Elysian Court
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Sorcery Powers

Earth Powers

Sense Earth Elemental Powers - Earth
Sense Earth Minor

Detect earth terrain and boundaries within medium range.

  • Reveals caverns, stone walls, hidden rooms, burrowing creatures, etc.
Metal Sense Mana

Detect the precise outline of ferrous metals in a 5 meter area.

  • Visualize tumblers and internal mechanisms. Grants advantage to infiltration attempts.
Move Earth Elemental Powers - Earth
Move Soil Concentration

Move 1 block of soft earth per round within short range (~360 blocks / hour).

  • Commonly used to build roads, prepare foundations, dig trenches, create difficult terrain, etc.
Move Stone Concentration

Move 1 brick of hard earth each round within short range (~3 blocks / hour).

  • Hard earth splinters into gravel, slides across the ground, and reforms.
  • Commonly used for major excavations, construction, mining, etc.
Dust Cloud Elemental Powers - Earth

Requires: Move Earth

Dust Cloud Mana

Sprays a 5 meter area of sand, dust, and loose earth.

  • Affected targets must half-save vs. Perception or be blinded for 1 turn.
  • Reveals invisible movement through disturbed dust.
Burrow Elemental Powers - Earth

Requires: Sense Earth, Move Earth · Requires perk: Rare Anima

Burrow Mana, Round

Burrow through soft earth at half speed.

  • Gain the benefits of 'Sense Earth' while this power is in use.
  • The earth is displaced behind you as you move.
Earthen Refuge Focus

Survive for up to a long scene while submerged in the earth.

Shape Earth Elemental Powers - Earth

Requires: Move Earth

Shape Stone Minor, Touch

Shape, sculpt, or reform up to a block of earth.

  • Commonly used for construction, stonework, sculpting, smoothing surfaces, sealing areas, etc.
Fortify Stone Minor, Touch

Condense a natural block of hard earth into half its volume.

  • The fortified variant is proportionally heavier and far more resilient.
Shape Metal Elemental Powers - Earth

Requires: Shape Earth

Shape Metal Minor, Touch

Shape, sculpt, or reform up to a block of metal.

  • Commonly used for metalwork, welding, mechanics, sharpening tools, extracting ore, etc.
  • Can be used to copy a metal item, such as a key or lock, if available.
Jam Mana, Touch

A metal mechanism hardens for a scene; e.g. lock, wheel, hinge, etc.

  • The mechanism resists influence, causing disadvantage on attempts to break it.
Magnetize Mana, Touch

Magnetize or demagnetize a metal item.

Tremor Elemental Powers - Earth

Requires: Move Earth, Sense Earth

Tremor Major

Induce a powerful tremor within short range. Can optionally limit to a cone.

  • Victims must pass an Athletics save or be Stunned and Prone. A half save is Slowed.
Seismic Null Mana, Round

Negate all unwanted vibrations and tremors.

Piercing Stone Elemental Powers - Earth

Requires: Shape Earth

Stone Bullets Minor

Cast three stone bullets up to long range.

  • Make a separate spellcasting attack for each bullet, dealing 1d6+3 damage to each target hit.
Spike Minor

Cast on an earth surface. Stone spikes jettison out to hit a target at its location.

  • Make a +5 spellcasting attack that deals 1d6+6 damage.

Air Powers

True Shot Elemental Powers - Air
True Shot Innate, Mana

Gain +2 attack, +2 damage, and +1 range band on a ranged attack.

  • This attack ignores penalties from wind, partial cover, and low visibility.
  • The projectile can curve lightly around obstacles to hit its mark.
Wind Elemental Powers - Air
Gust Minor

Victim is knocked 10 meters in a chosen direction and enters the prone condition.

  • Save vs. Athletics to fully resist. Half-save reduces the knockback to 5 meters.
  • Can launch targets upward at half strength, such as to assist with a jump.
Wind Blast Major

Victims in a 10 meter cone are knocked 10 meters in a chosen direction.

  • Save vs. Athletics to fully resist. A half save reduces the knockback to 5 meters.
Clear Air Mana

Clear a 10 meter area of fog, smoke, scents, fumes, and airborne contaminants.

  • Can also remove dust, cobwebs, particulates, etc.
Wind Tunnel Elemental Powers - Air

Requires: Wind

Wind Tunnel Innate, Mana, Round

Up to three creatures can effortlessly follow your movement.

  • Works while using powers; e.g. levitation, enhanced speed, etc.
Breeze Concentration

Sustain light winds through concentration.

  • Can increase sailing speed by 50%.
  • Can cast 'Clear Air' for free as long as 'Concentration' holds.
Control Wind Elemental Powers - Air

Requires: Wind

Deflect Projectile Innate, Mana

Deflect an incoming projectile within short range of you.

Redirect Projectile Innate, Minor

Redirect an incoming projectile within short range.

  • Make your own attack for the redirected projectile, up to medium range.
Wind Shield Minor

Deflect any number of incoming projectiles within short range of you.

  • You can pick and choose which projectiles to affect.
Levitate Elemental Powers - Air

Requires one of: Wind II, Control Wind

Glide Focus

Glide through open air with a slow descent (~2 meters per round). Ignore fall damage.

  • Often combined with levitation to glide across longer distances.
Levitate Innate, Minor

You can move in any direction this turn, including vertically.

Sound Control Elemental Powers - Air

Requires: Control Wind

Suppress Sound Mana, Round

All sound is silenced for a round within a chosen area up to 5 meters.

  • This area can follow a chosen target if you maintain focus on it during the round.
Sound Weave Mana, Round

Create sounds or speak within medium range.

  • While 'Concentrating', you can mimic voices and accents that you've heard before.
Bellow Focus

Triple the range you can be heard, such as to address a large crowd.

Fire Powers

Ignite Elemental Powers - Fire
Conjure Fire Minor

Conjure a 6 meter area of fire, inflicting the burning condition on affected creatures.

Spark Mana

Conjure a campfire (1 meter area). Won't immediately inflict burning.

Warm Mana

Increase nearby temperature to a comfortable level, or cook a meal in a single round.

Fire Cosmetics Focus

Breathe small gouts of fire, create smoke patterns, control fire color, etc.

Heat Vision Elemental Powers - Fire
Heat Vision Innate, Mana, Round

See thermal signatures. Adds +10 to detecting hidden creatures.

Superheat Elemental Powers - Fire

Requires: Control Fire

Melt Major

Cause a large, non-magical object to melt as though it has endured hours of superheated flame.

  • The object rapidly melts like a viscous liquid, but cools too rapidly to be harmful.
Laser Mana, Round

A tiny precision fire torch extends from your finger.

  • e.g. weld items, brand inscriptions into surfaces, light tinder, etc.
Control Fire Elemental Powers - Fire

Requires: Ignite

Control Fire Mana, Round

A 10 meter zone of fire is fully under your control.

  • It can be expanded, doused, altered, or bounded to a chosen area of effect.
  • This can instantly remove a burning condition from a target.
  • You can move the zone of fire up to 4 meters each round.
Torchlight Mana, Short Scene

Radiate heat and light equal to a small campfire.

Smoke Cloud Elemental Powers - Fire

Requires: Ignite

Smoke Cloud Major

Conjure a 10 meter area smoke cloud. Lasts 3 rounds.

  • The smoke suppresses visibility to melee range.
Inferno Elemental Powers - Fire

Requires: Ignite

Fire Bolt Mana

Make a spellcasting attack. Deals 1d6+4 fire damage and inflicts burning.

Solfire Minor

Conjure a 6 meter area of Solfire. Deals 5 fire damage to affected creatures.

  • Can alternatively be cast as a 10 meter cone.
Fire Wave Major

Conjure a 10 meter area of fire. Inflicts burning on affected creatures.

  • Can alternatively be cast as a 16 meter cone.

Water Powers

Swim Elemental Powers - Water
Swim Innate, Mana, Round

Double your movement speed in water this round.

Walk on Water Innate, Mana, Round

Move on the surface of water and other liquids.

Slipstream Mana, Round

While underwater, up to three creatures can follow behind you at your swim speed.

Control Water Elemental Powers - Water
Dry Mana

Dry any number of persons and objects in a 10 meter area.

Purify Water Mana

Remove silt, salinity, toxins, and impurities from a 10 meter area of water.

Scrub Mana

Clean a 10 meter area as though it was washed and scrubbed.

Create Water Minor

Fill a barrel of water by extracting it from humid air. Fails in arid conditions.

Control Water Mana, Round

Telekinetically move, shape, and control up to 3 barrels of water.

Control Water II Elemental Powers - Water
Control Water II Mana, Round

Telekinetically move, shape, and control up to 5 barrels of water.

Surge Minor

Creatures in a 10 meter underwater area are slowed and moved 10 meters in a direction of your choice.

  • Save vs. Athletics to resist. A half save reduces movement to 5 meters.
Fog Elemental Powers - Water
Fog Minor

Create a 10 meter area of heavy fog. Lasts 3 rounds.

  • Fog suppresses visibility to melee range.
Fog II Major

Affects up to a 20 meter area.

Dismiss Fog Innate, Mana

Instantly dismiss an area of fog, or move it up to 10 meters.

Freeze Elemental Powers - Water

Requires: Control Water

Chill Mana

End the burning condition or inflict the slowed condition on a target creature.

  • This can also be used to reduce the temperature of a target object or willing creature.
Freeze Minor

Inflict the Slowed condition on all creatures in an 8 meter cone for 1 round.

Icewright Minor

Reshape up to 5 barrels of water into sculpted ice; steps, sculptures, etc.

Unfreeze Mana

Melt up to 5 barrels of ice into water.

Slippery Surface Elemental Powers - Water

Requires: Freeze

Slippery Surface Minor

Make a 10 meter surface icy, snowy, slippery, wet, or dry.

Slippery Surface II Major

Make a 20 meter surface icy, snowy, slippery, wet, or dry.

Ice Bolt Elemental Powers - Water

Requires: Freeze

Ice Bullet Mana

Cast an ice bullet within short range.

  • Make a spellcasting attack. Deals 1d6+2 damage on hit.
  • If cast underwater, add +2 attack, and can be cast up to long range.
Ice Bolt Minor

Cast an ice bolt within short range.

  • Make a spellcasting attack. Deals 1d10+3 damage on hit.
  • If cast underwater, add +4 attack, and can be cast up to long range.
Ice Shards Major

Cast a 10 meter cone of ice. Inflicts 1d6+2 damage to targets hit.

  • If cast underwater, increases to a 20 meter cone of ice.
Blizzard Elemental Powers - Water

Requires: Freeze

Blizzard Major

Conjure a blizzard in a 10 meter area. Lasts 1 round.

  • The blizzard suppresses visibility to melee range. Affected creatures are slowed.
Control Blizzard Innate, Mana

Extend a blizzard you created for 1 round, and move it up to 5 meters.

Nature Powers

Nature Sense Elemental Powers - Nature
Nature Sense Focus

Gain +5 to Perception and Investigation tests in a wilderness environment.

  • Provides intuitive guidance for tracking, scouting, or applying survival skills.
Shape Nature Elemental Powers - Nature
Growth Mana

Cause a plant or small patch of nature to heal, grow, shrink, bloom, decay, etc.

Shape Nature Minor

Conjure small constructions that can be scavenged from nature.

  • Conjure small gardens, temporary vine ropes, primitive huts and lean-tos, etc.
  • Can also weed gardens, fertilize soil, reshape young saplings or large branches, etc.
Conjure Nature Elemental Powers - Nature

Requires: Shape Nature

Conjure Nature Concentration, Major

Conjure constructions out of nature using wood and organics.

  • Requires 'Concentration' for a short scene as the conjuration grows into place.
  • Permanent constructions cannot exceed the size of a small room (5 meter cube).
  • Temporary constructions will degrade after a few days, but can fill a 10 meter cube.
  • Enables fast construction of cabins, watchtowers, bridges, palisade walls, etc.
Ensnare Elemental Powers - Nature

Requires: Shape Nature

Snare Major

Target opponent must save vs. Athletics or be 'Restrained' by nature.

  • Escaping the restraint is a high effort action requiring a DC 15 Athletics test.
  • Can be cast for 'Minor' when out in the wilderness; e.g. forest, woods, etc.
Bramble Patch Minor

Create a 10 meter area of difficult terrain, halving movement speed.

Detangle Mana

Target is freed from nature-based restraints.

Toxic Spores Elemental Powers - Nature

Requires: Ensnare

Treat Poison Innate, Mana

Target creature removes any poison and related effects.

Toxic Spores Major

Inflict a Slowing Poison in a 6 meter area. Lasts for 2 rounds.

  • Affected creatures are 'Slowed' until the poison ends.
Druid's Path Elemental Powers - Nature

Requires: Shape Nature

Druid's Path Focus

Pass through nature quickly and undisturbed, with several benefits.

  • Increase travel speed by 50%, or 5 meters per move in battle.
  • Leave no tracks and no scent trail.
  • Ignore difficult terrain caused by nature, including brambles, shrubs, and thick brush.
  • Ignore snares and restraints caused by nature.
  • Can 'Concentrate' to benefit all allies within short range.
Camouflage Elemental Powers - Nature

Requires: Shape Nature

Camouflage Focus

Nature flows around you or a chosen target, assembling near-perfect camouflage.

  • Gain +10 to stealth tests where camouflage is effective. Must be beyond short range.
  • Can 'Concentrate' to benefit all allies within short range.
Vine Armor Elemental Powers - Nature

Requires: Shape Nature

Vine Armor Major

Living vines flow around you and protect you for a short scene.

  • Increases your defense by +2 while the effect is active.
  • You cannot be disarmed, grappled, or knocked prone.
  • Inflict 2 damage on all melee opponents each round, independent of your actions.
  • Effect only lasts for three rounds if you are not present in nature.

Prana Powers

Purify Elemental Powers - Prana
Detect Status Innate, Mana

Detect a target's wounds, status effects, and mental and emotional stress levels.

Purify Mana

Cure a target of all poison, illness, fatigue, slowness, coldness, fear, and stuns.

Remove Curse Minor, Touch

Remove a single curse from a target.

Taunt Evil Elemental Powers - Prana

Requires: Purify

Taunt Evil Innate, Mana

Taunt any number of chosen dark creatures within medium range.

  • Affected creatures suffer disadvantage to all actions except attacking you.
  • Affected creatures must half-save vs. Resolve or they must move toward you and attack.
Holy Strike Elemental Powers - Prana

Requires: Purify

Holy Strike Major

Make a spellcasting attack vs. a dark creature, dealing {4d6 + Wits} holy damage.

  • Target creature must save vs. Resolve or be Stunned and Slowed.
Darkburn Minor

Dark creature takes 5 holy damage and must save vs. Resolve or be 'Stunned'.

Prana Wave Major

Cast "Darkburn" on all dark creatures within short range.

  • Can optionally cast as a 15 meter cone.
Protect Elemental Powers - Prana

Requires: Purify

Protect Minor

Target ally within long range cannot be attacked this round, directly or indirectly.

  • Opponents cannot include the ally in an AOE effect that would negatively impact them.
Sanctify Major

Bless a 30 meter zone for a scene. Within the zone, dark creatures have disadvantage.

  • Intelligent dark creatures may recognize their disadvantage and avoid the sanctified area.
Bless Elemental Powers - Prana

Requires: Purify

Bless Major

Two allies gain +2 to all skill tests for the next scene. Cannot be stacked.

Buff Minor

Chosen target gains +5 on a single skill test. Cannot be used retroactively.

  • Only works for actions that complete in one round. It cannot affect extended tests.
Synchronicity Major

Grant yourself or a companion a special retry on a failed skill test.

  • Target rerolls with 1d12+10 instead of a 1d20. Use the better result. Natural 12s crit.
  • Only works for actions that complete in one round. It cannot affect extended tests.
Heal Elemental Powers - Prana

Requires: Purify

Light Heal Minor, Touch

Target creature heals {Resolve} HP from wounds taken within the last short scene.

Heal Major, Touch

Target creature heals {6 + Resolve} HP.

Full Heal Elemental Powers - Prana

Requires: Heal

Full Heal Concentration, Major

Heal all HP on a chosen target. Requires 5 rounds of 'Concentration'.

  • This power heals lost limbs, life-threatening medical conditions, fractured spines, etc.
Holy Ground Major

Conjure powerful healing energies within a 10 meter area. Lasts a day.

  • Anyone taking a long rest in Holy Ground recovers 2 HP.
  • The affected area benefits from the same advantages as 'Sanctify' if the power is known.

Light Powers

Light Physics Powers - Light
Light Mana, Short Scene

Create simple lighting effects.

  • Includes ambient lighting, spotlights, flares, light beams, hovering lights, etc.
  • Can attach a faint glow or marking light to a visible target.
  • Can choose the color, focus, intensity, and simple properties of the light.
  • The light is not bright enough to blind or distract.
Light Show Minor, Scene

Create a complex lighting environment up to long range.

  • Can cast the equivalent of ten 'Create Light' spells.
Flash Physics Powers - Light

Requires: Light

Flash Major

Conjure a blinding flash within short range, or as a 15 meter cone.

  • Affected creatures save vs. Perception or are blinded for 2 rounds. Half-save for 1 round.
Glamour Physics Powers - Light
Recolor Mana, Short Scene

Recolor an object, outfit, surface, or willing creature.

  • Targeting a creature can recolor their skin, hair, eye color, and similar cosmetics.
Glamour Minor, Scene

Disguise an object or outfit as something of similar size and shape.

  • Tactile inspection may reveal the distorted shaping effects.
Disguise Physics Powers - Light

Requires: Glamour

Disguise Major, Scene

Disguise yourself and your clothing. Significant changes are allowed.

  • Alter apparent age, gender, height, weight, facial features, build, wounds, etc.
Mimic Concentration, Major, Scene

Disguise yourself as a familiar target.

  • If 'Concentration' is lost or dropped, this reverts to a standard 'Disguise' effect.
Phantasm Physics Powers - Light

Requires: Glamour

Hologram Mana, Short Scene

Create a static hologram within a {Wits} meter area.

  • Appear as semi-translucent hologram projections. Viewers know they are illusions.
  • You can alter the hologram's appearance while 'Concentrating' on it.
Phantasm Minor, Scene

Conjure a static illusion up to 3 meters in size.

  • The phantasm appears fake to anyone within melee range.
  • Can be positioned above ground, such as to paint hardlight designs in the air.
  • The Phantasm blocks vision from the outside only; you can hide inside it.
Scenecraft Major, Scene

Conjures up to ten 'Phantasm' spells in the area.

  • Can optionally be combined into a single illusion up to 10 meters in size.
Illusion Physics Powers - Light

Requires: Phantasm

Tiny Illusion Mana, Short Scene

Create a very small but dynamic, mobile illusion.

  • e.g. butterfly, coin, feather, candle, etc.
Illusion Major, Scene

Create a dynamic, mobile illusion up to 3 meters in size.

  • You can choose the illusion's behaviors while 'Focusing' on it.
  • Remains stationary and performs simple idling behaviors when you're not 'Focusing' on it.
Reveal Illusions Mana

Light-based illusions flicker and are revealed as translucent holograms.

  • This can affect an area up to medium range, optionally as a cone effect.
Refract Physics Powers - Light

Requires: Light, Glamour

Smuggle Minor, Scene

A chosen item in your possession is invisible.

  • The item being smuggled must be worn, wielded, touched, or otherwise be on your person.
Conceal Major, Scene

Can make objects within a fixed 5 meter zone invisible.

Lens Minor, Scene

Create a fixed-position mirror or lens that bends light.

  • Can produce reflections, lens effects, or grant up to 5x magnification.
  • Can be fixed in mid-air or attached to surfaces; e.g. windows, walls, etc.
  • Cannot be moved, but can be reshaped or altered with 'Concentration'.
Darkness Physics Powers - Light

Requires: Refract · Requires perk: Rare Anima

Darkness Minor, Round

Create up to a 10 meter area of darkness.

  • Creatures within the zone are blinded, and anything outside the zone cannot see into it.
  • While 'Concentrating' you can ignore all penalties from this darkness.

Telekinesis Powers

Kinesis Physics Powers - Telekinesis
Kinetic Grasp Mana, Round

Telekinetically move an object up to 10 meters.

  • Treat the carry capacity and force exerted as equivalent to an average human.
  • The object is treated as a single geometric shape; you cannot manipulate its parts.
  • This can be used to push, pull, lift, or throw objects, slow a falling creature, etc.
  • Treat attacks as rank 0 Combat attacks and 1d6 damage.
  • Surprise attacks are often possible, which may provide advantage.
Kinesis Minor, Round

Cast up to three simultaneous uses of Kinetic Grasp.

  • This can alternatively be used to affect a single object that is three times as heavy.
Telekinesis Physics Powers - Telekinesis

Requires: Kinesis

Telekinesis Minor, Round

Telekinetically interact with an object as if using two hands.

  • Apply your own skills, but at range; e.g. pick locks or perform surgery at a distance.
Force Barrier Physics Powers - Telekinesis

Requires: Kinesis

Force Barrier Minor

Create an invisible barrier that deflects projectiles for a round.

  • This barrier can affect up to a 10 meter area, or target a creature within short range.
Kinetic Burst Physics Powers - Telekinesis

Requires: Kinesis

Kinetic Burst Major

Release a 10 meter cone of telekinetic force from any angle.

  • Victims must save vs. Athletics or be pushed 10 meters in the angled direction.
  • Effect can also be used to clear obstacles.

Psionics Powers

Psionic Trigger Mind Powers - Psionics
Psionic Trigger

Can apply delayed trigger conditions to psionic powers. Lasts 1 week.

  • The psychic power only activates once the trigger conditions are met.
  • Triggers require the victim's senses to work. It won't activate while unconscious.
  • Triggers can be complex; e.g. "when you're at the palace feast and sit down to eat."
Command Mind Powers - Psionics
Command Minor

Target complies with a 2-word, non-violent command; e.g. "leave building."

  • The instruction must include a verb, and can optionally include a noun.
  • The victim obeys for 1 round if they can physically do it; e.g. "sleep" doesn't work.
  • Victim can save vs. Resolve to resist the effect.
Presence Mind Powers - Psionics
Presence Minor

Choose how others instinctively read you for a scene. Does not stack.

  • Charming: Advantage on persuasion, diplomacy, etiquette, socializing, etc.
  • Credible: Advantage when trying to pass yourself off in a particular role.
  • Forgettable: Advantage when trying to be inconspicuous in public spaces.
  • Harmless: Opponents likely to disregard you in combat unless given a reason to focus on you.
  • Innocent: Advantage to resist blame, suspicion, public shaming, or accusations.
  • Inspiring: Advantage on receiving, gathering, and holding attention.
  • Menacing: Advantage on taunts, threat appeal, intimidation, rallying morale, etc.
  • Sincere: Advantage when bluffing, using guile, or trying to appear genuine.
Charm Mind Powers - Psionics
Charm Major

Victim resists vs. Resolve or is devoted to you for a day.

  • Must be cast on neutral or friendly parties. They revert to normal when the effect ends.
  • Victim becomes deeply loyal, and will go to significant lengths to appease you.
  • Victim retains their personality and motivations, but prioritizes your needs highly.
  • When the charm ends, the victim can save vs. Wits to recognize they were charmed.
Suggest Mind Powers - Psionics

Requires: Charm

Suggest Major

Victim feels a suggestion as though it was given by trusted friends.

  • Treat the suggestion as equivalent to a week's worth of peer pressure by close allies.
  • It does not guarantee action; results should be realistic to the individual.
  • Suggestions must be issued through voice, telepathy, or a medium they can use.
  • Victim can save vs. Resolve to resist the effect.
  • Victim can save vs. Wits to identify that magical influence was used on them.
Impulse Minor

Victim feels a natural urge: hungry, tired, need to yawn, etc.

  • The urge doesn't overwhelm their behavior, but may influence their actions.
  • Can inflict or remove emotional states: calmness, stress, anxiety, etc.
  • The effect lasts for up to a long scene.
Forget Mind Powers - Psionics

Requires perk: Rare Anima

Forget Major

Target forgets chosen details about a person, place, scene, or item.

  • Victim can save vs. Resolve to resist the effect.
  • You can choose the memories to forget, which requires some degree of accuracy.
  • Only a few hours' worth of memories will be lost.
Wipe Memory Minor

Target saves vs. Resolve or forgets the last short scene.

  • A half-save resists if lasting trauma was inflicted; e.g. wounds, threats, etc.
  • The victim remembers a benign memory, and won't become aware of a gap in memory.
Alter Memory Mind Powers - Psionics

Requires: Forget

Alter Memory Major

Target half-saves vs. Resolve or has their memories altered.

  • Up to a short scene's worth of memories can be altered, at your discretion.
  • The false memories must be believable to take effect and become permanent.
Thought Lock Mind Powers - Psionics

Requires: Forget

Thought Lock Major

Target forgets a chosen skill or knowledge domain for a scene.

  • Target fails all related tests; e.g. how to use a sword, presiding over a court, etc.
Perfect Bluff Mind Powers - Psionics

Requires: Suggest · Requires perk: Rare Anima

Perfect Bluff Major

Victim saves vs. Wits or believes your bluff for a scene.

  • The bluff must be theoretically possible. Victims will not believe the sky is red.
  • If the victim becomes aware of conflicts with a bluff, they resist.
Dominate Mind Powers - Psionics

Requires: Command · Requires perk: Rare Anima

Dominate Major

Victim complies with a non-violent command they can understand.

  • Commands can be full sentences; e.g. "Exit the tavern and don't return."
  • Commands must be issued through voice, telepathy, or a medium they can use.
  • Victims can save vs. Resolve to resist, or half-save in combat or under duress.
  • Victims know they were dominated once the effect ends.

Telepathy Powers

Psychometry Mind Powers - Telepathy
Psychometry Minor, Touch

Gain psychic impressions of an item, a scene, or an environment.

  • See mental glimpses of previous interactions or details about it.
  • Understand recent changes or disturbances such as moved furniture, footprints, disturbed earth, etc.
  • Mentally reconstruct a simple scene or event that occurred within the last day.
Retrocognition Major, Touch

Clearly perceive past events that took place at the current location.

  • Provide a timeline or details about the scene whose history you want to investigate.
  • Receive clear, helpful psychic visions and intuitions pertaining to the relevant scene.
Read Mind Mind Powers - Telepathy
Read Emotions Focus

Gain advantage on social insight tests.

Probe Emotions Minor

Add +2 to a social insight test.

Read Mind Mana

Identify a single, persisting detail about a chosen target.

  • Can identify: name, profession, hobby, duties, age, gender, race, etc.
  • If age, gender, or race appear mismatched or disguised, this reveals an apparent discrepancy.
  • Can also reveal current constraints (e.g. awaiting orders).
Message Mind Powers - Telepathy
Message Minor, Short Scene

Communicate telepathically within far range.

  • Can only communicate with one person at a time, but can switch between any known subject.
  • Connected subjects can sense the connection and telepathically respond.
  • This power works across language barriers.
Anticipate Mind Powers - Telepathy

Requires: Read Mind

Anticipate Innate, Minor

Identify the course of actions a creature intends to make.

  • The victim must save vs. Resolve or their physical course of actions are revealed.
  • This insight allows you to interrupt the victim's actions on their turn.
  • Victims may change their actions if the state of circumstances meaningfully changed.
Probe Mind Mind Powers - Telepathy

Requires: Read Mind

Probe Mind Major

Extract thoughts that a target would speak to a trusted friend.

  • Victim must save vs. Resolve or a sentence or two of thoughts are extracted.
  • You must define the thoughts to investigate; e.g. "tell me about your family."
  • This power reveals genuine thoughts, but won't expose any guarded secrets.
  • This power reveals what the victim believes, regardless of whether or not it is true.
  • Repeated use on a target will increase their resistance to your attempts.
Beacon Mind Powers - Telepathy

Requires: Message

Beacon Minor

Send a telepathic message to everyone within a {Resolve * 10} meter area.

  • This power can affect any location you are familiar with within a few kilometers.
  • If cast with 'Major', increase the effect size to a {Resolve * 100} meter area.
Upload Mind Powers - Telepathy

Requires: Message

Upload Major

Communicate an hour's worth of thoughts, memories, and perceptions to a target.

  • The target acquires the information instantly as if they'd spent an hour reviewing it.
  • If the target is telepathically connected, ignore range requirements.
Mind Sync Mind Powers - Telepathy

Requires: Upload

Mind Sync Minor, Short Scene

Link with a target's mind to sense what they are perceiving.

  • Unwilling creatures can RESOLVE once per round, which ends the effect if successful.
Scan Mind Powers - Telepathy

Requires: Read Mind, Psychometry

Scan Minor

Sense the location of a familiar creature or object within 1 kilometer.

Psychic Tag Minor, Touch

Tag a creature or item to sense its distance and direction for a day.

  • If the tag is within far range, you can detect its exact outline and spatial presence.
  • If cast with 'Major', also receive a general sense of their surroundings and interactions.
Mindlink Mind Powers - Telepathy

Requires: Upload · Requires perk: Rare Anima

Mindlink Focus, Major

Create a telepathic link between {Wits+2} participants. Lasts 1 scene.

  • Each participant must be within 1 kilometer from the caster.
  • Participants can communicate telepathically with each other, within limits set by caster.
Guidance Mind Powers - Telepathy

Requires: Scan · Requires perk: Rare Anima

Guidance Major

Receive a sentence of insight as though you can sense anything in far range.

  • e.g. "What did they take to the treasury?" -> "The governor's Mindshard and some gold."
  • e.g. "What's in the room I'm about to enter?" -> "Four well-equipped guards."
  • The answer must be as helpful as possible to the player, not just technically true.
  • This can also reveal hidden or disguised enemies, traps, hidden rooms, etc.