Seeds

By default, all seeds listed have an Energy cost of 1.

Assault

Blast

At-will, std, medium range; inflicts 1d6 damage (plus normal modifiers) of a normal elemental type for your Power Source.

Strike

At-will, std, melee range; inflicts 2d6 damage (plus normal modifiers) of a normal elemental type for your Power Source.

Control

Push

At-will, swift, medium range; push 5.

Options
  • Pull: +0 BP. Pull instead of push.
  • Push/Pull: +1 BP. Pull or push.
  • Slide: +2 BP. Slide instead of push.
Notes
  • Empower increases push by 5 squares.
  • If modified to become a burst, push/pull becomes radial.

Debilitation

Affliction

At-will, swift, short range; causes an affliction, with either a Fort or Will save to end. See detail page for more info.

Concealment

Recharge 33%, swift, medium range, circle 3; area grants concealment, due to fog or darkness.

Options
  • Total Concealment: (+2 BP, MR 2) Grants total concealment.
  • Enemies Only: (+1 BP, MR 2) You and your allies can see through it.
  • Non-Standard: (+2 BP) Uses something other than fog or darkness; effects which allow sight through such mediums do not work if this option is applied.
Remove

Minimum Rank 2. Recharge 33%, swift, short range; subject is rendered unable to act, but also invulnerable. Lasts 3 rounds (exclusive), no save.
Options
  • Non-Exclusive: (+2 BP, MR 3): Non-exclusive, but cannot be chained or made into an area.
Notes
  • When Extend is used, each application adds only a single round.
Snare

Recharge 33%, swift, long range; subject suffers 50% movement penalty, Fort ends.

Options
  • Circle: (+0 BP) Circle 3, no save, applies only while in area, 3 rds.
  • Rooted: (+1 BP) Rooted instead of 50% movement penalty. (+2 BP if applied to Circle)
Transform

Recharge 33%, swift, medium range; transforms subject into something useless. For instance, a human might become a sheep, or a sword might become a dead fish. Fort ends, damage ends, max duration 5 rounds.

Options
  • No Max: (+1 BP, MR 2) Eliminate 5-round maximum.
  • Useful: (+2 BP) Target form is something useful, that you choose, of similar mass and category (creature or object).
Vulnerability

Recharge 33%, swift, medium range, 3 rounds; subject gains Vulnerable 5 to a specific damage type (valid for your Power Source).

Options
  • Heighten: (+1 BP, +1 rank) Vulnerability increases according to schedule: 5, 10, 20, 50, 100.
Notes
  • Multiple imposed vulnerabilities to the same type do not stack, they overlap, regardless of source. Imposed vulnerabilities can stack with innate vulnerabilities.
Weaken

At-will, swift, short range; enemy suffers a penalty of 1d3+1 to a chosen attribute (Fort ends).

Options
  • Heighten: (+1 BP, +1 rank) Increase die type and add +1.
Notes
  • Because this is a penalty, not damage, it overlaps (does not stack) with other penalties to the same attribute.

Defense

Invisibility

Encounter, swift, reserve; you become 50% invisible, gaining concealment. This is lost if you attack or move faster than 50% speed. Once lost, it cannot be reactivated until it recharges (33% chance per round).

Options
  • True Invisibility: (+1 BP, +1 rank) Increase invisibility to 100%.
  • Improved: (+1 BP, +1 rank) Instead of losing invisibility altogether, you lose 50% per attack, and regain 50% per round automatically.
Invulnerability

Daily, immediate; you become invulnerable, but unable to act, for 2 rounds. You cannot end this effect early.

Options
Notes
  • You cannot Extend this power.
  • Dev Note: Divine power source adds an extra option: you may take actions while affected, but only to heal, buff, etc.
Resistance

At-will, swift, reserve; ally gains Resist 5 to a specific damage type (allowed by your Power Source).

Options
  • Heighten: (+1 BP, +1 rank) Resist increases according to schedule: 5, 10, 20, 50, 100.
  • Extra Type: (+1 BP) Add one other type; this power protects against both. However, the user must specify which type each round.
  • Chromatic Shield: (+2 BP, MR 2) Add one other type; this power protects against the first type to affect user each round.
Notes
  • Multiple imposed vulnerabilities to the same type do not stack, they overlap, regardless of source. Imposed vulnerabilities can stack with innate vulnerabilities.

Shield

Encounter, swift; you gain Absorb 50%, to a limit equal to 50% of your max hp. This is specific to one type of damage (physical, or any allowed by your Power Source).

Options

Enhancement

Enhance Attribute

At-will, swift, reserve; you gain +1 bonus to selected attribute (str, dex, hit rating, dominance, etc).

Options
  • Improved: (+1 BP) Add +1 bonus. Max bonus +4 per rank.

Healing

Detoxify

Recharge 33%, swift, touch; you remove one poison or disease effect.

Notes
  • Empower: Removes 1 additional effect.

Heal

Recharge 33%, swift, touch; you heal for 1d6 damage (plus normal modifiers).

Notes

Regeneration

At-will, free, reserve; you regenerate 10% of your max HP per round.

Options
  • Improved: (+1 BP) Increase by 5%. Max 2 stacks per rank.

Restoration

Recharge 33%, swift, touch; you restore 1d3+1 points of ability damage.

Options
  • Heighten: (+1 BP, +1 rank) Increase the die type and the modifier by 1. (1d4+2, 1d6+3, etc).

Mobility

Speed

At-will, swift, reserve; you gain +3 to your base speed.

Options
  • Improved: (+2 BP) Gain +3 to base speed.

Utility

Dispel

At-will, swift, short range; you dispel one spell.

Options
  • Area Dispel: (+3 BP, MR 2) Affects all instances of a given spell in a circle 3.
  • Greater Area Dispel: (+2 BP) Affects a spell of your choice on each target in circle 3. Requires Area Dispel.
  • Improved: (+1 BP) Affects an additional spell on same target.
  • Spellsteal: (+3 BP, MR 3) After a successful dispel of a beneficial spell, you gain its effect for its remaining duration.
Notes
  • You may only dispel effects of the same overall type as yours. For instance, all powers of the Magic power source are supernatural. Thus, a Dispel of this power source can only affect other supernatural powers, not extraordinary powers.

Duplication

Encounter, swift, reserve; you create an illusionary duplicate of yourself. The image duplicates your motions, so as to be indistinguishable to the real you. The image has 1 hp, and is immune to area effects. It stays in your square, making it possible for targeted attacks to hit the image and miss you, but not for area effects to miss you in any case.

Options
  • Independent Image: (+2 BP) Image can move independently of you, within Short range. Can Enlarge.
  • Extra Image: (+1 BP) Conjures an additional image. Stackable.
  • Violent Image: (+1 BP, MR 3): The image is capable of attacking, using an infusion you create, whose cost is added to the total. (If you add additional images, this must be applied to each one)

Illusion

At-will, concentration, long range, circle 3; while concentrating, you can create figments within area, to whatever specifications you can imagine. The figments are immaterial; anyone touching one, or touched by one, receives an immediate Will save to disbelieve.

Options
  • Aural: (+1 BP) Add sound component, including intelligible speech.
  • Tangible: (+1 BP) Add touch component, including heat/cold.
  • Damaging: (+2 BP, MR 2) Allows illusions to inflict "damage" (all damage is psychic damage). Requires Tangible
  • Programmed: (+2 BP, MR 2) Can "program" the illusion, imbuing with Intelligence equal to 25% of yours, requiring no concentration to maintain. Lasts until sunrise, more if imbued with spell reagents.

Quicken

Reserve; you gain the ability to perform mundane tasks at 5 times the normal speed.

Options
  • Heighten: (+1 BP, +1 rank) Increase multiplier by 5.

Wall

Encounter, swift, medium range, wall 3+2/rank; creates a wall. Effects vary by type. Lasts 5 rounds.

Options
  • Fire: (+1 BP) Fire wall blocks line of sight, inflicts 2d6 fire damage upon crossing, 1d6 on turn start within 1 square of wall.
  • Frost: (+1 BP) Frost wall blocks line of sight and effect, as well as movement. Wall can be damaged; it has Hit Points equal to 3d6 + 300% Hit Power. If shattered, it can be bypassed, but crossing inflicts 1d6 + Hit Power frost damage plus chilled (Fort ends). One round after being shattered, it reforms.
  • Wood: (+1 BP) Wood wall blocks line of sight and effect. Can be damaged; has Hit Points equal to 5d6 + 500% Hit Power, and Hardness equal to 10% of its maximum Hit Points.
  • Force: (+3 BP, MR 2) Force wall blocks line of effect. Immune to damage and dispel.
  • Stone: (+2 BP, MR 2) Stone wall blocks line of sight and effect. Can be damaged; has Hit Points equal to 10d6 + 1,000% Hit Power, and Hardness equal to 20% of its maximum Hit Points.
  • Cage: (+2 BP, MR 3) Instead of a wall 1/level, the effect is a cage sealing in a 1x1 or 2x2 area on all sides. The walls may either be smooth or barred.
  • Self-Crossing: (+3 BP, MR 3) Wall can cross itself. Normally, this is not allowed.

Summon

At-will, std, short range, reserve; you summon a minion. See description for details.

Extras

General

  • Empower: +1 BP. Increases damage by 1d6. (Dev Note: this is probably already covered in all relevant seeds. Maybe it should just be here.)
  • Admix: +2 BP. Adds another damage type (from among your Power Source's valid types). For any given attack, consider the attack as being the most advantageous (to you) of the two (or more).
  • Chain: +1 BP. Adds an additional target within 5 squares of original target. (When stacking, "jump" distance is measured from each target in sequence, not all from original target)
  • Enlarge: +1 BP. Increases range by one category: i.e., touch to short, short to medium, medium to long. Cannot increase beyond long.
  • Extend: +1 BP. Increases duration by 100%. Compounds exponentially. No effect on instantaneous effects.
  • Reserve: +2 BP. Converts duration-based effect into reserve effect. Invalid for hostile effects.
  • Affects Others: +2 BP. Converts a self-only effect into a touch effect. (For further range modifications, see Enlarge).
  • Enemies Only: +2 BP. Hostile area effect ignores allies in radius. (Special note: each time you stack an area extra on the power to increase its area, you must apply this extra again on the new area)
  • Improve Cooldown: +3 BP. Reduces cooldown by one category: i.e. daily to encounter, encounter to recharge 33%, recharge 33% to at-will.
  • Burst: +1 BP. Converts single-target effect into a burst 3.
  • Cone: +1 BP. Converts single-target effect into a cone 6.
  • Line: +1 BP. Converts a single-target effect into a line 10.
  • Widen: +1 BP. Increases area by 100%; i.e. burst 3 to burst 6, cone 6 to cone 12, line 10 to line 20. Compounds exponentially (i.e. 3-6-12-24-etc). (dev note: will probably change to a finer scale, describing how many squares you get per 1 Force)
  • Ongoing Damage: +1 BP. Converts an instant damage effect into an ongoing damage effect for 3 rounds, inflicting half damage with each tick.
    • Alternatively, +2 BP. Same as above, but an additional "tick" instantly on cast.
  • Seeking: +2 BP. Targeted effect does not require a roll to hit; it ignores Dodge and Parry. Cannot be fired indirectly (i.e. against target with total concealment), cannot critically hit.
  • No Save: +3 BP. Eliminates a "Fort ends" or "Will ends". Invalid if it leaves no way to exit the effect (such as a maximum duration).
    • Variant: +2 BP. Eliminates save, replacing it with a duration of 3 rds. Invalid for loss-of-control effects or effects that had a duration in addition to "save ends".
  • Unusual Element: +2 BP. Modifies energy effect to use an unusual element, such as arcane, shadow, psychic, poison, or holy. (dev note: this is a "virtual" extra. Power Source should specify this!)
  • Peculiar Element: +5 BP. Modifies energy effect to use a unique element that almost no one will have resistance to, such as chaos, silver fire, or sonic. (dev note: this is a "virtual" extra. Power Source should specify this!)

Negative

Diminishing Returns: each time you stack the same weakness on a power, the modifier is halved, rounded toward zero. -5 Force becomes -2 Force, etc.
  • Weaken: -1 BP. Decreases damage by one die. Not valid if power inflicts no dice of damage.
  • Reduce: -1 BP. Decreases range by one category: i.e. long to medium, medium to short, short to touch. Cannot decrease below touch.
  • Shorten: -1 BP. Reduces duration by 50% (rounding down). Cannot reduce below 1 round.
    • If duration is Reserve, reduces to 5 rounds, and turns Recharge costs into Energy costs.
  • Self Only: -1 BP. Converts a touch or ranged effect into a self-only effect. (It is acceptable to gain extra ranks from Reduce as well, if original range was greater than touch)
  • Lengthen Cooldown: -1 BP. Increase cooldown by one category: i.e. at-will to recharge 33%, recharge 33% to encounter, encounter to daily.
  • Narrow: -1 BP. Decreases area by 50% (rounding down); i.e. burst 6 to burst 3, cone 4 to cone 2, etc. An area of 1 square is the same as being single-target.
  • Single Target: -1 BP. Converts an area effect into a single-target effect. May stack with Narrow.
  • Delayed Blast: -1 BP. Effect is delayed 1-5 rounds after it is cast.
  • Extra Save: -2 BP. Adds a save of appropriate type (Fort/Will). If instantaneous, save to negate. If duration, save ends. Cannot add a redundant save (i.e. two "Fort ends").
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