Void Spells

Grimoire of Void Spells

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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Cognition Spells

Grimoire of Cognition Spells

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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Spatial Spells

Grimoire of Spatial Spells

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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Sequence Spells

Grimoire of Sequence Spells

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.

  • 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.
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Time Jockey Spells

Grimoire of Time Spells

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.

  • 1 AP: The Cipher chooses a target in range to receive the effect of this spell.
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Creation Spells

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Decay Spells

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Formation Spells

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