Table of Contents
Rules - 1
Traits - 5
Talents - 7
Skills - 9
Spells - 15
Items - 21
Welcome to Mirage!Mirage is a lighthearted, social, easyto learn and play game, focused onstorytelling, roleplay, improvisation,imagination, and creativity. Yourgoal is to make up and play out a funstory.
How to PlayOne of the players will be a GameMaster (GM) - he is the narrator ofyour story, he creates the worldaround you and plays the part of allthe non-player characters (NPCs).
The other players are characters inthis make-believe world. The GM willdescribe where these characters areand what is happening around them,and the players will play out scenesin these situations.
You will pretend to be yourcharacter. You describe what theysay and do, react the way they wouldreact, playing their role like an actor.You will tell the GMwhat you want todo. It can be anything you canimagine - talk to other characters,attack an enemy, buy an item, cast aspell, etc. Then the GM will use therules of the game and hisimagination to tell you the result ofyour actions.
You will grow more powerful byacquiring cool items, learning newskills and spells, and gaining newtraits. You will creatively use thenewly gained powers on youradventures to overcome challenges,defeat the enemies, and completequests. If you’re smart and inventive,you will return home victorious andwith a great story to tell!
What you need to playCharacter sheet, four 20-sided dice,8 tokens (use poker chips or coins).
Character Sheet OverviewTraits - who you are.Talents - what you’re good at.Abilities - cool stuff you can do.Inventory - cool stuff you have.
Vitality Tokens (VT)Vitality tokens represent the amountof health and energy you have.
Spend VT to use your talents andabilities. Gain VT by using your traits.
When something hurts you, you losevitality tokens. If you run out ofvitality - you pass out, leaving you atthe mercy of your enemies.
You can have at most 12VT. You startwith 12VT, you restore back to fullafter you rest between adventures.
InventoryIn your inventory you carry magicitems, potions, weapons, and otherequipment. You can find items onyour adventures, or receive them aspayment for completing quests.
You can carry at most 12 items. Youdon’t need to keep track of mundaneitems (food, regular clothes, ammo,etc.), assume that your character hasthe items it makes sense for them tohave (an archer would have arrows,a thief would have lock-picks).
Items have 4 levels: Nifty, Cool, Epic,Supreme. Higher level items aremore powerful, valuable, and rare.
You can trade 3 nifty items for a coolone, 3 cool ones for an epic one.Supreme items are priceless and canonly be found on adventures.
Everything that deals damage deals3 damage, unless stated otherwise.
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TraitsImportant personality traits - values,ideals, ambitions, flaws, fears.
You gain 3VT every time you actaccording to one of your traits in away that introduces a complication,puts you at a disadvantage, makesyou vulnerable, or otherwise makesthe story more dramatic or exciting.
TalentsThings your character is particularlygood at. Without the relevant talentyour character is as good at doingthings as an average person.
Spend 1VT to use a talent and gainadvantage on your dice roll.
AbilitiesExtraordinary abilities, cool thingsyou can do. Spells you can cast andthe non-magical Skills you can use.
Spend VT to use them. The cost ofusing an ability is represented likethis:
Character CreationPick 2 Traits, 2 Talents, 4 NiftyAbilities, and 4 Nifty Items.
Character AdvancementAt the end of every session you gainone new trait or talent, and onenew ability or an item. The level ofan ability/item is decided by the GM- more advanced characters getmore powerful ones.
Spellbooks and Skillbooks arespecial items that allow you to learnnew abilities. Trade items, useSpellbooks and Skillbooks to to learnnew Abilities.
Rolling DiceWhen you attempt a task that isdifficult or risky, the GM can tell youto roll a 20-sided die. If your roll isequal to or higher than the targetnumber (set by the GM dependingon the difficulty of the task) - yousucceed at a task, otherwise you fail.
On a failed roll, GM can offer you toreroll the dice, at a cost of sufferinga negative consequence, setback,complication, or taking a riskieroption.
If you roll a 20 - you succeed in anexceptionally spectacular way, theoutcome is extremely favourable toyou. If you roll a 1 - you fail andsuffer a severe setback (loseequipment, take damage, or facesome other misfortune).
You can improve your chances byrolling with advantage. That meansyou roll multiple dice, and take thehighest number.
You roll with advantage when youuse a talent relevant to the taskyou’re attempting. If you want to usemultiple relevant talents - roll anextra die for each one, up to themaximum of 4.
Custom PowersYou're highly encouraged to makeup your own traits, talents, abilities,and items. Use the lists of premadeones for inspiration, have fun beingcreative and coming up with newawesome and unique powers! Youcan also adapt them from any othergame, book, or a movie.
Show your new powers to the GMbefore the game to make sure thatthey approve.
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3
Rules for the GMMirage is a long-form improv game.Your goal is to create a fun storytogether with your players.
To play the game you need anadventure. Make up your own, oruse a premade one. Find a collectionof premade adventures and theguides on creating your own here:https://rpgadventures.io
Before the game - help the players tounderstand the rules and createtheir characters.
During the game you tell playerswhat’s going on around them, askthemwhat they want to do, and thenuse your imagination and results ofdice rolls to describe consequences.
Give the players a task to accomplish(find the treasure, defeat a monster,save the princess). Put challenges ontheir path, obstacles to getting whatthey want. Watch them find creativeways to overcome them.
Imagine how the world responds totheir actions, create and describeinteresting consequences, add funcomplications. Play the role of allNPCs like an actor, respond to whatthe players do the way thesecharacters would respond.
Don’t over-prepare, don’t try to forcepreplanned outcomes. Play to findout what happens. “Yes And” players’ideas - let them take the story intheir own direction, then build ontop of their ideas.
Bring the story to an awesome,dramatic, satisfying conclusion. Likean epic climactic showdown with theantagonist. Watch the heroesovercome their biggest challengeand reach their goal.
Rolling DiceTell the players to roll the dice onlywhen both succeeding and failing atthe action could each contributesomething interesting to the game.The situation always changes after aroll, for good or ill, each outcomepushes the story forward. If thefailure doesn’t lead to interestingconsequences (“nothing happens”) -don’t call for a roll, just make thejudgement yourself.
Before the roll, set the targetnumber the player needs to beat inorder to succeed at a task. Make ithigher or lower depending on thedifficulty of the task.
If the player fails at a roll - you canoffer them to reroll the dice at thecost of suffering some negativeconsequence/complication/setback(take damage, lose an item, losetime, attract unwanted attention,give the enemies an opportunity toadvance, cause collateral damage,etc.), or taking a riskier option .
When the player uses a talentrelevant to the task they’reattempting, comes up with anawesome creative idea, or has anamazing roleplaying moment - tellthem to roll with advantage.
Split interesting tasks into severalrolls, resolve simple tasks in one(Picking a lock is a single roll. To opena bank vault you might want to rollfor disabling the alarm, breaking thelock, hiding from the guard patrol.)
Don't call for a roll just to see if thespell or attack fails - weapons dealstatic damage and hit automatically,spells always do what thedescription says. Roll only when it'sextra difficult or risky, when it's funto see an unpredictable outcome.
3
ConsequencesUse your judgment and commonsense to decide what happens as theresult of players’ actions. If you werewatching a movie, and this characterhad tried to do what the playerwants to attempt, what do you thinkwould happen?
Follow the rule of cool. The moreawesome, creative, or funny theplayer’s idea is, the more likely it is towork.
Don’t be afraid to add complications,unexpected negative consequences,tension, drama - it’s good for thestory (“You have successfully killedthe guard, but someone has seen itand is now running to raise thealarm.”)
Awarding VTAward VT when the player uses theirtrait to make the story moreinteresting and exciting. You’re freeto decide whether the player’s actionearns them VT. When you see anopportunity for the player to use atrait - suggest it to them (“You seesomeone in danger. If you risk yourlife to help them, you will gain 3VT.”)
If you want players to have more VTto play with - award it for awesomeideas, jokes, roleplaying moments.Or just let them find a Vitality Potion.
Awarding Abilities and ItemsAt the end of the session give eachplayer something cool as a reward.Give Nifty items to novice characters,give more powerful ones after theyare a bit more advanced. GiveSupreme powers on specialoccasions, at major storymilestones.Make receiving the Supreme powera part of the story, a meaningful andexciting moment in the adventure.
Creating NPCsCreate NPCs the same way playerscreate characters. Select a fewabilities and items, come up with aname and a description.
NPCs don’t use traits to recover VT.Give them more or less VT based onhow powerful you want them to be.
Friendly NPCs can offer to trade theiritems with players, or give them as areward for completing quests.
Important enemy NPCs can belooted after they’re defeated, eachplayer gets one item they’ve had.
Running CombatDuring the action scenes, playerstake turns describing what they do,then you take a turn for every NPC.
During their turn, they can moveand take one action (attack, cast aspell, drink a potion, etc).
You don’t have to run combat blow-by-blow if it doesn’t feel dramaticallyinteresting and entertaining. Youcan resolve the whole fight in oneroll, or in multiple stages - each roll isfor a decisive moment in the conflict,not an individual action. Ask theplayers how they want to fight, roll tosee who wins, narrate the result. Ifthe players lose - they can end up ina more difficult situation, lose VT, orbe at the mercy of their enemies.
Custom PowersEncourage the players to invent theirown traits, talents, abilities, anditems. Brainstorm them together.Make sure that abilities/items aren’ttoo game-breakingly overpowered.Make sure that traits create rightincentives, encourage players to dothings you want to see in the game.
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PeacemakerGain 3VT every time you find a non-combat resolution.
CompassionateGain 3VT every time you spare a life.
HeroGain 3VT every time you risk your lifeto protect someone.
DetectiveGain 3VT every time you solve adifficult puzzle or figure out a secret.
CelebrityGain 3VT every time you become thecenter of attention in a crowd at abad moment, when your vanity putsyou at a disadvantage.
AmbitiousGain 3VT when you make a sacrificeto achieve your life’s ambition.
SelflessGain 3VT every time you makepersonal sacrifice for the good ofsomeone else.
Important RelationshipsGain 3VT when some important ordifficult relationship in your life (to aperson or a group) makes your lifemore complicated.
HonestGain 3VT when your honesty getsyou into trouble.
OathYou have sworn an oath. Gain 3VTwhen following it makes your lifemore complicated.
IrreverentGain 3VT every time you challengeauthority (like threatening someonetoo powerful) and it puts you at adisadvantage.
FearlessGain 3VT when you do somethingyour character fears the most.
NotoriousYou are very well known. You’rehated or loved by a group of people.Gain 3VT when this makes life moredifficult for you.
RivetingGain 3VT every time your actionsevoke a specific emotion or reactionfrom the other players. Pick onereaction, for example “Aww!”, Face-palm, Fist-shaking, Shiver of terror,Fist-pump, “Nooo!”, Getting a laughfrom the group, etc.
Team PlayerGain 3VT when you risk or sacrificesomething to help another player toaccomplish something they want.
LoyalGain 3VT when your loyalty makesyou vulnerable.
Open MindedGain 3VT when your character learnsa valuable lesson that changes themin some significant way.
EvocativeGain 3VT when you have a reallytouching, emotional, dramatic scenethat makes other players feel andcare about your character.
Traits
5
CuriousGain 3VT when following yourcuriosity gets you in trouble.
EccentricGain 3VT when your eccentric orquirky behavior puts you intodifficult social situations.
TroubledGain 3VT every time indulging in oneof your flaws/impulses/temptationsputs you at risk/disadvantage, leadsto a setback/complication, costs yousomething important, makes you actagainst your best interests, makesyou suffer a negative effect for thegood of the story. Specify one flaw.Arrogance, Greed, Ignorance,Recklessness, Social Awkwardness,Addiction, Indecisiveness, ShortTemper, Biggest Fear, etc.
PrudentGain 3VT every time you resist atemptation and forego some short-term benefit for the greater good.
IdealistGain 3VT when your devotion toyour ideals makes your life morecomplicated.
High ConceptGain 3VT when you make the storymore exciting by acting according toa unique and pithy one-liner thatbest describes your characterconcept (Broken Heart, My favoritedish is Revenge, Sucker for a PrettyFace, The Boy Who Lived, PoshGoblin, Price Tag on My Head,Amnesiac, Cop on the Edge, Mama'sBoy, Paranoid, Righteous Zeal,Morbid Curiosity, Irresistible Beauty,Looking for True Love, etc.)
OptimistGain 3VT when your unreasonablyrosy view of the world makes youvulnerable.
Troubled PastGain 3VT when something from yourpast comes back to haunt you.
SupportiveGain 3VT when you make anothercharacter look awesome, when youractions put them in an epic situation.
InventiveGain 3VT when you find a way to usethe environment around you insome creative or unusual way.
PoetGain 3VT when you describe what’sgoing on in a rhyming verse or alimerick.
GullibleGain 3VT when you put your trustinto the wrong person.
GenerousGain 3VT when your generosity costsyou something of value.
Drawbacks of the TalentGain 3VT when one of your Talentsresults in a shortcoming or creates acomplication (Strength - your bigmuscles might make it difficult tocrawl through a narrow space.Intimidation - you might scare thetarget too much, Investigation - youmight find it hard to resist going intodanger to look for clues, AnimalHandling - you might like a weirdmonster too much, etc.)
Traits
6
You're as strong as a bodybuilder.Good at lifting and destroying things.
You are very flexible and fast, goodat jumping, climbing, gymnastics.
Unbendable will and resilient body,you can survive in difficult situations.
You have keen senses, allowing youto notice subtle and hidden things.
You are very good at understandingpeople, figuring out their intentions,reading social cues.
You are charming, likable, eloquent,good at convincing people.
You are cunning, remarkably good atlying, trickery, pretending.
You’re good at influencing peoplethrough threats and inspiring fear.
You've got good game.
You’re great at inspiring people tofollow your vision.
You’re great at solving problemsthrough non-violent means.
1Agility
1Toughness
1Perception
1Insight
1Persuasion
1Deception
1Intimidation
1Seduction
1Leadership
1Strength
1Diplomacy
You are very good at sneaking,hiding, avoiding unwanted attention.
You’re good at manual trickery,physical forms of deception:stealing,planting, concealing, smuggling.
You’re good at avoiding naturalhazards and navigating wilderness.
You are good at dealing withanimals.
You understand medicine, knowhow to treat wounds and diseases.
You have deep understanding ofmagic and arcane arts.
Recall facts about the world.
You understand religions and godsof the world.
Delight audience with your acting,storytelling, dance, other forms ofentertainment.
You have excellent combat skills.
You are an excellent marksman.
1Stealth
1Sleight of Hand
1Nature
1Animal Handling
1Medicine
1Arcane Knowledge
1Lore
1Religion
1Performance
1Melee Combat
1Ranged Weapons
Talents
7
You’re good at understandinglanguages.
Find subtle clues, notice details,make deductions.
Gather information from rumorsand interrogation.
Find information quickly from booksand documents.
Use people's weaknesses againstthem to obtain money, information,goods, etc.
Convince people to trade and getbetter deals.
You’re good at putting togethermakeshift devices.
You have good insight into politicalalliances, motivations, plots.
Forge items, documents, or art.
Pick simple locks.
Conceal your identity with makeup,clothes, and overall appearance.
1Linguistics
1Investigation
1Gather Information
1Research
1Con Artistry
1Bartering
1Crafting
1Politics
1Forgery
1Lock Picking
1Disguise
Move out of the way of danger andkeep from getting hit.
Find your way in the wilderness. Youcan avoid natural hazards, find theclosest shelter, oasis, nest of ananimal.
You can follow tracks and identifywhat kind of creature has left them.
You can drive/pilot any vehicle.
You know the answers to questionsrelated to natural science.
You can create, find, disarm traps.
You are good at a profession of yourchoice. You get advantage on all rollsrelevant to your area of expertise.
You get advantage a roll when you’reacting according to one trait of yourchoice (choose one of the traits youalready have). When using this talentto gain advantage, you don’t gain the3VT that using a Trait usually givesyou, instead you just spend 1VT onusing this talent.
1Dodge
1Navigation
1Tracking
1Vehicles
1Profession
1Scientist
1Traps
1In Character
Talents
8
Invent a local saying and use it inyour conversation with the NPC. Itallows you to blend in and appear asa member of the social group NPCbelongs to, gaining their trust.
Tell a local myth to the NPC, andexplain what the lesson of it is ("Giverefuge to strangers", "Help others","Don't lie", "Forgive people", "Be afair dealer", etc). NPC will complywith reasonable requests that are inline with the lesson.
Bolster the spirits of your party bygiving an inspiring speech. Whencompleted, your party recovers 3VT.
You sing a song that kindles strongfeelings in the friendly/neutral NPCsnearby (you need to sing a song atthe table). This will influence themood of the people around you tothe one of your choice (happy,somber, proud, indignant, etc.)
Any facts and figures you make upduring the debate will sound veryconvincing.
You’re extremely good looking.Spend 1VT to dazzle someone withyour beauty.
You grapple the opponent of yoursize or smaller. You can hold themfor up to 5 minutes.
1Act like you belong
1Tell a Tale
1Inspiring Speech
1Folk Song
1Cheater’s Debate
1Handsome
1Grapple
You’re on good terms with a group ofpeople of your choice. They’ll dotheir best to help you to the best oftheir ability.
If the creature doesn't notice you,your attack deals double damage.
When camping in the wilderness,use the nearby flora to build ashelter. It hides your presence fromthe hostile creatures, and gives youan early warning about theirapproach.
Scavenge a nearby area and find aplant-based remedy for an ailment.You find enough for a single dose.The remedy cures temporary illnessand eliminates poison.
Fix a broken mundane object.
For the next hour you can’t get tiredfrom physical exertion.
Double the effectiveness of heavyarmor.
When someone deals you damageyou can attack them back right away.
When you’re playing a musicalinstrument - roll the dice. If you rollabove 10, everybody around youcan’t resist dancing.
1Connections
1Build Shelter
1Remedy
1Mend
1Resilient
1Heavy Armor
1Sneak Attack
1Counterattack
1Musician
Nifty Skills
9
You’re always prepared! Searchthrough your pockets and find anymundane item of your choice.
Spread any rumor. Say a couple ofsentences, and they go viral. Noteveryone believes them, buteveryone is talking about them.
You have perfect memory.
For the next hour you can run as fastas a horse.
For the next hour you can see inpitch darkness as if it’s an overcastday.
You have superhuman vision, youcan see the tiniest objects extremelyfar away.
You have hypersensitive hearing.Hear things that are very far away,hear through walls.
Your flawless manners and elegantdemeanor make you appear richand high status.
Jump up to 6 meters forward and 4meters upward in any direction.
Shoot around the corners bybouncing arrows off the walls.
1Boyscout
1Spread the Word
1Eidetic Memory
1Sprinter
1Owl’s Ear
1Eagle Eye
1Darkvision
1Aristocrat
1Leap
1Ricochet
Speak a simple two-word command(approach me, drop item, flee, falldown, etc), and a target creature willobey.
Your smell, behavior, or appearanceare so repulsive that nobody wantsto attack you. Roll the dice, if you rollabove a 10 you can make your targetpuke.
Make a joke or a horrible pun, rollthe dice. If you roll above 10, yourtarget can’t stop laughing for thenext 10 minutes.
You can speak with animals.
Figure out properties of an objectand how to use them. Learn whetherthe object is affected by spells andwhat they are.
Figure out the creature’s strengths,vulnerabilities, special powers.
You can do what David Blaine cando. Any simple magic trick that isn’tactually magical in nature.
Smash your weapon into theground, knock down everyonearound you.
Notice all the imminent threatsaround you.
1Command
1Yucky
1Joker
1Pet Pal
1Identify
1Examine Creature
2Magic Trick
1Battle Stomp
1Sense Danger
Nifty Skills
10
For the next 10 minutes you can castspells in a way that is undetectableby the people around you.
You can brew poison from commoningredients.
Once per day you can craft a simplemundane item.
If you're caught doing somethingprohibited - you can come up with agood excuse and talk your way outof the situation.
Determine the exact cause and timeof it’s death.
You can carefully stalk a chosentarget without getting noticed.
Prepare an ambush. When youattack the target they will besurprised, and everyone in yourgroup can take an action before theyreact.
You can make a weapon out ofanything. The improvised weapondeals 4 damage, and is usable in onefight.
Your insults deal 4 damage (youneed to come up with a clever andoriginal insult every time you usethis skill.)
2Brew Poison
2Craft an Item
2Talk your Way Out
2Examine Corpse
2Stalk
2Ambush
2Improvised Weapons
2Stealthy Spellcasting
2Sick Burn
When you’re inside a building or acave you can make a loud noise andinterpret the echo, giving you avague overview of the shape of thelocation.
If your ally has just passed out, youcan awaken them, leaving them withone VT.
Make yourself appear threatening,making all the nearby non-magicalcreatures run away.
Attract the attention of all theenemies. They will attack youinstead of your friends until thebattle is over or they take damagefrom someone else.
Parry a physical attack against you.
When investigating a crime scene,you can discover an important clue,a motive of the criminal, or wherethey’re headed next (choose one).
Allows you accurately shoot at thetiny objects extremely far away.
Allows you to shoot twice duringyour turn.
You can craft a mask like in MissionImpossible.
2Echolocation
2First Aid
2Frighten Animals
2Provoke
2Parry
2Investigate
2Deadeye
2Quickshot
4Impossible Mask
Cool Skills
11
Tell an amazing tale from your pastadventures. Roll the dice. If you beat15, everyone believes you 100%. Ifyou beat 10 - people are entertainedand you are now well liked. If you rollbelow 10 - they consider you a liarand a charlatan.
You can flawlessly portray anydramatic emotion. Anyone who seesyour performance will believe thatyou’re completely sincere.
Conceal an object of your choice, itwill be impossible to discover thatyou have it until you use it.
Destroy any object up to the size of abarrel in one hit (if it’s not being heldby someone).
Use your melee weapon to deflectany attack (including magical ones)back to it’s target. Roll the dice. If youroll above 10 you succeed, otherwiseit’s just dodged.
You are extremely convincing. Youcan suggest a course of activity(limited to a sentence or two), andthe target person will purses thecourse of action you described to thebest of its ability. The suggestionmust be worded in such amanner asto make the course of action soundreasonable.
Appear to be dead for the next 30minutes.
2Tell the Tale
2Actor
2Conceal Object
2Smash
2Deflect
2Suggestion
2Fake Death
You gain advantage on all rolls whenyou have 4VT or less.
Give your friend a compliment, andthey will have an advantage on thenext roll.
Say something bad about a person,and your target will be hostiletowards them.
Recruit a nearby animal, they willfollow your orders to the best oftheir ability. It can't be smaller than amouse or bigger than a horse. Youcan have only one animal partner ata time. If you get separated, it will tryto find you. They have 6 HP and canmake basic attacks for 2 damage. Ifthe animal is hostile towards you - itwon’t follow your orders, but youcan calm it down.
When you quickly wave a badge or adocument in front of someone, it willappear to be whatever credentialsthey expect to see in this situation.
Give a profound and inspiringspeech, making the target personact in alignment with their values.They will stop doing anything theyfeel guilty for, and will do their bestto do the right thing. Lasts a day.
Say or do something so confusingthat the person’s thinking will beextremely slow while they’reprocessing it.
2Live on the Edge
2Inspire
2Gossip
2Animal Buddy
2Authority
2Remoralization
2Confuse
Cool Skills
12
Place a bounty on an ordinaryperson (not a king or a villain). Offera valuable item as payment (a coolone or better). Roll the dice. If youroll 10 or - the deed will be done bythe end of the game. If you rollbelow 10 - the target learns aboutthe bounty and places one on yourhead.
Command a nearby commoner toassist you. They will follow yourcommands to the best of their abilityfor the next day.
Once per day you can brew any Niftyor Cool potion.
When in the wilderness, you canbuild a distress signal that can beseen by Rangers. Within the nextday, you will meet an NPC Rangerwho comes to your aid.
You can read social cues so well thatyou can determine whethersomeone is lying to you, whethersomething odd is going on, or toassess someone’s trustworthiness.
Use two weapons at the same time.
You’re amazing at flattering people.When compliment someone, theycan’t help but to like you.
Brew a potion with the effect of anyNifty or Cool spell (takes 3 hours).
3Place a Bounty
3Recruit
3Brew a Potion
3Distress Signal
3Sense Motive
3Dual Wielding
3Silver Tongue
5Potion Master
You can use any creature or anobject as a thrown weapon. You canalso throw them carefully, in a waythat doesn’t deal damage.
You can do anything Jackie Chan cando. You are a true ninja. Run onwater, run on walls, instantly masterany combat tactic you see. You nolonger suffer falling damage.
Your eyesight and hearing aresupernaturally sharp. You can hearthe quietest noises, see the tiniestdetails extremely far away.
Once per day through the sheerforce of will you can restore all ofyour VP, but in an hour it will dropdown to 1 from the exhaustion.
Infiltrate the person's office orhome, and use your skills to revealone of those things: The identity ofan important associate, a locationthey will travel to (with the time anddate), a secret that would embarrassthem if revealed, their true feelingsabout you or your party, who they’reloyal to.
You can choose one favoriteweapon, doubling it’s damage whenyou use this skill.
Ask around, and people will do theirbest to help you find an item, aperson, or a creature.
3Throw Anything
3Martial Arts Master
3Super Senses
3Final Push
3Gather Intel
3Bond with a Weapon
3Track Down
Epic Skills
13
You are superhumanly strong, likeHulk or Mr. Incredible.
You are capable of superhuman,spider-man-level acrobatics.
You find an aspiring adventurerlooking to gain some experience.They will follow you around and dotheir best to obey your orders andprovide assistance.
You can create a fake identity of apowerful or a high status person. Itcan’t be the already existing person(like a King). It allows you to enterrestricted areas, give orders topeople below your station, live lavishlifestyle.
You’re the best in the world at aprofession of your choice.
You are so horrifying you can breakthe wills of most people andcreatures.
Give a life-changing speech. Altersone of the person’s fundamentalvalues, can turn an evil person goodor flip an enemy to your side.
You can use do whatever a modernforensics lab can do.
4Hulk
4Spider Man
4Find an Intern
4Impersonation
4Master
4Horrifying
8Value Change
4Forensics
You can learn any complicated taskjust by watching someone do it.You’ll be able to perform it for thenext day.
Once per month you can invent andcraft a fantasy equivalent of any itemfrom our world.
Your weapon is infinitely sharp andcan cut through anything.
You are the best liar in the world,you can convince almost anyonethat almost anything is true.
You are well known. You can choosewhat reputation you have in thisregion (Hero, Villain, Philanthropist,Sex Symbol, etc.)
You can live a lavish lifestyle and dowhat a rich person can do (you can’tuse this skill to gain items, only forroleplaying).
You take only half the damage fromphysical attacks.
You take only half the damage fromspells.
Once per session you can imbue anon-magical item with the power ofa spell you know.
4Quick Learner
4Craft Anything
4Master of the Blade
4Master Liar
4Fame
4Wealthy
1Magic Resistance
4Artificer
1Tough as Nails
Supreme Skills
14
Create an illusion of an object (nolarger than a barrel) or a soundwithin 50 meters, in your line ofsight.
Create a field of magical darkness 10meters in diameter.
Telepathically send a message to thenearby creature, they can respondback.
The person regards you as theirfriend for 1 hour. When the spellends, they know they’ve beencharmed.
Summon a small creature who willbe your pet and a friend. You cancommunicate with it telepathically,give it commands, see through itseyes, hear what it hears, cast spellsthrough it. If the creature takesdamage it disappears until youresummon it.
Turn an object into any mundaneobject of the same size made out ofthe same material.
Use nearby grass, vines, and treebranches as if they were your ownlimbs.
Quickly dig a hole or a tunnel.
1Minor Illusion
1Darkness
1Message
8Summon Familiar
1Transfiguration
1Intwine
1Charm Person
1Dig
Slowly levitate small objects.
Sets stuff on fire. Hold in your handas a light source. Deals 2 damage.
Freezes liquids, covers objects withice, creates ice on the ground (cando what Frozone from Incrediblescan do).
Create an ice wall, 10x10 meters.Window is optional.
You create an illusion aroundyourself - an appearance of anyperson you’ve seen. Lasts 1 hour.
You can target an area (5x5 metercube) of loose earth, you caninstantaneously excavate it, move italong the ground, and deposit it upto 5 meters away.
For the next 20 minutes you canwalk on any surface at any angle as ifit was regular floor.
Create a jet of wind powerful enoughto knock people off their feet.
Propel the target object or creature(including yourself) directly upwards(up to 20 meters).
1Minor Telekinesis
1Small Fireball
1Freeze Pulse
1Disguise Self
1Mold Earth
1Walk on Walls/Ceiling
1Wall of Ice
1Jet of Wind
1Ascend
Nifty Spells
15
Slows down your fall to the speed ofa falling feather.
Cause up to 10 words to form in thesky you can see (made of clouds).
Set an alarm against unwantedintrusion. Choose a door, a window,or a 10x10 meter. Until the spellends, an alarm alerts you wheneveranyone enters the warded area.
No sound can be created within orpass through a 10-meter-radiussphere centered on a point of yourchoice. Lasts 1 hour.
Create a floating weapon that can flyup to an enemy and make a meleeattack. Deals 4 damage. Lasts 1minute.
Make the object or a creature growor shrink to 4 times it’s size.
Make an object invulnerable todamage for the next day. Make awindow, door, or an object (like achest) impossible to open. You knowthe password that unlocks it.
Once per session you can replace a20 roll with a 1 or vice versa.
Dispels magical effects and orenchantments on a target.
1Feather Fall
1Skywrite
1Alarm
1Shroud of Silence
1Spectral Weapon
1Enlarge/Reduce
1Protect
1Change Luck
1Dispel Magic
Summon a cloud that will float abovethe target's head, rain on them,distracting them and impairing theirvision for the next hour.
You create a line of sticky silk, joiningtwo distant objects or surfacestogether. The thread is strongenough to handle a weight of anelephant.
Bestow the gift of sentience andspeech on an item. It has thepersonality of your choice.
Create an invisible, stupid, slowcreature that can perform simpletasks and follow your orders. Lastsfor 1 hour.
Write a message visible only to thepeople you choose.
Propel a small object you can see inthe direction of your choice with theforce of a thrown rock.
Instantly glues 2 objects to eachother. Lasts 1 hour.
Causes whatever the opponent isholding to fly out of their hands.
Cover an object or a surface ingrease, making it frictionless.
1Grease
1Expelliarmus
1Glue
1Catapult
1Unseen Servant
1Join
1Secret Message
1Awaken Item
1Annoying CloudNifty Spells
16
Turn yourself, a willing creature, oran object (no larger than a horse)invisible for the next 20 minutes.
For the next 10 minutes you canhear and understand what a targetcreature within 50 meters isthinking.
Slowly lifts the target vertically abovethe ground, up to 15 meters. Thetarget can weight up to 300 kg.
Push metal directly away from you,or pull it towards you. If the object islighter than you, the object moves, ifit’s heavier - you move. If an object isthrown at a speed, deals 4 damage.
Pick one of the spells you know thatwill activate when a certain conditionis met. Whenever that happenswithin the designated area(15-meter-radius) the spell will be cast.
Nothing can move faster than afalling feather within a sphere of 15meter radius for the next 15 minutes
For the next 10 minutes you can dowhat Elastigirl from Incredibles cando.
Halt, decrease, increase, or reversethe momentum of a moving object.
2Invisibility
2Read Surface Thoughts
2Levitate
2Push/Pull Metal
2Trigger
2Velocity Ward
2Elasticity
2Change Momentum
Create an illusory object no largerthan an elephant, complete withsounds, smells, movement.
You can sense the magic auras ofany spells, items, or creatures within200 meters around you. You'll get avague sense of what they are, andtheir general direction.
Swap places with your familiar.
Create 30x30 meters invisible wall offorce (at any angle). Lasts for 30minutes or until it takes 10 damage.Can support up to 500kg of weight.
Turn an object into any mundaneobject of the same size made out ofthe same material.
Reverse gravity inside 10x10 metercube in your line of sight.
A bolt of lightning strikes it from thesky or from your hands, dealingdamage, melting metallic objects,and stunning the target creature for1 minute. It's unable to move or doanything.
Turn into quicksand a 10x10 meterspiece of ground in front of you.
Make the target feel happy, sad,angry, smitten, afraid, insecure, etc.
2Major Illusion
2Transfiguration
2Reverse Gravity
2Familiar Transposition
2Plane of Force
2Lightning Bolt
2Sense Magic
2Quicksand
2Produce Emotion
Cool Spells
17
Interrupt a spell being cast byanother mage.
Give the target an ability to use oneof the spells you know once.
Raises a zombie.
Recover 5VT by drinking the blood ofa sentient creature you've just killed.If you have this spell, you can't walkinto houses uninvited, and you lose1VT for every hour you are underdirect sunlight.
Touch a willing non-magical creatureto “acquire” it’s form. Now you canturn into this creature for up to anhour.
Target a single person or a creature,create an incredibly realistic illusionincluding sound, temperature, andother stimuli. The target will treat itas if it was real, and can even takedamage from it.
Casting this on a melee weapon oran arrow will wreathe it in flame,doubling it’s damage for the next 30minutes. Things touched by theweapon are set on fire.
Summon any object within 300meters towards you. You don’t needto know it’s location, but you need tobe able to picture it in your mind.
2Counterspell
2Bestow Spell
2Raise a Zombie
2Vampirism
2Turn into Creature
2Phantasmal Force
2Fire Weapon
2Accio
Turns a non-magical creature or anobject (no larger than a barrel)you’re touching into stone for thenext 5 minutes.
Mark an object or an item (no largerthan 2x2 meters). Whenever youcast this spell, it will teleport to yourhand (or in front of you) fromwherever it is.
Summon a non-magical animal nolarger than a cow. It obeys yourcommands. Disappears within anhour.
Gift your VT to the target person orcreature. For every 4VT you spendthey gain 3VT.
For the next hour you turn into a cat.
You can peer into the recent past.Ask about specific event thathappened in your location in thepast day, and get a small piece ofinformation about that event.
Blind or deafen your target for thenext hour.
Change any written text to the textof your choice.
Cover an object or a surface ingrease, making it frictionless.
2Summon Creature
4Life Transfer
2Cat Form
2Glance
2Summon Item
2Petrify
2Change Text
2Grease
2Impair Senses
Cool Spells
18
Grant the power of flight to thetarget creature (including yourself).The target can fly at a speed of a birdfor the next 10 minutes.
Instantly teleport a short-distance (astone's throw, line of sight. ThinkNightcrawler from X-Men).
Levitate human-sized objects andcreatures (not including yourself).Throwing an object/creature deals 5damage to the target and to theobject.
Create a static illusion no larger than100 meters in any direction. Like abuilding, an oasis, a pile of treasure,etc. When a creature touches theillusion they can no longer see it.
Create an illusory person or acreature that can perform simpletasks you give it. It lives for a day,and can travel any distance awayfrom you. When it's nearby, you cancontrol it telepathically.
Touch a dead person or a creature tosummon their ghost. You cancommunicate with them for the next10 minutes.
An immobile force field 10 meters indiameter springs up around you. It’simpenetrable from the outside butnot from the inside. The spell ends ifyou leave the area.
3Fly
3Misty Step
3Greater Telekinesis
3Veil
3Auto Illusion
3Commune with the Dead
3Tiny Hut
Magic doesn’t work within a sphereof 15 meter radius.
Makes time run 10x slower within asphere of 15-meter radius.
See and hear the target person or acreature, and their surroundings.
Objects come to life and obey yourcommands.
You can reach into people’s dreams.Taking damage in a dream deals it inreal life.
Create a telepathic link with anywilling creature. You can share anythoughts and sensations.
Give the creature or a monster acommand it must obey.
You can cast the last spell you haveseen someone else cast.
Search through the unconsciouscreature's mind, pulling out 15minutes of memories.
Erase 15 minutes of memory of anunconscious creature.
3Anti-magic Ward
3Scry
3Animate Objects
3Invade Dreams
3Telepathy
3Slow Time
3Command Monster
3Imitate Spell
3Erase Memory
3Read Memories
Epic Spells
19
Become immaterial (like a ghost) forthe next 10 minutes. Walk throughdoors, let attacks pass through you.
For the next 2 seconds the timeflows 100 times slower for you, so itfeels to you like 3 minutes(Quicksilver powers).
You can sense and control all theinsects within 100 meter radius forthe next hour.
Splits you into two identical clones.Each clone has 50% of your vitalitypoints. Sustaining a clone takes 2 VTper hour. The clones can fight anduse magic (including splitting intomore clones). When a clone takesany damage it disappears, it'smemories instantly merged into theremaining clones. When there's onlyone remains - it becomes the"original" you, keeping thememories of all the copies.
Touch a non-sentient creature, andbestow the gift of sentience andintelligence onto it.
You can turn into a monster or amagical creature of your choice.
Implant a false memory into anunconscious creature (the memorycan be at most 15 minutes long).
4Intangibility
4Speed
4Control Bugs
4Split
8Bestow Sentience
4Turn into Monster
4Implant Memory
You can turn the target (a person oran object) into any creature for anhour.
You stop the time for everyone butyourself. The spell ends if youinteract with any creature or anobject they’re wearing or carrying.
Summon a natural disaster - astorm, a hurricane, or a blizzard.
Teleport any object a creature to anypoint within 100 meters.
Teleport up to 60 seconds into thepast, and replay what just happeneddifferently.
Turn any creature into a differentcreature or an object and vice versa.Lasts an hour.
Open two connected portals withinyour line of sight. Works like portalgun from “Portal”.
Create a mighty fortress. It hasturrets that deal 8 damage.
Perfectly conceal one location ofyour choice. It becomes invisible,intangible, undetectable by anyoneunless the secret of it’s location isshared with them.
4Greater Polymorph
4Time Stop
4Natural Disaster
4Greater Teleportation
4Second Chance
4Greater Transfiguration
4Open Portal
4Conjure a Fortress
4Fidelius Charm
Supreme Spells
20
Nifty SpellbookAllows you to learn one Nifty spell.
Nifty SkillbookAllows you to learn one Nifty skill.
Melee WeaponA simple melee weapon of yourchoice (Sword, Dagger, Axe, Whip,etc.)
Ranged WeaponA simple ranged weapon of yourchoice (Bow, Crossbow, ThrowingDagger, Spear, Dart, etc.)
Staff of DruidStrike earth, and a fountain of waterwill shoot up from that location forthe next 10 minutes.
Leather ArmorBasic armor. Reduces damage fromphysical attacks by 1.
Wizard's RobesReduces damage from spells by 1.
Grappling Hook GunShoots the grappling hook to thedistance of up to 50 meters, reels itback in.
SpyglassHelps you see farther.
Bear TrapPerfect for setting traps.
Artist’s ToolsA set of tools of your choice - amusical instrument, paint brushes,sculpting clay, cooking supplies, etc.
Friendship BraceletsMagical walkie-talkie. Enables you totalk telepathically to anybody whohas one (within 300 meters).
Immovable rodActivating it makes it magically fixedin place. Until someone deactivatesit, the rod doesn't move, even if it isdefying gravity.
Darkvision gogglesSee in the darkness as if it wasdaylight.
Ultimate LockpickWhen you insert it into any lock, itmorphs into the key that fits.
Small Vitality PotionRestores 5 VT.
Smoke PotionCreates a huge cloud of black smokewhen spilled.
ChloroformThe one who inhales it instantly fallsasleep for 1 hour
Vial of AcidBurns through objects.
Flask of OilMake things slippery, set it on fire.
Anti-Gravity PotionDrinker isn't affected by gravity foran hour.
Elemental ArrowFire arrow, ice arrow, water arrow, ora smoke arrow.
Nifty Items
21
Infrared gogglesAdd infrared vision that lets you seean outline of things that aregenerating heat nearby. Workthrough walls
Portable HoleA round black piece of fine silk, 5meters in diameter. When unfoldedcreates a 5-meter-deep hole.Regardless of contents it weighsnothing.
All or nothing coin.Once per day instead of rolling a dieyou flip a coin. Heads critical success,tails critical failure.
The Scope of FearsLooking through this glass at acreature will tell you what thecreature fears most, but will also tellthe creature your greatest fear.
Horseshoe of AttractionTurns into a powerful magnet whenactivated. Strong enough to move aperson wearing armor within 50meters.
CatnipWhen spilled attracts all the catswithin 100km radius.
Ring of CrawliesAllows you to control any singleinsect within your line of sight.
Invisibility PotionTurns you invisible for 10 minutes.
GrenadeDeals 8 damage to everyone aroundit.
Mini LighthouseCreates a small beam of light thatcan be seen for miles.
Bottomless MugCan hold a swimming-pool-worth ofany liquid.
HowlerA magical letter, will scream it’scontents once delivered.
Alarm PebbleA small rock, will alert the holderwhen anything comes within 15meters of it.
Spring ShoesAllow you to jump 10 times normaldistance.
Falcon PotionTurns you into a falcon for 30minutes.
NeedlerA throwing dagger that returns backinto your hand once it hits or missesthe target. Stays hidden when thewielder is searched.
Loyal BoomerangAfter saying the command word theboomerang returns to your hand(from anywhere in the world).
Daily CypressA magic newspaper. Always showsyou the most recent news headlines.
AnyrobeA robe that transforms into any setof clothes of your choice.
Nifty Items
22
Cool SpellbookAllows you to learn one Cool spell.
Cool SkillbookAllows you to learn one Cool skill.
Refilling FlaskRefills itself every midnight withwhatever liquid was last in it. Workswith potions.
Clay GolemSlow and stupid servant, capable ofobeying simple commands.
Unlabelled packageMysterious package. When youunwrap it, you can declare what wascontained inside. It can be anything,as long as it's no more valuable thana horse or a good sword. If you namesomething too valuable/powerful,the box returns the closest thing thatfits into the value range (if you askfor a potion of immortality, it mightreturn a health potion or a spellscroll).
Ring of Spell StoringCast a spell on the ring to store it.Anyone who wears the ring can nowcast this spell once. Stores up to 3spells.
Ring of TrackingThe owner of the ring always knowsit’s location.
AnyswordAn empty hilt. When activated,instantly morphs into any meleeweapon of your choice. Deals 5damage.
Silver FlySend it anywhere within 30 metersfrom you, see and hear through it'ssenses.
Vambrace of OctopusShoots out up to 8 thin, 10 meterslong tentacles. Tentacles can grapplethings and creatures, or deal 5damage. Tentacles are strongenough to grasp a ledge of abuilding, and support your weighthanging on them.
RopeyA sentient piece of rope. 50ft. Assmart as a puppy. Obeys simplecommands (coil, uncoil, tie a knot,crawl).
Ring of SendingSend a telepathic 25-word messageto anyone you have ever met.Therecipient can send you a 25-wordreply. Works twice per day.
Shrinking PotionThe drinker shrinks to be 20 timessmaller for 20 minutes.
Potion of Body SwitchingWhen two people drink this potion, itswaps their minds freaky-friday stylefor 2 hours.
Small Vitality CrystalAutomatically accumulates energy.Use it once per day to recover 4VT.
Book of OathA vow written in this book can’t bebroken.
Cool Items
23
Cape of TeleportationAllows you to teleport anywherewithin 100 meters once per day.
Portable DirewolfA small wooden figure of a direwolf.When activated, turns into the actualanimal.
Magic TentLooks like a spacious and comfyhouse once you get in.
Coconuts of the MontyTwo halves of a coconut, that whenclapped together cause the user andup to 10 others to travel at the paceof a horse.
Orb of IllusionRecords the environment around it,when placed on the ground playsback the illusion of the recording(like a hologram).
Chalk of DoorsDraw a door on a solid surface, it willopen to the last door you’ve steppedthrough.
Snake TubeConjures one snake per day.
Handy HandbagSprouts tentacles and follows it’sowner when they’re not looking.
Resizable CrateBig wooden crate, when activated itshrinks itself and it’s contents downto the size of a coin. Can fit up to 2people.
HoverboardFloats 30cm above the ground,frictionless, supports any weight.
PokeballStores a friendly or defeated animal.
Jacket of Useful ThingsCan produce any small cheapmundane item from it’s pockets.
WingsuitAllows you to glide through the air.
Bag of GoldCan be used to live a lavish lifestylefor amonth, or traded for somethingvaluable.
Obsidian SwordA pitch black sword. Deals 6 damage,adds bonus dice to your attack rolls.
BlunderbussOld-timey Gun. Takes a minute toreload. Deals 6 damage.
Tea of Shared DreamsWhenmultiple people drink it and goto sleep, they will find themselves ina shared dream.
Polyjuice PotionDrop someone’s hair into it, anddrinking this potion will turn you intothat person or creature for 30minutes.
PortkeyWhen activated, teleports anyonewho touches it to the location ofyour choice. Can be used once.
Cool Items
24
Epic SpellbookAllows you to learn one Epic spell.
Epic SkillbookAllows you to learn one Epic skill.
Teleportation pyramids2 small pyramids. Activating onepyramid teleports anyone whotouches it to the location of the otherpyramid.
Crown of EyesActivate it to see through the eyes ofall living creatures in 150 meterradius around you for up to 10minutes. 5VP to activate.
Meeseeks BoxPress a button, name a simple task,it will create a helpful servant. TheMeeseek lives until he accomplishesthe simple task (up to an hour). If thetask proves to be too difficult, hemay turn on you out of frustration.6VT to activate.
Marauder's MapReveals the floor plan of the areayou're in, with labeled moving dotsof the creatures inside.
Ant-Man PotionYou shrink down to the size of anant, while retaining the strength of ahuman. Lasts for 1 hour.
WagonStore currently unused items in it.Stash them in a wagon or put themback in your inventory when youhave an hour to rest.
Truth SerumOne who drinks it can’t tell lies for anhour.
Flying BroomSoar through the air.
Wizard’s TowerOnce per week you can teleport it toa new location.
Emerald bugActivate it, and for the next 5 daysyou will always know it’s location,and be able to hear what’s going onaround it.
SableBlack glove, touch any object orcreature to store it inside the glove.Can store unlimited amount ofobjects. Living creatures can get outwhen they wish.
NeuralizerIn a flash, wipes the last hour ofmemories for everyone looking at it.
Conman’s PaperA sheet of paper that can betransformed to look like any officialdocument.
Large Vitality CrystalAutomatically accumulates energy.Use it once per day to recover 8VT.
SteedA horse or a horse-like creature youcan ride.
HolocrystalMagic-powered smartphone.
Epic Items
25
Supreme SpellbookAllows you to learn any Supremespell.
Supreme SkillbookAllows you to learn any Supremeskill.
Resurrection ScrollAllows you to resurrect a deadperson.
Eye of VanceSees everything in 360 degrees and100m radius around you. Can seethrough solid objects. Can seeinvisible objects. Can see anythinghidden. Works twice per day for 10minutes.
Invisibility CloakTurns the wearer invisible.
Stopwatch of TimelessnessSelect up to 12 targets (people,creatures, objects). The time willpause for everything but them for upto 12 hours.
Imperius CollarWhen it's put onto a person or acreature, you gain the ability tomind-control them and see throughtheir senses. 5VT per day tomaintainmind control.
Teleportation KeyTeleports you and up to 5 peoplewho are touching it to any locationyou have ever personally visited. 1hour cooldown.
Flying VehicleYour own zeppelin or an airship!
Dimensional GateA pair of portals (large obsidiancircles) connected by a wormhole.
Wand of TransfigurationOnce per day can transfigure anyperson into an animal.
RememberballActivate it to "Save Game". You canreturn to the saved state for the next10 minutes. To "load game" morethan once, spend extra 2VT.
Jack’s CompassPoints to the physical object youdesire the most in life.
HorcruxStores a fragment of your soul in anitem. After you die, you resurrect atthe location of your horcrux.
Rook of BuildingA small chess piece. When activated,it turns into any building or structureyou describe (no larger than atavern).
Pet MonsterPet creature of your choice (Big Foot,Dinosaur, Wyvern, Griffin, Bear, etc.)
Time ChamberInside this room, the time moves 30times faster. Live a month in thisroom - only a day will pass outside.
WandMake all spells 1VT cheaper.
Supreme Items
26
Mirage Websitehttps://playmirage.io
Printable Rules and Character Sheetshttps://playmirage.io/pen-and-paper
Come play Mirage online with us!https://playmirage.io/discord
A collection of Adventureshttps://rpgadventures.io
Adventure Writer’s Roomhttps://rpgadventures.io/writers-room
We are a group of GMs whomeet in the discord voicechat, and challenge ourselves to improvise a one-shot adventure in 2 hours. Our goal is to have funbrainstorming ideas in a chill, lighthearted, no-pressure environment. We’re looking for somefriendly and creative people to join us!
/u/lumenwrites on Redditlumen#7925 on Discord
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