An incomplete table of magical effects from gnostic TTRPG Invisible Sun listed by level from 1 to 5
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Why does “Cause a creature to flee” have the same cost as “Cause a creature to lose next turn”? Seems to me that one is strictly superior to the other
Presumably for creatures that are unable to flee, or you want them stationary but not attacking or something
move up to 1 pound, rollin’ around, see where the BEES oughta be found and rollin’ around