Unseen City Spells

2d5 Name Chalk Needed Effect After Effect
2 Chill out 3 Targets all nearby non-mechanical foes, pacifying them. Next time the caster rests, they become too cold to sleep.
3 Turn to fungus 2 Targets a nearby organic being and transforms them into a perfect mycelial facsimile. The caster’s joints become rubbery and soft. Strength Checks are rolled with Disadvantage for 3 days.
4 Accelerate Growth 1 Targets a nearby plant, causing it to grow to full size in 24 hours. The caster permanently shrinks in height by 1d50 cm.
5 Craft Cubes 2 Targets adjacent inorganic matter, transmuting it into stackable 1 meter cubes. Caster’s vision becomes pixelated for 1d100 hours. Reality Saves at Disadvantage.
6 Bind Gate 1 Targets a nearby Gate, linking it to a known location. For twice the chalk cost, it can lead to an unknown location. Caster’s body ages 1d5 years.
7 Cast Mini False Sun 1 Targets a nearby location with a fist-sized sun. All nearby take 2d10 DMG per round. For 3 days, the caster must pass a Body Save or Burns deal 1d5 DMG and prevent sleep.
8 Echolocate 1 Targets the caster or a nearby character, enlarging their ears and giving them the ability to navigate by sound. The target’s ears return to their original size over two week. Loud noises give them Disadvantage all the while.
9 Turn to Stone 2 Targets an adjacent living creature, transmuting its esh to Dancing Marble. The caster becomes cold and listless for ve days and has Disadvantage on Heart Checks.
10 Splitting Chasm 2 A rift shears open beneath the targets, swallowing them 1d5 Levels Deeper into the City. Caster cannot Rest until they descend two Levels Deeper.

Highlighted row: result of a 2d5 roll.