its form as a simple hilt.
A magic cape that makes everything but your shadow invisible.
When you activate the cape's ability, it shimmers and sparkles briefly before you and everything you are carrying vanishes. You are invisible for the next minute, but you still cast a shadow when you move. The shadow disappears when you are still.
While invisible, common folk and minions won't notice you passing by unless you make a lot of noise. If you attack while invisible, the cape deactivates and you become visible again.
A pair of devices that allows you to track something.
The kit includes a magical tag the size of a tiny bead that is sticky and can be applied to most surfaces. The tracker is linked to a magic compass that shows the direction the tag is in.
The arrow on the compass is black. It turns gold when the tag is in your scene, and begins to vibrate softly.
Eyeglasses that let you see in natural darkness as if it were daylight. The glasses can be permanently upgraded with these capabilities:
Add the ability to magnify the details of small nearby objects, or zoom to see faraway things clearly.
Add infrared vision that lets you see an outline of things that are generating heat nearby. This ability works through walls.
Add the ability to detect whether something is an illusion. Illusions you detect appear to flicker and distort.
Each of these modes can be toggled while wearing the Spyglasses by turning a dial on the side of the device.
A magic amulet that allows you to eavesdrop on a communications device.
When holding the Cloner next to a spell or object that transmits communications, you may clone its signal. You share a telepathic link with the Cloner, and you automatically hear any messages being transmitted through the cloned device in your mind. You may only clone one device at a time; pairing the Cloner with a new device will break the link with the previous one.
The Seeker is a levitating orb as large as the palm of your hand that responds to your commands telepathically. It shimmers and is almost invisible, but it makes a low humming noise as it moves.
You can make the Seeker travel just out of your sight or to an adjacent room. It can tell you how many creatures are in a space, but not what kinds.
The Seeker gives you a rudimentary mental map of an adjacent room. The Guide will draw an outline of the room, highlight any major features (like columns or crevasses), and mark the exact location of any creatures.
A magic book that copies things. You can make a Dossier of any size — from a pocket-sized folio to a coffee table book.
You can use the book to copy any kind of writing or drawing that is pressed against its pages. For instance, if you press a handwritten letter against one of the Dossier’s pages, a legible but imperfect copy will appear inside.
A magical pen that guides your hand to copy any writer's personal style. On the end opposite the pen tip is a magical stamp that can create forgeries of official seals. By bringing the Mimic within reach of a handwritten document, it automatically learns how to reproduce the document's handwriting styles, signatures, and seals.
You use Mimic to create a single document forged in any style the pen has previously learned, including the reproduction of any official stamps or seals.
A small magic gem that can be activated to record sounds nearby for up to 1 hour. If you have the Cloner (p. 78), you can insert the Listener into a socket on the amulet. When they are paired, you can have the Listener record sounds that the Cloner intercepts. The device can record up to 1 hour of sound, and you can squeeze it softly to have it audibly play back the sound. Using the device to record makes it completely forget the previous recording.
You activate the Listener. It records anything it hears, paying particular attention to spoken words.
Crypto is a ring of opaque glass that glows when brought near glyphs, like writing on a piece of paper or stone etchings.
You activate Crypto to translate languages or decode secret messages. The ring reads any object you bring within reach. A translation of the source material emerges, scrolling around the band as you read it. When it is finished translating something, the ring deactivates.
A magical grappling hook that gently glides itself upward, like a balloon, until it reaches and attaches to a ledge. You can tie any length of rope to the hook.
Activate the Feather Hook.
Your skills of improvisation are unparalleled. When you are in a room with everyday objects at your disposal, you may hastily craft one of the following items in less than 1 minute:
Tripwire: You create a wire attached to an auditory trigger that makes a loud noise when someone crosses it.
Poison Trap: If you have poison, you may create a small floor trap that poisons the first creature to step on it.
Simple Weapon: You fashion a makeshift weapon that hits for 2 HP.
Periscope: You can make a small periscope that allows you to look over objects and around doors that have a bit of clearance.
A key that magically senses the mechanism of a physical lock and morphs itself to fit it perfectly. In its default form, the device is a simple key with no teeth. By twisting the key's handle, you can make it revert to its default form.
The key morphs to fit a new lock. You must spend 2 AP each time you make the key morph to fit a new lock. The key remembers locks it has previously defeated and can morph to fit them for no AP cost.
A magical folio that reveals the floorplan of a building.
You press the Blueprint against an interior wall of a building. Magic ink appears, revealing the building's layout for the entire floor you are currently on.
The Guide will draw you a basic map of the building, including an outline showing the shape of rooms and hallways and marks showing where doors and windows are. The Blueprint only works on artificial structures. (It does not reveal the layout of caves or other natural systems.)
If you also have the Seeker (p. 78), the Blueprint can show its location in real time, as well as the location of any nearby creatures that the Seeker detects.
Each persona consists of a wardrobe, credentials, and a backstory. You may create and describe each element of the persona.
When you use your alternate identity, you must outwardly present yourself as that person by wearing their costume.
You create the persona of a common person of average means, like a farmer, artisan, traveling salesperson, priest, soldier, or teacher.
When using a commoner's identity, you can effortlessly blend into crowds and travel unnoticed in public spaces.
You create the persona of an officer (someone in a position of formal authority), like a politician, judge, military officer, guild leader, or ship captain.
When using an officer's identity, you may:
You create the persona of an aristocrat, like a prominent socialite, wealthy business owner, ambassador, or governor.
When using an aristocrat's identity, you may:
The Shadow Cutter is a wearable bracelet that you can stretch to form a hoop large enough to crawl through.
When you press the device against a solid surface, it can be activated to create a hole of an equal circumference, up to 1 meter deep. When you're done using it, it collapses to its original size.
When activated, a low buzzing sound can be heard by all creatures nearby. The material behind the device is instantly teleported to a random shadow plane.
A small mask that projects an illusion, transforming your image and voice. The mask records the appearance and voice of every nearby creature you encounter and remembers them forever.
You activate the mask, projecting a convincing illusion that gives you the appearance of any creature it remembers. Additionally, it changes your voice to sound like the creature you're impersonating. It is capable of fooling everyone but the impersonated creature's closest friends and family.
When you infiltrate a person's office, encampment, or home, you discover sensitive information about them. The Guide chooses two things from this list to reveal to you:
The Guide will imagine the specifics of the information you receive. They will also choose the document that reveals it, like a receipt, a diary, or a letter.
and shaping their reality.
Choose The Magician if you want to use spells that affect the mind and the senses. The role is a great choice for people who want to play a dazzling performer
or a devious manipulator
You produce a tiny magical effect to surprise, delight, or confuse those around you. Choose any combination of these effects each time you use this ability:
Light: You create a harmless display of light, like a flickering flame or a pattern of sparks. You can also snuff out or ignite small light sources like torches.
Sound: You create a small, brief sound effect, like a wind chime, an audience clapping, or someone whispering.
Smell: You conjure a smell of any kind, like a freshly baked pie or a cesspool.
Touch: You give one or more nearby creatures a gentle physical sensation, like someone tapping them on the shoulder, a chill breeze, or the feeling of goosebumps.
You dazzle a nearby commoner or minion with an optical illusion. (The creature must be able to see.) Until you leave the area, the creature cannot move, take actions, or respond to conversation. The spell ends if the creature is harmed.
You make a suggestive gesture, redirecting a nearby creature that is currently hostile toward you. The target redirects its anger toward a different adversary. (The spell does not work if the target has no other enemies nearby.) This effect is canceled if you harm the creature.
You conjure a major illusion no larger than 100 meters in any dimension. The illusion can be of anything that fits within the space, and you can program it with looping mechanics. For instance, you can create the illusion of an oasis, a pile of treasure, or a lumbering giant guarding their territory.
If a creature touches or passes through the illusion, they will no longer see it. Creatures with the ability to detect magic may discover the deception.
You make a nearby creature or object invisible for the next minute. If it is a creature, everything they are wearing and carrying also becomes invisible. If a creature attacks while invisible, they reappear.
Add 1 AP for each creature or object you target with the spell beyond the first.
You vanish momentarily, reappearing with two illusory duplicates at your side. Your duplicates travel alongside you and perfectly mimic all of your movements.
If a creature attempts to target you, the Guide must flip a coin. If it turns up "heads," you are targeted; on "tails" one of your duplicates is targeted. If one of your duplicates takes damage, it disappears.
You read the mind of a nearby NPC and produce an illusion of a creature they find extremely irritating. Only you and the target of the spell can see and hear the illusion.
For the next 10 minutes, the illusion relentlessly mocks and taunts your target, provoking their full attention.
You may control the illusion directly and have it manipulate small objects. For example, you can have it steal an item from the target and lead them on a chase. Or you may let the illusion go wild, allowing the Guide to narrate its behavior.
Imagine a creature. You create a convincing illusion of it that appears nearby. It looks, moves, and sounds like the creature you imagined. It even feels real to the touch. The illusion has 6 HP and vanishes at 0 HP.
The illusion can behave independently and travel away from you. You can program the illusion's routines. For example, you may have it clean a house, patrol an area, pretend to be busy, or give it a combination of tasks and behaviors. You can also set rules for it, like "Don't harm anyone for any reason" or "Don't let anyone pass through this door."
You share a telepathic bond with the illusion when it is nearby, and you can control it directly during your turn. You can make it move, act, and speak your lines. It can hold and use weapons to make basic attacks.
After 1 day, the illusion will automatically travel out of sight of other creatures and then vanish.
This spell costs 4 AP instead if you use it to create an illusion of a creature that already exists. You create a perfect double of the creature that looks and sounds like them. It can fool everyone but the creature's closest friends and family.
You briefly gain the ability to see beyond physical reality. For the next hour, you are able to see the following:
Magic: A faint aura surrounds any person or object currently affected by magic.
Illusion: Any illusory creature or object slightly flickers, but you do not see its true form.
You telepathically send a message to a nearby creature. They know you are speaking from within their mind, but they hear you as if you were speaking out loud.
You create a link with the creature that allows them to respond to your whisper. If they respond, you may have a telepathic conversation with them for the next minute.
Choose a creature you have met before. You must know the general area where they are presently located. You may communicate with each other telepathically for up to 1 minute.
You can create the telepathic link, even if you do not know where the creature is located. They can be anywhere.
You enter the mind of a nearby creature and temporarily learn their language for the next 10 minutes.
When you cast this spell, you may also attempt to permanently learn the creature's language by playing a game of charades. (This happens at the table out of character.) The Guide will write down a word or phrase on a piece of paper and then secretly give it to you.
Start a timer. You have 1 minute to silently act out the word or phrase. If another player correctly guesses the word or phrase, the spell is successful.
You gaze into the mind of a nearby creature, discovering a prominent intention. Choose one effect each time you cast this spell:
You summon an illusory bird somewhere nearby that keeps watch over an area that it can see. It remains there until you dismiss it. You may only have one Little Bird at a time.
You share a telepathic link with the bird. It will message you when it witnesses something you specify, like a specific creature entering a room or a door opening. The bird will wake you up to tell you what it sees if you are sleeping.
Imagine an elaborate feast of any culinary style. You summon food and drink, your choice of furniture (if necessary), and your choice of dinnerware and table decorations. You may summon enough to feed a party of up to 20 people. Consuming the meal restores 4 hit points.
You summon a small illusory servant that hovers over your shoulder and follows you around for the remainder of your play session. The Monitor looks like a blooming flower with an eye in the center, and it's invisible except to creatures you designate. You can deploy the Monitor to places just beyond your sight. For instance, you can send it searching around a corner into another room.
The Monitor can tell you how many creatures are in a space, but not what kinds. It also gives you a rudimentary mental map of spaces it travels through. For instance, if you send it into an adjacent room, you will know the rough size and shape of the room and any major features, like pillars or open pits.
Place your hand on a dwelling in the worldly plane. You instantly duplicate its interior inside of a shadow plane. The duplication looks and feels real to the touch, but it is an illusion; you cannot take its illusory parts out of the shadow plane.
The dwelling can be as small as a shed or as large as a mansion or castle. The physical entrance to the dwelling in the worldly plane doubles as a secret portal to the shadow haven. You can grant or revoke access to anyone at any time. A creature that is aware of the haven and has permission to enter may choose to open the door to the portal by wishing it. Otherwise, the door functions normally as the entrance to the dwelling in the worldly plane.
The shadow haven lasts permanently until it is dispelled, you dismiss it, or the spell is cast again. Any creatures inside when the spell ends are instantly expelled through the portal into the worldly plane.
You make a nearby creature mildly confused about a specific subject until you leave the area. For example, you could make a merchant confused about the value of their goods, a guard confused about who is authorized to pass, or a dog confused about whether he is a good boy.The confusion is lifted if you push the deception too far, like trying to trade a rock for a priceless item.
You whisper and wave your hand at a nearby creature. The next time the creature falls asleep, they experience a deeply comforting dream. They wake up feeling beloved and forget all of their grudges for the next week.
You curse a nearby creature for the next 10 minutes. The curse is lifted if the creature is harmed. Choose one:
Laughter: They double over in sustained laughter and can’t move. Everything they hear sounds hilarious to them.
Dance: They hear their favorite tune and start dancing like their life depends on it.
Mimicry: They begin to mimic a creature of your choice. For example, you can make them behave like house cats.
You curse any number of commoners nearby.
You breach the mind of a nearby creature to seek their worst fear.
Roll the Die:
You learn the creature's worst fear. They become permanently haunted by it in every waking moment. Over time, their personality is destroyed, and they become unresponsive to others.
You learn the creature's worst fear. You may then conjure the image of this fear in their mind's eye, paralyzing them with dread for the next 10 minutes. They cannot act, except to flee danger.
You learn the creature's worst fear, but they reject you from their mind before you can conjure the fear.
You learn the creature's worst fear, but it paralyzes you with dread for the next 10 minutes. During this time, you are unable to use abilities.
When confronting the creature's fear, you become permanently haunted by it. You must choose an additional character flaw. You can only lift the fear by having the Liberate spell (p. 45) cast on you.
You extend your fingers outward, and a streaking bolt of sparks shoots toward a target you can see. Roll the die to see if it hits the target successfully.
You may make the bolt explode on contact with crackling energy, hitting the target for 2 HP. Or you can make the bolt a harmless firework that explodes in the air, creating a pattern of any shape and color.
You summon four prismatic bolts that sparkle brilliantly. You may direct each bolt toward any target you can see.
The bolts each hit for 2 HP. If all four hit a single creature, the creature is affected by your Mesmerize ability (p. 84).
You twirl your finger as if you are unwinding a spool of yarn. Starting with a single creature nearby that you can see, you create a cascading wave of magic mischief that loosens anything fastened or tightened around nearby creatures. For example:
You summon a cherry-sized elastic ball in your hand. When you throw the ball, it bounces off everything it touches, avoiding creatures. Each time the ball bounces, it accelerates slightly, traveling faster and faster until it escapes into the atmosphere after 1 minute.
The ball's brief reign of terror shatters pottery, glass, light furniture, and most other fragile things in your scene. What a shame.
You dominate the mind of a nearby creature for the next hour. The creature will do anything you verbally command them to do without exception or hesitation. When the spell ends, they remember everything that happened.
This spell is cursed. If you use Control to harm another creature, you permanently forfeit your character and they become an NPC boss. The Guide will now play your character as a villain in the story.
The Guide will inform you if your use of the spell will cause your character to become an NPC before you cast it; you must agree to forfeit your character, otherwise you may not cast Control to harm another creature.
You conjure a fantastic hot air balloon from another dimension that can fit you and your party. You must be outdoors and standing in a clearing with room for the balloon to form.
The balloon is 30 meters tall and can look like anything you want. It’s piloted by a small, illusory creature that can talk to you and your crew and take instructions. (The standard creature is a red panda wearing goggles, but you may choose any similarly sized creature you want.) The pilot remembers you and where you’ve been if you cast the spell again.
The balloon is powered by a flaming sphere above the carriage that adjusts its intensity based on your commands. The balloon can soar as high as the tallest mountain peaks and move at up to 30 kilometers an hour. The carriage has 40 hit points, and the balloon has 10 hit points.
You may dismiss the balloon at any time; it vanishes with its pilot and returns home.
You glimpse the mind of a nearby creature, discovering what stirs their heart. Then, you conjure an emotionally priceless gift for them.
You choose how the gift makes the creature feel once it is received. Choose one:
The Guide chooses the form of the gift to match the effect with the creature.
You touch a sleeping NPC (the host) and enter its dream. You may take any willing party members who are nearby with you. Those invading the dream enter a trance. They cannot sense anything outside of the dream, even if they are harmed.
You choose how you and your companions appear in the dream. You may impersonate others while in the dream world. Once you enter, you create a new dream in the host's mind. The dream has two scenes.
The Suggestion: In the first scene, you meet the host and speak with them. You choose the setting.
Here, you may try to convince the host to do something. For example, you might ask them to abandon a serious pursuit, to cut their family ties, or to give away their wealth.
The Trial: In the second dream sequence, the host's greatest fear manifests as a monster that seeks to kill them. The Guide will choose a monster that is proportionate to the severity of your suggestion. If you are trying to dramatically alter the host's life, the Guide may choose a monster of terrifying power.
The rules for this fight are the same as outside of the dream, but you cannot die here. All players entering the dream have full health and 10 AP to use. You exit the dream immediately if you reach 0 HP.
If you defeat the monster, the target will later wake up believing the dream was a revelation. They will set out to do what you suggested.
If the monster kills the host in the dream, the spell ends. Everyone, including the host, wakes up.
You may use your abilities within the dream the same way you use them in the outside world, but the effects are fictional and cannot leave the dream world. Any AP that you spend inside of the dream is recovered when you exit.
You can use The Wizard’s dynamic role to play any kind of magic user, from a studious sage seekiduelng spellbooks to a megalomaniacal mage pursuing absolute power
You must be holding a pointed object like a wand, staff, or sword to use this spell. You use it to shoot a shimmering missile of force in a straight line at a target you can see, dealing 2 damage.
Roll the Die:
You overload the missile, increasing its damage to 4 and hitting the target automatically. You do not need to roll the die if you overload the spell.
You rub your hands together, causing a flammable object you can see nearby to ignite in flame. The spell can ignite textiles, wood, paper, and other combustible material.
This spell cannot be used directly on creatures, but it can be used to ignite flammable things they are wearing or carrying. Igniting something on a creature deals 1 damage to them.
You clap your hands, creating a thunderous wave of force in the direction you are facing. The wave hits up to 3 nearby creatures for 2 HP. If affected creatures are the size of a horse or smaller, they are also knocked to the ground. You move a nearby creature or object using only your mind.
You may move an object or creature no larger than an elephant. If you move it gently, you can control it for up to 10 seconds. Or you may forcefully throw it up to 5 meters away and hit it for 2 HP.
You may increase the power of this ability by spending additional AP. For each AP you spend, you may increase the distance you can throw the creature by 5 meters, and the damage they take by 2 HP. (For example, if you spend 5 AP, you can throw a target 25 meters and deal 10 damage.)
You momentarily channel a blinding beam of focused light in a straight line at a target you can see, dealing 6 damage. The light ignites anything flammable that it touches, melts a hole in steel objects, and sears organic matter.
You overload the beam. It instantly kills commoners and minions and deals 12 damage to bosses. If Last Light kills the target, it disintegrates into ash.
The beam created by Last Light can be deflected by mirrors.
You summon a tiny spectral creature, like a bird, a lizard, a butterfly, or anything else of a comparable size. The familiar is the avatar of a random spirit creature from your world. It becomes your ally and will follow your instructions. The Guide chooses the creature's background and personality, and speaks for them. The familiar may choose to leave you if they are mistreated.
The familiar cannot move out of your sight. It can pick up and move objects no larger than a coin purse and no heavier than 10 pounds. It can't attack.
Your familiar has 4 HP. It is invulnerable to non-magical harm. If it is reduced to 0 HP, it vanishes, and your bond is broken. You may only have one familiar at a time.
You bestow any number of nearby creatures with illusory feather cloaks for the next hour. Affected creatures hover 1 meter above the ground and can move by gliding in the direction they want to travel. They will also fall gently until they are hovering 1 meter above ground.
You create a paper-thin wall of force capable of preventing nonmagical creatures and objects from passing through. You may choose whether the field blocks passage on one or both sides. The field can be in any shape you want, but it must fit inside of a cube that’s 10 meters on all sides. The force field has 20 hit points and dissolves at 0 HP.
You can make the field stationary or move it telepathically. (For example, you might create an invisible platform that glides beneath you as you walk.)
You teleport to a location of your choice nearby. You vanish, leaving behind a gentle gust of wind and then instantaneously reappear nearby.
Bind. You bind yourself to the room you are currently in. It must belong to you or a member of the party. This is your Circle. You may only bind yourself to one at a time.
Gate. Snap your fingers. Any willing party members nearby are instantly teleported to your Circle.
You conjure a portal of any shape and orientation that is no larger than a door. It appears at a location of your choice nearby. The portal looks like a window to whatever is on the other side, and its edges crackle and spark with energy. When you cast the spell again, the new portal automatically connects to the previous one. The portals remain open until you choose to close them. Anyone that can fit may pass through them.
You knock on a door, making it a temporary portal to a specific shadow plane. You must be aware of the shadow plane's existence to create a door to it. (For example, if you see a creature with a Cosmic Purse, you can open a door to the purse's shadow plane.) When you open the door, you can see inside the plane, and you and your allies may enter it. If the door is closed, the portal vanishes. (If the door closes behind you, you become trapped in the shadow plane and must escape with other means, like with Gate.)
You and any willing creatures nearby vanish instantly, leaving behind a small shockwave of air in your wake, and are teleported to any place you choose. Roll the Die:
Everyone arrives safely. You recover the spell's full AP cost.
You all arrive safely. Good for you.
You all arrive. Choose one: you take 7 damage from turbulence, or a magic item you are carrying is destroyed.
The party arrives safely, but nobody else does. You don't know where they went. You lose an item you are carrying.
The spell fails. Party members are lacerated by an arcane explosion and are each hit for 5 HP. All other travelers are torn apart in a gruesome spectacle. (They die.)
By uttering the word "no," you attempt to neutralize a spell that you see an NPC casting nearby. You must declare you are using this ability before the Guide describes the consequences of the spell. Roll the Die:
The spell is violently canceled and its caster is hit for 1 HP.
The spell is stopped before it's cast.
The spell misses and hits another nearby creature or target.
The spell takes effect normally.
You accidentally amplify the spell. If it is a harmful spell, the damage is doubled.
You produce a counterspell, reflecting a spell that targets you. You must declare that you are reflecting the spell as soon as the Guide says that you are being targeted by a spell.
Roll the Die:
The caster is hit by their own spell, instead of you.
The spell reflects off of you but misses its caster.
The spell reflects off of you but hits a nearby party member instead.
You create a Spell Scroll (p. 145) that can be used to produce a spell that you know. You must add the AP cost of the spell you are inscribing to the cost of Enscroll. For example, if you create a magic scroll that can produce your Teleport spell, you must spend 7 AP.
You must spend a short time in a safe and quiet place to prepare the scroll. You decide what is written on it. The user of the scroll must read the words aloud to activate the spell it contains.
After you observe a creature nearby casting a spell, you may briefly enter their mind to glimpse its nature. You learn the spell and can produce it once.
Your theft gives you the minimum know-how to produce the spell, but you have not mastered it. The Guide may not fully reveal the effects or potential consequences of some stolen spells.
Once you cast or Enscroll the stolen spell, you forget the spell and cannot use it again.
You get a gentle tingling feeling in your bones whenever you are near a powerful source of magic. You're aware that magic is in the area, but not its location or nature.
You discern the location of nearby magic and its general nature. For instance, the Guide may reveal that you sense a magic sword, a cursed door, or an illusion.
You study the precise nature of nearby magic, learning its specific effects. If you use this ability to study a mysterious magic item, its name and effects are revealed.
You broadcast a message up to 20 words in length. Each creature within 1 kilometer hears the message clearly in a voice that sounds pleasant to them. The sound seems to originate from every direction and background noises are muted for the duration.
Once per game session, you may flash forward in time to glimpse your actions in the near future. For the next hour, you can avert failure by redoing a roll of the die. You must take the result of the new roll.
Or you may ask the Guide to reveal a situation you are likely to encounter based on the current trajectory of your choices. You may ask the Guide questions about what you sense from this glimpse of the future, but the answers may be vague, as if you are trying to find detail in a watercolor painting.
For the next hour, you can see through all magical deceptions. See reveals the world to you in several ways:
Find: You close your eyes and attempt to locate any object you have held before, as long as it is in your current universe. You discover its exact location.
Recall: Immediately after you have used Find to locate an item, you may recall it for an additional 3 AP. The item instantly vanishes from its present location and appears in your hands.
For the next minute, you may speak silently into the mind of a nearby creature. Your lips move normally as if you were speaking aloud, but no sound comes out. Instead, the target of the spell hears your voice inside their head. The creature can tell that your voice is inside their mind.
You imbue your fingers with supernatural strength. For the next minute, you can effortlessly pick up and move objects of any weight, as long as you can reasonably handle their size and shape. For instance, you might pinch the shirt of a bully and raise them up in the air or casually move a giant anvil.
Choose a nearby creature or object that is no smaller than an ant and no larger than a horse. You cause it to instantly enlarge or shrink. It can grow up to twice its size or shrink up to half of its size. The target's weight increases or decreases proportionally, but its hit points do not change. You cannot enlarge something beyond the confines of the space it's in.
You may stretch an object no smaller than an ant and no larger than an elephant.
The thing you are undoing must be the discrete result of another creature's effort. For example, you might undo a creature's shoelaces, unthread a garment, cause a piece of furniture to fall apart, or revert a sculpture to a block of marble.
Choose how much effort to undo each time you use this spell:
Up to 1 minute of effort.
Up to 1 day of effort.
Up to 1 week of effort.
Any amount of effort.
You summon a magnificent gateway that contains a portal to your current universe's nexus in The Rift. (The Rift is a special location in the omniverse, which you can read more about on p. 33) Each universe's gateway is unique; it might be a stone archway, an iron gate, a humble wooden door, or something else. The Guide imagines what this gateway looks like.
This is an extraordinarily difficult portal to maintain, and it only remains open for 1 minute. Once opened, any creatures or objects that can fit through the portal may pass through it.
While you may summon access to the gateway anywhere, the exit point remains in the same location in The Rift.
You embark on an incredible quest for knowledge within living things. For the next minute, you enter a trance as your consciousness expands, touching all sentient beings within 1,000 kilometers of you.
The ordeal is staggering. You immediately sense time and personal identity at a scale beyond your normal understanding. You absorb the simultaneous experiences of others — possibly from billions of beings.
Your knowledge quest must be limited to a subject that you could reasonably come to understand by seeing through the eyes of others. For instance, you may set out to learn the true history of a species, identify who and where the most powerful being is, discover the location of a secret object, or become generally accustomed to the beliefs and practices of a culture. You cannot use the spell for things that one mind could not reasonably possess (for instance, by asking for “all the world’s knowledge"). The Guide will decide if your request is reasonable.
Beware. Entering the minds of others is risky.
You may experience unforeseen consequences…
You conjure a shadow plane. Its contents are completely illusory and cannot leave the plane. You can fill it with anything you can imagine, except sentient beings.
The things inside may look and feel real, but they are ultimately mirages. Creatures cannot be harmed by things you put in this plane.
You conjure a tiny plane no larger than a mansion or castle.
You conjure a plane no larger than the size of a village.
You conjure a plane with no size limit.
You conjure a plane with no size limit and no safeguards. Creatures can now be harmed by the things you put in the plane. (That includes you.)
You tap raw magic, converting its energy into a single, non-magical, inanimate object that fits inside a cube no larger than 5 meters in any dimension. You create the object perfectly and it is real in every sense. You may create anything that fits in the space, including precious gems, flawless weapons, or exact replicas of other objects.
This spell requires perfection and is extremely taxing on your ability as a Wizard. Keep track of how many times you have cast the spell on your inventory sheet. The spell's cost increases by 1 AP each time you use it.
Update your Character on the Manifest!
Character Manifest & Coin Purse
This feature is finicky and may look weird in the Chrome browser. Visit the full Character Manifest Here instead.
When you click inside the Google Sheet it will force you to the top of the page. Scroll back down and now you're "In" the document.
Update your character's Coin Purse, Music Points, Items, etc. by right clicking on a cell and COMMENTING your update! Mods will be alerted via email.