These work for magical spells, super powers, cybernetic implants, or whatever. The system is designed to encourage creativity. The availability of powers is up to the GM – no player is entitled to them.

Obviously, this system requires players and the GM to be reasonable and fair with each other. As always, the GM has the final call. Before the game begins, the player and GM should sit down together and figure out how the powers Spirit work.

Important Note – Remember that for combat purposes, “Use Power” and “Attack” are the same thing. Powers of a “magic missile” nature cannot be dodged or blocked, like most non-magical ranged weapons. But all other types of powers that affect others should, for the most part, allow the target a Spirit roll to avoid.

Using a Power – To use a power, simply make a Mind or Spirit roll, or whatever the GM thinks is most appropriate. The more elements a power has, the more difficult the roll.

Creating a Power – Creating a power isn’t easy. You can’t do it “on the fly.”

To create a power, figure out what you want it to do. Then see how many Powers Spirit be required to pull it off.

For example, if you want to create a “fireball” power, first you would use the power Conjure (to create something – a fireball – out of nothing). Then you would use the power Control (to send the fireball where you want it to go).

Then name your power, get GM approval, and you’re good to go.

Power Difficulty – This is entirely up to negotiation between the GM and player. But in general, use the following statements as a rough guide:

A power can use two Powers without penalty. If it uses more than that (or uses the same one twice), there is a -10 penalty to the useing roll.

If a power affects more than 1 person, apply a -10 penalty. If it affects 5 or more people, apply a -20 penalty.

Add a -10 penalty to give the target of the power a -10 on his Spirit roll.

Powers that do damage do 2d6 (because there is no Power or Accuracy score to add). For each d6 more, apply a -10 penalty.

Powers that heal also automatically restore 2d6 Life. For each d6 more, apply a -10 penalty.
For non-attack powers that allow Spirit rolls to avoid, you can force a -10 to the Spirit roll for each -10 you take to use it.

The Basic Powers
Virtually any power can be created with a combination of these:

  • Alter – Use this power whenever you want to change the physical properties of something – what it’s made of, its shape, and so on.
  • Bless/Curse – This power makes good or bad things happen to people. It does not bestow any magical power by healing or causing damage, but could include dropped weapons, embarrassing flatulence, soothing of a troubled mind or something similar.
  • Conjure – Use this to create something out of nothing.
  • Control – Use this to move objects with your mind, or to control a magical effect you have already put into place, such as flame. You could also use this to grab something from across a room, for example.
  • Enchant – Use this to make an object temporarily magical. The effect they have is up to you, but the more you put into it, the harder the power becomes. To permanently enchant something is ridiculously difficult.
  • Fool – This makes someone think something that isn’t true or see something that isn’t there, either by an illusion or a lie or some other devious means.
  • Heal – This restores Life points, gets rid of disease and poison and so on.
  • Sense – Use this to sense things you’d otherwise not be able to – someone’s thoughts, whether anyone is lurking on the other side of a door, whether there are any apple trees or springs of water nearby, etc.

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