Spirit Skill Examples

Spirit Skill Examples #

Healing Magic #

Healing Magic allows you to mend wounds, alleviate pain, and even cure diseases using the power of your spirit. With this skill, you can revive fallen allies, soothe the injured, and provide vital support in and out of combat situations.

When you utilize Healing Magic, choose one of the following actions:

  • [1] Heal or shield a creature for 1d6 or grant them +1 Lucky Dice.
  • [2] Heal a group of up to 3 creatures for 1d6 each.
  • [1] Cure a single creature of a negative status effect.
  • [3] Revive an unconscious or dying creature, stabilizing them.

Roll Spiritd6 + Healing Magicd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • You are drained from the intense healing, causing fatigue.
  • Your magic is slightly off, reducing the effectiveness of the healing.
  • The healing magic draws unwanted attention from nearby entities.
  • The strain of casting the spell causes you to take 1d6 damage.
  • The healing is unstable, causing the target to be prone to the next attack.

On a Failure, the GM will choose the consequence based on how risky the action was.

Divination #

Divination is the art of foreseeing future events, detecting hidden objects, or gathering insights about the world around you. This skill can help you prepare for what’s coming, find what’s lost, or reveal the unknown.

When you perform Divination, choose one of the following actions:

  • [1] Foresee a vague, short-term future event.
  • [2] Locate a hidden or lost object within your vicinity.
  • [2] Gain insight into a person’s immediate intentions or feelings.
  • [3] Detect the presence of magic within a large area.

Roll Spiritd6 + Divinationd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The divination leaves you mentally fatigued.
  • The vision is unclear, leaving room for misinterpretation.
  • Your use of divination draws attention from unwanted spiritual entities.
  • The divination reveals something troubling or terrifying.
  • The strain of casting the spell causes you to take 1d6 damage.

On a Failure, the GM will choose the consequence based on how risky the action was.

Blessings #

Blessings enable you to bestow divine or spiritual favor on your allies, improving their abilities or providing them with protective auras. These beneficial effects could turn the tide of a battle or aid in overcoming complex challenges.

When you provide a Blessing, choose one of the following actions:

  • [1] Grant a creature +1 Lucky Dice for their next roll.
  • [1] Shield a creature, providing them with +1d6 Shielding.
  • [2] Bestow a blessing on a group of up to 3 creatures, granting them each +1 Lucky Dice.

Roll Spiritd6 + Blessingsd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The blessing is less effective than expected.
  • Bestowing the blessing leaves you fatigued.
  • Your magic leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the blessing causes you to take 1d6 damage.
  • The blessing carries an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Curses #

Curses allow you to afflict your enemies with a variety of debilitating effects. This could weaken them, create opportunities for your allies, or simply make them suffer for their actions.

When you cast a Curse, choose one of the following actions:

  • [1] Cause a creature to become Cursed, giving them +1 Unlucky with Damage rolls.
  • [1] Cause a creature to become Cursed, giving them +1 Unlucky with Action rolls.
  • [2] Cause a group of up to 3 creatures to become Cursed.
  • [2] Afflict a creature with a Poisoned status effect, causing ongoing narrative effects and 1d6 damage over time.
  • [3] Afflict a group of up to 6 creatures with a Poisoned status effect.

Roll Spiritd6 + Cursesd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The curse is less effective than intended.
  • Casting the curse leaves you fatigued.
  • Your magic leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the curse causes you to take 1d6 damage.
  • The curse carries an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Holy Magic #

Holy Magic is the power bestowed upon you by a divine entity, allowing you to channel pure, righteous energy to heal the wounded, protect the innocent, and smite the wicked. This magic is often associated with light, purification, and the healing arts.

When you use Holy Magic, choose one of the following actions:

  • [1] Heal a creature for 1d6 or grant them +1 Lucky Dice.
  • [2] Shield a creature, providing them with +1d6 Shielding.
  • [2] Cast a holy light that illuminates a large area, revealing hidden entities or dispelling darkness.
  • [3] Smite a wicked being with divine energy, causing 3d6 or 6d6(Against Undead) Damage Dice

Roll Spiritd6 + Holy Magicd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The magic is less effective than you hoped.
  • Channeling the divine power leaves you fatigued.
  • Your magic leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the magic causes you to take 1d6 damage.
  • The magic carries an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Necromancy #

Necromancy involves the manipulation of life forces, often associated with death and the undead. With this power, you can command the dead, drain life force, and potentially even cheat death itself.

When you use Necromancy, choose one of the following actions:

  • [1] Raise a small undead creature to serve you.
  • [2] Drain a creature of their life force, causing 1d6 Damage Dice and restoring your own health by the same amount.
  • [2] Raise a large or multiple small undead creatures to serve you.
  • [3] Drain up to 6 creatures of their life force, causing 1d6 Damage Dice each and restoring your own health by the total amount.

Roll Spiritd6 + Necromancyd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The necromancy is less effective than intended.
  • Performing necromancy leaves you feeling drained.
  • Your magic leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the necromancy causes you to take 1d6 damage.
  • The necromancy carries an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Demonology #

Demonology is the study and manipulation of demons and infernal energy. With this power, you can summon, control, or banish demons. However, dealing with such forces always carries inherent risks.

When you use Demonology, choose one of the following actions:

  • [1] Summon a small demon to perform a simple task for you.
  • [1] Use infernal energy to inflict 1d6 Damage Dice on a single creature.
  • [2] Banish a demon back to its plane of existence.
  • [3] Summon a powerful demon, though controlling it might be more difficult.

Roll Spiritd6 + Demonologyd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The demonology is less potent than intended.
  • Using demonology leaves you mentally fatigued.
  • Your manipulation of infernal energy leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the demonology causes you to take 1d6 damage.
  • The demonology carries an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Transformation Magic #

Transformation Magic allows you to alter your form or the form of others, be it to disguise, to gain new abilities, or to incapacitate enemies. This power demands concentration and a solid understanding of different life forms.

When you use Transformation Magic, choose one of the following actions:

  • [1] Change your appearance to resemble another person of approximately the same size.
  • [1] Transform yourself or a willing creature into a tiny animal.
  • [2] Transform a small object into another object of similar size.
  • [2] Transform yourself or a willing creature into a small or medium animal.
  • [3] Transform yourself or a willing creature into a large animal.
  • [3] Transform an enemy into a harmless animal (with their mental faculties intact).

Roll Spiritd6 + Transformation Magicd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The transformation is imperfect or incomplete.
  • Performing the transformation leaves you mentally drained.
  • The magic leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the transformation causes you to take 1d6 damage.
  • The transformation carries an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Time Magic #

Time Magic allows you to subtly manipulate the fabric of time. This can involve slowing down or speeding up time for a brief moment, peering into the past or future, or causing temporal loops. However, meddling with time is a delicate process and can often have unintended consequences.

When you use Time Magic, choose one of the following actions:

  • [1] Slow down time for yourself for a brief moment, allowing for a quick reaction or action.
  • [2] Speed up time for an ally, granting them an extra action in a turn.
  • [2] Glimpse a few moments into the future to anticipate an incoming attack.
  • [3] Cause a brief temporal loop, repeating a specific moment one more time.

Roll Spiritd6 + Time Magicd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The time magic is less effective than intended.
  • Using time magic leaves you mentally fatigued.
  • Your manipulation of time leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the time magic causes you to take 1d6 damage.
  • The time magic carries an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Illusion Magic #

Illusion Magic allows you to create visual and auditory illusions, tricking the senses of those around you. This skill can be used for disguise, distraction, or deception. Yet, illusions require concentration and detailed knowledge of what you’re replicating.

When you use Illusion Magic, choose one of the following actions:

  • [1] Create a simple auditory or visual illusion, such as a sound or a static object.
  • [2] Create an illusion of yourself or another person.
  • [3] Fabricate a complex scene or event, deceiving multiple senses.
  • [3] Weave an illusion that interacts with its environment, responding to external stimuli.

Roll Spiritd6 + Illusion Magicd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The illusion is less convincing or shorter-lived than intended.
  • Maintaining the illusion leaves you mentally drained.
  • The magic leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the illusion causes you to take 1d6 damage.
  • The illusion carries an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Ritual Magic #

Ritual Magic involves casting complex spells through a series of precise steps, including intricate hand gestures, arcane symbols, and often requiring specific components. While time-consuming, Ritual Magic can result in powerful effects that last for a considerable duration.

When you use Ritual Magic, choose one of the following actions:

  • [1] Cast a basic ritual for minor magical effects, such as creating a magical ward or blessing a small area.
  • [2] Conduct a moderate ritual for stronger effects, like creating a more potent magical barrier or communicating with spiritual entities.
  • [3] Perform an advanced ritual for powerful magic, such as summoning a spiritual entity or changing the nature of an area.
  • [4] Carry out a high-level ritual with profound effects, like creating a lasting magical field that can influence an entire region.

Roll Spiritd6 + Ritual Magicd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The ritual is less effective or shorter-lived than intended.
  • Conducting the ritual leaves you mentally and physically drained.
  • The ritual leaves a noticeable magical residue that could draw unwanted attention.
  • The energy used for the ritual causes you to take 1d6 damage.
  • The ritual has an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.

Druidic Magic #

Druidic Magic allows you to tap into the natural energies of the world, influencing plants, animals, and the elements. This skill requires a deep connection with nature, and its effects can be both subtle and dramatic, ranging from encouraging a plant’s growth to calling a storm.

When you use Druidic Magic, choose one of the following actions:

  • [1] Use a subtle influence to encourage plant growth, guide an animal, or lightly influence the weather.
  • [2] Apply a moderate effect to accelerate plant growth, calm or rouse a group of animals, or significantly change the weather within a small area.
  • [3] Invoke a powerful effect to instantly grow plants, control a large group of animals, or cause a substantial weather event.
  • [3] Call upon a high-level effect to transform the landscape, summon a swarm of creatures, or summon a natural disaster.

Roll Spiritd6 + Druidic Magicd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:

  • The magic is less potent or shorter-lived than intended.
  • Using the magic leaves you physically and mentally fatigued.
  • The magic leaves a noticeable trace that could draw unwanted attention.
  • The energy used for the magic causes you to take 1d6 damage.
  • The magic has an unintended side effect.

On a Failure, the GM will choose the consequence based on how risky the action was.