Grant
Disciplines: Alteration, Conjuration, Empathic
Difficulty: Standard.
Focus Cost: 2 + Special Talent Level
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Grant one Talent.
Resistance: Opposed Power (Will Power against unwilling targets. A willing target may choose not to resist.)
Manifestation Options: Arcane (Default), Beast, Crystal, Life, Nature, Psychic, Shadow, Spirit
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster grants one Trait to a creature or object.
A Trait may represent a new capability, special ability, movement mode, sensory ability, natural weapon, passive quality, or condition. The exact Trait is chosen when the Power is manifested unless the caster has learned a specialized version of this Power.
The granted Trait functions normally for the duration of the Power.
Beneficial Traits may be granted to willing targets without resistance. Harmful Traits require an Opposed Power Test.
Specializations and Example Uses
| Specialization | Description |
| Amphibious | Grant the ability to breathe and function equally well in water and on land. |
| Burrowing | Grant the ability to tunnel through earth, sand, snow, or similar materials. |
| Camouflage | Grant the ability to naturally blend into the surrounding environment. |
| Darkvision | Grant the ability to see in darkness without normal light. |
| Flight | Grant the ability to fly through the air. |
| Gliding | Grant the ability to safely glide and descend through the air. |
| Natural Armor | Grant reinforced skin, scales, chitin, or other natural protection. |
| Natural Weapons | Grant claws, fangs, horns, spines, or other natural offensive weapons. |
| Radiation Resistance | Grant protection against harmful radiation and similar environmental hazards. |
| Regeneration | Grant the ability to rapidly recover from injuries. |
| Vacuum Resistance | Grant the ability to survive exposure to the vacuum of space or similar airless environments. |
| Venom | Grant the ability to deliver venom or poison through natural attacks. |
| Wall Walking | Grant the ability to climb and move across vertical or inverted surfaces. |
Discipline Manifestations
Alteration (Magick): The caster physically transforms or augments the target, granting a temporary biological or structural adaptation.
Conjuration (Magick): The caster surrounds the target with supernatural energies that temporarily bestow a beneficial Special Talent.
Empathic (Psionics): The psion channels empathic life force into the target, temporarily awakening or reinforcing a latent capability represented by a Special Talent.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Grant one additional closely related Trait. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 3 | Affect all allies or all valid targets within 5 Spaces. |
| 3 | Increase the effectiveness of the granted Trait by one category, subject to GM approval. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Bestow grants only a single Trait unless enhanced.
- Bestow cannot duplicate the primary function of another Power, such as Heal, Teleport, Barrier, Manifest Energy, Move Object, or Transform Creature.
- If multiple applications of Bestow grant the same Trait, only the most effective version applies.
- The Game Master has final approval over Traits not specifically defined by the rules.
- A specialized version of Bestow may grant only its chosen Trait but reduces the Focus Cost by 1.
Gravity
Disciplines: Telekinetic
Difficulty: Opposed
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Increase or decrease localized gravity affecting one target or a 2-Space area.
Resistance: Opposed Power (Psionics Resistance or Will Power.)
Manifestation Options: Force (Default), Psychic
Shape Options: Target (Default), Burst
Component Options: Somatic
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The psion manipulates localized gravitational forces, increasing or decreasing the apparent weight and gravitational pull affecting a creature, object, or area.
Increasing gravity makes movement more difficult, increases apparent weight, and can pin creatures or objects in place.
Decreasing gravity reduces apparent weight, allowing higher jumps, slower falls, easier lifting, and other low-gravity effects.
The exact mechanical effects are determined by the degree of gravitational change and the Game Master’s judgment.
Specializations and Example Uses
| Decrease Gravity | Reduce gravity, making creatures and objects lighter. |
| Gravitic Anchor | Prevent movement by locking a creature or object in place with intense gravity. |
| Gravitic Burden | Increase the apparent weight of a creature’s equipment or carried objects. |
| Gravitic Crush | Intensify gravity to damage or pin a target. |
| Gravitic Lift | Counteract gravity to make heavy objects easier to lift, carry, or move. |
| Gravity Repulsion | Create a localized field that pushes creatures and objects away from a chosen point. |
| Gravity Shield | Bend trajectories with localized gravity, making ranged attacks more difficult. |
| Gravity Well | Create a localized area of increased gravity that affects all creatures and objects within it. |
| High Gravity | Create an area of intensified gravity that hinders movement and increases weight. |
| Increase Gravity | Increase the gravitational pull affecting a creature, object, or area. |
| Levitation | Counteract gravity to suspend a creature or object in place. |
| Lighten | Reduce gravity affecting a creature or object, making it lighter and easier to move or lift. |
| Low Gravity | Create an area of reduced gravity, allowing higher jumps and slower movement through the air. |
| Microgravity | Create a nearly weightless environment. |
| Reverse Gravity | Reverse the direction of gravity within the affected area. |
| Slow Fall | Reduce gravity acting on a falling creature or object, slowing its descent and reducing impact. |
Discipline Manifestations
Telekinetic (Psionics): The psion manipulates localized gravitational fields through precise control of fundamental telekinetic forces, altering how gravity affects creatures, objects, and the surrounding environment.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Double the Base Range. |
| 1 | Increase the gravitational intensity by one category. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Increase the affected area to a 5-Space Burst. |
| 3 | Reverse the direction of gravity within the affected area. |
| 3 | Create a localized gravitational field that pulls creatures or objects toward a chosen point. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Gravity alters only gravitational forces; it does not move targets directly. Use Move Object for precise telekinetic manipulation.
- The Game Master determines the exact effects of extreme gravitational changes.
- Multiple Gravity effects affecting the same target do not stack; use only the strongest effect.
- A specialized version of Gravity (such as Increase Gravity, Decrease Gravity, or Reverse Gravity) reduces the Focus Cost by 1.
Heal
Disciplines: Alteration, Empathic
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: Instant
Effect/Value: Restore one Injury Level or an equivalent amount of health.
Resistance: None. (An unwilling target may resist using Will Power.)
Manifestation Options: Holy (Default), Arcane, Life, Nature, Psychic, Spirit
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster restores the target’s physical health, healing wounds and repairing bodily injury.
Heal removes physical damage that has already been sustained but does not remove the cause of that damage. It cannot cure poison, disease, curses, or other ongoing conditions unless another Power specifically addresses them.
The exact amount of healing is determined by the Power’s Base Value and any Result Point Enhancements.
Specializations and Examples of Use
| Heal Specialization | Description |
|---|---|
| Battlefield Medicine | Rapidly restore injuries sustained during combat. |
| Bone Mending | Restore broken or fractured bones. |
| Burn Healing | Heal burns and other heat-related injuries. |
| Close Wounds | Rapidly seal cuts, lacerations, and other open injuries. |
| Cure Wounds | Restore physical injuries and recover lost Health. |
| Emergency Stabilization | Stabilize a critically injured creature and prevent further deterioration. |
| Greater Healing | Restore exceptionally severe injuries with increased effectiveness. |
| Group Healing | Restore injuries to multiple creatures simultaneously. |
| Healing Touch | Channel restorative energy through direct physical contact with exceptional efficiency. |
| Internal Healing | Repair internal injuries and damaged organs. |
| Regenerative Healing | Greatly accelerate the target’s natural healing process. |
| Restore Vitality | Relieve exhaustion and restore a creature’s physical stamina following injury. |
| Self-Healing | Specialize in restoring your own injuries more efficiently. |
| Staunch Bleeding | Stop bleeding and stabilize traumatic wounds. |
| Vital Healing | Restore lost Health from any physical injury. |
| Vital Surge | Flood the target with life energy, greatly increasing the effectiveness of the healing. |
Discipline Manifestations
Alteration (Magick): The caster accelerates the body’s natural healing through restorative magic, knitting flesh, mending bone, and restoring damaged tissues.
Empathic (Psionics): The psion stimulates the target’s biological systems, dramatically accelerating natural healing and cellular repair.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Heal one additional Injury Level. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Remove the Bleeding Condition, if present. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Stabilize a Mortally Wounded or Dying creature before applying healing. |
| 3 | Heal all allies within a 5-Space Burst. |
| 3 | Restore a severe injury that would normally require extended natural healing, subject to GM approval. |
| 4 | Fully restore the target’s physical health, subject to Game Master approval and campaign limitations. |
Restrictions
- Heal restores only physical injuries and lost health.
- Heal does not cure poison, disease, curses, corruption, fatigue, or other ongoing conditions unless specifically enhanced by another Power.
- Heal cannot restore missing body parts or regenerate destroyed organs; use Restore for such effects.
- Multiple Heal effects may be applied normally, but each heals only existing injuries.
- A specialized version of Heal (such as Heal Wounds or Battlefield Healing) reduces the Focus Cost by 1.
Illusion
Disciplines: Conjuration, Telepathic, Visionary
Difficulty: Opposed (if interacted with or affecting an unwilling creature)
Focus Cost: 5
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Create one false sensory experience.
Resistance: None until a creature has reason to doubt the illusion or physically interacts with it. At that point, the creature may attempt an Opposed Power Test using Magick Resistance, Psionics Resistance, or Will Power.
Manifestation Options: Arcane (Default), Dream, Light, Psychic, Shadow, Spirit
Shape Options: Target (Default), Burst
Component Options: Verbal, Somatic
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster creates one false sensory experience affecting one or more creatures.
An illusion may affect any of the normal senses, including sight, sound, touch, smell, or taste. The illusion appears completely real until successfully resisted or disproven through physical interaction.
Illusions create convincing perceptions but do not produce actual physical effects. Any apparent damage, barriers, creatures, or hazards exist only within the minds of affected creatures..
Specializations & Example Uses
| Specialization | Description |
| Camouflage | Conceal creatures or objects by blending them into their surroundings like conceal a doorway. |
| Disguise | Alter the apparent appearance of a creature or object. |
| False Image | Create visual illusions of creatures, objects, or scenery. |
| False Sound | Create illusory or phantom voices, noises, music, or other sounds like create false footsteps. |
| False Sensation | Create illusory touch, temperature, pain, or other tactile sensations. |
| False Scent | Create or conceal smells and odors. |
| False Taste | Alter or create gustatory sensations. |
| Invisibility | Render a creature or object visually imperceptible. |
| Mirror Image | Create illusory duplicates of a creature. |
| Phantom Creature | Create a convincing illusion of a living creature. |
| Phantom Terrain | Alter the apparent appearance of the surrounding environment. |
| Silent Image | Create purely visual illusions without sound or other sensory effects. |
Discipline Manifestations
Illusion (Magick): The caster weaves magical glamours that deceive the senses, creating convincing but insubstantial sensory phenomena.
Telepathic (Psionics): The psion projects false sensory information directly into the minds of affected creatures, causing each to perceive the illusion as real.
Visionary (Psionics): The psion directly alters sensory perception, causing affected creatures to perceive sights, sounds, smells, textures, or other sensations that do not truly exist.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Double the Base Range. |
| 1 | Affect one additional sense. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Create a moving or animated illusion. |
| 3 | Affect all creatures within a 5-Space Burst. |
| 3 | The illusion reacts realistically to its surroundings and simple interactions. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Illusions produce no actual physical effects.
- Illusions cannot directly inflict damage, although creatures may react to them as if they were real.
- Physical interaction or compelling contradictory evidence may allow a creature to attempt a new Resistance Test.
- The Game Master determines the believability of particularly complex or implausible illusions.
- A specialized version of Illusion (such as Invisibility, Mirror Image, Phantasmal Sound, or Disguise) reduces the Focus Cost by 1.
Manifest Energy
Disciplines: Conjuration, Telekinetic
Difficulty: Opposed
Focus Cost: 5
Casting Time: 1 Action
Range: 20 Spaces
Duration: Instant
Effect/Value: Inflict 3D Damage with one type of supernatural energy.
Resistance: Opposed Power (Magick Resistance for Conjuration; Psionics Resistance for Telekinetic. If the target lacks the appropriate Resistance Skill, it resists with Will Power.)
Manifestation Options: Acid, Arcane (Default), Cold, Fire, Force, Lightning, Light, Psychic, Radiant, Shadow, Sonic
Shape Options: Bolt (Default), Ball (+1 Focus, +1D damage), Burst (Small Burst), Cone (Small Cone), Beam
Component Options: Verbal, Somatic
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster manifests and shapes a chosen form of supernatural energy, projecting it at a target or into an area.
Manifest Energy creates the energy itself, allowing it to be formed into bolts, beams, cones, bursts, lines, or other approved Shapes. The chosen Manifestation determines the damage type and any secondary effects appropriate to that energy.
Manifest Energy creates new energy rather than manipulating existing energy. Existing energy is manipulated using Element Control.
Specializations & Example Uses
| Specialization | Description |
|---|---|
| Acid | Manifest corrosive energy that burns and dissolves its targets. |
| Arcane Force | Manifest pure magical force to strike or batter targets. |
| Cold | Manifest freezing energy that chills and damages its targets. |
| Electricity | Manifest electrical energy as arcs, bolts, or bursts. |
| Fire | Manifest flames, heat, or explosive fire. |
| Heat Ray | Manifest a concentrated beam of intense thermal energy. |
| Plasma | Manifest superheated plasma capable of devastating damage. |
| Radiance | Manifest brilliant holy or radiant energy that burns with pure light. |
| Shadow | Manifest destructive darkness or shadow energy. |
| Sonic | Manifest concussive sound and vibration as destructive force. |
Discipline Manifestations
Conjuration (Magick): The caster conjures raw supernatural energy and shapes it into a destructive elemental or mystical form before releasing it.
Telekinetic (Psionics): The psion generates destructive energy through precise manipulation of kinetic motion, molecular activity, electromagnetic forces, or other physical phenomena, projecting it as a concentrated offensive effect.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Increase the damage to 4D. |
| 1 | Double the Base Range. |
| 1 | Change the Shape to Burst, Cone, or Beam. |
| 2 | Affect one additional target. |
| 2 | Increase the size of a Burst, Cone, or Line by one category. |
| 2 | The energy leaves behind a brief environmental effect appropriate to its Manifestation (burning flames, lingering frost, static discharge, acid residue, etc.). |
| 3 | Increase the damage to 5D. |
| 3 | The attack ignores one level of Cover or Armor when appropriate to the chosen Manifestation, subject to GM approval. |
| 4 | The manifested energy persists for one additional round, continuing to affect the designated area as appropriate to its Manifestation. |
Restrictions
- Manifest Energy creates supernatural energy; it does not manipulate existing energy.
- The chosen Manifestation determines the attack’s damage type and any narrative secondary effects.
- Environmental consequences are determined by the Game Master.
- Multiple Manifest Energy effects do not combine unless specifically allowed by another Power or Result Point Enhancement.
- A specialized version of Manifest Energy (such as Fireball, Lightning Bolt, Force Blast, Acid Spray, or Cone of Cold) reduces the Focus Cost by 1.
Material Strength
Disciplines: Alteration, Telekinesis
Difficulty: Standard
Focus Cost: 4
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Increase or decrease the durability or rigidity of one creature, object, or substance.
Resistance: None. (An unwilling creature may resist as an Opposed Power using Magick Resistance or Will Power.)
Manifestation Options: Arcane (Default), Crystal, Earth, Metal, Nature
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster temporarily increases or decreases the hardness, durability, flexibility, or rigidity of a creature, object, or substance.
Harden makes the target more resistant to damage, deformation, or wear.
Soften makes the target less rigid, easier to bend, deform, cut, or break.
The exact mechanical effects are determined by the target and the Game Master. Typical effects include increasing or decreasing Armor, Structural Integrity, or the Difficulty required to damage or manipulate the target.
Specializations and Example Uses
| Specialization | Description |
| Harden | Increase the hardness and durability of a material, like harden a wooden door, toughen a suit of armor, or harden skin into a bark- or stone-like surface |
| Soften | Reduce the hardness and rigidity of a material like soften metal bars for bending or soften earth for digging.. |
| Strengthen | Improve a material’s toughness and resistance to damage without necessarily making it harder like reinforcing a stone wall or strengthening a bridge. |
| Weaken | Reduce a material’s structural integrity, making it easier to damage or break like weaken a lock. |
| Brittle | Make a material rigid and prone to shattering like make stone brittle. |
| Flexible | Increase a material’s elasticity and ability to bend without breaking. |
| Elasticity | Alter how much a material stretches or compresses. |
| Density | Increase or decrease a material’s density and apparent weight. |
| Friction | Increase or decrease the friction of a surface, making it more or less slippery. |
| Conductivity | Increase or decrease a material’s electrical or thermal conductivity. |
| Buoyancy | Alter how readily a material floats or sinks in a fluid. |
| Corrosion Resistance | Make a material more or less resistant to weathering, rust, decay, or similar effects. |
Discipline Manifestations
Alteration (Magick): The caster mystically alters the molecular or supernatural structure of the target, increasing or decreasing its hardness, density, elasticity, or resilience while leaving its overall form unchanged.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Increase the degree of hardening or softening by one category. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Increase the Base Range to 20 Spaces. |
| 3 | Affect all valid targets within a 5-Space Burst. |
| 3 | Temporarily grant or remove one additional structural property, subject to GM approval (such as flexibility, brittleness, or elasticity). |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Harden / Soften changes only the target’s physical durability or rigidity; it does not alter its size, shape, composition, or function.
- The Power cannot repair damaged objects or heal injuries; use Restore or Heal for those effects.
- Multiple Harden / Soften effects affecting the same property do not stack; only the strongest effect applies.
- A specialized version of Harden / Soften (such as Stone Skin, Soften Metal, or Harden Wood) reduces the Focus Cost by 1.
Mend
Disciplines: Alteration, Telekinetic
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: Instant
Effect/Value: Repair one damaged object or restore one Structural Damage Level.
Resistance: None
Manifestation Options: Arcane (Default), Crystal, Earth, Metal, Nature
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster repairs damage to a non-living object or structure, restoring its integrity and function.
Mend can repair cracks, breaks, dents, tears, holes, and similar physical damage. Repaired objects regain their original strength unless the Game Master determines that some damage is beyond the Power’s capability.
The Power restores damage but does not improve the object beyond its original condition.
Example Uses
- Repair a broken weapon.
- Mend damaged armor.
- Fix a torn rope.
- Restore a shattered window.
- Patch a breached hull.
- Repair machinery.
- Mend a damaged bridge.
- Seal a leaking pipe.
Discipline Manifestations
Alteration (Magick): The caster magically reunites damaged materials, restoring their original form and structural integrity.
Telekinetic (Psionics): The psion exerts extraordinarily precise psychokinetic control over the target’s structure, realigning, reconnecting, and restoring damaged components at the molecular or structural level until the object is whole once again.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Repair one additional Structural Damage Level. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Repair a particularly intricate mechanism without disassembly. |
| 2 | Affect one additional object. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Repair an object composed of multiple materials or components. |
| 3 | Repair all damaged objects within a Small Burst. |
| 3 | Restore an object that has been broken into multiple pieces, provided all significant pieces are present. |
| 4 | Fully restore a severely damaged object or structure, subject to Game Master approval. |
Restrictions
- Mend affects only non-living objects and structures.
- Mend repairs damage but does not create missing material; use Create Object, Create Substance, or Restore when significant portions are absent.
- Mend does not enhance or improve an object beyond its original quality.
- Magical or supernatural damage may require additional Powers or GM approval.
- A specialized version of Mend (such as Repair Weapon, Repair Machinery, or Repair Hull) reduces the Focus Cost by 1.
Memory
Disciplines: Divination, Telepathic
Difficulty: Opposed
Focus Cost: 5
Casting Time: 1 Action
Range: Touch
Duration: Instant
Effect/Value: Restore, erase, alter, or implant one memory.
Resistance: Opposed Power (Psionics Resistance or Will Power.)
Manifestation Options: Psychic (Default), Dream, Spirit
Shape Options: Touch (Default)
Component Options: Somatic
Signature Effect Options: Player’s Choice
Specialization: Required
Effect: The psion manipulates a creature’s memories, restoring forgotten recollections, erasing existing memories, altering remembered events, or implanting false memories.
The complexity and significance of the memory determines the final Difficulty and is subject to the Game Master’s approval. Brief or recent memories are generally easier to manipulate than distant, emotionally significant, or magically protected memories.
The target remains unaware that its memories have been altered unless circumstances suggest otherwise.
Memory may also recover forgotten or suppressed knowledge without altering the target’s recollections. This includes names, passwords, locations, languages, learned skills, or other information the target once knew but cannot presently remember.
Specialization & Example Uses
| Specialization | Description |
|---|---|
| Erase Memory | Remove one or more memories from a creature’s mind. |
| Restore Memory | Recover forgotten, suppressed, or magically removed memories. |
| False Memory | Implant fabricated memories that the target believes are genuine. |
| Rewrite Memory | Alter the details or interpretation of existing memories. |
| Memory Lock | Prevent specific memories from being accessed or recalled. |
| Memory Share | Copy or transfer memories between willing creatures. |
| Memory Archive | Store memories outside the mind for later retrieval or restoration. |
| Memory Extraction | Remove a memory from a creature without necessarily destroying it. |
| Memory Recall | Recover forgotten facts, names, locations, passwords, or other learned knowledge. |
Discipline Manifestation
Divination (Magick): The caster reveals forgotten, hidden, or suppressed memories and knowledge through supernatural insight. More invasive applications, such as altering or implanting memories, require deeper mystical manipulation.
Telepathic (Psionics): The psion directly accesses and rewrites the neural pathways that store memory, modifying recollections while leaving the target’s conscious mind otherwise intact.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Affect one additional related memory. |
| 1 | Restore or alter memories from a more distant point in the target’s past. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Implant a detailed or emotionally convincing false memory. |
| 3 | Rewrite an extended series of related memories. |
| 3 | Make the memory alteration extremely difficult to detect or reverse. |
| 4 | Completely reconstruct or erase a significant portion of the target’s personal history, subject to Game Master approval. |
Restrictions
- Memory alters recollections, not reality.
- The Power cannot directly control behavior; use Dominate or Suggestion for immediate control.
- Deeply ingrained, magically protected, or supernatural memories may require higher Difficulties or be immune, at the Game Master’s discretion.
- A specialized version of Memory (such as Erase Memory, Restore Memory, or False Memory) reduces the Focus Cost by 1.
Mind Link
Disciplines: Divination, Telepathic
Difficulty: None (Opposed if an unwilling target)
Focus Cost: 3
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Establish direct mental communication between two creatures.
Resistance: None for willing targets. An unwilling target resists as an Opposed Power using Psionics Resistance or Will Power.
Manifestation Options: Psychic (Default), Dream, Spirit
Shape Options: Target (Default)
Component Options: Somatic
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The psion establishes a direct mental link between themselves and another creature, allowing the exchange of thoughts, words, emotions, mental images, and simple sensory impressions without spoken language.
The link functions regardless of language barriers, provided both participants possess a compatible intelligence. Unless otherwise specified, only the linked creatures may communicate through the Power.
Specializations & Example Uses
| Specialization | Description |
| Silent Speech | Exchange thoughts as words only. Fast, efficient telepathic conversation. |
| Battle Link | Optimized for tactical communication and coordination during combat. |
| Group Link | Link multiple willing participants instead of just two. |
| Sensory Link | Share sight, hearing, touch, smell, and taste in addition to thoughts. |
| Empathic Link | Share emotions as well as thoughts. (If you keep this separate from the Empathic power.) |
| Long-Distance Link | Greatly extends the communication range. |
| Dream Link | Communicate with sleeping creatures. |
| Mind Bridge | Allows communication between creatures that normally could not understand one another. |
Discipline Manifestation
Divination (Magick): The caster mystically binds the consciousness of two or more creatures, creating a spiritual link through which thoughts, emotions, and perceptions may be shared. Rather than reading or controlling minds, the spell reveals and connects the souls of those joined.
Telepathic (Psionics): The psion opens a temporary channel between two minds, allowing thoughts and ideas to pass instantly without speech.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Double the Base Range. |
| 1 | Transmit vivid sensory impressions in addition to thoughts. |
| 2 | Include one additional willing participant in the link. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Establish the link without requiring line of sight. |
| 3 | Create a group mind link connecting up to five willing participants. |
| 3 | Allow participants to silently share complex memories or learned information during the link. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Mind Link provides communication only; it does not read thoughts or control another creature.
- Participants may voluntarily withhold thoughts or information.
- The link ends immediately if either participant becomes unconscious or leaves the Power’s range, unless another effect states otherwise.
- A specialized version of Mind Link (such as Battle Link, Group Link, or Silent Speech) reduces the Focus Cost by 1.
Move Object
Disciplines: Apportation, Telekinetic
Difficulty: Standard (Opposed if moving an unwilling creature.)
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: Concentration
Effect/Value: Push, pull, lift, carry, or otherwise move one creature or object.
Resistance: None for unattended objects or willing creatures. An unwilling creature resists with an Opposed Power using Psionics Resistance or Will Power.
Manifestation Options: Force (Default), Psychic
Shape Options: Target (Default)
Component Options: Somatic
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The psion exerts telekinetic force to move a creature or object without physical contact.
The target may be pushed, pulled, lifted, carried, suspended, or otherwise repositioned within the limits of the Power. Fine manipulation, such as opening doors, turning keys, pulling levers, pressing buttons, wielding simple tools, or performing similar actions, is possible provided the caster possesses the appropriate Skill.
The speed, distance, and weight that can be moved are determined by the Power’s Base Value, Result Point Enhancements, and the Game Master’s judgment.
Specializations & Example Uses
| Specialization | Description |
|---|---|
| Force Push | Propel a target away using concentrated telekinetic force. |
| Force Pull | Draw a target toward you. |
| Levitate | Suspend and move a creature or object through the air. |
| Telekinetic Manipulation | Perform delicate, precise manipulation of objects. |
| Dancing Weapon | Control a weapon remotely as though wielding it. |
| Telekinetic Grip | Hold a creature or object immobile with sustained force. |
| Telekinetic Flight | Propel yourself through the air using telekinetic force. |
| Recall Object | Instantly draw an unattended object toward you with exceptional speed and precision. |
| Telekinetic Grip | Hold a creature or object motionless with sustained telekinetic force. |
| Stabilize | Hold creatures, objects, or structures stationary, preventing movement, collapse, or toppling. |
Discipline Notes
Apportation (Magick): The caster magically moves creatures and objects through supernatural force, allowing them to push, pull, lift, carry, or manipulate targets without physical contact. The movement is the result of mystical energy rather than physical interaction.
Telekinetic (Psionics): The psion applies direct mental force to move creatures and objects with precise control, allowing them to push, pull, lift, carry, restrain, or manipulate targets entirely through psychokinetic power.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Range. |
| 1 | Double the maximum weight that may be moved. |
| 1 | Increase the movement speed by one category. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 10 minutes without requiring Concentration. |
| 2 | Perform delicate manipulation requiring exceptional precision. |
| 3 | Affect all valid targets within a Small Burst. |
| 3 | Maintain independent movement of multiple targets simultaneously. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Unwilling creatures resist the Power normally.
- The Power applies direct telekinetic force; it does not alter gravity or inertia. Use Gravity to manipulate gravitational fields.
- Objects moved into hazardous situations may suffer damage normally.
- The Game Master determines the maximum practical weight and speed based on the caster’s capability and any applicable enhancements.
- A specialized version of Move Object (such as Force Push, Force Pull, Levitate, Telekinetic Manipulation, or Dancing Weapon) reduces the Focus Cost by 1.
Mutate
Disciplines: Alteration, Empathic
Difficulty: Opposed (if the target is unwilling)
Focus Cost: 2 + Special Talent Level
Casting Time: 1 Action
Range: Touch
Duration: 24 Hours
Effect/Value: Introduce one biological adaptation or mutation (Use Special Talents).
Resistance: Opposed Power (Magick Resistance or Will Power.)
Manifestation Options: Arcane (Default), Flesh, Life, Nature
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Required
Effect: The caster alters a living creature’s biology, granting a new physical adaptation or mutation.
Mutations may provide new movement methods, natural weapons, sensory organs, defensive structures, environmental adaptations, or other biological features appropriate to the creature’s anatomy. The exact effects are subject to Game Master approval.
Mutate changes the creature’s physical body rather than granting a magical effect.
Specializations & Example Uses
| Specialization | Example Uses |
| Bioluminescence | Develop glowing organs or markings that produce natural light. |
| Chitinous Armor | Develop hardened plates, scales, or natural armor. |
| Claws & Fangs | Grow claws, fangs, talons, or other natural weapons. |
| Darkvision | Develop enhanced vision capable of seeing in darkness. |
| Gills | Develop gills or similar organs for underwater breathing. |
| Prehensile Tail | Grow a tail capable of grasping or manipulating objects. |
| Protective Spines | Grow defensive quills, spines, or barbs. |
| Venom Glands | Develop venom sacs capable of delivering poison through natural attacks. |
| Webbed Limbs | Develop webbed hands, feet, or fins for improved swimming. |
| Wings | Grow functional wings capable of gliding or flight, subject to the creature’s size and anatomy. |
Discipline Manifestation
Alteration (Magick): The caster reshapes the target’s living tissues, rapidly adapting its biology to produce new natural features and abilities.
Empathic (Psionics): The psion reshapes the target’s life force, guiding its natural biology to develop a new permanent adaptation. Rather than forcing physical change, the mutation emerges as the creature’s vital essence expresses a different biological potential.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Introduce one minor additional adaptation. |
| 1 | Increase the Base Range to 5 Spaces. |
| 2 | Affect one additional willing target. |
| 2 | Increase the Base Duration to 1 week. |
| 2 | Grant a more complex biological adaptation, subject to GM approval. |
| 3 | Introduce multiple related adaptations as part of a single mutation. |
| 3 | Increase the Base Duration to Permanent until removed. |
| 4 | Completely redesign a major aspect of the target’s biology, subject to Game Master approval. |
Restrictions
- Mutate affects only living creatures.
- The mutation must be biologically plausible within the campaign’s setting or approved by the Game Master.
- Mutate cannot fundamentally change a creature’s species; use Transform Creature for complete transformations.
- Conflicting mutations affecting the same body part or function do not stack.’
Phase
Disciplines: Alteration, Conjuration, Telekinetic
Difficulty: Difficult
Focus Cost: 4
Casting Time: 1 Action
Range: Self
Duration: 10 minutes
Effect/Value: The target becomes intangible.
Resistance: None. (An unwilling target may resist with Will Power.)
Manifestation Options: Arcane (Default), Crystal, Psychic, Shadow, Spirit
Shape Options: Self (Default), Touch
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster causes the target to become partially or completely intangible, allowing it to pass harmlessly through non-living, non-supernatural solid objects.
While phased, the target ignores difficult terrain, mundane barriers, restraints, and obstacles composed of ordinary matter. The target may freely move through walls, doors, and similar objects, provided it ends its movement in an unoccupied space.
While phased, the target cannot manipulate, carry, or physically interact with ordinary objects or creatures unless the Power is voluntarily ended or another Power specifically allows such interaction.
Equipment worn or carried when the Power is manifested phases with the target.
Example Uses
- Walk through a wall.
- Escape from mundane restraints.
- Pass through a locked door.
- Cross a collapsed tunnel.
- Avoid becoming trapped by falling debris.
- Hide within a solid object (provided the target exits before the Power ends).
Discipline Manifestations
Alteration (Magick): The caster temporarily alters the target’s physical structure, allowing its body to pass harmlessly through ordinary matter.
Conjuration (Magick): The caster shifts the target slightly out of phase with reality, allowing it to exist between the material world and a neighboring supernatural state.
Telekinetic (Psionics): The psion exerts precise psychokinetic control over the target’s molecular interactions, temporarily reducing its physical interaction with surrounding matter so it can pass through solid objects without resistance.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to Touch. |
| 1 | The target may carry one additional willing creature in physical contact. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | The target may manipulate unattended mundane objects while phased. |
| 3 | The target may move through supernatural barriers unless opposed by another Power. |
| 3 | The target may make melee attacks while phased, becoming tangible only for the instant of the attack. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- The target must end its movement in an unoccupied space capable of containing it.
- If the Power ends while any part of the target occupies solid matter, the target is immediately displaced to the nearest open space and suffers damage determined by the Game Master.
- Phase does not allow passage through active supernatural barriers unless specifically enhanced.
- Phase does not grant invisibility or concealment.
- Multiple applications of Phase do not stack.
Project Consciousness
Disciplines: Apportation, Divination, Visionary
Difficulty: Difficult
Focus Cost: 5
Casting Time: 1 Minute
Range: Self
Duration: 10 Minutes
Effect/Value: Separate your consciousness from your physical body.
Resistance: None.
Manifestation Options: Arcane (Default), Dream, Psychic, Spirit
Shape Options: Self (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Required
Effect: The caster projects their consciousness beyond their physical body, creating an incorporeal astral form while the body remains unconscious or in a deep trance.
Unless otherwise specified, the projected consciousness can move independently, perceive its surroundings normally, and communicate only through other appropriate Powers or abilities.
The projected form cannot normally manipulate physical objects, attack creatures, or cast Powers requiring physical Components.
Specializations & Example Uses
| Specialization | Description |
|---|---|
| Astral Projection | Project your consciousness onto the astral plane. |
| Dream Projection | Enter and travel within the dreams of sleeping creatures. |
| Spirit Walk | Project your consciousness into the spirit world. |
| Remote Projection | Greatly extend the distance your consciousness may travel from your body. |
| Ghost Form | Become faintly visible and audible while projected. |
| Astral Scout | Specialize in reconnaissance and observation while projected. |
Discipline Notes
Apportation (Magick): The caster mystically separates and transports their consciousness beyond the physical body, allowing the spirit or mind to travel independently while the body remains behind.
Divination (Magick): The caster mystically separates their spirit from their body, traveling the unseen planes while their body remains dormant.
Visionary (Psionics): The psion projects their consciousness beyond their physical form, allowing their mind to travel independently of the body.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Double the maximum distance the projected consciousness may travel from the body. |
| 1 | Perceive supernatural or astral phenomena more clearly. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Communicate telepathically with creatures encountered while projected. |
| 2 | Pass through ordinary physical barriers. |
| 3 | Enter dreams, spirit realms, or other metaphysical domains, subject to GM approval. |
| 3 | Return instantly to the body as a free action. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- The physical body remains unconscious, helpless, and unaware of its surroundings.
- If the projection is disrupted, the consciousness immediately returns to the body.
- The projected consciousness cannot normally affect the physical world.
- The Game Master determines interactions with supernatural creatures, spirit realms, and other projected entities.
Protection
Disciplines: Alteration, Conjuration, Telekinetic
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: +2D Armor.
Resistance: None. (An unwilling target may resist with Will Power.)
Manifestation Options: Force (Default), Arcane, Crystal, Earth, Holy, Ice, Iron, Nature, Psychic, Shadow
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster surrounds a creature or object with supernatural protection, granting +2 Armor for the duration of the Power.
The Armor granted by Protection stacks with worn armor and other non-supernatural sources of Armor unless the Game Master rules otherwise. Multiple applications of Protection do not stack; only the highest Armor bonus applies.
Protection may also be cast upon unattended objects to reinforce them against damage.
Example Uses
- Create magical armor around an ally.
- Harden a creature’s skin into stone.
- Surround a target with a telekinetic force field.
- Reinforce a shield or door.
- Create a shimmering divine ward.
- Cover a companion in crystalline armor.
Discipline Notes
Alteration (Magick): Alteration physically strengthens the target’s body or structure, hardening skin, reinforcing bones, thickening bark, or transforming flesh into more resilient materials.
Conjuration (Magick): The caster creates a supernatural field or magical armor that surrounds the target, absorbing or deflecting incoming attacks.
Telekinetic (Psionics): The caster surrounds the target with a compressed field of kinetic force that deflects impacts and dissipates incoming energy.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1+ | Increase the Armor bonus by +1D per point. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 3 | Affect all allies within 5 Spaces. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Protection grants Armor only; it does not increase Toughness or heal damage.
- Multiple applications of Protection do not stack. Apply only the highest Armor bonus currently affecting the target.
- Protection may be cast on creatures or unattended objects.
- The Power does not repair damaged objects or restore lost Armor.
Purge
Disciplines: Alteration, Empathic
Difficulty: Standard
Focus Cost: 4
Casting Time: 1 Action
Range: Touch
Duration: Instant
Effect/Value: Remove one harmful condition affecting a creature.
Resistance: None. (An unwilling creature may resist using Magick Resistance or Will Power.)
Manifestation Options: Arcane (Default), Holy, Life, Nature, Spirit
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster removes a harmful condition affecting a living creature.
Purge eliminates one poison, disease, curse, toxin, magical affliction, supernatural corruption, or other persistent harmful condition. It does not restore lost Health or repair physical injuries; use Heal for injuries and Restore for severe physical loss or permanent damage.
The exact conditions that may be removed are determined by the Power’s Base Value, Result Point Enhancements, and the Game Master’s judgment.
Specializations & Example Uses
| Power Specialization | Description |
| Neutralize Poison | Remove poisons and toxins from a creature. |
| Cure Disease | Eliminate diseases and infections. |
| Remove Curse | End curses and malignant magical effects. |
| Cleanse Corruption | Remove supernatural taint or corruption. |
| Dispel Affliction | Remove a specific magical or supernatural condition. |
Discipline Notes
Alteration (Magick): The caster reshapes the target’s body or spirit, removing harmful influences and restoring it to its natural state.
Empathic (Psionics): The psion manipulates the target’s life force to expel harmful influences from the body and mind. Poisons, diseases, fatigue, and other detrimental Conditions are forced out or naturally overcome as the target’s vital essence is restored to a healthy balance.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Remove one additional harmful condition. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Suppress a condition that cannot be permanently removed. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Remove particularly powerful or deeply rooted conditions, subject to GM approval. |
| 3 | Affect all creatures within a Small Burst. |
| 3 | Remove one condition affecting an object, location, or ongoing magical effect, subject to GM approval. |
| 4 | Completely cleanse the target of all removable harmful conditions, subject to GM approval. |
Restrictions
- Purge removes harmful conditions but does not heal injuries or restore lost body parts.
- Permanent supernatural effects may require higher Difficulty, additional Result Points, or may be beyond the Power’s capability.
- The Game Master determines whether exceptionally powerful curses, corruptions, or magical effects can be removed.
- Multiple Purge effects do not stack against the same condition.
- A specialized version of Purge (such as Neutralize Poison, Cure Disease, Remove Curse, Cleanse Corruption, or Dispel Affliction) reduces the Focus Cost by 1.
Purify
Disciplines: Alteration, Conjuration, Empathic
Difficulty: Moderate
Focus Cost: 4
Casting Time: 1 Action
Range: Touch
Duration: Instant
Value: Remove impurities, contamination, or corruption from a creature, object, substance, or area.
Resistance: None. Unwilling creatures may resist with an Opposed Power using Will Power.
Manifestation Options: Arcane (Default), Crystal, Life, Light, Nature, Psychic, Spirit
Shape Options: Touch (Default), Target
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Power Specialization: Required
Effect: The caster cleanses a creature, object, substance, or area of impurities, contamination, or supernatural corruption.
Purify can remove contaminants from food, water, air, and other materials, neutralize mundane toxins or pollutants, cleanse objects of corruption, or sanctify an area tainted by supernatural influence.
Purify does not restore injuries, remove Conditions, or repair damage. Those effects are handled by Heal, Purge, or Restore.
Power Specialization & Example Uses
| Specialization | Example Uses |
| Air | Cleanse smoke, poisonous gases, foul odors, or airborne contamination. |
| Corruption | Remove supernatural taint, dark energies, or spiritual corruption from creatures, objects, or locations. |
| Food | Remove spoilage, contaminants, and impurities from food. |
| Object | Cleanse cursed, tainted, or contaminated objects. |
| Poison | Neutralize poisons and toxins in substances or environments. |
| Soil | Remove pollution, blight, or contamination from earth and vegetation. |
| Water | Purify water by removing contaminants, toxins, and harmful impurities. |
Discipline Notes
Alteration (Magick): The caster mystically transforms the target by removing impurities, toxins, contamination, or supernatural corruption from its physical or spiritual composition, restoring it to a pure state.
Conjuration (Magick): The caster channels purifying mystical energies that cleanse physical and supernatural impurities.
Empathic (Psionics): The psion harmonizes and restores the natural balance of matter or life force, eliminating contamination and corruption.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the area or volume affected. |
| 1 | Increase the Base Range to 5 Spaces. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Remove particularly stubborn or deeply rooted contamination. |
| 2 | Affect one additional target, object, or substance. |
| 3 | Purify all valid targets within a Small Burst. |
| 3 | Permanently sanctify a small object or location against minor corruption, subject to GM approval. |
| 4 | Purify a Large area or major source of contamination or corruption, subject to GM approval. |
Restrictions
- Purify cannot heal injuries or restore lost Health.
- Purify cannot remove Conditions; use Purge instead.
- Purify cannot repair damaged objects; use Mend instead.
- Purify cannot restore permanently corrupted creatures; use Restore or another appropriate Power if applicable.
- The Game Master has final approval over the removal of powerful supernatural corruption.
