Pacts ===== Clerics, Priests, Druids, Witches, Shaman, Warlocks --------------------------------------------------- Clerics, Priests, Druids, Witches, Shaman, Warlocks are all mediums thru which an outside power acts. These mediums have some control over how this power is used. These outside powers (Deities) can turn off the abilities, if the Medium fails to serve, but this is seldom the case. When the medium makes the promise to serve(see the Pact feat), he is granted access to two trees of feats that can be activated using the mediums PSI. Devotees may use these powers at 3/4ths the PSI cost. Each time the character gets a feat from both domains they are granted an additional ability from the all domain. Charlatan, hucksters and false prophets may also use this system. They must take the Trickery domain as one of their domains, and use the Illusion skill instead of Concentration for activation checks. Their other domains may be limited by the GM. ### Negative Energy Deities Negative Energy Deities will usually require that the character already have Aura of Evil, and the medium may live on negative PSI like an undead. ### Sample Deities * Holy Symbol: * Favorite Weapon: * Domains: * Worshiper Feat: #### Father Time (blue) #### Mother Earth (green) #### Invincible Light (white) #### Mistress Death (black) #### Lord Volcano (red) Domains ------- ### All Domain 1. [Bless/Curse] 2. [See Aura] 3. [Atonement] 4. [Commune] 5. [Combine] 6. [Gate] 7. [Miracle] ### Specific Domains #### Air Fly 1. [Obscuring Mist] 2. [Repel Creatures] (Air or Earth) 3. [Fly] 4. [Control Weather] 5. Wall of Wind 6. Gaseous Form 7. [Summon Anima] (Air Elementals) #### Animal Wild Empathy 1. [Enhance Natural Attack] 2. [Command] (Animal Beasts) 3. [Polymorph Self] (Animal Beasts) 4. [Summon Anima] (Animal Beasts) 5. [Polymorph Allies] (Animal Beasts) 6. [Repel Creatures] (Animal Beasts, or Magical Beasts only) 7. [Polymorph Permanently] (Animal Beasts) #### Courage (Faith/Hope) Resist Horror/Insanity 1. [Iron Will] 2. [Heroes' Feast] 3. Growth 4. [Restoration] 5. [Rending Shout] 6. Righteous Might (Divine power/Heroism (Greater)/Aid/Divine Power(HP/STR Boost)) 7. Geas (Oath, Mark of Justice) #### Creation Craft: Any One Skill 1. [Mending] 2. [Enhance Item] 3. Fabricate 4. Creation (Minor, Major, True) 5. [Summon Anima] (Provided Body) 6. Contingency 7. Genesis #### Darkness/Void Stealth 1. [Obscuring Mist] 2. [Fear] 3. [Obscure] 4. Dispel Magic 5. Blindness 6. [Summon Anima] (Undead) 7. [Enervation] #### Death Resist Horror/Insanity 1. [Preserve] 2. [Life Drain] 3. [Summon Anima] (Undead) 4. Death Ward 5. Kill (Harm, Finger of Death, Slay Living, Power Word Kill, Circle of Death, Wail of the Bansheel) 6. Soul Container 7. [Revivify] #### Destruction Demolitions or WU: Cleaving/Crushing 1. [Rending Shout] 2. [Contagion] 3. [Call Lightning] 4. Dispel Magic 5. Kill 6. Disintegrate 7. [Storm of Vengeance] #### Earth Burrow 1. [Thick Hide] 2. [Repel Creatures] (Earth or Air) 3. Shape Earth (Burrow, Dig, Tunnel, Soften Earth and Stone, Heat metal) 4. [Enhance Item] (Metal and Stone only, i.e. not wood) 5. Fabricate (Stone Shape) 6. Wall of Stone 7. [Summon Anima] (Earth Elementals) #### Fire Craft: Reactive Chemicals 1. [Produce Flames] 2. [Repel Creatures] (Fire or Water) 3. Control Fire (Quench Fire/Feed Flames) 4. [Sunburst] 5. Wall of Fire 6. Fire Shield 7. [Summon Anima] (Fire Elementals) #### Healing/Life Heal 1. [Heal] 2. [Preserve] 3. [Restoration] 4. Regenerate (Heal) 5. [Heal, Mass] 6. Death Ward 7. [Revivify] #### Home Craft: Architecture and Craft: Food 1. [Mending] 2. [Sanctum] 3. [Heroes' Feast] 4. [Preserve] 5. Genesis (Secure shelter, Tiny hut, mordenkainen's magnificent mansion) 6. Returning (Exorcism, Dismissal, Teleport Home) 7. [Restoration] #### Knowledge Any One Knowledge Skill 1. [Polyglot] 2. [Identify] 3. [Knowledge of the Owl] 4. [Light of Truth] 5. [Telepathy] 6. [Navigation] 7. [Foresight] #### Light/Sun Craft: Agriculture 1. [Dancing Lights] 2. [Produce Flames] 3. [Light of Truth] 4. [Sunburst] 5. Fire Shield 6. Astral Projection 7. [Rainbow] #### Love Resist Mind Control/Persuasion 1. [Command] (Humanoids or creatures that share a creature type with medium) 2. [Heal] 3. Geas (Oath, Mark of Justice) 4. [Preserve] 5. [Iron Will] 6. Freedom 7. [Restoration] #### Magic Read Scrolls 1. [Dancing Lights] 2. [Identify] 3. Dispel Magic 4. [Protection from Magic] 5. Spell Storing (Spell Staff, Imbue with Spell Ability) 6. Contingency 7. Antimagic Field (Mordenkainen's disjunction, NUll Magic Zone) #### Negative Astronomy 1. [Life Drain] 2. [Fear] 3. [Enervation] 4. [Summon Anima] (Undead) 5. [Contagion] 6. Kill (Harm, Finger of Death, Slay Living, Power Word Kill, Circle of Death, Wail of the Banshee) 7. Soul Container #### Plant Craft: Agriculture 1. [Thick Hide] 2. [Control Plant Growth] 3. Spike Growth (Wall of Thorns) 4. [Polymorph Self] (Plants) 5. [Repel Creatures] (Plants only) 6. [Summon Anima] (Plants) 7. [Command] (Plant Creatures) #### Positive Astronomy 1. [Heal] 2. [Preserve] 3. [Sunburst] 4. [Restoration] 5. Returning (Exorcism, Dismissal, Teleport Home) 6. Death Ward 7. [Revivify] #### Protection/Peace Persuasion 1. [Sanctuary] 2. [Enhance Item] (Armor & Shields only) 3. [Protection from Energy] 4. Calm Minds (Sleep, Mass Sanctuary, Calm Emotions) 5. [Sanctum] 6. [Foresight] 7. [Repel Creatures] #### Strength Lift and Bend Bars 1. [Enhance Natural Attack] 2. [Thick Hide] 3. [Strength of the Bull] 4. [Rage of the Berserker] 5. Growth 6. Righteous Might (Divine power/Heroism (Greater)/Aid/Divine Power(HP/STR Boost)) 7. Earthquake #### Travel Navigation 1. [Brisk Pace] 2. [Polyglot] 3. Freedom (Knock Escape Freedom of movement) 4. [Fly] 5. [Navigation] 6. Teleport (Gate, Dimensional Door) 7. Astral Projection #### Trickery/Illusion Illusion 1. [Dancing Lights] 2. [Illusionary Sound] 3. [Obscure] 4. [Illusionary Image] 5. [Illusionary Flavor] 6. [Illusionary Temperature] 7. [Shadow] #### Vice Seduction/Style 1. [Sleep] /Sloth (laziness/idleness)/ 2. [Life Drain] /Greed (avarice)/ 3. [Rage of the Berserker] /Wrath (anger)/ 4. [Command] (Humanoids) /Lust (excessive sexual appetites)/ 5. [Enervation] /Gluttony (over-indulgence)/ - 6. Righteous Might /Pride (vanity)/ 7. Geas /Envy (jealousy) - Cause Obsession #### Virtue Resist Mind Control/Persuasion 1. [Heal] /Charity (giving)/ 2. [Iron Will] /Temperance (self-restraint)/ 3. [Fear] /Humility (humbleness)/ 4. [Command] (Humanoids) /Kindness (admiration)/ 5. [Restoration] /Chastity (purity)/ 6. Calm Minds /Forgiveness (composure)/ 7. Geas /Diligence (zeal/integrity/Labor)/ #### War Weapon Use: By Deity Weapon 1. [Rage of the Berserker] 2. [Enhance Item] (Weapons only) 3. Spiritual Weapon(Summon/Animate Weapon) 4. [Enhance Item] (Armor & Shields only) 5. Righteous Might (Divine power/Heroism (Greater)/Aid/Divine Power(HP/STR Boost)) 6. Kill 7. Blade Barrier #### Water Swim 1. [Summon Water] 2. [Repel Creatures] (Water or Fire) 3. Water Breathing 4. Control Water (Part Water) 5. Cone of Cold 6. [Protection from Energy] 7. [Summon Anima] (Water Elementals) #### Weather/Sky Skill: Survival 1. [Obscuring Mist] 2. [Protection from Energy] 3. [Call Lightning] 4. [Fly] 5. [Control Weather] 6. [Rainbow] 7. [Storm of Vengeance] ### Other Potential Future Domains * Good - Is this the same as Positive? * Evil - Is this the same as Negative? * Law - Law: All * Chaos - Forgery * Heavens * Hells - HellBurst (NED version of Sunburst) * Comfort - Heal * Pain - Surgery * Enthrall - Persuasion * Liberate - Resist Mind Control/Persuasion * Banishing * Summoning * Astral - Astronomy * Moon - Stealth * Luck - Roll * Strategy - Game * Competence - How it this different from Knowledge * Justice * Prudence * Command * Free * Winter * Volcano - Magic Stone, Burning Hands, Soften Earth and Stone, Fire Shield, Stone Shape, Fire Storm, Earthquake, Incendary Cloud, Heat Metal * Endurance - Horse's * Agility - Cat's * Dexterity - Snake's * Cunning - Fox's * Presence - Eagle's * Willpower - Elephant's * Night * Day * Acid * Electricity Psionic Power Tables -------------------- Roll |[A]|[B]|[C]|[D]|[E]|[F]|[G]|[H]|[I]|[J] |[K] |[L]|[M]|[N]|[O]|[P]| -----|---|---|---|---|---|---|---|---|---|----|-----|---|---|---|---|---| 15+ |1 |15 |10 |2y |1 |+1 |+2 |4 |10 |4 |1rnd |+1 |1 |0 |1 |1 | 20+ |2 |18 |16 |4y |3 |+2 |+4 |6 |20 |15 |3rnd |+1 |2 |-2 |4 |2 | 25+ |3 |20 |26 |6y |5 |+3 |+6 |8 |50 |60 |1min |+2 |2 |2 |9 |4 | 30+ |4 |23 |42 |8y |7 |+4 |+8 |10 |60 |240 |3min |+2 |3 |-4 |16 |8 | 35+ |5 |25 |70 |10y|9 |+5 |+10|15 |110|1k |10min|+3 |3 |4 |25 |16 | 40+ |6 |28 |110|12y|11 |+6 |+12|20 |160|4k |30min|+3 |3 |-6 |36 |32 | 45+ |7 |30 |190|14y|13 |+7 |+14|25 |210|16k |2hour|+4 |4 |6 |49 |64 | 50+ |8 |33 |300|16y|15 |+8 |+16|30 |260|250k|6hour|+4 |4 |-8 |64 |128| 55+ |9 |35 |500|18y|17 |+9 |+18|40 |330|Any |1day |+5 |4 |8 |81 |256| ### Tables ###### A PSI spent to use power at this level ###### B Save DC ###### C Range in Yards ###### D Area of Effect ###### E Duration ###### F Stat Bonus ###### G Skill Bonus ###### H Move Object Strength ###### I Damage Style Effect Progression ###### J Distance ###### K Time ###### L Enhancement ###### M (1+sqrt(8X-7))/2 ###### N Size Level ###### O x^2 ###### P 2^(x-1) Pact Powers ----------- ### Antimagic Field (Mordenkainen's disjunction, NUll Magic Zone) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Astral Projection * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Atonement * Action Time: 1 hour * Components: V,S,M($0),F(Holy Symbol),Karma(varies) * PSI: Table A * Save: Target must be willing. * Range: Touch * Area: Touched willing creature * Duration: Instant * Prerequisite: * Description: Restores belmishes on target's link to the divine. * Effect: The Karma costs of atonement reduce the medium's base Karma. Most mediums will not use this ability without being certain the target is contrite. Often they will require the target to prove this with a quest. * Restore lost pact abilities: If the loss was due to a knowing willfull choice of the target, then this costs 2 Karma. This restores pact or karma abilities to a target who lost powers due to an indisgression. * Convert: The target is given a chance to change their Karma path to match the medium. Negative energy creatures (undead, demons, etc) will be placed on the Recovering Demon Karma path if the medium was good. * Restore lost Karma: The medium may use this to replace a point of lost Karma for the target with a point of their own. * Free mind: The target is granted another save against an ongoing fear or mind control effect. If the effect would make them to preform an action outside there normal ethos, Karma path, Pact or other oath, they are granted an additional Table L bonus. ### Blade Barrier * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Bless/Curse * Action Time: 1 standard action * Components: V,S,M(varies),F(Holy Symbol),CP(varies) * PSI: Table A (+ to bless/- to curse) * Save: Resist Mind Control negates Table B * Range: 0 * Area: All Allies (including medium) or Enemies within Burst Table D * Duration: One situation up to Table E minutes * Prerequisite: * Description: Blesses or curses allies, enemies, or water. * Effect: * Water or sand M(Fresh Ash, Sand or Water),CP(2) - Creates 1 vial of Holy (or Unholy) Water. Does 20 PED or NED in a 3 yard burst to undead and outsiders. * Situation, Action or Goal - Medium chooses 1) bonus or penalty, 2) offensive actions, defensive actions and saves or other skills and 3) the applicable situation should be fairly specific. Then targets get a bonus or penalty equal to Table L to to selected skill rolls in the selected situation. For example, a medium could protect allies by granting them a bonus to defensive actions in the current battle. Or bless a meal such that all who share it get a bonus to saves to resist food poisoning, ### Blindness * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Brisk Pace * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Resist Disease Table B * Range: Table C * Area: Burst Table D * Duration: Table E minutes * Prerequisite: * Description: Targets are able to move more quickly. * Effect: Grants a Table G bonus to all natural movement skills. The medium may reduce the intensity of the spell so that it only increases the long distance travel speed by 50%, extending the duration to hours instead of minutes. ### Call Lightning * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Table A vertical lines * Duration: Instant * Prerequisite: * Description: The target spaces are each struck by a bolt of lightning. * Effect: Each bolt does Table I EED outside in stormy conditions. If not outside in stormy conditions, the damage is half. ### Calm Minds (Sleep, Mass Sanctuary, Calm Emotions) /Forgiveness (composure)/ /Sloth (laziness/idleness)/ * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Combine * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: None * Range: Touch * Area: Table E willing other mediums * Duration: Table E rounds * Prerequisite: * Description: Allows mediums to pool power. * Effect: The target mediums must maintain Concentration (DC 15) to become part of the combination. The medium using combine gets +2 to all Concetration checks for each other medium in the combination and may draw on their PSI pools to activate abilities. ### Command * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Resist Mind Control/Persuasion negates (special) Table B * Range: Table C * Area: Table A targets within Burst Table D * Duration: completion of command or Table E hours * Prerequisite: * Description: A command made of the targets is performed as if the request came from an ally. * Effect: This effect is usually limited to the type of creatures it can affect. The effect starts with a command implanted in to the mind of the targets. Examples include "Deliver this scroll to the castle", "Kill that monster", "Protect me", "Join me for dinner". The effect ends when the initial command is completed. If the initial command is open ended, it runs the listed duration. While under the effect targets' attitudes toward the medium becomes helpful. Targets will do anything that they would do for a close friend. Targets will work along to try to accomplish the perceived shared goal. If targets shares an ability to communicate further requests can be made and specifics spelled out. Additional requests may grant the targets additional saves if the request is not reasonable, allowing targets to end the effect. Targets still retain their former attitude toward former allies, and though they may feel compelled to abandon them, they may find a request to hurt them unreasonable. Targets get save modifiers based on the nature of requests and how they are treated. Cold Reading/Human Perception check can be used to detect that a character is under the influence of mind control. The medium may use this effect again on a target to extend the duration or change the command. Each target can only be trying to meet one command at a time. Situation |Resave |Save Mod. | ----------------------------------------------------------|--------|----------| Multiple targets in one effect |No |+2 | Reasonable commands, something it might have done anyway |No |-2 | Request opposes target's nature |Yes |+2 | Request opposes target's karma path, if karma > 10 |No |+2 | Request opposes target's karma path, if karma > 15 |Yes |+2 | Currently being attacked by medium or allies |Yes |+5 | Takes DED from lack or food, sleep, etc. |Yes |+4 | Request Self destructive (won't do it even if save fails) |Yes |+2 | Target is mindless i.e. simple undead |No |-4 | Target is already under mind control |No |-2 | ### Commune * Action Time: 10 minutes * Components: V,S,F(Holy Symbol),CP(100) * PSI: Table A * Save: None * Range: 0 * Area: Self * Duration: Table E rounds * Prerequisite: * Description: The medium contacts the diety or representative to ask questions. * Effect: The medium may ask up to one yes or no question each round. The answers will not necessarily be a simple yes or no. The answer will be filtered through the diety's purposes and may be a lie or "That is hidden". The answers should be fairly short, but may be cryptic. ### Cone of Cold * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Contagion * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Poison/Disease Table B * Range: Table C * Area: Burst Table D * Duration: Instant * Prerequisite: * Description: A putrid cloud forms infecting all within. * Effect: Targets contract a natural disease with a save DC less than Table A, the disease has already incubated and will strike in one round, allowing another save. The disease then becomes in all ways a normal disease striking again every day afterward, and possibly being spread to others, until cured. Simple disease option: Choose an ability score, the disease does 2 ability score damage to that ability score. The infection method is inhaled. The save DC is Table A minus 1. The incubation period is 1 day. ### Contingency (Permancy, Guards and wards) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Control Fire (Quench Fire/Feed Flames) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Control Plant Growth * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A (varies) * Save: varies Table B * Range: Table C * Area: varies * Duration: varies * Prerequisite: * Description: Fills plants in area with positive or negative energy to increase or diminish plant growth * Effect: The effect varies based on how wide a span of time and area the energy is applied. If applied instantaneously to a single plant or plant creature, it takes Table I PED(+) or NED(-), unless it Resist Poison/Disease for half. The energy can be spread over Table E 1 klick radius areas for 1 year, production from the area id cultivated is increased(+) or decreased(-) by Table C %. If spread over the entire range for Tables x 10 minutes, it causes an overgrowth(+/-) that impedes movement by 1/2. If spread over Table D burst for Table E minutes, it causes an overgrowth(+/-) that impedes movement by 1/2. Additionally, any one in one of the spaces when the effect goes into effect and once a round after that, must make an escape artist save or become entangled, then grappled, then pinned. On their turn, a victim may attempt an Escape Artist, Grapple, or Bend Bars check vs Table B to move from pinned to grappled, grappled to entangled or entangled to free. Can be used to counter a control plant growth effect. ### Control Water (Part Water) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Control Weather * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: 0 * Area: 4 klicks radius * Duration: Table K * Prerequisite: * Description: Create season appropriate weather or summon a tornado. * Effect: * Shaping: May not exceed the local weathers record levels for that time of year. No blizzards in summer. The weather must be sensible. It can't precipitate if there are no clouds. May shift the weather's attributes, one level per minute. For example to go from a Cool, Clear, Moderately Windy winter day to a Freezing(2), Overcast(2), Windstorm(3), Blizzard(4) would take 11 minutes. The weather change affects that entire area and cannot be aimed. * Temperature: Freezing, Cold, Cool, Temperate, Warm, Hot, Scorching * Wind Speed: Still (<1kph), Light(<8kph), Moderate(<16kph), Strong(<30kph), Severe(<60kph), Windstorm(<120kph) * Cloud Cover: Clear, Cloudy, Overcast, Foggy * Preciptation: None, Light, Heavy, Storm, Torrential/Blizzard * Types: Thunderstorm, Sleet, Rain, Snow, Hail * Tornado: Create 1 Table C Radius cylinder with any size stable eye in the center. The wind whips around the eye blowing one of toward the center, away from the center, clockwise or counter-clockwise. The speed of the wind may be any class of the mediums choice upto tornado speeds dealing Table I WED. The tornado can be moved 24 ypr. The tornado lasts only Table E minutes. ### Creation (Minor, Major, True) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Dancing Lights * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist MAD/Torture negates Table B * Range: Table C * Area: Table H levels of targets within Burst Table D * Duration: Concentration up to Table E minutes * Prerequisite: * Description: Creates collection of various colored and shaped torch like light sources. They can be used to illuminate, fascinate or disorient those in the area. * Effect: Creates up to Table H light sources. All light sources may move anywhere within the range, but must remain within the same burst area of each other. The area of effect is well lit. The lights may be used to disorient or fascinate a number of levels of creatures in the area of effect equal to the number of light sources(Table H). The targets are chosen in level order from lowest to highest closest to center of burst first. If used to fascinate, targets, that failed their save, stay fascinated for two rounds after the effect ends. If used to disorient, targets must make a save or become stunned. On their turns they must make saves every round they are inside the burst or still suffering the effects. If they succeed, they move up through the effects, Unconscious to Blinded to Nauseated to Stunned to No Effect to Resisted(no further saves needed). If they fail by 5 or more, and are still in the burst they move down though the effects, No Effect to Stunned to Nauseated to Blinded to Unconscious. This is a Mind-affecting, Optical, Light effect. Counters Darkness effects. ### Death Ward * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Disintegrate * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Dispel Magic (Break Enchanment, Remove curse) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Earthquake * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Enervation * Action Time: 1 standard action * Components: V,S * PSI: Table A * Save: Resist Fatigue, Hunger, Thirst half (special) Table B * Range: 1 * Area: Line Table D * Duration: Instant * Prerequisite: * Description: A black bolt of crackling energy fills targets with negative energy. Draining their stores of food energy, the effect leaves them starving. * Effect: Targets take Table I damage half NED and half DED as if they were suffering from starvation. If they succeed the save the target ignores the DED. Note a character that takes DED becomes fatigued. If it is already fatigued it becomes exhausted. DED due to starvation cannot be healed until the character eats a full meal. Also note undead are immune to DED. ### Enhance Item * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Mind Control negates (harmless, object) Table B * Range: Touch * Area: 1 Target inanimate item * Duration: Table E minutes * Prerequisite: * Description: The quality of the item increases, becoming better at what it does. * Effect: The item grants a Table L enhancement bonus to one aspect of its use (i.e. attacks(weapons), parry(shields), AR(armor), damage(weapons), crafting(tools)). **Note** Many versions of this power limit the types of items it can be used on. ### Enhance Natural Attack * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Poison/Disease negates (harmless) Table B * Range: Touch * Area: 1 Target creature * Duration: Table E minutes * Prerequisite: * Description: The target's natural attacks improve. * Effect: The target gets a Table L enhancement bonus to attack and damage with natural attacks. ### Fabricate (Stone Shape) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Fear * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Horror (special) Table B * Range: Self * Area: Personal * Duration: Table E rounds + Lingering * Prerequisite: * Description: The medium assumes a frightening visage, that grows more disturbing the longer in its presence. * Effect: The frightening visage grants a horror factor (Table B). Each round an enemy, on their turn, is within line of effect, sight is not needed, they must make a Resist Horror save or move one step down the horror scale. If the save is missed by 5 or more they move 2 steps down the horror scale. Once a save is made, the enemy plateaus no further saves are needed. When the duration ends, the effect lingers. A target still experiencing fear effects may make a Resist Horror save at a cumulative +2 every round. A successful save recovers the target one step in the horror scale. ### Fire Shield * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Fly * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: None * Range: 0 * Area: Creature Touch * Duration: Table K * Prerequisite: * Description: The target becomes able to fly. * Effect: The target gains the ability to fly. They also get a Table F bonus to the Fly skill. ### Foresight * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Mind Altering Drugs negates harmless Table B * Range: Touch * Area: One Target * Duration: Table K * Prerequisite: * Description: The Medium gets glimpses of the targets very near future. * Effect: The target cannot be suprised if the medium informs them of what they know. If the medium is the target, this effect also grants a Table G bonus to Notice and a Table L bonus to Defensive Actions. ### Freedom (Knock Escape Freedom of movement) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Gaseous Form * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Gate * Action Time: 1 standard action * Components: V,S,CP(1000 if used to call creature) * PSI: Table A * Save: None * Range: Table C * Area: Disk upto 8 yards across in any plane * Duration: Table E rounds * Prerequisite: * Description: The Medium opens a two way gateway to another dimension. * Effect: The gateway is opened within the range listed having a front that connects to a point or creature of the medium's choosing in the other dimension. The gate maybe crossed either way by any creature. In fact, there is a 20% chance that something from the other dimension slips through, most things(75%) that do will avoid the medium and just wander off. If the gate is opened to a creature it may be used to call that creature forcing it thru the gate to the medium. The creature maybe force to perform a simple task, such as fight, for the duration of the effect, or a contact may be worked out with the creature. When the creature performs the action, it will return to the medium expecting immediate repayment. Failure to repay will greatly upset both the creature and many of the interdimensional power that be. The best the medium can hope for is forced servitude to the creature. The summoned creature's payment will be approximately $1000 per creature level for a job taking less than an hour and $5000 per level for a job taking less than a day. This payment may be requested in precious metals, stones, items, trade goods, food or slaves. Depending on the creatures nature. ### Geas (Oath, Mark of Justice) /Diligence (zeal/integrity/Labor)/ /Envy (jealousy) - Cause Obsession * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Genesis (Secure shelter, Tiny hut, mordenkainen's magnificent mansion, rope trick) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Growth (animal GRowth, Enlarge Person) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Heal * Action Time: 1 standard action * Components: V,S * PSI: Table A * Save: Resist MAD/Torture half (harmless) Table B * Range: Touch * Area: creature touched * Duration: Instant * Prerequisite: * Description: The target is filled with positive energy. * Effect: Target gets Table I PED. ### Heal, Mass * Action Time: 1 standard action * Components: V,S * PSI: Table A * Save: Resist MAD/Torture half (harmless) Table B * Range: Table C * Area: Burst Table D * Duration: Instant * Prerequisite: * Description: The targets are filled with positive energy. * Effect: Targets get 1/3 of Table I PED. ### Heroes' Feast * Action Time: 10 Minutes + 1 Hour * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: None * Range: Touch * Area: 1 table cloth, blanket, rug or sheet spread over a horizontal surface. * Duration: Table E Hours * Prerequisite: * Description: The table cloth is covered with food and drink. * Effect: There are Table O servings of food and drink. It takes 1 hour to eat the food, after which all remaining food vanishes. Drink may be saved, but it turns into ordinary rain water. One serving provides enough nutrition for a size 0 character for 1 day. Any character that eats three servings gets the full effect of the food. They get a Table G bonus to Resist Poison/Disease and Resist Horror/Insanity and can immediately roll to fend off any ongoing fear, poison, sickness, or disease effects. ### Identify * Action Time: 1 hour * Components: V,S,M($2000),F(Holy Symbol) * PSI: Table A * Save: None * Range: Touch * Area: up to Table A Objects Touched * Duration: Instant * Prerequisite: * Description: The medium burns incense while studying and handling the objects. * Effect: The medium gains understanding of the use, history or last owner of the target objects. Multiple object targets may instead be used to understand a combination of use, history and/or last owner. For example, if 6 objects could be read, the use and history could be gotten from one item, only the last owner of a second, and all three of a third. The use of an item reveals all the functions of an item, how to activate those functions, and how many uses it has left. The history of the item reveals any legends about the item. Legends would include tales of users who were greater than 10th level, or presence in key moments of history for the object(its creation) or at large(used to sign famous legislation). The previous owner of the object reveals the aura of the previous owner when the object was last in there possession as [See Aura]. **Note** any use will reveal if the object is enchanted, cursed, booby trapped, possessed, or holds a trapped entity. As the medium is making direct mental contact with the item they get no save against mental attacks/possession from these. ### Illusion * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Mind Control/Persuasion disbelief Table B * Range: Table C * Area: Burst Table D * Duration: Concentration * Prerequisite: * Effect: If trying to mimic an existing conjuring, summoning, or evocation effects. Use the activation roll minus 5 to determine the effect level (i.e. one table row worse). Any damage done by the effect is taken as SD and is halved. Targets of the illusionary effect first save to disbelieve the illusion, completely ignoring the effect. Some status effects may not be caused by an illusion. Others only last while the illusion is still in effect or Table E rounds after instant effects. The exception to this is fear stays in effect as per mimicked effect. Illusionary creatures have offensive and defensive skills matching the controlling illusionist's. They can be considered to have 1 HP and no armor. If they are hit, they are dispelled in a cloud of smoke. Normally only one illusion(i.e one creature or swarm) can be maintained at a time. The exception to this is disguising a party of characters. The individual disguises can mimic the actions of the character as long as they stay in the area of effect. If mimicking themselves, the activation roll gets +5 (i.e. one table row better). The medium can create Table A copies of themselves, all performing the same action and/or saying the same thing. An illusion may combine multiple illusionary effects as aspects. Each additional aspect reduces the activation roll by 5, but may increase the difficulty to disbelieve. For example an Illusionary Image with Sound and Flavor would get -10 to the activation roll, but would apply a -8 to attempts to disbelieve it. The GM may rule that an illusion is inherently unbelievable without certain aspects. and thus will not work or grants a save bonus. For example, a guard reporting that everything is fine would probably need to make sound to be believed. If someone is more familiar with a subject than the illusionist, they may have information that will help them see thru the illusion. For every level more familiar someone trying to disbelieve is with the subject of the illusion than the illusionist they get +2 to their attempt. Familiarity | ------------------------------| No familiarity | Heard about it | Studied a good description | Experienced one once | Studied one carefully | Intimately familiar | ### Illusionary Flavor * See [Illusion] * Description: Adds subtlety to the illusion. This primarily adds smell and taste to illusions. Though still not solid, objects will project the feeling of being soft or hard. * Effect: If added as an aspect to an Illusion, grants -5 to save verse disbelief. ### Illusionary Image * See [Illusion] * Description: Creates visual illusion of an object, creature or visible effect. * Effect: May grant concealment. Image may not be bigger than the area of effect and may move anywhere within range. ### Illusionary Sound * See [Illusion] * Description: Creates auditory illusion. * Effect: The sound may emanate from a point anywhere within range. When mimicking sonic effects that do WED, Illusions do 1/3 the normal WED, even if disbelieved. If added as an aspect to an Illusion, grants -3 to save verse disbelief. ### Illusionary Temperature * See [Illusion] * Description: Illusions now contain temperature. * Effect: When mimicking effects that do CED or HED, Illusions do 1/3 the normal CED or HED, even if disbelieved. If added as an aspect to an Illusion, grants -3 to save verse disbelief. ### Iron Will * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Mind Control/Persuasion negates (harmless) Table B * Range: Table C * Area: Table A creatures within Burst Table D * Duration: Table E minutes * Prerequisite: * Description: Targets become more confident and self-controlled. * Effect: Targets gain Table G bonus to Resist Horror/Insanity, Resist Mind Altering Drugs/Torture, and Resist Mind Control/Persuasion. Targets suffering from fear effects when this comes into effect ignore them while this effect is in place. ### Kill (Harm, Finger of Death, Slay Living, Power Word Kill, Circle of Death, Wail of the Banshee) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Knowledge of the Owl * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist MAD/T negates (harmless) Table B * Range: Touch * Area: 1 creature * Duration: Table E minutes * Prerequisite: * Description: The target becomes more knowledgeable. * Effect: Table F bonus to KNO. ### Life Drain * Action Time: 1 standard action * Components: V,S * PSI: Table A * Save: None * Range: Touch * Area: Living Creature Touched * Duration: Instant (Table E x 10 minutes) * Prerequisite: * Description: Life energy is transferred between target and medium. * Effect: The medium may give or take up to half Table I HP to/from the target. The life transferred cannot exceed what would kill the "donor", HP + (END x 2). The recipient gains the life in the form of temporary HP that last Table E x 10 minutes. ### Light of Truth * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist MAD/Torture negates Table B * Range: Touch * Area: Burst Table D from object touched * Duration: Table E minutes * Prerequisite: * Description: A magical light, as bright as daylight, fills the area revealing all that is hidden. * Effect: The area of effect is Brightly Lit, possibly blinding those not adjusted to it. Anyone who does not make the save when first entering the area is unable to lie while in the area, though they may choose to not reveal something they would normally lie about. Provides a Table G circumstance bonus to vision based checks to Notice, Search, or identify the true from of polymorphed, changed, or transmuted thing. Counters Darkness, Shadow, Invisibility and Illusion effects. The light intensity may be reduced to Well Lit, becoming ordinary light but increasing the duration by 10 times. ### Mending * Action Time: 1 standard action * Components: V,S * PSI: Table A * Save: Resist MAD/Torture half (harmless) Table B * Range: Touch * Area: Object Touched * Duration: Instant * Prerequisite: * Description: Target is repaired. * Effect: This does not work on objects that have been destroyed, ground into powder, shredded or otherwise reduced to base materials, living or undead things. Magic properties will not be restored, but would still be masterwork and ready to be re-enchanted. Primary targets are sundered items, armor or golems. Target gains Table I HP. The HP need to restore Armor DR is equal to the total minimum amount needed to have done the damage. i.e. DR 6 armor that was brought down to DR 3 has taken 15 (6 + 5 + 4) points of damage and would require 15 to fully mend. Only 4 points would bring it to 4, While 9 ( 5 + 4) would bring it to 5. ### Mind Blank * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Miracle * Action Time: 1 standard action * Components: V,S,CP(5000) * PSI: Table A * Save: varies * Range: varies * Area: varies * Duration: varies * Prerequisite: * Description: The medium may request an unusual action from their diety. * Effect: * Duplicate an effect from a domain the deity grants. Effect is as if power roll were 5 lower. * Duplicate an effect from a domain the deity does not grant. Effect is as if power roll were 10 lower. * Break any enchantment, curse or restore any supernaturally lost abilities. * A comparable effect to the above. GM discretion. ### Navigation * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: None * Range: Table J * Area: 1 well-known creature or object * Duration: Table K * Prerequisite: * Description: Medium knows the way to a specific target or an abstract direction, such as north, up or thru the maze. * Effect: * Specific Target - The medium must know the target well, having seen one in person, to even try to find it. Or do at least 1 month research reviewing notes of someone who had study the object first hand. If there are multiple resonable targets in range, this will find the path to the nearest one. The spell can be fooled by illusion and forgery. Anything that would fool the medium would redirect the spell. In fact it is even easier to fool the spell as the fogery gets +5 to any check involving its authenticity. * Abstract Direction - Any compass direction, the way thru a building, cave or maze, can also be the target. ### Obscure * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Resist Mind Control/Persuasion partial Table B * Range: Table D * Area: Unlimited including scrying * Duration: 24 hrs * Prerequisite: * Description: Targets disregaurd the subjects of the effect as if it was something more mundane or not there at all. * Effect: The medium can obscure any number of subjects in range. Anything trying to in any way detect an obscured subject becomes a target of this effect and is unable to detect and will subconciously avoid the subject unless then make the save. Even if the target saves they have a Table G penalty to Notice and detection effects. The medium and the subjects obscured by this effect are not affected by it. They may reveal their presence to anyone cancelling this effect on that person. If an obscured subject forces a target to interact with them, i.e. attacks or shoves the target, the subject loses obscurement. This effect is often used as a "conjuring" trick. Just obscure the thing you wish to conjure. Carry it around hidden in plain sight and reveal it in a flash to have it appear to be conjured from nothing. ### Obscuring Mist * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: None * Range: Table C * Area: Burst Table D * Duration: Table K (dismiss) * Prerequisite: * Description: A cloud of dark fog conceals anyone within. * Effect: Grants standard concealment(+2) to adjacent squares and full concealment(+8) if further apart. The density of the mist may be increased granting full concealment(+8) to even adjacent squares, but only covers half the radius. Counters Light and Optical effects. Countered by Light, Fire or Wind effects. ### Polyglot * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Mind Control negates (harmless) Table B * Range: Personal * Area: Self * Duration: Table E 10 minutes * Prerequisite: * Description: Gains fluency in additional languages. * Effect: Table G bonus to Linguistics each rank of bonus grants fluency with an additional language chosen when activating the effect. ### Polymorph Allies * Action Time: 1 standard action * Components: V,S,F(Holy Symbol),CP(0) * PSI: Table A * Save: Automatic (willing) * Range: 0 * Area: Table E willing targets within Burst Table D * Duration: Table E hours * Prerequisite: * Description: Targets turn into a Plant or Animal. * Effect: Targets turn into creatures of the chosen type. The creature's size level must be within Table N Size Adjustment and Level must be less than the mediums. Targets get all the creature's Natural attacks, movement and communication in place of their normal abilities. The targets get a Table L bonus to STR/END and natural armor, as well as whatever size adjustments. All equipment the targets are carrying gets absorbed into the characters when they transform. The targets can each revert as a standard action at any time, or when the duration ends or they fall unconscious. ### Polymorph Permanently * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Poison negates and Resist MAD partial Table B * Range: Table C * Area: One Creature * Duration: Permanent * Prerequisite: * Description: Can force a target to turn into a Plant or Animal * Effect: Target turns into a creature of the chosen type. The Creatures size level must be within Table N Size Adjustment and Level must be less than the mediums. Get all the creatures Natural attacks, movement and communication in place of the mediums normal abilities. The target gets a Table L bonus STR/END and Natural Armor. On Top of whatever size adjustments. All equipment the target is carrying gets absorbed into the character when they transform. If the Resist MAD save is not successful the target's mental stats become the same as the chosen creature type if less than there base stats. The target can NOT revert without magical aid, such as [Restoration]. Saves against polymorph are always made as if the character had never been polymorphed. ### Polymorph Self * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: None * Range: Personal * Area: Self * Duration: Table E minutes * Prerequisite: * Description: Can turn into a Animal or Plant. * Effect: Medium turns into a creature of the chosen type. The Creatures size level must be within Table N Size Adjustment and Level must be less than the mediums. Get all the creatures Natural attacks, movement and communication in place of the mediums normal abilities. The medium gets a Table L bonus STR/END and Natural Armor. On Top of whatever size adjustments. All equipment the medium is carrying gets absorbed into the character when they transform. The medium can revert as a standard action at any time, or when the duration ends or they fall unconscious. ### Preserve * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist MAD/Torture negates (harmless) Table B * Range: Touch * Area: 1 Target * Duration: Table E hours * Prerequisite: * Description: The targets metabolic rate slows reducing the effect of disease, poison, decay effects. * Effect: The target does not make saves for poison, disease, or decay effects until the effect ends. This give the target time to get better treatment. If the target is dead this prevents decay effectively increasing the time that recovery effects such as [Revivify] could still be used. ### Produce Flames * Action Time: 1 standard action * Components: V,S * PSI: Table A * Save: none (harmless) * Range: Personal * Area: Self * Duration: Table E minutes * Prerequisite: * Description: Torch like flames engulf the character's empty hands, damaging neither the character nor their equipment. * Effect: The flames illuminate an area equivalent to a torch. The Flames may be hurled or used as a touch attack doing Table L x 10 HED. Hurled flames can travel Table C yards, and require a ranged attack roll. Attacking with the flames leave the hands engulfed in flames but reduces the duration by 1 minute. ### Protection from Energy * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Poison negates (harmless) Table B * Range: Touch * Area: 1 Target Creature * Duration: Table E x10 minutes * Prerequisite: * Description: Target and their equipment develops a resistance to an form of energy damage. * Effect: Choose one natural energy type (AED, HED, CED, EED or WED). Target gets a Table F x 5 bonus to natural armor against damage of the chosen type. The effect can be weakened to only protecting against environmental extremes not damaging attacks or effects, increasing the duration by x 10. ### Protection from Magic * Action Time: 1 standard action * Components: V,S,M($5000),F(Holy Symbol) * PSI: Table A * Save: Resist Poison negates (harmless) Table B * Range: Touch * Area: 1 Target Creature * Duration: Table E x10 minutes * Prerequisite: * Description: Targets gains resistance to paranormal effects * Effect: Immunity to any effect that targets them and does not offer a save. Grants Table G bonus to saves and defensive actions against spells, or mystical effects. If the save normally reduces the effect and the target makes the save without needing the bonus the effect is negated instead. ### Rage of the Berserker * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Mind Control negates Table B * Range: Table C * Area: Table A targets within Burst Table D * Duration: Table K * Prerequisite: * Description: The targets enter a battle rage. * Effect: The target enters a rage similar to the rage feat. While in a rage, the character gets +2 Str, End, Wil, -2 Defensive actions. Cannot use Dex, Pre, Cun or Kno skills (except Pilot, Intimidate, Initiative and Notice). After the rage ends, the character becomes fatigued for a number of rounds equal to the duration of the rage. ### Rainbow * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: varies Table B * Range: Table C * Area: varies * Duration: Table E 10 minutes * Prerequisite: * Description: Creates an opaque shimmering multicolored Bow, Wall or Bridge. * Effect: * Bridge: Create a high arcing bridge between two points up to Table C yards apart. The bridge is up to Table E wide. From above the bridge is solid and safe. From below it function as the Wall effect below. The bridge cannot be created thru solid objects, but will pass over intervening barriers if possible. * Wall: Creates a wall Table E high and twice that long made of up to seven layers one of each color below up to the activation roll appropriate color. The medium may cross the barrier without effect. Others crosing the barrier will experience each present effect in color order (red->violet). Each having a seperate save to avoid. Effects and attacks crossing the wall are negated by the first layer that would negate or destroy them. The layers must be negated or dispelled in color order as well. The wall may be created on top of creatures. It maybe created in a ring or polyhedral shape. * Bow and arrow: Creates Bow that can fire up to seven arrows one of each color below up to the activation roll appropriate color. The arrows are treated as magical rays that may either target a creature for the listed effect or may target an onoing effect of the listed type to negate it. The arrows may be fired 2 per round, including the round it is activated. The effect ends if the bow is unequipped or all the arrows are used. Roll |Color |Effect |Save |Negates/Destroys |Negated by |??Creature Type?? | -----|-------|--------------|----------|------------------------|--------------|-----------------------------| 20+ |Red |60 HED |Roll half |Mundane ranged attacks |CED |Fire elemental | 25+ |Orange |120 AED |Roll half |Magical ranged attacks |WED |Earth elementals | 30+ |Yellow |240 EED |Roll half |Poisons and petrify |Disintegrate |Plant creatures | 35+ |Green |Death Poison |P negates |Breath weapons |??passwall?? |Water elementals | 40+ |Blue |Petrify-480NED|P negates |Mind and divination |TED |Air and electricity ceatures | 45+ |Indigo |Insanity |H negates |All Spells |PED |Acid and Poison | 50+ |Violet |Gate Random |T negates |All effects or objects |Dispel Magic |Metalic and regenerating | ### Regenerate (Heal) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Rending Shout * Action Time: 1 standard action * Components: V,F(Holy Symbol) * PSI: Table A * Save: Resist Poison/Disease half, Resist Horror negates (special) Table B * Range: 1 * Area: Cone Table D * Duration: Table K * Prerequisite: * Description: The medium lets loose a horrible roar, damaging and deafening those in range. * Effect: Targets failing the disease save take one half Table I WED and are deafened. Enemy targets failing the horror save are shaken, or are pushed 1 step down the fear progression. Targets making the saves take half damage and negate the fear and/or deafening effects. Crystalline or particularly brittle objects and creatures take double damage. ### Repel Creatures * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: None * Range: Touch * Area: Burst 4y around target or Table D Line * Duration: Table K * Prerequisite: * Description: Creates a protective force against a particular type of creature or any thing made from its parts. * Effect: This effect works against any one creature type from the table below. Most domains limit the types of creatures this can be used against. * Defensive: A burst around the target that cannot be entered by creatures of the chosen type or their powers or abilities. The target cannot be of the same type as the creature type chosen unless the medium targets themselves. The medium is immune to the effect. If the Target tries to use the shield to push a creature of the designated type back, the effect ends. * Offensive: A fixed line of force pushes back anything of the selected type as if it was being bull rushed by a creature with a Table H STR. For inanimate objects that are fixed in place this can be viewed as a sunder againsts their break DC. Creature types |Includes | -----------------|---------------------------------------------------------------| Animals |Animals, vermin and things made from leather, bone, tooth, etc | Plants |Oozes, plants, fungi and things made from wood | Humanoids |Fey, giants, humanoids, monstrous humanoids | Magical Beasts |Magical beasts, aberrations, dragons | Negative Energy |Animated dead, true undead, ghosts, demons, devils, etc | Positive Energy |Angels | Outsiders |Any creature not native to the plane | Constructs |Golems, robots, animated dead, cyborgs not their parts | Specific Element |Elementals of that type and other creatures from that plane | ### Restoration * Action Time: 1 minute * Components: V,S,M($1000 diamond dust),F(Holy Symbol) * PSI: Table A * Save: Resist Mind Altering Drugs negates (harmless) Table B * Range: Touch * Area: Creature Touched * Duration: concentration up to Table E Rounds * Prerequisite: * Description: Target regains normal function losses negative status conditions. * Effect: Each round the medium may restore 1 point of ability damage , grant an additional attempt to save against an ongoing magical effect with a Table F bonus or remove a status condition for which the Restoration DC in the status condition table was exceeded by the activation roll. ### Returning (Exorcism, Dismissal, Teleport Home, Undeath to Death, refuge) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Revivify * Action Time: 1 standard action * Components: V,S,M($10,000 in Diamond),F(Holy Symbol) * PSI: Table A * Save: None * Range: Touch * Area: 1 Target that has been dead for no more the Table E rounds * Duration: Instant * Prerequisite: * Description: The target is raised from the dead. * Effect: The target is brought up to -1 HP, but is stablilized. ### Righteous Might (Divine power/Heroism (Greater)/Aid/Divine Power(HP/STR Boost)) /Pride (vanity)/ * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Sanctuary * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Mind Control/Persuasion negates Table B * Range: Touch * Area: 1 Target * Duration: Table E rounds or until the target makes a violent action * Prerequisite: * Description: Target is protected from direct attacks. * Effect: When a creature attempts to attack the target, it must make the save. If it succeeds, it may attack as normal and is no longer affected by the effect. If it fails, the attack fails, the creature loses the action and cannot attempt to attack the target for the duration of the effect. ### Sanctum * Action Time: 1 day * Components: V,S,M(incense, herbs and oils worth $10000),F(Holy Symbol), CP(same as PSI spent for all aspects of the effect) * PSI: Table A + added effects. * Save: Resist Mind Control/Persuasion partial Table B + 10 * Range: Touch * Area: a character and up to Table E contiguous rooms * Duration: Permanent until discharged or transferred * Prerequisite: * Description: Create a mystical barrier around a home linking the character to it to protect it from invasion. * Effect: A character can only have one home at a time. If this effect is used on a new home, the effect on the old home ends. The character can freely enter there home as if the effect did not exist bringing in anyone they wish with them. The barrier may be programmed at creation time for determining who to treat as foes, based on and number or combination of Karma path, creature type, positive or negative PSI based, spoken password, possession of specific talisman. If a foe tries to enter the medium and the character linked to the home immediately know. An audible alarm effect or silence may be chosen at creation time. In order for a foe to physically or magically enter the home they must first make the save or the attempt to enter fails. This is true for any means of entering the home (knocking down doors, teleportation, or just opening an unlocked door). Any locks on the house get +10 to the DC to bypass. If the defenses are breached, the chaster and linked character again immediately are aware. An additional effect can be added that is triggered on the breech as well. This can be any ability available to the medium. It gets in own activation roll, made at activation time. the bound effect will target the intruder. Once triggered the bound effect with not trigger again. The sanctum effect must be reactivated. An amount of positive or negative PSI up to Table A may also be bonded with the home. While the PSI remains bound, use of opposite PSI powers will get -1 to activation rolls for each point bound. The bound points may be reclaimed by characters who can manipulate PSI, as long as they don't fit the programmed description of foes. ### See Aura * Action Time: 1 standard action * Components: V("Grant me sight beyond sight. Reveal what is hidden"),S * PSI: Table A * Save: None * Range: Personal * Area: Self * Duration: Table E rounds * Prerequisite: * Description: Can see auras of items and creatures, even invisible ones. * Effect: Can see aura of all objects. This can be used to reveal the location of invisible objects. Aura vision can still be obscured by solid objects, fog/mists/smoke or blindfolds granting full concealment. To read an object's aura requires a studying the object for 1 round. Once read the Metaphysics skill may be used to determine strength of aura, power level, power type, creature type, health. Lingering auras may also be read, but require additional time. See Metaphysics skill and Psionics aura section for more information. ### Shadow * See [Illusion] * Description: Uses shadow to give illusions some real substance. * Effect: Mimicked effects go up to 100% damage against targets that do not disbelieve. Even targets who disbelieve take 2/3 of the damage. All damage from illusions remain as SD. Illusionary creatures now have 1/4 of the HP of a real alternative up to 10 times Table E. If added as an aspect to an Illusion, grants -2 to save verse disbelief. ### Shape Earth (Burrow, Dig, Tunnel, Soften Earth and Stone, Heat metal) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Sleep * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist MAD/Torture negates Table B * Range: Table C * Area: Table H levels of targets within Burst Table D * Duration: Table E minutes * Prerequisite: * Description: Targets become drowsy falling asleep. * Effect: The sleeping creatures are helpless. Targets that take damage will wake up. Targets can be woken up as a standard action. Normal noise, even of battle, will not wake them. ### Soul Container * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Spell Storing (Spell Staff, Imbue with Spell Ability) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Spike Growth (Wall of Thorns) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table E rounds * Prerequisite: * Description: * Effect: If spread over Table E x 4 2y contiguous spaces for Table E rounds, the overgrowth either has poisoned spikes(-) or powerful stems(+). The powerful stems do a Table E CD constricting attack against anyone who is at least entangled. The spikes do table F BD plus poison to anyone who is at least entangled. Anyone failing the resist poison check takes 2 points of STR damage immediately and again after 1 minute onset. ### Spiritual Weapon(Summon/Animate Weapon) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Storm of Vengeance * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Varies Table B * Range: Table C * Area: Burst Table O * Duration: Concentration up to Table E rounds * Prerequisite: * Description: Creates a storm cloud that brings down a multitude of plagues as it continues. * Effect: Each round on the mediums turn the storm affects all in the area of effect. The medium must continue to concetrate to maintain the effect. The medium may move the center of the burst at a rate of 12 ypr as long as it stays within range. The Biting Insect poison does Table L x 10 NED each round until a Resist Poison save is made or the effect ends. Round | Effect |Save | ------|------------------------------------------------------|---------------| 1 |Thunder causing deafness for Table G minutes |Poison negates | 2-3 |Acid Rain 10 AED |None | 4-5 |Biting insect swarm (Poison see text) |Poison negates | 6-7 |Hail Table L x 10 CD |None | 8-9 |[Call Lightning] Table M bolts each doing Table I EED |Roll half | 10+ |Heavy rain as [Obscuring Mist] |None | ### Strength of the Bull * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist MAD/T negates (harmless) Table B * Range: Touch * Area: 1 creature * Duration: Table E minutes * Prerequisite: * Description: The target becomes stronger. * Effect: Table F bonus to STR. ### Summon Anima * Action Time: 1 round * Components: V,S,F(Holy Symbol),M($500 per level of prepare bodies, min $250) * PSI: Table A * Save: None * Range: Table C * Area: Burst Table D * Duration: Table E rounds * Prerequisite: * Description: Summons an entity that will animate a prepared body(Golem), a found body(Elemental) or conjure a fitting body(Natural Creature). It may act immediately, when summoned. It will follow your commands, if you can communicate. Without further instruction it will protect you attacking your opponents. Temporary anima cannot use any summoning or teleportation abilities. * Effect: The summoned creature has a level limit of Table E (modified by table below). If a prepared body is used, and the check to activate the ability is not sufficient to animate the body, the effect fissles costing only 1 PSI. Summon anima always has restrictions on the type of body that will be animated. Prepared Bodies tie the anima more solidly, increasing the duration by 1 (i.e. rounds->minutes->10 minutes->hours->days). A prepared body can be reanimated, though it retains any damage taken unless repaired. |Anima Type |Conjured(-3) |Found(-2) |Prepared(-1) | |----------------|-----------------|---------------------|-------------------------------------| |Animal(0) |Animal Beast |N/A |N/A | |Plants(-2) |Plant Creature |Shambling Mound |Tree | |Earth(-2) |Earth Outsider |Earth Elemental |Statues, Golem | |Air(-2) |Air Outsider |Air Elemental |N/A | |Fire(-2) |Fire Outsider |Fire Elemental |N/A | |Water(-2) |Water Outsider |Water Elemental |Simulacrum | |Undead(-1) |N/A |Spirit,Ghost,Entity |Skeleton,Corpse,Mummy,Flesh Golem | |Contructed(-2) |N/A |Mundane Objects |Statues, Golems | |Number summoned |Lvl Adjustment | |-----------------|----------------| |1 |0 | |2 |-2 | |3 |-3 | |4 |-4 | |5 |-5 | |6 |-5 | |7 |-6 | |8 |-6 | |Duration |Lvl Adjustment | |-----------------|----------------| |rounds |0 | |minutes |-4 | |x10 minutes |-8 | |hours |-12 | ### Summon Water * Action Time: 1 standard action * Components: V,S * PSI: Table A (+/- to match ED type) * Save: Roll half Table B * Range: 0 * Area: Line Table D * Duration: Instant * Prerequisite: * Description: Creates a jet of pure clean water. * Effect: The jet produces 2 gallons of water per yard of length. The water may also be projected straight into a storage vessel or fired into the air to rain down on a space, within the effect distance, and the adjacent spaces. The stream of summoned water can be infused with additional positive or negative energy to do PED or NED. Each additional point of PSI spent does 6 ED. No more than Table A additional PSI may be spent. ### Sunburst * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Instant * Prerequisite: * Description: A burst of intense solar radiation scorches anyone in the burst. * Effect: Table I HED and and extra one third(1/3) PED to all targets in the area. Note: PED heals most creatures. ### Telepathy * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Mind Control/Persuasion negates Table B * Range: 0 (This effect remains centered on the medium) * Area: Burst Table D * Duration: Table E minutes * Prerequisite: * Description: Listen for thoughts of other creatures. * Effect: * Hear Thoughts: Will immediately reveal if there are any other thinking creatures in the Area. If the medium spends 1 standard action focused on the thoughts of one creature, it will reveal the creature's KNO, CUN and any surface thoughts. * Telepathic Communications: Can instead create a 2-way telepathic communication link with Table A willing creatures that stays connected across any range within the same plane amd lasts 10 tims as long. ### Teleport (Gate, DImensional Door) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Thick Hide * Action Time: 1 standard action * Components: V,S,F(Holy Symbol) * PSI: Table A * Save: Resist Poison negates (harmless) Table B * Range: Touch * Area: 1 Target Creature * Duration: Table E x10 minutes * Prerequisite: * Description: Creature's hide toughens to a hard rocklike natural armor. * Effect: Target gets a Table F bonus to natural armor. ### Wall of Fire * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Wall of Stone * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Wall of Wind (Wind Wall, Wall Of Force, Control Winds, Make sure doesn't collide with control weather) * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### Water Breathing * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### * Action Time: 1 standard action * Components: V,S,M($0),F(Holy Symbol),CP(0) * PSI: Table A * Save: Roll half Table B * Range: Table C * Area: Burst Table D * Duration: Table K * Prerequisite: * Description: * Effect: ### * Action Time: * Components: * PSI: * Save: * Range: * Area: * Duration: * Prerequisite: * Description: * Effect: