Blessing of the Gods
- Action
As a servant of the gods,
you can call up blessings in their name. This
blessing depends on the god’s general demeanor
and area of influence. Choose two of the abilities
described below.
Authority/Law/Peace (3 Intellect points). You
prevent a foe that can hear and understand you
from attacking anyone or anything for one round.
Action.
Benevolence/Righteousness/Spirit (2+ Intellect
points). One level 1 demon, spirit, or similar
creature within short range is destroyed or
banished. In addition to the normal options for
using Effort, you can choose to use Effort to
increase the maximum level of the target. Thus,
to destroy or banish a level 5 target (four levels
above the normal limit), you must apply four
levels of Effort. Action.
Death/Darkness (2 Intellect points). A target you
choose within short range withers, suffering 3
points of damage. Action.
Desire/Love/Health (3 Intellect points). With a
touch, you restore 1d6 points to one stat Pool of
any creature, including yourself. This ability is a
difficulty 2 Intellect task. Each time you attempt
to heal the same creature, the task is hindered
by an additional step. The difficulty returns to 2
after that creature rests for ten hours. Action.
Earth/Stone. You are trained in climbing,
stonecraft, and spelunking. Enabler.
Knowledge/Wisdom (3 Intellect points). Choose
up to three creatures (potentially including
yourself). For one minute, a particular type of
task (but not an attack roll or defense roll) is
eased for those creatures, but only while they
remain within immediate range of you. Action.
Concussive Blast
- Action
You
release a beam of pure force that smashes into
a creature within short range, inflicting 5 points
of damage and moving it back an immediate
distance.
Create
- Action
You create something from nothing. You can create any item you choose that would ordinarily have a difficulty of 5 or lower (using the crafting rules). Once created, the item lasts for a number of hours equal to 6 minus the difficulty to create it. Thus, if you create a set of sturdy manacles (difficulty 5), it would last for one hour.
Distance Viewing
- Action
You
know that space and distance are illusions. You
concentrate to create an invisible, immobile
sensor at a location you have previously visited
or viewed (at the GM’s discretion, you may have
to succeed at an Intellect task if the location is
warded). The sensor lasts for one hour. Once it
is created, you can concentrate to see, hear, and
smell through the sensor. It doesn’t grant you
sensory capabilities beyond the norm. Action to
create; action to check.
Divine Intervention
- Action
You ask the divine
to intervene on your behalf, usually against a
creature within long range, changing the course
of its life in a small way by introducing a major
special effect upon it. The major special effect is
akin to what occurs when you roll a natural 20
on an attack. If you want to try for a larger effect,
and if the GM allows it, you can attempt a divine
intervention with a more far-reaching effect,
which is more like the kind of GM intrusion
initiated by the GM on their players. In this
case, Divine Intervention also costs 4 XP, the
effect may not work out exactly like you hope,
and you may not make another plea for divine
intervention for a week.
Fetch
- Action
You cause an object
to disappear and reappear in your hands or
somewhere else nearby. Choose one object that
can fit inside a 5-foot (2 m) cube and that you
can see within long range. The object vanishes
and appears in your hands or in an open space
anywhere you choose within immediate range.
Fire Bloom
- Action
Fire blooms
within long range, filling an area 10 feet (3 m)
in radius and inflicting 3 points of damage on
all affected targets. Effort applied to one attack
counts for all attacks against targets in the area
of the bloom. Even on an unsuccessful attack, a
target in the area still takes 1 point of damage.
Flammable objects in the area may catch fire.
Fling
- Action
You violently launch
a creature or object about your size or smaller
within short range and send it flying a short
distance in any direction. This is an Intellect
attack that inflicts 4 points of damage to the
object being flung when it lands or strikes a
barrier. If you aim the primary target at another
creature or object (and succeed on a second
attack), the secondary target also takes 4 points
of damage.
Force Field
- Action
You create an
invisible energy barrier around a creature or
object you choose within short range. The force
field moves with the creature or object and lasts
for ten minutes. The target has +1 to Armor until
the effect ends.
Hedge Magic
- Action
You can
perform small tricks: temporarily change the
color or basic appearance of a small object,
cause small objects to float through the air, clean
a small area, mend a broken object, prepare
(but not create) food, and so on. You can’t use
Hedge Magic to harm another creature or object.
Premonition
- Action
You learn one
random fact about a creature or location that is
pertinent to a topic you designate. Alternatively,
you can choose to learn a creature’s level;
however, if you do so, you cannot learn anything
else about it later with this ability.
Pry Open
- Action
You tear apart
the defenses of a creature within long range. Any
energy-based defenses it has (such as a force
field or a Ward ability) are negated for 1d6 + 1
rounds. If the creature has no energy defenses,
its Armor is reduced by 2 for one minute. If it
has no energy-based defenses or Armor, attacks
against it are eased for one minute.
Relocate
- Action
Choose one creature or object within immediate range. You instantly transport it to a new position within long range that you can see. The new position can be any direction from you, but it cannot be inside a solid object.
Repair Flesh
- Action
When you
touch an impaired or debilitated character, you
can move them up one step on the damage
track (for example, a debilitated PC becomes
impaired, and an impaired one becomes hale).
Alternatively, if you use this ability on a PC
during a rest, you grant them a +2 bonus to their
recovery roll.
Traverse the Worlds
- Action
You
instantaneously transmit yourself to another
planet, dimension, plane, or level of reality. You
must know that the destination exists; the GM
will decide if you have enough information to
confirm its existence and the level of difficulty to
reach the destination. In addition to the normal
options for using Effort, you can choose to use
Effort to bring other people with you; each level
of Effort used in this way affects up to three
additional targets. You must touch any additional
targets.
Word of Death
- Action
Your attack
is the utterance of a magic word so terrible that
it snuffs the life from a living target within short
range. The target must be level 1. In addition
to the normal options for using Effort, you can
choose to use Effort to increase the maximum
level of the target. Thus, to kill a level 5 target
(four levels above the normal limit), you must
apply four levels of Effort.
Dragon’s Maw
- Action to initiate
You fashion
and control a “hovering” phantasmal construct
of magic within long range that resembles a
dragon’s head. The construct lasts for up to
an hour, until it is destroyed, or until you cast
another spell. It is a level 4 construct that inflicts
6 points of damage with its bite when directed.
While the construct persists, you can use it to
manipulate large objects, carry heavy items in its
mouth, or attack foes. If you use it to attack foes,
you must use your action to directly control the
phantom maw for each attack.
Elemental Protection
- Action to initiate
You
and every target you designate within immediate
range gains +5 Armor against one type of direct elemental damage (such as fire, lightning, shadow, or thorn) for one hour, or until you cast this spell again. Each level of Effort applied increases the elemental protection by +2.
Entangling Force
- Action to initiate
A
target within short range is subject to a snare
constructed of semi-tangible lines of force
for one minute. The force snare is a level 2
construct. A target caught in the force snare
cannot move from its position, but it can attack
and defend normally. The target can also use its
action attempting to break free. You can increase
the level of the force snare by 1 per level of Effort
applied.
Fast Travel
- Action to initiate
You warp
time and space so that you and up to ten other
creatures within immediate distance travel
overland at ten times the normal rate for up
to eight hours. At this speed, most dangerous
encounters or regions of rough terrain are
ignored, though the GM may declare exceptions.
Outright barriers still present a problem.
Force at Distance
- Action to initiate
You temporarily bend the fundamental law of gravity around a creature or object (up to twice your mass) within short range. The target is caught in your telekinetic grip, and you can move it up to a short distance in any direction each round that you retain your hold. A creature in your grip can take actions, but it can’t move under its own power. Each round after the initial attack, you can attempt to keep your grip on the target by spending 2 additional Intellect points and succeeding at a difficulty 2 Intellect task. If your concentration lapses, the target drops back to the ground. In addition to the normal options for using Effort, you can choose to use Effort to increase the amount of mass you can affect. Each level allows you to affect a creature or object twice as massive as before. For example, applying one level of Effort would affect a creature four times as massive as you, two levels would affect a creature eight times as massive, three levels would affect a creature sixteen times as massive, and so on.
Lock
- Action to initiate
A door, gate, chest,
drawer, locket, or other object that can be closed
within long range snaps shut and is magically
locked (level 3 effect) for one hour. If an object
or creature is physically holding the target object
open, you must also succeed on an
Intellect-based attack. For each level of Effort you
apply, the quality of the magical lock increases by
one level.
Mental Link
- Action to initiate
You open a
pathway to another creature’s mind via a light
touch, which allows you to transmit thoughts
and images to each other. The mental link
remains regardless of distance and lasts for one
hour. In addition to the normal options for using
Effort, you can choose to use Effort to extend
the duration by one hour for each level of Effort
applied.
Summon Demon
- Action to initiate
A
demon appears within immediate range. If
you applied a level of Effort as part of the
summoning, the demon is amenable to your
instructions; otherwise, it acts according to its
nature. Regardless, the demon persists for up
to one minute before it fades away—you hope.
Summon Giant Spider
- Action to initiate
A giant spider appears within immediate range.
If you applied a level of Effort as part of the
summoning, the spider is amenable to your
instructions; otherwise, it acts according to its
nature. Regardless, the creature persists for up
to one minute before it fades away.
Closed Mind
- Enabler
You are trained in Intellect
defense tasks and have +2 Armor against
damage that selectively targets your Intellect
Pool (which normally ignores Armor).
Magic Training
- Enabler
You are trained in the basics of
magic (including the operation of magic artifacts
and cyphers) and can attempt to understand and
identify its properties.
True Senses
- Enabler
You can see in complete darkness
up to 50 feet (15 m) as if it were dim light. You
recognize holograms, disguises, optical illusions,
sound mimicry, and other such tricks (for all
senses) for what they are.