Wheel of Powers: Spin a Superpower

Spin one of 150 superpowers, by type or from the 40 low-key ones a roleplay group can allow.

5101520253035404550556065707580859095100105110115120125130135140145150

Spin 1 · number 106

Lightning reflexes

Reacts before a thought forms. Catches the falling glass every time, and flinches at every slammed door.

Every spin uses the whole wheel.

150 powers on the wheel.

Numbers on the wheel

  1. Fire control
  2. Ice control
  3. Water control
  4. Wind control
  5. Earth and stone control
  6. Lightning control
  7. Weather control
  8. Plant control
  9. Light control
  10. Shadow control
  11. Metal control
  12. Magnetism
  13. Sound control
  14. Gravity control
  15. Frost breath
  16. Fire breath
  17. Lava control
  18. Sand control
  19. Glass shaping
  20. Crystal growth
  21. Smoke form
  22. Fog making
  23. Heat absorption
  24. Acid touch
  25. Rust touch
  26. Tremor stomp
  27. Ink control
  28. Paper control
  29. Wood shaping
  30. Solar charging
  31. Moonlight power
  32. Static charge
  33. Instant bloom
  34. Plasma bolts
  35. Solid light shapes
  36. Sonic scream
  37. Cloud walking
  38. Lightning travel
  39. Telepathy
  40. Mind link
  41. Telekinesis
  42. Precognition
  43. Three-second foresight
  44. Retrocognition
  45. Psychometry
  46. Remote viewing
  47. Astral projection
  48. Empathic sense
  49. Emotion control
  50. Mind control
  51. Illusion casting
  52. Memory erasing
  53. Memory walking
  54. Perfect recall
  55. Dream walking
  56. Animal speech
  57. Talking to machines
  58. Speak every language
  59. Lie detection
  60. Danger sense
  61. Genius intellect
  62. Skill mimicry
  63. Body hopping
  64. Speaking with ghosts
  65. Aura sight
  66. Fear projection
  67. Sleep command
  68. Persuasive voice
  69. Mental shield
  70. Finding lost things
  71. Forgettable presence
  72. Perfect direction
  73. Thought pictures
  74. Mind blast
  75. Calming presence
  76. Super strength
  77. Super speed
  78. Flight
  79. Unbreakable skin
  80. Rapid healing
  81. Super hearing
  82. X-ray vision
  83. Heat vision
  84. Night vision
  85. Eagle-eye sight
  86. Bloodhound nose
  87. Echolocation
  88. Wall crawling
  89. Giant leaps
  90. Elastic body
  91. Shapeshifting
  92. Animal forms
  93. Shrinking
  94. Giant growth
  95. Invisibility
  96. Walking through walls
  97. Water breathing
  98. Feathered wings
  99. Retractable claws
  100. Venomous bite
  101. Chameleon skin
  102. Self-duplication
  103. Never ageing
  104. Never needs sleep
  105. Perfect balance
  106. Lightning reflexes
  107. Extra arms
  108. Metal skin
  109. Voice mimicry
  110. Silk spinning
  111. Glowing skin
  112. Never misses
  113. Impact absorption
  114. Time stop
  115. Time travel
  116. Time loop reset
  117. Slowing time
  118. Ten-second rewind
  119. Age shifting
  120. Teleportation
  121. Portal making
  122. Pocket dimension
  123. World hopping
  124. Luck bending
  125. Rewriting reality
  126. Wish granting
  127. Transmutation
  128. Conjuring objects
  129. Bringing objects to life
  130. Drawings come alive
  131. Power copying
  132. Power cancelling
  133. Power boosting
  134. Force fields
  135. One extra life
  136. Healing touch
  137. Life drain
  138. Necromancy
  139. Summoning
  140. Spirit companion
  141. Curses
  142. Petrifying gaze
  143. Bilocation
  144. Place swapping
  145. Stepping into pictures
  146. Mirror travel
  147. Shadow stepping
  148. Mending touch
  149. Opening any lock
  150. What-if sight

Results

  1. 1. Lightning reflexes

Tip: the space bar and the Enter key spin the wheel, and so does a tap on the wheel itself. Press again to skip to the result.

Wheel of Powers: Spin a Superpower: how it works

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.

More like this

Random tool Browse Character Wheels

All 150 powers

Mental 37

  • Animal speech Animals talk back, but about animal things: food, territory, weather. A pigeon makes a poor witness.
  • Astral projection The mind travels while the body sits unguarded. Who watches the body is the whole plot.
  • Aura sight Sees a coloured glow round living things that shifts with health and mood. Write your own colour key and keep to it.
  • Body hopping Moves the mind into another person. The user's own body lies empty meanwhile, and the host may remember.
  • Calming presence Arguments cool when the user walks in. They cannot switch it off, so they never see how people really feel.
  • Danger sense A warning prickle seconds before harm. It says that something is wrong, never what or where.
  • Dream walking Visits sleeping minds. It only works while the target sleeps, and the dreamer sets the rules of the place.
  • Emotion control Pushes a feeling onto someone else. It fades, and people work out that their anger or calm was not their own.
  • Empathic sense Feels what people nearby feel. Hospitals, funerals and stadium crowds are hard places to be.
  • Fear projection Shows a target their worst fear. The user sees it too, and some of those pictures stay.
  • Finding lost things Always knows where a missing object is, as long as someone is truly looking for it. Keys, yes. Buried treasure, no.
  • Forgettable presence People forget the user minutes after meeting them. Perfect for a spy, lonely for anyone else.
  • Genius intellect Solves any machine or puzzle. It does not supply patience, tact or common sense, which is where the story lives.
  • Illusion casting Pictures conjured from the mind. Decide whether cameras record them, because that one rule changes every heist.
  • Lie detection Knows when a statement is false, but not what the truth is. People who believe their own lies pass.
  • Memory erasing Removes minutes, not years, and the gap itself is a clue. The user remembers everything they took.
  • Memory walking Steps inside another person's memory as a bystander. Memories are biased, so what is seen may not be what happened.
  • Mental shield Blocks mind readers and illusions. A purely defensive power suits a bodyguard or a very private person.
  • Mind blast A burst of mental force that stuns. The user pays with a nosebleed or headache in proportion to the push.
  • Mind control The easiest power to build a villain on. Keep the limit tight: eye contact, one person, one short command.
  • Mind link A permanent two-way channel with one person. Neither can lie to the other, and distance may or may not break it.
  • Perfect direction Never lost, always knows north and the way back. It maps where the user has been, not where they have yet to go.
  • Perfect recall Never forgets a page, a face or an insult. Wonderful in exams, hard on friendships.
  • Persuasive voice People want to agree. It works on requests, not orders, and fails over a phone line or in writing.
  • Precognition Knowledge of future events. Visions work best when partial: a place, a sound, a colour, never the full story.
  • Psychometry Reads the history of an object by touch. Second-hand shops are overwhelming, and gloves become a habit.
  • Remote viewing Sees a distant place without going there. Sight only: no sound, no way to act, and no proof afterwards.
  • Retrocognition Seeing past events, also called postcognition. A detective's gift, limited to the spot where the user stands.
  • Skill mimicry Copies any physical skill after watching it once. The body still needs the strength and flexibility to carry it out.
  • Sleep command One word or touch and the target sleeps. It is short, natural sleep: a loud noise wakes them as usual.
  • Speak every language The old word is xenoglossy: using a language never studied. Slang and jokes may lag behind the grammar.
  • Speaking with ghosts Mediumship: talking with spirits of the dead. Ghosts want favours, and they do not keep office hours.
  • Talking to machines Hears what devices are doing and can ask them nicely. Old machines are chatty, new ones are locked down.
  • Telekinesis Moving objects by thought, also called psychokinesis. A fair limit: nothing heavier than the user could lift by hand.
  • Telepathy Sending or receiving thoughts. Decide which: a user who only receives hears every unkind thought in a crowd.
  • Thought pictures Thoughtography: burning a mental image onto film, paper or a wall. A sketch artist who never needs a pencil.
  • Three-second foresight Sees only the next three seconds. Superb in a fight or a card game, no help at all with tomorrow.

Reality and time 37

  • Age shifting Makes the self or another person older or younger for a while. Memories stay put, and so does the size of the clothes.
  • Bilocation Being in two places at once, a feat old accounts usually credit to saints. Both bodies are real, and both get tired.
  • Bringing objects to life Statues walk and brooms sweep. Each object keeps its own nature: a guard-dog statue guards, a teapot fusses.
  • Conjuring objects Makes things from nothing. They fade after an hour, or the user can only make what they fully understand.
  • Curses A 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 alive Whatever the user draws climbs off the page. Drawing skill now matters: a wonky horse is a wonky horse.
  • Force fields An invisible wall or bubble. It holds as long as concentration does, and each hit on it is felt as a headache.
  • Healing touch Closes other people's wounds. The classic cost is that the healer feels the pain, or carries the scar.
  • Life drain Takes strength from living things to heal the self. Houseplants and lawns die first, which gives the user away.
  • Luck bending Tilts chance in the user's favour. A neat cost: the bad luck lands on whoever is standing closest.
  • Mending touch Broken things knit back together: a cup, a chair leg, a torn page. It restores objects, never living tissue.
  • Mirror travel Enters one mirror and leaves by another. It needs a mirror at both ends large enough to climb through.
  • Necromancy Raises and commands the dead. Even in fantasy it is a power with a reputation, so decide what the neighbours think.
  • One extra life Comes back from death once. The character knows it has been spent or, worse, is not sure.
  • Opening any lock Locks simply open. That says nothing about alarms, guards or what is waiting on the other side.
  • Petrifying gaze Turns a living thing to stone through eye contact, like Medusa in Greek myth. Mirrors and dark glasses become plot devices.
  • Place swapping Trades positions with any person or object in sight. Disorienting for both, and the other party never agreed to it.
  • Pocket dimension A private space only the user can open. Set its size, and whether living things survive inside.
  • Portal making Opens two linked doors. Unlike teleportation, anyone can step through, including whoever is chasing.
  • Power boosting Makes allies stronger and does nothing alone. A support power that gives a quiet character a central role.
  • Power cancelling Switches off other powers nearby, allies' powers too. In a world of heroes this is the most feared person in the room.
  • Power copying Borrows another person's ability by touch. One at a time, for a limited time, and without their years of practice.
  • Rewriting reality The power with no ceiling, so it needs the hardest limit: one small change a day, or a price paid in memories.
  • Shadow stepping Steps into one shadow and out of another nearby. Floodlights and an overcast noon are equally bad news.
  • Slowing time Everything crawls while the user moves normally. From outside it looks like super speed, and it drains like sprinting.
  • Spirit companion A small spirit animal only the user can see. It scouts, warns and comments, and cannot touch anything.
  • Stepping into pictures Walks into paintings and photographs. The world inside is only as large as what the artist showed.
  • Summoning Calls a creature from elsewhere to help. It arrives with its own opinions, and the terms of the deal matter.
  • Teleportation Arrives without crossing the space between. Common limits: line of sight, places already visited, or a loud bang.
  • Ten-second rewind Undoes the last ten seconds, once a day. Enough to unsay a sentence or dodge a fall, not enough to save the world.
  • Time loop reset Resets the last hour when things go wrong. Only the user remembers, and every loop leaves them more tired.
  • Time stop The world freezes and the user walks through it. Air and light need a rule: many writers cap it at one held breath.
  • Time travel Pick one model and keep it: a fixed past that cannot change, or a changeable one with consequences.
  • Transmutation Turns one material into another, the alchemist's dream of lead into gold. Try a rule of equal weight in, equal weight out.
  • What-if sight Shows how the last choice would have gone the other way. Useful for learning, dreadful for regret.
  • Wish granting Grants other people's wishes, never the user's own, and always to the letter.
  • World hopping Steps between parallel worlds. Meeting another self is the obvious story, and getting home is the obvious risk.

Elemental 38

  • Acid touch Dissolves locks and bars, and also gloves, door handles and handshakes. Daily life is the cost.
  • Cloud walking Treats cloud and mist as solid ground. Clear skies mean a long fall, so this character reads every forecast.
  • Crystal growth Crystals grow slowly unless the user pays for speed. Choose the colour and shape now: it becomes the character's signature.
  • Earth and stone control Geokinesis. A good limit is contact: bare feet on the ground, and no power at all on the tenth floor.
  • Fire breath It starts in the chest, so what does the user eat or drink to fuel it, and what happens when they have a cold?
  • Fire control Also called pyrokinesis. Decide whether your character makes flame or only moves fire that already exists: the second is far easier to write around.
  • Fog making Cover for an escape, not an attack. The user sees through it no better than anyone else, unless you say so.
  • Frost breath One lungful at a time, at arm's length. Let it chill the user too, so every use costs a little warmth.
  • Glass shaping Glass is made from melted sand, so a beach is raw material. A craft power that turns dangerous when a window breaks.
  • Gravity control Pick one direction of change, heavier or lighter, and a radius. Everything inside it is affected, friends included.
  • Heat absorption Pulls warmth out of a room, a fire or a person. Where the stored heat goes afterwards is the interesting part.
  • Ice control Cryokinesis. Ice needs water, so ask where it comes from: the air, a canteen, or the user's own body heat draining away.
  • Ink control Lifts words off a page, redraws a map or moves a signature. Small scale, large consequences.
  • Instant bloom Flowers open where the user walks or when they laugh. Hard to hide, harmless, and handy for leaving a trail.
  • Lava control Fire and earth in one. Away from volcanic ground the user has to melt rock first, which is slow and draining.
  • Light control Photokinesis. Bent light can dazzle or paint a picture in the air, but it does nothing in a sealed dark room.
  • Lightning control Electrokinesis. It ruins every phone, watch and hearing aid nearby, the user's own included.
  • Lightning travel Rides along wires from one socket to another. Fast, but only where the grid reaches, and a power cut strands them.
  • Magnetism Magnets pull on iron, nickel and cobalt, not on aluminium, copper or gold, so plenty of metal stays out of reach.
  • Metal control Give it a rule about weight or purity. A user who can bend a spoon but not a bridge has room to grow.
  • Moonlight power Tied to the phase of the moon: a peak at full, almost nothing at new. The calendar becomes part of the plot.
  • Paper control Folded cranes that fly, a shield made from a newspaper, paper cuts on command. Rain is the natural enemy.
  • Plant control Chlorokinesis. Plants grow on their own schedule, so this suits a character who prepares the ground before the fight.
  • Plasma bolts Plasma is electrically charged gas, the stuff of lightning and stars. Bolts are bright, loud and impossible to fire in secret.
  • Rust touch Ages iron and steel in seconds. Useless against wood, plastic or stone, which keeps it honest.
  • Sand control Sand holds no shape for long. Good for blinding, burying and reading footprints, poor for building.
  • Shadow control Shadows need a light source, so at noon outdoors the user has almost nothing to work with. At dusk the whole street is theirs.
  • Smoke form The body turns to smoke and slips through keyholes. A strong fan, a sealed jar or heavy rain are all real threats.
  • Solar charging Strength builds in sunlight and runs down after dark, so night scenes and long winters carry real risk.
  • Solid light shapes Glowing walls, ramps and tools that last as long as the user concentrates. One distraction and the bridge is gone.
  • Sonic scream A voice that shatters glass. The user may have to whisper through daily life to keep the windows in.
  • Sound control Muting a room is as useful as making noise. Picture a thief who works inside a bubble of silence.
  • Static charge A spark from the fingertips, enough to sting or kill a phone. Wool jumpers and dry days make it worse.
  • Tremor stomp A stamp that shakes the ground in a circle. It cannot tell friend from foe, and it cracks the floor the user stands on.
  • Water control Hydrokinesis. Strong at the docks and nearly useless in a desert, which gives every scene a built-in difficulty setting.
  • Weather control Atmokinesis. A classic cost: the sky follows the user's mood, so one bad day means rain for the whole town.
  • Wind control Aerokinesis. Wind cannot be seen, so show it through what it moves: coats, leaves, smoke, an opponent's footing.
  • Wood shaping Bends living or dead wood like clay. A carpenter's dream, and no wooden door stays shut.

Physical 38

  • Animal forms Turns into animals while keeping a human mind. Clothes do not change with the body, which writers forget.
  • Bloodhound nose Tracks a person by scent hours later. Rain, rivers and strong perfume break the trail.
  • Chameleon skin Skin matches the background. Clothes do not, and holding still works far better than moving.
  • Eagle-eye sight Reads a number plate a mile off. Close work such as threading a needle may be the blind spot.
  • Echolocation Seeing by echo, as toothed whales and many bats do. Some blind people have learned to do it with short sounds of their own.
  • Elastic body Stretches like rubber. Cold makes rubber brittle and heat makes it soft, which hands you two ready-made weaknesses.
  • Extra arms Four arms, or six. Tailoring, chairs and seat belts become design problems, which is fun to draw.
  • Feathered wings A wingspan wide enough to lift a person does not fit under a coat or through a bus door.
  • Flight Decide how: wings, wind, gravity or plain will. Each one changes how the character takes off, lands and gets tired.
  • Giant growth The size of a house. Ceilings, power lines and the food bill make it an outdoors-only power.
  • Giant leaps Clears a rooftop in one jump. Landing is the hard part: knees, pavements and car roofs take the force.
  • Glowing skin Living light, like a firefly. Useful in a cave, terrible for hiding, and it brightens with strong feeling.
  • Heat vision Beams of heat from the eyes. Glasses, contact lenses and eye contact in general need thinking about.
  • Impact absorption Soaks up the force of a blow and stores it. The stored energy has to go somewhere before it is too much to hold.
  • Invisibility Decide about clothes, footprints, rain and breath on a cold day. The best invisible characters are betrayed by details.
  • Lightning reflexes Reacts before a thought forms. Catches the falling glass every time, and flinches at every slammed door.
  • Metal skin Turns to living steel. Heavy enough to break stairs, it sinks in water and sets off every detector.
  • Never ageing Ageing stops at some point. That is not the same as unkillable, and outliving every friend is the usual price.
  • Never misses Anything thrown or fired hits what the user aims at. They still have to see the target and choose to throw.
  • Never needs sleep Eight more hours a day than everyone else. What the character does with the quiet hours says who they are.
  • Night vision Sees in near darkness like a cat. Sudden bright light hurts more than it would anyone else.
  • Perfect balance Walks a wire, a fence or a ship's rail without thinking. A tumbler's gift that needs no other power beside it.
  • Rapid healing Wounds close in minutes. Set a rule on bones, scars and lost limbs, and decide whether it still hurts.
  • Retractable claws Sharp, fast and always available, which also means gloves, touchscreens and handshakes need care.
  • Self-duplication Makes copies of the self. Do they share memories when they merge, and what happens if one refuses?
  • Shapeshifting Becomes another person. Common limits: the same mass, a time cap, or one feature that never changes.
  • Shrinking Small enough to ride an insect. Voices do not carry, doors are cliffs and a house cat is a monster.
  • Silk spinning Weight for weight, spider dragline silk is stronger than steel. Silk is protein, so a user who spins a lot eats a lot.
  • Super hearing Hears a whisper three streets away. Cities are painful, so earplugs or a quiet hobby make sense.
  • Super speed Friction, shoes and food are the costs. A speedster who burns energy at that rate is always hungry.
  • Super strength Lifting a car is the easy part. The ground under the user's feet and the car's bumper both have to hold.
  • Unbreakable skin Nothing cuts or bruises. Needles, tattoos and haircuts become problems, and drowning still works.
  • Venomous bite Decide what the venom does: sleep, numbness, pain. A bite needs close range, so it is nobody's first move.
  • Voice mimicry Copies any voice after hearing one sentence. Sound only: the face and the mannerisms stay the user's own.
  • Walking through walls Phases through solid matter. The user holds their breath inside, and cannot carry anything that is not phased too.
  • Wall crawling Geckos climb glass with millions of microscopic foot hairs called setae. Bare hands and feet are the natural limit here.
  • Water breathing Gills, or something like them. Pressure and cold still apply, so the deep sea is not automatically open.
  • X-ray vision Sees 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