THE GRAND GRIMOIRE
Every spell of Terra — chaptered by school, governed by the casting law.
420 spells, chaptered by school. The living book above requires JavaScript; this chain never does.
🌊 Water (Tidecaller) 9
Mist Veil Tier I
Pool: N/A · Cost: 2/6 · Range: Self (3 m radius) · AP: 6 · Save: —
Shroud the area in mist, granting Concealment −2 to ranged attacks against allies inside. Lasts ⌊Mana⌋ rounds or until dispersed.
Water Whip Tier I
Pool: N/A · Cost: 1/5 · Range: Int × 5 m · AP: 7 · Save: Reflex (negates push)
A lash of water that deals 1 + ⌊Mana/2⌋ damage and may push the target 1 m.
Healing Wave Tier II
Pool: N/A · Cost: 3/9 · Range: Touch/Int × 5 m · AP: 8 · Save: —
Heal ⌊Mana/2⌋ + 1 Life to one ally. May also end Bleed/Poison if ⌊Mana⌋ ≥ 6.
Ice Shards (hybrid tie) Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 10 m · AP: 8 · Save: Reflex (half)
Launch jagged shards of ice; damage = ⌊Mana/2⌋ cold. On hit, target suffers −1 m movement.
Tidal Pull Tier III
Pool: N/A · Cost: 5/12 · Range: Int × 5 m · AP: 9 · Save: Stamina (partial)
Target is dragged 2 m per Mana toward the caster. On fail: restrained in a water column for 1 round.
Water Shield Tier III
Pool: N/A · Cost: 6/12 · Range: Self/Ally 5 m · AP: 9 · Save: —
Encasing barrier of flowing water grants +3 Defense and Resist 2 vs fire. Lasts ⌊Mana⌋ rounds.
Frozen Prison Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 10 m · AP: 10 · Save: Stamina (negates)
Encases target in ice. On fail: restrained and takes ⌊Mana/3⌋ cold. On success: −1 AP and slowed.
Tsunami Surge Tier V
Pool: N/A · Cost: 10/20 · Range: Int × 20 m (line) · AP: 12 · Save: Reflex (half)
A crashing wall of water (3 m high, 6 m long per Mana). All in path take ⌊Mana/2⌋ damage and are knocked prone. Structures take blunt damage.
Eternal Tide Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (choose zone Int × 20 m) · AP: 20 · Save: Stamina (half)
Flood the battlefield with Gaian waters. Area fills knee-deep with water for ⌊Mana/10⌋ rounds. Enemies suffer −2 AP each turn; allies gain +2 Defense.
🪨 Earth (Stonewarden) 11
Earthen Sense Tier I
Pool: N/A · Cost: 2/6 · Range: Self (5 m radius) · AP: 6 · Save: —
You sense movement through the ground. Gain +2 to detect hidden or burrowing creatures. Lasts ⌊Mana⌋ rounds.
Stone Fist Tier I
Pool: N/A · Cost: 1/5 · Range: Melee · AP: 6 · Save: Body (negates push)
Your hand (or weapon) becomes stone; on hit deal +⌊Mana/2⌋ blunt damage. On fail, target is pushed 1 m.
Boulder Shot Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 10 m · AP: 8 · Save: Reflex (half)
Form and hurl a spinning boulder. On hit, deal ⌊Mana/2⌋ + 1 blunt. If target collides with obstacle, they must Body save (10 + Int) or stagger −1 AP.
Stone Armor Tier II
Pool: N/A · Cost: 3/9 · Range: Touch · AP: 7 · Save: —
Target’s skin hardens, gaining +2 Armor (+3 at 6+ Mana). Duration 1 minute or until depleted.
Stone Grasp Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Body (negates)
Hands of stone rise out of the ground and take hold of one creature. On a failed save it is Grappled and its movement is 0 until it breaks free. The hands have Armour 3 and can be destroyed.
Stone Wall Tier III
Pool: N/A · Cost: 6/12 · Range: Int × 10 m · AP: 9 · Save: —
Raise a wall of stone (1 m² per Mana, 2 m high, 0.25 m thick). Provides cover +3, blocks line of sight until destroyed.
Tremor Tier III
Pool: N/A · Cost: 5/12 · Range: Self (radius = Mana × 2 m) · AP: 9 · Save: Reflex (partial)
Shake the ground, knocking foes prone. On fail, foes fall and take 1 damage. On success, −2 movement next round.
Crushing Walls Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 11 · Save: Reflex (half)
Two walls of rock sprout from the ground on either side of a target and race together. Everything caught between takes ⌊Mana/2⌋ bludgeoning damage and is Grappled between the slabs; escape is a Body check vs the save DC. On a successful save the target slips clear before they meet.
Living Fortress Tier IV
Pool: N/A · Cost: 6/15 · Range: Self · AP: 10 · Save: —
Your body becomes stone for ⌊Mana⌋ rounds: +4 Armor, resist fire/acid 2, immune to mundane pushes.
Rock Maelstrom Tier V
Pool: N/A · Cost: 8/16 · Range: Self (radius 3 m) · AP: 11 · Save: Reflex (half)
Orbiting stones shield you (+2 Defense vs missiles). Once/round you may fling shards at up to 2 targets, each for ⌊Mana/3⌋ damage.
Gaia’s Wrath Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Body (half)
The ground splits, pillars erupt, and stones crash down. All enemies in area take ⌊Mana/5⌋ damage and must Body save or be pinned by rubble (restrained until freed). Terrain becomes hazardous (difficult, unstable).
💨 Air (Stormshaper) 7
Gust Tier I
Pool: N/A · Cost: 1/1 · Range: Int m · AP: 6 · Save: Reflex (negates)
A short burst of wind pushes light objects and may stagger a creature. On fail, target suffers −1 to next action.
Wind Blow Tier II
Pool: N/A · Cost: 5/10 · Range: Mana × 5 m · AP: 9 · Save: Body (partial)
A focused blast (~80 km/h) knocks creatures back. Small/Tiny are thrown to funnel end, Medium cannot advance (save each round), Large half speed. Missiles disrupted.
Wind Wall Tier III
Pool: N/A · Cost: 15/30 · Range: Int × 10 m · AP: 11 · Save: Body (to force through)
Vertical barrier of roaring wind. Blocks missiles, weakens bullets (−15), reduces beams (−3). Small cannot pass, Medium must STR 20, Large must spend full turn.
Control Winds Tier IV
Pool: N/A · Cost: 5/15 · Range: Int × 10 m · AP: 8 · Save: —
Shift wind direction/speed in a radius = Mana × 2 m. Disperse smoke/fog, hinder arrows, alter terrain conditions.
Aerial Massager Tier V
Pool: Mana · Cost: 20/25 · Range: Int × 20 m · AP: 14 · Save: Reflex (half)
Pulses of compressed air batter a creature or patch, disrupting stance and concentration. Fail: damage + push 2 m + −2 to concentration; Success: half + −1 concentration.
Quick trick that breaks focus or gear mid-motion.
Cyclone Step Tier V
Pool: N/A · Cost: 8/16 · Range: Self (radius 2 m) · AP: 10 · Save: Reflex (half)
Create a mini-cyclone around yourself. Enemies within are pushed 2 m outward; on fail, also knocked prone. You may move 2 m as part of the effect.
Tempest of Gaia Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Reflex (half)
Summon a battlefield storm. Area fills with gale winds: ranged attacks −5, all missiles negated, Large foes save or slowed, Small/Tiny cannot act. Each round, one random lightning bolt strikes (2d6 damage).
🔥 Fire (Pyroclast) 14
Blue Flame Torrent Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
High-temperature stream; countered by true energy armor or nova channeling.
Fire Shield Tier II
Pool: N/A · Cost: 5/12 · Range: Self · AP: 7 · Save: —
Raise a flaming shield in a chosen arc. Gain +2 Defense vs missiles from that arc. When struck in melee, attacker takes 1 fire (once/turn).
Firebrand Greatblade Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Melee arc that burns and cleaves; dispellable on parry by higher-order energy constructs.
Flame Blade Tier II
Pool: N/A · Cost: 4/10 · Range: Self (melee) · AP: 7 · Save: —
Conjure a blade of flame. Melee strikes deal +⌊Mana/2⌋ fire and count as magical. Blade can hover in 1 m threaten zone while linked.
Flame Scatter Tier II
Pool: N/A · Cost: 5/12 · Range: Int × 10 m · AP: 8 · Save: Reflex (half)
Volley of firebolts at up to 3 targets in 2 m cluster. Each takes ⌊Mana/3⌋ + 1 fire.
Flame Threat Tier II
Pool: N/A · Cost: 2/8 · Range: 1 m · AP: 6 · Save: Mind (partial)
Place a flame blade at a creature’s throat. On fail: target is cowed (−1 AP, cannot attack unless Mind save). On success: −1 to next action.
Fire Wall Tier III
Pool: N/A · Cost: 10/25 · Range: Int × 10 m (line) · AP: 10 · Save: Body (half)
Create a wall of blazing fire (3 m high, 1 m thick, length = ⌊Mana⌋ m). Creatures entering/touching wall take ⌊Mana/2⌋ + 1 fire. Missiles hindered.
Orbiting Flame Spheres Tier III
Pool: N/A · Cost: 6/14 · Range: Self · AP: 8 · Save: —
Conjure 2 + ⌊Mana/4⌋ flame orbs orbiting you. Each may absorb 1 projectile or be launched for 1 fire at Int × 10 m.
Psychic Punch (Tri Wave) Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Three scarlet waves; fail: ⌊Psychic/2⌋ + 1 Life and push 2 m; success: half and push 1 m. If target hits surface: Stamina 10 + Wis or −1 AP.
Potent working of flame with clear, immediate purpose.
Fold Snatch Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 13 · Save: —
Fold space, yanking target adjacent to you (or a spot within 2 m). On success: relocated, −1 AP. Heavy/anchored may resist at GG’s call.
Formidable working of flame with clear, immediate purpose.
Inferno Burst Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 10 m (radius 2 m) · AP: 10 · Save: Reflex (half)
Explosive flame burst. All in radius take ⌊Mana/2⌋ + 1 fire; flammables ignite.
Rupture Fold (Trap Gate) Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 13 · Save: —
1 m rift for 1 round. Entering creature falls through and reappears at a destination you see within Int × 10 m, crashing there. Fail: ⌊Mana/2⌋ impact; creatures within 1 m at destination take ⌊Mana/3⌋ (Dex half). Success: movement ends, −1 AP.
Formidable working of flame with clear, immediate purpose.
Blazing Prison Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m · AP: 11 · Save: Stamina (negates)
Trap a foe in a ring of flame (2 m radius). On fail: restrained, taking 1 fire/round. On success: zone remains but foe not trapped.
Inferno of Gaia Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Reflex (half)
Unleash Gaia’s flames. Entire battlefield scorched; all enemies take ⌊Mana/5⌋ fire, flammables ignite. For ⌊Mana/10⌋ rounds, area counts as burning terrain (−2 m movement, take 1 fire/round).
⚡ Lightning (Stormcaller) 11
Bolt Tier I
Pool: N/A · Cost: 1/5 · Range: Int ÷ 2 m · AP: 7 · Save: —
Focused strike against one foe. Damage = Mana invested.
Spark Tier I
Pool: N/A · Cost: 1/1 · Range: Int ÷ 2 m · AP: 6 · Save: —
Tiny arc of lightning; deals 1 Life.
Lightning Bolt Tier II
Pool: N/A · Cost: 5/10 · Range: Int m · AP: 8 · Save: Reflex (half)
A line of lightning up to Int m long. All in line take damage = Mana invested.
Lightning Integument Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Wreathe limbs in lightning to amplify kicks and strikes; can discharge bolts.
Volt Strike Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Charge limbs with lightning to empower kicks/punches; can arc to nearby metal surfaces.
Arc Redirect Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 10 · Save: Reflex (negates)
Reaction. When a projectile, thrown weapon or flying blade would strike you or an ally within range, seize the ambient charge around it and bend its path. On a failed save the attack misses entirely; on a success it strikes at −4.
Chain Lightning Tier III
Pool: N/A · Cost: 7/12 · Range: Int ÷ 2 m · AP: 10 · Save: Reflex (partial)
Strike one target, then leap to 2 others. Each jump reduces damage by 1. Cannot hit the same target twice unless enhanced.
Lightning Gate Tier V
Pool: Mana · Cost: 20/25 · Range: Int × 20 m · AP: 14 · Save: —
A portal of raw lightning tears open between two points you have seen, up to ⌊Mana⌋ × 100 m apart. It admits ⌊Mana/5⌋ creatures and closes with a clap of thunder audible for a kilometre — this spell cannot be cast quietly.
Sky Strike Tier V
Pool: N/A · Cost: 15/30 · Range: (Int + Wis) × 5 · AP: 13 · Save: Reflex (half)
Call down a lightning strike from above on a target point. Deals damage equal to Mana invested.
Storm Torrent Tier V
Pool: Mana · Cost: 20/25 · Range: Int × 20 m · AP: 14 · Save: —
Continuous lightning barrage tuned to crack shields and disrupt formations.
Lightning Storm Tier VI
Pool: N/A · Cost: 40/60 · Range: (Int + Wis) × 5 (center within ×10) · AP: 20 · Save: Reflex (per bolt)
Unleash a massive storm. For each 20 Mana invested, roll 1d20 per creature in area; result = number of bolts striking them. Each bolt deals 2 Life.
❄️ Ice (Cryomancer) 13
Ice Blade (Greatsword) Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Form a two-handed ice blade; melee strikes deal +⌊Mana/2⌋ cold; parries +1 vs fire weapons.
Reliable working of frost with clear, immediate purpose.
Ice Shackles Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 5 m · AP: 8 · Save: Body (partial)
Bind a target’s hands/legs in frost. On fail: restrained (hands bound or speed 0). On success: slowed −2 m.
Ice Shards Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 10 m · AP: 8 · Save: Reflex (half)
Launch jagged shards of ice; damage = ⌊Mana/2⌋ cold. On hit, target suffers −1 m movement.
Ice Shield Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Conjure a large ice/light shield. +2 Defense vs missiles, +1 vs beams in chosen arc; may angle to deflect.
Reliable frost ward that blunts harm and buys space.
Ice Spike Volley Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Hurl spikes at up to 3 clustered targets; each ⌊Mana/3⌋ + 1 cold.
Reliable working of frost with clear, immediate purpose.
Cone of Cold Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 10 · Save: Body (half)
Exhale a cone of killing cold, 5 m long and 3 m wide at its mouth. Everything inside takes ⌊Mana/2⌋ cold damage; on a failed save, flesh and bone go brittle — the target takes +1 damage from all physical sources until the end of its next turn.
Ice Scale Carapace Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 10 · Save: —
Overlapping scales of ice sheathe your body for ⌊Mana⌋ rounds. Gain +3 Armour and Resist 3 vs cold. While it holds, a creature striking you in melee takes 1 cold damage. The carapace does not hinder movement.
Ice Wall Tier III
Pool: N/A · Cost: 6/15 · Range: Int × 10 m · AP: 9 · Save: —
Raise ice panels (1 m² per Mana, 2 m high). Provides +3 cover; blocks line of sight until destroyed.
Twin Aegis Tier III
Pool: N/A · Cost: 6/12 · Range: Self · AP: 7 · Save: —
Conjure two ice shields, one per arm. Each provides +2 Defense against chosen arcs.
Shatter Wall Tier IV
Pool: N/A · Cost: 3/9 · Range: Your Ice Wall · AP: 6 · Save: Reflex (half)
Detonate one Ice Wall segment into shards. Cone 6 m; creatures take ⌊Mana/3⌋ + 1 cold/pierce.
Glacial Prison Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m · AP: 11 · Save: Body (negates)
Encases target in solid ice. On fail: restrained and takes ⌊Mana/2⌋ cold each round. On success: slowed −2 m.
Eternal Winter Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Body (half)
Unleash a blizzard. For ⌊Mana/10⌋ rounds: all terrain counts as ice (−2 m movement), ranged attacks suffer −3, enemies must Body save each round or be slowed further (stacking). Allies gain +2 Defense inside the storm.
Ice Dragon Form Tier VI
Pool: Mana · Cost: 20/40 · Range: Self · AP: 20 · Save: —
Take the shape of an ice dragon for ⌊Mana/5⌋ rounds. Life becomes your own × 2, Armour 8, you gain flight, a bite for ⌊Mana/3⌋ piercing and a breath weapon usable once per round for ⌊Mana/2⌋ cold in a 10 m cone. You cannot cast while transformed. When the form ends you return with the damage you took carried over proportionally.
🌋 Lava (Magmaforged) 7
Molten Lash Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 5 m · AP: 8 · Save: Reflex (half)
Whip of lava strikes out, dealing ⌊Mana/2⌋ + 1 fire. On fail: armor/metal equipment heats painfully, causing −1 Defense until cooled.
Searing Ground Tier II
Pool: N/A · Cost: 3/9 · Range: Int × 5 m (2 m radius) · AP: 8 · Save: Reflex (partial)
The ground melts into lava. Enemies in zone take ⌊Mana/3⌋ fire and must save or suffer −1 m movement.
Magma Burst Tier III
Pool: N/A · Cost: 6/12 · Range: Int × 10 m (burst 2 m) · AP: 9 · Save: Reflex (half)
Eruption of molten rock. Deals ⌊Mana/2⌋ fire + 1 blunt. Enemies failing save are knocked prone.
Obsidian Wall Tier III
Pool: N/A · Cost: 6/12 · Range: Int × 10 m (line up to ⌊Mana⌋ m) · AP: 9 · Save: —
Raise a wall of black stone infused with heat. Provides +4 cover. Enemies adjacent at cast take ⌊Mana/3⌋ fire.
Molten Wave Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 10 m (cone 5 m) · AP: 10 · Save: Reflex (half)
A cone of lava and ash. Deals ⌊Mana/2⌋ + 1 fire, half on save.
Lava Cage Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m · AP: 11 · Save: Body (negates)
Trap a foe inside a circle of molten stone (radius 2 m). On fail: restrained, taking 1 fire/round. On success: the cage forms but target remains free inside.
Volcano’s Wrath Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Body (half)
Summon a volcanic eruption. Fissures open, molten geysers erupt. Enemies in radius take ⌊Mana/5⌋ fire + blunt, must Body save or be knocked prone. Terrain becomes molten and counts as hazardous (−2 m movement, 1 fire/round).
🌫️ Swamp (Bogcaller) 7
Mud Wall Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 5 m (line 3 m high) · AP: 8 · Save: —
Raise a wall of mud and swamp-water, blocking sight and movement. Lasts ⌊Mana/2⌋ rounds before collapsing.
Suffocating Mire Tier II
Pool: N/A · Cost: 3/9 · Range: Int × 5 m (radius 2 m) · AP: 8 · Save: Body (partial)
Ground turns to deep mire. Foes failing save are restrained; success = slowed −2 m.
Mud Beast Tier III
Pool: N/A · Cost: 6/12 · Range: Int × 10 m · AP: 9 · Save: —
Summon a beast of muck and swamp-water. Stats: Life = caster Life ÷ 2, Armor 1, Attack +Int, Damage ⌊Mana/3⌋. Instinct: Protect summoner unless commanded.
Swamp Spikes Tier III
Pool: N/A · Cost: 6/12 · Range: Int × 10 m (line) · AP: 9 · Save: Reflex (half)
Raise jagged spikes of mud/stone. Damage = ⌊Mana/2⌋ pierce + 1 blunt. Fail = stagger −1 AP.
Rot Fog Tier IV
Pool: N/A · Cost: 5/15 · Range: Int × 10 m (radius 3 m) · AP: 10 · Save: Body (partial)
Cloud of fetid swamp rot. Enemies take ⌊Mana/3⌋ poison per round, save halves.
Swamp Grave Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m · AP: 11 · Save: Body (negates)
Target sinks waist-deep into mire. Fail = restrained, 1 suffocation damage/round. Success = slowed −2 m.
Plague Swamp Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Body (per round)
Transform battlefield into fetid swamp for ⌊Mana/10⌋ rounds. Terrain halved movement; ranged attacks −3; enemies take 1 poison + 1 suffocation each round (save halves). Allies gain +2 Concealment.
🌈 Tempest (Gaian Tempest) 5
Gale of Ashes Tier II
Pool: N/A · Cost: 5/10 · Range: Int × 10 m (cone 4 m) · AP: 8 · Save: Reflex (half)
Cone of burning wind mixed with dust. Deals ⌊Mana/2⌋ fire + blunt.
Frozen Quake Tier III
Pool: N/A · Cost: 6/12 · Range: Int × 10 m (radius 2 m) · AP: 9 · Save: Body (half)
Ground erupts with ice spikes and shaking earth. Damage ⌊Mana/2⌋ cold + blunt; fail = knocked prone.
Steam Lance Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 15 m (line) · AP: 10 · Save: Reflex (half)
Blast of boiling steam. Deals ⌊Mana/2⌋ fire + 1 acid.
Molten Storm Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 20 m (radius 3 m) · AP: 12 · Save: Reflex (partial)
Rain of lava and stone shards. Damage = ⌊Mana/2⌋ fire + pierce. Fail = staggered −1 AP.
Elemental Lightning Tier VI
Pool: N/A · Cost: 25/50 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Reflex
+ Body (per bolt) A catastrophic fusion of all primals. A massive arc of prismatic lightning strikes a chosen target, then chains to ⌊Mana/5⌋ nearby enemies. Each bolt deals Fire + Cold + Earth + Lightning damage simultaneously. Damage: ⌊Mana/3⌋ mixed-element Life. Chain: each jump reduces damage by 1. Foes must succeed Reflex save (halve fire/lightning) and Body save (halve cold/earth) or take full combined damage.
⚙️ Technomage (Magitech Engineer) 17
On/Off Tier I
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
6 AP, 1 Mana/device. Activate/deactivate Power 1 device.
Armor (Body) Tier II
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
+5 Armor (−1 Speed).
InsectoBots Creation (Ritual) Tier II
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
10 Mana, 1 hr. Create Size 1 bot. Life 10, Armor 5, Dodge 5, Damage 1, Speed 2 m/s.
InsectoBots: Paralytic Payload Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Equip spider-bots with paralytic injectors. On hit: target must save or paralysis 1 round (success: −1 AP).
Reliable hex that opens foes to pressure.
Refusal Burst Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Instant pulse that collapses deleterious probability bias in the zone (removes ‘gloom’ of time-break), temporarily equalizing odds for allies. Creates a short window (1 round +1 per 4 power) where critical mischance is negated and mechanical devices resist ‘bad luck’. Causes 1 level of Exertion on the caster.
Remote Jam Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Soft-locks firearms or tools within range, forcing misfires or temporary faults; living enhancements resist.
Speed (Legs) Tier II
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
+2–10 m/s.
Device Malfunction Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Target one powered device/weapon. It jams/reboots and can’t be used this round. Partial: −5 penalty until end of next round.
Potent hex that opens foes to pressure.
Elemental Resistance (Armor) Tier III
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Ignore 5–20 dmg of one element.
Hive Swarm Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Body (partial)
Summon up to ⌊Mana/10⌋ Size 1 InsectoBots instantly. They act as one swarm: Defense 12, AP 20, zone attacks (3 m).
Mythic protocol fields call that brings help to your side.
Hive Swarm (Capstone) Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Summon up to ⌊Mana/10⌋ Size 1 InsectoBots instantly. The swarm acts as one unit: Defense 12, AP 20, attacks all creatures in a 3 m zone.
Mythic skittering drones call that brings help to your side.
Jump (Legs) Tier III
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Leap ×5–15 size.
Probabilistic Veil Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Stabilizes local quantum state, suppressing hostile time-break/probability skew within the sphere. Allies and designated devices gain advantage vs. luck-skew, misfire, and outcome corruption. Duration 5 min +1 min per 4 extra power. Concentration; if broken, field collapses gracefully (no backlash).
Firearm Disruption Tier IV
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
9 AP, Int × 10 m. Jam guns/small mechs. Fail: lose action; success: −5 to next attack.
Shadow Skitter Tier V
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
11 AP. Bots gain stealth protocols. −2 to spot.
Botsmith Training Tier VI
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
+1 max bot, +5 m control MR1 1 Unlock Tier II–III range. Rank XP Unlocks MR2 2 Unlock Tier IV MR3 3 Unlock Tier V MR4 5 Unlock Tier VI MR5 5 Unlock Tier VII Feature Circuit Mastery — once/scene reduce AP cost of Device action by 2. InsectoBot Sync — all bots act on same initiative tick. Unlock Sabotage upgrades. Magitech Overdrive (1/scene): push Techno spell +5 Mana over Max (then roll Botch). Gain 1 Unique Techno Power.
Hive Authority/Swarm Tier VI
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
+2 max bots, sustain one Techno effect at 0 Mana. Once/scene summon ⌊Mana/10⌋ Size 1 bots as a swarm unit. Abilities InsectoBots (Ability) Sustained constructs, controlled mentally. Range = (Int+Per) × 10 m. Max Active = 2 × Int. Each costs 5+ Mana (scaled by Size). Bots can be named/roleplayed as companions (Archi, Tela, Textus). Misfire & Overclock On botch or Overclock attempt, roll 1d6: o 1–2 Glitch (fizzle, −1 next Tech action). o 3–4 Misfire (bot disabled 1d6 min, take 1 non-lethal). o 5–6 Catastrophic (stunned 1 round, bot 1d6 dmg, shock burst). Repair & Salvage Field: 10 min, Robotics vs 10–20, restores 1d6+Int Life. Workshop: 1 hr, +2 bonus, full restore. Salvage: recover 50% materials (+25% with tools). Spells & Upgrades
⚔️ Guardian Swordsman (Martial) 9
Brace & Set Tier I
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
4 AP, Preparation/Reaction Until next turn, +2 Defense vs charges. If a charging foe misses, they must Body save or be knocked prone. Boost: +1 Defense • +1 m knockback • prone on hit as well as miss.
Ready Cut Tier I
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
5 AP, Attack Strike with precision. If you moved ≥1 m this turn, +1 to hit. Boost: +1 damage • +1 m step • ignore −1 cover.
Disarm Twist Tier III
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
6 AP, Contest Contest vs foe (Melee + Dex). On success, foe disarmed. Boost: +2 to contest • fling weapon further • chain to second foe.
Pommel Strike Tier III
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
5 AP, Attack (Nonlethal) On hit: target suffers −1 AP next turn. Boost: Increase penalty • impose −1 to hit • follow with Ready Cut at −1 AP.
Inside Turn Tier IV
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
6 AP, Attack Setup Your next melee this round ignores shield/cover. Boost: +1 to hit • target −1 Defense • step into flanking 1 m.
Tempo Read Tier IV
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
4 AP, Focus Study foe. Gain +1 Defense vs them OR foe suffers −1 AP next turn. Boost: Apply both • extend +1 round • affect 2 foes.
Whirl Disarm Tier V
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
7 AP, Contest Attempt to disarm 2 adjacent foes (−1 each). Boost: Remove penalty • add third foe • foes also −1 AP.
Whirl Footwork Tier V
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
5 AP, Mobility During one melee attack, reposition 2 m (no OA). Boost: +1 m per point (max +5) • ignore difficult terrain • pass through 1 occupied square.
Storm of Steel Tier VI
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
9 AP, Multi-attack Make 2 melee attacks vs one or two targets. Boost: Add 3rd attack (−2) • +1 damage to all • split movement 1 m between swings.
🌳 Glade Druid (Forestcaller) 9
Thorn Lash Tier I
Pool: N/A · Cost: 2/6 · Range: Int × 5 m · AP: 7 · Save: Reflex (half)
Vine-thorns lash at foe. Damage ⌊Mana/2⌋ pierce, half on save.
Verdant Touch Tier I
Pool: N/A · Cost: 1/5 · Range: Touch · AP: 6 · Save: —
Heal 1 + ⌊Mana/2⌋ Life or cleanse 1 poison/disease.
Barkskin Tier II
Pool: N/A · Cost: 3/9 · Range: Touch · AP: 7 · Save: —
Target’s skin hardens like bark: +2 Armor (+3 at 6+ Mana). Duration 1 min.
Entangling Vines Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 5 m (2 m radius) · AP: 8 · Save: Body (partial)
Roots/vines restrain foes in zone. Fail = restrained, Success = slowed.
Blooming Sanctuary Tier III
Pool: N/A · Cost: 5/12 · Range: Self (3 m aura) · AP: 9 · Save: —
Summon protective flowers and vines. Allies in aura heal 1 Life/round and gain +1 Resist vs poison.
Staff of the Grove (Channel) Tier III
Pool: N/A · Cost: 4/12 · Range: Melee (staff) · AP: 8 · Save: Body (partial)
Your next staff strike this turn channels vines/roots. On hit, deal ⌊Mana/2⌋ + 1 damage and restrain foe. On save: half damage, no restraint.
Seed to Shelter Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 10 m · AP: 10 · Save: —
Plant a seed that instantly grows into a sapling bulwark. Provides +2 Defense cover for 2 allies. Lasts 1 minute or until destroyed.
Verdant Surge Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m (radius 3 m) · AP: 11 · Save: Body (half)
Roots and plants erupt in a burst, striking foes and healing allies. Enemies: ⌊Mana/2⌋ blunt, restrained on fail. Allies: heal ⌊Mana/3⌋.
Eternal Grove Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Body (per round)
Summon a massive grove. Allies gain +2 Defense, +2 to saves vs poison/disease, heal 1 Life/round. Enemies inside must Body save each round or be restrained by roots. Lasts ⌊Mana/10⌋ rounds.
🐾 Herder Druid (Beastcaller) 9
Beast Empathy Tier I
Pool: N/A · Cost: 1/5 · Range: Self/Int × 5 m · AP: 6 · Save: —
Soothe, command, or sense nearby beasts. Gain +2 to Handle Animal or Persuade rolls.
Call Beast Tier I
Pool: N/A · Cost: 2/6 · Range: Int × 5 m · AP: 7 · Save: —
Summon a simple beast (wolf, hawk, etc.) for ⌊Mana⌋ rounds.
Animal Bond Tier II
Pool: N/A · Cost: 3/9 · Range: Touch/Int × 5 m · AP: 7 · Save: —
Strengthen an ally beast (bonded or summoned). +2 Life, +1 Attack/Damage. Lasts ⌊Mana⌋ rounds.
Aspect of Beast Tier II
Pool: N/A · Cost: 3/9 · Range: Self · AP: 7 · Save: —
Adopt one beast trait: +2 m move (wolf), +1 Attack (bear claws), +2 Perception (hawk).
Roar of the Wild Tier III
Pool: N/A · Cost: 4/10 · Range: 10 m cone · AP: 9 · Save: Mind (partial)
Roar or howl; enemies must save or be Shaken (−1 AP). Allies gain +1 Attack next round.
Summon Pack Tier III
Pool: N/A · Cost: 5/12 · Range: Int × 10 m · AP: 9 · Save: —
Summon ⌊Mana/3⌋ beasts (wolves, hawks, hounds). Each: Life ½ caster’s Life, Attack +Wis, Damage 1–2.
Feral Form Tier IV
Pool: N/A · Cost: 6/15 · Range: Self · AP: 10 · Save: —
Transform partially: claws, fangs, senses. Gain +2 Attack, +2 m movement, +2 Perception. Lasts ⌊Mana⌋ rounds.
Alpha’s Command Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m (all summoned beasts) · AP: 11 · Save: —
Issue a unified command. All your beasts gain +2 Attack and move +2 m this turn.
Stampede of Gaia Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Body (half)
Summon a spectral stampede (horses, stags, wolves) that tramples the battlefield. Enemies take ⌊Mana/5⌋ blunt damage and must Body save or be knocked prone. Allies gain +2 movement while in the area. Lasts ⌊Mana/10⌋ rounds.
🛡️ Battle Druid (Defender of Gaia) 11
Beast Communion (Sandworm) Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Empathic rapport with desert sandworms; share intent, pain, and route guidance.
Biofield Ward Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Repels keyed megafauna (e.g., sandworms) from crossing a perimeter without harming humanoids.
Gaia’s Roar Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Allies in aura +1 attack, +1 Defense. Enemies fail: −1 AP next turn.
Reliable boon that sharpens an ally’s next move.
Gaia’s Staff (Channel) Tier II
Pool: N/A · Cost: 4/10 · Range: Melee (staff) · AP: 7 · Save: Body (partial)
Strike with staff, channeling druidic force. Deals ⌊Mana/2⌋ blunt + 1, and target must save or be rooted in place 1 round.
Gaien Warcall Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Summons/coordinates Gaien beasts to a World Tree battlefront.
Battlefield Roots Tier III
Pool: N/A · Cost: 5/12 · Range: Int × 10 m (radius 3 m) · AP: 9 · Save: Body (half)
Roots erupt from the ground. Enemies take ⌊Mana/2⌋ blunt, and on fail, restrained 1 round.
Staff of the Earth (Channel) Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Reflex (half)
Staff strike adds +Mana damage and throws target 2 m. On save: half, no throw.
Potent working of arcana with clear, immediate purpose.
Thornburst Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Reflex (half)
Burst radius 2 m of thorns. Fail: ⌊Mana/2⌋ +1 damage + bleed 1. Success: half, no bleed.
Potent working of arcana with clear, immediate purpose.
Call of the Pack & Grove Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 10 m · AP: 10 · Save: —
Summon 1 beast (wolf, bear, stag) AND a small grove (sapling cover +1 Defense).
Gaia’s Rally Tier V
Pool: N/A · Cost: 8/16 · Range: Self (aura 5 m) · AP: 11 · Save: —
Emit a druidic cry. Allies heal 1 Life, gain +1 Attack, +2 vs poison for ⌊Mana/2⌋ rounds.
Summon Gaian Beast Tier VI
Pool: N/A · Cost: 20/40 · Range: Self (aura 5 m) · AP: 20 · Save: —
Summon your unique Gaian Beast, an avatar of Gaia. Life = caster Life, Armor 5, Resist 3 vs poison. Attack +Wis, Damage ⌊Mana/2⌋ + 2 (elemental of choice: fire, ice, lightning, or nature). Aura: Allies in 5 m gain +1 Attack, +1 Defense, +1 Resist vs poison/disease. Lasts ⌊Mana/10⌋ rounds or until dismissed.
🌑 Shadowmancer (Umbral Adept) 17
Umbral Blade Tier I
Pool: N/A · Cost: 2/6 · Range: Self (melee) · AP: 6 · Save: —
Summon a sword of shadow, usable as melee weapon.
Umbral Shield Tier I
Pool: N/A · Cost: 2/6 · Range: Self · AP: 6 · Save: —
Conjure a floating shadow shield. +2 Defense vs one arc.
Dark Shroud Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 10 m (radius 3 m) · AP: 8 · Save: —
Blanket an area in shadow. All inside gain concealment (−2 vs attacks).
Plane-Sight: Shadow Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Perceives entities phased in the shadow realm and tracks their movement.
Sense Shadow Imprints Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Detects beacons and trackers hidden in the shadow plane and bound to objects.
Shadow Animation Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Binds shadow to corpses, creating agile ‘shadow zombies’ under remote control.
Shadow Spike Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Launch near-silent spikes of darkness.
Reliable gloom strike hurled straight at your mark.
Shadow Spikes Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 10 m (line) · AP: 8 · Save: Reflex (half)
Spikes of shadow erupt from ground. Damage = ⌊Mana/2⌋ pierce.
Shadow-Plane Perception Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Caster senses across terrain by riding the shadow-web; excellent for night sentry work.
Shadow Bind Tier III
Pool: N/A · Cost: 5/12 · Range: Int × 5 m · AP: 9 · Save: Body (negates)
Shadows wrap around target’s limbs. On fail = restrained. On success = slowed −2 m.
Shadow Door Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Open an oval portal of darkness for short transits.
Potent step through shadow, landing where you mean to be.
Shadow Zombies Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Mind (negates)
Command or conjure shadow-touched dead as shock troops.
Potent shadow call that brings help to your side.
Umbral Volley Tier III
Pool: N/A · Cost: 6/12 · Range: Int × 10 m · AP: 9 · Save: Reflex (half)
Fire 3 bolts of condensed shadow at up to 3 targets. Each bolt deals ⌊Mana/3⌋ damage.
Umbral Wings Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Shape shadows into wings for rapid retreats.
Potent boon that sharpens an ally’s next move.
Living Shadows Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 10 m (line or wall) · AP: 10 · Save: Reflex (partial)
Raise walls/spikes of solid shadow. Blocks LoS and deals ⌊Mana/3⌋ damage to those in its path.
Shadow Wings Tier V
Pool: N/A · Cost: 8/16 · Range: Self · AP: 11 · Save: —
Sprout wings of shadow. Gain +2 m movement, glide over terrain, and once/round negate fall damage.
Umbral Rift Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Reflex (per round)
Unleash a storm of shadows, blotting out the battlefield. All light sources dim; enemies suffer concealment penalties (−3 to hit), and each round ⌊Mana/5⌋ shadow bolts strike random foes (Reflex halves).
🩻 Body Mage (Fleshshaper) 13
Claws of Flesh Tier I
Pool: N/A · Cost: 2/6 · Range: Self · AP: 6 · Save: —
Grow claws. Attack = Melee + Dex, Damage ⌊Mana/2⌋ slash.
Muscle Surge Tier I
Pool: N/A · Cost: 2/6 · Range: Self · AP: 6 · Save: —
Temporarily bulk muscles. +2 to Str-based rolls, +1 damage melee for ⌊Mana⌋ rounds.
Bestial Leap Tier II
Pool: N/A · Cost: 3/9 · Range: Self · AP: 7 · Save: Reflex (negates stagger)
Leap Int × 2 m. If landing on a foe, deal ⌊Mana/2⌋ + 1 blunt, target Reflex save or stagger −1 AP.
Dragon’s Unmasking Palm Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Mind (negates)
Contact ripple that strips glamours, mimetics, and active tech-wards; reveals true form; temporarily bricks trinkets.
Hardened Limbs Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Reinforce legs and arms for devastating impact strikes.
Reliable boon that sharpens an ally’s next move.
Hardened Skin Tier II
Pool: N/A · Cost: 3/9 · Range: Self · AP: 7 · Save: —
Skin hardens to scales or chitin. +2 Armor, lasts ⌊Mana⌋ rounds.
Adrenaline Rush Tier III
Pool: N/A · Cost: 5/12 · Range: Self · AP: 9 · Save: —
Flood body with power. +1 AP next round, +2 Attack, +2 Defense. Lasts ⌊Mana/2⌋ rounds.
Bone Spikes Tier III
Pool: N/A · Cost: 5/12 · Range: Self/Int × 5 m (cone 2 m) · AP: 9 · Save: Reflex (half)
Eject bone shards. Damage ⌊Mana/3⌋ pierce.
Fleshcraft: Weaponize Limb Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Transmute hands/forearms into functional weapons or tools; duration concentration.
Keratin Volley Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Extend nails to hardened blades and fire them as razor projectiles; regrows over time.
Nail Darts Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Reflex (half)
Grow elongated hardened claws and launch them as blades.
Potent living flesh strike hurled straight at your mark.
Elemental Infusion Tier V
Pool: N/A · Cost: 8/16 · Range: Self · AP: 11 · Save: —
Channel Fire/Ice/Lightning through claws/fists. Attacks gain +⌊Mana/3⌋ elemental damage.
Chimera Form Tier VI
Pool: N/A · Cost: 20/40 · Range: Self · AP: 20 · Save: —
Unleash full transformation. +4 Armor, Regen 2 Life/round, wings for flight, claws/fangs (⌊Mana/2⌋ + 2). Choose one Elemental Aura: Fire (burns adjacent), Ice (slows adjacent −2 m), Lightning (attackers take 1 damage on hit).
🧬 Shaper (Fleshforger) 12
Graft Claws Tier I
Pool: N/A · Cost: 2/6 · Range: Touch · AP: 6 · Save: —
Target grows bestial claws (Attack = Melee + Dex, Damage ⌊Mana/2⌋).
Reinforce Muscle Tier I
Pool: N/A · Cost: 2/6 · Range: Touch · AP: 6 · Save: —
Target gains +2 to Str-based rolls and +1 melee damage for ⌊Mana⌋ rounds.
Ammunition Imbue Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Boost mundane shots; impacts become miniature fireballs.
Reliable morphing matter strike hurled straight at your mark.
Ammunition Overcharge Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Imbue shots with explosive firebursts (1 m splash).
Reliable morphing matter strike hurled straight at your mark.
Bone Spur Hands Tier II
Pool: N/A · Cost: 4/10 · Range: Touch · AP: 7 · Save: —
Target’s forearms sprout bone blades. Attack = Melee + Str, Damage ⌊Mana/2⌋ slash.
Chitin Armor Tier II
Pool: N/A · Cost: 3/9 · Range: Touch · AP: 7 · Save: —
Target’s skin hardens into plates. +2 Armor for ⌊Mana⌋ rounds.
Beast Eyes Tier III
Pool: N/A · Cost: 4/10 · Range: Touch · AP: 9 · Save: —
Target’s senses sharpen. Gain +2 Perception, darkvision, +2 to ranged accuracy.
Extra Limb Tier III
Pool: N/A · Cost: 5/12 · Range: Touch · AP: 9 · Save: Body (negates if unwilling)
Target grows an extra functional limb (arm or tentacle). Grants +1 AP each round for ⌊Mana/3⌋ rounds.
Weapon Flesh Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Reshape hands into weapons on demand.
Potent boon that sharpens an ally’s next move.
Winged Growth Tier IV
Pool: N/A · Cost: 6/15 · Range: Touch · AP: 10 · Save: —
Target grows functional wings. Gain +3 m movement, glide, negate fall damage.
Overmutation Tier V
Pool: N/A · Cost: 8/16 · Range: Touch · AP: 11 · Save: Body (negates if unwilling)
Twist a target’s body violently. Ally: gains +2 Attack, +2 Damage for ⌊Mana/2⌋ rounds. Enemy: takes ⌊Mana/3⌋ damage and suffers −1 AP.
Flesh Legion Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene · AP: 20 · Save: —
Command a squad of 3 permanent Thralls (elite NPCs, GM-statted). Each Thrall: Life = ¾ caster’s Life, Armor 3, Attack +Wis, Damage ⌊Mana/3⌋ + 2.
☠️ Necromancer (Deathbinder) 12
Bone Spike Tier I
Pool: N/A · Cost: 2/6 · Range: Int × 5 m · AP: 6 · Save: Reflex (half)
Hurl a sharpened bone. Damage ⌊Mana/2⌋ pierce.
Corpse Whisper Tier I
Pool: N/A · Cost: 1/5 · Range: Touch · AP: 6 · Save: —
Read echoes from a corpse. Learn 1 memory/emotion.
Animum Parasiti Mortuis Veritatem Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Black Thread of the Maker (One-Shot Trace) Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Eldar Sanction Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Rare binary omen authorizing immediate, unquestioned mobilization.
Raise Dead Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Mind (negates)
Reanimate one fresh corpse as a shambling undead under your command for 1 minute per Mana invested. Limited commands (attack, guard, follow).
Reliable arcana call that brings help to your side.
Raise Skeletons Tier II
Pool: N/A · Cost: 3/9 · Range: Touch (corpse or bones) · AP: 8 · Save: —
Reanimate a skeleton under your control. Life = caster Life ÷ 3, Attack +Int.
Withering Touch Tier II
Pool: N/A · Cost: 3/9 · Range: Melee · AP: 7 · Save: Body (half)
Touch decays flesh. Damage ⌊Mana/2⌋ necrotic.
Bone Armor Tier III
Pool: N/A · Cost: 5/12 · Range: Self · AP: 9 · Save: —
Wrap yourself in bones. +2 Armor, resist 2 vs piercing. Lasts ⌊Mana⌋ rounds.
Soul Bind Tier III
Pool: N/A · Cost: 5/12 · Range: Int × 10 m · AP: 9 · Save: Mind (negates)
Target undead must obey your commands. On fail: bound for ⌊Mana⌋ rounds.
Grave Rot Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m (radius 3 m) · AP: 11 · Save: Body (half)
Zone of rot/disease. Enemies take ⌊Mana/3⌋ necrotic each round, Body save halves.
Death Army Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: —
Summon a legion of undead (10–20 skeletons/zombies). Acts as a swarm: Attack +Wis, Damage ⌊Mana/5⌋. Enemies in the zone must Body save or be Shaken (−1 AP). Lasts ⌊Mana/10⌋ rounds.
🔊 Sonic Mage (Resonant Adept) 12
Boom Tier I
Pool: N/A · Cost: 2/6 · Range: Int × 5 m (radius 1 m) · AP: 6 · Save: Body (half)
A sharp concussive sound. Deals ⌊Mana/2⌋ blunt; creatures in radius must save or be Shaken (−1 AP).
Whisper Tier I
Pool: N/A · Cost: 1/5 · Range: Int × 100 m · AP: 6 · Save: —
Carry your voice to one target, bypassing obstacles.
Harmonic Shield Tier II
Pool: N/A · Cost: 3/9 · Range: Self/Ally 5 m · AP: 8 · Save: —
Sonic field around target. +2 Defense for ⌊Mana⌋ rounds.
Resonance Pulse Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
A directed shockwave of sound. Creatures in the cone must save or be staggered (−1 AP) and deafened 1 round.
Reliable old tricks strike hurled straight at your mark.
Resonant Shatter Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 10 m (object or foe) · AP: 8 · Save: Body (half)
Target object vibrates and breaks; creatures take ⌊Mana/2⌋ blunt.
Sonic School (Sound) Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Sonic boom; stun 1 round in path; may shatter delicate glass.
Simple working of arcana with clear, immediate purpose.
Disrupting Chord Tier III
Pool: N/A · Cost: 5/12 · Range: Int × 10 m (cone 3 m) · AP: 9 · Save: Mind (partial)
A harmonic chord scrambles thoughts. Enemies must save or suffer −1 AP and disadvantage on next attack.
Echo Pulse Tier III
Pool: N/A · Cost: 4/12 · Range: Self (radius 5 m) · AP: 9 · Save: Reflex (half)
Pulse of sound. Enemies in radius take ⌊Mana/3⌋ damage, loose objects shaken.
Sonic Shatter Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Reflex (half)
Focused sound blast that fractures brittle objects (glass, crystal, bone). On creatures: 2 Life damage and Stamina save or drop held objects.
Potent working of arcana with clear, immediate purpose.
Sonic Step Tier IV
Pool: N/A · Cost: 6/15 · Range: Self · AP: 10 · Save: —
Your movement resonates. Move +3 m for ⌊Mana⌋ rounds; ignore difficult terrain.
Voice of Command Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m (radius 3 m) · AP: 11 · Save: Mind (partial)
Issue a resonant command. Allies: gain +1 AP. Enemies: Mind save or lose 1 AP.
Resonant Cataclysm Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Body
+ Mind (per round) The battlefield vibrates in a catastrophic sonic storm. Enemies take ⌊Mana/5⌋ blunt each round. Body save halves damage; Mind save avoids being Stunned (−2 AP). Structures shake and collapse; fragile items destroyed.
⏳ Time/Space Mage (Chronomancer) 33
Time Flicker Tier I
Pool: N/A · Cost: 1/5 · Range: Self · AP: 6 · Save: —
Act slightly ahead of time. +1 Defense, +1 Reflex saves for ⌊Mana⌋ rounds.
Blink Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Instantly teleport to any visible unoccupied square within 10 m. Line of sight required.
Reliable step through arcana, landing where you mean to be.
Branch-Sense Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Reads near-term branch futures in a scene. Grants predictive cues (positioning/driving/swordplay) and warns of time-break onset. On success, user may nudge a declared action to an adjacent higher-odds branch (GM-bounded).
Demon-Queen binding ritual Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
The hag blood-ritual that binds a Demon Queen (skull-pile hexagon + blood bowl + hair-wrapped figurine). Absent as a catalogued ritual.
The hag blood-ritual that binds a Demon Queen (skull-pile hexagon + blood bowl + hair-wrapped figurine). Absent as a catalogued ritual.
Eversor control/indoctrination spell Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Mind (negates)
The Eversor control/'indoctrination' spell: magically conditions Eversors from birth (commanders = living gods; resistance to psychic/mind manipulation). Null-magic dissolves it. Reframes Eversors as controlled humans. Uncatalogued mechanic.
The Eversor control/'indoctrination' spell: magically conditions Eversors from birth (commanders = living gods; resistance to psychic/mind manipulation). Null-magic dissolves it. Reframes Eversors as controlled humans. Uncatalogued mechanic.
Grav Vector Swipe Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Momentarily reorient a target’s personal gravity to slam or pin.
Path-Sealing Veil Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Locks routes/doors/ways in a wide sphere; disrupts portals and narrows pathfinding to approved vectors.
Possibility Sight Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Momentarily views branching outcomes to select the safest/highest-value action.
Quantum Bulwark Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Crossing the bubble grants 3–6h resistance to probability manipulation (Eversor warp-shear).
Quantum Shield Bubble Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Body (partial)
Entities passing through gain temporary protection against probability manipulation (3–6 hours). Enables safe ingress/egress across Eversor probability fields.
Quantum Stabilization Pulse Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Radiant sphere that rebalances local probability space, restoring ‘good’ pathways when time begins to break.
Rupture Snare (Ship Arrestor) Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Seizes the jump/propulsion vectors of a craft and forces a deadfall landing.
Set Anchor Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Lay a hand on stone, earth or worked masonry and fix a spatial anchor in it. For ⌊Mana⌋ hours the anchor is a valid destination for your own gates and folds, and grants +2 to Control on Bind and Planar checks made within 3 m of it (stacking with the Core Rule Book's Anchor Circles).
Short Fold (Blink) Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Instantly relocate within sight by folding distance; subject to regional anti-teleport wards.
Spatial Push/Pull Tier II
Pool: N/A · Cost: 3/9 · Range: Int × 10 m · AP: 8 · Save: Body (negates)
Target is shoved or pulled ⌊Mana/2⌋ m.
Stasis Lattice Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Pins targets in a suspended neural stillness; prevents escape and remote triggers.
Stutter Step Tier II
Pool: N/A · Cost: 3/9 · Range: Self · AP: 7 · Save: —
Your body phases slightly. Gain +2 to Dodge rolls, +1 Defense vs ranged. Lasts ⌊Mana/2⌋ rounds.
Vector Reroute Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Intercepts incoming energy streams and bends their momentum into a new trajectory or target.
Anchor Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Fix a creature to its location in space. While anchored, forced movement effects are negated. Lasts 1 round per Mana.
Potent grip of arcana that tugs positions and limits options.
Echo Strike Tier III
Pool: N/A · Cost: 5/12 · Range: Self · AP: 9 · Save: —
You strike twice across moments. Your next attack repeats automatically (2 hits).
Eventide Ring (Sixteen Singularities) Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Deploys up to 16 anchored gravity nodes forming a containment ring that drags, pins, and shreds intruders crossing the perimeter; terrain deforms toward nodes. Lasts 3 minutes or until dismissed.
Local Breach (Portal) Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Opens an oval gate between two nearby enclosed spaces; briefly visible to non-casters.
Rupture Gate Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Reflex (half)
Opens a stabilized fracture in space for instant transit of VIPs or strike teams.
Time Breaking Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 10 · Save: Mind (negates)
Break the flow of time across a zone. Radius is set entirely by investment — ⌊Mana⌋ m. Every creature inside that fails the save is out of step with the moment and takes a penalty to all dice rolls while it remains in the field. The penalty is set by the tier at which the spell is known: **Tier III −2, Tier IV −3, Tier V −4.** A creature may re-save on entering the field again, but not while it remains inside. The field itself persists ⌊Mana/2⌋ rounds.
Time Slow Tier III
Pool: N/A · Cost: 5/12 · Range: Int × 10 m (1 foe) · AP: 9 · Save: Mind (negates)
Target’s time dilates. Foe suffers −1 AP/round, −2 m movement for ⌊Mana⌋ rounds.
Gravity Crush Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 11 · Save: Body (partial)
Crushing weight settles on one target. On fail: ⌊Mana/2⌋ bludgeoning damage that ignores Armour, and the target is Prone and Immobile for 1 round. On success: half damage, Slowed.
Gravity Well Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 13 · Save: —
Create a 3 m radius field of heavy gravity. Creatures inside move at half speed and suffer −2 to jump/flight.
Formidable grip of arcana that tugs positions and limits options.
Spatial Hurl Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 11 · Save: Reflex (half)
Seize up to ⌊Mana/3⌋ creatures or objects and throw them through folded space to a point you can see within range. Each takes ⌊Mana/3⌋ impact damage; anything they land on takes the same.
Spatial Wall Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 10 m (line) · AP: 10 · Save: —
Fold space into a barrier. Provides +3 cover; enemies crossing must Reflex save or lose −1 AP.
Acceleration Field Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m (radius 3 m) · AP: 11 · Save: —
Allies in zone gain +1 AP, +2 movement. Lasts ⌊Mana/2⌋ rounds.
Teleport Ward Tier V
Pool: Mana · Cost: 20/25 · Range: Int × 20 m · AP: 14 · Save: —
Seal a structure or zone of ⌊Mana⌋ × 5 m against arrival by teleport, gate or fold. You name up to ⌊Wis/2⌋ creatures who may still translocate freely inside it — the ward refuses everyone else. Departure is not blocked unless the Sealed Egress enhancement is taken.
Collapse of Time Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Mind
+ Body (per round) The battlefield distorts: Enemies must roll Mind save each round or lose 1 AP. Body save or be pushed ⌊Mana/5⌋ m in a random direction. All movement halved; allies gain +2 Defense while inside. Lasts ⌊Mana/10⌋ rounds.
Reality Fracture Tier VI
Pool: Mana · Cost: 20/40 · Range: Int × 20 m · AP: 20 · Save: Mind (negates)
Begin shredding the space around one creature. Each round it remains, the target takes ⌊Mana/4⌋ damage that no Armour or Resist reduces, and the forces of multiple dimensions pull at it — it cannot move, teleport or be teleported. A target that fails three consecutive saves is enveloped and removed from play until freed from outside.
💚 Healer (Lifeweaver) 12
Heal Tier I
Pool: Mana · Cost: 1/3 · Range: Int × 2 m · AP: 7 · Save: —
Restore 1d4 + Wis Life to a target.
Minor old tricks that steadies breath and knits hurt.
Lesser Heal Tier I
Pool: N/A · Cost: 1/5 · Range: Touch/Int × 5 m · AP: 6 · Save: —
Heal 1 + ⌊Mana/2⌋ Life.
Soothing Light Tier I
Pool: N/A · Cost: 2/6 · Range: 3 m aura · AP: 6 · Save: —
All allies in aura gain +1 Defense until your next turn.
Heal Wounds Tier II
Pool: N/A · Cost: 3/9 · Range: Int × 5 m · AP: 8 · Save: —
Heal ⌊Mana/2⌋ + 1 Life.
Healing Ward Tier II
Pool: N/A · Cost: 3/9 · Range: Int × 10 m (zone 2 m) · AP: 8 · Save: —
Zone of restorative energy. Allies heal 1 Life each round inside.
Radiant Cleanse Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Brief blue radiance washes the caster, removing grime, sweat, and odors; minor refresh to focus.
Bolster Spirit Tier III
Pool: N/A · Cost: 4/10 · Range: 10 m cone · AP: 9 · Save: —
Inspire allies. +1 AP next round, +2 vs Mind saves.
Greater Heal Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Restore 2d6 + Wis Life.
Potent old tricks that steadies breath and knits hurt.
Purifying Touch Tier III
Pool: N/A · Cost: 5/12 · Range: Touch · AP: 9 · Save: —
Cleanse poison, disease, or paralysis. Target also heals 2 Life.
Restorative Flow Tier IV
Pool: N/A · Cost: 6/15 · Range: Int × 10 m · AP: 10 · Save: —
Channel a stream of healing. Heal ⌊Mana/2⌋ + 2 Life.
Greater Restoration Tier V
Pool: N/A · Cost: 8/16 · Range: Touch · AP: 11 · Save: —
Regrow lost limbs, cure blindness, deafness, or paralysis. Heal 5 Life.
Resurrection Tier VI
Pool: N/A · Cost: 20/40 · Range: Touch · AP: 20 · Save: Soul
’s Choice Restore an ally who died within last ⌊Mana⌋ minutes. Ally returns with ⌊Mana/5⌋ Life. If unwilling or soul absent, resurrection fails. After casting, caster is Exhausted (−2 AP, −2 Defense).
🧠 Common Psychic Path (Foundations) 11
Mind Jolt Tier I
Pool: N/A · Cost: 2/6 · Range: Int × 5 m · AP: 6 · Save: Mind (half)
Blast target’s mind with psychic force. Damage = ⌊Mana/2⌋ psychic. On fail: target staggered −1 AP this round.
Mind Whisper Tier I
Pool: N/A · Cost: 1/5 · Range: Int × 10 m · AP: 6 · Save: —
Send a one-way thought to a target.
Psychic Shield Tier I
Pool: N/A · Cost: 1/5 · Range: Self · AP: 6 · Save: —
Create a mental barrier. +2 vs Mind saves for ⌊Mana⌋ rounds.
Calm Emotion Tier II
Pool: N/A · Cost: 3/9 · Range: Int × 5 m (cone 3 m) · AP: 8 · Save: Mind (partial)
Project calm. Fail = target loses hostile intent for ⌊Mana/2⌋ rounds. Success = −1 AP.
Empathic Boon Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Buff ally with +2 attack, +2 Defense, +1 AP, or temp Life. Cleanses fear/panic.
Reliable boon that sharpens an ally’s next move.
Mental Deflect Tier II
Pool: N/A · Cost: 3/9 · Range: Self · AP: 8 · Save: Mind (attacker)
Reflexive psychic defense. Gain +2 Defense until start of next turn. If attacker fails Mind save: attack misses outright.
Mental Push Tier II
Pool: N/A · Cost: 3/9 · Range: Int × 5 m · AP: 7 · Save: Mind (negates)
Shove a thought/urge into target’s mind (“drop it,” “run”). Fail = lose 1 AP following command.
Mind Blade Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Launch blade along tether; counts as melee; returns.
Reliable working of arcana with clear, immediate purpose.
Mind Shroud Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Cloak vs thought-reading. Readers must save at −2.
Reliable boon that sharpens an ally’s next move.
Healing Counter Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: Reflex (half)
Trigger: ally damaged. Heal ⌊Mana/3⌋+1 instantly.
Potent aegis that steadies breath and knits hurt.
Psychic Aegis (Team Shield) Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: —
Aura disperses beams/rays 3 m away; shared soak vs energy = 2 × invested. Multiple psychics can contribute. Maintain by committing Psychic.
Potent arcana ward that blunts harm and buys space.
🧩 Telepathy (Mindbinder) 19
Eversor Veil Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Masks a small group from Eversor detection vectors. May fail if a target is specially marked or broadcasting unique signatures.
Revelation Touch Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Grants a target your sight-key to pierce a specific illusion or psychic veil for a short duration.
Scarlet Mark Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Near-invisible tendrils prime a target for later influence (e.g., reduced resistance to Sleep Weave). Minimal signature while cast seated or in motion.
Sleep Weave Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Subtle psychic induction that puts multiple targets to sleep; may be post-enhanced to deepen or extend duration.
Telepathic Link Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Form 2-way thought link.
Practical knack of thought and feeling, handy between fights and during.
Veilbreath Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Bestows temporary sight-through-glamour to a willing target, allowing them to perceive fae beings and true forms.
Battlefield Telepathy Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
For ⌊Mana/5⌋ rounds, link all allies in scene into a single network. Everyone shares tactical awareness: +1 Attack and +1 Defense.
Deep Probe Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Contest vs Mind save. On success, uncover memories, secrets, or fears. Target feels intrusion unless probe wins by 5+.
Group Link Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Maintain a telepathic link with ⌊Wis/2⌋ allies. Costs 1 Psychic/round.
Memory Walk Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Touch-based. Enter a target’s memories. Ask ⌊Mana/3⌋ questions, see events as visions.
Mind Fortress Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Once/scene, project a psychic bulwark. Allies within 5 m gain +2 vs Mind saves for ⌊Mana/2⌋ rounds.
Puppet Mastery Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Once/scene, seize control of a humanoid foe. Contest: Int + Wis + ⌊Mana/2⌋ vs foe’s Mind save. On success: control target for ⌊Mana/10⌋ rounds (min 1).
Silent Command Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
force target to obey one complex order (Mind save
Suggestion Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
plant a simple command
Surface Probe Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Glimpse surface thoughts of a target within Int × 5 m. Target is aware unless probe succeeds by 5+.
Telepathic Assault Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
deal ⌊Mana/2⌋ psychic damage, foe −1 AP
Thought Link Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
communicate with 1 ally
Two-Way Link Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Create a sustained telepathic bond with one ally (1 Psychic point/round). Share thoughts instantly.
Whisper Network Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Once/scene, broadcast a single thought to up to ⌊Wis⌋ allies within range.
💗 Empath (Emotion Weaver) 15
Euphory Pulse Tier I
Pool: Psychic · Cost: 1/3 · Range: Wis × 2 m · AP: 7 · Save: Mind (negates)
Releases a brief, controlled wave of positive sensation to a willing or susceptible target, alleviating stress and inducing calm euphoria.
Golden Thread (Empathic Priming) Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Discreetly attunes a willing target’s emotional state, building gentle resonance for a later release. Leaves minimal signature if concealed.
Aura of Fear Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
3 m aura. Enemies must Mind save each round or suffer −1 AP from dread.
Calming Presence Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Once/scene, spend 2 Psychic to reduce hostility in a 3 m radius. Allies gain +1 Defense for ⌊Mana/2⌋ rounds.
Despair Aura Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Once/scene, project crushing hopelessness. Enemies within 5 m must Mind save each round or suffer −2 AP.
Emotion Projection Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Implant a strong feeling (fear, joy, rage) into a target. Mind save negates. Lasts ⌊Mana/2⌋ rounds.
Emotional Break Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
damage = ⌊Mana/2⌋ psychic if target is already fearful/angry
Emotional Reading Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Sense surface emotions (joy, fear, hatred, lust, calm) within Int × 5 m. Unlike Empathic Sense from Common Path, reveals strength of feelings and shifts in real time.
Exaltation Aura Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Allies in 5 m aura gain +2 AP, +1 Attack for ⌊Mana/2⌋ rounds. Foes inside aura are compelled to focus attacks on exalted allies.
Fear Sense Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Detect creatures experiencing fear within Int × 10 m, even if hidden. Gain +2 to attack rolls vs those targets this round.
Group Calm Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
quell panic, allies immune to fear for ⌊Mana/2⌋ rounds
Incite Rage Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
target gains +1 Attack but must attack nearest foe
Mass Emotion Control Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Affect all creatures in Int × 10 m radius. Choose an emotion (calm, fear, rage). Enemies Mind save or succumb; allies gain corresponding buff (calm = +2 Defense, rage = +2 Attack, etc.).
Shared Feelings Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Create an empathic link between ⌊Wis/2⌋ allies. Buffs: when one gains +1 AP/Attack from any effect, all do.
Soothing Light (Psychic) Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
heal morale, allies gain +1 Defense, remove Shaken
🗡️ Soul Blade (Mind Cutter) 25
Aegis of Will Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Momentary force-shield against kinetic or body-augmented strikes.
Mind Blade Projection Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Launch psychic blade tether. Returns.
Reliable working of psychic edge with clear, immediate purpose.
Mind Lash Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Lash of thought. Fail: 1 Life and −1 next attack.
Simple working of psychic edge with clear, immediate purpose.
Psychic Arm Blades Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Heat-intense red blades extend from forearms; melt through demon carapace and armor.
Psychic Cut Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Fail: damage = invested; Success: half.
Reliable mindsteel strike hurled straight at your mark.
Psychic Lash (Whip) Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Manifest a thin, elongated mind-whip from a short rod of energy; can sever or entangle, and bites through shadowy or conjured matter.
Psychic Overload Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Focused psi surge that overwhelms a caster’s channels, rendering them unconscious.
Soulblade Mind Lash Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Needle-thin psi strike that collapses a foe’s focus and motor control.
Twin Psionic Whips Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Paired, mono-edge psi ribbons that slice and entangle; effective against light-hidden flyers.
Twin Psychic Blades Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Manifest two translucent mind-blades. Strikes can bypass certain elemental constructs (e.g., conjured ice) and deliver a non-lethal psychic shock.
Mind Grip Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: Body (partial)
Fail: restrained, −2 AP, ⌊Psychic/2⌋ non-lethal.
Potent working of psychic edge with clear, immediate purpose.
Psychic Restraint Whips Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: Body (partial)
Manifest paired force-lashes to bind, drag, or slam a target; can pin to terrain.
Psychic Whip Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: Mind (negates)
Condense will into a rod that unspools into a razor-thin whip; can split into multiple tails for binding and shock.
Razor Thought Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: Mind (negates)
Throw psychic edge tether. On hit: 1 + ⌊Psychic/2⌋ damage. Can trigger on-hit riders.
Potent mindsteel strike hurled straight at your mark.
Sever Link Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: —
End one maintained effect. Success: effect wavers.
Potent working of psychic edge with clear, immediate purpose.
Presence Rend Tier IV
Pool: Psychic · Cost: 15/20 · Range: Wis × 15 m · AP: 13 · Save: Reflex (half)
Fail: −1 AP and damage = invested.
Formidable hex that opens foes to pressure.
Ascendant Blade Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Once/scene, unleash the perfect psychic strike. Ignores armor, cover, and magical shields. Target takes ⌊Mana/2⌋ + 5 psychic damage, Mind save halves. Example Soul Blade Powers (available regardless of tier choice) Soul Pierce — strike ignores physical armor; applies damage directly to Life. Psychic Thrust — psychic bolt, ⌊Mana/2⌋ damage at Int × 15 m. Mind Feint — target rolls attack twice, takes the lower result.
Blade Storm Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
For ⌊Mana/5⌋ rounds, hurl 1d4 psychic blades each round at foes in range (Int × 15 m). Each blade deals ⌊Mana/4⌋ psychic damage.
Dominate Cut Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
A psychic slash that severs the target’s will. On hit, target must Mind save or become catatonic/unresponsive for ⌊Mana/5⌋ rounds.
Mind Lock Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Focus psychic pressure on a foe. Contest: Int + Wis vs target’s Mind save. On success: target staggered (−1 AP) and cannot move for 1 round.
Mind Sever Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Strike a foe’s focus. Contest: Int + Wis vs foe’s concentration. On success: immediately disrupt maintained powers, spells, or psychic effects.
Psychic Beacon Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Implant a subtle psychic marker into a foe’s mind (Mind save negates). Caster and allies can track the target at any range for ⌊Mana⌋ hours.
Psychic Rend Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Psychic cut that damages both Life and Psychic Pool. Target takes ⌊Mana/2⌋ damage and loses ⌊Mana/4⌋ from their Psychic Pool.
Psychic Strike Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Project a psychic “blade” of thought at a target within Int × 10 m. Target takes ⌊Mana/2⌋ psychic damage (Mind save halves).
Soul Blade Volley Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Launch up to ⌊Mana/3⌋ psychic blades at different targets within Int × 10 m. Each deals ⌊Mana/3⌋ psychic damage.
🪢 Telekinesis (Kinetic Adept) 23
Bilateral Mind Tether Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Mind (negates)
Links two minds so outcomes mirror (pain/effects); used to force a parasite to spare a host under threat that harm would reflect to controller.
Kinetic Bolt Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: Reflex (half)
A compact bolt of force flicked from a closed palm. Deals ⌊Mana/2⌋ concussive damage; on a failed save the target is pushed 2 m and its next action costs +1 AP.
Psionic Aegis Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Semitransparent telekinetic shield that blocks or diffuses high-energy attacks (e.g., lightning, coherent beams).
Psionic Parasite Extraction Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Psionic Quarantine Sphere Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Psionic Sweep Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Radial ground pulse that exposes phased/cloaked threats and collapses minor concealments.
Psychic Kinetic Impulse Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Pin, shove, or hurl targets; redirect momentum mid-charge.
Psychic Wall Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Erects a semitransparent dome of force that dampens eavesdropping and intrusive sensing; fades after a short duration.
Force Pulse Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: —
Emit psychic shockwave. Fail: thrown 2 m, prone, breaks concentration. Success: pushed 1 m, no prone.
Quick trick that breaks focus or gear mid-motion.
Nova Kinetic Burst Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: —
Short-range, wide-angle shove that rag-dolls multiple targets without lethal force.
Psionic Cascade Arc Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: —
Radial shock-ripple that catastrophically disrupts multiple light/winged targets mid-air.
Psychic Punch (Tri-Wave) Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: Reflex (half)
Launch three scarlet psychic waves. Fail: ⌊Psychic/2⌋ + 1 damage, pushed 2 m. Success: half damage, pushed 1 m.
Potent working of invisible force with clear, immediate purpose.
Redirective Telekinesis Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 10 · Save: Reflex (negates)
Reaction. Catch an incoming volley — arrows, microprojectiles, a swarm of small objects — and invert its trajectory. Up to ⌊Mana/3⌋ projectiles reverse and resolve against whoever launched them, using the original attack roll.
Scarlet Arc Wave Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: —
Sweep arms to project psychic shockfront. Fail: thrown 3 m and prone. Success: pushed 1 m.
Quick trick that breaks focus or gear mid-motion.
Telekinetic Crush Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: —
Crush or drop violently.
Potent working of invisible force with clear, immediate purpose.
Vector Veil Tier III
Pool: Psychic · Cost: 10/15 · Range: Wis × 10 m · AP: 11 · Save: —
Manipulate trajectories of incoming matter/energy: split, deflect to ground, or curve around you; can selectively reflect projectiles.
Absolute Barrier Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
A full dome of force (radius 3–5 m) that blocks line-of-effect. Absorbs total damage equal to Mana × 2 before collapsing; allies inside can shoot out at −2. Lasts until HP depleted or ⌊Mana/5⌋ rounds. Action: 12 AP. (Jane’s multi-psychic shield team is a group version of this.)
Kinetic Catch Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Intercept up to ⌊Mana/3⌋ incoming projectiles or loose objects in a round; either drop harmlessly or redirect at a new target (Reflex save halves) for ⌊Mana/3⌋ blunt each. Action: Reaction (per volley).
Kinetic Maelstrom Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Create a 6 m zone (Int × 15 m range) of swirling force for ⌊Mana/5⌋ rounds. Enemies entering/starting in zone: Reflex save or are shoved 3 m and take ⌊Mana/4⌋ blunt; terrain inside becomes difficult. Allies gain +2 Defense vs projectiles crossing the zone. Action: 12 AP.
Kinetic Sculpt Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Shape telekinetic force into tools or restraints: shackles, wedges, clamps, ramps, or a “hand.” Use to Disarm, Trip, Bind (Mind or Body save based on target); or reconfigure a non-living energy/force construct into a simple form (GM-limited). Action: 9 AP (maintain as 4 AP). Jane bending Kalpor’s energy sword into shackles is an apex use of Sculpt, amplified by her exceptional energy manipulation. Core Telekinesis Powers (available regardless of tier choices) Force Wave — 8 AP — 90° cone 6 m — Reflex save or take ⌊Mana/3⌋ blunt and be shoved 2 m; on success, half damage, no shove. Kinetic Step — 6 AP — Short hop (Int × 2 m) ignoring difficult terrain; may carry 1 ally/object (−2 m). Force Grasp — 7 AP — Lift/pull a single object/weapon (up to heavy crossbow size) within Int × 10 m; Disarm on contested roll. TK Ram — 9 AP — Hurl seized object/creature as an improvised missile for ⌊Mana/3⌋ blunt (Reflex half); if you throw a creature at another: both check Reflex or fall prone. Unique Psychic Power Pool (MR4 pick, examples) Phase Jumping — Short-range teleports (10–40 ft); may chain jumps (each costs AP/points). Machine Reading — Psychically interface with tech; glean status, routines, weak points. Dimensional Anchor — Prevent teleport/phase/banish in a 6–10 m zone; contested by Mind. Astral Echo — Project a briefly tangible astral double (like Jane’s) that can perform 1 simple action (shove/strike) before winking out. Notes on Jane’s Duel (for GM guidance) Dimensional anchoring via radiant filaments = Dimensional Anchor (Unique Power) used creatively and at legendary output. Catching/redirecting volleys & boulders = Kinetic Catch + Vector Redirect. Shattering walls/terrain = Force Wave / Mass Lift tuned for destruction. Energy blade → shackles = Kinetic Sculpt (MR5), with Jane’s extra energymanipulation pushing beyond normal constraints. Psychic Veil (Hide in Shadows) — cloak self in a distortion of perception for ⌊Mana⌋ rounds. In dim light/shadow gain Concealment (−2 to hit). Costs 2 sustain/round.
Mass Lift Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Lift and hurl multiple objects/foes within a 6 m radius (Int × 10 m range). Choose up to ⌊Mana/3⌋ targets/objects (size up to “boulder / heavy crate” each). Throw as a line or scatter; each hit deals ⌊Mana/3⌋ blunt (Reflex half). Action: 10 AP. Crush & Pin Focus force on one Large-or-less creature within Int × 10 m. Body save; on fail, target is Pinned (immobile, −1 AP) and takes ⌊Mana/3⌋ crush per round; on success, Restrained (−2 m, −1 Attack). Maintain each round (sustain cost). Action: 9 AP (maintain as 4 AP).
TK Shield Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Raise a concussive barrier around self/ally (3 m bubble). Grants +2 Defense and reduces incoming projectile/spell damage by ⌊Mana/3⌋ this round. Can be used as Reaction at +2 AP cost.
Vector Redirect Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
“Return-to-sender.” When a ranged attack, spell bolt, or thrown boulder targets you/ally within 10 m, redirect it to a new target in your LoS. Attacker must pass Reflex save or the attack re-targets; if save succeeds, its damage is reduced by ⌊Mana/3⌋ instead. Action: Reaction. Scene tie-ins: • Shattering/redirecting boulders → Mass Lift + Vector Redirect • Smashing stone walls with a wave → high-Mana Mass Lift used destructively
🧍 Body Psychic (Psycho-Metabolic Adept) 18
Psychochromatic Shift Tier I
Pool: Psychic · Cost: 1/3 · Range: Wis × 2 m · AP: 7 · Save: —
Change hair/eye/aura color.
Practical knack of perfected form, handy between fights and during.
Biometamorph Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Alter age, weight, scars, or complexion.
Practical knack of perfected form, handy between fights and during.
Parasite Path-Sight Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Senses Animum presence and its control tether; enables tactical targeting of controller/host pairs.
Summer Rain Cleanse Tier II
Pool: Psychic · Cost: 5/10 · Range: Wis × 5 m · AP: 9 · Save: —
Flash-clean and freshen body and garments with radiant wash.
Adrenal Overclock Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Spike your neuromuscular output for ⌊Mana/2⌋ rounds. Gain +1 AP, +2 m movement, +1 Attack with melee/unarmed. 8 AP.
Biofeedback Purge Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
8 AP — end 1 poison/disease on yourself; also restore 2 Life. Unique Psychic Powers (MR4 pool, examples) Phase Jumping — short teleports (10–40 ft), can chain jumps. Dimensional Anchor (Self) — anchor yourself (and optional 3 m aura) against forced movement/banishment. Machine Reading — psychically interpret devices; +2 Attack vs that machine this scene. Adaptic Morph — temporary functional adaptation: amphibic lungs, low-light vision, adhesive palms, cold resistance. Psychic Veil (Hide in Shadows) — cloak self in a distortion of perception for ⌊Mana⌋ rounds. In dim light/shadow gain Concealment (−2 to hit). Costs 2 sustain/round.
Breath Discipline Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
6 AP — purge 1 minor debuff (Frightened, Shaken, Dazed). Gain +2 vs Mind saves until next turn.
Impact Channeling Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
For ⌊Mana/2⌋ rounds: unarmed/melee strikes gain +⌊Mana/3⌋ force damage and Knockback 1 m (Body save negates). 9 AP.
Iron Grip Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
7 AP — advantage on Grapple/Restrain this round; if already grappling, crush foe for ⌊Mana/3⌋ blunt (Body save half).
Kinetic Sprint Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
6 AP — dash Int × 2 m, ignoring difficult terrain; next climb/jump auto-succeeds if plausible.
Living Bastion Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
For ⌊Mana/5⌋ rounds: Damage Reduction = ⌊Mana/3⌋ (after Armor), immunity to forced movement, and may interpose for an adjacent ally (Reaction). 12 AP. Core Body Psychic Powers (always available) Psychochromatic Shift (Minor Alteration) Alter hair color, eye color, aura hue/brightness. Purely cosmetic, lasts ⌊Mana⌋ hours. 4 AP. Biometamorph (Major Alteration) Profound body reshaping. Adjust age appearance, weight, scars, or complexion. Lasts ⌊Mana⌋ days or until broken. 10 AP.
Overdrive Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
For ⌊Mana/5⌋ rounds: +2 AP, +2 Attack, +2 Defense, +4 m movement, immunity to Stagger/Slow. When it ends: Exhausted (−2 AP, −2 Defense) for the scene. 12 AP.
Pain Gate Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Suppress pain & shock for ⌊Mana/2⌋ rounds. Ignore Wounded/Shaken penalties, gain temp Life = ⌊Mana/2⌋. When it ends, take 1 Fatigue. 7 AP.
Psionic Skin Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Harden dermis via biofeedback for ⌊Mana⌋ rounds. +2 Armor, resist 2 vs bleed/poison. 7 AP.
Reflex Acceleration Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
“Bullet-time” for ⌊Mana/2⌋ rounds: +2 Defense, +2 Reflex saves, and once/round auto-convert 1 melee/ranged hit into a miss (Reaction, 2 AP). 9 AP.
Regenerative Focus Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
For ⌊Mana/2⌋ rounds: heal 1 Life/round, cleanse 1 minor condition (Bleed, Slow, Weak) at start of turn. May instead burst heal ⌊Mana/2⌋ Life instantly (ends effect). 9 AP.
Strengthen Self Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Direct psychic focus to reinforce musculature. For ⌊Mana/2⌋ rounds gain +2 Strength (affects melee damage, athletics, grapples). Enhancements: Balanced Boost (+2 Dex), Iron Core (+2 Sta), Full Boost (+1 all physical stats). 7 AP.
Untouchable Form Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
For ⌊Mana/5⌋ rounds: once/round auto-evade 1 attack targeting you. Area effects still require saves (with advantage). 12 AP.
👁️ Sight & Sense (Illusionist / Astral Adept) 11
Personal Field Tier I
Pool: Psychic · Cost: 1/3 · Range: Wis × 2 m · AP: 7 · Save: Reflex (half)
Temp Life = invested, reduce energy damage by 1.
Minor wards and insight ward that blunts harm and buys space.
Astral Dominion Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Once/scene, project your astral self across the entire battlefield (Int × 200 m). Astral self can use psychic attacks and powers independently for ⌊Mana/5⌋ rounds.
Astral Projection Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Project an astral double up to Int × 50 m away. Double may scout, communicate, or strike for ⌊Mana/3⌋ psychic damage. If destroyed, caster takes 1d4 psychic recoil.
Deep Glamour Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Cloak up to ⌊Wis/2⌋ allies in a shared glamour. Each may appear as another person or gain concealment (−2 to hit).
Fairy Glamour Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Cloak yourself in glamour, appearing more charming or intimidating. Gain +2 to Persuasion/Deception; foes suffer −1 AP hesitation on first hostile act.
Illusory Duplicate Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Create a visual double of yourself within Int × 10 m. Duplicate mimics your movements but cannot act. Attackers roll 1d2: real vs fake.
Perfect Deception Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Once/scene, create an illusion so convincing it resists detection. Targeted foes must succeed at two Mind saves to pierce it. Can disguise entire groups, zones, or events.
Perfect Psychic Sight Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Permanently elevate perception to the astral layer. Automatically see through illusions, glamours, invisibility, and false projections. Detect lies by perceiving micro-emotional resonance (+2 vs Deception). Combat: once/scene, reduce an enemy’s Defense by −2 for ⌊Mana/5⌋ rounds as you anticipate every move. Core Sight & Sense Powers (always available) Glamour Veil — 6 AP Minor illusion (hide scars, change clothes, shift aura). Lasts ⌊Mana⌋ hours. Phantom Sound — 5 AP Create sound cues (footsteps, voices) within Int × 10 m. False Image — 7 AP Place a static illusory object/creature in a 5 m square. Fails if touched directly. Sense Echo — 6 AP Replay the last ⌊Mana⌋ minutes of sensory impressions in an area. Unique Psychic Powers (MR4 pool, examples) Phase Jumping — short-range teleports (10–40 ft). Dimensional Anchor (Illusory) — create an aura where illusions cannot be dispelled except by you. Psychic Veil — cloak yourself in shadow and silence (concealment −2, lasts ⌊Mana⌋ rounds). Mind Mirror — reflect 1 targeted psychic/illusion power back at the caster (once/scene).
Psychic Sight Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Enhance senses: o See through simple illusions. o Detect hidden creatures in Int × 5 m. o Gain +2 to Perception checks.
Shared Vision Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
Link senses with ⌊Wis/2⌋ allies. Each sees/hears what others do, granting +2 tactical awareness (+1 Attack, +1 Defense for 1 round after combat starts).
World Glamour Untiered
Pool: N/A · Cost: N/A · Range: None · AP: N/A · Save: —
For ⌊Mana/5⌋ rounds, alter the battlefield’s perceived reality in a 15 m radius. Enemies suffer disadvantage on Perception; illusions count as real (Mind/Reflex saves to disbelieve).
🧚 Fae (Glamourwright) 32
Fae Follow Tier I
Pool: Mana · Cost: 1/3 · Range: Int × 2 m · AP: 8 · Save: Mind (negates)
Bind a mote of fae light to another creature. The mote tracks its bearer and keeps them lit no matter how they move or what they hide behind — useful three ways: it follows a quarry through darkness, it denies an enemy concealment (−2 to their attempts to hide or gain Concealment), and it holds minor shadow off an ally (Resist 1 vs [Umbral] effects). An unwilling target may contest with a Mind save. Lasts ⌊Mana⌋ × 10 minutes.
Fae Light Tier I
Pool: Mana · Cost: 1/3 · Range: Self (2 m radius) · AP: 6 · Save: —
A cold mote of fae light kindles at your shoulder and keeps pace with you, lighting a 2 m radius. It needs no hand and cannot be dropped. Lasts ⌊Mana⌋ × 10 minutes, or until dismissed.
Light Glamour Tier I
Pool: Mana · Cost: 1/3 · Range: Touch / Int × 2 m · AP: 7 · Save: Mind (negates)
Rewrite what a specific object appears to be: its colour, wear, markings, material or apparent worth. The object's real properties are untouched — a glamoured blade cuts exactly as well as it did. A character who handles the object and has cause to doubt it may contest with a Mind save. Lasts ⌊Mana⌋ × 10 minutes.
Courtly Feast Conjuration Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Summons curated banquet spreads; can embed provenance/gift intent.
Euphoria Surge Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Overloads hostile targets with involuntary climax, breaking formation and causing crashes or staggers.
Fae Bubble Shield Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Dome of charged air and blue motes; intercepts barrages and isolates VIPs.
Fae Pocket Vault Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Opens a small interdimensional storage aperture to retrieve or stow personal items.
Fairy Sight Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Mind (negates)
Target can perceive Meridian (and chosen fae signatures) even through glamour and most veils.
Glamour-Sight Breath Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Mind (negates)
Temporary ability to see through fae glamour via dust-kiss.
Pactum Desiderium (Desire-for-Desire) Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Balanced exchange: guardian spirit fulfills a deep desire (e.g., open city, awaken magic) in return for a vowed desire (e.g., children’s laughter by the lake).
Power Conduit Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Open a channel to a willing caster you touch or can see within range. You may transfer up to ⌊Mana/2⌋ points from your own pool into theirs for their next casting this round. Magic and Psychic pools cannot be crossed by this spell.
Queen’s Revitalizing Grace Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Direct royal energy transfer to restore fatigue and balance.
Royal Audience Gate Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Casting the Queen’s emblem coin into prepared space opens a court audience portal.
Royal Edict Voice Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Body (partial)
Royal Revitalization Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Blue tendrils of faelight restore stamina and soothe fatigue; accelerates natural recovery.
Seelie Empowerment Surge Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Channels Fae energy into target, supercharging armor/shimmer cloth and psionic output.
Shimmer Sheet of Light Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Silk-like pane of condensed light that hard-counters darkness-forged projectiles and shadow spikes.
Court Veil (Group Glamour) Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Mind (negates)
Mask a convoy’s signatures and presence during travel.
Dispelling Bolt Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Reflex (half)
Multicolored discharge that cancels hostile spells.
Potent otherworld light strike hurled straight at your mark.
Fae Communion Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Initiates sanctioned contact with the Fae Court for audience or message; often paired with a royal token to open a portal.
Fae Phalanx (Six-Node Aegis) Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Six hovering light-nodes drop to form a converging dome shield; scalable radius.
Fey Undercut Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Reflex (half)
Unlaces soil/rock seams to collapse cliffs or berms, creating avalanches or earthen curtains.
Glamour Veil Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Mind (negates)
Powerful illusion that hides allies in plain sight.
Potent boon that sharpens an ally’s next move.
Group Glamour Shroud Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Mind (negates)
Wraps a party in layered glamour that dampens notice and masks signs against magical hunters.
Regal Overcharge Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Reflex (half)
Channels Fae Queen/Princess power into an ally, supercharging their next major action. Target gains +2 tiers of output (damage/scale) and temporary resistance vs. corruption/time-break for the action. On over-use, applies Fatigue to the channeler.
Regia Bubble Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 10 · Save: —
A semi-transparent dome of courtly glamour rises around you and up to ⌊Mana/4⌋ allies within 3 m. It filters hostile projectiles and energies — anything crossing inward loses ⌊Mana/3⌋ of its damage — while allowing air, sound and light to pass freely. Those inside may act and cast out through it without penalty. Holds ⌊Mana/2⌋ rounds.
Unbind Psychic Seal Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Removes or loosens a long-standing magical block suppressing innate psychic abilities; restoration unfolds over time.
Unveiling Bloom Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: Mind (negates)
Floral rite that relaxes body and unknots guarded minds to enable a pure, court-sanctioned reading of intent.
World Tree Boundary Ward (Ambient) Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 11 · Save: —
Area cleanse, anti-blight, muffles enemy teleport/warp, amplifies healing.
Fairy Portal Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 13 · Save: Mind (negates)
Toss a coin to open a swift two-way gate.
Formidable step through glamour, landing where you mean to be.
Nature’s Wrath (Vine Tentacles) Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 13 · Save: Mind (negates)
Vast living vines reach across veils to seize and slam foes.
Formidable glamour call that brings help to your side.
Area Deep Glamour Tier VI
Pool: Mana · Cost: 20/40 · Range: Scene (choose zone Int × 20 m) · AP: 20 · Save: Mind (negates)
Lay a deep glamour over a whole place. Within the zone you dictate what the area appears to be — a ruin for a keep, empty ground for a camp, one street for another — and from outside the zone the true place cannot be perceived at all. Zone radius is ⌊Mana/2⌋ m, so scale rides entirely on what you invest. Those inside who have cause to doubt may contest once per scene with a Mind save; failure means they cannot try again while the glamour holds. Lasts ⌊Mana/10⌋ hours.
⚖️ General 3
Counter-Weave Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 10 · Save: —
Reaction, on seeing a spell cast within range. Roll your Casting Roll against the caster's. On success the spell is unravelled before it takes effect; on a tie it resolves at half magnitude. You must be able to perceive the casting.
Blocking Weave Tier IV
Pool: Mana · Cost: 15/20 · Range: Int × 15 m · AP: 11 · Save: —
Lay a weave over your own next spell, or over a zone of ⌊Mana⌋ m. Effects inside cannot be countered or dispelled by anyone whose Casting Roll does not exceed yours by 5 or more. Lasts ⌊Mana/2⌋ rounds.
Runewrought Sphere Tier VII
Pool: Mana · Cost: 25/50 · Range: Int × 20 m · AP: 20 · Save: Reflex (half)
A ten-minute ritual. A translucent sphere forms and grows to ⌊Mana⌋ × 3 m across, its surfaces crawling with runes that spin inward and mix at the centre until the whole volume is filled with churning energy. On release, everything inside takes ⌊Mana⌋ damage and every structure within is levelled. The caster chooses the moment of release up to ⌊Mana/10⌋ rounds after completion.
🕳️ Void (Voidcaller) 13
Void Blade (Greatsword) Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: Reflex (half)
Form a two-handed blade of frozen void. Melee strikes deal +⌊Mana/2⌋ + 1 void-cold. On a successful parry against a weapon of ice or frost, that weapon **shatters** — the void blade is the harder of the two.
Reliable working of frost with clear, immediate purpose.
Void Shackles Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 5 m · AP: 8 · Save: Body (partial)
Bind a target's hands and legs in void-rime. On a failed save: restrained — hands bound, or speed 0. On a success: slowed −2 m. The rime gives off no glimmer; the binding is invisible in poor light.
Void Shards Tier II
Pool: N/A · Cost: 4/10 · Range: Int × 10 m · AP: 8 · Save: Reflex (half)
Launch jagged shards of frozen void; damage = ⌊Mana/2⌋ + 1 void-cold. On hit, the target suffers −1 m movement.
Void Shield Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Conjure a large slab of frozen void. **+4 Defence vs missiles, +3 vs beams** in a chosen arc; may be angled to deflect. It emits nothing and reflects nothing — you gain Concealment −2 while it is raised.
Reliable frost ward that blunts harm and buys space.
Void Spike Volley Tier II
Pool: Mana · Cost: 5/10 · Range: Int × 5 m · AP: 9 · Save: —
Hurl spikes of frozen void at up to 3 clustered targets; each takes ⌊Mana/3⌋ + 2 void-cold.
Reliable working of frost with clear, immediate purpose.
Ray of Void Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 10 · Save: Body (half)
Project a ray of void-cold at a single target in a line. The target takes ⌊Mana/2⌋ void-cold; everything in the line between you and it takes half. On a failed save flesh and bone go brittle — the target takes +1 damage from all physical sources until the end of its next turn. The ray casts no glow and leaves no trail.
Twin Void Aegis Tier III
Pool: N/A · Cost: 6/12 · Range: Self · AP: 7 · Save: —
Conjure two slabs of frozen void, one per arm. Each provides **+4 Defence** against a chosen arc. Neither casts a reflection or a shadow — they simply are not there to the eye.
Void Scale Carapace Tier III
Pool: Mana · Cost: 10/15 · Range: Int × 10 m · AP: 10 · Save: —
Overlapping scales of frozen void sheathe your body for ⌊Mana⌋ rounds. Gain **+5 Armour** and Resist 3 vs void-cold. A creature striking you in melee takes 2 void-cold. The carapace does not hinder movement, and it shows no sheen — you gain Concealment −2 in anything less than full light.
Void Wall Tier III
Pool: N/A · Cost: 6/15 · Range: Int × 10 m · AP: 9 · Save: —
Raise panels of frozen void — ⌊Mana × 2/3⌋ m² of surface, 2 m high. The wall provides **+5 cover** and blocks line of sight until destroyed. It reflects nothing: creatures behind it gain Concealment −2 as the panels drink the light around them.
Shatter Void Wall Tier IV
Pool: N/A · Cost: 3/9 · Range: Your Ice Wall · AP: 6 · Save: Reflex (half)
Detonate one Void Wall segment into shards. Cone **4 m**; creatures within take ⌊Mana/3⌋ + 2 void-cold and piercing.
Void Prison Tier V
Pool: N/A · Cost: 8/16 · Range: Int × 10 m · AP: 11 · Save: Body (negates)
Encase a target in solid void-rime. On a failed save: restrained, taking ⌊Mana/2⌋ void-cold each round. On a success: slowed −2 m. Nothing can be seen of the target while it holds — the rime is opaque and lightless.
Eternal Void Tier VI
Pool: N/A · Cost: 20/40 · Range: Scene (Int × 20 m radius) · AP: 20 · Save: Body (half)
Unmake the warmth of a place. Within **Int × 13 m** for ⌊Mana/10⌋ rounds: all terrain counts as void-rime (−2 m movement), ranged attacks suffer −3, and the zone gives off no light at all — everything inside has Concealment −2. Enemies must make a Body save each round or be slowed further, stacking. Allies inside gain **+4 Defence**.
Void Dragon Form Tier VI
Pool: Mana · Cost: 20/40 · Range: Self · AP: 20 · Save: —
Take the shape of a void dragon for ⌊Mana/5⌋ rounds — a body of Dark Ice, breath that is the coldness of the void. Life becomes your own × 2, **Armour 10**, you gain flight, a bite for ⌊Mana/3⌋ + 1 piercing, and a breath weapon usable once per round for ⌊Mana/2⌋ void-cold in a **6 m** cone. You cannot cast while transformed. When the form ends you return with the damage you took carried over proportionally.