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

Compel

Recharge 33%, swift, short range; subject is compelled to perform some task which you verbally indicate. Will negates 'and Will ends. A command to perform truly unconscionable actions will automatically end the effect, as will you or a clear ally of you attacking the subject.

Options
  • Telepathic: (+2 BP) You need not speak the command aloud; it is no longer language-dependent, and understanding it does not require intelligence (though implementing it might).
  • Clear Conscience: (+3 BP, MR 2) Subject will perform any action, regardless of conscience.
  • Concentration: (+0 BP) Action becomes std, duration sustain std; automatically applies Telepathic.
Notes
  • Since the command must be given verbally, this effect only works if subject can hear and understand you. It is language-dependent.
  • Even if subject understands the command as stated, this effect does not impart knowledge or intelligence the subject didn't have. Commanding a simpleton to create a complex spell for you will simply fail, regardless of Will saves.

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 Options for types.

Options

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
  • Drain: (+2 BP, MR 2) Instead of a penalty, you cause ability damage (which is stackable and long-lasting). Instead of Fort ends, the save is Fort half.
  • 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

Ablation

Encounter, swift, 5 rounds; you gain 3 charges of ablative armor (limits the damage of an attack to 50% of your maximum HP).

Options
  • Improved: (+1 BP, +1 rank) Damage limit lowered to 25%. At two stacks, damage limit lowered to 10%.
  • More Charges: (+1 BP) Grants 1 additional charge.
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%, which grants total concealment.
  • Improved: (+1 BP, +1 rank) When you attack or take damage, you lose invisibility as normal, but the effect doesn't end; instead, your invisibility regenerates 50% at the beginning of each turn.
Invulnerability

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

Options
  • Early Withdrawal: (+2 BP, MR 2) You may end the effect after 1 round.
  • Earlier Withdrawal: (+4 BP, MR 4) You may end the effect at any time as an immediate action.
  • Imperfect: (+1 BP) You can act throughout the duration, but you are only 50% invulnerable: for each hostile effect, you are 50% likely to suffer it as normal, and 50% likely to avoid it entirely (max once/rd). Duration increases to 3 rounds.
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 not specific to a Damage Type.

Options

Enhancement

Enhance Attribute

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

Options
Sight

At-will, swift, sustain swift; you gain enhanced sight (see Options for details).

Options
  • Nightvision: (+0 BP) You gain nightvision, upgrading dimness to full light and darkness to dimness within a 6 square radius. No color vision. Sudden exposure to bright light causes you to become blind (Will ends). No effect on absolute darkness.
  • Infravision: (+1 BP) You see infrared light within a 6 square radius. Warm bodies are at full visibility to you when contrasted with cooler ones. Cool bodies (cold-blooded animals, plants, exteriors of most warmed buildings) are visible, but have partial concealment to infravision (except where clearly contrasted against a much warmer or cooler background). Cold bodies meld together; no detail is visible, unless contrasted against a warmer body. Requires no visible light.
  • Multi-Vision: (variable BP) Normally, using Sight replaces your vision with the selected type; thus, you gain the benefits (and drawbacks) of the new form, and lose any others you had (even natural sight). However, by spending twice the normal BP cost for a Sight Option, you may see in that mode simultaneously with your natural sight, and any others with this Option applied.
  • Active Nightvision: (+2 BP, MR 2) As Infravision, but you also produce a cone 6 of near Infrared light, which illuminates objects in front of you. Effectively, works just like Nightvision, except you see as well in total darkness as you would in dimness, and all brighter conditions are the same as full brightness, within a 6 square radius. Seeing the detail of objects requires a narrower sensitivity to Infrared light, so you do not gain the benefits of Infravision. Any creatures with Infravision can clearly see the light you generate (even well beyond the cone; it's like a flashlight), but normal vision cannot see it.
  • See Invisible: (+2 BP, MR 2) You see creatures affected by the Invisibility seed, as well creatures in the Ethereal Plane, within a cone 6 in front of you. This negates the effect of invisibility, including its concealment-granting and Stealth-enhancing traits, but does not negate any other concealment or Stealth the subject possesses.
  • Widened Sight: (+1 BP, MR 3) Most forms of Sight work in a cone; this option changes that to a centered circle of the same radius. This does not actually confer 360-degree vision, but does allow peripheral vision.

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

Absorb

Recharge 33%, swift, touch; you absorb the energy of an ongoing supernatural effect, ending that effect. Must be of the same overall type (magic, psionics, etc). No dispel check is needed. However, if the effect's rank is greater than or equal to your own, you must pass a Fort save to succeed; on failure, only half the effect is absorbed, and you suffer 1 strain.

Options
  • Immediate: (+2 BP, specific to Blood Magic) Changes action to immediate. Can use to intercept any incoming effect that was targeting you.

Absorb Power

At-will, swift, touch; you absorb one of the subject's powers (Will negates). You may then use that power, as if you knew it, and met all preconditions to cast it, for the rest of the encounter. Once used successfully, this power goes on cooldown for the encounter.

Options
  • Daily: (+1 BP) Each time you use this power, you have the option of retaining access for up to 24 hours. To absorb a new power, you have to drop the existing one.
  • Improved: (+3 BP, MR 3) The on-success cooldown is recharge 33%. You can retain access to multiple powers throughout the duration.
  • Permanency: (+1 BP) You have the option of learning any power you have successfully absorbed. Choose one of the following (each time you use this):
    • When you decide to learn a new power, you must invest the full Build Point cost, using at least half of all Build Points earned in the future to this purpose. While investing, you cannot switch to learning a different power.
    • You may set aside Build Points (up to 3/rank) to be used for this purpose. While you have access to a power, you may immediately learn it permanently by spending the appropriate amount of points.
    • If you permanently learn a power, Absorb Power's cooldown finishes, and you can learn another temporary (or permanent) power.
  • Steal: (+2 BP) While you have access to the power, the subject loses access.
Notes

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 1.
  • Cone: +1 BP. Converts single-target effect into a cone 3.
  • Line: +1 BP. Converts a single-target effect into a line 10 (or 5x2).
  • Widen: +1 BP. Increases area by 100%; i.e. burst 1 to burst 2, cone 3 to cone 6, 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!)

Meta

  • Reactive: Variable BP. Rather than being triggered as an action, the power goes off automatically in response to a specific stimulus. Must choose one of the "Basic Types" below.
    • Basic Types
      • Retributive: An offensive or debilitating power that reacts to an enemy attack you. The power goes off when you are attacked; it is targeted (or centered on) your attacker. The trigger is being hit by the attack; totally avoiding the attack will cause the reaction to fail, but mitigating it (even being completely immune) does still trigger the reaction.
      • Defensive: The trigger is an attack on you, but the target of the power is you; usually this is to bring up some sort of defense or counter.
      • more types?
    • Default Properties
      • The power goes off whenever it is triggered; you cannot suppress it on a case-by-case basis.
      • The power obeys its normal cooldown. At at-will power will go off every time it is triggered (subject to the Global Cooldown). A recharge 33% power will go off as soon as it is triggered, then will go off at the next possible opportunity once it is recharged. Etc.
      • Range must agree. If the power has a Short range, and an attacker triggers the reaction by attacking at Long range, the power will not be able to retribute.
    • Base BP Cost is based on the power's action cost.
      • Standard: +2 BP
      • Swift or Move: +1 BP
      • Free: +0 BP
    • Modifiers:
      • Melee Only: -1 BP (Defensive/Retributive only). Only reacts to a melee attack, not a ranged attack.
      • Triggered: +2 BP. Works as reactive, but you may still use it as an active power whenever you want, as well.

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").
  • Material Component: -X BP. Each use of the power requires and consumes some specific material object. Its value is the total BP cost of the power before this extra is applied in RP, according to schedule D (-1 BP), C (-3 BP), B (-5 BP), or A (-10 BP).

Power Source Specific

Seeds

Remove Curse

Recharge 33%, swift, short range; you remove one curse effect from subject. Dispel check required.

Options
  • Transfer: (+2 BP, specific to Invokers) Instead of merely dispelling the curse, you transfer it to another target in range.

Extras

Magic

  • Curse: (+3 BP, +1 for Invokers) Effect cannot be dispelled with the Dispel seed.
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