Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
School: Abjuration
Trappings: Concentration, a dull glow around the protected character, a fetish.
Success with arcane protection means hostile powers suffer a -2 penalty (-4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
Arcane protection stacks with Arcane Resistance should the recipient have both!
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Greater Arcane Protection (+2): Hostile powers suffer a -4 penalty (-6 with a raise).
Rank: Veteran
Power Points: 3+2 per point of Size change
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Cursed artifact, a bolt of energy.
Choose a creature with the Animal Type, from Size –2 to Size 3. Baleful polymorph is an opposed roll of the character's arcane skill versus the target's Spirit. With a success, the victim changes into a relatively harmless creature. They gain the Agility, Strength, Vigor, and innate abilities of the animal, but retain their own Smarts and Spirit.
The target must be able to survive in its current environment while in its new form (you cannot turn someone into a fish while on dry land). If the victim Critically Fails the Spirit roll, they gain the Smarts of the animal as well, believing that they are an animal until the power ends. At the end of each of the victim's subsequent turns, he can make a Spirit roll at –2 (–4 if the caster got a raise) to return to his normal form.
Duration (+2): The power's Duration is measured in minutes instead of rounds.
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
School: Abjuration
Trappings: Holy items, arcane symbols, handful of salt.
Banish sends entities from other planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).
Banishing a being is an opposed roll of the caster’s arcane skill versus the target’s Spirit. Success means the target is Shaken, and each raise causes a Wound.
If this Incapacitates the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, or even a few rounds later if the being has the ability to travel between planes on its own!
Area of Effect (+1/+2/+3): The power affects everything in a Small, Medium, or Large Blast Template.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
School: Conjuration
Trappings: Fire, ice, thorns, bones, energy.
Barrier creates a straight wall 5″ (10 yards) long and 1″ (2 yards) tall, of immobile material that conforms to the surface it’s cast upon. Double the length with a raise.
Thickness varies depending on what the wall is made of, but is usually a few inches.
The wall is Hardness 10 (or 12 with a raise), and may be destroyed as any other object (see Breaking Things). Each 4 points above the Hardness destroys a 1" (2 yard) square section of wall (piercing weapons can't damage the barrier).
When the spell expires or the wall is broken it crumbles to dust or dissipates. Trappings are never left behind.
Damage (+0/+1): The barrier causes 2d4 damage to anyone who contacts it. If the barrier is immaterial, such as with a wall of fire, this modifier costs +0 instead of +1.
Hardened (+1): The wall is Hardness 12 (or 14 with a raise).
Shaped (+1): The barrier forms a circle, square, or rectangle. It can't have a roof or floor, and can't Bind or Entangle anything within (use the entangle power for that).
Size (+1): The length and height of the barrier doubles.
Deadly (+2): The barrier causes 2d6 damage.
Rank: Novice
Power Points: Special
Range: Smarts
Duration: 10 minutes
School: Enchantment
Trappings: The caster concentrates and gestures with his hands.
This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Eight for examples). Controlling five wolves (Size -1) costs 5 points, for example. Controlling a rhino (Size 5) also costs 5 points.
Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears (fire, fearful creatures, etc.) to follow their orders.
Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
Duration (+1): The base Duration increases to 30 minutes.
Mind Rider (+1): The caster can communicate and sense through any of the beasts he currently has befriended.
Bestiarium (+2): The caster may affect Magical Beasts with animal intelligence.
Rank: Seasoned
Power Points: 3
Range: Smarts ×2
Duration: Instant
School: Evocation
Trappings: Balls of fire, ice, light, darkness, colored bolts, swarm of insects.
Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise (see Area Effect Attacks).
Area of Effect (+0/+1): The caster can make the blast a Small Blast Template for no extra cost, or a Large Blast Template for +1.
Damage (+2): The blast causes 3d6 damage (4d6 with a raise).
Greater Blast (+4): The blast causes 4d6 damage (5d6 with a raise) and is considered a Heavy Weapon.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
School: Necromancy
Trappings: Bright flash of light, sand in eyes, confusion.
Those affected by this malicious power suffer blurred vision or near-complete blindness with a raise.
Success means the victim suffers a -2 penalty to all actions involving sight, or -4 with a raise.
The victim automatically tries to shake off the effect with a Vigor roll as a free action at the end of his following turns. Success removes 2 points of penalties, and a raise removes the effect entirely.
Area of Effect (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Strong (+1): The Vigor roll to shake off the effect is made at -2.
Rank: Novice
Power Points: 1
Range: Smarts ×2
Duration: Instant
School: Evocation
Trappings: Fire, ice, light, darkness, colored bolts, a stream of insects.
Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
The damage of the bolt is 2d6, or 3d6 with a raise.
Damage (+2): The bolt causes 3d6 damage (4d6 with a raise).
Disintegrate (+2): If the bolt Incapacitates a creature, it must make a Vigor roll or its body turns to dust. If the target is an object, the caster rolls damage against its Hardness as usual (see Breaking Things on page 130). If the bolt breaks the object, it disintegrates. Disintegrate allows the caster to roll bonus damage against objects and all damage dice can Ace
Enchanted Items: The Hardness of enchanted items is doubled for the purposes of being disintegrated.
Greater Bolt (+4): The bolt causes 4d6 damage (5d6 with a raise) and is considered a Heavy Weapon.
Rate of Fire (+2): The bolt attack is made at Rate of Fire 2.
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5 (boost); Instant (lower)
School: Transmutation (boost); Necromancy (lower)
Trappings: Physical change, glowing aura, potions.
This power allows a character to increase or decrease a target’s Trait (attribute or skill).
Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.
Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
Additional Recipients (+2): The power may affect more than one target for 2 additional Power Points each.
Strong (+1): Lower Trait only. The Spirit roll to shake off the effect is made at -2.
Greater Boost/Lower Trait (+2): With success, the selected Trait also gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a -2 penalty to the affected Trait’s rolls.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Dissolving into the earth and appearing elsewhere, a body of sand.
Burrow allows the recipient to meld into raw earth. He can remain underground if he wants or burrow through the ground at half his normal Pace (or full Pace with a raise). He may not run.
Burrowing characters may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets The Drop. Targets on Hold may attempt to interrupt the attack before it occurs.
Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Power (+1): The target can burrow through stone, concrete, or similar substances. (Some substances, like glass, solid lead, etc., might be resistant at the GM’s discretion.)
Rank: Novice
Power Points: 2
Range: Cone or Stream Template
Duration: Instant
School: Evocation
Trappings: A shower of flames, light, or other matter or energy.
Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.
Success creates a Cone or Stream Template starting at the caster and extending outward (see Area Effect Attacks). Everything within suffers 2d6 damage (or 3d6 with a raise).
Damage (+2): The burst causes 3d6 damage, or 4d6 with a raise.
Greater Burst (+4): The burst causes 4d6 damage (5d6 with a raise) and is considered a Heavy Weapon.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
School: Enchantment
Trappings: Hypnotic lights, brief illusions, loud noises.
Confusion confounds all targets in a Medium Blast Template, making them either Distracted or Vulnerable, or both with a raise. The same effect applies to all those affected. These states are removed at the end of the victims’ next turn as usual.
Area of Effect (+0/+1): The caster can focus the confusion to a Small Blast Template for free or a Large Blast Template for +1.
Greater Confusion (+2): On a success, targets are Shaken in addition to being Distracted or Vulnerable (or both with a raise). Confusion is a nondamaging effect and can't cause a Wound on an already Shaken target.
Rank: Novice
Power Points: 2 per pound
Range: Smarts
Duration: One hour
School: Conjuration
Trappings: Light that forms the item’s silhouette, reaching into a magic bag, shaping dirt or clay into the item, pulling the item from a drawing or painting.
The caster can create an object weighing up to one pound for every 2 Power Points spent. The item must be a simple, mundane object made of a common material (GM’s call) such as a 10-foot pole, blanket, shield, etc. A raise on the arcane skill roll produces a more durable version of the conjured item.
Conjured items appear in the hands of the caster or on the ground nearby. Once the Duration expires, the item fades from reality. This can cause issues, for example, if the conjured item holds a door open or was given as a gift.
Complete (+1): The object is a complete set, such as a chess set or a quiver of arrows. The set must fit under the weight limit.
Create Food and Water (Special): Instead of an object, every 1 Power Point creates enough food and water to sustain a Size 0 humanoid for one day. The nourishing food is permanent (doesn’t disappear after eaten), though it decays and is inedible after 24 hours if not consumed. The water is just like clean rainwater and does not spoil.
Durable (+1 per Pound): The object’s Duration becomes “permanent” until dispelled. The Power Points are “invested” and unavailable until it’s destroyed, dispelled, or dismissed by the caster. The conjurer may dismiss the object at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally.
Rank: Seasoned
Power Points: Special
Range: Smarts
Duration: Instant
School: Necromancy
Trappings: Pustules, rotting flesh, hives.
Contagion is an opposed roll of the character’s arcane skill versus the target’s Spirit. With success, the target contracts a Chronic, Debilitating, or Lethal Disease. With a raise, curing the disease suffers a -2 penalty.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Resilient (+2): A raise is required to cure this disease.
Epidemic (+2): Anyone who contacts the afflicted target must make a Vigor check at the same penalty as the original roll or contract the disease.
Disease Power Points
Chronic 3
Debilitating 5
Lethal 7
Rank: Legendary
Power Points: 10
Range: Self
Duration: 15 days
School: Conjuration
Trappings: A four-hour ritual using a forked metal rod worth at least 500 gp.
The demiplane's size is around 400 10-ft cubes of space and is filled with air or water (decided by the caster). The caster determines the general appearance of the plane's simple features.
Create demiplane cannot be maintained like other powers. The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. The caster determines the plane’s light level.
There are no native creatures or plants, though they may be brought there. The environment of the plane counts as normal terrain for the purpose of elemental manipulation or burrow. The caster is free to determine the demiplane's seasonal cycle and a light cycle (if any).
When the casting is finished, the caster may bring himself and up to seven other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic, etherealness, or plane shift.
As a limited action, the caster may eject a creature from the demiplane (an opposed Spirit roll). An ejected creature goes to the closest plane to the demiplane (usually the Astral or Ethereal Plane, but if cast on the Material Plane, the creature is sent to the Material Plane). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner. The plane cannot be dispelled, but a creature on the plane can destroy it with wish.
While within the demiplane, the caster can add to its area by casting the spell again. Alternatively, he may cast this spell again to reset the Duration of an existing area to that of the latest casting. If the Duration on one area of the demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate demiplanes under his control. The caster may reconnect these stranded sections by casting the spell again to create a linked area between the two.
With concentration, the caster can reshape the plane. The process can take up to 30 minutes for major changes.
Bountiful (+2): The demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food to support one Size 0 creature for every 10-foot cube of the demiplane. The demiplane does not have any animals, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner.
Portal (+2): The demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This gate is always open and usable from both sides, but you can secure it using normal means.
Shape (+1): The plane is self-contained so it loops upon itself when a creature reaches one edge. The caster may designate areas or locations on the edges of the plane where this occurs or apply it to the entire plane.
Time (+5): The caster may make the plane have erratic time, flowing time (half or double normal time), or be timeless.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
School: Conjuration
Trappings: Trapdoor, crack in the earth, dark hole.
The spellcaster creates an extra-dimensional space that connects with her reality at a single point within Range. The point forms as a hole the size of a Medium Blast Template and descends 4” (eight yards) into the earth. This power cannot use the Selective Power Modifier.
Anyone in or adjacent to the area when the spell is cast must make an Evasion roll (at -2 with a raise) or fall in for 2d6+2 damage.
When the power ends, the pit disappears and anyone inside is placed on the ground where the pit formed.
Deep (+2): The pit is twice as deep, increasing the base damage to 4d6+4.
Soft Ground (+1): The base of the pit is made of a soft, spongy material. Those who fall in don't take damage.
Spiked (+1): Spikes form at the bottom of the pit, increasing damage to those who fall in by +d6.
Rank: Seasoned
Power Points: 5
Range: Touch
Duration: Instant
School: Necromancy
Trappings: Effigy, ritualistic words, touch.
Some practitioners of the arcane arts heal their allies. Others inflict sickness upon their enemies. To use this particularly nasty spell, the caster makes an arcane skill roll opposed by the victim’s Spirit roll. Failure means the victim suffers a level of Fatigue immediately and at sunset each day thereafter (further castings of curse have no additional effect).
Once the accursed becomes Incapacitated, he makes a Vigor roll each day to avoid death.
Breaking the Curse: The curse can be lifted by the original caster at will, and ends automatically if she’s slain. Dispel also removes a curse (at -2), though each individual may only try once—if failed it’s beyond her abilities.
Turn To Stone (+5): The accursed must make a Spirit roll every round or take a level of Fatigue. When Incapacitated, the victim turns to stone (his Toughness becomes Hardness). The curse must be broken to stop the effect (see above).
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
School: Conjuration
Trappings: Fiery aura, spikes, electrical field.
Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close.
At the end of the affected character’s turn, all adjacent beings (including allies!) automatically take 2d4 damage.
Area of Effect (+2): The caster may extend the damage field into a Medium Blast Template centered on the recipient, the caster is immune to her own damage field.
Damage (+2): The damage field causes 2d6 damage.
Mobile (+2): Mobile works only with the Area of Effect modifier. It allows the caster to detach the damage field from the recipient and move it up to his Smarts die type each round as a limited free action.
Greater Damage Field (+4): The damage field causes 3d6 damage and is considered a Heavy Weapon.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: One hour
School: Transmutation
Trappings: Glowing eyes, dilated pupils, sonic sight.
Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of Illumination penalties. With a raise, he ignores up to 6 points and can see in Pitch Darkness.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Greater Darksight (+2): The recipient’s senses extend so far into the infrared and ultraviolet spectrums that he ignores all Illumination penalties and 4 points of penalties from invisible creatures.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
School: Abjuration
Trappings: Mystical shield, gust of wind, phantom servant that intercepts missiles.
Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee or missile attacks from the recipient of the power.
With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both.
An attacker who uses a ranged weapon in melee against the recipient suffers the penalty either way.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
School: Divination (detect); Illusion (conceal)
Trappings: Waving hands, whispered words.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, and so on. With a raise, the caster knows the type of enchantment as well.
When used on a supernatural creature, the caster learns its active powers and arcane abilities. With a raise, he knows Weaknesses common to that creature type. This doesn’t reveal Weaknesses of unique individuals, if any. Those must usually be discovered through research or trial and error.
Invisible Creatures: Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Conceal arcana obscures one being or item of Normal Scale or smaller from the detect magic ability for one hour (see Detect Magic and the Size Table). For larger creatures, increase the cost by the Scale modifier (+2 PPs for Large, +4 PPs for Huge, or +6 PPs for Gargantuan).
With a success, attempts to detect arcana on the being or item suffer a –2 penalty or –4 with a raise. If detect arcana fails, the character cannot see through the ruse with this casting and is not aware it is concealed unless presented with obvious evidence of such (for example, the attack of an invisible foe).
Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
Alignment Sense (+1): The caster can sense the presence and exact location of supernatural Good or Evil within Range. Detect arcana activated with Alignment Sense no longer requires line of sight to locate creatures.
Area of Effect (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
Identify (+1): The caster can identify a magic item’s powers and how they work.
Strong (+1): Conceal only. Detection rolls to see through the concealment are made at -2. This stacks with the additional penalty for casting with a raise.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 10 minutes
School: Illusion
Trappings: Malleable features, illusionary appearance, hair of new form.
Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however.
Those who have reason to question the imposter’s identity make a Notice roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a free action.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Size (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Instant
School: Abjuration
Trappings: Waving hands, whispered words.
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or natural abilities such as a dragon’s breath or a banshee’s scream. Dispel affects arcane devices normally (see Arcane Devices).
Dispel can target a character with a power already in effect or a caster activating a power. The latter counters the power but requires the countering mage to be on Hold and interrupt his foe’s action.
In either case, dispelling an opponent’s power is an opposed roll of arcane skills. A target using the Mystic Powers Edge or Innate Powers uses Spirit as its arcane skill.
If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
Area of Effect (+1/+2/+3): The effect covers an area: +1 Power Point uses a Small Blast Template, +2 points use Medium, or +3 use Large. The caster makes one arcane skill roll, then each affected target makes an arcane skill roll to oppose it. This affects a single power within the area but affects all spells of of that name unless the caster also uses the Selective Power Modifier.
Multiple Powers (+3): If successful, the caster dispels all the target’s currently activated powers.
Anti-Magic Field (+8): Instead of affecting a power at Range, this modifier creates a Medium Blast Template centered on the recipient with a Duration of 5. Magic items, effects, and powers have no effect within the field. Summoned creatures in the field must make a Spirit roll each round or take a Wound. Magically created objects are unaffected. Anti-Magic Field has no effect on deities or artifacts, and can't be combined with any other modifiers.
Disenchant (+1): The caster can target a magical item rather than an individual or a power. This is a standard arcane skill roll, not an opposed roll (the GM may apply a penalty for powerful items or artifacts). If successful, all the item’s magical abilities are negated for one round, or two with a raise.
Remove Curse (+2): This ignores the -2 penalty when attempting to end the curse power. Additionally, it can be used to end the effect of cursed items.
Rank: Seasoned
Power Points: 5
Range: Self
Duration: A brief conversation of about five minutes.
School: Divination
Trappings: Seances, demonic interrogation.
Divination allows the caster to contact otherworldly beings to gain information.
Preparing the spell takes one uninterrupted minute of prayer, coaxing or otherwise communing with a spirit or deity. Once that’s done, the caster makes her arcane skill roll. Success means the entity answers the character’s questions to the best of its ability. A raise means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not).
Answers are typically vague or symbolic rather than direct—they provide clues and guidance rather than spoilers that ruin a mystery or adventure.
The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.
Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality.
Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.
Sacred Ground: Contacting a spirit on ground sacred to it (a deep forest for fey creatures, a temple for deities, a volcano for fire elementals or infernals, etc.) adds +2 to the roll.
Power (+3): This modifier works only on ground sacred to the entity the caster is attempting to contact—a deep forest for fey creatures, a temple for deities, a volcano for fire elementals or infernals, etc. The being may even manifest or appear in some form with a raise.
The entity not only answers the petitioner's questions but also offers unsolicited advice. Exactly what and how it's delivered depends on the entity. Woodland creatures may warn the caster about a dangerous area of the forest. A demon might gloat about a greater threat ahead, accidentally tipping some other entity's hand in a later encounter.
Rank: Veteran
Power Points: 2
Range: Smarts
Duration: Instant
School: Necromancy
Trappings: Prayer, whispers, gestures.
Powerful mages, priests, and other arcanists can use this ability to drain magical energy from their foes. With a raise they can even leech the stolen energy for themselves.
The power is opposed by the target’s Spirit, and the caster suffers a -2 penalty to her roll if the target has a different Arcane Background than her own.
Success drains 1d6 of the rival’s Power Points (if any, and the die doesn’t Ace). With a raise, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting.
Drain Power Points can also be used on an arcane device (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more Power Points than it has.
Power (+2): The caster drains 2d6 Power Points with success.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
School: Transmutation
Trappings: A few simple gestures.
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary for other cultures).
Upon activation, the caster may choose one of the following effects:
Attack: The caster uses their activation roll as an attack roll, dealing 2d4 damage to a target (3d4 with a raise) within Range.
Move: The caster may move a cubic foot of air, earth (half that in stone), fire, or water up to the caster’s Smarts in any direction as a limited action.
Push: The elements buffet and move the target. The caster uses his activation roll in place of his Strength for a Push.
Special Effects: The caster may use the elements to create an additional effect with the GM’s approval. Some examples are using air to blow out a torch, fan a flame, or cool someone down (reroll a Fatigue roll in oppressive heat). The caster may use earth to cover tracks, fix breaks in stone or earthen walls, or use fire to conjure flame about the size of a torch or spread existing flame (see Fire). He may use water to conjure a quart of water (not “inside” objects or people) or purify a gallon of water per casting.
After activation, each additional use of the effects above is an action. Roll a new arcane skill roll for Attack or Push (these rolls do not suffer Backlash for Critical Failures as they are not activation rolls).
Power (+3): The volume of air, earth, fire, or water affected is tripled, the target of Push suffers a -2 penalty to resist, and the damage of Attack is increased to 2d6 (3d6 on a raise).
Weather (+5): The caster can summon or dispel storms, bring a cooling rain, scorch the earth with a heatwave, or even bring snow to the hottest climes.
The caster can bring or disperse rain, snow, sun, and wind in about a five-mile radius. The severity depends on the local environment—a harsh desert might receive gentle rain while a rain forest gets a driving downpour. The effects take 10 minutes to create and last an hour.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
School: Enchantment
Trappings: Concentration, a sympathetic smile, exchanging a pleasantry.
A successful arcane skill vs Spirit roll gives the caster insight into a target's basic emotions. This grants him a +1 bonus (+2 with a raise) to all Intimidation, Persuasion, Performance, or Taunt rolls against the target for the Duration of the power. The bonus does not apply to skill rolls made to activate powers.
Empathy works on animals, adding +1 (+2 with a raise) to Riding or other rolls to interact with the creature.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Charm (+2): If the target is Uncooperative or Neutral, a successful casting makes him Cooperative, or Friendly with a raise. The spell is instantly broken if the caster or her allies attack the victim or his allies.
Duration (+1): Duration is measured in minutes instead of rounds. If the character Critically Fails any of the affected skill rolls against the target, the effect terminates immediately.
Truth (+2): The caster knows if the target believes he's telling the truth or not.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
School: Transmutation
Trappings: Vines, webs.
Entangle restrains a target with ice, bands of energy, vines, disembodied hands, etc. If cast successfully, the target is Entangled (or Bound with a raise on the arcane skill roll).
Victims may try to break free on their turn as detailed under Bound & Entangled (Hardness 8). Due to the nature of this power, the victim can ignore the restriction of attempting to break free once.
Area of Effect (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template or to use the Stream Template.
Damage (+2): Entangled targets take 2d4 damage at the end of their turn.
Tough (+1): The entangling material is particularly resilient. Increase its Hardness to 10.
Deadly (+4): Entangled targets take 2d6 damage at the end of their turn. Does not stack with Damage.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: One hour
School: Abjuration
Trappings: A mark on the forehead, potions, gills.
Adventurers sometimes travel beneath the waves, through planes of fire, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him from intense heat, cold, radiation, pressure, and lack of oxygen.
A raise increases the Duration to eight hours.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Environmental Resistance (+1): The power now offers environmental resistance, reducing damage from one energy source (fire, cold, electricity, etc.) by 4 (6 with a raise).
Planar Adaptation (+2): This power protects the target from the devastating effects of different planes that would normally overwhelm this spell. The subject doesn't suffer the ill effects from other planes, such as the Plane of Fire or Negative Energy.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Invisibly marked targets, guiding winds, eagle eyes.
Farsight allows the recipient to see in detail over great distances. She can read lips or fine print up to a mile distant.
With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Greater Farsight (+2): Allows the recipient to ignore all Range penalties, and a raise doubles sight range.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
School: Necromancy
Trappings: Eldritch energy, cold chills.
This power causes overwhelming dread and horror. The target makes a Fear check. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Table results.
Area of Effect (+2/+3): For +2 points the power affects everyone in a Small or Medium Blast Template (caster's choice). For +3 points the area of effect is increased to a Large Blast Template.
Greater Fear (+2): Fear rolls are made at -2, or -4 if cast with a raise.
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Gusty winds, wings, broomsticks.
Fly allows a character to soar at Pace 12, or twice that with a raise (he may not run).
Additional Recipients (+2): The power may affect more than one target for 2 additional Power Points each.
Swift Flight (+5): The base flying Pace increases to 24, or 48 with a raise.
Rank: Seasoned
Power Points: 2 per point of Size change
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Gestures, words of power, potions.
Growth increases the recipient’s Size by 1 for every 2 Power Points spent. Each increase in Size grants the target a one-step increase to Strength and 1 point of Toughness (see Size & Scale). This doesn't increase Wounds regardless of change to Scale.
Shrink reduces the Size of the subject one step for every 2 Power Points spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases Strength one die type (minimum of d4) and Toughness by 1 (minimum of 2).
For unwilling targets, the caster’s arcane skill roll is opposed by Spirit.
Duration (+2): The power’s Duration is measured in minutes instead of rounds.
Power (+2): The target of shrink may retain her normal Strength and Toughness while small.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
School: Evocation
Trappings: Whirlwind, chaotic poltergeists, repulsion field.
This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.
With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks).
Anyone touched by the template is Distracted and must then make a Strength roll (at -2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).
Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
Airborne Targets: Flying or airborne targets suffer an additional -2 to their Strength rolls as they have no ground to brace themselves on.
Area Effect (+1): Havoc affects a Large Blast Template.
Greater Havoc (+2): Targets are knocked back a total of 3d6” and take 2d6 damage if they strike a hard object.
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
School: Conjuration
Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive (see Aftermath). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
Crippling Injuries (+15): The power can heal Permanent Injuries (see Incapacitation). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
Greater Healing (+10): This modifier can restore any Wound, including those more than an hour old.
Neutralize Poison or Disease (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
Mass Healing (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3).
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
School: Illusion
Trappings: Magical spells, holograms, “ethereal materializers.”
One of the greatest powers is the ability to create something from nothing—even if it’s not real!
Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.
Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at -2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting.
The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other.
The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4″ or eight yards in diameter).
Area of Effect (+1): The illusion’s area of effect is increased to the size of a Large Blast Template.
Mobility (+1/+2): For +1 Power Point, the illusion can move (and fly) at a Pace of 12, or 24 for +2 Power Points. This is a limited free action.
Sound (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
Strong (+2): Smarts rolls to disbelieve the illusion are made at -2.
Deadly Illusion (+3): The illusion may attack or otherwise cause harm. The caster may use her actions to make the illusion “attack” an individual. This is an opposed roll of the caster’s arcane skill versus the target’s Smarts (at -2 if the power was activated with a raise).
If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation). The caster may attack additional foes as Multi-Actions. She may not use other combat maneuvers, such as Called Shots or Wild Attacks (though it may look that way!)
Duration (+2): The Duration is measured in minutes.
Rank: Veteran
Power Points: 2
Range: Touch
Duration: Special
School: Necromancy
Trappings: Necrotic energy and disease infesting the undead.
After 10 minutes of casting, the spellcaster touches a corporeal undead he created to infuse it with a portion of his power. The undead deals an additional 1d6 damage on its next successful Fighting attack. An undead can only be affected by one instance of this spell at a time. This spell stays active until the attack is discharged or dispelled.
Rank: Veteran
Power Points: 5
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Ghost form, body of shadow, gaseous transformation.
With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and nonmagical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items. With a raise on the activation roll, reduce the damage from supernatural attacks by 4.
The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and Stunned.
If cast on an unwilling target, the victim resists with Spirit. If affected, he shakes off the effect with a Spirit roll as a free action at the end of his following turns.
Additional Recipients (+3): The power may affect more than one target for 3 additional Power Points each.
Duration (+3): Duration is measured in minutes instead of rounds.
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 5
School: Illusion
Trappings: Powder, potion, iridescent lights.
With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at -4, or -6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
Reduce the penalty by 2 if the invisible character’s position is given away, such as moving in water, hit with mud or another substance that reveals his form, outside in the rain, etc.
Additional Recipients (+3): The power may affect more than one target for 3 additional Power Points each.
Duration (+2): Duration is measured in minutes instead of rounds. If the character attempts a damage-causing attack or targets an unwilling character with a power, the effect terminates immediately.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 10 minutes
School: Evocation
Trappings: Illusionary torch, sunlight, darkness, thick fogs.
Light creates bright illumination in a Large Blast Template. With a raise, the light can be focused into a 5″ (10 yard) beam as well.
Darkness blocks illumination in an area the size of a Large Blast Template, making the area Dark, or Pitch Darkness with a raise (see Illumination).
If light and darkness overlap, they create a patch of Dim light (-2).
Mobile (+1): The caster can move the template at a Pace equal to his arcane skill die type as a limited free action each round. He can also attach it to an inanimate object when first cast if desired. It cannot be cast on a living being.
Area Effect (+2): Light only. The light expands to the caster’s Smarts in radius, with a Range of Smarts ×2. The light acts as natural sunlight.
True Darkness (+2): The darkness blocks Infravison, Low Light Vision, and Darkvision. It has no effect on magical sight such as detect arcana.
Rank: Novice
Power Points: 3
Range: Self
Duration: 10 minutes
School: Divination
Trappings: A floating crystal over a map, message in the clouds, a ray of light.
Sometimes it's literally impossible to find something via mundane means. Locate allows the caster to find these hidden things.
When casters use this power, they choose an object, creature, or location. If the caster has never seen the target, the roll is at -2. A success gives a sense of the general direction and distance of the target. A raise also gives an impression of the target (e.g., the creature is asleep, the object is in a strongbox, the secret door is behind a bookshelf).
Running Water: On Golarion, running water blocks locate if it’s in the path between the caster and the target.
Find the Path (+1): In addition to the direction and distance to a person, place, or thing, the caster also has a supernatural sense of the best or fastest way to navigate to the target’s general area.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Permanent (lock); Instant (unlock)
School: Abjuration (lock); Transmutation (unlock)
Trappings: A physical key, miming opening or locking a lock.
Lock magically seals a door, window, container, envelope, drawer, box, or other closeable item. Any attempt to open a magically locked container, door, or portal suffers a -4 penalty. Any further attempts by a character automatically fail until he increases his skill, at which point he may try again. A raise when magically locking the container means it can only be unlocked via the unlock version of this power (at the -4 penalty listed above) or by dispelling the magical lock then picking the lock as usual.
The caster may set a passphrase when the lock is created; the portal opens for anyone who speaks the phrase and remains open until the phrase is repeated.
Unlock may be used in place of Repair or Thievery (but not Strength) when attempting to unlock a container, door, or portal. It ignores up to 4 points of penalties to the task, and with a raise disarms any traps or alarms on the portal as well.
Neither spell has any effect on barriers, barricades, or blockages — only distinct objects which can be opened or shut.
Rank: Heroic
Power Points: 5
Range: Smarts
Duration: Five hours
School: Necromancy
Trappings: A gem or crystal placed in a jar.
Magic jar allows a mage to transfer his soul into an enchanted vessel of some sort. He may move back and forth between the jar and his body, though his form appears dead and lifeless when the soul is absent.
The mage may also attempt to possess another body from the jar (not from the body). This is an opposed roll of arcane skill versus the target's Spirit. If the target wins, the mage cannot attempt to possess it again this encounter. If the mage wins, the victim's life force is imprisoned in the magic jar. The possessor keeps his own Smarts, Spirit, alignment and Edges. The body retains its Agility, Strength, Vigor, innate abilities, and Wounds. The creature’s powers do not stay with the body.
While in the vessel, the mage can sense and attack any life force within 5" (10 yards), though he can't determine the specifics of the creature—he simply knows if it's living or undead and whether or not it has a soul.
The mage can shift from a possessed host to the magic jar if within range as a limited action. This returns the trapped soul back to its body.
If the host body is slain, the mage returns to the magic jar if it's within range and the life force of the host departs to its final reward. If the host body is slain beyond the range of the magic jar, both the mage and the host perish.
If the spell ends while the mage is in the magic jar, he returns to his body, or dies if the body is out of range or destroyed.
If the spell ends while the mage is in a host, he returns to his body (or dies if out of range of his magic jar), and the soul in the magic jar returns to its body (or dies if it is out of range).
Destroying the magic jar ends the spell, and the spell can be dispelled at either the magic jar or the host’s location.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
School: Transmutation
Trappings: Spectral tools.
This spell repairs damaged objects. With success, a damaged or broken object is repaired. All of the pieces of an object must be present for this spell to function. With a raise on the arcane skill roll, the spell can fully restore nonmagical destroyed objects.
Magic items can be repaired by this spell, but the caster must have a Rank equal to or higher than the power needed to create the item. Destroyed magic items can be repaired with this spell, restoring their magic abilities.
When make whole is used on a construct creature, the spell bypasses any immunity to magic and heals it as if with healing.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 30 minutes
School: Divination
Trappings: Headpieces, talismans to deities.
Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.
Once activated, the range between all linked minds is one mile, or five with a raise.
If any of the linked characters suffer a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
Additional Recipients (+1): The power may affect additional individuals for 1 additional Power Point each.
Broadcast (+2): The caster can broadcast a short telepathic message to every sentient mind within Smarts ×4 radius (Smarts ×8 with a raise). The caster can only broadcast, she doesn’t receive their responses.
Long Distance Link (+3): Casters can connect with any mind they're familiar with on the same plane of existence, regardless of distance.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
School: Divination
Trappings: Psionic invasion, soulsight.
Mind reading is an opposed roll versus the target’s Smarts. Success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Mind Walk (+2): The caster has greater access to the target’s mind and memories, unlocking an entire scene or chain of related memories (GM’s call).
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
School: Enchantment
Trappings: A noxious drink, parasites, touching the target’s temples.
Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is opposed by a victim’s Smarts and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of Range.
If successful, the victim forgets a single event (up to about 30 minutes of time). A raise removes a complex memory of several hours.
If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)
The memory remains missing, but strong evidence that challenges its “logic” allows a Smarts roll at -2 to remember fragments determined by the GM.
Edit (+1): Instead of wiping the memory, the caster edits it as she sees fit.
Fast Cast (+2): The caster can wipe a memory as an action.
Greater Mind Wipe (+2): The effect completely removes a single event, person, place, thing, etc., from the victim’s memory.
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Partial transformations.
With a successful arcane skill roll, the recipient gains the benefits of a single Special Ability from the list below chosen by the caster. The caster (not the recipient) must have the Rank listed next to the ability. With a raise, the caster counts as one Rank higher for choosing an ability.
Additional Recipients (+2): The power may affect more than one target for 1 additional Power Point each.
Power (+4): The recipient gains two abilities at once.
Ability Rank
All-Around Vision S
Aquatic S
Blindsense V
Construct S
Elemental S
Energy Drain (any) V
Hardy V
Night Vision H
Pack Tactics S
Poison (Lethal) V
Poison (Mild) S
Regeneration (Fast) L
Regeneration (Slow) V
Rending Attack H
Rank: Seasoned
Power Points: Special
Range: Self
Duration: 1
School: Transmutation
Trappings: “Morphing,” talismans, tattoos.
This power allows the caster to take the form of one of the following creature types: Fey, Magical Beast, or Ooze. The caster can only turn into the base form of the creature, not elite or alternative versions. With a raise, the caster can increase the creature's Strength and Vigor by one die type each.
The Size of the new form is limited by the caster's Rank (see below).
Held and worn items are assumed into the new form and reappear when the power ends.
While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills (though he may not be able to use some or all of them depending on the form—GM’s call). He gains the creature's Agility, Strength, Vigor, and linked skills. His ability to use devices and communicate is limited to that of his new form. He can maintain powers and even cast new powers if the form permits (GM's call). Casting a power in the new form incurs a −2 penalty to the roll, modified by the difference in Rank between the spellcaster and the Rank required for his new form (see the Monstrous Shape Change table). If the caster is one Rank higher the penalty is −1, or 0 if two or more Ranks higher.
A creature's natural abilities are conferred, but Innate Powers and Arcane Backgrounds aren't. A caster in the form of a copper dragon could fly and use its breath weapon, but not use its spellcasting ability.
Wound Effects: The caster cannot benefit from a creature's additional Wounds, Wound-reduction abilities like Resilient, Very Resilient, or Unstoppable, or extra Wounds from Large or Huge Scale creatures.
Dragonform (+2): The power includes Type: Dragon.
Transform (+2/+3): The power may affect a willing target at a Range of touch for +2, or Smarts for +3 (the Range modifier may increase this further).
Cost Rank Size
5 Seasoned Size -2 to 0
8 Veteran Size 1 to 2
11 Heroic Size 3 to 4
15 Legendary Size -4 to -3 and 5 to 10
Rank: Seasoned
Power Points: 2
Range: Touch
Duration: Special
School: Divination
Trappings: Touching the object, glowing hands.
Object reading is the ability to get visions of the past from an object. With a successful casting, the caster gains a vague impression of whatever information she’s looking for, from the object’s creation forward. A raise grants her more specific information.
If the caster uses object reading on a bloody knife to investigate a murder, for example, success might tell her the wielder was a human and that the attack happened at night. With a raise, she might get a glimpse of the killer’s face or some other clue that reveals his identity.
Projection (+2): The caster may broadcast the vision, projecting it out into a space the size of a small room. Anyone present may see and hear the events and examine the projection from all angles.
Rank: Veteran
Power Points: 4
Range: Smarts
Duration: Instant
School: Transmutation
Trappings: Enhanced arcane glow.
This power makes the Duration of certain other powers Permanent (see the Permanent Powers table). The spellcaster targets the desired spell with this power.
Depending on the spell, the caster must expend a specific gp value of diamond dust as a material component.
The now permanent spell is no longer connected to its original caster and thus does not need to be maintained and is not end if the caster gets a Critical Failure on future rolls.
Permanency can be dispelled the same as any other power. A GM may allow other spells to be made permanent.
If permanency is dispelled, the original power is also dispelled (and vice versa).
At the Gm's discretion, additional powers can be made permanent as well. The suggested gold cost for this is (Power Points × 2,500 gp) + (Rank × 2,500 gp). (Novice 1, Seasoned 2, Veteran 3, Heroic 4, Legendary 5)
Example: Monster's gift (Aquatic) would be Power Points (4 × 2,500 gp) + Seasoned (2 × 2,500 gp) = 15,000 gp.
Example: Wall walker would be Power Points (2 × 2,500 gp) + Novice (1 × 2,500 gp) = 7,500 gp.
Power GP
Self Only
Darksight 5,000 gp
Detect arcana 7,500 gp
Speak language 2,500 gp
Self, Others, or Objects
Arcane protection 2,500 gp
Conceal arcana 10,000 gp
Growth/shrink (1 size) 7,500 gp
Mind link 10,000 gp
Smite 5,000 gp
Objects or Areas
Barrier 10,000 gp
Create demiplane 20,000 gp
Invisibility (with Duration) 10,000 gp
Sound/silence 2,500 gp
Rank: Veteran
Power Points: 8
Range: Smarts
Duration: Instant
School: Conjuration
Trappings: A summoning circle, an enchanted iron casket, magical chains.
The caster summons a creature from another plane, trapping it in some sort of prison, such as a binding circle. The trap is created with chalk, salt, glyphs and wards, or other materials prior to the power's activation, and takes ten minutes to prepare.
Once the trap is prepared, the caster selects an Outsider to summon. She must know about the creature somehow, perhaps by previous encounter, access to books and scrolls, or an Occult roll with a modifier set by the Game Master. The caster can summon a specific entity if she knows its proper name.
Casting is an opposed roll between the caster's arcane skill and the entity's Spirit. If the spell fails the entity knows who attempted to bind it. If the caster rolls a Critical Failure, the creature may appear if it chooses to and is unbound—it may do as it wishes and its abilities allow.
If the caster wins, the creature is summoned into the trap and magically bound there until it agrees to perform a service for the caster or breaks free (see below). The Power Points used to bind the target are invested and unavailable until the creature breaks free or completes its task.
Bargaining: Casters summon creatures to task them with a "service" of some sort, such as taking part in a difficult battle, acting as a bodyguard, or some difficult or unpleasant task. The negotiation can usually be handled through roleplaying (and perhaps a Persuasion or Intimidation roll).
Cunning creatures require more incentive. An Evil being might ask for time to wander the earth and wreak havoc, a sacrifice, or some other "devil's bargain" proportional to the service required. A good or noble creature might aid the summoner without reward if the cause is just, or might require she perform some task for her followers or sphere of influence. Entities never agree to impossible or unreasonable demands.
Once the creature agrees to the terms, it must carry them out to the best of its ability. The caster does not have to live up to any promises she set— though entities might seek revenge if deceived or their kind are summoned too often. Casters must be wary of this, especially if the beings have a way back to the prime Material Plane!
Breaking Free: If no agreement is made after 24 hours, the caster must renew the mystic bonds by making another opposed roll of her arcane skill versus the creature's Spirit. This continues every 24 hours until an agreement is reached or the creature breaks free. The entity
can't use any other power or ability to escape.
Rank: Veteran
Power Points: 4
Range: Smarts
Duration: Instant
School: Conjuration
Trappings: Cosmic hole in space, circle of magic runes.
Plane shift allows the caster to move directly to another plane of existence. If plane shifting to a known location, a success indicates the target appears within 10d10 miles of the intended location. With a raise, the mage appears half that distance away.
If the caster doesn’t know exactly where he wants to go, he can research locations within that plane to target a specific city, geographic location, etc. Failure means he arrives at a completely random location on that plane. Success puts him in the general vicinity, and a raise puts him closer to the desired locale. This is in addition to the accuracy of the arcane skill roll.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Extra-Dimensional Space (+1): Instead of traveling to a known plane, the recipient travels to a pocket dimension where he’s conjured a magical shelter or similar structure with basic necessities, food, and water for up to five people. The structure remains afterward, so the mage and his companions may return to this space or to a new one, as desired.
Transport Foe (+2): The caster sends an unwilling target to another plane or extra-dimensional space. The being resists the casting with a Spirit roll. If failed, he’s transported to another plane of the caster’s choice for three rounds (five rounds with a raise) before returning (or as close as possible if the space is occupied).
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
School: Abjuration
Trappings: A mystical glow, bark skin, mage armor, ethereal armor.
Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead (and therefore immune to Armor Piercing modifiers).
Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
Protection stacks with all other armor, natural or worn.
Additional Recipients (+1): The power may affect additional targets at a cost of 1 Power Point each.
Shield Other (+1): When a character other than the one who cast this spell suffers one or more Wounds, the spellcaster can choose to take the Wounds instead. If the spellcaster does this, she gets a free reroll on her Soak roll if she attempts a Soak roll.
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 5
School: Enchantment
Trappings: Glowing eyes, trance-like state, a swinging charm, cursed dolls.
Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. With success, the victim obeys commands that don’t directly harm himself or those he cares about. This includes inaction, as well, so a controlled character won't just stand idly by or leave the area if he knows his friends are in danger.
With a raise, the target will harm himself or others (including by inaction), but gets a Spirit roll as a free action. If successful, he doesn’t carry out that particular command but remains a puppet. With a raise, he breaks the controller’s hold and the power ends.
Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.
Additional Recipients (+2): The caster may affect others at the cost of 2 Power Points each.
Strong (+2): Spirit rolls to resist commands are made at -2. If the caster also uses mind link on the target, she may extend her control of him to any distance, even out of her sight.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Instant/one Hour
School: Conjuration
Trappings: Prayer, glowing hands, sparkling spirals of magic, a cool breeze.
Relief allows the caster to recover from a negative condition or the effects of Fatigue.
Recover: The caster removes one of the following negative conditions: Shaken, Distracted, or Vulnerable. A raise on the arcane skill roll removes two conditions. If affecting more than one target (via the Additional Recipients modifier), the caster may choose which condition(s) to remove for each ally.
Relief can’t remove negative conditions caused by ongoing effects (Bound or Entangled, Stunned, etc.) unless the source of the effect is removed.
Numb: Reduces the recipient’s total penalties from Wounds and Fatigue by 1 with success, or 2 with a raise. An Exhausted (-2) hero with three Wounds (-3), for example, reduces her total -5 penalty to -4 with success, and -3 with a raise.
This effect lasts one hour. It doesn’t actually remove the Wounds or the Fatigue, it just allows the recipient to ignore the penalties. If the target would be Incapacitated by Wounds or Fatigue, she’s still Incapacitated as usual.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Restoration (+3): The caster can restore one die type from an energy draining effect with a success, two with a raise. See Energy Drain.
Stunned (+1): If using the Recover option, the caster may also affect the Stunned condition. This completely removes the effects of being Stunned.
Rank: Heroic
Power Points: 20
Range: Touch
Duration: Instant
School: Conjuration
Trappings: Elaborate ceremonies, magical amulets, divine intervention.
Perhaps the greatest power of all is the ability to bring someone back from the dead. It can restore lost loves, bring solace to the grieving, and topple kingdoms.
Returning the dead to life requires a reasonably complete corpse no more than a year old. The caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.
Once done, the healer makes a casting roll at -4. If successful, the victim returns to life with three Wounds and is Exhausted. With a raise, she returns merely Exhausted.
Power (+5): The hero can raise a spirit dead up to a decade for +5 Power Points.
Greater Resurrection (+10): The boundaries of life and death no longer matter. A caster can restore the dead to life regardless of how long the target was dead and even without a corpse. To resurrect the dead in this fashion requires a twelve-hour ritual and leaves the caster Exhausted.
Rank: Novice
Power Points: 2
Range: Touch
Duration: 5
School: Abjuration
Trappings: Words of power, holy symbol, glowing light.
Any Evil creature attempting a damaging attack that targets or affects the recipient must make a Spirit roll (at -2 if cast with a raise). If the roll fails, the creature loses that action.
If anyone under the effects of sanctuary attempts to harm another creature (Evil or otherwise), he loses the benefit of sanctuary instantly.
Area Effect (+2/+3): For +2 points the power affects all allies within a Medium Blast Template centered on the recipient. For +3 points the area of effect is increased to a Large Blast Template.
Epic Modifiers
Strong (+1): Spirit rolls by the creature are made at -2 (-4 with a raise).
Rank: Seasoned
Power Points: 3
Range: Self
Duration: 5
School: Divination
Trappings: Images on a reflective surface, glowing eyes, a crystal ball.
Scrying allows the caster to spy on a distant target. Preparing the spell takes one uninterrupted minute while the caster focuses on a target item, creature, or location. This makes her Vulnerable and unable to take any other actions. If she's Shaken or Stunned during this time, the spell fails.
If the caster has never seen the target herself, she makes her arcane skill roll at -2. Scrying on a target in a different plane of existence also imposes a -2 penalty.
Scrying is opposed by the subject's Spirit. If the target wins, he knows he's being spied on. If the caster wins, he can see and hear the target and the area around it but cannot move her perspective. With a raise, he can shift perspective and follow the target at a Pace 24.
A scrying "eye" may be seen with detect arcana (but not detect magic). It may also be dispelled (at –2 if suspected but not revealed).
Group Sight (+1): The caster may share her perception with allies within a Range of Smarts for the power’s Duration.
Rank: Novice
Power Points: Special
Range: Self
Duration: 5
School: Transmutation
Trappings: “Morphing,” talismans, tattoos.
This power allows the caster to take the form of one of the following creature Types: Animal, Outsider (elemental only), Humanoid, Plant. The caster can only turn into the base form of the creature, not elite or alternative versions (so a troll is allowed, but a troll brute is not). With a raise, the caster can increase the creature's Strength and Vigor by one die type each.
The Size of the new form is limited by the caster's Rank:
Cost Rank Size
3 Novice Size -4 to Size -1
5 Seasoned Size 0
8 Veteran Size 1 to 2
11 Heroic Size 3 to 4
15 Legendary Size 5 to 10
Held and worn items are assumed into the new form and reappear when the power ends.
While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills (though he may not be able to use some or all of them depending on the form—GM’s call). He gains the animal’s Agility, Strength, Vigor, and linked skills. His ability to use devices and communicate is limited to that of his new form. He can maintain powers and even cast new powers if the form permits (GM's call). Casting a power in the new form incurs a –2 penalty to the roll, modified by the difference in Rank between the spellcaster and the Rank required for his new form (see the Shape Change table). If the caster is one Rank higher the penalty is –1, or 0 if two or more Ranks higher.
A creature's natural abilities are conferred, but Innate Powers and Arcane Backgrounds aren't. A caster in the form of a storm giant could swim fast nad use its rock throwing, but not use its Innate Powers.
Wound Effects: The caster cannot benefit from a creature's additional Wounds or Wound reduction abilities like Resilient, Very Resilient, or Unstoppable, or extra Wounds from Large or Huge Scale creatures.
Duration (+1): The power’s Duration is measured in minutes instead of rounds.
Transform (+2/+3): The power may affect a willing target at a Range of Touch for +2 or Smarts for +3 (the Range modifier may increase this further).
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant (sloth); 5 (speed)
School: Transmutation
Trappings: Slowing time, blurred motion.
Sloth halves the target’s total movement (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
Speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the -2 running penalty.
Additional Recipients (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
Area of Effect (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Dash (+2): Speed only. The recipient’s running die isn't rolled—she gains the maximum result possible.
Quickness (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at -2 each).
Strong (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at -2.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: One hour
School: Enchantment
Trappings: A lullaby, blowing powder or sand at targets.
Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.
Anyone affected by slumber must make a Spirit roll (at -2 if the caster got a raise on her arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.
Area of Effect (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
School: Transmutation
Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire quiver, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
Limitations: In the case of smite with a Personal Limitation, “Self” refers to the specific weapon instead.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Spiritual Weapon (+2): Instead of enchanting a weapon, the spellcaster creates a weapon of pure energy in Range Smarts. The caster can move her spiritual weapon up to 5" (10 yards) on her turn and attack with it as a limited free action, using her arcane skill. The weapon does Spr+d4 damage (Spr+d6 with a raise).
Greater Smite (+2): The weapon’s damage is increased by +4, or +6 damage with a raise and is considered a Heavy Weapon.
Rank: Novice
Power Points: 1
Range: Smarts ×5 (sound); Smarts (silence)
Duration: Instant (sound); 5 (silence)
School: Illusion
Trappings: Magical effects, a brief ripple in the air, a bell or chime that starts or stops ringing.
Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.
Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. This subtracts 4 from Notice rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template (note that sound is usually required to cast spells).
Alarm (+1/+2): Sound only. Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds an alarm each time a creature enters the warded area or touches it. A being who speaks the password (determined at the time of casting) doesn't set off the alarm.
The warning lasts 10 hours. It costs 1 Power Point to ward an object and 2 Power Points to ward an area 5" (10 yards) in diameter.
The spellcaster can choose for the alarm to be audible only to him (this must be chosen when cast).
Mobile (+1): The caster can move the area of effect up to his arcane skill die type each round.
Targeted (+0): Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit (at -2 if the caster gets a raise).
Greater Sound/Silence (+1): The Smarts roll made to resist a Test (or Targeted modifier) is made at -2.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 10 minutes
School: Divination
Trappings: Words, pictures, hand motions.
This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Greater Speak Language (+2): The recipient can speak, read, and write all sapient languages at once.
Mass Understanding (+5): The recipient causes characters within Smarts ×2 of him to understand one another, regardless of language.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
School: Evocation
Trappings: Bolts of energy, stun bombs, sonic booms, burst of blinding light.
Stun shocks a target with concussive force, sound, light, magical energy, or the like.
A successful casting means the victim must make a Vigor roll (at -2 with a raise on the arcane skill roll) or be Stunned.
Area of Effect (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Rank: Novice
Power Points: Special
Range: Smarts
Duration: 5
School: Conjuration
Trappings: Clay figure that grows into a servant, a tattoo that comes to life.
This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s Trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well.
The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.
The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.
Combat Edge (+1): The ally has a Combat Edge (it must meet the Requirements as usual). You may take this modifier up to three times per ally.
Flight (+2): The ally can fly at its base Pace.
Increased Trait (+1): The caster can increase a Trait one die type for 1Power Point. She may do this for as many Traits as she likes, but only once per Trait.
Mind Rider (+1): The caster can communicate and sense through the ally.
Additional Allies (Varies): Additional allies of the same type may be summoned at the same time for half the Power Points cost of the original summons (total cost including modifiers, rounded up).
Rank Cost Servant
Novice 1 Attendant
Seasoned 3 Bodyguard
Veteran 5 Sentinel
Heroic 7 Mirror Self
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Fighting d4, Notice d4, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 4
Special Abilities:
Claws: Str+d4.
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to Fear and Intimidation.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d4, Shooting d6, Stealth d4
Pace: 6; Parry: 6; Toughness: 7 (2)
Edges: First Strike
Gear: Melee attack (Str+d6).
Special Abilities:
Armor +2: Hardened skin.
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to Fear and Intimidation.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: Arcane Resistance, Sweep (Imp)
Gear: Melee attack (Str+d8).
Special Abilities:
Armor +4: Stone skin.
Construct: See Attendant.
Fearless: Immune to Fear and Intimidation.
Size 2: Sentinels are 8’ tall and very dense.
This is a clone of the caster except: it’s an Extra; it has the same Power Points as the caster after casting this power; it can't use the summon ally power; its skills (but not attributes) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the Construct and Fearless abilities.
Rank: Novice
Power Points: Special
Range: Smarts
Duration: 5
School: Conjuration
Trappings: Conjuring extra-planar creatures.
Conjuring a mindless ally or simple beast is one thing. But summoning a monster is a true display of a sorcerer’s power!
Summoned monsters are loyal to the caster, (but Animals may be taken over by beast friend or similar abilities) understand simple commands, and act on the caster’s Action Card. Animals and elementals summoned with this power are fiendish or celestial in nature. Their appearance is often slightly altered to display their outsider nature.
Monsters return to whence they came when the spell expires.
Increased Trait (+1): The caster increases the monster’s Trait one die type for 1 Power Point. She may do this for as many Traits as she likes, but only once per Trait.
Mind Rider (+1): The caster can communicate and sense through any of the monsters conjured in this casting.
Additional Monsters (Varies): Additional allies of the same type may be summoned at the same time for half the Power Points cost of the original summons (total cost including modifiers, rounded up).
Creature Rank Cost
Alligator/Crocodile S 6
Archon, lantern N 5
Archon, trumpet V 10
Auroch S 6
Bear S 7
Bear, dire V 8
Beetle, fire N 2
Bird of prey N 2
Boar N 4
Boar, dire S 6
Cat, large N 5
Dog/wolf N 3
Demon, glabrezu V 10
Demon, succubus S 6
Demon, vrock S 7
Devil, bone V 8
Devil, ice V 8
Devil, lemure N 4
Elemental (small) N 4
Elemental S 7
Elemental (elder) V 10
Elephant (common) S 7
Elephant (mammoth) V 9
Giant animal (ant) N 4
Giant animal (centipede) S 8
Giant animal (spider) N 2
Goblin dog N 3
Hell hound S 6
Horse, light N 4
Horse, heavy S 5
Kyton S 6
Mephit N 3
Rat, dire N 3
Rhinoceros S 7
Roc V 8
Shark S 4
Snake N 3
Wolf, dire S 5
Wolverine N 3
Xill S 6
Rank: Novice
Power Points: Special
Range: Smarts
Duration: 5
School: Conjuration
Trappings: A mystical creature is summoned from another plane.
This power channels defenders of the natural world to perform tasks or attack one’s foes. From mighty elephants to curious pixies, such creatures are powerful friends in the right circumstances.
Summoned allies are loyal to the caster (but Animals may be taken over by beast friend or similar abilities).
Summoned creatures act on the caster’s Action Card. They (or their corpses) return from wherever they came from when the spell expires.
Increased Trait (+1): The caster increases the monster’s Trait one die type for 1 Power Point. She may do this for as many Traits as she likes, but only once per Trait.
Mind Rider (+1): The caster can communicate and sense through any of the creatures summoned in this casting.
Additional Monsters (Varies): Additional allies of the same type may be summoned at the same time for half the Power Points cost of the original summons (total cost including modifiers, rounded up).
Creature Rank Cost
Alligator/Crocodile S 6
Auroch S 6
Bear S 7
Bear, dire V 8
Beetle, fire N 2
Bird of prey N 2
Boar N 4
Boar, dire S 6
Cat, large N 5
Dog/wolf N 3
Elemental (small) N 4
Elemental S 7
Elemental (elder) V 10
Elephant (common) S 7
Elephant (mammoth) V 9
Ettin S 6
Giant, fire/frost S 8
Giant, hill/stone S 7
Giant storm/cloud V 10
Giant animal (ant) N 4
Giant animal (centipede) S 8
Giant animal (crab) S 6
Giant animal (mosquito) N 2
Giant animal (spider) N 2
Giant animal (stag beetle) S 5
Goblin dog N 3
Griffon S 6
Horse, light N 4
Horse, heavy S 5
Manticore S 6
Mephit N 3
Owlbear S 6
Pixie S 6
Purple Worm H 11
Rat, dire N 3
Rhinoceros S 7
Roc V 8
Satyr S 5
Shark S 4
Snake N 3
Wolf, dire S 5
Wolverine N 3
Rank: Novice
Power Points: Special
Range: Smarts
Duration: 5
School: Conjuration
Trappings: An infernal summoning circle, book of angelic names.
By casting this spell, the caster requests his deity send an outsider. If he serves no particular deity, the spell is a general plea answered by a creature sharing the philosophical alignment. If the caster knows an individual creature’s name, he may request that individual by speaking the name during the spell (though you might get a different creature anyway).
The summoned outsider performs a task for the spellcaster. At the end of its task, or when the duration expires, the creature returns to its home plane (after reporting back to the caster, if appropriate and possible).
Increased Trait (+1): The caster increases the monster’s Trait one die type for 1 Power Point. She may do this for as many Traits as she likes, but only once per Trait.
Mind Rider (+1): The caster can communicate and sense through the outsider.
Additional Monsters (Varies): Additional planar allies of the same type may be summoned at the same time for half the Power Points cost of the original summons (total cost including modifiers, rounded up).
Creature Rank Cost
Archon, hound S 6
Archon, lantern N 5
Archon, trumpet V 10
Aasimar N 3
Barghest N 5
Barghest, greater S 7
Demon, balor H 12
Demon, glabrezu V 10
Demon, succubus S 6
Demon, quasit N 4
Demon, vrock S 7
Devil, bone V 8
Devil, ice V 8
Devil, lemure N 4
Devil, pit fiend H 13
Elemental (small) N 4
Elemental S 7
Elemental (elder) V 10
Hell hound S 6
Hell hound, nessian V 10
Kyton S 6
Mephit N 3
Night hag H 9
Nightmare S 6
Ogre mage V 8
Rakshasa V 7
Shadow S 6
Tiefling N 3
Vargouille N 4
Xill S 6
Xorn S 7
Yeth hound N 6
Rank: Seasoned
Power Points: 5
Range: Smarts x2
Duration: 5
School: Transmutation
Trappings: A wave of the hand, magic wand, steely gaze.
Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. On activation, the caster may immediately perform one of the “uses” below. Subsequent uses are actions and use the arcane skill (but are not activation rolls and therefore not subject to Backlash from Critical Failures).
Unwilling beings targeted by telekinesis resist the caster’s arcane skill with an opposed Spirit roll when first targeted, and at the start of each of their turns thereafter until they’re released. Successful resistance does not mean the spell fails–the caster may try again on his next turn.
Uses:
Bash: The target may be bashed into the floor, ceiling, or walls for Str+d6 damage.
Change Targets: The caster may release a victim or tool as a free action. Picking up a new weapon is a free action. Selecting a new unwilling target is an action and is resisted as above.
Manipulate: The caster may use tools or wield a weapon, using the caster’s arcane skill. (This doesn’t alter the caster’s Parry if wielding a weapon if his arcane skill is different from his Fighting skill.)
Move: The target or tool may be moved up to the caster’s Smarts as a limited free action.
Power (+3): The Strength of telekinesis is d12, or d12+2 with a raise. Bashing victims inflicts Str+d6 damage. Objects weighing 500 pounds or more are treated as Heavy Weapons.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant
School: Conjuration
Trappings: A cloud of smoke, “phasing” out, change into a bolt of lightning.
Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a raise.
Opponents adjacent to a character who teleports away don’t get a free attack (see Withdrawing from Melee).
If casting teleport on willing subjects, the caster decides where they move to, not the targets.
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Teleport Foe (+2): Foes may be targeted by a Touch Attack. This is an action, which must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not be teleported into solid objects.
Gate (+5): Instead of teleporting, the caster opens a temporary portal connecting her current location and the destination. Creatures and objects can travel through this gate from either side for five rounds.
Greater Teleport (+5): The character can teleport much farther. The caster must concentrate on her destination for at least one round, taking no other actions. This makes her Vulnerable; if Shaken or Stunned, the spell fails.
For one round of concentration, the character can teleport up to 100 miles. For two rounds, she can travel 1000 miles, and with three rounds, she can go anywhere on Golarion.
If the character has physically been there, there is no modifier to your roll. With success she arrives within 2d6 x 10 feet of the target, or on target with a raise.
If she has a detailed map or has seen it through a power or device, she suffers a –2 penalty to the roll. With success she arrives within 2d6 x 100 feet, or on target with a raise.
If she has a crude map or a general notion of the place on a regional or world map, she suffers a –4 penalty. You arrive within 2d10 miles with success, or within 2d6 x 100 feet with a raise.
In the absence of such information, teleporting is not possible.
A Critical Failure transports the recipient to a random location (GM’s call) on the same plane of existence.
Rank: Heroic
Power Points: 8
Range: Self
Duration: Instant
School: Transmutation
Trappings: A glowing hourglass, floating ice particles, blurring.
Time is a constant for most, but not this spellcaster. The spell slows time for all but the caster, granting her a new turn immediately after she finishes this one. With a raise, she gets up to four actions on the turn instead of three and can ignore up to 2 points of Multi-Action penalties. Time stop can only be cast once per round.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Spider-like visage, prickly hairs on hands and feet.
Wall walker allows the recipient to walk on vertical or horizontal surfaces. With success, she moves at half her normal Pace. With a raise, she may move at full Pace and even run.
If forced to make an Athletics roll to climb or hang on to a surface, she adds +4 to the total.
Additional Recipients (+1): The caster may affect others at the cost of 1 Power Point each.
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
School: Transmutation
Trappings: Gestures, prayer, whispered words, concentration.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the improved version of the Edge (if there is one, and even if the Rank Requirement is not met).
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Power (+4): The recipient gains two Combat Edges at once.
Rank: Legendary
Power Points: 20
Range: Smarts
Duration: Instant
School: Universal
Trappings: A jinn from a bottle, clicked heels, an incantation, a monkey’s paw.
Wish allows a character to bend reality to his will. It is taxing to alter reality, however, so the caster must permanently sacrifice 3 of his own Power Points (after the spell is cast). A raise on the arcane skill roll eliminates this cost.
A caster may wish for any one of the following effects per casting, chosen before the roll is made:
Activate a Power: Wish casts any other available power, including modifiers, available in the campaign with a raise. If the spell is resisted, the target rolls with a -2 penalty on top of any other modifiers. If the Power Points required to activate the power and modifiers are greater than the cost of wish, the caster must pay the difference.
Intercession: The caster wishes for some form of aid, which typically appears after a short period of time. A party trapped in a collapsed dungeon might wish for escape only to be rescued by a party of dwarven miners. A spellcaster could wish to know the true name of a powerful demon and be contacted the next day by a traitorous subordinate of the creature.
Gain an Edge: The caster can gain (or grant another) a permanent Edge. The recipient must meet the Edge’s Requirements and can never gain more than one Edge from a wish.
Wealth: The spellcaster wishes for up to 10,000 gp worth of goods, including anything from transportation to supplies to magic items. Such goods generally sell for a quarter of their value. The wealth doesn’t appear from nothing but rather comes to the caster via events contrived by the GM.
Travel Back Through Time: The caster travels back in time for a short period: one minute outside of combat or back to the start of the current round in combat. Everything that happened in that period is reversed except for the caster's Power Points, Bennies, and Wounds.
The GM should do her best to remember all other actors' state of things from the start of the round, but warping time is imperfect so don't worry about getting everything exactly right.
Once reversed, only the caster remembers the alternate sequence of events, and that period of time cannot be altered again.
See the Future: The caster peers into the near or far future. A look into the near future grants her three Conviction Tokens that must be used by the caster or anyone she's currently in contact with (mental, verbal, in sight, etc.) within the next five rounds. At the end of the fifth round, any remaining tokens are discarded. A look into the far future allows the caster to ask the Game Master one question about the future and receive as accurate an answer as possible. Actions by the spellcaster can change the future, however, so this may only be the most likely path or a warning of future dangers.
Raise a Trait: Wish can permanently increase a Trait one die type. This increases the Trait’s limit by one die type as well. A recipient may never have more than one Trait raised by a wish.
Restore Fate: The hero and all Wild Cards in Range may refill their Bennies to their usual starting maximum.
Special: The character may change relatively minor aspects of herself, others, or the world around her (if the subject of the wish doesn’t want to be affected, it’s resisted with a Spirit roll at -2). This shouldn’t cause any far-reaching changes to the world or history, shouldn’t be covered by one of the abilities above, and is completely at the whim of the Game Master. A caster can change her gender, ancestry, languages, etc., but these changes do not alter time and are thus not retroactive.
Wish can improve someone’s mood (and their attitude on the Reaction Table, if appropriate), but it can’t permanently affect free will. It can’t force a change of heart or make someone harm themselves.
Rank: Veteran
Power Points: 3 (See sidebar for large creatures)
Range: Smarts
Duration: One hour
School: Necromancy
Trappings: Carving symbols on corpses, throwing bones, graveyards.
Zombie grants animation and basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice.
The being has the physical skills it had in life, but its Smarts, Spirit, and related skills are reset to d4. A raise on the casting roll increases any one of their Traits one die type (caster’s choice).
See page 250 for the standard profile of a human zombie. Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in Range (GM’s call).
An undead Incapacitated by damage can’t be raised with this power again.
Additional Zombies (+1): A larger horde can be raised in a single casting by paying an additional 1 Power Point for each extra zombie raised.
Armed (+1 per Zombie): The dead rise with a weapon common to their background or environment. Choose one:
Hand Weapon: Str+d6.
Ranged Weapon: Range 12/24/48, Damage 2d6.
Armor (+1 per Zombie): The horrors crawl from their grave wearing 2 points of Armor. This might be old chain mail, rusting plate, rotting leather, etc.
Mind Rider (+1/+3): The caster can communicate and sense through one of the undead he’s conjured. If it’s destroyed, he may jump to any of the others currently under his control. For 3 points, Mind Rider affects all the zombies created in this summoning.
Permanent (0): The zombie is given unlife until Incapacitated by Wounds. The Power Points used to raise it are “invested” and unavailable until it’s destroyed. The necromancer may terminate his creations’ unlife at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally.
Permanent zombies remain animated even if their creator is slain!
Skeletal (+1 per Zombie): The corpse sloughs off the anchor of dead flesh and rises as a skeleton. This increases its Agility, Athletics, Fighting, and Shooting dice by one die type each.
Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of Size -1 or -2, 3 for Size 0, and 1 for a Small Swarm, 2 for a Medium Swarm, or 3 for a Large.
Larger creatures cost 3 + Size in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.
Magical or supernatural Special Abilities aren’t conferred to the undead form, but those inherent to the creature are, such as Improved Frenzy, Reach, a swarm’s attack, etc.
Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for Additional Zombies (round up, minimum of 1).