Power Edge List
General Power Edges
| Name | Rank | Summary |
|---|---|---|
| Advanced Origin | Heroic | The sorcerer gains his origin's advanced ability |
| Arcane Armor | Novice | The character's Armor Interference is improved by one class (from light to medium, for example) |
| Arcane Mastery | Veteran | You may now use Epic Power Modifiers |
| Artificer | Seasoned | Allows user to create Arcane Devices |
| ↪ Master Artificer | Heroic | Artificer gains 1000 gp progress for each success and raise on his Occult roll when making arcane items. |
| Battle Magic | Veteran | The mage may cast battle magic. |
| Blood Magic | Novice | The mage recovers d6 Power Points when directly causing a Wound to a sapient creature. |
| Bouncing Spells | Veteran | Redirect a spell to an opponent if your target resists your spell. |
| Channeling | Seasoned | Reduce Power Point cost by 1 with a raise on the activation roll. |
| Chemist | Novice | Concoctions last one week when given to others instead of 48 hours. |
| Concentration | Seasoned | Reduce Power Point cost by 1 with a raise on the activation roll. |
| Countersong | Veteran | Allies within 5“ get a free reroll when resisting or recovering from enemy spell effects. |
| Deadly Illusion | Seasoned | Take the Deadly Power Modifier at no additional Power Point cost. |
| Destroy Undead | Seasoned | Spend 1 Power Point to deal 2d6 damage to undead creatures in a Large Blast Template. (3d6 for 2 Points) |
| Dirge | Heroic | Build dread in foes to reduce any Benny-induced Soak rolls or trait and damage rolls by 2. |
| Eldritch Inspiration | Heroic | Spend a Benny to cast any power of your Rank or lower as long as you have your spellbook. |
| Elemental Absorption | Novice | Toughness +2 when experiencing elemental synergy. |
| Elemental Master | Seasoned | Gain an additioanl elemental origin to freely use both Trappings. |
| Epic Mastery | Veteran | The caster may use Epic Power Modifiers. |
| Extra Effort | Seasoned | Increase Focus by +1 for 1 Power Point or +2 for 3 Power Points |
| Favored Power | Seasoned | Caster may ignore 2 points of any penalties when activating one chosen power. |
| Favored Powers (Cleric) | Veteran | As a limited free action, the cleric may ignore up to two poitns of any penalties when casting healing, sanctuary, or smite. |
| Favored Powers (Druid) | Veteran | As a limited free action, the druid may ignore up to two points of any penalties when casting healing, sanctuary, or smite. |
| Favored Powers (Sorcerer) | Seasoned | As a limited free action, the sorcerer may ignore up to two poitns of any penalties when casting bolt, elemental manipulation, or protection. |
| Favored Powers (Wizard) | Seasoned | As a limited free action, the wizard may ignore up to two poitns of any penalties when casting arcane protection, deflection, dispel. |
| Gadgeteer | Seasoned | Spend 3 Power Points to create a device that replicates another power. |
| Great Power | Veteran | Spend a Benny to cast any power of up to 20 Power Points at a -2 penalty to his Spellcasting roll. |
| ↪ Phenomenal Power | Heroic | Spend Conviction to cast any spell in the setting as Great Power. |
| Heartwood Staff | Novice | Focus your magic through a staff made of rare wood that allows you to spend a Power Point to deal an extra d6 damage. |
| Hell's Wrath | Seasoned | Bolt, Blast and Burst Powers deal an extra +2 damage. |
| Holy Symbol | Novice | Hold a symbol of faith to get a reroll on Faith |
| Holy/Unholy Warrior | Seasoned | Add +1 to +4 to Soak rolls for each Power Point spent. |
| Infernal Armor | Novice | Gain a +2 armor bonus from dark magic that gives you a visible glow and aura of dark magic. |
| Instrument | Novice | Using an instrument of some kind when casting a spell adds +1 to your Performance roll. |
| Master of Illusion | Novice | Gain the Mobility and Sound Power Modifiers at no additional Power Point cost. |
| Mentalist | Seasoned | +2 to opposed Psionics rolls. |
| Mercy | Novice | Grant Mercy to a character to recover them from the Distracted, Vulnerable, or Shaken. |
| New Powers | Novice | Your character knows two new powers. |
| Power Points | Novice | Gain 5 additional Power Points, no more than once per Rank. |
| Power Pool | Seasoned | Allows a hero with more than one Arcane Background to merge the Power Points from each. |
| Power Surge | Novice | Recover 10 Power Points when dealt a Joker in combat. |
| Primal Magic | Seasoned | Add +2 to the damage of powers, but if you roll a Critical Failure, everyone in a Large Blast Template centered on you is stunned. |
| Rapid Recharge | Seasoned | Recover 10 Power Points per hour. |
| ↪ Improved Rapid Recharge | Veteran | Recover 20 Power Points per hour. |
| Sacred Fetish | Novice | Get one free reroll on failed Faith rolls as long as you hold your Fetish. |
| Silent Caster | Novice | The mage does not need to speak to cast. |
| Soul Drain | Seasoned | Recover 5 Power Points for a level of Fatigue. |
| Spellbooks | Novice | Gain a new power and an additional power each time you take the New Powers Edge. |
| Strong Illusions | Novice | Increase the size and power of your illusions, but foes will see through all if they see through one. |
| The Evil Eye | Seasoned | Force one intelligent being make a Spirit roll at -2 before they can spend a Benny. |
| The Witching Hour | Seasoned | During the witching hour, you cannot Critically Fail a roll and get a free Soak roll. |
| Tinkerer's Armor | Seasoned | Reduce the Minimum Strength of leather amor or greater by one die type and add additioanl bonuses to your armor. |
| Transfer | Novice | The mage may transfer up to five Power Points to anyone in sight as a limited free action. |
| True Form | Seasoned | Speak and cast powers at a -2 penalty when shape changed in a form that normally doesn't allow it. |
| Wizard | Seasoned | Spend 1 extra Power Point to change a spell's Trapping. |
| 🔗 Berserk ↪ Rage Prophet | Seasoned | Cast spells while berserk and make them harder to resist. |
| ↪↪ Rage Prophet II | Veteran | Spells targeting the caster are limited free actions. |
Mystic Powers Edges
| Name | Rank | Summary |
|---|---|---|
| Mystic Powers (Barbarian) | Seasoned | Boost Trait (Fighting, Strength, Spirit, or Vigor only), smite, and speed. All have the Self Limitation. |
| Mystic Powers (Fighter) | Seasoned | Boost Trait (Fighting, Shooting, Strength, and Vigor only), protection, and smite. All have the Self Limitation. |
| Mystic Powers (Monk) | Seasoned | Boost Trait (Agility, Athletics, Fighting, and Spirit only), deflection, smite and speed/slow (speed only). All have the Self Limitation. |
| ↪ Great Ki | Veteran | The monk's Mystic Powers now includes Boost Trait (Strength), protection, speed, wall walker, warrior's gift. |
| Mystic Powers (Paladin) | Seasoned | Boost Trait (Fighting and Spirit only), healing, protection, sanctuary and smite. All but healing have the Self Limitation. |
| Mystic Powers (Ranger) | Seasoned | Beast friend, boost Trait (Athletics, Shooting, and Survival only), entangle, warrior's gift and farsight. All but entangle and beast friend have the Self Limitation. |
| Mystic Powers (Rogue) | Seasoned | Boost Trait (Athletics, Stealth, and Thievery only), darksight, lock/unlock, sound/silence and wall walker. All have the Self Limitation. |
| Mystic Powers (Shadow Force) | Veteran | blast, illusion, summon ally, or teleport (self only). All of these have a Shadow Trapping. |
Summoning Edges
| Name | Rank | Summary |
|---|---|---|
| Arcane Barding | Seasoned | Grant your summoned animals a +2 bonus to Toughness. |
| Construct Familiar | Novice | Build a mechanical animal companion that serves as your Familiar. |
| Familiar | Novice | Caster gains a small pet that grants her 5 Power Points and other abilities. |
| Ferocious Summoning | Seasoned | Grant your summon monster summons any one Combat Edge of your rank or lower. |
| Great Summoning | Heroic | Summon unique beasts such as a barghest, mammoth, frost mammoth, t-rex, or young dragon. |
| Undead Familiar | Seasoned | Get an undead animal as a familiar |