Spells
99 Spells from Knave first edition:
- Adhere: Object is covered in extremely sticky slime.
- Animate Object: Object obeys your commands as best it can. It can walk 15ft per round.
- Anthropomorphize: A touched animal either gains human intelligence or human appearance for INT days.
- Arcane Eye: You can see through a magical floating eyeball that flies around at your command.
- Astral Prison: An object is frozen in time and space within an invulnerable crystal shell.
- Attract: INT+1 objects are strongly magnetically attracted to each other if they come within 10 feet.
- Auditory Illusion: You create illusory sounds that seem to come from a direction of your choice.
- Babble: A creature must loudly and clearly repeat everything you think. It is otherwise mute.
- Beast Form: You and your possessions transform into a mundane animal.
- Befuddle: INT creatures of your choice are unable to form new short-term memories for the duration of the spell.
- 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.
- Bird Person: Your arms turn into huge bird wings.
- Body Swap: You switch bodies with a creature you touch. If one body dies, the other dies as well.
- Catherine: A woman wearing a blue dress appears until end of spell. She will obey polite, safe requests.
- Charm: INT creatures treat you like a friend.
- Command: A creature obeys a single, three-word command that does not harm it.
- Comprehend: You become fluent in all languages.
- Control Plants: Nearby plants and trees obey you and gain the ability to move at 5 feet per round.
- Control Weather: You may alter the type of weather at will, but you do not otherwise control it.
- 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.
- Deafen: All nearby creatures are deafened.
- Detect Magic: You hear nearby magical auras singing. Volume and harmony signify the aura’s power and refinement.
- Disassemble: Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them.
- 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.
- Displace: An object appears to be up to INT×10ft from its actual position.
- Earthquake: The ground begins shaking violently. Structures may be damaged or collapse.
- Elasticity: Your body can stretch up to INT×10ft.
- Elemental Wall: A straight wall of ice or fire INT×40ft long and 10ft high rises from the ground.
- Filch: INT visible items teleport to your hands.
- Fog Cloud: Dense fog spreads out from you.
- Frenzy: INT creatures erupt in a frenzy of violence.
- Gate: A portal to a random plane opens.
- Gravity Shift: You can change the direction of gravity (for yourself only) up to once per round.
- Greed: INT creatures develop an overwhelming urge to possess a visible item of your choice.
- Haste: Your movement speed is tripled.
- Hatred: INT creatures develop a deep hatred of another creature or group of creatures and wish to destroy it.
- Hear Whispers: You can hear faint sounds clearly.
- Hover: An object hovers, frictionless, 2ft above the ground. It can hold up to INT humanoids.
- Hypnotize: A creature enters a trance and will truthfully answer INT yes or no questions you ask it.
- Icy Touch: A thick ice layer spreads across a touched surface, up to INT×10ft in radius.
- Illuminate: A floating light moves as you command.
- Increase Gravity: The gravity in an area triples.
- Invisible Tether: Two objects within 10ft of each other cannot be moved more than 10ft apart.
- Knock: INT nearby mundane or magical locks unlock.
- Leap: You can jump up to INT×10ft in the air.
- Liquid Air: The air around you becomes swimmable.
- Magic Dampener: All nearby magical effects have their effectiveness halved.
- Manse: A sturdy, furnished cottage appears for INT×12 hours. You can permit and forbid entry to it at will.
- Marble Madness: Your pockets are full of marbles, and will refill every round.
- Masquerade: INT characters’ appearances and voices become identical to a touched character.
- Miniaturize: You and INT other touched creatures are reduced to the size of a mouse.
- Mirror Image: INT illusory duplicates of yourself appear under your control.
- Mirrorwalk: A mirror becomes a gateway to another mirror that you looked into today.
- Multiarm: You gain INT extra arms.
- Night Sphere: An INT×40ft wide sphere of darkness displaying the night sky appears.
- Objectify: You become any inanimate object between the size of a grand piano and an apple.
- Ooze Form: You become a living jelly.
- Pacify: INT creatures have an aversion to violence.
- Phantom Coach: A ghostly coach appears until end of spell. It moves unnaturally fast over any terrain, including water.
- Phobia: INT creatures become terrified of an object of your choice.
- Pit: A pit 10ft wide and INT×5ft deep opens in the ground.
- Primeval Surge: An object grows to the size of an elephant. If it is an animal, it is enraged.
- Psychometry: The referee answers INT yes or no questions about a touched object.
- Pull: An object of any size is pulled directly towards you with the strength of INT men for one round.
- Push: An object of any size is pushed directly away from you with the strength of INT men for one round.
- Raise Dead: INT skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders.
- Raise Spirit: The spirit of a dead body manifests and will answer INT questions.
- Read Mind: You can hear the surface thoughts of nearby creatures.
- Repel: INT+1 objects are strongly magnetically repelled from each other if they come within 10 feet.
- Scry: You can see through the eyes of a creature you touched earlier today.
- Sculpt Elements: All inanimate material behaves like clay in your hands.
- Shroud: INT creatures are invisible until they move.
- Shuffle: INT creatures instantly switch places. Determine where they end up randomly.
- Sleep: INT creatures fall into a light sleep.
- Smoke Form: Your body becomes living smoke.
- 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.
- Sniff: You can smell even the faintest traces of scents.
- Sort: Inanimate items sort themselves according to categories you set. The categories must be visually verifiable.
- 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.
- 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.
- Spider Climb: You can climb surfaces like a spider.
- 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.
- Swarm: You become a swarm of crows, rats, or piranhas. You only take damage from area effects.
- Telekinesis: You may mentally move INT items.
- Telepathy: INT+1 creatures can hear each other’s thoughts, no matter how far apart they move.
- Teleport: An object disappears and reappears on the ground in a visible, clear area up to INT×40ft away.
- Thaumaturgic Anchor: Object becomes the target of every spell cast near it.
- Thicket: A thicket of trees and dense brush up to INT×40ft wide suddenly sprouts up.
- 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.
- Summon Idol: A carved stone statue the size of a four poster bed rises from the ground.
- Time Rush: Time in a 40ft bubble starts moving 10 times faster.
- Time Slow: Time in a 40ft bubble slows to 10%.
- True Sight: You see through all nearby illusions.
- Upwell: A spring of seawater appears.
- Vision: You completely control what a creature sees.
- Visual Illusion: A silent, immobile, illusion of your choice appears, up to the size of a bedroom.
- Ward: A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it: Living creatures, dead creatures, projectiles or metal.
- Web: Your wrists can shoot thick webbing.
- 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.