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:
Boost Speed Effect
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:
Healing Trance 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:
Hurl Effect
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:
Power Fists Effect
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.