POWERS
Magic extends beyond the domain of SPELLWEAVERS. Powers can be learned by any PATH, and can be added to weapons by ENCHANTING them.
Each Power is open to interpretation by players and their Wayfinder. As long as players and their Wayfinder mutually agree, any Power can be used as desired. Would Air Mastery allow a character to fly? If the Wayfinder says so. Does Telekinesis allow a character to lift a ship? Roll for it. As long as the player and the Wayfinder mutually agree about how a Power can be used, it may be used in that way (so long as the range does not exceed the following table).
It should be noted that how a character has gained their Powers (such as by magic, inherent ability, advanced technology, etc.) is left entirely up to the player and the Wayfinder’s story world.
Players can either utilize the Powers listed in the table below or use them as references when creating new Powers suited to their characters.
Power Name | Range | General Description |
Acid Mastery | Near | The Power to conjure, spew, inject, or otherwise control acid |
Air Mastery | Near | The Power to manipulate, summon, or otherwise alter the air in a given space |
Animal Connection | Close | The Power to communicate with, influence, and control animals. |
Anti-Power Field | Far | The Power to generate an area that suppresses and negates Powers. |
Arcane Bulwark | Close | The Power to conjure magical barriers and shields. |
Arcane Strike | Far | A Powerful strike of energy |
Astral Journey | Far | The Power to travel beyond the limits of the body |
Charm | Close | The Power to magically influence and control another's mind. |
Destructive Blast | Close | The Power to unleash devastating blasts of energy. |
Disorient | Near | The Power to disorient, confuse, or distract others. |
Dispel Power | Near | The Power to negate ongoing effects that result from Powers |
Dream Mastery | Far | The Power to enter, manipulate and control dreams |
Earth Mastery | Near | The Power to manipulate rock, soil, crystals and other terrestrial materials. |
Grow/Shrink | Near | The Power to enlarge or shrink living beings and objects. |
Fear | Near | The Power to evoke terrifying visions and overwhelming dread. |
Fire Mastery | Near | The Power to conjure, control and manipulate flames and heat. |
Gravity Crush | Close | The Power to manipulate gravity to crush objects and beings. |
Heal Wounds | Far | The Power to mend physical injury and disease. (Roll 1 Path Die and add the face value to the character’s current Life Points.) |
Ice Mastery | Near | The Power to conjure, shape and control ice and cold. |
Illusion | Near | The Power to create false sensory perceptions |
Invisibility | Close | The Power to become unseen to normal sight. |
Leap | Close | The Power to jump Far in a Single Action. |
Light Mastery | Far | The Power to generate, bend and manipulate light itself. |
Lightning Mastery | Near | The Power to conjure, control and direct electricity and lightning. |
Necromancy | Close | The Power to resurrect the dead. |
Plant Mastery | Close | The Power to control and animate plant life. |
Poison Mastery | Near | The Power to generate, manipulate and confer poisons |
Power Detection | Close | The Power to sense and reveal magical forces and beings. |
Precognition | Near | The Power to perceive future possibilities and events. |
Psyche Implosion | Close | The Power to assault and overwhelm the minds of others. |
Repair | Close | The Power to mend and restore damaged, broken or ruined objects. |
Scrying | Close | The Power to remotely view distant people and places. |
Sense Presence | Near | The Power to detect nearby lifeforms. |
Shadow Mastery | Close | The Power to manipulate shadows and darkness itself. |
Shapeshifting | Close | The Power to transform and reshape one's physical form. |
Silence | Near | The Power to suppress and negate sound. |
Sleep | Close | The Power to induce instant slumber and unconsciousness. |
Slow | Near | The Power to inhibit movement and actions |
Sprint | Far | The Power to attain superhuman speed and reflexes |
Telekinesis | Near | The Power to move objects with the mind alone. |
Telepathy | Close | The Power to mentally communicate thoughts and concepts |
Teleportation | Far | The Power to instantly transport across space. |
Thunder Mastery | Close | The Power to generate, direct and control thunder and sonic vibrations. |
Water Mastery | Near | The Power to psychically control water in all its forms. |
Weather Mastery | Far | The Power to control meteorological conditions and phenomena. |
Enchantments
Powers can be added as Enchantments to any weapon. When Enchanted, a Weapon will carry the effect of the Power. For example, a sword enchanted with Fire Mastery will still deal 1 Point of damage per success, but can be used to set the environment or enemies on fire.
However, once a Power has been used to enchant a weapon, it cannot be cast separately until removed from the Enchanted weapon. An Enchantment is not dismissed when a weapon is sheathed or when its wielder is out of combat. The weapon will carry the Enchantment until its caster (or another) removes it.
Any weapon can be Enchanted or Disenchanted mid-combat as a single action.