BOLT
BOLT
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, insects. Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
► Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
► Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
ONSLAUGHT (MEGA POWER)
Power Points: 2–8 or 4
Range: 18/36/72
Duration: Instant
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
PHASE BOLT (TEMPORAL POWER)
Power Points:
Range:
Duration:
Details:
BURROW
BURROW
Rank: Novice
Power Points: 3
Range: Smarts × 2
Duration: 3 (2/round)
Trappings: Dissolving into the earth and appearing elsewhere. Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16" (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16". A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
► Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.
GREATER BURROW (MEGA POWER)
Power Points: 6
Range: Smarts × 20
Duration: 3 (2/round)
The distance covered by the burrow power is expanded to Smarts × 20 each round!
TIME WARP FAST FORWARD (TEMPORAL POWER)
Power Points:
Range:
Duration:
Details:
DISGUISE
DISGUISE
Rank: Seasoned
Power Points: 3–5
Range: Touch
Duration: 10 minutes (1/10 minutes)
Trappings: Malleable features, illusionary appearance, hair of new form. Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at −2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.
MASS DISGUISE (MEGA POWER)
Power Points: +4
Range: Special
Duration: 10 minutes (1/10 minutes)
The caster can affect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.
DIMENSIONAL POCKETS (TEMPORAL POWER)
Power Points:
Range:
Duration:
Details:
FARSIGHT
Rank: Seasoned
Power Points: 3
Range: Touch
Duration: 3 (1/round)
Trappings: Invisibly marked targets,
guiding winds, eagle eyes.
This spell endows the recipient to
see over great distances. With a success,
ranged penalties are halved for the subject
(−1 at Medium and–2 at Long). If a raise
is achieved, all range increments for the
subject are doubled in addition (12/24/48
becomes 24/48/96).
GREATER FARSIGHT (MEGA POWER)
Power Points: 6
Range: Touch
Duration: 3 (1/round)
Greater farsight removes all penalties for
Range, and like the normal version, doubles
range increments on a raise.
ENVIRONMENTAL PROTECTION
Rank: Novice
Power Points: 2
Range: Touch
Duration: 1 hour (1/hour)
Trappings: A mark on the forehead, potions,
gills.
Adventurers sometimes travel beneath
the waves, in space, or other hazardous
environments. This power protects them
from the crushing depths or blazing sun
as they do. This power allows the target to
breathe, speak, and move at his normal Pace
while in one normally harmful environment,
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such as underwater, a zero-G vacuum, the
lava of a volcano, or even the heat of the
sun. Pressure, atmosphere, air, etc, are all
provided for.
The power does not protect against attacks
with similar trappings though. A fire attack
still causes normal damage, for example. With
a raise on the casting roll, maintaining the
power becomes 1 Power Point per two hours.
► Additional Targets: The character may
affect up to five targets by spending a like
amount of additional Power Points.
LIFE SUPPORT (MEGA POWER)
Power Points: 4
Range: Touch
Duration: 1 hour (1/hour)
Life Support expands the effects of
environmental protection to protect against all
negative environmental effects.
LIGHT/OBSCURE
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 30 minutes (1/10 minutes) or 3 (1/
round)
Trappings: Illusionary torch, sunlight,
darkness, thick fogs.
The ability to affect visibility (create or
remove obscurement) is a pretty simple but
very effective power.
Light/obscure can be cast on an inanimate
object, but if the item is in an opponent’s
possession, the arcane skill roll is opposed
by Agility.
Light negates any darkness/obscurement
penalty up to −6 in an area equal to a Large
Burst Template for 30 minutes (1/10 minutes).
The reverse of the power, obscure, creates
a–6 obscurement penalty of the same size
lasting for 3 (1/round).
ETERNAL LIGHT/GREATER
OBSCURE (MEGA POWER)
Power Points: 10/4
Range: Smarts × 2
Duration: Permanent/3 (1/round)
Eternal light is the Mega Power ritual—it
takes 10 minutes—that allows the caster
to cause light to become a permanent effect.
This can be put on any object, or even a
person if the target is willing. Note that if
anyone with Arcane Background (Miracles)
enacts this ritual, she may will the light to
be holy in nature, having the same effect
on certain creatures (such as vampires) as
sunlight, and its radius is considered holy
ground.
Greater obscure expands the effect of
obscure to the caster’s Smarts in radius, and
he is automatically immune to the power’s
effects.
QUICKNESS
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)
Trappings: Blurred motion, hyperactivity.
This power grants incredible swiftness
to the recipient. With success the target has
two separate turns per round on his action
card instead of the usual one. Each turn is
handled independently with its own actions,
but the character must resolve one turn
entirely before beginning the second. With a
raise, the recipient can redraw any initiative
cards lower than Eight each round.
EXALTED QUICKNESS (MEGA POWER)
Power Points: 8
Range: Touch
Duration: 3 (2/round)
In addition to the two complete turns
the character gains with quickness, he may
ignore up to two points of multi-action
penalties on each of those turns.
SMITE
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A colored glow, runes, sigils,
crackling energy, barbs grow from the blade.
This power is cast on a weapon of some
sort. If it’s a ranged weapon, it affects one
entire magazine, 20 bolts, shells, or arrows,
or one full “load” of ammunition (the GM
may have to determine the exact quantity
for unusual weapons). While the spell is in
effect, the weapon’s damage is increased by
+2 or +4 with a raise.
► Additional Targets: The character may
affect up to five targets by spending a like
amount of additional Power Points.
GREATER SMITE (MEGA POWER)
Power Points: 4
Range: Touch
Duration: 3 (1/round)
This Mega Power version of smite confers
two effects:
The bonus damage is +4 with success, +8
with a raise, and the damage becomes
Mega Damage.
The caster may choose any Trapping to
confer at the time of casting. This might
be silver, fire, holy light, etc.
SUMMON ALLY
Rank: Novice
Power Points: 3+
Range: Smarts
Duration: 3 (1/round)
Trappings: Call elemental, ghostly dog,
dimensional double.
This power allows the character to
summon a loyal and obedient servant. On a
success, the ally is placed at any point within
the range of the power. On a raise, the ally is
more durable and gains the Hardy ability. A
summoned ally acts on the initiative card of
the caster and gets an immediate action as
soon as it is summoned.
All Allies are Extras, even Mirror Selves
(see below). A character may learn this
spell while of Novice Rank, but he cannot
summon more powerful allies until he
attains the appropriate Rank. The cost
in Power Points depends on the type of
ally the character wishes to summon. Use
the Summon Ally table as a guideline for
unlisted creatures.
A caster of sufficient Rank to summon
more powerful allies may instead choose
to summon additional lower Rank allies
instead at the same cost. For each decrease
in Rank, he gains one additional ally. For
example, a Veteran caster could spend 5
Power Points to summon one Veteran-Rankallowed
ally, two Seasoned-Rank-allowed
allies, or three Novice-Rank allowed allies.
Allies summoned by a single casting must
all be of the same type.
See the Bestiary for statistics of some of
the creatures listed below.
BODYGUARD
A bodyguard is a humanoid soldier made of
stone (or equally tough material).
Armor +4: Stone skin.
Construct: +2 to recover from being
Shaken; no additional damage from
called shots; constructs do not suffer
from poison or disease.
Fearless: Bodyguards are immune to
fear and Intimidation.
SENTINEL
A sentinel is a larger and more powerful
version of a bodyguard.
Arcane Bond: Sentinels count as having
Arcane Resistance for anyone other
than their summoner.
Armor +4: Stone skin.
Construct: +2 to recover from being
Shaken; no additional damage from
called shots; constructs do not suffer
from poison or disease.
Fearless: Sentinels are immune to fear
and Intimidation.
Improved Sweep: Sentinels may
attack everyone adjacent to them as a
single action.
Size +3: Sentinels are 8 – 9 feet tall and
very dense.
MIRROR SELF
This is an ally that appears identical to the
caster but with the following differences.
The ally is an Extra as normal for the power.
The duplicate has half the total Power Points
of the caster, and all of the duplicate’s Traits
are one die type less than the caster’s Traits
(to a minimum of d4). The duplicate has
identical mundane equipment, but none of
it has any magical qualities.
FORCE MULTIPLICATION (MEGA POWER)
Power Points: +2 per ally
Range: Smarts
Duration: 3 (1/round)
With force multiplication, each +2 Power
Points summons an additional ally of the
same type or category, brought in at the
same time.
WATCH POWERS
BANISH
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Holy items, arcane symbols,
handful of salt.
Whether ghosts, elementals, or demons,
banish removes them all. This power
can affect any creature that is not native
to the current plane of existence (GM’s
determination).
This spell is an opposed roll of the caster’s
arcane skill versus the target’s Spirit. On a
success, the target is Shaken. On a raise, it is
sent to its proper plane of existence.
If the target is a Wild Card, each casting
of banish causes a wound instead. If the
target already has three wounds, it is then
banished to its native plane—but it is not
slain.
BANISH THE HORDE (MEGA POWER)
Power Points: 6
Range: Smarts × 2
Duration: Instant
The caster targets all summoned entities
within a Large Burst Template. For example,
a mob of demons could be sent back to their
hellish realm, or a group of elementals brought from another plane could be
dismissed. Each target rolls its own opposed
Spirit check to resist.
TELEKINESIS
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 3 (1/round)
Trappings: A wave of the hand, magic wand,
steely gaze.
Telekinesis is the ability to move a single
object or creature (including one’s
self) with arcane will. The
weight a caster can lift is equal
to 10 pounds times his Spirit
die type, 50 pounds times his
Spirit with a raise.
► Lifting Creatures: Living
targets may resist with
an opposed Spirit roll. If
the roll is greater than the
caster’s skill total, the victim
is unaffected. If the creature
loses, however, it is lifted
as usual and does not get
another attempt to break free.
Occasionally a victim might
manage to grab onto something
solid to prevent itself from being
lifted. When this happens, the victim
may make an opposed Strength roll
versus the caster’s arcane skill. If the
victim is successful, he manages to
grab onto whatever was available and is not
moved, bashed, or otherwise affected that
round.
► Telekinetic Weapons: A caster can use
telekinesis to wield a weapon. When this
occurs, the weapon’s Fighting is equal to
his arcane skill, and its damage is based on
the caster’s Spirit instead of his Strength. A
sword that does Strength+d6 damage, for
example, does Spirit+d6 when wielded by
telekinesis. The weapon otherwise functions
normally, including granting bonus damage
when it strikes with a raise.
► Dropping Things: Particularly ruthless
characters often use telekinesis to drop their
foes or bash them into walls and the like.
A creature affected by this power can be
moved up to the caster’s Smarts in inches
per turn in any direction. Dropped creatures
suffer falling damage as usual. Victims who
are bashed into walls or other solid objects
suffer the caster’s Spirit+d6 as damage. If a
caster with a d12, Spirit smashes an orc into
a wall, for example, the orc suffers d12+d6
damage.
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EXALTED TELEKINESIS (MEGA POWER)
Power Points: 10
Range: Smarts × 2
Duration: 3 (1/round)
Using exalted telekinesis is slightly different
than normal telekinesis. The caster’s
telekinetic strength is calculated as his Spirit
die with four die steps added. Thus a psionic
with a Spirit of d8 has an exalted telekinesis
strength of d12+2.
Those using exalted telekinesis consult the
Super Strength Table (The Tomorrow Legion
Player’s Guide or Super Powers Companion)
to determine how much they can lift and
manipulate. With a successful roll, they
use the Load Limit column, or the Max
Weight column with a raise. Note that
objects weighing 1,000 or more pounds
automatically deal Mega Damage when
used as weapons.
DEFLECTION
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: Mystical shield, gust of wind,
phantom servant that intercepts the
missiles.
Deflection powers work in a
variety of ways. Some actually
deflect incoming attacks,
others blur the target’s form
or produce other illusionary
effects. The end result is
always the same however—to
misdirect incoming melee and
missile attacks from the user.
With a standard success, attackers
must subtract 2 from any Fighting,
Shooting, or other attack rolls
directed at the user. A raise increases
the penalty to −4. This also acts as
Armor against area effect weapons.
GREATER DEFLECTION (MEGA POWER)
Power Points: 4
Range: Touch
Duration: 3 (1/round)
This Mega Power version of deflection
grants a −4 effect on a success, or −6 on a raise.
Detect/Conceal
Arcana
DETECT/CONCEAL ARCANA
Rank: Novice
Power Points: 2
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: Waving hands, whispered
words.
Detect/conceal arcana allows a character
to sense supernatural persons, objects, or
effects within sight. This includes invisible
foes, enchantments on people or items, mad
science devices, and so on.
The power can also be reversed to conceal
a single supernatural item, being, or effect.
This has the same cost, but the duration is
much longer — 1 hour with a maintenance
cost of 1 per hour. When used in this way,
those who wish to see through the ruse with
detect arcana use their arcane skill roll as an
opposed roll against the concealer’s skill
(rolled anew each time detect arcana is cast).
The detecting character may only attempt
to see through concealed powers once per
fresh casting.
SHADOW CLOAK POWERS
FEAR
Rank: Novice
Power Points: 2
Range: Smarts × 2
Duration: Instant
Trappings: Gestures, eldritch energy, cold
chills.
This power causes the target
overwhelming dread and horror. The area
of effect is the Large Burst Template. Every
creature beneath the template must make
a Fear check, at −2 if the caster got a raise.
Wild Cards who fail roll on the Fear Table.
Extras are Panicked instead.
GREATER FEAR (MEGA POWER)
Power Points: 4
Range: Smarts × 3
Duration: Instant
Using this Mega Power causes targets to
suffer a −2 to resist fear, or a −4 with a raise.
INVISIBILITY
Rank: Seasoned
Power Points: 5
Range: Self
Duration: 3 (1/round)
Trappings: Powder, potion, iridescent lights.
Being invisible is a powerful aid in combat
and useful for spying on maidens’ changing
rooms as well.
With a success, the character is transparent,
but a vague outline is visible. A character
may detect the invisible presence if he has
a reason to look and makes a Notice roll
at −4. Once detected, he may attack the foe
at–4 as well. With a raise, the character is
completely invisible. The penalty to Notice
or hit him is–6.
In either case, the power affects the
character and his personal items. Anything
picked up after the power was cast remains
visible.
► Additional Targets: The character may
affect up to five targets by spending a like
amount of additional Power Points.
TRUE INVISIBILITY (MEGA POWER)
Power Points: 10
Range: Self
Duration: 3 (1/round)
Normal invisibility generally applies to
normal sight-based Notice checks; true
invisibility applies to all senses, including
mystical, technological, or greatly enhanced
ones. The recipient cannot be seen or
detected by any means, unless he attacks
someone. In that circumstance, any attempt
to detect or attack the character with true
invisibility is made at −8.
True invisibility also makes it impossible
for anyone using most means of scrying or
other detection to find the character; this
includes divination and clairvoyance. Those
using detect arcana suffer a −4 penalty to
see someone using true invisibility (though
exalted detect arcana works at no penalty).
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Generally speaking, it is nearly impossible
for the character to be seen or detected if he
does not take an aggressive action against
someone else; the GM is final arbiter of this
power’s ultimate limits.