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SDM Powers Table of Contents

<div class="power-card" markdown="1">

## <Power Name>

> **<Power Name>**
>
> _<Subtitle / invocation>_
>
> **P:** <Power> **R:** <Range>  
> **T:** <Target> **D:** <Duration>
>
> <Full power procedure/description exactly as written, including activation costs and narrative details.>
>
> _Overcharge:_ <Ox steps / 'again' & notes if any>
>
> _Dangerous:_ <Optional. Use only when the source has a standalone Dangerous note; keep patterns like 'Dangerous for the target' inside Overcharge lines or body text if they appear there.”>
>
> **Note:** <Optional.>

tags:
>   [power]
>   [oldtech] / [fantascience] / [ritual] / [weapon]  ← tradition tag, if applicable; omit if none fits
>   [storage:<trait|item|burden|structure|location>]
> *other tags as appropriate; see Appendix Null*

meta:
> - source:
>   - book: <BookName>; page: <##>
>   - book: <OtherBook>; page: <##>
> - usage:
>   - scope: <power|album|path|other>; id: <Album Name|Path Reference|…>; index: <##>; note: <extra context>
>   - scope: <power|album|path|other>; id: <Alternate list>; note: <optional note about reuse>

osr:
> <Optional. Preserve canonical OSR / staged source text verbatim here when the power is a recognizer-side conversion.>
>
> <Keep original spell name, range, duration, effect, save language, and any other classic procedure details intact.>
  
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Usage Notes

  • Stat block recap. Every power records Power (P), Range (R), Target (T), Duration (D), and Overcharge steps (Ox). Optional attributes/tags such as Anchored, Attack, Focus, Fueled, Imbued, Item, or Dangerous appear when relevant.
  • Storage tags. Use [storage:trait] when a power is held as a trait, [storage:item] for powers that can be stored in spellbooks or devices, [storage:burden] for curses/brands, etc. Many entries will have multiple valid storage forms.
  • Tables for rolls. If the source has roll/result lists (d6/d20, etc.), prefer a blockquote table.
  • Overcharge ordering. Put _Overcharge:_ before _Again (x#):_ and keep both italicized.
  • OSR reference block. Add osr: below meta: for BECMI/OSR recognizer conversions. This block is for canonical rules preservation, not FTLS rewrite; keep the staged source text verbatim except for minimal line-wrap cleanup.
  • Multi-source conflicts. If multiple sources differ, prefer VLG+OGA; otherwise preserve source text verbatim and add a meta note.

SDM Powers Index

Access Blessing One — Autosoma

Access Blessing One — Autosoma

Unlock Medical Buildertech, Sacred Pod Charm

P: 2 R: nearby
T: auld meditech D: hours

Code daemons in your blood speak to the oldtech and announce you as a hereditary “duck mountain prominence”. Control healing machinery without the risk of mutations or degradation. Access suspension capsules. Use cold storage as a one-way time machine.

Overcharge: the healing oldtech deals damage instead.

Note: you can only store this power in human tissue—in yourself (as a trait) or in a suitable anchor, such as the mummified hand of Dr. N. A. Vec.

tags:

[power] [oldtech] [storage:trait] [storage:item]

meta:

  • source:
    • book: Our_Golden_Age; page: 28
  • usage:
    • scope: power; id: Access Blessing One — Autosoma; note: Autosoma rite from Our Golden Age p.28.

</div>

Access Noötree

Access Noötree

Localized Spirit Surf

P: 1 R: touch
T: one thinking tree D: 10 minutes

You unplug from your body and send your spirit-mind ( ka-ba ) into the synthetic dreamspace of a local server tree. You can access the tree’s short-term memories, divine announcements, algorithmically generated human-interest novelties, and locally hosted offshoot dream realities.

Overcharge: Gain root-level access to the tree’s source codes and find the mycelial doors that link it to the wider noösphere—Long Ago electronic world fragments, celestial memory palaces, and other micro-realms.

Note: Useful when the referee has a one shot or other odd dungeon ready. Be careful. Noise and commotion may alert functioning guardians (L2d6, electrangelic) to your interventions.

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 113
  • usage:
    • scope: power; id: Access Noötree; note: Server tree rite from VG p.113.

Adulation Rejuvenation

Adulation Rejuvenation

Polyempathic Vampirism

P: 2 R: an arena
T: a human mob that likes you D: several minutes at least

Tell a crowd what they want to hear and feed on their adulation, then save. Success: gain 1d3 temporary points of charisma and 1d4-2 life. Fail: regain 1 charisma.

Overcharge: Gain 1d3 temporary points of charisma.

Limit: Works once per crowd, temporary charisma points cannot exceed base charisma score.

tags:

[power] [storage:trait]

meta:

  • source:
    • book: Our_Golden_Age; page: 37
  • usage:
    • scope: power; id: The Power of Fluency; note: Adulation Rejuvenation from Our Golden Age p.37.

Akaula’s Sacrificial Hero

Akaula’s Sacrificial Hero

Purification of the Mouth of Hell

P: 21 R: touch
T: chosen hero, large area D: permanent

The purifier uses the six sigils of binding to mark a hero to the slaughter. The hero loses 1 life per round. When they run out of life, their mind and soul erupt in a blaze of the Maker’s fire. The fire banishes all daemons and aliens of double the hero’s level or less in a 100 meter radius and shuts all dimensional and void gates for a number of years equal to the hero’s level.

Overcharge: The outsiders are destroyed, the gates are broken for decades equal to the hero’s level.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 111
  • usage:
    • scope: power; id: Fundamental Purification of the Soil; note: Tablet rite from VG p.111.

Alter Self

Alter Self

Inner Beauty Manifest, Mind Over Body

P: 2 R: touch
T: self D: 1 hour

The wizard’s mind resculpts their features. They can resemble a specific person, provided the wizard has studied them up close, or a general type. No abilities are altered.

Alternatively, the wizard can choose to gain gills, low-light vision, or another minor natural ability at the GM’s discretion.

Overcharge: the effects are permanent.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Animate Corpse

Animate Corpse

Artificial Post-Mortality, Wake the Shell

P: 2 R: touch
T: corpse D: permanent

In 1 hour, a target reasonably intact human-sized corpse rises as a post-mortal zombie (@UVG, p. 209). The corpse is animated by a soul fragment and shreds of residual personality. It obeys simple orders given by the wizard, but must be reminded every 6 hours (or more frequently in a chaotic environment). A wizard can control a number of post-mortals equal to their Level without risk of rebellion.

Overcharge: the corpse awakens instantly. Alternate: awakens as a higher-level or specialized post-mortal.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).
    • scope: power; id: UVG2e Bestiary; note: Post-mortal zombie creature stats referenced inline (@UVG, p. 209).

Anne Astec

Anne Astec

Iatric Priest Painkiller

P: 2 R: touch
T: 1 creature D: a day

You override a creature’s pain response, providing relief from pain and burdens. Wait, did the scribe mishear “anesthetic”?

Overcharge: It lasts a week.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 37
  • usage:
    • scope: power; id: ARKHIATRY CLASSICS; note: Magitecnica Codex 2 (Biomancy)

Anti-Babylon

Anti-Babylon

Universal Translation Protocol

P: 1 R: close
T: 1 creature or object D: 1 hour

There is a unified source code underlying reality. This spell lets the user communicate successfully with another entity: plant, animal, mineral, or data store. Entities without senses may have little to say.

Overcharge: All objects within arms’ reach. Or short-range communication at a distance.

tags:

[power] [storage:item] [storage:trait]

meta:

  • source:
    • book: Eternal_Return_Key; page: 10
  • usage:
    • scope: power; id: Eternal Return Key; note: Eternal Return Key Mays spell list.

Better Pastures

Better Pastures

Darehodo Patch Choice

P: 1 R: self
T: self D: 1 hour

Meditate at a crossroads for an hour, observe the flow of its energies, the flight of birds, the waft of milkweed seeds. Ask one objective yes / no question of the crossroads, and it shall answer. Will this path reach water within 50 miles? Is there green grass along that path within 20 km?

Overcharge: Ask a second question or clarify the first.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 110
    • book: Magitecnica_Codex_1; page: 22
  • usage:
    • scope: power; id: Dawn’s Highway; note: Road magic rites from VG p.110.

Big Wish

Big Wish

Keep on Turning, Supplication of the Perverse Demiurge

P: 18 R: self
T: demiurge D: a day, then permanent

You call upon a demiurge, an echo of the Builders, and command it to grant your wish. The demiurge does its level best to misunderstand you, probably because it is an alien from out of time and space. The protective circle takes a day to draw, or the power could be dangerous. The summoning itself takes but three gestures and one reflective object. Typical wishes (and perversions):

  • “Bring my love back to life.” — done, but now she loves another.
  • “Take this cup away from me.” — very well, let us give it to your nemesis.
  • “Transport me to a safe place.” — you are now in a bank vault, with none of your belongings.
  • “Get us out of this frying pan!” — into the fire you go.
  • “Is this power useless?” — well, it’s mostly a joke.

Overcharge: You get three wishes in a crystal chalice. Drink its sour liquid to summon your demiurge.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 112
    • book: Magitecnica_Codex_1; page: 25
  • usage:
    • scope: power; id: Apocrypha of the O.S.; note: Salvaged program from VG p.112.

Bloodsong

Bloodsong

Bioactive Communion

P: 2 R: touch
T: 2 creatures D: imbued

You forge an tele-empathic link between two similar creatures, such as between two mammals or two avian dinosaurs, by exchanging vital animalcules. They can now concentrate to communicate telepathically over significant distances.

The life force of one of the target creatures imbues the power. If this creature is not the power user, it is paid in addition to the activation cost.

Overcharge: You forge a link between two very different creatures, such as between a dog or a crab and a hydra or a medusa.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 46
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Blue Lotus

Blue Lotus

Maximum Somatic Contentment

P: 1 R: short, ~5m
T: one creature D: an hour

Soma’s bliss brings contentment to the target (save).

Success: it loses its next turn to a blissful reverie.

Failure: it sits down, lost in blissful reverie for an hour.

Overcharge: Affect a number of creatures equal to your level + 1.

tags:

[power] [fantascience] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 108
    • book: Magitecnica_Codex_1; page: 20
  • usage:
    • scope: power; id: The Sixfold Hexacenter; note: Listed in album order on VG p.108.

Burden Share

Burden Share

Sanator’s Empathy Ritual

P: 2 R: touch
T: 2 creatures D: several hours

You tap into a creature’s essence and transfer one of its burdens—fatigue, injury, anxiety, or some other affliction—to another creature. During transfer it transforms into a spiritual stone, a healer’s burden. It feels heavy and annoying within the receiver’s soul, but causes no permanent damage and dissipates normally with rest.

Overcharge: The ritual takes several minutes, but inflicts 1d4 damage to each of the parties.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 37
  • usage:
    • scope: power; id: ARKHIATRY CLASSICS; note: Magitecnica Codex 2 (Biomancy)

Burdenbeast Modification

Burdenbeast Modification

Art of Carriage, Usha’s Useful Mutation

P: 2 R: touch
T: creature D: permanent

The wizard modifies a human-sized or larger creature to carry an additional sack of goods. The ritual requires 6 hours and a sack of beast egg masses (€500). Unwilling targets get a save.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Can Trip

Can Trip

Two Left Feet Curse, Clumsy Cat-astrophe

P: 1 R: a few meters
T: someone who can hear you D: instant

You wish someone sprawled and humbled, and your muttered curse may make it so. The target’s shoelaces are suddenly undone, or a stone or stick hops to trip them. They save or sprawl.

Overcharge: There’s no save. The target is tripping.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 112
    • book: Magitecnica_Codex_1; page: 25
  • usage:
    • scope: power; id: Apocrypha of the O.S.; note: Salvaged program from VG p.112.

Caustic Purification

Caustic Purification

Balance Purpose — Scatter the Unnaturals

P: 2 R: short
T: one creature D: instant

You are the balance, the fulcrum of the world. Your touch will scatter the unnaturals like air plankton in moonlight.

Caustic Purification: remove an affliction and a benefit (save); cleanse toxins and life.

Overcharge: (not listed)

tags:

[power] [oldtech] [storage:trait]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 155
  • usage:
    • scope: power; id: Weapon’s Eternal Purpose; note: Weapon Path table entry (non-standard format) from Vastlands_Guidebook p.155.

Cerebral Purge

Cerebral Purge

Harsh Awakening, Reality’s Cold Knife

P: 2 R: 10m
T: creature D: 0

The wizard uses a telechronic wave to purify the target’s brain of any impurities – drugs or mind-altering spells. The target loses 1d6 Life and their recent memories become fuzzy. Unwilling targets get a save.

Overcharge: The target loses 2d6 Life and forgets what happened in the last hour. Unwilling targets still save.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Chariot of the Divine Palace

Chariot of the Divine Palace

Volar’s Rarefied Journey, Fireflight

P: 6 R: a short walk
T: two people D: an hour and an hour

Attune yourself to the fast star protocol! Shake your antennae at the sky like furious fists. Chant the chthonic coordinates! Summon the chariot of the divine palace! Behold! It comes, a flaming bolide, a star become a vessel! Less than an hour later it lands, like a fireball upon the land. That’s 10d6 damage to anyone caught in its 30 meter blast radius. Speak its pass spell and enter. You and one other. Speak the red word. Chant the cosmic coordinates! Behold, it rises! Once again it becomes bolide. Again, a fireball to all those who crowd about its shipmetal hull. Prepare yourself. An hour passes. You approach a fast star.

Overcharge: Chant the crisis protocol! It comes down now, now, now, atop your head. Run swift, lest it blasts you as it lands!

tags:

[power] [ritual] [storage:item] [storage:trait]

meta:

  • source:
    • book: There_A_Red_Door; page: 13
  • usage:
    • scope: power; id: There, A Red Door; note: Travel site rite from There A Red Door booklet.

Counterfire

Counterfire

Panoptic Projectile

P: 1 R: a middling hemisphere, ~12m
T: one attack D: interrupt

Deflect an incoming attack, melee or ranged, with a projectile. Declare counterfire before the attack roll.

Overcharge: The attacker must save or be disarmed.

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 109
    • book: Magitecnica_Codex_1; page: 24
  • usage:
    • scope: power; id: The Viridian Practice; note: Gun monk tradition from VG p.109.

Cut the Sky

Cut the Sky

Devastate Purpose — Planes of Hidden Damage

P: 2 R: short
T: one creature D: instant

You must keep your true and awesome purpose secret for now. Even from yourself. But it will be great.

Cut the Sky: barely-visible planes deal 2d4* damage, sever limbs or heads.

Overcharge: 4d4* damage in a slightly larger area.

tags:

[power] [oldtech] [storage:trait]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 155
  • usage:
    • scope: power; id: Weapon’s Eternal Purpose; note: Weapon Path table entry (non-standard format) from Vastlands_Guidebook p.155.

Dampen Mass

Dampen Mass

Nosigoro Logistical Augment

P: 1 R: touch
T: 1 sack D: 1 day

A sub-reality field halves the object’s interactive mass. An object of 100 kilos acts like one of fifty.

Overcharge: The mass is halved again. Alternately, it affects an object twice as large, or lasts a week instead.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 110
    • book: Magitecnica_Codex_1; page: 22
    • book: Eternal_Return_Key; page: 10
  • usage:
    • scope: power; id: Dawn’s Highway; note: Road magic rites from VG p.110.
    • scope: power; id: Eternal Return Key; note: ERK lists this power as “Damp Mass.”

Dancing in the Hail

Dancing in the Hail

Dodgebullet

P: 1 R: self
T: self D: one round

Reduce your metaphysical “hit box” to the size of your weapon. All ranged attacks against you suffer major penalties (i.e. disadvantage).

Overcharge: Any ranged attacks that hit deal half damage.

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 109
    • book: Magitecnica_Codex_1; page: 24
  • usage:
    • scope: power; id: The Viridian Practice; note: Gun monk tradition from VG p.109.

Depleted Heavy Metal Rain

Depleted Heavy Metal Rain

Bigger Bang

P: 1 R: touch
T: anchor weapon D: a few minutes

Imbue your next shot with an inertial error. Roll damage dice twice. The dice also explode.

Overcharge: Roll damage dice thrice.

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 109
    • book: Magitecnica_Codex_1; page: 24
  • usage:
    • scope: power; id: The Viridian Practice; note: Gun monk tradition from VG p.109.

Dissolution and Resolution of the Spirit

Dissolution and Resolution of the Spirit

Fey Slumber, Hard Reboot

P: 2 R: touch
T: a willing creature D: 1 day

The wizard dissolves a creature’s spirit, leaving an inert shell or pseudocorpse. After 1 day, the spirit “reboots”, wiped clean of spiritual parasites, daemons, code-worms, or mind-affecting spells.

Overcharge: The target is inert for a week. The reboot also repairs physical injuries and ailments.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Dryland Sculpture

Dryland Sculpture

Utilitarian Livingstone Bungalow, Rite of Coral Form

P: 2 R: touch
T: 5m diameter area D: permanent

Over 6 hours the wizard coaxes a livingstone brick (1 stone) to grow into a dryland coral form of any shape they want within the target area. Hemispheres are popular. Don’t forget a door.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Eategrate

Eategrate

Simple Assimilator

P: 2 R: eating distance
T: self D: imbued

You eat part of a creature you are familiar with to temporarily manifest one of its natural traits. A nail clipping or some fur will suffice.

Each manifested trait occupies an inventory slot somewhere in your body as a 1 stone mass, but it doesn’t otherwise interfere with you and is painlessly reabsorbed when you deactivate the power.

Traits may include:

  1. Features like the mane of a lion, the pebbly skin of a snake or the cute ears of a bunny.

  2. Senses like the smell of a shark or the hearing of an elf.

  3. Aptitudes like the brachiation of an ape, the flight of an albatross or the leap of a kangaroo.

Note: if you consume a pound of living flesh (1d6 damage), the cost of using the power is halved. However, consuming living flesh is kind of a horrible thing to do and would mark you out as a ghoul. Eating a symbolic representation, like cookies baked in the shape of a skunk to get its … aroma … instead doubles the power cost. But is much nicer.

Overcharge: You can manifest a semi-magical trait, like the breath of a dragon or the death glare of a unicorn.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 45
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Ecosphere Attunement

Ecosphere Attunement

Biodetector

P: 1 R: touch
T: 1 creature D: imbue

You open your mind to the living patterns nearby. This expands your sensory repertoire and enhances your awareness.

Gain a bonus to detecting hidden or invisible creatures, avoiding surprises or ambushes, and tracking recent biological activity.

Overcharge: Double the attunement range and intuit current and past events from traces of feeding, bleeding, and dying.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 51
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Ecosphere Immersion

Ecosphere Immersion

Biomelt

P: 5 R: 0
T: self or 1 creature D: 1 day and 1 night

The ecosphere consumes you. The living creatures of the area eat your body and your mind and personality travel unseen in the movement of birds and beetles, the sigh of grass and the creak of trees. When the spell ends, your body reconstitutes from dead organic matter over about a day.

Over the day spent in the ecosphere you gain a deep awareness of the local area and heal one burden or affliction as though you had a weeklong rest. You regain no life during your time in the circle of life.

This power is dangerous for creatures other than yourself and costs double if cast on an unwilling target.

Ecoentheosis (trait)

  • You are in mystic union with the local ecology. You can communicate with any animal or plant or fungus or stranger living thing in the area and metaphysically feel through the many senses of the creatures there. You feel the swing of a woodsman’s axe, the joy of Spring’s blossoming, the tramping of an army, and the fall of a great oak.

Overcharge: Persist as motes in the wind and microbes in the soil for up to 1 week before full reconstitution. Each day counts as a week’s rest. At the end of the week, save or permanently replace one of your traits with a deep panpsychic connection to the local ecology: the glen, dale, vale, grove, stream, lake, bay, or what have you. You may choose to fail this save.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 52
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Ecosphere Veil

Ecosphere Veil

Biojammer

P: 2 R: touch
T: 1 creature D: imbue

You align your essence with the local ecosphere. Creatures unconsciously disregard your presence, facilitating stealth. Alternatively, you can make yourself stand out sharply, possibly distracting from other activities or gaining a social bonus like a peacock in full display.

Overcharge: You are effectively invisible and undetectable within the environment, passing without sound or trace. Alternatively, you are completely unmissable.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 51
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Egregious Topology

Egregious Topology

Fractal Phase Shift

P: 1 R: touch
T: 1 hand or stone D: 1 minute

Irrational post-realistic mathemagic pushes an object into an anakata superposition with common matter. An item can pass through a door, a hand through a box lid.

Overcharge: Affects 1 person or sack.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Eternal_Return_Key; page: 10
  • usage:
    • scope: power; id: Eternal Return Key; note: Eternal Return Key Mays spell list.

Entropic Reversal

Entropic Reversal

The Untiming Charm, Zundan’s Awakening of Aways

P: 2 R: 3m
T: object (tool or machine) D: 0

The wizard draws a 1 meter diameter chronomantic circle around the target object. When the drawing is complete, a flash of para-entropy restores the object to perfect function and decays everything else within the circle. The ritual takes 15 minutes.

Overcharge: Allows a 10 meter diameter circle.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Essence Sift

Essence Sift

Abstracted Attractor

P: 1 R: touch
T: 1 stone or bottle D: 5 minutes

By articulating the names and locations and velocities of one substance, it is drawn out of a mixture. Salt filters from water, organics rise from soil, water precipitates from air. The finer the name and knowledge, the more perfect the sift.

Overcharge: Two substances are drawn out at once. Or a sack’s worth of substance is sifted over half an hour.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Eternal_Return_Key; page: 11
  • usage:
    • scope: power; id: Eternal Return Key; note: Eternal Return Key Mays spell list.

Eyes of Akaula

Eyes of Akaula

Visions of the Dear Departed

P: 8 R: medium, ~50m
T: self D: 1 day

The seeker’s eyes glow pale chartreuse and can see things invisible, hidden, departed, and dead.

Overcharge: The seeker gains a gaze attack that paralyzes the aforementioned things for 1d6 rounds (save).

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 111
  • usage:
    • scope: power; id: Fundamental Purification of the Soil; note: Tablet rite from VG p.111.

Eyes of the Arrow

Eyes of the Arrow

Panoptic Projectile

P: 1 R: touch
T: one projectile D: a minute or so

Bind a strand of your consciousness to a projectile. It acts like a remote eye (or other sensor).

Overcharge: The projectile maneuvers in flight with the agility of a dove.

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 109
    • book: Magitecnica_Codex_1; page: 24
  • usage:
    • scope: power; id: The Viridian Practice; note: Gun monk tradition from VG p.109.

Floating Disc

Floating Disc

Shield of the Righteous, Mage’s Mule

P: 2 R: 30m
T: point D: 1 hour

The wizard creates a concave disc of stuckforce 1m in diameter. The disc hovers, can be pushed at a walking pace, and can be tilted to create an almost impenetrable barrier. The disc vanishes if it is more than 30m from the wizard.

Overcharge: The disc can be up to 5m in diameter and moves at the wizard’s spoken command.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

For the Sky is a Sea

For the Sky is a Sea

Ritual Ascent into the Water Heavens

P: 4 R: self
T: ka-ba D: 1 dream

Take a spoonful of yerba-levante with your lesh-de-nuit and chant the six staircases of Sabo Reçu, the Hitchiker. Then, in your sleep, dream of the crystal ascender and make the sign of the Wind and the Green, and your dream idego*, your spirit-second, will ascend to the Sea in the Sky. There, the painted ones will remove a burden from your soul and share one happy and one painful truth with you.

Overcharge: Propel yourself, waking, body and soul and mind together, into the Water Heavens for as long as a dream takes to unwalk itself.

*Idego: Combination of a sentient creature’s mind and personality. A time-stamped, specific sentient instance. Its ba in some cultures.

tags:

[power] [ritual] [storage:item] [storage:trait]

meta:

  • source:
    • book: There_A_Red_Door; page: 3
  • usage:
    • scope: power; id: There, A Red Door; note: Noosphere rite from There A Red Door booklet.

Gem Bomb

Gem Bomb

Jeweler’s Fireball, Uzud’s Exploding Flower of Stone

P: 2 R: touch
T: gem D: 0

The wizard carves an explosive forcefield into a gem worth at least €20. It explodes on impact, dealing 2d6 damage to all nearby.

Overcharge: It explodes like a Fireball.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 198
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Green Haven

Green Haven

Arbor Sanctuary

P: 1 R: nearby
T: a 7m diameter sphere D: a night or a day

Convince shrubberies, grasses, brambles, and other plants to form a hedge domehome, a sanctuary to rest and hide in. Enemies need at least one turn to pass through the hedge. They are vulnerable while in the shrub wall. After a night or day, the plants return to their ordinary ways.

Overcharge: Sculpt a thorny hedge wall measuring 200 meters square and 1 meter thick. Its thorns cut anyone pushing through like daggers (1d4 damage).

tags:

[power] [fantascience] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 108
    • book: Magitecnica_Codex_1; page: 20
  • usage:
    • scope: power; id: The Sixfold Hexacenter; note: Listed in album order on VG p.108.

Ha-Ka-Ba Short Circuit

Ha-Ka-Ba Short Circuit

Error Purpose — Abort/Retry/Fail

P: 2 R: short
T: one creature D: instant

This world was not meant to be. This world was not meant for you and me. This was not was not was.

Ha-Ka-Ba Short Circuit: target’s soul, mind, and body disconnect for 1 round (save); parts attacked individually gain a bonus.

Overcharge: lasts 1d4 rounds.

tags:

[power] [oldtech] [storage:trait]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 155
  • usage:
    • scope: power; id: Weapon’s Eternal Purpose; note: Weapon Path table entry (non-standard format) from Vastlands_Guidebook p.155.

Hero’s Goldenmouth

Hero’s Goldenmouth

Honeyed Words of the Trustworthy One

P: 1 R: a crowded room or small courtyard
T: upstanding humans of your putative culture D: until reality forcefully intervenes (then save)

Pour yourself into your words, dramatic gestures, suggestions, and compelling straw men. After a few minutes of speechifying, spend 1 point of charisma, aura, or thought to charm your listeners. They find you persuasive, trustworthy, and likable enough to believe your ‘truths’ and give your ideas a shot. This is no mental domination, you are simply showing that your plans are in their best interest.

Overcharge: charm through a telemagical medium such as vidy crystals or comm portals.

tags:

[power] [storage:trait]

meta:

  • source:
    • book: Our_Golden_Age; page: 37
  • usage:
    • scope: power; id: The Power of Fluency; note: Hero’s Goldenmouth from Our Golden Age p.37.

Highway Cruiser

Highway Cruiser

Foolself Driving

P: 1 R: touch
T: vehicle or steed D: 1 day

Summon a driver daemon from the noösphere and bind it to your vehicle or steed for a day. Lo, the chariot now drives itself! Hopefully, the daemon understands your language to receive voice commands.

Overcharge: The daemon is capable of more complex maneuvers and adapting to changing road situations, like stopped ambling lancers.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 110
    • book: Magitecnica_Codex_1; page: 22
  • usage:
    • scope: power; id: Dawn’s Highway; note: Road magic rites from VG p.110.

Hlod Person

Hlod Person

Dyslexic Demon’s Binding, Leshnik’s Unforeseen Constriction

P: 4 R: close
T: a person D: 1 hour

Wave your hand like the six-times folded frond and watch your target become as a log of wood (save). Hard, stiff, unmoving, receptive to carpentry.

Overcharge: The change is permanent.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 112
    • book: Magitecnica_Codex_1; page: 25
  • usage:
    • scope: power; id: Apocrypha of the O.S.; note: Salvaged program from VG p.112.

Imbue Edge

Imbue Edge

Seka’s Spearcraft, Vorpalize

P: 2 R: touch
T: edged weapon D: 6 hours

The wizard whispers to a weapon, imbuing it with cunning, lust, and humor. It deals +2 damage and can harm spirits, daemons and other intangibles for the spell’s duration.

Overcharge: On a critical hit, the target must save or die.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Impermissible Cleaver

Impermissible Cleaver

Dividing Reality Into Its Constituent Bodies

P: 1 R: touch
T: small object D: an hour

Use the protocols of the ten translations! Reach into the indivisible heart of a material object and break it. Release its creative force! Reveal the lie that is matter! Watch! Caress the object in your hand. See, it breaks down over an hour. First, it is weakened, then it fractures, finally it crumbles into aetheric dust!

Overcharge: It collapses in but a minute and releases heat to burn and damage! (1 damage per round)

Overcharge Again: It breaks down in a second! Explosion! Boom! Fragments! (1d6 damage to all nearby! Haha! Double to anyone next to the object!)

Overcharge Yet Again: Faster than the eye can see! (3d6 damage to all nearby! Yes!)

And Again: Boom! An eruption! Fire! Hole! The magitechnical fission makes a crater! (1d6 damage to far off targets, 8d6 to nearby, double to adjacent!)

More Overcharge! More: The object breaks down in one 216,000th part of a second, and within a millisecond the fireball is tens of metres across. By 100 milliseconds, it measures hundreds of meters. Using dice to simulate damage is pointless. The crater glows with spell radiance for days, and the source codes of living creatures in the vicinity are corrupted for weeks or months after the spell’s detonation.

tags:

[power] [ritual] [storage:item] [storage:trait]

meta:

  • source:
    • book: There_A_Red_Door; page: 7
  • usage:
    • scope: power; id: There, A Red Door; note: Electromagnificence rite from There A Red Door booklet.

Invoke Ub Dragon

Invoke Ub Dragon

Local Reality Error Spark

P: 7 R: here
T: large local area of disturbed reality D: permanent

The summoner invokes the Ub code and condenses accumulated magitechnical disturbance into an eater. Its power depends on the level of disturbance (decided by the referee or a d10 roll). After the eater emerges, the local disturbance reduces one step; stuckforces loosen, energy snarls fade, radiation ghosts dim. | d10 | Disturbance | Eater Invoked | Level | | — | — | — | — | | <1 | undisturbed | sparkly air plankton | L0 (harmless) | | 1–3 | barely disturbed | purifier slime | L1d4 (caustic) | | 4–7 | temporal static | destruction lizard | L2d4 (armored) | | 8–9 | spatial scarring | flaming leaper | L2d6 (thorned) | | 10+ | reality fracture | blade harvester | L3d4+2 (winged) |

Overcharge: You have temporary control of the eater.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 111
  • usage:
    • scope: power; id: Fundamental Purification of the Soil; note: Tablet rite from VG p.111.

Knock / Lock

Knock / Lock

Locksmith’s Lament, Seal of Hashoon

P: 2 R: 10m
T: lock D: permanent

The wizard summons a fragment of consciousness into a target lock. Overjoyed, the dimly sentient object burbles at the edges of the wizard’s mind, begging to please. It unlocks or locks itself. Magical locks save with a bonus equal to their wizard’s level.

Overcharge: The door or portal is flung open or sealed, welded, or fused shut.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Lay in Wires

Lay in Wires

Preserve Purpose — Maintain the Canopy

P: 2 R: short
T: one creature D: instant

You are the agent of Stasis, the upkeeper of the dream, the maintainer of the canopy.

Lay In Wires: plunge into a creature, granting 10 life while draining 1 life per round for 12 rounds.

Overcharge: grants 30 life, target loses 4 life per round.

tags:

[power] [oldtech] [storage:trait]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 155
  • usage:
    • scope: power; id: Weapon’s Eternal Purpose; note: Weapon Path table entry (non-standard format) from Vastlands_Guidebook p.155.

Linked Portals

Linked Portals

Lesser Astral Voyage, Nilbreg’s Convenient Tunnel

P: 2 R: touch
T: area D: 30 minutes

The wizard draws two circles of 3 meter radius in the air. The circles are linked by an astral unreality bridge. Anything that enters one hoop exits the other unchanged, but with its vector of motion altered by the hoops’ position. Two hoops positioned above each other let an object fall to terminal velocity.

Overcharge: The orientation of the portals can be adjusted at will. The portals can also be thrown up to 10 meters.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Magic Jar

Magic Jar

Abned’s Bottled Ba, Crystalized Mind

P: 2 R: touch
T: creature D: permanent

The wizard transfers an unconscious creature’s personality into a delicate crystal worth €1,000. The procedure erases the original personality. The process takes 30 minutes.

Overcharge: The creature’s personality is copied, not erased. There is a 50% chance of catastrophic ego conflict or moral partitioning.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Manybodied

Manybodied

Bioactive Fusion

P: 2 R: psychosurgical range
T: 1 creature D: imbue

You inject your mind into a creature, such as a cat or capybara, turning it into a drone under your telepathic control. Accessing a drone’s sensory experiences, memories, or skills requires conscious effort and concentration.

Your control is anchored in a metaphysical anchor occupying an inventory slot. Dropping or dissolving the anchor ends the fusion, releasing the target.

Note: Dominating a creature whose mental attributes exceed your own is dangerous—it may take control of you instead! At the referee’s discretion, very alien creatures may be harder to control.

Overcharge: You attempt to inject your mind into a larger creature, such as a man or mammoth.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 47
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Metempsychosis

Metempsychosis

Serapefti’s Ka-Ba Translation

P: 6 R: touch
T: 1 patient and 1 host D: 1 day and night

You transfer a patient’s essence into a new physical host. A perfect replica of the original body is ideal, but alternate hosts such as crude golems, animals, crystals and even vats of memory liquid can suffice. Changing forms may result in temporary psychophysical stress.

Patient Host Compatibility Some complex transfers require a psychemantic or medimagical roll. If the host is non-compliant, roll twice and take the worse result (disadvantage). If the host is dead, the roll is more difficult.

Similarity Effect
Identical no roll required
Relative, Friend easy roll
Same Species moderate roll
Similar Lifeform hard roll (dog, cat, etc.)
Alien Lifeform extreme roll (shrubbery, slime mold, alien)
Essence Jewel moderate roll
Golem, Crude extreme roll (clay, stone, bone)
Golem, Polished hard roll (servos, porcelain, and crystal brain)
Mundane Object extreme roll, disadvantage (sword, anvil, pot)
Result Effect
nat. 1 Patient’s essence lost or replaced with a similar daemon!
fail Transfer fails. Both targets exposed to moderate corruption.
success Transfer succeeds. Host essence destroyed.
nat. 20 Excellent transfer. Patient can choose to retain one of the host’s traits or skills.

Overcharge: Attempt to overwrite the mind of a non-compliant host.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 38
  • usage:
    • scope: power; id: ARKHIATRY CLASSICS; note: Magitecnica Codex 2 (Biomancy)

Mother of Bullets

Mother of Bullets

Blood Made Lead

P: 1 R: touch
T: anchor weapon D: instant

Reloads your weapon as a free action, turning life force into semi-real projectiles.

Overcharge: The first semi-real projectile to strike a target deals extra damage equal to your level plus the power’s price (2 + level).

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 109
    • book: Magitecnica_Codex_1; page: 24
  • usage:
    • scope: power; id: The Viridian Practice; note: Gun monk tradition from VG p.109.

Motor Fixative

Motor Fixative

Rental Upskill Initiative

P: 1 R: touch
T: 1 creature D: 1 day

Temporarily burns an observed practical skill into a brain. After watching a swimmer or flyer or gunner in action, the creature can perform the same.

Overcharge: It lasts a week instead.

tags:

[power] [storage:item] [storage:trait]

meta:

  • source:
    • book: Eternal_Return_Key; page: 11
  • usage:
    • scope: power; id: Eternal Return Key; note: Eternal Return Key Mays spell list.

Nihil Est!

Nihil Est!

Life’s End Made Present, Hadi’s Self-Immolation Binding

P: 8 R: touch
T: a sentient creature D: 1 year

Between one step and the next, you flicker between existence and non-existence, you age a year and a creature you touch disappears into the nothing of wormspace for a year. No save.

Dangerous: No matter how powerful you are.

Overcharge: You age seven years and a kilometer diameter sphere, centered on your soul, disappears into the nothing of wormspace for a year. Overcharge again to remain behind and watch the sphere disappear (please have some form of levitation ready).

tags:

[power] [storage:item] [attribute:dangerous]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 112
    • book: Magitecnica_Codex_1; page: 25
  • usage:
    • scope: power; id: Apocrypha of the O.S.; note: Salvaged program from VG p.112.

Nunka’S Biophysical Overdrive

Nunka’S Biophysical Overdrive

Radical Metabolic Manipulation

P: 1 R: touch
T: one creature D: 10 minutes

You coerce the target into a fight or flight overdrive, boosting its physical abilities past their safe limits. The target gains +2 strength, endurance, and agility. It can lift more, leap farther, punch harder. When the overdrive fades, it gains 6 exhaustion burdens. These fade at a rate of one per hour.

Overcharge: The target gains an additional 6 points to assign to strength, endurance, agility, attack, and defense as it sees fit. When the overdrive fades, besides the exhaustion the target also suffers 1d8 damage.

Again (x4): The target gains 6 more points to assign. When the overdrive fades, besides the exhaustion and damage, the target must save or die.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 32
  • usage:
    • scope: power; id: NUNKA’S AUTOMORPH; note: Magitecnica Codex 2 (Biomancy)

Nunka’S Epidermal Sculpt

Nunka’S Epidermal Sculpt

Biodefense Integration

P: 2 R: touch
T: one creature D: permanent

You reshape a creature’s skin and other external tissues. The modification occupies an inventory slot. The transformation requires 1 day.

Note: Multiple uses on a single individual are dangerous.

Epidermal Effects

Some complex sculpts require a biomantic roll.

Sculpt Effect
Leathery Hide armor +2
Fur, Feather or Fat Insulation cold resistant
Sweat or Radiators heat resistant
Scales armor +3, reduced water loss, (moderate)
Armored Nodules armor +5, agility -1, (moderate)
Armored Plates armor +8, agility -3, (hard)
Rejuvenated look a decade younger
Soft Skin armor -2, look younger, (moderate)
Squishy armor -5, agility +2, (hard)
Vesicles store liquids or gases, agility -1
Spines attackers suffer 1d4 damage in close combat
Lethal Spines attackers suffer 1d8 damage in close combat, agility -1, (hard)
Webbing / Gliding Surfaces movement bonus, agility -1, (moderate)
Transparent creepy
Glowing like a bioluminescent candle, (easy)
Camouflage bonus to hide, conceal, (easy)
Slippery bonus to grapple, escape, (easy)
Result Effect
≤1 Sculpt fails. Victim exposed to severe corruption.
fail Sculpt succeeds. Patient exposed to moderate corruption.
success Sculpt succeeds.
nat. 20 Excellent sculpt. Increase bonus by 1 or reduce slots occupied by 1 (minimum 1).

If sculpting an unwilling target, a failed biomantic roll botches the sculpt and does not expose the target to corruption.

Overcharge: The growths develop instantly, dealing 1d6* damage.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 30
  • usage:
    • scope: power; id: NUNKA’S AUTOMORPH; note: Magitecnica Codex 2 (Biomancy)

Nunka’S Spitting Symbiote

Nunka’S Spitting Symbiote

Integrated Biological Warfare

P: 4 R: touch
T: one creature D: permanent

You craft a custom symbiote that integrates into the target’s digestive tract. The crafting takes a day, the painless embedding another 8 hours. The symbiote occupies one inventory slot.

On command, the host can vomit forth part of the organism as a weapon, either directly at an enemy or onto terrain as a trap.

Symbiote options include: 1. Caustic Slime Worm. Short range. 2d6 acid damage in a small radius. Save for half.

  1. Writhing Thornstar. Short range. Entangling thorns in a small radius. Anyone passing through quickly suffers 1d6* damage. 3. Necrotic Fungaloid. Short range. Spore sac deals 1d8 damage on impact or when triggered on. Target must save or suffer 1d6 endurance damage as its lungs are attacked. 4. Snapping Moraykin. Close. Additional bite attack deals 1d6* damage. Automatically strikes enemies who are not expecting the host’s mouth to fold open and release a biting second mouth. 5. Green Grappler. Close. Tentacles grapple a target and make it very hard to pull away. 6. Sonic Hive. Short range. Hundreds of stinging insects pour forward, confusing, harassing, annoying. 7. Stunfish. Short range. A pulsating aerial jellyfish that wafts with the air currents. If struck, it detonates in a spectacular shockwave of light and electromagnetic radiation. Creatures near the jellyfish must save or are blinded and stunned for a few rounds. 8. Glue Cucumber. Short range. Spray of gooey yellow proteins glues the target to the surface. Hard save to break free.

After attacking, the symbiote must regrow before it can be used again. This happens naturally in 1 week or more quickly, in an hour or so, if the host spends 1d4 life.

⚔︎

Overcharge: a perfected integration means the symbiote regrows after a single full round if the host spends 1d4 life.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 33
  • usage:
    • scope: power; id: NUNKA’S AUTOMORPH; note: Magitecnica Codex 2 (Biomancy)

Nunka’s Weapon Morph

Nunka’s Weapon Morph

Biocombat Implementation

P: 2 R: touch
T: one creature D: permanent

You coerce a creature’s biology to express natural weapons like claws, spikes, horns, or venom. The manifestation depends on the creature’s size and form. The modification occupies an inventory slot. The transformation requires 1 day.

Note: Multiple uses on a single individual are dangerous.

⚔︎

Common Natural Weapons

Form Weapon Cat-sized 1d4 damage Dog-sized 1d6 damage Human-sized 1d8 damage Horse-sized 1d12 damage Elephant-sized 2d10 damage Painful venom 1 agility damage and save or lose round. Paralytic venom each round, save or lose action. After 3 failed saves, paralyzed for an hour. After 3 successes, shake it off. Necrotic venom lose use of 1 limb for an hour, then 1d6 damage and save or limb starts to decay.

⚔︎

Overcharge: The weapons erupt instantly in a traumatic burst dealing 1d6* damage.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 29
  • usage:
    • scope: power; id: NUNKA’S AUTOMORPH; note: Magitecnica Codex 2 (Biomancy)

Objective Telekinesis

Objective Telekinesis

The Bending Fork, Made’s Invisible Hand

P: 1 R: nearby
T: object D: a few minutes

Fragments of your form corrode, sublimate, and become an ectoplasmic hand with which you can caress, hold, crush, and discard. It is as strong as a weak human. Punching, it deals 1d3 damage.

Overcharge: Stronger than most humans (strength 3), it deals 1d3+3 damage.

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 154
  • usage:
    • scope: power; id: Weapon Form; note: Granted to every Weapon Form chassis (VG 06 p.154).

Open Person

Open Person

Hsu Doru’s Preparatory Ritual

P: 6 R: touch
T: 1 standard humanTM D: 1 hour

You activate a person’s standard humanTM construction seams® to painlessly unfold them like a flower for easier medical treatment. An open person may seriously injure themselves if not careful (3d6 damage per action). Treatments on an open person are significantly easier, the price of biomantic and medical powers used on them is halved.

Note : an unattended open person automatically reseals after 1 hour.

Overcharge: The individual organs are unraveled and suspended in a protective ectoplasm. Activity in this state may be lethal (save or die). Treatments are trivial, medical spell prices are quartered.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 39
  • usage:
    • scope: power; id: ARKHIATRY CLASSICS; note: Magitecnica Codex 2 (Biomancy)

Orange Dream

Orange Dream

Forgotten Spider’s Labors

P: 1 R: whisper
T: one creature D: an hour

A neutral or friendly creature agrees to do what you ask for an hour (no save), so long as it does not appear immediately dangerous or risky.

Overcharge: Even a hostile or violent creature listens, provided you can whisper in its ear.

tags:

[power] [fantascience] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 108
    • book: Magitecnica_Codex_1; page: 20
  • usage:
    • scope: power; id: The Sixfold Hexacenter; note: Listed in album order on VG p.108.

Parasoma Transference

Parasoma Transference

Hsu Doru’s Life Shunt

P: 2 R: touch
T: 2 creatures D: instant

You manipulate the underlying energy patterns to transfer life from one creature to another, or directly from your own reserves.

Overcharge: Amplification restores an additional 1d4 life per point transferred.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 39
  • usage:
    • scope: power; id: ARKHIATRY CLASSICS; note: Magitecnica Codex 2 (Biomancy)

Primary Desenescence

Primary Desenescence

Wissa’s Fountain of YouthificationTM

P: 6 R: touch
T: 1 creature D: a week

You restore a creature to its biological state of a year earlier, while preserving most of its current memories.

Overcharge: Restore a creature to its state of six years earlier.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 39
  • usage:
    • scope: power; id: ARKHIATRY CLASSICS; note: Magitecnica Codex 2 (Biomancy)

Process Food

Process Food

Generate Pink Slime, Maker’s Manna

P: 2 R: touch
T: raw matter D: permanent

After a 1 hour ritual, the wizard turns a sack of inedible organic material into nutritious food (1 sack of supplies). Causes magic cancer if consumed for a prolonged period.

Overcharge: Creates food from inorganic matter.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Purple Memories

Purple Memories

Comic Emotional Display

P: 1 R: touch
T: a creature D: several minutes

The target becomes susceptible to influence. The barest word or sensation triggers vivid memories, thoughts, and emotions. How could anyone keep thoughts or facts a secret in this state? Or resist a fine, rousing song?

Overcharge: Affect a number of creatures equal to twice your level.

tags:

[power] [fantascience] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 108
    • book: Magitecnica_Codex_1; page: 20
  • usage:
    • scope: power; id: The Sixfold Hexacenter; note: Listed in album order on VG p.108.

Pyreball

Pyreball

Instant Incendiary, Damora’s Placid Inferno

P: 6 R: touch, or as thrown
T: 10m diameter sphere D: a day, then instant

You take a ball-sized burning ember from a pyre or bonfire and speak the placatory formulas to trap the entire fire within. When the ball strikes a hard surface (or is struck), all the trapped fires suddenly erupt, dealing 5d6 damage to all creatures caught in its blast radius. An unexploded ball dissipates harmlessly after a day.

Overcharge: The ball deals 10d6 damage, or its fires keep for a month.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 112
    • book: Magitecnica_Codex_1; page: 25
  • usage:
    • scope: power; id: Apocrypha of the O.S.; note: Salvaged program from VG p.112.

Raise Dead

Raise Dead

The Seventh Abomination, The Dark Hakaba

P: 2 R: touch
T: corpse D: permanent

After a 6 hour ritual, the wizard calls back a creature’s soul and binds it to its corpse, creating an undead abomination and a parody of life. If the creature has been dead for more than 24 hours, only echoes of its personality and memories (Ba) remain. This spell must be overcharged to call back the soul of any creature of worth and potency.

Overcharge: The wizard can give the raised creature one short command, which the creature will attempt to obey to the best of its abilities.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Real-Time Rebuild

Real-Time Rebuild

Zdarovar’s Rapid Healing

P: variable R: touch
T: 1 creature D: minutes

You invoke the oneiroi Quiscus and Sanatus to reach into a creature’s essence and replace damaged code with a pristine version. This painful process deals damage equal to its power.

Power Settings: P2 remove cosmetic blemishes P4 flush toxins or afflictions P6 restore a damaged organ to factory settings P10 regrow a limb P16 regrow a head or torso P25 rebuild a whole body from dust and fragments

Overcharge: The healing process is accelerated to just a few seconds, but this doubles the pain experienced by the target.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 40
  • usage:
    • scope: power; id: ARKHIATRY CLASSICS; note: Magitecnica Codex 2 (Biomancy)

Reason’s Harvest

Reason’s Harvest

All-Library Interface

P: 1 R: touch
T: 1 item or book D: 1 minute

The harvest protocol skims the ambient infotronium cloud of an object—essentially, it copies a book’s worth of information directly into the user’s mind.

Overcharge: Ten books’ worth, but this is painful.

tags:

[power] [storage:item] [storage:trait]

meta:

  • source:
    • book: Eternal_Return_Key; page: 11
  • usage:
    • scope: power; id: Eternal Return Key; note: Eternal Return Key Mays spell list.

Recall Soul

Recall Soul

Necroflare, Ka-Theft

P: 2 R: touch
T: corpse D: 0

After a 1 hour ritual, the wizard calls back a creature’s soul, which erupts from the corpse as a coiling serpent of ectoplasmic fire. The soul can be captured in a golem, used to power obscene artifacts, or merely used for theatrical effect. This spell must be overcharged to call back the soul of any creature of worth and potency.

Overcharge: The soul is bound in a portable wispy globe for up to 3 hours.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Red Mist

Red Mist

Tactical Aggression Augment

P: 1 R: short, ~20m
T: one creature D: a few minutes

Rubra’s need overcomes the target. Anger and passion boil, threatening to break its composure (save). It rerolls its reaction roll with a single d8. Choose whether they add or subtract your charisma.

Overcharge: Affect a number of creatures equal to your level + 1.

tags:

[power] [fantascience] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 108
    • book: Magitecnica_Codex_1; page: 20
  • usage:
    • scope: power; id: The Sixfold Hexacenter; note: Listed in album order on VG p.108.

</div>

Rehoryan’S Progressive Restoration

Rehoryan’S Progressive Restoration

Automedical Self Repair

P: 2 R: touch
T: one creature D: 10 rounds

Your touch instructs an organism to start swiftly repairing itself. The target regenerates 1 life point per round. As the regeneration proceeds, wounds knit, broken bones set, and missing bits regrow. Injured areas remain tender and fragile for a week.

(rounds) Life Repair
3 Open wounds knit, bleeding stops.
7 Broken bones set. Medical roll to set them well .
10 Fingertips, earlobes, nose tips grow back.
(rounds) Life Repair
13 Torn ligaments regrow, joints function again.
17 Partially destroyed organs self-repair.
20 Fingers, ears, noses, tongues, toes, eyes grow back.

Note: this power does not cure illnesses or conditions.

Overcharge: Regenerate for 10 more rounds.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 21
  • usage:
    • scope: power; id: REHORYAN’S BLOOD CANTICLE; note: Magitecnica Codex 2 (Biomancy)

</div>

Rehoryan’S Prophetic Song

Rehoryan’S Prophetic Song

Purposeful Biotic Evolution

P: 5 R: touch
T: one creature D: permanent

After drinking a sample of the target’s spinal fluid, you may chant viridian rituals into its flesh, forcing a rapid evolution. This is dangerous for the target. After 1 day of troubled sleep it permanently gains either:

New Trait:

  1. night vision

  2. tremorsense

  3. intuitive mechanical repair aptitude
  4. limited telepathy
  5. hard vacuum resistance (survive 3 minutes with no ill effects)
  6. radiation resistance or other similar evolved trait

Eugenic Inheritance: +2 to one ability (not exceeding the normal maximum).

Note: Using this power on the same creature twice is very dangerous and may transform it into an acidic gelatinomorph.

Overcharge: Disabled for this power by order Magenta-cantaloupe-3.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 22
  • usage:
    • scope: power; id: REHORYAN’S BLOOD CANTICLE; note: Magitecnica Codex 2 (Biomancy)

</div>

Rehoryan’S Prophetic Song 2

Rehoryan’S Prophetic Song 2

More Purposeful Biotic Evolution, Rehoryan’s Illegal Power

P: 11 R: touch
T: one creature D: permanent

This off-label power is not included in normal Rehoryan albums. This power can only be used on a creature that has already heard Rehoryan’s Prophetic Song, also known as Song 1.

After eating a sample of the [missing], you may chant obsidian rituals into its vitals, encouraging a perfect evolution. This is very dangerous for the target. After 1 day of gentle sleep it permanently gains either:

Far Evolved Trait:

  1. gravistatic organ (can levitate in place)
  2. televisual abilities (can see through another creature’s eyes)
  3. photovitalic skin (meets 50% of nutritional needs)
  4. improved bioluminescence (display 700 ads on your skin!)
  5. incredible heat/cold tolerance
  6. radiation immunity or other similar evolved trait

Improved Eugenic: +3 to one ability (even above the normal maximum).

Note: Using this power on the same creature twice is very dangerous and has a 90% chance of turning it into a carnivorous polymorph or mimic.

Overcharge: none

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 23
  • usage:
    • scope: power; id: REHORYAN’S BLOOD CANTICLE; note: Magitecnica Codex 2 (Biomancy)

</div>

Rehoryan’S Vital Symphony

Rehoryan’S Vital Symphony

Somatic Insight Probe, Bodyreading

P: 1 R: touch
T: one creature D: ten minutes

You attune to a living organism, hearing the biohistory in its cells. After 10 minutes of contact, you may ask the referee three questions about the creature’s medical history and status.

Overcharge: The attunement takes mere seconds. Or: you may listen for the biohistory of a dead organism or part thereof.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 19
  • usage:
    • scope: power; id: REHORYAN’S BLOOD CANTICLE; note: Magitecnica Codex 2 (Biomancy)

Rehoryan’S Vivid Regression

Rehoryan’S Vivid Regression

Bioatavistic Reformulation

P: 4 R: touch
T: one creature D: permanent

You taste a creature’s flesh or blood, unlocking genetic memories of its evolutionary past. Over the next hour you regress it to an ancestral form with gentle song. This is dangerous for the target and it suffers 1d8* damage from severe stress.

First, add 1d3 to one ability of choice, then subtract 1d3 from a different random ability.

Next, the target saves. If it fails, it loses a random trait.

Finally, the target gains a primitive trait such as a prehensile tail, gripping feet, powerful fangs, curly fur, clawed fingers, or brachiating arms.

Note: Using this power on the same creature multiple times is very dangerous, with a large chance of creating a malevolent ooze.

Overcharge: The spell is not dangerous to the target, it suffers no stress damage, and it gets a bonus to save its original traits.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 20
  • usage:
    • scope: power; id: REHORYAN’S BLOOD CANTICLE; note: Magitecnica Codex 2 (Biomancy)

Reuse the Shell

Reuse the Shell

Post-Mortal Resources Onboarding

P: 1–12 (variable) R: breath
T: an articulated shell D: while imbued

You blow life force, spirit, ka, into a prepared shell: a cleaned skeleton, a preserved corpse, a synthetic body, or other suitable physical form; imbuing it with a post-mortal vitality, creating a mindless servant that will perform its task indefinitely (or until it erodes to dust).

It animates within a few hours. New instructions should preferably be properly encoded, to avoid errors.

P: 1 Failed Shell: Moves, but won’t follow commands, a useless müßiggänger (L0) or idle-ambler.

P: 2 Basic Shell: The shell awakens into a shambling parody of life, a langsamgänger (L1) or slow-goer.

P: 5 Hope Shell: Mortirobotic forces boost the shell’s power, creating a post-mortal capable of carrying greater loads and leaping over obstacles—a hüpfgänger (L2) or hop-lurcher.

P: 8 Premium Shell: Using a properly marinated, pickled, or mummified shell, scented with rare aromatics, and polished with nacreous oils, lets you craft a lebendgänger (L3, rosy) or live-walker, a post-mortal shell suitable for human-facing roles.

P: 12 Dangerous Shell: For security purposes, a swiftghoul or fressgänger (L4, ravenous) is what you’re looking for. This type of shell barely requires instructions; since it requires so much sustenance to function at its usual, heightened metabolic rate, it will attack and devour digestible organic matter unless specifically restrained.

Overcharge: You knit an echo of the shell’s ba or mind to the instruction lemma stored in its head (usually in an ear or nostril for easy access), giving it a semblance of human intelligence and the ability to act independently.

Dangerous (9+): Corruption risk if you spend 9 or more life.

tags:

[power] [storage:trait]

meta:

  • source:
    • book: Our_Golden_Age; page: 167
  • usage:
    • scope: power; id: Mortirobotics; note: Reuse the Shell from Our Golden Age p.167.

Restorative Slumber

Restorative Slumber

Medeorite’s Healing Dream Ritual

P: 2 R: touch
T: 1 creature D: 3 days and nights

Your dream-form leads the patient into a deep, healing sleep. While asleep, they appear lifeless. After the spell concludes they awake rejuvenated, with one attribute restored or one burden lifted.

Overcharge: Restore an additional attribute or lift a second burden. Alternatively, reduce the duration of the slumber three-fold.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 40
  • usage:
    • scope: power; id: ARKHIATRY CLASSICS; note: Magitecnica Codex 2 (Biomancy)

Ring of Lead

Ring of Lead

Rapid Metal Spin Cycle

P: 1 R: adjacent
T: all creatures D: one action

Use the buzz saw stance to unload all your ammo at once, attacking every* adjacent creature with one action.

Overcharge: No attack roll required. *subject to how much ammo the anchor weapon holds.

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 109
    • book: Magitecnica_Codex_1; page: 24
  • usage:
    • scope: power; id: The Viridian Practice; note: Gun monk tradition from VG p.109.

Roadfinder

Roadfinder

Blacktop Sniffer

P: 1 R: a day’s march
T: self D: 1 hour

Sniff the world’s road fields, ‘gard the astral way-lines. Detect the nearest road a day’s march or less away.

Overcharge: The detection range is doubled, or the sense lasts a day.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 110
    • book: Magitecnica_Codex_1; page: 22
  • usage:
    • scope: power; id: Dawn’s Highway; note: Road magic rites from VG p.110.

Roadmaker

Roadmaker

Stradograd’s Engine of Civility

P: 6 R: one metric mile
T: rock and soil D: 1 day

By the channeled powers of the great converter, Chem Caoutchouc, base reality is rearranged. Over a day, a faststone road grows from the land, theodolite straight, cambered and elevated, a fortunate 7 meters wide and a metric mile long. The road crosses swamps, sways across valleys, and bores tunnels through ridges. Without additional fixatives and preparation, the faststone road surface decays in a month.

Overcharge: The faststone sets into standardstone overnight, creating a surface that lasts a century without maintenance.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 110
    • book: Magitecnica_Codex_1; page: 22
  • usage:
    • scope: power; id: Dawn’s Highway; note: Road magic rites from VG p.110.

Runo’S Biocatalysis

Runo’S Biocatalysis

Biotemporal Manipulation

P: 1 R: touch
T: one human’s worth of living organisms D: an hour

You alter the speed of a chosen biological process in the target, accelerating or retarding it as much as 10-fold. Processes include growth, gestation, decay, metabolism, disease progression, etc.

Overcharge: Make the process 100 times faster or slower. Dangerous for the target.

Again (x4): Make the process 1,000 times faster or slower. Very dangerous for the target.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 24
  • usage:
    • scope: power; id: SIATO RUNO’S XENON GENESIS; note: Magitecnica Codex 2 (Biomancy)

Runo’S Ontogenic Editor

Runo’S Ontogenic Editor

Germline Modifier

P: 4 R: touch
T: one embryo or egg D: permanent

You stretch a tendril of focused aura into an unborn organism to manipulate its developmental pathway, altering it to reach the upper or lower extremes of the species range in one aspect. The effect unfolds through the creature’s gestation and maturation.

Generic Aspects

Aspect Effect
1. Size Increase or decrease final growth size.
2. Lifespan Extend or reduce natural lifespan.
3. Maturation Accelerate or slow developmental progression.
4. Physical Alter attributes like strength, durability, speed.
5. Senses Enhance sensory acuity, reduce sensory vulnerability.
6. Adaptations Resistance to hazards, camouflage.
7. Cognitive Expand intelligence, reasoning, special talents.
8. Behavior Adjust sociability, docility, initiative, drive, curiosity.
9. Morphology Appendages, bone structures, fur, feathers.
10. Metabolism Increase or reduce metabolic rates.

Overcharge: The organism is altered to twice (or half) the normal extreme of the species. So, twice or half the size, for example. This is dangerous for the organism.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 27
  • usage:
    • scope: power; id: SIATO RUNO’S XENON GENESIS; note: Magitecnica Codex 2 (Biomancy)

Runo’S Parthenogenic Cradle

Runo’S Parthenogenic Cradle

Synthetic Egg System

P: 3 R: touch
T: one “egg” mass D: gestation period

You sculpt a viable egg and artificial uterus from biomatter. Using somatic manipulation, you spark parthenogenic development within the cradle. The egg gestates to term as normally required by the subject species.

Overcharge: The gestation is 10 times faster than normal. Dangerous for the subject.

Again (x4): The gestation is 100 times faster than normal. Very dangerous for the subject.

Note: A tissue sample of the subject species is recommended for successful parthenogenesis.

Warning: Once hatched, the bodies and consciousness of new organisms may display unpredictable aberrations from the forced growth. Siato Runo LLC is not liable for any teratogenous disasters caused by careless parthenogenesis.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 25
  • usage:
    • scope: power; id: SIATO RUNO’S XENON GENESIS; note: Magitecnica Codex 2 (Biomancy)

Runo’S Parthenogenic Pouch

Runo’S Parthenogenic Pouch

Synthetic Marsupilism

P: 4 R: touch
T: one creature D: permanent

You sculpt a viable marsupial pouch and womb structure within a creature’s body, enabling it to gestate and carry an embryo to term. The pouch permanently occupies one slot.

Note: Larger species may require larger pouches. Using this power on the same creature twice is very dangerous.

Overcharge: Sculpt three pouches occupying two slots. Dangerous for the subject.

Synergy: Combine with Runo’s Parthenogenic Cradle to quickly produce clone-broods on the hoof! Popular with nomadic biomancers.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 26
  • usage:
    • scope: power; id: SIATO RUNO’S XENON GENESIS; note: Magitecnica Codex 2 (Biomancy)

Sense Allegiance

Sense Allegiance

Doom Purpose — The Evil One Must Fall

P: 2 R: short
T: one creature D: instant

You will kill the Evil One. Fortune will bring you to the befouler and your metal shall end that misbegotten one.

Sense Allegiance: read a creature’s ethics; evil creatures stunned for 1d4 rounds when brushed by your mind (save).

Overcharge: (not listed)

tags:

[power] [oldtech] [storage:trait]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 155
  • usage:
    • scope: power; id: Weapon’s Eternal Purpose; note: Weapon Path table entry (non-standard format) from Vastlands_Guidebook p.155.

Siphon the Soul

Siphon the Soul

Spiritual Energy Extraction

P: L (variable) R: touch
T: a creature with a soul D: instant

First, prepare a battery, bottle, or other soul storage device. Second, ink the required metaphysical equations on your designated hand. Finally, strike your chosen self-offering, who is willing to give of their spirit. The price of the power is equal to the target creature’s level. You and the target both roll saves, but you add your level to your save. Oh, wait, the target was a willing self-offering, right, so they’re choosing to fail their save, right?

You They Effect
Fail Fail Each of you loses one level.
Fail Pass You lose one level. They gain temporary life equal to your level.
Pass Fail They lose one level and life equal to your level. You gain temporary life equal to your level, ready to store in that device.
Pass Pass They lose life equal to your level.

Overcharge: You withdraw double the visceral energy, that is, the amounts of life lost or gained are doubled.

Dangerous: This spell definitely risks corruption.

tags:

[power] [storage:trait]

meta:

  • source:
    • book: Our_Golden_Age; page: 168
  • usage:
    • scope: power; id: Pneumenergetics; note: Siphon the Soul from Our Golden Age p.168.

Skinshift

Skinshift

Formal Translation

P: 4 R: touch
T: self D: imbued

You adopt the physical form of a roughly human-sized creature (say dogsized to horse-sized) you are familiar with and whose symbolic representation you own. This could be a tiger tattoo or a dodo doll. The transformation takes several minutes.

Your physical abilities and traits transform to match the target. You lose access to traits that do not work in the new form. For example, a hog cannot speak, so neither can you if you shift into a hog.

You stay in your adopted form as long as you imbue it with your vital essence. Warning: occupying a strange skin can be dangerous, shifting your mind (after days) or even trapping your form (after weeks).

Note: if you are carrying the prepared skin of your chosen form, the power cost is halved and the transformation takes mere seconds.

Overcharge: Shift into much smaller (shrew-sized) or larger (mammoth-sized) forms.

Again (x4): Into any form, from a mite to a mighty airwhale.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 48
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Skinsplit

Skinsplit

Colony Translation

P: 6 R: touch
T: self D: imbued

Your skin splits and you collapse into a colony organism, such as a hive of bees, a nest of naked mole rats, or a swarm of spiders. You must be familiar with the species and own a suitable symbolic representation. The transformation takes several minutes.

You gain the physical abilities and traits of the colony organism and lose access to traits that do not work in this form. So long as 10% of the colony survives, you can return to your normal form without harm. If less of the colony survives, you may lose traits and memories.

You stay in your adopted form as long as you imbue it with your vital essence. Warning: occupying a strange skin can be dangerous, shifting your mind (after days) or even trapping your form (after weeks).

Note: if you are carrying a preserved colony or hive, halve the power cost and transform in mere seconds.

Example Dangerous Colonies: Venomous Spiders. Paralyze a creature with your attack. The first save is easy enough, but each successful attack adds a cumulative penalty.

Telepathic Feral Hogs. Become six hogs. Each deals 1d4 damage. As a pack, they get a trample or overrun attack. Also, telepathic.

Carnivorous Slime Molds. Deal 1d4 physical ability damage per round. Heal by consuming flesh.

Strangling Vines. Creep through the forest, crawl through the undergrowth, entangle (save) then choke (save).

Overcharge: Shift into a dangerous colony organism with special attacks.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 49
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Skinwyrd

Skinwyrd

Subconscious Translation

P: 1 R: self
T: self D: special

You give free reign to the darkest parts of yourself, transforming into a ravening aberrant horror born of your subconscious. You lose the ability to use powers or your higher mental faculties, but your strength, endurance, and melee attack all increase depending on your aura score:

Aura Effect
≤0 +4+level str and end, 2d8 melee attack
1 +3+level str and end, 1d12 melee attack
2 +2+level str and end, 1d10 melee attack
3 +1+level str and end, 1d8 melee attack
4 +level str and end, 1d6 melee attack
5≤ Skinwyrd does not activate as normal, instead it explodes in a single burst that deals 1d6 psychic bliss damage to each adjacent creature. Any creature that takes 1 damage is stunned with immaculate joy for 1 round. Any creature reduced to 0 life by this damage falls asleep and awakens later unharmed.

You cannot end skinwyrd normally. Each round in the skinwyrd, you lose 1 life. When you reach 0 life, you fall unconscious and revert to your normal form. When you awake, you regain 1d6 life.

Overcharge: You retain some control of the skinwyrd, including the ability to deactivate the power by making a successful save.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 50
  • usage:
    • scope: power; id: THE AWAKENED SPHERE; note: Magitecnica Codex 2 (Biomancy)

Speak With Husk

Speak With Husk

Echoes of the Mind, Necrophone

P: 2 R: 3m
T: corpse D: 10 minutes

The echoes of personality trapped in a corpse answer three questions posed by the wizard. The corpse can lie.

Overcharge: The corpse carries on a full conversation for the spell’s duration. It cannot lie, but it can evade.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Stoyevod’S Irreducible Crystallization of the Ego Complex

Stoyevod’S Irreducible Crystallization of the Ego Complex

Restoration of the Priceless One

P: 17 R: here
T: one dead hero D: permanent

This deeply immoral ritual tears a departed psyche from the All-Mind’s cosmic consciousness. It steals the forgiven soul from the All-Fire of Creation-Preservation-Destruction. It undoes the body’s decay into the All Green of Life-Death-Rebirth.

In a rapturous whirlwind, the hero is recreated from sacred fire and holy breath and perfect soil. They make their relife roll with advantage. All this ritual requires is the loving sacrifice of another human, and one more for each level of the hero.

Overcharge: The hero adds +20 to their relife roll or increases one of their ability scores by 1.

Dangerous: The sacrificial specialist will probably be corrupted by this spell.

In the Year of the Lambent Fox the Chosen One fell before her time and the people of the Milkweed faced certain doom. Stoyevod the Practitioner sacrificed 9 of his clone brothers and sisters to return the Chosen One and resume the Good and Proper Path of the Milkweed.

tags:

[power] [ritual] [storage:item] [attribute:dangerous]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 111
  • usage:
    • scope: power; id: Fundamental Purification of the Soil; note: Tablet rite from VG p.111.

Supplicate the Rotting God

Supplicate the Rotting God

Turn Back the Wheel of Love and Death

P: 2 R: touch
T: corpse D: 0

The wizard sacrifices at least one sentient creature to restore one recently deceased creature to life. The total level of the target and the sacrifice(s) must be approximately equal. The ritual takes 1 hour per sacrifice and will go disastrously wrong if interrupted. The target is restored to life and a semblance of health for a year and a day.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Suspended in the Light

Suspended in the Light

Luminous Grasp, Hard Light Hold

P: 1 R: nearby
T: creature or object D: instant

You glow, your bearer’s hand glows, the air glows, and you lift your target a handsbreadth off the ground as hard light throttles them. They suffer 1d4 damage and lose their next action.

Overcharge: They suffer 1d8 damage instead.

tags:

[power] [oldtech] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 154
  • usage:
    • scope: power; id: Weapon Form; note: Granted via the Hard Ring form (VG 06 p.154).

Suspended Insight

Suspended Insight

Revelations of Pain

P: 1 R: self
T: thorn tree D: 1 hour

The wizard hangs upon a tree of thorns and gains +1 to an ability score for the rest of the day and a cryptic answer to a single question asked of the uncaring void. The answer has a 1-in-6 chance of being immediately helpful.

Overcharge: Gains +2 to an ability score and the answer has a 1-in-4 chance of being immediately helpful.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 111
  • usage:
    • scope: power; id: Fundamental Purification of the Soil; note: Tablet rite from VG p.111.

Thornstone Obelisk

Thornstone Obelisk

Razorblade Tree

P: 3 R: short (10m or so)
T: planted landcoral seed D: permanent

The petromancer spills their lifeblood, forcing the landcoral seed into sudden, explosive growth. A 5–8 meter tall limestone tree erupts from the ground, dealing 2d6 damage to adjacent creatures. Anyone moving through its thicket of razor branches suffers 1d4 damage. The speed of growth kills the landcoral.

Overcharge: The growth is even more violent, dealing 6d6 damage to creatures in a small radius and scattering the ground with caltrop-like landcoral shards. This destroys the landcoral.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 111
    • book: Magitecnica_Codex_1; page: 5
  • usage:
    • scope: power; id: Fundamental Purification of the Soil; note: Tablet rite from VG p.111.

Three-Point Immobility

Three-Point Immobility

Celestial Ladder, Craft Floating Platform

P: 2 R: touch
T: solid object D: 1 hour

The wizard manually tethers an object to three physical points with strands of stuckforce. Once tethered, the object is immobile – even if suspended in mid-air.

Overcharge: The tether is permanent.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Toxin Render

Toxin Render

Dwarf’s Diesel Distillation

P: 2 R: 10m
T: toxic waste D: 1 hour

The wizard uses a 1 hour ritual to convince ambient noosphere linked animalcules to gather a sack’s worth of toxic waste and convert it into usable vehicle or golem fuel. Corrodes engines if used for prolonged periods.

Overcharge: converts material that is not toxic or is not waste.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).

Tragic Missile

Tragic Missile

Antipersonnel Guided Force Bolt, Cupid’s Cranial Penetrator

P: 2 R: middling, ~30–50m
T: anything with a mind and soul D: instant

You visualize a channel connecting the ambient energy fields with the ka-ba of an entity you can see. Once you release your visualization, the energies strike the entity’s mindspace nexus, like a noöspheric homing missile. The painful effect deals 2d4 damage plus 2 per level of the target. The stronger they are, the harder tragedy strikes. The missile leaves no mark. Tragic missile cannot affect targets without a mind and soul.

Overcharge: You visualize three channels at once, striking a single target thrice or three different targets.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 112
    • book: Magitecnica_Codex_1; page: 25
  • usage:
    • scope: power; id: Apocrypha of the O.S.; note: Salvaged program from VG p.112.

Usha’S Chaos Trigger

Usha’S Chaos Trigger

Biotic Manipulation Augment, Mutation Bomb

P: 3 R: scratching distance
T: one creature D: 1d4 rounds

You speak to the target’s genetic code, triggering unpredictable mutation. It suffers 1d6 damage per round for 1d4 rounds as flesh and bone warp and change. After, the target gains a random mutation that fills one of its slots. An unwilling target saves to avoid the mutation. Roll 1d6:

d6 Effect
1 Roll on the Regular Exposure corruption table.
2 Roll on the Mild Exposure corruption table.
3 Regression. Prehensile tail, gripping feet, powerful fangs, curly fur, clawed fingers, or brachiating arms.
4 Extra Sensory Organ. Electric sense, magnetic sense, canine smell, feline hearing, serpentine taste, or the ability to see dead people.
5 External Changes. Armored hide (+2 defense), bioluminescence, rudimentary gills (longer dives), arm feathers (glide), hooves, or rubber skin (electric and radiation resistance).
6 Internal Changes. Acidic blood, venomous saliva, super-liver (break down toxins), regenerating sticky entangling intestines (sea cucumber style), second heart, or nauseating cloud organ.

Overcharge: You get to choose the mutation. Dangerous.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 11
  • usage:
    • scope: power; id: USHA’S WILD RIDE; note: Magitecnica Codex 2 (Biomancy)

Usha’S Chimera Splice

Usha’S Chimera Splice

Biotic Fusion Augment, Meltflesh Hyperblot

P: 4 R: scalpel distance
T: two creatures D: permanent

You splice two creatures into a single chimeric organism.

Note: Both targets save. Unconscious targets do not save. Both targets must fail their saves for the power to work. Remember, hero dice can boost save targets …

The hybrid retains the attributes of your choice (level, life points, ability scores, defenses, etc.). The new creature also has one trait from each of the originals (e.g. venom, vintner, flight, farrier, poison breath, apothecary).

The painful splicing deals 4d8 damage to the new chimera. This cannot reduce it below 1 life.

What of its Mind

Before there were two minds, now there is one. Which is it?

d20 Creature’s Response
≤3 A new mind, a melding of both that went before. And it hates you.
4–7 A dominant mind and a subordinate mind and they both hate you.
8–10 Two minds, howling at each other. This will be complicated.
11–14 One mind remains and it hates you.
15–19 One mind remains, confused, with no memory of what happened.
20≤ Both minds are obliterated. A pliant shell for you to command!

Overcharge: The chimera gains an additional trait from each original creature.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 14
  • usage:
    • scope: power; id: USHA’S WILD RIDE; note: Magitecnica Codex 2 (Biomancy)

Usha’S Horrorshow Infestation

Usha’S Horrorshow Infestation

Biotic Corruption Augment, Cancer Bomb

P: 4 R: spitting distance
T: one creature D: a few minutes

You spit a corrosive bio-daemon that begins to rewrite the target’s genetic code. It writhes and twists, losing one turn, then saves.

Success: it suffers 4d6 damage as its body voids benign alien tumors.

Failure: it suffers 2d6* damage as four hooked limbs of muscle and keratin erupt from its skin. Each limb (L4, 8 life) attacks the nearest creature or the target for 1d6 damage per hit. After a few minutes, the infestation loses coherence and the limbs collapse into sticky goo.

Extract: ripping the infestation out is tough and deals another 2d6* damage to the target. The creature (L4) continues to attack mindlessly.

Overcharge: the target automatically fails its save and immediately suffers 4d6* damage as the infestation erupts and begin attacking. If target dies, a fully-grown flesh horror (L6, 54 life) bursts from the corpse in 1d4 rounds. It is under nobody’s control.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 9
  • usage:
    • scope: power; id: USHA’S WILD RIDE; note: Magitecnica Codex 2 (Biomancy)

Usha’S Replicator Strand

Usha’S Replicator Strand

Biotic Growth Augment, Root Meatmaker

P: 1 R: touch
T: one pound of biomatter D: permanent

Touch a tissue and watch it balloon fourteen-fold over an hour (from soap-sized to 1 stone).

Save: if the tissue is part of an aware creature, the creature saves. If the save fails, the growth deals 2d4* damage over one hour. Cutting away the affected area deals 1d6 damage, the cutaway continues to grow.

Note: the growth does not produce high quality tissue. Grown meat is spongy and tough, expanded ivory is brittle and gnarled, extended hair is flakey and hard. It’s just … bigger.

Overcharge: Watch a stone’s worth of tissue grow to sack-sized in one hour. The growth deals 4d4* damage to a living creature that fails its save. Cutting away the area deals 1d8 damage.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 17
  • usage:
    • scope: power; id: USHA’S WILD RIDE; note: Magitecnica Codex 2 (Biomancy)

Usha’S Swift Rebuild

Usha’S Swift Rebuild

Biotic Regeneration Augment, Systemic Limb Back Trigger

P: 3 R: touch
T: one limb D: permanent

Regrow a non-critical destroyed tissue, limb or organ. Takes one hour. Please remove* damaged parts before regrowth for safety.

Overcharge: Regrow a critical organ or bodily system, like the digestive or circulatory system. These cannot be safely removed.

Again (x4): Regrow a body from a single limb or organ. Memories will not be restored.

[optional] Surgihackery

Removing a damaged tissue, limb or organ in the field, without a proper facility, deals 20 damage to the targ … er … patient. Reduce this amount by the result of a medical, biomantic, veterinary, or other relevant roll.

Unsafe Rebuilding

Didn’t remove the damaged part first? Make a biomantic, medical, or other relevant roll.

Effect  
≤1 Roll on the Severe Exposure corruption table. Then the target dies.
2–11 Roll on the Moderate Exposure corruption table.
12–19 Roll on the Mild Exposure corruption table.
20≤ Everything went well! Huzzah!

Overcharge: Regrow a critical organ or bodily system, like the digestive or circulatory system. These cannot be safely removed.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 18
  • usage:
    • scope: power; id: USHA’S WILD RIDE; note: Magitecnica Codex 2 (Biomancy)

Usha’S Uplift

Usha’S Uplift

Biotic Enhancement Augment, Value Added Operation

P: 2 R: tickling distance
T: one creature less smart than yourself D: permanent

You manipulate the target’s genetic material, increasing its intelligence over several days. If it has a thought score, this increases by 1.

Note: Very dangerous for the target. Usually only works once per target.

Overcharge: Its intelligence increases another step (+2 thought).

Overcharge Again (x4): Another step (+3 thought).

The Ladder of Sentience

Incomprehensible mess of gore, ropes of keratin, legs of gristle, limbs of thorn. If it infects enough humans it may become cunning, even wise.

Tho Example Creatures
-8 algae, moss, bacterium
-7 amoeba, fungus, slime mold, tree
-5 anemone, jellyfish, earthworm
-4 crab, fish, insect, spider
-3 insect colony, frog, salamander
-2 mammal, reptile, bird
-1 ape, corvid, dolphin, troglodyte
0 basic human

Love Your Maker

Perhaps the creature is pleased with its new situation?

d20 Creature’s Response
1 Outwardly pleased, secretly plots to overthrow its creator.
2–7 Brutally depressed by realization of its own mortality.
8–12 Confused. Desperately seeking meaning and purpose.
13 Disdainful of creator. Convinced it will discover, better truth.
14–15 Numb with shock of understanding.
16–19 Obsequious. Convinced the creator is a deity who understands all.
20≤ Understands you’re not so different. It’s mortals all the way down.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 12
  • usage:
    • scope: power; id: USHA’S WILD RIDE; note: Magitecnica Codex 2 (Biomancy)

Usha’S Xenograft

Usha’S Xenograft

Biotic Integration Augment, Meetmeat

P: 6 R: bonesaw range
T: one creature D: permanent

You surgically graft a new anatomy and associated trait into the target creature. You must have the relevant anatomy on hand to attempt a graft. The procedure takes a day and is dangerous to the target. Make a biomantic, medical, or other relevant test to integrate the xenograft:

Roll Effect
≤1 Catastrophe. Patient suffers severe corruption, then dies.
2–5 Severe corruption exposure, 6d6 damage, new trait occupies 2 slots.
6–10 Regular corruption exposure, 4d6 damage, new trait occupies 2 slots.
11–15 Mild corruption exposure, 2d6 damage, new trait occupies 1 slot.
16–19 2d6 damage, new trait occupies 1 slot.
20≤ New trait occupies 1 slot.

The patient can use the xenograft once they have healed from the procedure.

Recorded Xenografts The following xenografts were seen by the cleanup crew after the Green Powder Island incident of —X4.

d6 Xenograft
1 Ghula Musculature. Lifted from a warc semi-living phenotype (strain U-572). Boost strength and endurance by 1d4 each, reduce charisma and aura by 1d3 each, gain a 1d6 bite attack.
2 Airbeast Boneframe. Aeorilth and honeycomb structures reduce weight by 25% and boost agility by 2.
3 Scalamander Wetware. Gill structures and webbing double swimming speed and increase dive length ten-fold. Reduce charisma by 1d2.
4 Chitin Lepidote. Exoskeletal segments grafted across the body (+2 armor) with delicate sensillae providing fine sense of vibrations as well as moving air and water currents. Reduce charisma by 1d2.
5 Feline Sinews. Increased balance (+1 agility), more graceful movement (+1 charisma), and quicker reflexes (+1 initiative). Very illegal in any cat-friendly lands. Death penalty in the Purple Land.
6 Warhog Guts. Digestive tract designed to grind and drain nutrients out of the poorest foodstuffs: bones, dead leaves, dry wood, old leather. Also, near-immunity to ingested poisons and toxins.

Overcharge: The procedure takes less than an hour. It is very dangerous for the experimental subject.

tags:

[power] [storage:item]

meta:

  • source:
    • book: Magitecnica_Codex_2; page: 15
  • usage:
    • scope: power; id: USHA’S WILD RIDE; note: Magitecnica Codex 2 (Biomancy)

Vegetable of Birth

Vegetable of Birth

Phytohysterical Genesis, Leek of Life

P: 5 R: touch
T: a leek and a creature seed D: 50 + 1d100 days

You take a well-treated leek and imbue* it with the formulated spell. Next, take a prepared creature seed and implant it in the leek. Behold, the leek will grow to immense size and girth. Then, at its allotted time, it shall split, and a full-grown adult creature will emerge!

Overcharge: It grows to maturity in 2d8 days.

*Note: You may regain any life imbued in the leek after the spell ends.

tags:

[power] [ritual] [storage:item] [storage:trait]

meta:

  • source:
    • book: There_A_Red_Door; page: 27
  • usage:
    • scope: power; id: There, A Red Door; note: Biomantic rite from There A Red Door booklet.

Viridian Sun

Viridian Sun

Creation Purpose — Chosen Ones and Quilted Greens

P: 2 R: short
T: one creature D: instant

You will anoint the Chosen One, bring the new life, translate the places of the machine men into eternal dust.

Viridian Sun: turn lights green and spawn quilted plants, dreaming trees, mammalian insects, avian arachnids, fungoid gastropods (L1).

Overcharge: spawn photosynth ‘humans’ (L2).

tags:

[power] [oldtech] [storage:trait]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 155
  • usage:
    • scope: power; id: Weapon’s Eternal Purpose; note: Weapon Path table entry (non-standard format) from Vastlands_Guidebook p.155.

Whispers from the Void

Whispers from the Void

Transmortal Communion

P: 1–8 (variable) R: touch
T: a dead relic D: a few minutes (see tiers)

You press the relic to your skull and let your mind drift across the void-sea of nonexistence. Your eyes roll, your teeth gnash, strange post-mortal tongues spill from your lips, as you hunt the threads of consciousness remaining in the All-Mind. Then you bite and hold and drag the ghostly psyche out into the light once more.

d8 Psyche Result
1 Fragmentary Whispers The conversation is halting and crude; the ghost’s attitude suffers.
2 Naked Coherence A thin, strained voice emerges—barely workable for a normal exchange.
3 Drawn Spirit Attracted to your vis viva, the ghost brightens and becomes eager to speak.
4 Dominated Ghost Your force of will compels three clear answers, regardless of the psyche’s mood.
6 Dawnbound Servant You bind the mind until sunrise; it must remain and respond.
8 Echo Consumed You swallow the ghost whole, trapping its essence in your mind. You can rifle through its memories, speak with its voice, and use its knowledge like your own until sunrise.

Overcharge: You anchor the psychic ghost to the relic for a year. Thus bound, it cannot flee, but grows stranger and more resentful as the weeks pass.

Dangerous (6+): When you spend 6 or more life on necrophonic communion, you risk corruption—the lost minds’ grudges and regrets becoming your obsessions.

tags:

[power] [storage:trait]

meta:

  • source:
    • book: Our_Golden_Age; page: 165
  • usage:
    • scope: power; id: Necrophony; note: Whispers from the Void from Our Golden Age p.165.

Wing and Prayer

Wing and Prayer

Dirty Fixing

P: 1 R: touch
T: vehicle or steed D: 1 day

Use your faith to mend an axle or splint a leg. Your vehicle or steed temporarily gains 1d8 life and ignores a burden for a day, but then the damage is worse.

Overcharge: The fix lasts a week; but the damage is even worse after.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 110
    • book: Magitecnica_Codex_1; page: 22
  • usage:
    • scope: power; id: Dawn’s Highway; note: Road magic rites from VG p.110.

Yellow Cloud

Yellow Cloud

Sands of Lost Times

P: 1 R: nearby
T: a 9m cube D: a few minutes

Fine, obscuring yellow dust rises from the ground and hangs in the air, a veil no sight can pierce. The dust irritates the lungs of air-breathers. After a few minutes, it blows away.

Overcharge: Summon into shimmering immobility a wall of dust measuring 200 cubic meters.

tags:

[power] [fantascience] [storage:item]

meta:

  • source:
    • book: Vastlands_Guidebook; page: 108
    • book: Magitecnica_Codex_1; page: 20
  • usage:
    • scope: power; id: The Sixfold Hexacenter; note: Listed in album order on VG p.108.

Yellow Foresight

Yellow Foresight

Visions of the Cautious Merchant

P: 2 R: 1km
T: 100m diameter circle D: 0

The wizard consumes a soap’s worth of saffron (€10) and meditates for 1 hour to scan auras in the target area.

They get a general idea of the number of sentients and the general mood. If the sentients are very different from the wizard, reading the mood may be impossible.

Overcharge: Consuming a dangerous amount (€100) of saffron lets the wizard implant a positive attitude into a few sentients.

tags:

[power] [ritual] [storage:item]

meta:

  • source:
    • book: Ultraviolet_Grasslands_and_the_Black_City_2e; page: 199
  • usage:
    • scope: power; id: UVG2e Spells; note: Power cost set to P: 2 per Luka Rejec confirmation (2026-02-03).