All Powers alphabetically

  • Acid: do stuff with acid
  • Alter Form: gain new...parts. best way to get physical stat enhancements.
  • Alter Perception: alter perceptions
  • Alter Size: embiggen, ensmallen
  • Animal Companion: one each time
  • Animal Empathy: conjure animals, speak with animals, charm animals
  • Animate Object:
  • Animation: animate objects
  • Antimagic: nullify magic
  • Arcane Sight: see magic auras, see weaknesses in spells, learn keys to magic locks, etc
  • Armortech: power suits for armor jockeys
  • Armstech: guns, steam pistols, artificer gauntlets, blaster cannons, etc
  • Attune Magic: attune magic to yourself, making it harmless, or even helpful to you
  • Bomb: alchemical concoctions that apply quickly when mixed
  • Break: break or explode things
  • Chaos: reckless dweomer, chaos ball, hellball
  • Clone: clone, child clone, etc
  • Cold: chill touch, freeze, deep freeze, relentless winter
  • Color: color pool/spray/tentacles/whatevs
  • Consecrate: create holy ground
  • Create Phylactery:
  • Create Water: rain, flood, deluge, tsunami, fog
  • Creation: create temporary items out of nothing (aka ectoplasm or astral stuff). includes grease and web
  • Curse: curse of mortality, curse of weakness, curse of tongues, etc.
  • Darkness: darkness, shadow meld, shadow form, cloak of shadows
  • Death: circle of death, finger of death, wail of the banshee, death shield
  • Dimensional Anchor: no teleport 4u
  • Disease: create diseases, spread them
  • Disintegrate: disintegrate, ashes to ashes, shield of death, sphere of annihilation
  • Disjunction: negate magic, destroy permanent enchantments
  • Doublecast: dual wield spells
  • Drain: drain health, mana, ability scores, gain them yourself (replaces fetishes)
  • Earth Bending: move earth, soften/harden earth, shape terrain, wall of stone
  • Earth Strike: fist of stone, stomp, earthquake
  • Earthkin: meld into stone, earth glide
  • Earthkin: super-saiyan, but earth
  • EMP: what it says on the tin
  • Empathy: sense emotions, project your own. powerful emotions = enthrall, etc
  • Ethereal: ghost touch, see ethereal, ethereal jaunt, banishment, ghost walk
  • Exorcism: dispel evil, end possession, remove curse
  • Extra-Sensory Perception: see invisible, see through darkness, blindsight, etc
  • Fabricate: form existing materials into finished product
  • Familiar:
  • Figment:
  • Fire Mastery: fire node, flame engine, orbitals, fire overlord
  • Fireball: fireball, bigger fireball, meteors, biggest fireball, hellball
  • Flameborn: flames, self-immolate, fire dragon punch, fire form, etc
  • Force Blast: magic missile, force lance
  • Foresight: see things before they happen; bonuses to perception, combat maneuvers, readied actions, etc
  • Frostforge: Frost armor, weapons, tools; wall of frost, shelters of frost
  • Gesture: Gestures of the hand or finger evoke magic, such as arcane lock, ward against wear, true strike, etc.
  • Glamer:
  • Glyph: Inscribes a charged rune onto object, triggered by using or interacting with that object. Great for traps
  • Golems: bigger power suits you don't wear
  • Gravity: gravity spike, gravity crush, reverse gravity
  • Guardian Force: taken once per pact (this should probably absorb Junction for armor)
  • Harm: HP damage, injuries, str/dex damage
  • Hearthstone: create hearthstones as sentries, proxies, or for teleporting
  • Holy Light: heal allies, sear the flesh of enemies (especially unholy ones)
  • Ice: ice lance, frost bomb, cone of cold
  • Immolation: immolate, combust, conflagrate, wall of fire, phoenix
  • Inertia: absorb inertia, charge weapon
  • Ironguard: Immunity to various physical attacks
  • Junction: taken once per pact
  • Let Blood: blood proxy, burning blood, sanguine vitae, wall of blood
  • Levitation: levitate, magical flight
  • Light: light, lasers, halation, become the Kuon Shee
  • Lightning Bolt: lightning bolt, chain lightning, ball lightning
  • Magic Armor: see "Cool Ideas" or 5.3 Arcane Magic Spell Briefs document
  • Magic Arms: see "Cool Ideas" or 5.3 Arcane Magic Spell Briefs document
  • Magic Circle: binds magic, summoned creatures, etc
  • Magnetism: Magneto
  • Malevolence: bad luck
  • Metamorphosis: taken once per pact
  • Mindlink: speak telepathically, share perceptions, take over subject's body
  • Minion: taken once per minion
  • Mist: mistform, obscuring mist, dissolve enemies into mist
  • Morichro: gentle repose, sustenance, induce coma, induce paralysis, fatigue, sleep, etc
  • Oil: alchemical concoctions that are spread onto a target
  • Ooze:
  • Petrification: flesh to stone, stone to flesh
  • Phantasm:
  • Polymorph: self, other. no spellcasting in this form, jerk.
  • Portal: analyze, open, and create portals. also hex portals and gates.
  • Potion: alchemical concoctions that are ingested
  • Power Word: Shield: like an old friend
  • Pressure: thin air, vacuum, overpressure
  • Primal: druid channeling; maelstrom, wild growth, etc
  • Psychic Assault: psychic damage, stunning, mental ability score damage (feeblemind)
  • Psychic Chirurgery: deep mind reading, implant memories, alter personality
  • Purify: remove poison, disease
  • Radiation: weirdness
  • Regeneration: speed the process of healing wounds and injuries; healing sleep, stabilize, quick heal, true regeneration
  • Schism: split concentration, trap mental invaders, eidolon (mental double; pairs well with a simulacrum)
  • Sensitivity to Psychic Impressions: object reading, legend lore, visions
  • Shadow: shadow channeling of some sort
  • Shadow Dancing: shadow jump, shadow pin, shadow double
  • Shadow Magic: tenacious magic, insidious magic, pernicious magic
  • Shadowstuff: shadowstuff, wall of shadows, shadow cache/domain, shadow...?
  • Shield: shield, wall of force
  • Simulacra: create temporary creatures or moving objects out of nothing (aka ectoplasm/astralstuff)
  • Smoke:
  • Soul Bind: trap the soul, soulstone, protection from negative energy, soul shield
  • Soul Leap: your soul jumps into someone else's body
  • Soul Link: share damage with summons, sacrifice them to save yourself
  • Soul Steal: enervation, some uses of soul drain, some uses of harvest soul (like borrowing powers)
  • Spell Focus: implements to improve mana efficiency, aid in targeting (wands, staves, rods)
  • Spell Trigger: consumable, pre-cast spells, easily triggered (tattoo, stone set in a staff, etc)
  • Spell Turning: commander spells, turn them against caster, make them friendly to you
  • Spellfire: super saiyan mode
  • Static Charge: static charge, call lightning, lightning lash, electric loop
  • Stoneskin: stoneskin, statue
  • Stormborn: electro-form, lightning speed, lightning dodge, lightning fist, etc
  • Suggestion: mind tricks, Kilgrave's power
  • Summon Mastery: double summon, triple summon, etc
  • Summon Outsider: summon, control, and unsummon extraplanar creatures. (may have to take once per pact)
  • Symbol: Floating magic glyph produces magical effects, with customizable triggers. Alarm, summoning, charm, petrification, etc.
  • Technomancy: Kara/Pandora's power
  • Telekinesis: grip, push, pull
  • Teleport: blink, dimension door, dangerous long-range teleports
  • Telesthesia: see things far away; learn to project your will through the sensor
  • Temporal Displacement: time hop, regress/advance time (age or de-age)
  • Time Acceleration: haste, slow, alacrity, temporal stasis
  • Time Travel: verboten
  • Time Warp: time stop, reprieve
  • Totem: taken once per pact
  • Transfusion: absorb damage, injuries, toxins, etc
  • Treespeaker: control plants, speak with plants (er...ok), conjure plants
  • Undeath: create undead, command undead
  • Veil:
  • Vessel: tool to hold excess mana, may have other properties (think rod of absorption, and get more creative from there)
  • Void: darkbolt, void zone, dark star, curse of mortality, harm
  • Ward: create magical wards to defend your home
  • Water Bending: control water, dessication, drown
  • Waterborn: Juvia's body is made of water
  • Wild Aspect: aspect of the hawk/fox/badger/mantis shrimp/etc
  • Wind: gust of wind, cyclone, wind wall
  • Wondrous Items: empower ordinary items to use themselves in amazing ways (witch's stove, enchanted broom, etc); not much use in combat, let's leave room for Animate Object
files
  • (up)
  • (cur)
  • 7.1 Overview
  • 7.1
  • 7.2.1
  • 7.2.1a
  • 7.2
  • 7.3.1
  • 7.3.2
  • 7.3.3
  • 7.3
  • 7.4.1
  • 7.4.2
  • 7.4.2b
  • 7.4.3
  • 7.4
  • 7.5
  • 7.6 Advancement
  • 7.6 Feats
  • 7.6 Gating
  • 7.6
  • 7.8 in 5e style
  • 7.8
  • 8.0
  • Ability Scores
  • Absorb
  • Action Points
  • Action
  • Actions
  • Adventuring Gear
  • Affinity
  • Affliction
  • Agility
  • Air
  • Alchemy
  • Alertness
  • All Powers alphabetically
  • All Powers by Category
  • Angel
  • Animal Companion
  • Animal Empathy
  • Arcane Magic
  • Armor Penetration
  • Armor
  • Armortech
  • Arms
  • Aspirations
  • Attributes
  • Aura
  • Avoidance
  • Awareness
  • Ball Lightning
  • Binding
  • Biology
  • Biotech
  • Blacksmithing
  • Block Rating
  • Block
  • Blood Calls to Blood
  • Blood
  • Blue Steel
  • Build Points
  • Call Animals
  • Call Lightning
  • Challenges
  • Change Log
  • Change Notes
  • Channeling
  • Charge
  • Classes
  • Clothing
  • Cold Iron
  • Combat Encounters
  • Combat Insight
  • Combat Skills
  • Combat Styles
  • Combat
  • Command Plants
  • Commune with Nature
  • Concentration
  • Consecrate
  • Control Air
  • Control Weather
  • Cooldown
  • Courage
  • Create Phylactery
  • Creating Encounters
  • Custom Powers Test
  • Custom Powers
  • Cybernetics
  • DM Tips
  • DM Tools
  • Damage Threshold
  • Damage Type
  • Damage Types
  • Darksteel
  • Dazed
  • Dazzled
  • Death
  • Defenses
  • Descriptors
  • Detect Magic
  • Difficulty Class
  • Dlarun
  • Dodge
  • Dominance
  • Dragon
  • Druid
  • Duration
  • Dwarf
  • Earth
  • Effects
  • Electric Loop
  • Elemental Control
  • Elemental
  • Elf
  • Empathy
  • Enchanting
  • Endurance
  • Energy
  • Enervation
  • Equipment
  • Evocation
  • Extraplanar Minion
  • Factions
  • Faerie
  • Fairy
  • Falling Damage
  • Fatigue
  • Feats (pre 7.5)
  • Feats (pre-7.3)
  • Feats
  • Fighter
  • Fire (Scratch Space)
  • Fire
  • Fooble
  • Force (pre-7.5)
  • Force (scratch space)
  • Force
  • Fortitude
  • Frost Armor
  • Frost
  • Fury
  • Futuristic Weapons
  • Gear
  • General Skills
  • Grab
  • Gravity
  • Grip
  • Hardness
  • Harry Dresden
  • Healing
  • Hedgecraft
  • Hero Points
  • Heroic Traits
  • Hit Points
  • Holy (old)
  • Holy Light
  • Holy Word
  • Holy
  • Human Potential
  • Idea Bin
  • Ideas
  • Illusion
  • Implements
  • Infighting
  • Initiative
  • Injuries
  • Inscription
  • Invocation
  • Jewelcrafting
  • Jewelry
  • Judgment
  • Junction
  • Knowledge Skills
  • Legacy
  • Let Blood
  • Light
  • Lightning Rod
  • Lightning Shield
  • Lightning
  • Luck
  • Magic Circle
  • Magic-User
  • Magic
  • Meditation
  • Melee Weapons
  • Melee
  • Mentalism
  • Mercy
  • Minor Creation
  • Mist Form
  • Mithral
  • Mobility
  • Modern Weapons
  • Monster Rules
  • Movement
  • Nauseated
  • Necromancer
  • New List
  • New RP
  • Object Defenses
  • Old Custom Powers
  • Old Invocation
  • Opposed Skill Checks
  • Pact Magic
  • Pact
  • Parry
  • Perception
  • Persuasion
  • Pin
  • Plant Growth
  • Power Skill
  • Power Skills
  • Power Source
  • Power Sources
  • Power
  • Powers (7.4.2b)
  • Priest
  • Primal Magic
  • Protection
  • Psionics
  • Purity
  • Push (Power)
  • Push
  • Pyrite
  • Race Points
  • Race
  • Races
  • Range Increment
  • Range
  • Ranged Weapons
  • Ranged
  • Reflex
  • Reserve
  • Resilience
  • Resource Points
  • Rewards
  • Rewind Time
  • Ritual Casting
  • Ritual of Summoning
  • Rogue
  • Scale
  • Security
  • Senses
  • Shadow (Power Source)
  • Shadow (old)
  • Shadow
  • Shields
  • Shifter
  • Silver
  • Size
  • Skill Challenges
  • Skill
  • Skills (old 7.1)
  • Skills
  • Sleep
  • Sorcerer
  • Sorcery
  • Soul
  • Space
  • Special Attacks
  • Special:Menu
  • Special:Style
  • Spell Penetration
  • Spellcraft
  • Spront
  • Starting Equipment
  • Static Charge
  • Stealth
  • Summon
  • Summoning
  • Sunder
  • System
  • Table Test
  • Targeting
  • Technomancy
  • Telepathy (pre-7.5)
  • Telepathy
  • Temp
  • Terrain
  • Test Page
  • Test
  • Thaumaturgy
  • The Fifth Element
  • The Sight
  • The Unifying Force
  • Time
  • To-Do
  • Totem
  • Trade Skills
  • Transmutation
  • Trinkets
  • Trip
  • Truesilver
  • Type
  • Unarmed
  • Vampire
  • Vehicles
  • Version History
  • Vessels
  • Vigilance
  • Wall of Blood
  • Warg
  • Warlock
  • Water
  • Weapons
  • Wielding
  • Wild Aspect
  • Willpower
  • Wind Shaping
  • Windrider
  • Witch
  • Wizard
  • World
  • Wound Points
  • Wounds and Injuries
  • _badge
  • _home
  • _menu
  • _style
  • img
  • nominal
  • powers
  • sys_ui_related_list_entry_67d125c6a3d0121078c78b48b51e61c4
  • tempfeats