The Comprehensive Spell List
The following text consists of definitions and codifications of the one hundred and sixty nine magical spells available to players of the Universal Heroes System. They are, of course, presented in an alphabetical format - a through z - so it should be easy for a body to find any spell listed below. More spells will be added as the various 'expansions' are completed, but for now, enjoy the following:
| A | B | C | D | E | F | G | H | I | K | L | M | N | O | P | R | S | T | V | W |
A
Ability Boost
Personal Spell
Duration: 1d10 turns
Cost: 1 point per rank
Ability Boost allows its possessor to temporarily augment - significantly - his performance in any one ability score of his choice. When activated, its wielder can choose either his Fighting, Agility, Strength, Endurance, Reason, Intuition or Psyche, and enhance it to a value that is equal to this power in rank - or the value of the enhanced ability +1 CS, whichever is higher. An ability boost of any kind lasts only for 1d10 turns.
Once it wears off, ability boost may not again be used for an hour - at least, not without degrading its overall capability. For each additional use without a one hour 'cool down', ability boost loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon abilities greater than its own rank, while gradually reducing its power in all other instances, if used too frequently.
One's Health or Karma score should be temporarily recalculated to account for the character's new prowess; this can cause problems if he takes severe damage before the power wears off, as a negative Health total upon the power's termination affects a body per a Kill result.
Ability Boost may easily be limited by reducing the number of abilities it can temporarily enhance. Cutting it back to either physical or mental ability scores is considered a weak limitation (+1 CS or one point cost reduction), while allowing ability boost to enhance but one ability score is instead a strong limitation (+2 CS or two point cost reduction). Fighting can count as either a physical or mental ability for this purpose.
Additional Sense
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
By way of this spell, a sorcerer may acquire an additional, sixth sense. This is not necessarily the 'sixth sense' of yore, so much as an additional sensory mechanism that he does not normally possess. This additional sense can be anything available in the Universal Heroes game, as long as it isn't already provided by another spell. For example, this spell cannot simulate clairvoyance - but it can make use of telescopic vision.
In other words, this spell can give its caster any sense from infravision to sonar to many of the esoteric sensory abilities wielded by psis. This sense will function at the spell rank, even if the caster's Int rank is higher; it is an artificial sense, after all. The additional sense spell can provide any number of additional senses to the caster, but only one per casting.
Each sense generated by additional sense counts as one spell for the purposes of spell maintenance.
Adjoining
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Adjoining is one of the thirteen known group spells available to mages. It is a collection of abilities that allow the caster to communicate with others, in a variety of forms, no matter how alien said others may be. Once a day, upon first casting the adjoining spell, a wizard may choose from any one of the following spells, at which point it will be set for that day:
Communication, Empathy, Linguistics, Sendings, or Telepathy.
Admittance
Personal Spell
Duration: instantaneous effect
Cost: 1 point per rank
This convenient personal spell allows a thaumaturge to focus his will upon any lock, door or container and cause it to open, no matter how complex it may be. Whether it is simply a mechanical padlock or some fancy electronic gewgaw, the impediment to the caster's desire will cease to be such. All that is required to make this happen is a successful FEAT roll.
Keep in mind that this spell will only unlock a lock, and open up what it was protecting to the outside world. Any traps or sensors set to trigger upon the opening of said lock or door are not sidestepped by this spell; the wizard using admittance may need an additional spell or capability to bypass them (or simply have a patsy absorb the damage instead).
Alchemical Analysis
School Spell (Alchemy)
Duration: instantaneous effect
Cost: 1 point per rank
Wielding this utility spell, an alchemist can analyze a compound and determine just what it's made of. When used against 'mundane' concoctions, an alchemist can determine what went into making it with a mere green spell FEAT. This allows an alchemist to easily break down the ingredients list of almost anything, even if the spell doesn't explain the process used to produce the final result.
On the other hand, if used against magical formulae, the alchemist must roll the spell FEAT against the rank that the alchemical compound provides upon consumption. This will never be an automatic FEAT roll, as magic alters the very nature of a thing when mixed into it, and deciphering what went into a magical recipe is always a little bit tricky. If this FEAT is successful, the alchemist will at least know what was used to make a magical formulae.
Even if, again, he doesn't know how a substance's component materials were enchanted beforehand, much less the specific instructions to reproduce it. However, this often underrated ability makes it a lot easier for an alchemist to produce new magical compounds on his own - namely, by seeing how others are already doing it.
Alteration
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Alteration is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to change their own body for the better, sometimes drastically so, as the need arises. Once a day, upon first casting the Alteration spell, a mage may choose any one of the five following spells, at which point alteration will be set to reproduce that effect for the rest of the day:
Contact Absorption, Growth / Self, Healing / Self, Invisibility / Self, or Shrinking / Self.
Anchor
Personal Spell
Duration: while maintained
Cost: 1 point per rank
By means of the anchor ability, a character may bind himself to his current trajectory in seven-dimensional space. What this means is, once anchor is invoked, its wielder will continue to move in whatever means he was before, and cannot easily be dislodged from said movement. Typically, this is used to literally root a body in place, on say a floor, wall or ceiling, in order to hold them steady for other purposes.
So what's all this business about trajectory? No matter where you are in the world, you're always moving. While standing motionless, your body is still on a planetary body that is rotating while orbiting a star that is itself circling a galactic core, etc. You're also continually moving through time, albeit at the same rate everyone else usually is.
Anchor merely ensures you don't stray from this path, as the ability sees it, from its point of activation. This means that once invoked, anchor will prevent you from being swayed from your motive course, whether you were stationary or on the move. It also keeps you from being shifted in time or space - or through other dimensions. Defeating an anchor requires overwhelming its given power rank.
While using anchor in a (relatively) stationary position is a simple proposition, using it while on the move can be fraught with peril, especially if you encounter objects in your path. Loose objects, like water or bowling pins or even people, will simply be shoved out of the way. But a larger object, such as a concrete bunker, will not - resolve such collisions as per a charging attack based on the anchor power rank.
If the m.s. of this object or structure exceeds the rank of the anchor ability, it will disrupt the anchor and cause it to immediately fail. Either way, the anchored character is immune to the damage caused by such attacks, which allows them to (with an anchor power of high enough rank) inflict serious damage on large and inanimate objects ranging from trees to battleships.
Annulment
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
This handy enchantment allows a sorcerer to negate the effects of a spell, disrupting the matrix of energies that keep it active and causing it to fail. This is not an explosive failure, at least not directly; by annulling a spell, a wizard simply causes it to stop functioning. Of course, if said spell was preventing something calamitous from occurring, well, explosions may then result.
Annulment works by comparing its spell rank against the spell to be canceled. This functions per the normal intensity rules, though no annulment spell will ever be an 'automatic' FEAT - negating sorcery is always a bit complicated, no matter how powerful (or weak) it may be. Whether or not this FEAT is successful, the thaumaturge whose spell was annulled will know what happened if it is a spell he is actively maintaining.
While this effect is permanent on ordinary spells, it is not so on magical objects. An annulment spell can temporarily prevent magic items from working (well, at least the magical portion of such) for 1d10 turns, a duration that applies to both regular items and alchemical concoctions. If an annulled potion (or whatever) is imbibed, its effects cannot start until the annulment expires.
Anonymity
School Spell (Entreatism)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This spell offers exactly what is described on the tin, so to speak, for the enterprising entreatist. What anonymity does is generally 'mask' the caster's identity to make him appear to be no one special. By seeming nondescript, an entreatist can avoid being noticed by whatever entities he calls on for power, which is a good thing when you have to lean on one source of power for a serious length of time.
When cast, anonymity will last for 1d10 turns by itself, though a mage may continue to keep this spell going after this time by actively maintaining it. Assuming a successful spell FEAT, nothing that readily identifies the caster will be 'given up' when entreating any particular entity or place of power, which does assist a caster in keeping himself off the hook with said entities.
This can be done for proactive or reactive reasons. An entreatist may want to avoid generating notice in the first place, or alternately may have already gained such notice, and is trying to avoid building more notoriety with a given source of power. Either way, it works rather well as long as it is used intelligently; sometimes, even when this spell is in play, an entity may take notice of the person drawing power from it.
This is more a situational problem than anything else. For instance, an entreatist may try to draw power from an odd locale the entity has never heard of before, or perhaps he tries to do so from ground actively hostile to his source. When this occurs, the power source may also take notice of the anonymity spell, which can cause further complications for the caster down the line.
In the end, it comes down on the entreatist to decide when the best time to be anonymous is, and when he should instead broadcast his identity for the whole multiverse to see...!
Armor
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A simple and elegant spell, armor produces an artificial, magical defense against most injuries around its caster's person. This armor will always take a form appropriate to its invoker's school of magic, though the exact form it takes is usually up to the wizard who cast it to begin with. This appearance, though malleable, is definitely rather impressive to those looking on its creator.
This magical armor will last for 1d10 turns, after which it must be maintained as an active spell or dissipate. Regardless of its appearance, magical armor produced by this spell will not hinder the movement or sensory acuity of its 'wearer' despite its weight, shape or even seeming improbability. Armor provides the following protection against the various attack forms, based on its spell rank:
Spell Rank / Rank -2 CS / Spell Rank / Rank -6 CS / Rank -8 CS
Astral Projection
Personal Spell
Duration: while maintained
Cost: 1 point per rank
This potent ability allows a character to separate his consciousness itself from his physical body. This consciousness then moves into the astral plane, a realm of the mind that is adjacent to most other dimensions. From there, the character's mental projection, or astral form, can move about freely at great speed. Unencumbered by mass, a consciousness moves through the astral plane as if it were interplanetary space.
This allows a body to rapidly project his mind anywhere on earth - and often far beyond - in order to observe events. As it is adjacent to our reality, the astral plane can be used to spy upon others with ease, doing so invisibly; unless a body has the ability to see into the astral realm or otherwise sense minds in their vicinity, they won't be aware that they're being observed from another plane.
Projecting astrally is an action which must be maintained consciously, but this may be done for quite a while; astral projection has a maximum safe duration equal to its rank in hours. For example, a projector with Amazing (50) astral projection may shed his consciousness and let it wander the earth for just over four days at a time. Food and water only become an issue after several days, however.
This is because, while astrally projecting, the character's body remains in a coma-like state, burning little energy (per the Trance talent). It must have air to breathe, but it is otherwise inert, and need not consume food or water until the projection is complete - at which point the astral projector, if he's been gone for a good long time, may need to consume large amounts of food and water to recover.
While astral, the character effectively has no body - a seemingly obvious fact - which may cause complications in the event of astral combat. While astral, one's Ftg rank remains the same, though he must substitute Int for Agy, Rsn for Str and Psc for End when necessary. Any magic, psionic or deionic items a projector possesses will 'make the trip' with him, as a part of his self-image, though they function on the astral plane at a -1 CS.
While astral bodies can fight each other directly, they cannot exert physical force on the 'real' world. They may wield abilities of the psionic sort against those on the material plane, such as telepathy or mind control, and they can control magic, psionic or deionic items on their person from afar if necessary. But working against the physical world directly requires the use of the dimensional interface ability.
This allows astral effects to be wielded against physical targets normally, though the reverse is also true; an astrally projecting character who has interfaced his mind with normal reality can attack targets within, but they can attack back as well.
Attenuation
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Attenuation is the power to reduce one or more ability scores of another, often a great means of containing whatever damage they can cause. Attenuation works within Near range of its wielder, and an application of attenuation lasts for only 1d10 turns, unless the power is specifically maintained on a target for longer periods of time - often a good idea with particularly powerful opponents.
It works simply by deciding which ability score to dampen, and then applying the power. Mind you, the target of attenuation may attempt a FEAT with the ability score to be attenuated; if they can match the intensity of the attenuation ability, they successfully resist the power. Once affected, the attenuator may reduce the rank number of the targeted ability score by his attenuation rank number, to a minimum of Feeble (2).
Alternately, an attenuator may target multiple ability scores at once, though this can be a bit more difficult. The target may resist with the highest ability score to be dampened, and the amount they are reduced (should his resistance roll fail) is divided by the number of ability scores attenuated. This method is a great way to 'even the playing field' against much more effective opponents.
Yet another variant way to wield attenuation is to use it upon multiple targets at once. Doing so reduces the effective rank of attenuation by -1 CS for each doubling of targets; two targets inflicts a -1 CS, while four targets gives a -2 CS penalty, etc. When used in this fashion, the amount of points a target's ability score(s) can be reduced is lowered by the column shift penalty.
For example, let us examine a character with Incredible (40) ranked attenuation, who wields this ability against ordinary humans. He can use the power easily against but one person with Typical (6) Strength, handily dropping him down to Feeble (2) muscle power. If our attenuator applied the power to all his foe's ability scores, said foe could resist with his highest, though this would likely be Typical (6) also. That would readily cut all his scores to Feeble (2).
But say the attenuator is facing down a group of eight normal humans. Using this power on all of them reduces his effective rank by -3 CS (-1 CS for each doubling). These humans are considerably more likely to resist the power now, having to only defeat it's (current) Good (10) intensity. Each one that fails will see one ability score drop by 10 points, or all of them drop by one to two points points (landing in a Feeble to Typical range).
One can limit attenuation by tying it only to physical abilities (Fighting, Agility, Strength or Endurance) or mental abilities (Fighting, Reason, Intuition or Psyche); note that Fighting, being a mix of the two, shows up in both lists. Doing this is considered a weak limitation, raising the rank of attenuation by +1 CS (or lowering the cost by one point). Attenuation can also be limited to just one ability score.
Doing this is considered a strong limitation, raising the rank of attenuation by +2 CS (or, similarly, reducing the cost by two).
Augury
Personal Spell
Duration: encounter
Cost: 1 point per rank
By performing an augury, characters can gain limited insight into the immediate future. After studying a target (or targets) for a total of three turns (not necessarily sequential), the augur can invoke this ability. He will then gain a solid inkling regarding the actions of said target(s). What this allows him to do, then, is to put off deciding on his actions until his opponents have declared their own.
This benefit functions regardless of who has the initiative, and for the duration of a fight, thus giving the augur a significant advantage as he never has to worry about changing actions. After all, he already knows what's going to happen... at least, unless a foe changes his actions after declaring them. The only time the augury rank comes into play is if two augurs are duking it out against each other.
A player character must pass a FEAT roll against the intensity of an NPC opponent's augury ability in order to gain the normal benefit. If two player character augurs are slugging it out, go with the higher rank of the two to determine the advantage, and if they are equal, have each roll a d100. Whoever gets the higher die roll wins and gains the benefit of augury for the duration of that fight.
Aura Shield
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
An aura shield is a compact magical force field generated by a spellcaster, which can be applied to the caster of the aura shield or another person if desired. It is a very 'tight' field, which conforms exactly to the target and his possessions, while not hindering their movements any. Though the color and pattern invoked may vary, an aura shield is always obvious in its manifestation.
The aura shield will provide protection to its target as if it were an ordinary force field, though it functions a little differently. It will continue to provide protection to its target until either its caster is no longer concentrating on maintaining it, or until it is penetrated by damage. The attack that penetrates an aura shield will never cause damage to the person it protects, however.
If unbroken, the shield itself will last for 1d10 turns without maintenance, and a caster can apply shields to more than one person at a time, though each counts as a separate spell for the purposes of both casting and maintenance. The aura shield provides protection against the various attack forms as follows:
Rank -1 CS / Spell Rank / Spell Rank / Rank -6 CS / Rank -8 CS
B
Bands
Universal Spell
Duration: encounter
Cost: 1 point per rank
The bands spell is used as a means of containing a foe. Bands themselves do not inflict damage upon their target, instead wrapping around it to keep it in place - and from being able to act. They need not take the form of actual bands, however; the spell can manifest as rope, thread, nets, rings, vapors, chains, or anything else the caster desires, as long as it is consistent in general.
The bands function with an equivalent Str (or m.s.) that is equal to the bands' spell rank. This is the rank a target must dodge against to avoid the bands spell, or alternately to escape against if already contained by the bands. If the spellcaster has achieved a red result when attacking with their bands, they will have inflicted one means of spellcasting restraint (if those optional rules are in play), depending on their nature.
Bands in the form of rope can tie a target's hands such that they cannot cast universal spells, for example, or vapors of thick, ashen smoke may blind him to prevent him targeting other spells.
The use of bands do not actually require maintenance, in that a mage need not concentrate on keeping them active. This allows a sorcerer to contain multiple targets with this spell. However, they do require his active will in order to continue functioning; if the wizard who generated a set of bands is knocked unconscious or leaves the area, the bands will dissipate - possibly leaving him vulnerable to further retaliation.
Banishment
Dimensional Spell
Duration: instantaneous effect
Cost: 3 points per rank
A drastic measure to be sure, banishment involves physically ejecting a body from the their current plane of existence. While this may seem extreme, it beats killing someone outright, while getting them out of your hair - possibly for the rest of your life - at the same time. In order to dispose of a target, a banisher must pass a power FEAT against the Psyche (will) of their foe (or an anchor, if its rank is higher).
If this FEAT is successful, the target is flung from the universe entirely - but where to? In order to determine this, make a second power FEAT. If this second FEAT fails, the banisher has merely 'skipped' the target out of our realm of existence for 1d10 turns, and he'll bounce back to cause further trouble as soon as that duration has expired. Not nearly as permanent a solution as promised, which you can see.
A green FEAT, on the other hand, will remove the target from this plane of existence, returning him to his plane of origin. This is a good tool against extradimensional invaders, but what of people who are native to the plane the banisher is on? They will be ejected as per a failed FEAT, but will remain out of 'sync' with the current space-time for 1d100 turns, instead. A bit longer, but still less than permanent.
A yellow FEAT roll will achieve a permanent banishing. What this does is bounce the target to another, random dimension. Which one? Nobody knows, really. The whole idea is to simply get rid of a body, not to point them in a specific direction here. Banishment could transport them to an idyllic heaven or perhaps a realm wholly hostile to life as we know it. But, without an actual body to speak of, who will ever know?
A red FEAT, now, this is where the banisher can do specific things. A red banishment FEAT allows the banisher to not only remove a troublesome target from his personal space, but also allows him to deposit said target wherever he would like. Maybe he knows of a specific universe (or part of one) that is nigh-impossible to escape from, or one that is just too pleasant for his foes to ever want to leave.
Of course, a banisher can 'pull his punches' with this ability, if he doesn't want to permanently cast someone off into the multiverse beyond. That is rather harsh after all, and it tends to tick off the banished person's friends - not to mention the actual banished target, who is likely going to be very, very angry at the banisher. And if they can ever find their way back home, you know things are going to get ugly...
Biological Sense
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This sensory ability allows its possessor an awareness of other life forms in his vicinity. Unless entities are cloaked somehow, this sense will automatically pinpoint every living thing within its range, as determined on the Middle range table. This use of the biological sense does not discriminate at all, and while it requires no roll it also provides no specific information about the huge amount of life forms so noted.
A green biological sense FEAT indicates the types of biological forms present, such as plants, animals and fungi, and allows the character to 'screen out' unwanted forms of life. A yellow FEAT roll allows the inspection of individual life forms, determining particular and specific data about each one and how it functions. A red biological sense FEAT even allows the character to pick out a specific entity amongst a crowd of similar life forms.
Blending
Personal Spell
Duration: while maintained
Cost: 1 point per rank
The power of blending allows its possessor to match his or her coloration to match that of their surroundings - to a precise degree. By matching one's hue to perfectly reflect that which is directly behind them, a blender can achieve a makeshift form of invisibility. While completely motionless, a character with blending will appear to be a perfectly normal component of the surroundings, disguising themselves with power rank skill.
Unless, of course, the background itself decides to move. In any case, a discontinuity between the character's appearance and the background will arise, allowing an Intuition (alt) FEAT roll at +2 CS to detect the blended individual. Thus, it's ideal to use blending against walls and other flat surfaces, where movement is unlikely - as is something passing behind the blender to betray their presence.
A variant form of blending allows its possessor to instead make their body almost entirely transparent, instead of merely sinking into the background of a vista. While the outline of a character rendered translucent is still visible if one looks for it, the power allows 'live' updates to the appearance it generates, since the light behind a character passes right through him while blending is active.
A character may adopt one form of blending or the other when beginning play, but may develop the other as a power stunt later on, if desired.
Naturally, blending works better in some environments than others, but a character can limit the power to functioning under only one such condition as a limitation. Only functioning at night or while cloaked in shadow counts as a weak limitation, for example. Similarly, a strong limitation of blending prevents its possessor from applying the power to his or her possessions - only their body blends in with one's environs.
Bless
School Spell (Clericism)
Duration: special
Cost: 1 point per rank
A blessing can be used to impart divine good will upon (or into) a target. When used on a living being, this ability will provide a +1 CS to any action attempted by the target, whether he or she is making (or avoiding) attacks, wielding (or resisting) powers, or anything else. Blessings do not add to a character's damage, but do make it a whole lot easier for them to succeed in their endeavors.
When used in such a manner, a blessing will last for a number of turns equal to its power rank number. For example, the recipient of an Amazing (50) ranked blessing will retain the bonuses imparted for 50 turns - five full minutes! Only one blessing can affect a target at a time, but there is nothing preventing multiple blessings being used on a target; if one expires, the second will suddenly kick in for the remainder of its own duration.
Bless can also be used on inanimate objects, as well. By showering an item with deific favor, a character can grant it a +1 CS on both the hit rolls a person wielding it will attempt, as well as the damage it will cause. Blessed items remain blessed for the same duration as characters, but the duration of a blessing does not start counting this time down until the item is actually used.
For example, a sword can be blessed by the same Amazing (50) ranked power above and then sheathed until it is ready for use, and once it is wielded in combat, the 50 turns will begin counting down. There is no limit to the amount of time that this deific power may sit idle; one may be adventuring and find an object that has been blessed thousands of years ago - which can be a let down when its seemingly 'amazing' potential degrades after a short while...
C
Charm
Universal Spell
Duration: while maintained
Cost: 1 point per rank
A charm is a powerful, aversive psychic aura that its wielder may use to avoid undue harm. It works by generating an aura of 'good will' towards the wielder that affects everyone within range of this ability, as is determined on the Near range table. Those within the area affect of this power will become positively disposed towards the charmer, if they fail a Psc (will) FEAT roll against this ability's rank.
What this means is, though they can't quite put their finger on the reason why, affected targets will find they have a deep liking for the charming individual. This prevents them from harming or acting against the character maintaining a charm in any fashion. Furthermore, they will remain unconvinced that they have been affected in any manner, and will actively resist arguments to this effect.
Charm counts as one spell or psionic ability for the purposes of maintenance. It has no 'grace period' like some abilities do; once cast, the character producing the charm must actively keep it going or it will cease. Of course, maintenance may not be necessary; affected targets will remain charmed until they can eventually pass a Psc (will) FEAT against charm's power rank, which they may attempt with every new turn.
This FEAT is never 'impossible', but if the power rank is high enough, it can usually keep charmed individuals 'friendly' most of the time. Once charmed targets have shaken off the charm, they may then behave normally, but will not be aware that their behavior has been modified. Subsequent attempts to charm a target in a given encounter, once a charm wears off the first time, are at a -2 CS.
All of this assumes that the charmer has not in turn harmed those affected by this ability. If a charmed target is attacked by the person who charmed him, the power will no longer affect him for the duration of this encounter - and the target so attacked will be keenly aware that his mind has been tinkered with...
Clairsentience
Personal Spell
Duration: while maintained
Cost: 1 point per rank
Clairsentience allows a mage to sense things far, far beyond the mere range of his natural sensory apparatus. The spell works by crafting artificial, transient mystical constructs that act as surrogate sensory organs in the area a wizard wishes to perceive. These 'pretend' organs are disembodied from the caster, usually by a rather wide margin, but function just as well as if their creator were there in person.
This spell functions on the Far range table, allowing the thaumaturge using it to observe events in far-flung locations in real time, regardless of the laws of physics. The speed of sound is no deterrent to clairaudience (remote hearing), while the speed of light is no hamper to clairvoyance (remote seeing). In fact, with a high enough spell rank, one could eavesdrop on live events on other planets!
When clairsentience is in use, the spellslinger does not perceive his normal sensory input, instead focusing on the information provided by the spell in the distant area being observed. He may learn anything about what he observes as if he were there, whether looking at everyone present, listening in on conversations, or even feeling, tasting or smelling objects in the room!
This allows one to collect astounding amounts of information about anything. Tasting objects without consuming them allows a body to know what everything tastes like - without an increased waist line. The scents of the world's most dangerous poison gases can be sampled without harm to oneself. The tumblers of hidden locks can be seen with ease. Ever wanted to feel the surface of the moon? Not a problem!
However, the mage cannot actually affect targets in the area solely through the use of this spell. Even when using the less obvious portions of this spell, such as touch or taste, a wizard will not be physically contacting the object (or person) of interest, and said object (or person) will not be aware of this spell's use - unless they have the means to sense either invisible or magical things in their area.
Similarly, events in the spied upon zone will not directly affect the caster of clairsentience. Sensory overload can occur in the event of extremely intense light, sound, or even heat, but no damage will transfer through to this spell's wielder. On the other hand, passive effects in the area (like hypnotic lights or suggestive sounds) can slip through, since the spell 'virtually' places its caster in the area.
If a wizard is intent on observing a far-flung area of interest for a long period of time, he may not notice what's going on right under his nose - at least, until he feels the distinct pain of an attack. One's sense of pain is not one that is transferred through this spell, and thus, is not 'muted' while clairsentience is active.
Clarity
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Clarity is a tool that allows its possessor to free others from various effects that prevent clear thinking. When invoked, clarity can cleanse the effects of emotion or mind control, or even possession - if it affects how a target might behave, clarity can usually help. When attempting to clear the head of a target, the wielder of clarity must pass a FEAT roll against the intensity of the outside influence.
If successful, clarity will remove the taint of such powers, and will protect the target from further manipulations, at this power rank, for 1d10 turns. Optionally, the user of clarity can maintain this ability, providing a target (say, an ally) with continuing protection from external influence if desired. Clarity only works within Very Near range of those it would help.
Combat Edge
Personal Spell
Duration: encounter
Cost: 1 point per rank
By means of this ability, a combatant can gain a seemingly supernatural insight into the actions of his foes. Once invoked, combat edge will begin to 'read' its target, and after three turns of combat in an encounter, its wielder will have a 'good idea' just what his opponent will be planning at any given moment. Once the target is read, the combat edge ability will provide its wielder a +1 CS to all FEAT rolls made against said enemy.
This particular bonus only lasts for one combat session, but if the character using combat edge has wielded the ability on an antagonist in a previous encounter, he can 'read' him after only one turn on subsequent activations.
Commune
School Spell (Clericism)
Duration: special
Cost: 2 points per rank
Casting the commune spell, clerics may attempt to speak directly with their chosen deity. A simple spell FEAT roll is made to open a communications channel to one's patron(s), allowing the priest to query said patron(s) in regards to just about anything. This can be a great way to acquire information when all else fails, as entities of great power often have access to avenues of data that mere mortals can only dream of.
The trick is getting their attention.
You see, the great powers of the multiverse are used to being petitioned for all kinds of things all the time, and often have an entourage of minions to deal with this sort of hassle. Some handle dispersing the gods' powers to various followers, some listen for prayers and such, and still others answer the questions asked by pesky priests. This frees said entities from 'mundane' matters to do... whatever it is they do.
Sometimes, casting commune will get one's god's attention directly, but most often such queries will simply fall into the hands of its underlings. And said underlings, while they serve the same power as the cleric, often have their own agendas. They may answer in riddles or other cryptic fashions, or just give incomplete answers. They'll never deceive a priest of their master, but they're not necessarily very helpful.
For many things, this is sufficient. A cleric may only need the answer to a question that isn't too difficult to handle (such as 'are there people hiding on the other side of that door?'). On the other hand, a priest may need a much more important question answered, and wants to cut out the middle-men in the process. This can be done by making a sacrifice to his patron entity - the bigger the better!
One can boost the effective rank of this spell depending on just how inconvenient the sacrifice is to the caster. For instance, giving up one's favorite deck of trick cards to their patron god of gaming may provide a paltry +1 CS, but going to the gambling house of a rival god, fleecing the staff blind, and then sacrificing the proceeds to his deity is much more impressive, and may grant as much as a +4 CS!
The nature of one's relationship with his deity will also affect the column one rolls this FEAT on. If the follower has gone out of his way to further the boss' agenda, a considerable positive CS boost may be in order, while if he's 'on the outs' with the powers and principalities, this may be a negative modifier. Once a final CS is settled on, simply make the spell FEAT to determine the nature of the response.
Once the dice have settled, the Judge (acting as your powers that be) will answer the question. The color result of this roll will determine just how useful this answer may be, but the game Judge should be careful in balancing the answer against both the character's efforts and the campaign as a whole.
Though at the same time, the Judge should be sporting; if the player spends an entire adventure preparing a suitable sacrifice for his god, that says a lot about how serious he or she is about this effort...!
Communication
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Communication allows a sorcerer to speak with entities that do not typically possess what we consider language. These entities are usually non-sentient, but either way they are not human (or whatever the caster's species is). There are four different types of communication offered by this spell, each of which must be learned as separate spells (or spell stunts). These four forms of communication are:
* Animal Communication: this form of communication allows a mage to speak with non-sentient animals of any stripe. Comprehending the 'language' of similar life forms (mammals, for instance) requires a green FEAT, somewhat different animals (birds, reptiles) requires a yellow FEAT, and radically different animal forms (insects, amoebas) requires a red spell FEAT roll.
* Device Communications: this form of communication lets a sorcerer commune with artificial devices - the more intricate the better. Items driven by complex computer systems require a green FEAT, devices controlled by simpler electronics need a yellow FEAT roll, and machines that are programmed but lack electronics can be spoken with on a red spell FEAT roll.
* Plant Communication: this form of communication grants a wizard the power to talk to all varieties of non-sentient plant life. The complexity of plant life determines the difficulty of the FEAT; trees and the local plant community as a whole requires a green FEAT, bushes and vines need a yellow spell FEAT, and single-celled plants and fungi require a red FEAT roll with this spell.
* Other Communication: this form of communication gives a thaumaturge the power to converse with what most people consider inanimate objects. Complex artificial objects (clothing, safes) can be spoken to with a green spell FEAT, relatively simple manufactured items (swords, tools) will talk on a yellow FEAT, and natural items (bones, logs, rock) only release information on a red spell FEAT.
All four forms of the communication spell function on the Near range table as far as how distant something may be to be spoken with, though practically speaking, one may need to sense something in order to communicate with it (unless it has been encountered before). This spell will function for 1d10 turns without being specifically maintained, though it can be cast in either manner if so chosen.
Componentry
School Spell (Technomancy)
Duration: instantaneous effect
Cost: 1 point per rank
The process of altering the nature of a technomantic object is complicated, in that it involves changing the physical or magical nature (or both) of its existence. Using componentry, a technomage may analyze how a true technomantic device functions, and using that information attempt to manipulate it. The difficulty of doing this depends on just what the technomage is trying to accomplish.
If a technomage is attempting to merely repair a slightly broken or malfunctioning technomantic device, or similarly change it in a fashion that does not prevent it from working as it did before, he only needs a green componentry spell FEAT. Alterations of this nature often involve maintenance work, such as efforts to keep an item working right in the face of heavy use or the wear and tear caused by combat.
On the other hand, making a more drastic modification to a technomantic device, whether it be an extensive repair job or an alteration of its specific capabilities (either physical or magical) requires a yellow spell FEAT. Such changes in capability involve a modification from one function to another within the item, as long as said capabilities are within the same cost range and/or rank.
Finally, making an extreme change in a technomantic item, one which completely alters it into something else, or otherwise gives it an ability of increased rank or cost range, requires a red componentry spell FEAT. Furthermore, this may incur significant Karma costs as well, since the item is essentially being improved above and beyond the original Karma total paid when it was first built / acquired.
This is the basic process used in modifying a technomantic item, but all of these rules assume that the technomage can alter it in the first place. In order to even change such an item in this fashion, the caster must first overcome the magic which was used in its construction. While a technomage need not do this when altering a device of his own creation, he does have to 'master' a device when it was built by anyone else.
This involves passing a spell FEAT against the intensity of magic used to create the item in the first place. Of course, some items also have additional safeguards against their modification as well, and the would-be technomage tinker must overcome those too. These can be anything from a specific resistance to magic to booby traps set into the device to prevent unwanted customization.
Confusion
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
A powerful means of sowing chaos in the ranks of an enemy, the confusion spell has unpredictable effects on everyone it affects. When cast, confusion will blanket an area with chaotic energies, energies which will affect every target who fails a Psc (will) FEAT roll against this spell rank. Those who fail will be affected as follows (roll a 1d10) for 1d10 turns:
- The target has a seat, and contemplates his current existence.
- The target has an extreme emotional response. Uncontrollable laughter, inconsolable tears, etc.
- The target is seemingly lost. He wanders about, not knowing how he got there, or why.
- The target becomes obsessed with one action or item, which consumes him for the duration.
- The target attacks the nearest person - whoever it is.
- The target attacks everyone - one different person per turn.
- The target attacks the nearest object. Whether a car or building, he'll try to destroy it utterly.
- The target becomes enamored with the nearest person, and can't help but go on about how great him/her/it is.
- The target is disoriented; he can act as he wishes, but suffers a -2 CS penalty.
- The target's mind is overloaded, and he falls asleep.
Conjuration
Universal Spell
Duration: instantaneous effect
Cost: 2 points per rank
Conjuration is a specialized form of teleportation that summons forth an object - whether it be an inanimate item or a living entity - to the caster's location. Conjuring forth simple things, plants or animals (such as a coin, a tulip or perhaps a gopher) requires no actual FEAT roll under most circumstances; the thaumaturge simply casts the spell and the desired item(s) appear in a puff of smoke (or whatever).
If attempting to draw forth something more complicated or dangerous (a firearm, a television, or even a wolf), the conjurer must pass a spell FEAT roll against the highest rank the target possesses. A conventional handgun would require a FEAT against Typical (6) intensity then, while that wolf would require a spell FEAT versus Excellent (20) rank - a wolf's highest ability score, which is its Ftg.
On the other hand, if an item to be conjured is complex but has no apparent rank available (such as our television in the above example), a mere green FEAT is necessary to make it manifest.
All of this assumes no sentience in the object to be conjured forth. If it possesses a Psc rank, the spell must defeat this in order to function, instead (the target may resist, if they desire). When a sentient being is the subject of a conjuration spell, they will know what is going on and who is casting the spell, and may choose to resist or not as they see fit; if masked somehow, the identity of a conjurer is subject to an Int FEAT by his target.
The odd thing about conjuration is that it has a restorative effect on the things it summons forth. For instance, if one attempts to summon an item that is broken somehow, the conjuration spell will reassemble it in the midst of transport from one location to another. This can be used to instantly repair broken devices or other items, and can even restore or recreate the bodies of the dead!
Conjuration will not actually restore a dead person to life; it merely brings forth their (seemingly freshly) deceased body, and does not provide the 'spark of life'. Of course, if the astral form of the decedent (or someone else for that matter) is still available, they can make use of the fresh, perfectly good body.
Conjuration works on anything within Far range of its caster.
Contact Absorption
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
This powerful spell allows a wizard to imbue his very body with the properties of anything he touches. With a successful spell FEAT roll, his body will attempt to assume a Strength, Endurance and body armor rating that is equal to the material strength of whatever it is he's touching when casting contact absorption. While the first two are limited to this spell rank for an upper limit, the body armor provided is not.
Furthermore, any properties of the material being touched will be adopted by the wizard casting this spell also. Grabbing a red hot, spiky steel ball will imbue the caster with spikes as well as a burning hot temperature. Superfluous energies absorbed along with everything else will last for up to 1d10 turns before dissipating into the environment around the caster, for good or ill.
On the other hand, operating at an excessive material strength has a deleterious effect on one's relative speed; absorbing the properties of a Shift Y m.s. material may make you nigh-invulnerable, but you'll be incredibly slow. For each rank of body armor a character using contact absorption has above this spell rank, reduce their effective Str (vgr) (for motion purposes) and Int (for the purposes of initiative) by 1 CS, with a limit of Feeble (2).
Furthermore, when in such a hardened state, a sorcerer cannot cast more than one spell per turn, no matter how many extra actions he would otherwise have.
Contingency
Dimensional Spell
Duration: while maintained (for each contingency)
Cost: 2 points per rank
On occasion a spell caster may wish to benefit from his magical prowess while not actually having the ability to cast spells. By making use of the contingency ability, he can make this happen no matter the situation he finds himself in. This works by first invoking the contingency power, and then the spell one wishes to hold 'in reserve'. The contingency ability will then prevent the spell from taking effect.
At least, until a specific condition is met.
This condition may be anything the thaumaturge or psychoturge wishes, from being forced unconscious to a specific time of day, or perhaps upon exposure to any particular external stimuli. For instance, a mage may arrange to be teleported to his lair upon being knocked unconscious, to give off an eldritch wave when uttering a chosen word, or even a dose of flight upon falling more than a story at a time.
A character may support as many contingencies as he likes, keeping in mind that each one counts as one spell or psionic for the purposes of ability maintenance. This requires him to strike a balance between preparing for the unexpected and leaving room for day to day spellcasting. Of course, if conditions change in an unexpected fashion, he can always stop maintaining one or more contingencies to deal with whatever chaos has broken out.
Curse
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
A curse is a means by which a thaumaturge may indicate his distinct displeasure with another. By creating a special magical weave around his target, the wielder of the curse spell will apply a probability field around them that acts to hinder everything they do. This hindrance most often comes in the form of a -1 CS to every FEAT or action the target attempts, though the specific form it takes may vary.
This penalty may come from the effects of temporary aging, painful warts and boils, and so on.
A curse will last for a number of days equal to the spell rank number; for instance, an Incredible (40) ranked curse spell may zap its target with ill will for up to forty days. Every day the target is affected (including the first, upon its application), the target of a curse spell may attempt a Psc (will) FEAT roll against this spell rank to shake off the curse prematurely.
No matter the nature or duration of a curse, its target will not inherently know who cast it on him. The cursing wizard may reveal himself if obvious in its application however, say by binding the target before him while casting it, or when leaving a taunting note after the fact. This allows the wizard behind a curse to be as discreet (or as overt) about his actions as he likes.
D
Danger Sense
Personal Spell
Duration: while maintained
Cost: 2 points per rank
Vastly improving one's performance in combat, a danger sense automatically alerts its possessor to imminent harm. While the wielder of a danger sense may not be aware just what kind of threat awaits him, he will usually know the direction it is coming from, and about how long he has until it strikes; danger sense can 'see' a number of seconds into the future equal to its rank number.
This allows for a number of useful effects in battle - whether in melee or ranged combat. For one thing, a character using his danger sense may substitute this ability's rank for his Int for the purposes of determining initiative and surprise, his Agy for the purposes of dodging or weaving attacks, his Ftg for the purposes of evading or feinting, his Str for the purposes of escaping holds or blocking attacks, and his End for the purposes of bracing maneuvers.
If one's danger sense is possessed of a smaller power level than the rank of these abilities, it will nonetheless improve them by +1 CS for the purposes of the above uses.
Deflection
Personal Spell
Duration: while maintained
Cost: 4 points per CS (or one power slot per CS)
Deflection is a powerful ability which allows its wielder to casually shrug off attacks to a small extent. How exactly it works depends on the character described; it may involve slippery force fields, carefully crafted angular design, or any other number (or combination) of special tricks. The idea is that deflection tends to 'bounce' incoming attacks off of its possessor at oblique angles, acting as an always-on minus to hit.
Unlike most super-human abilities, deflection is rated not in ranks, but in column shits. For every CS of deflection a character has, he will inflict a -1 CS upon other characters attempting to hit his person with an attack. As long as said attack requires a roll to hit (instead of providing, say, a resistance roll), deflection will affect that incoming attack no matter what form (or origin) it takes.
On the other hand, deflection does nothing for an attack which does connect with its wielder; while it acts to keep incoming attacks from hitting a body, deflection doesn't attenuate their damage any if they do manage to strike him.
While the cost of deflection is great (four points per CS worth of such), it can be reduced with limitations. Every category of damage that deflection does not affect (per Greater Resistance or Invulnerability) will reduce its cost by 1/8. Similarly, if deflection is provided in a non-permanent fashion (as is the case with talent-equivalent abilities like spells or psionics), reduce the cost by 2.
For example, let us look at Gunter the Hunter. He opts for 2 CS of deflection with no 'holes' in its defense, and wants it to be always on. This inflicts a constant -2 CS penalty on anyone ever trying to strike him, at a base cost of 8. On the other hand, Samuel the Sorcerer wants a spell giving him 4 CS of deflection. He gives it vulnerability to metabolic and vampiric attacks. Since it's a spell, it counts as 'temporary' protection.
4 CS of deflection unaltered would have a base cost of 16, but both his missing resistance categories reduce that by 4, and his 2 point limitation for its transient nature, reduces Samuel's final cost to a 'mere' 10. During character generation, this may wind up being his only spell, but if learned later, it may simply cost him an arm and a leg (figuratively speaking) in Karma rewards; better head out on patrol more!
Deific Impersonation
School Spell (Entreatism)
Duration: while maintained
Cost: 1 point per rank
The art of deific impersonation is a technique by which a character may interject himself within the path of power between an entreater and the person, place or thing of great power he or she is asking for aid from. How this works is the wielder of this ability decides which entity he is to target, and then invokes deific impersonation - the idea is to intercept said entreater's request for assistance, and to handle it himself.
While maintaining deific impersonation, if someone entreats the entity he is targeting, the wielder of this ability will sense both who is making the entreaty, where they're entreating from, and what they're asking for (the anonymity ability aside). Armed with this information, he can attempt a deific impersonation FEAT against the intensity of the entreater, and then hijack said entreaty, handling it as he sees fit.
This is all well and good you say, but why would someone bother to do this, you wonder?
A character can use this technique to help out others if he wishes, fueling their magical spells with his own power, helping them avoid the dreaded 'attention' that entreaty overuse can cause. The deific impersonator can use any of his powers (aside from this one) to provide the power requested, with an upper limit of this power rank. This can even offer the column shifts requested on some entreaties.
On the other hand, if he wishes to sabotage an entreater, the deific impersonator may perform a few nasty tricks if he desires. With control of the entreaty that was made, our deific impersonator may alter a requested positive column shift into a negative one, or even transform the requested effect into something else entirely; imagine making an entreaty to blast a foe only to find yourself suddenly teleporting on top of him!
Or, of course, the deific impersonator could just do nothing, forcing the entreaty to fail outright.
This can be a handy boon for the deific impersonator's allies, not to mention a hobble for his enemies, but the use of this ability is fraught with peril. You see, if enough people start to have problems drawing power from a particular person, place or thing of great power, they'll simply stop trying. Some entities may be indifferent to this, but others are working very hard to increase their influence, and may retaliate.
Whenever a FEAT roll to subvert another's entreaty fails, the game Judge should make a die roll of his own, using this power rank. If the Judge achieves a red result, the entity so impersonated will learn not only that he/she/it has been impersonated, but who has been doing so. And this is very bad news for the impersonator, as the entity he's been targeting just might take him to task for his perfidy!
Deliverance
School Spell (Clericism)
Duration: instantaneous effect
Cost: 3 points per rank
On occasion all else fails, and one is simply out of earthly options with which to succeed. When this is the case, a cleric may implore his patron deity for deliverance, and ask him/her/it for a miracle! These miracles can take almost any form, limited only by the scope and nature of the entity of power the cleric serves. Gods of fire are excellent at razing one's foes, for instance.
The miracles provided by the deliverance spell are limited to this spell's rank in effect, but can be far-reaching in scope; the spell itself has a 'Far' range, and it can affect a rather wide area if necessary - though the effect can be narrowed onto one person, as in the case of miraculous resurrections. Of course, the first thing to consider when casting deliverance is if it will work in the first place.
In order to even receive a miracle from one's patron, a cleric needs to be in good standing with them; granting a deliverance spell costs a deity some of their hard-earned belief-based power, so they're not likely to grant it lightly. They typically reserve this kind of boon for their most faithful / dependable followers, so they won't hand out miracles willy-nilly.
Assuming this is not a problem, the second question is how often does the cleric in question ask for a miracle? On average, it's probably bad form to use this spell more than once per game session, as the deity in question may begin to wonder if this follower is worth the hassle. This is a danger that can be avoided with prodigious sacrifices and other efforts to further one's patron's interests.
If everything seems in order, it's perfectly all right for a game Judge to allow deliverance to, well, deliver the cleric from whatever hassle he's currently in. It is important to keep in mind that the deity in question typically won't offer 'services' counter to its nature, no matter how important a cleric may be; death gods don't do resurrections often, nor do gods of love generally smite one's enemies.
Density Control / Others
Universal Spell
Duration: while maintained, plus 1d10 turns
Cost: 1 point per rank
Wielding this ability, a character may alter the density of other individuals or objects, either by increasing or decreasing their effective mass (while retaining their volume). Contact is not required to achieve this effect, but all targets of this ability are allowed a FEAT roll to resist unless, of course, they're willing. This is an End (res) FEAT roll for living targets, or an m.s. roll regarding inanimate objects.
Increasing the density of a person or object increases its weight by a multiple equal to this power rank number. Weapons may become too heavy to lift or hold, while individuals will find themselves pinned down by their own, sudden bonus weight. A living entity must pass an Endurance (res) FEAT roll to remain conscious in the face of their increased density, the failure of which prompts a second FEAT - against a Kill result.
Even if one can remain conscious under their staggeringly increased weight, movement may be impossible. This is because, in order to even move, one must pass a Strength (vigor) FEAT roll against their own weight. This FEAT must be passed every turn the target is subjected to increased density if said target wishes to move at all. On the plus side, a higher density gives the target power rank body armor for the duration.
Decreasing the density of a person or object can be resisted in the same manner as a density increase - with an End (res) or m.s. check against this ability's intensity. Failure causes the target to lose a percentage of their total weight that is equal to this power rank number. An Unearthly (100) rank density control / others power can render things weightless, while greater ranks can cause them to float off!
Persons in a state of lesser density can move much easier than normal, though with a negative mass they may have problems with drifting away. Similarly, such characters are far more susceptible to Slam results, rolling against the density control / others rank to resist such or the actual attack rank that scored one, whichever of the two is higher. Note that while one is more likely to experience a Slam in this state, they suffer less damage.
As is the case with an increased density, a decreased density will provide a character in such a state power rank body armor while so altered.
Density manipulations (either way) last for 1d10 turns after the ability is no longer maintained, and can work on anything within Near distance of its wielder.
Density Control / Self
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This versatile ability allows its possessor to manipulate their body's mass. One does not gain or lose volume as a result of this power, but their apparent density will dramatically change when it is in play. Wielding density control, a character can either increase or decrease their total mass; limiting it to just one of the two counts as a strong limitation, while making the power permanent (in either direction) is an extreme limitation.
When increasing one's mass, treat the power rank of this ability as a multiplier. For example, a hero with this ability at Amazing (50) rank who weighs 200 pounds can increase his weight to ten thousand pounds - five tons! This allows a character to readily pin almost anyone down who lacks super human Strength, and can often be enough to immobilize some vehicles... or at least slow them down dramatically.
A character with increased mass has the Strength to move around normally despite his added weight. This ability cannot be used to inflict more damage with weaponry and the like, but it can substitute its rank for Endurance when charging. Similarly, in a state of heightened mass, a character with this ability develops body armor of the equivalent rank, his seemingly denser frame acting to shrug off damage much better than before.
On the other hand, the character has a deleterious effect on his environs. Concentrating this much mass into the size of a human being (or whatever) often does a number on artificial structures, most of which are not designed to withstand such weight. If at a state of increased mass, the surface one is standing on, if artificial, must pass a material strength check or the character just might fall through it!
When decreasing one's mass, treat the power rank of density control as a percentage to subtract from one's weight. The above, Amazing (50) ranked power could reduce that two hundred pound man's weight by half! Once a character reaches Unearthly (100) rank with this ability, he effectively has zero mass while the power is active, and higher ranks actually apply a negative mass to his person, allowing him to float.
The advantages of lowering one's mass are numerous. This ability can dramatically improve travel efficiency, causing one to expend less energy when walking, improving one's jump height, and so on. Furthermore, one can approach the speed of light more easily with a decreased mass, eventually reaching it with this power at Unearthly (100) rank, and even exceeding it if at all possessed of negative mass!
Dimensional Interface
Dimensional Spell
Duration: while maintained
Cost: 2 points per rank
This potent ability allows a character to literally transform his body itself into a hole in the space-time continuum. What this means is that he becomes a walking, talking opening between our universe and somewhere else. While the dimensional interface is active, the character using this ability is equidistant between the connected planes, and is technically resident upon both at the same time.
This allows him to perceive events on both simultaneously, and he can perform actions on one or the other as he sees fit. Furthermore, he can use this ability to naturally cross from one to the other entirely; this just involves 'leaning' into the second plane when terminating the power, even if it was initiated on the first. While this is a creative way to cross the planes, one may ask just what the benefit of this ability is, otherwise.
Its main purpose is to allow passage from one plane to another. Others can step 'through' the character maintaining a dimensional interface, as if he were a living, breathing doorway between the planes. Furthermore, the interfaced character can move materials and energy between the two realms he's connected to as he sees fit, doing so with an intensity equal to this ability's rank.
What this means is, a dimensionally interfaced character can channel 'stuff' from one realm to another, wielding this ability as a particularly versatile attack. He can project whatever energy or matter is available from one side to the other, using this ability to inflict its rank in damage, of a type that is dependent on what is hurled through; this can be almost anything, depending on the nature of the dimensions interfaced.
For instance, if connected to the astral plane, a character could emit spectral flames from his very body. Alternately, if interfaced with a realm that is naught but solid matter, he can project that instead, inflicting like Blunt or Edged Attack damage, depending on its shape. This action can work either way though; the dimensionally interfaced character can draw folks from the 'real' world into this new plane, though this requires physical contact.
An important thing to keep in mind is that a character that is interfaced between two dimensions is only 'material' on one at a time - the one he's currently acting upon. Our man interfacing with the astral plane, above, would be intangible there (per that ability) when channeling his spectral flames into the 'real' world, but would be easily touched (or attacked) in our own space-time while he's emitting said flames here.
He can achieve intangibility on both as a power stunt, but cannot act on either while in such a state (though people and matter can pass through him still, albeit at a non-damaging velocity / intensity). Another power stunt involves connecting to additional universes. When a character begins play, he can only interface with one other dimension to start with, and subsequent stunts can add more dimensions to choose from.
Dimensional Transit
Dimensional Spell
Duration: instantaneous effect
Cost: 1 point per rank
When wielding this ability, a character may move from the universe he is currently occupying to another. Dimensional transit functions almost identically to teleportation, except that it adds another physical dimension to the transportation; after using this ability, a character may actually occupy the same three 'classical' dimensional coordinates, but his location in either the fifth or sixth dimension has shifted.
Moving along the 5D axis allows a character to access variant time lines, while entering the 6D axis lets him move to different universes sharing the same time line. When a character with this ability begins play, he may initially access two universes: his home plane and another realm of his choosing. He may add further planes of existence down the line as a power stunt, one new stunt for each new universe he wishes to visit.
When a character is attempting a stunt to 'learn' a new universe, follow the basic procedure here. A red FEAT roll is necessary when accessing a universe intentionally for the first time, yellow FEATs are required when traveling to realms experienced intentionally more than once, but less than six times, and green FEAT rolls are needed to access a plane for the sixth through the tenth time.
Once a character has attempted to stunt a new universe ten times, it is considered familiar, and he only requires a green FEAT to access it thereafter - which is how the two planes he is initially familiar with work. On the other hand, accessing a completely random universe requires no FEAT roll; the character will appear in any other plane the Judge desires, but at least he's no longer where he was (great for emergency escapes).
A character may transit from one dimension to another with passengers and/or cargo if he wishes, but is limited in how much matter he may carry along. This limit is based on the power rank, as if it were a Strength score. In other words, a hero possessing Excellent (20) ranked dimensional transit may carry up to 800 lbs with him, while a villain possessing this ability at Incredible (40) rank can bring up to ten tons along for the ride.
Disguise
Personal Spell
Duration: while maintained
Cost: 1 point per rank
A specialized form of shape change, disguise allows characters the heightened capability to assume the forms of other, similar beings. A human could, for instance, take on the appearance of other humanoids, while a dog with this skill could imitate other quadrupeds. Any similarly sized being can be replicated by this ability, within the limits of one's own volume (this power alone can only shift such by fifty percent either way).
When using disguise, one can imitate all the physical characteristics of another being, from raw physical appearance (including textures) to their voice, their scent, and even their very mannerisms! This requires a bit of study first, equal to 1d10 turns of intense scrutiny, during which time the entity to be duplicated must be seen, heard and smelled, all while in action to some extent, no matter how minimally.
Fooling others requires a power FEAT roll against the Rsn, Int, or Psc of the target, whichever is less (or their nonapparent vision). Disguise is excellent for a variety of clandestine purposes, from gathering information to appropriating favor and resources on the fly. Of course, the person so imitated may eventually figure out that they've been copied, and investigate just who was tarnishing their image...!
Dissolution
School Spell (Alchemy)
Duration: instantaneous effect
Cost: 1 point per rank
The means by which an alchemist can neutralize mystic items of power, dissolution allows him to permanently remove the magic inherent to an object. In the event that an alchemist wishes to annul the magic invested into a transient, one-shot magical item, such as a potion or pill or cigar, he need only roll a spell FEAT against the intensity of the magic held within; success indicates that it has been neutered.
Successfully disenchanting a more permanent magical item is a bit more difficult, though. This involves the alchemist first studying the object to be neutralized for 1d100 turns, at which point he will discover how the sorcery within it can be deactivated. In the event of lesser magical items, this can merely involve rolling a FEAT against the intensity with which it was enchanted in the first place.
More powerful magical objects and artifacts may also require special steps or ingredients to safely disarm them, however. This can be the impetus for an entire adventure, or alternately just an 'excuse' to relieve the alchemist of something rare and/or powerful he may have been hoarding. Usually details of this nature will be the Judge's determination, but should be of a level of difficulty / hassle equal to their relative power.
Why go through all this effort when you can just smash the blasted thing, you ask? The problem with physically destroying an enchanted object is that this can cause the sorcery within to explode outward upon being broken, which may cause considerable damage to both the alchemist and the surrounding area. And that's before you even consider the inevitable Probability Fallout that results from unshaped magic lingering in an area.
It can be more of a pain to discard of an item in this fashion, but it's a definite means of safely removing an item from the 'playing field', without it coming back to haunt the alchemist at a later date (which can happen if he, say, simply pitches it through the nearest dimensional portal...).
E
Eldritch Attacks
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Eldritch Attacks is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to wield his magical energies in any number of offensive forms, as the situation demands. Once a day, upon first casting the eldritch attacks spell, a mage may choose any one of the five following spells, at which point eldritch attacks will be set to reproduce that effect for the rest of the day:
Eldritch Barrier, Eldritch Blast, Eldritch Bolt, Eldritch Palm, Eldritch Wave.
Eldritch Barrier
Universal Spell
Duration: while maintained
Cost: 1 point per rank
Eldritch barriers are large magical constructs that the caster can produce to surround or block off an area of his choosing. They are transient in nature, only existing as long as they are maintained, but while present they will either bar passage to (or from) an area or inflict spell rank damage upon anyone crossing through them, depending on the form they take. And they can take the form of almost anything in the Universal Heroes game.
While the nature of an eldritch barrier must be determined when the spell is first learned / generated, it can come in any form the player desires, though his school of magic and his other spells may help to shape this some. For instance, a geomancer may produce a giant wall of solid rock, while an entreatist might summon forth mystic hellfire with which to surround an area (albeit with possibly serious consequences).
The maximum amount of space an eldritch barrier can cordon off is determined by the Very Near range table. For example, a wizard with an Excellent (20) ranked eldritch barrier can produce one that can surround a radius of space twenty yards wide, or can otherwise contain some of the area in that space as is desired. This is great for either keeping people out or keeping people in!
Eldritch Blast
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
The eldritch blast spell allows the caster to detonate with magical power, affecting everyone within his area equally. An all-encompassing explosion, the eldritch blast will strike everyone present (friends and foes alike) unless they engage in a covering maneuver, and even then this may only partially mitigate the damage caused. This damage inflicted is equal in power to the eldritch blast spell rank.
An eldritch blast can take the form of almost any attack in the Universal Heroes game, though its specific nature must be determined when the spell is first obtained or generated. This means it can inflict damage in almost any manner, ranging from mere Edged Attack damage (a shower of sharpened, elemental earth) to PF Sorcerous damage (a burst of deleterious, philosophical chaos energies).
The form it takes is limited only by the player's imagination, though his school of magic and other spells may help to shape this some. When this spell is first mastered, its wielder can only produce one form of eldritch blast - additional forms of destruction must be learned either as 'duplicate' spells or as stunts off of the original. Finally, an eldritch blast only affects targets within one area - it cannot reach further.
An eldritch blast will typically issue forth from the caster's entire body - mostly to prevent him from being caught up in his own explosion. Changing its emission point under special circumstances (say, to one's fist for dramatic effect) requires a yellow spell FEAT... and may possibly expose its caster to harm of his own devising.
Eldritch Bolt
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
An eldritch bolt is a focused, applied attack generated by the caster. Eldritch bolts inflict their spell rank in damage upon successfully hitting their target. An eldritch bolt can take the form of almost any material or energy attack in the Universal Heroes game, though its specific nature must be determined when this spell is obtained; multiple forms of eldritch bolts can be learned as separate spells (or as power stunts).
While eldritch bolts will function almost universally within the Near range table, the kind of damage they inflict depends entirely upon their nature. A fiery eldritch bolt will inflict SD Energy damage, while bolts of pure psychic energy will instead inflict Karmic damage. An eldritch bolt can even inflict conventional damage, if it is used to project matter of any kind (such as elemental water (Force damage) or earth (Blunt Attack)).
Eldritch bolts can issue forth from any location the caster chooses, though they are normally consistent in their execution; eye beams usually remain eye beams, after all. Changing their emission point under special circumstances requires a yellow spell FEAT.
Eldritch Palm
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A powerful tool for melee combat, the eldritch palm spell allows the caster to encase a part of his body in an offensive mystic aura. As is the case with the eldritch bolt spell, this aura will inflict spell rank damage upon successful contact with its target, and can take the form of almost any material or energy attack in the Universal Heroes game. A mage begins play with one form of eldritch palm, and can learn more as a new spell or power stunt.
Naturally, the eldritch palm has no range, being a melee attack, but the kind of damage it inflicts depends entirely upon its nature. An electric eldritch palm will inflict Stunning Energy damage, while an eldritch palm made from pure philosophical evil will instead inflict Sorcerous damage. An eldritch palm can even inflict conventional damage, if it is comprised of matter of any kind (such as elemental air (Force damage) or sharpened rock (Edged Attack).
Eldritch palms can be focused on any location the caster chooses - not just the palm - though they are usually consistent in their execution; fist auras normally remain fist auras, after all. Changing their focal point under special circumstances requires a yellow spell FEAT.
Eldritch Wave
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
The eldritch wave spell functions similar to the standard eldritch bolt in many fashions. It inflicts its spell rank in damage upon striking something, and can take the form of almost any attack in the Universal Heroes game - though each iteration of the eldritch wave can only take one attack form; multiple forms of eldritch waves can be learned as either new spells or stunts on the existing, 'original' eldritch wave.
The difference is the number of targets an eldritch wave can hit. You see, an eldritch bolt, by design, will only strike one target. An eldritch wave, on the other hand, is a cone-shaped attack that can strike multiple targets. They only function within a range which is determined on the Very Near range table, but eldritch waves can strike anything within a sixty degree arc in front of the caster, friend or foe.
The normal accuracy penalty for multiple targets (-4 CS) applies to everyone in the path of this attack, but the damage penalty does not; it is designed to strike more than one person, after all.
The kind of damage an eldritch wave inflicts depends entirely on its nature, as determined when the spell is first learned / generated. A wave of sonic energy will inflict Stunning Force damage, while a stampede of elemental animals will inflict Blunt Attack damage, and possibly incur knockback per a charging maneuver. The limit is really the player's imagination - though his school of magic and other spells may shape this some.
Eldritch waves can issue forth from any location the caster chooses, though they are normally consistent in their execution; fire breath usually remains fire breath, after all. Changing their emission point under special circumstances requires a yellow spell FEAT.
Elemental Aura
School Spell (Elementalism)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
An elemental aura is a nimbus of energies of the basic, elemental sort. A spellcaster may surround himself or another with this nimbus of power, which will primarily provide protection from attack. If the elemental aura is physical in nature, it offers protection per the Armor spell, and if energetic in nature, this protection is per the Aura Shield spell (see both spells for specific armor ratings).
An elementalist may surround any number of people with elemental auras, but each person so protected counts as one maintained spell. Furthermore, an elemental aura will also grant a secondary effect, dependent on the element used. An aura of quintessence might bend space around its target, offering 1 or 2 CS of deflection, while a fiery aura may very well burn anyone (or anything) the target touches.
Elemental Control
School Spell (Elementalism)
Duration: while maintained
Cost: special (see below)
Core of the elemental school of magic, elemental control allows its caster the ability to manipulate the thirteen elements that school recognizes. Upon first learning this spell, the elementalist may only wield control over one such element, though he may acquire additional forms either as power stunts or as new spells (player's choice). For convenience, the thirteen elements are re-presented below.
Note: some versions of elemental control are much more potent than others, and are subsequently more expensive to purchase... either during character generation or later in a character's life. The cost of each form of elemental control is provided, below, along with its description, in order to give a player an idea just how dangerous it can be - both to themselves and to others.
* Antimagic (1): strictly speaking, this element involves the manipulation of improbability particles, which act to dampen or neutralize concentrations of the probability particles which allow most spells to be cast in the first place. This is a powerful, but dangerous ability; mishaps may neutralize one's own magics as well. On the other hand, it's one of the few ways to counter probability-manipulating powers.
* Death (2): elemental forces of death include those strange forms of energy which exist in the planes of the afterlife, as well as those encountered on the way to such. These can include hellfire, celestial light and spectral flames. Additionally, there are the more direct ways to interact with death, including the inducement of premature death, the forestalling of looming doom, and communion with deceased souls.
* Energy (3): the element of energy is a versatile one, as almost everything contains energy of a sort. This element involves the manipulation of conventional energies, from light to heat to sound to electricity, and its controllers can shape this power in any way they see fit. Keep in mind that unconventional energy forms (those which inflict Deionic, Karmic or Sorcerous damage) are beyond the scope of this element.
* Faith (2): the forces that the element of faith represent are astoundingly powerful. They are the energies wielded by priests of the respective deities, as well as the raw power generated by the veneration of such. These energies can be produced to perform truly staggering feats, and can even be turned against the so-called gods themselves when wielded properly (if one chose to do so).
* Fluid (1): fluid elements are those which are of a liquid nature. This can include anything from water to high fructose corn syrup to the most toxic of sludges. If a material is currently liquid, this element holds sway over it. Keep in mind that temperature can alter the state of matter; what was untouchable stone one moment ago can be turned fluid with the application of enough heat...
* Life (2): the flip-side of death, the element of life involves the manipulation of life forms and the life force that animates them. This element can be used to control the behavior of creatures sentient and unintelligent, change their very bodies, or alter the flow and quantity of life force they contain. It is great for healing others, but can just as easily be used to kill.
* Magic (2): the raw aspect of sorcery itself, elemental magic involves the manipulation of probability particles. As can a paraprobabilitist, a master of elemental magic may twist and change the very core of magical effects, whether his own or those cast by others. This element can also be used to alter and manipulate any form of energy which inflicts Sorcerous damage (which may overlap with other elements slightly).
* Philosophy (2): the forces of philosophy are those which govern morality. Good, evil, chaos, order and balance are the five primary cornerstones of this element, though they can combine with each other to form a total of thirteen different philosophical forces. Masters of this element may amplify or dampen the effects of such, or shape the raw energies they represent to drastically alter their environment.
* Quintessence (3): the element of space, quintessence is the universe all around us. One can use quintessence to shape said space, whether tinkering with gravity or altering the trajectories of objects moving in one's vicinity. Space can alter our own dimensions or the higher ones, allowing one to connect incongruent locations in our universe to one another - or even to places on other planes of existence!
* Rock (1): the simply named element of rock involves the control over all material currently in a solid state. This can be anything from the eponymous rocks in one's environment to the building he occupies. Whether natural or man-made, the element of rock may shape all solid materials, whether simply destroying them or using them to create new objects entirely.
* Time (3): the element of time represents both motion and entropy. One can use it to manipulate such to a variety of ends, whether accelerating or decelerating the flow of time around oneself or another, engaging in time travel, or possibly even rapidly aging or de-aging something. The element of time also allows control over temporal static, an energy form generated by those outside of their correct space-time coordinates.
* Unity (4): unity is the convergence of elements, the combination of two forces to produce a singular effect. This element allows for the blending of any other elements an elementalist holds sway over, in order to create all new effects. With enough elements in tow, one can use unity to alter reality itself - or at least a small portion of it - as enough elements working together can truly represent our universe in its entirety.
* Vapor (1): the element of vapor is similar to rock and fluid, in that it is used to manipulate one entire form of matter. Vapor, of course, is used to control all gases and vaporous materials, from oxygen to smoke to methane to helium. One with control over vapor can shape and move gaseous matter as they see fit, and can even expel it from an area if they wish, creating a true vacuum.
Whichever element(s) an elementalist holds sway over, he can use them in play to inflict spell rank damage with each attack, assuming enough of an element on hand to do so with. The exact form of damage this attack will inflict depends on the element in question, and can really be almost anything present in the Universal Heroes game - from simple Blunt Attack damage to outright Deionic harm!
On the plus side, elemental controls easily lend themselves to power stunts that can duplicate other spells - or serve as a good reason for having them. Any of the various eldritch attack spells dovetail well with elemental controls (and serve as a source of material in a pinch), bands work well with all elements, and so on. The only real limitation in this regard is one's imagination!
Elemental Sense
School Spell (Elementalism)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
An elemental sense is just that, the magical ability to detect elemental energies in one's vicinity. Elemental sense functions on the Near range table, allowing its user to detect the presence and/or use of elemental energies or masses within a considerable radius of oneself. Nominally, detecting such elemental mass (or power) requires naught but a green spell FEAT, unless it is masked somehow.
If this is the case, roll a spell FEAT against the intensity of whatever agency is masking the elemental source. Of course, just detecting an element may not be enough information; an elementalist may detect how much of an element is present in the area with a yellow spell FEAT, while a red FEAT can be used to determine such odd trivia such as how long it has been there, as well as if it is naturally occurring or present artificially.
Emotion Control
Universal Spell
Duration: 1d100 turns + maintenance, if desired
Cost: 1 point per rank
While empathy merely allows one to broadcast their own emotional states, emotion control actually allows its wielder to impose specific emotions upon other life forms. This ability functions on the Near range table; this is less than the scope of empathy, but then it's a much more active skill. Emotion control works against the Intuition of its targets, as opposed to Psyche (as is the case with mind control).
If the would-be target cannot pass an Intuition (awareness) FEAT against the rank of this ability, its wielder may invest any emotion he desires within said target, from hate to love to greed or whatever else turns his crank. Emotions tend to simmer, and an artificially imposed emotion will last for 1d100 turns after this ability is applied, unless extreme circumstances act to change this emotional state.
Emotion control is otherwise versatile by design, but it may be taken in a limited form if desired. Restricting the character to but one emotion to manipulate (say, fear) is a strong limitation, adding +2 CS to the final power rank (or reducing its cost by 2 points).
On the other hand, a broadcast form of this power can be taken. This is considered a strong enhancement to the power, since it normally only affects one person at a time, and adds two points to its cost (or subtracts -2 CS to the final rank). The broadcast version of emotion control can affect multiple targets simultaneously, but each doubling of victims applies a -1 CS penalty to the FEAT to control them all.
Empathy
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This potent ability allows one to read the surface emotions of other life forms. Though not as immediately direct as telepathy, empathy functions through a completely different process, interacting with the life force of a living being instead of their consciousness. This allows an empath to read the 'feelings' that others experience instead of their thoughts - which is arguably a more honest expression of his subjects.
Empathy functions on the Middle range table. For example, an Incredible (40) ranked empath can read the emotions of other living beings within two miles. An empath may attempt to read multiple targets simultaneously, but this reduces the ability's effective range by -1 CS for each doubling of targets, to a minimum of Feeble (2). No matter how many people he tries to read, an empath always has at least a one area range.
In addition to reading the emotions of others, an empath may also broadcast his own emotional state. This is not emotion control (the feelings are not imposed upon others) so much as a simple notification. This can be to a single person with a green power FEAT, or a crowd with a yellow FEAT roll. Those receiving the empath's message will know who's sending it if they're at all familiar with him or her.
Empowerment
Universal Spell
Duration: permanent
Cost: 2 points per rank
The process of empowerment is rather similar to that of investment, for it involves installing super human abilities into something besides its wielder. It differs, however, in that empowerment does not work on living beings - in fact, it only works on inanimate objects. As long as it is not currently considered alive under any normal definition of the term, empowerment can give an object access to super powers!
One can begin the task of empowering an object by deciding which object is to receive super human powers in the first place. It is generally a good idea to go with something that is of high quality workmanship, so that it does not easily break or malfunction. While the powered portion of it may retain usefulness, the mundane portion being non-functional reduces its overall effectiveness. And just looks silly.
Secondly, the bearer of this power must decide which super human abilities he wishes to impart onto the device. In the same vein, he must determine whether the abilities instilled within an item apply to the item or its wielder. As an example, an invulnerability the item possesses might make it immune to being broken by Blunt Attack damage - but if applied to its wielder, would instead make him very hard to defeat.
Powers to be embedded into an item will function at a rank that is equal to that of the empowerment power - or less, if desired.
Third, there is the matter of special requirements. A permanent powered object requires one special requirement for each power it (or its wielder) will have access to. An empowerer may embed an entire super arsenal into an object, but this might take some doing beforehand. Each requirement will be related to the nature of the power to be added somehow, and one should work with his game Judge to determine the nature of such.
Finally, there's the matter of actually empowering the device. This begins when the character with empowerment uses it on the item, which prepares it for the process of acquiring power. This often involves a period of special treatment both before and after, in order to attune the item to the power(s) to be installed within. Then, the power to be imparted within the item must be used upon it.
In the case of passive powers (like, say, an invulnerability) that cannot target others, such abilities must simply be in use while touching the soon-to-be empowered object.
If the empowerer lacks access to an ability he or she wishes to install within an item, he can usually acquire it temporarily through the use of the link ability, or can instead have someone else use the desired power on the item to be empowered instead. Once this is done, the new powers of the item must be 'sealed' within with a red empowerment power FEAT.
Sealing super powers into an item will consume the special requirements (if applicable), and catalyze the creation of the ascendant object from the formerly mundane materials involved. This act also requires 500 Karma points from the empowerer. Additionally, if an item is graced with super powers that the empowerer does not himself know, he must pay the Karma cost for each one.
This cost is the equivalent to purchasing the power at the rank the item possesses it, -2 CS. This represents the empowerer gaining the super power with a potent limitation (that it's embedded within an item, with all the advantages and disadvantages this entails). This of course assumes the creator of a super powered item is not simply giving it to someone else; if this is the case, the Karma cost is then their concern.
If neither is done, the item is subject to the vagaries of Plot, as is normal.
In addition to super human abilities, an empowerer may install the following special item powers into any object he empowers:
* Enhanced Material Strength: an empowerer can infuse an item with an enhanced m.s.; after all, a glass sword with seven powers is neat, but is still only a Feeble m.s. item. An empowerer can increase the m.s. of his new item by acquiring a special requirement of the desired m.s.; while this requirement is consumed upon the item's creation, it imparts its m.s. into the newly created ascendant item.
* Psychic Bond: an empowerer can install this power within the new super-powered item, which allows the device (sentient or not) to psychically link to its owner. This link allows the owner to sense whenever the item is being used, and to know the approximate direction the item lies in relation to himself (if he himself is not currently wielding it). Doing this requires something enjoyed by the empowerer as a special requirement.
* Sentience: an empowerer can install a true sentience in the ascendant item he is creating. The item's Reason, Intuition and Psyche ranks are rolled up randomly on table D. The personality of an item will generally reflect that of its creator, although this is not always the case (particularly if a link was involved in its creation). Anything representing intelligence can serve as a special requirement for this item power.
Enchanted Eye
Universal Spell
Duration: while maintained
Cost: 1 point per rank
This curious spell allows the caster to conjure forth a spectral eye. This strange creation of magic may float about at air speeds equal to this spell rank, and while it must manifest in the same area the caster stands in, it can range far and wide once created, with an ultimate range as is determined on the Very Far range table. A mage wielding this spell at Unearthly (100) rank could, for instance, send his enchanted eye up to 2.5 billion miles distant.
An unreal construct, the eye may be of a range of sizes, from that of a normal ocular organ to simply huge; it may be up to the caster's height in diameter. While flitting about at the caster's direction, an enchanted eye will relay everything it sees to its creator. And it can see a lot! An enchanted eye can see the normally visible, and may also perceive the world with infravision, magic sense and nonapparent vision.
While potent, the enchanted eye is visible to others; it can be seen by the naked eye, and can also be destroyed. An enchanted eye has but a Feeble (2) material strength, regardless of its size, and can easily be smashed or swatted into oblivion. Instead of leaving a gooey mess, an enchanted eye simply detonates in a flash of harmless light and psychoplasm, vanishing as if it were never there to begin with.
Damage inflicted upon an enchanted eye does not 'translate' back to its creator, but indirect attacks (such as hypnotic lights) can slip through to the eye's architect.
Energy Sense
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This super-human sensory capacity allows its wielder an inherent awareness of the energies that permeate his environment. With a range as is determined on the Middle range table, characters with this ability can see all active energy sources within a generally considerable distance of their person. The thing to keep in mind is that this sense can detect energy in use, but not potential energy.
In other words, energy sense will be able to detect things such as the electricity in a wire beneath the ground or the radio signals floating above him - but not the potential energies stored in an unused battery or in a chemical mixture. Once that battery is plugged in and operating, or that chemical compound catches fire or explodes its energy will be apparent, but while dormant such things will be 'invisible' to this sense.
Enlightenment
School Spell (Thaumentalism)
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
A powerful tool in a superpsi or thaumentalist's arsenal, enlightenment is used to reach into dormant portions of the mind... and switch them on! This action can be performed either on oneself or another, which requires a FEAT roll against the Psyche (will) of the person who is to be 'augmented' - whether he's willing or not. Furthermore, an unwilling target of enlightenment may also roll to resist the effects of this ability as well.
Once enlightenment has passed these hurdles, its wielder will activate a psi power within his target. This requires a second enlightenment FEAT, which determines precisely which power was switched on. A white FEAT roll means a random ability activated, but neither the enlightener nor his target will know exactly what it is. A green FEAT activates a psi power within the desired discipline - but not the desired ability.
A yellow enlightenment FEAT roll will not only get the right discipline for his chosen power, but will score something in the neighborhood; a random roll on the table including his desired ability is allowed, which may or may not get the exact power our enlightener wanted to turn on. A red FEAT roll, now, that's where the wielder of this ability activated precisely what he wanted to in the mind of his target.
Psionics generated by enlightenment function at its power rank.
Such abilities last for a minimum of 1d10 turns, though the enlightener may maintain this power in order to keep them going. This may or may not be long enough for the recipient of a temporary psi power to get used to it, but might be enough for him to at least make effective use of his new skill while he's got it. Furthermore, it allows a rational reason for a character to develop said power in the future.
His mind did it once, after all. In order to develop a transient psi power permanently, the target must attempt a FEAT as if he were trying a power stunt; if he's only had the power once, this requires a red FEAT roll, two to five times makes this FEAT yellow, and six or more makes it a mere green FEAT roll. If successful, something of a mental 'channel' has been opened, and the character may attempt to develop it further.
He must pay Karma for the new power as would any other psi, but he now has a definite avenue for acquiring it - even if he has no other psi (or any other) powers to speak of. Until the Karma cost for this power is paid, it will be available but unreliable; it works, sometimes. And sometimes it works but not as desired. The game Judge is encouraged to have fun with this (but not be unnecessarily brutal) until the books are balanced.
Abilities gained permanently by the use of enlightenment have the normal starting rank and cost for a casual psi - unless the character actually has some sort of psi-active ability. Then, the newly gained power is accounted for (where cost and rank are concerned) within their ordinary power scheme (if it matches his discipline(s)). This can be quite handy for psis without proper teachers.
Or perhaps those who have trouble with that whole 'meditation' thing...!
Environmental Adaptation
Personal Spell
Duration: while maintained
Cost: 2 points per rank
A specialized, reflexive capacity, environmental adaptation will directly and physically alter the body of its possessor when it is subject to a new, abnormal environment. When immersed in a new location that is hostile to his existence, this ability can adapt a character's physiology to survive - if not thrive - no matter how antithetical to life it may be.
The exact nature of the changes will depend on the environment a character finds himself in. When finding oneself at the bottom of the ocean, one could definitely use gills in order to extract oxygen from the air - though the intense pressure, low temperatures, inability to see and relative lack of mobility are serious concerns to keep in mind as well.
This is where one's environmental adaptation rank comes in. While it determines how potent powers temporarily acquired through the use of environmental adaptation are, its rank also determines just how many adaptations a character can manifest at once. For each rank in environmental adaptation above Feeble (2), a character can add an additional adaptation which allows them to function in their new locale.
So if our hero possesses Feeble (2) environmental adaptation, he may only be able to develop those gills, but is otherwise out of luck on the ocean floor. On the other hand, with Excellent (20) environmental adaptation, he can gain gills, denser cellular structure to better withstand the pressure, thick body fat to avoid the cold, webbed digits to move about more freely, and finally a replacement for his vision - perhaps a sonar sense?
Adapting to a new environment requires from one to ten turns, depending on how severe a change is required to keep the character functioning. If stuck on an earth-normal world with a hostile atmosphere, it may simply be a matter of altering one's lungs to process the different gases available - and perhaps a small biochemical modification. On the other hand, persisting in space might take a whole bevy of biophysical alterations, alterations which make a character unrecognizable as a human being... or even as an organic life form!
Keep in mind that this ability is primarily reflexive in nature, and the player has little control over what changes environmental adaptation will inflict on his body to keep his character alive. Such changes are normally within the realm of Judge's fiat, but players can override a given change with a red FEAT roll, if they think they have a better idea regarding what can keep them alive.
Of course, they could prove to be wrong. Fatally wrong!
Environmental Independence
Dimensional Spell
Duration: while maintained
Cost: 1/2 point per rank
A vital ability for explorers of the bizarre, environmental independence allows a character to subsist without the essentials of life for a considerable amount of time. If suddenly without access to food, water, air, or even sleep, the environmentally independent character will continue to function just fine, able to 'put off' those vital needs (hopefully) for as long as is necessary.
Environmental independence functions with a duration that is rated in hours, as is based on its rank number. For instance, an Unearthly (100) ranked environmental independence lets a character subsist if trapped in a cave-in for just over four days, not needing food, air or water (though sleep may be preferable in such situations). But what of those characters who wish to forego sustenance entirely?
This can be done by acquiring the ability at Class 5000 rank, which either costs 8 points with the point-based character system or counts as two powers when using the random die roll generation system. This can prove costly, so it's possible to limit environmental independence by stripping some of its protection(s) out as the player sees fit.
For each type of sustenance this ability does not cover, subtract one point from the final cost / add +2 CS, as each is considered a strong limitation. So for a net cost of say five points, for instance, one could forego the need to breathe entirely, but still require food, water and sleep.
Extend
Dimensional Spell
Duration: while maintained
Cost: 2 points per rank
Characters may use this ability to extend the effects of a spell beyond its normal target (hence the name). Many spells only affect one target at a time, whether it be the caster or someone else, and extend can be used to spread the effect to multiple recipients. For every rank in extend that a person has, he may increase the effective number of targets a spell has by one.
The wielder of this ability may benefit from this effect by invoking extend, and subsequently casting whatever spell they wish to 'multiply'. Extend is not limited solely to the spells its wielder knows; by coordinating one's actions with another spellcaster, a character with extend may use it on the other caster's spells as well. In a group with multiple spellcasters, just one wielding extend can make the whole vastly more versatile.
While this can be accomplished without the extend ability using most magic, the main benefit of extend is in both speed and spell maintenance. While covering five individuals with the aura shield spell can be done without extend for instance, it requires the effective maintenance of five separate spells (and the casting of all five). Extending a spell, on the other hand, only requires the maintenance of two effects: extend and the spell to be extended.
And if the wielder of extend is working with another person, the load is split between them, with one maintaining the extend effect and another maintaining the spell that is being extended. This frees up a character to bring many more effects into play if he wishes, or to at the very least cover more people with defensive magics (or more foes with offensive spells) than he otherwise could.
The only real limitation on extend is that it can only be used upon a spell that requires maintenance; magic with an 'encounter', 'instantaneous', 'permanent' or 'special' effect cannot be used alongside extend. Thus, a wizard could easily defend an entire team with armor or manipulate the minds of a small group with emotion control, but he cannot extend an eldritch bolt or healing / other effect in the same fashion.
F
Faerie Dust
School Spell (Faerie)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Faerie Dust is not actually dust, per se, so much as a collection of loose mystic particles drawn forth from the body of this spell's wielder. This twinkling, dust-like meta-substance can be sprinkled upon any target, and allows its creator to share any one of his capabilities with said target. If the target of faerie dust does not wish to be affected by it, they simply need to avoid contact with it (dodge the spell's use).
What faerie dust does is to create a bond of sorts between its creator and its subject. Through this bond, the wielder of faerie dust may temporarily impart one of his characteristics upon them, whether it be an enhanced ability score, a special spell or power effect, or even a talent. In other words, anything the caster of faerie dust can (or can't) do can be 'shared' with the target as long as the spell is maintained.
So using faerie dust, a faerie spellcaster can share the ability to fly, enhanced coordination, obscure knowledge of the occult, or even disadvantageous traits like a missing arm or a diminutive size! It all depends on the caster, what he is capable of and his intent, making the use of faerie dust somewhat inconsistent from caster to caster - and thus hard to predict until it is actually in use.
Familiar
Personal Spell
Duration: instantaneous effect
Cost: 2 points per rank
A familiar is a magical companion of sorts that aids a sorcerer in whatever it is that he does. The familiar can take most any form really, typically manifesting either as a 'pet' of some sort (like a cat or an owl or a large toad), a mount (like a horse, or maybe a camel) or even a fantastic creature (like a pixie, or perhaps a wee elemental entity). All familiars will share the same general abilities, regardless.
So how does this spell work? Well, when a sorcerer casts the familiar spell, most often something from his nearby environment will answer. This will usually be an exceptional version of the local fauna, but if a player wants something truly unusual he can travel to a far off land to find it. The creature will come to him within a short amount of time after the familiar spell is cast, and then the deal is struck.
This deal is nothing sinister, mind you, but an offer of service in exchange for mutual power. Upon deciding which creature he wishes to take under his wing (this may involve multiple castings until the right partner answers), the sorcerer will bond with his new found friend, at which point the creature will gain special characteristics (as are outlined below) - unless a fantastic entity answers the sorcerer's call.
This sometimes happens when a non-human sentient notes the casting of the familiar spell, and decides to show up instead of an ordinary beast. At this point, the sorcerer may opt to bargain with this entity for its service. It may be bored, it may want something from the sorcerer in particular, or it may just be seeking companionship (or a patsy). But once it agrees, it will be bound to the sorcerer as per an ordinary creature.
Typically a familiar will share the same basic mindset of its sorcerer, for it volunteers to serve his interests - or else, why would it have joined forces with him in the first place? Furthermore, if a familiar was not actually sentient before a sorcerer enlists its aid, it will be afterwards; that's one of the things a familiar gets out of the deal. This allows the two to communicate verbally, even if the creature couldn't normally.
On top of this verbal communication, a sorcerer shares an empathic link with his familiar, and each will know what the other is feeling at any given time. This link functions on the very far range table, for the bond between the two is not easily sundered. Naturally, this makes a familiar a great companion for its sorcerer, and it can also serve as a foil for him in a pinch (or at the very least, great comedy relief).
Finally, a familiar will have two additional special powers - one that benefits it personally, and one it shares with its sorcerer. These powers can come in almost any form really, from letting the sorcerer see though the familiar's eyes in a sort of sensory link or giving the sorcerer the power of flight while he rides atop it. Players should work with the game Judge to determine these, if they're not readily obvious.
All of the abilities described here function at the familiar spell rank. So say we're building a sorcerer with this spell at Good (10) rank. He opts for an Amazonian giant centipede for his familiar. It will be fully intelligent, having a Reason of Typical (6), as well as a Good (10) ranked empathic link with the sorcerer (with a range of 2,500 miles). Now it just needs two more magical powers - on top of what nature has already given it.
So, in addition to the bonus limbs and the Feeble (2) ranked poison, we need to come up with something, and working with the Judge our sorcerer decides upon intangibility for the centipede's 'personal' power (great for avoiding damage and for nabbing prey) and regeneration as a shared power (for when neither the sorcerer nor the familiar defend themselves fast enough). These powers both work at Good (10) rank.
Fantastic creatures may be an exception to the above, for they often have their own power sets which work at ranks different than that of the familiar spell. Also, being sentient to begin with, they might want something special from the sorcerer before agreeing to serve him. This may be assistance in some goal or another, or perhaps an exchange of power at some point (devils and demons are particularly dangerous in this regard).
But as another example, let us look at a sorcerer who chose a pixie as his familiar. This creature will offer the empathic bond as do all other familiars, but pixies already have their own abilities, which come in the form of diminutive stature, minor spellcasting in their own right, and a blindingly quick skill with a blade. The pixie will have no special powers above and beyond its normal fare, but may know magic beneficial to its sorcerer.
This might sound like a lot of benefit for just one spell - and it is - but there's a down side of course, if harm should befall the familiar. Since he is responsible for its well being, a sorcerer will lose all of his Karma if his familiar is slain - whether or not it was due to his own negligence. As such, most sorcerers worth their salt will do their best to protect their familiar - unless they're trying to get a new one, that is.
Typically, a sorcerer may only have one familiar at a time. If he wishes to acquire more, he must master this spell again, as if it were a completely different spell. Each familiar spell can only support one companion, but a sorcerer can (if he wishes) learn this spell any number of times in order to acquire a large number of followers. Even if protecting them all becomes increasingly more difficult...!
Fear
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A powerful means of neutralizing the ranks of an enemy, the fear spell has the ability to inflict overwhelming, paralyzing terror upon everybody it affects. When cast, fear will blanket an entire area with a singular impulse, that of stark, raving fear. Everyone within the caster's area (except those he excludes, such as allies) must pass a Psc (will) FEAT against this spell intensity or be riddled with horror.
What what does mind-numbing terror do to one, you ask? There are two potential options, really. The first is flight; fear may cause a body affected to flee in panic, as fast as they are able. Alternately, they may cower in place, unable to move or act on their own. Someone suffering from this form of fear will simply tremble on the spot, possibly screaming in a daze or otherwise being of little use to anyone.
Fear itself lasts for 1d10 turns without maintenance - unless interrupted somehow. This can be done with the use of the clarity or emotion control spells, or alternately if someone inflicts damage upon the cowered characters. Even one point of damage is enough to allow fear's victims another chance to regain their senses (they're given an additional FEAT roll to shake off the effects of the fear spell).
It's not just a movie trope to slap someone hard when they're all panicked up over something, after all!
Fey Sense
School Spell (Faerie)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This curious, mystical sense allows those of a faerie bent to home in on anything representative of their particular school of magic. Unless the target is cloaked somehow, a fey sense can automatically pinpoint every faerie person, place or thing within its range, as determined on the Middle range table. Though it requires no roll to pinpoint anything fey, an 'automatic' spell check also conveys no information about what it finds.
That's where color results come in. While a white FEAT offers no details about what it finds, a green roll will indicate what the fey presence, in a general sense, is (a place of power, a faerie artifact, or an enchanted being). A yellow FEAT roll offers additional details, such as whether or not a place of power is in use, an item is currently 'alone' or in the possession or another, or if an enchanted being is a spellcaster or 'naturally' magical.
Finally, a red FEAT will add further, specific information at the Judge's discretion.
Finding
Personal Spell
Duration: instantaneous effect
Cost: 1 point per rank
This is the rather useful ability to locate something without actually knowing where it is. This potent psionic skill allows one to use what he knows about an object, no matter how little, in order to determine its location in 7-D space, and does so within a distance as determined on the Far range table. If an object is further away (or in a different universe or time frame) vague directions are provided instead.
A green FEAT is all that is required for things a body is intimately familiar with (anybody on his super hero / villain team, or his favorite blaster). Yellow FEATs are necessary when the character tries to locate something that isn't so familiar (such as the new janitor). A red FEAT is only needed if the wielder of this ability attempts to locate something he has only seen or otherwise sensed once.
This psionic 'sense' can't locate a person or object that it's wielder is totally unfamiliar with.
Flaw Sense
Personal Spell
Duration: instantaneous effect
Cost: 1 point per rank
The flaw sense is an uncanny knack for finding the inherent weakness(es) of a person, place or thing. A green FEAT roll will determine a physical weakness or stress point, a yellow FEAT can showcase mental shortcomings or problems, and a red flaw sense FEAT roll will reveal weak points of almost any nature - whether physical, mental or metaphysical (and how to take advantage of them).
Now, having this knowledge doesn't necessarily mean you can take advantage of it. But if you can, the benefit is that if you can strike with a yellow result in whatever manner will best affect a given target's flaw, you can inflict considerably more damage. Against inanimate objects, one's damage will be increased up to an amount equal to their flaw sense's rank, representing a devastating blow (minimum +1 CS damage).
Against the flaws of a living target, one's damage will be increased by +1 CS - whether physical, mental or whatever other form it will take (again, with at least a yellow 'to hit' result). Furthermore, the target must pass a red End (res) FEAT roll in order to avoid being Stunned for 1d10 turns.
Flexibility
School Spell (Physiomancy)
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points (flat cost)
The flexibility spell allows a physiomancer to temporarily render his body both ductile and resilient. This works by rendering his bones pliant, and the muscles around them incredibly elastic. This has the effect of making the caster astoundingly flexible (hence the name), and a physiomancer under the influence of this spell can usually work his way into most narrow openings, down to about eight inches in diameter.
This has the bonus effect of granting a physiomancer a +2 CS to his Strength for the purposes of Escape or Grapple maneuvers, and is great for eluding mundane bindings such as handcuffs or rope.
Flight
Personal Spell
Duration: while maintained
Cost: 1 point per rank
Flight is the ability to move in three dimensions unaided. In defiance of gravity, the character possessing flight may move left, right, forward, backward, up, or down as he sees fit. How exactly this works depends on the character involved; it may be an ability granted by large wings, rocket boots, tinkering with the laws of gravity, or even something like telekinetically pushing one's body about.
Flight itself is rather flexible, and can easily be 'explained away' by any number of origins or mechanisms. This opens up the character for weak limitations if he desires; boot-jets can be clogged for instance, or wings can be immobilized. Such limitations reduce the cost of the power by 1 point (in the point-based character system), or increase its power rank by +1 CS (in the random roll generation system).
Flight itself allows the character to move at a number of areas equal to those listed on the air speed column, though accelerating to that point may take a few turns, depending on his End (res). A hero with Shift X (150) ranked Flight and only Poor (4) End (sta) can move at 50 areas per turn - but it will take him five full minutes to accelerate to top speed.
This assumes a gaseous medium with which to fly through. If the character with flight finds himself submerged under water, he can 'only' fly according to the land/water speed column, while in a vacuum he can advance onto the space speed column. Our Shift X flier above would then be 'limited' to 180 m.p.h. under water, whilst he'd move at .1% lightspeed in the inky depths of blackest space.
The ability to fly generally assumes the capability of surviving at high speeds, despite the difficulty of breathing and the friction caused by motion. Such capability can either come from equipment or from bodily modifications, though having them be removable can also be grounds for a weak limitation (as described above). Moving safely under water or in space is not covered by flight alone, however.
Flux
School Spell (Paraprobabilitism)
Duration: special
Cost: 2 points per rank
The flux ability is not for those who prefer an ordered, structured view of causality. What it does is unleash uncontrolled probability particles upon a hapless person, place or thing. Flux itself functions within Very Near range, meaning that its wielder must get very close to whatever it is he wishes to inundate with his magic. The target always gets a resistance roll, whether sentient (Psyche FEAT) or not (material strength check).
If this FEAT roll is successful, nothing happens; there's just a puff of smoke or flash of light, signifying nothing. If this FEAT roll fails, however, the target will be flooded with raw, unshaped magic. This is quintessential Probability Fallout (PF), and can do quite literally anything to whatever is exposed to it. Whether good or bad, nothing suffers from PF without being altered, either temporarily or permanently.
Non-sentient targets are most often drastically transmogrified, their shape and form twisted beyond recognition. A singular object may split into several, inanimate objects might become animate, things may transform from one thing into another, all of which may defy reason or possibility - that's the whole point, after all! Sometimes all of the previous may occur simultaneously, for better or worse.
Sentient targets, they're in a similar boat. While the core sameness of a sentient target usually won't change (one entity will usually remain such, for instance), any number of things might occur to them. They may suffer a minor or major change in appearance or form, they could develop (or lose) some sort of special ability, or they might just disappear in a most spectacular manner, likely leaving little behind but shoes.
The duration of a flux-induced alteration depends primarily on conditions present when the power is invoked. A green flux FEAT will make the effect last for a number of turns equal to its rank number; a Good (10) ranked flux causes it to last for one minute (10 turns). A yellow flux roll will multiply this value by ten, meaning that Good (10) ability mentioned above will change a body for ten minutes, instead of just one.
A red flux FEAT will render the target different for a number of hours equal to this ability's rank number (ten hours for our Good (10) ranked friend, above). The latter assumes an animate target; inanimate objects are altered permanently on a red roll unless the wielder of this ability chooses otherwise - or later extracts the flux he subjected it to in the first place, somehow.
The real problem with anything affected by flux is the fact that Probability Fallout is sticky. Whenever something is affected by PF, it will maintain a 'charge' of such. This build-up of PF will discharge through others, doing so in a SD fashion. This charge, once imparted upon another target, can spread it to still more at the lowered intensity, and so on and so on, until all of the PF is 'used up'.
As an example, say someone with flux has struck a foe's car with Remarkable (30) ranked flux. It fails a m.s. check and is transformed into, say, a tiger, a Vespa ™ scooter, various squirming light bulbs, and three hundred gallons of mayonnaise. Its wielder rolls a yellow power FEAT, so this change is only temporary, but if any of the animate items created by flux wander off, they may return to normal in a disassembled state.
All of this material is probability radioactive, in a SD sense. When any of it touches something (or is touched), this material will discharge -2 CS PF, prompting successive FEAT rolls for the new victims (including the driver of the transformed car) at this lower rank. Once they emit this PF, the 'ground zero' items' PF will lower by another -2 CS, which will discharge upon subsequent contact, and so on - until it's all gone.
This ability is likely the single greatest reason paraprobabilitists and psychoturges have such a bad reputation. Things they dose with flux often wander off and spread the probability contagion far and wide (particularly if one of them can fly). A highly charged 'patient zero', who can disperse the charge all over the place - both directly and indirectly - is especially havoc-inducing.
Forgetfulness
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
The power to forget can be a good thing - and the power to make others forget even more so. Forgetfulness allows a character to selectively edit the memories of others, removing their ability to recall something. This simply works by passing a power FEAT against the Psyche (will) rank of its target, unless he or she is implicitly willing (it happens).
The effect of forgetfulness is permanent, unless a character is affected by the power of clarity, or perhaps some sort of psionic surgery. A small amount of memories may be edited by forgetfulness, equal in duration to the power rank in minutes. So then, a body with Remarkable (30) ranked forgetfulness could cause a target to permanently forget up to a half hour of his life - possibly sparing him from sanity-bending knowledge!
This is incredibly handy for protecting one's secret identity or for covering up one's activities (whether heroic or villainous). It's also great for sowing confusion; in addition to permanently altering one's memories of a short period of time, forgetfulness may be used to temporarily block access to far-reaching memories, such as important talents, motivations, or even one's identity!
Using forgetfulness in this fashion causes memory loss for an amount of time equal to the power rank in minutes, but can completely block one's access to whatever they were made to forget during that time. Of course while memory blocked, one could be duped into performing all manner of 'out of character' activities, including making a villain want to do heroic deeds or even the reverse. But when forgetfulness wears off... watch out!
However it is used, forgetfulness only functions within Very Near distance of its wielder.
G
Glamour
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A glamour is a spectacular display of flashing lights, swirling colors and mysterious sounds. When a sorcerer creates a glamour, he suffuses an area with all of these components, thus causing general disarray and confusion while said area's occupants are distracted and allured by the enigmatic beauty before them. Those wandering into a glamoured area (the glamour's creator notwithstanding) will suffer a -2 CS penalty on all FEAT rolls.
Of course, the creator of a glamour may instead opt to simply target a single individual with this effect. If a glamour is concentrated on a singular target, it will prompt an Intuition (alt) FEAT against this spell rank; if this FEAT fails, the glamoured target will suffer an increased penalty to all their actions - a -4 CS total - instead of the regular -2 CS. If he passes his Intuition FEAT roll, the target suffers no penalty at all.
Glow
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
The glow spell allows a wizard to temporarily imbue matter with energy. This energy is not directly harmful to that which it is imbued within, but the matter so charged will nonetheless emit the energy placed within it while the spell is maintained. The most obvious use of this spell is to imbue something with light, thus causing it to glow - and making for an excellent source of illumination in a pinch.
Of course, the glow spell is not limited to such. Any form of energy desired, usually chosen when the spell is acquired, can be imbued into matter by a glow spell. Fire can make a great source of heat (or light) without destroying the torch (or whatever) it's placed within, electricity can power electronic devices or motors when needed, and mystic darkness can be placed within an object to render everything in the area nigh-invisible!
While a mage begins with but one form of energy when he first acquires the glow spell, he can gain additional forms of energy as power stunts (or new spells) as desired. Imbuing a target with energy merely requires a green spell FEAT, unless it's a) living and b) unwilling; at this point, the target is also allowed an End (res) roll to avoid the effect. Glow won't hurt him even if he fails to resist, but his belongings may not be so lucky.
The energy to be emitted can be of any intensity, up to the spell rank (caster's choice).
Great Shield
Personal Spell
Duration: maintenance
Cost: 1 point per rank
A great shield is a powerful defensive measure a thaumaturge may forge to protect a large area from attack. Once the caster constructs a great shield it cannot be moved, but it offers significant protection against injury. In short, a great shield is so powerful that it provides its spell rank +2 CS in protection from the various attack forms, a defense which breaks down as follows:
Rank +1 CS / Rank +2 CS / Rank +2 CS / Rank -4 CS / Rank -6 CS
A great shield is a two dimensional construct, but can span a full area in length, and may be up to ten stories high. It is primarily invisible to the naked eye, but a great shield will nonetheless have strange, glowing runes and such floating along its edges. While it can be broken, a great shield will not pass the damage from any assault which breaks it onto those sheltering behind it.
A wizard may generate more than one great shield at a time if he wishes, but each counts as one spell for the purposes of spell maintenance.
Growth / Others
Universal Spell
Duration: special
Cost: 1 point per rank
This curious ability is a means by which one can physically increase the volume of anything in his environment, living or otherwise. A character possessing it may dramatically increase the volume of a target, doing so by applying a multiplier to its current size as if the target suddenly acquired an equivalently ranked growth / self ability (which details the specifics of growth rules).
Non-living targets can be grown with but a green roll, but living targets are allowed an End (res) FEAT roll to avoid the effect (if unwilling). The effects of growth / others will last for a duration dependent on variables present when the power is used. A green growth / others FEAT will make it last for a number of turns equal to the power rank number; an Amazing (50) rank with this skill causes it to last for five minutes (50 turns).
A yellow growth / others roll will multiply this value by ten, meaning that Amazing (50) power will make a body grow for fifty minutes, instead of five. A red growth / others FEAT will expand the size of living entities for a number of hours equal to the rank number (fifty hours for our Amazing friend above). The latter assumes an animate target; inanimate objects are grown permanently unless the grower chooses otherwise.
Or later deactivates the growth he subjected it to.
But how does this work? Growth is generally assumed to acquire the mass necessary to expand something's volume from some extradimensional source. This simply means there's more of the target than there was before, as this generic 'mass' is used to fill in the blanks (after a fashion) to expand the growing item to its new volume. This allows things subject to growth to function normally, immense size notwithstanding, in their environment.
Growth / Self
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Growth is the ability to increase one's effective volume dramatically. This power functions relative to the normal human size, which is approximated in the Universal Heroes system as six foot tall (it makes for easier math). All characters are assumed to be at this height (give or take a few inches, obviously) unless they possess quirks to the contrary, or some sort of ability (like this one) to change their size.
Entities that are naturally much larger will possess this power as a sort of explanation for their size; say our heroes encounter a race of giants, all of whom are twenty four feet tall! Such individuals would have this power as a permanent, always-on ability, one that cannot be 'neutralized' by powers which affect super-human skills. These in particular would have Good (10) ranked 'growth' at all times to showcase their size relative to normal beings.
A character that is at a larger than normal size may very well be subject to size factors. For every doubling of human height an entity possesses, they shall receive a +1 size factor (our giants, above, would have a +2 size factor). This size factor entails a combat adjustment to an enlarged foe when facing off against normal-sized opponents - and one for normal-sized opponents when tackling a being possessed of super-human volume.
How this works is that a normal-sized foe attacking an enlarged opponent (or one that's naturally huge) gains a +1 CS to hit for every +1 of size factor his foe possesses. Alternately, a giant-sized foe receives a -1 CS to hit normal-sized foes for each +1 size factor they possess - but they also receive a +1 CS to the damage they inflict, as well as 1 CS of damage reduction versus normal-sized foes for each +1 of size factor, as well.
For example, say a hero is facing off against a giant, extra-terrestrial robot that is forty eight feet tall. Since it is eight times a normal human's size, this robot has a +3 size factor. It is at -3 CS to hit the hero, but benefits from a +3 CS to its damage when it does connect with him in battle, as well as 3 CS of damage reduction against his (effectively) smaller attacks. The hero, on the other hand, gains a +3 CS to hit his giant foe.
When dealing with characters who both possess a size factor, simply subtract the smaller character's size factor from the larger one to determine a net difference. If we pitted our alien robot against our giants, we'd have a size factor of 3 (the robot) versus the size factor of 2 (the giants) for a net difference of 1. The robot would deal with the giants (and vice versa) as if his size factor compared to them was but +1.
| Growth Rank | Size Multiplier | Size Factor | Growth Rank | Size Multiplier | Size Factor |
| Feeble | 1.5x | 0 | Monstrous | 24x | +4 |
| Poor | 2x | +1 | Unearthly | 32x | +5 |
| Typical | 3x | +1 | Shift X | 64x | +6 |
| Good | 4x | +2 | Shift Y | 128x | +7 |
| Excellent | 6x | +2 | Shift Z | 256x | +8 |
| Remarkable | 8x | +3 | Class 1k | 512x | +9 |
| Incredible | 12x | +3 | Class 3k | 1024x | +10 |
| Amazing | 16x | +4 | Class 5k | 2048x | +11 |
The standard explanation for growth is that its wielder acquires the mass necessary to expand his volume from some extradimensional source. This simply means there's more of him than there was before, as this generic 'mass' is used to fill in the blanks (after a fashion) to expand the growing character to his new volume. This allows a character using growth to function normally, immense size notwithstanding, in his environment.
Being 'stuck' at the size offered by growth is considered an extreme limitation, allowing for a four point reduction in the cost of this ability (point-based character generation) or a +4 CS in the overall power rank (random character generation). This is 'extreme' because it means the character cannot interact with human-sized objects at all, and must have all gear (including clothing!) made for someone of his immense volume.
Also: so much for that secret identity...
Keep in mind that justifying 'permanent' growth as a spell would be especially tricky, and possibly involve a 'booby trapped' source for the magic. It would absolutely require immunity to normal annulment or subsequent shrinking, or else it wouldn't be all that much of a limitation to speak of. Without such 'immunities', this condition would be semi-permanent at best, and only count as a 'strong' limitation.
H
Healing / Others
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
This extremely popular talent allows a character to infuse the body of another with essential, recuperative energies, energies which allow them to recover lost Health. No matter what form the lost Health may take, from severe burns to brain damage, healing will undo the damage inflicted upon its target's body. Each application of healing allows its recipient to recover this rank number in lost Health points, up to his usual maximum.
While healing is good for a body, at least in practical terms, it is nonetheless taxing on the system. This vast pulse of regeneration should be used on someone sparingly - only once per day - or else it may push its target's system too far. For every additional healing a character receives in a twenty four hour period, he will lose one rank of Endurance due to metabolic overload - which must then be recovered normally.
On the other hand, healing / others may instead be limited so that the Endurance loss comes from the healer instead of the target. This assumes a more intimate, direct tie between the metabolism of the healer and the healed, and allows the former to take the brunt of the system 'shock' instead. This means a healer can only do his thing a minimal amount each day, lest he quickly work himself to death, but what he can do is nigh-miraculous.
Having this limited form of healing is considered an extreme limitation, and enhances this power's level by +4 CS (or reduces the cost by four points).
Either way, a target may resist being healed if desired (if he's already been patched back up once already) by passing an Endurance FEAT against this ability. Keep in mind that if someone's Health is full, healing / others has no effect (the 'once a day' penalty doesn't kick in).
Healing / Self
Personal Spell
Duration: instantaneous effect
Cost: 1 point per rank
This ability allows a character to infuse his body with essential, recuperative energies, which allows him to recover lost Health. Regardless of the nature of the harm, from minor scuffs to severed limbs, healing will undo the damage inflicted upon one's body. Each application of healing allows a character to recover his rank number in lost Health points, up to his usual maximum amount.
While healing is good for a body, at least in practical terms, it is nonetheless taxing on the system. This vast pulse of regeneration should be used sparingly - only once per day - or else it may push one's system too far. For every additional healing a character attempts upon himself in a twenty four hour period, he will lose one rank of Endurance due to metabolic overload - which must then be recovered normally.
But when you're bleeding to death, that doesn't sound all that bad, now, does it?
I
Illusion Projection
Universal Spell
Duration: while maintained
Cost: 2 points per rank
This potent ability allows its wielder to input false sensory data from his mind directly into that of another. This information is wholly imaginary, and invisible to the sensors of inanimate electronics. This data may come in the form of any of the target's senses, from sight to sound to taste to smell to touch - including false information to waylay any superhuman senses he may possess.
Illusion projection itself functions within Near range, though effective use of the power is really limited to the area the wielder currently occupies; any further away and you run into limits of human vision, as well as unanticipated oddities of perspective such as the curvature of the earth. For each area an illusion 'wanders' away from its creator, apply a -1 CS to the effective intensity of its believability - if such is the intent.
Speaking of believability, characters subject to an illusion have no real reason to disbelieve what they are subjected to unless something tips them off to the fact that what they're perceiving isn't, in fact, real. This is no issue with non-realistic illusions, but if something looks right (say, a brick wall), there's no reason to assume it's fake unless something rings false (such as someone walking through said illusory wall).
Disbelieving an illusion requires an Intuition FEAT roll against the rank of this ability, which may be easier with long distance illusions (as stated earlier). If this FEAT is successful, the target can successfully shake off the illusion, while a failure indicates the illusionist was able to maintain the charade somehow. Mind you, having mixed things up once, it's possible that other illusory phenomenon may be disbelieved as well.
It's important to note that illusions are just that - not real. They have no direct effect on the environment, and cannot actually cause characters damage... which is sort of the point. Illusions can be used to trick others into hurting themselves (walking over a cliff while believing a bridge was there), or to steer people in a direction of the illusionist's choosing, but the images themselves are not harmful.
Unless combined with other abilities. Of course, one can be made to believe that they have been injured by an illusion. This is something of a psychosomatic response to a perceived attack, and is especially tricky for an illusionist to pull off. Each instance of illusory damage offers the possibility of disbelief, and no one can die from imaginary damage; anyone passing out or 'dying' from such will simply awaken in 1d10 turns.
An illusion lasts for as long as its creator concentrates on it - no more, no less. Full concentration on one's illusions is required to maintain a sense of believability (if this is in fact the intent). If this concentration wavers, subtle errors will creep into the illusion temporarily, possibly prompting Intuition checks to verify if the charade is maintained or not.
Illusion projection is similar in function to image projection, but has a much more difficult time affecting a large group of people. For every doubling of people the illusionist tries to affect simultaneously, apply a -1 CS penalty to the power FEAT, as well as the intensity required to disbelieve an illusion. This reflects the difficulty of mentally keeping tabs on what so many people are perceiving at a given moment.
Imaginary Doubles
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This curious ability allows its wielder to create numerous transient doubles of himself, false images that spring forth from his imagination! These images are constructed of audible sound and visible light, and as such may be perceived by the sensors of inanimate electronics, as well as the easily fooled minds of sentient beings. They are immaterial, and may not be affected by attacks that do not directly manipulate light or sound.
Characters with this ability may produce numerous duplicates at a time, the amount of such being equal to this rank number; for example, a character with Excellent (20) ranked imaginary doubles could manifest up to twenty doubles simultaneously. These are not actual doubles of their creator, and observers know for a fact that most of them are illusory in nature, but the trick is figuring out which one is 'real'.
If any.
Determining which version of the character is real requires an Intuition FEAT roll against the rank of this power; if this FEAT is successful, an observer can tell which one is the 'real' character. If not, he cannot interact with the creator of the imaginary doubles until he can figure out which one it is through trial and error. This involves repeatedly picking one and hoping for the best; this is 1 in 21 odds for our Excellent (20) friend, above.
When first generated, imaginary doubles will manifest in the area their creator currently occupies, but can wander out from that location with Near range; this allows them to move about and fulfill their other purpose. In addition to befuddling would-be opponents, imaginary doubles serve an additional role as extensions of their creator's senses. Said creator can see and hear anything one of his duplicates can!
This provides the wielder of imaginary doubles a limited form of both clairaudience and clairvoyance. While limited in both range and in the fact that his observation can be detected, it means their creator can use them for a variety of purposes, including reconnaissance, search and rescue, and more. While their creator can only actively follow one at a time, he can keep an 'eye' out for something specific through all of his doubles.
While imaginary doubles typically will resemble their creator to a tee (assuming he has an accurate self-image at the moment), their creator can make one different than the others if he chooses. This requires a red FEAT roll, and can be used to make an intentionally 'off' looking imaginary double (to fool people looking for the odd man out in a set) or to even provide oneself an impromptu wardrobe change.
This works by literally manifesting the double on top of oneself. Of course, if the doubler is wearing little (if anything) beneath, this can be particularly awkward if his power cuts out at the wrong moment.
Inanime
Group Spell
Duration: per each individual spell granted
Cost: 3 points per rank
Inanime is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to manipulate inanimate objects in a variety of different fashions, as the situation demands. Once a day, upon first casting the inanime spell, a mage may choose any one of the five following spells, at which point inanime will be set to reproduce that effect for the rest of the day:
Conjuration, Glow, Kinetic Absorption, Object Animation, Topological Control.
Individual Shield
Personal Spell
Duration: while maintained
Cost: 1 point per rank
A basic and arguably essential spell, the individual shield is a small magical barrier that a wizard may produce in front of his person. This barrier is a transparent mystic construct that hovers before the mage, which he can move around mentally to intercept incoming attacks. Doing so is a standard shield maneuver, but keep in mind that only one attack can be countered at a given moment in time.
An individual shield can counter more than one attack in a turn, but if two come in simultaneously (at the same initiative), the shield's creator must choose which of the two his shield will block.
The individual shield harmlessly absorbs the damage from attacks equal to or less than its spell rank, subject to the adjustments below for damage type. If damage greater than its spell rank strikes the individual shield, it will dissipate - but no damage from that specific attack will affect the shield's creator. An individual shield offers protection against attack in the following manner:
Rank -1 CS / Spell Rank / Spell Rank / Rank -6 CS / Rank -8 CS
Inspiration
School Spell (Faerie)
Duration: instantaneous
Cost: 1 point per rank
This curious faerie magic allows its wielder to give the mind of its target something of a 'push', possibly allowing one to come up with an idea or solution to a problem that was not readily apparent. This effectively grants the target a bonus Reason FEAT roll when dosed with the inspiration spell, operating at either this spell rank or the character's Reason rank +1 CS, whichever is higher.
If the target is actively working on some sort of invention or pondering the solution to a problem, inspiration will nudge them in the right direction, the magic pointing towards the most ideal solution to whatever plagues them. This is useful for making great strides in technology or helping to rapidly deal with emergencies of any stripe. The spell gets weird when cast on random people, however.
Zapping someone with inspiration who isn't particularly pondering anything (pedestrian passersby, people at work or sleeping) can cause a truly random idea to manifest within someone's head. Someone could be walking their dog when the plans for a cold fusion reactor suddenly occurs to them, or maybe a body toiling away at a mill will have an astounding notion to improve the R.O.I. of overseas derivatives.
Whether or not the recipient of this spell can make use of the sudden ideas that occur to them is a different matter entirely.
Intangibility
Personal Spell
Duration: while maintained
Cost: 1 point per rank
Laughing at conventional physical boundaries, this ability confers the power to actually pass through other solid objects! While intangible, a character can walk through walls, other people, and even the ground if he feels the need. He can pass through any solid object, though the stronger it is (or the more powerful a force field is) the more difficult passing through it may prove to be.
This works by making a FEAT roll against the m.s. (or power rank of a coherent energy field) upon attempting to pass through it. A failed FEAT will simply cause a seemingly intangible character to deflect off of the item as if he were not in such a state, while success indicates he may pass through it normally. The automatic FEAT rule should be in effect here, or the intangible character will have to roll every turn he uses this power.
On the other hand, objects attempting to pass through an intangible character will automatically do so, no matter how great their m.s. may be. This makes intangible characters invulnerable to physical and energy attacks, though they are still affected by the other six attack vectors (magic, psionics, etc...).
A character in an intangible state may not breathe, and must either bring a supply of air with him or hold his breath; if no air supply is available, the time he can hold his breath determines the duration of this ability.
One of the dangers of intangibility is re-materializing within a solid object. If this occurs, the formerly intangible character must immediately roll an End (res) FEAT on the Kill table; failure of course indicates that he falls unconscious, and begins to lose one End rank per turn. Furthermore, he will suffer damage equal to the m.s. of the object he materialized inside, and may cause it to break or (worse) be trapped in his own molecular structure!
Intangibility has several power stunts readily available. They include rendering others intangible (whether inside them or not at the time), making only part of one's body intangible or vice versa (which usually requires a red FEAT roll each time), disrupting energy fields by passing through them (a separate stunt for each type), and lightning strikes, becoming tangible only long enough to attack (only attacks attempted at the same initiative can connect).
Investment
Dimensional Spell
Duration: instantaneous
Cost: 3 points per rank
Investment is the process of imbuing a living being with enhanced abilities and/or super human powers. This can be a highly dangerous skill to possess, both because of its incredibly high demand and because you never know when one of your creations will betray you with the powers you granted them. Unlike the creation of empowered items, investing super human powers into a living target is rather simple.
There is no mandatory preparation time involved, no special requirements one must quest for. While these make great potential limitations, they are by no means a necessity - the wielder of investment just invokes it and dishes out the enhancements. The entire process requires but two FEAT rolls, assuming the recipient is willing, and these FEATs determine the nature and the permanency of the invested enhancements.
The first FEAT is to determine what the wielder of investment may invest in his target. A green FEAT roll allows him to enhance any of his target's ability scores, up to their normal maximum. An example of this would be increasing one's Strength to Excellent (20), or his Agility to Incredible (40). A yellow FEAT roll allows for the creation of super human ability scores - at least, as high as investment allows (see below).
A red investment FEAT allows for the creation of actual super powers - anything from flight to laser beam eyes to... whatever, really. A character with investment may invest a number of powers into others equal to his rank number, all of which include his own super human capabilities (aside from this one, of course). It pays to determine these in advance, so that one knows what he is capable of investing in a body, but this information isn't immediately vital.
The rank of a newly invested enhancement depends on the rank of investment itself, naturally. Invested ability enhancements have a maximum equal to the investment rank (with a minimum boost of +1 CS), while invested powers will manifest at the investment rank -1 CS. These values may naturally be raised by the recipient at a later point - assuming the new powers are permanent.
Otherwise, why bother?
The thing is, investment isn't always a good thing. Perhaps the wielder is trying to give people the power to transform the air around their bodies into antimatter - without any safeguards to avoid the impending explosions and radiation exposure. If used as an attack, or even if someone simply doesn't want what the investor is offering, he may resist by passing an Endurance (res) FEAT roll against the rank of investment.
At any rate, once the powers have been imbued into the target, it's time to figure out how long they'll last. A green FEAT roll will make imbued powers last for a number of days equal to the investment rank number. A yellow FEAT will extend this figure to weeks, and a red FEAT roll can make such abilities semi-permanent, allowing them to linger for a number of months equal to the investment rank number.
Assuming the investor does not remove the powers before that time has elapsed.
Mind you, a red investment FEAT can instead make permanent super powers or other improvements in the target. This is entirely up to the game Judge, and where player characters are concerned, may require they pay the Karma cost for these new abilities before they're considered permanent. If the Karmic books are not balanced in time, these abilities are subject to Plot.
As is the case with any other special abilities or equipment the character trips over during play.
Speaking of balancing the books, one common 'limitation' to investment is that it requires something of the recipient in exchange for the enhancements provided. This is often the case with demonic entities, who never give away such powers for free - and usually at the price of their recipient's immortal souls. Such a limitation doesn't enhance the rank (or reduce the cost) of investment, for it's an equal sum variation in how the power works.
The investor has to offer the exchange before granting the power(s) to his target, but he also gets something valuable from him in return.
Invisibility / Others
Universal Spell
Duration: special
Cost: 1 point per rank
This curious ability allows a character to render objects in his environment invisible. Most often wielded with invisibility / self, invisibility / others can function on anything within Very Near range of the character who wields it. Non-living targets can be rendered invisible with but a green roll, but living targets are allowed an End (res) FEAT roll to avoid the effect (if unwilling).
The effects of invisibility / others will last for a duration dependent on variables present when the ability is used.
A green invisibility / others FEAT will make this ability last for a number of turns equal to the power rank number; an Unearthly (100) rank with this skill causes it to last for ten minutes (100 turns). A yellow invisibility / others roll will multiply this value by ten, meaning that Unearthly (100) power mentioned above will make a body invisible for one hundred minutes, instead of just ten.
A red invisibility / others FEAT will render the target invisible for a number of hours equal to this ability's rank number (100 hours for our Unearthly friend above). The latter assumes an animate target; inanimate objects are made invisible permanently on a red roll unless the wielder of this ability chooses otherwise - or later deactivates the invisibility he subjected them to.
Once invisible, an object or living target is undetectable by ordinary vision (that's the whole point). The invisible can easily be tripped over or ran into, often causing considerable damage to both the invisible target and whatever runs into it - or at the very least poses a significant obstacle. People rendered invisible who are not used to it suffer a -2 CS to their Agility for 1d10 turns, until they adjust to their new state of being.
On the plus side, they're immune to laser or light attacks for the duration.
Power stunts of invisibility / others includes rendering only part of an object invisible, or rendering invisible objects in the area visible (those not made invisible by the user of this ability). The latter requires a power contest between the character's invisibility / others and the agency which rendered the object to be made visible invisible in the first place.
Invisibility / Self
Personal Spell
Duration: while maintained
Cost: 1 point per rank
Invisibility is the ability to render oneself completely transparent to the standard, visible light spectrum. While this ability is active, the character who wields it reflects no light at all, one hundred percent of such harmlessly passing through him. This has the added benefit of making one immune to light-based damage, which typically comes in the form of laser fire.
It is assumed that a character may make anything he's touching or wearing invisible as well, so that he may carry accessories and wear clothing. One could assume otherwise when first acquiring this power as a weak limitation; this doesn't cause difficulties with the power so much as a variety of awkward situations involving disrobing and redressing.
This ability can render invisible an amount of mass outside its wielder's body equal to his own weight, but any more requires use of invisibility / others.
While invisibility is highly advantageous, it is important to note that it does not render one immune to detection in and of itself. While the invisible cannot be seen as a general matter of course, it can still be heard or smelt (or tasted or felt). Similarly, an invisible character can be doused in rain or paint or the like, and be seen in that fashion (before their power 'absorbs' such into the invisibility effect).
Another consideration is that invisible characters are subject to viewing in other portions of the electromagnetic spectrum - infravision in particular can be the bane of the invisible. Invisible characters may extend their optical transparency into additional portions of the spectrum as a power stunt for each kind. Complete EM invisibility may take some time but is definitely worth it in a world where some people can see all photonic wavelengths.
Other stunts one can develop with invisibility involve making only a portion of one's body invisible, or alternately making invisible objects in contact with the character visible (requiring a power FEAT against the intensity of whatever else is making the invisible object or person invisible).
The power rank for invisibility only comes into play when faced with another ability that can defeat it somehow (say versus light control, or against another invisibility power which is trying to make one visible). Striking an invisible individual you know is present (but still cannot see) is done at a -4 CS to the applicable ability score or power.
Invulnerability Aura
Dimensional Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 8 points (flat cost)
A character who activates this potent power possesses complete immunity to any one attack form of their choice. This invulnerability can be any one kind of attack listed within the Universal Heroes game, from blunt attacks to fire damage to mind control. When subjected to the chosen form of attack, a character with this ability may completely shrug it off - though others in his surroundings may not be so lucky.
The form this invulnerability takes must be chosen when this ability is first acquired, but a character who possesses it may acquire new invulnerabilities as a power stunt. A character may possess any number of invulnerabilities, but can only maintain one of them at a time. Thus, a hero with four invulnerabilities via this power could be immune to many different things as is necessary, depending on the situation.
J
(there are no spells that start with the letter J)
K
Kinetic Absorption
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
This dynamic ability allows its wielder to absorb direct physical damage, and to subsequently wield the purloined energy in several different fashions. Physical damage, as defined by this power, is any attack which inflicts Blunt Attack, Blunt Throwing, Edged Attack, Edged Throwing, Shooting or Force damage - any attack form which inflicts these kinds of damage may be affected by kinetic absorption.
Using kinetic absorption, its possessor may attempt a power FEAT each time he is struck by one of the above attack forms, against the intensity of the damage inflicted. If this FEAT roll is successful, the character may funnel the energy of this attack into a pool of power. This pool of power can hold an amount of energy that is equal to the kinetic absorption power rank multiplied by five.
For example, wielding this ability at Excellent (20) rank allows one to store a one hundred point power pool. This pool of purloined energy is depleted with each special use of the power on on a point per point basis, no matter how said power is being wielded. If one attempts to absorb physical attacks when their pool is full, the power will work normally but this excess energy is lost.
But what can one do with such absorbed damage? Its main use is to recover lost Health points, quickly healing inflicted damage (if any). It can also be used to 'pad' one's Health score with excess energy. When used in this fashion, kinetic absorption can up to double one's Health score. This energy may also be released as a force blast, inflicting power rank Force damage with each devastating attack.
Alternately, the energy purloined by kinetic absorption may be used to enhance one's physical ability scores, raising one's Fighting, Agility, Strength or Endurance. This boost lasts for 1d10 turns, after which point one's enhanced capabilities will return to normal. Enhanced abilities may be raised to the kinetic absorption power rank (if less than it in might) or by +1 CS (if equal to or greater than it in rank).
L
Layered Shield
Dimensional Spell
Duration: while maintained
Cost: 1 point per rank
A layered shield is essentially a heavily reinforced individual shield. It operates in the same fashion, save that it is, well, layered. For every rank above Feeble (2) that a wizard has in his layered shield, he will possess an additional shield 'sandwiched' in higher dimensions directly behind the first, of identical power. When the first layer is broken, the second will immediately pop out and offer like defense to its caster.
Now, this doesn't precisely mean that a mage has an infinite amount of protection from attack. If his first shield is shattered by an attack that is more than +1 CS higher than the layered shield spell rank, more than one layer of the shield will be broken at once. For each additional +1 CS of damage that hits this shield above its spell rank, an additional layer will be broken; a +5 CS assault will, for instance, break five layers of a layered shield.
If a wizard runs out of layers, the attack that breaks through the last will not actually harm him, per a normal individual shield. But he can prevent losing that last layer in the first place by avoiding damage if possible; one layer of a layered shield will regenerate each turn. The specific protection a layered shield offers is identical to that of its individual counterpart (save for the layering, of course), as follows:
Rank -1 CS / Spell Rank / Spell Rank / Rank -6 CS / Rank -8 CS
Linguistics
Personal Spell
Duration: special
Cost: 1 point per rank
Linguistics is the super human ability to quickly learn new languages. These languages can come in literally any form, from spoken words to physical gestures to computer codes to pheromone signals. Once a language is mastered with this ability, the super linguist can understand any communications used in it - though communicating back might be nigh-impossible if the linguist lacks the appropriate means to do so.
Characters with the linguistics ability can master a new language in an amazingly short amount of time, depending on what they've got to work with. With a proper language teacher or extensive reference materials, a language can be learned in an hour. It takes a day to master a language just from eavesdropping on one in use, or from random written samples. Exotic communication forms (data flow, pheromones) take a week or more to decipher.
A super-powered linguist can use this ability to learn a number of languages equal to its power rank. In order to master more, a character must either master additional language talents (either during character generation or via character advancement) or raise the rank of this ability higher. If he tries to exceed this number, a new language learned will erase the character's knowledge of an existing one (character's choice).
The difficulty of learning a language depends on how similar it is to one's native tongue. A contemporary language from one's world adds a +2 CS to a linguistics FEAT, while dead languages from such add but a +1 CS. Humanoid alien languages are resolved on the linguistics rank, while data languages and non-sentient animal 'tongues' apply a -1 CS. Stranger languages (pheromone signals, photonic expression, etc.) apply a -2 CS.
A more temporary use of linguistics involves the breaking of codes and encryption. Since this ability is defined by translating other communication systems into something the character can understand, linguistics can readily demolish any sort of attempt to obscure information from him. A super-human linguist may decrypt any encoded information at a +3 CS to either his Reason or his linguistics rank, whichever is higher.
Link
Dimensional Spell
Duration: while maintained
Cost: 2 points per rank
The wielder of this ability may combine his special powers with those of several other, willing individuals, in order to pool the group's collective prowess. The initiator of this link is usually in command of this enhanced power's use, and can wield it at his or her discretion. While the link is active, its initiator may directly wield his powers or those of the link's participants as if they were his own.
For each doubling of people participating in a link, add a +1 CS to whatever power its initiator is wielding. As an example, eight psis are pooling their capabilities together, thus granting the leader of their pack a +3 CS to whatever actions he takes with their powers. People can join or leave the link any time after it has been initiated, though this requires a yellow FEAT roll on the link ability to maintain it under such conditions.
Generally, linked powers work best when they have a common origin or type. Sorcerers play nice with sorcerers, energy generators ideally pair up with energy generators, and so on. Adding disparate power sources or types, either to start with or later on, inflicts a -1 CS to the FEAT to initiate (or alter the membership of) this linked power pool for each component individual that doesn't 'match'.
Locational Sense
Dimensional Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
The inverse of telelocation, locational sense is an ability which allows its wielder to know his precise, seven dimensional coordinates relative to a chosen point of reference. Such a point of reference can be anything the possessor of this sense chooses, such as one's place of birth, one's time of birth, their current home, or even something more general, like last Thursday or mile marker 329 on Nebraska's stretch of I-80.
Pinpointing one's relative position in standard dimensions merely requires a green FEAT roll (latitude and/or longitude, distances, etc.). A yellow FEAT adds time to the equation (3.5 hours since I woke up, or some such). A red FEAT roll includes other planes of existence into the locational sense (am I in the right time line, how many planes am I from Asgard, and so on). While seemingly simple in scope, locational sense ensures one will never be lost.
Even if he's not sure just how to make it back home.
Longevity
Dimensional Spell
Duration: permanent
Cost: 1/2 point per rank
Thanks to this ability, certain characters can live far, far beyond what is considered a normal human life span. While not immortal, a character with longevity can survive through the ages - assuming no serious injury or disease claims him first. The length one's life span is extended depends on when they gained this power. If one is born with it, longevity will be applied as a multiple of a normal human's life span.
For instance, mythological dwarves have longevity as a general matter of course. Thus, they apply the longevity multiplier against the age of seventy years (slightly higher than the actual average, but mathematically simpler).
However, if one acquired this power later in life (through, say, a scientific accident), longevity will apply as a multiple of the standard life span minus the age at which they gained their longevity.
As an example, say a scientist develops an artificial aging suppressant, and administers it to himself as an experiment at the age of thirty five. Having already 'lost' half of his normal life span, he would apply the longevity multiplier to his normal life span minus his age, which is also thirty five years.
But what is this longevity multiplier, you ask? Simply put, it is the longevity rank number cubed. The formula for longevity is as follows:
(normal lifespan (70) minus age longevity acquired) times power rank cubed = eventual lifespan
To show this formula at work, let us look at those dwarves from before. With their 'mere' Feeble (2) ranked longevity, we can determine their eventual lifespan by plugging numbers into the formula as described. Seventy (normal human life span) times eight (the rank number cubed) is five hundred and sixty years. That's not forever, but definitely allows for a very long life, compared to the average man on the street.
A more complicated example would be that chemist described above. Subtracting his age from a normal human life span, we wind up with thirty five years remaining. If we assume a power rank of Good (10), we can plug in the numbers and go with thirty five (life span minus his age) times one thousand (Good's rank number cubed) to come up with a result equal to thirty five thousand years remaining on his life.
See, sometimes college can come in handy!
Of course, some might find all of this too complicated - or alternately, they may just want a character who does not age at all. By spending two slots on this power (random character creation) or by purchasing it at Class 5000 rank (point-based system, for eight points), one can instead have what is called Agelessness instead of mere Longevity. This means your character will never die of old age.
Either due to the natural progression of time or because of the aging power!
Luck
Dimensional Spell
Duration: while maintained
Cost: 3 points per rank
Similar to the very basis of magic itself, luck is an altering of probabilities to achieve a desired effect. In game terms, this is achieved by actually controlling how thrown dice are read. The normal order of 'tens die' and 'ones die' is discarded, being replaced by the luck power based on the effect one desires. The die with the highest number is read first (for good luck), or the die with the lowest number is read first (for bad luck).
When luck is in use, the player wielding it may declare he is manipulating a die roll at will, whether his own or anyone else's (for good or ill). This may seem incredibly powerful, and it is, but there's always a danger in meddling with causality. Every time an altered die roll has a zero (0) in it, the Judge should take note, and roll a d10 of his own, in secret. In that many turns, the character whose luck was altered will experience a reversal.
What this means is, if a character was cursed with bad luck, and had a percentile roll with a zero in it, he'll experience good luck in a number of turns equal to the Judge's secret roll. On the other hand, if the wielder of luck was giving himself good fortunes, he'll experience bad luck in a like manner. This is a side effect of space-time attempting to right itself in relation to the luck manipulating character's actions.
Of course, there's another catch to luck. As potent as it is, the character possessing luck must also choose at least one strong limitation. Such can include (but isn't limited to) being able to only cause good luck or bad luck (not both), the power affecting everyone in the current area (whether good or bad), being unable to affect the luck of inanimate objects at all, or even gaining no Karma during encounters when the luck ability is in play.
This limitation does not increase the power (or discount the cost) of luck.
The rank for luck is used for few things, and FEAT rolls for such are rarely invoked. The rank number for luck does indicate the maximum amount of times in a given day one may manipulate probabilities in their favor. It also shows how well the lucky character can manipulate the fortunes of individuals with resistance to warping attacks - or perhaps others with the luck ability as well.
M
Macro Sense
Dimensional Spell
Duration: while maintained
Cost: 2 points per rank
This potent ability allows a character to tap into a powerful external source of information. His mind may be privy to the nature of reality itself, or it might instead subconsciously link up with the knowledge of all other sentient beings. Either way, he can use this link to study a person, place or thing of interest exhaustively, learning about the entire existence of the subject of his inquiry.
The amount of information that this power can cull from... wherever... is typically overwhelming, no matter how specific a query may at first seem to be. Finding general or simple information about a subject requires a green FEAT, while more complex and intimate details may take a yellow FEAT roll. A red FEAT might even be required for particularly obscure, arcane, or secret and forbidden lore.
One thing a character can do without a FEAT roll is track extremely powerful entities in his area; he will automatically sense sources of Class 1000 or greater power within his vicinity, as determined by the Far range table.
Macro sense is a very potent ability, and often allows a character to know things that 'man was not meant to know'. While incredibly handy, this access to unbelievable amounts of data can have a chilling effect on one's mind. In addition to causing tendencies of omniscience (and why not, really?), macro sense can actually prove a threat to one's sanity if it is used too much in a short period of time.
The 'safe' amount of use for macro sense is once a day, plus one for every rank of Rsn a character has over Feeble (2). A hero with Remarkable (30) ranked Rsn, then, can use this ability six times in one day without causing himself undue harm. If this amount is exceeded, the game Judge may make a secret Rsn FEAT roll for the character. If it fails, the character might slip into temporary insanity.
Driven mad after being inundated with too much data, the character may drift into catatonic withdrawal - or just ceaselessly gibber at anyone he sees. Typically, this madness will only last until the character falls unconscious, allowing his mind to process everything it has been exposed to (or at least most of it). But repeated abuse of the power can cause the generation of deleterious mental Quirks...!
Magic Sense
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A magic sense is the ability to perceive sorcerous energies in one's vicinity. This sense functions on the Near range table, allowing its user to detect the presence and/or usage of anomalous probabilities within a considerable radius of his person. Sensing the presence of magic requires a simple green FEAT roll, unless its user is taking active steps to mask its use; if so, spotting it takes a FEAT of an intensity equal to the masking power.
Other than detecting magic in one's proximity, a magic sense also has additional uses. A yellow FEAT roll allows the possessor of magic sense to determine whether or not magic in play is a result of 'normal' environmental activity (this can be the case on other planes) or what school of magic was used to produce it. A red FEAT can be used to pinpoint exactly which spell is being used on a person, place or thing.
Masking
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Masking is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to mask or disguise his presence or appearance in a variety of creative ways, as the situation demands. Once a day, upon first casting the masking spell, a mage may choose any one of the five following spells, at which point masking will be set to reproduce that effect for the rest of the day:
Chameleonskin, Disguise, Glamour, Illusion Projection, Vapors.
Mental Trap
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A mental trap is just that, a psychic ambush its wielder can create when expecting like assault. It can be set at any time, lasting 1d10 turns unless specifically maintained. A mental trap works by unleashing psychic energy the instant any psionic activity attempts to interact with its wielder's mind. When this occurs, the trapper can inflict the trap's rank in Karmic damage if he passes a FEAT roll against the intruder's Psyche rank.
Whether or not this ambush on the mind of a would-be psychic snoop is successful, it will nonetheless impede the use of his abilities. His target be alerted to the use of such, after all, and he will suffer a -2 CS penalty to the power he attempted to use in the first place, -4 CS if he actually suffered damage while doing so (it's rather bad for the concentration).
Mesmerism
Universal Spell
Duration: special
Cost: 1 point per rank
Mesmerism is an advanced form of the hypnotism talent. Instead of being made manifest through simple training, mesmerism is an actual super human capability, both in the speed and power of its effects. For one thing, normal hypnotism usually cannot affect a body who is unwilling to be hypnotized in the first place, but mesmerism can inflict a hypnotic state if the target fails a Psyche FEAT against the mesmerism rank.
Bear in mind that one must be within Very Near distance of their target to mesmerize him.
Once this state is achieved, the target can be forced to do something in regards to his immediate behavior (put out that cigarette) or have a post-hypnotic suggestion implanted (give up smoking altogether). If in the form of a command, mesmerism will last only as long as it takes its target to complete his action (bleary eyed, the victim tries to remember why he put his freshly lit cigarette out in the first place).
On the other hand, the effects of a mesmerism-delivered suggestion will last for a number of days equal to its rank number, and can even override the target's ethics on a red mesmerism FEAT roll (the target, having stopped smoking for a full month thanks to a Remarkable (30) ranked mesmerism suggestion, may resume his habit if he chooses at this point - or continue to enjoy his extra pocket change).
Mesmermechanism
School Spell (Technomancy)
Duration: special
Cost: 1 point per rank
Wielding mesmermechanism, a character may actually direct any electronic or mechanical item to do his bidding. This typically involves the character invoking the mesmermechanism ability, a process that ends by him or her literally telling the device what it must do. This can be as simple or as complicated as time permits; 'Get him!' works just as well as 'Run him over until he doesn't move any more!', but is less evocative.
This power functions as a sort of technological counterpart to standard mesmerism, working in the same manner. A character may use it to give a device a momentary command ('Brakes!') or a continuous instruction ('Floor it and don't stop!'). The item in question will continue to perform the action commanded of it, until said action is complete (the car stops) or it cannot be continued (the car is hit by a train).
The latter, if possible, will continue for a duration in hours equal to the power rank number.
The impetus for this operation is provided by the mesmermechanism power, including any energy required; a car directed to drive for two days straight will continue to do so under mesmermechanism's influence, long after it has run out of gas. An item can be compelled to do anything that it is physically capable of, but nothing more; a bicycle will happily pedal down the street, but it cannot fly - unless it has a built-in jump jet.
Compelling items to do the character's bidding usually only requires a green power FEAT, unless it is under the mental control of someone else (direct neural interface, another mesmermechanism power) or is itself sentient (an artificial intelligence, or perhaps a golem). In either case, the item in question may attempt to resist an application of mesmermechanism, though it must defeat this power's rank in order to do so.
Mimicry
School Spell (Eclecticism)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Their magic being a hodgepodge of spells and styles from vastly differing sources, an eclecticist does not receive many of the benefits of other sorcerers (their benefit when learning new spells notwithstanding). They don't get a lot of the situational bonuses that their peers receive while actually casting spells - at least, unless they've caught wind of the mimicry spell.
This eclectic school spell is designed for sorcerers who have drawn spells from a variety of other schools in their travels. What it does is, while active, attune the eclectic mage to a specific school of magic. This allows him any bonuses to his casting that would otherwise apply to a body of the chosen education. For instance, an eclecticist casting faerie dust while holding a Fey magic wand would receive a +1 CS if properly attuned.
Mimicry can only tune an eclecticist to one school of magic at a time; switching to another requires a recasting of this spell. This can be something of a pain when switching rapid-fire between one school's spells and another's, but allows the eclectic mage to get the most bang for his buck. Finally, mimicry can only grant such bonuses if its spell rank is of equal or greater rank than the spells it would enhance in this fashion.
Mind Control
Universal Spell
Duration: special
Cost: 1 point per rank
Mind control is a means by which one can take direct control over the actions of another. While mesmerism is somewhat subtle in nature, mind control allows for an extensive manipulation of the target's activities. When the power is activated, its target immediately gains a Psyche (will) FEAT roll to resist the effect, rolled against the intensity of the mind control ability. If this FEAT fails, the target is in the mind controller's thrall.
While the victim of mind control must initially be within Very Near distance, the range at which he can still be controlled is increased to Middle distance once domination of his mind has been achieved. A mind controller must deliver his commands directly in order for them to be obeyed, either verbally (in person or by telephone) or telepathically (if the mind controller also has that power).
Once control has been established, the target of this power may not attempt to resist again, unless ordered to do something diametrically opposed to his moral structure. While so controlled, the victim of this power may not spend Karma on any FEAT roll, unless his own existence is in direct jeopardy (which allows another FEAT roll to resist mind control). Similarly, Karma gains or losses incurred while mind controlled are passed onto the controller.
Though Popularity losses for one's actions while mind controlled are entirely the problem of the victim.
Mind control lasts for a number of minutes equal to its rank number, or until control of the target is given up (voluntarily or otherwise). While under the effects of this ability, the victim may or may not be aware of what is going on - this is entirely up to the mind controller. Similarly, whether or not the target remembers anything done while under mind control depends on the whims of the wielder of this power.
Mind Walk
Dimensional Spell
Duration: while maintained
Cost: 1 point per rank
Each sentient mind is like its very own plane of existence. Whether speaking of the conscious mind or otherwise, the totality of a sentience casts its shadow on the seventh dimension. These shadows land in a space where thought and matter meld, a realm that can be traveled to by those who know how, contracting their existence on the lower dimensions and arriving fully manifest where their mind's shadow normally rests.
This is the process of mind walking.
Once in this realm of minds, the so-called mindscape, the mind walker can travel between sentiences, experiencing the spaces created as different consciousnesses influence the mental turf around them. Almost anything can happen in these turbulent spaces, as each mind is unique - and the influences of varying minds on a given point in space can shape it in curious and distressing fashions, depending on their strengths.
But why would one want to visit such a strange space-time, you ask? Primarily, one can travel to the shadow of a sentient mind, and then re-materialize in the 'real' world next to its possessor. This makes a mind walk a great way to travel anywhere, with no range limits. Assuming that a mind walker can find a sentient being where he'd like to travel, he can use this ability to literally go anywhere!
Alternately, at the heart of one's mental shadow, a mind walker can directly enter the consciousness of its owner. This requires a mind walk FEAT roll against the Psyche rank of the person who's mind is to be so entered. If this FEAT is successful, the mind walker may wield any psionic powers against the mind he's trespassing within at either the mind walk power rank or their normal rank +1 CS, whichever is higher.
The disadvantage is that since he's physically interacting with his target's mind, any retaliation will inflict physical damage upon the mind walker, instead of the normal, Karmic harm. If combat inside the target's mind occurs, his abilities are wielded as if he is astrally projecting, while the mind walker, being physically there, resolves combat normally. Defeat in the mindscape will dump one's body out somewhere by his assailant's location.
And that's not the only hazard while on a mind walk. In addition to the random hazards generated by the ever-changing influences of the minds that comprise the mindscape, there are entities that make use of this plane. Fellow travelers are the easiest to deal with, for they're often moving from place to place as well, and don't want the hassle of a fight. But the things that actually live here, they can be the stuff of nightmares.
Literally.
Denizens of the mindscape can be capable of absolutely anything, for they're formed of the stuff of dreams, random thoughts and urges, and even imagination - if not all of the above. They may be harmless as a butterfly or as menacing as a devil - and may shift from moment to moment, both in power and in behavior. After all, these mindscape entities are nothing if not a product of their mercurial environment.
Motivity
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Motivity is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to traverse the whole of reality, whether in his own plane or any number of other universes, as the situation demands. Once a day, upon first casting the motivity spell, a mage may choose any one of the five following spells, at which point motivity will be set to reproduce that effect for the rest of the day:
Dimensional Transit, Flight, Mind Walk, Teleportation, Time Travel.
Move
School Spell (Physiomancy)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Physiomancers excel in using their mystic prowess to enhance the functions of their body. The move spell is another aspect of this knack, for it lets them amplify the efficiency at which they proceed through their environment to a supernatural degree. Move does not grant a caster any movement ability the human body is ordinarily incapable of though - it merely enhances what its wielder can already do.
Whether we're talking about running, leaping, swimming, or climbing, the move spell provides a physiomancer an enhanced version of such, operating at its spell rank. Casting move at Incredible (40) rank, for example, lets its wielder run or swim at like speeds (105 m.p.h.), leap with like ability (bounding up 24.75 feet up, forward 33 feet, or down 66 feet), or even climb with unbelievable skill.
Keep in mind that move does not enhance the caster's Endurance as well; this spell may allow someone to run at insane speeds, but it doesn't let them do so any longer than they ordinarily could at their top speed. This is why it pays for a physiomancer to keep in tip top shape - or perhaps direct another spell into their Endurance score in order to add supernatural duration to their enhanced mobility.
Mystic Servant
Dimensional Spell
Duration: while maintained
Cost: 2 points per rank
A mystic servant is a semi-sentient construct created by a magician. When cast, the spell will create the servant from nothingness, and invest within it a rudimentary intellect equivalent to that of its creator. The servant is not alive, only possessing a transient existence defined by the maintenance of this spell. The appearance of the mystic servant is entirely up to its creator, and can easily be tailored to any magic school.
Mystic servants will usually possess two super human (or supernatural) abilities, each of which will be equal to this spell rank. These can be almost anything really; an elemental creature might have eldritch bolts of flame and perhaps an elemental aura of fire, while an impish monster may instead bear claws and the power of darkness. They're similar to familiars for the most part, save for their lack of free will.
Once created, a mystic servant may be directed to do whatever its creator desires. They can serve in a labor or a combat role, as is needed - in the latter case, a mystic servant has an amount of Health points equal to this spell rank (and Typical (6) abilities, save for its intellect and whatever special powers it may have). If destroyed, a mystic servant quickly dissipates, and the spell that animates it ends.
Recreating a mystic servant is as simple as recasting the mystic servant spell. It will exist as long as this spell is maintained, and each servant created counts as one spell for the purposes of spell maintenance. Of course, for each extra mystic servant created, apply a -1 CS penalty to the ranks of both the caster's Psyche and the servants' special abilities and intellect; maintaining additional transient entities is a very strenuous affair.
N
Nativity Sense
Dimensional Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Characters with this sensory capability have the means of detecting when someone or something in their vicinity is not in their proper, seven dimensional coordinates. This ability works with a range as is determined by the Middle range table. For instance, a hero with Typical (6) ranked nativity sense can perceive anything not of his realm within five areas of her person.
Of course, one need not just be from another dimension to be sensed by this ability. Nativity sense will perceive the presence of items out of time as well as those out of space, and can even spot astral forms and other 'snoopy' entities in nearby planes that interface with our own. A green FEAT roll is usually all that is necessary to see such things, unless some agency acts to mask their alien nature.
In order to spot these cloaked persons or items, a character with a nativity sense must pass a FEAT roll against the intensity of whatever extraplanar stealth screen is working against him.
Nature Control
School Spell (Geomancy)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Core of the geomancy school of magic, nature control allows its caster the ability to manipulate the seven elements that school recognizes. Upon first learning this spell, the geomancer may only wield control over one such element, though he may acquire additional forms either as power stunts or as new spells (player's choice). For convenience, the seven elements are re-presented here:
* Air: the medium by which we all breathe, air represents the pure breezes of our world. An air geomancer may draw forth the air around himself and focus it however he sees fit - or even void the air from an area and cause temporary vacuums if he desires. Of course, enough friction in the air can cause lightning, which is another mainstay of the geomancer of air when subtlety fails him.
* Animal: the element of animals represents the many creatures native to our world - including humanity. Geomancers who master the element of animal can control various facets of animal life, from its behavior to its very form if necessary. Whether this simply involves causing stampedes, creating organized labor or even transforming one animal into another, animal geomancers are mighty indeed.
* Earth: earth geomancers wield power over the land we live upon. Mountainous rock, desert sands, and even precious metals fall under the sway of the element of earth. Keep in mind that geomancy cannot directly manipulate solids that have been touched by the hand of man, and made into something outside of their natural state. Mind you, nothing's stopping a geomancer from attacking man-made structures with the natural rock below.
* Fire: perhaps the rarest of obvious elements in the world, fire is seemingly in short supply under most circumstances. However, this geomantic element can be applied most directly to adverse effect, as it destroys or transforms most everything it touches. Whether enhancing or eliminating it in the environment, a geomancer of fire holds power over life and death in most situations.
* Plant: where land and water come together, you most often find the element of plant. Plant geomancers can control all manner of plant life, directing it to behave as they see fit, and often forcing it to perform feats that are seemingly impossible for the source material. Whether causing it to grow, wither, advance, retreat or even change shape, a plant geomancer has a subtle yet dangerous power.
* Water: water covers most of our world, and geomancers who specialize in this element thus hold sway over a large percentage of the globe. Water's not just in the oceans however; no, one can find it most anywhere if they just know where to look. This makes the geomancer of water incredibly useful to thirsty peoples - or incredibly dangerous to those who work on the sea for a living.
* Weather: weather is the convergence of natural elements, the combination of two forces to produce a singular effect. This element allows for the blending of any other elements a geomancer holds sway over, in order to create all new effects. With enough elements in tow, one can use weather to alter the world itself - or at least a small portion of it - as enough geomantic elements working together can truly represent our planet as a whole.
Whichever element(s) a geomancer holds sway over, he can use them in play to inflict spell rank damage with each attack, assuming enough of an element on hand to do so with. The exact form of damage this attack will inflict depends on the element in question, but can vary by a wide margin; water usually inflicts Force damage, while fire causes SD Energy harm, and earth can dish out Blunt or Edged Attack damage (depending on its shape).
On the plus side, nature controls easily lend themselves to power stunts that can duplicate other spells - or serve as a good reason for having them. Any of the various eldritch attack spells dovetail well with nature controls (and serve as a source of material in a pinch), bands work well with all elements, and so on. The only real limitation in this regard is one's imagination!
Nature Sense
School Spell (Geomancy)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A nature sense is just that, the magical ability to detect geomantic energies in one's vicinity. Nature sense functions on the Near range table, allowing its user to detect the presence and/or use of geomancy's natural energies or masses within a considerable radius of oneself. Nominally, detecting such geomantic masses (or power) requires naught but a green spell FEAT, unless it is masked somehow.
If this is the case, roll a spell FEAT against the intensity of whatever agency is masking the geomantic source. Of course, just detecting an element may not be enough information; a geomancer may detect how much of a natural source is present in the area with a yellow spell FEAT, while a red FEAT can be used to determine such odd trivia such as how long it has been there, as well as if it is naturally occurring or present artificially.
Nonapparent Vision
Personal Spell
Duration: instantaneous effect
Cost: 1 point per rank
Wielding this facility, a character may peel back the layers of deception and intrigue that may hide any person, place or thing, and see them as they truly are. This works by making a nonapparent vision FEAT against the rank of something in disguise; if this FEAT is successful, nonapparent vision will allow the character using it to see the object of his study in its true form.
It doesn't matter if his target is physically shape changed, masked by illusions, psionically trying to convince you he is not what he appears, or anything else - nonapparent vision can 'see' through all of these efforts if it can beat the intensity of said disguise.
O
Object Animation
Universal Spell
Duration: while maintained (for each animated object)
Cost: 1 point per rank
Object animation allows a character to temporarily imbue an inanimate object with spectral energies, giving it a strange semblance of life. Objects so imbued become animate, and are under the direct control of their animator. An animator may imbue any object within range of this ability, which is determined on the Near range table, with 'life' - but once an object is activated, the animator can continue to control it as long as it its within his line of sight.
Objects to be animated must have a material strength equal to or less than the object animation rank; animating a diamond ring is more difficult than animating a refrigerator. Furthermore, they must be of a weight equal to or less than this rank as if it were an equivalent Strength score. A Remarkable (30) ranked animation ability, then, can bring 'life' to any object of up to one ton in weight.
Other than that, the only limitation on object animation is the object itself. The nature of object animation requires that an object to be animated function and move in a manner that is consistent with its design (if applicable). Ropes will slink and slither, chairs will walk on their legs, balls and boulders will roll, that sort of thing; this can be somewhat subjective, depending on the item in question.
Animated objects function as if they had a Fighting and Agility score equal to this rank, while the damage they can inflict (if any) will be determined by such objects' material strength. A character may animate any number of objects at once, though he can only concentrate on directly commanding one animated object with finesse at any given moment.
P
Paralysis
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This powerful ability allows its wielder to completely neutralize the actions of a single target. If its victim fails a Psyche (will) FEAT roll against this power rank, the wielder of paralysis can completely block their ability to act consciously. In other words, a paralyzed foe can still breathe, and retains full sensory awareness of his or her surroundings, but they cannot move or activate any super-human abilities.
Paralysis lasts for 1d10 turns, unless the effect is specifically maintained by its wielder, or neutralized by effects such as clarity. It can affect any one target within Near range of its possessor.
Passing
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Passing is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to bypass obstacles in his path in a number of creative ways, as the situation demands. Once a day, upon first casting the passing spell, a mage may choose any one of the five following spells, at which point passing will be set to reproduce that effect for the rest of the day:
Admittance, Astral Projection, Density Control / Self, Intangibility, Transformation.
Personal Weaponry
School Spell (Physiomancy)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
The personal weaponry ability is one with which its wielder may develop all manner of 'natural' weapons to fight his battles. This can range from claws to horns to battle tails to quills to razor skin to fangs to... whatever really. A character may develop as many forms of weapons as he feels a need for, but each manifested weapon counts as one spell or psionic for the purposes of power maintenance.
Similarly, personal weaponry can be enhanced with a variety of special effects. Each of these also count as one maintained power, but can apply to any weapons the character has active at a given time (his choice where multiple weapons and enhancements are concerned). Such 'enhancements' include the corrosion, disease, poison, and rotting powers, among many others that 'fit' such a theme.
As a general rule, personal weapons that inflict Blunt Attack damage cause one's Strength (might) +1 CS in damage, while those that cause Edged Attack damage simply work at the Strength (might) rank; the latter trades raw output potential for lethality. Special effects (corrosion, etc...) function at the personal weaponry rank regardless of the Strength that backs them up, for they merely use physical weaponry as a delivery mechanism.
Philosophical Aura
School Spell (Philosophical)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A philosophical aura is a nimbus of, well, philosophical energies. A wizard may surround himself or another with this nimbus of power, which will primarily provide protection from attack. No matter the form of philosophical energy that makes up an aura of such, it will offer protection to whoever it surrounds similar the aura shield spell, save for the added protection against psionic attack, as detailed here:
Rank -1 CS / Spell Rank / Spell Rank / Spell Rank / Rank -8 CS
The bonus psi protection is provided because all philosophical energies are psychoturgic in nature - they are both magical and psionic! Furthermore, like all philosophical energies, an aura of such can act as a low-grade source of Probability Fallout (PF). While cloaked in an aura of evil, for instance, a character's outfit may grow darker and spikier, while another shrouded in an aura of order may find his clothing looking ironed and clean.
Additional byproducts of this PF may occur, depending on the Judge's whims, and how much he wishes to stress each form of philosophical energy. Creation could cause the spontaneous generation of small objects and creatures in one's vicinity, while corruption may well corrode everything the protected individual comes in contact with. Extreme cases of such may see auras like restoration offering minor regeneration, as well!
A philosophical mage may shield any number of individuals within a philosophical aura, but each person so protected counts as one spell for the purposes of spell maintenance.
Philosophical Sense
School Spell (Philosophical)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
This curious sensory power allows its wielder to look into the very hearts and minds of those around him, in order to sense where their morality lies. It can be used to perceive whether a specific entity leans towards a Good, Evil, Orderly, Chaotic, or Balanced mindset - or if they rest somewhere between these philosophical extremes. It can be used to probe a specific target or everything within Near distance.
The former will indicate the philosophy of its target, while the latter will only indicate the overall nature of the area scanned. If someone is attempting to mask their philosophical nature from others, this spell must defeat the intensity of the masking power(s) before it can determine anything specific about an individual's morality first.
Keep in mind that a 'blank' reading doesn't mean someone's hiding their nature... it could just mean they're philosophically neutral.
Pishogue
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Pishogue is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to befuddle, confound and mislead an opponent or opponents, as the situation demands. Once a day, upon first casting the pishogue spell, a mage may choose any one of the five following spells, at which point pishogue will be set to reproduce that effect for the rest of the day:
Confusion, Fear, Forgetfulness, Mesmerism, Paralysis.
Planar Control
Dimensional Spell
Duration: while maintained
Cost: 3 points per rank
This strange and dangerous ability allows its wielder to manipulate several properties of the local space-time. Technically speaking, planar control works by temporarily altering one or more of the area's seven dimensional coordinates, thus causing it to overlap with the realm which normally possesses those characteristics. This causes the traits of the two distinct 'joined' locations to mix and match.
Planar control can be used in one of six main fashions. By altering one of the standard three dimensions of an area, a planar controller can momentarily shift it to anywhere else really. A change such as this involves, say, shifting a part of Nome, Alaska's latitude and longitude until it overlaps with Caracas, Venezuela. Each city will experience a meteorological change (Nome will heat up, whilst Caracas will cool down).
This ability can be wielded to change an area's temporal coordinates instead. An example of this would be shifting modern day town of Gettysburg, Pennsylvania back to July 2nd, 1863. While the core geography would remain the same, you'd have a lot of panicked locals trying to figure out where all these Civil War reenactors came from - and plenty of Confederate soldiers being hit by inexplicable 'horseless carriages'.
Moving up into yet higher dimensions, planar control can manipulate a space's fifth dimensional coordinates. This allows one to move an area until it overlaps with an equivalent area in a variant earth. If matched with a world very close to our own this may not be readily apparent, but doing so with an earth whose dinosaurs were never rendered extinct in a cosmic calamity might cause people to see a whole lot of weirdness.
Stepping further out of one's experience, characters with planar control can also change the sixth dimensional coordinates of their area, making a transient link with any other universe sharing the same time line. An instance of this sort of manipulation includes shifting a portion of the Metrodome in Minneapolis, Minnesota until it overlaps with Asgard - and watching the hilarity (and stab wounds) quickly ensue.
Planar control can alter seventh dimensional coordinates, though such super-spaces are usually coincident with the rest of space-time anyway. This coincidence can be amplified however, such as making one's area mesh better with the astral plane in order to reveal the presence of ectoplasmic matter and entities. This may allow one to interact with ghosts and astral forms directly, but is otherwise harmless.
Combining one's space with the mindscape of another's nightmare, on the other hand, can be downright devastating. A dreamspace unleashed upon the real world can literally cause just about anything to happen, depending on the mind generating the nightmare in the first place. Strange physics, monstrous creatures, and even interruptions in causality might be inflicted on an area merged with someone's subconscious!
A sixth use for planar control involves stabilizing an area of space-time, instead of destabilizing it. This can be used to seal portals in an area that lead to other spaces or times, pitting the rank of planar control against that which made them to begin with (or with a yellow FEAT for naturally occurring rifts). Planar control can even be used to 'lock out' teleportation, dimensional transit and time travel powers!
The range with which one can cause such transient alterations in space-time is similar to that of related powers. Standard dimensions can be shifted with Far range (per teleportation), allowing someone with a Monstrous (75) rank to be able to reach any point on earth (which has a 7926.28 mile diameter). Shifting to different time periods works like time travel (that Monstrous planar control could move 412,875 years up or down the time line).
Higher dimensions are more ambiguous. Reaching a specific variant reality or other universe in one's own time line isn't really dependent on distance, but whether or not the wielder of planar control knows how to get there. These require a power stunt for each (as with dimensional transit), but if the character with this ability has dimensional transit as well, he can apply stunts to reach dimensions with it to planar control (and vice versa).
The size of an area so blurred by the wielder of planar control is determined on the Near range table. That Monstrous (75) ranked planar control power indicated earlier could temporarily merge two areas within a mile radius of its wielder - that's a lot of real estate! A 'blended' space will remain for a number of turns equal to the power rank number - unless the planar controller specifically concentrates on maintaining the effect.
But why do this, you ask? Blurring two points in space-time together can be a great way to travel between them directly. By connecting two areas in space-time, the wielder of planar control can walk through the affected area and, upon reaching the end of its circumference, 'lean' into the new space-time in preference to the old. In doing so, the power will terminate - but its wielder will arrive in the new location no worse for the wear.
The problem is that other people, if they realize what is going on, can perform the same trick - and anyone carrying an item out of a blurred space that doesn't belong can introduce anachronisms into their realm. A Civil War combatant from before might pick up a cell phone and a Beretta 9mm pistol from random modern-day civilians and wander out of the planar control radius, thus causing serious divergences in the time stream.
That's why it pays for a planar controller to operate this ability for short periods of time; if people are menaced by dinosaurs for only a few seconds, the odds of anyone being eaten are greatly diminished. On the other hand, planar control can be a great way to cause mass panic, and makes for a supreme diversion if one is trying to cover their tracks when engaging in illegal activities.
Portal
Dimensional Spell
Duration: while maintained
Cost: 2 points per rank (before added features)
A portal is an opening between two different locations. Material and energy may freely pass through one end of the portal and instantaneously arrive at the other, regardless of the intervening space, time or dimension. Portals are two-way affairs, and anything on one end of a portal can move through to the other, regardless of which side of the portal the traveling material or energy is on.
Strictly speaking, the portal ability can only link two locations within the current space-time its wielder currently occupies. However, it may do so on the Very Far range table, linking two locations that are vastly distant from each other. For example, a character wielding the portal ability at Incredible (40) rank can construct a bridge between two points that are up to 2.5 million miles apart!
This may sound similar in effect to teleportation, but the advantage over that ability is that portal allows any number of persons, things or energies to pass through; as long as the portal is open, anything can use it to move between the two locations with ease. There is no weight limit, no fatal materialization risks, or anything else to impede the use of the portal. That and it reaches farther, too.
Of course, the standard portal ability can have even more features... at additional cost. One can add the ability to make portals into either other dimensions or times by adding one point per rank (or making portal count as an additional power), or he can add the ability to build portals to both by increasing the cost by two points per rank (or making portal count as two additional powers).
If traveling through time or to other planes of existence is added to the portal ability, these features function as they normally would, where capability and/or range is concerned (see dimensional transit and time travel for more on this). These variant portals function in the exact same way as a regular portal would, it's just that their destination is (often vastly) different.
Portals can be used offensively as well as for transit. One could conceivably attempt to open a portal in such a manner that it will snare someone or something in the area. This requires a to-hit roll based on the wielder's Agility score (and the target may attempt a dodge if physically capable of it). Another offensive use involves opening up a doorway to somewhere full of hostile creatures.
While this is often more than enough to dispatch an unsuspecting foe (either temporarily or permanently), the problem is that the things on the other side of the portal are not under the control of its creator, and just might come for him next!
Postcognition
Personal Spell
Duration: while maintained
Cost: 1 point per rank
Postcognition is the ability to vicariously relive the past in relation to a person, place or thing. This requires physical contact with the subject, and may look back into its history a number of years equal to the postcognition power rank number squared. For example, a postcognitive bearing this ability with Incredible (40) rank can directly examine and relive the history of a subject up to 1,600 years into the past!
A postcognitive vision will usually only give information relevant to the subject. If something important happened in the area that the postcog's subject was unaware of and didn't affect it directly, postcognition might not pick up on it (Judge's discretion). Similarly, coaxing the desired amount of detail out of a subject with this ability can be tricky; the color result of the postcognition FEAT roll determines how useful the offered data is.
A white FEAT roll typically won't give anything useful - and in fact, may be counter-productive to the postcog's goals. A green FEAT roll will provide accurate, if minimalistic information. Yellow FEAT rolls provide accurate and somewhat thorough details about the period of time being examined. Red FEATs can provide all of this and more, sometimes gleaning extra information that isn't otherwise apparent.
The kicker is that in order for a player to not know they're getting bum (or excellent) information, they don't get to roll the actual FEAT when using postcognition - that's left to the Judge. Mind you, a player may declare he's adding Karma to the roll, but he won't know how much he needs; he can shout out a number and be bound to that expenditure, but may not even need all of it if the Judge rolls high enough.
This all assumes that postcognition is used on an unfamiliar target. When wielding this ability on familiar persons or items, a postcog may add a +1 CS to the FEAT roll, a +2 CS when used on close friends and relatives, as well as his own property, and a +3 CS when used on himself. The latter is useful when trying to determine what might have happened to oneself while unconscious (or dead!) for any long periods of time.
Power Block
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
Wielding power block, a character can prevent the use of ingrained powers within a wide area of effect. Power block functions on the Near range table, allowing its wielder to rapidly impair the operation of a variety of super-human beings - at least, those who fail an End (res) FEAT roll against the power block rank once it is active. Of course, power block also affects its wielder - and as the source, he may not resist its effects.
Power block prevents its user from wielding any other inherent super human powers while it is active.
While power block does counter the use of inherent powers (such as those caused by accidents of Science, aberrant mutations, and even natural magical powers), it does not limit the use of equipment or learned talent-equivalents, such as magic spells or psionics. Power block lasts for 1d10 turns, or as long as one concentrates on keeping it active. During this time, affected individuals may attempt to resist the power again each turn.
Power Boost
Personal Spell
Duration: 1d10 turns
Cost: 1 point per rank
Power boost allows a character to enhance the operating rank of his super human powers for a short duration. When triggered, it raises the rank of any one power either up to the power boost rank or to its normal rank +1 CS, whichever is higher. For example, a Feeble (2) ranked power affected by an Incredible (40) ranked power boost would be enhanced to Incredible (40) rank, while a Shift X power would be enhanced to Shift Y rank.
It doesn't matter the origins of the power to be enhanced, whether it is a physical mutation, magical spell or psionic talent. Power boost can even affect its wielder's technological items. However, power boost cannot affect one's ability scores. It may only affect one power at a time, and the enhanced rank it provides will only last for 1d10 turns - which may or may not be long enough to achieve what the power booster had in mind.
Once it wears off, power boost may not again be used for an hour - at least, not without degrading its overall capability. For each additional use without a one hour 'cool down', power boost loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon abilities greater than its own rank, while gradually reducing its power in other instances (that Shift X power, above, would gain no further benefit).
Precognition
Personal Spell
Duration: while maintained
Cost: 3 points per rank
Perhaps one of the most difficult abilities to possess, precognition allows its wielder to see the future! This works by peeling back the veil of time, and looking upon events before they unfold. This gives the character with this capability the power to shape the very nature of his reality, for he can conceivably bring events to pass that otherwise would not happen - or prevent seemingly certain eventualities from occurring at all.
This works because while a time line is immutable, the precognitive character is not necessarily viewing his own eventual fate. You see, there are an infinite number of alternate time lines, and every second an infinity more branch out from our own, depending on the outcome of events large and small. By nudging things in one direction or another, a precognitive person can steer his future towards a certain path, for good or ill.
Precognition can read 'ahead' a number of hours equal to its power rank number; Excellent (20) rank gives a body about a day's worth of notice of impending events (great for winning the lottery), while Shift X (150) rank can see almost a week into the future. This allows a precog to monitor future events while working to bring about one specific outcome or another, in order to see if his actions are helping (or not).
Assuming he wishes to change anything.
The trick with precognition is that the success or failure of an action with the ability is unknown. The dice are not rolled by the player - instead, the Judge will make precognition FEAT rolls in secret, and the player may not add Karma to this roll. The validity of a precognitive reading is dependent on the results of this FEAT, and the Judge is encouraged have a blast with any failed precognition FEAT rolls.
On the other hand, something useful should be gleaned upon the success of precognition, in relation to the color result. A green FEAT, for instance, will give accurate but vague information in the vision. A yellow FEAT roll will provide ample data about a future occurrence, making it easier to determine what the context is. A red FEAT may even give additional information about the situation that isn't readily apparent.
As one can guess, precognition is extremely powerful, and as a result a character who possesses it must take at least one potent limitation to hold it in check - which does not add to its power level (or reduce its cost). Said character can take more of course, and subsequent limitations will in fact benefit his precognition's power to cost ratio, but at least one is mandatory. Such limitations can include the following:
- The precognition is out of the character's control - he sees visions when the Judge decides it's time.
- The precognition only affects a single class of subjects, such as living beings, inanimate objects, or locations.
- The precognition can only work on something its wielder is touching (or an area he's standing within).
- The precognition only occurs in dreams, lending a whole new definition to promnesia (déjà vu).
- The precognition is the only vision the character can see, until it comes to pass or is prevented.
Precognition itself is only at its maximum effectiveness the first time it is used on a given day. Each subsequent use of the ability reduces its effective power rank (both for the resolution of FEATs and the range with which it can peer into the future) by -1 CS. The limit to this is of course Shift 0 rank, at which point a character can only use the power to peer into the immediate future of those in his vicinity.
When a precog's daily prognostications are all 'used up', he or she may only peer one turn into the future - and then, only in relation to the actions of others within their current sector. If this FEAT (which must be yellow or better) is successful, a precog may act with this foreknowledge, and if he or she wins the initiative, they may even share his knowledge of the next few seconds with allies.
This use of precognition doesn't 'drain' the rank of the power if it hasn't already reached shift 0 levels, and may be used indefinitely.
Proxy
Universal Spell
Duration: while maintained
Cost: 1 point per rank
A proxy is someone whom you can cast magic spells through.
They act as a living, breathing conduit, allowing you to perform your magic well beyond the usual range of most spells (for the most part). One must be willing to serve as a proxy to another, though there's nothing stopping a mage from intimidating somebody until they submit to the use of this power. The only other limitation is that one must be close to begin serving as a proxy.
The would-be proxy must be within Very Near range before being made into such, which occurs when this ability is invoked. Once this is done, the proxy may wander almost anywhere, this power functioning on the Very Far range table. Spells cast through a proxy treat him as if he is the origin point for whatever magic the person maintaining the proxy power wields, for as long as it is maintained.
In order to make the best use of this capability, the proxy power also includes a limited form of sensory link, as well. This lets the wielder of proxy experience whatever sensory input the proxy himself is exposed to. This does not include the proxy's thoughts (surface or otherwise) - at least, not without the spells to investigate such things directly.
Psi Sense
School Spell (Thaumentalism)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A psi sense is the ability to perceive psionic activity in one's vicinity.
This sense functions on the Near range table, allowing its user to detect the presence of and/or use of psi or antipsi particles within a considerable radius of his person. Typically, merely sensing the presence of psi requires but a simple green FEAT roll, unless its user is taking active steps to mask its use; if so, detecting the psi requires a FEAT with an intensity equal to the masking power.
Other than detecting the use of psionic power in one's proximity, a psi sense also has additional uses. A yellow psi sense FEAT allows the possessor of this ability to determine if the psi power in play was either natural or trained in nature and, if the latter, what discipline of power is in use. A red FEAT roll can be used to pinpoint exactly which psi power is being wielded (or was used recently) on a person, place or thing.
Psychic Probe
Universal Spell
Duration: while maintained
Cost: 1 point per rank
While telepathy can only be used to sense the surface thoughts of a sentient being, a psychic probe may delve further into their mind - much further. The target of a psychic probe automatically gains a Psyche (will) FEAT roll against the psychic probe intensity to resist it, even if he's unaware of its use beforehand. If this FEAT is successful, the target cannot be probed (by this particular psychic prober) for twenty four hours.
If this FEAT fails, the prober may seek out whatever information he wishes from the target. This power cannot be used to randomly root around in something's mind - the wielder must have a basic idea what he's looking for. The target can only reveal knowledge he actually knows, but it's possible that he has secrets locked up in the back of his mind that he's not even aware of in the first place.
Once the use of psychic probe is complete (whether successful or not), the target must make a second Psyche (will) FEAT roll. If this FEAT fails, he will suffer a -1 CS to his Psyche rank for 24 hours, due to the extreme strain that a psychic probe causes. This may make the target more susceptible to other people with the psychic probe power - or any other psionic powers, for that matter.
Psychic probe functions on the Near range table.
Psychometry
Personal Spell
Duration: while maintained
Cost: 1 point per rank
Psychometry is the ability to read the psychic impressions left on an inanimate object. This can be any sort of object, whether digital, mechanical, organic or inert, as long as it is not currently alive. Upon a successful power FEAT roll, the psychometrist can hold an active conversation with an item, interpreting the residual psychic energies left upon it in order to learn anything desired about the object.
The item will readily give up information about how it works and how it was made (if applicable), who its current or most recent owner is/was, as well as various important (to it, at least) things that have occurred in its past. Psychometry can also be used to reveal information about others who have touched the item in the past, and what they did (or did not do) with it while touching it.
Using this information, a psychometrist can wield other abilities (if he has them) which allow him to learn more about those who have handled the item, such as finding or postcognition. This makes psychometry a 'gateway' of sorts for digging up information about a wide variety of individuals, some of which may not seem relevant when psychometry is first used, but give additional clues upon being probed with these other powers.
A -1 CS is applied for each subsequent individual back in time that handled the item, at least until the rank would dip below Shift 0. After this point, this particularly psychometrist can't make further sense of the impressions. Other than this, there is no temporal limits on psychometry; if an item has been left idle in a crypt for ten thousand years, psychometry doesn't care, treating this period as if it were but a fleeting moment.
Purge
School Spell (Philosophical)
Duration: instantaneous effect
Cost: 1 point per rank
Purge is a spell which philosophical mages can use to, well, purge a person, place or thing of a particular philosophical taint.
It works by bathing the target in a wave of philosophical power diametrically opposed to that which the sorcerer wishes to purify (or defile). For example, a philosopher of good magic could bathe an area in like energies to quell the evil left behind by a demon, while destructive energies could be used to negate restorative power.
Any form of philosophical energy can be emitted with the use of this spell, though naturally a specific philosophical mage cannot negate his own chosen form of energy - no philosopher can wield the energies opposed to his own, preferred power source. Not that he should want to - the whole point of wielding a specific form of philosophical energy is to promote its growth in the cosmos, after all!
To purge a target of specific philosophical energies, the caster of this spell must pass a spell FEAT against the intensity of the taint within. If this FEAT is successful, the taint is removed permanently in an inanimate object, willing subject or an area within Very Near range in a non-aligned universe. A purging of unwilling beings or animate objects, or plots of land in aligned universes lasts for a number of turns equal to this spell rank number.
Q
(there are no spells that start with the letter Q)
R
Reanimation
Dimensional Spell
Duration: instantaneous effect
Cost: 2 points per rank
Reanimation is the ability to instill a semblance of life into formerly living creatures. This works in a number of fashions, the end result being that the formerly inanimate biological matter reanimation was used upon has been given the ability to move again! Such reanimated creatures are under the control of their creator, and will usually do his bidding without question - he's instilled them with their new unlife, after all.
The difficulty of reanimating a dead body depends on just how much of it remains. A fresh corpse (aside from minor damage, such as whatever ended its life) requires but a green power FEAT roll. Yellow FEATs are necessary when a considerable portion of the body is gone, or if serious damage was inflicted upon it previously (dying in a fire, losing an arm, etc.). A red FEAT is called for when naught but a skeleton remains of the body.
Most often, the reanimated creatures will take the form of a zombie - a nigh-mindless humanoid form. This assumes that reanimation was wielded upon relatively intact human corpses. The less intact a corpse is, the less Health it will have; a skeleton is a form of zombie that is mostly devoid of flesh, and has but eight Health points. If used on animals, characteristics for such must be worked out independently.
However, a reanimator can create more powerful forms of undead if he wishes. This requires the use of additional abilities, but it is within the realm of possibility. For example, a reanimator who also had the vampirism power could raise vampires himself. The only problem with this is that more powerful - and more intelligent - undead creatures are harder to control, and may actively plot against their recreator to gain their freedom.
Achieving control of one's undead creations requires a power FEAT roll against the Psyche (will) rank of said creature. This is almost always successful against mere zombies, who have a Shift 0 Psyche (will) score. More powerful undead creatures may very well resist this control however, and if they break free they might assault their recreator if he's treated them badly (either for real or in the undead's imagination).
The fun part is that this trick works both on undead creatures that a reanimator has created and those created by other reanimators. In order to 'steal' control of another reanimator's minions, a reanimator must pass a reanimation FEAT roll against the intensity of the other reanimator's reanimation ability. If he manages this, he can then attempt to control that undead as if he'd just created it (per the above).
A reanimator may create any number of undead minions to do his bidding, but he can only actively control a limited amount of such at a time. The number of undead he can actively give commands to simultaneously is equal to this power rank number. While he can only directly command this many at once, other undead under his sway will continue previous tasks given to them - at least, until they've completed such.
Alternately, a reanimator can temporarily animate bits of dead bodies, much as other matter animators can handle their own areas of interest. This requires but a green power FEAT roll, and allows a reanimator to control any deceased biological matter available, no matter how small, like a macabre puppet master. This does not create new undead creatures at all, but simply allows the reanimator to make use of such 'spare parts' in a pinch.
The major problem with reanimation is that its creations are contagious. All undead possess a means by which they can create more of their kind, though usually this is considered a negative consequence of their undead status (such as the Curse of the Zombie, or the Kiss of the Vampire). Indirect creations of a reanimator are considered 'his' for the purposes of control, but if unaware of them they may become free-roaming undead.
And this never bodes well for a civilization... any civilization. So why bother? Well, zombies and the like are a great source of free labor, however smelly. Let loose in a factory, a zombie work force can continue to perform the tasks given to them indefinitely. And when you really need a horde of monsters to wipe out the neighboring town, why bother with the more skilled minions amongst your ranks? Send in the zombies!
Resistance Aura
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1/2 point per rank
This ability, once activated, provides its wielder power rank resistance to any one attack form. This resistance can be to any one type of damage or attack found in the Universal Heroes game, from edged attacks to electrical damage to emotion control. When subjected to the chosen form of attack, a character with this ability may subtract this rank number from the incoming damage, which may be enough to negate it entirely.
If a character has a resistance that 'defaults' to a standard ability score (e.g., Intuition versus emotion control), this ability will have a minimum rank equal to that ability score +1 CS - otherwise, determine a rank for this resistance normally.
A character may acquire new resistances as stunts off the original ability. The thing to keep in mind is that each resistance counts as one power for the purposes of maintenance (whether as a spell or as a psi power). So our hero with the above resistances could activate, say, five resistances all at once, but this would require being able to maintain five spells or psi powers at the same time, instead of just one.
Resurrection
Dimensional Spell
Duration: instantaneous effect
Cost: 2 points per rank
This potent ability allows its wielder to raise the very dead. This is not reanimation, in that one is not creating near-mindless zombies and other undead to do his bidding, but the restoration of full life functions! There is both a physical and a metaphysical aspect to this ability, the former of which depends on how much of the dead body is intact, while the latter depends on how long a body has been deceased.
In other words, resurrecting the dead requires two distinct FEAT rolls.
The first has a difficulty based upon how much of the dead being's corpse remains. A green FEAT can resuscitate an intact (or nearly so) body; this corpse has only minor damage, if any. A yellow FEAT roll is necessary if the body is only partially intact, or suffered severe damage (died in a fire, or is missing one or more limbs). A red FEAT can restore life to a body that is mostly gone (skeletal remains, cremation, or frozen and shattered bodies).
If this first FEAT roll is successful, the body has been repaired and is ready to receive its spiritual inhabitant. Note that if this is too difficult (the character makes a point of raising the long dead, or his allies have a habit of being eaten alive) one could make use of abilities like the conjuration spell to iron out the kinks here, and restore the body to pristine condition (thus only requiring a green FEAT roll to get the body prepared).
Once the shell is ready, the resuscitator must give it the spark of life, and reunite the body with its lost essence. If the body died within the last year, this is a green power FEAT, while a yellow FEAT roll is required if it died within the last century. Reaching back further than this requires a red FEAT result, as the corpse's spirit has long since moved on to the next stage of its existence (whatever that may be).
If successful, this will draw the lost anima from wherever it had gotten to and fuse it anew to its former body. The resurrected entity will be disoriented for 1d10 turns, during which time it will acclimatize itself to its renewed state of life. After this, the resurrected character (or animal, or whatever) may do as he wishes, not at all being bound by the will of his resurrector (though likely grateful, for the most part).
Resurrection can be a powerful tool for adventurers, as it mostly negates the threat of death, but there can be consequences.
Generally speaking, a body will not remember what occurred to it after its death. However, the longer a body has been resident in some afterlife or another, the more likely it is to have memories of some sort about that time. Even more likely, the individual entities in charge of said afterlife will take notice if one of their charges has been ripped from their care after being resident for centuries.
On the other hand, a character that has been resurrected many times may irk the ire of whatever death god(s) hold sway over them. They may be tired of repeatedly losing one of their prizes to the resurrector, and may pay him a visit. One never knows if this will involve a stern talking to about the nature of life and death, or instead taking the resurrector's soul in the place of the resurrectee's.
Similarly, dice rolls to the contrary, it may be impossible to raise a person from the dead if their spirit has been irrevocably changed after leaving the body. This can involve anything from becoming one with the universe to transforming into mythological creatures such as angels or demons, or even having one's essence consumed or destroyed somehow. If this happens, the resurrection will fail.
Not that the resurrector may necessarily know this. When this ability is used on a being whose anima has been transformed or destroyed, it's possible that someone may take notice and insert something else instead of the soul in question. If this occurs, the wielder of this ability may attempt a Reason FEAT roll to determine if something has gone awry; if successful, the resurrector will at least know what has happened.
If it fails, they'll be none the wiser (and hilarity may quickly ensue).
Most of these concerns involve edge cases though, and usually won't be a serious problem to the wielder of this ability. For the most part. But it does pay to not go raising people from the dead willy-nilly, or else one might end up like Asclepius. He raised the dead for fun and profit, until Zeus struck him down for his perfidy. Sure, he was eventually elevated to godhood himself, but it was a rather rough road getting there.
S
Screened Senses
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
The character with screened senses enjoys protection from sensory attacks of one or more varieties. This is often the result of technological innovation, but can be inherent as well - perhaps a built-in input 'cut off' to sensory organs to prevent overload, or special properties that prevent excessive input from reaching the receptive nerves in the first place - it all depends on the nature of the sense(s) to be screened.
The thing to keep in mind is that there is always a trade off with screened senses. While this ability provides power rank protection to the sense(s) indicated against sensory assault (blinding flashes, painful sound pulses, noxious odor, etc...), screened senses invariably dull the normal function of said sense(s) somewhat. Senses screened by this ability will function at a -1 CS to the character's Int (alt) score.
Or alternately, at a -1 CS to the rank of a super sense or other super-sensory ability, if applied to it.
One benefit of screened senses is that one need not screen all of their senses with it. For every sense subtracted from the protection of screened senses (either normal senses or super sensory abilities), reduce the cost of screened senses by 1.
Scrying
Group Spell
Duration: per each individual spell granted
Cost: 3 points per rank
Scrying is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster uncanny knowledge across the gulf of space and time, as the situation demands. Once a day, upon first casting the scrying spell, a mage may choose any one of the five following spells, at which point scrying will be set to reproduce that effect for the rest of the day:
Augury, Clairsentience, Enchanted Eye, Postcognition, Precognition.
Sending
Personal Spell
Duration: instantaneous effect
Cost: 1 point per rank
A sending is a psionic construct, a sort of semi-sentient package of mental energy that its creator can insert a message within. Once this message has been instilled within the sending, it will then make its way from its creator to the recipient of said message. After the message is delivered, the sending will dissipate, its purpose complete. In a way, sendings serve as a sort of one-way telepathic messaging system.
The difference between sending and telepathy, however, is the range involved. While telepathy itself has a respectable range (functioning on the Far range table), sending can operate over a much greater distance. You see, a sending has a sort of built-in version of finding, and can locate the recipient of its cargo anywhere in reality. Furthermore, it has the ability to get to its target no matter where he may be.
A sending can travel anywhere, its energies being self-sustaining while it's about its appointed task. Being composed of mental energy, it can move at relativistic speeds, but it cannot teleport, dimensionally transit or time travel. Instead, if it needs to do so, a sending will seek out the nearest rift in space and/or time in order to move from where it is to where it needs to be.
Sendings are immaterial by nature, able to pass through most objects with ease (unless they are strong enough to possess psi resistance), and usually the only way to stop one from doing its job is to wield power over the psionic energy that makes it up - or to douse it in antipsions (both of which must overcome the sending rank). This is easier said than done however, as the things do move at the speed of thought.
Sensing
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Sensing is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster access to supernatural sensory capabilities beyond the norm, as the situation demands. Once a day, upon first casting the sensing spell, a mage may choose any one of the five following spells, at which point sensing will be set to reproduce that effect for the rest of the day:
Biological Sense, Danger Sense, Energy Sense, Flaw Sense, Magic Sense.
Shape Change
Personal Spell
Duration: instantaneous effect
Cost: 1 point per rank
The shape change ability allows a character to radically alter his very form. A shape changer can assume the form of literally anything he can think of, whether this is an abstract geometric shape, a plant or animal of any sort, or all manner of inanimate objects. This ability is bound by four minor constraints, each of which can be worked around with the liberal use of power stunts or other super human abilities.
Of course, the main consideration while shape changing is that of relative accuracy. A white FEAT roll will allow a shape changer to assume the general form he was aiming for, though he's clearly not the 'real deal' (a television covered in flesh). A green FEAT gets him pretty near his target shape, though a close inspection will reveal the truth (those knobs on the television look like toes). A yellow FEAT allows for a perfect duplication.
Nominally, a character who has changed shape will retain that form indefinitely. It only takes a few seconds to actually change one's shape (one action), but the results are permanent - at least, until the shape changer wishes to return to his normal form. He can do this automatically... unless this ability is negated somehow. If this happens, one may be 'stuck' in their new form until shape changing capability is restored.
Shape change is a gateway of sorts to acquire a large variety of physical powers, but each of these must be mastered as a separate power stunt. Learning how to harden bits of oneself so they can function as physical weaponry - without breaking and causing oneself injury upon use - isn't easy. But a shape changer can 'learn' how to simulate anything from natural weapons to flight to body armor to anything else that makes sense.
The second constraint of shape change is that its wielder is bound by his own volume. He can transform himself into a perfect replica of a Giganotosaurus carolinii, but he'll still be about human (or whatever) sized. Shape change alone cannot alter one's volume by more than fifty percent either way, but growth or shrinking (as either power stunts or separate abilities altogether) can ignore this limitation.
Shape change's third constraint is a matter of anatomical cohesion. He can turn into a mess of clockwork gears, but a shape changer cannot actually separate himself into distinct bits; the gears will actually be one solid piece, though the illusion of motion can be created with a constant application of shape change. This limitation can be bypassed with the detachable parts ability (as either a power stunt or a separate power).
Finally, shape change's last constraint is that it cannot, by itself, transform the nature of one's biology. One can turn into a maple tree but that tree will still bleed upon being pierced, instead of oozing sap. Animal and/or plant hybridization can cover gaps such as these, while transformation / self allows a shape changer to literally turn into a specific material instead of just faking it (as with body armor, above).
These abilities, as per the previous, can be learned as power stunts or used with shape change if they exist as independent powers.
Shields
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Shields is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to defend himself from a harm in a number of different fashions, as the situation demands. Once a day, upon first casting the shields spell, a mage may choose any one of the five following spells, at which point shields will be set to reproduce that effect for the rest of the day:
Aura Shield, Deflection, Great Shield, Individual Shield, Layered Shield.
Shrinking / Others
Universal Spell
Duration: special
Cost: 1 point per rank
This curious ability is a means by which one can physically decrease the size of any target in his environment, living or otherwise. The character possessing it has the ability to reduce the volume of his target, doing so by applying a multiplier to its current size as if the target suddenly acquired an equivalently ranked shrinking / self ability (which details the specifics of shrinking rules).
Non-living targets can be shrank with but a green roll, but living targets are allowed an End (res) FEAT roll to avoid the effect (if unwilling). The effects of shrinking / others will last for a duration dependent on variables present when the power is used. A green shrinking / others FEAT will make it last for a number of turns equal to the power rank number; an Amazing (50) rank with this skill causes it to last for five minutes (50 turns).
A yellow shrinking / others roll will multiply this value by ten, meaning that Amazing (50) power will make a body shrink for fifty minutes, instead of five. A red shrinking / others FEAT will contract the size of living entities for a number of hours equal to the rank number (fifty hours for our Amazing friend above). The latter assumes an animate target; inanimate objects are shrank permanently unless the shrinker chooses otherwise.
Or later deactivates the shrinking he subjected it to.
But how does this work? The standard explanation for shrinking is that its wielder stores the mass necessary to contract his target's volume in an extradimensional space of some sort. This simply means there's less of it than there was before, as its mass is stowed away to reduce the shrinking target to its new volume. This allows a character using shrinking to function normally, tiny size notwithstanding, in his environment.
The loss of mass and atoms will not be readily apparent at first, at least until a character is reduced by Class 1000 shrinking, at which point his very form will become more 'simple' as far fewer molecules are left to represent it. At Class 5000 rank, the character will consist of a single remaining particle, at which point further shrinking will blip him off into some random femtoverse, a subatomic space, where physics may be bizarre indeed.
Shrinking / Self
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Shrinking is the ability to decrease one's effective volume dramatically. This power functions relative to the normal human size, which is approximated in the Universal Heroes system as six foot tall (it makes for easier math). All characters are assumed to be at this height (give or take a few inches, obviously) unless they possess quirks to the contrary, or some sort of ability (like this one) to change their size.
Entities that are naturally much smaller will possess this power as a sort of explanation for their size; say our heroes encounter a race of pixies, all of whom are four inches tall! Such individuals would have this power as a permanent, always-on ability, one that cannot be 'neutralized' by powers which affect super-human skills. Pixies in particular would have Good (10) ranked 'shrinking' at all times to showcase their size relative to normal beings.
A character that is at a smaller than normal size may very well be subject to size factors. For every halving of human height an entity possesses, they shall receive a -1 size factor (our pixies, above, would have a -4 size factor). This size factor entails a combat adjustment to a shrunken foe when facing off against normal-sized opponents - and one for normal-sized opponents when tackling a being possessed of such small stature.
How this works is that a normal-sized opponent attacking a diminutive foe (or one that's naturally small) suffers a -1 CS to hit for every -1 of size factor that foe possesses - but they also receive a +1 CS to the damage they inflict, as well as 1 CS of damage reduction versus small-sized foes for each -1 of size factor, as well. Alternately, a tiny-sized foe receives a +1 CS to hit normal-sized foes for each -1 size factor they possess.
For example, say a hero is facing off against a swarm of super-powered, inch-long Australian bulldog ants. Since they are about 1/64 of a normal human's 'height', the ants possess a -6 size factor. The hero is at -6 CS to hit them, but he benefits from a +6 CS to his damage upon striking them, and has 6 CS of damage reduction against them. They, on the other hand, may strike him at a +6 CS to hit. And there's lots of them...
When dealing with characters who both possess a size factor, simply subtract the smaller character's size factor from the larger one to determine a net difference. If we pitted those pixies against our bulldog ants, we'd have a size factor of -4 (the pixies) versus the size factor of -6 (the ants) for a net difference of 2. The pixies would be treated as if they were of a normal size, and the ants as if they had a 'mere' -2 size factor.
| Shrinking Rank | Size Multiplier | Size Factor | Shrinking Rank | Size Multiplier | Size Factor |
| Feeble | 1/2x | -1 | Monstrous | 1/512x | -9 |
| Poor | 1/4x | -2 | Unearthly | 1/1024x | -10 |
| Typical | 1/8x | -3 | Shift X | 1/2048x | -11 |
| Good | 1/16x | -4 | Shift Y | 1/4096x | -12 |
| Excellent | 1/32x | -5 | Shift Z | 1/8192x | -13 |
| Remarkable | 1/64x | -6 | Class 1k | 1.048 million x | -20 |
| Incredible | 1/128x | -7 | Class 3k | 1.073 billion x | -30 |
| Amazing | 1/256x | -8 | Class 5k | 1.099 trillion x | -40 |
Fun Fact 1: the smallest thing a normal human eye can see is .1 millimeters in length, or approximately .004 inches. Shrinking beyond Shift Z rank will reduce a normal human below this size, and anything this small or smaller is not directly visible to the naked eye. Of course, if they're glowing with energy this may mitigate the problem some, but foes that are effectively invisible because of this incur a further -4 CS to hit under such conditions.
Fun Fact 2: shrinking of Class 1000 rank is enough to drop a normal human down to 1.8 micrometers, smaller than most cells. Class 3000 shrinking makes a human about 1.7 nanometers in height, enough to see and interact with individual molecules, and Class 5000 shrinking makes a man around 1.6 picometers, allowing him to rest easy inside the structure of a hydrogen atom. Further shrinking will drop someone into a 'femtoverse'.
The standard explanation for shrinking is that its wielder contracts his volume by storing his mass in an extradimensional space of some sort. This simply means there's less of him than there was before, as his bodily mass is stowed away to reduce the shrinking character to his new volume. This allows a character using shrinking to function normally, tiny size notwithstanding, in his environment.
The loss of mass and atoms will not be readily apparent at first, at least until a character is reduced to Class 1000 size, at which point his very form will become more 'simple' as far fewer molecules are left to represent it. At Class 5000 rank, the character will consist of a single remaining particle, at which point further shrinking will blip him off into some random femtoverse, a subatomic space, where physics may be bizarre indeed.
Being 'stuck' at the size offered by shrinking is considered an extreme limitation, allowing for a four point reduction in the cost of this ability (point-based character generation) or a +4 CS in the overall power rank (random character generation). This is 'extreme' because it means the character cannot interact with human-sized objects at all, and must have all gear (including clothing!) made for someone of his tiny volume.
Keep in mind that justifying 'permanent' shrinking as a spell would be especially tricky, and possibly involve a 'booby trapped' source for the magic. It would absolutely require immunity to normal annulment or subsequent growth, or else it wouldn't be all that much of a limitation to speak of. Without such 'immunities', this condition would be semi-permanent at best, and only count as a 'strong' limitation.
Sleep
Universal Spell
Duration: instantaneous
Cost: 1 point per rank
The sleep ability allows its user to rapidly neutralize a large number of people - without directly harming them. When invoked, sleep shuts down the conscious minds of all sentient beings within the wielder's current area, if they fail a Psyche (will) FEAT roll against the sleep ability's rank. Those affected will usually lose consciousness within a second or so, having just enough time to lie or sit down before passing out.
The effects of sleep last for 1d10 turns, though unlike a lot of mind altering powers, the targets do not gain an additional FEAT roll to resist each turn. This is because a state of sleep is somewhat fickle, and can be readily interrupted by external forces. Such interruption can come in the form of sudden stimulus (loud noise, a slap, noxious odor) or even something as simple as vigorously shaking the sleeping individual.
Sorcerous Invisibility
Dimensional Spell
Duration: while maintained
Cost: 1 point per rank
Its name something of a misnomer, sorcerous invisibility is an illusory trick by which one may keep the use of his magical powers a secret. How it works is that, when casting magic of some sort, sorcerous invisibility disguises its effects as mundane phenomenon. For example, a sorcerer firing eldritch bolts at demons on a busy street corner might overlay the scene with imagery of him heaving a rock at muggers.
While it is maintained, the obvious effects of magic are masked, with this ability actively working against the Intuition (alt) of anyone within Middle distance of the caster. If witnesses to the magic fail a FEAT against this power rank, they won't realize anything fantastic is going on - and in fact, if the use of sorcery has no direct effect on the environment, they may not even know anything is transpiring at all!
The power of sorcerous invisibility interacts with the other spells a mage is using, other magic in the environment and the minds of those within range, such that everyone affected perceives real-time updates to their environment to cope with the spells on display before them. This allows mages to combat each other without alerting the 'mundanes' when they cannot relocate to a more convenient and/or isolated field of battle.
Or, alternately, lets a wizard or psychoturge keep knowledge of the occult from driving mere mortals mad upon exposure to it.
Sorcerous invisibility is more powerful than ordinary illusion projection in that it isn't hampered by ever-greater numbers of witnesses. On the other hand, it is limited in that it only masks magic or magical beings in the vicinity. Also, anyone with nonapparent vision or the ability to detect magic or other energetic phenomenon may be alerted to its use, even though their standard senses are completely fooled.
Sorcerous Literacy
School Spell (Eclecticism)
Duration: instantaneous effect
Cost: 1 point per rank
Related to linguistics, sorcerous literacy allows an eclectic mage the ability to read arcane languages of any variety. While linguistics itself can translate the physical words and symbols on the printed page of a magical tome or the like, sorcerous literacy lets its wielder actually make use of such. Using this spell, an eclecticist can transcribe spells of any other school for his own personal use, no matter their origins.
With this capability, an eclectic mage may readily absorb mystic knowledge he otherwise wouldn't have access to - which is normally most such knowledge, considering their general modus operandi. The essential qualifier to whether or not an eclecticist can pull this off is a simple FEAT roll, made against the intensity of the spell as it rests in written form. If this FEAT is successful, the eclecticist has transcribed the written spell successfully.
He may then attempt to use his work with this spell to develop it for himself normally. If this FEAT roll is unsuccessful, the eclecticist will have to find a different source of the same spell in order to master it - or, alternately, has produced a critically flawed version of the spell, which he won't find out until he tries to use it for the first time. If the latter occurs, the character has two choices.
He can get a refund on his invested Karma, and scratch the broken spell of his list before trying again somehow, or he may instead keep the flawed spell as a part of his sorcerous repertoire. The latter option assumes he's okay with the malfunctioning magic, and either intends to eventually right it somehow, or actually prefers it as-is. This method works for paraprobabilitists, after all...!
Spectral Sense
School Spell (Voodoo)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A spectral sense is one which allows its wielder to perceive intelligences Near oneself that are only present in adjacent, higher dimensions. This primarily consists of astral forms and actual entities which might be present in the equivalent mindspace, but can also showcase beings in other coterminous realms or even local disembodied spirits. Unless hidden somehow, these intelligences will be revealed on a green FEAT roll.
Once a spectral entity is revealed, the wielder of this sensory ability can not only 'see' and 'hear' it, but can communicate back! While a restligeist cannot really communicate, being a non-sentient 'echo' of one's presence, a poltergeist readily can - and usually will. Astral forms and the like may or may not communicate depending on their desires, though usually one in the area is there for purposes of espionage or other subterfuge.
Spectral sense is a powerful tool for investigators of the paranormal, and many a seeming charlatan has made use of this ability to earn a quiet living for themselves. It is an essential ability for true mediums, as well as anyone else who works with the formerly living.
Spell Control
School Spell (Paraprobabilitism)
Duration: while maintained
Cost: 2 points per rank
Spell control is the potent power to actively manipulate the very form and function of magical abilities. It only works on magic spells or magical powers inherent to the body of its target, not other talent-based abilities (learned psionics) or non-magical super powers (such as mutations). Furthermore, spell control can only affect the magical abilities of others - not those wielded by its possessor.
If a mystically inclined individual or the effects of their abilities are present within Near range of the spell controller, he can attempt to seize control of such. If attempting to use this ability on a magic effect free of its creator's body, this only requires a FEAT roll against its intensity. If the magical ability is not in use or is otherwise internalized to its target, its possessor is also allowed a Psyche (will) FEAT to resist.
Once the possessor of spell control has taken control of the magic of another, he can do any number of things with it. However, spell control actions require a second FEAT roll, based on how complicated its wielder's intentions are. Redirecting the target of a magic power or spell (pointing an eldritch bolt away from oneself, or 'borrowing' the armor of another) requires a green spell control FEAT roll.
Activating or inactivating magic already in play requires a yellow FEAT roll. This can range from being a nuisance to downright lethal, depending on how vital the power being tinkered with is to the survival of its possessor. Yellow FEATs also allow one to change minor details of the magic's nature somewhat (perhaps, say, changing that eldritch bolt into something the spell controller is more resistant to, like a beam of feathers?)
A red FEAT roll grants the spell controller the ability to drastically alter the nature of magic, being able to transform it from any one ability into any other he desires. This might turn an armor spell into shrinking, or teleportation into dimensional transit (causing its wielder to blip off into parts most unknown). Such applications are by far the most dangerous uses of spell control - and the most lethal.
Luckily for the opponents of a spell controller, the effects of this ability are highly transient in nature. They only last as long as the spell controller is actively concentrating upon his changes. Furthermore, each turn someone is subject to spell control (perhaps the spell controller is 'borrowing' his abilities for a while), he may attempt another FEAT roll to resist its use on his person.
Spiritual Link
Personal Spell
Duration: special
Cost: 2 points per rank
The spiritual link spell serves to literally tie the essence of another spellcaster to oneself. This spellcaster is usually no longer among the living, and has plenty of time with which to guide the wielder of the spiritual link spell in whatever way he feels helpful. In rare instances the spiritual link spell may instead link the caster to multiple such essences, or even to a still-living sorcerer on another plane of existence.
When first cast, spiritual link will seek out such an essence. The caster of this spell will be given a 'menu' of sorts, of all the potential candidates nearby (within Far range) for creating such a link. Most often, these will be (former) members of one's school of magic, or at the very least individuals who share the same basic goals as the caster. But sometimes, a candidate will arise who fits neither of these criteria.
This candidate may require the caster's services for some task or another - or the reverse may be true - and the two may otherwise be at cross purposes. This can lead to trouble down the road for the caster of spiritual link, but might be just what he needs to resolve the current crisis. Either way, once the caster has decided upon the candidate (or candidates, in the event of a tight-knit group of like minded souls), the bond is made.
Once a spiritual link is established, the caster has the benefit of several special abilities while said link is active. Since he is of two minds (literally), the caster gains a +1 CS to resist any mental control or attack powers. Furthermore, the caster has at least partial access to the knowledge and memories of his spiritual ally, which he will readily share under most circumstances (unless something is particularly embarrassing).
In addition to knowing strange and ancient secrets, this gives the caster access to additional spells! These spells are those which the spiritual entity itself knows, and should be determined by the game Judge (as with all the other details of the linked essence). The caster can wield these spells at the spiritual link rank, instead of their original ranks, which gives one quite an edge in battle.
The down side to the spiritual link spell is that, under certain circumstances, the linked essence may try to gain control of one's body for its own purposes. This may come about as a result of direct mortal peril to the spellcaster, if the caster commits an action opposed to the essence's morality, if the caster encounters an area or person directly tied to the essence's past, or when using spells the essence knows that are not of one's own school.
Or, if the essence isn't particularly fond of the caster, it might try to take over 'just because'.
The essence linked by this spell may do this in a contest of wills, pitting the character's Psyche (will) against its Psyche (pre). If the caster fails against this action, he will lose control of his own body for 1d10 turns, at which point another contest may be attempted, pitting the caster's Psyche (pre) against the essence's Psyche (will). And so on. How this affects the relationship between the two depends on the personalities involved.
Spiritual Link itself generally assumes the linked spirit is cohabitating in the head of the caster at all times. However, the spell can be limited somewhat, enhancing its power considerably. If the link is dependent on the presence of a talisman of some sort (the skull of an elder, or the wedding ring of a fellow mage), add a +1 CS to the spell rank (or reduce its cost by 2 points). Alternately, it can be location dependent.
In this case, the caster only benefits from the link while in a special kind of area or a specific location (faerie circles are an example of this, as is the remote grave of the dead spellcaster). The more specific and inconvenient a location, the greater the benefit (+2 CS / -4 points for the circles, for instance, while +3 CS / -6 points for the grave). While the link is only active under these conditions, it's much more powerful in effect.
Static Shield
School Spell (Paraprobabilitism)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
A static shield is a defensive construct its wielder may build around himself or another, which protects them from the effects of Probability Fallout. Once erected, a static shield vigorously defends the current form of its occupant's existence, absorbing and nullifying all PF of its rank or less that it comes in contact with. This is a great way for a paraprobabilitist or a psychoturge to protect his allies from his 'mistakes'.
If overwhelmed by PF, a static shield will collapse, but the PF that actually broke the shield will not affect its former occupant - not this turn, at least. If a static shield is broken, it may behoove its creator to build another one as soon as possible, in order to avoid the effects of PF contagion; while the 'main' threat of PF may have been diffused by the shield during its collapse, the stuff is notoriously sticky.
A mostly useful side effect of the static shield is that it prevents anyone from manipulating the probability field of its occupant. While so protected in a static shield, a person has the static shield's rank in resistance to luck controlling abilities - whether beneficial or harmful. While it may prevent good luck from helping the shield's occupant (even his own!), it will similarly protect him from being 'jinxed' by others while active.
Summoning
Dimensional Spell
Duration: special
Cost: 2 points per rank
Summoning is the ability to draw forth other living creatures - and bind them to your will! It can be used to make manifest creatures native to one's own world, whether sentient or otherwise, alien creatures from across the cosmos, or even enigmatic entities from beyond the universe. Summoning may bring one creature or many to the summoner, to be directed towards any task they are capable of... assuming he's strong enough.
Once the summoner has decided what he wishes to call forth, he must make a power FEAT roll against the Psyche (will) score of his target. If this FEAT roll is successful, the creature will appear before him, and can be directed to perform one task. Once this task is completed, the summoned entity will disappear, the summoner's hold upon it broken, and it will smartly return from whence it came.
This assumes that only one creature was called by the summoner. If the summoner wishes to bring about multiple creatures, he can do so, each doubling of such subtracting a -1 CS from his effective summoning rank. This may not be a huge deal when conjuring up a cloud of Africanized honey bees (who have no Psyche rank to speak of), but summoning a horde of pixies might be the last thing the summoner ever did.
Except for the screaming and so forth.
This is because, if the summoning FEAT fails, the called creature(s) might answer the summons anyway. Those creatures that do so may do as they please, no matter what the summoner demands of them. And the more uncontrolled creatures one calls forth, the more creatures there are to vent their frustration upon the summoner for attempting to drag them away from their lives to do his dirty work.
One problem with summoning is that the summoner does not know if a creature is truly under his control until it disobeys his commands. Powerful creatures love to take advantage of this 'loop hole' in summoning to try and wring something out of the summoner in return for services rendered. Alternately, they may threaten him with bodily harm after the task is completed if he does not bargain with them beforehand.
On the plus side, if he's indeed taken control of the creature so called, a summoner can ignore these boasts and threats... unless the creature figures out enough about him to find its way back to him after the summoning. Or can resist the summoning power's banishment of it after it has completed the task the summoner called it to perform. Some entities truly lack a sense of humor, and can bear a grudge for a very, very long time.
Super Senses
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
Super senses are just what they sound like - a human's ordinary sensory ability heightened to a super-human degree.
How this works is that Int FEATs based on sensory input will be based on the Int (alt) +1 CS or super senses rank, whichever is higher. Furthermore, the effective sensory range of a character with super senses is improved by one area; in other words, they wait one more area before applying negative column shifts.
Of course, that's not all. Each super sense provides additional abilities above and beyond their heightened range. Super vision can be used to note incredibly fine details on a target, making the detection of disguised or counterfeit objects laughably easy. Super hearing can be used to identify objects solely by the sounds they make. Super touch can feel incredibly minute surface texture details about any object.
Super smell allows one to identify the smallest traces of a substance in his environment, making him aware of toxic dangers long before others in his vicinity. A super sense of taste can be used to savor the flavor of something to an insane degree, allowing a character to identify something (or even someone!) by its individual ingredients - and possibly the person who mixed it together or made it in the first place.
These extra abilities function at the super senses' rank. The only real down side to super senses is that they make their bearer more subject to sensory assault. Blinding attacks, piercing sounds, and even noxious odors can easily flatten a character with super senses, as they suffer a -2 CS to resist such assaults. This can be overcome with the screened senses ability, but it inflicts a -1 CS on all enhanced senses.
One thing to keep in mind is that one need not have all of their senses function at a super human level. Each 'super' sense one removes from this power counts as one step of limitation, either adding a +1 CS to its operating rank or reducing its cost by two points. For example, a character who only wanted super vision would subtract eight points from the cost of this power, or would add a +4 CS to its effective rank.
Swirl
School Spell (Geomancy)
Duration: while maintained
Cost: 1 point per rank
A swirl is a cyclonic elemental aura that a geomancer may construct around their person. The geomancer creating the swirl can build it from any of the elements he has access to, doing so with more than one at a time, in fact. The idea of a swirl is to provide protection against attack for its creator, as well as an aversive damage field that will affect anyone foolish enough to enter melee range of its occupant.
The form of damage a swirl inflicts depends on its composition. Fire inflicts SD Energy damage, while water can cause Force damage, etc. When combining elements, the damage can either be the most effective of those present against someone blundering into it, or can instead elevate to higher forms of damage when necessary (air alone might inflict Force damage, but with stones imbedded within may cause Shooting damage).
Variable damage types aren't the only benefit of swirl, however. The more elements a geomancer adds to the spell, the more damage it can inflict. Two elements will enhance the damage it inflicts by +1 CS, while four will raise it by +2 CS, and if all seven elements are incorporated into a swirl spell, the damage it causes will increase to an astounding +3 CS! And that's just on the offensive side.
As a defensive aura, swirl also provides protection against attack. If a swirl is comprised of animal, earth or plant elemental material, it provides protection against injury per an armor spell, while if it is composed of air, fire or water it will provide protection like an aura shield. Weather, on the other hand, offers protection that is a combination of the two, which is resolved as follows:
Rank +1 CS / Spell Rank / Rank +1 CS / Rank -5 CS / Rank -7 CS
As with the offensive side of swirl, the protection it offers can be enhanced by adding multiple elements to the mix. If two 'armor' or two 'aura shield' types are used in conjunction, raise the defense swirl offers by +1 CS. If one of the 'armor' type elements is combined with one of the 'aura shield' types, it will transform into the weather form of protection, as detailed above.
On the other hand, if two of each elemental armor 'types' are used simultaneously, raise the protection for the 'weather' type of swirl by +1 CS - +2 CS if weather itself is also added into the mix. This allows a geomancer to make full offensive and defensive use of the various elements he's mastered in one terrifyingly effective spell.
Sympathetic Magic
School Spell (Voodoo)
Duration: special
Cost: 1 point per rank
One of the oldest kinds of magic in existence, sympathetic magic allows a mage to use a part of someone, however insignificant, in order to hold power over them. This most often takes the form of a drop of blood, a lock of hair, or even a nail clipping. In a pinch, the caster can use a possession of the target (like a sock or necklace or whatever) - but improvising in this fashion applies a -1 CS penalty to the spell.
With this component in hand, the caster of sympathetic magic can create a stand-in of the target if desired, providing a +1 CS to the spell rank - though this is not at all necessary (it's just a spell focus). This symbolic version of the target can take any form, often coming in the configuration of a doll of some sort - or even something as simple as a figure made from sticks. But why bother with all this, you ask?
Using sympathetic magic, a wizard can cast spells upon the target regardless of where they're at; sympathetic magic functions on the Far range table, extending the caster's other spells to at least that far out. This spell even includes a sensory link, allowing the caster to experience anything the target currently is; the target is allowed a Psyche (will) FEAT to resist, even if they don't know what they're rolling against.
Furthermore, sympathetic magic can be used to inflict direct damage upon the target. The caster can use a single sample to cause an amount of damage equal to this spell rank number (either all at once or over time) - after that, the component is expended and another must be acquired. This is why, when using the spell in a long-term campaign against someone, it pays to have many parts of them handy!
Synchronicity
School Spell (Entreatism)
Duration: while maintained, plus 1d10 turns
Cost: 2 points per rank
Synchronicity is a means by which an entreatist may take on an aspect of an entity's characteristics. While a general entreaty makes use of a boost to one spell or another, or is alternately an actual spell that specializes in the entreated being's sphere of influence, synchronicity physically imbues the caster with a portion of that entity's power. This allows the entreatist to more directly represent said being's power portfolio.
This aspect so absorbed temporarily gives the entreatist a characteristic that embodies that of the being which has been called upon. A synchronized being representative of chaos may grant the entreatist an aura which constantly generates Probability Fallout, or instead grant him a different magical power each turn, while synchronizing with a deity of earth may literally transform the caster into living stone!
This synchronized ability may be any aspect or capability known to represent an entity so emulated, which assumes at least a passing knowledge of the entity the entreater wishes to synchronize with (using the spell on random beings of power might cause undesirable effects). These characteristics will function at the spell rank, and last while the spell is maintained plus 1d10 turns (they take some time to fade).
Synchronicity itself imbues a character with but one characteristic of the entity he has synchronized himself with - at least, without multiple castings. Each additional 'instance' of a synchronized power counts as another spell for the purposes of spell maintenance.
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Telekinesis
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
'Mind over matter', telekinesis is the ability to handle objects in the environment with the power of one's mind. Telekinesis is essentially Strength at a distance, functioning with power rank ability upon any external matter within Near distance that its wielder desires. This can involve a variety of feats, including heaving a Buick ™ at someone, holding back rushing water, or even suspending random matter in the air.
A telekinetic character may manipulate numerous objects simultaneously, but each doubling of items handled reduces the effective power rank, both for total lifting strength and its effective range, by -1 CS. For instance, a Monstrous (75) ranked telekinetic could grab thirty two objects and have them orbit his body, but doing so would reduce the total weight he could lift by -5 CS (limiting it to Good (10) rank - or 400 lbs).
Telekinesis can be the basis for an immense variety of other powers, many of which are often learned as telekinetic power stunts. Several telekinetics learn how to affect their own body in addition to external mass, in order to acquire flight. Others compress their telekinetic might into force blasts, and even more learn how to create protective force fields with the power of their minds alone.
And that is the real strength of telekinesis - its staggering versatility.
Telepathy
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Telepathy is the art of achieving direct mind to mind contact with another sentient being. Achieving contact is automatic with a willing target, though an unwilling target may resist telepathic contact by passing a Psyche (will) (or any protective psi power, whichever is higher) FEAT roll against the rank of the imposing telepathy. Telepathy functions with Far range, giving its wielder a wide berth to contact others.
The basis for a large variety of other mental powers (many of which are often learned as power stunts), telepathy in and of itself is somewhat limited in scope. This ability allows one to communicate with other sentients, whether linguistically or visually, once contact has been established. Those in telepathic contact are aware of each other's surface thoughts, but digging deeper requires the use of other psionic abilities.
Telepathy can achieve contact with numerous individuals, but each doubling of people linked via telepathy (not counting the telepath initiating the link) inflicts a -1 CS to both the effective rank and range of telepathy. For instance, an Unearthly (100) ranked telepath could conceivably link the minds of 128 individuals in his vicinity, but would do so at a -7 CS (or at Typical (6) rank), and then 'only' with people within a ten mile distance.
Teleportation
Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank
Using the power of teleportation, a character may move from one point in space to another without actually crossing the intervening distance. Teleportation functions on the Far range table, allowing a staggering freedom of movement for its wielder. For example, just possessing teleportation at Typical (6) rank lets its wielder cross up to ten miles in the blink of an eye!
And a teleporter can bring more than just himself along for the ride, too. Teleportation allows its wielder to carry with him an amount of additional mass equal to his power rank number, as if it were an equivalent Strength score. The Typical (6) teleporter used as an example above could carry along two hundred bonus pounds of material - either a whole lot of gear or possibly another person (if he or she is light enough).
Teleportation works by momentarily 'lifting' its wielder (and any cargo) out of his current space-time and 'bouncing' him off of a higher dimension. Upon returning, the teleporter (and whatever he brought with him) materializes at the desired coordinates, no worse for the wear - that is, unless something was physically occupying the space he teleported into.
Usually, gaseous and liquid matter will simply displace upon the appearance of teleported matter, but the solid stuff is where problems arise. If one teleports into a solid object, he must immediately roll an Endurance FEAT against the material strength of the object he teleported into (or, if he manifested inside a living being, their Strength score instead). Success means the character teleported back out.
He and any cargo will return to their point of origin, rendered unconscious for 1d10 turns but otherwise all right. Should this FEAT fail however, the teleporter will take an amount of damage equal to the object's material strength (or victim's Strength) score, and fall unconscious. Trapped within the object, the teleporter will begin to lose Endurance ranks as if subject to a Killing blow - which he was.
If the teleporter is helped in time, he may be just fine, though this may be tricky if he manifests deep within a solid object, such as a building foundation or moon. Being teleported into prompts much the same action, and if this FEAT fails the person unwittingly teleported into will suffer like damage and may potentially die as well (even if the person who teleported into him manages to make it to safety).
Thaumaturgy
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Thaumaturgy is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to attack his foes in a number of indirect manners, as the situation demands. Once a day, upon first casting the thaumaturgy spell, a mage may choose any one of the five following spells, at which point thaumaturgy will be set to reproduce that effect for the rest of the day:
Annulment, Bands, Curse, Mystic Trap, Warding.
Time Travel
Dimensional Spell
Duration: instantaneous effect
Cost: 2 points per rank
Time Travel is the ability to move forwards and backwards in time. This powerful ability works by pulling its wielder outside the normal space-time continuum and bouncing him off of a variant timeline, the angle of deflection determining how far one may travel in a single hop. The larger a power rank a character has in time travel, the greater an angular deflection they can achieve - thus trips through time that stretch even further.
Of course, even a relatively small power rank can reach rather far into the time stream; a traveler may move through time a number of years (either forwards or backwards) equal to their power rank number cubed. Thus, a Feeble (2) ranked time traveler can move eight years either way, while a Remarkable (30) ranked time traveler has a 27,000 year range - the latter allowing him to visit all of known human civilization!
This lends itself to any number of theories about how to alter the past, the present, or even the future. The problem is that any time a body moves through time, he branches off a new timeline dedicated to each hop. When traveling to the past, a time traveler creates one timeline where he made it to a point in history, leaving behind his original timeline (where he didn't actually interfere with the past).
While in the 'new' timeline, the time traveler can alter 'his' past any way he wants. He can kill his grandparents, steal the Statue of Liberty, whatever. When traveling back to the present, he'll even see the results of whatever changes he has wrought - though even if he negated his own existence in this new timeline, he'll not vanish or anything because he is alien to it (despite being its ersatz creator).
Of course, the time traveler may not like the differences he has caused, and might wish to go back to the way things were. Doing so is as simple as returning to one's original timeline (which has a traveler shaped absence since he traveled), though this requires stepping into the second temporal dimension, and is considered a power stunt, as it involves an aspect of dimensional transit.
The whole part about going to variant earths and back.
Alternately, one can hope their allies from their 'real' universe will come looking for them, in the event that this power stunt cannot be mastered. If the stunt isn't viable, and there is no likelihood of rescue, it's possible the time traveler may be out of luck. Or may have to go back into the past and stop himself from changing things. Or maybe he'll try to do things differently, setting off even more branching timelines.
While traveling to the future, you don't actually branch off a variant timeline until you return. When you do so, you immediately split off a different timeline wherein the future you traveled to has been rendered an alternate; that precise future is no longer viable as a result of your present, as the mere act of seeing it has negated the probability of it occurring (it's one of those Schrödinger's Cat things).
Not to mention, you know, all those sleek future doo-dads you snuck back with you.
Mind you, all of the above assumes you immediately return after entering the time stream. One can, as a power stunt, exit the timeline at his current point and just drift. This extends the range of time travel to an infinite degree, as the traveler may move along the timeline as far as he wishes before allowing himself to be drawn back in. The problem with this mode of time travel is the level of accuracy involved.
It's kind of hard to tell where you're going, temporally speaking, while outside of time. Roll a FEAT to determine relative accuracy. A white FEAT roll means you could be at any point in time on any variant earth. A green FEAT means you have the timeline correct, but the time could be anywhen. A yellow FEAT gets you within a century of the desired time period, and a red FEAT gets you within about a month of where you want to be.
Topological Control
Universal Spell
Duration: instantaneous effect
Cost: 3 points per rank
Characters may use this ability to alter the very shape of an object. This is similar to the solid animation power, but can affect anything - living or otherwise, mechanical or 'natural'. It works automatically on inanimate objects, but something that is alive (or at the very least mobile) requires a to-hit roll on the part of this ability's wielder. Topological control may be opposed by resistance to either energy or warping attacks.
Topological control does not alter the strength of a material, at least as far as its molecular structure is concerned. If something is shaped to extremes it may not have the same effective m.s., however. Instances of such include stretching a boulder until it is paper thin, or alternately compacting the concrete on a city street into a massive lump. The base m.s. of the object involved is the same, but its configuration alters the m.s. some.
The actual difficulty of morphing one object into another depends on how complex the end result is. Making simple objects or just stretching an object like taffy requires a green FEAT. An example of a green FEAT roll would be warping a light pole until it wrapped around a foe, holding him in place. While the shape of the light pole has changed, it's essential function and homeomorphism has not. It may even still work!
Reshaping matter into complicated shapes, or altering the homeomorphism of one or more items requires a yellow FEAT roll. As an example of a yellow FEAT, imagine that light pole instead being morphed into a ladder. This is a much more serious change to the object, as it now has several holes (its homeomorphism has been altered). Whether or not the light at the top still functions (or if it has become two, or is still there) is up for debate.
Finally, a red FEAT is necessary when forming very intricate or moving items, or when radically altering the nature of something's form. Such changes may involve transforming that light pole into moving clockwork machinery, or concocting an internal combustion engine from piles of scrap metal. Such actions also include any drastic change to the configuration of living entities.
The latter is because topological control, by its very nature, will preserve the functions of a living being as its topology is shifted. Thus, keeping a human being alive when warping their body into the shape of a portable toilet requires a lot of finesse - and serious knowledge of how biological systems actually work. Warping such into a table or dog is much simpler, relatively speaking, and thus requires a lesser FEAT roll.
Topological control can alter an amount of matter equal to an equivalent Strength score each turn, and functions on the Near range table. Characters have the option of sacrificing 1 CS of range in exchange for 1 CS of mass - or vice versa - with a limit of 6 CS of adjustment. For instance, an Incredible (40) ranked topological controller could reduce his range to Feeble (2) to enhance the mass he can alter to Shift Z (500) levels!
Generally, changes to an inanimate object wrought with topological control are permanent - unless the character who has wrought said change reverses it. This requires no FEAT roll unless the object has been altered (whether by accident or design) since he himself changed it. Changes to a living being will last for a number of turns equal to the topological control rank - unless its wielder specifically concentrates on maintaining them.
Then, it can last until the topological controller releases his hold on the altered living being, at which point its own morphic resonance will restore it to its original shape. While being reshaped by topological control does not cause physical damage to a target, strictly speaking, the target's mind may be damaged by sadistic use of this power; being abused by this ability can lead to the development of strange phobias and other quirks...!
Transduction
Universal Spell
Duration: while maintained
Cost: 2 points per rank
Transduction is the ability to transform one form of energy into another. It functions on the Very Near range table, but allows its wielder to transform any form of energy within that distance as he sees fit. This is done by making a FEAT roll against the intensity of the ambient energy to be altered; if successful, the transducer will absorb the energy, processing it into its new form, and then emits it at -1 CS intensity.
If this FEAT roll fails, the power to be transformed is too great, and its intensity is not lowered appreciably (at least on this attempt). Used defensively, transduction can make a character incredibly hard to defeat - though overwhelming him is always one distinct tactical possibility; transduction is an active action, and the character using it can only wield it so many times in a given turn, after all.
Transduction can affect the nature of any physical or energy power source, either ambient or directed, but cannot alter or emit Sorcerous, Karmic or Deionic energies (unless its wielder specifically has access to to such). For example, a sorcerer could add energy forms which inflict Sorcerous damage to those he can transduce, while a psi could instead transduce Karmic attacks into something more mundane. Or vice versa.
While versatile, transduction can readily be limited in order to make it much more powerful. Limiting a transducer to either being able to convert or emit just one form of energy is a strong limitation (either adding +2 CS to the power rank or reducing its cost by 4), while limiting the transducer to being able to convert and emit just one form of energy is an extreme limitation (either adding +4 CS to the power rank or reducing its cost by 8).
Transformation / Self
Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
Transformation is the ability to radically change the molecular makeup of one's body. When this ability is first gained, the character possessing it may transform into any one material or energy of their choice. Additional forms, if desired, must be acquired either as power stunts or as additional 'versions' of the transformation ability. Transformation gives a character the physical characteristics of whatever they transform into.
Transforming into a solid material gives one an effective material strength (and thus, body armor) equal to either its normal m.s. or the transformation rank, whichever is less. While in a solid state, the character may move about and behave normally, even though he's made of a material that is otherwise rigid. He may have unanticipated effects on his environment, however (a man made of lead is very, very heavy).
A character who transforms into a liquid can flow like a fluid, easily moving through tight spaces and around objects as is necessary. Characters in a liquid state can readily change their shape, approximating a human form or pooling up however else they wish. While in a liquid state, a character gains the benefit of 1 CS damage reduction against physical attacks, as much of the energy of such will flow right through the character.
Transforming into a gaseous material allows one to move through tight spaces much like a liquid can, with the added option of flight. A gaseous character can fly at any speed, with a maximum equal to this power rank. Gaseous characters benefit from 2 CS of damage reduction against most physical attacks (see below). They can billow out to fill an entire area or condense their bodies into a generally human size.
Finally, a character may transform his body into a coherent energy field. When in an energy state, a character may wield transformation rank -2 CS versions of the appropriate energy generation power, no matter what kind of energy he transforms into. An energy state has the benefit of being able to fly as if moving through space, and possesses 3 CS of damage reduction against physical attacks of any variety.
While transformed, a character may also possess special abilities based on their new form's composition. Ice is brittle, but the character in an ice form can emit waves of numbing cold. Acid can dissolve many materials, particularly metallic ones. Uranium is inherently radioactive, and the character can release it in battle. Poison gas can easily kill a room full of people. Light can fly at light speed. And so on.
These abilities work at the transformation rank or their 'usual' rank, whichever is appropriate (one cannot rationally reduce light speed, for instance). The other benefit to transformation is that, while transformed, the character so changed has nothing even close to a standard biology, and thus may forego eating, drinking, breathing and even sleep as if he wielded similarly ranked environmental independence.
On the other hand, a transformed character is also vulnerable to attacks that would easily damage their new form's composition. An ice man would wilt before a blast furnace, while one made of metal would easily buckle against a splash of acid, and another made of air would be blown asunder by strong winds. Such attacks affect the character as if he possessed a level 1 allergy against them (they inflict +2 CS damage).
When taking damage in a transformed state, a character can visibly show serious damage, and even be shattered, but as long as he is not slain he can transform back to his normal state at any time. He may be a bit worse for the wear upon changing back (Health point loss, and so on), but such damaged characters will be otherwise fine. A transformed character's 'core' usually rests with the largest mass of their material.
One trick transformers can pull is to only partially transform their bodies. This is considered a power stunt, but allows the character to pull off certain maneuvers when a full transformation would otherwise be inconvenient. Making one's fingertips change into flames is a great trick at parties, and a way to start minor fires without completely igniting oneself, for example.
Transmutation
School Spell (Alchemy)
Duration: special
Cost: 3 points per rank
Transmutation is the ability to alter the very molecular structure of a material. A transmuter may take any substance, regardless of its chemical composition, and transform it into another of his choosing. This new chemical structure may consist of pure elemental matter, simple or complex chemical compounds, or even artificial and/or fictional substances seemingly in defiance of known science!
A green transmutation FEAT roll is typically required for somewhat easy transformations. They are most often called for when changing a substance into relatively simple materials comprised of natural elements. This can include anything from pure elemental materials (like gold or hydrogen) to common chemical compounds (like water or carbon dioxide). Green FEATs can only produce one chemical outcome at a time.
More complicated actions with transmutation generally require a yellow FEAT roll. Such activities include producing materials that incorporate artificial elements (such as americium), as well as more complicated chemical compounds (such as sugar). A yellow FEAT is also needed when producing two substances simultaneously (such as a solution of one material suspended within another, like salt water).
Extremely complex transmutation procedures most often require a red power FEAT. These transmutations are those which involve any 'fictional' materials (those which exist solely in the current game campaign) or are incredibly complicated in nature (anything from nanomaterials to strands of deoxyribonucleic acid). Red FEATs also cover instances of transmuting more than two ingredients at once (like the formula for Red Bull ™).
The character with transmutation may transmute an amount of material equal, in pounds, to his rank number each turn, and do so on mass within Near range. This is the median of how transmutation works, but this can be adjusted to better fit its wielder if desired. When he first gains this ability, a character may sacrifice 1 CS of mass for 1 CS of range, or vice versa, with a limit of 6 CS worth of shifting.
For example, let us consider a character with Amazing (50) rank transmutation. This nominally allows him to transmute 50 pounds of anything within twenty areas of his person. He would like more range however, and decides to alter the balance of such by 6 CS. This reduces the amount of weight he can transmute to four pounds (-6 CS of Amazing (50) is Poor (4)), but now he has Class 1000 range (up to fifty miles away)!
It's important to keep in mind the basic properties of matter when using this ability. Transforming five hundred pounds of scrap metal into oxygen is an easy way to blow up a house, as that much unpressurized air won't stay in a volume the size of a pile of scrap metal for long. Similarly, changing all the air in a room into lead is a great way to neutralize a bunch of targets - and yourself, if you lack environmental independence!
Transmutation is generally permanent when used on inanimate objects, assuming its wielder can make the proper FEAT roll for the complexity of the desired change in their composition. On the other hand, living beings can only be transmuted if the wielder of this ability can successfully target them (or alternately, overcome his resistance to metabolic attacks if he has that).
The effects of transmutation on the living last for a duration dependent on variables present when the ability is used. A green transmutation FEAT will make this ability last for a number of turns equal to the power rank number; a Remarkable (30) rank with this skill causes it to last for three minutes (30 turns). A yellow transmutation roll will change a target for a number of minutes equal to its rank number.
A red transmutation FEAT will change the target's molecular structure for a number of hours equal to this ability's rank number (thirty hours for our Remarkable (30) ranked friend, above). The latter assumes an unwilling target; if a target is willing to be transmuted for some reason (possibly to stave off imminent death), he can be transformed permanently - at least, until the transmuter reverses the changes he's wrought.
Transmutation can easily be limited by constraining it's potential output. Limiting transmutation to converting things into only one kind of substance (metals or liquids, for instance) is considered a weak limitation (+1 CS or -3 points), while restraining it to changing things into just one specific material (like the old-time alchemists' favorite, gold) would be a strong limitation (+2 CS or -6 points).
Speaking of gold, a strong consideration regarding transmutation is its potential effects on the character's wealth - and by proxy, the economy around him. Transmutation is an easy way to justify one's current Resources rank, much less any increases in such. This assumes that the character is working intelligently with his mammoth financial power, making wise investments to hide the fact that he's literally making money.
Such 'intelligent' work assumes the character is spending his Karma on raising his Resources. If such Karma is not paid, people will eventually take notice of the fact that he's flooding the world markets with gold or diamonds or iridium or whatever. Such notice may come in the form of a visit from a suspicious I.R.S. agent or perhaps some sort of cartel or syndicate who doesn't like their new competition at all.
As with unaccounted for devices and powers, ill-gotten Resources gains are subject to the vagaries of Plot.
Turnabout
Personal Spell
Duration: while maintained
Cost: 1 point per rank
Turnabout is the ability to reflect incoming damage away from oneself. It doesn't matter what form this damage takes, whether it be Blunt Attack, Deionic or anything else. The easiest way to use this skill is to not aim it in any fashion; when something hits you, you simply bounce it off at a random angle. This requires but a green FEAT roll, and is the only way one can use the power while otherwise doing things.
The only problem with this use of turnabout is that while the character wielding it shrugs off the damage, someone else might not be so lucky. Keeping that in mind, one can attempt to bounce an attack back at its source instead. This requires a yellow turnabout FEAT roll, and the character can't be engaged in any other action at the time (one can be moving, but they cannot change speed or direction at all).
On the other hand, a character with turnabout can make incoming damage work for him instead of against random victims or its source. With a red turnabout FEAT, the wielder of this ability can in fact redirect the attack from himself to anyone he chooses. This new target must be within the same range category of the original attack (bullets can't reach into orbit, for example) but can otherwise be anyone the character can perceive.
Turnabout works in this fashion with any damage form that is equal to or less than its own rank; an Incredible (40) ranked turnabout can easily shrug off conventional bullets, flamethrower blasts, psi bolts, or even the deific attacks of an immortal being, as long as they're of this rank or less. The problems begin to arise when turnabout is used against attacks of greater intensity.
When this happens, the character with turnabout can only reflect an amount of damage equal to their power score, and anything exceeding that will affect them normally. Furthermore, this will reduce the effective rank of turnabout by -1 CS each time it happens for the purpose of FEAT rolls (but not the amount of damage it can deflect). Once this penalty lowers a character's turnabout below Shift 0, it cannot be used again for 24 hours.
U
(there are no spells that start with the letter U)
V
Vampirism
Dimensional Spell
Duration: instantaneous effect
Cost: 2 points per rank
In its basic form, vampirism allows its wielder to drain the life force of another, in order to recover his own lost Health points. Vampirism always requires contact with the victim, and cannot be used at range. Upon touching the target, a vampire can drain an amount of his Health equal to this power rank number, assuming the target cannot resist; vampirism can be fought off by passing an Psyche (will) FEAT roll against its rank.
If this FEAT fails, the vampiric character may drain his victim as much or as little as he wishes. Every additional turn he does so, the target is allowed another FEAT roll to resist. If this FEAT is ever successful, the victim immediately repulses the vampire and gains immunity from this form of his assailant's vampirism (it doesn't protect from other characters with the power or other forms of vampirism the assailant may have).
If the character with vampirism is at full Health when he drains an amount of Health from his target equal to his power rank number, he will receive a +1 CS to his Strength, Endurance, Psyche, and all of his power ranks save for this one (additional drains do not enhance him further). This boost lasts for 1d100 turns, after which point the character with vampirism will return to his normal capability. Gaining another boost requires another feeding.
On the flip side, a vampire may instead bestow a gift of Health points, at a loss of his own. This works in the same fashion, though usually a FEAT roll is not required (most critically wounded individuals welcome healing), but if the target resists the same FEAT as the above applies. Upon healing another via vampirism, the wounds so repaired will appear on the body of a vampire, a visual expression of the transfer of Health.
The danger in using this ability is twofold. First off, there's the danger of contagion. Draining a body of its Health completely is considered a lethal attack. If the victim of such an attack fails their Kill check, they will begin to lose Endurance ranks until either first aid is administered or they die. If such an individual dies, he will rise again as an undead creature, an essential vampire that requires the life force of others to live.
Secondly, if a vampire kills with this ability (whether accidentally or on purpose), he must pass a Psyche (will) FEAT roll against the intensity of his own vampirism rank. If this FEAT roll fails, the vampire will become addicted to the essence of others, and will require it to function as well. While addicted, the character with vampirism will suffer a loss of power each day he does not feed upon the Health scores of others.
This loss comes in the form of a -1 CS to his Strength, Endurance and Psyche scores, as well as all of his power ranks (save for the vampirism, of course). In order to avoid this loss, the addicted vampire must drain an amount of Health equal to his vampirism rank each day, and if at a penalty, a like amount to recover each -1 CS lost to such abilities. The only way to shake this addiction is to go cold turkey - and that's not easy.
Cutting oneself off from the life force from others causes the CS penalties to mount, until the character's indicated ability scores and power ranks reach Shift 0 levels. This prompts an Endurance FEAT roll, per a Kill result. If this FEAT fails, the character immediately dies, and will eventually rise as an essential vampire himself. If it succeeds, he may attempt a Psyche (will) FEAT roll to shake off his addiction.
If this Psyche FEAT succeeds, the character is 'cured', and may begin to recover lost ability and power ranks at a rate of +1 CS per day. If the Psyche FEAT fails however, the character must wait another day, and repeat the Endurance FEAT to see if he lives long enough to attempt another Psyche FEAT to beat the urge. This continues until the character either dies or manages to beat his addiction.
If a character with vampirism has ever been addicted to the essence of others, using the ability again may cause a relapse - even if he's physically recovered from the ordeal. Every time the character uses vampirism afterwards, he must pass a Psyche (will) FEAT roll, the failure of which indicates an immediate relapse into vampiric addiction. If he passes this FEAT roll he'll be fine - at least, until the next use of the power.
Naturally, an undead creature dependent on the Health of others to live cannot shake this requirement; this process only applies to still-living wielders of vampirism - and not its many victims.
Vapors
Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
The vapors spell conjures strange, otherworldly mists. These mists can issue forth from somewhere on the caster, from seemingly nowhere, or perhaps from something in the environment. They can be of any color, though are usually consistent from casting to casting - but not always. When first cast, the vapors spell will immediately fill up the area its creator currently occupies with these mists.
These mists will then spread out from their area of origin, filling out further adjacent areas each turn, until they blanket their full area of effect (as determined by the Near range table). While cloaked within these mystical vapors, the caster cannot be seen by standard or enhanced vision of any type, including infravision and radar. Even nonapparent vision has to work hard against these vapors, needing to defeat its intensity before working right.
Of course, the creator of the vapors can see just fine, thank you very much. This allows him a +2 CS in combat against those who cannot see him, and unless they can find him via other senses, the foes of a vapor-cloaked individual suffer a -4 CS to hit him.
Variable Cybernetics
School Spell (Technomancy)
Duration: special
Cost: 1 point per rank
A character with variable cybernetics has the ability to literally absorb the properties of any device into his body! When variable cybernetics is invoked, it can copy any technological device within Very Near distance, and incorporate its characteristics into all, or a part of, his body. Variable cybernetics does not affect the source of the technology so copied, and said source may not even know (if it's alive) that it was duplicated.
Once a variable cybernetic is set it will remain available to the wielder of such until he decides to duplicate another technology. This inherent device functions at it's original score (if applicable), not the variable cybernetics rank. If the power is idle, the variable cybernetic can be rendered dormant, fading from one's body until used again (though a strong limitation would remove this capability).
Once the wielder of variable cybernetics copies a new technology, he will 'forget' the old equipment and 'learn' the new gear. When the old form of variable cybernetics is forgotten, it is gone forever - unless, of course, it is copied again at a later date. While variable cybernetics can be used to acquire any technological capability, it does not function on inherent powers, knowledge-based ascendant abilities, or talents.
In other words, variable cybernetics could copy a flamethrower, but not fire generation or an eldritch blast of flames. Copying the properties of a device merely requires a green power FEAT roll.
In the form of a magical spell, variable cybernetics has a unique duration. While the spell itself has an 'instantaneous' casting time, its effects are continuous. A caster need not maintain variable cybernetics in order to keep what he has acquired in this fashion, and if the power is blocked in some fashion (by, say, an E.M.P.), it will return when that effect expires, leaving only when variable cybernetics is recast to acquire a new ability.
Variable Power
Dimensional Spell
Duration: special
Cost: 1 point per rank
The character with a variable power is capable of trading in one super human ability for another. When variable power is invoked, it can copy a super human ability from anyone within Very Near range. This new power will function at the rank of the variable power ability, not its original score. It will not affect the source of the power, and said source may in fact have no idea that his or her ability was duplicated.
Once the variable power is set, it will remain available to the wielder of such until he decides to duplicate a new power, at which point he will 'forget' the old power and 'learn' the new one. When the old form of variable power is forgotten, it is gone forever - unless, of course, it is copied again at a later date. While variable power can be used to acquire any power, it does not function on technology, talents or other knowledge.
In other words, it can copy something like a mutant power, but not a device or a learned skill-equivalent like a spell. Copying the powers of another merely requires a green power FEAT roll.
In the form of a magical spell, variable power has a unique duration. While the spell itself has an 'instantaneous' casting time, its effects are continuous. A caster need not maintain variable power in order to keep what he has acquired in this fashion, and if the power is blocked in some fashion (such as the power block spell), it will return when that effect expires, leaving only when variable power is recast to acquire a new ability.
Variable Psionics
School Spell (Thaumentalism)
Duration: special
Cost: 1 point per rank
Variable psionics is similar to the variable power ability, save that it is used to duplicate psi powers. These can be either the learned talent-equivalents used by psis or natural psi powers a character may have access to (whether due to a fluke of brain chemistry, physical mutation, or whatever). Variable psionics, when used, can copy a psi power possessed by anyone within Very Near range with a simple green FEAT roll.
This new psi power will function at the variable psionics rank, not its original score. This won't affect the source of the psi power, and unless he's a superpsi, said source may have no idea that one of his powers was duplicated. Once the variable psionic is set, it will remain available to the wielder of such until he decides to duplicate a new psi power, at which point he will 'forget' the old one and 'learn' the new one.
When the old form of variable psionics is forgotten, it is gone forever - unless, of course, it is copied again at a later date. While variable psionics can be used to acquire any kind of psi power, it does not function on technology, regular or occult talents or other knowledge. Furthermore, it cannot be used to copy non-psionic powers; while variable psionics could copy the metapsi armor power, it couldn't copy the armor spell - or body armor.
In the form of a magical spell, variable psionics has a unique duration. While the spell itself has an 'instantaneous' casting time, its effects are continuous. A caster need not maintain variable psionics in order to keep what he has acquired in this fashion, and if the power is blocked in some fashion (such as an antipsion field), it will return when that effect expires, leaving only when variable psionics is recast to acquire a new ability.
Variable Sorcery
School Spell (Eclecticism)
Duration: special
Cost: 1 point per rank
Variable sorcery is similar to the variable power ability, save that it is used to duplicate magic skills. These can be either the learned talent-equivalents used by sorcerers or natural magic powers a character may have access to (whether due to mystic evolution, freak accidents, or whatever). Variable sorcery, when used, can copy a magic power possessed by anyone within Very Near range with a simple green FEAT roll.
This new magic power will function at the variable sorcery rank, not its original intensity. This won't affect the source of the magic power, and unless he's a paraprobabilitist, said source may have no idea that one of his tricks was duplicated. Once the variable sorcery power is set, it will remain available to the wielder of such until he decides to duplicate a new magic power, at which point he will 'forget' the old one and 'learn' the new one.
When the old form of variable sorcery is forgotten, it is gone forever - unless, of course, it is copied again at a later date. While variable sorcery can be used to acquire any kind of magic power, it does not function on technology, regular or psi talents or other knowledge. Furthermore, it cannot be used to copy non-magical powers; while variable sorcery could copy the teleportation spell, it can't copy the equivalent non-magical or psionic abilities.
In the form of a magical spell, variable sorcery has a unique duration. While the spell itself has an 'instantaneous' casting time, its effects are continuous. A caster need not maintain variable sorcery in order to keep what he has acquired in this fashion, and if the power is blocked in some fashion (such as with annulment), it will return when that effect expires, leaving only when variable sorcery is recast to acquire a new ability.
Vodun
School Spell (Voodoo)
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
Intrinsic and vital to the Voodoo school of magic, vodun is a special ceremony that invites a Loa, a sort of spiritual entity, to inhabit one's body and 'ride' it for a time. Vodun can be cast in one of two ways, each having an up and down side. The first is the immediate form, which allows a mage to open himself up to spiritual possession instantly. This takes a few seconds (which is good) but you never know which spirit will show up (which is bad).
Alternately, one can perform something of a ritual, if he hopes to acquire the attention of a particular Loa. This takes considerably longer, and the odds of the desired Loa taking enough interest to show up has a base of one percent, increased by one percent for every turn spent performing the ceremony. Ensuring with relative certainty that the chosen Loa will 'ride' oneself takes a full ten minutes (one hundred turns).
While being ridden by a Loa, a mage will take on aspects of such. This can be a literal interpretation (Damballa, for instance, often manifests as a large white snake; one could receive a bonus to their Agility and Escape attempts while being ridden) or more spiritual in nature (Damballa is considered the father of all Loa, and as a source of life may thus grant abilities related to water or rain while riding a mage).
The effective ranks of such abilities (whatever they wind up being) will not exceed the rank of the vodun spell. There are a large number of Loa in existence, and these entities can grant all manner of abilities depending on their nature. This may require a bit of research on the player's part, but said research may pay off after he realizes just how versatile a working knowledge of Loa capabilities can make him.
While being ridden, a mage is somewhat aware of what he is doing during this time, but his mind is temporarily merged with that of the Loa, who will help (or not) as it sees fit. In fact, the Loa may use the mage's abilities as well as its own to further its own agenda, which may or may not coincide with the mage who called it forth. Such is the nature of powerful, otherworldly spirits.
One can attenuate this problem somewhat by developing specific entreaties to the Loa of choice; this may take a lot more effort, but can save the mage several headaches in the long term. Of course, some wizards are perfectly happy to roll the dice, such as they are, in order to get something of a random set of extra abilities each time they wield the vodun spell.
W
Warding
Universal Spell
Duration: special
Cost: 1 point per rank
A ward is a defensive incantation that allows its creator to protect a predefined object or area from tampering. A sorcerer may cast the warding spell to protect anything he wishes, covering a maximum area as is determined by the Very Near range table. For example, wielding an Incredible (40) ranked warding spell, a mage could almost cover an entire area (which is 44 yards square) with the ward of his choice.
Such wards can be set to trigger under a variety of conditions, though usually depend on someone (or something) either entering a warded space or touching a warded object. When triggered, the ward will unleash the energies contained within, usually directed at whatever set it off in the first place. Most often, this will be an explosive discharge of an intensity equal to this spell rank (Force damage).
On the other hand, the creator of a ward may instead invest any of his other spells into the defensive construct instead of the basic effect. This causes said spell to be held, as if cast with the contingency spell, until the ward is triggered. Variant wards may involve anything from a different deleterious effect (a burst of fire, instead of raw explosive power), to something such as teleportation to a predetermined location - or even banishment!
Not that a ward need be so direct. Curses are popular wards to set upon tombs, some more virulent than others. Enough cursed wards applied to a body can really ruin their day, and the worst part is that they won't even know what has happened to them... possibly until it is too late. One could even rig beneficial spells into a ward if he wanted, though that sort of defeats the purpose of a ward in the first place.
The trick is that a spellslinger may only create a limited amount of wards at any given time. This number of wards is equal to the caster's spell rank number; that Incredible (40) ranked warder above could maintain up to forty at a time. Attempting to make more will cause the oldest ward active to dissipate - and unless the caster has an exhaustive list of what he has warded when, this might be cause for alarm.
One can bypass this limitation by setting permanent wards. This requires the use of the enchantment spell, as it involves weaving the ward (and any additional spell effect chosen) into something in the area to be warded, such as a 'trick' cobblestone or protective casing. Luckily, since the creator of the ward knows both the warding spell and any other spell(s) he wishes to install in the booby trapped item, the Karma cost for this is relatively light.
A permanent ward has the benefit of not counting against the limit of one's active wards, thus letting him protect an additional object or area. Furthermore, it is regenerative; a ward, once discharged, will renew itself in twenty four hours (one day). This means its creator need not continually refresh the ward if burglars or other intruders have a bad habit of checking the area out for fresh loot!
Witchery
Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank
Witchery is one of the thirteen known group spells available to wizards. The opposite of alteration, it is a collection of abilities that allows the caster to change the bodies of others in numerous ways, as the situation may demand. Once a day, upon first casting the witchery spell, a mage may choose any one of the five following spells, at which point witchery will be set to reproduce that effect for the rest of the day:
Density Control / Others, Growth / Others, Healing / Others, Invisibility / Others, Shrinking / Others.
X
(there are no spells that start with the letter X)
Y
(there are no spells that start with the letter Y)
Z
(there are no spells that start with the letter Z)
Is that it?
Though the idea here was to present all of the many and varied spells and spell effects possible, the simple truth is that magic is a strange animal. Surely the author has not thought of every possible magical spell, and in fact many were deliberately left out for stylistic or balance purposes. But perhaps an individual game Judge would like to add spells to his game.
This is both normal and encouraged, in order to make one's campaign an even more rich and unique experience!
Should you invent such spells, and would like to share with the group (such as it is), feel free to submit them to the author. If they are used in the Book of Magic (which, like everything else in the Universal Heroes rules, is a living document), due credit will be provided for one's submission. In order for everyone to have the capability to take advantage of your work though, it must be submitted under a Creative Commons agreement.
Send any inquiries regarding such to the author if you'd like more information.