Jackson's Homebrew D20 Wiki

(A) – 'Arrangeable'; the sections of the effect may be positioned in whatever manner desired, so long as they are continuous, & do not deviate from a single geometric plane.

[Abjuration] – Such an effect will end if its area is moved in a way that forces it to touch the blocked subject.

Accelerated Time – You enter a separate time stream, in which you may take actions as though a number of rounds occur (this will be specified in the effect generating the accelerated time). While in this time stream, you are not allowed to target creatures or attended objects outside this time stream with any attack or effect. Non-instantaneous area effects start their duration once you return to regular time. Effects attached to you remain so, & count apparent rounds towards their duration. If you attempt to interact with an unattended object, you must first succeed Fortitude (DC as the effect that generated the accelerated time), or lose that action. Whenever you exit accelerated time, you must succeed Fortitude or be dazed for 1 round. Minds or souls bound to yours do not automatically experience the accelerated time.

[Acid] – Acid damage is converted to non-lethal by natural armor. Hardness applies, unless the specific acid attack specifies otherwise.

Advantage – The subject rolls twice for whatever they have advantage on, choosing the result they prefer (non-specified advantage generally applies to all d20 rolls). See also: Disadvantage.

Affinitized – Subjects that have been affinitized to another subject also receive any HP or attribute damage received by the other, & heal such if it does, & are also subject to effects that affect it. Affinitized creatures apply saving throws & resistances against any effect transferred. Effects the first subject is immune to are not transferred.

Affliction – An ongoing effect with scheduled saving throws.

Agonized – The creature takes a -4 penalty on attack rolls, skill checks, & defenses. They are also disturbed.

[Air] – This effect does shit with air.

[Aligned] – This effect gains an alignment descriptor ([Chaotic], [Good], [Evil], [Lawful]) based on choices made while it is initiated.

Alignment Component – Chaos, Good, Evil, or Law

Alignment Differential – A number representing the steps apart two alignments are, as they appear on the standard alignment grid.

Alignment Points – You acquire such points for performing aligned acts, & track each separately. Your total score determines how certain effects interact with you. Someday, we will actually utilize this rule set.

Amplitude – Creatures can avoid being stunned or deafened with a Fortitude save (DC 20, or as effect). If a creature leaves an area of noise, it ceases to have the worst condition immediately, retaining the next worse for as many rounds as it was exposed (up to a number equal to the amplitude level exposed to plus 1), & if it was stunned, it is then deafened for a number of minutes equal to the rounds of exposure (no limit). If a creature is deafened by an amplitude value 2 or more steps above the minimum value that could deafen them, they must make an additional Fortitude save, or the deafness is permanent. See radiance.


All non-immune deafened, stunned.



Sonic resistant deafened. Others stunned.



Non-resistant deafened. Vulnerable stunned.



Vulnerable deafened.



No effect.

amp/rad – I did not want to have 'amplitude/radiance' spill over on to another line of text. Sue me.

anti-Luck – See: Percentiles.

app – 'Additional Power Points'; a cost you spend to augment a power, using your pp reserve, not to exceed your Psionic Cap.

Arcane creature – A creature which can cast arcane spells, including many who possess innate spells.

Area: Burst, Cone, Cubes (5' or 10'), Cylinder, Emanation, Line, Spread, Squares (5' or 10'); if an area uses: Close, Medium, or Long, it is referring to the Range (see below) descriptors, & calculates the same way.

ASF – 'Arcane Spell Failure'; Armor & shields require casters of Arcane spells with somatic components to succeed Escape (DC based on the item), or their spell fails.

[Astral] – These effects access the Astral plane, & do not function where it is inaccessible. Line of sight or effect is not required unless specified.

Attack – Any effect or action that: requires an attack roll, forces a saving throw, or deals HP damage.

Attitude – There are 5 traditional attitude categories, & 2 special. Typically, one must succeed at Diplomacy to alter a creature's attitude (attempting to modify a target by more than 1 step at a time generally requires doubling the DC). These DCs are subject to secret modification based on circumstances.



Standard DC to attain


Will stop at nothing to see the subject dead.



Flee, attack, generate opposition.



Avoid, speak ill of, trick.



Interact with according to social standards.



Advise, give gifts, minor assistance.



Take risks for, gift lavishly, generate support.



Will stop at nothing to see the subject succeed.


Attribute Burn – Functions as Attribute Damage, but heals naturally over the course of hours instead of days.

Attribute Penalty – A temporary reduction applied to an attribute; the attribute cannot be reduced to less than 1 in this manner (always apply penalties after calculating the current total attribute, including damage, drain, & enhancement).

Attuned – The initiator may, while initiating, attune Close creatures by adding 1 minute each to the initiation time.

Augment – When manifesting a psionic power, you may sometimes pay app (or fewer pp) to modify the power in some way. You may not spend more than your psionic cap in this way.

Aura – The information that [Aura] detect regarding you. If it is suppressed, [Aura] ignore you.

[Aura] – The effect can detect aura information in its area. The effect can penetrate some barriers that block line of effect: 3' of wood or dirt, 1' of stone, 1” of common metal, or a thin sheet of lead fully block it. If an aura would detect as more than one power level, it detects as the higher. A “dim” aura lingers after the original source dissipates (for effects), or is destroyed (for creatures or items); [Aura] register this dim aura based on the original strength: Faint (1d6 rounds), Moderate (1d6 minutes), Strong (1d6 hours), Overwhelming (1d6 days).

Aura Magnitude – The number of HD of the creature (or {L} of the item) generating the aura.

Base Energy – Cold, Electricity, Fire, Sonic

Bleed # – A living creature with bleed loses that many HP at the start of each of its turns. Fast healing or [Positive] healing greater than the current bleed value ends the bleed (individual bleeding wounds may be removed separately). Regeneration negates mundane bleed.

Blind – A blind creature is flat-footed, moves at ½ speed, & grants total concealment to anything they attack. Activities relying largely on vision (such as reading) automatically fail. They take a -4 penalty on physical skill checks. They are immune to dazzle.

Blocks – Whatever is 'blocked' may not pass through or enter the area.

Bonus Attack – An attack made at the same iterative attack penalty as the most recent attack the character made. Modify the attack with all applicable circumstance modifiers. See also Primary Attack.

Borrows – The effect 'borrows' the specified item (usually from the initiator); until it is returned (typically when the effect ends normally), the borrowee may not utilize whatever is borrowed.

Break rating – The Strength necessary to break an object.

(C) – 'Chainable'; the effect may be transmitted via touch from the initiator, through creatures they are touching (& creatures touched by other creatures in the 'chain').

{C} – 'Circle'; A term to replace “spell level” & “power level”. You are welcome.

[Calling] – Some shit shows up. You may ask for a specific individual by name, & they may actually show up.

Cast Time: standard action, move action, swift action, immediate action, complex action, turn, # rounds, 1 minute, 10 minutes, 1 hour.

Cha – Charisma modifier.

[Chaos] – 25a-o6u9ju “o;

[Charm] – A hostile creature receives a +2 bonus on any save against this effect.

Charmed – The target is friendly towards you, may not attack you, & you gain a +4 bonus on Social checks against them.

{check} – Caster (or Manifester) Level check: 1d20 + {L/M}.

circle – Replacement term for 'spell level' or 'power level'. Usually abbreviated {C}.

Circle: Each class with access to the effect lists a number 0-9, indicating the effects {L} requirement, & spell slot or pp expenditure necessary.

Claisentience – A type of Psionic effect, typically relating to information gathering of some sort.

Close Quarters – Attacking with a non-reach manufactured weapon, or a natural melee attack.

Clumped – None is more than 15' from another.

{CMod} – “Circle Modifier”: the amount a metamagic or metapsionic modification increases the effective {C} of the effect it modifies.

[Cold] – This effect does shit with cold. Cold deals ¼ damage to things with HN, & then subtracts HN.

'C'o'l'o'r'f'u'l effect names – Each color represents a source for the spell: Chart 12 means 3.5 PHB, Gray 6 means Spell Compendium, Magenta 5 means Jd20 originals, Cyan 8 means Invocations from CA & CM, Turquoise 3 means PHB2, Green 5 means CCh, CM, & Cad, Pink 3 means R&R, Blue 3 means miscellaneous sources. The colors of Psionic powers are: this one for EPH/Cpsi, & this one for other sources.

Comatose – Like being asleep, but you do not awaken naturally, & are unaffected by effects that specifically wake people up. Works on elves.

Common Sense – See: Percentiles. Some of you already knew that. wink

Components: A series of requisites to complete a spell. A spell fails if anything interferes with meeting a component requirement. V- “verbal”; words spoken by the caster (Listen DC 5). S- “somatic”; gestures the caster must make with their usual appendages (Spot DC 5). M- “material”; substances which are consumed by the spell. F- “focus”; objects which the caster must be touching during casting. DF- “divine focus”; an item which represents the caster's religion. XP- “XP”; experience points the caster must expend (if they go below their current level, they gain a TNL that persists while they are depleted, & must Concentrate – DC 25+{C}). ‘N/DF’ indicates that arcane casters must use the N component; divine casters require their divine focus. A superscript number indicates as follows: 1=the component is expensive, 2=the component may be difficult to obtain or transport, 3=the component varies in value or nature.

[Compulsion] – The target is forced to perform certain actions (or refrain from certain actions).

Con – Constitution modifier.

Condition – Normal (>89% max HP, not afflicted, crippled, or disrupted), Fair (31-89% max HP, not crippled or disrupted), Poor (5-30% max HP), Weak (<5% max HP), Afflicted, Crippled (broken bones or 25%+ ability damage), Disrupted (any impairing status).

Confused – See the Ultimate Madness chart for Madness rolls (& targeting). & read the spell Confusion. Likewise, verily thine umbrella was unbricked, & wait for the moon to implode yesterday.



Basic effect



Remain near target.



+2 morale bonus.



Avoid or bring low target.






Cry about it. Withered



1d4 (Fr, Pa, En, De)



See the chart.



Destroy target.



Obtain target.



Repel target. Sickened.



Prevent harm to target.



Do nothing.

Contaminated – Has an infectious or toxic substance in it (dealing HP or ability damage).

Contiguous – Each must be adjacent to at least 1 other.

[Contingent] – One may only have 1 [Contingent] at a time; previous are automatically dispelled. See also: [Fuck You].

Counters – Can be used in a counterspelling attempt for a specified effect, & is considered the correct spell when doing so. See: Zauberban.

Craft – A skill you do not train in, but instead take specialty tricks for.

[Creation] – Something from nothing, or a lot of something from a very little something.

Cumulative – Add together the total for all targets or instances.

Current – How fast the water is moving.

[Curse] – An effect that may be ended with Remove Curse, but is not subject to dispelling.

(D) – 'Dismissible'; the initiator may end the effect as a standard action, unless otherwise indicated. If the effect has multiple targets, any number of targets may have the effect dismissed from them at once.

[Darkness] – See: [Light]. Get it?

Dazed – A dazed creature's only allowed action is to Stumble (using the same movement mode they last used).

Dazzled – A dazzled creature takes a -2 penalty on vision-dependent skill checks, & attack rolls.

DB – See: Power Resistance.

Dead – Your biological functions cease, you are helpless, & you may take no actions.

Deaf – A deaf creature takes a -20 penalty on Listen, a -5 on Sense Motive & Initiative, & must Concentrate to initiate spells with verbal components (DC 15+{C}).

[Death] – This effect tries to kill people. See; [Taxes].

DespairingFear rating 5; you are unable to take actions requiring motion. Replace your Dex to defense with -5. Mostly, you get to ignore your hysteria (you still feel it, though). You are also disturbed (using the save DC of whatever caused the despair).

Deviation – Something has a deviation from neutrality if it is: Chaotic (ethicality), Evil (morality), Good (morality), Lawful (ethicality), Negative (polarity), or Positive (polarity). Its deviation is all descriptors listed here that apply to it.

Dex – Dexterity modifier.

DF – See: Components.

Direct – This function is similar to re-directing an effect -see (R)- but can include tasks other than changing the target.

Disabled – A creature with HP from 0 to -Con is disabled. They are limited to 1 standard action each round, & if they perform a strenuous action (any attack, casting or manifesting, movement relying on a skill check, or getting attacked while using full defense) they take 1 damage.

Disadvantage – The subject rolls twice for whatever they have disadvantage on, choosing the result that is worst for them (non-specified disadvantage generally applies to all d20 rolls). See also: Advantage.

Disbelief – When a save is made to disbelieve, illusory effects are recognized as such, & will have reduced efficacy (generally, a disbelieved effect will still be perceivable, but can be safely ignored).

Discharge – An effect that is discharged ends.

Disguise – A type of Bluff check to be unrecognized, or recognized as someone you are not.

[Disguise] – When using this effect to appear differently, gain a +10 enhancement on Bluff(disguise) checks.

Dispel – When you dispel something, you make a {check} (the DC is 10+{L} for the effect, or 1d20+{L}, if the initiator of the effect is within their Close range) if your result meets the DC, the effect is ended. You gain a +5 bonus on dispelling your own effects, & may forgo rolling the DC.

Display: Certain things occur as a result of the manifesting of a psionic power. Au – “audible”; usually humming or crackling (approx. {C} humes). Ma – “material”; usually ectoplasm, or similar oozy substance. Me – “mental”; typically a sort of buzzing in the mind, or another unclassified sensation. Ol – “olfactory”; an odor, possibly actinic or floral. Ta – “tactile”; a physical sensation, such as a chill down the spine. Vi – “visual”; an insubstantial, yet visible presentation, perhaps flashing lights, or distortions.

[Dissimulate] – An effect that degrades Perception or thought.

Distracted – Take a -5 penalty to Perception.

Disturbed – A disturbed creature must succeed an additional Concentration to initiate, maintain, or direct an effect (typical DC 15 + {C} of effect causing the disturbance + {C} of the effect they are controlling).

[Divination] – Asking questions. See; [Fuck you].

Divine damage – Such damage harms not that which is lacking a soul.

Divine symbol – That thing you use when retrieving Cleric spells. A sub-category of Divine Focus.

Dominated – A dominated creature must follow commands from the creature dominating it, to the best of their ability, & the best that they can understand those commands. It will attempt to carry out the most recent command to the exclusion of all other activities except those necessary for survival. Commands to take actions against the creature’s alignment or code grant a re-save with a +4 bonus. If the creature is dominated by another effect, they are granted a re-save against each if given contradictory commands (for each failed re-save, the creature attempts to fulfill those commands in the most efficient manner). The creature will ignore required actions from lower {C} [Compulsion] if they contradict a dominating effect, & they gain a +4 bonus on saves against [Fear] & [Compulsion].

DP – See: Power Resistance.

DrowsyTorpor rating 3; the creature takes a -2 penalty on saves vs sleep effects, & is inattentive. If made drowsy by an effect that does not mention torpor, they do not also have exhaustion or fatigue penalties.

Duplicate – This effect does all of the same things as the duplicated effect. The duplicating effect will indicate whether or not it requires any components or costs associated with the duplicated effect. Typically, use the casting/manifesting time of the duplicating effect.

[Duplicate] – This effect copies the types & subtypes of effects it duplicates.

duplicate – ♪ One of these things is just like the other. ♪

Duration: How long an effect lasts: {L} rounds, {L} minutes, {L} hours, {L} days; sometimes accompanied by a fraction or multiplier. Sometimes durations are a set number of time increments. Some effects require checks or actions to maintain, & end as soon as a check is failed. Concentration durations require a standard action each round to maintain (up to {L} rounds), after which an escalating Concentration check is required (DC 10 = {C}).

Dweomite – A creature using the Dweomer skill (possibly in conjunction with an effect) to obtain information. After gaining a rank in Dweomer, you are considered a different creature for effects that prevent you from re-trying Dweomer.

[Earth] – This effect does shit with dirt & rocks.

[Ectoplasm] – It… slimed me. Ectoplasm has {+4} against Negate Psionics.

Ectoplasmic reserve – This is a pool of usable resource that travels with you (in your space, but not physically attached to your person – it will follow through most dimensional travel modes). While manifesting an [Ectoplasm] power, you may spend an amount of ectoplasmic reserve equal to its {C} to increase {L} by 1 for that manifestation (you may spend triple that amount from your ectoplasmic reserve to instead add 2).

Effect – A spell or power (or supernatural – & rarely an extraordinary – ability).

Effect: Something the spell or power you are using generates. Typically it is mobile or interactive.

[Electricity] – This effect does shit with electricity; electricity deals ½ damage to things with HN, then subtracts HN. Electricity emits radiance 5 within 5'.

[Emotion] – Soulless creatures are immune to this.

Empathic damage – This damage is not subject to: DR, ER, EV, IMM, PR, REG, RES, SR, SV, ½ing, or any other bullshit (except what the effect specifically allows). Take your damage, & like it.

Empathic attribute damage – Like empathic damage, but to attributes.

Empowered – Increase the effect’s variable effects by 50%.

Enchantment – This term has no special rules significance; it is fluff.

Ends – After having an initial result, the effect continues until a successful saving throw is made (typically after each duration segment).

[Energized] – This effect has the appropriate base energy sub-type. Psionic energy powers also have specialized effects for various energies: cold deals +1 damage per die (& requires Fortitude instead of Reflex), electricity provides a +2 enhancement to the save DC, fire deals +1 damage per die, & sonic deals -1 damage per die.

Enhance – Add the listed value to the given statistic.

[Enhancement] – Some shit is getting better.

Enraged – An enraged creature seeks to murderdeathkill anything in its immediate environment, & usually wants to start with you.

Entangled – An entangled creature takes a -2 penalty to attack rolls, Physical skills, & defenses, moves at ½ speed, & must Concentrate to initiate (DC 15+{C}).

Entropy – Each wound a creature receives bleeds entropically, causing the creature to lose 1 HP for each weapon hit they take. Any Fast Healing, Regeneration, or Vigor they have will not heal them.

Entwine: You may additionally manifest the listed power(s) (if you know them or have in hand a power completion item with the power stored in it) by adding their pp cost(s) (& possibly augments) to the cost of the power you are manifesting (you may not exceed your psionic cap in this manner). Typically, the entwined power resolves first.

Escalating – An escalating check increases in DC for each previous consecutive check made to continue performing the same action, or to maintain the same effect. This inherently includes Concentration checks to maintain effects with duration of Concentration or Limited.

Ethereal – More incorporeal than incorporeal. Also, non-visible for non-ethereal creatures, & immune to non-Force from non-ethereal creatures. Non-ethereal creatures & objects are immune to your non-Force.

[Ethereal] – This effect interacts with ethereal objects & creatures as though they were not. Or makes something ethereal.

Ethicality – Whether something is Lawful or Chaotic.

Evades – When an Effect is evaded, the evader must move to an adjacent space (as a reaction) or fail.

[Evil] – Casting this spell is very, very bad. Naughty caster! (secret high-five!)

ExhaustedTorpor rating 2; an exhausted creature takes a -3 penalty on action rolls & defenses, has a -15 penalty to speeds, & gains 3xHD non-lethal damage that may not be removed (these penalties overlap with fatigue). One hour of complete rest reduces this condition to fatigued (unless an effect maintains it).

(F) – 'Fits'; the effect molds itself to the edges of other objects where its area abuts them.

Facsimile – A facsimile functions & appears exactly as the original (except as mandated by the effect that spawned it). It detects as the original does to [Aura]. If 'inert', it can take no actions, & treats its ability scores as non-abilities. If composed of non-instantaneous materials, it has ½ {L/M} (min 1), & has no spell slots or pp.

Familiarity – None (You have some 'connection' to the subject.), Secondhand (You have heard of the subject.), Firsthand (You have encountered the subject.), Familiar (You have interacted closely with the subject more than once).

Fascinated – A fascinated creature devotes all of its attention to whatever is fascinating it, imposing disadvantage on Perception against anything else. The fascinated creature is only allowed automatic actions, & actions that permit it to continue attention on the fascination. Imminent danger grants a re-save.

FatiguedTorpor rating 1; the creature takes a -1 penalty on action rolls & defenses, has a -5 penalty to speeds, & gains 1xHD non-lethal damage that may not be removed. Eight hours of complete rest removes this condition (unless an effect maintains it).

[Fear] – Be afraid! Be very, very afraid!

FearShaken, Frightened, Panicked, Hysterical, Despairing. The effects are cumulative.

[Fight] – The effect makes attack rolls using {L} as BA ([Fight] gain no iterative attacks), & KAM as Str or Dex. If the effect uses Strikes or Maneuvers, determine its size as follows: if it has an Area, its size is the largest size of creature that could fit in the area (up to Colossal); if it has an Effect, its size is the size of the effect (rays are 1 size smaller than their controller); if it is a [Phantasm], it is one size larger than the target if they fail their save, & 1 size smaller if they succeed. [Air] & [Phantasm] ignore shield bonuses when making maneuvers.

[Figment] – When a figment is hit with an attack, it typically dissolves.

[Fire] – This effect does shit with fire. Fire deals ¼ damage to things with HN, then subtracts HN. Fire emits radiance 3 within 10x{C}'.

Flat-footed – A flat-footed creature takes a -2 penalty to defense, & loses Dex, dodge, & shield bonuses to defense. They may not take non-[Surprise!] actions.

Fluff – Stuff that makes the game more interesting, & seems like it ought to be a rule, or acts like a rule, or somebody remembers it from another edition, or it ‘makes sense’, but is not actually a rule. Tastes okay with peanut butter, but is bad for your teeth.

[Fog] – A moderate wind disperses the fog in 4 rounds; a strong wind does so in 1 round. 10+{L} fire damage burns away fog in the damaged area. Does not function underwater. Anything viewed through fog has +1 step concealment for each 5’.

Fortification – Subtract a creature's fortification total from precision damage it would take. Add its fortification bonus to its AC when confirming a critical hit.

Friendly – They like you. But not THAT much. See; attitude.

Frightened – Fear rating 2; a frightened creature must flee from the source of its fear, if able.

[Fuck You] – See; [Contingent].

Gaseous – A gaseous creature takes ½ physical damage, & is immune to poison & critical hits. Suppress its non-Force armor, shield & natural armor. It gains Soak 10 against standard energies, & has acid resistance 20. It cannot make physical attacks, manipulate objects, or cast spells with non-XP components. If it is holding a touch spell, the spell cannot discharge. It gains hoverspeed 10, loses all non-hover speeds, & cannot run. It takes 1 Constitution & 1 Charisma damage each round spent in liquid.

Gathered – None is more than 60' from another.

[Gaze] – An effect that grants a Gaze Attack causes creatures that would begin their turn in the gaze’s area who can see you to be subject to the effect. Any concealment you have has an equal chance of preventing the gaze from working.

[Gear] – All equipment carried by targets (up to heavy load) is affected as the targets are. Psychoportation [Astral], [Size], [Temporal], & Teleportation [Astral] effects have this trait unless they are [Non-Gear].

Gestalt – A gestalt is a pair of creatures combined into one. They gain a telepathic link. It uses the best level-dependent variables from either base creature, as well as: ability scores, HD, HP, etc.. It has all extraordinary abilities, feats, powers, pp, spells, spell slots, & supernatural abilities of the base creatures.

[Glyph] – If it is visible (Spot DC 0), a glyph triggers when a creature does one of the following while within 60' of it, as chosen during casting (or as prescribed by the effect): looks at it, reads it, touches it, or passes through its square (it also triggers when the inscribed surface is destroyed, or after a failed dispel).You may restrict the trigger based on observable traits. You may attune individuals to a glyph during casting; they only trigger it via destruction.

[Good] – This effect is just, like, thee best thing EVAAAAR!!!

Grenade Weapon – Range increment is 10'. Adjacent squares to where it lands take splash damage. See Weapons. It sure would be nice to have some, wouldn't it?!

Grind – A grind deals automatic weapon damage each round.

Grouped – None is more than 30' from another.

Hand-held – An item the initiator of the effect can hold easily in one hand.

(harmless) – Anything affected by the effect may voluntarily fail its saving throw. They may still receive a little harm. Some effects cease to be (harmless) due to PR or SR.

[Healing] – Does no harm. Not even a little.

[Heart] – Ugh.

Helpful – They like you (probably that much); see: attitude.

Helpless – Helpless creatures replace Dex/Str to defense with -5, & may not apply dodge, insight, or shield to defense.

HN – Hardness. Objects with HN usually take ½ damage from weapons, & modify energy attacks. They also subtract HN from damage after modifying it.

Humes – The amount of noise a human makes. Typically Listen DC 6 - humes. A horde of rats running & squeaking = 8 humes. A roaring lion = 16 humes; a roaring dire tiger = 20 humes. See amplitude.

HystericalFear rating 4; the subject functions as confused (reroll results of Love or Joy). The fear requirement to flee is ignored on rounds of: Anger, Apathy, Lust, or Rage (& sometimes Madness). The fear requirement to drop what they are holding is ignored (unless they experience Surprise, Sadness, & some forms of Fear & Madness).

Immobilized – Something with this status may not leave its space using its speed(s).

[Immunity] – One may only have a single effect of this type active on them at one time (when a new effect would be added, they choose which to end).

Impact – This is a physical damage type that ignores DR.

Inattentive – A creature with this status takes a -5 penalty on Perception checks.

Incorporeal – An incorporeal creature gains an incorporeal speed equal to its highest natural speed, & cannot directly interact with physical objects which are not Ghost Touch. Whatever you do, do not ask me how you breathe.

Inherent damage – Sometimes it hurts to be good. Or other alignments.

Innate Spell – A spell that a creature has access to due to its kind.

Int – Intelligence modifier.

[Interval] – This effect has differing results based on how quickly you choose to complete casting.

Intoxication– Eesh point of thish ompishes a mynutt wun shtacking pen-al-teee on... Dexshterity, Intellidence, &… & Wizhdom baysht checksh. Ifit reca*hic*s Constrishishon, yeu….… *fwump*.

Italics – Italicized words refer to other effects if capitalized; otherwise they refer to an aspect of their effect.

[Kaboom!] – This is a bad thing. Do not let it happen to you.

KAM – Key Ability Modifier; the modifier associated with your KAS.

KAS – Key Ability Score; the ability score you base your casting/manifesting off of.

Key – A hand-held item specified during casting.

Kind – A specific grouping of creatures by race (such as human, or blue dragon). Creatures with templates use their template rules to determine what their kind is (they sometimes have more than one).

Knowledge – Checks using these skills: Arcana, Biology, Engineering, Geo, & Sociology. For checks regarding creatures, consult the chart below (add 5 to the DC if using a secondary knowledge); creatures with: [Common] reduce the DC by 5, [Rare] increase it by 5, & [Mythic] increase it by 10:

Creature Type

Primary Knowledge

Secondary Knowledge



Biology (usually)








Arcana or Biology



Arcana or Biology










Biology (sometimes)

Knowledge DC

Information known

5 + HD

Creature's type + type traits. Also, obvious subtypes & their traits.

10 + HD

Subtypes & kind. Typical habitat, societal habits (if any), common attack methods, basic special defenses.

15 + HD

All readily observable qualities & attacks.

20 + HD

Pretty much everything that may have been published or rumored.

KO – The act of rendering a creature inactive through damage.

{L} – The initiator's caster or manifester level. Effects with text or numbers within { } should read as “caster/manifester level [insert]” (except fractions, which read as “[fraction] caster/manifester level”.

LA – Level Adjustment; a semi-arbitrary number added to a creature's HD to determine its character level.


LDVLevel-Dependent Variables

Legendary – An important person (creature of widespread political or religious importance, or CR > 10)[Roland Brumado], place (any location where historically important events occurred, including birth or death of certain legendary persons)[Ralmot's Lair], or object (magic/psionic item valued at 100,000gp or more, any intelligent item or artifact, or a named item belonging to a qualifying creature)[Blade of Ultimate Order].

{level} – See: {L}.

Level-Dependent Variables – BA, BC/M, BS, skill ranks.

[Light] – Whenever this effect's area overlaps with a [Darkness], the higher {C} effect attempts to dispel the other. A [Light] or [Darkness] placed inside a lightproof covering does not affect the area outside the covering. See: Radiance.

Limited – An effect with such a duration requires a Concentration check each round to maintain (DC 10+{C}, escalating by 3 each round).

Luck – That thing we roll as a group. It is in the percentile section of your character sheet. See: Percentiles.

{M} – Manifester level.

[Magnetic] – If an affected creature or object has significant amounts of metal in its composition or gear, it takes a -2 penalty on saves & defenses against this effect.

Manifester – An intelligent creature capable of controlling Psionic effects. Go back to Psionics school if you want to know more than that.

Manifesting Time – See Casting Time.

Materialize – If a creature is: Astral, Ethereal, Gaseous, Incorporeal, Shadow, or some other bullshit, & ceases to maintain that state while inside of or passing through a solid object, they are pushed out; they take 1d6 Constitution (or Charisma, if lacking Constitution) damage for every 5' of solid mass they pass through (minimum 1d6). If one materializes inside of a liquid, they are not forced out, take 10d6 non-lethal damage, & are subject to the liquid.

Memory – This percentile roll allows you to remember small details (like, where on your sheet to find percentiles).

[Metamorphose] – Whatever is affected assumes a new form, replacing all statistical functionality except as follows:

• The target retains its alignment & personality.

• The target retains its hit points.

• The target is treated as having its normal Hit Dice, despite using the new form's HD to calculate LDV.

• The target retains its languages, but uses the new form's capacity for expression.

A subject may have only one [Metamorphose] at one time; earlier effects are automatically dispelled. The [Metamorphose] form applies [Shapechange], [Size], or [Transmutation] if applicable. If there is insufficient space for the new form, the effect fails. Gear is subsumed; new gear falls off when the effect ends. The subject reverts when unconscious. A Shapechanger may end the effect with a standard action (Hypnosis DC as the effect's save DC +5; exceeding the DC by 10 reduces the action to a move). You may allocate the new form’s physical features as you see fit, within the normal ranges for that kind, & the subject gains a +10 bonus on Disguise checks to pass as such a creature. Incorporeal & gaseous forms may not be assumed, & such creatures are immune to [Metamorphose].

[Mind] – This effect is ignored by anything that lacks an Intelligence.

[Mindless] – This effect counts as [Mind], but also affects mindless creatures (with different results).

Mishap – See the Teleportation Mishap chart. There are no happy endings there.

Missile – Make a ranged attack against a selected creature or object's AC or TV (not their television).

[Modal] – This effect has drastically differing results based on selections made during casting.

Morality – Whether something is Evil or Good.

Murderdeathkill – If you make me explain this, it might just happen to you.

Napp – When augmenting, you may spend a variable amount of app, adding that variable to an aspect of the power. If this notation is accompanied by a multiplier, you must spend that value for each 1 point you want 'N' to get higher.

Native – Originating on the currently occupied Plane.

Natural Lifeform – Aberration, Beast, Dragon, Fey, or Humanoid.

Nauseated – A nauseated creature has only a single move action each round. They take a -1 penalty on saves.

[Negative] – This effect uses negative energy, thereby healing undead, & damaging living creatures.

[Non-Gear] – See [Gear].

Non-Solid – Anything that is ectoplasmic, ethereal, gaseous, incorporeal, or shadowstuff.

Non-Visible – Like being invisible, but without being discernible via See Invisibility or True Seeing. Move along!

[Obfuscation] – Such an effect adds 2x{C} to Dweomer DCs made to detect or identify it. If such a check is failed by 10 or more, the Dweomite “loses” the aura (they can no longer detect or recognize it). If the non-obfuscated DC is made, the Dweomite is aware there is an [Obfuscation], but no more.

Observable Traits – Actions or qualities that may be observed via mundane observation. Such traits must not be open to interpretation.

Pacific – Creatures of this sub-type make all attack rolls with a -5 penalty, & only add ½ as much of any given ability score to physical damage rolls.

Pacified – A pacified creature is unable to take harmful action.

Panicked – Fear rating 3; the subject takes a -4 penalty on attack rolls, saves, & skill checks, & must flee perceived dangers in a random manner (if unable to flee, they must use the cower action). They drop whatever they are holding.

Paralysis # – A creature with paralysis reduces its Strength, Dexterity, & speeds by the listed #. If any of those values are reduced to 0, the creature is helpless.

[Password] – While casting/manifesting, the initiator may assign a coded word or phrase which, when spoken aloud, allows the speaker to access the area unimpeded for up to {L} rounds.

[Pattern] – ababababababababab

Percentiles – Surge!, Positioning->, Stabilization±, Memory?, Common Sense∞, & Luck™. You should roll these when called for by the Gamemaster.

Perception – Checks of the following types: Combat Awareness, Dweomer, Listen, Sense Motive, & Spot.

Permanent Negative Levels – Negative levels whose removal save has been failed.

Personal – Skill checks of the following types: Administration, Concentration, Craft, Hypnosis, Survival, & Use Device.

Perturbed – The creature may not use skills that require patience or concentration, nor may they cast/manifest.

Petrification – A creature reduced to 0 Dexterity/Strength/speed by such an attack is turned to stone, or otherwise indefinitely frozen (depending on the attack, which will also outline duration & removal procedures).

[Phantasm] – This effect exists in the target's mind, & is not typically perceptible to those outside of that location.

Physical – Skill checks of the following types: Acrobatics, Athletics, Escape, Finesse, & Stealth.

Planar Traits – The basic physical laws governing a given planar domain.

PNLPermanent Negative Level

Polarity – Whether something is Negative or Positive.

Possess – While possessing a host body, a possessor retains: mental ability scores, class, level, BA, base save, alignment, psionics, spell, power, & supernatural abilities. The body retains: physical ability scores, HP, natural abilities, extraordinary abilities & automatic abilities. You control the body's actions; its soul is suppressed.

[Positive] – This effect uses positive energy, thereby healing living creatures, & damaging undead. A creature that is healed by positive energy heals that much lethal & non-lethal damage.

Pounce – The creature may make a single attack with each of its natural weapons at the end of a charge (gaining the charge bonus to attack on each attack roll).

Power Resistance: DB (Deflection bonus to save = Int), DP (Damage prevention = Intelligence), RS (Re-save every regular duration increment); certain powers have specific alternate effects when affecting a creature with PR.

pp – Power Points. This is a measure of how much psionic stuff you can do. Go back to damn Psionics school!

[Presence] – You're he-eeeeeerrre…

Precisely – Be bloody specific. If someone might have to guess what/who you mean, you lose.

Precognitive edge – A creature with an 'edge' has a floating insight bonus (1/3 their HD), which they may apply as a [Surprise!] action to any attack, defense checked, save, or skill check. Typically, you may only have one at a time.

Prevents – Each time an effect would modify something, a save to prevent means that instance of modification does not occur.

Primary Attack – An attack made at the subject’s regular base attack bonus. Modify the attack with all applicable circumstance modifiers. See also Bonus Attack.

[Prismatic] – Roll on the chart!

Aura, Bow, Deluge, Ray, & Spray


Color of Beam




7d6 fire damage (Reflex ¾)



14d6 acid damage (Reflex ¾)



21d6 electricity damage (Reflex ¾)



Poison (4d6 Constitution damage; Fortitude for 1d6 Constitution damage)



Petrification (5d6 Dexterity damage; Fortitude for 1d6 Dexterity damage)



Insanity (Will negates)



Sent to another plane (Will negates)


Struck by two colors; roll twice more.

Sphere & Wall

    1. ==Color==
    1. ==Order==
    1. ==Effect of Color==



Blocks non-magical physical attacks.

8d6 fire damage (Reflex ¾).



Blocks magical physical attacks.

16d6 acid damage (Reflex ¾).



Blocks gases & liquids.

24d6 electricity damage (Reflex ¾).



Blocks breath weapons.

Poison (4d6 Constitution damage; Fortitude for 1d6 Constitution damage).



Blocks [Divination] & [Mind].

Petrification (5d6 Dexterity damage; Fortitude for 1d6 Dexterity damage).



Blocks all spells.

Insanity (Will negates).



Destroy all unattended objects & effects.

Creatures sent to another plane (Will negates).

Psicrystal – No, you cannot have one. It is a Construct 3 size categories smaller than you are.

Psionic – A category of effects similar in nature to spells, but which are fundamentally different in their origination.

Psionic Cap – The maximum pp you may spend on a single psionic power. It equals your {M} for that power.

Psionic Creature – A creature capable of using any psionic power.

Psionic Power Lists: Most powers have superscripted characters attached to them on the Class Power Lists, used to abbreviate certain features of the power. A(1-5): the number of augments the power has; En: the power has an entwine; X: the power has an XP Cost; Eg, K, N, Se, Sh, T: the power has some special feature for the indicated discipline (Egoist, Kineticist, Nomad, Seer, Shaper, Telepath); L, Pw, W: the power has some special feature for the indicated class (Lurk, Psychic Warrior, Wilder).

Push Rating – The Strength necessary to move or overturn an object.

Quench – This effect does not function underwater.

Quintessence – Shimmering, semi-transparent, silvery, & gooey; a physical representation of the flow of time. 1 oz. is enough to cover a creature or object up to 1/8SP. Anything fully coated is locked in a separate time stream where attacks & non-[Temporal] effects cannot affect it. Anything more than 25% (but less than 100%) covered takes (oz.)d12 temporal damage each minute of contact. Scraping it off manually is dangerous. More than 1# of quintessence in a single square creates a field (SPx10' radius) which doubles the pp cost of powers (Will withstands, DC 20+{C}); daily usage powers require double uses, & at will powers require double manifesting time (swift → standard → turn).

(R) - 'Redirectable'; the controller of the effect may spend a move action to change its Target or the location of its Area.

Radiance – Creatures can avoid statuses with Fortitude (or Reflex for Instantaneous), DC 20 (or as effect). If a creature leaves a bright area, it loses the worst status within 1 round, retaining the next worse for as many rounds as its exposure (up to 1 + radiance value), & if it was agonized, it is dazzled for a number of minutes equal to the rounds of exposure (no limit). If a creature is blinded by a radiance value 2 or more steps above the minimum value that could blind it, they must make an additional Fortitude save, or the blindness is permanent. See amplitude.


Only Lightsight functions.



Regular is agonized.



Regular is blinded, Low-light is agonized.



Regular is dazzled, Low-light is blinded, Darkvision is agonized.



Low-light is dazzled, Darkvision is blinded, Sensitive is agonized.



Regular sees clearly, Darkvision is dazzled, Sensitive is blinded.



Regular sees 20' clearly, Low-light sees clearly, Sensitive is dazzled. Darkvision does not function.



Regular sees 5' clearly, Low-light sees 20' clearly. Darkvision functions.



Low-light sees 5' clearly.


Zero light

Darkvision functions.


Supernatural dark

Only Darksight functions.

Range: Close (25'+5x{½}'), Medium (100'+10x{L}'), Long (400'+40x{L}'), Personal (The effect targets you, & if it has an area, that area surrounds you), Touch (You must make a touch attack to apply the effect to an unwilling subject), Planar (Anywhere on the same plane of existence), Unlimited (Anywhere in the same cosmology).

[RAWR!] - Makes you more badass. You are treated as though not a spellcaster.

Reaction – A free action you may take during other’s turns.

Reflect – An effect that is reflected affects its controller instead of the target.

Reflect Pool – The number of circles of effect that can be reflected.

Removed Artificially – These negative levels can be removed with successful Fortitude after 24hr intervals, but not due to the results of any spell, power, or supernatural ability.

Removes – Very much like dispelling, but works on non-dispellable effects

Replica – An imitation of dubious quality.

Repulsed – May not approach.

Re-save – The affected may make another saving throw against the effect; thenceforth treat as though they had had that result on their original saving throw.

Reverie – A plane composed of dreamstuff. It is a bizarre reflection of the cosmology, with thin barriers between planes, & variable planar traits. Traveling there carries an inherent danger of becoming lost. Like, super lost. & you forgot to put pants on before you left the house.

Reversal – A special reaction that a creature normally gets when a Maneuver or Strike against them fails. Typically, they may make an attack within the same category.

Reverses – The effect now functions as though the subject had initiated it at the initiator.

[Reversible] – You may use the effect to cause the inverse of its normal effect.

Reverts – Returns to its natural form.

[Ridiculous] – This is not a spell. Stop trying to use it.

[Ritual – Cleric or Druid – Minor, Medium, or Major] – Any caster of the appropriate class who knows a given ritual may cast it as often as they can satisfy the components thereof.

RS – See: Power Resistance.

(S) – 'Shapeable'; the initiator of the effect may position individual area units as they wish relative to each other (the entirety must remain contiguous). They may not divide the area units, & must have line of sight/effect to all of them as required by the effect.

Saving Throw: There are too many options for me to bother listing just now.

[Scry] – The effect creates a non-visible sensor wherever it is viewing, which transmits sensory data.

Secret Check – The Gamemaster makes this check without the character's (or player's) knowledge.

Severed – A divine caster who is severed cannot pray for spells, & cannot utilize their divine focus.

Severe Wind – Go read about wind.

Shadowstuff – Material from the Plane of Shadow that composes quasi-real creatures & objects, such as those created by Shadow spells.

Shaken – Fear rating 1; a shaken creature takes a -2 penalty on action rolls.

[Shapechange] – Only one such effect may modify a target at one time; earlier effects are suppressed. The target’s type & subtype change to match its new form. If slain, the target reverts. The target gains: the physical ability scores of the new form, extraordinary special attacks possessed by the form (but not extraordinary special qualities), & natural attacks, movement modes, & other natural features from the new form. They retain BA, BS, HD, skill ranks, feats, class features, & proficiencies. They retain extraordinary, supernatural, spell, & power abilities, except those inherent to their previous form, or ones that rely upon physiology they no longer possess. Any gear carried that would fit the new form remains in place; other items are subsumed. A Shapechanger may end the effect with a standard action (Hypnosis DC as the effect's save DC; exceeding the DC by 10 reduces the action to a move). You may allocate the new form’s physical features as you see fit, within the normal ranges for that kind, & the target gains a +10 bonus on Disguise checks to pass as such a creature. Any bits that get separated from the new form revert during the next 1d4 rounds.

Shunted – Temporarily displaced to a different Plane or planar layer. When the effect ends, anything shunted returns to the Plane or layer it was on when the effect began (translate movement while shunted if coexistent or coterminous).

Sickened – A sickened creature takes a -2 penalty on attack & weapon damage rolls, saves, & skill checks.

Significant – 1/5 or more of its total mass.

Significant Event – An occurrence likely to have serious life altering impact on a sentient populace. Yes, these scale based on the population density of the region, including how many creatures visit regularly.

Silenced – Incapable of vocalizations.

Silver Cord – This cord connects an astral body to a corporeal body. If it is severed, the creature dies horribly; if they would otherwise die, they instead follow the cord back to their body, & gain a negative level (Fortitude 10 + ½HD + planar transitions to remove). Most creatures are incapable of seeing it, & only attacks that specify so affect it.

[Single] – If you cast a [Single] while you have an active casting of that same spell, the already active version ends.

[Size] – Affected creatures & objects change in size category. Only one such effect may modify a subject at one time; new [Size] overlap (if modifying size in the same direction) or automatically cancel with (if modifying in the opposite direction). If increasing in size, & insufficient room is available for the growth, the creature attains the maximum possible size & may burst enclosures in the process (according to its Strength); if it fails, it is constrained.

Size Change –

If something changes multiple steps at once, combine the ability adjustments. When reducing in size, apply opposite polarity adjustments. Do not reduce an attribute below 1 this way.

Size → New Size



Fine - Dimunitive



Dimunitive - Tiny



Tiny - Small



Small - Medium



Medium - Large



Large - Huge



Huge - Gargantuan



Gargantuan - Colossal



Colossal - Colossal+



Size Points – Fine = 1/16, Diminutive = 1/8, Tiny = ¼, Small = ½, Medium = 1, Large = 2, Huge = 4, Gargantuan = 8, Colossal = 16, Colossal+ = 20, Colossal++ = 24

Slidespeed – Slidespeeds have sub-types: land, climb, hydro, & anti-grav. A 'land' slidespeed functions as a landspeed ignoring terrain penalties to movement; ascending 30-45° reduces speed by ½, & descending 30-45° doubles speed. A 'climb' slidespeed functions as a 'land', but on slopes up to 90° (ending movement on a slope >45° requires climbing). A 'hydro' slidespeed functions as a 'land', but only on liquid surfaces. An 'anti-grav' slidespeed functions as a 'land', but allows one to move across empty air (ending movement on nothing causes you to fall).

Social – Skill checks made when interacting with another being: Bluff, Diplomacy, Perform, & Sense Motive.

[Sonic] – This effect does shit with sound. Sound ignores hardness.

Soul – Anything which has a Wisdom & a Charisma has a soul.

Soulless – A creature sub-type denoting a creature that does not have a soul.

SP – See: size points.

Special – This is a drug reference. See also: special hell.

Special Hell – You do not wish to go there.

Spell Resistance: A creature allowed to apply its SR minimizes all variables of the effect, & halves its duration.

Stable – Not in danger of dying from HP loss (unless you suffer a damage dealing attack).

Stabilization – This is a percentile you roll to avoid dying. Asking about it too frequently will result in rolling it a few times. See: Percentiles.

Stabilize – To cease to be unstable; to become stable.

Staggered – A creature that is staggered may only take a standard action each round.

Standard – The regular size & shape. Just… don't fucking argue with me.

Standard Energy – Any of the following: aging, cold, dark, electricity, fire, light, negative, positive, sonic.

Status – Any named effect which has a duration greater than instantaneous. Affinitized, Agonized, Asleep, Attuned, Blind, Charmed, Comatose, Confused, Dazed, Dazzled, Dead, Deaf, Despairing, Disabled, Distracted, Disturbed, Drowsy, Enraged, Entangled, Entropically Wounded, Ethereal, Exhausted, Fascinated, Fatigued, Frightened, Hysterical, Immobilized, Inattentive, Incorporeal, Intoxicated, Nauseated, Pacified, Panicked, Perturbed, Severed, Shaken, Sickened, Staggered, Stunned, & Unconscious. Collect all 40!

[Stoned] – What happens when you eat the special mushrooms.

Store – You initiate the effect, but it delays its occurrence until a trigger event (or sometimes may be initiated from storage). Generally, XP, material, & focus components are used during storage.

Str – Strength modifier.

Stressful Situation – Any situation requiring a saving throw or opposed roll.

Stunned – A stunned creature's only allowed action is a turn 5' step. They are flat-footed, & drop whatever they are holding.


Subsumed – Subsumed items are unavailable & non-functional until the effect that subsumed them ends (at which time they resume their previous location).

Suffocation – A suffocating creature takes 1 Constitution burn each round if it fails an escalating Fortitude save.

[Summon][Summoning] – they're heee-eere… Summoned creatures have no skill ranks, feats, or stances.

Summoning Cap – Creatures summoned or called by an effect have a maximum value described by the effect. Typically, calculate this value as follows: total the creature's HD, Cha, & Alignment Differential (with respect to the effect's initiator); if this value exceeds the summoning cap, it can not be summoned with that effect.

Suppressed – A suppressed effect does nothing; modifications it was applying are suspended. Its duration continues to track, & the effect resumes functioning if it has any duration remaining after the effect suppressing it ends.

[Surprise!] - This effect may be initiated by a flat-footed creature.

Suspended Animation – Anything in suspended animation is locked in a separate time stream. They may not take actions, & are immune to non-[Temporal] effects & attacks. When the suspended animation ends, they return to the state they were in immediately prior, & effects that were on them resume their duration as though no time had passed.

[Symbol] – Has [Glyph, Obfuscation, & Password]. A Permanent (pg 85) symbol that is dispelled or reached its limit, is instead suppressed for 10 minutes.

Target: This entry explains what your effect can affect. If you select something that you mistakenly believe is a valid target, your effect fails (your spell slot or pp are wasted).

[Target] – You target a target target to target with this targeted effect. They will have been targeted by your targeting. If you target yourself, you will be a targeted target.

Taxes – I bet you did not expect this to be here, but taxes are inevitable.

Teleportation damage – Ignores the HN of [Force], but not other HN. Is negated by Dimensional Anchor or Dimensional Lock, if from an [Astral].

Teleportation Mishap Chart

Dimension Door/Hop



Teleportation Circle

Planar Migration/ Plane Shift













Severe Scrambling






Planar Interface






Random Planar Interface






Incorrect Location






Incorrect Elevation






Astrally Stranded






Random Wrong Plane






Materialize in Solid












Failure: Nothing happens

Scrambling: 5d6 teleportation damage (Fortitude ½)

Severe Scrambling: 10d6 teleportation damage (Fortitude ½)

Planar Interface: Bizarre effect relating to the destination plane, sometimes Will negates

Random Planar Interface: Bizarre effect relating to a random plane, sometimes Will negates

Incorrect Location: You arrive somewhere thematically similar to your intended destination

Incorrect Elevation: You arrive in an open space 5d6 squares up or down from your intended destination

Astrally Stranded: Welcome to the Astral Plane!

Random Wrong Plane: Roll on the planar chart

Materialize in Solid: You are stuck (Reflex negates); 1d6 Constitution damage

Unique: Why do I do these things to myself?

Teleport coordinates – A mathematical expression of where a location is relative to other places, which can be used to designate that location unambiguously for any Teleportation effect.

[Temporal] – !ssa oy hctaW .emit htiw tihs seod tceffe sihT

Temporary negative level – These negative levels remain as long as the effect that generates them does, cannot be removed artificially, & never convert to level loss, nor cause death.

THP – 'Temporary Hit Points'; damage causes you to lose these in the same manner as HP, but they are not restored by healing abilities or effects. You lose these before applying damage to yourself. You may only have THP from one source at a time, or multiple sources that all provide 'stacking' THP

Thematically Oppositional – Depending on the characteristics of a creature, something that could be considered to be its opposite in nature. Example: holy water is thematically oppositional to demons, as rust is to metal.

TNL – See temporary negative level.

Torpor Fatigue, exhaustion, drowsy, asleep, comatose.

TPP – Temporary Power Points. When manifesting, you may use TPP instead of PP from your pool or a capacitor.

TR – Turn Resistance; add this value to saves against [Positive], & reduce positive damage by this value.

Track – Use the Survival skill to follow the trail of a creature.

[Transmutation] – Only one such effect can affect a given target at a time; previous effects are suppressed.

Transparent – Spot DC 10+{½}.

Treacherous – Movement into a square of treacherous terrain costs an additional square of movement.

Tricks – Specialized tasks that may be taught to creatures of Intelligence 1 or 2 in lieu of being able to communicate with them normally. The standard tricks are: Aid, Attack, Attack Weird, Come, Defend, Deliver, Detain, Down, Escape, Fetch, Guard, Guide, Hide, Hunt, Ignore, Perform, Play, Rescue, Scare, Seek, Serve, Sneak, Speak, Stay, Work. Learn all 25!

Unconscious - You are restricted to Hypnosis actions. You fall prone, & drop anything you are holding.

Unerringly – !t do'ntmisss.. unLess t&he taget gots OTAL caver\conceilmint.

Unfriendly – They do not like you. See attitude.

Unreality – That shit ain't real. Swords like real.

Unstable – In negative HP, & at risk of losing HP naturally.

(V) – 'Variable Thickness'; the initiator may increase or decrease the thickness of the effect by proportionately decreasing or increasing its area.

Vampiric healing/[Vampiric] – A vampiric healing effect is any that would provide the user healing or THP based on damage dealt by the effect. Such healing cannot benefit from damage reducing a creature beyond death/destruction.

Viewpoint – A viewpoint is a representation of the initiator of the effect, though it is mostly just an outline. It has access to your movement modes & skill ranks, can pass through objects at ½ speed (as though incorporeal), & is unable to interact with objects or creatures directly.

[Wall] – A [Wall] is composed of a number of squares that may be (A)rranged in any contiguous configuration, forming a single geometrical plane (unless also (S)hapeable), that may not cross through occupied space while forming. Many [Wall]s are (V).

[Water] – This effect does shit with water. Stay hydrated.

[Weapon] – The effect creates a weapon, which strikes once each round as your turn ends. It strikes from your direction, gaining attack bonuses as you would if attacking its target in melee. It returns to you if it has no legal target.

[Weather] – This effect does shit with weather. Of course, why one would bother, weather not existing, I am unsure.

Winded – A winded creature cannot perform certain actions or tasks: charge, run, sprint, Surge! (except checks required by effects), immediate actions (except when a swift action could be used), & Bardic Music. Casting a spell with a verbal component requires Concentration (DC 15); other concentraion checks have disadvantage.

Wind Effects – Magical or psionic wind uses #'s from the effect controlling them for “Strength”, “BA”, & “Size”; see, [Fight]. The skill penalty applies to physical skills & Listen. The attack penalty applies to weapon attacks (siege weapons take only ½ the penalty); the melee penalty does not apply to maneuvers. A downdraft Pushes away; an updraft Pushes towards.

Wind Category

Speed Range




Skill Penalty

Attack Penalty

Movement cost

























































Wis – Wisdom modifier.

Withered – A withered creature takes a -3 penalty to attack rolls, saving throws, skill checks, & weapon damage. They take +1 die of aging or desiccation damage.

Withstand – The effect continues, but does not affect the target at this time (typically the target must save each round/duration increment).

Zauberban – The German word for “counterspell”. Cast as an immediate action, but only to counter a spell. See counters.

Zone – Whenever a creature would pass through the effect’s area, they must make a Reflex save or be subject to the effect as though they were in it when it applies its modification.

Intentional blank page.