Spells

99 Spells from Knave first edition:

  1. Adhere: Object is covered in extremely sticky slime.
  2. Animate Object: Object obeys your commands as best it can. It can walk 15ft per round.
  3. Anthropomorphize: A touched animal either gains human intelligence or human appearance for INT days.
  4. Arcane Eye: You can see through a magical floating eyeball that flies around at your command.
  5. Astral Prison: An object is frozen in time and space within an invulnerable crystal shell.
  6. Attract: INT+1 objects are strongly magnetically attracted to each other if they come within 10 feet.
  7. Auditory Illusion: You create illusory sounds that seem to come from a direction of your choice.
  8. Babble: A creature must loudly and clearly repeat everything you think. It is otherwise mute.
  9. Beast Form: You and your possessions transform into a mundane animal.
  10. Befuddle: INT creatures of your choice are unable to form new short-term memories for the duration of the spell.
  11. Bend Fate: Roll INT+1 d20s. Whenever you must roll a d20 after casting the spell, you must choose and then discard one of the rolled results until they are all gone.
  12. Bird Person: Your arms turn into huge bird wings.
  13. Body Swap: You switch bodies with a creature you touch. If one body dies, the other dies as well.
  14. Catherine: A woman wearing a blue dress appears until end of spell. She will obey polite, safe requests.
  15. Charm: INT creatures treat you like a friend.
  16. Command: A creature obeys a single, three-word command that does not harm it.
  17. Comprehend: You become fluent in all languages.
  18. Control Plants: Nearby plants and trees obey you and gain the ability to move at 5 feet per round.
  19. Control Weather: You may alter the type of weather at will, but you do not otherwise control it.
  20. Counterspell: Make an opposed Intelligence save against the Intelligence of the caster of a nearby spell. You may do this out of turn as a reaction, or against an ongoing magical effect. On a success, you may cancel the spell.
  21. Deafen: All nearby creatures are deafened.
  22. Detect Magic: You hear nearby magical auras singing. Volume and harmony signify the aura’s power and refinement.
  23. Disassemble: Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them.
  24. Disguise: You may alter the appearance of INT characters at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny.
  25. Displace: An object appears to be up to INT×10ft from its actual position.
  26. Earthquake: The ground begins shaking violently. Structures may be damaged or collapse.
  27. Elasticity: Your body can stretch up to INT×10ft.
  28. Elemental Wall: A straight wall of ice or fire INT×40ft long and 10ft high rises from the ground.
  29. Filch: INT visible items teleport to your hands.
  30. Fog Cloud: Dense fog spreads out from you.
  31. Frenzy: INT creatures erupt in a frenzy of violence.
  32. Gate: A portal to a random plane opens.
  33. Gravity Shift: You can change the direction of gravity (for yourself only) up to once per round.
  34. Greed: INT creatures develop an overwhelming urge to possess a visible item of your choice.
  35. Haste: Your movement speed is tripled.
  36. Hatred: INT creatures develop a deep hatred of another creature or group of creatures and wish to destroy it.
  37. Hear Whispers: You can hear faint sounds clearly.
  38. Hover: An object hovers, frictionless, 2ft above the ground. It can hold up to INT humanoids.
  39. Hypnotize: A creature enters a trance and will truthfully answer INT yes or no questions you ask it.
  40. Icy Touch: A thick ice layer spreads across a touched surface, up to INT×10ft in radius.
  41. Illuminate: A floating light moves as you command.
  42. Increase Gravity: The gravity in an area triples.
  43. Invisible Tether: Two objects within 10ft of each other cannot be moved more than 10ft apart.
  44. Knock: INT nearby mundane or magical locks unlock.
  45. Leap: You can jump up to INT×10ft in the air.
  46. Liquid Air: The air around you becomes swimmable.
  47. Magic Dampener: All nearby magical effects have their effectiveness halved.
  48. Manse: A sturdy, furnished cottage appears for INT×12 hours. You can permit and forbid entry to it at will.
  49. Marble Madness: Your pockets are full of marbles, and will refill every round.
  50. Masquerade: INT characters’ appearances and voices become identical to a touched character.
  51. Miniaturize: You and INT other touched creatures are reduced to the size of a mouse.
  52. Mirror Image: INT illusory duplicates of yourself appear under your control.
  53. Mirrorwalk: A mirror becomes a gateway to another mirror that you looked into today.
  54. Multiarm: You gain INT extra arms.
  55. Night Sphere: An INT×40ft wide sphere of darkness displaying the night sky appears.
  56. Objectify: You become any inanimate object between the size of a grand piano and an apple.
  57. Ooze Form: You become a living jelly.
  58. Pacify: INT creatures have an aversion to violence.
  59. Phantom Coach: A ghostly coach appears until end of spell. It moves unnaturally fast over any terrain, including water.
  60. Phobia: INT creatures become terrified of an object of your choice.
  61. Pit: A pit 10ft wide and INT×5ft deep opens in the ground.
  62. Primeval Surge: An object grows to the size of an elephant. If it is an animal, it is enraged.
  63. Psychometry: The referee answers INT yes or no questions about a touched object.
  64. Pull: An object of any size is pulled directly towards you with the strength of INT men for one round.
  65. Push: An object of any size is pushed directly away from you with the strength of INT men for one round.
  66. Raise Dead: INT skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders.
  67. Raise Spirit: The spirit of a dead body manifests and will answer INT questions.
  68. Read Mind: You can hear the surface thoughts of nearby creatures.
  69. Repel: INT+1 objects are strongly magnetically repelled from each other if they come within 10 feet.
  70. Scry: You can see through the eyes of a creature you touched earlier today.
  71. Sculpt Elements: All inanimate material behaves like clay in your hands.
  72. Shroud: INT creatures are invisible until they move.
  73. Shuffle: INT creatures instantly switch places. Determine where they end up randomly.
  74. Sleep: INT creatures fall into a light sleep.
  75. Smoke Form: Your body becomes living smoke.
  76. Snail Knight: 10 minutes after casting, a knight sitting astride a giant snail rides into view. He is able to answer most questions related to quests and chivalry, and may aid you if he finds you worthy.
  77. Sniff: You can smell even the faintest traces of scents.
  78. Sort: Inanimate items sort themselves according to categories you set. The categories must be visually verifiable.
  79. Spectacle: A clearly unreal but impressive illusion of your choice appears, under your control. It may be up to the size of a palace and has full motion and sound.
  80. Spellseize: Cast this as a reaction to another spell going off to make a temporary copy of it that you can cast at any time before this spell ends.
  81. Spider Climb: You can climb surfaces like a spider.
  82. Summon Cube: Once per second, (6 times per round) you may summon or banish a 3-foot-wide cube of earth. New cubes must be affixed to the earth or to other cubes.
  83. Swarm: You become a swarm of crows, rats, or piranhas. You only take damage from area effects.
  84. Telekinesis: You may mentally move INT items.
  85. Telepathy: INT+1 creatures can hear each other’s thoughts, no matter how far apart they move.
  86. Teleport: An object disappears and reappears on the ground in a visible, clear area up to INT×40ft away.
  87. Thaumaturgic Anchor: Object becomes the target of every spell cast near it.
  88. Thicket: A thicket of trees and dense brush up to INT×40ft wide suddenly sprouts up.
  89. Time Jump: An object disappears as it jumps INT×10 minutes into the future. When it returns, it appears in the unoccupied area nearest to where it left.
  90. Summon Idol: A carved stone statue the size of a four poster bed rises from the ground.
  91. Time Rush: Time in a 40ft bubble starts moving 10 times faster.
  92. Time Slow: Time in a 40ft bubble slows to 10%.
  93. True Sight: You see through all nearby illusions.
  94. Upwell: A spring of seawater appears.
  95. Vision: You completely control what a creature sees.
  96. Visual Illusion: A silent, immobile, illusion of your choice appears, up to the size of a bedroom.
  97. Ward: A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it: Living creatures, dead creatures, projectiles or metal.
  98. Web: Your wrists can shoot thick webbing.
  99. Wizard Mark: Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you, and can be seen at any distance, even through solid objects.