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Cypher | Description | Level |
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Armor Reinforcer | For one minute per cypher level, increases the Armor of one creature or object by 1 (2 if the cypher is level 5 or higher). | 1d6 + 3 |
Aloe Extract, Concentrated | Revitalizes the user’s body and mind, restoring lost health and energy. The user regains a number of points to each Pool equal to the cypher’s level. | 1d6 + 4 |
Aloe Extract, Pure | Creates a healing serum that restores health to a living creature when ingested. The serum heals a number of points to each Pool equal to the cypher’s level, curing wounds and ailments. | 1d6 |
Aloe Extract | For the next hour, the user regains 1 point lost to damage per round, up to a total number of points equal to twice the cypher’s level. As each point is regained, they choose which Pool to add it to. If all their Pools are at maximum, the regeneration pauses until they take more damage, at which point it begins again (if any time remains in the hour) until the duration expires. | 1d6 + 4 |
Creature Lure | Draws the attention of a creature about the size of the user for one round per cypher level. The creature is fascinated by the lure and ignores other distractions, unless it takes damage from another source. | 1d6 |
Bite of the Serpent | A weapon coated in a dose of this poison destroys the outer membrane of capillary vessels, causing internal bleeding which kills a target lower than the cypher level instantly. | 1d6 |
Set’s Antidote | Cures any one disease or poison afflicting the user, and neutralizes any venom or toxin in their system, regardless of the level of the cypher. This cypher cannot prevent future afflictions. | 1d6 + 2 |
Antivenom | Grants the user resistance to all toxins, poisons, and venoms for one hour per cypher level. | 1d6 + 2 |
Violet Curative | Removes a specific condition or ailment affecting a living creature, such as poison, disease, paralysis, or blindness. The target may make a Might defense roll to resist having the condition removed. | 1d6 |
Demon-fire Orb | Produces an explosion that deals damage equal to the cypher’s level to all creatures and objects within short range, ignoring Armor. The cypher can be programmed to detonate up to one minute after activation, but the user must be able to see or touch the cypher to do so. | 1d6 |
Explosive Jar | Produces a massive explosion that deals damage equal to the cypher’s level to all creatures and objects within long range, ignoring Armor. The user is also affected by the explosion and takes half the damage dealt if within the radius of the explosion.. | 1d6 + 4 |
Noxious Gas Orb | Creates a cloud of noxious gas that deals damage equal to the cypher’s level to all creatures within short range, ignoring Armor. The gas also causes creatures to become sickened and disoriented, making it difficult for them to take precise actions for one minute. | 1d6 + 2 |
Zathite Orb | Produces a sticky web-like substance that immobilizes all creatures within short range for one minute. The web can be destroyed by dealing damage equal to the cypher’s level to it, but the creatures caught in the web are still immobilized until the web is destroyed or the effect ends. | 1d6 |
Purple-Lotus Orb | Creates a bomb that releases a cloud of noxious gas within immediate range, affecting all creatures within the area. The gas deals damage equal to the cypher’s level and causes creatures to become sickened and disoriented, making it difficult for them to take precise actions for one minute. | 1d6 + 2 |
Fireproofing | For one hour, renders the user and their clothing or equipment immune to damage from fire and heat sources. The user can still feel heat and warmth, but it does not harm them. | 1d6 |
Poison, emotion | Produces a poison that induces strong emotions in the target creature, causing them to become extremely angry, fearful, or sorrowful. The target’s behavior is influenced by the emotion for one hour per cypher level, affecting their actions and decisions. | 1d6 + 2 |
Poison, mind disrupting | Creates a poison that disrupts the target creature’s mental faculties, causing confusion, memory loss, or disorientation. The target suffers penalties to Intellect-based tasks and actions for one hour per cypher level. | 1d6 |
Poison (mind controlling) | Creates a mind-altering toxin that manipulates the thoughts and behaviors of a living creature upon ingestion or inhalation. The target must make an Intellect defense roll or become susceptible to suggestion and manipulation by the user. | 1d6 + 2 |
Solvent | Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert. | 1d10 |
Firewater | Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During this time, the user has Armor equal to the cypher’s level that protects against cold damage. | 1d6 |
Potion of Endowment | Bigger is always better, no matter what they say. | 1d6 |
Potion of Bestial Memory | Enhances the user’s memory and recall abilities, allowing them to remember details and information with perfect clarity. The effect lasts for one hour per cypher level. | 1d6 |
Potion of Natural Learning | Aids the user in achieving a deep state of meditation and relaxation, allowing them to focus their thoughts and clear their mind of distractions. The user gains an asset on tasks related to meditation and mental focus for one hour per cypher level. | 1d6 |
Potion of Lost Souls | Revives a creature from unconsciousness or death, stabilizing their condition and restoring them to consciousness. The revived creature regains a number of points to each Pool equal to the cypher’s level. | 1d6 |
Night-eye Potion | Enhances the user’s vision, allowing them to see in complete darkness or low-light conditions as if it were bright daylight. The effect lasts for one hour per cypher level. | 1d6 |
Elixir of Agility | Temporarily enhances the user’s speed and agility, allowing them to move at incredible speeds for a short burst. The user gains an asset on Speed defense tasks and movement-related actions for one minute per cypher level. | 1d6 |
Elixir of Sight | Enhances the user’s visual perception, allowing them to see distant objects with exceptional clarity. The user gains an asset on perception-related tasks involving distant objects for one hour per cypher level. | 1d6 + 2 |
Elixir of Freedom | Temporarily enhances the user’s reflexes and reaction speed, allowing them to dodge attacks and avoid danger with exceptional agility. The user gains an asset on Speed defense tasks and actions for one minute per cypher level. | 1d6 |
Elixir of Grace | For one minute per cypher level, reduces friction and resistance between the user and surfaces, allowing them to move with ease and grace. The user is specialized in tasks requiring agility and dexterity. | 1d6 + 2 |
Vehemence Elixir | An ancient stygian elixir, drinking causes shivering under the hottest sun and burns the skin on cold winter nights. For one hour per cypher level, tasks to endure weather are eased by three steps. | 1d6 + 2 |
Elixir of Might | Temporarily enhances the user’s physical strength and stamina, allowing them to exert themselves beyond normal limits in combat situations. The user gains an asset on Might-based tasks and actions for one minute per cypher level. | 1d6 + 2 |
Purple Lotus Potion | Temporarily enhances the user’s mental focus and concentration, allowing them to exert themselves beyond normal limits in non-combat situations. The user gains an asset on Intellect-based tasks and actions for one minute per cypher level. | 1d6 |
Golden Lotus Potion | Temporarily enhances the user’s mental acuity and cognitive abilities, improving their memory, reasoning, and problem-solving skills. The user gains an asset on Intellect-based tasks and actions for one hour per cypher level. | 1d6 |
Yellow Lotus Potion | Stabilizes the user’s mental state and emotions, calming their thoughts and reducing stress and anxiety. The user gains an asset on Intellect-based tasks and actions for one hour per cypher level. | 1d6 + 2 |
Frost Lotus Potion | Dramatically but temporarily alters the user’s mind and body so they can ease one specific kind of physical action by three steps. Once activated, this boost can be used a number of times equal to the cypher’s level, but only within a twenty-four-hour period. | 1d6 |
Black Lotus Potion | Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher). | 1d6 + 2 |
Feast of the Gods | A nutrient-rich drink and meal that provides sustenance and hydration to the user, restoring a number of points to each Pool equal to the cypher’s level. The feast may only be consumed outside of combat. | 1d6 |
Hanuman’s Gift | Temporarily enhances the user’s physical and mental abilities to near-perfect levels, granting them an asset on all tasks and actions for one minute per cypher level. | 1d6 |
Berserker Draught | All noncombat tasks involving raw strength—such as breaking down a door, lifting a heavy boulder, forcing open elevator doors, competing in a weightlifting competition, and so on—are eased by two steps for one hour. | 1d6 |
Golden Lotus Incense | Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active. | 1d6 |
Cypher | Description | Level |
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Jar of Dessication | Triggers a powerful explosion that removes moisture from the air and living creatures within a short distance, dehydrating and damaging them. The damage dealt is equal to the cypher’s level. | 1d6 |
Jar of Pulling | Triggers a gravitational explosion that creates a localized gravity well within a short distance, pulling objects and creatures towards the center of the explosion. The effect lasts for one round per cypher level. | 1d6 |
Jar of Inversion | Triggers a gravitational explosion that creates a localized anti-gravity field within a short distance, repelling objects and creatures away from the center of the explosion. The effect lasts for one round per cypher level. | 1d6 |
Jar of Chaos | Triggers a chaotic explosion that disrupts the molecular structure of matter within a short distance, causing objects and creatures to disintegrate. The damage dealt is equal to the cypher’s level. | 1d6 |
Jar of Voids | Triggers a cataclysmic explosion that creates a miniature black hole within a short distance, pulling objects and creatures towards the center of the singularity. The effect lasts for one round per cypher level. | 1d6 |
Jar of Reversals | Creates a localized anti-gravity field that negates the effects of gravity within immediate range, allowing objects and creatures to float freely. The effect lasts for one minute per cypher level or until deactivated by the user. | 1d6 + 3 |
Word of Power: Withering | Drains the life force from a living creature, aging them rapidly and potentially causing death. The target must make a Might defense roll or suffer damage equal to the cypher’s level. The user gains a number of points to each Pool equal to the damage dealt. | 1d6 + 4 |
Word of Power: Banishment | Banishes a creature or object to another dimension or plane of existence, removing it from the current reality. The target must make a Might defense roll or be banished for a number of rounds equal to the cypher’s level. | 1d6 + 2 |
Word of Power: Tongues | Temporarily enhances the user’s ability to understand and comprehend spoken and written language, allowing them to decipher unfamiliar languages and dialects with ease. The effect lasts for one hour per cypher level. | 1d6 |
Word of Power: Disguise | Creates a mystical disguise that alters the user’s appearance, allowing them to assume the form of another creature or object. The disguise remains active for one hour per cypher level or until deactivated by the user. | 1d6 |
Word of Power: Farsight | Enhances the user’s vision, allowing them to see distant objects and locations as if they were nearby. The user gains an asset on perception-related tasks involving distant objects for one hour per cypher level. | 1d6 |
Word of Power: Wall of Flame | Creates a barrier of intense flames that blocks incoming attacks and protects the user from fire-based damage. The wall remains active for one minute per cypher level or until deactivated by the user. | 1d6 + 3 |
Word of Power: Abyssal Servant | Summons a temporary servant or minion to aid the user in various tasks, such as carrying items, performing chores, or providing assistance in combat. The servant remains active for one hour per cypher level or until dismissed by the user. | 1d6 |
Word of Power: Wall of Storms | Creates a barrier of crackling electricity that blocks incoming attacks and protects the user from electrical damage. The wall remains active for one minute per cypher level or until deactivated by the user. | 1d6 |
Word of Power: Negation | Generates a field of null energy that cancels out the effects of other energy-based powers and abilities within immediate range. The field remains active for one minute per cypher level or until deactivated by the user. | 1d6 + 3 |
Word of Power: Shelter | Creates a localized field of environmental control around the user, providing protection from extreme temperatures, atmospheric conditions, and environmental hazards. The field remains active for one hour per cypher level or until deactivated by the user. | 1d6 |
Word of Power: Penance | Generates a repeating energy burst that can be aimed at multiple targets within long range, striking each target with precision and accuracy. The user can choose to target up to a number of creatures or objects equal to the cypher’s level with each burst. | 1d6 |
Word of Power: Retaliation | Creates a reactive energy shield that automatically counterattacks against incoming attacks and hostile actions directed at the user. The counterattack deals damage equal to the cypher’s level. | 1d6 |
Word of Power: Thrall | Enslaves a living creature of appropriate size and level, compelling them to obey the user’s commands for a limited time. The duration of enslavement decreases as the target’s level approaches the cypher’s level. | 1d6 + 2 |
Word of Power: Silence | Creates a field of null energy that absorbs and nullifies all sound waves and frequencies within immediate range, rendering the area silent and devoid of noise. The effect lasts for one minute per cypher level or until deactivated by the user. | 1d6 |
Word of Power: Stasis | Creates a temporal stasis field that freezes time for a single object or creature within short range, rendering them motionless and immune to harm. The effect lasts for one minute per cypher level or until deactivated by the user. | 1d6 + 2 |
Word of Power: Darkness | For one hour, causes a localized area of dim light or darkness within short range to become absolute darkness, even to creatures with darkvision. The affected area can be as small as a 10-foot (3 m) radius or as large as a 100-foot (30 m) radius, but it must be contiguous. | 1d6 + 3 | Word of Power: Curse | Places a curse on a target creature within short range, inflicting a curse that lasts for one day per cypher level. The curse brings misfortune, bad luck, or an aura of ill fate upon the target, making all tasks and actions more difficult for them. | 1d6 + 2 |
Word fo Power: Barrier | Creates a protective barrier around the user that absorbs damage from incoming attacks. The shield remains active for one minute per cypher level or until it absorbs a total amount of damage equal to twice the cypher’s level. | 1d6 + 2 |
Word of Power: Ghost | Alters the user’s molecular structure, allowing them to pass through solid objects and obstacles as if they were insubstantial. The effect lasts for one minute per cypher level or until voluntarily ended by the user. | 1d6 + 2 |
Word of Power: Flight | Creates a pair of ethereal wings that grant the user the ability to fly and glide through the air with ease. The wings remain active for one hour per cypher level or until dismissed by the user. | 1d6 |
Word of Power: Burden | For ten minutes, the user’s weight triples but they are specialized in tasks requiring physical force and strength. They are considered to have an Asset on tasks related to forceful actions such as breaking down doors, pushing objects, and so on. | 1d6 |
Word of Power: Wall of Thoughts | Creates a barrier of psychic energy that blocks incoming mental attacks and restricts the thoughts and perceptions of creatures within short range. The wall remains active for one minute per cypher level or until deactivated by the user. | 1d6 |
Word of Power: Scrying | Allows the user to perceive and view events from the past, present, and future within a limited area or location. The user gains insight and knowledge about specific events and occurrences, but cannot directly interact with them. | 1d6 + 4 |
Word of Power: Confusion | Projects a chaotic burst of psychic energy that disrupts and scrambles the thoughts and perceptions of creatures within short range, causing confusion and disorientation. The effect lasts for one minute per cypher level. | 1d6 + 2 |
Word of Power: Possession | Transfers the user’s consciousness into a nearby object or creature, allowing them to possess and control the target for a limited time. The effect lasts for one minute per cypher level or until the user voluntarily ends the possession. | 1d6 + 2 |
Word of Power: Vanish | Temporarily renders the user invisible and intangible, allowing them to pass through solid objects and obstacles unnoticed. The effect lasts for one minute per cypher level or until deactivated by the user. | 1d6 |
Word of Power: Likeness | Alters the user’s appearance and physical features, allowing them to assume the form of another creature or individual. The effect lasts for one hour per cypher level or until voluntarily ended by the user. | 1d6 |
Word of Power: Trickery | Imbues a mundane object with an unpredictable and chaotic effect, such as teleportation, transformation, or explosive detonation. The user can choose the specific effect produced by the trick embedder, but the result is always random and unpredictable. | 1d6 |
Manipulation beam | Projects a focused beam of telekinetic energy at a target within long range, allowing the user to manipulate and move objects with their mind. The effect lasts for one minute per cypher level or until deactivated by the user. | 1d6 |
Memory switch | Temporarily swaps the memories of two living creatures within short range, causing them to experience each other’s memories as if they were their own. The effect lasts for one minute per cypher level or until the memories are swapped back by the user. | 1d6 |
Mind meld | Links the minds of two living creatures within short range, allowing them to communicate telepathically and share thoughts and emotions. The link remains active for one minute per cypher level or until voluntarily ended by the user. | 1d6 |
Blade of Thoughts | Creates a razor-sharp blade of pure energy that can cut through almost any material with ease. The blade remains active for one minute per cypher level or until dismissed by the user. | 1d6 |
Spear of Thoughts | Creates a piercing horn of pure energy that can penetrate almost any barrier or obstacle. The horn remains active for one minute per cypher level or until dismissed by the user. | 1d6 |
Psychic Communique | Establishes a telepathic link between the user and a target creature within short range, allowing them to communicate silently and exchange thoughts and emotions. The link remains active for one minute per cypher level or until voluntarily ended by the user. | 1d6 |
Ray Emitter | Generates a focused beam of energy that can be tailored to various effects, such as heating, cutting, or disintegrating objects and creatures within long range. Roll a d100 to determine the specific effect produced by the ray emitter. | 1d6 |
Ray Emitter (command) | Projects a hypnotic beam of energy that compels the target creature to obey the user’s commands without question. The target must make an Intellect defense roll or become susceptible to suggestion and manipulation by the user. | 1d6 + 4 |
Ray Emitter (fear) | Projects a terrifying beam of energy that instills fear and panic in the target creature, causing them to flee in terror. The target must make an Intellect defense roll or become frightened and attempt to escape the area. | 1d6 + 2 |
Ray Emitter (friend slaying) | Projects a lethal beam of energy that selectively targets and eliminates the user’s enemies while sparing their allies. The beam deals damage to hostile creatures and objects within long range equal to the cypher’s level. | 1d6 |
Ray Emitter (mind disrupting) | Projects a disorienting beam of energy that disrupts and scrambles the thoughts and perceptions of creatures within long range, causing confusion and disorientation. The effect lasts for one minute per cypher level. | 1d6 |
Ray Emitter (numbing) | Projects a numbing beam of energy that dulls the senses and reactions of the target creature, causing them to become sluggish and unresponsive. The target must make a Speed defense roll or suffer penalties to their actions. | 1d6 + 2 |
Ray Emitter (paralysis) | Projects a paralyzing beam of energy that immobilizes the target creature, rendering them unable to move or take actions. The target must make a Speed defense roll or become paralyzed for a number of rounds equal to the cypher’s level. | 1d6 |
Storms of Hell | Enhances melee attacks with bursts of electricity that inflict additional damage on the target creature or object. The additional damage dealt increases with the cypher’s level. | 1d6 |
Flames of Gehenna | Projects a focused beam of intense heat energy at a target within long range, causing fire-based damage. The damage dealt is equal to the cypher’s level. | 1d6 |
Howl of the Dead | Produces a wave of necrotic energy that deals damage equal to the cypher’s level to all creatures within immediate range, ignoring Armor. Undead creatures are unaffected by this cypher. | 1d6 + 4 |
Telepathy | Allows the user to communicate telepathically with other creatures within short range, exchanging thoughts and messages silently. The telepathic link remains active for one minute per cypher level or until voluntarily ended by the user. | 1d6 |
Teleporter (bounder) | Teleports the user to a nearby location within long range, allowing them to instantly traverse distances and bypass obstacles. The user can teleport up to a number of feet equal to ten times the cypher’s level. | 1d6 |
Teleporter (interstellar) | Teleports the user to a distant location within the same solar system or galaxy, allowing them to traverse vast distances in an instant. The user can teleport up to a number of miles equal to the cypher’s level. | 1d6 |
Teleporter (planetary) | Teleports the user to a remote location on the same planet, allowing them to instantly traverse great distances and bypass obstacles. The user can teleport up to a number of miles equal to the cypher’s level. | 1d6 |
Teleporter (traveler) | Teleports the user to a distant location on any known planet or celestial body within the same universe, allowing them to traverse vast distances in an instant. The user can teleport up to a number of miles equal to the cypher’s level. | 1d6 |
Mire of the Mind | Translates spoken language into a language understood by the user, allowing them to comprehend and communicate with creatures that speak different languages. The effect lasts for one hour per cypher level or until deactivated by the user. | 1d6 |
Weapon enhancement | Enhances a weapon or object with temporary bonuses and effects, such as increased damage, accuracy, or durability. The enhancements last for one minute per cypher level or until deactivated by the user. | 1d6 |
Equipment cache | Generates a cache of equipment or supplies appropriate to the user’s current situation. The cache is worth a number of shins (the currency of the Ninth World) equal to the cypher’s level multiplied by 10. | 1d6 + 4 |
Hunter/seeker | Creates a small, flying drone that hunts down a specific type of creature designated by the user when the cypher is activated. The drone remains active for one hour per cypher level or until it successfully locates and engages the designated creature. | 1d6 |
Infiltrator | Grants the user the ability to pass through solid objects, such as walls, doors, or barriers, for one minute per cypher level. The user cannot pass through energy barriers or magical wards with this ability. | 1d6 + 4 |
Information sensor | Produces a small device that scans the immediate area for information, detecting hidden objects, traps, or secrets within short range. The device provides detailed information about the detected objects or traps, including their nature and potential dangers. | 1d6 |
Metal death | Creates a pulse of energy that disrupts metallic objects within short range, causing them to corrode, rust, or decay rapidly. The cypher affects metal objects up to one size category larger than the cypher’s level, and the effect lasts for one minute per cypher level. | 1d6 |
Nullification ray | Fires a beam of energy that nullifies the effects of another cypher or artifact within long range. The target cypher or artifact must be smaller than the cypher’s level, and the nullification effect lasts for one minute per cypher level. | 1d6 + 2 |
Radiation spike | Emits a burst of radiation that deals damage equal to the cypher’s level to all creatures and objects within short range, ignoring Armor. The radiation also causes creatures to become sickened and disoriented, making it difficult for them to take precise actions for one minute. | 1d6 + 3 |
Shocker | Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the cypher’s level. | 1d6 + 4 |
Spy | Produces a tiny spying object that resists detection as a level 8 creature. The object moves at great speed, mapping and scanning an unknown area. It identifies basic layout, creatures, and major energy sources. Its movement is blocked by any physical or energy barrier. At the end of its mapping run, it returns to the user and reports. If it discovers a predefined target during its run (such as “a creature of level 5 or higher,” “a locked door,” “a major energy source,” and so on), it detonates instead, dealing damage equal to the cypher’s level (half electrical damage, half shrapnel damage) to all creatures and objects in short range. | 1d6 + 2 |
Tracer | Fires a microscopic tracer that clings to any surface within short range. For the next twenty-four hours, the launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is level 3 or higher, in the same dimension if the cypher is level 6 or higher). | 1d6 |
Breath of Dagon | The user can breathe underwater and operate at any depth (without facing the debilitating consequences of changing pressure) for four hours per cypher level. | 1d6 |
Best tool | Creates a tool perfectly suited for a specific task designated by the user when the cypher is activated. The tool functions with extraordinary efficiency, providing an asset on tasks related to the designated task for one hour per cypher level. | 1d6 |
Cypher | Description | Level |
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