This wheel of powers holds 150 superpowers in four types: elemental, mental, physical, and reality and time. A fifth chip, Low-key, keeps the 40 small powers a roleplay group can hand out without breaking its story. Each result comes with a note on where the power stops, so there is a limit for the sheet. Tap a chip and spin.
Pick a type before you spin
One type at a time gives a result you can use. Elemental has 38 powers over fire, ice, weather, metal and light. Mental has 37, from telepathy to thought pictures. For strength, spin the wheel on Physical, which has 38: super strength, giant leaps, metal skin. Reality and time has 37, including story-breakers such as time stop and wish granting that need the hardest limits. Some notes add the name fiction uses: ice control is cryokinesis.
A power wheel spinner for a whole team
Building a squad of five? Switch to Elimination so no power lands twice, then spin once per member. One spin settles a side character, but a lead deserves two. Design a single person who has both: wall crawling with glowing skin is nobody like wall crawling with fear projection. A team spun on one type is a themed crew. A team spun on All is a mismatched one, which is usually the better story.
Tips
Write the limit down with the power. The note suggests one: a range, a fuel, a time cap or a side effect.
Running a roleplay server? Point players at the Low-key chip, so every sheet draws from the same 40 and nobody turns up with time stop.
As a party round, each player spins this wheel of superpowers once and argues why their power beats the next player's.
Questions and answers
What makes a power low-key?
Scale. A low-key power works on one person, one object or a few seconds, and cannot end a plot alone: lie detection, a mending touch, a ten-second rewind once a day. Fire control, time stop and wish granting are left off that chip. The cut is this site's own judgment, so a group can overrule it.
Is every power equally likely?
Yes. Each power showing on the wheel holds one equal chance, and the result is drawn before the wheel turns to meet it. With a chip on, only that group is in the draw: one in 38 for Elemental, one in 40 for Low-key.
How do I give one character two powers?
Need two powers? Spin the wheel in Elimination mode, so the first result leaves before the second draw. If the two clash, such as fire control and paper control, keep them. Gifts that fight each other are a story already.
Animal speechAnimals talk back, but about animal things: food, territory, weather. A pigeon makes a poor witness.
Astral projectionThe mind travels while the body sits unguarded. Who watches the body is the whole plot.
Aura sightSees a coloured glow round living things that shifts with health and mood. Write your own colour key and keep to it.
Body hoppingMoves the mind into another person. The user's own body lies empty meanwhile, and the host may remember.
Calming presenceArguments cool when the user walks in. They cannot switch it off, so they never see how people really feel.
Danger senseA warning prickle seconds before harm. It says that something is wrong, never what or where.
Dream walkingVisits sleeping minds. It only works while the target sleeps, and the dreamer sets the rules of the place.
Emotion controlPushes a feeling onto someone else. It fades, and people work out that their anger or calm was not their own.
Empathic senseFeels what people nearby feel. Hospitals, funerals and stadium crowds are hard places to be.
Fear projectionShows a target their worst fear. The user sees it too, and some of those pictures stay.
Finding lost thingsAlways knows where a missing object is, as long as someone is truly looking for it. Keys, yes. Buried treasure, no.
Forgettable presencePeople forget the user minutes after meeting them. Perfect for a spy, lonely for anyone else.
Genius intellectSolves any machine or puzzle. It does not supply patience, tact or common sense, which is where the story lives.
Illusion castingPictures conjured from the mind. Decide whether cameras record them, because that one rule changes every heist.
Lie detectionKnows when a statement is false, but not what the truth is. People who believe their own lies pass.
Memory erasingRemoves minutes, not years, and the gap itself is a clue. The user remembers everything they took.
Memory walkingSteps inside another person's memory as a bystander. Memories are biased, so what is seen may not be what happened.
Mental shieldBlocks mind readers and illusions. A purely defensive power suits a bodyguard or a very private person.
Mind blastA burst of mental force that stuns. The user pays with a nosebleed or headache in proportion to the push.
Mind controlThe easiest power to build a villain on. Keep the limit tight: eye contact, one person, one short command.
Mind linkA permanent two-way channel with one person. Neither can lie to the other, and distance may or may not break it.
Perfect directionNever lost, always knows north and the way back. It maps where the user has been, not where they have yet to go.
Perfect recallNever forgets a page, a face or an insult. Wonderful in exams, hard on friendships.
Persuasive voicePeople want to agree. It works on requests, not orders, and fails over a phone line or in writing.
PrecognitionKnowledge of future events. Visions work best when partial: a place, a sound, a colour, never the full story.
PsychometryReads the history of an object by touch. Second-hand shops are overwhelming, and gloves become a habit.
Remote viewingSees a distant place without going there. Sight only: no sound, no way to act, and no proof afterwards.
RetrocognitionSeeing past events, also called postcognition. A detective's gift, limited to the spot where the user stands.
Skill mimicryCopies any physical skill after watching it once. The body still needs the strength and flexibility to carry it out.
Sleep commandOne word or touch and the target sleeps. It is short, natural sleep: a loud noise wakes them as usual.
Speak every languageThe old word is xenoglossy: using a language never studied. Slang and jokes may lag behind the grammar.
Speaking with ghostsMediumship: talking with spirits of the dead. Ghosts want favours, and they do not keep office hours.
Talking to machinesHears what devices are doing and can ask them nicely. Old machines are chatty, new ones are locked down.
TelekinesisMoving objects by thought, also called psychokinesis. A fair limit: nothing heavier than the user could lift by hand.
TelepathySending or receiving thoughts. Decide which: a user who only receives hears every unkind thought in a crowd.
Thought picturesThoughtography: burning a mental image onto film, paper or a wall. A sketch artist who never needs a pencil.
Three-second foresightSees only the next three seconds. Superb in a fight or a card game, no help at all with tomorrow.
Reality and time 37
Age shiftingMakes the self or another person older or younger for a while. Memories stay put, and so does the size of the clothes.
BilocationBeing in two places at once, a feat old accounts usually credit to saints. Both bodies are real, and both get tired.
Bringing objects to lifeStatues walk and brooms sweep. Each object keeps its own nature: a guard-dog statue guards, a teapot fusses.
Conjuring objectsMakes things from nothing. They fade after an hour, or the user can only make what they fully understand.
CursesA spoken wish of misfortune on a person, place or thing. Write the exact wording and the way to break it: the loophole is the story.
Drawings come aliveWhatever the user draws climbs off the page. Drawing skill now matters: a wonky horse is a wonky horse.
Force fieldsAn invisible wall or bubble. It holds as long as concentration does, and each hit on it is felt as a headache.
Healing touchCloses other people's wounds. The classic cost is that the healer feels the pain, or carries the scar.
Life drainTakes strength from living things to heal the self. Houseplants and lawns die first, which gives the user away.
Luck bendingTilts chance in the user's favour. A neat cost: the bad luck lands on whoever is standing closest.
Mending touchBroken things knit back together: a cup, a chair leg, a torn page. It restores objects, never living tissue.
Mirror travelEnters one mirror and leaves by another. It needs a mirror at both ends large enough to climb through.
NecromancyRaises and commands the dead. Even in fantasy it is a power with a reputation, so decide what the neighbours think.
One extra lifeComes back from death once. The character knows it has been spent or, worse, is not sure.
Opening any lockLocks simply open. That says nothing about alarms, guards or what is waiting on the other side.
Petrifying gazeTurns a living thing to stone through eye contact, like Medusa in Greek myth. Mirrors and dark glasses become plot devices.
Place swappingTrades positions with any person or object in sight. Disorienting for both, and the other party never agreed to it.
Pocket dimensionA private space only the user can open. Set its size, and whether living things survive inside.
Portal makingOpens two linked doors. Unlike teleportation, anyone can step through, including whoever is chasing.
Power boostingMakes allies stronger and does nothing alone. A support power that gives a quiet character a central role.
Power cancellingSwitches off other powers nearby, allies' powers too. In a world of heroes this is the most feared person in the room.
Power copyingBorrows another person's ability by touch. One at a time, for a limited time, and without their years of practice.
Rewriting realityThe power with no ceiling, so it needs the hardest limit: one small change a day, or a price paid in memories.
Shadow steppingSteps into one shadow and out of another nearby. Floodlights and an overcast noon are equally bad news.
Slowing timeEverything crawls while the user moves normally. From outside it looks like super speed, and it drains like sprinting.
Spirit companionA small spirit animal only the user can see. It scouts, warns and comments, and cannot touch anything.
Stepping into picturesWalks into paintings and photographs. The world inside is only as large as what the artist showed.
SummoningCalls a creature from elsewhere to help. It arrives with its own opinions, and the terms of the deal matter.
TeleportationArrives without crossing the space between. Common limits: line of sight, places already visited, or a loud bang.
Ten-second rewindUndoes the last ten seconds, once a day. Enough to unsay a sentence or dodge a fall, not enough to save the world.
Time loop resetResets the last hour when things go wrong. Only the user remembers, and every loop leaves them more tired.
Time stopThe world freezes and the user walks through it. Air and light need a rule: many writers cap it at one held breath.
Time travelPick one model and keep it: a fixed past that cannot change, or a changeable one with consequences.
TransmutationTurns one material into another, the alchemist's dream of lead into gold. Try a rule of equal weight in, equal weight out.
What-if sightShows how the last choice would have gone the other way. Useful for learning, dreadful for regret.
Wish grantingGrants other people's wishes, never the user's own, and always to the letter.
World hoppingSteps between parallel worlds. Meeting another self is the obvious story, and getting home is the obvious risk.
Elemental 38
Acid touchDissolves locks and bars, and also gloves, door handles and handshakes. Daily life is the cost.
Cloud walkingTreats cloud and mist as solid ground. Clear skies mean a long fall, so this character reads every forecast.
Crystal growthCrystals grow slowly unless the user pays for speed. Choose the colour and shape now: it becomes the character's signature.
Earth and stone controlGeokinesis. A good limit is contact: bare feet on the ground, and no power at all on the tenth floor.
Fire breathIt starts in the chest, so what does the user eat or drink to fuel it, and what happens when they have a cold?
Fire controlAlso called pyrokinesis. Decide whether your character makes flame or only moves fire that already exists: the second is far easier to write around.
Fog makingCover for an escape, not an attack. The user sees through it no better than anyone else, unless you say so.
Frost breathOne lungful at a time, at arm's length. Let it chill the user too, so every use costs a little warmth.
Glass shapingGlass is made from melted sand, so a beach is raw material. A craft power that turns dangerous when a window breaks.
Gravity controlPick one direction of change, heavier or lighter, and a radius. Everything inside it is affected, friends included.
Heat absorptionPulls warmth out of a room, a fire or a person. Where the stored heat goes afterwards is the interesting part.
Ice controlCryokinesis. Ice needs water, so ask where it comes from: the air, a canteen, or the user's own body heat draining away.
Ink controlLifts words off a page, redraws a map or moves a signature. Small scale, large consequences.
Instant bloomFlowers open where the user walks or when they laugh. Hard to hide, harmless, and handy for leaving a trail.
Lava controlFire and earth in one. Away from volcanic ground the user has to melt rock first, which is slow and draining.
Light controlPhotokinesis. Bent light can dazzle or paint a picture in the air, but it does nothing in a sealed dark room.
Lightning controlElectrokinesis. It ruins every phone, watch and hearing aid nearby, the user's own included.
Lightning travelRides along wires from one socket to another. Fast, but only where the grid reaches, and a power cut strands them.
MagnetismMagnets pull on iron, nickel and cobalt, not on aluminium, copper or gold, so plenty of metal stays out of reach.
Metal controlGive it a rule about weight or purity. A user who can bend a spoon but not a bridge has room to grow.
Moonlight powerTied to the phase of the moon: a peak at full, almost nothing at new. The calendar becomes part of the plot.
Paper controlFolded cranes that fly, a shield made from a newspaper, paper cuts on command. Rain is the natural enemy.
Plant controlChlorokinesis. Plants grow on their own schedule, so this suits a character who prepares the ground before the fight.
Plasma boltsPlasma is electrically charged gas, the stuff of lightning and stars. Bolts are bright, loud and impossible to fire in secret.
Rust touchAges iron and steel in seconds. Useless against wood, plastic or stone, which keeps it honest.
Sand controlSand holds no shape for long. Good for blinding, burying and reading footprints, poor for building.
Shadow controlShadows need a light source, so at noon outdoors the user has almost nothing to work with. At dusk the whole street is theirs.
Smoke formThe body turns to smoke and slips through keyholes. A strong fan, a sealed jar or heavy rain are all real threats.
Solar chargingStrength builds in sunlight and runs down after dark, so night scenes and long winters carry real risk.
Solid light shapesGlowing walls, ramps and tools that last as long as the user concentrates. One distraction and the bridge is gone.
Sonic screamA voice that shatters glass. The user may have to whisper through daily life to keep the windows in.
Sound controlMuting a room is as useful as making noise. Picture a thief who works inside a bubble of silence.
Static chargeA spark from the fingertips, enough to sting or kill a phone. Wool jumpers and dry days make it worse.
Tremor stompA stamp that shakes the ground in a circle. It cannot tell friend from foe, and it cracks the floor the user stands on.
Water controlHydrokinesis. Strong at the docks and nearly useless in a desert, which gives every scene a built-in difficulty setting.
Weather controlAtmokinesis. A classic cost: the sky follows the user's mood, so one bad day means rain for the whole town.
Wind controlAerokinesis. Wind cannot be seen, so show it through what it moves: coats, leaves, smoke, an opponent's footing.
Wood shapingBends living or dead wood like clay. A carpenter's dream, and no wooden door stays shut.
Physical 38
Animal formsTurns into animals while keeping a human mind. Clothes do not change with the body, which writers forget.
Bloodhound noseTracks a person by scent hours later. Rain, rivers and strong perfume break the trail.
Chameleon skinSkin matches the background. Clothes do not, and holding still works far better than moving.
Eagle-eye sightReads a number plate a mile off. Close work such as threading a needle may be the blind spot.
EcholocationSeeing by echo, as toothed whales and many bats do. Some blind people have learned to do it with short sounds of their own.
Elastic bodyStretches like rubber. Cold makes rubber brittle and heat makes it soft, which hands you two ready-made weaknesses.
Extra armsFour arms, or six. Tailoring, chairs and seat belts become design problems, which is fun to draw.
Feathered wingsA wingspan wide enough to lift a person does not fit under a coat or through a bus door.
FlightDecide how: wings, wind, gravity or plain will. Each one changes how the character takes off, lands and gets tired.
Giant growthThe size of a house. Ceilings, power lines and the food bill make it an outdoors-only power.
Giant leapsClears a rooftop in one jump. Landing is the hard part: knees, pavements and car roofs take the force.
Glowing skinLiving light, like a firefly. Useful in a cave, terrible for hiding, and it brightens with strong feeling.
Heat visionBeams of heat from the eyes. Glasses, contact lenses and eye contact in general need thinking about.
Impact absorptionSoaks up the force of a blow and stores it. The stored energy has to go somewhere before it is too much to hold.
InvisibilityDecide about clothes, footprints, rain and breath on a cold day. The best invisible characters are betrayed by details.
Lightning reflexesReacts before a thought forms. Catches the falling glass every time, and flinches at every slammed door.
Metal skinTurns to living steel. Heavy enough to break stairs, it sinks in water and sets off every detector.
Never ageingAgeing stops at some point. That is not the same as unkillable, and outliving every friend is the usual price.
Never missesAnything thrown or fired hits what the user aims at. They still have to see the target and choose to throw.
Never needs sleepEight more hours a day than everyone else. What the character does with the quiet hours says who they are.
Night visionSees in near darkness like a cat. Sudden bright light hurts more than it would anyone else.
Perfect balanceWalks a wire, a fence or a ship's rail without thinking. A tumbler's gift that needs no other power beside it.
Rapid healingWounds close in minutes. Set a rule on bones, scars and lost limbs, and decide whether it still hurts.
Retractable clawsSharp, fast and always available, which also means gloves, touchscreens and handshakes need care.
Self-duplicationMakes copies of the self. Do they share memories when they merge, and what happens if one refuses?
ShapeshiftingBecomes another person. Common limits: the same mass, a time cap, or one feature that never changes.
ShrinkingSmall enough to ride an insect. Voices do not carry, doors are cliffs and a house cat is a monster.
Silk spinningWeight for weight, spider dragline silk is stronger than steel. Silk is protein, so a user who spins a lot eats a lot.
Super hearingHears a whisper three streets away. Cities are painful, so earplugs or a quiet hobby make sense.
Super speedFriction, shoes and food are the costs. A speedster who burns energy at that rate is always hungry.
Super strengthLifting a car is the easy part. The ground under the user's feet and the car's bumper both have to hold.
Unbreakable skinNothing cuts or bruises. Needles, tattoos and haircuts become problems, and drowning still works.
Venomous biteDecide what the venom does: sleep, numbness, pain. A bite needs close range, so it is nobody's first move.
Voice mimicryCopies any voice after hearing one sentence. Sound only: the face and the mannerisms stay the user's own.
Walking through wallsPhases through solid matter. The user holds their breath inside, and cannot carry anything that is not phased too.
Wall crawlingGeckos climb glass with millions of microscopic foot hairs called setae. Bare hands and feet are the natural limit here.
Water breathingGills, or something like them. Pressure and cold still apply, so the deep sea is not automatically open.
X-ray visionSees through walls. Give it one blocking material and a focus problem, so it is never an all-seeing eye.
How this list was compiled: An original list of 150 powers written for this site on 2026-09-18, in generic words only: no power is taken from one publisher's character, and no film, comic or game is named. The four types (elemental, mental, physical, reality and time) are this site's own sorting, and the fifth filter marks 40 low-powered abilities of the kind roleplay groups usually allow. The note on each power is a writing suggestion, not a fact, except where it states one. Those facts were checked on 2026-09-18: the general definition of a superpower at en.wikipedia.org/wiki/Superpower_(ability); the Greek-derived names (pyrokinesis, cryokinesis, hydrokinesis, aerokinesis, geokinesis, electrokinesis, atmokinesis, chlorokinesis, photokinesis), which are words from fiction and parapsychology writing and not dictionary words, and the definitions of telepathy, telekinesis, precognition, retrocognition, psychometry, remote viewing, astral projection, mediumship, bilocation, thoughtography, xenoglossy, petrification and curses at en.wikipedia.org/wiki/List_of_psychic_abilities; gecko setae at en.wikipedia.org/wiki/Gecko_feet; echolocating animals and human echolocation at en.wikipedia.org/wiki/Animal_echolocation; the strength of dragline silk by weight at en.wikipedia.org/wiki/Spider_silk. What a magnet attracts, what glass is made from and what plasma is are ordinary school science. Licence: own work