Spellcaster throws magnetic discs on the ground and uses them as stilts to “walk” at an altitude with increased movement rate.
Curses the target to take additional damage from all sources for the duration of the spell.
Cloud a creature’s short-term memory making them confused as to what actually transpired. Sort of like waking up after a vague dream.
Causes the target to lose focus and become disoriented mentally. Targets under the effect of this spell find it difficult to concentrate on tasks or attacks.
A mental attack that deals psychic damage by giving the target a powerful, instant migraine attack.
The ability to push your body beyond its usual limits.
Delve into another’s mind to learn their thoughts or secrets to learn what the target intends to do within the next few seconds and if they are acting on some secret knowledge.
You wrap yourself and/or potentially allies in an armor of shiny minerals that improves defense (can be more or less shiny depending on the wish of the caster). However, the weight of the armor slows you down.
You trap the target inside a mirrored reality from where it is unable to influence the original world but similarly cannot be attacked etc.
You channel primal heat into a melee weapon, causing its edge or surface to glow red-hot with molten energy. The weapon sizzles with each swing, branding flesh and warping metal on contact. While the enchantment is active, each strike delivers additional fire damage — perfect for frontline warriors who want to cut through armor and fear alike.
Create an illusion of moving creatures, persons, cars, spaceships or other phenomena.
Explode a pocket of anti-matter that obliterates space around you in a burst of terrible finality.
You unleash a wave of disruptive static across a localized zone. The pulse temporarily scrambles nearby technology, giving every tech-based item, module, or weapon within range a chance to fail.
Briefly split into two timelines acting from both enabling you to use 2 different attacks in the same round.
Make the caster and potentially allies harder to detect while moving through the wilderness.
Create a swarm of tiny lights that harass all in the area making attacking and spell casting difficult.
Cast poisonous plants in an area poisoning those passing through with a mild poison that causes a mild confusion.
Create 2 shimmering portals between 2 points in space allowing for travelling a short distance. Both entry and exit must be in a clear space or the spell will fail to cast.
You release a subtle pulse of anticipatory energy — a harmonic hum that tingles in the spine and sharpens awareness. Time seems to stretch for an instant as your allies feel their senses heighten and their bodies ready to act. Within the field, reaction comes before thought, and every movement begins just a heartbeat sooner.
Eject raw terror from your psyche causing enemies to coil away from you in fear.
Cleanse poisons or diseases from a target’s body.
You create an echo that mimics your next attack with a weapon or spell in the following round with exactly the same roll and bonuses which you can then enhance in the following round.
Excellent for boosting 1 attack which will then be repeated in the following round.
Notice, however, that if the original attack fails, then the following attack also fails no matter what.
Bind two targets so that what happens to one affects the other.
Alters probabilities, giving allies advantage on attacks and forcing enemies to attack with disadvantage.
Cast a spell through an entangled ally, bypassing traditional range limits.
Surround the target with a barrier of light that absorbs damage from energy weapons, modules and spells.
You fire a focused beam of chilling energy that strikes a single target, slowing movement and freezing exposed surfaces. The icy blast deals cold damage and may hinder the target’s next physical action due to stiffened limbs or frostbite.
Briefly shift between alternate realities to avoid attacks.
Force a target’s physical form to vibrate in tune with a higher-dimensional frequency, disrupting their actions and dealing damage. Upon closer look, the target will oscillate between states in a strange flimmer.
Grant yourself or an ally temporary immunity to death effects and unconsciousness.
Reverse gravity for 1 target for a brief moment, raising them slowly into the air disrupting any movement and providing a bonus to ranged attacks (including spells and modules) against them. Target can still attack, but cannot move until its next action phase.
You restore a target’s stamina, allowing them to recover from exhaustion.
You summon a steady, resonant rhythm that pulses through the battlefield, syncing the movements, reflexes, and instincts of your allies. Under its influence, coordination becomes effortless — attacks align, reactions sharpen, and the group moves as one, like dancers guided by a shared beat.
llows the target to partially avoid dangerous territory taking reduced damage from area effects.
Prevents one enemy from attacking the warded ally directly with weapons or spells.
You gather dust, sand and rocks to swivel around you dealing damage to anyone nearby.
Affect the next attack of the target so that it simultaneously hits and misses. Deals extra damage if successful or none if not.
Confuses an enemy, causing them to find it harder to hit you.
Plant the seed of a demon from another plane in target and watch as the target panic more and more as it grows within them until they are blasted with demonic, black energy from within.
You envelop yourself in shadows, making you harder to hit.
You summon a shadowy version of your weapon that will grow stronger and more visible when you hit enemies gathering power that you can release in 1 attack. When the shadow weapon is released it will strike at a nearby enemy after which it will disappear.
Fuse with ambient darkness, vanishing from detection.
Instill a sense of unity in a group, making them more cooperative with each other and with you.
You unleash a burst of crackling electricity from your body, radiating outward in a pulse of raw energy. All creatures in the immediate vicinity are struck by the surge, jolted by the power of the blast.
Create a small, stationary black hole that pulls in and crushes enemies.
You sing, whisper, or radiate a presence so irresistible that it draws a creature toward you despite its better judgment. The target is lured from safety and drawn closer — enchanted, confused, and exposed.
Use any melee attack to also strike the enemy with a powerful strike that lifts them from the ground and deals extra damage.
Temporaarily gain the ability to climb walls and ceilings to you or an ally.
You curse the target with a vicious curse slowly draining life power from them. If the target is hit, the curse will spread to a nearby target within the radius area of the spell.
Draw power from nearby targets to strengthen magic.
Create an illusion of natural or artificial structures like rocks, trees, houses, walls, or other phenomena.
Raise a wall of solid earth or stone to block incoming attacks, hide behind or stop enemies from advancing.
You summon a violent, localized thunderstorm. Each round, a bolt of lightning descends from the swirling clouds, striking a target of your choice. The storm roars with power, its fury sustained by your concentration.
Temporarily boost the strength of yourself or an ally providing a bonus to damage from weapons that rely on strength.
Plant a suggestion in the target's mind to do a simple act. In combat and intense situations, it must be an action that takes no more than 1 round to solve. Target will not attempt to kill allies or act clearly against their own interest. Suggestion must be 1 simple sentence and easy to understan
You open a burning rift and call forth a fire elemental bound to your will. It fights by your side with searing attacks and a body of living flame. The elemental lasts as long as you maintain focus — or until it’s extinguished by force or counter-magic.
You summon an imp that you can attempt to get to do tasks for you.
Unleash a burst of energy existing in multiple states until observed—delivering maximum chaotic damage.
Conjure telekinetic energy to animate a magnetic object, that will choke a target, dealing damage each round and slowing them down.
Summons a duplicate of the caster to fight temporarily.
The target is locked in a feedback loop where they will do the same reaction to your attacks as they did in the battle round where this spell was cast. Thus, you can force the target to spend action points on an action that you can anticipate and thus counter.
Attack through the fourth dimension, dealing unavoidable damage.
You use a whip of thorns to lash a nearby target pulling them towards you.
Temporarily prevent a target from thinking clearly, making spell casting and maneuvers difficult.
Creates a burst of concussive soundwaves to knock enemies back causing them harm.
Rewind the last few moments, undoing recent actions.
The ability to detect lies and discern truth through subtle cues in speech, body language, and psychological insight..
Summon a shadow version of your melee weapon(s) that strikes when you do, making it harder for the target to avoid being hit.
You or an ally swing a melee weapon with an unstoppable force in an attack that ignores defensive skills that aim to parry or block and even ignores shields.
You conceal yourself in a veil of darkness that emanates power from you dealing damage to all nearby. You are slowed, but you are harder to hit for the duration of the spell.
Morph into a venomous being exuding poison with your touch.
Voice 1 word of command in the mind of the target that makes the target obey before their mind catches up.
You wrap yourself in anti-reality — not invisible, but irrelevant. You are simply not ‘there’ and cannot be sensed in any way. Attacks, spells or abilities cannot be used against you until you have had your action phase.
In your action phase, you seemling step out of nothingness in a swirl of dark matter giving you a +5 to your attack.
If your attack is successful, the target will be frightened of you.
Summon a rift of void energy that attempts to consume the first spell aimed at the area.
You conjure a roaring barrier of pulsing flame, stretching up like a living wall of heat and fury. The wall blazes with volatile energy, searing any creature caught in its formation or foolish enough to pass through. Once erected, the wall remains in place.
The spell excels at controlling movement, guarding flanks, splitting the battlefield, or driving enemies into predictable paths.
You form a bond with the target that causes them to feel lucky and to be able to avoid a part of the most critical damage.
Share the damage between the caster and another.
A skeletal hand extends from the hand of the caster causing the living tissue it touches to wither and suffer from necrosis. Can only attack living tissue.