Mystic Powers
Concentration: Powers with concentration in their durations are subject to the following restrictions:
- Can’t act or attack while using this power.
- When damaged by spell or attack, must succeed on a Willpower check (highest of CHA or CON) or concentration (and the power’s effect) ends.
Boost Speed
Duration: 1 round Range: Self
- Movement speed is doubled.
- May make multiple attacks per round:
Level | Attacks per Round |
---|---|
1-4 | 2 |
5-8 | 3 |
9-12 | 4 |
13+ | 5 |
Burn
Duration: Concentration, up to 1 round / level Range: Sight
Subject a creature or object within sight to a scorching heat.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Target may Save vs Spells to prevent damage.
- Causes paper and cloth to burn, liquids to boil, and metals to glow.
- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
Change Density
Duration: 1 round / level Range: Self
Alter body density, with choice of effect:
- Lighter: Barely touch the ground, leave no footsteps and can walk on water
- Heavier: Root in place, immune to attacks or effects that would knock down or move.
Enlargement
Duration: Concentration, up to 1 round / level Range: Self
Double body, clothing, and armor size
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- While enlarged, melee attacks inflict double damage.
- Does not effect other carried or worn equipment.
Flying Weapon
Duration: Instant Range: 10’ / level
Control melee weapon thrown at target.
- Treat as a missile attack with +4 bonus.
- Any damage dealt is doubled.
- Hit or miss, weapon returns to hand.
Freeze
Duration: Up to 1 round / level Range: 30’
Freezes target creature or object within sight in place.
- While effected, target can’t move or act.
- Effected target may Save vs Paralyze at the start of their initiative to end the effect.
Healing Trance
Duration: 1 turn Range: Self
Enter a meditative state for the duration.
- While in trance, completely unaware of surroundings, and can neither attack nor defend.
- Healing effect:
Level | HP Healed |
---|---|
1-6 | 1d6+1 |
7-12 | 2d6+2 |
13+ | 3d6+3 |
Hurl
Duration: Instant Range: 10’ / level
Telekinetically throw object at target.
- Can throw object weighing up to 200 coins / level.
- Target must be within 60’ of object.
- Target must Save vs Wielded or take damage:
Object’s Weight (Coins) | Damage |
---|---|
Up to 200 | 2d4 |
201-400 | 2d6 |
401-800 | 3d6 |
801-1500 | 4d6 |
1501+ | 5d6 |
Instant Step
Duration: Instant Range: 30’
Instantly teleport to any location in sight within range.
- May be used before or after making an action (ex: attacking).
- Breaks engagement without allowing for free attack.
Invisibility
Duration: Concentration, up to 1 round / level Range: Self
Disappear from the sight of one or more creatures (selected when the power is activated).
- Up to 1 HD of creatures / level are affected.
- Affected opponents attack with a –4 penalty.
Life Drain
Duration: Concentration, 1 round Range: Touch
Draw vital energy out of a living target via touch, absorbing target’s life force.
- Target must Save vs Spells or suffer 1d4 points of damage.
- Heal an amount of HP equal to damage done.
Life Squeeze
Duration: Concentration, up to 1 round / level Range: 30’
Apply excessive pressure to target creature’s vital organs.
- Cause 1d3 damage each round.
- Target must Save vs Paralyze each round or be stunned, unable to move or act.
- Doesn’t affect non-living creatures (constructs, undead, etc.).
Power Blast
Duration: Instant Range: 10’ / level
Fire a blast of energy at a target in range.
- Target must Save vs Spells or take 2d4 damage.
Power Fists
Duration: 1 round / level Range: Self
Charge fists with mystical energy.
- Unarmed attacks count as magical and deal increased damage:
Level | Unarmed Damage |
---|---|
1-4 | 2d4 |
5-8 | 2d6 |
9-12 | 2d8 |
13+ | 2d12 |
Power Shield
Duration: Concentration, up to 1 round / level Range: Self
Surround body with a shield of energy.
- Immune to small, non-magical missiles (arrows, slings, etc.).
- Opponents have -2 to attacks against.
- +2 on saves vs Wielded, Blasts, and Spells.
Psychic Wall
Duration: Concentration, 2 turns Range: Self
Enhance mental defense.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items.
Pull
Duration: Instant Range: 10’ / level
Fire a wave of force at a target that grabs them and pulls them in.
- Target must Save vs Paralyze or take 1d6 damage and be pulled in.
- Target may be released anywhere along the way.
Push
Duration: Instant Range: 30’
Fire a wave of force at a target.
- Target must Save vs Paralyze or take 1d6 damage and be thrown away 10’ / level.
Shrinking
Duration: Concentration, up to 2 turns Range: Self
Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment).
- Takes one round to activate, breaking concentration during this round prevents power from being used.
Effects while shrunk:
- Can slip through narrow spaces.
- 90% chance of going unnoticed while remaining motionless.
- Cannot harm creatures larger than 1’ tall.
Super Leap
Duration: Instant Range: 10’ + (10’ / level)
Leap anywhere within range (including vertically).
Telepathy
Duration: Concentration, 1 turn Range: Sight
Establish bidirectional mental communication with one other willing, living, intelligent creature.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Do not need to share a language with the creature.