Paths of Power





Necromancy

1-3
Haunt-Call spirits to haunt a select person or place.
Cause Fatigue - Causes lapse of extreme fatigue.
Necromancer's Lock - Locks a chest, door, book with a dark lock with causes extreme pain if an unauthorized person attempts to open locked object.
Necromancer's Skeleton Key - A key that unlocks any door, drawer, chest, etc. that is enchanted by locking it with the key, to open only with the key. Key will fit any standard lock.
2-6
Conceal Magic - Hides spell from detection.
Feign Death - Death looks real and one cannot tell they are living.
Healing Grave - Heals serius wounds.
Choke Hold - Unseen force grapple's target's throat and chokes them.
3-9
Mark of Mage - Seals spell against detection and identification with necromancer's mark of power.
Black Terror-(-10 Con)
Sadist's Touch - Touch causes agonizing pain.
Necromantic Seal - Seals Necromantic spell against Dispelling, Disenchantments, ect. requires correct spell of higher level mage +2 to break magic Seal.
4-12
Invigorate - Returns strength to someone who is weak or fatigued.
Contagion - missle disease bolts at target
Shatter Seal - Shatters mage's seal with higher power.
Shatter Mark - Shatters mage's mark. with higher power.
5-15
Hell Fire-(+60 Death contingency Spell)
Delay Death - Delays death 1 minute per level or success. and 5 minutes per Ace rolled.
Necronomican Curtain - Those behind curtain cannot be seen, sensed or heard, as this power makes subjects selected cease to exist to those who are not veiled.
Deathly Majesty - Command and summon souls, spirits and the undead.
6-18
Deathly Shock-(+20)
Animate Dead - Bring Corpses to life to command
Necromantic Sphere of Force - An orbic shield which drains life from anyone who contacts shield or who attempts to infiltrate it. If someone attempts to infiltrate shield a second time, they are struck with a rapid decomposition infliction, which will decompose them to ash.
Mortus Infliction - Rapid degeneration which results in death if infliction completes.
7-21
Necromantic Paralysis-(+10)
Create Artifact - All artifacts created must have some consequence for using artifact.
Arrow Of Bone - Arrow can be fatal and causes extra damage against undead. 20% damage to mortals. 50% damage to undead.
Morbid Tomb - Victim is plunged into a sealed, ancient tomb which infects them with necromantic whithering. Victim degenerates over period of three days until death results. Anyone entering tomb is trapped and inflicted with decomposition as well.
8-24
Create Undead-Turn a select target into a zombie, vampire, or death knight.
Control Undead - Commands the will, mind and actions of an undead creature.
Force Shapechange - Victim Shapeshifts into commanded form
Enchant Weapons - Using available power.
9-27
Dream and Mind Walking-()
Soul Capture-(+5 vs. Save Bonus) Captures soul in an item or called area.
Dark Reincarnation - Reincarnates the dead into a new life as called. Two traits of corruption must be called into person being reincarnated. Examples: Greed and Lustfulness, Sloth and Bad Temper, Covetry and Theft.
Dark Warding - Necromantic Selection for warding havens, areas, items and buildings.
Artifact Zombie Ward - Places a necromantic ward around and beneath a building or area, which inflicts anyone trying to infiltrate area with a deadly force, which snatches their soul and will from them to transform intruder into a Zombie Minion, who will obey the Necromancer who placed the wards implicitly. The wards entrap the soul in its barrier, but the person's will is devoured by the ward's powers, increasing its strength. Only those selected to be bypassed can enter the warded area safely.
Necromantic Ward - Places a deathly shield around and beneath a building or area, which inflicts anyone trying to enter area, who is not permitted safe entry, with violent nausia. If person tries to enter warded area again, they are struck with a deadly force which decomposes them very rapidly, until nothing but ash remains.
10-30
Deadly Vapors-(+65 -4 Stamina, -1 Level per turn)
Prison of Bone - Encases target, or their soul (on death) in a thick layer of hard bone. They are preserved if captured alive.
Spell Reversal - Can alter alignment of spells, or revert them back on caster.
Dark Creation - Powers of Necromantic and Dark Temple Spells, Commands, Factors, Improvised Casting- failure with 1s exceeding successes. Recreation and Creation of Monsters and Bodies, Artifacts and Necromantic Items Creation
11-40
God of the Dark Temple - Ascension into Lich, Demon, Devil, Vampiric Deity, and Angelican vampire only. Holistic creation and command of the Dark Temple's powers. Any Life and Death command can be summoned. Ward Creation, Stable Weaves and unbreakable seals to any not exceeding their power with the knowledge of disabling powers selectively. Failure with more 1s than Aces.

Path of the Abyss

Passive Power: Life Tap: restores stamina (+1, +1 per ace) and health (by 50%) to Abyssmancer if someone nearby dies, as the life escaping a body is absorbed by the abyssmancer. 2% chance per level per dead target.
Abysmal Fire: fire damage which also drains -1 stamina and strength per ace.
Abyss Wall: phase past whatever this wall protects and lose -1 stam., -1 strength per ace, and damages while phasing in and out of abyssal wall.
Abyss Gate: gate to the abyss which abyssmancer can also use to bypass distance by selecting a destination. Traps those not selected to enter (if selection is activated) in the abyss.
Abyss Trap: a very dark shadow which can appear anywhere called, which, when entered, traps the one who entered one way gateway in the abyss.
Abyssal Plunge: seizes someone in an abyss gate and plunges them into the abyss.
Black Arrest: seized someone in an abyssal freeze which halts all motion and drains -1 stamina and willpower, and -level used in health each turn. Also damages +level used each turn.
Abyssal Shield: a shield which drains -1 stamina, strength, and willpower per ace from attacker per attack.
Sight of Darkness: true sight ability, allows Abyssmancer to see true forms with no anti-sight or immunity to dark forms (shadow or abyss)
Phasing Cloak: can bypass wards and magic/energy fields while concealing form in anti-detection cloak. Wards do not recognize the existance of one wearing this cloak.
Abysmal Prism: powerful orb of dark, prismatic energy of the abyss which attacks with bolts of energy in a radius of up to +1 yard per success, +10 yards per success on a crit. Number of bolts is progressive each turn activated by trespass of its radius, and each bolt has its own power. [1] Cold Damage, -1 mvm per success. [+2] Devitalize; -1 stamina, -1 per ace. [+3] Weaken; -1 strength, -1 per ace. [+4] Drain Health; -1 permanent health, -1 per ace. [+5] Wraith Bolt; -1 will and stamina, -1 per ace. [+6] Abyssal Freeze; critical damage, -1 mvm per success, -2 stamina, -1 per ace. Orb has HP (total roll = HP of Orb) and can be damaged by normal weapons only. All bolts hit target if magic is used against orb.
Abyss Shroud: eclipses all readings of life, thought, feeling or spirit, use on called target or an area of up to +1 yard radius per success, +10 yards per success on a crit.
Abysmal Weaver: weave abyss power as called, but if spell fails or misses, backlash of -1 stamina, willpower and strength per ace, and normal damage occurs. Backlash doubles on a botch.

Abyssal Ice Elements

1-3
Chill - Makes someone or something chilled.
Snow Fall - A gentle snow falls, but can get quite deep if snow lasts.
Icy Mirror - Forms glassy sheets of ice on called surfaces to make mirrors of them, reflecting everything in exact mirror images.
Black Ice - A very slippery sheet of ice forms where called, very hard to walk on.
2-6
Shivering Cold - Makes someone or something very cold.
Snow and Ice - Sleet and snow fall to encase all in glistening white ice.
Ice Blindness - Freezes targets eyes.
Pond of Ice - Forms a pond of solid ice (up to 10-30 feet across) as selected.
3-9
Hail - Hail rains down from the sky
Freeze - Causes someone to or something to freeze, slows animate targets down by -1 mvm. and dex. per success, also makes them 'brittle', suffering X 3 dmg. per hit on successive hits. Lasts one turn per ace.
Door of Ice - Anyone not selected to pass will freeze into a block of ice when they pass through door of ice.
Pit of Ice - Deep pit of ice (up to 10 feet deep per success) forms beneath someone.
4-12
Embraced by Ice - Freezes someone or something.
Dome of Ice - Protective barrier of ice.
Blizzard - Blizzard piles up deep snow quickly with even deeper drifts.
Freeze Burn - Makes target so cold that their flesh burns with cold. Double dmg.
5-15
Icy Sephulcher - Encases someone or something in thick layer of ice.
Bridge of Ice - Form a bridge of ice.
Wall of Ice - Surrounds called site or comes between called objects.
Dome of Ice - Large dome of ice, diameter of up to 100 feet, forms in called area
6-18
Frozen Lake - Freezes a lake in moments.
Freezing Funnel of Ice - A tornadic cone of ice which spews ice and sub-zero temperatures to freeze targets.
Sphere of Ice - A large globe of ice which can be used as a missle, or called to form around someone or something.
Ice Blades - Sharp blades of ice streak at targets, 1 blade per success.
7-21
River of Ice - Freezes a river
Lake of Ice - Freezes a lake
Quick Freeze - Freezes target or area in moments
Tower of Ice - Tower made of 12 foot thick walls of ice forms on called site.
8-24
Ice Flow - Glacier-like ice flow the elemental controls.
Sea of Ice - Freezes a sea.
Immutable Ice - Protects any object made of ice from melting and breaking, 10% per success.
Ice Elemental - An elemental ice dragon, or other called form, made of semi-immutable ice is invoked from the elemental plane. Ice elemental will guard any site called, and commands all ice elements at 1-level per success. Resists melting by 10-30% per success. Checks-20 d6 each-(4-5=1 point, 6=5 points). Willpower and Ethics commanded by invoker.
9-27
Storm of Ice - Dagger like icicles rain down from the sky with stinging ice crystals.
Glacier Ice - An area becomes a glacier, complete with deep canyons, caves and fissures of ice.
Fortress of Ice - A fortress of Ice is raised out of the elemental plane on a called site. The fortress has ramparts, towers, gates, a keep and the floors and courtyards glassy sheets of ice. While the surface is of the fortress is freezing cold, the air inside the keep and chambers is tolerably warm (60 degrees), the walls acting as an insulator.
Shield of Ice - Forms a shield of ice around or over someone or something.
10-30
Kingdom of Ice - Massive storm of sleet rains down and covers a large area in a thick layer of ice very quicky. Six inches of ice per every thirty minutes-up to one hundred acres.
Prison of Ice - Captures someone into a prison cell of immutable ice, resists melting and breaking 10% per success. Cell forms around target and shifts through elemental plane where elemental calls.
Gateway of Ice - A gate which leads through the elemental plane to any called destination. Any who are not selected to enter turn to ice if they enter the gate's threshold.
Ice Catalist - Allows caster to create a contingency, that triggers an ice affect if catalist is triggered. Caster calls catalist, with up to +100 dmg as called.
11-40
Master of Ice - Elementalist can formulate ice commands, enchant with ice effects, use power for warding, creating items, artifacts, weapons and Ice Elementals, has Immuntable Ice at 20% per success, can layer ice commands (as stamina allows) and can blend ice elements with other gifts.





Master of Shadows

1 [1-3] - Shadow Stalk - sneak around unseen and unsensed while maintaining a physical form. Shadows disperse when an action is taken against another. Unseen for one action.
2 [4-6] - Shadow Door - create a doorway of shadow where no doorway exists that opens and closes only to creator.
3 [7-9] - Shadow Bridge - create a solid bridge of shadows 4 feet wide.
4 [10-12] - Trap Door of Shadows - a trap door opens under someone and drops them into a cell of shadows which holds them captive.
5 [13-15] - Aura of Shadows - nothing about subject protected by this gift can be sensed by any means.
6 [16-18] - Shadowy Keep - a tower or room of shadow is raised which can only be accessed by creator or those he selects to enter or leave the keep.
7 [19-21] - Shadow Planes Walker - cross any distance and into any realm, world, alternate plane, or demi-plane.
8 [22-24] - Shadow Planes Gate - like a walker only shadow elemental can take others with them.
9 [25-27] - Dark Creationist - create any called, tangible, shadow effect, object or scope (such as shadow-bridges, doors, gates, keeps, castles, weapons, trees, ropes, ladders, vines, forests, lakes, etc.) with called effects which include selection of who creations are tangible to, and ethereal passage only to select subjects through doors and tunnels.
10 [28-30] - Formulation of Commands - create wards, items, artifacts, effects, spells, scrolls, weapons and combine with other powers as called.
11 [31-35] - Improved Power - use these powers at these levels as gained.
12 [36-40] - Improved Power - use these powers at these levels as gained.

Dark Guadian Weave

Disjoin Anti-Magic: relies on success of power without disruption. +9 d6 duration. Lasts turns = successes on select target
Dread Black Fog: Lowers Immunities by -2% per success.
Dark Warding: Ward areas or places with specified protective commands, triggers and catalysts.
Protection against Good and Holy: +6 Bonus
Protection against Shadow Magics: +6 Bonus
Protection again Evil: +5 Bonus
Black Whiplash: Good to Evil Spell Reversal, +45-dmg, +6 d6 Anti-MR
Guardian Gate: Weaves any gate power with a contingency to seize a person in a gate under called circumstances. User must have pre-existing gate power.
Guardian Contingency: Sets a protective contingency on select target as called with called catalists triggering defense.
Sanctuary Wards: wards any building or ediface (caves or connected cavern areas included) against all hostile action within protected area, seizing hostiles and phasing them to a chosen location within ten miles of protected perimeters. Grants ward master privlege, so that warder master can build and control custom commands and factors into wards, including bypass selection.

Quantum Arcane


Stamina 1
Holding Force - Arrests movement and ALL action.
Conjuration - Conjures a select object, material or item as called.
Arcane Seal - Seals a Spell within an item or subject and protects against dispells.
Stamina 2
Hasten - Hasten another person or an object.
Arcane Mark - Marks a spell with Magic user's signature to protect against detection and identification.
Arcane Lock - Locks a door, gate or window to prevent entry.
Stamina 3
Arcane Proofing - Protects a spell, magic item, or select object against specified effects or threats. Roll for each Proof cast. Success Roll = Power of Proofing +Level of caster.
Arcane Quickening - Spells cast faster.
Boomarang Effect - A dagger or sword when thrown hoops rapidly, able to hit a target multiple times, and comes back to weilder.
Stamina 4
Channeling Fork - Forks power to hit various called targets.
Negation - Negates various powers as called.
Wall of Force - Invincible wall of force, often used in warding rooms and buildings.
Stamina 5
Binding Honor - An agreement is bound with a called contingency which takes effect if agreement is broken. The contingency cannot be dismantled once one has agreed to terms. One has to agree to binding honor for agreement to count. Beware loopholes.
Arcane Immunity - Saving throw bonus +1 per success against spells.
Shatter - Shatters an object.
Stamina 6
Anti-Factor - Protects a power or target against called power or effects. Must be used prior to any engagements.
Disintegrate - Disintigrates an object or element.
Banishment - Banishes Target through dimensional gate from a select place to their own residence and prevents their re-entry.
Stamina 7
Plant Lore - Make plants grow quickly and move.
Arcane Dead Zone - Creates a dead magic zone up to 100 yard radius. No magic can penetrate or be used inside of zone.
Arcane Sphere - Protective Sphere of Magic woven with 9 various effects, each with a kick if sphere is touched. Each time sphere is contacted, an additional power woven into the globe strikes them, so that number of effects equals times touched. Each power must be dismantled in order it was woven with correct dismantling spells.
Stamina 8
Imprisonment - Traps victim within a select room or space with warded powers preventing their escape.
Elemental Aura - Protects from attacks of same element and allows the casting of some spells related to that element.
Curse of Death - 10% dmg every RP day curse remains. Allows for no healing. Curse can only be dispelled by caster. Curse of death is a contingency spell, contingeny terms named by caster. The only way the spell can be removed is for the contingengy to be met.
Stamina 9
Estate Transference - Move keep to an elemental plane or called destination.
Arcane Lore - Identify, Solve and detect magics.
Conceal Power - Conceal powers from detection and identification.
Stamina 10
Pending Stamina 11
Pending Stamina 12
Pending

Telekinetic Commands

take one chosen telekinetic feat per 3 levels gained. All stat numbers x 10 on a crit if called.

  • Arrest Movement: catch someone or something mid-air to hold it suspension or let it down as called, up to +5 pounds per success, +100 pounds per ace
  • Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object.
  • Lift: up to +5 pounds per success, +100 pounds per ace.
  • Push: up to +1 strength per success, +5 strength per ace.
  • Throw: up to +1 foot per success, +5 feet per ace, damage=distance thrown, up to +5 pounds per success, +100 pounds per ace.
  • Smite: strike a target as called, +1 damage per success, +5 damage per ace. Damage=strength.
  • Grapple: up to +1 strength per success, +5 strength per ace. Holds without damage.
  • Crush: includes death grips, choke holds, body crushes, and crush items. Up to +1 strength and damage per success, +5 strength and damage per ace.
  • Levitation: lift self or someone else up to +1 foot per success, +5 feet per ace. Includes descent as called. Up to +5 pounds per success, +100 pounds per ace.
  • Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
  • Transference: carry a called object to self or another, up to +5 pounds per success, +100 pounds per ace.
  • Multiple Targets: affect multiple targets with any called feat next turn, up to +1 target per success or ace.
  • Shockwave: affects a potentially large area with a damaging and stunning wave of telekinetic energy in a radius of up to +10 yards per success, -1 AR per ace to anyone affected, +1 damage per success, +5 damage per ace.
  • Telekinetic Formulation: level 36-40 only, formulate feats as called.
  • Physical Distortion - Distort the shape of an object or living thing as called by up to +1 distortion per success. Lasts up to +1 hour per success, +1 day per ace. Duration x ten on a crit, or permanent if called.
  • Sculpt the Physical - Reshape an object or living thing as called by up to +1 feature per success. Lasts up to +1 hour per success, +1 day per ace. Duration x ten on a crit, or permanent if called.