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Defunct Examples

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Telepathy

NOTE: In a higher power game, you could make it such that the 5 powers are purchased as one unit, like say for 12 XP, and you just get the new power/capability when you go up a level of Eminence. As written, they are designed to be purchased seperately, for (minimum eminence level requirement x 2 XP). If you wish, you can buy the power before you can use it (based on minimum Eminence restriction), especially if your campaign uses the optional rule “(6) Tenacity of the Gods”.

This is a Tier 1 power. Each level costs (minimum eminence level requirement x 2 XP).

Allows the user to communicate mind-to-mind with the target(s). Lasts for a scene by default unless otherwise noted. Note that aggravated damage costs 1 Mana.

Primary Focus Purview: Mind (or Air)
Die Pool: Eminence + INT (+ Persuasion)

Minimum Eminence Level
Primary Non Effect
1 2 Mental Guardian 1)
Minimum Eminence Level
Primary Non Effect
2 3 Projection 2)
Minimum Eminence Level
Primary Non Effect
3 4 Mental Shout (Instant Action) 3)
Minimum Eminence Level
Primary Non Effect
4 5 Clarity of Mind 4)
Minimum Eminence Level
Primary Non Effect
5+ 6+ Mind Control 5)

Counter Magic

NOTE: In a higher power game, you could make it such that all of the powers are purchased as one unit, like say for 15 XP, and you just get the new power/capability when you go up a level of Eminence. As written, they are designed to be purchased separately, for (minimum eminence level requirement x 2 XP). If you wish, you can buy the power before you can use it (based on minimum Eminence restriction), especially if your campaign uses the optional rule “(6) Tenacity of the Gods”.

This is a Tier 1 power. Each level costs (minimum eminence level requirement x 2 XP).

Allows the user to communicate mind-to-mind with the target(s). Lasts for a scene by default unless otherwise noted. Note that aggravated damage costs 1 Mana.

Primary Focus Purview: Prime (or Water)
Die Pool: Eminence + STA (+ Occult)

Minimum Eminence Level
Primary Non Effect
1 2 Magic Shield 6)
Minimum Eminence Level
Primary Non Effect
2 3 Counterspell (Instant Action) 7)
Minimum Eminence Level
Primary Non Effect
3 4 Dispell (Instant Action) 8)
Minimum Eminence Level
Primary Non Effect
4 5 Magic Barrier 9)

Bull's Strength

This is a Tier 2 power, and costs 6XP once, and scales as the table below notes.

Lasts for a scene by default. Only one instance of this Power may be active. For each point of strength desired, up to the Eminence level cap, 1 mana must be spent (in addition to any activation mana costs). Succeed (simple success) in Eminence + STA (+ Atheltics, if Primary) and gain +n STR. Mana costs put toward the dots of temporary STR are only spent if the activation is successful.

Primary Focus Purview: Life (or Earth)
Die Pool: Eminence + STA (+ Athletics)

Eminence Level
Primary Non Effect
n n+1 +n STR

Conditional Activation

This is a Tier 2 power, and costs (Minimum Essence * 2XP).

This effect is Permanent by default.

Lasts for a scene by default. Costs 1 Mana each time used in conjunction with another Power, even if either or both Power(s) are Primary for the user. There is no roll for this particular effect; simply roll the activation dice for the other Innate Ability that you you wish to add a conditional trigger component to. If the condition does not occur within the scene (or whatever the spell was extended to), the spell simply dissipates, and the 1 Mana is still spent.

Primary Focus Purview: Fate (or Water)
Die Pool: None

Eminence Level
Primary Non Effect
3 4 Allows the User to activate their Powers with a Conditional Trigger 10)

Sympathetic Activation

This is a Tier 2 power, and costs (Minimum Essence * 2XP).

This effect is Permanent by default.

Duration is that of the Innate Ability with which this Power is combined by the Manifest. Costs 1 Mana each time used in conjunction with another Power, even if either or both Power(s) are Primary for the user (so, the full spell may cost 2 Mana to activate if neither are Primary Purviews for the Manifest). There is no roll for this particular effect; simply roll the activation dice for the other Innate Ability that you you wish to activate Sympathetically.

Primary Focus Purview: Space (or Air)
Die Pool: None

Eminence Level
Primary Non Effect
3 4 Allows the User to activate their Powers Sympathetically

Planar Activation

This is a Tier 2 power, and costs (Minimum Essence * 2XP).

This effect is Permanent by default.

Duration is that of the Innate Ability with which this Power is combined by the Manifest. Costs 1 Mana each time used in conjunction with another Power, even if either or both Power(s) are Primary for the user (so, the full spell may cost 2 Mana to activate if neither are Primary Purviews for the Manifest). There is no roll for this particular effect; simply roll the activation dice for the other Innate Ability that you you wish to activate Sympathetically across Planes.

Primary Focus Purview: Space (or Air)
Die Pool: None

Eminence Level
Primary Non Effect
4 5 Allows the User to activate their Powers Sympathetically-Extra-Planar

Element-Based Purviews

Purview Tier Power
Fire 0 Chosen of Fire
Fire 1 - Fire Elemental Style
Fire 1 - Kindred of the Fire Spirit
Fire 2 —- Lightning Elemental Style
Fire 2 —- Light Elemental Style
Fire 2 —- Plasma Transmutation
Fire 2 —- Invisibility
Fire 2 —- Dolphin's Intellect
Fire 2 —- Bull's Strength
Fire 2 —- Eagle's Splendor
Purview Tier Power
Magic 0 Chosen of Magic
Magic 1 - Embodiment of Magic Style
Magic 1 - Kindred of the Spirits
Magic 2 —- True Transmutation
Magic 2 —- Create Magic Item
1)
You can alter your own emotional projection. At the 2nd level, this can be used to directly shield your mind from mental attacks. At the 3rd level, this can be used to shield others from mental attacks.
2)
You and the target(s) can transfer _projected_ imagery and thoughts. You can communicate with the targets mentally even if your languages differ or the target(s) have no language. This can be used to surreptitiously scan a person's surface thoughts (with a successful stealth roll - RES).
3)
Mental shout that causes bashing at this level (subtract target's WITS). Damage type increases at higher levels based on General Restrictions Rules.
4)
Roll vs RES+Power Stat, success means you can read the target(s)' memories/sub-surface thoughts. At one higher level, you can rewrite those thoughts as you see fit.
5)
Roll vs RES+Power Stat, if succeed, you give commands to the target and they obey (no directly suicidal actions until the next Eminence level).
6)
Alter your own magical aura to appear mundane or magically different, to your liking, and you can do this for others at +1 Min Eminence. Also at +1 Min Eminence, this can provide Eminence dots worth of shielding against magic effects targeted on yourself, Potency == Eminence. At +2 Min Eminence, you can cast the shield on others.
7)
If you haven't gone in the round, you can attempt to counterspell someone else's Power Activation. Roll Eminence + STA (+ Occult) vs Spell Potency (no of successes). If you have more, you succeed. If tied, your counterspell fails. This in turn becomes your Action for the turn, you cannot do any other Power Activations or Attacks until your next turn, even if your counterspell fails.
8)
Roll Eminence + STA (+ Occult) - Potency of running spell. If you gain more successes (more than a tie), you succeed in dispelling the effect.
9)
Eminence + STA (+ Occult), and for each success, provides successes in Potency for spell suppression. Also, for each success, you may omit one person of your choosing from this barrier. You must specifically choose to omit yourself as one of your slots.
10)
Ex: The user might add this to a “Levitation” Power activation “… if I fall from this cliff” within the scene.