Wizard D&D4e to GURPS adaptation

 Continuing my D&D4e adaptation, here we have the wizard. I must admit the wizard had quite a few powers were I was like "nah, no one would use that, ever" and just didn't bother bringing it. Some others were too similar to powers I had already adapted, so those were forgotten. 

Even with that, there's way more wizard powers than fighter powers. 

 

Houserules

For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.

 

New Limitation:

Save Ends: For any negative effect that lasts for more than 1 second, instead of lasting the full duration, the target can make another resistance check (HT or Will or Fear, whichever is relevant) per second, success means they shrug off the effect. -50%.

 

New Disadvantage:

Takes Extra Damage from X: You take extra damage from a particular attack form. Whenever this type of attack hits you, the GM applies a special modifier to damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.

Rarity of Attack

+1 damage

+2 damage

+3 damage

+4 or +1d6 damage

Rare

-1

-2

-3

-4

Occasional

-2

-4

-6

-8

Common

-3

-6

-9

-12

Very Common

-4

-8

-12

-16

 

Class Powers

Breakdown: Class Powers is a framework similar to sorcery, where you buy an expensive main advantage, called a Power Source and then buy various specific powers as alternative abilities to that advantage with the cost divided by 5. Unlike sorcery, it doesn't take any time to switch powers because they're all the same type of ability, but you can still only use one at a time.

 

Rules: In order to buy a Class Power you must have the pre-requisite Advantage, each level of this advantage gives you access to powers of that Rank. For example, if you have Discipline at level 2, you may buy fighter powers of ranks 1 and 2. Each rank is also the cost of the power.

Powers are further divided in At-Will Powers, Encounter Powers and Daily Powers. You may learn a maximum of 3 each.

 

At Will Powers: As the name suggests, you may use an at-will power as long as you have bought it. As they're all similar abilities, you may pick which power you intend to use at the moment of your attack. You may not switch more than once per turn, however.

 

Encounter and Daily Powers: To be able to learn encounter and daily powers, you may either buy them at full price, or buy "Encounter Power Slots" and "Daily Power Slots"; The level of the slot indicates the rank of the Power you may learn. Once you use an encounter power, you must spend at least 10 minutes resting before it can be used again. Once you use a Daily Power, it can only be used in the next day, and after at least 1 hour of rest. You may freely switch the powers you store in these slots, but only after the required amount of rest for the slot.

Encounter Power Slot [5.6+2.4 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%;

4*(1+0.5-0.1-0.1-0.2-0.3)=3.2; 3*(1+0.5-0.1-0.1-0.2-0.3)=2.4

3.2+2.4=5.6

 

Daily Power Slot [2.8+1.2 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%.

4*(1+0.5-0.1-0.1-0.4-0.5)=1.6; 3*(1+0.5-0.1-0.1-0.4-0.5)=1.2

1.6+1.2=2.8

Notes:

Attacks and Contests: Any power that requires an Attack Roll uses the normal distance modifiers from the Size and Range table. Any power that either requires Resistance Checks (usually HT or Will) checks or Quick Contests between the user and the target use spell range modifiers (-1/yard). If you take damage from a Resistance or Quick Contest, that damage always ignores DR.

  

Power Sources

Martial Powers (-10%)

In order to make use of any Martial Power you must have Code of Honor (Soldier) [-10] or Sense of Duty (Nation) [-10].

No Countermeasures -0%, Required Disadvantage -10%

 

Ki Powers (-15%)

In order to make use of any Ki Power you must have one of Code of Honor (Bushido) [-15], Disciplines of Faith (Ascetism) [-15], or a Great Vow (never wear armor, never refuse request for aid, etc) [-15]

No Countermeasures -0%, Required Disadvantage -15%

 

Holy Powers (-15%)

In order to make use of any Holy Power you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10].

Anti-powers -5%, Required Disadvantage -10%

 

Trickery Powers (-5%)

In order to make use of the Trickery Power Source you must have Code of Honor (Outlaw’s) [-5], Sense of Duty (Adventuring Companions) [-5] or a Vow (don't steal from the poor) [-5].

No Countermeasures -0%, Required Disadvantage -5%

 

Arcane Powers (-40%)

In order to make use of the Arcane Power Source, you must perform various rituals when casting your spells. All Arcane powers require both gestures, magic words and a Thaumatology check to work.

Anti-Powers -5%; Natural low-magic zones -5%, Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%

 

The Wizard

Wizard Advantages:

Magery [5]

  • You can sense magic items
  • You can notice mana levels
  • You can smell magical creatures.
  • You can learn spells.

 

Spellcraft [10/level max 6]

Each level of Spellcraft grants you +1 to Alchemy, Occultism, Research, Hidden Lore (Magical Items), Hidden Lore (Demons), Hidden Lore (Spirits), and Hazardous Materials. You also get +1 per level to notice magic items, mana levels and to smell magical creatures. It is the pre-requisite for Wizard Powers. You can have powers of a rank up to your Spellcraft level x2.

  

Wizard Powers

All Wizard powers have Spellcraft as a pre-requisite, and they all use the Arcane Power Source. Each power costs [1] per rank. You may only have powers of a rank up to your Spellcraft level x2.

 

Willpower

Many damage dealing wizard powers are based on Willpower. Whenever you see Single Target Damage or Area Damage it means "Swing Damage based on Willpower" and "Thrust Damage based on Willpower" respectively. If you just see "Damage" it also means "Swing Damage based on Willpower".

 

Thaumatology

All wizard powers require a Thaumatology skill check. This is separate from any skill check requires to actually use the spell. For example, a simple fireball would require a first a Thaumatology check to activate the spell, then an innate attack check to actually attack with it.

 

Thaumatology Techniques

These represent particularly tricky methods of using Powers. Using a Technique always costs 2FP and imposes the listed modifier to the skill roll. The user may spend extra FP to reduce any penalties, each extra FP reduces the penalty by 1. Treat the results of the roll normally. Combining Techniques: You may combine techniques. Make as single roll with the combined values, spending FP as if you were using a single technique.

Gesture Techniques

  • Motionless Casting: Default: -1. You may cast a spell without making any gestures.
  • Elaborate Casting: Default: +1, Max: Skill +2. Requires both hands, and at least 1 yard free on all sides. If you have a power Item on your hand (like a staff) it doesn't count as being occupied.

Chanting Techniques

  • Silent Casting: Default: -1. You may cast a spell without saying anything.
  • Loud Casting: Default +1, Max: Skill +2. Everyone knows what you just cast. It's also extremely cringe if you fail the check.

Advanced Techniques

  • Penetrating Casting: Default -5. Add an Armor Divisor of (2), or improve the existing divisor to the next step.
  • Double Casting: Default -6, Max: -3. You may use the same attack spell twice, on the same or different targets.
  • Mobile Casting: Default -7. You may move and cast a spell, as if it was a move and attack.
  • Empowered Casting: Default -10. Increase the final damage of the spell by +50%.
  • Auto-Casting: Default -10. Repeat the damage of the spell on the start of your next turn.

 

Rank 1 At-Will powers [1]:

Scorching Burst

You create a vertical column of fire. Make an attack with Range equal to your Willpower. If you hit, you do Area Burn Damage -1 per die on all targets within 2 yards. If you miss, roll scatter.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area 2y (+50%); Reduced Damage 1 (-30%)

5*(1-0.2-0.4-0.15-0.4+1-0.05+0.5-0.3)=5.0

 

Storm Pillar

You create a crackling column of lightning. Make an attack with Range equal to your Willpower. If you hit, you do Area Burn Damage -1 per die on anyone in a 1 yard area. If you miss, roll scatter. The pillar remains doing damage on all within for 1 second, disappearing at the start of your next turn.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area 1y (+25%); Reduced Damage 1 (-30%), Persistent (+40%); Reduced Duration 1/10 (-20%);

5*(1-0.2-0.4-0.15-0.4+1-0.05+0.25-0.3+0.4-0.2)=4.75 

 

Arc Lightning

You launch 2 sparks of lightning at 2 different foes. Make an attack with Range equal to your Willpower against 2 different enemies. If you hit, you do Area Burn Damage on each target.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); RoF 2 (+40%); Aspected: Must attack different targets (-20%) and Combat Only (-20%);

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.4-0.2-0.2)=4.5

 

Rank 2 At-Will powers [2]:

Cloud of Daggers

Create a cloud of whirling daggers with a 1 yard radius up to 10 yards from you. Make an attack with Range 10. If you miss, roll scatter. Anyone inside the radius takes 1d6+1 impaling damage every second.

Innate Attack Imp 1d6 [8]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area 1y (+25%); Persistent (40%);

10.4*(1-0.2-0.15-0.4+0.25+0.4)=9.36 

 

Freezing Burst

You hurl a hailstone towards your foes, which bursts, causing damage and making the ground slick with ice. Make an attack with max range of 10 yards. If you hit, you do 1d6 crushing damage on all targets within 2 yards, pushing them away from the center of the burst as if you had inflicted extra 14 damage worth of knockback. If you miss, roll scatter.

Innate Attack Burn 1d6 [5]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area 2y (+50%);

5*(1-0.2-0.15-0.4+0.5)=3.75

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up Area (+50%); Arcane Power (-40%);

10*(1+0.2-0.2+0.5-0.5-0.4)=6

Total Price 3.75+6=9.75

 

Ray of Frost

Pointing at a target, you fire a ray of pure cold. Make an attack with Range equal to your Willpower. If you hit, you do Single target Burn Damage on the target. If you deal at least 1/3rd of the target's max HP in injury, the target takes a -3 Basic Speed penalty.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Swing Only (+20%), Hand Parry (-5%); No incendiary effect (-10%); Symptoms -3 Basic Speed (+45%); Inaccurate 3 (-15%);

5*(1-0.2-0.4-0.15+1+0.05+0.2-0.05-0.1+0.45-0.15)=8.25

 

Thunderwave

You emit a cone of sound reaching up to your willpower/2 yards with a width of 3 yards. dealing area crushing +1/die with double knockback damage on all targets. Divide the damage by the number of yards from center line of the attack. Since you must point towards your target, this spell can be parried by parrying your hand!

Natural Weapon Cr [5]; Ranged (+100%), Cannot Parry (-40%), Cone, 3 yards (+70%); Single (-20%); Arcane Power (-40%); increased 1/2 range x2 (+5%), Reduced Range 1/2 (-10%); Hand Parry (-5%); Dissipation, special (-40%); Inaccurate 3 (-15%), double Knockback (+20%); Extra Damage 2 (+60%); Inaccurate 3 (-15%);

5*(1+1-0.4+0.7-0.2-0.4+0.05-0.1-0.05-0.4-0.15+0.2+0.6-0.15)=8.5

 

Chilling Cloud

You create a cloud of chilling crystals that chills anyone within. Make an attack with Range equal to your Willpower. If you hit, you do Area Burn Damage -1 per die on anyone in a 1 yard area. If you miss, roll scatter. The cloud remains doing damage on all within for 1 second, disappearing at the start of your next turn. Anyone within the cloud must an HT roll (-1 per 2 damage) or take -2 to DX for 1 second.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area 2y (50%); Reduced Damage 1 (-30%), Persistent (+40%); Reduced Duration 1/10 (-20%); No incendiary Effect (-10%); Side Effect: -2DX for 1 sec (+70% with -40% reduced duration=42%);

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.5-0.3+0.4-0.2-0.1+0.42)=8.1

 

Breath of Night

At your whisper, the chill night wind answers, a forceful gust that heeds your will. All creatures within 2 yards of you take Area Burn Damage -1 per die, and take knockback as if they had taken 14 crushing damage.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Area 2y (+50%); Reduced Damage 1 (-30%); Emanation (-20%);

5*(1-0.2-0.4-0.4+1+0.5-0.3-0.2)=5

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up Area (+50%); Arcane Power (-40%); Emanation (-20%);

10*(1+0.2-0.2+0.5-0.5-0.4-0.2)=4.0

Total Cost: 5+4=9

 

Unravelling dart

You launch 2 smoky darts at 2 different foes. Select a damage type (cr, pi, tox, cut, imp, burn, or corr) and make an attack with Range equal to your Willpower against 2 different enemies. If you hit, you do Area Damage -1 per die on each target of the chosen type.

Natural Weapon Any [10]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); RoF 2 (+40%); Aspected: Must attack different targets (-20%) and Combat Only (-20%); 6 different dmg types (+120%); -1 per die (-30%);

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.4-0.2-0.2+1.2-0.3)=9

 

Rank 3 At-Will powers [3]:

Phantom Bolt

You launch an illusory bolt towards an enemy, causing him to stumble back in pain. Make a Thaumatology vs Will contest against a target within 5 yards, with standard distance penalties for spells. If you win, the target takes Single Target crushing damage with double knockback. The knockback can push the target in any direction you want.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Swing Only (+20%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Based on Will (+20%); Double Knockback (+20%); Overhead (+20%);

5*(1-0.2-0.4-0.4+1+0.2+1-0.25+0.2+0.2+0.2+0.2)=13.75

 

Magic Missile I

Point at a target within 20 yards. You create a unerring mystic dart that hits that target for 1d6 crushing damage with no injury multipliers, no knockback or blunt trauma; and ignores all DR. It can only be blocked by spells that specifically work against Magic Missile.

Innate Attack 1d6 cr [5]; increased 1/2 range x10 (+15%); Inaccurate 3 (-15%); Cosmic: No Roll Required, No Active Defense Allowed, No DR (+300%); Arcane Power (-40%); Nuisance Effect: Can be blocked by spells (-5%); No Knockback (-10%); No Blunt Trauma (-20%); Nuisance Effect: Can only target torso (-5%); Reduced Range 1/5 (-20%);

5*(1+0.15-0.15+3-0.4-0.05-0.1-0.2-0.05-0.2)=15

 

Rank 4 At-Will powers [4]:

Beguiling Strands

A cone of illusory lights blinds your enemies, and pushes them away. Make a Thaumatology vs Will contest against all targets in a cone with a 3 yard width and max range of 5 yards. Each target that loses takes Area crushing Damage with double knockback. The knockback can push the target in any direction you want.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Based on Will (+20%); Double Knockback (+20%); Cone 3y (+70%); Overhead (+20%);

5*(1-0.2-0.4-0.4+1+1-0.25+0.2+0.2+0.2+0.7+0.2)=16.25

 

Phantasmal Assault

You create an illusory creature inside your foes mind, causing him to become distracted.

Make a Thaumatology vs Will contest against a target within 5 yards. If you win, the target takes Area Target damage. In addition, all attacks against the target gain a +2 bonus to attack rolls.

Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Based on Will (+20%); Accessibility only sentient creatures (-10%); linked (+10%);

4*(-0.2-0.4-0.4+1+1-0.25+0.2+0.2-0.1+0.1)=4.6

Affliction [10]; Easy to Hit (68%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); Linked (+10%);

Easy to Hit is: Obscure 2 [4]; Anti-Targeting (-20%); Reversed (+0%); Follow-Up (+0%); Magic (-10%);

4*(1-0.2-0.1)=2.8

10*(1+0.28+1-0.25+0.2-0.4-0.4+0.1)=15.3

Total Cost: 4.6+15.3=19.9

 

Stone Blood

Choose a target within 5 yards. Make a Thaumatology vs HT contest against those within 2 yards of the target. Those that lose take Area Target toxic damage -1 per die and are at -3 basic move for 1 second.

Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); -1 per die (-30%);

4*(1-0.2-0.4-0.4+1+1-0.25+0.2-0.3)=6.6

Affliction [10]; Basic Move -3 (15%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%);

10*(1+0.15+1-0.25+0.2-0.4-0.4)=13.0

13+6.6=19.6

 

Rank 6 At-Will powers [6]:

Hypnotism

You addle a target's mind, who must be able to see you, making him stumble in a direction of your choice. Make a Thaumatology vs Will contest against a target within 5 yards. If you win, the target walks 5 yards towards the place you want, limited by the targets basic move.

Affliction [10]; Warp (200%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Based on Will (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); Nuisance: must have enough basic move to reach location; (-5%); Sense Based (-20%); Aspected: Combat Only (-20%) and Only to places where the target can go naturally(-20%); Accessibility: Only sapient beings (-10%);

Hypnotism is Warp [100]; Range Limit: 10 yards (-50%); Aspected: Only in Combat (-20%); Magical (-10%); 100*(1-0.5-0.2-0.1)=20

10*(1+2+1-0.25+0.2+0.2-0.4-0.4-0.05-0.2-0.2-0.2-0.1)=26

 

Rank 1 Encounter Powers [1]

Charm of Misplaced Wrath

Concentrate and then roll a quick contest of Thaumatology vs Will against a single target within line of sight. You suffer the standard range penalties. If you win, the victim will attempt to attack one enemy of your choice on his turn that he can reach with a move and attack maneuver.

Mind Control [50]. Accessibility: Only one type of Command (-40%); Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Reduced Duration, 1/100, (-40%); Arcane Power (-40%); Once per Scene (-20%);

-40-10-40-40-20=-150

50*(1-0.8)=10.0

150-80=70

10*(1-0.7)=3.0

 

Empowering Lightning

You launch a powerful bolt of lightning that launches a target back. Make an attack with range 10. If you hit, the target takes 3d6 burn damage and takes knockback as if it had taken 14 blunt damage.

Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); 1/scene (-20%);

15*(1-0.2-0.15-0.4-0.2)=0.75 Min 15*0.2=3

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up (0%); Arcane Power (-40%);

10*(1-0.8)=2.0

Total Cost: 3+2=5

 

Burning Hands

You emit a cone of fire from your hands, with range of 5 yards and width of 3 yards. Make an attack roll. If you fail, roll scatter. Those in the area of the attack take 2d6+2 burn damage. Since you must point towards your target, this spell can be parried by parrying your hand! This spell produces fleeting fires that lack incendiary effects.

Innate Attack Burn 2d6+2 [13]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); 1/scene (-20%); Actual Range is 5y (-5%); Cone 3y (+70%); 1/Scene (-20%); No incendiary Effect (-10%); Hand Parry (-5%);

13*(1-0.2-0.15-0.4-0.2-0.05+0.7-0.2-0.1-0.05)=4.55

 

Spectral Ram

You conjure a battering Ram made of Force. Make an attack with range 10. If you hit, the target takes 3d6 crushing damage with double knockback.

Innate Attack Cr 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); 1/scene (-20%); Double Knockback (+20%);

15*(1-0.2-0.15-0.4-0.2+0.2)=3.75

 

Rank 2 Encounter Powers [2]

Force Orb

You hurl an orb of force that explodes into force fragments when it reaches the target. Make an attack with Range equal to your Willpower. If you hit, you do Single Target Crushing Damage with [2d] cutting fragmentation. Since you must point towards your target, this spell can be parried by parrying your hand!

Natural Weapon cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Fragmentation 2d (+30%); Hand Parry (-5%); 1/scene (-20%); Swing Only (+20%); Inaccurate 3 (-15%);

5*(1-0.2-0.4-0.4+1+0.05+0.3-0.05-0.2+0.2-0.15)=5.75

 

Darkening Flame

You hurl an orb of necrotic energy that explodes into burning fragments when it reaches the target. Make an attack with Range equal to your Willpower. If you hit, you do Single Target Burning Damage with [2d] burning fragmentation. Since you must point towards your target, this spell can be parried by parrying your hand!

Natural Weapon burn [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Fragmentation 2d (+30%); Hand Parry (-5%); 1/scene (-20%); Swing Only (+20%); Inaccurate 3 (-15%);

5*(1-0.2-0.4-0.4+1+0.05+0.3-0.05-0.2+0.2-0.15)=5.75

 

Chill Claws

You skeletal hands appear next to your targets, slicing them and sapping their will to fight. Make an attack with range equal to Will and RoF 2. Whomever you hit takes Single Target Burn damage and -2 to attack rolls for 1 second.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%; 1/scene (-20%); No incendiary Effect (-10%); RoF 2 (+40%); +1 dmg (+30%);

5*(1-0.2-0.4-0.4+1-0.2-0.1+0.4+0.2)=6.5

Obscure 1 [2]; Anti-Targeting (-20%); Ranged (+100%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); Aspected: Only the targets hit by the claws (-40%); Arcane Power (-40%); Follow-up (+0%); 1/scene (-20%);

4*(1-0.2+1-0.2-0.4-0.4-0.2)=2.4

Total Cost: 6.5+2.4=8.9

 

Lightning Bolt (4e)

3 bolts of lightning fall from above. Make 3 attack rolls with range 10 and 3d6 burn damage against 3 different targets. These bolts come from above and ignore ground cover.

Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); RoF 3 (+50%); 1/scene (-20%); Overhead (+20%); Aspected: Must hit different targets (-20%);

15*(1-0.2-0.15-0.4+0.5-0.2+0.2-0.2)=8.25

 

Lightning Bolt

You launch a horizontal bolt of lightning from your hand. You launch a line from yourself that reaches up to 10 yards. Make an attack roll. If you miss, roll scatter. Anyone inside the line takes 3d6 burn damage.

Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Cone (+50%); 1/scene (-20%);

15*(1-0.2-0.15-0.4+0.5-0.2)=8.25

 

Repelling Sphere

You create a burst of pure force around you. Deal Single Target Damage Crushing Damage +1 per die with double knockback on all targets within 2 yards of you.

Natural Weapon burn [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area Effect 2y (+50%); Emanation (-20%); 1/scene (-20%); Inaccurate -3 (-15%); Double Knockback (+20%); Swing Only (+20%); +1/die dmg (+60%);

5*(1-0.2-0.4-0.4+1-0.05+0.5-0.2-0.2-0.15+0.2+0.2+0.6)=9.5

 

Phantom Foes

Spectral Warriors hound the mind of your enemies, causing them to attack each other.

Pick a spot within 10 yards. Concentrate and then roll a quick contest of Thaumatology vs Will against a every enemy within 2 yards of that spot. You suffer the standard range penalties. If you win, the victims will attack their own allies on their next turn. You control lasts 1 second.

Mind Control [50]. Accessibility, Only on sapient beings, (-10%), Accessibility: Only one type of Command (-40%); Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Reduced Duration, 1/100, (-40%); Arcane Power (-40%); Max Range 10 yards (-30%); Area Effect 2y (+50%); Selective Area (+20%);

50*(1-0.1-0.4-0.1-0.4-0.4-0.3+0.5+0.2)=0.0 min 50*0.2=10

 

Rank 3 Encounter Powers [3]

Icy Terrain

You cover the ground with a treacherous patch of ice. Take a Concentrate maneuver and roll vs. Thaumatology. If you succeed, you create the ice within 10 yards of you. The Ice lasts 1 second and fills a 2 yard area. Counts as slippery surface and bad footing. Targets in the area on the moment of creation take Area burn damage -1 per die.

Create thing 2 [10]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); 1/scene (-20%);

10*(1+0.4-0.2-0.15-0.4+0.4-0.2-0.2)=6.5

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area 2y (+50%); 1/scene (-20%); -1 damage (-30%); No Incendiary (-10%)

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.5-0.2-0.3-0.1)=4.0

Total Cost: 6.5+4=10.5

 

Fire Burst

You create a burst of magical flame. Make an attack roll with range 10. If you miss, roll scatter. Anyone within 3 yards of target takes 3d6 burn damage.

Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); AoE 3y (+75%); 1/scene (-20%);

15*(1-0.2-0.15-0.4+0.75-0.2)=12

 

Corrosive Mist

You create a cloud of corrosive mist. Make an attack roll with range 10. If you miss, roll scatter. Anyone within 2 yards of target takes 2d6 Corrosive damage. The cloud remains for 1 second, damaging all who enter it or remain inside.

Innate Attack Burn 2d6 [20]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); AoE 3y (+50%); 1/scene (-20%); Persistent (+40%); Reduced Duration 1/10 (-20%);

20*(1-0.2-0.15-0.4+0.5-0.2+0.4-0.2)=15

 

Winter's Wrath

You raise your hand and a blizzard rains down. Make an attack roll with range 10. If you miss, roll scatter. Anyone within 3 yards of target takes 3d6 burn damage. The blizzard remains for 1 second, doing damage on anyone inside it.

Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); AoE 3y (+75%); 1/scene (-20%); No incendiary (-10%); Persistent (+0.4), Reduced Duration 1/10 (-20%);

15*(1-0.2-0.15-0.4+0.75-0.2-0.1+0.4-0.2)=13.5

 

Fire Shroud

You wreath all enemies around you in hellish flames. The flames deal Area Damage Burn Damage on all targets within 2 yards of you. In addition, if the targets took at least 1 point of injury, their very flesh and clothes instantly catch on fire, taking 1d6-1(100) damage per second until the fire is extinguished.

Natural Weapon burn [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area Effect 2y (+50%); Emanation (-20%); 1/scene (-20%); Inaccurate -3 (-15%); Cosmic, Up to Incendiary 3, (+100%) Incendiary 3, (+30%);

5*(1-0.2-0.4-0.4+1-0.05+0.5-0.2-0.2-0.15+1+0.3)=11

 

Skewering Spikes

You launch a barrage of metal or stone spikes at your enemies.

Make an attack with Range equal to your Willpower, Rate of Fire 3 and Recoil 1. If you hit, you do Single Target Impaling Damage per hit.

Natural Weapon Imp [8]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Swing Only (+20%); once per scene (-20%); RaF 3 (+60%);

8*(1-0.2-0.4-0.15-0.4+1+0.05+0.2-0.2+0.5)=11.2

 

Glorious Presence

Radiant moonlight streams from you in all directions, damaging those around you and causing them to stumble back. All creatures within 2 yards of you take Area Burn Damage, and take knockback as if they had taken 28 crushing damage.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Area 2y (+50%); Emanation (-20%); 1/scene (-20%);

5*(1-0.2-0.4-0.4+1+0.5-0.2-0.2)=5.5

Innate Attack, 4d6, Crushing [20]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up Area (+50%); Arcane Power (-40%); Emanation (-20%);

20*(1+0.2-0.2+0.5-0.5-0.4-0.2)=8.0

Total Cost: 5.5+8=13.5

 

Melting Pool

You create an extradimensional pool of acid beneath your enemies feet. Pick a spot within 5 yards. Those that are in a 4 yard radius of that spot must make a quick contest between your Thaumatology and their HT. If they lose, they take Area Burn Damage.

Natural Weapon Burn [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Area of Effect 4y (+100%); 1/scene (-20%);

5*(1-0.2-0.4-0.4+1+1-0.25+0.2+1-0.2)=13.75

 

Rank 4 Encounter Powers [4]

Ray of Enfeeblement

Make a Thaumatology vs HT contest against a target within 5 yards. If you win, the target ST is decreased by 4 for 1 second; In addition the target takes single target damage worth of injury. Since you must point towards your target, this spell can be parried by parrying your hand!

Affliction [10]; ST -4 [20%] Malediction (+100%); Max Range 5y (-25%); Based On IQ, Own Roll (+20%); Arcane Power (-40%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Linked (+10%); Once per scene (-20%);

10*(1+0.2+1-0.25+0.2-0.4-0.4+0.1-0.2)=12.5

Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Malediction (+100%); Linked (+10%); Once per Scene (-20%); Max Range 5y (-25%);

4*(1+-0.2-0.4-0.4+1+1+0.1-0.2-0.25)=6.6

Full Cost: 12.5+6.6=19.1

 

Chill Strike

You launch a bolt of frigid energy. Make a Thaumatology vs HT contest against a target within 5 yards. If you win, the target is Tipsy for 1 second and takes Area Damage.

Affliction [10]; Tipsy (10%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); Linked (+10%);

10*(1+0.1+1-0.25+0.2-0.4-0.4+0.1)=13.5

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Linked (+10%)

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.1)=5

Total Cost: 13.5+5=18.5

 

Magic Missile III

Point at a up to 3 targets within 20 yards. You create 3 unerring mystic darts that hits those targets for 1d6 crushing damage with no injury multipliers, no knockback or blunt trauma; and ignores all DR. It can only be blocked by spells that specifically work against Magic Missile.

Innate Attack 1d6 cr [5]; increased 1/2 range x10 (+15%); Inaccurate 3 (-15%); Cosmic: No Roll Required, No Active Defense Allowed, No DR (+300%); Arcane Power (-40%); Nuisance Effect: Can be blocked by spells (-5%); No Knockback (-10%); No Blunt Trauma (-20%); Nuisance Effect: Can only target torso (-5%); Reduced Range 1/5 (-20%); Rapid Fire 3 (+50%); Limited Use 1/Scene, (-20%);

5*(1+0.15-0.15+3-0.4-0.05-0.1-0.2-0.05-0.2+0.5-0.2)=16.5

 

Maze of Mirrors

You create a maze of illusory mirrors in the mind of all creatures in a 2 yard area within your line of sight. Anyone in the area must make a Thaumatology vs HT contest against you, those that lose are rooted to the ground and take a -2 penalty to attack rolls.

Affliction [10]; Tipsy (10%); Malediction (+100%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); Linked (+10%); Area 2y (+50%); 1/Scene (-20%); Accessibility: Only Sentient Targets (-10%);

10*(1-0.1+1+0.2-0.4-0.4+0.1+0.5-0.2-0.1)=16.0

Obscure 2 [4]; Anti-Targeting (-20%); Ranged (+100%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); Linked (+10%); 1/Scene (-20%); Max Range 10y (-30%); Aspected: Only on targets affected by the malediction (-40%);

4*(1-0.2+1-0.2+0.1-0.2-0.3-0.4)=3.2

Total Cost: 16+3.2=19.2

 

Pinioning Vortex

You create a vortex of winds that lift ups an enemy. Make an attack roll against a target in 10 yards, ignoring range modifiers. If you succeed, the target must win a quick contest between his ST, DX or best grappling skill vs 18. Otherwise, he is lifted up 2 yards and held in the air for 1 second. The target may attempt to escape as usual for grappling, but cannot do anything that requires keeping his feet on the ground like walking or running. Once the grapple ends, he falls as normal.

Telekinesis 18 [90]; Uses IQ (+20%); Visible (-20%); Grappling Only (-30%); Arcane Power (-40%); 1/scene (-20%); Reduced Duration 1/60 (-35%);

90*(1+0.2-0.2-0.3-0.4-0.2-0.35)=-22.5 min 90*0.2=18

 

Call the Night Winds

You create a cone of chilling darkness 5 yards long and 3 yards of width. All within the cone must make a quick contest between your Thaumatology and their HT. If they lose, they take Area Burn damage. In addition, the area is obscured, giving a -2 to all vision rolls and attack rolls except for yours for 1 second.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); No incendiary (-10%); Cone 3y (+70%); 1/scene (-20%); Linked (+10%);

5*(1-0.2-0.4-0.4+1+1-0.25+0.2-0.1+0.7-0.2+0.1)=12.25

Obscure 2 [4]; Ranged (+40%); Linked (+10%); Reduced Duration 1/10 (-20%); Arcane Power (-40%); 1/scene (-20%); Linked (+10%);

4*(1+0.4+0.1-0.2+0.4-0.2+0.1)=6.4

Full Cost: 12.25+6.4=18.65

 

Rank 5 Encounter Powers [5]

Icy Rays

You launch a pair of ice rays that freeze your targets in place. Make an attack with range 10 and RoF 2. Whomever you hit takes 2d6 burn damage and must make an HT check or be rooted to the ground.

Innate Attack Burn 2d6 [10]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); 1/scene (-20%); No incendiary Effect (-10%); RoF 2 (+40%);

10*(1-0.2-0.15-0.4-0.2-0.1+0.4)=3.5

Affliction [10]; Sessile, magical (+45%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); 1/scene (-20%), Follow-Up (+0%)

10*(1+0.45-0.4-0.4-0.2)=4.5

Total Cost: 3.5+4.5=8

 

Fire Sea Travel

You explode in a burst of flames, and reappear a few yards away. Deal Area Damage burn Damage to all creatures within 2 yards of you, then teleport 10 yards.

Natural Weapon burn [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area Effect 2y (+50%); Emanation (-20%); 1/scene (-20%); Inaccurate -3 (-15%);

5*(1-0.2-0.4-0.4+1-0.05+0.5-0.2-0.2-0.15)=4.5

Warp (100pts), Range Limit 10y (-50%), Reliable 8 (+40%); Arcane Power (-40%); 1/scene (-20%); Aspected: Combat Only (-20%);

100*(1-0.5+0.4-0.4-0.2-0.2)=10.0 min 100*0.2=20

Total Cost: 4.5+20=24.5

 

Rank 6 Encounter Powers [6]

Color Spray

You emit a cone of flashing colors from your hands, with range of 5 yards and width of 3 yards. Those in the area of the attack must make a Quick Contest of your Thaumatology vs their Willpower or suffer 2d6 damage and become Tipsy for 1 second.

Innate Attack Tox 2d6 [8]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%);Actual Range is 5y (-5%); Cone 3y (+70%); 1/Scene (-20%); Malediction (+100%); Based on Will (+0.2); Linked (+10%);

8*(1-0.2-0.15-0.4-0.05+0.7-0.2+1+0.2+0.1)=16

Affliction [10]; Tipsy (10%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); 1/scene (-0.2), Based on Will (+0.2); Linked (+10%);

10*(1+0.1+1-0.25+0.2-0.4-0.4-0.2+0.2+0.1)=13.5

Total Cost: 16+13.5=29.5 

 

Radiant Pillar

You create a radiant pillar of sunlight within 5 yards with a 2 yard radius. All targets in the area must make a quick contest between your thaumatology and their HT. Those that fail are blinded for 1 second. The area persists for 1 second, blinding anyone that enters it. After the initial flash, the 1 yard center of the area remains brightly sunlit for 10 seconds. This has the same effect as actual sunlight for all effects.

Affliction [10]; Blind (50%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); Area Effect 2y (+50%); Persistent (+40%); 1/scene (-20%); Linked (+10%);

10*(1+0.5+1-0.25+0.2-0.4-0.4+0.5+0.4-0.2+0.1)=23.5

Create sunlight [5]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); Linked (+10%); 1/scene (-20%);

5*(1+0.4-0.2-0.15-0.4+0.4+0.1-0.2)=4.75

Total Cost: 23.5+4.75=28.25

 

Rank 7 Encounter Powers [7]

Illusory Obstacles

You create a labyrinth of illusory obstacles in the mind of enemies, preventing them from acting freely.

Make a Thaumatology vs Will contest against all enemies within 2 yards of a point in 5 yards. Any target that loses is Tipsy and cannot All-Out Attack or Move and Attack for 1 second.

Affliction [10]; Tipsy (10%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); Vs Will (+20%); Area of Effect 2y (+50%); Linked (+10%); Selective (+20%);

10*(1+0.1+1-0.25+0.2-0.4-0.4+0.2+0.5+0.1+0.2)=22.5

Mind Control [50]. Accessibility, Only on sapient beings, (-10%), Accessibility: Only one type of Command (-40%); Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Reduced Duration, 1/100, (-40%); Arcane Power (-40%); Max Range 10 yards (-30%); Linked (+10%); Are of Effect 2y (+50%); Selective (+20%); Mind Tricks (-30%);

50*(1-0.1-0.4-0.1-0.4-0.4-0.3-0.1+0.5+0.2-0.3)=-20.0 min 50*0.2=10

Total Cost: 22.5+10=32.5

 

Twilight Falls

You weave draining shadow that dims an area. Pick a point within 5 yards. All enemies within 2 yards of that point must make a Thaumatology vs HT contest. If they lose, they take Area Damage and are Tipsy for 1 second. In addition, the area is obscured (-4) for 1 second.

Affliction [10]; Tipsy (10%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); AoE 2y (+50%); Selective (+20%), 1/scene (-20%); Linked (+10%);

10*(1+0.1+1-0.25+0.2-0.4-0.4+0.5+0.2-0.2+0.1)=18.5

Obscure 4 [8]; Ranged (+100%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); Arcane Power (-40%); 1/scene (-20%); Linked (+10%);

4*(1+1-0.2-0.4-0.2+0.1)=5.2

Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Area 2y (+50%); Selective (+20%); 1/scene (-20%); Linked (+10%);

4*(1-0.2-0.4-0.4+1+1-0.25+0.2+0.5+0.2-0.2+0.1)=10.2

Total Cost: 18.5+5.2+10.2=33.9

 

Rank 8 Encounter Powers [8]

Grasping Shadows

You create a zone of shadows that grasps at those within. Select a point within 5 yards and make a quick contest of your Thaumatology vs the HT of anyone within 2 yards of that point. Any target that loses takes injury equal to area damage and is at -3 basic move for 1 second. The zone remains, inflicting these effects on anyone within for 3 seconds.

Affliction [10]; -3 basic move (15%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); Linked (+10%); Area 2y (+50%); Persistent (+40%); 1/scene (-20%);

10*(1+0.15+1-0.25+0.2-0.4-0.4+0.1+0.5+0.4-0.2)=21

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Area 2y (+50%); Linked (+10%); Area 2y (+50%); Persistent (+40%); 1/scene (-20%); Malediction (+100%);

5*(1-0.2-0.4-0.4+1+0.5+0.1+0.5+0.4-0.2+1)=16.5

Total Cost: 21+16.5=37.5

 

Rank 9 Encounter Powers [9]

Twist of Space

You twist the space within an area. Select a point within 5 yards. All those within 2 yards of that point must make a quick contest between your Thaumatology vs their HT. Those that lose take Area Crushing Damage and are teleported 10 squares to any safe position within 10 yards.

Natural Weapon cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Linked (+10%); AoE 2y (+50%); 1/scene (-20%);

5*(1-0.2-0.4-0.4+1+1-0.25+0.2+0.5-0.2)=11.25

Affliction [10]; Warp (200%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); Linked (+10%); AoE 2y (+50%); 1/scene (-20%); Aspected: Combat Only and no dangerous teleport (-40%);

Hypnotism is Warp [100]; Range Limit: 10 yards (-50%); Aspected: Only in Combat (-20%); Magical (-10%); 100*(1-0.5-0.2-0.1)=20

10*(1+2+1-0.25+0.2-0.4-0.4+0.1+0.5-0.2-0.4)=31.5

Total Cost: 31.5+11.25=42.75

 

 

Rank 1 Daily Powers [1]

Wizards Fury

Pre-Requisites: Magic Missile I

For one minute, whenever you make an attack of any kind, you can cast one instance of Magic Missile 1 as an extra attack.

Extra Attack [25]; Aspected: Only to cast magic missile (-20%); and only in combat (-20%); Arcane Power (-40%); 1/day (-40%);

25*(1-0.8)=5.0

 

Ta Hasha's Forcible Conscription

Concentrate and then roll a quick contest of Thaumatology vs Will against a single target within line of sight. You suffer range penalties per the size/range table. If you win, you may order the victim to attack one of it's allies once. It will attempt to do so on its turn.

Mind Control [50]. Accessibility: Only Attack Commands (-20%); Fixed Duration, (+0%); Reduced Duration, 1/100, (-40%); Arcane Power (-40%); Daily (-40%);

-20-40-40-40=-140

Full Cost 50*(1-0.8)=10.0

140-80=60

Actual Cost*: 10*(1-0.6)=4.0

 

Rank 2 Daily Powers [2]

Horrid Whispers

Your enemies are seemingly beset by dreadful noises, becoming distracted and unable to focus on real threats.

Make a Thaumatology vs Will contest against a target within 5 yards. If you win, the target is at -2 to DX and -2 basic move for 9 seconds. The target makes a willpower check every second, and if he succeeds, the effects end.

Affliction [10]; -2DX (20%); -2 Move (10%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Arcane Power (-40%); Based on Will (+20%); Reduced Duration 1/20 (-25%); Save (-50%); Daily (-40%);

10*(1+0.2+0.1+1-0.25+0.2-0.4+0.2-0.25-0.5-0.4)=9.0

 

Rolling Thunder

You create up to three spheres of Elemental thunder that knock your foes around.

Make an attack with Range equal to your Willpower, Rate of Fire 3 and Recoil 1. If you hit, you do Single target Crushing Damage with double knockback towards any direction you want. Afterwards, for 10 seconds, whenever the targets attempt to move, they take knockback as if hit by 14 crushing damage towards any direction.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Swing Only (+20%); Double Knockback (+20%); RoF 3 (+60%); Daily (-40%)

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.2+0.2+0.6-0.4)=7.5

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up (0%); Arcane Power (-40%); Overhead (+30%); Daily (-40%); Triggered Delay  (+50%); Area of Effect 1y (+25%); Persistent (+40%)

10*(+0.2-0.2-0.5-0.4+0.3-0.4+0.5+0.25+0.4)=1.5

Total Cost: 7.5+2=9.5

 

Fountain of Flame

You create a large spinning pillar of fire that burns all around it. make an attack with 2 yards Area, 4d6 burn damage and Range 10. Afterwards, for 10 seconds, the area remains, burning anyone within for 1d6.

Innate Attack Burn 4d6 [20]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Daily (-40%); Area Effect 2y (+50%);

20*(1-0.2-0.15-0.4-0.4+0.5)=7

+persistent only on 1d6 (+40% of 5; 0.4*5=2)

Total Cost: 2+7=9

 

Web

You create a bundle of Humungous Spider web that lasts 10 seconds and fills up to 3 yards. Take a Concentrate maneuver and roll vs. Thaumatology. If you succeed, you fill the area with webs. Anyone that enters the area or is already inside is grappled by the webs, taking 3d-1 Control Points. The webs have an effective ST value of 19. Anyone who falls down in areas filled with Web is automatically grappled at twice that ST.

Create 2 thing [10]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); Daily (-40%);

15*(1+0.4-0.2-0.15-0.4+0.4-0.4)=9.75 

 

Big Bib Icy Grasp

You create a massive hand made of ice that floats within 10 yards and has an ST of 15. When you summon the hand you can immediately make an attack using Will or a Will-based grappling skill, dealing 2d-1 crushing damage and control points. The hand persists for 10 seconds; at any point you may use another concentrate to repeat the attack.

Telekinesis 15[75]; Uses IQ (+20%); Visible (-20%); Arcane Power (-40%); Based on Will, Own Roll (+20%); 1/day (-40%); Reduced Duration 1/6 (-15%); Aspected: Combat Only (-20%); Grappling Only (-30%);

75*(1+0.2-0.2-0.4+0.2-0.4-0.15-0.2-0.5)=-11.25 min 75*0.2=15 15*0.2=3

Unique Technique: Offensive Grab (-6 two attacks, one roll) bought to 0 [8] with Arcane Power (-40%);

8*(1-0.4)=4.8

Total Cost: 15+4.8=19.8

Final Cost: 8*(19.8)

 

Scattering Shock

Mystical forces draw your foes together before you blast them all with lightning. Make an attack with range 10. If you miss, roll scatter. All enemies within 3 yards of the target are knocked towards the center of the area as if taking 14 knockback only damage. Then, those that are within 2 yards of the target take 3d6+1 burn damage.

Innate Attack, 2d6, Crushing [10]; Range 10 y (-20%), Inaccurate 3 (-15%); double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Arcane Power (-40%); Linked (+10%); Area of Effect 3y (+75%); Daily (-40%);

10*(1-0.2-0.15+0.2-0.2-0.5-0.4+0.1+0.75-0.4)=2.0

Innate Attack Burn 3d6+1 [16.5]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Linked (+10%); Area of Effect 2y (+50%); Daily (-40%);

16.5*(1-0.2-0.15-0.4+0.1+0.5-0.4)=7.425

Total Cost: 7.425+2=9.425

 

Summon Ally I

You summon a creature with 25% of your points or less. It appears within 10 yards and fights for you for up to 1 minute. Decide ahead of time what that creature is. The creature will be designed by your GM.

Ally 25%, constantly [4]; Conjured (+100%); Daily (-40%); Arcane Power (-40%); Minion (+50%); Ranged, (+40%); Reduced Range, 1/10, (-30%);

4*(1+1-0.4-0.4+0.5+0.4-0.3)=7.2

 

Wall of Fire

You create a wall of fire. The wall can be placed within 10 yards. The wall is 6 yards long and one yard wide. All those who are inside it or attempt to cross it take 2d6 burn damage.

Innate Attack Burn 2d6 [10]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area of Effect 2y (+50%); Wall (+30%); Daily (-0.4); Persistent (+40)%; Aspected: Combat Only (-20%);

10*(1-0.2-0.15-0.4+0.5+0.3-0.4+0.4-0.2)=8.5

 

Taunting Phantoms

You torment your foes with enraging taunts, causing them to lash out blindly in rage. Pick a point within your line of sight. Every enemy within 2 yards of that point must make a quick contest of your Thaumatology vs their Will. You suffer range penalties as per the size/range table. If they lose, they must spend their next turn attacking their nearest ally, or, if there's none, themselves (they are allowed a second Will check if that's the case).

Mind Control [50]. Accessibility: Only Attack Commands (-20%); Fixed Duration, (+0%); Reduced Duration, 1/100, (-40%); Arcane Power (-40%); Daily (-40%); Area of Effect 2y (+50%);

-20-40-40-40+50=-90

50*0.2=10

 

Rank 3 Daily Powers [3]

Freezing Cloud

You create a freezing cloud with a 4 yards radius and send it to a target area. Make an attack with Range equal to your willpower. If you miss, roll scatter. All inside the cloud take single target area burning damage (no incendiary effect) +1 per die. The cloud remains for 10 seconds, continuing to damage all those in the area. 

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); No incendiary Effect (-10%); Area Effect 4y (+100%); Persistent (+40%); +1/die dmg (+60%);Inaccurate 3 (-15%);

5*(1-0.2-0.4-0.4+1+0.05-0.1+1+0.4+0.6-0.15)=14.0

 

Grease

You create a patch of grease that lasts 10 seconds and fills a 4 yard area. Take a Concentrate maneuver and roll vs. Thaumatology. If you succeed, you create it within 10 yards of you. Grease Counts as slippery surface and Bad Footing.

Create 4 thing [20]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); 1/day (-40%);

20*(1+0.4-0.2-0.15-0.4+0.4-0.4)=13.0

 

Wind Blade

You create a blade of wind in a hex within 5 yards. The weapon cannot be farther than that from you. The weapon deals Single Target Damage +1 Cut or Impaling damage, plus 14 knockback only. You may move the weapon with another Concentrate maneuver. The weapon lasts 1 minute.

Affliction [10]; Wind Blade (227%); fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Accessibility, Self only (-80%); Reduced Duration 1/3 (-10%); Arcane Power (-40%); 1/day (-40%); Aspected: Combat Only (-20%);

Wind Blade is Natural Weapon Imp [8]; Single (-20%); Extra Damage Cut (+20%); Reach 5, Requires ready (+120%); Magic Power (-10%); Swing Only (+20%), Increased Damage +1 (+30%);

8*(1-0.2+0.2+1.2-0.1+0.2+0.3-0.26)=18.72

Plus Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up (0%); Magic Power (-10%);

10*(1+0.2-0.2-0.5-0.1)=4

Total Cost: 18.72+4=22.72 

Final Cost 10*(1+2.27-0.2+0.2-0.8-0.1-0.4-0.4-0.2)=13.7

 

Summon Ally II

You summon a creature with 50% of your points or less. It appears within 10 yards and fights for you for up to 1 minute. Decide ahead of time what that creature is. The creature will be designed by your GM.

Ally 50%, constantly [8]; Conjured (+100%); Daily (-40%); Arcane Power (-40%); Minion (+50%); Ranged, (+40%); Reduced Range, 1/10, (-30%);

8*(1+1-0.4-0.4+0.5+0.4-0.3)=14.4

 

Ice Knife

You hurl a knife-shaped ice shard that freezes the target and then explodes into fragments. Make an attack with Range equal to your Willpower. If you hit, you do Single Target Impaling Damage with [2d] cutting fragmentation, and the main target must make an HT at -1 per 2 points of penetrating damage. Since you must point towards your target, this spell can be parried by parrying your hand!

Natural Weapon Imp [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Fragmentation 2d (+30%); Hand Parry (-5%); 1/scene (-20%); Swing Only (+20%); Inaccurate 3 (-15%); Side Effect Sessile, Magic (+45%);

8*(1-0.2-0.4-0.4+1+0.05+0.3-0.05-0.2+0.2-0.15+0.45)=12.8

 

Earthen Grasp

You create a massive hand made of earth that floats within 10 yards and has an ST of 15. When you summon the hand you can immediately make an attack using Will or a Will-based striking skill, dealing 2d-1 crushing damage with double knockback. The hand persists for 10 seconds; at any point you may use another concentrate to repeat the attack.

Telekinesis 15[75]; Uses IQ (+20%); Visible (-20%); Arcane Power (-40%); Based on Will, Own Roll (+20%); 1/day (-40%); Reduced Duration 1/6 (-15%); Aspected: Combat Only (-20%); Grappling Only (-30%);

75*(1+0.2-0.2-0.4+0.2-0.4-0.15-0.2-0.5)=-11.25 min 75*0.2=15

 

Rank 4 Daily Powers [4]

Flaming Sphere

You create a Flaming Sphere that lasts 10 seconds and fills 2 yards. Take a Concentrate maneuver and roll vs. Thaumatology. If you succeed, you create the element within 10 yards of you. Anyone in the area takes Area burn damage per second they remain in the area. Once the sphere has been created, you can spend a concentrate maneuver to control it and move it up 2 yards.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area Effect 2y (+50%); Persistent (+40%); Inaccurate 3 (-15%);

5*(1-0.2-0.4-0.4+1+0.05+0.5+0.4-0.15)=9

Control 1 thing [20]; Ranged (+40%); Range 10y (-20%); Arcane Power (-40%); Daily (-40%); Aspected: Only in combat (-20%) and Only to move Flaming Sphere (-20%)

40*(1+0.4-0.2-0.4-0.4-0.2-0.2)=0 40*0.2=8

Full Cost: 9+8=17

 

Magic Missile VII

Point at a up to 7 targets within 20 yards. You create 7 unerring mystic darts that hits those targets for 1d6 crushing damage with no injury multipliers, no knockback or blunt trauma; and ignores all DR. It can only be blocked by spells that specifically work against Magic Missile.

Innate Attack 1d6 cr [5]; increased 1/2 range x10 (+15%); Inaccurate 3 (-15%); Cosmic: No Roll Required, No Active Defense Allowed, No DR (+300%); Arcane Power (-40%); Nuisance Effect: Can be blocked by spells (-5%); No Knockback (-10%); No Blunt Trauma (-20%); Nuisance Effect: Can only target torso (-5%); Reduced Range 1/5 (-20%); Rapid Fire 7 (+70%); Limited Use 1/day, (-40%);

5*(1+0.15-0.15+3-0.4-0.05-0.1-0.2-0.05-0.2+0.7-0.4)=16.5

 

Arcane Whirlwind

You create a howling whirlwind that throws your enemies around. Make an attack with Range equal to your Willpower. If you hit, you do Area Crushing Damage on all targets within 2 yards with double knockback. The wind comes from above the target, ignoring cover and can push the targets in any direction you want. The zone remains for 10 seconds, dealing the same damage with double knockback to all within. You may move the zone 2 yards with a concentrate maneuver.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area 2y (+50%); Overhead (+30%); Double Knockback (+20%); Persistent (+40%);

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.5+0.3+0.2+0.4)=11.5

Control 1 thing [20]; Ranged (+40%); Range 10y (-20%); Arcane Power (-40%); Daily (-40%); Aspected: Only in combat (-20%) and Only to move Arcane Whirwind (-20%); Aspected: Only the specific created thing (-80%);

40*(1+0.4-0.2-0.4-0.4-0.2-0.2-0.8)=-32 min 40*0.2=8

Full Cost: 11.5+8=19.5

 

Slimy Transformation

You ask your friends on the other side to curse a target. Make a Thaumatology vs HT contest against a target within 5 yards. If you win, the target is turned into a frog for 9 seconds. The target can try another HT check every second to break free of the curse.

Affliction [10]; Get Frogged (150%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20(-25%); Arcane Power (-40%); Save Ends (-50%); Daily (-40%);

Get Frogged is Alternate Form, Frog [15]

10*(1+1.5+1-0.25+0.2-0.25-0.4-0.5-0.4)=19

 

Bewitching Charm

You chant bewitching words that launch living creatures into a waking dream. Pick a point in 5 yards. Make a Thaumatology vs HT contest against any creature within 2 yards of that point. Each target that loses is Tipsy and rooted to the ground for 9 seconds. They can keep making HT checks to get out of the effect.

Affliction [10]; Tipsy (10%); Sessile, magic (45%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20 (-20%); Arcane Power (-40%); Daily (-40%); AoE 2y (+50%); Selective (+20%); Save Ends (-50%); Accessibility: Only sentient creatures (-10%);

10*(1+0.1+0.45+1-0.25+0.2-0.2-0.4-0.4+0.5+0.2-0.5-0.1)=16.0

 

Acid Arrow

You launch an arcane arrow that sprays acid on hit. Make an attack with range equal to your Willpower. If you hit, you do Single Target piercing damage on the target. Then, the target and all within 2 yards of it take Area Corrosion Damage, and keep taking 2 damage/second for 6 seconds. Each second they may make HT rolls to stop taking damage.

Natural Weapon pi [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Swing Only (+20%); Reduced Duration 1/60 (-35%); Inaccurate 3 (-15%);

5*(1-0.2-0.4-0.4+1+0.05+0.2-0.15)=5.5

Natural Weapon Corr [10]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Follow-up (+0%); Area 2y (+50%);

10*(1-0.2-0.4-0.4+0.5)=5

Natural Weapon Tox 2 [2.4]; Cannot Parry (-40%); Arcane Power (-40%); Follow-up (+0%); Cyclic 6x resistible (+300%)

2.5*(1-0.4-0.4+3)=8

Total Cost: 5.5+5+8=18.5

 

Acid Mire

An acid mire that corrodes all who stand over it. Make an attack with 2 yards Area, 4d6 corrosive damage and Range 10. Afterwards, for 10 seconds, the area remains, doing corrosive damage to anyone within for 1d6.

Innate Attack Corr 4d6 [40]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Daily (-40%); Area Effect 2y (+50%);

40*(1-0.2-0.15-0.4-0.4+0.5)=14

+persistent only on 1d6 (+40% of 10; 0.4*10=4)

Total Cost: 14+4=18

 

Fireball

You launch a ball of fire towards a point in 10 yards. Make an attack, if you miss, roll scatter. All those within 3 yards of where it ends up take 6d6 burning damage.

Innate Attack Burn 6d6 [30]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area of Effect 3 (+75%); Daily (-40%);

30*(1-0.2-0.15-0.4+0.75-0.4)=18.0

 

Savage Transformation

Make a Thaumatology vs HT contest against a target within 5 yards. If you win, the target transforms into a monstrous version of themselves, and must make a self-control roll of 6 or less or immediately go berserk, and attempt to attack the closest living creature. If he passes, he must make the check again whenever he takes damage. This lasts 9 seconds, but the target may try to get out of it with a will save every second.

Affliction [10]; Savage Transformation (210%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20(-25%); Arcane Power (-40%); Save Ends (-50%);

Savage Transformation is: Alternate Form (cosmetic only) [15]; Berserk, Battle Rage, 6 or less [-30] and Uncontrollable Appetite, Blood 6 or less [-30]

10*(1+2.1-0.25+0.2-0.25-0.4-0.5)=19

 

Ice Storm

You create a storm of ice that that leaves the ground a mess of ice rocks and slick ice. Make an attack with range 10. If you miss, roll scatter. All creatures within 4 yards of the target are attacked by clumps of ice at skill 12, taking 4d6 crushing damage if they are hit.

Afterwards, the area counts as slippery surface, bad footing and is difficult terrain. The area lasts for 10 seconds.

Innate Attack Cr 4d6 [20]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area of Effect 4y (+100%); Bombardment (-5%); Daily (-40%);

20*(1-0.2-0.15-0.4+1-0.05-0.4)=16.0

Create Ice 4 [20]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); Daily (-40%);

5*(1+0.4-0.2-0.15-0.4+0.4-0.5)=2.75

Total Cost: 16+2.75=18.75

 

Mordenhaisen's Sword

You create a golden blade in a hex within 5 yards. The weapon cannot be farther than that from you. The weapon deals Single Target Damage +1 Cut or Impaling damage. You may move the weapon with another Concentrate maneuver. The weapon lasts 1 minute. Once per turn, whenever you make an attack of any kind, the sword attacks automatically.

Affliction [10]; Morden's Blade (237%); fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Accessibility, Self only (-80%); Reduced Duration 1/3 (-10%); Arcane Power (-40%); 1/day (-40%); Aspected: Combat Only (-20%);

Morden's Blade is Natural Weapon Imp [8]; Single (-20%); Extra Damage Cut (+20%); Reach 5, Requires ready (+120%); Magic Power (-10%); Swing Only (+20%), Increased Damage +1 (+30%);

8*(1-0.2+0.2+1.2-0.1+0.2+0.3-0.26)=18.72

Plus Extra Attack [25]; Aspected: Only to cast swing Morden's blade (-20%); and only in combat (-20%); 1/day (-40%);

25*(1-0.2-0.2-0.4)=5.0

18.72+5=23.72

10*(1+2.37-0.2+0.2-0.8-0.1-0.4-0.2)=18.7

 

Lightning Serpent

You create a serpent of pure lightning that bites your foes and poisons them. Make an attack against a target with 10 yards. If you hit, the target takes 5d6 burn damage and must make an HT check or suffer the serpent's venom.

Serpent's Venom: 2dmg/sec, 10 cycles, HT check per cycle.

Innate Attack Burn 5d6 [25]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Daily (-40%); Linked (+10%);

25*(1-0.2-0.15-0.4-0.4+0.1)=-1.25  min 25*0.2=5

Create venom 5 [25]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); Daily (-40%); Aspected: Disappears if it hits the ground (-20%); Linked (+10%);

25*(1+0.4-0.2-0.15-0.4+0.4-0.4-0.2+0.1)=13.75

Total Cost: 13.75+5=18.75

 

Visions of Death

You create a vision of the reaper of souls before your foes' eyes, and they freeze in terror of their impending death.

Select a point within 5 yards. All creatures within 2 yards of that point must make a Quick Contest of your Thaumatology vs their Will. If they fail, they are rooted to the ground. If they fail by 5 or more they are paralyzed. Either effect lasts 9 seconds. The targets roll to break out of the effects every turn with a will check.

Affliction [10]; Sessile, Magical (45%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Arcane Power (-40%); Based on Will (+20%); Daily (-40%); Secondary Effect, Paralysis (+30%); Fixed Duration 3 min (+0%); reduced duration 1/20 (-25%); Save Ends (-50%); Area Effect 2y (+50%);

10*(1+0.45+1-0.25+0.2-0.4+0.2-0.4+0.3-0.25-0.5+0.5)=18.5

 

Melf's Minute Meteors

You create 12 small meteors that float around you. When you create them and on every subsequent turn, you may launch up to 3 of them at a single or multiple enemies. When you do, you make an attack roll with range of 10 yards, RoF 3, and burning damage of 2d6. If the targets took at least 1 point of injury, their very flesh and clothes instantly catch on fire, taking 1d6-1(100) damage per second until the fire is extinguished.

Innate Attack Burn 2d6 [10]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); 4/day (-20%); RoF 3 (+50%); Cosmic, Up to Incendiary 3, (+100%) Incendiary 3, (+30%);

10*(1-0.2-0.15-0.4-0.2+0.5+1+0.3)=18.5

 

Rank 5 Daily Powers [5]

Ray of Fatigue

You launch a vicious curse of weakness against a target. Make a Thaumatology vs HT contest against a target within 5 yards. If you win, the target takes Single Target Damage and any damage he does is reduced by 50% for 9 seconds. The target will keep making HT checks every second, if he succeeds, is no longer cursed.

Affliction [10]; Weakness (75%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20 (-20%); Arcane Power (-40%); Save Ends (-50%); 1/day (-40%);

Weakness is Shrinking 3 [15]; Minimum Size Only, (+0%); Magic (-10%); Aspected: Only for the purposes of reducing damage (-40%); 15*(1-0.1-0.4)=7.5

10*(1+0.75+1-0.25+0.2-0.2-0.5-0.4)=16

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Swing Only (+20%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); 1/day (-40%)

5*(1-0.2-0.4-0.4+1+0.2+1-0.25-0.4)=7.75

7.75+16=23.75

 

Stinking Cloud

Make an attack with range 10. If you hit, you create a cloud of Noxious Gas with a radius of up to 4 yards that lingers for 10 seconds. If you miss, roll scatter. Any creature that breathes in the cloud must make an HT check. Failure inflicts them with Stinking Poison. As a concentrate, you can move the cloud 3 yards.

Stinking Poison: 1 damage; 1 cycle per second, 4 cycles, HT check per cycle.

Create Stinking Poison 4 [20]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); Daily (-40%);

20*(1+0.4-0.2-0.15-0.4+0.4-0.4)=13.0

Control Rare Item (specific substance) 3 [30]; Ranged (+40%); Range 10y (-20%); Arcane Power (-40%); Accessibility: Only to move the creation (-80%); Daily (-40%);

60*(1+0.4-0.2-0.4-0.8)=0 Min 60*0.2=12

Total Cost: 13+12=25

 

Summon Ally III

You summon a creature with 75% of your points or less. It appears within 10 yards and fights for you for up to 1 minute. Decide ahead of time what that creature is. The creature will be designed by your GM.

Ally 75%, constantly [12]; Conjured (+100%); Daily (-40%); Arcane Power (-40%); Minion (+50%); Ranged, (+40%); Reduced Range, 1/10, (-30%);

12*(1+1-0.4-0.4+0.5+0.4-0.3)=21.6

 

Sleep

Select a point within line of sight. All creatures within 2 yards of that point must make a Quick Contest of your Thaumatology vs their Will. If they fail, they get -3 basic move. If they fail by 5 or more they fall asleep. Either effect lasts 9 seconds.

Affliction [10]; -3 move (15%); Malediction (+100%); Based On IQ, own roll (+20%); Arcane Power (-40%); Based on Will (+20%); Daily (-40%); Secondary Effect, Sleep (+30%); Fixed Duration 3 min (+0%); reduced duration 1/20 (-25%); Area Effect 2y (+50%);

10*(1+0.15+1+0.2-0.4+0.2-0.4+0.3-0.25+0.5)=23 

 

Rank 7 Daily Powers [7]

Circle of Death

Select a point within 5 yards. All enemies within 2 yards of that point must make a Quick Contest of your Thaumatology vs their Will. If they fail, they are Tipsy, have -3 move, and deal 50% less damage. If they fail by 5 or more they suffer a Heart Attack.

Affliction [10]; Tipsy (10%), -3 move (+15%) and weakness (75%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%);  Area of Effect 2y (+50%); Secondary Effect: Heart Attack (+60%);

Weakness is Shrinking 3 [15]; Minimum Size Only, (+0%); Magic (-10%); Aspected: Only for the purposes of reducing damage (-40%);

15*(1-0.1-0.4)=7.5

10*(1+0.1+0.15+0.75+1-0.25+0.2-0.4-0.4+0.5+0.6)=32.5

 

Rank 8 Daily Powers [8]

Summon Ally IV

You summon a creature with 100% of your points or less. It appears within 10 yards and fights for you for up to 1 minute. Decide ahead of time what that creature is. The creature will be designed by your GM.

Ally 100%, constantly [20]; Conjured (+100%); Daily (-40%); Arcane Power (-40%); Minion (+50%); Ranged, (+40%); Reduced Range, 1/10, (-30%);

20*(1+1-0.4-0.4+0.5+0.4-0.3)=36

 

Rank 10 Daily Powers [10]

Visions of Avarice

You create an illusion that goads those affected into moving. Choose a point within line of sight. You create a 3 yard zone around the point that lasts 10 seconds. Anyone within the zone  must make a quick contest of your Thaumatology vs their Will. If they lose they automatically move towards the center of the zone as if they had taken 28 damage worth of knockback. The effect repeats every second.

Innate Attack, 4d6, Crushing [20]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Arcane Power (-40%); Area of Effect 3y (+75%); Persistent (+40%); Overhead (+20%); Malediction (+100%); Based on IQ, Own Roll (+20%); Based on Will (+20%); Daily (-40%);

20*(1+0.2-0.2-0.5-0.4+0.75+0.4+0.2+1+0.2+0.2-0.4)=49

 

Rank 11 Daily Powers [11]

Symphony of Enchanted Lands

Select a point within 5 line of sight. All enemies within 2 yards of that point must make a Quick Contest of your Thaumatology vs their Will. If they fail, they are Tipsy. If they fail by 5 or more they are also rooted to the ground. Either effect lasts 9 seconds. In addition, all allies in the area gain +2 to all attack rolls for 1 second.

Affliction [10]; -3 move (15%); Malediction (+100%); Based On IQ, own roll (+20%); Arcane Power (-40%); Based on Will (+20%); Daily (-40%); Secondary Effect, Sessile (+9%); Fixed Duration 3 min (+0%); reduced duration 1/20 (-25%); Area Effect 2y (+50%); Selective Area (+20%); Linked (+10%);

10*(1+0.15+1+0.2-0.4+0.2-0.4+0.09-0.25+0.5+0.2+0.1)=23.9

Affliction [10]; Weapon Savant 2 (90%); Malediction (+100%); Based On IQ, own roll (+20%); Arcane Power (-40%); Based on Will (+20%); Daily (-40%); Fixed Duration 3 min (+0%); reduced duration 1/100 (-40%); Area Effect 2y (+50%); Selective Area (+20%); Linked (+10%);

10*(1+0.9+1+0.2-0.4+0.2-0.4-0.4+0.5+0.2+0.1)=29

Total Cost 23.9+29=52.9

 

 

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