| 1d30 | Result |
|---|---|
1 |
Power word: Break Level: 1d6 + 1(Roll on "1d6+1") Effect: A discrete object within short range that f its into a 10‑foot (3 m) cube whose level is equal to or below that of this cypher breaks in half. If the object is in the possession of another creature, a successful Intellect attack against that creature is required to break the object. In addition to the normal options for using Effort, the power word speaker can increase the effective level of the cypher for each level of Effort they apply. Alternatively, the speaker can cause a fissure/breakage up to 10 feet wide in a larger object if they apply a level of Effort |
2 |
Power word: Cloak Level: 1d6 + 3(Roll on "1d6+3") Effect: The speaker or a creature they touch is undetectable to other creatures whose level is less than this cypher’s for one hour. They are invisible, but also hidden from senses such as smell, hearing, and even paranormal senses. The cloak disperses if the invisible creature does something to reveal their presence or position—attacking, using an ability, moving a large object, and so on. For each additional level of Effort applied, the cloak can be extended to an additional touched creature. |
3 |
Power word: Crawl Level: 1d6 + 2(Roll on "1d6+2") Effect: The limbs of a creature within short range fuse together for five minutes per cypher level, during which time they can’t move except by crawling, squirming, and/or rolling, and their physical tasks (including attacks and Speed defense rolls) are hindered by two steps. |
4 |
Power word: Door Level: 1d6 + 2(Roll on "1d6+2") Effect: A weathered wooden door appears within immediate range of the speaker, either freestanding or set in a previously solid or blank surface. The door leads to a location the speaker knows (they’ve been there, they have a picture of it, or they have an important object that belongs in that location) anywhere in the world. The door lasts for one minute, and can be used by the speaker or any other creature during that period to travel in either direction (the other side of the door is visible at the connected location). If a level of Effort is applied, the door is locked to anyone but the speaker and/or those the speaker specifies when they speak this power word cypher. |
5 |
Power word: Draw Level: 1d6 + 1(Roll on "1d6+1") Effect: A target within long range draws their ranged weapon and attacks a second target within long range of both the first target and the speaker. The speaker rolls the attack against the second target. If a level of Effort is applied, the target attacks themself, dealing an additional 2 points of damage if the speaker’s attack roll succeeds. |
6 |
Power word: Erase Level: 1d6 + 3(Roll on "1d6+3") Effect: An object within short range containing writing, symbols, or an image—a wanted poster, a painting, a book, a newspaper, and so on—is rendered blank, completely erased. If the object is special in some way, such as being magical or encoded digitally (a computer’s hard drive, for instance), the object must be equal to or less than the cypher’s level. Alternatively, the face of a creature within short range is erased with a successful attack for a number of minutes equal to the cypher level. An affected target is blind and unable to speak, but can still breathe through two orifices where their nose once was (if the target was humanoid). |
7 |
Power word: Flee Level: 1d6 + 3(Roll on "1d6+3") Effect: A number of creatures equal to this cypher’s level do nothing but flee (or try to) for the next few rounds if they are affected— an Intellect‑based attack is rolled separately against each target the speaker attempts to affect. |
8 |
Power word: Fog Level: 1d6 + 1(Roll on "1d6+1") Effect: Heavy fog rolls in, filling a very long area for twenty minutes per cypher level. Visibility in the fog is reduced to immediate range. Magical winds and other supernatural effects can clear the fog within small areas, but the fog returns if the level of the clearing effect is less than the cypher’s level. |
9 |
Power word: Forget Level: 1d6 + 1(Roll on "1d6+1") Effect: A target whose level is equal to or less than the cypher’s within immediate range forgets their own name, their history, and their current situation with a successful attack roll. Curiously, they can still speak and act normally. The target gradually regains their memories over the next few days. |
10 |
Power word: Hang Level: 1d6 + 1(Roll on "1d6+1") Effect: If the speaker, an ally, or a target within short range has a length of rope at least 10 feet (3 m) long, the rope animates, looping one end around the neck of a target within short range who is successfully attacked. The other end of the rope jerks into the air, suspending the target a few feet above the ground. A target of level 2 or less is instantly killed when their neck breaks. A higher‑level target takes 3 points of damage each round for a minute, or until someone (possibly the target themself, since their hands are not restrained) cuts or breaks the rope (whose level is equal to the cypher’s level for the duration of the effect). |
11 |
Power word: Ignite Level: 1d6 + 2(Roll on "1d6+2") Effect: An object within short range ignites in f lame. If the object’s level is less than the cypher’s, it is destroyed. Either way, it could potentially start a larger fire if nearby objects are flammable. Alternatively, a creature in short range burns for 2 points of damage each round for a number of rounds equal to this cypher’s level if they are successfully attacked. |
12 |
Power word: Immune Level: 1d6 + 3(Roll on "1d6+3") Effect: For one day, the speaker can’t be dazed or stunned by physical attacks and they are immune to poisons, diseases, and curses whose level is less than this cypher’s. Action. |
13 |
Power word: Obey Level: 1d6 + 3(Roll on "1d6+3") Effect: A psychic command is implanted in the mind of a creature within immediate range that the power word is spoken (or whispered) to. The implantation designates an event that will trigger the command that can be summarized in a single, short sentence. The command can linger untriggered for a number of months equal to this cypher’s level before fading if not triggered. When the triggering event occurs, the target must carry out the command to the best of their ability. The command can be fairly intricate and require up to 24 hours to complete, but it cannot involve direct harm to the target or anyone important to them. It also cannot be something obviously impossible to the target. |
14 |
Power word: Restore Level: 1d6 + 2(Roll on "1d6+2") Effect: An object within immediate range that was harmed or destroyed within the past number of days equaling the cypher’s level is restored, repaired, and so on. Alternatively, a creature harmed by another power word cypher is also restored in health (or Pool points), as long as they are not dead. If they are dead, the speaker can attempt to restore them to life by succeeding on an Intellect‑based roll against a difficulty equal to the number of days the target has been dead (minimum 1, maximum 10). |
15 |
Power word: Reveal Level: 1d6 + 3(Roll on "1d6+3") Effect: Speaker gains an exceptional awareness of everything within short range for ten minutes per cypher level. During that period, they can see things that are normally invisible whose level is less than this cypher’s, including creatures who are merely exceptionally good at hiding and sneaking. They can also see in smoke, in fog, and in darkness as if in bright light. In addition, the speaker’s attacks and other tasks that rely on sight are eased. |
16 |
Power word: Ride Level: 1d6 + 1(Roll on "1d6+1") Effect: A mount appears and is willing to bear the speaker for one day per level of the cypher. The mount is uncanny in some way, possibly a hellfire steed or fleshmare or something else rare chosen by the GM. |
17 |
Power word: Shield Level: 1d6(Roll on "1d6") |
18 |
Power word: Stalk Level: 1d6 + 2(Roll on "1d6+2") Effect: The speaker chooses a creature within long range as their prey, or the prey of an ally they touch. For the next day per level of the cypher, any task involving finding or following the prey is by two steps for the designated stalker. Successful attacks against the prey by the designated stalker deal 2 additional points of damage. |
19 |
Power word: Stop Level: 1d6(Roll on "1d6") Effect: All movement of a creature or object within short range stops for a number of rounds equal to this cypher’s level with a successful attack (or a successful Speed defense roll, if being physically attacked). That includes charging mounts, falling bodies, bullets, and more. The sudden stop doesn’t cause physical harm (unlike how the ground stopping a falling body normally would). Purely mental actions can still be taken and/or are not interrupted. When the duration expires, affected creatures and objects move normally, but not with the velocity and momentum they may have once had. So stopped bullets just fall to the ground, charging mounts stumble and must build up speed again, and so on. |
20 |
Power word: Summon Level: 1d6 + 2(Roll on "1d6+2") Effect: If the speaker has met a creature or knows a creature’s full name (or “true” name), they can summon that creature to them if the summoned creature’s level is equal to or less than the cypher’s level, no matter where they are. A successful attack roll is required to affect an unwilling target. The summoned creature appears within immediate range of the speaker, and is free to act according to their nature immediately. |
21 |
Power word: Worship Level: 1d6 + 1(Roll on "1d6+1") Effect: A number of targets equal to the cypher’s level within short range fall to their knees and raise their arms in adoration of the user—roll attacks against each target separately. Targets remain worshipful, taking no actions, for about a minute, or until damaged or otherwise shocked out of their adulation. |
22 |
Power word: Youth Level: 1d6 + 4(Roll on "1d6+4") Effect: Begins a process of rejuvenation that removes years from the wearer’s physiological age. Over the course of the next seven days, the wearer sheds a number of years equal to three times the cypher’s level. The cypher doesn’t regress physiological age past the age of twenty-three. |
23 |
Power word: Disarm Level: 1d6 + 1(Roll on "1d6+1") Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding. |
24 |
Power word: Begone Level: 1d6 + 1(Roll on "1d6+1") Effect: One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five rounds to move away quickly. |
25 |
Power word: Enlarge Level: 1d6(Roll on "1d6") Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered. They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool). If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher. |
26 |
Power word: Belittle Level: 1d6(Roll on "1d6") Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow first from their Intellect Pool and then, if necessary, from their Might Pool). If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect ends, they lose all of the advantages and penalties from the cypher. |
27 |
Power word: Secret Level: 1d6 + 2(Roll on "1d6+2") Effect: The user can ask the GM one question and get a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that a PC could find by looking somewhere other than their current location is level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a question above its level. |
28 |
Power word: Tower Level: 1d6 + 3(Roll on "1d6+3") Effect: Creates a simple, squat crystalline tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn’t sufficient room for the tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or pressure against the confining surfaces. The tower is permanent and immobile once created. |
29 |
Power word: Hoard Level: 1d6 + 3(Roll on "1d6+3") Effect: Renders an inanimate object outside the effects of most energy for one minute. This means the object cannot be harmed, moved, or manipulated in any way. It remains in place (even in midair). |
30 |
Power word: Guardian Level: 1d6 + 3(Roll on "1d6+3") Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or +4 to Armor if the cypher is level 5 or higher). |