Basic Spells

SPELL ACCESS BY TYPE OF MAGIC

ALL TYPES: Air Blast, Blind, Crucitorn, Energy Resistance, Intercept, Rebuke Magic, Resist Magic, Shield

DEVICE MAGIC: Inertia, Levitate, Strike Boost, Surge

ELEMENTALISM: Air Storm, Ballistakinesis, Combustion, Cryokinesis, Disarm, Ionize, Lightning, Lightning Burst, Negate Energy, Repulse, Slam, Slow, Stagger, Strike Boost, Surge, Thrust, Whirlwind

SHAMANISM: Air Storm, Cloak, Disarm, Ionize, Lightning, Lightning Burst, Negate Energy, Plant Surge, Repulse, Stagger, Strike Boost, Surge, Track, Whirlwind

SPIRIT BINDING: Additional spells by Spirit contracted to, consult the entry for the spirit in the Spirit binding section.

THEURGY: Air Storm, Ballistakinesis, Cloak, Combustion, Cryokinesis, Detonate, Disarm, Fold Space, Grip, Ionize, Levitate, Move Object, Phase, Rend, Repulse, Slam, Slow, Stagger, Thrust, Vital Transfer

 

SPELLS

These spells can be altered flavor-wise to fit the various magic systems.  Spells with the [telekinetic] are physical in nature, the actual manifestation of which varies from discipline to discipline.  A Repulse spell cast by a practitioner of Shamanism might manifest itself as a wave of earth, whereas an Elementalist casting it might instead summon a blast of wind.

 

Air Blast [telekinetic] – You hurl a ball of compressed air and debris at an enemy.

    Time – Standard Action
    Target – One target within 12 squares and within line of sight
    Make a Magery Check.  Compare the result of your Magery check to the Reflex Defense of the target; if you exceed the target’s Reflex Defense, you deal damage with the air blast.  The result of the Magery check determines the effect, if any.

      DC 15: The air blast deals 2d6 points of damage to the target.
      DC 20: The air blast deals 3d6 points of damage to the target.
      DC 25: The air blast deals 4d6 points of damage to the target.
      DC 30: The air blast deals 5d6 points of damage to the target.

    Special – You can spend a Hero Point to add one-half your heroic level as a damage bonus on an air blast just as you would with a normal weapon.

 

Air Storm [telekinetic] – You create a whirlwind of air and debris around yourself, dealing damage to adjacent enemies.

    Time – Standard Action
    Target – You
    Make a Magery Check.  You create a vortex of debris and air around yourself that deals 2d6 points of damage to all adjacent targets at the end of your turn.  The result of your Magery check determines the duration of the effect, if any.

      DC 20: 2 rounds
      DC 25: 4 rounds
      DC 30: 6 rounds
      DC 35: 8 rounds

    Special – You can spend a Hero Point to deal an extra 2d6 points of damage with air storm.

 Atmospheric Dampening – You utilize magic to make the air around you denser in order to slow and dampen incoming attacks.

    Time – Standard Action
    Target – Self
    Make a Magery check.  The result of the check determines the effect of this spell, if any.

      DC 20: You reduce any damage taken by you by 5 until the start of your next turn.
      DC 25: As DC 20, but the damage reduction is 10.
      DC 30: As DC 20, but the damage reduction is 15.
      DC 35: As DC 20, but the damage reduction is 20.

    Special – You can spend a Hero Point to increase the damage reduction by an additional 5.

Bastion – You use magic to reinforce yourself and become an immovable bastion.

    Time – Move Action
    Target – Self
    Make a Magery check.  The result of the check determines the effect of this spell, if any.

      DC 15: Your movement speed is reduced to 0, and you cannot be moved or knocked prone by another character. Your damage threshold is increased by 2. These effects last for one round.
      DC 20: As DC 15, except your damage threshold is increased by 5
      DC 25: As DC 15, except your damage threshold is increased by 10
      DC 30: As DC 15, except your damage threshold is increased by 15

    Special – This spell can only be used while on a solid surface (i.e. cannot be used in water, vacuum, etc.). A character using this power cannot charge.  This power may be maintained from round to round. Maintaining this power is a move action.  You may spend a Hero Point to impose a -5 penalty to any enemy who attempts to tumble through your space or threatened area. 

 

Ballistakinesis [telekinetic] – You use telekinesis to spray an area with dangerous debris.

    Time – Standard action
    Targets – All targets within a 2×2 area (the entire area must be within 12 squares of you and in your line of sight).
    Make a Magery check.  Compare the result to the Reflex Defense of each target in the affected area.  If the check result equals or exceeds the target’s Reflex Defense, the target takes 3d8 points of bludgeoning, piercing, or slashing damage (your choice) and takes a -2 penalty on all attack rolls until the start of your next turn.  This is an area attack.
    Special – You may spend a Hero Point when you cast this spell, in which case targets whose Reflex Defense you fail to exceed with your skill check take half damage.

 

Blind [telekinetic] You hurl dirt, dust, and debris at your foe, affecting its perception.

    Time – Swift Action
    Target – One creature within 12 squares of you and in your line of sight.
    Make a Magery Check.  Make one roll and compare the result to the target’s Reflex Defense.  If the result equals or exceeds the target’s Reflex Defense, the target is considered flat-footed, and all other creatures have concealment from your target until the start of your next turn.  Creatures that do not rely on eyesight to perceive (such as those with some form of tremorsense) are immune to this effect.
    Special – You can spend a Hero Point to use this power as a free action, instead of as a swift action.

 

Cloak – You optically and audibly hide your presence, making you harder to detect.

    Time – Standard Action
    Target – You
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 15: You are considered to have total concealment against all targets until the beginning of your next turn.
      DC 20: As DC 15, and you gain a +2 Force bonus to Stealth checks until the beginning of your next turn.
      DC 25: As DC 15, and you gain a +3 Force bonus to Stealth checks until the beginning of your next turn.
      DC 30: As DC 15, and you gain a +5 Force bonus to Stealth checks until the beginning of your next turn.

    Special – You can maintain the cloak power from round to round, extending the normal duration.  Maintaining the cloak power is a standard action, and you must make a new Magery check each round.  If you take damage while maintaining this power, you must succeed on a Magery check (DC = 15 + damage taken) to maintain the power.
    You can spend a Hero Point to increase the bonus to your Stealth checks by 5.

 

Combustion – You use magic to create a pyrokinetic spray of intense sparks.

    Time – Standard Action
    Targets – All targets within a 2×2 area (the entire area must be within 12 squares of you and in your line of sight)
    Make a Magery Check.  Compare the result to the Fortitude Defense of each target in the affected area.  If the check result equals or exceeds a target’s Fortitude Defense, the target takes 4d6 points of fire damage and catches on fire.  If the attack misses, the target takes half damage and does not catch on fire.  This is an area attack.
    The result of your Magery check determines the attack bonus of the fire each round it burns.  This replaces the fire’s normal attack bonus of +5.
    Special – You can spend a Hero Point to move one target hit by this spell -1 step along the condition track.

 

CreationE=mc2 states that all mass has an equivalent energy, and vice versa.  Magic is the manipulation of energy.  Consequently, magic already can create mass, albeit for usually for brief periods of time. Through focused application of this principle, you can make a bit more mass, for a bit more time.

    Time: Full Round action
    Target: One created item
    Make a Magery check. The result of your check determines the quality of the item you create, if any.

      DC 15: The item is of inferior quality, imposing a -2 penalty to all checks and attack rolls made with it.
      DC 20: The item is of normal quality.
      DC 25: The item is of mastercraft quality, granting a +1 bonus to all checks and attack rolls.

    The created item can be any size up to that of a Large weapon or similar object. Only relatively simple items can be created this way, no electronics or complex machinery (translation: no automatic firearms and non-revolver semiautomatic firearms). The item created in this fashion lasts for 5 minutes, or until the end of the encounter.
    Special: When you use this power, you can spend a Hero Point to extend the duration of the created item to one hour.

Crush [Telekinetic] – You lift an enemy into the air and brutally crush them, overload their senses, and slam them into the ground.

    Time – Standard Action
    Target – 1 creature within 6 squares and line of sight
    Make a Magery check and compare the result against the target’s defense of your choice.  Any damage dealt by Crush is considered to be originating from a single source and is applied in one sum against the target’s damage reduction and damage threshold.

      DC 20: If your Magery check equals or exceeds the target’s Fortitude Defense, it feels a crushing force constructing around them, dealing 3d6 bludgeoning damage.
      DC 20: If your Magery check equals or exceeds the target’s Reflex Defense, it is lifted off the ground and slammed back down, dealing 3d6 bludgeoning damage.
      DC 20: If your Magery check equals or exceeds the target’s Will Defense, it is helpless against your assault and suffers 3d6 untyped damage as its senses are overloaded by the pain.
      DC 30: As DC 20 except you target two Defenses and deal 3d6 per defense exceeded.
      DC 40: As DC 20 except you target all three Defenses and deal 4d6 per defense exceeded.
      DC 50: As DC 20 except you target all three Defenses and deal 5d6 per defense exceeded, plus you add half your heroic level as bonus damage per defense exceeded.

    Special – You can spend a Hero Point to compare the damage provided by your Magery Check against each eligible Defense separately.  Each damage total is only then compared individually to the target’s Damage Threshold.

 

Crucitorn – Through a use of your mental discipline, you can ignore the debilitating effects of physical pain and focus despite great physical trauma.

    Time – Reaction (to any damage)
    Target – You
    Make a Magery Check.  The result of the check determines the result, if any.

      DC 15: You gain a +5 Force bonus to your damage threshold against any damage you take from triggering source.
      DC 20: As DC 15, except the Force bonus increases to +10.
      DC 25: As DC 15, except the Force bonus increases to +15.
      DC 30: As DC 15, except the Force bonus increases to +20.

    Special – You can spend a Hero Point to increase the bonus to your damage threshold by an additional +5.

 

Cryokinesis – You can use magic to draw heat away from an object, causing its temperature to drop rapidly.

    Time – Standard Action
    Target – One unattended object within 12 squares of you and in your line of sight.
    Make a Magery check.  The result of the check determines the result, if any.

      DC 20: The object becomes cold to the touch and more fragile.  Reduce the object’s DR by 5 until the end of your next turn.  Additionally, if the object is a mechanical or electronic device, it automatically moves -1 step down the condition track.
      DC 25: As DC 20, except the object’s DR is reduced by 10.
      DC 30: As DC 20, except the object’s DR is reduced by 15.
      DC 35: As DC 20, except the object’s DR is reduced by 20.

    Special – You can spend a Hero Point to increase the penalty to the object’s DR by 5.  An object moved to the bottom of the condition track by this spell ceases to function until it is repaired, but is otherwise unharmed.
    You can maintain cryokinesis from round to round, extending the normal duration of the DR reduction (though the object does not move farther down the condition track).  Maintaining the cryokinesis spell is a swift action and you do not make a new Magery check each round.  If you take damage while maintaining cryokinesis, you must succeed on a Magery check (DC = 15 + damage taken) to continue maintaining the power.

 

Destruction – In an imitation of the true power of Destruction contractors, you call forth a destructive blast of power and concussive force.

    Time – Standard Action
    Target – 1 creature within 6 squares and line of sight
    Make a Magery Check.  The result of the check determines the result, if any.

      DC 28: The target takes 3d8 damage.  If your Magery check matches or exceeds the target’s Reflex Defense, you may push the target 1 square in any direction and knock it prone.
      DC 33: As DC 28, except the target is pushed 2 squares
      DC 38: As DC 33, except the target takes 4d8 damage.
      DC 43: As DC 38, except the target takes 5d8 damage.

    Special – You may spend a Hero Point to move the target -1 step on the Condition Track when you successfully hit with Destruction.

 

Disarm [telekinetic] – You disarm an opponent by telekinetically pulling the weapon from their grasp.

    Time – Standard Action
    Target – One creature within 12 squares and within line of sight.
    Make a Magery Check.  Use this check in place of your attack roll when attempting to disarm the target (see Disarm, in the Combat Rules).  If your disarm attack succeeds, you may choose to let the item drop to the ground in the target’s fighting space or have the item fly into your hand (in which case you must have a free hand to catch it).
    Special – Feats that improve disarm attacks (such as Improved Disarm) do not apply to disarm.  You can spend a Hero Point to damage or destroy the target weapon instead.  If your disarm attack succeeds, the weapon takes damage equal to your Magery check result.  You must declare that you are using this option before making your disarm attack.

 

Energy Resistance – You use magic to protect you from damage caused by energy, sonic, fire, cold, and electrical sources.

    Time – Standard Action
    Target – You
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 20: You gain DR 5 against energy damage until the beginning of your next turn.
      DC 25: As DC 20, except DR increases to 10.
      DC 30: As DC 20, except DR increases to 15.
      DC 35: As DC 20, except DR increases to 20.

    Special – You can spend a Hero Point to use this power as a swift action.  You can maintain energy resistance from round to round, extending the normal duration.  Maintaining the energy resistance spell is a swift action.  If you take damage while maintaining energy resistance, you must succeed on a Magery check (DC = 15 + damage taken) to continue maintaining the spell.

Fold Space – A basic form of the Teleport incantation, this spell allows you to use magic to bend space, transporting an yourself or an object almost instantaneously from one place to another.

    Time – Full-round Action
    Target – You, or One held or unattended object within 6 squares and line of sight or one vehicle you occupy.
    Make a Magery Check.  The result of the check determines the maximum size of the object you can transport and the distance you can transport it or yourself.

      DC 20: You can move a Medium or smaller object (or yourself) up to 6 squares.
      DC 25: You can move a Large or smaller object (or yourself) up to 12 squares.
      DC 30: You can move a Huge or smaller object (or yourself) up to 18 squares.
      DC 35: You can move a Gargantuan or smaller object (or yourself) up to 24 squares.
      DC 40: You can move a Colossal or smaller object (or yourself) up to 30 squares.

    Special – If the object you are transporting contains other objects or creatures (such as a vehicle or starship), everything contained within the object is transported as well.  You can spend a Hero Point to increase the maximum size of the object you can move by two categories, up to Colossal (cruiser) in size, or double the distance the object is transported.

 Glide – You use magic to help you glide through the air.  It isn’t true flight, but it is useful.

    Time – Move Action
    Target – Self
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 15: Fall up to 10 meters and 1 square from starting position, taking no falling damage.
      DC 20: Fall up to 15 meters and 2 squares from starting position, taking no falling damage.
      DC 25: Fall up to 20 meters and 3 squares from starting position, taking no falling damage.
      DC 30: Fall up to 25 meters and 4 squares from starting position, taking no falling damage.

    Special – You may spend a Hero Point to fall any distance, 8 squares from starting position.

 Gravity Manipulation – You bend the very fabric of space around you, placing the weight of proverbial worlds on the shoulders of your enemies and crushing them beneath the unforgiving wrath of physics.

    Time – Full-Round Action
    Target – All creatures within 6 squares of you.
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 28: Any target that was in flight immediately falls to the ground, and no target may take flight until the beginning of your next turn.  Any targets grounded by this effect take falling damage.  Additionally, compare the result of the Magery check to each target’s Fortitude Defense.  If the Magery check equals to exceeds the target’s Fortitude Defense, the target is knocked prone and has its speed reduced by half on its next turn.
      DC 33: As DC 28, but any target for which the check exceed their Fortitude Defense takes 1d6 damage. This damage ignores DR.
      DC 38: As DC 33, but the damage is increased to 2d6.
      DC 43: As DC 33, but the damage is increased to 3d6.

    Special – The results of this spell are greatly dependent upon the gravity where the user casts it. All damage dice are replaced with d4s in Low-Gravity Environments, and replaced with d8s in High-Gravity Environments. This spell automatically fails if used in a Microgravity Environment.

 

Grip [telekinetic] – You telekinetically grip your enemy, choking or crushing them.

    Time – Standard Action
    Target – One target within 12 squares and within line of sight.
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 15: If your Magery check equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of damage and can only take a single swift action on its next turn.  Otherwise, the target takes half damage and may act normally, and you may not maintain the spell.  Targets larger than Medium add a size modifier to Fortitude Defense against this spell: Colossal +50, Gargantuan +20, Huge +10, Large +5.
      DC 20: As DC 15, except the target takes 4d6 points of damage.
      DC 25: As DC 15, except the target takes 6d6 points of damage.

    Special – You may maintain your concentration on the targeted creature to continue damaging it from round to round.  Maintaining the grip spell is a standard action, and you must make a new Magery check each round.  If you suffer damage while maintaining a grip you must succeed on a Magery check (DC = 15 + damage taken) to continue concentrating.  You can spend a Hero Point to deal an additional 2d6 points of damage with your grip.

 

Inertia [telekinetic]You can use magic to shift your body’s inertia, allowing you to perform impossible stunts.

    Time – Move Action
    Target – You
    Make a Magery Check.  The result of the check determines the result, if any.

      DC 15: You move up to half your speed along a wall as though it were the ground, ignoring the normal effects of gravity for the duration of this movement.  If you are not on the ground when you end this movement, you fall to the ground.
      DC 20: As DC 15, except you can move at your normal speed along the wall.
      DC 25: As DC 15, except you can move at your normal speed + 2 squares along the wall.
      DC 30: As DC 15, except you can move at your normal speed + 4 squares along the wall.

    Special – You can spend a Hero Point to increase the speed you move along the wall by +2 squares.

 

Intercept [telekinetic] – You use magic to telekinetically hurl a small object in the path of an incoming projectile, preventing it from striking you.  Or you summon a shield for a short duration of time.  However it works, you attempt to stop an incoming ranged attack

    Time – Reaction
    Target – One incoming ranged attack targeting you
    Make a Magery Check.  If your Magery check equals or exceeds the attack roll result of the incoming ranged attack (including all modifiers), you negate the attack against you.
    Special – You can use this spell to negate an object being used as a projectile weapon with the Move Light Object application of the Magery skill, or the move object spell.  In both cases, the DC for your Magery check is equal to the Magery check made by the enemy targeting you with the projectile.  If you are successful, the object being used as a projectile does not hit you and deals no damage to you.  Additionally, if the object was moved with the move object spell, the caster of that spell can no longer maintain the move object spell on that object.
    You can spend a Hero Point to use this spell to intercept some of the barrage of shots from a ranged weapon set on autofire.  If you succeed on the Magery check, you take half damage if the autofire attack hits and no damage if the attack misses.

 

Ionize – You use your spirits of electromagnetism to overload electronic systems, damaging or even destroying them.

    Time – Standard Action
    Target – One target within 6 squares and with in line of sight.
    Make a Magery Check.  Compare the result to the target’s Reflex Defense.  If the check result equals or exceeds the target’ s Reflex Defense, the target takes damage as determined by the results of your Magery check:

      DC20: The target takes 4d6 points of ion damage.
      DC25: The target takes 5d6 points of ion damage.
      DC30: The target takes 6d6 points of ion damage.

    Special: You can spend a Hero Point to increase the ion damage dealt by this ability by 2d6.

 

Levitate [telekinetic] – You can float up or down without anything or anyone to assist you.

    Time – Move Action
    Target – You
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 15: You gain a fly speed of 2 squares, but can only move vertically.  You may move up to your fly speed as part of this action, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto that surface as a free action.  At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
      DC 20: As DC 15, except the fly speed increases to 4 squares.
      DC 25: As DC 15, except the fly speed increases to 6 squares.

    Special – You can spend a Hero Point as a reaction to cast this spell when falling.  You can reduce your fall distance by a number of squares equal to the fly speed provided by this power.  If you reduce the fall distance to 0 squares, you safely land on your feet.
    You can maintain the levitate spell from round to round, extending the normal duration.  Maintaining levitate is a move action, and whenever you maintain this power, you can move vertically up to your fly speed.  If you take damage while maintaining levitate, you must succeed on a Magery check (DC = 15 + damage taken) to continue to maintain the power.  If you fail this Magery check, you immediately fall.

 

Lightning – You call down a bolt of electricity from the sky upon your enemy, or channel it from yourself onto them.

    Time – Standard Action
    Target – One target in line of sight and within 6 squares of you.
    Make a Magery Check.  Make on roll and compare the result to the target’s Reflex Defense.  If the attack hits, the target takes 4d6 points of Electricity damage and moves -1 step along the condition track.  If the attack misses, the target takes half damage and does not move along the condition track.
    Special – You can spend a Hero Point to move a target an additional -1 step along the condition track when you successfully hit it with lightning.

 

Lightning Burst – You channel electricity out from your body, arcing it to strike adjacent enemies.

    Time – Standard Action
    Targets – All enemies adjacent to you.
    Make a Magery Check.  Compare the result to each target’s Reflex Defense.  If the attack hits, the target takes 3d6 points of Electricity damage and moves -1 step along the condition track.  If the attack misses, the target takes half damage and does not move along the condition track.
    Special – You may spend a Hero Point when you cast this spell to increase the damage dealt by +2d6.  You can maintain the lightning burst spell as a standard action, provided you haven’t moved since casting the spell.  When you maintain the spell, make a new Magery check and compare the result to the Reflex Defense of each target in range (as described above).

 Maelstrom [Telekinetic] – Using telekinesis, you devastate the area around you with a whirlwind and protect yourself at the same time.

    Time – Full-Round Action
    Target – You plus all enemies within 6 squares of you and in your line of sight.
    Make a Magery check.  The result of the check determines the effect, if any.

      DC 15: You gain a Shield Rating (SR) of 5 until the beginning of your next turn.  Unlike other shields, this shield is made of pure telekinetic energy and cannot be recharged by any other means.  In addition, compare the result of the Magery check to each other target’s Reflex Defense.  If the attack hits, the target takes 4d6 points of bludgeoning, piercing, or slashing damage (GM’s choice based on available debris).  If the attack misses, the target takes half damage.  This counts as an area of effect attack.
      DC 20: As DC 15, except you gain SR 10.
      DC 25: As DC 15, except you gain SR 15.
      DC 30: As DC 15, except you gain SR 20.

    Special – You can spend a Hero Point when you cast this spell to increase the spell’s SR by 5 and increase the damage dealt by +2d6.

 

Move Object [telekinetic] – You telekinetically move a target up to 6 squares in any direction.

    Time – Standard Action
    Target – One character or object within 12 squares and within your line of sight.
    Make a Magery Check.  The result of the check determines the maximum size of the target you can lift (see below).  If the target is a creature that resists your attempt, your Magery check must also exceed the target’s Will Defense.  You can hurl the target at (or drop it on) another target in range if your Magery check exceeds the second target’s Reflex Defense.  Both targets take damage determined by your Magery check result.

      DC 15: Move object up to Medium size (deals 2d6 points of damage).
      DC 20: Move object up to Large size (deals 4d6 points of damage).
      DC 25: Move object up to Huge size (deals 6d6 points of damage).
      DC 30: Move object up to Gargantuan size (deals 8d6 points of damage).
      DC 35: Move object up to Colossal size (deals 10d6 points of damage).

    Special – You may maintain your concentration on the targeted object to continue to move it from round to round.  Maintaining the move object spell is a standard action, and you must make a new Magery check each round. If you suffer damage while maintaining move object, you must succeed on a Magery check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object power, you cease to be able to maintain it.
    If you use move object against a hovering or flying object (such as an aircraft or starship), the target can oppose your Magery check with a grapple check as a reaction.  If the target wins the opposed check, you are unable to move the target.
    You may spend a Hero Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal (frigate, 12d6 damage).

 

Negate Energy – You spontaneously negate a single attack that deals some form of energy damage.

    Time – Reaction
    Target – One attack made against you that deals energy, electricity, fire, or cold damage.
    Make a Magery Check.  If the result of the check equals or exceeds the damage dealt by the attack, the attack is negated and you take no damage.  If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
    Special – You must be aware of the attack (and not flat-footed) to negate it.  If you are successful, you can spend a Hero Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

 Overflow – You spend time building up power for an unstoppable attack, but this extra power comes at a high post to use.  You are drained from focusing on such a powerful show of force.

    Time – Standard Action
    Target – You
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 30: On the next spell (but not incantation or true incantation) you use that deals damage, you deal an additional 4 dice of damage. You take a -15 on Magery checks for 6 rounds after the effect is resolved.
      DC 35: As DC 25, except you deal an additional 6 dice of damage.
      DC 40: As DC 30, except you deal an additional 8 dice of damage.
      DC 45: As DC 35, except you deal an additional 10 dice of damage.

    Special – You may spend a Hero Point to reduce the time the penalty lasts by 2 rounds. If there are additional modifiers in the next spell that is used, apply the modifier(s) to the extra damage given from this spell. If you don’t resolve the effects in the encounter the charge dissipates at the end of the encounter and is lost.

 

Phase – You can pass through solid objects, such as walls and doors.

    Time – Move Action
    Target – You
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 25: You gain a phasing speed of 2 squares; your phasing speed can never exceed your own base speed.  When moving using your phasing speed, you can move through the spaces of your enemies, as well as through walls, vehicles, large objects, and other obstructions but must end your movement in a legal, unoccupied space.  You retain this phasing speed until the beginning of your next turn.  You may move up to your phasing speed as part of the casting of this spell.
      DC 30: As DC 25, except your phasing speed is 4 squares.
      DC 35: As DC 25, except your phasing speed is 6 squares.
      DC 40: As DC 25, except your phasing speed is 8 squares.

    Special – You can spend a Hero Point to increase your phasing speed by 2 squares.
    You can maintain the phase spell from round to round, extending the normal duration.  Maintaining this power is a move action, and whenever you maintain the phase spell you can move up to your phasing speed.  If you take damage while maintaining this spell, you must succeed on a Magery check (DC = 15 + damage taken) to maintain the spell.

 

Plant Surge  – You use your control over the natural world to entreat the aid of plants, causing them to lash out at your enemy.

    Time – Standard Action
    Target – One creature within 12 squares of you and in your line of sight
    Make a Magery Check.  Compare the result of the Magery check to the target’s Fortitude Defense.  If the skill check equals or exceeds the target’s Fortitude Defense, the target’s speed is 0 until the end of your next turn.  A creature can escape (restoring its normal speed) by making a grapple check as a standard action, opposed by your Magery check.
    Special – There must be one or more plants adjacent to the target, or else this spell fails automatically.  You can spend a Hero Point to impose a -10 penalty to the target’s grapple checks made to escape the plant surge.
    You can maintain plant surge from round to round, extending the normal duration.  Maintaining the plant surge spell is a swift action, and you must make a new Magery check each round.  If you take damage while maintaining plant surge you must succeed on a Magery check (DC = 15 + damage taken) to continue maintaining the spell.

 

Rebuke Magic – You harmlessly absorb or deflect one Spell or Incantation used against you, perhaps even turning it against its caster.

    Time – Reaction
    Target – One Spell or Incantation directed at you.
    Make a Magery check.  If your result equals or exceeds the check result of the spell or incantation directed at you, you harmlessly redirect it and suffer no ill effects.  If the result exceeds the check result of the spell or incantation directed at you by 5 or more, you may choose to turn the Spell or Incantation back against its caster, who suffers the effect.
    Special – If you successfully reflect a Spell or Incantation back at its originator, the originator may attempt to rebuke the spell or incantation as well.  If he reflects it back again, both you and the originator are affected by the Spell or Incantation.  You can spend a Hero Point as a reaction to suffer no ill effects from a Spell or Incantation that has been rebuked twice – once by you and once by the power’s originator.

 

Rend [telekinetic]You can move a single target, whether it is a creature or object, in two different directions simultaneously.

    Time – Standard Action
    Target – One target in your line of sight and within 6 squares of you.
    Make a Magery Check.  Compare the result with the target’s Reflex Defense.  If the check equals or exceeds the target’s Reflex Defense, the target takes 3d6 damage.  If your Magery check is a natural 20, you score the equivalent of a critical hit, and the target takes double damage.  If you deal enough damage to reduce the target to 0 hit points, you rip the target into two separate parts (living creatures are automatically killed).
    Special – You can spend a Hero Point to deal an additional 2d6 damage to the target.

 

Repulse [telekinetic] – You clear an area around yourself, using telekinesis, air, a wave of earth, etc.

    Time – Standard Action
    Targets – All adjacent targets
    Make a Magery Check.  The targets make Strength checks, adding their base attack bonus.  If you beat a target’s Strength check, you push it back 1 square plus 1 additional square for every 5 points by which you exceeded the target’s check result.  If you push the target into a larger object, the target takes 1d6 points of damage.  The target adds its size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.  In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.
    Special – You can spend a Hero Point to apply a -5 penalty to the target’s Strength check to resist your repulse.  Additionally, after spending a Hero Point, if you successfully pus the target into a larger object, you deal an extra 2d6 points of damage from the extreme force of the thrust.

 

Resist Magic – You use your own magical power to protect yourself from an enemy’s Magical abilities.

    Time – Standard Action
    Target – You
    Make a Magery Check.  The result of the check determines the effect, if any.

      DC 15: You gain a +1 to the Defense score of your choice against Spells and Incantations used against you until the beginning of your next turn.
      DC 20: As DC 15, except the Defense bonus increases to +2.
      DC 25: As DC 15, except the Defense bonus increases to +5.

    Special – You can spend a Hero Point to apply the bonus provided by this power to any two Defense scores of your choice.
    You can maintain resist magic from round to round, extending the normal duration.  Maintaining the resist magic power is a swift action.  If you suffer damage while maintaining resist magic , you must succeed on a Magery check (DC = 15 + damage taken) to continue maintaining the power.  You may have multiple instances of resist magic active at once, but maintaining each one requires a swift action each round, and each one must be activated by a separate use of resist magic .

 

Shatter [telekinetic] – You stress an object telekinetically on its critical points, potentially shattering it.

    Time – Standard Action
    Target – One unattended object within 12 squares of you and in your line of sight.
    Make a Magery Check.  The result of the check determines the effect, if any.

      DC 20: The object takes 4d6 points of damage.
      DC 25: The object takes 6d6 points of damage.
      DC 30: The object takes 8d6 points of damage.
      DC 35: The object takes 10d6 points of damage.

    Special – You may spend a Hero Point when you cast this spell to increase the damage dealt by +2d6.

 

Shield [telekinetic] – You create a mobile bubble of telekinetic energy, wind, etc around yourself protecting you from harm.

    Time – Reaction
    Target – You
    Make a Magery Check.  The result of the check determines the effect, if any.

      DC 15: You gain a shield rating (SR) of 5 until the beginning of your next turn.  Unlike other shields, this shield cannot be recharged by any means.
      DC 20: As DC 15, except you gain SR 10.
      DC 25: As DC 15, except you gain SR 15.
      DC 30: As DC 15, except you gain SR 20.

    Special – You can spend a Hero Point when you cast this spell to increase the spell’s SR by 5.  You can maintain your concentration on a shield to continue to gain the benefit of the spell’s SR from round to round, extending the normal duration.  Maintaining the shield spell is a standard action.  If the spell’s SR is ever reduced to 0, the spell’s effect ends.

 

Slam [telekinetic] – You pound one or more creatures with telekinetic force.

    Time – Standard Action
    Targets – All targets within a 6-square cone and within line of sight.
    Make a Magery Check.  Make one roll and compare the results to each target’s Fortitude Defense.  If the result equals or exceeds a target’s Fortitude Defense, it takes 4d6 points of Force damage and is knocked prone.  If the result is less than a target’s Fortitude Defense, it takes half damage and is not knocked prone.  This is an area effect.  Targets larger than Medium add a size modifier to Fortitude Defense against this spell: Colossal +50, Gargantuan +20, Huge +10, Large +5.
    Special – When you cast this spell, you can spend a Hero Point to deal an additional 2d6 points of damage to targets in the area.

 

Slow [telekinetic] – You magically increase the density of the atmosphere around your target, slowing them as if they were encumbered by an extremely heavy load and making it difficult for them to move.

    Time – Standard Action
    Target – One creature within 12 squares and within line of sight.
    Make a Magery Check.  If your result equals or exceeds your target’s Fortitude Defense, they take the following effects as determined by your check result:

      DC 15: Target’s speed is reduced by  square until the beginning of your next turn.  The target is also encumbered, as though carrying a heavy load, taking a -10 penalty on Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim checks.
      DC 20: As DC 15, except speed is reduced by 2 squares.
      DC 25: As DC 15, except speed is reduced by 3 squares.
      DC 30: As DC 15, except speed is reduced by 4 squares.

    The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0.
    Special – You can spend a Hero Point to impose a -5 penalty to your target’s Fortitude Defense against the use of this power.

 

Stagger [telekinetic] You lash out at a nearby enemy with telekinesis, air, a disturbance in the ground beneath their feet, etc, causing them to stumble.

    Time – Swift Action
    Target – One enemy adjacent to you
    Make a Magery Check.  Compare the result to the target’s Fortitude Defense.  If the check result equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of Force damage and is pushed 1 square away from you.  This movement does not provoke attacks of opportunity.
    Special – You can spend a Hero Point when you cast this spell to affect all enemies adjacent to you, in which case compare your Magery check result to each target’s Fortitude Defense.

 

Strike Boost – You call upon the spirits of flame, ice, electricity, or energy, causing your skin to burn with incredible heat, emit biting cold, or become surrounded by an aura of energetic damage.

    Time – Swift Action
    Target – You
    Make a Magery Check.  The result of the check determines the result, if any.

      DC 15: Until the start of your next turn, all of your unarmed melee attacks deal +1d6 points of cold, fire, or electricity, or +2d6 energy damage.  The damage is chosen at the casting of this spell and cannot be changed while it is in effect.  Any Combat gloves, shockboxing gloves, stunning gauntlets, and vibroknucklers are considered unarmed melee attacks, as are spacesuit gloves.
      Any target that takes fire damage also catches on fire. Any electricity damage dealt counts as Ion damage, as per an Ion Grenade or other Ion Weapon. Dealing cold damage requires you to compare the Magery check to a target’s Fortitude defense (bonuses against cold apply), if it beats their Fortitude defense than the target’s speed is reduced by 1 squares until the end of the next turn.
      DC 20: As DC 15, except your melee attacks deal +2d6 or +3d6 points of damage.
      DC 25: As DC 15, except your melee attacks deal +3d6 or +4d6 points of damage.
      DC 30: As DC 15, except your melee attacks deal +4d6 or  +5d6 points of damage.

    RESTRICTIONS – Energy damage is restricted to Device Users, who cannot choose to deal Electricity, Fire or Cold damage.
    Special – You can spend a Hero Point to deal the bonus damage to any creature that strikes you with an unarmed attack or makes a grab or grapple attack against you, for as long as the power is in effect.
    You can maintain strike boost from round to round, extending the normal duration.  Maintaining the strike boost spell is a swift action, and you must make a new Magery check each round.  If you take damage while maintaining strike boost, you must succeed on a Magery check (DC = 15 + damage taken) to continue maintaining the spell.
    Additionally, if you have Weapon Focus for a Simple Weapons, you may instead use this spell to enhance the damage dealt by it.  If you have the Weapon Specialization talent in Advanced Melee Weapons, you may instead use this spell to enhance the damage done by them.
    If a device has access to Strike Boost, it can only be used to enhance the damage of that device.  Devices that are ranged weapons can use this Spell to improve their damage regardless of their type.

 

Surge – By one of a variety of means, you enable yourself to jump great heights and distances as well as move quickly.

    Time – Free Action
    Target – You
    Make a Magery Check.  The result of the check determines the effect, if any:

      DC 10: You gain a +10 Force bonus on Jump checks and your speed increases by 2 squares until the start of your next turn, and the distance you can jump is not limited by your speed for the same duration.  The Force bonus on Jump checks includes the adjustment for increased speed.
      DC 15: As DC 10 except: +20 Force bonus on Jump checks, speed increases by 4 squares.
      DC 20: As DC 10 except: +30 Force bonus on Jump checks, speed increases by 6 squares.

    Special – You can spend a Hero Point to increase the spell’s Force bonus on Jump checks by 10 and increase your speed by an additional 2 squares.  Using the surge spell counts as a running start for determining a Jump DC.

 

Thrust [telekinetic] – You use telekinesis to push a target away from you.

    Time – Standard Action
    Targets – One object or character within 12 squares and within line of sight.
    Make a Magery Check.  The target makes a Strength check.  If you beat the target’s Strength check, you push it back 1 square plus an additional square for every 5 points by which you exceed the target’s check result.  If you push the target into a larger object, the target takes 1d6 points of damage.
    The target adds its base attack bonus and its size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.  In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.
    Special – You can spend a Hero Point to apply a -5 penalty to the target’s Strength check to resist your thrust.  Additionally, if you successfully push the target into a larger object, you deal an additional 2d6 points of damage from the extreme force of the thrust.

 

Track – You channel the aspect of the beasts of the hunt, picking up on the trail of your quarry.

    Time – Swift Action
    Target – You
    Make a Magery Check.  The result of the check determines the result, if any.

      DC 15: You determine the path taken by a specific creature you designate, provided you are within line of sight of the creature’s trail.  You can track the creature (as per the Track application of the Survival skill) without needing to make Survival checks for up to 1 hour, provided the creature you are tracking passed through the area within the last minute.
      DC 20: As DC 15, except the creature you are tracking need only have passed through in the last 10 minutes.
      DC 25: As DC 15, except the creature you are tracking need only have passed through in the last hour.
      DC 30: As DC 15, except the creature you are tracking need only have passed through in the last day.

    Special – You can spend a Hero Point to track up to two targets simultaneously.

 

Vital Transfer – You use your own life force to heal another living creature.

    Time – Standard Action
    Target – One creature touched
    Make a Magery check.  The result of the check determines the effect, if any:

      DC 15: The target heals hit points equal to 2 x its character level.
      DC 20: The target heals hit points equal to 3 x its character level.
      DC 25: The target heals hit points equal to 4 x its character level.

    Each time you use vital transfer, you take half as much damage as you heal (rounded down).
    Special – You may spend a Hero Point to avoid taking any damage when you use this spell.  You may spend two Hero Points to move the target +5 steps on the condition track in addition to healing it normally.  You may spend three Hero Points to use this on a creature that has been dead for no more than 2 rounds, if you heal enough damage to bring the target to -9 hit points, they are brought back to life – but this cannot be used on creatures that died of natural causes.  These options bypass the normal restriction on being able to spend only one Hero Point per round, and you can only use one of the three options at a time.

 

Whirlwind [telekinetic]You call upon the spirits of wind to surround an enemy in a swirling vortex of air.  The whirlwind lifts them about half a meter off the ground, spinning them in the air and buffeting them with powerful gusts.

    Time – Standard Action
    Target – One creature or object within 12 squares and within line of sight
    Make a Magery Check.  The result of the check determines the effect, if any.  Compare the result to the target’s Fortitude Defense.  If the check result equals or exceeds the target’s Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn.  Any attack rolls or skill checks the target attempts while within the whirlwind are at a -5 penalty.  The target falls prone when the effect ends.  The target also sustains damage at the end of your turn as determined by the results of your Magery check.

      DC 15: The target takes 1d6 points of Force damage.
      DC 20: The target takes 2d6 points of Force damage.
      DC 25: The target takes 3d6 points of Force damage.
      DC 30: The target takes 4d6 points of Force damage.

    The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0.
    Special – You can spend a Hero Point to increase the penalty to the target’s attack rolls and skill checks from -5 to -10.  You can maintain whirlwind from round to round, extending the normal duration.  Maintaining the whirlwind spell is a move action, and you must make a new Magery check each round.  If you take damage while maintaining a whirlwind, you must succeed on a Magery check (DC = 15 + damage taken) to continue maintaining the spell.  If a target within a whirlwind is attacked or otherwise damaged or moved down the condition track by you or one of your allies, the effects of the whirlwind end immediately.

Epic Space Adventures Abound!