d66 |
|
11 |
Astral Projection: Enter a trance for up to 10 minutes, projecting your conscious mind to a location you’ve been to before. |
12 |
Attract: Two objects are strongly magnetically attracted to each other if they come within 10 feet. |
13 |
Augury: Ask the GM a simple yes or no question to gain (sometimes fuzzy) knowledge of the future. |
14 |
Befuddle: A creature of your choice is unable to form new short-term memories for the duration of the spell. |
15 |
Commune With Spirits: The spirit of a nearby corpse manifests and will answer 1 question. |
16 |
Cryokinesis: Manifest a storm of ice and snow in a 20ft area for 1D6 cryo blast damage. |
21 |
Displace: An object appears to be up to 15ft from its actual position. |
22 |
Echoing Voice: You can mentally project your voice a great distance away. |
23 |
Filch: A visible item teleports to your hands. |
24 |
Force Field: A 20 foot dome or 60 foot wide, 10 foot tall high wall is protected from all mundane attacks for one minute. |
25 |
Force Shell: A creature you touch is protected from mundane attacks for one minute. |
26 |
Hatred: A creature develops a deep hatred of another creature or group and wishes to destroy them. |
31 |
Hypnotize: A creature enters a trance and will truthfully answer one yes or no question you ask it. |
32 |
Knock: A nearby mundane or technological lock unlocks. |
33 |
Leap: You can make a single jump up to 20 ft high. |
34 |
Levitate Object: An object hovers, frictionless, 2ft above the ground. It can hold up to one humanoid. |
35 |
Magnetic Reversal: Two objects are strongly magnetically repelled from each other within 10 feet. |
36 |
Mind Scream: Deal 1D10 mental damage at up to 4 enemies within 60 feet. |
41 |
Memory Manipulation: Alter a target’s memory of an event, person, place, etc. If the target fails a WIL save, the change is permanent, otherwise the manipulation lasts 10 minutes. |
42 |
Possession: Target’s spirit is caged within their body and replaced with the caster’s. If the body is slain the original soul departs, but the caster must pass a WIL save to return to their body. |
43 |
Pyrokinesis: Manifest fire from your own body heat in a 20ft area for 1D6 thermal blast damage. |
44 |
Scry: You can see through the eyes of a creature you touched earlier today. |
45 |
Shimmering Wall: A straight wall of shimmering, 50ft long and 10ft high, appears at a location you can see. |
46 |
Shroud: A creature you touch is invisible until they move. |
51 |
Shuffle: Two creatures you can see instantly switch places. |
52 |
Sleep: Target falls asleep for 1D4 hours. |
53 |
Spectacle: A clearly false but impressive illusion of your choice appears, under your control. It may be up to the size of a palace and has full motion and sound. |
54 |
Sympathetic Sense: Choose one kind of object (keycard, cred-stick, weapon, computer, etc). You can sense the nearest example. |
55 |
Telekinesis: You may mentally 1 move item under 60lbs. |
56 |
Telepathy: Two creatures can hear each other’s thoughts, no matter how far apart. |
61 |
Trace: An object you touch communicates to you the name of the previous owner along with a vague visual clue and general location. |
62 |
Ward: An ally becomes immune to mundane attacks for 1D4 rounds. |
63 |
Warp Reality: Time in a 50ft bubble slows down or increases by 50% for 10 seconds. |
64 |
Whispers: You can hear faint sounds clearly. |
65 |
X-Ray Vision: You can see through walls, dirt, clothing, etc. |
66 |
Zero Sum: Invade an enemy mind. Target must pass a WIL Save or their attacks become impaired |