
Bizzare world mixing fantasy and postapocalyptic settings
Played | 8 times |
Cloned | 2 times |
Created | 77 days ago |
Last Updated | 27 days ago |
Visibility | Public |

Summon Shadow
Summon allied shadows that detonate on enemies. The shadows appear at half health and explode with sound-element damage upon death. Handle with care, as improper control can lead to self-damage.

Summon Undead
You summon a number of undead allies to fight for you. The strength and number of undead summoned increases with the level of the spell cast.

Summon Animal
You call forth a number of allied animals to aid you in battle or perform tasks. The type and number of animals summoned depend on the spell level, and they remain for an extended duration, providing assistance as needed.

Broomification
Transforms a friendly creature into a broom, enhancing their speed and defensive capabilities while reducing their physical attributes. The transformation allows for riding without consuming a turn and cancels any other transformations. Witches gain a bonus when riding brooms, and the spell's duration persists as long as the broom is being ridden.

Incognito
This spell grants the caster a disguised status, allowing them to reset the hostile status of neutral NPCs. While it can help avoid attacks in settlements when the caster has negative Karma, it does not prevent NPCs from turning hostile if the caster commits a crime after casting.

See Invisible
This spell grants the caster the ability to perceive invisible creatures and objects as if they were visible. The effect does not extend to allies, allowing only the caster to see through invisibility.

Invisibility
Grants the target invisibility and a bonus to stealth checks. The effect extends to the target's mount and any symbiote they are bonded with. Any action taken by the target immediately ends the invisibility effect. Be wary, as some creatures can see invisible beings or may use liquids to reveal your presence.

Telepathic Insight
This spell allows the caster to perceive the presence of creatures within a certain range, revealing all monsters on the floor. However, it does not reveal mindless beings such as certain machines and undead, and Yith are immune to this effect due to their Cosmic Horror trait.

Mutation
This spell allows the caster to attempt to mutate their own body, enhancing their physical or mental attributes. The mutations are permanent and always beneficial, but the spell has a high mana cost and a very low success chance, meaning that unsuccessful attempts only consume mana without causing any changes.

Levitate
This spell allows the caster to float above the ground, granting them the ability to avoid triggering traps and reducing damage taken from earthquakes. While levitating, the caster is countered by gravity, meaning they can be affected by strong winds or other forces that may push them down.

Magic Map
This spell reveals a detailed map of the surrounding area centered on the caster's position. The map expands in size with the spell's level, but it cannot reveal fully walled-in tiles, making it ineffective for detecting buried ore deposits.

Uncurse
This spell removes curses from equipped gear and items in the caster's inventory. The success chance is determined by the spell's strength compared to the cursed item's status, with blessed rods or scrolls providing a significant advantage.

Levitate Object
This spell reduces the weight of a single object by 10%, making it easier to carry or manipulate. The effect can stack multiple times, but cannot reduce the weight of an item below 0.1s, and certain items like tents are unaffected by this spell.

Identify
This spell allows the caster to discern the properties and magical qualities of an item, including its history and potential uses. It can identify items of up to miracle quality, revealing their true nature and any hidden abilities.

Evacuation
This spell allows the caster to instantly return to the world map, effectively ending the current combat encounter. It is a strategic retreat that can be used to escape overwhelming odds or regroup for a better plan.

Return
This spell allows the caster to return to a previously visited location, instantly transporting them to that spot as long as they can clearly visualize it in their mind. The spell requires a moment of concentration and a strong memory of the place to be effective.

Short Teleport
A quick burst of energy allows the caster to teleport themselves to a location within a 5-tile radius. This spell is often used to evade attacks or reposition in combat, making it a favorite among agile spellcasters.

Teleport
This spell allows the caster to instantly transport themselves to any unoccupied space within their line of sight. The caster must have a clear perception of the destination, ensuring it is a vacant tile on the map.

Speed
This blessing enhances the target's movement speed, allowing them to move faster than normal. While it does not nullify the effects of the slow condition, it overrides it, providing a temporary boost.

Elemental Shield
This spell grants the target a protective barrier that resists fire, ice, and lightning damage. Additionally, it nullifies any existing elemental scars, providing a temporary shield against elemental effects.

Heroism
A powerful blessing that instills courage and clarity in the hearts of allies. Recipients gain enhanced strength and dexterity, while fear and confusion are rendered ineffective against them.

Divine Wisdom
Bestows the target with enhanced clarity of thought and understanding, nullifying any confusion or disorientation. The recipient gains advantage on Intelligence checks and saving throws against being charmed or frightened for the duration of the spell.

Holy Shield
A divine blessing that envelops the target in a radiant shield of holy energy, providing protection against harm and nullifying fear and weakness. The shield bolsters the target's willpower, allowing them to stand firm against adversity.

Cat's Eye
This spell enhances the caster's perception, granting them improved vision and attack range. It nullifies any effects of blindness, allowing the caster to see clearly in all conditions, while significantly scaling in duration based on the caster's level.

Holy Veil
A divine blessing that envelops the target in a radiant veil, providing protection against curses and hexes. The strength of the veil is compared to the strength of any incoming hex, including miasmas, to determine if the curse is repelled.

Vanquish Hex
A holy spell that attempts to remove all hexes from the target, granting them a weak holy veil that provides minor protection against dark forces. The success of the spell is determined by a contest of will against the strength of each hex, with each hex being rolled separately for resolution.

Holy Light
A radiant spell that attempts to dispel a hex from a target, enveloping them in a weak holy veil that offers minor protection against dark forces. The success of the spell is determined by a contest of strength between the caster and the hex's power.

Restore Mind
A holy spell that restores damaged mental attributes and cures negative conditions affecting the target's mind. It brings clarity and peace, allowing the recipient to recover from mental fatigue, confusion, or fear.

Restore Body
A holy spell that mends the physical and mental ailments of the target, restoring damaged attributes and curing negative conditions. The caster channels divine energy to heal wounds and alleviate afflictions, promoting overall well-being.

Nature's Embrace
A holy spell that envelops the target in a soothing aura of nature, healing them gradually over time. The target regains health at the start of each of their turns for the duration of the spell.

Resurrection
This holy spell allows the caster to resurrect a random dead ally, prioritizing party members. It can also be used to bring back deceased residents, restoring them to life with a fraction of their former vitality.

Holy Restoration
A divine spell that channels holy energy to mend the wounds of a single target, restoring vitality and vigor. The caster invokes the power of their deity to heal physical injuries and alleviate suffering.

Cure Critical Wounds
A powerful healing spell that channels divine energy to mend severe injuries. The target regains a significant amount of hit points, restoring their vitality and alleviating pain.

Cure Minor Wounds
A gentle touch imbued with holy energy, this spell allows the caster to heal minor injuries of a single target. The recipient regains a small amount of hit points, alleviating pain and promoting recovery.

Gravity Hex
This hex targets a creature's will, preventing it from levitating and imposing a heavy burden on its movements. Additionally, the spell subtly decreases the target's speed by 30% and amplifies the damage taken from earthquake effects, making it a formidable choice in battle.

Web
This hex spell creates a sticky web that ensnares any creature that steps into it, immobilizing them. Spiders are immune to the snaring effect, allowing them to move freely through the webs.

Mist of Darkness
A swirling cloud of dark mist envelops the area, granting evasion bonuses to allies within while obscuring vision for enemies. Those caught in the mist find it harder to be targeted, while foes may inadvertently stumble into traps or hazards.

Slow
This hex spell targets a creature's will, causing them to move and act sluggishly. The affected target must succeed on a Wisdom saving throw or have their speed halved and take a penalty to their attack rolls and Dexterity saving throws for the duration.

Bane
A malevolent hex that saps the target's luck and reduces their chance to hit in combat. When cast by an inquisitor, it also strips away any divine bonuses granted by their worship, leaving them vulnerable and cursed.

Elemental Scar
This hex spell marks the target with a mystical scar that weakens their resistance to elemental damage. The target suffers a reduction in their fire, ice, and lightning resistances, making them more vulnerable to these types of attacks.

Weakness
A sinister hex that saps the strength of the target, halving their Protection and Dodge values for the duration of the spell. The target feels an overwhelming sense of vulnerability, making them more susceptible to attacks and less able to evade danger.

Silence
This hex spell envelops the target in a shroud of silence, preventing them from casting spells that require verbal components. While silenced, the target can still use magic devices and perform special actions that do not require speech.

Earthquake
Unleashes a powerful tremor that causes the ground to shake violently in a wide area, affecting all creatures and structures within an 11-tile radius. Targets that are levitated experience reduced damage, while those grounded take increased damage from the seismic forces.

Shatter Hex
A holy spell that removes all hexes from a target, unleashing a wave of divine energy that damages nearby enemies. The spell requires at least one hex to be present on the target to activate its effects, making it a powerful tool against cursed foes.

Meteor
Summons numerous clusters of meteors that rain down over a wide area, creating pillars of fire upon impact. Each meteor explodes in a fiery blast, dealing damage to all creatures within the affected zone.

Impact
Unleash a wave of pure force that strikes a target, dealing damage and potentially knocking them back. The spell harnesses the caster's endurance to create a powerful impact that can disrupt foes and alter the battlefield.

Acid Ball
You conjure a swirling sphere of corrosive acid that you hurl at a target. Upon impact, it explodes in a shower of acid, dealing damage to all creatures in the area.

Acid Bolt
A bolt of corrosive acid streaks toward a target, dealing damage and potentially causing ongoing harm. The acid splashes on impact, affecting the target and nearby creatures.

Acid Arrow
You conjure a magical arrow made of corrosive acid that streaks toward a target, dealing damage on impact and additional damage over time as the acid continues to eat away at the target's flesh.

Blood Miasma
You unleash a swirling cloud of blood and viscera that envelops your enemies, causing them to suffer from debilitating effects. The miasma drains the strength of those caught within it, leaving them weakened and vulnerable.

Blood Bolt
You conjure a bolt of your own blood, launching it at a target. The bolt deals damage based on your strength and can cause additional effects based on the target's condition.

Blood Touch
You channel your strength to inflict a debilitating touch that draws upon the life force of your target. Upon a successful hit, the target suffers damage and you regain a portion of their vitality.

Summon Ether Bit
Conjure a fragment of pure ether, a dense form of mana that can take on a semi-sentient form. This creature can assist in spellcasting or provide temporary boosts to magical abilities, but prolonged exposure to its essence may lead to dangerous mutations.

Ether Ball
Conjure a dense sphere of pure ether that can be hurled at a target. Upon impact, the ether ball explodes, dealing damage and potentially mutating those affected by its energy.

Ether Bolt
Conjure a bolt of pure ether energy that strikes a target, dealing damage and potentially causing mutations. The user risks exposure to the hazardous effects of ether, which may lead to permanent physical changes.

Summon Light Bit
Conjure a small, radiant creature of pure light that aids you in battle. The Light Bit can distract enemies and provide illumination in dark areas, making it a versatile ally.

Intonation of Light
A radiant chant that channels divine energy, illuminating the surroundings and empowering allies. This spell enhances the wielder's willpower, allowing them to resist darkness and bolster their companions' resolve.

Light Bolt
A radiant bolt of holy energy that strikes a target, dealing damage and potentially blinding them. This spell embodies the purity of light, dispelling darkness and malevolence.

Light Touch
A gentle touch that imbues the target with a warm, holy light, granting them temporary protection and healing. The light can also dispel darkness and negative energy in the vicinity.

Summon Magic Bit
Conjures a small, magical creature known as a Bit to assist you in battle or perform simple tasks. The Bit can provide minor magical effects, such as creating light or delivering messages, and can be commanded to attack if necessary.

Magic Ball
You conjure a shimmering orb of magical energy that can be thrown at a target. Upon impact, the orb explodes in a burst of elemental energy, dealing damage and potentially causing additional effects based on the chosen element.

Magic Arrow
A shimmering arrow of magical energy that strikes true, bypassing physical defenses. Upon impact, it deals damage and may inflict additional magical effects based on the caster's intent.

Summon Chaos Bit
You summon a chaotic entity known as a Chaos Bit, a small, unpredictable creature that embodies the essence of chaos. The Chaos Bit can create random effects in battle, causing confusion and disruption among your enemies.

Intonation of Chaos
A spell that unleashes chaotic energy, disrupting the battlefield and causing unpredictable effects. The Sword Sage channels their inner turmoil to create a wave of chaotic magic that can alter the course of combat.

Chaos Ball
You conjure a swirling sphere of chaotic energy that can be hurled at a target. Upon impact, it explodes in a burst of unpredictable magical effects, causing various elemental damage and potential status effects.

Chaos Bolt
A chaotic surge of energy that strikes a target, dealing unpredictable damage based on the type of magic that resonates with the caster's intent. The spell can bounce to another target if the first one is hit, creating a chain of chaotic energy.

Nerve Miasma
You unleash a cloud of toxic energy that disrupts the nervous systems of creatures within its area. Affected creatures must make a saving throw or suffer debilitating effects, including reduced movement and impaired actions.

Nerve Bolt
A concentrated bolt of psychic energy that targets the nervous system of a creature, causing intense pain and temporary paralysis. The target must make a saving throw or suffer debilitating effects for a short duration.

Nerve Arrow
You conjure a magical arrow that targets the nervous system of a creature. Upon impact, the target must make a saving throw or suffer debilitating effects, reducing their movement and causing pain.

Summon Sound Bit
You summon a small, ephemeral creature made of sound waves that can mimic any sound it has heard. This creature can be used to distract enemies, convey messages, or create illusions through sound.

Sound Ball
You create a sphere of sound that can be thrown to a location within range. Upon impact, it emits a loud noise that can distract or disorient creatures in the area, potentially causing them to lose focus or become startled.

Sound Bolt
You unleash a bolt of concentrated sound energy that travels in a straight line, dealing damage to the first creature it hits. The target must make a saving throw or suffer additional effects based on the outcome.

Summon Nether Bit
Conjure a spectral creature from the realm of death to aid you in battle. The summoned entity, known as a Nether Bit, is a shadowy figure that can drain the life force of your enemies.

Intonation of Nether
A dark chant that channels the essence of death, allowing the Sword Sage to manipulate the life force of their enemies. Upon casting, the sage can drain vitality from foes, empowering themselves or their allies in the process.

Nether Bolt
A dark energy bolt that channels the essence of death, striking a target with necrotic force. The target must make a saving throw or suffer debilitating effects, while allies nearby may gain temporary vitality from the energy released.

Nether Touch
You reach out with a chilling touch that siphons the life force from your target, weakening them while empowering yourself. The target must make a saving throw or suffer debilitating effects, while you gain temporary vitality.

Poison Miasma
You unleash a cloud of toxic gas in a 20-foot radius centered on a point you choose within range. Creatures within the area must make a Dexterity saving throw or take poison damage and become poisoned for the duration.

Poison Ball
You conjure a sphere of toxic energy that you can hurl at a target within range. Upon impact, it explodes in a cloud of poison, affecting all creatures in the area.

Poison Arrow
You conjure a magical arrow coated with a potent poison. When fired, it deals damage and may poison the target, causing additional effects.

Summon Mind Bit
You summon a small, ethereal creature known as a Mind Bit, which can assist you in combat or provide information. The Mind Bit can communicate telepathically and has the ability to distract enemies or gather intelligence in the surrounding area.

Mind Bolt
You unleash a concentrated bolt of psychic energy that strikes a target's mind, causing mental anguish and confusion. The target must make a saving throw or suffer debilitating effects.

Mind Touch
You reach out with your mind to establish a telepathic connection with a creature you can see within range. This connection allows you to communicate telepathically and sense the creature's emotional state for the duration of the spell.

Intonation of Shadow
The Sword Sage channels the essence of darkness, weaving shadows into a powerful incantation that enhances their combat prowess and obscures their presence. This spell allows the caster to strike with increased precision while shrouding themselves in an aura of darkness, making them harder to detect.

Shadow Miasma
You conjure a swirling cloud of dark energy that envelops a target area, obscuring vision and sapping the strength of those within. Creatures caught in the miasma must contend with its debilitating effects, making it difficult to act effectively.

Shadow Bolt
You conjure a bolt of dark energy and hurl it at a target, dealing necrotic damage and potentially blinding them. The shadows coalesce into a projectile that strikes true, leaving a lingering darkness in its wake.

Shadow Arrow
You conjure a dark arrow made of pure shadow energy and launch it at a target. The arrow pierces through the darkness, dealing necrotic damage and potentially sapping the target's strength.

Summon Lightning Bit
You summon a small, electrified creature made of pure lightning energy. This creature can assist you in battle by shocking enemies or providing illumination in dark areas.

Intonation of Lightning
A powerful spell that channels the raw energy of lightning through the caster's sword, allowing them to unleash a devastating strike that can also stun their target. The spell enhances the sword's damage and grants the ability to momentarily paralyze foes with a jolt of electricity.

Lightning Ball
You conjure a sphere of crackling lightning energy that can be hurled at a target. Upon impact, it explodes in a burst of electrical energy, dealing damage to all creatures in a small radius.

Lightning Bolt
A powerful stroke of lightning strikes a target, dealing massive electrical damage. The bolt travels in a straight line, affecting all creatures in its path.

Summon Ice Bit
Summon a small, icy creature made of frost and snow to aid you in battle. The Ice Bit can distract enemies and provide minor cold damage with its icy touch.

Intonation of Ice
The Sword Sage channels the essence of cold through their voice, creating a chilling melody that encases enemies in ice. This spell can freeze opponents in place, making them vulnerable to follow-up attacks.

Ice Ball
Conjure a sphere of icy magic that explodes on impact, dealing cold damage to all creatures in a designated area. The icy blast can freeze targets, slowing their movement for a short duration.

Ice Bolt
A shard of ice is conjured and hurled at a target, dealing cold damage and potentially slowing their movement.

Ice Arrow
You conjure a sharp arrow made of pure ice and launch it at a target. On a hit, the arrow deals cold damage and may slow the target's movement for a short duration.

Intonation of Fire
A powerful incantation that channels the essence of fire through the sword sage's blade, allowing them to unleash a wave of flames upon their enemies. The flames can also ignite flammable objects in the vicinity, creating a fiery spectacle on the battlefield.

Fire Ball
A powerful spell that conjures a massive sphere of fire, exploding upon impact and engulfing everything in its vicinity. The flames deal devastating damage to all creatures caught in the blast, leaving a scorched area in its wake.

Fire Bolt
A flickering bolt of fire streaks toward a target, igniting anything flammable in its path. Upon impact, it explodes in a burst of flames, dealing damage to the target and potentially igniting nearby objects.

Fire Touch
You channel your inner magic to ignite your touch with flames, allowing you to scorch your enemies or ignite flammable objects. The flames linger for a moment, dealing damage to those you touch and potentially setting them ablaze.

Eye of Insanity
You target a creature, increasing their madness level and causing them to experience vivid hallucinations and paranoia. The target must succeed on a Wisdom saving throw or suffer from confusion and disorientation for the duration of the spell.

Eye of Dimness
This spell envelops the target in a shroud of magical dimness, reducing visibility and hindering their ability to perceive their surroundings. The affected creature finds it difficult to see beyond a few feet, making it easier for attackers to strike from the shadows.

Insult
A spell that envelops the target in a shroud of dimness, causing them to feel disoriented and insulted. The target's vision is obscured, and they suffer penalties to their attacks and perception as they grapple with the weight of the caster's words.

Cover
This spell allows the caster to teleport to an ally who is being attacked, taking the damage intended for them instead. The caster must be within a certain range of the ally to use this spell, and it can only be used once per turn.

Maconomy
Toggles the Maconomy stance, which reduces mana consumption of spells by 50% at the cost of using an additional spell slot. This allows spellcasters to conserve their magical energy while casting spells more efficiently, but requires careful management of spell resources.

Taunt
You enter a provocation state, drawing the attention of enemies within range. For the duration of the spell, enemies must target you instead of your allies when making physical attacks.

Charge
You teleport directly to your target, delivering a powerful melee strike. The further away you are from the target, the more damage you deal, making this spell a strategic choice for long-range engagements.

Dream Larva
A spell that allows a succubus to warp to nearby sleeping characters, creating pleasant dreams and sensations. When mixed with food, it acts as an aphrodisiac, enhancing the flavors of milk, eggs, and other affinity-based dishes.

Headpad
A gentle spell that consumes one of the target's interest pips, enhancing friendship levels and potentially causing the target to lay an egg. When cast by a Horome believer on a friend, it induces a euphoric state within the party, fostering camaraderie and joy.

Kizuami's Trick
Kizuami's Trick is a spell that manipulates the forces of luck and misfortune. When cast on an ally, it bestows a random blessing that enhances their abilities, while casting it on an enemy inflicts multiple curses that hinder their actions, with the number of curses increasing based on the caster's Piety level.

Lulwy's Possession
This spell grants the caster a significant increase in speed, allowing them to move with incredible swiftness for a duration of 7 turns. The caster feels a divine connection to Lulwy, enhancing their agility and reflexes, making them harder to hit and able to traverse the battlefield with ease.

Prayer of Jure
A sacred prayer invoking the blessings of Jure, the deity of healing and protection. The paladin channels their piety to restore health to themselves or an ally, reinforcing their bond with the divine.

Absorb Mana
Channel your piety to absorb ambient magical energy, recovering a portion of your lost mana. This spell can only be cast once per day, making it a valuable resource for spellcasters in need of replenishment.