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Compiled FX

FX for alternity rola game

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0% found this document useful (0 votes)
4 views13 pages

Compiled FX

FX for alternity rola game

Uploaded by

ricardocz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FX Skills and Costs

- Compiled by Sammy Grimes

Arcane Magic FX 15 GM225


Skill Name Ability Cost Page
Diabolism 12 BS15
Binding PER 4 BS16
Black Warding WIL 3 BS16
Command PER 4 BS16
Hellfire WIL 4 BS17
Hex PER 5 Spec.
Mask WIL 5 FC41
Muddle the Eye PER 3 FC52
Phantasms WIL 2 FC52
Rend the Weave WIL 2 BS17
Spiritwrack PER 4 BS17
Summoning PER 5 BS17
Tongue of the Damned PER 2 BS18
Trail of Dust WIL 5 FC52
Dimensional Science 14 XF51
Dimension Walk WIL 7 XF51
Fade WIL 6 XF51
Fuse WIL 10 XF51
Plane Shift WIL 12 T27
Enochian 9 DM82
Eye of Fate WIL 3 DM83
Grace WIL 3 DM83
Halo WIL 3 DM83
Immolate* WIL 4 DM216
Lumen WIL 2 DM84
Peaceful Shroud WIL 3 DM84
Unravel Enchantment WIL 2 DM84
White Salamander WIL 4 DM84
Hemomancy 10 BS18
Blood Debt INT 3 BS19
Bloodlust INT 3 BS19
Hunger INT 3 BS19
Lifeblood CON 4 BS20
Reciprocity CON 4 BS20
Runs Cold INT 2 BS20
Stigmata CON 3 BS20
Thicker Than Water INT 4 BS20
Hermeticism 9 BS20
Bolt of Lightning WIL 3 GM229
Daedalus Improved INT 4 BS21
Enchant Weapon WIL 11 GM229
Fate Casting WIL 3 GM229
Glamour INT 4 BS22
Homunculus INT 4 BS22
Knock* WIL 3 GM246
Ligature INT 3 BS23
Magic Missile WIL 8 GM246
Revivification WIL 5 DM221
Shapechanging WIL 5 BS23
Sleep of Morpheus INT 4 BS23
Transmutation INT 4 BS24
Illusion 8 BS24
Clamor WIL 4 BS25
Conceal INT 5 BS25
Everyman INT 4 BS26
Moving Pictures WIL 5 BS26
Programmed Response INT 2 BS28
Silence* WIL 5 GM246
Static Image WIL 4 BS28
Mesmerism (Psychophonics) 10 BS28
Befriend PER 4 BS28
Confuse WIL 2 BS29
Domination WIL 3 BS29
Emotion PER 3 BS29
Encourage PER 5 BS30
Forgetfulness WIL 3 BS30
Hypnotize PER 4 BS30
Mindshatter WIL 5 BS30
Pacify PER 3 WW
Necromancy 10 BS31
Animate Dead INT 5 BS32
Energy Drain CON 4 BS32
Fortitude CON 3 BS32
Haunt INT 5 BS32
Knit Wounds INT 3 BS32
Mummy’s Curse CON 5 BS33
Speak with Dead INT 2 BS33
Steal the Soul CON 4 BS33
Sympathetic Curse* PER 10 NO85
Sympathetic Enchantment* PER 8 NO85
Pyromancy 11 BS33
Cloak of the Phoenix CON 5 BS34
Fiery Bolt WIL 4 BS34
Fire Wall WIL 4 BS34
Flame Gauntlet CON 3 BS34
Immolation WIL 3 BS35
Incendiary Seal WIL 4 BS35
Storm of Flames WIL 5 BS35
Shadow Magic 8 BS87
Call Shadows WIL 3 BS87
Darksight WIL 3 BS87
Shadow Bolts WIL 3 BS87
Shadow Walk WIL 3 DM217
Strange Eyes WIL 3 BS87

Faith FX 18 GM225
Skill Name Ability Cost Page
Alienism 11 BS36
Bend Space INT 5 BS37
Circle of the Thousand Broken Angles WIL 3 BS38
Dirge of the Null-Mind WIL 5 BS38
Gibbering Larvae INT 3 BS38
Eyes of the Dark Ones WIL 3 BS39
Life Siphon INT 5 BS39
Shrivelling WIL 9 Spec.
Tongue of the Infinite Stars INT 4 BS39
Warp Body CON 12 Spec.
Druidism 12 BS39
Call the Sky Father INT 5 BS40
Child of the Earth Mother WIL 5 BS40
Kinship of the Beasts WIL 4 BS40
Life Endures INT 3 BS41
Song of the Eagle WIL 8 GM229
Surge of Greenery WIL 4 BS41
Voices in the Grass and Sky INT 3 BS41
Wield the Ley Line INT 4 BS42
Hatire 14 BS42
Body and Soul WIL 3 BS43
Disrupt Technology WIL 3 BS43
Heat of the Cosimir WIL 4 BS43
Reward of Toil WIL 4 BS43
Righteous Wrath PER 4 BS43
Swords into Plowshares PER 3 BS44
Incantation 8 DM226
Battle Spirits PER 4 DM226
Calming Voice PER 3 DM226
Shatter WIL 5 DM226
Voice of Rage WIL 4 DM226
Krl'yth, Powers of the 15 E37
Coda of Krl'saran Wrath WIL 4 E37
Darts of Vhusak WIL 3 E37
Prayer of Deliverance WIL 6 E38
Prayer of Sufferance WIL 3 E38
Prophet's Eye WIL 3 E38
Ritual of Exocratt WIL 4 E38
Thenark's Requiem WIL 3 E38
Monotheism 14 BS44
Aura PER 4 BS45
Blessing WIL 4 BS45
Cure WIL 3 BS45
Demon Ward WIL 4 BS45
Divine Blessing WIL 10 GM229
Golem WIL 6 XF71
Guidance PER 3 BS46
Signs and Portents PER 2 BS46
Vision PER 4 BS46
Shamanism 13 BS47
Animal Voice PER 3 BS48
Dreamwalking WIL 5 BS49
Ghost Dance PER 4 BS49
Guide My Hand WIL 3 BS49
Hunter’s Stare WIL 3 BS49
Song of the Eagle WIL 15 GM229
Spirit of the Beast WIL 2 BS49
Trance Visions PER 2 BS50
Venom Spirit WIL 4 BS50
Taoism 13 BS50
Confidence WIL 3 BS51
Embryonic Breathing WIL 2 BS51
Energy Spiral PER 5 BS52
Interior Alchemy PER 4 BS52
Not Doing WIL 3 BS52
Peace PER 5 BS52
Permeation WIL 2 BS53
Talisman PER 4 BS53
Voodoo 13 BS53
Ayza’s Juju PER 2 BS54
Erzuli’s Fetish WIL 4 BS54
Gris-gris WIL 2 BS55
Helpful Possession WIL 4 BS55
Legba Rides PER 2 BS55
Loa of Healing WIL 2 BS55
Negate the Spirit WIL 5 BS56

Super Power FX 12 GM225


Ability Cost Page
Beholder FX 15 DM262
Anti-Magic Ray INT 7 DM262
Charm Person PER 11 DM262
Charm Monster PER 11 DM262
Sleep WIL 8 DM262
Telekinesis WIL 6 DM262
Flesh to Stone WIL 7 DM262
Disintegrate DEX 10 DM262
Fear PER 6 DM262
Slow WIL 11 DM262
Cause Wounds DEX 6 DM262
Death Ray DEX 10 DM262
Body Alteration 9 BS58
Extra Limb WIL 3 BS58
Growing CON 3 BS58
Invisibility WIL 5 BS59
Phasing WIL 3 BS59
Shapeshifting WIL 3 BS59
Shrinking CON 3 BS60
Stretching CON 3 BS60
Web Spinneret DEX 2 GM229
Brick 9 BS61
Body Armor CON 3 BS61
Impact Conversion CON 4 BS61
Invulnerability CON 3 BS61
Life Support CON 3 BS62
Strength of the Behemoth CON 3 GM226
Super Constitution WIL 4 BS62
Super Strength WIL 4 BS62
Chi 10 BS62
Danger Sense WIL 4 BS62
Focus WIL 2 BS62
Healing WIL 2 BS63
Mighty Leap STR 2 BS63
Power Climb STR 2 BS63
Power Strike WIL 2 BS63
Energy 10 BS64
Energy Blast WIL 4 BS64
Energy Control WIL 4 BS64
Energy Field WIL 4 BS65
Energy Resistance CON 2 BS65
Energy Sheath/Form WIL 3 BS66
Metaconscious 8 BS66
Genius INT 3 BS66
Hyper Learning INT 4 BS66
Super Intelligence WIL 4 BS67
Super Personality INT 4 BS67
Super Will WIL 4 BS67
Superior Senses WIL 3 BS67
Movement 10 BS68
Flying WIL 3 BS68
Fusillade CON 4 BS68
Lightning Speed CON 3 BS69
Power Swimming CON 3 BS69
Teleportation WIL 3 BS69
Super Dexterity WIL 4 BS69
Wallcrawling WIL 2 BS69
Vampirism* 14 LD97
Animal Form STR 5 LD99
Blood Charm* PER 4 LD97
Blood Telepathy PER 3 LD100
Call of the Dragon PER 4 LD100
Claws STR 2 LD99
Confuse Memories WIL 4 LD100
Create Ghoul* CON 4 LD98
Embrace the Earth CON 2 LD99
Fear PER 3 LD100
Flight WIL 3 LD100
Horizontal Levitation WIL 1 LD100
Hunter’s Speed DEX 4 LD99
Improved Abilities* WIL 4 LD98
Invisibility WIL 2 LD100
Kiss of the Dragon* CON 4 LD97
Mesmerize PER 4 LD100
Might of the Dragon STR 4 LD99
Mist Form CON 5 LD100
Regeneration* CON 4 LD98
Resistance to Harm* CON 4 LD98
Undead Endurance CON 3 LD100
Wall Crawling DEX 2 LD99

Adepts, Diplomat (Adepts), and FX Talents get one category (Arcane Magic, Faith, or Superpower FX)
free, but must pay the category cost to access other FX types. An adept may take adept in another category
instead of in another profession (for example: An enochian who has a monotheistic faith or a vampire who
dabbles in diabolism) gains that secondary category free. However, no matter how many categories of FX
the character has he only has one FX pool to power them all.

General FX quality of specialty skills are determined by cost

Cost Quality
1-5 Ordinary
6-10 Good
11-15 Amazing

*Spells have been altered to fit into the current system (besides cost)

Spells underlined can’t be used untrained.

Page: GM—Gamemaster Guide, BS—Beyond Science, DM—Dark Matter Campaign Setting, E—The
Externals, FC—The Final Church, LD—“Legacy of the Dragon” by Sean K. Reynolds, Dragon #264,
October 1999 pp. 92-102, NO—“No One Can Hear You Scream” by James Wyatt, Dragon #258, April
1999, pages 78-87, T—Tangents, WW—WotC Website, the original was available at
www.wizards.com/darkmatter/Dandelion.asp, but is no longer. It has been placed in Mesmerism to
avoid duplication. XF—Xenoforms, Spec.—Hex was a spell mentioned in “Top Secret” by James
Wyatt (Dragon #271, May 2000, pp. 94-103), when I asked him about it, he realized it was dropped
from the final manuscript and kindly provided the spell on his website (www.aquela.com) message
board and it is reproduced below. Diabolism, Hermeticism, Monotheism, Shamanism, and Voodoo are
also available in chapter 4 of the Darkmatter Campaign Setting. Shadow Magic was first introduced in
the Alien Compendium under the Gardhyi pg. 120 (Call Shadows and Shadow Bolts may be found
there).

Diabolism--Hex
Conjure Spell: PER, 5 SP
This spell brings subtle but definitely malign forces into action against a single individual. If the spell
succeeds, the target suffers incredibly bad luck. When a skill check or ability feat is required of the target,
Critical Failures become more common, depending upon the result of the casting roll: on an Ordinary
success, the victim suffers a critical failure on a 19 or 20. On a Good, it happens on a 18, 19, or 20, and on
an Amazing success, the victim suffers on a 17 to 20. The result of the situation die never influences the
odds of this Critical Failure.
However, sometimes the target's skill score is so high that even the hexed Critical Failure roll
would have been a success; for instance, a hero with a skill check score of 17 suffering under an Amazing-
strength hex might roll a 17. In this rare case, the action succeeds, but in a way that brings some negative
consequences as well. For instance, a bullet hits but ricochets badly after passing through the target, a
repair succeeds but destroys a larger part of the machine.
A hex can be broken by any arcanist who makes a successful Arcane Magic broad skill roll or a
successful counterspell (such as rend the weave). The victim can break free of the hex with a successful
Resolve-mental resolve roll; this roll may not be attempted more than once per day. If the diabolist who
originally cast it dies, the spell fades as well, fading in a day for an Ordinary hex, a week for a Good one,
and a year for an Amazing hex.
The required sacrifice is a point of Fatigue damage to the caster. This point of Fatigue damage
cannot be restored by any means until the hex is thrown off or broken.
Critical Failure: On a Critical Failure, the hex affects the caster rather than the intended target.
[James' note: I'd made the mental resolve check require a result at least as good as the hex result].

Enochian--Immolate
Since humans do not naturally sweat light like Luciferian do, the adept must pay 3 FX and damage
becomes d6+2w (within 2 meters), d4+1w (from 2 to 5 meters), and d4-1w (from 5 to 10 meters) and the
damage is considered En/O. Flammable items will still catch fire and the character only gains a +1
resistance modifier to melee and ranged attacks. It may still be maintained for 1 FX point per round. At
rank 4 the character does the same damage as a Luciferian, at rank 8 the character gets a +2 resistance
modifer (like a lucifierian), and at rank 12 the spell does En/G damage.

Hermeticism--Knock
1 FX point, Range 3 meters, AoE 5 square meters, Duration special
This spell will open any lock within range. It can open up to two locks. If a lock would automatically
relock on its own the spell only lasts 10 minutes. It affects normal and technological locks but does not
affect ropes, vines, barred gates, or a portcullis. Rank benefits: Rank 3 range increases to 4 meters, Rank 6
range increases to 6 meters, Rank 9 range increases to 9 meters, Rank 12 range increases to 12 meters.

Illusion--Silence
1 FX point, Range 15 meters, AoE 3 meter radius, Duration 3 minutes
This spell creates complete sound within the indicated radius. No sound can be made in the area, nor does
any sound enter in or pass through the area. The spell effect is stationary unless cast on a moving object.
Rank Benefits: Rank 3 duration increases to 6 minutes, Rank 4 range increases to 30 meters, Rank 6
duration increases to 9 minutes, Rank 8 range increases to 4 meters, Rank 9 duration increases to 12
minutes, Rank 12 range increases to 60 meters and duration increases to 15 minutes.

Alienism––Shrivelling
Conjure spell: WIL; Ordinary quality, base cost 9
Casting this spell calls forth a curse on the mi-go's unfortunate victim, causing his flesh to blacken and
wither. The spell inflicts energy damage of d4w/d4+2w/d2m to a single target within 2/4/6 meters. The
ritual involved in casting the spell is an Ordinary complex skill check, requiring 4 successes, with each
check taking one action round.

Alienism––Warp body
Arcane Magic, Transform spell: CON; Amazing quality, base cost 12
This spell allows the mi-go to change its form, assuming the appearance of a human or any other creature it
desires, so long as it has seen such a creature in the past. If the form to be taken on is approximately the
same size as the mi-go, there is no penalty to the skill check; each meter of size difference imposes a +1
step penalty to the skill check.
Casting the spell requires a lengthy ritual, invoking the name of Nyarlathotep, the Crawler of Chaos.
Successfully completing the ritual involves a complex skill check of Amazing complexity, requiring 8
successful rolls with checks made every minute. The effect of the spell is permanent, unless the mi-go
recasts the spell to return to its original form.

Psychophonic FX
The discipline of psychophonics mimics the Mesmerism school of Arcane Magic FX, as detailed
in Beyond Science: A Guide to FX. Three mesmerism spells are unavailable (dominate, hypnotize, and
mindshatter), and psychophonics includes pacify, a spell that does not exist in the Mesmerism school.
Learning psychophonics requires that the subject be personally immune to its effects -- usually by
the implantation of a metal plate in the skull -- though a target whose head is covered in aluminum foil
provides a +1 step penalty to the psychophonics skill check. In addition, targets of psychophonics must
have been exposed to American television for at least 24 hours (though not necessarily consecutively). This
includes most United States citizens born after 1955, though the Gamemaster may rule that some characters
(particularly those whose backgrounds involve rejection of modern media, or simple isolation) are exempt.
Note that not speaking English is not necessarily protection against psychophonics. Many television
programs that include the subliminal conditioning are translated into other languages -- and broadcast, via
satellite, around the world.
Unlike mesmerists, those using psychophonics need not make eye contact; the target merely needs
to be able to hear the spell-user clearly. Note that those who resist the effects of a psychophonic spell do
not automatically recognize the attempt. To those not properly equipped with metal shielding,
psychophonic spells sound like innocuous, if somewhat oddly-inflected, conversation such as "What is
your favorite episode of Gilligan’s Island?"
Arcane Magic
FX Skill Name Cost
Psychophonics 10
Befriend (PER) 4
Confuse (WIL) 2
Emotion (PER)* 3
Encourage (PER)* 5
Forgetfulness (WIL)* 3
Pacify (PER)* 3
* These skills cannot be used untrained.

Befriend
Transform Spell; 1 FX energy point
This spell is essentially an improved version of the Interaction -- charm skill. It allows the user to adjust the
mental attitude of a target within 2 meters with a successful skill check. Even Hostile or Combative targets
can be affected. The target’s attitude is shifted one, two, or three categories toward Fanatic with an
Ordinary, Good, or Amazing success. All modifiers normally associated with the charm skill apply. The
spell lasts 1 hour.
>More Targets: At rank 4, the mesmerist can affect three targets simultaneously. At rank 8, this
number increases to ten, and at rank 12, it increases to thirty. When multiple targets are to be affected, a
single control die is rolled, and the appropriate situation die for each target is rolled and applied to that
target or group of targets.

Confuse
Transform spell; 1 FX energy point
When casting the confuse spell, the mesmerist utters a droning incantation that puts the thoughts
of the target, who must be within 10 meters, slightly out of focus, reducing the target’s ability to
accomplish tasks relying on mental faculties. The result of the confuse skill check (Ordinary, Good, or
Amazing) applies a +1, +2, or +3 step penalty to all Intelligence- and Will-based skill checks of the target
for five rounds.
The mesmerist can continue droning after a successful skill check is made. This extends the
spell’s duration, allowing the spell to last for five rounds after the illusionist stops droning. Any damage
suffered or any other speech uttered by the mesmerist automatically ends the droning, at which point the
five-round duration begins.
>Increased Duration: At rank 4, the confusion lasts for five minutes after the caster ends her
droning. At rank 8, it lasts for 20 minutes. At rank 12, it lasts for an hour.

Emotion
Transform spell; 1 FX energy point
This skill can’t be used untrained.
This spell allows the mesmerist to affect the emotional state of her subject. The caster can cause the subject
to feel any one emotion of her choice for the duration of the spell, such as fear, courage, joy, sadness, hate,
love, friendship, enmity, hope, or discouragement. The exact effect of this emotion on the target is up to the
Gamemaster. Normally it results in a –1 to –3 step bonus (based on the success of the emotion skill check)
to skill checks made by characters acting upon that target with appropriate spells, skills, or psionic powers.
For example, a mesmerist who infused her target with love and rolled an Amazing result would grant a –3
step bonus to Interaction -- seduce skill checks made against that target.
The target’s emotional state artificially gravitates to the chosen emotion even if later stimuli would
counteract this. For example, a target made to feel sad remains so for the duration of the spell, and any
number of greeting cards, pep talks, and mood-elevating pharmaceuticals can alter this only slightly.
Alternatively, the spell can enhance certain of the target’s skills with the same step bonuses
listed above. For example, an actor performing in a tragedy could be made to feel sadness with this spell,
giving him a bonus to his Entertainment -- act skill. Likewise, a leader could have her feelings of hope
boosted, giving her a bonus to her Leadership -- inspire skill.
The spell lasts one hour, after which time the subject’s emotions quickly drift back to their
previous state. At that time, the subject is entitled to make a Resolve -- mental resolve skill check to realize
that his emotions were artificially altered.
>Increased Duration: At ranks 4, 8, and 12, the duration of the emotional effect increases to two,
five, and 10 hours, respectively.

Encourage
Transform spell; 1 FX energy point
This spell allows the mesmerist to put thoughts into the head of a target. The target perceives these
thoughts as her own. The encouraged behavior lasts one hour for every degree of success of the skill check.
Like the Telepathy -- suggest mindwalking skill, encourage cannot instill behavior that would be
permanently or immediately detrimental to the target, and the Gamemaster may assign a bonus or penalty
to the skill check to reflect how extreme the encouraged action is. (See Telepathy -- suggest in Chapter 14:
Psionics in the Alternity Player’s Handbook for more specific information.)
>More Targets: At rank 4, the mesmerist can affect two targets simultaneously. At rank 8, this
number increases to five. At rank 12, it increases to ten. When multiple targets are to be affected, a single
control die is rolled, and the appropriate situation die for each target is applied individually to that roll.

Forgetfulness
Transform spell; 1 FX energy point
This skill can’t be used untrained.
This spell clouds the target’s memories of the last 10 minutes. The target simply has no
recollection of that time having passed, as if it were spent daydreaming, sleeping, or simply being "out of
it." The spell requires a Good complex skill check to succeed (five successes, one check per phase), and the
target must remain within 2 meters of the mesmerist throughout the time of casting. The caster can shorten
the length of time forgotten to less than the maximum. Repeated uses of this spell in succession extend the
forgetfulness effect. (For instance, using it twice in a row erases the target’s memories of the previous 20
minutes.)
>Implant False Memories: At rank 4, the caster can implant simple false memories of repetitive or
constant events, such as reading, walking, or sleeping, in place of the forgotten ones. At rank 9, complex
memories can be implanted in place of the erased ones. Examples of this sort of false memory implant
include intelligent conversation, working, or even something as intricate as surgery.
>Increased Erasure: At rank 6, the caster can cause a target to forget up to the last hour. At rank
12, the past six hours can be erased.

Pacify
Transform spell; 2 FX energy points
This skill can’t be used untrained.
This spell creates a delusion in the target’s mind that he is experiencing something other than what
is actually occurring at the moment. The ultimate effect of the spell is that the target, who must be within 2
meters, reacts to what he perceives, not what is really happening. For example, a target being buried alive
could believe that he is instead taking a nap on a warm, sunny beach -- and might simply lie back with a
contented smile on his face, rather than trying to free himself.
The effect lasts for up to one hour.
The success of the spell determines the step penalty to the target’s chance to see through the
delusion. On an Ordinary, Good, or Amazing success, the target suffers a +1, +2, or +3 step penalty on
Resolve -- mental resolve checks to identify that his perception of reality does not coincide with the
stimulus he may be experiencing. The target may attempt to see through the delusion once every minute, or
whenever he suffers damage. The degree of damage the target suffers (Ordinary, Good, or Amazing)
provides a –1, –2, or –3 step bonus to the target’s mental resolve check.
Example: Agent Bailey uses pacify to convince Warren that he is trying to sleep in a mosquito-
filled tent, and that the more mosquito repellent he puts on, the less the mosquitoes will bother him. In
reality, Agent Bailey has set fire to Warren’s house, and placed a bottle of lighter fluid next to Warren.
Warren may attempt a Resolve -- mental resolve check to realize that the pain he is feeling is not in fact
from mosquito bites, but the flames licking at his flesh.
>More Targets: At rank 4, the mesmerist can affect two targets simultaneously. At rank 8, this
number increases to five, and at rank 12, it increases to ten. When multiple targets are to be affected, a
single control die is rolled, and the appropriate situation die for each target is rolled and applied to that
target or group of targets.

FX Skill Building Costs

Broad Skills
Breadth of Specialty Skills
Focused 2
Semifocused 3
General 4

Power Level of Specialty Skills


Weak 2
Average 3
Powerful 4

Number of Specialty Skills Usable Untrained


None 4
1 or 2 5
2 or 4 6
5 or more 7

Unusual Requirements -1 to –2
Gamemaster’s Discretion +/- 1 to 3

Specialty Skill Modifiers

Quality of FX Min. Final


Level Cost
Marginal 1/1 1-5
Ordinary 6/8 6-10
Good 12/16 11-15
Amazing 18/- 16+

Min level indicates use by Adept/FX Talent, a dash indicates that it can’t be used by an FX Talent

Inflicts Damage
d4-2/d4-1/d4 0.5
d4/d6/d8 1
d6/d8/d12 2
d8/d12/2d8 3
d12/2d8/d20 4
d6/d8/d4^ 2
d8/d12/d6^ 3
d12/d6^/d8^ 4
2d8/d8^/d12^ 5
+1 bonus to damage 1
+2 bonus to damage 2
+3 bonus to damage 3
Stun Damage -1
Wound Damage 0
Mortal Damage 4
Fatigue Damage 2.5
Inflicts Damage on a 3
Marginal Result
LI -0.5
HI 0
En 0.5
Ordinary Firepower 0
Good Firepower 1.5
Amazing Firepower 3
Ignores Armor 2

Protects Target
Each +1 resistance mod. 0.5
d4 Armor 1
d6 Armor 2
d8 Armor 3
d12 Armor 4
Ordinary Toughness 0
Good Toughness 2
Amazing Toughness 4
Immunity to LI attacks 4
Immunity to HI attacks 6
Immunity to En attacks 8
Increases Durability 1
By 3s/2w/1m (one type only)

Alters Target
Each +/-1 step to all actions 2
Each +/-1 to attacks per round 1
Each +/-1 to all attacks 1
Each +/-1 to ability score 1.5
Each +/-1 step to broad skill 1
Each +/-1 step to specialty skill 0.5
Grants broad skill 2
Grants specialty skill 1 per 4 ranks
Kills Target 6
Incapacitates Target 4
Controls Target 2
Increases base move by 50% 0.5
Allows Flight 2
Grants Teleportation 2 + Range
Heals Damage 2 to 4
Other Alteration Effect 1 to 3
Allows Target to Resist -1

Other Effects
Creates Illusion 1 to 3
Dispels Magic 1 to 2
Divines Truth or Future 1 to 3
Summons or creates beings 1 to 3

Range
Self -1
Touch 0
Up to 6 meters 0.5
Up to 30 meters 1
Up to 60 meters 2
Up to 250 meters 3
Up to 1 kilometer 4
Up to 10 kilometers 5
Up to 100 kilometers 6
Range penalties -1
(0/+2/+3 penalty)

Duration
Single Phase -0.5
Up to 1 round 0
Up to 1 minute 1
Up to 10 minutes 2
Up to 1 hour 3
Up to 6 hours 4
Up to 1 day 5
Up to 1 week 6
Indeterminate/unlimited 7
Can maintain for 0.5
Additional FX cost

Area of Effect
1 target/2 cu. Meters/10 sq. meters 0
Per doubling of target, volume, 0.5
or area

Rank Benefits
None -1
One or more 0
Significantly increase power 1

FX energy cost
None 2
1 0
2 -1
3 -2
4 -3
5 -4
6 -5
Permanent cost -2

FX Failure cost
2 0
3 -1

FX critical failure cost


3 0
4 -1
5 -2

Unusual Requirements
Components -0.5 to -1
Focus -1
Gesture -0.5
Relic -2
Sacrifice -1 to -3
Trappings -0.5 to -1
Trigger -0.5 to -1
Word -0.5
Extended Ritual -1 to -2
Effective vs. limited targets -1 to –2
Limitation -1 to –3
Can cast without trappings with 2
penalty (+1/+2/+3 penalty
for m&O/G/A fx)

Gamemaster’s Discretion +/-1 to 2

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