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‘s Grimoire (p.

1)
How to use this document current environment. Costs (3 + 2 per Hit foe for 2d6 damage [+1d6 w/raise].
First, copy it over to a new document. point of size change) PP. Penalties apply except for Range.
Then delete every power you don’t know. Subject retains their Smarts (except on critical • Damage (+2): Raise to 3d6 damage.
Finally, delete this section in red. When you failure) and Spirit, and rolls Spirit at -2 [-4 • Disintegrate (+2): If Incapacitated, subject
add a new power, copy it over from this w/raise] at end of each turn to end this. rolls Vigor or turns to dust. Bolt benefits
original. • Duration (+2): Duration is 5 minutes. from raise and damage dice explosions
Any power with a slash (e.g., vs. objects; they’re dusted if broken.
Boost/Lower Trait) has been broken into its Banish (V) • Greater Bolt (+4): Raise to 4d6 damage as
two components, as it keeps the effects much PP: 3 Rng: Smarts Dur: Instant Heavy Weapon.
clearer that way. Opposed by Spirit. Causes Shaken [plus 1 • Rate of Fire (+2): Attack has RoF 2.
Any power modifier in italics are Epic Wound per raise]. Incapacitation returns
Powers, which require a special Edge to use. target to its native plane. Boost Trait (N)
Consider adding a line to explain your • Area of Effect (+1/+2/+3): Affect an SBT, PP: 2 Rng: Smarts Dur: 5 rounds
specific Trapping. MBT, or LBT. Add +1d [+2d w/raise] to one attribute or skill.
For Mystic Powers users, leave in the first • Additional Recipients (+1 ea): Increases
section and change all applicable “Rng” values Barrier (S) maintenance cost.
to “Self”. Delete the first section otherwise. PP: 2 Rng: Smarts Dur: 5 rounds • Greater Boost Trait (+2): The trait gets a
Create 5” x 1” straight, immobile wall with free reroll once per turn [once per action,
Mystic Powers Hardness 10. [Raise doubles length, +2 w/raise].
You invoke these powers as limited free Hardness.]
actions, w/no skill roll. You may add power • Damage (+1): Causes 2d4 damage upon Burrow (N)
modifiers and spend +2 PP for the raise effect. contact. +0 if barrier is immaterial. PP: 2 Rng: Smarts Dur: 5 rounds
• Deadly (+2): Causes 2d6 damage. Subject can burrow through dirt at half Pace
General Power Modifiers • Hardened (+1): Hardness 12. [full w/raise]; can’t run.
• Adaptable Caster (+1): Change a Trapping. • Shaped (+1): Can form a circle, square, etc. • Additional Recipients (+1 ea): Increases
• Armor Piercing (+1 to +3): Adds AP 2 to 6 No roof/floor and cannot bind/entangle. maintenance cost.
(twice PP spent). • Size (+1): Length and height both doubled. • Power (+1): Can burrow through stone,
• Fatigue (+2): If affected by power, subject concrete, etc.
suffers Fatigue. This cannot cause Beast Friend (N)
Incapacitation. PP: var Rng: Smarts Dur: 10 min Burst (N)
• Glow (+1): Light in SBT for duration. -2 to Speak with and command mundane beasts as PP: 2 Rng: Cone Dur: Instant
Stealth, negates 1 point of Illumination if trained. [On raise, they automatically Fill Cone or Stream template with 2d6 damage
penalties to attack the subject. obey any non-suicidal order.] [+1d6 w/raise].
• Heavy Weapon (+2): Attack inflicts Mega Cost is total Size of all beasts (minimum 1 • Damage (+2): Raise to 3d6 damage.
Damage each); swarms cost 1, 2, or 3. • Greater Burst (+4): Raise to 4d6 damage as
• Hinder/Hurry (+1): Subject’s base Pace at • Bestiarium (+2): Affect magical beasts with Heavy Weapon.
-2/+2 for duration. Animal intelligence.
• Lingering Damage (+2): On victim’s next • Duration (+1): Duration 30 minutes. Conceal Arcana (N)
turn, takes damage again, but the dice • Mind Rider (+1): Sense and speak through PP: 2* Rng: Smarts Dur: 1 hour
are reduced by one type. any of the beasts. Imposes -2 [-4 w/raise] to Detect Arcana.
• Range (+1/+2): Double/triple range. Not Costs +2 PP for Large subject, +4 for
with Cone, Self, or Touch. Blast (S) Huge, etc.
• Selective (+1): Choose which targets in the PP: 3 Rng: Sma x 2 Dur: Instant • Additional Recipients (+1 ea): Increases
area are affected. Fill an MBT with 2d6 damage [+1d6 w/raise]. maintenance cost.
• Shroud (+1): Obscures subject. +1 to Stealth, • Area Effect (+0/+1): Change to SBT or LBT. • Area of Effect (+1/+2): Shield everything in
-1 Illumination penalty to be attacked. • Damage (+2): Raise to 3d6 damage. an MBT/LBT.
• Greater Blast (+4): Raise to 4d6 damage as • Strong (+1): Opposed Detect rolls are at -2.
Arcane Protection (N) Heavy Weapon.
PP: 1 Rng: Smarts Dur: 5 rounds Confusion (N)
Hostile powers roll at -2 [-4 w/raise] and take Blind (N) PP: 2 Rng: Smarts Dur: Special
same penalty to damage. PP: 2 Rng: Smarts Dur: Instant Targets in an SBT or MBT (your choice) are
• Additional Recipients (+1 ea): Increases Subject at -2 [-4 w/raise] to actions requiring either Distracted or Vulnerable [both
maintenance cost. sight. Free Vigor roll at end of each turn w/raise] until end of their next turn.
• Greater Arcane Protection (+2): Penalty to recover (negate -2 per success/raise). • Area Effect (+1): Affects an LBT.
becomes -4 [-6 w/raise]. • Area Effect (+2/+3): Targets everyone in an • Greater Confusion (+2): Targets are also
MBT/LBT. Shaken (non-damaging).
Baleful Polymorph (V) • Strong (+1): Vigor roll to recover is at -2.
PP: var Rng: Smarts Dur: 5 rounds Conjure Item (N)
Opposed by Spirit. Turn subject into animal of Bolt (N) PP: var Rng: Smarts Dur: 1 hour
Size -2 to 3 which can survive in its PP: 1 Rng: Sma x 2 Dur: Instant Create a simple, mundane object. Costs 2 PP
per pound. [More durable w/raise.]
‘s Grimoire (p. 2)
• Complete (+1): Create a set, like a quiver Detect Arcana (N) can’t ace and you can’t drain more than
with arrows. PP: 2 Rng: Smarts Dur: 5 rounds they have.
• Create Food and Water (var): Each 1 PP See supernatural things/effects for 5 rounds, • Power (+2): Drain 2d6 PP.
creates sustenance for a Size 0 person. even invisible ones. [On raise also learn
Permanent, but the food spoils after 24 general information about the effect.] Elemental Manipulation (N)
hours if uneaten. Ignore up to -4 [all penalties w/raise] from PP: 1 Rng: Smarts Dur: 5 rounds
• Durable (+1/lb.): Duration is Permanent, but magical darkness, invisibility, etc. Command the four elements. They have
PP are invested until it’s dismissed. • Additional Recipients (+1 ea): Increases Strength d6 [d8 w/raise] or do 2d4
maintenance cost. damage.
Curse (S) • Alignment Sense (+1): Sense supernatural Air: Push someone, snuff a torch, cool
PP: 5 Rng: Touch Dur: Special good/evil in range, even without LOS. someone (reroll Fatigue vs. heat).
Opposed by Spirit. Subject takes Fatigue now • Identify (+1): Identify a magic item’s powers Earth: Move a cubic foot of dirt per round,
and at sunset each day. Once Incap’d, and how they work. cover tracks, hurl rocks.
they roll Vigor each day or die. Caster can Fire: Conjure or spread flame, hurl fire.
lift curse at will. Dispel is at -2 and one try Disguise (S) Water: Conjure a quart of water, purify a
per caster. PP: 2 Rng: Smarts Dur: 10 min gallon of water, push someone.
• Turn to Stone (+5): Subject rolls Spirit each Appear as someone of same Size and shape. • Power (+3): Triple the volume affected.
round or suffers Fatigue. When Incap’d, Includes clothing, not abilities or voice. • Weather (+5): Summon or dispel storms,
they turn to stone. Suspicious folks roll Notice at -2 [-4 rain, heat, snow, etc. Severity depends on
w/raise] to realize the truth. how it befits the local area. Takes 10
Damage Field (S) • Additional Recipients (+1 ea): Increases minutes to create, lasts one hour.
PP: 4 Rng: Smarts Dur: 5 rounds maintenance cost.
At end of subject’s turn, all adjacent beings • Size (+1): Impersonate someone up to two Empathy (N)
take 2d4 damage. Sizes different. PP: 1 Rng: Smarts Dur: 5 rounds
• Area of Effect (+2): The field fills an MBT. Opposed by Spirit. Know subject’s emotions,
• Damage (+2): Raise to 2d6 damage. Dispel (S) gain +1 [+2 w/raise] to social skills used
• Greater Damage Field (+4): Raise to 3d6 PP: 1 Rng: Smarts Dur: Instant on them. With animals gives +2 to Riding.
damage as Heavy Weapon. Negate a power or arcane device, not natural • Additional Recipients (+1 ea): Increases
• Mobile (+2): Requires Area of Effect. Can abilities or permanent artifacts. Opposed maintenance cost.
detach field from subject and move it up roll, at -2 vs different type of arcane. • Charm (+2): Raise Uncooperative or Neutral
to Smarts each round as a limited free Success ends it [on raise, foe is also target to Cooperative (Friendly w/raise).
action. Distracted]. Can counterspell if On Hold. Instantly ends if subject is attacked.
• Anti-Magic Field (+8): Can’t combine with • Duration (+1): Duration 5 minutes or until
Darkness (N) other modifiers. Surrounds subject with critical failure on buffed skills.
PP: 2 Rng: Smarts Dur: 10 min MBT for 5 rounds. There, magic items, • Truth (+2): Caster knows if subject is lying.
Make an LBT considered Dark (-4) [or Pitch effects, powers fail and summoned
Darkness (-6) w/raise]. Overlapping Light creatures roll Spirit each turn or take a Entangle (N)
and Darkness produce Dim (-2). Wound. PP: 2 Rng: Smarts Dur: Instant
• True Darkness (+2): Blocks Infravision, Low • Area of Effect (+1/+2/+3): Target an SBT, Target is Entangled [Bound w/raise] with
Light Vision, and Dark Vision. MBT, or LBT. Caster rolls once. Hardness 8. See p. 130. Not opposed.
• Mobile (+1): Either this is cast on an • Disenchant (+1): Disrupt an enchanted item • Area of Effect (+2/+3/+3): Targets everyone
inanimate object or you can move the for one round [two w/raise]. GM can in an MBT, LBT, or Stream.
area up to (arcane skill die)” per round. apply penalties for powerful artifacts. • Damage (+2): Entangled targets take 2d4
• Multiple Powers (+3): Dispel all powers. damage at the end of their turn.
Darksight (N) • Deadly (+4): As Damage, but 2d6.
PP: 1 Rng: Smarts Dur: One hour Divination (H) • Tough (+1): Hardness 10.
Ignore up to -4 [-6 w/raise] in Illumination PP: 5 Rng: Self Dur: About 5 min
penalties. Ask a spirit or god questions. Takes one Environmental Protection (N)
• Additional Recipients (+1 ea): Increases minute to cast, requires an appropriate PP: 2 Rng: Smarts Dur: One hour
maintenance cost. location, +2 to cast on sacred ground. Breathe, speak, and move normally despite
• Greater Darksight (+2): Ignore all Success level determines helpfulness. intense depths, heat, cold, radiation,
illumination penalties and -4 from After, cannot contact same spirit(s) again pressure, lack of oxygen, etc. [Duration 8
invisible creatures. for 24 hours. hours w/raise.]
• Power (+3): Requires sacred ground. Entity • Additional Recipients (+1 ea): Increases
Deflection (N) offers unsolicited advice as well. maintenance cost.
PP: 2 Rng: Smarts Dur: 5 rounds • Environmental Resistance (+1): Reduces
Either melee or ranged attacks are at -2 to hit Drain Power Points (V) damage from one energy source by 4 [by
subject [both w/raise]. A ranged attack in PP: 2 Rng: Smarts Dur: Instant 6 w/raise].
melee always suffers this. Opposed by Spirit (or enchanter’s skill), at -2
• Additional Recipients (+1 ea): Increases vs different type of arcane. Subject loses Farsight (S)
maintenance cost. 1d6 PPE [on raise, you get them]. The d6 PP: 2 Rng: Smarts Dur: 5 rounds
‘s Grimoire (p. 3)
Read fine print up to a mile away. [On raise, Fill up to an MBT with a silent hologram. Lower one skill or attribute by -1d [-2d
halve all Range penalties.] Others get a free Smarts roll [at -2 w/raise], no lower than d4. Free Spirit
• Additional Recipients (+1 ea): Increases w/raise] to realize it’s fake. roll at end of each turn to recover (1d per
maintenance cost. • Area of Effect (+1): Fill an LBT. success/raise).
• Greater Farsight (+2): Ignore all Range • Deadly Illusion (+3): Illusion can attack with • Additional Recipients (+1 ea).
penalties. [Raise doubles sight range.] opposed roll of arcane skill vs Smarts • Greater Lower Trait (+2): The trait’s rolls are
(at-2 if cast w/raise). No Called Shots, also at -2.
Fear (N) Wild Attacks, etc. Target Shaken (non- • Strong (+1): Spirit roll to recover is at -2.
PP: 2 Rng: Smarts Dur: Instant damaging) on win, Wounded on raise.
Subject makes a Fear roll [at -2 w/raise]. • Duration (+2): Duration 5 minutes. Mind Link (N)
Extras are Panicked; Wild Cards roll on • Mobility (+1/+2): Illusion can move/fly with PP: 1 Initial Rng: Smarts Dur: 30 min
the Fear Table [at +2 w/raise]. Pace 12 or 24. Telepathy between two people [at 5x normal
• Area of Effect (+2/+3): Targets everyone in • Sound (+1): Create sound. Cannot speed w/raise]. Range becomes one mile
an MBT/LBT. mask/mute existing noise. [5 miles w/raise] once linked. If one’s
• Greater Fear (+2): Fear rolls made at -2 [-4 • Strong (+2): Smarts roll to disbelieve is at an Wounded, others must roll Smarts or be
w/raise]. extra -2. No effect on Deadly Illusion Shaken (non-damaging).
attacks. • Additional Recipients (+1 ea): Increases
Fly (V) maintenance cost.
PP: 3 Rng: Smarts Dur: 5 rounds Intangibility (H) • Broadcast (+2): Caster transmits a short,
Fly at Pace 12” [24” w/raise]. Cannot run. Out PP: 5 Rng: Smarts Dur: 5 rounds one-way message to every sentient mind
of combat, treat each 12” as 30 MPH. Opposed by Spirit if unwilling. Subject in (Smarts x 4) [x8 w/raise].
• Additional Recipients (+2 ea): Increases incorporeal. Cannot affect real world. Still • Long-Distance Link (+3): Connect with any
maintenance cost. vulnerable to supernatural attacks [but familiar mind on the same plane,
• Swift Flight (+5): Fly at 24” [48” w/raise]. reduce their damage by 4 w/raise]. regardless of physical range.
• Additional Recipients (+3 ea): Increases
Growth (S) maintenance cost. Mind Reading (N)
PP: 2/Size Rng: Smarts Dur: 5 rounds • Duration (+3): Duration 5 minutes. PP: 2 Rng: Smarts Dur: Instant
Opposed by Spirit if unwilling. +1 Size, +1 Opposed by Smarts. Gain truthful answer to
Toughness, and +1d Strength per 2 PP Invisibility (S) one question. Subject is aware of the
spent. No maximum limit to increases. PP: 5 Rng: Smarts Dur: 5 rounds intrusion unless you get a raise.
Wound capacity doesn’t change. Nearly undetectable. At -4 [-6 w/raise] to be • Mind Walk (+2): The caster gets an entire
• Duration (+2): Duration 5 minutes. seen, attacked, etc. Reduce penalty by 2 scene or chain or related memories.
if hit with mud, in water, etc.
Havoc (N) • Additional Recipients (+3 ea): Increases Mind Wipe (V)
PP: 2 Rng: Special Dur: Instant maintenance cost. PP: 3 Rng: Smarts Dur: Instant
Affects either an MBT within Smarts range or a • Duration (+2): Duration 5 minutes but ends Opposed by Smarts; failure makes subject
Cone. Subjects are Distracted, must roll if subject attacks or casts spell on foe. immune for 24 hours. Takes a full minute
Strength [at -2 w/raise] or be thrown of mental struggle to cast. Victim forgets
2d6” away. Fliers roll at extra -2. A struck Light (N) a single event up to 30 min [several hours
wall, etc. does 2d4 damage. PP: 2 Rng: Smarts Dur: 10 min w/raise].
• Area Effect (+1): Affects an LBT. Fully illuminate an LBT [or a 5” beam w/raise]. • Edit (+1): Can edit the memory instead of
• Greater Havoc (+2): Targets thrown 3d6”, Overlapping Light and Darkness produce wiping it.
take 2d6 from hitting a wall. Dim (-2). • Fast Cast (+2): Takes an action instead of a
• Area Effect (+2): Range Smarts x 2, fills area minute.
Healing (N) of Smarts radius, and is sunlight. • Greater Mind Wipe (+2): Completely
PP: 3 Rng: Touch Dur: Instant • Mobile (+1): Either this is cast on an remove a single event, person, place,
Heal one Wound [two w/raise] if less than an inanimate object or you can move the thing, etc. from the subject’s memory.
hour old. Extras recover. area up to (arcane skill die)” per round.
• Greater Healing (+10): Heal wounds more Object Reading (S)
than an hour old. Locate (N) PP: 2 Rng: Touch Dur: Special
• Crippling Injuries (+15): Takes an hour. One PP: 3 Rng: Self Dur: 10 min Get a vague impression of information related
attempt per caster per injury. Leaves Sense general distance/direction to an object, to the past of an object. [On raise, get
subject Exhausted. creature, or location. At -2 if caster never more specific, detailed info.]
• Mass Healing (+2/+3): Affects MBT/LBT. saw target. [Raise gives impression of • Projection (+2): Display the vision so all
• Neutralize Poison/Disease (+1): Its bonus or target’s situation.] nearby can see and hear it.
penalty applies. On Golarion, running water blocks Locate.
• Find the Path (+1): Caster also knows the Planar Binding (V)
Illusion (N) best way to get to target’s general area. PP: 8 Rng: Smarts Dur: Instant
PP: 3 Rng: Smarts Dur: 5 rounds Opposed by Spirit. Summon an otherworldy
Lower Trait (N) creature into a trap. Takes 10 minutes to
PP: 2 Rng: Smarts Dur: Instant
‘s Grimoire (p. 4)
prepare and cast. Can summon a known • Stunned (+1): Recover only. Can remove the • Transform (+2/+3): Affect a willing target at
creature or (w/proper name) individual. Stunned condition (completely). range of Touch/Smarts. Can add Range
Failure: It knows who tried to bind it. On modifier for further distance.
critical failure it may choose to appear! Resurrection (H)
Success: It’s bound until it agrees to perform a PP: 20 Rng: Touch Dur: Instant Shrink (S)
service (requires negotiation). The PP are Takes four hours to cast. Roll at -8. Must be PP: 2/Size Rng: Smarts Dur: 5 rounds
invested until it escapes or leaves. It dead less than a year. Returns Exhausted, Opposed by Spirit if unwilling. -1 Size, -1
must fulfill its promises; the caster need with three Wounds [no Wounds w/raise]. Toughness, and -1d Strength per 2 PP
not. If no agreement is made, reroll skill • Greater Resurrection (+10): Resurrect spent. Minimum Size -2, Strength d4,
vs. Spirit every 24 hours or it escapes. without a corpse regardless of time since Toughness 2. Wound capacity doesn’t
death. Takes 12 hours and caster ends up change.
Plane Shift (V) Exhausted. • Duration (+2): Duration 5 minutes.
PP: 4 Rng: Smarts Dur: Instant • Power (+5): The person can have died up to • Power (+2): Strength and Toughness
Change planes. If heading to a known location 10 years ago. unchanged.
there, arrive 10d10 miles away [5d10
w/raise]. Sanctuary (N) Silence (N)
• Additional Recipients (+1 ea). PP: 2 Rng: Touch Dur: 5 rounds PP: 1 Rng: Smarts Dur: 5 rounds
• Extra-Dimensional Space (+1): Travel to a Evil creatures attacking subject must roll Spirit Mute all sound up to a loud shout, in an LBT.
pocket dimension with shelter, food, and [at -2 w/raise] or lose their action. Notice rolls to hear noises from within
water for up to 5 people. Caster may Subject(s) who harm any creature (even the area, or Notice rolls for anyone in the
keep returning to the same space. evil) lose this benefit. area to hear any noise, are at -4 [or fail
• Transport Foe (+2): Opposed by Spirit. Foe is • Area Effect (+2/+3): Protect those in an MBT automatically w/raise].
sent there for 3 rounds [5 w/raise], then or LBT. • Greater Silence (+1): Requires Targeted.
returns in or near his original location. • Strong (+1): Creature Spirit rolls are at -2 [-4 Resistance roll is at extra -2.
w/raise]. • Mobile (+1): Can move the area (arcane
Protection (N) die)”/round.
PP: 1 Rng: Smarts Dur: 5 rounds Scrying (S) • Targeted (+0): Instead of LBT, target
Add Armor +2, which stacks with worn armor. PP: 3 Rng: Self Dur: 5 rounds individuals for 1 PP each. They roll Spirit
[On raise, becomes Toughness +2.] Opposed by Spirit. Spy on someone. Roll at -2 [at -2 w/raise] or cannot make noise for
• Additional Recipients (+1 ea): Increases if caster never saw target, -2 for another the duration (but can cast spells).
maintenance cost. plane. Caster is Vulnerable and unable to
otherwise act while spying. Spell ends if Sloth (S)
Puppet (V) caster is Shaken or Stunned. PP: 2 Rng: Smarts Dur: Instant
PP: 3 Rng: Smarts Dur: 5 rounds On failure, target sense the attempt (but not Halve subject’s Pace and run die result. [On
Opposed by Spirit. Can give general physical who). On success, caster can see and raise, movement is an action.] Free Spirit
commands. Subject ignores commands hear the area around the target. On roll at end of each turn to recover fully.
to harm himself or those he cares about. raise, caster can move perspective to • Area of Effect (+2/+3): Affect an MBT/LBT.
With a raise, he must make a Spirit roll to follow target at Pace 24. • Strong (+1): The Spirit roll to recover is at -2.
ignore them, but a raise (from him) Scrying “eye” can be seen with Detect Arcana
breaks the power. (but not detect magic). Dispel is at -2 if Slumber (S)
• Additional Recipients (+2 ea): Increases it’s suspected but not revealed. PP: 2 Rng: Smarts Dur: One hour
maintenance cost. • Group Sight (+1): Scrying is shared with Subject must roll Spirit [at -2 w/raise] or fall
• Strong (+2): -2 to resist your commands. Can allies within Smarts range. asleep. Loud noise, shaking, etc. give
use Mind Link to increase range. another Spirit roll to awaken.
Shape Change (N) • Area of Effect (+2/+3): Targets everyone in
Relief (N) PP: Special Rng: Self Dur: 5 rounds an MBT/LBT.
PP: 1 Rng: Smarts Dur: Depends Cost based on beast’s Size, limited by Rank:
May be cast in one of two ways: Size -1 (Novice, 3 PP), Size 0 (Seasoned, 5 Smite (N)
Numb: Reduces Fatigue/Wound penalties by 1 PP), Size 2 (Veteran, 8 PP), Size 4 (Heroic, PP: 2 Rng: Smarts Dur: 5 rounds
[by 2 w/raise] for one hour. Does not 11 PP), Size 10 (Leg., 15 PP). Weapon (one magazine, 20 arrows, etc.) does
prevent Incap’d. Retain your Smarts*, Spirit*, Hindrances, +2 damage [+4 w/raise].
Recover: Instantly removes one condition of Edges. Gain its Agility*, Strength*, • Additional Recipients (+1 ea): Increases
Distracted, Shaken, or Vulnerable [two Vigor*. Don’t gain its magical abilities or maintenance cost.
w/raise]. Can’t remove conditions caused Wounds. [On raise, raise Strength and • Greater Smite (+2): Damage is +4 [+6
by an ongoing effect. Vigor +1d.] Power use is at -2, -1 if caster w/raise] as a Heavy Weapon.
• Additional Recipients (+1 ea): Increases is 1 Rank higher than required for this
maintenance cost for Numb. For Recover, form, no penalty if 2+ Ranks higher. Sound (N)
removed conditions may vary by person. (*and linked skills) PP: 1 Rng: Sma x 5 Dur: Instant
• Restoration (+3): Also restores one die type • Duration (+1): Duration 5 minutes. Mimic a single sound or voice, up to a loud
[two w/raise] from an energy drain. shout. Often used as a Test, opposed by
Smarts.
‘s Grimoire (p. 5)
• Greater Sound (+1): Smarts rolls to resist Teleport (S) • Additional Zombies (+1 ea.): If enough
Tests are at -2. PP: 2 Rng: Smarts Dur: Instant corpses are available.
Must be cast on willing subject within range, • Armed (+1/zombie): They rise with a melee
Speak Language (N) who teleports up to 12” [24” w/raise]. weapon (Str+d6) or ranged weapon
PP: 1 Rng: Smarts Dur: 10 min This does not count as Withdrawing From (Range 12/24/48, 2d6 damage).
Speak, read, and write any one language. [On Melee. • Armor (+1/zombie): They rise wearing
raise, understand its slang and dialect.] • Additional Recipients (+1 ea): Only if willing. Armor 2.
• Additional Recipients (+1 ea): Increases • Gate (+5): Open a two-way portal for 5 • Mind Rider (+1/+3): You can speak and
maintenance cost. rounds that anyone can use. sense through any one, or all at once.
• Greater Speak Language (+2): Subject is • Greater Teleport (+5): Extend range greatly • Permanent (+0): The PP remain invested.
fluent in all languages at once. via concentration, but rarely end up right • Skeletal (+1/zombie): Increase Agility,
• Mass Understanding (+5): Characters within on target. See p. 198 for rules. Athletics, Fighting, and Shooting by one
Smarts x 2 understand each other • Teleport Foe (+2): Must multi-action, Touch die type.
regardless of language. attack then this casting. Opposed by
Spirit. Cannot ‘port into solid object.
Speed (S)
PP: 2 Rng: Smarts Dur: 5 rounds Time Stop (H)
Double subject’s Pace and run die result [and PP: 8 Rng: Self Dur: Instant
ignore the -2 running penalty w/raise]. Take another turn immediately after this one.
• Additional Recipients (+1 ea): Increases [On raise, may take up to four actions
maintenance cost. and ignore -2 in multi-action penalties
• Dash (+2): Run die always rolls max. that turn.] Can be cast only once per
• Quickness (+2): Ignore -2 in multi-action round.
penalties.
Wall Walker (N)
Stun (N) PP: 2 Rng: Smarts Dur: 5 rounds
PP: 2 Rng: Smarts Dur: Instant Walk on walls and ceilings at half Pace. [On
Subject rolls Vigor [at -2 w/raise] or is raise, full Pace and can even run.] +4 to
Stunned; see p. 138. Athletics to stay anchored to the surface.
• Area of Effect (+2/+3): Targets everyone in • Additional Recipients (+1 ea): Increases
an MBT/LBT. maintenance cost.

Summon Ally (N) Warrior’s Gift (S)


PP: 2/Rank Rng: Smarts Dur: 5 rnds PP: 4 Rng: Smarts Dur: 5 rounds
Summon an Attendant (2 PP, Novice), Bestow a Combat Edge on the subject; its
Bodyguard (4 PP, Seasoned), Mirror Self Rank must not exceed yours. [On raise,
(6+ PP, Veteran), or Sentinel (8 PP they get the Improved version, if any.]
Heroic). See p. 197 for stats. • Additional Recipients (+1 ea): Increases
[On a raise, it’s Resilient.] maintenance cost.
• Additional Allies (var): Extra allies of the • Power (+4): Bestow two Combat Edges.
same type cost half as much (including
modifiers), rounded up. Wish (L)
• Bite/Claw (+1): The ally can bite or claw at PP: 20 Rng: Smarts Dur: Instant
Str+d6. Unless cast with a raise, caster permanently
• Combat Edge (+1): Add one it qualifies for. sacrifices 3 PP. Wishes can be: activate a
May be taken up to three times. power (any, with a raise), intercession
• Flight (+2): The ally can fly at Pace 12. (receive believable aid), gain an edge
• Increased Trait (+1): Raise any trait one die (once per person), wealth (10,000 gp
type. Limit once per trait. worth), travel back through time (one
• Mind Rider (+1): Sense and speak through minute out of combat, or restart this
the ally. round), see the future (either gain 3
Conviction for 5 rounds or GM answers a
Telekinesis (S) question), raise a trait (once per person),
PP: 5 Rng: Sma x 2 Dur: 5 rounds restore fate (party refreshes Bennies),
Opposed by Spirit if unwilling. Move things special (talk to GM). See p. 199 for more.
with Strength d10 [d12 w/raise], up to
(Smarts)” per turn. Can strike with them Zombie (V)
for Str+d6. PP: 3 Rng: Smarts Dur: One hour
• Power (+3): Strength d12 [d12+2 w/raise]. Intact corpse becomes a zombie (p. 250) with
Objects over 1,000 lbs. are Heavy no gear. [On raise, gets +1d to one Trait.]
Weapons. See p. 201 for non-humanoid zombies.

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