AVAILABLE: Arcane Protection, Beast Friend, Burrow, Confusion, Damage Field, Darksight, Deflection, Divination, Entangle, Farsight, Fly, Havoc, Illusion, Intangibility, Light/Darkness, Relief, Sloth/Speed, Sound/Silence, Speak Language, Stun, Telekinesis, Wall Walker, Warrior’s Gift, Zombie
Air + Earth = Lightning Powers: x Synergy: x
Air + Fire = Concussion Powers: x Synergy: x
Air + Water = Ice Powers: x Synergy: x
Earth + Fire = Magma Powers: x Synergy: x
Earth + Water = Decay Powers: x Synergy: x
Fire + Water = Steam Powers: x Synergy: x
Other means: elemental manipulation and environmental protection (harmony), banish, blind, boost/lower Trait, detect/conceal arcana, disguise, dispel, drain Power Points, empathy, fear, growth/shrink, healing, invisibility, mind link, mind reading, mind wipe, object reading, puppet, resurrection, shape change, slumber, and teleport (warlock)
Air: barrier, blast, bolt, burst, deflection*, farsight*, havoc*, protection, smite, sound/silence*, and summon ally.
Earth: barrier, beast friend*, blast, bolt, burrow*, burst, entangle*, protection, smite, summon ally, and wall walker*.
Fire: barrier, blast, bolt, burst, damage field*, darksight*, light/darkness*, protection, smite, and summon ally.
Water: barrier, blast, bolt, burst, confusion*, intangibility*, protection, smite, summon ally, and warrior’s gift*.
Air/Earth: Gain access to the lightning fusion Trapping and these powers: arcane protection, flight, sloth/ speed and telekinesis.
Fire/Water: Gain access to the steam fusion Trapping and these powers: arcane protection, divination, illusion, relief, and stun.
Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
- Arcane Protection N 1 Sm 5 Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces damage a like amount.
- Banish V 3 Sm I Opposed roll vs Spirit to banish entities.
- Barrier S 2 Sm 5 Creates 5″ (10 yards) long, 1″ (2 yards) tall,Hardness 10 barrier.
- Beast Friend N S Sm 10m Controls animals.
- Blast S 3 Sm×2 I 2d6 damage in Medium Blast Template.
- Blind N 2 Sm I Inflicts –2/–4 penalty to victims.
- Bolt N 1 Sm×2 I 2d6 ranged attack.
- Boost/Lower Trait N 2 Sm 5/I Increases or decreases a skill or attribute.
- Burrow N 2 Sm 5 Target tunnels through the earth.
- Burst N 2 Cone I Cone-shaped attack for 2d6 damage.
- Confusion N 1 Sm S Makes target Distracted and Vulnerable.
- Damage Field S 4 Sm 5 Creates aura that causes 2d4 damage.
- Darksight N 1 Sm 1H Ignore up to 4 points of illumination penalties,or 6 with a raise.
- Deflection N 3 Sm 5 −2/–4 to attack recipient.
- Detect/Conceal Arcana N 2 Sm S Detects magic for Duration 5 or conceals itfor one hour.
- Disguise S 2 Sm 10m Target looks like someone else.
- Dispel S 1 Sm I Negates magical effects.
- Divination H 5 Self 5m Caster asks questions of entities.
- Drain Power Points V 2 Sm I Drains d6 Power Points from enemy withsuccessful opposed roll of arcane skills.
- Elemental Manipulation N 1 Sm 5 Allows minor manipulation of basic elements.
- Empathy N 1 Sm 5 Opposed roll vs Spirit to add +2 to socialattacks for the Duration of the power.
- Entangle N 2 Sm I Bind or Entangle foes.
- Environmental Protection N 2 Sm 1H Protect target from hazardous environments.
- Farsight S 2 Sm 5 See detail at great distance; halves Rangepenalties with a raise.
- Fear N 2 Sm I Causes Fear check.
- Fly V 3 Sm 5 Target flies at Pace 12″.
- Growth/Shrink S S Sm 5 Increases or decreases Size.
- Havoc N 2 Sm I Targets in MBT or Cone are Distracted and may be hurled.
- Healing N 3 T I Restores Wounds less than an hour old.
- Illusion N 3 Sm 5 Creates imaginary images.
- Intangibility H 5 Sm 5 Target becomes incorporeal.
- Invisibility S 5 Sm 5 Target is invisible (–4/–6 to affect).
- Light/Darkness N 2 Sm 10m Creates or dispels illumination.
- Mind Link N 1 Sm 30m Mental link within one mile (5 with raise).
- Mind Reading N 2 Sm I Opposed roll vs Smarts to read mind.
- Mind Wipe V 3 Sm I Removes and alters memories.
- Object Reading S 2 T S Reveals last five years of an object’s history (100 years with a raise).
- Protection N 1 Sm 5 Grants Armor +2/+4.
- Puppet V 3 Sm 5 Opposed roll vs Spirit to control target.
- Relief N 1 Sm I Removes Fatigue, Shaken; & Stun with raise.
- Resurrection H 30 T I Brings the dead back to life.
- Shape Change N Special Self 5 Caster takes on the form of various beings.
- Sloth/Speed S 2 Sm I/5 Increases or decreases movement.
- Slumber S 2 Sm 1H Puts victims to sleep.
- Smite N 2 Sm 5 Increase a weapon’s damage by +2/+4.
- Sound/Silence N 1 Sm×5/Sm I/5 Create or mute sound.
- Speak Language N 1 Sm 10m Caster can speak and understand languages.
- Stun N 2 Sm I Target is Stunned.
- Summon Ally N Special Sm 5 Conjures an ally of various sorts.
- Telekinesis S 5 Sm×2 5 Moves items with Strength of d10 (d12 witha raise).
- Teleport S 2 Sm I Character teleports up to 12″ distant.
- Wall Walker N 2 Sm 5 Character can walk on walls at half Pace (fullPace with raise).
- Warrior’s Gift S 4 Sm 5 Grant target a Combat Edge.
- Zombie V 3 Sm 1H Raises and controls the undead.