System agnostic spells to slot into your OSR game.

Magnetism
For a number of minutes equal to the spell’s level, you are able to attract and repel metal objects no heavier than yourself.
Projection
Create an ethereal projection of yourself for a number of minutes equal to the spell’s level in a location you have been physically within the last year. Your vision and hearing are replaced with that of this avatar’s and you may speak through it.
Chaotic Emotion
You affect one person’s demeanour to be one of the following at random.
1 | Frustrated |
2 | Panicked |
3 | Gleeful |
4 | Awestruck |
5 | Despondent |
6 | Petulent |
Cricket
A willing creature you touch can leap high in the air to distant spaces and their legs become like those of a cricket. They can leap this way a number of times equal to the spell’s level before their legs return to normal.
Sinkhole
You instantly cause a sinkhole to appear in the ground, centred on a point you can see. The diameter and depth of the sinkhole is one meter per level this spell is cast at. Creatures which fall into this sinkhole are considered prone and the sinkhole is difficult terrain.
Sentry
For eight hours, you can hear the heart beats of nearby living creatures.
Animate Liquid
Creates a small creature from a body of water. The creature will obey instructions from the caster and lasts as long as it takes the creature to fully evaporate.
Hook
Creates an invisible hook in a space of free air you can see, which can bear up to 1000kg in weight.
Ameliorate
Restores the condition of natural matter which has rotted or decayed due to age. This can affect matter up to 1 cubic meter in size and can restore inedible food to be edible.
Covet
You cause a creature to become infatuated with an object you possess for an hour.
Stasis
You create a small space in which time doesn’t pass. This effect lasts for a number of hours equal to the spell’s level. If you cast this spell on the same location every day for a year, the effect becomes permanent.
Thought Vessel
You remove a piece of knowledge from your mind and trap it within a glass vial or other breakable vessel. When the vessel is broken, the piece of knowledge is placed in the mind of the nearest sentient being.

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