Read Thoughts
Disciplines: Divination, Telepathic
Difficulty: Opposed
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: Concentration
Effect/Value: Perceive a creature’s conscious thoughts.
Resistance: 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 perceives the conscious thoughts of a target creature.
By default, the Power reveals what the target is actively thinking about at the moment of contact. Surface thoughts, intentions, emotions, and immediate mental focus are readily perceived, but memories, subconscious thoughts, and hidden knowledge require additional effort or Result Point Enhancements.
The target is not automatically aware that its thoughts are being read unless the Game Master determines there is a noticeable psychic interaction.
Specializations & Example Uses
| Specialization | Description |
|---|---|
| Surface Thoughts | Read only a target’s immediate conscious thoughts with exceptional clarity. |
| Interrogation | Specialize in extracting answers to specific questions from a target’s thoughts. |
| Lie Detection | Detect deception by comparing thoughts with spoken words. |
| Emotional Insight | Perceive the target’s dominant emotions and motivations alongside their thoughts. |
| Memory Search | Efficiently search for specific memories or information within the target’s mind. |
| Truth Sense | Discern whether a target genuinely believes what they are thinking or saying. |
Discipline Notes
Telepathic (Psionics): The psion establishes direct mental contact, perceiving the target’s conscious thoughts and active mental processes.
Divination (Magick): The caster mystically perceives the target’s surface thoughts as hidden knowledge revealed through supernatural insight. Rather than entering the target’s mind, the caster divines the information that the target is consciously thinking.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Double the Base Range. |
| 1 | Learn one additional related thought or topic. |
| 2 | Search for specific information currently known by the target. |
| 2 | Ignore language barriers, perceiving meaning rather than words. |
| 2 | Increase the Base Duration to 10 minutes. |
| 3 | Probe deeply into subconscious thoughts or long-term memories, subject to GM approval. |
| 3 | Search the target’s mind for a specific memory or piece of information. |
| 4 | Conduct an exhaustive mental search, uncovering hidden, suppressed, or forgotten information, subject to GM approval. |
Restrictions
- Read Thoughts perceives information only; it does not alter or control the target’s mind.
- The Power reveals thoughts as they exist in the target’s mind, which may be incomplete, inaccurate, or intentionally misleading.
- Deeply buried, magically protected, or suppressed memories may require additional Result Points or may be inaccessible, at the Game Master’s discretion.
- Reading multiple minds simultaneously requires an appropriate Enhancement or separate use of the Power.
Restore
Disciplines: Conjuration, Empathic
Difficulty: Difficult
Focus Cost: 5
Casting Time: 1 Minute
Range: Touch
Duration: Instant
Effect/Value: Restore one permanently lost function, feature, or capability.
Resistance: None. An unwilling target may resist using Magick Resistance or Will Power.
Manifestation Options: Arcane (Default), Divine, Holy, Life, Nature, Spirit
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Required
Effect: The caster restores something that has been permanently lost, destroyed, or rendered inoperative.
Unlike Heal, which repairs injuries, or Purge, which removes harmful conditions, Restore reverses permanent or lasting loss. This may include lost body parts, permanently damaged senses, drained Attributes, destroyed supernatural connections, or other enduring impairments, subject to the Game Master’s approval.
Restore cannot resurrect the dead or recreate an entirely destroyed creature. Such effects require separate Powers or extraordinary rituals.
Specializations & Example Uses
| Specialization | Description |
|---|---|
| Restore Limb | Regrow or restore a lost limb or appendage. |
| Restore Sight | Restore permanently lost vision. |
| Restore Hearing | Restore permanently lost hearing. |
| Restore Attribute | Recover permanently reduced Attributes or similar lasting losses. |
| Restore Memory | Recover memories permanently erased or destroyed by supernatural means. |
| Break Transformation | Reverse a permanent supernatural transformation or curse. |
| Restore Bond | Reestablish a broken magical, spiritual, or psychic connection. |
| Greater Restoration | Restore multiple permanent losses affecting a single creature. |
Discipline Notes
Conjuration (Magick): The caster conjures powerful restorative energies that reconstruct what has been permanently lost or destroyed, returning the target to its intended natural state.
Empathic (Psionics): The psion channels life force and empathic resonance to restore permanent physical, mental, or spiritual loss, reestablishing the target’s natural wholeness.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Range. |
| 1 | Restore one additional closely related function or capability. |
| 1 | Greatly reduce the time required for the restoration to take full effect. |
| 2 | Affect one additional willing target. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Restore exceptionally severe or ancient losses, subject to GM approval. |
| 3 | Restore multiple related permanent losses affecting the same target. |
| 3 | Affect all willing targets within a Small Burst. |
| 4 | Completely restore a target to its natural state from a wide range of permanent losses or impairments, subject to GM approval. |
Restrictions
- Restore does not heal ordinary injuries; use Heal for physical damage.
- Restore does not remove harmful conditions; use Purge for poisons, diseases, curses, and similar afflictions.
- Restore cannot resurrect the dead or recreate a creature that has been completely destroyed.
- The Game Master has final approval over what constitutes a permanent loss and whether it can be restored.
- A specialized version of Restore restores only its chosen type of permanent loss but reduces the Focus Cost by 1.
Reshape
Disciplines: Alteration, Telekinetic
Difficulty: Moderate
Focus Cost: 4
Casting Time: 1 Action
Range: Touch
Duration: Instant
Effect/Value: Change the physical form of one existing non-living object without changing its material.
Resistance: None. An object held or worn by an unwilling creature may be protected by an Opposed Power using Magick Resistance or Will Power.
Manifestation Options: Arcane (Default), Crystal, Earth, Metal, Nature, Psychic
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster alters the shape of an existing non-living object while preserving its original material and overall mass.
Reshape can bend, compress, stretch, carve, fold, fuse, separate, or otherwise reform an object’s physical structure. The Power cannot change one substance into another, create additional material, or destroy material. Objects created or repaired through other Powers may also be reshaped.
The resulting object must remain physically possible for its material. The Game Master has final approval over unusually complex or intricate designs.
Specialization & Example Uses
| Specialization | Example Uses |
| Bend | Bend prison bars, pipes, blades, or other rigid objects. |
| Carve | Sculpt statues, engrave inscriptions, or cut intricate patterns. |
| Compress | Flatten or compact an object into a smaller form. |
| Expand | Stretch or enlarge an object’s shape without changing its material. |
| Fold | Fold sheets of metal, cloth, leather, or similar flexible materials. |
| Fuse | Join two or more compatible objects into a single object. |
| Mold | Sculpt stone, clay, wood, or metal into a desired form. |
| Precision | Perform delicate shaping requiring exceptional accuracy. |
| Repair Shape | Restore a bent, warped, or misshapen object to its original form. |
| Separate | Split an object into multiple pieces along desired lines. |
Discipline Notes
Alteration (Magick): The caster mystically reshapes the object’s physical structure, molding it into a new form while preserving its substance.
Telekinetic (Psionics): The psion applies precise psychokinetic force to compress, bend, stretch, or sculpt the object into a new shape.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the maximum size of the object that can be reshaped. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Perform fine detail work, allowing intricate shaping or engraving. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Affect one additional object. |
| 2 | Reduce the casting time to an Instant Action, subject to GM approval. |
| 3 | Reshape a Large object or structure. |
| 3 | Perform exceptionally precise craftsmanship, producing masterwork-quality forms. |
| 4 | Reshape an entire structure or a Huge object, subject to GM approval. |
Restrictions
- Reshape affects only existing non-living objects.
- Reshape cannot create or destroy matter.
- Reshape cannot change one material into another.
- Reshape cannot repair structural damage unless combined with Mend.
- Reshape cannot affect living creatures; use Transform Creature or Mutate instead.
- Extremely intricate mechanisms or precision devices may require an appropriate skill or additional Result Point Enhancements, at the Game Master’s discretion.
Suggestion
Disciplines: Divination, Empathic, Telepathic
Difficulty: Opposed
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 Minutes
Effect/Value: Implant a subtle idea, impulse, or course of action into the target’s mind.
Resistance: Opposed Power (Will Power against unwilling targets. A willing target may choose not to resist.)
Manifestation Options: Arcane (Default), Crystal, Psychic, Shadow, Spirit
Shape Options: Target (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Required
Power Specialization & Example Uses
| Specialization | Example Uses |
|---|---|
| Compel Action | Encourage a target to perform a simple, reasonable task or action. |
| Compel Truth | Suggest that answering questions honestly is the best course of action. |
| Distraction | Cause the target to focus on another person, object, or event. |
| Forget | Encourage the target to overlook or ignore something it has seen or heard. |
| Influence | Steer the target toward a particular opinion or decision. |
| Misdirection | Convince the target to investigate or pay attention to the wrong thing. |
| Pacify | Encourage the target to avoid violence or abandon hostile intentions. |
| Trust | Convince the target that a creature is trustworthy or harmless. |
| Withdrawal | Encourage the target to leave an area or avoid further involvement in a situation. |
Effect: The caster subtly influences the target’s thoughts by implanting a believable idea, suggestion, or impulse. The target perceives the suggestion as a reasonable course of action rather than recognizing it as supernatural manipulation.
The suggestion must be simple, plausible, and capable of being completed within the Power’s duration. The target will not knowingly perform obviously suicidal acts, actions that directly violate its core beliefs or loyalties, or actions that are clearly impossible.
Suggestion influences judgment rather than overriding free will. More direct mental control requires the Dominate Power.
Discipline Notes
Divination (Magick): The caster glimpses the target’s probable thoughts and choices, then subtly guides its decisions toward a desired outcome. Rather than overwhelming the target’s will, the magic presents the suggestion as the most natural or reasonable course of action.
Empathic (Psionics): The psion subtly influences the target’s emotional state and instincts, encouraging it to perceive the suggested action as the safest, wisest, or most desirable choice. The target believes the decision arises from its own feelings rather than outside influence.
Telepathic (Psionics): The psion implants a carefully crafted mental impulse that the target accepts as its own idea or conclusion.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 40 Spaces. |
| 1 | Make the suggestion unusually convincing, granting a bonus against attempts to recognize outside influence. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Delay the suggestion until a specified trigger or condition occurs. |
| 3 | Increase the Base Range to Line of Sight. |
| 3 | Allow the suggestion to persist until the instructed task is completed, subject to GM approval. |
| 4 | Affect all valid targets within a Small Burst. |
Restrictions
- Suggestion cannot directly control a creature’s actions; use Dominate for complete mental control.
- Suggestion cannot force a target to commit obvious suicide or perform actions that are clearly impossible.
- Suggestion cannot compel actions that fundamentally violate the target’s deepest convictions, loyalties, or instincts, subject to GM approval.
- Only one active Suggestion may affect a target at a time; if multiple Suggestions are applied, only the most recent successful one remains in effect unless the GM rules otherwise.
Suppress
Disciplines: Alteration, Empathic, Telepathic
Difficulty: Opposed
Focus Cost: 5
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 Minutes
Effect/Value: Temporarily suppress one ability, Special Talent, or innate trait.
Resistance: Opposed Power (Will Power against unwilling targets. A willing target may choose not to resist.)
Manifestation Options: Arcane (Default), Crystal, Psychic, Shadow, Spirit
Shape Options: Target (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Power Specialization: Required
Effect: The caster temporarily suppresses one of the target’s innate abilities, Special Talents, supernatural abilities, or extraordinary traits.
The suppressed ability ceases functioning for the duration of the Power. Passive traits provide no benefit, and activated abilities cannot be used. Suppress does not permanently remove the ability, nor does it affect Attributes, Skills, equipment, or active Power effects.
Power Specialization & Example Uses
| Suppress Specialization | Example Uses |
|---|---|
| Darkvision | Suppress a creature’s ability to see in darkness. |
| Flight | Prevent a creature from using its natural or supernatural flight. |
| Natural Armor | Suppress scales, chitin, barkskin, or other natural protection. |
| Natural Weapons | Suppress claws, fangs, horns, or similar natural weapons. |
| Regeneration | Prevent rapid healing or regenerative abilities from functioning. |
| Resistance | Suppress one specific resistance, such as fire, cold, poison, or radiation resistance. |
| Special Talent | Suppress one chosen Special Talent possessed by the target. |
| Venom | Prevent the target from producing or delivering venom or poison through natural attacks. |
Discipline Notes
Alteration (Magick): The caster seals or negates a supernatural capability with powerful warding magic, preventing it from functioning.
Empathic (Psionics): The psion disrupts the target’s biological or psychic potential, temporarily preventing a specific capability from manifesting.
Telepathic (Psionics): The psion blocks the conscious or subconscious mental pathways required to activate or control an innate ability, temporarily preventing it from functioning despite the target retaining the capability itself.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 40 Spaces. |
| 2 | Suppress one additional closely related ability or Special Talent. |
| 2 | Increase the Base Duration to 1 hour. |
| 3 | Affect one additional target. |
| 3 | Increase the Base Range to Line of Sight. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Suppress cannot permanently remove an ability or Special Talent.
- Suppress cannot affect Attributes, Skills, or equipment.
- Suppress cannot end an active Power or magical effect; use Disrupt for that purpose.
- The Game Master has final approval over whether a particular ability may be suppressed.
Teleport
Disciplines: Apportation, Conjuration, Telekinetic
Difficulty: Heroic
Focus Cost: 5
Casting Time: 1 Action
Range: Self
Duration: Instant
Effect/Value: Instantly relocate a creature or object to another location within the Power’s range.
Resistance: None. An unwilling creature may resist with an Opposed Power using Will Power.
Manifestation Options: Arcane (Default), Crystal, Light, Psychic, Shadow, Spirit
Shape Options: Self (Default), Touch, Target
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Power Specialization: Required
Power Specialization & Example Uses
| Specialization | Example Uses |
| Group Teleport | Teleport yourself and multiple willing creatures simultaneously. |
| Object Teleport | Instantly relocate unattended or willing objects. |
| Portal | Create a temporary gateway connecting two locations through which creatures and objects may travel. |
| Self Teleport | Instantly relocate yourself to another location. |
| Swap | Exchange the positions of two creatures or objects. |
| Target Teleport | Instantly relocate another willing creature or an unwilling creature that fails to resist. |
Effect: The caster instantly transports a creature or object from one location to another without traveling through the intervening space.
The destination must be within the Power’s range and must be a location the caster can clearly perceive or accurately identify. If the destination is occupied or otherwise unsuitable, the teleport fails at the Game Master’s discretion.
Teleport ignores physical barriers, terrain, and intervening obstacles, but it cannot bypass effects that specifically prevent teleportation or dimensional travel.
Discipline Notes
Apportation (Magick): The caster folds space through mystical means, creating an arcane passage that instantly transports the target from one location to another without traversing the intervening distance.
Conjuration (Magick): The caster momentarily folds space, opening a mystical pathway that instantly transports the target to its destination.
Telekinetic (Psionics): The psion manipulates the fabric of space through immense psychokinetic force, relocating the target without traversing the intervening distance.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Range. |
| 1 | Teleport with carried equipment or one additional unattended object. |
| 2 | Increase the Base Range to Line of Sight. |
| 2 | Affect one additional willing creature. |
| 2 | Increase the maximum size of the teleported target by one category. |
| 3 | Increase the Base Range to anywhere on the same world. |
| 3 | Reduce the casting time to an Instant Action once per round, subject to GM approval. |
| 4 | Increase the Base Range to anywhere within the same plane or dimension, subject to GM approval. |
Restrictions
- Teleport does not allow travel between dimensions or planes unless specifically enhanced.
- An unwilling target receives an Opposed Power Test to resist.
- The destination must be capable of safely accommodating the target.
- Teleport cannot pass through effects specifically designed to block teleportation or dimensional movement.
- The Game Master has final approval over unfamiliar or poorly described destinations.
Transfer
Disciplines: Conjuration, Empathic
Difficulty: Opposed
Focus Cost: 5
Casting Time: 1 Action
Range: Touch
Duration: Instant
Effect/Value: Transfer one injury, Condition, or form of energy from one target to another.
Resistance: Opposed Power. A willing target may choose not to resist.
Manifestation Options: Arcane (Default), Crystal, Life, 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 transfers a single injury, Condition, or other transferable effect from one target to another.
The source immediately loses the transferred effect, while the recipient immediately gains it. Unless otherwise stated, both targets must be within the Power’s range when the transfer occurs.
Transfer cannot duplicate an effect. It only moves an existing injury, Condition, or energy from one target to another.
Power Specialization & Example Uses
| Transfer Specialization | Example Uses |
| Condition | Transfer a Condition such as Poisoned, Burning, Fatigued, or Blind from one creature to another. |
| Disease | Move a disease or infection from one host to another. |
| Energy | Transfer magical, psionic, or other supernatural energy between targets. |
| Health | Transfer injuries or Health loss from one creature to another. |
| Poison | Move poison or toxins from one creature to another. |
| Vitality | Transfer stamina, endurance, or similar life force between creatures. |
Discipline Notes
Conjuration (Magick): The caster mystically channels an existing affliction or energy through supernatural pathways, relocating it from one creature to another.
Empathic (Psionics): The psion manipulates life force and psychic resonance, redistributing injuries, Conditions, or energy between living beings.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Range. |
| 1 | Transfer one additional closely related effect. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Affect one additional willing target. |
| 2 | Delay the transferred effect for up to 1 minute before it manifests. |
| 3 | Transfer all related injuries, Conditions, or energy affecting the source. |
| 3 | Increase the Base Range to Line of Sight. |
| 4 | Affect all valid targets within a Small Burst, subject to GM approval. |
Restrictions
- Transfer cannot create or duplicate injuries, Conditions, or energy.
- Transfer cannot permanently remove an effect; it must be relocated to another valid target.
- Transfer cannot move permanent biological traits or Special Talents.
- The transferred effect functions normally on the new target.
- The Game Master has final approval over whether a particular effect may be transferred.
Transform Creature
Disciplines: Alteration, Empathic, Telekinetic, Visionary
Difficulty: Opposed
Focus Cost: 5
Casting Time: 1 Action
Range: Touch
Duration: 10 Minutes
Value: Transform a creature into another living form.
Resistance: Opposed Power (Will Power against unwilling targets. A willing target may choose not to resist.)
Manifestation Options: Arcane (Default), Beast, Life, Nature, Psychic, Spirit
Shape Options: Touch (Default), Target
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Required
Effect: The caster transforms a living creature into another living form appropriate to the chosen specialization.
The target assumes the physical appearance, movement capabilities, natural attacks, natural armor, and other inherent biological characteristics of the new form. Unless otherwise noted, the target retains its own memories, personality, and mental abilities.
Equipment does not transform unless the Game Master rules otherwise. Worn or carried equipment may merge into the new form or fall to the ground, depending on the nature of the transformation.
Power Specialization & Example Uses
| Specialization | Example Uses |
|---|---|
| Aquatic Form | Transform a creature into a fish, dolphin, shark, or other aquatic animal. |
| Avian Form | Transform a creature into a bird or other winged creature. |
| Beast Form | Transform a creature into a common land animal such as a wolf, bear, or horse. |
| Dragon Form | Transform a creature into a dragon or dragon-like creature, subject to GM approval. |
| Humanoid Form | Transform a creature into another humanoid species or ancestry. |
| Insect Form | Transform a creature into an insect or arachnid. |
| Reptilian Form | Transform a creature into a reptile, serpent, or similar creature. |
| Tiny Form | Transform a creature into a Tiny animal suitable for stealth or infiltration. |
Discipline Notes
Alteration (Magick): The caster magically restructures the target’s body into a completely different biological form while preserving its life essence.
Empathic (Psionic): The psion guides the target’s life force into a new biological pattern, causing its body to naturally regenerate and adapt into the desired form. Rather than forcing physical change, the transformation emerges from the creature’s own vital essence.
Telekinetic (Psionics): The psion exerts extraordinarily precise psychokinetic control over every cell of the target’s body, reorganizing its biological structure into a new form while preserving the creature’s life force and consciousness.
Visionary (Psionics): The psion reshapes the target’s physical form through profound psychic control over biological structure and self-image. A Visionary psion doesn’t directly manipulate cells—they alter that psychic template. Once the template changes, the body instinctively reshapes itself to match.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Allow equipment to transform with the target. |
| 3 | Affect one additional willing creature. |
| 3 | Increase the Base Duration to 24 hours. |
| 4 | Affect all valid targets within a Small Burst. |
Restrictions
- Transform Creature affects only living creatures.
- The transformation is temporary unless another ability specifically makes it permanent.
- The target retains its memories, personality, and mental faculties unless the Game Master rules otherwise.
- Transform Creature cannot create entirely new creatures or permanently alter biology; use Create Creature or Mutate for those effects.
- The Game Master has final approval over unusual forms or transformations.
Transform Object
Disciplines: Alteration, Telekinetic
Difficulty: Heroic
Focus Cost: 5
Casting Time: 1 Action
Range: Touch
Duration: 10 Minutes
Effect/Value: Transform one non-living object or material into another.
Resistance: None. An object held or worn by an unwilling creature may be protected by an Opposed Power using Magick Resistance or Will Power.
Manifestation Options: Arcane (Default), Crystal, Earth, Metal, Nature, Psychic
Shape Options: Touch (Default), Target
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Power Specialization: Required
Effect: The caster transforms a non-living object or material into another substance while generally preserving its size, shape, and mass.
The transformed object functions as though it were naturally made from the new material. Unless enhanced, the transformation is temporary, after which the object returns to its original form.
Transform Object changes what an object is made of, not its shape. To alter an object’s form without changing its material, use Reshape.
Power Specialization & Example Uses
| Specialization | Example Uses |
|---|---|
| Crystal | Transform objects into crystal or gemstone-like materials. |
| Earth | Transform objects into soil, clay, sand, or similar earthen materials. |
| Ice | Transform objects into ice or frozen matter. |
| Metal | Transform objects into iron, steel, copper, bronze, or other metals. |
| Stone | Transform objects into stone, granite, marble, or similar rock. |
| Water | Transform objects into water or other common liquids. |
| Wood | Transform objects into wood or other plant-based materials. |
Discipline Notes
Alteration (Magick): The caster mystically transmutes one substance into another, fundamentally altering its physical composition.
Telekinetic (Psionics): The psion restructures the molecular composition of matter through precise psychokinetic manipulation, transforming one material into another.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Increase the maximum size of the transformed object by one category. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Affect one additional object. |
| 3 | Increase the Base Duration to 24 hours. |
| 3 | Transform a Large object or structure. |
| 4 | Transform a Huge object or a significant portion of a structure, subject to GM approval. |
Restrictions
- Transform Object affects only non-living objects and materials.
- The transformation is temporary unless another ability specifically makes it permanent.
- Transform Object changes only the material, not the object’s basic form.
- Transform Object cannot create or destroy matter; the transformed object generally retains its original size and mass.
- The Game Master has final approval over unusual or exotic materials.
Veil
Disciplines: Alteration, Conjuration, Telepathic, Visionary
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Conceal one creature, object, or area from ordinary perception.
Resistance: None. (An unwilling target may resist with Will Power.)
Manifestation Options: Arcane (Default), Crystal, Light, Nature, Psychic, Shadow
Shape Options: Touch (Default), Burst
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster conceals a creature, object, or area from ordinary perception.
While Veil is in effect, observers suffer a -2D penalty to Notice Tests made to perceive the concealed target through normal senses. If an observer cannot overcome this penalty, they fail to perceive the target.
Veil affects only ordinary perception. It does not protect against supernatural powers such as Detect, Analyze, Clairvoyance, Locate, or Scry. Use Conceal to hide from supernatural detection.
Attacking, creating loud noises, or otherwise drawing obvious attention may allow observers an immediate Notice Test, at the Game Master’s discretion.
Example Uses
- Become invisible by bending light.
- Blend naturally into surrounding terrain.
- Wrap yourself in supernatural shadows.
- Cloak an object from ordinary sight.
- Hide an entire campsite.
- Conceal a doorway or passage.
- Create an optical camouflage field.
Discipline Notes
Alteration (Magick): The target’s body or surface physically changes to blend with its surroundings through altered coloration, transparency, or natural camouflage.
Conjuration (Magick): The caster surrounds the target with a supernatural veil that bends light, shadows, mist, or magical energy to obscure it from view.
Telepathic (Psionics): The caster subtly influences nearby minds, causing observers to unconsciously overlook, ignore, or dismiss the target’s presence.
Visionary (Psionics): The caster distorts the perceptions of nearby observers, subtly altering what they see so the target becomes difficult to notice.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Increase the Notice penalty to -3D. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Increase the Base Range to 20 Spaces. |
| 3 | Affect all allies within 5 Spaces. |
| 3 | Conceal the target from one additional mundane sense (such as hearing, scent, thermal imaging, or vibration detection). |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Veil conceals the target only from ordinary perception.
- Veil does not hide the target from supernatural powers unless combined with Conceal.
- Veil does not prevent the target from leaving physical evidence such as footprints, disturbed foliage, or open doors.
- Veil does not silence the target or mask odors unless enhanced.
- Multiple applications of Veil do not stack; use only the highest Notice penalty.
