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Alteration Powers

How to Earn Alteration Powers

When you start you have 2 slots. You can take any basic alteration skill and place one in each slot.
Every 2 missions you complete you gain 1 slot. Once get access to higher level spells can place
them in slots as well. Between mission can change what skills are in each slot.

Templar, Pollyanna, and Harlequin all start with 1 extra slot.

These powers cost 1 spirit to use unless listed as otherwise. They also require a spirit gauntlet

Alteration levels.

Start at level 0. When get an item that gives +1 alteration level you get the next level. 0 to 1 to 2 to 3.
3 is the max.

Level 0 alteration abilities

Archaic pulse—Each round target for must make a RES test. If fail loose 1 HP to a random location.
Costs 3 spirit
Curse—If your next attack hits the foe looses 1 extra HP.
Paralyses Blow—If your next melee attack hits foe gains parallelization level 0.
Rage—R=10. For must pass SAN or gain berserk level 0.
Control—Costs 3 spirits. Takes 2 actions to use. For must pass Will or gain control level 0.
Electrocute—Can hit multiple foes if adjacent. For every 2 foes hit it costs 1 spirit. Accuracy +2,
D=d20
Confusion—Foe must pass a Sanity test or gain confusion level 0.
Arctic howl—5 spirit. R=15, Sh=1, D=d8, stream, hits a 3 wide area
Bind—2 spirit. Foe looses 1 action.
Pulse—R=30, Accuracy +2, D=2d6
Lance—Melee, penetration 2, D=d8
Wreck—The next attack on target foe gets penetration +2. Doesn't matter who does the attack.
Quick—Target get +4 move for 2 turns.
Precision—Target gets +2 accuracy for 2 turns.
Cure—Target recovers from a status effect.
Barricade—Create a 5x5x1 foot wall with 5 protection but 0HP. Will provide cover and block enomy.
movement. You and allies can attack thought. Costs 2 spirit each.
Reload—Refills the ammo clip of an allies' gun.
Whispering shadows—Costs 1 spirit per foe. These foes won't notice you or your team unless you get
violent or real loud.
Mend flesh—For 2 spirit the target heals 1HP. Else for 3 spirit they heal 2HP.
Flare whip—Foe in melee range is hit by D=3d6, no accuracy roll needed.
Enchant—An ally's weapon either gains incinerate [2 spirit] or frost [3 spirit]. Lasts 2 rounds.
Haste—Chosen ally's MV gets +4 for 1 turn.
Harden—Costs 2 spirit. For rest of round target ally gets AR +1
Light—Fills a room with light making the area viable.
Pin—R=20, D=d12, if does damage foe can't move on its next turn. 2 spirit.
Mine—Costs 2 spirit. Can place on a door or the floor. If a door it detonates when door opens. If the
floor detonates when steped on. D=d12.
My door—Creates a hole through a wall. Is permanent. 2 spirit.
Stasis sphere—Covers a 5x5x5 area. All things in can't act for 4 rounds. They also can't be hurt. Costs
4 spirit.
Bridge—Makes a bridge over a gap up to 10 spaces long. Permanent and costs 2 spirit.
Boost—Target ally gets +1 to their next stat test.
Slow—Foe must pass Will or gain sloth lvl 0. 2 spirit

Alteration level 1

Chains—Target can't move on next turn.


Razor wires—On next turn each time target acts they must pass a RES [dif=5+] test or loose 1HP.
Astral shift [fire]--Costs 6 spirit. For 2 turns all foes you can see will take +d6 damage from all non-
fire damage source.
Astral shift [numb mind]--Costs 6 spirit. On next turn all foes must pass a Will test. If fail loose 1
action.
Astral shift [darkness]--All allies and their weapons are silent for 3 turns. Costs 6 spirit.
Astral shift [blood]--Costs 6 spirit. For next 2 turns you and allies get +1 to their D rolls.
By my command—Costs 4 spirit. Foe gets control level 1.
Never ending—Revive a fallen ally. They heal 2 to all locations. 6 spirit.
Nightmare—Target must pass SAN or gain berserk level 1.
Magma—R=10, Sh=1, D=3d6. Stream.
Demon power—Your next alteration attack causes foes to lose 1 more HP.
Acid mist—R=20, blast=1. All foes in pass RES [dif=4+] or get -1 armor [minimum of 2+]
Mind blast—R=20. Target passes SAN or loses 2HP to torso.
Invigorate—Target gets +1 action on next turn. Costs 4 spirit.
Corrupt—Use on target ally. If their next attack hits the foe they hit must make a RES, SAN, and
WILL test [difficulty 5+]. If they fail 2 test they gain corruption. If fail all 3 they gain d4
stacks of corruption. Costs 3 spirit.
Remedy—Cures target of all status effects.
Reality rot—Costs 8 spirit and 1HP from your arm. Hits a blast=1 area. Each turn will spread 1 in
every direction. Any one in the effect gains rot. Rot causes them to loose 1 HP a turn to a
random location till dies. Hits friends and foes. Area clears after 5 rounds.
Refocus—Costs 1 spirit for caster to use. Target can spend spirit to heal their HP. Every 1 spirit they
spend they heal 2 HP.
Wake up—Target lost soul wakes up and escapes.
St. Elmo's Fire—Creates a ball of blue electricity 1 space in front of your. It moves forward 5 spaces a
round. Any foe who is in 5 spaces of it at any time they loose 1 HP to each location. Costs 5
spirit. Ends when hits a solid object.
Dragon's Soul—Once activated lasts till all your spirit is gone, taking 1 spirit a turn. Each turn you get
1 free attack of the following, R=20, SH=1, D=d10. You can choose the target you want.
Tiamat—Creates a multi headed [tiny] dragon on a spot you can see. Each round it can attack once.
R=15, SH=1, D=2d6. Each time it attacks you loose 1 spirit. Alternatively it can hit everyone
in blast=2 with D=2d6 for 2 spirit. Lasts till you run out of spirit.
Cure—Target heals 1 HP per spirit you use. Costs 2 actions to use.
Restore—Costs 2 actions and 5 spirit to use. Choose a location on the target that has 0 HP. It returns to
3 HP. If this was the torso they return to life.
Cold Blast—R=20, D=d8, on hit gives the target frost.
Pulse—Hits all foes you can see. D=2d8. Cost 3 spirit +1 per foe.
Gemini—You become 2. Each can act separately. Each has full number of actions. You both share the
same HP if either get hit. Cost 2 spirit +3 for each turn you want it to last.
Holocaust—Once started this ability can't be stoped till you are out of spirit or die. At the start of each
round everything loses 1 HP and you loose 1 spirit. This effects every part of the level.
Collapse—Use on a foe, preferably one with low HP. If the foe dies before your next turn it explodes.
Blast=2, D=d20. 2 spirit.
Void spear—Covers a 5x5x5 area. All things in vanish. You can't get cores or items from. Costs 8
spirit.
Iron maiden—Choose an ally. When they loose HP the attacker also looses 1 HP. Lasts 5 rounds.
Costs 5 spirit.
Break—Foe must pass will [difficulty 5+] or lose all actions on next turn.
Gravity—Foe gains sloth level 1. 2 spirit.
Cripple—For pass RES or gain parallelization level 1
Curse—Use on a foe that that has a status effect that stacks. Increase the number of stacks by 1 for 1
spirit or 2 for 3 spirit.
Poison—R=15, if hits foe gets poison.

Level 2 alteration

Spark—R=10, D=d8. Hits all in a row.


Flame—R=20, D=d6, blast=1, those it hits pass RES [5+] or suffer ignite. Costs 2 souls.
Frost wave—R=8, all foes in range get frost. 2 spirit
Boost—Choose an ally. Their next attack does D+d12
Lava rain—Takes 2 actions and 2 spirit. Foe takes a hit of D=6d6 and gains ignite.
Devastate—Chose a spot. Once the foe's turn ends the spot becomes a center of a blast=2 attack.
D=3d6. Costs 4 spirit.
Demonic drain—Costs 2 spirit per ally you want to effect and 3 for your self. On each players turn if
can do damage they heal 1 HP for every 2 the foe looses. Last 2 rounds.
Vampire—Costs 2 actions and 4 spirit. Choose a team member. For rest of mission any time they kill
with melee they heal 1 HP.
Beast—Once activated drain 1 spirit each turn in battle. If your attacks do damage the foe must pas
RES [difficulty 5+] or gets armor -1.
Dominate—Chose an alli and pass WIL [difficulty 5+]. If pass they are healed of all status effects.
Encourage—Costs 1 action [never less] and 2 spirit. Choose an ally and make a SAN [difficulty 6+]
test. If pass they get +2 actions. If fail get nothing.
Infuse—Can make a statistic test harder. For every 1 spirit gives +1 to difficulty. Use foe 0 actions if
also casting an alteration spell after that forces a foe to make a statistic test.
Enhance—Gives an ally +1 to a statistic test for every 2 spirit you spend. Can use when ever an alli
needs to make a test. If use [once or multiple times] you lose 1 action [just one] on next turn.
Madman—R=20. Target gains berserk level 2. 2 souls.
Mind break—R=20. Target gains confusion level 2. 2 souls.
Sloth—Foe gains sloth level 2. 2 spirit.
Stop—Foe gains paralysis level 2. 3 spirit.
Final rites—Cost 4 spirit and your entire turn. Foe must pass a Res, San, and Will test [difficulty 6+] if
fail 2 gain corruption. If fail all 3 also get frost and incinerate.
Count down—Costs your turn and 5 spirit. Foe gains condemned. Can use once a mission.
Toxic—R=10, blast=1, all in gain poison.
Acid slash—Choose an ally. On their next turn if any of their melee attacks hit the foe suffers acid
[max of 1 stack]. 3 spirit.

Level 3 alteration

Burning cold—R=10. Hit target gains incinerate and frost. 2 spirit


Mind break—Foe gets confusion level 3. 3 spirit
Insanity—Foe gets berserk level 3. 2 spirit.
Suppression—Foe gains sloth level 3. 3 spirit
Seizure—For gains parallelization level 3. 4 spirit.
My Toy—Foe gets control level 3. 5 spirit.
Judgment—3 spirit. Foe must pass a Res, San, and Will test [difficulty 6+]. If fail at least 2 the
become a light source and gain corruption. If fail all 3 gain d4 stacks of corruption.
Become one with the Void—5 spirit. Use on an alli. If their next melee attack hits the foe must pass a
Res, San, and Will test [difficulty 7+] and if fail 2 they gain d4 stacks of corruption. If fail all 3
gain d6 stacks of corruption.

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