Innate Powers
Because the World of Gaianar exists at the intersection of several different alternate dimensions (Radiance, Shadow, Imaginary, and Elemental, just to name a few), the energy from these realms has had a magically-infusing effect on humanoid life on this world. Because of this constant bombardment of low-level extraplanar energy, humanoids are born with access to an innate power that is usable at least once per day. These powers usually manifest during adolescence. An innate power is often weaker than a power one might use a learned spell to cast.
Rolling and Using Innate Powers
Innate Powers are activated on a Body-Mind-Spirit check (based on the maximum BMS, not depleted BMS). The use of an innate power consumes 1 point of BMS. If the user has access to higher intensity versions of a power, he/she can always willingly cast a less powerful version, if so desired. Many innate powers are stackable with learned spells that provide a similar function. Most innate powers are either instantaneous or last one turn per intensity of the power.
Innate Powers: Frequency and Intensity | ||
1d20 | Uses Per Day | Intensity |
1 | 1 | 1 |
2 | 2 | 1 |
3 | 2 | 1 |
4 | 2 | 2 |
5 | 2 | 2 |
6 | 2 | 2 |
7 | 3 | 2 |
8 | 3 | 2 |
9 | 3 | 2 |
10 | 3 | 2 |
11 | 3 | 2 |
12 | 3 | 2 |
13 | 3 | 3 |
14 | 4 | 3 |
15 | 4 | 3 |
16 | 4 | 3 |
17 | 5 | 3 |
18 | 5 | 3 |
19 | 5 | 4 |
20 | 6 | 4 |
Categories of Innate Powers
D20 | Category | Powers |
1 to 3 | Utility | Roll 1d4 1. Create Light 2. Trace Path 3. Flash Linguist 4. Flash Memory |
4 to 5 | Healing | Roll 1d4 1. Healing 2. Regenerate Hit Points 3. Contingent Healing 4. Regeneration |
6 to 7 | Mind | Roll 1d6 1-2. Empathic Boost 3. Empathic Resistance 4. Protest 5. Silent Speech 6. Hologram |
8 to 10 | Elemental | Roll 1d8 1-2. Breathe in Water 3. Mystical Fountain 4. Wind Conduit 5. Summon Boulder 6. Fire Call 7. Metal Affinity 8. Elemental Resistance |
11 to 12 | Movement | Roll 1d6 1. Underbrush Travel 2. Swift Running 3. Swift Swimming 4. Levitate 5. Flight 6. Reactive Teleport |
13 to 14 | Defense | Roll 1d6 1. Virtual Buckler 2. Sanctuary 3. Blend in Crowds 4. Ghost Form 5. Anchor 6. Invisibility |
15 to 16 | Combat | Roll 1d4 1. Sparking Fist 2. Power Kick 3. Precision Strike 4. Subdual Strike |
17 to 18 | Alteration | Roll 1d6 1-2. Trivial Wish 3. Make Pact 4. Long Second 5. Luck 6. Agent of Change |
19 to 20 | Enhancement | Roll 1d6 1. Endurance Reservoir 2. Willpower Reservoir 3. Trivial Telekinesis 4. Shrink Self 5-6. Infravision |
Agent of Change
This is one of the more potent and versatile of the innate powers. It can also be used as an interrupt. Agent of Change allows the caster to make a small difference in nearly any situation. Once cast, the user can do minor feats such as 1 point of healing, or +1 to a save, or 1 point of damage, +1 or +5% to nearly any kind of check. The character can repair mundane, simple, non-magical objects (like a pair of glasses or a snapped shoelace. It can also break simple, non-magical objects. The Game Master, of course, can arbitrate this spell in case of abuse. The range and efficacy scales with the intensity.
- Int(1): The caster can create +1 or +5% worth of effect. The range is 3//.
- Int(2): The caster can create +2 or +10% worth of effect. The range is 6//.
- Int(3): The caster can create +3 or +15% worth of effect. The range is 9//.
- Int(4): The caster can create +3 or +15% worth of effect. The range is 9//. Alternatively, the caster can create +1 or +5% effect on two people or objects.
Long Second
This power is a weaker variety of the type of spell that permits the caster to cram additional actions into a single combat round. In this version, the caster cannot perform multiple actions in a round, but instead perform one action that might usually take more time. For example, the user might invoke Long Second to run away from a time bomb that is about to explode. Or he/she might use it to untie an ally that is roped to a tree. If used to retreat, observers would perceive that the user had “blinked” from one place to another. This spell absolutely cannot be used for offensive actions or for casting additional spells.
- Int(1): Two rounds of activity are compressed into one second.
- Int(2): Three rounds of activity are compressed into one second.
- Int(3): Four rounds of activity are compressed into one second.
- Int(4): Four rounds of activity are compressed into one second. The user can confer this power on one additional person via touch.
Luck
This spell bends probability in small ways. Mechanically, if the player fails at some task, he/she can invoke Luck and modify the roll by +1 or 5% (whichever is appropriate.) Alternatively, if failure is inevitable, the user can use Luck to mitigate the outcome in some way. For example, the Game Master might disregard one die from a 4d6 damage roll, or the Game Master might decide that there is an outcropping the character can grab on to after the climbing rope breaks.
- Int(1): Luck can modify a failed roll by +1 or 5% (whichever is appropriate.)
- Int(2): Luck can modify a failed roll by +2 or 10% (whichever is appropriate.)
- Int(3): Luck can modify a failed roll by +3 or 15% (whichever is appropriate.)
- Int(4): Luck can modify a failed roll by +3 or 15% (whichever is appropriate.) Alternatively, the user can simply do a full re-roll. If this option is taken, Luck cannot be invoked again until the next day.
Make Pact
This power is beloved by lawyers and loathed by politicians. This is a spell that punishes people who break promises. If the user and another individual shake hands on an agreement (and if this spell is cast at the moment of agreement), then a contingency is put in place that will humiliate and penalize either person who breaks the agreement. Unlike most innate powers, this ability remains quiescent until triggered. Of course, a “dispel magic” sort of spell could also remove the contingency.
- Int(1): When the agreement is broken, a sudden wind gusts past the oath breaker and spectral voice laments the phrase “oath breaker”. It can be heard easily within 60’ and everyone who hears it will know who the oath breaker is.
- Int(2): In addition to the above, the phrase “oath breaker” appears as an indelible mark on the face and hands of the person who welched on the agreement. These marks disappear after 24 hours but cannot be washed off sooner.
- Int(3): In addition to the above, the person who broke the deal incurs a burning, uncomfortable rash on his/her hand (the one used for shaking hands). This rash lasts for a week.
- Int(4): In addition to the above, the person who did not break the pact will intuitively know that the deal was broken and will at least have a general idea as to why.
Trivial Wish
It’s not a genie wish. It’s not a wish from a ring. But those with the Trivial Wish can have fulfilment of some of their most mundane desires. For example, the character could say “I wish I had a cheeseburger” and one would appear. Or “I wish I could find my keys” and then remember where the keys were mislaid. The power of this wish is low enough so as not to trigger “monkey’s paw” interpretations. The Game Master has final say over what Trivial Wish can be used for. However, good examples include something to eat, a small amount of spare change, a common tool (like a screwdriver or flashlight), healing from a miniscule injury (no more than 1 HP), a street map equivalent to what might be available at the city’s visitor center, or finding a lost piece of personal property. The duration is instantaneous since it calls objects into being or conveys information. Multi-part wishes must be thematically consistent.
- Int(1): The wish has only one part. Example: “I wish I had a cheeseburger.”
- Int(2): The wish can have two parts. Example: “I wish I had an umbrella and that my clothes were dry.”
- Int(3): The wish can have three parts. Example: “I wish I could find my keys, my wallet, and my shoes.”
- Int(4): The wish can have three parts. Example: “I wish I could find my keys, my wallet, and my shoes.” Alternatively, the user can wish for a mundane object of higher quality. For example, she could wish for a steak instead of a cheeseburger, or a nice bottle of wine instead of a beer.
Power Kick
Another martial arts favorite, Power Kick allows the user to jump, accelerate horizontally 1//, and kick a target with gusto. It’s also handy for getting from one rooftop to another without a rope of a ladder. The accelerated horizontal jump is the same speed as the character’s running speed. This power lasts for one turn per intensity. Note: A battle cry is not required, but it is encouraged.
- Int(1): The horizontal acceleration is 1//.
- Int(2): The horizontal acceleration is 2//.
- Int(3): The horizontal acceleration is 3//.
- Int(4): The horizontal acceleration is 3//. Alternatively, if not used for combat, the character can use this power as a form of horizontal levitation and thus continue to travel along the X-axis until the power expires. This is handy when faced with a raging river or a deep canyon.
Precision Strike
Like other powers in this category, this spell modifies unarmed combat and does not work in tandem with weapons. Generally, this spell enhances a “chop” attack or a kick. Rather than adding damage, this power makes it more likely that the blow will hit the target. This spell lasts for one turn per intensity of the power.
- Int(1): The user gains +1 to hit.
- Int(2): The user gains +2 to hit.
- Int(3): The user gains +3 to hit.
- Int(4): The user gains +3 to hit. Alternatively, for non-combat use, the character can apply this bonus to task involving fine motor control (such as watchmaking, diffusing bombs, and dentistry).
Sparking Fist
Some adventurers prefer martial arts to weapon combat. Sometimes, one’s weapon simply isn’t available. Sparking Fist, however, adds a bit of electrostatic punch to one’s unarmed tactics. The power lasts for one turn per intensity of the power and inflicts damage that is scaled to the intensity.
- Int(1): Sparking Fist adds +1 damage to unarmed attacks.
- Int(2): Sparking Fist adds +2 damage to unarmed attacks.
- Int(3): Sparking Fist adds +3 damage to unarmed attacks.
- Int(4): Sparking Fist adds +3 damage to unarmed attacks. The user can also employ this power to short out small, low-power electronic devices such as key card readers, proximity sensors, PIN pads, and the like.
Subdual Strike
Sometimes capture is more useful than killing. To that end, this innate power allows the character to convert unarmed damage or bludgeoning weapon damage into non-lethal, temporary injury. If the target is brough to zero hit points by Subdual Strike, he/she is merely knocked out 2d6 rounds. With that time, the character can either run away or shackle his/her opponent. Hit points lost in this fashion recover at the rate of 1 point per round once the target regains consciousness. This spell also adds a small amount of temporary damage to unarmed/bludgeoning attacks. This spell lasts one turn per intensity.
- Int(1): Attacks get +1 damage
- Int(2): Attacks get +2 damage
- Int(3): Attacks get +3 damage
- Int(4): Attacks get +4 damage. On a critical success, the target is also knocked to the ground (and loses next attack). This is in addition to any other consequence of a critical success.
Blend in Crowds
Useful for thieves, investigators, and mentalists, this spell increases the chance that he/she can blend into a crowd of people and thus lose pursuit. This spell lasts for one turn per turn.
- Int(1): Followers incur a -2 (or 10% as indicated) penalty for tracking/pursuit/identifying the user.
- Int(2): Followers incur a -4 (or 20% as indicated) penalty for tracking/pursuit/identifying the user.
- Int(3): Followers incur a -6 (or 30% as indicated) penalty for tracking/pursuit/identifying the user.
- Int(4): Followers incur a -6 (or 30% as indicated) penalty for tracking/pursuit/identifying the user. The user can confer this power on one additional person via touch.
Ghost Form
A handy defensive power, this spell allows the user to survive incidents that would usually be fatal. Examples include: a grenade thrown into a room; a ceiling collapsing, an unavoidable train wreck. Whilst in ghost form, the user cannot take any type of offensive action and can only move at a a leisurely speed (like smoke in air). Of course, certain spells and physical materials may block a character’s travel whilst in ghost form. However, the character is immune to nearly any kind of physical threat whilst the power is active. This power lasts for one turn per level.
- Int(1): The maximum speed is 3//.
- Int(2): The maximum speed is 6//.
- Int(3): The maximum speed is 9//.
- Int(4): The maximum speed is 9//. The user can confer this power on one additional person via touch.
Invisibility
The innate power variant of invisibility is far weaker than versions offered through proper spellcasting. However, within certain limitations, this power can allow the user to escape from harm unseen by adversaries. This spell is a “light bending” form of invisibility and not the “mind altering” variety employed by Mentalists. The innate power essentially functions by creating a nearly perfect camouflage effect over the user so that he/she appears to be part of the background to any observer.
The chief limitation of the innate power invisibility is the user’s movement speed. He/she may only inch away from prying eyes at the rate of 1// or else the camouflage effect fails to update correctly. This will not end the spell, but it will make the user visible for that round and the next round. Committing an offensive action (such as a weapon attack or damaging spell) will cause invisibility to terminate early. This spell lasts one turn per intensity of the power.
- Int(1): Maximum movement is 1//
- Int(2): Maximum movement is 2//
- Int(3): Maximum movement is 3//
- Int(4): Maximum movement is 3//. The user can confer this power on one additional person via touch.
Sanctuary
This spell allows the user to take less damage from attacks involving the Plane of Shadow, the Conflagration, or any source that involves negative energy or death magic. The spell lasts for one turn per level. If the character is Undead, then the power confers protection from life magic and the Plane of Radiance.
- Int(1): The character resists death magic (or the reverse as indicated) at 10%.
- Int(2): The character resists death magic (or the reverse as indicated) at 20%.
- Int(3): The character resists death magic (or the reverse as indicated) at 30%.
- Int(4): The character resists death magic (or the reverse as indicated) at 30%. The user can confer protection to one additional person via touch. The protection must have the same orientation.
Virtual Buckler
While physical shields are heavy and cumbersome, the character may instead opt for a virtual shield when entering into combat. When this spell is cast, the user can summon a glowing, insubstantial buckler shield. It weighs nothing but does confer an extra +1 bonus to AC and absorbs the first point of incoming damage. The power lasts for one turn per level.
- Int(1): The shield confers +1 to AC and absorbs the first point of damage.
- Int(2): The shield confers +2 to AC and absorbs the first two points of damage.
- Int(3): The shield confers +3 to AC and absorbs the first three points of damage.
- Int(4): The shield confers +3 to AC and absorbs the first three points of damage. The user could choose to have a missile attack ricochet. This is accomplished by a successful skill check. The GM will roll for an outcome.
Breathe in Water
This power allows the user to temporarily breathe in water (fresh water or sea water). It does not allow the user to breathe in other liquids (such as alcohol, diesel fuel, acid, mercury, etc.) If the user has the swimming proficiency, he/she gains a +2 to swimming checks whilst the power is active.
- Int(1): The power lasts for one hour.
- Int(2): The power lasts for two hours.
- Int(3): The power lasts for three hours.
- Int(4): The power lasts for three hours. The user can confer water breathing to one other person via physical contact.
Elemental Resistance
The user can draw upon the resonance of the Elemental Planes to mitigate damage caused by air, fire, water, and earth. While the spell does not eliminate damage entirely, it does confer bonuses to saving throws. Thus, if the character is pelted with stones, his/her save versus area effect would have at least a +1 bonus. Likewise, the character would get a bonus against smoke inhalation inside a burning building (fire and air). The power lasts for one turn per intensity.
- Int(1): The user saves at +1 against elemental sources.
- Int(2): The user saves at +2 against elemental sources.
- Int(3): The user saves at +3 against elemental sources.
- Int(4): The user saves at +3 against elemental sources. The user can also know the nature of the attack (fully natural, a spell, a technological effect, etc.)
Fire Call
Like the other three elemental-summoning spells, Fire Call creates a momentary connection between the normal realm and the Plane of Fire. While the spell does not sustain fire (i.e., it can be put out once summoned) it is certainly useful for igniting campfires, forges, torches (and incriminating papers, documents that have been subpoenaed, etc.). While the spell can be used offensively, it cannot be used as a murder spell. In other words, the user can burn someone with Fire Call but cannot cause the fire to erupt inside someone’s body.
- Int(1): The casting range is 3// line-of-sight. The fire inflicts 1d6 damage.
- Int(2): The casting range is 6// line-of-sight. The fire inflicts 2d6 damage.
- Int(3): The casting range is 9// line-of-sight. The fire inflicts 3d6 damage.
- Int(4): The casting range is 9// line-of-sight. The fire inflicts 3d6 damage. Alternatively, the user can summon three smaller flames for 1d6 each.
Metal Affinity
This power calls upon energy from the Plane of Earth. Rather than summoning materials, it summons power. The user can enhance any single metal object for one turn per intensity of the power. Typical uses are enhancing armor and swords. However, a character may need to enhance work tools or load bearing members in a building.
- Int(1): The item gets a +1 to any use check or breakage check.
- Int(2): The item gets a +2 to any use check or breakage check.
- Int(3): The item gets a +3 to any use check or breakage check.
- Int(4): The item gets a +3 to any use check or breakage check. Moreover, the user can change the elemental signature of the metal for the duration of the spell. Thus, aluminum could function as iron (thus exploit a Fey’s weakness) or steel could function as silver (and thus exploit an Undead’s special vulnerability.)
Mystical Fountain
This power temporarily creates a small conduit to the Plane of Water. This spell is quite handy for refilling canteens, and bathing, putting out fires. The fountain must be summoned on top of a non-living surface (i.e. you cannot use this as a murder spell). The water output varies by intensity and lasts for one turn per intensity.
- Int(1): The spell draws one gallon per round
- Int(2): The spell draws 10 gallons per round
- Int(3): The spell draws 50 gallons per round
- Int(4): The spell draws 50 gallon per round. The user can direct the flow as if by a fire hose.
Summon Boulder
Like other spells in this category, Summon Boulder creates a temporary conduit to an elemental plane (in this case, Earth). Essentially, the user can drop a boulder on some hapless victim. The size of the boulder is proportional to the intensity of the power. Of course, this spell can be used for other applications, such as blocking doors and portals. The victim can avoid damage if he/she makes a successful save vs magical weapon.
- Int(1): The boulder inflicts 1d6 damage.
- Int(2): The boulder inflicts 2d6 damage.
- Int(3): The boulder inflicts 3d6 damage.
- Int(4): The boulder inflicts 3d6 damage. Alternatively, the user can summon three small boulders for 1d6 each.
Wind Conduit
This spell creates a temporary connection between the normal realm and the Plane of Air. The power creates positive pressure and thus tends to hold back polluted air. Also, it comes in handy in situations when air may be scarce (such as an abandoned space station, trapped in a mine disaster, or locked in a bank vault, etc.) The amount of air produced varies by intensity and lasts one turn per intensity.
- Int(1): The air conduit can support three individuals and holds back polluted air to 1//.
- Int(2): The air conduit can support six individuals and holds back polluted air to 2//.
- Int(3): The air conduit can support nine individuals and holds back polluted air to 3//.
- Int(4): The air conduit can support nine individuals and holds back polluted air to 3//. The conduit also confers a +1 deflection to incoming missile attacks.
Unlike the innate power Healing, this spell is triggered by the user’s health falling below 25% of maximum. The yield is higher but it cannot be consciously invoked or shared with others. Protectors often benefit greatly from this innate power.
- Int(1): The user instantly recovers 10 hit points.
- Int(2): The user instantly recovers 20 hit points.
- Int(3): The user instantly recovers 30 hit points.
- Int(4): The user instantly recovers 30 hit points. This spell will function even if the user is below 0 hit points. The user must be utterly destroyed for this spell to fail (-11 HP or worse). The spell will bring the user to a minimum of 1 hit point, regardless of damage taken.
Healing
The holder of this power is able to heal himself or others for 1d4 hit points. In many ways, this powers functions like most other entry-level healing spells accessible by other character classes (such as Priest, Shaman, and Cavalier). This spell treats only physical wounds and not poison or death magic damage. This spell requires physical contact (touch).
- Int(1): The healing restores 1d4 hit points.
- Int(2): The healing restores 2d4 hit points.
- Int(3): The healing restores 3d4 hit points.
- Int(4): The healing restores 3d4 hit points. If the target is still below 0 hit points after application of this spell, the target is raised to 1 hit point and stabilized.
Regenerate Hit Points
Unlike the innate power Healing, this power confers health over time rather than instantaneous healing. The power triggers automatically (triggered by injury). The power is specific to the user and cannot cast on other people.
- Int(1): Regeneration rate is one point hour.
- Int(2): Regeneration rate is two points per hour.
- Int(3): Regeneration rate is three points per hour.
- Int(4): Regeneration rate is three points per hour. This spell functions when the user is below 0 hit points. The user must be utterly destroyed for this power to fail (-11 HP or worse).
Regeneration
While it is difficult, from the perspective of the game mechanics, for a character to break a bone or lose a limb, bad things can occasionally happen. This spell allows the character to recover from broken bones in half the normal time and can regrow a severed limb in one year. Additionally, this spell makes it more likely that the character can shrug off being poisoned or exposed to contagions.
- Int(1): +1 save versus poisons and disease exposure.
- Int(2): +2 save versus poisons and disease exposure.
- Int(3): +3 save versus poisons and disease exposure.
- Int(4): +3 save versus poisons and disease exposure. This power works against supernatural diseases as well (such as Undead Spiral) and radiological poisons.
Endurance Reservoir
This enhancement allows the wielder to store a reserve of Endurance for use at a later date. For example, if the user is engaged in an activity that consumes Endurance (such as running or swimming), he/she can draw upon a point of previously-stored Endurance. Alternatively, this spell can be used to grant the wielder a +1 to Endurance-related checks. In the latter case, the power lasts for one turn per intensity. The Endurance “battery” is recharged when the user expends the points to refill the reservoir (presumably on a day when he/she is not doing anything physically taxing).
- Int(1): The Endurance reserve (or bonus) is 1 point.
- Int(2): The Endurance reserve (or bonus) is 2 points.
- Int(3): The Endurance reserve (or bonus) is 3 point.
- Int(4): The Endurance reserve (or bonus) is 3 points. The user can also empower one additional person with one point of Endurance via touch.
Infravision
This is a weaker variety of one of the Mentalist spells. If the character is also a mentalist, or if the character is a dwarf, this power stacks with other abilities that permit the character to see into the infrared spectrum. The power lasts for one turn per intensity of the power.
- Int(1): The character can see 2// in infrared.
- Int(2): The character can see 4// in infrared.
- Int(3): The character can see 6// in infrared.
- Int(4): The character can see 6// in infrared. The user can also confer this benefit on one additional person via touch.
Shrink Self
Thieves and spies tend to feel particularly blessed if they have this power. By being able to temporarily scale their size downward, they can often slip past prison bars, crawl through small windows, or hide in tiny places. This power lasts for one turn per intensity. The Game Master may rule that open hand and melee damage also scales downward. Likewise, the Game Master may determine that oxygen consumption scales with the character’s temporary size reduction.
- Int(1): The character can shrink to one-half normal size.
- Int(2): The character can shrink to one-third normal size.
- Int(3): The character can shrink to one-quarter normal size.
- Int(4): The character can shrink to one-quarter normal size. Alternatively, the user can shrink himself/herself and one other person to half size (via touch).
Trivial Telekinesis
While powerful casters like high-level Mentalists might be able to toss automobiles around with the power of their mind, some people are blessed with a small amount of telekinesis that just seems to come naturally. With Trivial Telekinesis, the user can astound friends and family alike by levitating objects like a beer mug or a ring of keys. If the object weighs less than a pound, the user can move it through the air at up to 6// speed. If the object weighs no more than two pounds, it can be dragged across the floor at 3//. The range scales with the intensity of the power.
- Int(1): The telekinesis range is 6//.
- Int(2): The telekinesis range is 12//.
- Int(3): The telekinesis range is 18//.
- Int(4): The telekinesis range is 18//. Alternatively, the user can levitate two objects concurrently within 6//.
Willpower Reservoir
This spell functions identically to Endurance Reservoir except that the user can bank one (or more) points of Willpower that can be tapped in case of emergencies.
- Int(1): The Willpower reserve (or bonus) is 1 point.
- Int(2): The Willpower reserve (or bonus) is 2 points.
- Int(3): The Willpower reserve (or bonus) is 3 point.
- Int(4): The Willpower reserve (or bonus) is 3 points. The user can also empower one additional person with one point of Endurance via touch.
Empathic Boost
This power allows the user to temporarily boost his/her empathic capabilities. While all characters (even humans and dwarves) have some level of empathy, this power often gives the person power equivalent to a Changeling (even if only for a short time.) This power lasts for one turn per intensity. It is additive to one’s empathic rating.
- Int(1): +10% to empathic rating
- Int(2): +15% to empathic rating
- Int(3): +20% to empathic rating
- Int(4): +20% to empathic rating. The user can project a 20% empathic shield in a 2// radius.
Empathic Resistance
A subset of empathy, this score pertains to a person’s ability to resist being manipulated via someone else’s empathic power. Usually a person’s empathy and empathic rating are the same number. However, this power allows the user to have a higher resistance than his/her base empathy.
- Int(1): +10% to empathic resistance
- Int(2): +20% to empathic resistance
- Int(3): +30% to empathic resistance
- Int(4): +30% to empathic resistance. The user can project this resistance in a 2// radius.
Hologram
While this power of this illusion is far too weak to confound a sentient being’s mind, Hologram is quite handy when the character needs to project a visible representation from his/her mind. The projected image is translucent and can be scaled, zoomed, and rotated. The image can be something the user has personally seen, or it can be something completely fantastical. The power lasts for one turn per level.
- Int(1): The image fits into a 2’x2’x2’ cube.
- Int(2): The image fits into a 3’x3’x3’ cube.
- Int(3): The image fits into a 4’x4’x4’ cube.
- Int(4): The image fits into a 4’x4’x4’ cube. The hologram can also convey sound.
Protest
This spell is essentially a short-duration charm. It is particularly useful when challenging getting a ticket, being told to leave, or protesting being overcharged for goods and services. Examples include: “I’m fining you for littering”, “No”, “Okay, I’m giving you a warning.” Another example is “You’re not welcome here, get out”, “No”, “Okay, but this is your last warning before I get serious.”
This spell is not powerful enough to make major changes in the course of events. For example, you can’t protest being found guilty of a murder you actually committed. It is also not a combat spell. You cannot protest being shot at by someone you just shot. The Game Master has final say over how long this spell lasts. Typically, it is one turn per intensity or one “scene” as appropriate.
- Int(1): The target saves vs sleep/charm at -1 and affects one target.
- Int(2): The target saves vs sleep/charm at -2 and affects two targets.
- Int(3): The target saves vs sleep/charm at -3 and affects three targets.
- Int(4): The target saves vs sleep/charm at -3 and affects three target. The target remembers the incident in a favorable light (rather than remembering being manipulated). Therefore, the user might not even need this power to achieve the same result later.
Silent Speech
Unlike other mental powers, Silent Speech does not confer empathy or empathic resistance. What it does deliver is short-range telepathy. This power does not allow for mind reading. What it does allow is the telepathic equivalent of speech. It is quite useful in situations where stealth is at a premium. This spell lasts for one turn per intensity and has a 5//.
- Int(1): Rapport can be established with one other person.
- Int(2): Rapport can be established with two other people.
- Int(3): Rapport can be established with three other people.
- Int(4): Rapport can be established with three other people. The user can also project/receive mental images.
Flight
While some character races have innate flight capability (Fey, Changelings, and some Constructs), this power allows those no so gifted to temporarily fly. It is worth noting that this power is additive for races that can already fly. Should the power expire whilst the character is aloft, it will always confer a controlled landing. This spell lasts for one turn per level.
- Int(1): Flight speed is 12//.
- Int(2): Flight speed is 18//.
- Int(3): Flight speed is 24//.
- Int(4): Flight speed is 24//. The user can also confer this power upon one additional person via touch.
Levitate
This power draws upon elemental Air to allow the user to levitate up or down as needed. This spell is particularly useful when falling off a cliff, discovering one’s parachute is defective, or experiencing equipment failure when mountain climbing. The spell lasts for one turn per level. The speed of one’s vertical ascent/descent depends on the intensity of the power. It should be noted that the spell will always confer a controlled landing even if the power expires whilst the character is aloft.
- Int(1): The ascent speed is 6//.
- Int(2): The ascent speed is 12//.
- Int(3): The ascent speed is 18//.
- Int(4): The ascent speed is 18//. The user can also confer this power to one additional individual via touch.
Reactive Teleport
This form of very limited teleportation is triggered by two possible events: 1.) A confirmed hit would bring the character to 0 hit points or less; 2.) The hit is a critical success. If either condition is met, the character is teleported to a place of relative safety (chosen by the Game Master). If the power activation succeeds, then the attack is considered to be a miss. The range of the teleport is dependent on the intensity of this power.
- Int(1): The blink range is 20//.
- Int(2): The blink range is 30//.
- Int(3): The blink range is 40//.
- Int(4): The blink range is 40//. Alternatively, the user can teleport to a predefined safe place (i.e., her home church, or personal stronghold). If the latter option is chosen, the character will need to find some way to become reunited with the rest of the party.
Swift Running
This spell gives the user fleetness of foot. Usually, a character must burn Endurance to sustain a high running speed. This spell negates the Endurance drain while still allowing the character to run fast. This spell lasts for one turn per intensity.
- Int(1): The spell adds 6// to the user’s running speed.
- Int(2): The spell adds 9// to the user’s running speed.
- Int(3): The spell adds 12// to the user’s running speed.
- Int(4): The spell adds 12// to the user’s running speed. The user can confer this power upon one additional person via touch.
Swift Swimming
Like Swift Running, this spell enhances the user’s movement speed. Swimming generally consumes significant physical resources (i.e., it burns Endurance). However, the user does not deplete Endurance while swimming. Moreover, the user gains a +2 to any swimming-related ability checks. This power lasts for one turn per intensity.
- Int(1): The spell adds 2// to the user’s swimming speed.
- Int(2): The spell adds 4// to the user’s swimming speed.
- Int(3): The spell adds 6// to the user’s swimming speed.
- Int(4): The spell adds 6// to the user’s swimming speed. The user can confer this power upon one additional person via touch.
Underbrush Travel
This spell allows the user to negate environmental penalties whilst travelling over less-than-ideal terrain. While used mostly for travelling through thick underbrush and jungles, this spell would also aid the user in travelling over dunes or rocky terrain. The spell lasts for one turn per intensity. Additionally, the spell makes it less likely (depending on intensity) that the user will trip, fall, or otherwise lose footing if he/she fails a skill check (or whatever check the Game Master demands).
- Int(1): 10% resistance to tripping/falling.
- Int(2): 20% resistance to tripping/falling.
- Int(3): 30% resistance to tripping/falling.
- Int(4): 30% resistance to tripping/falling. The user can confer assisted travel on one additional person via touch. The traveler(s) do not leave footprints.
Create Light
The wielder of this power is able to bring forth a small sphere of light 2 in. diameter that sheds light in a 10' radius. The Light is a soft pearlescent white and is suitable to perform most visual tasks without negative modifiers. This spell does not have combat use. If cast against a foe, the target can simply step away from the sphere as it hangs in place where cast. This ability lasts one turn per intensity of the power. If the user makes no choice, the default color is white. However, the user can select some other visible-light color.
- Int(1): The radius is 1//.
- Int(2): The light illuminates a 3// radius.
- Int(3): The light illuminates a 6// radius.
- Int(4): The light illuminates a 6// radius. The user has full control of the light level (very dim to very bright). The user can modulate the output (for instance, sending Morse code or equivalent.) The user can also rapidly choose different colors (popular for night clubs).
Flash Linguist
A character having this power is able to rapidly learn the spoken language of another culture. This power does not give the user any kind of enhanced proficiency (the character must use role-playing for that by taking time in-game to study the language). However, this quick-and-dirty method will give the user a “tourist” proficiency over a language once he/she has listened to the language for a turn. “Tourist” proficiency covers situations like “Where is the restroom?” and “I need a doctor.” It doesn’t allow the user to enter into diplomatic negotiations or write novels. The user can “forget” languages stored by this method if so desired (so as to make room for some new language).
- Int(1): Can hold one language in memory.
- Int(2): Can hold two languages in memory.
- Int(3): Can hold three languages in memory.
- Int(4): Can hold three languages in memory. A party member who is in physical contact with the user (i.e., holding hands) can also understand the quickly-learned speech.
Flash Memory
The wielder of this power can commit to memory a picture a page of text. For instance, a Gunslinger with this power could commit to memory a picture of a wanted poster. A Thief might memorize the layout of a museum he/she plans to rob. This spell may allow the user to store words to a spell, but not the power of the spell. Thus, it might be useful for a Necromancer, Mathematician, or Wishsinger (as it will give a +1 to cast) but it will not allow the user to cast these spells for free. The user can delete stored images/text as needed in order to make room for new information.
- Int(1): The wielder can store two pages.
- Int(2): The wielder can store four pages.
- Int(3): The wielder can store six pages.
- Int(4) The wielder can store six pages. If given pen and paper, the user can reproduce the image/text flawlessly.
Trace Path
Probably one of the most useful powers to have when traveling in poorly lit dungeons or crumbling caverns, Trace Path allows the user to retrace her steps. The power manifests as luminescent footprints that only the user can see. Unlike actual footprints, snow, water, and sand cannot erase the faintly glowing images.
The footprints last for twelve hours per intensity, although the user can actually lay down new tracks for only one hour per intensity.
- Int(1): Can lay tracks for one hour. Tracks persist for twelve hours.
- Int(2): Can lay tracks for two hours. Tracks persist for 24 hours.
- Int(3): Can lay tracks for three hours. Tracks persist for 36 hours. User can allow party members to see tracks.
- Int(4): Can lay tracks for 4 hours. Tracks persist for 48 hours. User can let party members see tracks.
Things to Consider
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