
School of magic · 10 spells
Astral Magic
Master-level magic that works with fate, time, reality, and distant worlds. Beginner characters cannot use it.
UtilityForesight
The AI truthfully describes the two most likely short-term consequences of two specific options. It does not reveal hidden certainties or the distant future.
Movement / utilityAstral Journey
The caster's spirit flies and passes through nonmagical obstacles. It cannot attack, cast other spells, manipulate objects, or pass through a magical barrier.
UtilityAlter Fate
After the result is revealed, the virtual die is rolled again with a new random permutation. Keep the better of the two results.
Area defenseAstral Shield
Each of up to 3 targets gains +5 Physical Defense (PD) and +5 Magic Defense (MD).
Area attackStarfall
Compare one Magic Attack (MA) roll separately against each target's Magic Defense (MD). Its exceptional area power is balanced by its high requirements and strict limit.
Movement / utilityStop Time
The caster immediately gains one extra main action during which nobody else acts. The original turn order then resumes.
MovementOpen a Gate Between Worlds
Opens a passage only to a previously known, story-established world or plane. Creatures and carried equipment can pass through.
UtilityTurn Back Time
Rewinds the game state to the start of the previous round or by up to 1 minute. Positions, Health, items, and effects are restored; the caster remembers the rewind.
Healing / spiritualExtraordinary Resurrection
Returns the soul to its body, and the target wakes with 1 HP. This is an exception for stories where true death exists; player characters do not die when reduced to 0 HP.
UtilityRewrite Reality
For 10 minutes, transforms the target into another ordinary nonmagical object of the same or smaller size. It cannot create a living creature, artifact, money, or an exact copy of a unique key.