SpiritD6 Powers
Power Sources
To access powers, a character must have a power source. At rank 2 in that power source, the character gains 2 powers accessible to that source. Generally, to cast a power, the character must roll their power source and consult the table to see which effects they have access to. A power may have multiple options with different success tables, in which case the character must choose which effect they are using before rolling. When selecting effects, you may only ever select each effect once.
A power source represents a character's inner spiritual reserve that allows them to exceed the limitations of normal people. The power source they select is a manifestation of their individual heroic spirit, and generally a character should only have one. All magical power sources are mutually exclusive, as they draw on religious traditions that have differing and contradictory explanations for how magical effects are produced. Martial sources are not mutually exclusive, but a character's inner strength still tends to only manifest in one way. A starting character may only have one power source, and if a character attains another one, they only gain a single power every even rank, as opposed to two at rank 2 and one additional power ever subsequent rank.
Area of Effects: The targets of an area of effect power may still use their Defense to reduce the success of the power, but this reduces the successes only for that character. Therefore, an area of effect power may gain X successes in general, but have less successes against specific characters who spent Defense against it.When the successes of a power are reduced by a Defense or opposed Spirit, effects such as range and area increases must still be paid for. What Defense downgrades is the actual negative effect (a primary effect denoted with [P]) of the power on the target. Thus a 4 success fireball that spent 3 successes on damage and 1 success on extra range would only have 1 success to spend on damage if defended with 2 points of Defense. As there is no 1 success damaging effect, the fireball would then do no damage to that character. Using Powers costs Power Points equal to the amounts of successes attained, or an amount of points specified in the power description. A character may voluntarily reduce their amount of successes after rolling. Attempting to cast a power always costs power points at least equal to Min Successes, even if no successes are attained. In case of a power defended by an opposed Spirit roll, power cost is calculated based on the unopposed power roll. A character has Power Points equal to 3xSpirit. These points are refreshed on a long rest. In addition, a character regains points equal to 1/2 their Spirit on a short rest.
List of Power Sources
Below is a list of Power Sources and the powers accessible to those power sources.
- Lorechanter: An adherent of the Thaner Legend, a Lorechanter must be able to chant in a clear voice and be standing on solid ground or a floor to use these powers. This is a magical power source.
Powers: Artifice*, Divine (from Writings), Earthmeld, Earthshape, Godforge, Heal, Heroism, Imperious Word*, Shatter, Voice of God* - Priest of Nuwa: A devotee of the goddess Nuwa a Priest of Nuwa must be able to speak a whispered prayer and hold the martyr's flame in their hand, or a suitable proxy to use these powers. This is a magical power source.
Powers: Curse of Weakness, Deathtouch, Heal, Illumination, Raise the Dead, Speak with Dead, True Sight - Rootspeaker: A follower of the God of Roots, a Rootspeaker must be able to make a spark or have access to a flame to use these powers, unless they are casting Conjure Fire. This is a magical power source.
Powers: Conjure Fire, Divine (from Roots), Earthmeld, Earthshape, Heal, Resist Elements, True Sight, Vengeful Roots, Woodform - Sun Priest: A devotee of the Sun God Marse and the other star gods of the Marseist tradition, a Sun Priest must be able to speak a whispered prayer and hold the sun-disk in their hand, or a suitable proxy to use these powers. This is a magical power source.
Powers: Conjure Fire, Elemental Bolt (Fire)*, Heal, Heroism, Illumination, Resist Elements, Shape Water, Waterwalk - Champion: A warrior whose inner strength manifests through preternatural physical prowess. This is a martial power source.
Powers: Bull Rush*, Crush the Weak, Indomitability*, No Escape, Second Wind, Sense Weakness, Shatter, Superiority, Taunt - Commander: A leader of men, the Commander's spirit lends itself to inspiring others and sapping the resolve of their enemies. This is a martial power source.
Powers: Heroism, Imperious Word*, Rallying Cry*, Rousing Command, Second Wind, Sense Weakness, Superiority, Taunt - Sharpshooter: The eagle-eyed sniper, a Sharpshooter exemplifies skill and precision. This is a martial power source.
Powers: Evasion, Hindering Shots, Melee Marksmanship, Precise Shot, Rapid Fire, Sense Weakness - Swashbuckler: A cunning fighter or a daring rogue, the Swashbuckler's panache, skill, and sheer luck carry them through. This is a martial power source.
Powers: Dirty Trick, Evasion, Lunge, No Escape, Riposte*, Second Wind, Sense Weakness
*Asterisk: Contains multiple options for using the power.
Powers
Power NameMin Successes: The minimum amount of successes required to have any effect with the power.
Min Rank: The minimum power rank required to be able to attempt the power.
Duration: How long the power lasts, or instantaneous.
Target: How the power is targeted.
Casting Time: What kind of action, or how much time it takes to cast the power.
Defense: Whether the power is defended by Defense, Power roll opposed by Spirit, or not applicable.
Description: Artifice*
Min Successes: 1
Min Rank: 2
Duration: [Rank] minutes
Target: N/A
Casting Time: 1 Minute
Defense: N/A
Description: An object created by Artifice vanishes at the end of the duration.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
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Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: N/A
Casting Time: 1 Minute
Defense: N/A
Description: Restore cannot create substantial amounts of new material. Restore can generally only affect an area of about a hex at once.
Successes | Effects (Choose one) |
1 | Repair scratches, notches, polish the object. [P] |
2 | Repair substantial damage or structural damage. [P] |
3 | Join broken parts together. [P] |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Creature within half your speed and melee range combined
Casting Time: Action
Defense: Defense
Description:When you cast Bull Rush, move up to your half your speed directly towards the target so that they are in your melee range.
Successes | Effects (Choose one) |
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3 | Select effects totaling 3 successes. |
Savage Charge
Min Successes: 2
Min Rank: 3
Duration: Instantaneous
Target: Self
Casting Time: Action
Defense: N/A
Description: When you cast Savage Charge, move up to your speed directly towards a creature so that they are in your melee range.
If Savage Charge resolves with 0 or 1 successes, you may still make a single melee attack with Disadvantage, as if you attained 2 successes.
Successes | Effects (Choose one) |
2 | Make a melee attack at Disadvantage. [P] |
3 | Make a melee attack. [P] |
4 | Make a melee attack at Advantage. [P] |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Touched object or creature
Casting Time: Action
Defense: N/A or Defense
Description: If Conjure Fire is cast on a creature, they may use Defense against it. Conjure Fire summons fire, but behaves as a normal fire after casting.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Self
Casting Time: Action
Defense: N/A
Description: If Crush the Weak resolves with 0 successes, you may still make a single attack, as if you attained 1 success.
Successes | Effects (Choose one) |
1 | Make a melee weapon attack against 1 creature. [P] |
2 | Make a melee weapon attack against 2 creatures. [P] |
3 | Make a melee weapon attack against 3 creatures. [P] |
4 | Make a melee weapon attack against 4 creatures. [P] |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Turns
Target: Target creature within 20 hexes
Casting Time: Action
Defense: Opposed Spirit
Description:
Successes | Effects (Choose one) |
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3 | Select effects totaling 3 successes. |
4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: 1 Turn
Target: Engaged Opponent
Casting Time: Immediate
Defense: Defense
Description:
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Touched focus (See Description).
Casting Time: Action
Defense: N/A
Description: Divine allows you to magically know information that relates to an object or its surroundings. The power source specifies which kind of object may be used for divining.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Turns
Target: Creature touched or Self
Casting Time: 1 minute
Defense: N/A
Description:
Successes | Effects (Choose one) |
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5 | Select effects totaling 5 successes. |
6 | Select effects totaling 6 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Touched stone or earth (see description)
Casting Time: 1 minute
Defense: N/A
Description: Earthshape targets a touched mass of earth or stone, and affects an area emanating from the touched point. Earthshape does not remove or add material, though it can make the material affected slightly denser or more porous.
Successes | Effects (Choose one) |
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5 | Select effects totaling 5 successes. |
6 | Select effects totaling 6 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Target creature within 20 hexes.
Casting Time: Action
Defense: Defense
Description: Elemental Bolt has an associated element listed in the power source.
Successes | Effects (Choose one) |
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Min Successes: 2
Min Rank: 5
Duration: Instantaneous
Target: Target hex intersection within 20 hexes.
Casting Time: Action
Defense: Defense
Description: Elemental Burst has an associated element listed in the power source.
Successes | Effects (Choose one) |
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Min Successes: 1
Min Rank: 2
Duration: 1 Turn
Target: Self
Casting Time: Immediate
Defense: N/A
Description:
Successes | Effects (Choose one) |
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5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] minutes
Target: Metal weapon or armor touched.
Casting Time: Action
Defense: N/A
Description:
Successes | Effects (Choose one) |
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3 | Select effects totaling 3 successes. |
4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Creature touched or Self
Casting Time: 1 minute
Defense: N/A
Description:
Successes | Effects (Choose one) |
1 | Restore half of the target's hit points. [P] |
2 | Restore all of the target's hit points. [P] |
3 | Treat non-lasting wound. [P] |
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5 | Treat lasting wound, and immediately remove the wound. [P] |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Target within 10 hexes that can hear you.
Casting Time: Action
Defense: N/A
Description: While Advantages usually stack, a creature can only benefit from one Heroism at a time.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
Min Rank: 2
Passive
Description: Add the following effects to your ranged weapon success tables. You must select at least one effect from the base weapon success table (The attack must do damage to be able to apply any of these effects) when attacking.
Successes | Effects (Choose one) |
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3 | Select effects totaling 3 successes. |
4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] minutes
Target: Target point within 20 hexes or touched object.
Casting Time: Action
Defense: N/A
Description: In general, a source of dim light will illuminate an area about 5 hexes in radius slightly, and then rapidly fade. A bright light will illuminate 10 hexes well, and another 10 dimly before beginning to fade. The darkness effects produce the reverse, counteracting light in a similar radius.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
4 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: See Successes
Target: Creature within 20 hexes that can see and hear you
Casting Time: Action
Defense: Opposed Spirit
Description:
Successes | Effects (Choose one) |
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3 | Select effects totaling 3 successes. |
Min Successes: 2
Min Rank: 4
Duration: See Successes
Target: All hostile creatures within 20 hexes that can see and hear you
Casting Time: Action
Defense: Opposed Spirit
Description:
Successes | Effects (Choose one) |
1 | N/A |
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4 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: See Successes
Target: Self
Casting Time: Reaction
Defense: N/A
Description:
Successes | Effects (Choose one) | |
1 | You have 2 Damage Reduction until the start of your next turn. This damage reduction cannot be bypassed with Ignore Armor. [P] | |
2 | You have 4 Damage Reduction until the start of your next turn. This damage reduction cannot be bypassed with Ignore Armor. [P] | |
3 | You have 6 Damage Reduction until the start of your next turn. This damage reduction cannot be bypassed with Ignore Armor. [P] |
Min Successes: 1
Min Rank: 2
Duration: See Successes
Target: Self
Casting Time: Immediate
Defense: N/A
Description:
Successes | Effects (Choose one) |
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3 | Select effects totaling 3 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: N/A
Casting Time: Action
Defense: N/A
Description: If Lunge resolves with 0 successes, you may still make a single melee attack. If combining effects that say "make an attack", make a single attack with all of the listed features.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Rank: 2
Passive
Description: If you are Engaged, you do not have Disadvantage on ranged weapon attacks at targets other than the opponent engaging you. You may spend 1 power point when making a ranged weapon attack to negate this Disadvantage against an opponent engaging you.
Min Successes: 1
Min Rank: 2
Duration: 1 Turn
Target: Self
Casting Time: Immediate
Defense: N/A
Description: After you cast No Escape, you may Engage a single creature within range of your melee weapon.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Self
Casting Time: Action
Defense: N/A
Description: If Precise Shot resolves with 0 successes, you may still make a single ranged weapon attack. If combining effects that say "make a ranged weapon attack", make a single attack with all of the listed features.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Minutes
Target: Coprse touched
Casting Time: 1 Minute
Defense: N/A
Description: This power raises the body of the creature under the caster's command. The raised body is a dumb shell that loses all skill ranks, but understands simple verbal commands.
Successes | Effects (Choose one) |
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Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Self and ally within 10 hexes who can hear you
Casting Time: Action
Defense: N/A
Description:
Successes | Effects (Choose one) |
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3 | Select effects totaling 3 successes. |
4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Rank: 2
Passive
Description: When making a check to resist a fear effect, you may spend 1 power point to gain Advantage.
Min Successes: 1
Min Rank: 3
Duration: Instantaneous
Target: Self
Casting Time: Action
Defense: N/A
Description: If Rapid Fire resolves with 0 successes, you may still select a level 1 effect. If attacking the same target multiple times with Rapid Fire, defending against one attack defends against all attacks.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Minutes
Target: Creature touched or Self
Casting Time: Action
Defense: N/A
Description:
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Successes: 2
Min Rank: 4
Duration: Instantaneous
Target: Ally within 10 hexes that can hear you.
Casting Time: Action
Defense: N/A
Description:
Successes | Effects (Choose one) |
1 | Increase range by 10 hexes. |
2 | Target may immediately take an additional Action. If they do so they have Disadvantage on all checks for 1 Turn including the additional Action. [P] |
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5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Self
Casting Time: Reaction taken when you reduce an opponent's melee attack to 0 successes using Defense
Defense: N/A
Description:
Successes | Effects (Choose one) |
1 | Make an attack at Disadvantage against the triggering opponent. [P] |
2 | N/A |
3 | Make an attack against the triggering opponent. [P] |
Min Successes: 2
Min Rank: 3
Duration: Instantaneous
Target: Self
Casting Time: Reaction taken when you would be hit by a melee attack
Defense: N/A
Description: If you reduce the triggering melee attack to 0 successes using Defense, you gain an additional reaction you can only use to cast Riposte.
Successes | Effects (Choose one) |
1 | N/A |
2 | You have 1 more Defense you can use against the triggering attack. [P] |
3 | N/A |
4 | You have 2 more Defense you can use against the triggering attack. [P] |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Self
Casting Time: Immediate
Defense: N/A
Description:
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: 1 Turn
Target: Opponent within 10 hexes.
Casting Time: Immediate
Defense: N/A
Description: If Sense Weakness attains any successes, you learn the damage reduction and defense values, as well as any defensive advantages the opponent has.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Turns
Target: N/A
Casting Time: 1 minute
Defense: N/A
Description: Shape Water grants the caster the ability to control a volume of water in their vicinity. The volume controlled emanates from the caster's space, but can be adjacent to the caster. The caster may change the area they are affecting by moving around. While Shape Water can be used to cause water to move unnaturally or stay in unnatural shapes, it generally does not move fast enough to cause harm.
Successes | Effects (Choose one) |
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5 | Select effects totaling 5 successes. |
6 | Select effects totaling 6 successes. |
Min Successes: 1
Min Rank: 2
Duration: 1 Turn
Target: Object touched
Casting Time: Action
Defense: Defense or N/A
Description: If Shatter is targeting item held, worn, wielded, or otherwise in the physical possession of another, they may use their Defense to reduce the successes of Shatter. When Shatter destroys an object, that object bursts into discrete pieces.
Successes | Effects (Choose one) |
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Min Successes: 1
Min Rank: 2
Duration: 1 Turn
Target: Engaged Opponent
Casting Time: Immediate
Defense: Opposed Spirit
Description:
Successes | Effects (Choose one) |
1 | Target has 1 less Defense. [P] |
2 | Target has 2 less Defense. [P] |
3 | Target has 3 less Defense. [P] |
Min Successes: 1
Min Rank: 2
Duration: 1 Turn
Target: Creature within 10 hexes that can see and hear you
Casting Time: Immediate
Defense: Opposed Spirit
Description:
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Turns
Target: Creature touched or Self
Casting Time: 1 Action
Defense: N/A
Description:
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Turns
Target: Target hex intersection within 20 hexes.
Casting Time: 1 Full Turn (start as Immediate, end at the start of next Immediate)
Defense: N/A
Description: When Vengeful Roots is cast, it targets a hex intersection on the ground that has natural soil and some kind of root. Once the power has been cast, you may attempt to grab X (depending on success of initial power) creatures with a root within the radius, making a Power roll opposed by Defense against each of them. If you win, the target is rooted until they take an action to free themselves with a Might check (2 successes). When the duration of Vengeful Roots ends, all roots disappear.
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target:4 Hex Cone
Casting Time: Action
Defense: Opposed Spirit
Description:
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] minutes
Target: Creature Touched or Self
Casting Time: Action
Defense: N/A
Description:
Successes | Effects (Choose one) |
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3 | Target's voice can be understood up to a kilmometer away regardless of other noise.
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4 | Select effects totaling 4 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Turns
Target: Creature touched or Self
Casting Time: 1 minute
Defense: N/A
Description:
Successes | Effects (Choose one) |
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3 | Select effects totaling 3 successes. |
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5 | Select effects totaling 5 successes. |
Min Successes: 1
Min Rank: 2
Duration: [Rank] Turns
Target: Creature touched or Self
Casting Time: Action
Defense: N/A
Description:
Successes | Effects (Choose one) |
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4 | Select effects totaling 4 successes. |
5 | Select effects totaling 5 successes. |
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