Genius world illustration - Sword and Sorcery theme
Sword and Sorcery

Genius

L
Lowki559

The ancients called it Echo— the invisible breath that held the world together. The source of fire in the bone, and storm in the soul. We called it magic. Then came skyscrapers, satellites, the endless scroll. We learned to split atoms, speak across oceans, cure what once killed gods. Human marvels—iron birds, glass hearts, digital dreams. And still… the world whispers. Because here on Terra, magic never left. It just learned to live beside us


Author's Note: “We were never meant to forget.” The ancients called it Echo— the invisible breath that held the world together. The source of fire in the bone, and storm in the soul. We called it magic. Then came skyscrapers, satellites, the endless scroll. We learned to split atoms, speak across oceans, cure what once killed gods. Human marvels—iron birds, glass hearts, digital dreams. And still… the world whispers. Because here on Terra, magic never left. It just learned to live beside us. In the alleys, in the veins of cities, in the breath between seconds. In the crack of thunder beneath your touchscreen. In the blade that hums when you’re alone. In the child who awakens at ten and burns. We gave the world a name. We call it Genius—a planet of invention and memory. A place where miracle meets machine. Where a spell may light a cigarette. Or level a city block. Where gods now wear hoodies, And monsters sue you in court. Some say tech will outgrow magic. Others say magic is letting us believe that. But here’s the truth— Magic is not a thing of the past. It’s the beating heart of now. And the Circle still turns. Welcome to Terra. The fable world. The future carved from echoes. Made by Lowki.
Played9 times
Cloned0 times
Created
26 days ago
Last Updated
1 days ago
VisibilityPublic
Acidic Eye Bleed
3

Acidic Eye Bleed

With a snap of your fingers, you cause up to three creatures within range to bleed acid from their eyes, dealing severe acid damage and potentially blinding them permanently.

Hollow Song
2

Hollow Song

You unleash a wave of acid mana that forces a creature to experience a haunting vision of the path their life could have taken, causing acid pain and disorientation in their head

Tide of Unmaking
3

Tide of Unmaking

Unleash a corrosive wave of acid that melts physical objects in a 100-foot cone. If a creature speaks a concept or idea aloud within the area, the acid resonance disrupts it, causing acid damage and potential confusion.

Digest Regret
2

Digest Regret

You target an enemy, causing acid damage based on the number of unresolved issues or regrets they harbor, manifesting as painful memories they must confront.

Corrode Memory
2

Corrode Memory

Target forgets actions from their last turn. Area around target distorts, causing thoughts to briefly manifest as illusory, semi-solid forms that can distract and hinder enemies.

Dissolve Identity
4

Dissolve Identity

You temporarily erase a target's defining traits, causing them to lose their class features, racial traits, or magical tradition benefits for the spell's duration. The target appears as a generic humanoid and cannot use abilities tied to their erased identity.

Volume Crown
5

Volume Crown

A 5th-level spell that empowers allies to stack buffs by speaking in rhyme or shouting louder than foes, enhancing their combat effectiveness and resilience.

Thunder Tithe
2

Thunder Tithe

For the duration of this turn, all damage you deal is echoed as thunder damage of the same amount at the start of your next turn within 30 feet.

Deafenloop
3

Deafenloop

Traps a target in their own internal monologue, causing overwhelming mental noise that deafens them to external sounds and disrupts concentration.

Echo Swap
4

Echo Swap

You instantly switch positions with the last echo of your voice within 600 feet, swapping places with the sound's location as it reverberates.

Sonic Boom Gobble
3

Sonic Boom Gobble

A powerful shout that emits a concussive wave, pushing enemies 30 feet away and potentially disrupting their actions.

Echo Freeze
5

Echo Freeze

This spell freezes a spoken lie in the speaker's throat, rendering them mute for 10 minutes. The target must have spoken a deliberate falsehood within the last round to be affected.

Stillcry
3

Stillcry

Emits a soundless, chilling screech that instills fear in creatures with emotional instability, causing them to become frightened if they fail a Wisdom saving throw.

Preserved Gaze
4

Preserved Gaze

You freeze a specific memory within a creature's mind, preventing them from recalling that moment again. The target must succeed on a Wisdom saving throw or lose access to the memory for 24 hours.

Frost Feint
3

Frost Feint

You vanish in a swirl of icy mist and reappear behind the source of a sound within range, leaving a shimmering snowflake at your original position that distracts enemies.

Silence Shell
2

Silence Shell

Creates a 10-foot radius globe centered on a point within range where all sound is frozen and nullified, rendering the area completely silent. The shell lasts for up to 1 minute or until dispelled, preventing any sound-based spells or verbal components within its area.

Maddening Chorus
5

Maddening Chorus

You unleash a haunting chorus that causes all creatures in range to hear mocking voices of trusted individuals, unsettling their minds and impairing their focus.

Assimilate Husk
3

Assimilate Husk

Absorb a corpse within range for 1 hour, gaining knowledge and memories from the deceased, granting advantage on Intelligence checks related to the corpse's skills and languages.

Toxic Confessional
3

Toxic Confessional

You compel a creature to reveal a secret they vowed to keep or suffer 6d6 poison damage. The target must make a Wisdom saving throw or be forced to confess the secret aloud.

Splitcore
2

Splitcore

You create up to three illusory copies of yourself that last for 1 turn. Each copy mimics your actions but cannot deal damage or be targeted by attacks, distracting enemies and granting you advantage on Dexterity saving throws until the end of your next turn.

Venom Echo
2

Venom Echo

You release a toxic venom that induces vivid hallucinations of the target's past mistakes, disorienting them and causing psychic damage.

Final Right
5

Final Right

Call upon the Crucible to strike down a foe, but the strike only succeeds if the target has committed a grave injustice. Upon a successful strike, the target is dealt radiant damage and a bed of ethereal flowers blooms at their location.

Aura of Grace
3

Aura of Grace

For 1 minute, allies within 30 feet cannot fall unconscious; when reduced to 0 HP, they instead drop to 1 HP. The aura requires concentration.

Sunstep
2

Sunstep

Instantly teleport to the location within range that aligns most closely with your sense of justice, as determined by the Franz. This location must be visible or known to you and within 600 feet.

Judgment Gaze
3

Judgment Gaze

You fix your gaze on a creature within range, compelling them to reveal their greatest shame or guilt. The target must succeed on a Wisdom saving throw or be compelled to speak their deepest regret or wrongdoing aloud for the duration.

Solar Verdict
1

Solar Verdict

Choose one creature within range. You may either banish the creature to a harmless demiplane for 1 minute or fully restore its hit points. The choice must be declared when casting.

Elegy Reversal
5

Elegy Reversal

Undo the death of one creature by restoring their soul to life, but their soul is swapped with that of a nearby corpse, causing the original corpse's soul to inhabit the revived creature's body.

Whispered End
4

Whispered End

You whisper a deadly secret that, if willingly heard for 10 seconds, reduces the target to 1 HP. The target must be willing and remain listening for the full duration.

Deathmark
3

Deathmark

You place a sinister symbol on a creature. If the marked creature lies, they begin to rot, taking 20 necrotic damage at the start of each of their turns until they speak the truth.

Mournwing Pulse
2

Mournwing Pulse

Unleashes a 15-foot radius cloud of necrotic decay. Creatures in the area take necrotic damage or must succeed on a Wisdom saving throw or lose temporary memories, causing disadvantage on their next attack roll or ability check.

Necrotic Tongue
3

Necrotic Tongue

You gain a +20 bonus to Charisma checks for persuasion, seduction, or intimidation. Your words carry a necrotic edge, allowing you to frighten or charm creatures within 30 feet who can hear you.

Empathic Pulse
5

Empathic Pulse

You emit a powerful empathic wave that heals you and your allies within range for 50 hit points and grants them temporary hit points equal to your spellcasting ability modifier as a boost of inspiration.

Ant Swarm Call
3

Ant Swarm Call

You summon a swarm of ants that resonate with the environment, adapting their type and behavior accordingly. The swarm appears in a 20-foot radius centered on a point you choose within range, harassing enemies and obstructing their movement.

Mind Mirror
4

Mind Mirror

Reflects a spell or mental effect back to its caster. When targeted by a spell or telepathic effect, you can use your reaction to force the caster to make a Wisdom saving throw or have the effect reversed onto them.

Thoughtlink Surge
3

Thoughtlink Surge

You create a telepathic link between yourself and up to three allies within range. When any linked creature takes damage, you can choose to share the damage evenly among all linked creatures. Additionally, any beneficial buff cast on one linked creature is also shared with the others for the spell's duration.

Hive Nest
2

Hive Nest

Allows the caster to bond with a colony of ants living safely inside their body, enhancing their senses and providing a defensive boost. The caster gains advantage on Perception checks and a +2 bonus to AC for the duration.

Stormstrike Horizon
5

Stormstrike Horizon

Unleash a powerful storm strike that targets all creatures in a straight line up to 1 mile away, dealing heavy lightning damage and potentially stunning them.

Plasma Nest
3

Plasma Nest

Creates a glowing shelter of plasma light with a 20-foot radius that lasts for 1 minute. Allies within the nest regain 2d20 hit points at the start of their turns and regain 1 spell slot level (up to 3rd level) once during the nest's duration.

Shock Reflex
3

Shock Reflex

Counterattack any physical contact with lightning burst

Ion Trail
2

Ion Trail

Using Lightning Resonance, You leave a trail of ionized plasma behind you that shocks enemies who enter it, dealing ongoing lightning damage over time.

Snapskip
2

Snapskip

Using Lightning Resonance, Instantly teleport up to 100 feet in any direction. You can move through obstacles and creatures without provoking opportunity attacks.

Timefold Gaze
6

Timefold Gaze

You glimpse 3 seconds into the immediate future, granting advantage on attack rolls, ability checks, and saving throws until the start of your next turn.

Inertia Chain
5

Inertia Chain

You create a chain of kinetic energy links that can redirect the momentum of attacks or moving objects. When a creature or object hits you or a target within range, you can choose to redirect the kinetic energy to another target within range, causing the redirected force to hit them instead.

Crucible Field
4

Crucible Field

Creates a 20-foot radius field where physics are reversed: gravity pulls upward, fire burns cold, and metal becomes brittle. Creatures inside must succeed on a Dexterity saving throw or be knocked prone and take cold damage as fire effects are inverted.

Mass Draw
2

Mass Draw

Pulls matter weighing up to 1,000 pounds inward toward the caster. With sufficient control, the caster can selectively pull specific objects; otherwise, all matter within range is drawn in.

Anchor Step
2

Anchor Step

You slam the ground, creating a shockwave that immobilizes enemies in a 1000-foot radius. Affected creatures must succeed on a Strength saving throw or be restrained until the end of your next turn.

Willpulse Crash
3

Willpulse Crash

A 30-foot radius gravity quake centered on a point within range. Creatures in the area must succeed on a Strength saving throw or be knocked prone and take force damage. On a successful save, creatures take half damage and are not knocked prone.

Flame Resonant: Unbreakable Will
0

Flame Resonant: Unbreakable Will

A unique form of willpower manifesting as a heat aura up to 600 degrees, felt by magic users but causing no damage. The intensity of the heat correlates with the user's conviction and mana flare.

Phantasmal Physic Blades
1

Phantasmal Physic Blades

Summons four ethereal beings of physic mana that each attempt to stab a target, dealing physic damage with their jabs.

Scorch Anthem
4

Scorch Anthem

Type: Screamcasting – Vocal / Elemental Resonance: Fire Rank: Intermediate (Tier II) Function: Defensive (flame shield + reactive burst) Activation Phrase: "Let them burn before they break me!" You scream it with raw intent—your lungs the ignition chamber, your rage the spark. Visual Description: As you roar the invocation, a ring of flame erupts from your feet like a bass-pulse blast. Fire snakes upward in jagged, angular shapes—like the glyphs are clawing out of your body—and wrap your form in a swirling crown of flame tongues. The shield doesn’t sit still—it pulses outward every few seconds like a heartbeat made of heat, deflecting projectiles with flare-pops and trailing scorch-sigils midair. Your hair lifts with heat pressure. Your voice echoes unnaturally, doubled by elemental feedback. While channeled, the flame deflects light projectiles and minor spells; melee attackers feel blistering resistance.

Flame Jet Flight
2

Flame Jet Flight

You channel flame resonance to the soles of your feet, forming fiery jets that grant you flight. You can fly at speeds up to 100 mph with full maneuverability or push to 200 mph at the cost of losing all maneuverability.

Crucible Draw: Ember Inversion
4

Crucible Draw: Ember Inversion

You no longer simply burn. You harvest. With precise body focus and flame manipulation, you open your Resonance core to incoming elemental energy—drawing heat from foreign spells, even those not aligned with Fire. You absorb not the full attack, but the residual thermal trail—the chaotic aftermath most mages ignore. The more varied the attack types, the hotter your internal flame burns—without raw mana input. Function: Absorb Heat Signature: You gain a charge each time you survive a magical strike that emits heat, friction, or energetic signature. Store up to 3 charges before automatic release. Release with: “Crucible Unbound!” → a massive close-range flame surge, stylized to mirror the elements you absorbed (e.g., crackling with lightning-static, glowing with radiant gold, etc.). Bonus: Absorbing cold-type spells creates unstable thermal fusion—release becomes more explosive and less directional.

Contained Ember
1

Contained Ember

Creates a marble-sized magical flame that emits no heat and does not burn through steel, but ignites flammable objects on touch. The flame is perfectly contained by magic, showcasing precise control.

Agni's flameburst
2

Agni's flameburst

Agni teleports to anywhere he can see so long as it is an unoccupied space. leaving behind a burst of flame that lightly obscures the area for 1 minute.

Agni's Spirit Mode
4

Agni's Spirit Mode

The caster grows to three times their size, their flame magic flares wildly, doubling their relevant stats and granting True Strike until the spell ends.

Agni's Soothing Flame
2

Agni's Soothing Flame

A warm flame of Agni's mana envelops a creature, healing 20 hit points instantly as it soothes wounds with gentle fire.

Agni's Flameball
3

Agni's Flameball

Agni conjures and spits a fiery ball of flame the size of a watermelon at a target within range, exploding on impact and dealing fire damage to all creatures in a 10-foot radius.

Agni's Flame Tracking
2

Agni's Flame Tracking

You invoke the essence of Agni's flame to sense and track heat signatures left by creatures within a 5-mile radius, allowing you to follow their trail even through difficult terrain.

Agni's Flame Purify
2

Agni's Flame Purify

A cleansing fire that purifies objects, creatures, or locations by burning away impurities, curses, or toxins without harming the target.

Mirror Ember: Reflex Bloom
1

Mirror Ember: Reflex Bloom

A novice fire resonance spell that creates fleeting flame echoes of your movements, confusing attackers and causing minor burns. On successful dodges or parries, it releases a reactive burst of fire that scorches nearby enemies, intensifying with faster movements.

Ignis Vortex: Mirror Form
2

Ignis Vortex: Mirror Form

Enter a martial state where rapid symmetrical strikes generate and amplify a rotating flame shield. The shield intensifies with punching speed, annihilates projectiles, and delivers incendiary shockbursts on melee hits. Fire companions can enhance the effect, adding burn damage and force aftershocks.

Strider Novice
1

Strider Novice

Upon uttering 'Ruptis', the caster channels light elemental mana to their feet, causing a faint silver glow that intensifies as they move, increasing their speed by 7 m/s.

Aureola H
1

Aureola H

Conjures a rotating horizontal halo of energy with a 12.5-meter radius around the caster, dealing minor fire damage and causing first-degree burns on contact. Prolonged exposure causes minor second-degree burns and may blind creatures for one round.

Lux Vincula
1

Lux Vincula

Malrix slams his palm to the ground, unleashing radiant threads of light in a 12.5-meter radius forming a luminous butterfly-patterned web. Opponents moving across the web take minor radiant damage and burns, and may be blinded if moving while facing the center. Hits within the zone activate Vampiric Magic, allowing Malrix to siphon mana. When cast with Double Tap, two layers form a glowing 3D prism, increasing blinding chance and damage overlap.

Butterfly Novice
1

Butterfly Novice

Summon a silver-glowing butterfly that flies to a target point and bursts, dealing minor radiant damage and causing first-degree burns with a chance of minor second-degree burns. The burst emits a flash of intense light that can blind targets for one round under blinding conditions. Multiple butterflies can be summoned as ammunition to increase attacks.

Jacta Lux
1

Jacta Lux

By uttering 'Jacta Lux,' the caster generates a burst of radiant light shaped like a spearhead around their fist or weapon, usable as a melee radiant thrust or a close-range projectile. The attack deals searing radiant damage with minor burns and can temporarily blind targets on impact under blinding conditions. Multiple projectiles can be summoned using ammo rules for increased versatility.

Vita Lux
1

Vita Lux

Malrix chants 'Vita Lux,' enveloping himself in a thin sheen of radiant silver armor that pulses with warm light. This spell enhances his endurance, allowing him to ignore one level 1-ranked spell per post unless the spell is overpowered, while subtly glowing with a heat haze as he moves.

Force Dart
1

Force Dart

You conjure a dart of pure force that unerringly strikes a target within range, dealing force damage. The dart automatically hits and can be fired multiple times as you gain levels.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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