TEXT: TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  To print your Spell Deck, set your 
  double-sided printer to short-edge 
  binding and print on a cardstock 
  material. Then, with a sharp utility 
  knife and straight edge, use the crop 
  marks as guides to trim the cards 
  apart.
  If you don’t have a double-sided 
  printer, print the pages individually 
  and then glue them back-to-back with 
  a thin, even coat of adhesive. Before 
  glueing, hold the back-to-back sheets 
  up to a light source to ensure they are 
  lining up correctly.
  The gutters between the cards give 
  you a little bit of leeway if the two 
  sides do not line up exactly.
  
  This page left intentionally blank
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  ANABIOSIS
  Level: 6
  I return to life after dying. 
  Obviously, this can be cast 
  only when I am a ghost. I 
  am immediately restored 
  to my body, and my body is 
  restored to its least level of 
  function (unconscious, and 
  1 Wound away from death).
  Color: Pale
  Facet: Death
  Ghost, page 18
  THE PATH
  AGONOTHYMIC 
  CONFRONTATION
  Level: 5 (+1 die)
  I challenge another being within long range to 
  a spirit battle. We both leave our corporeal 
  forms and enter into a Noösphere 
  battleground. Each round thereafter, I 
  attempt a Sorcery-based action with the 
  being’s level as my challenge. If I succeed 
  three times before I fail three times, I am 
  triumphant, they are rendered insensate 
  (unable to act for an hour), and the spell 
  ends. If I fail three times before I succeed 
  three times, they have prevailed, I fall 
  unconscious for an hour, and the spell ends. 
  During the battle, neither of us can take any 
  other actions, and our bodies are motionless 
  (and vulnerable). The faint images of our 
  ghostly struggle manifest in the space 
  between us, as though we grip at each other’s 
  throats (or the closest equivalent). If either 
  of us suffers damage from an outside source 
  during this time, we both suffer the damage.
  Color: Blue
  Noösphere, page 14
  THE PATH
  AGLIOPHOBIA
  Level: 3 (+1 die)
  I make a close creature so 
  afraid of pain of any kind 
  that it will act only to 
  avoid pain, to the point of 
  mania. This likely means 
  fleeing from battle, but also 
  avoiding high places, fire, 
  sharp edges, emotional 
  commitments, and so on.
  Depletion: 0 (check each hour)
  Color: Blue
  AEROPHILOUS 
  DESIRE
  Level: 2
  I float up into the glorious 
  air for one round, up to a 
  short distance. On the next 
  round, I float safely back 
  down unless my descent 
  is interrupted, such as if 
  I grab hold of something. 
  The movement up or down 
  is not part of my action.
  Color: Green
  ACRASIA
  Level: 1 (+1 die)
  I compel a being I touch to 
  act on their basest, most 
  primal instinct on their 
  next action. This spell’s 
  effect is accompanied by 
  a howling roar like that of 
  a monstrous ape that only 
  they and I can hear.
  Color: Blue
  ACCOYED 
  SAVAGERY
  Level: 1 (+1 die)
  A faraway being that I point to 
  is surrounded by doves. The 
  being will not take a hostile 
  action on their next turn.
  Color: Blue
  ABSCONDED TRUTH
  Level: 3 (+1 die)
  A nearby being has a tiny 
  moth fluttering around 
  their head. This magical 
  moth steals their ability to 
  tell the truth. Every word 
  they utter is a lie.
  Depletion: 0–2  
  (check each statement)
  Color: Grey
  ABANDONED 
  RESOLVE
  Level: 2 (+1 die)
  A close being decides to stop 
  their current course of 
  action. They cannot take 
  the same action they just 
  took when I cast the spell.
  Depletion: 0 (check each round)
  Color: Blue
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  BARRAGE
  Level: 2 (+1 die)
  A variety of loose, hand-sized 
  (or smaller) objects around 
  me fly at a nearby target. 
  The target and anyone close 
  suffer damage equal to 
  the level of the spell. The 
  objects may or may not be 
  damaged, as appropriate.
  Color: Red
  Facet: Air
  BAPTISM OF FLAME
  Level: 6
  Up to four beings I touch 
  (or who touch me), one 
  of which must be me, 
  are covered in burning 
  flame and suffer 1 Wound. 
  However, all four beings 
  are then rendered immune 
  to the damage wrought by 
  even the hottest flame or 
  heat imaginable. 
  Depletion: 0–1  
  (check each hour)
  Color: Invisible
  Facet: Fire
  BACK TO SHADOW
  Level: 11 (+3 dice)
  I cast this on a vislae who had 
  self-exiled to Shadow in the 
  past but is not currently in 
  Shadow. The vislae is pulled 
  back into Shadow, where 
  they spend time in their 
  old, illusory life and take no 
  actions in the Actuality.
  Depletion: 0 (check each day)
  Color: Grey
  Falling back into Shadow, page 7
  THE GATE
  AUTOMATIC 
  WRITING
  Level: 2
  If I have something to write with 
  and write upon, I open my body 
  and mind to a random spirit of 
  the dead who can compel me to 
  write something. Although I can 
  ask questions before I cast this 
  spell, hoping to get an answer 
  from the spirit through the 
  writing, I have no control over 
  what I write or don’t write.
  Depletion: Ends automatically when 
  the spirit is done communicating
  Color: Indigo
  Facets: Divination, Death
  Divinations and Information-
  Gathering Magic, page 17
  THE WAY
  ATTARAXIA
  Level: 4 (+1 die)
  I bring calm and serenity to 
  one creature that I touch. 
  They will not take a hostile 
  action until someone takes 
  a hostile action against 
  them or someone does 
  something to them that 
  they do not want, although 
  in such a case, the spell’s 
  victim gets to act first.
  Depletion: When the sun next 
  rises or sets
  Color: Blue
  APOCATASTASIS
  Level: 8
  I am filled with the restorative 
  powers of the godhead 
  for a moment. Images of 
  translucent angels appear 
  around me, and all can hear 
  them singing. The next three 
  beings I touch have all of 
  their pools restored to full.
  Color: Green
  Facet: The Legacy
  APPERCEPTION
  Level: 5
  I tap into the Noösphere and 
  gain true understanding of one 
  topic, although the knowledge 
  (or at least my command of 
  it) is fleeting. Immediately 
  upon casting, I can ask three 
  questions on one topic and get 
  short answers (fewer than 20 
  words) to each of them.
  Color: Indigo
  Facet: Divination
  Divinations and Information-
  Gathering Magic, page 17
  THE WAY
  Noösphere, page 14
  THE PATH
  ANAMNESIS
  Level: 2
  I recall something that I 
  never could have known. 
  This appears from the 
  Noösphere in my brain 
  like any other memory. I 
  choose the general subject, 
  but not the specific bit of 
  information. 
  Color: Blue
  Facet: Divination
  Noösphere, page 14
  THE PATH
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  CANOROUS PLEA
  Level: 2
  I sing a plea for help and 
  am heard by someone I 
  designate, no matter how 
  far away they are.
  Color: Indigo
  Facet: Sound
  CALLIGRAPHIC 
  DISPLAY
  Level: 1
  I write up to ten words in the air 
  above my head or the head of 
  someone I touch. The words 
  follow the being around as 
  long as the spell lasts.
  Depletion: 0 (check each hour)
  Color: Grey
  Many vislae use this spell to adorn 
  themselves in interesting ways.
  CALL THE  
  BLACK CUBE
  Level: 4
  I summon the Black Cube from the 
  Void. Opening the box is difficult 
  and dangerous. An Intellect-based 
  action is required to solve the 
  puzzle involved, with a challenge 
  of 4. If this should fail, I gain a 
  scourge in Intellect and the box 
  disappears. The scourge disappears 
  when the sun next rises.
  Opening the box reveals a random 
  ephemera object, level 3 to 5.
  The box lingers for a few rounds after 
  it is opened. Then it disappears.
  Color: Pale
  Facet: The Dark
  The Dark, page 62
  THE PATH
  CALIGINOUS 
  RAPTOR
  Level: 2
  I conjure a shadowy mist in 
  the form of a giant bird of 
  prey that swoops down and 
  obscures sight in a small 
  area. I can cause the raptor 
  to move anywhere in long 
  range each round (this is 
  not an action).
  Color: Grey
  Facet: Conjuration
  BORROWED TIME
  Level: 5
  If I cast this on a dead being while they 
  are still in the transition (the Empty, 
  Limbo), they are returned to life. 
  However, their life ends again when 
  the spell depletes. I can’t cast this on 
  the same target again unless they 
  have been restored fully to life and 
  then die another time. While they 
  are under the effect of the spell, the 
  target can be fully restored to life 
  by any effect that would normally 
  restore life to a dead being, but all 
  original requirements of the effect 
  remain in place.
  Depletion: 0–1 (check each hour)
  Color: Pale
  Facet: Death
  The Transition, page 16
  THE PATH
  BLOOD FRUIT
  Level: 4
  With a few drops of my blood 
  on the ground, I cause a small 
  tree to spring forth, no matter 
  what the conditions might be. 
  The tree grows to maturity 
  within an hour, and thereafter 
  produces enough succulent 
  fruit to sustain four people 
  every day. Casting this spell 
  gives me 1 Wound.
  Depletion: 0 (check each day)
  Color: Silver
  Facet: Earth
  BLEEDING 
  DARKNESS
  Level: 3 (+1 die)
  Calling upon the forces of the 
  Dark, I conjure a small sphere 
  of utter darkness in any spot 
  I choose within long range. 
  Should any living creature find 
  themselves within the darkness, 
  they are rent as if by claws and 
  teeth, suffering damage each 
  round equal to the spell’s level.
  Depletion: 0 (check each round)
  Color: Red
  Facets: The Dark, Conjuration
  The Dark, page 62
  THE PATH
  BIND THE  
  BLACK CUBE
  Level: 14
  I summon the Black Cube from the 
  Void and bind its power to my 
  will. Opening the box is difficult 
  and dangerous. An Intellect-based 
  action is required to solve the puzzle 
  involved, with a challenge of 14. If 
  this should fail, I gain a scourge in 
  all pools and the box disappears. 
  Only curse-lifting or affliction-curing 
  magic of level 10 or higher will 
  remove the scourges.
  Opening the box reveals a parchment 
  with a detailed description of any one 
  character secret or house secret, or 
  enough information to learn any one 
  spell I name.
  The box lingers for a few rounds after it 
  is opened. Then it disappears.
  Color: Pale
  Facet: The Dark
  The Dark, page 62
  THE PATH
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  CIRCUMAMBIENT 
  ASSAULT
  Level: 4
  I create illusions of many 
  foes and dangers coming 
  at a creature within long 
  range for one round. The 
  target loses their next action 
  dealing with the illusory 
  assault, and their defenses 
  are decreased by 1.
  Color: Grey
  Illusions, page 19
  THE WAY
  CIRCLE OF LUCTUS
  Level: 5 (+1 die)
  When I am mourning or deeply 
  depressed, with Despair at 
  least 2 higher than Joy, a metal 
  ring appears on my hand. The 
  ring drips with fresh blood at 
  all times. When I make a fist 
  with the hand wearing the 
  ring, as an action, I can loose 
  gouts of black and red energy 
  that attack a target within long 
  range, inflicting damage equal 
  to the spell’s level. 
  Depletion: 0 (check each round)
  Color: Red
  CHRONOMANIA
  Level: 4 (+1 die)
  This curse forces a person I 
  choose within short range to 
  become obsessed with time. 
  They continually check the time 
  to the distraction and detriment 
  of all other activities (if a PC, 
  all actions face 1 scourge; if 
  an NPC, the target is 1 level 
  lower). They grow angry if 
  others are even seconds late or 
  appear to dawdle. 
  Depletion: When the curse is lifted
  Color: Blue
  Facet: Curse
  CHROMATIC STRIKE
  Level: 3 (+1 die)
  With a forceful gesture, I project a beam of 
  energy directly from one of the suns at a 
  faraway target. Its effect depends on the 
  sun currently active in the Path of Suns.
  Silver: The energy becomes a generally 
  harmless inanimate object, about 5 pounds 
  (2 kg), in the target’s hands. If they were 
  holding something else, they drop it.
  Green: The target has Injuries healed equal to 
  the spell’s level.
  Blue: The blue ray inflicts mental damage 
  equal to the spell’s level.
  Indigo: If the target is disguised, magically or 
  otherwise, their disguise is ruined.
  Grey: The target loses their next action.
  Pale: If the target is a ghost or spirit, they 
  suffer damage equal to the spell’s level.
  Red: The dangerous energies inflict damage 
  equal to the spell’s level.
  Gold: A nonmagical inanimate object held or 
  worn by the target is transformed into a 
  nonmagical inanimate object (of about the 
  same size and weight) of my choosing.
  Color: Varies
  Path of Suns, page 35
  THE PATH
  CHALICE OF  
  WEAL OR WOE
  Level: 2
  I create a golden chalice filled with 
  a honeyed wine. When I conjure 
  it, I decide if the wine will be 
  weal (restorative) or woe (poison). 
  One person may drink from the 
  chalice, healing 1 Wound and 
  all Injuries if I chose weal, or 
  suffering 1 Wound if I chose 
  woe. Either way, the chalice then 
  disappears. If no one drinks from 
  the chalice by the time the sun 
  next rises or sets, or if the wine 
  is poured out (even into another 
  container), the chalice disappears. 
  Color: Silver
  Facet: Water
  CATOPTROMANCY
  Level: 5
  I experience a vision of the biggest 
  effect in the most likely future of an 
  action I state. For example, if I say, 
  “What happens if I steal the Book 
  of Teraggi from Doctor Fenn?” I 
  might see a vision of Fenn hiring 
  a detective to find his missing 
  book. I don’t get to determine any 
  parameters on this spell, so what it 
  means to be the “biggest” effect is 
  out of my hands. And of course, any 
  action I take could make the future 
  vision I see more or less likely.
  Color: Indigo
  Facet: Divination
  Divinations and Information-
  Gathering Magic, page 17
  THE WAY
  CARIOUS TOUCH
  Level: 5 (+1 die)
  I touch one living creature 
  and they begin to age 
  and rot incredibly rapidly. 
  They suffer 1 Wound. On 
  the following round, if I 
  succeed on another roll, 
  they are further wounded, 
  and so on until I do not 
  succeed or until they are 
  dead, a decaying pile of rot.
  Color: Pale
  Facet: Death
  CARDIOPHAGY
  Level: 3
  When I eat a human (or near-
  human) heart, I restore one 
  of my stat pools. Further, 
  if the heart was that of a 
  vislae, I can use one spell 
  or other magical ability they 
  possessed, one time. Eating 
  a heart takes at least two 
  minutes, and that does not 
  include the time required to 
  obtain it.
  Color: Pale
  Facet: Death
  Resting and Refreshing Pools, page 29
  THE KEY
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  COMMUNAL 
  LOCATION 
  Level: 3
  If anyone stands in a spot that I 
  have marked with the Designated 
  Place enchantment, regardless of 
  how far away it is, they can open 
  a two-way telepathic conversation 
  with me. The conversation lasts 
  as long as I concentrate, but as I 
  do so, I am completely unaware 
  of what’s happening around my 
  actual location. If I want the effect 
  to continue and enable someone 
  to communicate with me again, I 
  must recast this spell. However, I 
  can do so from any distance.
  Color: Indigo
  Designated Place, page 34
  THE WAY
  COLOR SHIELD
  Level: 7 (+1 die)
  I choose a sun’s color, and all active magical 
  effects associated with that color cannot 
  come close to me. If Red is chosen, for 
  example, the mass created by Quiddity 
  of Corrosion can’t reach me and a 
  Savage Cleave spell cast upon me fails. 
  This includes effects that are normally 
  permanent, like the effect of a 
  changery (probably Gold) or the 
  power of a secret as long as the effect 
  is level 10 or lower. The level of the 
  effect serves as the challenge, but two 
  successes are required. If the right 
  color is selected, this spell will hedge 
  out a being brought by a summoning, 
  a thoughtform, or a magical construct.
  Depletion: 0 (check each round)
  Color: Invisible
  Facet: Metamagic
  COLOR DOOR
  Level: 7
  I draw upon the energies of the 
  Path of Suns within my own soul 
  and create a doorway leading to 
  the realm of a sun different than 
  the one under which I currently 
  stand (I must cast this spell 
  during the day, although it does 
  not have to be in direct sunlight). 
  The door leads to a sun that I 
  choose, but the exact location in 
  that realm is random. The door 
  persists long enough for me and 
  up to eight other people to get 
  through it, if we hurry.
  Color: Pale
  Facet: Day
  Path of Suns, page 35
  THE PATH
  THE CLOUD OF 
  UNKNOWING
  Level: 6 (+1 die)
  I weave strands of mystic energy 
  to create an opaque cloud of 
  mist covering a small area. 
  Anyone within the cloud 
  (except me) suffers points of 
  mental damage equal to half 
  the level of this spell. Further, 
  they forget one idea or fact that 
  they know. The lost knowledge 
  is restored when the points are 
  recovered. The cloud remains 
  until the spell depletes.
  Depletion: 0 (check each round)
  Color: Blue
  Mental damage, page 19
  THE WAY
  CLEMENCY
  Level: 4 (+1 die)
  I force someone hostile to show 
  me mercy and forgiveness. The 
  being does not attack and even 
  allows me to retreat, as long as 
  I do not move toward them or 
  into an area of which they are 
  protective. Any hostile action on 
  my part or the part of anyone 
  clearly allied with me ends the 
  spell and my defenses against the 
  being suffer a −1 penalty forever.
  For each additional point spent 
  casting this spell, I can potentially 
  add another target, but this does 
  not affect the spell’s level.
  Color: Blue
  CLEANSING
  Level: 2
  With a conjured shower of 
  silvery vapor, I rid a close 
  creature of dirt, grime, and 
  sweat, as well as poison, 
  disease, or curse from 
  their system, as long as the 
  affliction is lower level than 
  the spell. This spell does 
  not restore damage already 
  inflicted by poison or disease.
  Color: Green
  CLASPED FLESH
  Level: 1
  I make a single item that I 
  could lift with one hand stick 
  to me (anywhere I choose). 
  The bond cannot be broken 
  unless the spell ends, the 
  object is destroyed, or I die.
  Depletion: Ends automatically 
  when the sun next rises or sets
  Color: Silver
  CIRCUMVALLATION
  Level: 7
  I surround myself and the 
  large area around me with 
  a stone wall 12 feet (4 m) 
  high that is 8 feet (2 m) 
  thick at the base and 5 feet 
  (1.5 m) thick at the top. The 
  wall has battlements that 
  protect a walkway atop it. 
  Depletion: 0 (check each hour)
  Color: Silver
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  CORPSE WHISPER
  Level: 3 (+1 die)
  After I kill a creature, I cast 
  this spell to make them 
  repeat a phrase of my 
  choosing of up to 17 words 
  in length. The corpse will 
  continue to whisper the 
  phrase over and over.
  Depletion: Ends automatically 
  when the sun next rises
  Color: Pale
  Facet: Death
  CONVIVIAL 
  RELATIONS
  Level: 2 (+1 die)
  Two beings within short 
  range become more 
  friendly. Any attempts at 
  pleasant social interactions 
  between them gain +1.
  Depletion: Ends automatically 
  when the sun next rises
  Color: Blue
  CONTROL THE 
  BLACK CUBE
  Level: 6
  I summon the Black Cube from the Void 
  and control what contents will be found 
  within (to a point). Opening the box is 
  difficult and dangerous. An Intellect-
  based action is required to solve the 
  puzzle involved, with a challenge of 
  6. If I fail, I gain a scourge in Intellect 
  and the box disappears. The scourge 
  disappears when the sun next rises.
  Opening the box reveals any one ephemera 
  object I wish up to level 8. Should I cast 
  this spell again, the object I found in the 
  previous box vanishes back into the Void.
  The box lingers for a few rounds after it is 
  opened. Then it disappears.
  Color: Pale
  Facet: The Dark
  The Dark, page 62
  THE PATH
  CONSIGNMENT
  Level: 7 (+1 die)
  I instantly send a nearby 
  target (not me) to a spot 
  that I have marked with 
  the Designated Place 
  enchantment, regardless of 
  how far away it is. 
  Color: Green
  Consignment can be used to send friends to a place 
  of safety or send foes to a prison, depending on the 
  location of the Designated Place.
  Designated Place, page 34
  THE WAY
  CONJURED LOVER
  Level: 2
  I create a simulacrum of a 
  being of any appearance I 
  choose. The simulacrum 
  is incapable of doing 
  anything other than having 
  consensual, non-harmful 
  sex (with me or another 
  being I choose).
  Depletion: When the sun next 
  rises or sets
  Color: Silver
  Some vislae have been known to 
  become addicted to the Conjured Lover 
  spell as surely as they would a drug.
  CONJURED 
  CASEMENT
  Level: 5
  I coat myself with a conjured 
  bone-white paste that hardens 
  quickly. When I need to move, 
  it softens in the joints and other 
  places so I am not hindered. It 
  grants me +2 Armor.
  Depletion: 0–2 (check at the end 
  of each combat encounter). 
  Ends automatically when the 
  sun rises or sets.
  Color: Invisible
  Facet: Conjuration
  CONJOINMENT
  Level: 6 (+1 die)
  I pick two beings that are near each 
  other. If I can affect them both 
  with this spell, they fly together 
  with great force, both suffering 
  damage equal to the level of the 
  spell. Upon contact, they are 
  stuck together, and due to the 
  impact, their positioning is likely 
  awkward. Until the spell ends, 
  the two cannot be separated, 
  and all actions they attempt are 
  hindered by −2. If they can move 
  at all, it is at half the speed of the 
  slower of the two.
  Depletion: 0 (check each round)
  Color: Gold
  If a being is conjoined with a much larger being, the 
  larger one is likely less hindered and the smaller one far 
  more hindered, depending on the circumstance.
  CONFUSED 
  ALLEGIANCES
  Level: 5 (+1 die)
  I cloud the mind of one creature in a 
  combat situation so they think they 
  are fighting enemies and helping 
  allies, but they are actually harming 
  their allies and aiding their foes. 
  The voices of their real allies seem 
  to be coming from their enemies 
  and vice versa, so reasoning with 
  them does not help. If a true 
  enemy (a perceived ally) strikes 
  them, it ends the spell, but actions 
  by true allies will not do so.
  Depletion: 0–2 (check each round)
  Color: Blue
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  A CURSE OF 
  FEATHERS
  Level: 5 (+1 die)
  The being I curse, who must be 
  within long range, randomly 
  sprouts birdlike things from 
  its own flesh, tearing and 
  screeching as they do. Each 
  time this happens, the victim 
  loses an action and suffers 4 
  points of damage. It happens 
  immediately and then 
  whenever a 0 on a die is rolled 
  (checking each round).
  Depletion: When the curse is lifted
  Color: Red
  Facet: Curse
  CURSE OF THE 
  CLOSED EYE
  Level: 3 (+1 die)
  With this curse, I can no 
  longer perceive a nearby 
  being and they can no 
  longer perceive me.
  Depletion: When the curse  
  is lifted
  Color: Grey
  Facet: Curse
  CRYPTAESTHESIA
  Level: 2 (+1 die)
  With a wave and a word, I see 
  beyond the wall, door, or 
  other barrier that I touch, 
  for as long as I touch it, as 
  if I stood on the other side.
  Color: Indigo
  Facet: Divination
  If it is dark on the other side of the barrier, 
  the caster won’t see anything (unless they 
  can see in the dark).
  CROWN OF CHAINS
  Level: 3 (+1 die)
  I conjure a crown made of woven chain 
  links that cannot be removed from my 
  head until the spell depletes. As an 
  action, I can cause the chains to extend 
  from the crown to do one of four things.
  1. Attack a close target with a lash, inflicting 
  damage equal to the spell’s level. 
  2. Grasp a close, unsecured inanimate 
  object that I could lift with one hand 
  and bring it to me (grasping it with 
  my hand is part of the action).
  3. Wrap around a close secured object 
  to anchor myself (the chain can hold 
  my weight).
  4. Attempt to grasp a close being and 
  hold them fast, as if I were grabbing 
  them with my own arms (using my 
  Physicality if needed).
  Depletion: 0 (check each round)
  Color: Silver
  CRESCENDO
  Level: 3
  Music gradually fills the area around 
  me, its volume and intensity 
  growing. Each round, all beings 
  within close range of me when 
  I first cast the spell move a bit 
  faster. On rounds one and two, all 
  actions gain +1. On round three 
  and after, those affected can take 
  two actions each round (each with 
  +1). On round four and after, 
  all actions gain +2. On round 
  six and after, those affected 
  suffer 1 Wound per round 
  from the stress of the constant 
  acceleration. 
  Depletion: 0–1 (check each round)
  Color: Gold
  Facet: Sound
  COUNTERSPELL
  Level: 2 (+1 die)
  I cancel one ongoing spell cast 
  by someone else. The level 
  of the spell serves as the 
  challenge, but two successes 
  are required. (Note that this 
  works only on spells, not on 
  other forms of magic.)
  Color: Invisible
  Facet: Metamagic
  CORPUS REPLICA
  Level: 2 (+1 die)
  I create a duplicate of a 
  creature that I’m touching, 
  but the duplicate is dead. 
  Effectively, I have made an 
  utterly realistic fake corpse 
  of the creature. The creation 
  is permanent, although like 
  any dead body, it begins to 
  decay immediately. 
  Color: Silver
  Facet: Death
  Meat eaters may find Corpus Replica 
  useful for their own reasons.
  CORPSE’S  
  FORMER MASTER
  Level: 6 (+1 die)
  If I touch the remains of a 
  dead creature that was not 
  higher level than the spell, 
  I conjure its spirit, which 
  lingers for a few minutes. 
  During this time, I can 
  speak with it and the spirit 
  gives the answer it knows to 
  one question I ask.
  Color: Pale
  Facets: Death, Conjuration
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  DELIQUESCE
  Level: 2
  I transform my body, whatever  
  I’m wearing, and whatever I’m  
  holding in my hands to water. I 
  move extremely slowly (only  
  1 foot [30 cm] each round) but  
  can seep under doors and through 
  tiny holes. I can take no action 
  other than moving, although I’m 
  aware of my surroundings while 
  I’m water. Normally I cannot be 
  harmed, but any condition that 
  could affect water, like heat that 
  boils any bit of me, cold that 
  freezes me to ice, or even cloth 
  that might soak me up ends the 
  spell immediately. 
  Depletion: 0–4 (check each hour)
  Color: Gold
  Facet: Water
  DEGLUTITION
  Level: 4 (+1 die)
  My mouth opens impossibly 
  wide and I swallow an 
  object I can hold in one 
  hand instantly and safely, 
  destroying it.
  Color: Red
  Estaeban the Weaver once ended the threat of 
  a sorcerous bomb that would have destroyed a 
  significant portion of Fartown with this spell.
  DECRESCENDO
  Level: 4 (+1 die)
  Music gradually fills the area around 
  me, its volume and intensity 
  diminishing. Each round, all beings 
  within close range of me (other than 
  me) when I first cast the spell move 
  a bit slower. On rounds one and two, 
  all actions are hindered by 1. On 
  round three and after, all actions 
  are hindered by 2 rather than 
  1. On round six and after, those 
  affected suffer 1 Wound per round 
  as their bodies begin to shut down. 
  Depletion: 0–1 (check each round)
  Color: Gold
  Facet: Sound
  DECISIVENESS  
  OF THE BLADE
  Level: 2
  I add 2 bene to my  
  Accuracy pool.
  If I am an Empath, this spell 
  costs me only 1 Sorcery to 
  cast if I do so while holding a 
  sword, knife, or other blade.
  Color: Green
  Empath, page 68
  THE KEY
  Effects that only add bene last until the 
  bene are used.
  DEBELLATE
  Level: 6 (+1 die)
  I subdue a being within short 
  range, binding them with 
  conjured coils of rope and 
  draining them of their will to 
  struggle, fight, or do anything 
  but remain still and quiet.
  Depletion: 0–1  
  (check each round)
  Color: Blue
  Facet: Conjuration
  DEATH’S SECRET
  Level: 7
  If I die while this spell is in 
  effect, I do not become a ghost. 
  Further, I can be brought 
  back to life by an effect that 
  normally requires knowledge 
  of my secret name without that 
  knowledge. Finally, if someone 
  speaks my secret name over 
  my corpse three times on 
  three consecutive nights, I’m 
  automatically restored to life.
  Depletion: 0 (check each sunset)
  Color: Pale
  Facet: Death, Night
  Secret Name, page 140
  THE KEY
  DEATH WARD
  Level: 8 (+2 dice)
  I cast this on the dead remains 
  of a being and prevent them 
  from coming back to life, 
  even via spells. Only the 
  ritual Return to the Living 
  (or similarly potent magic) 
  can overcome this ward.
  Color: Pale
  Facet: Death
  Return to the Living, page 43
  THE WAY
  DARK NOISE
  Level: 4 (+1 die)
  By creating a resonating, almost 
  imperceptible sound, I poison 
  the ears of all within an area of 
  short diameter that is within 
  very long range. Those in the 
  area suffer 3 points of damage 
  each round, and begin to lose 
  all coordination. For PCs, their 
  Movement pool gains 1 scourge. 
  For NPCs, all movement actions 
  are hindered by 1. This penalty 
  ends when the damage is 
  restored.
  Depletion: 0–4 (check each round)
  Color: Red
  Facet: Sound
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  DREAMSEEKER
  Level: 5 (+1 die)
  When next I sleep and then 
  wake, I get a clue as to the 
  whereabouts of a specific 
  being or object that I choose 
  when I cast the spell.
  Color: Indigo
  Facet: Divination
  Divinations and Information-
  Gathering Magic, page 17
  THE WAY
  DREAM STUDY
  Level: 2
  When next I sleep, I can use 
  that time to read or study 
  if I lay the materials out 
  beforehand. This is because 
  while my body rests, my 
  spiritform leaves my body 
  and reads. I cannot cast this 
  spell on consecutive nights 
  without inflicting 2 mental 
  damage on myself.
  Color: Indigo
  DREAM INTRUSION
  Level: 2 (+1 die)
  I enter the dream of a close being who 
  is asleep and already dreaming. I 
  can take on whatever appearance 
  I want, change the environment, 
  and essentially control whatever 
  happens. The dreamer, when they 
  awaken, remembers the dream, 
  but to them it is just a dream, 
  foggy and strange, and it fades 
  quickly. There are no other 
  lasting effects, no matter what I 
  did in their dream.
  Casting this spell takes an action, as 
  normal, but I must concentrate 
  while the dream is going on, 
  which usually requires ten to 
  fifteen minutes.
  Color: Blue
  DISSOCIATIVE 
  PRESENCE 
  Level: 4
  I sense everything happening in a 
  spot that I have marked with the 
  Designated Place enchantment, 
  regardless of how far away it is. 
  It is as if I am standing at that 
  location. If I wish, I can make 
  an insubstantial vision of myself 
  standing there that can be seen 
  and heard by anyone there, or I 
  can simply observe. Either way, 
  this lasts as long as I concentrate, 
  but as I do so I am completely 
  unaware of what’s happening 
  around my actual location.
  Color: Indigo
  Designated Place, page 34
  THE WAY
  DISMISSED 
  DISTANCE
  Level: 4
  The next spell I cast can be cast 
  upon someone standing in 
  a location specified with the 
  Designated Place enchantment, 
  regardless of how far away it is. 
  Any spell will work, even those 
  requiring touch, other than 
  spells that affect only me. It is 
  likely that I’ll want to have used 
  Dissociative Presence or some 
  other means to know who it is I 
  am casting the spell upon.
  Color: Green
  Facet: Metamagic
  Designated Place, page 34
  THE WAY
  DENTATA
  Level: 2
  A close inanimate object of 
  my choosing forms a mouth 
  filled with teeth and bites 
  anyone (not me) that comes 
  close to it. If someone 
  is touching it or tries to 
  touch it, the bite attack 
  automatically succeeds. 
  Otherwise, the object 
  attacks as a creature of the 
  same level as the spell.
  Depletion: 0–1  
  (check each round)
  Color: Gold
  DEMONSHRIEK
  Level: 3 (+1 die)
  I summon an incorporeal 
  demonic entity that 
  psychically assaults a nearby 
  being, inflicting 1 Anguish 
  and forcing them to lose 
  their next turn. If the being 
  resists the demon’s mental 
  shriek, the negative feedback 
  is channeled to me and I 
  potentially suffer the damage 
  unless I can resist the spell.
  Color: Pale
  DELIRATION
  Level: 3
  I go a little mad so that my 
  madness can bring me power. 
  I gain 1 bene in all my pools. 
  However, if I attempt any 
  Intellect-based actions, the GM 
  can suggest an action for me to 
  take on the following round that 
  reflects my temporary madness 
  (probably one that is random, 
  strange, or inappropriate). 
  Should the GM exercise this 
  option, I automatically succeed 
  at the action this round.
  Depletion: Ends automatically 
  when the sun next rises or sets
  Color: Blue
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  EMOTIONAL 
  INVERSION
  Level: 3 (+1 die)
  I glare at a nearby person and 
  whatever emotion they are 
  feeling is turned inside out, 
  becoming its opposite. Hate 
  turns to love. Certainty 
  becomes confusion. Fear 
  turns to bravery. And so on.
  Depletion: 0 (check each round)
  Color: Blue
  EMERALD  
  BLESSING
  Level: 3
  With a flash of green around 
  my eyes, I grant a being that 
  I touch magical assistance so 
  that they gain 3 bene in pools 
  of their choosing (NPCs gain 
  +1 level for about an hour). 
  While the spell is in effect, 
  the green glow disappears 
  from my eyes and appears 
  around theirs. A being cannot 
  be affected by this spell 
  more than once each day.
  Color: Green
  EMBLEM OF 
  AGREEMENT
  Level: 6
  This spell places a magical seal 
  on a written agreement that 
  two willing beings both sign. 
  Should one of them break the 
  terms of the agreement, they 
  gain 1 Wound that cannot 
  be healed until things are 
  reconciled. If things are not 
  reconciled to the satisfaction 
  of the other person within ten 
  days, the breaker is wounded 
  again. This continues every 
  ten days until reconciliation or 
  death, whichever comes first. 
  Color: Indigo
  ELEMENTAL SCAR
  Level: 3 (+1 die)
  I choose one of the classical elements 
  (earth, air, fire, or water) and use 
  it to lash out at a nearby being 
  with a burst of energy that inflicts 
  damage equal to the spell’s level. 
  If the being is wounded because 
  of this, they bear a visible scar 
  indicative of the element. Earth 
  makes a glistening, stony scar. 
  Air leaves an open wound that 
  emits wisps of steam or smoke. 
  A fire scar literally glows like an 
  ember, while a water scar drips 
  with watery pus. 
  The wound cannot be healed until 
  the spell depletes.
  Depletion: When the sun next sets
  Color: Red
  ELEGY OF 
  OPPORTUNITY
  Level: 4
  Whenever someone close by 
  me dies, one of my pools is 
  restored. A skull-like visage 
  appears about my head each 
  time the spell’s effect triggers.
  Depletion: 0–2  
  (check each hour)
  Color: Pale
  Facet: Death
  ELDRITCH 
  ESCUTCHEON
  Level: 5 (+1 die)
  I create a ward over a single 
  structure that I stand within. 
  This prevents any sort of 
  magical sensory intrusion, 
  magical transportation, 
  summoning, or similar passage.
  Depletion: Ends automatically 
  when the sun next sets or rises
  Color: Invisible
  EIDOLON  
  OF REST
  Level: 3 (+1 die)
  Cast right before I sleep in 
  my own house, this spell 
  ensures that the house is 
  safe from intrusion and I 
  am safe from harm. My 
  house gains +3 levels for 
  these purposes.
  Depletion: Ends automatically 
  when the sun next sets or rises
  Color: Invisible
  EGOIST’S DREAM
  Level: 1 (+1 die)
  I curse a nearby being to 
  see all other beings as 
  having their face, even if 
  the juxtaposition makes no 
  sense. Thus, even a cat, a 
  spider, or a massive demon 
  would bear their image. 
  Depletion: When the curse  
  is lifted
  Color: Grey
  Facet: Curse
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  ESCUTCHEON
  Level: 3
  I conjure a small shield that 
  I hold in one hand. With 
  it, I deflect attacks, both 
  physical and magical. My 
  Dodge and Resist actions 
  gain a +1 bonus. If I spend 
  twice the Sorcery, I have 
  a shield in both hands, 
  which means I have no free 
  hands, but the Dodge and 
  Resist bonuses are +3.
  Color: Invisible
  Facet: Conjuration
  Depletion: 0 
  (check each round)
  EPITHYMY’S GRIP
  Level: 4 (+1 die)
  I fill a being that I touch with 
  desire and lust for a close 
  target that I specify. They 
  spend their actions attempting 
  to touch or possess the 
  object of their desire.
  Depletion: 0–2  
  (check each round) 
  Color: Blue
  EPHEMERON
  Level: 3
  From a handful of dust or dirt, 
  I create a single mundane 
  item that I can hold in 
  one hand, such as a knife, 
  an axe, a shovel, a pen, 
  a hammer, or a raincoat. 
  For as long as it lasts, the 
  item functions as a normal 
  example of its type.
  Depletion: 0–3  
  (check each hour)
  Color: Silver
  ENVENOMED MAW
  Level: 3
  My mouth grows mandibles like 
  those of a spider. Alternatively, 
  if I choose, a spiderlike mouth 
  (about the size of my own 
  mouth) appears somewhere 
  else on my body, such as 
  the palm of my hand or my 
  shoulder. Thereafter, I can 
  make an attack with this 
  mouth, inflicting damage 
  equal to the spell’s level and 
  injecting poison that stiffens 
  joints and muscle, giving the 
  victim a vex to Movement.
  Depletion: 0 (check each round)
  Color: Gold
  ENTREAT THE 
  BLACK CUBE
  Level: 5
  I summon the Black Cube from the 
  Void. Opening the box is difficult 
  and dangerous. An Intellect-based 
  action is required to solve the puzzle 
  involved, with a challenge of 5. If I 
  fail, I gain a scourge in Intellect and 
  the box disappears. The scourge 
  disappears when the sun next rises.
  Opening the box reveals a parchment 
  with the secret name of a random 
  angel, devil, or ghost of level 3 to 5.
  The box lingers for a few rounds after 
  it is opened. Then it disappears.
  Color: Pale
  Facet: The Dark
  The Dark, page 62
  THE PATH
  ENTRAPMENT
  Level: 8 (+1 die)
  I encase a faraway being 
  about my size or smaller 
  in a sphere of translucent 
  magical force that floats 
  above the ground a few 
  inches. The trapped being 
  cannot use magic of any 
  kind, nor can they be 
  harmed or affected by 
  magic unless the sphere is 
  dispelled or destroyed.
  Depletion: 0–4  
  (check each hour)
  Color: Silver
  ENHANCED 
  PHYSIQUE
  Level: 3
  I add mass to my body in the 
  form of sinew, bone, and 
  muscle. This grants me 3 
  bene to Physicality.
  Color: Gold
  Effects that only add bene to pools end 
  when those bene are used.
  EMPERY
  Level: 8 (+1 die)
  I mentally enslave a number of 
  beings equal to the spell’s level, 
  none of which can be higher 
  level than half the spell’s level. 
  I must roll to affect each being 
  separately. Once enslaved, 
  they will do anything I verbally 
  command, even if they 
  normally could not understand 
  me. They move jerkily and 
  with glazed expressions, 
  making it fairly obvious to 
  most that they are ensorcelled.
  Depletion: 0 (check each day)
  Color: Blue
  Influencing and Controlling Minds, 
  page 19
  THE WAY
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  EYE OF  
  IMMANIS
  Level: 3
  I gaze into the abyss and take from 
  it monstrous energies. I grow 
  at least a foot taller and gain a 
  beastly countenance, complete 
  with claws and large teeth. I add 
  3 bene to my Accuracy pool, and 
  I can make a melee attack that 
  inflicts damage equal to the 
  level of the spell.
  Depletion: 0–2 (check after each 
  combat encounter). Ends 
  automatically when the sun 
  next rises or sets.
  Color: Gold
  Facet: The Dark
  EXTIRPATION
  Level: 7 (+2 dice)
  Other than myself, all living 
  creatures within a medium 
  area around me suffer 
  damage equal to 4 less than 
  the spell’s level as I drain 
  their life essence in a single 
  burst of dark energy.
  Color: Red
  Facet: The Dark
  EXQUISITE PAIN
  Level: 2 (+1 die)
  A being I touch is filled with an 
  intense longing for something 
  (or someone) they know they 
  can never have. The object 
  of their desire is drawn from 
  their own life—I do not 
  necessarily even know what it 
  is when I cast the spell. During 
  this period of pain, all their 
  actions suffer a −2 penalty.
  Depletion: 0 (check each round)
  Color: Blue
  EXPANSIVE ARENA
  Level: 7 (+1 die)
  Every being within long range 
  (including myself) is transported 
  to an extradimensional arena 
  created by this spell. Combat 
  in the arena has no effect 
  on anything outside the 
  extradimensional space. This 
  arena lasts until all involved agree 
  to cease hostilities, at which point 
  all affected are returned to 
  their original position.
  Color: Pale
  Facet: Teleportation
  EXIGUOUS 
  APPEASEMENT
  Level: 1
  I conjure a trifle that will please a 
  specific nearby being I choose. 
  The object is impractical and 
  inexpensive, but delightful to 
  the target. Examples include a 
  piece of their favorite candy, a 
  paper origami of their favorite 
  animal, or a glass bead that 
  is their favorite color. I don’t 
  control what I create, but I know 
  it will please them if I give it as 
  a gift. In certain circumstances, 
  it might grant me a one-time 
  bonus to an interaction.
  Color: Silver
  EXECRATION
  Level: 4 (+1 die)
  I transform a creature into a 
  hideous version of itself. The 
  transformation occurs slowly, 
  over the course of a few hours. 
  When it is done, the creature 
  is so horrific that no one will 
  willingly look upon them. 
  The curse lasts until someone 
  sincerely professes love and 
  physical attraction for the victim.
  Depletion: When the curse is lifted
  Color: Gold
  Facet: Curse
  EXACTING EYE
  Level: 3
  My eye sparkles with silver 
  and I gain supernatural 
  aim. I gain 3 bene to my 
  Accuracy pool.
  Color: Indigo
  Effects that only add bene to pools end 
  when those bene are used.
  EVANESCENCE
  Level: 6 (+1 die)
  I fade from sight and hearing. 
  Those observing me fade 
  forget that I even existed. 
  Any action I take that might 
  reveal myself, such as 
  making an attack or moving 
  a heavy object across the 
  floor, ends the spell.
  Depletion: 0–2  
  (check each round)
  Color: Grey
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  FINGERSNAKES
  Level: 4 (+1 die)
  The fingers on one of my hands 
  turn into serpents that grow 
  long enough to bite foes up 
  to a short distance away. Each 
  serpent (up to five on a normal 
  hand) makes one attack and, 
  if successful, inflicts damage 
  equal to 2 less than the level of 
  the spell and injects the target 
  with a special proximity venom. 
  The venom inflicts 1 point of 
  damage each round the target 
  remains within very long range 
  of me.
  Depletion: When all snakes have 
  made an attack
  Color: Red
  FIGMENT
  Level: 2
  I create a visual illusion of a 
  creature my size or smaller 
  within long range. It lasts 
  one round longer than I 
  concentrate (doing nothing 
  else but directing its actions).
  Color: Grey
  Illusions, page 19
  THE WAY
  FICTIONAL 
  SAVAGERY
  Level: 5
  I conjure a construct of pure energy 
  in the form of a creature from a 
  story that I choose. Regardless of 
  appearance, the creature is the 
  same level as the spell and makes 
  a single attack. The creature can 
  only move and make attacks, but 
  it does so as I direct, requiring my 
  action each round. The creature 
  must remain within long distance 
  of me or it dissipates. If I do 
  not use my action to control the 
  creature, it remains still, although 
  it defends itself if attacked.
  Depletion: 0 (check each round)  
  or until destroyed
  Color: Silver
  Facet: Conjuration
  FERMATA
  Level: 4
  I make my spells last longer. 
  The next spell I cast after 
  this one that has a depletion 
  roll requires that two such 
  rolls need to be made 
  before the spell ends.
  Color: Gold
  Facet: Metamagic
  FALSEHOOD’S  
  HALO
  Level: 2 (+1 die)
  Anyone nearby (except me) 
  who knowingly tells a lie 
  glows with a halo of orange 
  light.
  Depletion: Automatically ends 
  at the end of the interaction 
  encounter
  Color: Indigo
  EYES OF  
  THE HAWK
  Level: 2
  My eyes transform into those 
  of a hawk. I add 3 bene to my 
  Perception pool, and I can see 
  three times as far as normal.
  Depletion: When the sun next 
  rises or sets
  Color: Gold
  EYES OF  
  THE CAT
  Level: 2
  My eyes transform into those 
  of a cat, and I can see in the 
  dark as if it were light.
  Depletion: When the sun  
  next rises
  Color: Gold
  EYE SPY
  Level: 3
  I create a large human eye 
  about the size of a fist. I 
  can see through the eye as 
  though it were my own. 
  Further, as my action, I 
  can cause it to move a 
  short distance each round, 
  hovering about 5 feet (1.5 m) 
  above the floor. If it suffers 
  any damage, the spell ends.
  Depletion: 0 (check each round)
  Color: Silver
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  GRUDGE
  Level: 3 (+1 die)
  A grudge is a magical barrier 
  that I create to hedge out up 
  to ten specific individuals 
  I name when I create 
  it. Against the named 
  individuals, the barrier is 
  5 levels higher than the 
  spell’s level. It does not 
  affect anyone else. The 
  barrier can be in any shape, 
  but it must fit within a 
  small area.
  Depletion: 0 (check each day)
  Color: Silver
  GODSPEED
  Level: 4
  When I move, I cover three 
  times as much ground 
  as normal. Further, I am 
  tireless while I run. A 
  multicolored blur trails 
  behind me when I move.
  Depletion: 0–2  
  (check each hour)
  Color: Green
  GLARE OF ENMITY
  Level: 3 (+1 die)
  I stare at a nearby being and 
  instill in them a deep hatred 
  either for me or for an object or 
  being I touch while casting the 
  spell. Beings of lower level than 
  the spell can’t help but attempt 
  to destroy the object of their 
  hatred. Those of the spell’s 
  level or higher may react with 
  violence or not, depending on 
  the circumstances.
  Depletion: 0–1 (check each hour)
  Color: Blue
  GIBBERING FOOL
  Level: 2 (+1 die)
  A being that I touch can only 
  make unintelligible noises 
  when they try to speak.
  Depletion: 0–2  
  (check each hour)
  Color: Blue
  FOUND WANTING
  Level: 1 (+1 die)
  I name a level and cast this 
  spell on a close target. If 
  the target’s level is lower 
  than the level I’ve named, 
  it sparkles briefly with an 
  orange halo.
  Color: Indigo
  Facet: Divination
  A FLUTTER OF 
  FETTERS 
  Level: 4 (+1 die)
  Bone manacles, laced with iron, 
  appear around the legs of a 
  nearby being I choose. The 
  victim cannot walk or run.
  Depletion: 0 (check each round)
  Color: Silver
  FLESH MAIL
  Level: 2
  My skin becomes like 
  malleable iron and I gain 
  +1 Armor.
  Depletion: Automatic (at the 
  end of a combat encounter)
  Color: Invisible
  Some people are attracted only to those whose flesh is 
  currently affected by magic.
  FIRESIGHT
  Level: 2
  I can see out of any flame within 
  a mile, as long as I have a 
  good idea that it’s there. (If 
  there is no flame where I 
  think, the spell ends.) I have 
  360-degree vision, but no other 
  special sight. While the spell 
  functions, the flame appears 
  to have two eyes within it, but 
  they are difficult to notice. The 
  spell ends when I wish to see 
  from my normal eyes.
  Color: Indigo
  Facets: Divination, Fire
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  HEMAKINESIS
  Level: 5 (+1 die)
  Blood obeys my command. I 
  affect a wounded creature’s 
  wounds within short range, 
  either to aid them or to 
  harm them. If I wish to aid 
  them, they are healed of 1 
  Wound and all Injuries. If 
  I wish to harm them, their 
  wounds tear open and bleed 
  more profusely as they 
  suffer an additional Wound.
  Color: Green
  Attacks that inflict Wounds rather 
  than damage ignore Armor.
  HEAVEN AND  
  EARTH ARE MINE
  Level: 9 (+2 dice)
  I can pluck a star from the sky or 
  call up a mass of molten metal 
  from the ground. Either way, I 
  now have an enormous, burning 
  hot weapon that I can wield to 
  attack a medium area within 
  very long range as an action. The 
  weapon inflicts damage equal 
  to 4 less than the spell’s level 
  to all within the area (except 
  me). Inanimate objects of a 
  lower level than the spell are 
  automatically destroyed (even 
  swaths of terrain).
  Depletion: 0 (check each round)
  Color: Silver
  Facets: Earth, Fire
  HEART’S  
  MEMENTO
  Level: 3
  I create a functional level 1 object 
  of my heart—a mirror, clock, 
  blade, or (blank) book. I cannot 
  control the size, shape, or 
  final form of the memento. In 
  addition to conventional use, the 
  memento offers me or anyone 
  else of the same heart 2 bene in 
  any stat pool of my choosing.
  Depletion: Ends automatically 
  when the sun next sets
  Color: Silver
  Heart, page 65
  THE KEY
  HEART’S 
  MESSENGER
  Level: 4
  I create a level 1 animal of my heart—a 
  swan, rat, cat, or raven—and give 
  it a message to deliver for me. The 
  message can be written on a single 
  sheet of paper, a verbal message of 
  up to fifty words, or both. The animal 
  will deliver the message, but only 
  if the recipient is somewhere that 
  the animal can reach. Regardless, 
  the animal moves very fast—up to 5 
  miles (8 km) in a single hour—and 
  it needs only an hour of rest in a day. 
  The animal might be caught, killed, 
  or otherwise kept from its mission, 
  but if it can reach its destination, it 
  will. In either case, the spell ends. 
  Color: Silver
  Heart, page 65
  THE KEY
  HAUNT OBJECT
  Level: 8
  As a stage 4 ghost, I inhabit and animate 
  an inanimate object. The spell grants 
  the object limbs, eyes, a mouth to 
  speak, and anything else it might 
  require, but otherwise it operates based 
  on its shape and nature. So a stone table 
  might use its existing legs, but it grows 
  stone arms and the tabletop forms a 
  face. A statue of a person would likely 
  need no modifications. Neither would a 
  corpse. At any time, as an action, I can 
  revert the object to its original form.
  As a PC object, my Qualia pools are my 
  own, and my Certes pools are derived by 
  taking the level of the object and dividing 
  it among those pools. GMs may grant 
  bonus Physicality to objects made of 
  strong, sturdy materials (perhaps +1 for 
  stone, +2 for metal, and so on).
  Color: Pale
  Ghost, page 18
  THE PATH
  HARIOLATION
  Level: 3
  I peer through the veils 
  surrounding me to snatch a 
  glimpse of the future. I learn the 
  basic details of one event that 
  will occur within the next few 
  days if I and those I know do not 
  intervene in any way. I do not get 
  to determine which event I learn 
  of, but I will know at least one 
  person involved with or affected 
  by it. My intervention may or 
  may not change the event.
  Color: Indigo
  Facet: Divination
  Divinations and Information-
  Gathering Magic, page 17
  THE WAY
  HALO OF EYES
  Level: 4
  Eight to ten eyes appear and 
  orbit around my head. Most 
  are human, but some are 
  not. I gain 4 bene to my 
  Perception pool, and I can 
  see in all directions at once 
  (while the bene last).
  Color: Silver
  GUILE’S  
  TONGUE
  Level: 3
  When I tell lies while this 
  spell is in effect, I gain 
  an enhancement of 1 
  additional die.
  Depletion: 0 (check each lie)
  Color: Grey
  
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  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  IMBUE  
  KNOWLEDGE
  Level: 2
  I tie some knowledge to a specific 
  location or an event in that 
  location, so that others who 
  visit that location or experience 
  the event gain the knowledge. 
  For example, a needle trap 
  that I set at the entrance to my 
  house poisons an intruder, and 
  the intruder suddenly knows 
  that I have the only antidote to 
  the poison and they must find 
  me to negotiate to get it. Once 
  triggered, the spell fades.
  Color: Indigo
  IMAGINARY  
  THREAT
  Level: 1 (+1 die)
  I choose a nearby being. My 
  hand appears to hold the 
  most threatening object (that 
  I could hold in one hand) 
  that being could imagine. 
  Only they see it, but any 
  intimidation action I attempt 
  with them gains a +1 bonus.
  Depletion: Ends automatically 
  at the end of the interaction 
  encounter
  Color: Blue
  ILLUMINIST 
  CHALLENGE
  Level: 5 (+1 die)
  I challenge a close being to a 
  test of lore. For this spell to 
  work, we both must have 
  some skill in that area of 
  knowledge. The spell poses 
  a difficult question in the 
  topic in both our minds, and 
  whomever cannot answer it 
  (possesses less skill in that 
  area) suffers damage equal to 
  the spell’s level. 
  Color: Blue 
  As NPCs often don’t have ratings for levels of skill, 
  the GM will have to use their best judgment when 
  Illuminist Challenge is used on them.
  ILLUMINATING 
  GLOW
  Level: 1
  An object I touch glows 
  brightly with light.
  Depletion: When the sun  
  next rises
  Color: Gold
  This spell is very similar to the process 
  for creating the shamlight lamps that 
  light many Satyrine streets.
  IGNORANCE  
  OF PAIN
  Level: 1
  I am extremely resistant to 
  pain. Physical torture does 
  not weaken my resolve. 
  I can ignore any effect, 
  magical or otherwise, that 
  would use pain to influence 
  me in any way.
  Depletion: When the sun next 
  rises or sets
  Color: Blue
  IGNIPOTENCE
  Level: 8 (+2 dice)
  I am like unto a god of fire. I wreathe 
  myself in flames, granting me two 
  distinct abilities.
  1. Anyone who comes close enough to 
  touch me suffers 3 points of damage 
  per round from the heat, if I wish it. 
  This is not an action.
  2. I control flame within long range, including 
  the flames surrounding me thanks to this 
  spell. I can cause any open flame to burst 
  in a small area, inflicting damage equal to 
  half the level of the spell to all in that area 
  (except me). Alternatively, I can cause the 
  flame to lash out like a whip against any 
  single target within short range of it, 
  inflicting damage equal to the level of the 
  spell. Last, I can extinguish any such flame. 
  Using my power in this way is an action.
  Depletion: 0 (check each round)
  Color: Gold
  Facet: Fire
  HUNT THE LOST
  Level: 5 (+1 die)
  Using the Noösphere, I learn 
  the location of one being 
  whose name I know. If they 
  are within 5 miles (8 km), 
  I learn their direction and 
  distance. If they are farther 
  than 5 miles away, I learn a 
  place name.
  Color: Indigo
  Facet: Divination
  Divinations and Information-
  Gathering Magic, page 17
  THE WAY
  Noösphere, page 14
  THE PATH
  HIDDEN VENOM
  Level: 2 (+1 die)
  I ingest a poison as I cast this 
  spell. The poison does not 
  harm me, but instead, I can 
  now introduce it into the 
  system of a creature that I 
  touch. I can choose which 
  creature, but if I have not 
  transferred the poison to 
  someone by the time the 
  sun next rises or sets, the 
  spell ends and I suffer the 
  poison’s ill effects.
  Color: Red
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  INVIGILATOR
  Level: 2
  I conjure a small, translucent spirit to keep 
  watch. It never leaves my side while 
  the spell remains. Once it appears, I 
  can give it specific guidelines of what 
  to watch for, and if it spots that thing, 
  it whispers in my ear. For example, 
  I can tell it to watch for anyone who 
  approaches while I sleep, anyone who 
  attempts to pick my pocket, or anyone 
  within sight who is wearing a red rose 
  in their lapel. The spirit can see as a 
  normal person can see (it needs light, 
  can’t see invisible things, and so on), 
  but it has 360-degree vision. 
  Depletion: When the sun next rises or sets
  Color: Invisible
  Facet: Conjuration
  The Invigilator doesn’t help the caster’s Perception 
  actions. Rather, it calls out things that the caster 
  would miss because they’re not looking at all. The 
  spirit isn’t infallible, of course; it is the same level as 
  the spell that summoned it.
  INTERROGATOR’S 
  BOON
  Level: 4
  When I attempt to intimidate 
  someone who is bound 
  or otherwise helpless, 
  my voice gets louder and 
  deeper, and my eyes glow 
  red. All intimidation actions 
  gain +1 die.
  Depletion: Automatic at the end 
  of the intimidation encounter
  Color: Gold
  INSIGHTFUL 
  ANALYSIS
  Level: 5 (+1 die)
  I examine an active magical 
  effect closely and learn its 
  level, its color, its facets (if 
  any), its general nature, and 
  the name of the caster. If the 
  caster is alive, I must make 
  a roll to learn their name as 
  if I cast the spell on them.
  Color: Indigo
  Facet: Metamagic
  INFUSE REMAINS
  Level: 5
  I conjure a disembodied spirit (a 
  ghost, demon, or other spirit) 
  and force it to inhabit a corpse I 
  touch. The spirit retains its own 
  mind and outlook, but gains any 
  physical attributes of the body it 
  now inhabits and operates as a 
  creature 2 levels lower than the 
  spell’s level. In exchange for the 
  body, the spirit must complete 
  one task I give it that will take no 
  longer than a week. Thereafter, it 
  is on its own.
  Color: Pale
  Facet: Death, Conjuration
  INEFFABLE 
  THOUGHT
  Level: 7 (+1 die)
  I connect to a thinking being 
  through the Noösphere with 
  limitless range and place in their 
  mind a thought so disturbing 
  or unthinkable that it inflicts 
  mental damage equal to 2 less 
  than the level of the spell. To 
  do so, I must know either their 
  name and location or their 
  secret name. If they successfully 
  resist, the thought comes back 
  to me and I suffer the damage.
  Color: Blue
  Noösphere, page 14
  THE PATH
  INCULPABLE AURA
  Level: 2
  If someone attempts to 
  discover my guilt in 
  a situation (through 
  interrogation or other 
  investigative means), 
  their actions to do so are 
  hindered by 1.
  Depletion: 0–2  
  (check each day)
  Color: Invisible
  IMPLICATION 
  AVERSION
  Level: 6 (+1 die)
  While this spell is in effect, 
  divinations that would 
  identify me as the caster 
  of any other spells I cast 
  instead implicate another 
  vislae that I choose at the 
  time I cast this spell.
  Depletion: Ends automatically 
  when the sun next rises
  Color: Grey
  IMPEDIMENTA
  Level: 1
  I create a series of barriers and 
  impediments using the natural 
  terrain within short range. If 
  on rocky ground, the stones 
  grow large and jagged. If 
  in the woods, branches and 
  roots stretch out. In a city, 
  barrels, short brick walls, or 
  loose cobblestones become 
  prevalent. Anyone (except me) 
  attempting to move through 
  the area on foot does so at half 
  normal speed.
  Depletion: 0 (check each round)
  Color: Silver
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  LIFT THE CURSE
  Level: 3 (+1 die)
  I lift one curse affecting me or 
  something I touch unless 
  it has a specified means of 
  lifting.
  Color: Invisible
  Facet: Metamagic
  LIES OF THE 
  MIRROR
  Level: 1
  My appearance changes slightly, 
  making me seem slightly better 
  or worse looking, slightly taller or 
  shorter, slightly heavier or thinner, 
  and so on. The changes are notable, 
  but I don’t change so much that I 
  no longer look like myself.
  If I am a Stoic, this spell costs me no 
  Sorcery to cast if I do so before  
  a mirror. 
  Depletion: Ends automatically when 
  the sun next rises or sets
  Color: Grey
  Stoic, page 67
  THE KEY
  LEITMOTIV
  Level: 1
  I choose a few bars of music 
  (probably about three to five 
  seconds’ worth), and this 
  music emanates from me 
  whenever I enter a room, I say 
  my name, someone else close 
  says my name, or I cast a spell. 
  I can also make it play at any 
  time as an action.
  The music can include any 
  instrument I’m familiar with, 
  along with sung lyrics.
  Depletion: 0 (check each hour)
  Color: Silver
  Facet: Sound
  LAMENTATION
  Level: 3 (+1 die)
  I drain the happiness from 
  a person I touch. They are 
  so overcome with grief that 
  they lose their next action, 
  wailing and crying. I gain 1 
  bene to put in a stat pool of 
  my choosing.
  Color: Blue
  KTHERIS’S FUSION
  Level: 5 (+1 die)
  I take two creatures and combine 
  them into one. The new 
  creature uses the best of each 
  creature’s stats, and where there 
  is no overlap, the new creature 
  possesses the skills, abilities, 
  and knowledge of both original 
  creatures. In fact, it has both 
  of the original minds, and they 
  struggle for control (if they are 
  both NPCs, the highest level 
  wins; otherwise, the PC attempts 
  a Resist defense action).
  Depletion: 0–2 (check each hour)
  Color: Gold
  KALEIDOSCOPE 
  VOID
  Level: 10 (+2 dice)
  I open a yawning portal to a place 
  that exists only in rumors—a place 
  where all the suns’ colors mix 
  and collide in an empty realm of 
  creation and destruction, life and 
  death, body and mind. All within 
  long range (including me) gaze 
  into the large portal and suffer 1 
  Anguish. However, I choose up to 
  three nearby creatures or objects to 
  be hurled into the portal and utterly 
  consumed before it quickly closes.
  Color: Green
  Facet: Teleportation
  INVOLUCRUM
  Level: 3
  I surround myself with a 
  sheath of swirling matter, 
  using whatever available 
  objects are close at hand. In 
  a library, it might be books. 
  In a grocery, it might be fruit. 
  The objects do not alter the 
  effect of the spell, which is to 
  grant +1 point of Armor.
  Depletion: 0–2 (check at the end 
  of each combat encounter)
  Color: Invisible
  INVIDIOUS
  Level: 3 (+1 die)
  I cause general discontent in a community, 
  organization, or group of creatures no 
  more than one hundred strong (larger 
  groups or communities are immune). 
  To cast this spell, first I must touch 
  each creature affected. Once I have 
  done so, I roll to see if I succeed (using 
  the level of the highest-level creature 
  as the challenge number). Discontent 
  groups begin to bicker, distrust their 
  leader(s), and don’t work together well. 
  The spell isn’t powerful enough to 
  cause dramatic events or get creatures 
  to act entirely against their nature, but 
  it makes groups harder to control.
  The spell manifests as invisible demonic 
  entities squatting on the shoulders 
  of those affected, whispering lies and 
  horrible suggestions.
  Depletion: 0 (check each day)
  Color: Grey
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  MASTER THE 
  BLACK CUBE
  Level: 10
  I summon the Black Cube from the Void, 
  and I master it to shape its contents. 
  Opening the box is difficult and 
  dangerous. An Intellect-based action is 
  required to solve the puzzle involved, 
  with a challenge of 10. If I fail, I gain 
  a scourge in all Qualia pools and the 
  box disappears. Only curse-lifting or 
  affliction-curing magic of level 8 or 
  higher will remove the scourges.
  Opening the box reveals any one ephemera 
  object (any level) or object of power (up 
  to level 10) that I wish. Should I cast 
  this spell again, the object I found in the 
  previous box vanishes back into the Void.
  The box lingers for a few rounds after it is 
  opened. Then it disappears.
  Color: Pale
  Facet: The Dark
  The Dark, page 62
  THE PATH
  MARIONETTE
  Level: 6 (+1 die)
  I touch a creature and slowly, over time, it 
  becomes my mental puppet, no matter 
  how far away they are. After the first 
  few minutes, I can see through their 
  eyes. After an hour, I can attempt a 
  Sorcery-based action to make them take 
  an action of my choosing. After a full 
  day, they automatically do as I wish. If I 
  turn my attention away from them, they 
  do as they please (I cannot give them 
  long-term or ongoing tasks without 
  paying full attention to them), but even 
  if they are once again in control, they do 
  not know that I have been pulling their 
  strings. They even try to rationalize 
  their “strange” behavior.
  Depletion: 0 (check each sunrise)
  Color: Blue
  Influencing and Controlling Minds, 
  page 19
  THE WAY
  MAGICAL 
  HETERODYNE
  Level: 3
  The level of the next spell I 
  cast is increased by 2.
  Color: Gold
  Facet: Metamagic
  In Fartown, there is a tiny, hard-to-find shop called 
  Meta that sells ephemera objects and books of lore, 
  exclusively relating to metamagic.
  LORICA  
  SQUAMATA
  Level: 8
  Semi-translucent, scaly 
  armor appears upon me, 
  reminiscent of that of a 
  serpent or a dragon. This 
  grants +2 Armor and 
  adds +2 to my Resist and 
  Withstand defense actions.
  Depletion: Automatic (at the 
  end of a combat encounter)
  Color: Invisible
  LORICA CUIRASS
  Level: 4
  A semi-translucent, form-
  fitting cuirass appears upon 
  me. This grants +1 Armor 
  and adds +1 to my Resist and 
  Withstand defense actions.
  Depletion: Automatic (at the 
  end of a combat encounter)
  Color: Invisible
  LORE OF  
  THE BOOK
  Level: 2
  I infuse myself with 
  knowledge and gain 2 bene 
  to my Intellect pool.
  If I am a Galant, this spell costs 
  me only 1 Sorcery to cast if 
  I do so within a library. 
  Color: Indigo
  Galant, page 67
  THE KEY
  LOOSE THE VILAJ
  Level: 6
  With a quick cut along my 
  palm (an Injury) and a few 
  ancient words, I cause a 
  dozen thick ropes to descend 
  from the sky, all around 
  me, each bearing a level 3 
  reptilian humanoid warrior 
  called a vilaj. These warriors 
  bear scimitars and attack 
  everyone they come across—
  even me, if I don’t get away 
  somehow—until they are 
  banished or slain.
  Color: Pale
  Facet: Conjuration
  LIMB POSSESSION
  Level: 4 (+1 die)
  I choose the limb of a nearby 
  creature and take control 
  of it. If I use an action in 
  a round, I can operate the 
  limb as if it were my own. A 
  leg might cause the creature 
  to trip, or it might kick at 
  something. An arm could 
  drop what it’s holding or pick 
  up something dangerous. 
  Depletion: 0 (check each round)
  Color: Blue
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  MIND’S INTERFACE
  Level: 6  
  I set up a link between me 
  and someone else via 
  the Noösphere. It lets us 
  mentally communicate 
  for as long as neither of 
  us does anything else. 
  Distance is irrelevant.
  Color: Blue
  Noösphere, page 14
  THE PATH
  MIND’S EYE 
  THEATER
  Level: 5 (+1 die)
  I concentrate on a nearby 
  being, and their thoughts 
  become visual images around 
  their head for all to see. The 
  revelations are always images, 
  not words or sounds. These 
  images move, cavort, and 
  cling to the target’s head like 
  a seething miasma of thought, 
  but the images reveal their true 
  thinking nonetheless.
  Depletion: 0 (check each round)
  Color: Blue
  MIEN OF 
  ADAPTATION
  Level: 4
  I adapt to the conditions 
  around me. I can breathe in 
  whatever environment I’m 
  presented with, and in the 
  extremes of temperature 
  or other environmental 
  threats. This spell does not 
  protect me against any form 
  of direct attack.
  Depletion: When the sun next 
  rises or sets
  Color: Gold
  MIDNIGHT’S 
  OCCUPATION
  Level: 5
  I summon a mostly invisible and 
  incorporeal demon and force it 
  to inhabit an object that I touch. 
  Cracks in the fabric of space 
  around the object show hints of 
  black tentacles and a foul green 
  ichor. While the spell lasts, the 
  demon wields or uses the object as 
  I direct, and this does not require 
  me to touch it or use my actions.
  Depletion: 0 (check each round) 
  Color: Pale
  Facet: Conjuration, The Dark, 
  Midnight
  MERGE WITH  
  THE BLACK CUBE
  Level: 17
  I summon the Black Cube from the 
  Void, and I control what contents will 
  be found within. Opening the box is 
  extraordinarily difficult and dangerous. 
  An Intellect-based action is required 
  to solve the puzzle involved, with a 
  challenge of 17. If this should fail, I die.
  Opening the box reveals any one object 
  of level 15 or lower that I wish, unless I 
  know that object to be currently in the 
  possession of another being. Should I 
  cast this spell again, the object I found 
  in the previous box vanishes back into 
  the Void.
  The box lingers for a few rounds after it is 
  opened. Then it disappears.
  Color: Pale
  Facet: The Dark
  The Dark, page 62
  THE PATH
  MENTAL 
  SEQUESTRATION
  Level: 8 (+2 dice)
  I use this spell to do one of two things:
  1. I cut myself off from the Noösphere 
  until such time as I cancel the 
  spell. No one can find, contact, or 
  attack me through the Noösphere, 
  and I cannot use it in any way. 
  2. I forcibly cut someone else off from 
  the Noösphere. They cannot use 
  or be affected by spells or effects 
  that use it. This version of the spell 
  ends when the sun next rises.
  Color: Blue
  Noösphere, page 14
  THE PATH
  MEMORY SPEW
  Level: 3 (+1 die)
  With a touch, I make a person use 
  an action to cough up a ball of 
  gelatinous substance that is one 
  memory. If I add 2 extra Sorcery 
  when doing so, I get to choose 
  the memory. Otherwise it is 
  random. Either way, the target 
  loses the memory unless they 
  ingest the substance again. If, 
  before that happens, someone 
  else ingests it, they get the 
  memory. The color, appearance, 
  and flavor of the substance is 
  linked to the memory. A happy 
  memory might seem like cake 
  frosting. A bad one might be 
  more akin to motor oil.
  Color: Blue
  MEMORY  
  OF MOTHS
  Level: 4
  Ephemeral moths dance about 
  my head. I gain 3 bene to 
  my Intellect pool and a +3 
  bonus to the venture of 
  my next action involving 
  recalling knowledge.
  Color: Indigo
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  NIGHTMARE 
  WEATHER
  Level: 7 (+2 dice)
  I conjure a storm at night. 
  The storm is strong, but 
  not unnaturally so, and 
  conforms to the normal 
  expectations of the season and 
  location. However, everyone 
  within the area of the storm 
  (except me) who is trying to 
  sleep experiences terrible 
  nightmares. If they have no 
  Despair, they gain 1. The 
  entire following day, all their 
  actions are hindered by 1.
  Color: Blue
  Facet: Night
  NEGATIVE SOUND
  Level: 4
  With a whistle and a gesture, I create 
  a small area of silence deeper than 
  silence. This area absorbs sound 
  within it and dampens sound 
  nearby. I can choose to move the 
  area up to a short distance each 
  round (this is not an action), so, 
  for example, it can move with me 
  if I move. Anyone within the area 
  is utterly silent (but also deaf). 
  Anyone nearby gains an additional 
  +1 die when taking sneaking 
  actions, but the challenge of 
  hearing noises in that same area is 
  increased by 2.
  Depletion: 0 (check each round) 
  Color: Grey
  Facet: Sound
  NEGATE  
  THE POWER
  Level: 6 (+1 die)
  By severing its ties to the Invisible, 
  I cancel an ongoing magical 
  effect from any source, even 
  one normally permanent (such 
  as the effect of a changery or 
  the power of a secret), as long 
  as it is level 10 or lower. The 
  level of the effect serves as the 
  challenge, but two successes are 
  required. This spell will banish a 
  being brought by a summoning, 
  erase a thoughtform, or cause 
  a magical construct to stop 
  working.
  Color: Invisible
  Facet: Metamagic
  MYRMIDON’S 
  STRENGTH
  Level: 3
  I have great strength in 
  combat. My melee attacks 
  inflict additional damage 
  equal to the spell’s level.
  Depletion: 0–3 (check at 
  the end of each combat 
  encounter). Ends 
  automatically when the sun 
  rises or sets.
  Color: Gold
  MYSTIC DOCENT
  Level: 3
  I create a magical orb of light 
  that appears either next 
  to a being whose name 
  I know or in a location I 
  have been. In either case, 
  distance is not a factor. 
  The orb then floats slowly 
  toward a location that I 
  choose within 1 mile (1.5 
  km) of the being or the first 
  location. Essentially, the 
  orb leads anyone paying 
  attention to the location.
  Color: Silver
  MUTE ACCORD
  Level: 3 (+1 die)
  One or more beings that I 
  touch must agree to my 
  stated proposal. Until they 
  do, they cannot speak. I 
  must successfully affect all 
  of the beings I try to affect 
  with this spell, or it fails. 
  Color: Blue
  Facet: Curse
  MORTIFERUM
  Level: 5
  I conjure a weapon of darkness 
  and death. It can be any normal 
  weapon shape that I am familiar 
  with (but I do not need to be 
  practiced with it) and can hold 
  in one hand, from a stiletto to 
  a pistol. The weapon does not 
  inflict normal damage. Instead, 
  when I successfully attack with 
  it, it inflicts 1 Wound on the 
  target by infusing them with 
  deathly energies. The weapon 
  inflicts no damage on nonliving 
  things.
  Depletion: 0–2 (check each round)
  Color: Pale
  Facets: Conjuration, Death
  Attacks that inflict Wounds rather 
  than damage ignore Armor.
  MORIENT DESIRE
  Level: 2
  I die. When I do, I 
  immediately become a 
  stage 2 ghost and have full 
  awareness and memory.
  Color: Pale
  Facet: Death
  Ghost, page 18
  THE PATH
  
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  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  ONEIRIC WISH
  Level: 8
  I sleep, and I dream. In the 
  dream, I state something I want 
  to happen in the coming week. 
  This must be during a normal 
  night’s sleep—probably at least 
  seven or eight hours. When 
  I wake, all actions I take that 
  directly contribute to reaching 
  the goal that I dreamed about 
  gain +1 die.
  Depletion: When the sun next 
  rises or sets
  Color: Blue
  Facet: Night
  OILY SEEKER
  Level: 5
  I conjure a mass of oily black liquid 
  that covers a small area. This 
  animate liquid is a creature of the 
  same level as the spell. However, 
  all it can do is move and search. It 
  moves a long distance each round 
  and can seep through even the 
  tiniest of cracks. It covers terrain 
  methodically, and I cannot direct 
  it. As it moves, I always know 
  where it is, and I become aware 
  of everything it touches. I know 
  the level and name (if any) of any 
  creature or significant object it 
  touches.
  Depletion: 0 (check every hour)
  Color: Silver
  Facet: Conjuration
  OBTRUSION
  Level: 3 (+1 die)
  I force a close being to share my 
  opinion on one topic that I choose.
  Depletion: 0–2 (check each hour)
  Color: Blue
  You must sincerely hold the belief you 
  attempt to impart with this spell.
  OBLIVISCENT GIFT
  Level: 6 (+1 die)
  I make it so that everyone who 
  has seen me since the sun 
  last set forgets my presence or 
  anything I did or said during 
  that time. If presented with 
  incontrovertible proof that my 
  actions occurred (for example, 
  I broke a window and they see 
  the shattered glass), either they 
  can’t place who it was that they 
  saw or heard, or they insist 
  that it was someone else.
  Color: Blue
  OBJECT ARCANUM
  Level: 1 
  I hide an object that I can hold 
  in one hand somewhere on 
  my person. It doesn’t matter 
  whether I have something 
  on or with me that’s large 
  enough to conceal it. I can 
  have only one such hidden 
  object at a time.
  Depletion: When the sun next 
  sets or rises
  Color: Grey
  OBDURATE BARRIER
  Level: 5
  I erect a two-dimensional wall of pure energy, 
  no more than 50 feet (15 m) high or wide. Its 
  color is based on the currently active sun:
  Silver: The wall is 2 levels higher than the level 
  of the spell.
  Green: The wall keeps out only living things.
  Blue: The wall keeps out only things without 
  a mind.
  Indigo: Anyone who knows a secret password 
  that I create can pass through the wall.
  Grey: The barrier appears transparent, but in truth 
  I decide what appears to be on the other side.
  Pale: The barrier even keeps out incorporeal 
  or out-of-phase beings.
  Red: The barrier inflicts damage to anyone who 
  touches it equal to the level of the spell.
  Gold: The barrier appears completely 
  permeable, but anyone who passes 
  through it is immediately transported back 
  to the original side.
  Invisible: I can choose to make the wall 
  permanent if I wish.
  Depletion: When the sun next sets
  Color: Varies
  NYCTOPHILIA
  Level: 6
  I operate better with no sun 
  in the sky above me. In the 
  night, all my actions gain 
  +1 die.
  Depletion: When the sun  
  next rises
  Color: Gold
  Facet: Night
  NINE
  Level: 9 (+2 dice)
  With a powerful utterance, I divide a target 
  no larger than a house into nine separate 
  pieces. Each of these pieces is an inert, 
  inanimate object, small enough to hold 
  in one hand (regardless of the target’s 
  size). Each looks different but is indicative 
  of the original target in some way. The 
  pieces of a house might look like a brick, a 
  piece of wood, a piece of glass, and so on. 
  The pieces of a human might be a cameo 
  with their face, a bottle of their favorite 
  perfume, their favorite book, and the like.
  The point of this spell is to be able to take 
  the nine pieces and scatter them to hide 
  the target. If the pieces are ever brought 
  back together and either the target’s secret 
  name is spoken (if it has one) or the being 
  bringing them together speaks their own 
  secret name, the target is restored. The 
  target has been in stasis and (if a living 
  being) has no memory of what happened 
  while separated, and is in precisely the same 
  condition as they were when last whole. 
  While separate, each piece is level 12 for 
  the purposes of being found through 
  divination.
  Color: Gold
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  PEERING INTO 
  HEARTS
  Level: 4 (+1 die)
  I look at a close being and 
  know what their immediate 
  thought is, what their 
  current desire or intentions 
  are, or why they are 
  carrying out their current 
  action. I can look at another 
  close being each round, as 
  an action, but I can’t look at 
  anyone more than once.
  Depletion: 0–1  
  (check each round)
  Color: Blue
  PATTERNED FLESH
  Level: 2
  I can make my flesh bear any 
  color or pattern I choose, and 
  I can change it at the speed of 
  thought (it does not require 
  an action). If I am naked or 
  mostly so, I can use this to 
  camouflage myself, adding +1 
  to any hiding or stealth action. 
  Alternatively, I can make 
  the patterns brightly colored 
  and ever-changing, which 
  distracts anyone looking at me, 
  hindering their attacks by 1.
  Depletion: 0–4 (check each hour)
  Color: Grey
  PATHWALKER
  Level: 4
  Every sun on the Path of Suns is adjacent 
  to two other suns, depending on 
  whether I follow the Path or its 
  opposite, the Nightside Path. With 
  this spell, I can move to the gate of 
  the realm of a sun adjacent to the 
  current sun. If I travel along the Path, I 
  encounter the guardian of the gate. If I 
  move in the direction of the Nightside 
  Path, I encounter the Nightside 
  guardian. It is very likely that that 
  guardian will ask something of me—a 
  task, a riddle, or the revelation of a 
  secret—to allow me to get through. 
  If I spend additional Sorcery, I can take others 
  with me (1 Sorcery per additional target).
  Color: Green
  Facet: Teleportation
  Pathwalker is, by far, the most common means of 
  traveling to the realms of other suns, even though 
  sometimes it must be cast multiple times to get
  where one is going.
  PASS THROUGH  
  THE CROWD
  Level: 3 (+1 die)
  I can move unnoticed through a 
  crowd or down a city street. If 
  I am alone (or mostly alone) 
  and not on a city street, this 
  spell has no effect. If I draw 
  attention to myself by making a 
  lot of noise or taking a dramatic 
  action (such as knocking over 
  a large object or making an 
  attack), the spell ends.
  Depletion: 0 (check each minute)
  Color: Grey
  PARAPROSEXIA
  Level: 1 (+1 die)
  I cause one being I point 
  at within long range to 
  become distracted by 
  thinking about whatever 
  happened to them most 
  recently. Their next action 
  is hindered by 2.
  Color: Grey
  PALINGENESIS
  Level: 7
  I restore something dead to life. The 
  body must be relatively intact, and 
  both it and the spirit must be close. 
  This means that the dead creature 
  must currently be a ghost, or its 
  spirit must have been summoned 
  recently from the Pale. Further, the 
  creature must have been an NPC of 
  level 3 or lower unless I know their 
  secret name, in which case they can 
  be any level equal to or less than 
  the spell (or a player character). The 
  restored creature is conscious, but 1 
  Wound away from death. They are 
  disoriented and groggy, and all their 
  actions are hindered by 2 for an hour.
  Color: Pale
  Facet: Death
  A Goetic or someone casting Corpse’s Former Master 
  might be able to return a spirit to the proximity of its 
  dead body if it is not there already.
  OSTINATO
  Level: 4 (+1 die)
  I cast this on a nearby being 
  who is speaking. Thereafter, 
  they continue to repeat 
  the same phrase they just 
  spoke over and over, unable 
  to act otherwise.
  Depletion: 0–3  
  (check each round)
  Color: Blue
  ORIENTATION 
  ADJUSTMENT
  Level: 4
  I can stand or walk on any 
  surface, including a wall or 
  ceiling. When I do, “down” 
  is always oriented toward 
  the surface I’m standing or 
  walking on.
  Depletion: 0–3  
  (check each hour)
  Color: Gold
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  POLLENT SELF
  Level: 3
  I am like unto a warrior born, 
  able to wield any weapon 
  with a +1 bonus.
  Depletion: 0–4 (check at 
  the end of each combat 
  encounter). Ends 
  automatically when the sun 
  next rises or sets.
  Color: Gold
  PLENTIFUL 
  POCKETS
  Level: 1
  I have hundreds of hidden 
  pockets in my clothing, 
  some of which are far larger 
  than they appear. I can store 
  vast amounts, including 
  items up to the size of 
  anything I could carry in 
  one hand, yet I always know 
  where everything is.
  Depletion: 0 (check each day)
  Color: Silver
  PHYLACTIC 
  Level: 3
  The creature I touch gains +1 
  on any defense needed to 
  resist or withstand curses, 
  diseases, or poisons.
  Depletion: Ends automatically 
  when the sun next sets
  Color: Invisible
  PHANTASMAL 
  ENVIRONMENT
  Level: 4
  I create a visual, auditory, 
  tactile, and olfactory 
  illusion around me the size 
  of a medium area. I make 
  the surroundings whatever 
  I wish, but they can contain 
  no creatures—just terrain, 
  structures, plants, and so 
  on. Once the illusion is 
  created, I cannot change it.
  Depletion: Ends automatically 
  when the sun next rises
  Color: Grey
  PERFIDIOUS 
  ASSAULT
  Level: 6 (+1 die)
  I gather deceit, mistrust, 
  and unease in my mind 
  and launch it through the 
  Noösphere at a thinking 
  being within long range. 
  They suffer mental damage 
  equal to the level of this spell.
  Color: Blue
  Noösphere, page 14
  THE PATH
  PERFECT 
  EXECUTION
  Level: 4
  I succeed at my next physical 
  action if it is within the realm 
  of possibility for someone to 
  accomplish. Thus, I can’t leap 
  from one side of the city to the 
  other or run across the ceiling, 
  but I could dive from the top of 
  a tall building into a hole just 
  barely able to fit my body, and 
  land safely in a roll.
  This spell does not apply to 
  attacks of any kind or to 
  defense against attacks.
  Color: Green
  PERDURANCE
  Level: 11
  I separate my present self from my past and 
  future selves. At this specific moment 
  (which is to say, this round and next), no 
  negative effect, spell, or condition that has 
  affected me affects me now. All my pools 
  are full, Wounds and Injuries are gone, 
  vexes and scourges are removed, curses are 
  lifted, and so on. On the next round, I can 
  act free of all such afflictions. But there’s 
  more. Nothing I do in that moment affects 
  my future self. Wounds I suffer, points I 
  spend, spells that affect me, and so on—
  none of these remain when the spell is 
  over. I can even die in this moment and my 
  future self will live. Anything else I might 
  affect, however, is handled normally.
  Once the moment is over, all past conditions 
  return. Pools, Injuries, and Wounds 
  return to where they were before I cast 
  the spell. 
  Color: Green
  PERCULSION
  Level: 3 (+1 die)
  I give a close person a severe 
  emotional shock, the 
  equivalent to the sudden 
  discovery of the death of a 
  loved one. They lose their 
  next action.
  Color: Blue
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  QUICKENING
  Level: 5
  I give the semblance of life (or at least 
  animation) to an inanimate object. 
  It functions as a mindless creature 
  2 levels below the level of the spell, 
  and it obeys my simple commands. 
  It operates based on its shape and 
  nature. So if I cast the spell on a 
  corpse, it moves like the creature it 
  once was. If I cast it on a table, the 
  legs of the table allow it to walk. If I 
  cast it on a box, the box likely can do 
  little more than awkwardly hop. 
  I can have multiple living objects under 
  my control at once, but each time I cast 
  the spell, it costs 1 additional point 
  of Sorcery for each living object I 
  already control. Thus, the second one 
  costs 6, the third costs 7, and so on.
  Color: Green
  PSYCHOKINETIC 
  HAND
  Level: 5
  I conjure a human hand of 
  translucent energy that can 
  move, pick up objects, pull 
  back curtains, and so on. It has 
  the strength of a typical human 
  and can move anywhere within 
  long range (taking only one 
  round to move to its limits). It 
  is an action for me to make it 
  do something. If I make it pick 
  up a weapon, it can make an 
  attack as if I were making it.
  Depletion: 0 (check each round)
  Color: Silver
  PSYCHIC MISSIVE
  Level: 2
  I send a telepathic message 
  through the Noösphere to 
  a being within long range. 
  If I spend 1 additional 
  Sorcery, I give the target the 
  opportunity to immediately 
  reply with a message of 
  similar length, but whether 
  they do so is up to them.
  Color: Blue
  Noösphere, page 14
  THE PATH
  PROSOPAGNOSIA
  Level: 4 (+1 die)
  I curse one person within 
  short range, and they can 
  no longer recognize faces. 
  No one—not even their true 
  love—is recognizable to 
  them by sight.
  Depletion: When the curse  
  is lifted
  Color: Grey
  Facet: Curse
  PROPITIOUS 
  SWARM
  Level: 3
  I conjure a swarm of spiders that crawl all 
  over my body in shocking numbers. 
  After a few moments, they have 
  completely altered my appearance in a 
  manner of my choosing, and then they 
  disappear into my clothing or worn 
  belongings. At my mental command, 
  they come out again, swarm over 
  me, and change my appearance to 
  something else.
  They cannot change my size, but they can 
  alter my hair and my face, and make 
  minor changes to my build. They can 
  make me a different gender and a 
  different apparent age, and change the 
  texture and complexion of my flesh.
  Depletion: 0–6 (check each hour)
  Color: Pale
  Facet: Conjuration
  PRESCIENT 
  DEFENSE
  Level: 4
  I see incoming attacks on 
  me before they strike. I 
  automatically succeed on  
  any two defense actions of 
  my choice while the spell 
  is active. Spell depletes 
  over time normally or if I 
  use it against two attacks, 
  whichever comes first.
  Depletion: 0–3  
  (check each hour)
  Color: Indigo
  POSTERITY’S 
  BLESSING
  Level: 1
  I cast this spell on a pen or 
  pencil and a book with 
  plenty of blank space. 
  Everything that I speak 
  aloud is written in that book 
  by that pen or pencil.
  Depletion: When the sun next 
  rises or sets
  Color: Indigo
  POSSESSING 
  GHOST
  Level: 6 (+1 die)
  As a stage 4 ghost, I can 
  possess a living creature 
  and control their actions. 
  Depletion: 0 (check each round)
  Color: Blue
  Facet: Death
  Ghost, page 18
  THE PATH
  
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  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  REFLECTED SPELL
  Level: 7 (+1 die)
  I create a swirling vortex of silver 
  in front of me that is a bit like a 
  mirror, about 3 feet (1 m) across. 
  It moves with me. This vortex 
  reflects unwanted spells that 
  target me back at the caster if 
  I can make a roll to affect the 
  caster. Reflecting a spell requires 
  no action on my part, and I do 
  not even need to be aware that 
  the spell is being cast.
  Depletion: 0 (check each use)
  Color: Invisible
  Facet: Metamagic
  REDUCTION OF LIFE
  Level: 6 (+1 die)
  I reduce a nearby creature at least 
  2 levels lower than the spell to 
  its essential elements, taking 
  the form of a small pile of 
  powders. These powders can 
  be stored in a small container. 
  Applying a gallon of water and 
  spending 1 Sorcery per creature 
  level will restore the creature 
  to normal. A restored creature 
  is in the precise condition it 
  was when reduced, with no 
  memory of anything after that 
  point.
  Color: Gold
  RED PRESENCE
  Level: 5 (+1 die)
  I cause a single faraway object 
  that I could hold in one 
  hand to turn into violent 
  energy and explode in a 
  small area. The object is 
  destroyed, and all within 
  the area suffer damage 
  equal to 2 less than the 
  spell’s level.
  Color: Red
  REACHING FOR 
  GNOSIS
  Level: 4
  I spend an hour in meditation 
  and gain one short answer 
  to a question that I pose.
  Color: Indigo
  Facet: Divination
  Divinations and Information-
  Gathering Magic, page 17
  THE WAY
  QUINTESSENCE  
  OF DUST
  Level: 4 (+1 die)
  I turn a nearby object, no 
  more than 25 pounds  
  (11 kg), to dust.
  Color: Red
  Rumors say that there is a secret, more potent version 
  of this spell that can affect an object a hundred times 
  the size described here, likely level 11 or 12.
  QUIDDITY  
  OF TRUTH
  Level: 5
  The next thing I say will be 
  believed by a person of 
  my choosing, regardless 
  of their level, as long as I 
  can see them and they are 
  within short range. No roll 
  is required, but I can never 
  affect the same person 
  twice with this spell.
  Color: Indigo
  QUIDDITY OF 
  HAPPINESS
  Level: 3
  When I concentrate on a 
  person whose name I 
  know, I spend 1 Joy to 
  fill them with happiness. 
  If they have no Joy, they 
  gain 1 Joy. Otherwise, 
  they are simply happy for 
  at least a moment, but 
  afterward subject to their 
  circumstances.
  Color: Blue
  QUIDDITY OF 
  CORROSION
  Level: 6 (+1 die)
  I conjure a mass of burning, 
  acidic ooze covering a small 
  area. It eats through any 
  material of a lower level at 
  a rate of about 1 inch (2.5 
  cm) per round. If a living 
  creature touches the acid, 
  they suffer damage equal to 
  the spell’s level.
  Depletion: 0  
  (check each round)
  Color: Red
  Facet: Conjuration
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  RESTORATIVE 
  TOUCH
  Level: 5
  I touch a living creature. If 
  they are a PC, I can choose 
  to heal 1 Wound, restore 
  one pool, or rid them of 
  all Injuries. If they are an 
  NPC, I heal 1 Wound or all 
  Injuries, or grant them a 
  recovery action.
  Color: Green
  Recovery Action, page 26
  THE GATE
  RESTORATION  
  OF FORM
  Level: 4
  I repair a damaged, solid, and 
  relatively simple object that 
  could fit into a small area, 
  returning it to its original state. 
  If the object is larger than that, 
  the spell might repair a portion 
  (like a damaged portion of a 
  wall on a much larger house), 
  within reason. A computer, an 
  automobile, or a work of art 
  is too complex for this spell, 
  although damage to a car’s door 
  or windshield (for example) 
  could reasonably be fixed. If 
  the object was magical, magical 
  properties may not be restored.
  Color: Gold
  RESPIRE
  Level: 9
  I step outside of time, as do a 
  number of additional beings 
  equal to the level of this spell. 
  We cannot affect the world 
  around us, but we can interact 
  with each other—talking, 
  casting spells on ourselves 
  or each other, and so on. We 
  cannot move more than a close 
  distance. Relative to us, we 
  have three rounds before the 
  flow of time starts again. 
  Color: Invisible
  RESISTENTIALISM
  Level: 2 (+1 die if the object is 
  in a being’s possession)
  An otherwise inanimate object 
  within a short distance of me 
  becomes hostile to a being 
  that is also within a short 
  distance of me. If that being 
  attempts to use the object, any 
  action to do so is hindered 
  by 2. Further, if a being of a 
  level lower than the spell so 
  much as attempts to hold or 
  carry the object, they drop it. 
  Color: Green
  Depletion: 0 (check each round)
  REORIENTATION
  Level: 7
  I designate a cardinal direction 
  (north, south, east, or west), and 
  that direction becomes “down” 
  within long range. As long as 
  I remain in that area, I can 
  continue to reorient “down” to an 
  adjacent direction as an action. 
  For example, if on the first round 
  I turn “east” into “down,” on the 
  next round I can make what was 
  originally “north,” “south,” “up,” 
  or “down” to the new “down.” 
  This reorientation affects me too, 
  so if I haven’t taken some kind 
  of precaution, I’ll fall just like 
  everyone and everything else. 
  Depletion: 0 (check each round)
  Color: Gold
  RELENTLESSNESS 
  OF THE CLOCK
  Level: 4
  I move a short distance in addition 
  to whatever action I take in 
  the next round. Further, in all 
  subsequent rounds, if I continue 
  to move in that same direction, I 
  can move a short distance each 
  round in addition to taking an 
  action. As soon as I stop or slow 
  down, the spell ends.
  If I am an Ardent, this spell costs 
  me only 3 Sorcery to cast, if I do 
  so while holding a clock or watch.
  Color: Green
  Ardent, page 68
  THE KEY
  REFUTATION OF 
  THREAT
  Level: 3
  I cast a ward on myself. The next 
  time I am attacked, the attack 
  is transformed into something 
  harmless. An incoming bullet 
  or arrow becomes a butterfly. A 
  burst of flame becomes a shower 
  of flower petals. A stabbing knife 
  becomes a feather. The spell affects 
  the attack, not the weapon, so a 
  knife transformed into a feather 
  becomes a knife again immediately 
  after that single attack is thwarted.
  Color: Invisible
  REFUSAL
  Level: 6
  If I know a nearby being’s 
  secret name and I cast 
  this spell on the round 
  following their death, they 
  do not actually die. They 
  remain in a deathlike state, 
  unconscious, until their 
  wounds are somehow 
  healed.
  Color: Green
  Facet: Death
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  SEALED  
  WITH A KISS
  Level: 3 (+1 die)
  I kiss another being and 
  their mouth seals shut 
  with their own flesh. They 
  cannot coherently speak 
  and must breathe through 
  their nose, if possible (and 
  applicable). The only way 
  to free themselves is to cut 
  the newly grown flesh away, 
  which inflicts a Wound.
  Color: Gold
  Creatures with multiple mouths are not as debilitated 
  by Sealed With a Kiss as those with just one. Those 
  without a mouth are not affected at all.
  SEALED DOOR
  Level: 4
  A door (or hatch, lid, or similar 
  closable mechanism) that I 
  touch becomes sealed. To 
  force it open, a character 
  must have two successes. 
  If it has a lock, a character 
  must have two successes to 
  pick it.
  Color: Invisible
  Depletion: Ends when the 
  door is next opened
  NPCs don’t make rolls and thus 
  can’t have multiple successes. For 
  more information, see NPCs and 
  Challenges, page 25.
  THE GATE
  SCENT  
  OF MAGIC
  Level: 2
  For a moment, I gain the 
  ability to sense magic by its 
  unmistakable and unique 
  odor. Not only can I sense 
  the presence of active magic 
  near me, but if I use an 
  action to examine a specific 
  magical effect or item, I can 
  also identify it.
  Color: Indigo
  Facet: Metamagic
  SAVAGE CLEAVE
  Level: 3 (+1 die)
  With a slashing motion of 
  my hand in the air, I attack 
  a target within long range, 
  slicing them for damage 
  equal to the level of this spell.
  Color: Red
  RHAPSODIC 
  MOMENT
  Level: 1 (+1 die)
  A close person experiences 
  extreme pleasure in 
  whatever action they take 
  next round. 
  Color: Blue
  This spell can be addicting.
  REVOCATION  
  OF POSITION
  Level: 8 (+2 dice)
  I cast this spell on a faraway being 
  that has moved instantaneously 
  via magic since the sun last 
  rose. This can be someone 
  who teleported, a being that 
  was summoned, or someone 
  who stepped through a magical 
  portal. The being is returned 
  to wherever they were when 
  the magic was initiated: where 
  the teleportation spell was cast, 
  where they were before they 
  were summoned, or the other 
  side of the portal.
  Color: Green
  Facet: Teleportation
  REVIVIFICATION
  Level: 10
  I restore something dead to life, even 
  if they’ve been dead for centuries 
  and all I have is a bit of their dust, 
  as long as I know their secret 
  name. Only those who have passed 
  into the Stillness (or are blocked 
  by a Death Ward or similar magic) 
  cannot be brought back using 
  this spell. The restored creature is 
  conscious, but 1 Wound away from 
  death. They are disoriented and 
  groggy, and all their actions are 
  hindered by 2 for an hour.
  Color: Pale
  Facet: Death
  Stillness, page 55
  THE PATH
  REVANCHE
  Level: 3 (+1 die)
  If someone causes me Injury 
  or Wounds me, I cast this 
  spell and inflict 1 Wound 
  on them. If my Injury or 
  Wounds are healed, I cannot 
  call upon this spell’s magic.
  Color: Red
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  SIGHT OF TOUCH
  Level: 3
  I touch an inanimate object 
  that I can hold in one hand. 
  Thereafter, I can sense its 
  location. I know the distance 
  and direction (or, at the 
  very least, the world or sun) 
  where it can be found.
  Depletion: When the sun  
  next sets
  Color: Indigo
  SHIFTING 
  LANDSCAPE
  Level: 8
  In a large area around me, the 
  ground (or floor), walls, and other 
  environmental elements are 
  partitioned into squares 6 feet (2 m) 
  across that begin to shift, slide, and 
  mix randomly, almost like a giant 
  sliding puzzle. Anyone in the area 
  besides me can get lost and trapped 
  in the shifting landscape for the 
  duration. Even those who do not 
  get lost still suffer a −2 penalty on 
  all actions while in the area.
  Depletion: When the sun next  
  rises or sets
  Color: Gold
  SHADOW BOX
  Level: 1
  I conjure a box about 12 
  inches (30 cm) to a side. 
  Inside the box is a random 
  (and very likely utterly banal 
  or innocuous) item from 
  Shadow that can fit inside 
  it, like a microwavable 
  dinner, a carburetor cap, or 
  a tube of toothpaste.
  Color: Pale 
  Facet: Conjuration
  The naïve are sometimes fooled into mistaking 
  a Shadow Box for the Black Cube.
  SHADESOUL
  Level: 7
  I store my soul in my shadow. 
  I am rendered immune to 
  effects that would steal or 
  harm my soul directly, and this 
  eases Resist defense actions 
  by +1. If I die with this spell in 
  effect, I do not become a ghost. 
  Instead, my shadow (with my 
  soul) lingers near my corpse, 
  perhaps making it easier to 
  restore me to life (such as with 
  a Palingenesis spell). 
  Depletion: 0–1 (check each sunrise)
  Color: Pale
  Facet: Death 
  THE SEVENTH FIRE
  Level: 4
  Violet flames dance across my 
  limbs and grant me energy, 
  which adds 3 bene to my 
  Movement pool. However, 
  during the round in which 
  I create these flames, if I 
  am touching anyone, they 
  suffer fire damage equal to 
  the spell’s level.
  Color: Silver
  Facet: Fire
  SERVANT  
  OF STONE
  Level: 3
  The ground beneath my feet 
  produces a being of living rock, 
  animated by magic. It is the 
  level of the spell and about my 
  size and shape. It cannot speak, 
  but it can understand my verbal 
  commands and will obey them to 
  the best of its ability. The servant is 
  strong and tireless, good for carrying 
  things, but too clumsy for fine 
  manipulation or wielding a weapon. 
  It is nothing special in combat except 
  that it has 3 Armor.. It lasts until it 
  depletes or it is destroyed.
  Depletion: 0 (check each hour)
  Color: Silver
  Facet: Earth
  SENSORY INFUSION
  Level: 6
  I allow someone to experience 
  everything I am sensing, 
  or they (willingly) allow me 
  to use their senses. This 
  connection occurs through 
  the Noösphere and has no 
  limitation on range.
  Depletion: Ends automatically 
  when the sun next sets
  Color: Blue
  Noösphere, page 14
  THE PATH
  SELF-MUTILATION
  Level: 3 (+1 die)
  I send a nearby person into 
  a whole new realm of fear 
  and madness, compelling 
  them to inflict their 
  standard amount of damage 
  on themselves. 
  Color: Blue
  
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  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  SLEEP OF THE 
  RESTLESS
  Level: 2 (+1 die)
  A creature that I touch falls 
  asleep but is easily woken by 
  the merest sound or jostle. 
  If attacked, they awaken in 
  time to defend themselves.
  Depletion: 0 (check each round) 
  Color: Blue
  SLEEP OF THE 
  DAMNED
  Level: 4 (+1 die)
  A creature that I touch falls 
  asleep and cannot be 
  awakened until the next 
  sunrise unless they are 
  attacked or hurt, in which 
  case they wake immediately. 
  The sleeper’s dreams are 
  tortured and horrific. 
  Color: Blue
  Facet: Night
  SKETCH
  Level: 1
  If I have the proper 
  implements (pen, chalk, 
  charcoal, paint, pencil, 
  paper, canvas, and so on), 
  I create an intricately 
  detailed and absolutely 
  accurate image of what I’m 
  looking at, all within about 
  a minute’s time.
  Color: Indigo
  SKELETAL KEY
  Level: 3
  The tip of my finger becomes 
  a key, and I can attempt to 
  pick a lock, enhanced by +1 
  die. Sealed doors without 
  keyholes or locks have one 
  for the duration of this 
  spell, so that I can “pick” a 
  barred or magically sealed 
  door to open it.
  Color: Gold
  SIX VITAL WORDS
  Level: 4
  The next six words I utter are 
  heard by all beings I choose 
  whose secret names I know, 
  no matter how far away they 
  are, with no die roll needed.
  Color: Indigo
  SINUOUS SNARE
  Level: 2 (+1 die)
  My arms become like snaky 
  ropes with a reach long 
  enough to grab anything 
  nearby. When I successfully 
  grab something not held or 
  affixed, if it is smaller than 
  me, I pull it next to me, and 
  if it is larger, I pull myself 
  next to it. If the thing I 
  grab is held or affixed, I can 
  attempt a Physicality-based 
  action to pull it free.
  Depletion: 0 (check each round)
  Color: Gold
  A SIMPLE REPAST
  Level: 2
  I create a fine and tasty meal 
  for one person, including 
  necessary plates, bowls, 
  utensils, and so on. It is not 
  fancy, but it is filling, and 
  the meal can be anything I 
  choose within those parameters 
  (such as fish and chips, a 
  nice sandwich and a salad, or 
  spaghetti and meatballs with 
  bread). Any leftovers or serving 
  items disappear after a few 
  minutes, but the food that’s 
  been eaten remains nourishing 
  and sustaining.
  Color: Silver
  SIGILSHIELD
  Level: 6
  I create a shield-like disc of 
  swirling sigils that hovers 
  near my hand. I use it to 
  fend off attacks, adding +1 
  die to any Dodge defense 
  actions I take.
  Depletion: Ends automatically 
  when the current (or 
  upcoming) combat 
  encounter ends
  Color: Silver
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  SPELL OF 
  CHALLENGE
  Level: 5 (+1 die)
  I speak a challenge to one person 
  within long range. They are 
  compelled to accept. The challenge 
  must have a clearly defined winner 
  and loser, win/loss conditions, and 
  rewards and penalties. For example, 
  I could challenge someone to a duel 
  to the death, to a race to a specific 
  location where the winner gets the 
  loser’s house, or to a dice-throwing 
  competition where the loser must 
  serve the winner for a year and a 
  day. If the victory conditions seem 
  impossible for the challenged 
  person, the spell fails.
  Color: Blue
  SOUNDPLAY
  Level: 1
  I create the auditory illusion 
  of a sound about as loud as 
  a single person shouting, 
  coming from anywhere I 
  wish within long range. It 
  lasts for one round.
  Color: Grey
  Facet: Sound
  SOUL THIEF
  Level: 5 (+1 die)
  The next time a creature 
  with a soul of at least level 
  2 dies near me, their soul 
  is absorbed into an object 
  of their level or higher. 
  This can be used as a 
  power source for a magical 
  item, a bartering chip for 
  a summoned demon, or 
  whatever else I wish.
  Color: Pale
  Facet: Death
  SOUL RIDER
  Level: 6 (+1 die)
  My consciousness leaves my body, 
  which remains still as though I’m 
  unconscious. I immediately possess 
  another creature within long range. 
  I retain my own Qualia pools and all 
  my skills and knowledge (including 
  spells). I have no access to my host’s 
  skills and knowledge, only their body. 
  While in control of their body, I can 
  make them do anything I wish. It no 
  longer matters how far the possessed 
  body is from my original body. 
  They suffer 1 point of damage each 
  minute while they struggle to be free 
  of me. If the host body dies while I’m 
  possessing it, I return to my body, 
  suffer 2 Anguish, and cannot take 
  any actions for ten minutes.
  Depletion: 0 (check each hour)
  Color: Blue
  Creatures that die due to Soul Rider possession appear 
  to be nothing but burnt-out husks of their former selves.
  SOUL COMPULSION
  Level: 4 (+1 die)
  I implant a desire into the mind and soul 
  of a person I touch. As long as the spell 
  remains in effect, the person will continue 
  to pursue that desire. Compulsions can 
  include physical hunger, sex, bloodlust, rest, 
  alcohol, cleanliness, and so on. They can 
  also be more specific, such as the desire 
  for a specific dish, the love of a particular 
  individual, and so on. It cannot be unnatural 
  for the person affected (hunger for poison, 
  or the love of a signpost), and the drive 
  instilled must fit the person’s nature. In 
  other words, a mild-mannered person in 
  need of sex won’t resort to force, a moral 
  one in need of food won’t steal, and a 
  timid or careful one out for blood won’t 
  commit wanton violence, but instead will 
  follow a subtler, more meticulous plan.
  Depletion: 0 (check each hour). Ends 
  automatically the next time the sun rises 
  or sets.
  Color: Blue
  SNUFF THE DIVINE
  Level: 10 (+2 dice)
  Calling on one of the hidden names 
  of the Legacy itself, I cancel an 
  ongoing magical effect from 
  any source, even one normally 
  permanent (such as the effect of a 
  changery or the power of a secret), 
  of any level. The level of the effect 
  serves as the challenge, and two 
  successes are required unless the 
  effect is above level 10, in which 
  case three successes are required. 
  This spell will banish a being 
  brought by a summoning, erase a 
  thoughtform, or cause a magical 
  construct to stop working.
  Color: Invisible
  Facets: The Legacy, Metamagic
  SMOKE SHIELD
  Level: 5
  I blow smoke from my nostrils 
  that becomes solid if I am 
  attacked, shielding me. 
  My Dodge actions are 
  enhanced by +1 die.
  Depletion: 0 (check each use)
  Color: Invisible
  SLICK STEPS
  Level: 3 (+1 die)
  The bottoms of a creature’s feet 
  (if they have feet) become 
  covered in ice, making each 
  step difficult. Balance and 
  movement actions suffer a 
  −1 penalty, and movement 
  is slowed by half.
  Depletion: 0 (check each round)
  Color: Gold
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  STONE’S HANDS
  Level: 6
  With a single gesture, I create 
  a simple but permanent 
  structure of stone—a wall, 
  a bridge, or a small shelter. 
  The entire construction must 
  fit within a medium area.
  Color: Silver
  Facet: Earth
  STONE PISTOL
  Level: 4
  I transform a stone that I hold 
  in my hand into a pistol that 
  can fire at a target within 
  very long range once each 
  round (it never needs to be 
  reloaded). The weapon is 
  equal in level to this spell 
  and inflicts damage equal 
  to the spell’s level.
  Depletion: Ends when the 
  combat encounter ends
  Color: Gold
  Facet: Earth
  STIR THE DEAD
  Level: 6
  While standing atop a corpse or over 
  a grave, I summon the spirit of the 
  dead being from the Pale. It appears 
  as a mad, terrifying specter of 2 
  levels lower than the spell’s level. It 
  obeys a single command that I give 
  it, as long as that command involves 
  violence, destruction, vengeance, 
  or something similar. It attempts 
  to follow the command in the time 
  allowed by the spell.
  If the dead being is already outside 
  the Pale (for example, it’s a ghost 
  haunting a place in Satyrine), the 
  spell fails.
  Depletion: 0–5 (check each hour)
  Color: Pale
  Facet: Death
  STARLIGHT 
  SERVANT
  Level: 1
  At night, under the stars, I conjure 
  a being made of pure starlight, a 
  lithe humanoid figure with flesh 
  like midnight’s sky. This being 
  happily serves as my valet, carrying 
  my things and helping me with 
  inconsequential tasks. They cannot 
  help me climb over a wall or fight 
  a foe, but they can make me 
  tea, given the right implements. 
  They cannot move more than a 
  close distance away from me.
  Depletion: When the sun next rises
  Color: Pale
  Facets: Conjuration, Night
  STAG’S CROWN
  Level: 1
  Stag’s horns made of ice 
  grow atop my head. I can 
  use them to attack as level 
  1 weapons that inflict 2 
  points of damage.
  Depletion: 0 (check each round)
  Color: Gold
  SPONTANEOUS 
  SPAWL
  Level: 3 (+1 die)
  Small objects begin to fall out of 
  the mouth of a close person I 
  choose. These are random and 
  generally harmless, such as a 
  broken watch, a coin, a length 
  of string, a cheap ring, a small 
  handkerchief, and so on. In 
  addition to the surprise and 
  perhaps revulsion involved, the 
  target suffers a −1 penalty to all 
  actions involving speaking.
  Depletion: 0 (check each round)
  Color: Silver
  SPLIT PHYSICALITY
  Level: 2
  My body splits painlessly and 
  bloodlessly at my waist, and I control 
  both halves. My lower half (legs) can 
  walk or run, while the top half hovers 
  in place. My top half can do anything 
  I could normally do, as long as I 
  do not move in position. So it can 
  remain in place and use a tool, read a 
  book, cast spells, and so on.
  When the spell ends, my top half fades 
  away and reappears atop my bottom 
  half, wherever it is. So I can act 
  where I am for a while, and suddenly 
  be as far away as my legs could take 
  me in that time. Damage suffered or 
  stat points used by either half applies 
  to my total as normal.
  Depletion: 0 (check each round)
  Color: Gold
  SPELLBINDING
  Level: 4
  I cast a spell and hide it within 
  another spell. I cast both spells and 
  Spellbinding as a single action, and 
  pay the full cost for all three. To 
  all who observe, to all divination 
  magic, and so on, it appears as 
  though I cast just one spell, and 
  it’s the one that I choose to be 
  the visible, obvious spell. Thus, I 
  could hide a curse within a healing 
  spell, or use a telepathy spell to 
  send a secret message even while 
  it appears that I am attacking 
  someone. If the hidden spell has 
  visible elements, they are cloaked.
  Color: Grey
  Facet: Metamagic
  This spell is not related to the virus 
  that is also called spellbinding, page 32
  THE PATH
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  THAUMATURGIC 
  STRIKE
  Level: 2 (+1 die)
  Channeling raw power, I blast 
  a faraway target with a brief 
  bolt of energy that inflicts 
  damage equal to the spell’s 
  level. 
  Color: Red
  The wounds this spell leaves glow red 
  for up to an hour afterward.
  THALASSIC  
  DELUGE
  Level: 6 (+1 die)
  From my open palm, a disc of seawater 
  projects forward, widening as it 
  moves. It is followed by another, 
  and another, and so on, in rapid 
  succession. They move up to a short 
  distance, at which point the discs 
  are 6 feet (2 m) across and 3 inches 
  (8 cm) thick. If they strike anything 
  before moving that distance, they 
  do so with great force, inflicting 
  6 points of damage and knocking 
  unfixed things over or down. 
  The deluge goes on for a full round, 
  so that someone struck cannot 
  advance forward.
  Color: Silver
  Facet: Water
  TEMPORAL 
  ADJUSTMENT
  Level: 3
  I touch an inanimate, 
  nonmagical object that I 
  could hold in one hand and 
  reverse the effects of time on 
  that object, up to one year. 
  This can repair a damaged 
  object (if it was whole 
  sometime in the last year).
  If I can increase the level of the 
  spell and cast it as a level 6 
  spell, it can affect magical 
  objects as well.
  Color: Gold
  SWARMBLOOD
  Level: 4 (+1 die)
  I cause a mass of spiders 
  or insects (my choice) to 
  stream out of the open 
  wound of a nearby wounded 
  being. The being suffers 
  another Wound as the 
  laceration tears open further.
  Color: Silver
  Attacks that inflict Wounds rather 
  than damage ignore Armor.
  SUSPEND
  Level: 6
  The spell I cast on the next round 
  does not take effect for a period 
  of time that I state, up to one 
  hour later. When it finally takes 
  effect, it is treated as if I were 
  exactly where I stood while 
  casting it, even if I am gone 
  from that spot. If I devote 2 
  more Sorcery to the spell, I can 
  cause the delay to be any time 
  before the next sunrise.
  Color: Gold
  Facet: Metamagic
  SUPERFICTION
  Level: 12
  Before I cast this spell, I must communicate a 
  single, detailed (and likely elaborate) falsehood 
  to at least a dozen people. Then the spell 
  turns the falsehood into reality. Thus, if I 
  hand out sheets of paper in my neighborhood 
  describing a wall I built around my house (or 
  showing doctored photographs of said wall) 
  and then cast the spell, my house has a wall 
  around it. If my description said that it was 
  an old wall, everyone will remember that I’ve 
  had that wall around my house for years.
  A superfiction only adds to reality. It does not 
  subtract or substantively change a state. I 
  cannot use this spell to destroy something 
  that exists or alter it in a significant way. 
  A superfiction cannot make the dead live, 
  but—perhaps even more powerfully—it 
  can spontaneously bring new beings 
  permanently into existence.
  The GM may require that a powerful and 
  wide-ranging superfiction’s integration 
  into reality requires relaying the falsehood 
  to more than a dozen people. Perhaps 
  many more—hundreds or even thousands.
  Color: Silver
  SUMMONED 
  SYCOPHANT
  Level: 1
  I conjure a level 1 being of a type 
  of my choosing. It follows me 
  around and takes no actions 
  other than to agree with 
  whatever I say, praise my every 
  action, and compliment me 
  (sometimes insulting others 
  nearby in so doing: “You are 
  so much smarter than any of 
  these people, master”).
  Depletion: Ends automatically 
  when the sun next sets
  Color: Pale
  Facet: Conjuration
  SUBTLE VISLAE
  Level: 3
  I cast spells in such a way 
  that no one knows that I’m 
  casting. Just an innocuous 
  gesture here or an unheard 
  whisper there. They might 
  see the effects, but there’s 
  nothing to suggest that I 
  did it. Casting this spell 
  requires no sound or 
  movement.
  Depletion: 0 (check each round)
  Color: Grey
  Facet: Metamagic
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  TRUE TO LIFE
  Level: 8
  I give life to an inanimate object. It has 
  intelligence, a personality, and the 
  ability to speak. It is a creature of a 
  level 3 lower than the spell’s level. 
  The spell grants it limbs, eyes, a 
  mouth to speak, and anything else 
  it might require, but otherwise the 
  creature operates based on its shape 
  and nature. So a chair might use its 
  existing legs, but it grows wooden 
  arms and its cushion forms a face. A 
  statue of a person would likely need 
  no modifications. Neither would a 
  corpse (although it will continue to 
  rot, as its body still operates under 
  its original nature). At any time, the 
  living object can revert to its original 
  form, if it so chooses.
  I have no control over the new creature, but 
  it is probably somewhat well disposed 
  toward me for giving it life (although 
  some objects might resent that).
  Color: Green
  TRIGGERED SPELL
  Level: 9
  After I cast this, the spell I cast on 
  the following round is “frozen” 
  and does not take effect until 
  an event I specify occurs.
  Unless it is a spell that affects 
  me, the frozen spell remains 
  at the spot where I cast it, and 
  the triggering event must take 
  place within short range of that 
  spot. If the spell affects me, 
  the triggering event must be 
  within short range of me.
  Color: Gold
  Facet: Metamagic
  TOUCH OF THE 
  DEMIURGE
  Level: 9
  I prevent any magic—spells, 
  long-form workings, minor 
  magic, secrets, forte abilities, 
  ephemera, objects of power, 
  and so on—from functioning 
  near me. This includes 
  effects I might attempt to 
  produce. The area becomes 
  a dull, lifeless place, a pale 
  shadow of itself.
  Depletion: 0 (check each round)
  Color: Grey
  Facet: Metamagic
  TONITRUOUS  
  BURST
  Level: 5
  I unleash a deep, resonant 
  sonic wave that rolls like 
  deafening thunder away 
  from me. Although it can 
  be heard for 1 mile (1.5 km) 
  or more, those within short 
  range (except me) suffer 
  damage equal to 2 less than 
  the level of the spell.
  Color: Red
  Facet: Sound
  TIMEWORM VISION
  Level: 7
  I (and up to five other close beings that I 
  choose) see through time as well as space. 
  Thus, things that move leave afterimages 
  of where they were in the moment prior, 
  and the moment prior to that, making 
  them appear almost like worms writhing 
  through spacetime. In a crowd, this vision 
  is a jumbled mess that is difficult to make 
  sense of, but if there aren’t too many 
  moving beings or objects, it’s possible 
  to trace where someone came from. The 
  afterimages fade after about an hour, so 
  the “tail” of the timeworm fades, but the 
  trail can still be followed back at least 24 
  hours (more if Perception-based actions 
  are successful). I can focus on any single 
  afterimage to get a good idea of what was 
  happening in that particular moment. In 
  practical use, this spell allows me and my 
  allies to see where creatures have been 
  and what they were doing, if creatures 
  have passed through a particular area, 
  and even all the (recent) events that have 
  transpired in a particular area. 
  Depletion: 0–5 (check each hour)
  Color: Indigo
  Timeworms are sometimes called “world lines.”
  TIMEBLADE
  Level: 6
  I stretch out a handful of 
  time and shape it into a 
  blade. This weapon inflicts 
  damage equal to the level 
  of the spell by speeding 
  up time for whatever it 
  strikes, causing things to 
  wither and decay. It has an 
  enhancement of +1 die with 
  each attack.
  Depletion: Ends automatically 
  at the end of the current (or 
  upcoming) combat encounter 
  Color: Silver
  A THOUSAND 
  NEEDLES
  Level: 4 (+1 die)
  With a wave of my hand, 
  needles protrude from 
  within the body of a nearby 
  creature, inflicting damage 
  equal to the spell’s level. 
  They then shoot out, 
  inflicting 1 point of damage 
  to anyone close to the 
  original victim (except me).
  Color: Red
  THOUGHT  
  BECOMES MOTION
  Level: 4 (+1 die)
  With a slight direction from my 
  hand, I pick up and move a 
  nearby creature or object if 
  it weighs less than a ton. I 
  move it up to a long distance 
  each round as an action. As 
  long as the spell is active, I 
  can attempt to move different 
  things, but only ever one 
  thing at a time. As with most 
  psychokinetic effects, I cannot 
  use this to move myself.
  Depletion: 0 (check each use)
  Color: Green
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  VAMPIRE’S  
  BREATH
  Level: 1
  The smell of the grave hangs 
  heavy on my breath, startling 
  one close person I choose, 
  giving them a −1 modifier 
  on their next action.
  Color: Pale
  Facet: Death
  UNWHOLESOME 
  ALIMENT
  Level: 3 (+1 die)
  I conjure a small but delicious meal, 
  enough for one person. However, 
  I lace the food with magic that 
  can produce one of the following 
  effects on the eater:
  Deep sleep: Lasts for an hour.
  Sickening poison: Target suffers 3 
  damage and is at −1 to all actions 
  until damage heals.
  Confusion: Target suffers 1 mental 
  damage and cannot take actions 
  until damage heals.
  Color: Silver
  UNWANTED 
  REMEMBRANCE
  Level: 3 (+1 die)
  I make a person I touch recall 
  something from their past 
  that was disturbing or 
  disheartening. They are 
  distracted, and all their 
  actions are hindered by 1.
  Depletion: 0 (check each round)
  Color: Blue
  UNTO SHADOW
  Level: 3
  Shadows gather around me 
  like living things, and I 
  move with supernatural 
  grace and stealth. The next 
  related action gains +1.
  Color: Gold
  Facet: Night
  UNFIT VISIONS
  Level: 4 (+1 die)
  I touch a being that has eyes 
  and seal the eyes closed. 
  They cannot see.
  Depletion: 0 (check each round)
  Color: Gold
  UNBINDING
  Level: 6 (+1 die)
  I touch a person and undo 
  a magical effect that 
  has caused them to be 
  ensorcelled, cursed, or 
  suffering from some other 
  unwanted condition.
  Color: Invisible
  Facet: Metamagic
  The level of the effect is the challenge 
  here, not the level of the person.
  UNFAIR  
  EXCHANGE
  Level: 5 (+1 die)
  I hold a simple, non-dangerous 
  object in my hand and cast 
  this spell at a nearby being. 
  The object replaces an 
  item of my choosing in the 
  target’s possession, which 
  must be on their person 
  but not in their hands, and 
  it must be something that 
  I know they possess. I now 
  hold their object. 
  Color: Green
  Facet: Teleportation
  TWOFOLD OBJECT
  Level: 3
  I make a duplicate of a 
  mundane object that I can 
  hold in one hand.
  Color: Silver
  As described in the Key, most currency—orbs, 
  magecoins, bloodsilver, and so on—is magical and 
  thus can’t be created using this spell.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  VORAGINOUS 
  SPHERE
  Level: 7 (+2 dice)
  A small area I designate is 
  devoured by the Red, utterly 
  consumed. That area and 
  everything in it ceases to 
  exist, and reality adjusts 
  slightly to compensate for 
  the loss. Thus, the ground 
  seals up rather than leaving 
  a hole. Likewise with a wall. 
  There must be no beings in 
  the area when I cast the spell.
  Color: Red
  VOLUBLE 
  ACQUAINTANCE
  Level: 1 (+1 die)
  Someone who does not wish 
  to speak to me becomes 
  very talkative. They’re not 
  necessarily willing to say 
  what I want, but at least 
  they’re not reticent. 
  Depletion: Ends automatically 
  at the end of the interaction 
  encounter
  Color: Blue
  VIUAN’S  
  TELEOSIS
  Level: 1
  When I cast this on an object 
  I touch, the object becomes 
  a perfect form of itself. 
  When used properly, the 
  object adds +1 to the action 
  it is being used for.
  Depletion: 0 (check each use)
  Color: Gold
  VITIFEROUS  
  CURSE
  Level: 4 (+1 die)
  A creature I touch sprouts green 
  growths that quickly turn into 
  tiny vines. After an hour or 
  so, the vines begin to hinder 
  them, slowing movement by 
  half and bestowing a scourge 
  of −1 to all actions.
  Cut vines regrow. Taking a few 
  minutes to cut them all away 
  resets the process, and new 
  vines will hinder them in 
  about another hour.
  Depletion: When the curse is lifted
  Color: Green
  Facet: Curse 
  VIRTUOUS  
  COMPEL
  Level: 4
  A creature I touch becomes 
  inherently, sincerely more 
  helpful, loyal, generous, 
  and honest. Their mind is 
  still their own, however.
  Depletion: 0–5  
  (check each hour)
  Color: Blue
  VETANDA
  Level: 4 (+1 die)
  One nearby being can no longer 
  perform one specific action 
  that I name. In the case of 
  this spell, the specificity is 
  important. Make melee attacks, 
  cast spells, speak, or move from 
  where they stand are all viable 
  actions to name. Take offensive 
  actions, breathe, think, or move 
  a muscle are all too broad.
  Depletion: 0 (check each round)
  Color: Blue
  VENIFIC TOUCH
  Level: 3 (+1 die)
  I touch a living creature and 
  they are poisoned. They 
  take 1 point of damage and 
  continue to suffer 1 point of 
  damage each round as long 
  as I continue to successfully 
  affect them with a new roll 
  each round (not an action 
  on my part). If I fail a roll, 
  the ongoing damage stops.
  Color: Red
  VANISH FROM 
  SIGHT
  Level: 6
  With a flourish and (if I 
  choose) a puff of smoke 
  approximately equal in 
  size to me, I disappear, 
  becoming invisible.
  Depletion: 0 (check each round)
  Color: Grey
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  WINGS OF FEAR
  Level: 5 (+1 die)
  Wings made of dark strands 
  and screaming skulls 
  appear at my back, granting 
  me the ability to float and 
  hover in the air, moving no 
  more than a close distance 
  each round. Anyone who 
  can see me is so unnerved 
  that their next action is 
  hindered by 1.
  Depletion: 0–6  
  (check each hour)
  Color: Gold
  WINDOWS  
  TO THE SOUL
  Level: 3 (+1 die)
  I make it so that anyone who 
  looks into the eyes of a close 
  being that I choose (one that 
  has eyes, of course) knows 
  the thoughts of that being.
  Depletion: When the curse  
  is lifted
  Color: Blue
  Facet: Curse
  WIND’S BLADE
  Level: 4
  I conjure a knife or sword 
  made of swirling wind that 
  is as sharp as a razor. I 
  can use it to make a melee 
  attack equal to the spell’s 
  level that inflicts damage 
  equal to the spell’s level.
  Depletion: 0–4 (check at 
  the end of each combat 
  encounter)
  Color: Silver
  Facets: Air, Conjuration
  WHELVE
  Level: 5
  I use magic to protect my 
  secrets. I name a specific 
  secret, such as “I killed my 
  twin sister,” and all attempts 
  to use divinatory magic to 
  learn the secret fail. 
  Depletion: This spell lasts 
  until I die
  Color: Grey
  Facet: Metamagic
  WATER WHIP
  Level: 3
  I touch a container holding 
  water (at least as much as a 
  glassful) and pull a strand of 
  the water out like a whip. This 
  is a melee weapon of a level 
  equal to the spell’s level that I 
  can use to attack foes up to a 
  short distance away. It inflicts 
  damage equal to 1 less than 
  the spell’s level.
  Depletion: Ends automatically at 
  the end of the combat encounter
  Color: Gold
  Facet: Water
  WATCHMAN 
  WATCHING
  Level: 3
  I conjure a construct of pure energy 
  in the form of a male human of the 
  same level as the spell. He remains 
  near me at all times or he dissipates. 
  The watchman watches over me, 
  alerting me to threats as they arise. 
  He can see invisible things and is 4 
  levels higher than normal to notice 
  hidden threats. The watchman 
  does not attack but can help 
  defend me, granting +1 to all my 
  Dodge actions. The watchman can 
  also defend himself, of course.
  Depletion: 0 (check each hour) or 
  until destroyed
  Color: Invisible
  Facet: Conjuration
  WARPING  
  CONDUIT
  Level: 8
  I create a swirling vortex in the 
  air next to me. If anyone steps 
  through it, they step out at a spot 
  I chose when I cast the spell. 
  Stepping into that other vortex 
  brings them back to where I cast 
  the spell. The location of the 
  other vortex must be a spot on 
  which I have stood. In effect, I 
  create a two-way doorway from 
  one place to another.
  Depletion: 0 (check each hour)
  Color: Pale
  Facet: Teleportation
  WAKE THE DEAD
  Level: 4
  I animate a corpse. It becomes 
  a shuffling, zombie-like 
  thing 2 levels lower than 
  that of the spell. It obeys 
  my simple commands but 
  is next to mindless—more 
  like an automaton than a 
  creature.
  Depletion: 0–1  
  (check each hour)
  Color: Pale
  Facet: Death
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  
  TM and ©2019 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
  WITHIN  
  WITHOUT
  Level: 4
  I can fuse one willing creature 
  about my size or smaller 
  with my own body so they 
  are completely concealed. 
  They can take no actions 
  while in my space, but 
  when I wish it (or when the 
  spell depletes), they emerge 
  and can act normally. 
  Depletion: When the sun next 
  rises or sets
  Color: Gold
  WITCHSTEP
  Level: 6
  I think of a location where I 
  have previously stood, and 
  with a single step I stand 
  there once again no matter 
  how distant.
  Color: Green
  Facet: Teleportation
  Witch, as a term for a person who uses magic, is 
  rarely used anymore. However, as an adjective used 
  to describe magical things, it’s still very much in use: 
  witchgun, witchcoat, and so on.
  WITCHSIGHT
  Level: 4
  I think of a location where I 
  have previously stood and 
  can see that location as if I 
  were standing there again. If 
  I choose to see from where I 
  actually stand, the spell ends.
  Color: Indigo
  WINGS OF 
  PLENILUNE
  Level: 4
  Wings of softly luminous 
  moonlight sprout from 
  my back, granting me the 
  ability to fly as fast as I can 
  walk or run. They also give 
  off light like a lantern.
  Depletion: 0–1  
  (check each hour)
  Color: Gold
  
SOURCE: textdata/thevault/Cypher System/Invisible sun (cypher)/Decks/Spell-Deck-Self-Print.pdf