Wednesday, January 28, 2026

Seven Spells of Hubris

 Some, supped on modern notions, think it is mere superstition that turns common folk against the wizardry. Wizards, they say, are explorers of mental frontiers, scientists before the age of reason. Provincialism, small-mindedness, religious dogma (they continue)- these are the fuel for the pervading bias against the wonder workers who would change the world for the better if simply allowed to complete their studies and present their miracles to a grateful world.

You can tell these people have never had a wizard move into the nearby swamp or wood or towering mountain, have never seen what happens next as the wanton seeker-of-powers raises their sight to the heavens and sets aside notions like "humanity". The fact of the matter is that no one can hold a thought that can kill without it effecting how they deal with mere mortals.

Any miracle is alienating, but the spells of the infamous archmage Hubrisian are life changing. A wizard moving into your domain is a problem, if they have one of the spells of Hubris, it is a disaster.

Alberich puts on the Tarnkappe and vanishes; illustration by Arthur Rackham

Seven Spells of Hubris

The general advice is to not let a class feature or spell completely solve a problem, as it removes that challenge from the experience of playing the game. The Spells of Hubris break that advice, they are world-shattering to wield, too dangerous for anyone to be trusted with. Each removes a class of problem and replaces it with first "how can I conceal that I have this ability" and then "how do I stop of coalition of neighboring kings, errant worthies, and jealous rivals from knocking my tower down and burning my bones to ash?".

Compulsion

[dice]-2 (minimum 1) targets must save or follow any and all commands you give them in the next 10 minutes, however long that takes, so long as they are not suicidal.

  • If cast with at least 2 MD, you may command the target's bodily functions beyond their conscious control. "Forget that we ever had this little chat" is usually obligatory.
  • If cast with at least 3 MD, even suicidal commands are followed.

Destruction

Pointing with your index finger, create a cone that annihilates everything you point at, with a length of [sum]*5 ft and a vertex angle of 30 degrees. If a living creature is within 5 ft of the edge of the cone, they may save vs death. Other creatures in the cone are totally destroyed. Inanimate objects, including walls and floors, are likewise removed. The cone begins immediately beyond the caster's skin, with even gauntlets show a pinprick hole. This spell is accompanied by a great wind whooshing to replace the destroyed air.

Teleportation

You and up to [dice] companions may teleport to a location within [sum]*10 miles. If you have a specially prepared location, dectuple the range limit. Certainly the most annoying kind of wizard to root out.

Resurrection

Restore to life someone who died in the last [dice] days, healing up to [sum] damage they received.

Fabricate

Turn [sum] slots of equipment into an equal number of slots of similarly-shaped gear, or spontaneously generate [dice] slots. Lead coins into gold is the classic use, but staves into spears, statues into living creatures, and water into wine are all possible.

Immunity

Invest [dice], losing those MD until you choose to end the spell. You become immune to [dice] sources of harm, but gain a vulnerability to an equal number of harmless substances in their place.

Invisibility

Go unseen for [sum] hours. Attempts to detect you with other senses have a [dice]-in-6 chance of failing if you do not wish to be sensed.

Having these powers will give you the urge to change, both who you are deep down, but also how you interact with the people in the world around you. Give in to that urge. Leap, then look. Grasp at straws. Bite off more than you can chew, then chew like hell. If you're not willing to do that, you have no business learning Speak With Walls or Cid's Acrid Dart in the first place.

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Seven Spells of Hubris

 Some, supped on modern notions, think it is mere superstition that turns common folk against the wizardry. Wizards, they say, are explorers...