Potestas

List of Spells

Name
Steps
Cost
Requires
Cloak and Reveal
3
+1
Mysticism
Control Magic
5
+1
Mysticism, Sorcery
Control Metabolism
5
+1
Mysticism
Control Others
5
+1
Mysticism, Sorcery
Create Force
3
+1
Mysticism
Create Illusions
5
+1
Mysticism, Sorcery
Create Light
4
+1
Mysticism, Sorcery
Curse
4
+1
Sorcery
Enchanted Sight
4
+1
Mysticism
Heal or Harm
3
+1
Mysticism, Sorcery
Hurl Fire
5
+1
Sorcery
Mind Over Matter
3
+1
Mysticism
Necromancy
5
+1
Sorcery
Summon
3
+1
Sorcery
Transform
4
+1
Sorcery

 

Cloak and Reveal - The Mystic can find others by sensing their will and thought and hide from detection.

Step Effect
1 Caster may sense the psychic residue left by another and follow it unerringly. +3 Difficulty, +2 Power.
2 Caster may avoid leaving psychic residue for others to track. This prevents those of equal or lesser Stature sensing them, both with this Ability and with ESP. +6 Difficulty, +4 Power.
3 Caster can avoid being noticed by others of equal or lesser Stature, thus automatically succeeding at attempts to use Sneak. +12 Difficulty, +8 Power.

 

Control Magic - The Mystic or Sorcerer can interact with nearby magic, sensing, resisting or controlling it.

Step Effect
1 Caster may see permanent enchantments, such as magic weapons, items, and spells that last until dispelled, and identify enchantments of equal or lesser Stature. +3 Difficulty, +3 Power, Spell Expiry.
2 Caster may see permanent and impermanent enchantments, such as magic weapons, items, spells that last until dispelled and spells that have an expiry roll, and identify enchantments of equal or lesser Stature. +6 Difficulty, +6 Power, Spell Expiry.
3 Caster may increase the Magic Resistance of one person by touch. If the target is unwilling, the spell's Power is the active Ability and the target's Magic Resistance is the resisting Ability. +9 Difficulty, +9 Power, Degree of Success determines points of Magic Resistance gained, Spell Expiry.
4 Caster may immediately dispel all spells that are not permanent within 5m. The spell's Power is the active Ability; the opposing spell with the highest Power is the resisting Ability. If the resisting spell is not dispelled, subtract the Degree of Failure from the resisting spell's Power: all spells with Power equal to or less than the result will be dispelled. +12 Difficulty, +12 Power.
5 Caster may take control of all spells that are not permanent within 5m. The spell's Power is the active Ability; the target spell's Power is the resisting Ability. The caster may either dispel the spell or use it in that Round. Note that the caster cannot use more than three spells in one Round and must distribute their Sorcery or Mysticism modifier between spells. +15 Difficulty, +12 Power, Spell Expiry.

 

Control Metabolism - Mystics can control their physical state for up to one day at a time.

Step Effect
1 Caster may enter a trance, slowing all actions, physical and mental, by a factor of sixty. +3 Difficulty.
2 Caster can go without food and water for a day. +6 Difficulty.
3 Caster can endure any hostile environment. +9 Difficulty.
4 Caster can slow their breathing to one breath an hour. +12 Difficulty.
5 Caster can separate body and soul, allowing the intangible and invisible soul to travel great distances. +15 Difficulty.

 

Control Others - The Mystic or Sorcerer can take control of the target's body or mind. The target may resist the control: the spell's Power is the active Ability.

Step Effect
1 Caster may control any target of equal or lesser Stature within 20m, who will obey the caster and carry out instructions to the best of their ability. +6 Difficulty, +6 Power, Spell Expiry.
2 Caster may control any target of equal or lesser Stature within 20m, who will believe the caster is a friend and do everything possible to help. +9 Difficulty, +9 Power, Spell Expiry.
3 Caster may control any target of equal or lesser Stature within 20m, who will obey the caster and carry out instructions to the best of their ability until the spell is dispelled. +12 Difficulty, +12 Power.
4 Caster can immobilise any target of equal or lesser Stature within 20m and anyone else within 5m of the target. +15 Difficulty, +15 Power, Spell Expiry.
5 Caster may control any target of equal or lesser Stature within 20m, who will believe the caster is a friend and do everything possible to help until the spell is dispelled. +18 Difficulty, +18 Power.

 

Create Force - The Mystic can generate physical force by strength of will.

Step Effect
1 Caster may increase their effective Strength score to the maximum possible for their race (+7 for Humans). +3 Difficulty, Power = Willpower, Spell Expiry, Degree of Success determines points of Strength gained to racial maximum.
2 Caster may hit one person within 20m with the force of their mind. +9 Difficulty, Speed +6, Damage = Willpower.
3 Caster may hit one person within 10m with the unrestrained force of their mind. +15 Difficulty, Speed +12, Damage = 2 x Willpower.

Create Illusions - The Mystic or Sorcerer can make illusionary sights and sounds that will travel with any object they are cast upon. Other characters may not be fooled by the illusion: the Illusion's Quality is the active Ability and the viewer's Perception is the resisting Ability.

Step Effect
1

Caster may create a Human-sized visual illusion up to 20m away that will last until dispelled. +3 Difficulty, +3 Power, +9 Quality.

2 Caster may create a visual illusion filling 2 cubic meters up to 20m away that will last until dispelled. +6 Difficulty, +6 Power +15 Quality.
3 Caster may create a visual and physical illusion filling 2 cubic meters up to 20m away that will last until dispelled. +9 Difficulty, +9 Power, +20 Quality.
4 Caster may animate a visual and physical illusion and control its actions. The illusion will become inanimate and remain until dispelled after the caster ceases to control its actions. +12 Difficulty, +12 Power, +20 Quality, Spell Expiry (special).
5 Caster may make a visual illusion that someone or something filling 2 cubic meters up to 20m away is not there. The caster cannot create the physical illusion that nothing is there. +15 Difficulty, +15 Power, +20 Quality, Spell Expiry.

Create Light - The Mystic or Sorcerer can generate light.

Step Effect
1 Caster may create ambient light within 10m equivalent to that of a fire or torch. +3 Difficulty, +2 Power, Spell Expiry.
2 Caster may create a bright flash of light that will blind anyone within 10m facing the caster for a Round. +9 Difficulty, +6 Power, +30 Speed.
3 Caster may reduce ambient light within 10m so that it is like twilight during the day or the night of the new moon during a full moon. +12 Difficulty, +8 Power, Spell Expiry.
4 Caster may produce moonlight or sunlight within 10m, with all the properties of that light (e.g. triggering lycanthropy, burning vampires). +15 Difficulty, +10 Power, Spell Expiry.

Curse - The Sorcerer can place the target under a magical impediment or burden. The target may resist the enchantment: the spell's Power is the active Ability and the target's Magic Resistance is the resisting Ability.

Step Effect
1 Caster may lower all four physical characteristics of a target within 20m by 3 points. This effect is not cumulative. +3 Difficulty, +3 Power, Spell Expiry.
2 Caster may lower all four physical characteristics of up to four targets within 20m by 6 points until dispelled. This effect is not cumulative. +9 Difficulty, +9 Power.
3 Caster may trap one target within 20m in an immobile or helpless form (e.g. asleep, a frog, a stone statue) until dispelled. +15 Difficulty, +15 Power.
4 Caster may strike one target within 20m dead. +20 Difficulty, +20 Power.

Enchanted Sight - The Mystic can see things that would usually be difficult or impossible to see.

Step Effect
1 Caster can see at night as if it was twilight. +3 Difficulty, +2 Power, Spell Expiry.
2 Caster can see when blindfolded, in darkness, or blinded. +6 Difficulty, +4 Power, Spell Expiry.
3 Caster can see things that are invisible. +9 Difficulty, +6 Power, Spell Expiry.
4 Caster can see over great distances, inside buildings, and other places they cannot see from their current location. +15 Difficulty, +10 Power, Spell Expiry.

Heal or Harm - The Mystic or Sorcerer can heal or injure themselves or other characters with a touch. Characters can try to resist the effect: the spell's Power is the active Ability and the target's Magic Resistance is the resisting Ability.

Step Effect
1 Caster may heal or injure the target as desired. +3 Difficulty, +3 Power, Degree of Success determines points of lasting Health gained or lost.
2 Caster may cure or cause the effects of diseases or poisons to the target as desired. +9 Difficulty, +9 Power, Degree of Success determines points of lasting physical Characteristics gained or lost.
3 Caster may cure or cause physical impairments (e.g. blindness caused by the loss of an eye, an amputated limb) and magic curses (e.g. lycanthropy). Different losses require different Degrees of Success: a Degree of Success of 20 cures all ills. +15 Difficulty, +15 Power, Degree of Success determines whether spell succeeds or fails.

Hurl Fire - The Sorcerer can generate fire and direct it at one or more targets.

Step Effect
1 Caster may hit one target. +3 Difficulty, +2 Speed, Range 5/10/20m, +3 Damage.
2 Caster may hit one target. +6 Difficulty, +4 Speed, Range 5/10/20m, +6 Damage.
3 Caster may hit one target. +9 Difficulty, +6 Speed, Range 5/10/20m, +9 Damage.
4 Caster may hit other targets within 2m of the principal target (all must Dodge the attack). +15 Difficulty, +8 Speed, Range 5/10/20m, +15 Damage.
5 Caster may hit other targets within 5m of the principal target (all must Dodge the attack). +20 Difficulty, +10 Speed, Range 5/10/20m, +20 Damage.

Mind Over Matter - The Mystic can move objects by strength of will.

Step Effect
1 Caster may move an object up to 20m away. If the caster strikes someone with the object, use the caster's Willpower instead of Strength when determining damage. +6 Difficulty, +4 Power, Spell Expiry.
2 Caster may fly through the air. Use the caster's Willpower to determine how far the character can fly in one Round. +12 Difficulty, +8 Power, Spell Expiry.
3 Caster may repel objects, reducing or deflecting the force of any physical attack. The caster gains Damage Resistance equal to their Willpower score. +18 Difficulty, +12 Power, Spell Expiry.

Necromancy - The Sorcerer can interact with and control the spirits and bodies of the dead. Burial in consecrated ground or by a priest of the True Faith protects the bodies and souls of the dead from this magic.

Step Effect
1 Caster may prevent dead beings of equal or lesser Stature approaching within 2m. +3 Difficulty, +3 Power, Spell Expiry.
2 Caster may ask questions of dead souls and can compel dead beings of equal or lesser Stature to tell the truth. +6 Difficulty, +6 Power, Spell Expiry.
3 Caster may raise bodies or skeletons within 5m and can compel dead beings of equal or lesser Stature to obey commands. +12 Difficulty, +12 Power, Spell Expiry.
4 Caster may raise bodies or skeletons within 5m and compel all dead beings to obey commands. +15 Difficulty.
5 Caster may restore life to a dead body. The soul of the deceased will also be restored if less than a lunar month (28 days) has passed since death. +20 Difficulty.

Summon - The Sorcerer can summon the creatures of the wild or of the other worlds and command them. This ability cannot be used on consecrated ground.

Step Effect
1 Caster summons a non-magical natural creature (e.g. wolf, bear) of equal or lesser Stature to their side and can command them as desired. The summoned animal will disappear when the magic expires. +6 Difficulty, +6 Power, Spell Expiry.
2 Caster summons a magical natural creature (e.g. salamander, bonacon) of equal or lesser Stature to their side and can command them as desired. The summoned animal will disappear when the magic expires. +12 Difficulty, +12 Power, Spell Expiry.
3 Caster summons a magical creature from another world (e.g. demon horse, elemental) of equal or lesser Stature to their side and can command them as desired. The summoned animal will disappear when dispelled or certain conditions are met (e.g. when the caster dismounts from the demon horse). +18 Difficulty, +18 Power.

Transform - The Sorcerer can change inanimate things into other inanimate things. If the object has Magic Resistance, the caster must overcome it for the spell to take effect: the spell's Power is the active Ability, the object's Magic Resistance is the resisting Ability. This ability has no effect on the living.

Step Effect
1 Caster changes an object from one state to another state (e.g. a locked door to an unlocked door). +3 Difficulty, +3 Power.
2 Caster can change an object from its current state to a modified state (e.g. a meal's ingredients to a finished meal). +9 Difficulty, +9 Power.
3 Caster can create a simple object (e.g. a sword) out of anything else. +15 Difficulty, +15 Power.
4 Caster can create a complex object (e.g. a music box) out of anything. +20 Difficulty, +20 Power.

maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 5 June 2001