# Openquest 3rd edition SRD all spells cheatsheet plyr0 2026-03-06 ### Legend 1 - Magnitude; (no number) or 1+ - variable magnitude; T - touch; I - instant; Perm - permanent; D15 - duration 15 minutes; resistances: {P} - persistence, {R} = resilience, {D} - dodge; ## Personal Magic 1. Animal Whisperer 2 T - distressed animal calming 2. Babel 2 {P} - gibberish orders, unable to cast spells 3. Back Eyes 2 - allows Perception rolls and be aware of others behind them 4. Beast Call 2 I {R} - attract an animal 5. Befuddle 2 {P} - cannot cast spells and may only take non-offensive actions 6. Block Sense (Sense) 3 {P} - Blind/Deafen/Desensitise taste or smell/Numb touch 7. Call Spirit (Type) 3 {P} - summons a single spirit 8. Care 2 T - recipient under the care of the caster’s active Protection or Countermagic spells 9. Clear Path T - move through tangled, thorny brush as if they were on an open road 10. Coordination T - +10% to the combat order, +10% to Dodge or DEX based Athletics 11. Countermagic I - dormant until a hostile spell, blocks it 12. Cover Blind Side 1 - a target can react to attacks from behind or flank attacks 13. Create Charms Perm - an item that stores one or more Personal Magic spells 14. Create Magic Point Store Perm - creates an item which stores magic points 15. Create Potion Perm - liquids that store one or more Personal Magic spells 16. Create Scroll Perm - allows the caster to create a written version of the spell 17. Cushion Fall 2 - eliminates all falling damage for the recipient 18. Darkwall Area 5m, 2 - the light sources within a Darkwall area shed no light 19. Demoralise 2 {P} - the target has all combat skills halved and may not cast offensive spells 20. Detect (Type) 1, Concentration - spells that all allow the caster to locate the closest target 21. Dispel Magic I - eliminates other spells 22. Disruption I {R} - 1D4 points of damage per point of magnitude, ignoring any armour 23. Drive Out Spirit I, {P} - excommunicates a spirit 24. Dull Weapon - reduces the damage dealt by the target weapon by two points 25. Enhance (Skill) - spells, each of which adds +10% to non-combat skill 26. Extinguish I - puts out fires 27. Fanaticism 2 - close/unarmed combat skills increased by +20% but can’t cast spells 28. Farsight Concentration - caster’s field of vision +20 metres 29. Firearrow 2 T - the missile weapon deals 1D10 points of magical fire damage. sets on fire 30. Fireblade 4 T - the melee weapon deals an additional 1D10 fire damage, sets on fire 31. Fist of Gold - an illusion of 1D10 Gold Ducats 32. Fist of the Wind I - extra unarmed attacks 33. Frostbite 2 I {R} - deals 1D8 points of damage, ignoring any armour points 34. Glue T, Area - sticky glue, athletics roll vs. the magnitude x 10% to avoid being stuck 35. Harden 1 T - makes a target item unbreakable 36. Heal I T - repairs hit points, Mortal Wounds magnitude 6, Curing Disease or Poison 5 37. Hinder (Skill) Ranged {P} - spells, each of which affects a different skill. -10% penalty 38. Ignite I 1 - sets fire to anything flammable 1D6 per round 39. Ironmind 3 - adds 20 % to all Persistence tests or opposed tests vs. Influence 40. Leap T {D} - target to leap 2m up in the air for each point of magnitude 41. Levitating Disc Concentration, Area 1 per Magnitude - an invisible disc, carry a person 42. Light 1, Area 10 - on a physical object, sheds light across the area of effect 43. Lock T, Perm - gives an item a resistance to being opened equal magnitude x 10% 44. Mindspeech - allows a telepathy between the caster and any target 45. Mobility - per magnitude the target’s movement rate increases by an additional two meters 46. Multimissile T - one additional magical missile fires, when fired or thrown 47. Personal Insight 2 - gives a straightforward insight into, in the form of an internal intuition 48. Pierce T - the weapon ignores one armour point, when it strikes armour 49. Protection - the armour of the target gains one additional armour point 50. Push/Pull I {R} - moves an item either towards or away from them in a straight line 51. Read Emotion 1 I {P} - tells you what the true emotional state of the target is 52. Resist (Element) - a resistance against Air/Darkness/Earth/Fire/Water by 10% 53. Restore Energy I T - removes one fatigue level 54. Sap Energy I T {R} - adds one fatigue level 55. Scare 2 {P} - scares the target for 1D6 rounds, scared targets must withdraw from combat 56. Second Sight 3 - shows the POW of creatures/items, +20% bonus to detect hidden/magic 57. Slip 1 {D} - the ground is slippery as ice, the target falls over prone 58. Slow {R} - decreases target’s movement rate by 2m 59. Speedart 2 T - on a missile weapon, +20% to Ranged Combat and +3 damage 60. Spirit Shield - protects from magic point loss of a successful attack during spirit combat 61. Strength T - the damage increases by +1 and strength-based athletics tests are +10% 62. Talk to Animal 3 - the recipient can talk to any beast 63. Tongues 2 - allows to speak another language perfectly 64. Truth Seeker I - +10% to the next skill roll to discover lies, secrets or hidden objects 65. Unlock T I - a chance of opening a lock equal to the spell’s magnitude x 20% 66. Vigour T - the target’s hit points increase by +2 67. Vomit Ranged {R} - disables its victim for 1 round, on a fumble also deals 1D6 damage 68. Walk on (Element) 3 - allows to walk on the (Air/Darkness/Earth/Fire/Water) 69. Water Breath T - allows to breathe water 70. Weapon Enhance T - chance to hit +10% and deals one point of extra damage ## Divine Magic 1. Absorption D15 1+ T - absorbs incoming spells, converting them into magic points 2. Berserk D15 2 T - adds +50% to Close Combat, may not Parry, Dodge or cast any spells 3. Block Fertility 3 Perm - the recipient is unable to conceive 4. Breathe Water D15 2 T - allows an air-breathing creature to breathe water 5. Call (Elemental) 1+ Perm - summons and binds to the service an elemental 6. Call (Undead) 1+ Perm - reanimates a dead human corpse 7. Consecrate Area 1+ Perm - informs if a spell, spirit or stranger intrudes 8. Create Blessed Items Area 1+ Perm - creates items which store Divine Magic spell(s) 9. Create Idol 4 Perm - the idol stores the god’s spells, can be used to regain cultist’s spells 10. Create the Crystal Ship 4 - a magical vessel that sails through the air to a single destination 11. Dismiss Magic I 1+ Ranged - used against a target or a specific spell and as a reaction 12. Divination I 1+ - caster can ask a question of their deity 13. Divine Heal I 2 T - heals any lost HP, cures any natural disease and any deadly poison 14. Enhance Fertility 3 Perm - makes any one creature more fertile than normal 15. Enhance Unit 3 D6hours - a troop of up to thirty soldiers gain +1D6 damage 16. Excommunicate 5 Perm {P} - the target permanently loses all Divine Magic 17. Exorcism Concentration 3 - draws out a spirit currently possessing a mortal being 18. Extension DSpecial 1+ - lengthens the duration of any Divine Magic spell 19. Fear I 1 Ranged {P} - causes the target to become overwhelmed with fear 20. Find (Type) D15 1 Ranged - several spells, allows the caster to locate the closest target 21. Illusion D15 1+ Ranged - the illusion will seem real and solid 22. Invisibility 4 Concentration T Personal - the recipient is entirely invisible to sight 23. Jigsaw D6Hours 4 - the target falls to pieces and will die unless put back together 24. Lightning Strike I 1+ Ranged {D} - a bolt of lightning 1D6 damage 25. Madness I 1 Ranged {P} - the target loses contact with reality, becomes a gibbering loon 26. Mindblast I 1+ Ranged {P} - a penalty to the victim’s INT 27. Mindlink D15 1+ Ranged - allows a transmission of thoughts between participants 28. Miraculous Item D1Hour 1+ - creates items literally from nowhere 29. Mythic Journey D1Day 4 - opens a gate to a place in the Houses of the Holy 30. Mischief 2 T {P} - a minor trickster’s spell which afflicts target with a small curse 31. Puppet Concentration D6Hours 3 {P} - victim’s actions are controlled by the caster 32. Purity (Religion/Creed) 2 T - removes a perceived sin according to a particular religion 33. Quicksand Area 2 - creates a patch of quicksand 10m square 34. Radiant Appearance D1Day 2 - the recipient glows with a light, +50% to Influence rolls 35. Repair and Replace I 1+ - repairs broken crafted items, it also replaces missing parts 36. Reflection D15 1+ Ranged - reflects incoming spells, redirecting them at the original caster 37. Resurrect Concentration Special I 5 T - summons the deceased spirit to return to its body 38. Rout 3 - on no more than one hundred persons, they lose all cohesion as a unit and rout 39. See Past Area Concentration 2 - see the area as it was in any past point of time they wish 40. Shield D15 1+ - +1 Armour Point and provides a +10% bonus to any tests to resist magic 41. Soul Sight D15 1 T - shows the POW aura of anyone 42. Stink Bomb 1 {R} - covers in a noxious smelling gas 1D4 damage 43. Spirit Block D15 1+ T - spirits can’t touch the recipient of Spirit Block 44. Sun Disc 1 Ranged {D} - a disc of blinding light 45. Sunspear I 4 Ranged {D} - a shaft of light burns target for 4D6 damage 46. Sureshot D15 1 Ranged - on a missile weapon, the missile does hit successfully 47. Thunder’s Voice 2 - grants the caster a loud voice, +20% to Influence skill 48. Touch of Death 4 T I {P} - the victim falls dead 49. Treasury D1Day 4 - creates a secure room, for one day, to store valuables + magical alarm 50. True (Weapon) D15minutes 3 Ranged - roll the weapon’s damage twice and add the result 51. Ward Camp Area D8Hours 2 - protects a camp with an area of 50 meters squared 52. Wax Effigy 4 {P} - 1D4 damage per pin. The caster can attempt to kill the victim 53. Whirlwind 1+ D15minutes - whips up a whirlwind capable of carrying characters ## Sorcery 1. Animate (Substance) Concentration - it moves about and interact, albeit clumsily 2. Cast Back - shields the caster from hostile magic, sends it back to the attacking spell caster 3. Create Godform (Deity) T - assume the magical form of the deity, +20% in deity’s skills 4. Damage Boosting T - adds one point to the weapon’s damage 5. Damage Resistance T - ignores a damage smaller than the magnitude 6. Diminish (characteristic) (Pers/Res) T - a penalty to the characteristic 7. Dominate (Species) {P} - gain control over a creature belonging to a specific species 8. Energy Projection (Type) Ranged I {D} - a beam or a ball, damage = 2x magnitude 9. Enhance (characteristic) T - seven Enhance spells, a bonus to the specified characteristic 10. Fly Concentration {P} - allows to fly 11. Form/Set (Substance) I - allows the caster to shape solid or ethereal substance 12. Glow - a glowing point of light, can be cast on an opponent’s eyes 13. Hamper {R} - -1m from the Movement rate, -10% from a recipient’s order in combat 14. Haste - +1m to the Movement rate of the recipient, +10% to the recipient’s order in combat 15. Holdfast T - two adjacent ten centimetres by ten centimetre surfaces to commingle into one 16. Make Potion Perm - can store Sorcery spells in a liquid known as a Potion 17. Make Scroll Perm - items that store Sorcery spells 18. Make Spell Matrix Perm - items that store Sorcery spells 19. Mirage - the illusion will seem real and solid 20. Mystic Vision Concentration - allows the recipient to literally see magic 21. Neutralise Magic I - allows a caster to neutralise other spells, can be fired as a Reaction 22. Other World Portal (Other World) - a portal to a named Other World 23. Palsy {R} - paralyses the target 24. Poison Antidote - counteracts an antidote to any poison 25. Protective Sphere - create a sphere-shaped area of protection, defensive spells can be added 26. Remove Disease - purges the recipient of any disease 27. (Sense) Projection Concentration - projects one of casters senses, to anywhere 28. Sense (Substance) Concentration - useful for finding valuables from afar 29. Shapechange (Species) to (Species) {R} T - the living target will be biologically changed 30. Skin of Life T - protects the recipient from suffocation by air deprivation 31. Smother Concentration (Res Special) - the target will be unable to breathe 32. Spell Resistance - if Spell Resistance’s magnitude is greater, incoming spell has no effect 33. Spirit Resistance - the spirit cannot touch the recipient 34. Summon (Other World creature) {P} - summons one Other World creature 35. Tap (characteristic) Concentration {P} T - strips a target of characteristic points forever 36. Teleport I {D} - moves their self or a target, instantaneously, to anywhere 37. Time Travel (Time Period) I - transports the caster and creatures to a named time era 38. Treat Wounds I T - for every point of magnitude of this spell the caster can repair one HP 39. Venom (Res Special) T - infuses the target’s body with a magical poison