Preview for new classes

 Place where I put unfinished classes so we can play them before I finish them.

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 Warlock

Warlock Disadvantage:

Every Warlock makes a pact with some entity for his powers. This is represented by the Duty disadvantage.

Duty: Patron, Involuntary, Extremely Hazardous, 6 or less [-10]

If you fail to perform your duty to your patron, you cannot use your Warlock Powers until you atone in a suitable way.

This means that their version of "Arcane Power" modifier will sometimes be -50% to simplify notations.

 

Warlock Advantages:

Occultist [5/level]

Each level of Occultist grants you +1 to Exorcism, Hidden Lore (Demons, Spirits, Undead, Elementalism, Cosmic), Occultism, Psychology (Demons), Religious Ritual, and Theology. You also get +1 per level on reaction rolls with demons. It is the pre-requisite for Warlock Powers. You cannot have powers of a rank higher than your Occultist level.

 

Eldritch Blast [7]

Make an attack against a target within (Will) yards. If you hit, the target takes Major Piercing Damage.

Natural Attack Piercing [5]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range 2 (+5%); Arcane Power (-40%); Swing Only (+20%); Pact (-10%); No knockback (-10%);

5*(1-0.2-0.4+1-0.15+0.5-0.4+0.2-0.1-0.1)=6.75

 

Eldritch Blast Upgrades

Upgrades are permanent. You cannot change, for example, damage types at will. If you wish to have different damage types, buy a second eldritch blast. After adding up all the costs, divide the cost of the cheaper blast by 5.

  • Draconic Blast: You may change the damage type of your Eldritch Blast
    • Cold [2]: Damage type changes to Burn, with no incendiary component, and target must make an HT check (with a -1 penalty per 2 damage caused) or take a -2 DX penalty for 20-HT minutes. (Add Side Effect: -2 DX (+70%) and No incendiary (-10%); (5*0.6)=3.0 )
    • Fire [0]: Damage type changes to burn.
    • Crushing Blast [0]: Damage type changes to Crushing.
    • Lightning [1]: Damage changes to burn, and has a change to disable mechanical types or those with the electrical disadvantage. (Add Surge (+20%); 5*20%=1)
    • Acid [7]: Changes the damage type to Corrosive; Also double the point cost of all the other upgrades. (Base cost changes from 5 to 10)
    • Impaling [4]: Changes the damage type to Impaling; Also multiply all upgrade prices by 1.6. (Base cost changes from 5 to 8)
  • Hellish Blast [2]: The damage type changes to Burn, and you deal +1/die damage. (Add +1/die (+60%); 5*60%=3)
  • Accurate Blast [1]: Add 3 to the accuracy of your Blast; (Remove Inaccurate 3; 15%*5=0.75)
  • Long Range Blast [2]: Max range changes to be equal to Will x10. (Add Increased range x10; 30%*5=1.5)
  • Double Blast [1]: You shoot two Eldritch Blasts at the same time using the Dual Attack option, one from each hand. They have the usual penalties for dual wielding and off-hand penalties, which can be reduced with the appropriate techniques/perks/advantages. (Remove Single; 20%*5=1 )

 

Warlock's Curse [3]

As a free action when you see an enemy for the first time, or when an enemy dies, you place a Warlock's Curse on the closest enemy. You gain 1d6 Extra Damage on all damage rolls whenever you attack that enemy. The Warlock's Curse lasts until the target dies. You can place multiple Warlock's Curses, but manually placing an extra curse is takes an attack action.

Innate attack tox 1 [1]; No wounding (-50%); Arcane Power (-40%); Pact (-10%); Cosmic No roll (100%); Emergencies Only (-30%); Accessibility: When an enemy appears or when an enemy dies (-10%); Reflexive (+40%); Special Effect: Enemy is "Cursed" and counts as cursed for other powers that target only cursed enemies (+0%); Aspected: Combat Only (-20%); Selective Enhancements (+20%);

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

Innate Attack, Varies [8]; Arcane Power (-40%); Pact (-10%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Universal (+50%); Accessibility: cursed enemy only (-30%)

(1*8)*(1-0.4-0.1-0.2-0.3+0.5-0.3)=1.6

Full Cost: 1.6+1=2.6

 

Prime Shot [4]

If none of your allies are closer to the enemy than you are, you have +1 to hit against that enemy.

+1 DX [20]; Accessibility: Only if you're the closest ally (-30%); Attack Bonus Only (-50%); Pact (-10%);

20*(1-0.3-0.5-0.1)=2.0  Min 20*0.2=4

 

Shadow Walk [4]

Whenever you move more than 3 yards in a single second, you are obscured, increasing darkness penalties to target you by -3.

Obscure 3 [6]; Defensive (+50%); No Area Effect (-50%); Accessibility: minimum speed 3y/sec (-30%);  Pact (-10%);

6*(1+0.5-0.5-0.3-0.1)=3.6

 

Darkspiral Aura[2]

Whenever a target of your Warlock's Curse dies, your aura activates, and when an enemy attacks you, it takes 1d6 damage. Then the Aura deactivates.

Innate Attack 1d6, any [8]; Emergencies Only (-30%); Melee (-30%); Trigger: Target of Warlock's Curse dies (-30%); Accessibility: when an enemy attacks you (-20%); Reduced Duration 1/60 (-35%); Aura (+80%); Pact (-10%);

8*(1-0.3-0.3-0.3-0.2-0.35+0.8-0.1)=2.0

 

Soul Step [8]

Whenever a target of your Warlock's Curse dies, you gain a Teleport Move equal to your Speed for 1 second.

Teleportation [40]; Trigger: Target of Warlock's Curse dies (-30%); Arcane Power (-40%); Reduced Duration 1/60 (-35%); Pact (-10%);

40*0.2=8

 

Soul Feast [4]

Whenever a target of your Warlock's Curse dies, you gain 4 DR for 1 second.

DR 4 [20]; Trigger: Target of Warlock's Curse dies (-30%); Arcane Power (-40%); Reduced Duration 1/60 (-35%); Pact (-10%);

20*0.2=4

 

Dire Fate [4]

Whenever a target of your Warlock's Curse dies, you gain +1 to DX for 1 second.

DX +1 [20]; Trigger: Target of Warlock's Curse dies (-30%); Arcane Power (-40%); Reduced Duration 1/60 (-35%); Pact (-10%);

20*0.2=4

 

Hidden Lore [4]

Whenever a target of your Warlock's Curse dies, you become invisible for 1 second. Doesn't work if you're at medium Encumbrance or heavier.

Invisibility [40]; Trigger: Target of Warlock's Curse dies (-30%); Arcane Power (-40%); Reduced Duration 1/60 (-35%); Can Carry Objects: Light (+20%); Pact (-10%);

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

 

Warlock Powers

All Warlock powers have Occultist as a pre-requisite, and they all use the Arcane Power Source. Each power costs [1] per rank. You may only buy powers of a rank equal or lower to your level in Occultist.

Minor and Major Damage: When you see a power referring to Minor or Major damage, it means, Thrust based on Will and Swing based on Will, respectively.

 

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]:

Hellish Rebuke

Make an attack against a target within 5 yards. If you hit, the target takes 1d6 burn damage, and must make an HT check. If he fails, whenever you take damage it takes 1d6 damage. This effect lasts 1 second.

Innate Attack 1d6, burn [5]; Range is 10y (-30%); Range 5y (-10%); Emergencies Only (-30%); Arcane Power (-40%); Side Effect: debuff (182%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%);  Pact (-10%);

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

-60*(1+1.2)=-132

4*(1-0.3-0.3-0.1+1-0.3-0.4)=2.4

5*(1-0.3-0.1-0.3-0.4+1.82-0.15+0.15-0.4-0.1)=6.1

 

Chromatic Bolt

Make an attack against a target within (Will) yards. If you succeed, the target takes Minor Tox Damage, and one target adjacent to the original takes 1d6 tox damage. The only way to avoid that is to get out of the area of the effect.

Natural Attack tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); Arcane Power (-50%);

4*(1-0.2-0.4-0.3+1-0.15+0.05-0.5)=2.0

Innate Attack 1d6, Tox [4]; Emergencies Only (-30%); Follow-Up (0%); AoE: 1y (+25%); Nuisance Effect: Only against a different target (-5%); Arcane Power (-50%);

4*(1-0.3+0.25-0.05-0.5)=1.6

Full Cost: 2+1.6=3.6

 

Rank 2 At-Will powers [2]:

Eyebite

Make a Thaumatology vs HT Quick Contest against a target within 5 yards. If you succeed, the target takes 1d6 damage and cannot see you for 1 second.

Innate Attack 1d6, tox [4]; Range is 10y (-30%); Range 5y (-10%); Malediction (+100%); Emergencies Only (-30%); Arcane Power (-40%);  Pact (-10%);

4*(1-0.3-0.3-0.1+1-0.3-0.4-0.1)=2.0

Obscure 10 [20]; Accessibility: Only to hide caster (-20%); No Area Effect (-50%); Ranged (+50%); Reduced Duration 1/10 (-20%); Linked (+10%); Emergencies Only (-30%); Arcane Power (-30%);

20*(1-0.2-0.5+0.5-0.2+0.1-0.3-0.3)=2.0 Min 20*0.2=4

Full Cost: 2+4=6

 

Dire Radiance

Make an attack against a target within 5 yards. If you hit, the target takes 1d6 radiant burn damage, and must make an HT check. If he fails, whenever it moves closer to you it takes 1d6 damage. This effect lasts 1 second.

Innate Attack 1d6, burn [5]; Range is 10y (-30%); Range 5y (-10%); Emergencies Only (-30%); Arcane Power (-40%); Side Effect: debuff (182%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Pact (-10%);

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

-60*(1+1.2)=-132

4*(1-0.3-0.3-0.1+1-0.3-0.4)=2.4

5*(1-0.3-0.1-0.3-0.4+1.82-0.15+0.15-0.4-0.1)=6.1

 

Eldritch Strike

After a successful melee attack, make a Thaumatology check. If you succeed, deal extra 14 knockback, you can pick any direction for the knockback.

Innate Attack 2d6, Cr [10]; Emergencies Only (-30%); Follow-Up Universal (+50%); No Blunt Trauma (-10%); No Wounding (-50%); Arcane Power (-40%);

10*(1-0.3+0.5-0.1-0.5-0.4-0.1)=1.0 Min 10*0.2=2

 

Hand of Blight

Make an attack against a target within (Will) yards. If you hit, the target takes Major Tox Damage, and must make an HT check (at -1 per 2 damage past DR). If he fails, it is Easy to Hit. Any attacks against it have a +2 bonus to attack rolls. This effect lasts 1 second.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Arcane Power (-40%); Swing Only (+20%); Side Effect: debuff (70%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Pact (-10%);

Debuff is  Easy To Hit 2 [-20]

4*(1-0.2-0.4+1-0.4+0.2+0.7-0.15+0.15-0.4-0.1)=5.6

 

Rank 3 At-Will powers [3]:

Gift to Avernus

Make an a Quick Contest of Thaumatology vs HT against a target within (Will) yards. If you win, the target suffers Major Burn Injury.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Arcane Power (-40%); Swing Only (+20%); Pact (-10%); Malediction (+100%);

5*(1-0.2-0.4+1-0.15+0.5-0.4+0.2-0.1+1)=12.25

 

Echoing Dirge

Make an a Quick Contest of Thaumatology vs Will against a target within (Will) yards. If you win, the target suffers Major Crushing Sound Injury with Double Knockback.

Natural Attack Crushing [5]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Arcane Power (-40%); Swing Only (+20%); Pact (-10%); Malediction (+100%); Double Knockback (+20%); Will Based (+20%);

5*(1-0.2-0.4+1-0.15+0.5-0.4+0.2-0.1+1+0.2+0.2)=14.25

 

Rank 1 Encounter Powers [1]

Vampiric Embrace

Make a quick contest of Thaumatology vs Will against one target within 5 yards. If you win, the target suffers 1d6 injury and you get 3 Ablative DR for 1 minute.

Innate Attack 1d6, Cr [4]; Emergencies Only (-30%); Range is 10y (-30%);Range 5y (-40%);Malediction (+100%); Arcane Power (-50%); 1/scene (-20%); Vs Will (+20%);

4*(1-0.3-0.3-0.4+1-0.5-0.2+0.2)=2.0

DR 3 [15]; Ablative (-80%); Accessibility: After hitting (-10%); 1/scene (-20%);Force Field (+20%);

Full Cost: 2+3=5

 

Witchfire

Make an attack against a target within (Will) yards. If you succeed, the target takes Minor Burn Damage plus extra 1d6 and has -5 on all attack rolls for 1 second.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); Arcane Power (-50%); 1/scene (-20%); Linked (+10%);

5*(1-0.2-0.4-0.3+1-0.15+0.05-0.5-0.2+0.1)=2.0

Innate Attack 1d6, Burn [5]; Emergencies Only (-30%); Follow-Up (+0%); Arcane Power (-50%); 1/scene (-20%);

5*(1-0.3-0.5-0.2)=0.0 Min 5*0.2=1

Obscure 5 [10]; Ranged (+50%); No Area Effect (-50%); Targeting (-20%); 1/scene (-20%); Arcane Power (-50%); Linked (+10%); Reduced Duration 1/10 (-20%);

10*(1+0.5-0.5-0.2-0.2-0.5+0.1-0.2)=0 Min 10*0.2=2

Full Cost: 2+1+2=5

 

Flickering Venom

Make an attack against a target within (Will) yards. If you succeed, the target takes Minor Tox Damage. If the attack manages to get through DR, the target takes additional Major Tox Damage.

Natural Attack Tox[4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); Arcane Power (-50%); 1/scene (-20%); Range is 5y (-10%);

4*(1-0.2-0.4-0.3+1-0.15+0.05-0.5-0.2-0.1)=0.8

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+0%); Arcane Power (-50%); 1/scene (-20%); Swing Only (+0.2);

4*(1-0.2-0.4-0.3-0.5-0.2+0.2)=-1.6  Min 4*0.2=0.8

Full Cost: 0.8+0.8=1.6

 

Clarion Call

You emit a 60° cone with a length of 5 yards. Anyone in the cone takes Major Crushing Sound Damage +1/die.

Natural Attack any [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Arcane Power (-50%); 1/scene (-20%); Cone 6 (+60%); Swing Only (+20%); +1/die (+0.6);

5*(1-0.2-0.4-0.3-0.5-0.2+0.6+0.2+0.6)=4

 

Arms of Hadar

All creatures within 4 yards of you take Major Crushing Damage with Double Knockback.

Natural Attack any [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Arcane Power (-50%); 1/scene (-20%); AoE 4y (+100%); Emanation (-20%); Double knockback (+20%); Swing Only (+20%);

5*(1-0.2-0.4-0.3-0.5-0.2+1-0.2+0.2+0.2)=3

 

Sprite War Call

Make an attack against a target within (Will) yards. If you succeed, the target takes Minor Tox damage and must make an HT check (-1 per 2 damage past DR) or take the following penalties: -3 basic move and Easy to Hit 2 for 1 second. If any damage makes it past DR, the target takes Minor Tox Damage again.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%);

Range 1/2 (-10%); Arcane Power (-50%); 1/scene (-20%); Side Effect: Debuff (+85%); Reduced Duration 1/100 (-40%);

Debuff is: Basic Move -3 [-15]; and Easy To Hit 2 [-20]

4*(1-0.2-0.4-0.3+1-0.15+0.05-0.1-0.5-0.2+0.85-0.4)=2.6

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up (+0%); 1/scene (-20%); Arcane Power (-50%);

4*(1-0.2-0.4-0.3-0.2-0.5)=-2.4 Min 4*0.2=0.8

Full Cost: 2.6+0.8=3.4

 

Cruel Bounty

Make an attack against a target within (Will) yards. If you succeed, the target takes Major plus Minor Burn Damage and must make an HT check (-1 per 2 damage past DR) or he is cursed with Easy To Hit 2 for 1 second.

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%);

Range 1/2 (-10%); Swing Only (+20%); Arcane Power (-50%); 1/scene (-20%);  Side Effect: easy to hit 2 (70%); Reduced Duration 1/100 (-40%); Linked (+10%);

5*(1-0.2-0.4-0.3+1-0.15+0.05-0.1+0.2-0.5-0.2+0.7-0.4+0.1)=4.0

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Arcane Power (-50%); 1/scene (-20%); Linked (+10%);

5*(1-0.2-0.4-0.3-0.5-0.2+0.1)=-2.5 Min 5*0.2=1

Full Cost: 4+1=5

 

Unseelie Sprites

You conjure tiny unseelie sprites to attack your enemies with poison tipped spears. All enemies within 4 yards of you take Minor Piercing Damage. If any damage makes it past DR, the targes also take 3d6 tox damage.

Natural Attack Pi [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Arcane Power (-50%); 1/scene (-20%); AoE 4y (+100%); Emanation (-20%);  Selective Area (+20%);

5*(1-0.2-0.4-0.3-0.5-0.2+1-0.2+0.2)=2.0

Innate Attack 3d6, Tox [12]; Emergencies Only (-30%); Follow-Up Universal (+0%); Arcane Power (-50%); 1/scene (-20%);

12*(1-0.3-0.5-0.2)=0.0 Min 12*0.2=2.4

Full Cost: 2+2.4=4.4

 

Howl of Doom

As an attack action, project a 60° cone up to 3 yards. Every creature in the area takes Major Thunder Crushing Damage +1/die with double knockback

Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +1/die (+60%); AoE 60° Arc lv 4 (40%); Emanation (-20%); Double Knockback (+20%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%);

5*(1-0.2-0.4-0.3+0.2+0.6+0.4-0.2+0.2-0.2-0.1-0.4)=3.0

 

Rank 2 Encounter Powers [2]

Dreadful Word

Make a quick contest of Thaumatology vs Will against one target within 5 yards. If you win, the target suffers 1d6 injury and -2 to Will for 1 second.

Innate Attack 1d6, Cr [5]; Emergencies Only (-30%); Range is 10y (-30%);Range 5y (-40%);Malediction (+100%); Arcane Power (-50%); 1/scene (-20%); Vs Will (+20%);

5*(1-0.3-0.3-0.4+1-0.5-0.2+0.2)=2.5

Rapier Wit [5]; Words of Power (+100%); Debuff (+10%) Short Range 2 (-20%); Max Range 5y (-40%); Based on DX, Own Roll (+20%); Emergencies Only (-30%); Accessibility: After a hit (-10%):

Debuff is: -2 to Will [-10]

5*(1+1+0.1-0.2-0.4+0.2-0.3-0.1)=6.5

Full Cost: 2.5+6.5=9

 

Fiery Bolt

Make a ranged attack with range equal to Will. If you miss, roll scatter. The main target takes Major Damage+4d6 Burn Damage, and all creatures adjacent to that target take 4d6 burn damage.

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Swing Only (+20%); 

5*(1-0.2-0.4+1-0.15+0.05-0.2-0.1-0.4-0.3+0.2)=2.5

Innate Attack 4d6, burn [20]; Emergencies Only (-30%); Follow-Up (+0%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); AoE 2y (+50%);

20*(1-0.3-0.2-0.1-0.4-0.3+0.5)=4.0

Full Cost: 4+2.5=6.5 

 

Darkworm Feast

Make a quick contest of Thaumatology vs Will against one target within (Will) yards. If you succeed, the target takes Minor Tox damage, and -3 to Basic Move.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Malediction (+100%); Arcane Power (-50%); 1/scene (-20%); Vs Will (20%);

4*(1-0.2-0.4-0.3+1+1-0.5-0.2+0.2)=6.4

Rapier Wit [5]; Words of Power (+100%); Debuff (+15%) Short Range 2 (-20%); Max Range 5y (-40%); Based on DX, Own Roll (+20%); Emergencies Only (-30%); Accessibility: After a hit (-10%): Arcane Power (-50%); 1/scene (-20%);

Debuff is: -3 basic move [-15];

5*(1+1+0.15-0.2-0.4+0.2-0.3-0.1-0.5-0.2)=3.25

Full Cost: 6.4+3.25=9.65

 

Chains Of Levistus

Make an attack against a target within 5 yards. If you hit, the target takes 1d6 burn damage, and must make an HT check. If he fails, whenever it moves it takes 1d6 damage. This effect lasts 1 second.

Innate Attack 1d6, burn [5]; Range is 10y (-30%); Range 5y (-10%); Emergencies Only (-30%); Arcane Power (-40%); Side Effect: debuff (182%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Pact (-10%); 1/scene (-20%)

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

-60*(1+1.2)=-132

4*(1-0.3-0.3-0.1+1-0.3-0.4)=2.4

5*(1-0.3-0.1-0.3-0.4+1.82-0.15+0.15-0.4-0.1-0.2)=5.1

 

Shadow Tentacles

Icy tentacles strike your foes. Make an attack against a target within (Will) yards. If you miss, roll scatter. Anyone within 2 yards of the target takes Minor Cold Damage, and must make an HT check (-1 per 2 damage past DR) or take -3 to their Basic Move.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); AoE 2y (+50%); No incendiary (-10%); Arcane Power (-50%); 1/scene (-20%); Swing (+20%); Side Effect -3 basic move (65%);

5*(1-0.2-0.4-0.3+1-0.15+0.05+0.5-0.1-0.5-0.2+0.65)=6.75

 

Cursebite

Make a Quick Contest of Thaumatology vs HT against each cursed target you can see. Whomever you hit suffers Minor Toxic Injury that ignores DR. Unlike other Quick Contests, use normal range penalties, not -1 per yard.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Malediction (+150%); Arcane Power (-50%); 1/scene (-20%); Rate of Fire 15 (+100%); must hit different targets (-20%); Accessibility: Only Cursed Targets (-30%); Vision Based, Reversed (-20%);

4*(1-0.2-0.4-0.3+1+1.5-0.5-0.2+1-0.2-0.3-0.2)=8.8

 

Eldritch Rain

Make two ranged attacks with range equal to Will. The targets takes Major damage +2/die.

Natural Attack tox [4]; Cannot Parry (-40%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Swing Only (+20%);

4*(1-0.4+1-0.15+0.05-0.2-0.1-0.4-0.3+0.2+1.2)=7.6

Dual Wield Tech [4]; 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

4*(1-0.8)=0.8

Full Cost: 7.6+0.8=8.4

 

Frigid Darkness

Make a ranged attack with range equal to Will. The target takes Major Cold damage +2/die. In addition, any attacks made against the target have a bonus of +4 to hit.

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); No Incendiary (-10%);

5*(1-0.2-0.4+1-0.15+0.05-0.2-0.1-0.4-0.3+0.2+1.2-0.1)=8.0

Obscure 4 [8]; Ranged (+50%); No Area Effect (-50%); Targeting (-20%); Inverted (+0%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

8*(1*0.2)=1.6

8+1.6=9.6

 

Void Blast

You emit a 60° cone with a length of 5 yards. Those in the cone take Major Cold damage. In addition, the area of the cone is obscured, giving -8 Darkness Penalties.

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Cone 6 (60%); Linked (+10%); Swing Only (+20%);

5*(1-0.2-0.4+1-0.15+0.05-0.2-0.1-0.4-0.3+0.6+0.1+0.2)=6

Obscure 8 [16]; Cone 6 (60%); Ranged (+50%); No AoE (-50%); Linked (+10%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

16*(1-0.6+0.5-0.5+0.1-0.2-0.1-0.4-0.3)=-9.6 Min 16*0.2=3.2

Full Cost: 6+3.2=9.2

 

Lure of Loyalty

Make a quick contest of Thaumatology vs Will of a target within (Will/2) yards. If you win the target is compelled to guard you for the next second, attacking anyone that attacks you in any way it can.

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%); Max Range 5 yards (-50%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

50*0.2=10

 

Nypacian Serpents

Make a ranged attack with range equal to Will. If you hit, the target takes Major Tox Damage +4d6, and the next time it is attacked, it takes Minor Damage that ignores DR.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Swing Only (+20%);

4*(1-0.2-0.4-0.3+1-0.15+0.05-0.2-0.1-0.4+0.2)=2.0

Innate Attack 1d6, tox [4]; Emergencies Only (-30%); Follow-Up (+0%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%);

12*(1-0.3-0.2-0.1-0.4)=0.0 Min 12*0.2=3.2

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up (+0%); Triggered Cyclic (+80%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%);

Triggered Cyclic is Cyclic 1 (+100%); With Trigger: When target is attacked, Common (-20%); 100*(1-0.2)=80

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

Full Cost: 2+3.2+0.8=6

 

Shadow Strangler

Make a ranged attack with range equal to Will. If you hit, the target takes Major Crushing Damage +4d6, a penalty of 4 on all their attack rolls for 1 second, and the next time it attacks, it takes Minor Damage that ignores DR.

Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+1-0.15+0.05-0.2-0.1-0.4+0.2)=2.5

Innate Attack 1d6, tox [4]; Emergencies Only (-30%); Follow-Up (+0%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%);

12*(1-0.3-0.2-0.1-0.4)=0.0 Min 12*0.2=3.2

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up (+0%); Triggered Cyclic (+80%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%);

Triggered Cyclic is Cyclic 1 (+100%); With Trigger: When target is attacked, Common (-20%); 100*(1-0.2)=80

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

Obscure 4 [8]; No Area Effect (-50%); Defensive (+50%); Ranged (+40%); Linked (+10%); Range is 5y (-40%); Targeting (-20%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

8*(1-0.5+0.5+0.4+0.1-0.4-0.2-0.2-0.1-0.4-0.3)=-0.8 min 8*0.2=1.6

Full Cost: 2.5+3.2+0.8+1.6=8.1

 

Far Realm Phantasm

Make a quick contest of Thaumatology vs Will against a target within Will/2 yards. If you win, the target takes Minor Damage and is stunned.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Range 1/2 (-10%); Malediction (+100%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Based On IQ, own roll (+20%); based on Will (+20%);

4*(1-0.2-0.4+1-0.1+1-0.2-0.1-0.4-0.3+0.2+0.2)=6.8

Affliction [10]; Follow-up (+100%); Fixed Duration (+0); Emergencies Only (-30%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%);

10*(1-0.3-0.2-0.1-0.4)=0.0 Min 10*0.2=2

Full Cost: 6.8+2=8.8

 

Sorcerer King's Decree

Make an attack with range Will/2. If you hit, the target takes Major Lightning Burn Damage +2/die, with a follow-up Minor Crushing Damage with double knockback that affects the target and all creatures adjacent to the target.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); Range 1/2 (-10%); Swing Only (+20%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); +2/die (+120%);

5*(1-0.2-0.4-0.3+1-0.15+0.05-0.1+0.2-0.2-0.1-0.4+1.2)=8.0

Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up (+0%); AoE 360° lv 2 (+50%); double Knockback (+20%);1/scene (-20%); Pact (-10%); Arcane Power (-40%);

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

Full Cost: 8+1=9

 

Pall of Darkness

Make an attack with range equal to will. If you hit, the target takes Major Tox Damage +2/die and must make an HT check (-1 per 2 penetrating damage) or be blinded for 1 second.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%);Swing Only (+20%); +2/die (+120%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Side Effect Blind (+100%); Reduced Time 1/100 (-40%);

4*(1-0.2-0.4-0.3+1+0.2+1.2-0.2-0.1-0.4+1-0.4)=9.6

 

Rank 3 Encounter Powers [3]

Worms

You summon ethereal worms on top of your target, and they suck it vitality and send it to you. Make a ranged attack with range equal to Will. The target takes Major Toxic Damage +1/die. In addition, you regain 8 hit points.

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Swing Only (+20%); Linked (+10%); +1/die damage (60%);

4*(1-0.2-0.4+1-0.15+0.05-0.2-0.1-0.4-0.3+0.2+0.1+0.6)=4.8

Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); FP Cost reduced 4 (+80%); Capped FP 4 (-20%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

30*(1-0.1-0.2+0.8-0.20-0.2-0.1-0.4-0.3)=9.0

Full Cost: 4.8+9=13.8

 

Hands of Ihbar

Make a ranged attack with range equal to Will. The target takes Major Cold damage +2/die. In addition, the target must make an HT check (at -1 per 2 damage past DR) or he takes a -4 penalty to his basic move for 20-HT minutes.

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); No Incendiary (-10%); Side Effect: -4 basic move (+70%);

5*(1-0.2-0.4+1-0.15+0.05-0.2-0.1-0.4-0.3+0.2+1.2-0.1+0.70)=11.5

 

Otherwind Stride

Deal Minor Damage against all adjacent creatures, then you teleport a number of yards equal to Basic Speed (round down).

Teleportation, 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Linked (+10%);

40*(1-0.2-0.1-0.4-0.3+0.1)=4 Min 40*0.2=8

Natural Attack tox [4]; Single (-20%); Cannot Parry (-40%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Area of Effect 2y (+50%); Side Effect: Sessile (+80%); Linked (+10%);

4*(1-0.2-0.4-0.2-0.1-0.4-0.3+0.5+0.8+0.1)=3.2

Full Cost: 8+3.2=11.2

 

Rank 4 Encounter Powers [4]

Lure of Minauros

Make a quick contest of Thaumatology-1 vs Will of two targets within (Will/2) yards. If you win, the target suffers Minor Damage, then is compelled to make an attack against himself or another target on his turn.

Natural Attack tox [4]; Cannot Parry (-40%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Linked (+10%); Range 1/2 (-10%); Malediction (+100%);

4*(1-0.2-0.4+1-0.15+0.05-0.2-0.1-0.4-0.3+0.1-0.1+1)=5.2

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%); Max Range 5 yards (-50%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Area Effect 4y (+100%); Accessibility: Max 2 targets (-20%);

50*(1-0.1-0.4-0.1-0.4-0.5-0.2-0.1-0.4-0.3+1-0.2)=-35 Min 50*0.2=10

Full Cost: 10+5.2=15.2

 

Sign of Ill Omen

Make a quick contest of Thaumatology vs Will against a target within Will/2 yards. If you win, the target takes Minor Damage -1/die and the next attack roll it makes it will have to roll 3 times and pick the worst result.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Range 1/2 (-10%); Malediction (+100%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Based On IQ, own roll (+20%); Based on Will (+20%); -1/die (-30%);

4*(1-0.2-0.4+1-0.1+1-0.2-0.1-0.4-0.3+0.2+0.2-0.3)=5.6

Affliction [10]; Debuff (25%); Follow-up (+100%); Fixed Duration (+0); Emergencies Only (-30%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

Debuff is Villain Points [-5], plus recharge per scene [-20]

10*(1+0.25+1-0.3-0.2-0.1-0.4-0.3)=9.5

Full Cost: 5.6+9.5=15.1

 

All the Sand, All the Stars

Make a quick contest of Thaumatology vs Will against all creatures in a 60° arc up to 3 yards. Any creature that loses takes Minor Damage and is disoriented for 1 second.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Malediction (+100%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Based On IQ, own roll (+20%); Emanation (-20%); AoE 60° arc lv 3 (30%);

4*(1-0.2-0.4+1-0.1+1-0.2-0.1-0.4-0.3+0.2-0.2+0.3)=6.4

Affliction [10]; Follow-up (+100%); Fixed Duration (+0); Emergencies Only (-30%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Debuff (35%); Reduced Duration 1/100 (-40%);

Debuff is Disoriented

10*(1+1-0.3-0.2-0.1-0.4+0.35-0.4)=9.5

Full Cost: 6.4+9.5=15.9

 

Hero's Arrow

Make a ranged attack with range 10. If you hit, the target takes Major Piercing Damage +1/die and one ally adjacent to it recovers 4HP.

Natural Attack Pi [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%);Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); Swing Only (+20%); +1/die (+60%);

5*(1-0.2-0.4-0.3+1-0.15+0.5+0.2+0.6)=11.25

Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); Ranged (+40%); FP Cost reduced 2 (+40%);Capped FP 2 (-25%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Linked (+10%); Accessibility: After a hit (-20%);

30*(1-0.1-0.2-0.3+0.4+0.4-0.25-0.2-0.1-0.4+0.1-0.2)=4.5 Min 30*0.2=6

Full Cost: 11.25+6=17.25 

 

Rank 5 Encounter Powers [5]

Mire the Mind

Make a quick contest of Thaumatology vs Will against a target within Will/2 yards. If you win, the target takes Minor Damage and you and all allies are invisible to the target.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Range 1/2 (-10%); Malediction (+100%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Based On IQ, own roll (+20%); Based on Will (+20%);

4*(1-0.2-0.4+1-0.1+1-0.2-0.1-0.4-0.3+0.2+0.2)=6.8

Affliction [10]; Follow-up (+100%); Fixed Duration (+0); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Debuff (40%);

Debuff is Blindness [-50]; Aspected: Only vs specific targets (-25%); 50*(1-0.25)=37.5

10*(1+1-0.2-0.1-0.4-0.3+0.4)=14

Full Cost: 6.8+14=20.8

 

Infernal Moon Curse

Make an IQ based Grappling check against a creature within 10 yards that weights up to 1000lbs. If you hit, deal 2d6 crushing damage to the body part you grappled, then you lift up the creature 1 yard up, leaving it floating there for 1 second before releasing it.

Telekinesis 18 [90]; 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Reduced time 2 so it can do a two-handed lift in 1 second (+40%);  Grappling Only (-20%); Based on IQ, own roll (+20%); Reduced Duration 1/60 (-35%);

90*(1-0.2-0.1-0.4-0.3+0.4-0.2+0.2-0.35)=4.5 Min 90*0.2=18

Rapid Strike 2 [12]; 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

12*(1-0.2-0.1-0.4-0.3)=0 Min 12*0.2=2.4

Full Cost: 18+2.4=20.4

 

Death's Commands

Make a quick contest of Thaumatology vs Will against a target within Will/2 yards. If you win, the target takes Minor Damage and is Disoriented for 1 second. If the target is undead, it cannot move for 1 second.

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Ranged (+100%); Range 1/2 (-10%); Malediction (+100%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Based On IQ, own roll (+20%);

4*(1-0.2-0.4+1-0.1+1-0.2-0.1-0.4-0.3+0.2)=6

Affliction [10]; Follow-up (+100%); Fixed Duration (+0); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Debuff (35%); Reduced Duration 1/100 (-40%);

Debuff is Disoriented

10*(1+1-0.2-0.1-0.4-0.3+0.35-0.4)=9.5

Affliction [10]; Follow-up (+100%); Fixed Duration (+0); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%); Debuff (40%); Reduced Duration 1/100 (-40%); Accessibility: Undead Only (-40%);

Debuff is Sessile [-40]

10*(1+1-0.2-0.1-0.4-0.3+0.4-0.4-0.4)=6

Full Cost: 6+9.5+6=21.5

 

Acrid Decay

Make an attack with range equal to Will against 2 different targets. If you hit, the targets take Major Corrosive Damage +1/die and must make an HT check (-1 per 2 penetrating damage) or suffer -2 DX for 1 second.

Natural Attack Cor [10]; Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%);Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); Swing Only (+20%); +1/die (+60%); Side Effect: -2 DX (70%); Reduced Duration 1/100 (-40%);

10*(1-0.4-0.3+1-0.15+0.05+0.2+0.6+0.7-0.4)=23

Dual Attack Technique [4]; 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

4*(1-0.2-0.1-0.4-0.3)=0 Min 4*0.2=0.8

Full Cost: 23+0.8=23.8

 

Rank 6 Encounter Powers [6]

Mordant Rain of Dis

Make an attack with range equal to Will. If you hit, the target takes Major Corrosion Damage +1/die, and a secondary blast of acid causes Minor Damage to all creatures within 1 yard of the target.

Natural Attack Cor [10]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%);Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%);Swing Only (+20%); +1/die (+60%); Side Effect: Blind (+100%); Reduced Duration 1/100 (-40%);

10*(1-0.2-0.4-0.3+1-0.15+0.05+0.2+0.6+1-0.4)=24

Natural Attack Cor [10]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up (+0%); AoE 360° lv 2 (+50%);

10*(1-0.2-0.4-0.3+0.5)=6

Full Cost: 24+6=30

 

Pain to Pleasure

Make a ranged attack with range equal to Will and Rate of Fire 2 against two different creatures. If you hit, deal Major Burn Damage +2/die per hit. Each time you hit, recover 4HP.

Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); Capped FP 2 (-25%)FP Cost reduced 2 (+40%); Accessibility: hitting with Pain to Pleasure (-20%); Pact (-10%); Arcane Power (-40%); No repeat check penalty (+50%); Based on DX, own roll (+20%); Self Only (+0%);

30*(1-0.1-0.2-0.3-0.25+0.4-0.2-0.1-0.4+0.5+0.2)=16.5

Natural Attack burn [5]; Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%);Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); Rate of Fire 2 (+40%); Swing Only (+20%); +2/die (+120%);

5*(1-0.4-0.3+1-0.15+0.05+0.4+0.2+1.2)=15

Dual Attack: [4]; 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

4*(1-0.2-0.1-0.4-0.3)=0 Min 4*0.2=0.8

Full Cost: 16.5+10.5+0.8=27.8

 

Maggot Conduit

Make an attack with range equal to will. If you hit, the target and all creatures around it take Major Corrosive Damage +2/die. This power creates a zone of corrosion that keeps doing the same amount of damage on anyone that enters or starts their turn in the zone. The zone lasts 1 second.

Natural Attack Cor [10]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Swing Only (+20%); +2/die (+120%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); AoE 360° lv 2 (+50%); Persistent (+40%); Reduced Duration 1/10 (-20%);

10*(1-0.2-0.4-0.3+1+0.2+1.2-0.1-0.4+0.5+0.4-0.2)=27

 

Touch of Command

When an enemy makes an attack against you, make a quick contest of Thaumatology vs Will. If you win, the target is under your mind control. You can give the target one order, after which the target will no longer be under your control.

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%); Max Range 5 yards (-50%); 1/scene (-20%); Pact (-10%); Arcane Power (-40%); Emergencies Only (-30%);

50*0.2=10

Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%]; 1/scene (-20%); Pact (-10%); Arcane Power (-40%);

100*0.2=20

Full Cost: 20+10=30

 

Rank 1 Daily Powers [1]

Dread Star

Make an attack against a target within 10 yards. If you succeed, the target takes Major Radiant Burn Damage +4d6, and must make an HT check (-1 per 2 damage past DR) or be rooted to the ground and take a -1 Will penalty for 1 second.

Innate Attack 1d6, burn [10]; Emergencies Only (-30%); Range is 10y (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Daily (-40%); Arcane Power (-50%); Side Effect: Sessile and -1 Will (+95%); Reduced Duration 1/100 (-40%);

20*(1-0.3-0.3-0.15+0.15-0.4-0.5+0.95-0.4)=1.0  Min 20*0.2=4

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); Daily (-40%); Arcane Power (-50%); Swing Only (+20%);

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

Full Cost: 4+1=5

 

Flames Of Phlegetos

Make an attack against a target within 10 yards. If you succeed, the target takes 5d6 burn damage. If the target took at least 1 point of injury, the target's very flesh and clothes instantly catch fire, taking 1d6-1 damage per second until the fire is extinguished. Since the flesh itself is on fire, DR is completely ignored.

Innate Attack 5d6, burn [25]; Emergencies Only (-30%); Range is 10y (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Daily (-40%); Arcane Power (-50%); Burn: Cosmic, Up to Incendiary 3, (+100%) Incendiary 3, (+30%);

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

 

Contagion

Make an attack with range 10. If you hit, the target is poisoned for 10 seconds. Each second he must make an HT check or he takes 1d6 injury. Anyone that comes into contact with the Target must make an HT check or take 1d6 damage every second for 2 seconds.

Create 1 poison [5]; Ranged (+40%); Range 10 y (-30%), Inaccurate 3 (-15%); Arcane Power (-50%); Reduced FP Cost -2 (+40%); Daily (-40%);

10*(1+0.4-0.3-0.15-0.5+0.4-0.4)=4.5

 

Tyranny of Flame

Make a quick contest of Thaumatology vs HT of a target within 10 yards. If you win, the target takes Major Burn Damage plus Major Crushing Damage, is knocked prone, and cannot get up for 6 seconds. Every second it can make an HT check to attempt to get up.

Affliction [10]; Debuff (40%); Malediction (+100%); Max Range 10y (-30%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/30 (-30%); Emergencies Only (-30%); Daily (-40%); Arcane Power (-50%); Save Ends (-50%); Aspected: Combat only (-20%);

Debuff is: Legless [-40]

10*(1+0.4+1-0.3+0.2-0.3-0.3-0.4-0.5-0.5-0.2)=1.0 Min 10*0.2=2

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Malediction (+100%); Daily (-40%); Arcane Power (-50%); Aspected: Combat only (-20%); Swing Only (+20%)

5*(1-0.2-0.4-0.3+1-0.4-0.5-0.2+0.2)=1.0

Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Malediction (+100%); Daily (-40%); Arcane Power (-50%); Aspected: Combat only (-20%);

5*(1-0.2-0.4-0.3+1-0.4-0.5-0.2)=0.0 Min 5*0.2=1

Full Cost: 2+1+1=4

 

Prophecy of Zudun

Make a Thaumatology vs Will Quick Contest against an enemy within 10 yards. If you win, that enemy takes Major Damage, is Disoriented (-2 to all defenses and -1 step range, min 0) and takes -2 darkness penalties on all checks.

Affliction [10]; Debuff (33%); Malediction (+100%); Max Range 10y (-30%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/30 (-30%); Emergencies Only (-30%); Daily (-40%); Arcane Power (-50%); Save Ends (-50%);

Debuff is: Legless [-40]

10*(1+0.33+1-0.3+0.2-0.3-0.3-0.4-0.5-0.5)=2.3

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%);

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

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Malediction (+100%); Daily (-40%); Arcane Power (-50%); Swing Only (+20%);

4*(1-0.2-0.4-0.3+1-0.4-0.5+0.2)=1.6

Obscure 2 [4]; No Area Effect (-50%); Ranged (+50%); Daily (-40%); Arcane Power (-50%); Accessibility: Only when target is Disoriented (-20%);

4*(1-0.5+0.5-0.4-0.5-0.2)=-0.4 Min 4*0.2=0.8

2.3+1.6+0.8=4.7

 

Crowns of Stars

Make an attack against a target within 5 yards. If you succeed, the target takes Major Radiant Burn Damage, and must make an HT check (-1 per 2 damage past DR). If he fails, he is blinded for 1 second. In addition, for 6 seconds, you gain the Crown of Minor Stars power.

Affliction [10]; Buff (210%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/30 (-30%); Max Range 5 yards (-40%); Emergencies Only (-30%); Daily (-40%); Arcane Power (-50%); Aspected: Combat Only (-20%); Self Only (-50%);

Buff is Crown of Minor Stars [21];

10*(1+2.1-0.2-0.3-0.4-0.3-0.4-0.5-0.2-0.5)=3.0

 

Crown of Minor Stars

From Crown of Stars

As a free action once per second you may make an attack against a target in 10 yards. If you hit, the target takes 4 radiant burn damage.

Innate Attack 4, Burn [5]; Emergencies Only (-30%); Range is 10y (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Arcane Power (-50%);

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

Altered Time Rate [100]; Only to use Crown of Minor Stars (-30%); Arcane Power (-50%);

100*0.2=20

Full Cost: 1+20=21

 

Avernian Eruption

Make a ranged attack with range 10. If you miss, roll scatter. All creatures within 2 yards of the target hit take Major Burn Damage +3d6 Burn. If the targets took at least 1 point of injury, the target's very flesh and clothes instantly catch fire, taking 1d6-1 damage per second until the fire is extinguished. Since the flesh itself is on fire, DR is completely ignored.

Innate Attack 3d6, Burn [15]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range is 10y (-30%); 1/day (-40%); Pact (-10%); Arcane Power (-40%); AoE 360° lv 2 (+50%);

15*(1-0.3-0.15+0.15-0.3-0.4-0.1-0.4+0.5)=0.0 Min 15*0.2=3

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up (+0%); Cosmic, Up to Incendiary 2, (+50%) Incendiary 2, (+20%);1/day (-40%); Pact (-10%); Arcane Power (-40%);

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

Full Cost: 3+1=4

 

Rank 2 Daily Powers [2]

 

 

 

 

Rank 3 Daily Powers [3]

Hunger of Hadar

You create a zone of necrotic energies within 10 yards. The zone has a 2 yard radius. The zone blocks line of sight, and anyone that is in the zone must make an HT-5 check or take Major Damage that ignores DR. The zone lasts 10 seconds, and the effects repeat on anyone that ends their turn in the zone.

Obscure 10 [20]; Ranged (+50%); Range is 10 yards (-30%); 1/day (-40%); Pact (-10%); Arcane Power (-40%); Linked (+10%);

20*(1+0.5-0.3-0.4-0.1-0.4+0.1)=8.0

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%);Inaccurate 3 (-15%); Swing Only (+20%); 1/day (-40%); Pact (-10%); Arcane Power (-40%); Resistible -5 (-5%); Contact Agent (+150%);

4*(1-0.2-0.4-0.3+1-0.15+0.2-0.4-0.1-0.4-0.05+1.5)=6.8

Full Cost: 8+6.8=14.8

 

Rank 4 Daily Powers [4]

Armor of Agathys

You gain 10 Ablative DR, and any enemy within 2 yards of you takes Minor Burn Damage.

Natural Attack any [8]; Single (-20%); Emergencies Only (-30%); AoE 2y (+50%); Aura (+80%); 1/day (-40%); Arcane Power (-50%);

8*(1-0.2-0.3+0.5+0.8-0.4-0.5)=7.2

DR 10 Ablative [50]; 1/day with reduced time (-30%); Ablative (-80%); Force Field (+20%); Accessibility: When using Aura (-10%);

50*(1-0.3-0.8+0.2-0.1)=0.0 min 50*0.2=10

Full Cost: 7.2+10=17.2

 

Rank 5 Daily Powers [5]

Crown of Madness

Make a quick contest of Thaumatology vs Will against a target within 10 yards. If you win, the target must immediately make an attack against a creature of your choice. Every second, on his tun, the target can make a Will check to break free of your influence. If he fails, on your turn, you may order the target to attack another creature. The target can still act freely on his turns.

Rapier Wit [5]; Words of Power (+100%); Debuff (+200%) Short Range 2 (-20%); Max Range 10y (-30%); Emergencies Only (-30%); Accessibility: After a hit (-10%): Takes a Concentrate (-10%); Linked (+10%); 1/day (-40%); Pact (-10%); Arcane Power (-40%);

Debuff is: Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%]; Magic (-10%); 100*0.2=20

5*(1+1+2-0.2-0.3-0.3-0.1-0.1+0.1-0.4-0.1-0.4)=11

Mind Control [50]; Linked (+10%); Accessibility: Only while target is affected by rapier wit (-10%); 1/day (-40%); Pact (-10%); Arcane Power (-40%);

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

Full Cost: 11+10=21

 

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]

Shadow Veil

As a free action, you gain +6 to stealth checks for 1 second.

Stealth 2 [8]; 1/scene with reduced time (-15%); Arcane Power (-50%); Reduced Duration 1/100 (-40%);

16*(1-0.15-0.5-0.4)=-0.8  Min 24*0.2=4.8 

 

Fiendish Resilience

As a free action, you gain Ablative DR 5 for 1 minute.

DR 5 [25]; Ablative (-80%); Daily (-40%); Arcane Power (-50%); Force Field (+20%);

25*0.2=5

 

Beguiling Tongue

As a free action, you gain +5 to Fast Talk, Diplomacy, and Intimidate checks for 1 second.

Custom Talent 5 [25]; 1/scene with reduced time (-15%); Arcane Power (-50%); Reduced Duration 1/100 (-40%);

25*(1-0.15-0.5-0.4)=-1.25  Min 25*0.2=5

 

Spider Scuttle

As a free action, gain a +5 to Climbing Speed for 1 second.

Super Climbing [15]; Arcane Power (-50%); 1/scene with reduced time (-15%); Reduced Duration 1/60 (-35%);

15*(1-0.5-0.15-0.35)=0.0 Min 15*0.2=3

 

Eyes of the Spider Queen

As a free action, for 1 minute you have Darkvision

Dark Vision [25]; Daily with reduced Time 1 (-30%); Arcane Power (-50%);

25*(1-0.3-0.5)=5.0

 

Rank 2 Utility Powers [2]

Ethereal Stride

As a free action for one second you gain a teleport move equal to your speed.

Teleport [40]; 1/scene with reduced time (-15%); Reduced Duration 1/100 (-40%); Arcane Power (-50%);

40*(1-0.15-0.4-0.5)=-2.0 Min 40*0.2=8

 

Rank 3 Utility Powers [3]

Caiphon's Leap

When an enemy attacks you, you can teleport to avoid the attack. Make a Power Dodge against the attack. If you succeed, you teleport up to your Speed (round down) and dodge the attack.

Teleport [40]; 1/scene with reduced time (-15%); Reduced Duration 1/100 (-40%); Arcane Power (-50%); Reflexive (+40%);

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

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