powers

Each level, you get one Power Point (plus 4 at level 1). Each can be spent to gain rank 1 in any of the power groups below, or to advance one you already have by 1 rank.

Think of them kind of like classes in 3e, but with no multiclass penalty.

Development list:

Magic

School Power Skill Readiness Description

Elementalism

Air

-

Elementalism

Earth

65%

Elementalism

Fire

50%

Elementalism

Frost

-

Elementalism

Lightning

-

Elementalism

Water

-

Evocation

Force

-

Manipulate kinetic energy, gravity, momentum, etc. TLDR: telekinesis.

Evocation

Holy

30%

Invoking celestial nature (usually in the form of light) to heal or harm

Evocation

Light

-

Light, colors, maybe even radiation.

Evocation

Shadow

60%

Invoking the nature of the Void to harm enemies

Invocation

Affinity

-

Affinity for animals, plants, wild lands

Invocation

Binding

-

Binding outsiders into objects

Invocation

Channeling

-

Channeling planar energies into emanations

Invocation

Summoning

-

Conjuring outsiders into the prime material plane; teleporting other prime entities to you

Thaumaturgy

Absorb

-

Absorb health, magic, abilities, etc

Thaumaturgy

Blood

25%

Blood magic, phylacteries, healing

Thaumaturgy

Death

-

Death magic, creation of undead, revivification of the body

Thaumaturgy

Soul

25%

Soul magic, soul shards, speaking with dead, recalling souls from the afterlife

Thaumaturgy

Transmutation

-

Transform objects and creatures: change size, shape, constitution, more esoteric properties. Shift into powerful forms.

Mentalism

Illusion

-

Figments, glamers, veils, phantasms

Mentalism

Metacreativity

-

Astral constructs (major creation, web, grease, etc), mental attacks (mind blast, ego whip, etc), mental defenses (tower of iron will), mental simulations

Mentalism

Metamind

-

Separation of the mind from the body, dream travel, astral travel, uncarnate

Mentalism

Telepathy

35%

Linking minds with another to read or transfer emotion and thoughts, sense psychic impressions

Mentalism

Time

-

Manipulation of time, time travel, probability, object reading

Mentalism

Space

-

Creating portals through space (dimension door, teleport) or into alternate dimensions (plane shift, gate)

Craft

School Power Skill Description

Artifice

Armortech

Wear a badass suit of armor.

Artifice

Armstech

Create guns, explosives, and utility items.

Artifice

Machinist

Create automatons to serve you.

Inscription

Runeforging

Inscribe magic runes into arms and armor.

Alchemy

Potions

A potion for every need.

Race

School Power Skill Description

Vampire

Blood

Blood magic. (Same as the Thaumaturgy skill, but uses Blood instead of Mana)

Vampire

Celerity

Vampy speed.

Vampire

Presence

Overawe mere mortals with your vampy presence. (Charms, thrall, etc)

Vampire

The Black

Nasty Nosferatu business. And badass powers.

Dragon

Dragony Stuff

Dargon

Skill

School Power Skill Readiness Description

Agility

Avoidance

25%

Dodging attacks, traps, general slipperiness.

Agility

Mobility

35%

Gettin' around

Agility

Initiative

35%

Who's on first? I mean, er, who goes first?

Fortitude

Block

Shield usage, damage absorption

Fortitude

Defender

Tanking, taunts, intervene, etc

Fortitude

Toughness

HP, self-healing, ignoring pain, etc

Melee

Arms

Balanced combat style.

Melee

Protection

Defensive combat style.

Melee

Fury

Rage-based combat style.

Ranged

Marksmanship

Pretty much the only Ranged power anyone cares about.

Spellcraft

Concentration

25%

Reserve, spell mantles, etc.

Spellcraft

Name TBD

Dispelling, counterspelling, contingency, etc

Spellcraft

Metamagic

Moar metamagic

Stealth

Assassination

Sneak attack, death attack, etc

Willpower

Sorcery

20%

Spell damage, spellfire, doublecast, general pew pew

Willpower

Dominance

Controlling undead, demons, thralls, etc; resisting same.


Ranger

Survival

Yeah, it's not a skill anymore. Suck it.

Ranger

Hunting

Tracking, woodland movement, etc.

Hybrid

School Power Skill Readiness Description

Paladin

Courage

50%

Physical combat, tanking, defense

Paladin

Judgment

33%

Smiting, punishing evil, disabling lawbreakers

Paladin

Mercy

20%

Healing, stabilizing wounds, dispelling afflictions

Paladin

Purity

10%

Resistance to corruption (disease, negative energy, etc), retribution against the touch of evil

Paladin

Vigilance

10%

Detect evil/lies/sin/etc, predict evil, combat precognition

Ideas from S6:

  • Shadowdancing
  • Arcane Archer
  • Psychic Warrior stuff
  • Necromancy
  • Manifester
  • Paladin stuff

Some may already be covered by spellcaster abilities.

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