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Powers




Spells, spell-like abilities, and supernatural abilities are all called "powers" and they each have a "tier" instead of a spell level. Your "caster level" is always double the tier (min 1).

Example:
A 1st-level Wizard casting Magic Missile wouldn't shoot 1 magic missile per caster level (max 5) but would instead fire (2 per tier) = 2 missiles. Casters can always learn powers at higher tiers, allowing them to boost these stats. A 3rd-tier Magic Missile for example would fire (3x2) = 6 missiles.



CONCENTRATION SAVING THROWS

With the exception of casting defensively, you make Constitution (Fortitude) saves instead of normal concentration checks. If the effect is a Confusion, Emotion (including fear), or Mental effect, then you make a Wisdom (Will) saving throw instead of Fortitude. Casting defensively is still 1d20 + level + casting modifier vs. DC10 + double power tier. You get a +3 proficiency bonus to this roll if you are proficient with all the effect types of the power.



ACQUIRING POWERS

It costs 1 XP/tier to purchase a power. Power sources include advanced technology, magic, or superhuman physiology. If you gain a power from your race list, it's always from the power source affiliated with your race. If your race has multiple options for power sources, you must pick one upon character creation. If you have access to multiple power sources, you must select one each time you gain a power.

Acquiring Powers
Failure Chance
Mana Points
Reading a Power
Types
Using Powers


Lower Tiers: Some effects scale with tier. If you learn a power at a tier greater than its lowest tier, you can always choose to activate it at a lower tier. For example, if you knew Fireball as a tier 4 power but wanted to use it as a tier 1 power you could do so.

Actions: Some powers requires 2 or 3 actions. Two actions means it requires both your action and bonus action to use the effect. 3 actions means the same but it also consumes your movement to use the effect. Those that require a set time such as "10 minutes" or "1 hour" are rituals which can only be performed during down time.



Warp Assault
School conjuration (teleportation)
Casting Time standard action
Range melee
Effect teleport adjacent and make an attack
Upgrades
Echo Strike (+1): Duplicate attack at �“5 (half damage)
Delayed Slice (+1): Repeat attack next round
Precision (+1): Ignore DR/resistance = 5 �— tier
Multi-Target (+2): Split attacks among targets
Execution (+2): Bonus damage vs spirits/weak targets


Spatial Control
School transmutation
Casting Time standard action
Range medium
Area 10 ft./tier radius
Duration 1 round/level
You distort space and movement making the area difficult terrain for the duration.
Turbulence (+1): Flying creatures unstable
Gravity Increase (+1): Creatures slowed
Seismic (+1): terrain is slippery
Teleport Lock (+1): Prevent teleportation (save negates)

Reactive Defense
School divination, chronomancy, or conjuration
Casting Time immediate action
Range personal or 10 ft./tier
Trigger-based defensive reaction.
Reroll attack/save/AC
Upgrades
Teleport Intercept (+1): Teleport to ally and intercept
Counterattack (+1): Make attack after defense
Reposition (+1): Shift 5 ft./tier
Multi-use (+2): Use multiple times per round


Arcane Deflection
School abjuration
Casting Time reaction
Range personal
You gain +1d4 circumstance bonus to all defenses (Dodge, Parry, Armor) and saving throws (Fortitude, Reflex, Will) against a single magical effect that triggered the reaction.
Upgrade: Every tier greater increases the die by one size to a maximum of 1d12 at tier 5.
Ranged Guard (+1): double dice vs ranged attacks only
Phasing (+1): impose 25% failure chance on the attack, but only against yourself (not others if it targets multiple creatures or area). Apply this twice for 50%.

Weapon Infusion
School transmutation
Casting Time swift action
Range personal
Duration 1 minute
Base Effect
+1d6/tier damage
Upgrades
Elemental (+1): Choose damage type
Lifesteal (+2): Heal on hit
Ignore DR (+2)
Force Weapon (+2): Affects incorporeal



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Powers Template



Type, Type


Activation: 2 actions (Standard)

Target: 1 noun within (range) range

Rolls: Type of attack vs. Type of Defense (PFversion) OR Saving throw vs. DC



Effect that happens to target(s).



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