Concentration: Powers with concentration in their durations are subject to the following restrictions:
- Can’t act or attack while using this power.
- When damaged by spell or attack, must succeed on a Willpower check (highest of CHA or CON) or concentration (and the power’s effect) ends.
Boost Speed
|
|
| Duration |
1 round |
| Range |
Self |
- Movement speed is doubled.
- May make additional attacks per round:
Boost Speed Effect
| Level |
Additional Attacks per Round |
| 1-4 |
1 |
| 5-8 |
2 |
| 9-12 |
3 |
| 13+ |
4 |
Burn
|
|
| Duration |
Concentration, 1 round + up to 1 round / level |
| Range |
Sight |
Subject a creature or object within sight to a scorching heat.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Target may Save vs Spells each round to prevent damage.
- Causes paper and cloth to burn, liquids to boil, and metals to glow.
- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
Change Density
|
|
| Duration |
1 round / level |
| Range |
Self |
Alter body density, with choice of effect:
- Lighter: Barely touch the ground, leave no footsteps and can walk on water
- Heavier: Root in place, immune to attacks or effects that would knock down or move.
Enlargement
|
|
| Duration |
Concentration, up to 1 round / level |
| Range |
Self |
Double body, clothing, and armor size
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- While enlarged, melee attacks inflict double damage.
- Does not effect other carried or worn equipment.
Flying Weapon
|
|
| Duration |
Instant |
| Range |
10’ / level |
Control melee weapon thrown at target.
- Treat as a missile attack with +4 bonus.
- Any damage dealt is doubled.
- Hit or miss, weapon returns to hand.
Freeze
|
|
| Duration |
Up to 1 round / level |
| Range |
30’ |
Freezes target creature or object within sight in place.
- While effected, target is [paralyzed].
- Target may Save vs Paralyze to avoid effect, or at the start of their initiative to end the effect.
Healing Trance
|
|
| Duration |
1 turn |
| Range |
Self |
Enter a meditative state for the duration.
- While in trance, completely unaware of surroundings, and can neither attack nor defend.
- Healing effect:
Healing Trance Effect
| Level |
HP Healed |
| 1-6 |
1d6+1 |
| 7-12 |
2d6+2 |
| 13+ |
3d6+3 |
Hurl
|
|
| Duration |
Instant |
| Range |
10’ / level |
Telekinetically throw object at target.
- Can throw object weighing up to 200 coins / level.
- Target must be within 60’ of object.
- Target must Save vs Wielded or take damage:
Hurl Effect
| Object’s Weight (Coins) |
Damage |
| Up to 200 |
2d4 |
| 201-400 |
2d6 |
| 401-800 |
3d6 |
| 801-1500 |
4d6 |
| 1501+ |
5d6 |
Instant Step
|
|
| Duration |
Instant |
| Range |
30’ |
Instantly teleport to any location in sight within range.
- May be used before or after making an action (ex: attacking).
- Breaks engagement without allowing for free attack.
Invisibility
|
|
| Duration |
Concentration, up to 1 round / level |
| Range |
Self |
Disappear from the sight of one or more creatures (selected when the power is activated).
- Up to 1 HD of creatures / level are affected.
- Affected opponents attack with a –4 penalty.
Life Drain
|
|
| Duration |
Concentration, 1 round |
| Range |
Touch |
Draw vital energy out of a living target via touch, absorbing target’s life force.
- Target must Save vs Spells or suffer 1d4 points of damage.
- Heal an amount of HP equal to damage done.
Life Squeeze
|
|
| Duration |
Concentration, up to 1 round / level |
| Range |
30’ |
Apply excessive pressure to target creature’s vital organs.
- Cause 1d3 damage each round.
- Target must Save vs Paralyze each round or be paralyzed, unable to move or act.
- Doesn’t affect non-living creatures (constructs, undead, etc.).
Power Blast
|
|
| Duration |
Instant |
| Range |
10’ / level |
Fire a blast of energy at a target in range.
- Target must Save vs Spells or take 2d4 damage.
Power Fists
|
|
| Duration |
1 round / level |
| Range |
Self |
Charge fists with mystical energy.
- Unarmed attacks count as magical and deal increased damage:
Power Fists Effect
| Level |
Unarmed Damage |
| 1-4 |
2d4 |
| 5-8 |
2d6 |
| 9-12 |
2d8 |
| 13+ |
2d12 |
Power Shield
|
|
| Duration |
Concentration, up to 1 round / level |
| Range |
Self |
Surround body with a shield of energy.
- Immune to small, non-magical missiles (arrows, slings, etc.).
- Opponents have -2 to attacks against.
- +2 on saves vs Wielded, Blasts, and Spells.
Psychic Wall
|
|
| Duration |
Concentration, 2 turns |
| Range |
Self |
Enhance mental defense.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items.
Pull
|
|
| Duration |
Instant |
| Range |
10’ / level |
Fire a wave of force at a target that grabs them and pulls them in.
- Target must Save vs Paralyze or take 1d6 damage and be pulled in.
- Target may be released anywhere along the way.
Push
|
|
| Duration |
Instant |
| Range |
30’ |
Fire a wave of force at a target.
- Target must Save vs Paralyze or take 1d6 damage and be thrown away 10’ / level.
Shrinking
|
|
| Duration |
Concentration, up to 2 turns |
| Range |
Self |
Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment).
- Takes one round to activate, breaking concentration during this round prevents power from being used.
Effects while shrunk:
- Can slip through narrow spaces.
- 90% chance of going unnoticed while remaining motionless.
- Cannot harm creatures larger than 1’ tall.
Super Leap
|
|
| Duration |
Instant |
| Range |
10’ + (10’ / level) |
Leap anywhere within range (including vertically).
Telepathy
|
|
| Duration |
Concentration, 1 turn |
| Range |
Sight |
Establish bidirectional mental communication with one other willing, living, intelligent creature.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Do not need to share a language with the creature.