Spellbook Advancements

Some Magical Abilities can be made better, either through continued use or intense training. At Character Creation, when you gain a Power Level, or when you have any number of Downtime Points, you may improve one of the Magical Abilities you gained through the Spellbook through selecting an Advancement.

Every Magical Ability from the Spellbook that can be enhanced are listed below along with their Advancements. Each Advancement can only be taken once unless specified otherwise and you can obtain each Advancement separately.

Advancement. Each Advancement has a listed Technique Point Cost and a Prerequisite. You must meet any Prerequisites and spend the listed Technique Point Cost to gain that Advancement.

Afterimage Technique

Wild Sense

  • Technique Point Cost. 6 TP
  • Prerequisite. Insight Score 12+

If you successfully avoid the attack after using Afterimage Technique, you may use the Basic Attacking Maneuver as an Out-of-Sequence Action instead of your Movement Maneuver and your opponent must make an Opposed Impulsive Save against you. If they win, nothing happens. If you win, they suffer from Guard Down against this Attacking Maneuver.

Afterimage Strike

  • Technique Point Cost. 10 TP
  • Prerequisite. Agility Score 16+

If you successfully avoid the attack after using Afterimage Technique, you may spend an additional 4(T) Ki Points to create a swarm of Afterimages. The attacking opponent must make an Opposed Save, their Cognitive against your Impulsive. If they win, nothing happens. If you win, you gain the Hidden Combat Condition until the end of that opponent’s next turn. 

Energy Shield

Air-Tight Barrier

  • Technique Point Cost. 8 TP
  • Prerequisite. Force Score 16+

While benefiting from your Energy Shield, if you have to make a Saving Throw, you may spend 1/2 of the Energy Shield’s Ki Point Cost to increase your Dice Score for that roll by +1(T).

Healing Hands

Healing Expertise

  • Technique Point Cost. 6 TP
  • Prerequisite. Spirit Score 12+

Increase the amount of Life Points restored by the Healing Hands Magical Ability by +1d10(T).

Energy Zone

  • Technique Point Cost. 10 TP
  • Prerequisite. Spirit Score 20+

Instead of targeting a character within your Melee Range, you may target all allies within 3 squares of you when using Healing Hands.

Patch-Up

  • Technique Point Cost. 2 TP
  • Prerequisite. Scholarship Score 8+, Magical Materialization Magical Ability

If you would target a character with the Healing Hands Magical Ability, you may also repair their Apparel. You cannot restore broken Apparel but you otherwise refill the Break Value of any Apparel worn by your ally.

You can take Patch-Up an additional time. If you do, you can also fully restore broken Apparel.

Instant Transmission

Combat Transmitter

  • Technique Point Cost. 3 TP
  • Prerequisite. Agility Score 12+

Instead of targeting another character, you can move to any square within 10 Squares of you.

Quick Transporter

  • Technique Point Cost. 5 TP
  • Prerequisite. Insight Score 16+

You may use this Magical Ability an additional time per Combat Round.

Life Energy Absorption

Greater Absorption

  • Technique Point Cost. 4 TP
  • Prerequisite. Spirit Score 20+

Increase your Magical Wound Roll for Life Energy Absorption by +1d8(T).

Stress Eater

  • Technique Point Cost. 6 TP
  • Prerequisite. Personality Score 12+

Each time you successfully use the Life Energy Absorption Magical Ability on a target, increase the Stress Test Requirement for all of their Transformations by +2 up to a maximum of +2(T). This effect applies until they suffer from Stress Exhaustion.

Continuous Absorption

  • Technique Point Cost. 4 TP
  • Prerequisite. Insight Score 16+

You may use this Magical Ability an additional time per Combat Round.

You can gain this Advancement twice.

Planetary Consumption

  • Technique Point Cost. 10 TP
  • Prerequisite. Spirit Score 24+

Instead of targeting a character, you may choose to consume the planet’s energy. Use One Action to make a Use Magic Skill Check, TN Hard. If you fail, nothing happens. If you succeed, make a Magical Wound Roll. You may add an equal number to either your Life Points or your Ki Points.

If you have access to the Spirit Absorption Transformation, you may forgo gaining Life Points or Ki Points through Planetary Consumption to instead use a Transformation Maneuver to attempt and enter that Transformation as an Out-of-Sequence Action. If you do, gain +1(T) Spirit Power.

If you are currently in the Spirit Empowerment or Spirit Absorption Transformations, you may gain +1(T) Spirit Power instead of gaining any Life Points or Ki Points.

Fire and Flames

  • Technique Point Cost. 5 TP
  • Prerequisite. Planetary Consumption Advancement

Instead of gaining Life Points or Ki Points, you may make an Elemental (Fire) Profile Basic Attack Maneuver as an Out-of-Sequence Action. If you do, it gains a free Ki Wager equal to your Magical Wound Roll rolled for Life Energy Absorption.

Hakai

Divine Destruction

  • Technique Point Cost. 3 TP
  • Prerequisite. Force Score 34+

Increase the amount of damage inflicted by any effect of Hakai by +1(T).

You can gain this Advancement any number of times. Each time you gain this Advancement, increase the Technique Point Cost for future instances of this Advancement by +2.

Improved Destruction

  • Technique Point Cost. 6 TP
  • Prerequisite. Force Score 30+

For each square of Terrain destroyed through Hakai, increase the total Lethal Damage inflicted through Hakai by its Hardness Value

You can gain this Advancement any number of times. Each time you gain this Advancement, increase the number of squares of Terrain you can destroy by +2.

Magical Materialization

Weapon Summoner

  • Technique Point Cost. 5 TP
  • Prerequisite. Insight Score 16+

You may use Magical Materialization as an Instant Action to create any type of Weapon and you automatically succeed each Craft Skill Check to make a Weapon. You can dismiss any Weapon as an Instant Action, this can be part of the use of Magical Materialization to replace a weapon.

World Builder

  • Technique Point Cost. 5 TP
  • Prerequisite. Spirit Score 20+

Your default Hardness Value of any created Terrain becomes 1 instead of 0.

You can take World Builder twice. On the second time you take World Builder, increase the maximum Hardness Value of your Terrain by +1. 

Minion Summoning

Super Ghost Kamikaze Attack

  • Technique Point Cost. 3 TP
  • Prerequisite. Force or Spirit Score 20+

Instead of making a typical Minion, you may make a Kamikaze Ghost. Kamikaze Ghost’s are not created via the Minion Creation rules and instead have the same Tier of Power, Attribute Modifiers, Transformations and Signature Techniques as you. Any Kamikaze Ghosts are automatically in the same Transformation as you when created. Decrease their Combat Rolls by -1(T). Their Life Points are equal to 1/10th of your Maximum Life Points instead of 1/5th.

When a Kamikaze Ghost makes physical contact with another character, they make an Explosion Profile Basic Attack Maneuver as an Out-of-Sequence Action. Reduce their Life Points to 0 when using this Attacking Maneuver and increase the Wound Roll of that Attacking Maneuver by the amount of Life Points they lost upon using this effect.

Minion Swarm

  • Technique Point Cost. 3 TP
  • Prerequisite. Personality Score 20+

Instead of creating a single Minion, you can spend an additional Action to create any number of Minions up to 1/2 of your Personality Modifier.

Multi-Form Technique

Army of You

  • Technique Point Cost. 4 TP
  • Prerequisite. Spirit Control Talent

You can create any number of Minions up to 1/2 of your Personality Modifier.

Shapeshift

Shapeshift Diploma

  • Technique Point Cost. 4 TP
  • Prerequisite. Scholarship Score 12+

You can remain shapeshifted indefinitely. When you return to your normal body, you are not limited in using the Shapeshift Magical Ability again.

Solar Flare

Solar Flare x100

  • Technique Point Cost. 6 TP
  • Prerequisite. Force Score 20+

Solar Flare targets all opponents within 6 squares of you and for the Opposed Impulsive Save, increase your roll by +1(T).

You have Superiority on all Concealment Skill Checks against characters who were Blinded by the Solar Flare Magical Ability.

Telekinesis

Psychic Grip

  • Technique Point Cost. 10 TP
  • Prerequisite. Spirit Score 24+

After targeting a character and successfully beating them at the Opposed Save, you may choose to spend an additional Action to make an Opposed Ability Check – your Spirit against their Force or Spirit (whichever is higher). If they win, nothing happens. If you win, your opponent gains the Pinned Combat Condition until the start of your next turn.

At the start of their turn, your opponent may make an Opposed Ability Check, their Force or Spirit (whichever is higher) against your Spirit. If you win, nothing happens. If they win, they lose the Pinned Combat Condition.

Advanced Telekinesis

  • Technique Point Cost. 10 TP
  • Prerequisite. Insight Score 24+

You can select an additional target when using Telekinesis. This may allow you to throw two pieces of Terrain, two characters, or any mixture of your options with Telekinesis.

Telepathy

Wide-Range Telepathy

  • Technique Point Cost. 4 TP
  • Prerequisite. Clairvoyance Skill Rank 4+

You can select any number of targets with Telepathy.

Time-Skip

Seconds Improved

  • Technique Point Cost. 5 TP
  • Prerequisite. Tier of Power 3+ and +1 Tier of Power for each time you gain this Advancement.

You may use this Magical Ability an additional time per Combat Round.

This Advancement can be gained up to 2 times.

Reducing the Drain

  • Technique Point Cost. 5 TP
  • Prerequisite. Tenacity Score 10+

The increase to Ki Point Cost from attacking an opponent who has a higher Tier of Power than you cannot exceed +2(T).

Tides of Time

  • Technique Point Cost. 15 TP
  • Prerequisite. Tier of Power 4+

You may spend One Action to spend your Time-Skip Ki Point Cost to enter the Tides of Time. While in the Tides of Time, you take no damage from Attacking Maneuvers that have a Wound Roll Dice Score less than 25(T) but you also cannot make any type of Attacking Maneuver.

At the start of each Combat Round, you must pay the Time-Skip Ki Point Cost. If you can’t pay the Ki Point Cost, you leave the Tides of Time. You may leave the Tides of Time during your turn as an Instant Action.

Time Release

  • Technique Point Cost. 10 TP
  • Prerequisite. Tides of Time Advancement

While you are in the Tides of Time, you can still use Signature Techniques if they have the Twin-Linked (Strike) Advantage.

Time Lag

  • Technique Point Cost. 10 TP
  • Prerequisite. Tier of Power 4+

When using Time-Skip, instead of making an Attacking Maneuver or a Movement Maneuver, you may target one opponent within your Melee Range. They must make an Opposed Force Ability Check against you. If they win, nothing happens. If you win, they suffer from the Slowed Combat Condition and reduce all of their Combat Rolls by 1/4 of your Force Modifier.

At the start of each of their turns, or by spending One Action during their turn, your opponent can attempt to make another Opposed Force Ability Check against you. If you win, nothing happens. If they win, they end the effects of Time Lag and you suffer from the Guard Down Combat Condition against their Attacking Maneuvers until the start of their next turn.

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