Doomsayers, wielders of Decay
Decay Spells Overview
Decay Spells Overview
Doomsayers, wielders of Decay
Overview:
True death remains elusive for many as the Stiffs harness the energy of the recently deceased to empower their prison reality. Those who perish within Nihil are at risk of either being painfully churned into fuel or becoming rendered spirits, corrupted fragments of themselves cursed to wander eternally through the magical infrastructure of Nihil known as the Wired.
Yet every process must come to an end Ciphers who choose to embrace this truth wield Decay magic to terminate artificial and biological forms of life. They may exploit the weaknesses of their opponents through malicious subroutines or even possess the ability to reanimate lifeforms with temporary consciousness thanks to an intimate proximity to the concepts of death and entropy. Some have mastered the art of corruption of spaces and districts, while others attune themselves to death to detect and manipulate its presence upon lifeforms.
Ciphers who study Decay often find themselves interacting with spirits to peer past the veil of death for grim and powerful knowledge. Some choose to aid these spirits in their search for true death and respite, while others to conspire with vengeful spirits who seek to wage war against the Stiffs from within the Wired. Terminal Apparitions are pervious Ciphers who have succumbed to death, but have not departed from the prison of Nihil. There is strength in collaboration, though tales of woeful mistrust leading to bloody endings are not unheard of in the Wired.
Link to originalDecay Spells Overview
Grimoire of Decay Spells
AP Cost Notation
Spells can either cost a static amount each time they are cast, or spells can have a dynamic cost to cast where the amount of action points needed will depend on the desired effect or enhancements.
Static Cost:
- 1 AP: - This spell will cost a single action point each time it is cast.
Dynamic Cost
1 AP+: - This spell will cost at least a single action point each time it is cast. The player may also choose to pay an additional amount of action points when casting this spell for more powerful effects.
X AP: - The spell will cost an amount of action points equal to the number of effects chosen at the time of casting or will be determined by the Chronicler due to the overall complexity of the spell and any challenges in the current scene.
Corporeal Banishment
X AP: The Cipher may choose an object within range to send into the Wired, likely to be quickly disintegrated by the Stiff’s harvesting systems. The time it takes to dematerialize is determined by size and complexity of the object’s structure.
- 3 AP: The Cipher may choose to cast this spell upon a spirit instead of an object. The Cipher will need to roll if the target of this spell is unwilling to be sent to the Wired in this way.
Corpus Sculpting
2 AP: The Cipher may chose to alter the appearance of a corpse to appear as though it suffered a completely different cause of death.
Decaying Touch
X AP: The Cipher is able to cause physical objects to decay, or organic matter to rot. The size and material determining how long the process will take to complete disintegrate.
Defensive Entropy
5 AP: Once per session, when the Cipher next suffers an attack, they may choose to inflict the same amount of damage against their attacker. Once this spell is used on an attack, if the damage was received from the attack would be enough to set the Cipher’s vitality to 0 or cause them to make a Cheat Death roll, instead the Cipher’s vitality becomes set to 1.
Dread Whispers
2 AP: The Cipher’s words bring anguish and hopelessness to any target lifeform of their choosing, causing that lifeform’s next action be taken at disadvantage.
Shade Shaping
4 AP: The Cipher conjures a phantasmal force to extinguish lights and can alter the placement of shadows to impair the vision of all lifeforms while channeling this spell. All lifeforms within range roll at disadvantage when making attacks or casting spells. The Cipher may also choose to change the shape and intensity of shadows in range. The Cipher may cast spells, move, and take non-magical actions unimpeded.
Shade Stepping
2 AP: The Cipher may choose to step into the shadows near them and reappear from any other shadow within eyesight.
Ghastly Servitor
3 AP: The Cipher impresses a simple command within a nearby corpse, reanimating it with a temporary vitality and autonomous programming. The commands the Cipher can integrate into the corpse are limited to short logic loops, accommodating only simple tasks and requiring frequent instruction in order to achieve the intent of the Cipher. These reanimated corpses are often used as watchdogs, bodyguards, or to perform basic housekeeping tasks.
Ghastly Gaze
1 AP: This ability can be used upon corpses to determine their cause and time of death. This can allow the Cipher to detect otherwise undetectable details of a death, such as the presence of neural toxins in a body from a pile of ashes or the bite marks that rended a beast apart from just seeing the fossilized bones of an extinct species of animal.
Grim Gaze
2 AP: Casting this spell causes the Cipher to see an ephemeral aura around all lifeforms nearby that shows how often they have been in the presence of death in their life and how recently they have encountered the dying. This allows the Cipher to know if someone is in mourning or can be used reveal the identity and location of a murderer blending into a crowd.
Sanctum of Twilight
5 AP: The Cipher creates a portal in an area around them while channeling this spell that moves every lifeform within range into the Wired, rendering their physical bodies into a dispersed collection of magical essence. While within this field, lifeforms are able to pass through walls physical objects and move in any direction without resistance from gravity or interference from the power recyclers hidden throughout the Wired. The Cipher may cast spells, move, and take non-magical actions unimpeded while channeling this spell.
Seal of Binding
X AP: With the consent and cooperation of a spirit, the Cipher binds their essence within a corporeal body, usually using a corpse as the vessel to house the spirit. The Cipher may also choose to shape a form from ectoplasmic energy, a body that will disintegrate less rapidly. It also allows the bound ghost to levitate and move freely between the barriers between the physical world and the Wired. The costs for each of these forms are calculated in the following ways:
- X AP: The rate of decay until a reanimated corpse unravels from rot is one scene for every action point spent.
- X AP: The rate of decay for until an ectoplasmic form disperses is three turns for every action point spent.
Summon an End
X AP: The Cipher is able to manipulate the bodies of the deceased into monstrous amalgamations, distorting proportions and melding the flesh of the dead into a singular grizzly reanimated guardian. This creature’s vitality is equal to the number of action points used when creating it, with a minimum amount of points required determined by the Chronicler. This reanimated creature will attempt to defend the Cipher from damage and can be instructed to attack for three damage at the cost of one of its vitality.
Termination Leyline
3 AP: Disrupt all running programming and create dead zones where only the most resilient systems are able to maintain function while all others shutdown or crash. The Cipher may selectively chose which systems to spare from their feild of disruption, giving them a significant edge in committing subterfuge. While channeling this spell the Cipher can stop or disrupt non-magical electrical or mechanical processes in range. The Cipher may cast spells, move, and take non-magical actions unimpeded while channeling this spell.
Wire Traping
4 AP: The Cipher is able to guide a recently deceased lifeform’s soul away from the harvesting system of the Stiffs to ensure they become a spirit within the Wired. This may only succeed with the consent and cooperation of the deceased lifeform that is deceased. The ability to extend this protection is determined by the Chronicler and the amount of time passed since the lifeform died will increase the probability of this spell not succeeding.
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Ego Injectors, wielders of Cognition
Cognition Spells Overview
Cognition Spells Overview
Cognition
Overview
All thoughts exist as expressions within the confines of the Stiffs’ corrupted creation, and Ciphers that study Cognitive magic can disrupt the flow of communication that exists between all constructs that toil within Nihil. As minds are molded into being made unaware of the magic around them and indoctrinated into the hopeless labor of the Stiffs’ reality, Ciphers that wield Cognitive magic break these constraints through mental introspection and inner reflection.
By casting spells of this Protocol, Ciphers are able to perceive the auras of emotions and thoughts around them. Some are even capable of tapping the minds of conscious beings around them, perceiving their memories with the same sensory levels of the original experience. Other Ciphers may harness the capacity of external minds to leech knowledge or run separate queries of thought within the minds of the lifeforms around them.
Many Cognitive spellcasters believe that the unlimited prowess of the mind can transform the world into a place of peace and inter-subjectivity. Through perception and reflection the individual may break free of the crumbling processes embedded into their actions from faulty memory and mental manipulation. Existence is generated through beholding the external world, and the Ciphers that harness Cognitive magic aim to puncture the Stiffs’ veil to awaken the collective minds of humanity.
Link to originalCognition Spells Overview
Grimoire of Cognition Spells
AP Cost Notation
Spells can either cost a static amount each time they are cast, or spells can have a dynamic cost to cast where the amount of action points needed will depend on the desired effect or enhancements.
Static Cost:
- 1 AP: - This spell will cost a single action point each time it is cast.
Dynamic Cost
1 AP+: - This spell will cost at least a single action point each time it is cast. The player may also choose to pay an additional amount of action points when casting this spell for more powerful effects.
X AP: - The spell will cost an amount of action points equal to the number of effects chosen at the time of casting or will be determined by the Chronicler due to the overall complexity of the spell and any challenges in the current scene.
Reveal Intent
1 AP: The Cipher chooses a target lifeform within range and gains the ability to know if the target intends to cause harm to the Cipher or any of their allies.
Splintering Psionics
2 AP: The Cipher chooses a target in reach and begins channeling this spell. While the Cipher channels this spell they may choose to use their target as the origin for any spell they cast when calculating distance for the spell. This allows the Cipher to cast at reach or in range spells from their target when they may otherwise would be too far to successfully aim the spell. While channeling this spell the Cipher may cast spells, move, and take any non-magical action unimpeded by the effort required to maintain this spell.
Mental Mask
2 AP: The Cipher shields their mind and aura from being perceived and instead chooses the emotion or thoughts that will be seen by any lifeform attempting to observe the Cipher’s thoughts or motivations. For the next two turns, any attempt to understand the Cipher’s motivations or current expression is perceived exactly as the Cipher intends.
Instinctive Jolt
2 AP+: The Cipher shifts their mind into multiple asynchronous threads, allowing them to take two additional actions this turn.
- 1 AP: This spell can be augmented to extend its effects into the Cipher’s next turn for an additional AP cost.
Pass without Notice
4 AP: While channeling this spell the Cipher gains advantage on hiding or moving undetected while any lifeforms nearby gain disadvantage when attempting to perceive the Cipher. Any targets that fail their roll to see the Cipher quickly forget what the focus of their attention was and their memory of seeing the Cipher fades. The Cipher cannot cast any other spell while channeling this spell, but may move and take non-magical actions unimpeded. This spells effect is broken if the Cipher begins attacking any lifeforms or if the Cipher’s actions would visibly show intent to harm any lifeforms or objects within the scene.
Rogue Nerves
3 AP: By twisting and overwhelming a target opponent’s nerve endings, the Cipher signals the muscles to contort and relax independently from the target’s own intention, effectively immobilizing them. This effect persists for the lifeform until the end of the Cipher’s next turn.
Mental Map
4 AP: The Cipher spreads out their awareness into the minds of nearby lifeforms to form a mental map of their surroundings. For the rest of the scene the Cipher gains advantage when navigating or searching for anything in their environment. This spell also reveals the presence of other lifeforms within range and grants the Cipher advantage on any attempts to sneak or hide from the any of the lifeforms whose minds were scanned.
Dizzying Double
3 AP+: The Cipher creates a duplicate image of themselves or an ally in the minds of all lifeforms within range. This copy deals no damage, but is a perfect replication of the target with movements independent from the targeted lifeform. Until the beginning of their next turn, all attempts to attack the targeted lifeform will be at disadvantage.
- 1 AP: The Cipher may choose to target an additional target to receive the benefit of this spell. All duplicates move separately from the targeted lifeforms and will attempt to confuse enemies as much as possible even after the source of their dubious appearance is discovered.
- X AP: Each additional amount of AP spent to cast this spell increases the duration of turns the duplicate remains in existence.
- 1 AP: The Cipher may cast an at reach spell from their duplicate image as though they were casting the spell from that distance.
Memory Sieve
4 AP+: The Cipher chooses a target in range and searches for a memory of the Ciphers choosing. If the memory exists, the Cipher experiences it with vivid clarity and from the perspective of the target, feeling their emotions and faintly hearing their thoughts throughout the event. While this experience of memory will feel similar to its duration for the target, any lifeform observing the Cipher will only perceive a brief moment pass before they return from their peek into another lifeform’s mind.
- 2 AP: The Cipher may choose to project a memory of their own or a memory observed from using this spell previously into the mind of any willing target lifeform in range.
- 3 AP: While projecting a memory with this spell the Cipher may pay an additional cost to alter details of the memory to distort the events of experience in ways of their choosing.
Open Mind Sourcing
4 AP+: The Cipher seeks a piece of information or to emulate a known skill from any lifeforms in their nearby environment. The player may ask the Cipher for the answer to a question or if there is any lifeform that can expertly perform an action they intend their Cipher to take. If it is possible and the Chronicler agrees, then the Cipher instantly knows the answer to their question or gains advantage on their next roll associated with the skill they have psychically leeched.
- 2 AP: The Cipher may choose a target lifeform in range to receive the benefits of this spell, projecting the question and answer into their target’s mind or by providing an instant impression of taking a specific action with advantage if the target lifeform performs that action on their turn.
- 3 AP: When casting this spell on a target lifeform with the intent to share a skill, the Cipher may choose to channel this spell in order to give the target advantage on all rolls that involve the skill while this spell is channeled. The Cipher may not cast any other spells while channeling this spell, but may move and take non-magical actions unimpeded.
Imprint Impression
3 AP+: With a slight alteration to the perception of language, the Cipher may choose to speak any language in any sort of tone but have it be heard in a manner that is of the Cipher’s choosing. By casting this spell the Cipher could choose to leave a great first impression with a lifeform that would otherwise be unable to understand the Cipher’s language. This can also be used to allow the Cipher to agitate a lifeform to violence by saying the most insulting or vulgar phrase imaginable without having to know what words to use beforehand.
- 2 AP: The Cipher may choose to cast this spell on another target lifeform, choosing how other lifeforms around the target will perceive their attempts to communicate. By using this spell in creative ways, the Cipher could sabotage an important diplomatic negotiation or make the most vitriolic language be heard as the babbling of an incoherent child.
Speak into Thought
2 AP+: The Cipher speaks or sends their words to a target lifeform in range by connecting to the target lifeform’s mind. The voice projected is heard perfectly and is perceived as external to the target lifeform’s thoughts. The Cipher can express any complex message instantly and can receive a response back from the target before the connection between minds is closed.
- 1 AP: The Cipher may choose to channel this spell when casting it to maintain a permanent connection to the target, allowing them to send messages and speak to one another from any distance away. The Cipher may cast spells, move, and take non-magical actions unimpeded by ths effort required to maintain this spell.
False Face
3 AP: The Cipher is able to channel this spell to appear as a different lifeform by altering how they are perceived. While their body is not physically changed, the Cipher may choose to appear as any lifeform they have previously encountered or choose a target when casting this spell to appear as a lifeform that the target lifeform has a memory of seeing or interacting with. The Cipher may cast spells, move, and take non-magical actions unimpeded by the effort required to maintain this spell.
Psychonaut’s Compass
3 AP: The Cipher may move their awareness outside of their body, allowing them to perceive their environment without physically being present. While channeling this spell, the Cipher may choose to move their perspective into any adjacent rooms or structures while leaving their body in a fugue state. As the Cipher moves through the environment, they cannot be perceived by non-magical means. Any damage done to the Cipher’s body will end this spell and cause the Cipher to snap back to their awareness from the perspective of their body. The Cipher may not move their physical body or take any non-magical actions while channeling this spell, but may cast spells from their body’s location at disadvantage.
Cognitive Hijacking
5 AP: The Cipher channels this spell to take possession of a target lifeforms body, moving and taking non-magical actions as though it were their own body. While channeling this spell the Cipher may not move their own body, take non-magical actions with their own body, but may instead move the body of the target lifeform and take non-magical actions. The Cipher may also cast any spells when their possessed lifeform is within reach of the target of the spell. Spells cast this way function as though the Cipher was casting the spell with their own body at the possessed lifeforms location.
The Cipher may choose actions unopposed so long as those actions are in alignment with the possessed target’s ethical values. Once the Cipher attempts to do something that the target would be opposed to doing, the Cipher and the possessed lifeform roll for control of the body for that turn. If the Cipher’s intent is to harm or destroy something important to the possessed lifeform, the Cipher has disadvantage on the roll. Any damage received to the possessed body or the Cipher’s body will instantly end this spell and send the Cipher’s awareness back to a perspective from their own body.
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Inspectors, wielders of Spatial
Spatial Spells Overview
Spatial Spells Overview
Inspectors, wielders of Spatial
Overview:
All that exists within Nihil is woven within the an unimaginable collection of containers, a series of interconnected points between a sea of processes, and Spatial spells allow Ciphers to traverse through these waves of invocations to arrive anywhere they chose to be. Imprisonment and isolation wielded by the Stiffs and their enforcers as deterrence to rebellion are subverted by the constant jailbreaks and hit and run tactics employed by those wielding Spatial spells.
With this magic the Cipher folds space around them to travel around the world in a single step. Some are capable of extending their own senses and control of their surroundings to listen into distant locations or to walk through a gunfight without crossing the trajectory of a single bullet. Though the most vexing threat these spellcasters pose to the Stiffs is the ability to create pockets of Nowhere, spaces that are imperceptible to those within Nihil. As the Stiff’s and Shill’s power rely upon existing in their reality, Nowhere is the one place they cannot enter.
Spatial spellcasters are travelers capable of transporting themselves and others exactly where the Stiffs don’t want them to be. They act as spies and information couriers, facilitating conversations across a universal battlefield of united Awakened. The Stiffs fight to keep their thrones in a battlefield existing everywhere and Nowhere thanks to the magic and espionage of bestowed through using Spatial magic.
Link to originalSpatial Spells Overview
Grimoire of Spatial Spells
AP Cost Notation
Spells can either cost a static amount each time they are cast, or spells can have a dynamic cost to cast where the amount of action points needed will depend on the desired effect or enhancements.
Static Cost:
- 1 AP: - This spell will cost a single action point each time it is cast.
Dynamic Cost
1 AP+: - This spell will cost at least a single action point each time it is cast. The player may also choose to pay an additional amount of action points when casting this spell for more powerful effects.
X AP: - The spell will cost an amount of action points equal to the number of effects chosen at the time of casting or will be determined by the Chronicler due to the overall complexity of the spell and any challenges in the current scene.
Sense Bonds
2 AP: The Cipher can perceive the current location of an object of strong attachment or significance to any target in reach. This spell can target a physical object on the target’s body, an object lost many years ago, the placement of a hidden cache, or even just the memory of something emotionally significant to the target of this spell. Once this spell is cast the location of the object is projected vividly into the mind of the Cipher.
All Seeing Awareness
2 AP: The Cipher gains the ability to expand their focal awareness outwards in all directions. This allows the Cipher to see in every direction at once while this spell is being channeled. The Cipher may cast spells, move, and take non-magical actions unimpeded by the effort needed to maintain this spell. Opponents do not gain advantage on sneak attacks and the Cipher may choose one additional target at no AP cost when casting a spell that allows multiple targets to be selected.
Door to Nowhere
2 AP: The Cipher chooses a door in range and conjures a connection to Nowhere through it. Until the end of the Cipher’s next turn, any lifeform that crosses the threshold of the chosen door will be transported to Nowhere at a location chosen by the Cipher. Once the lifeform has entered Nowhere, they cannot be perceived or tracked by any force in Nihil but cannot return to their previous location by using any door available within Nowhere. The lifeform may use magic of their own to travel elsewhere, but if they choose to exit via one of the many exits within Nowhere then they are moved to a random location with a door in Nihil upon leaving.
Portal Skipping
4 AP: The Cipher conjures a magical portal until the end of their next turn that allows any lifeform or object that passes through it to be transported to another location of the Cipher’s choosing that they have been to previously or is currently in range. The momentum of the lifeform or object is maintained when passing through the portal, allowing the Cipher to hurl an opponent through the window of a building high above them or send a tossed grenade to drop rapidly from directly above the opponent that hurled it.
Spatial Swap
3 AP: The Cipher chooses two target lifeforms or objects in range and teleports them to each other’s position in the scene. This can redirect the targets of attacks or spells and can be used to obtain an object at a distance away from the Cipher.
Spaceshift
4 AP: The Cipher takes a large volume of space in range and shifts every object and lifeform in a direction and distance of their choosing. The leap from the original position to the destination is perceived as a blur of motion to the targeted lifeforms and no damage can be dealt to the objects and lifeforms as the Cipher moves them between spaces. The size and scale of the objects can be varied, allowing the Cipher to effectively shift an entire room to a new location seemingly instantaneously. The destination chosen by the Cipher must be one that they have been to or have the exact coordinates of.
Smudge the Distance
2 AP: Invoking this spell allows the Cipher to bend space around them to prevent ranged and melee attacks from successfully connecting as the space between the Cipher and their opponent invisibly widens to a great distance despite the appearance that they are in reach or range to the Cipher. This effect persists until the Cipher’s next turn ends and does not prevent the Cipher from moving in the space unimpeded by their conjured distance.
Rally Point
2 AP+: Invoking this spell allows the Cipher to connect another location to a single space within range. The Cipher may connect an invisible portal to any location they have previously encountered or have the ability to perceive when casting. These portals remain open for three turns or until the Cipher chooses to end the spell.
- 2 AP: Additional locations may be chosen when casting this spell by spending more AP.
Trace Through Travels
2 AP: The Cipher can sense a lifeforms sympathetic connections as the move through space, allowing them to track any target lifeform that is within range or that the Cipher can perceive when casting this spell.
External Augery
3 AP: The Cipher may perceive a location remotely when channeling this spell as long as they have a vivid depiction of the location or can clearly visualize it in their mind. The Cipher may cast spells, move, and take non-magical actions unimpeded while casting this spell, allowing the Cipher to then cast spells or interact with the space as though it were in range, even if it would normally be too far.
The awareness necessary for targeting a location can be obtained from having encountered it previously or if the Cipher can perceive it from their current environment through any non-magical means. This allows the Cipher to reach into a location from a recent photograph and grab a object within reach in the current moment or be used to crash a party from a quick video call.
Untethered Grasp
1 AP+: The Cipher chooses a target opponent within range or that they can perceive and make a melee attack at advantage against the target.
- 1 AP: The Cipher may choose a target lifeform to gain the benefit of this spell on their next melee attack.
Lockbane
1 AP: Locks simply fail to function when they would prevent the Cipher from gaining access to a space. Any non-magical mechanism for preventing access to a building, room, or compartment within an object will malfunction once the Cipher casts this spell, allowing them to pass through or open the object unobstructed.
Exit Shuffle
3 AP+: The Cipher prevents a target lifeform within range from being able to leave a distance of the Cipher’s choosing for the next three turns. This may mean the target lifeform is drawn into reach as if pulled by an invisible gravitational force or instead cause the target to leave through familiar doorways only to enter back into the room they just were in.
- 2 AP: The Cipher may choose to cast this spell on any location they can perceive when casting this spell rather then be within range.
- 1 AP: The Cipher may choose to channel this spell at the time of casting to prevent the target from leaving the distance chosen for as long as this spell is successfully channeled. The targeted lifeform will be able to attempt to end the spell by rolling at disadvantage after four of the Cipher’s turns have passed. The Cipher may not cast spells while channeling this spell but may move and take non-magical actions unimpeded.
Anti-Air Statis Field
3 AP+: The Cipher channels a field around them that prevents all targets within range from making non-magical ranged attacks. All attempts to do so will either cause the projectile to rip apart from a sudden constriction of the surrounding space or be suspended in a pocket of invariable length that until it looses all momentum and falls to the ground. While channeling this spell the Cipher may not cast spells but may move and take non-magical actions unimpeded.
- 1 AP: The Cipher may choose a target in range to not be impacted by this spell until the end of their next turn.
Multi-Surface Touch
1 AP: The Cipher is able to use any surface to move along while channeling this spell, allowing them to power slide up the walls of buildings or tip toe along powerlines without any disadvantage or impediment to their movement. While channeling this spell the Cipher may cast spells, move, and take non-magical actions unimpeded.
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Queue Jockeys, wielders of Sequence
Sequence Spells Overview
Sequence Spells Overview
Queue Jockeys, Wielders of Sequence
Overview:
What may appear to be a series of unrelated tragedies and blessings hides the weavers of patterns and fate. Ciphers harnessing the power or Sequence magic intuitively know the cause and effect that drives events to happen. With this knowledge they can bend these effects to create their desired outcomes. While the Stiffs use this layer of interconnected fates for oppression, Ciphers studying this Protocol seek to shape these mystic threads to bring about a Zero Day to permanently end the perpetual loop of Nihil.
With Sequence magic Ciphers may bestow blessings of good fortune and shift the odds in the favor of their allies. They also are equally capable of spinning destiny to ensnare their foes in deadly misfortune and woe. Some believe deeply in concepts of destiny and fate, admiring the ever changing ripples across its vast web of connections. Other groups of Ciphers wielding Sequence magic choose to bend the linkages between odds and chance, breaking apart the sequence of events in every moment to defiantly oppose the Stiffs’ attempts to restrict self-determination.
Sequence magic perceive the ties that bind every action within Nihil, and with the slightest touch they seek to ensure eternal freedom and possibility with the confidence that comes from inescapable probability.
Link to originalSequence Spells Overview
Grimoire of Sequence Spells
AP Cost Notation
Spells can either cost a static amount each time they are cast, or spells can have a dynamic cost to cast where the amount of action points needed will depend on the desired effect or enhancements.
Static Cost:
- 1 AP: - This spell will cost a single action point each time it is cast.
Dynamic Cost
1 AP+: - This spell will cost at least a single action point each time it is cast. The player may also choose to pay an additional amount of action points when casting this spell for more powerful effects.
X AP: - The spell will cost an amount of action points equal to the number of effects chosen at the time of casting or will be determined by the Chronicler due to the overall complexity of the spell and any challenges in the current scene.
Trick Shot
2 AP: The Cipher defies seemingly impossible odds to land their next ranged attack. The next time the Cipher would make a ranged attack they may choose to roll the dice twice and choose the which result to determine the outcome. Any penalties that would be applied to this ranged attack roll are not considered for determining the outcome of the roll.
Contort Calculations
X AP: The Cipher bends the the trajectory of incoming projectiles to avoid taking damage until the beginning of their next turn. The closer the the Cipher is to the source of the projectile will determine the action point cost:
- Too Far (1 AP): The opponent targeting the Cipher is too far to score a successful hit, however the Cipher may still influence the attempted attack to hit any other target within the Cipher’s range.
- In Range (1 AP): The opponent’s attack misses the Cipher, regardless of the outcome of the roll.
- In Reach or Nearby (3 AP): The Cipher distorts the odds of being struck by projectiles to absolute absurdity. Guns unexpectedly jam, spells fizzle out, and even the environment shifts to sabotage any ranged attacks made against the Cipher from any range.
- 1 AP: Additionally, the Cipher may spend one additional action point to change the target of this spell to apply its benefits to a target lifeform instead of themselves. Calculate the cost of the spell based on the position of the target lifeform and the distance between them and their attacker.
Swing And Miss
X AP: AP: The Cipher curves fate against the next melee attack they are targeted by. Upon becoming the target of a melee attack, the Cipher may choose one of the following outcomes to occur:
- Reversal (2 AP): The failed melee attack instead injures the opponent or a nearby target of the Cipher’s choosing.
- Reckless Abandon (1 AP): The failed melee attack causes the opponent to be knocked prone in reach of the Cipher.
- Weakened Grasp (3 AP)*: The failed melee attack causes the opponent to become disarmed.
- 1 AP The Cipher may spend one additional action point to gain possession of their opponent’s weapon after disarming them.
Baleful Eye
2 AP+: The Cipher invokes immediate misfortune to a target lifeform within range. The target will roll at disadvantage on its next action.
- 2 AP: The Cipher may include other targets within eyesight to suffer from this spell for for two action points per additional target.
Fortune’s Favorite
2 AP+: The Cipher coaxes the best possible outcome from fate for their next action, allowing them to roll with advantage on their next roll.
- 2 AP: The Cipher may include other target lifeforms within range to benefit from this spell for for two action points per additional target.
Boundless Action
1 AP: On the Cipher’s next roll, consider 19 and 20 to yield Triumph outcomes. All other outcomes remain the same.
Lucky Charm
1 AP: The Cipher chooses an object within range and imbues it with their choice of the following boons:
- Wellspring of Wealth: An individual given the imbued object for a day will come into possession of a desired material resource after the session has ended.
- Uncovered Secrets: An individual given the imbued object will discover hidden knowledge after a day has passed. The bearer of the imbued object may make the result of this spell more beneficial or precise by carrying the object with them while pursuing the desired outcome. However, this spell will end without bestowing its benefit if the object is destroyed during the session this spell is cast during.
Never Down or Out
3 AP: By abstracting form from function, a Cipher may make machines perform at optimal performance regardless of their overall condition. This allows for vehicles that are in complete disrepair to roar to life with the Cipher at the wheel, or could enable a Cipher to make a reinforced security door suddenly fling open at their touch.
Transient Wealth
5 AP: Fate and fortune are as intertwined as the moon and the tides of the sea. With an awareness of the coming waves, a Cipher can reap great reward by making informed decisions ahead of their occurrence. However, these fortunes are often not long lasting and the Cipher may find that refusing to relinquish possessions obtained in this way can lead to ruin.
The Cipher may choose to acquire any object of Gear, Cybernetics, or Commodities of their choosing and it will come into their possession within three turns. Any Cipher may use the item with no consequence for a single scene. Afterwards if any Cipher retains possession of the object after the scene they will be at disadvantage when they attempt to use it and the benefits of rolling a Triumph are negated, only allowing actions to mildly succeed.
Opportune Momentum
3 AP+: By activating this spell, a Cipher may target all opponents within range or closer and make an non-magical melee or ranged attacks with advantage despite the improbability of their attack being able to accomplish this action.
- 2 AP: The Cipher may chose an a target lifeform to gain the effect of this spell.
Cascading Failures
5 AP: The Cipher channels all of their magic into tearing apart the folds of Fate, creating chaos with each slash against the delicate tapestry of destiny. Machines begin to malfunction and overload, improbable failures in infrastructure result in power grids surging and shutting down, and hysteria grips nearby Sleepers. All opponents receive disadvantage to non-magical actions while the Cipher channels this spell. The Cipher may not cast spells while channeling this spell, but may move and take non-magical actions unimpeded.
Vexed for Greatness
4 AP: The Cipher creates a false destiny, weaving a tale of their choosing to lay over an object or lifeform. There can be absolutely no momentum from the object or lifeform towards the events described by the Cipher and it is extremely likely that these events will never happen.
Yet any lifeform attempting to perceive the future related to that object or lifeform will need to succeed on a roll to be able to dispel the false destiny. If the roll fails, they will be deceived into thinking the events the Cipher described will come to pass unless direct and immediate intervention is taken.
Dooming Strike
3 AP: When in combat, a Cipher may choose a detail from either the environment around them or a nearby lifeform to be the cause for a devastating attack against an opponent within range.
At the beginning of the targeted opponent’s turn, they become fascinated by the chosen detail, allowing the Cipher to make an attack with advantage against the target. Even if the Cipher’s attack fails, the opponent will be unable to take any action on their turn other then to respond to the unexpected attack.
Chance Encounter
2 AP: With only a vague location to go on, a Cipher may chose a lifeform they wish to meet and allow Fate to guide their steps. By using this spell the Cipher will be led in the most direct route to their target. Since the distance between the Cipher and their target will need to be traversed in some way, it is advantageous for the Cipher to be near the individual of interest.
Indomitable Probability
4 AP+: The Cipher infuses their intentions for the future into an oath of power. Once per session, the Cipher may gain advantage on their next attack roll and can choose any target within for an attack.
Link to original
- 3 AP: Adding three additional action points to the cost of this spell will allow the target chosen to be Too Far from the Cipher and still be targeted with advantage on the attack. Using this ability in this way does require the Cipher to know their target’s current location at the time of casting.
Pointers, wielders of Time
Time Spells Overview
Time Spells Overview
Pointers, wielders of Time
Overview:
Everything that is yet to be lies in a linear progression according to the cruel whims of the Stiffs. Yet this flow is malleable by design, and through a mastery of chaining events together seamlessly with Time spells Ciphers may shift the flow of time in their favor. Nothing is truly fixed in place within the events transpiring within Nihil, since everything is in a perpetual stasis. Cipher’s studying Time seek to manipulate the pacing of what has come before and what was meant to occur ahead.
Spellcasters of the the Time Protocol may exert control to shift the future into the most advantageous outcome, while those with even greater mastery may incrementally bend the past to undue the injustices dealt by the Stiffs’ choke hold on timelines. Some may possess the ability shuffle events into inexplicable occurrence, leading to events of unimaginable devastation or celebration with the simple folding of casualty, like disasters brought by the fluttering wings of butterflies in flight.
While the Stiffs cling to their fragile eternity, Ciphers wielding Time spells seek to unwind the occurrence of events across reality to unmake the foresworn lich rulers and recreate the universe into an everlasting bliss for every moment spent endured suffering across the history of Nihil.
Link to originalTime Spells Overview
Grimoire of Time Spells
AP Cost Notation
Spells can either cost a static amount each time they are cast, or spells can have a dynamic cost to cast where the amount of action points needed will depend on the desired effect or enhancements.
Static Cost:
- 1 AP: - This spell will cost a single action point each time it is cast.
Dynamic Cost
1 AP+: - This spell will cost at least a single action point each time it is cast. The player may also choose to pay an additional amount of action points when casting this spell for more powerful effects.
X AP: - The spell will cost an amount of action points equal to the number of effects chosen at the time of casting or will be determined by the Chronicler due to the overall complexity of the spell and any challenges in the current scene.
Flux the Future
2 AP: The Cipher may grant themselves or any target in range advantage on their next roll. The Cipher may immediately cast this spell targeting themselves for no cost once per day when they would have disadvantage on a roll, allowing them the best possible odds to shape their future even in the worst circumstances.
Cyclic Sustain
4 AP+: The Cipher begins channeling a spell that allows them to loop the last few seconds of any action taken by a single target in range, rendering them unable to act in any different way as long as the Cipher continues to channel this spell. While in many cases this can effectively immobilize a target opponent, this spell can also be used to gain access to restricted areas by looping the scanning of a badge, or force a firearm into unloading its entire clip in one direction. The Cipher cannot cast any other spells while channeling this spell but may move and take non-magical actions unimpeded.
- 2 AP: The Cipher may choose one additional target in range to loop their last few seconds of action while channeling this spell.
Pour a Drained Cup
X AP: By invoking this spell the Cipher is able to align the future towards obtaining an object of their desire. The more immediate the need for obtaining the targeted object, their distance away from the targeted object, and the probability of them receiving it indirectly versus the Cipher manually manipulating events in time to their favor to obtain the object influences the cost of this spell. The following is a suggested approach for resolving this spell, but it is also encouraged for the Cipher and Chronicler to collaboratively decide on what happens:
- 2 AP: Within seven days the Cipher comes into possession of great wealth or the targeted object, as determined by the Chronicler.
- 3 AP: Within three days the Cipher comes into possession of moderate wealth or the targeted object, as determined by the Chronicler. The Cipher also suffers one setback of the Chronicler’s choosing.
- 4 AP: Within a day the Cipher comes into possession of a small amount of wealth or the targeted object, as determined by the Chronicler. The Cipher also suffers two setbacks of the Chronicler’s choosing.
- 6 AP: The Cipher rolls to gain possession of the targeted object within an hour, with unsuccessful attempts yielding nothing of substance. Alternatively, successes could result in an object of usefulness being obtained but not the originally intended object. The object obtained is ultimately determined by the Chronicler. The Cipher also suffers two setbacks of the Chronicler’s choosing but only if they receive the targeted object or a useful alternative.
Postcognitive Glean
3 AP: The Cipher gains the ability to perceive a past event experienced by any object or lifeform within reach. The Cipher may choose to focus on a specific event if they know the time and place the event took place that involved their target. If the specific details are unknown, the Cipher may roll to see if they recover any details relevant to the event they were attempting to perceive.
Forgotten Past, Veiled Future
4 AP: While channeling this spell the Cipher’s actions become imperceptible to time and their past suddenly becomes shrouded. While under this effect, the Cipher cannot be perceived on non-magical surveillance, attempts to perceive their location with non-magical means will fail, and magical attempts to perceive their existence through time will yield no information. Knowledge of the Cipher’s actions will be retained by those who knew of it before this spell was cast, but any other attempt to gain this knowledge about the Cipher will fail while this spell is being channeled. The Cipher can cast spells, move, and take actions unimpeded by the effort required to maintain this spell. While useful for evasion, channeling this spell for long periods may cause the Cipher to lose their own memory if used multiple sessions in a row.
Unwind the Harm
3 AP: The Cipher is able to rewind time and retake a previous action as though it were the first time occurring to all other lifeforms in range. This does not revert any damage or effects from the first turn that was taken for the Cipher casting this spell, but it has the potential to prevent any damage that would have occurred to other lifeforms depending on the Cipher’s new decided course of action.
Time Slip
2 AP: By extending the dimension of time around an attack, the Cipher may chose to prevent an attack in range or in reach from successfully hitting them so long as they move after casting this spell.
Ascended Acceleration
5 AP: Through diluting their own experience of time, Cipher extends their ability to respond to the space around them. By channeling this spell the Cipher may take two additional actions and an additional move action per turn. The Cipher may not cast any other spells while channeling this spell but may move and take non-magical actions unimpeded.
Flutter Step
2 AP+: The Cipher skips forwards in time in quick and disorienting paces, confusing any opponents in range. After casting this spell, any attempts to harm the Cipher will be at disadvantage until the Cipher completes two move actions.
- 2 AP: The Cipher may cast this spell on one additional target in range.
Glade of Respite
4 AP+: The Cipher grinds time to a halt all around them and may chose to move freely while the rest of the world remains frozen in time. After the Cipher casts this spell, time will be frozen for the next two turns, allowing them to move or interact with their environment. If the Cipher makes contact or attacks another lifeform after this spell is cast then that lifeform is unfrozen and may interact as they choose for the duration of this spell’s effect.
- 3 AP: The Cipher may extend this spell indefinitely if they chose to channel it at the time of casting. The Cipher may not cast any other spells and takes disadvantage on any actions taken while maintaining the concentration required for this spell. The Cipher may move unimpeded while this spell is active.
Superior Augury
4 AP+: With perfect clarity the Cipher predicts the immediate future. The Cipher may ask one question about the upcoming turn planned for an opponent and the Chronicler can share as much detail as is possible given the current scenario and environment around the Cipher. The Cipher gains advantage on their next roll during the turn they glimpsed by casting this spell.
- 1 AP: The Cipher chooses a target lifeform in range to share their vision of the future. The target also receives advantage on their next roll during the turn they revealed a vision of.
Future Proofing
6 AP: The Cipher opens their mind to the most significant milestones ahead of them and seeks the path with the best odds of success. By casting this spell, the Cipher may ask the Chronicler for advice about taking an action in response to a current event or about an event seen in the future. The Chronicler can be asked three questions about an action the Cipher is considering taking receives advantage on any roll associated with the action should they decide to commit it after receiving answers to their inquiry.
Unrelenting Age
X AP: The Cipher chooses an inanimate object within range and simulates a great span of time to wear the object into disarray or even dust. The structure and composition of the object effects the cost and time needed for the completion of this spell, but in most cases it costs a single AP for every ten years of time passed on the object. The Chronicler may choose to impose disadvantage, setbacks, or adjust the AP cost as needed.
Anachronism Haze
X AP: Through harnessing fluctuations in time the Cipher imposes the worst odds for their opponents and bolsters their allies attacks. For each 2 AP spent when casting this spell, the Cipher chooses a target in range to receive advantage or disadvantage on all of their rolls until the beginning of the Cipher’s next turn.
Quantum Precision
2 AP+: The Cipher shifts time instinctively so that their next attack has the most potential to harm. The next attack the Cipher successfully makes deals an additional 2 damage.
Link to original
- 1 AP: The Cipher chooses a target in range to receive the effect of this spell.
Source Coders, wielders of Creation
Creation Spells Overview
Creation Spells Overview
Source Coders, wielders of Creation
Overview:
There burns an invisible fire within Nihil, and it is in the pulse of this heat that all magic is born. Ciphers that possess knowledge of Creation spells hold themselves as vessels to this imperceptible wave of fiery inspiration. This power of shaping the multitude of conditions and rules behind the creation and interaction of all magic in Nihil was once known only by the Stiffs, the original authors of every instance of their cursed existence. But much to the chagrin of the Stiffs, this magic of making and unmaking is now also in service to the collective of artists and poets that claim the power of Creation magic as their own.
Ciphers possessing knowledge of Creation magic can create constructs of pure magic to act as proxies of their own existence and repository of mana. These proxies soon transform into familiars, lifeforms that are connected to the Cipher’s pool of magic, but are their own beings with a distinct and unique awareness of the reality around them. Many act as guardians, advisors, and lifelong companions to the Cipher they are first connected with, but it is not unheard of for familiars to drift apart from Ciphers or connect across multiple Ciphers over time. Ciphers who wield Creation magic are also capable of draining the magic from the mundane creations around them to invigorate their own powers or dispel magic that is wielded against them.
The vivid magics and expressive lives of Creation spellcasters stand in sharp contrast to the reductive conditions demanded by the Stiffs. Through careful design and conjuration the Ciphers using Creation magic strive to instill hope in their allies and wield a power that burns imperceptibly but brightly within the hearts of every Awakened and Dreamers in Nihil.
Link to originalCreation Spells Overview
Grimoire of Creation Spells
AP Cost Notation
Spells can either cost a static amount each time they are cast, or spells can have a dynamic cost to cast where the amount of action points needed will depend on the desired effect or enhancements.
Static Cost:
- 1 AP: - This spell will cost a single action point each time it is cast.
Dynamic Cost
1 AP+: - This spell will cost at least a single action point each time it is cast. The player may also choose to pay an additional amount of action points when casting this spell for more powerful effects.
X AP: - The spell will cost an amount of action points equal to the number of effects chosen at the time of casting or will be determined by the Chronicler due to the overall complexity of the spell and any challenges in the current scene.
World Pulse
2 AP+: By tapping into the wellspring of magic within nearby lifeforms the Cipher can sense the location of any lifeform within range, even if they are obstructed by structures or attempting to hide through non-magical means.
- 2 AP: By amplifying the feedback of nearby magic, the Cipher can also roll to detect any lifeforms that are within range that are using magic to obscure their presence.
Mind and Body
2 AP+: The Cipher clears their body of impurity, curing any disease or illness that was within their body.
- 2 AP: If an attempt is made to influence the Cipher’s mind, this spell can negate any disadvantages that would be applied should the Cipher choose to resist the psychic intrusion.
Sculpting Forms
X AP: The many forms of lifeforms are interchangeable to the Cipher’s touch, allowing them to transform features from lifeform into another effortlessly. The scale and intensity of the transformation will vary based on how many of the following effects are chosen:
- 4 AP: The Cipher chooses a lifeform within reach and adds to them an aspect of another lifeform the Cipher has encountered previously or can vividly imagine. This could be grafting wings of pure mana from the back of an ally, or adding a set of insectiod eyes to disorient an enemy attempting to flee. The Chronicler may adjust this spells effects and cost accordingly based on the feature being added to the target lifeform.
- 2 AP: By spending an additional two action points the Cipher may cast this spell on a target lifeform within range instead of within reach.
- 3 AP: The Cipher chooses a lifeform within reach and removes a feature from their composition. This spell is non-damaging, simply making the chosen feature disappear while all remaining aspects of the lifeform are sustained, as improbable as it may be. This could allow the Cipher to remove the hands of an opponent to more easily subdue them or silence a lifeform by wiping away their mouth entirely.
- 2 AP: By spending an additional two action points the Cipher may cast this spell on a target lifeform within range instead of within reach.
- 5 AP: The Cipher channels this spell to completely transform one lifeform into the form of another. While channeling this spell the Cipher cannot cast any other spell but is able to move and perform any non-magical action. While the lifeform is only able to assume this new form while the Cipher is channeling, they are treated as though they possess all of the traits and abilities of the lifeform they are transformed as. The form that is bestowed will not cause the target to take damage, even if under non-magical circumstances the lifeform’s new form would take damage. This can allow the Cipher to transform an ally into a fierce abomination of nightmarish proportions or render an opponent helpless by transforming them into a jellyfish.
Instill Inspiration
2 AP: The Cipher chooses an a target lifeform within range and unburdens their mind of external influence and granting them advantage on their next roll. This can allow the Cipher to dispel any mind altering magic that has been cast upon the target as well as disrupt any hacked cyberware that may be overriding the target lifeform’s control of their own actions.
Mold Breaker
2 AP: With concentrated effort and focused intention, the Cipher may choose to completely transform their appearance while channeling this spell. This change in their form can be as mild as changing an aspect of their current appearance, such as hair color or eye color. Or the Cipher may choose to transform their appearance into a completely different lifeform. While transformed by this spell the Cipher doesn’t gain any advantages usually granted by being the particular lifeform chosen for their new appearance. The Cipher may cast spells, move, and take non-magical actions unimpeded while channeling this spell.
Eternal Invitation
7 AP: The Cipher can create magically infused thoughtforms bound to reality in any form of the Cipher and newly created lifeform’s choosing. Once created, these lifeforms will persist so long as the Cipher continues to channel the spell and many of these lifeforms are known as familiars.
While channeling this spell the Cipher may also cast other spells, move, and take actions unimpeded by the effort needed to maintain this spell. This spell may remain active between sessions but its cost is only paid once at the time of casting, allowing all action points spent to regenerate fully after the session this spell was cast.
While this spell is active the magical lifeform will grow in its awareness and identity while also forming a magical symbiosis with the Cipher, allowing them to do the following:
The Cipher may choose to cast an at reach spell through the magical familiar as though the lifeform’s appendages were their own hands.
The Cipher and the magical companion can share thoughts and senses, giving them a wider perspective of environments when together and preventing opponents from gaining advantage when attempting a sneak attack against either of them.
Once a day, the familiar may choose to cast a spell that the Cipher knows at no action point cost.
Over time the familiar may develop its own autonomy, at which point the Cipher may choose to stop channeling this spell and the lifeform will remain in reality sustained by its own magic and awareness. Should the Cipher end the spell before this moment of autonomous awareness occurs, the lifeform will unravel and disappear from reality. Even without form, the familiar may choose to reside within the Cipher to be recreated into a physical form in the future. Alternatively, the Cipher and familiar may decide to release their shared connection and scatter the familiar’s magic in doing so. This process of magical diffusion can allow a familiar to fade away from reality entirely if it so choses.
Maker’s Sanctum
4 AP+: The Cipher creates a temporal space within an art object of their own creation which can be used to store objects or as a temporary hideaway. By touching the art object the Cipher may choose to transport an object they are holding, or even themselves, to the fictional location held within the art. If the object is damaged in any way then all its contents stored inside will be forcibly ejected back into reality.
- 1 AP: The Cipher may choose a target within reach to transport into the location depicted in the art object. The target may attempt to break free each turn, but if they are unsuccessful then they are otherwise prevented from interacting with anything outside of the art in the scene until they succeed in breaking free.
Synthetic Synthesis
2 AP: The Cipher grabs any magical item within reach and drains it of its magical power. The Cipher can only regain AP equal to their current maximum, or until the object is completely drained. The amount of AP restored depends on the magical strength of the object chosen and is decided by the Chronicler.
Seive Auras
2 AP+: In observing the world around the Cipher, they can intuitively read the emotions and desires of those around them. This allows the Cipher to gain advantage on their next roll when persuading or beguiling other lifeforms around them.
- 1 AP: The Cipher may amplify the auras of those within range to gauge intent, allowing them to know if there is anyone nearby intending to do harm or cause violence.
Enchanted Reliquary
X AP: The Cipher infuses an object or their own words to hold a portion of their mana. At the time of casting, the Cipher chooses how much of their AP to infuse into the their own creation or phrase which can be regained at any time in the future by interacting with the object or speaking the phrase. If the object used for this spell is destroyed before the Cipher can use it then the AP is lost. If the Cipher is silenced in a way that would prevent them from speaking then they may not regain the AP. Otherwise if the spell is disrupted in any other way then the AP is restored to the Cipher up to their current maximum amount of AP.
Invoke the Muses
3 AP: Once per day, the Cipher may choose to empower any targets of their choosing within range to gain advantage on one roll per turn for as long as the Cipher channels this spell. The Cipher is unable to cast any spells while channeling this spell and cannot take any action other then to move while this spell is active. Additionally, the Cipher will be perceived as vocalizing, performing, or otherwise responding to the actions of other lifeforms around them in perfect sync as those actions occur. This can cause observers to believe that the Cipher is narrating each advantageous event into reality as they occur.
Limitless Inspiration
5 AP:_ Once per session, the Cipher swells with creative energy and magical potential, doubling their maximum AP for the rest of the session. Casting this spell also restores 2 AP at the beginning of the Cipher’s next two turns.
Permitting Possibility
4 AP+: The Cipher chooses a target within range that is a non-magical being unaware of the magical world to suddenly gain the ability to perceive magic while the Cipher channels this spell. The Cipher is able to cast other spells, move, and take actions unimpeded by the effort needed to maintain this spell. This spell can be used to awaken a willing dreamer to the presence of magic around them, assisting them in becoming Ciphers but this spell cannot be used to force an awakening on an unreceptive mind. While this spell is active no Cipher receives disadvantage for casting spells near a dreamer and the risk of creating an Anomaly is significantly lowered.
- X AP The Cipher may choose additional lifeforms to target with this spell by spending an action point for each additional target selected when casting.
Anima Coalescing
1 AP: The Cipher chooses any number of willing Ciphers in range to share a pool of their AP while the Cipher channels this spell. The Cipher is able to cast spells, move, and take actions unimpeded by the effort needed to maintain this spell. While under the effects of this spell, all connected Ciphers can share their AP with each other to collectively pay the cost of casting spells.
Corporal Catharsis
X AP: The Cipher transforms another lifeform’s pain into an art object or creative expression to restore the target lifeform’s vitality. For each AP spent when casting this spell, restore one point of vitality to the targeted lifeform.
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Terminal Apparitions, wielders of Void
Void Spells Overview
Void Spells Overview
Terminal Apparitions, wielders of Void
Overview
When the collision of two opposing incantations of magic occurs there is always a risk of creating an Anomaly in reality. These schisms in manifesting mana cause instability in the rendering of existence, often creating deadly consequences for the unlucky spellcasters caught within its influence. Even the Stiffs must be weary of weaving magic of great magnitude into their prison reality, as the risk for catastrophe is much higher when attempting to change so many multitudes of interlocking processes and constructs.
Yet this is the true power that Void spellcasters cherish and revel in. By flinging confluxes of broken reality as weapons with little risk to themselves, they shred all that manifests as obstacles in their ambitions. The Void spares many of risks when the conduits of its power are themselves already dead.
There are the two requirements for choosing spells from the Void Protocol:
- The Cipher must have died, either by failing a Cheat Death roll in a session or by creating a character who has already experienced death prior to the beginning of the story.
- Once a Cipher dies and becomes a spirit, they cannot cast spells from any other Protocol. The Cipher’s magic forever changes once they become a spirit and cannot be restored.
There are benefits to shedding a corporeal form however, such as:
- The deceased Cipher may move in any direction and through solid objects as a benefit of losing their original corporal form.
While many mages do everything they can to minimize the risk of an Anomaly occurring when casting spells, Void spellcasters embrace this distortion as an inherit risk within their spellcraft. Their spirits tethered only faintly to the reality around them, they can create unbearable environments or inconceivable harm without risking their own injury. These Ciphers obtain the ability to distort magic in all its forms, but at the cost of being able to cast spells from any other spellcasting Protocol.
By wielding the power of antinomy, Void spells can sabotage another lifeform’s spells, cause chaos and confusion at an unpredictable scale, and enter realms inaccessible to the living. Others claim to have found beings within the farthest breaches beyond observable reality, a space filled with doomed timelines and whispers from worlds seemingly beyond the prison of Nihil. Spellcasters of this Protocol seek to invert the very essence of magic in Nihil in order to create distorted realities from fragments and torn asunder logic. It is with deftness and reckless abandon that these Ciphers split apart the reality of the Stiffs as revenge for their untimely demise.
Link to originalVoid Spells Overview
Grimoire of Void Spells
AP Cost Notation
Spells can either cost a static amount each time they are cast, or spells can have a dynamic cost to cast where the amount of action points needed will depend on the desired effect or enhancements.
Static Cost:
- 1 AP: - This spell will cost a single action point each time it is cast.
Dynamic Cost
1 AP+: - This spell will cost at least a single action point each time it is cast. The player may also choose to pay an additional amount of action points when casting this spell for more powerful effects.
X AP: - The spell will cost an amount of action points equal to the number of effects chosen at the time of casting or will be determined by the Chronicler due to the overall complexity of the spell and any challenges in the current scene.
Phantasmal Phasing
2 AP+: The Cipher loosens their essence to make themselves harder to target with attacks and spells. Until the Cipher’s next turn any attempt to attack or target the Cipher will require a roll at disadvantage to succeed.
- 2 AP: The Cipher momentarily flickers their essence out of reality, no longer being able to be targeted by spells that target lifeforms while under this spell’s effect.
Retaliatory Mimicry
2 AP+: With instantaneous inversion the Cipher contorts a spell targeting them, nullifying the spell’s effects and allowing them to cast a spell as a counterattack by choosing a spell of equal AP cost spent on that spells’s Protocol type. However, as the Doomsayer can no longer control other Protocol spells since their demise they take one setback of the Chronicler’s choosing by casting this spell.
- X AP: By spending more points at the time of casting, the Cipher may choose to cast a spell at one additional action point cost from that spell’s protocol for each additional point spent with this ability.
- 2 AP: The Cipher defies fate with the intensity of using this ability, negating any setback that would have been applied when casting this spell.
Weathered Dispersion
2 AP+: The Cipher channels this spell to cause any spell targeting them to be converted into a temporary Anomaly. While channeling this spell the Cipher may not cast any spells but may move and take non-magical actions unimpeded. Any spell that targets the Cipher will fail and every lifeform within range of the Cipher takes disadvantage until the beginning of the Cipher’s next turn. While channeling this spell the Cipher may choose to enhance its effects with the following abilities:
- 2 AP The Cipher chooses which lifeforms in range receive a disadvantage on their rolls in response to having a spell targeted towards the Cipher while channeling this spell.
- 1 AP The Cipher forces a target in range to target only them with their next attempt to cast a spell.
Unforgettable Mistake
2 AP: The Cipher becomes aware of any manipulations to time that occur over their next three turns and may choose to alert any number of target lifeforms in range that were involved in the rewound timeline to know the events that would have occurred had time not been influenced by magic.
Shredding Sunder
3 AP: The Cipher phases their essence out of reality enough to avoid any damage until their next turn. When this spell is cast, every object in range becomes caught in a violent invisible vortex, dealing damage to all lifeforms within range. The total amount of damage dealt to lifeforms depends on the objects in the scene and is determined by the Chronicler, however the sheer force of this spell deals at minimum two damage to all lifeforms regardless of the objects in the scene.
Engulfed in Spectral Flames
2 AP: The Cipher ignites their essence, converting their body into a raging intangible fire. While channeling this spell any lifeform within reach of the Cipher takes one point of damage at the beginning of their turn for as long as they remain within reach to the Cipher. These flames can only be faintly perceived by other lifeforms capable of seeing magic and will not cause an anomaly if witnessed by a dreamer. If a dreamer is harmed by this spell however then this spell immediately ends. The Cipher may cast spells, move, and take non-magical actions while channeling this spell.
Beseech the Wired
3 AP: The Cipher loosens the barriers between their current location and the Wired while also inviting nearby spirits to assist them in their current endeavor or in attacking a target lifeform in range. The Chronicler works with the Cipher to determine the damage dealt by any nearby spirits and they gain advantage on first action each turn while the spirit chooses to be present.
Null Tunneling
3 AP: The Cipher chooses a location they have previously encountered or can vividly imagine and diffuses their essence to travel to that location instantaneously. This spell can be used to allow the Cipher to travel into the Wired or Nowhere as well as anywhere in Nihil.
Infinity’s Crosshairs
2 AP While the Cipher channels this spell they may make attacks that distort reality in order to connect with their target. The Cipher may choose any lifeform within range to make a melee or ranged attack against or cast in reach spells at range instead. The Cipher may cast spells, move, and take non-magical actions unimpeded.
Blades of the Destroyer
3 AP: The Cipher summons blades of pure unreality, allowing the Cipher to deal 3 damage on melee attacks or make a ranged attack against a target for 2 damage by sending a pulse of energy from the tip of their conjured blades.
Bestow Unwoven Form
X AP: The Cipher chooses a target lifeform in range to gain the benefit of moving in any direction and through objects as if they were a spirit for a number of turns equal to the amount of action points spent when casting this spell.
Greater Invisibility
2 AP: The Cipher becomes invisible and cannot be perceived by any lifeforms in range or by non-magical surveillance systems. The Cipher continues to remain invisible while they channel this spell and can cast spells, move, and take non-magical actions unimpeded.
Cancel Channel
3 AP The Cipher targets any lifeform within range that js currently channeling a spell and forcibly ends that spell immediately.
Unmaking Parry
4 AP: The next successful melee attack the Cipher makes will cause their opponent to lose grip on any weapon or object they are holding. Within seconds of becoming disarmed, the weapon or object disintegrates into dust.
- 2 AP The Cipher may choose an additional target lifeform to gain the benefit of this spell at the time of casting.
Shrieking Stillness
2 AP: The Cipher loosens a scream that disorients a target lifeform within reach, rendering them incapacitated until the beginning of the Cipher’s next turn.
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Type Enforcers, wielders of Formation
Formation Spells Overview
Formation Spells Overview
Type Enforcers, wielders of Formation
Overview:
Every thing and every person can be bought, as the Stiffs enforce scarcity to fuel desperation and compliance within their flawed reality. With the exception of a few wealthy elites chosen to serve the Stiffs, the majority of the population struggles to survive despite the prosperity of the corporations they toil under.
Cipher’s who wield Formation spells seek to bring balance to the world by striking at its material structure and innate dynamics. Every bit and byte is malleable, and the these Cipher’s wield spells to reconstruct reality in opposition to its creators’ malicious intent. They may conjure entire objects from seemingly thin air or set objects ablaze with a glare. Some choose to become artisans, sculpting steel as if it were clay while others choose to wield the forces of animated matter to make the world move and transform as they please.
By harnessing the raw energy of Nihil as a weapon, Formation spellcasters take a stand against any who would threaten prosperity with serfdom or rebellion with shackles.
Link to originalFormation Spells Overview
Grimoire of Formation Spells
AP Cost Notation
Spells can either cost a static amount each time they are cast, or spells can have a dynamic cost to cast where the amount of action points needed will depend on the desired effect or enhancements.
Static Cost:
- 1 AP: - This spell will cost a single action point each time it is cast.
Dynamic Cost
1 AP+: - This spell will cost at least a single action point each time it is cast. The player may also choose to pay an additional amount of action points when casting this spell for more powerful effects.
X AP: - The spell will cost an amount of action points equal to the number of effects chosen at the time of casting or will be determined by the Chronicler due to the overall complexity of the spell and any challenges in the current scene.
Mass Conversion
3 AP: The Cipher chooses an inanimate object within eyesight and causes an eruption of their choice from one the following energy types: - Thermal: Any adjacent objects or lifeforms take 2 damage and are set ablaze for two turns, taking one additional damage each turn. - Chemical: Any adjacent objects or lifeforms take 2 damage and are weakened for a turn. If attacked, weakened targets take double the normal amount of damage. - Electrical: Any adjacent lifeforms or objects take 2 damage. All lifeforms and any electronic objects that received damage are stunned for a turn.
Dazzling Lights
1 AP: The Cipher amplifiers the amount of ambient light into a blinding flash, stunning all enemies in range for a turn.
Thunderous Whispers
2 AP: The Cipher filters through every source of sound in range and may choose to adjust the volume or pitch of any sound. This can render conversions inaudible to any observers or even make private telecommunications broadcast through every available channel.
- 1 AP: The Cipher magnifies the sounds to a disorienting cacophony, giving all in range opponents disadvantage on their next roll for a turn.
Fan the Flames
3 AP: Stoke a nearby flame to catastrophic proportions by channeling this spell. While channeling, the Cipher will be unable to cast spells but will be able to move and take any other non-magical actions unimpeded. During the duration of this spell, the Cipher may manipulate the size, intensity, and direction of any fire in range as a free action.
Autonomous Matter
1 AP: Instills a small font of energy within an object within range to allow for the completion of tasks without manual operation. For example, a Cipher could turn on a nearby vacuum to clean a room autonomously or cause a firearm to go off with a simple incantation. The targeted object must be able to mechanically accomplish the task or else the spell will instead cause the object to disassemble itself in its attempts to comply.
Razor Edged
1 AP: The Cipher hones their weapon to a narrow edge, causing the next opponent successfully hit to lose two Vitality points at the beginning of their next turn.
Gravity Jolt
2 AP+: By invoking a sudden shift in gravitational pull, the Cipher can apply a gravitational pressure to any objects and lifeforms in range for a brief moment. Lifeforms that are targeted by this spell take disadvantage on their next roll and objects appear to be suspended in place until the end of the Cipher’s next turn. The magnitude of force and the distance targets travel can be enhanced for a higher cost:
- 1 AP: Targets in range are moved in the direction of the Cipher’s choosing but do not take damage and stay within range to the Cipher after coming to stop. Any lifeforms impacted by this spell are prevented from advancing towards the Cipher until the end of their next turn.
- 2 AP: Any opponent or object in range is moved suddenly in the direction of the Cipher’s choosing and take 2 damage upon coming to a stop.
- Any opponent that is targeted by this spell is moved to a new distance, either closer or further away from the Cipher.
- X AP: The Cipher is able to target additional opponents when casting this spell for one action point per additional target. The Cipher moves each target a set distance to travel, either closer towards the Cipher or away from the Cipher. Each opponent takes 3 damage upon coming to a stop.
Vanquish Velocity
2 AP+: Objects in motion that are within reach to the Cipher become locked in place and will not continue to move in any direction while the Cipher channels this spell. The Cipher cannot cast any spells while channeling this spell, but may move and take non-magical actions unimpeded. Once the Cipher chooses to no longer channel this spell, the objects that were affected will resume movement at the same speed as they had before this spell was cast. This spell can also be enhanced in the following ways:
- 2 AP: The Cipher may choose to cast this spell at any time, even when it is not their turn.
- 1 AP: The radius around the Cipher will include objects in range as well as in reach.
- 1 AP: The radius appears around another target of the Cipher’s choice. The spell will dissipate if an opponent opposes being restrained.
Artificer’s Touch
1 AP+: By touching a mechanical object the Cipher immediately understands how to operate and function the device. By using this spell, the Cipher may bypass any disadvantage that would normally apply for using unfamiliar technology.
- 1 AP: Using this ability enables the Cipher to decipher elaborate mechanical puzzles or even masterly operate machinery of unknown purpose or abstract composition.
Fluid Recomposition
3 AP+: The Cipher may choose a pool or flowing liquid within range and shape a portion of it in any direction or assortment of shapes. The liquid can be also be flung towards an opponent dealing damage based on the composition of the liquid detailed below:
- Water: No damage is dealt to the target opponent but they are knocked prone and are unable to move on their next turn.
- Toxic or Chemical Fluid: The target takes two damage initially and two additional damage on their next turn
- Thermal or Frigid Fluid: The target takes two damage initially and one damage for each turn they remain covered in the fluid for a maximum of three turns.
- Adhesive or Hardening Fluid: The target takes two damage and is immobilized for their next two turns.
- 1 AP: The Cipher may change the original composition of the target fluid in range to any type of their choosing prior to unleashing the fluid as an attack.
Conductive Accelerant
3 AP: By perceiving and wielding electrical currents within range the Cipher is able to disrupt technology and machinery in their surroundings to the point of shutting down or even exploding. All electronic objects within range of the Cipher at the time of casting will cease to function properly until the scene ends.
Telekinetic Touch
1 AP+: The Cipher may manipulate objects at range as though they were in reach, as well as move objects within range that they would be able to physically lift without being near them.
- 2 AP: The Cipher can lift and manipulate objects at range that are vastly heavier then they would otherwise be able to move or carry. This spell allows the Cipher to pick up chunks of buildings or hurl cars towards opponents.
Fleet Footing
2 AP: The Cipher gains the ability to move for three turns at a boosted speed, allowing them to cover a tremendous distance of miles in seconds at full speed. The Cipher may choose to flee a location, gaining advantage on any rolls related to their escape, or choose to reach a destination in a short amount of time, gaining advantage in while in pursuit of their destination for the duration of this spell.
Energy Parallax
X AP: By fading one source of energy and pulling forward another in their surroundings, the Cipher may transmute one source of energy into an entirely different energy source. The output of this conversion and the intensity of its new form can be altered in the following ways:
AP Cost Light Sound Thermal Electrical 1 AP Flashlight Casual Talk 72 F / C Body Temperature Car Battery 2 AP Car Headlight Screaming 160 F/ C Kills Bacteria Electrical Outlet 3 AP Floodlight Gunshots 212 F/ C Water boils Junction Box 4 AP Stadium Lights Fireworks 451 F/ C Books burn Main Powerline Ascended Flight
1 AP: The Cipher is able to manipulate waves of gravity around them to allow them to walk on the air, halt themselves while falling, and take flight into the sky. The Cipher is only able to move at a speed similar to their physical ability to walk or run, but otherwise may change their elevation freely and move unimpeded through the smog and dark clouds of Nihil.
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