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Magic! Disciplines, Schools and Styles (Comic Book versions)


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     Believing that magic can do anything is akin to believing science/technology can do anything: both true and false. Think of an effect, of something you want to do, and you can probably find a handful of ways to do it, but that doesn't mean every mage/every super-scientist can do it. It's like medicine: if you've got bad heartburn, you'd see a gastroenterologist, not a dermatologist, but a dermatologist can do things for your psoriasis the GI guy can't, though both are medical doctors.

     Magic comes in disciplines, in styles; a student of one style can do things a student of another can't (or at least won't, not lightly). (On the other hand, most superhero seems to have as many Omnidisciplinary Mage as they do Omnidisciplinary Scientists. Though many likely started as students of one field, the various Master Mages of the FCU probably expanded their studies to cover multiple schools and disciplines, the better to safeguard reality from all manner of mystical threats.)

     I plan to write up a few magical disciplines here -- with most of each post being on the powers a char who is a student of that discipline might have (and, yes, I will be plundering other RPG books for inspiration) -- though they'll all be in the style of what you'd find in superhero comics (and some sword-and-sorcery comics). I am NOT trying to address any Real World mystical beliefs/systems, at least not in any more than a broad strokes, Hollywood/comic book version of them. (There are probably a few Real World magical systems that simply would not work in FCU, since so many things are objectively [and contradictorily] real in the FC Multiverse.) Also, note that even these disciplines are fairly broad in scope -- no two necromancers will fully agree on all the important issues relating to Necromancy, but all necromancers tend to agree (at least in principle) on most of the important issues of Necromancy.

     Many of these are also suitable for use as Mutant powers (a la Human Torch, Iceman, Terra, and other 'elemental' characters), or aliens from a Planet of Hats where a particular set of powers is common.

 

Index

Adeptus Physicus (Physical Adepts)

Alchemy

Anarchic/Chaos

Axiomatic/Law/Order

Darkness/Shadow

Elementalism 101

Elementalism, Air (Aeromancy)

Elementalism, Earth/Metal/Sand (Geomancy)

Elementalism, Fire (Pyromancy)

Elementalism, Water/Ice (Hydromancy)

Light (Photomancy)

Necromancy

Edited by Dr Archeville
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Necromancy

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Examples: Black Talon (Marvel), Nekron (DC)

FC Examples: Baron Samedi. Dead Head, Nick Cimitiere.

 

     Necromancy includes spells relating to, manipulating, or invoking the forces of life, death, undeath, and related phenomena. When most people hear "necromancy," they likely think of evil sorcerers raising armies of zombies or binding ghosts to carry out the whims (or feeding on them to boost their own power!), but necromancy can also be used to call upon the spirits of the dead (such as one's ancestors) for advice and guidance, or even (by fending off death spirits and channeling life energy into someone) to heal.

     Necromancy has an odd place in Freedom City (both as published and as used here). Resurrections, something frequently seen in comics, are just not that common here -- the Centurion is still dead, as are most of the Allies of Freedom, and the handful of Iron Age villains killed in the Blackstone Riot of 1983. And, as a rule, characters at FC PbP don't die (since all PCs and named NPCs get the Diehard feat for free). But ghosts (like Silver Scream), vampires (like Dracula and Avenger), zombies/revenants (like Dead Head and Justice), and two different death-gods (Baron Samedi and Hades) have all made an impact on Freedom City, and zombies (victims of Samedi's zombie powder) still shuffle down certain dark and abandoned alleys.

     Some have speculated that Rick Lucas' presence in Freedom City is what made the place so over-the-top bizarre, and his departure after the passing of the Moore Act made it a grimmer, darker place (both due to him not being there to subconsciously buoy everyone and him subconsciously dragging everyone down). Could there be a cabal of necromancers at work for a similar purpose, holding back Death so it only strikes at moments of great significance, at the cost of not being able to easily or truly bring back those who have passed on?

     Why Take This Path: To influence (or control) the forces of life and death, two of the most primal forces in the universe. For some, a fear of and desire to master death drives them. For others, the desire to heal the infirm (but not extend life to an unnatural degree) and comfort the grieving are the reason.

     Common Personality Types: Many who specialize in the Art of Necromancy are introspective and pragmatic types, and many are given to brooding rather than open discussion or sharing. Villainous ones often see people as proto-materials for their experiments, eager to see them pass (or to kill them themselves), though some claim they were "doing the recycling thing long before it became cool." Heroic ones seek to comfort others when they or their loved ones are faced with the inevitability of death, and try to assist any lingering spirits in finals tasks so they can 'cross over'.

     Powers: Many of these offensive effects have alternate Save (Fortitude) or Vampiric to reflect their life force-targeting nature, though there could be variants with Alternate Save (Will) for cases where the target can overcome the effect through sheer force of will despite a failing body. Summon is another common effect, for creating or summoning undead creatures.

     In addition to the effects here, many necromancers also tap into der Shattenwelt (the "Shadow World," an extradimensional source of pure darkness and a source of power for der Nacht-Krieger and other shadow-wielders, as well as many predatory and life-draining undead) or the gloom of certain Underworlds to use Darkness effects/spells.

     Nonmagical Variants: Many of these abilities would work well for a biokinetic/vitakinetic (life controller).

     Miscellaneous: One reason I'm doing this one first: it's a classic antagonist seen in magical series. Another reason: the sample PL 12 Necromancer from Book of Magic has an incomplete Magic Array, requiring a Ref/player to fill it out (or just knock those 5 "unspecified" points off the total).

 


 

UNDEAD CREATION & SUMMONING EFFECTS/SPELLS

Many consider these spells to create undead as soldiers or slaves to be the heart of Necromancy. In the case of corporeal undead (skeletons, zombies, vampires,etc.), the necromancer must have a sufficient number of bodies to raise up. With incorporeal dead, the creation bears more resemblance to other conjuring magics.

 

Conjure Ghost: This spell conjures a ghost (like the one on pg. 88 of Book of Magic) to serve the necromancer.

Summon Ghost 9 (summons one PL 2, 127pp ghost; Extra: Fanatical) [cost 27pp]
A necromancer could also have ghosts conjured by this spell via the Minions or Sidekick feats.

 

Conjure Shade: This spell conjures a shade (like the one on pg. 35 of Book of Magic) to serve the necromancer.

Summon Shade 8 (summons one PL 9, 113pp shade; Extra: Fanatical) [cost 24pp]
A necromancer could also have shades conjured by this spell via the Minions or Sidekick feats.

 

Create Revenant: This spell can transform an ordinary corpse into a powerful revenant (like the one on pg. 89 of Book of Magic) to serve the necromancer.

Summon Revenant 13 (summons a PL 10, 183pp revenant; Extras: Fanatical) [cost 39pp]
A necromancer could also have revenants created by this spell via the Minions or Sidekick feats.

 

Create Skeletons: This spell can turn a jumble of ordinary human bones into several necromantically animated skeletons (like the one on pg. 235 of the core M&M rulebook), which serve without question (or thought).

Summon Skeleton 2 (summons a PL 1, 20pp skeleton; Extras: Fanatical, Horde; PF: Progression 4 [up to 25 skeletons]) [cost 12pp]
A necromancer could also have skeletons created by this spell via the Minions or Sidekick feats.

 

Create Vampire: This spell can transform an ordinary corpse into a powerful vampire (like the one on pg. 225 of the core M&M rulebook) to serve the necromancer.

Summon Vampire 10 (summons a PL 8, 145pp vampire; Extras: Fanatical) [cost 30pp]
A necromancer could also have vampires created by this spell via the Minions or Sidekick feats.

 

Create Zombies: This spell can turn a collection of mostly intact corpses into necromantically animated zombies (like the one on pg. 235 of the core M&M rulebook), which serve without question (or thought).

Summon Zombie 1 (summons a PL 1, 5pp zombie; Extras: Fanatical, Horde; PF: Progression 4 [up to 25 zombies]) [cost 8pp]
A necromancer could also have zombies created by this spell via the Minions or Sidekick feats.

 

Universal Create Undead Spell: For ease of record keeping, it may be better to combine all the undead creation spells into one general application spell.

Summon Undead 13 (summons any undead of up to 195pp; Extras: Fanatical, Type [General]) [52pp]


Universal Create Undead Horde Spell: Similar to the Universal Create Undead Spell, but for making large numbers of weak undead.

Summon Undead 2 (summons any undead of up to 30pp; Extras: Fanatical, Horde, Type [General]; PFs: Progression 4 [up to 25 undead]) [14pp]

 

 

OFFENSIVE ATTACKS/SPELLS

Aura of Necromantic Power: Sometimes the best way to exert control over an undead is not to leash them with Necromantic Fetters (see below), but to persuade and intimidate them with displays of power. OF course, this only works on undead capable of being affected by Interaction skills, so is useless on mindless undead.

Enhanced Charisma (Flaw: Only works against undead creatures) [cost 1pp per 2 ranks]


Boneblade: Necromancers often wear jewelry made from bones (sometimes human, sometimes not), and this spell is one reason why. It can expand a length of bone into a potent bladed weapon.

Strike (PFs: Improved Critical 2, Mighty) [cost 3pp + 1pp/rank]

 

Bonebolt: This spell, similar to Boneblade, turns a bone into a potent missile weapon and then hurls it with poltergesit-like force.

Blast (PFs: Improved Critical 2) [cost 2pp + 2pp/rank]


Chilling Touch: Calling forth the chill of the grave into his hands, a necromancer can damage and weaken a foe with but a touch.

Strike (Extras: Alternate Save [Fortitude], Linked Drain Strength) [cost 3pp/rank]

 

Death Touch: A basic spell to disrupt a target's vitality with a touch. Since the attack is on your very life force, armor offers no defense.

Strike (Extra: Alternate Save [Fortitude]; PF: Incurable) [cost 1pp + 2pp/rank]


Graymantle: Foes who can regenerate are tough to put down, and while Incurable damage is a start, Persistent Healing and Regeneration trump even that. But some necromancers, using their knowledge of life and death energies, figure out how to suspend a target's advanced regenerative abilities, making them easier to put down.

Nullify Regeneration (Extras: Alternate Save [Fortitude], Duration [Concentration]) [cost 2pp/rank]

 

Hammer of the Undead: Sometimes a necromancer cannot cow or control an undead (either a free-willed/renegade one or one controlled by another necromancer), and in those cases, he must destroy them. This spell does just that, disrupting the energies that animate and tether them to this world, and is effective against corporeal and incorporeal targets.

Blast (Flaw: Only versus Undead Beings; PFs: Affects Insubstantial 2) [cost 2pp + 1pp/rank]


Heartclutch: This terrible spell creates an invisible force around a target's heart and slowly but steadily crushes it.

Blast (Extras: Alternate Save [Fortitude], Duration [Concentration], Range [Perception]; PF: Subtle) [cost 1pp + 5pp/rank]

 

History of Blood: One of the more bizarre spells in the necromancer's repertoire, this has the terrifying effect of causing a target's old wounds to re-open. Each round another old wound opens, or one that's already opened becomes bigger.

This spell only affects beings that have been wounded in the past, and only to the extent they have suffered injury. Someone who's never suffered a serious injury is largely immune to this spell. In general, the GM/Ref can assume that most people have suffered enough cuts, nicks, and minor injuries to take at least one bruise or injury per round from this spell, but can restrict the total damage it does to the target. This spell could not be used to harm someone to the point of being staggered if they had never been staggered before.

Blast (Extras: Alternate Save [Fortitude], Duration [Concentration]; Drawback: Only affects beings who have been wounded or injured in the past, and only to the extent that they have suffered injury) [cost 4pp/rank - 1pp]


Necromantic Fetters: The undead a necromancer creates (via one of the Summon powers, above) are fairly loyal already, but sometimes a necromancer wants to control a free-willed undead (or some other necromancer's undead). This spell lets them do so.

Mind Control (Extra: Conscious; Flaw: Only versus Undead) [cost 2pp/rank]

 

Ocular Necrosis: A bolt of crackling black energy streaks towards the target, homing in on his eyes and exploding into a flash when it hits. The target is blinded as the necrotizing energy worries on their eyes, though time and the target's own resilience will eventually remove the effect.

Dazzle Visual (note: both initial and secondary saves are Fort) [cost 2pp/rank]


Osseous Malady: Many necromancers, through long experimentation with skeletons and other fleshless undead, learn how to manipulate the skeleton of a still-living person. The spell causes painful warps and minor breaks, but is not enough to actually cause lasting damage.

Stun (Extra: Range [Ranged]; Drawback: Ineffective against beings with no skeletal structure) [cost 3pp/rank -1pp]

 

Osseous Malady, Greater: A more potent version of the Osseous Malady spell, which does cause severe warpings and breaks.

Blast (Extras: Alternate Save [Fortitude]; Drawback: Ineffective against beings with no skeletal structure) [cost 3pp/rank -1pp]


Pestilence: This spell creates a potent wasting disease in the touched target, though the effect is not immediate. The target makes a
Fortitude save. If it is successful, there is no effect. If it fails, on the following day the target makes another Fortitude save against the same DC. If it also fails, the target loses one point of Constitution per point the save fails, up to a maximum of your power rank. The target makes another save each day; failure means loss of additional Constitution, while success means no effect for that day. Two successful saves in a row stops the wasting disease entirely. Healing can also cure it with a power check (DC 10 + your power rank). The target cannot recover lost Constitution until the disease is halted or the target's condition becomes dying at Con 0.
Worse, the disease, once unleashed, continues to spread. Anyone touching the victim must succeed at a Fortitude save or fall victim to the same malady. These victims are in turn also contagious; the effect lingers until all traces have been eliminated.

Drain Constitution (Extras: Contagious, Disease) [cost 3pp/rank]

 

Spectral Hands: This spell summons poltergeists to move and manipulate objects from afar. Damaging and Perception-ranged versions are also possible.

Move Object [cost 2pp/rank]


Premonition of the Grave: This spell afflicts living beings with the terror of their own mortality: the knowledge that they will one day die, that death will not be pleasant, and that the afterlife holds no comforts. (The last part may not strictly be true, but the spell makes one believe it is so.) The spell has no effect on long-lived or immortal beings, such as the undead or gods. With enough power behind it, the spell can scare someone into a comatose state, for a few moments (more if Slow Fade is added on).

Drain Charisma (Extras: Alternate Save [Will], Range [Ranged]; Drawback: Ineffective against characters with Immunity to Aging) [cost 2pp/rank -1pp]

This can also be a descriptor for Emotion Control (despair or fear), or the Fearsome Presence feat.

 

Rot: This spell focuses the forces of decay and rot to age a target object dozens of years in the space of but a few seconds. It has no effect on inorganic matter (such as metals or stone), but is effective on cloths, woods, and even several types of plastics.

Corrosion (Flaw: Limited [only works on organic matter]) [cost 2pp/rank]


Shuffling the Years: This spell, created by vain necromancers terrified at the thought of losing their youth and beauty, drains the life force of another and uses it to restore and maintain their youthful appearance. Targets recover slowly (one point of Con per day), while the user's looks slowly fade in proportion to the amount of life force they drained (keeping a rank of Attractive for one day per point of Con drained; a Bystander drained of 10 points of Con [and likely killed for it] would allow the caster to keep a rank of Attractive for 10 days).

Drain Constitution (Extra: Linked Boost Attractive Feat; PFs: Slow Fade 7 [target regains 1 point of Con per Day, user loses 1 rank of Attractive per Week {more or less}]) [cost 7pp + 2pp/rank]

An alternative (and easier to track) version:

Drain Constitution (Extra: Linked Boost Charisma; PFs: Slow Fade 6 [target regains 1 point of Con per Day, user loses 1 point of Cha per Day]) [cost 6pp + 2pp/rank]


Soulripping: The most feared attack in the necromancer's arsenal, this spell literally rips a target's soul out of their body, killing them. It obviously does not work on beings who lack souls, such as certain undead, robots and other constructs, and so on; the GM/Ref has final say on who is and is not susceptible to this.

Blast (Extra: Alternate Save [Will]; Drawbacks: Lethal only, Ineffective against beings without souls) [cost 3pp/rank -2pp]

 

Spell of Eternal Death: Necromancers can be a jealous and petty lot, and few things enrage them more than finding out someone else has resurrected a foe they had killed. This spell prevents that happening.

The spell is cast on a dead body. For its duration, any attempt to use a Healing (Resurrection) effect on it must overcome the Nullify effect on it. Due to its Independent nature, the Nullify fades over time, though it can take years, decades, or even centuries (depending on how much Slow Fade you have) for it to fade completely.

Nullify Healing (Extras: Duration 2 [sustained], Independent; Flaw: Only nullifies Resurrection Healing; PFs: Slow Fade 8 [Nullify loses 1pp per Month]) [cost 8pp + 2pp/rank]


Spell of Withering: This spell focuses the forces of decay and rot to age a target dozens of years in the space of but a few seconds. It can kill in moments, but if the target can break free (or be freed by allies), the spell will undo itself... eventually. Healing with the Restoration extra can be used to de-age the target even faster.

Drain All Ability Scores (note: only Drains Str, Dex, and Con; Extra: Duration [Concentration]; PF: Slow Fade 7 [regain 1pp per Week]; note: Ineffective against targets with Immunity to Aging) [cost 6pp + 4pp/rank]
Note: The spell only drains Str, Dex, and Con, but since draining Con can actually kill you, I did not apply a -1 Flaw for not being able to Drain Int, Wis and Cha.

 

Touch of Rigor: This spell induces temporary rigor mortis in a victim.

Paralyze [cost 2pp/rank]


Vampiric Touch: This spell drains life-force from the target into the caster. It can provide a significant advantage to the necromancer, who is simultaneously strengthening himself and weakening his foe.

Strike (Extras: Alternate Save [Fortitude], Vampiric) [cost 3pp/rank]

 

Visions of Putrefaction: This spell forces the target to believe his flesh is rotting and sloughing off his body, and that his internal organs are spilling out. Many are dazed into inaction at the sight, if they do not simply faint away.

Stun (Extras: Alternate Save [Will], Mental, Range 2 [Perception]) [cost 4pp/rank]


Words of Death: Similar to Death Touch, above, but performed at a range by intoning death-curses at someone. Fortunately for the target, they must be able to hear the necromancer to be affected.

Blast (Extras: Alternate Save [Fortitude], Range [Perception]; Flaw: Sense-Dependent [Hearing]; PF: Incurable) [cost 1pp + 3pp/rank]

 

Words of Death, Greater: The death-curses of some necromancers are potent enough that they can affect multiple people around them, and they do not even need to hear the words to be affected!

Strike (Extras: Alternate Save [Fortitude], Area [burst]; PF: Incurable) [cost 1pp + 3pp/rank]

 


DEFENSIVE EFFECTS/SPELLS

Hidden Heart: An unusual but power ritual that allows a necromancer to render his body indestructible by most forms of harm. During a lengthy ritual, the necromancer removes his internal organs and places them, still living, into mystic jars or tanks (which he typically then hides and protects with potent magical wards and defenses). As long as his organs remains safe outside his body, he rapidly heals any damage he takes, and can even return from the dead! He can also reattach, but not regrow, severed limbs.
Since this involves a lengthy ritual, it is represented as a mystic power that character simply has, not a spell. Immunities (especially life support) would also be an appropriate associated effect.

Regeneration 15+ (Bruised 3 [no action], Injured 3 [1 minute], Staggered 3 [1 minute], Disabled 3 [20 minutes], Resurrection 3 [5 hours; stopped by completely destroying the body or by killing his removed organs]; PF: Persistent) [cost 16pp, plus enough ranks for Recovery Bonus to bring it up to +9]

 

Osseous Armor: Necromancers often wear jewelry made from bones (sometimes human, sometimes not), and this spell is one reason why. It can expand those bits of bone into a suit of armor, offering protection equal to (or better than!) the finest suits of armor, medieval or modern.

Force Field (cost 1pp/rank)


Spell of Life-Shielding: This spell protects both the caster and his comrades from the attacks of undead creatures, and form many necromantic spells. It was developed by necromancers more interested in exploring than in control, but was quickly adopted by necromancers eager to have a shield from the magics of their opponents.
A character could also take a regular, Continuous version of Enhanced Fortitude Save (Only vs. Undead/Necromancers) as a permanent power, to represent either semi-permanent magical enhancement or a built up tolerance for those types of assaults.

Enhanced Fortitude Save (Extra: Affects Others [self + Others], Independent; Flaw: Duration [sustained], Limited [Only versus Necromancy and Undead powers]; PFs: Progression 2 [up to 5 simultaneous users], Slow Fade 2 [1pp per 5 Minutes]) [cost 7pp + 1pp/2 ranks]

A character could also take a regular, Continuous version of Enhanced Fortitude Save (Only vs. Undead/Necromancers) as a regular power, to represent either semi-permanent magical enhancement or a built up tolerance for those types of assaults. In fact, it's probably best to simply do this, since the PL caps on Fort saves can make granting this to others tricky.

Enhanced Fortitude Save (Flaw: Limited [Only versus Necromancy and Undead powers]) [cost 1pp/2 ranks]


Spell of the Undead Form: This spell temporarily imbues a caster's body with certain injury-resisting properties possessed by the undead. However, it comes with a drawback: the undead attributes taken on are so strong that the necromancer becomes susceptible to certain spells that otherwise could not affect him, notably Aura of Necromantic Power and Necromantic Fetters.

Immunity 30 (Fortitude effects; Active Sustained effect; Extras: Independent, Total Fade [lasts for 30 rounds]; Flaws: Side Effect [becomes susceptible to certain Necromancy spells]) [cost 30pp]

 

Spell of the Undead Form, Second: A variant of this spell can be applied to one's allies. Or to someone you trick, and then use Necromantic Fetters on...

Immunity 30 (Fortitude effects; Active Sustained effect; Extras: Affects Others [Others Only], Independent, Total Fade [lasts for 30 rounds]; Flaws: Side Effect [becomes susceptible to certain Necromancy spells]) [cost 30pp]


Spirit Shield: Another spell of general defense, calling forth spirits of the dead which whirl around the necromancer and deflect or absorb incoming attacks.

Force Field (cost 1pp/rank)

 

Wall of Bones: This spell creates a wall, appearing to burst up from the ground, of bones woven together to form a solid, durable mass. (The power of the spell itself creates the bones, so none are needed in the area; it works as well in a garden as it does a battlefield.) It is a versatile spell, though the inability to use it to drop masses of bones on foes and inability to use it to trap most fliers makes it less versatile than other Create Object effects.

Create Object (Flaw: must contact the ground on at least one edge) [cost 1pp/rank]


Wraithform: This spell allows a necromancer to take on the incorporeality of a wraith.

Insubstantial 4 (incorporeal; affected by Necromancy) [cost 20pp]

 

 

MOVEMENT EFFECTS/SPELLS

 

Opening the Grey Portal: Many necromancers are skilled enough to travel to and from one particular death-realm (Annwn, Araf, Barzakh, Duat, Elysium, Gehenna, Guinee, Hades, Hel, Jahannam, Jigoku, Limbo, Mictlan, Naar, Naraka, Niflheim, Purgatory, Sheol, Tartarus, Yomi, many others)...

Super-Movement 1 (dimensional [one Land of the Dead]) [cost 2pp]


Opening the Grey Portals: ... while others are powerful and experienced enough to travel to any of them!

Super-Movement 2 (dimensional 2 [any Land of the Dead]) [cost 4pp]

 

 

SENSORY EFFECTS/SPELLS

 

Detect Life: With this spell, the caster can detect the presence of life nearby. The necromancer knows how intense the life is (roughly speaking, how healthy and innately powerful the being is) as well as its location (but not well enough to target attacks).

Super-Senses 3 (acute ranged detect life [mental sense]) [cost 3pp]

A similar spell can allow a necromancer to Detect Undead with equal ability.

 

Languages of the Dead: Necromancers, like most mages, frequently deal with ancient and esoteric tomes, but learning all those languages can be time consuming. Better to summon the spirit of someone who already knows the language in question and can act as a translator.

Comprehend 3 (languages [speak any one at a time, understand all, read all]) [cost 6pp]

 

Medium: This ability -- as often a knack someone is born with which leads them to studying Necromancy as it is a spell others learn -- allows one to communicate with incorporeal and normally invisible and inaudible spirit beings, such as ghosts. It allows one to function as a "medium" of sorts, speaking to spirits and comprehending their replies. However, this ability does not gain any ability to summon or compel spirits.

Comprehend 1 (spirits) [cost 2pp]


Seance: Similar to Medium, but allowing multiple people to communicate with the dead.

Comprehend 1 (spirits; Extras: Affects Others [Others + Self], Area [5-ft. Burst], PFs: Progression 2 [25-ft. Area]) [cost 6pp]

 

The Spell of True Necromancy: This spell, the most basic function of the Necromancer's Art, compels a shade or corpse to speak of what will come to pass, though the spell does not guarantee that the caster can properly interpret the often vague and disjointed words of the dead. This spells requires the caster has access to a dead body, whether a preserved specimen in his laboratory or a corpse recently unearthed from a graveyard.

Super-Senses 4 (precognition; Flaw: Requires dead body) [cost 2pp]

 


MISCELLANEOUS EFFECTS/SPELLS

Assume Likeness: By means of this spell and a few drops of a target's blood or bit of flesh, the necromancer creates an amulet that allows a wearer to take on the appearance of the target.

Morph 7 (any humanoid, +35 to Disguise) in a Hard to Lose Device 3 [cost 12pp]

Rumors persist of a non-Device version of the spell, in which the caster consumes the sample of blood or flesh.

 

Grim Graft: Need a hand? Then take one from a corpse! This spell allows a necromancer to graft a limb from a corpse onto himself, and use it as his own.

Additional Limb (note: Sustained duration) [cost 1pp/rank]


Soul Feeding: This dread power allows a necromancer to draw into himself the life-force of a dying intelligent being to heal his wounds.

Healing (Flaw: Self only; PF: Triggered [when intelligent being dies within 20 feet of the necromancer]) [cost 1pp + 1pp/rank]

 

The Spell of Necromantic Healing: Since necromancy involves control & manipulation of the energies of life, death and undeath, necromancers can make potent healers.

Healing [cost 2pp/rank]


Spell of Life Regiven: Skilled necromancers can raise the dead to life -- true life, not the animate shell of a zombie or the mockery of a vampire.

Healing (Extra: Resurrection) [cost 3pp/rank]

 

Spell of the Second Self: Some necromancers can grow a second version of themselves from just a few drops of their own blood and an assortment of necroalchemical reagents. This simulacrum possesses all the knowledge and abilities that the caster has, and is free-willed; he is not automatically the caster's slave, though he is helpful.

Duplication, at a rank equal to your power point total (minus the cost of Duplication) divided by 15. [cost 2pp/rank]

 

Edited by Dr Archeville
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Darkness/Shadow Magic

Image result for DC The Shade

Examples: Cloak (Marvel), Dusk (Marvel), The Shade (DC), Shroud (Marvel)

FC Examples: Baron Samedi, Nacht-Krieger, Taarvon the Undying

     "In the beginning, there was darkness," or so many creation myths state. It was here before; it is here now, at the edges; and it will return after the stars burn out. Followers of this magical discipline -- the Doctrine of Eternal Night, Nyctomancy, Umbramancy, or simply Shadow Magic -- hold that darkness is the only truly eternal concept in the multiverse, and as such must be the greatest. Mater, light, life -- all are fleeting. But darkness, and only darkness, is eternal; even the gods die. It is not flashy, though some consider it beautiful.

     The Freedom City multiverse has a special relation with this phenomenon. There is a dimension of darkness, dubbed der Schattenwelt ("shadow-world") by the Thule Society in Nazi Germany. It is a realm of endless, inky blackness; not just the absence of light, but darkness made manifest. The Schattenwelt is a source of power for wielders of its dark energies, in particular the Nazi super-soldier Nacht-Krieger. Some sorcerers call upon the Shadow World for power, but such power comes at a price, for the darkness of der Schattenwelt has a predatory, life-draining nature. It is almost alive, and it "hungers" for light to consume, including the "light" of living souls. So far as anyone knows, such victims are snuffed out by the eternal darkness, consumed by nothingness and oblivion. Mystic texts describe forbidden rituals for sacrificing souls to the Shadow World for power or even exchanging one's own soul for pure darkness, becoming a conduit for the power of shadow. There is some evidence of a connection between certain undead creatures and der Schattenwelt, particularly life-drainers like vampires and "unliving shadows." Thule necromancers used its power to animate zombies, and Thule adept Wilhelm Kantor used the power of der Schattenwelt to endow Nacht-Krieger with his shadow-powers.

Why Take This Path: Like Necromancy, many seek this path for power, though rarely as overtly as others. Darkness magic is often (though not always) subtle; people looking for the flashiness of fireballs need not apply.

Common Personality Types: Like necromancers, many shadow mages are given to brooding and grim moods, rarely showing any of the 'lighter' emotions. Patience is also a common trait -- all things fall to darkness, in time. Conversely, some shadow mages are decadent epicures and hedonists, feeding their own hungers as much as possible before the Eternal Night falls on it all (or before it falls on them and prevents them from taking any more).

There are lights even amongst this darkness, though. Some may try to use the knowledge to make villains confront their "inner darkness" and see the destructiveness of their ways, or help others overcome certain phobias.

Powers: Being able to create darkness (Visual Obscure) is the foundation power of this discipline, but many of their spells and powers only work in darkness. (Note that if your in-darkness-only abilities can work in the darkness you yourself create, that's not a Flaw or Drawback!). Many shadow powers work on more than a physical level, targeting the "shadows of the mind" or confronting a target with their own "inner darkness." Sympathetic magic (affecting someone by manipulating something similar to or tied to the target, like a doll containing some blood or hair from the target) is also common; changing a thing's reflection -- or shadow -- changes the thing itself.

Nonmagical Variants: Comics, especially Marvel, have several non-magical darkness manipulators (Black Mamba, Blackout, Cloak, Darkstar, Nightwind, Silhouette), so many of these would be viable as Mutant powers. Though der Shattenwelt can only be accessed by magical means, perhaps your Darkness powers come from absorbing light and heat from the area, or by channeling particles/energy from some sort of antimatter universe, one where the laws of physics are flipped (cold and dark are carried by certain particles, and heat and light are the absence of those particles).

 


 

BASIC POWERS

 

Darkness: This spell creates an area of darkness, through and into which only the caster can see.

Obscure Visual (PF: Immunity [own power]) [cost 1pp + 2pp/rank]


All-Consuming Shadows: This spell creates an area of darkness that blocks everything, save the caster's own senses.

Obscure All (PF: Immunity [own power]) [cost 1pp + 4pp/rank]

 

Penumbra: This spell creates an area of shadows, not as obscuring as complete darkness but enough to offer some concealment (i.e., it offers partial concealment, not total). The caster can see through and into it normally.

Obscure Visual (Flaw: Partial; PF: Immunity [own power]) [cost 1pp + 1pp/rank]


Selective Darkness: This spell creates an area of darkness, but you can choose who can and cannot see through and within it.

Obscure Visual (Extra: Selective Attack) [cost 3pp/rank]

 

 

OFFENSIVE ATTACKS/SPELLS

 

Blinding Blast: This spell combines the effects of Darkblast and Nightmask to generate a bolt of darkness that slams into a foe, then clings to their eyes and blinds them.

Blast (Extra: Linked Dazzle Visual [note]) [cost 4pp/rank]


Confront Your Inner Darkness: This spell can make a target become so terrified of the darkness they are in that their mind turns inward, and examine their inner selves. For some, this can have a transformative effect as they become disgusted with the full truth of their inner nature, but for others it merely reinforces their beliefs and mindset.

Transform (bad person to good person [3pp/rank mental transform]; Extra: Alternate Save [Will], Duration [Continuous], Mental, Range [Perception]; Flaw: Limited [only in darkness/shadows], Unreliable [could turn bad person into a worse person]) [cost 3pp/rank]

 

Dark Chains: This spell conjures bands of darkness that imprison the limbs as well as vision.

Snare (PF: Obscures Sight) [cost 1pp + 2pp/rank]


Dark Leeching: This spell summons the terrible power of der Schattenwelt to feed on the life force of a target. Victims who survive often find that their hair has turned grayer and their skin more pale.

Drain Constitution (Extra: Range [Ranged]) [cost 2pp/rank]

Option: Darkness Within Darkness, a version works only within existing darkness. Add the Limited Flaw (only in existing darkness); cost is reduced to 1pp/rank.


Dark Maelstrom: In place of a bolt of darkness, the shadow mage projects a roiling field of it about him.

Strike (Extra: Area [burst, General]) [cost 2pp/rank]

 

Dark Mirror: Similar to Confront You Inner Darkness, but less invasive, as it merely creates illusions of the target's evil acts in an attempt to "scare them straight."

Mind Reading (Extra: Action 2 [free for surface, move for probe]; Flaws: Limited [only in darkness/shadows], Limited [only to find thoughts and memories of the target's evil and selfish conduct]) plus Illusion (all senses; Extra: Duration [sustained]; Flaws: Limited [only in darkness/shadows], Limited [only to confront target with visions of their evil and selfish conduct], Phantasms) [cost 3pp/rank, or 1pp/rank for the Mind Reading & 2pp/rank for the Illusion]


Darkblade: This spell conjures a sword (or other melee weapon) from pure darkness.
The Variable Descriptor feat can be used so this effect represents multiple shadow weapon-creation spells. Other feats, like Extended Reach (for whips or polearms), Improved Critical (for swords), Improved Disarm and Improved Trip (for whips), and Split Attack (for a pair of shadow-daggers) can also be added.

Strike [cost 1pp/rank]

 

Darkblast: This spell conjures forth a bolt of darkness that hits with physical force.

Blast [cost 2pp/rank]


Languor: This spells summons multiple shadows to pile on top of a target's shadow, which weigh them down.

Paralyze (Flaw: Slow) [cost 1pp/rank]

 

The Magic Fades: This spell reaches into der Schattenwelt and pulls forth some of the limitless hunger there, and direct it at an ongoing magical effect, which it consumes.

Nullify (any magical effect) [cost 2pp/rank]


Nightmask: This spell creates a bolt of darkness that clings to the target's eyes, blinding them.

Dazzle Visual (note: Will save for secondary saves) [cost 2pp/rank]

 

Shadow Puppets: This spells conjures either bands of darkness that wrap around and move targets, or numerous shadow-creatures that move items.

Move Object [cost 2pp/rank]

Option: A Damaging version can represent shadow-bands that can crush targets, or shadow creatures that can do more than just move things.

 

Shadow Stab: This spell temporarily grants a dagger or other piercing implement the ability to pin someone to the spot by stabbing their shadow and pinning it to the ground or wall. Removing the implement frees the target's shadow, but the magic of the spell makes doing so as difficult as breaking free from any other Snare.

Snare [cost 2pp/rank]


Shadow Theft: This spell removes a target's shadow and places it in your hand, leaving their body a mindles husk you can command.

Mind Control (PF: Mind Link; Drawback: Noticeable [target has no shadow]) [cost 2pp/rank]

 

Soul Puppet: With this spell, the shadow mage steps into a target's shadow and merges with it, allowing her to assume control of their body.

Possession [cost 3pp/rank]


Shadow Touch: The caster's touch fills the target with chilling, hungry darkness from der Schattenwelt.

Strike (Extra: Alternate Save [Fortitude]) [cost 2pp/rank]

 

Schattenumhang ("Shadow-cloak"): This spell, developed (though some say rediscovered) by Thule occultists, wraps the caster in a shroud of energy from der Schattenwelt, draining the life of anyone who so much as brushes against them.

Drain Constitution (Extra: Aura, Duration 2 [sustained]) [cost 4pp/rank]


Terrors in the Dark: This spell instills a terrible fear of unseen things in the darkness, though they must already be in darkness to be affected. (Even if the target has Darkvision, the spell still fills them with a fear of something that even they cannot see in the dark.) Potent enough versions of the spell send the target into a catatonic state; recovery depends on how much Slow Fade you buy.

Drain Charisma (Extra: Range [Ranged]; Flaw: Limited [target must be in exiting darkness]) [cost 1pp/rank]

 

 

DEFENSIVE EFFECTS/SPELLS

 

Eyes of Darkness: This spell surrounds the caster's eyes with darkness (or turns them into orbs of darkness), protecting them form light-based blindness.

Sensory Shield (vision; Flaw: Limited [only vs. light-based effects]) [cost 1pp/2 ranks]


Merge with Shadows: The caster of this spell becomes invisible when in darkness or shadows.

Concealment 4 (all visual; Flaw: Limited [only in darkness/shadows]; PF: Close Range) [cost 5pp]

 

Shadow Armor: Darkness coalesces around you, forming protective armor that absorbs or deflects most blows.

Force Field [cost 1pp/rank]


Shadow Shield: Shadows conceal you, making you harder to hit.

Shield [cost 1pp/rank]

 

Shadow Wall: This spell creates a field of solid darkness, to shield many people or to hedge in foes.

Create Object [cost 2pp/rank]

 


MOVEMENT EFFECTS/SPELLS

Pass Into Shadows: This spell transports the caster to der Schattenwelt, the Shadow-World.

Super-Movement 1 (dimensional [der Schattenwelt]) [cost 2pp]

 

Shadowstep: The shadow mage can teleport from one place to another, as long as both locations have a patch of darkness or shadows big enough to conceal her.

Teleport (Flaw: Medium [darkness/shadows]) [cost 1pp/rank]


Shadow Portal: The caster opens a portal form one patch of darkness to another. People can travel either way through it, or fire attacks through to targets on the other side.

Teleport (Extra: Portal; Flaw: Medium [darkness/shadows]) [cost 3pp/rank]

 

Shadow Road: Similar to Shadowstep, but the caster can bring along allies. The departure and arrival points must have enough darkness or shadow to encompass the entire group.

Teleport (Flaw: Medium [darkness/shadows]; PF: Progression 3 [x10 mass]) [cost 3pp + 1pp/rank]


Umbral Flier: This spell creates great bat-like wings of shadow to sprout from the caster, allowing her to fly.

Flight [cost 2pp/rank]

Option: Some shadow mages can fly only in existing darkness/shadows, and have the Limited Flaw; cost is 1pp/rank.

 


SENSORY EFFECTS/SPELLS

Darksight: This enhancement allows a shadow mage to see normally in the dark, even darkness created by an Obscure effect (although other Obscure descriptors, such as fog or blinding light, affect you normally).

Super-Senses 2 (darkvision [vision counter obscure {darkness}]) [cost 2pp]

 

Eyes of the Shadows: The caster can send her senses outward, using any shadow or area of darkness (which must be at least as big as her head) as a "lens" through which to view the area.

ESP (visual; Flaw: Medium [darkness/shadow]) [cost 1pp/rank]

Option: Remove the Medium Flaw is able to see through any shadow or area of darkness, no matter how small.

 

The Shadows Know: The caster of this spell can hear as well as see from any sufficiently large shadow or area of darkness.

ESP (auditory and visual; Flaw: Medium [darkness/shadow]) [cost 2pp/rank]


Shadows of the Past: This spell reveals to a shadow mage the shadows of past events.

Super-Senses 4 (postcognition) [cost 4pp]

 

Shadows of Things to Come: This spell reveals to a shadow mage the shadows of things to come.

Super-Senses 4 (precognition) [cost 4pp]


Shadowsight: A lesser version of Darksight, allowing a person to see twice as far in low light conditions as normal, but not in true darkness.

Super-Senses 1 (low-light vision [vision counters obscure {darkness; Limited}]) [cost 1pp]

 

True Shadowsight, v1: This potent enhancement allows a shadow mage to see normally in any Obscure effect.

Super-Senses 5 (vision counter obscure [all]) [cost 5pp]


True Shadowsight, v2: This version of the enhancement allows a shadow mage to be mentally aware of her surroundings, even when she cannot see them.

Super-Senses 6 (acute accurate radius ranged mental sense) [cost 6pp]

 

Voice of the Shadows: Similar to Eyes of the Shadows, except this allows the shadow mage to hear whatever is said in the area as if she herself were there.

ESP (auditory; Flaw: Medium [darkness/shadow]) [cost 1pp/2 ranks]

 


MISCELLANEOUS EFFECTS/SPELLS

Body of Shadow: The caster can transform he body into pure shadow, becoming immune to most harm and able to slither across walls and ceilings. Powers/spells of light and darkness affect her normally.

Alternate Form 8 (Concealment 4 [all visual; Flaw: Limited {only in darkness/shadows}; PF: Close Range], Immunity 9 [life support], Insubstantial 4 [incorporeal; affected by darkness and light effects], Super-Movement 3 [slithering, wall-crawling 2]) [cost 40pp]

 

Me And My Shadow: This spell allows a caster to separate her shadow from herself, creating a dark, shadowy twin that has all her powers. While the power is active, the mage herself casts no shadow.

Duplication, at a rank equal to your power point total (minus the cost of Duplication) divided by 15. [cost 2pp/rank]

 

Edited by Dr Archeville
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  • 3 weeks later...

Light Magic

tumblr_prxf7fQy6T1ru4ne0o1_540.jpg

Examples: Dagger, Green Lantern Alan Scott/Sentinel, Halo, Jade

FC Examples: Beacon, Lady Liberty (sorta), die Weiße Rose/White Rose, der Weiße Dorn/White Thorn

     Light has long been a symbol of hope, goodness, truth, and all that is right. For millennia, before the advent of electric lights turned night into day, people huddled close around campfires, hearths, and other sources of light and warmth to keep the darkness at bay, and in doing so formed close bonds with one another. Mystics have sought the "higher" light that is the source of all things; many are said to be "illuminated" or "en-light-ened" by their studies.

     In the Freedom City multiverse, The Light occasionally chooses a champion (or champions) to wield its power for the greater good. Their purpose is to enlighten, guide, heal, and protect against the forces that would threaten to snuff out the light within humanity and the world. In ancient Egypt, the hero Pharos wielded the power associated with Ra and the Sun. During the dark days of the Second World War, the German twins White Rose and White Thorn were the chosen Light-Bearers, yielding their power to Langston Albright, the hero known as Beacon, shortly after the war's end. There have been many others, and Albright searches even now for his successor, the next Light-Bearer. Additionally, the Spirit of Liberty -- which empowers Lady Liberty -- is associated (in some way) with The Light.

Why Take This Path: To guide, to heal, to push back the darkness. However, some pervert these teachings and take to the Light not to guide, but to lead, burning away all that they consider "dark."

Common Personality Types: Beaming, effulgent, lighthearted, radiant, sunny -- those who take to the Light tend to be the centers of attention, just as the campfires of old were. Eager to help, eager to please, eager to see all get along, followers of the Light tend to be everyone's friend. But some focus on fighting back the darkness, on making sure their friends do not need to be healed in the first place; they scour the shadows for evil, and make implacable opponents.

There is, paradoxically, a dark side to some who follow the Path of Light. All sunshine makes a desert -- untempered, unrelenting light can be as damaging as any flame. And the first archangel to fall, whose pride and arrogance would not allow him to bow before mankind, was known as Light-Bearer or Light-Bringer...

Powers: Light magics would be a common sight to those experienced with metahumans. Blinding or burning beams of light, protective fields of light energy, flight or teleportation as the mage converts some or all of his body into light -- all this and more are in the repertoire of those who follow & study the Light. But more esoteric abilities exist as well, ones that deal with the more metaphysical qualities of light (healing, revealing that which is hidden, nullifying certain effects representing metaphysical aspects of darkness/shadow, etc.).

Nonmagical Variants: Mutant and technology-based light manipulators are fairly common in comics, so many of these abilities can be taken by such characters.

 


 

BASIC POWERS

 

Brightest Day: Calling forth The Light to illuminate an area as bright as a sunny day at high noon, eliminating all concealment offered by natural darkness. This can also be used to counter certain Darkness powers, as well as harm creatures specifically vulnerable to intense light.

Environmental Control (Light) [cost 2pp/rank]

 


OFFENSIVE ATTACKS/SPELLS

Burning Bright: For every pacifist healer-mage of The Light, there's one who has no qualms about taking the fight to those who would do others harm. This is the primary weapon of these warrior-mages, a beam of light so intense it burns like fire.

Blast [cost 2pp/rank]

 

Hands of Light: This spell generates large hands composed of light, which can be used to pick up and manipulate targets.

Move Object [cost 2pp/rank]


Images: Light can be used to entertain, via life-like (or cartoonish) images. Such images would not truly fool someone in most cases, as they lack sound, scent, or tangibility, but misdirection is not something favored by followers of The Light anyway.

Illusion (Visual) [cost 2pp/rank]

 

Light of Revelation: This spell creates a burst of light, centered on the caster, that nullifies all concealment, obscuring, and illusory effects.

Nullify Conceal/Obscure/Illusion (Extra: Area [burst]; Flaw: Range [Melee]) [cost 2pp/rank]


Rainbow in the Dark: This spell crates a prismatic blast that negates darkness powers. An alternate version of the spell creates a rainbow dome, negating darkness powers in an area around the caster.

Nullify Darkness Powers [cost 2pp/rank]

Alternate version has the Area [burst] Extra and Range [Melee] Flaw.

 

Stars In Your Eyes: One of the first offensive spells most mages of The Light pick up is one that generates a blinding flash of light in a foe's eyes. It does no lasting damage, but can often provide a vital distraction.

Dazzle (Visual) [cost 2pp/rank]


Sun Sword: Another preferred combat spells for warrior-mages of The Light, this spell creates a sword of blazing 'solid light.' Lacking much appreciable weight, the sword does not benefit from the strength of the wielder, only the strength of their magic.

Strike (PF: Improved Critical) [cost 1pp + 1pp/rank]

 

Sun Sword, Greater: A much-improved version of the Sun Sword spell, capable of seriously damaging if not outright destroying most targets.

Corrosion (PF: Improved Critical) [cost 1pp + 3pp/rank]

Some versions may have a Flaw on the Drain Toughness portion, Limiting it to only draining undead and other beings associated with der Schattenwelt. This version costs 1pp + 2pp/rank.

 

 

DEFENSIVE EFFECTS/SPELLS

 

Eyes of Light: Long exposure to, or perhaps eyes partially made of, light makes a character less vulnerable to its blinding effects.

Sensory Shield (vision; Flaw: Limited [only vs. light-based effects]) [cost 1pp/2 ranks]


Invisibility: For the most part, followers of The Light are bright, shining beacons for others, so the very concept of doing things stealthily is alien to them. But a few -- mostly those who have turned to more selfish uses -- can warp and deflect light around them to make them invisible. Some can do so only in regards to standard vision, and so are still detectable by infravision or ultravision, but others can warp all light around them.

Concealment 2 (visual; PF: Close Range) [cost 5pp]
~or~
Concealment 4 (all visual; PF: Close Range) [cost 9pp]

 

Sun Shield: A protective (and very noticeable) field of light surrounds the caster, protecting his body from harm.

Force Field [cost 1pp/rank]

 


MOVEMENT EFFECTS/SPELLS

Lighter Than A Feather: Most Followers of the Light are able to surround themselves in a buoying aura of Light, allowing them to soar through the air.

Flight [cost 2pp/rank]

 

Movin' At The Speed of Light: Some Followers of The Light can convert thier bodies into a beam of light, which streaks across the sky to their destination.

Teleport [cost 2pp/rank]

 


SENSORY EFFECTS/SPELLS

Light of Law: When this pure, streaming beam of white light illuminates someone, they are compelled to answers all questions asked of them truthfully. Most pacifistic followers of The Light find such mental usurpation unpalatable (and information and confessions gleaned in such a manner will not hold up in most modern courts), but many do see the need for it.

Mind Control (Extra: Conscious; Flaw: Limited [only to make the target tell the truth as they understand it]) [cost 2pp/rank]

 

Revelations of Light: Mages who study the light often find ways to bend and warp it in order to see where others cannot, such as into a darkened room, behind themselves, or see things far (sometimes very far) off.

Note that this is actually an assortment of spells/enhancements; a mage may have as many or as few of these as desired.

ESP (Visual) [cost 2pp/rank]
Super-Senses 6 (darkvision [vision counters obscure darkness}], extended vision, radius for all vision, ultravision) [cost 6pp]

 

See Invisibility: Though loathe to warp light in order to conceal themselves, many light-mages known the signs of when another does so.

Super-Senses 2 (vision counters concealment) [2pp]

 


MISCELLANEOUS EFFECTS/SPELLS

Body of Light: This spell allows a light-mage to convert their body into pure light, thus allowing him to pass through solid objects that aren’t opaque (like glass or plexiglass) as well as through tiny spaces of air (such as through a pipe or between the bars of a jail cell).

Insubstantial 3 (light energy) [cost 15pp]

 

Positive Energy: The Light can be used to heal others, infusing them with a warmth and vitality that makes all pain and infirmity melt away.

Healing [cost 2pp/rank]


Solid Light Constructs: A group of spells that allows a mage to form objects from 'solid light,' which all glow brightly.

Create Object [cost 2pp/rank]

 

Edited by Dr Archeville
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Adeptus Physicus (Physical Adepts)

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Examples: Captain Marvel (DC's) & the Marvel Family, Black Adam; Captain Britain, Iron Fist & the other Immortal Weapons

FC Examples: Baron Samedi (borderline), Brittania, Lady Liberty (borderline), Siren (II) (borderline), White Lion (borderline)

     While many who have the gift for magic focus it on the world about them, a few focus it inward, to improving their own bodies. Basic techniques of this path are known to most all disciplines -- minor spells to temporarily increase concentration or stamina for ritual work, for example -- but only the Physical Adepts focus on these techniques. Masters become formidable opponents, capable of superhuman feats such as splitting great boulders with a single chop, deflecting charging bulls, recovering from injury with astonishing speed, run as swift as a cheetah, or leap dozens, hundreds, even thousands of feet into the air.

     This discipline is an odd duck, for two reasons. One is that it's seen by some as not being a true discipline of its own, but rather a subset of other disciplines. Both Hermetic and Shamanistic disciplines have their own versions of Physical Adepts, using magical potions and unguents (made via refined Hermetic alchemy or the more rustic herbology of 'primitive' cultures) to enhance one's body, or calling down (or up) spirits to inhabit a body and loan some of its might.  Another oddity is the energies used: some say the mystical energies used -- the internal energies referred to as chi or ki or qi -- are not magic per se but rather more akin to psionic power, and as such discussion of these technique sparks more magic vs. psionic debates.

     The Adeptus Physicus Discipline (not a name they coined for themselves, but rather one applied by a stodgy Hermetic mage) can be divided into several Paths or Ways, though all share the same basic concept of using mystical forces and techniques to improve oneself. They are

  • The Way of the Artist: Some Adepts focus on improving their ability to express themselves, often through dance or some other physical performance, though the bards of old used similar techniques to enhanced their song and music. These Adepts often have an uncanny knack for seeing the world as it truly is, or capturing the true essence of some subject in their paintings, sculptures, or weavings.
  • The Way of the Athlete: Adepts who channel their abilities to excel in assorted athletic endeavors, honing their bodies to the same physical perfection any sports star would.
  • The Way of Invisibility/The Way of Silence: Less flashy than their brothers on the Way of the Warrior, but no less deadly, Adepts following the Silent Path become unsurpassed masters of stealth and subterfuge. They move unseen, unheard, and unidentified. Many are also skilled climbers and gymnasts, so as to better enter "secured" sites with no one the wiser.
  • The Way of the Speaker: Similar in some ways to the Way of the Artist, Adepts on this Path represent one of the most surprising manifestations of somatic magical potential. The "Social Adepts" strive to become the epitome of the metahuman social animal, the alpha of every group and social network. A Social Adept's development focuses on boosting her personal magnetism and her social skills. A bewildering variety of powers are put to use, making them masters of the subtleties of human communication and interaction. A typical Speaker Adept's repertoire of magical gifts allows her to entice you with a silver tongue, placing her voice at just the perfect pitch to convey a thrill, mimic body language to put you at ease, or simply fast-talk you into believing just about anything.
  • The Way of the Totem: Some Adepts follow a totem animal as a Way itself, an ideal for the Adept to model and emulate. (Could some the source of werewolf legends be the result of Wolf-totem Adepts who made pacts with evil spirits for more power, at the cost of their human soul? Maybe!)
  • The Way of the Warrior: The most common type of Adept, who use mystic rites to turn their bodies into potent weapons. Some focus on barehanded styles, others on turning a chosen melee weapon into an extension of themselves, and a few focus on ranged weapons, from Zen archers with their bows and arrows to the modern practitioners of gun-fu.

     In Freedom City, the students of the Shambala Temple (located on a mountainside overlooking a green and fertile valley nestled in the Himalayan Mountains) are masters of these techniques, combining ancient Atlantean mysticism and martial arts to hone their bodies to an impressive degree. Many other cultures have assorted rites that bestow certain enhancements to a person, such as the Rite of the White Lion that gave King M'Balla of Dakana the strength, speed, senses, and courage of his family's White Lion totem (though how much of that particular Rite is due to Dakanan mysticism and how much is due to Daka crystals is unknown). Those who are host to assorted gods and mystical forces also fit partially into this category, as the god/force often does some "remodeling" of the host to better house it.

Why Take This Path: To attain physical perfection, often (though not always) in service to some greater calling, such as the defense of a certain place or group. To become a combat machine, able to fend off entire armies, not with flashy magics but with your bare hands. To do more than you could before, but without using flashy or "vulgar" magics.

Common Personality Types: Self-reliance would be the most common personality trait, as followers of this path tend to work alone or in small, tight-knit teams. Honor and respect are also frequently seen, due tot he nature of most of the training regiments Physical Adepts undergo.

Powers: Enhanced Traits (notably physical abilities, attack & defense, and certain skills and feats) are the most common type of power, though anything that can be described as a personal performance enhancement (certain Immunities, Leaping, Protection, Regeneration, Super-Senses) is applicable.

Nonmagical Variants: As this is essentially a mystical version of a super-soldier, many of these abilities can be used for chemically- and genetically-altered super-soldiers.

 


 

OFFENSIVE EFFECTS

 

Aashi-Waza (Storm Technique): The Adept uses a fast spinning kata to gather internal ki power and then releases it in circle of lacerating fists, feet and weapons. When the whirlwind comes to a halt, a tired Warrior Adept may have several downed enemies at his feet.

Extra (add Area [burst, General or Targeted] to unarmed strike) [cost 1pp/rank]


Berserk: Named for the Norse ber serkr ("bear shirt"), this ability allows a Physical Adept to enter a foaming frenzy, boosting their combat power (notably physical strength and fortitude and mental fortitude) at the cost of certain mental faculties.

Enhanced Feats (Rage) [cost 1pp/rank]

 

Delay Damage: The delay damage power allows an Adept to inflict damage in unarmed melee combat that does not take immediate effect. When you hit, the target does not make a Toughness save, instead doing so when a condition you set comes to pass; this condition must be one you can detect. Sample conditions include the passage of a certain amount of time (generally no more than 24 hours), when the target next touches a certain item (though the Adept must be able to see him touching it to set the effect off), or when the target says or tries to say a certain word (though the Adept must be able to hear the target's speech in order to set off the effect).

Enhanced Feats 2 (Triggered 2 for unarmed strikes) [cost 2pp]


Distance Strike: Some Adepts are able to "project" their strikes a short distance. While not a ranged attack per se, some masters are able to strike a foe (or snuff a candle) from across a room.

Enhanced Feats (Extended Reach for Unarmed strike) [cost 1pp/rank]

 

Elemental Strike: Beyond merely enhancing their blows with ki-charged hands, some Adepts can convert that ki into blazing fire, crackling electricity, numbing cold, or a number of other elemental effects.

Enhanced Feat 1 (Variable Descriptor [cold, electricity, fire] for unarmed strikes) [cost 1pp]


Ghost Strike: While Astral Perception allows an Adept to perceive astral forms, this ability allows him to strike at them.

Enhanced Feats 2 (Affects Insubstantial 2 for unarmed strikes) [cost 2pp]

 

Inertia Strike: This ability strike allows an Adept to channel his power into a potent melee or unarmed attack focused on knocking his opponent off of his feet.

Enhanced Feats (Knockback for Unarmed Strike) [cost 1pp/rank]


Iron Fists: There are many techniques for making one's blows hit harder than just physical strength would allow. Perhaps you wreathe your hands in ki energy (which may manifest as a glowing aura), or maybe you just toughened your hands by plunging them into barrels of pebbles, glass shards, or flaming embers!

Strike (PF: Mighty) [cost 1pp +1pp/rank]

 

Kick of the Four Winds: In this impressive display, a Physical Adept executes a flying spin kick at an opponent, and while in midair co-located to four positions directly around the opponent, so that the one kick impacts the opponent four times.

Extra (add Autofire 3 to unarmed strike) [cost 3pp/rank]


Long Fist: By channeling his ki force into his punch, a Physical Adept may strike several targets at once, provided they are in a straight line behind one another.

Extra (add Area [Line, General] to unarmed strike) [cost 1pp/rank]

 

Missile Mastery: Even the most harmless of items such as pens, coins, and playing cards become deadly weapons in the hands of an Adept with this ability.

Enhanced Feats (Throwing Mastery) [cost 1pp/rank]


Nerve Strike: This power allows an Adept to inflict a paralyzing attack, temporarily crippling an opponent, by targeting vital nerve clusters. Targets that lack a functional nervous system, such robotic drones and zombies, are immune to this power.

 

Paralyze (note: Alternate Save [Fortitude]) [cost 2pp/rank]

alternatively,

Drain Dexterity [cost 1pp/rank]

 

Piercing Cry: By using ki to augment a piercing kiai shout, a Adept can shatter objects from afar.

Blast (Flaw: Objects Only) [cost 1pp/rank]


Penetrating Strike: This potent ability allows an Adept to project the force of their blows a short distance forward, beyond a target's armor (be it worn armor or superhumanly tough skin) to directly strikes their bones or vital organs. It can be used against both the living and the nonliving and unliving (robots, undead, etc.).

Strike (Extras: Alternate Save [Fortitude], Affects Objects; PF: Mighty) [cost 1pp + 3pp/rank]

 

Redirection of the Internal Fires: Using advanced acupuncture techniques, an Adept alters a subject's ki flow to engender a set emotional response. Some use it as a therapeutic technique to prevent emotional excess in the undisciplined, or to calm an enraged attacked, while others use it to the opposite effect, to cause another to fall into a maddened rage or deep despair.

Emotion Control (Flaw: Range 2 [Melee]) [cost 1pp/2 ranks]


Screech of the Raptor: By using ki to augment a fearsome kiai shout, a Adept can walk through battle and personal challenges without ever striking a blow.

Stun (Extra: Alternate Save [Will], Area [Cone, General]; Flaw: Daze Only) [cost 2pp/rank]

 

Smashing Blow: An intermediary step to learning the Iron Fist techniques, this power greatly enhances the force of an Adept's blows, though only against non-living targets, such as stacks f bricks, wooden boards, or blocks of ice.

Strike (Flaw: Limited to Objects; PF: Mighty) Linked to Drain Toughness (Extra: Affects Objects; Flaw: Limited to Object) [cost 1pp +1pp/rank]


Sounding the Gong: With this technique, a Physical Adept strikes a nearby objects -- even the ground -- and transfers the power of the strike to any target in sight. For example, an Adept may strike the ground with a balled fist, but the effects of the blow are felt on the back of the neck of a foe who stands 30 feet away. The move derives its name from the training method used to perfect it, wherein a practitioner tries to sound a gong from across a training field.

Enhanced Feats 3 (Indirect 3 for unarmed strikes) [cost 3pp]

 

Strength of the Bear: Carrying successively heavier loads up steep mountains, splitting logs with bare hands, wrestling bears, and a diet laced with alchemically-treated herbs and spices are all techniques used by Adepts to enhance their physical strength.

Enhanced Strength [cost 1pp/rank]


Super-Strength: Some Physical Adepts focus on lifting power, or other leverage-based uses of physical strength, but not the damaging aspects of it. They're still quite effective at grappling, though!

Super-Strength [cost 2pp/rank]

 

Touch of Death: Atemi, Dim Mak, Five Point Palm Exploding Heart Technique, Vibration Palm -- all names for the simple-looking technique of killing a man with one strike.

Drain Constitution [cost 1pp/rank]


Touch of Sleep: Though Physical Adepts hone their body to be a weapon, not all train to be lethal weapons.

Stun (Extra: Sleep) [cost 2pp/rank]

 

 

DEFENSIVE EFFECTS

 

Cloak: While true invisibility is just outside the bounds of what a Physical Adept can do, some become so skilled at hiding that they may as well be invisible and inaudible. In fact, in some ways their techniques are better than true invisibility, since a "Detect Invisible" effect (i.e., Vision Counters Concealment) won't detect them, though a "Detect Hidden" effect would.

Enhanced Feats 1 (Hide in Plain Sight) plus Enhanced Skills (Stealth) [cost 1pp for feat, and 1pp/4 ranks of Skill increase]


Improved Body: Physical Adept are perhaps best known for the feats of superhuman endurance they can perform.

Enhanced Constitution [cost 1pp/rank]

 

Iron Guts: Some Adepts, either through necessity of the environment they train in, or in preparation for surviving in any environment, train themselves to be able to eat anything without ill effect.

Immunity 5 (anything you swallow) [cost 5pp]


Iron Will: Some Adepts trains their mind as well as their body to be extremely resistant to external manipulations. After all, what good is a body-turned-weapon if someone else is able to wield you?

Mind Shield [cost 1pp/rank]

 

Metabolic Control: This power grants an Adept exceptional control over his metabolism, giving him the natural power to reduce the effects associated with extreme wounds by stabilizing and suspending his body’s organic processes. Metabolic Control allows the Adept to enter a meditative trance state in which bodily processes are slowed, thereby reducing the rate of breathing and bleeding, but also limiting his need for food, water, and air, as well as delaying the effects toxins, poisons, and diseases. While in this state, the Adept cannot act as normal (though he can break out at any time).

Enhanced Feat (Trance) [cost 1pp]


Natural Immunity: Many Physical Adepts use their power of mind-over-body to resist the effects of toxins and disease.

Immunity 2 (disease, poison) [cost 2pp]

 

Rapid Healing: Warriors who can deal great damage to their foes are valuable, but those who cannot recover from the damages inflicted upon them are less so. Those who learn to rapidly bounce back from damage are terrors on the battlefield. Rarer still, though not unheard of, are those for whom death is but one more obstacle to overcome.

Regeneration [cost 1pp/rank]


Sense the Echo of the Dragon: Many Physical Adepts cultivate an almost precognitive sense, allowing them to know when and where blows will land and take the necessary actions to avoid them.

Enhanced Feats (Defensive Roll, Dodge Focus, Evasion) [cost 1pp/rank]

 

Sustenance: By learning to sustain oneself via one's ki, a Physical Adept requires less sleep and food (and fewer trips tot he restroom) than normal.

Immunity 2 (need for sleep, starvation/thirst; Flaw: Limited [1/2 effect]) [cost 1pp]


Temperature Tolerance: Adepts who train in extreme temperatures (under freezing waterfalls, under merciless suns or near volcanoes, etc.) gain a degree of tolerance to temperature extremes, though not to direct attacks based on cold or fire...

Immunity 2 (cold, heat) [cost 2pp]

 

Temperature Tolerance, Greater: ... while some Adepts do train long and hard enough to become resistant to even attacks based on temperature extremes.

Immunity 10 (cold damage, fire/heat damage; Flaw: Limited [1/2 effect]) [cost 5pp]


Toughened Skin: Some Adepts form great callouses on their hands to aid in striking, while others form callouses over their entire body. Others merely train to fortify their flesh with ki, or by the power of whatever spirit dwells within them.

Protection [cost 1pp/rank]

 

 

MOVEMENT EFFECTS

 

Improved Agility: Many Physical Adepts move with amazing grace, honed through lengthy practice and ki enhancement.

Enhanced Dexterity [cost 1pp/rank]


Freefall: Adepts with this ability can fall any distance without harm, as long as they are able to react to the situation. He can also stop his fall at any point where there is a handhold or a projection to grab on to.

Super-Movement 1 (slow fall) [cost 2pp]

 

Ghost Steps: To safely land from any fall (not as good as flying, but still impressive), to move smoothly despite difficult terrain, and to move without leaving tracks are hallmarks of the Ghost Step Technique.

Super-Movement 3 (Slow-Fall, Sure-Footed, Trackless) [cost 6pp]


Leap of the Clouds: Physical Adepts can often make prodigious leaps, beyond what their (enhanced) strength alone would allow.

Leaping [cost 1pp/rank]

 

Speed of the Puma: Many Physical Adepts can move with blinding speed, running circles around their enemies.

Speed [cost 1pp/rank]


Traceless Step: The Adept with this power may move over surfaces -- including soft or brittle surfaces such as snow, sand, or thin paper -- without leaving visible traces. She makes no noise through contact with the floor (though movement may still cause other sounds), and he will not trip ground-based motion or pressure sensors. The Adept cannot walk across liquid surfaces (but can walk across deep snow without sinking) and can still be tracked by non-visual cues such as scent and sound.

Super-Movement 1 (trackless) [cost 2pp]

 

Wall Running: This power allows the Adept to run up sheer walls or other vertical surfaces.

Super-Movement 2 (wall-crawling 2) [cost 4pp]

 


SENSORY EFFECTS

Accessing the Akashic Record: Some Adepts can meditate to access the Akashic record, a compendium of mystical knowledge encoded in a non-physical plane of existence containing all knowledge of human experience and the history of the cosmos. This can allow an Adept to see what is happening currently in some far off place, or to see the past or the future, or even obtains answers to questions asked directly to "the universal supercomputer" or "the Mind of God."

Enhanced Feat 1 (Benefit [directed inspiration]) [cost 1pp]

and/or

Enhanced Skills (assorted Knowledge skills) [cost 1pp/4 ranks]

and/or

ESP (all senses) [cost 4pp/rank]

and/or

Super-Senses 8 (postcognition, precognition) [cost 8pp]

 

Analytics: This ability improves the Adept's logical ability to detect and analyze patterns, puzzles, and ciphers. It is especially useful for clue-hunting and evidence analysis, providing the subject with amazing deductive powers.

Enhanced Intelligence (Flaw: Limited [checks involving pattern recognition, evidence analysis, or solving puzzles or logical problems])

and/or

Enhanced Skills (Investigate, Search) [cost 1pp/2 ranks for Enhanced Int, 1pp/4 ranks for skills]


Astral Sight: Some Physical Adepts can see beyond the physical world and into the astral. This power alone does not allow them to actually interact with astral forms, though.

Super-Senses 1 (mental awareness) [cost 1pp]

 

Blind Fighting: Training while blindfolded or in darkened practice halls forces an Adept to rely on their other senses.

Super-Senses 2 (adds accurate to normal hearing) [cost 2pp]


Cognition:This technique allows an Adept to better comprehend, manipulate, and adapt to her environment. Cognition allows the initiate to focus and divert her mental, perceptual, and intellectual faculties at will. In addition to gaining new Adeptus Physicus abilities as needed, Cognition can be used to exchange points between Mental attributes (Intelligence, Wisdom, and Charisma), enhancing some while reducing others.

Variable (gain 5pp/rank of mental traits; Flaw: Limited [mental Adeptus Physicus powers]) [cost 7pp/rank]

 

Combat Senses: Physical Adepts train to sharpen their senses, gaining an instinctive awareness of an area and any threats in it. The type of sense used varies, though auditory and mental are the most common.

Super-Senses 2 (danger sense, uncanny dodge) [cost 2pp]


Commanding Voice: This power channels the Adept's ki into his voice to enhance the modulation and pitch, subliminally influencing the actions of any listeners. The adept takes a standard action to give a simple but forceful command (five words or less) to the target, making an opposed power check against the target(s) Will save. If the Adept succeeds in the test, the target uses his next action to either carry out the command or stands confused (if unable to carry out the command). Such commands carry no weight beyond the immediate impetus, and the affected characters will quickly reassert their wits, returning to their original course of action.

     Commanding Voice may only be used on targets who can directly hear and understand the Adept's words. It has no effect when the voice is amplified or broadcast via technological means (eg. wireless transmission, loudspeaker, etc). Roll a new opposed check of Mind Control vs. Will save for each round that passes, with the thrall getting a cumulative +1 bonus per save. It is also less effective on subsequent uses against the same target (since they get a cumulative +1 bonus to Will saves against Mind Control for each successive attempt in the same encounter and trying again against the same target in the same encounter requires extra effort).

Mind Control (Extra: Area [burst or Cone], Conscious; Flaws: Duration [instant {Lasting}], Sense-Dependent [Hearing]) [cost 2pp/rank]

 

Direction Sense: The ability to always tell which direction you are facing, and whether you're above or below local ground level, quite hand for hunters, guides, and spies.

Super-Senses 1 (direction sense) [cost 1pp]


Ears of the Wolf: Some adepts train their hearing and enhance it with ki such that they can hear sounds outside the normal human range.

Super-Senses (ultra-hearing) [cost 1pp]

 

Eidetic Sense Memory: An Adept with this power has the ability to memorize all types of sensory input. Besides perfect photographic visual memory, the adept can recollect sounds, textures, tastes, and smells — and any combination thereof. The adept can recall these sensory impressions at will, and will remember who or what they have memorized in future encounters. The adept can also photo-read, greatly increasing their reading speed.

Enhanced Feat (Eidetic Memory) plus Quickness 3 (x10; Flaw: Limited 2 [only for reading]) [cost 2pp]


Enhanced Perception: A broad, general enhancement to all an Adept's senses.

Enhanced Skills (Notice) [cost 1pp/4 ranks]

 

Eyes of the Hawk: This enhancement allows a Physical Adept to see things far away.

Super-Senses 1 (extended vision) [cost 1pp]


Flare Compensation: Special training and treatments to the eyes (perhaps long hours staring at the sun, perhaps some alchemical eyedrops) grant a Physical Adept protection from certain sensory-affecting effects.

Sensory Shield (vision) [cost 1pp/rank]

 

Flower Gesture: This technique allows an Adept to transfer her ideas in an instant, which come to the target as a sudden burst of inspiration.  This technique gets its name from the legend of how the Buddha ÅšÄkyamuni lifted a flower at the conclusion of his final sermon.  With a gesture he imparted the essence his teachings to MahÄkÄÅ›yapa.

Communication 1 (mental, 10 feet; PF: Rapid 2 [x100]) [cost 3pp]


Improved Scent/Taste: One of the rarer abilities, this enhancement allows a Physical Adept to identify individuals by scent, and tell if someone whose scent they know has been in the area recently. Its also allows them to recognize the ingredients in food and beverage by taste alone, as well as any drugs or poisons in their meals.

Super-Senses 1 (acute for olfactory sense) [cost 1pp]

 

Kinesics: An Adept with Kinesics has complete control over her body's nonverbal and subconscious communication and social cues, even when engaged in stressful social scenarios. This control includes facial expressions, body movements, posture, eye movements, and internal biological stress functions such as heartbeat, blood pressure, and sweat glands. The Adept is also gifted at reading others' body language and cultural-specific affectations and mimicking their cues to her advantage. As a result, this power boosts the Asept's natural presence and social charms, as well as their ability to mask their own truthfulness or emotional state. Two Adepts with Kinesics and within sight of each other can use this ability to nonverbally communicate simple notions to each other, using body language alone (i.e., the Innuendo and Sense Innuendo functions of the Bluff and Sense Motive skill).

Enhanced Skills (Bluff, Diplomacy, Intimidate, Sense Motive) [cost 1pp/4 ranks]


Linguistics: This power combines enhanced memorization and mimicry to allow an Adept to pick up a new language after minimal exposure.

Comprehend 3 (speak any one at a time, understand any, ready any) [cost 6pp]

 

Magic Sense: Some Adepts train to become extremely sensitive to the ebbs and flows in the ki and mana around them.

Super-Senses 1 (magic awareness) [cost 1pp]


Motion Sense: This power grants the Adept the ability to accurately feel the location of moving objects in contact with the same surface as himself (such as the ground). If used underwater, the Adept can feel objects moving through the water all around him, like a normal radius sense.

Super-Senses 2 (adds Ranged to all tactile senses) [cost 2pp]

 

Motion Sense, Improved: This power grants the Adept a magical sense of minute disturbances in the ambient ki, allowing him to subconsciously detect the motion of objects, people, or animals, even when he would be unable to detect them through normal senses such as sight, sound, or smell.

Super-Senses 6 (Accurate Acute Radius Ranged Mental Sense) [6pp]


Multi-Tasking: Multi-tasking grants the ability to simultaneously process information from multiple senses. For example, an Adept with this power could read data off multiple vid-screens and simultaneously hold a conference call over his commlink, or hold a conversation while watching a movie, providing full attention to each. In game terms, Taking 20 on a Notice check is as a Free action for the character, and he can do an Extended Search of an area 100 ft. in diameter in 12 seconds/2 rounds.

Quickness 4 (x25; Flaw: Limited to Mental tasks) [cost 2pp]

 

Piercing Senses: Through meditation on the nature of reality, some Adepts gain the ability to see through Illusions (of any source) and see to the truth beyond.

Super-Senses 2 (Vision Counters Illusion) [cost 2pp]


Three-Dimensional Memory: An Adept with this power can memorize an area he has viewed firsthand in ultra-clear detail. At a later time, the Adept may make a Notice or Search check to call up the "stored" memory and walk through the "scene," exploring it as if he was walking through the location for the first time. The Adept may not interact or disturb anything in the recalled scene, he may only review things he actually saw or sensed, even if only incidentally at the time. For instance, the Adept cannot review the contents of a drawer unless it was open when the adept memorized the scene.

Super-Senses 4 (postcognition; Flaw: Limited [places you've visited first-hand]) [cost 2pp]

 

 

MISCELLANEOUS EFFECTS

 

Adrenal Surge: Most Physical Adepts who possess enhancements to their strength, speed, or stamina have permanent enhancements, or ones they can turn on and off at a moment's notice. Initiates ma have an ability more like this one, temporarily boosting their body, and suffering fatigue after the boost wears off.

Boost Physical Ability Scores (Extra: Action 2 [Free]; Flaw: Personal, Tiring [fatigued once points fade]) [cost 3pp/rank]


Animal Empathy: An Adept with this power gains a preternatural affinity with non-sapient animals (both normal and paranormal).

Enhanced Skills (Handle Animal) [cost 1pp/4 ranks]

 

Empathic Healing: Some adepts are able to heal the wound of others by transferring them to themselves, by replacing some of their damaged/missing ki with some of their own.

Healing (Flaw: Empathic) [cost 1pp/rank]


Enthralling Performance: This power infuses the Adept's performance of his chosen artistic ability with magic. While exercising his art (whether acting, doing calligraphy, dancing, performing katas, or painting), the flow of his movements and the thrill of his virtuosity mesmerizes the audience into a mild hypnotic state.

Enhanced Feat (Fascinate [choose a Perform skill, or the Acrobatics or Craft {Art} skill]) [cost 1pp/rank]

 

Facial Sculpting: An Adept with this power has learned to channel ki and manipulate their own body in such as way that he change his facial features through slight shifts in muscle build, bone structure, and cartilage. Possible facial changes include raising or lowering cheek bones, thickening or thinning of the lips, stretching the eyelids, altering the height or shape of the ears, squaring or rounding the chin, or drawing up or fattening of the nose. He can also compress or extend his entire musculoskeletal structure to become up to six inches taller or shorter, and alter his hair or skin color within the limits of normal skin tone for the Adept's ethnicity.

Morph (any humanoid) [cost 2pp/rank]


Flexibility: This ability represents an Adept's unusually limber and supple joints, able to twist and bend beyond the human norm. Flexibility also helps the Adept squeeze through small openings and tight passages, which would otherwise prove difficult for a normal person of his size (such as ventilation ducts), as well as escaping handcuffs, ropes, and other such bindings.

Enhanced Skills (Escape Artist) [cost 1pp/4 ranks]

 

Nimble Fingers: This ability allows the Adept to perform simple reflex and timing tricks more efficiently and effectively. It aids in palming and other uses of sleight of hand, and in reloading certain weapons.

Enhanced Feat 1 (Quick Draw [reload as free action]) plus Enhanced Skills (Sleight of Hand) [cost 1pp plus 1pp/4 ranks in skill]


Pain Relief: Integral to many Asian holistic traditions such as acupuncture, Qigong, Reiki, and Shiatsu, this technique allows the Adept to channel ki through his hands and apply it to a target's chakra points, dissipating fatigue, muscle tension, and pain. This effectively heals some levels of non-lethal damage. This energy manipulation takes 5 minutes per bruise healed, and the adept must maintain physical contact for the duration.

Healing (Flaw: Limited [on-lethal damage only]; Drawback: Action 2 [5 minutes per use]) [cost 1pp/rank, -2pp]

 

Power Throw: Some Adepts train to throw things amazing distances, even if the item in question is less than aerodynamically balanced (like another person!).

Super-Strength (Flaw: Limited 2 [only to increase throwing distances]) [cost 1pp/2 ranks]


Quick Draw: Through long training, an Adept can quickly draw any weapon -- melee, thrown, ranged, even firearms -- in the blink of an eye.

Enhanced Feat 1 (Quick Draw [draw as free action]) [cost 1pp]

 

Somatic Control: The pinnacle of an Adept's power, this represents the extension of an Adept's conscious control over her own body, allowing her to overcome natural physical limitations and to magically redistribute her body's resources and energy. In addition to gaining new Adeptus Physicus abilities as needed, Somatic Control can be used to exchange points between Physical attributes (Strength, Dexterity, and Constitution), enhancing some while reducing others.

Variable (gain 5pp/rank of traits; Flaw: Limited [physical Adeptus Physicus powers]) [cost 7pp/rank]


Voice Control: A Physical Adept with this ability has an amazing level of control over the properties of her voice. She can change her voice's pitch, modulation and tone at will, as well as increase her volume. This allows the Adept to mask her voice and imitate sounds within the normal range of human vocalization (i.e, no infrasound or ultrasound), including mimicking the voices of others.

Features 1 (Mimicry [can imitate almost any sound you've heard, giving you a +10 bonus to Bluff or Perform checks to convince
others your mimicked sounds are real]) [cost 1pp]

 

 

Edited by Dr Archeville
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  • 1 year later...

Elementalism 101

image.png.3ce138eae488ea42266e03182b0038a9.png

Names: See individual elements below.

Examples: See individual elements below.

FC Examples: Equinox, The Factor Four, Seven

     Fans of Avatar: The Last Airbender (which I just now got around to watching, hence my renewed work on this) know there are four elements -- Air, Earth, Fire, and Water -- and these are the ones most commonly found in any work. But these are not the only elements -- in fact, some of these aren't even elements under some systems.

     Most systems go with five elements. The classical system, developed by the Greeks and used in Europe up through the Middle Ages to the Renaissance, have Air (wet/hot), Earth (dry/cold), Fire (hot/dry), Water (cold/wet), and Aether. Air and Earth oppose one another, as do Fire and Water. Aether is neither hot, cold, wet, nor dry, and was essentially the space through which the planets moved; since it could not be changed, it was regarded as pure & incorruptible. Western alchemists also used the four elements in their transmutative works, as well as Mercury (stability/volatility) and Sulphur (combustibility/flammability), and sometimes Salt (solidity). Some modern alchemists point out that their four elements match up nicely with the four states of matter -- Gaseous/Air, Liquid/Water, Plasma/Fire, and Solid/Earth.

     Galen and Hippocrates associated the four humours of the body (fluids whose imbalance influenced health & temperament) with the four elements -- air for blood, earth for black bile, fire for yellow bile, and water for phlegm -- and so some systems use the four elements in healing practices.

     The Greek concept of the four/five elements originated from Babylonian mythology, which had Earth, Fire, Sea (Water), Sky (Aether), and Wind (Air). But predating the Greek use of the elements was the mahÄbhÅ«ta, the “great elements†of Buddhism and Hinduism. Hinduism has Agni (Fire), Akash (Aether/Sound/Void), Ap (Water), Bhumi (Earth), and Marut (Air/Wind). Here the elements are associated with the five senses. Bhumi/Earth, the basest element, can be felt, heard, seen, smelled, and tasted. Ap/Water has no odor, but can be felt, heard, seen, and tasted. Agni/Fire can be felt, heard, and seen, and Marut/Air can be both felt and heard. Akash/Void is the medium of sound, but is inaccessible to the other senses. Buddhism goes one higher, and has six elements: the four primary elements of Apo (Water/cohesion & fluidity), Pathavi (Earth/inertia & solidity), Tejo (Fire/heat & energy), and Vayo (Air/expansion & vibration), and two secondary elements, Akasa (Aether/Sound/Space) and Vijnana (Consciousness/Mind). The Japanese system mirrors much of the Buddhist system, with the Go Dai (â€five great elementsâ€) of Chi (Earth), Fu (Wind), Ka (Fire), Ku (Heaven/Sky/Void), and Sui (Water).

     Then you get to the Taoist system of China, which upsets the whole cart. Their system, Wu Xing (“Five Elementsâ€), contains Huo (Fire), Shui (Water), and Tu (Earth), adds Jin (Metal) and Mu (Wood), and replaces Air with Qi. Qi, a term frequently translated as "life force" but literally translated as "breath," is considered an energy or force and not a proper element. The five elements, plus Qi, Yin (Darkness) and Yang (Light), are recurring themes in Taoist cosmology, traditional Chinese medicine, martial arts, music, and in Feng shui, a form of geomancy (altering the earth and environment around you to decrease bad vibes and increase good ones). Rather than setting them into paired opposites (as the Western systems do), Wu Xing sets the elements into a cycles of generation/creation and overcoming/destruction: Wood feeds Fire, which creates ash/Earth, which bears Metal, which collects Water, which nourishes Wood, but Wood parts Earth, which absorbs Water, which quenches Fire, which melts Metal, which chops Wood.

     To keep things simple, I'll be going into more detail on only the four classical Western elements, but will include some notes on some non-Wetern ideas for each element.

     In the Freedom City multiverse, there are four elemental realms defining the far reaches of the primal dimensions, Air, Earth, Fire, and Water. These realms are populated by elementals -- creatures spontaneously generated from and composed solely of the material of the plane itself -- some of which resemble nothing more than masses of the element (sentient whirlpools in Water), while others take the form an mannerisms of regular creatures from Earth Prime (but which still crumble/disperse into their component elements if killed). The elemental realms are also home to, or at least visited in large numbers by, legendary creatures with a strong affinity for an element, like various types of dragons, jinn, and magmin, as well as normal creatures who blundered into (or were imported into) the realm and made a home there.

     The greatest concentration of elemental power is the Prime Elements, a quartet of gemstones that are the crystallized essence of the four cardinal elements of Western magic; an attempt to steal them lead to a mystical outburst which turned the four archaeologist-thieves into the Factor Four.

Why Take This Path: Some choose the path of an element out of a desire to control some aspect of the world around them. Others find they have some innate elemental power -- often mirroring their personality, and frequently the result of some non-human ancestry -- and work to expand this power. See individual elements below for specifics.

Common Personality Types: See individual elements below.

Powers: Blast and Move Object form the bulk of Elemental powers, and anything ending in “-mancy†should have some manner of Super-Senses (precognition). For those who manipulate the elements via martial arts maneuvers (like most of the benders from Avatar: the Last Airbender), a Power Loss (When Bound) Drawback or Complication may be appropriate. See individual elements below for specifics.

Nonmagical Variants: Powerful fans, flamethrowers, smoke machines, and tractor beams can all be used to mimic at least some elemental powers. See individual elements below for specifics.

 


 

BASIC POWERS

 

Element Control: The ability to control and manipulate your chosen element. This often takes two forms, a Perception-range version that works only on the chosen element, and a Ranged version representing using the manipulated element to manipulate other targets (like forming a giant tentacle out of water and using it to move people).

Move Object (Extra: Range [Perception]; Flaw: Limited [Element only]) [2PP/rank]

and

Move Object [2PP/rank]

 

 

OFFENSIVE EFFECTS

 

Elemental Blast: A blast of your chosen element.

Blast [2PP/rank]

 

 

DEFENSIVE EFFECTS

 

Elemental Shield: Using the chosen substance to create a protective shield around the elementalist.

Force Field [1PP/rank]

 

 

MOVEMENT EFFECTS

 

Elemental Gate: Moving to the chosen element's corresponding elemental realm. Extras can be added to make it a gate capable of bringing others along. Banishing others to an elemental realm (i.e., a version with the Attack extra) is best left to plot devices.

Super-Movement (dimensional [elemental realm]) [2PP]

 

Element Gliding: Using the chosen substance to propel the elementalist at great speeds.

Speed [1PP/rank]

 

 

SENSORY EFFECTS

 

Detect Element: The ability to mentally sense the presence of the chosen element. Numerous enhancements can be added to taste.

Super-Senses 3 (detect element 2 [mental]; enhancement: ranged) [3PP]

 

Elementamancy: Using the chosen element to divine the future. Different super-senses can be taken to divine other things.

Super-Senses 4 (precognition) [4PP]

 

 

MISCELLANEOUS EFFECTS

 

Body of Element: Transmuting the elementalist's own body into elemental substance.

Alternate Form [5PP/rank]

 

Elemental Humour Realignment: Using knowledge and power over the elements to manipulate the corresponding humour in the body in order to heal injuries and influence temperament.

Emotion Control [1PP/rank]

and/or

Healing [2PP/rank]

 

Edited by Dr Archeville
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Elementalism: Air

Names: Aeromancy, Aerokinetic, Airbending

Examples: Aang, Red Tornado, Wind Dancer

FC Examples: Mr. Mist, Sylph (of the Factor Four)

     Air Magic relates to and uses winds, as well as clouds, mists, and related phenomenon, including weather.

     In the Freedom City multiverse, there are elemental realms defining the far reaches of the primal dimensions. The realm of air is a vast and endless expanse of cloudy sky, solid as a child's breath. Clouds billow up in bank after bank, swelling into grand thunderheads and dissipating into wisps like cotton candy. Winds pull and tug around visitors, and rainbows glimmer in the distance. It is the most comfortable and survivable of the elemental realms, assuming that you can either fly or don't mind the sensation of falling forever. Creatures of air, ice, and smoke cavort through the eternal sky, as do all manner of flying creatures such as hippogriffs, pegasi, sphinxes, sprites, and sylphs. Powerful elementalists seeking privacy (or an atypical vacation spot) have build flying castles in the realm; some are still inhabited, while others are long-abandoned, filled with wind-stripped skeletons, frozen corpses, or nothing but howling winds.

     The greatest concentration of elemental power is the Prime Elements, a quartet of gemstones that are the crystallized essence of the four cardinal elements of Western magic. Possession of each stone is said to bestow complete control over its element, if the wielder can master it, an exceedingly difficult proposition. The air stone is clear, like a diamond, and when technician Sylvia McAllister attempted to steal it, an eruption of mystical power turned her into Sylph of the Factor Four.

Why Take This Path: Air is freedom, in many ways. Air flows wherever it can (not unlike water), and some of the earliest successful attempts at making airtight seals (by alchemists working their distilleries) were seen as so astonishing -- something that could keep air out of a place! -- that they were named in honor of ur-alchemist Hermes Trismegistus (hence "hermetic seal"). Air is life -- Qi, a term frequently translated as life force, can be literally translated as "breath" -- and lack of either air or life leads to stagnation. Air is the restless shaper of the world.

Common Personality Types: Air mages cheerfully go with the flow, rarely initiating any conflicts. When they must fight, they are swift and evasive, deflecting rather than striking, though some are capable of stunningly powerful blows, mimicking the devastation that tornadoes can bring.

Going with Western Astrological signs, the Air signs are Aquarius, Gemini, and Libra. Plus side, kind, intellectual, communicative, and social; minus side, selfish, superficial, vicious, and very insensitive to other people's emotions.

Powers: Using controlled gusts of wind to move things about is the most common use, so Move Object and Blast are two of the three base powers for an Air Mage to learn. Flight is of course the third, harnessing the wind to glide or to truly soar through the air. More skilled air mages can generate fogs and mists for various effects.

Nonmagical Variants: Powerful fans can generate winds, mimicking many of these tricks, especially if combined with chemical payloads to generate clouds for assorted effect. Thermal manipulation can also generate and control wind.

 


 

BASIC POWERS

 

Wind Control: This spell creates a gust of wind that that caster can use for various effect. At lower levels of power (Move Object 1), it can ruffle curtains or clothes, blow papers off desks, and so forth. At higher levels of power, it can pick up and "throw" objects and people.

Move Object [2PP/rank]

Variant: Wind Manipulation: Some air mage can exert so fine a control over the wind that they can use it for such fine tasks as tying knots or even weaving.

add Precise power feat. [+1 PP]

 

 

OFFENSIVE EFFECTS

 

Acoustic Shadows: An acoustic shadow is an area through which sound waves fail to propagate, due (in part) to disruption or refraction of the waves via warm or rapidly moving layers/pockets of air; it is to sound what a mirage is to light. For example, at the Battle of Iuka, a northerly wind prevented General Ulysses S. Grant from hearing the sounds of battle (a mere six miles away) and so he kept his two divisions of Union soldiers out of the battle. By controlling the air in an area, you can control the sounds which go through it.

Illusion (auditory) [1PP/rank]

and

Obscure (auditory) [1PP/rank]

 

Air Blast: A projection of air to batter targets.

Blast [2PP/rank]

VariantAgile Air Blast: The blast can come from any direction, not just directly from the air mage.

add Indirect power fet. [+1-3 PP]

VariantForceful Air Blast: This type of gale is better at pushing targets back.

add Knockback power feat. [+1PP per rank]

VariantInvisible Air Blast: The blast, like air itself, cannot be seen, only felt.

add Subtle power feat. [+1 PP]

VariantTornado: This variant creates a small tornado-like effect that can batter many foes around.

add Area [burst, General] extra. [3PP/rank]

VariantWind Tunnel: You can project a line of air that batters aside all in its path.

change Blast to Strike, add Area [Line, General] extra. [2PP/rank]

 

Air Rifle: Rather than batter targets with pure wind, some air mages use wind to pick up and fling whatever loose objects are around at their foes.

Blast (PF: Variable Descriptor [whatever small blunt, sharp or pointed objects are on hand]) [1PP + 2PP/rank]

 

Air Supremacy: An air mage can interfere with others' ability to move through the air.

Drain Flight Effects (any one Flight effect at a time) [1PP/rank]

 

Blinding Air Blast: Rather than do damage, this gust of wind picks up any grit or dirt in the area and hurls it at a target's eyes.

Dazzle (Visual) [2PP/rank]

 

Call to the Wind: You can summon an air elemental to do your bidding. A sample PL 10 Air Elemental can be found on page 24 of Green Ronin's Instant Superheroes.

Summon Air Elemental [2PP/rank]

 

Calm the Winds: With this spell, an air wizard can deprive a rival of their powers, or simply negate the effects of natural winds. For the later effect, a Ref may rate any natural breezes in ranks of Move Objects (0 for very light winds, 1 for light, 2-3 for moderate, 4-5 for heavy, 6-7 for very heavy, and 8-10 for storm force winds) then apply the Neutralize normally.

Neutralize Air Effects (all air effect simultaneously) [2PP/rank]

VariantEye of the Storm: This form creates an area in which Air Effects do not work.

add Area (Burst) Extra.

 

Cloudkill: This spell creates a stinking, mephitic fog that poisons anyone who breathes it in.

Blast (Extras: Alt Save [Fort], Area [burst, General]) [4PP/rank]

 

Deadly Deprivation: This spell removes the air from around a person and inside that person's lungs, causing them to quickly collapse.

Blast (Extra: Alt Save [Fort]) [3PP/rank]

VariantArea of Asphyxiation: This variant removes the air from everyone in an area.

add Area [burst, General] extra. [4PP/rank]

 

Extinguish Flames: This power blows out any fires, whether natural or (metahu)man-made. It does not get rid of any smoke the fire generated, or remove any other effects it may have caused (like weakening a structure).

Nullify Fire Effects (any one Fire effect at a time) [1PP/rank]

VariantBroad-Spectrum Extinguishing: This variant extinguishes any & all fire effects on a target...

increase to Nullify Fire Effect (any/all at once) [2PP/rank]

Wide extinguishing: ... and this variant extinguishes fire effects in an area.

add Area [burst] extra. [2PP/rank]

 

Fanning the Flames: By increasing the oxygen in an area, an air mage can increase any fire effects.

Boost Fire Powers (any/all Fire powers at once) [3PP/rank]

 

Fogbreaking: This spell banishes and dispels any fog, mist, or fog-based effect, whether natural or magical.

Nullify Mist Effects (any one Mist Effect) [1PP/rank]

 

Lightning Bolt: Under some elemental systems, Fire encompasses all forms of energy, including electricity & lightning. Under others, it falls into the Air category: lightning comes from the heavens, so clearly it belongs to Air. (Others point out that since Science tells us lightning is generated by particles and water droplets in the air rubbing against one another to create an electrical field that is eventually discharged as a bolt, it could fall under Water, or since an electric field can be generated by rubbing amber, which is fossilized tree resin, it could fall under Wood. These people are laughed at by both Air and Fire elementalists.)

This spell allows a mage to blast his enemies with a powerful bolt of lightning.

Blast [2PP/rank]

VariantForked Lightning: This form of the spell can fork, striking multiple targets, or one target multiple times.

add Autofire Extra [+1PP/rank, total 3PP/rank]

VariantTwisting Thunderbolt: This form of Lightning Bolt can arc around obstacles to hit targets.

add Indirect (always originates from caster, but can strike from any angle) power feat. [+1PP per rank]

 

Mistshaping: This spell allows an aeromancer to shape mists, fogs, or clouds. For example, he could form images of people out of the mist, make it spell words, or change its overall shape. He can shape the mist within a certain area (depending on the power/skill of the caster), which may leave some part of a larger field of fog untouched.

The shape formed with the mist are obviously made of mist; if a wizard used Mistshaping to form a cloud of fog into the shapes of ten dwarven warriors, the warriors would clearly be made of mist and would not fool anyone who saw them directly into thinking they were rel warriors (though they may think they are dwarven warrior ghosts). One common use is to create a fog bank, obscuring some other hazard (such as a raging river that will sweep away any pursuers).

Illusion (visual; PFs: Progression ) [2PP/rank + 1PP/Progression feat)]

and/or

Obscure Visual [2PP/rank]

 

Stinking Air: This spell fills the air in an area with horrific odors. Anyone in (or who enters) the area of malodorous air risk falling helpless due to retching.

Nauseate (Extras: Area [burst, General], Range [Ranged]) [4PP/rank]

Variant: This far easier spell fills an area with nasty odors, sufficient to block any scent-based senses but not so bad as to cause retching.

Obscure Olfactory [1PP/rank]

 

Whirlwind: This spell invokes a miniature whirlwind. Anyone in its area, or who enters it, gets sucked up, spun and battered around, until the caster ceases maintaining it.

Move Object (Extras: Area [burst, General], Damaging; Flaw: Limited [Only to Move Targets Up]) [3PP/rank]

 

 

DEFENSIVE EFFECTS

 

Air Cushion: Some air mages can form "cushions" of compressed air behind and below them, making it easier for them to withstand knockback and survive long falls.

Immovable [1PP/rank]

and

Super-Movement 1 (slow fall) [2PP]

VariantRanged Air Cushion: Some air mages can create air cushions behind or beneath other people.

add Affects Others [Others Only] and Range [Ranged] extras. [2PP/rank for Immovable, 3PP for slow fall]

 

Air Point Defense: While many air mages are agile & limber enough to avoid blows, some use wind and air to deflect, block, and misdirect incoming attacks.

Deflect (all physical) [2PP/rank]

or

Enhanced Feats (dodge focus) [1PP/rank]

 

Air Shield: Related to the Air Point Defense power, this power allows an air mage to protect himself with swirling, compacted currents of air that block and deflect incoming attacks.

Force Field [1PP/rank]

Variant"Realistic" Air Shield: This version only offers protection against physical attacks. It can block arrows and bullets (and punches), but not lasers or gouts of dragonfire.

add Limited [Only vs. Physical Damage] flaw. [1PP/2 ranks]

 

Sphere of Air: Air mages who venture underwater or into areas filled with dust, poisonous gases, or the like often use this spell. It creates a sphere of fresh air in a 20 foot radius around the caster that moves with him as he moves. Thanks to its size, it allows the caster's comrades to breathe normally, too -- provided they stay within 25 feet of him.

Immunity 2 (suffocation; note: Active Sustained effect; Extras: Affects Others + Self, Area [10-ft. Burst]; PF: Progression [Area] 1 [20-ft. Burst]) [7PP]

Variant: The default version of this spell only exists for as long as the mage is able to maintain concentration and pour energy into it. A common variant is created with a certain amount of energy as a 'battery,' which can sustain itself regardless of the caster's action.

add the Independent and Total Fade extra [+1PP/rank], and the Slow Fade power feats to taste. One example

Immunity 2 (suffocation; note: Active Sustained effect; Extras: Affects Others + Self, Area [10-ft. Burst], Independent, Total Fade; PFs: Progression [Area] 1 [20-ft. Burst], Slow Fade 2 [5 minute point, fades in 45 minutes]) [11PP]

 

Wall of Cloud: When invoked, this spell creates a wall of wind and cloud strong enough to repel many attacks. The swirling grey and white clouds that are part of the wall block sight.

Create Object [2PP/rank]

 

 

MOVEMENT EFFECTS

 

Air Jordan: Before you can walk, you must learn to crawl, and before they can fly, most air mages learn how to use controlled winds to boost their leaps and jumps.

Leaping [1PP/rank]

 

Kip-Up: Most Air mages are fairly acrobatic, keeping their bodies as limber as the wind, but even those who are not can use a simple puff of air to get up from a prone or seated position to a fighting stance in the blink of an eye.

Enhanced Feats 1 (Instant Up) [1PP]

 

Sailor's Succor: With this power, an air mage can generate and manipulate winds so that they push a sailing vessel over the water at greater than normal speeds.

Enhanced Swimming (Extra: Affects Other [Others Only]; Flaw: Limited [only for sailing vehicles]) [1PP/2 ranks]

VariantFleet Fleet: Skilled air mages can enhance whole fleets of ships, provided the vessels remain close together.

add Area [burst, General] and Selective Attack extras, and Progression [Area] power feat. [2PP/rank, + power feats]

 

Swift as the Wind: By decreasing air resistance around himself, and generating wind behind them to propel them forward, an air mage can reach impressive speeds.

Speed [1PP/rank]

 

Wings of the Wind: With this spell a caster can make the winds pick him up and carry him through the air, soaring through the air and laughing in defiance of gravity. Haha! Gravity. Some air mages cause wings of cloud to materialize around them, but, being clouds, they cannot be restrained by conventional methods (and thus does not take the Restrainable power loss drawback).

Flight [2PP/rank]

VariantCloud Scooter: This more basic version creates a sphere of air or a miniature tornado on which the air mage rides, one they can be pushed off of if they are not careful!

add Platform flaw. [1PP/rank]

VariantFlock of the Wind: With this form of the spell, an air mage not only can fly, but he can bring several companions along for the journey, but they must remain within the area of effect or they'll plummet to the ground.

add Affects Others + Self and Area [burst] extras [+2PP/rank], and Progression [Area] power feat to taste.

 

 

SENSORY EFFECTS

 

Aeromancy:: By studying cloud formations (chaomancy), wind currents (austromancy), and the patterns of thunder and lightning (ceraunoscopy), some air mages can divine the future.

Super-Senses 4 (precognition) [4PP]

 

Air Apparent: With this power, an air mage can sense the flow of air in their surroundings, gaining a precise “picture†of things even when senses like sight do not function.

Super-Senses 2 (radar [tactile]; enhancements: ranged) [2PP]

 

Detect Air Purity: This spells allows an air mage to sense the purity of the air — how fresh it is, how contaminated (if at all), and the type and percentage of various contaminants.

Super-Senses 3 (detect air purity [olfactory]; enhancements: acute, analytical) [3PP]

 

 

MISCELLANEOUS EFFECTS

 

Aeolian Shape: This powerful and complex spell transforms the air mage's body and carried personal possessions into purest air. While in Aeolian shape, an air mage can fit through any opening and cannot be seen.

Concealment 2 (visual; Extra: Linked [insubstantial]; PF: Close Range) {5PP} + Insubstantial 2 (gaseous; Extra: Linked [Concealment]) {10PP} [total cost 15PP]

VariantDjinni's Form: This version of Aeolian Form allows the air mage to condense his wind-form to a small enough size to fit into a bottle.

add Shrinking 20 (Linked [Concealment], Linked [insubstantial]) [+20PP, 35PP total]

 

Breath Control: The Taoist philosophy does not place Air among the Wu Xing (“Five Elementsâ€), but the concept of Qi is close; while used to refer to the life force of creatures, it literally translates to “breath.†Some Western elementalists synchretize this linking of breath and life force view with their own knowledge of Air, and so learn to manipulate life energy. This spell alters the air & life force to facilitate healing, and is typically done through breathing exercises and circular stretching exercises, mimicking the swirl and flow of the wind.

Healing [2PP/rank]

 

Humour Realignment: Air is associated with the humour of blood, and the sanguine temperament (later classed under the artisan temperament, or Sensing-Perception under Myers-Briggs). Increasing the Air/blood humor makes a target more impulsive and pleasure-seeking, energetically hopping from one task to the next, leaving a project as soon as it stops being interesting; decreasing it makes them melancholic and introverted. The former can be represented with the Confue effect, the latter with Emotion Control (Despair).

Confuse [1PP/rank]

and/or

Emotion Control (Flaw: Limit [Despair]) [1PP/rank]

 

Freshen Air: This spell freshens stale or malodorous air, making it crisp, clean, and pleasant-smelling. It has no particular combat effect, though a more potent version could be statted as an Olfactory Obscure (blocking scent by removing any and all odors in the area).

Feature 1 (freshens all air within 50 feet) [1PP]

or

Obscure (olfactory) [1PP/rank]

 

Edited by Dr Archeville
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Elementalism: Earth

Names: Earthbending, Geomancy, Geokinesis

Examples: Petra, Gaara, Sandman, Terra, Toph Bei Fong

FC Examples: Gaian Knight, Granite (of the Factor Four)

     Earth Magic spells relate to, use, or affect earth, rock, soil, and stone. I'm also including spells pertaining to crystals, glass and sand, and metal. Under some elemental systems, metal -- although it comes from the earth -- is distinct from Earth, since it lacks Earth's nourishing quality (i.e., you can grow plants in earth & soil, but not in metal or sand).

     How useful is Earth magic in an urban environment? That depends on if you can only influence "natural" (read: unworked) stone, or any form of earth and stone. If any form, the city is yours: bricks are made mostly from clay, cement is made from clay, gypsum, and limestone, and concrete is made from cement, gravel, sand, and other crushed stones, and glass is made from quartz sand and other silicates.

     In the Freedom City multiverse, there are elemental realms defining the far reaches of the primal dimensions. The realm of earth consists of rock, soil, and stone, a place of hidden riches, and a grave for the greedy. Though solid and unyielding, it is varied in its consistency: soft soil is laced with veins of heavier metals and gemstones, and striations of granite, volcanic rock, and marble interweave with brittle crystal, soft chalk, and crumbling sandstone. Caverns and tunnels snake through the realm, but the native elementals -- which can glide through the substance of the realm as easily as a shark through water -- collapse them unless restrained or driven off. Creatures with an affinity for earth and stone -- dragons, dwarves, gargoyles, gnomes, and others -- can also be found here, though the cramped conditions make flight impossible in any but the largest caverns. Treasure seekers from throughout the multiverse come here for the countless mineral and metal riches, but just as often find the crushed, ground remains of their unprepared (or simply unlucky) predecessors.

     The greatest concentration of elemental power is the Prime Elements, a quartet of gemstones that are the crystallized essence of the four cardinal elements of Western magic. Possession of each stone is said to bestow complete control over its element, if the wielder can master it, an exceedingly difficult proposition. The earth stone is a deep emerald green, and when soldier William "Bill" Cole attempted to steal it, an eruption of mystical power turned him into Granite of the Factor Four.

Why Take This Path: Earth mages of a martial bent take it to exert unparalleled control over the battlefield, or to enhance the metal arms and armor they and their allies use. Others take it for more artistic reasons, to become sculptors and metalworkers of unmatched skill.

Common Personality Types: Earth is stubborn and unyielding, and so are many who work with it. But Earth can also be nurturing -- plants grow from it -- so some Earth mages have a strong maternal instinct. In combat, they are slow to move, and their potent defensive spells make them hard to injure, but when they strike, it is with devastating force.

Going with Western Astrological signs, the Earth signs are Capricorn, Taurus, and Virgo. Plus side, calm, practical, hard-working, brave, smart, wise, stable and patient; minus side, stubborn, possessive, nearsighted and very harsh.

Powers: Create Object (earth from nothing), Blast, Move Object, and Transform (earth into differently shaped earth, or earth into different types of earth) are the four cornerstones of Earth magic.

In Antaeus-like fashion, many earth-based characters can only use their abilities if they remain in contact with the ground. If someone picks them up off the ground, or they're on the second story of a building, or they're flying, they cannot use their superpowers. You can simulate this with the Power Loss (When Not In Contact With The Ground), though whether you take it as a Complication or a Drawback is up to the individual player.

Nonmagical Variants: Geokinesis is possibly the easiest power set to mimic -- anyone with telekinesis (or tractor beams or the like) can move large masses of earth and rock, and matter transmutation technologies can change the composition of a stone.

 


 

BASIC POWERS

 

Earthmoving: Most Earth mages have such control of earth & rock that they can cause those substances to move without physically touching them. This can be used to clear rock out of the way, or to hurl rocks at foes; it can also be used to move others, such as by forming a mass of rocks into a great stone hand that lifts people, or raising a column of earth beneath someone to get them to the upper floor of a building.

Move Object [2PP/rank]

or

Move Object (Extra: Range [Perception]; Flaw: Limited [Earth & Rock Only]) [2PP/rank]

Variant: Sculptor's Hand: Some can manipulate metal and stone with great precision.

add Precise power feat. [+1 PP]

 

 

OFFENSIVE EFFECTS

 

Bladestorm: This spell creates numerous sharp pieces of stone or metal which begin whirling about the caster in a deadly storm.

Strike (Extras: Aura, Duration 2 [sustained]) [4PP/rank]

 

Call to Stone: This spells allows a geomancer to summon forth an earth elemental. A sample PL 10 Earth Elemental can be found on page 24 of Green Ronin's Instant Superheroes.

Summon Earth Elemental

 

Crystalline Arrow: This spell creates and shoots off an arrow or dart made of pure but steel-hard crystal from the caster's fingertips, impaling his target.

Blast (Extra: Penetrating) [3PP/rank]

Variant: Crystalline Quiver: This variant allows multiple crystalline arrows to be fired at once.

add Autofire extra [+1PP/rank, total 4PP/rank]

Variant: Unfailing Arrow: This version unerringly strikes any target the caster can see (or otherwise accurately sense).

add Range [Perception] extra [+1PP/rank, 4PP/rank total]

 

Earthquake: This spell creates a miniature earthquake around the caster. Anything and anyone close to the caster that's in contact with the ground may take damage from the seismic shock, and lose their footing (if Dazed and are knocked prone from the Knockback).

Damage (Extra: Area [burst, General]; Flaw: Limited [Only Affects Targets On The Ground]) [1PP/rank]

Variant: Aftershock: The Earthquake generates potent aftershocks, or the earthquake itself effectively lasts two rounds instead of one.

add Secondary Effect. [+1PP/rank, 2PP/rank total]

Variant: Building Quake: Some geokinetics must focus their entire power for a few moments before they can unleash their earthquake.

add Action [Full] Flaw. [-1PP/rank, 1PP/2 ranks total]

Variant: Ranged Earthquake: Some earth mages can create earthquakes in areas other than the one in which they’re standing.

add Range [Ranged] extra. [+1PP/rank, 2PP/rank total]

Variant: The Effects Were Felt As Far Away As [X]: Some earthquakes affect a much larger area.

add Progression [Area] power feat. [+1PP per rank]

 

Essence of the Mountains: With this spell, a geokinetic can draw the might of earth and stone into himself, growing to an enormous size!

Growth [3PP/rank]

 

Flesh to Stone: One of the more frightening powers in an Earth mage’s arsenal is the ability to turn flesh to immovable stone! Fortunately (for those so afflicted), the effect is rarely permanent.

Paralyze (Extra: Range [Ranged]) [3PP]

or

Transform (flesh to stone) [3PP]

Variant: Heart to Stone: Some Earth mages have refined their petrification ability to the point where they can turn just one or more vital organs of a target to stone, leaving their exterior unmarked. The only outward indication of any foul play in the target's demise would be that they've grown much heavier!

Drain Fortitude (Extra: Linked [Damage]; PF: Subtle) [1PP + 1PP/rank] + Damage (Extras: Alt Save/Fort, Linked [Drain FORT]) [2PP/rank] [1PP + 3PP/rank total]

 

Gauntlet: With this spell, an Earth mage can wrap earth and stone around his fist and use the extra mass to add weight to his punches. Better yet, his ability to reshape it means that not only does it not hinder his movements, he can place spikey bits on the knuckles or slicing edges along the sides.

Strike (PFs: Mighty, Variable Descriptor) [2PP + 1PP/rank]

 

Hands of Stone: With this spell, an earth mage can cause a gigantic hand (or hands) of stone to each up from the ground and grab hold of a single person, imprisoning him until he breaks out, or someone breaks him out.

Snare (PFs: Indirect 2 [from below]; Drawback: Power Loss [only affects targets on the ground]) [2PP/rank + 1PP]

Variant: Host of Hands: This permutation of the spell allows the caster to create multiple stone hands to grasp whoever he wants in an area.

add Area [burst, Targeted] and Selective Attack Extras. [+2PP/rank, total 4PP/rank + 1PP]

 

Infernal Blast: This spell, which mingles Earth and Fire magics, opens a cleft in the ground from beneath the target's feet, and from the cleft spurts red-hot lava. The cleft then closes right away.

Blast (PFs: Indirect 2 [from below]; Drawback: Power Loss [only affects targets on the ground]) [2PP/rank + 1PP]

 

Metal's Doom: This spell afflicts a single metal object with rust, greatly weakening -- if not outright destroying -- the object.

Blast (Extras: Linked [Drain]; Flaws: Limited [Objects], Limited [Metal]) {1PP/2 ranks} + Drain Toughness (Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Metal]) {1PP/rank} {total 3PP/2 ranks}

Variant: Doom of the Forgeborn: This version affects every metal object in an area.

Blast (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Metal]) {1PP/rank} + Drain Toughness (Extras: Affects Objects, Area [burst, General], Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Metal]) {2PP/rank} {total 3PP/rank}

 

Mudslinging: With this spell, an earth mage flings a glob of mud at a target’s eyes, blinding them.

Dazzle (Visual) [2PP/rank]

Variant: Dust Blast: Projecting a blast of dust, sand, and grit into a target's eyes.

Same basic game effect, slightly different descriptors.

 

Razor's Edge: This spell makes any bladed metal weapon's edge as sharp and tough as it possibly can be, if not moreso.

Damage 0 (Extra: Penetrating) [1PP/rank]

 

Rock Blast: Your basic earth-chucking spell.

Blast [2PP/rank]

Variant: Aggregate: The basic version of the spell hurls a simple chunk of compacted earth at a target. With this version, the caster can choose what type of earth or rock it is, as well as the shape of the missile.

add Variable Descriptor power feat. [+1 PP]

Variant: Earth Lance: Instead of shooting a rock blast from himself, some Earth mages cause the ground beneath their feet to lash out at a target. The blast can originate underneath the target or from any direction, but the target has to be within range of the earth or rock used.

add Indirect 2 (from below). [+2 PP]

 

Sandstorm: With this spell, an Earth/Sand mage can whip up a small but intense sandstorm, blinding all within it.

Obscure (Visual) [2PP/rank]

 

Traveler's Bane: This spell transforms ordinary ground into thick mud that hard to walk, ride, or drive through.

Environmental Control (hamper movement [half]; Extra: Independent)

 

 

DEFENSIVE EFFECTS

 

Body of Stone: While some Earth mages can turn the flesh of others into immovable stone, some can turn their own bodily substance into stone, though without any loss of mobility.

Density [3PP/rank]

 

Foot Anchoring: With this spell, an Earth mage causes the ground at his feet to rise up and root him in place.

Immovable [1PP/rank]

 

Stonyskin: One of the premiere defensive spells of geomancers, this spell turns the caster's skin to mystic stone that provides protection against blows, but does not diminish his agility or sense of touch, nor weigh him down.

Force Field [1PP/rank]

 

Strongglass: When a geomancer casts this spell upon a glass object, the glass becomes much stronger and harder to damage -- often as strong as steel! Many geomancers use it on their homes to make the windows and skylights as strong as the stone walls (or even structures made entirely of strong-as-steel glass, like greenhouses), or suits of plate armor made of the purest crystal but capable of resisting the mightiest blows without suffering a scratch.

     This spell is typically done as a ritual -- or as a descriptor for a high Toughness HQ or high Protection -- not a routine effect in a geomancer's Magic Array (since Boost is so funky a power).

Boost Toughness (Flaw: Limited [Only works on glass]; PF: Slow Fade X) [1PP/2 ranks + XPP]

 

Wall of Earth/Stone/Iron: This spell allows the caster to cause a wall of earth and soil (or, if the rank/Toughness is high enough, solid rock, iron, or fine steel) to provide cover for his friends and hinder the movement of his foes. He may shape the wall in a simple fashion -- to create curved, circular, or square barrier, for example -- but it must be in contact with the ground along at least one of its edges (he could not create one in midair over a foe so that it falls on him).

Create Object (Flaw: Limited [only for form barriers/cover, must contact the ground on at least one edge]) [1PP/rank]

 

 

MOVEMENT EFFECTS

 

Avalanche Riding: This spell allows an Earth mage to create a “wave†of earth and stone that he rides, allowing him to cross the ground faster than he can run with his legs. However, the wave effect tears up the ground, leaving a clear trail to mark his path and usually damaging anything he passes over or near; this is most simply treated as a Complication (collateral damage in trail behind character).

Speed [1PP/rank]

 

Boulder Riding: Geokinetically lifting a mass of stone into the air, then riding it like a surfboard!

Flight (Flaw: Platform) [1PP/rank]

 

Earthenroad: This spell creates a tunnel through earth, even through solid rock.

Burrowing [1PP/rank]

 

Earthgliding: With this spell, an Earth mage can move through earth and rock as easily as a fish through water, leaving no trace or tunnel behind.

Immunity 2 (suffocation) [2PP] + Super-Movement 3 (permeate 3 [normal speed]; Flaw: Limited [Only through earth & rock]) [3PP] [5PP total]

 

Stalactite Grip: Some Earth mages have such a strong affinity with their element that they can walk on it no matter what the orientation. Others simply shape it around their hands and feet to hold them securely as they go.

Super-Movement 2 (wall-crawling [full speed]; Flaw: Limited [Only Earth/Stone]) [2PP]

 

 

SENSORY EFFECTS

 

Earthsight: This spell allows an Earth mage to see through earth and stone as easily as they see through the air.

Super-Senses 4 (vision penetrates concealment; Flaw: Limited [only to see through earth/stone]) [2PP]

 

Geomancy: Secret treasures are concealed within the earth, as are treasured secrets. Skilled earth mages can learn such secrets by studying the patterns in soil and rock around him, or by tossing a handful of stones to the ground and seeing the patterns they form.

Super-Senses 4 (precognition) [4PP]

 

Seismic Sense: Skilled Earth mages are able to sense vibrations through the ground, "seeing" by sensing their surroundings and making a mental image of it. This allows for a 360 degree field of"vision," but it does have several drawbacks. It only works if the geokinetic is in contact with the ground, and can only sense creatures and objects on the ground.

Super-Senses 2 (tremorsense [tactile]; enhancement: ranged; Flaw: Limited [must be on ground to use, and cannot sense targets not in contact with ground]) [1PP]

 

 

MISCELLANEOUS EFFECTS

 

Humour Realignment: Earth is associated with the humour of black bile, and the melancholic temperament (later classed under the guardian temperament, or Sensing-Judging under Myers-Briggs). Increasing the Earth/black bile humor makes a target more introverted and melancholic; decreasing it makes them hedonistic and manic.  The former can be represented with Emotion Control (Despair), the latter with the Confuse effect.

Confuse [1PP/rank]

and/or

Emotion Control (Flaw: Limit [Despair]) [1PP/rank]

 

Nourishing Earth: Plants gain nourishment from the soil, from Earth, and some Earth mages work out how to use this nourishing force to heal themselves and others. The spell often involves burying the patient in fresh soil, or a mud bath.

Healing [2PP/rank]

 

Oozing Mud Form: With this spell, an Earth mage turns his own body into liquescent mud, able to squeeze through cracks, holes, and other tiny openings.

Insubstantial 1 (liquid) [5PP]

Variant: Body of Sand: Same basic game effect, though the descriptors are slightly different.

 

Stoneshaping: This spell allows a character to reshape a single stone object. He could, for example, create a hole in a stone block, change the posture of a statue, turn a boulder into a statue (though making one that looks nice would require a Craft [structural] skill check), or the like.

Transform (stone object into differently-shaped stone object) [4PP/rank]

 

Edited by Dr Archeville
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Elementalism: Fire

Names: Firebending, Pyromancy, Pyrokinesis

Examples: Azula, Fire, Human Torch, Pyro

FC Examples: Pyre (of the Factor Four)

     Fire Magic is perhaps the most popular form of Elemental Magic; many wizards who care little for Air, Earth, or Water know more than a few Fire spells. Most Fire spells are offensive/attacks spells, since Fire is such a potent weapon.

     In the Freedom City multiverse, there are elemental realms defining the far reaches of the primal dimensions. The realm of fire is continually ablaze, smelling of burning flesh and ashen dreams. Everything is alight here: the "ground" is evershifting plate of compressed flame and ash (just solid enough to walk on, after sinking ankle deep into ash), flowing as a river of magma would. The air ripples with the heat of continuous firestorms, clouds of superheated steam drift through the smoky skies, the oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without need of air or fuel, though any flammable brought in are consumed immediately. The whole realm is bathed in light, but the air ripples caused by the heat create mirages dancing at the edge of vision, and the continually smoking atmosphere conceals much of the land. Yet, despite being the most inhospitable of the four elemental planes, it is also the most vibrant and populated: in addition to its native elemental beings of fire, smoke, and magma, there are ifrit and jinn, magmin, salamanders, and assorted fiends (there is regular traffic in information and goods between various outposts in the elemental realm of fire and assorted infernal planes).

     The greatest concentration of elemental power is the Prime Elements, a quartet of gemstones that are the crystallized essence of the four cardinal elements of Western magic. Possession of each stone is said to bestow complete control over its element, if the wielder can master it, an exceedingly difficult proposition. The fire stone is ruby red and shines brightest of the four, and when pilot Jack Connors attempted to steal it, an eruption of mystical power turned him into Pyre of the Factor Four.

Why Take This Path: To burn things. All the things. Alternately, to control fire so it doesn't burn all the things.

Common Personality Types: "You can't have fire without ire" perhaps best sums up the most common personality trait among those who wield fire, though to say they're all angry isn't fair. It's more accurate to say most fire wielders are energetic & outgoing, making large displays of emotion; when a fire mage is angry, everyone knows it, but the same is true if a fire mage is happy, or in love. Fire is not subtle, and neither are those who wield it... except for those rare few who smolder, keeping their emotions controlled, their feelings and power hidden just under the surface until they suddenly flare up and devastate their opponents.

     Going with Western Astrological signs, the Fire signs are Aries, Leo, and Sagittarius. Plus side, enthusiastic, extroverted, rebellious, passionate, brave, and valiant; minus side, hot-tempered, snappy, uncontrollable, and angry.

Powers: Blast, blast, and more blast. Damage effects, with all manner of Extras and Power Feats, is by far the most common manifestation of a Fire Mage's power, but there are other ways. Flaming jets can propel a person through the air, and small, controlled flames can light the way, or distract foes.

Nonmagical Variants: Generating fire is one of the oldest technologies; making sure fires don't start is often of more concern! But generating is a far cry from manipulating. Moving burning objects around via some form of telekinesis comes close.

 

Rank

Fire Example

1

Torch

2

Campfire

4

Blowtorch

6

Flamethrower

8

Burning jet fuel, napalm

10

Chemical accelerants

 


 

BASIC POWERS

 

Fire Bolt: A basic bolt of flame, shot out towards whatever it is the Fire mage wishes to see burn.

Blast [2PP/rank]

Variant: Blue Flame: This version of the spell creates azure fire bolts, which burn hotter than standard red/orange ones.

add Penetrating extra. [+1PP/rank total 3PP/rank]

Variant: Fiery Hail: With this version, a Fire mage can attack his foes from above with a hail of fiery sparks, rather than shooting fiery bolts or "arrows" directly at them.

add Autofire Extra and Indirect 2 (from above) Power Feat. [2PP + 3PP/rank]

Variant: Fireball:: This creates a large blast of fire, or a small bolt that explodes into a large sphere once it reaches its destination.

add Area [burst, General] extra. [+1PP/rank, total 3PP/rank]

Variant: Magefire Arrow: This form of the spell uses deadly magefire.

add Alternate Save [Fortitude] extra. [+1PP/rank, 3PP/rank total]

Variant: Unerring Arrow: This version unerringly strikes any target the caster can see (or otherwise accurately sense).

add Range [Ranged] Extra [+1PP/rank, 3PP/rank total]

 

Fireshaping: With this spell, a Fire mage can "pick up" masses of flame and move them about. The spell can pick up a mass of fire doing up to 1 rank of Damage per rank of the Move Object effect, and move it at a normal rate for Move Object. If the Fire mage touches something (a creature or object) with a carried flame, that thing takes the flame's damage. This instantly extinguishes the flame in the caster's "hand," but the target,if sufficiently flammable, may catch fire and continue to burn. As long as the Fire mage holds on to the flame it does not burn out, sustained wholly by the mage's power.

Move Object (Extra: Range [Perception]; Flaw: Limited [Fire]) [2PP/rank]

 

 

OFFENSIVE EFFECTS

 

Boil Liquid: This spell, a favorite of wizards who travel the wilds, allows a caster to instantly bring up to 5 cubic feet of water to boil. It's typically used to heat water in a kettle for cooking or washing, but it can also melt ice and the like. This spell cannot be used to harm living beings, though a slight variant (see below) can be used to harm beings made of water (such as Water Elementals).

Environmental Control 1 (heat 2 [extreme]; Flaw: Range [Touch]) [1PP]

Variant: Boil Liquid Beings: This version of the spell is an effective attack against watery beings.

Blast (Flaw: Limited [Only works on Water beings]) [1PP/rank]

 

Desiccation, Lesser: With this spell, a Fire mage creates a tiny area of heat around a target so intense it evaporates any and all liquids on them, as well as any Water powers they may possess.

Drain Water Power (all water powers at once) [3PP/rank]

Variant: Desiccation Zone: This allows the Fire mage to dry out multiple targets.

add Area [burst, General] extra. [4PP/rank]

 

Desiccation, Greater: This version of the spell desiccates and dehydrates the target, evaporating the water in him as well as on him. Those with a tolerance to intense heat are immune to this effect.

Blast (Extra: Alt Save [Fort]; Flaw: Limited [does not work on those with the 1pp Immunity to Environmental Heat]) [2PP/rank]

 

Dragon's Breath: This spell creates a line of fire, 5 feet wide and tens of feet long, with which the caster can injure one or more of his foes. A Cone Area variant is also quite common.

Strike (Extra: Area [Line, General]) [2PP/rank]

 

Call to Flame: This spell summons a fire elemental to serve the caster. A sample PL 10 Fire Elemental can be found on page 25 of Green Ronin’s Instant Superheroes.

Summon Fire Elemental

 

Enflame: This spell causes the blade of a weapon, such as a sword or dagger, burst into magical flame. While aflame, the weapon is more likely to injure armored foes.

Damage 0 (Extra: Penetrating) [1PP/rank]

 

Extract Heat: Just as some Water mages can extract water from their surroundings (including other people), some Fire mages can extract heat from their surroundings. They can do so to generate areas of intense cold (Environmental Control/Cold), make objects brittle and thus easier to break (Affects Objects Drain Toughness), extract the heat from a target to enhance their own internal fires (Vampiric Strike), and so on.

Cold Control and associated Alternate Powers [2PP/rank]

 

Fiery Aura: When a wizard chants the words of this spell, an aura of mystic fire engulfs his body. It inflicts no harm upon him, but any who touch him (or whom he grabs) feel the effects of the deadly flames.

Strike (Extras: Aura, Duration 2 [sustained]) [4PP/rank]

Variant: Fiery Shield: This variation protects the caster from energy attacks.

add Linked Impervious Toughness (Flaw: Limited [energy attacks]). [+1PP/2 ranks]

Variant: Magefire Aura: This form of the spell uses deadly magefire.

add Alternate Save [Fortitude] extra. [+1PP/rank, 5PP/rank total]

 

Firestorm: This spell fills an area, centered on the caster, with ribbons and blasts of deadly flame.

Strike (Extras: Area [burst, General], Penetrating) [3PP/rank]

Variant: Magefire Storm: This form of the spell uses deadly magefire.

add Alternate Save [Fortitude] extra. [+1PP/rank, 4PP/rank total]

 

Flameblade: This spell creates a sword out of pure fire for the caster to wield.

Strike (PFs: Improved Critical 2) [1PP/rank + 2PP]

 

Variant: Magefire Blade: This form of the spell creates a sword of deadly magefire.

add Alternate Save [Fortitude] extra. [+1PP/rank, total 2PP/rank +2PP]

 

Flammifer: One of the first spells learned by most fire mages, this allows a wizard to set flammable objects on fire. He can light every flammable object within range (including things like other people's clothes, hair and fur), or only specific targets. Any flammable object that touches an object lit on fire with the Flammifer also catches fire (the Contagious extra). The flames keep burning until they run out of fuel or air, or someone puts them out.

Blast 1 (Extra: Area [5-ft. Burst, General], Contagious, Duration [Concentration?], Selective Attack; PFs: Progression [Area] 3 [50-ft.]) [9PP]

 

Flashfire: With this spell, a Fire mage projects a bright bolt of flame not with the intent of hurting anyone, but to blind someone temporarily.

Dazzle (Visual) [2PP/rank]

Variant: Flare: Some Fire mages project large flares which can blind many people.

add Area [burst, General] extra. [3PP/rank total]

 

Magefire: Magefire is the name given by wizards to a special type of magic flame that burns with great heat (and, often, no noticeable form of fuel). This spell allows a caster to immolate a person in magefire and keep burning them until the caster decides to end the spell.

Blast (Extras: Alt Save [Fort], Duration [Concentration]) [4PP/rank]

Variant: Unavoidable Magefire: If the mage can see it, they can burn it.

add Range [Perception] extra [+1PP/rank, total 5PP/rank]

 

Melt Ground: With this spell, a Fire mage uses heat to melt the ground underneath his target. After the target sinks in the molten area, the heat is quickly withdrawn causing the target to be trapped in the now hardened ground (but without suffering any significant burns).

Snare [2PP/rank]

Variant: The Floor Is Lava: This version of the spell does cause burns to the trapped target.

add Constricting extra. [3PP/rank]

 

Quench Flame: What a Fire mage creates, he can destroy. This spell extinguishes fires both mundane and magical, snuffing them out without so much as a puff of smoke remaining. Of course, merely extinguishing a fire will not reverse any effects it may have already caused, such as damage to a person or structure (but see Unburn, below).

Nullify (any Fire power one at a time) [1PP/rank]

 

Vaultflame: This spell allows a caster to use local sources of flame -- candles, lanterns, torches, hearth-fires, campfires, and so on -- to attack his foes. With a word of power and a gesture, he causes the flame to blaze up, leap through the air, and strike the target. Both the fire and the target must be within range of the caster, and the angle of the attack depends on the relative locations of the fire and the target. After the spell takes effect, the source of flame returns to its normal intensity.

Blast (PFs: Indirect 3; Drawbacks: Power Loss [requires an existing flame]) [2PP + 2PP/rank]

 

 

DEFENSIVE EFFECTS

 

Fire Shield: This spell allows a Fire mage to surround himself with a mantle of fire that protects him from attacks. It has greater effect against energy attacks than physical attacks.

Force Field [1PP/rank] + Linked Impervious Toughness (note: active sustained effect; Flaw: Limited [Only vs Energy]) [1PP/2 ranks] [total 1PP/1.5 ranks]

 

Negate Heat Signature: By controlling the temperature of his body and his powers, a Fire mage can "blend in" with the ambient heat, thus rendering himself invisible to the ability to perceive thermal variations.

Concealment 2 (infravision) [4PP]

Variant: Precise Heat Signature Control: With this, even those close to the Fire mage cannot perceive his heat.

add Close Range power feat. [5PP total]

 

Protection from Fire: Many (though not all) pyrokinetics are highly resistant to damage from fire attacks (Immunity 5 [fire damage]). More commonly seen is the ability to make one's immediate surroundings (and any allies within it) highly resistant to fire damage.

Immunity 5 (fire damage; note: active sustained effect; Extras: Affects Others + Self, Area [25-ft. Burst]; Flaws: Duration [Concentration], Limited [Half effect]) [5PP]

Variant: Protection from Cold: Using their control over fire and heat to ward off damage from cold is easily done by many Fire mages.

change from Fire damage to Cold damage.

 

Shapes of Fire: With this spell, a Fire mage creates a flame, and can shape it into different distinct forms, from walls and rings to flaming cages. Since the Damage effect is Selective, the caster can choose whether a target is affected by the shape's fire or not (left in an open space inside a ring or cage of fire, for example). The shape lasts for as long as the casters concentrate; when he stops, it dissipates.

Blast (Extras: Area [shapeable, General], Duration [Concentration], Selective Attack) [5PP/rank]

Variant: Flameshaping: In cases where a Fire mage can only shape existing flames, but cannot generate them himself, the Limited Flaw can be applied.

Blast (Extras: Area [shapeable, General], Duration [Concentration], Selective Attack; Flaw: Limited [Cannot Generate Flame, Only Shape Existing Flame]) [4PP/rank]

 

 

MOVEMENT EFFECTS

 

Fiery Flight: Whether on giant wings made of flame, or rocket-like boosts from their feet, many Fire mages can slip the surly bonds of gravity to soar through the air (the better to rain down destruction upon their enemies!).

Flight [2PP/rank]

 

Pathway of Fire: This spell lets a Fire mage travel vast distances in the blink of an eye, provided that a flame of campfire size or larger exists at both his starting point and destination. If no such fire exists, the spell fails.

Teleport (Flaw: Medium [flames]) [1PP/rank]

Variant: Burning Bridges: Experienced Fire mages simply create their own flames to teleport through, or call out to the Fire present in all matter as their conduit.

remove Medium flaw. [2PP/rank]

Variant: Deslegrate Muri Tempi et Intervalia: Fire was, Fire is, and First always shall be. Burn down the walls of time and space! Go anywhere, anywhen!

Super-Movement 3 (temporal 3 [any point]) [6PP] + Teleport [2PP/rank] [6PP + 2PP/rank]

 

 

SENSORY EFFECTS

 

Eyes of Fire: With this spell, a Fire mage can use any flame -- a candle, campfire, or the like -- to view distant scenes and events. However, he can only choose as his perception point another flame of some sort; without another flame to “see out of,†the spell is useless.

ESP (visual; Flaw: Medium [flames]) [1PP/rank]

 

Perception of Fire: This spell alerts the Fire mage to the presence of any fires, even those beyond his line of sight, as well as how large and intense they are. This is quite helpufl when trying to use Eyes of Fire or Pathway of Fire.

Super-Senses 4 (detect fire [mental]; enhancements: acute, extended, ranged) [4PP]

 

Pyromancy: According to some Fire sages, Fire consumes all, and in so doing takes the target's strength -- and knowledge -- into itself. Others says that since the universe began in Fire, and shall end in Fire, Fire is omnipresent and thus omniscient. This knowledge reflected in all fires, so the crackle and hiss of flames -- or the patterns flames make on other objects, such as bones -- can impart secrets to those brave (or mad) enough to open themselves to it.

Super-Senses 4 (precognition) [4PP]

 

See Internal Fires: This spell allows a Fire mage to perceive heat differentials. Among other things, this often allows him to see in the dark.

Super-Senses 1 (infravision) [1PP]

 

 

MISCELLANEOUS EFFECTS

Body of Fire: With this potent spell, a Fire mage can transform his very body into flame! The flames are warm, but not hot, to the touch, and this spell alone does not generate flames capable of harming anyone, but it can certainly be altered to do so (by putting it in an Alternate Form power along with an Aura Strike).

Insubstantial 3 (energy/fire) [15PP]

Variant: Body of Smoke: This spell changes a Fire mage's body into smoke, capable to seeping into the tiniest of cracks.

Insubstantial 2 (gaseous/smoke) [10PP]

 

Everburning Flame: This creates a flame that burns without heat, without consuming fuel, only providing light.

Light Control [2PP/rank]

 

Humour Realignment: Fire is associated with the humour of yellow bile, and the choleric temperament (later classed under the idealist temperament, or Intuition-Feeling under Myers-Briggs). By increasing the Fire/yellow bile in a target, a Fire mage can make them aggressive, assertive, and domineering (Boost Charisma or Enhanced Charisma), while decreasing it makes the target relaxed, quiet, and sluggish (Drain Charisma or Fatigue).

Boost Charisma [1PP/rank]

or

Drain Charisma [1PP/rank]

or

Enhanced Charisma [1PP/rank]

or

Fatigue [2PP/rank]

 

Obscuring Smoke: This spell causes any flame -- even as small as a burning candle -- to emit billowing clouds of thick smoke that obscures vision. Since Fire mages can create their own fires rather easily, “Requires Local Source of Fire Which Dictates Target/Center†is a Complication.

Obscure (Visual) [2PP/rank]

 

Unburn: Some fire mages learn how to take back that which Fire has taken, to "unburn" items and people who've known Fire's embrace. One variant of the spell heals any burns, from sunburns to the deepest bone-blackening injuries. Another works on objects, "resurrecting" anything destroyed by fire, assuming you have a sufficient quantity of the item's ashes on hand.

Heal (Extras: Affects Objects, Resurrection, Total; Flaws: Limited [Objects only], Limited 2 [only heals fire/heat damage]) [2PP/rank]

or

Heal (Extra: Total; Flaws: Limited 2 [only heals fire/heat damage]) [1PP/rank]

Variant: Transfer Burns: A lesser version of the spell transfers the burns from a target to the caster. (Since the users of the Empathic flaw on the Heal power does not allow a save, the damage conditions are transferred to the user even if they have Immunity to fire/heat damage or effects.)

Heal (Extra: Total; Flaws: Empathic, Limited 2 [only heals fire/heat damage]) [1PP/2 ranks]

 

Welding: With this spell, the Fire mage focuses his control of fire to generate a super-hot flame that welds two metal objects he has in hand together.

Transform (two pieces of metal into one; Extra: Duration [Continuous]; Flaw: Range [Touch]) [3PP/rank]

 

Edited by Dr Archeville
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Elementalism: Water

Names: Aquakinesis, Aquamancy, Hydrokinesis, Hydromancy, Waterbending

Examples: Aqualad/Garth/Tempest, Hydro-Man, Katara

FC Examples: Professor Fathom (of the Factor Four), Nina al-Darsah & Typhoon

     Water magic covers the manipulation of water, in all its forms. It can also cover substances which are mostly water, such as soups, plants, and animals (including people!).

     Water comes in a variety of forms, and Refs may want details on the weights and densities of these forms. Water is typically classified as either fresh or saline. Seawater is saline water, which makes up the vast bulk of Earth's water, is about 3.5% saline (that is, has 35 grams of salt dissolved per 1 kg of water), whereas fresh water (which only makes up about 3% of all water on Earth) is defined as water with a salinity less than 1% that of the oceans (so 0.035%). Liquid water weighs 8.3 pounds per gallon (seawater is slightly denser, at 8.5 pounds/gallon). Ice weighs about 7.5 pounds per gallon. Snow's density varies greatly, ranging from hard-packed snow, which is virtually ice, to new-fallen snow, which can be as fluffy as 100 parts air to one part water. There are about 8 gallons to the cubic foot.

     In the Freedom City multiverse, there are elemental realms defining the far reaches of the primal dimensions. The realm of water is a sea without floor or surface, an entirely fluid environment lit by a diffuse glow. It is a fairly hospitable realm, if you can get around breathing the local medium; the pressure throughout the plane is no greater than that of a few feet underwater in an Earth Prime ocean. The eternal oceans vary between ice cold and boiling hot, fresh and saline, perpetually in motion as they are wracked by currents and tides. The few permanent settlements form around bits of flotsam and jetsam, though even these drift through the endless liquid. Elemental beings of water, ice, and ooze swim through the depths, as do all manner of other water-breathing creatures, both mundane and fantastic, such as marid, merfolk, tritons, and undines; some are playfully cruel, tormenting visitors who must rely on magic or external means to survive in the depths. Due to the eternal currents and tides, there are no static physical locations, so travel between communities requires extrasensory ability or local guides.

     The greatest concentration of elemental power is the Prime Elements, a quartet of gemstones that are the crystallized essence of the four cardinal elements of Western magic. Possession of each stone is said to bestow complete control over its element, if the wielder can master it, an exceedingly difficult proposition. The water stone is deep sapphire and shimmer like the ocean depths, and when archaeologist Dr. Richard Calumus attempted to steal it, an eruption of mystical power turned him into Professor Fathom of the Factor Four.

Why Take This Path: Many Water mages come from coastal areas, so learning to manipulate and control water made their lives much easier (or even possible, if the area was routinely wracked by tidal waves). Some pick up Water magic while studying Plant magics, or as part of a study of Weather magics.

Common Personality Types: Water mage tend to be adaptable, changing as easily as water changes from solid to liquid to gas and back again. Like air mages, water mages tend to go with the flow, but they are less reluctant to enter combat. In combat, rather than deflecting blows away, a water mage would try to redirect a foe's strikes back to strike another, even reflecting it back to the original attacker.

Going with Western Astrological signs, the Water signs are Cancer, Pisces, and Scorpio. Plus side, emotional, deep, nurturing, sympathetic, empathetic, imaginative, and intuitive; minus side, cold, moody, jealous, sentimental, sensitive, escapistic, and irrational.

Powers: Move Object is the core power for a water mage, moving water from place to place, and eventually using manipulated masses of water to move other things. Whips and pressurized jets of water (Damage effects) are also common, as is Obscure (for fog/mist). Ice and snow, both forms of water, also fall under a Water mage's power, and some are even able to change the states of water (from snow to liquid to vapor) no matter the surrounding temperature.

Since about 60% of the human body is water, assorted body control powers (from benign Healing to the nastier Alt Save/Fort Damage or Move Object [or the Move Object/Mind Control combo listed under my Biomancer]) could also fall under a Water mage’s ability.

Nonmagical Variants: Marvel's Hydro-Man is one of the few non-magical water manipulators that comes to mind; like Sandman he has the "body changed to X = can control X" powerset. You could go with the "old reliable" of nanotech, seeding nearby water sources with microscopic robots that you control, or something funky with electrical and magnetic fields (water is dipolar and diamagnetic, and can be lifted by a sufficiently strong magnetic field).

 


 

BASIC POWERS

 

Hydrokinesis: Most Water mages have such control of their element that they can cause those substances to move without physically touching them. This can be used to part waters to create a dry path, stir broths and soups, or move waters to douse fires. It can also be used to move others, such as by forming a geyser that lifts people, or a tentacle of water that grapples and squeezes foes.

Move Object [2PP/rank]

or

Move Object (Extra: Range [Perception]; Flaw: Limited [Water Only]) [2PP/rank]

 

Water Blast: This allows a Water mage to project a potent blast or bolt of water at a target.

Blast [2PP/rank]

Variant:Fist of the Waters:: This spell harnesses any local water and turns it into a potent weapon for the water mage. Ther angle of the attack depends on the relative positions of the water and the target.

Given the FC PbP setting,"Requires Nearby Water" isn't enough of a hindrance to be a full Flaw (since there are water pipes throughout the urban environment, and Freedom is a coastal city). It, along with the limitation that the rank of the Blast effect should be semi-proportionate to the amount of water available to manipulate, should be taken as a Complication.

add Indirect power feat. [+1PP]

Variant:Ice Blast: This spell flings chunks of ice at a target, in a variety of bludgeoning, piercing, or slashing shapes.

add Variable Descriptor power feat. [+1PP]

 

 

OFFENSIVE EFFECTS

 

Call to Wave: This spell summons a water elemental to serve the caster. A sample PL 10 Water Elemental can be found on page 24 of Green Ronin's Instant Superheroes.

Summon Water Elemental

 

Dehydration: This spell allows a Water mage to wring the water out of a target, often to deadly effect.

Blast (Extra: Alt Save/Fort) [3PP/rank]

Variant:Dehydration (Variant): This version is not directly lethal, and can work on objects (like flowers and trees).

Drain Toughness (Extras: Affects Objects, Range [Ranged]) [3PP/rank]

 

Harnessed Waves: Water mages can control the motion of currents and waves to help or hinder swimmers and watercraft.

Boost Swimming [1PP/rank]

and/or

Drain Swimming [1PP/rank]

 

Ice Sheet: This spells creates a slippery sheet of ice over an area, hampering movement through it.

Environmental Control (hamper movement 2) [2PP/rank]

 

Icy Bonds: This spell engulfs a target in ice, locking them in place.

Snare [2PP/rank]

 

Snowstorm: This spell kicks up a big flurry of snow, blinding all within it.

Obscure (Visual) [2PP/rank]

 

Splash In The Face: This spell projects a splash of water at a target's face, temporarily blinding them.

Dazzle (Visual) [2PP/rank]

 

Whelming Wave: To whelm is to cover or engulf completely, usually with disastrous effect. With this effect, a water mage can do the same, creating a large surge of water to sweep away his foes.

Blast (Extra: Area [Line, General]) [3PP/rank]

Variant:Overwhelming Wave: This version, both more potent and more limited, creates a great tidal wave that crashes into foes. Perfect for destroying vampire-infested lighthouses!

add Limited [Only vs. Coastal Areas] Flaw and Progression [Area] power feat. Total cost 2PP/rank + cost of Progression.

 

 

DEFENSIVE EFFECTS

 

Sphere of Aquatic Comfort: This spell allows a water mage and his companion -- as many as can fit in a sphere of 10 foot radius -- to breathe underwater.

Immunity 1 (breathe underwater; note: Active Sustained effect; Extras: Affects Others + Self, Area [5-ft. Burst]; PF: Progression [Area] 1 [10-ft. Burst]) [4PP]

Variant: The default version of this spell only exists for as long as the mage is able to maintain concentration and pour energy into it. A common variant is created with a certain amount of energy as a 'battery,' which can sustain itself regardless of the caster's action.

add the Independent and Total Fade extra [+1PP/rank], and the Slow Fade power feats to taste. One example

Immunity 1 (breathe underwater; note: Active Sustained effect; Extras: Affects Others + Self, Area [5-ft. Burst], Independent, Total Fade; PFs: Progression [Area] 1 [10-ft. Burst], Slow Fade 2 [5 minutes/point, fades in 25 minutes]) [7PP]

 

Water Shield: Whether using a large mass of water, or armor or a shield of ice, a Water mage who knows this spell can use their element to protect himself from damage.

Force Field [1PP/rank]

 

Wave-Wall: Wate mages can create walls of water (or ice) that can provide cover against attacks.

Create Object [2PP/rank]

 

 

MOVEMENT EFFECTS

 

Harnessed Waves, Personal: Most Water mages are quite adept swimmers, both through standard swim training and using their powers to manipulate the water around them for their benefit.

Swimming [1PP/rank]

 

Ice Slides: This allows a Water mage to generate slides and ramps of ice on which they can skate at supernatural speeds, or a large platform of ice which they then move around with hydrokinesis, effectively flying through the air.

Flight (Flaw: Platform) [1PP/rank]

or

Speed [1PP/rank]

 

Icewalking: In addition to walking on water, some Water mages can stride across the slipperiest ice with no ill effect.

Enhanced Feats (Environmental Adaptation [icy Conditions]) [1PP]

 

Water-Walking: With this spell, a Water mage can walk across the surface of any liquid as if it were solid ground.

Super-Movement 1 (water walking) [2PP]

 

 

SENSORY EFFECTS

 

Dowsing: This simple, but extremely useful, spell allows the water mage to detect quantities of water nearby. This basic version tells nothing about the quality of the water, but does tell roughly how much is there.

Super-Senses (detect water [mental; enhancements: extended, range]) [3PP]

Variant:Water Sense: The basic dowsing spell is not radial: a user must be facing the direction of a source of water in order to sense it. This version allows the water mage to detect water no matter what direction it lies in.

add Radius enhancement. [+1 PP]

 

Hydromancy: Nothing is hidden from Water, for it seeps into all things. A trained water mage can study water -- its color, ebb and flow, ripples, currents, and so forth -- to learn the secrets it knows, including secrets of the timestream.

Super-Senses 4 (precognition) [4PP]

 

Water Currents Sense: While submerged in water, many Water mages can sense the displacement of the water around them, and thus detect where the friends and foes are.

Super-Senses 2 (tremorsense [tactile]; enhancement: ranged; Flaw Limited [Only in Water]) [1PP]

 

 

MISCELLANEOUS EFFECTS

 

Aquatic Adaptations: Many Water mages adapt their bodies to spending lots of time underwater. They breathe underwater, withstand the chill and crushing pressure of the deep ocean (but not the chill or crushing pressure of some non-water environment), are so at home in the water that they suffer no combat penalties there.

Enhanced Feats (Environmental Adaptation [underwater]) [1PP] + Immunity 3 (breathe underwater, cold, high pressure; Flaw: Limited [cold and high pressure only apply to watery environments]) [2PP] [total 3PP]

 

Body of Water: This potent spell allows a Water mage to transform their body into pure water, which remains under his mental control.

Insubstantial 1 (liquid/water) [5PP]

VariantBody of Cloud or Steam: This version is often paired with a Flight power, and sometimes a Damage Aura if the steam is scalding hot.

Insubstantial 2 (gaseous/steam) [10PP]

 

Humour Realignment: Water is associated with the humour of phlegm, and the phlegmatic temperament (later classed under the rational temperament, or Intuition-Thinking under Myers-Briggs). By increasing the Water/phlegm in a target, a Fire mage can make them relaxed, quiet, and sluggish (Drain Charisma or Fatigue), while decreasing it makes the target aggressive, assertive, and domineering (Boost Charisma or Enhanced Charisma).

Boost Charisma [1PP/rank]

or

Drain Charisma [1PP/rank]

or

Enhanced Charisma [1PP/rank]

or

Fatigue [2PP/rank]

 

Water of Life: Water is present in all living things, and some Water mages use this to heal others (and themselves).

Healing [2PP/rank]

 

Edited by Dr Archeville
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Alchemy

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Examples: Diablo (Marvel), Doctor Alchemy (DC), Edward Elric and others (Fullmetal Alchemist)

FC Examples: Alchemistress (I and II), Doctor Azoth

 

“Alchemy.  It is the scientific technique of understanding the structure of matter, decomposing it, and then reconstructing it. If performed skillfully, it is even possible to create gold out of lead.  However, as it is a science, there are some natural principles in place. Only one thing can be created from something else of a certain mass. This is the Principle of Equivalent Exchange.”

Or so the Elric brothers say.  Alchemy -- or at least the European version most American audiences have been exposed to -- has had many goals.  Some were exoteric and practical, such as transmuting substances (especially of “base” metals, like lead, into “noble” metals, like gold), creating universal remedies to cure any disease (including aging and death), or creating life (homunculi).  Others were more esoteric and spiritual, seeking to perfect/purify the human body & soul, to concentrate and amplify the spark of the divine that is within everyone, to achieve a higher state of being -- like godhood. And some say the experiments of the former were really ciphers and metaphors, used to conceal steps for the latter.  Most superhero comics that include alchemy focus on the physical aspects, so that’s what I’ll be concentrating on here.

In Freedom City’s distant past, the sorcerer-scientists of Atlantis wielded unparalleled alchemical might, though much was lost during the Sinking and could not be recreated in their icy underwater environment.

Why Take This Path: To control and manipulate the world around them.  To get rich quick, to cure ills, to extend -- or create! -- life.

Common Personality Types: Alchemists tend to be curious, sharp-minded, and deeply analytical, fascinated by taking things apart and putting them back together -- sometimes in different forms -- and more interested in how things work than profound philosophizing.  Some may be morally flexible, seeing “good” and “evil” not as absolutes but as impermanent states dependent upon existing conditions, with change as the only constant. (Heroic alchemists should have more concrete morals!) Some may prefer adventure & travel (where they can find new stuff), others a settled life in large cities (where they’ll have access to established resources and fellow researchers), and some are equally comfortable in both.

Powers: Transform is the core power, with tons of possible stunts.  Attack effects would be in an Array, perhaps with a Power Loss drawback (to represent the components they quickly combine to create the effect), or in a bandolier (a Hard to Lose Device) of pre-made potions and pellets.  Thrown flasks and pellets may call for the Reduced Range drawback. The Fades or Independent flaw may be appropriate, for effects that only last a limited amount of time. A “Philosopher’s Stone” (an Easy to Lose Device, or Hard to Lose if set into a ring or amulet) may aid an Alchemist in any number of ways: enhancing their ranks in various effects, or adding Range (Ranged) or even Range (Perception) to their attacks.

Nonmagical Variants: As alchemy is a mystical “predecessor” to chemistry and pharmacy, most of the effects described below can be done with those (super-)sciences.  Nuclear transmutation means that some of the effects can be pulled off by a sufficiently skilled radiation controller.

 


 

BASIC POWERS

 

Alchemical Conversion: Transmuting “base” metals into “noble” ones was the goal of many more materialistic alchemists, which can be achieved with the 4pp/rank version of Transform.  The 3pp/rank version can be used for narrower effects (flesh to stone, steel to glass, contaminated water to pure water), while the 5pp/rank version lets you do broader effects, transforming any (inanimate) thing into any other (inanimate) thing.  The Duration (Continuous [Lasting]) extra will be needed for permanent changes, though some apprentice alchemists may lack that level of proficiency. The Flaw Range (Touch) is often used, to represent an alchemist who must directly interact with a target, but leaving it as a Ranged effect can be used for alchemists who can throw transmutative concoctions at something.


 

OFFENSIVE ABILITIES

 

Alchemist’s Fire: A thrown flask of incendiary substances.  

Blast (fire)  [cost 2pp/rank]

Other versions may use different elements/energies (acid, cold, electricity) -- being able to change those on the fly would call for the Variable Descriptor power feat.  Making them explosive would call for the Area (General) extra; the Explosion extra requires more bookkeeping than it’s worth.

 

Alchemical Adhesive: Often set up as a binary compound in two sealed containers.  When the two crack open and are exposed to air, they form a rapidly expanding blob of glue (or quick-hardening foam) that holds the target in place.

Snare  [cost 2pp/rank]

 

Alkahest: A universal solvent was sought by some, capable of dissolving a thing into its component elemental parts, or of washing away impurities.

Drain Toughness (Extras: Affects Objects, Linked [Damage]) plus Damage (Extra: Linked [Drain Toughness])  [cost 3pp/rank]

 

Defoliant: Alchemical herbicide, used to clear weeds or put down unruly plant monsters.

Damage (chemical; Extra: Area [General, Cone]; Flaw: Limited [only vs. plants])  [cost 2pp/rank]

 

Flash Powder: A coarse gray powder that ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force, such as throwing it against a floor.

Dazzle Visual (Extra: Area [General, Burst])  [cost 3pp/rank]

 

Smokestick: An alchemically treated wooden stick that creates a thick cloud of smoke when lit.

Obscure Visual  [cost 2pp/rank]

 

Sunrod: A gold-tipped iron rod that glows brightly when struck, shedding normal light in a 25-ft. radius.

Environmental Control 3 (bright light, 25-ft. radius)  [cost 6pp]

 

Toxic Transmutations: Transmuting normal, breathable air around a target (or even the air already inside their lungs!) into a chemical weapon -- acidic vapors, knockout gas, poison, et cetera.

Blast (fast-acting poison; Extra: Alternate Save [Fortitude])  [cost 3pp/rank]

Blast (acidic vapors; Extra: Secondary Effect)  [cost 3pp/rank]

Drain Ability Scores (poisons; Power Feat: Selective)  [cost 1pp + 3pp/rank]

Fatigue (knockout gas; Extra: Range [Ranged]; Power Feat: Sedation)  [cost 1pp +3pp/rank]

Nauseate (tear gas; Extra: Range [Ranged])  [cost 3pp/rank]

Adding Area (General, Burst) would let you change a large volume of air, getting may targets simultaneously.


 

DEFENSIVE ABILITIES

 

Alchemical Grease: A semisolid lubricant, making whatever it’s applied to extremely slippery.  Good for avoiding certain traps, and improving the function of certain mechanical devices.

Immunity 5 (Entrapment [being Bound, Entangled, Grappled, or Snared])  [cost 5pp]

 

Alchemically Treated Armor/Clothing: Clothing can be made as resilient as heavy armor with no appreciable increase in weight or loss of flexibility, and actual armor can be made even tougher and sturdier.

Protection (possibly with Impervious) in a Hard to Lose Device.  [cost 4pp/rank]

Similar treatments can be the descriptor for high Toughness on an Alchemist’s headquarters or vehicle.

 

Cold Cream: A pleasantly cool cream that, when applied to the body, offers protection from hot weather.  More potent versions can provide protection from fire/heat attacks.

Immunity 1 (environmental heat)  [cost 1pp]

Immunity 5 (Fire Damage)  [cost 5pp]

Variants that protect against environmental cold/Cold Damage are certainly possible.

 

Ironskin Elixir/Stonyskin Salve: A potion or ointment (or injection) that can make the user’s skin as hard and resilient as stone (or bark, or metal) without affecting its flexibility or the user’s tactile senses.  This might be a permanent alteration, or a temporary effect (made Continuous via the Fades flaw, and Total Fades extra).

Protection (possibly with Impervious)  [cost 1pp/rank]


 

MOVEMENT ABILITIES

 

Transmutive Tunneling: Excavation’s a breeze when you can turn dirt and stone into air!

Burrowing  [1pp/rank]


 

SENSORY ABILITIES

 

Alchemist’s Nose/Tongue: Skilled alchemists, frequently exposed to innumerable catalysts and reagents, can often identify substances by smell or taste alone.  Note that this doesn’t protect them from the effects of being exposed to such substances -- don’t snort Mercury, kids!

Super-Senses 4 (Chemical Awareness [Descriptor Frequency: Common; Sense Type: Olfactory {Default: Radius, Ranged}; Enhancements: Acute, Analytical])  [cost 4pp]

 

Vision Enhancements: Alchemical eyedrops can offer a variety of enhanced sensory abilities.

Super-Senses (darkvision, low-light vision, extended for normal vision, various Detect/Awareness abilities tied to vision)  [cost 1pp/rank]


 

MISCELLANEOUS ABILITIES

 

Air Crystals: Chewing gum incorporating crystals that release air when agitated.  

Immunity 2 (suffocation)  [cost 2pp]

 

Homunculus: Homunculi (“little persons”) are generally miniature, fully formed humans, but the term can be applied to alchemically generated life of any size or shape.  Such procedures typically takes weeks or months -- and so better represented with the Minions or Sidekick feats -- but “instant homunculi” or “quick grow” variants are possible.

Summon  [cost 2pp/rank]

 

Panacea: A goal for many, curing all diseases and prolonging life indefinitely, for themself or others.

Healing (possibly with Regrowth, Restoration, Resurrection, and/or Total)  [2+ pp/rank]

Immunity (Aging, Disease, possibly others)  [1pp/rank]

Regeneration (possibly with Resurrection)  [1pp/rank]

 

 

Edited by Dr Archeville
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