{ "label": "SWADE Pouvoirs", "mapping": { "description": "data.description" }, "entries": [ { "id": "Arcane Protection", "name": "Arcane Protection", "description": "
\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with arcane protection means hostile powers suffer a −2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (−4 with a raise) to affect this character.

\n

If the power causes harm, @Compendium[swade-core-rules.swade-rules.Damage Effects]{damage} is also reduced a like amount. Arcane Protection stacks with @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance} should the recipient have both!

\n

Modifiers

\n\n
" }, { "id": "Banish", "name": "Banish", "description": "
\n

Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).

\n

Banishing a being is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the caster’s arcane skill versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the target is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, and each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.

\n

If this @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitates} the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.

\n
" }, { "id": "Barrier", "name": "Barrier", "description": "
\n

Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.

\n

The wall has a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} of 10, and may be destroyed as any other object (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n

When the spell expires or the wall is broken it crumbles to dust or dissipates. @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} are never left behind.

\n

Modifiers

\n\n
" }, { "id": "Beast Friend", "name": "Beast Friend", "description": "
\n

This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (minimum 1 per creature). Controlling five @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolves} (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.

\n

@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms} can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.

\n

Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.

\n

Modifiers

\n\n
" }, { "id": "Blast", "name": "Blast", "description": "
\n

Blast launches a ball of explosive energy or matter. The area of effect is a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. Every target within suffers 2d6 damage, or 3d6 with a raise (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks})

\n

Modifiers

\n\n
" }, { "id": "Blind", "name": "Blind", "description": "
\n

Those affected by this malicious power suffer blurred vision or near-complete blindness with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim suffers a -2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} to all actions requiring sight, or -4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

The victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} removes 2 points of @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes the effect entirely.

\n

Modifiers

\n\n
" }, { "id": "Bolt", "name": "Bolt", "description": "
\n

Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.

\n

There are no @Compendium[swade-core-rules.swade-rules.Attacks]{Range} penalties, but the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{arcane skill roll} is affected by @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, and all other usual @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}.

\n

The @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} of the bolt is 2d6, or 3d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n\n
" }, { "id": "Boost/Lower Trait", "name": "Boost/Lower Trait", "description": "
\n

This power allows a character to increase or decrease a target’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribute or skill).

\n

Boosting an ally’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} increases the selected Trait one die type, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, for five rounds.

\n

Lowering an enemy’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} has a @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of Instant and lowers the selected attribute or skill a die type with @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} (to a minimum of d4). A victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.

\n

Additional castings don’t stack on a single @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (take the highest), but may affect different Traits.

\n

Modifiers

\n\n
" }, { "id": "Burrow", "name": "Burrow", "description": "
\n

Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of \"limbo\" or burrow through the ground at half his normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace} (or full Pace with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}). He may not run. 

\n

burrowing character may attempt to suprise a foe by making an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} versus @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to him only. With a raise, the burrower gets @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}. Targets on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} may attempt to interrupt the attack before it occurs.

\n

Burrowers can't usually @Compendium[swade-core-rules.swade-rules.Surprise]{surprise} a foe once their presence is known, but can still burrow for protection and mobility. 

\n

Modifiers

\n\n
" }, { "id": "Burst", "name": "Burst", "description": "
\n

Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} creates a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} starting at the caster and extending outward. Everything within suffers 2d6 damage (or 3d6 with a raise).

\n

Modifiers

\n\n
" }, { "id": "Confusion", "name": "Confusion", "description": "
\n

Confusion confounds a target, making him both @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable} if he @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll). Both states are removed at the end of the victim’s next @Compendium[swade-core-rules.swade-rules.Actions]{turn}.

\n

Modifiers

\n\n
" }, { "id": "Damage Field", "name": "Damage Field", "description": "
\n

Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close.

\n

At the end of the affected character’s @Compendium[swade-core-rules.swade-rules.Actions]{turn}, all adjacent beings (including allies!) automatically take 2d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.

\n

Modifiers

\n\n
" }, { "id": "Darksight", "name": "Darksight", "description": "
\n

Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination penalties}. With a raise, he ignores up to six points and can see in @Compendium[swade-core-rules.swade-rules.Illumination]{pitch darkness}.

\n

Modifiers

\n\n
" }, { "id": "Deflection", "name": "Deflection", "description": "
\n

Deflection powers work in a variety of ways. Some manifestations actually deflect incoming @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile @Compendium[swade-core-rules.swade-rules.Attacks]{attacks} from the recipient of the power.

\n

Once cast, foes must subtract 2 from @Compendium[swade-core-rules.swade-rules.Attacks]{attack} rolls directed at the user (or 4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

\n

Modifiers

\n\n
" }, { "id": "Detect/Conceal Arcana", "name": "Detect/Conceal Arcana", "description": "
\n

Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. This includes @Compendium[swade-core-rules.swade-powers.Invisibility]{invisible} foes, enchantments on people or items, @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{weird science} devices, and so on. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster knows the general type of enchantment as well — harmful, obscurement, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magic}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracles}, etc.

\n

Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by @Compendium[swade-core-rules.swade-powers.Light / Darkness]{magical darkness}, @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}, or similar abilities (or all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties} with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

\n

Conceal arcana prevents detection of arcane energies on one being or item of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Normal Scale} for one hour.

\n

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skills} (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.

\n

Modifiers

\n\n
" }, { "id": "Disguise", "name": "Disguise", "description": "
\n

Disguise allows the target to assume the appearance of another person of the same @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} and shape, including clothing. It does not confer any abilities, however.

\n

Those who have reason to question the imposter’s identity make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a @Compendium[swade-core-rules.swade-rules.Actions]{free action}.

\n

Modifiers

\n\n
" }, { "id": "Dispel", "name": "Dispel", "description": "
\n

Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane devices} normally.

\n

Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and interrupt his foe’s action.

\n

In either case, dispelling an opponent’s power is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of arcane skills (with a -2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).

\n

If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient of the dispelled power is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.  

\n

Modifiers

\n\n
" }, { "id": "Divination", "name": "Divination", "description": "
\n

Divination allows the caster to contact otherworldly beings or forces to gain information.

\n

Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.

\n

After the preparation time is complete, the caster makes her arcane skill roll. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not). The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.

\n

Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality. Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.

\n
" }, { "id": "Drain Power Points", "name": "Drain Power Points", "description": "
\n

Powerful mages, priests, psykers, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves.

\n

The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and the caster suffers a -2 penalty to her roll if the target has a different @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background} than her own.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} drains 1d6 of the rival’s Power Points (if any, and the die doesn’t ace). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting.

\n

Drain Power Points can also be used on an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane device} (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} than it has.

\n
" }, { "id": "Elemental Manipulation", "name": "Elemental Manipulation", "description": "
\n

This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, or d8 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Here are some ideas for what each element can do. Each is an action.

\n\n
" }, { "id": "Empathy", "name": "Empathy", "description": "
\n

The caster forms an emotional bond between himself and the target with a successful @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll. He knows the target’s emotional state and most basic surface  thoughts, and gains +1 (+2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}) to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls against him.

\n

Empathy also works on animals, adding +2 to @Compendium[swade-core-rules.swade-skills.Riding]{Riding} or other rolls used to interact with the creature

\n

 

\n
" }, { "id": "Entangle", "name": "Entangle", "description": "
\n

Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 5). If successful, the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. With a raise, he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound}.

\n

Victims may break free on their turn as detailed under @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.

\n

Modifiers

\n\n
" }, { "id": "Environmental Protection", "name": "Environmental Protection", "description": "
\n

Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

\n

Environmental protection allows the target to breathe, speak, and move at his normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace} in an otherwise fatal environment. It protects him against intense @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Radiation]{radiation}, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.

\n

Modifiers

\n\n
" }, { "id": "Farsight", "name": "Farsight", "description": "
\n

Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.

\n

With a raise, she also halves @Compendium[swade-core-rules.swade-rules.Range]{range penalties} for @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), or other abilities affected by @Compendium[swade-core-rules.swade-rules.Attacks]{Range}.

\n

Modifiers

\n\n
" }, { "id": "Fear", "name": "Fear", "description": "
\n

This power causes overwhelming dread and horror. The affected make a @Compendium[swade-core-rules.swade-rules.Fear]{Fear} roll. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} who fail are @Compendium[swade-core-rules.swade-tables.Fear Table]{Panicked} and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Table results.

\n

Modifiers

\n\n
" }, { "id": "Fly", "name": "Fly", "description": "
\n

Fly allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12″, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).

\n

Modifiers

\n\n
" }, { "id": "Growth/Shrink", "name": "Growth/Shrink", "description": "
\n

Growth increases the recipient’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} by 1 for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent. Each increase in Size grants the target a one-step increase to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and 1 point of @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}. This does not increase @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} regardless of change to @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Shrink reduces the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} of the subject one step for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases @Compendium[swade-core-rules.swade-rules.Traits]{Strength} one die type (minimum of d4) and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (minimum of 2).

\n

For unwilling targets, the caster’s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
" }, { "id": "Havoc", "name": "Havoc", "description": "
\n

This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.

\n

With success, the caster places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} anywhere within @Compendium[swade-core-rules.swade-rules.Range]{range}, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} emanating from the caster.

\n

Anyone touched by the template is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and must then make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at -2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or directly away from the center if using a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} (the caster chooses for those in the dead center).

\n

Victims who strike a hard object (such as a wall) take 2d4 damage (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal} unless it’s a spiked wall or other more dangerous hazard).

\n

Airborne Targets: Flying or airborne targets suffer an additional -2 to their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls as they have no ground to brace themselves on.

\n

Modifiers

\n\n
" }, { "id": "Healing", "name": "Healing", "description": "
\n

Healing removes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.

\n

For @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}, the GM must first determine if the ally is still alive (see @Compendium[swade-core-rules.swade-rules.Healing]{Aftermath}). If so, a successful arcane skill roll returns the ally to action (@Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} if it matters).

\n

Modifiers

\n\n
" }, { "id": "Illusion", "name": "Illusion", "description": "
\n

Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.

\n

Those who contact an illusion or doubt it’s real make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} (at -2 if the power was activated with a raise). If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, that individual is no longer subject to this casting.

\n

The GM should make @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group rolls} for @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} as they point out the illusion’s inconsistencies to each other.

\n

The volume of the illusion must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} (4″ or eight yards in diameter).

\n

Modifiers

\n\n
" }, { "id": "Intangibility", "name": "Intangibility", "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.

\n

While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{powers} and @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted items}. The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

\n

If cast on an unwilling target, the victim @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resists} with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
" }, { "id": "Invisibility", "name": "Invisibility", "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the character and his personal items are transparent except for a vague blur or outline. Any @Compendium[swade-core-rules.swade-rules.Actions]{action} taken against him that requires sight is made at -4, or -6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The same penalty applies to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to detect the unseen presence.

\n

Modifiers

\n\n
" }, { "id": "Light / Darkness", "name": "Light / Darkness", "description": "
\n

Light creates bright @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. With a raise, the light can be focused into a 5″ (10 yard) beam as well.

\n

Darkness blocks @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in an area the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}, making the area Dark, or Pitch Darkness with a raise (see @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}).

\n

If light and darkness overlap, they create a patch of Dim light (-2).

\n

Modifiers

\n\n
" }, { "id": "Mind Link", "name": "Mind Link", "description": "
\n

Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.

\n

Once @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activated}, the @Compendium[swade-core-rules.swade-rules.Range]{Range} between all linked minds is one mile, or five with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, all others must make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll or be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} (this cannot cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}).

\n

The speed of communication is that of normal speech, but with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} members may communicate up to 30 seconds or so of speech on a single combat turn.

\n

Modifiers

\n\n
" }, { "id": "Mind Reading", "name": "Mind Reading", "description": "
\n

Mind reading is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The GM may apply @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modifiers} based on the subject’s mental @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} or current state of mind.

\n
" }, { "id": "Mind Wipe", "name": "Mind Wipe", "description": "
\n

Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of @Compendium[swade-core-rules.swade-rules.Range]{Range}.

\n

If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, the victim forgets a single event (up to about 30 minutes of time). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes a complex memory of several hours.

\n

If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)

\n

The memory remains missing but strong evidence that challenges its “logic” allows a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at -2 to remember fragments determined by the GM.

\n

Modifiers

\n\n
" }, { "id": "Object Reading", "name": "Object Reading", "description": "
\n

Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to see events that occurred within 10 yards up to about five years past. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.

\n

When watching an actual event, it occurs in real time, just as if watching a digital video.

\n

Modifiers

\n\n
" }, { "id": "Protection", "name": "Protection", "description": "
\n

Protection creates a field of energy or armor around a character, giving him 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}, or +4 with a raise.

\n

Whether the protection is visible or not depends on the @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}—this is entirely up to the caster.

\n

Protection stacks with all other armor, natural or worn, and is negated by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} as usual.

\n

Modifiers

\n\n
" }, { "id": "Puppet", "name": "Puppet", "description": "
\n

Puppet is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the character’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the victim automatically obeys commands that don’t directly harm himself or those he cares about.

\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the target is completely controlled, but gets an automatic @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} to avoid directly arming himself or those he cares about. If the puppet’s resistance @Compendium[swade-core-rules.swade-rules.Trait Rolls]{succeeds}, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, he breaks the controller’s hold and the power ends.

\n

Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} the victim uses in a turn, whether or not he uses his @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edge, etc.

\n

Modifiers

\n\n
" }, { "id": "Relief", "name": "Relief", "description": "
\n

Relief removes one @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level, or two with a raise. It can also remove a character’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.

\n

Modifiers

\n\n
" }, { "id": "Resurrection", "name": "Resurrection", "description": "
\n

Perhaps the greatest power of all is the ability to bring someone back from the dead. It can restore lost loves, bring solace to the grieving, and topple kingdoms.

\n

Returning the dead to life requires a reasonably complete corpse no more than a year old. The caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.

\n

Once done, the healer makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} at -8. If successful, the victim returns to life with three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} and is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}. With a raise, she returns merely @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.

\n

Modifiers

\n\n
" }, { "id": "Shape Change", "name": "Shape Change", "description": "
\n

Many cultures have legends of shamans or wizards who take on the shape of animals.

\n

This power does just that, allowing the caster to take the form of any animal (including fantastic creatures such as @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} and hippogriffs if they exist in that setting, but not humanoids, undead, etc). What a character can change into depends on his @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shape Change
CostRankSize
3NoviceSize -4 to Size -1
5SeasonedSize 0
8VeteranSize 1 to 2
11HeroicSize 3 to 4
15LegendarySize 5 to 10
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the roll, the character transforms into a  particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} by one die type each.

\n

Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.

\n

While transformed, the character retains his own @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}, @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} (though he may not be able to use some or all of them depending on the form -- GM’s call). He gains the animal’s @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} and cannot use devices that require humanoid form. He has no capacity for speech and cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}, though he may continue to maintain powers previously active.

\n

A @Compendium[swade-core-rules.swade-rules.Bestiary]{creature’s} natural abilities inherent to its form are conferred, but magical ones aren’t. A @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragon} can fly and breathe fire in a traditional fantasy setting, for example, so a character who shape changes into one may do so as well. If dragons also cast spells in that world, however, shape change would not grant that ability because it’s not inherent to the physical form.

\n

Size: The caster does not inherit extra @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} when transforming into creatures of Large or Huge @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Modifiers

\n\n
" }, { "id": "Sloth/Speed", "name": "Sloth/Speed", "description": "
\n

Sloth lessens celerity and coordination while speed increases it. It halves the target’s total @Compendium[swade-core-rules.swade-rules.Movement]{movement} each @Compendium[swade-core-rules.swade-rules.Actions]{round} (round up). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, movement is also an @Compendium[swade-core-rules.swade-rules.Actions]{action}. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with speed doubles the target’s @Compendium[swade-core-rules.swade-rules.Movement]{movement} (basic Pace and @Compendium[swade-core-rules.swade-rules.Movement]{running}). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} the character also ignores the -2 running penalty.

\n

Modifiers

\n\n
" }, { "id": "Slumber", "name": "Slumber", "description": "
\n

Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.

\n

Anyone affected by slumber must make a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll (at -2 if the caster got a raise on her @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll). Those who fail fall asleep for the @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

Modifiers

\n\n
" }, { "id": "Smite", "name": "Smite", "description": "
\n

This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n\n
" }, { "id": "Sound/Silence", "name": "Sound/Silence", "description": "
\n

Sound mimics any known sound or voice, emanating from a point of origin within @Compendium[swade-core-rules.swade-rules.Range]{Range} at a volume up to the sound of a loud shout. If used as a @Compendium[swade-core-rules.swade-rules.Test]{Test}, the defender @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposes} the casting roll with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}.

\n

Silence does the opposite, muting all sound up to a loud shout within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. This subtracts 4 from @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} completely mutes all sound inside the template—such @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls automatically fail.

\n

Modifiers

\n\n
" }, { "id": "Speak Language", "name": "Speak Language", "description": "
\n

This power allows a character to speak, read, and write a sapient language other than his own. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll allows the user to appropriately use and understand slang and dialect as well.

\n

Modifiers

\n\n
" }, { "id": "Stun", "name": "Stun", "description": "
\n

Stun shocks a target with concussive force, sound, light, magical energy, or the like.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} casting means the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

Modifiers

\n\n

\n
" }, { "id": "Summon Ally", "name": "Summon Ally", "description": "
\n

This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{trappings}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}, and with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, it’s @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}) as well.

\n

The ally acts on its creator’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, it fades into nothingness, leaving no trace behind.

\n

The type of servant that can be summoned depends on the caster’s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, for example, the caster might exchange the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SUMMON ALLY
RankCostServant
Novice2Attendant
Seasoned4Bodyguard
Veteran6Mirror Self*
Heroic8Sentinel
\n

*Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary

\n

Modifiers

\n\n

 

\n

STATBLOCKS

\n

Attendant

\n

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:

\n\n

 

\n

Bodyguard

\n

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}
Gear: Melee attack (Str+d6).
Special Abilities:

\n\n

 

\n

Mirror Self
The ally is a clone of the caster except: it’s an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}; it has the same number of current @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} as the caster after subtracting for this casting; it cannot use the summon ally power; its @Compendium[swade-core-rules.swade-rules.Traits]{skills} (but not @Compendium[swade-core-rules.swade-rules.Traits]{attributes}) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct} and @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless} abilities.

\n

 

\n

Sentinel
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Sweep (Improved)}.
Gear: Melee attack (Str+d8).
Special Abilities:

\n\n
" }, { "id": "Telekinesis", "name": "Telekinesis", "description": "
\n

Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of d10, or d12 with a raise.

\n

Unwilling opponents resist the caster’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll when targeted and at the start of each of their @Compendium[swade-core-rules.swade-rules.Actions]{turns} afterward until they’re released. They can be moved up to the caster’ @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.

\n

Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant @Compendium[swade-core-rules.swade-rules.Traits]{skill} when attacking in this way (not his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}).

\n
" }, { "id": "Teleport", "name": "Teleport", "description": "
\n

Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Teleporting to an unseen location incurs a -2 penalty on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll.

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Opponents adjacent to a character who teleports away don’t get a free attack (see @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}).

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If casting teleport on a willing subject, the caster decides where they move to, not the target.

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Modifiers

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" }, { "id": "Wall Walker", "name": "Wall Walker", "description": "
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Wall walker allows the recepient to walk on vertical or horizontal surfaces. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, she moves at half her normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Pace} and even @Compendium[swade-core-rules.swade-rules.Movement]{run}.

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If forced to make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to climb or hang on to the a surface, she adds +4 to the total.

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Modifiers

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" }, { "id": "Warrior's Gift", "name": "Warrior's Gift", "description": "
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With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, the recipient gains the benefits of a single Combat @Compendium[swade-core-rules.swade-rules.Edges]{Edge} chosen by the caster. The caster (not the recipient) must have the same @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or higher as the Edge’s Requirements. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the @Compendium[swade-core-rules.swade-rules.Edges]{Rank Requirement}).

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Modifiers

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" }, { "id": "Zombie", "name": "Zombie", "description": "
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Zombie grants animation and basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice.

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The being has the physical skills it had in life, but its @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and related @Compendium[swade-core-rules.swade-rules.Traits]{skills} are reset to d4. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} increases any one of their @Compendium[swade-core-rules.swade-rules.Traits]{Traits} by one die type (caster’s choice).

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Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in @Compendium[swade-core-rules.swade-rules.Range]{Range} (GM’s call).

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An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’t be raised with this power again.

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Modifiers

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Zombie Creatures

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Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} -1 or -2, 3 for @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 0, and 1 for a Small @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}, 2 for a Medium Swarm, or 3 for a Large Swarm.

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Larger creatures cost 3 + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.

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Magical or supernatural @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities} aren’t conferred to the undead form, but those inherent to the creature are, such as @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, a swarm’s attack, etc.

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Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for Additional Zombies (round up, minimum of 1).

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Zombie

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These walking dead are typical groaning fiends looking for fresh meat.

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Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

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Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d6

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Pace: 4; Parry: 5; Toughness: 7

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Edges:

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Special Abilities:

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" } ] }