1. Hero Creation >

4. Supernatural Powers

The worlds of heroic adventure are places of wonder, and part of the wonder is the supernatural, powers beyond the mundane and ordinary.

Powers are the province of adepts in True20, who can exchange feats for the ability to acquire and wield various powers.

Acquiring Powers

Adepts acquire powers like other heroes acquire feats. In fact, an adept can choose to exchange a feat to learn a power instead. Also like feats, some powers have prerequisites that must be met in order to acquire them. An adept can meet a power’s prerequisites and acquire it at the same level.

Power Rank

Adepts have a power rank that operates much like a skill rank, measuring the overall effectiveness of the adept’s powers. An adept’s power rank is their adept level +3, so a 1st-level adept has power rank 4. Mixed role characters use only their adept levels, not their total levels, for determining their power rank; it requires dedication to achieve true mastery of the supernatural arts.

Save Difficulty

Adepts also have a Difficulty used when subjects make saving throws against their powers. The base save difficulty is half the adept’s level (rounded up), plus 10. So a 1st-level adept has a power save Difficulty of 11 (1/2, rounded up to 1 + 10).

Key Ability

Choose a mental ability score (Intelligence, Wisdom, or Charisma) as the key ability for your adept’s powers. A hero’s total power bonus with any known power is their power rank + key ability score. Total save Difficulty is the base save Difficulty + key ability. So a 6th-level adept with Wisdom +4 as the key ability for her powers has a power bonus of (6 + 3 + 4) or +13 and a power save Difficulty of (10 + 3 + 4) or 17.

In some True20 settings, a particular key ability for powers has a certain meaning. For example, Intelligence-based powers may be arcane or magical, Wisdom-based powers spiritual, divine or holy (or unholy, as the case may be), and Charisma-based powers psychic or psionic. These distinctions (and their game effects, if any) are up to the Narrator as best suits the setting and story.

In some settings, the Narrator may also choose a single key ability for all supernatural powers, or assign specific key abilities to specific powers, as best suits the style of the setting.

See the genre chapters in this book for examples of how to tailor adepts and supernatural powers to suit a particular style of play.

Using Powers

There are a wide variety of powers that characters can wield in True20 games, but they all share certain common rules. Unless stated otherwise (in the power description, for instance) all powers follow these guidelines for use.


Wielding powers is primarily an act of will. Adepts often gesture or speak when using their powers, but this is not required. An adept can use powers with nothing more than intense concentration.

Using a power takes a particular amount of time, given in the power’s description. Most powers require a standard or move action in combat. Others require a full-round action or longer. Powers are subject to the normal rules regarding actions (see Chapter Six).

Power Checks

Some powers call for a check using the bonus of the power. This is the same as any other type of check: a die roll plus the power’s bonus against a Difficulty. The check result often determines the effectiveness of the power. Some powers do not require checks; they operate automatically. The power’s rank or bonus usually determines its effectiveness in these cases.

Taking 10 and Taking 20

An adept not rushed or under pressure can take 10 on a power check, unless the power’s description specifies otherwise. If the check carries no penalty for failure, the adept can take 20 as well. Taking 20 with a power check increases the power’s fatigue save Difficulty by +20 however, since it counts as twenty uses of a fatiguing power. This is virtually certain to fatigue most adepts. Additional notes on taking 10 and 20 with powers are included in the specific power descriptions.

A non-fatiguing power becomes fatiguing with a +20 bonus when you take 20 on the power check only if it says so under the power’s description. Otherwise assume taking 20 with a non-fatiguing power remains non-fatiguing. Taking 20 on a power check takes 20 times as long, just as with skills.

What Are Powers?

In True20, “power” is a general term for supernatural traits that characters and creatures may possess. Depending on the nature of the setting, powers could be magical, divine, technological, psychic, or psionic in nature. Perhaps even all or none of these! The key point is that powers are supernatural abilities not found in the ordinary world, and there are people (adepts) skilled in using them. The Narrator decides exactly which powers are available and appropriate in any given setting, and some powers may be restricted solely to Narrator characters.

Powers and Adepts

The ability to wield powers is the key advantage of the adept role. If you’re running a True20 game with no supernatural powers whatsoever (or at least no access to powers for the heroes), consider removing the adept role as an option for heroes as well, since players will find it considerably underpowered otherwise.

Note that you might find “adepts” in surprising places, however. A science-fiction setting, for example, might have psionic adepts with mental powers, but also “technomancers” able to interface with “miracle” nanomachines or hackers whose powers operate solely in the confines of a virtual reality computer network.


If you want to create a hero who just “dabbles” in the supernatural, having only one or two specialized powers, take just a level or two of adept for your hero for the powers, but focus primarily on another role. Experts and warriors with just a few levels of adept can have some interesting surprises up their sleeves.

Familiarity Difficulty Definition
Present +0 A subject visible to the naked eye or in physical or mental contact with the adept.
Very Familiar +5 A subject currently seen or sensed through another power, a close friend or relative, an item made by the adept or owned and used for at least a year, a place where the adept spent at least a year’s time.
Familiar +10 A subject the adept has been acquainted with for at least three months, a casual friend.
Somewhat Familiar +15 A subject the adept has been acquainted with for at least a week, reading someone else’s memory of a familiar subject.
Casually Familiar +20 A subject the adept has been acquainted with only briefly, reading someone else’s memory of a somewhat familiar subject.
Slightly Familiar +25 A subject the adept has only seen briefly or had described in detail.
Unfamiliar A subject totally unfamiliar and unknown to the adept and out of the adept’s line of sight or physical contact. Powers cannot be used on unfamiliar subjects.

Attack Rolls

Some powers require an attack roll to affect a target, particularly in the midst of combat. Any ability requiring an attack roll also takes at least a standard action and counts as the adept’s attack for that round. Powers requiring attack rolls are subject to the normal combat modifiers and can benefit from feats like Attack Focus.

Saving Throws

Powers affecting other creatures allow a saving throw against the adept’s Save Difficulty to reduce or overcome the power (see Save Difficulty, previously).

Adepts can choose to deliberately lower the save Difficulty of a power by reducing their effective adept level to as low as 1. This generally makes the power less effective (also lowering its rank), but makes it easier to resist any fatigue it may cause (see Fatigue later in this section).

Subjects of powers can choose to forego the saving throw, willingly accepting the power’s effects. This choice is made before the subject knows what that effect is! Be careful about allowing people to use their powers on you, unless you know and trust them…


Specific limitations on the range of a power are noted in its description.

Some powers transcend space, and even time, as we understand them; they can affect targets anywhere. However, using powers against targets out of sight and unfamiliar to the adept is difficult, effectively limiting the range of most powers to somewhat familiar targets or things in the adept’s line of sight.

If a power’s description doesn’t specify a range, assume it is line of sight.


An important factor for some powers is how familiar the subject is to the adept. In power descriptions mentioning a familiarity modifier, determine the relationship between the adept and the target on the Familiarity table and apply the appropriate modifier to the Difficulty of the power check. For example, using the Mind Touch power on a somewhat familiar target increases the Difficulty by +15.

Mental Contact

Some powers refer to the adept being in mental contact with the subject. This involves the use of the Mind Touch power, allowing the adept to contact another character’s mind. Subjects in mental contact are considered present to the adept in terms of familiarity, regardless of the physical distance between them (no increase in Difficulty). Mental contact does not count as line of sight for powers requiring it.

Powers that require mental contact also require it to maintain the power (unless the power description says otherwise). That means if the adept loses mental contact with the subject for any reason, the dependent power stops working as well.

Multiple Subjects

Although it is easiest to use a power on a single subject at a time, an adept can affect multiple subjects with the same power at once: lifting multiple objects, making mental contact with multiple minds, and so forth. This requires time, skill, and effort to achieve.

A character attempting to use a power on more than one subject at once increases the power and fatigue check Difficulties by +2 for every additional target. So, affecting three subjects at once is +4 on the power and fatigue check Difficulties. If the power does not require a check, then reduce the power’s saving throw Difficulty by 2 per additional subject. Additionally, the power requires a full-round action to use. If the power normally requires a full-round action or more, then it requires an additional full-round action.

The various subjects must all be within range. If the power requires mental contact, then the user must be in mental contact with all subjects. The Narrator has the final say on whether a power can affect more than one subject at a time and, if so, how many.

The Widen Power feat also allows an adept to affect more than one target with a power at once.


Some powers are fatiguing, putting a strain on the adept’s mind and body. When an adept uses a fatiguing power, make a fatigue save. This is a Will saving throw against Difficulty equal to the power’s base save Difficulty, or 10 plus half the adept’s level, rounded up. (Note the power’s key ability is not added to this Difficulty, unlike the power’s saving throw Difficulty.)

A successful save results in no ill effect on the adept. A failed save means the adept suffers a level of fatigue. See Fatigue in Chapter Six.

Rapid use of powers in a short period of time takes a toll on an adept, and makes it harder and harder to stave off fatigue. Every time an adept uses a fatiguing power within an hour’s time, the Difficulty of any successive fatigue save for using powers (of any type) increases by 1. For example, an adept uses a fatiguing power, making a fatigue save against the normal Difficulty. A minute later, the adept uses another fatiguing power. This time the Difficulty of the fatigue save is 1 higher. Use of certain powers in rapid succession can tire out even the most powerful adepts.

To eliminate the cumulative fatigue save modifier, an adept must refrain from using any fatiguing powers for at least an hour. The adept doesn’t need to physically rest during that time, just avoid any further uses of fatiguing powers. At the end of the hour, the accumulated penalty is removed.

An adept can also use the role’s core ability to spend a Conviction point at any time to eliminate the cumulative fatigue save modifier, setting it back to +0.

Maintaining Powers

Some powers can be maintained; that is, their effects can continue at the same level achieved by the initial use. This maintenance requires at least a modicum of concentration on the adept’s part. Maintaining an effect is a free action each round.

Using another power (or another application of the same power) while maintaining other powers increases the Difficulty of the power check and the fatigue save by +2 (regardless of the total number of powers maintained).

An adept distracted while maintaining powers must make a Concentration check with Difficulty 10 + 2 per maintained power.

Fatigue Save Options

You can modify how powers work in your True20 game by changing how fatigue saving throws work.

For example, by basing fatigue saves on Fortitude rather than Will, you make it more difficult for adepts, since they generally have lower Fortitude save bonuses. This emphasizes Constitution and physical endurance over willpower and mental strength. It means adepts tire more easily and will be cautious about using fatiguing powers, especially adepts who are frail or otherwise in poor health.

You can also vary the cumulative penalty to fatigue saves for using powers in succession. If you eliminate it altogether, adepts can more reliably use powers in succession. By lowering a power’s fatigue save Difficulty, some adepts can even reliably use fatiguing powers almost indefinitely (although only higher-level adepts have Will save bonuses high enough to ensure success on even a Difficulty 11 save). The shorter the time frame where power fatigue penalties accumulate, the more freedom adepts have to use their powers.

Conversely, the longer the time where fatigue penalties accumulate, the more conservative adepts will be. For example, if each fatiguing power used within a day’s time (rather than an hour) increases fatigue save Difficulty by +1, then adepts will be careful about using fatiguing powers. They will try to conserve their strength as much as possible for those times when they really need it, and will take precautions after exercising their powers to allow them time to recover.

Additional modifiers may apply for damage and other distracting conditions (see the Concentration skill). A failed check means the adept stops maintaining all the powers. Optionally, the Narrator may rule that the adept stops maintaining one power for every two points the Concentration check missed the Difficulty (rounding up). Keep in mind that powers requiring mental contact require the adept to maintain both that and power the Mind Touch power at the same time. An adept unable to take free actions (due to being stunned, for example) cannot maintain powers.


Some powers require intense concentration to maintain. The adept must devote a standard action each round to concentrate and maintain the ability rather than a free action. Concentration checks and Difficulties remain the same as maintenance.

You can maintain a concentration power as a move action rather than a standard action with a Concentration check (Difficulty 10 + power rank) once per round. A failed check means the power lapses.

Power Descriptions

The powers in this section follow the general format for skill descriptions in Chapter Two, with a few modifications. Powers cannot be used untrained. If a power causes fatigue, it’s listed as fatiguing after the power name. If it requires maintenance or concentration, this is noted. Powers requiring mental contact have this listed on the line after the power’s name.

A description of what the power does follows, along with the game rules for the power.

Some powers have a Try Again section, describing whether or not it is possible to attempt a failed use of the power again and the conditions for doing so. If this section is absent, assume the power use may be attempted again without restriction.

Each description ends with the time it takes to use the power. In some cases, this varies depending on the conditions when the power is used.

Name Powers Summary
Apport Transport creatures or objects to different locations.
Beast Link Perceive through an animal’s senses.
Blink You can teleport rapidly to avoid attacks.
Bliss Project blissful feelings to daze a subject.
Body Control Exert mental control over your body.
Calm Drain intense emotion from others.
Cold Shaping Create intense cold.
Combat Sense Gain a temporary Combat bonus.
Computer Link Make mental contact with computers.
Cure Heal injuries by touch.
Cure Blindness/ Deafness Remove blindness or deafness.
Mind Probe Probe a subject’s mind for information.
Mind Reading Sense a subject’s surface thoughts.
Mind Shaping Alter a subject’s memories or behavior.
Mind Touch Establish mental contact with another mind.
Move Object Life and move objects at a distance.
Nature Reading Sense the flows and signs of the natural world.
Object Reading Read psychic impressions from place and objects.
Pain Inflict stunning pain on a subject.
Phase You can become incorporeal.
Plane Shift You can transport yourself to other dimensions.
Plant Shaping Shape living plants and wood and direct their growth.
Psychic Blast Inflict mental damage on a target.
Cure Disease Remove a disease, preventing further harm.
Cure Poison Remove a poison, preventing further harm.
Dominate Control a subject’s actions.
Drain Vitality Drain vital energy by touch.
Earth Shaping Shape and direct masses of earth and stone.
Elemental Aura Surround yourself with a damaging aura.
Elemental Blast Strike a foe with a focused blast of elemental force.
Elemental Weapon Imbue a weapon with damaging elemental energy.
Energy Shaping Shape and direct the flow of electromagnetic energy.
Enhance Ability Temporarily boost your Strength or Dexterity.
Elemental Resistance Resist the effects of a particular element.
Enhance Other Temporarily boost someone else’s Strength or Dexterity.
Enhance Senses Temporary bonus to Notice, Search, and Sense Motive checks.
Fire Shaping Shape and direct fire.
Flesh Shaping Shape and mold flesh like clay into other forms.
Ghost Touch Touch and affect incorporeal creatures as if they were solid.
Harm Inflict injury with a touch.
Heart Reading Sense the emotions of other creatures.
Heart Shaping Impose emotional conditions on others.
Illusion Create illusions that fool the senses.
Imbue Life Restore life to the recently dead.
Imbue Unlife Create undead creatures.
Light Shaping Shape and direct light and illumination.
Manipulate Object Manipulate and handle objects at a distance.
Psychic Reflection Send a psychic attack back at the attacker.
Psychic Shield Shield your mind from psychic influences.
Psychic Trap Counterattack an attempt to bypass your Psychic Shield.
Psychic Weapon Create a melee weapon out of psychic energy.
Scrying Sense distant events as if you were present.
Second Sight Sense the use and lingering effects of supernatural powers.
Self-Shaping Reshape your body into different creatures.
Sense Minds Sense the presence and location of other minds.
Severance Remove the powers of others temporarily.
Sleep Put a target into a deep sleep
Suggestion Implant suggestions in the minds of others.
Supernatural Speed Move at great speed in short bursts.
Supernatural Strike Overcome the damage reduction of supernatural creatures.
Supernatural Weapon Imbue weapons to overcome damage reduction.
Teleport You can move instantly from place to place.
Truth-Reading Sense when someone is lying to you.
Visions See visions of the future.
Ward Create interference with supernatural powers or creatures.
Water Shaping Shape and direct the flow of water.
Weather Shaping Shape and direct weather conditions.
Wind Shaping Shape and direct the force of the wind.
Wind Walk Walk on air.



You can teleport objects and creatures to different locations. The Difficulty of the power check is based on the object’s mass, modified by its familiarity to you, and the familiarity of the destination (see Familiarity previously in this chapter).

Difficulty Mass
10 2 lb.
15 5 lb.
20 10 lb.
25 25 lb.
30 50 lb.
35 100 lb.
40 200 lb.
+5 x2 mass

For example, apporting a 2 lb. object (Difficulty 10) in your line of sight (+0 modifier) to a destination in your line of sight (+0 modifier) is Difficulty 10. Apporting the same object in your line of sight to a somewhat familiar destination (+15 modifier) is Difficulty 25.

Unwilling creatures get a Reflex saving throw to resist apportation of themselves or any object in their possession. A successful save means there is no effect. You must apport an entire object, not just part of it, although unattached materials maybe left behind. Forexample, you can apportarope or set of manacles without affecting the creature bound by them. Targets cannot be apported inside other objects: attempts to do so simply fail.

Time: Apport is a standard action.

Beast Link

Fatiguing, Concentration

You can forge a mental connection with an animal, allowing you to perceive what it perceives, using its senses. Make a power check with a Difficulty of 10, modified by familiarity. If successful, you can perceive with the animal’s senses and communicate with it mentally. The animal is not under your command, although you may be able to convince it, using your other skills and powers, to do things for you.

Time: Beast Link is a move action.


Fatiguing, Maintenance

You can teleport rapidly over a short distance to avoid attacks, appearing and disappearing for a number of rounds equal to your adept level. Attacks have a 50% miss chance against you and you only suffer half damage from area attacks. You can make surprise attacks while blinking, negating your opponent’s dodge and parry bonuses to Defense.

You can renew your Blink power’s duration when it expires by making a new fatigue saving throw (with the cumulative modifier for successive fatigue saves).

Blink is a random jump to a safe, open space, roughly a maximum distance of your power rank in feet. You can’t control the destination, although you won’t blink to somewhere inherently more dangerous. At the Narrator’s discretion, a power challenge could permit the character to control the destination of a blink, with failure meaning the power doesn’t work at all that round.

Time: Blink is a free action, and lasts for 10 rounds or until the adept stops maintaining it.


Fatiguing, Mental Contact

While in mental contact with another creature, you can project blissful feelings of pleasure. The creature must make a Will saving throw or be dazed for 1 round, taking no action, but defending normally. Since Mind Touch is a move action, you can make mental contact and use Bliss in the same round.

Time: Bliss is a standard action.

Try Again: Yes, but the target gets a cumulative +1 bonus to their Will save for each new attempt in the same scene.

Body Control


You have great mental control over your body. You can make a Body Control check for a number of different tasks summarized on the following table.

Body Control Tasks
Task Difficulty
Sleep normally despite distractions 5
Sleep normally despite difficult distractions 10
Slow breathing to half normal rate 10
Ignore pain or injury 15
Body awareness 15
Resist fear 15
Speed recovery 15
Slow breathing to one-quarter normal rate 15
Willpower 15
Feign death 20
Overcome disease Disease’s Save Difficulty
Overcome poison Poison’s Save Difficulty

Body Awareness: You can become very aware of your body while asleep or concentrating. This allows you to sense if you are touched or moved in any way while using Scrying, for example. If you are damaged, subtract the attack’s damage bonus from the Difficulty of the Body Control check.

Feign Death: By exerting supreme control over your body, you can enter a deep trance almost indistinguishable from death. A Notice check with a Difficulty equal to your Body Control check is required to determine whether you are still alive. Effects that detect life still work on you. While in this state, you also suspend the effects of any disease or poison in your system for as long as you remain in the trance.

Ignore Pain or Injury: You can ignore the effects of pain or injury while awake or asleep. If you choose, nothing can wake you, as long as you make a successful Body Control check. Using the Body Control power to ignore the effects of injury only applies to the ?2 penalty to attacks and saves that comes from the wounded condition. All other effects of injury still apply.

Overcome Disease or Poison: By concentrating for a full round, you can substitute your Body Control check for your Fortitude saving throw against a disease or poison in your system. This usually means you can only use Body Control against the secondary effects of a disease or poison, unless it is slow acting and you are warned soon enough to use Body Control to resist the initial effects (in the Narrator’s judgment).

Resist Fear: You can override your body’s natural response to fear. With a successful Body Control check, you gain a new saving throw against any fear effect, with a +4 bonus.

Sleeping: A successful Body Control check allows you to sleep in difficult conditions, including bad weather, noise, buzzing insects, and so forth.

Slow Breathing: You can deliberately slow your rate of breathing so that you consume less air, vital in situations where there is a limited amount of breathable air available.

Speed Recovery: You can speed your natural healing process, gaining a recovery check in half the normal time, so long as you spend that time in a deep, healing trance.

Willpower: With a Difficulty 15 Body Control check, you can continue to act while disabled without your condition worsening to dying. You still suffer additional damage normally.

Time: Body Control is a full-round action.


Maintenance Mental Contact

You can drain intense emotion from others, calming them. The target must make a Will saving throw or be drained of all extremes of emotion. The subject is calm and incapable of taking violent action (although it can defend itself) or doing anything else destructive. Any aggressive action or damage against the subject breaks the effect. A successful Will save means the subject continues to act normally. This power suppresses (but does not dispel) powers relying on emotion, such as Heart Shaping. While the Calm effect lasts, the suppressed power has no effect, but it returns once the Calm effect lapses.

Cold Shaping

Fatiguing, Maintenance

Time: Calm is a standard action. It lasts for 1 round per rank after you stop maintaining it.

You can freeze things with the power of your mind. With a Difficulty 15 Cold Shaping check, you can lower the temperature of an area about a foot across, enough to deal cold damage. A targeted creature makes a Fortitude save against your power, with a failed save resulting in a level of fatigue, just like exposure to a cold environment. Protective clothing has no effect.

You can freeze roughly a gallon of water into solid ice in a round. For every 2 points your check exceeds the Difficulty, you affect an additional cubic foot (or gallon of liquid).

You can also decrease the size and damage potential of a fire by 1 point and 1 square foot for every 2 points your Cold Shaping check exceeds Difficulty 10. A fire reduced to a size or damage potential of 0 or less goes out. This requires a Cold Shaping check with Difficulty 12 for a normal square foot flame. Otherwise, the reduction in the fire requires maintenance.

Time: Cold Shaping is a standard action.

Combat Sense


You can improve your ability in combat by sensing the flow of events around you. A Combat Sense check grants you a bonus to your base Combat bonus (see the accompanying table). Each round you can split the bonus between attack and defense as you see fit. You can select a bonus lower than the result you get on the table to reduce fatigue Difficulty, which is 10 + the Combat bonus gained.

Combat Sense
Result Combat Bonus
Up to 4 +1
5–14 +2
15–24 +3
25–34 +4
35+ +5

Time: Activating Combat Sense is a move action. The bonus lasts for 10 rounds (1 minute) per use.

Computer Link


You can make mental contact with computers. Make a Computer Link check. The base Difficulty is 10, modified by familiarity. Once you are in mental contact with a computer, you can make Computers skill checks as if you were accessing that computer normally. Whenever you need to make a Computers check, you can use your Computer Link power instead, but then each check causes fatigue (so it’s generally easier on yourself to have training in Computers).

When dealing with sentient computers or robots, this power functions like Mind Touch (described later in this section) and counts as mental contact for using other powers requiring it on those subjects.

Special: You can take 10 on Computer Link checks. In cases where there is no penalty for failure, you can also take 20. Obviously, Computer Link is only useful in settings that have digital computers. In other settings, it doesn’t exist (or it does and is never used).

Time: Computer Link is a move action.



You can heal injuries by touch. With a full-round action, you can grant a subject an immediate recovery check using your Cure check result in place of their Constitution check. If the recovery check fails, you must wait the normal recovery time for that condition or expend a level of fatigue before trying again. You can stabilize a dying character with a Difficulty 10 Cure check.

You can use Cure on yourself. You can’t cure your own staggered or unconscious conditions or stabilize yourself while dying, since you have to be conscious and able to take a full-round action to use Cure. You can use Cure on your own disabled conditions, but doing so is a strenuous action. If your recovery check is successful, you suffer no ill effects. If it is not, however, your condition worsens to dying.

Try Again: See above. Otherwise you can retry freely.

Time: Cure is a full-round action.

Cure Blindness/Deafness


You can remove blindness or deafness with a Difficulty 15 power check. If a subject is both blind and deaf, curing both requires two checks.

Try Again: You get one attempt to cure a subject’s blindness or deafness.

If it fails, you cannot try again until your power rank improves.

Time: Cure Blindness/Deafness is a full-round action.

Cure Disease


You can cure a subject of disease, eliminating any further effect. The Difficulty of the power check is the disease’s saving throw Difficulty.

Try Again: You get only one attempt to cure any given patient of a particular disease. If you fail, you must suffer a level of fatigue to try again.

Time: Cure Disease is a full-round action.

Cure Poison


You can cure a subject of poison, eliminating any further effect. The Difficulty of the power check is the poison’s saving throw Difficulty.

Try Again: You get only one attempt to cure any given patient of a particular poison. If you fail, you must suffer a level of fatigue to try again.

Time: Cure Poison is a full-round action.


Fatiguing Concentration Mental Contact

You can mentally control another creature’s actions. The target makes a Will saving throw. If the save fails, you control the target’s actions while you concentrate and maintain mental contact. You can force the subject to perform any action you wish, within the limits of his abilities. You’re generally aware of what the subject experiences via your mental link, but you do not receive direct sensory impressions from him. Subjects forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the nature of action. A successful save breaks your control.

Time: Dominate is a full-round action.

Drain Vitality

You can drain someone’s vital energy by touch. This requires a melee attack roll to touch the target. Make a Drain Vitality check against the result of the target’s Will save. If you win, the target suffers a level of fatigue, while you regain a level of fatigue (if you are currently fatigued). You cannot drain targets further once they are unconscious.

Special: You can only take 10 on a Drain Vitality check if the target is helpless.

Time: Drain Vitality is a standard action.

Earth Shaping


You can shape and move earth and stone. An Earth Shaping check can have one of the following effects:

  • Move Earth (Difficulty 10): You move dirt (soil, clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting sand dunes, and so forth. However, in no event can rock formations be collapsed or moved. The area to be affected determines the time required and the Difficulty. A 150-foot by 150-foot square (up to 10 feet deep), takes 10 minutes and is Difficulty 10. Each additional such square adds 10 minutes and +5 Difficulty. Earth Shaping does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and topography. This effect cannot be used for tunneling and is too slow to trap or bury creatures unless they are helpless the entire time the earth is moved.
  • Soften Earth (Difficulty 10): All natural, undressed earth or stone softens. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the Toughness or resilience of the ground at that spot. Each +5 increase in Difficulty affects another 10-foot square. Dressed or worked stone cannot be affected. Earth and stone creatures are not affected either. A creature in mud must succeed on a Reflex save against your power or be caught helpless for one round. A creature that succeeds on its save can move through the mud at half speed. Loose dirt is not as troublesome, but all creatures in the area move at only half their normal speed and can’t run or charge. Stone softened into clay does not hinder movement, but does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While this power does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of damage can be dealt to a structure by softening the ground beneath it, causing it to settle. However, most sturdy structures are only damaged by this, and not destroyed.
  • Stonecrafting (Difficulty 10): You can mold stone into any shape you wish. You can affect 10 cubic feet of stone. Each additional cubic foot increases the Difficulty by 1 (so at Difficulty 30 you can affect 30 cubic feet). The Narrator may require a Craft (sculpting or stonecutting) check to achieve precise results. You perform Craft checks involving stone in minutes instead of the hours of normal Craft projects. A complex project, which normally takes 24 hours, would therefore take 24 minutes.
  • Earthquake (Difficulty 30): An intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. An adept must make a Concentration check (Difficulty 20) to use any powers that round. The earthquake affects all terrain, vegetation, structures, and creatures in an area with a radius of adept level times 10 feet. The specific effects depend on the nature of the terrain.
    • Cave, Cavern, or Tunnel: The roof collapses, inflicting +16 damage to any creature caught under the cave-in (Difficulty 15 Reflex save for half damage) and pinning them beneath the rubble.
    • Cliffs: Cliffs crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in its path suffers +16 damage (Difficulty 15 Reflex save for half damage) and is pinned beneath the rubble.
    • Open Ground: Each creature standing in the area must make a Difficulty 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a chance (16 or higher on a d20 roll) to fall into one (Difficulty 20 Reflex save to avoid a fissure). On the round after the quake, all fissures grind shut, crushing and killing any creatures trapped within them.
    • Structure: Any wooden or masonry structure standing on open ground is destroyed. Heavier stone buildings are damaged. Anyone caught inside a collapsing structure takes +16 damage (Difficulty 15 Reflex save for half damage) and is pinned beneath the rubble.
    • River, Lake, or Marsh: Fissures open underneath the water, draining it away from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Anyone in the area must make a Difficulty 15 Reflex save or sink down in the mud and quicksand. At the end of the round, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
    • Pinned beneath Rubble: Any creature pinned beneath rubble takes +2 non-lethal damage per minute. Unconscious characters make a Difficulty 15 Constitution check each minute to avoid +2 lethal damage.

Time: Move Earth takes from 10 minutes or more, depending on the size of the area. Stonecrafting depends on the project in question. Soften Earth and Earthquake are standard actions.

Elemental Aura

Fatiguing, Maintenance

Prerequisite(s): Cold, Energy, Fire, Water, or Wind Shaping

As a standard action, you can surround your body with a damaging elemental aura, causing no harm to you or anything you are wearing or carrying. Anyone touching you while your elemental aura is active suffers +2 damage, with the type of damage determined by the element: cold (Cold Shaping), fire (Fire Shaping), acid (Water Shaping), or electricity (Energy or Wind Shaping). Adepts trained in more than one Shaping power may choose the type of aura when activating it. Elemental Aura is fatiguing, with a fatigue save Difficulty of 14.

Time: Elemental Aura is a standard action.

Elemental Blast


Prerequisite(s): Cold, Earth, Energy, Fire, Water, or Wind Shaping

Your can strike a foe with a focused blast of elemental force. Your Elemental Blast is a normal ranged attack with a range increment of adept level x 10 feet and a maximum range of ten increments (adept level x 100 feet).

An Elemental Blast has a damage bonus equal to your adept level. Water and Wind Shaping strikes inflict non-lethal damage. If you have Weather Shaping, you can call lightning from storm clouds as an Elemental Blast. If you apply the Widen Power feat to an Elemental Blast, it affects all targets within a radius of adept level x 2 feet from the target point. Targets of a Widened Elemental Blast can make a Reflex saving throw. If successful, the blast only inflicts half damage on that target.

Time: Standard action.

Elemental Resistance

Prerequisite(s): Cold, Earth, Energy, Fire, Water, or Wind Shaping

You can resist the effects of an element you’re able to shape. Choose a Shaping power you possess. You have a bonus on all saving throws against harm from its element equal to your adept level, and suffer only non-lethal damage from the element so long as you are conscious and capable of exerting the minimum will required to resist the element’s effects. Water Shaping also grants Acid Resistance, and Wind Shaping also grants Electrical Resistance.

You may acquire this power multiple times. Each time, it affects a different element.

Time: Elemental Resistance is a reaction; it functions continually as long as you are conscious and capable of exerting the minimum will required to resist the element’s effects.

Elemental Weapon

Fatiguing, Maintenance

Prerequisite(s): Cold, Energy, Fire, Water, or Wind Shaping

As a standard action, you can imbue a melee weapon you wield with damaging elemental energy, without harming either the weapon or yourself. The weapon does +2 damage, in addition to its normal damage, with the type of damage determined by the element: cold (Cold Shaping), fire (Fire Shaping), acid (Water Shaping), or electricity (Energy or Wind Shaping). Adepts trained in more than one Shaping power may choose the type of energy when activating this power. Elemental Weapon is fatiguing, with a fatigue save Difficulty of 14.

Elemental Weapon adds +2 damage of its elemental type, but forces only one Toughness save for all the damage. If a creature has Resistance to the weapon’s elemental damage, subtract the Resistance from the elemental damage bonus, down to a minimum of +0, meaning the elemental portion of the damage doesn’t affect the creature at all but the normal weapon damage still does. If the creature has Immunity to that type of damage, then the elemental bonus doesn’t count, just the normal weapon damage.

Time: Elemental Weapon is a standard action.

Energy Shaping


You can shape and direct the flow of electromagnetic energy. You can direct electricity, drain power sources, and focus magnetism to affect metallic objects.

Direct Electricity: You can direct electricity from a free-flowing power source in your line of sight, including outlets, generators, or even storm clouds. The target makes a Reflex saving throw to avoid being struck. If the save fails, the target takes +2 damage, +1 point for every 5 points your power check exceeds Difficulty 15. So a check result of 32 inflicts +5 damage, for example.

Drain Power: You can drain a power source of its energy. Unattended power sources are automatically drained, while creatures receive a Will saving throw for power sources in their possession. The power check and fatigue Difficulties are based on the size of the power source: 12 for a simple source such as a battery, 14 for a car battery or larger power pack, 18 for a powerful fuel cell or similar high-power storage device, and 22 for a generator. A generator is only drained as long as you concentrate. You can also direct drained power as above, using drain power to fuel an electrical attack the following round.

Magnetism: You can manipulate magnetic fields, allowing you to move metallic objects as if you were using the Move Object power (later in this chapter), with the same Difficulty and fatigue, based on the object’s mass. You can also create a magnetic pulse that erases magnetic storage media (such as videotapes and computer disks) with a Difficulty 20 power check. The pulse affects a radius of 20 ft., +1 ft. per point the power check exceeds the Difficulty.

Special: You can take 10 on Energy Shaping checks, but you can’t take 20. Energy Shaping is less useful (and poorly understood) in settings without electrical technology. In these settings, it is primarily used to direct electricity from storms and to affect metallic objects.

Time: Directing electricity and magnetism are standard actions. Draining power is a full-round action.

Enhance Ability


You can improve your Strength or Dexterity for a short time. A successful Enhance Ability check adds a bonus to either your Strength or Dexterity score for 1 minute (10 rounds). The result of the check indicates the amount of the bonus. If desired, you can split a bonus of +2 or greater between Strength and Dexterity.

Enhance Ability
Difficulty Bonus
15 +1
20 +2
25 +3
30 +4
35 +5

Time: Enhance Ability is a standard action. The bonus lasts 10 rounds (1 minute). If you take 20 when making this check, you spend 2 minutes and suffer a +20 increase in the fatigue Difficulty.

Enhance Other


This works like Enhance Ability, except you can enhance others’ abilities by touch, and cannot enhance your own abilities with it.

Special: The subject of this power must also make a Fortitude saving throw against fatigue (same Difficulty as the adept) when its duration runs out, to represent the strain placed on the subject’s body.

Enhance Senses


You can enhance your normal sensory abilities. An Enhance Senses check adds a bonus to your Notice, Search, and Sense Motive checks. It also adds to skill checks made to find or follow tracks. The result of the check indicates the amount of the bonus.

Enhance Senses
Difficulty Bonus
10 +2
15 +4
20 +6
25 +8
30 +10
35 +12

Time: Enhance Senses is a move action. The bonus lasts for 10 minutes. The Enhance Senses power is not normally fatiguing; it is only fatiguing when you take 20 with it.

Fire Shaping


You can mentally start and control fires. You can make a Fire Shaping check to ignite a fire, to increase the size of an existing fire, or to create light but not heat.

Ignite Fire: You can set any flammable object in your line of sight on fire as a standard action with a successful Fire Shaping check (Difficulty 15). Targets must make a Reflex saving throw (Difficulty 15) to avoid taking +2 fire damage. The target must save each round. A successful save means the fire goes out. You can reignite it with another standard action and successful Fire Shaping check. A character on fire can automatically extinguish the flames by dousing in water (or other flame-retardant material). Spending a full round rolling on the ground grants a +4 bonus on the Reflex saving throw. In addition to using it as an attack, you can use this power to light candles (up to a dozen candles in a 5-foot square with a single skill check), torches, hearth fires, and so forth. At the Narrator’s discretion, lighting small fires, like candles, is not fatiguing.

Increase Fire: You can increase the size and intensity of a fire. The Difficulty of the Fire Shaping check is 10 + 1 per square foot of increase. Every two square feet increase the fire’s damage potential by +1. The fire maintains its increased size and damage as long as you concentrate, and it can even burn in the absence of fuel; smothering, however, still puts it out. While you maintain an increased flame, a victim does not get a Reflex saving throw to put the fire out (although it can still be extinguished by dousing with water), and the fire does additional damage based on your Fire Shaping check. So, an adept who makes a Difficulty 16 Fire Shaping check can spread a fire over an additional 6 square feet and it does +3 damage.

Light: You can create a glowing spot of supernatural fire that sheds light but no heat, illuminating a 20-foot radius. This requires a move action and a Difficulty 5 Fire Shaping check. You can increase the radius of the illumination by increasing the Difficulty of the check; each +5 Difficulty increases the radius of the illumination by 10 feet. The point of light moves where you direct it within your line of sight, as a move action. Creating light is not fatiguing.

Time: Igniting fires and increasing flames are standard actions. Creating or moving light is a move action.

Flesh Shaping


You can shape and mold flesh as if it were clay in your hands. The subject must be either willing or helpless for the entire duration of your work (and you can use Flesh Shaping on yourself). You make Flesh Shaping checks to alter a subject’s physical features. You cannot change body mass or size, other than a few feet more or less in height by resizing the subject’s bones. You can sculpt physical features largely at will. The Difficulty and time required for Flesh Shaping is shown in the table.

Flesh Shaping
Task Difficulty Time
Alter facial features or other minor cosmetic features. 15 1 min.
Alter extensive cosmetic features or overall shape. 20 10 min.
Extensive alterations to shape, duplicating exact appearance. 30 1 hr.

Treat your Flesh Shaping check result like a Disguise check for purposes of determining if someone notices the change. Among other things, Flesh Shaping can provide alterations in eye, hair, and skin color, even creating tattoo-like patterns of pigmentation in the skin. It can greatly enhance or diminish physical appearance and attractiveness as well. Any alterations made with Flesh Shaping are permanent, unless reversed through this power or the Cure power, either of which must exceed the original check result.

Time: See table.

Ghost Touch

Fatiguing, Maintenance

You can use your power to combat usually untouchable beings. As a standard action, you can focus supernatural power to imbue yourself, or a weapon you wield, with the power to touch and affect incorporeal creatures as if they were solid. Ghost Touch is fatiguing, with a fatigue save Difficulty of 14.

Time: Ghost Touch is a standard action.



You can inflict injury with a mere touch, disrupting the body’s natural enegry and balance. You must touch the target as a standard action. Success means the target must make a Fortitude saving throw against your power save Difficulty, with failure per the Damage Track for lethal damage. So a failed save results in a hurt condition, failure by 5 or more means the target is wounded, and so forth. This damage is cumulative with, and treated the same as, damage from failed Toughness saves. Because Harm requires a Fortitude save, armor and other bonuses to Toughness have no effect against it.

Time: Harm is a standard action.

Heart Reading

You can sense and read the emotions of others. A successful Heart Reading check allows you to determine the subject’s emotional state. The target gets a Will save to resist. Use of this power is not immediately obvious. Whether you succeed or fail, the subject does not know you are reading his emotions.

If the target’s save fails, you get a general idea of his emotions and mood (not precise thoughts). This grants you a bonus on the next interaction skill check you make against the subject within the next 10 rounds (1 minute). The bonus is based on your Heart Reading check result.

Heart Reading
Result Interaction Bonus
Up to 4 +1
5–14 +2
15–24 +3
25–34 +4
35+ +5

Try Again: You can only use Heart Reading on a subject once during the same scene.

Time: Heart Reading is a free action. The bonus lasts 10 rounds (1 minute) or until you make an interaction skill check against the target, whichever comes first.

Heart Shaping

Fatiguing, Concentration

With this power, you can impose emotions on others. The target makes a Will saving throw. If the save fails, you can impose any one of the following emotional states on them:

Despair: As a weight of ngative emotion floods them, the target suffers a –2 penalty on saving throws, attack rolls, checks, and damage. Despair dispels the effects of hope.

Fear: The target flees from the object of its fear (chosen by you). Fear dispels the effects of rage. It also immediately ends a use of the Rage feat.

Friendship: The target’s attitude shifts to the next more positive attitude (hostile to unfriendly, unfriendly to indifferent, and so forth). See Social Actions in Chapter Six. Creatures involved in combat continue to fight back normally, however. Friendship dispels the effects of hatred.

Hatred: The target’s attitude shifts to the next more negative attitude (indifferent to unfriendly, unfriendly to hostile, and so forth). See Social Actions in Chapter Six. Hatred dispels the effects of friendship.

Hope: The target gains a +2 bonus on saving throws, attack rolls, checks, and damage. Hope dispels the effects of despair.

Rage: The target gains the effects of the Rage feat from Chapter Three. They are compelled to fight, heedless of danger. Rage does not stack with the Rage feat or with itself. Rage dispels the effects of fear.

Time: Heart Shaping is a standard action.


Fatiguing, Concentration Mental Contact

You can fool the senses of others. Make an Illusion check with a Difficulty based on the complexity of the illusion, consulting the table. If successful, the illusion appears to the subject. The illusion exists solely in the subject’s mind, so it can be of any size; creating the illusion of something small is just as easy as creating the illusion of something huge.

Illusion Complexity Difficulty
Illusion affects a single sense 10
Illusion affects two senses 15
Illusion affects all senses 20
Simple (random noise, static image, and the like) +0
Complex (coherent sound, moving images, and the like) +5
Very Complex (multiple overlapping sounds or images) +10

Since the illusion isn’t real, it cannot produce any real effects. It cannot cause damage, support weight, provide nutrition, illuminate darkness, or provide protection from the elements. Thus, characters fall through an illusory bridge or floor if they try to walk on it, and although they can appear to eat, and taste, illusory food, it has no nutritional value.

Characters encountering an illusion do not get a saving throw against it until they study it carefully or interact with it in some fashion. For example, if characters encounter a section of illusory floor, they would receive a saving throw if they stopped and examined the floor, poked at it, and so forth. Likewise, if an illusory monster attacks the characters, they get a saving throw because they are interacting with the illusion.

A successful saving throw against an illusion reveals it to be false, but a translucent after-image remains. For example, a character making a successful saving throw against an illusory section of floor knows the floor isn’t real and isn’t safe to walk on, and can see what lies below it, but he can still note where the illusion is.

A failed Will saving throw means the character fails to notice anything is amiss. A character faced with incontrovertible proof that an illusion isn’t real needs no saving throw. Someone who falls through an illusory floor knows something is amiss. A character who communicates this information to others gives them a +4 bonus on saving throws against the illusion.

Try Again: No. You can attempt to affect the same character after some time has passed, but not in the same scene.

Time: Illusion is a full-round action.

Imbue Life


Prerequisite(s): Cure rank 12

You can restore the dead to life! The subject cannot have been dead for longer than your adept level in minutes, and you must make a Difficulty 25 power check, taking a minute of intense concentration. If the check succeeds, the subject’s condition becomes unconscious and disabled (from which the subject may heal normally). An Imbue Life attempt is fatiguing, with Difficulty 20 + half your power rank.

Time: One minute.

Imbue Unlife


You can lend animation to the dead, creating a mockery of life. Imbue unlife may create two kinds of undead: mindless or intelligent.

Mindless: You turn the bones or bodies of dead creatures into undead skeletons or zombies, which obey your spoken commands (see Fatiguing, Maintenance Chapter Eight). They remain animated until destroyed. A destroyed undead creature can’t be imbued with unlife again. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls from the bones when it is created. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Regardless of the type you create, you can’t make more mindless undead than twice your adept level with a single use of Imbue Unlife. The skeletons or zombies you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless undead. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control.

Intelligent: You transform a corpse into an intelligent undead creature. Unlike the mindless undead, this creature is not under your Try Again: No. control; although, you can use other means, including other powers, to command it. You can create a ghost or vampire using this power (see Chapter Eight). Creating an intelligent undead creature has a Difficulty of 18.

If you fail an Imbue Unlife check to animate a corpse, that corpse is permanently immune to any further attempts by you to imbue it with

Time: One minute.

Light Shaping

Fatiguing, Maintenance

You can mentally control light. With a successful check, you can make your outline blurred and indistinct, or even become invisible.

You can create realistic three-dimensional images of light occupying up to a 10-foot cube. Each additional 10-foot cube that the image occupies increases the Difficulty by 5. Subjects seeing the image get a Will saving throw to realize it is not real if they have any reason to suspect it, such as the fact that the image makes no noise.

You can also create a point of light illuminating a 20-foot radius, which you can move at will anywhere in your line of sight as a move action. For each 10 feet you add to the radius of illumination, the Difficulty increases by 5.

You can create light effects anywhere in your line of sight, and they last as long as you maintain them. Creating multiple effects at once (such as becoming invisible while also creating the illusion that you are elsewhere) counts as maintaining multiple powers.

Light Shaping
Task Difficulty
Illuminate 5 (+5 per additional 10-foot radius)
Visual Illusion 10 (+5 per additional 10-foot cube)
Blur (20% miss chance) 15
Blur (50% miss chance) 20
Invisibility 25

Special: The basic level of illuminate (Difficulty 5) is not fatiguing.

Time: Light Shaping is a standard action.

Manipulate Object

Fatiguing, Maintenance

You can manipulate objects at a distance as if with a pair of invisible, intangible hands. Your power has the same Dexterity as you, while lifting the object has the same Difficulty as Move Object, except you cannot increase the weight lifted by suffering fatigue (Manipulate Object’s fatigue comes from the extra precision required).

You can use your normal skills via Manipulate Object, but you are at a –2 penalty for having to operate remotely, and you can’t perform tasks at all if you can’t see your target, since your power has no sense of touch.

Remotely Wielding Weapons: An adept can wield a weapon using Manipulate Object. Picking up the weapon is a move action. Attacking with it is a standard action. Concealment is determined by the attacker and defender’s positions, not the weapon’s, while cover is determined by the defender and weapon’s positions. The attacker makes a normal attack roll, but with a –4 penalty for the difficulty in controlling the weapon from afar, and adds his Intelligence score to the attack roll, rather than Dexterity. The weapon deals its normal damage with no modification for Strength (as if wielded by a Str 0 attacker). An adept can take the Exotic Weapon Training feat in remotely wielded weapons to eliminate the –4 penalty to hit.

A remotely wielded weapon can be struck normally by sunder attacks (see Sunder in Chapter Six). Attempts to disarm the adept by knocking the weapon out of his supernatural “grasp” are resolved by opposed attack rolls as normal or an opposed attack roll and Manipulate Object check, if the adept’s Manipulate Object bonus is greater than his attack bonus.

Time: Manipulate Object is a move action. The power use lasts for 10 rounds (1 minute).

Mind Probe

Fatiguing, Concentration Mental Contact

You can mentally probe a subject’s mind for information. Make a Mind Probe check against the result of the target’s Will save.

If successful, you can ask any one question and receive the answer from the target’s mind. If the target doesn’t know the answer, then you know that. Especially personal or guarded information grants the target a +1 to +5 bonus on the Will save, while information the subject doesn’t consciously know (because it is subconscious or forgotten due to amnesia, for example) grants a +5 to +10 bonus on the Will save.

You can continue to ask questions, one per round, for as long as you maintain your Mind Probe. Each question requires a new skill check, an additional Will save, and another fatigue save (with an increasing fatigue save Difficulty).

Try Again: Yes, but the target gets a cumulative +1 bonus to the Will save for each new attempt in the same scene.

Time: Mind Probe is a full-round action.

Mind Reading

Maintenance Mental Contact

You can read another creature’s thoughts. Make an opposed check against the result of the target’s Will save. If successful, you can read the target’s surface thoughts (whatever the target is presently thinking). Mind Reading transcends language; you comprehend the target’s thoughts whether or not you share a language. If you fail your Mind Reading check, you cannot read the target’s mind.

If you can interact with your subject, a successful Bluff check against the target’s Sense Motive check causes the subject to think consciously about a particular piece of information you’re looking for, such as a password or name, allowing you to pluck it from the subject’s surface thoughts.

Try Again: Yes, but the target gets a cumulative +1 bonus to the Will save for each new attempt in the same scene, and retries with Mind Reading are fatiguing.

Time: Mind Reading is a standard action.

Mind Shaping

Fatiguing, Mental Contact

Mind Shaping allows you to remove psychic influence or to alter memories and behavior. Make a Mind Shaping check, with the Difficulty determined by the task.

Remove Mental Influence: Make a Mind Shaping check with a Difficulty equal to the check result of a mind-affecting power. If you succeed, that power no longer affects the subject. Note this only removes the effects of ongoing powers, not permanent aftereffects. This means you could use Mind Shaping to remove a Dominate or Illusion effect, but not to restore damage caused by a psychic attack (for that, use the Cure power). You can undo the effects of Mind Shaping used to alter the subject’s mind by equaling or exceeding the Mind Shaping check used to make the alterations.

Alter Psyche: You can make changes in the subject’s mind. The Difficulty is based on the extent of the change you wish to make. False or altered memories can cause dissonance within the subject’s mind, depending on how well they fit into the subject’s other memories. If the subject notices a conflict between the false and true memories (Narrator’s discretion), she gets an additional Will save to shake off the effect and regain her true memory. She gains a bonus of +1 to +4 on the save depending on how strong the dissonance is between the true and false memories.

Alter Psyche
Difficulty Alteration Time
15 Alter a single unimportant fact or brief full recollection, about 5 minutes worth of round memory. 1
20 Alter a single fact or an hour’s worth of memory. 1 min
25 Alter a single significant fact, such as the name of the subject’s spouse, or a day’s worth of memory. 10 min
30 Alter a deeply personal fact, such as the subject’s name, or a week’s worth of memory. 1 hour
35 Alter up to a month’s worth of memory. 6 hrs
40 Alter up to a year’s worth of memory. Give the 10 hrs subject an entirely new personality, complete with false memories, or erase the subject’s entire memory, causing total amnesia.

Special: Taking 20 requires twenty times the usual time. Generally, this means the subject must be cooperative, unconscious, or restrained in some way. Taking 20 increases the fatigue check Difficulty by +20 as well.

Try Again: If you fail a Mind Shaping check, you must wait at least 24 hours before attempting the same task on the same subject.

Time: Removing psychic influence is a full-round action. For altering a person’s psyche, see the table.

Mind Touch


You can establish contact with another mind. The base Difficulty is 10, modified by familiarity. If the subject has a Psychic Shield, you have to make a separate Mind Touch check to overcome it. An unwilling subject also gets a Will saving throw to avoid contact. If the save is successful, no contact is made.

If you do not want the subject to know you are making mental contact, you can make a separate opposed Mind Touch check against the subject’s Sense Motive, Second Sight, or Psychic Shield check (whichever has the highest bonus). If you win, the subject is unaware of your attempt. If the subject wins, she is aware of your attempt (whether you succeed or fail in actually establishing contact).

While you are in mental contact with another being, the two of you can communicate at the rate of normal speech, hearing each other’s thoughts. You can also send a single visual image each round instead of speaking. Both you and the subject can choose to lie or omit information; you’re “speaking” to each other mentally, not reading each other’s thoughts. Mind Touch is two-way, meaning you are in mental contact with the subject for purposes of her powers and vice versa.

If a friendly mental contact turns hostile, the subject can make a Will saving throw or Psychic Shield check to break contact. Once the subject has failed an attempt to eject the intruder from her mind, she can’t break the contact.

If your Mind Touch is broken, any other powers you are maintaining requiring mental contact are also broken.

Mentally Aiding Others: While in mental contact with another character, you can use the aid action (a standard action) to grant that character a +2 bonus on Will saving throws or on any skill check where your skill rank is equal to or greater than the subject’s.

Mental Rapport: Two or more characters with Mind Touch can enter a mental rapport with each other, a deep and very intense state of mental contact. Each character establishes mental contact with the other, each of whom must be a willing participant. Characters in rapport are like one mind, each instantly aware of everything that the other thinks and experiences and able to share information instantly. Characters in rapport cannot deliberately lie to or deceive each other.

Deathcry: If a creature you are in mental contact with dies, you must make a Will saving throw or Psychic Shield check (Difficulty 20) to avoid being dazed for 1 round by the psychic feedback and trauma. Since mental contact is a two-way phenomenon, this applies to any creature in mental contact with another, including all the creatures involved in a Mental Rapport. A creature can deliberately avoid letting out a deathcry when it dies by making a Will saving throw (Difficulty 20).

Try Again: You can retry Mind Touch freely, but retries on the same subject within an hour’s time are fatiguing.

Time: Mind Touch is a move action.

Move Object

Fatiguing, Maintenance

You can move objects with the power of your thoughts. A Move Object check allows you to move an object in your line of sight. The Difficulty of the Move Object check is based on the mass of the object you want to move and whether or not you choose to risk fatigue. A fatiguing use of Move Object can move ten times the mass listed on the table (so 20 pounds at Difficulty 10, up to 2,000 pounds at Difficulty 40) and doubles the listed damage.

Move Object
Difficulty Mass Damage
10 2 lb. +1
15 5 lb. +2
20 10 lb. +3
25 25 lb. +4
30 50 lb. +5
35 100 lb. +6
40 200 lb. +7

You can move the object a distance of 5 feet times your Move Object rank per move action.

If two adepts vie for control of an object, use opposed Move Object checks. The winner controls the object for that round. If a creature is holding the object, make a Move Object check opposed by the creature’s Strength check.

Grappling Creatures: You can use Move Object to grapple a creature (see Grappling in Chapter Six). Resolve this as a normal grapple, using the result in the Damage column of the Move Object table in place of the adept’s Strength. If you successfully pin your target, you can treat them as an ordinary object for purposes of moving them with this ability.

Striking with Objects: You can hurl objects at opponents. This requires a ranged attack roll and the object deals damage based on your Move Object skill check, as shown on the table. Since using Move Object is a move action, you can move an object and strike with it (as a standard action) in the same round.

Moving Multiple Objects: As a full-round action, you can attempt to move multiple objects at once. Use the Difficulty of the heaviest object, then add +2 for each additional object and increase the fatigue check Difficulty by +2 for each additional object. You cannot strike a target with multiple objects as part of the same action.

Time: Move Object is a move action. The power use lasts for 10 rounds (1 minute). To maintain it for another minute, make another fatigue save.

Nature Reading

You are attuned to the flows of the natural world, able to read certain signs from it. You can learn the following:

  • With a Difficulty 10 power check, you can immediately (as a reaction) identify any animal or plant, or tell if water in a natural environment is safe to drink.
  • With a minute of observation and a Difficulty 15 check, you can accurately predict the weather for one day for every 5 points you exceed the Difficulty.
  • Once per day with 10 minutes of meditation, you can learn any three facts about the following: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of animals, presence of powerful unnatural creatures, or the general state of the natural setting. This covers a 1-mile radius for every 5 points your power check exceeds Difficulty 10.

Time: See description.

Object Reading

You can read psychic impressions from places and objects, getting images of their pasts, as if you were actually present at a particular past event.

Active Object Reading: You can attempt to see the past of a particular place or object. You must be able to touch the object. This requires a full-round action and an Object Reading check. Active Object Reading is fatiguing.

Spontaneous Visions: Your ability may also spontaneously activate at the Narrator’s discretion when you are in contact with an object with particularly strong psychic impressions. This requires an Object Reading check.

The Narrator should make Object Reading checks secretly so the player doesn’t necessarily know if a particular vision was accurate or not. Consult the table below for the results of a vision, based on the Object Reading check.

Object Reading
Difficulty Result
10 A vague vision that may not be accurate.
15 A brief and accurate vision of the events.
20 A longer vision of the events, encompassing everything that took place in a particular place and time.
25 The ability to move the vision backward or forward in time to review the event.
30 The ability to track the vision backward through time and space to trace an event to its origin.
35 Near-complete knowledge of a particular past event and everything involving it.

Impressions read from objects generally count as slightly familiar for the purposes of determining familiarity for other powers, possibly more if the vision was long or extremely accurate (in the Narrator’s opinion).

Time: Object Reading is a full-round action.


Fatiguing, Concentration Mental Contact (see description)

You can inflict terrible pain on a target. You must touch or be in mental contact with the target, who makes a Will saving throw. If the save fails, the target is stunned. So long as you maintain concentration, the effect continues. The victim gets a new Will save each round to overcome the pain. A successful Will save means your Pain power stops working. You must use it again to affect the target (with the usual increase in fatigue save Difficulty for successive use). A target gets a +2 Will save bonus for each successive use of Pain in the same scene.

Time: Pain is a standard action.


Fatiguing, Maintenance

You can shift yourself “out of phase” with the material world. You gain the incorporeal subtype for the power’s duration (see Incorporeal in Chapter Eight). You can use powers affecting the mind or spirit on material beings, but not powers affecting physical things, such as Move Object.

You remain out of phase for one round per adept level. If the power’s duration ends while you are inside a material object, you are shunted into the nearest open space and must make a Toughness saving throw against +1 damage per 5 feet you travel in this manner. You can also renew your power’s duration with a new fatigue save (including the modifier for repeated power use).

Plane Shift


Time: Phase is a move action.

You can transport yourself (and perhaps others) to different dimensional planes. You make a power check to move to another plane of existence. The Difficulty is 10, modified by your familiarity with the other plane (see Familiarity previously in this chapter). If you carry additional mass along with you, the Difficulty is based on the amount, as follows:

Plane Shift
Difficulty Mass
10 up to 20 lb.
15 50 lb.
20 100 lb.
25 250 lb.
30 500 lb.
35 1,000 lb.
40 2,000 lb.

Generally, alternate dimensions are considered only slightly familiar unless you have visited before. You can also acquire knowledge of another plane using Object Reading or Mind Probe; the plane is then considered somewhat familiar to you. If you choose to visit a random plane, the familiarity modifier is only +5, but this is quite dangerous as your destination is up to the whim of the Narrator. Of course, once you have visited another plane, you can become more familiar with it.

The Narrator may limit this power based on the alternate planes of existence in the setting. If there are none, then Plane Shift isn’t available as a power.

Time: Plane Shift is a full-round action.

Plant Shaping


You can shape living plants and, to a degree, dead wood and other plant materials.

Plant Healing: You can heal injured or diseased plants. This requires you to touch the plant and make a Difficulty 15 Plant Shaping check. If you succeed, the plant is restored to health. Plants must be living and reasonably intact in order for this power to heal them.

Plant Growth: You can promote rapid growth in plants, causing an area to become filled with thick undergrowth (see Hampered Movement in Chapter Six). This affects a radius equal to your adept level times 40 feet. You can also focus the power on a specific area with a 40-foot radius. Plants there become so overgrown they entangle anyone in the area, who must make a Reflex saving throw. A failed save means the target is bound and helpless, needing a Difficulty 20 Strength or Escape Artist check to get free. A successful save means the target isn’t trapped, but must still contend with the thick undergrowth created by the tangled plants. Finally, you can use plant growth to enrich an area with a radius equal to your adept level times 400 feet, increasing the yield and growth of crops there by 50 percent for the season.

Woodcrafting: You can use Plant Shaping like a Craft skill to shape objects out of wood. This takes minutes instead of the hours of a normal Craft project. You can therefore complete a simple woodcraft project in a minute and an advanced one in an hour. See Craft in Chapter Two for details.

Time: Plant healing is a full-round action. Plant growth is a standard action. Woodcrafting requires time based on the project (as noted above).

Psychic Blast


You can focus your power to psychically assault a target’s mind. You can affect any target in your line of sight or in mental contact. The target makes a Will saving throw against your power’s save Difficulty, with the results noted on the Damage Track (see Chapter Six) as non-lethal damage. So a failed Will save results in a bruise, failure by 5 or more in a daze, and so forth. This damage is cumulative with, and treated the same as, damage from failed Toughness saves. Psychic Blast cannot cause damage past unconsciousness.

Time: Psychic Blast is a standard action.

Psychic Reflection

Prerequisite(s): Psychic Shield

By invoking this power, you can reflect powers blocked by your Psychic Shield back at their originator (see Psychic Shield elsewhere in this chapter). When your Psychic Shield successfully blocks a power directed at you, you can make a Psychic Reflection check against the same Difficulty.

If you succeed, the power directed at you affects the attacker instead, using the attacker’s bonus. You do not suffer fatigue for the reflected power (the attacker does), but you are in control of the effect. You must maintain the power yourself (if it can be maintained), and it has its normal effect and duration. The attacker may defend and save against the reflected power normally but cannot also reflect it using Psychic Reflection. Any attempt to do so simply causes the power’s effect to dissipate.

Time: Psychic Reflection is a reaction.

Psychic Shield

You can shield your mind from psychic influences. When you are the target of a power granting a Will saving throw, make a Psychic Shield check. The attacker must make a power check using the attacking power. If your check result is higher, the power fails. If the attacker’s result is higher, the power affects you normally, but you still get your normal saving throw.

You may choose to voluntarily lower your Psychic Shield if you wish. This is a free action, and you can raise it up again as a free action. Otherwise, your shield is always active, even if you are unconscious or sleeping.

Shields and Maintained Powers: Once a power has overcome your Psychic Shield, it continues to affect you as long as the user maintains it. You’re still entitled to your normal saving throws, if any, but your shield no longer protects you from that power. Once the attacker needs to make a new power check, however, your shield comes into play again and must be overcome again. For powers requiring mental contact, so long as the other adept remains in mental contact with you (inside your shield), he can use those powers freely without worrying about your shield.

Overcoming Psychic Shields: An attacker can choose to suffer a fatigue result to gain a +5 bonus to overcome your Psychic Shield. This is in addition to any fatigue caused by the power used against you. If you also choose to suffer a fatigue result, the attacker loses the bonus and must roll normally to overcome your shield. This process takes no actual time; it happens as part of the check to overcome the Psychic Shield. An attacker trying to avoid notice cannot use this option, since it makes it immediately apparent that you are under psychic attack.

Time: Using Psychic Shield as a defense is a reaction; raising or lowering your shield is a free action.

Psychic Trap

Prerequisite(s): Psychic Shield

You can psychically act against anyone who tries to overcome your psychic defenses. When an opponent attempts to use a power against you and fails to overcome your Psychic Shield, you get an immediate power use against the attacker as a reaction. This can be any power you can use as a standard or move action, but not a full-round action. If the power requires mental contact, you are considered in mental contact with your opponent for the purposes of using it. You only get one free power use per opponent per round, regardless of the number of attempts to overcome your Psychic Shield. The reactive power has its normal Difficulty and fatigue.

Time: Psychic Trap is a reaction.

Psychic Weapon

Fatiguing, Maintenance

You can create a melee weapon out of psychic energy. Take a move action to create the psychic weapon in your hand. The appearance of the weapon is up to you; its effects are the same regardless. You wield a psychic weapon like a normal melee weapon, except you are automatically considered trained with it.

The psychic weapon inflicts +1 damage per 4 power ranks. Add your key ability for Psychic Weapon rather than your Strength to the weapon’s damage. This damage ignores physical armor. You can score a critical hit with your Psychic Weapon on a natural roll of 20, inflicting +3 damage.

A psychic weapon is immaterial and only affects creatures with an Intelligence score. It has no effect on non-intelligent creatures or objects, meaning it cannot sunder or even block a material weapon. Two psychic weapons affect each other normally. If your psychic weapon is somehow knocked from your grasp or sundered by another psychic weapon, you can recreate it by taking a move action to do so.

Creating a psychic weapon requires a fatigue save with a Difficulty of 10 + the weapon’s base damage bonus (not including your key ability). The weapon lasts for one minute (10 rounds) after you summon it. To maintain it for another minute, make another fatigue save. Your psychic weapon disappears if you are stunned or unconscious.

Time: Psychic Weapon is a move action. The power use lasts for 10 rounds (1 minute). To maintain it for another minute, make another fatigue save.


Fatiguing, Concentration

You can sense distant events as if you were physically present at them. Make a Scrying check to sense a particular place, creature, or thing known to you. The base Difficulty is 10, modified by familiarity. If successful, you can observe the subject as if you were present. The vision lasts for as long as you maintain it, but your ordinary senses are overridden, so you are unaware of what is happening near you while you are observing events elsewhere. A subject observed via Scrying is considered present in terms of familiarity, but not in your actual line of sight.

The act of Scrying creates a psychic disturbance, which creatures with Intelligence 0 or better can sense. Any such creature under observation can make a Sense Motive or Second Sight check, opposed by your Scrying check. Creatures with no supernatural abilities get the intense feeling of being watched. Adepts see a glowing or shadowy image of you. You also have a present familiarity for any creature that senses you for the purposes of that creature’s powers, meaning they may affect you in return.

Time: Scrying is a full-round action.

Second Sight

You can sense the use and lingering effects of supernatural powers. Make a Second Sight check to detect powers in use in your vicinity, to sense an attempt at mental contact, or to detect and read the supernatural “signature” left behind by powers.

Sense Powers: The Narrator makes a Second Sight check for you in secret as a reaction whenever supernatural powers are used in your general area. The base Difficulty is 10 or the user’s Psychic Shield check result, whichever is greater, and the Difficulty increases by +1 for every 10 feet between you and the user or subject of the power (whichever is closer). A successful result means you sense the power use. You also know the general direction and distance to the source of the power and its target. If you succeed by 5 or more, you know which power was used. If you succeed by 10 or more, you also recognize the user, if known to you.

Sense Mind Touch: You make a Second Sight check against the other adept’s Mind Touch check to know when someone is trying to secretly get into mental contact with you. If you win the check, you sense the attempt, but you might not be able to avoid it (depending on the results of your Psychic Shield check and Will save).

Sense Supernatural Signature: If you also have the Object Reading power, you can sense old uses of supernatural powers in an area. The base Second Sight Difficulty is 15 to detect that powers were used in the area in the past, and 20 to determine what power was used and roughly when. It is Difficulty 25 to know exactly what or whom the power was used on. Sensing supernatural signatures is fatiguing.



Prerequisite(s): Body Control rank 8

You can reshape your body to assume the form of another creature. The new form must be a humanoid or animal, with a level no greater than your total level.

If you are slain or knocked unconscious while using this ability, you revert to your original form. You gain the Strength, Dexterity, and Constitution scores of the new form, but retain your own Intelligence, Wisdom, and Charisma scores. You also gain the new form’s speed and qualities, and you retain your own base combat bonus, saving throws, and skills (modified by your new ability scores).

You can freely designate the new form’s cosmetic qualities (such as hair color, hair texture, and skin color, for example) within the normal ranges for a creature of that type. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but must fall within the norms for the new form’s species. You are effectively disguised as an average member of that species. If you use this ability to create a disguise, you get a +10 bonus on your Disguise check.

Your equipment is not affected by the transformation. Any clothing or equipment that cannot be worn by your new form drops off. Likewise, when you return to your normal form, you have only what you are carrying or wearing. This usually leaves you naked if you were in animal form. At the Narrator’s discretion, some supernatural items may disappear into your changed form, reappearing when you assume your normal form.

Self-Shaping is fatiguing, with a fatigue save Difficulty of 15. It requires a full-round action to undergo a transformation, during which you can do nothing else. The transformation lasts for one hour per level, but you can make an additional fatigue save to maintain a form for another hour per level.

Assuming a shape with an average species Intelligence lower than your species poses an additional danger: each hour you must make a Will saving throw (Difficulty 15) or lose a point of Intelligence. If your Intelligence score drops to the natural level for that species, you become that creature in mind, as well as body. The effect of your Self-Shaping becomes permanent, and your normal identity is lost. You remain trapped until someone else achieves a Difficulty 30 Mind Touch to reach and reawaken your normal self, allowing you to return to normal form.

Time: Self-Shaping is a full-round action, during which you can do nothing else. The power use lasts for 1 hour per level. To maintain it for another hour per level, make another fatigue save.

Sense Minds

You can determine the presence and location of other minds. Make a Difficulty 15 Sense Minds check to sense the presence of any creature with an Intelligence score within 30 feet of you. For every factor of 10 you extend your sensing radius, the Difficulty increases by 5.

Sense Minds
Difficulty Radius
15 30 feet
20 300 feet
25 3,000 feet (about one-half mile)
30 30,000 feet (about 5 miles)
35 300,000 feet (about 50 miles)
40 3,000,000 feet (about 500 miles)

Try Again: No.

Time: Sense Minds is a move action.

With a successful check, you sense the presence of other minds, their approximate number, their general type (animal, humanoid, and so forth), and their approximate location. The larger the number of minds, the more general the information tends to be. Psychic Shield opposes Sense Minds. A Psychic Shield check greater than your Sense Minds check allows a creature to go unnoticed.

You can focus your attempt to Sense Minds on a particular place you can see, such as a building or island within range, for example, or even a planet seen from the bridge of a spaceship.

Time: Sensing power use and mental contact are reactions, taking no time. Sensing signatures requires a full-round action.


Fatiguing, Mental Contact

Prerequisite(s): Ward rank 13

You can remove another creature’s supernatural powers. You must be in mental contact with the subject. Make a Ward check (Difficulty 30) as a full-round action to deprive the subject of powers. The target makes a Will saving throw against your power save Difficulty. If the check succeeds and the Will save fails, the subject loses use of all supernatural powers, while retaining knowledge of those abilities. The target gets an additional Will save each day to regain lost powers, and a use of Mind Shaping or another use of this power can reverse the effect (Difficulty 30). You can only take 10 or 20 on the Ward check if the target is helpless.

Time: Severance is a full-round action.


Fatiguing, Mental Contact

You can psychically put a target into a deep sleep. The target gets a Will saving throw. Success negates the effect. If the Will save fails, the creature falls instantly asleep and remains so for 1 minute per rank. Sleeping creatures are helpless. Slapping or any damage awakens them, but normal noise does not. Awakening the creature requires a standard action (an application of the aid action). Creatures that do not normally sleep are unaffected by this power.

Time: Sleep is a standard action. It lasts for 10 rounds (1 minute) per rank.



You can implant suggestions into the minds of others. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking a creature to shoot or stab itself, immolate itself, or do some other obviously harmful act automatically fails. However, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter.

If the target’s Will saving throw fails, the suggested course of action is followed for up to 30 minutes per power rank, or until the course of action is complete, whichever comes first. You can also specify conditions that trigger a particular course of action, in which case the duration is counted from when the triggering event occurs. A very reasonable suggestion may impose a saving throw penalty of –1 or –2, at the Narrator’s discretion.

Try Again: No. You can attempt to affect the same character after some time has passed, but not in the same scene.

Time: Suggestion is a full-round action. It lasts for 30 minutes per rank.

Supernatural Speed


Prerequisite(s): Body Control.

You can move at great speed in short bursts. When you use this feat, your movement speed is multiplied by your adept level for 1 round (6 seconds). This is considered running movement (a full-round action), and it is fatiguing (Difficulty 12). Supernatural speed also multiplies your jumping distances by half your adept level.

Time: Supernatural Speed is a free action.

Supernatural Strike

Prerequisite(s): Improved Strike.

With this power, your unarmed attacks are considered supernatural weapons for overcoming the defenses of creatures vulnerable to such weapons.

Time: Supernatural Strike is always active.

Supernatural Weapon


Prerequisite(s): Weapon Training or Combat +3 or greater

You can imbue any weapon you wield with supernatural power. The weapon is considered supernatural for overcoming the defenses of creatures vulnerable to such weapons. You must personally wield the weapon for it to gain this benefit.

Time: Supernatural Weapon is always active.


You can move instantly from one place to another without crossing the distance in between. Make a Teleport power check. The base Difficulty is 10, plus the familiarity of your destination. If you carry additional mass along with you, the Difficulty is based on the amount, as follows:

Mass Difficulty
10 up to 20 lb.
15 50 lb.
20 100 lb.
25 250 lb.
30 500 lb.
35 1,000 lb.
40 2,000 lb.

You choose whether objects you are touching are carried along or left behind (allowing you to teleport out of things such as rope or manacles, or your clothes, for example). You cannot teleport only part of an object or creature. All the material must be touching you or another solid object that is touching you in order to be carried along. Creatures that do not wish to be teleported can make a Will save, with success meaning they’re left behind. A failed power check means you don’t go anywhere, but still suffer normal fatigue.

Time: Teleport is a move action.


Fatiguing (see below)

You can sense when someone is lying to you. When interacting with a creature of Intelligence –3 or higher, you automatically sense when the creature tells you a deliberate lie. You can do this a number of times equal to your Wisdom score in any given conversation. Detecting further lies in the same conversation is fatiguing (Difficulty 10, +1 per additional statement you verify; make the fatigue save at the end of the encounter). You do not detect half-truths, lies of omission, or things the creature believes are true (even if they are not).

An adept must activate this power as a free action before a given conversation in order to receive its benefit. Truth-Reading does not count towards the “1 hour time limit” for the cumulative modifier to the fatigue saves unless the adept pushes it to the point of fatigue.


You can get visions of the future, as if you were actually present at a particular future event. The visions you receive are by no means assured; the future can be changed by the actions of those in the present.

Spontaneous Visions: At the Narrator’s discretion, you may receive a vision when you are in contact with a subject or when there is a momentous event approaching in the future. This vision can occur while you are awake, yet spontaneous visions often take the form of dreams. You know when a dream is actually a vision, although you may not necessarily know what the vision means.

Danger Sense: Whenever you would normally be surprised in combat, you can make a Visions check (Difficulty 15). If successful, you receive a split-second warning; you are not surprised and can take an action during the surprise round.

The Narrator should make Visions checks secretly so the player doesn’t know if a particular vision is accurate or not. Consult the table for the results of a vision, based on the Visions check, or choose a suitable result, based on the hero’s Visions rank and the requirements of the story.

Difficulty Result
10 A vague vision of the future that may be accurate.
15 An accurate glimpse of the future.
20 Awareness of how long before a event occurs.
25 Awareness of the people involved in a future event.
30 Awareness of the time, subjects, and location of a future event.
35 Near-complete knowledge of a future event and everything involving it.

Things seen in visions count as slightly familiar in terms of familiarity, possibly more if the vision was long or extremely accurate (in the Narrator’s opinion).

Time: Visions is a full-round action (at least).



You can create interference with other supernatural powers and even creatures. You can affect an area around you with a radius equal to your adept level times 5 feet. Alternatively, you can choose to focus your Ward against a single creature in your line of sight.

Anyone affected by your Ward must make an opposed check against the result of your Ward check to successfully use any powers. Powers with results less than yours fail; although, the users of the failed powers still suffer fatigue, if any. Adepts can choose to suffer a fatigue result, in addition to the normal fatigue of the power used, to gain a +5 bonus to overcome your Ward. If so, you can choose to suffer a fatigue result to reinforce your ward, forcing the subject to make a normal check to overcome it (without the bonus). This takes no actual time; it happens as part of the check to overcome the Ward.

When using the Ward power, an adept is not affected by his own Ward. Powers that are already in effect when an adept uses the Ward power require an opposed Power check to remain active.

Creature Ward: You can also use Ward to “hedge out” or ward off certain supernatural creatures. The Narrator decides what type of creatures you may ward, depending on the setting. Examples include undead, fey creatures, elementals, psychic or energy beings, demons (or other extraplanar entities), and so forth. Different types of supernatural powers may ward against different types of creatures. Any creature affected by your Ward must make a Will save against the result of your Ward check to pass the boundary of the ward (a radius of adept level x 5 feet). A creature that fails the save cannot cross the boundary so long as the ward is maintained, nor can it directly affect or influence anything within the bounds of the ward.

Time: Ward is a move action.

Water Shaping

Fatiguing, Maintenance

You can shape and direct the flow of water.

Splash: You can cause as much as 10 gallons of water per Water Shaping rank to leap in an arc up to 10 feet per adept level. Hitting a creature with this watery arc requires a ranged attack roll. The creature must make a Fortitude save or be dazed for one round (taking no actions but defending normally). The splash also douses flames with a damage bonus less than your Water Shaping rank.

Shape Flow: You can direct the flow of currents, increasing or decreasing the speed of water vessels by 20 percent for every 5 points your check exceeds Difficulty 10 (at Difficulty 35 you can stop water vessels entirely or double their speed).

Lower Water: Waters lower by as much as 1 foot for every point your Water Shaping check exceeds Difficulty 10. The water lowers within an area with a 10-foot radius per adept level (a 5th-level adept can lower an area of water with a 50-foot radius). In extremely large and deep bodies of water, such as an ocean, this power creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and making them unable to leave by normal movement for the duration.

Raise Water: Waters rise by as much as 1 foot for every point your Water Shaping check exceeds Difficulty 10. The water rises within an area with a 10-foot radius per adept level (a 5th-level adept can raise an area of water with a 50-foot radius). Boats raised in this way slide down the sides of the watery hump created. If the area includes riverbanks, a beach, or other nearby land, the water can spill over onto dry land, causing floods.

Time: Water Shaping is a standard action.

Weather Shaping


Prerequisite(s): Water and Wind Shaping

You can shape the complex forces controlling the weather. More than just commanding the winds, you can change the weather to suit your will. A use of Weather Shaping affects an area with a diameter in miles equal to your adept level, centered on you.

It takes (30 – power bonus) minutes for the effects of Weather Shaping to manifest, with a minimum of one round (at power bonus +30). You can call forth weather appropriate to the climate and season of the area you are in.

Weather Shaping
Season Possible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring (coastal area)

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific effects of the weather—where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for up to a number of hours equal to your adept level +4, or until you use a standard action to designate a new weather condition (which fully manifests 30 – power bonus minutes later). Weather Shaping can do away with weather conditions (naturally occurring or otherwise) as well as create them.

There is no power check Difficulty to achieve different weather effects. This is intentional, as the specific effects of the weather are not under your control.

Wind Shaping

Fatiguing, Maintenance

You can shape and direct the wind. You can make the wind blow in a certain direction and change its speed. The new wind direction and speed last as long as you choose to maintain them. Changing them requires another use of this power. You can affect the winds in a 40-foot radius per adept level. You can create an area of calm air, up to 80 feet in diameter, at the center of the winds, if you wish, and you can limit the winds to an area less than the maximum for your level.

Wind Direction: You may choose one of four basic wind patterns to function over the area.

  • A downdraft blows in all directions, from the center outward.
  • An updraft blows from all directions, from the outer edges toward the center.
  • A rotation causes winds to circle the center (clockwise or counterclockwise, as you wish).
  • A blast causes the winds to blow in one direction across the entire area, from one side to the other.

Wind Speed: With a Wind Shaping check, you can increase or decrease the wind’s speed by one level for every 5 points you exceed Difficulty 10. Each round, on your turn, anyone in the area must make a Fortitude save or suffer the effects of the current wind speed. There are seven wind speed levels:

  • Light Wind: A gentle breeze, having no game effect.
  • Moderate Wind: A steady wind that extinguishes small, unprotected flames, like candles, on a d20 roll of 11 or higher.
  • Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and Notice checks for sounds. Strong winds knock down Tiny and smaller creatures. Flying creatures are blown backwards a short distance. A strong wind can speed or slow sailing vessels by 50 percent.
  • Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as in lanterns)to dance wildly and have a chance (11 or higher on a d20 roll) of extinguishing them. Ranged weapon attacks and Notice checks are at a –4 penalty. Severe winds blow Tiny and smaller creatures back a short distance and knock down Small creatures. Medium creatures are unable to move forward against the force of the wind.
  • Windstorm: Powerful enough to bring down branches, if not whole trees, windstorms automatically extinguish unprotected flames, and blow out protected ones on a d20 roll of 6 or higher. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Notice checks to listen are at a –8 penalty due to the howling wind. Windstorms blow away Small and smaller creatures, knock down Medium ones, and check the forward movement of Large creatures.
  • Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Notice checks to listen are impossible; all anyone can hear is the roaring of the wind. Hurricane-force winds often fell trees. These winds blow away Medium and smaller creatures, knock down Large ones, and check Huge creatures.
  • Tornado: All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Notice checks to hear anything. Instead of being blown away, Large and smaller creatures who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1–10 rounds (d20/2), taking +12 damage per round, before being violently expelled (falling damage may also apply). Huge creatures are knocked down, and Gargantuan creatures are checked and unable to move forward. While a tornado’s rotational speed can be as great as 300 miles per hour, the funnel itself moves forward at an average of 30 miles per hour (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of devastation.

Time: Wind Shaping is a full-round action.

Wind Walk

Fatiguing, Maintenance

Prerequisite(s): Wind Shaping

You can “walk” on air at a speed of 5 feet times your power rank, with perfect maneuverability. The effect ends when your feet touch the ground. Wind Walk is fatiguing (make the fatigue save when your use of this ability ends). If you stop maintaining the power for any reason, you fall.