Afflict
Disciplines: Alteration, Conjuration, Empathic
Difficulty: Opposed
Focus Cost: 4
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Inflict one harmful Condition.
Resistance: Opposed Power (Magick Resistance or Will Power)
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: Required
Effect: The caster inflicts one harmful Condition upon a creature.
The chosen Condition immediately affects the target and lasts for the duration of the Power unless removed or ended by another effect. The exact Condition is chosen when the Power is manifested unless the caster has learned a specialized version of this Power.
Specializations & Example Uses
| Specialization | Description |
|---|---|
| Blind | Inflict the Blind Condition. |
| Burning | Inflict the Burning Condition. |
| Confused | Inflict the Confused Condition. |
| Deafened | Inflict the Deafened Condition. |
| Diseased | Inflict the Diseased Condition. |
| Entangled | Inflict the Entangled Condition. |
| Fatigued | Inflict the Fatigued Condition. |
| Immobilized | Inflict the Immobilized Condition. |
| Poisoned | Inflict the Poisoned Condition. |
| Silenced | Inflict the Silenced Condition. |
| Slowed | Inflict the Slowed Condition. |
| Stymied | Inflict the Stymied Condition. |
Discipline Notes
Alteration (Magick): The caster temporarily alters the target’s body or mind, imposing a debilitating condition.
Conjuration (Magick): The caster surrounds the target with supernatural energies that impose a harmful condition for the duration of the Power.
Empathic (Psionics): The psion disturbs the target’s life force, physiology, or emotional balance, inducing a harmful Condition by disrupting the body’s natural functions or the mind’s emotional equilibrium.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Inflict one additional closely related Condition. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 3 | Affect all valid targets within a Small Burst. |
| 3 | Increase the severity or effectiveness of the inflicted Condition, subject to GM approval. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Afflict inflicts only a single Condition unless enhanced.
- Afflict cannot duplicate the primary function of another Power, such as Heal, Teleport, Barrier, Manifest Energy, Move Object, or Transform Creature.
- If multiple applications of Afflict impose the same Condition, only the most severe version applies.
- The Game Master has final approval over Conditions not specifically defined by the rules.
- A specialized version of Afflict inflicts only its chosen Condition but reduces the Focus Cost by 1.
Alter Size
Disciplines: Alteration
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Increase or decrease the target’s Size by 1.
Resistance: None. (An unwilling target may resist with Will Power.)
Manifestations: Arcane (Default), Crystal, Earth, Life, Nature, Psychic, Shadow
Shapes: Self (Default), Touch
Components Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect
The caster temporarily increases or decreases the physical Size of a creature or object.
Changing a target’s Size alters its physical dimensions, reach, and the amount of space it occupies. Any game effects associated with Size are applied normally.
Alter Size does not inherently improve or reduce a target’s physical Attributes, Skills, or supernatural abilities unless modified by another Power or Enhancement.
Equipment worn or carried by a creature changes size with the target unless the Game Master determines otherwise.
Example Uses
- Enlarge an ally.
- Shrink an object for easier transport.
- Reduce an enemy’s Size.
- Increase the Size of a doorway or bridge.
- Shrink a lock or mechanism.
- Enlarge a tree trunk to create cover.
Discipline Notes
Alteration (Magick): Alteration physically restructures the target’s body or material, causing it to grow or shrink while maintaining its overall form.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Increase or decrease Size by an additional 1. |
| 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. |
| 3 | Increase or decrease Size by an additional 2. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Alter Size cannot reduce a target below the minimum Size allowed by the Game Master or increase it beyond what the campaign permits.
- The Power changes only the target’s physical Size. It does not grant new abilities or alter Attributes except as required by the game’s normal Size rules.
- Multiple applications of Alter Size do not stack; use only the greatest Size increase and the greatest Size reduction currently affecting the target.
Analyze
Disciplines: Divination, Visionary
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: Instant
Effect/Value: Learn one significant fact about the target.
Resistance: None. (Unwilling creatures may resist with Will Power.)
Manifestation Options: Arcane (Default), Crystal, Holy, Life, Nature, Psychic
Shape Options: Touch (Default), Sight
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster studies a creature, object, location, phenomenon, or supernatural effect and learns one significant piece of information about it.
The information revealed should be accurate, useful, and directly related to the caster’s intent. If multiple facts are equally relevant, the Game Master chooses which is revealed.
Analyze cannot reveal information that does not exist, nor can it predict future events or expose intentionally hidden information beyond the Power’s capabilities.
Example Uses
- Determine whether an object is magical or psionic.
- Identify the purpose of an unknown device.
- Diagnose a disease, poison, or curse.
- Assess the structural integrity of a wall or bridge.
- Identify a creature’s species.
- Determine whether food or water is contaminated.
- Learn the function of a supernatural effect.
- Recognize an alchemical substance or unusual material.
Discipline Notes
Divination (Magick): The caster gains mystical insight into the target, revealing hidden truths through magical perception, ancient knowledge, or supernatural intuition.
Visionary (Psionics): The caster instinctively perceives patterns, relationships, and subtle details, allowing them to rapidly understand the target through heightened extrasensory awareness.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Learn one additional significant fact. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Analyze all objects or creatures within a 2-Space radius. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Gain detailed information instead of a general fact. |
| 2 | Ignore mundane attempts to conceal the target’s nature. |
| 3 | Analyze every valid target within 5 Spaces. |
| 3 | Detect lingering supernatural effects associated with the target. |
| 4 | Instantly recognize any immediately dangerous properties of the target. |
Restrictions
- Analyze reveals information; it does not alter, detect, or manipulate the target.
- The information gained is limited to what the target inherently possesses or what has affected it.
- Information deliberately concealed by more powerful supernatural abilities may require additional Result Point Enhancements or may remain hidden at the Game Master’s discretion.
- Multiple uses of Analyze may reveal additional information about the same target.
Animate Object
Disciplines: Conjuration
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Animate one unattended object of up to Size 0.
Resistance: None. (An unwilling possessor or controller may resist with Will Power at the Game Master’s discretion.)
Manifestation Options: Arcane (Default), Crystal, Earth, Life, Nature, Psychic, Shadow
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster grants temporary animation to an unattended, non-living object. The object can move, manipulate itself, and perform simple physical tasks appropriate to its form.
Animated objects possess no intelligence or independent will. They obey the caster’s commands to the best of their physical ability and continue carrying out their last instruction until given a new one or until the Power ends.
An animated object cannot perform actions requiring judgment, creativity, or specialized knowledge unless another Power grants those capabilities.
Example Uses
- Animate a rope to tie itself.
- Cause a key to turn in a lock.
- Command a statue to walk.
- Animate a broom to sweep.
- Cause a shield to float beside an ally.
- Animate chains to wrap around an object.
- Make a ladder climb into position.
Discipline Notes
Conjuration (Magick): The caster infuses an existing object with temporary magical animation, allowing it to move and obey simple commands without granting true life or consciousness.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Increase the maximum Size by 1. |
| 2 | Affect one additional object. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 3 | Grant the object the ability to perform moderately complex tasks. |
| 3 | Increase the maximum Size by an additional 2. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Animate affects only existing, unattended, non-living objects.
- The Power does not create objects; use Create Object or another appropriate Power to do so.
- Animated objects are not intelligent and cannot make independent decisions.
- The object cannot perform actions physically impossible for its shape or construction.
- Animate does not transform the object or improve its durability, strength, or capabilities beyond normal movement unless another Power provides those effects.
Banish
Disciplines: Conjuration, Divination
Difficulty: Opposed
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: Instant
Effect/Value: Force one supernatural entity or effect to return to its origin.
Resistance: Will Power.
Manifestation Options: Arcane (Default), Holy, Light, Psychic, Shadow
Shape Options: Target (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster attempts to dismiss or return a supernatural creature, summoned entity, spiritual manifestation, conjured object, or ongoing supernatural effect to its place or state of origin.
If used against a creature, the target resists with Will Power. On a failed resistance, the target is immediately banished if it is sustained by supernatural means or originates from another plane, dimension, or realm.
If used against an ongoing Power, compare the caster’s Power Test against the original caster’s Power Test. On a success, the targeted Power immediately ends.
Banish has no effect on ordinary creatures or mundane objects.
Example Uses
- Dismiss a summoned creature.
- Return a spirit to the afterlife.
- Close a temporary planar rift.
- Dispel a magical construct.
- End an ongoing summoned barrier.
- Drive a possessing entity from its host.
Discipline Notes
Conjuration (Magick): The caster severs the supernatural connection that anchors a creature or effect to the physical world, forcing it back to its place of origin.
Divination (Magick): The caster identifies the true nature of a supernatural entity or effect and invokes its fundamental laws to unravel or dismiss it.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Increase the Base Range to 50 Spaces. |
| 1 | Affect one additional supernatural effect on the same target. |
| 2 | Affect one additional valid target. |
| 2 | Ignore one level of supernatural protection against banishment. |
| 2 | Increase the Base Range to Line of Sight. |
| 3 | Affect all valid targets within 5 Spaces. |
| 3 | Temporarily prevent the banished entity from returning for 24 hours. |
| 4 | Permanently dismiss a temporary conjured creation or seal a temporary supernatural gateway, subject to GM approval. |
Restrictions
- Banish affects only supernatural creatures, conjured creations, spirits, extraplanar beings, or ongoing supernatural effects.
- Banish cannot permanently destroy a creature unless the Game Master determines it exists solely through supernatural means.
- Ordinary creatures and mundane objects are unaffected.
- Permanent supernatural phenomena may require extraordinary circumstances or may be immune at the Game Master’s discretion.
Barrier
Disciplines: Conjuration, Telekinetic
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: 5 Spaces
Duration: 10 minutes
Effect/Value: Create a barrier occupying one 2-Space by 2-Space section with a Barrier Value equal to the caster’s Will Power.
Resistance: None.
Manifestation Options: Force (Default), Arcane, Crystal, Earth, Fire, Ice, Nature, Shadow
Shape Options: Wall (Default), Sphere, Dome, Line
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster creates a temporary barrier that blocks movement, line of effect, line of sight, or a combination thereof, depending on its form and Manifestation. The barrier occupies the designated area and remains in place until the Power ends or the barrier is destroyed.
A barrier has a Barrier Value equal to the caster’s Will Power. Whenever the barrier suffers damage, compare the damage against its Barrier Value using the normal Damage rules. If destroyed, the barrier immediately collapses. The exact appearance of the barrier depends on its Manifestation.
Example Uses
- Create a wall of force.
- Raise a stone barricade.
- Form a dome of ice.
- Summon a hedge of thorny vines.
- Create a wall of crackling lightning.
- Raise a curtain of magical darkness.
- Seal a doorway with crystal.
Discipline Notes
Conjuration (Magick): The caster creates a tangible supernatural barrier composed of magical energy or manifested substance.
Telekinetic (Psionics): The caster compresses and stabilizes kinetic force into an invisible or visible field capable of resisting physical force.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 20 Spaces. |
| 1 | Increase the Barrier Value by +2. |
| 2 | Double one dimension of the barrier. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Shape the barrier around existing objects or terrain. |
| 3 | Create one additional connected barrier section. |
| 3 | Increase the Barrier Value by an additional +4. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- A Barrier must be created in an unoccupied space capable of containing it.
- A Barrier cannot be created inside a creature or solid object.
- Unless an Enhancement states otherwise, the barrier is stationary.
- Multiple Barriers created by the same caster may connect but remain separate objects for determining damage and destruction.
- Barrier does not inherently inflict damage. Hazardous manifestations, such as fire or lightning, are cosmetic unless combined with another Power or Enhancement.
Bolster
Disciplines: Alteration, Empathic
Difficulty: Standard
Focus Cost: 2
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Grant +1D to resist Fear, Intimidation, and Interaction Attacks.
Resistance: None. (An unwilling target may resist with Will Power.)
Manifestation Options: Life (Default), Holy, Light, Psychic
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster strengthens a creature’s emotional resilience and mental fortitude. While the Power remains in effect, the target gains +1D when resisting Fear, Intimidation, Interaction Attacks, and other effects that challenge its courage, determination, or emotional stability.
Bolster does not remove existing Conditions or ongoing supernatural effects, but it provides increased resistance against new attempts to influence or undermine the target.
Example Uses
- Inspire an ally before battle.
- Strengthen a leader’s resolve during negotiations.
- Help a companion resist supernatural fear.
- Reinforce emotional stability during traumatic events.
- Encourage a frightened crowd to remain calm.
Discipline Notes
Alteration (Magick): Alteration strengthens the target’s body and mind through physical enhancement. Heightened adrenal response, improved stamina, accelerated neural activity, or magically reinforced physiology allow the target to endure fear, stress, and fatigue more effectively.
Empathic (Psionics): The psion channels emotional strength and confidence into the target, reinforcing courage, determination, and mental resilience without controlling the target’s thoughts or emotions.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Increase the bonus to +2D. |
| 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 | The target immediately removes the Stymied Condition if caused by fear, intimidation, or emotional influence. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Bolster improves emotional resilience; it does not heal injuries or remove physical Conditions.
- Bolster does not grant immunity to Fear or Interaction Attacks.
- Multiple applications of Bolster do not stack; use only the highest bonus currently affecting the target.
- Bolster does not compel actions or alter the target’s personality.
Bond
Disciplines: Empathic, Telepathic
Difficulty: Standard
Focus Cost: 2
Casting Time: 1 Action
Range: Touch
Duration: 24 hours
Effect/Value: Establish one supernatural bond between the caster and a willing creature.
Resistance: None. (The target must be willing.)
Manifestation Options: Psychic (Default), Life, Light
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster establishes a lasting supernatural connection with a willing creature. The exact nature of the connection depends on the Discipline used to manifest the Power.
A Bond serves as a conduit through which other Powers may operate if those Powers specifically allow the use of an existing Bond. A creature may maintain multiple Bonds simultaneously.
Example Uses
- Establish a lasting bond with an ally.
- Prepare companions for future supernatural support.
- Form a connection before entering dangerous territory.
- Create a permanent supernatural relationship between two willing creatures.
Discipline Notes
Empathic (Psionics): The Bond creates an emotional and life-force connection. Each participant instinctively senses the other’s emotional state, general well-being, and distress. The Bond facilitates Empathic Powers such as Heal, Transfer, Restore, and Bolster.
Telepathic (Psionics): The Bond creates a mental connection. Each participant instinctively recognizes the other’s presence and may use compatible Telepathic Powers, such as Mind Link, Read Thoughts, Suggestion, or Dream, through the Bond. The Bond itself does not permit communication or mind reading.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 2 | Establish one additional Bond. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Increase the Base Duration to 1 week. |
| 3 | The Bond functions anywhere on the same world. |
| 3 | The Bond cannot be detected by ordinary supernatural means. |
| 4 | The Bond becomes permanent until voluntarily dismissed by either participant. |
Restrictions
- Bond may only be established with willing creatures.
- Bond does not, by itself, permit communication, emotional influence, mind reading, or the sharing of memories.
- Either participant may voluntarily end the Bond at any time.
- A creature may maintain multiple Bonds simultaneously.
- Bond has no effect across different planes of existence unless another Power specifically states otherwise.
Clairvoyance
Disciplines: Divination, Visionary
Difficulty: Standard
Focus Cost: 5
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Perceive a distant location, a past event, a probable future event, or the history of an object or location.
Resistance: None.
Manifestation Options: Arcane (Default), Crystal, Light, Psychic
Shape Options: Sight (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster projects their senses beyond the normal limits of space and time, allowing them to perceive information unavailable through ordinary means.
By default, Clairvoyance allows the caster to choose one of the following forms of extrasensory perception:
- Remote Viewing: Observe a distant location as though physically present.
- Retrocognition: Witness echoes of past events.
- Precognition: Glimpse one or more probable future events.
- Psychometry: Read the history or significance of an object through physical contact.
- Location Reading: Witness significant events tied to a particular place.
The exact clarity, reliability, and amount of information received are determined by the Power’s Difficulty, Result Point Enhancements, and the Game Master’s judgment. Visions of the future reveal probable outcomes, not fixed destinies.
Specialization & Example Uses
| Specialization | Description |
|---|---|
| Remote Viewing (Scrying) | Observe a distant location as though your senses were physically present there like look beyond a closed door, observe a distant chamber or Watch events occurring elsewhere. |
| Precognition | Glimpse probable future events or likely outcomes before they occur. |
| Retrocognition | Witness echoes or visions of significant events that occurred in the past. |
| Psychometry | Learn the history, emotions, or significant events associated with an object through physical contact. |
| Location Reading | Perceive echoes of important events tied to a specific place or area like experience echoes of a battlefield. |
| Combat Foresight | Briefly perceive an opponent’s most likely immediate actions, providing tactical insight during combat. |
| Danger Sense | Receive instinctive warnings of imminent danger before it occurs. |
| True Sight | Perceive reality beyond illusions, invisibility, disguises, concealment, and similar supernatural deceptions, subject to GM approval. |
Discipline Notes
Divination (Magick): The caster mystically extends their awareness beyond the normal boundaries of space and time, perceiving distant places, past events, and possible futures through supernatural insight.
Visionary (Psionics): The psion expands their extrasensory perception, allowing their consciousness to perceive distant locations, temporal echoes, and probable futures through heightened psychic awareness.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Double the Base Range. |
| 1 | Perceive through one additional sense (smell, touch, or taste). |
| 2 | Move the remote viewpoint at walking speed when using Remote Viewing. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Gain clearer or more detailed impressions when using Precognition, Retrocognition, Psychometry, or Location Reading. |
| 3 | Perceive through all normal senses simultaneously. |
| 3 | Increase the Base Range to Line of Sight when using Remote Viewing, or greatly extend the temporal reach of other applications. |
| 4 | Increase the Base Duration to 24 hours or receive exceptionally clear and comprehensive visions, subject to Game Master approval. |
Restrictions
- Clairvoyance provides sensory information only; it cannot manipulate creatures, objects, or events.
- The caster’s body remains stationary while using the Power.
- Future visions reveal probable events rather than absolute certainties.
- The Game Master determines the accuracy and clarity of information received, particularly when viewing the future or distant past.
- Clairvoyance does not reveal hidden or invisible creatures unless another ability would normally allow them to be perceived.
Commune
Disciplines: Divination, Visionary
Difficulty: Difficult
Focus Cost: 3
Casting Time: 1 Minute
Range: Self
Duration: 10 minutes
Effect/Value: Communicate with one supernatural entity or lingering supernatural echo.
Resistance: None.
Manifestation Options: Arcane (Default), Holy, Light, Psychic, Spirit
Shape Options: Self (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specializations: Yes
Effect: The caster opens a temporary channel of communication with a supernatural entity, spiritual presence, ancestral spirit, lingering psychic impression, or similar supernatural echo.
The contacted entity is not compelled to answer truthfully, completely, or at all. Information gained depends upon the nature, knowledge, attitude, and awareness of the contacted presence.
Commune cannot establish communication with ordinary living creatures.
Specializations & Example Uses
| Specialization | Description |
| Ancestor Communion | Commune with the spirits of your ancestors or departed family members. |
| Animal Communion | Establish communication with animals and beasts. |
| Construct Communion | Communicate with constructs, golems, or artificial intelligences. |
| Dead Communion | Speak with the spirits of the deceased. |
| Dragon Communion | Establish communication with dragons or dragon-like beings. |
| Elemental Communion | Commune with elemental spirits and manifestations of the natural elements. |
| Nature Communion | Communicate with plants, forests, and the spirits of nature. |
| Object Communion | Commune with objects to perceive impressions of their history or purpose. |
| Planetary Communion | Commune with the consciousness or spirit of a world or celestial body. |
| Spirit Communion | Communicate with incorporeal spirits, ghosts, and similar entities. |
| Machine Communion | Establish communication with machines, vehicles, or technological systems. |
| Telepathic Communion | Form a deep mental connection with a willing intelligent creature. |
Discipline Notes
Divination (Magick): The caster reaches beyond the physical world, opening a mystical conduit to spirits, divine beings, magical entities, or lingering supernatural echoes.
Visionary (Psionics): The caster attunes to psychic impressions embedded within minds, places, or the collective unconscious, interpreting echoes of thought, memory, and spiritual resonance.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Ask one additional meaningful question. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Contact a more distant or obscure entity, subject to GM approval. |
| 2 | Gain clearer or more detailed answers. |
| 3 | Establish communication with multiple related entities or echoes simultaneously. |
| 3 | The contacted entity cannot intentionally deceive the caster, though it may still refuse to answer. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Commune does not compel a response.
- Contacted entities answer only according to their own knowledge and disposition.
- Answers may be symbolic, incomplete, cryptic, or misunderstood.
- Commune cannot reveal information that no contacted entity or echo possesses.
- The Game Master determines the availability, reliability, and personality of any contacted entity.
Conceal
Disciplines: Divination, Visionary
Difficulty: Standard
Focus Cost: 2
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Conceal one creature, object, or supernatural effect from supernatural detection.
Resistance: None. (An unwilling target may resist with Will Power.)
Manifestation Options: Arcane (Default), Light, Psychic, Shadow
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specializations: Yes
Effect: The caster obscures a creature, object, location, or ongoing supernatural effect from supernatural perception.
While the Power remains in effect, attempts to detect, analyze, locate, scry, or otherwise perceive the concealed target through supernatural means automatically fail unless the opposing caster overcomes the Conceal effect through an opposed Power Test or another method approved by the Game Master.
Conceal has no effect on normal vision, hearing, or other mundane senses.
Specializations & Example Uses
| Specialization | Description |
| Conceal Creature | Hide a creature from ordinary observation. |
| Conceal Object | Hide an object from ordinary observation. |
| Conceal Sound | Suppress or hide sounds produced by a target. |
| Conceal Scent | Mask odors and scent trails. |
| Conceal Tracks | Hide footprints, trails, and other physical evidence of passage. |
| Conceal Aura | Hide magical, psychic, or supernatural auras. |
| Conceal Presence | Reduce awareness of the target, making it difficult to notice even when in plain sight. |
| Conceal Thoughts | Shield a creature’s mind from Read Thoughts and similar Powers. |
| Conceal Identity | Hide a target’s true identity or supernatural nature from detection. |
| Conceal Location | Obscure a target’s location from supernatural sensing or divination. |
Discipline Notes
Divination (Magick): The caster weaves mystical veils that obscure the target from magical perception, disguising or suppressing its supernatural presence.
Visionary (Psionics): The caster clouds psychic impressions surrounding the target, causing supernatural senses to overlook or misinterpret its presence.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Conceal one additional target. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Conceal all supernatural effects currently affecting the target. |
| 3 | Affect all allies within 5 Spaces. |
| 3 | Require opposing supernatural powers to succeed at an opposed Power Test to penetrate the concealment. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Conceal protects only against supernatural methods of perception.
- Conceal does not make the target invisible, silent, or physically hidden.
- Conceal does not block mundane investigation or ordinary senses.
- Multiple applications of Conceal do not stack; use the most powerful effect currently active.
Corrupt
Disciplines: Alteration, Empathic
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Inflict one corruption upon a creature, object, or substance.
Resistance: Opposed Power (Will Power against Empathic; Magick Resistance against Alteration Magick if available.)
Manifestation Options: Shadow (Default), Blood, Disease, Earth, Psychic, Venom
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specializations: Yes
Effect: The caster taints a creature, object, or substance with a harmful supernatural corruption.
The exact corruption depends on the caster’s intent and Manifestation, but it always degrades, contaminates, or diminishes the target rather than destroying it outright.
Corrupt cannot directly inflict damage. Instead, it introduces one harmful condition, contamination, or impairment appropriate to the target.
Specializations & Example Uses
| Specialization | Description |
| Corrupt Creature | Taint a living creature with physical, mental, or spiritual corruption. |
| Corrupt Mind | Twist a creature’s thoughts, emotions, or personality. |
| Corrupt Spirit | Defile or taint a creature’s soul or spiritual essence. |
| Corrupt Object | Taint an object, reducing its quality or imbuing it with malign properties. |
| Corrupt Weapon | Infuse a weapon with corrupting supernatural energy. |
| Corrupt Food | Spoil food or drink, making it unsafe or unwholesome. |
| Corrupt Water | Taint water or other liquids with decay or supernatural pollution. |
| Corrupt Land | Blight an area of terrain, causing decay or unnatural effects. |
| Corrupt Plant | Twist or wither vegetation through supernatural corruption. |
| Corrupt Magic | Taint an existing magical effect or enchantment with corruptive energy. |
Discipline Manifestations
Alteration (Magick): The caster physically or mystically degrades the target, causing decay, rot, corrosion, contamination, or supernatural blight.
Empathic (Psionics): The psion disrupts the target’s life force and biological processes, introducing sickness, fatigue, toxicity, disease, or other harmful physiological conditions.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Inflict one additional appropriate corruption. |
| 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 5 Spaces. |
| 3 | The corruption persists until removed by Purify, Restore, or another appropriate Power. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Corrupt cannot instantly destroy a creature or object.
- Corrupt cannot directly inflict damage; it introduces harmful states, contamination, or degradation.
- The exact corruption must be appropriate to both the target and the chosen Manifestation.
- Multiple applications of the same corruption do not stack unless the Game Master determines otherwise.
Create Creature
Disciplines: Conjuration
Difficulty: Difficult
Focus Cost: 5
Casting Time: 1 Action
Range: 5 Spaces
Duration: 10 minutes
Effect/Value: Create or summon one temporary creature.
Resistance: None.
Manifestation Options: Arcane (Default), Beast, Celestial, Construct, Elemental, Nature, Shadow, Spirit
Shape Options: Target (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Required
Effect: The caster creates or summons a temporary living creature under their control.
The creature appears in an unoccupied space within range and obeys the caster’s commands to the best of its ability. Unless otherwise directed, it acts to defend itself and the caster.
The creature’s statistics are determined by its Base Value and any Result Point Enhancements, or by a creature template approved by the Game Master.
If reduced to Incapacitated, dismissed, or when the duration expires, the creature disappears without leaving a physical body unless the Game Master determines otherwise.
Specializations & Example Uses
| Specialization | Description |
| Animal | Create a natural animal appropriate to the environment. |
| Beast of Burden | Create a creature suited for carrying loads or transporting creatures. |
| Celestial | Create a celestial or holy servant. |
| Elemental | Create a creature composed of elemental energy or substance. |
| Guardian | Create a loyal creature dedicated to protecting a creature, object, or location. |
| Scout | Create a creature specialized in reconnaissance and observation. |
| Shadow Creature | Create a creature formed from darkness or shadow. |
| Spirit | Create a spirit or incorporeal supernatural being. |
| Vermin | Create insects, arachnids, or other small crawling creatures. |
Discipline Manifestations
Conjuration (Magick): The caster summons or magically creates a temporary living creature from supernatural energies, another realm, or the natural world.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 20 Spaces. |
| 1 | Improve one Attribute or Special Ability of the creature by one step. |
| 2 | Create one additional identical creature. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Grant the creature one additional Bestowed Trait. |
| 3 | Improve the creature’s overall power level by one category, subject to GM approval. |
| 3 | The creature may act independently while pursuing a general command. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- The creature is temporary and cannot become a permanent companion through this Power.
- The creature disappears immediately when the duration ends or if dismissed by the caster.
- The creature cannot create additional creatures through this Power.
- The Game Master has final authority over available creature templates and their capabilities.
- Multiple castings of Create Creature may exist simultaneously, provided the caster can maintain them.
Create Environment
Disciplines: Conjuration
Difficulty: Difficult
Focus Cost: 6
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Create one environmental feature occupying up to a 5-Space area.
Resistance: None.
Manifestation Options: Arcane (Default), Crystal, Earth, Ice, Light, Nature, Shadow, Stone
Shape Options: Target (Default), Burst, Line
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Required
Effect: The caster creates a temporary environmental feature composed of supernatural matter or energy.
The created feature may provide support, cover, concealment, elevation, or alter movement through an area. It remains stable for the duration of the Power unless destroyed or dismissed.
The environment created must be physically plausible for its chosen Manifestation and may not directly attack creatures, though it may obstruct, protect, or reshape the battlefield.
Specializations & Example Uses
| Specialization | Description |
| Bridge | Create a bridge or similar span across a gap or obstacle. |
| Defensive Works | Create trenches, embankments, barricades, or other defensive terrain. |
| Platform | Create raised platforms, ledges, or other elevated surfaces. |
| Shelter | Create temporary shelters, huts, or protective structures. |
| Stairway | Create stairs, ramps, ladders, or other means of vertical movement. |
| Tunnel | Create entrances, passages, or tunnels through suitable terrain. |
| Wall | Create walls, barriers, hedges, or similar vertical obstacles. |
| Earthworks | Shape earth, stone, or soil into useful terrain features. |
| Iceworks | Create structures formed from ice or snow. |
| Crystal Growth | Create structures formed from crystal or similar supernatural materials. |
Discipline Manifestations
Conjuration (Magick): The caster conjures temporary terrain, structures, or natural features from supernatural energy.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Double the size of the created feature. |
| 1 | Increase the Base Range to 50 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Create one additional connected environmental feature. |
| 2 | Increase the structural durability by one category. |
| 3 | Double the area again. |
| 3 | Create complex structures containing multiple connected features such as bridges with railings, multi-level platforms, or enclosed shelters. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Create Environment cannot directly create creatures, equipment, or vehicles.
- The created environment cannot directly inflict damage, though creatures may suffer normal consequences from interacting with it (such as falling from a created platform).
- Environmental features disappear harmlessly when the duration expires, leaving creatures and objects safely displaced to the nearest suitable location if necessary.
- The Game Master determines the maximum complexity of any created structure.
Create Equipment
Disciplines: Conjuration
Difficulty: Standard
Focus Cost: 4
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Create one piece of equipment. Max effect value (damage or defense) is 3D.
Resistance: None.
Manifestation Options: Arcane (Default), Crystal, Earth, Force, Ice, Light, Metal, Nature, Shadow
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster creates one temporary piece of usable equipment composed of supernatural matter or energy.
Specialization: Required
The equipment functions as a normal item of its type for the duration of the Power. Weapons use their normal game statistics, armor provides its normal Armor value, and tools function as ordinary examples of their kind.
The equipment disappears when the duration expires, if dismissed by the caster, or if destroyed.
Specializations & Example Uses
| Specialization | Description |
|---|---|
| Create Armor | Create armor, shields, helmets, and other protective equipment. |
| Create Climbing Gear | Create ropes, grappling hooks, pitons, harnesses, and similar climbing equipment. |
| Create Light Sources | Create lanterns, torches, lamps, candles, or other portable illumination. |
| Create Medical Equipment | Create healer’s kits, bandages, splints, surgical tools, and similar medical supplies. |
| Create Melee Weapons | Create swords, axes, spears, maces, daggers, and other hand-held weapons. |
| Create Polearms | Create spears, halberds, pikes, and other long-reach weapons. |
| Create Ranged Weapons | Create bows, crossbows, slings, and other ranged weapons. |
| Create Shields | Create bucklers, kite shields, tower shields, and similar defensive equipment. |
| Create Thieves’ Tools | Create lockpicks, tension wrenches, pry bars, and similar infiltration tools. |
| Create Tools | Create hammers, shovels, saws, picks, crowbars, and other utility tools. |
Discipline Manifestations
Conjuration (Magick): The caster conjures temporary equipment from supernatural matter or energy. The appearance depends upon the chosen Manifestation.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Create one additional piece of equipment. |
| 1 | Increase the Base Range to 20 Spaces. |
| 1+ | Increase the effect Value +1D per Result Point |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Create a complex kit consisting of several related tools (such as a healer’s kit, locksmith’s kit, or climbing kit). |
| 2 | Increase the equipment’s quality by one category, subject to GM approval. |
| 3 | Create equipment for one additional creature. |
| 3 | The equipment gains one temporary Special Property appropriate to its Manifestation, subject to GM approval. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Create Equipment cannot create permanent items.
- Created equipment cannot itself produce supernatural effects unless enhanced by another Power.
- Ammunition, fuel, and other consumables disappear with the created equipment unless separately created.
- The Game Master determines the maximum complexity and quality of any created equipment.
- Multiple castings of Create Equipment may exist simultaneously.
Create Light
Disciplines: Conjuration
Difficulty: Standard
Focus Cost: 1
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Illuminate a 5-Space radius.
Resistance: None.
Manifestation Options: Light (Default), Arcane, Crystal, Fire, Holy, Nature, Psychic, Shadow, Color
Shape Options: Target (Default), Burst, Line
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specializations: Yes
Effect: The caster creates a source of supernatural illumination.
The light may originate from a point in space, an object, or a willing creature. The illumination functions as normal light, reducing or eliminating penalties caused by darkness within its area.
The caster may choose the color, brightness, and appearance of the light when the Power is manifested.
Specializations & Example Uses
| Specialization | Description |
| Beacon | Create a bright stationary light visible from great distances. |
| Daylight | Create brilliant illumination that mimics natural daylight. |
| Floating Light | Create a mobile light that follows a creature or location. |
| Lantern | Create a steady, localized light suitable for exploration. |
| Radiance | Cause a creature or object to emit bright light. |
| Signal Light | Create flashes, pulses, or patterns for communication. |
| Spotlight | Create a focused beam of light that illuminates a specific area or target. |
| Starlight | Create soft, dim illumination over a broad area without revealing every detail. |
Discipline Manifestations
Conjuration (Magick): The caster conjures a stable source of supernatural light that radiates from the chosen location or object.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Double the illuminated radius. |
| 1 | Increase the Base Range to 50 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Create one additional light source. |
| 2 | The light moves under the caster’s control at walking speed. |
| 3 | Increase the illuminated radius again. |
| 3 | The light may change color, brightness, or intensity each round without additional cost. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Create Light produces illumination only. It does not inflict damage or create heat.
- The light is considered ordinary illumination unless another Power modifies it.
- The Power does not automatically reveal invisible, concealed, or supernatural creatures.
- Multiple light sources created by this Power overlap normally but provide no additional benefit beyond fully illuminating an area.
Create Object
Disciplines: Conjuration
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Create one mundane object.
Resistance: None.
Manifestation Options: Arcane (Default), Crystal, Earth, Ice, Light, Metal, Nature, Shadow, Wood
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster creates one temporary, non-living mundane object composed of supernatural matter or energy.
The object functions as a normal example of its type for the duration of the Power. It may be handled, carried, and interacted with normally until the Power ends.
The created object disappears when the duration expires, if dismissed by the caster, or if destroyed.
Specializations & Example Uses
| Specialization | Description |
| Containers | Create chests, barrels, crates, bottles, bags, and other storage objects. |
| Fasteners | Create chains, locks, keys, shackles, and similar securing devices. |
| Furniture | Create chairs, tables, benches, beds, shelves, and similar furnishings. |
| Household Goods | Create cups, bowls, plates, utensils, cookware, and other common domestic objects. |
| Ladders & Scaffolding | Create ladders, scaffolds, platforms, and similar climbing aids. |
| Reading Materials | Create books, scrolls, maps, journals, or blank writing materials. |
| Rope & Cordage | Create ropes, cords, twine, nets, and similar flexible materials. |
| Simple Mechanisms | Create pulleys, wheels, levers, gears, or other uncomplicated mechanical objects. |
| Storage | Create sacks, backpacks, pouches, satchels, and other carrying containers. |
| Utility Objects | Create common everyday objects that don’t fit another specialization. |
Discipline Manifestations
Conjuration (Magick): The caster conjures a temporary mundane object from supernatural matter or energy. Its appearance reflects the chosen Manifestation.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 20 Spaces. |
| 1 | Create one additional object. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Create a larger or more complex object, subject to GM approval. |
| 2 | Create a set of related objects (such as a dining set or writing desk with chair). |
| 3 | Double the maximum size of the created object. |
| 3 | Create multiple identical objects as a single creation, subject to GM approval. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Create Object creates only ordinary, non-living objects.
- Created objects possess no supernatural properties unless granted by another Power.
- The Power cannot create creatures, equipment, vehicles, structures, or hazardous environments; use the appropriate Create Power instead.
- Extremely intricate or valuable objects may require additional Result Point Enhancements or Game Master approval.
- Multiple castings of Create Object may exist simultaneously.
Create Substance
Disciplines: Conjuration
Difficulty: Standard
Focus Cost: 5
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Create one quantity of a single raw mundane substance occupying up to a 2-Space area.
Resistance: None.
Manifestation Options: Air, Crystal, Earth, Fire, Ice, Light, Metal, Nature, Sand, Shadow, Water (Default selected when the Power is learned.)
Shape Options: Target (Default), Burst, Line
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Required
Effect: The caster creates a quantity of a single raw, non-living substance composed of supernatural matter or energy.
The created substance behaves exactly like its natural counterpart for the duration of the Power. It may be handled, moved, shaped, or manipulated normally and may later become the target of Element Control or other appropriate Powers.
When the duration expires, the substance disappears harmlessly unless otherwise specified by the Game Master.
Specializations & Example Uses
| Specialization | Description |
| Acids | Create corrosive acids and similar caustic substances. |
| Clay | Create clay, mud, and other workable earthen materials. |
| Crystals | Create crystal, quartz, gemstones, and similar mineral substances. |
| Earth & Sand | Create soil, sand, gravel, and other loose earth materials. |
| Ice | Create ice, snow, frost, and other frozen substances. |
| Liquids | Create water and other non-corrosive liquids. |
| Metals | Create iron, steel, copper, bronze, and other common metals. |
| Smoke & Vapor | Create smoke, mist, fog, steam, and similar airborne substances. |
| Stone | Create stone, rock, granite, limestone, and other solid mineral materials. |
| Wood | Create wood, lumber, bark, and other plant-based structural materials. |
Discipline Manifestations
Conjuration (Magick): The caster conjures raw matter or elemental material from supernatural energy, temporarily bringing it into physical existence.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Double the amount of substance created. |
| 1 | Increase the Base Range to 50 Spaces. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Create one additional raw substance of the same type. |
| 2 | Increase the density or purity of the substance by one category, subject to GM approval. |
| 3 | Double the amount of substance again. |
| 3 | Create multiple connected masses of the same substance. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Create Substance creates only raw, homogeneous materials.
- The Power cannot create finished objects, equipment, structures, creatures, or complex manufactured goods.
- The created substance possesses only the normal physical properties of its natural counterpart.
- Hazardous substances (such as acid, lava, or poisonous gases) may require Game Master approval and are still subject to their normal physical effects.
- Multiple castings of Create Substance may exist simultaneously.
Deflect
Disciplines: Apportation, Telekinetic
Difficulty: Opposed
Focus Cost: 4
Casting Time: 1 Reaction
Range: Self
Duration: Instant
Effect/Value: Redirect one incoming attack or moving object up to 3D in Damage.
Resistance: Opposed Power (Against the attacker’s attack roll or the controlling caster’s Power Test, as appropriate.)
Manifestation Options: Arcane (Default), Force, Psychic, Shadow, Wind
Shape Options: Self (Default), Touch
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster redirects the path of a single incoming attack, projectile, or moving object.
If the Power succeeds, the attack or object is deflected harmlessly away from the target or redirected toward another legal target, subject to Result Point Enhancements and Game Master approval.
Deflect may be used against physical missiles, thrown weapons, energy attacks, or unattended moving objects. It may also oppose Powers that project a physical object or energy toward the target.
Specialization & Example Uses
| Specialization | Description |
| Energy | Deflect energy attacks such as fire, lightning, cold, acid, or similar effects. |
| Melee | Deflect hand-held weapon attacks and unarmed strikes. |
| Missiles | Deflect arrows, bolts, bullets, thrown weapons, and other projectiles. |
| Objects | Deflect moving objects such as boulders, barrels, or falling debris. |
| Psionic Force | Deflect telekinetically propelled objects or psionic attacks that create physical force. |
| Redirect | Change the direction of a deflected attack toward another target or location. |
| Shielding | Create a sustained defensive field that continuously deflects incoming attacks. |
Discipline Manifestations
Apportation (Magick): The caster magically alters the trajectory of the incoming attack or object, causing it to veer harmlessly away or toward another destination.
Telekinetic (Psionics): The psion applies an instantaneous burst of telekinetic force to alter the momentum and direction of the incoming attack or object.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Deflect one additional projectile from the same attacker. |
| 1+ | Increase the Effect Value +1D per Result Point |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | Redirect the attack toward another legal target within range. |
| 2 | Deflect an area attack affecting only the caster. |
| 3 | Deflect all projectiles originating from a single attacker this round. |
| 3 | Redirect a moving object weighing up to twice the normal limit. |
| 4 | Redirect the attack back at its original source. |
Restrictions
- Deflect affects only attacks, projectiles, or objects already in motion.
- Deflect cannot stop stationary hazards, barriers, or environmental effects.
- The Power cannot redirect attacks that lack a physical or energy trajectory unless the Game Master determines otherwise.
- Area attacks affecting multiple targets may only be deflected if specifically enhanced.
- Deflect does not increase Armor or reduce damage; it changes the attack’s path.
Detect
Disciplines: Divination, Empathic, Telekinesis, Visionary,
Difficulty: Standard
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Detect one type of presence.
Resistance: None. Creatures or objects concealed by supernatural means may require an Opposed Power Test.
Manifestation Options: Arcane (Default), Holy, Life, Nature, Psychic, Shadow, Spirit
Shape Options: Self (Default), Burst, Cone
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster senses the presence of one chosen type of creature, object, substance, energy, condition, or supernatural phenomenon within range.
Detect reveals only the existence of the chosen presence. It does not identify, analyze, or pinpoint the exact location of what is detected. Additional Powers such as Analyze or Locate may be required to learn more detailed information.
The caster chooses what is being detected when the Power is manifested unless the Power has been learned as a specialized version.
Specializations & Example Uses
| Specialization | Description |
| Disease | Detect diseases, infections, and similar biological afflictions. |
| Dimensional Portals | Detect portals, gateways, rifts, and other dimensional anomalies. |
| Emotions | Detect the emotional state of nearby creatures. |
| Fire | Detect sources of heat, fire, or intense thermal energy. |
| Force | Detect magical, psionic, or physical force fields and kinetic disturbances. |
| Gravity | Detect gravitational anomalies or localized changes in gravity. |
| Hidden | Detect concealed creatures, objects, secret doors, or hidden compartments. |
| Life | Detect living creatures and other life forms. |
| Magick | Detect magical energy, enchantments, and supernatural effects. |
| Metal | Detect metallic objects and deposits. |
| Motion | Detect movement within the Power’s range. |
| Poison | Detect poisons, toxins, and other harmful substances. |
| Psionics | Detect psionic energy, powers, and mental phenomena. |
| Truth | Detect deception, falsehoods, or concealed truths. |
| Undead | Detect undead creatures and necromantic energies. |
| Vibration | Detect vibrations transmitted through solid surfaces or other media. |
| Water | Detect water, moisture, and other significant liquid sources. |
Discipline Manifestations
Divination (Magick): The caster extends mystical senses beyond the normal five senses, perceiving the chosen presence through supernatural awareness.
Empathic (Psionics): The psion senses biological, emotional, or life-force signatures, allowing the detection of living creatures, diseases, emotional states, or other life-related phenomena.
Telekinetic (Psionics): The psion senses kinetic forces, momentum, vibration, pressure, and gravitational disturbances directly.
Visionary (Psionics): The psion expands perception beyond ordinary senses, recognizing subtle psychic, spatial, or supernatural patterns associated with the chosen presence.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Double the Base Range. |
| 1 | Detect one additional related presence. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Ignore ordinary concealment or barriers. |
| 2 | Sense the approximate direction of each detected presence. |
| 3 | Ignore most supernatural concealment unless specifically protected. |
| 3 | Determine the number of detected presences. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Detect reveals only the presence of the chosen target.
- Detect does not identify, analyze, or reveal detailed information about what is detected.
- Detect does not automatically reveal an exact location unless enhanced or combined with another Power.
- Supernatural concealment or masking may require an Opposed Power Test to overcome.
- A specialized version of Detect may sense only its chosen subject but reduces the Focus Cost by 1.
Disrupt
Disciplines: Divination, Telepathic
Difficulty: Opposed
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: Instant
Effect/Value: End or interfere with one ongoing supernatural Power or effect. The Effect value is up to 2D.
Resistance: Opposed Power Test. If the effect has no caster, use the Game Master’s assigned Difficulty.
Manifestation Options: Arcane (Default), Holy, Light, Psychic, Shadow
Shape Options: Target (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster attempts to unravel, suppress, or neutralize an ongoing supernatural Power or effect.
If the target effect is maintained by another caster, make an opposed Power Test against the original caster’s Power Test Total. If successful, the targeted Power immediately ends.
If the target is a supernatural effect without an active caster, such as a magical trap, enchanted object, lingering field, or psychic residue, the Game Master assigns the Difficulty based on the effect’s strength.
Disrupt affects only ongoing supernatural Powers and effects. It cannot counter an instantaneous Power once it has resolved.
Specializaion & Example Uses
| Disrupt Specialization | Description |
| Counterspell | Interrupt or suppress magical Powers like collapse a Barrier, end a Protection effect, or remove a Veil or Conceal. |
| Psychic Static | Disrupt telepathic communication and psionic Powers. |
| Power Suppression | Temporarily prevent a specific supernatural ability from functioning. |
| Energy Disruption | Destabilize magical or psychic energy. |
| Mental Interference | Hamper concentration and mental actions. |
| Null Field | Create an area where supernatural Powers are weakened or disrupted. |
Discipline Notes
Divination (Magick): The caster identifies and unravels the mystical structure sustaining the supernatural effect, causing it to collapse.
Telepathic (Psionics): The caster disrupts the psychic patterns maintaining the supernatural effect, breaking its coherence and causing it to dissipate.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Increase the Base Range to 50 Spaces. |
| 1 | Immediately identify the Power being disrupted if it was previously unknown. |
| 1+ | Increase the Effect Value +1D |
| 2 | Attempt to disrupt one additional supernatural effect on the same target. |
| 2 | Increase the Base Range to Line of Sight. |
| 2 | Ignore one level of protection against disruption. |
| 3 | Attempt to disrupt all supernatural effects affecting a single target. |
| 3 | Attempt to disrupt all ongoing supernatural effects within a 5-Space radius. |
| 4 | Prevent the disrupted Power from being manifested again by the same caster until the end of the next round. |
Restrictions
- Disrupt affects only ongoing supernatural Powers and effects.
- Instantaneous Powers that have already resolved cannot be disrupted.
- Disrupt does not permanently remove innate supernatural abilities or permanently enchanted objects unless specifically allowed by the Game Master.
- If multiple ongoing Powers are present, the caster must designate the intended target unless using an Enhancement that affects multiple effects.
Dominate
Disciplines: Alteration, Telepathic
Difficulty: Opposed
Focus Cost: 5
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Assume direct control of one creature.
Resistance: Opposed Power (Psionics Resistance or Will Power.)
Manifestation Options: Psychic (Default), Shadow, Spirit
Shape Options: Target (Default)
Component Options: Verbal, Somatic
Signature Effect Options: Player’s Choice
Specializations: Yes
Effect: The caster establishes complete mental control over the target creature.
While dominated, the target obeys the caster’s mental commands to the best of its ability. The caster may direct the target’s movement, actions, speech, and other voluntary behavior.
The target retains its own knowledge, memories, and abilities but cannot voluntarily act contrary to the caster’s commands.
The caster must maintain concentration to issue complex or changing commands. If no commands are given, the target continues carrying out its most recent instruction in a reasonable manner.
Specialization & Example Uses
| Specialization | Description |
| Compel Action | Force a target to perform a specific action or task. |
| Compel Truth | Force a target to truthfully answer questions or reveal information. |
| Control Movement | Direct where a target moves or prevent it from moving elsewhere. |
| Control Will | Override a target’s free will, allowing broad mental domination. |
| Flee | Compel a target to retreat from a creature, object, or location. |
| Obedience | Force a target to obey simple verbal commands. |
| Pacify | Prevent a target from attacking or acting aggressively. |
| Provoke | Compel a target to attack a specific creature or object. |
| Surrender | Force a target to cease hostilities and surrender peacefully. |
Discipline Manifestations
Alteration (Magick): The caster magically alters the target’s will, instincts, and supernatural essence, compelling obedience through enchantment or mystical domination. The target’s mind remains aware but its ability to choose its own actions is overridden.
Telepathic (Psionics): The psion overwhelms the target’s conscious mind, replacing its voluntary decisions with the psion’s own mental commands.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Double the Base Range. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Issue complex standing commands that continue without concentration. |
| 2 | The target believes its actions are its own while dominated. |
| 3 | Affect one additional target. |
| 3 | Temporarily access the target’s senses while maintaining control. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Dominate affects only creatures with minds capable of independent thought.
- The caster cannot force the target to perform actions that are physically impossible.
- Particularly self-destructive commands may grant the target an immediate new Resistance Test at the Game Master’s discretion.
- If the caster becomes Incapacitated or voluntarily ends the Power, the domination immediately ends.
- Multiple Dominate effects cannot control the same target simultaneously; only the most recent successful effect applies.
Dream
Disciplines: Divination, Telepathic
Difficulty: Opposed
Focus Cost: 4
Casting Time: 10 Minutes
Range: Unlimited (Same Plane)
Duration: One dream
Effect/Value: Enter or influence the dreams of one sleeping creature.
Resistance: Opposed Power (Magick Resistance for Divination; Psionics Resistance for Telepathic. If the target lacks the appropriate Resistance Skill, it resists with Will Power.)
Manifestation Options: Arcane (Default), Moon, Psychic, Shadow, Spirit
Shape Options: Target (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster enters, observes, or influences the dreams of a sleeping creature.
While within the dream, the caster may communicate with the dreamer, alter the dream’s imagery, present symbolic visions, ask questions, or attempt to influence the dreamer’s emotions and perceptions.
The dream itself cannot directly inflict physical harm, though the experience may affect the dreamer’s thoughts, memories, or emotional state at the Game Master’s discretion.
Example Uses
- Deliver a prophetic vision.
- Send a warning.
- Ask questions of a sleeping ally.
- Calm recurring nightmares.
- Create frightening dreams.
- Leave a symbolic message.
- Communicate across great distances.
- Observe another creature’s dreams.
Discipline Manifestations
Divination (Magick): The caster travels through the mystical realm of dreams, where prophecy, symbolism, spirits, and fate intertwine. Dreams often reveal truths hidden from the waking world.
Telepathic (Psionics): The psion projects their consciousness into the target’s dreaming mind, communicating directly with the subconscious and influencing the dream experience.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Affect one additional dreamer. |
| 1 | Remain within the dream for the entire sleep cycle. |
| 2 | The dreamer vividly remembers the dream upon waking. |
| 2 | Freely reshape the dream environment. |
| 2 | Communicate with complete clarity rather than through symbolism. |
| 3 | Share the same dream with multiple willing participants. |
| 3 | View recent memories represented within the dream, subject to GM approval. |
| 4 | Leave a persistent dream that recurs each time the target sleeps until removed or fulfilled, subject to GM approval. |
Restrictions
- The target must be naturally asleep or otherwise dreaming.
- Dream does not directly control a creature’s actions while awake.
- Information revealed through dreams may be symbolic, incomplete, or influenced by the dreamer’s subconscious.
- Dream cannot directly inflict physical damage.
- Particularly powerful supernatural protections or dream wards may prevent or alter access to the dream.
Element Control
Disciplines: Alteration, Apportation, Telekinetic
Difficulty: Standard
Focus Cost: 3
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Control one existing elemental substance or energy source occupying up to a 2-Space area.
Resistance: None. (If used offensively against an unwilling creature, resolve as an Opposed Power.)
Manifestation Options: Air, Crystal, Earth, Fire, Ice, Lightning, Light, Metal, Nature, Sand, Shadow, Sound, Water (Default selected when the Power is learned.)
Shape Options: Target (Default), Burst, Line
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster gains control over an existing elemental substance or naturally occurring energy source within range.
The controlled element may be moved, shaped, redirected, divided, combined, or otherwise manipulated within reasonable limits. The Power cannot create or destroy the element, only alter its position, movement, or configuration.
If the controlled element is used to directly hinder, move, or harm an unwilling creature, resolve the effect as an Opposed Power using the target’s appropriate Resistance.
Specializations & Example Uses
| Specialization | Description |
|---|---|
| Air | Manipulate air, wind, pressure, and atmospheric currents. |
| Darkness | Manipulate existing shadows and areas of darkness. |
| Earth | Manipulate stone, soil, sand, clay, and other earthen materials. |
| Electricity | Manipulate existing electrical energy, lightning, and static charge. |
| Fire | Manipulate existing fire, heat, and combustion. |
| Ice | Manipulate existing ice, snow, and frost. |
| Light | Manipulate existing light to illuminate, dim, focus, or bend it. |
| Metal | Manipulate existing metal, including shaping, heating, or cooling it. |
| Plants | Manipulate living plants, vines, roots, and similar vegetation. |
| Sound | Manipulate sound waves and vibration. |
| Temperature | Add or remove thermal energy from existing matter. |
| Water | Manipulate water, ice, steam, and other naturally occurring liquids. |
Discipline Manifestations
Alteration (Magick): The caster alters the physical properties and behavior of the chosen element, causing it to flow, harden, soften, bend, or reshape.
Apportation (Magick): The caster magically moves and redirects the chosen element without altering its fundamental nature.
Telekinetic (Psionics): The psion manipulates matter and energy through precise kinetic force at the molecular level. By increasing or decreasing the motion of particles, the psion can heat or cool materials, generate flames (Pyrokinesis), freeze substances (Cryokinesis), produce electrical discharges (Electrokinesis), or otherwise influence existing elemental matter and energy. These effects require existing matter or energy to manipulate and cannot create matter from nothing.
Result Point Enhancements
| RP Cost | Enhancement |
|---|---|
| 1 | Double the Base Duration. |
| 1 | Double the Base Range. |
| 1 | Double the amount of elemental matter or energy controlled. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Control one additional connected source of the same element. |
| 2 | Perform delicate or highly precise manipulations. |
| 3 | Affect an area twice the normal size. |
| 3 | Simultaneously manipulate two different aspects of the same element (such as moving and reshaping). |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Element Control affects only existing elemental matter or naturally occurring energy.
- The Power cannot create, destroy, or permanently transform an element. Use Manifest Energy, Create Substance, or Transform Object for those effects.
- The chosen Manifestation determines the type of element that may be controlled.
- Multiple applications of Element Control affecting the same element do not stack; use the most recent successful manifestation.
- Supernatural manifestations of an element created by another caster may require an Opposed Power Test to control, at the Game Master’s discretion.
Emotional Influence
Disciplines: Alteration, Telepathic
Difficulty: Opposed
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: 10 minutes
Effect/Value: Alter one emotional state.
Resistance: Opposed Power (Magick Resistance for Alteration; Psionics Resistance for Telepathic. If the target lacks the appropriate Resistance Skill, it resists with Will Power.)
Manifestation Options: Arcane (Default), Holy, Nature, Psychic, Shadow, Spirit
Shape Options: Target (Default), Burst
Component Options: Verbal, Somatic
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster alters one emotional state of a creature. The chosen emotion becomes the dominant emotion experienced by the target for the duration of the Power. While the target retains control of its own actions, its decisions, reactions, and interactions are naturally influenced by the imposed emotion.
The exact emotional effect is determined when the Power is manifested unless the caster has learned a specialized version.
Specializations & Example Uses
| Specialization | Description |
| Anger | Heighten or suppress feelings of anger, rage, and aggression. |
| Calm | Instill tranquility, reducing fear, panic, or emotional turmoil. |
| Confidence | Inspire confidence, determination, and self-assurance, or undermine it with self-doubt. |
| Courage | Inspire bravery and resolve, or diminish a target’s courage. |
| Despair | Instill hopelessness, grief, and resignation, or relieve such emotions. |
| Fear | Evoke fear, dread, or anxiety, or suppress those emotions. |
| Guilt | Awaken feelings of guilt, remorse, or shame, or ease a guilty conscience. |
| Hatred | Intensify hatred, resentment, or hostility, or lessen those emotions. |
| Hope | Inspire optimism and hope, or extinguish a target’s sense of hope. |
| Joy | Create feelings of happiness, delight, or contentment, or diminish them. |
| Love | Foster affection, compassion, or devotion, or weaken emotional attachment. |
| Panic | Trigger overwhelming panic and irrational fear, or calm a panicked target. |
| Suspicion | Encourage distrust and skepticism, or restore confidence in others. |
| Trust | Inspire trust, loyalty, and cooperation, or undermine a target’s trust. |
Discipline Manifestations
Alteration (Magick): The caster magically alters the target’s emotional or spiritual essence, replacing or amplifying a chosen emotion through enchantment, glamour, divine influence, or mystical compulsion.
Telepathic (Psionics): The psion directly stimulates or suppresses emotional centers within the target’s mind, causing the desired emotional state to dominate conscious thought.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 50 Spaces. |
| 1 | Increase the intensity of the chosen emotion. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Impose one additional closely related emotion. |
| 3 | Affect all creatures within a 5-Space Burst. |
| 3 | The target rationalizes the emotional change as natural while the Power remains active. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Emotional Influence affects emotions only. It does not directly alter memories, thoughts, beliefs, or actions.
- Particularly extreme emotional changes may be limited by the Game Master.
- Multiple Emotional Influence effects affecting the same emotion do not stack; use only the strongest effect.
- A specialized version of Emotional Influence may impose only one chosen emotion but reduces the Focus Cost by 1.
Empathic Link
Disciplines: Empathic
Difficulty: Standard
Focus Cost: 2
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Link the emotions of two willing creatures.
Resistance: None. (An unwilling target resists as an Opposed Power using Psionics Resistance or Will Power.)
Manifestation Options: Psychic (Default), Life, Spirit
Shape Options: Touch (Default)
Component Options: Somatic
Signature Effect Options: Player’s Choice
Effect: The caster creates a temporary empathic bond between two creatures, allowing each to sense the emotional state of the other.
The link communicates feelings, moods, and emotional intensity, but not thoughts, memories, images, or spoken words. Participants instinctively know whether the linked creature is calm, afraid, angry, joyful, grieving, determined, or experiencing similar emotions.
The link does not compel emotional change; it merely allows each participant to perceive the emotions of the other.
Example Uses
- Quietly communicate emotional states.
- Determine whether an ally is frightened or injured.
- Sense betrayal or deception through conflicting emotions.
- Comfort a distressed companion.
- Verify another creature’s emotional sincerity.
- Maintain emotional awareness during combat.
Discipline Manifestations
Empathic (Psionics): The psion creates a direct resonance between the emotional centers of two minds, allowing feelings to flow naturally between them without sharing thoughts or memories.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Link one additional willing creature. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Increase the Base Range to 20 Spaces. |
| 2 | The caster may voluntarily suppress or emphasize their own emotions across the link. |
| 3 | Link all willing creatures within 5 Spaces into a shared empathic network. |
| 3 | Participants instinctively know which linked creature is experiencing each emotion without confusion. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Empathic Link conveys emotions only.
- The Power does not transmit thoughts, memories, sensory information, language, or mental commands.
- The link does not compel emotional changes or alter behavior.
- Participants may end their participation in the link voluntarily unless prevented by another Power.
Enhance
Disciplines: Alteration, Empathic
Difficulty: Standard
Focus Cost: 4
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Effect/Value: Improve one existing Attribute (+1D), Skill (+1 Rank), Trait (+1 Level), or quality by one step.
Resistance: None. (An unwilling target may resist as an Opposed Power using Magick Resistance, Psionics Resistance, or Will Power.)
Manifestation Options: Arcane (Default), Blood, Crystal, Holy, Life, Nature, Psychic
Shape Options: Touch (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Specialization: Optional
Effect: The caster temporarily improves one existing Attribute, Skill, Trait, or quality possessed by the target.
The exact mechanical benefit depends upon what is enhanced. Attributes and Skills typically receive a +1D bonus, while Traits or other qualities improve by one step or category as determined by the Game Master.
Enhance cannot grant new capabilities. The target must already possess the Attribute, Skill, Trait, or quality being enhanced.
Example Uses
| Specialization | Description |
| Armor | Increase the effectiveness of natural or worn armor. |
| Attribute | Improve one existing Attribute. |
| Jumping | Increase jumping distance, height, and related mobility. |
| Movement | Increase movement speed and overall mobility. |
| Natural Weapons | Improve the effectiveness of existing natural weapons. |
| Notice | Sharpen perception and awareness. |
| Regeneration | Increase the effectiveness of an existing regenerative ability. |
| Resistance | Improve an existing resistance to environmental, magical, or supernatural effects. |
| Senses | Enhance one or more existing senses, such as vision, hearing, smell, or touch. |
Discipline Manifestations
Alteration (Magick): The caster mystically augments the target’s physical, mental, or supernatural capabilities, temporarily elevating them beyond their normal limits.
Empathic (Psionics): The psion stimulates the target’s biological and neurological systems, improving performance, coordination, perception, resilience, or other innate qualities.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Double the Base Duration. |
| 1 | Increase the Base Range to 5 Spaces. |
| 1 | Enhance one additional closely related Attribute, Skill, Trait, or quality. |
| 2 | Affect one additional target. |
| 2 | Increase the Base Duration to 1 hour. |
| 2 | Increase the Base Range to 20 Spaces. |
| 3 | Improve the chosen Attribute, Skill, Trait, or quality by an additional step. |
| 3 | Affect all allies within 5 Spaces. |
| 4 | Increase the Base Duration to 24 hours. |
Restrictions
- Enhance improves only existing capabilities; it cannot grant new ones.
- A target cannot benefit from multiple Enhance effects affecting the same Attribute, Skill, Trait, or quality. Use only the highest enhancement.
- Enhance cannot duplicate the primary function of Bestow, Heal, or Transform Creature.
- A specialized version of Enhance may improve only one chosen Attribute, Skill, Trait, or quality but reduces the Focus Cost by 1.
Exchange
Disciplines: Apportation
Difficulty: Opposed (if either target is unwilling)
Focus Cost: 4
Casting Time: 1 Action
Range: 20 Spaces
Duration: Instant
Effect/Value: Exchange the locations of two targets.
Resistance: None if both targets are willing. If one or both targets are unwilling, each unwilling target resists as an Opposed Power using Magick Resistance or Will Power.
Manifestation Options: Arcane (Default), Crystal, Light, Psychic, Shadow, Spirit
Shape Options: Target (Default)
Component Options: Verbal, Somatic, Material Focus
Signature Effect Options: Player’s Choice
Effect: The caster instantly exchanges the positions of two creatures, objects, or one of each. Each target must fit within the space occupied by the other. Equipment worn or carried by a creature travels with it.
The exchange occurs simultaneously and does not provoke additional movement effects unless determined otherwise by the Game Master.
Example Uses
- Rescue an ally from danger.
- Swap places with an enemy.
- Exchange a prisoner with an ally.
- Move an object into your hand.
- Place an opponent into a trap.
- Switch two guards to create confusion.
- Exchange two unattended objects.
Discipline Manifestations
Apportation (Magick): The caster folds space between two locations, causing both targets to exchange places simultaneously.
Result Point Enhancements
| RP Cost | Enhancement |
| 1 | Increase the Base Range to 50 Spaces. |
| 1 | Ignore minor obstacles or barriers between the targets. |
| 2 | Increase the Base Range to Line of Sight. |
| 2 | Exchange one additional pair of targets. |
| 2 | Ignore differences in Size of up to one category. |
| 3 | Exchange all willing creatures within two designated areas of up to 5 Spaces each. |
| 3 | Leave behind a brief illusion or visual afterimage at each original location until the end of the round. |
| 4 | Ignore Size restrictions, subject to Game Master approval. |
Restrictions
- Both destinations must be capable of safely containing the arriving target.
- A target cannot be exchanged into solid matter or another occupied space.
- If one unwilling target successfully resists, the entire exchange fails.
- Equipment worn or carried by creatures exchanges with them.
- The Game Master has final authority over exchanges involving extremely large, anchored, or magically restrained targets.
