Wednesday, August 5, 2026

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

Beyond the -80% limit: 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.

 

Notes on buffs: Now I'm not sure this is 100% raw, but following the rules on Sorcery page 9 on buffs, a character may waive his HT roll to resist an affliction, as long as he has no DR on the part of the body hit. If we add Cosmic, no roll required, this means a pure DX roll to hit will always hit the face or eyes which will probably have no DR unless the caster has a very low DX. So whenever there's a buff that doesn't require any rolls at all, remember that if the target has DR on the face or the eyes and the caster has a low enough DX, the target must roll to resist.

 

Revised Area of Effect and Cone Modifiers: https://forums.sjgames.com/showthread.php?t=203722

Mostly relevant for the following:

  • Line: The area affects a straight line that is 1-m wide up until the length (i.e., level) of the Area Effect. In tactical combat, it's a straight line of hexes in the path of the middle Front hex.
    • Cost: 5% x level
  • 60-degree Arc: The area creates up to a 60-degree arc of a circle around the point of origin. For reference, 60-degrees give a width equal to the length; e.g., it will by 10 yards wide at a length of 10 yards. In tactical combat, make a line of hexes in the direction of the middle Front hex, and increase the width by 1 hex to either side after every 2 hexes of length; with no affected hex being more than the length away in distance.
    • Cost: 10% x level

Affliction Levels: Each affliction level costs 2 points instead of 10. Since this is a particularly large departure in rules, any powers that make use of this rule are indicated by a *.

 

Reflective on Rapier Wit: Normally you can't use Reflexive as an attack, but Kromm used it for a ranged healing ray, in https://forums.sjgames.com/showpost.php?p=1254800&postcount=5 which I feel is justification enough to allow usage for a buff that is already a free action (Rapier wit is a free action) when combining with Accessibility. Consider that the player could have simply asked on his own turn what the other player intended to do and activated Rapier Wit as a free action anyway, so no violation of action economy is at work here.

 

Advantages with Instantaneous Effects: If you reduce the duration of an Affliction (Advantage) to 1 second, and add "Nuisance Effect: Actual time is for one use only (-5%); it becomes an instant advantage, allowing it to be used immediately just like warp.

 

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 Enhancement:

For Healing:

Based on Subject’s FP: If your Healing is powered by the subject’s own FP (a common trope in fiction!) then this is a +20% modifier. The subject must be either willing or helpless (and inflicts a additional -2 penalty above and beyond the normal -2) and their FP can never go below 0 FP. If you can switch between using their FP and your own this costs +40% instead. Add a +10% modifier if your subject’s FP can go to up to -1xFP (but no further!)

Taken from https://www.ravensnpennies.com/gurps101-got-heals/

 

New Advantages

The Mark [3]

For 10 seconds, an enemy afflicted with a Mark has -2 to all attack rolls against anyone other than the character that marked him. This penalty is not cumulative with other marks. This is usually delivered as a follow-up attack or side-effect or similar, but if you buy the mark by itself, it is a ranged attack with 1/2D –, Max 100, Acc 3,RoF 1, Shots N/A, and Recoil 1.

Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%);

4*(1+0.5-0.5-0.2-0.1)=2.8

 

Seeking Drill [1]

Allows one to turn a wait into a move or move and attack maneuver, which normally isn't allowed.

 

Weapon Savant [2+1 per level]

You have a pool of points that you can use to improve or learn the usage of any weapon you can get your hands on and can understand. When you wield any weapon, make a Connoisseur (Weapons) check. If you succeed, you can instantly use those points to increase your skill with that weapon. You can only learn combat skills with weapons you have knowledge of. It does not work on weapons above your TL or weapons from a culture you had no contact with. This takes no time, and does not have a time limit. You may only learn one weapon at a time. You have 1 point per level in this ability.
In order to maintain your mastery of weapons, you must train at least a little bit every day.

Cost: 2+1 per level. For each extra weapon skill you wish to keep active you must pay 1 extra point.

Modular Abilities: Short List [4] and no limitations to rearranging points [5]; Trait Limited: Weapon Skills Only (-40%); Ki Power (-10%); Required Disadvantage: Code of Honor (-15%);  Requires simple ritual every day (-5%); Reduced Time: Instant (+20%); Focus Limited: Weapons (-15%); Requires Skill Roll: Connoisseur (-10%); Nuisance Effect: have known the weapon existed before (-5%);

-40-10-15-5+20-15-10-5=-80

4*(1-0.8)=0.8

5*0.2=1

 

New Disadvantages

Easy to Hit [-10/level, max 4]

You are a particularly easy target, for whatever reason. Any attack roll that targets you gains +1 per level of this disadvantage.

 

Disoriented [-41]

A Disoriented target has -2 to all defenses and has his step decreased by 1. If this reduces his step to zero, he cannot step.

Disoriented is: -4 to DX [-80]; only for the purposes of defending (-80%) and -10 basic move [-50], only for the purposes of stepping (-50%);

(80*(1-0.8))+(50*(1-0.5))=41

When put in afflictions it's 33% (-4DX is +40% instead of -80%)

 

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

 

Weakness (Affliction) [Variable]: Rather than taking damage from a particular substance or circumstances, you suffer some form of affliction or other inconvenience. The effects occur when you are exposed to the item or circumstances, and wear off over time: stunning wears off normally, while other effects last (20 - HT) minutes, minimum 1 minute. If Incapacitation is combined with other effects, the other effects last for another (20 - HT) minutes after the Incapacitation wears off.

The base value of this disadvantage is -1 points for a Rare item or condition, -2 for an Occasional item, -4 for a Common item and -6 for a Very Common item. Use the categories under Weakness (p. B161) to assess rarity. The GM has final say on the rarity of an item or circumstances. Modify the base value for the severity of the effect, using the Side Effect attack enhancement (p. B109).

Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959

 

Vulnerability (Affliction) [Variable]: Rather than taking additional damage from a particular form of attack, you suffer some form of affliction or other inconvenience. The effects occur when you take a certain amount of damage, and subside when you are healed back above that threshold.

The base value of this disadvantage is -5 points for a Rare attack, -10 for an Occasional attack, -15 for a Common attack and -20 for a Very Common attack. Use the categories under Limited Defenses (p. B46) to assess rarity. The GM has final say on the rarity of an attack form.

Modify the base value for the severity of the effect and the damage threshold at which it occurs, using the Symptom attack enhancement (p. B109).

Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959

 

New Imbuements:

Area Effect

Prerequisites: Imbue 3.

General; DX/Very Hard

Default: Specialty for related weapon at same penalty as weapon default.

The weapon creates an Area of Effect. Treat the weapon’s damage as if it had the Area of Effect Modifier 1 (p. B102), affecting all targets within 2 yards. Just like Shockwave, the damage doesn't affect you when you use it on a melee attack.

Modifiers: -5 to Increase the area to 4 yards, -10 to 8 yards, -15 to 16 yards. -2 to add Selective Area (p. B108).

 

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 Religious Ritual check to work.

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

 

Theistic Powers (-40%)

In order to make use of the Theistic Power Source, you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. In addition, all Theistic Powers require gestures, magic words, and a Religious Ritual check to work.

No Countermeasures -0%, Required Disadvantage -10%; Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%

 

Command Powers (-30%)

In order to make use of the Command Power Source, you must have Sense of Duty: Adventuring Companions [-5]. In order to use a Command Power, you must be able to speak. If you are silenced, or in a place where you cannot make a sound, you cannot use them.

Anti Powers -10%; Mundane Countermeasures -5%; Required Disadvantage -5%; Requires Words (-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

  • Accurate Casting: Default -1. You gain +2 to the accuracy of your spell. You still need to aim. You may increase the accuracy by 2 per -1 up to a maximum of +10 for -5
  • 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.
  • Long Range Casting: Default -8 for spells with a max range of 5 yards, -7 for spells with a max range of 10 yards. Increase the max range of the spell to be Line of Sight.
    • Really Long Range Casting: Default to Long Range Casting -10. The spell now uses the Long-Distance Modifiers (p. B241) table for its range penalties.

 

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

 

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, and the target must make an HT check (-1 per 2 injury taken) or he takes a -3 Basic Speed penalty 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%); Swing Only (+20%), Hand Parry (-5%); No incendiary effect (-10%); Side Effect: -3 Basic Speed (+15%); Inaccurate 3 (-15%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%);

5*(1-0.2-0.4-0.15+1+0.05+0.2-0.05-0.1+0.15-0.15-0.4)=4.75

 

Thunderwave

You emit a 60º cone of sound with a length 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]; Cannot Parry (-40%), Area Effect Cone 3 (+30%); Single (-20%); Arcane Power (-40%); Hand Parry (-5%); double Knockback (+20%); Extra Damage 2 (+60%); Emergencies Only (-30%);

5*(1-0.4+0.3-0.2-0.4-0.05+0.2+0.6-0.3)=3.75

 

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. The Cloud lasts 1 second.

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

10.4*(1-0.2-0.15-0.4+0.25+0.4-0.25)=6.76

 

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

Full Price 3.75+6=9.75

 

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 Cold 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%); reduced duration 1/100 (-40%);

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.5-0.3+0.4-0.2-0.1+0.7-0.4)=7.5

 

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

Full 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

 

Phantasmal Assault

Weaving words of power, 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 Injury equal to Area Damage and has -2 to all defenses for 1 second.

Rapier Wit [5]; Words of Power (+100%); DX -4 defense only (+8%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Arcane Power (-40%); Aspected: Combat Only (-20%); Nuisance Effect: Only lasts 1 second (-5%);

5*(1+1+0.08-0.2-0.4+0.2-0.2-0.4-0.2-0.05)=4.15

Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Accessibility only sentient creatures (-10%); Malediction (+100%); Range 5y (5%); Aspected: Combat Only (-20%);

4*(-0.2-0.4-0.4+1-0.1+1-0.05-0.2)=2.6

Full Cost: 4.15+2.6=6.75

 

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 60° cone with a length of 3 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%); Malediction (+100%); Based On IQ, own roll (+20%); Based on Will (+20%); Double Knockback (+20%); Cone 3 (+30%); Overhead (+20%); Emergencies Only (-30%);

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

 

Hypnotism

You addle a target's mind, who must be able to see and hear 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.

Rapier Wit [5]; Words of Power (+100%); Debuff (+200%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); 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%);

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

5*(1+1+2-0.2-0.4+0.2-0.4-0.05-0.2-0.2-0.2-0.1)=12.25

 

Rank 4 At-Will powers [4]:

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 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

Full Cost: 3+2=5

 

Burning Hands

You emit a 60° cone with a length of 3 yards of fire from your hands. Make an attack roll. If you fail, roll scatter. Those in the area of the attack take 5d6 burn damage. Since you must point towards your target, this spell can be parried by parrying your hand!

Innate Attack Burn 5d6 [20]; Range 10 y (-30%), Inaccurate 3 (-15%); Arcane Power (-40%); 1/scene (-20%); Actual Range is 5y (-10%); Cone 3 (+30%); Hand Parry (-5%); Aspected: Combat Only (-20%); Range is reach (-10%);

25*(1-0.3-0.15-0.4-0.2-0.1+0.3-0.05-0.2-0.1)=-3.0 Min 25*0.2=5

 

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

 

Lightning Bolt (4e)

3 bolts of lightning fall from above. Make 3 attack rolls with range 10 and 4d6 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%); Emergencies Only (-30%);

20*(1-0.2-0.15-0.4+0.5-0.2+0.2-0.2-0.3)=5

 

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 5d6 burn damage.

Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Line 6 (+30%); 1/scene (-20%); Emergencies Only (-30%);

25*(1-0.2-0.15-0.4+0.3-0.2-0.3)=1.25   Min 25*0.2=5

 

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 Cold 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%); No Area Effect (-50%); Arcane Power (-40%); Follow-up (+0%); 1/scene (-20%);

4*(1-0.2+1-0.2-0.5-0.4-0.2)=2

Full Cost: 6.5+2=8.5

 

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

 

Leaden Transformation

Make a Quick Contest of Thaumatology vs Will against a target within 5 yards that can hear you. If you succeed, the target takes Area toxic damage and -3 to their basic move. Every second they can make another Will check to break free of the effect.

Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Max Range 10y (-20%); Based On IQ, own roll (+20%); Based on Will (+20%); Accessibility only sentient creatures (-10%); linked (+10%); 1/scene (-20%); Inaccurate 3 (-15%); Requires Weapon (-10%); Malediction (+100%);

4*(1-0.2-0.4-0.4+1-0.2+0.2+0.2-0.1+0.1-0.2-0.15-0.1+1)=7

Rapier Wit [5]; Words of Power (+100%); -3 basic move (+15%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); 1/scene (-20%); Arcane Power (-40%);

5*(1+0.15-0.2-0.4+0.2-0.2-0.4)=0.75 Min 5*0.2=1

Full Cost: 7+1=8 

 

Dread Presence

You emit a 60° cone with a length of 3 yards of dread. Every creature in the area must make a Quick Contest of your Thaumatology vs their Will. If they lose, they take Area toxic Damage and a -3 to their basic move for 1 second. Every round the target may attempt to break free with a will check. The cone persists as a zone, repeating the damage every second, but not the effect.

Natural Weapon Tox [4]; Single (-20%); Cannot Parry (-40%); Aspected: Combat Only (-20%); Arcane Power (-40%); 1/scene (-20%); Cone 3 (+30%); Malediction (+100%); Persistent (+40%); Based on Will (+20%);

4*(1-0.2-0.4-0.2-0.4-0.2+0.3+1+0.4+0.2)=6

Rapier Wit [5]; Words of Power (+100%); -3 move (-15%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Arcane Power (-40%); 1/scene (-20%); Cone 3y (+70%); Aspected Combat Only (-20%);

5*(1-0.15-0.2-0.4+0.2-0.4-0.2+0.7-0.2)=1.75

Full Cost: 6+1.75=7.75

 

Tomebound Ooze

Pre-Requisites: You must have a magic tome in your hands.

Make an attack with range 5 that deals 4d6 toxic Damage. If you hit, the target must make an HT check (-1 per 2 penetrating damage) or the next time he attacks, he'll take 1d6 injury.

Innate Attack Tox 4d6 [12]; Arcane Power (-40%); Range is 5y (-40%); Increased 1/2D, 5x (+10%); Inaccurate 3 (-15%); Side Effect: Debuff (110%); Reduced Duration 1/100 (-40%); Requires Tome (-10%); 1/scene (-20%);

Debuff is: Weakness; Behavior: Attacks, very common 1d6/min [-60];

12*(1-0.4-0.4+0.1-0.15+1.1-0.4-0.1-0.2)=6.6

 

Thunder Cage

Pre-Requisites: You must have a magic tome in your hands.

Make an attack with range 5 that deals 3d6 Crushing Damage. If you hit, the target must make an HT check (-1 per 2 penetrating damage) or the next time he moves, he'll take 1d6 injury.

Innate Attack Cr 3d6 [15]; Arcane Power (-40%); Range is 5y (-40%); Increased 1/2D, 5x (+10%); Inaccurate 3 (-15%); Side Effect: Debuff (110%); Reduced Duration 1/100 (-40%); Requires Tome (-10%); 1/scene (-20%);

Debuff is: Weakness; Behavior: Moving, very common 1d6/min [-60];

15*(1-0.4-0.4+0.1-0.15+1.1-0.4-0.1-0.2)=8.25

 

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

Full 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 2y (+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 Cold 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

Full 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

 

Color Spray

With a word of power and a wave of your hands, you emit a 60° cone with a length of 5 yards of flashing colors, 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 Area toxic Damage and become Disoriented (-2 to all defenses and -1 step range). The targets can roll Will every second to stop being Disoriented.

Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Max Range 10y (-20%); Based On IQ, own roll (+20%); Based on Will (+20%); Accessibility only sentient creatures (-10%); 1/scene (-20%); Inaccurate 3 (-15%); Requires Weapon (-10%); Cone 4 (+40%); Malediction (+100%);

4*(1-0.2-0.4-0.4+1-0.2+0.2+0.2-0.1-0.2-0.15-0.1+0.7+1)=9.4

Rapier Wit [5]; Words of Power (+100%); Disoriented (+33%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); 1/scene (-20%); Arcane Power (-40%); Cone 3y (+70%);

5*(1+0.33-0.2-0.4+0.2-0.2-0.4+0.7)=5.15

Full Cost: 9.4+5.15=14.55

 

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 Disoriented (-2 to all defenses and -1 step range) for 1 second and takes Area Cold Damage.

Affliction [10]; Disoriented (33%); 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%); Aspected: Combat Only (-20%); 1/scene (-20%);

10*(1+0.33+1-0.25+0.2-0.4-0.4+0.1-0.2-0.2)=11.8

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%); 1/scene (-20%);

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.1-0.2)=4

Full Cost: 11.8+4=15.8

 

Maze of Mirrors

You create a maze of illusory mirrors in the mind of a number of creatures in a 2 yard area within 5 yards of you. Make a Quick Contest of Thaumatology vs Will against any creatures in the area. If you win, they are immobilized and have a -2 to all attack rolls for 1 second.

Rapier Wit [5]; Words of Power (+100%); Debuff (+57%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Area of Effect 2y (+50%); Accessibility: Only lasts 1 second (-10%);

Debuff is: Advantage Obscure 2 [4]; Anti-Targeting (-20%); No Area Effect (-50%); 4*(1-0.2-0.5)=1.2 ; and Disadvantage Sessile [-50]; Magic (-10%); 50*(1-0.1)=45

45%+12%=57.0%

5*(1+1+0.57-0.2-0.4+0.2-0.2+0.5-0.1)=11.85

 

Rank 4 Encounter Powers [4]

Ray of Enfeeblement

Make an attack with range 10 and Single Target Damage. If you hit, the target must make an HT check (-1 per 2 penetrating damage) or take a -10 penalty to their ST for . Since you must point towards your target, this spell can be parried by parrying your hand!

Natural Weapon Tox [4]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); 1/scene (-20%); Ignores DR (+300%); Side Effect -10 ST (100%); Hand Parriable (-5%); Swing Only (+20%); Fixed Duration (0%); Reduced Duration 1/100 (-40%);

4*(1-0.2-0.4-0.15-0.4+1+0.05-0.2+3+1-0.05+0.2-0.4)=17.8

 

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

  

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 emit a 60° cone with a length of 5 yards of chilling darkness. All within the cone must make a quick contest between your Thaumatology and their HT. If they lose, they take Area Cold 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 4 (+40%); 1/scene (-20%); Linked (+10%);

5*(1-0.2-0.4-0.4+1+1-0.25+0.2-0.1+0.4-0.2+0.1)=10.75

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

4*(1+0.4+0.1-0.2+0.4-0.2)=6.0

Full Cost: 10.75+6=16.75

 

Staffstrike Corrosion

Make a ranged attack with range 10 and Single Target tox damage. Wherever you hit, a 2 yard area becomes obscured by darkness, giving -4 penalties to all sight based rolls.

Natural Weapon Corr [10]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Max Range 10y (-20%); Based On IQ, own roll (+20%); Based on Will (+20%); Accessibility only sentient creatures (-10%); linked (+10%); 1/scene (-20%); Inaccurate 3 (-15%); Requires Weapon (-10%); Swing Only (+20%);

10*(1-0.2-0.4-0.4+1-0.2+0.2+0.2-0.1+0.1-0.2-0.15-0.1+0.2)=9.5

Obscure 4 [8]; Defensive (+50%); Ranged (+50%); Aspected: Combat Only (-20%); Arcane Power (-40%); 1/scene (-20%); Linked (+10%); Requires Weapon (-10%);

8*(1+0.5+0.5-0.2-0.4-0.2+0.1-0.1)=9.6

Full Cost: 9.5+9.6=19.1

 

Puckish Sprite

Make a Quick Contest between your Thaumatology and the Will of one target in 5 yards. If you succeed, the target takes 14 knockback from a chosen direction, and, on his turn, must attack an enemy he ends up adjacent to. In addition, you create a Puckish Sprite in a place adjacent to the enemy. Any enemy within 2 yards of the sprite takes -2 to their attack rolls for 1 second.

Innate Attack Cr 2d6 [10]; Arcane Power (-40%); Range is 5y (-40%); 1/scene (-20%); Double Knockback (+20%); No Wounding (-50%); No blunt Trauma (-10%); Overhead (+20%); Linked (+10%); Will Based (+20%); Malediction (+100%); Will Based (+20%);

10*(1-0.4-0.4-0.2+0.2-0.5-0.1+0.2+0.1+0.2+1+0.2)=13.0 

Obscure 2 [4]; Ranged (+100%); Linked (+10%); Anti-Targeting (-20%); Reduced Duration 1/10 (-20%); Arcane Power (-40%); 1/scene (-20%); Linked (+10%);

4*(1+1-0.2-0.2-0.4-0.2+0.1)=4.4

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 5 yards (-40%); Linked (+10%); Mind Tricks (-30%);

50*(1-0.1-0.4-0.1-0.4-0.4-0.4+0.1-0.3)=-50 Min 50*0.2=10

10*0.2=2

13+4.4+2=19.4

 

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 Disoriented (-2 to all defenses and -1 step range) and cannot All-Out Attack or Move and Attack for 1 second.
Rapier Wit [5]; Words of Power (+100%); Disoriented (+33%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Area of Effect 2y (+50%); Linked (+10%);

5*(1+1+0.33-0.2-0.4+0.2-0.2+0.5+0.1)=11.65

Full Cost: 11.65+4=15.65

 

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-1 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 2 [12]; Sessile, magical (+45%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); 1/scene (-20%), Follow-Up (+0%)

12*(1+0.45-0.4-0.4-0.2)=5.4

Full Cost: 3.5+5.4=8.9

 

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

Full Cost: 4.5+20=24.5

 

Charm of the Defender

Make a Quick Contest between your Thaumatology and the Will of one target in 5 yards. If you succeed, the target takes 14 knockback from a chosen direction, is rooted to the ground, and, on his turn, must attack any enemy he ends up adjacent to. He will remain immobilized until he can succeed at another will check, which he can try every second.

Innate Attack Cr 2d6 [10]; Arcane Power (-40%); Range is 5y (-40%); 1/scene (-20%); Double Knockback (+20%); No Wounding (-50%); No blunt Trauma (-10%); Overhead (+20%); Linked (+10%); Will Based (+20%); Malediction (+100%); Will Based (+20%);

10*(1-0.4-0.4-0.2+0.2-0.5-0.1+0.2+0.1+0.2+1+0.2)=13.0 

Rapier Wit [5]; Words of Power (+100%); Sessile (+40%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Linked (+10%); Arcane Power (-40%); Aspected: Combat Only (-20%);

5*(1+1+0.4-0.2-0.4+0.2+0.1-0.4-0.2)=7.5

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 5 yards (-40%); Linked (+10%); Mind Tricks (-30%);

50*(1-0.1-0.4-0.1-0.4-0.4-0.4+0.1-0.3)=-50 Min 50*0.2=10

10*0.2=2

13+2+7.5=22.5*

 

Rank 6 Encounter Powers [6]

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 purposes.

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

Full Cost: 23.5+4.75=28.25

 

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 Will contest. If they lose, they take Area Damage and are Disoriented (-2 to defenses, - 1 to step range) for 1 second.  They can make another Will check every second to break free of the effect. In addition, the area is obscured (-4) for 1 second.

Rapier Wit [5]; Words of Power (+100%); Disorient (+30%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Arcane Power (-40%); AoE 2y (+50%); Selective (+20%), 1/scene (-20%); Linked (+10%);

5*(1+1+0.3-0.2-0.4+0.2-0.4+0.5+0.2-0.2+0.1)=10.5

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%); Will-based (+20%);

4*(1-0.2-0.4-0.4+1+1-0.25+0.2+0.5+0.2-0.2+0.1+0.2)=11.0

Full Cost: 10.5+5.2+11=26.7

 

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.

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

5*(1-0.2-0.4-0.4+1+0.5+0.4-0.2+1+0.2)=14.5

Affliction 2[12]; -3 basic move (15%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); 1/scene (-20%); Follow-Up Malediction (+100%);

12*(1+0.15-0.4-0.4-0.2+1)=13.8

Full Cost: 14.5+13.8=28.3

 

Rank 8 Encounter Powers [8]

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%); 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%); Follow-up Malediction (+100%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Arcane Power (-40%); 1/scene (-20%); Aspected: Combat Only and no dangerous teleport (-40%);

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+1-0.4-0.4-0.2-0.4)=26

Full Cost: 11.25+26=37.25

 

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

 

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.

Rapier Wit [5]; Words of Power (+100%); Debuff (+30%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); 1/day (-40%); Arcane Power (-40%); Aspected: Combat Only (-20%);

Debuff is: -2 DX (-20%) and -2 Move [-10]

5*(1+1+0.3-0.2-0.4+0.2-0.4-0.4-0.2)=4.5

 

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. Every second he targets may make a Will Check to break free of the effects.

Rapier Wit [5]; Words of Power (+100%); Sessile (+45%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Arcane Power (-40%); Daily (-40%); Secondary Effect, Paralysis (+30%); Area Effect 2y (+50%);

5*(1+0.45-0.2-0.4+0.2-0.2-0.4-0.4+0.3+0.5)=4.25

 

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, immediately goes berserk, and attempts to attack the closest living creature. Every second the target may try break free of the effect with another HT check.

Rapier Wit [5]; Words of Power (+100%); Debuff (+77%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Based on HT (+20%); Daily (-40%);

Debuff is: Alternate Form Disadvantageous Alternate Form, Common [-20]; Instant (+100%); Berserk Battle Rage (N/A) [-37];

-40-37=-77

5*(1+0.77-0.2-0.4+0.2-0.2+0.2-0.4)=4.85

 

Rank 2 Daily Powers [2]

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 Sound 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

Full 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

Full 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*(1-0.65)=5.25

Unique Technique: Offensive Grab (-6 two attacks, one roll) bought to 0 [8] with Arcane Power (-40%);  Aspected: Combat Only (-20%);

8*(1-0.4-0.2)=3.2

Full Cost: 5.25+3.2=8.45*

 

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

Full 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. The wall lasts 10 seconds.

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

 

Tome of Transposition

Make an attack with range 10 and 6d6 toxic damage. If you hit, the target must make a Thaumatology vs HT or be Disoriented (-2 to all defenses, -1 step range).

Innate Attack Tox 6d6 [24]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); 1/Day (-40%); Aspected: Combat Only (-20%);

24*(1-0.2-0.15-0.4-0.4-0.2)=-8.4 Min 24*0.2=4.8

Rapier Wit [5]; Words of Power (+100%); Disorient (+33%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Arcane Power (-40%); 1/Day (-40%); Accessibility: Only on target hit by the attack (-10%); HT based (+20%);

5*(1+1+0.33-0.2-0.4+0.2-0.2-0.4-0.4-0.1+0.2)=5.15

Full Cost: 4.8+5.15=9.95

 

Glitterdust

Make an attack with range equal to your Will. Those within 2 yards of the target take Area burn Damage, and must make an HT check (-1 per 2 penetrating damage). If they fail, they are blinded. Each second they may make a HT check to break free of the effect.

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

5*(1-0.2-0.4-0.4+1+0.05+0.5-0.15+1-0.5-0.4)=7.5

 

Face of Death

Select any number of targets within 5 yards that you can see. Make a quick contest of Thaumatology (-1 per target after the first) vs their Will. Any target that loses is Rooted to the ground. Any target that fails the quick contest by 5 or more is Unconscious. Every second they may make another Will check to recover from either effect.

Rapier Wit [5]; Words of Power (+100%); Sessile (+45%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Arcane Power (-40%); 1/Day (-40%); Secondary Unconsciousness (+50%);

5*(1+1+0.45+0.2-0.4+0.2-0.2-0.4-0.4+0.5)=9.75 

 

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 (40%); 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 Disadvantageous Alternate Form, Common [-20]; Instant (+100%);

10*(1+0.4+1-0.25+0.2-0.25-0.4-0.5-0.4)=8.0

 

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 Cold Damage +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

Full 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 check at -1 per 2 points of penetrating damage or be rooted to the ground for 9 seconds. Each second the target may make another check to break free. 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 (+90%); Fixed Duration (+0%); Reduced Duration 1/20 (-25%); Save Ends (-50%);

8*(1-0.2-0.4-0.4+1+0.05+0.3-0.05-0.2+0.2-0.15+0.9-0.25-0.5)=10.4 

 

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

 

Ray of Fatigue

You launch a vicious curse of weakness against a target. Make an attack with range 5 that does Single Target damage. If you hit, the target must make an HT -5 roll of deal 50% less damage for 9 seconds. He can make an HT check every second to shrug off the effect.

Affliction 5 [20]; Weakness (75%); Fixed Duration (+0); Reduced Duration 1/20 (-20%); Arcane Power (-40%); Save Ends (-50%); 1/day (-40%); Follow-up (+0%);

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

20*(1+0.75-0.2-0.4-0.5-0.4)=5

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Swing Only (+20%); Inaccurate 3 (-15%); Max Range 5y (-25%); Based On IQ, own roll (+20%); 1/day (-40%)

5*(1-0.2-0.4-0.4+1+0.2-0.15-0.25+0.2-0.4)=3.0 

5+3=8 

 

Bewitching Charm

You chant bewitching words that launch living creatures into a waking dream. Pick a point in 5 yards. Make a Thaumatology vs Will contest against any creature within 2 yards of that point. Each target that loses is Disoriented (-2 to defenses, -1 step range) and rooted to the ground. Every second they can make a Will check to break free of the effects.

Rapier Wit [5]; Words of Power (+100%); Disoriented (+33%), Sessile, Magic (45%); Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Daily (-40%); AoE 2y (+50%); Selective (+20%);

5*(1+1+0.33+0.45-0.2-0.4+0.2-0.2-0.4+0.5+0.2)=12.4

 

Fire Mantle

Give yourself or an ally a 2 yard aura that lasts 9 seconds and causes 1d6 fire damage per second on all enemies within the aura.

Affliction [10]; Buff (80%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-40%); Arcane Power (-40%); Daily (-40%);

Buff is Innate Attack Burn 1d6 [5]; Melee (-30%); Arcane Power (-40%); Area of Effect  (+50%); Aura (+80%);

5*(1-0.3-0.4+0.5+0.8)=8

10*(1+0.8+1-0.2-0.25-0.4-0.4-0.4)=11.5

 

Charm of Forbiddance

Make an attack with range equal to your Will. If you hit, you do Single Target Toxic Damage, and the target must make a Will check (-1 per 2 penetrating damage). If they fail, they are cursed. As long as they are cursed, whenever they attack, they take 1d6 injury. Each second they may make a Will check to break free of the effect.

Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Arcane Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Inaccurate 3 (-15%); Side Effect: Debuff (+182%); Save Ends (-50%); Swing Only (+20%); Based on Will (+20%);

Debuff is: Weakness; Behavior: whenever it attacks, very common 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).

-60*(1+1.2)=-132

4*(1-0.2-0.4-0.4+1+0.05-0.15+1.82-0.5+0.2+0.2)=10.48

 

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 4 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%); Mobile 4 (+160%);

5*(1-0.2-0.4-0.4+1+0.05+0.5+0.4-0.15+1.6)=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 4 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%); Mobile 4 (+160%);

5*(1-0.2-0.4-0.15-0.4+1+0.05+0.5+0.3+0.2+0.4+1.6)=19.5

 

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

Full 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)

Full 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

 

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

Full 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 second, 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

Full Cost: 13.75+5=18.75

 

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

 

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: 1d6 damage; 1 cycle per second, 1 cycle, 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%);

30*(1+0.4-0.2-0.4-0.8)=0 Min 30*0.2=6

Full Cost: 13+6=19

 

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 Disoriented (-2 to all defenses, -1 step range), have -3 move, and deal 50% less damage. Once per second they may make a Will check to shrug off the effects. If they fail by 5 or more on the first check, they suffer a Heart Attack.

Rapier Wit [5]; Words of Power (+100%); Disoriented (+33%); -3 move (+15%) and weakness (75%); Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); 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

5*(1+1+0.33+0.15+0.75-0.2-0.4+0.2-0.2-0.4+0.5+0.6)=16.65

 

Rank 5 Daily Powers [5]

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 6 Daily Powers [6]

Phantasmal Killer

Select a target within 10 yards and make a quick contest of your Thaumatology vs his Will. If you win, the target suffers 6d6 toxic damage. You may repeat this attack with further concentrate maneuvers, up to 10 times, or until the target is dead.

Innate Attack Tox 6d6 [24]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); 10/Day (-10%); Malediction (+100%); vs Will (+20%); Aspected: Combat Only (-20%); Accessibility: All uses must be used on the same target (-10%);

24*(1-0.2-0.15-0.4-0.1+1+0.2-0.2-0.1)=25.2

 

Simulacrum

As a free action, you create a duplicate of yourself within 10 yards. The duplicate lasts one minute, and has all your knowledge and powers, but only wearing basic clothing. You are in constant mental contact with your duplicate, effectively being one being in two bodies. If you let the duplicate die instead of unsummoning it, it costs 10FP to create a new one from scratch.

Duplication [35]; Reduced Time 1 (+20%); Arcane Power (-40%); Daily (-40%); Construct (+60%); Emergencies Only (-30%); Clothed (+5%);

35*(1+0.2-0.4-0.4+0.6-0.3+0.05)=26.25

Telesend [30]; Arcane Power (-40%); Daily (-40%); Racial (-20%);

30*(1-0.4-0.4-0.2)=0.0 Min 30*0.2=6

Mindlink [5]; Arcane Power (-40%); Daily (-40%); Racial (-20%);

5*(1-0.4-0.4-0.2)=0.0 Min 5*0.2=1

Full Cost: 26.25+6+1=33.25

 

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

 

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 have -3 move. If they fail by 5 or more they are 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.

Rapier Wit [5]; Words of Power (+100%); -3 move(+15%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Arcane Power (-40%); Daily (-40%); Secondary Effect, Sessile (+9%); Area Effect 2y (+50%); Selective Area (+20%);

5*(1+1-0.15-0.2-0.4+0.2-0.2-0.4-0.4+0.09+0.5+0.2)=6.2

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

Full Cost 6.2+29=35.2

 

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

 

Utility Powers

These are all in one place, but they're color coded as usual, so At-Will, Encounter, Daily. They have their own slots, that cannot be used for other powers. At-Wills, as usual, don't need specific slots.

 

Encounter Utility 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%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%; Aspected: No attacks and no damage powers (-40%);

4*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.6; 3*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.2

1.6+1.2=2.8

 

Daily Utility Power Slot [1.4+0.6 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%; Aspected: No attacks and no damage powers (-40%);

4*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 4*0.2=0.8; 3*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 3*0.2=0.6

0.8+0.6=1.4

 

Rank 1 Utility Powers [1]

Spook/Suggestion/Chameleon's Mask

Each has to be learned separately but they all do basically the same thing: With a Ready, gain +3 to skill checks with their respective skills for 1 task (up to 1 minute). The skills are, respectively: Intimidation, Diplomacy, Stealth.

+5 to skill [20]; 1/scene (-20%); One Task Only (-5%); Arcane Power (-40%);

12*(1-0.2-0.05-0.4)=4.2

 

Water Stride

For 6 seconds, you can treat liquid surfaces as if they were solid ground.

Walk on Liquid [15]; 1/scene (-20%); Arcane Power (-40%); Reduced Duration 1/10 (-20%)

15*(1-0.2-0.4-0.2)=3

 

Daunting Presence

As a free action, you gain a +4 bonus to intimidation, and anyone attempting to attack you has -2 on their attack roll. Both effects last for 1 second.

Obscure 2 [4]; No Area effect (-50%); Anti-Targeting (-20%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/60 (-35%); Arcane Power (-40%);

4*(1-0.5-0.2-0.15-0.35-0.4)=-2.4 Min 4*0.2=0.8

Intimidate +4 [16]; 1/scene with reduced time 1 (-15%); Reduced Duration 1/60 (-35%); Arcane Power (-40%);

16*(1-0.15-0.35-0.4)=1.6 Min 16*0.2=3.2

Full Cost: 3.2+0.8=4

 

Mystical Debris

As a free action, once per turn, an area of 1 yard in range becomes difficult terrain for 10 seconds.

Create 1 thing [5]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); Emergencies Only (-30%); Reduced Time 1 (+20%);

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

 

Flare

You create a burst of light within 10 yards that gives -2 vision penalties to see anything inside. The burst has a radius of 2 yards and lasts 10 seconds.

Obscure 2 [4]; Ranged (+50%); Arcane Power (-40%); 1/scene (-20%); Max Range 1/10 (-30%);

4*(1+0.5-0.4-0.2-0.3)=2.4

 

Emerald Eye

As a free action, pick a target within line of sight. You gain a bonus on all Thaumatology, Detect Lies, Diplomacy, Fast-Talk, Psychology, and Savoir-Faire against that target for 1 second.

Thaumatology +2 [8] and Talker [10]; Accessibility: Only against chosen target (-20%); Daily with reduced time I (-30%); Reduced Duration 1/60 (-35%); Arcane Power (-40%);

18*(1-0.2-0.3-0.35-0.4)=-4.5 Min 18*0.2=3.6

 

Mirror Image

You create illusory doubles of yourself that are indistinguishable from you. You can move trough your doubles and your doubles can move through you. When you do, it's impossible to figure out which one is the real you. Anyone attacking you must make a Quick Contest of their Perception vs Your Thaumatology. If you win, roll 1d6. On any result but a 1, they target one of the copies. The copies can be destroyed, disappearing when taking any damage. The illusion lasts for 1 minute.

Illusion [25]; Limited Scope Illusion*: Only for doubles of yourself (-80%); Independence (+40%); Nuisance Effect: Destroyed when damaged (-10%); Daily (-40%); Arcane Power (-40%);

*Taken from: https://www.ravensnpennies.com/gurps101-illusion-casting/

25*(1-0.8+0.4-0.1-0.4-0.4)=-7.5 Min 25*0.2=5

 

Feywild Spellsurge

After missing or losing a quick contest when attempting an offensive arcane power, you may reroll your dice.

Impulse Points + Recharge 1/day [15]; Arcane Power (-40%); Aspected: Only to reroll offensive abilities (-40%);

15*(1-0.4-0.4)=3.0

 

Rank 2 Utility Powers [2]

Dispel Magic

Attempts to negate one instance of magical effect within 10 yards. Make a Quick Contest between your Thaumatology check and the casting skill or Will of the caster of the spell or effect. If you win, the effect ends immediately.

Neutralize (Cosmic) [50]; Accessibility, Must target subject, not caster (-10%); Ranged (+40%); Interruption (-50%); Arcane Power (-40%); 1/scene (-20%);

50*(1-0.1+0.4-0.5-0.4-0.2)=10.0 

 

Protection From Missiles

You create a 2 yard zone around you that protects you and your allies from ranged attacks. Anyone attempting a ranged attack into the area has a -10 penalty on their attack rolls.

Obscure 10 [20]; Anti-Targeting (-20%) Arcane Power (-40%); 1/day(-40%); Aspected: Ranged Attacks Only (-20%); Defensive (+50%); Selective Area (+20%);

20*(1-0.2-0.4-0.4-0.2+0.5+0.2)=10

 

Summon Utility

You summon a creature with 25% of your points or less. It must be a creature focused on non-offensive abilities. 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%);

It is exactly the same as summon ally, but the Utility Slot itself cannot allow offensive abilities, thus any blatant offensive summon should not be allowed.

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

 

Winged Step

For one second, you gain a Fly speed equal to basic move x2.

Flight [40]; 1/scene (-20%); Reduced Duration 1/60 (-35%); Arcane Power (-40%);

40*(1-0.2-0.35-0.4)=2.0 Min 40*0.2=8

 

Blur

As a free action, you cloak yourself in a shimmering aura, making it difficult to see you. You impose a -7 on all vision related rolls against you, including attack rolls . This effect lasts 1 minute. This does stack with range penalties, making you invisible once the penalty is -3 or higher.

Obscure 7 [14]; Defensive (+50%); No Area Effect (-50%); Daily (-40%); Arcane Power (-40%); Reduced Time 1 (+20%);

14*(1+0.5-0.5-0.4-0.4+0.2)=5.6

 

Repelling Shield

When you are attacked you reflexively create a force shield to defend you. Make a DX+2 check or a Block +2 check whichever is higher. If you succeed you block the attack, make a DX or Shield check. If you succeed, you deal knockback equal to your Thrust x2.

Extra Arm 1 [10]; Force Extension (+50%); Shield Mount (-80%); Arcane Power (-40%); 1/scene (-20%); Active Defense (-40%); Linked (+10%);

10*(1+0.5-0.8-0.4-0.2-0.4+0.1)=-2.0 Min 10*0.2=2

Enhanced Block 2 [10]; Arcane Power (-40%); 1/scene (-20%); Linked (+10%); Emergencies Only (-30%);

10*(1-0.4-0.2+0.1-0.3)=2.0

And 1 pt in Block [1]

Unique Technique: Repelling Shield: Aggressive Parry -2; -1 shield-based; -1 Shield Rush; [4] Arcane Power (-40%); 1/scene (-20%); Linked (+10%); Emergencies Only (-30%);

4*(1-0.4-0.2+0.1-0.3)=0.8

Full Cost: 2+2+1+0.8=5.8

 

Energy Devourer

When you are attacked by a ranged attack, or are in the area of effect of one, make a Thaumatology Roll. If you succeed, you gain DR 10 against that attack, and if your DR protects you from at least 5 damage, you gain +1 to Will for 1 second. If you blocked 10 damage, you gain +2 to will for 1 second, and +1 to Will for 5 seconds.

DR 10 [50]; Daily (-40%); Arcane Power (-40%); Ranged Only (-20%); Force Field (+20%); Absorption: Will x1* (+5%); Active Defense (-40%);

*Taken from https://www.mygurps.com/pmwiki.php?n=Main.AbsorptionRevised

50*(1-0.4-0.4-0.2+0.2+0.05-0.4)=-7.5 Min 50*0.2=10

 

Gale Wall

You create a wall of wind. The wall can be placed within 10 yards. The wall is 3 yards long and one yard wide and lasts 10 seconds. All those who are inside it or attempt to cross it take 28 knockback damage.

Innate Attack Cr 4d6 [20]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area of Effect 1y (+25%); Wall (+30%); Persistent (+40)%; Daily (-40%); double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%);

20*(1-0.2-0.15-0.4+0.25+0.3+0.4-0.4+0.2-0.2-0.5)=6.0

 

Rank 3 Utility Powers [3]

Wall of Fog/Wall of Gloom

You create a wall of impenetrable fog anywhere within 10 yards. The wall is 6 yard long and 1 yard wide and lasts 10 seconds. Seeing through the other side of the wall is impossible.

Obscure 10 [20]; Ranged (+50%); Arcane Power (-40%); 1/day (-40%); Wall (+30%); Reduced Range 1/10 (-30%);

20*(1+0.5-0.4-0.4+0.3-0.3)=14

 

Simple Animation

For 1 minute, you can animate objects with up to 15 HP. The objects must be within 10 yards, and have a speed equal to (HP-15); min 1. It takes a Concentrate to order an object to do something. They can only slither or drag themselves along the ground. Their ST is considered 15 for all purposes.

Telekinesis 15 [75]; Arcane Power (-40%); 1/scene (-20%); Animation (-30%);

75*(1-0.4-0.2-0.3)=7.5 Min 75*0.2=15

 

Watery Double

You create a duplicate of yourself made of water in any open area within 10 yards. The duplicate lasts one minute, and has all your knowledge and powers, but not your equipment. The Watery double cannot act on the same turn you acted, but you can decided which one acts at your discretion. You are in constant mental contact with your duplicate, effectively being one being in two bodies.

The double is automatically destroyed when it reaches 0hp. If you let the duplicate be destroyed instead of unsummoning it or letting the duration expire, it costs 10FP to create a new one from scratch.

Duplication [35]; Reduced Time 1 (+20%); Arcane Power (-40%); 1/scene (-20%); Construct (+60%); Clothed (+5%); Temporary Disadvantage: Decreased Time Rate (-80%); Temporary disadvantage: Enhanced Unnatural; dupes only (-50%);

35*(1+0.2-0.4-0.2+0.6+0.05-0.8-0.5+1)=-1.75 Min: 35*0.2=7

Telesend [30]; Arcane Power (-40%); scene (-20%); Racial (-20%);

30*(1-0.4-0.2-0.2)=6.0 

Mindlink [5]; Arcane Power (-40%); scene (-20%); Racial (-20%);

5*(1-0.4-0.2-0.2)=1.0

Full Cost: 7+6+1=14

 

True Seeing

For 1 minute, you gain Dark Vision, +2 to perception, and can see invisible things.

See Invisible [15]; Arcane Power (-40%); Daily with reduced time 1 (-30%);

15*(1-0.4-0.3)=4.5

Dark Vision [25]; Arcane Power (-40%); Daily with reduced time 1 (-30%);

25*(1-0.4-0.3)=7.5

+2 perception [10]; Arcane Power (-40%); Daily with reduced time 1 (-30%);

10*(1-0.4-0.3)=3.0

Full Cost: 4.5+7.5+3=15

 

Rank 4 Utility Powers [4]

Expeditious Retreat

As a free action, you may take an extra move maneuver.

Altered Time Rate [100]; Accessibility: Only to take a Move (-30%); Arcane Power (-40%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/100 (-40%);

100*(1-0.3-0.4-0.15)=15.0 Min 100*0.2=20

 

Shield

When you are attacked you reflexively create a force shield to defend you. Make a DX+2 check or a Block +2 check whichever is higher. If you succeed you block the attack.

Extra Arm 1 [10]; Force Extension (+50%); Shield Mount (-80%); Arcane Power (-40%); 1/scene (-20%); Active Defense (-40%); Linked (+10%);

10*(1+0.5-0.8-0.4-0.2-0.4+0.1)=-2.0 Min 10*0.2=2

Enhanced Block 2 [10]; Arcane Power (-40%); 1/scene (-20%); Linked (+10%); Emergencies Only (-30%);

10*(1-0.4-0.2+0.1-0.3)=2.0

And 1 pt in Block [1]

Full Cost: 2+2+1=5

 

Moonstride

When an enemy moves next to you, you become Insubstantial for 1 second.

Insubstantiality [80]; Reflexive (+40%); Accessibility: When an enemy moves next to the character (-10%); Arcane Power (-40%); 1/scene (-20%); Reduced duration 1/60 (-35%); Emergencies Only (-30%);

80*(1+0.4-0.1-0.4-0.2-0.35-0.3)=4.0 Min 80*0.2=16

 

Herbal Healing

You quickly prepare a concoction using healing herbs apply it on an ally, healing 4HP. You must have a bundle of healing herbs, which is destroyed after use.

Healing [30]; FP Cost reduced 2 (+40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 2FP (-25%); Cosmic: No cumulative penalty (+50%); Recent Injuries Only (-20%); Trigger: Healing Herbs (-10%); Arcane Power (-40%)

30*(1+0.4-0.1-0.2-0.25+0.5-0.2-0.1-0.4)=19.5

 

Dimension Door/Wizard's Escape

As a free action, you teleport 10 yards. This can be done as a defense, simply activate the power when an attack hits you.

Warp [100]; Max range 10 (-50%); Arcane Power (-40%); 1/day (-40%); Reliable 10 (+50%);

100*(1-0.5-0.4-0.4+0.5)=20.0

 

Umbral Leap

As a free action, you teleport 10 yards to an area with at least -2 darkness penalties. This can be done as a defense, simply activate the power when an attack hits you.

Warp [100]; Max range 10 (-50%); Arcane Power (-40%); 1/scene (-20%); Reliable 10 (+50%); Accessibility: Only dark areas (-20%);

100*(1-0.5-0.4-0.2+0.5-0.2)=20.0

 

Fire Shield

You gain DR 10 vs Fire and Ice. In addition, anyone attacking you takes 2d6 burn. These effects lasts for 1 minute.

Innate Attack 2d6 [10]; Arcane Power (-40%); 1/day (-40%); Area Effect 2y (+50%); Melee (-30%); Aurea (+80%); Emergencies Only (-30%); Accessibility: Only against targets that attack you (-20%); Selective Area (+20%); Linked (+10%);

10*(1-0.4-0.4+0.5-0.3+0.8-0.3-0.2+0.2+0.1)=10.0

DR 10 [50]; Emergencies Only (-30%); Daily Power (-40%); Arcane Power (-40%); Fire or Ice Only (-10%); Force Field (+20%); Linked (+10%);

50*(1-0.3-0.4-0.4-0.1+0.2+0.1)=5.0 Min 50*0.2=10 

Full Cost: 10+10=20

 

Darkfire

For 3 minutes, you and all allies within 2 yards gain Dark Vision.

Affliction [10]; Buff (250%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Arcane Power (-40%); 1/scene (-20%); Area of Effect 2y (+50%); Emanation (-20%); Emergencies Only (-30%);

Buff is Dark Vision [25];

10*(1+2.5-0.2-0.4-0.4-0.4-0.2+0.5-0.2-0.3)=19

 

Evanesce

When an enemy attacks you, you become Insubstantial for 1 second, and a 2 yards radius around you becomes completely obscured by darkness.

Insubstantiality [80]; Reflexive (+40%); Accessibility: When an enemy attacks the character (-10%); Arcane Power (-40%); 1/day (-40%); Reduced duration 1/60 (-35%); Emergencies Only (-30%);

80*(1+0.4-0.1-0.4-0.4-0.35-0.3)=-12.0 Min 80*0.2=16

Obscure 10 [20]; Reflexive (+40%); Accessibility: When an enemy attacks the character (-10%); Arcane Power (-40%); 1/scene (-40%); Reduced duration 1/60 (-35%); Emergencies Only (-30%);

20*(1+0.4-0.1-0.4-0.4-0.35-0.3)=-3.0 Min 20*0.2=4

Full Cost: 16+4=20

 

Illusory Wall

You create an illusory wall within 10 yards. The wall is 1 yard thick and 4 yards long. Anyone that sees the wall must make a Quick Contest of Perception vs your Thaumatology. If they lose, they believe that the wall is solid and will not attempt to walk trough it. They get a new attempt if they see something passing through. Regardless, even if they disbelieve, the wall fully blocks line of sight.

Illusion [25]; Arcane Power (-40%); 1/Day (-40%); Ranged (+40%); Reduced Range 1/10 (-20%); Independence (+40%); Touch (+20%); Limited Scope Illusion*: Only for creating a wall (-80%); Area Effect +2y (+50%);

*Taken from: https://www.ravensnpennies.com/gurps101-illusion-casting/

25*(1-0.4-0.4+0.4-0.2+0.4+0.2-0.8+0.5)=17.5

 

Minor Polymorph

You may change shape to any small cuddly animal. You can, over the course of 10 seconds, take the shape of that creature, altering your stats accordingly to the creature's Racial Template. You may choose to avoid any mental disadvantage as well as the reduced IQ of the form, provided that the final point cost doesn't exceed your own Racial Template. You may remain in this form for 1 minute. If you are in a form where you cannot wear your equipment, it is absorbed and returns when you change back to your natural form.

Morph [100]; Daily (-40%); Arcane Power (-40%); Absorptive Change all (+25%); Accessibility: Small Cuddly Animal Only (-25%)

100*(1-0.4-0.4+0.25-0.25)=20.0

 

Rank 5 Utility Powers [5]

Spectral Image

You can create an illusion with a 2yards radius anywhere within 10 yards. The illusion fools sight and sound, but not other senses. It lasts for 1 minute.

Roll a Quick Contest of Thaumatology against the Perception of anyone perceiving the illusion. If you win, the illusion seems real to that individual. Believable or not, illusions obstruct vision as effectively as the real thing.

Illusion [25]; Arcane Power (-40%); 1/scene (-20%); Ranged (+40%); Reduced Range 1/10 (-20%); Independence (+40%);

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

 

Conjure Fortification

You create a wall of stone. It is 6 yards long and 1 yard wide, 4 yards tall. It has DR 12 and 4 HP. It lasts 10 seconds. The wall is strong enough to support 5000lbs of weight.

Innate Attack Cr 4d6 [20]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area of Effect 2y (+50%); Persistent (+40%); Wall (+30%); 1/day (-40%);

20*(1-0.2-0.15-0.4+0.5+0.4+0.3-0.4)=21.0

 

Rank 6 Utility Powers [6]

Disappear

As a free action, you become invisible for 1 second.

Invisibility [40]; Arcane Power (-40%); 1/day with reduced time 1 (-30%); Can Carry objects: Max (+100%); Reduced Duration 1/60 (-35%); Emergencies Only (-30%);

40*(1-0.4-0.3+1-0.35-0.3)=26.0

 

Witch Thorns

Create a wall of brambles within 10 yards that lasts 10 seconds. The wall is 6 yards long and 1 yard wide. Anyone attempting to pass through takes 1d6 control points and is stopped. They may attempt to break free on their turn, but each second they pass on the wall the brambles constrict more, dealing another 1d6 control points, up to the control maximum of 12.

Bind 12 [24]; Max Range 10y (-30%); Area of Effect 2y (+50%); Persistent (+40%); Wall (+30%); Daily (-40%); Arcane Power (-40%);

24*(1-0.3+0.5+0.4+0.3-0.4-0.4)=26.4

 

Rank 9 Utility Powers [9]

Invisibility

You or one ally within 5 yards become invisible for 1 second. Each turn you can spend a concentrate to keep the target invisible, to a max duration of 1 minute.

Affliction [10]; Buff (460%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Arcane Power (-40%); 1/day (-40%); Emergencies Only (-30%);

Buff is Invisibility [40]; 1/day (-40%); Can Carry objects: Max (+100%); Emergencies Only (-30%); Requires Concentrate (-15%);

40*(1-0.4+1-0.3-0.15)=46

10*(1+4.6+1-0.2-0.4-0.4-0.4-0.4-0.3)=45

 

Resistance

You or one ally within 5 yards gain DR 10 against one specific element. Lasts 1 minute.

Affliction [10]; Buff (350%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/3 (-10%); Max Range 5 yards (-40%); Arcane Power (-40%); Daily (-40%);

Buff is DR 10 [50]; Limited Defenses: One type of energy (-40%); Force Field (+20%); Magical (-10%);

50*(1-0.4+0.2-0.1)=35

10*(1+3.5+1-0.2-0.1-0.4-0.1-0.4)=43

 

Rank 10 Utility Powers [10]

Mass Resistance

All creatures in a 2 yard area within 5 yards gain DR 10 against one specific element. Lasts 1 minute.

Affliction [10]; Buff (350%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/3 (-10%); Max Range 5 yards (-40%); Arcane Power (-40%); Daily (-40%); Area Effect 2y (+50%);

Buff is DR 10 [50]; Limited Defenses: One type of energy (-40%); Force Field (+20%); Magical (-10%);

50*(1-0.4+0.2-0.1)=35

10*(1+3.5+1-0.2-0.1-0.4-0.1-0.4+0.5)=48

 

Rank 11 Utility Powers [11]

Circle of Protection

You create a 2 yard area of protection that lasts 6 seconds. Any attacks from the outside have to deal with 10 extra DR. The Circle stops movement too. Anyone moving from the outside must force their way in. Those who try this as a free action (allowed once per turn) roll thrust damage. Those who use Attack, Move and Attack, or All-Out Attack to blast their way in roll their attack’s usual damage. If damage exceeds DR, they make an opening large enough to step through. This closes at the end of their turn, and doesn’t weaken the Circle.

DR 10 [50]; Force Field (+20%); Affects Others (+50%); Area Effect 2y (+50%); Daily (-40%); Arcane Power (-40%); Emergencies Only (-30%); Reduced Duration 1/10 (-20%);

50*(1+0.2+0.5+0.5+0.2-0.4-0.4-0.3-0.2)=55.0

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