The Full text is licensed under Creative Commons Attribution 4.0 Written by Victor Gregory Matos (TheVikkodamus)
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In BareBones RPG, players possess attributes, each associated with a specific number of six-sided dice for actions related to that attribute. Rolling a 5 on a die is a soft success, while a roll of 6 is a critical success. Any result below 4 is a soft failure, and a roll of 1 is a fumble, potentially leading to harmful consequences. However, if a player holds their action for a round or wants to react to an enemy’s action, the success threshold is reduced to 4, instead of the usual 5-6.
For players who enjoy rolling for their stats, there are two options:
Using a Standard Six-sided Die (1d6):
Roll a standard six-sided die (1d6). Divide the result by 2, rounding up if necessary. Assign the rounded result to the corresponding stat in the order: AGILITY, INSIGHT, MIGHT, and WILLPOWER.
Example: Roll a D6 and get a 4. Divide 4 by 2 to get a result of 2 (rounded up), assigning it to the relevant stat. Note: If you are new to this, remember that a standard six-sided die is commonly referred to as a D6. Also Referee, Game master or Warden can give these numbers 3, 2, 2, and 1. The players can assign these numbers to the attributes that makes sense for the character they are creating.
Players begin with 10 points to allocate among their attributes, with each attribute having a minimum value of 1. This system provides the freedom to create a character quickly or collaborate with the game master (GM) for a more tailored character.
BareBones Attributes:
WILLPOWER = Willpower, using relics/magic weapons, casting spells, rituals
In BareBones, the player will start with 10 + MIGHT to generate max HP.
The playable character can hold up to 9 + MIGHT slots. Carrying more than they can handle results in being encumbered. The player will move at half their speed, and every roll will be with Burden on their AGILITY, check, and defense rolls. Unless they have one, their attribute will go down to zero.
The player will roll 3d6 * 10 (fantasy setting) or 3d6 * 100 (modern setting) for money, gold, or credit. This currency can be used to purchase their starting gear, weapon, and armor.
Players will provide background information for their playable characters. When a situation arises and they engage in a conversation with the referee to convince him or her that their background applies to the roll, the referee can award them a boost for that roll.
Example: Player: “My character, Marcus, grew up in the wilderness and learned survival skills from his father, who was a skilled hunter. So, when we’re tracking this elusive creature through the forest, I think Marcus would have a boost due to having hunter in his background if I follow its tracks.”
Referee: “Hmm, that makes sense. Alright, I’ll give you a boost on your tracking roll.”
d6 Roll | Class/Package | Agility | Insight | Might | Willpower | HP (10 + Might) | Item Slots (10 + Might) | Weapons | Armor | Inventory | Starting Gold |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Scout | 3 | 2 | 1 | 2 | 11 HP | 11 slots | Shortbow (1d6, Near), Dagger (1d4, Close) | Leather Armor (-d2 DR), Explorer’s Cloak | Flint and steel, Rope (50 ft), Rations (3 days), Waterskin, Bandages (2 uses) | 20 Gold |
2 | Mage | 1 | 3 | 1 | 2 | 12 HP | 11 slots | Staff (1d6, Close), Throwing Knives (1d4, Near) | Robes () | Arcane Focus, Spellbook (2 spells), Ink and quill, Candle (4 uses), Healing salve (1 use) | 15 Gold |
3 | Warrior | 2 | 1 | 3 | 2 | 13 HP | 13 slots | Greatsword (1d8, Close), Hand Axe (1d6, Close/Near) | Chainmail (-d3 DR, Burden on attack and Boost on Defending), Helmet | Shield, Torches (4 uses), Grappling hook, Adventurer’s pack (rope, rations, waterskin) | 30 Gold |
4 | Rogue | 3 | 2 | 2 | 1 | 12 HP | 12 slots | Short Sword (1d6, Close), Throwing Darts (1d4, Near) | Light Armor (-d2 DR) | Lockpicks, Thieves’ tools, Disguise kit, Rations (2 days), Grappling hook | 25 Gold |
5 | Cleric | 1 | 2 | 2 | 3 | 11 HP | 12 slots | Mace (1d6, Close), Sling (1d4, Near) | Chainmail (-d3 DR), Holy Symbol (Willpower advantage for healing rituals) | Prayer book (1 spell), Holy water (2 uses), Healing herbs (3 uses), Bandages (2 uses), Rations (2 days) | 18 Gold |
6 | Barbarian | 2 | 1 | 3 | 2 | 13 HP | 13 slots | Greataxe (1d8, Close), Javelins (1d6, Near) | Fur Armor (-d2 DR) | Hunting traps (2 uses), Rations (3 days), Waterskin, Battle paint | 25 Gold |
Player’s turn: they can move up to 30 feet, attack, defend, or wait for a reaction. If the player uses double movement, they can move up to 60 feet. Then, the player will wait for the next round to attack.
When a player moves and holds their action, they can lower the success threshold to 4 due to waiting for that moment to act!
In a battle encounter, a designated player rolls a die on behalf of their group to determine the starting order. The player turns to initiate from the left side of the GM and progresses clockwise around the table.
4-6… Players go first
You can use individual initiative if you like. Both the enemy and the player will roll a d6 + AGILITY. The highest roll will determine the winner of the initiative. This roll will occur at the beginning of every turn.
It is the player’s turn, and they decide to go for an attack, depending on the type of weapon they may hold. They will then roll for their respective Attribute.
A player holding their action for a round or wants to react to an enemy’s action. This can reduce the success threshold to 4 instead of 5-6 in normal circumstances. This only happens during combat.
Enemies can move and attack or take cover. When attacking, the player must make a AGILITY Save roll.
On a roll of 1 with their AGILITY Save, the enemy crits their attack against the Player Character and they will roll damage reduction if wearing armor. This will reduce the armor quality.
Players and NPCs about to be attacked will roll AGILITY save against an upcoming attack.
If the defender rolls a 6, they can avoid the attack and make a free attack. This is not a critical attack.
Designers’ Note:
- This will count as a regular attack. Criticals only happen when the player does an attack roll.
On a 5, the defender successfully avoids the attack.
On 4- roll, the player will be hit and need to roll for damage reduction depending on their armor.
The attacker does a critical hit if the defender rolls a 1. A critical hit deals double the damage depending on what they are wearing. This will decrease the armor’s quality until is broken.
When the PC holds a shield, it will negate a -1 damage when hit. If the roll ends with multiple 1s, the shield will break. The PC can ignore all damage from one attack but the shield breaks. This can also be done when enemy does critical damage. The player can use shield and break it this way they will not take any damage.
In BareBones RPG, players may roll more than 1 die. Success and failure rolls will differ in combat whenever multiple dice are rolled.
If there are more 1s than 6s on the single roll, it is ruled a fumble. This also applies to Spell Mishap.
This action can only be done before any roll has been made. The player can ask for help from other players or NPCs.
In cases where a player receives aid during a check, the rolling player gains a +1 bonus for each player who helps. This bonus can turn a roll of 4 into a successful roll of 5 with the help of additional players.
Designer’s Note:
- If this is a social encounter the GM or Player will roll a d6 for NPC’s Reaction and add (+1 per players who are aiding)
- If this is during a combat and a Check roll, the player will have to discuss how they will aid the player who is about to roll and the GM will decide if this aid makes sense and the GM can allow the +1 bonus towards their roll.
In scenarios where a player encounters interference during a check, the rolling player incurs a -1 penalty for each interfering player. This penalty can result in a successful roll of 5 turning into an unsuccessful roll of 4 due to the presence of interfering players.
BareBones uses Boost and Burden .
A Boost can be awarded by the GM when a player character is in a favorable situation, such as attacking an unaware enemy or exploiting an environmental advantage. When a Boost is granted, the player gains a +1 die to their attribute roll, representing the increased likelihood of success due to the advantageous circumstances.
A Burden can be awarded by the GM when a player character is in a disadvantageous situation, such as being attacked from an unexpected direction or trying to fight while prone on the ground with an opponent on top of them. When a Burden is granted, the player loses a -1 die to their attribute roll, representing the decreased likelihood of success due to the unfavorable circumstances.
Designer’s Note:
Player Characters may incur Burden rolls depending on the armor they are wearing. The heavier the armor, the more likely it is that the character will roll with a Burden when attempting to hit an enemy, representing the difficulty of moving freely in combat. However, certain types of armor can also grant Boost rolls when defending, providing a defensive advantage due to the increased protection.
When a player who creates a two-weapon fighter player character will follow the Burden rule.
When attacking with the non-dominant hand, the player will roll with a Burden for their non-dominant hand attack. This can be MIGHT or INSIGHT depending on the type of weapon.
Players can push their character’s limits by using the Burn action, which allows them to expend attribute points to succeed when they’ve failed a roll.
The Burn mechanic can be used when the player character fails their roll. They may choose to modify the result by sacrificing attribute points, even if the new result is better or worse.
These are the statuses that PCs can gain after declaring a burn on their attribute roll. A status activates after a Major Burn (spending two points) to re-roll. Once a PC gains a status, any future rolls using the burned attribute will be made with a Burden. If the attribute still has at least one point remaining, the PC must roll with Bane—roll a d6 and take the lower result.
The GM has final say on whether a Critical Burn is appropriate for a given situation and its outcome.
Advancement in the BareBones RPG differs from traditional systems. Players (PCs) mark each fumbled roll for their attributes. They should consistently check a box next to the attribute. Once all six boxes are marked, Players will roll against their stat if they beat the number they can add a point to that attribute after training. This advancement can only be completed at the end of the session in a safe location. If Player Character use the Burn Mechanic, they will not mark their attribute for advancement.
BareBones is a dangerous game for PCs, with death being a possible outcome at the table. 0 means you are dying. Player character’s Hit Points below zero is automatic death.
If the PC is not handled with a medical kit or magic, the PC will roll a Saved By a Bone (Death Save).
A player may roll a Saved by a Bone. This is our death save. Burn mechanic is not allowed when rolling for a Saved by a Bone. PC has x Might as death counter. Player first must declare Saved by a Bone and then roll. This will give opportunity for other players to try to patch them up. If no player character has helped the fallen player character. After the death timer goes down to zero, they must roll a saved by a bone.
6 the PC will get (MIGHT)*2 current MIGHT as their HP.
If not rolling for damage, the player will use their MIGHT/INSIGHT as a bonus.
PC can roll for damage instead of automatically doing damage. They will use the damage bonus instead of the attribute points.
Designer Notes:
- This is up to the GM and their players. Some players will like the automatic or rolling damage.
- I would have this conversation before starting the game. If is a group of new players whom they never played TTRPG go with automatic, or if they like rolling for damage try it and adapt the game according to the style of the table.
The PC damage bonus will be half of their attributes rounded down.
6 points in attributes = 3 bonus
When players are in a somewhat safe area, with no active encounter:
The player characters will recover their max health points. Players need to rest in a safe place with uninterrupted sleep for a long rest whenever they eat a ration and have a drink from their waterskin, players will also recover from their major burn.
Warhammer: 5 GP, 3 quality, 2 slots, blunt damage, close, medium
Shield: Cost 10 gp -1 damage when being held, 1 quality, 1 slot. The PC can ignore all damage from one attack but the shield breaks.
Magic is accessible to anyone with points in their Willpower attribute. To cast a spell, roll your Willpower attribute. If you roll a 5 or 6, the spell takes effect.
Spell Mishaps: Be cautious! Fumble rolls (rolling a 1) can have unintended consequences for the spellcaster. The GM may choose to inflict damage, reveal the caster’s presence to enemies, or consult the Spell Mishap table for a random effect.
Remember, magic is dangerous! Only a brave or foolish soul would wield this mysterious arcane power without considering the potential repercussions.
Magic-Users: Each morning, a Magic-User rolls d6 + their Willpower score to determine how many spells they can cast that day.
Expanding Your Spellbook: The GM may allow spells from other OSR sources. However, conversion may be necessary to ensure they fit seamlessly with the mechanics of BareBones RPG.
Player can roll or pick their spells. Spells from Knave by Ben Milton.
Roll | Spell | Effect |
---|---|---|
1 | Adhere | The object is covered in extremely sticky slime. |
2 | Animate Object | The object obeys your commands as best it can. It can walk 15 feet per round. |
3 | Anthropomorphize | A touched animal either gains human intelligence or human appearance for WIL 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 | WIL+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 repeat everything you think. It is otherwise mute. |
9 | Beast Form | You and your possessions become mundane animals. |
10 | Befuddle | WIL creatures of your choice cannot form new short-term memories for the spell’s duration. |
11 | Bend Fate | Roll WIL+1. Whenever you must roll a d6 after casting the spell, you must choose and 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 the end of a spell. She will obey polite, safe requests. |
15 | Charm | WILLPOWER 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 WILLPOWER save against the WILLPOWER of the caster of a nearby spell. After you’re able to, 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 WILLPOWER 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 WILLPOWER×10 ft 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 WILLPOWER×10 ft. |
28 | Elemental Wall | A straight wall of ice or fire WILLPOWER×40 ft long and 10ft high rises from the ground. |
29 | Filch | WILLPOWER visible items teleport to your hands. |
30 | Fog Cloud | Dense fog spreads out from you. |
31 | Frenzy | WILLPOWER 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) once per round. |
34 | Greed | WILLPOWER creatures develop an overwhelming urge to possess a visible item of your choice. |
35 | Haste | Your movement speed is tripled. |
36 | Hatred | WILLPOWER 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, 2 ft above the ground. It can hold up to WILLPOWER humanoids. |
39 | Hypnotize | A creature enters a trance and will truthfully answer WILLPOWER yes or no questions you ask. |
40 | Icy Touch | A thick ice layer spreads across a touched surface, up to WILLPOWER×10 ft 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 10 ft apart. |
44 | Knock | WILLPOWER nearby mundane or magical locks unlock. |
45 | Leap | You can jump up to WILLPOWER×10 ft 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 WILLPOWER×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 | WILLPOWER characters’ appearances and voices become identical to a touched character. |
51 | Miniaturize | You and WILLPOWER other touched creatures are reduced to the size of a mouse. |
52 | Mirror Image | WILLPOWER 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 WILLPOWR extra arms. |
55 | Night Sphere | An WILLPOWER×40 ft 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 | WILLPOWER creatures have an aversion to violence. |
59 | Phantom Coach | A ghostly coach appears until the end of the spell. It moves unnaturally fast over any terrain, including water. |
60 | Phobia | WILLPOWER creatures become terrified of an object of your choice. |
61 | Pit | A pit 10ft wide and WILLPOWER×5 ft 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 WILLPOWER yes or no questions about a touched object. |
64 | Pull | An object of any size is pulled directly towards you with the strength of WILLPOWER men for one round. |
65 | Push | An object of any size is pushed directly away from you with the strength of WILLPOWER men for one round. |
66 | Raise Dead | WILLPOWER 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 L questions. |
68 | Read Mind | You can hear the surface thoughts of nearby creatures. |
69 | Repel | WILLPOWER+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 | WILLPOWER creatures are invisible until they move. |
73 | Shuffle | WILLPOWER creatures instantly switch places. Determine where they end up randomly. |
74 | Sleep | WILLPOWER 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 can answer most questions about 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 the categories you set. The categories must be visually verifiable. |
79 | Spectacle | An 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 | Spell Seize | 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 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 WILLPOWER items. |
85 | Telepathy | WILLPOWER+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 WILLPOWER*40ft away. |
87 | Thaumaturgic Anchor | The object becomes the target of every spell cast near it. |
88 | Thicket | A thicket of trees and dense brush up to WILLPOWER*40ft wide suddenly sprouts up. |
89 | Time Jump | An object disappears as it jumps WILLPOWER*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 control entirely 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. |
100 | X-Ray Vision | You gain X-Ray vision. |
This rule operates similarly to Critical or Fumble rules. When rolling dice for an WILLPOWER check, if both 1s and 6s appear on the same roll, the outcome is determined as follows:
Magic is a perilous power, only to be tampered with by the bravest or most foolish. The GM can consult the following table when multiple ones are rolled on a single WILLPOWER roll. Alternatively, the GM may inflict damage on the spell caster equal to the number of rolled 1s against the casting player’s Hit Points or WILLPOWER.
Roll | Spell Mishap |
---|---|
11 | Uncontrollable Laughter: Everyone laughs uncontrollably for 1d4 rounds. |
12 | Invisibility: The caster becomes invisible, losing control over actions. |
13 | Elemental Surge: Random elemental effect (1 - Fire, 2 - Ice, 3 - Lightning, 4 - Earth). |
14 | Shrink: The caster shrinks in size, becoming half as tall for 1d6 hours. |
15 | Polymorph: The caster is transformed into a small creature for 1d4 hours. |
16 | Time Warp: Time briefly distorts, causing aging or de-aging by 1d6 years. |
21 | Teleportation: Caster teleported to a random location within a 1d100-mile radius. |
22 | Mirror Image: Illusory copies of the caster appear, making it unclear which is real. |
23 | Gravity Flux: Fluctuating gravity causes everyone to float for 1d4 rounds. |
24 | Shadow Binding: Caster bound by magical shadows, unable to move for 1d6 rounds. |
25 | Animal Transformation: Caster transformed into a random animal for 1d4 hours. |
26 | Mind Swap: Minds of two random creatures, including the caster, are swapped for 1d6 rounds. |
31 | Colorful Explosion: A Burst of vibrant colors blinds everyone in the area for 1d4 rounds. |
32 | Echoing Voices: Caster’s words are echoed loudly, making communication difficult. |
33 | Telekinetic Surge: Objects around the caster are lifted and thrown randomly for 1d6 rounds. |
34 | Memory Loss: Caster temporarily forgets the last 1d4 hours of events. |
35 | Shadowy Whispers: Eerie whispers cause unease in the area for 1d6 rounds. |
36 | Illusory Terrain: Surroundings briefly transformed into an illusory landscape. |
41 | Plant Growth: Uncontrolled plant growth obstructs movement for 1d4 rounds. |
42 | Sonic Boom: Deafening noise deafens everyone in the area for 1d6 rounds. |
43 | Ice Patch: Slippery ice forms, causing Dexterity saves or prone status. |
44 | Gravity Well: Increased gravity makes movement difficult for 1d4 rounds. |
45 | Telepathic Link: Caster gains a temporary telepathic link with a random creature for 1d6 minutes. |
46 | Mirror Reflection: Caster’s reflection becomes independent and acts independently for 1d6 rounds. |
51 | Magic Dampening: All magic in the area is temporarily suppressed for 1d4 rounds. |
52 | Elemental Convergence: Two random elemental effects occur simultaneously. |
53 | Temporal Stutter: Time briefly stutters, causing a momentary freeze for everyone in the area. |
54 | Reality Ripple: The boundary between realities weakens, creating bizarre visual distortions. |
55 | Ethereal Phantoms: Ghostly images of past events briefly manifest in the area. |
56 | Teleportation Cascade: Multiple teleportation effects occur simultaneously. |
61 | Wild Magic Surge: Roll on a wild magic table for an additional random effect. |
62 | Planar Breach: Briefly opens a small portal to another plane, releasing a random creature. |
63 | Psychic Feedback: Caster experiences intense psychic feedback, taking psychic damage. |
64 | Soul Exchange: Caster briefly swaps souls with a random creature in the area. |
65 | Reality Shift: The environment undergoes a temporary surreal transformation. |
66 | Cataclysmic Event: A major magical event occurs, reshaping the surrounding landscape or summoning a powerful entity. |
Roll | Wild Magic Effect |
---|---|
11 | Random Elemental Surge (Roll a d4: 1 - Fire, 2 - Ice, 3 - Lightning, 4 - Earth). |
12 | Reality Distortion: Surroundings briefly warp and shift. |
13 | Teleportation Mishap: Caster teleports to a random location within sight. |
14 | Temporal Anomaly: Time briefly accelerates or slows down. |
15 | Mirror Image: Illusory duplicates of the caster appear, confusing everyone. |
16 | Arcane Amplification: Caster gains a random minor magical ability for 1d6 rounds. |
21 | Invisibility Burst: Caster becomes invisible for a short duration. |
22 | Gravity Flux: Gravity in the area becomes unpredictable, affecting movement. |
23 | Polymorphic Burst: Caster briefly transforms into a random creature. |
24 | Psychic Surge: Everyone in the vicinity hears each other’s thoughts. |
25 | Enchanted Echo: The last spell cast is repeated immediately at a random target. |
26 | Colorful Radiance: A dazzling array of colors fills the air, blinding onlookers. |
31 | Elemental Shield: Caster gains resistance to the next damage type they receive. |
32 | Time Loop: The last round of combat repeats as if time rewounds briefly. |
33 | Ethereal Phantoms: Ghostly apparitions appear and whisper cryptic messages. |
34 | Shapeshifter’s Gift: Casters can transform into any creature they can imagine. |
35 | Magic Surge: The next magical effect in the area is amplified in power. |
36 | Shadow Veil: The area becomes shrouded in magical darkness for a short duration. |
41 | Telekinetic Fling: Nearby objects are flung into the air and dance around the caster. |
42 | Elemental Imprint: Caster leaves a temporary mark corresponding to their elemental affinity. |
43 | Astral Projection: Caster’s consciousness temporarily travels to the Astral Plane. |
44 | Reality Weave: Caster can alter the fabric of reality in a minor way. |
45 | Soundwave Surge: A burst of sound disorients everyone in the vicinity. |
46 | Arcane Echo: The next spell cast has a delayed secondary effect. |
51 | Fey Plane Glimpse: A brief view of the Fey plane enchants the surroundings. |
52 | Elemental Infusion: Caster’s attacks gain elemental damage for a short duration. |
53 | Spatial Displacement: Caster and target swap places unexpectedly. |
54 | Chrono Disturbance: Time becomes difficult to track for a short duration. |
55 | Holographic Illusion: Multiple illusory images of the caster appear, confusing enemies. |
56 | Temporal Echo: The caster simultaneously exists in two places. |
61 | Elemental Burst: A wave of energy corresponding to the caster’s elemental alignment emanates outward. |
62 | Blinking Shadows: Caster gains the ability to step briefly into the plane of shadows. |
63 | Quantum Flux: Nearby objects briefly exhibit quantum behavior. |
64 | Enchanted Infestation: A harmless but colorful magical effect infests the area. |
65 | Elemental Fusion: Caster fuses briefly with an elemental, gaining new abilities. |
66 | Reality Shatter: A localized distortion briefly rends the fabric of reality. |
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