SpiritD6 Powers in SpiritD6 | World Anvil

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 Name
Min 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*
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)
1
  • Create an object with no moving parts from an ordinary material (wood, stone, iron) that is small enough to be comfortably held by a size 0 creature. [P]
  • Increase the maximum size of the object to occupying no more than 1 full hex.
2
  • Create an object with no moving parts from a combination ordinary materials (wood, stone, iron) that is small enough to be comfortably held by a size 0 creature. [P]
  • Create an object with no moving parts from extraordinary materials (gems, refined alloys) that is small enough to be comfortably held by a size 0 creature. [P]
  • Create an object with moving parts from an ordinary material (wood, stone, iron) that is small enough to be comfortably held by a size 0 creature. [P]
  • Increase Duration to [Rank] hours
  • Increase the maximum size of the object to occupying no more than 3 full hexes.
  • Select effects totaling 2 successes.
3
  • Increase the maximum size of the object to occupying no more than 9 full hexes.
  • Select effects totaling 3 successes.
4 Select effects totaling 4 successes.
5 Select effects totaling 5 successes.
6
  • Create an object with no moving parts from an ordinary material (wood, stone, iron) that occupies no more than 9 full hexes.[P]
  • Select effects totaling 6 successes.
  •   Restore
    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]
    Bull Rush*
    Bull Rush
    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)
    1
    • Apply a level 1 damaging effect from a melee weapon you are wielding. [P]
    • Move the target up to [Rank]/2 + Size (min 1) hexes away from you. [P]
    • Trip target of same or lower size. [P]
    2
    • Move the target up to [Rank] + Size (min 1) hexes away from you. [P]
    • Trip target of 1 size greater. [P]
    • Select effects totaling 2 successes.
    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]
    Conjure Fire
    Conjure Fire
    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)
    1
    • Ignite touched object (as if with a torch). [P]
    • Deal 1d4+4 damage. [P]
    • Increase range to 3 hexes.
    2
    • Ignite touched object (immediately ignite a campfire-sized area and potentially cause flame to stick to wet wood). [P]
    • Deal 1d4+8 damage. [P]
    • Increase range to 6 hexes.
    • Select effects totaling 2 successes.
    3
    • Ignite touched object (immediately ignite a hex-sized area and potentially cause flame to stick to wet wood). [P]
    • Deal 1d4+12 damage. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Crush the Weak
    Crush the Weak
    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]
    Curse of Weakness
    Curse of Weakness
    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)
    1
    • Target has Disadvantage on Might checks and Might-based skill checks. [P]
    • Target has Disadvantage on Endurance checks and Endurance-based skill checks. [P]
    • Target has Disadvantage on Agility checks and Agility-based skill checks. [P]
    • Increase duration to [Rank] minutes.
    • Increase range by 10 hexes.
    2
    • Select effects totaling 2 successes.
    • Increase duration to [Rank] hours.
    3 Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Dirty Trick
    Dirty Trick
    Min Successes: 1
    Min Rank: 2
    Duration: 1 Turn
    Target: Engaged Opponent
    Casting Time: Immediate
    Defense: Defense
    Description:      
    Successes Effects (Choose one)
    1
    • Trip target of lower size. [P]
    • Target is Blind. Target may remove this Blind with a Move action. [P]
    • Target is Slowed. [P]
    2
    • Trip target of same size. [P]
    • Target is Blind. [P]
    • The next attack against the target has advantage. [P]
    • Select effects totaling 2 successes.
    3
    • Trip target of one size higher. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Divine
    Divine
    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)
    1
    • Discover general information about the object's recent history ([Rank]x8 hours) (for example, that the tree was chopped with an axe, or the document was read by a dwarf). [P]
    • Increase Divine's recall to [Rank] days.
    2
    • Discover general information about the object's recent history ([Rank]x8 hours) and the general area it occupies. (For example, there was a group of woodcutters in the forst a day ago, or 4 people arrived at the library to read.) [P]
    • Discover specific information about the object's recent history ([Rank]x8 hours). (Know that the woodcutter was a dragonthrall, and be able to recognize the dragonthrall.) [P]
    • Increase Divine's recall to [Rank] weeks.
    • Select effects totaling 2 successes.
    3
    • Discover specific information about the object's recent history ([Rank]x8 hours) and the general area it occupies. (Know that the loggers were 4 dragonthralls, and be able to recognize each of them.) [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Earthmeld
    Earthmeld
    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)
    1
    • Target can step into solid earth or stone and remain there for the duration, but cannot move except to exit. [P]
    • Increase duration to [Rank] minutes.
    2
    • Target can swim through solid earth or stone at quarter speed. [P]
    • Target an additional [Rank]/2 creatures within 5 hexes.
    • Select effects totaling 2 successes.
    3
    • Target can swim through solid earth or stone at half speed. [P]
    • Select effects totaling 3 successes.
    4
    • Target can swim through solid earth or stone at full speed. [P]
    • Increase duration to [Rank] hours.
    • Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    6 Select effects totaling 6 successes.
    Earthshape
    Earthshape
    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)
    1
    • Shape unworked earth or stone in an area no larger than half a hex. You may only create rough shapes and structural elements, without fine detail.[P]
    • Increase the maximum size of the object to occupying no more than 1 full hex.
    • Increase the range of Earthshape to [Rank] hexes.
    • Gain the ability to create fine detail or moving parts.
    2
    • Shape worked earth or stone in an area no larger than half a hex. You may only create rough shapes and structural elements, without fine detail.[P]
    • Increase the maximum size of the object to occupying no more than 3 full hexes.
    • Select effects totaling 2 successes.
    3
  • Shape metals or gemstones in an area no larger than half a hex. You may only create rough shapes and structural elements, without fine detail.[P]
  • Select effects totaling 3 successes.
  • 4
    • Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    6 Select effects totaling 6 successes.
    Elemental Bolt*
    Elemental Bolt
    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)
    1
    • Deal 1d4+4 Damage. [P]
    • Increase range by 5.
    • Ignore Armor and deal 2 extra damage. [P]
    2
    • Deal 1d4+8 Damage. [P]
    • Increase range by 10.
    • Select effects totaling 2 successes.
    3
    • Deal 1d4+12 Damage. [P]
    • Select effects totaling 3 successes.
    4
    • Deal 1d4+16 Damage. [P]
    • Select effects totaling 4 successes.
      Elemental Burst
    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)
    1
    • Increase range by 5.
    • Increase area by 1 hex.
    2
    • Deal 1d6+5 damage in a 1-hex radius within 10 hexes. [P]
    • Increase range by 10.
    • Increase area by 2 hexes.
    3
    • Deal 1d6+10 damage in a 1-hex radius within 10 hexes. [P]
    • Increase range by 15.
    • Increase area by 3 hexes.
    4
    • Deal 1d6+15 damage in a 1-hex radius within 10 hexes. [P]
    • Increase area by 4 hexes.
    • Select effects totaling 4 successes.
    5
    • Deal 1d6+20 damage in a 1-hex radius within 10 hexes. [P]
    • Select effects totaling 5 successes.
    6
    • Select effects totaling 6 successes.

     
    Evasion
    Evasion
    Min Successes: 1
    Min Rank: 2
    Duration: 1 Turn
    Target: Self
    Casting Time: Immediate
    Defense: N/A
    Description:      
    Successes Effects (Choose one)
    1
    • Select an opponent you can see, you automatically win opposed Tumbling checks to avoid Opportunity Attacks against that opponent. [P]
    • Your initiative is [Rank] higher in the Movement Phase. [P]
    2
    • Select 2 opponents you can see, you automatically win opposed Tumbling checks to avoid Opportunity Attacks against those opponents. [P]
    • You have 1 more Defense. [P]
    • Select effects totaling 2 successes.
    3
    • You automatically win opposed Tumbling checks to avoid Opportunity Attacks. [P]
    • Select effects totaling 3 successes.
    4
    • You have 2 more Defense. [P]
    • Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Godforge
    Godforge
    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)
    1
    • The Weapon deals +2 damage on any damaging effect. [P]
    • The Weapon ignores 3 points of Armor. [P]
    • The Armor grants 2 extra points of Damage Reduction. [P]
    • The Armor's initiative penalty is reduced by 1 and its speed penalty is reduced by 5%. [P]
    2
    • The Weapon deals +4 damage on any damaging effect.[P]
    • The Weapon ignores 6 points of Armor [P]
    • The Armor grants 4 extra points of Damage Reduction. [P]
    • The Armor's initiative penalty is reduced by 2 and its speed penalty is reduced by 10%. [P]
    • Select effects totaling 2 successes.
    3 Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Heal
    Heal
    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]
    4
    • Treat lasting wound. [P]
    • Treat non-lasting wound, and immediately remove the wound. [P]
    5 Treat lasting wound, and immediately remove the wound. [P]
    Heroism
    Heroism
    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)
    1
    • Target has Advantage on their next roll within 1 Turn. [P]
    • Target an additional creature.
    • Increase range by 10 hexes.
    2
    • Target 2 additional creatures.
    • Target has Advantage on checks for 1 Turn. [P]
    • Select effects totaling 2 successes.
    3
    • Target [Rank] additional creatures.
    • Target has Advantage on checks for 3 Turns. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Hindering Shots
    Hindering Shots
    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)
    1
    • Opponent has Disadvantage on checks for 1 Turn.
    • Opponent has their speed halved for 1 Turn.
    2
    • Opponent has Disadvantage on checks until they spend their movement to remove the projectile from their body. [P]
    • Opponent has their speed halved until they spend their movement to remove the projectile from their body. [P]
    • Select effects totaling 2 successes.
    3 Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Illumination
    Illumination
    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)
    1
    • Touched object emits dim light. [P]
    • Target point emits dim light. [P]
    • Touched object dims the light around it. [P]
    • Target point dims the light around it. [P]
    • Increase duration to [Rank] hours.
    2
    • Touched object emits bright light. [P]
    • Target point emits bright light. [P]
    • Touched object emits total darkness. [P]
    • Touched object emits total darkness. [P]
    • Select effects totaling 2 successes.
    3
    • Touched object emits blinding light(Disadvantage on ranged attacks/visual perception). [P]
    • Target point emits blinding light (Disadvantage on ranged attacks/visual perception). [P]
    • Touched object emits preternatural darkness that even counteracts Nightvision. [P]
    • Target point emits preternatural darkness that even counteracts Nightvision. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    4 Select effects totaling 5 successes.
    Imperious Word*
    Imperious Word
    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)
    1
    • Target is Afraid of you for 2 Turns. [P]
    • Target must spend next movement phase moving away from you. [P]
    2
    • Target is Afraid of you for 4 Turns. [P]
    • Select effects totaling 2 successes.
    3 Select effects totaling 3 successes.
        Mass Imperious Word
    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
    2
    • Target is Afraid of you for 2 Turns. [P]
    • Target must spend next movement phase moving away from you. [P]
    3
    • Target is Afraid of you for 4 Turns. [P]
    • Select effects totaling 4 successes.
    4 Select effects totaling 5 successes.
    Indomitability*
    Indomitability
    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]
        Last Stand
    Min Successes: 1
    Min Rank: 2
    Duration: See Successes
    Target: Self
    Casting Time: Immediate
    Defense: N/A
    Description:
        
    Successes Effects (Choose one)
    1
    • Ignore the effects of all penalties from wounds for 1 turn [P]
    • Increase duration to 3 turns.
    2
    • Increase duration to 5 turns.
    • Select effects totaling 2 successes.
    3 Select effects totaling 3 successes.
    Lunge
    Lunge
    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)
    1
    • Make an attack with +1 range. [P]
    • Make an attack dealing +3 damage. [P]
    2
    • Make an attack with +2 range. [P]
    • Make an attack dealing +6 damage. [P]
    • Select effects totaling 2 successes.
    3
    • Make an attack with +3 range. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Melee Marksmanship
    Melee Marksmanship
    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.
    No Escape
    No Escape
    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)
    1
    • You gain an additional reaction that can only be used to make an Opportunity Attack, but you can only Opportunity Attack each opponent once. [P]
    • For the purposes of engagement your melee range is [Rank]/2 longer. If an opponent would trigger an Opportunity Attack outside your melee range you may move directly towards that opponent until they are in your melee range. You may not move more than your speed in this way. [P]
    • You have advantage on Weapon Skill checks to oppose Tumbling checks. [P]
    • If an opponent succeeds at a Tumbling check against you, you may still make an Opportunity Attack against that opponent at Disadvantage. [P]
    2
    • You gain 2 additional reactions that can only be used to make Opportunity Attacks, but you can only Opportunity Attack each opponent once. [P]
    • Select effects totaling 2 successes.
    3
    • You can make any number of Opportunity Attacks without using reactions, but you can only Opportunity Attack each opponent once. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Precise Shot
    Precise Shot
    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)
    1
    • Make a ranged weapon attack with +10 range. [P]
    • Make a ranged weapon attack dealing +2 damage. [P]
    2
    • Make a ranged weapon attack with +20 range. [P]
    • Make a ranged weapon attack dealing +4 damage. [P]
    • Make a ranged weapon attack that ignores Disadvantage from the target having cover. [P]
    • Select effects totaling 2 successes.
    3
    • Make a ranged weapon attack with +30 range. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Raise the Dead
    Raise the Dead
    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)
    1
    • Raise a creature of size -2 or smaller[P]
    • Increase duration to [Rank] hours.
    • Target 3 creatures within 3 hexes.
    2
    • Raise a creature of size -1 or smaller[P]
    • ]
    • Select effects totaling 2 successes.
    3
    • Raise a creature of size 0 or smaller[P]
    • Select effects totaling 3 successes.
    4
    • Raise a creature of size 1 or smaller[P]
    • Select effects totaling 3 successes.
    5
    • Raise a creature of size 2 or smaller[P]
    • Select effects totaling 5 successes.
    6
    • Raise a creature of size 3 or smaller[P]
    • Select effects totaling 6 successes.
    7
    • Raise a creature of size 4 or smaller[P]
    • Select effects totaling 7 successes.
    Rallying Cry*
    Rallying Cry
    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)
    1
    • Target gains [Rank] more speed during the next Movement Phase, but not more than half their movement speed. [P]
    • Target may remove a fear effect. [P]
    • Target may stand up from Prone. [P]
    • Target may remove a Slow effect. [P]
    • Target may remove a temporary Disadvantage not caused by an environmental factor or a wound. [P]
    • Target all allies within range.
    • Increase range by 10 hexes.
    2
    • Target may remove a Rooted effect. [P]
    • Target may remove a temporary Blind effect not caused by darkness or fog. [P]
    • Select effects totaling 2 successes.
    3 Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
        Exemplary Courage
    Min Rank: 2
    Passive
    Description: When making a check to resist a fear effect, you may spend 1 power point to gain Advantage.  
    Rapid Fire
    Rapid Fire
    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)
    1
    • Make a ranged weapon attack at Disadvantage. You may select this effect twice. [P]
    • Reload a ranged weapon. You may select this effect multiple times. [P]
    2
    • Remove Disadvantage from a single attack made with Rapid Fire. [P]
    • Select effects totaling 2 successes.
    3
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Resist Elements
    Resist Elements
    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)
    1
    • Target no longer suffers from heat or cold related environmental hazards, such as heatstroke or frostbite.[P]
    • Increase duration to [Rank] hours.
    • Target 3 creatures within 3 hexes.
    2
    • Target gains [Rank]x2 damage reduction against cold based damage.[P]
    • Target gains [Rank]x2 damage reduction against fire or heat based damage.[P]
    • Target [Rank] creatures within 3 hexes.
    • Select effects totaling 2 successes.
    3
    • Target becomes immune to cold and cold based damage. [P]
    • Target becomes immune to fire and fire based damage. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Rousing Command
    Rousing Command
    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]
    3
    • Target may immediately take an additional Action. If they do so they have Disadvantage on all checks during the additional Action. [P]
    • Select effects totaling 3 successes.
    4
    • Target may immediately take an additional Action. [P]
    • Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Riposte*
    Riposte
    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]
        Unbalancing Parry
    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]
    Second Wind
    Second Wind
    Min Successes: 1
    Min Rank: 2
    Duration: Instantaneous
    Target: Self
    Casting Time: Immediate
    Defense: N/A
    Description:
           
    Successes Effects (Choose one)
    1
    • Recover 3 hit points. [P]
    • Stand up from Prone. [P]
    • Remove a Slow effect. [P]
    • Remove a temporary Disadvantage not caused by an environmental factor or a wound. [P]
    2
    • Recover 6 hit points. [P]
    • Remove a temporary Rooted effect. [P]
    • Remove a temporary Blind effect (if not caused by darkness or fog). [P]
    • Select effects totaling 2 successes.
    3
    • Recover 9 hit points. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Sense Weakness
    Sense Weakness
    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)
    1
    • Your next attack against the target ignores 4 points of armor. [P]
    • Increase range by 10 hexes.
    2
    • Your next attack against the target ignores 8 points of armor. [P]
    • Select effects totaling 2 successes.
    3
    • Your next attack against the target ignores 12 points of armor. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Shape Water
    Shape Water
    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)
    1
    • Control a 1-hex volume of calm or standing water.[P]
    • Increase the controllable area to a three-hex volume.
    • Increase duration to [Rank] minutes.
    • Increase the range of Shape Water to [Rank] hexes, allowing the caster to manipulate water they are not in contact with.
    2
    • Control a 1-hex volume of stormy or rapidly flowing water.[P]
    • Increase the controllable area to a [Rank] hex volume.
    • Select effects totaling 2 successes.
    3
    • Increase duration to [Rank] hours.
    • Select effects totaling 3 successes.
    4
    • Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    6 Select effects totaling 6 successes.
    Shatter
    Shatter
    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)
    1
    • Destroy flimsy object that is not larger than a size 0 creature (a flimsy door, a broom, anything that a strong person could reasonably break with an ax in a single blow)[P]
    • Destroy a small object of ordinary stone or lesser tougness.[P]
    2
    • Destroy solid object that is not larger than a size 0 creature (ordinary wooden door, a stout oaken staff, anything that a strong person could reasonably break with an ax given time)[P]
    • Destroy a head-sized object of ordinary stone or lesser tougness.[P]
    3
    • Destroy tough object that is not larger than a size 0 creature (stone door, metal armor)[P]
    Superiority
    Superiority
    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]
    Taunt
    Taunt
    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)
    1
    • Target has Disadvantage on attacks and damaging powers that don't target you. [P]
    • Target an additional creature.
    2
    • Target 2 additional creatures.
    • Select effects totaling 2 successes.
    3
    • Target any number of creatures.
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    True Sight
    True Sight
    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)
    1
    • Target has Advantage on Sense based rolls. [P]
    • Increase duration to [Rank] minutes.
    • Target 3 creatures within 5 hexes.
    2
    • Target automatically see through any illusion (except invisibility) within 15 hexes cast with fewer successes than this power. [P]
    • Target [Rank] creatures within 5 hexes.
    • Increase duration to [Rank] hours.
    • Select effects totaling 2 successes.
    3
    • Target sees through any illusion cast with fewer successes than this power. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Vengeful Roots
    Vengeful Roots
    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)
    1
    • Gain the ability to make roots grab one creature. [P]
    • Increase radius by 3 hexes.
    • Target 2 creatures.
    2
    • Target 3 creatures.
    • Increase radius by 6 hexes
    • Select effects totaling 2 successes.
    3
  • Target any number of creatures.
  • Select effects totaling 3 successes.
  • 4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Voice of God*
    Voice of God
    Min Successes: 1
    Min Rank: 2
    Duration: Instantaneous
    Target:4 Hex Cone
    Casting Time: Action
    Defense: Opposed Spirit
    Description:
          
    Successes Effects (Choose one)
    1
    • Target is deafened and cannot hear for [Rank] Turns [P]
    • Deal 1d8+6 damage. [P]
    • Increase cone length by 3 hexes
    2
    • Deal 1d8+12 damage. [P]
    • Increase cone length by 6 hexes
    • Select effects totaling 2 successes.
    3
    • Deal 1d8+18 damage. [P]
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
      Amplify
    Min Successes: 1
    Min Rank: 2
    Duration: [Rank] minutes
    Target: Creature Touched or Self
    Casting Time: Action
    Defense: N/A
    Description:
         Target's voice can be understood up to a kilmometer away regardless of other noise.
    Successes Effects (Choose one)
    1
    • Target's voice can be understood up to 150 meters away regardless of other noise.
    • Double the duration of this power.
    2
    • Target's voice can be understood up to 300 meters away regardless of other noise.
    • Select effects totaling 2 successes.
    3
    • Target's voice can be understood up to a kilmometer away regardless of other noise.
    • Select effects totaling 3 successes.
    4 Select effects totaling 4 successes.
    Waterwalk
    Waterwalk
    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)
    1
    • Target can walk on water as if it was solid at half speed. [P]
    • Increase duration to [Rank] minutes.
    2
    • Target can walk on water as if it was solid at full speed. [P]
    • Target an additional [Rank]/2 creatures within 5 hexes.
    • Select effects totaling 2 successes.
    3 Select effects totaling 3 successes.
    4
    • Increase duration to [Rank] hours.
    • Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.
    Woodform
    Woodform
    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)
    1
    • Target gains 2 damage reduction. [P]
    • Target's Unarmed attacks deal +3 damage. [P]
    • Increase duration to [Rank] minutes. [P]
    2
    • Target gains 4 damage reduction. [P]
    • Target's Unarmed attacks deal +6 damage. [P]
    • Increase duration to [Rank] hours. [P]
    • Select effects totaling 2 successes.
    3
  • Target gains 6 damage reduction. [P]
  • Select effects totaling 3 successes.
  • 4 Select effects totaling 4 successes.
    5 Select effects totaling 5 successes.