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Filter Results by Spell Types


Name
School
Magic

Absorb Harm

Necromancy

Psionics

Icon of Absorb Harm

Absorb Harm

Absorb Harm

Necromancy

Psionics

For the duration of the spell, you gain the ability to absorb mundane harm caused to living targets by touch. This includes physical or magical damage, disease, or poison and like major or minor perils, but not curses. When you absorb the harm, the subject is healed or otherwise restored, and you receive the harm as if it were dealt to you instead. You may absorb 1 HP of damage per MP spent, or one major or minor peril per MP spent in this way.

Action-at-a-Distance

Force

Psionics

Icon of Action-at-a-Distance

Action-at-a-Distance

Action-at-a-Distance

Force

Psionics

You move one object per MP spent, up to 100 pounds per MP spent, anywhere within your line of sight. The object moves at a walking pace. This spell can also be used to exert telekinetic force of equal weight against an object, such as holding a door closed.

Alternate Reality

Probability

Psionics

Icon of Alternate Reality

Alternate Reality

Alternate Reality

Probability

Psionics

You sort through the multiverse of infinite probabilities and phase shift yourself or your target into one that suits your purposes. For any action within the round this spell is cast, you may roll twice and take the result of your choosing. For each roll you alter in this way, you may spend MP equal to the difference between the dice rolled (if you are choosing between a 6 and a 3, the MP cost is 3) to replace a roll in this way. You may cast this spell as a reaction once during the round, in addition to any other action you take.

Animate Dead

Necromancy

Thaumaturgy

Icon of Animate Dead

Animate Dead

Animate Dead

Necromancy

Thaumaturgy

You animate a number of dead bodies equal to the MP you spend, puppeting them as if they were marionettes. Animated dead do not possess spiritual energy to act on their volition; the spellcaster must issue commands, otherwise they stand numb and mindless. (The spellcaster may command them while acting otherwise.) For the purposes of this spell, corpses use the spellcaster's stats to act, but have 0 Smart, 0 Defense, and 1 HP, then are permanently destroyed. This spell does not affect undead, and you must concentrate on the working of this spell or else your animated dead are permanently destroyed.

Animate Object

Artifice

Sorcery

Icon of Animate Object

Animate Object

Animate Object

Artifice

Sorcery

Your maleficence becomes an invisible tether, animating a number of mundane, inanimate objects equal to the MP spent. You may move the object as if it were a marionette. Sentient objects, such as golems, may also be commanded, but they are entitled to a spell check to resist each command.

Ansible

Artifice

Thaumaturgy

Icon of Ansible

Ansible

Ansible

Artifice

Thaumaturgy

You call upon your magic patron to create a spiritual bridge between two points. Choose two mundane objects. The possessor of one object becomes telepathically linked with the possessor of the other object, independent of the distance between the objects, as long as both objects are held by their possessors at the same time. This enchantment is permanent unless one of the objects is destroyed.

Anti/Sympathy

Charm

Thaumaturgy

Icon of Anti/Sympathy

Anti/Sympathy

Anti/Sympathy

Charm

Thaumaturgy

You inspire in all those within the spell's area of effect an unnatural revulsion or attraction to you. If the attraction is sympathetic, they are compelled to stop what they are doing to approach and behold you immediately upon successfully casting the spell. If the attraction is revolting, they are compelled to back away and avoid your gaze. This spell does not otherwise change the attitudes of those affected, nor does it prevent them from taking action against you.

Antimagic Shell

Abjuration

Sorcery

Icon of Antimagic Shell

Antimagic Shell

Antimagic Shell

Abjuration

Sorcery

You convert your maleficence into a magic-absorbing shell, the size and placement of which may be as large or as small as desired within the area of effect. Any spells passing through the shell are converted into MP that restore your MP. You regain MP equal to the MP spent to cast the captured spell, but you cannot regain more MP than your pool's maximum. While the shell is active, you cannot move and must concentrate on working the spell, or else the spell ends.

Antimagic Whip

Metamagic

Sorcery

Icon of Antimagic Whip

Antimagic Whip

Antimagic Whip

Metamagic

Sorcery

You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.

Astral Travel

Astral

Psionics

Icon of Astral Travel

Astral Travel

Astral Travel

Astral

Psionics

You and any willing targets touched fall unconscious, projecting your spirits into the spiritual realm. All traveling are tethered to their unconscious bodies by ectoplasmic cords; if a cord is severed, its body dies and its soul is destroyed. Only you may guide your companions through the spiritual realm; if you return to your body without them, their souls will be lost until you retrieve them. You may return to your body at will, and doing so also returns your companions to their bodies. Any magic items on your person are manifested in the spiritual realm, but no other mundane objects. If you are slain as an astral traveler, you are returned to your body unharmed. This spell lasts 1 day per MP spent. (If the spell ends prematurely for lack of MP, only the spellcaster is returned to his body.)

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